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For the Quest

For the Quest Rulebook

Table of Contents

Table of Contents

  • Introduction
  • Components
  • Setup
  • Calling a Hero
    • Optional Rule: Carrying Capacity
  • Heroes' Round
    • MOVE (Basic Action)
    • ATTACK (Basic Action)
    • CRITICAL ERRORS
    • Optional Rule: Damage to Armour and Shields
    • CAST A SPELL (Basic Action)
    • SEARCH (Basic Action)
    • SPECIAL EVENTS
    • SECRET PASSAGES
    • DISARM TRAPS (Free Action)
    • INTERACTION WITH CHARACTERS (Free Action)
    • OPEN DOOR / PULL LEVER (Free Action)
    • HAND OVER EQUIPMENT (Free Action)
  • Nokron's Round
    • REVEALING ROOM CONTENTS AND MONSTERS
    • ACTIVATE NOKRON'S SPELLS
    • ACTIVATE WANDERING MONSTER
    • MOVE AND ATTACK
  • Elite Monsters
  • Replacing Monsters
  • Health
  • Healing
  • Damage Resistance and Immunity
  • Markers
  • Concluding a Mission
    • IN CASE OF VICTORY
    • IN CASE OF DEFEAT
  • Progressing and Recording a Campaign
  • Between Missions
    • BENOR'S TOWER
    • INN
    • ALCHEMIST AND MERCHANT
    • BLACKSMITH
    • TEMPLE
    • MERCHANT (shop text)
    • ALCHEMIST (shop text)
    • INN (shop text)
    • TOWER (shop text)
    • TEMPLE (shop text)
    • BLACKSMITH (shop text)
    • BENOR'S PROTECTIONS

Introduction

FOR THE QUEST is a dungeon-exploration game for 1-5 players, aged 14 and up. In it, a group of four Heroes assists the wise Benor against the terrible forces of Nokron, the Lord of Shadows. These Adventurers will seek to repeat the feat of the past and carry out several missions to weaken Nokron's power, and he will do everything to avoid being overcome as before.

There are three ways to play FOR THE QUEST:

  • Solo Hero: one player controls the group of four Heroes through the dungeon, drawing the events that appear in each room according to the rules of this booklet and the Mission Book.
  • Group of Heroes: two to four players take on the group of four Heroes, drawing the events that appear in each room according to the rules of this booklet and the Mission Book.
  • Nokron, the Lord of Shadows: finally, the third way is with one of the players taking the role of Nokron, the Lord of Shadows, while the others take on the roles of the Heroes. Nokron will seek to control his army of creatures and all his spells, traps and powers against the other players, trying to prevent them from succeeding in their missions.

Nothing prevents the players from swapping roles between Missions. Thus, a player who took the role of Nokron in the first Mission may switch places with another who played a Barbarian without any problem!

The setup and the rules for each of these modes are described in this book.

Components

(Illustrative image.)

  • 1 rulebook;
  • 1 mission book;
  • 1 RPG rulebook;
  • 1 A3 map of Farlands;
  • 10 double-sided board tiles;
  • 1 Nokron screen (shield);
  • 1 pad of Hero sheets;
  • 4 dice;
  • 10 paper Hero miniatures;
  • 2 paper Animal Companion miniatures;
  • 53 paper Monster miniatures with plastic bases;
  • 97 paper props of Furniture, Doors, tokens and scenery elements;
  • 10 Hero reference cards;
  • 30 Monster cards;
  • 2 Animal Companion cards;
  • 40 Exploration cards;
  • 25 Equipment cards;
  • 20 Relic cards;
  • 20 Nokron Spell cards;
  • 8 Magic cards;
  • 8 Song cards;
  • 4 Enchantment cards;
  • 4 Prayer cards;
  • 4 Rite cards;
  • 1 box.

