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Chronicles of Drunagor: Age of Darkness – The Ruin of Luccanor thumbnail

Chronicles of Drunagor: Age of Darkness – The Ruin of Luccanor

Expansion for Chronicles of Drunagor: Age of Darkness

Chronicles of Drunagor: Age of Darkness – The Ruin of Luccanor Rulebook

Table of Contents

Table of Contents

  • Components
  • Commander Luccanor
  • Adventures
    • Chapter 01 – Chaos at the Docks
      • Darkness Spawning Rule – Inner Corruption
      • Darkness Behavior – Standard
      • Recall Action Curse Penalty – Single
      • Winning and Losing the Adventure
      • Start the Adventure
      • Setup – Chapter 01 (page 06)
      • Event Trigger – Lurkers in the Fog
      • Adventure Tips – Sequential Chapter
      • Special Event – The Welcoming (page 07)
      • End of the Adventure – Boarding the Seawing (page 08)
  • Special Battleground – The Fall of the Seawing
      • Darkness Spawning Rule – Darkness Hunting
      • Darkness Behavior – Standard
      • Objectives of This Battleground – Standard
      • Organization of Teams – Free-for-All or Team Battle
      • Character Construction Rules – Standard
  • Interactions
    • APL02: Remove the dagger
    • APL03: Pick up the staff
    • APL04: Burn the bridge
    • APL05: Read the inscriptions on the chest
    • APL11: Destroy them all
    • APL12: Turn the wheel
    • APL13: Examine the mouth of the statue
    • APL14: Pick the lock (Path of Cunning only)
    • APL21: Run away
    • APL22: Examine the admiral's eyes
    • APL23: Remove the pendant

Components

  • 4 Ravager miniatures
  • 4 Lady Claw miniatures
  • 8 Monster cards
  • 9 Map tiles
  • 3 folding Door cards
  • 1 Adventure Book

Every card and piece in this expansion is marked with the icon for The Ruin of Luccanor Adventure Pack expansion to distinguish its components from the cards and pieces in the Core Box Chronicles of Drunagor: Age of Darkness.

Commander Luccanor

Whenever the adventure instructs you to engage Commander Luccanor, use the WM Ravager Rookie card on the Initiative Track but remember to use the stats shown on the right.

The printed text spells the name "Lucannor" in this sentence; the character is "Luccanor" everywhere else in the Adventure Book.

The Commander Luccanor card shows the ability "Cleave 2; Intimidate X and Push X".

Adventures

Chapter 01 – Chaos at the Docks

Darkness Spawning Rule – Inner Corruption

During this Adventure, Darkness tiles are spawned whenever a Hero receives a Curse Cube. The Darkness considers that Hero as its Spawning Point (you can ignore the ones printed on the map). If a Hero is already on top of Darkness when they would spawn a tile, that tile must be placed orthogonally adjacent to any Darkness tile that is connected to the one that Hero is on top of. So, whenever a Hero receives a Curse Cube, you must: draw one Rune, place its respective Darkness tile on the board, and then place the drawn Rune on the Initiative Track.

Darkness Behavior – Standard

The Darkness will chase the Strongest Hero that is not already on top of Darkness. If all Heroes are on top of Darkness, skip that spawning and all Heroes take Y non-preventable damage where Y equals the number of Heroes instead. This effect is applied each time that a Rune should be drawn but a tile is not placed and is called "the Crush."

Recall Action Curse Penalty – Single

Whenever a Hero takes a Recall Action (willingly or unwillingly), they receive 1 Curse Cube as a penalty.

Winning and Losing the Adventure

The adventure fails immediately when one of the following occurs: A Hero is defeated by receiving more Curse Cubes (CC) or Trauma Cubes (TC) than they can hold; or the last Rune in the bag is drawn.

The adventure ends successfully when a player reads an entry that says: "The adventure ends here."

Start the Adventure

After you have completed the following Setup, read these instructions and any other special instructions on the next page. Then you may begin to play the Adventure.

Setup – Chapter 01 (page 06)

Use Dungeon Tray 3 and Door 01 as shown in the illustration on page 06 (table space 84 cm x 56 cm). The printed setup is:

  • 1 GM: Lady Claw – Rookie
  • 1 WM: Ravager – Rookie
  • 2+: WM: Ravager – Rookie
  • 3+: GM: Lady Claw – Rookie
  • 4+: WM: Ravager – Rookie
  • 5+: GM: Lady Claw – Rookie

Event Trigger – Lurkers in the Fog

When the last enemy is defeated, read "Special Event – The Welcoming" on page 07.

Adventure Tips – Sequential Chapter

This is a Sequential Chapter, so the Camp Phase will not take place after the end of this Adventure. Therefore, you may prepare yourself and save Rune time, trying to be as fast as you can. You will find more instructions on how to proceed after the end of this Adventure.

