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Battle Mat

Difficulty Modifier Group Movement Dead King Mvt

Health&Energy/ Add To Add to


Difficulty Level #Players
Player Health/Energy Damage
Extra Gold
1/4 0
Starter 4 0 0 0 0

Encounter/Boss

Health Energy

10 10 Escort

Total Health Energy

Health Energy 0 0

10 10

Block 0 Add to
Damage

Defend 0 0

Starting End Starting End Group Purchases


Health Energy
10 10 10 10 Folding Boat

Normal Climbing Gear

Player 1 0 0 0 0 Reliable Mounts

Player 2 0 0 0 0 Fortification Plans

Player 3 0 0 0 0 Bone Bowl

Player 4 0 0 0 0 Uktar’s Withered


Tongue

Player 5 0 0 0 0 Bezzelquark’s
Enhancifier

Player 6 0 0 0 0 Stave of Dragons

Player 7 0 0 0 0

Piercing Fav Opp Roll Fav Opp Roll

Player 1 0 0 0 0

Player 2 0 0 0 0

Player 3 0 0 0 0

Player 4 0 0 0 0

Player 5 0 0 0 0

Player 6 0 0 0 0

Player 7 0 0 0 0

Raw Normal 0 0

Raw Piercing 0 0

Total 0 0

Modifier 1 1

Shrine Blessing Talisman

Holy
1 Endurance

Haste (+1/+1
2 Group Mvt)

Good
3 Fortune

Sun (+2/+2
4 vitals @ start
of each turn)

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Inventory
Name Combat Effect (must Out of Combat Effect Source Cost 1/hero # Possessed
Defend & Use item) limit

Talisman Must use in city N/A Shrine 4/h N 1 2 3 4

Potion Heal +3 Health/Energy Heal +3 Health/Energy City 1 N

Handy Elixir Regen +3 H/E for 3 Heal +6 H/E City 3 N


combat rounds

Troll’s Blood Regen +6 H/E for 3 Heal +12 H/E Bezz 6 N


combat rounds

Health Stone Heal +3 health when hero N/A Bezz 5 Y


health = 1 or less

Mystic Tonic Heal 6 energy -or- Heal 6 energy -or- remove Shrine 2 N
remove all conditions on all conditions on 1 hero
1 hero

Adrenaline Next round for 3 rounds N/A Bezz 8 N


Booster roll 1d6, add to action
rank
Celerity Potion Single hero act 2x for 1 N/A Bezz 14 N
round. 1 use/combat

Spectral Tonic Next round cannot be N/A Shrine 4 N


targeted by single target
attacks. Roll 1d6, if Hex
keep for next round

Dryad Amulet 1x per 3 combat rounds, N/A Bezz 10 Y


remove all conditions on
1 hero

Reincarnation Bring back dead Bring back dead Shrine 10 N


Scroll companion as new companion as new random
random race race

Revival Ritual N/A Revive a dead companion Bezz 12 N

Teleportation N/A Transport to any hex - Shrine 8 Y


Rune normal movement

Luck Stone N/A (NOTE: may only Reroll 1 die out of combat - City 2 N
use 1 per game turn) or- redraw 3 circumstances
-or- redraw 3 quests

Camping Gear N/A Start of Game Turn, +1/+1 City 4 Y

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References
Game Difficulty Dead King Movement Group Movement

+0 vitals/hero Normal 1+1/fallen city -or- selects Starting = 1/4


new target

Starter +0 damage Double up 2+1/fallen city, selects new


city on same turn city taken

+0 gold after battle Marathon 0+1/fallen city

+5 vitals/hero

Easy +1 damage

+1 gold after battle

+10 vitals/hero
Moderate
+2 damage

(Add boss passives) +2 gold after battle

+25 vitals/hero

Difficult +3 damage

+4 gold after battle

+50 vitals/hero

Heroic +4 damage

+6 gold after battle

+100 vitals/hero

+6 damage

+1 additional target
Epic
+8 gold after battle

+1 Power Up card
after battle

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Calculator

Note: I just use this when I need to run


calculations

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Generally: only fill in yellow cells. Gray cells are for calculations

Difficulty modifier: Does not auto-populate. See Reference tab for numbers
Encounter/Boss: Fill in raw vitals. Total below gives you the actual numbers

Write the numbers in the Starting box below (I didn't have this auto-populate because it changes each round)
Fill in player names, if desired.
Regular damage goes in the "Normal" damage section
Piercing damage goes in the Piercing section
Favored opponent rolls go in the Favored Opponent column. Note: put the raw dice roll in for energy, the sheet
doubles the damage for you!
For all damage, put raw numbers in. Don't forget to put in any block/defend values, and the sheet does the calculation.
The modifier at the bottom is there in case some effect reduces your total damage (i.e. if the group doesn't roll a
survival success, damage is reduced by 1/2.) This may calculate the reduction at the wrong point- if so I'll go back and
update it.
Once the round of combat is complete, take the number from the "End" cell and write it into the "Start" cell, then go
through and 0 out all damage. You're ready for the next round of combat!

I added the "add to damage" box close to this area, because I found I was frequently going back to the "real" battle
board to verify that number. For some reason, it just needed to be closer for me.

I also added the Group Purchases and Shrines- these are for tracking only (since they're on the "real" board.)

Other useful tabs: Reference shows the game difficulty levels and starting movement rules

I started the inventory tab as something I could print out, because I always run out of space on my char board. I
suppose you could also use it in game. I tried to group items by use, rather than purchase location.

The calculator tab is just there when I need to do math (i.e. the group has 200 gold, what are we going to buy)

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