Tainted Grail: Forever Autumn Promo Cards
Tainted Grail: Forever Autumn Promo Cards Rulebook
Table of Contents
Table of Contents
Forever Autumn Rules
Printed on the Forever Autumn Rules card.
Prepare the Forever Autumn Side-Quest deck:
Stack the Forever Autumn cards from 10 (bottom) to 2 (top), forming a Side-Quest Deck, and place it near the Event Deck. You may reveal these cards only when instructed by another Forever Autumn card.
You must complete Forever Autumn before starting Chapter 8. When you start Chapter 8, remove all Forever Autumn cards from game.
Place this card revealed near the Active Quest Pile – it's your Active Side-Quest Pile. Remove any discarded Forever Autumn cards from the game.
To start Forever Autumn, reveal the Forever Autumn card 2 when you start Chapter 4A or 4B, along with the first Event card of that Chapter.
Forever Autumn Story Cards
Printed on the nine Forever Autumn Story Event cards, FA 2 to FA 10. Each card is transcribed below in card-number order: its card title, its printed instructions and any New Task and Success text, and then its story text. Story text is included because it appears on the cards; the card's gameplay text is the part that drives play.
FA 2: Famine Strikes Cuanacht
Place this card on top of the Active Quest pile.
Nessa, a girl from Cuanacht, appears before you. She has madness in her eyes, and her clothes are tattered and blood-stained. "God's be praised – I've found you!" she exclaims and starts crying. "How can you travel in such times? I was sent to find you and bring you back home." Then, she explains that Cuanacht stands on the brink of famine. This long autumn withered most crops, and to make matters worse, provisions stopped arriving from Glumfair, the small village paying with food for the menhir's protection. You tell Nessa you'll travel to Cuanacht with haste. Nessa thanks you and says she will follow as soon as she regains her strength.
New Task: Visit Cuanacht and assess the situation.
Success: When you arrive at Cuanacht, reveal the Forever Autumn card 3.
FA 3: To Glumfair
Discard the Forever Autumn card 2. Place this card on the Active Side-Quest Pile.
As you enter Cuanacht, a mob surrounds you. Many seem shocked to find that Nessa didn't return with you. But those voices are soon muffled by those speaking of Glumfair, a village nestled at the outskirts of Hunter's Grove. Recently, a warband attacked the hamlet – fires could be seen from Cuanacht for two days straight, but the wyrdness prevented everyone here from visiting Glumfair.
New Task: Go to Hunter's Grove and find out what is going on in Glumfair.
Success: When you arrive at Hunter's Grove, reveal the Forever Autumn card 4.
FA 4: Raided Glumfair
Discard the Forever Autumn card 3. Place this card on the Active Side-Quest Pile.
Charred trees are visible from afar, their blackened, leafless branches reaching into the air with a silent plea. Several people, armed to the teeth, guard the outskirts of the destroyed village. They look too militant to be simple farmers. A woman with a fresh wound on her face and her limping husband approach, asking you to help rebuild Glumfair. If you do, they vow to continue providing Cuanacht with food. They show you around, but you can't stop wondering how they survived such a fierce attack. You also don't recognize any faces. Are these really your neighbors?
At any time, when you're in Hunter's Grove, you may:
- Investigate the case (pay 3 [icon not legible in the scan])
- reveal Forever Autumn card 5.
- Help them with the farm (pay 3 Food and 4 Wealth)
- reveal Forever Autumn card 6.
- Speak with people (requires 3 Empathy)
- reveal Forever Autumn card 7.
FA 5: Investigation
Place this card on the Active Side-Quest Pile. Do not discard the Forever Autumn card 4.
You discover a mass grave deeper in the forest with at least two dozen emaciated male corpses, stripped of everything from boots to tunics. When you confront the villagers, they claim these are the bodies of the bandits they defeated and the only reason they managed to do it was thanks to a former knight who prepared the defense and led them. Only four villagers died during the assault – and one of them was the knight. As proof, they show you four fresh graves on the outskirts of Glumfair.
At any time, when you're in Hunter's Grove, in addition to the options listed on card 4, you may:
- Kill them – They might be bandits who took over the village – only four died, all of those "villagers" have weapons... Discard the Forever Autumn cards 4 and 5, then reveal Forever Autumn card 8.
