RulesPal
Chat
Rulebook
HEXplore It: The Valley of the Dead King – Klik's Madness Legends: Shadow of the Forsaken Crown thumbnail

HEXplore It: The Valley of the Dead King – Klik's Madness Legends: Shadow of the Forsaken Crown

Expansion for HEXplore It: The Valley of the Dead King

HEXplore It: The Valley of the Dead King – Klik's Madness Legends: Shadow of the Forsaken Crown Rulebook

Table of Contents

Table of Contents

  • Appendix A: Statuses and Campaign Items
    • Status List
    • Campaign Items
  • Appendix B: Purchasable Items
    • Services and Items available in Cities
    • Services and Items available in Shrines
  • Appendix C: Circumstance Tables
    • Quadrant A and HexTile N
    • All Other Locations and Random Encounter Table
    • Nature Table
    • Hex Table
  • Appendix D: Opponents
    • Opponents
    • New to Combat?
    • Combat Rewards
    • Forests of Adrimon Icons
    • Domain of Mirza Noctis Icons
    • Opponents with Influence
    • Swarms and Hordes
    • Encounters
      • Blood Wasps
      • Bone Legion
      • Brigands
      • Creeping Shade
      • Cultists
  • 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
      • Brond
      • Caelia
      • Cerano
      • Kieran
      • Loramir
  • Day Tracker
  • Appendix G: Conditions
  • New Keywords

Appendix A: Statuses and Campaign Items

Status List

  1. A Pixie's Plea
  2. Awakened Legacy
  3. Bumps in the Dark
  4. Captive Audience
  5. Charon's Obol
  6. Crystal Garden
  7. Dedicated
  8. Derelection of Duty
  9. Deserter
  10. Divine Desperation
  11. Empathetic
  12. Fleeting Friendship
  13. Free Range
  14. Friends to the End
  15. Ghoulish Gathering
  16. Guarded
  17. Harmonized Fate
  18. Hearthforge Hero
  19. Heavy is the Head
  20. Hissing Fissure
  21. Hunting Party
  22. In One Ear
  23. Incompatible
  24. Invasive Species
  25. Looming Fate
  26. Merciful
  27. Moment of Peace
  28. Needs of the Few
  29. Needs of the Many
  30. One Foot In

Campaign Items

The Campaign Items list is numbered 1 to 10. Each item's bonus icons are printed on the right of its entry. Where a bonus is shown as a coloured icon, it is written here as "icon: colour" because the icon glyphs do not survive text extraction.

1. Cryovern's Tooth (bonus: red crossed-swords icon +1; blue icon +1) If a target suffers damage from the wielder's action this round, the target gains Vulnerable. The length of an ogre's forearm, this wicked tooth is perpetually cold to the touch.

2. Enchanted Hourglass (bonus: light-blue icon +1) If one or more heroes reach 1 or less Health, before any Revive or similar effects trigger (like from a Health Stone), each hero who triggered this effect Heals 6 Health and Energy. If you have Time Saver, Heal maximum Health and Energy instead. The Hourglass crumbles to dust after this use. The golden sands within seem to sparkle in just the right light.

3. Forsaken Crown (bonus: green boot icon +1; dark hex icon +1; blue icon +1) Once per Day, for 3 Energy, you may turn one failed Stat Test into a success, or for 6 Energy, you may turn one Stat Test into a Critical Success. Each Sunrise, if you have Heavy is the Head but not the Orb of Rejuvination, the wielder suffers 2 Energy Drain. May not be traded to another hero. While the two halves of the crown appear naught but plain, pointed metal, you can see beyond the simplicity of the relic's mask.

4. Fulgurite Crystal* (bonus: purple Power Up icon +2) Wind at our Backs: Whenever the wielder succeeds a Navigate roll during the Skill phase, it is considered a Critical Success instead. Perfect Day: Each Sunrise, the wielder may spend 3 Energy to trigger any result on the Nature Table (see Appendix C). Summon Storm: Once per combat, the wielder may spend 3 Health while Defending to use this item. For the remainder of combat, roll the Action die during the Resolution phase. Each opponent suffers Health and Energy damage equal to the result. This die may HEXplode. 'Sparky crystal' indeed! The light purple crystal formation crackles with energy whenever you expose it to the sky.

