FALL OF THE SPIREsecure.greenbriergames.com/press/project_folklore/pdf... · 2021. 2. 19. · FALL...

13
FALL OF THE SPIRE EXPANDED RULES

Transcript of FALL OF THE SPIREsecure.greenbriergames.com/press/project_folklore/pdf... · 2021. 2. 19. · FALL...

Page 1: FALL OF THE SPIREsecure.greenbriergames.com/press/project_folklore/pdf... · 2021. 2. 19. · FALL OF THE SPIRE EXPANDED RULES. 2 Contents CREDITS 2 EXPANDED RULES 3 ADVANCED COMBAT

F A L L O F T H E S P I R E

E X P A N D E D R U L E S

Page 2: FALL OF THE SPIREsecure.greenbriergames.com/press/project_folklore/pdf... · 2021. 2. 19. · FALL OF THE SPIRE EXPANDED RULES. 2 Contents CREDITS 2 EXPANDED RULES 3 ADVANCED COMBAT

22

ContentsCREDITS 2EXPANDED RULES 3ADVANCED COMBAT RULES 3

Advanced Encounters 3Advanced Skirmishes 3

EXPANDED CHARACTERS 3NEW RULES 4ENCOUNTER INITIATIVE 4CHARGED POWERS 5OOZE ENGULF RULES 5CONE TEMPLATE 5TWO-TILE CREATURES 6HAZARDS 6BARRIERS OF LIGHT & DARKNESS 6COMPANION ENCOUNTER RULES 6

Companion: #1 Guard Dog 7Companion: #2 Mercenary 7Companion: #3 Cryptid 7

USING LADDERS & ROOFTOP EXPLORATION 7Roof Elevation 7Ground Elevation 7Climbing A Ladder 7

ROGUE CHARACTERS 8NEW CARD DECKS 8

Equipment Cards 8Foe Tactic Cards 8Initiative Cards 9Town Event Cards 9

GROUP SKILL CHECKS 9GLOSSARY CLARIFICATIONS 10PLAYING SOLO 10CUSTOM AFFLICTIONS 11

Colossal Ooze (Shapeshifter/Melee) 11Ever-Fiend (Undead/Ranged) 11Lamiae Coven (Occult/Ranged) 11Vine Witch (Nature/Ranged) 11

NOTES 12

C R E D I T S• Will Donovan & Nick Blain (Twin Fire Productions): Creators,

Game Designers, Story Writers.• Jason Engle: Illustration (Characters, Creatures, Cover, Tiles).• Henning Ludvig: Tile Illustration.• Kieran Russell: Miniature Artist.• Zachary Parkes: Graphic Design, Production.• Jeff Gracia: Production.

• Julie Ahern: Town Event, Rumor Card Writer. Editor.• J. Tucker White, Holly Magalei, & Will Donovan: Editing, Proofreading.

©2020 Greenbrier Games Inc.P.O. Box #20674Worcester, MA 01602www.greenbriergames.com/folklore

Page 3: FALL OF THE SPIREsecure.greenbriergames.com/press/project_folklore/pdf... · 2021. 2. 19. · FALL OF THE SPIRE EXPANDED RULES. 2 Contents CREDITS 2 EXPANDED RULES 3 ADVANCED COMBAT

RULE

S

33

E X P A N D E D R U L E SA D VA N C E D C O M B AT R U L E S

Folklore: The Affliction was designed to provide brutal, yet simple combat encounters in order to ensure the focus of the game was on the story. However, it is encouraged that you use advanced combat mechanics. This is not new content but a repeat of what can be found on page 35 of the core rulebook. It’s included here to call your attention to them.

A D VA N C E D E N C O U N T E R S• Attack or Defend: You may use the Character Skirmish token during

encounters as well as skirmishes. At the start of every combat round, each character chooses to Attack or Defend using the token. Defending characters may still attack during their turn but receive a +10 Defense and -10 Might until the start of their next turn. When ghost characters Defend, they fade from sight and cannot attack or be targeted.

• Evade: Characters may move through foes by spending one Power Point. Movement through foes costs 2 Stride per space.

• Focus: During active combat, a character may spend their Act to recover 1 Power Point.

• Guard: Characters that choose to Defend during an encounter round, using the Character Skirmish token, automatically enter a guard stance. Once per round, if there are no foes adjacent to them, they are able to strike back at an enemy that enters a space adjacent to them and attacks. After being attacked, hit or miss, the character can attack back. Remember that they will receive a -10 Might because they are Defending.

• Ranged Adjacency: Any character (or ally) attacking with a ranged weapon while adjacent to an enemy must roll twice for their attack and take the lower result. The same is true for ranged creatures and afflictions that attack while adjacent to a character or one of their allies, such as a

summoned creature.• Regroup: During combat, a character may spend 1 PP to recover 1 Vita.• Sight: For every ally or foe that blocks Sight to your target, you receive -5

Might. This affects characters only.

A D VA N C E D S K I R M I S H E S• Fleeing from a Skirmish: The Leader may choose to have the group

flee from a skirmish, but this action is not without consequences. To do so, follow these steps at the beginning of the character’s turn when they attempt to flee:• All characters must pass TRICKERY 5.• Creatures immediately get a free attack against the group, ignoring any

Defense bonuses given by the Character Skirmish token.• If all characters successfully passed the TRICKERY check, the skirmish is over

and no awards are given.• If not, the skirmish resumes with the characters being allowed to finish their

turn by attacking.• Focus: During a skirmish, a character may give up their attack to recover

1 Power Point. They would not receive the Defense bonus given by the Character Skirmish token (via Defend).

• Regroup: During a skirmish, a character that Defends may give up their attack to recover 1 Vita.

E X PA N D E D C H A R A C T E R SPlay as your original character from the core game, or use one of the included in Fall of the Dark Spire to play this Story Journal.

The Druidess: was born in the Feylands, to bring the light of Faery against the evil forces threatening nature and its balance.• Starts with the Silver Sickle.• May move 2 off-road zones on world map.

The Gentleman: An investigator and pugilist from future Europe circa 1900.• Starts with pugilist combat training.• Foes re-roll max damage once/atk against him.

The Huntress: The warband huntress is the daughter of a great tribal shaman.• Starts with the Barbed Spear.• Melee attack rolls > 80, roll twice for dmg,

take higher +1 dmg.

The Magus: From the East in search of the cause of the upheaval and terror he has seen in the stars.• Starts with the Falcata.• Recieves a random Ritual or Prayer each story.

The Viper Maiden: Trained in the Order of the Asp, a sect of spy-like assassins, her use of poisons and accuracy with the bow are deadly.• Starts with the Recurve Bow & Jambiya.• Immune to Desert effects.

The Warlord: Has traveled far and wide in his conquests, and has learned the mysticism of the dervish.• Starts with the Kopesh.• +1 Stride on Desert maps. Gains ABSORPTION 1 for

one combat per chapter.

