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Tanares Adventures: Epic Quest Guide

Tanares Adventures is an immersive six-week campaign set in a mystical world where players make strategic decisions that affect the outcome of their journey. The game features over thirty adventures, each with unique challenges, choices, and consequences, culminating in a final climax that determines the fate of Tanares. Players navigate through quests, interact with various elements, and manage resources while tracking their progress in a Campaign Log.

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0% found this document useful (0 votes)
61 views28 pages

Tanares Adventures: Epic Quest Guide

Tanares Adventures is an immersive six-week campaign set in a mystical world where players make strategic decisions that affect the outcome of their journey. The game features over thirty adventures, each with unique challenges, choices, and consequences, culminating in a final climax that determines the fate of Tanares. Players navigate through quests, interact with various elements, and manage resources while tracking their progress in a Campaign Log.

Uploaded by

contoga57
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Table of Contents Introduction

Introduction---------------------------------------------------------------------------------------------------------------2 Welcome, brave adventurer!


Adventures and Quests You are about to embark on an epic journey of strategy, suspense,
and adventure that spans six weeks in the war-torn, mystical world of
A - The Epic Campaign------------------------------------------------------------------------------------- 5 Tanares. During your trials, you will face many difficult choices. Your
1 - Fisherman’s Wharf---------------------------------------------------------------------------------------12
B - A Tale of Two Cities----------------------------------------------------------------------------------18
decisions will echo throughout the campaign, steering the destiny of
2 - Know Your Enemy -------------------------------------------------------------------------------------22 Tanares and turning every step you take into a pivotal moment.
C - Counterespionage--------------------------------------------------------------------------------------29
3 - Burning Bridges ------------------------------------------------------------------------------------------36
Tanares Adventures immerses you in over thirty adventures present-
9 - Third Eye -----------------------------------------------------------------------------------------------------------40 ed across three massive books. These adventures are letter-coded
D - Hunger and Crime------------------------------------------------------------------------------------43 and correspond with matching Adventure Cards. These cards are
4 - Lava Axe -------------------------------------------------------------------------------------------------------------48 acquired at the end of each quest and weekly milestone and guide
5 - Mushrooms of Wrath ------------------------------------------------------------------------------52 you through the campaign. At the dawn of every Journey Phase, you
E - Undead Infestation------------------------------------------------------------------------------------57 decide which of them to play. Excluding the tutorial, a total of 22
6 - Night of the Living Undead ---------------------------------------------------------------62
10 - Welcome to the Jungle -------------------------------------------------------------------------66
adventures await you before the endgame quests – a Grande Finale
F - Hidden Plans---------------------------------------------------------------------------------------------------69 where all your choices and actions culminate in a climax that decides
8 - Out of Control ----------------------------------------------------------------------------------------------76 the fate of Tanares.
7 - O Captain, my Captain! ------------------------------------------------------------------------80
G - Buried Secrets-----------------------------------------------------------------------------------------------83 Each adventure is a tapestry of events, decisions, puzzles, mini-games,
11 - Grassroot Cathedral -----------------------------------------------------------------------------88 and ability tests. The results of these tests, and your choices during
12 - Outunmoor’s Swamp ----------------------------------------------------------------------------92 these scenarios, usher you towards your next Quest. Different paths
H - Unrest in the Forest----------------------------------------------------------------------------------95 within the same adventure lead to different Quests, each identified by
14 - Timberburg, Ghost Town --------------------------------------------------------------100 a distinct number, found immediately after the Adventure Chapters.
13 - Halfling Village --------------------------------------------------------------------------------------106
I - Capital Sea Shores-------------------------------------------------------------------------------------109 At the start of each adventure, you’ll be given the option - the “Fast
19 - Portal Ejection ----------------------------------------------------------------------------------------114 Action Mode.” This streamlined path summarises one of the possible
23 - Booby Trap ------------------------------------------------------------------------------------------------118
J - Evolution of the Occult-------------------------------------------------------------------------121
branches of the chapter, propelling you quickly to the game board
20 - Synoikismos ----------------------------------------------------------------------------------------------128 while keeping the narrative intact. However, this shortcut reduces
24 - Colosseum of Fire --------------------------------------------------------------------------------132 opportunities to employ your strategic decision-making prowess be-
K - Internal Affairs------------------------------------------------------------------------------------------135 fore a quest begins.
17 - Honorable Fever ------------------------------------------------------------------------------------140
18 - Silent Assassin -----------------------------------------------------------------------------------------144 In the world of Tanares, a typical day involves selecting an Adventure
L - Aurindunnum---------------------------------------------------------------------------------------------147 Card, embarking on the chosen adventure, and navigating its twists
21 - Ancient Court -----------------------------------------------------------------------------------------154 and turns towards a Quest. Once you assemble your quest, you’ll find
22 - Elder Scriptures -------------------------------------------------------------------------------------158 instructions directing you to apply a modifier before your next turn.
M - Undead Dragons-------------------------------------------------------------------------------------161
25 - Vradok -----------------------------------------------------------------------------------------------------------166
These modifiers, found on the page immediately after the quest, pro-
30 - Thyra ---------------------------------------------------------------------------------------------------------------170 vide an intriguing twist to the journey.
N - Monumental Destruction-----------------------------------------------------------------173
26 - Ancient Glacier --------------------------------------------------------------------------------------182
Upon the completion of each Quest, your path diverges depending
27 - Fire Pits ---------------------------------------------------------------------------------------------------------186 on your victory or defeat. Each outcome (found in entry 001 or 002
O - Oceanic War------------------------------------------------------------------------------------------------193 on page 4, respectively) leads you to the next phase: the City Phase,
29 - Ship Raid -----------------------------------------------------------------------------------------------------198 where you level up to enhance your heroes, or the World Phase, where
28 - Lighthouse -------------------------------------------------------------------------------------------------202 you can reap bountiful rewards.
RA - Relic Hunter’s Guild--------------------------------------------------------------------------205
Lockpick Puzzles-----------------------------------------------------------------------------------------------206 The lifeline of your epic journey, the Campaign Log, tracks your path
15 - The Sword (relic) -----------------------------------------------------------------------------------208 across the calendar, noting the adventures you choose and the quests
16 - The Violin (relic) -----------------------------------------------------------------------------------212 you undertake. Occasionally, you will encounter prompts in your ad-
Week 2 ----------------------------------------------------------------------------------------------------------------------215
ventures to mark Facts. These marks hold the potential to drastically
shape your future quests and adventures, ensuring each decision you
make carves a unique path in your grand story.
Embark now on your great journey. Fortune favors the bold. Good
Luck!

2 • Tanares Adventures
Books, Weeks and Adventures Guard
(you don’t have to memorize this, as you will gain them as you progress Villains are usually unaware of the presence of heroes.
the Campaign) • Guards are inactive villains: combatants that can’t attack
or take turns; Guard
B ook I • While they are Guards, villains are Shielded 6;
Tutorial A, B • Activation (they become regular villains, so they may Retaliate and
Week 1 C, D, E, F, G, H take their turn in the same round):
Week 2 I, J, K, L, M, N, O, RA Ŝ A hero or non-Guard villain moves within [3] of it, regardless
final position;
Ŝ It gets affected in any way by any attack, skill, passive power,
B ook II
or effect;
Week 3 P, Q, R, S, T, U, V, W, RB Ŝ Another villain in the same Guard Group becomes active.
Week 4 X, Y, Z, AA, BB, CC, DD, RC
Boss
B ook III Quests have different Bosses, but use the
Week 5 EE, FF, GG, HH, II, JJ, RD Warlord miniature and Boss Card / Token to
represent it.
Week 6 KK, LL, MM, NN, RE
Endgame Start with Quest 84 Chest, Barrel, Orbs

Chest Barrel These are elements of the scenario.


Adventures and Quest Symbols: • Chests have their own rules (you will learn ahead)
• Barrels and Orbs depend on the Quest Description
This symbol identifies a “mini-game,” a situation that of-
ten involves reading a few rules and using some game com- Orb
ponents. They are found in Adventures, out of the board.
NPCs and Prisoners
Interaction • Used during the Quest
to represent special Lady Farmer Prisoners
In most quests, there are elements that heroes can interact with.
characters.
Examples include levers, chests, doors, orbs, prisoners, etc.
• Position and cost of interaction: The interacting hero must be ad- Heroes, Villains and Boss tokens
jacent to that element and spend 1 movement point. • Used to track the hero’s or villain’s HP;
• Multiple interactions: Unless instructed otherwise (like “remove • Villain’s must match the shape with the colored
the element”), if a hero has more movement points left in their turn, ring;
they can interact with elements multiple times in the same turn.
• Use the back (+70) to add 70 HP to the current
: Mana Cube slot (if a villain has 100 HP, place it at slot 30 in
: Fatigue Cube. Also used to track decisions during the Adventures +70 side).
(out of board)
Kemet Hunt extra monsters
: Ally
• Include the new monster matching the number of stars with the
: Villain Kemet Hunt level.

Special Combatant Kemet Hunt 2 Kemet Hunt 3 Kemet Hunt 4


This combatant will be described in the Quest.

3 • Tanares Adventures
001 (Follow these instructions only if you’ve won the quest). O ne -S hot M ode C hallenges

It does not apply to Adventures A & B (tutorial quests). Q uest number C hallenge
Boss dies with Orcs (13-O) and (14-B), Sentinel (19-R),
• Draw 3 Loot Cards and mark this quest’s slot in the Fact Log. 3
and Sniper (26-B) alive.
• If you’ve done the Extra Challenge, draw another 2 Loot Cards. 4 Kill the Boss by dealing 120 DMG to it in a single turn.
• Draw 1 Loot Card for each First Aid not spent.
You have only Melee heroes (Brute, Tactician, Bruiser,
• Draw a number of Loot Cards equal to your current Kemet Hunt 5
and Tank)
level. 6 Halflings and Skeletons never hit heroes.
Kemet Hunt: 7 A hero never starts its turn with a Skill Token flipped.

• If you made the Extra Challenge and did not use First Aid, you may 8 Heroes with Tool Tokens are never attacked.
increase your Kemet Hunt Level by 1. Villains only attack heroes with Tool Tokens AND
9
• You may also decrease it as much as you want. Mark the new level heroes have 2 when you win the quest.
in your next Adventure Slot. 10 Villains can only be killed while inside the Camp Room.

Still in the Calendar, mark the letter of the Adventure you just 11 Heroes never use Mob (but Focus can be used).
played. Keep the Adventure Card. 12 Villains never attack Unprovoked.
This Quest has ended. Begin the next Phase (City or World Phase, 13
Skeleton (23-R) and Walker (31-O) are still Guards when
see the calendar). you win the Quest.

002 (Follow these instructions only if you’ve lost the quest).


14 Apply Rotten Bodies to kill all villains
All Gargoyles die on a Quest Item, you cannot move
15
them after they become Statues.
It does not apply to Adventures A & B (tutorial quests).
16 No villain ever enters a Tile (careful with Event 2!)
• Draw 2 Loot Cards.
17 Kill all villains by reducing their HP to exactly zero.
• DO NOT gain Extra Challenge or First Aid Token rewards.
18 Never spend more than 1 movement point per turn.
• Draw a number of Loot Cards equal to your current Kemet Hunt
level. During each hero’s turn, deal at least 22 DMG to
19
enemies.
Kemet Hunt: 20 Start all your turns on Stairs or Mission Tiles.
• The Kemet are less worried about you. You MUST reduce your 21
Never move to a square that is not Stairs, Portals, or
Kemet Hunt level by 1. Ruins.

