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HEXplore It: The Valley of the Dead King – Klik's Madness Legends: A Taste for Adventure! thumbnail

HEXplore It: The Valley of the Dead King – Klik's Madness Legends: A Taste for Adventure!

Expansion for HEXplore It: The Valley of the Dead King

HEXplore It: The Valley of the Dead King – Klik's Madness Legends: A Taste for Adventure! Rulebook

Table of Contents

Table of Contents

  • Appendix A: Statuses and Campaign Items
    • Status List
    • Campaign Items
    • Ingredient Items
    • Farmable Items
  • Appendix B: Purchasable Items
    • Services and Items available in Cities
    • Services and Items available in Shrines
  • Appendix C: Circumstance Tables
    • Highland & Mountain Peaks
    • All Other Locations and Random Encounter Table
    • Nature Table
    • Hex Table
  • Appendix D: Opponents
    • Opponents
    • Opponents with Influence
    • Swarms and Hordes
    • Opponent Cards
      • Apparition
      • Behemoth Tick
      • Blood Wasps
      • Breath Stealer
      • Brigands
      • Cockatrice
      • Creeping Shade
      • Frost Giant
      • Ghoul
  • Game Difficulty
  • Appendix E: Allies
    • Gaining Allies
    • Ally Stats and Special Abilities
    • Allies in Combat
    • Vitals and Stats
    • Replacement Stat Tests
    • Leaving Allies Behind
    • Ally Death
    • Ally Stat Blocks
      • Dented
      • Eldrin Greenhand
      • Gromek Axebreaker
      • Kethra Flameheart
  • Appendix G: Conditions
    • New Keywords

Appendix A: Statuses and Campaign Items

Status List

  1. Back on the Menu
  2. Budding Buddies
  3. Charon's Obol
  4. Cool Runnings
  5. Dark Premonition
  6. Delayed Reaction
  7. Dine and Dash
  8. Flaming Fracas
  9. Foreshadowed
  10. Fruitful Friendship
  11. Gnomebility
  12. Great Scout
  13. Green Thumb
  14. Half Baked
  15. Halfling to Go
  16. Hearth and Home
  17. Heat of the Moment
  18. Heat Seeker
  19. Hidden Holiday
  20. Horticulturist
  21. Hot Pursuit
  22. Hot-Handed Heroes
  23. Networking
  24. Pastaway
  25. Peas in a Pod
  26. Personal Chef
  27. Poor Substitution
  28. Produce Pursuit
  29. Roasting Wrath
  30. Royalty Free
  31. Save-ory

Campaign Items

  1. Blessing of Gluttony – Up to once per hero per Day at Sunrise, a hero may consume Food equal to their Food Rating to Boost 1 Ability or Skill rank equal to their Food Rating until next Sunrise. The group may only have one active Blessing at any time. (Stat bonus shown on the card: +1, to a stat icon that the PDF does not spell out.)
  2. Bone Bowl – This Shaman's tool increases the group's Favored Opponent die from [purple die] to [grey die]. This die HEXplodes on a result of a hex and a 10. The group may only carry one.
  3. Cockatrice Feather* – Up to once per Game Turn, the wielder may spend 1 Energy to gain Defend equal to their Defend rank for the remainder of combat. This effect may reduce Piercing damage. The wielder may spend 1 additional Energy when triggering this effect to give it to an Ally or another hero instead. (Stat bonuses shown on the card: Attack +1, Defend +1.)
  4. Exploseed Bomb – Roll [purple die] and choose one. Deal Piercing Health damage to all opponents equal to the result or reduce one opponent's Outlast equal to half the result. This die may HEXplode.
  5. Gold Dragon Scale – Use during the Movement phase for 3 Energy. The wielder gains a -3 bonus to all Skill rolls made this Game Turn and may adjust the Circumstance roll by up to 2. They may also reroll any 1 die during each phase of this turn. May only be used once per turn.
  6. G'thards Reaver – Anytime you deal 10 or more Health damage while wielding G'thard's Reaver, your opponent gains Bleeding. (Stat bonus shown on the card: Attack +3.)
  7. Halfling Chicken Chili Chowder – Consume this item during the Skill phase with at least 1 unit of Food. For the rest of the Game Turn, your attacks deal 4 extra damage.
  8. Malformed Exploseed* – This item may be used in combat along with 2 Food to gain the effects of an Exploseed Bomb.

*This item may be used in Combat by performing the Defend action.

Ingredient Items

Basic Ingredients: There are 3 types of Basic Ingredients: Meat, Pepper, and Vegetables. You must have at least 5 of a Basic ingredient to use it in your recipe.

Unique Ingredients: Only 1 Unique Ingredient may be used in your recipe. You only need to acquire 1 of a unique ingredient to use it in your recipe.

MeatPepperVegetablesUnique Ingredient
14. Cockatrice Meat18. Dragon's Breath Pepper21. Fresh Vegetables24. Exotic Spice Ensemble
15. Frost Chicken19. Exploseed22. Great Tree's Bounty25. Faerie Mushrooms
16. Giant Wasp Meat20. Torchmantle23. Noble Vegetables26. Giant Bee Honey
17. Poultry Meat27. Shroomer Caps

Farmable Items

Ancient Crystal, Geared Gaillardias, Great Tree Sap, Spider Silk. (Listed on the Game Aids tracker page; the PDF gives no rules text for them.)

Appendix B: Purchasable Items

Hamlets: Single Use Items worth 4 or less are also available in Hamlets. These are marked (Hamlet) below.

