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The 7th Citadel: The Final Throne

Expansion for The 7th Citadel

The 7th Citadel: The Final Throne Rulebook

Table of Contents

Table of Contents

  • Contents
  • Preparing the Cards
  • A mysterious invitation
    • Introduction
    • Reminder
    • Goal
    • Preparation (you are at the Citadel)
    • Epilogue
    • Conclusion A
    • Conclusion B
    • State of play
    • Ready to set off again
  • The absent party can't vote
    • Introduction
    • Goal
    • Preparation (you are at the Citadel)
    • Epilogue
  • Return to the fold
    • Introduction
    • Goal
    • Preparation (you are NOT at the Citadel)
    • Epilogue
    • Conclusion
    • State of play
    • Ready to set off again
  • The descendant from Bramblewood
    • Introduction
    • Goal
    • Preparation (you are at the Citadel)
    • Epilogue
    • Conclusion A
    • State of play
    • Ready to set off again
    • Conclusion B
    • State of play
    • Ready to set off again
    • Conclusion C
    • State of play
  • Jorogred the descendant
    • Introduction
    • Goal
    • Preparation (you are at the Citadel)
    • Epilogue
    • Conclusion A
    • State of play
    • Ready to set off again
    • Conclusion B
    • State of play
    • Ready to set off again
  • The last descendant
    • Introduction
    • Goal
    • Preparation (you are at the Citadel)
    • Epilogue
    • Conclusion
    • State of play
    • Ready to set off again
  • Unexplained occurencies
    • Introduction
    • Goal
    • Preparation (you are NOT at the Citadel)
    • Epilogue
    • Conclusion A
    • State of play
    • Ready to set off again
    • Conclusion B
    • Ready to set off again
  • Setback
    • Introduction
    • Goal
    • Preparation (you are at the Citadel)
    • Epilogue
  • Maze
    • Introduction
    • Goal
    • Preparation (you are NOT at the Citadel)
    • Epilogue
    • Conclusion
    • State of play
    • Ready to set off again
  • Prophet spiders
    • Introduction
    • Goal
    • Preparation (you are at the Citadel)
    • Epilogue
    • Conclusion A
    • State of play
    • Ready to set off again
    • Conclusion B

Contents

  • A Threat Booklet
  • A Citadel leaflet
  • 126 cards bearing a unique ID number (from F1204 to F1329)

Preparing the Cards

Once ready to play this new Threat, prepare its cards in the game box before you start your game. Follow the same guidelines as with cards from the base game, and make sure that for each number, green Adventure cards are placed before any gold Adventure cards.

Also, any light flag Adventure cards must always be placed behind the dark flag Adventure cards of the same color bearing the same number.

The sheet's wording is kept as printed. The base rulebook sorts Blank Flag cards before White Flag cards bearing the same number, which reads the other way round; the sheet does not name its two flag icons, so this sorting point is not resolved here. Sort by the base rulebook's rule if the two readings conflict.

A mysterious invitation

Introduction

Narrative introduction omitted (pages 3-4: Sabell the Link delivers a letter from Gelert Deffer inviting the descendant of Roel Bessit to a meeting in Kel).

Reminder

Certain Adventure cards are linked to this particular scenario. When a numbox ### is associated with this scenario's pictograph (envelope icon), you must take it without looking at the other available Adventure cards.

Goal

Primary: Find evidence of your connection to the deceased nobleman, then travel to Kel to attend the meeting.

Your best chance of finding something linking you to this Roel Bessit seems to lie in an old cemetery to the south of the Citadel. Once you have found something to prove your supposed relation to the Valengarde nobleman, you can travel to Kel to attend the mysterious meeting.

Preparation (you are at the Citadel)

  • For this scenario, your groundshiver is level 3. Check the corresponding box on the Community page of the Citadel leaflet.
  • Set all life point counters back to 0, then each character receives the following amount of life points, depending on player count: 1 player: 55; 2 players: 25; 3 players: 15; 4 players: 10.
  • Each player shuffles their Action Deck and draws 2 cards from it to form their starting hand.
  • Return all the "Hope reborn!" Quest cards that are blocked.
  • Remember to look up your side quests, the cards in the World Map, and the effects of your built buildings.
  • Put a 075 card into play. Each player places their figure onto it.