• You may further decrease it as much as you want. Mark the new 22 Time Token is at exactly 2 when you win.
level in your next Adventure Slot. 23 Do not kill any villain placed in Event 2.
Still in the Calendar, mark the letter of the Adventure you just played. Have in all Lava Tiles before Event 2 starts AND
24
Keep the Adventure Card. when you win the Quest.

This Quest has ended. Begin the next Phase (City or World Phase, Start Event 1 with the Tome at zero AND kill Vradok
25
within 2 rounds after that.
see the calendar).
On each turn a villains die, it takes DMG only from Ice,
3 IGNORE WHEN PLAYING THE CAMPAIGN 26
Unstable Ice, and/or Broken Ice.
Whenever Lava destroys an Orb, do not move the
One-Shot Mode Challenges: 27
Torch back to zero.
To play One Shot Adventures, follow these steps: 28 Win the Quest before Event 1 starts.

1. Go to the Rulebook, Appendix H: One-Shot Quests, to check the XP is never higher than 7 or lower than 13 when
29
rounds end (see Seasickness).
expected levels of items, attacks, NPCs, and Skill Tokens.
Both Eggs have at least 40 HP when you win the
2. Check here if you get some Tool Token or other elements necessary 30
Quest.
for the Quest.

Q uest I tems A cquired


8 Choose a hero to gain the Hook and another to gain the Torch.
9 Choose a hero to gain the Hook and another to gain the Torch.
20 Choose a hero to gain the Tome.
23 Choose a hero to gain the Hook.
24 Choose a hero to gain the Tome.

3. Each Quest can have an Advanced Challenge, to test your limits.


We assume you choose carefully the heroes, attacks, items, NPCs,
and Skills to make them; otherwise they are almost impossible.

4 • Tanares Adventures
A - The Epic Campaign exhaustion overshadows the courage of the day’s deeds. The tumul-
tuous journey has strained your muscles; your body and mind crave
rest. It is time to set up camp.
This tutorial has TWO quests. DO NOT CHOOSE YOUR HEROES
YET! You will be guided step by step, learning how to navigate Every PLAYER must choose a different course of action:
quests, select adventures, and effectively use the Campaign Log. A) Rest. The trials of the day have drained your strength, and your tired
And much more awaits. Are you prepared to take the reins of your group counts on the power you can recover for the challenges ahead.
destiny? The adventure begins now!
B) Stand guard over the night. Peril often lurks when it’s least antic-
Having just emerged victorious from a skirmish against a relentless ipated, and you are far from safety.
goblin horde, you find amongst the relieved villagers an elder scholar, C) Prepare a meal. There is no better balm for exhausted hearts than
a beacon of wisdom and the keeper of ancient lore. With soft glow of the aroma of food and the warmth of fellowship.
gratitude in his eyes, he presents a tome. Before starting your journey, D) Seek solitude to gather your thoughts. Your party looks to you for
you read it aloud, your voice breathes life into the stories of the past. strategy and guidance; a clear mind is your best asset.
E) Go hunt into the wilds. If fortune favors, you’ll return with fresh
food; at worst, you’ll discover enemy scouts and silence them before
they can reveal your position.
Two thousand years ago, our world was forever
marked by the Malrokian Curse. This divine decree,
as unforgiving as the gods themselves, warned us 2 Distribute the cubes based on each player’s previous selec-
tion as follows:
that the blood-soaked path of war would summon
devastating natural disasters. Our first punishment Player “A” (that is, the player who chose option A in Section 1 — if
arrived in the form of a tsunami, an earthquake that any) gains 1 yellow cube.
shattered the tranquility of the western Provinces Player “B” (if any) gains 1 gray cube.
and birthed the Eternal Storm. Its violent tempest Player “C” (if any) gains 1 green cube and 1 brown cube.
now engulfs the Storm Oceans, a relentless force
Player “D” (if any) gains 1 purple cube.
that devours any vessel audacious enough to ven-
ture too far. Player “E” (if any) gains 2 blue cubes.
KEEP these cubes until you select your heroes. They cannot be dis-
Rewind the clock of history some 180 years, and carded or traded with other players.
you find the world embroiled in its last great war.
This conflict, vast and terrible, swallowed the You can’t sleep. As a distraction, you reach for the scholar’s parch-
world’s mightiest armies and erased the Mystical ment, deciding to delve deeper into the world’s history captured with-
Kingdom from existence. Arcana, once its thriving in its weathered pages.
capital, now stands as a blighted wasteland, haun-
ted by unimaginable aberrations. The Wasteland, an ever-expanding scar on the face of the
world, was on the brink of consuming all life. But amidst
Out of the ashes of that war, a charismatic figure this grim reality emerged warriors of unmatched courage,
emerged from the chaos. Through cunning alliances the Wasteland Heroes. Thyra, the formidable Blue Avatar
with the Evolutionists—the world’s most influential Dragon whose defeat suppressed the Eternal Storm, found
religious faction—and the noble elite, he wove the her demise at their hands. Fisherman’s Wharf, once a de-
fragmented continent into a unified tapestry. As solate, storm-battered city, came back to life, flourishing
Emperor, he declared a new era of peace, banning as never before under the calm skies.
the formation of vast armed groups to prevent the But their battle was far from over. They faced and defeated
resurgence of the Malrokian Curse. Now, battles Zarumag, the Black Avatar Dragon, ending the toxic mists
are resolved in the Arena, where the fate of entire shrouding the Wasteland. Zarumag’s spirit was corrupted
nations can hinge upon the skill and courage of a by Dillsgar, the former Ironhand Captain and leader of the
select few heroes. nefarious Cult of the Shadow Wing. The cult aimed to
change our material plane into a dread-filled mirror of the
And within this new order, stands the Ironhand, the Penumbral Plane, swarmed with terrors beyond imagina-
last and only military force in the world. Its ranks tion. Though Dillsgar evaded their grasp, the Wasteland
are filled by soldiers who lost their free will, their Heroes prevailed, and one among them, Sedura, assumed
minds shaped by magical psychosurgery. Loyal, the mantle of the new Captain.
unflinching, they respond solely to their sentient
officers—often the privileged sons of the Empire’s The following morning, you continue the travel to Fisherman’s Wharf.
most loyal nobility. The journey is calm, and you notice an increased number of people
traveling to the same destination. Arriving at the rejuvenated city, you
find rest in a lively tavern. Around you, heroes maintain a calm face,
suppressing their pride behind a mask of humble silence. Yet, as the
Now we have an immersive personality test to help you choose
spirited barmaid continues to refill your mugs with fine ale, tongues
your hero. Grab 40 cubes (5 copies of the 8 different colors, except
inevitably start to loosen.
black). Each PLAYER must choose a different option (for example,
if playing solo, select only ONE, even if you will control more than “Today, we inaugurate the Arena of Future,” she breathlessly shares,
one full hero). “Visitors, including the Emperor, are arriving from all corners of the
continent. Here, your deeds will not go unnoticed, I assure you. As long
1 As the veil of night falls and one of the twin moons illuminates the as you grace this tavern, the drinks are on the house.” In just a moment,
she blends back into the busy crowd.
landscape, you divert from the main road to avoid the concealed dan-
gers that have haunted your steps. The fatigue of constant vigilance and
Campaign Book I • 5
Dividing your hard-earned loot proves a challenging endeavor. exclaims, her eyes wide with surprise. “What on earth is happening
As the process unravels, boasting inevitably takes center stage. at the Arena? Seems our taxes went to some insane wizards and flashy
Reflecting on your past adventures, which statement would you pyrotechnics!” Looking outside, the distant murmurs of excitement
most likely profess? Each PLAYER must select a unique option: soon become cries of terror. Panic seizes the crowd, sending them into
a frenzied dash for safety, tripping over one another in their haste.
A) “Without my healing touch, our journey would have ended long ago.
Each scar you bear is a testament to my prowess.” Before you can react, sinister figures, weapons drawn, approach the
tavern.
B) “Remember the ogre, the look of surprise as my blade split his skull?
Without that, we’d be telling a different tale.” Each PLAYER must choose a different option:
C) “My cunning distractions and gathered intelligence were the the main A) Draw your weapon and charge!
reason for our success. Without them, you’d be lost.”
B) Take cover behind the counter, waiting for the perfect ambush!
D) “Outnumbered, on the brink of defeat, remember? It was my magic
C) Topple the table to shield yourself from arrows, bracing for combat!
that tipped the scale, draining the goblins and unlocking the sealed gate.”
D) Escort the barmaid and the bard to safety!
E) “Each second you spent strategizing was a moment bought by my
shield, holding the goblin horde at the door.” E) Destroy the keg rack, making them collapse onto the invaders!
When all players are done choosing, go to [3]. When all players are done choosing, go to [4].

3 Distribute the cubes based on each player’s previous selec- 4tionDistribute the cubes based on each player’s previous selec-
as follows:
tion as follows:
Player “A” (if any) gains 2 green cubes. Player “A” (if any) gains 2 red cubes.
Player “B” (if any) gains 2 blue cubes. Player “B” (if any) gains 1 orange cube.
Player “C” (if any) gains 1 yellow cube and 1 orange cube. Player “C” (if any) gains 2 gray cubes.
Player “D” (if any) gains 1 purple cube. Player “D” (if any) gains 1 green cube.
Player “E” (if any) gains 1 gray cube and 1 yellow cube. Player “E” (if any) gains 1 purple cube.
Keep these cubes. Keep these cubes.
As the bard plucks the strings of their lute, weaving a majestic ballad, After a fierce battle, you emerge victorious from the tavern, having
you’re drawn into their epic narrative, unveiling today’s grand spec- assisted the Wharfers and tourists in their escape. Outside, the city
tacle in the city: is burning, a stunning inferno painting the day in shades of ruin and
despair. The invasion appears far from over; more of these strange
Beneath the twin moons’ silvery sheen, enemies permeate the city, their numbers daunting.
In Fisherman’s Wharf, an awe-inspiring scene,
The Arena of Future, a testament of might, Amid the chaos, you stumble upon a dying elf struggling in pain and
Inaugurates with the Emperor’s light. fear. His breaths come in short, rough gasps, his words, a faint whis-
per against the din of battle, “I know them...these beings of grey skin
Warriors engage in a ballet of blades, and white hair... the ‘kemet’. Once elves like us, they disappeared...to
In this grand spectacle, destiny wades. another continent...long ago. Don’t let...them...” His voice silences as the
Cheers echo loud under the twin moon’s gaze, last traces of life fade from his eyes, the terror of his final moments
In the Arena of Future, where new legends blaze. carved onto his face.
A sudden tremor interrupts the melody. Glasses clink ominously on You are taken by an overwhelming sense of urgency as you navigate
the tavern tables, and a rising clamor swells outside. The air erupts through the chaos. The time to gather resources and intelligence
with explosive sounds and frantic voices. “Mercy me!” the barmaid about the invasion is now.

