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Sword & Sorcery: Arcane Portal

Expansion for Sword & Sorcery: Immortal Souls

Sword & Sorcery: Arcane Portal Rulebook

Table of Contents

Table of Contents

  • Components
  • The Chronicles of Arcane Portal
  • Playing Arcane Portal
  • Infernal Interactions
  • Arcane Portal Rules (Rules Reference Sheet)
    • Types of Terrain
      • Hindrance Overlays
      • Hindrance Blind Side
    • Body Conditions
    • Heroes
      • Soulrank Rules for Arcane Portal Quests
    • Enemies
      • Enemy Powers
        • Airborne
      • ENEMIES' A.I.
      • The Ritual Of The Beast!
  • Sword & Sorcery F.A.Q.
    • Hidden Characters
    • Stunned Enemies
    • Enemy Activation
    • Treasure Cards
    • Treasure cards on ground at the end of the Quest
    • Companions
    • Combat Activity and Attacks, clarifications
    • Focusing an attack
    • Weapons and Powers attack effects
  • Sword & Sorcery Errata
    • Immortal Souls Rulebook
    • Immortal Souls Storybook
    • Immortal Souls Enemy Power card
    • Kickstarter Weapon card
    • Immortal Souls Book Of Secrets
  • ACT I Quests
    • ACT I – Quest VIII: Wishmaster
    • ACT I – Quest IX: Hellraiser
    • ACT I – Quest X: Fear Of The Dark
    • ACT I – Quest XI: The Ritual Of The Beast

Components

Inside this Sword & Sorcery expansion you will find an extensive set of components:

  • 1 Storybook ACT I
  • 1 Book of Secrets ACT I
  • 1 Rules Reference Sheet
  • 15 Enemy figures
  • 1 Master Enemy figure
  • 1 Master Enemy scroll
  • 9 Enemy scrolls
  • 15 Enemy cards
  • 3 Enemy Power cards
  • 2 Trap cards
  • 8 Emporium cards
  • 9 Treasure cards
  • 5 Event cards
  • 2 Quest cards

The Chronicles of Arcane Portal

This expansion uses all rules from S&S: Immortal Souls, in addition to what is detailed in the Arcane Portal Rules Reference Sheet.

The expansion introduces new, infernal enemies, summoned to bring chaos and death to the Talon Coast:

  • Demonic Cultists: Humans with a corrupted will, whose only focus is bringing the infernal abyss to all the Talon lands. Their dark rituals have provided them with unnatural and demonic powers.
  • Efreets: Flaming demons so devoted to destruction they willingly increase their attack power by sacrificing their own defenses. Ancient stories tell that some of them are able to make wishes come true.
  • Nightwalkers: Mighty demonic spawn used as the defensive front line of the infernal army. Their ethereal existence makes them extremely resistant to non-arcane attacks.
  • Hellspawn: The demon of flame and smoke seeking to cross the Arcane Portal to reach the Talon's lands. Once accomplished, only the Immortal Heroes can attempt to stop it, preventing the worst, infernal scenario!

Playing Arcane Portal

For this expansion, the minimum Soulrank is II, which means heroes begin any Arcane Portal Quest with a minimum Soulrank II and, even in case of death, the Soul Gem will never shift down to Soulrank I (i.e. a dead Soulrank II hero remains II and must pay 2 Soul Points to resurrect using a Shrine).

The maximum limit is IV. No hero can go beyond it. Once all heroes have reached this limit, additional soul points can be spent in any way except to enhance the Soulrank over the limit. At the end of this expansion, the remaining soul points can be stored for use during ACT II, the main plot of the story told in the next Sword & Sorcery expansion… Darkness Falls!

Infernal Interactions

These new, menacing enemies are especially designed to interact with each other to defeat any hero who dares to cross their path! The examples represent a series of "what if" situations that may happen during play with this expansion. Before each bullet, imagine resetting the combat scene as shown.

