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Map 6: The Western Desert 6 Map 4: The Great Wasteland 4 Map 5: Treevale 5

Skill: +1 Hide 4 Skill: +1 Combat 6 5 Skill: +1 Unlock/Disarm 4


3 1 2
Sand Sea Lupox’s Volcano Icelands
[10+] (P+2,O)
Q’a Zho [—] (X7) [8+] (T+2, P) Wintersea
[8+] (T,M)
[10+] (C+1,G+1)
Cave of Doom Leafton
[—] (X8) Copper Tower [—] (X13)
Scabville [—] (X9)
Northglen
[10+] (V+3)
Grey Lands [9+] (F,G,V)
Dirt Sea [—] (X10)
[10+] (P+1,O) Deep Woods
[8+] (F+1, O)
Knollton Dwarven Mine
[—] (X6) Cataract Swamp [—] (X11)
[10+] (A,O) Weasel Rock
[9+] (M+2, O+1)
Stinking Pits Hardscrabble Plains
[10+] (Z2) Stonefoot Dirgeness Prison [8+] (P+2, O)
[10+] (G,C+1) [—] (X12)

A shadow of evil blankets the land with dim,


The northwest part of the Land, with the great
9 6 10
grey ash. Hidden trails lead in and out, with The northeast part of the Land, with the Deep
desert, and where rivers drain into the fetid the only open path to the south leading through
Cataract Swamp. Life is harsh here. Woods, a deadly prison, rough plains and snow.
Stonefoot, a city with a reputation.

Map 3: Mounthame Ridge 3 Map 1 (Start): The Southern Shore 1 Map 2: Gob Mountains 2
Skill: +1 Charm 6 No Starting Bonuses 4 Skill: +1 Survival 5
1 3 2 1

X’idlim’s Tower Goblin Mines


Bridgeton [–] (X1) Irontree City [—] (X3)
Desert Ruins [8+] (U,V) The Flatlands [8+] (G+2,C)
[—] (Z1) [7+] (P,O)
Goblin Pass
Southglen Forest [7+] (M,O)
Magic College [7+] (F+1,O)
[—] (X4) Eastshore
Mounthame [8+] (U,V)
Bridgewater Rat Harbor
[—] (X5) Grasslands [7+] (V) [9+] (U,C)
[8+] (O,P) Ulendi Felgrim Swamp
[8+] (X0,U,G) [11+] (A,O)
Spraymere
[8+] (U,G)

Spire of X’Argex
Rime Pass [—] (X2)
[8+] (M)

The southern shore of the Land, near the ports of Ulendi and
rough Rat Harbor. To the north, the wizard X’idlim’s tower.
1 The southwest of the Land, with the river and the
southern edge of the desert. Farther north of here are the evil and vicious Grey Lands; to
the east the Gob Mountains; westward lies Knoll.
3 The southeast part of the Land, by the shore,
with swamps and goblin infested mountains.

Barbarian Vince - Player Card v1.6 (X0) Welcome to Ulendi! X0 One Year Has Passed...
Ulendi, port city and gateway to the Land, you are Resolve the current encounter (including random draws).
Skills
well familiar with its haunts and the locals know G Then shuffle deck and put this card on the bottom.
Combat: 0 Survival: 0 Unlock/Disarm: 0 you. Captain Ulo, who knows your father, offers If you aren’t in an ongoing encounter, on your next turn
Hide: 0 Charm: 0 Recovery: 2 you a few quick jobs suitable for an aspiring adventurer! you may successfully Lay Low if you want.
Setup Keep this card as an item and choose one of these missions: If this ends your First year:
Start in Ulendi (Map 1) Boat to Bridgewater: The captain needs you to deliver The land grows restless. The air smells dire as evil creeps in
Draw one Common item as your starting loot. a skiff to a fellow captain there. from the north.
Minor Victory: Solve one Major Quest. Travel there and remain the night, then return to Ulendi. If this ends your Second year:
Major Victory: Solve all three Major Quests. Rat Dodging: The captain has a cargo of Oils on the More wolf-creatures appear in terrifying varieties from the
Turn Order: Lay Low; Travel; Encounter; Rest (and Trade) docks in notorious Rat Harbor. west; to the north, lightning flashes from the Copper Tower;
Travel there, spend the night, and return to Ulendi. to the east, Goblin war bands roam the hills.
Starting Rumours If you complete either mission, he rewards you with an item All encounters at random draw +1.
X’idlim the wizard has not returned your father’s messages of Common value. You may only do the X0 encounter If this ends your Third year:
of late, and your friend, X’argex the wizard, is missing. once: If you return to Ulendi, treat it as U, G only. The land erupts with violence, mistrust, monsters and evil.
Perhaps X’idlim knows something—the wizards are Foul clouds gather over the Wizard’s Towers, and Goblins
traditionally on good terms with each other. (G) City invade the towns of men. No place is safe.
Rumors of Knoll attacks to the west near Mounthame are 1-6: Beggars. Small children asking for a handout. They All encounters at random draw +2.
strange; Knolls usually leave humans alone. look hungry... You give them a few coppers and they begin to If this ends your Fourth year:
Goblin war parties to the east are on patrol near Goblin follow you everywhere. Wolf-abominations stalk the earth. No rest can be found.
Mines, supposedly searching for a missing Goblin. Hide check: 8+: Escape. 7 or less: Lose your Rest phase. All encounters at random draw +2; Lay Low values at +2.
7+: Bar Brawl. As you sit quietly, a drunk stumbles against End of Fifth year and beyond:
The Passage of Time you. Now he wants you to pay for his lost drink! One thing The land is in it’s final days. Every story is full of woe.
End of Year 1: No Changes. leads to another and chairs fly. Lupox’s Volcano spews hate into the air.
End of Year 2: All encounters at +1 to random draw. Combat check: 7+: You come out of the fight unscathed. All encounters at random draw +3; No Lay Low allowed
End of Year 3: All encounters at +2 to random draw. 6 or less: He’s drunk, but he’s strong! Exhaust two cards. (except this card).
End of Year 4: All encounters at +2 to random draw;
+2 to all Lay Low values indicated on maps.
7 3 Refer to The Passage of Time on the Player
Captain’s Pass
End of Year 5+: All encounters at +3 to random draw; Common Card for ongoing changes in the new year.
No Lay Low allowed (except “A Year Has Passed” card).
Barbarian Vince: Cards v1.6 (Apr 2018) Rocco Privetera & Cinnamon Curtis
(X1) X’idlim’s Tower X1 (X2) Spire of X’Argex X2 (X3) Goblin Mines X3
You stop at X’idlim’s tower, looking for information The green spire looks abandoned. The only way in You follow a passage deep into the mines. You are
and shelter. Your friend, the wizard X’argex, who P is through a magically sealed door that no amount X4 discovered by the watch and brought before the O
used to visit your town hasn’t been seen for many
moons and you are worried. X’idlim, a minor
F of forcing or picking will open. Goblin King. He appears distraught, for his only
beautiful daughter, Slobberina, was kidnapped by
If you don’t have the Iron Rune Key, play an A encounter.
wizard, is reluctant to help and, like most wizards, If you have it, you enter a twisted labyrinth and play a Z1 a troll and taken north.
resents having his privacy violated. Encounter to pass through. At the end of the encounter, ◆ If you offer to find the Princess, the King gives you the
◆ If you give him (discard) an item card, he will allow you you discover the corpse of X’Argex amidst the signs of a Mushroom of Recovery (this card), and tells you to head
to stay and rest, and will restore any exhausted cards. struggle. A note you find indicates he was waiting for the to the “Big Tree.” You must move to Hardscrabble Plains
◆ If you demand information, he casts a Glamour: head of his order, X’yzax, who normally stays at the Magic (map 5) on your next turn.
Random draw: 10+ College. Wrapped in the note is a Mystic Gem (this card). ◆ To flee, you must win a Hide 7+ check and then play a
Failure: Exhaust a card, and you are returned to your Z1 encounter as you try to escape the mines.
previous location. However if you ever return, add +1 to (X4) Magic College Fail, and you must fight to get out.
your random draw for the Glamour (add one for each try). Tall spires of crystal and secret buildings behind high walls, First the guards:
Success: Draw one Common item, and... with robed men walking in and out. The wizards look down Combat check: 2@ 7+ (Round Speed: 2, Damage: 1)
X’idlim allows you to stay and rest, restoring your their noses at you. Then the King:
exhausted cards. He also gives you an Iron Rune Key (this If you don’t have a Mystic Gem, the wizards won’t let you Combat check: 1@ 8+ (Round Speed: 3, Damage: 1)
card) and requests that you investigate the disappearance in, claiming you should talk to X’idlim instead. Play a C, G Success: Keep this card as an item and you may move
of his fellow wizard, X’argex, at the Spire of X’argex. You encounter. through here with no Encounters from now on.
will need the key to open it. If you have a Mystic Gem, they are still very wary. Either Failure: Discard a card, and you are moved to
Try to talk your way in; Charm check: 10+ Goblin Pass.
(P/F) Plains/Forest: Peaceful Travel Failure: You must play a C, G encounter as you stay the
You travel easily, the long peaceful hills and valleys of the night in the city, however, the next time you try the Charm (O) Outdoors: Peaceful Travel
land your constant companion. You hear the baying of check, you gain +1 for each failed attempt. You walk through manageable weather. No encounters.
wolves in the distance. The land has become overrun with Success: You discover X’yzax is not here. However a Right now you could use some company, maybe even your
wolves and wolf-monsters like Knolls. Where are they all functionary places a magic message in your gem that friend, the wizard X’Argex. He’s probably locked himself
coming from? Who, or what, is behind it? suggests X’yzax may be found in Dirgeness Prison. away in that spire of his along the eastern shore.
Unlock/Disarm +1 Charm +1 Recovery +1

