The Decks of Harrowed Heroes


Homebrew and House Rules

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Lone Shark Games

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I really like this thread.

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Sarcastic Jazz Hands wrote:

Most of those look good.

For the Javelin of the Simple Mind, what do you think of this:

Javelin of the Simple Mind wrote:

Deck 2

Trigger, Javelin, Harrow, Piercing, Magic, Ranged

To Acquire: Dexterity/Ranged 12 OR Bury a Card

When you examine this card, if your Intelligence die is 1d4, you may add this card to your hand.

For your combat check, bury this card to use your Dexterity or Ranged skill + 2d6; if the check is against a bane with the Alchemist, Witch or Wizard trait, add an additional 2d6. If you are proficient with weapons, the difficulty of this check is increased by 4.

You may attempt an Intelligence 6 check after playing this card. If you fail the check, you may recharge this card instead of burying it.

Love it! See my adjustments to the wording above.

Also, Mike likes our thread! *Squeeee*


I know... I did the same thing! LOL

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Okay some spells can come next. Let's see...

Harrowing (Spell 3)
Traits: Harrow, Arcane, Divine, Magic
To Acquire: Intelligence/Arcane/Wisdom/Divine 10
If you have a cohort with the Harrow trait displayed, discard this card to examine the top 5 cards of a location deck, character deck or the blessings deck.
Discard this card to examine the top card of your deck, then you may draw it.
If you do not have the Arcane or Divine skill, banish this card after playing it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.

Paladin's Smite (Spell 1) [The Paladin]
Traits: Attack, Harrow, Divine, Magic
To Acquire: Wisdom/Divine 7
For your combat check, you may discard this card use your Strength, Melee or Divine skill + 2d6; if the check is against a bane with the Undead or Outsider trait, add an additional 2d6.
If you do not have the Divine skill, banish this card after playing it; otherwise, you may succeed at a Divine 9 check to recharge this card instead of discarding it.

Freedom's Glory (Spell 3) [The Big Sky]
Traits: Harrow, Arcane, Divine, Magic
To Acquire: Intelligence/Arcane/Wisdom/Divine 11
Discard this card to search your location deck for a Token, Cohort or Ally card of your choice; set the card aside, shuffle the deck, then you may encounter the card or place it on top of the deck.
If you do not have the Arcane or Divine skill, banish this card after playing it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.

Pit of Fiends (Spell 4) [The Fiend] (Obviously meant for the summoner)
Traits: Harrow, Arcane, Divine, Magic
To Acquire: Intelligence/Arcane/Wisdom/Divine 14
Bury this card to search your location deck, banishing all allies. Then shuffle the deck and draw a number of random monsters from the box equal to the number of allies you banished.
If you do not have the Arcane or Divine skill, banish this card after playing it; otherwise, you may succeed at an Arcane or Divine 16 check to recharge this card instead of burying it.


Ugh, possibly upper respiratory infection going on, pardon the slowness.

Spells:
Harrowing looks good.

I think there can also be a Greater Harrowing version, Spell 5 perhaps, With that one you can choose 5 decks; character, location or blessings, and look at the top 3 cards of them.

Pit of Fiends is really nice, I can see someone enterprising using that right off the bat at the village house.

Paladin's Smite and Freedom's call both look pretty good.

I am putting together, and will have a link to for any that want it, a break down of the Harrow Cards and the various decks. THat way we can keep track of which cards will go into what decks.

I've also go a page in that file of the deck breakdowns for how many of each card so we can keep a record there too.

Some other semi-obvious spell options would be:
Cyclone, an AoE spell that would grant force dice bonus to all combats for a turn, could be limited to caster's location for like D6s or any location for D4s.
The Tangled Briar, During your turn, you may evade non-villian, non-henchmen monsters and send them to the bottom of the location deck.
The Mountain Man, a growth spell, not sure on the wording required. Strength Dexterity and COnstitution dice all go up by one dice size to max of D12, while Intelligence Wisomd and Charisma each go down by one dice size, to minimum of d4.

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Note: In the case of all of these spells, I need to check the To Acquire and To Recharge difficulties against other spells of their level.

Cyclone (Spell 4)
Traits: Attack, Arcane, Divine, Force, Harrow, Magic
To Acquire: Intelligence/Arcane/Wisdom/Divine 15
Display this card. While displayed, add 2d6 and the Force trait to combat checks; after each combat check, a random character is dealt 1 Force damage.
At the end of the turn, if you do not have the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 17 check. If you succeed, recharge this card. If you fail, discard this card.

Bramble Trap (Spell 3)
Traits: Divine, Harrow, Magic
To Acquire: Wisdom/Divine 14
During your turn, display this card. While displayed, you may evade your encounter with a non-villain, non-henchman monster; place that card on the bottom of your location deck.
At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 16 check. If you succeed, recharge this card. If you fail, discard this card.

Call of the Mountain Man (Spell 6)
Traits: Arcane, Divine, Harrow, Magic
To Acquire: Intelligence/Arcane/Wisdom/Divine 16
Display this card. While displayed, your Strength, Dexterity and Constitution dice all increase by one size (to a maximum of 1d12), and your Intelligence, Wisdom and Charisma dice all decrease by one size (to a minimum of 1d4).
While displayed, add 2d4 to your check to acquire an ally with the Animal trait.
At the end of the turn, if you do not have the Arcane or Divine sill, banish this card; otherwise, attempt an Arcane or Divine 18 check. If you succeed, recharge this card. If you fail, discard this card.