  • I: Auriel cannot attack the Blue Demonic Cultist because the Guardian Power of the Red Nightwalker prohibits attacking any other enemy in its area, so Auriel is forced to attack the Red Nightwalker. This enemy will reroll all Def Dice not showing [defence icon, not reproduced as text] due to Abyssal Mastery II of the Blue Demonic Cultist.
  • II: If activated, the Blue Demonic Cultist attacks Auriel with Arcane Bolts first and then, since there are 2 heroes within 1 area (Auriel and Ecarus), it uses the Summon Demon Power (discarding 1 Charge) to activate the highest Rank Demon in play (Red Nightwalker). Finally, the Blue Demonic Cultist moves away 1 area (preferring the empty area).
  • III: Ecarus may choose the target for his attack, but attacking the Efreet means -3 due to Warden I and Warden II Powers of the two Nightwalkers in his area. The best choice is to attack the Blue Nightwalker, suffering only the -1 from the Warden I Power of the Green Nightwalker.
  • IV: If activated, the Green Efreet (not wounded) attacks Ecarus with Flame Strike. Just after the attack, since the area is dominated by enemies, Ecarus will suffer Fire I due to Blazing Fire I Power. Finally, the Green Efreet moves away 1 area (preferring the empty area).
  • V: If activated, the Blue Nightwalker attacks Ecarus (its preferred Victim) with Spectral Hand. Then, since it is not engaged with 2+ heroes (only Ecarus is there), it will use the Guard II Power to move to the same area as the wounded Blue Efreet.

Arcane Portal Rules (Rules Reference Sheet)

Arcane Portal introduces several new game rules and effects, all described in this Reference Sheet. All cards related to this Sword & Sorcery expansion can be recognized by the expansion icon and must be shuffled into existing game decks (together with previous expansions) when the heroes play any Arcane Portal Quest. Emporium cards provided can be used in any Quest of the S&S saga.

Types of Terrain

Hindrance Overlays

Hindrances overlays must be treated like Hindrances printed directly on the map tiles. Like other tokens, they can be part of the initial map setup or come into play later due to a game effect. Unless noted, once placed on tiles they are permanent. Each area may contain any number of Hindrances but is limited to one per type. Ignore any effect requiring a Hindrance to be placed in an area that already has one.

Hindrance Blind Side

The Blind side is identified by a Blue map scroll printed near the edge of an area on the map. It indicates non-flying heroes/enemies may not see the adjacent areas through that edge. The Blind side blocks the L.O.S. only in one direction, from the area where the Blue scroll is printed. This means heroes/enemies from the opposite area are able to see across it.

  • The Blind side does not block movement.
  • Areas separated by a Blind side are still considered to be adjacent for movement.

Body Conditions

These new Body Conditions follow the same general rules detailed in the Immortal Souls Rulebook, with additions detailed below:

The table below is transcribed as printed. Each condition has a Front and a Back token side, and the table's Heroes and Enemies columns give the effect and the placement for each.

Body ConditionHeroesEnemies
Bleeding (Front and Back token sides)A Bleeding hero suffers 1 HP before performing each of his Activities. Unless removed, the Bleeding condition lasts for two Rounds. When received, place the Bleeding token (front side) on the Hero Sheet. Flip it (back side) in the next Time Phase, and then remove it during the subsequent Time Phase.A Bleeding enemy suffers 1 HP each time it is activated (before applying any behavior). When received, place the Bleeding token (front side) on the Enemy card. Flip it (back side) in the next Time Phase, and then remove it during the subsequent Time Phase.
Exhaust (Front and Back token sides)An Exhausted hero cannot perform Action activities. When received, place the Exhausted token (front side) on the Hero Sheet. Discard it if removed or at the end of his next Hero Turn.An Exhausted enemy cannot use its Special Power. When received, place the Exhausted token (back side) on the Enemy card. Discard it at the end of the exhausted enemy activation.

Heroes

Soulrank Rules for Arcane Portal Quests

The minimum Soulrank required for Arcane Portal Quests is II. No hero can go below it.

