__ |¯¯\|¯¯) /\ |¯¯_|¯¯||\ | /\ |¯¯_|_ |__/|¯¯\ /¯¯\|__/|__|| \| /¯¯\|__/|__ _ ______ _______ _________ | \ / \ ( ____ \\__ __/ _____ _ _ _____ | | | /\ || ( \/ ) ( |_ _| | | || ___|| | | /__\ || (_____ | | | | | |_| || |__ | | | | \/ | |(_____ ) | | | | | _ || __| | | | | | | ) | | | | | | | | || |___ | |____/\| ) ( |/\____) | | | |_| |_| |_||_____||_______/|/ \|\_______) )_( _______ _______ _ _ ______ _________ ( ____ \( ___ )| | | |( ___ \ \__ __/ | ( \/| ( ) || | | || | \ | ) ( | | | | | || | | || |___/ | | | | | | | | || | | || _/ | | | | | | | || \ / || (\ \ | | | (____/\| (___) | \ \/ / | | \ \ | | (_______/(_______) \____/ |_| \ \ )_( \ \ \ \ \_\ "Payment In Glass" FAQ/Walkthrough by Greg Boccia aka noz3r0 Version 1.00 _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ TABLE OF CONTENTS ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ I. INTRODUCTION ¯¯¯¯¯¯¯¯¯¯¯¯ II. BASICS ¯¯¯¯¯¯ III. THE GREAT GAME ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ • Starting Off ............................................ [0301] • A Miraculous Opportunity ................................ [0302] • The Marquis' Court ...................................... [0303] • The Chateau ............................................. [0304] • The Applewoods .......................................... [0305] • The Sealed Chantry ...................................... [0306] • Market Day .............................................. [0307] • The Arrival of the Divine ............................... [0308] IV. CLOSING ¯¯¯¯¯¯¯ | |\ | ¯|¯ |¯¯) /¯¯\ |¯¯\ | | /¯¯ ¯|¯ | /¯¯\ |\ | | | \| | |¯¯\ \__/ |__/ |__| \__ | | \__/ | \| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ The Story of Serault ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Serault: the farthest edge of Orlais. Serault: where the glass comes from. Serault: your inheritance, your domain, your duty. The Last Court is a story- driven digital card game. Spend actions to draw cards. Make choices on cards to steer the story and restore your land's honor. You have a bank of twenty actions, and regain one every twenty minutes. If you want to play more quickly you can purchase Dawn to refresh your actions. You can also spend Dawn for a second chance if you fail, or to quicken your access to lucrative Market Day cards. The Last Court contains some adult themes and language. __ __ __ |__) /\ /__` | /¯¯ /__` |__) /¯¯\ .__/ | \__ .__/ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ You are the Marquis of Serault! Serault lies at the ends of Orlais, on the far west of the civilised world. A realm of deep forests, stubborn people, and customs that border on heresy. Once, she was a feared player of the Great Game. But that was before her Shame. Now she is a pariah-state, a refuge for the unwanted, the misunderstood, and the unlikely. You are her ruler. But who are you? Are you the Huntress? ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ You are the Huntress Raised to rule. Trained in bow, sword and steed. Fearless. The Huntress is valiant, charismatic, and skilled in the hunt. She cares little for books or schemes. Your great-grandfather - brilliant, murderous, generous, romantic, ruthless. Mage, apostate, abomination. He brought disgrace on the Marquisate of Serault. Even his name is forgotten: they call him the Shame. For three generations your ancestors dared not show their faces in Val Royeaux. You can see your starting skills to the left. They will improve slowly with use, or you can ask other characters to train you. Skills can reach a maximum of 100. Gain: 50 Derring-Do, 30 Rulership, 30 Woods-wise, 20 Cunning, 20 Scholarship Are you the Scholar? ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ You are the Scholar You divide your time between the great hall and the library's hush. This is your chance to free Serault from the shackles of tradition. Seize it. The Scholar is a little better at rulership. He is also learned, cunning, and has spent thirty years avoiding fencing lessons and hunting. Gain: 50 Scholarship, 40 Rulership, 30 Cunning, 20 Woods-wise, 20 Derring-Do ___ ___ ___ ¯|¯ |__| |__ /¯¯_ |¯¯) |__ /\ ¯|¯ /¯¯_ /\ |\/| |__ | | | |___ \__/ |¯¯\ |___ /¯¯\ | \__/ /¯¯\ | | |___ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ________________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ S T A R T I N G O F F [0301] ________________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ You can look around, but you need to proceed using the bottom option. Here you'll be able to gain an advantage at the start of the game. The Huntress and the Scholar may both choose Prosperity, but only the Huntress may choose Dignity and the Scholar can choose Freedom. This will increase that quality to 50, while the others start at 30. Next, choose a weakness that you'll start off with a disadvantage to, this quality will start at 21 while the other two start at 11. Your Seneschal ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ The first task you have is choosing a Counselor. You will gain a bonus to one stat, choose one to cover your lower stats. Bold, but not subtle - Gain 5 Derring-Do Cunning, but over-cautious - Gain 5 Cunning An Unexpected Visitor ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ A Scornful Sorceress will approach afterwards and request to work in Serault. Grant your permission to use the glassworks Send her away, the Empress' seal be damned! - Gain 1 Authority Broken Glass ¯¯¯¯¯¯¯¯¯¯¯¯ You have a choice at this point, it's more beneficial to go through the tutorial though because you'll get a headstart on the game. Investigate the case of the missing merchant - Short tutorial and receive a reward. Order replacement in plain glass - Skip tutorial. Lose 5 Dignity. OBJECTIVE: Case: The Missing Merchant - Gather 10 Clues - Once collected, The Missing Merchant will be found. The Missing Merchant ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Send the fool away - Gain 10 Freedom and 1 Trophy - Lose 10 Dignity - Requires 10 Clues Seize his cargo - Gain 10 Prosperity - Lose 10 Freedom - Requires 10 Clues ________________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ A M I R A C U L O U S O P P O R T U N I T Y [0302] ________________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Prepare for the Divine ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ The Divine is coming to Serault and your objective is to win her favor when she arrives in 7 Market Days. These days will count down in real time, be sure to sign in every day as the Market Days offer special cards. Choose a starting point to focus on to continue. The Way of the Hand - Gather 3 Viands The Way of the Whisper - Gather 3 Secrets The Way of the Heart - Gather 3 Trophies Gain: 7 Market Days Left, +2 Authority, +7 Bags of Royals The Initial Preparations ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Upon gaining 3 Viand/Secret/Trophy you'll received the following notification: Things are going well. Already, you've accrued the beginnings of a splendid feast. But there is still much to do... You needn't limit yourself to hospitality, either. Intrigue and splendor are equally effective, and a combined approach might be best. You will need a combined total of at least 15 Secrets, Viands and Trophies to achieve a good ending, or more to unlock