Stop reading for now and place the bookmark here. You may save the game as long as the bookmark is here. When the game invites you to read the EPILOGUE, read it after removing the bookmark.

Epilogue

If you are at the Citadel, read conclusion A on page 6. Otherwise, read conclusion B on page 6.

Conclusion A

Take a 129 card (circle icon).

Each player discards all of their Skill cards.

You have finished the scenario "A mysterious invitation".

If you want to begin the next scenario immediately:

Return all the cards in the Past, then read the introduction of the scenario "The absent party can't vote" on page 8.

If you prefer to continue the adventure later:

Take a 007 card and place the bookmark at the beginning of the scenario "The absent party can't vote" on page 8.

Conclusion B

Narrative passage omitted (pages 6-7: Gelert Deffer tells the characters about the Final Throne prophecy, the Order of the All Virtue and the seven rings, and asks them to find the last three descendants).

State of play

Strength of character

If the characters have a total of 15 life points or more, you have made a good impression on those present: crown icon +1.

Ready to set off again

Return all "Objective" Quest cards.

Each player discards all of their Skill cards.

You have finished the scenario "A mysterious invitation" or "The absent party can't vote".

If you want to begin the next scenario immediately:

Return all the cards in the Past, then read the introduction of the scenario "Return to the fold" on page 10.

If you prefer to continue the adventure later:

Take a 007 card and place the bookmark at the beginning of the scenario "Return to the fold" on page 10.

The absent party can't vote

Introduction

Each player:

  • Returns all of their cards with the keyword TEMPORARY.
  • Unblocks all of their Skill cards.
  • Shuffles all the cards in their Discard Pile back into their Action Deck.
  • Blocks all of their cards with the keyword COMPANION.

Narrative passage omitted (page 8: the characters reread Gelert Deffer's invitation before heading back out).

Goal

Primary: Attend the meeting.

If you have the "Objective" Quest card that is objective no. 3, you must go to Kel to participate in the meeting in the Palace district.

Otherwise, you must first find something that connects you to Roel Bessit. Your best chance seems to be in an old cemetery south of the Citadel.

Preparation (you are at the Citadel)

  • For this scenario, your groundshiver is level 3.
  • Set all life point counters back to 0, then each character receives the following amount of life points, depending on player count: 1 player: 35; 2 players: 15; 3 players: 9; 4 players: 6.
  • Each player draws 2 cards from their Action Deck to form their starting hand.
  • Each player may unblock some or all of their cards with the keyword COMPANION. For each card unblocked this way, they lose 2 life points.
  • Return all the "Hope reborn!" Quest cards that are blocked.
  • Remember to look up your side quests, the cards in the World Map, and the effects of your built buildings.
  • Put a 075 card into play. Each player places their figure onto it.

Stop reading for now and place the bookmark here. You may save the game as long as the bookmark is here. When the game invites you to read the EPILOGUE, read it after removing the bookmark.

Epilogue

If you are at the Citadel, the meeting was held without your participation. You are unaware of the events that will take place in the near future, of their consequences on your life, and the lives of the other members of the community. Your adventure ends here.

Otherwise, read conclusion B on page 6.

Return to the fold

Introduction

Each player:

  • Returns all of their cards with the keyword TEMPORARY.
  • Unblocks all of their Skill cards.
  • Shuffles all the cards in their Discard Pile back into their Action Deck.

Narrative passage omitted (page 10: the characters wake after a dream and join Torvel and the other guests for a meal).

Narrative passage omitted (page 11: Gelert Deffer asks the characters to help find the three remaining descendants).

Goal

Main: Return to the Citadel.

You must return to the Citadel where Gelert will keep you informed via the Chain of the progress of his research.

Secondary: Gain influence.

The Citadel is home to a growing but still little-known community in the Collapsing Lands. Regardless of whether or not you aspire to be elected as the head of the All Virtue, it would be wise to develop your influence.

