A guild named the Steel-Clad Snakes has encountered six goblin raiders in a long, dark hallway in the Castle of Crossed Destinies.
The GM drew a random Disposition for the goblins (Social Encounters & Disposition) and found them to be argumentative (i.e., angry). The guild talked to the goblins and found out that they were hired to guard the lair of a sphinx, currently elsewhere. The guild has business in the chambers beyond the goblins and the goblins are unwilling to let them pass. Diplomatic relations break down.
The guild consists of Daria the shaman (orc, Path of Wands), Fergus Crowell the alchemist (human, Path of Cups), and Chirm the acrobat (a wood elf assassin, Path of Pentacles).
Step 0
First, the GM sets the scene and clarifies the mechanical aspects of the Challenge.
GM: OK, so there’s a hallway, like 15’ long, stretching out in front of you. It’s in darkness, and narrow, only big enough for one person to walk abreast. At the end of the hallway is a foyer, sort of a vestibule. It’s somewhat large, about 15’ x 20’. The six goblins you’re arguing with are encamped there. They have a little fire going, which is filling the upper section with smoke and blackening the wall. Also, the goblins have simple weapons, like bows and daggers drawn. Behind the goblins there is a closed wooden door.
Last, in the hallway you hear a slow “swsh swsh” sound. You see a huge, swinging blade at the end of a pendulum bisecting the hallway.
So, right now you guys have one torch between the three of you. You can see the end of the chamber at the end of the hall because the goblins have a fire going. There are basically three zones—your room, the hallway, and the goblins’ foyer.
To get past the pendulum blade, you’ll need to use an Avoid action. I mean, you can move through the hall zone by playing a Pentacles card, but the total value for that action is going to be compared to the pendulum’s secret Initiative score. If you don’t beat the blade’s Initiative, you’re going to be wounded by the pendulum—and it looks pretty gnarly.
Do you guys have any questions before we get started?
Chirm: Wait, so, goblins are like… little baby orcs, right?
GM: Yeah. They’re like the orc pupal stage.
Chirm: So, are they sentient?
Daria: I’m an orc. Would I know this?
GM: Daria, you would know that goblins are your first stage of life. They’re sentient but stupid, way more driven by instinct. I mean, they’re like little, feral, rival adventurers.
Daria: So, I’m about to be a baby killer. Great.
GM: Hey that’s up to you. Any other questions? No? OK, everybody draw cards.
Step 1
The players draw 4 cards each from the minor arcana deck.
Daria gets these cards: II of Swords, VII of Wands, IX of Wands, King of Pentacles
Fergus gets these cards: X of Cups, X of Swords, Page of Wands, the Fool
Chirm gets these cards: V of Swords, V of Wands, Ace of Cups, Page of Pentacles
The GM reasons that the pendulum blade is basically going to be treated as separate enemy, so they draw 7 cards from the major arcana deck: the 3 default cards, +1 card for each enemy (+2 cards total), +1 card because the enemies outnumber the adventurers, and +1 card because there are twice as many enemies as adventurers.
The GM gets these cards: The Emperor [IV], The Lovers [VI], The Chariot [VII], Justice [XI], Death [XIII], The Moon [XVIII], The Sun [XIX]
The GM reorders their hand so that the cards are sequential just for ease of use. The GM notes that The Emperor [IV ], The Lovers [VI], The Chariot [VII], Justice [XI], and Death [XIII] are lesser dooms, whereas The Moon [XVIII] and The Sun [XIX] are greater dooms.
Step 2
Each player plays 1 card facedown for Initiative.
- Daria plays the King of Pentacles.
- Fergus plays the Page of Wands.
- Chirm plays a V of Wands.
The GM plays 1 card for Initiative per enemy: one for the goblins and one for the pendulum. The GM rationalizes that the goblins are aggressive and stupid, and so plays their lowest card (The Emperor [IV ]). They then play a middling card, The Chariot [VII], for the pendulum, saving their higher cards for later mischief.
The GM then begins counting upwards to see who takes the first action.
GM: OK, everybody have their Initiatives down? OK. 1… 2… 3… 4…
Step 3
At the count of 4, the GM flips over the goblin’s Initiative and takes their turn.
GM: OK, I go on 4. The goblins have their weapons out, so they’re going to go ahead and take potshots at you with their bows. There’s six of them, but only half of them have bows out and drawn, so let’s just say one attack per person.
The GM elects to use the Attack action. They play Justice [XI] and—since it’s their turn—adds the goblins’ Swords 4 for a total of 15.
GM: Does a 15 hit everybody?
Now that they’ve been attacked, each player flips over their Initiative cards.
- Daria’s King has a value of 14.