5. Gauntlet of Winter's Wrath* (bonus: choose 1 of: orange shield icon +2, or purple icon +1 and blue icon +1) Once every three rounds, the wielder may spend 3 Energy while Defending to use this item to Negate all damage and effects for one opponent that round, including Defend, Evasion, and similar effects. You thrust the palm of the runic gauntlet forward, striking your opponent with a freezing lance of ice.

6. Goblin Grenades* (no bonus icon) Roll the Action die and deal the resulting amount of Health and Energy damage to all opponents. This die may HEXplode. If you roll a 1 at any time, one target (chosen between heroes, allies, and opponents) also suffers 3 Health and 3 Energy damage. Functional yet dangerous – the hallmark of great goblin engineering.

7. Gold Dragon Scale (no bonus icon) Each Movement phase, the wielder may spend 3 Energy to activate the inherent luck in the scale. The wielder gains a -3 bonus to all Stat Tests made this Day, and may alter the result of a Circumstance roll by up to 2. They may also reroll any one die roll during each phase of the Day. It is often said that the scale of a gold dragon brings luck – and the fact that you've found one is proof positive!

8. Orb of Rejuvination (bonus: fist icon +3) The wielder Heals 3 Energy each Sunrise. During combat, the wielder may spend 1 Energy per damaging attack to convert the Health or Energy damage from that attack to affect Influence instead. Only a dull glow reveals this hand-sized orb to be more than a plain crystal sphere.

9. Ring of Shadows (bonus: grey icon +2) The group deals Piercing and Corrosive damage against Undead and Spirit opponents. Once per Day, when the group is allowed to draw a Power Up from either the Timer or Restore Decks, you may draw 1 additional Power Up from the Timer Deck and apply its bonus to the group. The three onyx gemstones seem to absorb the surrounding shadows. Where did the strange traveller get this?

10. Wyrmguard Pendant (bonus: red crossed-swords icon +1; blue icon +1) The wielder gains Favored Opponent against Magical Nature and Undead opponents. If they already have Favored Opponent against that type, increase the Favored Opponent die to a Core Die against that type. This die may HEXplode on a HEX face or 1. Its chain is rusted, but the pendant itself gleams, oddly untouched by time – a silver dragon coiled around a black opal, its eyes set with tiny rubies that glint in the frosty air.

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

Appendix B: Purchasable Items

Traveling Merchant: Items in the dashed border below may be purchased from the Traveling Merchant.

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
Rations1Each Ration purchased equals 2 units of Food. 4 Food can be sold back for 1 Gold.Once
Potion*1Heal: 3 Health and 3 Energy.Once
Luck Stone2Use 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

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
BlessingGain 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. (If Kieran is a hero, this effect occurs before checking for his death.) Blessing of the Sun (Shrine 4): This Blessing Heals 2 lost Health and Energy before the Movement phase of each Game Turn. This Blessing stacks with Camping Gear or other similar effects.Instant / Permanent
Rations2Each Ration purchased equals 2 units of Food. 4 Food can be sold back for 1 Gold.Once
Mystic Tonic*2Heal: 6 Energy, or Negate all Conditions on one hero.Once
Spectral Tonic*

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

Appendix C: Circumstance Tables

Quadrant A and HexTile N

RollResultFlavour
1Thugs (Encounter)These aren't the Bandit Prince's gang, but think they deserve your gold all the same.
2Mangy Wolves (Encounter)*Labored growling alerts you to these decrepit wolves, a deranged fury in their eyes.
3Giant Boar (Encounter)*You relize too late that you've wandered dangerous close to a boar's den.
4Roll on the Nature Table below.Mother nature has chosen how our day will unfold.
5Lose Food equal to your Food Rating.Reaching into your pack for a meal, you sadly discover it has spoiled.
HEXRoll on the Hex Table below.What do we have we here?

All Other Locations and Random Encounter Table

Roll two dice and add the results into one total.

TotalResultFlavour
Two HEX facesRoll on the Hex Table below.What do we have we here?
3-4Roll on the Nature Table below.Mother nature has chosen how our day will unfold.
5-6If you do not have Invasive Species, read 189. Otherwise, gain Food equal to twice your Food Rating.Your haphazard trek near a small cave yields an unexpected surprise.
7-8If you do not have Storm Chasers, read 262. Otherwise, roll on the Nature Table below.What's with all the bad weather lately?
9-10If you do not have Right Place, read 220. Otherwise, roll Explore. If it succeeds, Restore 1. Otherwise, Advance 1.Tracks in the snowy earth indicate a large group of... something traveled through here recently.
11-20Roll for a random Encounter.

