Legends Untold: Weeping Caves Novice Set
Legends Untold: Weeping Caves Novice Set Rulebook
How to Play
Start Here
Your people, the Sax, flee before the wrath of a brutal conquering culture known as the Newcomers. The Earl is dead, the Elders have chosen you to make the journey into the Weeping Caves to find refuge for your kin. All you have left is the ragged clothes upon your back and your old worn axe...
...but perhaps you have something more than that. Perhaps you have fate on your side, if you can only live up to that fate; to save your people and forge a tale of your journeys, for the bards of the Sax to sing long into the night!
Cards in this scenario are marked with yellow corners.
Welcome to the Training Scenario
This training scenario is set up for two Heroes to explore a part of the Weeping Caves. You can play with two players taking a Hero each, or one player taking both Heroes. It's important to have both Heroes in this adventure to show how the rules and game interact with multiple Heroes.
Words which mean something specific in game, such as reference to a deck or card type, a Test, or a game mechanic, will be marked with Red Text.
The Forgehand
» the "Forgehand" Occupation card (WC-OC02)
» the "Rough Staff" Weapon card (WC-WE02)
» the "Momentum" Weapon Talent. (WC-WT04)
» the "Smithing" (WC-ST09), and "Caving" (WC-ST07) Skill Talents.
Hero Setup
To setup the Heroes, take the cards listed below and on the opposite page and lay them out as shown in the diagrams. They can be identified by a Card Code at the bottom of each card. Use either side of the Occupation card. Tuck the "Broken" part of the Weapon card hidden beneath the Occupation card, as it is not broken.
The Performer
» the "Performer" Occupation card (GS-OC03)
» the "Rough Bow" Weapon card (GS-WE03)
» the "Defensive" Weapon Talent (GS-WT09)
» the "Acrobat" (GS-ST13) and "Rough Upbringing" (GS-ST05) Skill Talents.
Adventure Setup
We need to create a number of decks to play our Adventure. Normally these decks are shuffled to randomise them, but for this training scenario they are in a fixed order to help teach you the game using specific examples of the rules.
For each of the 4 decks below, take the listed cards from the game box, note each type has the same card back making it easier to find them. Create each deck by placing the cards face-up in a stack, from first on the list at the top of the stack to the last on the list at the bottom. Use the diagrams here to check that the order is correct. When you are finished, flip the entire stack face down, such that the bottom of the stack is now at the top of the deck.
Location Deck
Location cards are used to build the map of the Adventure. Each Location joins to the previous one. Their card codes are normally beneath their names.
» Great Cavern (WC-LO03)
» Cross Roads (WC-LO08)
Also take the Cave Mouth (WC-LO01), but keep this card aside; you'll use it as the entrance to the Adventure.
Obstacle Deck
Obstacles block the way into a new Location. They are either Trials to overcome or Traps to avoid.
» Chasm (WC-OB05)
Adventure Deck
The Adventure Deck contains a mixture of Foes, Discoveries, Loot and Booby Traps. It is used to determine what the Party faces when they explore Locations.
» Master Shug (WC-DI07)
» Goblin Guard (WC-FO04)
» Shiny Rocks (WC-IT10)
» Runestone (WC-DI11)
» Spiked Pit (WC-BT01)
» Discarded Food (WC-IT04)
Event Deck
The Event Deck is used to track Time spent during the Adventure.
» A Molog Approaches (WC-EV08)
» Flooded Caves (WC-EV03)
» Darkness (WC-EV07)
» Bat Swarm (WC-EV05)
Dice
Place the 4 six-sided dice next to your Occupation card. Most rolls are made using three dice, but sometimes a fourth die is needed for certain bonuses. When you roll the dice, you add them up to get the result.
Combat Aid
Set out the Combat Aid next to the decks that you have created..
Take the Hero Tokens that resemble your two Heroes, and 2 Creature Tokens. Place these tokens beside the Combat Aid.
Readiness Tracker
Place the Readiness tracker next to the play area. Take the following tokens to use with it:
» the Brightness token that has the Bright/Dark sides
» the Pace token that has the Sneak/Rush sides
» the Readiness token that has the Alert/Careless sides
» the Surprise token that has the Heroes Surprised/Foes Surprised sides
Scout and Guard Tokens
Used for showing the Party's marching order.
Party Token
Used for showing which Location the party is currently in.
Starting Location
Place the "Cave Mouth" Location card (that you kept aside earlier) in the middle of the play area.
Place the Party token at the centre of the start Location with the dark side face up.
You are now ready to play!
Yout table should look something like this:
Adventure Intro
Perched high above the great river Mordhain the makeshift Sax camp sprawls along the ridgeway that leads to the Weeping Caves. Already apprehensive at being chosen to scout out the caves, you are increasingly unnerved by the stare of the strange, wild haired old man that now peers at you from the outskirts of the camp.
