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INTRODUCTION
Death of Legends is a dark-fantasy roleplaying game that tells the story of epic deeds
against great odds. This is a one-shot shared narrative game where there is no GM; each
player takes the role of a legendary hero, forges their path to greatness, then determines
the fate of the Free Territories in a climactic struggle against a relentless, malevolent
Enemy. Each section in this document is structured to detail a different part of the game.
Overview
This section provides a high-level look at the intended aims of the game, and describes
how each element has been designed to support that experience.
Prologue: Gather Around
The game begins with a prologue; the players take the roles of a group of people who have
gathered to share stories about legendary and heroic deeds from days gone by. The
identity of this group is not revealed at this stage, as it will be a legacy of the game. Players
choose character sheets from the archetypes by providing a name and short description
of their selection.
Act I: Forging a Legend
In this section the players
build the backstory of their
characters, charting their
path to legendary status.
This consists of two
distinct phases; the Path to
Greatness, where the
player describes the origin
of the character through a
short montage, and the
Bonds of Destiny, where
each character is linked to
one other from an early
age, though shared history.
Anatomy of a Legend
This section provides a
brief overview of each
element that the players
will use in the third Act of
the game to influence the
final outcome of the war.
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Act II: Legends of war
Continuing their backstory, this section describes the dramatic and heroic deeds
performed by the characters during the first war against the Enemy. As the characters
build their legend they become more closely linked through the fortunes of war, emerging
as leaders for their respective territories, working together to defeat the Enemy. These
events give the players resources used in the next Act of the game, in the form of fatigue
and valour points, and legendary titles.
Interlude
This section describes the twenty year period between the first war against the Enemy
(Acts I & II) and the Return of the Enemy (Act III).
Act III: The Enemy Returns
The third Act is the main focus of the game. After twenty years of peace, the Free
Territories are once more attacked by the armies of the Enemy. The war against the
enemy is fought through cycles, each of which reflect one game year. In each year the
characters meet and plan, deciding which territory to defend, narrating their
preparations for the struggle ahead then resolving and describing a battle for each. The
attacks of the Enemy are randomised; their strength is based on past successes.
At the fourth Council of Legends, the characters decide who will recover a Weapon of
Power, an artefact so powerful it can slay the Enemy outright. The Council then
unanimously decide which of their number can be trusted to wield this weapon. That
character attempts to overcome the Lure of the Enemy to end the war once and for all.
Epilogue: Ever After
The game concludes in one final scene, returning to the story-tellers that introduced us
to the Legends in the prologue. The identity and circumstances of this group are now
revealed and reflect the legacy of the last war against the Enemy. Each player has an
opportunity to describe a final ending for their character.
The Enemy
A description of what is known about the Enemy and the armies that it commands.
The Free Territories
An overview of the Free Territories,
listing the vignette locations
specific to each territory.
Game Materials
All the materials needed to play the
game; 6 character sheets, The
Enemy Returns reference sheet,
Setting the Scene sheet and the Map
of the Free Territories and cards.
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Overview
Death of Legends sets heroic deeds against a backdrop of grim warfare, culminating in a
dramatic scene where a group of legendary heroes must decide which of their number
will be entrusted with a weapon that represents their last chance for victory over evil.
However, this decision is not straightforward; they suspect that one of their number
seeks to betray them.
In order for this to be a compelling and memorable experience for the players, they must
care about the characters involved and feel a genuine sense of tension about their final
decision. Each element of the game is designed to contribute to that dynamic while also
incorporating two other design features; the game is concluded in a single session of play,
and it is fully replayable, with each session having the potential for a different outcome.
The following section steps though each of the five major design elements intended to
deliver this experience.
1. The players are closely connected with their characters
The first step is to support the players to create a character in which they can become
invested over a few short hours. Over the course of the game the players create and
describe key moments in the life of their character, from their origin story, through their
rise to greatness, to their final challenge some twenty years later. Players roll on tables
which reflect major influences in the characters life. Each contains options designed to
be generic enough to support any vision a player brings to the table, while specific enough
to support players who might otherwise struggle to articulate their concept.
Players then personalise these elements by framing short scenes which help to evoke a
clear picture of the character for all players. Each decision, scene, and interaction with
others further develops the character, transforming them over the course of the game
from concept, to sketch, to a fully realised person in which the player has invested time
and creative effort.
2. The characters have complex relationships
The relationship between characters is also of central importance, as this will be a main
feature of the decision of who to trust. Accordingly the system is designed to create a
complex web of relationships that reflects a shared history the players can embellish and
detail to help define their characters present relationships.
A key design element is that the actions of each character during the first war against the
Enemy impact at least three other characters with either positive or negative
consequences. While these events neednt define the relationship between the
characters, they are intended to allow the players scope to create grudges and enmity or
friendship and trust, as they feel is appropriate for their characters.