Setup

To set up a game of FOR THE QUEST, follow these steps:

  • Decide how many people will play and who will take the roles of the Heroes and of Nokron, the Lord of Shadows. The Heroes may be controlled by one Player or divided among up to four Players. In Solo or Cooperative mode, the Players must also take on the role of Nokron.
  • The Player who took the role of Nokron decides which Mission the Heroes will face, and must take care with the recommended level.
  • The other Players choose which Heroes they will play, taking the Hero's Reference Card and filling in one of the Character Sheets (see the chapter CALLING A HERO). Players whose Heroes can use Magic choose the spells they will use on the Mission.
  • Each Hero starts with simple basic weapons, described on their Reference Cards, which cannot be damaged and are always available.
  • The Player who took the role of Nokron (or the other Players in Solo or Cooperative mode) assembles the board as shown in the illustrated image of the chosen Mission, using the double-sided board tiles. Then they place ONLY the paper markers, doors and Hero miniatures on the spot marked with an H. All other map elements will only be revealed as they are discovered by the Heroes, so the map is gradually filled in.
  • The Player who took the role of Nokron (or the other Players in Solo or Cooperative mode) shuffles the Exploration, Equipment and Relic decks, along with the event tokens indicated in the Mission, and places them beside the board. The Monster and Spell cards are kept at hand by Nokron and may be hidden behind Nokron's screen. In Solo or Cooperative mode, the Spell cards must be shuffled and drawn whenever this effect occurs, while the Monsters are revealed according to the challenge drawn for the room.
  • The Player who took the role of Nokron (or the other Players in Solo or Cooperative mode) reads aloud the story of the Mission, the condition set for the END OF MISSION, and any special rules.

The game then begins, with the Heroes taking their first round!

Note: The rulebook refers to a video tutorial for setup on the 101 Games YouTube channel (www.youtube.com/@101gamesbrasil). It is not transcribed.

Calling a Hero

Each Player who takes on the role of a Hero must choose one of the available Heroes, taking their Reference Card and one of the blank Character Sheets. The Heroes and their strengths and weaknesses are shown on the Hero cards in the rulebook (Amazon, Dwarf, Barbarian, Bard, Knight, Cleric, Druid, Elf, Rogue and Mage).

Once the Hero has been chosen, it is time to fill in the information on the Character Sheet. This information will change throughout the Campaign, making the Heroes gradually more powerful if they are not defeated by Nokron's evil!

IMPORTANT: Do not forget to write down the starting weapons described on the Reference Card.

Note: The example Character Sheet on page 9 is a layout diagram showing where to write: the Hero's name and current Level; the attributes according to the Hero Reference Card; the weapon, armour and shield in use; the two Hero Abilities (1 and 2); the points gained or lost on Mission success and failure; the Health and any effect markers received; and the items and treasures found during the Missions.

Optional Rule: Carrying Capacity

In FOR THE QUEST there is no limit on the items carried, but you may choose to use a carrying rule. With it, all Equipment or Relic cards whose requirement is the STRENGTH attribute are hard to carry, while the others have no restriction. The rule is simple: a Hero can carry Equipment with a STRENGTH requirement whose total is equal to or less than 3 times their Strength value.

Example: A Barbarian (Strength 3) can carry items with a STRENGTH requirement up to a limit of 9 points (3 times their Strength). Thus, they could carry a Broadsword (requires Strength 3), a Chain Mail (requires Strength 2), a Shield (requires Strength 2) and a Divine Pain relic (requires Strength 2), as well as other items that have no STRENGTH requirement in their description.

Heroes' Round

Players always begin the round by choosing the order in which the Heroes will act. On each Hero's turn, that Hero may perform two basic actions (the same action may be repeated twice) and as many free actions as desired from those listed below. As soon as the first Hero has taken their actions, it is the second Hero's turn, and so on.

IMPORTANT: The Druid's Animal Companions also have two basic actions, but they may only perform the MOVE and ATTACK actions (and may repeat the same action twice). They cannot perform free actions.

MOVE (Basic Action)

Your Hero moves a number of squares equal to or less than their Steps. This movement may be horizontal, vertical or diagonal, but may not pass through squares occupied by other Heroes or Monsters, through barriers, or past wall corners. It is possible to perform free actions during your movement, but if you want to perform a basic action, the movement must be interrupted.

