Master Automaton

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82 posts. Alias of redeux.


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Kulko wrote:
Lady Ladile wrote:

Hello Awesome Folks!

It's now officially midnight, March 2nd GMT and general player sign-ups for Outpost III: Puttin' on the Ritz are now OPEN! Remember, we're currently limiting sign-ups to 3 tables a person, which includes 1 Special. This may be subject to change later if we end up with several half-filled or empty tables but for now, 3 tables max, please!

Now go forth and fill those tables!

Outpost III Player Sign-Ups

Lady Ladile
Venture Agent, Online

Short question. I am experienced player with the app. And have just ordered my Core And CT sets for Offline play. I really want to join some online play to play with other players too.

If the delivery gets delayed i might have a week where I need to make do with the online available Resspurces for a week, which sounds plausible to me.

For context i am a very experienced board gamer and read about everything online available about the game and strategies.

Do you think it is okay when I register for the current season?

Hi there, this would be fine. We'd love to have you! For this online convention Paizo is allowing tier 1 characters to use adventure packs without verification of purchase. Since you have Core/Curse on the way that's what you'd be using anyway. You can read more about adventure packs from this blog post. Note that if someone is using class decks/ultimate decks those still need to be verified like normal.

For more information on how to get started check out my profile which has the most up-to-date info until we get the campaign page updated. If you have any questions please feel free to ask them in the discussion tab.

Cheers


1 person marked this as a favorite.
Abraham Z. wrote:
Will there be other options for higher tier play? I’ve got three characters that I’d like to get back into action, who are all tier 3 or 4.

We will have some tables running a higher-tiered adventure during Outpost III so you'll be able to play with a tier 3/4 character.

Additionally, for some of those characters you can always post in the recruiting section looking to join an existing table. Sometimes players leave campaigns and a seat opens up. Just share your character(s)/tiers and what campaign(s) you'd like to play. You might be able to get into a game that way


Iceman wrote:

Speaking of which, if that ACG Special is going to run as part of Outpost 3, will it be using new or old rules?

I have a couple of high-tier characters that I have not even looked at what it would take to convert yet. :)

There will not be a special with an ACG component during Outpost III, but if you play PF1/SFS then there will be specials for that.

  • PFS 1E #10-98 Siege of Gallowspire (Overseer GM Dennis)
  • SFS #2-00 Fate of the Scoured God (Overseer GM Tyranius)

  • *****

    1 person marked this as a favorite.

    I posted this in the ACG lodge but in case anyone comes looking for it here: Our ACG BR Sign up form


    ***Announcement***

    Announcing our next Play-by-Post convention:
    Outpost III: Putting on the Ritz! (link to thread)
    March 30 - May 18, 2020

    Please see linked thread for full details. Here are a few highlights:

    Important Dates

  • BR game submissions open: Immediately! Games must all be submitted before 20 Feb 2020. (click for BR sign-up)
  • Scenario Support Deadline (ACG): 20 Feb 2020
  • Player Sign-up: 02 March 2020


  • **OVERSEER ANNOUNCEMENT**

    The colossal ruby phoenix grows more resplendent and terrifying with each restored feather that soars into the sky to meet it. The magnificent bird lets out a final screech as its shroud of flames intensifies, utterly consuming it. The phoenix is gone. As ruby ashes drift towards the tapestry, the invaders, seeing the tapestry’s last defense has failed, pour through, their entire force pushing through the largest rift in a massive final attack. The entire world shudders as the rift widens.

    Aram Zey steps forward to rest under the falling ashes. “Pathfinders, you fought bravely and well, and your sacrifices were not in vain.” Aram Zey pauses, and his expression turns pensive. “But, the tapestry’s tale has not yet ended. There is clearly a force at work here that is greater than we realized,” he gestures out toward the invaders, “Furthermore, we have not permanently repaired the demiplane—we have only patched the worst of the damage and prevented irreversible catastrophe. I fear that…” Aram Zey’s voice trails off for a moment, “Yes, just as I thought.”

    The ruby ashes begin to glow, faint as smoldering coals at first, and then intensifying, coalescing, and swirling in beautiful patterns as they lift Aram Zey into the air. “It seems the key to defending the tapestry is allowing its guardian to be reborn. I will do whatever I can to provide the arcane energy necessary to keep the tapestry stable. In the meantime, I hope the Society will search for a more permanent solution. I refuse to believe that the knowledge of the legendary Ruby Phoenix herself has been lost to us forever.” The ashes and Zey converge on a single point, a great ruby ember in the sky. There is a spark, and then the ember explodes. A wave of fire engulfs the tapestry as the Ruby Phoenix emerges from the explosion with a triumphant, piercing cry. Aram Zey floats within its heart, his body engulfed in ruby fire. The explosion’s flames reach the invaders first, turning them to ash and cinders. The flames wash over the tapestry’s defenders without harming them. The tapestry burns—but the fires replenish it, scouring the wasteland and restoring the tapestry’s original environments. The phoenix beats its wings, sending wave after wave of fire into the Astral rift and searing the portal shut. The phoenix soars in a great arc across the sky and flies off toward the sun.

    Thank you everyone for playing, this concludes the adventure! Thanks especially to the GMs, ACG box runners, and intrepid backup GMs that made this event possible.


    **OVERSEER ANNOUNCEMENT**

    The colossal ruby phoenix grows more resplendent and terrifying with each restored feather that soars into the sky to meet it. The magnificent bird lets out a final screech as its shroud of flames intensifies, utterly consuming it. The phoenix is gone. As ruby ashes drift towards the tapestry, the invaders, seeing the tapestry’s last defense has failed, pour through, their entire force pushing through the largest rift in a massive final attack. The entire world shudders as the rift widens.

    Aram Zey steps forward to rest under the falling ashes. “Pathfinders, you fought bravely and well, and your sacrifices were not in vain.” Aram Zey pauses, and his expression turns pensive. “But, the tapestry’s tale has not yet ended. There is clearly a force at work here that is greater than we realized,” he gestures out toward the invaders, “Furthermore, we have not permanently repaired the demiplane—we have only patched the worst of the damage and prevented irreversible catastrophe. I fear that…” Aram Zey’s voice trails off for a moment, “Yes, just as I thought.”