- Fergus’s Page has a value of 11.
Daria: They’re shooting down at us from a narrow hallway, right? Can I duck behind the wall and get a little cover?
GM: Sure, that makes sense. You all can, in fact. I’ll take disfavor to my shot. That’ll put my total at 12. I think that hits everybody but you, Daria.
Daria: Nice.
Fergus hasn’t suffered any damage so far during this Crawl and so marks Staggered.
Chirm is already Staggered. She is wearing light armor and a helm, so she Notches the helm. Helms can only absorb 1 Wound, so it is Destroyed. Chirm’s player erases the helm from her sheet.
The GM puts their played card on top of the major arcana discard pile.
Initiative strategies
One benefit of moving first is it allows you to reveal higher Initiative cards by attacking them early in the round. Later in the round, you can make more informed decisions.
Step 4
GM: OK. Minor actions on my turn?
Fergus: Uh, can I throw a bomb at the goblins from here?
GM: There’s a hallway with a big blade in the middle of it. You’d have to basically fastball it back there. If you play a value less than the pendulum’s Initiative, it’ll bounce off of it and explode in the hallway.
Fergus: Fuck it. I’m going to try.
GM: Sure, but I’m going to impose disfavor since I took it. The goblins can also duck a little behind the cover of the wall.
Chirm: Once Fergus throws the bomb, I’m going to run down the hallway too.
GM: OK. So, play an Avoid card and try to beat the pendulum’s Initiative. Fergus, you go ahead and play your Use Item card, too.
Fergus plays a X of Cups to Use Item as a minor action. Chirm plays a Page of Pentacles to Avoid as a minor action. Because these are minor actions, neither player adds anything to the card’s value.
Fergus: With disfavor, total is 7.
Chirm: I’ll play a Page of Pentacles. My total is 11.
The GM flips over the Initiative of the pendulum trap, revealing that it’s a VII.
GM: The pendulum’s Initiative is a 7. Fergus, you tied but ties will go to the attacker here. You both make it past the pendulum. Fergus, what kind of bomb was it?
Fergus: It’s the spider sac bomb.
Because the Use Item action’s value is greater than the goblins’ Initiative, the bomb hits one of the goblins.
GM: Great. So, when you throw the bomb, it explodes and quickly spreads out like a web thrown by Spiderman. One of the goblins is stuck to the wall. What stats did we say that it had?
Fergus: Anything stuck is Rooted and attacks against webbed creatures have favor.
GM: Dope. Chirm, you enter the goblins’ vestibule. You are surrounded by six goblins. One is stuck to the wall by webbing. Any other minor actions?
Daria: I’ll fire back with my archwood wand.
GM: Cool. Don’t forget the disfavor.
Because the use of archwood wands is unlocked through the talent Gramarye, Daria can use a Wand card as an Attack action. Daria plays a VII of Wands to Attack. Her Attack has disfavor (–3), so the total is 4.
GM: What’s your total?
Daria: A 4. The goblins don’t have shields do they?
GM: No, they don’t. It meets their Initiative, so it hits. The goblin yelps in pain from the arcane blast.
The GM notes that goblins have HD 2/1, so they tick off 1 Defense damage on a random goblin, reducing it to HD 2/0.
The Challenge sequence returns to step 3 as players continue to take turns.
Step 3
GM: Any other minor actions? No? OK. I was on 4. 5… 6… 7…
Chirm: Sorry, 5 is me. OK, so I’m up there with the goblins, right?
GM: You sure are, and they look mean.
Chirm: OK, I’m going to stab the one that’s in the web. Does that give favor?
GM: Yep.
Chirm plays an Ace of Cups to perform an Attack. Because it’s her turn, she can play a card of any suit and she adds her Swords 2. Because she has favor, she adds +3. The total is 6. The situation also triggers the dagger’s special ability.
Chirm: OK, so, since I have favor, the total is 6. Wait. I’m wielding a dagger, and you said the goblin’s Rooted. So that’s Piercing damage, right?
GM: Nice. Yes. 6 hits.
The GM notes down one Piercing wound, which is subtracted directly from the goblin's Health. That goblin is now HD 1/1.
Chirm: The goblin’s still alive?
GM: Yes, that one goblin is still alive, but looks like you got it in the ribs.
Step 4
Once Chirm has taken her turn, the phase goes back to step 4.
GM: Minor actions on 5? Uh, I think I’m going to make one. The goblins are going to Attack… anybody else?
Daria: I’m going to swap out my wand for a magic component on my belt.
Daria plays a II of Swords to Pull Item from Belt. Neither the suit nor the value matter for this action.