This means heroes begin any Quest of this S&S expansion with a minimum Soulrank II and, even in case of death, the Soul Gem will never shift down to Soulrank I (i.e. a dead Soulrank II hero remains II and must pay 2 Soul Points to resurrect using a Shrine).

Enemies

Enemy Powers

Airborne

When an enemy goes Airborne, place the related token on its enemy card. While in this state, it can only be targeted and/or damaged by ranged attacks or effects. Flying heroes ignore this limitation.

ENEMIES' A.I.

  • When an enemy behavior uses the expression "If charged:" it means: "if the enemy has at least 1 Charge to use its charge-based power."
  • In the same way, the expression "If fully charged:" means: "if the enemy has reached its maximum amount of Charge available".
  • When an enemy behavior uses the word "them," it means the attack or power related to the phrase must be applied to all heroes referenced in the A.I. behavior. For example: "If there are 2+ heroes in the victim's area: attack them with Sword." This means that if there is at least another hero in the Victim's area, the Sword attack must be resolved against all heroes in that area. When it happens, the attacker rolls the dice only once, while each defender defends separately but simultaneously.

The Ritual Of The Beast!

The Hellspawn Master Enemy is one of the most deadly creature of the Talon Coast. Able to cast the "Demonic Spell" to create a curtain of smoke, impenetrable for any eye who stands outside of its area, or to strike the heroes with a devastating flaming blow! The Spell token is used to keep track of which Power effect is active at the moment and to decide which Form the Hellspawn will assume as well. "Toss the token" means: Take the token shown by the Scroll card (from the map, terminating its current effect or from the game box) and throw it in the air to decide between two choices, depending on which side of the token is on top when it lands. Then, apply the related result based on the Master Enemy card.

Powers and Talents

The Soul Gem token indicates the number of Powers and Talents owned by the hero. The Number refers to the Power cards, while the * indicates Talent cards. So, "1*" means 1 Power card AND 1 Talent card; "3**" means 3 Power cards AND 2 Talent cards.

Sword & Sorcery F.A.Q.

Hidden Characters

When a hero (or enemy) is Hidden (like the Shae power, for example), he cannot be targeted directly from enemies. This also includes the "targeting" of the closest hero with the closest-hero behavior icon (shown as a symbol on the enemy card, not reproduced as text) for enemies. So basically, the Hidden hero does not exist except for AoE or similar effects (like powers indicating "all heroes within 1 area...").

Stunned Enemies

If an enemy becomes stunned in the middle of its movement (due to a reaction attack of a hero, for example), this enemy completes its movement and then skips the rest of its current enemy turn. The Stunned condition will be discarded at the end of its next (completely skipped) activation.

Enemy Activation

Each enemy behavior (including the otherwise condition) indicated and/or activated by an encounter card, enemy power, or Book of Secrets is considered an activation for the involved enemies.

Treasure Cards

Discarded Treasure cards must be placed in the discard pile until the end of the Quest, then shuffled back into the deck.

Treasure cards on ground at the end of the Quest

At the end of a Quest, Treasure cards can be picked up by surviving heroes exactly as for Loot tokens or other Item cards (up to the maximum Item capacity of each hero). Players must select what is left behind, if they lack capacity to carry all items.

Companions

Additional clarifications about Companions:

  • Cannot be unsummoned by its owner.
  • The owner cannot focus the Companion's attack.
  • Once activated, the owner can't interrupt and then resume the Companion activation.
  • Can receive hero buffs, e.g. Thorgar's "Bless."
  • Companions with the Hero Count set to 1 (or above) count as heroes for Spawn Formulas and similar effects.
  • Enemies count Companions as heroes (except vengeful Master Enemies).

Combat Activity and Attacks, clarifications

You should separate these 2 concepts: "Combat activity" and "Attack." The Combat activity is like a "coin" that can be spent to initiate a weapon attack, or use an Item, or use a power requiring a Combat (Red Fist icon) as "fuel" (See Activation Activities, section 6.5, page 24 of the Immortal Souls Rulebook).