better endings. Making ready ¯¯¯¯¯¯¯¯¯¯¯¯ Everything can be bought with enough gold of course, but your greatest asset is Serault. Her prosperity, dignity and freedom are the brightest of coins. Alternately, you can go hunting in the woods for trophies and viands, or see what opportunities Market Day brings... Continue to increase your stocks of Secrets, Viands and Trophies before the Divine's arrival. The "Go Hunting" and "Prepare for the Divine's Arrival" pinned cards are the best ways to do this, but there may be more risky methods, too... -------------------------------------------------------------------------------- Blown in on the Wind: The Wayward Bard -------------------------------------------------------------------------------- "Call yourself a bard? Carver Hawke died at Lothering." - Gain 1 "A Favor from the Wayward Bard" Free the imposter - Gain 3 Secrets and 10 Freedom - Lose 10 Dignity Imprison the imposter - Gain 3 Authority, 10 Dignity, and 10 Prosperity - Lose 10 Freedom "Greetings, Templar." - Gain 1 "A Favor from the Wayward Bard" Grant him hospitality - Gain 1 Secret and 10 Freedom - Lose 10 Dignity Cast him out - Gain 3 Authority and 10 Dignity "Greetings, Warden." - Gain 1 "A Favor from the Wayward Bard" Welcome him. - Gain 3 Secrets, 10 Freedom. Lost 10 Dignity. Turn him away - Gain 2 Authority and 10 Dignity "You're no such thing. Carver died on the Deep Roads." - Gain 1 "A Favor from the Wayward Bard" Free the imposter - Gain 3 Secrets and 10 Freedom - Lose 10 Dignity Imprison the imposter - Gain 3 Authority, 10 Dignity, and 10 Prosperity - Lose 10 Freedom -------------------------------------------------------------------------------- Blown in on the Wind: The Acerbic Dowager -------------------------------------------------------------------------------- "Dowager, step back. That's not Carver Hawke." - Gain 1 "A Favor from the Acerbic Dowager" Free the imposter - Gain 3 Secrets and 10 Freedom - Lose 10 Dignity Imprison the imposter - Gain 3 Authority, 10 Dignity, and 10 Prosperity - Lose 10 Freedom "Greetings, Templar." - Gain 1 "A Favor from the Acerbic Dowager" Grant him hospitality - Gain 1 Secret and 10 Freedom - Lose 10 Dignity Cast him out - Gain 3 Authority and 10 Dignity "Greetings, Warden." - Gain 1 "A Favor from the Acerbic Dowager" Welcome him. - Gain 3 Secrets, 10 Freedom. Lost 10 Dignity. Turn him away - Gain 2 Authority and 10 Dignity "No, Dowager, it's not. Carver Hawke died on the Deep Roads." - Gain 1 "A Favor from the Acerbic Dowager" Free the imposter - Gain 3 Secrets and 10 Freedom - Lose 10 Dignity Imprison the imposter - Gain 3 Authority, 10 Dignity, and 10 Prosperity - Lose 10 Freedom -------------------------------------------------------------------------------- Blown in on the Wind: The Elegant Abbess -------------------------------------------------------------------------------- "You've been tricked, Abbess. Carver Hawke died at Lothering." - Gain 1 "A Favor from the Elegant Abbess" Free the imposter - Gain 3 Secrets and 10 Freedom - Lose 10 Dignity Imprison the imposter - Gain 3 Authority, 10 Dignity, and 10 Prosperity - Lose 10 Freedom "Greetings, Templar." - Gain 1 "A Favor from the Elegant Abbess" Grant him hospitality - Gain 1 Secret and 10 Freedom - Lose 10 Dignity Cast him out - Gain 3 Authority and 10 Dignity "Greetings, Warden." - Gain 1 "A Favor from the Elegant Abbess" Welcome him. - Gain 3 Secrets, 10 Freedom. Lost 10 Dignity. Turn him away - Gain 2 Authority and 10 Dignity "You're a liar, sir. Carver Hawke died on the Deep Roads." - Gain 1 "A Favor from the Elegant Abbess" Free the imposter - Gain 3 Secrets and 10 Freedom - Lose 10 Dignity Imprison the imposter - Gain 3 Authority, 10 Dignity, and 10 Prosperity - Lose 10 Freedom ________________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ T H E M A R Q U I S ' C O U R T [0303] ________________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ While playing you'll have the opportunity to recruit a number of characters into your court as advisors. They all provide some form of stat increase and will allow you to spend a favor with them to increase other things. Most will offer a stat increase by spending clues, most favorable in the long run. Recruit those that will raise your lower stats so you can succeed more often in challenges. The Dashing Outlaw ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Court: Bodyguard or Accomplice Raises Cunning by 20. Costs two Favors. Favor: -34 Prosperity, -34 Dignity, +34 Peril Clues: More based on Peril Stats: Increase Cunning by 3 by spending Clues - The Dashing Outlaw cannot be summoned using "Send For" The Kindly Knight ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Court: Counselor Raises Scholarship by 20. Costs two Favors. Favor: 3 Bag of Royals, 2 Action Points. Chance based on Scholarship. Clues: More based on Scholarship Stats: Increase Derring-Do by 3 by spending Clues Other: Increase Freedom by spending Clues Increase Freedom, Scholarship, and Clues for a Favor. The Cheery Baron ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Court: Counselor Raises Derring-Do by 20. Costs 3 Favors. Favor: -1 Viand Clues: More based on Woods-wise and low Freedom. Other: Lose 10 Rumors of Revolution by spending Clues. The Acerbic Dowager ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Court: Counselor Raises Rulership by 20. Costs 2 Favors Favor: -5 Bags of Royals Clues: More based on Dignity Stats: Increase Rulership by 3 by spending Clues Other: Increase Dignity, Authority, Rulership, and Clues for a Favor. The Smiling Guildmistress ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Court: Counselor Raises Rulership by 20. Costs 2 Favors. Favor: 1 Bag of Royals, 10 Clues, and 20 Prosperity. Clues: More based on Prosperity Other: Increase Rulership, Cunning, and Authority for a Favor. Increase Prosperity for Clues The Elegant Abbess ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Court: Counselor Raises Scholarship by 20. Costs 2 Favors. Favor: 20 Prosperity and 4 Bags of Royals Clues: More based on Freedom Other: Health, Scholarship, and Clues for a Favor Viands and Clues for a Favor Reduce Twilight for Clues The Wayward Bard ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Court: Lover Raises Cunning by 20. Favor: 5 Bags of Royals. May lose Dignity. Based on Derring-Do. Clues: More based on Freedom Stats: Dignity for Clues Other: Secrets and Clues for a Favor. Failure results in Peril. The Silent Hunter ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Court: Bodyguard Raises Derring-Do by 20. Favor: 1 Trophy Clues: More based on Twilight Stats: Increase Woods-wise by 3 by spending Clues Other: Gain Clues, Dignity, and Authority. Reduce Peril and Rumors of Revolution for a Favor. The Well-Read Pig-Farmer ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Court: Accomplice Raises Scholarship by 20. Favor: 20 Dignity and 2 Authority. Challenge based on Cunning. Clues: Based on Cunning. May lose Dignity. Stats: Increase Scholarship by 3 for Clues. Other: Gain Authority, Dignity, and Clues. Gain Rulership and reduce Twilight for a Favor. The Purveyor of Teas ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Court: Accomplice Raises Cunning by 20. Favor: 5 Authority. Peril and Rumors of Revolution increase. Clues: Based on