AoFQ - Out of The Shadows v1.2.0 - Ch.1-3

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AGE OF FANTASY: QUEST - OUT OF THE SHADOWS v 1.2.0

Introduction Contents
Out of the Shadows is a narrative campaign for Age of Fantasy: Playing Narrative Campaigns ............................................. 3
Quest that takes you on an adventure to the western Empire
Prologue - Gate Crashers ................................................... 5
borderlands, where you will team up with a mysterious wizard
in search of a mysterious and magical compass. Chapter 1 - The Scourging of Tsevadraz .............................. 6

This game expansion for Age of Fantasy: Quest takes players Mission 1 - Last Call ................................................7
on an adventure across 10 missions which are tied together by
Mission 2 - Doors of Tsevadraz ................................9
an exciting story of epic proportions.
Chapter 2 - Spectres on the Moors ..................................... 11
To play this campaign you’re going to need the core rules for
Age of Fantasy: Quest as well as heroes and enemies, which Mission 3 - Bog Battle ............................................ 12
you can find for free on our website: www.onepagerules.com Mission 4 - Trapped Among Tombs ........................ 14

About OPR Chapter 3 - Caverns of Torment ......................................... 16

OPR (www.onepagerules.com) is the home of many free Mission 5 - Silencing Sentries ................................ 17
games which are designed to be fast to learn and easy to play. Mission 6 - Heart of Darkness ................................ 19
This project was made by gamers for gamers and it can only Chapter 4 - Phantoms of the Past ....................................... 21
exist thanks to the support of our awesome community.
Mission 7 - Dancing Shadows ................................. 22
If you want to help us in making more awesome content, you
can support us on Patreon: www.patreon.com/onepagerules Mission 8 - Key to the Throne ................................ 24

Chapter 5 - Fear the Reaper............................................... 26


Thank you for playing!
Mission 9 - Hidden Passage ................................... 27

