recursal/Fanatic-Fandom huggingface dataset:
Thalia (Hero)

## Background

She is an adept alchemist who also has enough skill with a bow to make even Fynn impressed! She will boost your party and wreck your enemies from a distance with her potion-arrows.

## Hero Abilities

CRIT-ATK causes all heroes CLOSE to target gain +1 ATK on next ATK Roll.
 2
Gain PIERCE on RANGED WEAPONS.
 4
+2 RE-ROLL with RANGED WEAPONS.
 5
When defeating an enemy with a CRIT roll, 1 hero CLOSE to the enemy may heal 1 HP per CRIT.

### Notes

* The bonus from STRENGTH SHOT and SHIELDING SHOT do not stack if you get multiple CRITs. Heroes cannot have more than 1 +1 ATK/DEF token on their initiative card.
Malten

An odd dichotomy of a place, the mountain range to the north being full of life and inhabited by peaceful monks but the bulk of it a harsh wasteland.

### Mountainous Malten

The Mountainous regions of Malten are known for their peaceful ways, perhaps by being close to the Well of Life originally. The people here build along the mountain’s natural terrain often to the point of buildings simply hanging from the cliffs, refusing to force their way too much from their ideals of the natural order. Most people here worship Yggsdral and stay out of the world at large. However they are welcoming to outsiders, making paths and roads seemingly at random in hopes it would help some weary soul find their way to safety. These paths maintained by the many monks who spend their lives training here and typically are considered the ‘warriors’ of the mountain people. Though most would shun that title as peaceful people, they do practice a wide array of martial arts and traditions.

The Well of Life is the center of most of these people’s religious practice. It is a spring at the center of the human continent’s shared mountain ranges. Considered a very spiritual place and blessed by Yggsdral by the locals, bottles of holy water from the well are used for many ceremonies. Most monks are also required to make a pilgrimage to the well in their training, and again after they’ve died to be doused by its water before burial.

### Sea of Grass

The majority of Malten is the Sea of Grass. A desolate wasteland where very little lives aside from a short hardy species of grass. Scattered throughout are all sorts of ruins, typically human however many orcish remnants are still found within. This has lead historians to think it may have been where orcs first tried to reconcile their kind after the fall, leading to it being cursed. From what is known now though only wandering monsters that burrow through the earth or can stand long periods without food or water remain here.

### Coastal Malten

Other side of the Mountainous people’s coin, violent and xenophobic to a fault. The people who live along the coast rely on the sea’s bounty, hardy animals, and a good helping hand from druidic magic to survive. They form wandering tribes and often take to the sea for long periods of time to raid Vincer and Haldrod’s coastal towns. A warrior culture through and through, they’re especially well known for their Druid-Knights. Terrifyingly powerful warriors who ride specially bred axe beaks and wield druidic magic, said to be able to run across thin air, glide on the surface of water, and summon horrible beasts to aid them.
Fire (Keyword)

Fire tokens will be used to indicate that the space is now a fire space. Any hero/enemy that enters or finishes an action inside a fire space, takes 1 wound except for the ghost enemies (who are immune to fire).

Heroes can attempt to put out fire as an Action by rolling a Knowledge Check. Each *axe* symbol rolled will allow the hero to remove a fire token in a close space and if they roll a CRIT then all close fire tokens are removed. However, if they fail to roll any *axes* when trying to put out fire, they burn themselves and take 1 wound.

At the end of an initiative round, any fire spaces on the tiles will spread with fire tokens being placed on all adjacent spaces. A fire token cannot be placed on obstacles, water spaces, or darkness tiles. Fire does not block Line-of-Sight.

There are likely 3 main ways for fire tokens to be placed on the encounter:

1. Attacks with cannons (from both the Rhino Cannoneers and cannon tiles) will cause any space that is targeted to catch on fire.
2. If a hero tries to shoot themselves out of a cannon and they fail their Knowledge Check, the space they land in will catch on fire.
3. It is likely that there will be encounters that start with fire on the board that the heroes have to deal with.
Liz (Hero)

## Background

She scrawls her spells onto her enchanted scroll and summons an ink blob to do her will!

## Hero Abilities

1 ACTION; Destroy your familiar token and KNOCKDOWN 1 enemy in the same space.
 2
Enemies in the same space as your familiar have -1 DEF.
 4
If your familiar defeats an enemy with a CRIT, 1 CLOSE hero may heal 1 HP.
 5
Your familiar becomes an Inkstrocity, and gains +3 ATK, +3 HP.

### Notes

* (Errata) Liz’s INK BLAST should have the Ranged symbol on the attack instead of Axes.
Dale (Hero)

## Background

A stalwart member of the Wanderer's Guild, Dale is not one who is known for being talkative. But do not let his quiet demeanor fool you, he will always put the safety of those under his protection before his own.

## Hero Abilities

1 Action; Once per Turn, targeted enemy in Clearshot skips their next activation.
 2
CRIT-ATK causes Confusion.
 4
Heroes starting in Dale's space can make a free check against Status Effects.
 5
2 Actions: Move up to 1-3 spaces freely, then Knockdown all close enemies.
King Knight (Hero)

## Background

King Knight isn’t a king, he is a king-themed knight. But that doesn’t stop him from making decrees! As the lord defender of Pridemoor Keep, he commands a formidable army of minions. Experienced with repelling invaders who dare try topple his malevolent monarchy, King Knight is a master of single combat. And because he’s dressed to the nines at almost all times, he’s always ready for a brutal coronation!
NPCs

## Overview

The world of Wander is filled with diverse and interesting characters. Here are the ones that have come up so far.