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3. The Enemy is relentless
The Enemy faced by the characters is relentless and remorseless. To reflect this, the
Enemy has no human face; there is no GM to moderate, negotiate or bargain with. Every
year the forces of the Enemy attack, slowly but surely destroying the Free Territories
linked to the characters. The players should rapidly understand, as do their characters,
there is no prospect for victory by conventional means. The longer the war continues,
the greater the chance that the Vitality of the Legends is depleted entirely and that the
Enemy triumphs.
4. Trust is a scarce commodity
One of the characters is in league with the Enemy. Knowledge that the traitor exists, but
not their identity, is intended to makes the decision of who the characters trust in the
final Council a fraught and climactic conclusion to the game.
5. Nothing is certain
There are no guarantees in the game. The Free Territories may fall like dominos before
the Enemy, or the Legends may manage to minimise their losses. Characters may die
before the fifth Council of Legends and the discovery of the Weapon of Power, but the
death of each Legend may actually improve the chances of victory over the Enemy.
Once the characters select one of their number to wield the Weapon of Power, that
Legend may be a traitor, or succumb to the Lure of the Enemy. Even the prospect of
betrayal is uncertain; the traitor may have a change of heart and seek to redeem
themselves. This unpredictability is intended to keep things tense until the end of the
game, ensuring that no two games play out the same way.
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Gather around
The game begins with a prologue; a group of people gather to share stories about
legendary and heroic deeds from days gone by. The players take the role of these story-
tellers as they gather to play the game. This is a device to allow the players to select a
character archetype and establish some basic detail while maintaining a narrative flow.
The identity of those telling the story is not specified at this stage; their identity is a legacy
of the game and how the fate of the Free Territories plays out. For now it is sufficient to
know this could be just about any group who spend time together swapping tales. Once
the main story is complete, the game will conclude with an epilogue; a final scene in which
this group finishes their tale, and we learn their identities and circumstances.
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Act I: Forging a Legend
In the first Act of the game the players build the backstory of their characters, charting
their path to legendary status. This consists of two distinct phases; the Path to Greatness,
where the player describes the origin of the character through a short montage, and the
Bonds of Destiny, where each character is linked to one other from an early age, though
shared history. These elements are important in the later game and may be further
developed as the characters fight through the first war and then decide who they trust.
Path to Greatness
An unusual physical or - was an advantage which ensured your greatness.
mental characteristic - was a disadvantage you overcame to win
greatness.
The Enemy - spurred you to greatness through a thirst for
revenge.
- Influenced your greatness following a chance
encounter.
A life of privilege - created an expectation of greatness that you
fulfilled.
- drove you to find greatness on your own merits.
A life of poverty - created an insatiable hunger for greatness
- forced you to discover your greatness in order to
survive.
The war - changed your life leading to unexpected
greatness.
- gave you a driving focus which revealed your
greatness.
A mentor - guided you to greatness through care and
respect.
- pushed you to greatness through adversity and
rivalry.
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Once the player has determined their path,
they choose which of the two suggested Gaming Montage: a technique to
options they prefer for their character. Next show the passage of time using
they describe several short snapshots or several short, fragmentary scenes.
scenes which illustrate the characters Path
to Greatness, describing this as a montage, in
the same way as a movie.
If the player does not like either of the specific suggestions provided, or has an idea they
like better, they should use this
instead. Similarly if two or
more players roll the same
result they are encouraged to
use the suggested element in a
unique way that fits with their
idea of the character.
The purpose of the montage is
for the player to add some
detail, and allow the other
players to get a sense of the
characters background. There
is no mechanical advantage or
penalty for this process, and no
wrong ways to do it. If players
struggle to come up with ideas
to formulate a montage, they
may wish to wait until others
have had a turn to see some
other examples, or ask the other
players for suggestions for their
scenes.
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but they are drawn together by bonds of destiny
Once the players have established their characters Paths to Greatness they determine
their Bonds of Destiny, which links each character to one other. This is a shared history
which predates the legendary deeds of the first war against the Enemy. Building these
connections is important for the third Act of the game, which is about trust.
Beginning with the player who made the first character selection, and following the
same order, each player rolls one six sided dice and consults the following table (which
is also reproduced on each character sheet):
Bonds of Destiny
Family Examples: Sibling, Step-Sibling, Cousin, Adopted
Sibling
Childhood friends Grew up in the same place, or parents were friends.
Blood debt As youths one character saved the life of the other.
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It is possible that one character may share several bonds with others, while other
characters only have one. This reflects the diverse and complex web of relationships that
form the characters background.
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Anatomy of a legend
Below is a short summary of each element the players will use in the fight against the
Enemy in Acts II and III and corresponding placement on the character sheet.
