Ash Versus the Land of Talisman - Part Two

Ash continues his quest to gather gold for the Warlock, and Daniel introduces a new house rule developed on-the-fly: the Adversary Deck.

New House Rule - Adversary Deck:

  • Pulled nasty event cards from Adventure deck to simulate other players
  • Doom Track: add skull token at end of each turn
  • Roll d6 - if under total skulls, draw from Adversary deck
  • Resets when an event is drawn
  • Events drawn: Market Day (no effect), The Devil (no effect on neutral characters), The Angel (no effect on neutral)

Combat Enhancement:

  • Enemy dice rolls of 6 now explode (roll additional d6)

Session Progress:

  • Found Horse and Cart at the Ruins (carry unlimited objects)
  • Gained Shield (5-6 on d6 prevents life loss after lost combat)
  • Won gold gambling at the Tavern!
  • Completed Warlock’s Quest - received Talisman!
  • Upgraded strength from 4 to 5 using 8 trophy points
  • Searched for Timescape entrance at Chapel and Graveyard (need to roll 6)
  • Used Mystic at Village to open warp gate - rolled exactly 6!
  • Transported to Timescape Warp Gate

Game State:
Ash now has his Talisman and is exploring Timescape, strength 5, 1 gold.