FA 6: Glumfair Rebuilt
Discard the Forever Autumn card 4 (and 5 if revealed). Place this card on the Active Side-Quest Pile.
People rebuild the village with your help, hiring workers from Whitening to help. Glumfair promises to restore deliveries of supplies to Cuanacht in the coming months. As you prepare to leave, you receive a messenger from Cuanacht. Nessa still hasn't returned. A vagabond traveling through Cuanacht claims they spotted a stray, wounded girl near Bundorca. The messenger asks you to look for the lost girl. Many in Cuanacht blame you for her disappearance.
Each Character gains 2 Rep and 2 Exp. Gain 1 Item.
New Task: Go to Bundorca and find out what happened to Nessa.
Success: When you arrive at Bundorca (or Faldorca), reveal the Forever Autumn card 9.
FA 7: Truth?
You wander through the village, speaking with survivors. Most tremble with fear, excitement, and grief. They don't look like warriors, yet all carry weapons at their sides. Many buildings lie in ruin, but most people still live. Something is not right.
Discard this card.
FA 8: Punishment
Discard the Forever Autumn cards 4 and 5. Place this card on the Active Side-Quest Pile.
Resolve the Angry Mob gray Encounter (Difficulty 4). If you Escape, remove all Forever Autumn cards from the game – this story ends here. If you win, read on:
The bandits lie dead. They fought poorly, but you put it down to their combat-weariness rather than lack of experience. Later, you explain what happened in Glumfair to the people of Cuanacht. They are glad you served justice, but their problem with supplies remains unresolved. They ask you to at least find Nessa – she still hasn't returned. They heard of a stray, wounded girl spotted near Bundorca – could it be her?
Each Character gains 2 Exp. Gain 2 Wealth.
New Task: Go to Bundorca and find out what happened to Nessa.
Success: When you arrive at Bundorca (or Faldorca), reveal the Forever Autumn card 9.
FA 9: Yes, She Was Here
Discard the Forever Autumn card 6 or 8, whichever is revealed. Place this card on the Active Side-Quest Pile.
You ask around and learn that Nessa was here, safe under a healer's protection. He tried to cure her ailments, but she was touched by the wyrdness. A druidic inquisitor took her in shackles to Moonring. You fear what awaits her there.
New Task: Go to Moonring and rescue Nessa.
Success: When you arrive at Moonring, reveal the Forever Autumn card 10.
FA 10: Inquisition
You arrive at the start of the ritual – the druids encircle Nessa, chained to a stone slab.
Resolve the "Inquisitor of the Circle" blue Encounter. Start from Stage II of the Encounter. Avoiding the Encounter is free, but if you Avoid or Fail, Nessa dies – remove all Forever Autumn cards from the game; this story ends here. If you win, read on:
The Archdruid unchains the girl, who runs into your arms. She thanks you, but also curses you for abandoning her earlier. As you take her back to a safe place, Nessa asks about Glumfair. You learn that when the village came under attack, Nessa braved the pure wyrdness to get there. She witnessed the bravery of Glumfair's people who, trained and led by an old knight, fought off assailants several times their number. Soon, you and Nessa part ways. She's not coming back to Cuanacht, but promises to tell stories of your bravery, even as you wonder whether you were really the hero here....
Each Character gains 2 Exp and 2 Magic.
Remove all Forever Autumn cards from the game – this story ends here.
Transcription Notes
- The Rules card and all nine story cards were read from image scans; the scans are small and slightly soft, so wording was checked card by card. The icon in FA 4's "Investigate the case" option (cost "pay 3") is a green symbol that is not legible in the scan; it is marked in place rather than guessed. Its identity should be checked against a clearer image of the card.
- The Rules card refers to the "Active Side-Quest Pile", while FA 2 says "Active Quest pile". Both are transcribed as printed.
- The New Task icons (the small symbol before each task line) are rendered as the words "New Task" and "Go to" / "Visit" as printed; the symbol itself is not reproduced.
- Icon-based resource names (Food, Wealth, Rep, Exp, Empathy, Magic) are written as words, following the house convention.