Random Encounter Table:

RollEncounterFlavour
HEXSilk Spiders*A glint of light catches the web of a cluster of spiders just before they skitter to attack.
2Blood Wasps*You hear an ominous buzzing just before a group of giant wasps descend upon you.
3Creeping ShadeMoving shadows catch your eye just in time to prepare for the stealthy predator.
4Shambling ZombiesThis surprising group of undead is not tracking you, but are dangerous all the same.
5BrigandsNot your run-of-the-mill thieves, these highwaymen need to be taught a lesson.
6Goblin AgitatorsYou run afoul a group of goblins gleefully setting fire to some nearby trees.
7Living StormThe air roars and crackles as the living storm descends, its fury directed solely on you.

* This Encounter may be added to the Beastmaster / Beast Lord's pack.

Nature Table

Only one Nature effect can be active. If a new Nature effect is rolled before a previous one has resolved, ignore the previous effect.

RollEffectFlavour
1You may only move Cautiously or Camp during the next Movement phase. Gain a +1 penalty to Stat Tests until Sunrise.A violent snowstorm has slowed your progress to a crawl.
2You move 1 less hex during the next Movement phase, to a minimum of 1.As if the persistent cold wasn't bad enough, the wind and snow have picked up, causing a significant delay.
3-5An uneventful day. Restore 1.The day's chilly trek has been as peaceful as can be expected.
HEXYou may move 1 more hex during the next Movement phase without Advancing. Gain a -1 bonus to Stat Tests until Sunrise.A welcome break in the snowy weather allows you to walk with a purposeful stride.

Hex Table

* If this has already been played, treat as a result of 3 instead.

RollEffectFlavour
1Gain a Health Stone or increase your Health rank by 1 if already owned.You accompany a traveling priest for a short while. As thanks, he provides you with a protective stone.
2Gain a Gear Upgrade.Wolves have left the inedible parts from someone's campsite. Finders' keepers!
3-4Restore 2. You may purchase Items from the Traveling Merchant. Reduce the total Gold cost of your first purchase by 3, to a minimum of 1 Gold.You've found a grumbling dwarven merchant desperate to sell his goods.
5Each hero may draw a Power Up from the Restore Deck and either gain it or Restore it.*The day's journey is not just uneventful, but invigorating. You've never felt so good!
HEXGain a Gold Dragon Scale.*Could this great luck be an effect of the crown?

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!

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 Gold amount shown below.

Essence iconSell Value
Essence type 11 Gold
Essence type 25 Gold
Essence type 310 Gold

Domain of Mirza Noctis Icons

For the purposes of this Legend, ignore any of the following Domain of Mirza Noctis symbols that appear: a sun-shaped symbol, a crescent moon, and a honeycomb hexagon cluster. Where these symbols appear on opponent cards below, they are shown as [sun], [moon], and [honeycomb].

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 and 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.

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.

Encounters

Card layout as printed: the top-left shield is the opponent's Level. Top-right vitals are Health (heart icon), Energy (fist icon), and Influence where shown. The two hexes beneath are the Gold hex and the Food (grey) hex, as used on the Circumstance and Hex tables. Action rows are listed in die-roll order, 1-2 first (Attack), then 3-4, then 5-6, as printed. Stat-test icons for Swarms and Hordes are described by colour.

Blood Wasps

Level 2 · Creature · Health 8 · Energy 8 · Gold 3 · Food 1

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

Bone Legion

Level 5 · Undead · Health 22 · Energy 12 · Gold 9 · Food 0 · Reward: Power Up (+)

  • 1-2: Group: 4 Health. Piercing 2.
  • 3-4: Triple: 8 Nonlethal Health. Any remaining damage is converted to Energy damage.
  • 5-6: Single: 6 Health and Survival. If the target fails, the group is Cursed.

Brigands

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

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

Creeping Shade

Level 2 · Spirit · Health 6 · Energy 7 · Gold 6 · Food 3

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

Cultists

Level 1 · Humanoid · Health 4 · Energy 4 · Gold 2 · Food 4 · [honeycomb] symbol shown

  • 1-2: Dual: 1 Piercing Health. Hatred: Utility and Assist.
  • 3-4: Single. The target becomes Cursed.
  • 5-6: Single: 3 Energy. If the target has 0 Energy at the end of the round, the Cultists gain Hatred against the target for 1 round.
  • Cultists become Dangerous for every 30 Blood in the Blood Meter.
  • [sun] Increase the Cultist's Vitals by half (after Game Difficulty modifiers are applied). Reinforce: Block 5.

