6
7 Uncommon Fine Clothing Charm +1 (G) City 1-4: Questioning Guards. e guards of the city watch think you are acting suspiciously. Charm check: 1-3: Something sets them off and they lock you up for the night. Skip your Rest phase. 4-6: ey don’t like the look of you and send you away. Return to your previous location. 7-9: ey leave you be. 10+: ey recognize your good character and pay for drinks and food. Restore one exhausted card. 5-6: Apothecary. A local healer restores two of your exhausted cards. 7-8: Poison Stew. A greedy innkeeper tries to steal from you as you slumber in a drug-induced sleep. Survival check: 9+ or discard one item card. 9+: Fertility Ritual. e spirits of the city are inflamed with the Fertility god’s festival. Many citydwellers offer a night of wild desire. You accept. Survival check: 9+: You retain your stamina and depart your companion’s abode, well rested. Take a free Recovery. 6-8: You fall asleep aſter the proceedings. A returning spouse beats you out of the home. Skip your Rest phase and exhaust one card. 3-5: You find the whole thing distasteful and leave to stew in your own conflicted desires. Exhaust one card. 2 or less: You oversleep. Spend another turn in this location, but add +2 to the encounter number draw. G X1 X’idlim’s Tower 7+ P,O e Flatlands 7+ F+1,O Southglen Forest 7+ V Bridgewater 9+ U,C Rat Harbor 8+ X0,U,G Ulendi e southern shore of the Land, near the ports of Ulendi and rough Rat Harbor. To the north, the wizard X’idlim’s tower. Farther north of here are the evil and vicious Grey Lands; to the east the Gob Mountains; westward lies Knoll. Map 1 (Start): The Southern Shore No Starting Bonuses 1 3 2 4 Barbarian Vince - Player Card Skills Combat: 0 Survival: 0 Unlock/Disarm: 0 Hide: 0 Charm: 0 Recovery: 2 Setup Start in Ulendi (Map 1) Draw one Common item as your starting loot. Minor Victory: Solve one Major Quest. Major Victory: Solve all three Major Quests. Turn Order: Lay Low; Travel; Encounter; Rest (and Trade) Starting Rumours X’idlim the wizard has not returned your father’s messages of late, and your friend, X’argex the wizard, is missing. Perhaps X’idlim knows something—the wizards are traditionally on good terms with each other. Rumors of Knoll attacks to the west near Mounthame are strange; Knolls usually leave humans alone. Goblin war parties to the east are on patrol near Goblin Mines, supposedly searching for a missing Goblin. The Passage of Time Year 1: No Changes. Year 2: All encounters at +1 to random draw. Year 3: All encounters at +2 to random draw. Year 4: All encounters at +2 to random draw; +2 to all Lay Low values indicated on maps. Year 5 and beyond: All encounters at +3 to random draw; No Lay Low allowed (except “A Year Has Passed” card). 6 Uncommon, Reusable* Chainmail Exhaust to reduce a damage result by 1. *Reusable only aſter an even random draw. (C) Rough City 1-3: Pick Pocket. A pick pocket slips through your purse. Unlock/Disarm check: 1-2: Discard a card. 3-4: You manage to chase him down. Exhaust two cards. 5-10: He takes nothing. 11+: You pickpocket him! Draw a Common item. 4-6: Mugged. You are jumped by ruffians. Combat check: 2@ 5+ (Round Speed: 2, Damage: 1) Failure: You are leſt bleeding in the street. Discard a card. 7-9: Black Market. You wander amidst the stalls and mistrustful watch of the underground market. If you have an unspent ‘favor’ from the ieves Guild, you may make a Common item draw, which repays the favor. 10+: Leg Breaking. Members of the ieves Guild approach you. ey make you an offer to accompany them on a “job” to recover some money from a merchant who owes them. ◆ If you turn them down, the encounter ends. ◆ If you do it, you burst in on the merchant’s bodyguards. Draw a card to determine the Combat number, x (max 10) Combat check: 2@ x+ (Round Speed: 3, Damage: 1) Failure: Discard a card and you are returned to the streets. No Rest phase this turn. Success: One ‘favor’ to be redeemed at a later date. C 5 Common, Reusable Steel Sword Combat +1 (U) Port 1-4: Conflagration. You find a cheap inn to spend the night, swilling mead and fish stew. As you sleep you smell smoke. Probably not important. Survival check: 4+ to wake up. Combat check: 6+ to escape the burning Inn. Fail either: Discard a card for each failed check. 5-6: Crew a Boat. A grizzled captain offers you a chance to crew a boat for a week. It’s hard work but pays off in valuable experience. Make a random draw at –6. If this is equal to or higher than your Survival skill, you gain this card. If not, draw a random Common item instead. 7-9: Wharf Wolves. Suddenly, slimy wolves burst from the muck under the docks and bite at your heels! Combat check: 2@ 5+ (Round Speed: 3, Damage: 1) Failure: ey eventually grow weary and leave you be. 10+: Storm Turtle. During a storm, the port is besieged by a Storm Turtle. All are pressed into fighting. ◆ If you try to flee without fighting, make a Hide check: 9+ Failure: Discard a card and you must fight anyway. Success: You manage to slink away. ◆ If you fight: Combat check: 2@ 9+ (Round Speed: 3, Damage: 1) Failure: Make a random draw: 1-8: Discard a card. 9+: You are killed and devoured by the sea-beast. Success: Draw a random Uncommon item. U 4 Common Bag of Copper Coins (P) Plains 1-3: Flies. Stinging wolugs torment you. Survival check: 5+ or skip your rest phase. 4-5: Lost Shrine to the Earth God. Spend the night here to recover all exhausted cards. 6-8: Ground Wolves. Vicious tunneling wolves burst from the dirt, snarling and biting! Combat check: 3@ 5+ (Round Speed: 3, Damage: 1) Failure: e wolves bury you. Discard a card as you are forced to claw your way out. 9+: Hill Riders. Fierce nomads pass by on horseback. ey stop you to ask about news from the shore. ey seem edgy. Charm check (-2 if you have ever spent a night at the Lost Shrine to the Earth God): 2 or less: e nomads say you’ve insulted the Earth god and attack! 3-4: e nomads demand a toll of one card, or they attack. 5-7: e nomads exchange information with you and go on their way. 8-10: e nomads sit and drink with you, sharing stories. One free Recovery. 11+: e nomads are moved by your tales. ey give you a Common item. If they attack: Combat check: 2@ 6+ (Round Speed: 2, Damage: 1) Failure: Discard a card and return to your last location. Success: Draw one Common item. P 3 Uncommon Healing Herbs Discard to restore all exhausted cards. (F) Forest 1-4: Leprechaun. e spritely spirit is off in the distance. Catch him, quick! You can catch him by making a Hide check at 9+. You may make as many attempts as you have cards. Failure earns his laughter. Success earns a Common draw. 5-7: Herbal Foraging. ere are many beneficial and healing herbs to be found here. Survival check: 10+ (One attempt). Success: Keep this card as an item. 8-10: Wood Spiders. Without warning, black spiders the size of hunting dogs drop from the trees! Combat check: 2@ 6+ (Round Speed: 3, Damage: 1) Failure: e spiders string you up to eat later. Aſter much struggle, you manage break free. Discard a card. 11+: Wood Elves. As you wander, Wood Elves ambush you, questioning your reason for travel in their forest. ◆ If you submit to the elves, make a random draw: 1-7: ey leave you alone. 8-12: ey take one card as toll (not Unique items). If you can’t pay, they return you to your previous location. ◆ If you fight them: Combat check: 2@ 6+ (Round Speed: 2, Damage: 1) Failure: Discard a card and they return you to your previous location. Success: Draw one Common item. F 2 Unique Iron Rune Key Unlock/Disarm +1 (X1) The Wizard X’idlim You stop at X’idlim’s tower, looking for information and shelter. Your friend, the wizard X’argex, who used to visit your town hasn’t been seen for many moons and you are worried. X’idlim, a minor wizard, is reluctant to help and, like most wizards, resents having his privacy violated. ◆ If you give him (discard) an item card, he will allow you to stay and rest, and will restore any exhausted cards. ◆ If you demand information, he casts a Glamour: Random draw: 10+ Failure: Exhaust a card, and you are returned to your previous location. However if you ever return, add +1 to your random draw for the Glamour (add one for each try). Success: Draw one Common item, and... X’idlim allows you to stay and rest, restoring your exhausted cards. He also gives you an Iron Rune Key (this card) and requests that you investigate the disappearance of his fellow wizard, X’argex, at X’argex Spire. You will need the key to open it. (P/F) Plains/Forest: Peaceful Travel You travel easily, the long peaceful hills and valleys of the land your constant companion. You hear the baying of wolves in the distance. e land has become overrun with wolves and wolf-monsters like Knolls. Where are they all coming from? Who, or what, is behind it? X1 P F 1 Common Provisions and Supplies (O) Outdoors 1-3: Wolf Trap Clack on your ankle goes the trap! Unlock/Disarm check: 1-7: It takes a day for the trapper to find you. Lose your Rest phase this turn. 8+: You escape and leave an irate message behind you. 4-6: Bountiful Hunting Plenty of forage and game in these parts. Survival check: 5+ (One attempt) Success: You recover 2 cards from the Exhausted pile. 7-9: Passing Caravan Farmers with goods for a nearby city pass in a caravan of wagons. You may Trade with them (as in a village) or Escort them to the nearest village/city/port (your choice). ◆ If you Escort them, add your Combat skill to a random draw. On a 1-5 passing Wolf Raiders attack the caravan. You exhaust two cards driving them off. In either case you gain this card as payment. 10: Torrential Rains Caught in a sudden pounding rainstorm, you struggle to hold your camp together without being washed away. Survival check: 6+ (Round Speed: 3, Damage: 1) Failure: Discard a card (an equipment card, if possible). 11+: Hard to Hunt ese lands are desolate of wild game and edible fauna. Hunting for food will be a challenge. Survival check: 8+ (Round Speed: 2, Damage: 1) Failure: Discard 1 card. O