Preparation (you are NOT at the Citadel)

  • Take a 596 card.
  • For this scenario, your groundshiver is level 3.
  • Set all life point counters back to 0, then each character receives the following amount of life points, depending on player count: 1 player: 45; 2 players: 20; 3 players: 12; 4 players: 8.
  • Each player draws 2 cards from their Action Deck to form their starting hand.
  • Each player may unblock some or all of their cards with the keyword COMPANION. For each card unblocked this way, they lose 2 life points.
  • Return all the "Hope reborn!" Quest cards that are blocked.
  • Remember to look up your side quests, the cards in the World Map, and the effects of your built buildings (reminder: you are NOT at the Citadel).
  • Put a 327 card into play. Each player places their figure onto it.

Stop reading for now and place the bookmark here. You may save the game as long as the bookmark is here. When the game invites you to read the EPILOGUE, read it after removing the bookmark.

Epilogue

Read the conclusion on page 12.

Conclusion

Narrative passage omitted (page 12: Relyne asks about the meeting, and Gelert Deffer's letter reports that two of the three descendants have been traced).

State of play

Make an impression

If your crown icon score is 10 or higher, take 2 099 cards (circle icon). If it is from 5 up to 9, take 1 099 card (circle icon).

While you were away

Narrative passage omitted (page 12: you talk to members of the community about what happened during your absence).

Read 546.

Ready to set off again

Each player discards all of their Skill cards.

You have finished the scenario "Return to the fold".

If you want to begin the next scenario immediately:

Return all the cards in the Past, then read the introduction of the scenario "The descendant from Bramblewood" on page 13 if you choose to set out in search of the descendant living at Bramblewood, or the introduction of the scenario "Jorogred the descendant" on page 18 if you would rather seek out Ninidazir's former apprentice.

If you prefer to continue the adventure later:

Take a 007 card and place the bookmark at the beginning of the scenario "The descendant from Bramblewood" on page 13 if you choose to set out in search of the descendant living at Bramblewood, or at the beginning of the scenario "Jorogred the descendant" on page 18 if you would rather seek out Ninidazir's former apprentice.

The descendant from Bramblewood

Introduction

Each player:

  • Returns all of their cards with the keyword TEMPORARY.
  • Unblocks all of their Skill cards.
  • Shuffles all the cards in their Discard Pile back into their Action Deck.
  • Blocks all of their cards with the keyword COMPANION.

Narrative passage omitted (page 13: the characters set out for Bramblewood after a dream and a new groundshiver is handed over).

Goal

Primary: Find the descendant in Bramblewood.

You must travel to Bramblewood, a city-state formerly known as Calmwood. Once there, you must find the descendant of the member of the All Virtue and convince them to participate in the election of the new Supreme Master.

Secondary: Gain influence.

The Citadel is home to a growing but still little-known community in the Collapsing Lands. Regardless of whether or not you aspire to be elected as the head of the All Virtue, it would be wise to develop your influence.

Preparation (you are at the Citadel)

  • For this scenario, your groundshiver is level 5. Check the corresponding box on the Community page of the Citadel leaflet.
  • Set all life point counters back to 0, then each character receives the following amount of life points, depending on player count: 1 player: 90; 2 players: 43; 3 players: 27; 4 players: 19.
  • Each player draws 2 cards from their Action Deck to form their starting hand.
  • Each player may unblock some or all of their cards with the keyword COMPANION. For each card unblocked this way, they lose 2 life points.
  • Return all the "Hope reborn!" Quest cards that are blocked.
  • Remember to look up your side quests, the cards in the World Map, and the effects of your built buildings.
  • Put a 075 card into play. If "Kel's Column" can be seen on a feather-shaped icon card in the World Map, you may instead put a 238 card into play. Each player places their figure onto it.

Stop reading for now and place the bookmark here. You may save the game as long as the bookmark is here. When you run low on life points or you think you have reached your goal, go back to the Citadel, where you can remove the bookmark and read the EPILOGUE.

Epilogue

If you have no "Objective" Quest card, read conclusion A on page 15.

If you have an "Objective" Quest card that is objective no. 1, 2, or 3, read conclusion B on page 16.

If you have an "Objective" Quest card that is objective no. 4, read conclusion C on page 17.

Conclusion A

Narrative passage omitted (page 15: you write to Gelert Deffer that you could not identify the descendant from Bramblewood).

State of play

crown icon -2 and banish a 562 card from the Adventure Deck without revealing it.

If you do not have the "Jorogred the descendant" Quest card AND there is no available 516 card, take a 554 card.