Example: The Barbarian has 7 Steps. For this reason, they can move up to 7 squares horizontally, vertically or diagonally, respecting squares occupied by Heroes and Monsters, squares blocked by barriers and also wall corners. As the Goblin is in front of a door and the Dwarf is at the entrance to the corridor, the Barbarian cannot pass either of them to proceed, respectively, into the room or into the corridor.

IMPORTANT: The Ghost Monster and Heroes under the effect of the Elf's INTANGIBILITY enchantment may ignore characters, furniture and walls in their movement, but they must end their steps on an unoccupied square. Even so, they may not cross unused areas of the map (marked with solid hatching).

ATTACK (Basic Action)

Your Hero makes a melee or ranged attack against a target, as they choose. Melee attacks are made using the STRENGTH or DEXTERITY attribute (depending on the weapon's description) and may be made against targets within the weapon's reach (including targets diagonal to them and not behind wall corners or blocked by other characters). To attack, the Hero rolls a number of dice equal to their STRENGTH or DEXTERITY, plus the dice granted by their WEAPON: each result equal to or higher than the target's Defense means the Hero caused 1 point of damage to its Health.

Example: The Dwarf can attack all targets around them, with the exception of the Goblin positioned past the wall corner.

Ranged attacks are made using the DEXTERITY attribute and may be made against targets up to 5 squares from the Hero, in their line of sight, and not blocked by other characters. To attack, the Hero rolls a number of dice equal to their DEXTERITY, plus the dice granted by their WEAPON: each result equal to or higher than the target's Defense means the Hero caused 1 point of damage to its Health.

Example: The Elf can shoot at all targets, with the exception of the Goblin positioned past the wall corner and the Goblin out of range.

IMPORTANT: All Heroes always have their basic weapons described on their Reference Cards. These may be melee weapons (such as the club and the small dagger) or ranged weapons (such as the sling). These weapons are never lost, are non-transferable and cannot be damaged.

Melee weapons have reach 1 (for example the Broadsword) or 2 (for example the spear), while ranged weapons have reach 5. A line of sight is required for an attack to be possible.

(The rulebook shows a diagram of how to identify a weapon's reach; it is not transcribed.)

All characters (Heroes and Monsters) block line of sight when making an attack with a weapon. Furniture depends on its type: tall structures (Bookshelves, Wardrobe and the back of the Throne) block line of sight, while low structures (Study Desk, Ritual Table, Tables, Torture Machine, Tomb, seat of the Throne and Weapon Rack) do not block line of sight.

CRITICAL ERRORS

No Hero is free from bad luck. During an attack, if all dice rolled result in "1" (or Nokron's mark on the special dice), a critical error occurs and the weapon used becomes damaged (marked on the sheet) and must be repaired (Relics do not run this risk, given their magical properties). If a Hero again commits a critical error with a damaged weapon, it will break and cannot be repaired.

Optional Rule: Damage to Armour and Shields

In For the Quest, armour cannot be damaged or destroyed, but you may choose to use a rule for damage to armour and shields. The rule is simple: if a Hero suffers an attack in which the number of "6"s rolled is equal to or greater than the Resistance of their shield (first) and then of their armour (second), it will be damaged. If this happens again without the item being repaired, they will break and cannot be repaired (Relics do not run this risk):

  • Steel Armour: Resistance 5
  • Chain Mail: Resistance 4
  • Leather Brigandine: Resistance 3
  • Cloak: Resistance 2
  • Shield: Resistance 3

(The source lists these values in two columns; the pairing above is as printed, read column by column.)

CAST A SPELL (Basic Action)

Your Hero casts one of their available spells (MAGIC, ENCHANTMENTS, PRAYERS, SONGS or RITES), whose card must be discarded after use. The targets of spells must always be up to 5 squares from the Hero and in their line of sight, in the same way as ranged attacks. If the spell is a magic attack, it is always made using the INTELLECT attribute, plus extra dice granted by the spell, against the Defense of the Target. Some spells work in a 2x2 square area and affect more than one target. When a spell describes that its effect happens in an area, it affects all targets positioned there (including Heroes and Monsters). Finally, some spells have the term EFFECT in their description and, if cast on a target with the "Immune to Effect Spells" Ability, they do not affect them.

