During our last caper, our relic-hoarding pirate king Roland escaped an asylum with Daniel Chesterfield in tow, only to then get beat up by a mob of angry guards and take a physical trauma. I find it kind of weird that Roland can run away from the Asylum Gorger no problem, but oh yeah, security guards, phew, now that’s some trauma there. But anyway! Today, we are going right into A Phantom of Truth. Since we have full Conviction we are going to be going for the running away version of the scenario. This may prove a little tricky, since my agility is literally 2, but I’m optimistic.

Dream Sequence

First things first, we have to read through our dreams. The following things happen to us:

-We get Lost Soul (our fifth weakness!). Since we have Conviction this will be a Will test for us.

-We get a mental trauma from killing everyone at the party.

-We do not get a bonus Conviction or Doubt from Chasing the Stranger.

-We also did not interview Jordan Perry, so we will continue set up as normal and begin play at Gare d’Orsay.

Stick to the Plan

Ambush can go on Stick to the Plan; however, we are keeping our load out the same as this is our tried and true set up. So once again, attached to Stick to the Plan we have the following:

-On the Hunt

-Practice Makes Perfect

-Prepared for the Worst

We also immediately resolve 1 Astounding Revelation, and gain 2 additional resources.

Opening Hand

For our opening hand, we draw

Segment of Onyx

-Disc of Itzamna

-Enchanted Blade (from here on, whenever I say Enchanted Blade, I mean Enchanted Blade3)

-Segment of Onyx

-.45 Automatic.

Wow, okay, the Arkham gods felt content to give me not just 2 Segments of Onyx in my starting hand, but also an Enchanted Blade? Very nice. I think I will keep the Disc, just for an early trigger, and try to get rid of it for value before completing Pendant. I will mulligan out my .45 Automatic, because I don’t need it at all.

After the mulligan, I have the following.

Segment of Onyx

-Disc of Itzamna

-Enchanted Blade

-Segment of Onyx

-Glory

Glory is perfect here! I expect to be fighting a lot and Glory will give me that card draw I want; especially since I expect a lot of the cards in my hand won’t be in my hand for very long.

Round 1

ROLAND:

Damage – 1/9; Horror – 1/5; Resources – 7; Clues – 0

Stick to the Plan (3): On the Hunt, Practice Makes Perfect, Prepared for the Worst 

Hand (5): Disc of Itzamna, Enchanted Blade, Glory, Segment of Onyx, Segment of Onyx

Action 1: I have 7 resources, so I think my first order of business is to start putting out my assets. Hopefully I can draw an enemy right away as well to start getting some clues. I won’t bother playing the Segments right now – I’d rather save my money at the moment. So first, I play my Enchanted Blade.

Action 2: I play my Disc of Itzamna.

Action 3: I’m going to gain a resource. I’m okay camping out here. This location has a pretty high shroud, so if an enemy spawns on me, it’ll be nice to get the kill right here. Also, that money will help me pay for the cards I have on Stick to the Plan or in my hand currently.

Enemy phase: No enemies.

Upkeep: I draw my second copy of Glory and gain 1 resource. I’m definitely set up to draw a lot of cards very soon.

Round 2

ROLAND:

Damage – 1/9; Horror – 1/5; Resources – 3; Clues – 0

Stick to the Plan (3): On the Hunt, Practice Makes Perfect, Prepared for the Worst 

Hand (4): Glory, Glory, Segment of Onyx, Segment of Onyx

Mythos: 1 doom added, 1 out of 6 doom.

Encounter card: Hunting Shadow. Well, I have to take 2 damage. I actually am quite worried about damage this scenario, since it’s more of an endurance run. I’m hoping that I get my Hallowed Mirror at some point. Soothing Melody will be big this scenario if I can get it.

Action 1: I move to Montparnasse, because I want that easy investigate.

Action 2: I attempt an investigate, 3v2. Not great odds, but I need to be trying. I draw a Tablet (-3), so that’s a fail.

Action 3: I try the same test again, 3v2. I draw a -2. This isn’t going very well so far. Kind of embarrassing set of investigates, honestly.

Enemy phase: No enemies.

Upkeep: We draw Guts and gain 1 resource.

