Ready For An Adventure?

Welcome to the Windward Spirits inspired board game. Here you’ll find references to all of the information needed to help make your journey a bit smoother. 

 
 

Story: Addison Eldergalf, a very well known and highly respected wizard within the realm, needs a little assistance getting back to his home just beyond the Imperius Mountains in the northern region of Gaudrina known as the Imperial Highlands. Addison is one of only a small number of master healers who still practice high forms of healing magic known as “light magic” or “magic of the light”. Addison’s lifelong work has been solely dedicated to the arts of healing in its many forms. He has assisted on countless adventures throughout his long life, as well as traveling the world two times over. However, in his advanced age, Addison no longer wishes to travel long distances alone. He decided that he would embark on one final adventure south within his home country of Gaudrina to stock up on some specific herbs grown within a particular region to help heal an old friend who dwells within the green mountain valley near him.

Several days after setting out on his journey with his two traveling companions, Addison’s small party was attacked by thieves in the night. Addison’s two companions unfortunately perished attempting to fend off the attackers. Addison was fortunate enough to be able to escape through all of the chaos. He was somehow able to lose his attackers and venture the rest of the way alone. After several more close calls and much anxiety on his journey, Addison was able to eventually reach his destination to the city of Krehn in the south. The long journey has left Addison exhausted and very reluctant to travel back north by himself.

Now my friends, this is the part where Addison needs your help. Word seems to have traveled quickly around different parts of the realm that Addison is prepared to pay very handsomely to anyone who can get him back to his home safely. Addison wishes to not burden the city guard of Krehn and would rather hire a skilled traveler to get him home quietly. After collecting his desired herbs and items around the region that he came for, Addison is ready to get back home. Do you think you can get him there safely? It’s a treacherous world out there beyond the sleepy farm towns and quiet flowery hillsides of Gaudrina. We shall see..

Objective: 2-11 players adventure through all types of different regions of the country in an attempt to assist Addison reach his home in the snowy Imperius Mountains to the north. Only one player can successfully get him there. There are several ways to get Addison to join you as well as several ways to lose him to both enemies and other players who are actively chasing the adventure with you. 

Rules: At the beginning of the game, every player rolls the green CHANCE DICE. Whoever rolls the highest number goes first and gains Addison right from the beginning. All other players decide who goes second, third, fourth etc. by rolling the chance dice against each other. Each player has a specific special ability which involves the CHANCE DICE. Those special abilities are down below within each character description. 

Battling: When landing on a space with a stationary enemy, a dice battle ensues. Some characters have special abilities which require the rolling of the CHANCE DICE before the battle begins. Other characters have abilities that require the CHANCE DICE to be rolled after the battle ends. While other characters don’t require the CHANCE DICE in battle at all but require it somewhere else. It all depends on your unique character that you’re in control of and what they can do. Stationary enemies have CHANCE DICE rolls as well. Their abilities are listed down below in their description. You may also choose to battle a player if you both land on the same square. If one of those two players are in possession of Addison, the player who does not have him may challenge the player who does. Whoever wins the player battle gains control of Addison while the loser returns to the start. If neither player is in possession of Addison then it is fully up to the person who lands on the square second if they want to go to battle with the other player. Player vs player battle is completely optional. Special abilities may be used by both players during player vs player. The loser will always return back to start regardless.

Dorwyn the Wizard: There are multiple instances where you will come across a master summoner by the name of Dorwyn. Dorwyn travels a great deal and is well known as someone who is more than capable of summoning people, creatures, or objects given the right circumstances. Many see him as dangerous and unpredictable as summoning magic is known to be tied in with dark magic. However, Dorwyn can be quite useful on your journey if you need Addison in a hurry. Should you cross paths with Dorwyn on your journey, he will ask you for 5 gold. In return he will summon Addison for you on the spot. You must have enough gold in order for him to grant you this deed. Otherwise, nothing will happen when you meet him. Best of luck.

 
 
 

characters

 

Tejima

Tejima is a well known assassin for hire in his home country of Toria. He comes from the slums of Delaga in the southern part of Toria where one can find seedy characters of all types. Aside from his usual occupation of assassinating specific targets, Tejima sometimes takes on bodyguard missions if the pay is right. Known for his lightning fast speed, very few can keep up with this hired killer. He heard about the high paying Addison mission through one of his many sources and quickly found his way across the realm to participate in it. Tejima is all business, no nonsense while carrying a firm reputation of being extremely efficient at what he sets out to do. He feels he’s more than ready for this task. 