An attack is performed by the HIT and DEF stages, using any Item or Power having a Damage Type: Slash, Pierce, Blunt, or Arcane and follows the Combat System rules. Especially during ACT II, you will find many Hero Powers allowing a hero to perform an extra weapon attack spending 1 Action (so without spending the Combat activity).

Focusing an attack

Any hero's personal Item or Power (not his companion) with a damage type (Slash, Pierce, Blunt, or Arcane) used to perform an attack can be focused (Action, before rolling HIT Dice).

Weapons and Powers attack effects

Using items and powers attack effects is optional, unless directly specified.

Sword & Sorcery Errata

Here a list of misprints we found at the moment, some of them may be already fixed in your copy!

Immortal Souls Rulebook

  • 2. Before The Adventure, page 6 - Adding Text: When the term "suffer" is used, it means the effect cannot be avoided in any way.
  • 3.3.1. Traps, page 11 - Replacement Text: Save rolls (section 5.2.4, page 20) must be performed by all heroes within the area of effect of the trap (following legal movement paths), ignoring L.O.S.
  • 4.3. Event Phase, page 15 - Replacement Text: Spawn Formulas box. Left side column, replace "Apply that formula if there are 2 or 3 heroes in play." with "Apply that formula, if there are up to 3 heroes in play." Right side column, replace "Apply that formula if there are 4 or 5 heroes in play." with "Apply that formula, if there are 4 or more heroes in play."
  • 6.1.2. Evade, page 21 - Replacement Text: If, during his continued movement, a hero returns to, or enters, a new area with enemies, reaction attacks are again triggered each time, before leaving that area (unless the hero decides to stay there and ends his movement).
  • 6.3.3. Focus an Attack, page 23 - Replacement Text: A hero, once per Round, can spend one, and only one, Action to enhance one of his attacks (before rolling HIT Dice) coming from any item or power, adding +1 (Focus icon).
  • 9. Combat System, page 32 - Replacement Text: Under Step 1 of the HIT phase, replace 'chosen weapon' to 'chosen weapon, power, or item'.
  • 10.3. Fire, page 35 - Adding Text: When a Fire token is placed in an area, all characters in that area immediately suffer the same Fire effect.
  • 14.3.2. Rising Pony Tavern, page 41 - Replacement Text: The (star icon) result grants 20 Crowns (instead of 25).
  • 15.4. Shadows, page 45 - Replacement Text: The Quest Enemy Shadow shows a wrong image. The token representing a scroll with a black gremlin face inside is the correct one.

Immortal Souls Storybook

  • 4. Playing S&S Campaign, page 6 - Adding Text: After the word "Emporium" add: Unless differently noted in the Quest Special Rules, heroes can visit the Emporium before each Quest.

Immortal Souls Enemy Power card

  • Follower - Replacement Text: When this enemy enters play or when obtains this Power: spawn 1 enemy…

Kickstarter Weapon card

  • Spear - Replacement Text: This card is not part of the Stash. It is part of the Emporium and costs is 60 Crowns.

Immortal Souls Book Of Secrets

  • 5.12, page 26 - Adding Text: Remove the Red Orc Shaman from the Quest.

ACT I Quests

Each Quest below lists its Standalone Quest Values, Enemy Deck, Event Deck, Special Quest Rules and Quest Setup, as printed in the Storybook. The Quest introduction (flavour text) is omitted. Quest setup maps are printed as graphics and are not transcribed; the map tile numbers and the "Keep aside" tile lists are. Event Deck "Shuffle" brackets are part of the printed graphic and are not transcribed; the Event numbers are in printed order. The Book of Secrets paragraph numbers referred to here are in the companion file.

ACT I – Quest VIII: Wishmaster

Standalone Quest Values: Soul Points 20 x Hero; Crowns 275; Treasures 8; Soul Weapons 1.

Enemy Deck: two Raider (Humanoid) cards, each with a count of 2.

Event Deck (printed order): 4, 5, 19, 17, 2, 10, 23, 3, 20, 22, 18.

Special Locations: Place Story Event 1 as indicated on the map.

