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W iarith W W randven W W

v ey kr ilnags sgraykingraykingrayking
v ey kr ilnags sgraykingraykingrayking gvise W
sgraykingraykingrayking
a dy koiwnsg or a
ghr a a dy koiwnsg or a
ghr a
g rh a ghr a v ey kr ilnags
a dy koiwnsg or a
sg rh a
a dy ko iwnsgorv a
graykingraykingrayking a dy ko iwns gorv a
e ry lk ai ns g sgraykingraykingrayking e ry lk ai ns g sgraykingraykingrayking
g rh a
a dy ko iwns gorv a
e ry lk ai ns g

z
z

z
1 6 6
5 4 6
1 1 2

z
the grayking’s servants creep the townsfolk are gone. zhumbi roam the
2
W
through the alleys of iarith. streets now, shambling beings, radiating
their cries chill the populace. decay, uttering only gibbering cries.
if you prevail, raise your they use corpses as their vessels.
mana count by next card value. avenge the town of randven.

W marim W z borolia
v ey kr ilnags ZZZZZZZZZZsgraykingraykingrayking
v ey kr ilnags z W tural W
sgraykingraykingrayking
a dy koiwnsg or a
ghr a a dy koiwnsg or a
ghr a
sg rh a
a dy ko iwnsgorv a
graykingraykingrayking e ry lk ai ns g g rh a
a dy ko iwns gorv a
sgraykingraykingrayking e ry lk ai ns g
z

z
z
6 3 4

6 3 2

1 2 1
z

3
W seat of power for the council of wardens. ghast silently steal the sleep of tural’s
cleanse your spirit of corruption. for each children each night. the mayor begs for
two spaces moved on your spirit track, move your assistance. if you prevail, raise your
the grayking one space closer to lassadar, spirit count by next card value.
then place this card on the discard pile.

W dalnish W W
z wardenkeep z W
v ey kr ilnags ZZZZZZZZZZsgraykingraykingrayking
v ey kr ilnags han W
sgraykingraykingrayking
a dy koiwnsg or a
ghr a a dy koiwnsg or a
ghr a
sg rh a
a dy ko iwnsgorv a
graykingraykingrayking e ry lk ai ns g g rh a
a dy ko iwns gorv a
sgraykingraykingrayking e ry lk ai ns g
z
z

5 2 1

1 1 3

1 2 2

lassadarian fortress on the edge of the you may remain at wardenkeep and learn an important trading town. han cannot be
barrier planes. ghast make continual new spells. for each spell learned after allowed to fall into the grayking’s hands.
attacks upon its walls. -i to your attack the first one, move the grayking marker townsfolk ready their defenses to aid you
roll. if you win, gain 1 spell of your choice. one space closer to lassadar, then place in your fight. +1 to your attack roll.
mana cost still applies. this card on the discard pile.
W limia W W arach W W
v ey kr ilnags sgraykingraykingrayking
v ey kr ilnags sgraykingraykingrayking chanast W
sgraykingraykingrayking
a dy koiwnsg or a
ghr a a dy koiwnsg or a
ghr a
g rh a ghr a v ey kr ilnags
a dy koiwnsg or a
sg rh a
a dy ko iwnsgorv a
graykingraykingrayking a dy ko iwns gorv a
e ry lk ai ns g sgraykingraykingrayking e ry lk ai ns g sgraykingraykingrayking
g rh a
a dy ko iwns gorv a
e ry lk ai ns g

z
z

z
2 3 4

4 2 5
1 2 1

a walled mountain town ringed by a river here is where the first sightings of ghast you detect the stench of ymp on the wind
channel. limia is now notorious for being were reported. is there a portal from as you approach the city gates, standing
the grayking’s birthplace. it is an area lassadar to the ash tower here? prevail and wide open and unguarded. what awaits you
steeped in magic. prevail and gain one spell move the grayking marker one space away inside? -i to your attack roll.
of your choice. mana cost still applies. from lassadar.

W etin W z jasdell
v ey kr ilnags ZZZZZZZZZZsgraykingraykingrayking
v ey kr ilnags z W salilth W
sgraykingraykingrayking
a dy koiwnsg or a
ghr a a dy koiwnsg or a
ghr a
sg rh a
a dy ko iwnsgorv a
graykingraykingrayking e ry lk ai ns g g rh a
a dy ko iwns gorv a
sgraykingraykingrayking e ry lk ai ns g
z

z
z
5 1 6

1 4 6
1 1 2

zhumbi crowd the once lush pastures,


inhabiting the dead and corrupting all
manner of beasts. -2 to your attack roll.
your birthplace. no matter what you have
done or will do, this place will be home.
raise spirit count by 2x next card value,
then place this card on the discard pile. z Wi

