REALM OF ADVENTURE

2

Enemy-Dragon Enemy Dragon

Yorgle

Strength 10

This fierce beast is terrorizing the area and will remain here until killed. It can only be killed with a sword or other edged metal weapon. If it is defeated by any other means, it will have been "barked" and will remain in the space. If you have the gold key, you may evade Yorgle.

Enemy-Dragon 2 Enemy-Dragon

Grundle

STRENGTH 10

This fierce beast is terrorizing the area and will remain here until killed. It can only be killed with a sword or other edged metal weapon. If it is defeated by any other means, it will have been "barked" and will remain in the space.

2

2

Enemy-Dragon Enemy-Dragon

Rhindle

STRENGTH 11

This fierce beast is terrorizing the area and will remain here until killed. It is swift and deadly, and if you draw or lose the combat, Rhindle will follow you to your next space and attack you again. (Once only) It can only be killed with a sword or other edged metal weapon. If it is defeated by any other means, it will have been "barked" and will remain in the space.

2

5

Object Object

GOLDEN KEY

This key must be held to enter the treasure chamber of the Royal Castle. Upon entering the treasure chamber you may choose to Steal the Treasure (Draw 3 city cards to see if the Watch passes) if successful, take 3 gold. You may also Return the Chalice (Holy Grail) and gain a talisman, spell, strength, craft, or life.

5

6

Place

Drawbridge

Place this card on the plains space in the Outer Region that is directly across from the Chasm. There is a drawbridge here, crossing the river. Roll under your craft on 2 dice to outsmart the troll guardian & cross without stopping. If you fail, fight a combat with a troll (strength 6) and cross on your next turn if you win. If you use the drawbridge, you may cross to the Chasm without losing a life. The troll regenerates and always guards the drawbridge.

6

6

Place

Golden Castle

Place this card on one of the desert spaces. It does not change the nature of the space (characters must still lose 1 life) & cannot be destroyed except by earthquake. This is the entry-and-exit point of the Golden Castle. Any character returning the holy grail to the Golden Castle will have its effects doubled (craft +2) as long as it is held.

6

6

Place

Black Castle

Place this card on the Black Knight space. It does not change the nature of the space (characers must still lose 1 life or 1 gold) & cannot be destroyed except by earthquake. This is the entry-and-exit-point for the Black Castle. Any character who brings the hag or poltergeist to the Black Castle will have their strength increased by 1 for each as long as they are followers.

6

6

Place

White Castle

Place this card on the Chasm space. It does not change the nature of the space (characters must roll for themselves & each follower) & cannot be destroyed except by earthquake. This is the entry-and-exit point for the White Castle. Any character who brings the prince or princess to the White Castle will have their craft increased by 1 for each as long as they are followers.

6

5

Object Object

Black Key

This object must be held to lock and unlock the Black Castle.

5

5

Object Object

White Key

This object must be held to lock and unlock the White Castle.

5

5

Object Object

Lodestone

While the lodestone is in your possession you may:

1. Choose your direction in the dungeon.

2. You are immune to the Maze & Lost?

3. Add 1 to your die roll in the Forest, Crags, Crypt, Mines, & Treasure Chamber.

5

5

Object Object

Magnet

While the Magnet is in your possession you may:

1. Take any metal object within one space that is face up on the board. (If in doubt, it is not metal)

2. Take any metal object that is drawn from the adventure deck within 1 space of you.

5

1

Event Event

Gargoyles

These horrid stone creatures come to life and carry you to the Graveyard. The Gargoyles remain in the Graveyard for the remainder of the game. While the Gargoyles are in the Graveyard, evil characters do not lose a turn when praying (roll again).

1

Spell Spell

HASTE

This spell may not be retained in a spellbok. You may cast this spell on yourself and anyone else in the same space after completing your turn. This spell allows those affected to immediately take another turn. The next turn can consist of normal movement, interacting with the same space, or skipping the command to miss a turn. If you cast the spell after being caused to miss a turn, you also do not lose a craft. Characters wearing the amulet cannot be affected by this spell.

5

Magic Object Magic Object

Charm

This unique object is very similar to the amulet, in that it absorbs all magic. However, it is cursed and must be worn by the character drawing the card. It can only be removed by the character's death, being turned into a toad, or if the item is blown away (gust of wind). No other character may take the Charm, nor can it be placed on a horse & cart or porter. The wearer may cast no spells, and is immune to directed spells in the same fashion as the amulet.