Round 3

ROLAND:

Damage – 3/9; Horror – 1/5; Resources – 4; Clues –02

Stick to the Plan (3): On the Hunt, Practice Makes Perfect, Prepared for the Worst 

Hand (5): Glory, Glory, Guts, Segment of Onyx, Segment of Onyx

Mythos: 1 doom added. 2 out of 6 doom.

Encounter card: Hunting Shadow. WOW, imagine if I had a clue, right? I mean, I wouldn’t have spent it anyway, but yeah, I find it funny at least. Two more damage to me.

Action 1: I really want this clue, so we are going again. 3v2, and I draw a 0. This time I got it. I needed this clue because I want to be able to advance the agenda before there is 3 doom here.

Action 2: I move back to Gare d’Orsay.

Action 3: I draw a card, because we are back to camping out here. It’s my second copy of Disc.

Enemy phase: Nothing happens.

Upkeep: I draw my third Segment of Onyx (!!!) and gain 1 resource.

Round 4

ROLAND:

Damage – 5/9; Horror – 1/5; Resources – 5; Clues – 1

Stick to the Plan (3): On the Hunt, Practice Makes Perfect, Prepared for the Worst 

Hand (7): Disc of Itzamna, Glory, Glory, Guts Segment of Onyx, Segment of Onyx, Segment of Onyx

Mythos: 3 doom added. 3 out of 6 doom.

Encounter card: Now I definitely feel like I have to play On the Hunt. I want to find something that can die to my Disc, getting me this clue, allowing me to play Glory, and freeing up the slot to play my Pendant. So, let’s play it and see how this goes. The only enemy I found was Swift Byahkee, which has 3 health. I’ll have to spend another action to clear this out, but I’ll take what I can get. I discard my Disc of Itzamna and deal 2 damage to Swift Byakhee.

Action 1: I fight with my Enchanted Blade against the Swift Byakhee, 6v2. I draw a Skull (-3), and easily defeat it. I won’t empower my blade here, because I’d rather save those charges for later, I think. However, I do discover the clue on Gare d’Orsay, and play Glory to draw 2 more cards. The cards I draw are Take the Initiative and Practice Makes Perfect.

I will now advance the act with my 2 clues. I spawn the Organist at the location farthest away from all investigators. This puts him at Pere Lachaise Cemetery. My next order of business is going to be surviving 3 agendas. I really, really need to find a way to heal…

Also, now is a good time to play my Pendant, so I pay 3 resources and Pendant of the Queen is now in play. I now have no money left.

Action 2: I move up to Opera Garnier. Even though the shroud here is a 5, I should be able to get this clue any number of ways. Either I exhaust Pendant here, I kill an enemy, or I can commit my Take the Initiative during my first action for +6 icons due to the icon doubling ability on Opera Garnier.

Action 3: I gain another resource. I just want to make sure I have enough money to pay for my cards.

Enemy phase: The Organist moves twice to Montmartre. He is now 1 location away.

Upkeep: I draw my second copy of Enchanted Blade and gain 1 resource.

Round 5

ROLAND:

Damage – 5/9; Horror – 1/5; Resources – 2; Clues – 0

Stick to the Plan (2): Practice Makes Perfect, Prepared for the Worst 

Hand (6): Disc of Itzamna, Enchanted Blade, Glory, Guts, Practice Makes Perfect, Take the Initiative

Mythos: 1 doom added. 4 out of 6 doom.

Encounter card: Twisted to His Will. Now, this is an interesting point here for me. This test is quite difficult, and the penalty for failing it is discarding two cards at random. I almost don’t particularly care about that (if I didn’t put my Segments in play by now, I’d be freaking out!) I think what I have in play and attached to Stick to the Plan makes me feel quite safe to fail this. In addition, I’ll have 4 cards left in the end, which is still plenty to go with. If I commit and then fail anyway (which is very possible), then I’ll be in an even worse spot with fewer cards still. I think I’m okay to just accept that I fail this. So, we test this 3v4. I draw a Skull (-4), so now I’m glad I didn’t commit because I was definitely going to fail! I discard two cards at random which are Practice Makes Perfect and Take the Initiative.

Action 1: I will attempt to investigate this location with the Practice Makes Perfect on Stick to the Plan, and then decide what I do next based on that. My search is productive, as I find another Astounding Revelation, giving me two more resources, and the exact card I was looking for, which was Take the Initiative. I commit that to this investigate for +6 icons, making this a 9v5 investigation. The only things that fail me are the Tablets (because they cancel skill card effects) and the autofail. I draw a… -3! I made it! I get the clue, and Take the Initiative return to my hand. I find this whole action entertaining, since the two cards I discarded in Mythos ended up being cards I used anyway thanks to Stick to the Plan.

