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: 

Scenario 1: Enemy Hero Character 

  • The Lore Master controls the Lore Master Hero Deck, Encounter Deck, and Loot Deck as described in the Campaign Format game setup instructions.
  • The Player Party is formed and battles the Lore Master Player.
  • Resolve the Game round as you normally would.

Scenario 2: No Enemy Hero Character

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. 

  • When building a Random encounter deck without a Hero character, the Random encounter must include a minimum of 1 Character card, and this card begins in play, in place of a Hero character.
  • 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.

    • If you decide not to use a Hero character card this way, you may also choose whether to include/require a Hero character deck (one is always recommended, minimum of 30 cards).
      • Encounter decks and Loot Decks are built in the same manner as a Boss Player/Lore Master would normally create and use during a game round.
  • 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:

  • Pack of wild animals, creatures, or enemies 

Encounter Description:

  • The party encounters a group of wild creatures travelling on the road. Trying to avoid the creatures did not deter them, and the seemingly hungry creatures engaged the Player Party.

Encounter Setup:

  • Any three Ally characters controlled by the Lore Master are in play when setting up the game.

[No Hero Deck]

Encounter Deck:

  • 1 Mookaloo 
  • 3 Hunting Hawk
  • 3 Nexxusite Wolf
  • 3 Clever Shoat
  • 3 Spontaneous Growth
  • 2 Poisonous Gas Retreat
  • 2 Temporal Gate
  • 2 Tranquil Summons
  • 2 True Healing
  • 3 Tide of Fangs and Claws
  • 3 Defense of the Land
  • 3 Ytaxian Growth

Loot Deck:

  • Gold tokens (varying amounts)
  • Item distribution table (EXP value 1-3)

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:

  • Group of Enemies / Gang / Warband with a Leader 

Encounter Description:

  • The players are ambushed by a group of Squirk ruffians looking to bully some gold out of your Party. The group is led by a named Squirk, Chip-tooth. He carries the reputation of being an enforcer for corrupt Squirks and those looking to collect on debts.

Encounter Setup:

  • Chip-tooth, Squirk Enforcer + Any other 2 Ally characters in play under the Lore Master's control during game setup.

Hero deck: 30 Card Hero Deck 

  • 2 Singefur, Pyromancer 
  • 3 Vault Security 
  • 3 Squirk Pickpocket
  • 3 Squirk!
  • 3 Power Bracers
  • 2 Essence Gathering
  • 3 Precision Strike
  • 3 Concuss
  • 2 Swiftness
  • 2 Spoils of War
  • 2 Temporal Gate
  • 2 Aura of Strength

Encounter Deck:

  • 2 Tranquil Summons
  • 2 True Healing
  • 2 Insider Trading
  • 2 Pushing Stones
  • 2 Smoke Bomb
  • 3 Poisoned Dagger
  • 2 Uutu’s Boon of Life
  • 3 Amulet of Health
  • 3 Full Plate
  • 3 Tower Shield
  • 3 Guidance
  • 3 Mass Healing

Loot Deck:

  • Gold tokens (varying amounts)
  • Item distribution table (EXP value 1-7)

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 a single Non-Hero enemy

Encounter Description:

  • Athinea is Danika’s second in command and a fearsome Archon of Lylath. Unlike Danika, her human persona was purged when she agreed to become an Archon and knows only battle and to purge the Void at all costs. Morality and restraint are ideals a lesser warrior can worry about – Athinea has no time for these trivial notions when the Lylath has commanded her.

Encounter Setup:

  • Athinea, Gleam of Battle, with Solar Edge and Photon Barrier equipped to her in play under the Lore Master's control during game setup.

Hero deck: 30-card Hero deck.

