Professional Documents
Culture Documents
Introduction ..................................................... 2
Overview ........................................................... 4
Gather Around....................................... 6
Interlude ......................................................... 15
Oculus .......................................................... 34
The Tranquil Gardens ........................... 34
Playtesters ...................................................... 35
INTRODUCTION
Death of Legends is a dark-fantasy roleplaying game that tells the story of epic deeds
against great odds. This is a one-shot shared narrative game where there is no GM; each
player takes the role of a legendary hero, forges their path to greatness, then determines
the fate of the Free Territories in a climactic struggle against a relentless, malevolent
Enemy. Each section in this document is structured to detail a different part of the game.
Overview
This section provides a high-level look at the intended aims of the game, and describes
how each element has been designed to support that experience.
Prologue: Gather Around
The game begins with a prologue; the players take the roles of a group of people who have
gathered to share stories about legendary and heroic deeds from days gone by. The
identity of this group is not revealed at this stage, as it will be a legacy of the game. Players
choose character sheets from the archetypes by providing a name and short description
of their selection.
Act I: Forging a Legend
This section describes the twenty year period between the first war against the Enemy
(Acts I & II) and the Return of the Enemy (Act III).
Act III: The Enemy Returns
The third Act is the main focus of the game. After twenty years of peace, the Free
Territories are once more attacked by the armies of the Enemy. The war against the
enemy is fought through cycles, each of which reflect one game year. In each year the
characters meet and plan, deciding which territory to defend, narrating their
preparations for the struggle ahead then resolving and describing a battle for each. The
attacks of the Enemy are randomised; their strength is based on past successes.
At the fourth Council of Legends, the characters decide who will recover a Weapon of
Power, an artefact so powerful it can slay the Enemy outright. The Council then
unanimously decide which of their number can be trusted to wield this weapon. That
character attempts to overcome the Lure of the Enemy to end the war once and for all.
Epilogue: Ever After
The game concludes in one final scene, returning to the story-tellers that introduced us
to the Legends in the prologue. The identity and circumstances of this group are now
revealed and reflect the legacy of the last war against the Enemy. Each player has an
opportunity to describe a final ending for their character.
The Enemy
A description of what is known about the Enemy and the armies that it commands.
The Free Territories
Overview
Death of Legends sets heroic deeds against a backdrop of grim warfare, culminating in a
dramatic scene where a group of legendary heroes must decide which of their number
will be entrusted with a weapon that represents their last chance for victory over evil.
However, this decision is not straightforward; they suspect that one of their number
seeks to betray them.
In order for this to be a compelling and memorable experience for the players, they must
care about the characters involved and feel a genuine sense of tension about their final
decision. Each element of the game is designed to contribute to that dynamic while also
incorporating two other design features; the game is concluded in a single session of play,
and it is fully replayable, with each session having the potential for a different outcome.
The following section steps though each of the five major design elements intended to
deliver this experience.
1. The players are closely connected with their characters
The first step is to support the players to create a character in which they can become
invested over a few short hours. Over the course of the game the players create and
describe key moments in the life of their character, from their origin story, through their
rise to greatness, to their final challenge some twenty years later. Players roll on tables
which reflect major influences in the characters life. Each contains options designed to
be generic enough to support any vision a player brings to the table, while specific enough
to support players who might otherwise struggle to articulate their concept.
Players then personalise these elements by framing short scenes which help to evoke a
clear picture of the character for all players. Each decision, scene, and interaction with
others further develops the character, transforming them over the course of the game
from concept, to sketch, to a fully realised person in which the player has invested time
and creative effort.
2. The characters have complex relationships
The relationship between characters is also of central importance, as this will be a main
feature of the decision of who to trust. Accordingly the system is designed to create a
complex web of relationships that reflects a shared history the players can embellish and
detail to help define their characters present relationships.
A key design element is that the actions of each character during the first war against the
Enemy impact at least three other characters with either positive or negative
consequences. While these events neednt define the relationship between the
characters, they are intended to allow the players scope to create grudges and enmity or
friendship and trust, as they feel is appropriate for their characters.
One of the characters is in league with the Enemy. Knowledge that the traitor exists, but
not their identity, is intended to makes the decision of who the characters trust in the
final Council a fraught and climactic conclusion to the game.