(O) Outdoors O (X1) The Wizard X’idlim X1 (F) Forest F 1-3 ... · watch think you are acting suspiciously. Charm check: ... Wolfstooth Curse ... You ˜nd him before he turns. ˚e

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7 UncommonFine ClothingCharm +1

(G) City1-4: Questioning Guards. �e guards of the city watch think you are acting suspiciously.Charm check: 1-3: Something sets them o� and they lock you up for the night. Skip your Rest phase.4-6: �ey don’t like the look of you and send you away. Return to your previous location.7-9: �ey leave you be.10+: �ey recognize your good character and pay for drinks and food. Restore one exhausted card.5-6: Apothecary. A local healer restores two of your exhausted cards.7-8: Poison Stew. A greedy innkeeper tries to steal from you as you slumber in a drug-induced sleep.Survival check: 9+ or discard one item card.9+: Fertility Ritual. �e spirits of the city are in�amed with the Fertility god’s festival. Many citydwellers o�er a night of wild desire. You accept.Survival check: 9+: You retain your stamina and depart your companion’s abode, well rested. Take a free Recovery.6-8: You fall asleep a�er the proceedings. A returning spouse beats you out of the home. Skip your Rest phase and exhaust one card.3-5: You �nd the whole thing distasteful and leave to stew in your own con�icted desires. Exhaust one card.2 or less: You oversleep. Spend another turn in this location, but add +2 to the encounter number draw.

G

X1X’idlim’s Tower

7+ P,O�e Flatlands

7+ F+1,OSouthglen Forest

7+ VBridgewater

9+ U,CRat Harbor

8+ X0,U,GUlendi

�e southern shore of the Land, near the ports of Ulendi and rough Rat Harbor. To the north, the wizard X’idlim’s tower. Farther north of here are the evil and vicious Grey Lands; to the east the Gob Mountains; westward lies Knoll.

Map 1 (Start): The Southern ShoreNo Starting Bonuses

1

3 24

Barbarian Vince - Player CardSkillsCombat: 0 Survival: 0 Unlock/Disarm: 0Hide: 0 Charm: 0 Recovery: 2

SetupStart in Ulendi (Map 1)Draw one Common item as your starting loot.Minor Victory: Solve one Major Quest.Major Victory: Solve all three Major Quests.Turn Order: Lay Low; Travel; Encounter; Rest (and Trade)

Starting RumoursX’idlim the wizard has not returned your father’s messages of late, and your friend, X’argex the wizard, is missing. Perhaps X’idlim knows something—the wizards are traditionally on good terms with each other.Rumors of Knoll attacks to the west near Mounthame are strange; Knolls usually leave humans alone.Goblin war parties to the east are on patrol near Goblin Mines, supposedly searching for a missing Goblin.

The Passage of TimeYear 1: No Changes.Year 2: All encounters at +1 to random draw.Year 3: All encounters at +2 to random draw.Year 4: All encounters at +2 to random draw; +2 to all Lay Low values indicated on maps.Year 5 and beyond: All encounters at +3 to random draw; No Lay Low allowed (except “A Year Has Passed” card).

6 Uncommon, Reusable*ChainmailExhaust to reduce a damage result by 1. *Reusable only a�er an even random draw.

(C) Rough City1-3: Pick Pocket. A pick pocket slips through your purse.Unlock/Disarm check:1-2: Discard a card.3-4: You manage to chase him down. Exhaust two cards.5-10: He takes nothing.11+: You pickpocket him! Draw a Common item.4-6: Mugged. You are jumped by ru�ans.Combat check: 2@ 5+ (Round Speed: 2, Damage: 1)Failure: You are le� bleeding in the street. Discard a card.7-9: Black Market. You wander amidst the stalls and mistrustful watch of the underground market.If you have an unspent ‘favor’ from the �ieves Guild, you may make a Common item draw, which repays the favor.10+: Leg Breaking. Members of the �ieves Guild approach you. �ey make you an o�er to accompany them on a “job” to recover some money from a merchant who owes them.◆ If you turn them down, the encounter ends.◆ If you do it, you burst in on the merchant’s bodyguards. Draw a card to determine the Combat number, x (max 10)Combat check: 2@ x+ (Round Speed: 3, Damage: 1)Failure: Discard a card and you are returned to the streets. No Rest phase this turn.Success: One ‘favor’ to be redeemed at a later date.

C

5 Common, ReusableSteel SwordCombat +1

(U) Port1-4: Con�agration. You �nd a cheap inn to spend the night, swilling mead and �sh stew. As you sleep you smell smoke. Probably not important.Survival check: 4+ to wake up. Combat check: 6+ to escape the burning Inn. Fail either: Discard a card for each failed check.5-6: Crew a Boat. A grizzled captain o�ers you a chance to crew a boat for a week. It’s hard work but pays o� in valuable experience.Make a random draw at –6. If this is equal to or higher than your Survival skill, you gain this card. If not, draw a random Common item instead.7-9: Wharf Wolves. Suddenly, slimy wolves burst from the muck under the docks and bite at your heels!Combat check: 2@ 5+ (Round Speed: 3, Damage: 1)Failure: �ey eventually grow weary and leave you be.10+: Storm Turtle. During a storm, the port is besieged by a Storm Turtle. All are pressed into �ghting.◆ If you try to �ee without �ghting, make a Hide check: 9+ Failure: Discard a card and you must �ght anyway. Success: You manage to slink away.◆ If you �ght:Combat check: 2@ 9+ (Round Speed: 3, Damage: 1)Failure: Make a random draw: 1-8: Discard a card.9+: You are killed and devoured by the sea-beast.Success: Draw a random Uncommon item.

U

4 CommonBag of Copper Coins

(P) Plains1-3: Flies. Stinging wol�ugs torment you. Survival check: 5+ or skip your rest phase.4-5: Lost Shrine to the Earth God. Spend the night here to recover all exhausted cards.6-8: Ground Wolves. Vicious tunneling wolves burst from the dirt, snarling and biting!Combat check: 3@ 5+ (Round Speed: 3, Damage: 1)Failure: �e wolves bury you. Discard a card as you are forced to claw your way out.9+: Hill Riders. Fierce nomads pass by on horseback. �ey stop you to ask about news from the shore. �ey seem edgy.Charm check (-2 if you have ever spent a night at the Lost Shrine to the Earth God):2 or less: �e nomads say you’ve insulted the Earth god and attack!3-4: �e nomads demand a toll of one card, or they attack.5-7: �e nomads exchange information with you and go on their way.8-10: �e nomads sit and drink with you, sharing stories. One free Recovery.11+: �e nomads are moved by your tales. �ey give you a Common item.If they attack:Combat check: 2@ 6+ (Round Speed: 2, Damage: 1)Failure: Discard a card and return to your last location.Success: Draw one Common item.

P

3 UncommonHealing HerbsDiscard to restore all exhausted cards.

(F) Forest1-4: Leprechaun. �e spritely spirit is o� in the distance. Catch him, quick!You can catch him by making a Hide check at 9+. You may make as many attempts as you have cards. Failure earns his laughter. Success earns a Common draw.5-7: Herbal Foraging. �ere are many bene�cial and healing herbs to be found here.Survival check: 10+ (One attempt).Success: Keep this card as an item.8-10: Wood Spiders. Without warning, black spiders the size of hunting dogs drop from the trees!Combat check: 2@ 6+ (Round Speed: 3, Damage: 1)Failure: �e spiders string you up to eat later. A�er much struggle, you manage break free. Discard a card.11+: Wood Elves. As you wander, Wood Elves ambush you, questioning your reason for travel in their forest.◆ If you submit to the elves, make a random draw:1-7: �ey leave you alone.8-12: �ey take one card as toll (not Unique items). If you can’t pay, they return you to your previous location.◆ If you �ght them:Combat check: 2@ 6+ (Round Speed: 2, Damage: 1)Failure: Discard a card and they return you to your previous location.Success: Draw one Common item.

