I noticed that when I looked at them but ultimately, one says you have to have The Trickery Domain and one says that you can only have one Domain.
I think my point has got lost, possibly because I didn't express it clearly.
Each archetype, of cleric or any other class, involves giving up A to gain B, trades a negative for a positive.
Asmodean Advocate gives up one domain [among other things].
Evangelist gives up one domain [among other things].
If you take both you should lose 2 domains to get the negatives of both archetypes. That is the whole point of the rule you can't take archetypes that alter or replace the same class feature I think, you won't be paying the cost for both domains. Unbalancing? I think so.
Rule as you want, it is not really my concern.
DM Ray wrote:
Though I'm a big believer in real-life/logic-arguments-should-NOT-be-used-in-D&D
This is just theoretical.
I am of the opposite view, well mostly. It is real life logic that if you start with 10 arrows and have fired 4 you have 6 left. Everyone uses it in RPGs. You just have to, otherwise you can't figure anything out.
Real life logic should be used in RPGs unless it interferes with the heroic nature of the play or leads to excessive argument.
And true to my own philosophy, I better stop there. :P
Actually, I agree that you are right... They are incompatable. I originally read it that you had to take the trickery domain, but missed the part that you only get one domain.
I would disagree on the gather information part. Attorneys have an uncanny ability to find information. Discovery, depositions, research, cross-examination... it really is what they do. Also, they would generally have the cooperation of the constabulary, which is a pretty solid source of information.
"I apologize if I offended, I have just arrived in the city and literally know nothing about this Shepard person. Please forgive me... It just appears this Shepard person has taken notice of us, and I need to know whether I might be in danger or should be worried."
"Certainly, any recommendation would be appreciated! The vandalism was accompanied by a note, from a person calling themselves the Shepard... Would you have any knowledge of whom that might be?"
I will ask around and see if I can figure anything out about this Shepard or what this might mean. The dagger is cold-iron, so not inexpensive. The threat seems genuine.
Tellis looks at Edmund in total shock. "Edmund, you disgrace your noble blood with this lawlessness! Assault of a citizen? You profess to wish to join the Order of the Nail, yet you flout the laws of the city in this public fashion?" He nods at Leandric, "Agreed Leandric, we cannot countenance such behavior that might effect the lady's reputation... Let us get home before we are caused further embarrassment!"
Glaring at Edmund Tellis says quietly, "Did you not hear what I just said?"
He then stands with hands held open, placatingly, "Come now, nothing untoward has happend. The girl was witnessed stealing and has been turned over to the guard in an appropriate fashion. No one wants unnecessary trouble. Let us calm down and look to the authorities to handle things fairly, shall we?"
Nodding at Marcus approvingly, Tellis says, "Of course, of course, the safety of the Ambassador is paramount. And, of course, anti-Chelaxian sentiment could foster a more threatening atmosphere for the one who represents Chelliax. A popular official is certainly safer than a highly unpopular one dispatched to a hostile foreign land..."
Not realizing any conflict had occurred, Tellis eventually returns good naturedly and shares what he has learned in the mean time.
"Well, it appears native Chelexians are... Not exactly popular in Korvosa right now. Apparently Ileosa lacks her sister's gift of knowing what is and is not a good idea to say, as she has been quite vocal about her dislike for this 'horrid backwater that is unfit for even pigs to wallow in.' We should avoid adding to this opinion and try to be more genial with the locals..."
"Based on this dislike, most of the populace is simply thankful that she won't get to rule in any real capacity. Despite the rumors of the King's horrific (and apparently incurable) disease, even if he dies, control of day to day affairs reverts to his seneschal, Nikolas Kalepopolis."
"On the ambassador front, it seems that the man sent prior to Lady Dressarosa was one Gregori Amprei, a man renowned in Cheliax for writing a 'travel' book speaking of the inferiority and dangers of more than a few countries, including Varisia. Much like Ileosa, he has been adamant in his dislike for this 'collection of petty hovels,' though this has not stopped him from buying a few select properties in the area for himself."
Finishing his drink he adds, "So it seems we shouldn't expect an overly warm welcome, but should try and repair the reputation of our great Nation in the eyes of these who should be our close allies."
I will be less available than normal for the next couple of weeks due to Holiday travel. I will still try to post at least once a day, but if I am holding things up please take an action on my behalf.
Very good! Tellis shakes Marcus's hand as an equal, hoping to set the stage for a fruitful partnership.