(The source shows five spell-type icons: Magic, Enchantments, Prayers, Songs and Rites.)

Example 1: The Mage can cast a spell against all targets, with the exception of the Goblin positioned past the wall corner and the Goblin out of range.

Example 2: When casting a Fireball (2 x 2 square area), the Mage will affect all targets within the spell's square, including the Barbarian. The Effects of Area Spells do not pass through walls.

SEARCH (Basic Action)

One of the things every Adventurer does is explore dungeons in search of treasure. If they are in a room or space marked with Nokron's symbol (which works as an encounter of creatures), it is possible to draw an Exploration card, resolving its result immediately.

Heroes may use the Search action once per room (including the starting room) or location with Nokron's symbol. If the Exploration card "Nothing..." appears, it prevents any other exploration in the same room/location with Nokron's symbol.

Furniture may be explored in place of rooms (some events are even triggered when the Hero searches one of the furniture pieces), and the Hero must be adjacent to it to do so. If the Hero chooses to explore a piece of furniture, check Nokron's shield for what they found. Exploration can only happen when the room no longer contains any Monsters (only characters with the "Thievery" Ability at its highest level may explore with monsters in the room), and the room's furniture and events may only be explored once.

Some cards RETURN and others DO NOT RETURN to the Exploration deck. Cards that RETURN must be resolved and returned to the bottom of the deck, since they may come up again. These are normally the bad cards, with the exception of the secret passage (which may be found again elsewhere). Cards that DO NOT RETURN must be resolved (noting the item or wealth found on the Character Sheet) and then must stay out of the Exploration deck until the next Mission. These cards are always items and wealth, and so the more of these appear, the worse the situation for those who want to explore.

SPECIAL EVENTS

All Missions have distinct events described in the Mission Book, presented as coloured icons identical to those illustrated (Treasures, Traps, Levers and Important Characters). Before each Mission, the tokens shown in the Mission must be selected, placed face down, mixed and set aside. As soon as the first Hero enters a room or space represented by the "?" Token, the Player must choose one of the previously shuffled Tokens, reveal it and place the Token in the room, and then read the event according to the description in the Mission.

SECRET PASSAGES

Secret passages are found during exploration. As soon as you draw the card named PASSAGE!, a test is required to open it, allowing you to follow to the secret passage. If the Hero succeeds, they may place a trapdoor on one of the adjacent squares and, from then on, all Heroes who step onto the trapdoor may follow through the passage to the trapdoor inside the secret passage (the movement is continuous).

Example: The Elf moves toward the trapdoor found, appearing directly on the trapdoor inside the Secret Room and counting their steps normally.

DISARM TRAPS (Free Action)

As soon as the Hero draws an Exploration card containing a trap, or enters a room containing an Event Token representing a trap, they must make an attempt to disable it. If they fail the test, Nokron must apply the trap's effect to them, as described on the Card/Event.

To disarm the trap, the Hero must make a test of the indicated ATTRIBUTE against the trap's difficulty: a result equal to or higher than this difficulty on one of the dice disarms the trap, while failures mean the trap was triggered, applying its effect to the Hero.

Tools help the Heroes disarm traps, granting 2 extra dice to the roll, but each use consumes one of their three uses.

INTERACTION WITH CHARACTERS (Free Action)

Heroes may talk to each other or to the characters present in the Missions freely. This free action may be used even to let a Player give hints or ask an ally for help when the situation gets tense. This action may be taken at any moment during a MOVE action without interrupting it.

OPEN DOOR / PULL LEVER (Free Action)

Your Hero opens a door or pulls a lever that is adjacent to them. This action may be taken at any moment during a MOVE action without interrupting it.

Once opened, a door cannot be closed, either by the adventurers or by Nokron's creatures. Some doors may be locked and Nokron will inform the Players if they are, and the Heroes must find out how to open them. Each time a door is opened or a corridor is turned, Nokron reveals a little more of the map to the Heroes, placing on the board the new elements to be explored and Monsters to be faced.

Example: As soon as the Elf opens the door, the entire area of the map within her line of sight is revealed.