5. Nothing is certain
There are no guarantees in the game. The Free Territories may fall like dominos before
the Enemy, or the Legends may manage to minimise their losses. Characters may die
before the fifth Council of Legends and the discovery of the Weapon of Power, but the
death of each Legend may actually improve the chances of victory over the Enemy.
Once the characters select one of their number to wield the Weapon of Power, that
Legend may be a traitor, or succumb to the Lure of the Enemy. Even the prospect of
betrayal is uncertain; the traitor may have a change of heart and seek to redeem
themselves. This unpredictability is intended to keep things tense until the end of the
game, ensuring that no two games play out the same way.
Gather around
The game begins with a prologue; a group of people gather to share stories about
legendary and heroic deeds from days gone by. The players take the role of these storytellers as they gather to play the game. This is a device to allow the players to select a
character archetype and establish some basic detail while maintaining a narrative flow.
The identity of those telling the story is not specified at this stage; their identity is a legacy
of the game and how the fate of the Free Territories plays out. For now it is sufficient to
know this could be just about any group who spend time together swapping tales. Once
the main story is complete, the game will conclude with an epilogue; a final scene in which
this group finishes their tale, and we learn their identities and circumstances.
If this were a movie, the screen would be black and wed only hear voices. The facilitator
begins the story by describing the possible cast of legendary heroes from a bygone era
while laying out each of the character sheets in turn so that all the players can choose
from them. The characters are archetypes at this stage in the game, each describes a
leader, an accomplished and experienced individual in their own right, waiting to have
life breathed into them by the players.
Character Archetypes
General Military Leader
Magus Powerful Spellcaster
Pontiff Religious Leader
Patrician Political Leader
Buccaneer Famous Scoundrel
Wild-Shaper Force of Nature
At the beginning of the first Act, the Facilitator should place a copy of the Setting the
Scene sheet where they can easily refer to it and read aloud, or summarise, as necessary.
Once the players have selected, named and provided a brief description of their
characters, they each construct The Path to Greatness. This shows a portion of the origin
story of the character, highlighting a few pivotal moments that set the character on a path
that would eventually lead to legendary status.
Beginning with the player who made the first character selection, and following the same
order, each player rolls one six sided dice and consults the following table (which is also
reproduced on each character sheet):
Path to Greatness
An unusual physical or - was an advantage which ensured your greatness.
mental characteristic
- was a disadvantage you overcame to win
greatness.
The Enemy
A life of privilege
A life of poverty
The war
A mentor
If the player does not like either of the specific suggestions provided, or has an idea they
like better, they should use this
instead. Similarly if two or
more players roll the same
result they are encouraged to
use the suggested element in a
unique way that fits with their
idea of the character.
The purpose of the montage is
for the player to add some
detail, and allow the other
players to get a sense of the
characters background. There
is no mechanical advantage or
penalty for this process, and no
wrong ways to do it. If players
struggle to come up with ideas
to formulate a montage, they
may wish to wait until others
have had a turn to see some
other examples, or ask the other
players for suggestions for their
scenes.
Childhood friends
Blood debt
Rival
Romance
Prophecy
Bonds of Destiny
Examples: Sibling, Step-Sibling, Cousin, Adopted
Sibling
It is possible that one character may share several bonds with others, while other
characters only have one. This reflects the diverse and complex web of relationships that
form the characters background.
10
Anatomy of a legend
Below is a short summary of each element the players will use in the fight against the
Enemy in Acts II and III and corresponding placement on the character sheet.
11
At the beginning of the second Act, the Facilitator should place a copy of the Map of the
Free Territories where all players can see it.
The first war against the Enemy occurred twenty ago. The characters emerged as legends
during this war as they engaged in a series of heroic deeds which slowly turned the tide
of war, and rallied the shattered forces of the Free Territories.
This is reflected in the game by rolling on the Fortunes of War table. The table is
reproduced on each character sheet and has the same effect for each character, but
slightly different description options reflecting the particular archetype. All characters
begin with zero fatigue and valour points.