Special Quest Rules:

  • Emporium: Heroes cannot visit the Emporium before this Quest. In a standalone Quest, heroes can only purchase Equipment Items before this Quest.
  • Waypoints: Only heroes not engaged in combat can resolve Waypoints.
  • Day (Event 4): No additional effects.
  • Night (Event 5): When it enters play, see Paragraph §8.33.
  • Quest Fail: The quest fails if the last Event card is discarded OR all heroes are Ghost Souls, see Paragraph §8.48.

Quest Setup:

  • Map Tiles: 2A, 3A, 4A, 6A, 8A, 10A, 11A, 12A, 13A, 14A, 15A, 16A, 17A, 18A, 19A, 23A, 33B.
  • Wall Tiles: 11A–13A, 11A–18A, 12A–8A.
  • Tokens: 3x Closed Spawn Gate; 4x Search Area; 3x Chest; 1x Difficult Overlay; 3x Normal Door; 3x Locked Door; 1x Shadow (2+); 1x Shadow (4+); 1x Open Shrine; 6x Waypoint (1, 2, 3, 4, 5, X); 1x Story Event (1).
  • Shadow Reserve (Heroes 2-3 / 4-5): 2 Enemies: 1 / 1; Champion: 1 / 2.
  • Book of Secrets: Story Event 1 §8.35; Story Event 2 §8.34; Story Event 3 §8.36; Night §8.33. Waypoint 1 §8.9; Waypoint 2 §8.20; Waypoint 3 §8.25; Waypoint 4 §8.26; Waypoint 5 §8.21; Waypoint X §8.8.

ACT I – Quest IX: Hellraiser

Standalone Quest Values: Soul Points 23 x Hero; Crowns 300; Treasures 9; Soul Weapons 1.

Enemy Deck: Raider (Humanoid) 1; Efreet (Demon) 1; Nightwalker (Demon) 2; Demonic Cultist (Humanoid) 1; Demonic Cultist (Humanoid) 1.

Event Deck (printed order): 5, 17, 7, 25, 11, 20, 4, 18, 23, 24.

Special Locations: Place Story Event 1 as indicated on the map.

Special Quest Rules:

  • Day (Event 4): No additional effects.
  • Night (Event 5): No additional effects.
  • Quest Fail: The quest fails if the last Event card is discarded OR all heroes are Ghost Souls, see Paragraph §9.26.

Quest Setup:

  • Map Tiles: 5B, 6B, 13B, 14B, 15B, 16B, 21B.
  • Keep aside (marked with a card-placement icon on the page): 7B, 8B, 11B, 12B, 17B, 18B, 19B, 22B, 33B.
  • Tokens: 1x Open Spawn Gate; 1x Closed Spawn Gate; 1x Search Area; 1x Barrier Overlay; 1x Blind Side Overlay; 1x Normal Door; 1x Locked Door; 3x Shadow (2+); 3x Shadow (4+); 1x Open Shrine; 3x Waypoint (1, 2, 3); 1x Story Event (1).
  • Shadow Reserve (Heroes 2-3 / 4-5): Citizen 1 / 1; Enemy 1 / 3; 2 Enemies 1 / 1; Champion 1 / 2.
  • Special Shadows: Quest §9.12; Quest Enemy §9.13.
  • Book of Secrets: Story Event 1 §9.4; Story Event 2 §9.8; Story Event 3 §9.22. Waypoint 1 §9.1; Waypoint 2 §9.2; Waypoint 3 §9.6; Waypoint 4 §9.7; Waypoint 5 §9.21; Waypoint X §9.14.

ACT I – Quest X: Fear Of The Dark

Standalone Quest Values: Soul Points 26 x Hero; Crowns 325; Treasures 10; Soul Weapons 1.

Enemy Deck: Efreet (Demon) 2; Efreet (Demon) 2; Nightwalker (Demon) 2; Nightwalker (Demon) 2; Demonic Cultist (Humanoid) 1; Demonic Cultist (Humanoid) 1.