HAND OVER EQUIPMENT (Free Action)

Your Hero may take or hand over an item to an adjacent Hero (including Heroes diagonal to them). This action may be taken at any moment during a MOVE action without interrupting it.

As soon as a Hero receives an item, it automatically goes into their backpack.

USE / SWAP EQUIPMENT (Free Action)

The Hero activates the use of an item or swaps with an ally. This action may only be taken during the Hero's round.

All Heroes may use any kind of equipment, as long as they meet its requirements. Thus, a Mage could use a Broadsword, but only if they had Strength 3.

Each Hero has two hands and, as such, may use up to two pieces of equipment and Relics described as "one hand", or one described as "two hands". Even when using two weapons, you must choose one of them to attack with (you do not attack with both using a single ATTACK action). Only Heroes with the Ambidextrous Ability (For the Quest RPG) or who are using the Nyeri & Maot relic can do so.

The bonuses of armour and shields accumulate, but it is not possible to use two armours or two shields and add their bonuses together.

Optional Rule: Complex Equipment

In For the Quest, equipment can be used as a free action, but you may choose to use a complex equipment rule. The rule is simple: the Hero must always use a basic action to equip an armour, a shield or a Relic.

ACTIVATE ABILITY (Free Action)

The Hero activates the use of one of their Abilities, so that its benefits take effect right after and last until the start of the Hero's next round. An Ability may only be activated during the Hero's round. The Mage and the Cleric may, for example, cast a spell/prayer on their first action, use their Concentration/True Faith abilities, and cast the spell/prayer recovered on their second basic action.

Nokron's Round

NOKRON, the Lord of Shadows, is the greatest challenge faced by the Heroes. His role is to oppose the Players' advances, preventing them from advancing and completing their Mission. One of the Players may choose to take the role of Nokron or, in the Solo Hero and Group of Heroes modes, this role is divided among the players and performed as well as possible. During the Heroes' round, certain actions trigger immediate responses from Nokron. They are:

REVEALING ROOM CONTENTS AND MONSTERS

As soon as the first Hero opens a room or sees a Nokron symbol on the board (no matter how far away it is), Nokron must:

  1. Reveal the contents of the location (only for rooms);
  2. Draw the Monsters found, rolling a die on the table ENCOUNTERS BY ROOM and adding the drawn Monsters in the best way possible (in rooms, the Monsters will be placed at the farthest opposite point).

If the room or location on the map has an Event Token (?), it is time to draw one of the tokens available for that Mission, reading its content and informing the Heroes of what was found. Rooms with stairs/portals and rooms that are the destination of secret passages will not have Monsters, unless the Mission description says otherwise.

Nokron's symbols allow the features of a room (events, spells, monsters and exploration) to take place in open locations such as corridors and clearings. Once resolved (with all Heroes' exploration), they may be removed from the map.

(Table: ENCOUNTERS BY ROOM — Roll 1: 2x Goblin; 2: Goblin and Goblin Archer; 3: Orc and Warrior Goblin; 4: 2x Orc; 5: 2x Skeleton; 6: 2x Zombie.)

ACTIVATE NOKRON'S SPELLS

As soon as the first Hero opens a room or sees a Nokron symbol on the board, Nokron must roll a die: if the result is 1 or 2, Nokron must choose one of their Spells and immediately apply the effect against the Hero. In the Solo Hero and Group of Heroes modes, one of the Players draws the first card from Nokron's Spell deck, immediately applying its effect against the Hero. Rooms with stairs/portals and rooms that are the destination of secret passages will not have Spells, unless the Mission description says otherwise.

Once the Heroes' round is finished, it is Nokron's turn to take his actions:

ACTIVATE WANDERING MONSTER

At the beginning of each Nokron round, roll a die for each Nokron portal that has been revealed on the board: if the result is 1 or 2, add a Wandering Monster from the Mission to the portal's location. Once opened, a Nokron portal can no longer be closed.

(The source shows an Orc miniature illustration here.)

MOVE AND ATTACK

All Monsters revealed on the board (including Wandering Monsters) will attack the Heroes in the best way possible. Monsters may perform one MOVE action and one ATTACK action, using the same rules as the Heroes and in the order Nokron decides.