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ACT II: Legends of War
The second Act of the game develops the backstory of the characters further as it
describes their most dramatic and heroic deeds that occurred during the first war against
the Enemy. The characters are more closely linked through these events, as they emerge
as leaders for their respective territories, and must work together to defeat the Enemy.
These events give the players resources used in the next phase of the game, in the form
of fatigue and valour points and legendary names or titles.
Fortunes of War
Effect Description covers
-1 Territory The destruction of a territory controlled by an ally
Both gain +1 Fatigue as a result of your characters actions.
They gain +1 Fatigue Betrayal or failure by those you character trusted
that negatively impacted the target character.
They gain +1 Fatigue A setback for the target character in which your
and +1 Valour character was involved.
They gain +1 Valour A hard won victory for the target character in which
your character was involved.
They gain +2 Valour A victory for the target character in which your
character was involved.
Both gain +2 Valour A major victory or success for both characters.
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Now the player who is
sitting to the left of the
Facilitator makes a roll on
the Fortunes of War table,
rolling one six-sided dice
for the player sitting to
their left and completes the
same process. This is
repeated clockwise around
the table until each
character has been the
target of one roll.
The second round of rolls
begins with the Facilitator
rolling for the character of
the player sitting to their
right. The process is
repeated anti-clockwise
until all characters have
been rolled for a second
time.
The Facilitator then begins the final round by picking the character of a player who they
have not previously targeted (if possible), and rolling once more. Once they have
completed the process that player then choses a character they have not previously
targeted (if possible) and so on. No character may be targeted more than 3 times in total.
A Hard War: If a player is subject to three rolls of 1 the third roll is changed to a 2 instead.
The final stage is to create a Legendary Title for the target character. This reflects the
renown and notoriety that the character earned as a result of their actions during the war.
Legendary titles can be as simple or complex as players wish, and may be either positive
or negative depending on the circumstances of the event to which they refer. Each player
is ultimately responsible for deciding the title which is applied to their character, but may
wish to test their ideas with the other players before making a final decision.
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Summary of Acts I & II
Place a copy of the Setting the Scene sheet where the facilitator can easily refer
to it.
The facilitator starts the story as one of a group of people who have gathered to
tell a tale of Legendary Heroes. The character sheets are laid out before the
players.
Each player selects a character sheet by naming and providing a brief description
of their character.
Beginning with the player who made the first character selection, each player rolls
1D6, chooses an option on the Path to Greatness, and describes a montage;
several short snapshots or scenes which illustrate their choice.
Beginning with the player who made the first character selection, each player rolls
1D6, and chooses another character to share a Bond of Destiny. Both players
should briefly collaborate to provide some additional detail about this bond.
Place a copy of the Map of the Free Territories where players can see it.
The facilitator begins, rolling 1D6 and choosing an option on the Fortunes of War
table which they apply to the character of the player to their left. The targeted
character applies the specified effects and both players briefly agree some
additional details.
This is repeated clockwise around the table until the character of the facilitator is
targeted.
The second round of rolls begins with the Facilitator rolling for the character of
the player sitting to their right and continues anti-clockwise until all players have
rolled for a second time.
The facilitator begins the final round by picking the character of a player who they
have not previously targeted. Once they have completed the process that player
chooses a character they have not previously targeted and so on. No character
may be targeted more than 3 times.
The final stage is to create a Legendary Title for each character. This reflects the
renown and notoriety that the character earned as a result of their actions during
the war. Each player decides the Legendary Title for their own character, but may
wish to test their ideas with the other players before making a final decision.
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Interlude
The Legends end the first war against the Enemy by rallying the peoples of the Free
Territories through great deeds of heroism, and driving the armies of the Enemy from
their lands in a series of pitched battles. The Enemy retreats into the Badlands and a new
era of peace and prosperity begins.
Because of their fame and renown the Legends find themselves leading citizens of the
new order, de facto rulers of the Free Territories. Some embrace their role as leaders,
while others are frustrated to discover they now have a reputation that marks them
wherever they go. Whether by deliberate choice, or otherwise, each Legend influences
the Territories in which they reside.
At the start of Act III each Legend has three territories which they control. During the
intervening twenty years the people who live and work in these territories have become
closely associated with the Legend, reflecting their ethos and values.
Territories destroyed during the first war are never fully restored. A fell taint lingers in
such places, and the ruins that remain are shunned and avoided. Evil is drawn to these
locations, and they soon become home to agents of the Enemy and other things best
avoided. From here, and in the Badlands that surround the Free Territories, the forces of
the Enemy slowly grow in strength.