5

Spell Spell

Ice Storm

Craft 5

This spell may only be cast in the outer or middle region. The storm affects all characters, enemies, & locations in the space where it is cast, and any adjacent spaces. During the storm all shops are closed, movement is reduced to 1 for 3 turns, and anyone failing to win the craft battle will lose 1 life. Characters who are immune to the blizzard may ignore the movement reduction.

 

Spell Spell

Cantrip

This spell is used by apprentice sorcerers to improve their magical skills. When cast, the character may immediately take another spell, even if the Cantrip is retained. Roll 1 die:

1 = Oops! Lose 1 Object or 1 Life

2 = Oops! Lose 1 Follower or 1 Life

3 = Blinded; Go to the Mage, Sorcerer, or Mystic before proceeding.

4 = Random Teleport; move party 4d6 spaces clockwise.

5 = Heal 1 life.

6 = Teleport to any space in the outer or middle region.

Spell Spell

Cantrip

This spell is used by apprentice healers to improve their magical skills. When cast, the character may immediately take another spell, even if the Cantrip is retained. Roll 1 die:

1 = Oops! Lose 1 Strength or 1 Life

2 = Oops! Lose 1 Craft or 1 Life

3 = Blinded; Go to the Healer, Doctor, or Enchantress before proceeding.

4 = Restore 1 Craft

5 = Restore 1 Strength

6 = Heal 2 Lives

Spell Spell

Jinx

This spell may not be retained in a spellbook. Cast this spell immediately after you have been attacked or had a special ability used on you by another character. The character must take the Jinx card as a reminder. In that character's next combat, their strength will be reduced from their craft, or vice versa. If the result is negative, the amount will be subtracted from the die roll. If a warhorse, psionic blast, or similar power is used, the resulting score will be 0. The Amulet will protect a character from this spell.

Spell Spell

Regeneration

This spell may not be retained in a spellbook. Cast this spell on yourself or another character as needed. Restore 1 point of Strength or Craft up to your starting quota.

Spell Spell

Wall of Fire

Strength 5

This spell may be used before combat against one or more opponents. Each opponent must win a separate battle against the strength 5 or lose a life. Any who lose against the wall of fire may not participate in the combat that follows. If all opponents lose, then the combat does not occur.

2

Enemy Monster Enemy Monster

White Rabbit

Strength 21

This cute little creature is stalking the area...Beware! It is extremely vulnerable to fire, however, and is strength 2 against a fireball or wall of fire. Dragon's or Wyvern's Breath immediately kills it. It will remain here until killed.

2

5

Object Object

Camel

While the Camel is in your possession, you may add up to 3 to your roll for movement. Any followers & party members not provided with similar transport will be left behind.

5

6

Place Place

Bazaar

A small bazaar has been set up in this space. The merchants there offer the following:

Water Bottle - 1g

Camel - 3g

Armour - 3g

Dragon's Bones - 2g

Spell - 3g

Draw the top card from Any Pile - 3g

6

Spell Spell

Mastery

This spell may not be retained in a spellbook. When cast, it allows you to take any one enemy that you land on as a follower. It will add its strength or craft to yours in your next combat, after which it leaves to the discard pile.

Spell Spell

Runespell

This spell may be cast when on a Runes space. The bonus normally given to enemies becomes yours and remains with you until your next combat. The bonus can only be added to either strength or craft, but not both. Anything that requires strength or craft before your next combat is modified by the power of the Runes.

Spell Spell

Energy Blast

This spell may be cast on yourself or another character before combat. The character affected may exchange a point of life for a point of strength or craft for one turn. Once the turn is over, the exchanged lives are lost. If all lives are used, t the character perishes at the end of the turn.

Spell Spell

Transposition

This spell may not be retained in a spellbook. You may cast it on yourself as necessary. This spell allows you to exchange a point of life, strength, or craft interchangeably. Once exchanged, the new stats become your starting quota and are permanent. Thus, if life is reduced to 3, you can only be healed up to 3.

Spell Spell

Awaken

Cast this spell on your turn, before or after movement. This spell causes all sleeping enemies on the board to awaken.

