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CONTENTS

Setting Forth Blood on the Snow Campaign p.22


Scenarios p.1
Quests p.5 Delve Mode Scenarios
Other Quests p.6 Adversary Forces p.26
Deploy Parties p.7 Delve Mode Turn Sequence p.26
Scenario Special Rules p.7 Random Scenarios p.27
Victory Conditions p.9 1. Hold The Gates p.28
2. The Lair of the Beast p.30
Battle Mode Scenarios 3. The Standing Stone p.32
1. Ancient Ruins p.10 4. Realm of the Dead p.34
2. This Land Is Ours p.12 5. The Golden Claw p.36
3. Ambush p.14 6. Master of the Sanctum p.38
4. Lost Treasure p.16
5. Light Up the Night p.18 Bleak Falls Barrow Adventure p.40
6. Sovngarde Calls p.20

CREDITS
Designer Graphic Design Development and Playtesting
Mark Latham Michal E. Cross, Richard L. Gale, Charlie Perkins, Ethan Heywood,
Line Development Chris Webb, and Stephanie Toro Aled Lawlor, Jono Green, Kieran
Gavin Dady Layout Street, Giles Nevill, Jason Enos,
Additional Material Michal E. Cross and Richard L. Gale Paul Howells, and Adam Potts
Gavin Dady, James Barry, Art Director Resin Production Team
Giles Nevill, Ethan Heywood, Katya Thomas Martin Jones, Drew Cox, Luke Gill,
and Jono Green Interior Art Warrick Voyzey, and David Hextall
Publishing Director Bethesda Game Studios Rules Box Production
Chris Birch Mapsheet Artist Liya International, China
Managing Director Damien Mammoliti Social Media Manager
Cameron Dicks Sculpt Art Direction Salwa Azar
Finance Director Adam Potts, Gavin Dady, Production Management
Rita Birch and Aled Lawlor Steve Daldry and Peter Grochulski
Head of Wargames Lead 3D Artist Community Support
Jon Webb Jonny La Trobe-Lewis Lloyd Gyan and Shaun Hocking
Editing Senior 3D Artists Sales Manager
Gavin Dady, Ethan Heywood, Chris "Chrispy" Peacey and Rhys Knight and Cole Leadon
and Charlie Perkins Domingo Díaz Fermín Thanks to
Proof Reading Freelance 3D Artists Sam Webb, Rob Harris, and the
Jen Farrant and the Joana Abbott, Gael Goumon, Bethesda design team: Michael Kochis,
Development Team Jamie Phipps, and Ana Román Peña Alan Nanes, Kurt Kuhlmann, Jon Paul
Photography and Video Painters Duvall, Matt Daniels, Jessica Daniels,
Salwar Azar and Steve Daldry Castlebrush Emil Pagliarulo, and Jessica Williams
Partly based on Fallout: Wasteland Warfare by James Sheahan

© 2019 Bethesda Softworks, a ZeniMax Media company. All Rights Reserved.


The Modiphius Entertainment logo is ® Modiphius Entertainment.
All rights reserved to their respective owners.
Modiphius Entertainment, 39 Harwood Rd.,
Any unauthorised use of copyrighted material is illegal. Any trademarked names are
London, SW6 4QP, United Kingdom. used in a fictional manner; no infringement is intended. This is a work of fiction. Any
Modiphius Entertainment Product Number: 051926. similarity with actual people and events, past or present, is purely coincidental and
Printed in China. unintentional except for those people and events described in an historical context.
SETTING FORTH
This Quest Book is the gateway to starting your can battle with your friends or take on the wilds
adventure in Tamriel! It contains additional rules of Tamriel alone. Most importantly, you will find
to those found in the Rulebook. Here you will numerous ready-to-play scenarios, providing tactical
learn about the different Game Modes, where you challenges and narrative adventure for your games.

SCENARIOS
A scenario is an outline for a game, providing the Each Game Mode offers a variety of scenarios and
essential information that allows players to set up Special Rules to enhance games. More on each Game
their scenery, deploy their parties, and achieve the Mode can be found later in this section. Additional
objectives required for victory. Game Modes will be introduced in future expansions.

THE PRE-GAME CHOOSE PARTIES


SEQUENCE Before determining which scenario to play, players
will need to choose their parties, as described on
Before play begins, players use the following
p.91 of the Rulebook. The mode of play may affect
sequence to set up:
the Party composition.
1. Choose Game Mode
2. Choose Parties DETERMINE SETUP
3. Determine Setup Priority (Battle Mode only) PRIORITY
4. Choose a Scenario After the players have chosen the Party composition,
5. Choose Environment and Set Up the Battlefield each player rolls the Skill Dice ( ). The player with
6. Draw Quest Cards and Select Oaths the lowest result chooses which player has Setup
7. Deploy Parties Priority. In the case of a tie, each player re-rolls.
8. Fight!
The player who does not have Setup Priority will be
awarded Advantage during the first turn of the game
unless stated otherwise by the scenario.
GAME MODES
Before starting a game, players will first need to
CHOOSE A SCENARIO
choose a Game Mode. There are two ways to play
The simplest way to play a one-off game is for the
The Elder Scrolls: Call to Arms:
players to agree on a scenario and follow the set
Battle Mode: Two or more parties fight over up guidelines. If players wish to select a scenario at
objectives and treasure in the wilds and random, each Mode of Play provides a simple table to
dungeons of Tamriel. Turn to p.10. help them pick.

Delve Mode: Players fight alone or


SCENARIO FORMAT
co-operatively against Adversaries that will
Each scenario is presented in the same way, so that
activate and attack according to their own
players can find the essential information at a glance.
behavior sequence. Turn to p.26.
❖ Name and Description: Here players will find Future expansions will add new environments and
the background information about the scenario – introduce further rules for using them.
where the parties are fighting, and why.
Players may agree on an environment mutually, based
❖ Round Limit: This is the maximum number of on the available scenery or specific models in their
rounds players can play. If neither side achieves collection. Otherwise, to determine an Environment
their objectives before the round limit is randomly, simply take one of each Environment-
reached, the game finishes at the end of the specific Event Card (see p.37), shuffle them, and draw
specified round. Victory Points are usually used one at random. This is the Environment for
to determine a winner once the game ends. the scenario.

❖ Environment: The environmental rules for the If a scenario specifies an Environment, then it must be
battlefield. If this is not present, the rules for used for that game. B L O O D C U R D LK
INHGA J I I T H A S
BOOBY TRAP
determining an environment are as described H OW L… WA R E S …
Ensure that three Environment-specific Event Cards
below. Choose one of your own models You may spend 3VP if you have them (flip
are shuffled
Adversary). intohasChoose
That model the
That
(not
onean
Event
triggered
model
of your own standing models.
must deck. Note
pass a them
a Trap! that
to the
Wisdom spentthese
Attribute side – they still count
towards your total, but cannot be used to
Test or gain a shaken token.
❖ Setup: This section of the scenario rules provides will
Draw abe
carda from
mixtheofTraps
types
Deck,–using
Incidents,
the Radiant Quests,
Level Up). If you do, immediately draw a
chosen model as the target. Treasure Card and assign it to a Hero.
a map of the gaming area with key points marked and Special Quests – and are included in addition
upon it, and may provide specific rules for the to the usual quantities of each type when curating
placement of Treasure Tokens, Objectives and the the Event Deck. Cards that display the specific
deployment of models. Environment icon (below) may only be used in games
set in that environment.
❖ Special Rules: Some scenarios will require more
1
specific setups, such as special objectives or 2 3

specific placement of adversaries as detailed in


each Special Rules section. Dungeon Wilderness Settlement
#137 #139 #142

❖ Victory Conditions: This section outlines the feats Occasionally, Adversary Cards may display one or
required to gain Victory Points and win the battle! more Environment icon(s). Like Event Cards, these
Adversaries may only be used in the specified
❖ Oaths: Each scenario includes a number of
Environments.
optional Oaths that players can attempt to
accomplish in addition to the scenario’s
ENVIRONMENT SPECIAL RULES
Victory Conditions.
The different Environments each have associated
Special Rules, which modify the scenario being
CHOOSE ENVIRONMENT
played. These are used in addition to any Scenario
AND SET UP THE
Keywords listed in the scenario.
BATTLEFIELD
The scenario maps show where to place the important Dungeon: At the start of a Dungeon game, player roll
features for the game, but there’s much more to and consult the table below to see which Special
creating an interactive and memorable battlefield than Rules are in play (if any).
simply placing tokens…
DUNGEON SPECIAL RULES
ROLL RESULT
ENVIRONMENTS
or Darkness
A game will usually take place in one of three
– No additional Special Rules
environments: Dungeon, Wilderness, or Settlement.
SIZE OF GAMING AREA
The minimum sized battlefield is a 24” square, but this varies depending on the size of the game being played,
as shown below:

SETTLEMENT SPECIAL RULES


GOLD SEPTIM SIZE OF DISTANCE FROM DEPLOYMENT
LIMIT GAMING AREA FOR PLACING TOKENS
<150 24” square 6”
150-399 36” square 10”
400+ 48” square 10”

Wilderness: At the start of any Wilderness game, area. So, for example, a 36” square board has 9 square
player roll and consult the table below to see feet of table area, which might contain six buildings
which Special Rules are in play (if any). and six walls. Players with really large scenery pieces
should feel free to count them as two (or more) pieces
WILDERNESS SPECIAL RULES
− whatever looks good on the tabletop. However, it
ROLL RESULT should be noted that the more scenery in play, the
Breaking Dawn more tactically restricted the game becomes.
– No additional Special Rules
Blizzard Although you can place small pieces of 'scatter terrain'
around the board, such as individual trees, rocks,
Settlement: At the start of any Settlement game, roll monoliths, etc., grouping these pieces together will
and consult the table below to see which Special make for a more attractive setup and, if placed together
Rules are in play (if any). on a base, can easily define areas of Difficult Terrain.