Mission 10 - Final Showdown ................................ 29

Epilogue - A Key to Adventure ........................................... 31

CREDITS
Created By: Gaetano Ferrara

Story Writing: Robert McGuinness

Game Design: Gaetano Ferrara

Illustrations: Vasco Mariano, Loles Romero

2
PLAYING NARRATIVE CAMPAIGNS
Failed Missions: If all heroes are killed
Introduction Progression system
during a mission, they must re-start the
Unlike regular one-off games, narrative chapter, but restore all wounds, stress, When playing, heroes suffer injuries
campaigns are a series of connected bleeding, conditions, and injuries. and become stronger as they go on
missions that follow an ongoing story. missions. Note that progression is the
Finishing the Campaign: Once the final
The missions have been designed to be same across campaigns, so you can
chapter has been completed, the
played back-to-back, so each chapter carry over heroes between campaigns.
campaign is over.
can be played in a single session.
injuries
Campaign Structure Preparation
If a hero is killed, you may choose to
The Heroes: Before the campaign
Story Sections: Follow the campaign by revive them after the mission, but they
begins players must pick 2-4 heroes to
reading each story section in order until must roll one die to see what injuries
play this campaign.
you reach a mission. At that point you they sustain for the next 3 missions:
must stop reading the story and have to The Enemies: Before the campaign
Roll Injury
play the mission. Only once the mission begins, you must prepare a collection of
1 Chest Wound: -1 to Def rolls
has been completed you may continue Shadow Stalker enemies to play against. 2 Blinded Eye: -1 to Qua rolls
to read the next story section. 3 Smashed Leg: -2” on Advance,
The Villain: For this campaign we
and -4” on Rush/Charge
Chapters: Players must start by playing recommend using the following named
4 Broken Arm: -1 to Str rolls
Chapter 1 first, but may then play villain, or its generic counterpart: 5 Spinal Injury: -1 to Dex rolls
Chapters 2, 3, and 4 in any order, after 6 Crushed Spirit: -1 to Wil rolls
• Omoshu & Kothiz -
which they must play Chapter 5 to finish
Scourge Champion w/ Great Hound
the campaign. Levelling up
Using Other Factions: Even though this
Shop: Heroes may buy and sell items
narrative campaign was written with Whenever a hero earns enough XP to
from the shop before starting or after
Shadow Stalkers as enemies in mind, it level up, they improve their stats.
finishing a chapter, but not between
is easy to imagine this type of clash to be LVL XP Improvements
chapter missions.
happening with any of the other 1 0 n/a
Difficulty: Before each chapter begins, factions in the world, so feel free to 2 3 +1 Tou or +1 Skill
choose a difficulty level, which will be swap them out with whatever enemies 3 6 +1 Str, +1 Dex, or +1 Wil
used for all missions in that chapter: you have available to play. 4 12 +2 Tou or +1 Qua
• Difficulty 1 = Beginner 5 18 +2 End, +2 Skill, or +1 Cast
Quickplay eNEMIES 6 27 +1 Tou or +1 End
• Difficulty 2 = Intermediate
• Difficulty 3 = Expert Ready to Go: In order to get you started 7 36 +1 Str, +1 Dex, or +1 Wil
• Difficulty 4 = Legendary with the campaign faster, we prepared a 8 48 +2 Tou or +1 Qua
simple enemy collection which you can 9 60 +2 End, +2 Skill, or +1 Cast
For first time players, we recommend 10 75 +1 Tou or +1 Skill
use for playing the campaign. Note that
playing on Difficulty 1, and doubling the 11 88 +1 Str, +1 Dex, or +1 Wil
this list comes with no upgrades, so you
amount of alertness needed to deploy a 11 106 +2 Tou or +1 Qua
can customize it however you like.
new wave of reinforcements. 13 124 +2 End, +2 Skill, or +1 Cast
Shadow Stalkers:
Playable Missions: Each mission has to 14 145 +1 Tou or +1 End
be set up as described in the mission’s • 1x Omoshu & Kothiz [1] 15 166 +1 Str, +1 Dex, or +1 Wil
page, and is then played using all of the • 1x Scourge Champion [1]
Note that only heroes with the Caster
core game rules. • 1x Spectre Champion [1]
rule can select to upgrade Caster at level
• 3x Scourges [3]
Successful Missions: At the end of each 5, level 9, and level 13.
mission, Heroes restore 3 wounds, 3 • 2x Shadow Hounds [3]
stress, and all bleeding, and may • 3x Spectre [1]
transfer any found items and gold to • 1x Fang Swarm [1]
other Heroes. At the end of each • 1x Reaper [1]
chapter, Heroes restore all wounds, • 1x Butcher [1]
stress, bleeding, and status conditions
(but not injuries) instead.