## The Cult of Barnacle Bay

### Lorekeeper Vaelynn

Lorekeeper Vaelynn is the main storyteller of The Cult of Barnacle Bay, often being quoted with words of wisdom:

*"It's been said that when one consistently faces the growls of a hungry beast, that the rustling of leaves often goes unnoticed. Inversely, it has also been said that leaves left to rustle may lead to an unexpected fate.*

*In the case of Barnacle Bay, both were true..."*

As holder of a tome of stories, they help share the events of Barnacle Bay, at least as best as they can:

*"At this point I feel it only prudent to comment on the nature of truth. You see, truth is a slippery thing. As time passes, the resoluteness of fact often fades into memory, and memories are not as concrete as the events that birthed them. This tome collects the stories of Barnacle Bay and presents them as they are understood. This is to say, even with all the diligent work done to collect a clear narrative of what happened to this group of Wanderers, occasionally the tale... branches. So, within the following pages, you will find all the possible explanations as to how the Wanderers won back the town of Barnacle Bay and released its townsfolk from the curse of Elder Bane, however, it is up to you, dear reader, to determine which account you believe..."*

### Trixie

As the resident trickster to the party of Wanderers, she will offer heroes the chance at more loot...but for a price. Are you brave enough to engage in one of her challenges? Perhaps you will have to fend off a swarm of bear sharks, or sacrifice a party morale, or beat an enemy to the nearest spawn point? Is the risk worth the reward?

### Mayor Plat E. Pous

Plat E. Pous is the mayor of Barnacle Bay.

In one encounter with the Wanderers, he is found wearing a barrel that only one could presume was being used as makeshift armor. Having a safe-house where he knew he could hide from the battles, he charged headlong towards it with a total disregard for his own, or anyone else's mortality.
Beastfolk

The animalistic races such as ratfolk, gnolls, and tengu. Each of these races have a mindset closely resembling their animal cousins, only the social few being able to develop small societies. The largest of them being the Ratfolk and Tengu, both natives to Jales. There the ratfolk have created a sort of underfoot empire stealing away goods from the elves and spreading to Mistfall as stowaways, keen to form large family groups and do whatever it takes to survive. The Tengu however have a more symbiotic relation with the elves, acting as messengers between forests. Tengu leave the forests even more rarely than the elves, but do often migrate south to northern Terranus where they’ve made some good relations with dwarves and distant human settlements.

Beastfolk always resemble their animal kin more closely than any of the humanoids, looking more like someone took the respective animal and twisted it just enough to use tools and stand close to upright. As such armor for them is custom made to the species and as most lack the decency for tailoring when in proper society they wear loose rags to stay covered. The most humanoid of all are the Vanara and Monkey Goblins, thankfully already similar to apes the distortion of form is less noticeable. Creatures such as the gnoll however looks like someone’s broken the bones of a hyena to fit, worse a tengu who almost look like someone’s stitched a second pair of feet to dreadfully short ‘wings’.
Mega-Brutes

## Overview

A Mega-Brute’s actions are dictated by rolling one die onto the table and then referring to the Mega-Brute Card. When the die is rolled to determine the action for a Mega-Brute, CRIT rolls do not trigger additional rolls.

Mega-brutes cannot be knocked down.

The Mega-Brute is worth 5XP.

### Spawning

If a Mega-Brute is already on the board when a hero first reaches tier V, they will instead trigger a tier IV spawn as per normal rules. When spawning the Mega-Brute, the current player's turn is immediately over and the initiative cards are reshuffled immediately with play resuming from the top of the Initiative Track. Mega-Brutes have 2 initiative cards and do not gain bonuses from the Advanced Initiative Track.

## The Cult of Barnacle Bay

### Megalopotamus

The Megalopotamus is a true monstrosity born of his corruption, these behemoths strike fear into all but Elder Bane. These creatures are beasts of the deep who have been summoned to do the cult’s will.

*Mutated with a hardened, barnacle-encrusted exterior and colossal strength, the Megalopotamus is Elder Bane's deadliest creation. As wanderers engage this behemoth, they'll have to watch out for not only its tail and fists, but the crabblings that'll fall off its back in combat. Elder Bane might not have a lot of these creatures at his disposal, but one is more than enough to end any heroic efforts in Barnacle Bay.* -- Lorekeeper Vaelynn

 2
 3

#### Crabblings

If the Megalopotamus ever rolls a “CRIT” for its action, it will Spawn two Crabbling tokens in a CLOSE space. When Crabblings are spawned, place the Crabbling Initiative Card at the end of the Initiative Track. There may only be four Crabblings on the board in total.

Crabbling stats are 1 ATK, 0 DEF, and 1 HP across all levels of the Campaign.

You do not get any experience for killing Crabblings.

## LaCluck's Revenge

### The Cthurken

LaCluck's pet abomination from the deep. This monstrosity was created by LaCluck herself using her cursed medallions. The very same medallions that Elder Bane used to take over Barnacle Bay!

## Gallery

MegalopotamusMegalopotamus SketchCthurken
Line-Of-Sight

## Overview

You can determine the Line-Of-Sight by drawing an imaginary straight line from the furthest back corner of the space the enemy is standing in to the furthest back corner of the space the hero is standing in. Line-Of-Sight is blocked if the line intersects with a Wall Token, a Darkness Tile, red dashed lines, or an inaccessible space marked with the ""Do Not Enter Icon"". Additionally, Line-of-sight does not go through a corner if there are 2 corners that block Line-Of-Sight. This includes corners of squares with red lines or Darkness Tiles.