    The ruby ashes begin to glow, faint as smoldering coals at first, and then intensifying, coalescing, and swirling in beautiful patterns as they lift Aram Zey into the air. “It seems the key to defending the tapestry is allowing its guardian to be reborn. I will do whatever I can to provide the arcane energy necessary to keep the tapestry stable. In the meantime, I hope the Society will search for a more permanent solution. I refuse to believe that the knowledge of the legendary Ruby Phoenix herself has been lost to us forever.” The ashes and Zey converge on a single point, a great ruby ember in the sky. There is a spark, and then the ember explodes. A wave of fire engulfs the tapestry as the Ruby Phoenix emerges from the explosion with a triumphant, piercing cry. Aram Zey floats within its heart, his body engulfed in ruby fire. The explosion’s flames reach the invaders first, turning them to ash and cinders. The flames wash over the tapestry’s defenders without harming them. The tapestry burns—but the fires replenish it, scouring the wasteland and restoring the tapestry’s original environments. The phoenix beats its wings, sending wave after wave of fire into the Astral rift and searing the portal shut. The phoenix soars in a great arc across the sky and flies off toward the sun.

    Thank you everyone for playing, this concludes the adventure! Thanks especially to the GMs, ACG box runners, and intrepid backup GMs that made this event possible.


    **OVERSEER ANNOUNCEMENT**

    The colossal ruby phoenix grows more resplendent and terrifying with each restored feather that soars into the sky to meet it. The magnificent bird lets out a final screech as its shroud of flames intensifies, utterly consuming it. The phoenix is gone. As ruby ashes drift towards the tapestry, the invaders, seeing the tapestry’s last defense has failed, pour through, their entire force pushing through the largest rift in a massive final attack. The entire world shudders as the rift widens.

    Aram Zey steps forward to rest under the falling ashes. “Pathfinders, you fought bravely and well, and your sacrifices were not in vain.” Aram Zey pauses, and his expression turns pensive. “But, the tapestry’s tale has not yet ended. There is clearly a force at work here that is greater than we realized,” he gestures out toward the invaders, “Furthermore, we have not permanently repaired the demiplane—we have only patched the worst of the damage and prevented irreversible catastrophe. I fear that…” Aram Zey’s voice trails off for a moment, “Yes, just as I thought.”

    The ruby ashes begin to glow, faint as smoldering coals at first, and then intensifying, coalescing, and swirling in beautiful patterns as they lift Aram Zey into the air. “It seems the key to defending the tapestry is allowing its guardian to be reborn. I will do whatever I can to provide the arcane energy necessary to keep the tapestry stable. In the meantime, I hope the Society will search for a more permanent solution. I refuse to believe that the knowledge of the legendary Ruby Phoenix herself has been lost to us forever.” The ashes and Zey converge on a single point, a great ruby ember in the sky. There is a spark, and then the ember explodes. A wave of fire engulfs the tapestry as the Ruby Phoenix emerges from the explosion with a triumphant, piercing cry. Aram Zey floats within its heart, his body engulfed in ruby fire. The explosion’s flames reach the invaders first, turning them to ash and cinders. The flames wash over the tapestry’s defenders without harming them. The tapestry burns—but the fires replenish it, scouring the wasteland and restoring the tapestry’s original environments. The phoenix beats its wings, sending wave after wave of fire into the Astral rift and searing the portal shut. The phoenix soars in a great arc across the sky and flies off toward the sun.

    Thank you everyone for playing, this concludes the adventure! Thanks especially to the GMs, ACG box runners, and intrepid backup GMs that made this event possible.


    1 person marked this as a favorite.

    **OVERSEER ANNOUNCEMENT**

    The colossal ruby phoenix grows more resplendent and terrifying with each restored feather that soars into the sky to meet it. The magnificent bird lets out a final screech as its shroud of flames intensifies, utterly consuming it. The phoenix is gone. As ruby ashes drift towards the tapestry, the invaders, seeing the tapestry’s last defense has failed, pour through, their entire force pushing through the largest rift in a massive final attack. The entire world shudders as the rift widens.

    Aram Zey steps forward to rest under the falling ashes. “Pathfinders, you fought bravely and well, and your sacrifices were not in vain.” Aram Zey pauses, and his expression turns pensive. “But, the tapestry’s tale has not yet ended. There is clearly a force at work here that is greater than we realized,” he gestures out toward the invaders, “Furthermore, we have not permanently repaired the demiplane—we have only patched the worst of the damage and prevented irreversible catastrophe. I fear that…” Aram Zey’s voice trails off for a moment, “Yes, just as I thought.”

    The ruby ashes begin to glow, faint as smoldering coals at first, and then intensifying, coalescing, and swirling in beautiful patterns as they lift Aram Zey into the air. “It seems the key to defending the tapestry is allowing its guardian to be reborn. I will do whatever I can to provide the arcane energy necessary to keep the tapestry stable. In the meantime, I hope the Society will search for a more permanent solution. I refuse to believe that the knowledge of the legendary Ruby Phoenix herself has been lost to us forever.” The ashes and Zey converge on a single point, a great ruby ember in the sky. There is a spark, and then the ember explodes. A wave of fire engulfs the tapestry as the Ruby Phoenix emerges from the explosion with a triumphant, piercing cry. Aram Zey floats within its heart, his body engulfed in ruby fire. The explosion’s flames reach the invaders first, turning them to ash and cinders. The flames wash over the tapestry’s defenders without harming them. The tapestry burns—but the fires replenish it, scouring the wasteland and restoring the tapestry’s original environments. The phoenix beats its wings, sending wave after wave of fire into the Astral rift and searing the portal shut. The phoenix soars in a great arc across the sky and flies off toward the sun.

    Thank you everyone for playing, this concludes the adventure! Thanks especially to the GMs, ACG box runners, and intrepid backup GMs that made this event possible.


    **OVERSEER ANNOUNCEMENT**

    The colossal ruby phoenix grows more resplendent and terrifying with each restored feather that soars into the sky to meet it. The magnificent bird lets out a final screech as its shroud of flames intensifies, utterly consuming it. The phoenix is gone. As ruby ashes drift towards the tapestry, the invaders, seeing the tapestry’s last defense has failed, pour through, their entire force pushing through the largest rift in a massive final attack. The entire world shudders as the rift widens.

    Aram Zey steps forward to rest under the falling ashes. “Pathfinders, you fought bravely and well, and your sacrifices were not in vain.” Aram Zey pauses, and his expression turns pensive. “But, the tapestry’s tale has not yet ended. There is clearly a force at work here that is greater than we realized,” he gestures out toward the invaders, “Furthermore, we have not permanently repaired the demiplane—we have only patched the worst of the damage and prevented irreversible catastrophe. I fear that…” Aram Zey’s voice trails off for a moment, “Yes, just as I thought.”

