Edit play – S69

69: Sacred Soil

SR-27
Event SR-27: A
SR-27 outcome

Sanda: no effect, 1 Damage . Others: 5 XP.

Lost

Treasures

Goals

XP XP

Total: 212

Gold Loot & Gold

Total: 5

Resources

8
2
1
0
4
0
3
0
1

Misc.

Goals

XP XP

Total: 385

Gold Loot & Gold

Total: 1

Resources

17
7
4
0
1
1
0
0
0

Misc.

Goals

XP XP

Total: 24

Gold Loot & Gold

Total: 24

Resources

1
0
3
0
0
0
0
0
0

Misc.

Goals

XP XP

Total: 110

Gold Loot & Gold

Total: 36

Resources

6
1
1
1
1
0
0
0
0

Misc.

Notes

End of scenario

Result

Town transactions

Resource / Metric Amount Comment Ignored
Arrowvine +1 Reward No
Axenut +1 Reward No
Flamefruit +1 Reward No
Hide +2 Hunting Lodge No
Lumber +2 Logging Camp No
Metal +1 Inn No
Lumber +1 Inn No
Flamefruit +1 Garden No
Axenut +1 Garden No
Soldiers −1 Earthquake attack No
Hide −1 Pay for soldier No
Soldiers +1 Barracks No
Lumber −6 Upgrade Craftsman No
Metal −3 Upgrade Craftsman No
Hide −3 Upgrade Craftsman No
Prosperity +1 Upgrade Craftsman No
Morale −1 Second upgrade No
Lumber −3 Upgrade Trading Post No
Metal −3 Upgrade Trading Post No
Hide −3 Upgrade Trading Post No
Prosperity +1 Upgrade Trading Post No
Ignore

Town supply & values

Lumber

1

Metal

9

Hide

10

Arrowvine

5

Axenut

6

Corpsecap

4

Flamefruit

6

Rockroot

5

Snowthistle

5

Prosperity

47

Morale

15

Inspiration

5

Total defense

35

Soldiers

6

Outpost Phase


1. Passage of Time

Mark next unmarked box in calendar. Read & resolve any sections, check if season changed.


2. Outpost Event

Resolve outpost event. Repair Repair any damaged buildings after attack event.

SO-26
B
Earthquake "attack"
Bottom-decked
SO-26
Event SO-26: B Bottom-decked
SO-26 outcome

Earthquake "attack"


Building Operations 3. Building Operations

Go through building deck in order, resolve Building Operations effects.

05: Mining Camp

Collectively buy up to 2 Metal for 2 gold each

12: Hunting Lodge

Collectively buy up to 2 Hide for 2 gold each

17: Logging Camp

Collectively buy up to 2 Lumber for 2 gold each

21: Inn

Collectively buy up to 2 different material resources for 2 gold each

24: Garden

Plant herbs, rotate 180° / Gain 1 herb from each planted plot, rotate 180°

84: Workshop

Upgrades that can be built in any order: Boat, Sled, Climbing Gear.

85: Carpenter

Reduce all construction costs by 1 material resource and the extra construction cost by 1 morale

90: Town Hall

Draw two challenged and keep up to one.

98: Barracks

Collectively train up to 1 soldier for 3 gold and 1 material resource. Capacity: 6.

Gained or lost resources and gold can be taken from Frosthaven supply or players, in any combination.


4. Downtime

Perform downtime activities in any order: handle level-ups, retire / create characters, sell items etc.

Craftsman

34: Craftsman

Character

Alchemist

35: Alchemist

Character

Trading Post

37: Trading Post

Character

Character


Build 5. Construction

Build Build or Upgrade Upgrade one building, or two for 2 morale. Then Rebuild Rebuild any number of wrecked buildings.

Mining Camp

05: Mining Camp L2

Prosperity 5 8/5/2

Hunting Lodge

12: Hunting Lodge L2

Prosperity 5 8/2/5

Logging Camp

17: Logging Camp L2

Prosperity 5 6/6/3

Inn

21: Inn L2

Prosperity 5 6/6/6

Garden

24: Garden L2

Prosperity 5 3/3/3

Tavern

74: Tavern L1

Prosperity 4 4/3/2

Hide Depot

72: Hide Depot L0

Prosperity 3 2/2/6, Gold 10

Hall of Revelry

81: Hall of Revelry L0

Prosperity 5 6/6/6, Gold 10

Buildings cannot be upgraded while wrecked. If a build or upgrade increases prosperity level, any character whose level is lower than half the new prosperity level (rounded up) may immediately level up.

Upgrades

to
Craftsman

34: Craftsman L6

+1 prosperity, add items 031 to 035 to the item supply

to
Trading Post

37: Trading Post L3

+1 prosperity, Section 38.3