An enemy is flagged as engaged once they have Line-Of-Sight of a hero. Once engaged, they remain engaged, even if they no longer have Line-Of-Sight of any heroes. The enemy’s Line-Of-Sight is not blocked by a space that is full of enemies. Enemies can see heroes diagonally even though there are no diagonal attacks or movements. Both enemies and heroes can see around a corner but cannot make a Ranged Attack around a corner.

## Clearshot

Clearshot represents an unobstructed view of a target in a straight line. The distance of a Ranged Attack is unlimited, as long as nothing blocks the field of view in the straight line. Full spaces, Red Lines, Wall Tokens, and Darkness Tiles block the field of view.

Ranged Weapon and Spell attacks can only hit enemies in Clearshot.

## Engaged

Enemies are considered Engaged if they have Line-Of-Sight on a hero model. Enemies from Enemy Specific Portals Spawn on the board already Engaged. If a hero passes through an enemies Line-Of-Sight at any point during their turn, those enemies are now Engaged.
Flintlock Rodriguez (Hero)

## Background

Flintlock Rodriguez the Macaw Buccaneer is no stranger to pirate life and sea fairing mishaps. Flintlock was wanted by many authorities across the land. He became infamous for sneaking aboard naval ships, freeing captured prisoners, and robbing the ship blind of all valuables.

Flintlock was eventually captured by Naval officers and was to be sentenced to death. He was freed by his lifelong friend Cutlass Kate with the help of Lance. Flintlock has turned his life around as a member of the Wanderer’s Guild for a life of adventure, skirmishes, and treasure hunting. While his lifelong friend, Kate, may consider him a bit of a loose canon, he always has her back by raining bullets on any foes that get in their way.

## Hero Abilities

+1 Re-roll on ranged weapons.
 2
After rolling ranged attack, you may split ATK dice to 2 targets in clearshot.
 4
+2 Re-Roll on ranged weapons.
 5
All ranged attacks are AOE.

## Gallery

Flintlock RodriguezFlintlock Rodriguez SketchFlintlock Rodriguez Summons
Archer (Enemy)

## Overview

Archers are a standard enemy type and are worth 1XP.

## The Cult of Barnacle Bay

The once peaceful rabbit monks to the local church are now cult zealots who specialize in hurling large spikes from their horrendous, mutated octopus tentacles.

*The first step in Elder Bane's plan to take over Barnacle Bay was to corrupt the rabbit monks, turning their charity and good-will into the pivotal tools to bring about Barnacle Bay's demise. By using his new followers' temples and sermons as a platform, he was able to convert the whole town to do his bidding. Wanderers should mind the toxic needles flung from their newly-octopoid features if they hope to survive in Barnacle Bay.* -- Lorekeeper Vaelynn

 3

### Notes

There are 2 models for Octopus-Rabbit Archers. There are no differences between these models, they just add variety.

## LaCluck's Revenge

Avast, beware these snorting miscreants and their ghostly blunderbusses! The Pig Gunners are famed for their deadly accuracy, as well as a penchant for plundering while hamming it up.

 2

## Gallery

Octopus-Rabbit MaleOctopus-Rabbit Male SketchOctopus-Rabbit FemaleOctopus-Rabbit Female SketchPig Gunner
Ross (Hero)

## Background

As ruler of the kingdom and long time member of the Wanderers Guild, King Ross takes up a mission every now and again to have a little fun and remember his roots (much to the worry of his advisors!).

## Hero Abilities

Heroes in the same space gain +1 DEF RE-ROLL, including Ross.
 2
Gain 1 free ATTACK ACTION after a MOVE ACTION.
 4
+1 ATTACK ACTION.
 5
All heroes starting CLOSE to Ross gain 1 free ACTION, including Ross.

### Notes

* Ross’s free ATTACK ACTION from ROYAL 2-STEP can only be used immediately after the MOVE ACTION.
Bebo (Hero)

## Background

A student of the dark arts, she is masterful at vexing her enemies and controlling stuffed familiars to do her bidding. Just because her familiars are born of dark magic doesn't mean they can't be adorable!

## Hero Abilities

CRIT on Spell Attack causes 1 AOE wound.
 2
+1 ATK to Spell Attacks.
 4
Spell Attacks gain Pierce.
 5
Hailey gains +3 ATK and +3 HP.
Caster (Enemy)

## Overview

Casters are a standard enemy type and are vary in XP granted when defeating. worth 1XP.

## The Cult of Barnacle Bay

Fish-Bat casters are higher ranking cultists that wield the magical power of the deep and have embraced the changes willingly.

*Fanatical servants of Elder Bane, the fish-bat casters arrived with him from lands unknown to take over Barnacle Bay. Gifted with dark, tempestuous magic, these casters can cast spells to rival that of any magician, but more interestingly, seem to corrupt the land itself with their vile presence. Wanderers should be weary of the miasma surrounding these foes and, if possible, avoid any close confrontation.* -- Lorekeeper Vaelynn

 2
 3

### Notes

* The effect from Miasma does not stack if there are multiple close Casters.
* Fish-Bat Casters are worth 1XP.

## LaCluck's Revenge

The Albatross Banshee is a feared specter, phasing through walls with a relentless need to drag their prey beneath the waves to their dark and briny tomb. Their haunting shriek seems to sap the confidence and abilities from even the most swarthy adventurer.

 2

### Notes

* Albatross Banshees are worth 2XP.
* Albatross Banshees are able to see and move through walls.

## Gallery

Fish-BatFish-Bat SketchAlbatross BansheeAlbatross Banshee Sketch
Divine Races

Aasimar and Tieflings, both are considered divine beings though for different reasons. Both can be born as a gift to a follower of any god, usually those of high position or esteem. In such a case they’re praised and worshipped as they are quite literally a sign from god you’re doing something right. They are born into power, usually becoming powerful figures in their respective churches. Some however have a distaste for the inherent power in what they are rather than who, or otherwise find themselves exiled and choose to live as close to normal as possible for their race. Often finding either hatred or adoration along the way, reaching to be as normal for one of their parent race.