SETTLEMENT SPECIAL RULES When placing scenery, players should agree on the
ROLL RESULT number of pieces they want, and then take turns to
Darkness place one. Players should start with the larger items,
– No additional Special Rules and move down to the smaller ones. If a player places
Civilians a very large piece, allow the next player to place the
equivalent number of pieces (for example, a three-
The gaming area is always set up in the same order: piece equivalent followed by a three regular pieces).

1. Place Scenery
2. Place Tokens
OBJECTIVES
Objective Tokens represent areas of
3. Place Adversaries (if required by the scenario)
great strategic value; they might be buried
artifacts of great power, schematics for
SCENERY
Dwemer weaponry, books of lore, scrolls containing
As a general guide, unless the scenario requires a
enemy intelligence, or various other or various other
specific type of scenery, players should aim to place at
points of importance.
least one large scenery piece (6" diameter or larger), or
two smaller pieces (up to 6" across, or long in the case Objective Tokens are not treated as terrain, but a model
of walls or hedges), for every square foot (12”) of table cannot end a move atop or overlapping a Token.
Players should check the Scenario Special Rules to Master Chest: A Master Chest Token
see if Objectives are included in the scenario they may be searched and removed like a
are playing. Treasure Token. After a successful
Search Action with a Master Chest Token the player
PLACING OBJECTIVES earns 2 VP and receives one Master Treasure Card.
Unless the scenario rules specify otherwise, players Note that some Master Chests are Locked, and are
place the required number of Objectives one at a time, treated like any other Locked Chest; a roll of on
in turn, after deploying any models. Players should the Lockpick or Strength test denotes a draw from
take ten of the Objective Tokens (4 Strategic, 4 Puzzle, the standard Treasure Deck in addition to a Master
and 2 Master Chests) and mix them up, face-down, so Treasure Card.
players can’t tell which is which. Players should then
randomly take the required number for the scenario, CONTROLLING OBJECTIVES
and place them – still face-down – on the gaming To control an Objective, a player must have more
area as instructed. Objective Tokens must be placed unengaged models within 3” of it than their opponent
outside of the minimum distance from deployment at the end of the round. Incapacitated models do not
zone as shown in the Size of Gaming Area table (p.3). count for the purposes of controlling an Objective. If the
number of unengaged models within 3” is equal, the
Objective Tokens must be placed in an accessible
Objective is ‘contested’, and neither side may control it.
position, not on or surrounded by Impassable Terrain.
If ever a single model must be chosen to receive a
AMOUNT OF OBJECTIVES
benefit for controlling an Objective, the closest model
GOLD SEPTIM LIMIT OBJECTIVE TOKENS
is nominated. If there are several equidistant models,
0-199 3 the controlling player chooses one of them.
200-299 5
300-399 7 SPECIAL OBJECTIVES
400+ 9 Some scenarios specify the inclusion of one or more
Special Objectives. These are treated just like Objective
As soon as a player moves one of their models within
Tokens for the purposes of interaction and control, as
3” of an Objective Token, flip it over to see what it is.
described above, but have their own Special Rules for
Strategic: In the Objectives and Scoring scoring, detailed in the scenario rules. If these require a
step of the Event Phase, and Scoring step token to represent them, use any Objective Token type
of the End of Turn phase, the player who that is not in use by the scenario.
controls this Objective earns 2 Victory Points.
TREASURE TOKENS
Puzzle: In the Objectives and Scoring
Players check the Scenario Special Rules to see if
step of the Event Phase, the player who
Treasure is included in the scenario they are playing.
controls this Objective nominates one of
their models within 3” of it to take an Intelligence During setup, take six standard Treasure Tokens and
Attribute Test. On a result of , draw a Trap Card four Locked Chest Tokens. Place them face-down
and resolve it immediately. If the Intelligence test is and mix them up randomly. Unless the scenario rules
passed, the puzzle is solved and the player scores 3 specify otherwise, the number of Treasure Tokens in
VP. Finally, the model that solves the Puzzle Objective play is determined by the size of the game, as detailed
receives one Treasure card. on the table below.
AMOUNT OF TREASURE depends on the size of the game, as summarized
GOLD SEPTIM LIMIT TREASURE TOKENS below (note that if the minimum value is 0, players do
0-99 3 not have to take any model of that type if they do not
100-199 4 wish to, or do not have them available).
200-299 5
NUMBER OF ADVERSARIES
300-399 7
GOLD SEPTIM MINIONS ELITES MASTERS
400+ 9 LIMIT
0-99 1+ 0-3 0-1
Players place the required number of Treasure Tokens 100-199 1+ 0-5 0-1
one at a time, in turn, face-down so that neither player 200-299 1+ 0-6 1-2
knows which is which. 300-399 1+ 0+ 1-3

No Treasure Token may be placed within 3” of another 400+ 1+ 0+ 1+

Treasure Token or Objective. In addition, no Treasure


Note: Some scenarios might specify a particular
Token may be placed within 10” of a deployment
Adversary type be included in the scenario setup.
zone or deployment edge unless the scenario states
These specifications overrule the restrictions on the
otherwise. Treasure Tokens are not treated as terrain,
table above.
but a model cannot end a move atop or overlapping a
token. Treasure Tokens must be placed in an accessible Follow the steps below to set-up the Adversaries:
position, not on or surrounded by impassable terrain.
1. Lay out the Adversary cards face-up near the
When a model comes into contact with a Treasure battlefield.
Token, the player first flips the token to see if the
2. Take Number Tokens equal to the number of
token is Open or Locked, then can choose to perform
models in the Adversary force and place them at
the Search Action (see Rulebook, p.28).
random on the cards.

ADVERSARIES Take the duplicate Number Tokens with the matching


To play a scenario that uses Adversaries, players must numbers and add them to a pool next to the battlefield
choose a number of Adversary models from their (or put them in an opaque bag or container to draw
collection with a total value equal to the Gold Septim from later). These will be used for determining which
limit of the game (or as near as possible without going Adversaries enter play, and the order in which the
over). The types of Adversaries players may choose Adversary models are activated.

QUESTS
Story Quests are the type of Quests drawn from the Quest Cards display both a number and a letter
Quest Deck. These can come in the forms of one-stage adjacent to the Quest Chain ( ) icon at the bottom
quests, where the Quest is resolved after completing of the card. In standalone games, players shuffle 12
the requirements on the card, or linked quests, where Random Quest Cards featuring the number ‘1’ into
one Quest’s reward would lead on to another which their Quest Deck, leaving out the Quests that don’t
would carry on the story. Story Quests are personal, match the environment they are playing in, and place
unlike Radiant Quests from the Events Deck that any the other cards to one side. In campaign games,
player can attempt. Each player can only complete the however, rewards are to be had for completing an
quests that they have drawn that game. entire ‘quest chain’.
To begin, players take all the Quest Cards marked the player searches for the next quest in the chain:
‘1’ and shuffle them together as normal. Each player The player takes the Quest Card with the same
in the campaign now draws one card. If the letter letter, but the number ‘2’; this is their next Quest.
following the number 1 is ‘x’, there are no additional For example, if they just finished Quest 1a, their
cards in the chain – it is what we call a ‘one-stage’ next quest is 2a.
Quest. Players complete it (or fail it) as normal, and
Players continue in this way, taking the next Quest
draw a new card from the Quest Deck next time.
Card in the sequence (1, 2, 3, etc) until they complete
See p.22 for more on campaigns.
the quest chain and there are no further Quest Cards
However, if there is any other letter following the with the same number. This is the final quest in the
number, this is the start of a quest chain! chain. Initially, the most Quests you will encounter in
a chain is 3, but longer Quests will be added as your
If the Quest is not completed by the end of the game,
collection grows.
the player retains the same Quest Card and tries again
next game (no new card is drawn). Once a Quest chain is completed, at the start of the
next game, the player must draw a new Quest from
Once the Quest is completed, receive the listed reward
the cards marked ‘1’. This may be a quest previously
as normal.
completed by another player, but cannot be the
At the start of the next game after same quest this player just finished – if it is, discard it
the Quest completed, instead of drawing a Quest Card, and draw another.

OTHER QUESTS
Certain Quest Cards also form part of the Event Deck. lost through the ages. Players must search for the item,
When drawn, these quests are read out and placed and complete the Quest upon finding it. Unlike Radiant
at the side of the board, where any player can try to Quests, Special Quests can only be claimed by one
achieve them. These are called Radiant Quests. player, so it is a race to see who can find the treasure
first.
Radiant Quests are Quests where players compete
to achieve a goal. Some Radiant Quests may result
QUEST ITEMS
in only one player completing the Quest while others
Most Quest Items have no bearing on game play.
allow multiple
Some, however, take the form of Upgrade Cards,
people to achieve
usually in the same format as a Treasure Card. Unless
the same goal, and
specifically specified in the Quest description, any
therefore receive
Quest Item Upgrade Card may be retained by your
the same rewards.
Party in subsequent games in the campaign. You do
Special Quests are not have to give the item to the same model that
Quests focusing found it – any eligible model in your Party may equip
on a Quest the item.
Item. These are
potentially valuable REQUIREMENTS
or magical items All Quest Cards have a Requirements category. A
that have been Quest Card can only be retained if the requirements
are met, otherwise the player must draw another card. Oath may only be completed once per game by
each player.
OATHS
If by the end of the game a player has failed to
Each scenario will contain a set of legendary feats
complete any Oath that they declared at the start,
that the bards of Tamriel will sing about for Ages to
they must subtract 1VP from their total VPs for each
come. Each player may choose any amount of these
uncompleted Oath.
Oaths to try and accomplish during the game.
During Delve Mode, each Party shares the Oaths they
Before the beginning of the game each player will
want to attempt to complete. In addition, the VPs lost in
announce which Oaths they will try to complete to
Delve mode for not completing an Oath is equal to the
their opponent. The Oaths can be completed at any
number of players. Players need to choose their Oaths
point of the game. When completed, the player who
carefully, and ensure they work together to complete
completes it must announce that the requirements
them, or the whole Party suffers the consequences.
of the Oath have been met and immediately score
the number of VPs associated with that Oath. Each

DEPLOY PARTIES
This section explains how and where players should The player with Setup Priority will place half of
deploy their models. Ordinarily, the map will display a their Party (rounding up) in their deployment zone.
marked ‘deployment zone’ showing the limits of the The opponent then does the same in the opposite
area in which models may be placed before the game zone. The player with Setup Priority will place their
commences. Some scenarios will show a ‘deployment remaining models in their deployment zone. The
edge’, these work in the same way as a deployment opponent then does the same.
zone except that the models must be placed in
contact with the marked edge of the playing area.