6 • Tanares Adventures
Every PLAYER must choose a different course of action: D) Your specialty is strategy, cunning, and the art of sneaky combat.
Engage in a battle against their spy.
A) Search for survivors and rally them to form a counter-offensive
against the enemy forces. E) With unmatched precision and nimbleness, you’re a nightmare for
any adversary. Challenge their most skilled archer.
B) Make your way to the venerable blacksmith’s forge, grabbing as
many weapons and armor pieces as you can carry. When all players are done choosing, go to [6].
C) Stay vigilant by the side of rescued civilians, providing
them protection. 6 Distribute the cubes based on each player’s previous selec-
D) Climb the highest building in sight, intending to gain a strategic tion as follows:
view of the situation from above.
Player “A” (if any) gains 2 red cubes.
E) Stealthily move through the shadows, aiming to capture a ‘kemet’
enemy for critical interrogation. Player “B” (if any) gains 1 purple cube and 1 green cube.
Player “C” (if any) gains 1 yellow cube.
When all players are done choosing, go to [5].
Player “D” (if any) gains 1 orange cube and 1 brown cube.
5 Distribute the cubes based on each player’s previous selec- Player “E” (if any) gains 1 orange cube and 1 blue cube.
tion as follows: Keep these cubes.
Player “A” (if any) gains 2 brown cubes. The battle is ferocious, an unforgiving dance of steel and courage. You
Player “B” (if any) gains 1 yellow cube and 1 red cube. hold your ground, but each enemy that falls to your might is replaced
Player “C” (if any) gains 1 gray cube. by another. In the relentless onslaught, a Kemet warrior slips past
your defenses. As you brace for the upcoming strike, an unexpected
Player “D” (if any) gains 1 brown cube and 1 purple cube. thunderous blast startles your attacker and knocks them off balance.
Player “E” (if any) gains 1 orange cube.
You glance upward, finding not the storm you anticipated but a se-
Keep these cubes. rene, sky-blue atmosphere. The source of the thunderous intervention
is a woman, resplendent in shining armor of white and blue, com-
Despite your valiant efforts, it becomes all too clear that even power-
manding a battalion of Ironhand soldiers on the hill where the Arena
ful heroes can be defeated by the might of an army. A tactical retreat
of Future majestically stands.
to regroup becomes necessary. You guide the frightened mass towards
the city’s eastern gates, readying yourselves for the inevitable pursuit. With a voice that slices through the clamor, she guides the panicked
citizens toward the eastern gate, a pathway to salvation still uncon-
Unfortunately, your deeds have not gone unnoticed. A crowd of ci-
trolled by the enemy forces.
vilians clings to your side, their faces reflecting a desperate hope that
you might yet save the day. “Hold fast!” She demands, and you find her gaze upon you. “I am
Sedura, the Ironhand Captain. The Empire is in dire need of the strength
In the blink of an eye, you find yourselves surrounded by the kemet
and skill you possess. I cannot offer you gold or glory. I can offer the
warriors. Death seems an imminent possibility. With no time for stra-
chance to defend the land you hold dear, the good things that define
tegic planning, each of you takes an instinctive decision, preparing
your world: family, friends, and perhaps a home in Fisherman’s Wharf.
to fight against an enemy whose combat style mirrors your own. The
Find that ember within yourselves, the one that fuels your courage, the
intent is to hold them off in an evenly matched standoff, buying time
one that gives meaning to the word hero. Rise for your people!”
for the city’s populace to escape.
Her hand, covered in a gauntlet of gleaming metal, points toward a
Now, each PLAYER must choose a different course of action:
statue nearby. “The Arena of Future houses power dampeners – devices
A) Your strength is legendary; you’re a harbinger of death. Stand toe- intended to ensure a fair fight, allowing only those sanctioned to harness
to-toe with their fiercest barbarian. their unique talents on its battlegrounds. As we speak, countless heroes
B) Your command over magic forces is unparalleled, enabling inside and in its proximity wage a desperate battle against a force far su-
you to bolster allies and disrupt enemies. Face perior in number. Disrupt these dampeners, and you will tip the scales.
their necromancer. Give us a chance, a fair fighting chance!”
C) You’re renowned for your determination
and strength. Pit yourself against their most re-
silient warrior.

C
A E
B D

Campaign Book I • 7
Choosing Heroes Recommendations:
Begin by grabbing all hero cards. The Tanares Ultimate Box includes • Build a balanced team that includes a mix of roles: a resilient char-
42 cards. If you are using the Penumbral Pack Full or this is the Super acter for frontline action (Tank or Bruiser), a damage-dealer (Brute
Box Full, the total increases to 58 cards. or Shooter), a strategic thinker (Controller or Tactician), and a sup-
port character for healing (Healer or Commander).
• Separate them by color to divide them into eight distinct combat
• If you’re new to the game, a Healer is a more straightforward choice
roles (their primary function in combat).
than a Commander, as it requires fewer rules to understand.
Restrictions: • Consider the cubes you’ve collected. If you’ve been playing in a
certain style and wish to continue, choose a Combat Role for which
• DO NOT select Magenta, the Witch Hunter (which may be un-
you have the most cubes.
locked later) or any heroes from the “Special” Combat Role.
• Aim for a mix of ranged and melee heroes for versatility in vari-
• Each hero MUST belong to a different Combat Role
ous scenarios (Brute, Bruiser, Tank, and Tactician are melee, while
• Choosing Gazini, Kor’dal, Sedura, or the Emperor will lead to Shooter, Controller, Healer, and Commander are ranged).
MAJOR inconsistencies in the narrative.

Examples of Brutes:

Examples of Shooters:

Examples of Healers:

Examples of Commanders:

8 • Tanares Adventures
Remember, you are free to choose any hero you want. During the Completing the Team
campaign, many heroes will join the Resistance, and you will be able
to select them. • Your team must consist of four heroes. If there are fewer than four
players, use simplified versions of heroes (known as Comrades)
When deciding on team composition, the combination of roles can to fill the remaining slots. Comrades follow the same selection
define your team strategy: restrictions and recommendations (see page 10).

RED (Brute) + BLUE (Shooter): GRAY (Tank) + YELLOW (Bruiser):


Striker. You like to be simple and efficient, dealing Protector. You enjoy wreaking havoc on the front
damage and eliminating foes in your path. lines, withstanding enemy blows to protect your Team.

GREEN (Healer) + BROWN (Commander): ORANGE (Tactician) + PURPLE (Controller):


Support. You like to stay back and support Strategist. You like to outsmart your enemies,
your team by healing their wounds and apply powerful debuffs, and manipulate
providing buffs at the right time. the circumstances on the battlefield.

Examples of Tacticians:

Examples of Controllers:

Examples of Tanks:

Examples of Bruisers:

Campaign Book I • 9
With your four heroes selected, let’s take a look at each hero’s Here’s a quick introduction to the main mechanics of the heroes.
components: You’ll get a more detailed tutorial later, but it’s useful to get a brief
overview first:
3
Remember this: USE = FLIP
1. Primary Attacks & Skill Tokens: Each hero has four Primary
Attack cards and four skill tokens. When you use an attack or skill,
5 flip the corresponding card or token. Once all four cards or tokens
are flipped, you unflip them at the start of your next turn and re-
ceive a bonus - this process is known as Total Charge for skills, and
complete a cycle for attacks.
1 2. Special Attacks & Items: These are potent resources at your dispos-
2 al, but they’re limited in their usage.
1
• Special Attacks: When you use a Special Attack, it’s discarded
and can’t be used again for the remainder of the quest.
• Items: When you use an item (a weapon when you attack or ar-
mor when you’re attacked), you flip them. You’ll be able to use
4
one of them again once you complete a cycle.
3. Passive Power: Your hero’s Passive Power is continuously active. It
1 Hero Miniature and Role HP Token: Each hero comes with a
rewards good positioning and tactical play.
miniature. Also, use the HP token of its combat role. Both have the
same color as the hero card. Here are a couple of strategic reflections for advanced gameplay:
• There’s also a small token in your combat role color, used to track 1. Flipping Attacks: An effect that causes you to flip an attack isn’t
effects. Its use is optional. harmful; rather, it’s advantageous. It accelerates your attack cycle
2 Hero Card: This card details the Passive Power and its abilities for (flipping all four attacks), allowing you to activate an item quicker.
your hero. Note that all heroes within the same role share a trigger for Plus, you can deliberately flip your weaker attacks, thereby unflip-
their passive powers, but the effects vary between heroes. ping your stronger ones more frequently.
A Passive Power is used during all the quest. 2. Using Skills: The same principle applies to skills. Aim to use your
B Abilities are used during the Adventure (out of the board) and
skills frequently, flipping the skill tokens quickly, to activate the
City/World Phase. Total Charge as often as possible.

Comrades
A Each team must consist of exactly FOUR heroes. However, manag-
ing multiple skill pads can be a complex task. Therefore, if you are
controlling more than one hero due to being alone or having three
or fewer players in your party, you can utilize the Comrade system.
B Comrades represent simplified versions of heroes. They are easier
to control but still require strategic use for maximum efficiency. A
Comrade only uses the following components:
3 Skill Pad: Choose the large Skill Pad matching your combat role
and start with the regular side. These are powers you can use during 1 2 3
allies’ or villains’ turns, but not your own.
• To utilize your skills, you’ll need mana cubes (5 cubes in the color
of your role), the same kind used during the personality tests. Also,
gather 4 level 1 skill tokens.
4 Attack Cards: Pick the four attack cards specific to your hero (2
Primary with silver borders and 2 Specials with golden borders). Also,
collect the two level 0 primary attacks from your combat role. 1 Hero Card: This card functions in the same way it does for regular
• In total, you should have 6 attack cards. heroes. Good positioning is crucial to apply its passive power. Also,
during the Adventure phase (off the board), use their abilities.
• Note: Some heroes in the Legendary Box have their hero card in-
cluded but not their attacks. If you have this box (or the Super Box), 2 Comrade Primary Attack Card: Pick up the Level 1 Comrade
set their attacks aside in case you choose them. attack card that corresponds with your Combat Role.
5 Items: Each hero comes equipped with two items: one weapon • With each turn, you decide between an extra move or a roll bonus.
and one armor. Also, choose which of the two effects to apply.
• Choose a level 0 weapon and armor appropriate for your combat • Your mana cubes have a singular use. Some Combat Roles deal
role. The required combat role can be found at the bottom of the damage, while others restore HP.
card. 3 Comrade Special Attacks: You have 2 of these, and they remain
NPC (Future): Another component a hero will eventually use is their the same throughout the entire campaign. They follow the same rules
recruited NPC, whose power can be applied at the start of a quest. as regular Special Attacks - they are discarded once used.
• You won’t have any to begin with, but as your fame grows, expect • These attacks have a unique feature: they don’t consume an action.
people to join your cause. This means you can use a Primary Attack and a Special Attack in
the same turn.

10 • Tanares Adventures
NPCs: In the future (though not presently), Comrades can also re-
cruit an NPC for assistance. Unlike regular heroes, who apply the
NPC Quest Power at the start of a quest, NPCs only provide Mana
Cubes to Comrades.
• Therefore, Comrades begin the quest with as many mana cubes as
the NPCs’ week number. You’ll learn more about this as you prog-
ress in the game.