Rumors of Revolution. Failure: Gain 10 Rumors of Revolution Other: Reduce Rumors of Revolution. Gain Clues and Cunning for a Favor. Reduce Peril for Clues. Ask about the Elusive Iconoclast to gain Clues ________________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ T H E C H A T E A U [0304] ________________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ At The Chateau you will have the opportunity to draw 3 cards into your hand. This costs 1 Action Point and allows you to make choices that define Serault. In addition to these drawn cards, you'll have 5 pinned cards at the bottom; Gather Resources, Send For, Go Hunting, Prepare for the Divine, and The Sealed Chantry. These cards provide unique ways of playing, some advance the story. Cards are listed below and what choices you may make, with their consequences annotated. -------------------------------------------------------------------------------- A Meeting with the Outlaw -------------------------------------------------------------------------------- "We found something in the woods. A cave. And inside..." - +2 Twilight, +2 Peril Seal the cave and cover up the existence of Maleficarum - Gain 10 Dignity - Challenge based on Cunning Hunt down the Maleficar - Lose 4 Twilight - Gain 3 Clues - Challenge based on Rulership "The bandit-clans are gathering. They've called a council." - +2 Peril Lead a force to harry them - Lose 10 Peril - Challenge based on Woods-wise - Failure costs 10 Prosperity and 30 Health. Place agents at the council - Gain 10 Peril - Gain 5 Clues and 10 Prosperity - Challenge based on Cunning "I saw a black sail on the river two nights ago. Pirates." - -2 Prosperity Tighten the policing of the river - Gain 20 Prosperity - Lose 10 Freedom - Challenge based on Rulership Hire mercenaries and lay a trap for the river-pirates - Gain Prosperity - Challenge based on Cunning - Requires 1 Bag of Royals Wait them out - Gain Clues - Lose Prosperity "The woods wake," she tells you. - +2 Twilight Drive criminals into the Deepwoods - Gain 20 Twilight - Lose 10 Peril - Requires 10 Peril Warn even the lawless folk - Gain 10 Peril - Lose 20 Twilight - Requires 10 Twilight - Challenge based on Woods-wise Take no part - Gain 1 Authority -------------------------------------------------------------------------------- Enlightenment -------------------------------------------------------------------------------- A rootless scholar begs your patronage - +2 Rumors of Revolution Become his patron - Gain Prosperity and Rumors of Revolution Turn him away, as your nobles advise - Gain Dignity - Challenge based on Rulership Allow him to stay for just a few days - Gain Clues - Challenge based on Scholarship A commotion in the plaza - The Lynching Let the mob have their way - Lose 10 Rumors of Revolution - Challenge based on Cunning Charge in and save the accused - Gain Dignity - Challenge based on Derring-Do Appeal for calm - Gain 5 Clues and 5 Dignity - Lose 5 Rumors of Revolution - Challenge based on Rulership - Costs 1 Authority Returning to the castle, you see a crowd gathering in the plaza - +2 Rumors of Revolution Let him talk - Gain 10 Freedom and 10 Rumors of Revolution Silence him - Lose Rumors of Revolution - Challenge based on Rulership Argue against him - Gain Dignity - Lose Rumors of Revolution - Challenge based on Rulership - Failure: Gain 10 Rumors of Revolution Graffiti covers the walls of every house on the plaza - -2 Dignity Scrub Serault clean - Gain 5 Dignity - Lose 5 Rumors of Revolution - Challenge based on Rulership Try to crack the code - Gain Clues - Reduce Rumors of Revolution - Challenged based on Scholarship Put down a rebellion - Gain a Secret - Drastically reduce Rumors of Revolution - Challenge based on Cunning - Requires 100 Rumors of Revolution and 25 Clues -------------------------------------------------------------------------------- Glass -------------------------------------------------------------------------------- "A commission! A sizeable commission." - +2 Rumors of Revolution Limit the glassworkers' freedoms - Gain 1 Bag of Royals - Lose 10 Freedom - Requires 10 Freedom - Challenge based on Rulership Turn down the commission - Gain 10 Freedom - Lose 10 Prosperity - Requires 10 Prosperity Deliver a lesser work - Gain 5 Clues "Thievery at the glassworks!" - -2 Prosperity Tell your Chevalier-Commander to track them down - Gain 10 Prosperity - Challenge based on Dignity Pursue them yourself - Gain 4 Prosperity and 3 Clues - Challenge based on Cunning - Failure: -4 Dignity, +6 Peril, +5 Clues A shortage of soda ash - -2 Prosperity Tighten the policing of the river - Gain 10 Prosperity - Lose 10 Freedom - Challenge based on Rulership Hire mercenaries and lay a trap for the river-pirates - Gain 30 Prosperity - Challenge based on Cunning - Requires 1 Bag of Royals Wait them out - Gain Clues - Lose Prosperity "Your Grace, bad news. Crossed glass swords hang over the Glassworks' gates." - -2 Prosperity Make an example of someone - Gain Prosperity - Challenge based on Cunning Grant leniency - Gain 5 Prosperity and 5 Freedom - Challenge based on Rulership - Failure: -6 Dignity, +4 Prosperity, +2 Freedom Delay a decision - Gain Clues - Lose Prosperity and Rumors of Revolution -------------------------------------------------------------------------------- Omens -------------------------------------------------------------------------------- A Visitation of Ravens - +2 Twilight Call for Soothsayers to read the signs - Lose Prosperity and Peril - Gain Clues and Twilight - Requires 10 Prosperity - Challenge based on Scholarship Ignore the portents - Lose 20 Twilight - Gain 20 Prosperity - Requires 10 Twilight - Challenge based on Scholarship Decipher their meaning yourself - Gain Twilight and Clues - Challenge based on Woods-wise Maleficarum! - No change Seal the cave and cover up the existence of Maleficarum - Gain 10 Dignity - Challenge based on Cunning - Failure: +4 Dignity, +4 Peril Hunt down the Maleficar - Lose Twilight - Gain Clues - Challenge based on Rulership Whispers in the Woods - +2 Twilight Drive criminals into the Deepwoods - Gain 20 Twilight - Lose 10 Peril - Requires 10 Peril Warn even the lawless folk - Gain 10 Peril - Lose 20 Twilight - Requires 10 Twilight - Challenge based on Woods-wise Take no part - Gain 1 Authority A Sudden Storm - +2 Peril Restore Serault's roads - Gain 6 Prosperity - Gain 6 Clues - Challenge based on Rulership - Failure: +3 Clues, -4 Freedom, +2 Rumors of Revolution Tend to Serault's people - Gain 6 Freedom - Lose 4 Rumors of Revolution - Challenge based on Rulership Attend the Rites of the Masked Andraste - Lose Twilight - Gain Viands - Requires 100 Twilight and 25 Clues - Challenge based on Woods-wise. -------------------------------------------------------------------------------- Outlaw Councils -------------------------------------------------------------------------------- Lead a force to harry them - Lose 10 Peril - Challenge based on Woods-wise - Failure: - 10 Prosperity and 30 Health. Place agents at the council - Gain Peril, Clues, and Prosperity - Challenge based on Cunning -------------------------------------------------------------------------------- Road and River -------------------------------------------------------------------------------- Your bailiff returns to the castle