While you were away

Narrative passage omitted (page 15: you talk to members of the community about what happened during your absence).

Read 546.

Ready to set off again

If you have the "A task to be done" Quest card, return it.

Each player discards all of their Skill cards.

You have finished the scenario "The descendant from Bramblewood".

If you want to begin the next scenario immediately:

Return all the cards in the Past.

If you have the "Jorogred the descendant" Quest card or if there is no available 516 card, read the introduction of the scenario "The last descendant" on page 22. Otherwise, read the introduction of the scenario "Jorogred the descendant" on page 18.

If you prefer to continue the adventure later:

Take a 007 card.

If you have the "Jorogred the descendant" Quest card or if there is no available 516 card, place the bookmark at the beginning of the scenario "The last descendant" on page 22. Otherwise, place the bookmark at the beginning of the scenario "Jorogred the descendant" on page 18.

Conclusion B

Narrative passage omitted (page 16: you write to Gelert Deffer that you believe you found the legitimate child of the Borthens).

State of play

crown icon -1 and banish a 562 card from the Adventure Deck without revealing it.

If you do not have the "Jorogred the descendant" Quest card AND if there is no available 516 card, take a 554 card.

While you were away

Narrative passage omitted (page 16: you talk to members of the community about what happened during your absence).

Read 546.

Ready to set off again

Return all "Objective" Quest cards.

Each player discards all of their Skill cards.

You have finished the scenario "The descendant from Bramblewood".

If you want to begin the next scenario immediately:

Return all the cards in the Past.

If you have the "Jorogred the descendant" Quest card or if there is no available 516 card, read the introduction of the scenario "The last descendant" on page 22. Otherwise, read the introduction of the scenario "Jorogred the descendant" on page 18.

If you prefer to continue the adventure later:

Take a 007 card.

If you have the "Jorogred the descendant" Quest card or if there is no available 516 card, place the bookmark at the beginning of the scenario "The last descendant" on page 22. Otherwise, place the bookmark at the beginning of the scenario "Jorogred the descendant" on page 18.

Conclusion C

Narrative passage omitted (page 17: you write to Gelert Deffer that you have found the descendant of Bramblewood).

State of play

Take a 562 card.

Gelert Deffer will be pleased to know that you have accomplished the mission he entrusted to you: crown icon +1 and take 1 099 card (circle icon).

While you were away

Narrative passage omitted (page 17: you talk to members of the community about what happened during your absence).

Read 546.

Ready to set off again

Return all "Objective" Quest cards.

Each player discards all of their Skill cards.

You have finished the scenario "The descendant from Bramblewood".

If you want to begin the next scenario immediately:

Return all the cards in the Past.

If you have the "Jorogred the descendant" Quest card or if there is no available 516 card, read the introduction of the scenario "The last descendant" on page 22. Otherwise, read the introduction of the scenario "Jorogred the descendant" on page 18.

If you prefer to continue the adventure later:

Take a 007 card.

If you have the "Jorogred the descendant" Quest card or if there is no available 516 card, place the bookmark at the beginning of the scenario "The last descendant" on page 22. Otherwise, place the bookmark at the beginning of the scenario "Jorogred the descendant" on page 18.

Jorogred the descendant

Introduction

Each player:

  • Returns all of their cards with the keyword TEMPORARY.
  • Unblocks all of their Skill cards.
  • Shuffles all the cards in their Discard Pile back into their Action Deck.
  • Blocks all of their cards with the keyword COMPANION.

Narrative passage omitted (page 18: the characters set out for Fort Cutthroat after a nightmare, and Waltin hands over a new groundshiver).

Goal

Primary: Locate Jorogred the descendant.

Talk to a former apprentice of Ninidazir who has settled in Fort Cutthroat to the south. He may be able to help you locate Jorogred. Once you find the descendant of the member of the All Virtue, you must convince him to participate in the election of its new Supreme Master.

Secondary: Gain influence.

The Citadel is home to a growing but still little-known community in the Collapsing Lands. Regardless of whether or not you aspire to be elected as the head of the All Virtue, it would be wise to develop your influence.

