Chronicles of Drunagor: Age of Darkness – The Shadow World
Chronicles of Drunagor: Age of Darkness – The Shadow World Rulebook
Table of Contents
Table of Contents
- Components
- Adventures
- Chapter 01 – Diving into the Shadows
- New Darkness Rule – Perennial Darkness
- Darkness Behavior – Perennial Darkness
- Recall Action Curse Penalty – Double
- Winning and Losing the Adventure
- Start the Adventure
- Special Rule – Locked Doors
- Setup – Chapter 01 (page 6)
- Special Event – A Big Step for Mankind
- End of the Adventure – A Face Behind the Voice (page 08)
- Chapter 02 – Echoes of Memory
- Chapter 01 – Diving into the Shadows
- Interactions
- SW01: Interact with admiral
- SW02: "So let's go now! I don't want to fight another of those creatures so soon."
- SW03: Touch the priest
- SW04: Contribute with your strength (Expend 1 Melee cube)
- SW05: "Come with me! I will make sure you won't be shattered and you will be together again!"
- SW11: Interact with priest
- SW12: "I'm not going anywhere with you!"
- SW13: Put out the fire
- SW14: Contribute with your dexterity (Expend 1 Ranged cube)
- SW15: "I will go, but I will find Throlrad and I will bring him back, so that you can be together again."
Components
- 4 Shadow Guardian miniatures
- 4 Shadow Pain miniatures
- 8 Monster cards
- 9 Map tiles
- 5 folding Door cards
- 1 Adventure Book
Every card and piece in this expansion is marked with the icon for The Shadow World Adventure Pack expansion to distinguish its components from the cards and pieces in the Core Box Chronicles of Drunagor: Age of Darkness.
Adventures
This expansion contains two Adventures, each with its own rules block as printed in the Adventure Book.
Chapter 01 – Diving into the Shadows
New Darkness Rule – Perennial Darkness
In the Shadow World there is no escape from the Darkness. Consider the board completely covered by Darkness tiles! Therefore, there is no need to use the Darkness Hunting Rune card and, since all squares are considered under effect of Darkness, all Monsters are constantly subject to their benefits, and the Heroes to their penalties.
However, a Hero's internal corruption can protect them from the dangers of this World. If a Hero has at least 2 Curse Cubes on their board, the damage dealt by getting caught, stepping on a Darkness tile for the first time in a turn, or ending a turn on top of Darkness is reduced to 1. If they have 4 or more Curse Cubes, they suffer no damage instead.
The HIT penalty, though, remains regardless of how many Curse Cubes the Hero has.
Darkness Behavior – Perennial Darkness
Since all maps are considered covered by Darkness, it does not have to chase the Heroes. Also, the Heroes are not subjected to Crush damage during this Adventure.
Recall Action Curse Penalty – Double
Whenever a Hero takes a Recall Action (willingly or unwillingly), they receive 2 Curse Cubes 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.
Special Rule – Locked Doors
Door 01 is locked until the last enemy is defeated.
Setup – Chapter 01 (page 6)
Use Dungeon Tray 3 and Door 01 as shown in the Adventure Book illustration on page 6. Place the Monsters as listed below:
- 1 GM: Shadow Guardian – Fighter
- 1 WM: Shadow Pain – Fighter
- 1 Chest Token
- 2+: GM: Shadow Guardian – Fighter
- 3+: GM: Shadow Guardian – Fighter
- 4+: WM: Shadow Pain – Fighter
- 5+: WM: Shadow Pain – Fighter
Special Event – A Big Step for Mankind
Add the following Setup regardless of your Challenge result. After you have finished it, you may continue playing the Adventure until the last Monster is defeated. Then, read "End of the Adventure – A Face Behind the Voice" on page 08.
Make an Agility (green) Skill Challenge of difficulty 15. Each Agility cube you have gives you a +2 bonus to your roll.
SUCCESS: Although you were caught unaware, your reflexes are sharper than ever and you immediately pull your leg loose from the force that grabbed it.
You gain Focus 1.
FAILURE: Your leg is pulled out from underneath you, sending you tumbling, and your face slams into the rock. Your vision blurs and your ear hums.
You take 2 non-preventable damage and suffer STUN.
End of the Adventure – A Face Behind the Voice (page 08)
Turn to page 11. You face a dilemma: As a group, you and your partners must choose one option and proceed to its resolution. In case of a split decision, the Party Leader has the power to choose which of the tied choices will be taken. Then the Adventure ends. You can proceed to the Camp Phase and read "After the Adventure – What Happened to this Place?"
REWARDS: Each Hero who participated in this Adventure gains 1 permanent HP – write it down on your Campaign Log.
Chapter 02 – Echoes of Memory
New Darkness Rule – Perennial Darkness
In the Shadow World there is no escape from the Darkness. Consider the board completely covered by Darkness tiles! Therefore, there is no need to use the Darkness Hunting Rune card and, since all squares are considered under effect of Darkness, all Monsters are constantly subject to their benefits, and the Heroes to their penalties.
However, a Hero's internal corruption can protect them from the dangers of this World. If a Hero has at least 2 Curse Cubes on their board, the damage dealt by getting caught, stepping on a Darkness tile for the first time in a turn, or ending a turn on top of Darkness is reduced to 1. If they have 4 or more Curse Cubes, they suffer no damage instead.
