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Q&D Embark (On)
Embark King: Extol the greatness of the cause and command the hospitalized back to labors. If no one is successful, one character at random on the longboat loses swagger. Condition: Skill Slave Driver Difficulty: 7 Advantage: Longboat Elite Goals (A)
Embark Queen: Position the tarps and create a dry place for the convalescing to sleep. If no one is successful, one character at random on the longboat temporarily loses a Trait. Condition: Skill Steward Difficulty: 6 Advantage: Longboat Vermin Free (N)
Embark Knight: Sort the animals for shifts in the yoke and harness. If no one is successful, one character at random on the longboat loses swagger. If situation is Mud, Difficult increases by three. Condition: Skill Farrier-Breeder Difficulty: 9 Advantage: Longboat Abundant Stores (M)
Embark Knave: Expose the goat’s entrails and proclaim the auspice clean. If no one is successful, one character at random on the longboat temporarily loses a Trait. Condition: Wizardry Demigod (A) Difficulty: 7 Advantage: Longboat Religiously Inspired (C)
Embark 10: Put every tool to the task. If no one is successful, the longboat loses her best swagger. Condition: Wizardry Animate Objects (O) Difficulty: 7 Advantage: Longboat Orderly Kept (Q)
Embark 9: Balance the meals to fuel strong efforts. If no one is successful, one character at random on the longboat loses swagger. If situation is Mud, Difficulty increases by three. Condition: Skill Apothecary Difficulty: 9 Advantage: Longboat Pure No-Curse (J)
Embark 8: Allow no nick nor blister to fester. If no one is successful, each player on the longboat takes an action on Q&D Very Bad Things. Condition: Skill Barber (Chiurgeon) Difficulty: 7 Advantage: Longboat No Disease (I)
Embark 7: Caution all to stay cloaked in the night air and ever standing in the light. If no one is successful, each player on the longboat takes an action on Q&D Very Bad Things. Condition: Skill Occult Scholar Difficulty: 6 Advantage: Longboat Vigilant (E)
Embark 6: Swear vows; renew oaths. If no one is successful, each player on the longboat takes an action on Q&D Very Bad Things. If situation is Mud, Difficulty increases by three. Condition: Wizardry Thought Control (P) Difficulty: 7 Advantage: Longboat Treachery Expunged (G)
Embark 5: Bark your orders; humiliate those of fallen cheer. If no one is successful, one character at random on the longboat increases Warped Outcome tally by a half D8; do not resolve that outcome. Condition: Skill Tormentor Difficulty: 7 Advantage: Longboat Seasoned Crew (L)
Embark 4: Dodge while alerting all to cover; the barrage of arrows appear to fall directly from on-high. If no one is successful, one character at random on the longboat suffers a vicious wound. Condition: Skill Acrobat Difficulty: 9 Advantage: Longboat Battle Ready (H)
Embark 3: Publicly award promotions; issue new land-owning writs. If no one is successful, one character at random on the longboat increases Warped Outcome tally by a half D8; do not resolve that outcome. Condition: Skill Rabblerouser Difficulty: 7 Advantage: Longboat Noble Allegiance (K)
Embark 2: Wake from uneasy slumber throttled by smoky hands. If no one is successful, one character at random on the longboat suffers a vicious wound. If situation is Mud, Difficulty increases by three. Condition: Skill Pugilist Difficulty: 8 Advantage: Longboat Comradery (P)
Embark Ace: Maintain composure as everyone aboard senses a supernatural chill. If no one is successful, one character at random on the longboat increases Warped Outcome tally by a half D8; do not resolve that outcome. Condition: Trait Bold Difficulty: 11 Advantage: Longboat Arcane Sentinel (F)

Q&D Disembarked (Off)
Off Boat Roust King: Traverse the miles upon miles expediently. Success gives roller and one other player at random the Fury Pip for all rolls until Aquata is met this climax set. Condition: Skill Equestrian Difficulty: 9 Advantage: Mount Winged (B)