Each character is the subject of three rolls made by the player of another character. The
facilitator begins by rolling first for the character of the player sitting to their left. The
specified effect is applied to that character (or both if so noted), and valour or fatigue is
assigned. The facilitator then decides which description to apply; each option describes
a dramatic circumstance during which the two characters interacted during the war.
Both players should briefly discuss and agree some further details for each description.
Fortunes of War
Effect
Description covers
-1 Territory
The destruction of a territory controlled by an ally
Both gain +1 Fatigue
as a result of your characters actions.
They gain +1 Fatigue
The Facilitator then begins the final round by picking the character of a player who they
have not previously targeted (if possible), and rolling once more. Once they have
completed the process that player then choses a character they have not previously
targeted (if possible) and so on. No character may be targeted more than 3 times in total.
A Hard War: If a player is subject to three rolls of 1 the third roll is changed to a 2 instead.
The final stage is to create a Legendary Title for the target character. This reflects the
renown and notoriety that the character earned as a result of their actions during the war.
Legendary titles can be as simple or complex as players wish, and may be either positive
or negative depending on the circumstances of the event to which they refer. Each player
is ultimately responsible for deciding the title which is applied to their character, but may
wish to test their ideas with the other players before making a final decision.
At the conclusion of Act II the characters are victorious against the Enemy, defeating it
and driving its forces from the Free Territories into the Badlands beyond, ushering in a
new age of peace and prosperity.
As a result of their experiences during the first war against the Enemy the characters have
gained experience and notoriety which they can expend as resources during the next war
(Valour and Legends), as well as scars, both mental and physical, which the Enemy may
seek to exploit (Fatigue and lost Territories). These are explained in more detail in the
following sections.
13
Place a copy of the Setting the Scene sheet where the facilitator can easily refer
to it.
The facilitator starts the story as one of a group of people who have gathered to
tell a tale of Legendary Heroes. The character sheets are laid out before the
players.
Each player selects a character sheet by naming and providing a brief description
of their character.
Beginning with the player who made the first character selection, each player rolls
1D6, chooses an option on the Path to Greatness, and describes a montage;
several short snapshots or scenes which illustrate their choice.
Beginning with the player who made the first character selection, each player rolls
1D6, and chooses another character to share a Bond of Destiny. Both players
should briefly collaborate to provide some additional detail about this bond.
Place a copy of the Map of the Free Territories where players can see it.
The facilitator begins, rolling 1D6 and choosing an option on the Fortunes of War
table which they apply to the character of the player to their left. The targeted
character applies the specified effects and both players briefly agree some
additional details.
This is repeated clockwise around the table until the character of the facilitator is
targeted.
The second round of rolls begins with the Facilitator rolling for the character of
the player sitting to their right and continues anti-clockwise until all players have
rolled for a second time.
The facilitator begins the final round by picking the character of a player who they
have not previously targeted. Once they have completed the process that player
chooses a character they have not previously targeted and so on. No character
may be targeted more than 3 times.
The final stage is to create a Legendary Title for each character. This reflects the
renown and notoriety that the character earned as a result of their actions during
the war. Each player decides the Legendary Title for their own character, but may
wish to test their ideas with the other players before making a final decision.
14
Interlude
The Legends end the first war against the Enemy by rallying the peoples of the Free
Territories through great deeds of heroism, and driving the armies of the Enemy from
their lands in a series of pitched battles. The Enemy retreats into the Badlands and a new
era of peace and prosperity begins.
Because of their fame and renown the Legends find themselves leading citizens of the
new order, de facto rulers of the Free Territories. Some embrace their role as leaders,
while others are frustrated to discover they now have a reputation that marks them
wherever they go. Whether by deliberate choice, or otherwise, each Legend influences
the Territories in which they reside.
At the start of Act III each Legend has three territories which they control. During the
intervening twenty years the people who live and work in these territories have become
closely associated with the Legend, reflecting their ethos and values.
Territories destroyed during the first war are never fully restored. A fell taint lingers in
such places, and the ruins that remain are shunned and avoided. Evil is drawn to these
locations, and they soon become home to agents of the Enemy and other things best
avoided. From here, and in the Badlands that surround the Free Territories, the forces of
the Enemy slowly grow in strength.