Preparation (you are at the Citadel)

  • For this scenario, your groundshiver is level 5. Check the corresponding box on the Community page of the Citadel leaflet.
  • Set all life point counters back to 0, then each character receives the following amount of life points, depending on player count: 1 player: 65; 2 players: 30; 3 players: 18; 4 players: 13.
  • Each player draws 2 cards from their Action Deck to form their starting hand.
  • Each player may unblock some or all of their cards with the keyword COMPANION. For each card unblocked this way, they lose 2 life points.
  • Return all the "Hope reborn!" Quest cards that are blocked.
  • Remember to look up your side quests, the cards in the World Map, and the effects of your built buildings.

You leave the Citadel behind and travel safely to Fort Cutthroat.

  • Put a 195 card into play. Each player places their figure onto it.

Stop reading for now and place the bookmark here. You may save the game as long as the bookmark is here. When you run low on life points or you think you have reached your goal, go back to the Citadel, where you can remove the bookmark and read the EPILOGUE.

Epilogue

If you have the "Jorogred the descendant" Quest card, read conclusion A on page 20.

Otherwise, read conclusion B on page 21.

Conclusion A

Narrative passage omitted (page 20: you write to Gelert Deffer that you have found Jorogred, so to speak).

State of play

Gelert will be pleased to know that you have accomplished the mission with which he entrusted you: crown icon +1 and take 1 099 card (circle icon).

While you were away

Narrative passage omitted (page 20: you talk to members of the community about what happened during your absence).

Read 546.

Ready to set off again

Each player discards all of their Skill cards.

You have finished the scenario "Jorogred the descendant".

If you want to begin the next scenario immediately:

Return all the cards in the Past.

If you have the "The descendant from Bramblewood" Quest card or if there is no available 562 card, read the introduction of the scenario "The last descendant" on page 22. Otherwise, read the introduction of the scenario "The descendant from Bramblewood" on page 13.

If you prefer to continue the adventure later:

Take a 007 card.

If you have the "The descendant from Bramblewood" Quest card or if there is no available 562 card, place the bookmark at the beginning of the scenario "The last descendant" on page 22. Otherwise, place the bookmark at the beginning of the scenario "The descendant from Bramblewood" on page 13.

Conclusion B

Narrative passage omitted (page 21: you write to Gelert Deffer that you failed to invite Jorogred, and deliver the letter to Sabell).

State of play

crown icon -1 and banish a 516 card from the Adventure Deck without revealing it.

If you do not have the "The descendant from Bramblewood" Quest card AND there is no available 562 card, take a 554 card.

While you were away

Narrative passage omitted (page 21: you talk to members of the community about what happened during your absence).

Read 546.

Ready to set off again

Return all "Objective" Quest cards.

Each player discards all of their Skill cards.

You have finished the scenario "Jorogred the descendant".

If you want to begin the next scenario immediately:

Return all the cards in the Past.

If you have the "The descendant from Bramblewood" Quest card or if there is no available 562 card, read the introduction of the scenario "The last descendant" on page 22. Otherwise, read the introduction of the scenario "The descendant from Bramblewood" on page 13.

If you prefer to continue the adventure later:

Take a 007 card.

If you have the "The descendant from Bramblewood" Quest card or if there is no available 562 card, place the bookmark at the beginning of the scenario "The last descendant" on page 22. Otherwise, place the bookmark at the beginning of the scenario "The descendant from Bramblewood" on page 13.

The last descendant

Introduction

Each player:

  • Returns all of their cards with the keyword TEMPORARY.
  • Unblocks all of their Skill cards.
  • Shuffles all the cards in their Discard Pile back into their Action Deck.
  • Blocks all of their cards with the keyword COMPANION.

Narrative passage omitted (pages 22-23: Gelert Deffer reports that the last descendant is Louberth Tamurel, last seen near Guiborg, and hands over a new groundshiver).

Goal

Primary: Locate the descendant Tamurel.

Accompanied by a handful of mercenaries he recruited in Waterbank, the descendant Tamurel has reached the forbidden city of Guiborg with the intention of breaking into it to retrieve something - apparently ancient relics - from his family's former home.

Important! This scenario does not end at the Citadel. Returning there prematurely will count as failing the scenario.

Secondary: Gain influence.

The Citadel is home to a growing but still little-known community in the Collapsing Lands. Regardless of whether or not you aspire to be elected as the head of the All Virtue, it would be wise to develop your influence.