Off Boat Roust Queen: Command the tireless scouts in ever greater search patterns. Success by anyone for the Tactics Pip, lasting until Aquata is met this climax set. If situation is Mud, Difficulty increases by three. Condition: Longboat Battle Hard (T) Difficulty: 9 Advantage: Mount Pure (L)
Off Boat Roust Knight: Fire off a signal flare and ready for danger. If no one is successful, each player on the longboat takes an action on Q&D Very Bad Things. Condition: Skill Bowman Difficulty: 9 Advantage: Mount Agile (C)
Off Boat Roust Knave: Fallback to guard, the pace of the vessel is slowed by uneven terrain. If no one is successful, one character at random off the longboat temporarily loses a Trait. If situation is Mud, Difficulty increases by three. Condition: Longboat Undamaged (O) Difficulty: 9 Advantage: Mount Hefty (H)
Off Boat Roust 10: Follow the shifting tracks and transient signs. Success by anyone for the Tactics Pip, lasting until Aquata is met this climax set. Condition: Skill Hunter Difficulty: 9 Advantage: Mount Vibrant (M)
Off Boat Roust 9: Wisely maneuver, not every inch of ground must be surveyed. If no one is successful, one character at random off the longboat loses swagger. Condition: Longboat Charted Path (B) Difficulty: 9 Advantage: Mount Mystical (D)
Off Boat Roust 8: Range over land never traversed by mortal man. If no one is successful, each player on the longboat takes an action on Q&D Very Bad Things. Condition: Swagger Speed & Guile (R) Difficulty: 9 Advantage: Mount Fleet (R)
Off Boat Roust 7: Unabashedly follow the scaly scent of sea leviathan. If no one is successful, one character at random left on the longboat increases Warped Outcome tally by a half D8; do not resolve that outcome. If situation is Mud, Difficulty increases by three. Condition: Skill Houndsman (Beasts) Difficulty: 9 Advantage: Mount Resolute (K)
Off Boat Roust 6: Clash with Aquata’s nurslings or other emerging enemies. If no one is successful, one character at random off the longboat suffers a vicious wound. Condition: Swagger Heroic Swordplay (K) Difficulty: 9 Advantage: Mount Inexorable (T)
Off Boat Roust 5: Explore a odious odiferous crevasse. If no one is successful, the longboat loses her best swagger. If situation is Mud, Difficulty increases by three. Condition: Longboat Inhuman Watchdogs (R) Difficulty: 9 Advantage: Mount Sturdy (Q)
Off Boat Roust 4: Recognize and bypass an area of exotic life-sucking kelp. If no one is successful, one character at random off the longboat increases Warped Outcome tally by a half D8; do not resolve that outcome. Condition: Skill Horticulturist Difficulty: 9 Advantage: Mount Essential (I)
Off Boat Roust 3: Choose lots for a seemingly suicidal venture or delaying action. If no one is successful, one character at random left on the longboat suffers a vicious wound. Condition: Longboat Democracy (S) Difficulty: 9 Advantage: Mount Replenishing (J)
Off Boat Roust 2: Respond, though exhausted, during the break you have back on the ship. If no one is successful, one character at random left on the longboat loses swagger. Condition: Swagger Mastery Shield (O) Difficulty: 9 Advantage: Mount Empyrean (G)
Off Boat Roust Ace: Avoid the chaos which thrives at twilight. Success by anyone gives the Catbird Seat (+3) for each player's next roll. If situation is Mud, Difficulty increases by three. Condition: Trait Energetic Difficulty: 9 Advantage: Mount Radiant (F)

Q&D Defend Tideclock
Defend Vault King: Array the crystal mandala, remnants of the womb of gems. Success by anyone for the Tactics Pip, lasting until Aquata is met this climax set. Condition: Longboat Treasure Laden (D) Difficulty: 11 Advantage: Blade Ingenious (A)
Defend Vault Queen: Guide strange denizens to the surface using portals now dry and accessible. Success by anyone gives the Catbird Seat (+3) for each player's next roll. Condition: Skill Delver Difficulty: 11 Advantage: Blade Golden (T)
Defend Vault Knight: Keep evil intimidated with sporadic fire and burnished steel. Success by anyone gives roller and one other player at random the Fury Pip for all rolls until Aquata is met this climax set. Condition: Swagger Chiasmic Action (D) Difficulty: 11 Advantage: Blade Herculean (J)
