Howling Plains
Adventure zone of the Campaign, 85 map stops.
Dungeons entered from here
- The Usurper at The Bleak Citadel
- The Tranquil Dream at Indigo River Bend
- Fort Romor at Fort Romor
- The Smoldering Dead at Tomb of the Rose Knights
- Devonshire Keep at Devonshire Keep
Map stops

Into The Woods
A forest path through the heart of the Feralroot Woods.
Talks here: Narration

North Feralroot Woods
A forest path through the heart of the Feralroot Woods.

Dunnwood
A forest path.
On arriving: You hear animal noises coming from the bushes.
Talks here: Feralroot Bear
- Tame Dire Toad:
Use the taming sphere to capture a Dire Toad.
Beast Crossing:The Forest Grants Wild Troops Crush.
Deck (60 cards) · opening hand 5
Scripted draws, in order: 5 Wild Shard, Dire Toad, Feralroot Ambusher, 2 Wild Shard, Feralroot Ambusher, Wild Shard

Sporemist Hollow
Giant mushrooms litter the forest floor.
On arriving: Cheerful music drifts from the open door.
Talks here: Kooo

Fonferek Thicket
A romantic stretch of coastline.
On arriving: A manti chitters to himself.
Talks here: Mind-Controlled Manti (1, 2, 3)
Deck (60 cards) · opening hand 7

Horwich Sea
The sea churns angrily.
On arriving: Your senses are battered by the shrieking wind.
Talks here: Hag Sorceress (1, 2, 3, 4)
- Daphne in Distress:
Save the transmogrified princess from the evil Sea Witch
Deck (60 cards) · opening hand 7
Deck (60 cards) · opening hand 7

The Road of Oaks
A traveling tent city.
On arriving: This camp is filled with fortune tellers, merchants, and smiling faces.

The Bleak Citadel
A mausoleum surrounded by mist.
On arriving: The Bleak Citadel juts from the forest canopy.

The Sutherland
A gloomy, tangled path.
On arriving: The squawks of the cockatwice echo through this clearing.
Talks here: Cockatwice
- Tame Chickatwice:
Use the taming sphere to capture a Chickatwice.
Deck (60 cards) · opening hand 5
Scripted draws, in order: Chickatwice, 3 Blood Shard, Atrophy, 2 Blood Shard, Atrophy, Rotting Buffalo, Blood Shard, Chickatwice

Vale of Oberon
A masked army blocks the way.
On arriving: The commander of the masked army steps forward to block your path.
Once cleared: A masked army.
Arriving once cleared: The commander of the masked army steps forward.

Short Cut
A winding path leading up into the mountains.
On arriving: A tunnel leading north through the mountain has been demolished.

River of Whispers
The River of Whispers connects the Alachian Sea to the Howling Plains.
River of Whispers
The River of Whispers connects the Alachian Sea to the Howling Plains.

Sylvan Peninsula
A field of pumpkins ready for harvest.
On arriving: It smells like pumpkin pie and rotting flesh.
Talks here: Snoodley (1, 2, 3)
Deck (60 cards) · opening hand 5
Scripted draws, in order: 3 Blood Shard, Atrophy, Zombie, Determined Zombie, 2 Blood Shard, Rotting Knight, Taint, Blood Shard

Fort Romor
The silhouette of a partially ruined fort.
On arriving: The ruined gate of Fort Romor.

Bridge over the Zila - East
A raised drawbridge.
On arriving: A gnome yells across the bridge at another gnome.
Once cleared: A drawbridge.

Zila River
A fast flowing river.
On arriving: Either the sun is shining off the rapids, or glinting off of razor sharp teeth.
Talks here: Swarm of Piranhas
Deck (60 cards) · opening hand 7

Razortooth Forest
Unsettling screeches come from the forest.
On arriving: A man dressed in animal skins rides up on a dinosaur.
Talks here: Savage Lord (1, 2, 3)
- Resource Rich:
Each champion starts with a permanent resource.
Deck (60 cards) · opening hand 5
Scripted draws, in order: Wreckasaurus, Tyrannosaurus Hex, Chlorophyllia, 4 Wild Shard, Primordial Caves, 3 Wild Shard, Turbulence

Bridge over the Zila - West
A cranky looking gnome.