F

2 UniqueIron Rune KeyUnlock/Disarm +1

(X1) The Wizard X’idlimYou stop at X’idlim’s tower, looking for information and shelter. Your friend, the wizard X’argex, who used to visit your town hasn’t been seen for many moons and you are worried. X’idlim, a minor wizard, is reluctant to help and, like most wizards, resents having his privacy violated.◆ If you give him (discard) an item card, he will allow you to stay and rest, and will restore any exhausted cards.◆ If you demand information, he casts a Glamour:Random draw: 10+Failure: Exhaust a card, and you are returned to your previous location. However if you ever return, add +1 to your random draw for the Glamour (add one for each try).Success: Draw one Common item, and...X’idlim allows you to stay and rest, restoring your exhausted cards. He also gives you an Iron Rune Key (this card) and requests that you investigate the disappearance of his fellow wizard, X’argex, at X’argex Spire. You will need the key to open it.

(P/F) Plains/Forest: Peaceful TravelYou travel easily, the long peaceful hills and valleys of the land your constant companion. You hear the baying of wolves in the distance. �e land has become overrun with wolves and wolf-monsters like Knolls. Where are they all coming from? Who, or what, is behind it?

X1PF

1 CommonProvisions and Supplies

(O) Outdoors1-3: Wolf Trap Clack on your ankle goes the trap!Unlock/Disarm check: 1-7: It takes a day for the trapper to �nd you. Lose your Rest phase this turn.8+: You escape and leave an irate message behind you.4-6: Bountiful Hunting Plenty of forage and game in these parts.Survival check: 5+ (One attempt)Success: You recover 2 cards from the Exhausted pile.7-9: Passing Caravan Farmers with goods for a nearby city pass in a caravan of wagons.You may Trade with them (as in a village) or Escort them to the nearest village/city/port (your choice). ◆ If you Escort them, add your Combat skill to a random draw. On a 1-5 passing Wolf Raiders attack the caravan. You exhaust two cards driving them o�. In either case you gain this card as payment.10: Torrential Rains Caught in a sudden pounding rainstorm, you struggle to hold your camp together without being washed away.Survival check: 6+ (Round Speed: 3, Damage: 1)Failure: Discard a card (an equipment card, if possible).11+: Hard to Hunt �ese lands are desolate of wild game and edible fauna. Hunting for food will be a challenge.Survival check: 8+ (Round Speed: 2, Damage: 1)Failure: Discard 1 card.

O

2 Unique, SkillWolfstooth Curse-1 against Wolf-creatures. Discard only a�er defeating a Wolf-creature.

(V) VillageInstead of selecting randomly, choose one of the following:Werewolf. A villager has gone missing during the full moon. You help in the e�ort to �nd him.Hide check:9+: You �nd him before he turns. �e villagers hold a feast in thanks. Take a free Recovery.6-8: He is not found. Howling is heard...5 or less: You awaken with bite wounds. You are cursed— keep this card. You may only discard this card once you defeat a Wolf or Wolf-creature in combat. While you are cursed you cannot wield Longsword Wolfsbane.Locked Church. �e church in the village has been locked by the drunken town friar. Can you help open it?Unlock/Disarm check:7+: You manage to pick the lock and let the villagers in to help sober up the friar. �ey reward you by restoring two of your exhausted cards.Brigands! �e village is regularly attacked by brigands. �e villagers implore you to help. �ey come tonight.Combat check: 3@ 4+ (Round Speed: 2, Damage: 1)Failure: Discard a card and return to your previous location, as the brigands run you out of town.Success: �e villagers o�er you a humble token of their gratitude. Draw one Common item as a gi�.

V

Irontree City8+ G+2,C

Goblin Mines X3

Goblin Pass7+ M,O

Spire of X’Argex X2

Felgrim Swamp11+ A,O

Eastshore8+ U,V

3 �e southeast part of the Land, by the shore, with swamps and goblin infested mountains.

Map 2: Gob MountainsSkill: +1 Survival

2

15

4 UncommonStorm RingSurvival +1

(U) Port1-4: Captain’s Wife. It’s Grace, the wife of Captain Ulo! Small world.◆ If you still have the Captain’s Pass, you may trade it to her for a Common/Uncommon item draw.5-7: Pirate Defense. A captain o�ers you work.◆ If you take the job, you may sail to any port (U) location next turn. However, you are attacked by pirates:Combat check: 1@ 8+ (Round Speed: 2, Damage: 1)Failure: Discard a card.8-9: Storm Season. As you approach the city, ominous storm clouds brew on the horizon.Survival check: 8+: You notice in time to �nd shelter. 7 or less: Exhaust all but two cards, as you �ght the storm.10-11: Sea Festival. �e port is celebrating the holy day of Brinos, sea god. A priest begs for a gi� of o�ering...Random draw, plus discard one card of any type as a gi�: +3 for Common; +5 for all others; –3 if you give nothing.12+: You chance upon a Storm Ring (this card) in the surf.10-11: Brinos is pleased. Your gi� is returned, and all your exhausted cards are restored.5-9: Nothing happens.2-4: Brinos is angered. You are cursed with sea sickness. Exhaust all cards but one.1 or less: �e port is attacked by a giant Wolf-Crab!Combat check: 1@ 10+ (Round Speed: 3, Damage: 1)Failure: You are dragged to a salty death!

U

1 UncommonLeather ArmorExhaust to reduce a damage result by 1.

(G) CityInstead of selecting randomly, choose one of the following:Bazaar. A bustling street full of colorful traders and goods!Draw one Common item and, if you want, trade any item in your hand/Exhausted pile for it.Rough Labor. �e city o�ers back-breaking labor to the strong. �e walls must be repaired!Exhaust all your cards and skip your Rest phase to make a random Common item draw as payment.Baron’s Help. �e local Baron asks for your aid with the city’s Sewer Wolf problem.Combat check: 3@ 5+ (Round Speed: 2, Damage: 1)Failure: Discard a card.Success: Draw one Common/Uncommon item.Street Performer. Hard times call for desperate and degrading measures.You put on a street show. Check any skill: 10+ and someone rewards you with a Common item.Golem Rampage. A clay man bursts forth from a wizard’s shop and begins attacking citydwellers. As the wizard lies unconscious. �e city watch begs for your help!Combat check: 1@ 9+ (Round Speed: 2, Damage: 1)Failure: Discard a card.Success: You are rewarded with a Common item.

G

12 CommonThrowing AxeCombat +1

(M) Mountains1-3: Ominous Caves. Black caves lead into many tunnels. Any one of them could be a shortcut... or lead to danger.Survival check:7+: You �nd a safe tunnel. You rest easy.6 or less: Play a Z1 encounter as you accidentally stumble upon a dungeon.4-5: Mountain Climbing. Loose rock makes the cli� face a hard climb, o�ering a di�cult ascent.Survival check: 10+ (One attempt).Failure: Exhaust all your cards.6-7: Wolfgoats. Treacherous mountain beasts hop from ledge to ledge, biting and snarling!Combat check: 2@ 6+ (Round Speed: 3, Damage: 1)Failure: Exhaust all your cards, and return to your previous location, as they chase you down the mountain.8+: Barrelclaw Dwarves. As you travel, you are stopped by the Barrelclaw clan of dwarves. �ey demand to trade.◆ If you trade, discard one item of uncommon value (or two items of common value) for one random Common item. You may draw the item �rst to see what it is.◆ If you don’t trade, you must �ght them:Combat check: 2@ 8+ (Round Speed: 2, Damage: 1)Failure: �ey return you to the your previous location.Success: Draw one Common item.

M

11 CommonBag of Copper Coins

(A) Swamp1-3: Bog Fire. �e gasses from the swamp burn through holes in the ground!Survival check: 4+ to safely pass the �ame vents.Failure: Discard a card as your possessions catch �re.4-5: Swamp Flowers. Stinky Toadbulbs make an excellent restorative.Restore two of your exhausted cards.6-7: Swamp Wolves. Squishy, jelly-like wolves ooze out of holes, breathing swamp gas!Combat check: 1@ 9+ (Round Speed: 3, Damage: 1)Failure: Discard a card due to the acid in their bites.8: Wolf Lair.Run encounter Swamp Flowers, then run encounter Swamp Wolves, above.9+ Lizardman Village. Usually hostile to humans, you maintain your distance. Do you avoid it, sneak around the village, or blaze through in a bath of blood?◆ If you try to sneak back to your previous location, make a Hide check at 5+. If you fail, you must �ght.◆ If you try to sneak past and stay in the current location, make a Hide check at 9+. If you fail, you must �ght.◆ If you �ght them:Combat check: 3@ 5+ (Round Speed: 3, Damage: 1)Failure: Discard a card and you are returned to your previous location.Success: Draw one Uncommon item.