    The ruby ashes begin to glow, faint as smoldering coals at first, and then intensifying, coalescing, and swirling in beautiful patterns as they lift Aram Zey into the air. “It seems the key to defending the tapestry is allowing its guardian to be reborn. I will do whatever I can to provide the arcane energy necessary to keep the tapestry stable. In the meantime, I hope the Society will search for a more permanent solution. I refuse to believe that the knowledge of the legendary Ruby Phoenix herself has been lost to us forever.” The ashes and Zey converge on a single point, a great ruby ember in the sky. There is a spark, and then the ember explodes. A wave of fire engulfs the tapestry as the Ruby Phoenix emerges from the explosion with a triumphant, piercing cry. Aram Zey floats within its heart, his body engulfed in ruby fire. The explosion’s flames reach the invaders first, turning them to ash and cinders. The flames wash over the tapestry’s defenders without harming them. The tapestry burns—but the fires replenish it, scouring the wasteland and restoring the tapestry’s original environments. The phoenix beats its wings, sending wave after wave of fire into the Astral rift and searing the portal shut. The phoenix soars in a great arc across the sky and flies off toward the sun.

    Thank you everyone for playing, this concludes the adventure! Thanks especially to the GMs, ACG box runners, and intrepid backup GMs that made this event possible.


    **OVERSEER ANNOUNCEMENT**

    The colossal ruby phoenix grows more resplendent and terrifying with each restored feather that soars into the sky to meet it. The magnificent bird lets out a final screech as its shroud of flames intensifies, utterly consuming it. The phoenix is gone. As ruby ashes drift towards the tapestry, the invaders, seeing the tapestry’s last defense has failed, pour through, their entire force pushing through the largest rift in a massive final attack. The entire world shudders as the rift widens.

    Aram Zey steps forward to rest under the falling ashes. “Pathfinders, you fought bravely and well, and your sacrifices were not in vain.” Aram Zey pauses, and his expression turns pensive. “But, the tapestry’s tale has not yet ended. There is clearly a force at work here that is greater than we realized,” he gestures out toward the invaders, “Furthermore, we have not permanently repaired the demiplane—we have only patched the worst of the damage and prevented irreversible catastrophe. I fear that…” Aram Zey’s voice trails off for a moment, “Yes, just as I thought.”

    The ruby ashes begin to glow, faint as smoldering coals at first, and then intensifying, coalescing, and swirling in beautiful patterns as they lift Aram Zey into the air. “It seems the key to defending the tapestry is allowing its guardian to be reborn. I will do whatever I can to provide the arcane energy necessary to keep the tapestry stable. In the meantime, I hope the Society will search for a more permanent solution. I refuse to believe that the knowledge of the legendary Ruby Phoenix herself has been lost to us forever.” The ashes and Zey converge on a single point, a great ruby ember in the sky. There is a spark, and then the ember explodes. A wave of fire engulfs the tapestry as the Ruby Phoenix emerges from the explosion with a triumphant, piercing cry. Aram Zey floats within its heart, his body engulfed in ruby fire. The explosion’s flames reach the invaders first, turning them to ash and cinders. The flames wash over the tapestry’s defenders without harming them. The tapestry burns—but the fires replenish it, scouring the wasteland and restoring the tapestry’s original environments. The phoenix beats its wings, sending wave after wave of fire into the Astral rift and searing the portal shut. The phoenix soars in a great arc across the sky and flies off toward the sun.

    Thank you everyone for playing, this concludes the adventure! Thanks especially to the GMs, ACG box runners, and intrepid backup GMs that made this event possible.


    **OVERSEER ANNOUNCEMENT**

    Aram Zey speaks out through the tapestry. “The soul stitching is slowing down! The undead are under control. But the tapestry remains in danger. Fight on!”

    Suddenly, it becomes clear that the astral invaders’ retreat is merely a ploy. More invaders pour through the rifts to reinforce their companions. Their reckless assault tears the holes wider, and the entire demiplane begins to shift and fold. Locations fade and vanish, reappearing miles away, now separated by a wide expanse of barren, rocky wasteland. The invaders continue to pour through, and the tapestry’s exhausted repair mechanisms cease to function altogether. The triumphant attackers converge on the Pathfinders scattered across the wasteland.

    Then, the sky turns red.

    A primal screech pierces the tapestry, and a colossal rubyflamed phoenix appears in the sky, its wings nearly blocking the sun. It swoops across the sky at tremendous speed, its tattered feathers leaving a trail of smoke. With another screech, it flaps its massive wings, and countless fiery feathers shoot towards the invaders. As the feathers strike, they explode, incinerating much of the invading force. Then the phoenix turns its attention to the other outsiders—the mass of Pathfinders—and beats its wings once more. A barrage of feathers strikes the wasteland, and from each resulting inferno emerges a bird of pure ruby-red flames.

    Aram Zey’s voice echoes. “Can you hear me, Pathfinders? The tapestry is in its death throes! You are cut off—I cannot help you escape. Destroy the phoenixes—perhaps their magic can repair the tapestry!”

    Table BRs, the Undead Contained AND the Guardian’s Last Defense conditions are now in effect.

    Undead Contained: For the rest of the adventure, each character
    adds 1d6 and the Magic trait to her checks against banes that
    have the Undead trait.

    Guardian’s Last Stand: Shuffle a number of Conflagration
    henchmen equal to 1 plus the number of characters into the
    blessings deck, then discard an equal number of cards from the
    blessings deck. Also do this when setting up any subsequent
    scenarios in this adventure.


    **OVERSEER ANNOUNCEMENT**

    Aram Zey speaks out through the tapestry. “The soul stitching is slowing down! The undead are under control. But the tapestry remains in danger. Fight on!”

    Suddenly, it becomes clear that the astral invaders’ retreat is merely a ploy. More invaders pour through the rifts to reinforce their companions. Their reckless assault tears the holes wider, and the entire demiplane begins to shift and fold. Locations fade and vanish, reappearing miles away, now separated by a wide expanse of barren, rocky wasteland. The invaders continue to pour through, and the tapestry’s exhausted repair mechanisms cease to function altogether. The triumphant attackers converge on the Pathfinders scattered across the wasteland.

    Then, the sky turns red.

    A primal screech pierces the tapestry, and a colossal rubyflamed phoenix appears in the sky, its wings nearly blocking the sun. It swoops across the sky at tremendous speed, its tattered feathers leaving a trail of smoke. With another screech, it flaps its massive wings, and countless fiery feathers shoot towards the invaders. As the feathers strike, they explode, incinerating much of the invading force. Then the phoenix turns its attention to the other outsiders—the mass of Pathfinders—and beats its wings once more. A barrage of feathers strikes the wasteland, and from each resulting inferno emerges a bird of pure ruby-red flames.

    Aram Zey’s voice echoes. “Can you hear me, Pathfinders? The tapestry is in its death throes! You are cut off—I cannot help you escape. Destroy the phoenixes—perhaps their magic can repair the tapestry!”

    Table BRs, the Undead Contained AND the Guardian’s Last Defense conditions are now in effect.

    Undead Contained: For the rest of the adventure, each character
    adds 1d6 and the Magic trait to her checks against banes that
    have the Undead trait.