beaten, bleeding and empty-handed - -2 Dignity Sanction the local villages until the bandits are handed over - Lose 10 Peril and save Prosperity - Challenge based on rulership Spread tax increases across the Marquisate - Lose Peril and Freedom Hunt down the perpetrators yourself - Save Prosperity and lose Peril - Challenge based on Woods-wise The merchant bows before your court - +2 Peril Convince her to include Serault on her regular trading route - Gain Prosperity and Clues - Challenged based on Rulership - Requires 1 Bag of Royals Purchase some finery - Gain 15 Dignity and 5 Clues - Requires 1 Bag of Royals Provide a map of Serault - Gain 10 Freedom - Challenge based on Woods-wise An upsurge in banditry - +2 Peril Ask the Dashing Outlaw to police the woods - Lose Peril - Gain Prosperity and Authority - Requires A Favor from the Dashing Outlaw Ride against them yourself - Lose 20 Peril. May lose health. - Challenge based on Derring-Do - Requires 5 Clues Do nothing, yet - Lose 10 Prosperity - Gain 5 Clues Finance more and better-equipped patrols - Lose Peril - Requires 1 Bag of Royals An urgent report from your border guard - +2 Peril Pay them to be on their way - Lose 10 Peril. Risk Prosperity - Challenge based on Cunning - Requires 10 Prosperity Drive them off with a show of force - Lose 10 Peril - Gain 10 Dignity - Challenge based on Derring-Do Dine with their leader - Gain 4 Peril and 7 Clues - Lose 6 Prosperity Challenge a bandit-champion to a duel - Lose Peril - Gain a Trophy - Requires 100 Peril and 5 Authority - Challenge based on Derring-Do -------------------------------------------------------------------------------- The Bard wants a Quiet Word -------------------------------------------------------------------------------- "I just wanted to say..." - -2 Prosperity Dismiss Them - Gain Prosperity - Challenge based on Cunning - Failure: -6 Dignity, +6 Prosperity Tolerate Them - Gain 4 Dignity and 3 Clues - Challenge based on Rulership No sooner has he started speaking than a watchman bursts in - +2 Peril Enact laws to improve safety - Lose Peril - Challenge based on Rulership Rebuild the ruins - Gain 2 Clues - Gain 6 Freedom - Challenge based on Prosperity "I wonder if - LOOK OUT!" - +2 Rumors of Revolution Administer swift justice - Lose Dignity, Freedom, and Peril Interrogate the failed assassin - Gain Clues - Challenge based on Cunning "Heard of a mercenary company called the Black Dogs?" - +2 Peril Pay them to be on their way - Lose Peril - Risk Prosperity - Challenge based on Cunning - Requires 10 Prosperity Drive them off with a show of force - Lose 10 Peril - Gain 10 Dignity - Challenge based on Derring-Do - Failure: -20 Health, +10 Peril Dine with their leader - Lose Peril and Prosperity - Gain Clues -------------------------------------------------------------------------------- The Baron Waits Impatiently -------------------------------------------------------------------------------- "My lands are plagued by rumors of apostacy." - +2 Twilight Investigate the accusations and drive off the culprits. - Lose 4 Twilight - Gain 3 Clues - Challenge based on Scholarship Ignore the allegations - Gain 10 Dignity - Challenge based on Rulership "Am I to be summoned at the griping of a handful of lazy peasants?" - -2 Prosperity Demand better treatment for the peasants - Gain 10 Freedom - Lose 10 Dignity - Requires 10 Dignity They must accept their lot - Gain 10 Dignity - Lose 10 Freedom - Requires 10 Freedom "The bandit-chiefs have called a council." - +2 Peril Lead a force to harry them - Lose 20 Peril - Challenge based on Woods-wise - Failure: -10 Prosperity, -10 Peril, -30 Health. Place agents at the council - Increase Peril - Gain Clues and Prosperity - Challenge based on Cunning - Success: +10 Peril, +5 Clues, +10 Prosperity "On my way here I overheard these curs impugn your honor." - -2 Dignity Laugh - Gain 10 Freedom - Lose 10 Dignity - Gain 5 Clues Have the peasant punished - Increase Dignity - Reduce Freedom - Increase Authority - Challenge based on Rulership - Failure: +10 Dignity, -10 Freedom, +10 Rumors of Revolution -------------------------------------------------------------------------------- The Dowager Steps Forward -------------------------------------------------------------------------------- "Thieves!" - -2 Prosperity Tell your Chevalier-Commander to track them down - Gain 10 Prosperity - Challenge based on Dignity Pursue them yourself - Gain 4 Prosperity and 3 Clues - Challenge based on Cunning - Failure: -4 Dignity, +6 Peril, +5 Clues "I have been asked to broach a matter with you..." - -2 Dignity Hold the tourney anyway - Risk Dignity - Gain Bag of Royals and Derring-Do - Lose Health - Challenge based on Derring-Do Hold a ball and dance the tourdion - Gain 10 Dignity Do neither - Gain 5 Prosperity "Allow me to introduce an emissary from a dear friend..." - -2 Dignity Give a richer gift in exchange - Gain Dignity - Lose Prosperity - Requires 10 Prosperity Accept his gift and return only a polite letter - Gain 10 Prosperity. May lose Dignity. - Challenge based on Scholarship - Failure: +10 Prosperity, -10 Dignity Match his gift and ply the Herald with wine - Gain Clues - Challenged based on Cunning She is grey with grief, and wears a mourning-mask - -2 Prosperity Claim a tithe of the legacy for Serault - Gain Prosperity - Challenge based on Cunning Scrupulously follow the will - Gain 4 Dignity and 3 Clues - Challenge based on Rulership - Failure: +3 Clues, -6 Prosperity -------------------------------------------------------------------------------- The Fields -------------------------------------------------------------------------------- As you ride back to the castle someone jokes about your parentage - -2 Dignity Laugh - Gain 10 Freedom - Lose 10 Dignity - Gain Clues Have the peasant punished - Gain 10 Dignity - Lose 10 Freedom - Gain 1 Authority - Challenge based on Rulership A coil of smoke rises over the trees - +2 Peril Increase patrols along the edge of the Tirashan - Lose 5 Peril and 5 Twilight - Challenge based on Derring-Do Revive the old, hard laws of the western forest - Lose Peril - Gain Clues - Challenge based on Scholarship You travel across a manor fallen on hard times - -2 Prosperity They must accept their lot - Gain 10 Dignity - Lose 10 Freedom Give them your meal - Lose Health - Gain Clues Demand better treatment for the peasants - Gain Freedom - Lose Dignity You pass through a plague-village - -2 Prosperity Search the Applewoods for curative herbs - Gain 6 Prosperity - Challenge based on Scholarship Order the digging of a new well - Gain Prosperity and Clues - Challenge based on Rulership - Requires 1 Bag of Royals Disperse the villagers among neighboring manors - Lose Freedom - Gain Prosperity -------------------------------------------------------------------------------- The Herald -------------------------------------------------------------------------------- "My master recently visited the Empress' Court..." he begins - -2 Dignity Give a richer gift in exchange - Gain 10 Dignity - Lose 10 Prosperity - Requires 10 Prosperity Accept his gift and return only a polite letter - Gain 10 Prosperity. May lose Dignity. - Challenge based on Scholarship - Failure: +10 Prosperity, -10 Dignity Match his gift and ply the Herald with wine - Gain Clues - Challenged based on