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Oh and I forgot I never made the Blessing of Irez, but I think it might just be better to rename Blessing of the Harrow to Blessing of Irez. She's the Empyreal Lord of cards, scribes and spells, so it would be totally feasible that she'd be "in charge" of magic surrounding Harrowing. We should also include worship of her in at least a few of the characters' back-stories, and perhaps one of the characters could be actively defiant of her.

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Greater Harrowing (Spell 5)
Traits: Arcane, Divine, Harrow, Magic
To Acquire: Intelligence/Arcane/Wisdom/Divine 14
If you have a cohort with the Harrow trait displayed, discard this card to examine the top three cards of up to 3 decks of the following types: location, character, blessings, siege. After examining all of these cards, you may choose to shuffle all of the chosen decks or none of them.
Discard this card to examine the top 3 cards of your deck, replace them in any order, then draw the top card.
If you do not have the Arcane or Divine skill, banish this card after playing it; otherwise, you may succeed at an Arcane or Divine 16 check to recharge this card instead of discarding it.


Spells all look good.

For Blessing of Irez I will put together an idea tonight and we can mesh them together tomorrow.
For the other Suit Blessings, do we want to spread one out per adventure deck number, or should we do them as two in deck 1, two in deck 2 and two in deck 3? Irez would be a B card obviously.

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I would say one per adventure deck, with variance between the decks if it makes sense. That will depend on how well they work with the characters' powers... for example, if the Blessing of Hammers adds extra dice to Strength and Con checks (just for example) we might want that to be an adventure deck 1 in the deck of Hammer and Shield, but an adventure deck 3 in the other two, etc.

Then we can fill in the other blessing slots with some blessings that are specific to certain Harrow cards, and maybe a couple pre-existing blessings (Blessing of the Elements comes to mind, for example).


Waaaaaay back when, I posted some ideas on the suit blessings.

Those are a bit more tailored to specific instances. We could go generic with something like:

Blessing of Hammers
Harrow, Divine
Strength or Divine to acquire.
Discard this card to add one dice to any check.
Discard this card to add two dice to any Strength check.
If the check invokes the Harrow trait, add one did.
Discard this card to explore your location.
If the top card of thr blessings discard pile has the Harrow trait or has Strength as a check to acquure, you may recharge instead of discarding.

Little clunky, wording could be better. I lean a bit more toward the focused versions as opposed to the straight stat bonus. Look back and let me know what you think.

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I think the more focused option is the way to go. What do you think of these?

Blessing of Hammers
Traits: Harrow, Divine
To Acquire: Melee 6 or Divine 5
Discard this card to add one die to any check, or two dice to any Melee check or check to acquire a weapon.
Discard this card to explore your location. During this exploration, add 1 to your checks that invoke the Harrow trait.
If the top card of the blessings discard pile has the Harrow trait or can be acquired using the Melee skill, you may recharge this blessing instead of discarding it.

Blessing of Books
Traits: Harrow, Divine
To Acquire: Knowledge 7 or Divine 5
Discard this card to add one die to any check, or two dice to any Knowledge check or check to acquire a spell.
Discard this card to explore your location. During this exploration, add 1 to your checks that invoke the Harrow trait.
If the top card of the blessings discard pile has the Harrow trait or can be acquired using the Knowledge skill, you may recharge this blessing instead of discarding it.

Blessing of Crowns
Traits: Harrow, Divine
To Acquire: Diplomacy 7 or Divine 5
Discard this card to add one die to any check, or two dice to any Diplomacy check or check to acquire an ally.
Discard this card to explore your location. During this exploration, add 1 to your checks that invoke the Harrow trait.
If the top card of the blessings discard pile has the Harrow trait or can be acquired using the Diplomacy skill, you may recharge this blessing instead of discarding it.

Blessing of Keys
Traits: Harrow, Divine
To Acquire: Disable 7 or Divine 5
Discard this card to add one die to any check, or two dice to any Disable check or check to acquire an item.
Discard this card to explore your location. During this exploration, add 1 to your checks that invoke the Harrow trait.
If the top card of the blessings discard pile has the Harrow trait or can be acquired using the Disable skill, you may recharge this blessing instead of discarding it.

Blessing of Shields
Traits: Harrow, Divine
To Acquire: Fortitude 7 or Divine 5
Discard this card to add one die to any check, or two dice to any Fortitude or check to acquire an armor.
Discard this card to explore your location. During this exploration, add 1 to your checks that invoke the Harrow trait.
If the top card of the blessings discard pile has the Harrow trait or can be acquired using the Fortitude skill, you may recharge this blessing instead of discarding it.

Blessing of Stars
Traits: Harrow, Divine
To Acquire: Divine 8
Discard this card to add one die to any check, or two dice to any check to close a location or acquire a blessing.
Discard this card to explore your location. During this exploration, add 1 to your checks that invoke the Harrow trait.
If the top card of the blessings discard pile has the Harrow or Basic trait, you may recharge this blessing instead of discarding it.

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Okay so more card ideas, let's see here:

Rakshasa Courtesan (Ally 5) [The Courtesan]
Traits: Outsider, Rakshasa, Harrow
To Acquire: Charisma/Diplomacy 13
Recharge this card to succeed at your check to acquire an ally with the Human or Half-Elf trait.
Discard this card to examine the top card of your location deck, then you may explore your location; add 2 to your Diplomacy checks during this exploration.

