Welcome back adventurers to another week at our fine Runefire lodge. This week we will talk about the many, many encounters you all will be facing on your journeys through the Saga Lands and beyond. However, you will not be mindlessly fighting these creatures in a vacuum, slaying your foes until you or the deck throws in the towel. Every game of Runefire is centered around an adventure with its associated adventure card.
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When you get together with your fellow adventurers for a game session, you will be picking one of these adventure cards to define the rules for that game. How many encounters will you be facing? How many rounds will you need to last? Any special rules that will assist you or hinder your goals? And of course most importantly, the card explains why you’re fighting and how to achieve victory.
For an example we will go over the most basic of adventures, the Dungeon Crawl.

The very top of the card outlines the fluff of the mission. The why of your great escapade that day.

Most adventures are part of a larger campaign, with text centered around the progression of the story. For the dungeon crawl however it's a more generic slay the monster and save the day.
Next we have the set up. For the dungeon crawl it tells us which of the encounter decks as discussed last week need to be included. As this is dungeon related we will of course be facing off against a primary and secondary deck, but the city and wilds decks can easily be switched in based on whatever the situation may call for.
The big meat and potatoes of the adventure is the encounters section. Here you find out how many encounters you will be facing and for how many scenes you will be doing this for. Most adventures will use an outline similar to the dungeon crawl, with an increased number of encounters each scene, and an increase in difficulty for how long the battle has lasted.

Some adventures will be more intricate than others, and may lay out encounters differently to capture a more unique feel, like escaping a city or defending a location from constant attack. Each of these will bring new difficulties for your team to overcome.
Most adventures end at the completion of the final scene, but again some may have unique ways to end the adventure, like successfully escaping the city before becoming overwhelmed by enemies.

So you have won the day! Saved all those innocent people and made the world a better place. That's great and all but the more important question is what cool stuff do you get out of this. The default reward is experience to be spent on features (a subject for another time) to improve your character. Apart from that, new adventures will net you cool magic items, some random and some connected to the events of the day's exploits. You may even get a unique bonus item related to the ongoing adventure that can help you going forward.
If the mission was too easy for your party's amazing skill, you can look to the bottom of the card for ways to increase the difficulty in return for more XP. This could come in the form of more encounters, or less time to heal between fights. Again, most of these will be related to the nature of the mission you are on, so each adventure will have their own ways to increase the challenge.
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In the end each adventure is built first and foremost to as best as possible bring the full experience of the greatest battles you've ever fought with pen and paper into our deck of cards. We hope you enjoy playing these adventures as much as we enjoyed making them!
See you all at the next lodge meeting!