B'kruss

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RPG Superstar 7 Season Star Voter, 8 Season Star Voter. Organized Play Member. 128 posts. No reviews. No lists. 2 wishlists. 4 Organized Play characters.


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I look at it this way with the Elixir:
While it is in your hand, it is essentially in your pack/satchel/belt ready to be drank at any moment. Once it is displayed (drank) the power is in effect. It will have a finite duration, but you move down the card applying powers in order. Example, over the course of the turn from separate sources, you take 1 acid, 1 fire, and then 2 cold. The acid and the fire damage are each reduced with the card remaining in play. When the cold damage is taken, the elixir is banished.

For Enhance, all spells are now banish at the end of turn they are used I do believe, with the options to recharge if you are proficient. This again stems from spells duration. Items/elixirs often have a longer duration than corresponding spells.


eddiephlash wrote:
I think "freely" adds a lot to the design space, and expect to see it a lot more often than most people complaining about it seem to think (Surely Bows will freely add their 1d4 to non-local combat checks; I bet (all? most? at very least some?) blessings will all have "freely" on them.

That might be the case, or perhaps ranged Rangers and some others will have an ability to freely play Ranged weapons on non-local checks. Alternately, I know Harsk had a similar power to that shown on many ranged weapons, so a new variant of that could say it counts as freely playing a weapon on the check.

As for blessings, the two previewed so far do not say freely, but one of them references only your checks and the other references local checks. Just so few cards shown so far to know for certain.


Slacker2010 wrote:
The elixir never says when to banish or discard. As I read it, if you want it is a Permanent buff.

Referencing the card in the new blog post here.

I am guessing there is some mechanic for displayed card in general as to when they are moved to the recovery area. The armor card in this preview has no During Recovery option.

My guess perhaps is that armor remains displayed until used, though I do wonder how that will function having multiple armors displayed.


Oh man... so much good crunch...

Bury Pile could provide new avenues for Necromancy themed characters.

I am curious for proficiency, seeing as how Amiri gains proficiency with Armor, I assume that some casters/rogues would gain proficiency with just Light Armor. Would also allow for Sanjan to get Monk Weapon proficiency too.

Heal - Going to guess something along the lines of "recharge from your discard pile" so can have a whole series of spells: "heal 3 cards", "a local character may heal 1 card," or "when you heal a card it is reloaded instead of recharged."


alucardeck wrote:
Mike Selinker wrote:
Apparently we got our weeks mixed up. It'll be next week's blog. Sorry for the delay.

This week, right?

Like.. today?
Like.. in a couple minutes?
*pressing F5*

The previous post was on Friday... *Hits refresh again just to make sure.*


Doktor Weasel wrote:

This makes me think he'll end up undead, or maybe as a flesh golem. Might even do it to himself somehow.

I had actually thought that Damiel would remain the Alchemist Iconic, and have had some unfortunate accident with a mutagen.


Mike Selinker wrote:
alucardeck wrote:
Any changes about character improvements and roles card?
Details next week.

Starts hitting refresh every 5 minutes in hopes the new blog post drops.


On further review, made this too powerful.

Spread: The Bridge wrote:


Powers: Display next to the Hourglass. There can only be one Spread on display at any time. If a new Spread is played, the previous Spread's owner discards that card.
While displayed, any Harrow character can turn the top card of their deck face up. While that card is face up, they may discard a card to add 1 dice to their check to acquire the turned card's type. If that character has a role card, they may recharge instead of discarding.

Applies only to their rolls now. That way there won't be +6 dice to acquire a high level item.

The other spreads will be similar. They will be useable by all Harrow Heroes while in play, but only affect that character's rolls, or a specific set of rolls.

Future goals:

I am still working on rewriting the cards to fit the new Core Set wording and rules set, as I learn them in the previews. My goal is to have the three character deck contents finalized by the time the Core Set comes out, then made adjustments to the wording as needed. Once I know how the game play is set up, I'll be working on a Harrowing adventure set, where Sonnorae will be an unlockable character, much like the succubus in WotR.