2 9 10
Iron Rune Key Mystic Gem of Leadership Mushroom of Recovery
Unique Unique Unique, Skill bonus

(X5) Mounthame X5 (X6) Knollton X6 (X7) Lupox’s Volcano X7


You follow a trail into the mountains. As you You carefully watch the Knoll’s capital village. It’s If you approached from the desert side:
climb, you remember the words of the merchant U soon apparent that something is wrong—infighting G You stop at the base of the Volcano, the desert sun M
you bought the map from. “Stately Mounthame,
town in the sky, full of rich metals, adventures, trade...”
and sacrifices. At one point, sinister dwarves
appear. They tie up several Knolls and load them
C on your back. The cliffs on this side are impassible.
Weeping in frustration, you realize you must backtrack.
But why is there smoke? into wagons, heading northeast. A Knoll Shaman Play an O encounter and move to Q’a Zho next turn.
As you arrive the reason becomes clear—Mounthame has seems furious at this. The dwarves grin and gesture toward If you approached through the Grey Lands:
been destroyed, razed to the ground. Running about the the distant volcano. The Shaman shudders. You sneak into the Volcano’s tunnels. You finally enter into a
village, yipping and barking, are well armed Knolls. These Later, as you make camp far away, the Shaman approaches cavern occupied by Lupox, the Wolf Dragon. Dwarves are
wolfmen are weak, but numerous. having been lead there by spirits. He claims to know your holding Knolls in a pen for sacrifice. Lupox roars that his
Flee, or fight to capture a Knoll and find out what happened. destiny and asks for help, providing you take a Test of Truth. dominion over the land is complete: once he kills these
◆ If you flee, Hide check: ◆ If you decline, he leaves lamenting the fate of his people. Knolls, he will spawn a wave of Wolf-monsters—the way he
8+: You return to the last location you were in. ◆ If you submit to the test, you are staked to the ground in made the others—to wipe out all humans in the land. Only
7 or less: You must fight. the sun for three days. Each day you must make one his death can end the peril and win the Quest.
◆ If you fight: Survival check: 9+ (exhausting as many cards as you wish). You have to fight through his Dwarves:
Combat check: 4@ 6+ (Round Speed: 2, Damage: None) After each check you may take a single Recovery. Combat check: 2@ 5+ (Round Speed: 3, Damage: None)
Failure: Discard a card and return to your last location. Pass all three: He gives you a Silver Compass Feather (this ...then the terrible Lupox, himself:
Success: Draw one Common/Uncommon item. The card) and tells you to, “Follow the dwarves east.” Combat check: 2@ 10+ (Round Speed: 3, Damage 1).
captured Knoll talks. His King in Knollton appears Fail any one: Discard one card. You may take the test again Failure in either: Death! Lupox lays waste to the Land.
possessed, ordering attacks and sending Knolls away for next turn, adding +1 to the draws for each previous failed Success: You save the land from Lupox, and win the Quest.
some unknown reason. test attempt (e.g. +2 on your third attempt, etc).
(M) Mountains: Peaceful Travel
(U) Port: Peaceful Travel (G/C) City: Peaceful Travel
You walk along the mountainside and camp with no
You hunker down in a cheap inn, swilling mead and fish You find a decent inn and spend the night drinking and encounters. Far off in the distance, you see the Copper
stew. No encounters. You see a traveling wizard from the singing. The city is alight with rumors of evil brewing in the Tower—source of all the world’s magic. Thankfully all the
Wizard’s College. Snobs. They don’t allow commoners into Grey Lands to the north—lands under perpetual shadow. wizards share the tower. In the hands of just one...
the school without a token from a master Wizard. Only one carrying a glowing Relic can see safely there.
Combat +1 Survival +1 Survival +1

6 3 11
Warhammer Silver Compass Feather Snares and Lures
Common Unique Common

(X8) Cave of Doom X8 (X10) The Grey Lands X10 (X11) Dwarven Mine X11
This is the Troll’s kingdom lair. You fight past the Filled with grey mist, the sounds of moaning, and The swamp laps up against the mountains edge,
guards and work your way through the dungeons. A hungry ghosts, the Grey Lands are twisted, O and you see the caves and tunnels of the sinister
You burst into a wedding chamber to discover that capricious, and full of chaos. No light penetrates dwarves. You hear the clank of hammers and smell
the Troll Prince and the Goblin Princess have been secretly the mists, save the magical light of a Relic. the smoke of the forges. The dwarves are in full armor and
wed! It turns out it was a secret elopement all along. Sadly, Make a random draw (+4 if you have a Relic): numerous—more than a match for your fighting skills.
the Trolls are not happy about this and attempt to kill to the 1-4: Hungry Ghosts nip at your soul as you try to walk. But perhaps there is a way through a side passage?
newlyweds. Exhaust two cards and skip your Rest phase. If you don’t have a Silver Compass Feather:
The Troll Prince escapes by a different route, telling you to 5-8: Wolarpies (wolves with eagle wings and the heads of You search but can find no way in.
meet him in Ulendi. He is going to escape to charter a boat. women) taunt and claw you! Play an A, M, or O encounter instead.
You agree to meet him there. But first: escape. Combat check: 2@ 6+ (Round Speed: 2)
First you must successfully play a Z2 encounter to escape If you have a Silver Compass Feather:
Failure: Discard a card, you return to your last location. You need to navigate the Maze of the Mine.
the cave with the Princess (this card) in your care. Success: Draw one Common item.
Unfortunately she doesn’t trust humans and continually To do this, you must draw a single card.
9+: Quicksand! Survival check (+4 if you have a Relic): Then you need to make four more draws, each time stating
tries to escape, lowering your ability to rest and fight. 7+: You escape the sand.
Then you must return to Ulendi with the Princess. before each draw whether the next card will be higher or
6 or less: You are pulled under and drown. lower (so you will make 4 guesses).
If you succeed, the happy couple escapes the land and you
win the Quest. After the encounter: You may modify the drawn card’s value by 2× the Survival
Should you fail (run out of cards), the Goblin Princess If you do not have a Relic: modifier of any card you exhaust.
perishes. You are considered cursed by the Goblins, and if You awaken at the gate of Stonefoot City. You must take a Failure in any of them: You become lost and finish the turn.
you didn’t die, you soon wish you had. turn in Stonefoot before moving to a new location. If you try the maze again next turn, you only need to
If you have a Relic: succeed at 3 guesses, then two guesses, etc. (You must
(A) Swamp: Peaceful Travel You Rest and may move as you wish tomorrow. always make at least one guess to succeed.)
You slosh through the swamp, and find a dry hill to make Success: You find a hidden room containing the legendary
camp on. No encounters tonight. The croaking of the frogs (O) Outdoors: Peaceful Travel magical Longsword Wolfsbane (this card), and a map to
remind you of Goblins. Goblins are family-minded and The weather is crisp and clear, you make camp easily. Lupox’s Volcano. There appears to be only one navigable
value their children above all else. Restore one extra exhausted card during the Rest phase. path—via the dreaded Grey Lands.