W nem W W
zf i e l d s
v ey kr ilnags ZZZZZZZZZZsgraykingraykingrayking of e t hz
v ey kr ilnags W parest W
sgraykingraykingrayking
a dy koiwnsg or a
ghr a a dy koiwnsg or a
ghr a
sg rh a
a dy ko iwnsgorv a
graykingraykingrayking e ry lk ai ns g g rh a
a dy ko iwns gorv a
sgraykingraykingrayking e ry lk ai ns g
z
z

2 3 4

3 2 1

2 1 2

a coastal seaport. the grayking’s servants the elder wardens are buried in this sacred the road to parest travels through sparse,
rise from the waters each night to take field, their aura and power remains and rocky fields. you can hear the chittering
townsfolk from their beds. they seem renews. raise mana count 2x next card value, of ghast at night, scrabbling across the
legion. -i to your attack roll. then place this card on the discard pile. expanse to claim another victim.
z elder nif z z elder san z z elder bren z
3 3 3
ZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZ

z
z

z
6 5 4

1 1 2

z z z
2

2
2
1 2 1

i i i
elder nif is the head of the council of san has dedicated his life to protecting elder bren is a master of arcane studies. you
wardens. call on his aid 3 times when visiting lassadar from the grayking and now joins may call on his assistance in battle 3 times.
borolia or wardenkeep and move the grayking your quest. he provides one additional attack each time he adds +2 to your mana.
marker one space towards the ash tower each die after an attack roll but only 3 times. rotate this card to track, then discard.
time. rotate this card to track, then discard. rotate this card to track, then discard.

flint counter ice counter

z
W 4
unguard
re-roll
any grayking
roll of i or 2
sorrow
-1 mana
z
W5

sullen
shatter
-2 mana
z
W6

forget

z W z
axe

z
roll 2d6

W 7
remove
any of
your dice
rolls
showing
i or 2
regret
-1 spirit 9
W 10
forget
your
spell
of that
matching
number

mourn

z
W 8
spear
change all
grayking
rolls of
i and 2
to show 3 z
W
11
mirror
re-roll
any of
your dice
showing 6 4 Last Stand
expansion Cards

grayking the last stand


The gates are closed and you stand before
the Grayking. It is the time of endings, the
time for the Last Stand.
Description of/Rules
Hit Points for the Expansion
7
For each spell you have learned during your
8 6 5 quest, increase your mana and spirit by that
amount before you begin the last battle.

4
The Grayking begins with 8 hit points. For
3 2 1 any flint or ice spell you use during this
battle, the Grayking will counter with
one that positionally matches on the spell
counter cards.
The Grayking will roll one more attack die
than you will during each attack round.
roll for both his attack and yours.
If you are successful reduce his hit point
count by one. if the grayking is successful
reduce your spirit count by two.
You may recharge all spells of one type when
his damage marker is on a gray hit point icon.
oaken spells flint spells ice spells
fuse
bind
up to
-2 on
loss table
-i spirit
zz swap
mana
and
spirit
values
-2 spirit
shield
re-roll
one die
-i mana
z quiet
+3
mana
-i next
attack z
zz
hammer
knot
up to
-3 on
loss table
-i mana
zz enwrap
extra
attack
die
[-3 mana]
brittle
knives
+4 atk
[zhumbi]
-2 mana
plate
extra
attack
die
[-2 mana]

shear
stillness
+4 mana
-i spirit
zz shiver
extra
attack
die
[-2 mana]

calm

zz zz
sword
z
shard flip up to memory recharge
barrier knives any +3 spirit all
lock
-2 mana W +4 atk
[ghast]
-2 mana
three
dice
faces
-3 mana
-i next
attack
spells of
any one
type
-4 mana

zz
spark

z zz
forever seal blades forge reverse wind
remove event card re-roll shock re-roll speech
must learn spell any extra two dice extra
anew each time used three attack -3 mana attack
[-3 mana ] dice die die
-3 mana [-4 mana] [-4 mana]

z
lassadar

i raise mana count by one i lower mana count by two


W

z z z z z z
W W

2 raise spirit count by one 2 lower spirit count by one

3 3 lower mana/spirit count


W

raise mana count by two each by one


warding

1 W
gate 1

z 4 gain a next path spell of your


choice for a cost of one mana 4 move the grayking marker
two spaces toward lassadar
W

5 move the grayking marker 5 move the grayking marker


W

one space away from lassadar three spaces toward lassadar


W W
warding
gate 2

6 move the grayking marker 6 move the grayking marker


two spaces away from lassadar four spaces toward lassadar

z
W

Mana Spirit
W W2

the barrier

i 8 15 i 8 15 W kurth
sgraykingraykingrayking
v ey kr ilnags W
a dy koiwnsg or a
ghr a
sg rh a
a dy ko iwnsgorv a
e ry lk ai ns g
planes