The other side of things are when tieflings are born as punishment. Mostly happens when a person is explicitly trying for an aasimar or has committed a severe sin recently and the gods or their servants decide to punish them. These tieflings are hated and either killed or begrudgingly raised as a way of accepting the punishment. Oddly these tieflings who are raised well seem to be more likely to become oracles of the god who originally used them as a punishment, a fact many power mad aasimar are upset about. And so even when directly connected to the divine they are often hunted by the church of the god giving them power.
Roland (Hero)

## Background

Orphaned at a young age, Roland grew up on the streets of Drasus, a coastal free-trade city. Though his life was considered tough, he thrived in these rough conditions. He quickly learned that luck and skill go hand in hand when it comes to both survival and combat. Even though he was always getting into trouble, he idolized the renowned adventurers known as the Wanderers. They were not only known for their great deeds and skill, but their character as well.

One day, Roland was caught stealing food on the outskirts of the city market. Tank, a well-known Wanderer who witnessed this event, took pity on the cub and decided to take him under his wing. Under his tough but fair tutelage, he started training Roland to become a Wanderer like himself.

Notorious for his infectious sense of humor and fiery temper, Roland is well loved among his friends and fellow Wanderers ... even if he constantly tests their patience!

*"Orphaned and left on the streets of Drasus, Roland would be forced to steal in order to survive. One day, he was caught stealing bread with another urchin by a passing Wanderer, Tank. Seeing the fiery spirit and natural talent in this young troublemaker Tank would offer him tutelage. With Tank's teachings, Roland would eventually find a new home, purpose, and family amongst the ranks for the Wanderer's Guild."* -- Lorekeeper Vaelynn

## Hero Abilities

All readied MELEE WEAPONS now CLEAVE on CRIT.
 2
Gain CHARGE: after a MOVE ACTION, gain 1 free ATTACK ACTION.
 4
+1 ATK, +1 ATK RE-ROLL.
 5
Gain an extra MOVE ACTION and ATTACK ACTION after defeating an enemy.

### Notes

* The abilities CLOSE THE GAP, COUNTER ATTACK, and RICOCHET can be used in combination with each other
* The additional actions from CLOSE THE GAP, COUNTER ATTACK, and RICOCHET must be used immediately after the action that awarded them. There is no limit to the number of bonus actions granted in a single activation.

## Young Hero Abilities

+1 ATK RE-ROLL with MELEE WEAPONS.
 2
 3
Gain CHARGE: after a MOVE ACTION, gain 1 free ATTACK ACTION.
 4
Does not need to spend an action to change READIED WEAPONS.
 5
After an ATTACK ACTION with no damage caused, Check KNOWLEDGE: 2+ Deal 5 WOUNDS to the enemy.

### Notes

* The abilities CLOSE THE GAP, COUNTER ATTACK, and BACK AT YA can be used in combination with each other.
* The additional actions from CLOSE THE GAP, COUNTER ATTACK, and BACK AT YA must be used immediately after the action that awarded them. There is no limit to the number of bonus actions granted in a single activation.

## Gallery

RolandRoland SketchYoung RolandYoung Roland SketchYoung Roland and TacoYoung Roland and Taco SketchRoland Snow
Cola (Hero)

## Background

A strange explorer from a far-away land, Cola found that his skills were more than welcome in the company of the Wanderer's Guild.

He uses his vast alchemical knowledge of soda-bombs to support his fellow Wanderers and hinder his enemies!

## Hero Abilities

1 Action; All close heroes gain +1 ATK this round.
 2
CRIT on Ranged Attack causes 1 AOE wound.
 4
Gain +1 Attack Action when defeating an enemy with a CRIT.
 5
1 Action: Automatically Rally Downed heroes in the same space, including Cola.

### Notes

* The bonus from Grape Strength or Lemon Defense does not stack with other +1 ATK/DEF effects granted by other heroes.
* Pineapple Surprise triggers any time an enemy is killed with a CRIT, including using CRIT-DEF based items that do damage like Urchin Armor.
* Rejuvinating Raspberry's effect can be used while downed to automatically Rally Cola.
Chalk (Boss)

## Background

This nefarious tree-frog witch doctor has followed Elder Bane since his rise through the Cult of the Deep.

*"Few have an understanding of the stygian magic that empowers the Cult of the Deep, and even fewer are closer to perceiving this truth than Chalk. The sea witch's proficiency with these ancient, macabre spells, there leaves little room to wonder how she earned her status as one of Elder Bane's top lieutenants, and while we may not understand this magic, we do know our Wanderers should be extremely cautious around it."* -- Lorekeeper Vaelynn

## Notes

If Chalk spawns a darkness tile or is respawned on a tile that contains a hero or an enemy, they are moved to a close space of the player’s choice. If Chalk spawns a darkness tile on top of a space that already contains a revealed darkness tile, replace it with a new one.

## AI Cards

Chalk teleports to the 2nd further Spawn Point.
 Blight Barrage
 Boil and Shake
 Crabbling Bomb
 Curse Bomb
Ranged Attack that hero for 2 Hits. If the hero takes any wounds, the hero Checks Knowledge:
* 0-1: Hero suffers Curse.
 Darkness Falls
 Grunt Distraction
Chalk teleports to the 2nd further Spawn Point.
 Life Siphon
 Vanish
Upon discovery of the Objective Darkness Tile, spawn Chalk on it and resume normal play. No AI cards are drawn until she returns to the board.
 Vicious Miasma
Chalk heals for 1 HP.
Shovel Knight (Hero)

## Background

A practitioner of the ancient code of Shovelry, Shovel Knight can do almost anything with his signature weapon: the Shovel Blade. His ingenuity and quick thinking have won him many battles, even though his stature is small! Always honest and helpful, Shovel Knight lives by the creed of Shovelry: Slash Mercilessly and Dig Tirelessly!