Recovery –1, Combat –1 Combat +1 (+3 against Wolf-creatures)

12 2 7
Goblin Princess Bag of Copper Coins Longsword WolfsBane
Unique, Curse Common Unique, Relic, Reusable
Barbarian Vince: Cards v1.6 (Apr 2018) Rocco Privetera & Cinnamon Curtis
(Z1) Dungeon Z1 (Z2) Dungeon Z2 (Z2) Dungeon Z2
1-3: Toxic Vapor. A sickly smelling, purple gas 1-4: Red Slime. A pile of stinking slime oozes 1-4: Spike Traps. Entering a corridor, you hear a
hisses through cracks in the floor... from the ceiling. Quick, get it off! click as you step on a stone. Damn.
Combat check (may use skills but not items): Combat check: 1@ 7+ (One attempt only) Unlock/Disarm check: 10+ to wedge the trigger,
9+: You tough it out, holding breath until you find an exit. Failure: Discard a card. otherwise add your Combat skill to the previous Check
8 or less: Poisoned! Exhaust two cards. Success: Draw one Common item. value and:
4-6: Puzzle Lock. An intricate lock seals a dungeon door 5-7: Wolfbats. A swarm of tiny, black, leathery-winged 2-3: Discard two cards. 4-9: Discard one card.
shut. Whatever lays behind it must be valuable... wolves swoop and screech, attacking you with pointy teeth! 10+: Exhaust two cards.
Make a random draw. Now guess if a second draw is going Check: Combat 2@ 6+ (Round Speed: 2, Damage: 1) 5-7: Acid Gas Trap. As you enter a long hallway, purple
to be higher or lower and then make it. If you: 8-10: Tunnel Worm. A massive worm bursts through the gas begins to seep through cracks in the floor and ceiling!
...are correct: You discover a random Common item. floor, devouring everything in its path! These subterranean Survival check: 10+. Each random draw you make, exhaust
...are incorrect: You cannot defeat it and you are forced to beasts sense vibrations—remain silent and you might live. 1 extra card. Each draw after the first, add +1 to the
return to your previous location. ◆ If you try to outrun it, make a Survival check: 9+ random draw (e.g. on your third check, the draw is +2).
...draw the same number: A trap explodes! Exhaust all Fail and you must fight. Failure: Asphyxiation and a slow, choking death!
your cards and return to your previous location. ◆ If you tiptoe past, make an Unlock/Disarm check: 8+ 8-10: Rolling Boulder. As you traverse a bridge, a giant
7-10: Knolls. Wolfmen charge you out of the darkness. Fail and you must fight. stone exits the arch, rolling towards you!
They swing crude axes, yelling terrifying war cries! ◆ If you fight it: You can try to outrun it (Survival: 9+) or Dodge it
Combat check: 2@ 8+ (Round Speed: 3, Damage: 1) Combat check: 2@ 8+ (Round Speed: 3, Damage: 1) (Combat: 9+). Fail either and you must discard two cards.
Failure: Discard a card. Success: Draw a Common item. Failure: Death! 11+: Clockwork Man. A giant automaton pounds the exit
11+: Bone Spider. As you enter a labyrinth, you hear a gate at regular intervals with a large hammer. Timing is key.
11+: Floating Eye. A mystical sentry of the depths Unlock/Disarm check as you study the device:
clacking sound—a hideous undead spider skeleton appears! slumbers in the passage, blocking your way. You’ve a single
If you can navigate the maze quickly, you may avoid it. 9+: You get a bonus of +5. 4-8: You get a bonus of +3.
chance to kill it before it awakens. 3 or less: You get no bonus.
Pass three Survival checks at 4+, 7+, and 9+. You may Combat check: 1@ 7+ (rises to 9+ after the first round)
continue to try until you run of cards. Then make a random draw, adding the bonus and your
(Round Speed: 2, Damage: 1) combat skill: 11+: Your timing is flawless. You exit easily.
Success: Exit dungeon with a random Uncommon item. Failure: Discard a card and return to your last location.
Failure: Too slow! The spider grabs at you. Discard a card 8-10: Discard a card, as the hammer clips you.
Success: Draw one Common/Uncommon item. 7 or less: The hammer hits you with full force. Death!
and return to your previous location.
Discard to redraw a random draw. Combat +1 on random draws over 7 Discard for Charm +2

5 6 4
Luck Pendant Club Rare Spices
Uncommon Common Common

(X9) Copper Tower X9 (A) Swamp A (A) Swamp A


The top of the ancient tower arcs with lightning 1-3: Swamp-Stools. A cluster of yummy 1-3: Swamp Visions. The gas... It makes your
and power. Terrible magics are being wielded mushrooms make your tummy grumble. Mmm... mind wander...
within. Survival check: You receive a vision. Take the next X story card
If you don’t have the Rod of Power: 4+: You identify them and get an extra Recovery. from the deck and read it.
As you approach the tower, a shield of magic repels you and 3 or less: You eat poison mushrooms. Discard a card. 4-6: Herbal Foraging. There are many beneficial and
you cannot enter. You remain outside the tower instead. 4-5: Swamp Gas. Bubbles of swamp gas pop and cloud the healing herbs to be found here.
Play an A+2 or O encounter. air with choking stench! Survival check: 8+ (One attempt).
Survival check: 8+ to withstand the gasses. Success: Take an extra Recovery.
If you have the Rod of Power:
Failure: Exhaust two cards. 7-9: Swamp Tentacles. Suddenly tentacles splash from the
You push through a magic barrier and enter the tower. At
the top of a rock staircase you find X’yzax wielding mighty 6-8: Swamp Fog. The green fog is impossible to navigate! swamp and try to grab you!
magics. He laughs at you; “A simple barbarian cannot stop Survival check: Unlock/Disarm check: 8+ to avoid getting grabbed. If
me from controlling the world. Your meddling ends in fire!” 7+: You manage to stay out of trouble. grabbed, you must fight them off.
First, he fires lightning at you from the high tower. 6 or less: You become lost. You may not move next turn. Combat check: 1@ 7+ (Round Speed: 2, Damage: 1)
Hide check: 8+ 9+: Swamp Witch. You come upon a ramshackle hut Failure: You barely tear free with your life. Discard a card.
Failure: You are teleported—you awaken in the Grey Lands standing in the swamp. A raggedy swamp-witch insists on 10+: Gatorherds. A young Gatorherd girl can’t find her
and must spend one turn there. reading your fortune. For a fee. gator. Won’t you help her?
Success: Somehow, you manage to make it up the tower. ◆ If you pay for your fortune, discard a card and make a ◆ If you don’t help her, avoid the encounter.
Secondly, he throws fireballs at you. random draw, adding your Charm: ◆ If you help her search, make a Hide check:
Survival check: 9+ 8+: Your fortune is good. Keep this card. 6 or less: You find no sign of it.
Failure: As above. 7 or less: Your fortune looks bad. Exhaust one card. 7+: You find the gator, and it starts hissing. The girl cries
Success: You evade the attacks and advance to face X’yzax. ◆ If you run away, make a Hide check: that now you need to subdue it so she can leash it. You can
Finally, he fights you to the death: 9+: You get away. 8 or less: You must fight. avoid it or... To subdue it:
Combat check: 2@ 10+ (Round Speed: 2, Damage: 1) ◆ If you fight the witch: Combat check: 1@ 7+ (Round Speed: 2, Damage: 1)
Failure: Death! Combat check: 1@ 8+ (Round Speed: 2, Damage: 1) Failure: If you exhausted all cards, discard one of them.
Success: X’yzax defeated, you win the Quest! Failure: Discard a card. Success: Draw one Common item. Success: The Gatorherd gives you a random Common item.
to restore all exhausted cards. of a random draw. *Reuse only after an even random draw.
Discard during your Rest phase Discard to choose the result Exhaust to ignore first damage result.