New adjustment preview

Spread Cohorts

Taking inspiration from Adventure Card Guild for Season of the Runelords adventure 1 starting cohort, I revised them as follows:

Spread: The Bridge
Level 0 Cohort
Traits: Card, Harrow
Powers: Display next to the Hourglass. There can only be one Spread on display at any time. If a new Spread is played, the previous Spread's owner discards that card.
While displayed, any Harrow character can turn the top card of their deck face up. While that card is face up, they may discard a card, to add 1 dice to any check to acquire the turned card's type. If that character has a role card, they may recharge instead of discarding.

The wording might need to be cleaned up a bit, but I think that convey the idea.


Adjustment for Sonnorae's power

[]During your movement phase, instead of moving you may reload your entire hand in any order and then reset your hand, drawing from the bottom of your deck instead.

Also for Sonnorae, I need to work up The Deck of Harrowed Tales as her cohort.


Sonnorae, Female Human Lorekeeper

Skills
Strength d4 []+1
Dexterity d6 []+1 []+2
Constitution d4 []+1
Intelligence d12 []+1 []+2 []+3 []+4
Knowledge: Intelligence +2
Wisdom d6 []+1 []+2 []+3
Charisma d10 []+1 []+2 []+3 []+4
Arcane: Charisma +2
Divine: Charisma +2

Powers
Hand Size 6 []7
Proficient with []Weapons, Light Armor

You are treated as having the Bard Trait.
You may recharge a card to add 1d4 to any other local character's check. []If that card has the Harrow trait, you and that character may each draw a card.
When an other local character would recharge a card, you may discard a card to allow them to shuffle their deck.
[]If you start your turn at a location that has a trait, you may reload your entire hand in any order, and then reset your hand, drawing from the bottom of your deck instead of the top.

Card List
Favored Card Type: Your choice
Weapon 1 []2 []3
Spell 5 []6
Armor -- []1 []2
Item 3 []4 []5
Ally 3 []4
Blessing 3 []4 []5


Long overdue update.

I am still working on this, though I have changed gears a bit.

Currently I am rewriting and adjusting the cards in line with the modifications for the new Core Set. Doing so has resolved some power length issues as well as taking care of some problems with certain character powers that were too convoluted.

Once I have the rewrite up, and as new keywords and such are explore, I'll get the compilation put up.

I still plan on a module set for The Harrowing.

In the mean time, a preview...


Am I the only one not seeing the discount information for the room bookings?


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Welcome back,

The new Core Set will have modular capabilities. Instead of each Adventure Path having their own big box, the Core set would have a big box, and the Adventure Paths would each add onto that core set, adding elements specific to that area, or theme.

Everything will be compatible with the others, from what we've heard. There will be minor rules changes, but nothing that will complete remove previously released characters or elements from being unplayable.

THe new set will have alot of short hand and key word use, even more than now. For instance, "Local" will mean character at your location. THis will reduce the amount of text needed on each card.

That's what I can recall of fthe top of my head while on break. I'm sure other sill fill in items too.


A Paladin In Citadel wrote:
Yewstance wrote:

As a matter of fact, the playtest had a few changes that did encourage people to stick together. For one thing, there may be more cards and powers which explicitly can support 'local' checks (checks by characters at your location), but there was also a rule where, I think, if a player failed to defeat a bane then another character may bury a card to encounter that bane.

Or it was something to that effect; I heard my details second-hand, I'm afraid. Either way, there was some means of other people 'stepping in' to help.

Sounds promising, as long as players aren't punished for not covering other locations for temp closing. For example, it would be nice to have cards that would allow me to move to another location during an encounter, for temp-closing purposes, and then be considered to have moved back once the encounter is over. Or some other mechanic that allows us to "cover the exits" in a fight with a villain.

This does add some interesting developments. Also then forces some characters like Merisiel to weigh the benefits of extra damage while alone versus the benefits of having friends along. Maybe future Rogues could have a power that would allow them to not count as local for bonus damage by them and other rogues sharing a location. Lets some rogues go tandem to help each other.

Also, I could see some teleportation spells or mount allies that could help with location closures. Perhaps something that could be displayed to allow for moving to an open location during a Villain encounter and then discarded, or buried to return back to the previous location. Something along those lines.


Oh man, that is some very interesting mechanics on Nok-Nok. I have been loving all of the Goblins that have come out. hard to pick a favorite, but Nok-Nok is near the top.


tocath wrote:
redeux wrote:

Perhaps class-decks we can have more fun with this, but for general new content I think the content should be meaningful. Themed AP or bane/boon content with NO rarity.