Moving with an unusual gait, he is suddenly beside you and staring at you, his eyes fierce but not senseless. "You are the one that is to go on a journey, are you not?" his voice is firm, but cracking as if he is unused to talking, "My name is Master Shug and I have a gift for you, a gift of knowledge and more that might help you on your journey, if you have the strength of will to claim them." He turns to point to a small bush a short walk away, "Behind that bush is another entrance to the Weeping Caves, seek me out and if you can find me, I shall give you that which I have promised."
As you turn back to ask him what he is talking about, he has vanished from sight. You are unsure who this old man is, but if he has something that can help your people, then you must seize upon it.
Seek out Master Shug in the Weeping Caves and convince him to help you! You can take any outcome from finding him into your first full Adventure.
This guide will explain how to play the Training Adventure on a Turn-by-Turn basis. Each Turn you will explore a new Location. A Turn is split into 4 phases: Scouting, Adventure, Exploration, and Rest.
Turn 1
The Adventure starts in the "Cave Mouth" Location (WC-LO01).
Scouting Phase
There are 5 steps in the Scouting Phase:
» Decide Marching order
» Choose an Exit
» Choose your Pace
» Add the Location to the Map
» Scout the Location
» Spend Time ⧖
Decide Marching Order
Choose one Hero to be the Scout, at the front of the Party, and who should be the Guard at the rear. Place the Scout token on the chosen Hero's Occupation Card to help you remember that they are the Scout and place the Guard token on the other Hero's Occupation Card. The Scout gets to make the choices as to which Exit the Party will take this Turn, and what Pace they will travel at.
Choose an Exit
Your first choice is which direction to Scout in. The Scout has two choices in the "Cave Mouth" Location; the Dark Exit at the bottom left or the Ambient Exit at the bottom right.
» Bright Exits make it easier to pass the Scouting Test, but makes it easier for Foes to spot you.
» Dark Exits make it harder to pass the Scouting Test, but make it harder for Foes to spot you.
» Ambient Exits don't help against Foes or the Scouting Test.
Choose which of the two Exits you'd like to take by moving your Party Token towards that Exit and place the Brightness Token with the corresponding side face up on the Readiness Tracker (no token is required if you chose Ambient).
Choose your Pace
The Scout has the choice to March, Rush or Sneak through the Exit.
» Sneaking takes 2 Time, but grants a +2 bonus on Scouting and Surprise Tests.
» Marching takes 1 Time and grants no bonus on Scouting and Surprise Tests.
» Rushing takes 0 Time, but grants a -2 penalty on Scouting and Surprise Tests.
Place the Pace token with the corresponding side face up on the Readiness Tracker (no token is required if you chose to March). You do not spend the Time yet, you spend it after you have made the Scouting Test.
Note: You can ignore the 🔥 symbol shown on the "Cave Mouth" Location as it is not currently relevant.
Add the Location to the Map
Reveal the top card of the Location Deck. This should be the "Cross Roads" Location (WC-LO08). Place the "Cross Roads" Location so that the footsteps on it sit underneath the corner of the Exit you chose from the "Cave Mouth" Location.
Scout the Location
Look at the Cross Roads Location card's Brightness Difficulties (shown under the card name). Find the one matching the Brightness of the exit you chose on the Cave Mouth Location card. This will tell you the Difficulty of the Scouting Test you need to make. For example: if you chose the Ambient Exit, the Difficulty is 10.
The Scout rolls 3D6 (three six-sided dice) and adds up the combined score (this is how you make all Tests in Legends Untold). Compare the result to the Scouting Test difficulty. You will get a +2 bonus to this Test if you decided to Sneak earlier, or a -2 penalty if you Rushed.
» If you beat the Difficulty by 4 or more then you are Alert ⟳, place the Readiness Token with the Alert side face up on the Readiness Tracker.
» If you equalled or beat the Difficulty by 3 or less you are Bold ⬆. This is the default position on the Readiness Tracker; no token is required.
» If you rolled less than the Difficulty you are Careless 〰, place the Readiness Token with the Careless side face up on the Readiness Tracker.
Readiness Tracker Example
The Brightness token is placed Dark side up over the Brightness as a Dark Exit was chosen.
The Pace is left on March.
The Readiness token is placed Careless side up as the Party failed the Scouting Test.
Spend Time
Lastly you need to spend the Time ⧖ that Scouting takes.
» If you chose to Sneak, spend ⧖⧖.
» If you chose to March, spend ⧖.
» If you chose to Rush, do not spend any ⧖.
Congratulations, you have now scouted your first new location!
Spending Time
⧖: You have spent 1 Time. For each ⧖ you spend, you must discard the top card of the Event Deck face down without looking at it. You may want to place the card discards some distance away from the Event Deck so that you do not confuse the two.
If you would discard the final card of the Event Deck, instead turn it over and resolve it rather than discarding it. Once you have Resolved it, gather all of the discarded Events and shuffle them, face down, to make a new Event Deck (this should have 2 cards in it, the first time you do it).
Adventure Phase
You have now entered the "Cross Roads" Location. There are a few things to note on this Location:
» There is an ① Obstacle blocking the entrance.
» There is a ② Discovery in this Location.