Even as it plots its revenge in the Badlands, the influence of the Enemy has slowly
increased within the Free Territories. Agents of the Enemy are seen to travel across the
land, offering great rewards and power for those
willing to listen. This insipid campaign is so
effective that some suspect that even some of the
Legends of the first war may have been swayed
Players should consider how the intervening two
decades have aged their character as Act III begins.
Legends who were once enthusiastic teenagers are
now middle-aged, while Legends who were already
in their middle years, or older, during the first war,
may be wearied by the passing years.
These decisions should be revealed through
description and roleplay during Act III. Such details
serve no mechanical purpose, but will help the
other players to clearly picture each character in
their mind and contribute to a rich story.
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Act III: The Enemy Returns
The third Act is the main focus of the game. After twenty years of peace, the Free
Territories are once more attacked by the armies of the Enemy. The Legends battle the
Enemy, but as their territories fall, one by one, the struggle seems hopeless. Their only
chance for victory is by recovering the Weapon of Power, an artefact so powerful it can
slay the Enemy. Once found, the weapon must be entrusted to one of their number, but
who can be trusted?
The war against the Enemy is fought through cycles which reflect one game year; in each
year the characters meet and plan, deciding which territory to defend, describing their
preparations for the struggle ahead then resolving and describing a battle for each. The
attacks of the Enemy are randomised, their strength based on past success. The Legends
may expend their resources to improve their prospects of victory, and may win further
resources or gain additional fatigue as the war progresses.
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The Final Act Card Deck
Card Description
The character is a secret ally of the Enemy. They are prepared to
sacrifice their own territories to forge a bright new future.
If this character is selected to wield the Weapon of Power then they may
reveal this card, and have won the game.
If the other characters are unanimous in voting for someone else, this
character must also vote for that Legend, trusting that the Lure of the
In League with the
Enemy will ensure victory.
Enemy
OR
This character may betray the Enemy in a final act of redemption. They
may spend all their remaining Vitality to grant the wielder of the
Weapon of Power a bonus to resist the Lure of the Enemy, equal to 1D6
per point spent (roll along with the 2D6 used to resist Lure of Enemy
and take best two scores).
The player may reveal and play this card after their Legend dies (loses
the last of their 3 Vitality points).
The player rolls 1D6 and add this many points of
Valour to another
Legacy
character, with a
short description of how the legacy
of the characters
death has aided
another Legend.
This might reflect bequeathing a
famous weapon or item, or imparting special knowledge or secrets.
The player may reveal this card after their Legend dies (loses the last of
their 3 Vitality points) to influence the result of a subsequent battle.
The character, who was thought dead, makes a remarkable return and
Defiance suddenly appears in another territory, mortally wounded, to defy the
Enemy one final time just as things look grim. The Legend provides the
normal bonus for two legends defending one territory (+1D6, take the
best two rolls) before finally succumbing to their wounds.
The player may reveal this card after their Legend dies (loses the last of
their 3 Vitality points), during a subsequent Council of Legends.
The character returns from beyond the grave to offer counsel to the
Counsel Legends in their hour of need. The Legend appears in a glowing,
insubstantial form and may interact and vote in every subsequent
Council of Legends, before returning to the afterlife. They are not
permitted to reveal any secrets of what lies beyond the gates of death.
The player may reveal this card when their Legend dies (loses the last
of their 3 Vitality points).
The character is mysteriously
connected with another Legend at the
Rejuvenation
moment of their death.
So moving is this experience that the other
Legend resolves this heroic death will not be in vain.
They may remove
all the fatigue they have accrued.
The player may reveal this card to lose Vitality in place of another
Legend who would otherwise die.
The character suffers a terrible
injury intended for the other Legend, saving them from certain
Sacrifice death.
This intervention may be as a result
of magic, subterfuge or luck,
and the
other character may not be willing,
or aware of this, until it is
too late.
If this results in the loss of the characters last Vitality point,
they die as a result of this heroic action.
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On the eve of war the legends held council
The first scene of the third Act is a meeting between the Legends twenty years after they
defeated the Enemy. After two decades of peace, the long shadow of war has fallen over
the Free Territories once more. Rumours are rife that the Enemy has returned and is
gathering its strength in the Badlands. Agents of the Enemy have infiltrated the Free
Territories, whispering promises of power to those willing to listen. An attack is expected
any day, and the Legends represent the best hope for the victory of the Free Territories.
The Facilitator places the First Player card in front of them. Their character will be the
first to host the Council of Legends. In the next game year the card moves to the player
to their left, who acts as
host for that year, and so
on.
The host chooses where
the Council of Legends is to
be held, by selecting one of
the territories they control,
and describing a specific
location for the meeting
within. Suggested vignette
locations are provided on
each character sheet which
could form the basis for a
description, or the player
might elect to create
something unique based on
their own imagination.