Bully Stick (Weapon 3) [The Beating]
Traits: Melee, Bludgeoning, 2-Handed, Harrow, Magic
To Acquire: Strength/Melee 9
On your turn, display this card to examine the top card of your location deck; if the card is a monster, you may encounter it.
While displayed, you may use your Strength skill in place of your Intelligence skill.
While displayed, for your combat check, use your Strength or Melee skill + 2d6; if you have already succeeded at a combat check during this encounter, add an additional 2d6.
At the end of the turn, succeed at a Strength 15 check to recahrge this card; otherwise, discard it.

Trumpet of Audacity (Item 5) [The Trumpet]
Traits: Instrument, Magic
To Acquire: Wisdom/Fortitude 14
Display this card. While displayed, add 1d10 to Strength, Constitution and Fortitude checks at your location.
If a character at your location fails a combat check, bury this card.


Those look good for the powers. For the acquisition roll, do you want to stick with the skills, or go with the appropriate attribute for the roll. Otherwise, some of these will be pretty hard to acquire for some characters.

Blessing of Irez
Traits: Harrow, Divine, Basic
To Acquire: Knowledge 8 or Arcane/Divine 5
Discard to add one dice to any check or two dice if this check is made by a character with the Harrow trait.
Discard this card to explore your location. During this exploration, add 1 to your checks that invoke the Harrow Trait.
If the top card of the blessings discard pile has the Harrow or Basic trait, you may recharge this blessing instead of discarding it.


On Bully Stick, Should that be on this turn instead of on this encounter?

I also thought we could pull in some of the lost Harrow cards too...

The Yellow Prophet (Item 5)
Traits: Harrow, Card, Gambling
To Acquire: Arcane/Knowledge 9 or Intelligence/Crafts 12
Discard this card to draw three cards and add them to your hand. For the rest of your turn, you suffer a penalty on all checks equal to 1d4.

The Wending Way (Item 3)
Traits: Harrow, Card
To Acquire: Arcane/Knowledge 7 or Intelligence/Crafts 8
Recharge this card to add one dice to any check to defeat a barrier.

The Prince of Wolves (Item 2)
Traits: Harrow, Card
To Acquire: Arcane/Knowledge 6 or Intelligence/Crafts 7
On your turn, display this card to recharge a random card from your bury pile. While displayed, add 1 to the difficulty of all checks to acquire Allies.
At the end of your turn, after you reset your hand, discard this card or recharge a card with the Harrow trait to recharge this card.

The Great Dreamer (Item 4)
Traits: Harrow, Card
To Acquire: Arcane/Knowledge 8 or Intelligence/Crafts 10
Discard this card to look at the top card of your location deck, then immediately move.
If the top card of the blessings discard pile has the Desna trait, you may treat this card as if it were identical to that card.

The Solstice (Item 1)
Traits: Harrow, Card
To Acquire: Arcane/Knowledge 5 or Intelligence/Crafts 6
On your turn, discard this card to reroll any failed check, you must keep the second result. If the check invokes the Harrow trait, add +2
to your check.

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With Bully Stick: I meant it to grant bonus dice for multiple combat check monsters (such as Combat 12 THEN Combat 14). So encounter is what I was going for, but if you think turn is better for it, that's fine too.

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Sarcastic Jazz Hands wrote:


I also thought we could pull in some of the lost Harrow cards too...

LOVE IT! :)

See changes to other cards' wording below:

The Yellow Prophet (Item 5)
Traits: Harrow, Card, Gambling
To Acquire: Arcane/Knowledge 9 or Intelligence/Craft 12
Discard this card to draw three cards. For the rest of the turn, increase the difficulty of all checks you attempt by 1d4.

The Wending Way (Item 3)
Traits: Harrow, Card
To Acquire: Arcane/Knowledge 7 or Intelligence/Craft 8
Recharge this card to add one die to any check to defeat a barrier.

The Prince of Wolves (Item 2)
Traits: Harrow, Card
To Acquire: Arcane/Knowledge 6 or Intelligence/Craft 7
On your turn, display this card to recharge a random card from your buried cards. While displayed, add 1 to the difficulty of all checks to acquire allies.
After you reset your hand, discard this card or recharge a card with the Harrow trait to recharge this card instead.

The Great Dreamer (Item 4)
Traits: Harrow, Card
To Acquire: Arcane/Knowledge 8 or Intelligence/Crafts 10
Discard this card to examine the top card of your location deck, then immediately move.
If the top card of the blessings discard pile has the Desna trait, you may treat this card as if it has the powers of that card.

The Solstice (Item 1)
Traits: Harrow, Card
To Acquire: Arcane/Knowledge 5 or Intelligence/Crafts 6
On your turn, discard this card to reroll your failed check, take the second result; if the check invokes the Harrow trait, add an additional +2.


Bully Stick: If that was the plan, sounds good to me. I wanted to check and see if that was the intent. :)

For the great Dreamer, do we want that to activate Triggers? I know some of those cause an encounter.

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For the Dreamer we can add "ignoring the Trigger trait"


Can do with the wording. Wasn't sure if "look" would be enough instead of "examine".

Bound Swarm Spirit (Ally 2) The Queen Mother
Traits: Swarm, Animal, Harrow
Check to Acquire: Intelligence/Arcane/Wisdom/Divine/Survival 8
Bury this card to add 1d4 to your combat check, or 2d4 to any check that invokes the Swarm trait.
Bury this card to reduce damage dealt to you by 2.
After playing this card, you may succeed at a Arcane or Divine 10 check to recharge this card instead of burying it.
If this card is in your hand, you may treat it as if it were a monster.