Fallen Army

Level 4 · Undead Horde · Outlast 6+ per hero · Gold 5 · Food 0 · [honeycomb] symbol shown · Stat icons: red crossed swords, orange shield, blue hand

  • 1-2: Those who fail suffer 5 Critical Health damage.
  • 3-4: Those who fail suffer 4 Piercing Energy damage and become Frightened.
  • 5-6: Those who fail suffer 3 Corrosive Health damage and are Wounded.
  • Reinforce: Heroes suffer a +1 penalty to Ability Stat Tests.
  • [moon] +2 Outlast.

Giant Boar

Level 3 · Creature · Health 10 · Energy 12 · Gold 4 · Food 4

  • 1-2: Dual: 4 Health. Piercing 3.
  • 3-4: Group: 5 Health. The boar tramples the group. All Healing effects are halved next round.
  • 5-6: Single: 7 Energy. The boar Boosts its next attack by 3 damage.

Goblin Agitators

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

  • 1-2: Triple: 3 Health. Reflect 1. Get back!
  • 3-4: Group: 3 Health and Energy. Piercing 2. Those who target the Agitators this round are Burned.
  • 5-6: 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.

Greater Crystal Elemental

Level 3 · Spirit · Health 16 · Energy 10 · Gold 4 · Food 0

  • 1-2: Triple: 5 Health and Explore. Those who fail are Knocked Down.
  • 3-4: Triple: 6 Energy Drain.
  • 5-6: Single: 8 Health. The target becomes Encased (12) in crystal.
  • This opponent is Tethered.

Living Storm

Level 3 · Spirit · Health 12 · Energy 14 · Gold 6 · Food 0

  • 1-2: Dual: 4 Health and Energy. Piercing 1.
  • 3-4: Group: 3 Health. Heroes who suffer damage become Blinded.
  • 5-6: Group Energy. Roll a Core die. Targets suffer the result as Piercing Energy damage.
  • This opponent is Tethered.

Mangy Wolves

Level 2 · Creature · Health 8 · Energy 8 · Gold 4 · Food 1

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

Mindwiped Mob

Level 2 · Humanoid · Vital (black heart-with-swirl icon) 8 · Energy 10 · Gold 1 · Food 2

  • 1-2: Group: 3 Energy Drain. Defend 2.
  • 3-4: Triple: 2 Health and Explore. Targets who fail are Knocked Down.
  • 5-6: Group: 3 Health. Piercing 2.

Monstrous Centipede

Level 4 · Creature · Health 14 · Energy 15 · Gold 2 · Food 5

  • 1-2: Single: 4 Health. Counterattack 3. Block 4.
  • 3-4: Dual Unyielding: 5 Health and Survival. Defend 3. Those who fail become Vulnerable.
  • 5-6: Group: 5 Energy Drain and Navigate. Those who fail become Wounded.

Moonclaw

Level 3 · Magical Nature · Health 14 · Energy 10 · Food 3

  • 1-2: Dual: 6 Energy. The first target becomes Bound to the second target.
  • 3-4: Dual: 5 Health. Each target becomes Drained.
  • 5-6: Dual: 5 Health. The first target becomes Confused.

Plague Beast

Level 4 · Undead · Health 16 · Energy 14 · Gold 7 · Food 0

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

Sahuagin

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

  • 1-2: 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: 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: Triple: 3 Piercing Health. Hatred: Striker and Utility.
  • [sun] Hated heroes suffer 1 additional damage from attacks.

Shambling Zombies

Level 2 · Undead · Health 10 · Energy 8 · Gold 5 · Food 0

  • 1-2: Dual: 4 Health. Reduce each target's damage dealt by 3 next round (minimum 1).
  • 3-4: Single: 5 Health. The target may not use Energy next round.
  • 5-6: Group: 3 Health. Targets who suffer damage may not use Energy next round.

Silk Spiders

Level 1 · Creature · Health 4 · Energy 6 · Gold 3 · Food 0

  • 1-2: Group: 2 Energy. Targets who use Energy suffer 1 Health damage.
  • 3-4: Group: 1 Piercing Health. Defend 1.
  • 5-6: Single: 2 Health. The target becomes Trapped in webbing.