Services and Items available in Cities

ItemCostDescriptionUsage
Stay at the Inn2A hero may stay at the inn to Heal all lost Health and Energy. This is purchased individually.Instant
Gear UpgradesVariesHeroes may purchase Gear Upgrades here. Gear Upgrade costs vary.Instant
Rations (Hamlet)1Each Ration purchased equals 2 units of Food. 4 Food can be sold back for 1 Gold.Once
Potion* (Hamlet)1Heal: 3 Health and 3 Energy.Once
Recipe Ingredient (Hamlet)1Gain 2 ingredients of your choice: Poultry Meat, Torchmantle, or Fresh Vegetables.Once
Luck Stone (Hamlet)

Services and Items available in Shrines

ItemCostDescriptionUsage
A Comfy Bed1A hero may rest in the infirmary to Heal all lost Health and Energy and Negate all ongoing Conditions. This is purchased individually.Instant
Blessing (gain a Blessing by camping in this Shrine)–Camp in this location to get the associated Blessing. The group may only have one active Blessing at any time. Blessing of Holy Endurance (Shrine 1): This Blessing instantly Revives a hero the first time they would die. This effect sets a hero's current Health and Energy to 1. The Blessing Revives each hero up to once. Blessing of Good Fortune (Shrine 3): This Blessing allows each hero to spend 2 Energy to reroll a single die that was just rolled. Then, choose either of the two results to take. Usable once per Game Turn.Instant / Permanent
Revival8Dead heroes are immediately Revived. Advance 1 after any number of heroes are Revived. If you cannot afford to pay Gold for this service, the monks may still provide aid. Advance 4 and then play the Villain phase. The dead hero(es) are Revived at Sunrise. If you are able to pay the Gold cost for a Revival, then you must do so.Instant
Rations (Hamlet)

*This item may be used in Combat by performing the Defend action.

Appendix C: Circumstance Tables

Highland & Mountain Peaks

RollResult
1Ghoul
2Romsiwamnari
3Frost Giant
4Roll on the Nature Table below.
5You may purchase up to 2 Frost Chickens for 4 each.
[hex]Roll on the Hex Table below.

All Other Locations and Random Encounter Table

Roll two [grey die] and add the results into one total.

RollResult
[hex][hex]Roll on the Hex Table below.
3-4Uneventful. Restore 1.
5-6Roll on the Nature Table below.
7-8What's happened to the food...? Read 127.
9You may purchase an Exploseed or a Noble Vegetable for 4. Two of each are available.
10Each hero gains 1 Gear Upgrade and 2 Food.
11-20Roll for a random Encounter. *These Encounters may only be rolled for a Circumstance once. Reroll if you have already faced it.

Random Encounter (rolled for the 11-20 result; the first entry is marked with a hex symbol in the PDF rather than a number):

RollEncounter
[hex]Kobolds
2Mangy Wolves
3Creeping Shade
4Brigands
5Goblin Agitators
6Plague Beast
7Raiders
8Giant Constrictor*
9Apparition*
10Young Dragon*

Nature Table

**These cards last 2 Villain phases or until the group enters the Undervalley. If already in play, extend by 1 more Villain phase.

‡ Open Water hexes may not be moved into during this Legend. If the group is in a Marsh when this is drawn, they Wander.

RollResult
1Unrelenting Thunderstorm‡**
2Inclement Weather**
3-5Uneventful. Restore 1.
[hex]Pleasant Weather**

Hex Table

RollResult
1Restore 3 and each hero gains 4 Food.
2Each hero gains 1 Gear Upgrade.
3-4Masterwork Hunter's Tools*
5Each hero may draw a Restore card from the Restore Deck and either gain it or Restore it.*
[hex]Choose one of the above options.

*If this has already been played, Restore 2 instead.

Appendix D: Opponents

Opponents

You will face dozens of opponents as you traverse the Runecrest Valley. Opponents are shown in red throughout the text of this book and come in two types: Encounters and Bosses. All opponents that appear in this Legend can be found in the pages of this Appendix.

New to Combat? Refer to page 35 of the Core Rulebook for more information on combat.

Combat Rewards: Unless otherwise stated, always receive opponent rewards after combat ends.

Unlike most Power Up rewards which are drawn from the Timer deck, Power Up rewards gained from vanquishing Bosses are drawn from the Restore Deck. After drawing (and looking at) the Power Up reward, heroes may choose one of two options:

  • Gain the Power Up immediately.
  • Restore the Power Up instead of gaining it.

This allows you to gain time after you destroy a Boss!

Opponents with Influence

Some opponents may have an Influence Vital. Healing these opponents affect them in your favor. In addition to reducing their Health to 0, you may vanquish an opponent with an Influence Vital by reducing their Influence value to 0.

To do this, Heal the opponent using your Abilities or Items. When the group Heals (Health or Energy) an opponent with Influence, it will not restore their Health or Energy Vital. Instead, it reduces their Influence value by an equal amount of the Healing they receive.

Healing effects that Influence an opponent are not reduced by their Block or Defend. Unless otherwise stated, opponents cannot affect their own Influence value while Healing themselves. The group gains rewards normally for vanquishing an opponent using Influence.

Swarms and Hordes

Swarms & Hordes are a new Subtype of opponent introduced in our third Volume: The Sands of Shurax. Refer to this page when you face one. Swarms and Hordes do not have Health or Energy, therefore the group cannot inflict Health or Energy damage to them. Instead, they have a Vital called Outlast. Outlast is the length of time it takes for the heroes to gain the upper hand.

Outlast is equal to the number shown in the Outlast value plus 1 per hero. Additionally, Outlast increases by 2 for each Game Difficulty increase. Record an opponent's Outlast value on your Battle Mat.

Printed note: the Klik's Forces card shows its Outlast as "12+" with "2 per hero" beside it, while the sentence above says 1 per hero. Both are reproduced as printed.

The heroes vanquish an opponent with Outlast when their Outlast value is reduced to 0. Like other opponents, the group rolls the action die to determine the opponent's action each round. Each combat action is tied to one of the heroes' 9 stats.

Opponents with Outlast have 3 stat icons shown under the Outlast value. During the Declaration phase, heroes may choose one of these available stats to roll a Stat Test against in order to reduce the Outlast value.

Outlast is only reduced during the Resolution phase, and automatically reduces itself by 1 at the end of each round of combat.

Stat Tests & Stat Test Immunity: Each round of combat, each hero may choose to roll one stat that matches one of the 3 Stat Tests available (shown under the Outlast value). Rolling this Stat Test becomes the hero's only action for the round. If the Stat Test is successful, reduce Outlast based on the type of success (shown below). Additionally, each hero who succeeds on a Stat Test that matches the opponent's action is immune to the action that round.