Even as it plots its revenge in the Badlands, the influence of the Enemy has slowly
increased within the Free Territories. Agents of the Enemy are seen to travel across the
land, offering great rewards and power for those
willing to listen. This insipid campaign is so
effective that some suspect that even some of the
Legends of the first war may have been swayed
Players should consider how the intervening two
decades have aged their character as Act III begins.
Legends who were once enthusiastic teenagers are
now middle-aged, while Legends who were already
in their middle years, or older, during the first war,
may be wearied by the passing years.
15
The war against the Enemy is fought through cycles which reflect one game year; in each
year the characters meet and plan, deciding which territory to defend, describing their
preparations for the struggle ahead then resolving and describing a battle for each. The
attacks of the Enemy are randomised, their strength based on past success. The Legends
may expend their resources to improve their prospects of victory, and may win further
resources or gain additional fatigue as the war progresses.
At the beginning of the third Act, the Facilitator should distribute the remaining game
materials:
Place one or more copies of The Enemy Returns rule reference sheet where all
players can read it.
Construct the Final Act card deck; start with the In League with the Enemy card,
then add randomly selected Final Act cards until there are cards equal to the
number of players. The facilitator then shuffles the deck and deals one card to
each player at random. Players must keep their Final Act card secret from the
other players, placing it face-down in the space provided on their character sheet.
At this point, one player will have a different game experience to the others. The
character who receives the In League with the Enemy card now has the opportunity to
share victory with the Enemy, by secretly undermining and ultimately betraying the other
characters.
The purpose of this device is to fuel suspicion amongst the other characters (who know
that one of their number is a traitor) making the final decision of who is entrusted to
wield the Weapon of Power a dramatic and tense climax to the game.
Because not all players will necessarily enjoy the experience of being a traitor, the
character in league with the Enemy also has an opportunity to redeem themselves, and
instead betray the Enemy at a critical moment, giving the Legends an increased chance of
victory. However, as this decision is not made until the end of the game, an atmosphere
of suspense and distrust is preserved for the majority of the third Act.
16
Card
Legacy
Defiance
Counsel
Rejuvenation
Sacrifice
The player may reveal this card after their Legend dies (loses the last of
their 3 Vitality points), during a subsequent Council of Legends.
The character returns from beyond the grave to offer counsel to the
Legends in their hour of need. The Legend appears in a glowing,
insubstantial form and may interact and vote in every subsequent
Council of Legends, before returning to the afterlife. They are not
permitted to reveal any secrets of what lies beyond the gates of death.
The player may reveal this card when their Legend dies (loses the last
of their 3 Vitality points).
The character is mysteriously
connected with another Legend at the
moment of their death.
So moving is this experience that the other
Legend resolves this heroic death will not be in vain.
They may remove
all the fatigue they have accrued.
The player may reveal this card to lose Vitality in place of another
Legend who would otherwise die.
The character suffers a terrible
injury intended for the other Legend, saving them from certain
death.
This intervention may be as a result
of magic, subterfuge or luck,
and the
other character may not be willing,
or aware of this, until it is
too late.
If this results in the loss of the characters last Vitality point,
they die as a result of this heroic action.
17
The Facilitator places the First Player card in front of them. Their character will be the
first to host the Council of Legends. In the next game year the card moves to the player
to their left, who acts as
host for that year, and so
on.
The host chooses where
the Council of Legends is to
be held, by selecting one of
the territories they control,
and describing a specific
location for the meeting
within. Suggested vignette
locations are provided on
each character sheet which
could form the basis for a
description, or the player
might elect to create
something unique based on
their own imagination.
Once
the
host
has
described the venue the
other players narrate the
arrival of their characters.
Twenty years have passed
since they were last together, so player might like to describe how the intervening time
has changed their Legend and spend some time interacting in-character.
Once the characters have had sufficient opportunity to interact and discuss the return of
the Enemy, a messenger brings word that the armies of the Enemy have marched forth to
make war upon the Free Territories. They are aided by traitors and agents of the Enemy
who sabotage and weaken the defences of the Free Territories.