Page 4: FALL OF THE SPIREsecure.greenbriergames.com/press/project_folklore/pdf... · 2021. 2. 19. · FALL OF THE SPIRE EXPANDED RULES. 2 Contents CREDITS 2 EXPANDED RULES 3 ADVANCED COMBAT

RULES

44

N E W R U L E SE N C O U N T E R I N I T I AT I V E

Initiative is used to determine who acts first during an encounter, and while adventuring. After setting up an Adventure Map, whether foes are present or not, you will follow the instructions below. If foes spawn onto the map while adventuring, you would then roll for their initiative (see steps 2 and 5). Initiative and Foe Tactic cards should be setup at the start, and will be in play for the entire time on the map. Hazards are treated like other foes except they do not use Foe Tactics. Companions and summoned allies do not get placed on the Initiative Board, as they act during the character’s turn. If they are not tied to a specific character, they act during the Leader’s turn; they do not use Initiative cards.

Viper Maiden

Vita

Defense

Might

DMG Bonus

Power Points

Stride

CH#FS05

2136

+6

5

+2

+1

+1

4

+1

+1

Awareness

Ecology

Occult

Trickery

CH#FS05: VIPER MAIDEN (DESERT * MARKSMAN * MARTIAL)

STARTING EQUIPMENT

Recurve Bow, Jambiya, Bandage

MYSTIC KNOWLEDGERituals

SPECIAL ABILITY

Desert Knowledge:

Immune to the effects of

Dust Storms and Quicksand.

Cannot be PUSHED.

KEYWORDS

• Desert * Marksman * Martial

Warlord

Vita

Defense

Might

DMG Bonus

Power Points

Stride

CH#FS06

2237

+5

5

+1

+1

+2

4

+1

+1

Ecology

Faith

Nerve

Trickery

CH#FS06: WARLORD (DESERT * MARTIAL * MILITARY)

STARTING EQUIPMENT

Khopesh, Wooden Shield, Bandage

MYSTIC KNOWLEDGEPrayers

SPECIAL ABILITY

Navigation: Gain +1 Stride

on Desert Adventure Maps.

Gain ABSORPTION 1

during one combat per

chapter. Stacks with other

absorption affects.

KEYWORDS

• Desert * Martial * Military

Ghost: Viper Maiden (Ghost) (portrait)

Ghost: Warlord (Ghost) (portrait)

5

2

AB#FS07

AB#FS07: Corrosionist - Active - PP:1 Magus AB#FS07: Corrosionist - Active - PP:1 Magus

• Corrosionist •

ACTIVE

1

MagiMAGUS

Add a Corrosion token to your attack before

making the attack roll.

E x a m p l e # 0 1E x a m p l e # 0 1

1. Each character rolls a d10 and applies any modifiers (from the story, Abilities, Items, etc.). They mark their position on the Initiative Board with their ghost standees.• If a character is a ghost, use their living standee. If you are using miniatures,

use their living standee by default.• The 10 position is the highest initiative and goes first. The 1 position is the

lowest initiative and goes last.• You cannot have an initiative greater than 10 or lower than 1.• No more than two characters may occupy the same position on the Initiative

Board. Others with the same initiative must move down a position until this does not occur, player’s choice.

2. The Controller rolls a d10 for each foe, and uses the square Foe markers to mark their positions on the Initiative Board, and the other matching square to mark the foe’s card. Afflictions receive +1 to their roll.• If you are using miniatures, you may alternatively use the foe standees on the

Initiative Board.• No more than two foes may occupy the same position on the Initiative Board.

Others with the same initiative must move down a position until this does not occur. The foes with the lower Vita move down, rolling off for a tie.

3. Draw an Initiative card and assign it to the Initiative Board by rolling a d10 and placing a Character Flag into the row matching the dice roll. Place the matching Character Flag onto the Initiative card for tracking purposes.• For two character games, draw a second Initiative card and repeat. There

cannot be more than 2 Initiative cards in play at once.

4. Draw a Foe Tactic card and assign it to the Initiative Board by rolling a d10 and placing a Foe Flag into the row matching the dice roll. Place the matching Foe Flag onto the Tactic card for tracking purposes.

Cutthroat(FS02)

SPECIAL POWER:

VITA: 15: 19: 23: 27

MIGHTDusk: +0

Twilight: +5Midnight: +10

Nightmare: +15

DEFENSE: 42STRIDE: 4

LORE: 15COINS: 4

Every round, the Cutthroat will randomly target a different character with an ally adjacent to them, within the Cutthroat’s Stride. If they cannot, the Cutthroat will target any character randomly within their Stride.

• 1-4 Backstab: The Cutthroat slides a dagger into your back, causing 1d4 Damage, FLANK 2.

• 5-7 Into the Shadows: Lose 1d4 Vita, RAZOR 1. The Cutthroat becomes untargetable until the start of their next turn.

• 8-0 Disabling Strike: The Cutthroat delivers a strike to your fighting arm. Lose 1d4 Vita and REDUCTION 1 during your next turn.

• Charged : The Cutthroat immediately receives a free Backstab attack.

Cr#FS02

FOE: Cutthroat (Mortal/melee) FS02

SPECIAL POWER:

VITA: 48: 56: 60: 68

MIGHTDusk: +4

Twilight: +9Midnight: +14

Nightmare: +19

DEFENSE: 55STRIDE: 5

LORE: 20COINS: 30

Has an extra attack with his mighty left hand, causing 1d6+3 Damage. Every time he hits with this attack, roll a d6:1-2: Target is PUSHED 4 spaces towards the nearest character. 3-4: BLACKOUT 90. 5-6: CRUSHING.

• 1-4 SABER MASTER: His saber slices faster than you can defend. Lose 2d4 Vita, ARCING.

• 5-8 SKEWER: He will move his Stride to position himself to PENETRATE 3 as many targets as possible for 1d6 Damage.

• 9-0 BRISTLING STRENGTH: He musters super-human strength. All his adjacent enemies are PUSHED 6 and lose 1d6+1 Vita.

• CHARGED (INSPIRATION) : All of the Guildmaster’s

followers gain an immediate free attack. If there are none, he will use Saber Master against an adjacent target.

AF#FS02

AF#FS02 - GUILDMASTER

Ghost: Viper Maiden (Ghost) (portrait)

Ghost: Warlord (Ghost) (portrait)4

7

5

E x a m p l e # 0 2E x a m p l e # 0 2

5. If a foe is within one space of a Foe Flag, they will move into the slot as long as there are less then 2 foes already occupying it.• If there are there are multiple foes that may move in this manner, and there is

only space for one, choose the foe with the highest Vita.• In a two character game, only one foe may move in this manner, the strongest

based on Vita.• If there are two Foe Flags within one space of the foe, they will move up the

board to the Foe Flag with the higher initiative, rather then down to the one with the lower initiative.

6. The combat then begins with those with the highest initiative going first. If a character is in the same position as a Character Flag, they receive the benefits listed on the associated Initiative card(s). If a foe is in the same position as a Foe Flag(s), they receive the benefits listed on the associated Tactic card. • If characters and foes share the same position on the board, they

act in the following order: Afflictions Characters (not in Darkness) Creatures Characters (in Darkness)

• If there is a conflict with foe AI, they prioritize their behavior in the following order: Story AI Tactic Card Creature card AI

• If a position has two Character or Foe Flags on it, the individuals in that position will receive the benefits from both, which stack.

For example, if a character is in a position with two Character Flags, they would receive the benefits of both associated Initiative cards. If the cards each

give +1 Stride, the character would receive +2 Stride.• At the start of each round, characters may move up or down one slot on the

Initiative Board for each Power Point spent.