» There are ③ Animals and ④ Gas in the Location (no immediate effect)
» There is a ⑤ Campfire, useful for resting if you are injured
» There are ⑥⑦⑧ three Exits from the Location
There are three steps in the Adventure phase:
» Resolve Obstacles
» Fight Foes
» Investigate Discoveries
Resolve Obstacles
We will resolve the Obstacle first. Reveal the top card from the Obstacle deck; it will be the "Chasm" (WC-OB05).
This Obstacle says it is a Party Basic Test which means that each Hero in the Party needs to pass one of the Basic Tests in order to resolve it.
There looks like there is a lot going on, but here is a summary of what the card says:
» A Chasm blocks the way forward.
» Each Hero can try to ① climb across, ② throw a line to a stalactite to swing across, or just ③ leap the gap.
» If you choose to try the ① Climb Test, you'll need a total of 11 or more to succeed, for the ② Throw Test you'll need 13 or more, and for the ③ Leap Test you'll need 14 or more.
» Climbing across will take ⧖, whether you ④ succeed or ⑤ fail.
» ② Throwing a line or ③ leaping across will not take Time ⧖ if you ④ succeed, but if you ⑤ fail you will take Damage (🩸).
» If you have the Geology Speciality (⛏) you will gain ⑥ Mastery on these Tests.
» If you are Alert (⟳) you will gain a bonus of +2 to your roll ⑦.
» If you have an appropriate Kit item, you'll double its bonus ⑧.
The Forgehand has the "Caving" Skill Talent which has the Geology Speciality (in the top right of the Talent card) which matches the Speciality icon on this card. This means the Forgehand will gain Mastery on all Tests on this card; having Mastery means you roll 4 dice and keep the best 3.
Then we look at the Test Modifiers on the right of the card. The top one means that if you were Alert this turn then you gain +2 to all Tests on this card. The second modifier means that if you have an appropriate Kit item then you'll gain double its bonus, but you do not have any Kit items yet, so it does not apply.
For the Climb (Brawn) vs 11 Test, you get to add your Brawn to the roll; this is +2 for the Forgehand or +1 for the Performer as shown on their Occupation card. As this is a Climb (Brawn) Test the Forgehand may Exhaust the "Caving" Skill Talent for the "Climber" ability to gain another +2. The Performer could Exhaust their "Acrobat" Skill Talent for the "Tumbling" ability to turn this into a Leap (Grace) Test, for which they could use their Grace of +2 instead of their Brawn of +1. If a Hero passes this Test, it will cost 1 ⧖. If the Hero fails it will cost 1 ⧖, and that Hero would have to retry one of the three Tests until they succeed.
For the Throw (Handle) vs 13 Test, you get to add your Handle to the roll; this is +3 for the Forgehand and +1 for the Performer as shown on their Occupation card. As this is a Handle Test the Forgehand may Exhaust the "Smithing" Skill Talent for the "Fix" Ability to add another +1 to the Test for a total of +4. If you pass there is no cost. If you fail then you'll take one Damage 🩸 and you'll have to retry one of the three Tests until you succeed.
For the Leap (Grace) vs 14 Test, you get to add your Grace to the roll; this is +2 for both the Forgehand and Performer as shown on their Occupation card. The Performer could Exhaust their "Acrobat" Skills Talent for the "Rope Walker" ability to add +1 to this Test. If you pass then there is no cost. If you fail then you'll take one Damage 🩸 and you'll have to retry one of the three Tests until you succeed.
Exhausting Talents
Each of these may be Exhausted to activate the Abilities listed on them. Exhausting a Talent means that you turn the card 90 degrees to show it has been Exhausted. Once a Talent has been Exhausted you cannot Exhaust it again until it is Restored, which turns it vertical again. Normally all Talents are Restored during the Rest Phase at the end of each Turn.
Draining Talents
Talents also work as the health of your Hero. When you receive Damage 🩸, you have to Drain a Talent, turning it face down. A Talent that has been Drained may no longer be used in any way. However, a Talent that has been Exhausted may still be Drained if you take Damage. A Talent that is both Exhausted and Drained should be face down and turned 90 degrees to show this.
Taking Damage
🩸 - You have taken 1 Damage. You must Drain one of your Talents (Skill Talent or Weapon Talent) by turning it face down.
If all of your Talents are Drained and you take any more 🩸, you are knocked Unconscious. If all heroes are Unconscious, you have lost the Adventure and must start again.
Making the Test
Both of the Heroes will have to make this Test, but as it is a Party Basic Test there is the possibility of a Critical Success. A Critical Success (exceeding the result by 2 or more) on a Party Basic Test means that another Hero who has not yet attempted the Test automatically succeeds without needing to roll, and without suffering any effects in the green column of the result.
Choose one of the Heroes to go first and which Test they are going to attempt. You make the Test by rolling the dice (3D6 normally, or 4D6 keep the best 3 if you have Mastery).