Carapace Armor (Armor 3) The Queen Mother
Traits: Light Armor, Harrow, Magic, Swarm
Check to Acquire: Constitution/Fortitude/Survival 5
Discard this card to reduce damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0. If you are proficient with Light Armor, bury this card instead.
If you are proficient with Light Armor, you may recharge this card when you reset your hand.

The Wise Old Owl (Ally 1) The Owl
Traits: Animal, Harrow
Check to Acquire: Wisdom/Survival 6
Discard this card to examine the top two cards of your location deck, encounter one and place the other on top or bottom of your location deck.

The Big Black Crow (Ally 3) The Crows
Traits: Animal, Harrow, Mount
Check to Acquire: Wisdom/Survival 8
For your combat check, discard this card and a weapon with the 2 Handed trait to use your Melee skill plus 2d8.
Discard this card to explore your location. You may add one dice to any check to acquire an item during this exploration.

The Bartender (Ally B) The Publican
Traits: Common, Cyclopse/Human?
Check to Acquire: Charisma/Diplomacy 4 or Craft 3
Reveal this card to add 2 to any check that invokes the Liquid trait.
Discard this card to draw a random item with the Liquid trait from the box.

Survivor's Boon (some variant of Raise Dead)

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Loving these. See below for a few edits:

Sarcastic Jazz Hands wrote:

Can do with the wording. Wasn't sure if "look" would be enough instead of "examine".

Bound Swarm Spirit (Ally 2) [The Queen Mother]
Traits: Swarm, Animal, Harrow
Check to Acquire: Intelligence/Arcane/Wisdom/Divine/Survival 8
Bury this card to add 1d4 to your combat check, or 2d4 to any check that invokes the Swarm trait.
Bury this card to reduce damage dealt to you by 2.
After playing this card, you may succeed at a Arcane or Divine 10 check to recharge this card instead of burying it.
If this card is in your hand, you may treat it as if it were a monster.

Carapace Armor (Armor 3) [The Queen Mother]
Traits: Light Armor, Swarm, Harrow, Magic <- Just changed the order
Check to Acquire: Constitution/Fortitude/Survival 5
Discard this card to reduce all damage dealt to you by 2. <- Do we want to specify damage types here?
Banish this card to reduce all damage dealt to you to 0. If you are proficient with light armor, bury this card instead.
If you are proficient with light armor, you may recharge this card when you reset your hand.

The Wise Old Owl (Ally 1) [The Owl]
Traits: Animal, Harrow
Check to Acquire: Wisdom/Survival 6
Discard this card to examine the top two cards of your location deck. Choose one of the cards and place it on the top or bottom of your location deck, then encounter the other.

The Big Black Crow (Ally 3) [The Crows]
Traits: Animal, Harrow, Mount
Check to Acquire: Wisdom/Survival 8
For your combat check, discard this card and a weapon with the 2-Handed trait to use your Melee skill + 2d8; you may add the discarded weapon's traits to the check.
Discard this card to explore your location. You may add 1 die to your checks to acquire items during this exploration.

The Bartender (Ally B) [The Publican]
Traits: Cyclops, Harrow, Basic
To Acquire: Charisma/Diplomacy 4 or Craft 3
Reveal this card to add 2 to any check that invokes the Liquid trait.
Discard this card to draw a random item with the Liquid trait from the box.

Survivor's Boon (Spell 5) [The Survivor]
Traits: Divine, Healing, Harrow, Magic
To Acquire: Wisdom/Divine 12
At the start of any turn, display this card. While displayed, when a character draws, discards or buries the last card in her deck, you may immediately discard this card to shuffle 2d4 cards from her discard pile into her deck.
While displayed, discard this card to add 2d8 to a Survival check.
While displayed, at the end of your turn, discard this card.
After playing this card, if you do not have the Divine skill, banish it. Otherwise, you may succeed at a Divine 14 check to recharge this card instead of discarding it.

For Survivor's Boon, it's meant to be used when a character's deck is looking thin but they want to explore during their turn anyway. This way, at the end of their turn OR if a bane causes them to pull cards from their deck, you get the chance to immediately save them. If that doesn't happen before the end of your own turn, you've wasted the cast but can still try to recharge it. I imagine the player who draws this card from her deck displaying it at the start of the next player's turn, allowing it to be used any time before the end of her own turn, several turns later. :)

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Hammer of Justice (Weapon 2) [The Paladin]
Traits: Melee, Bludgeoning, Hammer, Harrow, Magic
To Acquire: Strength/Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+3. You may additionally discard this card to add 1d10 and the Force trait.
During your encounter, discard this card to search your deck for a blessing with the Divine trait that may be played and play it immediately.

Castle of the Mind (Spell 2) [The Keep]
Traits: Arcane, Divine, Magic
To Acquire: Intelligence/Arcane/Wisdom/Divine 9
Display this card. While displayed, add 1d8 to checks that have the Mental trait.
While displayed, discard this card to reduce Combat damage dealt to you by 3.
At the end of the turn, discard this card.
After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 11 check to recharge this card instead of discarding it.