SCENARIO SPECIAL RULES


Most scenarios have one or more Special Rules that Adversaries do not begin the game in play, but are
reflect the environment in which players are fighting instead held off the board to one side in a ‘Spawn
or the special conditions of the battle. The more Pool’. When an Event Card instructs players to Spawn
common Scenario Special Rules are collected here one or more Adversaries, they place them on the
as Special Rules, in alphabetical order, while some gaming area as described in the Scenario Setup
scenarios also have their own unique rules. section. The scenario map will often indicate on which
board edge or part thereof an Adversary may appear.
ADVERSARIES
The scenario requires the involvement of a group of BLIZZARD
Adversaries as described on p.57. The game takes place during a fierce snowstorm.
While the Blizzard rules are in play, Burning Tokens
SPAWNING ADVERSARIES are automatically removed from models at the start
Unless otherwise specified by the scenario, of each round. In addition, Line of Sight is severely
limited – at the start of each round, players roll and NUMBER OF CIVILIANS
compare the result to the table below to determine the GOLD SEPTIM LIMIT CIVILIANS PER PLAYER
maximum Line of Sight range that round. Note that 0-99 1
light sources cannot mitigate this effect. 100-199 2

The Blizzard rules do not apply to models that are 200-299 3

within buildings, but do apply if a model is within a 300+ 4

building and shooting at a target outside a building,


Civilians usually remain stationary and are treated as
through a door or window, for instance.
enemy models with a Height Level of 2 (although they
BLIZZARD LINE OF SIGHT never perform actions or reactions, or anything else
ROLL RESULT except as described below). Adversaries treat them
12" as enemies but will always target a player-controlled
– Normal Line of Sight model in preference, if possible.
8" At the end of each round, up to three NPC Tokens
may be moved, starting with the player who has
BREAKING DAWN Advantage and alternating between players. These
The game begins following the Darkness rules, below. NPC Token’s have the following stats; basic movement
However, from the start of the second round onwards, allowance of 4”, 0 Stamina, and an Agility value of 2.
the player with Advantage rolls . If the score on the
A Civilian’s token is removed from play immediately if:
dice is equal to or lower than the value on the table
below, the sun rises and the Darkness rules cease to ❖ any model expends an Action to attack the token,
apply (remember, a always counts as 1, and
– OR –
always fails).
❖ an Adversary model moves into contact with
SUNRISE
the token.
ROUND NUMBER ROLL REQUIRED
2 <3 Each time a player-controlled model removes a
3 <4 Civilian’s token from play, roll . On a , lose 1 VP.
4 <5
5 Auto. DARKNESS
While the Darkness rules are in play, Line of Sight is
limited to 12”. However, any model within the radius
CIVILIANS
of a light source (such as a torch, or Candlelight spell)
Civilians have a habit of running around in a panic,
getting in the way, and generally causing a nuisance.
At the start of the game, after placing Objectives and
Treasure Tokens, each player takes a number of NPC
Tokens as determined by the Gold Septim limit:
can be seen at any distance (following the normal zone (or on its deployment edge), but no closer than
rules for Line of Sight). In addition, models within 6” to an enemy. The value (X) indicates the number of
the radius of a light source incur a +1 modifier to removed followers that may be returned to play.
their Sneak Skill Tests, but gain a -1 modifier to their
❖ The model is regarded as a brand new Follower of
Morale Checks.
the same type: Its Reserves are set to maximum,
and any tokens or treasure it was previously
OBJECTIVES
carrying are discarded.
The scenario requires the placement of one or more
Objective Tokens as described on p.4. ❖ As soon as the Champion’s activation is over,
the new model activates, interrupting the usual
REINFORCEMENTS (X) sequence of play.
When the Reinforcements keyword is in effect, a Party
Champion may spend a Special Action to choose one TREASURE
friendly Follower removed as a casualty earlier in the The scenario requires the placement of Treasure
game. The chosen Follower is immediately returned Tokens, as described on page 4.
to play. Place the model anywhere in its deployment

VICTORY CONDITIONS
This section explains how to win the game, and is to keep a careful note of how many VPs players score.
usually based upon the accumulation of Victory Points.
Each time they score one or more VPs, place the
correct number of Victory Point Tokens next to the table
VICTORY POINTS
on your side of the battlefield, gold
Victory Points (VPs) are, as the name suggests, used
face up. You can exchange multiple 1
to work out the winner of a game. Each scenario will
VP Tokens for 3 and 5 VP Tokens as Victory Point
explain how to score VPs, and bonus VPs available Tokens
necessary. Your VP total can never go
through the completion of; quests, events, succeeding
below 0 VP. VPs can be Spent during a game. Spent VPs
at certain skills, or accomplishing Oaths during the
still count towards a winner, but cannot be spent again.
course of the battle.
When you have Spent a VP, flip it to the gray side. At
VPs are won as the game progresses, so it is important the end of the game, the side with the most VPs wins.
BATTLE MODE
SCENARIOS
In this Game Mode, opposing parties go in search RANDOM SCENARIOS
of fortune and glory, only to chance upon a rival! Be To randomly determine which scenario players will
warned, the sound of battle can draw the attention of play, they simply roll and consult the table below.
malicious parties and wild beasts…

BATTLE MODE SCENARIO 1


ANCIENT RUINS
❖ Round Limit: 6 Then, players place Adversaries following the rules in
❖ Environment: Dungeon the Scenario Special Rules.

Ruined holds, forgotten tombs, and lost barrows can Finally, players deploy their models. The player with
be found in the hidden places of Skyrim, and many Setup Priority chooses one deployment zone – A or B.
hold great riches. As the civil war rages, both sides The other player uses the opposite deployment zone.
seek to secure the valuable treasures and ancient,
magical weapons within, to equip their own brave SPECIAL RULES
soldiers and deny them to their cunning enemy. This scenario uses the Adversaries, Objectives and
Treasure Special Rules.
SETUP
Adversaries that begin the game in play are deployed
Setup battlefield scenery as described in the Pre-Game
in the neutral zone (outside either player’s deployment
Sequence (see p.2).
zone). Take it in turns starting with the Player with
The board is bisected horizontally. Beginning with the priority placing a random Adversary model one at a
player with Setup Priority, Objectives are placed one at time. Each Adversary model must be placed in contact
a time, on or within 3” of the center line. with an Objective Token. Each token may only have
one Adversary model placed in contact with it. If
Next, beginning with the player with Setup Priority,
players run out of available Objective Tokens, begin
players take it in turns to place a number of Treasure
using Treasure Tokens, and then finally any leftover
Tokens in the neutral zone one at a time.
models are placed along a non-deployment edge at
least 6” away from any models .
VICTORY CONDITIONS 3” Deployment Zone A
In addition to VPs awarded for Objectives, players gain
Victory Points in the following circumstances:
Neutral Zone
❖ Each enemy model removed as a casualty: 1 VP
3”
Bisection Line
OATHS
Players may declare they will be attempting as many 3”
as they like of the following Oaths during this game.
Neutral Zone
Each Oath can only be completed once by each
player. If by the end of the game a player has not
completed an Oath, they lose 1 VP from their total. 3” Deployment Zone B

SLAY THE BEAST EXTERMINATORS


I will remove an Adversary I will remove more Adversaries from
Master from play. play than my enemy.
3 VP 3 VP

THEY ARE BENEATH US HOLD THE POINT


My Party will suffer no casualties I will control the same Strategic Objective
from Adversaries. for two consecutive turns.
2 VP 2 VP

AVENGE ME ARTIFACT COLLECTOR


I will remove from play an Adversary that removed I will collect
or Incapacitated a friendly model. 1 Master Treasure Card.
1 VP 1 VP

"I've seen plenty of Ayleid ruins. You'd think


they'd be picked clean after 2000 years, but,
no, there's still great treasures there."
– Rumor heard in Cyrodiil
BATTLE MODE SCENARIO 2
THIS LAND IS OURS
❖ Round Limit: 6 SPECIAL RULES
❖ Environment: Any This scenario uses the Adversaries and Treasure
Special Rules.
Throughout Skyrim, the war rages. As battles surge
over the land, territory is being seized and lost, taken Before the game begins, each player rolls – this
and then re-taken by both sides in a constant back is the number of Adversaries that begin the game in
and forth across the realm. Both sides claim this land play, rather than being held in the Spawn Pool. Priority
as theirs! should be given first to Minions, then Elites, then
Masters. Beginning with the player with Setup Priority,
SETUP players choose an Adversary and place it in contact
Setup battlefield scenery as described in the Pre-Game with a Treasure Token. Players then alternate until all
Sequence (p.2). rolled Adversaries are placed. During play Adversaries
spawned by event cards will enter along the four
The board is divided into four quarters. Players place
edges marked as Adversary Spawn on the map.
Treasure Tokens anywhere in the two treasure quarters
marked on the map, as detailed on p.4. To control a quarter, players must have more
standing friendly models in that quarter than
Next, players place Adversaries following the rules in
standing enemy models. If a model is occupying 2 or
the Scenario Special Rules.
more zones at the end of their activation, they must
Finally, players deploy their models. The player with declare which zone they are claiming.
Setup Priority chooses one deployment edge in one
of the player home quarters marked on the map. The
other player must deploy along one deployment edge
in the opposite home quarter.