The Road of Grass
A traveling tent city.
On arriving: This camp is filled with fortune tellers, cloth merchants, and smiling faces.

Cave-In
You find a hole that leads underground at a sharp angle. The tunnel echoes with the sounds of heavy machinery and robots digging at the crust all around you.
Talks here: Ennis (1, 2, 3, 4), Takumi (1, 2, 3), Vincent (1, 2, 3, 4), Rizzix (1, 2, 3), Myaa (1, 2, 3, 4, 5, 6, 7, 8, 9, 10), Wyatt (1, 2, 3, 4, 5, 6, 7, 8, 9, 10), Fahrny (1, 2, 3)

Shadowgrove
A tree twisted by corruption.
On arriving: A beautiful but hateful fae clings to the base of an enormous oak.
Talks here: Dryad (1, 2), Corrupt Dryad
- Resource Rich:
Each champion starts with a permanent resource.
Corrupted Woods:When a champion gains a wild threshold, they might also gain a blood threshold.
Deck (60 cards) · opening hand 6
Scripted draws, in order: Vine Trap, Dandelion Sprite, 2 Wild Shard, 2 Blood Shard

Brink Ridge
A makeshift blockade.
On arriving: A hastily constructed barricade of wood and iron.
Talks here: Blockade Guard (1, 2, 3), Narration
- Turreted Walls:
This state of the art blockade comes equipped with Turreted Walls standard.
Deck (60 cards) · opening hand 7

Brink Ridge
A makeshift blockade.
On arriving: A hastily constructed barricade overrun by zombies.
- Vigor Mortis:
Undead troops might get Speed.
Deck (60 cards) · opening hand 7

Brink Ridge
A makeshift blockade.
On arriving: A hastily constructed barricade overrun by zombies.
- Vigor Mortis:
Undead troops might get Speed.
Deck (60 cards) · opening hand 7

Brink Ridge
A makeshift blockade.
On arriving: A hastily constructed barricade overrun by zombies.
- Vigor Mortis:
Undead troops might get Speed.
Deck (60 cards) · opening hand 7

Brink Ridge
A makeshift blockade.
On arriving: A hastily constructed barricade being attacked by zombies.
- Vigor Mortis:
Undead troops might get Speed.
Deck (60 cards) · opening hand 7

Brink Ridge
A makeshift blockade.
On arriving: A hastily constructed barricade of wood and iron.

Dreamsmoke Prairie
A small, well kept camp.
On arriving: A tent, a cooking fire, and not much else.

Clark Foothills
A graveyard in the mountains near a lake.
On arriving: A haggard human digs with a broken shovel.
Talks here: Narration, Mountain Dweller (1, 2)
- Rigor Mortis:
When a troop goes to the crypt it gets +1/+1.
Fertile Soil:Each turn, you might get a Seed Pod.
Deck (60 cards) · opening hand 7

Lake Wyalusing
On arriving: A remote island dojo populated by shin'hare.
Buildings are barely visible on the island.
Talks here: Guru (1, 2, 3, 4, 5, 6)
- Buddy System:
If two troops enter play on the same turn, their champion gains health.
Deck (60 cards) · opening hand 7
- 3 Blossoming Concubunny
- 2 Bucktooth Bannerbunny
- 3 Bucktooth Commander
- 3 Concubunny
- 2 Evolve
- 2 Incantation of Savagery
- 4 Keeper of the Wounded Petal
- 3 Moon'ariu Sensei
- 2 Ritualist of the Spring Litter
- 2 Runts of the Litter
- 3 Sensei of the Wounded Petal
- 2 Spring Litter Disciple
- 2 Surprise Runt Gang
- 3 Wild Growth
- 24 Wild Shard

Saramago Crater
A distant battle.
On arriving: A group of humans appear to be overwhelmed by a swarm of zombies.
Zombie Mob · Choice Help
Resource Rich:Each champion starts with a permanent resource.
Zombies:Two zombies linger from the earlier fight.
Necrotic Aid:A Gemsoul Feeder aids you in this battle.
Deck (60 cards) · opening hand 7
Zombie Mob · No Help
Resource Rich:Each champion starts with a permanent resource.
Zombies:Two zombies linger from the earlier fight.
Deck (60 cards) · opening hand 7