The Enemy initially attacks with one army per Legend, plus one. For example, if there are
3 legendary characters, the Enemy initially attacks with 4 armies. The armies each attack
a different territory. For each army roll one six-sided dice and determine the location
attacked using the following table:
18
The Spine
City of Endeavour
The Foundry
Port Liberty
Fortress Ironreach
Suggestion: place each dice rolled on the map in the territory attacked, until that battle is resolved.
If the same number is rolled more than once, the next territory on the same line is
attacked. Destroyed territories (lost as a result of a roll of 1 on the Fortunes of War) are
crossed out and subsequent attacks are made against the next territory on the same line.
As territories are destroyed, they should be scribbled out on the Map of the Free
Territories, reflecting the advance of the Enemy.
If the attacks exceed the number of territories on one line, remaining attacks are made
against territories on the next line (in ascending order). Attacks exceeding nondestroyed territories on the sixth line are applied to the first line, and so on.
19
Assuming all of the Legends defend a different territory, regardless of the outcome of
battle there will still be at least one territory that falls to the Enemy during the first year.
This is a deliberate design mechanism; as the future strength of the Enemy armies is
dictated by its success in previous years, the game aims to capture the grim, relentless
nature of the Enemy by having territory after territory destroyed despite the best efforts
of the Legends. This in turn provides the dramatic and desperate backdrop for the last
phase of the game, when the Weapon of Power is found.
Once the Legends have agreed where they will make their stand, they make their
farewells and prepare for battle. Beginning with the First Player, each player in turn
describes the departure of their character and what arrangements they make to leave the
lives they have established over the last two decades in order to do battle with the Enemy
once more.
The preparation, inspiration and leadership
provided by the Legend before and during
the battle are resolved through several short
vignette scenes which culminate in the
player rolling on the Battle Outcome table.
To support this scene framing, the character sheet suggests several locations within each
territory where a vignette scene might be set. Other suggestions for the kind of detail
which might be described include:
How the Legend interacts with the defenders ahead of the battle.
Whether the Legend has any involvement with the refugees or non-combatants
who are likely panicked and fearful at the approach of the Enemy.
Whether the Legend prepares any innovative or unusual defences.
How the Legend contends with the possibility of spies or agents of the Enemy
amongst the defenders, or the wider populace.
20
Once all the players have had an opportunity to describe one or two short vignette scenes,
beginning with the First Player, each Legend who is defending a territory rolls two sixsided dice, adds together the numbers rolled, and consults the Battle Outcome table:
2-3
4-7
8-9
Result
Rout
Battle Outcome
Impact on Legend
Territory Destroyed. -2 Vitality, +3 Fatigue.
Bloody Stalemate
Heavy Loss
Major Victory
+2 Valour.
During Act III Legends suffer -1 Valour when each of their 3 Territories are destroyed.
Players may also modify the result of the battle. Every point of Valour spent by a Legend
provides a +1 to the result of the dice. This Valour must have been previously accrued
and, once spent, is permanently removed.
Spending Valour in this way can be done after the dice are rolled. This reflects the
character using their remarkable experience, skill or heroism at a critical moment in the
battle to influence the
course of events in the
favour of the defenders.
Players should provide a
narration describing this
when they expend Valour.
If two (or more) Legends
have elected to defend the
same territory then an
additional 1D6 is rolled for
each Legend in addition to
the first, and the highest
two rolls are used to
determine the outcome.
Any of the Legends may
spend their Valour to
improve
the
Battle
Outcome, and the impact of
the Battle Outcome is
applied to all the Legends.
21
In addition the character may invoke a Legendary Title, earned during the Fortunes of
War phase of the game, to re-roll the dice. Once invoked the Legendary title is
permanently removed from the character. Only one Legendary Title can be invoked per
battle, and the player must accept the new result. Invoking a Legendary Title should be
accompanied by a narration where the character inspires the defenders to redouble their
efforts, or performs a singular act of individual heroism that recalls the deeds for which
they were granted the title.
Once the final outcome of each battle has been determined, players apply the specified
effects:
Destroyed Territory is crossed off the Enemy Returns reference sheet and
scribbled over on the Map of the Free Territories. If the destroyed Territory was
associated with a Legend controlled by a player, they suffer -1 Valour.