7. Reshuffle decks after each combat.

Page 5: FALL OF THE SPIREsecure.greenbriergames.com/press/project_folklore/pdf... · 2021. 2. 19. · FALL OF THE SPIRE EXPANDED RULES. 2 Contents CREDITS 2 EXPANDED RULES 3 ADVANCED COMBAT

RULE

S

55

• Flanking •

• 4-5 Characters: Your attacks gain FLANK 1.

• 3 Characters: Your attacks gain FLANK 2.

• 2 Characters: As above and you may UN-EXHAUST one Item this encounter.

Initiative

• FS06 - Flanking -

IN#FS06

• Battle Recovery •

• 4-5 Characters: Recover 1 Vita at the start of your turn if foes are present.

• 3 Characters: As above but 2 Vita.

• 2 Characters: As above but either 2 Vita or 1 Power Point.

Initiative

• FS02 - Battle Recovery -

IN#FS02

• Coordinated Attack •MELEE: Target the closest character you can flank if possible. Gain FLANK 1.

» MIDNIGHT/NIGHTMARE: As above with FLANK 2.

RANGED: Target closest character. Re-roll first missed attack in the combat.

» MIDNIGHT: As above but target character with lowest Vita.

» NIGHTMARE: Target ghosts, otherwise character with lowest Vita, and gain +1 Attack every round.

REWARD: Gain 1d4 Vita.

FS01 - Coordinated Attack -

FT#FS01

Ghost: Viper Maiden (Ghost) (portrait)

Ghost: Warlord (Ghost) (portrait)

6

3

7

E x a m p l e # 0 3E x a m p l e # 0 3

Although this replaces the First Strike system, whenever the game grants the group a bonus to their First Strike roll, they gain a +1 to their initiative roll instead (since First Strike no longer applies).

For example, if the characters receive +1 to their First Strike roll, then all characters gain +1 to their Initiative roll. If the group encounters an Affliction, who automatically gains +1 to First Strike, only the Affliction gains +1 to their

initiative roll, not creatures who accompany it.If a character rolls a Devastating Strike, they may move up the Initiative

Board by 1 slot, if they wish. If they roll a Fault, they must move down 1 slot.

C H A R G E D P O W E R SSome enemies in Folklore have charged powers, which are more powerful attack variations. During combat, these foes accumulate “charges”, represented by , after every successful attack. Once they obtain enough charges to use their charged power, they will do so immediately, even if they have already attacked. The number of charges needed are removed from the enemy after the charged power is used. There are exceptions to this, which would be noted on the Creature/Affliction cards.

E x a m p l e # 0 4E x a m p l e # 0 4

• It is recommended to keep charges for specific creatures next to their Vita trackers so that there is no confusion on which creature they belong to.

O O Z E E N G U L F R U L E SWhen an Ooze creature successfully uses its Engulf power, its miniature/standee is removed from the map and placed onto the card of the character it has engulfed. The Ooze retains the amount of Vita it had prior to engulfing the character, and as damage is delivered to it, its Vita diminishes. The character

remains engulfed until the Ooze is slain. The only way to destroy the Ooze is to attack the character, although the Ooze’s Defense is used. The following rules are in effect for engulfed characters:

Gentleman

Vita

Defense

Might

DMG Bonus

Power Points

Stride

CH#FS02

2240

+4

5

+1

+2

+1

4

+1Archeology

Nerve

Speech

CH#FS02: GENTLEMAN (EXPLORER * GAMBLER * MARTIAL)

STARTING EQUIPMENT

2 Bandages

MYSTIC KNOWLEDGEPrayers

SPECIAL ABILITY

Defensive Fighting:

When a foe rolls maximum

damage against you, they

must re-roll the damage,

once per attack.

KEYWORDS

• Explorer * Gambler * Martial

E x a m p l e # 0 5E x a m p l e # 0 5

1. At the start of the engulfed character’s turn, they lose 1d4 Vita.2. Attacks against the engulfed character do full damage to the engulfing

Ooze, but also does 1d4-1 Damage to the character that is engulfed, unless the attack roll is >= 85, then only the Ooze is damaged. Flame attacks (Flame tokens, torches, etc.) will damage the Ooze but not the engulfed character.

3. A Devastating Strike will immediately destroy the Ooze, freeing the engulfed character.

4. The engulfed character may attack their own Ooze but only with melee weapons. They also may damage the Ooze indirectly, such as by moving into a flame.

5. The engulfed character is WEAKENED and IMMOBILIZED.6. Foes attacking an engulfed character do full damage to their target, but the

Ooze also loses 2 Vita.

C O N E T E M P L AT ECertain powers and abilities require players to use a Cone template. Cones are directed at their target, unless otherwise specified, and radiate outward in order to affect a greater number of enemies. Targets that are in squares that cause ½ Damage also suffer several other effects:• Target receives +2 on any skill check the power requires them to make.• If the target is subjected to a negative status that does not have a resist

option, they may attempt to resist it at 5 difficulty. For example, if the power causes the target to be CURSED, they would instead

be CURSED 5, using their OCCULT skill with a target of 5.• If the power causes the target to move or be pushed, they receive ½

Damage from that effect and move only half the distance.The following are examples of different cone configurations.Example #06 (ATTACKING SIDE-TO-SIDE, FRONT AND BACK)

Magma GuardianMagma Guardian

1 / 21 / 2D M GD M G

1 / 21 / 2D M GD M G

E x a m p l e # 0 6E x a m p l e # 0 6

Page 6: FALL OF THE SPIREsecure.greenbriergames.com/press/project_folklore/pdf... · 2021. 2. 19. · FALL OF THE SPIRE EXPANDED RULES. 2 Contents CREDITS 2 EXPANDED RULES 3 ADVANCED COMBAT

RULES

66

Example #07 (ATTACKING TO A CORNER)

Magma GuardianMagma Guardian

E x a m p l e # 0 7E x a m p l e # 0 7

TWO-TILE CREATURESIntroduced with this expansion are creatures that occupy two tiles, namely the Crocodile. Two-tile creatures may melee attack any adjacent enemy, whether it is at their front or rear. They may only move forward or backward, never sideways, and in order to turn 90 degrees, they must spend 1 Stride. They may squeeze when turning.

For example, if you have a sharp bend in a corridor and needed to turn, the back end of the creature would be ignored until they move on. There is no

penalty for them to do this.

CrocodileCrocodile

CrocodileCrocodile

E x a m p l e # 0 8E x a m p l e # 0 8

HAZARDSHazards are a mechanic new to Folklore: The Affliction. The Fall of the Spire expansion has two types of Hazards, Dust Storms (1) and Quicksand (2). These are denoted by the Hazard “creature type” , even though a Hazard isn’t a true foe. They cannot be harmed, just avoided. Stories will summon these into existence, and their card instructions will tell you how they will behave. Characters and their enemies may also call upon powers to bring Hazards into existence, although only in encounters, never a skirmish. Damage caused by Hazards is considered SNARE damage. When adding a Hazard to an Adventure Map, you will roll for its Initiative, however it ignores Foe Tactics and will not move from its position on the Initiative Board.