Once the host has
described the venue the
other players narrate the
arrival of their characters.
Twenty years have passed
since they were last together, so player might like to describe how the intervening time
has changed their Legend and spend some time interacting in-character.
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The Free Territories
The Eternal Library The College of Magic The Celestial Spire
The Tranquil Gardens The Shrine of the Rock Oculus (Holy Citadel)
Suggestion: place each dice rolled on the map in the territory attacked, until that battle is resolved.
If the same number is rolled more than once, the next territory on the same line is
attacked. Destroyed territories (lost as a result of a roll of 1 on the Fortunes of War) are
crossed out and subsequent attacks are made against the next territory on the same line.
As territories are destroyed, they should be scribbled out on the Map of the Free
Territories, reflecting the advance of the Enemy.
If the attacks exceed the number of territories on one line, remaining attacks are made
against territories on the next line (in ascending order). Attacks exceeding non-
destroyed territories on the sixth line are applied to the first line, and so on.
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The heroes stood between the Enemy and victory
Having received word of where the Enemys forces are attacking, the Legends must now
decide where they will make their stand. Each Legend can defend one territory over the
coming year, working to organise, inspire and lead the defenders. If the players prefer,
two (or more) Legends can combine their efforts to defend a single territory, giving them
a better chance of success in battle at the expense of leaving other territories undefended.
Undefended territories (where no Legend is present) automatically fall to the Enemy by
the end of the year.
Assuming all of the Legends defend a different territory, regardless of the outcome of
battle there will still be at least one territory that falls to the Enemy during the first year.
This is a deliberate design mechanism; as the future strength of the Enemy armies is
dictated by its success in previous years, the game aims to capture the grim, relentless
nature of the Enemy by having territory after territory destroyed despite the best efforts
of the Legends. This in turn provides the dramatic and desperate backdrop for the last
phase of the game, when the Weapon of Power is found.
Once the Legends have agreed where they will make their stand, they make their
farewells and prepare for battle. Beginning with the First Player, each player in turn
describes the departure of their character and what arrangements they make to leave the
lives they have established over the last two decades in order to do battle with the Enemy
once more.
The preparation, inspiration and leadership
provided by the Legend before and during
Gaming Vignette: employing a
the battle are resolved through several short
brief evocative scene to reflect a
vignette scenes which culminate in the
larger story.
player rolling on the Battle Outcome table.
Each player in turn describes a vignette
scene which reflects some aspect of the characters preparation for the forthcoming
battle. Other players can suggest details, or take the roles of minor characters to help
develop these scenes, although the player whose character is featured retains overall
narrative control.
To support this scene framing, the character sheet suggests several locations within each
territory where a vignette scene might be set. Other suggestions for the kind of detail
which might be described include:
How the Legend interacts with the defenders ahead of the battle.
Whether the Legend has any involvement with the refugees or non-combatants
who are likely panicked and fearful at the approach of the Enemy.
Whether the Legend prepares any innovative or unusual defences.
How the Legend contends with the possibility of spies or agents of the Enemy
amongst the defenders, or the wider populace.
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Once all the players have had an opportunity to describe one or two short vignette scenes,
beginning with the First Player, each Legend who is defending a territory rolls two six-
sided dice, adds together the numbers rolled, and consults the Battle Outcome table:
Battle Outcome
Result Impact on Legend
2-3 Rout Territory Destroyed. -2 Vitality, +3 Fatigue.
During Act III Legends suffer -1 Valour when each of their 3 Territories are destroyed.
Players may also modify the result of the battle. Every point of Valour spent by a Legend
provides a +1 to the result of the dice. This Valour must have been previously accrued
and, once spent, is permanently removed.
Spending Valour in this way can be done after the dice are rolled. This reflects the
character using their remarkable experience, skill or heroism at a critical moment in the
battle to influence the
course of events in the
favour of the defenders.
Players should provide a
narration describing this
when they expend Valour.
If two (or more) Legends
have elected to defend the
same territory then an
additional 1D6 is rolled for
each Legend in addition to
the first, and the highest
two rolls are used to
determine the outcome.
Any of the Legends may
spend their Valour to
improve the Battle
Outcome, and the impact of
the Battle Outcome is
applied to all the Legends.
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In addition the character may invoke a Legendary Title, earned during the Fortunes of
War phase of the game, to re-roll the dice. Once invoked the Legendary title is
permanently removed from the character. Only one Legendary Title can be invoked per
battle, and the player must accept the new result. Invoking a Legendary Title should be
accompanied by a narration where the character inspires the defenders to redouble their
efforts, or performs a singular act of individual heroism that recalls the deeds for which
they were granted the title.