Special Event – The Welcoming (page 07)

Add the following Setup (the tiles are as shown in the illustration on page 07, Dungeon Trays 1 and 2):

  • 1 GM: Lady Claw – Fighter
  • 1 WM: Ravager – Rookie
  • 1 Interaction Token 1: Page 09
  • 2+: GM: Lady Claw – Fighter
  • 3+: WM: Ravager – Rookie
  • 4+: GM: Lady Claw – Fighter
  • 5+: WM: Ravager – Fighter

End of the Adventure – Boarding the Seawing (page 08)

This is a Sequential Chapter and thus there will be no Camp Phase between this adventure and the next one. The procedures for ending this game session and for going forward to the next one will be a little different from normal. Now, every Hero must carefully, in order, complete the following instructions:

  • First, take the appropriate reward for this adventure's conclusion, as described below.
  • Next, take a Free Recall Action and recover all your Health. Then, remove all Conditions affecting the Heroes, but retain any Resource tokens you have. Finally, pets are dismissed between the two adventures, while Companions are kept.
  • If you aren't ending the game session right now, keep your Hero Board and the Initiative Track as they are now, with the only exception of adjusting the Rune Card so face "A" is up (if it isn't already). Finally, you can undo all Setups from the board, and carry on to the next adventure, starting turns normally from the first card placed on the Initiative Track.
  • Otherwise, if you're ending the game session right now, note in the Campaign Log the quantity of Curse Cubes and Trauma Cubes that you have. At the start of the next adventure, you will redistribute them to your board again (you don't need to place them exactly in the same skills where they are now).
  • Finally, do the same with the Runes that are on the Initiative Track: note their quantity and, at the start of the next adventure, draw the same number of Runes from the bag and place them on the Track, but don't place any Darkness tiles on the board. Also, the quantity of Runes of each color doesn't need to follow the same set-up as at the end of this Adventure (it can be random).

Rewards: Reveal all cards from the Level 01 Equipment Deck. Each player chooses one Equipment card.

Chapter 02 – The Ruin of Luccanor

Darkness Spawning Rule – Cultist Summoners

During this Adventure, the Darkness is spawned at the beginning of each Shadow Cultist activation. The Darkness considers all Shadow Cultists as its Spawning Points (you can ignore the ones printed on the map). If a spawning Cultist is already on top of a Darkness tile when you must place a new tile, it must be placed orthogonally adjacent to any Darkness tile that is connected to the one the Cultist is on top of.

Darkness Behavior – Standard

The Darkness will chase the Strongest Hero that is not already on top of Darkness. If all Heroes are on top of Darkness, skip that spawning and all Heroes take Y non-preventable damage where Y equals the number of Heroes instead. This effect is applied each time that a Rune should be drawn but a tile is not placed and is called "the Crush."

Recall Action Curse Penalty – Single

Whenever a Hero takes a Recall Action (willingly or unwillingly), they receive 1 Curse Cube as a penalty.

Winning and Losing the Adventure

The adventure fails immediately when one of the following occurs: A Hero is defeated by receiving more Curse Cubes (CC) or Trauma Cubes (TC) than they can hold; or the last Rune in the bag is drawn.

The adventure ends successfully when a player reads an entry that says: "The adventure ends here."

Start the Adventure

After you have completed the following Setup, read these instructions and any other special instructions on the next page. Then you may begin to play the Adventure.

Setup – Chapter 02 (page 12)

Use Dungeon Tray 2, Dungeon Tray 1 and Door 01 as shown in the illustration on page 12 (tiles APL-B1-F, APL-C2-F, APL-E2-B and B5-F, plus the B1 marker, as printed on the map). The printed setup is:

  • WM: Shadow Cultist – Veteran (1)
  • BM – Rookie (on B1)
  • 1 Interaction Token 2: Page 16
  • 2+: WM: Ravager – Rookie
  • 3+: GM – Rookie (marker G3)
  • 4+: GM – Rookie (marker G4)
  • 5+: WM – Rookie (marker W5)

Special Event – Broken Floor (page 13)

Narrative omitted.

End the current turn and move the Initiative Marker to the next Hero to act, but do not start their turn. Then, remove every Hero, Darkness tile and Chest (if any) that is on the board. Also, remove Maps C4-B and APL E1-F. Finally, add the following Setup. All players must place their Heroes on the indicated spaces. Keep the First Setup (that is no longer connected to Door 01) aside for now–do not remove it yet. After you have done these preparations, you may resume the Adventure.

Setup as shown in the illustration on page 13 (Dungeon Tray 1, Door 02, tile APL-E3-F). The printed setup is:

  • WM: Shadow Cultist – Veteran (1)
  • GM: Lady Claw – Rookie (1)
  • 1 Interaction Token 2: Page 17
  • 2+: GM: Lady Claw – Rookie
  • 3+: WM: Ravager – Rookie
  • 4+: WM: Ravager – Rookie
  • 5+: GM – Rookie (marker G5)

Special Event – Back on the Deck (page 14)

Narrative omitted.