3
PLAYING NARRATIVE CAMPAIGNS
COMMON GAME ELEMENTS search tokens CHALLENGE hazards (OPTIONAL)
When playing any mission, use the When setting up the table, you must For an additional challenge, players
following common game elements place D3+2 search tokens. Roll one die may choose any of the following
across all of them. for each token, and on a 1-3 it will be hazards, which are completely optional.
placed in a table quarter, whilst on a 4-6 Note that these hazards can
enemy deployment it will be placed in a table corner. Then dramatically increase difficulty, and are
number each table quarter/corner from not recommended for beginners.
During each mission, enemies will be
1-4, and roll one die. On a 1-4 place the
deployed in two ways: Increased Alertness: Pick how alert the
token at the centre of that table quarter
enemies are, or roll D6+X for it, where X
• Sentries – Before the mission or within 6“ of that table corner. On a
is the chosen difficulty level:
starts, deploy a wave of enemy roll of 5-6, you may freely pick in which
units which act as sentries. quarter or corner to place it instead. Roll Alertness
• Reinforcements – Every so many 1-6 Careless – No effect
Hidden Treasure: When a search token 7-8 Vigilant – Get +1 when rolling
rounds, a new wave of enemies is
is revealed, roll one die to see what it for alertness increase
deployed, based on their alertness.
contains. If it’s an item or gold, replace 9+ Full Alert – Get +2 when
Wave Size: The total point value of all the token with a treasure marker, which rolling for alertness increase
enemy units in a wave is based on a % of heroes within 1“ can pick up by using a
Random Time of Day: Pick at what time
the total point value of the heroes: skill action.
the mission takes place, or roll for it:
• Difficulty 1 = 50% Roll Treasure
Roll Time of Day
• Difficulty 2 = 100% 1 Empty – Remove token.
2 Creature Nest – Remove 1 Dusk – For D3+3 rounds it’s
• Difficulty 3 = 150%
token, and if the hero is within Day, and then it’s Night
• Difficulty 4 = 200% 2 Night – All heroes get -1 to hit
1”, it gets one condition:
rolls for D3+3 rounds, and then
Example: If heroes’ total point value is • 1-3 = Afflicted
it’s Dawn
300pts, then a Difficulty 1 wave is 150pts. • 4-6 = Diseased
3 Dawn - For D3+3 rounds it’s
3 Booby Trap – Remove token,
Alertness: At the end of each round, roll Night, and then it’s Day
and if the hero is within 1”, it
4-6 Day – No effect until the end
one die, on a 6 increase alertness by 2, gets one condition:
else by 1. Once you reach 6*X alertness • 1-3 = Crippled
Random Weather: Pick in what weather
(where X is the chosen difficulty level), • 4-6 = Impaired
the mission takes place, or roll for it:
deploy a new wave of reinforcements, 4 Hidden Trove – Replace with
treasure marker, which Roll Weather
and remove all alertness.
contains one item: 1 Worsening – For D3+3 rounds
Deployment: Enemies are deployed • 1-3 = Heroic Elixir it’s Good, and then it’s Bad
differently based on if they are sentries • 4-5 = Blinding Bomb 2 Bad – All heroes halve their
or if they are reinforcements: • 6 = Health Potion movement for D3+3 rounds,
5 Alchemist’s Box – Replace and then it’s Improving
• Sentries – The starting sentries are with treasure marker, which 3 Improving - For D3+3 rounds
deployed at the centre of a random contains one item: it’s Bad, and then it’s Good
table quarter. Number each table • 1-3 = Curing Potion 4-6 Good – No effect until the end
quarter from 1-4, then roll one die • 4-5 = Stoneskin Elixir
for each unit, and on a 1-4 place • 6 = Fire Bomb
6 Gold Stash – Replace with
that unit at the centre of that table
treasure marker, which
quarter. On a roll of 5-6, you may contains gold:
pick in which table quarter that unit • 1-3 = 5g
is placed instead. • 4-5 = 10g
• Reinforcements – The reinforcing • 6 = 15g
waves are deployed within 6” of a
random table corner. Number each
table corner from 1-4, then roll one
die for each unit, and on a 1-4 place
that unit within 6“ of that table
corner. On a roll of 5-6, you may
pick in which table corner that unit
is placed instead.

4
PROLOGUe - GATE CRASHERS
“Seeking bodyguards to retrieve a lost relic. As you enter, you find a barkeep and a “Yeah, I’m not too surprised you’ve never
Compensation will be generous, but handful of locals drinking quietly by the heard of it. All I can tell you is that the old
discretion is vital. For more information, counter. The rest of the bar is Master Mages really want to find a passage
inquire at The Lost Sign Inn in Tsevadraz. abandoned, save for one woman in a there. They want it badly enough to get us
Ask for Marione.” wide brimmed Mage’s hat and cloak. all a hefty sum of gold and see me
transferred to a Master who will teach me
This is the message that brought you out Those familiar with the Wizarding
proper spells, rather than have me tidy
to Tsevadraz, a remote village at the Guild, even in passing, would recognise
books all day.”
edge of the Empire. her clothing as an apprentice’s uniform.
She returns the compass to the warded
As you approach the neglected outer- You approach the woman, idly flicking a
bag, and leans back in her chair,
wall that surrounds the old settlement, coin between her fingers. When she
confident she has your attention.
you can almost see the peaks of sees you, a smile flashes across her face.
Vampiric Castles jutting over the forest “There’s a catch though; some very
“You’ve come here for the job, right? Soon,
on the horizon. unpleasant types are interested in claiming
you’re going to be very rich...”
it for themselves. I’ve got a bag to hide the
You see a few tracks on the dusty old
She barely gives you a chance to nod compass and key from scrying, but I’ll still
road; it has been days since the last
before she lays a pouch on the table, need you to protect me in the very unlikely
outside trader has come to this village.
marked with wards. situation where one of them comes after us,
Two heavy black-iron doors block your since I’m not able to sling around fireballs.
“So hear me out. The Old Master Mages at
entrance to the village. Not yet.”
my academy have had me doing busywork
As you approach, you are greeted by a in their libraries for years, and in that time Marione holds out her hand, with the
wary old sentry. He hurries over from I’ve learnt a couple of things. Recently, I single gold coin still in her palm,
his post to check your arms and neck for figured out how to put some of that offering it in a handshake.
signs of puncture. pointless knowledge to use. All we need to
“So, what do you say?”
do is reassemble an old relic, known as the
You can glimpse fear and mistrust in his
Zenith Key, that opens the Voidgate here.”
eyes as he examines you, but eventually,
he nods. At his signal, the other sentries Marione looks around conspiratorially,
begin turning a mechanism. resting the coin in her palm as she
opens the bag; revealing a golden
The heavy doors creak as they pensively
compass. The compass seems to point
move open. Even at a glance, you can
towards the Voidgate, its needle staying
tell that it has survived centuries of
constant as it spins.
rough weather and more than one raid
from its Vampiric neighbours. “This compass here, don’t ask where I got
it, is attuned to the gate and will point the
As you come into the village, you see
way to each of the fragments. Once we get
another impressive stone archway on
them together, we’ll have a passage directly
the other side of the village; a Voidgate.
to the Nexus Plane...”
Perhaps it might have once brought
The compass dances between her
trade and fortune to this village, but
fingers as she speaks. She pauses at the
now it appears long dormant and
mention of the Plane, though. Seeing
overgrown with moss and vines.
that you don’t recognise the place, the
Tsevadraz appears to be well past its smile on her face widens.
glory days; missing shingles and other
visible signs of decay are present in
many of its buildings. The streets are
silent, as none of the residents seem to
linger outside longer than they need to.