Cunning "Sad news, Your Grace..." The Herald exclaims. - No Change Claim a tithe of the legacy for Serault - Gain Prosperity - Challenge based on Cunning Scrupulously follow the will - Gain Dignity and Clues - Challenge based on Rulership - Failure: +3 Clues, -6 Prosperity After speaking to him, a maiden of your court begs a moment of your time. - -2 Dignity Hold the tourney anyway - Risk Dignity - Gain Bag of Royals and Derring-Do - Lose Health - Challenge based on Derring-Do Hold a ball and dance the tourdion - Gain 10 Dignity Do neither - Gain 5 Prosperity -------------------------------------------------------------------------------- The Knight Requests an Audience -------------------------------------------------------------------------------- "I have observed strange behavior in Serault's skies." - +2 Twilight Call for Soothsayers to read the signs - Lose 10 Prosperity and 10 Peril - Gain 10 Clues and 10 Twilight - Challenge based on Scholarship Ignore the portents - Lose 10 Twilight - Gain 20 Prosperity - Requires 10 Twilight - Challenge based on Scholarship - Failure: -10 Twilight, +20 Peril Decipher their meaning yourself - Gain Twilight and Clues - Challenge based on Woods-wise "Allow me to introduce a remarkable young gentlemen..." - +2 Rumors of Revolution Become his patron - Gain Prosperity and Rumors of Revolution Turn him away, as your nobles advise - Gain 10 Dignity - Challenge based on Rulership - Failure: -4 Dignity, +4 Rumors of Revolution Allow him to stay for just a few days - Gain Clues - Challenge based on Scholarship "I've conducted a brief study of the graffiti that's sprung up across the Marquisate..." - +2 Rumors of Revolution Scrub Serault clean - Gain 5 Dignity - Lose 5 Rumors of Revolution - Challenge based on Rulership Try to crack the code - Gain Clues - Reduce Rumors of Revolution - Challenged based on Scholarship "A plague assails my lands." - -2 Prosperity Search the Applewoods for curative herbs - Gain 6 Prosperity - Challenge based on Scholarship - Increase for Scholarship and Woods-wise Order the digging of a new well - Gain Prosperity and Clues - Challenge based on Rulership - Requires 1 Bag of Royals Disperse the villagers among neighboring manors - Lose Freedom - Gain Prosperity Ask him about the Freehold - Requires 3 "Flames of Freedom" and no more -------------------------------------------------------------------------------- The Scornful Sorceress -------------------------------------------------------------------------------- Invite her to go riding with you - Challenge based on Woods-wise - Increase Woods-wise You find her in the library, idly examining a history of your family - Challenge based on Scholarship - Success: +1 Authority, Scholarship and Rulership are increasing Ask her about her work - Challenge based on Freedom - Gain 6 Clues Ask about her family - Challenge based on Rulership - Failure: +10 Twilight, +9/10 Clues Ask her about magic - Challenge based on Derring-Do - Success gains Clues Ask about the Empress - Challenge based on Cunning - Success gains Clues Ask about her mask - Challenge based on Rulership - Failure: +5 Twilight, +6 Clues -------------------------------------------------------------------------------- Your Wounds are too Severe! -------------------------------------------------------------------------------- You will receive this option when your Health reaches 0. Rest until you are fully recovered - Lose a lot of Dignity, Freedom, and Prosperity. - Gain a lot of Peril, Twilight, and Rumors of Revolution. - Increase in Scholarship Get out of bed as soon as you're able to stand - Lose Dignity, Freedom, and Prosperity. - Gain Peril, Twilight, and Rumors of Revolution. - Recover little Health - Gain Derring-Do ________________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ T H E A P P L E W O O D S [0305] ________________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Enter the Applewoods by choosing "Go Hunting" from The Chateau. From here you'll get to choose your quarry which decides your reward. Then you get to pick an advantage for the hunt. Choose Your Quarry ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ A hind, swift and nimble - Gain 1 Viand for completion - Lose 10 Clues A boar, clumsy but fierce - Gain 1 Trophy - Lose 10 Clues Return to the Hall of Glories The bereskarn plaguing the forest villages - Gain 3 Trophy - Lose 1 Rumors of a Bereskarn Choose Your Advantage ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Bring the Hounds - They aid in tracking Get an early start - This grants two extra hours Take extra provisions - This allows you to heal Seek the Baron's advice - Grants free progress - Requires The Baron's Counselor and A Favor from the Cheery Baron -------------------------------------------------------------------------------- The Applewoods -------------------------------------------------------------------------------- Delve deeper into the woods - Enter the Deepwoods - Lose 5 Clues - Lose 1 Hours Remaining -------------------------------------------------------------------------------- A Hunter's Trail -------------------------------------------------------------------------------- Follow the trail - Challenge based on Derring-Do - Success: +2 Closing In, Derring-Do is increasing Leave the trail. Cut through the trees - Challenge based on Woods-wise - Success: +3 Closing In, Woods-wise is increasing -------------------------------------------------------------------------------- A Swift Stream -------------------------------------------------------------------------------- Help the hounds find the scent again - Challenge based on Woods-wise - Woods-wise is increasing - Failure: Lose Pack of Hounds - Success: +4 Closing In Ford the stream - Challenge based on Derring Do - Success: +2 Closing In Check the banks for tracks - Challenge based on Woods-wise - Success: +3 Closing In Follow the stream into the Deepwoods - Challenge based on Woods-wise - Woods-wise is increasing -------------------------------------------------------------------------------- A Tumbledown Shack -------------------------------------------------------------------------------- Speak with the Inhabitants - Gain 5 Clues and 1 Closing In - Woods-wise and Rulership is increasing - Challenge based on Rulership Ignore the shack - Challenge based on Derring-Do - Failure: +1 Closing In, -1 Hours Remaining - Success: +2 Closing In -------------------------------------------------------------------------------- A Twig Snaps Under your Foot -------------------------------------------------------------------------------- This event starts if you have "Noisy" Creep Closer - Gain 1 Closing In - Challenge based on Cunning Wait it out... - Lose Hours Remaining - Lose Noisy -------------------------------------------------------------------------------- Footsteps on the Path -------------------------------------------------------------------------------- A peddler - Requires 12 Freedom Ask what he knows of the wood - Challenge based on Rulership - Success: Rulership and Woods-wise increasing. +2 Closing In Ask about the latest news - Challenge based on Rulership - Success: +5 Clues Poachers! - Requires 42 Peril Let them go - Challenge based on Derring-Do - Gain 2 Closing In and 2 Peril No one at all... - Gain 2 Closing In - Challenge