Spell Spell

Dimension Door

Cast this spell instead of moving. When cast, leave the cad face-up on the square. You may may move to the entrance of any region not on the main board (i.e. Town Square, Dungeon Entrance, Warp Gate, Volcano, etc.) Any other characters passing through the dimension door will go to the same region. If cast while in one of these regions, move to the Portal of Power.

Spell Spell

Monster Summoning

Cast this spell as required. When cast, take any Monster from the discard pile. It will fight in your place in your next strength combat.

Spell Spell

Spirit Summoning

Cast this spell as required. When cast, take any Spirit from the discard pile. It will fight in your place in your next craft combat.

Spell Spell

Desecration

This spell may be cast when you have entered a building or a place. Roll any dice if required, or suffer other penalties. When cast, the place ceases to function as it did, and patrons can no longer receive the benefits. Examples are the Castle, Temple, & Blacksmith, Cave, Dungeon Doorway, & Pool of Wisdom. Because of its special nature, the Magic Portal cannot be desecrated. The Portal of Power & buildings in the Inner Region cannot be desecrated.

1

Event Event

Descration

Roll 1 die. A dastardly villain has desecrated the following site:

1 = Chapel

2 = Graveyard

3 = Tavern

4 = Temple

5 = Anarchist's Guild

6 = Mystic

1

Spell Spell

Purification

This spell may be cast when you land on a place or building that has been desecrated. You may remove the desecration card and visit the space as normal.

Spell Spell

Polymorph

You may cast this spell on yourself or another willing character as required. It will immediately turn you into a toad with 4 lives, regardless of what your lives were before you cast the spell. Take the Toad Character card. You will remain a toad until you find the prince or princess respectively. Lose all spells, spellbooks, objects, etc. in accordance with being a toad.

EVENT 1 EVENT

Black Knight

This powerful warrior is roaming the land! You must pay him one gold or lose 1 life.

 The Ringbearer

RINGBEARER

Start: VIILLAGE Alignment: NEUTRAL

STR-3 CRAFT-4

SPECIAL ABILITIES

1. Whenever you land on a character who has the Ring, they must give it to you.

2. While the Ring is in your possession, you may evade any combat except for combats with Spirits. You may also cast the mini-Command spell, as if you had a talisman.

3. You may ignore the Patrol & cannot be Corrupted, Imprisoned, or otherwise swayed from your quest.

4. Whenever you encounter 2 or more enemies, you may set them against each other. Roll below your craft on 2 dice & the enemies will pair off and attack each other instead of you. This does not apply at the Crown of Command.

5. You must be beaten by at least 2 in combat & are not affected by the Siren.

BURGLAR

Start: VIILLAGE Alignment: NEUTRAL

Strength-2 Craft-4

SPECIAL ABILITIES

1. Whenever you are attacked by a Character, Monster, or Dragon, you may ask them a riddle. They must guess a number and roll 2 dice. If the number is not what is shown on the dice, they cannot attack you.

2. Your skill at burglary allows you to take one object from any enemy you encounter, regardless of the outcome of combat.

3. If you have the map, your craft is increased by 1, & each turn you may move to any space that already has an upturned enemy card.

4. You must be beaten by at least 2 in combat and are not affected by the Siren.

 

The Paladin

PALADIN

Start: CHAPEL Alignment: GOOD

STR-3 CRAFT-3

SPECIAL ABILITIES

1. You may heal one life for you or another character every round.

2. Your combat score is increased by 2 when fighting evil characters or spirits.

3. You begin the game with a spell.

4. The effectiveness of all holy items in your possession is increased by 1 point (Lance, Grail, etc.).

5. You are immune to the Pestilence & Plague.

6. You may do battle with the Black Knight. Treat him as a doppleganger. If you win and you have a horse, you may become the Cavalier.

Master Level Characters:

The Death Knight.

To become the Death Knight, a character must first of all be human, and must also be GOOD at the time of death. Before dying, they must create a potion of undeath by discarding a defeated dragon, a defeated spirit, and a follower. They must also discard 2 magic objects. If at any time after this the character loses his or her last life, they will become the Death Knight by joining with the darkness. The Death Knight immediately rises out of the Graveyard.