Defend Vault Knave: Seal and bar the vault’s passage. If no one is successful, one character at random loses swagger. Condition: Skill Armorer-Smithy Difficulty: 11 Advantage: Blade Mucilage (B)
Defend Vault 10: Halt and blind a monster that has never seen daylight nor ever will. If no one is successful, one character at random at the tideclock suffers a vicious wound. Condition: Wizardry Paralysis (Q) Difficulty: 11 Advantage: Blade Golden (T)
Defend Vault 9: Affirm you command death, spoken in inhuman tones. Success by anyone gives roller and one other player at random the Fury Pip for all rolls until Aquata is met this climax set. Condition: Wizardry Demonic (F) Difficulty: 11 Advantage: Blade Eminent (E)
Defend Vault 8: Clutch your good luck charm as an anti-magical ward. If no one is successful, one character at random temporarily loses a Trait. Condition: Skill Goldsmith Difficulty: 11 Advantage: Blade Amalgam (O)
Defend Vault 7: Be a step ahead of the conniving dwarves. If no one is successful, the longboat loses her best swagger. Condition: Wizardry Precognition (E) Difficulty: 11 Advantage: Blade Defender (F)
Defend Vault 6: Accept the blood wager and roll the knucklebones. If no one is successful, every player switches and takes an action on Q&D Very Bad Things. Condition: Skill Gambler Difficulty: 11 Advantage: Blade Heirloom (I)
Defend Vault 5: Bind a vulgar servant of the dwarves who is incensed by all things in this earthly realm. If no one is successful, one character at random suffers a vicious wound. Condition: Skill Tinker Difficulty: 11 Advantage: Blade Biting (L)
Defend Vault 4: Parry attacks on your body and your mind. If no one is successful, one character at random increases Warped Outcome tally by a half D8; do not resolve that outcome. Condition: Wizardry Psionics (B) Difficulty: 11 Advantage: Blade Gladiatorial (R)
Defend Vault 3: Purloin from the pouch of a distracted Titan. Success by anyone gives the Catbird Seat (+3) for each player's next roll. Condition: Skill Pickpocket Difficulty: 11 Advantage: Blade Scintillating (K)
Defend Vault 2: Defend and dissuade at two points of entry at once. If no one is successful, one character at random at the tideclock suffers a vicious wound. Condition: Skill Prestidigitation Difficulty: 11 Advantage: Blade Lithe (H)
Defend Vault Ace: Rely on experience facing evil. Success by anyone for the Tactics Pip, lasting until Aquata is met this climax set. Condition: Trait Gifted Difficulty: 11 Advantage: Blade Knightly (G)

Q&D Sabotage Sea Channel
Sabotage Build King: Utilize the channel’s position, knowing this effort creates the freshest source of inlet and thus attracts fish and those who primarily feed on them. Success by anyone for the Tactics Pip, lasting until Aquata is met this climax set. Condition: Trait Methodical Difficulty: 9 Advantage: Swagger Concentration (E)
Sabotage Build Queen: Coerce some informers from within the ranks of the conscripted laborers. Success by anyone gives the Catbird Seat (+3) for each player's next roll. Condition: Skill Briber Difficulty: 9 Advantage: Swagger Uncontested Dagger Thrust (S)
Sabotage Build Knight: Rob the contracted supply companies, critical to the building effort. Success by anyone gives the Catbird Seat (+3) for each player's next roll. Regardless, one character at random makes a serious enemy of Lady Gertrude, the baronial ruler of Tver. Condition: Skill Forger Difficulty: 9 Advantage: Swagger Disarming Blow (F)
Sabotage Build Knave: Deceive magical wards, warnings and watchers. If no one is successful, one character at random suffers a vicious wound. Condition: Wizardry Illusions (I) Difficulty: 9 Advantage: Swagger Irregular Tricks (M)
Sabotage Build 10: Know right were to ambush the change of watch. Success by anyone gives the Catbird Seat (+3) for each player's next roll. Condition: Skill Cartographer Difficulty: 9 Advantage: Swagger Killer Instinct (N)
