
Random Encounters
\When the Party Players want to “grind out” some experience, rewards, or just play their existing characters for the sake of playing the game, Random Encounters are an excellent way to provide the players with an active enemy or task without needing to include or affect the overall story. The logic behind these instances is a small battle or conflict that perhaps the Heroes stumble upon and get dragged into, or perhaps a group of wild beasts is threatened by the Heroes and engages them. Whatever scenario you decide to use, these game rounds act as a good filler for the story as well as opportunities for players to improve their overall game position.
There are two main structures for Random encounters, and this is based on whether a Hero character is an enemy for the Random Encounter or if another arrangement is made. See below for instructions on how to handle each of these options:


Player characters can encounter enemies in several ways, like pre-set-up encounters. Meaning that the game round begins with cards and objects already in play, or as a random experience, drawing cards from a deck, depending on the Lore Master's design. In either case, there must be at least a character of some capacity in play when the game round begins for the Boss Player / Lore Master to control.
The character you choose in place of a Hero character card is declared the Boss Player/Lore Master’s Hero character for card effect purposes.
The Boss Player/Lore Master follows the same turn structure and process they would do during a game round.
The examples included below are examples of common scenarios a role-playing group may experience, but they encourage you to tailor your experience and encounters to best fit your playstyle. Not every character needs to be a main character – sometimes the characters you create never even get an interaction! This is part of the randomness of the game experience. When designing encounters without Hero characters, remember that your NPC characters are great additions to the story, and just because the card itself is not one of the most powerful in a gameplay sense does not mean it wouldn’t carry significant story value or experience. It’s your adventure, make it as exciting as you want to experience!
Remember that player level, Boss Abilities, or even character-specific abilities can also increase the uniqueness of the gameplay experience or increase the difficulty. For example, a group of five level 60 Heroes might scoff at a single Mookaloo, but a level 100 Mookaloo carries an entirely different weight to it. These examples are based solely on a description and the unmodified cards or Campaign Format abilities.
Example Scenarios:
Example 1: Pack of wild animals, creatures, or enemies | 3-5 characters in play at the beginning of the game round. 30 or 60-card Hero deck containing mostly characters. Encounter deck contains Items and additional enemies. Loot deck contents depend on the item distribution table. |

Example:
Encounter Description:
Encounter Setup:
[No Hero Deck] Encounter Deck:
Loot Deck:
|
Example 2: Group of Enemies / Gang / Warband with a Leader | 1 Epic Non-Hero character +2-4 other characters in play at the beginning of the game round. 60-card Hero deck, Encounter deck containing additional characters and items, or events. Loot deck contents depend on the item distribution table. |

Example:
Encounter Description:
Encounter Setup:
Hero deck: 30 Card Hero Deck
Encounter Deck:
Loot Deck:
|
Example 3: Encounter against a single Non-Hero enemy | 1 Epic Non-Hero character in play at the beginning of the game round +2-4 items equipped to the character. 30 or 60-card Hero deck. Encounter deck is all tailored to either buff the character or inflict damage and debuffs on the Player party. Loot deck is either specific items tied to the Non-Hero character, or could be related to their boss/leader, or faction. |

Example:
Encounter Description:
Encounter Setup:
Hero deck: 30-card Hero deck.
Encounter deck:
Loot Deck:
|
Example 4: Another party of would-be Heroes/Villains | 3-5 Epic Non-Hero characters in play at the beginning of the game round +1-2 items attached to each character. 60-card Hero deck. Encounter deck is tailored to benefit the entire encounter party or inhibit the player party, depending on the overall group synergy. Loot deck would be rare or magical items, or generally items and rewards of a higher grade than standard encounters. |

Example:
Encounter Description:
Encounter Setup:
Hero Deck: 57-card Hero deck
Encounter Deck:
Loot Deck:
|
Example 5: A Militia / Army / Opposing Force | 5 characters are in play at the beginning of the game round. 60-card Hero deck, made of character cards with the [Legion] ability, or where there is no maximum to the number allowable in a deck. Encounter decks are cards that place characters into play, heal characters, or buff the Encounter party’s characters. Loot deck is optional; experience and gold are the main reward potential. |

Example:
Encounter Description:
Encounter Setup:
Hero Deck: 59-Card Hero Deck
Encounter Deck:
Loot Deck:
|
Example 6: A Custom encounter / Special Rules | Lore Master Discretion, but the Encounter must include at least one character card in play at the beginning of the game round under the Boss Player/Lore Master’s control. |
Dungeons