Players cross out any Vitality lost. If a player loses their third and final point of
Vitality, their character is killed in battle. Players may then choose to reveal and
play their Final Act card if applicable.
Players add any Fatigue and Valour earned as a result of the battle.
Beginning with the First Player, each player should describe a final vignette for their
character which reflects the outcome of the battle, and the fate of the Legend as a result.
At the end of the year the First Player card is moved to the player witting to the left of the
current First Player.
The remainder of the game follows the same pattern as established in the previous
section, with each cycle reflecting one year of game time. In years after the first, the
Enemy attacks the Free Territories with a number of armies equal to the number of
Legends plus one for every territory which was destroyed in the previous year.
Event
Council of Legends
The Enemy Attacks
Legends Defend
Battle
A Year of War
Description
The First Player chooses and describes the Council venue (if
the characters territories have all been destroyed, they must
host the meeting in another territory). The Legends meet and
discuss the course of the war and plan their next move.
Players should reflect the toll the war has taken on their characters through their
description (lost Vitality might manifest as wounds or injuries) and through their
roleplay of the character (increased Fatigue might be reflected through despair and
depression). The relentless malevolence of the Enemy, whose armies continue to attack
year after year, and the atmosphere of distrust and suspicion are intended to strongly
evoke the dark-fantasy genre.
As the war rages, the Enemy tries new tactics, and unleashes new horrors. The power of
the Enemy is fuelled by its conquest; the more it destroys, the more powerful it becomes.
23
The table below provides suggestions for strategies that the Enemy employs during the
war, depending on how successful it has been in the previous year. These are intended
to provide some additional detail and flavour for the players when they describe vignette
scenes and describe the outcome of each battle. Players are encouraged to embellish
these strategies with their own descriptions.
No territories
lost in the last
year
1 Territory
lost in the last
year
2 Territories
lost in the last
year
3+ Territories
lost in the last
year
- New magic masks the movement of Enemy armies; they appear and
attack without warning.
- The Enemy unleashes huge flying abominations that attack the
defenders from the skies.
- Enormous new monstrosities are created by the Enemy to spearhead
a fresh assault.
- The Enemy compels armies of captured soldiers to fight against their
former comrades.
At the fourth Council of Legends, it is revealed that there are rumours that a Weapon of
Power has been seen. The Weapon of Power is a legendary artefact with enormous
magical power. It is capable of destroying the Enemy and ending the war. However,
retrieving the Weapon of Power will be no easy task; an epic quest must be undertaken.
Suggestions for the location of the Weapon of Power are provided below
Location of the Weapon of Power
Forgotten amidst plunder stored in an evil Citadel inhabited by servants of the
Enemy, deep in the Badlands.
In a cavern high in the Grey Peaks, guarded by a fierce Dragon.
The Legends must decide during the fourth Council who among them will attempt to
recover the Weapon of Power. Any number of Legends may make this attempt. Any
Legend who participates in the quest to recover the Weapon of Power may not defend a
territory in that year.
After the battle preparation vignettes have been described for the year, the players whose
characters are attempting to recover the Weapon of Power collaborate to describe
several vignette scenes which reflect some aspect of the quest.
After all the battle outcomes have been resolved for the year, the quest to recover the
Weapon of Power is resolved (note that this means that any Valour lost as a result of
Territories being destroyed is applied first).
Each Legend seeking to recover the Weapon of Power rolls one six-sided dice. All the
rolled numbers are added together, reflecting the collective efforts of all the Legends
working together. If the total score is 12 or higher, the Legends are successful, and the
Weapon of Power is recovered, with an accompanying description by the players.
Any Legend, other than the Buccaneer, that rolls a score of 1 on their six sided dice
suffers -1 Vitality as they fall victim to the current guardians or protections of the
Weapon of Power. If this is their last Vitality, the character dies in this brave
attempt (they still add +1 to the collective score).
The Buccaneer rolls 2D6, adds both scores together, and then adds this to the
group total. The Buccaneer only loses 1 Vitality if both dice they roll score a 1. If
this is their last Vitality, the character dies in this brave attempt (they still add +2
to the collective score).
Once all the dice are rolled, and the total score calculated, any surviving Legend
participating the quest may spend Valour to increase the chance of a successful
quest. For every point of Valour spent add +1 to the result.