A

10 UniqueMushroom of RecoveryRecovery +1

(X3) The Goblin MinesYou follow a passage deep into the mines. You are discovered by the watch and brought before the Goblin King. He appears distraught, for his only beautiful daughter, Slobberina, was kidnapped by a troll and taken north.◆ If you o�er to �nd the Princess, the King gives you the Mushroom of Recovery (this card), and tells you to head to the “Big Tree.” You must move to Hardscrabble Plains (map 5) on your next turn.◆ To �ee, you must win a Hide 7+ check and then play a Z1 encounter as you try to escape the mines. Fail, and you must �ght to get out.First the guards: Combat check: 2@ 7+ (Round Speed: 2, Damage: 1)�en the King: Combat check: 1@ 8+ (Round Speed: 3, Damage: 1)Success: Keep this card as an item and you may move through here with no Encounters from now on.Either Failure: Discard a card, and you are moved to Goblin Pass.

(O) Outdoors: Peaceful TravelYou walk through manageable weather. No encounters. Right now you could use some company, maybe even your friend, the wizard X’Argex. He’s probably locked himself away in that spire of his along the eastern shore.

X3O

9 UniqueMystic Gem of LeadershipCharm +1

(X2) Spire of X’Argex�e green spire looks abandoned. �e only way in is through a magically sealed door that no amount of forcing or picking will open.If you don’t have the Iron Rune Key, play an A encounter.If you have it, you enter a twisted labyrinth and play a Z1 Encounter to pass through. At the end of the encounter, you discover the corpse of X’Argex amidst the signs of a struggle. A note you �nd indicates he was waiting for the head of his order, X’yzax, who normally stays at the Magic College. Wrapped in the note is a Mystic Gem (this card).(X4) Magic CollegeTall spires of crystal and secret buildings behind high walls, with robed men walking in and out. �e wizards look down their noses at you.If you don’t have a Mystic Gem, the wizards won’t let you in, claiming you should talk to X’idlim instead. Play a C, G encounter.If you have a Mystic Gem, they are still very wary. Try to talk your way in; Charm check: 10+ Failure: You must play a C, G encounter as you stay the night in the city, however, the next time you try the Charm check, you gain +1 for each failed attempt.Success: You discover X’yzax is not here. However a functionary places a magic message in your gem that suggests X’yzax may be found in Dirgeness Prison.

X2X4

8 CommonRusty DaggerCombat +1. Discard a�er use.

(Z1) Dungeon1-3: Trap Door. �is door leads deeper. �e lock looks intricate.Unlock/Disarm check:9+: You disarm the trap and pass through the dungeon.8 or less: Poison gas hisses from the lock! Exhaust 3 cards.4-6: Goblin Ambush. Goblins drop from a hole in the ceiling, swinging axes and screeching wildly!Combat check: 1@ 8+ (Round Speed: 2, Damage: 1)Failure: Discard a card. Success: Draw a Common item.7: Dungeon Lore.Make a Survival check higher than 9+[current Survival rating] to gain one free random redraw on any future dungeon encounter.8-10: Cave Wolves. Wolves made of Granite detach from the walls and snarl, grating their stone teeth and claws!Combat check: 2@ 8+ (Round Speed: 3, Damage: 1)Failure: Discard a card. Success: Draw a Common item.11+: Guardian Demon: �e green stone �gure blocks your path. He appears bored, and issues a challenge to �ght. ◆ If you choose not to �ght him, he refuses to let you pass. Return to your previous location, coward.◆ If you accept his challenge, he tirelessly parries your best attacks, seeking to win by skill, not blood.Combat check: 1@ 8+, then Combat 1@ 11+(Both Round Speed: 2, Damage: None)Failure: Discard two cards.

Z1

12 CommonSteel ShieldCombat +1

(M) Mountains1-4: Fallen Climbers. �e remains of unlucky adventurers lay at the bottom of a deep ravine. �ey might have valuables...◆ If you choose to, you may climb down. Survival check: 9+: You climb down safely. Gain a random Common item.8 or less: You fall! Discard a card, but you �nd a random Common item.5-7: Rock Slide. �e ground falls from under you!Survival check: 7+, or exhaust one card.8-9: Outcropping. A moment to gaze upon the vista of the land from a hidden outcropping �lls you with awe.Get an extra Recovery during Rest.10: Twisting Paths. No clear way up the mountainside appears as you ponder.Survival check: 7+: You �nd a path. 6 or less: You remain lost. You may not move next turn.11+: Troll Bridge. You come across a bridge guarded by a Troll, demanding a toll.◆ If you turn back, return to your last location for a turn.◆ If you pay the toll, discard a card and he lets you pass.◆ If you attempt to outwit the troll, make a Charm check: 1-8: You must �ght. 9+: You fool him and cross for free.◆ If you �ght the troll:Combat check: 2@ 9+ (Round Speed: 2, Damage: 1)Failure: returned to last location.Success: Draw one Common item.

M

Magic College X4

Spraymere8+ U,G

Desert Ruins Z1

Bridgeton8+ U,V

Grasslands8+ O,P

Mounthame X5

Rime Pass8+ M

1 �e southwest of the Land, with the river and the southern edge of the desert.

Map 3: Mounthame RidgeSkill: +1 Charm

3

16

11 UncommonBarbed SpearCombat +2

(O) Outdoors1-3: Brambles. �ick bushes of spiky vines block the path. Around or through?◆ If you decide to go around, spend another turn in this location.◆ If you decide to go through, skip the Rest phase as you spend all night hacking your way out.4-6: Fog. A terrible thick soup of fog makes �nding your bearings impossible.Survival check: 7+: You are �ne. 6 or less: You are lost and may not move next turn.7-8: Uneasy Rest. A wolf pack approaches your �re!Wolves—normal ones, but lots of them—encircle your campsite. �ey spend the evening howling and taunting. Exhaust one card and skip the Rest phase.9-10: Naiad. You �nd a stream, the only one for miles, to slake your thirst, but a watery nymph appears.Charm check: 6+: She lets you drink. 5 or less: She blinds you with magic. Exhaust one card and skip the Rest phase.11+: Wandering Ogre. An Ogre, following the stars, comes across your camp as you sleep. Wake up fast!Survival check: 9+, then �ght.Combat check: 2@ 7+ (Round Speed: 3 (2 if you failed the Survival check), Damage: 1)Failure: Discard a card and return to your last location.Success: Draw one Common item.

O

10 Uncommon, ReusablePlate MailExhaust to reduce a damage result by 1.

(V) Village1-5: Harvest Festival. People dance as they bring in the harvest! Will you take ease with the drunken villagers?Random draw (+2 if you try to avoid joining in):1: You win the harvest dance contest! Draw a random Common item.2: You get far too drunk for your own good. Exhaust three cards and skip the Rest phase.3-5: �e eating and drinking gives you an extra Recovery.6-8: �e food and drink occupies you all night. Skip the Rest phase.9-12: Nothing besides revelry happens. 13+: �e villagers, angered that you refuse their hospitality, give you a sound kicking. Exhaust all cards.6-10: Inviting Barn. In return for helping out with some chores for an hour you get to stay in the farmer’s barn.Restore one exhausted card.11+: Plague Town. You see the red plague signs painted on buildings, the bodies in heaps burning. People call for help when they see you.◆ If you stay and help, draw a random Common item, but Survival check: 9+: �ankfully, you remain una�ected.8 or less: Discard a random non-Unique card to disease and skip the Rest phase.◆ If you and try and hide, Hide check: 7+: You escape.6 or less: �ey �nd you. Exhaust three cards �eeing.

V

9 UncommonMagic BroadswordCombat +2

(U) Port1-4: Bad Clam. �ey seemed okay.Combat check: 6+: You soldier on regardless. 5 or less: Spend another turn here, dealing with food poisoning.5-7: Wharf Casino. A game of chance in a seaside shack beckons! Do you play honestly, or engage in a little sleight-of-hand?Choose a card from your hand to gamble with (either an item, or a card to exhaust). �en make a random draw. You may add +1 to the draw if your Unlock/Disarm skill is greater than zero (excluding item modi�ers):1-7: You lose. Discard the item or exhaust the card.8+: You win. Draw a similar value item or restore an exhausted card. ◆ If you want to cheat to alter the draw result, make an Unlock/Disarm check (again, ignoring item modi�ers): 9+: You may adjust the original gambling draw by 3 points.8 or less: You are caught. You lose the bet and all your cards are exhausted a�er a savage beating.8+: Gone Fishing. You take a day to �sh and stock up on provisions.Gain an extra Recovery during Rest due to the good eating and peace. But, make a Survival check: On an 8+, you land a vicious Wolf-Mouth Bass, which puts up quite a �ght.Combat check: 1@ 7+ (Round Speed: 2, Damage: 1)Success: Restore two exhausted cards.

