The next week passes without any events, though each day is tense in case the goblins decide to attack. But it seems they are still preparing. Yesterday the sheriff arrived back in town with a few men. Not enough to keep the town safe in a full on assault.
You spend the evening preparing for today, and at dusk you set off from town with Shalelu leading the way. Some of you got horses from Aldern Foxglove, the rest of you have been supplied by Daviren Hosk. It takes a couple of hours to reach the Nettlewood and Shalelu urges you to be quiet. From this point on, there is no telling what you might encounter.

Characters are dealt Action Cards as usual during a Dramatic Task. Those attempting the task make relevant skill checks and get a Task Token for each success and raise. Failure means no progress and a Critical Failure reduces progress by one (if any has been made). Will draw action cards only in case of Clubs. If you draw a club, you encounter a complication. Attempts to resolve the task (or Support it!) are made at an additional −2.
Worse, if a roll is failed during a Complication, the Dramatic Task fails—the trap springs, the lock jams, a victim cannot be saved, and so on.
The character may choose not to attempt a roll on a turn he has a Complication—it just costs him precious time.
Support: Characters assisting (via Support) also suffer the Complication penalty, and an additional −2 if their Action Card is a Club! Critical Failure on their part just subtracts from the lead’s roll as usual, however, it doesn’t cause the entire task to fail.
You can post in whatever order you like. You can use any skill you can make a case for. The most obvious is Stealth and Survival. Though I'm not hard to convince if you have a clever idea with another skill.
Edit: Chigaru and Khel drew clubs and have complications.
Deck Draws