Comrades offer a more straightforward approach and allow you to


focus your attention on your regular hero.
Ok, now it is time to start the quest. Just a reminder of the situa-
tion. Sedura asked you to destroy the power dampeners, that mag-
ically blocks any special abilities. As there are many other heroes in
the Arena, destroying it will give them a fighting chance.
Check the instructions below to learn how to assemble and read a
quest. Then, go to page 12 and set up Quest 1: “Fisherman’s Wharf.”

8 List of Components / Map

9 Initial Setup

1
Reading a Quest
Let’s embark on our first Quest. This particular one features special
2 support entries which include all the rules you’ll need for gameplay.
Remember to keep the Quickstart guide at hand for easy reference,
3
and if any question persists, don’t hesitate to consult the comprehen-
4 sive Rulebook.
5 To assemble a Quest, follow these steps:
6
1. Refer to the specific component list ( 8 ) for this Quest. Gather the
7
required pieces from your game box.
2. Arrange these components on the game board as per the layout
shown in the map.
• Note: To start with, place only the components with white bor-
ders on the board. Check the captions beneath the map for guid-
ance on when to add the remaining components.
3. Position the hero figures on the board. They usually start on the
Stairs Tile.
4. Read the Objective, Losing Condition, and Extra Challenge of the
Quest. This knowledge will inform your gameplay strategy.
5. Read the Special Rules unique to this Quest. Bear in mind that
1 Illustration, Number, Title each Quest might deviate slightly from the standard rules due to
its unique scenario.
2 Introduction
6. Check the Initial Setup section, which will instruct you to refer to
3 Primary Objective the Quest Support Entries on the next page after the quest. These
4 If You Lose
entries often include modifiers that consider the choices you’ve
made during the adventures and throughout the campaign.
5 Extra Challenge
7. With all pieces in position, you’re set to launch into the Quest.
6 Event Description Begin with the first turn and let the adventure unfold!
7 Special Rules

Campaign Book I • 11
1 - Fisherman’s Wharf
Rush around the Arena of Future, getting rid of Power-dampening Statues Purple Statue: Heroes cannot make Primary and Special Attacks.
and meeting whatever resistance you find along the way. Orange Statue: Heroes cannot use skills, charge their Skill Tokens,
or gain .
Primary Objective
Green Statue: Heroes cannot apply their Weapons’ and Armors’
• Kill all villains = Read [1.5] - page 16. Active Power.

Orb of Defense (25 HP / 3 DEF) (Orb Figure)


Rule Explanation: This means you must go through all events and When this is destroyed, the protection field around the closest power
kill all villains that appear along the way. As soon as the last villain dampener is lifted.
dies, the quest ends in victory, then you must read section 5 on page 16. • Heroes may attack this Orb. (You must destroy it to start Event 1.)
Ŝ Track the HP using the Orb HP Token.
If you lose
• Try again. Rule Explanation:
You can only destroy or interact with objects (such as doors, barrels,
Rule Explanation: After the Introduction ends, losing a quest and prisoners) according to the quest’s features.
(and then moving on) is possible. You will find different consequences
and instructions in this field. Since you’re just starting, we • Unless otherwise stated, if an object has HP (like these Orbs), you may
recommend you try again because losing would mean you’ve missed apply any effects that deal DMG or reduce their HP.
some rules (e.g., Focus, Mob) or opportunities (e.g., applying your
Passive Powers).
• You begin every quest with two First Aid Tokens. When the turn of Events
a dead hero begins, you must spend one token to revive it with 30
HP and HEAL 10 all other heroes. But if such a turn begins and both INITIAL SETUP
tokens have already been spent, you lose the quest. • Place the heroes on Stairs.
• Place the Orb, and all 3 Statues.
Extra Challenge • Then, before the quest begins, read [1.1] - page 14.
• (none)
Rule Explanation: Section [1.1] Go now to the first Section of the
Special Rules page after the Quest.

Rule Explanation: Special Rules is a set of unique quest If the Orb is destroyed, start Event 1.
Features with rules that you must observe throughout the mission.
Rule Explanation: means at the end of the round. So, search for
Power-dampening Statues (Prisoner Figures) this symbol and apply its effects when any round ends (i.e., when all
• The Statues cannot be attacked or destroyed. (One specific Statue active combatants are Fatigued).
will be removed when each new Event begins.) Fatigued: When a combatant acts in a round, it is Fatigued and
gains a Fatigue Cube ( ).
• While on the grid, each Statue emanates a mystical field that blocks
some of your powers:
IMPORTANT:
Keep the Quickstart around, so you can refer to it if something is
unclear and, in the last case, refer to the Rulebook.

12 • Tanares Adventures
EVENT 1 • Place Berserker (03-R), Warrior (34-G).
The field of protection is lifted. One of the statues, which a falling piece • Read [1.3] to check the rule explanations for this event.
of the Arena had hit, immediately crumbles. Enemies realize what you
are doing and raise the undead to meet your party. If all villains are dead, start Event 3.
• Remove the Purple Statue. Heroes may now make their Primary and
Special Attacks. EVENT 3
• Transfer all heroes to the Orange Mission Tile. Remove the Yellow All power dampeners are destroyed! Heroes inside the Arena must be
Big Door. putting up greater resistance, for kemet enemies run away and encounter
• Place Reapers (15-R), (17-B) and (18-G). you at the gates.
• Read [1.2] to check the rule explanations for this event. • Remove the Green Statue. Heroes may now apply their Items’
Active Powers (Items are active, not on cooldown).
If all villains are dead, start Event 2.
• Transfer all heroes to the Blue Mission Tile. Remove the Gray and
EVENT 2 Purple Small Doors.

After getting rid of the Reapers, you take the time to learn how to • Place Archer (02-G), Berserker (04-G), and Warrior (34-B).
deactivate the power dampener. Only one Statue remains, but, before • Use rounded and hexagonal green rings, matching the HP token
you can get to it, you must face the kemet themselves. shape for the villain.
• Remove the Orange Statue. Heroes may now gain , charge their • Read [1.4] to check the rule explanations for this event.
Skill Tokens, and use skills.
• Each hero gains 3 . As soon as all villains are dead, you win the quest, then read [1.5]
(page 16).
• Transfer all heroes to the Red Mission Tile. Remove the Red Big Door.
Villain Kits Barriers • 4 Walls 4x1 • 3 Mission Tiles (Blue, • 3 Spikes 2x2 Miscellaneous
• 1 Archer (02) • 2 Big Doors • 1 Wall 3x1 Orange, Red) • 1 Stairs • 1 Orb Kit
• 2 Berserkers (03, 04) • 2 Single Doors (Gray, • 2 Walls 2x1 • 1 Ruins 2x2 • 2 Swamp 4x2 • 3 Prisoner Figures
• 3 Reapers (15,17, 18) Purple) Terrains • 1 Spikes 4x2 • 1 Swamp 2x2
• 1 Warrior (34) • 2 Walls 5x1 • 1 Lava 4x2

15

4 17

18
4 3 2 5 4 5

04 2

03
34 34

02
4

Map Labels: Initial Setup Event 1 Event 2 Event 3

Campaign Book I • 13
Quest 1 - Fisherman’s Wharf Special Attacks:
1. Like with Primary Attacks, lay out all your Special Attack cards
face up.
1 The first part of this quest unfolds as follows: 2. When you use a Special Attack, discard the card (even on a miss).
This means it cannot be used again until the end of the quest.
1. A Power-dampening Statue is in place: This statue is inhibiting your
abilities, limiting you to using only Basic Attacks. Making an Attack:
2. Your goal: Utilize these Basic Attacks to shatter the Orb that shields 1. The rules of range and rolling the D20 are the same as for Basic
the Statue. Attacks.
3. What happens next: Once the Orb is destroyed, the Statue will van- 2. If your roll is lower than the target’s Defense, you still deal Residual
ish from the grid, unlocking new powers and allowing your quest Damage (R-DMG) and gain one . Residual damage works like
to progress. regular damage, but it cannot reduce the target’s HP below 1.

Effects and Flipping Attacks:


Destroying the Orb
1. Some attacks have Temporary effects. If an attack has a Temporary
Your objective is to destroy the orb. You can do this by effect, place the attack card on the target’s card (either a villain or
using attacks (Basic, Primary and Special). However, hero) and/or place the small role token on the target’s miniature.
due to the power-dampening statue, only Basic Attacks This helps to remember about the effect.
are possible at this time. 2. After the effect ends, take the card back and flip the attack card.
Hero’s turn Completing a Cycle
On a turn, a hero has a Prime Action and a Move Action, in any order. • At the start of your turn, if all of your Primary Attack cards are
• Prime Action can be used to attack or convert in Move Action; flipped (used), you complete a cycle.
• Move Action can be used to move/interact. • Unflip them all. This also allows you to unflip an item as a bonus.
For now, you can’t use these items, but remember that unflipping
To make a Basic Attack, follow these steps: all attacks can lead to advantageous combinations later in the game.
1. Identify your Basic Attack stat: Check your Basic Note: If you have a Temporary Effect applied, take back the card first
Attack stat on your Skill Pad. This tells you the and flip it. Then verify if you completed the cycle.
DMG it deals on a hit.
2. Understand your attack range: Each Basic Attack Reaction: Check the rules in Quickstart but remember: They don’t
has a range indicated by a symbol: require attack roll, and a combatant (heroes and villains) can take
• : It’s a melee attack with a range of 1. only ONE reaction per turn.
• : It’s a ranged attack with a range of 8.
Villains
3. Move your hero: Depending on the range of your
attack, you may need to move your hero closer to
the orb. Your character’s movement is determined
by the Movement Points stat on your Skill Pad. You
can move up to this number, and diagonal moves
count as one point too.
Note: You can choose to move less than your total movement points,
but once you start your prime action (such as an attack), the remaining
points are lost. You cannot move, attack, and then move again in the
same turn.
4. Perform your Basic Attack: When the hero is within range of the
orb, roll a D20 die. If the result is equal to or higher than the orb’s
DEF (Defense) stat (which is 3 in this case), you hit. If the result is
lower, the attack misses. Basic Attacks have +1 to roll.
Note: Unlike Primary and Special Attacks (you will learn them later),
Basic Attacks have no residual damage (R-DMG) when you miss.

2 Rules for EVENT 1


Attacks
Now, you can use Primary and Special Attacks. These work differently Each villain is represented by a miniature, a HP token, and a villain
from Basic Attacks: card.
• To match these, use the colored ring and token that aligns with the
Primary Attacks: villain’s color.
1. Lay out all your Primary Attack cards face up on the table. • There are two types of tokens and rings, round and hexagonal.
These shapes help you distinguish between villains of the same col-
2. When you use a Primary Attack, flip the card over (even on a miss). or during combat.
This signifies that it has been used and cannot be used again until
it is unflipped.

