Act I - The Edge of Anarchy

Chapter I of our tale is governed by the suit of Keys. This suit represents deft action and dexterous endeavors.

The Harrowing

At the stage of the Choosing, you each received a card of the Harrow:

1. Morkeleb. . .The Tangled Briar
An old evil shall endanger the Present.
2. Keftan. . .The Crows
The taking of something loved can be righted.
3. Gaius. . .The Trumpet
This card plays the role of declaring power heretofore unknown.
4. Grym. . .The Mute Hag
A dark secret made exposed, or a pact made undone.
5. Ferox. . .The Bear
In a show of brute force, triumph.
6. Odric. . .The Empty Throne
This one plays a role in which a loss leads to later good fortune.

Displayed before her were 9 cards:

The Wanderer The Survivor The Avalanche
The Inquisitor The Waxworks The Peacock
The Mountain Man The Carnival The Queen Mother

The first card is The Wanderer, which is fitting as it represents having found worth in something currently disgarded. But what makes it truly interesting is that The Wanderer is boxed in by two perfect matches. Beneath it the Inquisitor represents an immutable past, one that must be accepted, yet the other border is the Survivor. The Survivor is rebirth through ordeal. This triad gives us confidence that our path is the right one. The most striking point of the other cards is the Avalanche. It is both honorbound and evil, yet in a place of freewilled goodness. This is a portent of crisis that may be averted. It is unclear why it is here, but a dark crisis will lead to a powerful triumph. In the center position rests teh uncertain present. The Waxworks is a card of entropy. The present and future will not look as they do now. The Peacock sits in the uncertain future and shows personal growth from entropy. The bottom row represents the darkness, past, present, and future. The physical presense of the Mountain Man gives way to the false promises and dreams of the present, but your future is opposed by the Queen Mother. Be weary of the fealty that grants power. Unfettered it spells your doom.

During Zellara’s Harrowing there were 2 cards of this suit, granting you each 2 Harrow Points.

The Varisians know that Fate is a plan known only to the Gods, but the hearts of men determine the path and shape of its coming. You may use these Harrow points to accomplish any of the following. Remember, though, the Fates are also fickle. Any points unspent by the end of the adventure are lost.

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 rerolls).

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

Act I - The Edge of Anarchy

Curse of the Crimson Throne shihanmarsh shihanmarsh