Action 2: I move one space over to Gare d’Orsay.

Action 3: I move again to Gardens of Luxembourg.

Enemy phase: Organist chases me again, ending at Gare d’Orsay. He is still one location away. I know I can exhaust him any time, but if I don’t need to, I’d rather not. My extensive experience playing Mystic has taught me to aggressively conserve charges.

Upkeep: I draw Dr. Elli (HOORAY! Maybe I can get my Mirror now??) and gain 1 resource.

Round 6

ROLAND:

Damage – 5/9; Horror – 1/5; Resources – 4; Clues – 1

Stick to the Plan (1): Prepared for the Worst 

Hand (5): Disc of Itzamna, Dr. Elli Horowitz, Enchanted Blade, Glory, Guts

Mythos: 1 doom added. 5 out of 6 doom.

Encounter card: Torturous Chords. This was a card I was afraid of early on, because I didn’t want this to mess with my Segments. However, I already have Segments in play so I care much less. I’ll commit my Guts to this to make it 5v5. I think I still lose, but I don’t mind committing something, since maybe I’ll save a few points of failure this way. I draw a…. 0?? Wow, okay. That test passes then, and I draw a card from Guts. What a day! The card I draw is Cover Up. I’m not too concerned about this, honestly. It’s so, so early in this scenario, and I have Pendant of the Queen! This is going to be an easy Cover Up.

Action 1: I play Dr. Elli in hopes of getting my Mirror. Sadly, there is no Mirror to be found. However, I did find my last Astounding Revelation, which is very nice. I get another 2 resources and the satisfaction of having triggered all 3 Astounding Revelations this scenario!

Action 2: Skulls are -5 right now, so I’m not looking to pass tests. I’m going to just keep running away from the Organist, because I don’t have much else to do. (Again, I can exhaust him any time, but I don’t feel like I really have to.) I move to Notre-Dame.

Action 3: And then I move to Le Marais. After I enter, I cannot leave; however, that’s fine, because it’s the end of my turn anyway.

Enemy phase: The Organist chases me to Notre-Dame. He is once again 1 location away.

Upkeep: I draw The Man In the Pallid Mask and gain 1 resource. I wish there was a way for me to drop him somewhere I could kill him for a clue, but I don’t think there is any place like that remaining sadly. I drop him off at Gare d’Orsay.

Round 7

ROLAND:

Damage – 5/9; Horror – 1/5; Resources – 4; Clues – 1

Stick to the Plan (1): Prepared for the Worst 

Hand (3): Disc of Itzamna, Enchanted Blade, Glory

Mythos: 1 doom added. 6 out of 6 doom. Agenda advances. Okay, two Agendas of this to go. The Organist moves one space away from me, and I can move one space as well. However, I will not do so, because I want to farm the clue here over and over for my Cover Up.

Encounter card: Hunting Shadow. Perfect, I finally have a clue for this thing. I will gladly spend that clue.

Action 1: I investigate Le Marais, 3v1. I draw a +1, and remove a clue from Cover Up.

Action 2: I do the exact same thing again. I draw a -4. Sad.

Action 3: Alright, another try at this. I draw a -1! That’s another clue gone from Cover Up.

Now, normally, this is where The Organist would run at me, but that’s going to now not happen, because I have Pendant of the Queen. I choose Montparnasse as my location, and exhaust The Organist. What an easy game, right?

Enemy phase: Nothing happens, because the Organist is exhausted.

Upkeep: I draw .45 Automatic and gain 1 resource. The Organist is now ready.

Round 8

ROLAND:

Damage – 5/9; Horror – 1/5; Resources – 5; Clues – 0

Stick to the Plan (1): Prepared for the Worst 

Hand (4): .45 Automatic, Disc of Itzamna, Enchanted Blade, Glory

Mythos: 1 doom added. 1 out of 5 doom.

Encounter card: Frozen in Fear. Well, getting ready of this will certainly be an adventure.

Action 1: I will continue spamming the investigation test on this location, 3v1. I draw a -2 so I pass again, so Cover Up is cleared.

Action 2: I investigate here again, this time to actually get the clue. 3v1 and I draw a -1. After 5 investigations, I will now actually pick up the clue here.