    Guardian’s Last Stand: Shuffle a number of Conflagration
    henchmen equal to 1 plus the number of characters into the
    blessings deck, then discard an equal number of cards from the
    blessings deck. Also do this when setting up any subsequent
    scenarios in this adventure.


    **OVERSEER ANNOUNCEMENT**

    Aram Zey speaks out through the tapestry. “The soul stitching is slowing down! The undead are under control. But the tapestry remains in danger. Fight on!”

    Suddenly, it becomes clear that the astral invaders’ retreat is merely a ploy. More invaders pour through the rifts to reinforce their companions. Their reckless assault tears the holes wider, and the entire demiplane begins to shift and fold. Locations fade and vanish, reappearing miles away, now separated by a wide expanse of barren, rocky wasteland. The invaders continue to pour through, and the tapestry’s exhausted repair mechanisms cease to function altogether. The triumphant attackers converge on the Pathfinders scattered across the wasteland.

    Then, the sky turns red.

    A primal screech pierces the tapestry, and a colossal rubyflamed phoenix appears in the sky, its wings nearly blocking the sun. It swoops across the sky at tremendous speed, its tattered feathers leaving a trail of smoke. With another screech, it flaps its massive wings, and countless fiery feathers shoot towards the invaders. As the feathers strike, they explode, incinerating much of the invading force. Then the phoenix turns its attention to the other outsiders—the mass of Pathfinders—and beats its wings once more. A barrage of feathers strikes the wasteland, and from each resulting inferno emerges a bird of pure ruby-red flames.

    Aram Zey’s voice echoes. “Can you hear me, Pathfinders? The tapestry is in its death throes! You are cut off—I cannot help you escape. Destroy the phoenixes—perhaps their magic can repair the tapestry!”

    Table BRs, the Undead Contained AND the Guardian’s Last Defense conditions are now in effect.

    Undead Contained: For the rest of the adventure, each character
    adds 1d6 and the Magic trait to her checks against banes that
    have the Undead trait.

    Guardian’s Last Stand: Shuffle a number of Conflagration
    henchmen equal to 1 plus the number of characters into the
    blessings deck, then discard an equal number of cards from the
    blessings deck. Also do this when setting up any subsequent
    scenarios in this adventure.


    **OVERSEER ANNOUNCEMENT**

    Aram Zey speaks out through the tapestry. “The soul stitching is slowing down! The undead are under control. But the tapestry remains in danger. Fight on!”

    Suddenly, it becomes clear that the astral invaders’ retreat is merely a ploy. More invaders pour through the rifts to reinforce their companions. Their reckless assault tears the holes wider, and the entire demiplane begins to shift and fold. Locations fade and vanish, reappearing miles away, now separated by a wide expanse of barren, rocky wasteland. The invaders continue to pour through, and the tapestry’s exhausted repair mechanisms cease to function altogether. The triumphant attackers converge on the Pathfinders scattered across the wasteland.

    Then, the sky turns red.

    A primal screech pierces the tapestry, and a colossal rubyflamed phoenix appears in the sky, its wings nearly blocking the sun. It swoops across the sky at tremendous speed, its tattered feathers leaving a trail of smoke. With another screech, it flaps its massive wings, and countless fiery feathers shoot towards the invaders. As the feathers strike, they explode, incinerating much of the invading force. Then the phoenix turns its attention to the other outsiders—the mass of Pathfinders—and beats its wings once more. A barrage of feathers strikes the wasteland, and from each resulting inferno emerges a bird of pure ruby-red flames.

    Aram Zey’s voice echoes. “Can you hear me, Pathfinders? The tapestry is in its death throes! You are cut off—I cannot help you escape. Destroy the phoenixes—perhaps their magic can repair the tapestry!”

    Table BRs, the Undead Contained AND the Guardian’s Last Defense conditions are now in effect.

    Undead Contained: For the rest of the adventure, each character
    adds 1d6 and the Magic trait to her checks against banes that
    have the Undead trait.

    Guardian’s Last Stand: Shuffle a number of Conflagration
    henchmen equal to 1 plus the number of characters into the
    blessings deck, then discard an equal number of cards from the
    blessings deck. Also do this when setting up any subsequent
    scenarios in this adventure.


    **OVERSEER ANNOUNCEMENT**

    Aram Zey speaks out through the tapestry. “The soul stitching is slowing down! The undead are under control. But the tapestry remains in danger. Fight on!”

    Suddenly, it becomes clear that the astral invaders’ retreat is merely a ploy. More invaders pour through the rifts to reinforce their companions. Their reckless assault tears the holes wider, and the entire demiplane begins to shift and fold. Locations fade and vanish, reappearing miles away, now separated by a wide expanse of barren, rocky wasteland. The invaders continue to pour through, and the tapestry’s exhausted repair mechanisms cease to function altogether. The triumphant attackers converge on the Pathfinders scattered across the wasteland.

    Then, the sky turns red.

    A primal screech pierces the tapestry, and a colossal rubyflamed phoenix appears in the sky, its wings nearly blocking the sun. It swoops across the sky at tremendous speed, its tattered feathers leaving a trail of smoke. With another screech, it flaps its massive wings, and countless fiery feathers shoot towards the invaders. As the feathers strike, they explode, incinerating much of the invading force. Then the phoenix turns its attention to the other outsiders—the mass of Pathfinders—and beats its wings once more. A barrage of feathers strikes the wasteland, and from each resulting inferno emerges a bird of pure ruby-red flames.

    Aram Zey’s voice echoes. “Can you hear me, Pathfinders? The tapestry is in its death throes! You are cut off—I cannot help you escape. Destroy the phoenixes—perhaps their magic can repair the tapestry!”

    Table BRs, the Undead Contained AND the Guardian’s Last Defense conditions are now in effect.

    Undead Contained: For the rest of the adventure, each character
    adds 1d6 and the Magic trait to her checks against banes that
    have the Undead trait.

    Guardian’s Last Stand: Shuffle a number of Conflagration
    henchmen equal to 1 plus the number of characters into the
    blessings deck, then discard an equal number of cards from the
    blessings deck. Also do this when setting up any subsequent
    scenarios in this adventure.


    **OVERSEER ANNOUNCEMENT**

    Aram Zey speaks out through the tapestry. “The soul stitching is slowing down! The undead are under control. But the tapestry remains in danger. Fight on!”

    Suddenly, it becomes clear that the astral invaders’ retreat is merely a ploy. More invaders pour through the rifts to reinforce their companions. Their reckless assault tears the holes wider, and the entire demiplane begins to shift and fold. Locations fade and vanish, reappearing miles away, now separated by a wide expanse of barren, rocky wasteland. The invaders continue to pour through, and the tapestry’s exhausted repair mechanisms cease to function altogether. The triumphant attackers converge on the Pathfinders scattered across the wasteland.