1 10 4
Healing Herbs Lucky Fetish Bag Chainmail
Common Uncommon Uncommon, Reusable*

(X12) Dirgeness Prison X12 (X13) Leafton X13 (Z1) Dungeon Z1


You approach the stone walls of the giant keep, A massive tree-city stretches above you. Although 1-3: Trap Door. This door leads deeper. The lock
built by the king for the worst criminals. T elves move to and fro in the branch-buildings, they V looks intricate.
If you don’t have the Gem of Leadership: fail to greet you. They seem to have their own Unlock/Disarm check:
The guards don’t trust you. Make a Charm check: problems, for much of the tree is on fire. Some of the elves 9+: You disarm the trap and pass through the dungeon.
7+: You are allowed to leave (have a P, O encounter claim that a Troll, accompanied by a Goblin, set the fires in 8 or less: Poison gas hisses from the lock! Exhaust 3 cards.
outside the walls). order to make their escape, after they were captured. 4-6: Goblin Ambush. Goblins drop from a hole in the
6 or less: You are imprisoned for the turn (you get the Rest If you don’t have the Mushroom of Recovery: ceiling, swinging axes and screeching wildly!
phase as usual) and begin next turn here. An elf seer divines that a magical mushroom from the Combat check: 1@ 8+ (Round Speed: 2, Damage: 1)
If you have the Gem of Leadership: Goblin Mines is in your future. Failure: Discard a card. Success: Draw a Common item.
The Warden talks. Apparently X’yzax killed the other Play either a V, G, or F encounter. 7: Dungeon Lore.
Wizards so they couldn’t stop his takeover of the Copper If you have the Mushroom of Recovery: Make a Survival check higher than 9+[current Survival
Tower, the source of all Magic in the land. He even sealed The elves smell it and surround you. You stink of Goblins! rating] to gain one free random redraw on any future
X’orx the Powerful in the dungeon! They lock you in a cell with an old elf craftswoman, held dungeon encounter.
◆ If you search for X’orx, play a Z2 encounter. because she tried to aid the Troll. 8-10: Cave Wolves. Wolves made of Granite detach from
Succeed, and you find the body of X’orx along with a Rod Make an Unlock/Disarm check: 7+, then a Hide check: 8+ the walls and snarl, grating their stone teeth and claws!
that the Gem of Power fits in to. Discard the Gem and Fail either check: You are foiled and returned to your cell. Combat check: 2@ 8+ (Round Speed: 3, Damage: 1)
keep this card. You may still take a Rest phase. Begin next turn here. Failure: Discard a card. Success: Draw a Common item.
Fail the encounter, or skip it, and you remain in Dirgeness Success: You make good your escape. The elf craftswoman 11+: Guardian Demon: The green stone figure blocks your
without additional encounters. gives you a magical Ring (keep this card), which she path. He appears bored, and issues a challenge to fight.
claims you will need in order to save the Goblin Princess ◆ If you choose not to fight him, he refuses to let you pass.
(T) Tundra: Peaceful Travel from the trolls living in the Cave of Doom. Return to your previous location, coward.
You make camp in a lean to, drifts concealing your presence. ◆ If you accept his challenge, he tirelessly parries your best
No encounters. The light glinting off the snow reminds you of (V) Village: Peaceful Travel attacks, seeking to win by skill, not blood.
the silver your father traded from the dwarves. Their mine is You find a bale of hay to lie on, staring at the stars. No Combat check: 1@ 8+, then Combat 1@ 11+
full of riches but guarded by an impossible maze. Only a Encounters. You see the constellations of the Troll and (Both Round Speed: 2, Damage: None)
compass of some sort could lead a man through it. Goblin in the sky, ancient enemies, eternally at war. Failure: Discard two cards.
Combat +2 Charm +1 Combat +1. Discard after use.

9 8 8
Rod of Power Oak Ring of Unearthly Beauty Rusty Dagger
Unique, Relic Unique, Relic Common
Barbarian Vince: Cards v1.6 (Apr 2018) Rocco Privetera & Cinnamon Curtis
(C) Rough City C (C) Rough City C (F) Forest F
1-4: Shady Priest. A priest of dubious character 1-3: Pick Pocket. A pick pocket slips through 1-4: Gnome Spoor. Uh oh. Gnomes.
offers a blessing if you pray hard enough. your purse. Survival check:
Charm check: 7+: You get an extra Recovery. Unlock/Disarm check: 7+: You steer clear of the little psychopaths.
6 or less: The priest’s curses trouble your sleep. 1-2: Discard a card. 6 or less: Go to ‘11+: Murderous Gnomes’ on this card.
Exhaust a card 3-4: You manage to chase him down. Exhaust two cards. 5-7: Bees! You come across a beehive. Precious honey!
5-8: Illegal Alchemist. A back-alley Alchemist offers 5-10: He takes nothing. Unlock/Disarm check:
healing potions. They’re cheap, and look real enough... 11+: You pickpocket him! Draw a Common item. 8-12: You remove a honeycomb. Take an extra Recovery.
If you decide to buy one, discard a Common item and 4-6: Mugged. You are jumped by ruffians. 1-7: You anger the bees and they chase you for hours. Lose
keep this card as an item. Combat check: 2@ 5+ (Round Speed: 2, Damage: 1) your Rest phase.
9+: Mob Justice. A mob angrily chases a merchant, Failure: You are left bleeding in the street. Discard a card. 8-10: Rangers. A party of crafty rangers tracks you for
accused of selling bread made from dirt, down the street 7-9: Black Market. You wander amidst the stalls and sport. Do your best to outfox them!
—he begs for help. mistrustful watch of the underground market. Make a Hide check: 7+, then a Survival check: 7+
◆ If you speak on his behalf, make Charm check: If you have an unspent ‘favor’ from the Thieves Guild, you Succeed in both: You evade them and surprise them later
7+: The villagers leave him be. He gives you food in may make a Common item draw, which repays the favor. that night. In appreciation, they give you this card.
gratitude. Gain a free Recovery. 10+: Leg Breaking. Members of the Thieves Guild 11+: Murderous Gnomes. You step on some leaves and
6 or less: The villagers assume it’s a scam, and attack you. approach you. They make you an offer to accompany them feel a sharp sting in your feet. You are surrounded by
◆ If you run away, make a Hide check: on a “job” to recover some money from a merchant who hundreds of Murder Gnomes, all sticking you with tiny
6+: You are safe. owes them. spears and ululating wildly!
5 or less: The Villagers assume you ran because you were ◆ If you turn them down, the encounter ends. The Gnomes aren’t tough, but there are a lot of them.
in on the scam, and attack you. You must fight. ◆ If you do it, you burst in on the merchant’s bodyguards. Combat check: 3@ 4+ (Round Speed: 2, Damage: 1)
◆ If you fight them: Draw a card to determine the Combat number, x (max 10) Failure: Discard a card—they rip it from you with tiny
Combat check: 2@ 5+ (Round Speed: 2, Damage: 1) Combat check: 2@ x+ (Round Speed: 3, Damage: 1) grapples as you run for your life.
Failure: Discard a card and return to your last location. Failure: Discard a card and you are returned to the streets. Success: After stomping all the Gnomes, you notice a
Success: Draw one Common item and gain a free Recovery No Rest phase this turn. Gnome Mushroom house. You know this mushroom when
from the baker. Success: One ‘favor’ to be redeemed at a later date. boiled produces a decent healing potion. Keep this card.
On a 7+ restore all exhausted cards. *Reusable only after an even random draw. a discarded card after an encounter.
Discard to drink. Make a random draw: Exhaust to reduce a damage result by 1. Discard to take a Recovery, or to return