  • Success: -1 Outlast
  • Critical Success: -2 Outlast

Using Other Abilities: Heroes may choose to use their Defend or Masteries instead of rolling a Stat Test. The opponent cannot suffer Health or Energy damage, but all other effects may still apply (such as Defending damage, Healing or Raising Vitals, decreasing the damage your opponent deals, etc).

Dangerous Swarms & Hordes: It is possible for a Swarm or Horde opponent to be Dangerous. Increase their Outlast by 2 for each increase in Difficulty. The damage they deal is increased normally.

Favored Opponent Swarms & Hordes: It is possible to gain Favored Opponent with either Subtype. Favored Opponent damage works a little differently for Swarms and Hordes. Heroes who face a Favored Opponent Swarm or Horde do not roll damage and instead reduce the Outlast value by an additional 1 each round.

Favored Opponent & Multiple Opponent Types: It is possible for heroes to gain more than one type of Favored Opponent. If you face an opponent with multiple types (for instance a type and a subtype), gain the Favored Opponent effect multiple times.

Forests of Adrimon Icons: It may be possible to gain Nature's Essence as a combat reward. Nature's Essence may be sold in any Market for the amount shown below.

Sell Value
1
5
10

(The PDF pairs each sell value with an icon for the Nature's Essence item; the icons are not reproduced.)

Domain of Mirza Noctis Icons: For the purposes of this Legend, ignore the Critical damage keyword and any of the following symbols that appear: the Domain of Mirza Noctis icons. (The icons themselves are shown as pictures in the PDF and are not reproduced.)

Opponent Cards

Each card lists its Level, Vitals (Health, Energy, or Influence), rewards, and its action key. The action key runs 1-2 Attack, 3-4 Mastery (the Energy cost is shown beside the Mastery), 5-6 Special. Cards marked Power Up reward carry the Power Up icon.

Apparition

Spirit · Level 5 · Health 18 · Energy 20 · Reward: 9 Gold, 0 Food, Power Up

  • 1-2 Attack: Single: 15 Energy. If the target's Energy falls to 0, their action is halved and they are Brainwashed next round.
  • 3-4 Mastery (cost 4 Energy): Group: 4 Health. The Apparition Negates attacks that deal Health damage to it this round.
  • 5-6 Special: Dual: 6 Health. Roll a Core die. On a roll of 10, Reflect each target's attack.
  • This opponent is Tethered.

Behemoth Tick

Creature · Level 3 · Health 12 · Energy 12 · Reward: 2 Gold

  • 1-2 Attack: Multi: The hero(es) with the lowest Health. 3 Nonlethal Piercing Health and Survival. Those who fail are Diseased.
  • 3-4 Mastery (cost 3 Energy): Single: 4 Nonlethal Health. Targets who suffer any damage are Drained.
  • 5-6 Special: Single: 4 Energy and if the target is a hero, they are Diseased.
  • Diseased heroes also suffer 1 Health damage during the Declaration phase of each round.

Blood Wasps

Creature · Level 2 · Health 8 · Energy 8 · Reward: 3 Gold, 1 Food

  • 1-2 Attack: Group: 3 Health and Survival. Those who fail become Poisoned.
  • 3-4 Mastery (cost 2 Energy): Dual: 4 Energy. If any target reaches 0 Energy, they fall Unconscious for 1 round.
  • 5-6 Special: Group: 4 Health. Piercing 1.

Breath Stealer

Spirit · Level 4 · Health 12 · Energy 20 · Reward: Spell Component (1 per hero)

  • 1-2 Attack: Single: 5 Energy Drain. The target becomes Trapped. If no damage is suffered, another target is affected.
  • 3-4 Mastery (cost 4 Energy): Dual: 4 Energy Drain. Energetic: both targets become Debilitated.
  • 5-6 Special: Group: 16 Nonlethal Energy. For each target left with 1 or less Energy, the Breath Stealer Heals 6 Health.
  • This opponent is Tethered.

Brigands

Humanoid · Level 3 · Health 12 · Energy 10 · Reward: 5 Gold, 2 Food

  • 1-2 Attack: Single: 5 Health. The target gains Bleeding.
  • 3-4 Mastery (cost 3 Energy): Group: 4 Energy. Targets who used Energy this round suffer 4 additional Energy damage.
  • 5-6 Special: Group: 3 Health. Piercing 3.

Cockatrice

Magical Nature · Level 3 · Health 12 · Energy 14 · Reward: 5 Gold, 3 Food

  • 1-2 Attack: Single: 5 Energy. Energetic: this attack gains a target and becomes Unyielding.
  • 3-4 Mastery (cost 2 Energy): Group: 5 Health. Targets who suffer any damage become Poisoned.
  • 5-6 Special: Dual: 6 Energy. Any hero who drops to 0, loses half their current Health.

Creeping Shade

Spirit · Level 2 · Health 6 · Energy 7 · Reward: 6 Gold, 3 Food

  • 1-2 Attack: Single: 4 Energy. Evasion 8. If it Evades an attack, the attacker becomes Disoriented.
  • 3-4 Mastery (cost 2 Energy): Group: 5 Energy Drain and Explore. Those who Critically Fail become Debilitated. Evasion 7.
  • 5-6 Special: Triple: Survival. Reflect 2 against targets who fail. Reflect all damage dealt by targets who Critically Fail.
  • This opponent is Tethered. [Domain icon: crescent moon] -2 Evasion.

Frost Giant

Monstrous Humanoid · Level 5 · Health 22 · Energy 15 · Reward: 15 Gold, 3 Food, Power Up

  • 1-2 Attack: Single: 15 Nonlethal Health and the target's highest ranked Skill. Those who fail become Captured.
  • 3-4 Mastery (cost 6 Energy): Group: 6 Energy Drain and Explore. Those who fail lose their highest Gold valued Gear Upgrade.
  • 5-6 Special: Dual Unyielding: 6 Health. Block 4.