The key idea I was trying to get at was making special boons like "Loot" feel more special in your hands by giving them the same kind of visual treatment they get in the app version.

So, "Loot" cards look like this in the app.

And perhaps it's the term "rare" that is causing problems.

Thinking instead of power levels, an "advanced" boon looks like this, while an "elite" boon looks like this.

For me, this heightens what Mike has mentioned as one of the core "funs" of PACG - which is acquiring better boons. When I start getting these advanced or elite versions of cards into my hand in the app, I start feeling like the characters have seriously bumped up. These are no longer generic boons that look just like everything else. These are hard won and unique treasures.

I just had a thought reading this. What if there were upgrades to more specialized cards. For instance:

From RotRL, the Deathbane Light Crossbow. What if there was a Deck 3 or deck 6 version. The better versions would have new art/borders and better bonuses on their rolls, perhaps even a new ability. You could also Banish the previous version of the card from your hand to automatically acquire the newer version.


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Greetings again everyone.

I've been hitting a bit of a wall with my Harrow decks, so I am trying my hand at a few new things. Based on some ideas from one of the speculation threads, as well as some of the preview things for the new Core set, I am putting together my ideas for such, and welcoming thoughts and opinions.

My basic idea is along the lines of the smaller source books be they heritage books or regional books. Each deck would provide location, boons and banes to help fill in with the core set and provide for expanding on self made scenarios. The decks would also have 1-3 new characters that matched with the theme. These characters would be tied to a Class deck as well as the cards in the expansion deck. Example, the Dragon Expansion deck would have a Triaxian Dragonkin Rider. He would use the Paladin class deck and the Dragon Expansion deck to draw his potential cards from.

Going on the similar 109 card sized deck from the Class decks, I imagine a breakdown along the following lines. One of each level (1-6) for Barriers, Monsters, Blessings and Armors, and two of each for Weapons, Allies, Spells and items. Some of the remaining cards would be a selection of locations and villains/henchmen as well as a sample scenario card drawing upon the deck theme. Then there would be up to 12 character cards, 3 new characters and a owned card for each.

I will post up some of the deck ideas and make separate posts to start breaking them down.


I can see the issue with key words happening when it is right out of the box, pun intended. We can look to MtG as an example. Many key words had their detail text printed on the first or second set when they came out. Through game play they became memorized, so that in later editions they didn't need to be reprinted. I know when I tried to go back in a few years ago after leaving MtG during IceAge release, I was lost with all the new keywords.

We have some keywords right now: Recharge, Bury, Invoke and the like. I seem to recall some possible new keywords as Heal or Bless. I can see a short hand for it being "If the roll invokes the Melee Trait, twice bless the roll." or "bless the roll twice."

I am eager to see what methods are used to help streamline set up, as that has always been a momentum killer in my groups.


An expansion of the class decks would be the Hybrid classes, and make them usable by members of the core classes.

I have several ideas, playing off of themes mentioned here as well as my own concoctions. I'll be putting some of them up over at the home brew if any one is interested.

Basic idea plays off the new upcoming base set, to help with the modular idea. Decks would be themed, possibly based on book releases like the Dragons, or Blood of Night style books, could be regionally themed or also have ideas for some elemental themed decks. Each deck would have 1-3 characters fitting that theme, a selection of boons fitting the theme and characters, as well as locations and banes to help craft adventures with the base set. Each character would have an already released Class Deck they would be compatible with, and cards from both the Class Deck and the Add on Deck would be in their box, available to upgrade to.

Can't wait to see what more comes in the future.


Here is how I am reading it, it can be broken but not as broken as it appears.

With two power feats (One in first power and one in last power)

Begin game as Red Raven, move, end of move step, examine top card of location deck. You can then choose the switch or not, because you examined a card. If it is bane, you can stat as RR, if it is boon, probalby switch to Aric. Encounter the card, acquire it as Aric. Because you acquire a boon, examine the top card of your deck. Because you examine a card at your location, you can switch again. If it is a boon, stay as Aric, spend a card to encounter again and repeat. If it is a bane, switch to RR. It is at this point I don't yet see a way to trigger a second switch back to Aric until the end of your turn, which he can then examine the top card and decide to switch for next turn.