Preparation (you are at the Citadel)

  • For this scenario, your groundshiver is level 7. Check the corresponding box on the Community page of the Citadel leaflet.
  • Set all life point counters back to 0, then each character receives the following amount of life points, depending on player count: 1 player: 85; 2 players: 40; 3 players: 25; 4 players: 18.
  • Each player draws 2 cards from their Action Deck to form their starting hand.
  • Each player may unblock some or all of their cards with the keyword COMPANION. For each card unblocked this way, they lose 2 life points.
  • Return all the "Hope reborn!" Quest cards that are blocked.
  • Remember to look up your side quests, the cards in the World Map, and the effects of your built buildings.
  • Put a 075 card into play. If "Kel's Column" can be seen on a feather-shaped icon card in the World Map, you may instead put a 238 card into play. Each player places their figure onto it.

Stop reading for now and place the bookmark here. You may save the game as long as the bookmark is here. When the game invites you to read the EPILOGUE, read it after removing the bookmark.

Epilogue

If you are at the Citadel, take a 593 card. Otherwise, read the conclusion below.

Conclusion

Narrative passage omitted (pages 24-25: the Tamurel descendant is brought to the Daghir manor, and the descendants gather in the crypt for the election of the new Supreme Master).

State of play

If you have the "Jorogred the descendant" and "The descendant from Bramblewood" Quest cards, and the "Louberth Tamurel" Purse card (bag icon), read 552. Otherwise, read 561.

Ready to set off again

Narrative passage omitted (page 25: the characters agree to meet again at the manor in about thirty days, and head back to the Citadel).

Return all "Objective" Quest cards.

If a 283 card has been banished, return it.

Banish the "Louberth Tamurel" Purse card.

Each player discards all of their Skill cards.

You have finished the scenario "The last descendant".

If you want to begin the next scenario immediately:

Return all the cards in the Past, then read the introduction of the scenario "Unexplained occurrences" on page 26.

If you prefer to continue the adventure later:

Take a 007 card and place the bookmark at the beginning of the scenario "Unexplained occurrences" on page 26.

Unexplained occurencies

The booklet prints this heading as "Unexplained occurencies"; its own cross-references spell it "Unexplained occurrences". Both are the same scenario.

Introduction

Each player:

  • Returns all of their cards with the keyword TEMPORARY.
  • Unblocks all of their Skill cards.
  • Shuffles all the cards in their Discard Pile back into their Action Deck.
  • Blocks all of their cards with the keyword COMPANION.

Narrative passage omitted (pages 26-27: the ring on your finger goes dark, and at the Daghir manor you learn of Louberth Tamurel's death).

You may apply any effects that trigger "during the 'Preparation' phase, if you are at the Citadel" now, and then read on. Remember to look up your side quests, the cards in the World Map, and the effects of your built buildings.

Goal

Primary: Talk to the Supreme Master of the All Virtue.

Your best bet is to go to General Beronn's house, located at the entrance to Waterbank.

Important! This scenario does not end at the Citadel. Returning there prematurely will count as failing the scenario.

Preparation (you are NOT at the Citadel)

  • Take 2 149 cards (circle icon).
  • For this scenario, your groundshiver is level 7.
  • Set all life point counters back to 0, then each character receives the following amount of life points, depending on player count: 1 player: 55; 2 players: 25; 3 players: 15; 4 players: 10.
  • Each player draws 2 cards from their Action Deck to form their starting hand.
  • Each player may unblock some or all of their cards with the keyword COMPANION. For each card unblocked this way, they lose 2 life points.
  • Return all the "Hope reborn!" Quest cards that are blocked.
  • Put a 247 card into play. Each player places their figure onto it.

Stop reading for now and place the bookmark here. You may save the game as long as the bookmark is here. When the game invites you to read the EPILOGUE, read it after removing the bookmark.

Epilogue

If you are at the Citadel, read conclusion A on page 28. Otherwise, read conclusion B on page 28.

Conclusion A

If you have an "A task to be done" Quest card, take a 566 card. Otherwise:

Narrative passage omitted (page 28: Lehan asks whether you found what you were looking for, and you say you are leaving at dawn).

State of play

While you were away

Narrative passage omitted (page 28: you talk to members of the community about what happened during your absence).

