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Chronicles of Frost: All That Burns

Expansion for Chronicles of Frost

Chronicles of Frost: All That Burns Rulebook

Table of Contents

Table of Contents

  • Introduction
    • Expansion Overview
  • Game Components
  • Expansion Setup
  • Campaign Game
    • Villain Cards
    • The Campaign Phase
    • Victory and Defeat
    • Victory Points in Campaign Game
  • Upgrading Hero Starting Decks
  • World Event Deck
    • Interacting with World Events
    • Curses in Hero Areas
  • Quests and Quest Actions
  • Burning Locations
    • Burning Location Placement
    • Resting in Burning Locations
    • Securing Burning Locations
  • New Exploration and Movement Rules
  • Excess Wounds
  • Choosing Negative Effects
  • Optional Rules
    • Villain Sigraed in Competitive Games
    • Burning Locations in Competitive Games
  • Harder Cooperative Game
  • Single Adventure Game
  • All That Burns: Tome of Adventures
    • Adventure 1: The First Sparks
      • Adventure Setup
      • Adventure Goal
    • Adventure 2: The Way of the Outcast
      • Adventure Setup
      • Villain Rules
      • Adventure Goal
    • Adventure 3: Burning the Ice
      • Adventure Setup
      • Villain Rules
      • Adventure Goal

Introduction

Expansion Overview

All That Burns is a campaign expansion for Chronicles of Frost that consists of four cooperative or solo adventures, which can be played separately, or linked into a single story of the rise of Sigraed the Lady of Mistflame – an iconic villain and a redeemed hero of Aestemyr.

Within the box you will find a new category of Fate Cards, a set of alternate Locations and World Event cards (all of these used only in cooperative adventures presented in this book), as well as Sigraed herself: both in her three villain incarnations, as well as in her redeemed hero form.

Apart from the above, there are also new Enemies, and more useful tokens: value 5 Wound tokens, extra Reward and Skill tokens, all to be used with both standard Chronicles of Frost games, as well as with the adventures presented in these rules. The hero version of Sigraed can also be used as a playable character in any type of the game – and you can even pit her against her former self, to see if light shall once again prevail against the darkness.

The printed contents page lists a "Base Game, Solo Game, Modules" subsection on page 3. That subsection does not appear in the scanned copy and is not transcribed.

Game Components

110 cards:

  • 40 Upgrade Fate Cards
  • 21 Burning Location Cards
  • 32 World Event Cards
  • 10 Starting Fate Cards
  • 6 Villain Cards
  • 1 Hero Character Card

20 tokens:

  • 8 Wound Tokens
  • 6 Scout Enemy Tokens
  • 4 Skill Tokens
  • 2 Reward Tokens

Example of (from left) Hero and Villain cards. Example of (from left) Borderlands, Deadlands, Wildlands Burning Location cards. Examples of (from left) World Deck Event, Starting and Upgrade Fate cards. Example of Enemy tokens. Wound tokens. Skill tokens. Reward tokens.

Expansion Setup

The general setup rules follow those of the standard game of Chronicles of Frost when played with the World Event Deck, with a few exceptions:

  1. The World Event deck used for any of the adventures is composed only of the Event cards found in this expansion. Remove the original World Event deck from the game.
  2. Each Hero starts each adventure with only one Quest: choose to draw a random Search Quest or a random Exploration Quest.
  3. Each adventure introduces its own changes to the setup. In order to set up a specific adventure, refer to its own setup instructions concerning composition of the Location deck, building the World Event Deck and possibly the starting board layout.
  4. If playing a campaign, new steps (detailed in the Campaign Phase section) are introduced in order for players to advance their heroes and prepare them for the next adventure.

Unless you really want to start exploring on your own, it's probably the best idea to choose Adventure I: The First Sparks as your first step into the fully cooperative game. Going on one of the later missions will make more sense – and you'll have a better understanding of the expansion mechanisms before the going gets really tough.