## Hero Abilities

After defeating an enemy with a CRIT, gain 1 free ATTACK ACTION at -1 ATK.
 2
1 ACTION; Once per TURN, move 3 spaces freely, ignoring all OBSTACLES.
 4
+1 ATTACK ACTION.
 5
CRIT-ATK roll causes all CLOSE enemies to suffer KNOCKDOWN.
Tiles/Spaces

## Overview

There are 2 types of tile, large and small. Additionally, within each tile there are a number of spaces - 16 for large tiles and 4 for small tiles. The details of these Tiles/Spaces are as follows:

## Full Spaces

A space is considered full if it contains any combinations of four hero or smaller enemy models (Grunts, Archers, Casters, or Boomers), two large models (Brute), or a very large model (Guard, Mega-Brute, or Boss). Heroes may not move into or through a full space of enemies. However, a hero is able to move through other hero models as long as they have enough actions to end outside of the full space.

## Walls

Walls are represented by Wall Tokens and create impassable terrain. Heroes cannot move or attack through Wall Tokens.

Wall Tokens are modular wall pieces that are placed on the game board using the Scenario Setup section in the Campaign Book. Heroes and enemies cannot move or see through walls. Wall Tokens are also double sided: the blue wall tokens represent objective walls that may have special rules depending on the Scenario being played.

## Obstacles

Red dashed lines represent buildings and walls on game tiles. Heroes and enemies may not move, see through, or attack through these obstacles.

## Water Spaces

Blue dashed lines outline water spaces on game tiles. Water slows down a hero’s movement. Moving into a water space ends your hero’s Move Action. Moving out of a water space takes one full Move Action.
LaCluck (Boss)

## Background

LaCluck began pirating as a shipmate to the infamous Captain Hook. She quickly moved up the ranks of the crew as one of the most ruthless swashbucklers on the seas. While on the high seas, LaCluck's captain, Hook, was embarrassingly defeated by a young squirrel named Pan.  That day, Captain Hook became obsessed with vengeance, filled with a fiery rage to find and vanquish this foe. Months would go by without a single bit of treasure or pirating done due to Hook's obsession. LaCluck and the rest of the crew became restless and tired of this wild squirrel chase. LaCluck led a mutiny and quickly took over Hook's ship as the new captain.

As the Captain, LaCluck's command grew as she captured ship after ship. Her massive fleet would sail across the world stealing magical relics for her ever growing hoard of treasure. These relics contained secrets to eternal life, fortune, and eldritch incantations. As her horde of treasures grew, LaCluck became paranoid of a possible mutiny.

As a back up plan, she began hiding her treasures in the catacombs under the town of Barnacle Bay where she knew they would be protected by the one person she could trust, her secret love interest, General Plat E. Pous. The general, the great grandfather to Barnacle Bay's present day mayor, was a high ranking naval officer who would secretly meet LaCluck at Barnacle Bay in between voyages. As LaCluck's treasure and powers grew, the general's heart became corrupted by the dark magic filling him with greed and envy. In his darkness, he started using the relics for his own power.

The next time LaCluck and her crew sailed into Barnacle Bay, they were caught off guard by a naval fleet waiting for their arrival. The general personally led the charge and shot down LaCluck, sinking her to a watery grave. It was only after LaCluck's death did the General realize how the relics had corrupted him into killing his one true love. He stashed these treasure deep in the hidden catacombs in hopes they would never be found again.

150 years later, Elder Bane and his Cult of The Deep discovered these relics under the town of Barnacle Bay, beginning the story of Wander: The Cult of Barnacle Bay. When Elder Bane unlocked the magic from LaCluck's treasures, he inadvertently resurrected the ghost pirate chicken lord LaCluck and her Fleet of The Damned!

Not realizing how much time has passed, LaCluck is now hell bent on getting revenge on Plat E. Pous and the town of Barnacle Bay!
Fiz (Hero)

## Background

Fiz is the master of explosives. It may or may not be how he lost his leg. This pyromaniac will fight fire with well... fire! Be sure to not let him get too carried away.

## Hero Abilities

Immune to terrain effects while moving.
 2
May lose 1 Morale. Become downed. Deal 5 wounds to all close enemies. No XP gained.
 4
CRITs on Atk Rolls explode with 2 dice.
 5
Rayna (Hero)

## Background

During the Unification War, as the Empire's army marched upon the holy city of Papillis they were constantly harassed and stymied by the legendary Sky Spears, a clan of dragoon warriors sworn to protect the sacred city. However, not even these powerful warriors could stop the Empire's march.

In desperation, Papillis' leaders struck a deal. In exchange, for the freedom to practice all religions freely, the city would surrender. The Empire had one condition, however... that the might Spears be turned over.

Knowing this meant certain death, many Spears attempted to flee instead. Rayna's parents were one of the free to escape and eventually taught their daughter the fighting techniques of their people.

Rayna now travels the world, donned in her family's ancient armor and practicing her skills every day, determined to avenge her people.

## Hero Abilities

+1 DEF RE-ROLL.
 2
1 ACTION; Once per TURN, jump 3 spaces freely, ignoring all OBSTACLES.
 4
ATTACK ACTIONS gain PIERCE, +1 ATK RE-ROLL.
 5
2 ACTIONS; +2 ATK, hits all CLOSE enemies.