Starting Gold: 20

Special Ability: Sprint - At the beginning of each movement turn, roll the chance dice. Roll a 1, 2, or 3 and Tejima rolls 2 movement dice instead of one.

ritzo

Ritzo is a thief from Toria who usually hitches rides on large sailing vessels all around the world in order to travel. Being so small in stature, Ritzo can often fit into the smallest of places and never be found. He’s incredibly skilled at slipping away from those trying to find him. More likely than not, Ritzo will avoid a fight and slip away if he can, usually frustrating his enemies more than anything else. Ritzo just so happened to be listening in on some conversations being had by sailors on a ship traveling along the coast of Gaudrina. He heard how much Addison is paying to escort him home and was dumbfounded. Ritzo made up his mind then and there that he would be able to get this old man to his home safe and sound. After all, in Ritzo’s mind, he knows how to get away from almost anything. Let’s see if he can do that with someone else tagging along with him.

Starting Gold: 20

Special Ability: Evade - At the beginning of a battle, roll the chance dice. Roll a 1, 2 or 3 and Ritzo may move past the enemy and onto the next square without fighting.

warlan hartwill

Warlan comes from a prominent family in the country of Gaudrina within the city of Ansalon. When Warlan was a teenager, his father was revealed to be a traitor and executed for treason as it was announced that Warlan’s father was a spy for king William Dalesdane in the west. The Hartwill family name was disgraced and lost everything because of this as Warlan and his twin brother, Garris, were smuggled out of the country by family friend and general, Balos Vangaard. Balos took the boys up north to the country of Nalvia where he helped raise them in hiding until they became grown enough to fend for themselves. It was quite clear early on that Warlan did not see eye to eye with his brother Garris and Balos’ vision as to what was to become of the Hartwill name going forward. Warlan essentially counted down the days that he would leave the bitter cold country of Nalvia and venture out on his own. When the time came, Warlan wasted no time. He boarded the first vessel with several guards and headed out to the desert country of Naj in the south. Once Warlan reached Naj, he quickly found his way around. Acquiring both traveling companions as well as gold and would quietly become the leader of a small group of nomadic warriors calling themselves the “New Bloods”. Upon hearing some deeply disturbing family news from an old acquaintance, Warlan realized that no matter how hard he tried, he simply could not escape his destiny. He needed to stop hiding and get himself out there into the world once again. He left his crew and hitched a ride to the shores of Gaudrina (his home country). It was here where Warlan learned about the Addison mission. Warlan decided that this was a good of a chance as any to take this mission and head up north which is where he wanted to get back to anyway for his own reasons. He has vowed to get Addison to the north no matter what obstacles may stand in his way. 

Starting Gold: 15

Special Ability: Strike First -  At the beginning of a battle, roll the combat dice. Roll a 1, 2, or 3 and Warlan deals damage to his enemy before the enemy can even get an attack in. 

 

Ada vandross

Ada’s story is somewhat different from the others. Ada is a young princess who stems from the long reigning Vandross bloodline in the country of Morhl. Forever a curious spirit, Ada is someone who insists on being informed regularly about current events going on within the realm by those around her. Upon hearing about the situation of Addison requiring assistance, Ada was certainly intrigued. Addison has always been someone who Ada has deeply admired. Ada, being a practicing healer herself, was adamant on rushing to Addison’s aid immediately. Her advisors believed her not to be serious as they casually dismissed her assertions that she would go out there to take on this dangerous mission. Ada however, was quite serious indeed. She would leave her kingdom in the night soon after hearing the news of Addison, leaving those in her kingdom completely stunned. She set off to find him and is determined to get him to his destination and help him however she can. 

Starting Gold: 25

Special Ability: Heal - If Ada loses a battle, roll the chance dice. Roll a 1, 2, or 3 and Ada simply moves back one space and retains Addison if she has him

leon curry

Leon was once a prominent knight who was banished from his kingdom in the city of Alexandria, located in the southwestern region of Gaudrina. Leon made the mistake of allowing his emotions to get the better of him as he spoke out against his king, king Rowan Gregory of Alexandria during a public banquet. Leon was stripped of his title and possessions while being forced to leave his home city, never to return. Now alone and humiliated, Leon travels the world to find his place. Although Leon no longer carries the official title of a knight, he still continues to live his life in such a way. He attempts to help those in need wherever he goes as well as referring to himself as a knight when put in certain situations. Upon his recent travels, Leon was told about Addison and this potential mission that was being offered to those brave enough to take it. Leon instantly jumped at the chance as he had met Addison once in Alexandria and was genuinely delighted by the old man. Leon has eagerly stepped up to the task and firmly believes that he’s just the man for the job. 