Campaign Game

The Campaign Game is played differently from a standard game of Chronicles of Frost. Here is a summary of changes, followed by a detailed description of each entry:

  1. Common victory or defeat: all players form a company of heroes with a common goal: victory over Sigraed.
  2. Each adventure has its own game end conditions. The first three measure the company's degree of success, which influences the difficulty of the final adventure. The final adventure can end in a common victory or defeat in the campaign.
  3. Victory Points are gained differently: only the cards in a hero's Chronicle yield Victory Points, and eliminated Enemies score points according to their numbers, with specific Victory Point values of each tokens being ignored.
  4. Each adventure is preceded by a Campaign Phase, during which players can spend earned Victory Points in order to permanently influence the compositions of their starting decks.
  5. The World Event Deck has a new composition: it acts as the will of the Mists, and via the use of Curses creates a set of threats and challenges for the heroes to overcome – or succumb to, and end the current adventure.
  6. Exploration and building the board works differently: declined Locations are either discarded or placed back on top of the Location Deck. Some Locations enter the game Burning, and need to be secured in order to make their discovery and rest effects available.
  7. Each Hero receives only one Quest for each adventure. Each Quest can be attempted only once per campaign – after an adventure during which a hero has tried to complete it, it is removed from the game for the rest of the campaign.
  8. The Quest Action can only be taken once per turn, between Quests, Locations and World Event (including Curses).
  9. World Event cards are returned to the bottom of the World Event deck, and not retired – unless a different rule is introduced by the current adventure.

Villain Cards

The new Villain Cards all represent Sigraed. When an adventure instructs you to use one or more of these cards, make sure that all face-up cards display the correct number of heroes for your game. Return any unused copies of Sigraed's Villain cards back to the game box.

When playing a Campaign Game, disregard all Resolve and Victory Point values on these cards – they are only used with some optional rules, and when playing the Campaign Game they should be treated as if their value was zero.

Also note that while attacking the Villain follows the rules found in the Chronicles of Frost rules, an adventure may introduce extra requirements for challenging Sigraed (apart from or instead of presence in a BORDERLANDS Key Location).

Now that you got a quick rundown of the differences, the more detailed rules are explained, starting with the Campaign Phase. Don't worry if some of them make little sense now, when you've gone through the rest of the rules, they should fall in place.

The Campaign Phase

A campaign game of All That Burns is played in a series of two main phases: the Adventure Phase and the Campaign Phase. The Adventure Phase is a single game much like those played with the base rules of Chronicles of Frost. It starts with the first player turn, and ends with the end of the adventure.

The Campaign Phase is a new addition – a series of steps taken between any two consecutive adventures in the campaign. After an adventure concludes, resolve the following steps:

  1. Calculate Victory Points gained by each player and add them to any Victory Points stored from previous adventures (see Victory Points in Campaign Game below).
  2. Purchase Upgrade cards and add them to Hero Starting Decks (see Upgrading Hero Starting Decks below).
  3. Return all of the cards purchased during the game back to their respective decks. Repeat this process for all Locations and World Event cards. Return Enemies to their face-down stacks.
  4. You may keep all Skill tokens received during the game, excluding those generated by your Upgrade Starting Cards. These need to be returned to the general stock.

Victory and Defeat

Although All That Burns is played cooperatively, players win or lose the game only at the end of the campaign (the end of the fourth adventure). After ending each of the first three adventures, your degree of success will be measured, shaping the setup and some of the specific rules for Adventure IV: The Mistflame.

The fourth and final adventure can end in heroes being either victorious or defeated.

Victory Points in Campaign Game

After completing each of the first three adventures, calculate a score for each player separately:

  1. Count the Victory Points of cards in your Chronicle normally – looking only at the rightmost (higher) value. Note that Upgrade Fate Cards do not provide any Victory Points regardless of where they end up after an adventure is concluded.
  2. Count the Victory Points for your Enemy tokens using the table below.
  3. Add the new total to any unspent Victory Points you have remaining from possible previous adventures to arrive at your new Victory Point total.
Numbers of Enemy tokensVictory Points received
00
1-31
4-62
7+3

Your Victory Point total is used to purchase new cards for your starting deck, as detailed below.

It's probably a good idea to write down the Victory Point total of each hero on a piece of paper – as well as any other relevant campaign information, like the degree of success achieved in each adventure or the Quests that have been already attempted and removed from the game, especially if you don't mean to complete the campaign in one sitting.