Character-DEATH KNIGHT Alignment-Evil

Start: GRAVEYARD

STR- (-1) CRAFT- (+2)

1. You lose one strength, but gain 2 craft from that of your previous character. You also gain 4 lives.

2. You begin with a spell. Take one from the Spell deck.

3. Whenever you encounter a spirit, you may try to tempt it to your will. Roll over its craft on 2 dice, & it will add its craft to yours for one combat only. You may also send the spirit up to 3 spaces away. It will attack any characters in that space and remain there until killed. If you fail, the spirit attacks you as normal.

4. Instead of attacking, you may attempt to drain the life force of any character or enemy you land on. Roll over their craft on 1 die and take one of their lives for yourself.

5. You may take the nightmare as a mount. While in your possession, you may treat it as a horse. You may also use it as any other spirit.

6. You have magic resistance. Anytime a spell is cast on you, you may roll a die. 1-2 = you are affected by the spell. 3-4 = the spell is negated 4-5 = the spell is reflected back on the caster.

The Cavalier

The Cavalier is the personification of a true gentleman and a noble warrior. He is known for his skills of mastering the horse, and is the epitome of knighthood. In order to become the Cavalier, a character with a horse, horse & cart, or warhorse must single-handedlly (i.e. not using a Unified Effort) defeat the Sentinel and take his armour.

Character-Cavalier Alignment-Good

Start: The Sentinel (or Black Knight)

STR- (+1) CRAFT- (+1)

1. You begin with the Sentinel's (or Black Knight's) Helmet and Armour.

2. You may add 1 when rolling for Helmet, Shield, or Armour.

3. You may call your horse at any time. If you lose or discard your horse, you may take another from the purchase deck.

4. While you have a mount, you may add 1 to your strength in combat.

5. You may take the Griffon or the Pegasus as your mount. While they are your mount, you can roll 2 dice for movement and move the sum. You can send them up to 3 spaces away to aid/attack other characters/enemies. If you or another player uses the Pegasus' teleport ability, it leaves to the discard pile.

The Pharaoh

The Pharoah needs to claim the Crown of Command to regain his lost kingdom. Any character who goes to the Cursed Glade and discards 4 magic objects may become the Pharaoh.

Character-Pharaoh Alignment-Neutral

Start: Cursed Glade

STR- (+0) CRAFT- (+2)

1. You always have 2 spells.

2. You do not lose a life in the Desert.

3. Your control over life & the afterlife allows you to pray in the Graveyard.

4. You may take the mummy as a follower. It will add its craft to yours in combat.

5. Each follower you have will carry 1 object for you, in addition to any objects they normally carry.

6. You may ignore any command to discard a follower and lose a strength, craft, or life instead. This includes followers who are beguiled, enslaved, mesmerized, or otherwise taken from you.

The Toad

Sometimes it can be beneficial to be a Toad, and it beats being killed off. To become a toad, you or someone else must cast the Polymorph spell on yourself before losing your last life.

Character-Toad Alignment-Neutral

Start: Variable

STR- 1 CRAFT- 1

1. You may move 1 space only.

2. You may have followers.

3. You may not use any type of weapon, armour, or shield, though you may use a helmet or other head protection. The only object you may carry is a helmet or hat.

4. If you are male and meet the princess, or you are female and meet the prince, you may return to your previous character & take them as your follower.

5. Each of your followers will carry one object or gold for you while you are a toad. They may also assist you in using weapons, wands, etc. Once you return to normal, followers do not carry items for you.

6. You are not affected by the swamp.

THE REALM OF FIRE

The Realm of Fire is a Magical place that can only be entered under certain conditions. The realm of fire is an extension of the Valley of Fire, and if successfully traversed, will allow the characters to bypass the middle and inner regions and proceed to the Valley of Fire. Some characters, however, may find it much more appealing to appraoch the Crown of Command in the traditional manner. The entrance to the Realm of Fire is through the Volcano. When this card is drawn, leave it on the space--it does not count toward the card total in the space. Once placed, the volcano cannot be destroyed. Alternatively, if Mephisto is drawn, he no longer changes character alignment; Good or Neutral = you are immediately transported to the entrance of the Realm of Fire. Evil = Gain a craft, you may, if you choose, go to the entrance of the Realm of Fire. Characters may also enter the Realm of Fire via the Valley of Fire in the inner region, though this is ill-advised. Characters who enter the Realm of Fire without a talisman suffer from the hostile environment. Each round, they must roll a d6. On a roll of 1, they lose a life.

1

Event

Fireship

A fireship is sailing past on the lake of fire. If you choose to hail it, roll 1d6.