Sabotage Build 9: Predict the hydrological course the undertaking must follow. If no one is successful, the longboat loses her best swagger. Regardless, one character at random makes a serious enemy of Lord Wilhelm, the baronial ruler of Ryazan. Condition: Skill Engineer-Sapper Difficulty: 9 Advantage: Swagger Seize Swordarm (Q)
Sabotage Build 8: Ambush the surveyors stationed on discerning overlooks. If no one is successful, one character at random increases Warped Outcome tally by a half D8; do not resolve that outcome. Condition: Skill Mountaineer Difficulty: 9 Advantage: Swagger Effective Spurning (H)
Sabotage Build 7: Scare them all off by enticing monsters into their midst. If no one is successful, every player switches and takes an action on Q&D Very Bad Things. Regardless, one character at random makes a serious enemy of Lord Clive, the baronial ruler of Sarkel. Condition: Wizardry Conjuration (L) Difficulty: 9 Advantage: Swagger Hilt Punch (L)
Sabotage Build 6: Defile the graves of those who toiled and perished. If no one is successful, one character at random temporarily loses a Trait. Condition: Wizardry Necromancy (H) Difficulty: 9 Advantage: Swagger Wrestling Holds (T)
Sabotage Build 5: Ride as a terror, roughshod right into the construction crews. If no one is successful, every player switches and takes an action on Q&D Very Bad Things. Condition: Mount Ominous (S) Difficulty: 9 Advantage: Trait Bold
Sabotage Build 4: Rear your horse on yonder hillot and let all marvel at the challenge before them. If no one is successful, every player switches and takes an action on Q&D Very Bad Things. Condition: Mount Beautiful (A) Difficulty: 9 Advantage: Swagger Feigns (I)
Sabotage Build 3: Slaughter the support crews, laundress and cooks. Success by anyone gives the Catbird Seat (+3) for each player's next roll. Regardless, one character at random makes a serious enemy of Lady Eunice, the baronial ruler of Divinia. Condition: Mount Carapace (O) Difficulty: 9 Advantage: Swagger Crushing Blow (G)
Sabotage Build 2: Wave your arms, burying a work shift under reform the terrain, establishing an immaculate shift of contours. If no one is successful, one character at random loses swagger. Condition: Wizardry Geomancy (C) Difficulty: 9 Advantage: Swagger Ferocity (J)
Sabotage Build Ace: Disguise yourself among the effort for obvious mischief and established dissent. Success by anyone gives roller and one other player at random the Fury Pip for all rolls until Aquata is met this climax set. Condition: Skill Spy Difficulty: 9 Advantage: Trait Clever

Q&D Ward Heavens
Sky Realm King: Lull the collegiate body to sleep with a ballad and a tale from their past glory. Success by anyone for the Tactics Pip, lasting until Aquata is met this climax set. Condition: Skill Minstrel Difficulty: 10 Advantage: Swagger Repartee (P)
Sky Realm Queen: Praise the assembly as the last august body of mankind. Success by anyone gives the Catbird Seat (+3) for each player's next roll. Condition: Skill Courtly Grace Difficulty: 12 Advantage: Blade Impetus (N)
Sky Realm Knight: Set them cowering indoors as you rain flaming debris on their fair ethereal domain. Success by anyone gives roller and one other player at random the Fury Pip for all rolls until Aquata is met this climax set. Condition: Skill Artillerist Difficulty: 7 Advantage: Blade Hellish (M)
Sky Realm Knave: Let their honor guard give chase. If no one is successful, one character at random increases Warped Outcome tally by a half D8; do not resolve that outcome. Condition: Mount Winged (B) Difficulty: 10 Advantage: Blade Bounding (C)
Sky Realm 10: Consult with the supernatural renegades of the lofty sphere. Success by anyone for the Tactics Pip, lasting until Aquata is met this climax set. Condition: Wizardry Spirit Guide (R) Difficulty: 12 Advantage: Blade Scheming (S)
Sky Realm 9: Maneuver their floating palaces inside a thundercloud. Success by anyone gives the Catbird Seat (+3) for each player's next roll. Condition: Wizardry Voltaic (N) Difficulty: 7 Advantage: Blade Fantastic (D)