Turning to Edmund he smiles, nods, and answers, "His uncle was a high level church official, and so they had access to remedies that returned him to fitfulness. Next time we might need to take more permanent measures."
"In the mean time, let me check with the barman about what is going on..." Tellis heads to the bar to examine the situation and engages patrons and staff in light conversation, taking his time to wander the paths of interaction and trying to glean what news there may be in the city.
Tellis is beginning to use gather information specifically as it relates to about Lady Dressarosa Arvanxi's arrival, her sister, and anyone associated with them. He will keep at it for the afternoon, drinking and enjoying himself and his new companions while trying to find out what is going on.
GM: Would you like to roll these sorts of checks in secret? He would retry several times as long as time allows.
As he follows Edmund to the table, he turns back to Tellis, knowing it polite to continue conversation. "What brings you to the Lady's service?" It's a good question, and one that's served him well. Intelligent and proud men always like to speak of themselves, given a chance.
He doesn't yet sit. He'll wait to let the nobles take their preferred chairs.
Looking at Marcus squarely for a moment, Tellis seems to ponder something then speaks. "Direct, yes. I like that. Well Marcus, I will be honest with you. And know that this sort of honesty is rare between men of our stations, but since we are companions I think it is correct."
"Among the nobility there are two things that are valued above all, bloodlines and wealth. My bloodline is strong, nearly impeccable. Unfortunately, wealth is something that my family lost several generations ago. In truth, I am half a nobleman. Were I a woman, I would likely be married off to a rich merchant with delusions of having children in the nobility. That rarely works out as intended. For me, I have to change my own position in the world. For that, I have my wit and my skill with a blade."
"In truth, your circumstances are exactly what brought me into the Lady's service. You have been rewarded for heroism. However, should I have done the same my bloodline would create a greater result. Had I done the exact same act as you under the same circumstances, I may have been granted new lands and titles, along with honors and celebration."
"Simply put, coming here with her Ladyship in this manner puts me in a better position to be a hero. It is a mite bit mercenary and surely a gamble, but one where the rewards might just outshine the risks. And even if nothing truly exciting happens, my willingness to take on such a task will gain me prestige and reputation at home. Such things can be currency among the nobility."
"And know this Marcus... I am one who understands the value of friendship. My companions in such a venture would likewise be well rewarded for their continued heroism, in fact the perception of the nobility and common man working together could increase the prestige and reputation we gain. You could even find yourself elevated to the Peerage under the right circumstances. It can be a matter of being the right person in the right place at the right time."
I think we are having a good opportunity to flesh out our characters from an RP perspective, and heading to the Inn for a bit should provide further opportunity for that. I for one don't mind a little push in a certain direction from a GM in order to keep us on course, however. The plot line seemed to give us some free time to gather information at the local tavern and that's what Tellis is about while he tries to build bonds among his new companions.
"Shorline it is then! Lead on young squire!" As they walk, Tellis has notticed how the pesant hero seems disorentied by their banter and the societal differences. In an effort to include him, Tellis sidles up beside Marcus and takes his arm in the fashion of a close comrade.
"Now Marcus, while we are all here to protect her Ladyship, you are the only one who has successfully saved her life so far. The rewards you have been given are thus well deserved, but I can only imagine that your sudden elevation in Society has left you somewhat dizzy... so I let me give you my word: While we travel together, you may trust me as friend and brother-in-arms. A blade drawn to you is drawn to me as well. I hope I can earn the same from you."
Skipping over the early statemnt, Tellis focuses on the latter hoping to get beyond the talk of Hellknights and rebel provinces. "Exactly Leandric... we need information. And what better place to find what the common man thinks than a good tavern."
Laughing in a genuinely friendly manner, Tellis continues on as if Edmund had merely continued his own jest with his "straight-man" recitation about life and death, while not discounting the validity of the teifling's statement. Tellis claps Edmund on the back and places another hand on Marcus's shoulder. "Well said Edmund... and Wine! That is a fine idea! Come Marcus, and the rest of you! Let us see what fare Mr. Ruttle can find for us... he seems quite capable, after all. Rutland! Come now, lets be off!"
Smiling broadly to diffuse the tension, Tellis adds, "Well, until you take your vows, Edmund, let us enjoy the free time we seem to find ourselves with. I for one could do with something besides ship's fare. Mr. Ruttle, perhaps you could recommend an inn or tavern? And please join us if you would."