Starting Gold: 15

Special Ability: Knight's Courage - If Leon loses a battle, roll the chance dice. Roll a 1, 2, or 3 and Leon may battle a second time and only a second time for that fight.

darus stone

Darus is from the city formerly known as Stone City within the Grey Mountains in the southern region of Brauhn. Darus was once a high ranking general within this towering city before it was viciously annihilated by the king of Brauhn, King William Dalesdane, after Darus’ king refused to align himself with the views and laws of king Dalesdane. Since the destruction of Stone City, Darus has found himself as a drifter of sorts. Traveling the world attempting to find some purpose to his life. With his former home in ruins, Darus can often be found getting drunk in taverns around the world, yet at the same time always keeping a sharp ear out for any intriguing missions that may spark his interest. As chance may have it, Darus overheard some tavern chatter one night regarding Addison and this mission. Not only did Darus immediately feel that he could do this, but he also felt that it was just the right type of job to give his life some meaning once again. Darus is all on this mission. 

Starting Gold: 15

Special ability: Battle Rage - At the beginning of a battle, roll the chance dice. Roll a 1, 2, or 3 and Darus can roll 2 battle dice instead of one for that fight.

Tully

Tully is a well known herbologist from the quiet little town of Magnolia in northern Gaudrina. Tully is famous for being able to grow and harvest extremely rare and unique herbs, plants, fruits, and vegetables from his house on the outskirts of his hometown. Travelers from all around the realm often come to Magnolia just to visit Tully in hopes that they might be able to buy something rare that can give them an edge on their travels.

At 136 years of age, Tully is still sharp as a razor with his wits. One of the many things he enjoys harvesting from his countless gardens are the notorious fruits and vegetables from the mysterious Garden Forest in eastern Gaudrina. These specific fruits and vegetables carry magical properties that few will ever be able to get their hands on. It is unknown as to how exactly Tully has access to these special fruits and vegetables or where he gets them from. He has yet to reveal his sources through all of his years. The fact of the matter is that he does possess them and will very rarely sell them unless he gets a good read on the buyer. He refuses to sell to just anyone. In being a world famous harvester and herbologist, Tully is very familiar with Addison. Addison lived in Magnolia for many years at one time as this town is a haven for healers to come and study as well as practice their skills. Tully rarely travels these days. However, upon hearing of his old friend Addison’s situation, Tully firmly believes that no one else can be trusted but him. He claims that he can easily get Addison home safely using some of his trusty special fruits. Let’s see if he’s right.

Starting Gold: 25

Special Ability: Vanishing Fruit - When Tully runs into a battle, he may roll the chance dice. If he rolls a 1, 2, or 3 Tully (and Addison if he has him) takes a bite of one of his vanishing fruits which allows him/them to bypass the battle completely. They remain on that space however until their next turn.

Zanzi Kyoshi

Zanzi is a highly skilled stealth from the exotic country of Kenji. He is currently the leader of the notorious Dragon Clan in his homeland. Zanzi and his older brother, Hanza joined the Dragon Clan at a very young age. Looking after each other and honing their skills along the way. After a terrible falling out with the Dragon Clan’s leader at that time which led to Hanza’s death, Zanzi left the clan and went into hiding. Traveling the world constantly trying to avoid being found by those who wished him dead.

While traveling along the western coast of Gaudrina several years back, a young and severely depressed Zanzi ran into Addison who was resting with a small party at a retreat just south of the town of Holmshaw. Noticing there was something clearly wrong with Zanzi, Addison approached the young man and offered him some water. Zanzi wasn’t responsive to Addison. Addison sat with Zanzi for several moments asking him if he needed anything. After Zanzi refused all pleasantries and conversation, Addison got to his feet. He formally introduced himself to Zanzi and left him a small vile of healing water as well as some dried fruit and herbs. Addison made firm eye contact with Zanzi and said, “Young man I do not know your troubles. However, I understand that all of us need some guidance from time to time. Even the greatest of warriors. This is all I can offer you. What ever your troubles may be, know that with each day, the sun rises anew. Don’t give up. May the Gods bless you.”. Addison gave the young man a nod and a smile as he departed with his traveling companions off into the distance. Zanzi sat in stillness. Once he realized that he was alone, a starving Zanzi drank and ate what Addison had left him. Something in Addison’s words and demeanor hit Zanzi to his core. He knew he needed to stop running and be who is truly was. Within 2 years, Zanzi found himself back in his home country of Kenji where he confronted his old clan master and killed him in an epic one on one fight which nearly left Zanzi dead. As Zanzi recovered, he was named clan master by his peers, most of whom always seemed to secretly be on his side.