Sky Realm 8: Stand before them as the minion of some ancient god of reckoning. If no one is successful, one character at random increases Warped Outcome tally by a half D8; do not resolve that outcome. Condition: Wizardry Shape Shifting (J) Difficulty: 10 Advantage: Wizardry Demigod (A)
Sky Realm 7: Connect their heavenly homes to a more sinister decaying threat. Success by anyone gives roller and one other player at random the Fury Pip for all rolls until Aquata is met this climax set. Condition: Wizardry Cosmic (T) Difficulty: 12 Advantage: Trait Bold
Sky Realm 6: Start some fires to see if they’ve neglected to staff a fire brigade. If no one is successful, one character at random increases Warped Outcome tally by a half D8; do not resolve that outcome. Condition: Wizardry Pyrotechnics (K) Difficulty: 7 Advantage: Trait Energetic
Sky Realm 5: Entice them to believe their ghostly ancestors are not amused by their terrestrial meddling. If no one is successful, one character at random increases Warped Outcome tally by a half D8; do not resolve that outcome. Condition: Wizardry Telekinesis (D) Difficulty: 10 Advantage: Trait Clever
Sky Realm 4: Poison their larders, even as your share in the flavorful bounty. If no one is successful, one character at random increases Warped Outcome tally by a half D8; do not resolve that outcome. Condition: Wizardry Hexes (M) Difficulty: 12 Advantage: Trait Rugged
Sky Realm 3: Forgo all arms and implements of death, a humble example of an ascended squire. Success by anyone gives the Catbird Seat (+3) for each player's next roll. Condition: Wizardry Power Words (S) Difficulty: 7 Advantage: Blade Paladin (P)
Sky Realm 2: Walk among them sharing homespun wisdom, reinforced by an aura of uncanny luster. Success by anyone for the Tactics Pip, lasting until Aquata is met this climax set. Condition: Wizardry Celestial (G) Difficulty: 11 Advantage: Trait Gifted
Sky Realm Ace: Appeal to reason, if only to cause an endless debate. Success by anyone gives roller and one other player at random the Fury Pip for all rolls until Aquata is met this climax set. Condition: Skill Linguist Difficulty: 9 Advantage: Trait Methodical

Q&D Very Bad Thing, Indeed
Very Bad King: Racked by guilt or supernatural fear, longing for redemption and absolution. Fail and temporarily lose a Trait. Regardless, the person who takes action next is Shaken. Difficulty: 9 Advantage: Skill Duelist
Very Bad Queen: Scream your prayers to calloused gods. Fail and increase Warped Outcome tally by a half D8; do not resolve that outcome. Regardless, the person who follows you in play gains the Fury Pip. Difficulty: 9 Advantage: Swagger Battle Cry (A)
Very Bad Knight: Defend yourself, mightily. Fail and suffer a vicious wound. If two knights appear in a row, the result changes to avoid death. Difficulty: 9 Advantage: Skill Man-at-Arms
Very Bad Knave: Dodge away from crushing harms. Fail and suffer a vicious wound. If two knaves appear in a row, the result changes to avoid death. Difficulty: 9 Advantage: Trait Energetic
Very Bad 10: Buffeted and absorb the impact of a strike you should have dodged, parried, side-stepped or in any way avoided. Fail and lose swagger. If the result is not successful, the next player to take action has the same result with Difficulty raised by three. Difficulty: 9 Advantage: Skill Grit-Fortitude
Very Bad 9: Laugh impulsively at someone else’s misery. Fail and Shaken (in next event on these tables). Regardless, if the character has yet to check Growth, he does so with the understanding that he is Sadistic and delights in the pain of others. Difficulty: 9 Advantage: Swagger Charismatic Style (C)
Very Bad 8: Staunch your own bleeding injuries. Fail and suffer a vicious wound. If the character is Skill Barber (Chiurgeon), a failed roll means the skill as well is lost. Difficulty: 9 Advantage: Trait Rugged
Very Bad 7: Daydream of comfort and love ones, perhaps long gone. Fail and temporarily lose a Trait. If the card’s suit is a Sword, a failed roll removes the Trait permanently. Difficulty: 9 Advantage: Mount Lucid (N)