The HIT penalty, though, remains regardless of how many Curse Cubes the Hero has.
Darkness Behavior – Perennial Darkness
Since all maps are considered covered by Darkness, it does not have to chase the Heroes. Also, the Heroes are not subjected to Crush damage during this Adventure.
Recall Action Curse Penalty – Double
Whenever a Hero takes a Recall Action (willingly or unwillingly), they receive 2 Curse Cubes 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 you may begin to play the Adventure.
Setup – Chapter 02 (page 16)
Place the Monsters in their positions as shown in the Adventure Book illustration on page 16, using Dungeon Tray 1 and Door 03 (map APS-E3-B). Place the Monsters as listed below:
- 1 WM: Shadow Pain – Veteran
- 1 GM: Shadow Guardian – Fighter
- 1 Chest Token
- 2+: WM: Shadow Pain – Veteran
- 3+: GM: Shadow Guardian – Fighter
- 4+: GM: Shadow Guardian – Fighter
- 5+: WM: Shadow Pain – Veteran
Special Event – Distorted Irillian
Narrative passage only; no rules entry is printed.
End of the Adventure – The Redemption (page 16–17)
Turn to page 20. You face a dilemma: As a group, you and your partners must choose one option and proceed to its resolution. In case of a split decision, the Party Leader has the power to choose which of the tied choices will be taken. Then, the Adventure ends here. Afterwards, you can proceed to the Camp Phase and read "After the Adventure – Back to Daren."
REWARDS: Each Hero who participated in this adventure gains 1 permanent HP – write it down on your Campaign Log.
Sanctuary
Narrative passage only; no rules entry is printed.
Interactions
The Adventure Interactions are marked on the illustrated pages of the Adventure Book (pages 9–11 and 19–21) by their SW number. Entries are listed in the order they appear in the Adventure Book.
SW01: Interact with admiral
You take 2 non-preventable damage and STUN.
SW02: "So let's go now! I don't want to fight another of those creatures so soon."
At the beginning of the next Adventure, each Hero gains SHIELD 4.
SW03: Touch the priest
Each Hero gains HEAL 4.
SW04: Contribute with your strength (Expend 1 Melee cube)
Until the end of this Adventure, your Spell Attacks and Weapon Attacks gain +1 DMG.
SW05: "Come with me! I will make sure you won't be shattered and you will be together again!"
At the beginning of the next adventure, each Hero gains FOCUS 2.
SW11: Interact with priest
Make a Strength (yellow) Skill Challenge of difficulty 13. Each Melee cube you have gives you a +2 bonus to your roll.
SUCCESS: Nothing special happens.
FAILURE: If any Hero is holding any Consumable Items, that Hero discards it. If they are holding two or more such items, they choose one of them to discard.
SW12: "I'm not going anywhere with you!"
Each Hero must write down how many Curse Cubes they have at the end of this Adventure. At the beginning of the next Adventure, each Hero must immediately gain that same number of Curse Cubes, and then they must erase this note from their Campaign Log.
SW13: Put out the fire
You suffer CURSE 1. Replace this Interaction token with a Shadow Pain – Veteran.
SW14: Contribute with your dexterity (Expend 1 Ranged cube)
Until the end of this Adventure, your Weapon Attacks gain a bonus of +2 to HIT.
SW15: "I will go, but I will find Throlrad and I will bring him back, so that you can be together again."
Draw 1 card from the previous Camp Items deck.
SW21: Interact with peasant
Now you must choose if you intend to accept the peasant's desperate request and take his life or if you will try to spare him. Then, read the entry appropriate to your choice below.
- Take his life: You gain FOCUS 1.
- Spare him: Replace this Interaction token with a Shadow Pain – Veteran.
SW22: "Wait! First, tell me who you are!"
At the beginning of the next Adventure, each Hero gains FOCUS 2.
SW23: Pick up a flaming brand
Write down the "Blue Flame" Status on your Campaign Log. As long as you have it (Statuses are removed during the next Camp Phase), you suffer no damage from Darkness.
SW24: Contribute with your agility (Expend 1 Agility cube)
All Heroes gain STEALTH.
SW25: "And what about you when I'm gone?"
You gain 1 permanent HP – write it down on your Campaign Log.
SW31: Interact with archer
Choose an enemy (if possible). That enemy takes 4 damage.
SW32: "Not yet! I want to know why you called me here!"
Each Hero writes down the "Determined" Aura on their Campaign Log. As long as they have it (Auras are removed when you receive a Trauma Cube or another Aura), they are immune to SLOW and STUN.
SW33: Erase the circle
Replace the Interaction token with 2 GM: Shadow Guardians – Fighter.
SW34: Contribute with your wisdom (Expend 1 Wisdom cube)
Each Hero gains FOCUS 2.
SW42: "Since you are all equipped, why didn't you help me?!"
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.
SW44: Get rid of your corruption (Gain CLEANSE 1)
Each Hero suffers BURN 2.
SW52: "I can't walk… my whole body burns just with the effort of breathing."
Each Hero gathers 1 FRUIT OF LIFE.
SW62: "Where are we? What is this place?"
At the beginning of the next Adventure, each Hero takes 3 non-preventable damage.