HOW to USE the ADVENTURE BOOK to Handle

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HOW to USE the ADVENTURE BOOK to Handle ADVENTURE BOOK Number of Heroes: How many Heroes the adventure is designed HOW TO USE THE ADVENTURE BOOK to handle. This number usually corresponds to the number of players The Dungeons & Dragons® Tomb of Annihilation™ Board Game is a (one Hero for each player). You can play any of the adventures as a solo cooperative adventure game. You and your fellow Heroes work as a team to experience, where you run all the Heroes yourself. end the death curse plaguing the land of Chult. Adventure Setup: This section provides details about any special setup For most of the adventures, you win together or lose together. Play through needs of the adventure, including notes related to Dungeon tiles, Monsters, “Adventure : Favor for Jessamine” (page ) to get a feel for how the game tokens, and other game elements. plays, then either continue in order, playing it as a campaign or, as with Special Adventure Rules: This section contains any new rules or rules previous Adventure System games, you can still feel free to play any one of changes to be incorporated into the adventure. It also describes any special these adventures as a stand-alone experience. Victory or Defeat conditions for the Heroes, as well as an Aftermath section to describe what happens between adventures. Jungles of Chult (Used in adventures ) The Dungeon tiles that represent the jungle are considered outdoor Making Adventures More or Dungeon tiles. Less Challenging Tomb of the Nine Gods (Used in adventures ¢) The Dungeon tiles that represent the tomb are considered indoor tiles. Each time the Heroes complete an adventure without losing any Healing Surges, they begin the next adventure with less Healing Surge (to a JUNGLE TILES NEVER MIX WITH TOMB TILES. minimum of ). How the Adventures Work Each time the Heroes are defeated, they receive extra Healing Surge the Each adventure contains the following sections: next time they attempt that adventure (to a maximum of ). Start the Adventure: Read the rst boxed text aloud to set the scene of Canceling Encounters the adventure for the players. Some adventures also feature a read-aloud section when a signi cant scene takes place in the adventure. In the Tomb of Annihilation™ Board Game, the Heroes will adventure from Objective: What the Heroes need to accomplish to win the adventure. di erent starting points in Chult. Each new adventure point is more di cult than the last and thus requires more Experience to cancel Encounters. The Heroes begin in Port Nyanzaru, using it as a base of operations for the Upgrading Between Adventures rst three adventures. It will cost the normal XP to cancel an Encounter in these adventures. However, each new location increases the expenditure of The Heroes are in a speci c location after each adventure, and what town Experience Points by one. See chart below: actions they can do depends on that location. Heroes can always swap out their powers and trade treasure and/or gold pieces in between adventures ADVENTURES LOCATIONS XP TO CANCEL no matter what location they are in. Port Nyanzaru XP Port Nyanzaru (After Adventures 1–3) Fort Beluarian XP The Marketplace: The Heroes collectively draw Treasure cards after each adventure, purchasing any or all Item cards drawn that they can a ord Kir Sabal XP for the buy price listed on the card. Unpurchased Items are returned to the Tomb of the Nine Gods XP Treasure Deck before the next adventure. Additionally, Heroes may sell any Items they found during a previous adventure for the sell price listed on the card. Advancements: Any of the ¦ Port Nyanzaru Advancement tokens may be Kir Sabal (After Adventures 7–9) purchased for the cost listed on the token. Trading Post: Heroes may sell any Items they found during a previous Level Up: The ability to upgrade to level is not yet available. adventure for the sell price listed on the card. Fort Beluarian (After Adventures 4–6) Advancements: Any of the unpurchased Port Nyanzaru and Fort Beluarian Advancement tokens, as well as any of the 6 Kir Sabal Trading Post: Heroes may sell any Items they found during a previous Advancements tokens may be purchased for the cost listed on the token. adventure for the sell price listed on the card. Level Up: For ,¢¢ gold pieces, a Hero may upgrade to level . Advancements: Any of the unpurchased Port Nyanzaru Advancement tokens, as well as any of the § Fort Beluarian Advancement tokens may be Tomb of the Nine Gods (After Adventures 10–13) purchased for the cost listed on the token. Favor of the Trickster Gods: For ,¢¢ gold pieces, a Hero may Level Up: For ,¢¢¢ gold pieces, a Hero may upgrade to level . purchase one unpurchased Advancement token from