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This game has gone through extensive checks, but there are some things that have slipped

through. The errors


found before the PDF was distributed has been corrected in the PDF. I have not listed misspellings or
grammatical errors here.

Old initiative system: This has managed to cling itself to the rulebook. Whenever there is a mention of “Roll
for initiative”, “Heroes may act first” or “Enemies may act first”, this should be ignored. The initiative tokens
should always be used.

Page 24, Luck (L): “Luck is reset once the hero is back in the city” should read “Luck is reset once the hero is
back in a settlement”. Indeed all references to “city” in this paragraph should be read as “settlement”.

Page 36, The Heirloom: The part about two enemies should be replaced with “The room after the secondary
Quest Card will always have enemies. Roll twice on the encounter table. One of the enemies with the highest XP
with carry the sword (although not use it in battle).”

Page 38, Proving Your Worth: “This is the Armour of the Father as described in the ‘Legendary Items’ chapter.”
This armour is missing from the Legendary items chapter. It can instead be found at the end of this document.

Page 51, table: “Succumbing to a disease of poison is not the glorious death of a hero.” should read
“Succumbing to a disease or poison is not the glorious death of a hero.”

Page 54, increasing your skills and basic stats: “No skill or stat maybe increased more with more than +5 per
level” should read “No skill or stat may be increased more with more than +5 per level”

Page 68, Be Gone!: This prayer is the same as Stay thy hand! It should instead read: “This litany helps the lost
spirits find their way to the afterlife. Any ethereal creature within 4 squares must make a successful RES test at
the start of their turn or lose 1d3 HP.”

Page 68, Stay thy Hand!: “…must pass a Resolve Test and will lose 1 Action…” This should read …”must pass a
Resolve Test or they will lose 1 Action…”

Page 78, Wandering monster: Ignore the following: They will then try to engage the party and may move the
remaining move if it has any (out of the token’s 4 points of movement). Otherwise, the turn ends for the enemy,
and they may move again during the next turn. If using the alternative activation, the turn ends as soon as the
monsters are revealed. Instead, as soon as the monsters have been placed, setup in initiative tokens bag.

Page 80-84, LOS/Shooting column: The modifier when shooting past obstacles are written as a positive
modifier. “The modifier should be negative as it is added to your heroes RS skill and shooting past an obstacle
clearly makes the shot harder. For instance, if you are shooting through the art of a statue, you would reduce
the heroes RS with 10.”

Page 102: At the bottom of the right column it states that a DEX test is required to climb obstacles. This is
wrong. No DEX test is needed for enemies nor heroes to climb objects.

Page 111-114 LOS/Shooting column: The modifier when shooting past obstacles are written as a positive
modifier. The modifier should be negative as it is added to your heroes RS skill and shooting past an obstacle
clearly makes the shot harder. For instance, if you are shooting through the art of a statue, you would reduce
the heroes RS with 10.

Page 156, Perfect Hearing: “… and you gain a +15 bonus when rolling for initiative after opening a door”
should be replaced with “and you may add 1 hero initiative token to the first round of battle after opening a
door and encountering enemies”.
The phrase “Alternative activation: Add one extra hero chit to the bag during the first turn” should be ignored.
Page 160, Summoner: Replace text with “All creatures successfully conjured by the Wizard starts with +5 HP
extra.”
Page 166, Iron Wedges: “…A Wandering Monster (or a monster already revealed) will stop at this door and
have to roll 1d6: 4-6 next turn to pass through.” should be replaced with “Any enemy (wandering monster or
monster already on the table) will need 3 turns to pass the door”.

Page 170, Slip spell: “…remain prone until its next action when it will spend its first turn standing up...” should
be “remain prone until its next activation when it will spend its first action standing up.”

Page 181, entry 16. Replace text with: “+1 Initiative token on the first turn of combat. This is applied to a ring
or amulet.”

Page 181, Table of relics: The effect of Ohlnir and Ramos have switched places. Ramos should give +5 CS and
Ohlnir +5 STR.

Page 183, text above table: Replace “Magic Sense Skill” with “Arcane Arts skill”.

Page 184, Magic items, entry 9: “+5 on initiative rolls/Add one Hero Chit” should read “Add one hero initiative
token”.