Freeman (Ally B) [The Big Sky]
Traits: Human, Commoner, Harrow
To Acquire: Charisma/Diplomacy 6
Discard this card to add 1d6 to your check to defeat a barrier; add an additional 1d6 if the card has the Lock trait.
Discard this card to explore your location.

Blacksmith (Ally 1) [The Forge]
Discard this card and bury a weapon to draw a random weapon from the box.
Discard this card to explore your location.

Grizzly Bear (Ally 3) [The Bear]
Traits: Animal
Discard this card to add 3d6 to your combat check.
Discard this card to explore your location; add 4 to your combat checks during this exploration.


Those look good. as do the rewrites of the others.

I am working on a few cards; The Marriage (item), The Betrayal (spell), The Eclipse (spell), The Uprising (weapon) and The Devil's Lantern (ally and item).

I'll have them up tomorrow, as well as update my cross reference database.

By the way, any lurkers that would like to take a peek at the behind the scenes stuff, just hit me up with a private message and I can link to the documents being used.

And I want to give thanks to those still observing, and to cartmanbeck for his continued assistance.


Alright, enough delays...

Wedding Band (Item 1) The Marriage
Traits: Item, Magic, Harrow, Veteran
Check to Acquire: Charisma/Diplomacy 7
On your turn, display this chard next to your character deck. While displayed, add +2 to all Charisma checks.
If you have another Wedding Band displayed, you may give this card to any other character at your location from your hand.
If you are at a location where another character has a Wedding Band displayed, they may put that card back into their hand to give you a bonus on any roll equal to the scenario's adventure deck number.

Not sure if I like that method. The other option I thought of was they could recharge a card to give you the bonus, and that way they could do that as many times as they have cards in hand. Thoughts?

Hidden Moon (Spell 3) The Eclipse
Traits: Magic, Harrow, Attack
Check to Acquire: Intelligence/Arcane/Wisdom/Divine 10
Display this card when a bane summons monsters to all open locations. While displayed, all characters gain 2d6 and the magic trait to their checks to defeat banes. At the end of the encounter, if you do not have the Arcane or Divine skill, banish this card; otherwise, bury it, or you may succeed at an Arcane or Divine 12 check to recharge it instead.

Emperor's Pitchfork Weapon (Weapon 2)
Traits: Polearm, Melee, Piercing, Magic, Harrow
Check to Acquire: Strength/Melee 9 or Banish and Ally with the Aristocrat trait.
Reveal this card to add +2 to any check to acquire an ally that has the Basic or Hireling trait.
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d8.

More to come.


Edit for Emperor's Pitchfork: Reveal this card to add +2 to any check to acquire an ally that has the Basic or Hireling but not the Animal trait.

Animals care not for your revolution...

Betrayal's Kiss (Spell 2) The Betrayal
Traits: Magic, Arcane, Divine, Mental, Harrow, Attack?
Check to Acquire: Intelligence/Arcane/Wisdom/Divine 8

When a Villain's power would summon another monster, display this card. While displayed, the additional monster is not summoned, but play continues as if you had defeated the monster. At the end of the encounter, if you do not have the Arcane or Divine skill, banish this card; otherwise, bury it, or you may succeed at an Arcane or Divine 10 check to recharge it instead.

Bound Will-o'-wisp (Ally 3) The Demon's Lantern
Traits: Aberration, Harrow
Check to Acquire: Intelligence/Arcane/Wisdom/Divine 9
Banish this card to automatically succeed a check to acquire a boon with the Azlanti trait. (Not sure if this was only brought in for the electronic game or not, lots of my cards are in accessible at the moment.)
Banish this card to add 1d6 to your check to defeat a monster. If that monster has the Aberration trait, add an additional 1d8.
Banish this card to reduce non-combat damage dealt to you by 2.
After playing this card, you may succeed at a Arcane or Divine 10 check to recharge this card instead of burying it.
If this card is in your hand, you may treat it as if it were a monster.

Devil's Lantern (Item 1) The Demon's Lantern
Traits: Magic, Harrow
Check to Acquire: Arcane/Craft 6 or Intelligence 8
Reveal this card to add 2 to any check while at a location with a trait.
Discard this card to roll 1d4. Consult the following table:
1: Discard the top card of your draw deck.
2: Discard 1 card from your hand.
3: Recharge 1 card from your hand.
4: recharge 1 card from your discard pile.

I am a bit meh on this one, appreciate thoughts.

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I'll look at these in a little bit, overall I like the ideas behind all of them! :)

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STuffs wrote:


Wedding Band (Item 1) [The Marriage]
Traits: Item, Magic, Harrow, Veteran
Check to Acquire: Charisma/Diplomacy 7
On your turn, display this card next to your character deck. While displayed, add 2 to your Charisma checks.
If you have another Wedding Band displayed, you may give this card to any other character at your location.
If another character at your location has a Wedding Band displayed, that character may put that card back into his hand to add the scenario's adventure deck number to your check.

Hidden Moon (Spell 3) [The Eclipse]
Traits: Magic, Harrow, Attack
Check to Acquire: Intelligence/Arcane/Wisdom/Divine 10
Display this card when a bane summons at least 2 monsters. While displayed, each character may add 2d6 and the Magic trait to his check to defeat a bane. At the end of the encounter, if you do not have the Arcane or Divine skill, banish this card; otherwise, bury it, or you may succeed at an Arcane or Divine 12 check to recharge it instead.

This one felt a bit niche, so I think this will work a bit better, since it'll also work if a bane summons monsters for all characters at your location.