My thoughts he is a tweaked version of Ranzak for churning through Boons, and acting as his own Bane defeater, instead of relying on anyone else. He does have half his desk as possible cards to explore again, and looking at some of the allies, many of those additional encounters will have extra dice or dice roll mods.


Update:

With the Occult Deck out and the deck of Harrow cards in it, making some modifications.

Going to be adding the Mental trait and Perception recharge to many of the spells. Possibly adding the Tool and Mental trait to many of the decks and cards in the items section.

I've been working on some decks to playtest, trying to nail down all the cards in them. I'll post some more soon.


Alright, last three owned items and a few other B decks..

Harrow Deck Box (Item B)
Magic
To Acquire: Arcane/Divine 6 or Crafts 5

Recharge this card to to recharge a random card with the Harrow trait from your discard pile.

Harrow Mat (Item B)
Magic
To Acquire: Arcane/Divine 6 or Crafts 5

During your movement phase, display this card and do not move. While this card is displayed, add 1 to your checks that invoke the Harrow trait.

Runic Bandages (Ally B)
Outsider, Construct, Healing
To Acquire: Arcane/Divine 7 or Diplomacy/Crafts 6
Owner: Rizal

Reveal this card to add one to your check to acquire an item with the healing trait.
Discard this card to recharge 1d4 random cards from your discard pile.

Vasara Maul (Weapon B)
Magic, Bludgeoning, Two-Handed
To Acquire: Strength/Melee 8
Owner: Molniya

For your combat check, reveal this card to use your Strength or Melee dice +1d8; you may additionally discard this card to add another 1d8. If you are not proficient with weapons, the difficulty of this check is increased by 4.


Shock Deck (Item B)
Magic, Card
To Acquire: Arcane or Divine 7 or Craft 6
Owner: Ilyas

For your combat check, reveal this card to use your Ranged, Arcane or Divine skill +1d4 and the Electricity Trait. You may use another item on this check, and this counts as using a weapon.
Reveal this card to add 1 to your check to recharge a spell.
Recharge this card to examine the top card of the Blessings deck.

Walking Staff (Weapon B)
Magic, Two-Handed, Staff, Melee, Bludgeoning
To Acquire: Strength or Melee 6
Owner: Jerakin

For your combat check, reveal this card to use your Strength or Melee skill +1d6, you may discard this card for an additional 1d6.
At the end of your turn, before your reset your hand, you may discard this card to immediately move to another location, ignoring movement restrictions.

Nimble Fingers (Spell B)
Arcane, Magic, Attack
To Acquire: Wisdom/Arcane 5
Owner: Qi Tam

Discard this card to take an item from another character at your location.
Discard this card to decrease the difficulty of any combat check by 1. If you are attempting the check, you may use your Arcane skill +1d6 for the check.
After playing this card, if you do no have the Arcane skill, banish it; otherwise you may succeed at an Arcane 8 check to recharge this card instead of discarding it. If you are named Qi Tam, you may automatically succeed at your check to recharge this card.


I wanted to Owned cards to be slightly more than just regular cards, but I can see your point.

Plus with the bury on the Suits, basically they are clothing, not true armor, so figured they would be more expendable. :)

But love the critiques.

Suit cards will go with the reduce damage by 2.

Nice points on the others also.


Alright, time for some more.

A few of the owned items.

Lithomantic Gems (Item B)
Magic
To Acquire: Arcane or Divine 6 or Crafts 5
Owner: Tish
Display this card to choose boon or bane and examine the top card of an open location. If the card examined matches the card type your chose, recharge this card, move to that location and encounter the examine card. If the card does not match, shuffle that deck, discard this card and end your turn. If you have a role card, you may bury this card instead to choose a second location to examine seeking the same card type.

Not sure if it is too clunky. Also not sure if I want to narrow it to specific card types as opposed to just boon or bane.

Elemental Spikes (Weapon B)
Ranged, Magic, Piercing
To Acquire: Dexterity/Ranged 6
Owner: Kwerathi
For your combat check, discard this card to use your Dexterity or Ranged skill +3d4 and the cold trait; If you have a roll card, you may add the Acid, Electricity or Fire trait instead.

Runic Star Knife (Weapon B)
Ranged, Magic, Slashing, Knife
To Acquire: Dexterity/Ranged 6
Owner: Alisha
For your combat check, discard this card to use your Strength or Melee skill +2d6. If you are proficient with weapons, you may choose to bury this card to do one of the following: add another 2d4 to your check, or use your Dexterity or Ranged skill +2d6 instead.

