Escape the Dark Castle
Wherever you go, there you are...
You wake up once again in your cell.
You have no idea how long you’ve been here, but it feels like forever. And who knows, maybe at this point it is.
You don’t even know how or why you’re in this terrible place.
Maybe this is hell. It certainly feels that way.
You have brief visions that you’ve died. Sometimes very horribly, but yet here you are breathing. The air you’re breathing isn’t great filled with the scent of who knows what, but you’re still breathing.
You glance and find that you’re not alone. Three others are here in the cell with. They’re all a motley bunch looking as dirty and ill kept as you probably look right now. Somehow some of them seem familiar but then you can’t remember much anymore everything is always a blur now.
"Hey, don't I know you?"
In any case, after a brief moment of talking, someone notices that the cell door is slightly ajar. Your captors forgot to shut it properly.
Wasting no time, the four of you leave the cell…
Yep, off to a great start already.
Having gotten yourself lost deeper inside the bowels of the Dark Castle, you now have one extra encounter added to your escape.
All is not lost however since you also found a storeroom. Your group grabs as much as you can as you hear the distant sounds of presumably guards shouting.
You’ve found:
2 Elixirs of Insight: Discard before combat to change any chapter die to show the trait of your choice
1 Liquid Luck: Discard to re-roll your character die and apply that result
1 Cunning Concoction: Discard to apply a single cunning at any time
1 Effervescent Evasion: Discard whenever you would lose HP to lose none instead
The Healing Verses: Whenever you roll a double you may restore 1 HP to any character
The Replication Stones: Whenever you roll a single it counts as two singles of that trait.
1 Partially Rotten Apple: Discard to gain 1 HP
In addition to this loot, your incarceration in this place has resulted in some interesting character trait that may come in useful ONCE per game:
Abbot - Stubborn: You can ignore the effects of something happening to “YOU” when leading the group or the effects of a combat special. (This doesn’t apply to the end boss)
Butcher - Desperate: You may change the result of a die roll to the result of your choice.
Fletcher - Cowardly: You may draw an item card and flee from a combat encounter. (Doesn’t apply to the end boss)
Shepherd - Defiant: During combat you can change any number of chapter dice to the results of your choice
Divide up the loot as you all see fit and pick the person to lead the group for the next encounter.