"Hmm.. well. It appears the adventure begins. Once more into the breach and all that. I'm guessing that we don't have a proper cellar or pantry here, so perhaps we should see about that Inn we discussed earlier."
With the conversation turning towards more infernal interests, Tellis chimes in reciting what might be practiced line attempting to use humor to deal with a delicate situation in Chellish society: "Oh the Hellnights serve a invaluable role for both the Empire and Prince of Law, and it is a true sacrifice they make giving up both their senses of humor and propriety to achieve this noble task."
After saying proper goodbyes to the Ambassador, Tellis says, "Lead on Mr. Ruttle..."
As they set off and are well away from the guards, Tellis adds, "Edmund, I believe that woman dueled Vencarlo Orsini himself to a draw. Apparently he wasn't her type and took offense to her rejection. Was a fight to behold I have heard...
And Tellis simply couldn't comprehend that he possibly could have been classified as a servant. Just not possible enough to even be a consideration that occurred to him.
At the mention of servants, Tellis looks around. "We are meeting others then? Very good. Please lead the way Mr. Ruttle, the Lady would like to rest before meeting with her sister." Tellis gestures for Mr. Ruttle to lead the way.
A bit of red in his eyes show the time spent last night drinking with the sailors and trying to learn that silly game with the knives, yet Tellis still walks beside the lady and Edmund with the lazy grace of a strolling nobleman. "Yes, of course... Mr. Ruttle." Tellis rolls his shoulders stretching mildly now that he is outside the confines of the ship. He appears to look around the docks for the lady's contact, with her hand safely in the crook of his left arm and his right hand free to draw steel if needed on the rough-and-tumble docks.
Perception:1d20 + 2 ⇒ (5) + 2 = 7
"Come now Edmund, let us not frighten the lady. We are off the ship and surely the true obstacle has passed. Now we just find this... Ruttle and then a nice inn perhaps. It will be good to get something not stored in a ships larder for weeks.."
Google docs works well... That said, I have found that PbP runs much better with maps, otherwise people end up waiting for multiple posts to illustrate the scene dragging things out.
Tellis is: Glad to be aboard, it would have been embarrassing to return to his peers after his glib announcement... Slightly surprised that Edmund is glad to be non-human, but I suppose we all must embrace our disabilities... Interested in learning about Hiram's culture as it is quite exotic for one from the heart of the empire... Glad Sclivian is along so no one will expect him to attend to clerical tasks... Enchanted that a peasant hero such as Marcus is along, surely that will fit well into the bardic recitations of the group's exploits... Uncertain about Leandric because Tellis's father cursed the name numerous times in drunken fits claiming things must have been forged, which would be a sin that Tellis would never countenance - Fortunately, Tellis considers his father both an inveterate liar and a horrible judge of character.
Tellis has honestly never seriously thought about the issue of slavery. His family hasn't owned any due to their lack of finances and he simply wouldn't distinguish between a paid servant and a slave. That said, he would likely pay servants rather than purchase slaves both to avoid the risk of a failed investment and to be able to continue to incentivize good performance through rewards.
Tellis would likely see Enmund as a bit of a kindred spirit, both have noble blood but are unable to perform the role of noble at the time. However, Tellis doesn't fully approve of Hellknights as he considers their intimidating violence a bit gauche. He (naively) doesn't understand why such force and intimidation are necessary to promote what is already a fairly ideal society.
Tellis doesn't consider himself a true diabolist or devil worshipper because Asmodeus is a god not a devil in Tellis's eyes. That said, the Infernal Compact is working and using bargains with devils to one's advantage is both lawful and seems to work. Kind of like hiring an overy aggressive/vicious guard dog.
That said, Tellis would cultivate relationships with eveyone and make efforts to get along. The only issue would likely be someone who wasn't interested in working together to further the group's interests in an orderly fashion.
Please consider Tellis Corinesten as an applicant. I've never played the AP before and have looking for such an adventure with a suitably Chelaxian flair.
Classes/Levels
Human Pistolero Gunslinger 6 / Alchemist 2 | HP 64/64 | AC 25 [F 17 T 19] | CMD 28 | F+11 R+16 W+6 | Init +10| Perc +11/+16 | Grit 2/4
About Maps
PFS#: 7162-5
XP: 23
PP: 44 (8 spent)
FAME: 44
.
