I love this game, and am having fun in the campaign with my daughter, but I have a few questions about some of the stuff that's come up:
1) When using "Viral Hex", can you take all the tokens gathered from the first part and plop them all on the same target? I don't see anything prohibiting that or saying to spread it out, so I assume you can. If you have a lot of hexed monsters, that could be a decent stack. I don't think there's a problem, just want to make sure I understand.
2) What happens to Hex tokens on a Lieutenant who is defeated in a quest where they are treated like hero figures (IE, are just knocked out and can stand up). I know conditions would go away, but hex tokens aren't necessarily the same as conditions (for example, they can't be removed by cards that remove conditions). Should hex tokens remain, or go away? (I think for the transformation where Ariad goes to Queen Ariad, they'd probably go away since, mechanically, they are new figures, and the rules do clarify that damage goes away in that case, too).
3) In "Secrets in Stone", 2nd encounter:
3a) Do the rolls for the Persistent Curse count as attribute tests? They don't say so, so as-written I'd say no, but they are essentially treated as such (except that "passing" the roll is bad).
3b) The Persistent Curse in "Secrets in Stone" above says the hero is Cursed until the end of his turn. Can this Cursed be removed before then (such as a successful Lore roll, or an ability that removes curses)?
3c) If the hero is already Cursed (such as from a Witcher), does it still make the check? You can't have the same condition twice, but this Cursed is kind of a weird case (since, if nothing else, the duration is different). If you do make the check and fail, and 3b is "no, it can't be removed", could you still remove the 'old' curse? Does it stack as a new curse, or just make the current curse unremovable that turn? Does the 'old curse' go away?
3d) Is Raythen affected by Persistent Curse? (It says "hero turn", and although the heroes control them, and in some cases Allies can be affected by things like heroes, their actions are notably different, in that they can only make one attack).
4) In "Pilgrimage", if you go into the alcove to start getting ready to leave, and while in there the green guardian is deactivated, is there any way to get back in? If not, that could be pretty lame if you get in there, have it broken, and then just have to sit there with nothing to do (especially if it's the last hero). (As written, it seems you're outta luck).
5) In "Fortune and Glory":
5a) The heroes win the first encounter if they escape with all heroes, one with the prisoner. The OL wins if the prisoner is defeated. What would happen if the heroes escape with the prisoner, and, say, all but one hero escapes, but that hero gets swarmed and knocked out, and every time he stands up just gets clobbered again? Stalemate? Or a hero win, because in theory, eventually the monsters would miss just enough to let him escape (even if it took a few days, and the OL had every card in his hand by then).
5b) In the 2nd encounter, do the heroes need to do the locks in any particular order, or can they do them in any order they want (or in parallel, such as having one hero whacking at the red one, and another doing the blue one). I assume there is no order.
5c) For the white token, is it one action per test? Or do you try to do all 3 in one action (until failed)? I assume it's one action per test.
5d) For the white token, does it have to be a single hero passing all 3 tests, or can any combination of heroes do it? (I'm guessing the latter, but wasn't 100% clear).