3 6 12
Dubious Potion Chainmail Healing Potion
Common Uncommon, Reusable* Common

(A) Swamp A (F) Forest F (F) Forest F


1-3: Bog Fire. The gasses from the swamp burn 1-4: Tropical Heat. Steamy and maddening! 1-4: Leprechaun. The spritely spirit is off in the
through holes in the ground! Survival check: distance. Catch him, quick!
Survival check: 4+ to safely pass the flame vents. 8+: You stay as cool as possible. You can catch him by making a Hide check at 9+.
Failure: Discard a card as your possessions catch fire. 2-7: Exhaust one card due to the heat. You may make as many attempts as you have cards.
4-5: Swamp Flowers. Stinky Toadbulbs make an excellent 1 or less: Exhaust two cards due to heat exhaustion. Failure earns his laughter. Success earns a Common draw.
restorative. 5-7: Scorpion Wolves. The tree you’ve camped under is 5-7: Herbal Foraging. There are many beneficial and
Restore two of your exhausted cards. infested. You are beset by stinging Wolfpions! healing herbs to be found here.
6-7: Swamp Wolves. Squishy, jelly-like wolves ooze out of Combat check: 2@ 7+ (Round Speed: 3, Damage: 1) Survival check: 10+ (One attempt).
holes, breathing swamp gas! Failure: Discard a card as Wolfpions tear apart your pack. Success: Keep this card as an item.
Combat check: 1@ 9+ (Round Speed: 3, Damage: 1) Success: Wolfpion meat is tasty. Take an extra Recovery. 8-10: Wood Spiders. Without warning, black spiders the
Failure: Discard a card due to the acid in their bites. 8-9: Bear Lair. You wake up snuggling next to an angry size of hunting dogs drop from the trees!
8: Wolf Lair. mama bear. She growls. Combat check: 2@ 6+ (Round Speed: 3, Damage: 1)
Run encounter Swamp Flowers, then run encounter Combat check: 1@ 7+ (Round Speed: 3, Damage: 1) Failure: The spiders string you up to eat later. After much
Swamp Wolves, above. Failure: You turn tail and run. Lose your Rest phase. struggle, you manage break free. Discard a card.
9+ Lizardman Village. Usually hostile to humans, you Success: Bear meat. Take an extra Recovery. 11+: Wood Elves. As you wander, Wood Elves ambush
maintain your distance. Do you avoid it, sneak around the 10+: Blood Cactus. Mad with thirst you find a red cactus, you, questioning your reason for travel in their forest.
village, or blaze through in a bath of blood? spines quivering. Can you get water from it? ◆ If you submit to the elves, make a random draw:
◆ If you try to sneak back to your previous location, make The spines track you , so a tricky approach is required. You 1-7: They leave you alone.
a Hide check at 5+. If you fail, you must fight. have to get close enough to make it shoot its spines—but 8-12: They take one card as toll (not Unique items). If you
◆ If you try to sneak past and stay in the current location, not so close as to get quilled. Survival check: can’t pay, they return you to your previous location.
make a Hide check at 9+. If you fail, you must fight. 10+: You dodge the spines and get close enough to open it ◆ If you fight them:
◆ If you fight them: for water—take extra Recovery. Combat check: 2@ 6+ (Round Speed: 2, Damage: 1)
Combat check: 3@ 5+ (Round Speed: 3, Damage: 1) 5-9: You dodge the spines, but can’t get close enough. Failure: Discard a card and they return you to your
Failure: Discard a card and you are returned to your 4 or less: The spines hit their mark! Discard one card. previous location.
previous location. Success: Draw one Common item.
Success: Draw one Uncommon item.
Exhaust to redraw a combat draw. Discard to restore all exhausted cards.

11 7 3
Bag of Copper Coins Magical Shield Healing Herbs
Common Uncommon Uncommon

(G) City G (G) City G (G) City G


1-6: Burglar. You awake to a scrabbling sound Instead of selecting randomly, choose one of 1-4: Questioning Guards. The guards of the city
near your bags. A shadow squats nearby. the following: watch think you are acting suspiciously.
You trapped your gear. Unlock/Disarm check to Bazaar. A bustling street full of colorful traders Charm check: 1-3: Something sets them off and
see how well. Then make a random draw for the thief: and goods! they lock you up for the night. Skip your Rest phase.
If the thief draws higher: Discard a card and he escapes. Draw one Common item and, if you want, trade any item 4-6: They don’t like the look of you and send you away.
If he fails: He leaves behind a Skeleton Key (this card). in your hand/Exhausted pile for it. Return to your previous location.
7-9: Vault Robbery. Your father left something for you in Rough Labor. The city offers back-breaking labor to the 7-9: They leave you be.
the city vault. As you enter, there’s a scream, and knifemen strong. The walls must be repaired! 10+: They recognize your good character and pay for
tell everyone to get down. Exhaust all your cards and skip your Rest phase to make a drinks and food. Restore one exhausted card.
◆ If you choose to let the moment pass, nothing happens, random Common item draw as payment. 5-6: Apothecary.
but the item your father left is stolen. Baron’s Help. The local Baron asks for your aid with the A local healer restores two of your exhausted cards.
◆ If you fight them: city’s Sewer Wolf problem. 7-8: Poison Stew. A greedy innkeeper tries to steal from
Combat check: 2@ 7+ (Round Speed: 2, Damage: 1) Combat check: 3@ 5+ (Round Speed: 2, Damage: 1) you as you slumber in a drug-induced sleep.
Failure: They are scared off, but take your father’s item. Failure: Discard a card. Survival check: 9+ or discard one item card.
Success: You make your withdrawal, draw a Common item. Success: Draw one Common/Uncommon item. 9+: Fertility Ritual. The spirits of the city are inflamed
10+: Besieged! Bandits and Trolls besiege the city! Do you Street Performer. Hard times call for desperate and with the Fertility god’s festival. Many citydwellers offer a
stay and defend it or try to escape the city before it begins? degrading measures. night of wild desire. You accept.
◆ If you try to escape, make a Hide check: You put on a street show. Check any skill: 10+ and Survival check: 9+: You retain your stamina and depart
1-5: You fail to escape in time. Exhaust one card and fight. someone rewards you with a Common item. your companion’s abode, well rested. Take a free Recovery.
6+: You escape to any connecting location and play an 6-8: You fall asleep after the proceedings. A returning
Golem Rampage. A clay man bursts forth from a
encounter there. spouse beats you out of the home. Skip your Rest phase
wizard’s shop and begins attacking citydwellers. As the
◆ If you fight them and defend the city: and exhaust one card.
wizard lies unconscious. The city watch begs for your help!
Combat check: 4@ 4+ (Round Speed: 3) 3-5: You find the whole thing distasteful and leave to stew
Combat check: 1@ 9+ (Round Speed: 2, Damage: 1)
Failure: The bandits show no mercy. Death! in your own conflicted desires. Exhaust one card.
Failure: Discard a card.
Success: Draw one Common item and restore an extra two 2 or less: You oversleep. Spend another turn in this
Success: You are rewarded with a Common item.
cards during the Rest phase. location, but add +2 to the encounter number draw.
+1 Unlock/Disarm Exhaust to reduce a damage result by 1. Charm +1