Normal Statblock: AC 25 [F 17 T 19] | CMD 28 | F+11 R+16 W+6 | Init +10| Perc +11/+16
Mutagen Statblock: AC 27 [F 19 T 19] | CMD 30 | F+11 R+18 W+5 | Init +12| Perc +10/+15
Description: Maps is tall man with a thin dour face. He wears a long gray coat over a chain shirt, and a bandolier fitted with a few daggers and a starblade. Occasionally, the hilt of a finely carved firearm peeks from the folds of his coat. In his hand he carries a dark iron-bladed guisarme. With the exception of his face, tattoos of exotic maps cover his skin, peeking out from under clothing, giving the impression that his whole body might be decorated with them.
Frostfur Captives - 1xp/2pp/502gp +10gp DJ = 512gp
(GM) First Steps Part 1 - 1xp/2pp/417gp
We Be Goblins! - 1xp/1pp/500gp
(GM) First Steps Part 2 - 1xp/2pp/419gp
Frozen Fingers of Midnight - 1xp/2pp/467gp + 50gp DJ = 517gp
The Icebound Outpost - 1xp/2pp/524gp +10gp DJ = 534gp
Infernal Vault - 1xp/2pp/1634gp +10gp DJ = 1644gp
The Blakros Matrimony - 1xp/2pp/1257gp +10gp DJ = 1267gp
QfP III: Defenders of Nesting Swallow - 1xp/2pp/1840gp +5gp DJ = 1845gp
QfP II: On Hostile Waters - 1xp/2pp/1839gp +10gp DJ = 1849gp
(GM) Citadel of Flame - 1xp/2pp/1810gp
Among the Gods - 1xp/2pp/1266gp +50gp DJ = 1316gp
BtD I: The Bloodcove Disguise - 1xp/2pp/2248gp +10gp DJ = 2258gp
BtD II: Rescue at Azlant Ridge - 1xp/2pp/2233.5gp +10gp DJ = 2243.5gp
(GM) Murder on the Throaty Mermaid - 1xp/2pp/1309gp
Dawn of the Scarlet Sun - 1xp/1pp/2252gp +5gp DJ = 2257gp
(GM) Thornkeep - Dark Menagerie - 3xp/4pp/8712gp +375gp Boon = 9087gp
The Rebel's Ransom - 1xp/2pp/4002gp +50gp DJ = 4052gp
The Technic Siege - 1xp/2pp/3975gp +75gp DJ = 4050gp
Beacon Below - 1xp/1pp/4366gp +20gp DJ = 4386gp
Fires of Karamoss - 1xp/2pp/5450gp +50gp DJ = 5500gp
Returned to Sky - 1xp/2pp/4336gp +75gp DJ = 4411gp
Frozen Fingers of Midnight
SELL studded leather 12.5gp
SELL guisarme 4.5gp
2PP wand of cure light wounds (17 charges)
Wand of Disguise Self (5 charges when bought/1 charge used) 75gp *From Service to Lore Part 1
masterwork cold iron guisarme 318gp
chain shirt 100gp
silver weapon blanch x5 25gp
wayfinder 250gp
ioun torch 75gp
backpack 2gp
sack 1sp
belt pouch 1gp
map case 1gp
thieve's tools 30gp
powder 1 cp
3 empty flasks 9cp
liquid ice x2 80gp (1 expended)
50' silk rope 10gp
20 bullets 10gp (all expended)
20 doses of black powder 20gp (all expended)
2 powder horns 9gp
oil of magic weapon x2 100gp (2 expended)
Subtotal: 1103.2 - 17 sold = 1086.2
Icebound Outpost
10 bullets 5gp (all expended)
10 doses of black powder 10gp (all expended)
1 powder horn 3gp
Potion of endure elements - 50gp
Scroll of comprehend languages - 25gp (learned and added to formulas)
Upgrade firearm to masterwork 300gp
Cold weather outfit - 8gp
Spring loaded wrist sheath - 5gp
Subtotal: 406
Infernal Vault
2PP wand of shield (34 charges)
SELL chain shirt 50gp
mithril chain shirt 1100gp
spring loaded wrist sheath - 5gp
weapon cord 1gp
scroll of detect secret doors 25gp (scribed to formulas)
potion of touch of the sea 50gp (expended)
10 adamantine bullets 61gp (4 expended)
10 silver bullets 25gp
antitoxin 50gp
masterwork thieves tools 100gp
Subtotal: 1467
Blakros Matrimony
Courtier's Outfit 30gp
Flask of Liquid Ice 40gp
Potion of Borrow Skill 50gp
Potion of Vanish x2 100gp
Potion of Darkvision 300gp
Subtotal: 520
Quest for Perfection III - Defenders of Nesting Swallow
Mwk Double-barreled pistol 2050gp
10 alchemical cartridges 12gp (all expended)
10 bullets 1gp (all expended)
10 doses of black powder 10gp (all expended)