Adversary Attacker
Treasure Player Home Deployment
Spawn Edges Quarter Quarter Edges

Attacker
Player Home Treasure Adversary
Deployment
Quarter Quarter Spawn Edges
Edges
VICTORY CONDITIONS OATHS
Players gain VPs in the following circumstances: Players can each choose to try and complete as
many of the following Oaths during this game.
❖ At the end of each round if their Party controls
Each Oath can only be completed once by each
a treasure quarter: 1 VP.
player. If by the end of the game a player has not
❖ At the end of each round if their Party controls
completed an Oath, they lose 1 VP from their total.
the enemy home quarter: 3 VP.

DRIVE THEM OUT DOMINATION


My Party will control a zone that was controlled by At the end of the game I will control both my own
the enemy player at the beginning of the round. and my enemy’s home quarter.
3 VP 3 VP

TIP OF THE SPEAR STRONGHOLD


I will eliminate the enemy Party Champion while At the end of the game no Adversaries
they are in their own home quarter. will be in my home quarter.
2 VP 2 VP

RUN, YOU DOGS! EXCAVATE


Cause an enemy to Flee out of I will search the Treasure Token that was placed
one zone and into another. nearest to the center point of the board.
1 VP 1 VP

"I've heard some things about Ulfric I don't like,


but he's right about this war and about Skyrim's future."
– Ralof
BATTLE MODE SCENARIO 3
AMBUSH
❖ Round Limit: 6 Defender Deployment zone. The attacker then splits
❖ Environment: Wilderness their Party into two equal sized halves (rounding
fractions up), and deploys one half in contact with
The element of surprise is a powerful weapon when
each of their Deployment board edges.
used correctly. An unsuspecting patrol has been
spotted returning to its encampment. Racing ahead of
SPECIAL RULES
their prey, the ambushers find a suitable site and wait
This scenario uses the Adversaries and Treasure
to spring their trap.
Special Rules.

SETUP The Attacker always takes the Advantage in the first


Setup battlefield scenery as described in the Pre-Game turn of the game.
Sequence (see p.2).
VICTORY CONDITIONS
Beginning with the player with Setup Priority, place
Players gain or lose Victory Points in the following
Treasure Tokens. Treasure Tokens may not be placed
circumstances:
within 6” of the defender deployment zone or within
6” of any board edge.
DEFENDER
Next, the players must decide which will be the ❖ Each friendly model alive at the game’s end: 2 VP.
attacker and which will be the defender. If they ❖ Each enemy follower removed from battle: 1 VP.
cannot decide, they should flip the Advantage Token,
nominating one player heads and one player tails. ATTACKER
❖ Each enemy model slain: 2 VP.
Bisect the board horizontally. The defender deploys
❖ Each Treasure Token Searched: 1 VP.
all of their models within 3" from this line. This is the

Attacker Deployment Edge


Adversary Spawn Edge

Adversary Spawn Edge

Defender
Deployment Zone

Attacker Deployment Edge


OATHS
Players can each choose to try and complete as many of the following Oaths during this
game. Each Oath can only be completed once by each player. If by the end of the game a
player has not completed an Oath, they lose 1 VP from their total.

TRUE STEEL STAIN THE EARTH


My Party will remove or Incapacitate more WITH THEIR BLOOD
Adversaries then the enemy Party. My Party will remove or Incapacitate
3 VP over half of the enemy Party.
3 VP

WEAPON OF LEGEND
My Champion will remove or Incapacitate an FEAR THE DARK
enemy player model using an item gained My Party will remove or Incapacitate an
from a Treasure Token. enemy model via a Sneak Attack.
2 VP 2 VP

SACRIFICE TO HIRCINE TAKE COVER


During the same round, two models from my Party Remove or Incapacitate an enemy model
must be engaged with the same enemy. via a Ranged Attack.
1 VP 1 VP

"You hear anything?"


"No, but I know they're out there. No other way then can
come. Now shut it or you'll ruin our ambush."
"I don't like it. What are they waiting for?"
"Maybe they're so scared of you they ran away"
– Stormcloak Soldiers
BATTLE MODE SCENARIO 4
LOST TREASURE
❖ Round Limit: 6 with the player with Setup Priority to randomly place
❖ Environment: Any a model one at a time. If players run out of available
Objective Tokens, begin using Treasure Tokens, and
Treasures seized from forgotten ruins, ancient
then finally any leftover models are placed along a
barrows, and bandit camps – all are valuable to the
non-deployment edge at least 6” away from any
war effort. Your forces have found an area rich in lost
models. Players then alternate placing one model at
treasures guarded by dangerous enemies. But, your
a time in their own deployment zone until all models
opponents are here to plunder too. Who will prevail?
are placed.

SETUP In this scenario add in two extra Treasure Tokens to


Players setup battlefield scenery as described in the the total required by the Gold Septim size of the game.
Pre-Game Sequence (see p.2).
Finally, players then deploy their models in the normal
The board is bisected diagonally; with an area 2” manner, although no closer than 10” to a Treasure
either side of the center line designated the treasure Token or an enemy model.
zone. Beginning with the player with Setup Priority,
players take it in turns to place a number of Treasure SPECIAL RULES
Tokens in this zone, one at a time. This scenario uses the Adversaries and Treasure
Special Rules.
The player with Setup Priority chooses one half of the
table – A or B – as their deployment zone. The other Models in this scenario are trying to carry caches
player uses the opposite deployment zone. of treasure from the map. After a successful Search
action, do not discard a Searched Treasure Token
All Adversaries begin the game in play, and are
as usual. Instead, place the Searched Token onto
deployed in the treasure zone. Take it in turns starting
the card of the model that Searched it. They have

Deployment
Zone A
en
Zo
re
su
ea
Tr

Deployment
Zone B
collected the Treasue Token, and now count as holding to the point on the battlefield that the model
the token from then on. Treasure Tokens may not previously occupied.
be pickpocketed, and are not counted as in being a
model's inventory for any other purposes. However VICTORY CONDITIONS
they may be passed to other models in the same way Players gain or lose Victory Points in the following
as equipment. circumstances:

If a model is removed from play, the Treasure Tokens ❖ Each Treasure Token Searched: 2 VP.
will be dropped at their last location and may be ❖ Each Treasure token held at the end of the game:
collected. To do so, a Model must be in base contact 2 VP.
with the token. They can then spend one action per ❖ Each Treasure Token collected from a Removed
token to collect them. This is not a search action, does Enemy Model: 1 VP.
not give a model a treasure card, or have any effect
other than the model collecting the dropped token. OATHS
Players can each choose to try and complete as many
When a model holding a Treasure Token dies, they
of the following Oaths during this game. Each Oath
will drop all their held Treasure Tokens. To drop the
can only be completed once by each player. If by the
Treasure Tokens, remove the model from play, then
end of the game a player has not completed an Oath
place all held Treasure Tokens as close as possible
they lose 1 VP from their total.

LUCKY FIND QUICK HANDS


My Hero will remove or Incapacitate an enemy player My Hero will Pickpocket an item
model using an item gained from a Treasure Token. from an enemy model.
3 VP 3 VP

TREASURE HOARDER PILLAGE THE DEAD


My Party will Search over half the My Hero will collect a treasure from killing
Treasure Tokens. an Adversary Master.
2 VP 2 VP

SCAVENGER TAKE YOUR CUT


I will collect a Treasure Token dropped by Each of the surviving models in my Party will have
an enemy model removed from play. at least one Treasure Token at the end of the game.
1 VP 1 VP
BATTLE MODE SCENARIO 5
LIGHT UP THE NIGHT
❖ Round Limit: 6 The defending player then takes 2 Strategic and 1
❖ Environment: Wilderness Puzzle Objective Tokens and places them face down,
one on top of each of tents. The tokens are used
Imperials and Stormcloaks alike maintain their
to identify the tents, and do not count as normal
territory through garrisoned camps. Striking in the
objectives.
early hours against their enemy, a raiding Party
seeks to deliver a crushing blow to an unsuspecting Next, players deploy their models. The defending
encampment. player deploys all their models in the Defender
Deployment area. The attacker then does the same in
SETUP the Attacker Deployment Area.
Setup battlefield scenery as described in the Pre-Game
Sequence (p.2). SPECIAL RULES
This scenario uses the Breaking Dawn and Treasure
The board is split into 3 zones: Attacker Deployment,
Special Rules. In addition, the Defender may use
Defender Deployment, and treasure zone as shown
the Reinforcements (2) Special Rule, although
on the map. Starting with the player with Setup
reinforcing units must deploy in contact with a tent
Priority, alternate placing a number of Treasure Tokens
that has not been destroyed.
depending on the game size anywhere within the
treasure zone. The Attacker always takes the Advantage in the first
turn of the game.
The defending player places 3 pieces of terrain to
represent tents, no more than 3” by 4”, at least at
DESTROYING TENTS
least 6” from each other behind their deployment zone
A model may destroy a tent by hitting the tent
as shown on the map.
successfully with an attack that has the Fire Damage
Type. Alternatively, an unengaged model can perform
a Special Action when in base contact with the tent
to destroy it. When a tent is destroyed, it emits light
around the tent with a 3” radius. Reveal the objective
token on top of the destroyed tent, and refer to Victory
Defender Deployment Zone

Conditions to determine rewards.