Saramago Crater
A distant battle.
On arriving: A group of necrotic appear to be overwhelmed by a swarm of zombies.
Zombie Mob · Choice Help
Resource Rich:Each champion starts with a permanent resource.
Human Aid:A Ruby Pyromancer aids you in this battle.
Zombies:Two zombies linger from the earlier fight.
Deck (60 cards) · opening hand 7
Zombie Mob · No Help
Resource Rich:Each champion starts with a permanent resource.
Zombies:Two zombies linger from the earlier fight.
Deck (60 cards) · opening hand 7

Tomb of the Rose Knights
A mountain tomb.
On arriving: The ancient burial crypt of the fabled Rose Knights.

Lena Grotto
Giant mushrooms litter the forest floor.
On arriving: Cheerful music drifts from the open door.
Talks here: Uuun

Johannes Bog
Dust rises from the path ahead.
On arriving: An orc raiding party.
- Fae Pranks:
Each turn, a troop gets rage 1, and it must attack.
Fertile Soil:Each turn, you might get a Seed Pod.
Deck (60 cards) · opening hand 7

Johannes Bog
Dust rises from the path ahead.
On arriving: A vennen raiding party.
- Fae Pranks:
Each turn, a troop gets rage 1, and it must attack.
Fertile Soil:Each turn, you might get a Seed Pod.
Deck (60 cards) · opening hand 7

Silver Forest
A shaded forest path.
On arriving: A painting nailed to a tree.
Talks here: Narration

Garden of Ophelia
Tangled vines tighten the path into a tunnel.
On arriving: An overgrown plant garden.
Talks here: Overgrown Garden
Deck (60 cards) · opening hand 7
- 60 Wild Shard

Hoff Mines
A dank cave.
On arriving: A fungus-infested cave.
Talks here: Loooeee

Bridge over the Zodiac - East
A raised drawbridge.
On arriving: A gnome yells across the bridge at another gnome.
Once cleared: A drawbridge.

Zodiac River
A wide river.
On arriving: An angry water elemental prowls the river.
Talks here: Water Elemental (1, 2, 3)
- The River of Knowledge:
When a champion plays a resource, they draw a card.
Tame Bubblebee:Use the taming sphere to capture a Bubblebee.
Deck (60 cards) · opening hand 6
Scripted draws, in order: 3 Sapphire Shard, Dancing Faeries, Bubblebee, Fish Hands, Sapphire Shard, Ravenous Piranha, Sapphire Shard, Dancing Faeries, Sapphire Shard, Bubblebee

Zodiac River - North
Several fae creatures flit above the water.
Talks here: Fae Tricksters (1, 2, 3)
- Leyline Convergence:
When cards transform, their cost is reduced.
Deck (60 cards) · opening hand 6
Scripted draws, in order: Oracle Song, Battle Faerie, Dancing Faeries, 3 Sapphire Shard, 2 Wild Shard

Indigo River
A blue river.
Talks here: Narration

Ambling Mesa
An enormous earth elemental wanders the Howling Plains. A tight-knit community of coyotle live on the mesa’s back. It is large enough to have a field to grow a few crops, a small lake for drinking water, and several tipis to shield the mesa-dwellers from the elevated winter winds.
Talks here: Kian (1, 2, 3, 4), Belarius (1, 2, 3), Vincent (1, 2, 3, 4), Gurtok (1, 2, 3), Myaa (1, 2, 3, 4, 5, 6, 7, 8, 9, 10), Sagebrush (1, 2, 3, 4, 5, 6, 7), Feather Drifting (1, 2, 3)

Uuug's Oasis
Something glimmers in the distance.
On arriving: A verdant oasis in the desert.
Talks here: Uuug

Blood Gate
The path ahead is blocked by a magic gate.
On arriving: This gate shimmers with purple magical energy.
Once cleared: The path to Devonshire Keep.

Bridge over the Zodiac - West
A sad looking gnome.

Moonrise Canyon
Barking and howling comes from the nearby canyon.
On arriving: The rocks here seem restless.
Talks here: Ambling Bluff
- Tame Fennec Fox:
Use the taming sphere to capture a Fennec Fox
Deck (60 cards) · opening hand 7

Indigo River Bend
A lone tipi on the plains.