Upgrading Hero Starting Decks

All That Burns introduces a new type of cards: Upgrades. They are Fate Cards that share the same colour as Starting Cards, and can be used to permanently upgrade your Hero.

An Upgrade card can be purchased during the Campaign Phase. Unlike other Fate Cards, Upgrades have a cost in Victory Points instead of Resolve. This is because they can only be purchased for Victory Points achieved during adventures (and they can be bought only during the Campaign Phase).

Immediately after purchasing an Upgrade card add it to your starting deck. Now you must permanently remove one of your Starting Cards – it will no longer be available to you for the rest of the campaign.

You may never have more than two identical Upgrade cards in your Starting Deck, and you may never have more than one of the following four cards: Arcane Power, Martial Prowess, Stalwart Faith, and Shadow Tactics.

Let's make sure you know this really well: it's easy to paint yourself into a corner with those Upgrades. So, when you remove a Starting Card, make sure you're not ridding yourself of your last option to scout or purchase new cards. Keeping a bit of balance, even in a party of four, will definitely do you well.

World Event Deck

When playing any given adventure, only the World Event cards provided with this expansion are used. Note that the World Event cards in All That Burns are divided into Stage I, II and III. When setting up your first adventure make sure that you are using only the Stage I cards.

Each adventure will provide you with instructions on building the deck. Once built, the deck is placed in the offer area of the table. However, unless instructed otherwise, the World Event Deck offer starts with just one card placed right next to the World Event deck.

During the Clean-Up step of each turn, a new World Event card is drawn and added to the World Event offer. If there are other cards in the World Event offer, you must push them to the right. Each of the five positions of the offer can only hold one card. Whenever a card enters an offer space already occupied by a card, it pushes it one position to the right. This means that a new World Event entering the offer may (and often will) move a few other cards to the right.

If a World Event card is pushed beyond the final (fifth) position of the World Event offer on your turn, you must immediately place it in your Hero Area. It becomes a Curse.

If you already have two Curses in your Hero Area, or at least one Curse with a name identical to the one just received, your hero has been vanquished, and the current adventure ends immediately, regardless of the number of heroes in the game.

Interacting with World Events

While the Curse effects are not resolved as long as the World Event Cards remain in the offer, you can interact with any face-up World Event cards outside other Hero Areas. In order to interact with a World Event in the offer, simply resolve its Quest Action effect (paying all costs) to immediately perform the Reward section of the card.

Unless otherwise stated in the current adventure rules, the return effect of each World Event means it will be placed face-down under the World Event Deck, thus creating an empty space in the offer. Do not refill the empty space with a new card now. Draw new World Events only during your Clean-Up step.

Example of Quest and Reward sections located on the World Event card.

Curses in Hero Areas

A World Event card that enters a Hero Area becomes a Curse. A Curse in your Hero Area effects only you: your hero is the only one who suffers its negative effects. From now on, only you or a hero in the same Location as your hero can resolve the Quest Action printed on the World Event card in your Hero Area. The player who resolves the Quest Action of this Curse is also the player who receives any possible rewards beyond returning the card to the bottom of the World Event deck.

Watch out for those curses! While easily ignored in the beginning, they can pile up really quickly! So, whenever given the chance, try to remove them from the offer before any of them gets slapped on to you personally. Things can go sideways really quickly given the right curse – and some very wrong circumstances.

Quests and Quest Actions

During each of the first three adventures your hero will only have one Quest to complete: either an Exploration Quest, or a Search Quest. You may choose the type during setup, but it may happen that all Quests of one type are already gone, in which case there is no choice. Also, when there are more players willing to take on a Quest of a given type than the actual number of those Quests available, decide as a team who will draw a different type of Quest.

As with the base game of Chronicles of Frost, the Quest Action is used to interact with your Quests, as well as World Event cards. However, in All That Burns you are only allowed 1 Quest Action per turn. You will not be able to progress a Quest, secure a Burning Location, lift a curse or return a World Event card from the offer all on the same turn.

Here's a new twist to your Chronicle, which will sometimes force you to make hard choices. While completing Quests is the sure-fire way to earn more Victory Points and claim some new Fate between adventures, you should already know better than to completely ignore the Curses.