Action 3: I want to draw another card in hopes of finding something that will help me out with Frozen in Fear. I draw Ambush, which is a fine card, but doesn’t really help me with that.

I will now test my Frozen In Fear. I commit my Disc of Itzamna to the test, to make it 4v3. I draw a -4. I am a sad Roland.

Because I failed this, I know I can’t run away as fast as normal. Therefore, I will now use a second charge to Pendant to exhaust the Organist again.

Enemy phase: The Organist is exhausted again..

Upkeep: I draw Roland’s .38 Special and gain 1 resource.

Round 9

ROLAND:

Damage – 5/9; Horror – 1/5; Resources – 6; Clues – 1

Stick to the Plan (1): Prepared for the Worst 

Hand (5): .45 Automatic, Ambush, Enchanted Blade, Glory, Roland’s .38 Special

Mythos: 1 doom added. 2 out of 5 doom.

Encounter card: I draw Torturous Chords. At this point, I have an ample amount of money and I really don’t care about failing this. The test is 3v5, and I draw a… Skull (-2). That means I failed by 4. Well, that definitely could have been a lot worse for a Mythos phase.

Action 1: I move to Pere Lachaise Cemetery. As I am Frozen in Fear, this takes two actions.

Action 2: Frozen in Fear.

Action 3: I will now investigate Pere Lachaise Cemetery, 3v1. I draw a -2! Yay! We are doing great.

I test my Frozen in Fear again, 3v3, and I autofail.

Enemy phase: The Organist runs to Le Marais and is one location away from me again.

Upkeep phase: I draw Hallowed Mirror (yay!) and gain 1 resource.

Round 10

ROLAND:

Damage – 5/9; Horror – 1/5; Resources – 7; Clues – 2

Stick to the Plan (1): Prepared for the Worst 

Hand (6): .45 Automatic, Ambush, Enchanted Blade, Glory, Hallowed Mirror, Roland’s .38 Special

Mythos: 1 doom added. 3 out of 5 doom.

Encounter card: Deadly Fate. I almost don’t mind this, because it means I get to kill an enemy if I fail! 3v3, and I draw a… -3. Alright, time to see what enemy I get. It’s Stealthy Byakhee. I really wish I had my Ambush in play right now, but I’ll just have to live with this.

Action 1&2: Time to fight an enemy (for 2 actions!) My Enchanted Blade puts me at 6v5, but I will commit Roland’s .38 Special to make this 8v5, and as well, toss in Ambush because I really want to pass. Now, it’s 9v5. I draw a -3, so I pass! I empower my blade to heal 1 horror and draw a card. The card I draw is my second Dr. Elli. I discover a clue. Now, I could play Glory, but at this point, I know I’ll probably just hit a weakness, so I will not do that. Because I was able to discover the clue here without investigating, I can still leave this round, which is great.

Action 2: Frozen in Fear.

Action 3: I move to Le Marais to join the Organist, and I spend a clue to automatically evade him.

I test my Frozen in Fear again, committing Dr. Elli to make it 4v3. I draw a…+1! It’s gone! We’re free!

Enemy phase: Nothing again, The Organist is evaded.

Upkeep: I draw Perception and gain 1 resource. The Organist readies engaged with me.

Round 11

ROLAND:

Damage – 5/9; Horror – 0/5; Resources – 8; Clues – 2

Stick to the Plan (1): Prepared for the Worst

Hand (5): .45 Automatic, Enchanted Blade, Glory, Hallowed Mirror, Perception

Mythos: 1 doom added. 4 out of 5 doom.

Encounter card: Deadly Fate, again. Well, hopefully this enemy will be easy to deal with because I still expect to fail. 3v3, and I draw a… 0?? Wow, another lucky pass for me. Nothing happens.

Action 1: First order of business is to spend another clue to evade the Organist. I now move to Montmartre. I have one clue left.

Action 2: I am going to camp out here for a little bit because I have work to do. I play my Hallowed Mirror for 3 resources due to Torturous Chords. This puts a Soothing Melody into my hand.

Action 3: I immediately play the Soothing Melody for 1 resource, again because of Torturous Chords. This heals me 2 damage, and I draw a card, which is my Vicious Blow. Torturous Chords now has 2 resources left on it.

Enemy phase: Nothing happens, because the Organist is exhausted.