6 1 7
Skeleton Key Leather Armor Fine Clothing
Common Uncommon Uncommon
Barbarian Vince: Cards v1.6 (Apr 2018) Rocco Privetera & Cinnamon Curtis
(M) Mountains M (M) Mountains M (M) Mountains M
1-4: Fallen Climbers. The remains of unlucky 1-3: Dangerous Bridge. A rope bridge spanning 1-3: Ominous Caves. Black caves lead into many
adventurers lay at the bottom of a deep ravine. the chasm in front of you looks slightly... old. tunnels. Any one of them could be a shortcut...
They might have valuables... ◆ If you avoid it, return to your previous location. or lead to danger.
◆ If you choose to, you may climb down. Survival check: ◆ If you brave crossing it, make a Survival check: 9+, then Survival check:
9+: You climb down safely. Gain a random Common item. make a random draw: 7+: You find a safe tunnel. You rest easy.
8 or less: You fall! Discard a card, but you find a random If the draw is odd: The bridge holds and you cross safely. 6 or less: Play a Z1 encounter as you accidentally stumble
Common item. If the draw is even, and you passed the check: You spot upon a dungeon.
5-7: Rock Slide. The ground falls from under you! the fraying ropes and go around the bridge instead. 4-5: Mountain Climbing. Loose rock makes the cliff face a
Survival check: 7+, or exhaust one card. If the random draw is even, and you failed the check: hard climb, offering a difficult ascent.
8-9: Outcropping. A moment to gaze upon the vista of the Discard one card as you fall when the ropes snap. Survival check: 10+ (One attempt).
land from a hidden outcropping fills you with awe. 4-6: Rock Troll Pass. A troll hurls rocks at you from afar. Failure: Exhaust all your cards.
Get an extra Recovery during Rest. Maybe your trusty bow can dissuade it? 6-7: Wolfgoats. Treacherous mountain beasts hop from
10: Twisting Paths. No clear way up the mountainside Combat check: You need a 5-8 to hit the troll. You may ledge to ledge, biting and snarling!
appears as you ponder. adjust the draw up or down with your combat skill. Combat check: 2@ 6+ (Round Speed: 3, Damage: 1)
Survival check: 7+: You find a path. You may try as many times as you like. Failure: Exhaust all your cards, and return to your previous
6 or less: You remain lost. You may not move next turn. Failure: Return to your previous location. location, as they chase you down the mountain.
11+: Troll Bridge. You come across a bridge guarded by a Success: The troll is suitably dissuaded. 8+: Barrelclaw Dwarves. As you travel, you are stopped by
Troll, demanding a toll. 7-8: Hard Climb. Hours of sweat to climb but a few feet... the Barrelclaw clan of dwarves. They demand to trade.
◆ If you turn back, return to your last location for a turn. Exhaust all your cards. ◆ If you trade, discard one item of uncommon value (or
◆ If you pay the toll, discard a card and he lets you pass. 9-10: Aerie. You chance upon an Eaglewolf nest. It attacks! two items of common value) for one random Common
◆ If you attempt to outwit the troll, make a Charm check: Combat check: 1@ 9+ (Round Speed: 2, Damage: 1) item. You may draw the item first to see what it is.
1-8: You must fight. 9+: You fool him and cross for free. Failure: Return to your previous location. ◆ If you don’t trade, you must fight them:
◆ If you fight the troll: 11+: Earthquake. Rumbling boulders fall from above! Combat check: 2@ 8+ (Round Speed: 2, Damage: 1)
Combat check: 2@ 9+ (Round Speed: 2, Damage: 1) Combat check (add skills but no items): Failure: They return you to the your previous location.
Failure: returned to last location. 1: Discard two cards. 2-3: Discard one card. Success: Draw one Common item.
Success: Draw one Common item. 4-8: Exhaust three cards. 9+: No effect.
Combat +1 Discard to restore all exhausted cards. Combat +1

12 7 12
Steel Shield Healing Herbs Throwing Axe
Common Uncommon Common

(O) Outdoors O (O) Outdoors O (O) Outdoors O


1-3: Roc. The sky darkens overhead. You glance 1-3: Brambles. Thick bushes of spiky vines block 1-3: Wolf Trap Clack on your ankle goes the trap!
upwards to see the silhouette of a giant bird. Run! the path. Around or through? Unlock/Disarm check:
Hide check: ◆ If you decide to go around, spend another turn 1-7: It takes a day for the trapper to find you.
7+: You outpace the bird and find cover. in this location. Lose your Rest phase this turn.
6 or less: Discard a card as the bird picks up you and drops ◆ If you decide to go through, skip the Rest phase as you 8+: You escape and leave an irate message behind you.
you in the nearest forest (your choice). spend all night hacking your way out. 4-6: Bountiful Hunting Plenty of forage and game in
4-6: Tricky Hunting. Plenty game here, if you can trap it. 4-6: Fog. A terrible thick soup of fog makes finding your these parts.
Survival check: 8+ (One attempt) bearings impossible. Survival check: 5+ (One attempt)
Success: Restore two exhausted cards. Survival check: 7+: You are fine. Success: You recover 2 cards from the Exhausted pile.
7-9: Cold Snap. An unseasonably cold evening makes it 6 or less: You are lost and may not move next turn. 7-9: Passing Caravan Farmers with goods for a nearby
hard to rest. 7-8: Uneasy Rest. A wolf pack approaches your fire! city pass in a caravan of wagons.
Survival check: 8+: No effect. Wolves—normal ones, but lots of them—encircle your You may Trade with them (as in a village) or Escort them
4-7: You may only restore one exhausted card during Rest. campsite. They spend the evening howling and taunting. to the nearest village/city/port (your choice).
3 or less: Skip the Rest phase completely. Exhaust one card and skip the Rest phase. ◆ If you Escort them, add your Combat skill to a random
10-11: Dust/Sand/Snow Storm. A blinding storm blows. 9-10: Naiad. You find a stream, the only one for miles, to draw. On a 1-5 passing Wolf Raiders attack the caravan.
Traveling becomes difficult as you can’t see the moon or stars. slake your thirst, but a watery nymph appears. You exhaust two cards driving them off. In either case you
When you move next turn, make a Survival check: Charm check: 6+: She lets you drink. gain this card as payment.
9+: Move successfully to the new location. 5 or less: She blinds you with magic. Exhaust one card and 10: Torrential Rains Caught in a sudden pounding
3-8: Stay in this location. skip the Rest phase. rainstorm, you struggle to hold your camp together without
2 or less: Move to a different location than your target 11+: Wandering Ogre. An Ogre, following the stars, being washed away.
(and this one), your choice. comes across your camp as you sleep. Wake up fast! Survival check: 6+ (Round Speed: 3, Damage: 1)
12+: A Day of Hardship. A long day of hard travel. You Survival check: 9+, then fight. Failure: Discard a card (an equipment card, if possible).
look forward to rest, but then... Combat check: 2@ 7+ (Round Speed: 3 (2 if you failed the 11+: Hard to Hunt These lands are desolate of wild game
Exhaust one card as you tiredly slog into this location. Survival check), Damage: 1) and edible fauna. Hunting for food will be a challenge.
Then draw another appropriate encounter for this Failure: Discard a card and return to your last location. Survival check: 8+ (Round Speed: 2, Damage: 1)
location. Add +1 to the random draw number. Success: Draw one Common item. Failure: Discard 1 card.
Survival +1 Combat +2

