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From Pathfinder Adventure Path: Bastion of Blasphemies, which isn't enabled.

Play Fatesnatcher

ACTION

Prophet's Turn: A game of Fatesnatcher plays out over several "ages." During each age, every prophet takes a turn (the PCs can decide in what order they act) by drawing a card from the harrow deck and then using that card as inspiration to spin a fate to Pharasma (Mister Moxie) that catches them by surprise. (At your discretion, you can have the players draw actual harrow cards and use them—if you feel they were particularly creative in coming up with their fate, grant them a +1 circumstance bonus to their skill check to resolve their turn.) The PC then attempts a Games lore check, DC 24 Deception, or DC 26 Performance check with the following results.


Critical Success The PC truly catches Pharasma off-guard. They keep their card and draw a second card from the deck to keep it as a bonus card. Once a PC has collected 10 cards, they win.

Success The PC catches Pharasma off-guard and keeps their card.

Failure The PC fails to catch Pharasma off-guard. They shuffle their card into the deck and lose 2 omens. If at any point a PC has no omens left, they're out of the game.

Critical Failure The PC fails catastrophically; they shuffle their card into the deck and lose 1d4+1 omens.


Pharasma's Turn: At the end of each age after every prophet has taken their turn, Pharasma grows more fickle. Mister Moxie attempts a Games lore check check with the following results. After adjusting DCs for the players as appropriate, play proceeds with the next age until all of the prophets have lost their omens or one prophet manages to achieve 10 fates (10 harrow cards).


Critical Success The DCs for all checks to spin a fate increase by 2.

Success The DCs for all checks to spin a fate increase by 1.

Failure The DCs to spin a fate do not change.

Critical Failure The DCs for all checks to spin a fate decrease by 1.


Losing the Game: The PCs lose the game as soon as all of them are out of omens. In this case, Mister Moxie cackles in delight, his despair at the missing Mushfens Monster forgotten for a few hours, after which he returns to his gloom in the tent. He agrees to play another game of Fatesnatcher with the party after 24 hours have passed, but in the meantime, each PC who played the game must attempt a DC 24 Will save to avoid becoming Stupefied 1 for 24 hours (or for an unlimited duration on a critical failure). This is a curse effect.

Winning the Game: The PCs win the game if any of them ever achieve 10 fates (10 harrow cards) or if at any point during the game there are no harrow cards left to draw (you can ignore this win condition if you're not playing with a real harrow deck for PCs to keep track of their fates). Mister Moxie is surprised but then delighted. He offers the winning PC his harrow deck as a prize.

Pathfinder Adventure Path: Bastion of BlasphemiesORC