1 = The crew does not see you & they sail past.

2 = They see you--and attack! Fight one combat against the crew (Strength 5).

3 = The crew deceives you into taking a dangerous ride; move back to the volcano.

4 = The crew offers you passage. Move one space forward or backward.

5 = The crew takes you on a long voyage. Take an extra move.

6 = The captain really likes you. Move to any space in the Realm of Fire.

1

3

Enemy-Monster Enemy-Monster

Efreet

Craft 8

This evil spirit of fire is terrorizing the area. Upon seeing you it casts a fireball (Strength 6). This spell is coordinated with any strength combats that take place in the round. It is immune to fire of any type. It then closes to attack you. The efreet will remain here until killed.

3

4

Follower Follower

Efreeti Bottle

This fine container holds the spirit of a fire genie. Take it as a follower. Up to 3 times, the owner may use it to summon their efreeti follower. The efreet will add his craft (8) to yours in any combat. The efreet may also be used to hold any number of objects for you should you become a toad or be forced to leave them behind. The efreet can be taken by other characters, but the efreet will not render its services to anyone but its original owner

5

2

Enemy Monster Enemy Monster

Great Wyrm

STRENGTH 14

This mighty creature has set up its lair here. It is ancient and predates the days of any dragon. It is therefore immune to all items that are designed specifically to affect dragons. It is a monster, and cannot be enslaved or taken as a follower. Any characters encountering this beast are immediately struck with a death ray (treat as finger of death spell) in addition to the combat. The wyrm is immune to all spells, including destruction.

2

2

Enemy Dragon Enemy Dragon

Strength 7

A dragon is terrorizing this area. All characters encountering this creature must roll below their craft on one die or lose a life. It will remain in the space until it is killed.

2

1

Event

Death

The Grim Reaper has come for your soul. Dice with death to save your skin. All characters in the space must roll 2d6 for themselves and for death. Every time you lose, you lose a life. You must continue to dice with death until you win or die. Death then spirits off to the discard pile.

1

4

Follower Follower

Old Crone

The Old Crone is the Warlock's wife. She is reuplsive and a nag. (discard all followers except the hag, poltergeist, jester, or apparition) She is annoying & repeatedly berates you for being unable to do anything right. While the Old Crone is your follower, she causes you to lose 1 point from all rolls (treat anything below a 1 as a 1) including movement, praying, coimbat, and non-combat rolls. She will remain with you until you return her to the Warlock and complete a Quest.

4

5

Magic Object Magic Object

Ring of Fire Resistance

This magic ring confers protection from fire. If, as a result of dragon's or wyvern's breath you have lost a life, roll a die. 1-3 = no effect. 4-6 = the ring has protected you and you do not lose a life. The ring also prevents characters who do not have a talisman from losing a life while in the Realm of Fire.

5

2

Enemy Human Enemy Human

Dragon Cultists

Strength 6

The Dragon Cult has a strong following in the Realm of Fire. Fight a combat against this foe. If you are defeated lose a life, and if the sacrificial stone is in play, they drag you there. If it is not in play, they take you to the Pit.

2

3

Enemy Dragon Enemy Dragon

Dracolich

Craft 11

This deadly creature is terrorizing the area. It will remain here until killed.

3

5

Magic Object Magic Object

Staff of Striking

This powerful magic object can only be used in combat by characters who start the game with a spell. It is a 2-handed weapon. When wielded, roll 2d6 in combat and add the sum to your strength. On a maximum roll of 12, you win the combat, even if you normally would have lost.*

5

5

Magic Object Magic Object

Staff of the Magi

This great artifact sheds a strong dweomer of mystic power. It can only be used by characters who always have a spell. When carried, add 2 to your craft. You can make psychic combat. In psychic combat, roll 2 dice and use the highest as your roll. If both rolls are 6's, you win the combat, even if you normally would have lost.* You may opt to make a Retributive Strike: lose 4 lives & remove the card from play. All characters and enemies within a 1-square radius lose 2 lives. All other cards are destroyed.

5

2

Enemy Monster Enemy Monster

Salamander

Strength 6

This firey creature moves in for the kill. It is immune to all fire. It will remain here until killed.

2

 

2

Enemy Animal Enemy Animal

Fire Lizards

Strength 3

These deadly creatures are immune to fire. They will remain here until killed.

