The Library

Each Mastergear holder taps the button matching their name.

Storyteller

Start with a Quiet Reading Break

Take a moment to ensure each Mastergear holder is able to open this page via the QR code found inside the Episode 3 Pack or directly via this URL (legendfall.com/episode-3). Ensure everyone has found their section.

Each Mastergear holder needs about 3-4 minutes to read their section end-to-end quietly to themselves.

While Everyone Is Reading

Separate out the cards in the Episode 3 Pack and distribute the appropriate cards to each Mastergear holder:

Storyteller: 5x Knowledge Scroll cards, a The Map to the Temple of Yamash card.
Beastheart: 3x Monster Cards, 3 Monster Token Cards (15 tokens).
Wayfinder: 36x Encounter Tiles.
Titanback: 5x Class Ability Cards, a Hydrak Agent Pendant card.

The Setup Checklist

When everyone has completed reading, ensure that each of the following steps have been completed:

  • The Wayfinder has set up encounter tiles matching the image layout provided to them in their section (scroll down to peak at this)

  • The players have placed their character tokens on the map, the Wayfinder will provide guidance on who can be placed where

  • The Titanback has confirmed all the player’s cards are set up in their play areas properly

When The Setup Checklist is Complete

Read the following disclaimer: If this is your first time playing Legendfall, one or more players will very likely die in this encounter. Death is common in Legendfall. If and when a player dies, the Storyteller opens the Death Pack.

The Narrative

Read the following section out loud:

In the cloak of night, beneath the whisper of the twin moons, your journey has led you to the heart of the Hydrak's dominion. The air is thick with the scent of ancient parchment and the silent secrets of a thousand years.

You stand at the threshold of the main Hydrak library, a fortress of knowledge guarded by spells and the sleepless eyes of sentinels unseen. Your mission is clear, yet fraught with peril: to uncover the lost map and the sacred texts that will guide you to the Temple of Yamash.

You (to the Titanback) start the round. After your turn, we will proceed clockwise. What do you do?

After The Titanback Takes their Turn

Proceed clockwise after the Titanback; when all the players have completed their turns the Beastheart acts on behalf of the monsters and then the Wayfinder takes the environment’s turn. Then start at the top with the Titanback again. For subsequent turns, the players are free to switch among themselves who acts in what order (e.g., “I’d like to act first”).

Concluding The Scenario

Trigger: After all enemies are defeated or all enemies have fled.

Tips: Helping Other Roles

The Storyteller is the glue that holds everything together; in the same way, the story itself is central to everything in the game. You can help and provide support in many ways as long as you do so in a way that does not do other people’s jobs for them. You are the only role that is allowed to peak at others’ sections in order to help.

Wayfinder

As Wayfinder, remember, you set up and control the physical world.

Map Setup

Ask the storyteller to hand you the stack of map tiles; it’s your job to set up the map. Use the image of the tile layout included in this section to guide you. At the beginning, only two tile cards are placed (the cards representing the first room in the top left corner of the map).

Encounter Tiles (36x)

1x Starting area tile
8x Sigil tiles
27x Library tiles

The map should be revealed progressively. The players will progress through a series of rooms separated by wooden walls. They start in a very small room in the top left corner only two cards in size (see image). Do not put any additional cards on the table.

From the image on the side, Gs represent Library Guardians, Bs braziers (they must be placed on the lit side).

You Start the Encounter

Ask all players to place their characters on the starting tile (top left corner) and describe Sigil A.

Sigil A (The First Passage)

In this first room there is a glowing sigil on the floor (A).
On the floor you see a sigil pulsing with current.

A player standing in a sigil square must succeed on a Current roll. Roll 1d10 and on a 5+ this is considered a success. For each rank in Current, roll an additional 1d10. If successful the sigil is activated. After doing so, flip the card over revealing the passage in the bookshelf. The players can now see into the next room, immediately place over one more card containing sigil (B).

Rooms & Line of Sight
Players can’t see through the wooden bookshelf walls or around corners—only reveal tiles that represent what at least one player can see. Once a player exits the first room with sigil A you should reveal 5-6 more tiles in the new room, but they shouldn’t yet be able to see the tiles with sigil C (they are around the corner).

Sigils B & C (The Second Room)

Sigils B & C are a little different from sigil A. While the activation is the same, when you flip the tile over it may not open up a new passage way. If this occurs then describe the following:

The bookshelf shakes and rattles and squeezing out between the books a scroll floats in the air before you.

Ask the storyteller to draw a card from the scroll deck and read it out loud.

Randomizing the sigils
The game is more fun when even you are surprised. Each time players line of sight would reveal a new card that contains a sigil, look for all sigil cards with the same matching symbol and choose at random which one you place. You can make a show of it, so even the other players know that you don’t know what is on the flip side.

Placing Players on the Map

Tell the players to place their character tokens in a square of the starting area (the top left corner, marked in red on the map).

Fire Hazards & Braziers

Fire hazards deal 1d6 damage ignoring defense immediately to a player in the following circumstances:

  • If a fire hazard is placed into a player or enemy square damage is dealt.

  • If a player or enemy starts their turn in a hazard square.

  • If a player moves into (or is moved into) a hazard square, damage is dealt.

Extinguishing Braziers

Players can take a standard action to close the lid of a Brazier and extinguish its flame.

Your Task Checklist

  1. Setup the map tiles of the initial room, matching the image above.

  2. Ensure the players’ tokens are on the map in the marked starting area.

  3. When a new room is entered, place tiles based on line of sight.

  4. Remember to draw shelve sections with sigils at random so it’s not evident which one bears a passage on the other side.