Ghoul

Undead · Level 3 · Health 14 · Energy 10 · Reward: 6 Gold

  • 1-2 Attack: Dual: 6 Energy. If one target runs out, both suffer 3 Health damage and the Ghoul Heals 10 Health.
  • 3-4 Mastery (cost 4 Energy): Group: 5 Health. Heroes who suffer damage become Diseased.
  • 5-6 Special: Single: 5 Health. The target is now Cursed.

Giant Constrictor

Creature · Level 5 · Health 18 · Energy 20 · Reward: 3 Gold, 10 Food, Power Up

  • 1-2 Attack: Dual: 6 Health and Survival. Those who fail become Fatigued.
  • 3-4 Mastery (cost 5 Energy): Single: Navigate. Evasion 6. If the target fails their Navigate, they suffer half the damage of each attack the Giant Constrictor Evades.
  • 5-6 Special: Single: 10 Critical Energy Drain and the target becomes Drained.
  • Defend 3. Its attacks deal 3 additional damage to targets with 0 Energy and to targets with a Food Rating of 1 or less.

Giant Eagle

Creature · Level 5 · Health 20 · Energy 20 · Reward: 7 Gold, 2 Food, Power Up

  • 1-2 Attack: Single: 5 Piercing Health. Boost this damage by 5 if the Giant Eagle dealt Energy damage last round.
  • 3-4 Mastery (cost 3 Energy): Dual Unyielding: 8 Energy. Targets who suffer damage become Blinded.
  • 5-6 Special: Group: 6 Health. Roll a Core die. On a roll of 4 or less, targets may not use Energy next round.

Goblin Agitators

Monstrous Humanoid · Level 3 · Health 14 · Energy 12 · Reward: 4 Gold, 2 Food

  • 1-2 Attack: Triple: 3 Health. Reflect 1.
  • 3-4 Mastery (cost 2 Energy): Group: 3 Health and Energy. Piercing 2. Those who target the Agitators this round are Burned.
  • 5-6 Special: Group: 5 Health, Navigate, and Survival. Those who fail either are Burned.
  • Before combat begins, one hero may roll Survival. If it succeeds, that hero may Ambush this opponent.

Goblin Wolf Riders

Monstrous Humanoid · Level 3 · Health 15 · Energy 8 · Reward: 3 Gold, 4 Food

  • 1-2 Attack: Group: 2 Energy Drain. If Mangy Wolves are in combat, they Heal 4 Health.
  • 3-4 Mastery (cost 3 Energy): Group: 3 Piercing Health and Energy. Summon Mangy Wolves if they are not already in combat.
  • 5-6 Special: Dual: 4 Health and Survival. Those who fail are Poisoned.

Kobolds

Monstrous Humanoid · Level 1 · Health 4 · Energy 6 · Reward: 3 Gold

  • 1-2 Attack: Dual: 2 Health.
  • 3-4 Mastery (cost 1 Energy): Single: 2 Health. If the damage is reduced, each other hero suffers 1 Health damage.
  • 5-6 Special: Single: 3 Health. Roll the Hex die. Each hero loses Food equal to the result.

Lurker

Magical Nature · Level 3 · Health 12 · Energy 15 · Reward: 4 Gold, 4 Food

  • 1-2 Attack: Single: 1 Health and Navigate. Those who fail suffer 3 additional damage and are Knocked Down.
  • 3-5 Mastery (cost 4 Energy): Single: 3 Piercing Energy Drain. Targets who suffer any damage are Drained.
  • 6 Special: Dual: 3 Health. Block 4. Reflect 2.
  • Passive: The first time this Lurker's Health is reduced to 0, roll [purple die]. If the result is a 1 or 2, another Lurker enters combat without this Passive. Energetic: The above occurs on a 3 or less.

Mangy Wolves

Creature · Level 2 · Health 8 · Energy 8 · Reward: 4 Gold, 1 Food

  • 1-2 Attack: Dual: 3 Health. One target gains Bleeding.
  • 3-4 Mastery (cost 2 Energy): Group: 2 Health. Defend 2.
  • 5-6 Special: Single: Health. Roll the Hex die as damage dealt. This die cannot HEXplode.

Plague Beast

Undead · Level 4 · Health 16 · Energy 14 · Reward: 7 Gold

  • 1-2 Attack: Dual: 3 Health and 3 Energy. Defend 4.
  • 3-4 Mastery (cost 4 Energy): Group: 9 Energy. Heroes who suffer damage become Diseased.
  • 5-6 Special: Triple: 7 Health. Those who suffer damage become Fatigued.

Poltergeist

Spirit · Level 4 · Influence 18 (no Health Vital) · Energy 20 · Reward: 8 Gold, 3 Food

  • 1-2 Attack: Single: 6 Energy Drain and Explore. Those who fail become Frightened. The Poltergeist Raises 5 Influence and 5 Energy for each Critical Failure.
  • 3-4 Mastery (cost 3 Energy): Group: 4 Corrosive Energy and each target becomes Drained. The Poltergeist Heals 3 Energy per hero next round.
  • 5-6 Special: Triple: 4 Health. Hated targets who suffer damage become Frightened.
  • Tethered. Hatred: Healer and Sapper.
  • The Poltergeist does not have a Health Vital and cannot suffer Health damage.

Raiders

Humanoid · Level 4 · Health 16 · Energy 14 · Reward: 6 Gold, 3 Food

  • 1-2 Attack: Triple: 4 Health. Defend 4.
  • 3-4 Mastery (cost 3 Energy): Group: 5 Health and Navigate. Heroes who fail are Blinded.
  • 5-6 Special: Single: 6 Health. If this damage is reduced, another target suffers this attack.

Romsiwamnari

Magical Nature Horde · Level 4 · Outlast 8+ (1 per hero) · Reward: Power Up Outlast stat icons: purple, green, blue. Actions are tied to these stats (see Swarms and Hordes).

  • 1-2 Attack (blue stat): Those who fail suffer 5 Corrosive Health and 5 Corrosive Energy damage.
  • 3-4 Mastery (purple stat): Those who fail suffer 4 Piercing Health damage. If any hero suffers damage, increase Outlast by 1.
  • 5-6 Special (green stat): Those who fail suffer 6 Energy damage and become Wounded.