More to come, will try and knock out the remainder of the owned items next time.


Here are some more of the cards I've been working on. Some basic filler cards for deck B.

Suit of Books (Item B)
Basic, Clothing, Harrow?
To Acquire: Constitution/Fortitude 6 or Crafts 5
Bury this card to reduce combat damage dealt to you by 1.
Discard this card to add 1 to your check to acquire a spell. You may do this before or after the dice are rolled.

Suit of Crowns (Item B)
Basic, Clothing, Harrow?
To Acquire: Constitution/Fortitude 6 or Crafts 5
Bury this card to reduce combat damage dealt to you by 1.
Discard this card to add 1 to your check to acquire an ally. You may do this before or after the dice are rolled.

Suit of Hammers (Armor B)
Basic, Light Armor, Harrow?
To Acquire: Constitution/Fortitude 6 or Crafts 5
Bury this card to reduce combat damage dealt to you by 1.
Discard this card to add 1 to your check to acquire a weapon. You may do this before or after the dice are rolled.

Suit of Keys (Item B)
Basic, Clothing, Harrow?
To Acquire: Constitution/Fortitude 6 or Crafts 5
Bury this card to reduce combat damage dealt to you by 1.
Discard this card to add 1 to your check to acquire an item. You may do this before or after the dice are rolled.

Suit of Shields (Armor B)
Basic, Clothing, Harrow?
To Acquire: Constitution/Fortitude 6 or Crafts 5
Bury this card to reduce combat damage dealt to you by 1.
Discard this card to add 1 to your check to acquire an armor. You may do this before or after the dice are rolled.

Suit of Stars (Item B)
Basic, Clothing, Harrow?
To Acquire: Constitution/Fortitude 6 or Crafts 5
Bury this card to reduce combat damage dealt to you by 1.
Discard this card to add 1 to your check to acquire a blessing. You may do this before or after the dice are rolled.

More to come.


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I thought I would also update some of the other behind the scenes stuff I am working on.

I am working up an adventure path for the Harrowing. You can attempt the adventure once you have a Role card. It will encompass Deck 4 and 5. I liked to idea of presenting the Harrow cards to gain boons against the various parts of the Harrow Realm, so I thought I would incorporate that into the enemies, villains, barriers and locations in the adventure. To this end, I wanted to have every card available between the various decks and be accessible by Deck 4 to have a chance of using them against the various targets.

We already put together at least one of each card, and there may be some more options being added to the various decks.

More updates to come.


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Hey there, I am back, again! LOL

Okay, here is what I've been working on:

I've been doing preliminary stuff on the Harrowing Adventure set, sort of planing ahead for how I want/think the decks should function for how that adventure will work.

In the adventure you can use cards from the harrow deck to gain bonuses against particular enemies and events inthe campaign. I wanted to replicate that with the adventure, but knew that I would have to make some new cards so that there would be atleast one corrisponding card of each from the Harrow deck in each of the class decks at a level that they would be able to be used. Basically, we need alternates for the Deck 6 cards at lower levels, but don't need them in each deck.

Hope that made sense, little rambly.

So with that in mind, I rethought how the decks should be composed.

We have the 100 cards, plus the 9 character cards. Within those 100 cards, we already have set 7 blessings, 1 Mythic Harrower, 5 spreads, 1 deck specific cohort, and 5 Lost Card items. The Harrow Deck has 54 cards in it, so that gives us a fixed amount of 73, so we need to get another 27 cards.

Most of those new cards need to be basics. SOme of them could be easy, like Fortuneteller and similar befitting cards.

I am putting together 6 "suit" cards, some basic items, like a Suit of Shields that is a basic Armor, Suit of Keys would be an Item, that sort of thing.

I would also like to make an owned item for each character as well, like the Inquisitor's thrown spikes, or the Cavaliers huge hammer.

I also saw the blog post with the homebrew profile, and am very interested in posted something for that once we have things completed.

I will give more details on the new/alt cards coming up, but a preview is...