2 9 16 2 9 16 graykingraykingrayking
W

z
3 10 17 3 10 17 4
W W
warding
gate 3

4 11 18 4 11 18 5
z 5 12 19 5 12 19 3
W3
W W

6 13 20 6 13 20
7 14 21 7 14 21
Warding Keys
W

z
z
z
the tower

2
Wi W W3 ymp sense you entering the city and begin
of ash
W

to drain your energy. -1 to your mana


before the battle begins.
+2 to spirit -i to grayking +2 to mana
marker
ghast ghast zhumbi

Hit Points Hit Points Hit Points

2 1 2 1 2 1
Range Range Range

2 Ghast strikes up to
two hexes in distance
2 Ghast strikes up to
two hexes in distance
1 Zhumbi strikes up to
one hex in distance away
Damage Damage Damage

1s Ghast does one point of 1s Ghast does one point of 1s Zhumbi does one point of
damage to your spirit damage to your spirit damage to your spirit
on a successful hit on a successful hit on a successful hit

ghast zhumbi ymp

Hit Points Hit Points Hit Points

2 1 3 2 1 5 4 3 2 1
Range Range Range

2 Ghast strikes up to
two hexes in distance
1 Zhumbi strikes up to
one hex in distance away
3 Ymp strikes up to three
hexes in distance away
Damage Damage Damage

1s Ghast does one point of 1s Zhumbi does one point of 1m Ymp does one point of
damage to your spirit damage to your spirit damage to your mana
on a successful hit on a successful hit on a successful hit

ghast zhumbi ymp

Hit Points Hit Points Hit Points

2 1 3 2 1 4 3 2 1
Range Range Range

2 Ghast strikes up to
two hexes in distance
1 Zhumbi strikes up to
one hex in distance away
3 Ymp strikes up to three
hexes in distance away
Damage Damage Damage

1s Ghast does one point of 2s Zhumbi does two points 1m Ymp does one point of
damage to your spirit of damage to your spirit damage to your mana
on a successful hit on a successful hit on a successful hit
Choose 2 cards from

z
the servant deck for this

2 3
battle (each must be a
different type) and roll
2d6 to place the servants’
markers on the city map.
1
W
4 place a marker on the
numbered warden icon for
your starting space. the

10
blue warden icon is a spell

6 recharge space. you may


move on to this space to
recharge each spell type

5
z
once.
Wi after magic use by player,
roll 2d6 for additional
9 7 eldrich damage.

8 12

z
W Eldrich damage table
6,7,8: no additional damage

11 5,9: active servant wounded addt’l -i


12: active servant wounded addt’l -2
4,10: spirit loss addt’l -1
2,3,11: spirit/mana loss addt’l -1 each

Choose 2 cards from

z
the servant deck for this

2
battle (each must be a
different type) and roll
2d6 to place the servants’
2
W
markers on the city map.

9 4 place a marker on the


numbered warden icon for
your starting space. the

W 3 8 W2 5
blue warden icon is a spell
z

z
recharge space. you may
move on to this space to
recharge each spell type

7 6 once.
after magic use by player,
roll 2d6 for additional
10 eldrich damage.

Eldrich damage table


11 12 7,9: no additional damage
6,8: active servant wounded addt’l -i
2,12: all servants wounded addt’l -1
5: active servant slain
4,10: spirit loss addt’l -i
3,11: spirit/mana loss addt’l -1 each

Choose 3 cards from

7 8 10
the servant deck for this
battle (each must be a
z
W3
z

different type) and roll


W 2d6 to place the servants’
markers on the city map.

11 place a marker on the


numbered warden icon for
your starting space. the

9
blue warden icon is a spell
z

3
W recharge space. you may
move on to this space to
recharge each spell type
once.
after magic use by player,
roll 2d6 for additional

2 6
eldrich damage.

5 12 Eldrich damage table


7: active servant wounded addt’l -i

3 4 5,6,9: all servants wounded addt’l -i


12: active servant wounded addt’l -2
4,10: spirit loss addt’l -2
2,3,8,11: spirit/mana loss addt’l -2 each
zmq

zmq

zmq
Shad ws Shad ws Shad ws
L a suspaodna r
the grayking is risen L a suspaodna r
the grayking is risen L a suspaodna r
the grayking is risen
zmq

zmq

zmq
Shad ws Shad ws Shad ws
L a suspaodna r
the grayking is risen L a suspaodna r
the grayking is risen L a suspaodna r
the grayking is risen
zmq

zmq

zmq

Shad ws Shad ws Shad ws


L a suspaodna r
the grayking is risen L a suspaodna r
the grayking is risen L a suspaodna r
the grayking is risen

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