2 11 1
Hunting Wolf Barbed Spear Provisions and Supplies
Common Uncommon Common

(P) Plains P (P) Plains P (P) Plains P


1-4: No Shelter. The vast, flat plains offer little 1-4: Mirage. What’s that in the distance? 1-3: Flies. Stinging wolfbugs torment you.
shelter and rain clouds gather as night approaches. Survival check: 7+: You see the mirage as fake. Survival check: 5+ or skip your rest phase.
Skip your Rest phase. 6 or less: Skip Rest phase as you chase the oasis... 4-5: Lost Shrine to the Earth God.
5-7: Herbal Foraging. There are many beneficial and 5-7: Passing Farmers. A wagon train of farmers heading Spend the night here to recover all exhausted cards.
healing herbs to be found here. to market passes. They ask you your business. 6-8: Ground Wolves. Vicious tunneling wolves burst from
Survival check: 10+ (One attempt). Charm check: the dirt, snarling and biting!
Success: Take an extra Recovery. 6+: They let you pass. Combat check: 3@ 5+ (Round Speed: 3, Damage: 1)
8-10: Tracking Wild Game. The only food available are 5 or less: Exhaust two cards as they angrily drive you off. Failure: The wolves bury you. Discard a card as you are
docile Elkwolves, and tracking them requires finesse. 8-10: So Many Birds. Food is rare, except for birds, which forced to claw your way out.
Survival check: 7+ to take an extra Recovery. you hunt for valuable practice. 9+: Hill Riders. Fierce nomads pass by on horseback. They
11+: Treemen. You find an isolated wood and camp down Survival check: 8+ stop you to ask about news from the shore. They seem edgy.
for the night. Soon after you get a fire going, you hear a low Success: Keep this card. Charm check (-2 if you have ever spent a night at the Lost
rumble. Tall Treemen surround you. They appear angry Failure: Exhaust two cards out of hunger. Shrine to the Earth God):
with your fire. Talk fast! 11+: Wood Elf Child. You find a lost elf, wandering alone 2 or less: The nomads say you’ve insulted the Earth god
Charm check: and sick. You try and find its people. and attack!
10+: You convince them it was an accident (you ‘found’ Make three Survival checks at 7+ to find help before the elf 3-4: The nomads demand a toll of one card, or they attack.
the fire) and tell them of your missions. They believe you dies. Stop making checks after the first failure. 5-7: The nomads exchange information with you and go
and offer you some healing sap. Take an extra Recovery. Success in all of them: You deliver the child safely to a on their way.
7-9: They believe you, barely, and pass on. passing elf tribe. They give you a Common/Uncommon 8-10: The nomads sit and drink with you, sharing stories.
6 or less: They attack! item in gratitude. One free Recovery.
Combat check: 2@ 6+ (Round Speed: 2, Damage: 1) Fail any of them: Despite your best efforts, the child dies. 11+: The nomads are moved by your tales. They give you a
Failure: Discard a card and return to your last location. Elves find you. You must make a Charm check: Common item.
Success: Draw one Common item. 5+: They grant you an additional Recovery for your effort. If they attack:
4 or less: The enraged elves hold you responsible! Combat check: 2@ 6+ (Round Speed: 2, Damage: 1)
Combat check: 1@ 6+ (Round Speed: 2, Damage: 1) Failure: Discard a card and return to your last location.
Failure: Discard one card. Success: Draw one Common item.
Unlock/Disarm +1 Combat +1

8 8 4
Jeweler’s Tool Archery and Snaring Bag of Copper Coins
Uncommon Uncommon, Skill Common
Barbarian Vince: Cards v1.6 (Apr 2018) Rocco Privetera & Cinnamon Curtis
(T) Tundra T (U) Port U (U) Port U
1-4: Ice Fishing. You find a lake. That means 1-4: Bad Clam. They seemed okay. 1-4: Conflagration. You find a cheap inn to
fish. Oily, yummy fish. Combat check: 6+: You soldier on regardless. spend the night, swilling mead and fish stew. As
Survival check: 5+ to catch a fish and get an extra 5 or less: Spend another turn here, dealing with you sleep you smell smoke. Probably not important.
Recovery. food poisoning. Survival check: 4+ to wake up. Combat check: 6+ to escape
5-7: Frozen Cave. You find the frozen remains of a body 5-7: Wharf Casino. A game of chance in a seaside shack the burning Inn.
near some caves. Perhaps others are nearby? beckons! Do you play honestly, or engage in a little Fail either: Discard a card for each failed check.
Survival check: sleight-of-hand? 5-6: Crew a Boat. A grizzled captain offers you a chance to
1-8: You find nothing other than ice and snow. Choose a card from your hand to gamble with (either an crew a boat for a week. It’s hard work but pays off in
9-11: You find the remains of a small party, but it’s mostly item, or a card to exhaust). Then make a random draw. valuable experience.
tatters. Some frozen meat gives you an extra Recovery. You may add +1 to the draw if your Unlock/Disarm skill is Make a random draw at –6. If this is equal to or higher
12+: You find a dead trader. Draw a Common item. greater than zero (excluding item modifiers): than your Survival skill, you gain this card. If not, draw a
8-10: Ice Wolves. Blue crackling wolves fall from the 1-7: You lose. Discard the item or exhaust the card. random Common item instead.
ceiling of a cave to crash at your feet! 8+: You win. Draw a similar value item or restore an 7-9: Wharf Wolves. Suddenly, slimy wolves burst from the
Ice Wolves get one chance to bite a victim before exhausted card. muck under the docks and bite at your heels!
shattering. They have a very unique life cycle. Not tough, ◆ If you want to cheat to alter the draw result, make an Combat check: 2@ 5+ (Round Speed: 3, Damage: 1)
but there are lots of them. Unlock/Disarm check (again, ignoring item modifiers): Failure: They eventually grow weary and leave you be.
Combat check: 4@ 4+ (Round Speed: 2) 9+: You may adjust the original gambling draw by 3 points. 10+: Storm Turtle. During a storm, the port is besieged by
Failure: Discard a card as you run away dropping gear. 8 or less: You are caught. You lose the bet and all your a Storm Turtle. All are pressed into fighting.
11+: Winter Wonderland. The beguiling lights of a cards are exhausted after a savage beating. ◆ If you try to flee without fighting, make a Hide check: 9+
twinkling forest lure you. You rest near a frozen tree. It’s all 8+: Gone Fishing. You take a day to fish and stock up on Failure: Discard a card and you must fight anyway.
so peaceful. You hear beautiful music. Maybe some sleep... provisions. Success: You manage to slink away.
Survival check: 1-2: You sleep... and never awaken. Gain an extra Recovery during Rest due to the good eating ◆ If you fight:
3-7: You sleep and awaken frozen half to death. Exhaust all and peace. But, make a Survival check: On an 8+, you land Combat check: 2@ 9+ (Round Speed: 3, Damage: 1)
your cards and skip the Rest phase. a vicious Wolf-Mouth Bass, which puts up quite a fight. Failure: Make a random draw: 1-8: Discard a card.
8+: You resist the Snow Sirens’ call. As they pout and Combat check: 1@ 7+ (Round Speed: 2, Damage: 1) 9+: You are killed and devoured by the sea-beast.
depart, you discover a frozen body with a Common item. Success: Restore two exhausted cards. Success: Draw a random Uncommon item.
Combat +2 Combat +1