Burning Locations

All That Burns introduces an alternate set of Locations that find specific use in each adventure. The Burning Locations are added to the Location Deck during setup according to instructions of the current adventure.

Each Burning Location has a regular counterpart, which is set aside during setup. You can never interact with the set aside Locations in any way until the Burning Location of the same name is secured.

Burning Location Placement

Burning Locations, when explored, are placed in the grid the same way as regular Locations with one notable exception: they do not come with a discovery effect. Otherwise, all other rules for placing a new Location apply (including placement of an Enemy on a newly discovered Location).

Resting in Burning Locations

The rest effect of a Burning Location is both always active and always mandatory. Even when there is still an Enemy in the Location, you still have to resolve the rest effect.

Securing Burning Locations

A Burning Location can be secured by resolving its Quest Action. Only a hero in an empty (no Enemies) Burning Location may attempt to secure it. Immediately upon resolving the Quest Action of a Burning Location remove it from the game, and replace it with a regular Location of the same name (set aside during setup). You may now use the discovery effect as if the Location has just been placed for the first time.

New Exploration and Movement Rules

There are two important differences to how exploration works in All That Burns:

  1. When using the Explore action to explore, any cards you declined can be either placed back on top of the Location Deck, or discarded (in any combination). Only after all Locations have been discarded, they are re-shuffled to form a new Location deck.
  2. When exploring from a Location with an adjacent face-down Location card, you must first declare the grid space you will explore into. If it is a space containing a face-down card, that card must be drawn as if it was on top of the Location Deck. Afterwards, it may be treated just like any other Location card.
  3. When moving into a face-down Location card, do not draw from the Location Deck – simply flip the card you end on face-up.

Face-down Locations are not considered explored. You may not move through them by any means without exploring them first (flipping them face-up).

Things twist and change in the Mists, so you can never trust your senses too much. A Location which you cannot fully see is not really there – only once you've set foot in it can you say that you've actually seen it – and been there.

Excess Wounds

While you are never allowed to exceed the number of wound tokens printed on your Hero Character Card, some effects may force you to place extra wounds in your Hero Area. Whenever such a situation occurs, simply discard the Wound token without effect (but please see entry directly below).

Choosing Negative Effects

Whenever you are given a choice between two or more negative effects, and only some of them are impossible to resolve (like placing a Wound token when you have already reached the maximum number of wounds allowed in your Hero Area), you must choose one of the effects that you are allowed to resolve.

Optional Rules

All That Burns introduces four optional rules: two for the cooperative game, and two which can be used with a standard game of Chronicles of Frost.

Valskyrr is a rough place. It's been rough, I'm told, since before the Mists sank their teeth in our land, so don't expect a free pass. Now it's only worse, so only in the rarest of circumstances will you be able to completely avoid nasty consequences of trying to be a real hero.

Villain Sigraed in Competitive Games

You may use the Sigraed Villain cards instead of the regular Villain cards when playing a standard (competitive) game of Chronicles of Frost. You may add them instead of or (to make the game more challenging) in addition to the standard Villains. Make sure to observe the proper number of players when adding Sigraed to the World Event deck.

Since Sigraed cards are double-sided, they become active the moment they appear on top of the World Event deck. Each incarnation of Sigraed is treated as a separate Villain, and so must be challenged separately.

Burning Locations in Competitive Games

When setting up the game, randomly draw and set aside two or three cards from each Location type: BORDERLANDS, DEADLANDS and WILDLANDS, and replace them with Burning Locations. Set the drawn cards aside. Use the standard rules for Burning Locations.

For a more even-matched game, either make sure that all Key Locations, or that none of them are Burning.

Harder Cooperative Game

If you're looking for a harder cooperative game, simply end each Adventure the moment any player would receive their second (as opposed to third) curse. You may also add extra random Burning Locations to the Location Deck, but exercise moderation, as this can ramp up the difficulty very quickly.

Single Adventure Game

If you want to play an adventure as a standalone, simply play it according to the rules, albeit with the following exceptions:

  1. Each player may choose one Upgrade card for Adventure 2, two upgrade cards for Adventure 3, and 3 Upgrade cards for Adventure 4, and add them to their Starting Cards following regular Campaign Phase card purchase rules (only paying no Victory Points for the cards gained).
  2. Each Adventure ends with either a Victory or Defeat. Players are considered to have won only if they met all of the requirements of the Complete Success section of the adventure.