14 • Tanares Adventures
Villains’ Turns and Behavior: • The easiest way to never forget the favorite target and passive power
is to ask both questions at the start of the villain’s turn:
During each round, heroes and villains take turns according to these
rules: Ŝ Who will it attack?
1. Turn Order: If no villain is attacked, all heroes act first, followed Ŝ Who I don’t want it to attack?
by the villains. However, if a villain is targeted by an attack during
a hero’s own Prime Action, it retaliates. Favorite targets:
2. Retaliation: When a villain is attacked, it immediately takes its turn
after the current one. However, each combatant (both heroes and
villains) can only act once per round. After a combatant’s turn, it
+HP Red - The hero with highest HP within reach.
(The closest one, if two or more are tied.)
becomes “Fatigued”, which means it cannot act again this round.
Place a Fatigue token on the combatant’s card to track this. + Green - The hero with most within reach.
(The closest one, if two or more are tied.)
3. Unprovoked Villains: If a villain isn’t attacked during the heroes’
turns, it’s considered “Unprovoked”. These villains act after all he-
roes and receive a +5 DMG bonus due to their Unprovoked DMG
-HP Orange - The hero with lowest HP within reach.
(The closest one, if two or more are tied.)
ability (as indicated on the villain’s card).

Remember these important points about retaliation:


+[ ] Blue - The farthest hero within reach.
• You can only provoke ONE villain to retaliate during a turn, even if
you attack multiple villains. Passive Powers
• The first villain that you attack and that CAN retaliate will be the Triggers
one that retaliates. For example, if you kill the first villain you at-
tack, the second villain you attack will retaliate. This prevents a dan- Red: Isolation - No other hero Orange: Collateral - Another
gerous exploit that could break the game (by avoiding retaliation). is in [1] of the target. hero is in [2] of the target.
The villain’s primary target remains its Favorite Target.
You always have to make a decision. Should you focus your team’s
attacks on one villain to kill it faster or distribute your attacks
among multiple villains to prevent the Unprovoked DMG bonus?

Villains’ Favorite Targets and Passive Powers:


There are four colors of villains: Red, Orange, Blue, and Green. Each
color has a specific favorite target and trigger for its passive power. Green: Grounded - This Blue: Disengaged - No other
moved 2 or less and didn’t villain is in [1] of the target.
1 Favorite Target: The villain prioritizes the target with this de- sidestep.
scription, and moves to attack it (even if Retaliating).
• It moves the fewest number of squares to reach the target, even if
that means taking DMG in the process (like inciting Reaction and
stepping on lava).
• This is an important part of this game’s strategy. Exploit this weak-
ness with good positioning to take advantage.
2 Passive Power: If the villain meets its trigger when attacking, it
will apply the effects of its Passive Power.
• This is the real challenge of the game. You must always try to avoid Combatants, whether hero or villain, are limited to taking a single
it. reaction each turn. This prevents you from exploding a villain by
making multiple reactions. But you can use this limitation to avoid
1 the hero taking many reactions (Tanks will love this!)

Death
When a hero or villain has its HP reduced to zero (or
lower) by an attack, it dies after the attack resolves.

2
• If a villain dies, all heroes gain 1 (mana cubes).
• If a hero dies, place its token on its current position.
When its next turn comes, spend one First Aid token
Villain Card: You have all information about the villain in its card, to revive them with 30 HP and the same number of
but the essential ones are bigger. So when you memorize the basic Special attacks and Mana Cubes it had previously.
information, you can see at a distance what to expect from this villain Flipped cards and tokens remain the same.
(its Stats, DMG, effects, favorite target, trigger of passive power) Ŝ Also, all other living heroes HEAL 10.

IMPORTANT TIP: • If you have used both First Aid tokens and a hero is dead when its
turn starts, you lose the quest.
• There are only four colors, so you will soon memorize all favorite
targets and passive powers.

Campaign Book I • 15
3 Rules for EVENT 2 Items at Higher Levels: Items of higher levels have passive bonuses
that are always active (attack roll for weapons, HP for armors), re-
gardless of whether the item is flipped or unflipped. For now, as you’re
Skills only working with level 0 items, you can disregard this information.
In this game, the strategic use of Skills can shape your It will become relevant as you progress in the game and acquire items
path to victory. Each player has a set of four unique of higher levels.

5 (Read this only if you won this quest)


Level 1 Skills, denoted by matching tokens.

The Cost of Skills With the last Power-dampening Statue lying in ruins at your feet, your
Each Skill comes at a cost of cubes - one cube per Level 1 Skill. Once adrenaline finally begins to wane. Examining the scene around you,
you use a Skill, its corresponding token flips to signal usage. This it’s clear that victory is at hand. The brave people of Tanares and the
doesn’t bar you from using the Skill again, but it does increase the dedicated heroes rally their forces, pressing the advantage against the
cost by +1 cube (repeated Level 1 Skill will cost 2 cubes). retreating Kemet soldiers in the Arena.
Skill Tokens & Total Charge: However, the celebration is cut abruptly short by a deafening explo-
After flipping the fourth token, you will activate your he- sion. Stone and dust erupt onto the battlefield, and a mist of chaos
ro’s Total Charge effect (see Skill Pad). This final Skill used falls. Your mind tries to comprehend the cause of this sudden con-
not only triggers the Total Charge but also retains its fusion when an ominous shadow answers your unspoken question.
original function. Immediately after Total Charge, all Looming above, a massive titan, blocking the sun, announces its terri-
tokens are flipped back. fying presence. Its silhouette is a stark reminder of the struggle ahead.
• Keep in mind, optimizing gameplay involves com- Exhaustion overtakes your body; there’s no time to prepare, no time
pleting to flip all Skill Tokens to unleash the Total to gather your remaining strength.
Charge effect as much as possible. Without warning, the titan’s enormous mace cuts through the air. The
ferocious impact propels you far away with its power. As you hurtle
Using Skills: down the hill, consciousness slips away, and you fall into a consuming
darkness. [6]
Skills are used outside your turn. Red Skills come into play on the
villain’s turns, while Blue Skills are employed during allies’ turns.
• Killing enemies, missing primary or special attacks, and progress-
6 In the days that follow, the confines of a hospital near Fisherman’s
Wharf become your world. In your clouded mind, you only perceive
ing in some quests yield more cubes, even for dead heroes. darkness, with occasional moments of clarity shining through. Beside
• No dice roll is needed to activate Skills; for instance, the Brutes’ you, a woman with chestnut waves of hair shares your experience, her
Rage Skill automatically deals 3 Damage. This mechanic mitigates shallow breaths offering a rhythmic counterpart to the low hum of a
the luck factor of D20 rolls, providing a reliable tool for dealing healing priest’s incantations.
with villains. During one such moment of consciousness, her eyes flutter open, roll-
• Unless stated otherwise, skills have a range of 8 squares and re- ing back to reveal glowing whites. Her hair ignites, transitioning to a
quire Vision. fiery red. Her voice, raspy yet imbued with uncanny power, intones
• You can use only ONE skill per turn (multiple heroes can use one a prophecy that chills your blood: “Your path will lead you to a realm
on a single turn). of darkness, a place of suffocating humidity and relentless gloom. You
must unearth the secrets of entry and exit. One clue lies deep within a
Maximize your skills, don’t delay their usage. This proactive ap- dwarven kingdom, the other guarded by a dwarven king.”
proach to Skill utilization can make all the difference between tri-
umph and defeat. As her words echo in the pure silence, you feel the pull of faint once
more. With the prophecy imprinted on your mind, you succumb,
Side Note: You will upgrade your Skill Tokens at the end of each week. hoping for the strength to face what lies ahead. [7]

4 Rules for EVENT 3 7 Having regained your strength, you receive a visit from the mys-
terious woman with chestnut waves. She introduces herself as Sara,
her words filled with an energy that opposes her recent illness. “Oh,
Now you can use items. You have one armor and one weapon, at your wonderful, you’re looking well! I dreamed you would be leaving today.
disposal, each at level 0. Welcome to Wharfugee - a hidden gem, this place. We’re near Fisherman’s
• Using Your Weapon: When your attack Wharf, waterways, and imperial roads. The Resistance, under Sedura’s
successfully hits, you can use your level 0 leadership, calls this town home.”
weapon to deal +5 DMG. However, when you mention her prophecy, her face clouds with con-
• Using Your Armor: When you are the tar- fusion, and she hesitates before revealing, “My hair transforms when
get of an attack, you can use your level 0 I... see. It’s rather unsettling.” She glances at you with a mixture of em-
armor to gain Shielded 5 for that turn. This barrassment and surprise. “But enough about me. I’m sure you have
applies even if the attack on you misses. many questions. Let’s talk more at my tavern.”
Ŝ Shielded is a condition that reduces the DMG you take from an Emerging from the healing halls, you’re met with a city buzzing with
attack. Even on a miss, it reduces the residual DMG. life. The town is a hive of activity, a symbol of Resistance amidst con-
stant change. Curious eyes follow you; whispers are exchanged among
When you use an item, flip it. This means the item is in cooldown and the townsfolk. “You’ve become quite the local legend after Fisherman’s
its active power cannot be used again until it unflips. Wharf,” Sara notes with a smile.
• Unflipping Items: you can unflip one item when unflip all attacks
by starting your turn with all of them flipped (after completing an
attack cycle).

16 • Tanares Adventures
The tavern is full of life, and the smell of fresh bread makes you in- Go to the Campaign Log and mark a slot for both Diplomats and
stantly hungry. The air is filled with songs, laughter, and mugs clink- Spies. These markers represent War Points, which signify your efforts
ing. Despite the celebration, an underlying current of despair is pal- in mobilizing the Resistance against the invaders.
pable. Once you relay the prophecy, which she doesn’t remember,
• Some War Point slots grant you rewards. Check the Log and gain
Sara considers for a moment before suggesting, “You should meet
the rewards immediately after you mark the slot.
Huradrin. He’s the only dwarf here who has lived in a kingdom.”
She pauses, her gaze thoughtful. “Behind my tavern lies a portal. It
leads to Huradrin’s hut. Brace yourself - it’s quite a journey.” A hint of
nervous excitement plays at the corners of her mouth. “It’s ironic, isn’t
it? This portal was built because of a vision of our salvation.”
You see a blue energy arc with glowing light, occasionally flickering
with a quick pulse of reddish energy. Stepping through the portal is
like plunging into a deep lake, freezing and otherworldly. Propelled
through the penumbra, the land of Tanares stretches out below.
You find yourself in a covert hut, nestled within the heart of a mighty
tree. “Stay here,” Sara cautions, “Huradrin isn’t too fond of newcomers.”
After some minutes, she returns alone; frustration is displayed on her
face. “Stubborn dwarf ’s gone missing,” she murmurs, “but no matter, I
am sure he’ll return soon. For now, we must meet with Sedura. She’ll be
glad to know you’re well.” [8]

8 CONCLUSION Adventure Card Retention:


The “CONCLUSION” segment is a crucial aspect of your gameplay.
It summarizes your accomplishments and the impacts your quest Retain the associated Adventure Card with your saved game upon
has on the world. Refer to this section if you need a quick refresh completing a quest. It will be used in the next World Phase (later in
on your previous deeds. the game).
As your party returns to the city and heads toward the Outpost in Then, mark Quest 1 in your Campaign Log.
search of Sedura, you absorb the latest developments that have un-
folded in your absence:
• The Kemet, under the formidable leadership of Gullog, have suc-
cessfully occupied Fisherman’s Wharf, establishing an impenetrable
cordon of ships along the coast and an undead army, including a
colossal titan.
• Setting up their headquarters at the Arena of Future, a disturbing Next Steps:
battlefield, they’ve imposed a strict prohibition on citizens leaving.
They attack or capture any outsider who comes too close. You must contact Sedura to prepare a counter-offensive against the
invaders. Gain Adventure Card B.
• The inauguration of the Arena of Future was disastrous, leading
to the death of many heroes and Ironhand troops. The Emperor’s This tutorial grants you only one card. However, as your campaign pro-
whereabouts remain unknown. gresses, you may get multiple cards simultaneously. Choose wisely, as
• In the wake of these events, the improvised town of Wharfugee has your heroes aren’t omnipresent. You’ll have limited opportunities each
emerged as a sanctuary for refugees and helpers, rapidly expanding week to address the pressing issues.
in size and significance Study Adventure Card B carefully, and prepare for your next journey.
Gain +1 Diplomats and +1 Spies. Continue the campaign by starting the adventure with the same letter as
your card (B). On this occasion, turn to the next page.