Read 532.

Ready to set off again

Each player discards all of their Skill cards.

You have finished the scenario "Unexplained occurrences".

If you want to begin the next scenario immediately:

Return all the cards in the Past, then read the introduction of the scenario "Setback" on page 31.

If you prefer to continue the adventure later:

Take a 007 card and place the bookmark at the beginning of the scenario "Setback" on page 31.

Conclusion B

Narrative passage omitted (pages 28-30: the safe at the General's house holds a journal, the pages missing from "The Final Throne", and the General's diary; the prophecy turns out to record the first Supreme Master).

Ready to set off again

Discard all the cards on the Board.

Return the "A task to be done" Quest card.

Return all "Objective" Quest cards.

Each player discards all of their Skill cards.

You have finished the scenario "Unexplained occurrences" or "Setback".

If you want to begin the next scenario immediately:

Return all the cards in the Past, then read the introduction of the scenario "Maze" on page 32.

If you prefer to continue the adventure later:

Take a 007 card and place the bookmark at the beginning of the scenario "Maze" on page 32.

Setback

Introduction

Each player:

  • Returns all of their cards with the keyword TEMPORARY.
  • Unblocks all of their Skill cards.
  • Shuffles all the cards in their Discard Pile back into their Action Deck.
  • Blocks all of their cards with the keyword COMPANION.

Narrative passage omitted (page 31: the extinction of the rings and the news from Torvel Daghir's trusted man).

Goal

Primary: Talk to the Supreme Master of the All Virtue.

Your best bet is to go to General Beronn's house, located at the entrance to Waterbank, and easily recognizable by his coat of arms - two wine goblets pouring their drink into the sea - visible on the facade.

Important! This scenario does not end at the Citadel. Returning there prematurely will count as failing the scenario.

Preparation (you are at the Citadel)

  • For this scenario, your groundshiver is level 7.
  • Set all life point counters back to 0, then each character receives the following amount of life points, depending on player count: 1 player: 55; 2 players: 25; 3 players: 15; 4 players: 10.
  • Each player draws 2 cards from their Action Deck to form their starting hand.
  • Each player may unblock some or all of their cards with the keyword COMPANION. For each card unblocked this way, they lose 2 life points.
  • Return all the "Hope reborn!" Quest cards that are blocked.
  • Remember to look up your side quests, the cards in the World Map, and the effects of your built buildings.
  • Put a 075 card into play. If "Kel's Column" can be seen on a feather-shaped icon card in the World Map, you may instead put a 238 card into play. Each player places their figure onto it.

Stop reading for now and place the bookmark here. You may save the game as long as the bookmark is here. When the game invites you to read the EPILOGUE, read it after removing the bookmark.

Epilogue

If you are at the Citadel, take a 566 card. Otherwise, read conclusion B on page 28.

Maze

Introduction

Each player:

  • Returns all of their cards with the keyword TEMPORARY.
  • Unblocks all of their Skill cards.
  • Shuffles all the cards in their Discard Pile back into their Action Deck.

Narrative passage omitted (page 32: the characters secure the General's house, dream, and leave Waterbank after knocking out the butler).

Goal

Primary: Find the Source in the Foundations.

According to the General's diary, there are several entrances to this subterranean world. One of them is in the territory of the blue giants*, east of the garrison of the Outer Edges.

Preparation (you are NOT at the Citadel)

  • For this scenario, your groundshiver is level 7.
  • Set all life point counters back to 0, then each character receives the following amount of life points, depending on player count: 1 player: 80; 2 players: 37; 3 players: 23; 4 players: 16.
  • Each player draws 2 cards from their Action Deck to form their starting hand.
  • Each player may unblock some or all of their cards with the keyword COMPANION. For each card unblocked this way, they lose 2 life points.
  • Return all the "Hope reborn!" Quest cards that are blocked.
  • Remember to look up your side quests, the cards in the World Map, and the effects of your built buildings (reminder: You are NOT at the Citadel).
  • Put a 263 card into play. Each player places their figure onto it.

Stop reading for now and place the bookmark here. You may save the game as long as the bookmark is here. When you think you have reached your goal, go back to the Citadel, where you can remove the bookmark and read the EPILOGUE.

Epilogue

If you have fewer than 4 "Objective" Quest cards, take a 576 card.