U

8 Uncommon, SkillArchery and SnaringCombat +1

(P) Plains1-4: Mirage. What’s that in the distance?Survival check: 7+: You see the mirage as fake. 6 or less: Skip Rest phase as you chase the oasis...5-7: Passing Farmers. A wagon train of farmers heading to market passes. �ey ask you your business.Charm check: 6+: �ey let you pass.5 or less: Exhaust two cards as they angrily drive you o�.8-10: So Many Birds. Food is rare, except for birds, which you hunt for valuable practice. Survival check: 8+Success: Keep this card. Failure: Exhaust two cards out of hunger.11+: Wood Elf Child. You �nd a lost elf, wandering alone and sick. You try and �nd its people.Make three Survival checks at 7+ to �nd help before the elf dies. Stop making checks a�er the �rst failure.Success in all of them: You deliver the child safely to a passing elf tribe. �ey give you a Common/Uncommon item in gratitude.Fail any of them: Despite your best e�orts, the child dies. Elves �nd you. You must make a Charm check:5+: �ey grant you an additional Recovery for your e�ort.4 or less: �e enraged elves hold you responsible!Combat check: 1@ 6+ (Round Speed: 2, Damage: 1)Failure: Discard one card.

P

7 UncommonHealing HerbsDiscard to restore all exhausted cards.

(M) Mountains1-3: Dangerous Bridge. A rope bridge spanning the chasm in front of you looks slightly... old.◆ If you avoid it, return to your previous location. ◆ If you brave crossing it, make a Survival check: 9+, then make a random draw:If the draw is odd: �e bridge holds and you cross safely.If the draw is even, and you passed the check: You spot the fraying ropes and go around the bridge instead.If the random draw is even, and you failed the check: Discard one card as you fall when the ropes snap.4-6: Rock Troll Pass. A troll hurls rocks at you from afar. Maybe your trusty bow can dissuade it?Combat check: You need a 5-8 to hit the troll. You may adjust the draw up or down with your combat skill. You may try as many times as you like. Failure: Return to your previous location.Success: �e troll is suitably dissuaded.7-8: Hard Climb. Hours of sweat to climb but a few feet...Exhaust all your cards.9-10: Aerie. You chance upon an Eaglewolf nest. It attacks!Combat check: 1@ 9+ (Round Speed: 2, Damage: 1)Failure: Return to your previous location.11+: Earthquake. Rumbling boulders fall from above!Combat check (add skills but no items): 1: Discard two cards. 2-3: Discard one card. 4-8: Exhaust three cards. 9+: No e�ect.

M

6 CommonWarhammerCombat +1

(X5) MounthameYou follow a trail into the mountains. As you climb, you remember the words of the merchant you bought the map from. “Stately Mounthame, town in the sky, full of rich metals, adventures, trade...” But why is there smoke?As you arrive the reason becomes clear—Mounthame has been destroyed, razed to the ground. Running about the village, yipping and barking, are well armed Knolls. �ese wolfmen are weak, but numerous. Flee, or �ght to capture a Knoll and �nd out what happened.◆ If you �ee, Hide check: 8+: You return to the last location you were in. 7 or less: You must �ght.◆ If you �ght:Combat check: 4@ 6+ (Round Speed: 2, Damage: None)Failure: Discard a card and return to your last location.Success: Draw one Common/Uncommon item. �e captured Knoll talks. His King in Knollton appears possessed, ordering attacks and sending Knolls away for some unknown reason.

(U) Port: Peaceful TravelYou hunker down in a cheap inn, swilling mead and �sh stew. No encounters. You see a traveling wizard from the Wizard’s College. Snobs. �ey don’t allow commoners into the school without a token from a master Wizard.

X5U

5 UncommonLuck PendantDiscard to redraw a random draw.

(Z1) Dungeon1-3: Toxic Vapor. A sickly smelling, purple gas hisses through cracks in the �oor...Combat check (may use skills but not items):9+: You tough it out, holding breath until you �nd an exit.8 or less: Poisoned! Exhaust two cards.4-6: Puzzle Lock. An intricate lock seals a dungeon door shut. Whatever lays behind it must be valuable...Make a random draw. Now guess if a second draw is going to be higher or lower and then make it. If you:...are correct: You discover a random Common item....are incorrect: You cannot defeat it and you are forced to return to your previous location....draw the same number: A trap explodes! Exhaust all your cards and return to your previous location.7-10: Knolls. Wolfmen charge you out of the darkness. �ey swing crude axes, yelling terrifying war cries!Combat check: 2@ 8+ (Round Speed: 3, Damage: 1)Failure: Discard a card. Success: Draw a Common item.11+: Bone Spider. As you enter a labyrinth, you hear a clacking sound—a hideous undead spider skeleton appears!If you can navigate the maze quickly, you may avoid it.Pass three Survival checks at 4+, 7+, and 9+. You may continue to try until you run of cards.Success: Exit dungeon with a random Uncommon item.Failure: Too slow! �e spider grabs at you. Discard a card and return to your previous location.

Z1

10 UncommonLucky Fetish BagDiscard to choose the result of a random draw.

(A) Swamp1-3: Swamp-Stools. A cluster of yummy mushrooms make your tummy grumble. Mmm...Survival check: 4+: You identify them and get an extra Recovery. 3 or less: You eat poison mushrooms. Discard a card.4-5: Swamp Gas. Bubbles of swamp gas pop and cloud the air with choking stench!Survival check: 8+ to withstand the gasses.Failure: Exhaust two cards.6-8: Swamp Fog. �e green fog is impossible to navigate!Survival check: 7+: You manage to stay out of trouble. 6 or less: You become lost. You may not move next turn.9+: Swamp Witch. You come upon a ramshackle hut standing in the swamp. A raggedy swamp-witch insists on reading your fortune. For a fee.◆ If you pay for your fortune, discard a card and make a random draw, adding your Charm:8+: Your fortune is good. Keep this card.7 or less: Your fortune looks bad. Exhaust one card.◆ If you run away, make a Hide check: 9+: You get away. 8 or less: You must �ght.◆ If you �ght the witch:Combat check: 1@ 8+ (Round Speed: 2, Damage: 1)Failure: Discard a card. Success: Draw one Common item.

A

Cataract Swamp 10+ A,O

Q’a Zho10+ C+1,G+1

Dirt Sea10+ P+1,O

Scabville10+ V+3

Stinking Pits10+ Z2

Knollton X6

Sand Sea10+ P+2,O

9�e northwest part of the Land, with the great desert, and where rivers drain into the fetid Cataract swamp. Life is harsh here.

Map 6: The Western DesertSkill: +1 Hide

6

34

8 UncommonJeweler’s ToolUnlock/Disarm +1

(P) Plains1-4: No Shelter. �e vast, �at plains o�er little shelter and rain clouds gather as night approaches.Skip your Rest phase.5-7: Herbal Foraging. �ere are many bene�cial and healing herbs to be found here.Survival check: 10+ (One attempt). Success: Take an extra Recovery.8-10: Tracking Wild Game. �e only food available are docile Elkwolves, and tracking them requires �nesse.Survival check: 7+ to take an extra Recovery.11+: Treemen. You �nd an isolated wood and camp down for the night. Soon a�er you get a �re going, you hear a low rumble. Tall Treemen surround you. �ey appear angry with your �re. Talk fast!Charm check:10+: You convince them it was an accident (you ‘found’ the �re) and tell them of your missions. �ey believe you and o�er you some healing sap. Take an extra Recovery.7-9: �ey believe you, barely, and pass on.6 or less: �ey attack!Combat check: 2@ 6+ (Round Speed: 2, Damage: 1)Failure: Discard a card and return to your last location.Success: Draw one Common item.

P

7 UncommonMagical ShieldExhaust to redraw a combat draw.

(F) Forest1-4: Tropical Heat. Steamy and maddening!Survival check:8+: You stay as cool as possible.2-8: Exhaust one card due to the heat.1 or less: Exhaust two cards due to heat exhaustion.5-7: Scorpion Wolves. �e tree you’ve camped under is infested. You are beset by stinging Wolfpions!Combat check: 2@ 7+ (Round Speed: 3, Damage: 1)Failure: Discard a card as Wolfpions tear apart your pack.Success: Wolfpion meat is tasty. Take an extra Recovery.8-9: Bear Lair. You wake up snuggling next to an angry mama bear. She growls.Combat check: 1@ 7+ (Round Speed: 3, Damage: 1)Failure: You turn tail and run. Lose your Rest phase.Success: Bear meat. Take an extra Recovery.10+: Blood Cactus. Mad with thirst you �nd a red cactus, spines quivering. Can you get water from it? �e spines track you , so a tricky approach is required. You have to get close enough to make it shoot its spines—but not so close as to get quilled. Survival check:10+: You dodge the spines and get close enough to open it for water—take extra Recovery.5-9: You dodge the spines, but can’t get close enough.4 or less: �e spines hit their mark! Discard one card.