  • 2 Lantern of Revealing
  • 1 The Hero’s Emblem
  • 3 Lylath’s Tear
  • 2 Solar Edge
  • 2 Photon Barrier
  • 3 Aura of Strength
  • 3 Fortification Aura
  • 3 Conjured Spellshield
  • 3 Disintegrate
  • 3 Guidance
  • 2 Swiftness
  • 3 Challenge

Encounter deck:

  • 2 Uutu’s Boon of Life
  • 3 Absorb Photons
  • 3 Divine Smite
  • 2 Heroic Valor
  • 2 One with the Light
  • 1 Protection Runes
  • 1 Sanctified Grounds
  • 3 Solar Flare
  • 3 Mass Healing
  • 2 True Healing
  • 2 Arcane Armor
  • 2 Banish Curses
  • 3 Luminous Assault
  • 1 Danika’s Fury

Loot Deck:

  • Gold tokens (varying amounts)
  • Item distribution table (EXP value 6-9)
  • One guaranteed EXP value 7+ Item or in-game object.

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:

  • Another party of would-be Heroes/Villains

Encounter Description:

  • Xanathia’s followers have banded together to round up victims for her experiments and to fuel her dark Void abilities. The Party has arrived to confront these foes, and though they are not individually a threat, their combined abilities make them a larger threat than anticipated.

Encounter Setup:

  • A Dark Hero character + 2 Dark Ally characters in play under the Lore Master's control during game setup.

Hero Deck: 57-card Hero deck

  • 20 Mindless Dead
  • 3 Priest of Aribus
  • 2 Spite Thorn Elemental
  • 3 Barbed Leathers
  • 1 Desecrated Idol
  • 2 Obsidian Talons
  • 1 Tyrfing, Fleshbane
  • 2 Blightmare
  • 3 Syphon Essence
  • 2 Virulent Nova
  • 3 Void Touch
  • 3 Teachings of the Void
  • 3 Mage Missile
  • 2 Ring of Regeneration
  • 2 Aura of Strength
  • 2 Fortification Aura
  • 2 Conjured Spellshield
  • 1 Annihilate

Encounter Deck:

  • 3 Aura of Pain
  • 3 Malediction Aura
  • 3 Sinister Intent
  • 2 Soul Shatter
  • 3 Syphoning Void
  • 3 Heroic Shockwave
  • 3 Mass Healing
  • 3 Wall of Fire
  • 3 Warcaster
  • 2 Raid and Raze
  • 2 Swiftness

Loot Deck:

  • Gold tokens (varying amounts)
  • Item distribution table (EXP value 6-9)
  • 1-3 guaranteed EXP value 7+ Item or in-game object.
  • Bonus Experience for challenging circumstances/groups of enemies.

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:

  • A Militia / Army / Opposing Force 

Encounter Description:

  • Captain Mako’s forces have arrived at a portside town as a legion of pirates. The small town is not prepared for the large number of Sharkmen attacking their pier and town. The Player Party is nearby and responds to the emergency call to action.

Encounter Setup:

  • Captain Shank, Dread Pirate + 2 Ally characters in play under the Lore Master's control during game setup.

Hero Deck: 59-Card Hero Deck

  • 49 Sharkmen Pirate
  • 2 Temporal Gate
  • 1 Annihilate
  • 3 Precision Strike
  • 2 Blow the Man Down!
  • 2 Brutal Warfare

Encounter Deck:

  • 10 Sharkmen Pirate
  • 3 Aura of Strength
  • 3 Raid and Raze
  • 2 To Punish and Pillage
  • 3 Challenge
  • 2 Soul Shatter
  • 3 Wall of Fire
  • 3 Mass Healing
  • 1 Overwhelming Force

Loot Deck:

  • Gold tokens (varying amounts)
  • Item distribution table (EXP value 4-6)
  • Bonus experience for total number of defeated enemies

 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.

 

The tables below provide examples of how to generate random Dungeon environments based on different types of terrain, enemies, and locations.

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.

  • A common multiplier to use in this scenario is that a Champion awards double, Legendary awards triple, and Epic awards five times the standard rewards for these reward categories (but this is up to Lore Master discretion).

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.