If you have 4 "Objective" Quest cards AND your crown icon score is 19 or lower, take a 583 card.

If you have 4 "Objective" Quest cards AND your crown icon score is 20 or higher, read the conclusion on page 34.

Conclusion

Narrative passage omitted (pages 34-35: back at the Citadel, three mages of the First Stairstep arrive and explain the prophet spiders, the orb and the unveilers).

State of play

If a character has a card with the keyword MAGE, read 536.

While you were away

Narrative passage omitted (page 35: you talk to members of the community about what happened during your absence).

Read 532.

Ready to set off again

Return all "Objective" Quest cards.

Each player discards all of their Skill cards.

You have finished the scenario "Maze".

If you want to begin the next scenario immediately:

Return all the cards in the Past, then read the introduction of the scenario "Prophet spiders" on page 36.

If you prefer to continue the adventure later:

Take a 007 card and place the bookmark at the beginning of the scenario "Prophet spiders" on page 36.

Prophet spiders

Introduction

Each player:

  • Returns all of their cards with the keyword TEMPORARY.
  • Unblocks all of their Skill cards.
  • Shuffles all the cards in their Discard Pile back into their Action Deck.
  • Blocks all of their cards with the keyword COMPANION.

Narrative passage omitted (page 36: the mages' instructions are recalled, and a dream about five greenish stones is described).

Goal

Primary: Learn how to stop the ritual.

Talk to the mage Rhyo Kunim, who should be able to tell you about this. He is temporarily located near the great rift, east of Pitdeep.

Primary: Find the location where the prophet spiders will perform their ritual.

Use your influence with certain communities in the Collapsing Lands (scroll icon) to locate the prophet spiders.

Secondary: Recover your strength.

The journey ahead will involve returning to the Citadel from time to time to regain your strength. Each time you return there, you will be asked to banish 1 "Objective" Quest card. If you cannot, you will have failed to prevent the completion of the spider-prophet ritual in time.

Preparation (you are at the Citadel)

  • Take the 101, 102, and 103 cards (circle icon each) and a 045 card.
  • You may apply the following effect any number of times: If your crown icon score is 5 or higher, crown icon -5 and take a card whose number is equal to the number of a feather icon card where the scroll icon can be seen + 450, if available.
  • For this scenario, your groundshiver is level 7.
  • Set all life point counters back to 0, then each character receives the following amount of life points, depending on player count: 1 player: 65; 2 players: 30; 3 players: 18; 4 players: 13.
  • Each player draws 2 cards from their Action Deck to form their starting hand.
  • Each player may unblock some or all of their cards with the keyword COMPANION. For each card unblocked this way, they lose 2 life points.
  • Return all the "Hope reborn!" Quest cards that are blocked.
  • Remember to look up your side quests, the cards in the World Map, and the effects of your built buildings.
  • Put a 075 card into play. If "Kel's Column" can be seen on a feather icon card in the World Map, you may instead put a 238 card into play. Each player places their figure onto it.

Stop reading for now and place the bookmark here. You may save the game as long as the bookmark is here. When you run low on life points, go back to the Citadel, where you can remove the bookmark and read the EPILOGUE.

Epilogue

If you are at the Citadel, read conclusion A on page 38. Otherwise, read conclusion B on page 39.

Conclusion A

Narrative passage omitted (page 38: members of the community ask whether you have found a way to stop the ritual, and you promise to set out again once your strength returns).

State of play

Deadline approaches

Banish 1 "Objective" Quest card. If you cannot, take a 592 card.

While you were away

Narrative passage omitted (page 38: you talk to members of the community about what happened during your absence).

Read 532.

Ready to set off again

Return the "Return to the Citadel" Quest card.

Each player discards all of their Skill cards.

If you want to continue with the scenario "Prophet spiders" immediately:

Return all the cards in the Past, then reread the introduction of the scenario "Prophet spiders" on page 36.

If you prefer to continue the adventure later:

Take a 007 card and place the bookmark at the beginning of the scenario "Prophet spiders" on page 36.

Conclusion B

Narrative passage omitted (page 39: the characters cast the spell in the cavern, and the letters and visits that follow).

Congratulations, you have vanquished the Threat "The final throne"!

  • Ready to set off again