Mopples strides up to the Traitor, dual clubs in hands, spinning them in a deadly ballet of blunt instruments. The battle is short, the battle is close, but Mopples drives a club through the Traitor's helmet and his skull explodes in a burst of flame. With the Traitor dispatched, the three of you head into the central chamber.
The chamber beyond is a simple hexagonal stone chamber. Four walls carry depictions of a kindly-looking god in a simple robe; helping the sick; ferrying skeletons across a river; fighting against a cowled figure with a scythe; weeping three tears as he is struck down. One wall bears the doorway through which you entered. One wall is blank. In the centre of the room, rather than the sarcophagus you were expecting, is a smooth granite altar and a simple obsidian knife.
Each of you feel a strange compulsion; to swallow the Tear you hold and cut your own throat with the blade. This is extremely unnerving.
Expend 4 cards at any time to kill yourself.Pieces in Play
Mopples (The Warrior) - A mermaid toughened by years of adventure, always ready to fight.
Special: Initiating "Combat" actions is 1 card cheaper. Base Stats: Combat 3+4 Intrigue 2+1 Puzzle 2
Tear of Salus [Artefact] - A shimmering blue gem with fantastical healing properties.
- Special: The Tear exerts a continuous healing effect, staving off the effects of disease, poison and injury as well as healing small cuts and wounds. Counts as +1 defence for all stats while in possession.
- Special: Unlike most artefacts, if the bearer is killed this artefact is added to the victor's inventory.
Tomb Keys [Artefact] - A set of mysterious iron keys and an amulet.
- Special: Unlock the tomb doors. Bypassing the Tomb's defences is an Intrigue 4 challenge for the bearer.
- Special: Unlike most artefacts, if the bearer is killed this artefact is added to the victor's inventory.
GRAPPLING HOOK [ARTEFACT] - A simple iron hook and rope for climbing walls and other acts of minor skulduggery. +1 to Intrigue. Cost: 2 Cards.
MITHRIL BLADE [ARTEFACT] - A weapon that gleams bright even on a moonlit night, whose edge will cut through steel like butter. +4 to Combat. Cost: 6 Cards.
HEALING POTION [ARTEFACT] - Heals wounds, soothes pain. Discard when attacked. Counts as +3 cards for defensive purposes. Cost: 1 Card.
Uristy McDwarfy (The Artist)
Valer the Firesmith (The Smith) - Your experience makes crafting easier and less expensive.
Special: Artefacts cost 1 less card to place. Base Stats: Combat 2 Intrigue 1 Puzzle 2+10
Map to Tomb [Artefact] - An ancient scroll detailing the exact location of the Tomb of Salus.
- Special: With this Map, finding the Tomb is a Puzzle 4 challenge for the bearer.
- Special: Unlike most artefacts, if the bearer is killed this artefact is added to the victor's inventory.
Tear of Salus [Artefact] - A shimmering blue gem with fantastical healing properties.
- Special: The Tear exerts a continuous healing effect, staving off the effects of disease, poison and injury as well as healing small cuts and wounds. Counts as +1 defence for all stats while in possession.
- Special: Unlike most artefacts, if the bearer is killed this artefact is added to the victor's inventory.
PUZZLE BOX [ARTEFACT] - This cunning box of rotating cubes with coloured faces keeps the mind sharp and the bored occupied. +1 to Puzzle. Cost: 2 Cards.
DOGSBODY [ARTEFACT] - Sometimes you need someone to do the heavy work of setting up traps, or of standing on the pressure plate to see what happens. This unfortunate fellow is that someone. +2 to Puzzle. Cost: 4 Cards.
HEALING POTION [ARTEFACT] - Heals wounds, soothes pain. Discard when attacked. Counts as +3 cards for defensive purposes. Cost: 1 Card.
GLASS OF TRUE SIGHT [ARTEFACT] - Allows you to see through any illusions, and through some walls and hidden traps as well! +4 to Puzzle. Cost: 6 Cards.
KOBOLDS [FACTION] - A clan of these beggars keeps setting mantraps throughout the jungle. You've nearly lost a leg twice already to them. On the other hand, their craftsmanship is impressive...
Ruler (Pawn) Benefits: +3 to Puzzle. Puzzle action 1 card cheaper to initiate (stacks with Wizard etc).
Player Benefits: Artefacts are 1 card cheaper to place.
Costs 6 Cards to play.
Stats: Combat 2, Intrigue 2, Puzzle 3.
King Ronald Bones II (The Glutton)
Varian d'Avistral (The Fool) - You aren't smart, you aren't strong, and you aren't guileful. But you are damned lucky.
Special: Initiating actions against this pawn is 2 cards more expensive. Base Stats: Combat 1, Intrigue 1+3, Puzzle 1
Tear of Salus [Artefact] - A shimmering blue gem with fantastical healing properties.
- Special: The Tear exerts a continuous healing effect, staving off the effects of disease, poison and injury as well as healing small cuts and wounds. Counts as +1 defence for all stats while in possession.
- Special: Unlike most artefacts, if the bearer is killed this artefact is added to the victor's inventory.
GRAPPLING HOOK [ARTEFACT] - A simple iron hook and rope for climbing walls and other acts of minor skulduggery. +1 to Intrigue. Cost: 2 Cards.
ALCHEMIST'S FIRE [ARTEFACT] - A tiny jar with a fiery package. Discard as part of a Combat attack. Counts as +3 cards for offensive purposes. Cost: 1 Card.
FRIENDLY GREMLIN [ARTEFACT] - This annoying little creature spent days nicking the food from your pack. You were able to work out a more equitable arrangement. +2 to Intrigue. Cost: 4 Cards.
HEALING POTION [ARTEFACT] - Heals wounds, soothes pain. Discard when attacked. Counts as +3 cards for defensive purposes. Cost: 1 Card.
FRIENDLY SCOUT [ARTEFACT] - This fellow knows the lay of the land, and can pick up things you would otherwise have missed. Each Supply phase, draw 1 additional card. Cost: 4 Cards.
Independent Factions
GREMLINS [FACTION] - A pack of these irritating little creatures lives in the jungle, stealing food and cutting the straps on your baggage for fun. If they could be swayed, they would make mischevious little allies...
Ruler (Pawn) Benefits: +3 to Intrigue. Intrigue action 1 card cheaper to initiate (stacks with Thief etc).
Player Benefits: When initiating the Intrigue attack (with any Pawn), may opt to Steal an artefact on a success instead of killing the target Pawn.
Faction Stats: Combat 2, Intrigue 3, Puzzle 2. Costs 6 Cards to play.
Mopples 5 2 5 5 8 6 4 7 7 7 10 10 6 9 2 5 3
Valer 5 1 4 4 7 7 7 10 3 3 6 4 0 3 3 6 6
Varian 5 2 5 5 8 4 4 7 7 7 10 5 6 9 4 8 3
Unless anyone takes any Actions this round, the Round will proceed to
Round 8. You may kill yourself at any time you wish, if you have the cards.