End the current turn and move the Initiative Marker to the next Hero to act, but do not start their turn. Update the Setup to match what is shown below. Then, all players must place their Heroes on the indicated spaces.

The combat statistics for Admiral Luccanor can be found on page 03. Use a Ravager miniature and card to represent him on the board and Initiative Track, respectively.

Now, if any Hero has the "Noise" status on their Campaign Log, erase it and Admiral Luccanor will have a second activation immediately after his first. Otherwise, ignore this effect.

After you have done these preparations, you may resume to play the Adventure. When the last enemy is defeated, read "End of the Adventure - The Last Voyage of the Seawing" on page 15.

The updated Setup as shown on page 14 (Dungeon Tray 2 and Dungeon Tray 1; tiles APL-B1-F, APL-C2-F, B5-F, APL-E2-F) is:

  • Commander Luccanor (CP 1+P)
  • WM: Shadow Cultist – Veteran (1)
  • 2+: GM: Lady Claw – Veteran
  • 3+: GM: Lady Claw – Fighter
  • 4+: GM: Lady Claw – Fighter
  • 5+: GM: Lady Claw – Fighter

End of the Adventure – The Last Voyage of the Seawing (page 15)

Narrative omitted.

The adventure ends here. You may proceed to the Camp Phase and read "After the Adventure - Back for a Last Drink."

After the Adventure – Back for a Last Drink (page 15)

Narrative omitted.

Rewards: Reveal all cards from the Level 01 Equipment Deck. Each player chooses one Equipment card.

Special Battleground – The Fall of the Seawing

Pages 19 and 20 of the Adventure Book.

Darkness Spawning Rule – Darkness Hunting

In this Battleground, the Darkness will emerge from the Darkness Spawning points or from Darkness already on the board. Place the Darkness Hunting Rune card with face A up at the end of the Initiative Track. Whenever the Initiative Marker reaches it, you must: draw the indicated number of Runes (one at a time), place their respective Darkness tiles on the board, place the drawn Rune(s) on the Initiative Track, and then flip the Rune card over.

Darkness Behavior – Standard

The Darkness will chase the Strongest Hero that is not already on top of Darkness. If all Heroes are on top of Darkness, skip that spawning and all Heroes take Y non-preventable damage where Y equals the number of Heroes instead. This effect is applied each time that a Rune should be drawn but a tile is not placed and is called "the Crush."

Objectives of This Battleground – Standard

Your goal is to be the only surviving Hero or team. For a Hero or team to be considered eliminated, follow the standard guidelines presented in the Rulebook.

Organization of Teams – Free-for-All or Team Battle

The Heroes will represent themselves, each one for themselves; or, if the players choose to, they can be arranged in teams of up to two against two.

Character Construction Rules – Standard

For this Battleground, Heroes won't have any benefits. They will face each other using only their starting boards.

Interactions

The Adventure Interactions, as printed on pages 22 to 30. Narrative text is omitted; the challenges, outcomes, and monster placements are reproduced as printed.

APL02: Remove the dagger

Make an Agility (green) Skill Challenge of Difficulty 13. Each Agility cube you have gives you a +2 bonus to your roll.

  • SUCCESS: Draw a card from the Chest deck.
  • FAILURE: You suffer CURSE 2.

APL03: Pick up the staff

Draw three cards from the Chest deck, choose one to keep and return the other cards to the deck. Shuffle the Chest deck afterwards.

APL04: Burn the bridge

Remove the Bridge BR1-F and add the following Monsters as indicated by the illustration on page 23:

  • 1 BM: Abomination – Rookie
  • 1 GM: Lady Claw – Fighter
  • 1 WM: Ravager – Rookie
  • 2+: WM: Ravager – Rookie
  • 3+: GM: Lady Claw – Fighter
  • 4+: WM: Ravager – Rookie
  • 5+: WM: Ravager – Fighter

When the last monster is defeated, you may read "End of the Adventure - Boarding the Seawing" on page 08.

APL05: Read the inscriptions on the chest

You suffer CURSE 1.

APL11: Destroy them all

You gain FOCUS 2. Add the following Monsters as indicated by the illustration on page 24:

  • 1 BM: Abomination – Rookie
  • 1 GM: Lady Claw – Fighter
  • 1 WM: Ravager – Rookie
  • 2+: WM: Ravager – Rookie
  • 3+: GM: Lady Claw – Fighter
  • 4+: WM: Ravager – Rookie
  • 5+: WM: Ravager – Fighter

When the last monster is defeated, you may read "End of the Adventure - Boarding the Seawing" on page 08.