    Then, the sky turns red.

    A primal screech pierces the tapestry, and a colossal rubyflamed phoenix appears in the sky, its wings nearly blocking the sun. It swoops across the sky at tremendous speed, its tattered feathers leaving a trail of smoke. With another screech, it flaps its massive wings, and countless fiery feathers shoot towards the invaders. As the feathers strike, they explode, incinerating much of the invading force. Then the phoenix turns its attention to the other outsiders—the mass of Pathfinders—and beats its wings once more. A barrage of feathers strikes the wasteland, and from each resulting inferno emerges a bird of pure ruby-red flames.

    Aram Zey’s voice echoes. “Can you hear me, Pathfinders? The tapestry is in its death throes! You are cut off—I cannot help you escape. Destroy the phoenixes—perhaps their magic can repair the tapestry!”

    Table BRs, the Undead Contained AND the Guardian’s Last Defense conditions are now in effect.

    Undead Contained: For the rest of the adventure, each character
    adds 1d6 and the Magic trait to her checks against banes that
    have the Undead trait.

    Guardian’s Last Stand: Shuffle a number of Conflagration
    henchmen equal to 1 plus the number of characters into the
    blessings deck, then discard an equal number of cards from the
    blessings deck. Also do this when setting up any subsequent
    scenarios in this adventure.


    **OVERSEER ANNOUNCEMENT**

    Aram Zey speaks out through the tapestry. “The soul stitching is slowing down! The undead are under control. But the tapestry remains in danger. Fight on!”

    Suddenly, it becomes clear that the astral invaders’ retreat is merely a ploy. More invaders pour through the rifts to reinforce their companions. Their reckless assault tears the holes wider, and the entire demiplane begins to shift and fold. Locations fade and vanish, reappearing miles away, now separated by a wide expanse of barren, rocky wasteland. The invaders continue to pour through, and the tapestry’s exhausted repair mechanisms cease to function altogether. The triumphant attackers converge on the Pathfinders scattered across the wasteland.

    Then, the sky turns red.

    A primal screech pierces the tapestry, and a colossal rubyflamed phoenix appears in the sky, its wings nearly blocking the sun. It swoops across the sky at tremendous speed, its tattered feathers leaving a trail of smoke. With another screech, it flaps its massive wings, and countless fiery feathers shoot towards the invaders. As the feathers strike, they explode, incinerating much of the invading force. Then the phoenix turns its attention to the other outsiders—the mass of Pathfinders—and beats its wings once more. A barrage of feathers strikes the wasteland, and from each resulting inferno emerges a bird of pure ruby-red flames.

    Aram Zey’s voice echoes. “Can you hear me, Pathfinders? The tapestry is in its death throes! You are cut off—I cannot help you escape. Destroy the phoenixes—perhaps their magic can repair the tapestry!”

    Table BRs, the Undead Contained AND the Guardian’s Last Defense conditions are now in effect.

    Undead Contained: For the rest of the adventure, each character
    adds 1d6 and the Magic trait to her checks against banes that
    have the Undead trait.

    Guardian’s Last Stand: Shuffle a number of Conflagration
    henchmen equal to 1 plus the number of characters into the
    blessings deck, then discard an equal number of cards from the
    blessings deck. Also do this when setting up any subsequent
    scenarios in this adventure.


    **OVERSEER ANNOUNCEMENT**

    Aram Zey speaks out through the tapestry. “The assault from the
    Astral Plane has been turned aside! But the tapestry remains in
    danger. Fight on!”

    BR's: The Astral Invaders Retreat condition is in effect.

    Astral Invaders Retreat: End the current scenario and begin
    Scenario 10-00E: Into the Astral Sea.


    **OVERSEER ANNOUNCEMENT**

    Aram Zey speaks out through the tapestry. “The assault from the
    Astral Plane has been turned aside! But the tapestry remains in
    danger. Fight on!”

    BR's: The Astral Invaders Retreat condition is in effect.

    Astral Invaders Retreat: End the current scenario and begin
    Scenario 10-00E: Into the Astral Sea.


    **OVERSEER ANNOUNCEMENT**

    Aram Zey speaks out through the tapestry. “The assault from the
    Astral Plane has been turned aside! But the tapestry remains in
    danger. Fight on!”

    BR's: The Astral Invaders Retreat condition is in effect.

    Astral Invaders Retreat: End the current scenario and begin
    Scenario 10-00E: Into the Astral Sea.


    **OVERSEER ANNOUNCEMENT**

    Aram Zey speaks out through the tapestry. “The assault from the
    Astral Plane has been turned aside! But the tapestry remains in
    danger. Fight on!”

    BR's: The Astral Invaders Retreat condition is in effect.

    Astral Invaders Retreat: End the current scenario and begin
    Scenario 10-00E: Into the Astral Sea.


    **OVERSEER ANNOUNCEMENT**

    Aram Zey speaks out through the tapestry. “The assault from the
    Astral Plane has been turned aside! But the tapestry remains in
    danger. Fight on!”

    BR's: The Astral Invaders Retreat condition is in effect.

    Astral Invaders Retreat: End the current scenario and begin
    Scenario 10-00E: Into the Astral Sea.


    **OVERSEER ANNOUNCEMENT**

    Aram Zey speaks out through the tapestry. “The assault from the
    Astral Plane has been turned aside! But the tapestry remains in
    danger. Fight on!”

    BR's: The Astral Invaders Retreat condition is in effect.

    Astral Invaders Retreat: End the current scenario and begin
    Scenario 10-00E: Into the Astral Sea.


    **OVERSEER ANNOUNCEMENT**

    Aram Zey speaks out through the tapestry. “The assault from the
    Astral Plane has been turned aside! But the tapestry remains in
    danger. Fight on!”

    BR's: The Astral Invaders Retreat condition is in effect.

    Astral Invaders Retreat: End the current scenario and begin
    Scenario 10-00E: Into the Astral Sea.


    **OVERSEER ANNOUNCEMENT**

    Having secured the tapestry and implemented provisional repairs, the Pathfinders return to the tapestry chamber in the Grand Lodge. Aram Zey begins assessing the tapestry’s condition and stability.