Once the final outcome of each battle has been determined, players apply the specified
effects:
Destroyed Territory is crossed off the Enemy Returns reference sheet and
scribbled over on the Map of the Free Territories. If the destroyed Territory was
associated with a Legend controlled by a player, they suffer -1 Valour.
Players cross out any Vitality lost. If a player loses their third and final point of
Vitality, their character is killed in battle. Players may then choose to reveal and
play their Final Act card if applicable.
Players add any Fatigue and Valour earned as a result of the battle.
Beginning with the First Player, each player should describe a final vignette for their
character which reflects the outcome of the battle, and the fate of the Legend as a result.
At the end of the year the First Player card is moved to the player witting to the left of the
current First Player.
A Year of War
Event Description
The First Player chooses and describes the Council venue (if
the characters territories have all been destroyed, they must
Council of Legends
host the meeting in another territory). The Legends meet and
discuss the course of the war and plan their next move.
The Enemy attacks the Free Territories with a number of
The Enemy Attacks armies equal to the number of Legends, plus one per territory
destroyed during the previous game year.
The Legends decide which territories their characters will
Legends Defend defend, and narrate one or two vignettes portraying the
preparation for battle.
Players roll on the Battle Outcome table for each defended
territory, spend any modifiers, and apply the effects to their
Battle
characters. A final vignette is describes the outcome of the
battle.
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Players should reflect the toll the war has taken on their characters through their
description (lost Vitality might manifest as wounds or injuries) and through their
roleplay of the character (increased Fatigue might be reflected through despair and
depression). The relentless malevolence of the Enemy, whose armies continue to attack
year after year, and the atmosphere of distrust and suspicion are intended to strongly
evoke the dark-fantasy genre.
As the war rages, the Enemy tries new tactics, and unleashes new horrors. The power of
the Enemy is fuelled by its conquest; the more it destroys, the more powerful it becomes.
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The table below provides suggestions for strategies that the Enemy employs during the
war, depending on how successful it has been in the previous year. These are intended
to provide some additional detail and flavour for the players when they describe vignette
scenes and describe the outcome of each battle. Players are encouraged to embellish
these strategies with their own descriptions.
- New magic masks the movement of Enemy armies; they appear and
2 Territories
attack without warning.
lost in the last
- The Enemy unleashes huge flying abominations that attack the
year
defenders from the skies.
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The Legends spend their fifth
council debating who should
wield the weapon of power. If
the debate is in danger of
becoming drawn out without
resolution, the host of the
Council should call for a vote,
with each Legend speaking
briefly in favour of their
selection and casting a vote. If
there is no consensus, and no
Legend is willing to change
their vote, then the war
continues as normal for
another year, with rolls being
made to determine where the
Enemy armies are attacking,
and Legends deciding which
territory to defend.
For every point of Fatigue the Legend has they suffer a -1 to the result.
For every point of Valour the Legend has they gain +1 to the result.
For every point of Vitality the Legend has they gain +1 to the result.
If, before deciding who will wield the Weapon of Power, it is clear that no player has a
mathematical chance of succeeding due to high levels of fatigue, the election of a wielder
allows each player to transfer their remaining valour and vitality to that character. This
represents each Legend in turn giving their life in a last, desperate raid into the inner
sanctum of the Enemy, steeling the resolve of one Legend through their heroic sacrifice.
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If the Legend wielding the Weapon of Power successfully resists the Lure of the Enemy,
they slay the Enemy and end the war. The player of that character should describe this
epic deed.
If the Legend wielding the Weapon of Power succumbs to the Lure of the Enemy, they
falter at the last moment and fall under the thrall of the Enemy, becoming its puppet and
turning the Weapon of Power against the defenders of the Free Territories. The war ends
with the total victory of the Enemy.
If they are chosen to wield the Weapon of Power then they, and the Enemy, have
won the war.
If they are not chosen to wield the Weapon of Power then they can choose to
betray the Enemy, and reveal its secrets in a final act of redemption. The player
may spend all of the characters remaining Vitality to give the wielder of the
Weapon of Power a bonus of +1D6 per point to resist the Lure of the Enemy (add
to the 2D6 rolled by the Wielder and use the two best scores).
If they are not chosen to wield the Weapon of Power they may choose to continue
to keep this card secret until the Epilogue.
To prevent the character in League with the Enemy from being obstructive in the process
of selecting a Legend to wield the Weapon of Power, they must vote for any character
unanimously selected by the other Legends, trusting to the Lure of the Enemy to secure
their final victory.
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ever after
The game concludes in one final scene. We return to the story-tellers that introduced us
to the Legends in the prologue. The camera pulls out and their identity is revealed for the
first time, and reflect the legacy of the last stand of the Legends:
If the Enemy has been victorious, then the story-tellers may be prisoners;
manacled and shacked citizens of the once proud Free Territories. They might be
the last resistance fighting the occupying armies of the Enemy, hungry and dirty
as they fight for their freedom. Or perhaps they are servants of the Enemy,
possibly even abominations or horrors who serve in the Enemys armies.