F

6 CommonClubCombat +1 on random draws over 7

(Z2) Dungeon1-4: Red Slime. A pile of stinking slime oozes from the ceiling. Quick, get it o�!Combat check: 1@ 7+ (One attempt only)Failure: Discard a card.Success: Draw one Common item.5-7: Wol�ats. A swarm of tiny, black, leathery-winged wolves swoop and screech, attacking you with pointy teeth!Check: Combat 2@ 6+ (Round Speed: 2, Damage: 1)8-10: Tunnel Worm. A massive worm bursts through the �oor, devouring everything in its path! �ese subterranean beasts sense vibrations—remain silent and you might live.◆ If you try to outrun it, make a Survival check: 9+Fail and you must �ght.◆ If you tiptoe past, make an Unlock/Disarm check: 8+Fail and you must �ght.◆ If you �ght it:Combat check: 2@ 8+ (Round Speed: 3, Damage: 1)Failure: Death!11+: Floating Eye. A mystical sentry of the depths slumbers in the passage, blocking your way. You’ve a single chance to kill it before it awakens.Combat check: 1@ 7+ (rises to 9+ a�er the �rst round) (Round Speed: 2, Damage: 1)Failure: Discard a card and return to your last location.Success: Draw one Common/Uncommon item.

Z2

5 Uncommon,Spunky Girl Sidekick+/-2 (your choice) to any check.Discard a�er �rst failed encounter.

(V) Village1-3: Harvest Time. Villagers thresh wheat and pick crops. �ey ask for help.Survival check: 6+: You harvest so well that they provide you with a good bed and a week’s provisions. Restore all exhausted cards.2 or less: You accidentally start a �re, destroying the crops. Nice going. �ey beat you and run you out of town. Discard a card.4-6: Nasty Inn. �e food is a bowl of watery grease and your bed has something living in it.Survival check: 7+: You feel no ill e�ects.6 or less: Skip Rest phase due to the runs and bug bites.7-9: Ru�ans. �e town “welcome committee” confronts you in the street. People seem more afraid of them than you.Survival check: 3@ 6+ (Round Speed: 3, Damage: 1)Success: Draw one Common/Uncommon item.10+: Witch Trial. �e villagers are holding a poor young girl trial as a witch. Can you persuade them otherwise?◆ If you argue her case, make a Charm check: 9+Success: You secure her release. Keep this card.Failure: �ey refuse to release her. You may still �ght.◆ If you �ght them:Combat check: 3@ 5+ (Round Speed: 2, Damage: 1)Failure: Discard a card.Success: Keep this card, plus draw one Common item.

V

4 CommonRare SpicesDiscard for Charm +2

(Z2) Dungeon1-4: Spike Traps. Entering a corridor, you hear a click as you step on a stone. Damn.Unlock/Disarm check: 10+ to wedge the trigger, otherwise add your Combat skill to the previous Check value and:2-3: Discard two cards. 4-9: Discard one card.10+: Exhaust two cards.5-7: Acid Gas Trap. As you enter a long hallway, purple gas begins to seep through cracks in the �oor and ceiling!Survival check: 10+. Each random draw you make, exhaust 1 extra card. Each draw a�er the �rst, add +1 to the random draw (e.g. on your third check, the draw is +3).Failure: Asphyxiation and a slow, choking death!8-10: Rolling Boulder. As you traverse a bridge, a giant stone exits the arch, rolling towards you!You can try to outrun it (Survival: 9+) or Dodge it (Combat: 9+). Fail either and you must discard two cards.11+: Clockwork Man. A giant automaton pounds the exit gate at regular intervals with a large hammer. Timing is key.Unlock/Disarm check as you study the device: 9+: You get a bonus of +5. 4-8: You get a bonus of +3.3 or less: You get no bonus.�en make a random draw, adding the bonus and your combat skill: 11+: Your timing is �awless. You exit easily.8-10: Discard a card, as the hammer clips you.7 or less: �e hammer hits you with full force. Death!

Z2

3 UniqueSilver Compass LeafSurvival +1

(X6) KnolltonYou carefully watch the Knoll’s capital village. It’s soon apparent that something is wrong—in�ghting and sacri�ces. At one point, sinister dwarves appear. �ey tie up several Knolls and load them into wagons, heading northeast. A Knoll Shaman seems furious at this. �e dwarves grin and gesture toward the distant volcano. �e Shaman shudders.Later, as you make camp far away, the Shaman approaches having been lead there by spirits. He claims to know your destiny and asks for help, providing you take a Test of Truth.◆ If you decline, he leaves lamenting the fate of his people.◆ If you submit to the test, you are staked to the ground in the sun for three days. Each day you must make one Survival check: 9+ (exhausting as many cards as you wish). A�er each check you may take a single Recovery.Pass all three: He gives you this card) and tells you to, “Follow the dwarves east.” Fail any one: Discard one card. You may take the test again next turn, adding +1 to the draws for each previous failed test attempt (e.g. +2 on your third attempt, etc).

(G/C) City: Peaceful TravelYou �nd a decent inn and spend the night drinking and singing. �e city is alight with rumors of evil brewing in the Grey Lands to the north—lands under perpetual shadow. Only one carrying a glowing Relic can see safely there.

X6GC

2 CommonHunting WolfSurvival +1

(O) Outdoors1-3: Roc. �e sky darkens overhead. You glance upwards to see the silhouette of a giant bird. Run!Hide check: 7+: You outpace the bird and �nd cover. 6 or less: Discard a card as the bird picks up you and drops you in the nearest forest (your choice).4-6: Tricky Hunting. Plenty game here, if you can trap it.Survival check: 8+ (One attempt)Success: Restore two exhausted cards.7-9: Cold Snap. An unseasonably cold evening makes it hard to rest.Survival check: 8+: No e�ect.4-7: You may only restore one exhausted card during Rest. 3 or less: Skip the Rest phase completely.10-11: Dust/Sand/Snow Storm. A blinding storm blows. Traveling becomes di�cult as you can’t see the moon or stars.When you move next turn, make a Survival check: 9+: Move successfully to the new location.3-8: Stay in this location.2 or less: Move to a di�erent location than your target (and this one), your choice.12+: A Day of Hardship. A long day of hard travel. You look forward to rest, but then...Exhaust one card as you tiredly slog into this location. �en draw another appropriate encounter for this location. Add +1 to the random draw number.

O

7 Unique, Relic, ReusableLongsword WolfsBaneCombat +1 (+3 against Wolf-creatures)

(X11) Dwarven Mine�e swamp laps up against the mountains edge, and you see the caves and tunnels of the sinister dwarves. You hear the clank of hammers and smell the smoke of the forges. �e dwarves are in full armor and numerous—more than a match for your �ghting skills. But perhaps there is a way through a side passage?If you don’t have a Silver Compass Feather:You search but can �nd no way in. Play an A, M, or O encounter instead.If you do have a Silver Compass Feather:You need to navigate the Maze of the Mine. To do this, you must draw a single card. �en you need to make four more draws, each time stating before each draw whether the next card will be higher or lower (so you will make 4 guesses). You may modify the drawn card’s value by 2× the Survival modi�er of any card you exhaust. Failure in any of them: You become lost and �nish the turn. If you try the maze again next turn, you only need to succeed at 3 guesses, then two guesses, etc. (You must always make at least one guess to succeed.)Success: You �nd a hidden room containing the legendary magical Longsword Wolfsbane (this card), and a map to Lupox’s Volcano. �ere appears to be only one navigable path—via the dreaded Grey Lands.

X11

Stonefoot10+ G,C+1

Lupox’s Volcano X7

Cave of Doom X8

Dwarven Mine X11

Grey Lands X10

Copper Tower X9

Weasel Rock9+ M+2,O+1

6A shadow of evil blankets the land with dim, grey ash. Hidden trails lead in and out, with the only open path to the south leading through Stonefoot, a city with a reputation.

Map 4: The Great WastelandSkill: +1 Combat

46

15

5 UncommonLong BowCombat +1

(V) Village1-4: Suspicious Locals. It’s hard to trust a strange like yourself. You are met with cold stares and hostility.Charm check: 7+ or return to your previous location as they drive you out of the village.5-6: Little Lost Dog. You �nd someone’s dog is wandering around whimpering. You have to �nd it’s owners. Have to.Survival check: 7+: You �nd the glad owners and they give you a random Common item in happiness. 6 or less: It runs o�. Lose your Rest phase out of worry.7-9: Busted Mill. �e town’s mill is broken. �e axle is jammed. Maybe you can �x it?Unlock/Disarm check: 9+: You �gure out the mechanism and get it working. �ey give you a free Recovery out of gratitude.8 or less: You fail—just one more failure, but it still hurts.10+: Archery Contest. �e village is having a friendly contest. Perhaps you’d like to try your skills?◆ If you enter, you must wager a Common item card. Make a random draw. You must now make a Combat check that beats that draw (you may use any number of skill cards). If you win: You get back your original wager card plus a random Common item.If you lose: You endure their laughter and must discard the card you wagered.