Before starting each Monster's action, Nokron must roll a die and check the respective Monster's card to see which action it will take. Normally, the Monster will move in the direction of the Hero and attack them, OR attack them (if the Hero is within its reach) and then move in search of a more advantageous position. The die roll determines which action will direct what is done.

(Translator's note: the printed text repeats "attack them" in the alternative clause; it is transcribed as printed. The card's own action list governs.)

Elite Monsters

Elite Monsters are more powerful versions of normal Monsters and come into play in two situations:

  • As soon as the Heroes reach Level 8, all Monsters encountered in Missions become elite.
  • If the Players wish to play more difficult Missions, they may replace normal Monsters with elites.

Replacing Monsters

On some occasions, the Heroes reveal more units of a certain Monster than the miniatures included in FOR THE QUEST. In this case, a substitution must be made with another Monster among those in the Mission, respecting the Monster category:

  • Lesser Monsters: Goblin, Goblin Archer, Zombie, Skeleton, Orc, Zombie Goblin, Zombie Orc and Kalag.
  • Greater Monsters: Ghost, Troll, Champion Orc, Shadow Knight and Necromancer.

Health

All Heroes and Monsters have a number of Health points representing their vital energy. If these points are reduced to ZERO, the Heroes and Monsters fall. For Monsters, simply remove them from the board. If it is the final Monster of a Mission, the Mission ends in victory for the Heroes. For Heroes, if even just one of them falls, the whole group suffers a defeat in the Mission.

This can only be remedied in three cases: if one of the Heroes possesses the PHOENIX FEATHER relic, the protection of Benor called the TOUCH OF MALI, or possesses an Ability or Spell that allows a fallen Hero to be raised (such as the prayer REVIVE).

IMPORTANT: Defeat in the Mission only happens when the group has no means of raising a fallen Hero, but this must not be done in the same round.

Healing

Whenever a Hero has fewer Health points than their maximum value (but not when their Health has reached zero), they may use an Ability, a Spell or an Equipment item to recover the lost points. Remember that a Hero's Health can never exceed their maximum value. Monsters are healed only when one of their actions indicates it.

Damage Resistance and Immunity

Some Relics, Abilities or Spells grant Heroes resistance to damage (the values are cumulative). When a Hero with damage resistance is hit, reduce the damage suffered before reducing Health.

Markers

Some traps or Monster attacks place Poison markers on Heroes (leaving them Poisoned) and Curse markers (leaving them Cursed). Whenever this happens, the Hero takes a penalty of 1 die on all of their tests for each type of marker, cumulatively. Thus, a Hero who receives one Poison marker and one Curse marker has a penalty of 2 dice on all their tests until cured.

Poison and Curse markers are only removed with Equipment and Spells that have this capacity, or with the services available at Benor's Citadel.

Concluding a Mission

The Heroes' and Nokron's rounds must be repeated until the objective set in the END OF MISSION has been achieved.

IN CASE OF VICTORY

If all the Heroes manage to reach the objective set in the END OF MISSION, they return with all treasures obtained, and also record a victory in the EVOLUTION field of their Character Sheet.

As soon as 5 (five) victories have been achieved, the Hero may advance a Level, adjusting their Character Sheet as the Reference Card guides, becoming increasingly powerful and ready to face harder Missions.

IMPORTANT: Nokron has no rules for his evolution, but the Missions become gradually harder and Elite Monsters will soon appear to make the Heroes' lives more difficult (see ELITE MONSTERS).

IN CASE OF DEFEAT

If the Heroes fail to reach the objective set in the END OF MISSION, or if any of them has fallen and there is no means of remedy (see HEALTH), the group flees wounded, leaving behind everything they obtained during the Mission. They must erase one victory from the EVOLUTION field (down to a minimum of zero victories), showing how shaken they were after the defeat.

The Heroes may return later to complete the same Mission (unless it is marked as a ONE-TIME CHANCE), but Nokron will be one step closer to carrying out his plans!