    ~~~

    Aram Zey stands once more before the tapestry, a renewed light in his sunken eyes. “The Hao Jin Tapestry is stable at last. While you were performing your duties, I have reached a better understanding of the chaos you faced. The tapestry is still in dire condition. Lacking Hao Jin’s own magic, the tapestry has been using small pieces of departing souls to maintain itself over the centuries. This mechanism is depleting the tapestry’s water sources and spawning undead horrors. However, thanks to you, we have time to search for a more permanent fix. For now, get some rest, and—”

    The former Master of Spells staggers back as a three-foot tear down the center of the fabric gouts sudden flame. Pathfinder agents flock around him, scrambling to assess the damage. A vein pops out on his forehead, and he yells sharply, “Pathfinders! What have you done?” He cuts himself short, taking a deep breath and muttering to himself, “Keep it together. Don’t take it out on the agents.” Frowning, he returns his gaze to the tapestry, his eyes darting wildly across its surface. When he speaks again, his voice is low and determined, “This new rift is no accident. Something is attacking the tapestry from the Astral Plane. Damage of this magnitude must have spawned hundreds more undead. Quickly, re-enter the demiplane and fend off the invaders!”

    BR’s – begin part 3!


    **OVERSEER ANNOUNCEMENT**

    Having secured the tapestry and implemented provisional repairs, the Pathfinders return to the tapestry chamber in the Grand Lodge. Aram Zey begins assessing the tapestry’s condition and stability.

    ~~~

    Aram Zey stands once more before the tapestry, a renewed light in his sunken eyes. “The Hao Jin Tapestry is stable at last. While you were performing your duties, I have reached a better understanding of the chaos you faced. The tapestry is still in dire condition. Lacking Hao Jin’s own magic, the tapestry has been using small pieces of departing souls to maintain itself over the centuries. This mechanism is depleting the tapestry’s water sources and spawning undead horrors. However, thanks to you, we have time to search for a more permanent fix. For now, get some rest, and—”

    The former Master of Spells staggers back as a three-foot tear down the center of the fabric gouts sudden flame. Pathfinder agents flock around him, scrambling to assess the damage. A vein pops out on his forehead, and he yells sharply, “Pathfinders! What have you done?” He cuts himself short, taking a deep breath and muttering to himself, “Keep it together. Don’t take it out on the agents.” Frowning, he returns his gaze to the tapestry, his eyes darting wildly across its surface. When he speaks again, his voice is low and determined, “This new rift is no accident. Something is attacking the tapestry from the Astral Plane. Damage of this magnitude must have spawned hundreds more undead. Quickly, re-enter the demiplane and fend off the invaders!”

    BR’s – begin part 3!


    **OVERSEER ANNOUNCEMENT**

    Having secured the tapestry and implemented provisional repairs, the Pathfinders return to the tapestry chamber in the Grand Lodge. Aram Zey begins assessing the tapestry’s condition and stability.

    ~~~

    Aram Zey stands once more before the tapestry, a renewed light in his sunken eyes. “The Hao Jin Tapestry is stable at last. While you were performing your duties, I have reached a better understanding of the chaos you faced. The tapestry is still in dire condition. Lacking Hao Jin’s own magic, the tapestry has been using small pieces of departing souls to maintain itself over the centuries. This mechanism is depleting the tapestry’s water sources and spawning undead horrors. However, thanks to you, we have time to search for a more permanent fix. For now, get some rest, and—”

    The former Master of Spells staggers back as a three-foot tear down the center of the fabric gouts sudden flame. Pathfinder agents flock around him, scrambling to assess the damage. A vein pops out on his forehead, and he yells sharply, “Pathfinders! What have you done?” He cuts himself short, taking a deep breath and muttering to himself, “Keep it together. Don’t take it out on the agents.” Frowning, he returns his gaze to the tapestry, his eyes darting wildly across its surface. When he speaks again, his voice is low and determined, “This new rift is no accident. Something is attacking the tapestry from the Astral Plane. Damage of this magnitude must have spawned hundreds more undead. Quickly, re-enter the demiplane and fend off the invaders!”

    BR’s – begin part 3!


    **OVERSEER ANNOUNCEMENT**

    Having secured the tapestry and implemented provisional repairs, the Pathfinders return to the tapestry chamber in the Grand Lodge. Aram Zey begins assessing the tapestry’s condition and stability.

    ~~~

    Aram Zey stands once more before the tapestry, a renewed light in his sunken eyes. “The Hao Jin Tapestry is stable at last. While you were performing your duties, I have reached a better understanding of the chaos you faced. The tapestry is still in dire condition. Lacking Hao Jin’s own magic, the tapestry has been using small pieces of departing souls to maintain itself over the centuries. This mechanism is depleting the tapestry’s water sources and spawning undead horrors. However, thanks to you, we have time to search for a more permanent fix. For now, get some rest, and—”

    The former Master of Spells staggers back as a three-foot tear down the center of the fabric gouts sudden flame. Pathfinder agents flock around him, scrambling to assess the damage. A vein pops out on his forehead, and he yells sharply, “Pathfinders! What have you done?” He cuts himself short, taking a deep breath and muttering to himself, “Keep it together. Don’t take it out on the agents.” Frowning, he returns his gaze to the tapestry, his eyes darting wildly across its surface. When he speaks again, his voice is low and determined, “This new rift is no accident. Something is attacking the tapestry from the Astral Plane. Damage of this magnitude must have spawned hundreds more undead. Quickly, re-enter the demiplane and fend off the invaders!”

    BR’s – begin part 3!


    **OVERSEER ANNOUNCEMENT**

    Having secured the tapestry and implemented provisional repairs, the Pathfinders return to the tapestry chamber in the Grand Lodge. Aram Zey begins assessing the tapestry’s condition and stability.

    ~~~

    Aram Zey stands once more before the tapestry, a renewed light in his sunken eyes. “The Hao Jin Tapestry is stable at last. While you were performing your duties, I have reached a better understanding of the chaos you faced. The tapestry is still in dire condition. Lacking Hao Jin’s own magic, the tapestry has been using small pieces of departing souls to maintain itself over the centuries. This mechanism is depleting the tapestry’s water sources and spawning undead horrors. However, thanks to you, we have time to search for a more permanent fix. For now, get some rest, and—”

    The former Master of Spells staggers back as a three-foot tear down the center of the fabric gouts sudden flame. Pathfinder agents flock around him, scrambling to assess the damage. A vein pops out on his forehead, and he yells sharply, “Pathfinders! What have you done?” He cuts himself short, taking a deep breath and muttering to himself, “Keep it together. Don’t take it out on the agents.” Frowning, he returns his gaze to the tapestry, his eyes darting wildly across its surface. When he speaks again, his voice is low and determined, “This new rift is no accident. Something is attacking the tapestry from the Astral Plane. Damage of this magnitude must have spawned hundreds more undead. Quickly, re-enter the demiplane and fend off the invaders!”

    BR’s – begin part 3!


    **OVERSEER ANNOUNCEMENT**

    Having secured the tapestry and implemented provisional repairs, the Pathfinders return to the tapestry chamber in the Grand Lodge. Aram Zey begins assessing the tapestry’s condition and stability.

