The biggest clue, it turns out, was in your hands all along. The statuette’s snakelike body isn’t its natural form. The artifact has been altered, and its new likeness hints at who might have done the altering: extraplanar creatures called proteans. Masters of disorder and champions of chaos, proteans seek to undermine reality. A powerful protean has influenced the artifact you claimed, pulling on your recent connection with it and afflicting you with a strange reversal of time. To undo this effect, you’ll need to find and stop the protean.
If there’s a powerful protean at work in Kaer Maga, your best bet to learn more is at a magical research academy called The Wheel Unbroken...unless the lore-hungry arcanists of The Wheel Unbroken themselves are in league with the protean. Well, even then, it’s still your best bet.
“Ah, so you seek to end that traitorous whelp,” says the undead Aspis founder. “She was supposed to spread my glory, not use the Consortium as a tool for her own power. If she killed a few of those who wear the title Patron today, those who claim to be worthy of leadership while forgetting the one who built the castle they so ineptly rule, it’s no less than they deserve. But she has ignored her part of the bargain. I don’t suffer traitors. She’s gone to the Aspis Headquarters to carve her way into power with blood. That is a privilege I reserve for myself.”
Whatever the details of Suliji’s plots, you won’t let her get away with them. To the Aspis headquarters!

You’ve learned the basics of what Professor Kramolag was planning. Her ultimate goal is to create a demigod that answers to her whims, using the power of science rather than religion. She has undertaken numerous cruel experiments and delved into sources of knowledge that few would dare to seek in pursuit of her goal. It seems that her experiments have met with some success; she’s created a unique and powerful being known as the God Fount. However, the Fount has run out of control, and attempts to stop it have led only to more chaos in the lab.
For now, the God Fount is secured in the lab’s deepest vault. Professor Kramolag was in there as well, and the researchers doubt that she is still alive. You could rush ahead now, or you could take the time to gather more evidence before it is destroyed forever, possibly learning more about how to defeat the Fount in the process. If the horrible squelching murmur coming from the other side of the vault door is anything to go by, you could use all the help you can get.
3 Animals/Vermin for Tome of Oragim Animals:
Hippogriff Fledgling
Firepelt Cougar
Wolverine

The largest of the wax wells sits in the center of the building, and there you find the so-called Patchwork King. Zassrion is a massive sapphire dragon, or at least, what’s left of him. His body is draped over the well, one leg gleaming blue and fully formed, the other covered in a patchwork quilt of skin and fur. One of his wings struggles to emerge from the ooze in which he is reforming.
The only pristine thing in the room is a glittering telescope that shimmers with the same kind of magical haze that pulled you into this world. Perhaps it’s a way out?
Whatever it is, it’s blocked by the dragon, whose narrowed eyes lock onto you as his mouth splits into a wicked grin. Wax and blood drip from his jaws as he speaks. “How kind of you to deliver yourself directly to me. I thought I would have to wait, and send more duplicates to hunt you down, but you’ve decided to make things easy.”
He rears up, hot wax hissing as it splatters onto the floor. “Bow! Your death shall open the gate for me, and your realm shall have a new king!”
Shields is triggered. We each gain a new armor.
Grenek: Lion's Helm
Adowyn: Magic Full Plate
Raz: Glamered Leather Armor
Meligaster: Magic Mithral Chain Mail

The heat within the waxworks is oppressive, and the smell is something truly wretched. There are earthy undertones of boiling fat and a sticky quality of wax gripping to the back of your throat. You feel it in the air, collecting on your skin in a thin layer.
To top it all off, the place is full of enemies. You hear their footsteps everywhere. At one point, you find one of the wells from which they are being birthed. It’s a deep well, covered in so much wax it looks like a hollowed-out candle. A terrifying creature resembling a giant ant pulls the duplicates out of the muck, using her mandibles to clean remnants of filth from her malformed creation. Her clacking legs echo through the halls as she moves from well to well, working hard to produce the Patchwork King’s ramshackle army.
As you move through the manor, you glance back and for a moment see waxy replicas of yourself. The copies wear the same equipment as you but sport the same rictus grin as the rest of the fakes. A burst of steam rushes from a pipe in the wall between you and your doubles, and when it passes, they’ve vanished. You better keep moving, too.
We need to call dibs on these blessings (loot):
The Theater
The Tangled Briar
The Rabbit Prince
I'm happy to take any of them.