Expanding on the concept of the Random Encounter, a Dungeon is a sequence of prebuilt encounters built within a single instance. A Dungeon is almost a miniature adventure, where upon entering some Dungeons, some specific goals or conditions must be completed before Heroes can leave, in some cases. Dungeons also provide opportunities for the Lore Master to offer Bosses that drop rare treasures, extra rewards, and traps to challenge the player's Party.
When creating a prebuilt Dungeon or a randomly generated Dungeon, it is recommended to begin the Dungeon at or within 5 levels of the current Player or Party level. The result can vary depending on the path chosen, such as having a level 50 Boss at the end of the Dungeon, or a level 75 Boss at the end of a hidden path. How you build your Dungeons is up to you!
As game content is released and expanded over time, a separate page for each of the game's named/story significant Dungeons will be released with maps, specific character encounters, and other related information. The initial game content release has a limited selection of cards available to use for these environments. General, high-level overview descriptions and examples of each Dungeon have been provided on the Important Locations page.
Dungeon Element | Randomize | Result | |
Difficulty Level | Champion | D6 | 1-2 |
Legendary | D6 | 3-4 | |
Epic | D6 | 5-6 | |
Type of Dungeon | Cave/Cavern | D8 | 1 |
Building/Structure | D8 | 2 | |
Wilderness/Open | D8 | 3 | |
Astral/Magical | D8 | 4 | |
Volcanic/Magma | D8 | 5 | |
Jungle/Forest | D8 | 6 | |
Water/Island | D8 | 7 | |
City/Town | D8 | 8 | |
Number of Rooms/Areas (Per Difficulty) | Champion | D6 | D6 + 1 |
Legendary | D8 | D8 + 3 | |
Epic | D10 | D10 + 5 | |
Number of Unique Enemies / Boss (Per Difficulty) | Champion | D4 | D4 + 1 |
Legendary | D6 | D6 + 2 | |
Epic | D8 | D8 + 3 | |
Level Modifiers (Per Difficulty = C / L / E)
(Use the values to the right as the base level, then add the die result to the base) | +5 / +10 / +15 | D10 | 1-2 |
+10 / +20 / +30 | D10 | 3-4 | |
+15 / +30 / + 45 | D10 | 5-6 | |
+20 / +45 / +60 | D10 | 7-8 | |
+25 / +60 / +75 | D10 | 9-10 | |
Conditional Modifiers (Roll once per difficulty level) | Physical Ailment applied to Party | D20 | 1 |
Physical Ailment Applied to All | D20 | 2 | |
Mental Ailment applied to Party | D20 | 3 | |
Mental Ailment applied to All | D20 | 4 | |
Status Condition applied to Party | D20 | 5 | |
Status Condition applied to All | D20 | 6 | |
Decrease Party AC by 1 | D20 | 7 | |
Decrease Party AC by 2 | D20 | 8 | |
Decrease Party AC by 3 | D20 | 9 | |
Decrease Party ATK by 1 | D20 | 10 | |
Decrease Party ATK by 2 | D20 | 11 | |
Decrease Party ATK by 3 | D20 | 12 | |
Increase damage dealt to Party by 1 | D20 | 13 | |
Increase damage dealt to Party by 2 | D20 | 14 | |
Increase damage dealt to Party by 3 | D20 | 15 | |
Reduce Party healing by 1 | D20 | 16 | |
Reduce Party healing by 2 | D20 | 17 | |
Reduce Party healing by 3 | D20 | 18 | |
All Boss Player character stats +1 | D20 | 19 | |
All Boss Player character stats +2 | D20 | 20 | |


The final type of encounter, whether it be random or for your campaign, is the definitive Boss battle: the big-bad in true form. Whether the Boss of a random encounter, a Dungeon, or a Campaign format adventure entirely, it is often these battles results that the annals of history are told from.
Heroes should be truly challenged by these foes, and when creating these encounters, it is recommended that you incorporate all Boss abilities mentioned per the Quest format rules, per difficulty. Custom Boss encounters are also encouraged.
When determining the rewards to distribute to players following a Boss battle, it is recommended that additional Gold, Experience points, and Renown be awarded for defeating these powerful characters.

Using the Cards
Included in this section are the rules and descriptions associated with card-related elements and using the game cards themselves. Characters, Events, Items, Skills, Spellcraft are covered in more detail, and the rules corresponding to them.
Expanding your Realm
Included in this section are the resources related to non-card game elements, such as the Player leveling system, Alignments & Factions, Movement, and other related items.
Lore Master Rules
Included in this section are the resources available to Lore Masters, expectations for their rule, and recommendations on running Campaign Format adventures.