based on Derring-Do - Requires Twilight A chantry sister - Requires 12 Dignity Ask if she's seen signs of her quarry... - Challenge based on Scholarship - Success: Gain 4 Closing In Ask for her blessing - Fortunate: -2 Closing In Be on your way -------------------------------------------------------------------------------- Hot on the Trail! -------------------------------------------------------------------------------- This occurs when you gain 50% of the required Closing In Leave your companions behind - Gain 4 Closing In - Gain Alone Abandon subtlety - Gain 4 Closing In - Gain Noisy Push yourself - Gain Closing In - Lose Health - Requires 50 Health Pace yourself - No complications. No gains. -------------------------------------------------------------------------------- The Hounds -------------------------------------------------------------------------------- Keep them close, follow their lead - Success: Gain 1 Closing In - Failure: Gain 1 Twilight - You do not lose Hours Remaining Give them their head - Gain 4 Closing In - Failure: Lose Hounds - Challenge based on Woods-wise -------------------------------------------------------------------------------- You have the hind in view! -------------------------------------------------------------------------------- If you are hunting the hind and achieved 15 Closing In you'll get this event. Nock an arrow. Aim. - Challenge based on Derring-Do - Failure: Lose 4 Closing In. Gain "Your Quarry is Wounded!" Another Shot - Requires "Your Quarry is Wounded!" -------------------------------------------------------------------------------- You have cornered the Boar! -------------------------------------------------------------------------------- If you are hunting the boar and achieved 13 Closing In you'll get this event. Set your spear - Challenge based on Derring-Do Have your companions surround it - Challenge based on Woods-wise T H E D E E P W O O D S ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ -------------------------------------------------------------------------------- A Glade -------------------------------------------------------------------------------- Rouse your party to press on - Challenge based on Rulership - Requires 30 Health - Success: +4 Closing In Gather herbs - Challenge based on Woods-wise - Success: +1 Elfroot Press on alone - Gain Alone and Closing In - Challenge based on Dering-Do Tarry - Gain 20 Health, +1-5 Twilight -------------------------------------------------------------------------------- Dense Undergrowth -------------------------------------------------------------------------------- Hack through in pursuit of your quarry - Challenge based on Derring-Do - Success: +4 Closing In - Failure: -10 Health, +1 Closing In Send in beaters - Cannot be Alone - Challenge based on Rulership - Success: +4 Closing In Turn back... ________________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ T H E S E A L E D C H A N T R Y [0306] ________________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ The Sealed Chantry - Part 1 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Bypass the triple lock - Challenge based on Cunning - Requires 1 Action Point Order your household guard to break down the door - Challenged based on Rulership - Requires 4 Authority and 1 Action Point Ask the Wayward Bard to assist you - Gain 5 Twilight - Requires "Lover: the Wayward Bard" and 1 Action Point The Sealed Chantry - Part 2 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Enter the Chantry - Requires 1 "the Chantry Unsealed" - Gain 2 Twilight The Sealed Chantry - Part 3 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Sell the Regalia - Requires 2 "the Chantry Unsealed" - Gain 5 Twilight, 10 Bag of Royals - Gain "Contract with the Discreet Goldsmith" Search the Chantry - Requires 2 "the Chantry Unsealed" - Challenge based on Scholarship (% = 10 + Scholarship) - Success: +2 Twilight The Sealed Chantry - Part 4 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Beneath Andraste's Feet - Requires 3 "the Chantry Unsealed" - Challenge based on Derring-Do (% = 10 + Derring-Do) - Sucess: Derring-Do is increasing The Sealed Chantry - Part 5 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ The Shrine in the Applewoods - Requires 4 "the Chantry Unsealed" - Challenge based on Woods-wise - Leads to The Anchoress' Dell Return to the Anchoress' Dell - Costs 3 Action Points - Clears current hand - Leads to The Anchoress' Dell -------------------------------------------------------------------------------- The Anchoress' Dell -------------------------------------------------------------------------------- Return to the château Meet the Anchoress - Costs 1 Action Point Talk to the Anchoress - Each question costs 10 Clues and 1 Action Point Ask her who she is Ask her how she lives Ask her about sunburst brooch Ask her about the doll Ask her about the torn book Ask her about the broken staff Make use of her healing arts - Recover more Health with higher Twilight Decide her fate Imprison her Banish her Invite her to live at the château - Costs 1 Action Point. - Gain "Welcomed the Anchoress" - Lose "The Chantry" pinned card Defer your decision ________________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ M A R K E T D A Y [0307] ________________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ This is an event that occurs every 24 hours in real time. Sign into trigger the event and draw cards based on Market Day. You may only choose one at a time but they linger more often than not into the next Market Day. -------------------------------------------------------------------------------- Flames of Freedom -------------------------------------------------------------------------------- Meet the Dowager in the Great Hall - Lose 1 Market Day - Gain "Flames of Freedom" The Dowager's Fury ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ What do the peasants have to say for themselves? - Gain information on their actions What would the Dowager advise? - Gain the Dowager's opinion Let the serfs wear iron in the dungeons - Costs 1 Action Point Condemn the serfs to a brief spell in the stocks and a modest tithe - Costs 1 Action Point - +20 Rumors of Revolution, +1 Secret, decision recorded - Unlocks "That Which is Not to be Spoken of That Which is Not to be Spoken of ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Perhaps he would be less inclined to lecture without a tongue - Costs 1 Action Point and 3 Authority Engage him in debate - Challenge based on Rulership - Costs 1 Action Point and 3 Authority - Success: -20 Rumors of Revolution, -3 Authority, +1 Secret - Unlocks "The Freehold" The Freehold ¯¯¯¯¯¯¯¯¯¯¯¯ Tear up the writ - Costs 1 Action Point and 30 Clues Attach your seal to the writ - Costs 1 Action Point and 30 Clues - Gain 12 Freedom - Lose 10 Dignity - Gain 1 Authority - Lose 30 Clues - Unlocks: The Martyr The Martyr ¯¯¯¯¯¯¯¯¯¯ Have her kept under guard until you can decide what to do with her - Unlocks Case: the Elusive Iconoclast Case: the Elusive Iconoclast ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Visit the Iconoclast in her cell - Costs 1 Action Point - Gain 3 Clues and 1 Rumor of Revolution Investigate her chantry connections - Costs 1 Action Point and 10 clues
- Gain 4 "An Unsolved Case: the Elusive Iconoclast"