2211

E x a m p l e # 0 9E x a m p l e # 0 9

BARRIERS OF LIGHT & DARKNESS

Certain Prayers and Rituals leverage new “barrier” tokens. These barriers are placed on the map for a duration of time. They block Sight, and when a foe passes through them, they impose various effects, such as robbing the foe of their next attack or inflicting damage. When summoning multiple barriers at once, the Ritual/Prayer cards specify that they must be placed “orthogonally,” which means that they lie at right angles to each other, such as the lines within the letter “T”.

Dark barriers may overlap with each other, as can Light barriers, however Dark and Light barriers may not overlap.

When there is a possibility of a foe passing through a barrier, they will make a NERVE 3 check. If successful, they will ignore that the barrier may be harmful to them in regards to targeting and movement. If they fail, they will attempt to avoid the barrier.

MagusMagus

Viper MaidenViper Maiden

E x a m p l e # 1 0E x a m p l e # 1 0

Desert ScorpionDesert Scorpion

For example (see Example #10), if the Magus and Viper Maiden are both 3 spaces from the Desert Scorpion, but the scorpion must pass through the barrier

to reach the Maiden, the Scorpion will make a NERVE 3 check. If successful, it will randomly target them (not taking into account specific creature AI that

may be in effect). If it ends up choosing the Viper Maiden, it will pass through the Barrier and is subjected to is effects. If it fails the nerve check, and the Viper Maiden is now 5 spaces away because it would have to go around the barrier, it

would choose the Magus instead.

COMPANION ENCOUNTER RULES

Fall of the Spire contains several new companions that are able to join you in battle, similar to the Stickman in the core game.

11 22 33

E x a m p l e # 1 1E x a m p l e # 1 1

Page 7: FALL OF THE SPIREsecure.greenbriergames.com/press/project_folklore/pdf... · 2021. 2. 19. · FALL OF THE SPIRE EXPANDED RULES. 2 Contents CREDITS 2 EXPANDED RULES 3 ADVANCED COMBAT

RULE

S

77

COMPANION: #1 GUARD DOGThe GUARD DOG, an animal companion, can be summoned into both encounters and skirmishes. For those who love to play with 2 characters, he may be chosen specifically instead of choosing a random companion at the beginning of a story. Because all the details cannot fit on his card, he has these additional mechanisms:• If his Vita drops to zero, he is discarded, but he can be healed just like

characters, including when a group rests. He does not recover all Vita automatically, so he retains his Vita from combat to combat.

For example, if he ends a combat with 4 Vita and is not healed, he will only have 4 Vita if summoned into the next battle.

• He will always move to be no more than his Stride away from his master.• He can hold two Items for his master. These Items can be used on, or traded

to, any character adjacent to him.

For example, if the guard dog has a bandage, any character adjacent to him may use it during their turn.

For Midnight/Nightmare stories, his stats change: Vita 12, Stride 6, 1d6 Damage.

COMPANION: #2 MERCENARYThe MERCENARY, a militia companion, can be summoned into both encounters and skirmishes by paying the cost listed on the card. In 2 character games, he may be specifically chosen from the Companion deck instead of a random draw, but he must be purchased at full price. Because all the details cannot fit on his card, he has these additional mechanisms:• If his Vita drops to zero, he is discarded, but he can be healed just like

characters. Whenever he is summoned into battle, he recovers all his Vita.• If he survives to the end of combat, he also make a loot roll to find an Item.

If successful, he will sell the Item to his character for 5 coins. If it is not purchased, it will be discarded.

• You cannot sacrifice this companion to avoid an attack.For Midnight/Nightmare stories, his stats change: Vita 14, 2d4+1 Damage.

COMPANION: #3 CRYPTIDThe CRYPTID, a special companion, is an elusive one. It is not something that can be purchased. Instead, characters may discover a rare Cryptid Bait Item during their journeys. In a time of great need, this item may be used to summon the Yeti Cryptid into battle to fight on the side of light. It is fierce, powerful, and able to turn the tide in any battle. Be warned that it does not like to journey into civilization, or into the depths of the earth, so it will only appear when under the sun or stars.• May only be summoned with the Cryptid Bait Item, and only on outdoor

maps or in a skirmish that does not occur indoors or within a city.• If its Vita drops to zero, it can be healed just like characters, but only in

combat, as it leaves afterward.• You cannot sacrifice this companion to avoid an attack.

USING LADDERS & ROOFTOP EXPLORATION

Folklore: The Fall of the Spire has a new rooftop exploration mechanism that

allows characters and foes to travel the rooftops of a city. When you are on the ground, you are considered at “ground elevation,” while you are considered at “roof elevation” when you stand upon a building’s roof.

ROOF ELEVATIONYou cannot interact with things on spaces representing “ground level.”• You cannot melee attack anyone on ground level unless you have a weapon

with REACH 2 or more, and are at the roof’s edge.• You can range attack anyone in Sight if you are no more than 1 space away

from the roof’s edge in the direction you are attacking.• Other houses and buildings block line of Sight to things on the ground.• You can melee attack and ranged attack as normal if you are fighting

something that is also on a roof.• You cannot move to a ground level space unless you JUMP OFF a roof or use

a ladder.• If you are PUSHED off a roof, the PUSH stops as soon as you move into a

ground space. E.g. PUSH 4 would not push you across to another roof, you would drop to the ground before that happens.

• If you FALL OFF/JUMP OFF a roof, you lose 2 Vita.• You may JUMP ACROSS to another roof that has only one ground space

between them. To do so, you must pass TRICKERY 4. If you fail, you FALL OFF. You may only access the roof again via a Ladder token. You cannot jump diagonally.

• If you walk onto a Plank token from a roof, or are attacking while on one, you must pass TRICKERY 2 or FALL OFF.

GROUND ELEVATION• You cannot interact with things on spaces representing the “roof level”.• You cannot melee attack anyone on the roof level unless you have a

weapon with REACH 2 or more, and your target is at the roof’s edge.• You cannot range attack anyone on a roof that is more than 1 space away

from the roof’s edge. You may not target anyone on a roof that has another building between you and them.

• You may only access a roof via a Ladder token.

CLIMBING A LADDER• Climbing UP a ladder ends your movement and requires at least 2 Stride.

Move onto the Ladder token and then onto a roof space adjacent to the ladder.

• Climbing DOWN a ladder does not end your move. Move onto the Ladder token with 1 Stride and continue your movement on the ground.

• Animal Companions that can be summoned, like the GUARD DOG, cannot climb ladders

Plan

kPl

ank

LadderLadder

CutthroatCutthroat

GentlemanGentlemanE x a m p l e # 1 2E x a m p l e # 1 2

Page 8: FALL OF THE SPIREsecure.greenbriergames.com/press/project_folklore/pdf... · 2021. 2. 19. · FALL OF THE SPIRE EXPANDED RULES. 2 Contents CREDITS 2 EXPANDED RULES 3 ADVANCED COMBAT

RULES

88

ROGUE CHARACTERSRogue Characters are a new component of the game. They allow you to fight any player character archetype within the story. The new Creature card included gives the AI for fighting a Rogue Character, and using their Character card. The Character Booklet is also included as a basis for their abilities. Rogue characters act like normal foes, except they will roll the attack dice before moving and attacking. This will help players determine their behavior.• The Gentleman does not have a starting weapon, so a Rogue Gentleman

(using his Weapon power) will attack with his fists for 1d4 + DMG Bonus. When Rogue Characters use their Ability power, reference the table below for its effects.