Skeleton

Level 1 · Undead · Health 5 · Energy 5 · Gold 1 · Food 0

  • 1-2: Single: 3 Health.
  • 3-4: Dual: 3 Health. Piercing 2. All damage dealt to the Skeleton is Nonlethal this round.
  • 5-6: Triple: 3 Health.

Tar Jelly

Level 2 · Magical Nature Swarm · Outlast 6+ 1 per hero · Reward: Spell Component (1 per hero) · Stat icons: yellow, green, blue

  • 1-2: Those who fail suffer 4 Piercing Energy Drain and must choose a different action next round.
  • 3-4: Those who fail suffer 1 Piercing Health and Energy damage. Increase Outlast by 1 for each failed roll.
  • 5-6: Those who fail suffer 4 Corrosive Health damage and lose their action next round.

Thugs

Level 1 · Humanoid · Health 6 · Energy 4 · Gold 3 · Food 0

  • 1-2: Dual: 2 Health.
  • 3-4: Group: 1 Health. Piercing 1. Defend 3.
  • 5-6: Single: 3 Health. Piercing 3. The target is also Blinded.

Wyvern

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

  • 1-2: Single: 5 Health. The target becomes Burned.
  • 3-4: Group: 5 Energy. Single: 5 Health.
  • 5-6: Dual: 6 Health. The first target also suffers 6 Energy damage.

Yeti

Level 4 · Monstrous Humanoid · Health 20 · Energy 15 · Gold 6 · Food 3

  • 1-2: Single: 7 Health and Survival. Those who fail become Wounded. Block 4.
  • 3-4: Group: 6 Energy. Targets who suffer damage are Blinded.
  • 5-6: Single: 3 Health. Defend 8. Roll a Core die. On a roll of 3 or less, the target is Frozen.

Zombie Horde

Level 4 · Undead Horde · Outlast 6+ 1 per hero · Reward: 1 Gear Upgrade per hero · Stat icons: red crossed swords, green boot, blue fire

  • 1-2: Those who fail suffer 2 Piercing Health damage.
  • 3-4: Those who fail suffer 3 Energy Drain and are Wounded. If any hero fails, increase their Outlast by 1.
  • 5-6: Those who fail suffer 3 Health damage and become Diseased. Heroes who succeed roll a Core die. If the result is a hex, that hero gains a Gear Upgrade of their choice.

Bosses

Boss action rows are labelled as printed (Attack, Defend, First Mastery, Second Mastery, Boss 1, Boss 2), followed by Passive Abilities.

The Noble

Level 3 · Spirit · Health 45 · Influence 50 · Energy 35 · Group reward: Power Up (+) icon, Gold 8, Food 0 · Single reward: Titan's Tonic x1

  • Attack – Memory Leash: Single: 5 Health and Explore. If the target fails, they become Frightened.
  • Defend – Phasing: All Abilities that deal Health damage or affect Influence are Negated this round. Attacks that deal Energy damage deal twice as much. The Noble Raises 5 Health and 5 Influence for each attack that is Negated.
  • First Mastery – Phantom Aura: Group: Survival. Those who fail become Drained. Targets not Defending this round suffer 4 Piercing Energy damage.
  • Second Mastery – Mental Manipulation: Single: 4 Health, 6 Energy, and Explore. Targets who fail, also become Confused.
  • Boss 1 – Physical Possession: Single. Any attack that deals Health damage to the Noble this round also deals 3 Piercing Health damage to the target. Additionally, at the end of the round, the Noble Raises Influence equal to the target's current Energy.
  • Boss 2 – Emotional Tether: Dual: 4 Energy and all Skills. Those who fail 2 or more rolls become Vulnerable.
  • Passive – Spiritual Fatigue: Heroes who suffer from a Condition may only target themselves while using a Mastery to Heal.
  • Passive – Power of the Crown: Starting with the second round of combat and continuing until the end of combat, Advance 1 during the Declaration phase. If there are 5 or less cards left in the Timer Deck, do not Advance. Instead, increase the Game Difficulty by 1. The Noble gains Health, Influence, and Energy accordingly.