Campaign Book I • 17
Adventure B 1 You and Sara approach the towering Ironhand Outpost together. An
emotionless Ironhand Soldier halts your progress, his voice a mech-
A Tale of Two Cities anized monotone. “State your name, occupation, and objective with-
in the Outpost.”
Before starting this adventure (and all others), follow these steps: Without missing a beat, Sara retorts, “Don’t you recognize them? They
are the esteemed heroes of Wharf and bring crucial news about the
1. Prepare your team: Kemet invasion for Captain Sedura.” The soldier, his face a mask of
• Assign the four heroes you will use and pick their hero indifference, scribbles on a paper. “Understood. Heroes of Wharf.
cards; Consultation with Sedura regarding the Kemet. Please hold your
position.”
As you stand waiting, a single tear trails down Sara’s face. “I apologize.
• Grab the Skill Pad and place your Skill Tokens (dis- The sight of these poor souls always moves me,” she confesses. “The
tribute the four Level 1 tokens on the six Level 1 Ironhand Soldiers underwent Psychosurgery, a vile arcane procedure
Skills). Grab your Mana Cubes too (start with zero in that eradicates all emotion. Now they are nothing but obedient sentinels,
your mana pool); like living golems. Only the officers are spared this fate.”
A) Inquire about how to command these emotionless soldiers. [2]
B) Ask about the Psychosurgery. [3]
• Choose your attacks (in this case, you don’t have more
attacks to choose from, but soon you will);
2 “The result of Psychosurgery is an automaton,” Sara explains, her
voice a mix of anger and sorrow. “Soldiers who once felt joy, fear, love,
and hatred are reduced to mindless sentinels. It’s disgusting.”
• Choose the items you will equip (again, in this case, She glances at an impassive soldier. “Only the Emperor and officers in
you only have an armor and a weapon Level 0); the Ironhand hierarchy hold influence over them. But there’s a catch—
they won’t abandon their assigned posts unless the Emperor himself is-
sues the order. With the Emperor missing, we cannot rely on them to
• Assign one NPC to each hero and apply its quest pow- turn their focus to Wharf and overwhelm the Kemet.”
er (for now, you don’t have any, but in the future many The soldier interrupts your conversation. “Captain Sedura is ready to
will join the Resistance). receive you.” [4]

3 “Psychosurgery is a dark ritual practiced by the Empire to create


its Ironhand soldiers,” Sara reveals, her gaze heavy with unshed tears.
2. Open the game board and grab some components:
“It obliterates their capacity to feel emotions, reducing them to mindless
• Black Cubes (some are used to track your choices); sentinels. For years, the Empire used this terrifying threat to repress
dissents. If an Ironhand died and the assassin remained unidentified,
a random innocent citizen would be forced into the Ironhand’s vacant
• Tool Tokens (many adventures use them); role. This cruel practice made rebellion a danger to all.”
The soldier’s impassive voice breaks through the heavy silence. “Captain
Sedura is ready to receive you.” [4]
• Fate Cards (some adventures use them);
4 You find Captain Sedura in the bustling training grounds, a bea-
con of command amidst a sea of soldiers. She’s engaged in issuing
• Condition Tokens (heroes may gain some of them); strategic orders to her officers, her voice cutting through the air like
a blade. As you approach, an officer breaks away from the group and
runs toward you.
• Place your hero’s HP Tokens on the correct slots (see “Salutations, I’m Lieutenant Simpson,” he introduces himself with
HP stats on your skill pad and if your armor grants a look of genuine admiration. “I’ve heard tales of your bravery at
you more HP). Fisherman’s Wharf. In fact, I owe my life to your heroics. You should
know that Captain Sedura is an exemplary leader, and I have noticed
her displaying a unique respect toward you.”
Now we are ready to start. On Adventures, heroes usually make ability Sedura’s gaze shifts onto you, her expression firm yet kind. “Lieutenant,
tests (roll D20 and sum this ability). You can see the four abilities at you are dismissed. I must engage in a critical discussion with our distin-
the bottom of the Hero Card. guished guests.” She turns her full attention to you, her eyes reflecting
a deep concern. “I commanded dismantling the most crucial portals in
: Force Fisherman’s Wharf, an attempt to contain the enemy within that city.
: Intelligence However, our spies report an alarming development: the Kemet appear
: Diplomacy to be employing a mighty arcane spell to reactivate the ruined portals.
If they succeed, our defenses will crumble.”
: Spycraft
She falls into a reflective silence, her gaze tracing the training grounds.
These abilities are also used during the City Phase, but this is a dis- “The formidable strength of the Kemet raises grave concerns. I fear
cussion for another time. that our officials may not withstand the assault of their champions.
Ready? Let’s start Adventure B. However...” Her gaze locks onto yours, a spark of hope igniting within.

18 • Tanares Adventures
“Your display of power has not gone unnoticed. I plan to dispatch troops
to Fisherman’s Wharf ’s outskirts to draw away the Kemet’s forces. It 6 The Kemet soldiers have their eyes fixed on their prey, and realize
should create an opening for you to infiltrate their defenses and reach too late they have become the hunted. You must strike them down
the epicenter of their spell. If you manage to disrupt it, we can prevent before they can raise the alarm.
their attempts to reopen the portal, rendering its destruction irrevers- Strategic maneuvering is key - targeting the right enemy at the right
ible.” [5] moment:

5 With a whirl of energy, you’re propelled through the portal, emerg- Each hero makes an
(10+: success | 9-: failure)
TEST (d20+ Hero Card).
ing on the edge of Fisherman’s Wharf, concealed by the swaying stalks
of a vast cornfield. Hushed whispers carried by the wind cut the se- +3 to rolls of Tactician heroes (Role) - their expertise lies in identify-
renity of the night. ing and exploiting tactical positioning.
“Quickly! This way! Stay concealed — they’re scouring the roads!” Success (10+): The hero grabs 1 , placing on its Basic Attack Stat
“I’m fatigued...and wounded,” a weaker voice stammers. (see Skill Pad). In this particular scenario, this symbolizes a prime
attacking position.
“Hold on, darling. We’ll soon put enough distance between us... Wait, Failure (9-): Nothing happens.
halt! Hush… Gods, they’re close! Flee!”
Next, each hero must select a different foe for their Primary Attack
Bursting from the cover of darkness, you spot a family of five – terror (flip the attack’s card). This attack initiates the Quest flipped
carved on their faces as they flee. They’re in the path of a unit of Kemet
soldiers, their armor glinting menacingly under the moonlight.
T arget
What will you do? A Fast swordsman almost reaching the family
A) Every fiber of your being screams for justice - to aid those in dire The Strong mace-wielder close behind the swordsman
need. Step forth from your concealment and intervene on behalf of
A Light troop flanking through the cornfield
the family. [6]
B) Every life matters, but your priority is countless Tanareans who An Armored leader staying behind on a wagon
will fall under Kemet’s power should you fail in your mission. Sneak
past the scene. [9] Two important considerations:
C) (Fast action mode)* Time is a luxury you cannot afford. Your 1. The is a vital tool in your adventure, serving as a tracker for the
gaze remains fixed on your objective - the ritual site. No distractions choices you make. Rather than relying on memory, you’ll mark
are allowed. [17] your choices directly on the in designated areas, typically the
*Fast Action Mode: If you want an idea of what is happening, but don’t HP slot or your heroes’ stats. This allows for easy and immediate
care too much about the narrative, choose this option to get quickly to referencing of your decisions.
the board. 2. Initiating the quest with an attack card already flipped is an advan-
tage. It accelerates the reactivation of items due to the cycle effect
inherent in the gameplay.
Go to [7].

Campaign Book I • 19
7 Each hero must roll a die. 10 This task calls for a blend of strategy and agility.
• Heroes that succeeded on their test ( on their Basic Attack) Each hero makes an TEST (d20+ Hero Card).
roll with Blessed. This means they roll two dice and choose the (12+: success | 11-: failure)
best result.
+3 to all rolls of heroes with 3 or greater (Ability) - their keen
If you roll equal to or higher than the target’s Defense, deal the cho- minds and swift actions could make the difference here.
sen Primary Attack’s DMG (ignore effects and Passive Power); other-
wise, deal the attack’s Residual DMG (usually 5 DMG). 2 or more heroes succeed (12+): Go to [13]
3 or more heroes fail (11-): Go to [14]
Each enemy has a different HP value (do not track their HP). If
your DMG reaches that amount or greater, the target is defeated.
Otherwise, it counter-attacks, dealing DMG to the hero that at- 11 This challenge demands both stealth and strength to neutralize
tacked it. the swordsman without alerting the vigilant archer.
Each hero makes a TEST (d20+ Hero Card).
T arget D efense HP C ounter A ttack DMG
(11+: success | 10-: failure)
Fast Swordsman 8 11 8 DMG
+3 to all rolls of heroes with 3 or greater (Ability) - this situation
Strong Mace-Wielder 6 10 12 DMG requires both guile and power.
Light Flanker 7 7 10 DMG 2 or more heroes succeed (11+): Go to [13]
Armored Leader 9 12 6 DMG 3 or more heroes fail (10-): Go to [14]
After all surviving enemies counter-attacked, you prevail over the sur-
viving bandits. These pitiful foes stood no chance against seasoned 12 Despite the perils, you’ve finally infiltrated the site where the
heroes like yourselves. [8] Kemet lords are sustaining a powerful arcane spell.
Go to page 22 and set up Quest 2: “Know Your Enemy.”
8 “We owe you our lives, brave souls!” the patriarch of the saved family
proclaims, their voices echoing into the night as they speed away from
the dangerous area of Fisherman’s Wharf. Put (Slot 2).
13 With swift efficiency, you defeat the swordsman before his com-
rade suspects a thing. Climbing the tower’s ladder, you deal with the
This means you must put a black cube on “2” [HP Track]. After its surprised archer. Your path to the site is clear. Put (Slot 1)
effect is checked (usually before the Quest starts), remove them from This means you must put a black cube on “1” [HP Track]. After its
the track. effect is checked (usually before the Quest starts), remove them from
The sky, lit by the moonlight, reveals a breathtaking celestial canvas. the track.
You find yourselves exposed in the open field. A sense of urgency Then, go to [12].
takes hold as you venture on a hidden path, a shortcut that promises
to lead you to the Kemet Lords before the moon reaches its peak.
14 Your attempt to neutralize the swordsman lacks the required sub-
Go to page 22 and set up Quest 02: “Know Your Enemy” tlety. As you hurry towards the ritual site, the vigilant archer takes aim
and shoots many arrows. Each hero takes 4 DMG. [12]
Note: Usually, your decisions will take you to different quests in the
same Adventure.
15 Your clever distraction lures the swordsman into a trap, leaving
9 The road through the cornfield is filled with danger. Each snap of the archer unaware of the danger. Seizing this golden opportunity, you
climb the tower and confront the archer. With the threat neutralized,
a branch underfoot sounds like a thunderclap in your ears, drown- you rush to the arcane site. Put (Slot 1). [12]
ing out the distant screams that echo from the road. As you emerge
from the field, you see a watchtower in the distance. A Kemet archer This means you must put a black cube on “1” [HP Track]. After its
is watching on the tower while his sword-wielding companion patrols effect is checked (usually before the Quest starts), remove them from
the base. Your weapons are ineffective at this range against the archer. the track.
A) Create a cunning diversion to lure the swordsman into the corn-
field, leaving the path to the watchtower open. [10] 16 Your efforts at discretion fail; the alerted troops rally, and the ar-
cher notices your presence. As you sprint towards the arcane area, a
B) Wait until the archer’s gaze wanders, then launch a swift and silent
volley of arrows rains down upon you. Each hero takes 4 DMG. [12]
assault on the unsuspecting swordsman. [11]
C) If Niary is on your team: Taking out the archer from this distance
seems impossible, but not for you. You carefully aim and shoot a pre- 17 Choosing to abandon the struggling family, you sprint towards
cise arrow, hitting the enemy right in the middle of his chest. Then, your objective.
the other guard becomes easy prey for your combined attack. Gain 1 You try to take down Kemet scouts near a watch tower stealthily, but
(Niary starts the quest with 1 on her pool.) [12] your lack of discretion alerts the guard, and an arrow shower strikes.
Each hero takes 4 DMG. Finally, having overcome the last hurdle, you
arrive at the arcane site.
Go to page 22 and set up Quest 2: “Know Your Enemy.”