All That Burns: Tome of Adventures

Adventure 1: The First Sparks

Some say that summer never really comes to Valskyrr, for even in the months that are unbearably hot elsewhere, you can see snow in the north. Yet, this year, after a time of relative – and much needed – peace, spring has come earlier.

Many rejoiced, seeing this as a sign of a prosperous year, but not you. Hardened by your battles against the servants of the Mists, and schooled harshly by the corruptive power itself, you knew that in the land of peril nothing good ever happens on its own.

When news first reached you of a fiery massacre in the Arcane Academy of Dathnafar, you could not yet piece together what would be happening. But when intense thawing gave way to sudden flash-fires, you instantly recognized yet another heroes' call – and took to the dangerous roads with haste.

Adventure Setup

This adventure modifies the setup as follows:

  1. When setting up the Location Deck, shuffle all BORDERLANDS locations, and draw three of them. Shuffle all remaining locations together.
  2. Reveal the cards drawn and set them aside. Find their Burning counterparts.
  3. Shuffle the drawn Burning Locations, and place one of them face-down in any position adjacent to the Hearthfire Inn location.
  4. Deal two piles of nine location cards each. Shuffle one of the face-down Burning Locations into one of the stacks of nine location cards. Place the other Burning Location on top of the other stack.
  5. Place the shuffled stack on top of unshuffled stack (the one with the Burning Location on top).
  6. When creating the World Event Deck, shuffle only the Stage I cards.

Adventure Goal

Secure as many Burning Locations as possible. The game ends immediately after the third Burning Location is secured, or when a player is forced to place the third World Event card in their Hero Area.

COMPLETE SUCCESS: You secured all three Burning Locations.

Complete Success! It was more than fire you fought, but through your wisdom and the sheer power of your resolve, you prevailed in the end. It is clear that there is a new evil stirring in the dark corners of the land, and that the minions of the Mists were working on the foundation of a new threat. Whatever power base was being constructed, though, you have put a swift end to it. All you can do now is wait for their next move.

PARTIAL SUCCESS: You secured one or two Burning Locations.

Partial Success. It was more than fire you fought, and although you were both cunning and resolute, you know that something has slipped through your grasp. You know little of the source of the fires, but for one thing: the flames were of the arcane variety, one tainted by the foul touch of the Mists. There is no doubt that a new threat rises, and whatever is coming, though perhaps somewhat diminished, will still prove an at least formidable challenge.

FAILURE: You secured no Burning Locations.

Failure. The arcane blaze has spread wild, and beyond your grasp. Something evil is coming to Valskyrr, of that there is no doubt, and whatever plans the minions of corruption had, it is now in full swing. Undaunted, you wait for the next move, knowing that their fight is yet far from over.

Adventure 2: The Way of the Outcast

The news from Dathnafar was true, and now there are more but a rumour. A figure clad in fire has been seen by many who had then to break and run, lest be destroyed by sudden explosions of arcane fire. A figure who may only be one called Sigraed, a young flamecaster gone rogue, and wielding enough power to have initiated a fiery massacre in the south, is now walking the roads of Valskyrr.

The daunting call of the Mists is felt by almost all, and you have no doubt that the ravenous power has already touched the mind of its new servant – and perhaps a future avatar. There is yet time to counteract the coming threat, for the mad flamecaster has not yet fully communed with the corrupting power hungrily awaiting her arrival.

Adventure Setup

This adventure modifies the setup as follows:

  1. Set aside Sigraed the Outcast Villain card.
  2. When setting up the Location Deck, randomly draw two of each: BORDERLANDS, DEADLANDS and WILDLANDS locations.
  3. Reveal the cards drawn and set them aside. Find their Burning counterparts.
  4. When creating the World Event Deck, shuffle eight random Stage I and eight Stage II cards to form the deck.

Villain Rules

SPAWN: Sigraed's global effect becomes active immediately after the first Burning Location is discovered.

CHALLENGE: Sigraed may be attacked using regular rules immediately after three or more Burning Locations have been discovered. Initiate combat at any location that was discovered Burning but is now secured.