Blue Dragonscale Breastplate (Armor 2) [Tyrant]
Traits: Light Armor, Magic, Harrow
Check to Acquire Constitution/Fortitude 8 or Crafts 7
Recharge this card to reduce combat damage to you by 2.
Recharge this card to reduce Electricity damage to you by 3.
Banish this card to reduce all damage dealt to you to 0; If you are proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

More to come shortly.

Thanks for sticking with me!


Looking forward to that Magus deck. Had to sort out my address from moving, but it should be on the way.

I will take a look at that one and see what could be pulled for our missing cards for Hammer and Shield deck.

Going back over my math and numbers, cause I completely forgot about the lost Harrow cards I put in as Item cards, and that sort of skews My plans as I was thinking they could be worked into all of the decks. I will have to think on that.

I'll start in on Star and Crown deck next for making up additionally needed cards.


Alright,

Back from hiatus, move completed.

Alright, back to this.

Looking at the Hammer and Shield deck, with your ideas, looks like we are still missing the following:

Spells for 4, 5 and 6. Ally 2 and 5. Item 6.


Finishing up a move. In the new house, how to just unpack everything. Ugh.

More to come.


Do we want to use all the weapons, and heck, even all the armor (ie heavy armor or the more massive melee weapons) in this deck? I can see them all going into Hammer and Shield.

And I wasn't sure if we would want to include Divine only spells since most all was Arcane based for the Book and Key deck.


That should be the current breakdown based on the Harrow cards.

Not sure if I missed anything from the list.


Armor:
B:Survivor's Leather Buckler
B:
1:Prop Armor
2:Bulette Armor
3:Carapace Armor
4:Inquisitor's Chain
5:Waxen Armor
6:Tyrant's Robe

Allies:
B:Freeman
B:The Bartender
B:
B:
B:
B:
B:
1:Cricket
1:Blacksmith
1:The Wise Old Owl
2:Bound Swarm Ally
2:Centaur Guide
3:Grizzly Bear
3:The Big Black Crow
3:Bound Will-o'-wisp
4:Zilvazaraat
4:Seru
5:Wax Golem
5:Rakshasa Courtesan
5:
6:Unicorn
6:

Items:
B:Book of Secrets
B:Children's Rhymes
B:
B:
B:
B:
B:
1:Lantern of the Abyss
1:Wedding Band
2:Dervish Scarf
2:
3:Jester's Outfit
3:Silver Teacup
4:Crown of the Lost King
4:Lamia's Lyre
5:Sand's of Time
5:Trumpet of Audacity
6:Skeleton Key Hand
6:


Lets make B allies 7 and B armors 2 then.

Weapons:
B: Boot Knife
B: Sharpened Quill
B:
B:
1:Juggling Stones
1:Snakebite Dagger
2:Javelin of the Simple Mind
2:Task Master's Whip
3:
3:
4:Midwife's Scalpel
4:
5:
5:
6:
6:

Spells:
B:"A Giant walks into a Bar.."
B:Protection From Evil
B:
B:
B:
B:
B:
1:
1:
1:
2:Castle of the Mind
2:Betrayal's Kiss
2:Touch of Boils
3:Hidden Moon
3:Wanderlust
3:Bramble Trap
4:Cyclone
4:Pit of Fiends
5:Avalanche
5:Survivor's Boon
6:Call of the Mountain Man
6:Visions of the Future


Okay, few things.

I went back and looked at my math. 109 cards in the deck, 23 fixed cards, leaves us 86 total cards needed.

Taking a look at what is needed, what do you think of this breakdown.

Weapons: (16 total)
B - 4
1 - 2
2 - 2
3 - 2
4 - 2
5 - 2
6 - 2

Spells: (22 total)
B - 7
1 - 3
2 - 3
3 - 3
4 - 2
5 - 2
6 - 2

Armor: (7 total)
B - 1
1 - 1
2 - 1
3 - 1
4 - 1
5 - 1
6 - 1

Allies: (23 total)
B - 8
1 - 3
2 - 2
3 - 3
4 - 2
5 - 3
6 - 2

Items: (18 total)
B - 6
1 - 2
2 - 2
3 - 2
4 - 2
5 - 2
6 - 2

That might give us a frame work to go on.