If the Legends have been victorious, the story-tellers are likely to be citizens of
the Free Territories, perhaps working or living in one of the Legends territories,
or following in their footsteps. They might be craftsmen or labourers hard at work
repairing a territory destroyed during the war. Or perhaps they are soldiers
pursuing the Enemys defeated armies deep into the Badlands.
Each player now describes the final fate of their Legend, and their ultimate legacy, as
though the events happened years ago. This might include describing any further great
deeds that occurred after the war (if the Legends were victorious) or the details of their
death, or the last known sighting (if the Enemy triumphed).
Once each player has had a chance to make a final reflection, the story (and the game)
concludes.
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Summary of Act III
Place a copy of The Enemy Returns reference sheet where players can see it.
Construct the Final Act card deck; start with the In League with the Enemy card,
then add Final Act cards until there are cards equal to the number of players. The
facilitator then shuffles and deals one card to each player at random.
The Facilitator places the First Player card in front of them. They select a
territory they control, describe the venue and host the first Council of Legends.
As the Council meets the Enemy Strikes. It attacks with one army per Legend, plus
one. For each army roll 1D6 and determine the location attacked.
The Legends determine which territory each will defend, and narrate their arrival
and several short vignettes which describe the lead-up to, and battle resolution.
Each Legend defending a territory rolls 2D6, adds the scores together and consults
the Battle Outcome table. After rolling players may spend Valour to gain a +1 to
the result on the table for each point spent. They may also invoke their Legendary
Title to reroll. If more than one Legend is defending the same territory roll an
additional 1D6 for each additional Legend and use the best two rolls.
Apply the effects specified on the Battle Outcome table. Repeat the following steps
three more times, with each cycle representing a game year:
Council of Legends>Enemy Strikes>Legends Defend>Battle
At the fourth Council a Weapon of Power has been seen, capable of slaying the
Enemy. The Legends decide which of them will attempt to recover it, instead of
defending a territory. Questing Legends roll 1D6 and adds all scores together. A
total of 12+ is required for success. A roll of 1 costs -1 Vitality. After rolling players
of surviving characters may spend Valour to gain +1 to the result per point spent.
At the fifth Council of Legends the Legends must unanimously agree who will
wield the weapon. If they cannot agree the war continues until there is consensus.
The Legend selected must resist the Lure of the Enemy by rolling 2D6, adding the
scores together and scoring 7+. After dice are rolled the played subtracts 1 for
each Fatigue their character has, and adds 1 for each Valour and Vitality. If they
succeed the Enemy is slain, if not the Enemy triumphs.
If the Legend in league with the Enemy is chosen to wield the weapon of power,
they and the Enemy win the game. If not they may betray the Enemy spending
Vitality to grant the wielder +1D6 per point to resist the Lure of the Enemy.
The identities of the storytellers from the prologue are revealed and the final
legacy of the Legends described.
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Facilitation Q & a
The War Multiple Legends Defending One
Territory
Q. What happens if all of the Free Territories
fall to the Enemy? Q. If multiple Legends are defending one
territory; does invoking a Legendary title
A. When the last territory falls, the Enemy
allow all the players to re-roll their dice?
triumphs and the game ends with the defeat
of the Legends. A. No. Only the character invoking the
Legendary Title re-rolls.
Q. What happens if the Enemy generates
more armies in one year than there are non- Q. If multiple Legends are defending one
destroyed territories? territory, can both of them spend Valour to
increase the score?
A. Additional armies are discarded. This
means it is possible to fight the Enemy to a A. Yes, both Legend may spend Valour, and
momentary stalemate, although the quest the total score is increased by +1 per point
for the Weapon of Power will likely alter that spent.
balance.
Q. If multiple Legends are defending one
Q. Does the number of armies generated by territory, do they both have the specified
the Enemy change when Legends die? Battle Outcome effect applied to them?
A. Yes, in every year but the first (where no A. Yes, both Legends gain Valour and Fatigue
Legend has died) the Enemy generates 1 or lose Vitality as if they had independently
army per currently surviving Legend +1 defended the territory.
army per territory destroyed in the previous
year. So in a year following that in which a Questing
Legend has died, the Enemy will generate 1 Q. Can a Legendary title be invoked to re-roll
less army per dead Legend than in the the dice for the Quest for the Weapon of
previous year. Power?
A. No. Legendary titles can only be used to
Q. If a Legend uses the Sacrifice Final Act
re-roll battle outcomes.
card, can they defend a territory?