If the Legends are unsuccessful (scoring less than 12) they may attempt to recover the
Weapon of Power again in subsequent years, using the same process.
If successfully recovered, the Weapon of Power is presented to all the Legends at their
fifth council. The players should agree on the nature of the weapon, appropriate to the
detail theyve established to this point. Whatever form it takes, the following is always
true of the Weapon of Power:
25
To successfully wield the Weapon of Power, the chosen Legend comes face to face with
the Enemy and must contend with the full force of its power. Realising it cannot defeat
the Legend by strength of arms, the Enemy seeks to exploit the Legends fatigue, clouding
their mind, and tempting them with insidious offers of power. So overwhelming is the
Lure of the Enemy that even the strongest Legend hesitates for a moment to consider
what is being offered
To resist the Lure of the Enemy the player of the Legend wielding the Weapon of Power
must roll two six-sided dice, add the rolls together and score 7 or more. The outcome of
this roll is influenced by the following modifiers, after the dice are rolled:
For every point of Fatigue the Legend has they suffer a -1 to the result.
For every point of Valour the Legend has they gain +1 to the result.
For every point of Vitality the Legend has they gain +1 to the result.
If, before deciding who will wield the Weapon of Power, it is clear that no player has a
mathematical chance of succeeding due to high levels of fatigue, the election of a wielder
allows each player to transfer their remaining valour and vitality to that character. This
represents each Legend in turn giving their life in a last, desperate raid into the inner
sanctum of the Enemy, steeling the resolve of one Legend through their heroic sacrifice.
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If the Legend wielding the Weapon of Power successfully resists the Lure of the Enemy,
they slay the Enemy and end the war. The player of that character should describe this
epic deed.
If the Legend wielding the Weapon of Power succumbs to the Lure of the Enemy, they
falter at the last moment and fall under the thrall of the Enemy, becoming its puppet and
turning the Weapon of Power against the defenders of the Free Territories. The war ends
with the total victory of the Enemy.
The Legend who has drawn the Final Act card In League with the Enemy has the ability
to significantly influence the conclusion of the game:
If they are chosen to wield the Weapon of Power then they, and the Enemy, have
won the war.
If they are not chosen to wield the Weapon of Power then they can choose to
betray the Enemy, and reveal its secrets in a final act of redemption. The player
may spend all of the characters remaining Vitality to give the wielder of the
Weapon of Power a bonus of +1D6 per point to resist the Lure of the Enemy (add
to the 2D6 rolled by the Wielder and use the two best scores).
If they are not chosen to wield the Weapon of Power they may choose to continue
to keep this card secret until the Epilogue.
To prevent the character in League with the Enemy from being obstructive in the process
of selecting a Legend to wield the Weapon of Power, they must vote for any character
unanimously selected by the other Legends, trusting to the Lure of the Enemy to secure
their final victory.
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ever after
The game concludes in one final scene. We return to the story-tellers that introduced us
to the Legends in the prologue. The camera pulls out and their identity is revealed for the
first time, and reflect the legacy of the last stand of the Legends:
If the Enemy has been victorious, then the story-tellers may be prisoners;
manacled and shacked citizens of the once proud Free Territories. They might be
the last resistance fighting the occupying armies of the Enemy, hungry and dirty
as they fight for their freedom. Or perhaps they are servants of the Enemy,
possibly even abominations or horrors who serve in the Enemys armies.
If the Legends have been victorious, the story-tellers are likely to be citizens of
the Free Territories, perhaps working or living in one of the Legends territories,
or following in their footsteps. They might be craftsmen or labourers hard at work
repairing a territory destroyed during the war. Or perhaps they are soldiers
pursuing the Enemys defeated armies deep into the Badlands.
Each player now describes the final fate of their Legend, and their ultimate legacy, as
though the events happened years ago. This might include describing any further great
deeds that occurred after the war (if the Legends were victorious) or the details of their
death, or the last known sighting (if the Enemy triumphed).
Once each player has had a chance to make a final reflection, the story (and the game)
concludes.
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Place a copy of The Enemy Returns reference sheet where players can see it.