Page 189, Ring of Awareness: Ignore the following sentence which is a left-over: If using the alternative
activation, this ring adds one extra token for the heroes, at every turn.

Page 235, Retrieving the Family Heirloom: This quest takes place in whatever settlement the heroes are in.
Therefore “…of the city's mausoleums” should read “of the settlement's mausoleums” and “Quest location:
“Random” should read “Quest Location: In the settlement”.

Page, travelling in the Ancient lands: Replace “the Scenario die will result in an Event on a roll of 9-10” with
“Furthermore, a Travel Event die roll of 11-12 will result in an Event.”

Page 240, The Pyramid of Xánthu, Objective room setup: “Place a Mummy Prince next…” should read “Place a
Mummy Priest next…. He is armed with a dagger and has 2 support, 2 Ranged and 2 Close Combat spells.”

Page 243, last aftermath: The following text is missing

“When back at the outpost:

• You get 100 c extra per hero if you bring back the tablet.
• You get 100 c extra per hero if you bring back the statue.
• The tome is a grimoire and can be used by a wizard to learn a spell or be handed in with the rest of the
treasures for an extra 200 c per hero.”
Dead adventurer, result 10. The Zombie should have armour 1.

Alchemy. Are the headers for the table wrong? Yes. The left most table are for the Standard potions and the
right table are for Weak/Supreme potions. The tables in the main rulebook is correctly labeled.

Page 53, Paragraph 3: Objective room. The phrase “Use tile R5B” is missing.

Page 64, And out come the Wolves. The reward is 200 c per hero.

Page 86, Life in Death. There should be a bar separating the second part of the setup from the first. Basically,
the text on the right side of the page should not be read until the Necromancer have lost half for more of his
HP.

Page 96, Setup. Add “Place room R6”.

Page 3: CON. “This is used whenever a CON test is required.” This is incorrect. Mercenaries do not have a CON
value. Any test that would be taken on CON will instead be taken on RES. See the FAQ for the effect of Poison
and Disease.

Page 7: Header DAM should read DMG.

Page 8: Disease ridden. “…must pass a CON+20 test to..” should read “…must pass a CON+X test to..”

Page 9: Ignore the mention of initiative in this paragraph.

Page 11: Perfect Hearing. Ignore the mentioning of +15 DEX. Add one monster initiative token to the bag
during the first turn of battle.

Page 11: Scurry. “Rats are too fast to be locked in a ZOC and may move through a square with heroes. Heroes
must still pass a DEX test to move in the rats’ ZOC.” It should read:

“Rats are too fast to be locked in a ZOC and may move through a square with heroes. They only pay 1 movement
point when moving in a hero’s ZOC. Heroes must still pay 1 extra movement point in the rats’ ZOC.”

Page 11: Sneaky. Ignore the mentioning of +15 DEX. These creatures are experts at ambushing enemies and
may add 1 extra monster initiative token to the bag during as long as this enemy is on the table. One token
may be added for each creature with this rule that is present on the table.

Page 38: Entry 77: Remove “Unarmed” . Though they are fighting unarmed a blank field already indicates
unarmed.

Page 23-24: Remove “Unarmed” from applicable cells. Though they are fighting unarmed a blank field already
indicates unarmed.

Page 29: Entry 51-52. Orcs have both Halberds and Shields. That’s an impressive feat! They should not have
shields.
Bloated Demon: Disease ridden says RES+20. It should say CON+20. It also says DMG 0. This should be 1d8+2.
Furthermore, it should say XP 650.

Basilisk: This monster should be called Cockatrice.

Gecko assassin: Sneaky rule should read ‘Add +1 Initiative token every turn’.

Mithril Plate armour: This card indicates that you should roll for magic properties. That is incorrect as the
armour is not magical.

Flute and Harp card: In the rule text, these two instruments are referred to as lute. That should of course be
flute and harp.

Stay thy Hand: “…must pass a Resolve Test and will lose 1 Action…” This should read …”must pass a Resolve
Test or they will lose 1 Action…”

Slip: “…remain prone until its next action when it will spend its first turn standing up...” should be “remain
prone until its next activation when it will spend its first action standing up.”

R26: This cards text is wrong. The dead adventurer can be searched.

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