44

44

55

2211 55

33E x a m p l e # 1 3E x a m p l e # 1 3

Example #13 Rogue Character1. Character Card.2. Character Booklet.3. Rogue Character Foe Card.

4. Attack with left most Starting Weapon5. Use Ability listed in Table 01-01 below.

If you are told to fight a random Rogue character, roll on this table to determine which character to spawn. If you roll a character that you do not have (such as if you do not have the Dark Tales expansion), re-roll the result.Table 01-01: D100 Random Rogue Character D% ARCHETYPE FROM ABILITY ABILITY DESCRIPTION01-05 Arcanist Core Runic Encasement

(1PP)Erect an arcane aura around you for the encounter. Foes suffer -5 Might within AURA 1. Might penalty stacks.

06-10 Archeologist Core Crack the Whip (1PP)

Use the Weapon power and add 1d4 Damage.

11-15 Avenging Madman

Core Chomper (1PP) Use the Weapon power and then bite your target with an extra attack for 1d4 Damage.

16-20 Butcher Dark Tales

Skinned Alive (2PP)

Use the Weapon power, add 1d6 Damage and RAZOR 1.

21-25 Courtesan Dark Tales

Subterfuge (1PP) Evade the next successful melee attack against you and use your Weapon power against the attacker.

26-30 Druidess Fall of Spire

Call Lightning (2PP)

A bolt of electric fury hits your target for 1d6+2 Damage and they lose their next turn on a d6:6+.

31-35 Exorcist Core Blessing of the Cross (1PP)

Inflict 1d6 Damage. If target is POSSESSED, LYCANTHROPIC or has BLOODLUST, add +1d4 Damage.

36-40 Gentleman Fall of Spire

Gentleman's Bravado (1PP)

Demoralize your foe, forcing your target to roll damage twice on their next attack, and take the lower result.

41-45 Huntress Fall of Spire

Augmentation Beacon (2PP)

Become ETHEREAL for 3 rounds.

D% ARCHETYPE FROM ABILITY ABILITY DESCRIPTION46-50 Illusionist Dark

TalesValence Jolt (1PP) Produce an electric shock, causing 1d4

Damage.51-55 Magi Fall of

SpireCorrosionist (1PP) Use the Weapon power but add a

Corrosion token.56-60 Scientist Dark

TalesRosetta Stone (2PP)

You dazzle foe with your intellect. Target has REDUCTION 1 for the encounter. Not stackable.

61-65 Slayer Dark Tales

Into the Heart (1PP)

You throw a wooden stake at a target for 1d6 Damage.

66-70 Telepath Core Psychic Implosion (1PP)

Inflict 1d4 Damage and force target to lose a turn on a d6:6+.

71-75 Viper Maiden Fall of Spire

Eastern Stealth (1PP)

Use your Weapon power and then become untargetable until your next turn.

76-80 Warlord Fall of Spire

Insane Courage (1PP)

Use your Weapon power and then gain 2 Vita.

81-85 Witch Hunter Core Tracker (1PP) Use the Weapon power, rolling attack dice twice and taking the better result.

86-90 Woodsman Dark Tales

Game Huntsman (1PP)

Use the Weapon power with +10 Might.

91-00 Leader’s Choice

• Note: Use of the word FOE or Foes in Rogue Character Abilities refer to the Player Characters in these combats since they are Foes to the Rogue character.

N E W C A R D D E C K SThe following new card decks have been added to Fall of the Spire.

E Q U I P M E N T C A R D SEquipment cards are a physical representation of the purchasable items listed within the Character Booklets. Unless otherwise specified, these cards function exactly like Items except that they cannot be found randomly, and can only be used by the character who has them listed in their booklet.

ContentsContentsIT#EQ#FS01: Enhancement - Mabinogion Manuscript (80 coins) IT#EQ#FS01: Enhancement - Mabinogion Manuscript (80 coins)

22IT#EQ#FS02: Enhancement - Adder Stone Amulet (75 coins) IT#EQ#FS02: Enhancement - Adder Stone Amulet (75 coins)

33IT#EQ#FS03: Enhancement - Dream Bag (70 coins) IT#EQ#FS03: Enhancement - Dream Bag (70 coins)

44IT#EQ#FS04: Enhancement - Harp (80 coins) 5IT#EQ#FS04: Enhancement - Harp (80 coins) 5IT#EQ#FS05: Consumable - DragonFruit (35 coins) IT#EQ#FS05: Consumable - DragonFruit (35 coins)

66IT#EQ#FS06: Enhancement - Heartstone Ring (90 coins) IT#EQ#FS06: Enhancement - Heartstone Ring (90 coins)

77IT#EQ#FS07: Enhancement - Ward Circlet (100 coins) IT#EQ#FS07: Enhancement - Ward Circlet (100 coins)

88IT#EQ#FS08: Weapon - Annealed Crystal Staff (125 coins) IT#EQ#FS08: Weapon - Annealed Crystal Staff (125 coins)

99IT#EQ#FS09: Protective - Heavy Fur Cloak (55 coins) IT#EQ#FS09: Protective - Heavy Fur Cloak (55 coins)

1010IT#EQ#FS10: Protective - Robes of the Geomancer (90 coins) IT#EQ#FS10: Protective - Robes of the Geomancer (90 coins)

1111IT#EQ#FS11: Weapon - Silver Scythe (100 coins) 12IT#EQ#FS11: Weapon - Silver Scythe (100 coins) 12IT#EQ#FS12: Enhancement - Magnifying Lens (75 coins) IT#EQ#FS12: Enhancement - Magnifying Lens (75 coins)

1313IT#EQ#FS13: Enhancement - Cologne (60 coins) 14IT#EQ#FS13: Enhancement - Cologne (60 coins) 14IT#EQ#FS14: Consumable - Mustache Wax (65 coins) IT#EQ#FS14: Consumable - Mustache Wax (65 coins)

1515IT#EQ#FS15: Enhancement - Bowler Hat (55 coins) IT#EQ#FS15: Enhancement - Bowler Hat (55 coins)

1616IT#EQ#FS16: Consumable - Fine Cigar (30 coins) 17IT#EQ#FS16: Consumable - Fine Cigar (30 coins) 17IT#EQ#FS17: Consumable - Pipe Tobacco (20 coins) IT#EQ#FS17: Consumable - Pipe Tobacco (20 coins)

1818IT#EQ#FS18: Protective - Leather Vest (60 coins) 19IT#EQ#FS18: Protective - Leather Vest (60 coins) 19IT#EQ#FS19: Weapon - Shillelagh (110 coins) 20IT#EQ#FS19: Weapon - Shillelagh (110 coins) 20IT#EQ#FS20: Enhancement - Poison Frog (60 coins) IT#EQ#FS20: Enhancement - Poison Frog (60 coins)

2121IT#EQ#FS21: Consumable - Potion of the Jaguar (55 coins) IT#EQ#FS21: Consumable - Potion of the Jaguar (55 coins)