Upkeep: I draw Soothing Melody and gain 1 resource.

Round 12

ROLAND:

Damage – 3/9; Horror – 0/5; Resources – 5; Clues – 1

Stick to the Plan (1): Prepared for the Worst 

Hand (6): .45 Automatic, Enchanted Blade, Glory, Perception, Soothing Melody, Vicious Blow

Mythos: 1 doom added, 5 out of 5 doom. Agenda advances. I’m going to stay where I am but I push The Organist over to Notre Dame. One agenda left!

Encounter card: Torturous Chords. Yes, again. I don’t think this hugely matters right now, because I am feeling really healthy. I draw a Skull, which is now a 0, so I only fail by 2. Only a minor inconvenience.

Action 1: I commit Perception to this investigation, making it a 5v2.I draw a… Skull (0), so I pass and discover the clue here. I draw a card as well, which is Guts. I always feel great when I have Guts in hand, so I’m happy about that.

Action 2: I move to Canal St. Martin.

Action 3: I will now investigate Canal St. Martin, committing Enchanted Blade, Glory, and Soothing Melody. If it sounds like all I’m doing right now is farming victory points, yes, that’s exactly what I’m trying to do. This test is now a 7v4, and I draw a…. -1! Another clue for me.

Enemy phase: The Organist runs up to me but does not attack.

Upkeep: I draw Clasp of Black Onyx (which doesn’t matter to me), and I gain 1 resource.

Round 13

ROLAND:

Damage – 3/9; Horror – 0/5; Resources – 6; Clues – 3

Stick to the Plan (1): Prepared for the Worst 

Hand (4): .45 Automatic, Clasp of Black Onyx, Guts, Vicious Blow

Mythos: 1 doom added. 1 out of 5 doom.

Encounter card: Twin Suns. I will probably just fail this and take the horror honestly. At this point, I don’t hugely care, but let’s see. The test is 3v4, and I drew a Tablet (-3). That means I failed by 4. I didn’t want to fail this badly, but it is what it is. I will defeat Dr. Elli and put 2 horror on myself. I think that’s fine.

Action 1: So, first I will spend a clue to evade the Organist. Now, because I evaded him at Canal St. Martin, I get to also move him one space away. I will do that, and he is now in Pere Lechaise Cemetery. So, now it’s time for actual actions. First, I move to Montmartre.

Action 2: Next, I move to Grand Guignol. When I reveal Grand Guignol, I have a choice of taking 2 horror or doing a different thing, and since I just took 4 horror, I would like to do the other thing, please. I shuffle my non-weakness cards into my deck and draw 3 different cards. I draw .45 Automatic and Guts back, but I also drew my Internal Injury. So that’s going to hit me, and I can’t avoid that.

Action 3: I play my Clasp of Black Onyx for 3 (I still have 2 Torturous Chords on me), because I don’t think there’s anything else really worth doing. I also will use this opportunity to use my last Pendant charge on Gardens of Luxembourg to pick up the clue that is still there. This breaks my Pendant, putting the Segments of Onyx back into my very, very small deck.

I take a damage from Internal Injury.

Enemy phase: The Organist is exhausted so nothing happens.

Upkeep: I draw Vicious Blow and gain 1 resource. The Organist readies.

Round 14

ROLAND:

Damage – 4/9; Horror – 2/5; Resources – 4; Clues – 3

Stick to the Plan (1): Prepared for the Worst 

Hand (3): .45 Automatic, Guts, Vicious Blow

Mythos: 1 doom added. 2 out of 5 doom.

Encounter card: Screeching Byakhee. Perfect. This is pretty much the exact situation I wanted to happen. This is a victory point enemy, and if I defeat it, I get another victory point from clearing the location it’s on. A swing of 2 victory points? Let’s see if I can do this!

Action 1: Unfortunately this enemy gets +1 fight due to my sanity, but we’re in a good spot to fight this anyway. I use my Enchanted Blade and Vicious Blow. This is a 7v4, and I draw a Skull. We won’t empower here, so that’s 2 damage.

Action 2: We attack with Enchanted Blade again, 6v4. We draw an autofail. This is a little dicey, but we are going to believe in our Enchanted Blade! Also worth noting, that with the Guardian Enchanted Blade3, you don’t lose any charges for failing like this, which is very nice for situations exactly like this.