Deck of Book and Key break down:
Weapons: 19
Spells: 18
Armor: 9
Allies: 19
Items: 21

Monk:
Weapons: 4-7
Spells: 1-3
Armor: None
Allies: 6-8
Items: 4-6

Rogue:
Weapons: 3-5
Spells: 1-4
Armor: 1-2
Allies: 6-8
Items: 4-6

Summoner:
Weapons: None
Spells: 6-9
Armor: 1-2
Allies: 4-7
Items: 4-7

Looking at the needs of each character, and the breakdown I had originally, should we adjust down the number of weapons and adjust up some of the others?


One option that was discussed is using your characters from a completed game of Shackles or Runelords and starting them at deck 4, i believe, of Wrath, right after the portal. You continue that character through Wrath, advancing them more, but you do so without the benefits of the mythic cards or charges.


Hey everyone,

Little progress made. We're looking at moving and house hunting, so that's been taking up much of our time.

I have been working on compiling the characters into a single source document, with the changes made to the roles and such.

I have been testing a system to verify if card text is too long, but it didn't work out exactly like I had hoped.

I'm going to get the character document finished up, and post up the character deck lists as well as the three deck break down so we can get to the mixing and matching and see what slots need to be covered.


Was I fever dreaming, or did I actually post up card ideas for the Lost Cards from the Harrow?

It has been one of those weeks, and I can't remember if I did or not.


Tomorrow night I'll get the deck list back up and a re-post of the characters from one of the decks and we can take it from there.


Yes and no.

I did some compiling of the items and getting them all into my spread sheet. We have enough cards to make up more than half of each deck that would have the Harrow Trait.

109 cards per deck:
1 Mythic Harrower
9 character cards
1 unique cohort, 5 spread cohorts
6 Suit blessings and 1 Blessing of Irez

That's 23 fixed cards, and with minimum of one card representing each harrow card in the deck, that would be a total of 77 cards out of 109.

Do we want to just want to come up with a selection of more harrow cards to fill the rest of the deck, or let it go as is and do filling with existing cards?

For instance, We have a total of 7 armors, one from each deck. I figured that Hammer and Shield would have 12 armors and the other two would probably have only 9. Doing a whole deck of Harrow variations could mean a bunch more cards, or very few cards, depending on how things shake out.

What are you thoughts?


I will have some more updates on this project this weekend.


I thought I did had a level 5 armor, maybe I only filled in the chart and did post it. I will check when I get home.

I have a few ideas for some next step stuff too the I'll discuss with you when I get home as well.


Ideas for the remaining cards:

Weapons - One of the Deck 3 weapons should be downgraded to deck 2.

The Midwife. Deck 4. The Midwife's Scalpel.

The Peacock. Deck 5. Rainbow Staff that allows movement or does damage of chosen type.

The Mute Hag. Deck 6. Not sure at all yet, but seems like the place to be for this one.

Items - Let's make Lantern of the Abyss a level 2 item.

The Carnival. Deck 3. Jester's Outfit that gives bonus to Diplomacy, Acrobatics, and can discard to reduce combat damage.

The Rakshasa. Deck 3. Silver Teacup, item usable as a weapon with the magic trait. Can also provide a heal recharge.

The Liar. Deck 4. Lamia's Lyre that helps with diplomacy checks and recharging spells.

The Locksmith. Deck 6. Skeleton Key Hand, automatically defeat a barrier with the lock or cache trait. And something else too...

Lemme know what you think.


"A Giant Walks into a Bar..." (Spell B) The Joke
Traits: Arcane, Divine, Magic, Mental, Harrow
Check to Acquire: Intelligence/Arcane/Wisdom/Divine 4
Reveal this card to reduce the difficulty to defeat a non-villian monster by 2. If your character has the Bard trait, you may recharge a card from your discard pile as well.
After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, bury this card, or you may succeed at an Arcane or Divine 3 check to recharge it instead.
"And says, 'What is this doing up here...?'"

Wanderlust (Spell 3) The Lost
Traits: Arcane, Divine, Magic, Attack, Mental, Harrow
Check to Acquire: Intelligence/Arcane/Wisdom/Divine 9
Reveal this card to automatically evade a monster. Shuffle that card into a random open location.
After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, bury this card, or you may succeed at an Arcane or Divine 8 check to recharge it instead.

Avalanche (Spell 5) The Avalanche
Traits: Arcane, Divine, Magic, Attack, Harrow
Check to Acquire: Intelligence/Arcane/Wisdom/Divine 15
For your combat check, use your Arcane or Divine skill plus 3d10. After combat is resolved, each character at your location takes 1d4 combat damage, and all other characters take 1 combat damage.
After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, bury this card, or you may succeed at an Arcane or Divine 13 check to recharge it instead.