Text I forgot to post when we first found the King of the Briar Patch
“Hail, adventurers!” A voice rings out from above you. You glance up and see a large rabbit perched on one of the thorny branches above you. He’s dressed like a prince. He wears a tattered cloak, a broken sword at his hip, and a crown that gleams in the false moonlight. Although he dons a regal appearance, his eyes are all rabbit, pitch-black and staring right at you.
“A test for these fair wanderers… yes… Are they worthy?” You don’t know who he is talking to. “Catch me, defeat me in combat, wanderers; then shall I aid you in your escape from the Patchwork King!”
He declares his challenge with extreme confidence, then bounds off into the shadows of the woods. Behind him, the thorny vines seem to move and twist to block your path.
You can see smoke rising above the trees in the opposite direction of the rabbit. Perhaps if you just keep fighting through the woods, you can find your own way out without having to deal with the strange rabbit.
Crowns: Each character may draw a new ally. For the rest of the adventure, on checks to acquire a Suit: Crowns blessing, add 1d8.
Grenek: Djinn
Adowyn: Nightspear
Raz: Tayce Soldado
Meligaster: Riding Allosaurus
Keys: Each character may draw a new item.
For the rest of the adventure, on checks to acquire a Suit: Keys blessing, add 1d8.
Mel: Banner of the Ancient Kings
Grenek: Twitch Tonic
Adowyn: Marked Cards
Raz: Horn of Blasting
Books: Each character may draw a new spell.
For the rest of the adventure, on checks to acquire a Suit: Books blessing, add 1d8.
Mel: Volcanic Storm
Grenek: Acid Rain
Adowyn: Fly
Raz: Enlarge
If one more person succeeds at the check from encountering the Proxy A, we'll start the Rabbit Hunt portion, so I'll wait until we know about that to post an update.

When King of the Briar Patch was first encountered:
“Hail, adventurers!” A voice rings out from above you. You glance up and see a large rabbit perched on one of the thorny branches above you. He’s dressed like a prince. He wears a tattered cloak, a broken sword at his hip, and a crown that gleams in the false moonlight. Although he dons a regal appearance, his eyes are all rabbit, pitch-black and staring right at you.
“A test for these fair wanderers… yes… Are they worthy?” You don’t know who he is talking to. “Catch me, defeat me in combat, wanderers; then shall I aid you in your escape from the Patchwork King!”
He declares his challenge with extreme confidence, then bounds off into the shadows of the woods. Behind him, the thorny vines seem to move and twist to block your path.
You can see smoke rising above the trees in the opposite direction of the rabbit. Perhaps if you just keep fighting through the woods, you can find your own way out without having to deal with the strange rabbit.
Hammers: Each character may draw a new weapon. For the rest of the adventure, on checks to acquire a Suit: Hammers blessing, add 1d8.
Grenek: Cleaving Battleaxe
Adowyn: Blackjack's Rapier
Raz: Flaming Mace
Meligaster: Keen Starknife