Sahuagin

Monstrous Humanoid · Level 2 · Health 11 · Energy 5 · Reward: 2 Gold, 4 Food

  • 1-2 Attack: Dual: 3 Health and Survival. Those who fail become Poisoned. Hatred: Healer and Assist. Hated heroes suffer a +1 penalty to their roll.
  • 3-4 Mastery (cost 2 Energy): Group: 4 Energy. Each hero rolls a Core die. The Sahuagin gains Hatred against the Role type of the hero(es) with the highest result for the remainder of combat.
  • 5-6 Special: Triple: 3 Piercing Health. Hatred: Striker and Utility.
  • Hated heroes suffer 1 additional damage from attacks.

Will o' Wisps

Spirit · Level 4 · Health 14 · Energy 16 · Reward: 7 Gold

  • 1-2 Attack: Group: 3 Health. Block 15. If the Will O'Wisps suffer damage, they become untargetable next round.
  • 3-4 Mastery (cost 4 Energy): Single: 6 Energy. The hero is Brainwashed.
  • 5-6 Special: Single: 6 Health. If the target suffers none, a second target suffers 8 Health damage.
  • This opponent is Tethered.

Wyvern

Magical Nature · Level 4 · Health 16 · Energy 16 · Reward: 7 Gold, 2 Food

  • 1-2 Attack: Single: 5 Health. The target becomes Burned.
  • 3-4 Mastery (cost 3 Energy): Group: 5 Energy. Single: 5 Health.
  • 5-6 Special: Dual: 6 Health. The first target also suffers 6 Energy damage.

Young Dragon

Magical Nature · Level 5 · Health 22 · Energy 20 · Reward: 10 Gold, 2 Food, Power Up

  • 1-2 Attack: Group: 5 Health. Defend 10.
  • 3-4 Mastery (cost 4 Energy): Single: 10 Health. Roll a Core die. On a roll of 3 or less, this damage is Piercing.
  • 5-6 Special: Single: 16 Energy. If this reduces a target's Energy to 0, the dragon Boosts its next attack by 10 Health damage.

Boss Cards

Boss cards list six actions: 1 Attack, 2 Defend, 3 First Mastery, 4 Second Mastery, 5 Boss 1, and 6 Boss 2, followed by any Passive abilities. Masteries show their Energy cost; the small "1/2" beside a Mastery's default icon means that, when the Mastery cannot be paid for, the default action is used at half potency. Where a Horde's action rows show stat icons instead of costs, those icons are the stat tests that can be rolled against that action and are not reproduced here.

Runecrest Cockatrice

Magical Nature · Level 6 · Outlast 5 · Health 50 · Energy 62 · Group reward: 3 Power Up, 15 Gold · Single reward: Cockatrice Feather

  • 1 Attack (Flogging Charge): Single: 4 Health. Energetic: This attack gains a target and becomes Unyielding.
  • 2 Defend (Feathered Shield): Block: 10 this round and next round. This effect may not reduce Energy damage, but may reduce Piercing damage. Energetic: If no hero rolled Attack to decrease Outlast this round, increase Outlast by 1 this round.
  • 3 First Mastery (Uproarious Squawk, cost 6 Energy): Group: 4 Energy and Explore. Those who fail suffer an additional 3 Energy Drain or become Wounded (each hero may choose).
  • 4 Second Mastery (Eye Pecker, cost 8 Energy): Single: 6 Health and Explore. Those who fail are Blinded and one other hero must roll Survival. If that roll fails, the second hero is Blinded as well.
  • 5 Boss 1 (Truculent Posture): Triple: 10 Energy and Navigate. If at least one hero fails, Defend: 8. This effect may reduce Piercing damage. If no hero rolled Energy to decrease Outlast this round, increase Outlast by 1 this round.
  • 6 Boss 2 (Killing Stare): Group Survival. Those who fail suffer 6 Piercing Nonlethal Health damage. Heroes who fail their roll by 3 or less may choose to become Blinded instead. Heroes who are Blinded suffer only 2 Energy damage from this action.
  • Passive – Outlast: Outlast is used to trigger Petrification. It doesn't automatically decrease each round and the Runecrest Cockatrice is not vanquished if it reaches 0. It may increase to 1 from 0. However, Heroes who succeed an Outlast roll Negates the Runecrest Cockatrice's action for themselves this round per the normal Outlast rules.
  • Passive – Petrification: At the end of any round the Runecrest Cockatrice's Outlast is an even number (2, 4, 6, etc), one random hero becomes Petrified and may not act. If all heroes are Petrified at the end of any round, read 287.

King Klik's Forces

Monstrous Humanoid Horde · Level 7 · Outlast 12+ (2 per hero) · Group reward: 3 Power Up, 6 Gold, 2 Food · Single reward: +3 Attack, Reincarnation Scroll

  • 1 Attack (Frenzied Mob): All heroes must reroll any successful Stat Tests they made this round with a +3 penalty and keep the new result. Additionally, heroes who have less than half their Energy at the end of the round are Captured.
  • 2 Defend (Goblin Agitators): Those who fail gain a -4 penalty to their action rank next round. If Goblin Agitators are not in combat, they enter combat now and act next round.
  • 3 First Mastery (Wolf Riders): Those who fail are now Bleeding. The goblins Summon Goblin Wolf Riders if they are not already in combat. They act immediately. If they are already in combat, double their damage this round.
  • 4 Second Mastery (Reckless Mage): Those who fail suffer 7 Energy Drain and are Burned. If a Creeping Shade is not in combat, it enters combat now and acts next round.
  • 5 Boss 1 (Tireless Instigators): Those who fail suffer 4 Piercing Nonlethal Health damage and are Fatigued.
  • 6 Boss 2 (King Klik): Group Health, Energy, and Attack. Targets suffer 4 Piercing Health and 4 Piercing Energy damage and must roll an Attack Stat Test. Those who fail are Captured.
  • Passive Ability – Klik's Madness: The moment King Klik's Forces' Outlast is reduced to 4 or less, the hero with the highest Health is singled out by the King. They suffer 4 Piercing Health damage.
  • Moderate+ – Wave after Wave: Each time any number of heroes suffer damage from an ongoing Condition, increase King Klik's Forces' Outlast by 1 (to a maximum of 2 per round).