You can Exhaust your Talents before you make the roll to help you, but you can only Exhaust each Talent once each Turn (you'll Restore them when you Rest at the end of the Turn). If you fail you can choose to do the Test again, or choose a different Test. You keep all the modifiers for all Tests of that type you make against this card, so if you Exhaust your "Caving" Skill Talent for the Climb (Brawn) Test then you keep the bonus if you fail and want to try again.
Once all Heroes have succeeded, discard the Obstacle as it is now Resolved. You would not need to resolve it again if you came back this way as you managed to find a successful route past the Chasm. Move your Party Token to the centre of the "Cross Roads" Location to show you have got past the Obstacle.
Fight Foes
There are no Foes in this Location so you do not need to fight any Foes this Turn.
Investigate Discoveries
Discoveries are found in the Adventure Deck. When attempting to reveal a specific type of card from the Adventure Deck, reveal cards from the deck until you reveal one of the required type. The cards you should reveal are detailed below:
Loot Items
The first card you reveal will be a Loot Item; "Discarded Food" (WC-IT04). You don't gain this Loot Item yet; you only gain it once you have resolved the card you are trying to draw. So set the "Discarded Food" to one side for the time being and you should keep drawing from the Adventure Deck.
Booby Traps
The next card you reveal is the Spiked Pit (WC-BT01), a Booby Trap! Sometimes in the Adventure Deck you'll run into Booby Traps which should be resolved immediately. A Booby Trap is triggered If the Party is Careless 〰, otherwise the Booby Trap is discarded.
If you were Careless 〰 this turn then the Booby Trap is triggered and you must resolve it. The "Spiked Pit" will cause the Scout of the Party, to take one Damage 🩸. The Scout must take 1 Damage 🩸 and then the Guard must make a Leap (Grace) Basic Test vs 13 or take 1 Damage 🩸. This Test works in the same way as the Leap (Grace) Test on the Chasm. Once resolved, draw the next card from the Adventure Deck as we are still looking for a Discovery card.
Discoveries
The next card you draw will be the "Runestone" (WC-DI11), a Discovery.
Discoveries come in two types, and this one is a Curiosity.
This is a Table Test, which means that one Hero will make one roll on the table and the Party will gain that result, which resolves the card.
This Curiosity has the ① Subterranean Speciality, which unfortunately neither of our Heroes have. If they did have it, they would gain Mastery on Tests on this card.
One Hero may make a ② Solve (Reason) Test with a +0 modifier to it on the ③ Table. The word "may" is important here, as you do not need to resolve this Curiosity if you do not want to. The Forgehand's Reason is 1 and the Performer's Reason is 2.
Lastly there is the table of difficulties and outcomes:
» If you roll a 9 or less on the Test you get the bottom result; a -2 modifier to your next Scouting Test and you must spend ⧖.
» If you roll a 10 or 11 on the Test then you must spend ⧖.
» If you roll a 12-15 on the Test then you gain a +2 on your next Scouting Test.
» If you roll a 16 or higher on the Test then you draw the next 3 Location cards and return them in any order to the Location Deck.
Making the Test
If you choose to make the Test, then roll once on the table, adding the Reason of the Hero that made the Test and see which result you get. Any result will Resolve the card and you can then discard it.
If you achieved the top result and got to look at the next Location Card, then look at page 17 for a summary of what the icons on that card mean.
If you received the second highest or the lowest result, then keep the Runestone to remind yourself that you get a modifier on your Scouting Test next turn. After you have rolled your Scouting Test next turn, discard the Runestone.
If you got the third highest or the lowest result then spend the ⧖ now, which may trigger an Event.
Whatever result you obtain, you will also gain the "Discarded Food" Loot Item which was drawn earlier. Place the card near your Hero cards. This item can be discarded at any time to Heal up to two Talents, turning them face up, either on one Hero or between the two Heroes.
If you don't want to make the Test then leave the "Discarded Food" with the "Runestone" card on top of it in a pile next to the Location to show they are still in play. If you returned to the Location at a later point you could try the Test then.
Resolving Events
The first Event you should have to resolve is "A Molog Approaches". This requires you to make a Persuade (Charm) vs 12 Basic Test. Your Charm is 1, so you will gain +1 to this Test.
» If you pass the Test you gain +2 on your next Scouting Test.
» If you fail the Test you gain -2 on your next Scouting Test.
Once you have made the next Scouting Test, return this card to the box.
Exploration Phase
As all Obstacles, Foes and Discoveries in the Location have been resolved (or bypassed if you ignored the Runestone) we move onto the Exploration Phase. Normally this phase is used to resolve Barriers, and Search Zones in the Location, which are both optional extra icons you could interact with. There are no Barriers or Search Zones in this training scenario, so we can skip this phase.
Rest Phase
The last phase of the Turn is the Rest Phase. During the Rest Phase all of your Talents are Restored, which means if they are Exhausted you can turn them vertical again to use them next Turn.