powder horn 3gp
ghost salts 200gp
oil of magic weapon 50gp
Subtotal: 2326
Quest for Perfection II
Enchant Double-barreled pistol (+1) 2000gp
Subtotal: 2000
Among the Gods
allnight 75gp
scroll of lesser restoration 150gp
Subtotal: 225
Before the Dawn I
belt of incredible dexterity +2 4000gp
upgrade mithril chain shirt by +1 1000gp
Subtotal: 5000
The Rebel's Ransom
2PP Wand of Identify (49 charges)
20 cold iron bullets 4gp (2 expended)
20 doses of black powder 20gp (7 expended)
ring of protection +1 2000gp
boro bead (1st) 1000gp
eyes of the eagle 2500gp
potion of see invisibility 300gp
scribing cost for crafter's fortune 10gp
Subtotal: 5834
The Technic Siege
40 bullets 4gp (13 expended)
40 doses of black powder 40gp (11 expended)
potion of touch of the sea 50gp
Subtotal: 94
Beacon Below
2PP wand of endure elements (50 charges)
wand of detect secret doors (14 charges) 210gp *From Thread of Silver Chronicle
10 alchemical cartridges (bullets) 12gp (1 expended)
+2 cloak is resistance 4000gp
handy haversack 2000gp
upgrade mithril chain shirt by +1 (now +2 total) 3000gp
masterwork tool (map tattoos) 50gp
Subtotal: 9272
Returned to Sky
headband of vast intelligence +2 (knowledge arcana) 4000gp
adventurer's chronicle (+2 knowledge geography - 1d4 rounds to use) 50
Subtotal: 4050
Total Spent: 32385.2gp
Current Wealth: 19948.3gp
Gunslinger Abilities:
Up Close and Deadly (Ex): At 1st level, when the pistolero hits a target with a one-handed firearm that is not making a scatter shot, she can spend 1 grit point to deal 1d6 points of extra damage on a hit. If she misses with the attack, she grazes the target, dealing half the extra damage anyway. She must choose to spend the grit point before she makes the attack roll. This is precision damage and is not multiplied if the attack is a critical hit. This precision damage increases to 2d6 at 5th level, to 3d6 at 10th level, to 4d6 at 15th level, and to 5d6 at 20th level. This precision damage stacks with sneak attack and other forms of precision damage. This deed replaces the deadeye deed.
Gunslinger Initiative (Ex): At 3rd level, as long as the gunslinger has at least 1 grit point, she gains the following benefits. First, she gains a +2 bonus on initiative checks. Furthermore, if she has the Quick Draw feat, her hands are free and unrestrained, and the firearm is not hidden, she can draw a single firearm as part of the initiative check.
Pistol-Whip (Ex): At 3rd level, the gunslinger can make a surprise melee attack with the butt or handle of her firearm as a standard action. When she does, she is considered to be proficient with the firearm as a melee weapon and gains a bonus on the attack and damage rolls equal to the enhancement bonus of the firearm. The damage dealt by the pistol-whip is of the bludgeoning type, and is determined by the size of the firearm. One-handed firearms deal 1d6 points of damage (1d4 if wielded by Small creatures) and two-handed firearms deal 1d10 points of damage (1d8 if wielded by Small creatures). Regardless of the gunslinger's size, the critical multiplier of this attack is 20/×2. If the attack hits, the gunslinger can make a combat maneuver check to knock the target prone as a free action. Performing this deed costs 1 grit point.
Utility Shot (Ex): At 3rd level, if the gunslinger has at least 1 grit point, she can perform all of the following utility shots. Each utility shot can be applied to any single attack with a firearm, but the gunslinger must declare the utility shot she is using before firing the shot.