Most recently as Zanzi was in on a private mission in the city of Ansalon in Gaudrina, he overheard how an old healer named Addison was paying handsomely for anyone who can get him safely back to his home in the north. Zanzi never forgot Addison’s words. His kindness. Zanzi will forever credit that experience with Addison as his turning point in his life. His motivation to take what was his. Zanzi now seeks out to find Addison and assist him in his time of need as Addison did to him years ago.

Starting Gold: 20

Special Ability: Double Jump - When Zanzi lands on any space, he may roll the chance dice. Roll a 1, 2, or 3 and Zanzi may remain on the space you landed on or you may choose to jump ahead to the next space over the enemy if there is one.

Shamaya Lox

Shamaya is a well known warrior and leader to an all female group of skilled fighters known as the Sharlocks in the country of Oldim. Shamaya happened to be traveling through the country of Gaudrina with some of her warriors when she was informed of Addison’s situation by some local townfolk within the city of Ansalon. As chance may have it, Shamaya had crossed paths with Addison years ago in Oldim when one of Shamaya’s sister in arms was badly wounded in a battle with local bandits. Addison healed her companion to full health which left a deep impression on Shamaya. She was eternally grateful to Addison for healing one of her own and vowed to return the favor someday. Now that a situation has presented itself, Shamaya is ready and eager to accompany Addison to safety at all costs.

Starting Gold: 15

Special Ability: Long Shot - If Shamaya is within 1-2 spaces in front of an enemy, roll the chance dice. Roll a 1, 2, or 3 and Shamaya defeats the enemy on the space which eliminates it off of the board for her until she passes it.

Myron Caldwell

Myron is a legendary dragon wizard from the city of Krehn in western Gaudrina. He is very well acquainted with Addison as the two men came up together in their younger years within the halls of the various universities of Krehn in Gaudrina. While Myron and Addison studied and mastered two very different forms of magic, they were good friends and urged each other on constantly as they mastered their respected crafts. Myron was informed almost immediately once Addison’s situation became apparent throughout the mainland. Myron, although at an elderly age himself, would like to help out his old friend one last time and get him to safety as quickly as he can. He’s ready.

Starting Gold: 25

Special Ability: Dragon Spirit - At the beginning of a battle, roll the chance dice. Roll a 1, 2, or 3 and Myron manifests a large spirit dragon made of thin smoke. Myron (and Addison if he is with him) is able to climb onto this dragon and be carried over the enemy up to 1-3 spaces as the dragon blasts the enemy with a stream of blue fire overhead before vanishing into thin air after dropping off Myron to the ground. Myron chooses which space he’d like to land on as long as it’s 1-3 spaces after the enemy’s space.

Gongol Yuri

Gongol is an incredibly well traveled Zunami monk from the country of Kenji. He is unique in that Zunami monks rarely leave their homeland which typically consists of ancient temples high up in the misty Kenjian Mountains where they spend most of their lives. Gongol however, chooses to see the world and assist whoever and wherever he can. Gongol carries with him a great wealth of knowledge that he has collected from his many travels around the world. He also holds within himself a very specific skill set which can only be learned from someone of his class. Gongol recently heard about the news involving Addison while visiting Addison’s home city of Krehn. Upon hearing this news, Gongol eagerly stepped forward to reach out and assist in getting Addison back to his home in the north. It’s in Gongol’s very nature to assist those in need no matter their status in the world.

Starting Gold: 15

Special Ability: Stone Skin - At the beginning of a battle, roll the chance dice. Roll a 1, 2, or 3 and Gongol’s skin turns to stone which allows him to become immune to an attack. Meaning that even if the enemy defeats Gongol in a dice battle, Gongol remains in place and retains Addison for that turn.

 

Enemies

 
 

Gorwelch

The Gorwelch is a vile creature you’ll find lurking in the tree tops of the humid swamplands. They will sit and wait patiently for potential prey to venture into their territory before flying in for a violent attack.

Special Ability: Poison - During a battle, if the Gorwelch is defeated, it may roll the chance dice. If it rolls a 4, 5, or 6, it inflicts a poison strike on the player before it dies unless the player has Addison with them. If the player has Addison, no poison strike takes places. If a player receives 3 poison strikes, they are out of the game completely. If a player receives 1 or 2 poison strikes and gains Addison, a poison strike is removed each time they gain him.