GM: OK. So. I think the goblins are really pissed at all the things you’re doing to them, and one wielding a dagger stabs towards Chirm. Because there are at least four goblins active in this zone, they’re going to Attack with favor and do Piercing damage.
The GM plays Death [XIII] as an Attack. The goblins gain favor and deal Piercing damage by outnumbering the adventurer (per “Mob rule,” see Play Initiative). To activate one of the goblins’ greater dooms—Poison—they also play the Moon [XVIII]. If this Attack hits, the goblin’s dagger will inflict a poison-related affliction.
GM: Crowding around you with their tiny shards of murder, one goblin swings at Chirm with a poisoned dagger. With a 13 versus your 5, I’m going to hit and…
Fergus: NOT SO FAST!
Fergus throws down the Fool and the X of Swords. He intends to use the Dodge action for Chirm. Because using the Fool gives the player an extra turn, Fergus can use a card of any suit and add his attribute to the action’s total value.
Fergus: I interrupt! I’m going to play a Dodge action for Chirm.
The GM knows that Dodging for someone in another zone isn’t 100% rules-as-written but is open to the idea of making an exception if they can make a case for it. It’s a cool idea and they want to reward Fergus’s creativity.
GM: Oh my God that rules! OK, but you have to tell me, like, exactly what you’re doing. Normally you can only play defensive cards for folks in your same zone. What are you doing to help Chirm dodge?
Fergus: I yell, like, “Look out behind you,” right as the goblin stabs towards her.
GM: OK! Sure, that can work. So, what’s your total Initiative now, Chirm?
Chirm: How much do I add?
Fergus: So, the Fool counts as my turn so I can add my Pentacles. The card’s a 10, plus my Pentacles of 2, for a plus 12 to your Initiative.
Chirm: Plus my Initiative of 5, so 17 total.
GM: The goblin has a 13, which is 16 with favor. It just barely misses you as you dodge out of the way! Incredible. OK, so that was Chirm’s turn. What count were we on?
Chirm: We were on 5.
Step 3
GM: OK, so 6… 7… 8… 9… 10… Page…
Fergus: Page is me, but I’m out of cards.
GM: OK, so we’ll move on. I think Daria is the only person who hasn’t had a turn yet. Daria?
Daria: I’m going to Banter with the goblins.
GM: What exactly are you saying, and what card are you going to play?
Daria plays a IX of Wands to Banter. Since this is Daria’s turn, she doesn’t necessarily need to use a Wands suit to Banter; this is coincidental. Because it’s her turn, Daria also adds her Wands 4 to the attempt for a total value of 13.
Daria: I speak with the showmanship of a shaman who comes from an oral storytelling culture and is used to leading public rites, saying, “Our power cannot be contested. We are mightier than you. Gather up your miserable little lives and run while you still can.”
GM: Total value?
Daria: 13.
The GM quickly consults the Morale rules (Wands actions) and decides that the goblins are at least “wary.” That puts their Morale at 10. The 13 succeeds in changing their Disposition. The goblins move their Disposition from “Angry” to “Afraid.”
GM: OK, the goblins seem alarmed. They start clawing at their friends in the web, and one of them begins to open the door behind them. They seem like they want to escape. Minor actions on this step? I think the goblins are going to try and start to run.
Step 4
Chirm: I want to wrestle one of the fleeing goblins into the pendulum.
Chirm plays a V of Swords to Roughhouse. Because this is a minor action, the total is 5.
Chirm: Because I have Fight Dirty mastered, I’m spending a Swords card as a Roughhouse action.
GM: So your total is 5? OK, describe what you’re doing.
Chirm: Since the goblins are so small I’m just going to pick up one and, like, throw it down the hallway.
GM: That works.
The GM reasons that this applies the Displace effect, which is well within Fight Dirty’s purview.
The GM had secretly determined that the pendulum blade would deal 2 Piercing Wounds. They had broadcast its deadliness in their original description of the scene, and so ticks off two points on a goblin’s Health. This kills the goblin.
GM: The pendulum blade catches him in midair and savagely wounds him. The goblin is down on the ground, bleeding out. He’s out of the fight.
Step 5
Since Daria is the last person to act, the Challenge continues to step 5 (end the round) after the minor actions are resolved.
Since the Fool was drawn, both the minor and major arcana decks are reshuffled.
Practically speaking, most Challenges end once one side attempts to disengage. If the players wanted to press their advantage and the GM wanted to continue using the Challenge Phase, play would continue:
- Any facedown cards would remain on the table.
- Step 0 would begin by having the GM restate the current location and status of all combatants, reminding all players of the special rules in effect.
- At step 1, everybody would get a new hand of Challenge cards.