V

4 Uncommon, Reusable*ChainmailExhaust to ignore �rst damage result. *Reuse only a�er an even random draw.

(A) Swamp1-3: Swamp Visions. �e gas... It makes your mind wander...You receive a vision. Take the next X story card from the deck and read it.4-6: Herbal Foraging. �ere are many bene�cial and healing herbs to be found here.Survival check: 8+ (One attempt). Success: Take an extra Recovery.7-9: Swamp Tentacles. Suddenly tentacles splash from the swamp and try to grab you!Unlock/Disarm check: 8+ to avoid getting grabbed. If grabbed, you must �ght them o�.Combat check: 1@ 7+ (Round Speed: 2, Damage: 1)Failure: You barely tear free with your life. Discard a card.10+: Gatorherds. A young Gatorherd girl can’t �nd her gator. Won’t you help her?◆ If you don’t help her, avoid the encounter.◆ If you help her search, make a Hide check: 6 or less: You �nd no sign of it. 7+: You �nd the gator, and it starts hissing. �e girl cries that now you need to subdue it so she can leash it. You can avoid it or... To subdue it:Combat check: 1@ 7+ (Round Speed: 2, Damage: 1)Failure: If you exhausted all cards, discard one of them.Success: �e Gatorherd gives you a random Common item.

A

3 CommonDubious PotionDiscard to drink. Make a random draw: On a 7+ restore all exhausted cards.

(C) Rough City1-4: Shady Priest. A priest of dubious character o�ers a blessing if you pray hard enough.Charm check: 7+: You get an extra Recovery.6 or less: �e priest’s curses trouble your sleep. Exhaust a card5-8: Illegal Alchemist. A back-alley Alchemist o�ers healing potions. �ey’re cheap, and look real enough...If you decide to buy one, discard a Common item and keep this card as an item.9+: Mob Justice. A mob angrily chases a merchant, accused of selling bread made from dirt, down the street —he begs for help.◆ If you speak on his behalf, make Charm check: 7+: �e villagers leave him be. He gives you food in gratitude. Gain a free Recovery. 6 or less: �e villagers assume it’s a scam, and attack you.◆ If you run away, make a Hide check: 6+: You are safe. 5 or less: �e Villagers assume you ran because you were in on the scam, and attack you. You must �ght.◆ If you �ght them:Combat check: 2@ 5+ (Round Speed: 2, Damage: 1)Failure: Discard a card and return to your last location.Success: Draw one Common item and gain a free Recovery from the baker.

C

2 CommonBag of Copper Coins

(X10) The Grey LandsFilled with grey mist, the sounds of moaning, and hungry ghosts, the Grey Lands are twisted, capricious, and full of chaos. No light penetrates the mists, save the magical light of a Relic.Make a random draw (+4 if you have a Relic):1-4: Hungry Ghosts nip at your soul as you try to walk. Exhaust two cards and skip your Rest phase.5-8: Wolarpies (wolves with eagle wings and the heads of women) taunt and claw you!Combat check: 2@ 6+ (Round Speed: 2)Failure: Discard a card, you return to your last location.Success: Draw one Common item.9+: Quicksand! Survival check (+4 if you have a Relic): 7+: You escape the sand. 6 or less: You are pulled under and drown.After the encounter:If you do not have a Relic:You awaken at the gate of Stonefoot City. You must take a turn in Stonefoot before moving to a new location.If you have a Relic: You Rest and may move as you wish tomorrow.

(O) Outdoors: Peaceful Travel�e weather is crisp and clear, you make camp easily.Restore one extra exhausted card during the Rest phase.

X10O

1 CommonHealing HerbsDiscard during your Rest phase to restore all exhausted cards.

(X9) Copper Tower�e top of the ancient tower arcs with lightning and power. Terrible magics are being wielded within.If you don’t have the Rod of Power:As you approach the tower, a shield of magic repels you and you cannot enter. You remain outside the tower instead.Play an A+2 or O encounter.If you have the Rod of Power: You push through a magic barrier and enter the tower. At the top of a rock staircase you �nd X’yzax wielding mighty magics. He laughs at you; “A simple barbarian cannot stop me from controlling the world. Your meddling ends in �re!”First, he �res lightning at you from the high tower. Hide check: 8+Failure: You are teleported—you awaken in the Grey Lands and must spend one turn there.Success: Somehow, you manage to make it up the tower. Secondly, he throws �reballs at you. Survival check: 9+ Failure: As above.Success: You evade the attacks and advance to face X’yzax.Finally, he �ghts you to the death:Combat check: 2@ 10+ (Round Speed: 2, Damage: 1)Failure: Death! Success: X’yzax defeated, you win the Quest!

X9

12 Unique, SkillGoblin PrincessRecovery –1, Combat –1

(X8) Cave of Doom�is is the Troll’s kingdom lair. You �ght past the guards and work your way through the dungeons.You burst into a wedding chamber to discover that the Troll Prince and the Goblin Princess have been secretly wed! It turns out it was a secret elopement all along. Sadly, the Trolls are not happy about this and attempt to kill to the newlyweds.�e Troll Prince escapes by a di�erent route, telling you to meet him in Ulendi. He is going to escape to charter a boat. You agree to meet him there. But �rst: escape.First you must successfully play a Z2 encounter to escape the cave with the Princess (this card) in your care. Unfortunately she doesn’t trust humans and continually tries to escape, lowering your ability to rest and �ght.�en you must return to Ulendi with the Princess. If you succeed, the happy couple escapes the land and you win the Quest. Should you fail (run out of cards), the Goblin Princess perishes. You are considered cursed by the Goblins, and if you didn’t die, you soon wish you had.

(A) Swamp: Peaceful TravelYou slosh through the swamp, and �nd a dry hill to make camp on. No encounters tonight. �e croaking of the frogs remind you of Goblins. Goblins are family-minded and value their children above all else.

X8A

11 CommonSnares and LuresSurvival +1

(X7) Lupox’s VolcanoIf you approached from the desert side:You stop at the base of the Volcano, the desert sun on your back. �e cli�s on this side are impassible. Weeping in frustration, you realize you must backtrack. Play an O encounter and move to Q’a Zho next turn.If you approached through the Grey Lands:You sneak into the Volcano’s tunnels. You �nally enter into a cavern occupied by Lupox, the Wolf Dragon. Dwarves are holding Knolls in a pen for sacri�ce. Lupox roars that his dominion over the land is complete: once he kills these Knolls, he will spawn a wave of Wolf-monsters—the way he made the others—to wipe out all humans in the land. Only his death can end the peril and win the Quest.You have to �ght through his Dwarves:Combat check: 2@ 5+ (Round Speed: 3, Damage: None)...then the terrible Lupox, himself:Combat check: 2@ 10+ (Round Speed: 3, Damage 1). Failure in either: Death! Lupox lays waste to the Land. Success: You save the land from Lupox, and win the Quest.

(M) Mountains: Peaceful TravelYou walk along the mountainside and camp with no encounters. Far o� in the distance, you see the Copper Tower—source of all the world’s magic. �ankfully all the wizards share the tower. In the hands of just one...

X7M

7 CommonCaptain’s Pass

(X0) Welcome to Ulendi!Ulendi, port city and gateway to the Land, you are well familiar with its haunts and the locals know you. Captain Ulo, who knows your father, o�ers you a few quick jobs suitable for an aspiring adventurer!Keep this card and choose one of the missions below:Boat to Bridgewater: �e captain needs you to deliver a ski� to a fellow captain there. Travel there and remain the night, then return to Ulendi.Rat Dodging: �e captain has a cargo of Oils on the docks in notorious Rat Harbor. Travel there, spend the night, and return to Ulendi.If you complete either mission, he rewards you with an item of Common value. You may only do the X0 encounter once: If you return to Ulendi, treat it as U, G only.

(G) City1-6: Beggars. Small children asking for a handout. �ey look hungry... You give them a few coppers and they begin to follow you everywhere.Hide check: 8+: Escape. 7 or less: Lose your Rest phase.7+: Bar Brawl. As you sit quietly, a drunk stumbles against you. Now he wants you to pay for his lost drink! One thing leads to another and chairs �y.Combat check: 7+: You come out of the �ght unscathed. 6 or less: He’s drunk, but he’s strong! Exhaust two cards.