Construct the Final Act card deck; start with the In League with the Enemy card,
then add Final Act cards until there are cards equal to the number of players. The
facilitator then shuffles and deals one card to each player at random.
The Facilitator places the First Player card in front of them. They select a
territory they control, describe the venue and host the first Council of Legends.
As the Council meets the Enemy Strikes. It attacks with one army per Legend, plus
one. For each army roll 1D6 and determine the location attacked.
The Legends determine which territory each will defend, and narrate their arrival
and several short vignettes which describe the lead-up to, and battle resolution.
Each Legend defending a territory rolls 2D6, adds the scores together and consults
the Battle Outcome table. After rolling players may spend Valour to gain a +1 to
the result on the table for each point spent. They may also invoke their Legendary
Title to reroll. If more than one Legend is defending the same territory roll an
additional 1D6 for each additional Legend and use the best two rolls.
Apply the effects specified on the Battle Outcome table. Repeat the following steps
three more times, with each cycle representing a game year:
Council of Legends>Enemy Strikes>Legends Defend>Battle
At the fourth Council a Weapon of Power has been seen, capable of slaying the
Enemy. The Legends decide which of them will attempt to recover it, instead of
defending a territory. Questing Legends roll 1D6 and adds all scores together. A
total of 12+ is required for success. A roll of 1 costs -1 Vitality. After rolling players
of surviving characters may spend Valour to gain +1 to the result per point spent.
At the fifth Council of Legends the Legends must unanimously agree who will
wield the weapon. If they cannot agree the war continues until there is consensus.
The Legend selected must resist the Lure of the Enemy by rolling 2D6, adding the
scores together and scoring 7+. After dice are rolled the played subtracts 1 for
each Fatigue their character has, and adds 1 for each Valour and Vitality. If they
succeed the Enemy is slain, if not the Enemy triumphs.
If the Legend in league with the Enemy is chosen to wield the weapon of power,
they and the Enemy win the game. If not they may betray the Enemy spending
Vitality to grant the wielder +1D6 per point to resist the Lure of the Enemy.
The identities of the storytellers from the prologue are revealed and the final
legacy of the Legends described.
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Facilitation Q & a
The War
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www.litko.net/products/Flaming-Wreckage
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The enemy
There are many stories about the Enemy. Some say it is the essence of all the evil thoughts
of the people of the Free Territories, given physical form and set to torment its creators.
Others say the Enemy is a demon that has escaped from Hell. Yet others believe that it
was once a mighty hero that fell into darkness.
What is known beyond doubt is that the Enemy is a malevolent evil that will not cease
until it has established dominion over the Free Territories. It can appear in many forms,
sometimes taking the shape of a cowled skeleton wearing a levitating crown, sometimes
a raven-haired child with burning eyes, sometimes a mass of spiders attached to living
hosts, controlling them like puppets.
Twenty years ago the Enemy was defeated by the Legends, and its shattered armies were
driven from the Free Territories. It retreated to the Badlands which surround the Free
Territories and there began rebuilding its strength and planning revenge.
It has built enormous armies to make war upon the Free Territories. Suggestions for the
composition of these armies are provided below. If you prefer to choose randomly you
could either roll once at the beginning of the game, or roll for each battle to reflect the
Enemy unleashing all these forces at different times during the war.
The Undead
Half-Human Beasts
Spider-People
Steam-Powered Abominations
Night Elves
Barbarians
The influence of the Enemy is also exerted through less direct methods. Its agents
infiltrate the Free Territories, promising great rewards for those who are willing to
provide assistance and betray their comrades.
This temptation, combined with the overwhelming size and ferocity of the armies the
Enemy has marshalled is sufficient to ensure the fall of the Free Territories, if not for the
intervention of the Legends.
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city of rapture
City of Endeavour
The Foundry
City of Polarity
Fortress Ironreach
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The Gallery
The Proving Ground
The Depths
The Spine
Fort Defiance
Fort Everwatch
Blackstone Redoubt
Port Liberty
Glade of Clarity
Path of Revelation
Elevated Ellipse
The Fens
Oculus
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Fairview Lodge
The High Caverns
Razorpeak Pass
Playtesters
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Game Materials
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