2222IT#EQ#FS22: Consumable - Poultice (35 coins) 23IT#EQ#FS22: Consumable - Poultice (35 coins) 23IT#EQ#FS23: Protective - Ancestral Vestments (75 coins) IT#EQ#FS23: Protective - Ancestral Vestments (75 coins)

2424IT#EQ#FS24: Weapon - Dimensional Totem (65 coins) IT#EQ#FS24: Weapon - Dimensional Totem (65 coins)

2525IT#EQ#FS25: Enhancement - Enchanted Bone Necklace (75 coins) IT#EQ#FS25: Enhancement - Enchanted Bone Necklace (75 coins)

2626IT#EQ#FS26: Enhancement - Leather Sack (60 coins) IT#EQ#FS26: Enhancement - Leather Sack (60 coins)

2727IT#EQ#FS27: Enhancement - Tribal Headdress (75 coins) IT#EQ#FS27: Enhancement - Tribal Headdress (75 coins)

2828IT#EQ#FS28: Weapon - Emerald Spear (130 coins) 29IT#EQ#FS28: Weapon - Emerald Spear (130 coins) 29IT#EQ#FS29: Weapon - Mambele Dagger-Axe (125 coins) IT#EQ#FS29: Weapon - Mambele Dagger-Axe (125 coins)

3030IT#EQ#FS30: Enhancement - Alchemist Lab (50 coins) IT#EQ#FS30: Enhancement - Alchemist Lab (50 coins)

3131IT#EQ#FS31: Consumable - Mercury Sulfur and Salt (35 coins) IT#EQ#FS31: Consumable - Mercury Sulfur and Salt (35 coins)

3232IT#EQ#FS32: Consumable - Vorpal Glaze (40 coins) IT#EQ#FS32: Consumable - Vorpal Glaze (40 coins)

3333IT#EQ#FS33: Protective - Reflecting Lens (100 coins) IT#EQ#FS33: Protective - Reflecting Lens (100 coins)

3434IT#EQ#FS34: Enhancement - Astrolabe (65 coins) 35IT#EQ#FS34: Enhancement - Astrolabe (65 coins) 35IT#EQ#FS35: Protective - Golden Angle Amulet (85 coins) IT#EQ#FS35: Protective - Golden Angle Amulet (85 coins)

3636IT#EQ#FS36: Enhancement - Solomon’s Seal (50 coins) IT#EQ#FS36: Enhancement - Solomon’s Seal (50 coins)

3737IT#EQ#FS37: Enhancement - Telescope (75 coins) 38IT#EQ#FS37: Enhancement - Telescope (75 coins) 38IT#EQ#FS38: Enhancement - Alembic Distiller (75 coins) IT#EQ#FS38: Enhancement - Alembic Distiller (75 coins)

3939IT#EQ#FS39: Weapon - Cold Steel Flanged Mace (120 coins) IT#EQ#FS39: Weapon - Cold Steel Flanged Mace (120 coins)

4040IT#EQ#FS40: Enhancement - Icon of Sacred Geometry (65 coins) IT#EQ#FS40: Enhancement - Icon of Sacred Geometry (65 coins)

4141IT#EQ#FS41: Enhancement - Sand Hourglass (75 coins) IT#EQ#FS41: Enhancement - Sand Hourglass (75 coins)

4242IT#EQ#FS42: Consumable - Elixir of the Blacklighter (25 coins) IT#EQ#FS42: Consumable - Elixir of the Blacklighter (25 coins)

4343IT#EQ#FS43: Consumable - Eye Shadow (35 coins) IT#EQ#FS43: Consumable - Eye Shadow (35 coins)

4444IT#EQ#FS44: Enhancement - Rune-Ensorcelled Veil (40 coins) IT#EQ#FS44: Enhancement - Rune-Ensorcelled Veil (40 coins)

4545IT#EQ#FS45: Protective - Archery Bracers (50 coins) IT#EQ#FS45: Protective - Archery Bracers (50 coins)

4646IT#EQ#FS46: Enhancement - Brass Greaves (70 coins) IT#EQ#FS46: Enhancement - Brass Greaves (70 coins)

4747IT#EQ#FS47: Weapon - Serpent Fang Dagger (55 coins) IT#EQ#FS47: Weapon - Serpent Fang Dagger (55 coins)

4848IT#EQ#FS48: Protective - Vekhir Bracers (50 coins) 49IT#EQ#FS48: Protective - Vekhir Bracers (50 coins) 49IT#EQ#FS49: Protective - Vekhir Helm (50 coins) 50IT#EQ#FS49: Protective - Vekhir Helm (50 coins) 50IT#EQ#FS50: Weapon - Viper Bow (100 coins) 51IT#EQ#FS50: Weapon - Viper Bow (100 coins) 51IT#EQ#FS51: Protective - Viper Scale Mail (85 coins) IT#EQ#FS51: Protective - Viper Scale Mail (85 coins)

5252IT#EQ#FS52: Enhancement - Glass Shard of Insight (60 coins) IT#EQ#FS52: Enhancement - Glass Shard of Insight (60 coins)

5353IT#EQ#FS53: Consumable - Dream Salve (50 coins) IT#EQ#FS53: Consumable - Dream Salve (50 coins)

5454IT#EQ#FS54: Enhancement - Blood Cloak (75 coins) IT#EQ#FS54: Enhancement - Blood Cloak (75 coins)

5555IT#EQ#FS55: Enhancement - Explorer’s Map (60 coins) IT#EQ#FS55: Enhancement - Explorer’s Map (60 coins)

5656IT#EQ#FS56: Enhancement - Travelers Belt (40 coins) IT#EQ#FS56: Enhancement - Travelers Belt (40 coins)

5757IT#EQ#FS57: Enhancement - Warhorn (50 coins) 58IT#EQ#FS57: Enhancement - Warhorn (50 coins) 58IT#EQ#FS58: Protective - Brass Breast Plate (90 coins) IT#EQ#FS58: Protective - Brass Breast Plate (90 coins)

5959IT#EQ#FS59: Protective - Brass Helm (75 coins) 60IT#EQ#FS59: Protective - Brass Helm (75 coins) 60IT#EQ#FS60: Protective - Brass Shield (100 coins) 61IT#EQ#FS60: Protective - Brass Shield (100 coins) 61IT#EQ#FS61: Weapon - Damascus Steel Blade (120 coins) IT#EQ#FS61: Weapon - Damascus Steel Blade (120 coins)

6262

file name: FL50 - Equipment Cards_mini(44x68mm)_MERGEDlast edit: December 20, 2019 1:04 PM

Bold - Italic - Stroke Bold - CYAN - GREEN - RED - YELLOW

IT#EQ#FS44: Enhancement - Rune-

Ensorcelled Veil (40 coins)

• Rune-Ensorcelled Veil •Desert / Market

EXHAUST during a story to become LUCKY

for one chapter.

40COINS

ENHANCEMENT EQ#FS44

55

11

88 77

3344

22

66E x a m p l e # 1 4E x a m p l e # 1 4

Example #14 Equipment Card1. Equipment Artwork2. Keyword/Service Location3. Name4. Mechanics

5. Coin/Cost6. Card ID7. Item Type8. Card Back

• If you are using the Adventure Creation Kit to make custom characters, you can allow them to purchase Equipment cards that share common keywords, or create your own keywords.