Emperor's Pitchfork (Weapon 2)
Traits: Polearm, Melee, Piercing, Magic, Harrow
Check to Acquire: Strength/Melee 9 or Banish an ally with the Aristocrat trait.
Reveal this card to add 2 to any check to acquire an ally that has the Basic or Hireling trait.
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d8.

Betrayal's Kiss (Spell 2) [The Betrayal]
Traits: Magic, Arcane, Divine, Mental, Harrow, Attack?
Check to Acquire: Intelligence/Arcane/Wisdom/Divine 8
When a villain's power would summon a monster, bury this card; that monster is defeated.
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 10 check to recharge it instead.

Bound Will-o'-wisp (Ally 3) [The Demon's Lantern]
Traits: Aberration, Harrow
Check to Acquire: Intelligence/Arcane/Wisdom/Divine 9
Banish this card to automatically succeed a check to acquire a boon with the Azlanti trait. <-Yep, only in the digital game. We'll have to think on what trait to use instead.
Banish this card to add 1d6 to your check to defeat a monster. If that monster has the Aberration trait, add an additional 1d8.
Banish this card to reduce non-combat damage dealt to you by 2.
After playing this card, you may succeed at a Arcane or Divine 10 check to recharge this card instead of banishing it.
If this card is in your hand, you may treat it as if it were a monster.

Devil's Lantern (Item 1) [The Demon's Lantern]
Traits: Magic, Harrow
Check to Acquire: Arcane/Craft 6 or Intelligence 8
Reveal this card to add 2 to any check while at a location with a trait. <- Too broad, since we don't know what traits locations might have later in the game.
Discard this card to roll 1d4. Consult the following table:
1: Discard the top card of your draw deck.
2: Discard 1 card from your hand.
3: Recharge 1 card from your hand.
4: Recharge 1 card from your discard pile.

Silver Crusade RPG Superstar 2014 Top 16

Just realized: Devil and Demon are two very different things in the world of Pathfinder, so "Devil's Lantern" is not a good name for that last one. Let's go with "Lantern of the Abyss".


That's true. To that end, we could change it to say "at any location with the Abyss trait." That would sort of focus it to WotR. Perhaps the gamble on it needs to have more draw/heal power than curre t, to make it more work worth it.


Cricket (Ally 1) The Cricket
Traits: Arcane, Animal
Check to acquire: Arcane 4 or Wisdom/Survival 6
Recharge this card to succeed a check to recharge a spell.
Bury this card to re-roll a failed check, keeping the new result.

Touch of Boils (Spell 2) The Sickness
Traits: Magic, Attack, Arcane, Divine
Check to Acquire: Intelligence/Arcane/Wisdom/Divine 9
For your combat check to defeat a monster, display this card to use your Arcane or Divine skill plus 1d8 and the Poison trait. You may treat any 1s rolled on the check as if they were a 2. At the end of the encounter, if you do not have the Arcane or Divine skill, banish this card; otherwise, bury it, or you may succeed at an Arcane or Divine 8 check to recharge it instead.

Silver Crusade RPG Superstar 2014 Top 16

Sarcastic Jazz Hands wrote:

Cricket (Ally 1) The Cricket

Traits: Arcane, Animal, Harrow
Check to acquire: Arcane 4 or Wisdom/Survival 6
Recharge this card to succeed at your check to recharge a spell.
Bury this card to re-roll a failed check; take the new result.

Touch of Boils (Spell 2) The Sickness
Traits: Magic, Attack, Arcane, Divine, Harrow
Check to Acquire: Intelligence/Arcane/Wisdom/Divine 9
For your combat check to defeat a monster, display this card to use your Arcane or Divine skill + 1d8 with the Poison trait. You may treat any 1s rolled for this check as if they were 2s. At the end of the encounter, if you do not have the Arcane or Divine skill, banish this card; otherwise, bury it, or you may succeed at an Arcane or Divine 8 check to recharge it instead.

I need to check the wording on a card that changes 1s into 2s or 6s into 7s, because I don't think that wording is correct currently.


Looking to fill in some of the missing types of cards as well as for some of the deck numbers. Here we go.

The Sands of Time (Item 5) The Desert
Traits: Magic, Harrow
Check to Acquire: Arcane/Divine/Knowledge 12 or Craft 15
At the end of your turn, after you reset your hand, display this card. You may take an additional turn without discarding the top card of the Blessings deck. At the end of that turn, bury this card.

Visions of the Future (Spell 6) The Vision
Traits: Magic, Harrow, Arcane, Divine
Check to Acquire: Intelligence/Arcane/Wisdom/Divine 13
Choose a location deck or any character's deck. Display this card next to that deck to examine all cards in that deck and keep them in the same order. When the last card of that deck is drawn, if you do not have the Arcane or Divine skill, banish this card. Otherwise, discard it, or you may succeed an Arcane or Divine 15 check to recharge it instead.

Bulette Armor (Armor 1)
Traits: Heavy Armor, Magic, Elite, Harrow
Check to Acquire: Constitution/Fortitude 7
Reveal this card to add 2 to your Charisma, Diplomacy or Acrobatics check.
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce Combat damage dealt to you by 5; If you are proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.

Tyrant's Robe (Armor 6) The Tyrant
Traits: Light Armor, Magic, Harrow
Check to Acquire: Constitution/Fortitude 10
Reveal this card to add 4 to your Charisma or Diplomacy check.
Recharge this card to reduce damage dealt to you by 2, or by 3 if the source of the damage has the Basic or Elite trait.
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.

