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Iron Helm: Loot & Lore Pack

Expansion for Iron Helm

Iron Helm: Loot & Lore Pack Rulebook

Table of Contents

Table of Contents

  • Overview
  • The Lonely Troll
  • Characters
    • Azra
    • Kiln-Olma
    • Skral
  • Equipment
    • Emerald
    • Fate Coin
    • Grave Stomper
    • Trophy
    • Spetum
    • Dusk Shroom
  • Potions
    • Energy Potion
  • Skills
    • Fortitude
    • Martial Arts
    • Treasure Hunter
  • Plot Cards
    • In Dire Need
    • The Chasm
    • The Well
  • Notes on the Source

Overview

Loot & Lore is an expansion for the base game of Iron Helm, designed to complete the base game. Simply add all the cards in this pack to their matching deck. You can then remove them easily again, using the icons in the upper left and right corners, if you want to return to the original state.

Loot & Lore brings more variety to the game and adjusts it slightly in a few ways that the players are left to discover.

The Lonely Troll

On the back of this card is the Lonely Troll card. You can refer to it when you defeat a boss, finish an adventure and want to start another. It explains how to reset your character and also offers some options between adventures.

Between your adventures, you rest at The Lonely Troll, where you can perform the following actions:

  1. Restore your health and energy to their starting levels and remove all Poison.
  2. Spend your gold to buy any item from the Trappings deck.
  3. Exchange the remaining enemy cards for trophies, gaining 1 gold for each.

Characters

Each of these characters is read the same way as the base game characters. The four icons on the right of the card are, from top to bottom: Health, Energy, Encumbrance, Starting Rations and Starting Wealth. The Trappings listed on the card are the items the character starts with, and the Skill is the starting skill card. The bottom-right word is the character's Skill Proficiency.

Azra

  • Health: 13
  • Energy: 12
  • Encumbrance: 10
  • Starting Rations: 1
  • Starting Wealth: 4
  • Trappings: Spetum
  • Skill: Fortitude
  • Skill Proficiency: Agility

Kiln-Olma

  • Health: 11
  • Energy: 13
  • Encumbrance: 10
  • Starting Rations: 2
  • Starting Wealth: 2
  • Trappings: Dusk Shroom
  • Skill: Martial Arts
  • Skill Proficiency: Mind

Skral

  • Health: 15
  • Energy: 10
  • Encumbrance: 11
  • Starting Rations: 2
  • Starting Wealth: 3
  • Trappings: Trophy and Grave Stomper
  • Skill: Treasure Hunter
  • Skill Proficiency: Brawn

Equipment

Every equipment card shows three values along its bottom edge: a gold value on the left, a weight in the middle, and a slot code on the right. The gold value is the item's cost, used for final scoring, and the weight is counted against the character's Encumbrance. The slot codes (AS, OH, PH, 2H) are printed on the cards as shown below; the source sheet does not spell them out, so they are not expanded here.

Emerald

  • Gold value: 3
  • Weight: 0
  • Slot: AS

Discard when you trade with the Merchant to get the item you want.

Fate Coin

  • Gold value: 2
  • Weight: 0
  • Slot: AS

Whenever you are asked to draw a Plot card, discard the Fate Coin to draw 2 Plot cards and choose one of them.

Grave Stomper

  • Gold value: 4
  • Weight: 2
  • Slot: PH

When you fight an Undead and roll a double, add 4 to the sum of your attack roll.

Trophy

  • Gold value: 2
  • Weight: 1
  • Slot: OH

Once per dungeon level, you may reroll all of your dice results in combat.

Spetum

  • Gold value: 4
  • Weight: 3
  • Slot: 2H

Each time you roll a double, add 3 to the sum of your attack roll.

Dusk Shroom

  • Gold value: 2
  • Weight: 1
  • Slot: AS

Discard to gain 2 Energy and 2 Health.

Potions

Energy Potion

  • Gold value: 1
  • Weight: 1
  • Slot: AS

You may discard this card to gain 2 Energy.

This card is printed on two sheets with identical text. It is transcribed once.

Skills

Fortitude

+1 Health each time you drink a Healing Potion.

You no longer take Poison at the end of your turn.

Martial Arts

You do not need a weapon in order to roll your attack dice.

Your bare-handed attacks deal 2 damage instead of 1 in combat.

Treasure Hunter

Each time you gain 1 gold for defeating an enemy, you also gain 1 Energy.

Plot Cards

Plot cards start with a short narrative, followed either by instructions or by a choice. When you are offered a choice, you may only choose one option. The italic flavour narratives on the cards are omitted here; all rules text is kept.

In Dire Need

Defend the Pig-Man?

Lose 3 Health and gain 1 Poison token. Gain 2 points on the Morality Tracker.

Continue?

You decide to let the pig defend itself. Move down 1 point on the Morality Tracker.

The Chasm

Throw the bag to the stranger?

Spend a few moments searching for the bag and, once you have it in hand, throw it across the chasm to the freed stranger. Lose 1 Energy. Gain 1 Blessing token and move up 1 point on the Morality Tracker.

Keep the bag for yourself?

Greed overwhelms you and you decide to plunder the bag. Gain 1 Ration and 1 random Loot card. Move down 1 point on the Morality Tracker.

The Well

Drink the water from the well (one time only)?

Roll one six-sided die and consult the result below.

  • 1: Take 2 Poison tokens.
  • 2: Take 1 Poison token.
  • 3: Gain 1 Blessing token.
  • 4: Gain 2 Health.
  • 5: Gain 2 Energy.
  • 6: Heal all Poison tokens.

Not thirsty?

You decide it is wise not to take a risk, and you continue.

Notes on the Source

  • The source is a French community card sheet with the pack's insert and solitaire card. The sections above are grouped by type (Characters, Equipment, Potions, Skills, Plot Cards) by this transcription; the sheet itself does not label types.
  • The spear card's printed English title is "Spetum", while its French label is "(Septum)" and the Azra trapping line reads "Septum". The printed title is kept.
  • The French trapping label "Trophée & Masse" is rendered as "Trophy and Grave Stomper", since the mace card's printed English title is Grave Stomper.
  • The Emerald text reads "l'objectif vous voulez" ("the objective you want"). The sense of the card points to an item, so it is rendered as "the item you want".
  • The Lonely Troll text reads "n'importe quel objet du paquet d'attirail", rendered as "any item from the Trappings deck" to match the base game's deck name.
  • Card icon codes AS, OH, PH and 2H are printed on the cards; the source does not explain them.