Sunsoul Basin
The ground of this mesa is blackened.
On arriving: You hear a fiery screech from above.
Talks here: Heart of the Phoenix
- Spontaneous Combustion:
Champions might get burning 2.
Deck (60 cards) · opening hand 7

Bauer Dunes
Something glimmers in the distance.
On arriving: A quiet shroom house on the plains.
Talks here: Wooon

Wildwood
A tangled jungle path.
On arriving: This dense and confusing maze of trees is impossible to traverse without a map.

The Burk Heart
Ardent only: A dark jungle.
On arriving, Ardent only: A shin'hare raiding party.
Underworld only: A dark jungle.
On arriving, Underworld only: An elven scouting party.
Talks here: Necrophage Sensei (1, 2, 3), Ashwood Maestro (1, 2, 3)
- Champion powers:
Cull the Unworthy - : Each champion sacrifices a troop.
Death Rites - Each champion has "When a troop you control is sacrificed, draw two cards."
Resource Rich:Each champion starts with a permanent resource.
Deck (60 cards) · opening hand 7
- Resource Rich:
Each champion starts with a permanent resource.
Deck (60 cards) · opening hand 7

Barking Forest
A small grove of trees on the Howling Plains.
On arriving: A robot lies in the shade of a tree.

Indigo Plains
A dry and dusty mesa.
On arriving: A youthful coyotle who rides the lightning.
Talks here: Little Sky (1, 2, 3)
- Heroic Prophecy:
When a troop enters play, the next action in your deck grants a charge.
Deck (60 cards) · opening hand 7
- 2 Cyclone Shaman
- 2 Mastery of Time
- 3 Mentor of the Song
- 3 Rites of the Tranquil Dream
- 3 Sacred Seekers
- 3 Sapphire Aura
- 15 Sapphire Shard
- 4 Shard of Instinct
- 2 Smirking Trickster
- 2 Stormcall
- 4 Thunderbird
- 2 Thunderfield Elder
- 2 Thunderfield Enchanter
- 3 Thunderfield Seer
- 2 Time Ripple
- 2 Wakuna Crowfeather
- 5 Wild Shard
- 1 Zodiac Divination

The Road of Sand
A traveling tent city.
On arriving: A camp of gaal wanderers and merchants.

The Thunderfield
The coyotle use this stretch of open, flat prairie to teach young stormcallers how to control weather.
Talks here: Short Buffalo, Whispering Breeze, Dusk Daughter

Crescent Mesa
Dry and dusty mesa.
On arriving: A youthful coyotle with eyes like the moon.
Talks here: Pale Moon (1, 2, 3)
- Prophecy of the Bright Moon:
When a troop enters play, the next troop in your deck gets +1/+1.
Deck (60 cards) · opening hand 7

Startouched Valley
The Howling Plains stretches out in all directions.
On arriving: A coyotle pack hunts the plains.
Talks here: Crow Feather

Badlands
A long stretch of mesa.
On arriving: Something rustles amongst the brown grass.
Talks here: Sandstone Rumbler
- Tame Dust Bustard:
Use the taming sphere to capture a Dust Bustard
Deck (60 cards) · opening hand 7

South Desert
The grasses of the plains thin out and become more desert-like.
On arriving: A number of battered, abandoned tents.
Once cleared: The grasses of the plains thin out and become more desert-like.
Arriving once cleared: A number of battered tents.

Southern Stretch
Endless, flat desert.
On arriving: You feel enormous convulsions in the sand under your feet.
Talks here: Narration

Deep Desert
The scorching heart of the desert.
Talks here: Narration, Wormoid Queen (1, 2), Tunneled Wormoid Queen
Deck (60 cards) · opening hand 7

Northern Stretch
Endless, flat desert.
On arriving: You feel enormous convulsions in the sand under your feet.
Talks here: Narration

North Desert
A thirsty patch of desert.
On arriving: A gnome encampment.
Arriving once cleared: An abandoned gnome camp.