Silver Crusade RPG Superstar 2014 Top 16

Sarcastic Jazz Hands wrote:

Looking to fill in some of the missing types of cards as well as for some of the deck numbers. Here we go.

The Sands of Time (Item 5) The Desert
Traits: Magic, Harrow
Check to Acquire: Arcane/Divine/Knowledge 12 or Craft 15
At the end of your turn, after you reset your hand, display this card. You may take an additional turn without advancing the blessings deck. At the end of that turn, bury this card.

I feel like this one needs a steeper requirement. Perhaps it's a banish unless you make some type of check, in which case it's a bury?

Visions of the Future (Spell 6) The Vision
Traits: Magic, Harrow, Arcane, Divine
Check to Acquire: Intelligence/Arcane/Wisdom/Divine 13
Choose a location deck or any character's deck. Display this card next to that deck to examine the entire deck. When the last card of that deck is drawn, if you do not have the Arcane or Divine skill, banish this card. Otherwise, discard it, or you may succeed an Arcane or Divine 15 check to recharge it instead.

This would likely never be banished/recharged if you put it next to a character's deck, since you'd often be recharging cards there. I would suggest this one only work with location decks.

Bulette Armor (Armor 1) <- which harrow card is this one for?
Traits: Heavy Armor, Magic, Elite, Harrow
Check to Acquire: Constitution/Fortitude 7
Reveal this card to add 2 to your Charisma, Diplomacy or Acrobatics check.
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce Combat damage dealt to you by 5; If you are proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.

Tyrant's Robe (Armor 6) The Tyrant
Traits: Light Armor, Magic, Harrow
Check to Acquire: Constitution/Fortitude 10
Reveal this card to add 4 to your Charisma or Diplomacy check.
Recharge this card to reduce damage dealt to you by 2, or by 3 if the source of the damage has the Basic or Elite trait.
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.


For Sands of Time:

At the end of that turn, banish this card. You may banish a blessing from your hand to bury this card instead.

Bulette Armor is for the Brass Dwarf. A bit of a stretch, i know, but many of the other metal based armors didn't quite fit.

Silver Crusade RPG Superstar 2014 Top 16

Bulette Armor works for Brass Dwarf, just didn't want to "assign" it on my copy of the sheet without checking.

I'm hoping to have some time today to fill out a few of the harrow cards that don't have associated card designs yet.

Silver Crusade RPG Superstar 2014 Top 16

Did a quick count of what we have and what we're missing:
Weapon B: 1
Weapon 1: 2
Weapon 2: 4 (all done, I think)
Weapon 3: 3
Weapon 4: 1
Weapon 5: 0
Weapon 6: 0
Spell B: 0
Spell 1: 1
Spell 2: 3
Spell 3: 2
Spell 4: 2
Spell 5: 1
Spell 6: 2
Armor B: 0
Armor 1: 1
Armor 2: 0
Armor 3: 1
Armor 4: 0
Armor 5: 0
Armor 6: 1
Item B: 0
Item 1: 2
Item 2: 0
Item 3: 0
Item 4: 0
Item 5: 2
Item 6: 0
Ally B: 2
Ally 1: 3
Ally 2: 1
Ally 3: 3
Ally 4: 0
Ally 5: 1
Ally 6: 0

So we still have a lot of slots to fill in, but we also have been pretty even across the board so far, which is good.
So far I only have 6 of the cards assigned to specific decks based on being only useful to one type of character (examples like Bound Swarm Spirit and Pit of Fiends, etc.)

I'm also counting 19 harrow cards that have 0 cards written for them yet, so that's what I'm going to try to remedy next.


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.

Silver Crusade RPG Superstar 2014 Top 16

Haven't had any more time to attack this yet, but I'm still here. Hopefully in the next week I'll be able to really put together some cards.

Silver Crusade RPG Superstar 2014 Top 16

Ok time to fill in some items.

Dervish Scarf (Item 2) [The Dance]
Traits: Accessory, Slashing, Melee, Finesse, Magic, Harrow
To Acquire: Dexterity/Melee 10
Recharge this card to add 1d8 to your non-combat Acrobatics or Diplomacy check.
For your combat check, reveal this card to use your Dexterity or Melee skill + 1d4+1; you may additionally recharge this card to add 1d8.
You may play this card even if you've played another item on your check.

Crown of the Lost King (Item 4) [The Empty Throne]
Traits: Accessory, Magic, Harrow
To Acquire: Charisma/Diplomacy 13
Reveal this card to add 1 to your non-combat Charisma or Diplomacy check.
Reveal this card and bury a weapon to explore your location; add 1d6 to your combat checks during this exploration.

Book of Secrets (Item B) [The Hidden Truth]
Traits: Book, Magic, Harrow <- I forget, do all books also have the Object trait?
Recharge this card to add 1d4 to your check to close a location.
Display this card to examine the top card of your location; you may then discard this card to explore your location; otherwise, recharge this card.


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.


"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.


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.

Silver Crusade RPG Superstar 2014 Top 16

Those ideas are good. I'll play with them today and get those cards written up.

Currently we have 0 Weapons for 5 and 6, so Peacock and Mute Hag cards will fill those out. We only have one B weapon, but a few non-Harrow ones can fill those slots.
We probably want another Spell 1, since i'm only seeing one of those.
We have 0 Armor B's and 0 Armor 5's, so I'll come up with one or two of those today as well.
Allies look well-covered.