I should have posted this when we closed the Theater:
The dummy begins to stomp and shout in anger as you cut down its legion of doubles, each falling to the ground with the wet thud
of melting wax. The man doesn’t seem pleased either.
“No, no, no, NO! You’re doing it all wrong.” The puppet gestures wildly at you. “Your role is to die. It’s very clear, right in the script, black and white.”
There’s a script? How come you never got a copy?
“First are the characters and setting,” he notes with annoyance in his voice. “Act One: Zassrion pulls everyone into our realm. “Next is the motivation,” he continues, further frustrated. “Act Two: We take everyone to him, and he absorbs their essence to gain their power.
“And finally,” he notes with shrill exasperation, “is the happy ending! Act Three: Zassrion finally escapes the realm, leaving me as its new ruler.”
The doll’s wooden face turns to you, furious. “But you aren’t playing your part! Which means now we’ll need to improvise. I hate
improvising.”
Lights flash above you and you hear a rumble of thunder that sounds more like a drum being played backstage. Still, the footsteps of the oncoming crowd are thunderous enough. No matter how many enemies you fell, more doubles seem to appear in their place. You have to find a way out.
Stars triggers.
Stars: Each character may draw a new blessing. For the rest of the adventure, on checks to acquire a Suit: Stars blessing, add 1d8.
Adowyn: The Marriage
Raz: The Dance
Mel: The Surivor
Grenek: The Midwife
Adowyn: 1d2 ⇒ 1 Dungeons
Seoni: 1d2 ⇒ 1 Dungeons
Harrowing
Adowyn
Seoni
Siwar
Wu Shen
Extra Harrow blessing for Wu Shen:
Everyone also needs to pick a Perils wildcard.
Harrowing
Adowyn:
Seoni:
Siwar:
Wu Shen:
Harrow blessing for Wu Shen to discard
Where does Rolling Sphere go?: 1d5 ⇒ 5
Scorched Ruins
Harrowing:
Adowyn: The Midwife
Seoni: The Mute Hag
Siwar: The Lost
Wu Shen: The Publican
Harrow blessing for Wu Shen to discard: The Hidden Truth
Harrowing
Adowyn: The Eclipse
Seoni: The Queen Mother
Siwar: The Lost
Wu Shen: The Carnival
Extra Harrow blessing for Wu Shen to discard: The Hidden Truth
Drawing 3 spells from the random list above, gets me 1 spell 3.
On my turn, Wu Shen needs to deal with the Harpy's BA Wisdom 6 check or move to Fishery.
Danger: Poison Dart Trap
Henchmen
Doctor Davaulus
Lamm's Lamb
Vreeg
Blood Veil
Proxy A - Boggard Champion
Wildcards
1. HARROW OF BOOKS
2. HARROW OF CROWNS
3. HARROW OF HAMMERS
4. HARROW OF KEYS
5. HARROW OF SHIELDS
6. HARROW OF STARS
7. BESIEGED
8. DESPERATE
9. HAZARDOUS
10. IMPOVERISHED
11. MONSTROUS
12. WITHERING
13. ABLAZE
14. CONFUSING
15. DEADLY
16. HOSTILE
17. UNHALLOWED
18. WEARISOME
Wildcard 1: 1d18 ⇒ 5
Wildcard 2: 1d17 + 1 ⇒ (12) + 1 = 13
There are 20 wild locations. We need 4 total locations, so we need 2 wild locations.
Location 1: 1d20 ⇒ 9 Glade
Location 2: 1d12 ⇒ 7 Fishery
And then we need 2 more locations from all the locations in the game
Location 3: 1d61 ⇒ 28 Graveyard
Location 4: 1d60 ⇒ 51 Stable
There are 77 story banes. We need 6. The first will be the danger. The last will be proxy A.
Story Bane 1: 1d77 ⇒ 55
Story Bane 2: 1d76 ⇒ 21
Story Bane 3: 1d75 ⇒ 44
Story Bane 4: 1d74 ⇒ 68
Story Bane 5: 1d73 ⇒ 7
Story Bane 6: 1d72 ⇒ 7