Action 3: I swing with Enchanted Blade again, 6v4. This time, we draw a -1! Victory! I will definitely empower the Enchanted Blade this time. That kills the Screeching Byakhee, discovers a clue, heals a horror from me, bakes me a plate of fresh homemade cookies (just kidding, but it may as well), and draws me a card. The card I draw is Segment of Onyx. I have now discovered every clue on this map except for one, and that clue is not on a victory point location. So, it’s pretty fair to say I have essentially wiped the map.

I will now gladly spend a clue to speed up our doom clock.

I take another hit from Internal Injury.

Enemy phase: The Organist moves to Montmartre, and is now 1 location away from me.

Upkeep: I draw another Segment of Onyx and gain 1 resource.

Round 15

ROLAND:

Damage – 5/9; Horror – 1/5; Resources – 5; Clues – 3

Stick to the Plan (1): Prepared for the Worst

Hand (4): .45 Automatic, Guts, Segment of Onyx, Segment of Onyx

Mythos: 1 doom added. 4 out of 5 doom.

Encounter card: Hunted by Byakhee. We win next round, which means all I have to do is not die this round. Therefore, I will gladly commit my two Segments and the .45 Automatic, to make this test a 5v6. I draw a… +1?? What the heck? Okay, well, I guess Roland just passed an agility test against a 6 in mythos. Who knew that was possible? Add that to the list of things Segment of Onyx has done for me this scenario.

Action 1: All I have to do is not die, so I’m going to run away from the Organist some more. I move to Opera Garnier.

Action 2: I move to Gare d’Orsay.

Action 3: I gain a resource. Sure, why not?

I get hit by Internal Injury for the third time.

Enemy phase: The Organist moves two spaces and does not hit me.

Upkeep phase: I draw another Segment of Onyx. I have now drawn 6 Segments of Onyx. Neat. I also gain 1 resource.

I would like to point out right now that Roland, the Man in the Pallid Mask, and The Organist are all sitting in Gare d’Orsay, the starting location for this scenario. I feel like if this were a game on Steam or something, I would unlock a special achievement for this.

Round 16

ROLAND:

Damage – 6/9; Horror – 1/5; Resources – 7; Clues – 3

Stick to the Plan (1): Prepared for the Worst

Hand (2): Guts, Segment of Onyx

Mythos: 1 doom added. 5 out of 5 doom. Agenda advances. We have more Conviction than Doubt, so we proceed to act 2b. From there, we proceed to Resolution 1.

With that, we won A Phantom of Truth!

Well, that was… surprisingly easy? Everything just went right this game. Thanks to Stick to the Plan, Enchanted Blade, and Pendant of the Queen, we were able to have total control of the map. We also did get really lucky on some mythos tests, which really helped us out. Also worth nothing that even with clearing Cover Up, we still managed to discover every single clue except for one. We also were fortunate to trigger all 3 copies of Astounding Revelation. Honestly, I think this may have been the best showing of ARRR! yet.

With that huge victory behind us, let’s check our updated campaign log.

Campaign log:

-you tried to warn the police

-the Stranger is on to you

-VIPs interviewed: Constance Dumaine, Ishimaru Haruko, Ashleigh Clarke

-VIPs slain: ~*~all of them~*~

-you took the onyx clasp

-the investigators were attacked as they escaped the asylum

-you heeded Daniel’s warning

-you found Nigel’s home

-Chasing the Stranger: 2

-Conviction: 3, Doubt: 0

-Total Experience Earned: 19

-Physical trauma: 1

-Mental trauma: 1

I’m feeling pretty solid right now. I got 5 more XP, the deck already feels very powerful to pilot, and the last two scenarios are ones where we get the interview bonuses. Of course, we could still crash and burn, but I’m feeling pretty good about everything so far.

Upgrades

Five XP is a lot of XP. There are definitely a lot of directions I can go with this. At this point, it feels difficult to remove anything from this deck. Every single card has been used in some way at some point by now. I think what would be best then is instead of adding new cards, to instead focus on upgrading the cards I already have. I think the first best choice is to upgrade my Perceptions to Perception level 2. This way, I can my regular investigations a bit stronger. And then, I don’t think I want to change anything else. I’m happy with this the way it is for now. I’m going to save this experience point to upgrade my cards later on.

Alright, up next is going to be The Pallid Mask! See you next time as Roland tries to not get lost in some tunnels.