With some effort, you convince a


passerby to give you directions to the
inn. A humble building near the village
square, which appears more like a
manor house; since the sign near its
door fell off some years ago.

5
CHAPTER 1 - THE SCOURGING OF TSEVADRAZ
As the day turns to evening, the Lost Local Rumors: Roll one die to see what In a rasping voice, the figure turns to
Sign Inn becomes somewhat more lively rumors you find out at the inn, which the Great Hound and whispers,
as patrons file in and discussion starts to will affect Mission 1:
“Tell me, Kothiz, do you smell our
fill the air. Initially, they are hesitant to
Roll Effect quarry?”
speak with you, but Marione’s presence
1 Echoing wails have been heard
seems to change their minds. A low growl rumbles through the bar,
by many village folk in the
night - One random hero and you think you see a smile flicker
Eventually, some patrons sit at your
suffers 3 stress. across the figure’s face.
table and offer a round of ale to
2 Strange mists have been rolling
welcome you to Tsevadraz. Others like him swarm into the bar,
into the village - All units get -
6” range when shooting until while patrons scramble to escape. One
You soon learn that the apprentice Mage
the end of the mission. of the locals breaks down the backdoor
arrived there several months ago,
3 Old Farmer Greya hid her and soon, a flood of people are rushing
saying that she would put their village
treasure under a stone near the towards the exit.
on the map. While sceptical of these tavern - Place a search token
promises, the villagers seem to like her. within 6” of the tavern, which Marione sits in horror, but grabs you
contains 5g. and bolts for the door when she sees the
They apologise for your cold welcome;
4 A Mage from the academy other patrons running.
tensions have been high lately and some came looking for Marione but
traders have even been turned away. got drunk and lost his potions - “Looks like Shadow Stalker Scourges.
Whenever a search token is Probably not here to enjoy the local brews.
There’s been a series of attacks by pale
revealed, roll one die. On 6, it Let’s make ourselves scarce.”
gangly creatures which they identify as contains a Health Potion.
some kind of Vampiric servant. An 5 Latyik’s hunting dog has been The Shadow Stalkers chase after you,
expression of scepticism flashes across restless for a few nights, as if cutting down any who get in their way.
the Mage’s face as she hears the it’s ready to attack - One
As you emerge from the inn, you see
creatures called undead, but she bites random sentry unit is Shaken.
6 There’s a shrine to the village other Shadow Stalkers tearing through
her tongue.
Goddess said to bring divine the village, as though searching for
Any attempt to follow up or press her on light to those she favours - something. Yet, as they see you, they
this subject only results in Marione Place a shrine marker at the stop suddenly and turn toward you.
centre of a random table
being evasive. The patrons assure you
quarter. Heroes that activate All around you, fleeing villagers are
that it’s simply the kind of thing that no
within 6” get +1 to ability rolls attempting to find safety in the chaos.
one wants to reflect on and shift the until the end of the round. Marione is looking towards the village
topic towards something lighter.
entrance, urging you forward, but the
The warm conversation draws to an
They spin through tales of local history; words of the dead guard echo in your
abrupt halt as the door of the Inn swings
lost Ogre caravans, hidden treasure, and head as you look towards the alarm bell
open violently. A guard enters, bloody,
strange shifts in local weather. While waiting in the centre of the square.
and badly wounded. He leans against
most of these seem like local hearsay,
the door frame as he tries to gather his You can warn the other villagers of the
there is at least one rumour which
strength to speak. attack, though it may attract attention.
catches your attention...
“We’re under attack. We need to get
everyone out of the Village. I’m going to
sound the alar-”

