Post by Charles Warren on Mar 20, 2012 10:45:33 GMT -5
HARROW CARDS
pathfinder.wikia.com/wiki/List_of_harrow_cards
THE CARDS
For Book One of our adventure, the following Harrow Cards represent the following players:
Aisha: The Locksmith
Dagial: The Peacock
Erastil: The Rabbit Prince
Ozzren: The Dance
Sanuye: The Demon's Lantern
Vandar: The Crows
USES OF THE CARDS
Players may call upon their card to recieve the following during a specific sitation.
- +2 to all rolls modified by Dexterity for the entire encounter
- +1 Dodge bonus for the entire encouter.
The situations are:
Aisha: The Locksmith (Encounter with he who held the key to everyone's misfortunes)
Dagial: The Peacock (Encounter with he who abandoned his duty, in exchange for great beauty.
Erastil: The Rabbit Prince (Encounter with knives)
Ozzren: The Dance (Encounter with he who dances upon the web of fate like a spider)
Sanuye: The Demon's Lantern (Encounter with those who guard, the watchmen bearing the Demon's Lantern)
Vandar: The Crows (Encounter with the master of the Crows, the carrion taker and giver of life)
MEANINGS OF THE CARDS
Dexterity Suit
In the Harrow deck, dexterity is one of a creature's six basic abilities, represented as a key. Dexterity represents a creature's agility, reflexes, balance, and skill with ranged weapons. In a harrowing, it more broadly symbolizes trouble, children, and entertainment.
The Dance
The Dance is the lawful good card of dexterity. It represents a complicated framework that requires the cooperation of all to avoid collapse.
The Cricket
The Cricket is the neutral good card of dexterity. It represents the grig, quick travel, and the reward at the end of a journey.
The Juggler
The Juggler is the chaotic good card of dexterity. It represents destiny, deities, and those who play with the fates of others.
The Locksmith
This is the lawful neutral card of dexterity. It represents the keys the subject needs to unlock his fate. The card grants the tools needed to unlock some new place, puzzle, or hoard.
The Peacock
This is the neutral card of dexterity. It represents a great beauty that can only be preserved if petrified and frozen in time for eternity, as by a cockatrice's glare.
The Rabbit Prince
This is the chaotic neutral card of dexterity. It represents the quirky vicissitudes of melee combat. The Rabbit Prince is the personification of the capriciousness of battle, and his broken sword indicates that defeat may come to anyone. The card sometimes represents younger members of royal or noble houses.
The Avalanche
This is the lawful evil card of dexterity. It represents disaster: an unthinking panic and destruction that overruns all.
The Crows
This is the neutral evil card of dexterity. It represents murder, theft, and the violent loss of that which is loved.
The Demon's Lantern
This is the chaotic evil card of dexterity. It represents an impossible situation of traps, mind tricks, and sleight of hand.
pathfinder.wikia.com/wiki/List_of_harrow_cards
THE CARDS
For Book One of our adventure, the following Harrow Cards represent the following players:
Aisha: The Locksmith
Dagial: The Peacock
Erastil: The Rabbit Prince
Ozzren: The Dance
Sanuye: The Demon's Lantern
Vandar: The Crows
USES OF THE CARDS
Players may call upon their card to recieve the following during a specific sitation.
- +2 to all rolls modified by Dexterity for the entire encounter
- +1 Dodge bonus for the entire encouter.
The situations are:
Aisha: The Locksmith (Encounter with he who held the key to everyone's misfortunes)
Dagial: The Peacock (Encounter with he who abandoned his duty, in exchange for great beauty.
Erastil: The Rabbit Prince (Encounter with knives)
Ozzren: The Dance (Encounter with he who dances upon the web of fate like a spider)
Sanuye: The Demon's Lantern (Encounter with those who guard, the watchmen bearing the Demon's Lantern)
Vandar: The Crows (Encounter with the master of the Crows, the carrion taker and giver of life)
MEANINGS OF THE CARDS
Dexterity Suit
In the Harrow deck, dexterity is one of a creature's six basic abilities, represented as a key. Dexterity represents a creature's agility, reflexes, balance, and skill with ranged weapons. In a harrowing, it more broadly symbolizes trouble, children, and entertainment.
The Dance
The Dance is the lawful good card of dexterity. It represents a complicated framework that requires the cooperation of all to avoid collapse.
The Cricket
The Cricket is the neutral good card of dexterity. It represents the grig, quick travel, and the reward at the end of a journey.
The Juggler
The Juggler is the chaotic good card of dexterity. It represents destiny, deities, and those who play with the fates of others.
The Locksmith
This is the lawful neutral card of dexterity. It represents the keys the subject needs to unlock his fate. The card grants the tools needed to unlock some new place, puzzle, or hoard.
The Peacock
This is the neutral card of dexterity. It represents a great beauty that can only be preserved if petrified and frozen in time for eternity, as by a cockatrice's glare.
The Rabbit Prince
This is the chaotic neutral card of dexterity. It represents the quirky vicissitudes of melee combat. The Rabbit Prince is the personification of the capriciousness of battle, and his broken sword indicates that defeat may come to anyone. The card sometimes represents younger members of royal or noble houses.
The Avalanche
This is the lawful evil card of dexterity. It represents disaster: an unthinking panic and destruction that overruns all.
The Crows
This is the neutral evil card of dexterity. It represents murder, theft, and the violent loss of that which is loved.
The Demon's Lantern
This is the chaotic evil card of dexterity. It represents an impossible situation of traps, mind tricks, and sleight of hand.