That should give us a pretty good spread on Spells. Allies and Armor done.

And I count 7 cards remaining.


No, books do not have the Object trait.

Seru (Ally 4) The Winged Serpent
Traits: Trigger, Animal, Harrow, Evil (See below)
Check to Acquire: Wisdom/Survival 10 or Arcane 8
When you examine this card, if your character has the trait Serpentfolk, you may automatically acquire this card.
Recharge this card to add 1d10 to your non-combat Stealth or Acrobatics check.
Discard this card to add 1d8 and the poison trait to your Melee or Ranged combat check.
If your character has the Evil trait, you may treat this card as having the Familiar trait.

(Evil, I am assuming that with the recent spoiler of the Hell's Vengeance deck, that there may be an Evil trait for those characters.)

Wax Golem (Ally 5) The Waxworks
Traits: Construct, Magic, Harrow
Check to Acquire: Craft 15 or Wisdom/Arcane 13
Display this card to reduce damage dealt to you by 2. After damage is resolved, if the damage was fire, discard this card, otherwise recharge it.
Bury this card to automatically evade a bane. Shuffle the bane back into the deck it came from.
Discard this card to explore your location. During this exploration, add one dice to your Diplomacy checks.

Unicorn (Ally 6) The Unicorn
Traits: Magic, Animal, Harrow
Check to Acquire: Wisdom/Survival 15 or Diplomacy/Divine 13
Reveal this card to add the Magic trait to your combat check.
Recharge this card to look at the top two cards of your location and put them back in any order.
Bury this card to shuffle 1d4+1 random cards from your discard pile into your deck.

That might finish out the Allies, gives us many at lower levels, and one each of 5 and 6.

Protection from Evil (Spell B) The Fiend
Traits: Magic, Arcane, Divine
Check to Acquire: Intelligence/Arcane/Wisdom/Divine 5
Reveal this card to reroll one dice on a failed combat roll against a monster. Keep the new result. If the roll still is a failure, reduce damage taken by 1.
After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, bury this card, or you may succeed at an Arcane or Divine 4 check to recharge it instead.


Ratfolk are part of my top 5 for favorite races.

Overall looks good, just a few though.

Quote:
When you would banish a card with the Alchemical trait, you may instead attempt a Craft 8 check. If you succeed, instead recharge the card, otherwise discard it.

Doubled up on the instead. Don't need to have the second one in there.

For the Plague-Doctor, just curious on them getting heavy armors.

Otherwise, I think they look good.


Change Bulette Armor to Deck 2.

Inquisitor's Chain (Armor 4) The Inquisitor
Traits: Light Armor, Magic, Harrow
Check to Acquire: Constitution/Fortitude 9
Reveal this card to add 2 to your Melee Combat checks with either the Bludgeoning or Slashing trait.
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; If you are proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Prop Armor (Armor 1) The Theater
Traits: Light Armor, Magic, Harrow
Checks to Acquire: Constitution/Fortitude 7
Reveal this card to add 2 to your Charisma or Stealth check.
Recharge this card to reduce damage dealt to you by 1.
Banish this card to reduce all damage dealt to you by 5; if you are proficient with light armors, bury it instead.

That would leave us with a deck 5 armor needed. That will give us all the armor cards I believe, the others for the decks can come from existing cards.

Zilvazaraat (Ally 4) The Foreign Trader
Traits: Outsider, Harrow, Mercane
Check to Acquire: Charisma/Diplomacy 10 or bury an Item with the Magic Trait
Recharge this card to add 1 dice to any check to acquire an item with the Magic trait at your location.
Discard this card and bury an item to draw a random item from the box of the same adventure deck number.
Bury this card to draw two random items from the box.

Centaur Guide (Ally 2) The Wanderer
Traits: Ranger, Centaur, Harrow
Check to Acquire: Charisma/Diplomacy 8 or Survival 6
Recharge this card to automatically succeed your Survival check.
Discard this card to move to any location, then immediately explore that location.

I am thinking Unicorn or Winged Serpent could be a deck 6 Ally.

Avalanche I think should be a spell, with damage to allies at the same location.

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