The Cryovern

Spirit · Level 8 · Health 100 · Energy 100 · Group reward: 4 Power Up, 15 Gold · Single reward: +4 to 1 Stat (choose), 3 Mystic Tonics

  • 1 Attack (Aerial Assault): Dual: 8 Health and targets are Blinded. The Cryovern attacks from above.
  • 2 Defend (Ghostly Form): Defend 20. Heroes who damage the spirit this round suffer 3 Health damage. Additionally, it becomes invisible. Roll Navigate at the beginning of each round. You may only target the Cryovern if you succeed.
  • 3 First Mastery (Hail Cloud, cost 5 Energy): Group: 6 Piercing Health.
  • 4 Second Mastery (Snatch and Drop, cost 6 Energy): Single: 15 Health. If the target suffers 10 or more damage, they lose their action next round.
  • 5 Boss 1 (Intense Cold): Group: 7 Energy. If a hero is reduced to 0 Energy, they become Frozen. If the Cryovern is invisible, it reappears at the end of this combat round.
  • 6 Boss 2 (Mystic Leech): Dual: 8 Energy. The Cryovern Heals Energy equal to the total amount suffered. For the remainder of combat, each target must spend 1 additional Energy to power their Masteries.
  • Moderate+ – Incorporeal Form: The Cryovern cannot be defeated by reducing its Health alone. To defeat the spirit you must also reduce its Energy to 0.

The Frost Giant Jarl

Monstrous Humanoid · Level 9 · Health 125 · Energy 100 · Group reward: 4 Power Up, 20 Gold, 4 Food · Single reward: +5 to 1 Stat (choose), Health Stone

  • 1 Attack (Ice Axe): Dual: 6 Health and targets are Bleeding and Fatigued.
  • 2 Defend (Cautious Maneuver): Defend 10. If this action was used last round, Ice Axe also triggers this round.
  • 3 First Mastery (Squashing Ants, cost 5 Energy): Dual: 20 Nonlethal Health. If this attack would have killed the target, they also become Wounded.
  • 4 Second Mastery (Vicious Slam, cost 6 Energy): Single: 14 Health. Piercing 5. If the target suffers 9 or more damage, they may only Defend next round.
  • 5 Boss 1 (Circling Reaver): Group: 6 Health and 6 Energy. Defending heroes can only Defend against one type of damage this round.
  • 6 Boss 2 (Huge Shield): Block: 40. If the Jarl suffers any damage, Ice Axe also triggers this round.
  • Moderate+ – Frost Lord's Bloodlust: The Jarl gains Regen 3 Health for the remainder of combat, each time a hero suffers damage from Ice Axe or Circling Reaver. This Ability stacks with itself.

Game Difficulty

(Printed on the Game Aids tracker page, 140.)

Difficulty LevelVital*OutlastDamageRestore 2
Starter----
Easy+5+2+12 or less
Moderate+10+4+24 or less
Difficult+25+6+36 or less
Heroic+50+8+48 or less

*Increased Vitals are per hero.

Whenever the Game Difficulty increases, the group may instead Advance a number of cards equal to twice the current Chapter number to avoid the increase.

(The last column is headed "Restore 2" in the PDF and its entries are read as printed.)

Appendix E: Allies

You will meet several inhabitants of the Runecrest Valley, from simple refugees to fellow heroes willing to stand in the face of evil.

Some may even become Allies, non-playable characters in the story that can join your group. Such Allies are shown in orange throughout the text of this book. Each time an Ally joins the group, turn to this section to see their unique abilities and Stats.

There is no limit to the number of Allies that may join the group, though it is unlikely you will have more than a few in the group at any given time.

Gaining Allies

Allies join the group based on the decisions you make within the story. The Chapter Passages you read will indicate when an Ally joins or leaves the group. Have fun finding them in the story; some may turn out to be your new best friends!

Ally Stats and Special Abilities

Each Ally has one or more Stats shown on their Stat block and have additional Special Abilities available to the group. These Special Abilities are treated as though they are Racial Abilities and are usable to the group at any time.

Allies in Combat

While there is no limit to the number of Allies that may join the group, you may only have one Ally participate in each combat (unless otherwise stated).

Before each combat begins (even before an Ambush event), the group may choose one Ally to enter combat alongside your heroes. This Ally may be targeted by heroes or by opponents and may act using only the Stats shown (for instance by Attacking, Defending, or rolling a Stat Test to reduce an opponent's Outlast). Allies are not affected by Conditions or Game Difficulty increases.

Allies who use their Attack to deal damage deal only Health damage, unless otherwise noted.

Some Allies have a Favored Opponent, treated similarly to a hero's Favored Opponent. However, you only may gain access to a participating Ally's Favored Opponent action if no other hero in the group has the matching Favored Opponent or if there is only one hero in the group.

Vitals and Stats

Ally Vitals are not tracked outside of combat events. When combat ends, alive Allies who suffered damage are automatically brought back to full Vitals.

There may also be points in the story where the group suffers damage outside of combat. Unless otherwise stated, Allies are unaffected by these moments.

Ally Stats may not be modified in any way. For instance, if the group gains a Power Up, your Allies do not benefit.

Replacement Stat Tests

Up to once per Game Turn per hero when a hero fails a Stat Test outside of combat, one Ally in the group that possesses the matching Stat may roll it in their place. If it succeeds, the hero who failed suffers 2 Energy Drain and the Ally's roll outcome replaces the hero's.

Allies may only roll the Stats that are shown in their Stat block. If an effect would have an Ally roll a Stat that is not shown, the test is treated as if it were a failure instead.

Leaving Allies Behind

Allies may leave the group at certain times during the story as indicated in the text. It is not possible to regain Allies that leave the group, unless the narrative mentions they rejoin you.