If any of your Talents are Drained you can also choose to Camp to Heal them. As there is a 🔥 in the Location it will cost ⧖ to Heal 1 Drained Talents on both characters. For example; if the Forgehand has 2 Drained Talents and the Performer has 1 Drained Talent then if you spend ⧖ both Heroes will Heal one Drained Talent each or 2 Time will Heal both Heroes fully. If you have Drained Talents, it is worth healing them now. Decide how much ⧖ you want to spend in order to Heal your Drained Talents, spend the ⧖ and see if that triggers an Event.
After you have chosen to Camp or not the Turn ends and you are now ready to start Turn 2!
Turn 2
We have now started the second Turn of the game.
Scouting Phase
You are in the "Cross Roads" Location and there are three Exits to choose from: Bright, Ambient or Dark. Don't forget you might have a bonus, or penalty, to the Scouting Test from the Runestone you encountered last Turn.
Decide Marching Order
Choose if the Forgehand or the Performer is going to be the Scout, the other Hero is the Guard.
Choose an Exit
» Do you want to take the Bright Exit, which will make your Scouting Test easier, but will give you a -2 penalty to Surprise Foes?
» Do you want to take the Dark Exit, which will make your Scouting Test harder, but will give you a +2 bonus to Surprise Foes?
» Or do you want to take the Ambient Exit which is the middle difficulty for Scouting, and gives you no modifier on your Surprise Test against Foes.
Update the Brightness Token on the Readiness Tracker (no token if you chose the Ambient Exit).
Choose your Pace
Now you have the choice to March, Rush or Sneak through the Exit.
» Sneaking takes ⧖⧖, but grants a +2 bonus on Scouting and Surprise Tests.
» Marching takes ⧖ and grants no bonus on Scouting and Surprise Tests.
» Rushing takes no ⧖, but grants a -2 penalty on Scouting and Surprise Tests.
Update the Pace Token on the Readiness Tracker (no token is required if you chose to March).
Remember, if you did really well on the Runestone Discovery you might have got to see the next Location card and so know what is coming!
Add the Location to the Map
Reveal the next Location Card, which should be the "Great Cavern," and add it to the map, covering the footsteps on the "Great Cavern" card with the Exit you chose from the "Cross-Roads" Location.
Scout the Location
Make a Scouting Test against the Brightness Difficulty on the "Great Cavern" card, based on the Exit you took from the Cross Roads. For Example; if you took the Ambient Exit then your difficulty is 10.
Roll 3D6 (three six-sided dice) and compare the result to the Scouting Test Difficulty. You will get a +2 bonus to this Test if you decided to Sneak earlier, or a -2 penalty if you Rushed. Remember, you may also have a bonus or penalty from the Runestone Discovery and / or an Event card
» If you beat the Difficulty by 4 or more then you are Alert ⟳, place the Readiness token with its Alert side face up on the Readiness tracker.
» If you equalled or beat the Difficulty by 3 or less you are Bold ⬆. This is the default position on the Readiness Tracker, no token is required.
» If you rolled less than the difficulty you are Careless 〰, place the Readiness Token with the Careless 〰 side face up on the Readiness Tracker.
Spend time
Lastly, you need to spend the Time that Scouting takes.
» If you decided to Sneak, spend ⧖⧖.
» If you decided to March, spend ⧖.
» If you decided to Rush, spend no ⧖.
Adventure Phase
The Party has now entered the Great Cavern. There are a few things to note here:
» There is a Foe and a Discovery in this Location.
» There are Insects and Gas in the Location (no immediate effect).
» There is a Barrier, behind which there is a Search Zone (not used in this training scenario).
» There are 2 Exits from the Location.
Resolve Obstacles
There is no Obstacle at the entrance to this Location, so you can move your Party Token to the centre of the Great Cavern Location.
Fight Foes
As we resolve Foes before Discoveries, we now need to reveal cards from the Adventure Deck until we get a Foe card. Reveal a card from the Adventure Deck now and you should reveal the "Shiny Rocks" Loot Item (as before, set any Loot cards aside until the Foe is defeated) followed by the "Goblin Guard" Foe. Defeat the Goblin to get his shiny rocks!
Note: If you have been unlucky in your adventure so far, you may have had one of your Heroes knocked Unconscious. In this case you will find that your combat varies slightly from the combat explained below
Surprise Test
Drawing a Foe card means that the Party has met a Foe during their Adventure. The Party must make a Surprise Test against the Foe to see if they Surprise the Foe, the Foe Surprises the Party, or they both see each other at the same time.
Make your Surprise Test now (either Hero can roll), against the Goblin Guard's ① Alertness value of 12 (shown in the top left of the card). Check your Readiness Tracker, if you tried to Sneak or used a Dark Exit you will have a bonus to this roll. If you Rushed or came through the Bright Exit you will have a penalty on this roll.
Roll 3D6 and compare it to the Alertness value of the Foe. Remember you may have a bonus or penalty from an Event card.
» If you beat the Alertness value by 4 or more (16+), you have Surprised the Foe.
» If you equalled or beat the Alertness value by up to 3 (12-15) then neither side gains Surprise.
» If you rolled less than the Alertness value (<12) then you are Surprised.