Once I've put together these last few, we can start to really dig into the deck composition. We'll want to make sure that characters have several decent upgrades available to them at every tier, no matter their roles or chosen powers.

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The Midwife's Scalpel (Weapon 4) [The Midwife]
Traits: Melee, Slashing, Healing, Magic, Harrow
To Acquire: Strength/Melee 13 OR See below
You may bury a card with the Healing trait to acquire this card.
Discard this card to recharge 2 random cards from your discard pile.
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+2. If the check invokes the Undead trait, add an additional 2d6.

Rainbow Staff (Weapon 5) [The Peacock]
Traits: Melee, Bludgeoning, Magic, Harrow
To Acquire: Strength/Melee 15 OR Arcane 18
For your combat check, reveal this card and recharge a spell to use your Strength, Melee or Arcane skill + 3d6 with the Acid, Cold, Electricity or Fire trait.
Recharge this card to reduce Acid, Cold, Electricity or Fire damage dealt to a character at your location by 3.

Hag's Claw (Weapon 6) [The Mute Hag]
Traits: Curse, Melee, Slashing, Magic, Harrow
To Acquire: Strength/Melee 16 OR See below
If you fail to acquire this card, you may choose to automatically acquire it; if you do, roll 1d6 and bury a number of cards from your discard pile equal to the result.
Recharge this card to reduce the difficulty of a check to defeat a monster by 2d4.
For your combat check, reveal this card to use your Strength or Melee skill + 2d10; if you roll a 1 on any d10 rolled during this check, add 5 to the result then bury a random card from your discard pile.

Jester's Outfit (Item 3) [The Carnival]
Traits: Clothing, Magic, Harrow
To Acquire: Constitution/Fortitude 13 OR Diplomacy 11
Reveal this card to add 2d6 to your non-combat Diplomacy or Acrobatics check.
Discard this card to reduce combat damage dealt to you by 3; then recharge a ally with the Aristocrat trait.

Silver Teacup (Item 3) [The Rakshasa]
Traits: Object, Melee, Bludgeoning, Healing, Magic, Harrow
To Acquire: Strength/Melee 13/Charisma/Diplomacy 13
For your combat check, reveal this card to use your Strength or Melee skill plus 1d4+4.
Recharge this card to shuffle 1d4-1 random cards from your discard pile into your deck.

Lamia's Lyre (Item 4) [The Liar]
Traits: Object, Instrument, Magic, Harrow
To Acquire: Charisma/Diplomacy 15
Recharge this card to add 1d4+2 to a check to any Diplomacy check or any check to recharge a spell; if the check is being attempted by a character at your location, add an additional 1d4.

Skeleton Key Hand (Item 6) [The Locksmith]
Traits: Object, Tool, Magic, Harrow
To Acquire: Dexterity/Disable 16
Discard this card to automatically defeat a barrier with the lock or cache trait.
Discard this card to move, ignoring any movement restrictions, then you may explore your location.

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Waxen Armor (Armor 5) [The Waxworks]
Traits: Heavy Armor, Magic, Harrow
To Acquire: Constitution/Fortitude 14
Display this card. While displayed, you may not move.
While displayed, reduce combat, Fire and Cold damage dealt to you by 6.
While displayed, when you defeat a monster, you may recharge this card to search your deck for a weapon and add it to your hand.

Survivor's Leather Buckler (Armor B) [The Survivor]
Traits: Shield, Magic, Harrow, Elite
To Acquire: Constitution/Fortitude 6 OR Survival 5
Recharge this card to reduce combat damage dealt to you by 2.
At the end of your turn, recharge this card to reduce your hand size by up to 5 (minimum 1) until the end of your next turn.

Sharpened Quill (Weapon B) [The Winged Serpent]
Traits: Melee, Piercing, Harrow, Elite
For your combat check, reveal this card to use your Strength or Melee skill + 1d4; you may additionally recharge this card to add 2d4.
Reveal this card to add 1d8 to your check to acquire a card with the Book trait.

Boot Knife (Weapon B) [The Betrayal]
Traits: Melee, Piercing, Harrow, Basic
For your combat check, reveal this card to use your Strength or Melee skill + 1d4; you may play another weapon on this check.
When you play a weapon on your combat check, you may discard this card to add 1d4.

Children's Rhymes (Item B) [The Idiot]
Traits: Book, Magic, Elite
Reveal this card to add 1 to your Knowledge check.
Bury this card to succeed at your non-combat Charisma or Diplomacy check.

I'd also suggest adjusting the Task Master's Whip from Weapon 2 to Weapon 1.

Silver Crusade RPG Superstar 2014 Top 16

Okay so now that we've got at least one card for each harrow card, I'm going to create a Google Doc and conglomerate them all by type so that we can look through them all and decide which decks they really belong in. I'll make it publically viewable.

https://docs.google.com/document/d/1e2mzCLqu-9U2EOdp7dVHnfncckUgd5M-inNoxuL VQIc/edit?usp=sharing


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.

Silver Crusade RPG Superstar 2014 Top 16

I didn't see another Armor 5 anywhere, but I don't think having two Armor 5's will hurt anything ;)

Sounds good. I think we've gone a LONG way toward getting this put together :)


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

Silver Crusade RPG Superstar 2014 Top 16

Any progress over the weekend?

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