Event Deck (printed order): 11, 5, 13, 23, 6, 17, 25, 18.

Special Locations: None.

Special Quest Rules:

  • Day (Event 4): No additional effects.
  • Night (Event 5): No additional effects.
  • Quest Fail: The quest fails if the last Event card is discarded OR all heroes are Ghost Souls, see Paragraph §10.14.

Quest Setup:

  • Map Tiles: 9B, 19B, 26B, 30B, 32B.
  • Keep aside (marked with a card-placement icon on the page): 1B, 10B, 11B, 12B, 17B, 18B, 23B, 24A, 25B, 29B, 31B, 33B.
  • Tokens: 1x Open Spawn Gate; 1x Search Area; 1x Difficult Overlay; 1x Locked Door; 1x Shadow (2+); 1x Shadow (4+); 1x Open Shrine; 2x Waypoint (1, 2).
  • Shadow Reserve (Heroes 2-3 / 4-5): Enemy 1 / 2; 2 Enemies 1 / 1; Champion 1 / 3.
  • Special Shadows: Quest Enemy §10.8.
  • Book of Secrets: Story Event 1 §10.10; Story Event 2 §10.3; Story Event 3 §10.5. Waypoint 1 §10.1; Waypoint 2 §10.2; Waypoint 3 §10.6; Waypoint 4 §10.4; Waypoint 5 §10.9; Waypoint X §10.7.

ACT I – Quest XI: The Ritual Of The Beast

Standalone Quest Values: Soul Points 29 x Hero; Crowns 350; Treasures 11; Soul Weapons 1.

Enemy Deck: Efreet (Demon) 2; Nightwalker (Demon) 2; Demonic Cultist (Humanoid) 2; and one Demonic Cultist (Humanoid) 1, printed under the heading "In Play" (placed in play rather than shuffled into the deck).

Event Deck (printed order): 5, 17, 2, 3, 21, 4, 22, 18, 25.

Special Locations: Place Story Event 1 as indicated on the map.

Special Quest Rules:

  • Emporium: At the beginning of this Quest, each hero can visit the Emporium to acquire up to 2 Emporium card for free (excluding Bounties and Hollywood Armory cards). Heroes cannot use Buildings except for the Enchanting Anvil, which each hero can use once for free, then no other use or purchase is allowed.
  • Event Cards: Ignore the spawn effect of all Event cards.
  • Blue Demonic Cultist: When the Blue Demonic Cultist dies, remove it from the Quest.
  • Day (Event 4): When it enters play, see Paragraph §11.17.
  • Night (Event 5): When it enters play, see Paragraph §11.3.
  • Quest Fail: The quest fails if the last Event card is discarded OR all heroes are Ghost Souls, see Paragraph §11.32.

Quest Setup:

  • Map Tiles: 11B, 17B, 18B, 19B, 20A, 21B, 22B, 23B, 28B, 30B, 32B, 33B.
  • Wall Tiles: 18B–22B.
  • Tokens: 1x Open Spawn Gate; 3x Closed Spawn Gate; 4x Search Area; 3x Chest; 1x Difficult Overlay; 3x Locked Door; 2x Shadow (2+); 2x Shadow (4+); 1x Open Shrine; 1x Magic Lock; 5x Waypoint (1, 2, 3, 4, 5); 1x Story Event (1).
  • Shadow Reserve (Heroes 2-3 / 4-5): Enemy 1 / 1; 2 Enemies 1 / 2; Champion 1 / 2.
  • Book of Secrets: Story Event 1 §11.13; Story Event 2 §11.14; Story Event 3 §11.16; Night §11.3; Day §11.17. Waypoint 1 §11.2; Waypoint 2 §11.4; Waypoint 3 §11.10; Waypoint 4 §11.21; Waypoint 5 §11.20; Waypoint X §11.25.
  • Powers and Talents
  • 15.7. Enemy Activation, page 46 - Replacement Text: In the last Note paragraph of the page: All matching enemies on the map must be activated sequentially, one by one, starting…