X0G

Icelands8+ T+2, P

Lea�on — X13

Deep Woods8+ F+1, O

Wintersea8+ T,M

Hardscrabble Plains 8+ P+2, ODirgeness Prison

— X12

Northglen 9+ F,G,V

10 �e northeast part of the Land, with the deep woods, a deadly prison, rough plains and snow.

Map 5: TreevaleSkill: +1 Unlock/Disarm

54

2

6 CommonSkeleton Key+1 Unlock/Disarm

(G) City1-6: Burglar. You awake to a scrabbling sound near your bags. A shadow squats nearby.You trapped your gear. Unlock/Disarm check to see how well. �en make a random draw for the thief: If the thief draws higher: Discard a card and he escapes. If he fails: He leaves behind a Skeleton Key (this card).7-9: Vault Robbery. Your father le� something for you in the city vault. As you enter, there’s a scream, and knifemen tell everyone to get down.◆ If you choose to let the moment pass, nothing happens, but the item your father le� is stolen.◆ If you �ght them:Combat check: 2@ 7+ (Round Speed: 2, Damage: 1)Failure: �ey are scared o�, but take your father’s item.Success: You make your withdrawal, draw a Common item.10+: Besieged! Bandits and Trolls besiege the city! Do you stay and defend it or try to escape the city before it begins?◆ If you try to escape, make a Hide check:1-5: You fail to escape in time. Exhaust one card and �ght.6+: You escape to any connecting location and play an encounter there.◆ If you �ght them and defend the city:Combat check: 4@ 4+ (Round Speed: 3)Failure: �e bandits show no mercy. Death!Success: Draw one Common item and restore an extra two cards during the Rest phase.

G

Refer to �e Passage of Time on the Player Card for ongoing changes in the new year.

One Year Has Passed...Resolve the current encounter (including random draws). �en shu�e deck and put this card on the bottom. If you aren’t in an ongoing encounter, on your next turn you may successfully Lay Low if you want. If this ends your First year:�e land grows restless. �e air smells dire as evil creeps in from the north.If this ends your Second year:More wolf-creatures appear in terrifying varieties from the west; to the north, lightning �ashes from the Copper Tower; to the east, Goblin war bands roam the hills. All encounters at random draw +1.If this ends your �ird year:�e land erupts with violence, mistrust, monsters and evil. Foul clouds gather over the Wizard’s Towers, and Goblins invade the towns of men. No place is safe. All encounters at random draw +2.If this ends your Fourth year:Wolf-abominations stalk the earth. No rest can be found. All encounters at random draw +2; Lay Low values at +2.End of Fi�h year and beyond:�e land is in it’s �nal days. Every story is full of woe. Lupox’s Volcano spews hate into the air. All encounters at random draw +3; No Lay Low allowed (except this card).

312 CommonHealing PotionDiscard to take a Recovery, or to return a discarded card a�er an encounter.

(F) Forest1-4: Gnome Spoor. Uh oh. Gnomes.Survival check: 7+: You steer clear of the little psychopaths. 6 or less: Go to ‘11+: Murderous Gnomes’ on this card.5-7: Bees! You come across a beehive. Precious honey!Unlock/Disarm check:8-12: You remove a honeycomb. Take an extra Recovery.1-7: You anger the bees and they chase you for hours. Lose your Rest phase.8-10: Rangers. A party of cra�y rangers tracks you for sport. Do your best to outfox them!Make a Hide check: 7+, then a Survival check: 7+Succeed in both: You evade them and surprise them later that night. In appreciation, they give you this card.11+: Murderous Gnomes. You step on some leaves and feel a sharp sting in your feet. You are surrounded by hundreds of Murder Gnomes, all sticking you with tiny spears and ululating wildly!�e Gnomes aren’t tough, but there are a lot of them.Combat check: 3@ 4+ (Round Speed: 2, Damage: 1)Failure: Discard a card—they rip it from you with tiny grapples as you run for your life.Success: A�er stomping all the Gnomes, you notice a Gnome Mushroom house. You know this mushroom when boiled produces a decent healing potion. Keep this card.

F

1 CommonBag of Copper Coins

(T) Tundra1-4: Ice Fishing. You �nd a lake. �at means �sh. Oily, yummy �sh.Survival check: 5+ to catch a �sh and get an extra Recovery.5-7: Frozen Cave. You �nd the frozen remains of a body near some caves. Perhaps others are nearby?Survival check:1-9: You �nd nothing other than ice and snow.9-11: You �nd the remains of a small party, but it’s mostly tatters. Some frozen meat gives you an extra Recovery.12+: You �nd a dead trader. Draw a Common item.8-10: Ice Wolves. Blue crackling wolves fall from the ceiling of a cave to crash at your feet!Ice Wolves get one chance to bite a victim before shattering. �ey have a very unique life cycle. Not tough, but there are lots of them.Combat check: 4@ 4+ (Round Speed: 2)Failure: Discard a card as you run away dropping gear.11+: Winter Wonderland. �e beguiling lights of a twinkling forest lure you. You rest near a frozen tree. It’s all so peaceful. You hear beautiful music. Maybe some sleep...Survival check: 1-2: You sleep... and never awaken.3-7: You sleep and awaken frozen half to death. Exhaust all your cards and skip the Rest phase.8+: You resist the Snow Sirens’ call. As they pout and depart, you discover a frozen body with a Common item.

T

10 CommonHealing HerbsDiscard during Rest to recover all exhausted cards.

(T) Tundra1-4: Blizzard. Nothing but white, white, white.You have to wait it out. Spend another turn here.5-7: Crystal Pond. Snowmelt accumulates in a beautiful pond that you drink and bathe in.Restore two of your exhausted cards.8-10: Snow Wolves. White Dire Snow Wolves burst from the snow and attack you!Combat check: 2@ 6+ (Round Speed: 3, Damage: 1)Failure: �e wolves lick you frozen. Discard a card as you break out of the ice.11+: Yeti. You happen upon a village of Yeti. �ey are distrustful of strangers and bark at you in their unknown tongue, preventing you from leaving. You do know a little Troll and it sounds similar. Maybe you should risk saying something.◆ If you attempt to speak, make a random draw:9+: �ey yeti understand your quest. You stay the night unharmed.3-8: �e yeti don’t understand and drive you away, hounding you to the borders. Skip your Rest phase.2 or less: You must have insulted them! �ey attack.◆ If you �ght them:Combat check: 2@ 6+ (Round Speed: 2, Damage: 1)Failure: Discard a card and return to your last location.Success: Draw one Common item.

T

9 Unique, RelicRod of PowerCombat +2

(X12) Dirgeness PrisonYou approach the stone walls of the giant keep, built by the king for the worst criminals.If you don’t have the Gem of Leadership: �e guards don’t trust you. Make a Charm check: 7+: You are allowed to leave (have a P, O encounter outside the walls). 6 or less: You are imprisoned for the turn (you get the Rest phase as usual) and begin next turn here.If you have the Gem of Leadership: �e Warden talks. Apparently X’yzax killed the other Wizards so they couldn’t stop his takeover of the Copper Tower, the source of all Magic in the land. He even sealed X’orx the Powerful in the dungeon!◆ If you search for X’orx, play a Z2 encounter. Succeed, and you �nd the body of X’orx along with a Rod that the Gem of Power �ts in to. Discard the Gem and keep this card. Fail the encounter, or skip it, and you remain in Dirgeness without additional encounters.

(T) Tundra: Peaceful TravelYou make camp in a lean to, dri�s concealing your presence. No encounters. �e light glinting o� the snow reminds you of the silver your father traded from the dwarves. �eir mine is full of riches but guarded by an impossible maze. Only a compass of some sort could lead a man through it.

X12T

8 Unique, RelicOak Ring of Unearthly BeautyCharm +1

(X13) LeaftonA massive tree-city stretches above you. Although elves move to and fro in the branch-buildings, they fail to greet you. �ey seem to have their own problems, for much of the tree is on �re. Some of the elves claim that a Troll, accompanied by a Goblin, set the �res in order to make their escape, a�er they were captured. If you don’t have the Mushroom of Recovery:An elf seer divines that a magical mushroom from the Goblin Mines is in your future. Play either a V, G, or F encounter.If you have the Mushroom of Recovery:�e elves smell it and surround you. You stink of Goblins! �ey lock you in a cell with an old elf cra�swoman, held because she tried to aid the Troll. Make an Unlock/Disarm check: 7+, then a Hide check: 8+Fail either check: You are foiled and returned to your cell. You may still take a Rest phase. Begin next turn here.Success: You make good your escape. �e elf cra�swoman gives you a magical Ring (keep this card), which she claims you will need in order to save the Goblin Princess from the trolls living in the Cave of Doom.

(V) Village: Peaceful TravelYou �nd a bale of hay to lie on, staring at the stars. No Encounters. You see the constellations of the Troll and Goblin in the sky, ancient enemies, eternally at war.

X13V