The Basilisk

Level 4 · Magical Nature · Health 70 · Energy 54 · Group reward: Power Up (+) icon, Gold 8, Food 6 · Single reward: Titan's Tonic x1

  • Attack – Ravage: Triple Unyielding: 4 Health.
  • Defend – Armored Shell: Defend 4. Heroes who use Energy to damage the Basilisk must spend 3 times as much or lose their action. The Basilisk braces itself.
  • First Mastery – Petrification: Single: Petrified. At the end of each round, the hero may roll Survival. This Condition is broken on a success. When broken, the hero Heals to full Health.
  • Second Mastery – Basilisk's Fury: Single: 7 Energy. If the target is left with 0 or less, other group members suffer 3 Nonlethal Health damage.
  • Boss 1 – Thorny Defense: Attacks that damage the Basilisk for 15 or more damage are Negated. Heroes who lose their action to Thorny Defense suffer 5 Health damage.
  • Boss 2 – Turned to Stone: Single: 5 Health and Petrified. At the end of each round, the hero may roll Survival. This Condition is broken on a success.
  • Passive – Shattering Stone: Heroes gain a -1 bonus to Survival checks to overcome Petrified per Luck Stone they carry.
  • Difficult+ Passive – Shattering Stone: If the Basilisk ever deals Health damage to a Petrified hero, the target must roll Survival. If the roll fails, the target is killed at the end of the round, regardless of their current Health.

Elara and Emeric

Level 4 · Humanoid/Humanoid · Elara Health 25 · Emeric Health 25 · shared Energy 40 · Outlast 1 · Stat icons: red crossed swords, orange shield, blue hand · Group reward: Power Up (+) icon, Gold 4, Food 6 · Single reward: Potion x4, Troll's Blood x2, Health Stone x1

Elara (left column):

  • Attack – Brutal Slam: Single: 4 Health and 2 Energy. Targets who suffer any Health damage gain Bleeding.
  • Defend – Ironclad Stance: Defend 6. If this reduces all damage from a target's action, also use Brutal Slam against that target.
  • First Mastery – Crushing Blow: Dual: 4 Health and Survival. Those who fail reduce their action rank by half this turn.
  • Second Mastery – Savage Onslaught: Dual Unyielding: 3 Health. If both attacks are against the same target, the first is Piercing. Targets who suffer any Health damage from this Mastery gain Wounded.
  • Boss 1 – War Cry: Group: 4 Energy and Explore. Those who fail gain Vulnerable. Defend 3. Increase Outlast by 1 at the end of the Resolution phase.
  • Boss 2 – Joint Offensive: If either Elara or Emeric's Action results in a HEX face, roll their Action die again. This becomes the Action result for both of these opponents this round. Boost all opponents' damaging effects this round by 1 for each opponent fought. If a HEX is rolled again, roll again until you get a different result, then increase Outlast by 1 at the end of the Resolution phase (do not Boost damage again).

Emeric (right column):

  • Attack – Precise Strike: Single: 3 Health and Survival. Piercing 2. Those who fail gain Poisoned.
  • Defend – Evasive Maneuver: Single: 2 Health. 1 Piercing. Defend 2. Evasion 7. Reduce Evasion by 1 for each Condition the target has.
  • First Mastery – Draining Ring: Group: 5 Energy. Boost this damage by 1 for each Condition any heroes have.
  • Second Mastery – Eclipse Blade: Dual: 3 Health and Energy. This damage is Piercing to targets with at least 1 Condition.
  • Boss 1 – Distracting Feint: Evasion 7. Reduce this Evasion by 1 for each other opponent and Outlast. If a target's attack is Evaded, use Precise Strike against that target.

Passive abilities (both):

  • Allied Attackers: Elara and Emeric are two opponents. They have separate Health Vitals, but share an Energy Vital. They may not become Tethered or Bound to each other. Roll the Action die for each opponent each round. If an Energy Drain effect would deal Health damage, choose one opponent to suffer that damage. If an opponent reaches 0 Health, that opponent no longer rolls for an action and may not be Healed.
  • Tandem: If Elara or Emeric performs the same type of Action (Attack, Defend, First Mastery, etc.) as another opponent, in addition to other effects, all heroes roll Navigate and another Skill of their choice. If at least one fails, that hero gains Vulnerable.
  • The Gang's All Here: The Bandit Prince's other gang members will wear you down during the fight. Boost Elara and Emeric's damage and their Defend by their Outlast. Outlast does not passively reduce at the end of the combat round.

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 up to 2 Allies participate in each combat (unless otherwise stated).