Update the Surprise token on the Readiness Tracker to show which side is Surprised (no token if neither side is Surprised).
If you gain Surprise then you have Advantage (a +2 bonus) on all of your attacks for the first Round of Combat and Ranged Creatures have Disadvantage (a -2 penalty) against you.
If you are Surprised then Ranged Creatures gain Advantage (a +2 bonus) against you for the first Round of Combat and you are at Disadvantage (a -2 penalty) to attack them.
Advantage and Disadvantage
Throughout Combat a Hero or Creature may gain Advantage (+2) or Disadvantage (-2) to their attack. Each time this happens place an Advantage or Disadvantage token next to the Hero or Creature token on the Combat Aid. The next time that Hero or Creature makes an attack you must use the Advantage or Disadvantage modifier and discard the token.
Advantage and Disadvantage do not stack, you cannot gain either more than once. If you gain both Advantage and Disadvantage at the same time, they cancel and you should discard both tokens.
Retreating
If you gain Surprise you can choose to Retreat, which means you spend ⧖ and return to the previous Location, moving straight to the Rest Phase. This might make sense if the Party is badly damaged, or the Foe is particularly powerful, like the "Goblin Queen" or "Mother Spore". For this Adventure you should try the combat, but it may be helpful in the future to remember that retreating is an option!
Unconscious
If a Hero is knocked Unconscious then they take no further part in the Scenario until the Party can Rest. The Party can then spend Time to Heal, with the first point of Healing removing the Unconscious token.
If all Heroes are knocked Unconscious then the Party has lost the Adventure.
Setting up the Combat Aid
You now must fight the Goblin Guard.
Place the Combat Aid within easy reach of all players, with the Ranged Foe side face up as the Goblin Guard is a Ranged Foe.
Place the Goblin Guard Foe card so the bottom of the card covers just the area marked 'Place card here'.
Place 2 Creature tokens in the Ranged Foe area of the Combat Aid to represent the Goblin Guards. The number of Creatures depends on the number of Heroes in the Party, including Unconscious Heroes. In this case, as there are two Heroes, there are two Goblin Guards.
Place the Forgehand's Hero token in the Melee area of the Combat Aid as they only have Melee weapons.
Place the Performer's Hero token in the Ranged area of the Combat Aid as they have a bow.
If you Surprised the Foe, then place a Disadvantage (-2) token next to each Creature token and an Advantage (+2) token next to each of your Hero tokens.
If you were Surprised, place a Disadvantage (-2) token next to each of your Hero tokens and an Advantage (+2) token next to each Creature token.
In the example on the opposite page; the Heroes have Surprised the goblins, and so the Heroes have Advantage and the Goblin Guards have Disadvantage.
The Engagement Round
The first Round of Combat is called the Engagement Round. It works slightly differently to the later Rounds, as it allows for Ranged Heroes and Ranged Foes to use their weapons slightly more easily without the fear of being immediately pinned down by Melee attackers.
Combat has 4 steps:
» Choose Attacks
» Ranged Attacks
» Melee Attacks
» Check Morale
Choose Attacks
The Forgehand's main weapon is their Rough staff, a Melee Weapon. This means they are a Melee Hero and their token goes in the Melee area of the Combat Aid. The Performer's main weapon is the Rough Bow, this is a Ranged Weapon so they should place their token in the Ranged Hero area of the Combat Aid.
Ranged Attacks
Ranged combat starts with a Ranged Hero making an attack, and then a Ranged Creature, alternating until all Ranged Heroes and Ranged Creatures have made their attack.
If all of the Ranged Heroes have made an attack and there are still Ranged Creatures who have not, all of those Ranged Creatures will then make an attack. Similarly, if all of the Ranged Creatures have made an attack and there are still Ranged Heroes who have not, all of those Ranged Heroes will then make an attack.
As the Performer is a Ranged Hero and the Goblin Guards are Ranged Foes, the Performer gets to make their attack first.
Combat Results - Ranged
The combat results table on the Rough Bow shows what happens if you roll that result or higher, taking the highest outcome.
☀ – Critical Strike – You have hit the Creature for 1 Damage 🩸 and the next Hero to attack gains Advantage.
☀ – Strike - You have hit the Creature for 1 Damage 🩸.
🩸 – Advance - The next Hero to attack gains Advantage.
⚔ – Miss– Your attack has missed.
🗡 – Fumbled – You have hit a Melee Hero for 1 Damage 🩸.
Hero Ranged Attacks
To attack you roll 3D6 and add the Creature's Ranged Modifier (in this case -1) to the roll. Remember to add +2 if you have Advantage or -2 if you have Disadvantage.
» If you rolled a total of 15 or more you have a Critical Strike ☀ result, which inflicts 1 Damage 🩸. As the Goblin Guard only has 1 Health this kills it! Remove the Goblin Guard's token from the Combat Aid. This also gives the next Hero Advantage.
» If you rolled a 13 or 14 you have a Strike ☀ result, which inflicts 1 Damage 🩸 and as the Goblin Guard only has 1 Health it dies! Remove the Goblin Guard's counter from the Combat Aid.