    ~~~

    Aram Zey stands once more before the tapestry, a renewed light in his sunken eyes. “The Hao Jin Tapestry is stable at last. While you were performing your duties, I have reached a better understanding of the chaos you faced. The tapestry is still in dire condition. Lacking Hao Jin’s own magic, the tapestry has been using small pieces of departing souls to maintain itself over the centuries. This mechanism is depleting the tapestry’s water sources and spawning undead horrors. However, thanks to you, we have time to search for a more permanent fix. For now, get some rest, and—”

    The former Master of Spells staggers back as a three-foot tear down the center of the fabric gouts sudden flame. Pathfinder agents flock around him, scrambling to assess the damage. A vein pops out on his forehead, and he yells sharply, “Pathfinders! What have you done?” He cuts himself short, taking a deep breath and muttering to himself, “Keep it together. Don’t take it out on the agents.” Frowning, he returns his gaze to the tapestry, his eyes darting wildly across its surface. When he speaks again, his voice is low and determined, “This new rift is no accident. Something is attacking the tapestry from the Astral Plane. Damage of this magnitude must have spawned hundreds more undead. Quickly, re-enter the demiplane and fend off the invaders!”

    BR’s – begin part 3!


    **OVERSEER ANNOUNCEMENT**

    Having secured the tapestry and implemented provisional repairs, the Pathfinders return to the tapestry chamber in the Grand Lodge. Aram Zey begins assessing the tapestry’s condition and stability.

    ~~~

    Aram Zey stands once more before the tapestry, a renewed light in his sunken eyes. “The Hao Jin Tapestry is stable at last. While you were performing your duties, I have reached a better understanding of the chaos you faced. The tapestry is still in dire condition. Lacking Hao Jin’s own magic, the tapestry has been using small pieces of departing souls to maintain itself over the centuries. This mechanism is depleting the tapestry’s water sources and spawning undead horrors. However, thanks to you, we have time to search for a more permanent fix. For now, get some rest, and—”

    The former Master of Spells staggers back as a three-foot tear down the center of the fabric gouts sudden flame. Pathfinder agents flock around him, scrambling to assess the damage. A vein pops out on his forehead, and he yells sharply, “Pathfinders! What have you done?” He cuts himself short, taking a deep breath and muttering to himself, “Keep it together. Don’t take it out on the agents.” Frowning, he returns his gaze to the tapestry, his eyes darting wildly across its surface. When he speaks again, his voice is low and determined, “This new rift is no accident. Something is attacking the tapestry from the Astral Plane. Damage of this magnitude must have spawned hundreds more undead. Quickly, re-enter the demiplane and fend off the invaders!”

    BR’s – begin part 3!


    The repair teams have patched the rift at Slave Mountain. Many
    slaves are now free, and they have pledged their aid! Slave
    Mountain is secured!

    ~~~

    Our new allies on the patchwork plane have granted the repair
    teams access to the rift, and it is repaired. These allies can help in
    the coming battles. The Patchwork Allies are secured!

    The Slave Mountain Secured and Pathwork Allies Secured condition is in effect

    Slave Mountain Secured: Each character draws an ally from the
    box. If that ally has the Basic trait, that character may recharge
    a random ally from his discard pile.

    Patchwork Allies Secured: Each character draws a random
    weapon or spell that does not have the Basic trait from the box.


    The repair teams have patched the rift at Slave Mountain. Many
    slaves are now free, and they have pledged their aid! Slave
    Mountain is secured!

    ~~~

    Our new allies on the patchwork plane have granted the repair
    teams access to the rift, and it is repaired. These allies can help in
    the coming battles. The Patchwork Allies are secured!

    The Slave Mountain Secured and Pathwork Allies Secured condition is in effect

    Slave Mountain Secured: Each character draws an ally from the
    box. If that ally has the Basic trait, that character may recharge
    a random ally from his discard pile.

    Patchwork Allies Secured: Each character draws a random
    weapon or spell that does not have the Basic trait from the box.


    The repair teams have patched the rift at Slave Mountain. Many
    slaves are now free, and they have pledged their aid! Slave
    Mountain is secured!

    ~~~

    Our new allies on the patchwork plane have granted the repair
    teams access to the rift, and it is repaired. These allies can help in
    the coming battles. The Patchwork Allies are secured!

    The Slave Mountain Secured and Pathwork Allies Secured condition is in effect

    Slave Mountain Secured: Each character draws an ally from the
    box. If that ally has the Basic trait, that character may recharge
    a random ally from his discard pile.

    Patchwork Allies Secured: Each character draws a random
    weapon or spell that does not have the Basic trait from the box.


    The repair teams have patched the rift at Slave Mountain. Many
    slaves are now free, and they have pledged their aid! Slave
    Mountain is secured!

    ~~~

    Our new allies on the patchwork plane have granted the repair
    teams access to the rift, and it is repaired. These allies can help in
    the coming battles. The Patchwork Allies are secured!

    The Slave Mountain Secured and Pathwork Allies Secured condition is in effect

    Slave Mountain Secured: Each character draws an ally from the
    box. If that ally has the Basic trait, that character may recharge
    a random ally from his discard pile.

    Patchwork Allies Secured: Each character draws a random
    weapon or spell that does not have the Basic trait from the box.


    The repair teams have patched the rift at Slave Mountain. Many
    slaves are now free, and they have pledged their aid! Slave
    Mountain is secured!

    ~~~

    Our new allies on the patchwork plane have granted the repair
    teams access to the rift, and it is repaired. These allies can help in
    the coming battles. The Patchwork Allies are secured!

    The Slave Mountain Secured and Pathwork Allies Secured condition is in effect

    Slave Mountain Secured: Each character draws an ally from the
    box. If that ally has the Basic trait, that character may recharge
    a random ally from his discard pile.

    Patchwork Allies Secured: Each character draws a random
    weapon or spell that does not have the Basic trait from the box.


    The repair teams have patched the rift at Slave Mountain. Many
    slaves are now free, and they have pledged their aid! Slave
    Mountain is secured!

    ~~~

    Our new allies on the patchwork plane have granted the repair
    teams access to the rift, and it is repaired. These allies can help in
    the coming battles. The Patchwork Allies are secured!

    The Slave Mountain Secured and Pathwork Allies Secured condition is in effect

    Slave Mountain Secured: Each character draws an ally from the
    box. If that ally has the Basic trait, that character may recharge
    a random ally from his discard pile.

    Patchwork Allies Secured: Each character draws a random
    weapon or spell that does not have the Basic trait from the box.


    The repair teams have patched the rift at Slave Mountain. Many
    slaves are now free, and they have pledged their aid! Slave
    Mountain is secured!