Attacker
Treasure
Deployment
Zone
Zone
VICTORY CONDITIONS ATTACKER
Players gain or lose Victory Points in the following ❖ Destroy a tent represented by a Strategic Token: 3 VP
circumstances: ❖ Destroy the tent represented by a Puzzle Token: 5 VP

DEFENDER OATHS
❖ Each tent not destroyed at the end of Round 6: 1 VP. Players can each choose to try and complete as many
❖ Each enemy Follower removed from battle: 1 VP. of the following Oaths during this game. Each Oath
❖ Each enemy Hero removed from battle: 2 VP. can only be completed once by each player. If by the
❖ Enemy Champion removed from battle: 3 VP. end of the game a player has not completed an Oath,
they lose 1 VP from their total.

INFERNO HOLD THE LINE


(Attacker only) (Defender only)
My Party will end the game with My Party will end the game with
all the tents destroyed. no tents destroyed.
3 VP 3 VP

BREAK THEIR LINES WE STAND ALONE


(Attacker only) (Defender only)
The enemy Party will reinforce during the battle. My Party will not reinforce during this battle.
2 VP 2 VP

FIRST BLOOD PILLAGE AND BURN


My Party will be the first to remove or My Party will resolve more Treasure Tokens
Incapacitate an enemy model. than the opposing player.
1 VP 1 VP

"This is it men! This is an important day for the Empire


and for the Legion. And for all of Skyrim."
– Legate Rikke before the Battle for Whiterun
BATTLE MODE SCENARIO 6
SOVNGARDE CALLS
❖ Round Limit: 6 then alternate placing one model at a time in their
❖ Environment: Any own deployment zone until all models are placed. The
Adversary Master must be deployed as close to the
The holds, fields, mountains and caverns of Skyrim
center of the board as possible.
are the stage for the brutal Civil War. Stormcloaks fights
against Imperial for the future of the region. No quarter The player with Setup Priority then chooses one table
is asked for, and none is given. Victory or Sovngarde! edge – A or B – as their deployment edge and players
deploy following the standard rules.
SETUP
Setup battlefield scenery as described in the Pre-Game SPECIAL RULES
Sequence (p.2). This scenario uses the Adversaries, Treasure, and
Reinforce (2) Special Rules.
The board is bisected horizontally; with an area 6”
either side of the center line designated the Treasure Adversaries are chosen in this game up to half the
zone. Beginning with the player with Setup Priority, Gold Septim limit (so a 200-Septim game requires
players take it in turns to place Treasure Tokens in the 100 Gold’s worth of Adversary models). The Adversary
Treasure zone, one at a time. force must contain exactly one Master.

All Adversaries begin the game in play, and are


VICTORY CONDITIONS
deployed in the treasure zone. Take it in turns starting
Players gain VPs in the following circumstances;
with the player with Setup Priority to randomly select
a model, one at a time. Adversaries must first be ❖ Enemy Champion removed as a casualty: 3 VP.
placed in contact with a Treasure Token, with any ❖ Every other enemy model removed as casualty:
leftover models placed as the players wish. Players 1 VP.

Player Deployment Edge A

Treasure Zone

Player Deployment Edge B


OATHS
Players can each choose to try and complete as many of the following Oaths during this
game. Each Oath can only be completed once by each player. If by the end of the game a
player has not completed an Oath, they lose 1 VP from their total.

DUEL OF AGES ANNIHILATION


My Party Champion will remove the enemy At the end of game my Party will have
Party Champion as a casualty. removed more enemy models than the enemy
3 VP removed from my Party.
3 VP

THE ART OF
DESTRUCTION LEAD BY EXAMPLE
My Party will remove or Incapacitate an enemy My Party Champion will remove or
player model using a Destruction Spell. Incapacitate an enemy player model.
2 VP 2 VP

STALWART FORCE PILLAGE THE DEAD


No members of my Party will My Hero will collect the treasure from
fail a Morale Check. killing the Adversary Master.
1 VP 1 VP

"In the end, all valiant Nords can enter Sovngarde.


Dismemberment, decapitation or evisceration seems a
small price to pay for the chance to spend an eternity in
Shor's wondrous hall."
– Bereditte Jastal
(Sovngarde, a Re-examination)
BLOOD ON THE SNOW
CAMPAIGN
The following campaign is for 2 players using the under the protection of the local Stormcloak rebels.
content of the 2-Player Starter Box and the scenarios During this campaign, one player will be referred to as
described earlier, although players should feel free to the Imperials and the other will be referred to as the
include models from any expansion packs for their Stormcloaks. If players wish to play this campaign
chosen faction. This campaign is written to tell the with different factions exchange the Imperials or
story of an Imperial raid on an ancient Nordic barrow, Stormcloaks factions with the factions of their choice.

CAMPAIGN FLOW AND STRUCTURE

Scenario 1:
ANCIENT RUINS

Imperials Win Stormcloaks Win

Scenario 2: Scenario 3:
THIS LAND AMBUSH
IS OURS
Imperials Win Stormcloaks Win

Imperials Lose Stormcloaks Lose


Scenario 4: Scenario 6:
LOST TREASURE SOVNGARDE CALLS
Scenario 5:
LIGHT UP THE NIGHT

THE PARTY
When forming a Party for the start of a campaign, all Party Champion must stay the same throughout
of the usual rules apply, the Gold Septim limit of the the campaign.
Party is agreed upon by the players, and all players in
The campaign begins with Battle mode Scenario 1:
the campaign must adhere to that limit.
Ancient Ruins. Depending on the outcome this leads
The choice of a Party Champion is vital. You may players down a differing path.
choose your Party anew for each game, but the
POST-GAME SEQUENCE
Once the victor of the game is determined, players scenario. Any treasure discarded is added back into
will refer to the Campaign Consequences table to the Treasure Deck for the following scenario.
determine which scenario to play next, as well as any
Between scenarios all models will replenish their
bonus or consequence that will be applied to their
Health, Stamina and Magicka reserves to full. Surviving
forces during the next game.
leveled Heroes will start the following scenarios leveled.
After the game has finished, players may keep an
If a leveled Hero is slain during a scenario, it may
amount of collected Treasure Cards equal to the
return for the following scenarios but it is reverted
number of surviving models to use in the following
back to its non-leveled state.

FACTION OATHS
The following Oaths can be chosen in any game of this campaign. Each Oath can only be completed once per
player per scenario.

SHIELDWALL SHIELDBREAKER
(Imperials only) (Stormcloaks only)
Over half of my Party will end My Hero will use the Linebreaker Perk to remove
a turn with a Block Token. a Block Token from an enemy model.
1 VP 1 VP

SCENARIO CONSEQUENCES
SCENARIO 1: ANCIENT RUINS
FACTION WIN LOSE
Those filthy Stormcloaks didn’t stand a chance Regroup! These savages are too dug in around here.
against our Imperial Steel. We have our foothold, but Orders are to head back to camp to reinforce. Keep
stay alert. These dogs won’t give up that easily... an eye on the treeline, they say the Bear of Markarth
Move onto Scenario 2: This Land Is Ours. stalks this land.
Imperials
The Imperial player may add or subtract 1 to the result Move onto Scenario 3: Ambush.
of the Black Dice rolled for determining the The Imperial Player is the defender, also the Imperial
number of Adversaries spawned. In addition, the force may only use 1 Action during the first turn of
Imperial player places the first Adversary during set-up. the game.

Those milk drinkers may have won this day but I’ll
Look at them run with their tails between their legs!
be long in my grave before I let them pillage the
Come on, lets show them how a Nord hunts their prey.
relics of my ancestors. We must strike back!
Stormcloaks Move onto Scenario 3: Ambush.
Move onto Scenario 2: This Land Is Ours.
The Stormcloak player is the attacker. In addition,
During the post-game, the Stormcloak player must
any model may start the game with a Hidden Token.
discard all but one collected treasure from Scenario 1.
SCENARIO 2: THIS LAND IS OURS
FACTION WIN LOSE
Victory! Soon the entire province will be under
control of The Empire once more. Those traitors
Retreat! They fight like cornered rats but we can’t
don’t deserve the treasures of their ancestors.
suffer more losses today. Make camp, but keep
Without honor, the lot of them!
watch. Something lurks in the darkness...
Move onto Scenario 4: Lost Treasure.
Imperials Move onto Scenario 5: Light up the Night.
Once the Treasure Tokens have been deployed
The Imperial Player is the defender, in addition
during setup of Scenario 4, the Imperial player
randomly give the Stormcloak player one of your
may roll the Green Accuracy Dice and secretly
collected treasures from this scenario.
check to see the amount of Treasure Tokens that are
locked or unlocked.

Praise Talos! Our cause is true, soon Skyrim will They keep coming with their fancy armor and their
once again belong to the Nords. Onwards to their flimsy swords. We will not let them desecrate these
camp, let’s be rid of them for good. lands. One last fight, for Ulfric and for Skyrim!

Stormcloaks Move onto Scenario 5: Light up the Night. Move onto Scenario 4: Lost Treasure.

The Stormcloak player is the attacker, in addition The Stormcloak player will lose 1 VP in the next
during setup the Stormcloak player may place the scenario every time the Imperial player resolves a
first tent. Treasure Token.