Step 1: 1d4 ⇒ 4 Wild
Step 2: 1d6 ⇒ 6 Survive the Siege
Step 3: 0 = 0 N/A
Survive the Siege
Setup
Choose a number of locations equal to number of characters +1.
Choose a number of story banes equal to number of characters +3. Choose 1 to be the danger, set aside 1 as a non-closing hemchan-Proxy A. Shuffle the rest into a non-closing henchman pile.
When building locations, set aside the banes in a siege pile, the shuffle in the henchman piles and an number of proxy As equal to the number of characters.
Add 2 wildcards.
During this Scenario
When you would explore, instead encounter the top card of the siege pile as if it were the top card of your location. If it is not defeated, shuffle it into the siege pile.
While using a power that examines cards, you may treat the siege deck as your location.
When you suffer damage that is not reduced to 0, banish the top card of your location and each unoccupied location; when a location has no card, it closes automatically.
If the last location closes, you lose.
To win, empty the siege pile.
We will mark Hostile, Unhallowed, and Confusing.
Wu Shen's random Harrow:
Seltyiel must succeed at a Dexterity or Acrobatics 13 check or that character is dealt 1d4 Acid damage.
Random Harrow for Wu Shen:
Seltyiel and Grazzle must succeed at a Dexterity or Acrobatics 13 check or that character is dealt 1d4 Acid damage.
Seltyiel, Radovan, and Grazzle must succeed at a Dexterity or Acrobatics 13 check or that character is dealt 1d4 Acid damage.
Random Harrow blessing for Wu Shen:
Reminder that Seoni encountered an Acid Flask on Adowyn's turn.
Harrow for Wu Shen to discard:
After Wu Shen draw's her starting hand, she discards a new Harrow blessing:

When Zassrion the Tyrant is Encountered
The largest of the wax wells sits in the center of the building, and there you find the so-called Patchwork King. Zassrion is a massive sapphire dragon, or at least, what’s left of him. His body is draped over the well, one leg gleaming blue and fully formed, the other covered in a patchwork quilt of skin and fur. One of his wings struggles to emerge from the ooze in which he is reforming.
The only pristine thing in the room is a glittering telescope that shimmers with the same kind of magical haze that pulled you into this world. Perhaps it’s a way out?
Whatever it is, it’s blocked by the dragon, whose narrowed eyes lock onto you as his mouth splits into a wicked grin. Wax and blood drip from his jaws as he speaks. “How kind of you to deliver yourself directly to me. I thought I would have to wait, and send more duplicates to hunt you down, but you’ve decided to make things easy.”
He rears up, hot wax hissing as it splatters onto the floor. “Bow! Your death shall open the gate for me, and your realm shall have a new king!”
Lets hand our some Armors.
Nyctessa
Agna
Radovan
Yoon
Those came from the random card list in case anyone goes to draw another random armor.
Perils: 1d6 ⇒ 4
HOSTILE
When you fail a check to acquire, to close, or to guard, suffer 1d6 (max #) combat damage.
Onslaughts: 1d6 ⇒ 4
IMPOVERISHED
After drawing your starting hand, draw 3 cards, then bury 3 cards.
Radovan gets to search the location and banish a card via the condition announced just above.

“Hail, adventurers!” A voice rings out from above you. You glance up and see a large rabbit perched on one of the thorny branches above you. He’s dressed like a prince. He wears a tattered cloak, a broken sword at his hip, and a crown that gleams in the false moonlight. Although he dons a regal appearance, his eyes are all rabbit, pitch-black and staring right at you.
“A test for these fair wanderers… yes… Are they worthy?” You don’t know who he is talking to. “Catch me, defeat me in combat, wanderers; then shall I aid you in your escape from the Patchwork King!”
He declares his challenge with extreme confidence, then bounds off into the shadows of the woods. Behind him, the thorny vines seem to move and twist to block your path.
You can see smoke rising above the trees in the opposite direction of the rabbit. Perhaps if you just keep fighting through the woods, you can find your own way out without having to deal with the strange rabbit.
Where does the villain go?: 1d5 ⇒ 3
And?: 1d4 ⇒ 4
And?: 1d3 ⇒ 1
Radovan Spell
Yoon Spell
Nycessta Spell
Agna Spell
Which locatoins get a villain?: 1d5 ⇒ 5
And?: 1d4 ⇒ 4
And?: 1d3 ⇒ 1
Random spells...
Feiya
Radovan
Ezren
Kyra
New legendary wildcards.
Perils: 1d6 ⇒ 4
HOSTILE
When you fail a check to acquire, to close, or to guard, suffer combat damage as if the check were to defeat a monster.
Onslaughts: 1d6 ⇒ 5
MONSTROUS
When building the location, add 6 monsters, distributed as evenly as possible.
Nycessta
Radovan
Yoon
Agna
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