Very Bad 6: Felled to hands and knees spitting out some bilious filth. Fail and Shaken (in next event on these tables). Regardless, you contract Typhus. Either suffer a vicious or go to the longboat Shaken; return and everyone there on the longboat rolls Difficult to avoid Typhus. Difficulty: 9 Advantage: Swagger Better Valor (B)
Very Bad 5: Pause to taunt the dead, settle simmering scores and vent pent-up rage. Fail and increase Warped Outcome tally by a half D8; do not resolve that outcome. If the card is inverted, a failed roll means all players suffer the increase in Warped Outcome Tally. Difficulty: 9 Advantage: Mount Talking (P)
Very Bad 4: Struck by a stone’s impact that seemingly came out of no-where. Fail and suffer a vicious wound. If the card’s suit is a Rod, a failed result will slay. Difficulty: 9 Advantage: Skill Brawler
Very Bad 3: Jot a few notes to remind yourself of the details of the story you indeed must one-day tell (back home). Fail and lose swagger. Regardless, suffer Pinned result; you will not gain Advantage actions until you are successful in a roll. Difficulty: 9 Advantage: Skill Mariner
Very Bad 2: Broken and weeping, hug your horse, your only true friend. Fail and lose swagger. Regardless, all players should suffer this result and attempt the roll; this penalty does even not count as their own event on this table. Difficulty: 9 Advantage: Mount Serene (E)
Very Bad Ace: Fight on, never surrender, before reason returns. Fail and Shaken (in next event on these tables). Regardless, fashion a shield from an exotic shell protecting you from your next vicious in the remainder of the climax. Difficulty: 9 Advantage: Skill Berserker

Major Tarot Death Aquata
Magician: Sight overhead the floating castles of the Prorogati Sky Realm Zaires, the privileged wizards of the clouds; their leader, Icarus, believes the potential death of three gods is too much. You see them calling on the storms to rain a deluge into the Sea of Azov. One or more characters must be assigned to ward off this magic, until Aquata is found and directly attacked. If the master plot of the Sky Realm is already known, the players previously assigned to that defense gain the Fury Pip.
High Priestess: The Giantess, Khổng lồ, repays her debt of gratitude. She will cancel one plot of circumvention. If the players have yet to discover any plot, she will instead inform them that the Eastern Dwarves are trying to slay the Tideclock Keeper. But, that is all she’ll provide (with this event). You can only use her to cancel a plot already known in play.
Empress: Seward Siles, of the Imperial Guildmasters will offer aid. But, you must describe him or else he will be offended. He was the Rogue Dressed in Female Attire, courtly chiffon dress, embroidered with dolphins; he affects a dainty frailty. His wardrobe may be related to magical mishap or simple vanity. He is clearly a transvestite, a cross dresser. He also has a dolphin tattoo. Knowing any of these details will restore the players longboat a half D8 swagger.
Emperor: Yana Vaughn, powerful regional earl contacts the group. But, the players must know he commands the region of Georgia-Caspian. To do so will restore a half D8 longboat swagger; failing to know this will cost the group a half D8 longboat swagger.
Hierophant: Misha Linus, a faithful priestess contacts the group. She will offer aid of a half D8 longboat swagger, but only if the players know which racial group she despises. Recall (or not) she hired the players after hearing of their ruthlessness in Novgorod. She dislikes Greeks.
Lovers: The Centaurs and Satyrs of the Black Sea are coming to interfere. You can repulse them with Q&D Skirmish, DM-3, or allow them to pillage a half D8 longboat swaggering.
Chariot: Receive a portent that a future Major tarot will be less than kind. If someone agrees to take a vicious wound now, as a sacrifice to the dark gods, that player may cancel the result of one future Major Tarot received by the party. A half D8 players may self-sacrifice in this manner.