SCENARIO 3: AMBUSH!
FACTION WIN LOSE
Those cowards thought they could take us by
Ulfric’s dogs have us on the run, we must make our
surprise, but none can stand up to the might of the
stand here, soldiers. For the Empire!
Imperial Legion! It’s time to crush this rebellion, and
secure this region for good. Move onto Scenario 6: Sovngarde Calls.
Imperials
Move onto Scenario 5: Light up the Night. The Imperial player must select one Hero in
the Stormcloak Party. If this Hero is slain during
The Imperial player is the attacker. In addition, during
Scenario 6 the Stormcloak player gains 5 VP.
setup the Imperial player may place the first tent.

They must have seen us coming... Back to the


They’ll think twice before coming back here, that’s camp! We’ll rest for now, but stay alert. The wilds of
for sure. Onwards Stormcloaks, the Jarl has ordered Skyrim are a dangerous place, especially at night...
a final charge. Victory or Sovngarde!
Move onto Scenario 5: Light up the Night.
Stormcloaks
Move onto Scenario 6: Sovngarde Calls.
The Stormcloak Player is the defender. After
The Stormcloak player ignores the effects from the deployment, the Stormcloak player must roll the
Blizzard special rule in Scenario 6. Green Accuracy Dice and assign Staggered
Tokens to the amount rolled of Stormcloak models.
SCENARIO 4: LOST TREASURE
FACTION WIN LOSE
We have crushed the resistance and claimed these
riches for the glory of the Empire. We return as What the rebels like to forget, is that the Empire is
Imperials heroes, and those Stormcloaks will think again what's keeping the Dominion out of Skyrim.
before testing their mettle against Imperial steel!
Pyrrhic Imperial Victory
Major Imperial Victory!

The blood of our brethren stains the ground, but


their souls are in Sovngarde, and their sacrifice will Our ancestors are smiling at us, Imperials. Can
Stormcloaks not be in vain. We have won, and we will remember yours say the same?
the fallen in our songs.
Major Stormcloak Defeat!
Pyrrhic Stormcloak Victory

SCENARIO 5: LIGHT UP THE NIGHT


FACTION WIN LOSE
Those traitorous cowards. We’ve been driven back
this time, but the Imperial Legion is not so easily
Send Ulfric my regards. For glory! For the Empire!
Imperials defeated. We will return, and give these rebels what
Minor Imperial Victory they deserve...

Minor Imperial Defeat

Where’s your Emperor now? Send him a message: We'll come to your council, Imperial. But I doubt any
Stormcloaks Skyrim will be free! good will come of it.

Minor Stormcloak Victory Minor Stormcloak Defeat

SCENARIO 6: SOVNGARDE CALLS


FACTION WIN LOSE
What the rebels like to forget, is that the Empire is By Ysmir, nothing kills these Traitors. We will return
Imperials what's keeping the Dominion out of Skyrim. for Ulfric’s head.

Pyrrhic Imperial Victory Major Imperial Defeat!

The blood of our brethren stains the ground, but


Skyrim belongs to the Nords, you milk drinkers best their souls are in Sovngarde and their sacrifice will
Stormcloaks remember that. not be in vain. We have won, and we will remember
the fallen in our songs.
Major Stormcloak Victory!
Pyrrhic Stormcloak Victory
DELVE MODE
SCENARIOS
Designed for solo play against the monstrous immerse themselves in a narrative quest for treasure
denizens of Tamriel, this Mode allows a single and fame, while battling to survive against deadly
player or a co-operative group of adventurers to creatures and evil machinations.

ADVERSARY FORCES
The key difference between Delve Mode and Battle ❖ All models in the Adversary force must be from
Mode is that, in Delve Mode, games are played the same Faction, with the exception of
against the ‘artificial intelligence’ of the Adversaries Monsters and Beasts, which may join any
in play. After deciding on the Gold Septim limit of the Adversary Faction.
game, simply choose Adversary models from your
❖ Take the corresponding Adversary Faction
collection to the prescribed limit, using the gold value
Reference card for each Adversary Faction in play,
on their Adversary cards.
and place it near to the Adversary Cards.
❖ For every full 100 Gold Septims in the player
Before the player Party deploys, draw half (rounding
Party, the Adversaries add 25 Gold Septims to
down) of the Adversary Number Tokens from the Spawn
their total value (this compensates for the random
Pool. Place these one at a time as dictated by the
aspect of their activation).
scenario. Once all the tokens are placed, flip them to
❖ An Adversary force must comprise a minimum of see which Adversaries they are, and place those models
four models. in play. All other Adversaries are held in the Spawn Pool.

DELVE MODE TURN SEQUENCE


In Delve Mode battles, one player – or a team ADVANTAGE
of players – work against randomly controlled Advantage is determined as normal. Even though
Adversaries. This means there is no opponent in the there is no human opponent, the Adversary side can
true sense of the word, and therefore we must modify still hold the Advantage.
the sequence of play slightly.
ACTIVATIONS
Take the corresponding Number Token for each
Adversary in play that is not Incapacitated. Randomly
draw a quantity of these tokens, depending on the
Gold Septim limit of the game (see table below).
The corresponding Adversary models will Activate
in the Activation phase, alternating their turns with
the player Party. As soon as an Adversary Activation
is complete, that Adversary receives an Activated VICTORY
token, and play moves to the player side. In a The player team scores VPs as usual. However,
co-operative game, players must decide the order Adversaries don’t concern themselves with such
of activation for their own models between matters – they simply want to stop the player Party at
themselves. Activations are conducted as described all costs! Victory for the players is determined by the
in the Rulebook. number of VPs obtained at the end of the game, as
specified by the scenario.
Adversaries that have not yet activated React to
player Actions as normal.
THE SPIRIT OF THE GAME
NUMBER OF ADVERSARY ACTIVATIONS
One of the most important things in Delve Mode is
GOLD SEPTIM LIMIT ADVERSARY ACTIVATIONS
the feel of the game. While the Adversary rules are
0-99 1
designed to work in most situations, nothing can
100-199 2 legislate for every possible scenario! If players are
200-299 3 using more advanced scenarios or maybe some have
300-399 4 created themselves, there may be moments that do
400+ 5 not quite chime with the character of the models
involved, or that seem odd in the circumstances. In
THE EVENT PHASE such situations, there is no problem with changing to
Only Delve Event Cards may be used in Delve Mode a different listed behavior if it helps a solo game feel
scenarios. Adversaries do not Activate in the more cinematic and narrative.
Event Phase.

RANDOM SCENARIOS
To randomly determine which scenario you play, simply roll and consult the table below.

RANDOM BATTLE MODE SCENARIO


ROLL SCENARIO ROLL SCENARIO
The player chooses – Realm of the Dead
Hold the Gate – The Golden Claw
Lair of the Beast – Master of the Sanctum
The Standing Stone Roll again

"Don't worry about those Stormcloaks.


You're safe from them here.
As if they'd want the place anyway."
– Guard in Imperial Controlled Winterfell
DELVE MODE SCENARIO 1
HOLD THE GATES
❖ Round Limit: Special SPECIAL RULES
❖ Environment: Any This scenario uses the Adversaries and Special
Objective Special Rules.
The great expanses of Tamriel are pock-marked with
ravaged fortresses, smashed asunder in yesteryear Adversaries that begin the game in play are deployed
by besieging enemies or rampaging dragons. These in contact with the Adversary Edge. All other
crumbling holds are often pressed into service by Adversaries Spawn as usual, entering play via the
aspiring warlords, or used as places of shelter by same edge.
wandering adventurers. Unfortunately, as defensible
positions, they are hotly contested, and new PULLEYS
occupants are rarely afforded a moment’s peace. There are only two Objective Tokens in play, and
these are the pulleys that control the gates. A player
SETUP may perform a Special Action while in base contact
Players setup battlefield scenery as described in the with a Pulley to attempt to close a gate to stop the
Pre-Game Sequence (p.2). enemy pouring through. Make a Strength Attribute
Test. If successful, the gate nearest the Pulley
Players nominate one board edge as the player
Objective is changed from open to closed, or vice
deployment edge, and the opposite edge as the
versa. Place a piece of scenery to block the open gap.
Adversary Spawn. They then place a series of wall
A closed gate is Impassable and blocks Line of Sight.
terrain or other Impassable barriers in a straight
If a model is in the way of a closing gate, the model
line parallel with those edges, one third of the board
is immediately removed from play as a casualty.
width from the Adversary Edge, as shown on the
map. Whatever scenery players use to represent
this line, it is given a nominal Height Level of 5 for
the purposes of this scenario. Players must leave
Adversary Spawn Edge
two large gaps of approximately 4” wide in the line
of barriers as shown; these should be marked as
fortress gates, which start the game open. Players
then place a Special Token in contact with each gate,
on the side nearest the deployment edge.

Finally, players deploy their model in contact with their


deployment edge.

Players Deployment Edge


BESIEGING ADVERSARIES round, one or more Adversaries are in contact with the
When an Adversary would normally perform the F player deployment edge.
(Fall Back) response, it instead performs the M
REQUIRED VPs FOR VICTORY
(Move) response. In addition, during a M response,
GOLD SEPTIM LIMIT VPs REQUIRED
Adversaries will choose to move towards the Player(s)
deployment edge. 0-99 10 VP
100-250 14 VP

VICTORY CONDITIONS 251+ 20 VP

Players gain Victory Points in the following


circumstances: OATHS
Players can each choose to try and complete as many
❖ Each Adversary removed from play: 1 VP.
of the following Oaths during this game. Each Oath
The players win the scenario if they have acquired the can only be completed once by each player. If by the
number of VPs listed on the table below at the end of end of the game a player has not completed an Oath
the game (after calculating bonus VPs from Quests). they lose 1 VP from their total.
The players lose the scenario if, at the end of any

MAKING A POINT LET THEM COME


I will remove an enemy model I will not close a gate
from play by closing a gate. during the game.
3 VP 2 VP

THROUGH THE GATE


I will remove an enemy before
they have moved through a gate.
1 VP

"Whiterun's walls are tall, but they are old and crumbling,
like the Empire whose Legion lines them. They've
barricades to block us, but we'll tear through
them and the Imperials behind them!"
– Galmar before the Battle for Whiterun
DELVE MODE SCENARIO 2
THE LAIR OF THE BEAST
❖ Round Limit: Special Then, the player(s) place a number of Treasure Tokens
❖ Environment: Dungeon in the treasure zone.