• Blast Lock: The gunslinger makes an attack roll against a lock within the first range increment of her firearm. A Diminutive lock usually has AC 7, and larger locks have a lower AC. The lock gains a bonus to its AC against this attack based on its quality. A simple lock has a +10 bonus to AC, an average lock has a +15 bonus to AC, a good lock has a +20 bonus to AC, and a superior lock has a +30 bonus to AC. Arcane lock grants a +10 bonus to the AC of a lock against this attack. On a hit, the lock is destroyed, and the object can be opened as if it were unlocked. On a miss, the lock is destroyed, but the object is jammed and still considered locked. It can still be unlocked by successfully performing this deed, by using the Disable Device skill, or with the break DC, though the DC for either break or Disable Device or the AC increases by 10. A key, combination, or similar mechanical method of unlocking the lock no longer works, though knock can still be employed to bypass the lock, and the creator of an arcane lock can still bypass the wards of that spell.
• Scoot Unattended Object: The gunslinger makes an attack roll against a Tiny or smaller unattended object within the first range increment of her firearm. A Tiny unattended object has an AC of 5, a Diminutive unattended object has an AC of 7, and a Fine unattended object has an AC of 11. On a hit, the gunslinger does not damage the object with the shot, but can move it up to 15 feet farther away from the shot's origin. On a miss, she damages the object normally.
• Stop Bleeding: The gunslinger makes a firearm attack and then presses the hot barrel against herself or an adjacent creature to staunch a bleeding wound. Instead of dealing damage, the shot ends a single bleed condition affecting the creature. The gunslinger does not have to make an attack roll when performing the deed in this way; she can instead shoot the firearm into the air, but that shot still uses up ammunition normally.
Gun Training (Ex): Starting at 5th level, a gunslinger can select one specific type of firearm (such as an axe musket, blunderbuss, musket, or pistol). She gains a bonus equal to her Dexterity modifier on damage rolls when firing that type of firearm. Furthermore, when she misfires with that type of firearm, the misfire value of that firearm increases by 2 instead of 4.
Alchemist Abilities:
Tentacle (Ex): The alchemist gains a prehensile, arm-length tentacle on his body. The tentacle is fully under his control and cannot be concealed except with magic or bulky clothing. The tentacle does not give the alchemist any extra attacks or actions per round, though he can use it to make a tentacle attack (1d4 damage for a Medium alchemist, 1d3 damage for a Small one) with the grab ability. The tentacle can manipulate or hold items as well as the alchemist's original arms can (for example, allowing the alchemist to use one hand to wield a weapon, the tentacle to hold a potion, and the third hand to throw a bomb). Unlike an arm, the tentacle has no magic item slots.
Boons:
(We Be Goblins!) You Be Goblin!: You have special insight into the distractible and sadistic mind of a goblin. You gain a +2 bonus on all Bluff, Diplomacy, Intimidate, and Sense Motive checks made against goblins.
(Frosen Fingers of Midnight) The Yagevna family in Irrisen recognizes you as a close associate for freeing their daughter, Natalya, from her icy prison. When in Irrisen, you gain a +2 circumstance bonus on all diplomacy rolls when you mention the Yagevna family and how you assisted them.
(Among the Gods) Harvestman's Bane: Word spreads of your involvement in the elimination of the cult of Zyphus in Taldor. You gain a +2 bonus on Intimidate checks against worshipers of Zyphus.
(BtD - Bloodcove Disguise) The Favor of Cartahegn: While in a settlement of 5,000 people or more anywhere on the continent of Garund, you may purchse mundane equipment (bot not weapons or armor) through your favorable connections with House Cartahegn at a 10% discount.
(Dawn of the Scarlet Sun) Resources of Redemption: For your aid, the Church of Sarenrae assists you in acquiring tools of the faith. Treat your Fame as 2 higher to determine your maximum item cost when purchaseingg any of the following: weapons with the bane undead, flaming, or flaming burst special ability; shields with the blinding special ability; crowns of blasting, necklaces of fireballs, phylacteries of faithfulness, staves of healing, or staves of illumination.
(Thornkeep - Dark Menagerie) Millennial Lore: In return for her freedom, Melabdara promised you a future service. When you would fail to earn a Prestige Point at the end of a scenario, you may call upon Melabdara to provide you with long-lost information that might prove just as enticing to your faction as your assigned mission, and that earns you 1 Prestige Point as though you had completed the faction mission. This boon may only be used for faction missions, and may not apply to a scenario’s success conditions. When you use this boon, cross it off the Chronicle sheet.