Progressing and Recording a Campaign

If the Players wish to play the 6 (six) campaigns available in FOR THE QUEST, they will embark on an incredible journey with increasingly challenging Missions. The Heroes may progress from Level 1 to 8 and accumulate wealth, equipment and relics, while Nokron summons increasingly powerful Monsters to serve him! Each campaign has Missions whose difficulty increases gradually. Each Mission completed by the Heroes brings Farlands closer to peace. But with each defeat, Nokron manages to carry out one more part of his plan to dominate the whole world!

Between Missions

Whether after a victorious Mission with treasures to be spent or a defeat at the hands of Nokron's forces, the Heroes will always be brought back by Benor to his citadel, where they can rest and prepare for the next assault against the evil entity of darkness. The Heroes may freely exchange Coins among themselves, lending amounts or collecting old debts.

The following actions may be performed in Benor's citadel:

BENOR'S TOWER

In Benor's Tower the Heroes may perform two actions: take a simple rest and acquire Benor's protections. The simple rest recovers only 2 Health points and the uses of Abilities.

INN

The Heroes may choose to rest completely at the citadel's Inn, with all the comfort available. Thus, they will recover all Health points, all uses of Abilities, and remove all negative markers (Poison and Curse).

ALCHEMIST AND MERCHANT

The Heroes may acquire new Equipment, simply by spending the number of Coins stated on that Equipment's card at one of the commercial points available in the citadel.

BLACKSMITH

During Missions, a Critical Error may have left a weapon damaged. If this happened, the Hero may ask the citadel's Blacksmith to repair the weapon.

TEMPLE

With a small donation to the temple, the priests of Mali will remove all negative markers (Poison and Curse) from the Hero.

MERCHANT (shop text)

The best prices can be found here! I sell these Equipment items (card price) and buy what you have there (50% of the card price). I also pay 200 Coins for each relic you bring, but I do not resell them!

(Shop text: "Values described on the cards.")

ALCHEMIST (shop text)

Our potions save your life! Here you find all the help you need, but our stock runs out quickly, and each Hero may buy only two per Mission.

(Shop text: "Values described on the cards.")

INN (shop text)

Nothing better than a comfortable bed, hot food and cold drink to renew your energy! Here you also buy rations for your journey!

Cost: 20 Coins per Hero.

TOWER (shop text)

Unfortunately my Tower is not as comfortable as the Inn, but at least it is free! If you need any magical protection, I will provide it for just a few Coins, needed to acquire the components to make them.

(See SIMPLE REST AND BENOR'S PROTECTIONS, page 22.)

TEMPLE (shop text)

Our goddess guides our actions so that we may purge the shadow that cursed us. If you can contribute some Coins, we will manage to keep our temple!

Cost: 10 Coins. Removes Poison and Curses.

BLACKSMITH (shop text)

Ah, the head of an Orc is very hard! But rest assured I will repair your weapon, and this will cost much less than you would spend on a new one.

Cost: 50% of the Equipment's value.

BENOR'S PROTECTIONS

Even at his advanced age, Benor does not stand idle in the fight against Nokron. Besides guiding and teleporting the Heroes, the Archmage also prepares scrolls of Protection, charging only the cost of creating them. The Heroes may choose up to 5 (five) Protection scrolls for the whole group, which must be chosen wisely.

Once a scroll is acquired, it must be recorded on the Character Sheet and remains there until used (with the use of a basic action).

ScrollEffectCost
Banish the ShadowOne Monster (cannot be the Final Adversary) disappears.50
RestorationOne Weapon of your choice is fully restored.25
CounterspellCancels the next Spell that would affect you.40
Heal WoundsYou and all Heroes in range recover 2 Health.75
BlessingYou and all Heroes in range gain +2 on one attack.40
Korr's BlowYou or a Hero within your reach gains +3 on one attack.40
VisionNokron reveals the contents of a closed room.25
Protective LightHeroes in range gain +2 Defense for 1 turn.
  • USE / SWAP EQUIPMENT (Free Action)
  • Optional Rule: Complex Equipment
  • ACTIVATE ABILITY (Free Action)
  • 75
    Touch of MaliA fallen Hero rises with 1 Health point.80
    TeleportThe Heroes flee the Mission without losing anything; it counts as a defeat.70