Adventure Goal

Vanquish Sigraed the Outcast and secure at least four Burning Locations. The game ends immediately after Sigraed is eliminated, or when a player is forced to place the third World Event card in their Hero Area.

COMPLETE SUCCESS: Sigraed the Outcast has been eliminated and three or more Burning Locations have been secured.

Complete Success! You have acted quickly and with admirable efficiency, and you have faced the new threat head on. Yet, you are now certain that the final battle is still ahead of you. Struck down, but not felled definitely, Sigraed has been taken by the Mists, no doubt to be restored. You know that much, as the corrupting power rarely lets go of its minions, agents and deadly toys.

PARTIAL SUCCESS: Sigraed the Outcast has been eliminated or three or more Burning Locations have been secured.

Partial Success! You could have done more, that is certain. Whatever power the Mists aim to wield through Sigraed will certainly be great, but it will also be far from what it could have been. A bittersweet victory is, however, better than defeat. And although a dark time is still ahead, you can draw resolve from all you have managed to stop or save, instead of despairing at what you have failed to do.

FAILURE: You secured fewer than three Burning Locations and Sigraed the Outcast has not been eliminated.

Failure. You have stood in the way of a tide of darkness, and you have been swept aside by its arcane flames. The fires have burned out, feeding their dark energy into a new, and even more powerful form of Sigraed – a new agent of the Mists – who has grown in might, as she bested you. But there is no time to despair, as the final battle is yet to be fought.

Adventure 3: Burning the Ice

The might of the Mists is not easily countered, and the twisted plans of the corrupting power are not foiled in one day. Sigraed has returned from the Mists to openly spread chaos and destruction in the lands already scarred by the terrors of the mad, the bestial, and the dead. And yet it is not the chaos and destruction that she is after.

You have seen how the agents of the Mists amass power, and you read the signs without error or hesitation. The new display of power is but a smoke screen, concealing Sigraed's true purpose: building a brigand army, one that will be stronger than anything Valskyrr has seen for centuries. And while those heeding Sigraed's call have already become strong with her dark magic, they can still be taken down, one by one.

Adventure Setup

This adventure modifies the setup as follows:

  1. Set aside Sigraed the Chosen Villain card.
  2. When setting up the Location Deck, randomly draw one of each: DEADLANDS and WILDLANDS locations.
  3. Reveal the cards drawn and set them aside. Find their Burning counterparts.
  4. Set aside all BORDERLANDS locations.
  5. Create the Location Deck by adding all Burning BORDERLANDS locations, the two random Burning Locations, and the rest of the regular locations.
  6. When creating the World Event Deck, shuffle four random Stage I, eight Stage II, and four random Stage III cards to form the deck.

Villain Rules

SPAWN: Sigraed's global effect is active from the start of the game.

CHALLENGE: Sigraed may be attacked immediately after seven BORDERLANDS locations have been discovered. Initiate combat at any secure and empty BORDERLANDS Key Location.

Adventure Goal

Vanquish Sigraed the Chosen and destroy her army. The game ends immediately after Sigraed is eliminated, or when a player is forced to place the third World Event card in their Hero Area.

COMPLETE SUCCESS: Sigraed the Chosen has been eliminated and players have eliminated 7 Brigands.

Complete Success! As you stood before the flamecaster once again, you could notice the change in her. Wreathed in flame, she wielded even greater power, her mind full of rage, and wrapped in a dark veil of corruption and despair. You have beaten Sigraed, but she has become too strong to be simply destroyed. You have tracked down and felled her agents, but you have also made a discovery giving you a sliver of hope. Perhaps the tide can yet be turned.

PARTIAL SUCCESS: Sigraed or seven or more Brigands have been eliminated.

Partial Success! You have tracked down and felled the agents of Sigraed, but the flamecaster has eluded your grasp, and you know the price in blood you have failed to pay will have to be settled in the future. Still, the tide of darkness is not unstoppable, and if you find even more resolve in you, perhaps you can prevail in the final battle that is now close at hand.

FAILURE: You have failed to discover seven or more BORDERLANDS Locations.