2

1

Event Event

Apparition

An apparition rises up to haunt your soul. If you have attacked, used harmful magic, or used a special ability on any other character, the apparition becomes your follower. It slows your movement to 1 and reduces your max strength, craft, and life by 1 (i.e. 3 lives). You can only dispel the apparition by visiting the Witch or the Enchantress.

1

1

Event Event

Tortured Soul

You come upon a poor wretch that is being tortured by a pit fiend. You may choose to aid or ignore. If you aid the person, roll 3d6 to determine the craft of the pit fiend whose anger you have aroused. If you succeed in defeating the pit fiend, each victor gains a spell.

1

2

Enemy Monster Enemy Monster

Lizardman

Strength 6

A Lizardman is terrorizing this area. In combat, if the Lizardman rolls a 6, it has struck with its tail as well as its weapon. Regardless of the outcome of the battle, the opponnent loses a life and must roll successfully twice for amour, shield, etc. in order to be protected. It will remain here until it is killed.

2

2

Enemy Monster Enemy Monster

Lizard King

Strength 10

You have encountered the mighty Lizard King. Any metal weapon used in combat has no effect against the Lizard King, and is not added to the combat score. This includes tipped weapons such as arrows & lances. If the Lizard King rolls a 6 in combat, it has struck with its tail as well as its weapon. Regardless of the outcome of the battle, the opponent loses a life & must roll successfully twice for armour, shield, etc. in order to be protected. It will remain here until killed.

2

5

Magic Object Magic Object

Firesword

This magnificent weapon adds 2 to your strength when used in combat. Creatures that are immune to fire reduce its effectiveness by 1.

5

5

Magic Object Magic Object

Wizard's Hat

The Wizard's Hat confers a craft of 3 to anyone whose craft is less than 3. It does not add to or subtract from your craft, and if the hat is lost, your craft will be as normal. Additionally, if you are in a psychic combat and have just lost a life, roll a die. On a roll of 6, you do not lose a life.

5

5

Magic Object Magic Object

Wizard's Robe

If, as a result of psychic combat, you have just lost a life, roll one die. On a roll of 5 or 6, you do not lose a life. If you possess the Wizard's Hat and the Wizard's Robe together, you do not lose a life on a roll of 4, 5, or 6.

5

4

Follower Follower

Seven Golden Butterfiles

The Platinum Dragon looks favorably upon you and sends seven butterflies to assist you in your quest. While they are with you, they fly in circles around your head, adding 2 to your craft. In any combat where your strength is lower than your craft or vice versa, they both become equal to the higher score. This also applies to combats which combine both scores, including psionic blast, assassination, warhorse, etc. You may ignore anything which requires you to discard them, including mesmerism, hag, vampire, etc. You also may not lose them instead of a life. This power does not protect your other followers. Once the Dragon King is defeated, they depart to the discard pile.

4

2

Enemy Monster Enemy Monster

Hydra

Strength 8

Place 4 lives on this card. The hydra is a ferocious beast with the ability to regenerate its heads. In order to take a life, you must chop off a head by winning a combat with a metal weapon. Once all lives are gone, it will regenerate the next round unless a fire spell is cast on it. Defeating the hydra is considered a heroic deed. It will remain here until killed.

2

Polychromatic Dragon

Place this card on the Polychromatic Dragon space. The Evil Dragon Goddess has established her temporal realm here. Each of her heads is Strength 10. If you leave this space, you cannot re-enter until all other characters have left the space. Defeating the Polychromatic Dragon is considered a Heroic Deed.

Magic Object 5 Magic Object

Holy Avenger

This weapon may only be held by characters of GOOD alingment. Enemies cannot use it. While in your possession, the Holy Avenger grants one additional point of strength & 2 additional points of craft in combat.

Character-LIZARDMAN Alignment-Neutral

Start: DESERT

STR-4 CRAFT-2

1. You are safe in the Desert. You do not lose a life there.

2. You are partially resistant to fire and do not suffer for not having a Talisman in the Realm of Fire.

3. After your normal strength combat roll, you may choose to strike with your tail. On a roll of 6, you have struck with your tail & your opponent must lose a life. Striking with your tail does not affect the outcome of the combat.