F O E TA C T I C C A R D SFoe Tactic cards are drawn at the start of an encounter using the Encounter Initiative system, and provide bonuses and behavioral AI to foes. Cards

Page 9: FALL OF THE SPIREsecure.greenbriergames.com/press/project_folklore/pdf... · 2021. 2. 19. · FALL OF THE SPIRE EXPANDED RULES. 2 Contents CREDITS 2 EXPANDED RULES 3 ADVANCED COMBAT

RULE

S

99

can change the behavior of melee and ranged characters, as well as have more powerful bonuses for more difficult adventures, such as Midnight and Nightmare stories. At the bottom of most cards is a reward section. The character delivering the killing blow to a foe using a Tactic card receives the reward listed. Tactic cards are shuffled back into the deck after their use.

• Coordinated Attack •MELEE: Target the closest character you can flank if possible. Gain FLANK 1.

» MIDNIGHT/NIGHTMARE: As above with FLANK 2.

RANGED: Target closest character. Re-roll first missed attack in the combat.

» MIDNIGHT: As above but target character with lowest Vita.

» NIGHTMARE: Target ghosts, otherwise character with lowest Vita, and gain +1 Attack every round.

REWARD: Gain 1d4 Vita.

FS01 - Coordinated Attack -

FT#FS01 44

11

55 33

22

E x a m p l e # 1 5E x a m p l e # 1 5

Example #15 Foe Tactics Card1. Name2. Foe Tactics 3. Reward for defeating Foe.

4. Card ID5. Card Back

I N I T I AT I V E C A R D SInitiative cards are drawn at the start of an encounter using the Encounter Initiative system and provide bonuses to characters. The card is broken out depending on the number of characters that are playing. Initiative cards are shuffled back into the deck after their use.

For example, if you are playing with 3 characters, you would only use the “3 Characters” section. Initiative cards

are shuffled back into the deck after their use.

• Flanking •

• 4-5 Characters: Your attacks gain FLANK 1.

• 3 Characters: Your attacks gain FLANK 2.

• 2 Characters: As above and you may UN-EXHAUST one Item this encounter.

Initiative

• FS06 - Flanking -

IN#FS06 55

11

66

3344

22

E x a m p l e # 1 6E x a m p l e # 1 6

Example #16 Initiative Card1. Name2. Four-Five character mechanics.3. Three character mechanics.

4. Two character mechanics. 5. Card ID6. Card Back

T O W N E V E N T C A R D STown Events are a new component that a push-your-luck element when visiting the various towns on the World Map. The mechanism for how many town services the group can use, and how they use them, has changed with the introduction of these cards. There is now no limit to the number of service

locations that may be visited, but there is now a component of risk. Some Town Events are positive, but some will cause your group trouble. Characters now visits service locations as a group, rather than doing individual errands.

Town Events are seperated into Thoroughfare and Back Alley sides, similar to how Road Events are seperated into Day and Night. Likewise, Thoroughfare events tend to be more forgiving than Back Alley Events. When characters visit the following town service locations, they should read the appropriate side:• Thoroughfare: Apothecary, Chapel, Market, Physician• Back Alley: Gypsy Encampment, Inn, Stables, Tinker

After you visit a service location, such as the Physician or Inn, the Leader must roll a d10 to determine if a Town Event should be drawn, as shown below. After every additional town service location the group visits, they add 1 to the d10 roll. The group resolves the Town Event, if one was triggered. Leadership then transitions to the next character regardless of whether one occurred. Town Events affect the WHOLE group unless it specifies otherwise.• Ostelink: Draw an event on a result of 10+.• Waylin Point: Draw an event on a result 9+.• Yorotrusk: Draw an event on a result of 8+.

E x a m p l e # 1 7E x a m p l e # 1 7

11

22 33

4455

Example #17 Town Event Cards1. Card Back2. Thouroughfare Side: Apothecary |

Chapel | Market | Physician 3. Back Alley: Gypsy Encampment |

Inn | Stables | Tinker4. Card ID5. Keep This Card: If present, stays in play

for the remainder of the chapter.

For example, the group arrives in Yorotrusk after battling the latest evil plaguing the land, bruised and battered. Low on health, they decide to

visit the Physician. They do so and recover their health with Stitches and by purchasing Bandages. Once complete, the Leader rolls a d10 with a

result of 3. Since this is the first service location they have visited, they do not increase the roll. Because 3 is smaller than the result needed to trigger

an event, nothing happens and Leadership changes. They then visit the Stables to purchase a companion. Once complete, the new Leader rolls a 7 and has to add 1 (8 total) because an additional service location was visited. Now they must draw and resolve a Back Alley Town Event (since their last service location was the Stables). If they decide to visit another

service, they would add 2 to their d10 roll, and the process continues.

GROUP SKILL CHECKSA new type of skill check presented in the Fall of the Spire expansion is a Group Skill Check. When a story calls for you to make a group skill check, all

Page 10: FALL OF THE SPIREsecure.greenbriergames.com/press/project_folklore/pdf... · 2021. 2. 19. · FALL OF THE SPIRE EXPANDED RULES. 2 Contents CREDITS 2 EXPANDED RULES 3 ADVANCED COMBAT

RULES

1010

characters must make the skill check, adding any bonuses they possess. The results of each character is added together and then divided by the number of characters, with the result rounded up. This result must be greater than or equal to the target for the skill check to be a success. Ghosts cannot participate in group skill checks.

For example, if there are three characters are in play and are asked to make a group skill check of AWARENESS 7. Each of the three characters roll for the check and add any Awareness bonuses that they have. If the results were 9, 3, 7, they would be added together to total 19. This number is divided by the number of

characters, which is 3. The result would be 6.33, rounding up to a 7, and making the skill check successful.

GLOSSARY CLARIFICATIONS

The following is a clarification of some of the terminology that may cause confusion if you are unfamiliar with Folklore’s gameplay:• The two types of conflict within the game consist of encounters and

skirmishes. When a card’s instructions reference that something occurs or can be used in COMBAT, it applies to both encounters and skirmishes.

• A phrase that we use more often within this expansion is LOOT ROLLS. A loot roll is just the process of searching for Items after a battle, as explained in the Rulebook on page 29 under Winning a Battle. A loot roll is still consider searching, but we differentiate it with this phase from a standard search, such as when investigating a search token map feature.

• When the abbreviation PP occurs, such as “You recover 1 PP”, it refers to Power Points. Similarly, GP is short for Ghost Points.

• When a story instructs players to perform an action at the beginning or end of a non-combat round, this would be when there is not an active skirmish or enemies present on an adventure map. The start of the round would be before any actions are made by anyone present on the map, when at the top of the initiative order. The end of a round would be after anyone present on the map has completed all actions for the current initiative cycle. For example, if players are told to pass TRICKERY 5 at the end of every non-combat round, the would play in order of their initiative and once the last person has gone (the one with the lowest initiative), if there are no foes on the map, they would make the TRICKERY check, even if there were enemies present earlier in the round.

P L AY I N G S O L OFolklore: The Affliction may be played with one player, however we have compiled some guidelines for you to follow to make such play even more enjoyable and easier, as well as some details around why you need to play using more than one character in this mode.

Why do I have to play more than one character when playing by myself? Many of the mechanism require more than one character.