Have her put to death
- Costs 1 Action Point and 20 Clues
- Challenge based on Rulership

Send her into retreat at the Abbey
- Costs 1 Action Point, 20 Clues, and 5 An Unsolved Case: the Elusive Iconoclast
- Gain 1 Secret
- Lose 20 Rumors of Revolution

Poison her in her cell
- Costs 1 Action Point and 1 Bag of Royals
- Requires 80 Scholarship

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A Petition from a Village Headsman
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Tell him to get on with it
-

Hear him out, however long it takes
- Costs 2 Action Points
- Gain 1 Clue, 5 Freedom, and "An Unsolved Case: The Errant Siblings"


Case: The Errant Siblings
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Abandon the Matter
- Costs 1 Action Point
- Gain 0 Secrets

Learn of their plans
- Costs 10 Clues, 1 Action Point
- Requires 1 "the Errant Siblings"
- Unlocks "Learn of their reception"

Learn of their reception
- Costs 10 Clues, 1 Action Point
- Requires 2 "the Errant Siblings"

Solve the case
- Costs 10 Clues, 1 Action Point
- Requires 3 "the Errant Siblings"
- Unlocks "Judging the Errant Siblings"



Judging the Errant Siblings
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Abandon them to their fate
-

Send an emissary into the woods to retrieve them
- Triggers "A Living Story"
- Lose 10 Clues
- Unlock "The Wayward Bard's Return" after some time has passed


The Wayward Bard's Return
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Leave them to their fate
-

Request their return
- Gain "Horned Knight's Debt" and 10 Twilight
- Gain Authority
- Gain 1 Secret
- Lose 20 Peril
- Unlocks "The Lord of the Wood Comes a-Calling"


The Lord of the Wood Comes a-Calling
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Grant his request
- Gain 1 Secret
- Unlock "The Abbess' Road"

Deny his request
-

Have him driven out of the hall
-


The Abbess' Road
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Grant her additional soldiers and labourers
- Challenge based on Rulership
- Requires 3 Bag of Royals

Ask the Horned Knight's permission to build the road
- Requires 3 Authority
- Gain "The Horned Knight's Debt"
- Gain 20 Prosperity, 1 Secret, 1 Favor from the Elegant Abbess
- Unlocks "The Missing Bard"

Tell the Abbess she will have to find another route for her road
- Costs 1 Favor from the Elegant Abbess


The Missing Bard
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Stage a rescue
- If the Bard is in your Court, he is taken.
- You now begin a hunting mission to find the Bard

Give the Horned Knight gifts...
- Requires 3 Bag of Royals


You can hear the Bard!
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Event triggered when you gain enough Closing In

Find a path to him
- Challenge based on Woods-wise
- Costs 1 Action Point
- Failure: Lose Closing In, -10 Health

Hack your way through the bramble-maze
- Lose 50 Health and 1 Action Point
- Requires 51 Health


Your Bard is Restored to You
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Event triggered if the Bard was your Lover.

Kiss him
- Gain Bard as Lover
- Gain 1 Secret
- Unlock "An Invitation"

Greet him frostily
- Gain Authority


An Invitation
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Assemble a party and attend the feast
- Requires 1 Bag of Royals
- Leads to "The Heartwood Feast"

Refuse to attend


The Heartwood Feast
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Drink clear water from a chipped glass goblet
- Costs 1 Hour
- +1 Woods-wise

Listen to the tales the dryads tell
- Costs 1 Hour

Greet the Horned Knight's lady
- Costs 1 Hour

Give the Horned Knight a gift
- Costs 3 Bags of Royals, 1 Hour
- Lose "Horned Knight's Debt"
- Gain 2 Authority

Accept a gift from the Horned Knight
- Costs 1 Hour
- Gain "Horned Knight's Debt"
- Gain 1 Secret, +1 Scholarship

The Horned Knight has a request
- Available when Hours Left = 0

    Agree
    - Gain 1 Secret
    - Lose "Horned Knight's Debt"

    Decline Firmly
    - Requires "Horned Knight's Debt"

    Decline Politely
    - Cannot have "Horned Knight's Debt"

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Good Neighbors
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Welcome him to Serault
- Gain 3 Viands
- Unlocks "Send for His Dour Lordship" in "Send For"
- Starts "The Tangled Web"

Send for His Dour Lordship
- Costs 2 Authority and 1 Good Neighbors
- 2 Favors makes him Counselor. +10 Cunning and +10 Rulership
- Costs 20 Dignity for 1 Favor
- Gain Clues based on Rulership. Failure: Gain Peril

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'Behemoth'
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Burn it
- Lose Rumors of Revolution
- Gain Authority

Give it to the Purveyor of Teas
- Gain Rumors of Revolution, Purveyor of Teas' Favor, and Clues