1 9 5
Bag of Copper Coins Magic Broadsword Steel Sword
Common Uncommon Common, Reusable

(U) Port U (V) Village V (V) Village V


1-4: Captain’s Wife. It’s Grace, the wife of 1-5: Harvest Festival. People dance as they bring 1-4: Suspicious Locals. It’s hard to trust a
Captain Ulo! Small world. in the harvest! Will you take ease with the drunken strange like yourself. You are met with cold stares
◆ If you still have the Captain’s Pass, you may villagers? and hostility.
trade it to her for a Common/Uncommon item draw. Random draw (+2 if you try to avoid joining in): Charm check: 7+ or return to your previous location as
5-7: Pirate Defense. A captain offers you work. 1: You win the harvest dance contest! Draw a random they drive you out of the village.
◆ If you take the job, you may sail to any port (U) location Common item. 5-6: Little Lost Dog. You find someone’s dog is wandering
next turn. However, you are attacked by pirates: 2: You get far too drunk for your own good. Exhaust three around whimpering. You have to find it’s owners. Have to.
Combat check: 1@ 8+ (Round Speed: 2, Damage: 1) cards and skip the Rest phase. Survival check:
Failure: Discard a card. 3-5: The eating and drinking gives you an extra Recovery. 7+: You find the glad owners and they give you a random
8-9: Storm Season. As you approach the city, ominous 6-8: The food and drink occupies you all night. Skip the Common item in happiness.
storm clouds brew on the horizon. Rest phase. 6 or less: It runs off. Lose your Rest phase out of worry.
Survival check: 8+: You notice in time to find shelter. 9-12: Nothing besides revelry happens. 7-9: Busted Mill. The town’s mill is broken. The axle is
7 or less: Exhaust all but two cards, as you fight the storm. 13+: The villagers, angered that you refuse their jammed. Maybe you can fix it?
10-11: Sea Festival. The port is celebrating the holy day of hospitality, give you a sound kicking. Exhaust all cards. Unlock/Disarm check:
Brinos, sea god. A priest begs for a gift of offering... 6-10: Inviting Barn. In return for helping out with some 9+: You figure out the mechanism and get it working. They
Random draw, plus discard one card of any type as a gift: chores for an hour you get to stay in the farmer’s barn. give you a free Recovery out of gratitude.
+3 for Common; +5 for all others; –3 if you give nothing. Restore one exhausted card. 8 or less: You fail—just one more failure, but it still hurts.
12+: You chance upon a Storm Ring (this card) in the surf. 11+: Plague Town. You see the red plague signs painted on 10+: Archery Contest. The village is having a friendly
10-11: Brinos is pleased. Your gift is returned, and all your buildings, the bodies in heaps burning. People call for help contest. Perhaps you’d like to try your skills?
exhausted cards are restored. when they see you. ◆ If you enter, you must wager a Common item card. Make
5-9: Nothing happens. ◆ If you stay and help, draw a random Common item, but a random draw. You must now make a Combat check that
2-4: Brinos is angered. You are cursed with sea sickness. Survival check: 9+: Thankfully, you remain unaffected. beats that draw (you may use any number of skill cards).
Exhaust all cards but one. 8 or less: Discard a random non-Unique card to disease If you win: You get back your original wager card plus a
1 or less: The port is attacked by a giant Wolf-Crab! and skip the Rest phase. random Common item.
Combat check: 1@ 10+ (Round Speed: 3, Damage: 1) ◆ If you and try and hide, Hide check: 7+: You escape. If you lose: You endure their laughter and must discard
Failure: You are dragged to a salty death! 6 or less: They find you. Exhaust three cards fleeing. the card you wagered.
Survival +1 Exhaust to reduce a damage result by 1. Combat +1

4 10 5
Storm Ring Plate Mail Long Bow
Uncommon Uncommon, Reusable Uncommon

(T) Tundra T (V) Village V (V) Village V


1-4: Blizzard. Nothing but white, white, white. 1-3: Harvest Time. Villagers thresh wheat and Instead of selecting randomly, choose one of
You have to wait it out. Spend another turn here. pick crops. They ask for help. the following:
5-7: Crystal Pond. Snowmelt accumulates in a Survival check: Werewolf. A villager has gone missing during
beautiful pond that you drink and bathe in. 6+: You harvest so well that they provide you with a good the full moon. You help in the effort to find him.
Restore two of your exhausted cards. bed and a week’s provisions. Restore all exhausted cards. Hide check:
8-10: Snow Wolves. White Dire Snow Wolves burst from 2 or less: You accidentally start a fire, destroying the crops. 9+: You find him before he turns. The villagers hold a
the snow and attack you! Nice going. They beat you and run you out of town. feast in thanks. Take a free Recovery.
Combat check: 2@ 6+ (Round Speed: 3, Damage: 1) Discard a card. 6-8: He is not found. Howling is heard...
Failure: The wolves lick you frozen. Discard a card as you 4-6: Nasty Inn. The food is a bowl of watery grease and 5 or less: You awaken with bite wounds. You are cursed—
break out of the ice. your bed has something living in it. keep this card. You may only discard this card once you
11+: Yeti. You happen upon a village of Yeti. They are Survival check: 7+: You feel no ill effects. defeat a Wolf or Wolf-creature in combat. While you are
distrustful of strangers and bark at you in their unknown 6 or less: Skip Rest phase due to the runs and bug bites. cursed you cannot wield Longsword Wolfsbane.
tongue, preventing you from leaving. You do know a little 7-9: Ruffians. The town “welcome committee” confronts Locked Church. The church in the village has been
Troll and it sounds similar. Maybe you should risk saying you in the street. People seem more afraid of them than you. locked by the drunken town friar. Can you help open it?
something. Survival check: 3@ 6+ (Round Speed: 3, Damage: 1) Unlock/Disarm check:
◆ If you attempt to speak, make a random draw: Success: Draw one Common/Uncommon item. 7+: You manage to pick the lock and let the villagers in to
9+: They yeti understand your quest. You stay the night 10+: Witch Trial. The villagers are holding a poor young help sober up the friar. They reward you by restoring two
unharmed. girl trial as a witch. Can you persuade them otherwise? of your exhausted cards.
3-8: The yeti don’t understand and drive you away, ◆ If you argue her case, make a Charm check: 9+ Brigands! The village is regularly attacked by brigands.
hounding you to the borders. Skip your Rest phase. Success: You secure her release. Keep this card. The villagers implore you to help. They come tonight.
2 or less: You must have insulted them! They attack. Failure: They refuse to release her. You may still fight. Combat check: 3@ 4+ (Round Speed: 2, Damage: 1)
◆ If you fight them: ◆ If you fight them: Failure: Discard a card and return to your previous
Combat check: 2@ 6+ (Round Speed: 2, Damage: 1) Combat check: 3@ 5+ (Round Speed: 2, Damage: 1) location, as the brigands run you out of town.
Failure: Discard a card and return to your last location. Failure: Discard a card. Success: The villagers offer you a humble token of their
Success: Draw one Common item. Success: Keep this card, plus draw one Common item. gratitude. Draw one Common item as a gift.
all exhausted cards. Discard after first failed encounter. Discard only after defeating a Wolf-creature.
Discard during Rest to recover +/-2 (your choice) to any check. -1 against Wolf-creatures.

10 5 2
Healing Herbs Spunky Girl Sidekick Wolfstooth Curse
Common Uncommon, Unique, Curse
Barbarian Vince: Cards v1.6 (Apr 2018) Rocco Privetera & Cinnamon Curtis

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