» If you rolled a 11-12 you have an Advance 🩸 result, giving Advantage to the next Hero to act. Place an Advantage token next to the Forgehand Hero token (if the Foreghand is Unconscious then the Performer gains the Advantage token). Note if one hero is Unconscious and there are two Goblins left then one of the Goblins will not be pinned and will get to shoot before the remaining Hero in Melee. In this case you grant that Goblin an Advantage token instead of giving the remaining Hero a Disadvantage token.
» If you rolled an 8-10 you Missed ⚔ and there is no effect.
» If you rolled a 7 or less you have Fumbled 🗡 and shot the Forgehand. They take 1 Damage 🩸.
Instead of shooting at a Goblin Guard, you can also choose to Exhaust your Defensive Weapon Talent for its "Covering Fire" ability. This counts as your ranged attack for the combat round and gives Advantage to the Forgehand for their next attack.
Creature Ranged Attacks
Heroes and Creatures normally alternate Ranged Attacks, but in this case all of the Ranged Heroes (the Performer) have already attacked. Therefore, the remainder of the Ranged Creatures (either one or two Goblin Guards, depending on whether the Performer killed one) will now make their attacks.
Each time it is a Creature's turn to make a Ranged Attack, choose the Creature that is attacking (one that has not attacked yet this Round) and a Hero to be the target of that attack (one that has not been attacked yet this round, with Ranged Heroes being chosen before Melee Heroes). This means that the first Goblin Guard to attack will attack the Performer. The Foe has 3 outcomes on its combat results table:
≥13: ☀ – Strike – Inflicts 1 Damage 🩸
11-12: 🩸 – Advance – Grants you Disadvantage
<10: ⚔ – Miss – No effect
Roll 3D6 for the Goblin Guard, add +2 for Advantage or -2 for Disadvantage if it has them, to see if it managed to hit you. You should discard the Advantage or Disadvantage token once the roll is made.
If the Goblin Guard gets a Strike ☀ result, then your Hero must take 1 Damage 🩸.
If the Goblin Guard gets an Advance result, then place a Disadvantage token next to your Hero Token. Remember, you may only have one Disadvantage token next to your Hero token at any one time. If you have both an Advantage token and a Disadvantage token at the same time, discard both.
If the Performer didn't manage to kill a Goblin Guard then the second Goblin Guard will attack the Forgehand in the same way.
Melee Attacks
Now is the Forgehand's chance to smite a Goblin Guard! Move one of the Creature tokens into the Melee area of the Combat Aid to show the Forgehand has engaged it in Melee; this is called Pinning and will prevent that Goblin Guard from shooting its bow again.
Melee Attacks are resolved in a single dice roll, made by the Hero, to determine if the Hero hits the Creature, if the Creature hits the Hero, or if Hero and Creature both hit each other.
To make a Melee Attack roll 3D6 and add the creature's Melee Modifier, which is -1 for a Goblin Guard. Add +2 if you have Advantage, or -2 if you have Disadvantage.
If you do have Disadvantage then you can use the Forgehand's "Momentum" Weapon Talent for its "Back on Track" ability to remove Disadvantage from your attack (discard the Disadvantage token). You must choose to do this before you make your attack.
Roll your Melee Attack now, add any bonuses or penalties, and then discard any Advantage or Disadvantage token you may have.
Combat Results - Melee
The combat results table on the Rough Staff shows what happens if you roll that result or higher, taking the highest outcome. Note: while you could use the Knife shown on your Forgehand Occupation card to attack with, the Rough Staff is a far more effective weapon.
☀ – Critical Strike – You have hit the Creature for 1 Damage 🩸 and the next Hero to attack gains Advantage.
☀ – Strike - You have hit the Creature for 1 Damage 🩸.
🩸 – Advance – The next Hero to attack gains Advantage.
✕ – Trade Blows – You have hit the Creature for 1 Damage 🩸 and the Creature has hit you for 1 Damage 🩸.
⊞ – Pushed Back – The next Hero to attack gains Disadvantage.
🗡 – Fail - The creature has hit you for 1 Damage 🩸.
You can also Exhaust your "Momentum" Weapon Talent after the roll to reduce the damage you take from a Trade Blows ✕ result by 1. This would mean that you would take no damage from the attack against the Goblin Guard if you Traded Blows.
» If you rolled a total of 15 or more you have a Critical Strike ☀ result, which inflicts 1 Damage 🩸 and as Goblin Guard only has 1 Health this kills it! Remove its token from the Combat Aid. This would normally give the next Hero Advantage as well!
» If you rolled a 13 or 14 you have a Strike ☀ result, which inflicts 1 Damage 🩸 and as the Goblin Guard only has 1 Health it dies! Remove its token from the Combat Aid.
» If you rolled a 12 you have an Advance 🩸 result, giving Advantage to the next Hero to act. Place an Advantage token next to the Performer Hero token. (If the Performer is Unconscious then the Forgehand gains the Advantage token).