Justice: The owl race Jenolan arrive to interfere. You can repulse them with Q&D Ship Actions, DM-1, or allow them to pillage one longboat swaggering.
Hermit: Typically, Death, Devil, Tower and Moon are not good cards. Not always, but often. If majority of the group decides, those four cards can be cancelled sight unseen.
Wheel of Fortune: Shuffle the deck and continue. No Major Tarot will occur twice for events.
Force: The Illusionist, Inga Juris, a Rus and Head of the Staraja Academy contacts the group. She will offer aid of a half D8 longboat swagger, but only if the players know which political faction she supports. She is a Freemason. Failing to know this results in the loss of one swagger from a random player; longboat swagger may be selected.
Hanged Man: The polar bear headed Deshii interfere. You can repulse them with Q&D Skirmish, DM-1, or allow them to pillage one longboat swaggering.
Death: A godling floats down from the sky. He is the hero, Bor, a primordial Norse man, the son of Buri. He married the giantess Bestla, who is a daughter of the frost giant Bolthorn. he and his wife Bestla have three children who became the first gods: Odin, Vil and Ve. He offers to fight in the battle in place of one player. Any taker? That player uses his own stats and abilities, but he cannot die. he ignores all wounds. he also does not check any Ignobles, except for one from the experience of being possessed by the Bor. Note, he asks as well for his horn back.
Temperance: The Black Sea Lizard Men are coming to interfere. You can repulse them with Q&D Skirmish, DM-5, or allow them to pillage a full D8 longboat swaggering. They will also settle for one cup of human blood; a player character would take a vicious.
Devil: Momma’s Big-Boy, Ogurs dy Baina, comes to watch the fun. He will crush the next nonhuman threat sent against the players. e.g. Centaurs or Jenolan. However, he will not aid so if the players do not recall his mission. He wanted to rid the city of Novgorod of a foreign influence, a Greek cult devoted to the Arora Borealis. You must know both Novgorod and the Arora Borealis.
Tower of Destruction: A bronze tablet erupts from the sea bed. “The angels above and the demons below our seas are restless. A decanter, a ginn bottle has risen from the Underworld of Isborsk, an artifact of Glitnir summons the elemental gods to war.” The shrine will move up and down, always staying above the tide level, a permanent reminder to mankind what was at stake.
Star: Typically, High Priestess, Hierophant, Chariot and Sun are good cards. Not always, but often. If majority of the group decides, those four cards can appear immediately in play. Else, they will occur as they are flipped. Yet no Major Card will ever activate twice. You want the four events now or wait?
Moon: Discover there is a plot by the eastern dwarves to obstruct the actions of the Tideclock Keeper. One or more characters must be assigned to help defend that location, until Aquata is found and directly attacked. If the plot is already in play, the defenders previously assigned there gain the Fury Pip.
Sun: Bogdan Kryt, head of the Academy of Constantinople, arrives to erase all vicious wounds. He say he wishes he could do more, but he may not intervene. This fight is the players alone. Anyone not wounded may self-wound and heal?!?
Judgment: Receive insight from the ever watchful immortals. You gain knowledge that three simultaneous plots exist to prevent your battle with Aquata. Besides Major Tarot reveals, the plots can be found by exploring the western side of the map. Only the sea bed exposed should be searched. The dun green land has nothing to offer by fatigue pulling your ship about.
World: Discover there is a plot by the Academy of Cherson to dredge a channel to siphon water from the Black Sea to the Azov. One or more characters must be assigned to harass that effort, until Aquata is found and directly attacked. If the plot is already in play, the defenders previously assigned there gain the Fury Pip.
Fool: Morg, former Chief Constable of Novgorod, wishes to repay the debt of thanks he has for returning the Shield of Einharjar. He will block the next wound taken by any player. However, doing this is optional, since the wound will instead kill Morg. When Morg falls, the shield will drift in limbo for a year before returning by fate to the care of Lady Moridin (for future use).



Yours,

   red



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