Sunday, 1 July 2012

Harrowing

In Curse of the Crimson thrones, there is a fortune telling theme that persists throughout the adventure path. In essence once per module, there will be a Harrow Reading. A Harrow deck is kind of like a Taro deck. The deck is made up of six suites, each with nine cards in it. The suites represent ability scores and each card in that suite represents one of the nine alignments.

The suits are:
Hammers: Strength
Keys: Dexterity
Shields: Constitution
Books: Intelligence
Stars: Wisdom
Crowns: Charisma

At the start of each module you will each get a harrow reading. (Which I will do before the session to save time). Each module is keyed to a suite. The first module is dexterity.

The harrowing has two parts.

1) The choosing: Each person draws one card from the key suite. This card will give the character special bonus in one scene in the module. For Edge of Anarchy this is: +2 on all dexterity modified rolls and +1 dodge bonus to AC. You also get one Harrow Point.

2) The Reading: You future is told by drawing nine cards from the deck. For each suite of the current module theme you gain one harrow point. Ie for Edge of Anarchy each Key (Dexterity) card your character draws.

In Edge of Anarchy points can be spent as follows:


Dexterity Rerolls: Spend a Harrow Point to reroll any one Initiative check, Reflex save, attack roll modified by Dexterity, or Dexterity-based skill check. You must abide by the new result (although if you have additional Harrow Points remaining, you can use them to attempt additional re-rolls).

Dodge Bonus: Spend a Harrow Point to gain a +1 Dodge bonus to your Armour Class for one encounter. You can spend up to 3 Harrow Points per encounter to increase your Armour Class in this manner.

Speed Increase: Spend a Harrow Point to increase your base speed by 10 feet for one encounter—you cannot spend multiple Harrow Points to increase your speed multiple times in one encounter.

Unspent Harrow Points do not carry over to the next adventure.

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