Ally Death

Just like heroes, Allies can die in combat or in the narrative of the story. Allies who have died may not be Revived with Items, Masteries, or Abilities. However, opportunities to Revive them in the narrative of the story may occur.

Villain Phase Trigger: Note that there is a Villain Phase Trigger that checks if any Allies died this Game Turn. Check the Ally Death Event table (shown below and also on page 7) if this is the case.

Ally Death Event Table: If Milo dies, read 254. Milo may be Revived as if he were a hero. If Milo is Revived, read 098. These CPs may be read multiple times.

Ally Stat Blocks

Stat blocks give Health and Energy (where shown) and the Stats the Ally may roll. Stat icons are written as words: Attack, Defend, First Mastery, Second Mastery, Survival.

Dented

Health 10 · Attack 1 · Defend 4

  • Combat: Dented may either Attack or Defend each round. His Defend value reduces Piercing damage and he may use an Item from any hero's backpack while Defending.
  • Special: Each time Dented deals damage to an opponent, they gain Burned. The group Heals 1 Energy at the end of each combat Dented is in.

Eldrin Greenhand

Favored Opponent: Magical Nature · Health 12 · Defend 2 · Second Mastery 6

  • Combat: Eldrin Defends and either Heals 1 target's Health by his Second Mastery rank or Negates 1 Condition gained that round.
  • Special: Once per day, Boost the Healing or Raise effects of 1 source by Eldrin's Second Mastery rank.

Gromek Axebreaker

Health 16 · Defend 6 · Survival 6

  • Combat: Gromek Defends each round and gains a +6 penalty to his Target dice rolls.
  • Special: While Gromek is in the group, all heroes gain a -3 bonus to Survival rolls. Additionally, up to once per game, if Gromek were to die in combat, he rolls Survival. If it succeeds, he is left with 1 Health remaining instead of dying.

Kethra Flameheart

Favored Opponent: Spirit · Health 12 · Defend 2 · First Mastery 6

  • Combat: Kethra Defends and Boosts each hero's action rank by 2 each round. While Kethra is in combat, all heroes deal double Energy damage.
  • Special: Each day at Sunrise, each hero Raises 3 Energy.

Milo Goodbarrel

Health 9 · Defend 2 · Survival 5

  • Combat: Milo Defends and rolls Survival each round. If successful, one opponent's single or group attack loses 1 target (to a minimum of 1 target) or 1 hero may successfully Flee combat. He may also use an Item from any hero's backpack while Defending.
  • Special: Each Villain phase, Milo can create 1 Halfling Chicken Chili Chowder. Lose 2 Ingredient Items of your choice.

Yuki

Energy 15 · Attack 4 · Defend 2

  • Combat: Yuki Attacks and Defends each round. If her attack damages an opponent, that opponent's damage is reduced by 2 this round.
  • Special: Yuki is Tethered and can only be killed if her Energy is reduced to 0. Additionally, each hero Heals 3 Health and 3 Energy each Sunrise.

Appendix G: Conditions

Bleeding: Bleeding targets lose 1 Health during the Declaration phase of each round. Bleeding continues until the target receives Healing or until combat ends.

Blinded: Blinded heroes must succeed on a Navigate roll during the Declaration phase of each round in order to act normally. If it fails, Ability ranks are halved this round.

Brainwashed: Brainwashed targets cannot act normally. They treat their opponent as their only ally and the group as opponents. If the target is attacking, roll target dice to see which group member they target. If the hero is using an Ability or item that can target themselves or an ally, they instead target the opponent (to Heal, Boost, etc).

Burned: Burned targets lose 3 Health at the beginning of the Declaration phase of each round and Heal 3 less Health each time their Health is Healed. The Healing reduction stacks but the Health damage dealt does not.

Captured: Captured heroes must succeed on an Explore roll during the Declaration phase of each round, or they lose their action.

Cursed: Cursed heroes cannot be Healed. Roll all three Skills during the Declaration phase of each round and during the Movement phase of each Game Turn. If you succeed on all three rolls, you are no longer Cursed.

Debilitated: Heroes who become Debilitated must roll the Hex die (see table at right). The rolled Ability may not be used. If there is a number specified in this Condition, you do not roll the die and instead lose access to the specified Ability. Heroes may only be affected by up to 3 instances of this Condition at any given time.

Hex dieResult
1Attack
2Defend
3First Mastery
4Second Mastery
5Choose 1 Ability
[hex]Nothing happens

Diseased: Diseased heroes who wish to use Energy must first succeed on a Survival roll. In order to rid yourself of the Condition, you must Heal in a location that provides Healing (City, Shrine, etc).

Disoriented: Disoriented heroes suffer an increased chance of a Critical Failure for Skill rolls. Their Critical Failure range increases by 2 each time they become Disoriented (8-10 for first, 6-10 for second, etc.).

Drained: Drained targets lose 3 Energy at the beginning of the Declaration phase of each round and Heal 3 less Energy each time their Energy is Healed. The Healing reduction stacks, but the Energy damage dealt does not.

Fatigued: Fatigued targets lose 1 Energy at the beginning of the Declaration phase of each round of combat.

Frightened: Frightened heroes may only use their Defend action and do so with a -3 penalty. Roll Survival during the Resolution phase of each round of combat. If successful, the Condition ends.

Frozen: Frozen heroes cannot act. Roll Survival during the Declaration phase of each round. After two successes, you may act normally and are no longer Frozen.

Knocked Down: Heroes who are Knocked Down cannot act and Critically Fail Skill rolls until after they spend a round Defending to get back up. They may not use (or give) an item while Defending in this way.

Petrified: Petrified heroes cannot act. Instead, they Defend each round (but may not use an item). Roll Survival after the final round of combat. If it succeeds, the hero breaks the Petrification. If it fails, the hero dies.

Poisoned: Poisoned heroes lose 1 Health at the beginning of the Declaration phase of each round of combat and at the beginning of each Movement phase. They must also roll and succeed on a Survival roll in order to use Energy. If you Succeed on any 3 Survival rolls, remove the Condition from yourself.