  5. Once the party opens the room with the map, shut all the passages back, and ask the Beastheart to spawn the Loremaster in the square with an L shown in the reference.

Beastheart

Everything written here is a secret, only for you to know unless it is explicitly called out as something to read to the players.

You are the master of monsters and this means you are at the center of the challenge of Legendfall.

Your Task Checklist

  • Think like a monster, use their strategies

  • Be brutal and kill the players (your instinct is likely to spare them, don’t)

  • Use all monster abilities every round

  • Keep track of damage monsters receive (a piece of paper works)

  • Monsters attack immediately after they are revealed interrupting the normal turn sequence.

Episode Phase One

While the players explore the library seeking out the map to the Eye of Yamash, Library Guardian are there to stop any trespassers. When players first see a Library Guardian read the following:

In the dimly lit chamber something catches your eye, a blackness blacker than night, a swirling void in the silhouette of what might have once been a man. You have been discovered and it’s hollow hooded gaze is upon you.

Library Guardian

Library Guardian’s are horrible. One of the few monsters in Legendfall that directly dish out Corruption cards as a part of their attacks. There is no pulling punches with this monster.

Library Guardian’s are mindless and therefor will always move into melee range and attack whoever is closest. If hit with a ranged attack, they will use their Ghost Jump ability to move immediately into an adjacent square to the attacking creature. They are aggressive, and will not backdown or run away.

The Library Guardian’s are only interested in

Episode Phase Two

When the the Sigil D is flipped and reveals the secret passage. Place the Loremaster in the room

The sweet smell of meat pours through the air, an unexpected surprise, contrasted with the dank wet halls of the previous room. Standing in the flickering light of the brazier is an elderly man, with long hair, his figure and face distorted from the intense heat of the flame. Just as his eye catches yours, the flame itself twists and turns as if to acknowledge your presence.

“Come join me friends, there is more than enough here.”

As he beckons you forward, the heat of the blaze pushes against you.

“Don’t be a stranger, I’ve got more meat than a single man can eat, come in and grab a leg. The Guardians here, taught me so much. My desire for knowledge could not be satiated, and so they instructed me, guided me to find a meal that would always grant me my fill. As you look upon the meat that is cooking, the sight is… unspeakable.”

With these words, flames begin to seep between the stones around you. All players roll reflex (easy). Players who fail take 2 damage ignoring defense.

Loremaster

The Loremaster uses his Wind Blow technique and as much movement as possible to keep the players at a distance, while using his Faerie Flames to slowly drain the HP of all players.

The Loremaster is invulnerable until all Braziers are put out by the players. Anytime a Brazier is extinguished he will attempt to re-light it with one of his Faerie Flames.

When Loremaster is first hit (while invulnerable)

The flames of the braziers glow brightly as if fanned and his wounds are healed immediately.

Faerie Flame

Faerie Flames are controlled by the Loremaster and think the way he would think. Their primary goal is to, whenever possible (a) cook/attack one or more adjacent players and (b) stay close enough to a Brazier to re-light it if needed (sacrificing themselves). If the Loremaster is successful at summoning 6+ Faerie Flames, they will become more aggressive, even sacrificing themselves to create fire hazards in players squares (these hazards deal 1d6 damage immediately ignoring defense, and an additional 1d6 damage at the start of the players turn).

Titanback

As the Titanback, you are the master of logistics and operations for the Raven, you also have the unique role of being a teacher and trainer. You will do three things in this encounter (1) Confirm everyone’s play areas are set up correctly, (2) Teach by being the first player to take their turn, (3) Give out XP and help players level up at the end of the encounter.

Double Check to Ensuring Players are Setup

Each player should have…

  • Skill card that has both character name and four skill bubbles filled in

  • Ancestry card is in play and their Background, Trait, and Corruption card are put away into their deck

  • Two weapons and an armor card in play and their Ravenhand is not visible (it should be tucked under their skill card)

  • A face-down deck

  • One twenty-sided die to roll for their abilities

  • One twenty-sided die to track their HP (players start with 10 HP)

  • Two six-sided die to be used to track “counters” on cards (everyone’s ancestry card starts with zero counters, but you will add and increment counters over time).

  • Optionally, you as the Titanback can help track HP for everyone via an app (iOS App | Android App).

Your First Turn

When the Storyteller has completed the Setup Checklist, they will narrate an opening scene. After this, it’s your turn, decide how to act and then pass to the next player (clockwise).

Ravenhand Abilities

When a player ends their turn next the Loremaster, their Ravenshand begins to pulse with energy, the following abilities are available to be gained:

Channeled Defense (Marshal), Diamond Defense (Vitalist), Earth Shield (Warden), Blinding Strike (Rogue)

Read out-loud the following:

As the Loremaster falls, a whirlwind of ethereal light spirals from his vanquished form, a cascade of arcane wisdom flowing into each of you. In this fleeting moment, minds expand, filled with the boundless knowledge once held by your foe, granting insight into mysteries untold.

Take the card “The Map to the Temple of Yamash” and read and distribute the remaining scrolls.

Read out-loud the following:

In the quiet that follows the Loremaster's defeat, a sense of purpose fills the air. The map to the temple, once guarded by the fallen foe, now lies before you, a beacon guiding your journey forward. The road leads to the ancient chapel of Galas, and the key to the temple, await in silence. The adventure deepens, as secrets buried and legends untold beckon you to the heart of the mystery.