In an isolated backwater, the locals tell tales around Next, place Adversaries following the rules in the
their fires of a creature of rare power, that holds Scenario Special Rules.
sway over its fellows. Many times, bold hunters set
Finally, players deploy their models in contact with the
out to bring back its head, but none have succeeded.
player deployment edge.
Many have not returned at all… Now, the Jarl has
set a reward for the culling of this creature, attracting
SPECIAL RULES
adventurers from across the land.
This scenario uses the Adversaries and Treasure
Special Rules.
SETUP
Setup battlefield scenery as described in the Pre-Game Adversaries that begin the game in play are deployed
Sequence (p.2). in the treasure zone. Adversary models must first be
placed in contact with a Treasure Token, with any
The board is bisected diagonally. One half of the
leftover models added to the Spawn Pool.
board (except for an area with a 6” radius from the
corner) is nominated the treasure zone. A Puzzle
THE BEAST
Objective is placed in the corner beyond the treasure
The Adversary with the highest gold septim cost is
zone, as shown.
the creature known locally as ‘the Beast’ (if there
are several model of equal value, the players may
choose which is the Beast). This model adds to
its attack Tests and Armor Rating for the duration of
the game. The Beast does not begin the game on
Adversary Spawn Edge the board. Immediately spawn The Beast in contact
with the Puzzle Token once a non-hidden player
model enters the treasure zone. The Beast activates
in every subsequent round in addition to the number
of Adversaries that would normally be allowed to
Adversary Spawn Edge

Treasure Zone activate. The Beast cannot be returned to the game


via Spawn.
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Players’
Deployment
Edge
VICTORY CONDITIONS In addition to VPs earned for searching Treasure
The game ends when the Puzzle Objective is Tokens, players gain Victory Points (VP’s) in the
successfully solved, or the player’s Party is wiped following circumstances:
out. A model may not attempt to solve the Puzzle until
❖ The Beast is removed from play: 3 VP
the Party has earned the requisite number of Victory
❖ Each normal enemy model destroyed: 1 VP
Points (see table below).

SOLVING THE PUZZLE OATHS


GOLD SEPTIM VICTORY POINTS REQUIRED Players can each choose to try and complete as many
LIMIT TO SOLVE PUZZLE of the following Oaths during this game. Each Oath
0-99 7 VP can only be completed once by each player. If by the
100-250 9 VP end of the game a player has not completed an Oath
251+ 12 VP they lose 1 VP from their total.

FROM UNDER THEIR NOSES DEATH FROM AFAR


Move adjacent to the Puzzle Objective without Remove the Beast from play
Spawning The Beast. using a Ranged Attack.
3 VP 2 VP

THIEF IN THE DARK


I will gain a Treasure
whilst Hidden.
1 VP

"Hard to find. Occasionally eat small boats.


Find one swimming? Make for land.
If it catches you, it will drag you under."
– Bolga gra-Bur
DELVE MODE SCENARIO 3
THE STANDING STONE
❖ Round Limit: 8 SPECIAL RULES
❖ Environment: Wilderness This scenario uses the Special Objective,
Adversaries and Treasure Special Rules.
Throughout the wilderness, ancient standing stones
mark sacred places of old. Thrumming with the power Adversaries that begin the game in play are deployed
of the Divines, these stones are much sought after, for in the treasure zone. Adversary models must first be
their blessings can help set the lowliest adventurer on placed in contact with a Treasure Token, with any
the path to glory. leftover models added to the Spawn Pool.

When Adversaries spawn they do so in the corner


SETUP
closest to a player model.
Place a Standing Stone Special Objective in the dead
center of the board.
THE STANDING STONE
Setup battlefield scenery as described in the Pre-Game This is a Special Objective. Before the game begins,
Sequence (p.2). However, do not place any scenery roll to see what type of stone it is. While the
within 6” of the Standing Stone. This is the treasure Standing Stone is controlled, the model closest
zone. receives the bonus listed below:

Next, the player(s) place a number of Treasure Tokens


STANDING STONE TYPE
in the treasure zone.
ROLL STONE
Then, place Adversaries following the rules in the The Lover Stone: The model gains one
Extra Action.
Scenario Special Rules.
The Thief Stone: The model modifies
Finally, players deploy their models in any corner its Sneak, Lockpick and Pickpocket Skill
Tests by -2.
of the board, this becomes their Deployment zone.
The Warrior Stone: The model gains
The player deployment zone is 6” from the corner as +1 Strength.
shown on the map. The Mage Stone: The model gains
+2 Intelligence.
The Apprentice Stone: The model gains
Players’ the Regenerate Magicka and Weakness:
Deployment Magic Keywords.
Zone – The Lord Stone: The model adds
to its Armor Rating.
– The Lady Stone: The model gains the
Regenerate Health Keyword.
Treasure Zone
The Atronach Stone: The model gains
the Resistance: Magic Keyword.

Neutral Zone
VICTORY CONDITIONS The game ends when the Round Limit is reached,
Players gain Victory Points in the following or one side has been wiped out (in which case the
circumstances: opposite side wins). At the end of the game, the player
Party’s result depends on the number of Victory Points
❖ If there is at least one player model and no
scored, as follows:
Adversaries within 3” of the Standing Stone at the
end of each round: 3 VP. LOSE, NARROW OR SOLID VICTORY?
❖ If there is an equal amount of Player models and GOLD SEPTIM LOSE NARROW SOLID
Adversaries within 3” of the Standing Stone at the
LIMIT VICTORY VICTORY
end of each round: 1 VP. 0-99 0-7 VP 8-11 VP 12+ VP
100-250 0-8 VP 9-13 VP 14+ VP
251+ 0-9 VP 10-15 VP 16+ VP

OATHS
Players can each choose to try and complete as many
of the following Oaths during this game. Each Oath
can only be completed once by each player. If by the
end of the game a player has not completed an Oath
they lose 1 VP from their total.

HALLOWED GROUND AN OFFERING TO


I will clear the treasure zone of Adversaries, THE DIVINES
then no Adversaries will enter the treasure zone I will not use/equip
for the rest of the game. any Treasures I collect.
3 VP 2 VP

POWER OF THE DIVINES


My Party champion will gain
the bonus of the Standing stone.
1 VP

"I have spent many years trying to understand these stones...


I know they are old, older perhaps than the world itself.
They have seen civilizations rise and fall. And they hate us.
They are waiting for their master to return."
– Anonymous
(The Standing Stones)
DELVE MODE SCENARIO 4
REALM OF THE DEAD
❖ Round Limit: 8 Finally, players deploy their models. The player may then
❖ Environment: Dungeon or Wilderness set up their models within the player deployment zone.

The dead do not rest easy in Tamriel. In shuttered


SPECIAL RULES
taverns and isolated camps, simple folk tell tales in
This scenario uses the Adversaries, Objectives, and
hushed tones of shambling zombies, eternal Draugr,
Treasure Special Rules.
and bloodthirsty Vampires. Tall stories to some, but the
lifeblood of adventurers. For wherever men speak of Refer to the table below to see how many objectives
monsters, adventure and riches are sure to follow. players should use in this game depending on the
Gold Septim Limit.
SETUP
NUMBER OF OBJECTIVES
Setup battlefield scenery as described in the Pre-Game
Sequence (p.2).
GOLD SEPTIM LIMIT OBJECTIVES
0-99 1
The board is bisected diagonally. One half of the board 100-250 3
is nominated the treasure zone. On the other side of 251+ 5
the board the furthest corner from the treasure zone
becomes a 6” player deployment zone. Adversary models must first be placed in contact with
an Objective until at least one model is in contact with
Next, the player(s) place a number of Objective
each Objective. Remaining Adversaries are then placed
Tokens, then Treasure Tokens in the treasure zone one
adjacent to a Treasure Token until at least one model
at a time.
is in contact with each Treasure Token. Any remaining
Then, place Adversaries following the rules in the Adversaries are then placed anywhere in the Treasure
Scenario Special Rules. Zone, no closer than 3” to another Adversary model.

ANCIENT GRAVES
Players At least 25% of the Adversary models (round up to
Deployment the nearest whole number) must be Undead and/or
Zone Vampires.
Adversary Spawn Edge

VICTORY CONDITIONS
Players gain Victory Points in the following
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❖ Each enemy model destroyed: 1 VP.


Bi

Treasure Zone
The game ends when the Round Limit is reached,
or one side has been wiped out (in which case the
opposite side wins). At the end of the game, the player
Party’s result depends on the number of Victory Points

Adversary Spawn Edge scored, as seen on the folling table:


LOSE, NARROW OR SOLID VICTORY? OATHS
GOLD SEPTIM LOSE NARROW SOLID Players can each choose to try and complete as many
LIMIT VICTORY VICTORY of the following Oaths during this game. Each Oath
0-99 0-7 VP 9-13 VP 14+ VP can only be completed once by each player. If by the
100-250 0-9 VP 10-15 VP 16+ VP end of the game a player has not completed an Oath
251+ 0-10 VP 11-18 VP 19+ VP they lose 1 VP from their total.