APL12: Turn the wheel

Write down the "Secret Passage" Status on your Campaign Log.

APL13: Examine the mouth of the statue

Choose and remove 2 Runes from the Initiative Track.

APL14: Pick the lock (Path of Cunning only)

Draw 2 Runes but do not place their respective Darkness tiles on the board.

APL21: Run away

You gain FOCUS 2. Add the following Monsters as indicated by the illustration on page 26:

  • 1 BM: Abomination – Rookie
  • 1 GM: Lady Claw – Fighter
  • 1 WM: Ravager – Rookie
  • 2+: WM: Ravager – Rookie
  • 3+: GM: Lady Claw – Fighter
  • 4+: WM: Ravager – Rookie
  • 5+: WM: Ravager – Fighter

When the last monster is defeated, you may read "End of the Adventure - Boarding the Seawing" on page 08.

APL22: Examine the admiral's eyes

Draw the number of Runes indicated by the Darkness Hunting card, place their respective Darkness tiles on the board, and then, flip that card over.

APL23: Remove the pendant

Recover all of your Health.

APL24: Force open the lock

You take 8 non-preventable damage and take a Free Recall Action.

APL31: Try to tear down the bridge

Make a Strength (yellow) Skill Challenge of Difficulty 15. Each Melee cube you have gives you a +2 bonus to your roll.

  • SUCCESS: Remove the Bridge BR1-F and add the following Monsters as indicated by the illustration on page 27:

    • 1 BM: Abomination – Rookie
    • 1 GM: Lady Claw – Fighter
    • 1 WM: Ravager – Rookie
    • 1 Chest Token
    • 2+: WM: Ravager – Rookie
    • 3+: GM: Lady Claw – Fighter
    • 4+: WM: Ravager – Rookie
    • 5+: WM: Ravager – Fighter

    When the last monster is defeated, you may read "End of the Adventure - Boarding the Seawing" on page 08.

  • FAILURE: You suffer FATIGUE 2. Add the following Monsters as indicated by the illustration on page 28:

    • 1 BM: Abomination – Rookie
    • 1 GM: Lady Claw – Fighter
    • 1 WM: Ravager – Rookie
    • 2+: WM: Ravager – Rookie
    • 3+: GM: Lady Claw – Fighter
    • 4+: WM: Ravager – Rookie
    • 5+: WM: Ravager – Fighter

    When the last monster is defeated, you may read "End of the Adventure - Boarding the Seawing" on page 08.

APL32: Pick up the handle fragment

Each Hero takes 2 non-preventable damage.

APL33: Pick up the tiara

Make a Wisdom (blue) Skill Challenge of Difficulty 15. Each Wisdom cube you have gives you a +2 bonus to your roll.

  • SUCCESS: Draw a card from the Level 01 Equipment deck.
  • FAILURE: You suffer BURN 2.

APL34: Perform a cleansing ritual (Path of Devotion only)

You suffer FATIGUE 2 and then, you gain CLEANSE 2 and SHIELD 2.

APL42: Examine the torn clothes

Draw cards from the Chest deck until you draw a card with the Potion subtype. Keep this card and shuffle all the other cards that were drawn this way back into the deck.

APL43: Examine the book

Each Hero gains CLEANSE 1.

APL44: Read the scroll

You take 2 non-preventable damage.

APL52: Pay respect to the admiral

Each Hero gains SHIELD 2.

APL53: Pick up the stone shard

Write down the "Key Shard" status on your Campaign Log.

APL54: Examine the stone hand

If any Hero has the "Key Shard" status written down on their Campaign Log, erase it and read the entry below. Otherwise, if no Hero has it, nothing special happens.

  • Entry (read if a Hero had the "Key Shard" status): Each Hero suffers CURSE 1 and gains FOCUS 2.
  • Chapter 02 – The Ruin of Luccanor
    • Darkness Spawning Rule – Cultist Summoners
    • Darkness Behavior – Standard
    • Recall Action Curse Penalty – Single
    • Winning and Losing the Adventure
    • Start the Adventure
    • Setup – Chapter 02 (page 12)
    • Special Event – Broken Floor (page 13)
    • Special Event – Back on the Deck (page 14)
    • End of the Adventure – The Last Voyage of the Seawing (page 15)
    • After the Adventure – Back for a Last Drink (page 15)
  • APL24: Force open the lock
  • APL31: Try to tear down the bridge
  • APL32: Pick up the handle fragment
  • APL33: Pick up the tiara
  • APL34: Perform a cleansing ritual (Path of Devotion only)
  • APL42: Examine the torn clothes
  • APL43: Examine the book
  • APL44: Read the scroll
  • APL52: Pay respect to the admiral
  • APL53: Pick up the stone shard
  • APL54: Examine the stone hand