A. Yes, so long as they survive the Vitality lost Q. Can you play the Sacrifice Final Act card
in playing the card. If the Legend has already on a character who dies during the Quest for
resolved a battle outcome prior to playing the Weapon of Power?
the card, that result stands regardless.
A. Yes, with an appropriate description.
Q. How long does it take to play Death of
Legends? Q. What happens if the characters fail to
recover the Weapon of Power?
A. As a rule; the more players, the longer
A. Surviving Legends may try again in the
the game. A game with 4 players might be
following year. It is suggested that the
completed in 2-2.5 hours while a six
rumours of the Weapon were false, or even a
player game might take 3-3.5 hours. To
trap by the Enemy, and the Legends must
shorten the game each player might elect
start their quest again following a different
to only describe one vignette lead.
encompassing the preparation for, and
outcome of, battle.
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The Final Council
Q. If a character has died and returned by
Q. What happens if the characters cannot playing the Counsel Final Act card, can they
unanimously agree who will wield the be trusted to wield the weapon of power?
Weapon of Power?
A. No, only living Legends can wield the
A. Another year of war is resolved, then the Weapon of Power
surviving characters have another
opportunity to choose one of their number to Q. If a character has died and returned by
wield the weapon at the next Council of playing the Counsel Final Act card, can they
Legends. use the special one-shot ability specific to
their character archetype?
Q. Can the character who is In League with
the Enemy still betray the Enemy if A. Yes, if the player wishes to do so, but the
entrusted to wield the Weapon of Power? only powers that can be used in this
circumstance are Higher Power (Pontiff) and
A. No, the temptation is simply too great. Ancient Power (Magus), no other powers can
The player may choose to describe their be used by a Legend who has returned in this
character killing the Enemy as part of the way.
Epilogue, but in doing so they become a new
Enemy who spreads evil through the Free
Territories; a once great Legend who has Q. Do you have any suggestions for
fallen into darkness... staging the game?
A. Here are some ideas:
Q. What happens if there are two Legends
remaining, and it is clear from the play of If a player gets stuck creating a
Final Act cards that both players know which Legendary title, they might like to refer
character is In League with the Enemy? to the playtester names later in this
A. Although the players may know, the document for suggestions, as these
characters cant be certain. The Council include the Legendary titles of the
should be resolved as normal, although playtest characters.
obviously the character who is In League To make the map of the Free
with the Enemy must agree with the other Territories more accessible you might
characters decision of who will wield the like to print at a larger size. You could
weapon, and trust that the Lure of the Enemy also laminate it and use large
will secure their ultimate victory (or they whiteboard markers to scribble out
may choose to betray the Enemy as specified each territory as it is destroyed.
on the card). Instead of scribbling out destroyed
territories on the map, you could cover
them with 3D tokens, for example the
Flaming Wreckage products sold by
Litko:
www.litko.net/products/Flaming-Wreckage
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The enemy
There are many stories about the Enemy. Some say it is the essence of all the evil thoughts
of the people of the Free Territories, given physical form and set to torment its creators.
Others say the Enemy is a demon that has escaped from Hell. Yet others believe that it
was once a mighty hero that fell into darkness.
What is known beyond doubt is that the Enemy is a malevolent evil that will not cease
until it has established dominion over the Free Territories. It can appear in many forms,
sometimes taking the shape of a cowled skeleton wearing a levitating crown, sometimes
a raven-haired child with burning eyes, sometimes a mass of spiders attached to living
hosts, controlling them like puppets.
Twenty years ago the Enemy was defeated by the Legends, and its shattered armies were
driven from the Free Territories. It retreated to the Badlands which surround the Free
Territories and there began rebuilding its strength and planning revenge.
It has built enormous armies to make war upon the Free Territories. Suggestions for the
composition of these armies are provided below. If you prefer to choose randomly you
could either roll once at the beginning of the game, or roll for each battle to reflect the
Enemy unleashing all these forces at different times during the war.
The influence of the Enemy is also exerted through less direct methods. Its agents
infiltrate the Free Territories, promising great rewards for those who are willing to
provide assistance and betray their comrades.
This temptation, combined with the overwhelming size and ferocity of the armies the
Enemy has marshalled is sufficient to ensure the fall of the Free Territories, if not for the
intervention of the Legends.
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The Free Territories
The following section provides a brief overview of the Free Territories, and lists the
vignette locations specific to each territory.
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The Spine The Tranquil Gardens
A series of watchtowers and forts. Lush terraces tended by the devout, to
Associated with General. Vignette enable reflective meditation. Associated
locations: with Pontiff. Vignette locations:
Fort Defiance Glade of Clarity
Fort Everwatch Path of Revelation
Blackstone Redoubt Elevated Ellipse
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Playtesters
35
Game Materials
36