Before each combat begins (even before an Ambush event), the group may choose up to 2 Allies to enter combat alongside your heroes. They 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 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.

The rest of your Allies may not be targeted by opponents, use their Abilities to help, or otherwise act. They are busy helping the group in other ways behind the scenes. If your chosen Ally dies in combat, a new Ally may not enter in their place.

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 Kieran died this Game Turn. Check the below trigger if this is the case.

Kieran's Death Special Event: If Kieran dies:

  • If you do not have One Foot In, read 110.
  • Otherwise, he remains dead.

("Read 110" refers to a Chapter Passage in the Legend narrative book, which is not included in this file.)

Ally Stat Blocks

Stat numbers are printed without labels on the sheet. They are transcribed here in the order printed, after the Ally's name.

Brond

Stats 16 · 5 · 5 Combat: Brond Defends each round and either deals Health damage equal to his Attack or reduces a target's Outlast by 1. He has a +2 to his target dice rolls. Once per combat, he may become the target of a single target attack that would have targeted you, even if he is already targeted by the same attack. Special: Boost Brond's damage by 5 when his Health is 8 or lower.

Caelia

Favored Opponent: Magical Nature · Stats 10 · 3 · 3 · 5 Combat: Caelia Defends each round and either Boosts one target's damaging effect by her First Mastery, or Heals one target's Health or Energy by her Second Mastery. Against opponents with Outlast, the group gains Caelia's Defend value. Special: At Sunrise, you either Heal 3 Health or 3 Energy, or Negate one Condition.

Cerano

Stats 12 · 9 · 5 · 4 Combat: Cerano either deals Health or Energy damage equal to his Attack rank, reduces a target's Outlast by 1, or spends 2 Energy to reduce the damaging effects of one target by 2 to a minimum of 1. Special: At Sunrise, Cerano may Raise a target's Energy up to his current Energy. If he does, he may not be chosen as an Ally in combat that Day.

Kieran

Stats 14 · 10 · 2 · 4 Combat: At the beginning of combat, Kieran may turn into a Moonclaw until the end of combat. Roll for his action each Declaration phase. The Moonclaw keeps Kieran's Defend rank and in addition to his rolled action he Defends each round. If you have Heavy is the Head, you may choose his action instead. Special: If you have One Foot In, Kieran's base Health and Energy are halved. If Kieran's Health reaches 0 and you do not have One Foot In, pause combat and read 110.

Loramir

Favored Opponent: Undead · Stats 12 · 8 · 2 Combat: Loramir Defends each round. At the beginning of combat, Summon a Skeleton. You choose its action each round. If she controls more than one Skeleton, then each Skeleton performs the same chosen action that round. Beginning with the second round, Loramir may spend 2 Energy to Summon another Skeleton.

Spritz

Stats 8 · 10 · 4 Combat: Spritz Defends each round, and either gives Block to one target equal to its Defend rank, or spends 2 Energy in the Declaration phase to roll one opponent's action die in the Declaration phase instead of the Opponent phase. Special: One hero's Food Rating is reduced by 1 (to a minimum of 0) while Spritz is alive. At Sunrise, Spritz may dedicate itself to never leave your side, granting you a -2 bonus to Skill tests that Day. If it does, it may not be chosen as an Ally in combat that Day.

Obsidian

Stats 10 · 4 · 3 Combat: Once per combat, gain a -4 bonus to Flee. Obsidian Defends each round and either deals Health or Energy damage equal to her Attack or gives Block to one target equal to her Defend rank. Special: At Sunrise, Obsidian may grant +1 movement speed for all movement types (except Camping) or Restore 1. This may stack with similar effects. If she does, she may not be chosen as an Ally in combat that Day.

Ylva

Favored Opponent: Spirit · Stats 20 · 8 Combat: Ylva either deals Health or Energy damage equal to her Attack or may modify a target's Outlast by 1. Special: Ylva may not be killed. When her Energy drops to 0, she leaves combat, and may not be chosen as an Ally in combat again until the next Day.

Day Tracker

You can optionally count days using the Day Tracker below. Note there are 2 Triggered Events that may occur during the Villain phase, on Days 2 and 7.

The Day Tracker counts Days 1 through 45.

Appendix G: Conditions

Conditions with an icon affect your allies or opponents, persist after combat, or stack, as noted below.

  • 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.