    ~~~

    Our new allies on the patchwork plane have granted the repair
    teams access to the rift, and it is repaired. These allies can help in
    the coming battles. The Patchwork Allies are secured!

    The Slave Mountain Secured and Pathwork Allies Secured condition is in effect

    Slave Mountain Secured: Each character draws an ally from the
    box. If that ally has the Basic trait, that character may recharge
    a random ally from his discard pile.

    Patchwork Allies Secured: Each character draws a random
    weapon or spell that does not have the Basic trait from the box.


    **Overseer Announcement**

    The repair teams have patched the rift at Round Mountain. Be
    on the lookout! Before closing the rift, the team glimpsed a
    mysterious sailing vessel lurking in the Astral Plane. Round
    Mountain is secured!

    BR's, Round Mountain condition is now in effect!

    Round Mountain Secured: Each character may examine the top
    card of any location deck, then may move.


    **Overseer Announcement**

    The repair teams have patched the rift at Round Mountain. Be
    on the lookout! Before closing the rift, the team glimpsed a
    mysterious sailing vessel lurking in the Astral Plane. Round
    Mountain is secured!

    BR's, Round Mountain condition is now in effect!

    Round Mountain Secured: Each character may examine the top
    card of any location deck, then may move.


    **Overseer Announcement**

    The repair teams have patched the rift at Round Mountain. Be
    on the lookout! Before closing the rift, the team glimpsed a
    mysterious sailing vessel lurking in the Astral Plane. Round
    Mountain is secured!

    BR's, Round Mountain condition is now in effect!

    Round Mountain Secured: Each character may examine the top
    card of any location deck, then may move.


    **Overseer Announcement**

    The repair teams have patched the rift at Round Mountain. Be
    on the lookout! Before closing the rift, the team glimpsed a
    mysterious sailing vessel lurking in the Astral Plane. Round
    Mountain is secured!

    BR's, Round Mountain condition is now in effect!

    Round Mountain Secured: Each character may examine the top
    card of any location deck, then may move.


    **Overseer Announcement**

    The repair teams have patched the rift at Round Mountain. Be
    on the lookout! Before closing the rift, the team glimpsed a
    mysterious sailing vessel lurking in the Astral Plane. Round
    Mountain is secured!

    BR's, Round Mountain condition is now in effect!

    Round Mountain Secured: Each character may examine the top
    card of any location deck, then may move.


    **Overseer Announcement**

    The repair teams have patched the rift at Round Mountain. Be
    on the lookout! Before closing the rift, the team glimpsed a
    mysterious sailing vessel lurking in the Astral Plane. Round
    Mountain is secured!

    BR's, Round Mountain condition is now in effect!

    Round Mountain Secured: Each character may examine the top
    card of any location deck, then may move.


    **Overseer Announcement**

    The waters of the Eternal Lake flow once more, and our repair teams have patched the nearby rift. The kappas make for strange companions, but they have pledged unending loyalty to the Society. The Eternal Lake is secured!

    ~~~~

    The repair teams have patched the rift at the Temple of Empyreal Enlightenment. The nightmare is over, and Korada’s faithful now lend us their aid! The Temple is secured!

    BR's, the Eternal Lake Secured AND Temple Secured conditions are now in effect!

    Eternal Lake Secured: For the rest of the adventure, each
    character gains the power “When another character at your
    location attempts a non-combat check, you may recharge any
    number of cards to add 1 for each card recharged.

    Temple Secured: Each character draws a blessing from the box.
    If that blessing has the Basic trait, that character may recharge
    a random blessing from her discard pile.


    **Overseer Announcement**

    The waters of the Eternal Lake flow once more, and our repair teams have patched the nearby rift. The kappas make for strange companions, but they have pledged unending loyalty to the Society. The Eternal Lake is secured!

    ~~~~

    The repair teams have patched the rift at the Temple of Empyreal Enlightenment. The nightmare is over, and Korada’s faithful now lend us their aid! The Temple is secured!

    BR's, the Eternal Lake Secured AND Temple Secured conditions are now in effect!

    Eternal Lake Secured: For the rest of the adventure, each
    character gains the power “When another character at your
    location attempts a non-combat check, you may recharge any
    number of cards to add 1 for each card recharged.


    **Overseer Announcement**

    The waters of the Eternal Lake flow once more, and our repair teams have patched the nearby rift. The kappas make for strange companions, but they have pledged unending loyalty to the Society. The Eternal Lake is secured!

    ~~~~

    The repair teams have patched the rift at the Temple of Empyreal Enlightenment. The nightmare is over, and Korada’s faithful now lend us their aid! The Temple is secured!

    BR's, the Eternal Lake Secured AND Temple Secured conditions are now in effect!

    Eternal Lake Secured: For the rest of the adventure, each
    character gains the power “When another character at your
    location attempts a non-combat check, you may recharge any
    number of cards to add 1 for each card recharged.

    Temple Secured: Each character draws a blessing from the box.
    If that blessing has the Basic trait, that character may recharge
    a random blessing from her discard pile.

    Muckmouth Secured: Each character may either shuffle a
    card from his discard pile into his deck or draw a card. If the
    character is playing 10-00A, he may do both.


    **Overseer Announcement**

    The waters of the Eternal Lake flow once more, and our repair teams have patched the nearby rift. The kappas make for strange companions, but they have pledged unending loyalty to the Society. The Eternal Lake is secured!

    ~~~~

    The repair teams have patched the rift at the Temple of Empyreal Enlightenment. The nightmare is over, and Korada’s faithful now lend us their aid! The Temple is secured!

    BR's, the Eternal Lake Secured AND Temple Secured conditions are now in effect!

    Eternal Lake Secured: For the rest of the adventure, each
    character gains the power “When another character at your
    location attempts a non-combat check, you may recharge any
    number of cards to add 1 for each card recharged.

    Temple Secured: Each character draws a blessing from the box.
    If that blessing has the Basic trait, that character may recharge
    a random blessing from her discard pile.


    **Overseer Announcement**

    The waters of the Eternal Lake flow once more, and our repair teams have patched the nearby rift. The kappas make for strange companions, but they have pledged unending loyalty to the Society. The Eternal Lake is secured!

    ~~~~

    The repair teams have patched the rift at the Temple of Empyreal Enlightenment. The nightmare is over, and Korada’s faithful now lend us their aid! The Temple is secured!

    BR's, the Eternal Lake Secured AND Temple Secured conditions are now in effect!

    Eternal Lake Secured: For the rest of the adventure, each
    character gains the power “When another character at your
    location attempts a non-combat check, you may recharge any
    number of cards to add 1 for each card recharged.

    Temple Secured: Each character draws a blessing from the box.
    If that blessing has the Basic trait, that character may recharge
    a random blessing from her discard pile.