## Young Hero Abilities

+1 DEF RE-ROLL.
 2
+1 HP, +1 DEF.
 4
1 ACTION; Once per TURN, freely move into an enemy space & perform an ATTACK ACTION hitting all enemies in that space.
 5
All WEAPON ATTACKS hit all enemies in the same space.

### Notes

* The free move as part of FROM ABOVE is limited to the distance of a normal MOVE ACTION (and must not be a full space) that does not trigger any DODGE roll.

## Gallery

RaynaRayna SketchYoung RaynaYoung Rayna Sketch
Pullit

A very strange and curiously secure gnome of unknown origin. Operating out of the Labyrinth in one of the few easy to find locations with a maintained road leading straight to his door, Pullit is a man known across the island for being the defacto welcoming man for newcomers to the island. Though people say he runs a school he more just lets people come to his home and listen to him ramble, least by his own measure.

### Physical description

Nobody is quite sure what all of Pullit looks like. Of course he looks like a tinker gnome, mid length wavy slate grey hair and a fine short beard, short, and always wearing some flavor of bulky robes that doesn't show any skin. Some people like to joke he's become some sort of construct, hiding away a metal body under it all.

### History

Absolutely nobody knows where he came from, even he gives either obviously fake answers or shrugs it off when questioned for some reason. Even his neighbors can't seem to remember when he moved in, nor when he found the time to add a branch to a road that lead to his house. But at the same time that's far from the most unusual thing on Mistfall so people just let the man be, before long people started wandering into his house thinking they were following a road only to hear him rambling off advice for living on the island.

Though he himself doesn't admit to really teaching, just letting people listen, this did ultimately become his role on the island. The welcome wagon, sat perfectly in a place even the most clueless person is going to find and so lacking in security or threats that nobody's going to be turned away. And so the unofficial school for the dim was made, a bit of a derogatory term made by his neighbors mocking the people who need advice on living without things like guards, laws, or even the security to not be shanked on the street. Pullit again just doesn't seem to mind, if anything he's embraced it.

And even though he's never acknowledged being a teacher sometimes he does stop his ramblings to take a student aside and congratulate them on 'graduating' by hearing all he's had to say. He even keeps in contact about as best he can, asking about their escapades, sending letters, and so on.

As a curious note many people wonder how Pullit has survived this long, his home is always open even in his sleep and the donations from students has piled up rather high over the years. Some people say he's secretly stronger than he looks, others say he's some sort of construct, and others gave him his personal favorite title of 'Adamantine Back'. Rather distressingly he's actually said it was 'close', something that has endlessly infuriated a few students.
Chompy (Hero)

## Background

Chompy was a local of Barnacle Bay who was mutated by Elder Bane’s dark magic but fought against his mind control. When he discovered the Wanderers trying to save his town, he decided to join in the fight to put an end to the Cult of the Deep!

## Hero Abilities

CRIT-ATK causes Cleave.
 2
+2 ATK against Brutes.
 4
Take 1 free Action during the Brutes turn.
 5
+1 ATK per wound on Chompy.

### Notes

* Since Chompy is a Brute figure, he counts as 2 figures in a space, however as a hero he does not push models out of the zone if it is full.
* If using the Pack Mentality ability, the player can choose if Chompy activates before or after the enemy resolves their activation.
* The Territorial ability does not work on Mega-Brutes.
Ibexus (Hero)

## Background

Sent off at an early age to learn the ways of sorcery in the great academies of Papillis, Ibexus had a natural understanding of the ebb and flow of magic. Studying, testing, and magical practice was his daily life.

However much he loved to studying magic, his disdain for the academies elitist attitude and self-serving ways became impossible to his. This put an intense focus on him from his Magisters and fellow students, which finally caused him to snap. He decided that he needed to leave the system in a grand fashion, and started planning his exit.

During his final exam to become a registered wizard, he decided to show the school what he was truly capable of. Using his knowledge of magic, he blew out most of the south wall in the courtyard he was testing in. This caused a domino effect that turned the entire academy into rubble. He disappeared during the chaos, with a smile on his face and a hardy laugh.

## Hero Abilities

+1 SPELL ATTACK RE-ROLL.
 2
+1 ATK with SPELL ATTACKS.
 4
+1 ATTACK ACTION.
 5
2 ACTIONS; Chosen SPELL hits all enemies in a straight line.

## Young Hero Abilities

+1 SPELL ATTACK RE-ROLL.
 2
+1 ATK to SPELL ATTACKS.
 4
+1 ATTACK ACTION.
 5
SPELL ATTACKS hit all CLOSE enemies next to your targeted enemy.

## Gallery

IbexusIbexus SketchIbexus Sketch 2Young IbexusYoung Ibexus Sketch
Rumor Mill

A horrendously decorated shop run by local rumormonger, Dandy. Located near the Fogwatch it exists in a reasonably safe part of town but the warning sign of 'Break in and I'll break your knees' is brazenly proven to anyone who enters. Anyone who can't crawl out in time seems to be Dandy's dedicated volunteer, greeting those at the door with muffled screams for help.

But Dandy himself loves his volunteers dearly, though he loves his money more. It's here where he sells rumors, tidbits of information and rumors of the goings on of the island. He uses an abstract pricing system normally, giving a suitable bit of information for whatever payment a customer wants to cough up. Though regulars have figured out a general pricing range. Least for common folk, his prices are known to flux a bit if he knows a person is particularly loaded.