» If you rolled 9-11 you have Traded Blows ✕ with the Goblin. You take 1 Damage 🩸 and the Goblin takes 1 Damage 🩸, which kills it as it only has 1 Health. Remove its token from the Combat Aid. You must Drain 1 Talent to show you are injured, turning that Talent face down.
» If you rolled a 5-8 you are Pushed Back ⊞. The next Hero to Attack gains Disadvantage. Place a Disadvantage token next to the Performer token. (If the Performer is Unconscious then the Forgehand gains the Disadvantage token).
» If you rolled a 4 or less you have Failed 🗡 and been struck by the Goblin. You take 1 Damage 🩸 forcing you to Drain a Talent, turning it face down, to show you are injured.
Morale
If both Goblins are not dead and you are not Unconscious continue to Round 2 of Combat. The goblins will not Flee, so continue the Combat until it is dead.
Round 2
Round 2 and beyond work in a similar way to the Engagement Round, with one exception. During the Choose Attacks step, any Hero that chooses to make a Melee attack this Round may Pin one Ranged Creature, preventing it from making its Ranged Attack. Move its Creature token to the Melee area of the Combat Aid to show it has been pinned. A Ranged Creature must continue to be Pinned each Round to stop it from making its Ranged Attack.
If they want to, the Performer can also become a Melee Hero by using their Knife (the combat track is on the Occupation card) in which case they work in the same way as the Forgehand, including pinning one of the Goblin Guards.
Continue with Combat Rounds until either the Heroes or the Goblins are defeated! Hopefully this should result in victory after a few attacks. Don't forget you get the Shiny Rocks Loot item once the Goblin Guards are defeated.
Investigate Discoveries
After defeating the Goblin Guard Foe, you now have to draw from the Adventure Deck until you draw a Discovery. This should be the next card; "Master Shug"
You have found Master Shug, the Goal of your Adventure. Now you must convince him of your need. Master Shug is an Encounter, you must deal with this card, unlike the Runestone which was a Curiosity and therefore optional.
Master Shug is a Staged Test. That means you can attempt to improve your outcome by making increasingly difficult Tests against him.
You start at the lowest Stage ① at the bottom of the card. To get to the next Stage you can try to pass a Test ⑤ and beat the Stage difficulty ⑥ between that Stage and the next one up; in this case, that Difficulty is 11. You may attempt either an Intrigue (Charm) Test or Coerce (Will) Test. The Forgehand has a Charm of 1 and a Will of 1, but the Performer has a Charm of 3! The Coerce (Will) Test also has a modifier of -2 to Tests (because Master Shug doesn't like being Coerced as much as he likes being Intrigued).
Each time you pass a Test you go up a Stage. You can choose to either stop at that Stage or attempt to move to the next Stage up. So, the Test to get to the 3rd stage has a Difficulty of 13 and the Test to get to the 4th Stage has a Difficulty of 16 to pass. The 4th/top Stage is the best result you can get.
However, if you fail a Test then you drop one Stage (if able) and cannot make further Tests. You have pushed your luck far enough and the Encounter is over.
The Performer can Exhaust their "Rough Upbringing" Skill Talent for its "Fast Talker" ability to gain a +1 to their Charm for the Test, giving them a +4 overall. The Performer is generally better at being Charming, just like the Forgehand is better at making Handle Tests.
As you defeated the Goblin Guard you should have picked up some "Shiny Rocks" Loot Item earlier. The Shiny Rocks can be discarded to gain +1 on the Intrigue (Charm) Test. Any bonuses you gain will apply to all Intrigue (Charm) Tests that Hero makes against Master Shug this Turn.
There is also a Test Modifier ⑦ on the "Master Shug" card of "📦+1" which means you get a +1 bonus if you discard a Loot Item. You could use the "Discarded Food" for this, if you still have it. If the Forgehand's Smithing Talent has not been Exhausted or Drained it can be used for its "Solid Construction" ability that allows the Forgehand to double the bonus from a Loot Item on the Test, in this case to +2, if they are chosen to make the Test.
As you can see its often worth using Loot Items!
See how high a Stage you can push Master Shug to help.
» If you get the top Stage ④ then both Heroes gain an additional Talent for the next Adventure only.
» If you get the 3rd Stage ③ then draw a random Loot Item at the start of the next Adventure
» If you get the 2nd Stage ② nothing happens.
» If you get the lowest Stage ① spend ⧖ immediately. If this triggers an Event then resolve it, otherwise the Adventure is complete.
As finding Master Shug is the Goal for the Adventure, you will have succeeded once the card is resolved. As stated at the start of the Adventure; any bonus you get from the top two Stages you can keep for your first full Adventure in the Weeping Caves! This is a unique bonus, specific to this training scenario.
Adventure Summary
This is the end of the training scenario; you have explored the Weeping Caves, swung over chasms, avoided (or not) spiked pits, found valuable Loot, investigated Runestones, defeated Goblins and convinced Master Shug to aid you on your Adventures to come.
This is truly a great start to the Untold Adventures you have to come!