TREASURE HUNTER WIPE THEM OUT


I will search all the Treasure Tokens The game will end with
before the game ends. no Adversary models in play.
3 VP 2 VP

STRIKE FROM THE


SHADOWS
My Party will remove an enemy model
using a Sneak Attack.
1 VP

"Once, they were warriors much like the Skaal...


The All-Maker cursed them with undeath, forever
doomed to walk the land in search of more of the
flesh of man to consume."
– Korst Wind-Eye
DELVE MODE SCENARIO 5
THE GOLDEN CLAW
❖ Round Limit: 10 Adversaries that begin the game in play are deployed
❖ Environment: Dungeon in the treasure zone. Adversary models must first be
placed in contact with a Treasure Token, with any
A hastily drawn map recovered from the clutches of a
leftover models placed anywhere in the treasure zone,
dying adventurer has led you to an ancient dungeon
no closer than 3” to another Adversary model.
on the edge of nowhere. Rumor has it that the
dungeons hold a secret chamber, containing untold
THE GOLDEN CLAW
riches. But to open the chamber, one must first brave
For this scenario, the Treasure deck may not contain
the dungeon denizens and find the key…
more cards than there are Treasure Tokens in play.
Pick the cards at random. One of the cards, however,
SETUP
must be the Golden Claw Quest Item.
Setup battlefield scenery as described in the Pre-Game
Sequence (p.2).
THE PUZZLE DOOR (SPECIAL OBJECTIVE)
The board is bisected diagonally. One half of the board The Puzzle Door is magically sealed shut. A model
is nominated the treasure zone. with the Golden Claw in its inventory that controls
the Puzzle Door Objective automatically opens the
Pick one of the two corners furthest from the center
door. The door remains open for the rest of the game.
line. The area within 6” of this corner becomes
In addition to opening the door, the Puzzle Door
the player deployment zone (if the gaming area
Objective also scores VPs as though it were a normal
is larger than 3’ square, use an area 9” from the
Strategic Objective
corner instead). In the opposite corner place a
Strategic Objective Token as shown on the map – this
represents the Puzzle Door (see below).

Treasure Tokens are placed anywhere in the marked


treasure zone, as described on p.4.

Next, place adversaries as described in the Scenario Players


Deployment
Special Rules.
Spawn Edge

Zone
Adversary

SPECIAL RULES
This scenario uses the Adversaries, Special
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Objective, and Treasure Special Rules, with the


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following modifications.
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Treasure Zone

Adversary
Spawn Edge
The player models must attempt to leave the playing Players gain Victory Points in the following
area by moving through the opened Puzzle Door. This is circumstances:
the only way a model can voluntarily leave the gaming
❖ Finding the Golden Claw: 2 VP.
area. To escape, a model must have enough Basic
❖ Enemy model removed from game: 1 VP.
Movement Allowance to take it at least partially beyond
❖ Each Chest Searched: 1 VP.
the edge of the board – remove the model from play
(it does not count as a casualty). While it is open, the Victory points can be used to Level Up Heroes as
Puzzle Door Objective is treated as Open Terrain. normal, but are not used for determining victory
conditions in this scenario.
VICTORY CONDITIONS
❖ The players win if at least half their models OATHS
escape through the Puzzle Door before the round Players can each choose to try and complete as many
limit is reached. of the following Oaths during this game. Each Oath
can only be completed once by each player. If by the
❖ The players lose if their Party is wiped out, or at
end of the game a player has not completed an Oath
least half of the players’ models do not escape
they lose 1 VP from their total.
through the puzzle door.

HOARDER SWIFT ESCAPE


My Party will Search each My Party will find the Golden Claw and
Treasure Token. Escape before turn 5.
3 VP 2 VP

THIEF IN THE DARK


My Party will resolve a
Treasure Token whilst hidden.
1 VP

"Lucan Valerius in Riverwood is


offering me a gold reward if I retrieve
his antique Golden Claw, stolen by
bandits camped in Bleak Falls Barrow."
– The Dragonborn's Journal
DELVE MODE SCENARIO 6
MASTER OF THE SANCTUM
❖ Round Limit: 10 SPECIAL RULES
❖ Environment: Dungeon This scenario uses the Adversaries, Special
Objective, and Treasure Special Rules.
At the heart of this dungeon lies a hidden sanctum,
from which a monstrous foe of great power rules over
THE MASTER
his dominion with an iron fist. Oath has it that the
After selecting a group of Adversaries to use in this
sanctum also holds treasure of unimaginable power.
scenario, the Adversary with the highest gold Septim
But the only way to claim these riches is to face the
cost is designated ‘The Master’. This model adds
master of the sanctum, and none so far have done
to its Attack Tests for the duration of the game. The
so and lived.
Master does not begin the game on the board.

SETUP Immediately spawn The Master in contact with


Place a Special Objective sarcophagus in the center of the player model that successfully interacts with
the board. the Sarcophagus. The Master activates in every
subsequent round in addition to the number of
Setup battlefield scenery as described in the Pre-Game
Adversaries that would normally be allowed to
Sequence (p.2).
activate. The Master cannot be returned to the game
Next place Treasure Tokens exactly 6” away from the via Spawn.
sarcophagus and at least 3” away from each other.
THE SARCOPHAGUS
Finally, players place their models within the player
Use a suitable piece of terrain, no larger than 3”
deployment zone.
by 4”, for the Nord Sarcophagus. The Sarcophagus
follows the same rules as an open Master Chest. In
addition, when drawing from the Master Treasure
Deck after a successful search action, keep drawing
and discarding cards until you draw a weapon card.
Players’ Shuffle discarded cards back into the Master Treasure
Deployment
deck after you have drawn a weapon.
Zone
Adversaries only spawn in this scenario once a
Master Treasure Token has been interacted with via a search
Deployment
Zone action. Ignore the Spawn number on the Event Cards.
The maximum number of Adversaries allowed in this
scenario is equal to the number of Treasure Tokens,
plus the Master.

Adversary
Deployment Edge
VICTORY CONDITIONS Victory points can be used to level-up Heroes as
❖ The players win if The Master is slain. normal, but are not used for determining victory
❖ The players lose if their Party is wiped out. conditions in this scenario.

Players gain Victory Points in the following


OATHS
circumstances:
Players can each choose to try and complete as many
❖ Enemy model removed from game: 1 VP. of the following Oaths during this game. Each Oath
❖ Each Chest Searched’: 1 VP. can only be completed once by each player. If by the
end of the game a player has not completed an Oath
they lose 1 VP from their total.

CRUSHING BLOW BY THEIR OWN HAND


My Party will remove the Master in My Party will use a Master Treasure
the same round that it is spawned. to kill The Master.
3 VP 2 VP

THIN THE COURT


My Party will Search all Treasure Tokens and remove
all Adversaries before interacting with the sarcophagus.
1 VP

"Bolog Aaz, Mal Lir!"


(Beg [for] Mercy, Little Worm!)
– Draugr insult
BLEAK FALLS BARROW
ADVENTURE
“We did have a bit of a... break-in. But we still have They may choose one Treasure Card and assign it
plenty to sell. Robbers were only after one thing. to one of their Heroes. At the start of the next game
An ornament, solid gold. In the shape of a dragon's that Hero begins with the item in their possession
claw. I've got some coin coming in from my last – make a note of the item. The Hero keeps it for the
shipment. It's yours if you bring my claw back. If remainder of the adventure.
you're going after those thieves, you should head to
Bleak Falls Barrow, northeast of town." THE ADVENTURE
– Lucan Valerius This adventure uses Delve Mode scenarios 4 to 6,
played in sequence. Between games, each surviving
THE PARTY hero may restore one point in each of their reserves
When forming a Party for the start of this Adventure, and switch around their loadout using found equipment
all of the usual rules apply, the Gold Septim limit of the cards from the treasure deck. A hero that has leveled
Party is agreed upon by the players, and all players in the will continue to be leveled in the following scenarios.
adventure must adhere to this limit throughout. Players
must decide on a loadout before the beginning of the VICTORY CONDITIONS
first scenario and stick with it throughout the adventure. "Thank you so much for taking care of those thieves.
The Riverwood Trader is back to the way it used to be!"
This adventure is designed to include the Dragonborn
– Lucan Valerius
as the protagonist, although players should feel free to
pick any heroes they choose to play this adventure. In addition to victory conditions contained within
each scenario, to win the adventure players must:
TREASURE
❖ Complete the final scenario with the Golden
During this adventure, each player may review the
Claw in a Party member’s inventory.
Treasure cards they acquire at the end of each game.

2 PLAYER STARTER BOX


HERO STANDARD LOADOUTS
HADVAR YRSARALD DRAGONBORN
Imperial Sword Steel War Axe Steel Sword
Imperial Shield Stormcloak Officer Armor Banded Iron Shield
Imperial Heavy Armor Studded Leather Armor
RALOF Potion of Minor Healing
IMPERIAL MAGE Iron War Axe
Firebolt Hunting Bow
Flames Stormcloak Cuirass
Imperial Light Armor
THE BATTLE FOR
SKYRIM HAS BEGUN! ®

The Imperial Legion are ready to defend the realm, Resin: MUH051929
led by Hadvar and an Imperial mage Plastic: MUH052030

Ralof and Yrsarald Thrice-Pierced lead the Stormcloaks Resin: MUH051930


in their fight for freedom Plastic: MUH052031

Skeletons and Draugr, led by the fearsome


Overlord awaken to defend their ancient
resting places from the Dragonborn
Resin: MUH051931 Plastic: MUH052032

These and other miniatures all available as 32mm scale


multi-part hard plastic or high quality resin from your local retailer
or visit www.modiphius.com/elder-scrolls

Miniatures are supplied unassembled, unpainted, and are not shown to scale.

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