Tethered: Tethered targets will die if their Health and/or Energy drops to 0.

Trapped: Trapped heroes must succeed on an Explore roll during the Declaration phase of each round in order to act normally. If they fail, they may only Defend.

Unconscious: Unconscious targets cannot act. At the end of each round, that target rolls a six-sided die. If the result is a hex, they awaken. Each round the chance to wake increases by 1. Heroes may force an Unconscious target to wake by taking a Defend action, but may not use items while doing so. The round after they awaken, the target suffers a -3 penalty to all Ability ranks.

Wounded: Wounded heroes suffer a -2 penalty to all Ability and Skill ranks until they receive Healing.

Affects Any: Conditions with this icon can affect your allies or opponents. Persists: Conditions with this icon remain active after combat ends. Stacks: Conditions with this icon may be gained more than once. Apply the numeric effects multiple times unless otherwise noted.

New Keywords

Ambush: Opponents who Ambush take an action before combat begins. The rolled action only affects a single target. Ambush may include alternate effects after the keyword. If the heroes Ambush an opponent, roll target dice. One hero takes an action before combat begins.

Corrosive: This damage cannot be Healed the round during which it is suffered. If suffered outside of combat, Corrosive damage cannot be Healed for the remainder of the current Game Turn. Corrosive damage prevents Vitals from being Raised above their maximum.

Critical: Ignore this Keyword for purposes of this Legend.

Energetic: If an opponent has at least half their Energy remaining, that action gains an additional effect. If an opponent has multiple Energy values, check against the highest current Energy.

Evasion X: Whenever a target with Evasion is targeted by an effect, roll a Core die. If the result is equal to or higher than the Evasion value, the target is unaffected by that effect. When a target with Evasion gains Evasion again, take the lower Evasion or decrease the current Evasion by 1.

Hatred: Opponents with Hatred are more likely to target and deal more damage to heroes of a specific Role type. Heroes of the specified Role type suffer a +2 penalty to their target die against attacks made from these opponents and those attacks deal additional damage to the Hated hero equal to the opponent's Level.

Unyielding: Targets may be targeted more than once by this attack. Roll for targets for each attack made.

  • Giant Constrictor
  • Giant Eagle
  • Goblin Agitators
  • Goblin Wolf Riders
  • Kobolds
  • Lurker
  • Mangy Wolves
  • Plague Beast
  • Poltergeist
  • Raiders
  • Romsiwamnari
  • Sahuagin
  • Will o' Wisps
  • Wyvern
  • Young Dragon
  • Boss Cards
    • Runecrest Cockatrice
    • King Klik's Forces
    • The Cryovern
    • The Frost Giant Jarl
  • Milo Goodbarrel
  • Yuki
  • Spirit Slayer
  • Trepidacious Travelers
  • Unwilling Explorer
  • Winner Winner
  • Wispy Business
  • Wouldn't Hurt a Soul
  • You Donkey!
  • Masterwork Hunter's Tools – Anytime the wielder gains a Food reward, double the amount.
  • Parasitic Poultry* – Consume this item in combat to grant all heroes a -3 bonus to Flee from Monstrous Humanoids and Undead opponents.
  • Poisonous Veggies* – Consume this item in combat to grant all heroes a -3 bonus to Flee from Creatures and Magical Nature opponents.
  • Shadowcrystal Amulet – May only be wielded by Sappers. During each Declaration phase of combat, the wielder may spend 1 Energy to convert half of the Energy damage they deal from one source into Health damage. (Stat bonuses shown on the card: First Mastery +1, Second Mastery +1.)
  • Tankard of Drunken Clarity – The wielder draws 6 Race cards. Choose 2 Races to keep and discard the rest. You now have access to these Racial Abilities. This item may not be given to another hero.
  • 2
    Use this stone to reroll any 1 die outside of combat, to alter the result of a rolled Circumstance by 1, or to increase a Restore amount by 1. Only 1 may be used per hero per Day.
    Once
    Spell Components (Hamlet)2Spell Components may be consumed instead of Health or Energy when you power a Mastery or Racial Ability.Once
    Handy Elixir* (Hamlet)3Regen: 3 Health and 3 Energy for 3 combat rounds or Heal: 6 Health and 6 Energy outside of combat.Once
    Camping Gear6Heals 1 Health and 1 Energy at Sunrise each Game Turn. This item only affects one hero. May be purchased once per hero and stacks with similar effects.Permanent
    Climbing Gear6 per heroThe group may now travel into Mountain Peak hexes (on the surface). The group may only carry one.Permanent
    Reliable Mounts14 per heroIncrease the number of hexes the group may move by 1 (Moving Cautiously, Normally, and Recklessly). The group may only carry one and it stacks with similar effects.Permanent
    1
    Each Ration purchased equals 2 units of Food. 4 Food can be sold back for 1 Gold.
    Once
    Recipe Ingredient (Hamlet)1Gain 2 ingredients of your choice: Poultry Meat, Torchmantle, or Fresh Vegetables.Once
    Mystic Tonic* (Hamlet)2Heal: 6 Energy, or Negate all Conditions on one hero.Once
    Spectral Tonic* (Hamlet)4Starting next combat round you become incorporeal. While the effect persists, you are untargetable by individual target attacks, but group attacks still affect you. At the end of each round in which you are incorporeal, roll [purple die]. If you roll a [hex], this effect persists 1 additional round.Once
    Health Stone5Automatically Heals 3 Health when your hero reaches 1 or less remaining Health, then crumbles to dust. Only one can be carried per hero.Once
    Pickling Pouch6You may carry an additional 15 units of Food.Permanent
    Siphoning Rod10This item may only be wielded by Sappers. You may activate the Siphoning Rod during the Declaration phase of combat at the cost of 1 Energy to enhance your attack. All Energy damage you deal this round gains the Piercing quality.Permanent
    Reincarnation Scroll*10Revive a dead hero as a new Race drawn randomly from the Race deck. They lose old Racial bonuses and gain new ones.Once
    Epic+100+10+6Restore 2