  • Bound: Bound targets are tied to the life force of another being. Anytime the ally they are bound to suffers damage, Bound targets lose the equivalent type and amount of Vitals. Loss of Vitals due to being Bound is only applied once if two targets are Bound to each other.

  • 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.

  • Confused: This Condition resolves before damage is dealt. Roll any die during the Resolution phase of each round. Confused targets lose their action if the result is an even number, or have the numeric effects of their action reduced by half if the result is an odd number.

  • 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 below). 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.

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.
  • Counterattack X: Counterattack occurs when a target suffers damage (unless otherwise stated). Heroes who Counterattack immediately gain a bonus Attack action against their opponent. This keyword may include a number in parenthesis. This is the number of Health damage that an opponent will deal to a target when they Counterattack. A Counterattack cannot be Counterattacked.
  • Critical: Ignore this Keyword for purposes of this Legend.
  • 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.
  • Subdue: You may attempt to Subdue certain opponents in order to unlock new narrative events. To do so, your opponent must have no Energy remaining, be alive, and at half or less their maximum Health at the end of the Resolution phase. If this occurs, combat stops with the opponent Subdued. You will be told when you may Subdue an opponent. Opponents with Outlast may not be Subdued. Unless otherwise stated, do not gain rewards for Subduing an opponent.
  • Fallen Army
  • Giant Boar
  • Goblin Agitators
  • Greater Crystal Elemental
  • Living Storm
  • Mangy Wolves
  • Mindwiped Mob
  • Monstrous Centipede
  • Moonclaw
  • Plague Beast
  • Sahuagin
  • Shambling Zombies
  • Silk Spiders
  • Skeleton
  • Tar Jelly
  • Thugs
  • Wyvern
  • Yeti
  • Zombie Horde
  • Bosses
    • The Noble
    • The Basilisk
    • Elara and Emeric
  • Spritz
  • Obsidian
  • Ylva
  • Overburdened
  • Peacemaker
  • Petrifying
  • Provocateur
  • Right Place
  • Right Time
  • Rogue's Reunion
  • Secret Garden
  • Secrets of Stone
  • Sound Advice
  • Storm Chaser
  • Supportive
  • Them or Me
  • Thoughtful
  • Time Saver
  • Winter Wanderer
  • 2
    Spell Components may be consumed instead of Health or Energy when you power a Mastery or Racial Ability.
    Once
    Handy Elixir*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
    Spelunking Supplies7 per heroThe group may now travel Underground. Gain a -1 bonus to all Skill rolls while Underground. 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. Has no effect while the group is Underground.Permanent
    4
    Starting 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 the Hex 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. (If Kieran is a hero, this effect occurs before checking for his death.) Only one can be carried per hero.Once
    Pickling Pouch6You may carry an additional 15 units of Food.Permanent
    Troll's Blood*6Regen 6 Health and Energy for 3 combat rounds or Heal 12 Health and Energy outside of combat.Once
    Titan's Tonic*10Double a single Power Up card bonus you just received. Up to 3 may be carried per hero.Once
    Adrenaline Booster*10Starting next round and lasting for 3 combat rounds, roll the Action die each round and add the result to the rank of the action you make.Once
    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.Once
    8Wyvern*The skyborne predator dives at you for daring to intrude upon its territory.
    9Plague Beast*The noxious scent of the creature alerts you to its presence just before it strikes.
    10Monstrous Centipede*A brief rumbling beneath your feet heralds the arrival of a many-legged horror!
    Hex dieAbility lost
    1Attack
    2Defend
    3First Mastery
    4Second Mastery
    5Choose 1 Ability
    6Nothing 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.

  • Encased: Encased targets are no longer targetable by opponents in combat, but the constraint that Encases them can be targeted by themselves or their allies. Encased targets may only use their Attack each round, targeting only the constraint. This Condition includes a number in parenthesis. This is the number of Health damage that must be dealt to free the target. This Condition may not be removed through other means, and ends at the end of combat.

  • Entangled: Entangled heroes must succeed on a Navigate roll during the Declaration phase of each round in order to act normally. If they fail, they may only Attack or Defend, and do so with a -3 penalty.

  • 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.

  • Surrounded: Surrounded targets suffer 2 Piercing Health damage at the beginning of the Declaration phase of each round.

  • 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.

  • Vulnerable: Vulnerable targets gain +2 to their target die result while in combat and suffer 1 extra damage when damaged.

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

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