20 • Tanares Adventures
Captain Sedura

Campaign Book I • 21
2 - Know Your Enemy
During the invasion of Fisherman’s Wharf, the Ironhand destroyed a portal
that is connected with the rest of the Imperial grid. Interrupt a powerful Events
ritual of Kemet Lords trying to reconstitute it.
Primary Objective INITIAL SETUP
• Destroy all Mana Shields protecting the Kemet Lords = Read • Place all heroes on the Stairs. Each may reassign two Skill Tokens.
[2.5]. • Place Reaper (15-R), Specters (93-O) and (94-B).
If you lose • Place the Kemet Lords: Cildroly - Archer Figure (C) and
Solnertha - Necromancer (S).
• Try again. • Then, after reading the Special Rules, read [2.1] - page 24.
Extra Challenge Ŝ Remember to remove the Specter!
• Kill the Specter before destroying Gullog’s Mana Shield. • As soon as the Mana Shield (Red Boss Token) drops to 0, read [2.2].
Rule Explanation: After the Campaign properly begins, you’ll If all villains are dead and the Kemet Lords (Cildroly and
gain two additional Loot Cards (gold, wood, iron, or gem) if you Solnertha) have been removed from the Altar Tile, read [2.3] (to
do the Extra Challenge and win the quest. continue the quest).
Note: no extra resources will be granted for doing the Extra Challenge EVENT 1
in this Introduction, but try to keep this challenge in mind and see
if you can do it: you’ll want to accomplish Extra Challenges in every • GUARD 3: Place Reapers (16-O) and (18-G) and Zombie
quest after this one. (69-R).
Ŝ Place the Kemet Lords: Yrizard - Spy Figure (Y) and Zisenuh -
Berserker Figure (Z)
Special Rules • As soon as the Mana Shield (Red Boss Token) drops to 0:
| Yrizard deals 8 DMG and removes 1 from her closest hero.
Kemet Lords and Mana Shield (Archer, Necromancer, Warrior, and Then remove its figure.
Spy Figures; Red Boss Token)
| Zisenuh deals 12 DMG to his closest hero. Then remove its figure.
A powerful mana shield protects those performing the ritual. Besides
If all villains are dead and the Kemet Lords (Yrizard and
attacking it directly, you may use skills to deplete the mana from your
Zisenuh) have been removed from the Altar Tile, read [2.4] (to
surroundings.
continue the quest).
• Kemet Lords cannot be moved and take no turns.
EVENT 2
• A single Mana Shield protects two Kemet Lords. Put the Red Boss
Token on “70” (HP Track) to represent its HP. Rule Explanation: If this part seems a bit thin on content, it’s
| Whenever your attack targets a Kemet Lord, roll against the
because the entries often contain instructions.
Mana Shield’s Defense Stat, which is 2. As soon as this last Mana Shield (Red Boss Token) drops to 0, you
| Whenever you deal DMG to a Kemet Lord, reduce the Mana win the quest, then read [2.5].
Shield’s HP (Red Boss Token) instead.
• Whenever a hero uses a skill, the Mana Shield takes 10 DMG. Rule Explanation: You don’t always have to kill all villains
to win a quest. Sometimes, accomplishing the Primary Objective
If there are Kemet Lords on the grid, a hero takes 5 DMG. will make the enemies still on the grid flee, perish, or otherwise be
defeated in a way that doesn’t need to be executed on the board.
Crystal Deposits (Barrel figures) This is the case in this quest. Note, though, that you will accomplish
+ Remove it: Each hero gains 1 . the Extra Challenge.

22 • Tanares Adventures
Villain Kits Barriers • 1 Wall 5x1 Terrains Miscellaneous • 1 Necromancer Figure
• 4 Reapers (15, 16, 17, 18) • 2 Barricades 3x1 • 3 Walls 4x1 • 3 Altars • 1 Archer Figure • 1 Spy Figure
• 1 Zombie (69) • 3 Barricades 2x1 • 3 Walls 3x1 • 1 Spikes 4x2 • 3 Barrels • 1 Warrior Figure
• 1 Specter (93, 94) • 2 Big Doors • 2 Spikes 3x3 • 1 Berserker Figure
• 4 Spikes 2x2
• 1 Stairs • 1 Gullog Figure

94
C
S 93 4
15 18

4 16 G

3 4 5
16 94

3
18
69
Y

Map Labels: Initial Setup Event 1 Event 2

Campaign Book I • 23
Quest Chapter 2 Understanding Condition Tokens:
• Conditions Stack: If you have a condition token, its effects will
Know Your Enemy accumulate. For instance, if you have two Empowered 3 Tokens,
you’ll deal +6 Damage.
• Conditions Persist Until Used: Condition tokens, just like those
1 Using the Modifier Table: The Modifier Table provides a set of
requirements on the left. These requirements could be related to
applied by villains’ effects, last until they’re used. You retain these
tokens until their effects come into play. For instance, a Protected
various factors: Token only ends when you’re attacked. Similarly, an Empowered
Token ends when your attack hits.
I f Y ou H ave : A pply the F ollowing : This time we’re taking it a bit easy on you, but expect your future
You’ve successfully neutralized troops allocated near the decisions to heavily impact the circumstances surrounding your
site of the ritual without raising the alarm; enemies on game (for better or worse).
(slot 1) site are more distracted.
The Reaper (15-R) and the Specter (94-B) gain 3 Distracted
Quest 2: “Know Your Enemy” begins NOW (take the first turn!)

2
Tokens each.
(slot 2) Mark Wharfers saved (fact). These Kemet stand above the rest in terms of power, yet their recent
ritual has left them in temporary weakness. They sway, nearly fainting.
Quest 1: Your previous fight against the Kemet makes their forces “Solnertha, your undead minions failed to protect us as you promised.
Fisherman’s weaker here. Remove the Specter (93 - O) from the board.
Wharf
That’s why my trust lies only with my aim,” Cildroly, one of the Kemet
lords, declares, before turning his attention to you. “But consider your-
• Black Cubes in slots: These represent choices you’ve made during self fortunate; I typically enjoy making my enemies suffer, but I have
your Adventure. The effects will always describe the decisions decided to spare you for now. However, I will leave you with a parting
you’ve made and their implications on your quest. gift.” Swiftly, he draws a massive bow and fires two arrows in your
direction. Cildroly deals 7 DMG to his two closest heroes.
• Facts: Occasionally, you’ll acquire Facts (indicated in green) to re-
cord in your Campaign Log. You’ll need to verify if you’ve marked “Perhaps if your archers had some use and detected the enemies, my
these down. undead might have been enough,” replies Solnertha, the other Kemet
lord. If there is another villain alive, Solnertha places a Reaper (17-
• Quest made: The phrase Quest 1: Fisherman’s Wharf implies B) in [1] of her closest hero.
that if you’ve undertaken the quest (even if unsuccessful), you’re
eligible for the modifier. The Kemet had prepared a quick escape strategy if their Mana Shields
shattered, and they manage to retreat before you can react. Cildroly
• Correctly Answered Puzzles: In this case, check if the puzzle has
and Solnertha vanish from the battlefield. Remove Cildroly’s and
been solved correctly to apply the respective modifier.
Solnertha’s figures from the grid.
This satisfies the first condition for beginning Event 1 (the second
is to defeat all other villains).

24 • Tanares Adventures
As each round concludes, if no villains remain alive, check section The striking woman turns to her companion with a smile gracing
[2.3]. The narrative will signal when a condition triggers an entry her features. “Observe, Zisenuh! Our leader’s foresight was precise. His
or prompts a future Event. Note that you must continue all quests wisdom is truly remarkable.” She gazes at you, her eyes analyzing every
when they inform you of a condition that leads to a support section detail. “I have heard stories about invincible champions of the Arenas,
(like this 2.3) or to an upcoming Event. those who’ve defeated even the most formidable Avatar Dragons. Yet, in
person, they appear... modest, wouldn’t you agree?”
The Primary Objective must never be considered met before all
other quest instructions have been followed. For example, if the Her companion’s deep voice rumbles in response, “A true shame, in-
Primary Objective is to “kill all villains” and you have killed all deed. These heroes are denied the honor of a glorious death by my hand
villains from the initial placement, that doesn’t mean you’ve won in combat, enchanting Yrizard. But we must follow the prophecy, for it
the quest: first check whether you must read a support section or reveals us certain victory.” They sheath weapons and start to perform
start the next Event. a spell, their arms raised in preparation for the casting.
Now, resume your quest! Recalling your previous encounter with weakened Lords, you must
swiftly deplete their shields, bracing yourself for whatever they might
3 A faint glow comes from the portal at the top of the building, indicat- unleash before making their escape.
ing it is recovering. Stopping Cildroly and Solnertha was not enough. Resume the quest (start Event 1) — Note: remember to place the vil-
There must be more Kemet Lords casting the spell. lains listed under Event 1’s header and read all other instructions
Upon hearing a commotion on the other side of a gate, you break in there; not all quest instructions are found in the entries.
to confront two more Lords.
• Remove the Yellow Big Door. 4 The portal pulsates with increasing power. The arcane spell, it seems,
is nearing completion.
• Place Barrels in the positions indicated on the quest map.
• Remove the Red Big Door from the grid.
• Put the Red Boss Token on “70” (HP Track). It will represent the
next Kemet Lords’ Mana Shield. • Arrange the Barrels as indicated on the quest map.
Note: the sections may give you quest instructions too! You see a hall, vast and twice the size of any other you’ve
Despite sharing the same lineage, the Lords couldn’t be more distinct. crossed, housing two more Kemet Lords. One of them promptly
One, a slim, dark-skinned female youth, exudes an air of deadly grace, moves to the front, gripping a great sword, while the other floats mid-
while the other, a hulking figure of a man adorned with a skull as a air, eyes shut, holding a pendant on his necklace.
mask, radiates brute force.