Northeast Desert
Endless, flat desert.
On arriving: You feel slight vibrations in the sand under your feet.
Talks here: Firebreathing Wormoid
Deck (60 cards) · opening hand 7

East Desert
Endless, flat desert.
On arriving: You feel slight vibrations in the sand under your feet.
Talks here: Crazed Wormoid
Deck (60 cards) · opening hand 7

Southeast Desert
Endless, flat desert.
On arriving: You feel slight vibrations in the sand under your feet.
Talks here: Wormoid Hydra
Deck (60 cards) · opening hand 7

Northwest Desert
Endless, flat desert.
On arriving: You feel heavy vibrations in the sand under your feet.
Talks here: Narration

West Desert
Endless, flat desert.
On arriving: You feel heavy vibrations in the sand under your feet.
Talks here: Wormoid Hydra
Deck (60 cards) · opening hand 7

Southwest Desert
Endless, flat desert.
On arriving: You feel heavy vibrations in the sand under your feet.
Talks here: Wormoid
Deck (60 cards) · opening hand 7

The Scar
A perfectly circular hole in the floor of the mesa.
On arriving: Robots crawl from the opening.
Talks here: Excavation Bot (1, 2, 3)
Deck (60 cards) · opening hand 7

Sky'le Tepui
A steep tepui rises from the plains.
On arriving: A youthful coyotle howls at the sky.
Talks here: Red Thunder (1, 2, 3)
- Hot in Here:
There might be unexpected heat waves.
Deck (60 cards) · opening hand 7

Forsaken Plateau
A wide, empty plateau.
On arriving: Vague misty shapes float above this plateau.
Talks here: Narration (1, 2, 3)
Deck (60 cards) · opening hand 7
- 60 Army of Myth

Devonshire Hills
The plains below Devonshire Keep.
On arriving: Zombies spill down the slope from Devonshire Keep.
Talks here: Bone Goliath
- Spontaneous Combustion:
Champions might catch fire.
Deck (60 cards) · opening hand 7

Devonshire Keep
Devonshire Keep sits on top of the distant hills.
On arriving: Modest grass-covered hills amble away from the well maintained walls of Devonshire Keep.
Painted Woods
A dark forest on the edge of the plains.
On arriving: A strange blue creature puffs on a pipe and daubs paint on a landscape.
Talks here: Pippit Painter

Steepdale
Rolling hills.
On arriving: A herd of caribaur are trotting north.
Talks here: Caribaur Healer

Valley of Sighs
Hilly grasslands.
Talks here: The Killipede (1, 2, 3)
- Hot in Here:
Each turn, there might be a heat wave.
Deck (60 cards) · opening hand 7

Sapphire Gate
The path ahead is blocked by a magical gate.
On arriving: This gate shimmers with blue magical energy.
Once cleared: Hilly grasslands.

Dusk Hollow
Silent canyons.

Eagle Mesa
Narrow canyons.
Talks here: Elimination Specialist (1, 2, 3), Earthcaller (1, 2, 3)
- Spontaneous Combustion:
Champions might catch fire.
Deck (60 cards) · opening hand 7
- 1 Agent of M.O.L.E.
- 1 Armitron
- 2 Bombsmith
- 2 Cannon Volley
- 3 Charge Bot
- 3 Construction Plans: Crank Rocket
- 2 Construction Plans: Hornet Bot
- 3 Construction Plans: War Hulk
- 2 Electroid
- 1 Excavation Bot
- 1 Excavation Hulk
- 1 Fissuresmith
- 3 Gearsmith
- 1 Launchpad Specialist
- 1 Mesmeric Hypnoscientist
- 2 Researcher Adept
- 2 Rocket Ranger
- 12 Ruby Shard
- 12 Sapphire Shard
- 1 Scraptech Brawler
- 1 Subterranean Saboteur
- 1 Subterranean Spy
- 1 Tireless Researcher
- 1 Underground Overdriver
- Spontaneous Combustion:
Champions might catch fire.
Deck (60 cards) · opening hand 7

Blau Flats
Flat grasslands angle down towards the river to the west.
On arriving: A massive mushroom house sits on the plains.
Talks here: Vooof

Skittering Ridge
Thousands of ragged divots cut into the ground.
On arriving: The lair of the Killipede!
Talks here: The Killipede (1, 2, 3)
Deck (60 cards) · opening hand 7
Pictures: the game’s own, framed as its map panel showed them; tap one for the whole painting.