the previous areas, or Nanny Pu’pu’s Healing: For ,¢¢ gold pieces, a Hero may purchase upgrade to level . ,¢¢ gold pieces is the total cost of any single purchase, an extra Healing Surge for the party. Unlike normal Healing Surges, this no matter which is chosen. Each Hero may only do this once after each is used only once and then discarded for good. Use the specially marked adventure. Healing Surge to indicate the purchase. ADVENTURE 1 Special Adventure Rules Mushroom Grove: When a Hero reveals the Mushroom Grove Favor for Jessamine tile, read: You have come to Port Nyanzaru seeking to end the strange Here are the mushrooms that Jessamine wants. Now you just “death curse” that has befallen the land of Chult. Magical have to gather them up and you’re on your way. Be careful, healing has grown weaker, and in some cases begun to fail however, these mushrooms can be deadly. entirely, even reversing earlier healing! However, rst you need a starting point, and after kicking around town for Then: awhile, you were pleased to have an opportunity fall into ✦ Place the Mushroom tokens next to the Mushroom your lap. The Merchant Prince Jessamine is looking for some Grove tile. poisonous mushrooms found in the jungle, and if you can nd some for her, she may well prove to be a vital source of Harvest Mushroom: This adventure features a new action that information for you. a Hero can take. When a Hero takes the Harvest Mushroom action, they roll a die. On a 6 or higher, they nd a suitable Objective: Retrieve poisonous mushrooms from the jungle. sample and remove 1 Mushroom token from the pile. On a 5 or lower, the Hero takes 1 damage from the poisonous mushroom. Number of Heroes: – (solo experience or group adventure). Suggested Heroes: If it is your rst time playing this adventure, take Artus Cimber as your player character. Once you become experienced with the game, try this mission again with other Heroes! Adventure Setup Tile Set: Jungle tiles. Special Components in this Adventure: The Clearing Tile, Mushroom Grove Tile, Mushroom tokens. Place The Clearing tile on the table. Place each Hero on any Victory: If all of the Mushroom tokens are removed from the square of the tile. pile next to the Mushroom Grove tile, the Heroes win. Take the Mushroom Grove tile from the Dungeon tile stack Defeat: The Heroes lose the adventure if any Hero has ¢ Hit and set it aside. Shu± e the rest of the Dungeon tile stack. Points at the start of his or her turn and there are no Healing Take tiles from it, and shu± e the Mushroom Grove tile into Surge tokens remaining. those tiles. Then, without looking at any of the tiles, put the shu± ed Mushroom Grove tile and tiles into the Dungeon tile Aftermath: If the Heroes complete the scenario without using stack after the §th tile. (This way, the Mushroom Grove tile will any Healing Surges, they each receive ¢¢ gold pieces. appear between the th and th tile drawn.) Also the marketplace at Port Nyanzaru is expanded from to ¦ cards for the rest of the campaign. If the Heroes complete the scenario, but use at least Healing Surge, they each receive ¢¢ gold pieces. A. Tiles A In either event, make the changes listed below, then the Heroes may purchase any Advancements they wish at Port Nyanzaru. B. Tiles –: Mushroom Grove B tile and random Dungeon tiles. Make the following changes to the decks: C C. All other Dungeon tiles. REMOVE ADD TREASURE Pouch of Copper Bag of Silver MONSTERS Straw Man None ENCOUNTERS None Assassin Vine ADVENTURE 2 Special Adventure Rules Hedge Trimming Village: When The Village is revealed, read: You’ve found the vegepygmy village. If you defeat the Chieftain, Jessamine is searching for information to help you in your the other vegepygmies should clear out of the area on their quest to end the death curse, but in the meantime asks that own. you rid the nearby area of a tribe of pesky vegepygmies that have started to attack travelers. Then: ✦ Instead of drawing Monster cards for the tile, the active Objective: Defeat the Vegepygmy Chieftain. player takes the Vegepygmy Chieftain Villain card and places the gure on the ambush site of The Village tile. As Number of Heroes: – (group adventure). a Villain, the Vegepygmy Chieftain acts at step of each player’s Villain Phase. Adventure Setup ✦ In addition, place any vegepygmy gures not already in Tile Set: Jungle tiles. play on the Monster symbols of The Village tile. Search all areas of the game, including the Monster Deck, XP pile, Special Components in this Adventure: The Clearing Tile, The in front of players, and discard pile for the Vegepygmy Village Tile, Vegepygmy Chieftain Villain card and gure. Warrior cards and remove them, placing next to the Vegepygmy Chieftain Villain card.
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