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A Cowled Visitor
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Accept
- Gain 20 Clues and 1 Secret

Turn her away
- Gain Dignity and Authority

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You Dream of the Shame
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"You were a fool," you answer.
-

"You were a visionary," you tell him.
- Gain 1 Trophy and 20 Clues

"You were a man," you answer.
-

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A Plea for Sanctuary
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Turn her away
- Gain and lose nothing

Grant her sanctuary
- Gain Clues and Freedom

Have her escorted back to Ezoire
- Gain Authority and Dignity



                    M A R K E T   D A Y S   L E F T   -   2
                    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
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The Sorceress' Departure
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Ask for information
- Gain 1 Secret

Ask if there's anything she can do about Serault's more unnatural problems
- Reduce Twilight to 0

Ask what's under the silks
- Gain 1 Secret and 20 Twilight


                    M A R K E T   D A Y S   L E F T   -   1
                    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
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A Sinister Discovery
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Mount it in your hall
- Gain Twilight, Clues, and 1 Trophy

Order the claw buried where it was found
- Gain Authority and Clues
- Lose Twilight

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The Undaunted Chevalier
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Fight him yourself
- Gain Dignity, 1 Trophy, and 1 Derring-Do
- Challenge based on Cunning

Ask for a volunteer to fight him
- Gain Dignity and 1 Trophy
- Challenge based on Dignity

Wait until he goes away
- Lose Dignity


________________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
T H E   A R R I V A L   O F   T H E   D I V I N E                         [0308]
________________________________________________________________________________
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When you have complete the final Market Day the Divine will have arrived! Begin
the feast, your objective is to gain 6 "The Divine's Favor" by trading your
Secrets, Viands, and Trophies for them in groups of 3. This phase of the game
brings on a new set of cards.

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Playing the Great Game
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Choose your words carefully
- Costs 3 Secrets
- Gain 1 "The Divine's Favor"

Win her attendants' regard
- Costs 3 Secrets
- Gain 1 "The Divine's Favor"

Mock the Divine's detractors
- Costs 3 Secrets
- Gain 1 "The Divine's Favor"

Sway her advisers with gifts
- Costs 6 Secrets
- Gain 2 "The Divine's Favor"

Offer the Divine information useful to her cause
- Costs 6 Secrets
- Gain 2 "The Divine's Favor"

Use the Divine's past to blackmail her
- Costs 9 Secrets
- Gain 3 "The Divine's Favor"

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The Next Course
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Black pudding and a medley of sausages
- Costs 3 Viands
- Gain 1 "The Divine's Favor"

Pasties of venison with curls of goat's cheese
- Costs 3 Viands
- Gain 1 "The Divine's Favor"

Galantines of veal in the shape of Chantry sunbursts
- Costs 3 Viands
- Gain 1 "The Divine's Favor"

A dozen carcasses skewered on a spit
- Costs 6 Viands
- Gain 2 "The Divine's Favor"

A fountain of black celestine wine
- Costs 6 Viands
- Gain 2 "The Divine's Favor"

Gilded swans in a gravy of river-herring
- Costs 9 Viands
- Gain 3 "The Divine's Favor"

A great glazed pie that stirs and rustles
- Costs 9 Viands
- Gain 3 "The Divine's Favor"

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Display the Glory of Serault
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Drape warm furs on every seat
- Costs 3 Trophies
- Gain 1 "The Divine's Favor"

The walls bristle with hunting trophies
- Costs 3 Trophies
- Gain 1 "The Divine's Favor"

Trim your armor with fur and stud it with Bereskarn spines
- Costs 6 Trophies
- Gain 2 "The Divine's Favor"

Give the Divine a splendid mantle of furs
- Costs 6 Trophies
- Gain 2 "The Divine's Favor"

The doors burst open and a Wyvern slithers into the hall
- Costs 6 Trophies
- Requires "The Dowager's Illness" (You have cured her)
- Gain 2 "The Divine's Favor"

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Event: The Chantry, Unsealed
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Protest your innocence
- Challenge based on Cunning
- Success: Lose "The Chantry Unsealed" (Innocence proven)

Admit it
- Cannot restore Serault's honor

Repent
- Challenge based on Scholarship

Hand over the imprisoned Anchoress
- Requires 1 "The Anchoress' Fate" and no more

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Event: The Horned Knight Approaches
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Yes. But you insisted that he present the gift to you first, before the feast
- Challenged based on Rulership
- Lose Twilight and "The Lord of the Forest" (Disaster averted)

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Grant a Petition
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Admit a starving child
- Gain Freedom and 1 "The Divine's Favor"
- Lose Dignity
- Challenge based on Rulership

Grant an audience to the Acerbic Dowager
- Gain 10 Dignity and 1 "The Divine's Favor"
- Gain "The Dowager's Gratitude"
- Lose 10 Freedom
- Challenge based on Rulership

Allow the Dashing Outlaw to speak
- Gain Freedom and 1 "The Divine's Favor"
- Gain "The Dashing Outlaw's Pardon"
- Lose 5 Dignity
- Challenge based on Rulership

Gesture for the Smiling Guildmistress to come forward
- Gain Prosperity, 1 "The Divine's Favor"
- Gain "A Smile from the Guildmistress"
- Challenge based on Rulership

Allow the Purveyor of Teas to approach with his lacquered box
- Gain Rumors of Revolution, Peril, Freedom, and 1 "The Divine's Favor"
- Challenge based on Rulership

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The Keys
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When you reach 6 "The Divine's Favor" you'll automatically start this event.

Ask the Divine to consecrate the Chantry
- Gain Dignity
- Gain 1 "The Chantry Keys"
- Unlock "Increase the Divine's Favor to 8"

Ask her to bless Serault's poorer regions
- Gain Freedom

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The Mask
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When you reach 8 "The Divine's Favor" you'll automatically start this event.

...Don it
- Gain Dignity and "The Glass-Antlered Mask of Serault" (+10 Rulership)
- Unlock "Increase the Divine's Favor to 10"

...Smash it on the flagstones
- Gain Freedom

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The Fortune of Serault
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When you reach 10 "The Divine's Favor" you'll automatically start this event.

Set the glassmakers to work
- Gain Dignity and Prosperity

Free the finest glassmakers and send them with the Divine
- Gain Freedom and Prosperity
- Gain "A Ludicrously Lucrative Commission"

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The Feast is Ending
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This event is triggered when you have used all Secrets, Viands, and Trophies.

The Divine is pleased
- Costs 5 "The Divine's Favor"




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Legal
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  This document is Copyright ©2014 Greg Boccia (noz3r0) and is the intellectual
property of the author. It may be not be reproduced under any circumstances
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