Failure. You aimed to fell and drive back, and yet it was you who were driven back and almost destroyed. The power of Sigraed is now at its peak, but you can still save the day. The final battle is close at hand, and you can only hope that fortune smiles upon you this time, for now you are in the game with the highest of stakes.

Adventure 4: Quenching the Mistflame

All of the paths you have treaded have lead you to this. The final confrontation with Sigraed, now called by all those who rightfully fear her by a new name: The Mistflame. Although your successes and failures have changed much in how the pieces are set for this final deadly game, your strength and resolve is all that stands between you, and the arcane fire ready to devour the land.

As you ready for the journey into the wild, the skies first darken, and then turn to fiery red, and you already know that all the power, fury and malice of the Mists are now at Sigraed's disposal, and that all you have left unfinished will now come to haunt you through the corrupting power plaguing the realm.

For good or for ill, it all ends now.

Adventure Setup

This adventure modifies the setup as follows:

  1. Set aside all Sigraed Villain cards.
  2. When setting up the Location Deck, randomly draw two of each: DEADLANDS and WILDLANDS locations.
  3. Set aside all other locations and replace them with Burning Locations. Shuffle them to create a location deck.
  4. Place the four randomly drawn locations face-down, each adjacent to the Hearthfire Inn.
  5. When creating the World Event Deck, shuffle eight Stage II, and eight Stage III cards to form the deck.
  6. Go through the following checklist from top to bottom, skipping over the invalid outcomes:
  • Adventure 2 Failure: Place 1 Wound token in each Hero Area.
  • Adventure 2 Partial Success: Place 1 Wound token on Sigraed the Outcast.
  • Adventure 2 Complete Success: Eliminate Sigraed the Outcast.
  • Adventure 3 Failure: Each Hero discards 1 card from their starting hand.
  • Adventure 3 Partial Success: Ignore Sigraed the Chosen's global ability.
  • Adventure 3 Complete Success: Eliminate Sigraed the Chosen.
  • Adventure 1 Failure: No effect.
  • Adventure 1 Partial Success: Place 2 Wound tokens on any Villain.
  • Adventure 1 Complete Success: Distribute 3 Wound tokens among any Villain cards.

(Step 6 is a checklist; the entries above are its lines, in the printed order from top to bottom.)

Villain Rules

SPAWN: All incarnations of Sigraed start the game in play and active (excluding ones eliminated by Adventure Successes).

CHALLENGE: The incarnations of Sigraed must be fought in the following order: Outcast, Chosen, Mistflame. As long as any former incarnations are in play, the latter ones may not be attacked. Initiating combat with the first incarnation can only happen in a BORDERLANDS Key Location. Initiating combat with the second incarnation can only happen in a BORDERLANDS Key Location (different than the last). Initiating combat with the third incarnation can only happen in a BORDERLANDS location (different than any of the previous locations used to initiate an attack).

Adventure Goal

Vanquish all incarnations of Sigraed. The game ends immediately after the final incarnation of Sigraed (the Mistflame) is eliminated, or when a player is forced to place the third World Event card in their Hero Area.

COMPLETE SUCCESS: All incarnations of Sigraed have been eliminated.

Complete Success! Struck down by a mighty blow, Sigraed falls to the ground, and as the Mists lash out at you in a final desperate effort to reclaim their servant, you can sense another will opposing them. For there is a dim light still glowing deep within the flamecaster herself, one that will be extinguished either by the Mists as they take her again, or by you before she is taken.

The realm has been scarred once again, but its people will not bend their knee to the dark power – not now, and not ever. Wounds will heal in time. What has been burned, can still be rebuilt. Valskyrr has been saved – and it was thanks to your wisdom, your strength, and your resolve.

Whether you risk sparing a deadly threat to save one tormented soul along with the realm itself is now up to you.

You win!

FAILURE: At least one incarnation of Sigraed has not been eliminated.

Failure. Flames take you like they took the land under your feet, and darkness falls as the fires burn out, leaving no more than a charred wasteland as the eye can see. All is lost, and although hope may yet return to Valskyrr, you will not live to see it happen.

You lose!

  • Adventure 4: Quenching the Mistflame
    • Adventure Setup
    • Villain Rules
    • Adventure Goal