Dandy's loose pricing
 10-50
 50-100
 100-500
Wiki Télé Réalité France

## Bienvenue sur le wiki

Bienvenue sur le wiki. Nous sommes un site Web communautaire et collaboratif à propos de votre thème que n’importe qui, vous y compris, peut modifier. Cliquez sur le bouton « Modifier » en haut de n’importe quelle page pour commencer !

## Décrivez votre thème

Écrivez une description sur votre thème. Informez vos lecteurs sur ce dont parle votre thème et ajoutez des informations générales qui le concernent.

## Activité récente

Les photos et les vidéos sont un bon moyen d’ajouter des éléments visuels sur votre wiki. Ajoutez-en une ci-dessous !

Fichier:Placeholder
Status Effects

## Overview

In Wander, there are a number of status effects that can effect both heroes as well as enemies.

When resolving whether a status effect can be removed, each status effect on a hero is checked individually at the end of a round. E.g. you can’t use the same Knowledge Check for curse and sleep. Any status effects are removed if a hero is downed and heroes that are downed can not receive any status effects. Status effects are also removed at the end of a scenario.

Familiars are not effected by status effects.

## Confuse

When an enemy model is affected by confuse, that enemy model attacks another enemy model in attack range and ignores that target’s defense. If there are multiple options for which enemy model the confused enemy attacks, its up to the players to choose the enemy. The confuse status effect is resolved immediately prior to an enemy taking damage. An enemy can be confused if they are asleep, although it will automatically wake them. If the target is suffering knockdown, confuse has no effect. If a confused enemy would trigger an XP gain, this is awarded to the hero. Multiple CRITs can cause the same enemy to attack multiple times.

Bosses are immune to confusion.

## Curse

When a hero suffers curse, place a Curse Token on the hero’s Initiative Card. The hero has one less action they can use on their turn. To cure themselves of the curse, the hero must roll a CRIT on a Knowledge Check at the end of their turn. Once it is resolved, remove the Curse Token from their hero’s Initiative Card.

Currently, curse can only effect heroes.

Curse
## Knockdown

When a hero or enemy suffers knockdown, place the model on its side. The hero or enemy will then have -1 DEF penalty until they stand back up. For heroes, this costs one action and must be done before any other action can be taken. For enemies, it costs their entire turn. Heroes do not have to dodge away from enemies who suffer knockdown. When using cleave, only the primary target will suffer knockdown.

Bosses are immune to knockdown.

## Poison

When a hero suffers poison, place a Poison Token on the hero’s Initiative Card - a hero cannot have more than one Poison Token. The hero takes one wound per turn unless they roll an “AXE/SHIELD” symbol on a Defense Check at the end of their turn. If they roll a CRIT on that check, they remove the Poison Token.

When an enemy suffers poison, place a Poison Token next to their model - an enemy cannot have more than one Poison Token. The enemy takes one wound at the end of their turn.

Poison
## Sleep

When a hero suffers sleep, place the model on its side. Place a Sleep Token on the hero’s Initiative Card. Until that hero rolls a CRIT on a Knowledge Check at the end of their turn, takes a wound from an enemy attack or poison, or has another hero wake them up for one action, that hero has -1 DEF and may not activate this turn. Remove the Sleep Token once a hero "wakes up".

Enemies suffering sleep, place the model on its side. That enemy has -1 DEF and may not activate until a hero attacks it.

Sleep
Krex (Boss)

## Background

*One of Elder Bane's most trusted lieutenants, Krex possesses a raw, brutish strength that could rival that of the Megalopotamus itself. Coupled with the speed and durability granted by his new lobster mutation, Krex has been turned into the world's deadliest battering ram. Wanderers should only engage this juggernaut if absolutely necessary, as there's no telling where his hunger ends.* -- Lorekeeper Vaelynn

## Notes

With Krex's Charge attacks that state "Move (X) spaces in the direction of..." Krex will move that many spaces in that direction even if the hero is adjacent to Krex or the movement ends by him being on the edge of the board. E.g. Tank is the Hero with the lowest HP and is in the space that is diagonally top right of Krex. Krex draws the card "Charge The Wounded" which states that Krex moves 3 spaces in the direction of the hero with the lowest HP - Krex would move 1 space right and 2 spaces up pushing through Tank. If there is a wall one space above Tank then Krex would stop. Tank would be knocked down and pushed out of the space. If Tank is still in attack range of Krex then Krex would then attack Tank for 1 damage. The idea is Krex bull charges through and then attacks the target if it is still close.

## AI Cards

 Charge the Proud
 Charge the Weak
 Charge the Wounded
 Ferocious Bite (x2)
 Ground Pound (x2)
 Poison Breath
 Regenerate
Specter Knight (Hero)

## Background

In life, Specter Knight was a cruel and cunning warrior. And although his blood is now icy cold, he is no less formidable as a phantasm. The most begrudgingly loyal knight of the Order, Specter Knight follows the Enchantress only because she is capable of magically extending his undeath. Clutching a grim Scythe in his shriveled claws, Specter Knight commands his weapon with uncommon cunning... and his next target is Shovel Knight.
Heroes

## Overview

You are playing as one of the Wanderers, members of a noble guild who are known far and wide for their adventuring ways and kind hearts. They are all unique in their own way, so make sure to try out all the heroes you can.