Orlagg

Orlagg is a massive orge who dwells deep in the murky swamplands. He wanders the swamps unmatched in size and strength. He is also extremely useful for Varo The Swamp King in that Orlagg keeps the swamps clear of most outsiders who venture too close to Varo’s dwelling. Always searching for a meal, Orlagg will attack anything that moves within his vast domain.

Special Ability: Battle Rage - At the beginning of a battle, Orlagg rolls the combat dice. If he rolls a 4, 5, or 6, he uses 2 combat dice instead of one for the fight.

Swamp Zombie

Fallen travelers and warriors who have long since been forgotten within the swamplands. Varo The Swamp King now controls these foul creatures using his magic to have them patrol certain areas of the swamp.

Special Ability: Regeneration - If the swamp zombie loses a battle, it may roll the chance dice. If it rolls a 4, 5, or 6, it regenerates and can battle again for a second fight and only for a second fight.

Giant scorpion

Massive scorpions that can be found in nearly all desert regions. They are as fearless as they are deadly.

Special Ability: Poison - If you lose a battle to the scorpion, not only do you go back to start and lose Addison, but you also gain a poison strike unless you are in possession of Addison. Addison heals 1 poison strike anytime you gain him. If you receive 3 poison strikes, you’re out of the game.

trail warrior

A rugged warrior on the trail who is going to try and test you as you venture through the green hillside. He wants what you have and will challenge you with the quickness if you cross paths with him.

Special Ability: Stun - If you lose a battle to the warrior, he hits you with an unexpected shot to the head knocking you back 3 spaces and you lose Addison.

Giant spider

Large forest dwelling spiders who quietly sit and wait for their prey. These gigantic creatures of the forest have existed for thousands of years and have claimed the lives of countless warriors who have dared to travel through their domain. Be warned.

Special Ability: Silk Web - If you lose a battle to the spider, not only do you go back to start covered in webs, you also lose Addison and your next turn.

Barruda & gor

These two troublemakers occupy an area of the main trail just near the swamplands. They are constantly watching the path waiting for a new target to intimidate and extort. They aren’t the smartest ones you’ll come across, but they can most certainly hinder your progress as you attempt to cross into the murky swamps ahead.

Special Ability: Knockout - If you lose a battle to Barruda or Gor, you end up being overpowered by both and knocked unconscious and robbed of 5 gold coins and going back 4 spaces. You also lose Addison.

claw phantom

Deadly creatures of the night who stalk their prey and wait for the perfect moment to attack when one least expects it.

Special Ability: Final Lunge - At the end of a battle, if the Claw Phantom loses, it rolls the chance dice. If it rolls a 4, 5, or 6, the claw phantom does a final lunging strike as it dies which sends the player back 3 spaces. The player keeps Addison if they are hit with the final lunge.

dagoon beast

Dagoon beasts are ancient creatures of the mountains who often ambush travelers venturing too far into their territory. They are known for their lightning fast agility and jumping ability.

Special Ability: Evade - At the end of battle, if the Dagoon Beast loses the battle roll, it rolls the chance dice. If it rolls a 4, 5, or 6, the Dagoon Beast evades the player’s attack. A second battle ensues.

northern yeti

Large creatures who roam the snowy regions of the realm. You’ll often find them in the more mountainous areas where they can hide within caves or between rocks and wait for you to pass by.

Special Ability: Battle Rage - At the beginning of a battle, the Northern Yeti rolls the chance dice. If it rolls a 4, 5, or 6, the Yeti rolls 2 combat dice instead of one for that battle.

frost spider

These giant spiders of the north are known to ambush their victims by burrowing themselves into the snow or along a snow covered boulder or mountainside. Most unfortunate souls don’t even realize they’re being attacked until it’s too late.

Special Ability: Frost Web - If the Frost Spider defeats you in battle, it partially wraps you and Addison (if you have him) in a covering of cold thick webs. You cannot move from this space until you roll a 1, 2, or 3 with the chance dice on your next turn/turns. You do not lose Addison if you lose to the Frost Spider.

merchant

This mysterious desert traveler plays a very specific song on a bizarre flute like instrument which will lull you to fall into a trance like state, causing you to lose your next turn.

 

A quick glimpse into the basic concept of the board game as you experience it from the POV of one of the starting characters. Shamaya. Can she get Addison home safely?