For example, if all characters die and become ghosts, you have failed in your goals, but can try to continue on. If there is only one character in play, you can

never play as a ghost. Another reason is the level of difficulty. Defending against a horde of creatures by your lonesome is sure to end in defeat, even with the

hardiest of characters. There are also situations where a character is removed from play until some condition is met. This obviously could not happen with just

one character as teamwork is required. For these reasons, we reccomend you play with a least 2 characters.

I have heard that playing with 2 characters is really hard! Is it? Playing with two characters is challenging but not impossible. Folklore has been playtested many times with two characters. It requires you to have a very thorough understanding of the rules because you have to use all your capabilities. Based on feedback from players, we have toned down the two character difficulty with this expansion.

How many characters should I start with if I’m playing by myself? It’s your choice, as long as it is between 2-5 characters. Because of the large amount of assets required, we would recommend 2-3 characters. Even though we have reduced the difficulty for two character games, it will be a bit easier with three.

Whom should I start with? This is a tough question as there are many characters to choose from. We recommend having somebody who can provide some healing, such as the Exorcist or the Huntress. It is also good to have a fierce warrior on the front lines, such as the Avenging Madman or the Warlord. To wrap things up, somebody who can pick off foes from a distance like the Witch Hunter or Viper Maiden. These are suggestions. Try them all!

There are so many components to this game! I don’t have room on my table. How do I fit them all? Yes there are many! But not all of them are needed at the same time. Keep the components that you rarely need in the box, such as Rumor, Tarot, and Ability cards, terrain and ghost miniatures, and even Ritual and Prayer cards as they are powerful rare consumables. You never know what you will find, so be prepared. Storage solutions, such as tackle boxes, are also very helpful.

Where should I go when I have questions? The Folklore Community Facebook page (http://greenbriergames.com/flfb) has many of players with a plethora of sage advice and home-grown creations.

Page 11: FALL OF THE SPIREsecure.greenbriergames.com/press/project_folklore/pdf... · 2021. 2. 19. · FALL OF THE SPIRE EXPANDED RULES. 2 Contents CREDITS 2 EXPANDED RULES 3 ADVANCED COMBAT

RULE

S

1111

C U S T O M A F F L I C T I O N SThe below Afflictions are custom variations of Afflictions from the Dark Tales expansion set. If you own their miniatures, use them instead of the supplied standees. Otherwise refer to these stat blocks for using them within the included stories when instructed.

COLOSSAL OOZE (Shapeshifter/Melee)• Use Colossal Ooze standee, or Doppelganger miniatureVITA: 48 / 54 / 58 / 64 MIGHT: +10 / +15 / +20 / +25DEFENSE: 55 STRIDE: 4LORE: 50 COINS: 20SPECIAL• For a 2-3 character game, it receives 2 attacks. For 4-5, it receives 4 attacks.

It will target a different character for each attack if possible. On a d6:5+, it recovers 1d4 Vita at the start of its turn. It has REACH 4.

POWERS• 1-7 CLUBBING: The Ooze slams down on a random target for 1d4

Damage.• 8-0 CRUSHING EMBRACE: A tendril of the Ooze squeezes you tightly.

Lose 1d6 Vita at the start of each turn until you pass TRICKERY 7. Until you do, you are IMMOBILIZED. If target is already embraced, use Clubbing.

• CHARGED (DIVISION) : If there are < 3 Oozes in play, another will split from the Colossal Ooze to an adjacent space. Otherwise, all characters in Sight lose 1d4 Vita and a random character becomes LYCANTHROPIC 3.+

EVER-FIEND (Undead/Ranged)• Use Ever-Fiend standee, or Lich miniatureVITA: 52 / 58 / 62 / 68 MIGHT: +10 / +15 / +20 / +25DEFENSE: 60 STRIDE: 5LORE: 40 COINS: 20SPECIAL• Receives 2 attacks per round. The Ever-Fiend has a life-draining aura. At the

start of its turn, characters/allies within AURA 1 lose 1 Vita, the Ever-Fiend recovers what they lose.

POWERS• 1-4 LOCUST SWARM: A swarm of insects shoots from the Fiend’s staff,

biting and blinding you. Lose 1d4+1 Vita and -10 Might during your next turn.

• 5-8 ROT: Caustic energy strikes you, causing 1d6 Damage and a Corrosion token.

• 9-0 HELLISH BREATH: Blue fire shoots from the Fiend’s open mouth. Place Flame tokens in all spaces within a Cone Template. Flames last until the start of its next turn.

• CHARGED (THE RISEN) : Replace a random dead foe or Dead Body token with a Flesh-Eating Ghoul.

LAMIAE COVEN (Occult/Ranged)• Use Lamiae Coven standee, or Empusae Coven miniatureVITA: 45 / 51 / 55 / 61 MIGHT: +8 / +13 / +18 / +23DEFENSE: 57 STRIDE: 3LORE: 50 COINS: 20SPECIAL• Receives 2 attacks per round. The Lamiae Coven’s attacks target all

characters in Sight. A sigil surrounds the sisters, causing 1d4 Damage to characters within AURA 1 at the start of their turn.

POWERS• 1-4 ANGUISH: A wave of terrible despair hits you. Lose 1d6 Vita and pass

NERVE 5 or lose your next turn.• 5-8 CINDERS: Flame tokens are placed on character spaces. Flames last

until the start of the Coven’s next turn.• 9-0 METAMORPHOSIS: Characters are TRANSFORMED 4. If they are

already TRANSFORMED, they lose 2d4 Vita.• CHARGED (BLOWBACK) : All characters are PUSHED 5

away from the Coven.

VINE WITCH (Nature/Ranged)• Use Vine Witch standee, or Woodmother miniatureVITA: 50 / 56 / 60 / 66 MIGHT: +5 / +10 / / +23DEFENSE: 53 STRIDE: 5LORE: 40 COINS: 15SPECIAL• Receives 2 attacks and ABSORPTION 1 against ranged attacks. When hit in

melee, her vines attack back for 1d4 Vita on a d6:6+. Animal Companions will not function during combat against the Vine Witch.

POWERS• 1-4 THORNS: Thorny vines shoot out from the forest to tear your flesh.

Lose 1d6 Vita and become IMMOBILIZED 6.• 5-8 VINE TOSS: You are wrapped in vines which squeezed tightly. Get

PUSHED 6 for 1d6 Vita.• 9-0 NATURE’S SUCCOR: Her vines lash out and suck your blood through

their thorns. Lose 1d4 Vita and the Witch recovers 4 Vita.• CHARGED (SINGSONG) : If there are fewer than 2 Satyrs

in play at the start of her turn, the Vine Witch will summon one to appear adjacent to a random character.

Page 12: FALL OF THE SPIREsecure.greenbriergames.com/press/project_folklore/pdf... · 2021. 2. 19. · FALL OF THE SPIRE EXPANDED RULES. 2 Contents CREDITS 2 EXPANDED RULES 3 ADVANCED COMBAT

1212

N O T E S

Page 13: FALL OF THE SPIREsecure.greenbriergames.com/press/project_folklore/pdf... · 2021. 2. 19. · FALL OF THE SPIRE EXPANDED RULES. 2 Contents CREDITS 2 EXPANDED RULES 3 ADVANCED COMBAT

1313