Before setting up the Scenario, each player chooses one or more heroes to play. Each hero gets:

* A Hero Dashboard
* An Experience Tracker Clip
* The hero’s Hero Card
* The hero’s Starting Equipment
* The hero model

### Hero Card

The Hero Card is filled with information about the Wanderer you have chosen to play, including their Defense, Health, Knowledge, and unique abilities. The hero card contains the following:

 **6. Abilities:** Abilities are special skills that heroes can use in battle. They are unique to each hero and can have a large impact on successfully finishing a Scenario.
All heroes automatically start with one Ability at Tier One. For all Tiers containing a choice between two Abilities, you can only choose one Ability. You cannot change an Ability once it has been selected until you reach a new Scenario. You gain access to new Abilities by raising your hero’s Experience. You gain Experience by defeating enemies in the game, or when another hero is the first to break into a new Tier of Experience. Abilities also have certain keywords applied to them, such as PIERCE and CLEAVE. These modify your attack in different ways, creating a unique way to engage in combat for those heroes.

## Hero List

### The Cult of Barnacle Bay

 Ibexus |     | Goat
 Kira |      | Squirrel
 Roland |      | Red Panda
 Tank |      | Turtle

### LaCluck's Revenge

 Cutlass Kate |      | Iguana
 Flintlock Rodriguez |      | Macaw
 Lance |      | Badger
 Waku |      | Frilled-Neck Lizard

## Unreleased Heroes

### Character Concepts

Panda Cult Games has released concept art for other characters that have not been officially announced.

### Unofficial Characters

The following section contains characters created by the fan community.
Kira (Hero)

## Background

Even though she was born a noble who belonged to a very well respected trading family in Drasus, Kira rebelled against her proper upbringing. Preferring high flying antics to "refined" activities, she constantly ran away from home to have fun in the city.

On the streets, she found a life so different from the sheltered world she knew. There was something amazing and new around every corner. She befriended some of the so-called "street urchins", who were orphans that learned to live a free life by stealing what they needed. They taught her the ways of the streets and the city, where guile was king. Life wasn't always fun and games for her on the streets, but she quickly learned to defend herself.

One day, she met a traveling Wanderer down by the docks, who noticed Kira's unique abilities and aptitude for the Wanderer's lifestyle. She convinced Kira to join her on her travels. The Wanderer took Kira under her wing and showed her the world.

*"While Kira was born into a family of Drasian aristocrats, she never felt quite at home amongst them. Sneaking out at dusk and hiding her identity, Kira found her thrill on the streets of Drasus, an open playground for her to test her finesse, agility, and thieving skills. When her and Roland were eventually caught and offered a spot amongst the Wanderer's Guild, there was no way she could refuse the chance to leave her noble life in pursuit of something more."* -- Lorekeeper Vaelynn

## Hero Abilities

Does NOT have to roll for DODGE attempts.
 2
+1 DEF.
 4
CRIT = 2 x HITS with RANGED WEAPONS.
 5
Attacks ignore enemy DEF.

## Young Hero Abilities

When drawing treasure, draw 2 cards, and keep 1. Then, shuffle the deck.
 2
+1 DEF.
 4
2 ACTIONS; MELEE ATTACK does AOE HITS.
 5
After defeating an enemy, gain 1 free MOVE ACTION and 1 free ATTACK ACTION.

### Notes

* SQUIRRELY triggers any time an enemy is killed with a CRIT, including using CRIT- DEF based items that do damage like Urchin Armor, and the actions need to be used immediately.

## Gallery

KiraKira SketchYoung KiraYoung Kira Sketch
Waku (Hero)

## Background

The king of chaos. The mystic of mishaps. The diviner of the dead. Dealings of undead, ghosts, and demons are common place with Waku and his magic studies. Many find his customs unsettling or think Waku may have a few screws loose, but Waku is a master of blurring the magical lines of life and death. Over 100 years ago LaCluck's crew stole valuable magical artifacts from his ancestors. The absence of these artifacts have created a magical unbalance for his home. Now that LaCluck's ship has resurfaced, Waku has joined the Wanderers in hopes to settling the score and return peace to his home.

## Hero Abilities

Close enemies are -1 DEF.
 2
1 Action; Take 1 wound to heal 2 HP on another Hero.
 4
1 Action; Once per Encounter, turn 1 enemy into a familiar for the rest of the Encounter.
 5
Gain 1 Morale when defeating an enemy with a CRIT.
Events

## Overview

When a Darkness Tile reveals an Event symbol (and an Objective tile where there is no corresponding Scenario special rules), the hero who moved into that Darkness Tile immediately draws one Event Card and resolves the card’s effects.

## Clarifications

* **[DIRT NAP]:** The hero can attempt to wake up on the turn they draw this card.
* **[FISHING NET]:** The hero caught in the fishing net is still considered a target for enemies. Enemies do not target the net and the trapped hero cannot attack it.
* **[FRAGILE CONTENTS]:** This becomes a valid target for the rest of the game until either opened or destroyed. You can denote it by placing a treasure token on the space, but don't forget the special rules for it!
* **[OCTO SHOES]:** This card is removed once the hero has made a successful roll against it.
* **[SOMETHING AWFUL...]:** If you draw this and there are no normal spawn points, you simply spawn it at the nearest portal.
* **[TRIXIE'S TEST OF SPEED]:** Only hero turns count towards this and it does include the current hero’s turn.
* **[UNSTABLE POWER]:** It is a standard 3 dice attack needing ranged that will hit all enemy models in a straight line. It does not ignore defense.
* **[WATER YOU DOING]:** If the hero gets mind controlled, they will always move first towards the nearest ally and then attack (if possible). They do not need to perform a dodge roll. The attack is made with a readied weapon and is defended normally.

## Notes

* **[TOWN WEIRDO]:** This is a reference to Spencer Reeve, ex-IDW Games and friend of Panda Cult Games.

## Cards

### Promo

* 2: You snap out of your malaise and escape while you can!
* 3+: You glean a tiny bit of useful information! Draw 2 Treasure Cards.