Campaign Book I • 25
“They have arrived, Captain Gullog,” he announces, glancing over his
shoulder at your party. “Your bravery is admirable, but our victory, as I f Y ou H ave : A pply the F ollowing :
is your demise, is inevitable. Awaken, ancient spirits, by Baraelmer’s The family members had learned a few things about the
command!” With a forceful plunge of his sword into the ground, a positioning of kemet troops near the walls while trying to
magical aura pulsates, and spectral figures - a ghostly spirit and two Wharfers
escape. They met Ironhand officers farther down the road
skeletal warriors - rise with an ethereal glow to challenge you. and made them better informed when they launched
saved (fact)
their assault. Thus, kemet necromancers in the perimeter
Gullog remains undisturbed, his eyes closed. He either ignores your were more harmed than expected. Reaper (16-O), Reaper
presence or simply considers it insignificant. (18-G), and Specter (94-B) each takes 5 DMG.

GUARD 3: Reaper (16-O), Reaper (18-G), Specter (94-B).


Ŝ Place Gullog (Gullog Figure) and Baraelmer (Warrior Figure) (as Resume the quest (start Event 2)

5 (Read this only if you won this quest)


on the quest map).
• Put the Red Boss Token on “70” (HP Track). It represents these
Kemet Lords’ Mana Shield. Gullog appears unperturbed by the disrupted spell. Holding a skull
Note that Gullog and Baraelmer belong to the same GUARD 3 in his open palm, he finally turns to face you, a faint smile on his
group as the other villains. This means, if the lords are attacked, lips. A sudden surge of necromantic energy paralyzes you, spreading
the other villains become active. through the area like a shockwave and knocking you off your feet.
Each hero takes 25 DMG.
The distant clamor of battle echoes through the surroundings, inter-
rupted by Sedura’s unmistakable war cry, and a thunder blast follows. If at least one hero remains with more than 1 HP, go to [6].
Are the Ironhand troops making a last effort to stop the tide of rein- Otherwise, go to [7].
forcements rushing to defend their generals, or are they being pushed
back, on the verge of retreat? 6 Baraelmer, surprised that you’re still alive, readies his sword to strike.
Gullog intervenes, speaking for the first time. “Sheathe your sword,
Baraelmer. I did not authorize you to strike.” Baraelmer frowns at his
Captain, indignant. “Why insult them like this? They deserved a dignified
end.” Gullog strides toward a nearby portal, his departure imminent.
“Your opinion was not requested, Baraelmer. Our success here was not
the goal; understanding and respecting our enemy was. Never under-
estimate them, regardless of appearances. Now, we have work ahead.”

26 • Tanares Adventures
Baraelmer hesitates, casting one last gaze at you as he sheathes his defenses to withstand the imminent Kemet attack. Their ignorance of
sword. “Deliver this skull to Solnertha. It’s required in the lab to control our position won’t last forever.”
him better.” Mark Baraelmer’s Mission (fact).
Zalir grins broadly. “Indeed, and rest assured, I’ll offer my full support.
They vanish, leaving behind a trace of powerful magic that awakens I maintain a beneficial relationship with the Relic Hunter guild. You’ll
the fallen bodies around you back to unlife. Narrowly escaping the be the first to know if I stumble upon intriguing artifacts. Also, I own a
undead horde, you join the Ironhand and return to Wharfugee.[8] weapon shop here in the city. I am at your disposal if you wish to invest
the treasures you’ve got from our foes.” After noting your expression,
7 Your vision darkens as Gullog and Baraelmer disappear into the he exclaims, “Wait, you haven’t been looting your enemies? In these
critical times, every advantage must be seized. Search the fallen foes for
shadows, leaving you in the company of the undead horde. Exhausted
and unable to defeat them, your surroundings blur into light flashes anything that may tip the scales in our favor.”
and deep thunders. Your awareness wanes, but not before the sound Now, let’s create your Character Deck.
of Ironhand troops reaches your ears. [8]
• Get all 24 Character Cards with INITIAL written in the top right.
8 Once your strength is restored, you head to the Outpost for a de- Their names always start with Ironhand.
• Add to the deck the four heroes you already selected. It should look
briefing with Sedura. “Firstly, on behalf of all of Tanares, my heartfelt
gratitude,” she begins, her gaze intense. “Your mission was a success, and like this:
you have effectively blocked the enemy from accessing our portals. You
cannot understand the magnitude of this victory - we might have lost the
war before it had even begun.” Her eyes scan the room cautiously. “Now,
there’s a secret I wish to entrust to you. We possess the Imperial Portal
Grid that allows us to travel almost any region in the continent swiftly.”
When she grabs a scroll, your conversation is interrupted by a soldier.
“Captain Sedura, Zalir Draconis awaits outside. Shall I invite him in?”
She nods in response.
A flamboyant noble enters the hall with a whirl of charisma and con-
fidence. “Ah, Sedura, a pleasure as always. And you must be the heroes
of Wharfugee. My anticipation to work with you in defeating the Kemet You can already use them for your first mission after the tutorial. In
is overwhelming.” the future, you will gain new NPCs and new heroes to add to your
Sedura blushes slightly, swiftly regaining her cold composure. “Heroes, deck. At the start of the adventure, you can recruit any heroes you
your capabilities are unquestionable. I have a task of vital importance - I own for the quest and assign an NPC to it.
need you to form an unofficial Resistance within the Resistance. Recruit
people and other heroes, and gather resources. We must bolster this city’s

Campaign Book I • 27
Uses for NPCs
• Cildroly, a personification of sadistic cruelty, controls the archers
• They help in tests during the Adventure (sum their abilities with with an iron fist. His chilling oversight ensures the impermeability
the hero’s one) of their defense perimeter.
• Use their abilities or power during the City Phase / World Phase • Solnertha, ancient and sagacious, presides over the necromancers.
• Apply its Quest Power at the start of the quest. Unfortunately, the Among the eldest, if not the oldest one, she directs the haunting
initial ones have none. symphony of all undead affairs.
• Yrizard, master of deception and a deadly assassin, loyally serves
Chests her captain. Her eyes and ears extend across Tanares, guiding the
Quests usually contain TWO chests. A hero in [1] of a chest may web of spies that eliminate all who dare to resist.
spend 1 movement point (interaction) to open the chest. • Zisenuh, a battle-hardened veteran who finds his purpose in the
• When you open it, you get a Healing Scroll. Grab the chest minia- heat of conflict, heads the offensive troops and commands the front
ture to represent it; lines, his heart burning with the lust for glory.
• At the end of any of this hero’s turns, it may use the scroll, spending • Baraelmer, a warrior covered in mystery, is considered Gullog’s
NO action (discard the chest miniature); trusted second. His precise role remains an enigma, instilling fear
among those who cross his path.
• Effect: HEAL 30 any hero in the grid, then heroes with 20 HP or
less HEAL 10. No vision or range are required. • Gullog, the puppet master, is pulling the strings of all generals. His
powers of foresight are extreme.
Kemet Hunt It further reveals some crucial information:
This is an elegant system to create a dynamic difficulty level. In this
game, the spread of good strategies is very large and this can balance • The Kemet, in their audacious confidence, are now fully aware of
this ability curve to make the perfect challenge level. your team’s existence and anticipate a swift victory.
• They don’t have access to the portals that connect most of the
• You can increase the Kemet Hunt level only if you have a perfect Empire.
victory (end the quest with TWO Scrolls of Healing, TWO First
Aid AND make the Extra Challenge)
• You can lower it whenever you wish before a quest. Gain Adventure Cards D and E. Note
that you’ve skipped Adventure Card
Changes: “C”: such a thing will become common
as you make choices that unlock differ-
• Check the Campaign Log (below the Calendar) or Rulebook to see ent Adventure paths.
the exact change, but usually it involves adding more enemies (the
ones marked with stars) and other disadvantages. Always choose the Adventure you feel
• Reward: +1 loot card after the quest per Kemet Hunt level. is your highest priority: you’ll often
lose Adventure Cards because time has
Engage in the Kemet Hunt at a level that enhances your enjoyment of passed and the problem they describe can
the game. The first Quest (next one) starts with level ZERO. no longer be solved.
Gain +1 Strategists and +1 Warriors.
Conclusion
• Go to the Campaign Log and mark the first slot of each of them.
Zalir draws near with a concerned face. “It seems you met Sara. I’ve
also had the opportunity to speak with her, and her words have left Note that you still haven’t played a City Phase. This will happen
me deeply worried,” he begins, his voice cloaked in a somber tone. after you play your NEXT quest and gain Loot Cards.
“Newcomers frequenting her tavern share distressing stories of increas-
ing crime along the Imperial roads, affecting even the transport of vital The Campaign tutorial has ended. Use the Quickstart to check the
food and supplies to major cities. This instability is starting to touch summary of rules and if you still have questions, the Rulebook.
Wharfugee as scarcity incites potential revolt, spiraling criminality, and
horrific acts of violence. The desperation of hunger can drive people to What to do next?
do unimaginable things, especially when their families are at stake. If 1. Read carefully the cards D and E you received. Choose one of
this continues, we may have no choice but to cast out these desperate them, which will guide your next actions in the game.
souls, dramatically lowering the population and the Resistance ranks.”
2. Mark in the FIRST slot of the calendar the chosen letter and 0 on
Zalir’s frown deepens as he proceeds, “Another fear of hers, and mine the Kemet Hunt (difficulty).
as well, is the mysterious disappearance of her friend, Huradrin. In
his absence, Sara has dutifully assumed the caretaking of his Natural 3. Prepare your team
Lab. There are rumors of an undead outbreak in his home region, the • open the board
Shortfall Forest, related to whispers of an infectious plague that trav- • pick the heroes’ attacks, items, and hero cards.
elers carry. These undead are unlike anything we’ve seen before; they • Choose their skills, placing the four skill tokens level I and
have a distinct, horrifying aura and are ominously infectious. If their mana cubes (start with ZERO cubes)
spread remains unchecked, panic will escalate, inevitably culminating
in needless slaughter. The resulting catastrophe could potentially harm • Put also their HP token on the track.
the Resistance.” 4. Pick the Black Cubes, the five Fate Cards, Condition Tokens, and
Sedura brings you a dossier with complementary information about the four Tool Tokens. They MAY be used during the adventure.
the Kemet lords gathered by her spies: They are used to track your decisions and in some mini-games.
5. Go to the page of this Adventure in the Campaign Book (same
name and letter) and start the adventure.

28 • Tanares Adventures

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