4. You may take the Giant Lizard as a follower. Add its strength to yours in combat.

5. You may move any Lizardmen you encounter up to three spaces away. They will not attack you.

6. If you encounter the Lizard King and defeat him, or are able to take him as a follower by some other means, you may become the Lizard King by discarding one Magic Oject. Discard the Liard King & take the character card of that name. You may not become any other master-level character.

Character-HARLEQUIN Alignment-Neutral

Start: TAVERN

STR-2 CRAFT-4

1. You may add 1 to your die roll in the Tavern.

2. In any encounter with a character, enemy, or stranger, you may attempt to tell a joke. Roll 1d6. 1-3 = You fail miserably & they attack you anyway 4-6 = Great Joke; they leave you alone. The joke affects all creatures in the space.

3. You may take the Jester from any character you land on. If a character discards the Jester, leave him in the space where he was abandoned.

4. While the Jester is your follower, you are not affected by the him; your starting quota of Strength & Craft are doubled. The Jester can be mesmerized, beguiled, etc. but is immune tothe Hag.

Character-LIZARD KING Alignment-Neutral

Start: Variable

STR CRAFT

1. You retain all strength, craft, lives, & abilities of your previous character.

2. In combat, you are immune to metal weapons. Any characters or enemies you fight may not count these items toward strength in combat.

3. You are resistant to fire. If you lose a life to dragon's or wyvern's breath, roll a die. 1-3 = you lose a life. 4-6 = you are protected.

4. If you encounter a Lizardman, you may take it as a follower. Add its strength to yours for one combat only, after which the Lizardman departs to the discard pile.

The Pit:

This place runs alongside the inner region and is the place from which the pit fiends spring in that space. A character who makes it to the Pit Fiends can enter the Pit. Draw 3 fire cards. Characters cannot encounter each other on this space, which is to say that a group cannot be formed or disbanded, nor can one use a special ability against another, to include attacking, assassination, casting a combat spell on another, etc. Any weapons or enemies drawn assist the pit fiend in its fight against the characters. Roll 3d6 for the pit fiend's craft. If you enter this space and do not have a talisman, roll 1d6. 1-3 = your mind is controlled. Lose a turn (and a craft) and attempt to break free next round. 4-6 = You have a strong will and are free to fight as normal.

Polychromatic Dragon

The Queen of Dragons has made her nest here. Draw 5 adventure cards, ignoring any enemies. The Polychromatic Dragon has 5 heads, each Strength 10, and 5 lives. The heads can be faced off against. If a united effort is used, fight a combat against Strength 50. Every turn, roll a die to see which dragon head breathes:

1 = Fire: Roll under your craft on 2 dice or lose a life.

2 = Frost: Roll under your craft on 2 dice or lose a life. Roll under your strength on 2 dice or be frozen (miss the next turn of combat).

3 = Lightning: Roll under your craft on 2 dice or lose a life. If any metal weapon or amour is held, lose an additional life.

4 = Acid: Roll under your craft on 2 dice or lose a life. If a shield, helmet, or armour is used to save your life, lose the item.

5 = Poison: Roll under your craft on 2 dice or lose a life. Roll under your strength on 2 dice or lose an additional life.

6 = Spell: Draw a spell from the spell deck and use it against the characters.

You may remain on this space without moving the following round. If you leave the space, you may not return until all characters have left, during which time the Polychromatic Dragon heals its 5 lives. Defeating the Polychromatic Dragon is considered a heroic deed.

The Valley of Fire:

Characters who battle up to the inner region but do not have a talisman may enter the Realm of Fire through the Pit via the Pit Fiends. You must have a talisman to enter the Valley of Fire. If you enter the valley of fire without a talisman, your character falls into the chasm.

* The Staff of Striking and Staff of the Magi cannot override the Martial Artist's Killer Blow.

 

 

Adventure Card Modifications:

Map: In addition to its other qualities, while the Map is in your possession, you do not lose a craft when you miss a turn. You are immune to the Maze & Lost?

Shovel: In addition to its other qualities, while the Shovel is in your possession, you can bury any object in the outer or middle regions. Turn the object face down. It will remain on the space until you come to reclaim it. It does not count toward the quota for the space. Only you can return and obtain the object.

Prince / Princess: If you meet the Prince or Princess while you are a Toad and their sex is opposite that of your character's, you immediately return to normal and take them as your follower. If they were your follower before you became a Toad, you will return to normal after one turn instead of three.