Before he can finish, a massive maw


reaches out from behind him and snaps
tight around his neck.

A beast resembling some kind of spiny,


eyeless hound stands in the door frame,
only to be gently pulled back by a pale
figure wearing rags adorned with many
masks. The figure wears a heavy
wooden cross upon his bag, festooned
with metal items that jingle as he enters
the shop, looking around.

6
MISSION 1 - LAST CALL
Background story PRIMARY OBJECTIVE Deployment
Shadow Stalkers comb the streets as Place three hiding spot markers as Heroes: First the heroes must be
villagers flee and panic. You stand in the shown in the mission diagram. deployed within 6” of the inn.
centre of the chaos, as the Scourges and
Heroes may use a skill action whilst Enemies: Then sentries are deployed
their Hounds pursue you. Tsevadraz has
within 1“ of a marker, and if they pass a following the standard rules.
fallen, and you must hurry if you want
Dex or Wil test, remove the marker and
to escape alive.
roll one die. On a 5+, or if it was the last Special Rules
marker, the heroes have found a hiding
The Battlefield Fleeing Villagers: After deploying
spot, and the objective is completed.
heroes, place D3+3 villager markers
For this mission you’ll need a 4’x4’ area,
within 6” of the table centre, and the
with 20+ pieces of terrain. SECONDARY OBJECTIVE
one closest to an enemy counts as its AI
To represent the village, place the inn at Place two alarm bell markers as shown Goal. At the end of each round, each
the top of the table, and then cover the in the mission diagram, and which villager moves 6” towards the nearest
rest of the table with houses, walls, count as AI Goals, unless a villager is table corner, and is removed from play
fences, and minor decorations. closer to the enemy. if it moves within 3” of a table corner. If
an enemy moves within 1” of a villager,
Heroes may use a skill action whilst
SEARCH TOKENS it is removed, and the nearest hero must
within 1“ of the markers to ring the bell,
take a morale test. If failed, the hero is
Search tokens are placed randomly and then the markers are removed and
immediately Shaken.
following the standard rules. the objective is completed.
Ring the Bell: If the heroes complete
The ENEMIES MISSION END & REWARDS the secondary objective, immediately
remove all villagers, and deploy a new
Below are some recommended enemies Once the heroes have completed the
wave of reinforcements.
you can use for this mission. primary objective, they must all be
within 3” of the hiding spot at the end of Everyone’s Gone: If all villagers have
Shadow Stalkers:
any round in order to end the mission been removed from the table, then the
• Omoshu & Kothiz and collect mission rewards. hiding spot closest to the hero nearest to
• Scourge Champion an enemy counts as its AI Goal.
Primary – Each hero earns double as
• Scourges
much XP as the chosen difficulty level.
• Hounds
Secondary – Each hero earns as much
CHALLENGE hazards (OPTIONAL) XP as the chosen difficulty level.

Alertness: Vigilant

Time of Day: Dusk

Weather: Good

7
Even as you strike down the last Shadow “Alright, so all we need to do is get to the You feel the clatter of cobblestone as
Stalker in the village square, you do not gate. There might be a few too many for you weave between buildings, hoping to
have a moment of rest. you to fight through, so I’ll be counting on avoid unnecessary attention. Marione
you to distract them instead... any ideas?” struggles to keep pace beside you.
Villagers barrel past you, moving as
quickly as they can away from the pale Possibilities run through your mind Though you dare not glance over your
figures and hoping that you might serve about how you might escape... shoulder, sounds of hurried rattling and
as an effective distraction while they scraping follow close behind you as the
Daring Escape: Pick one of these
find safety. Shadow Stalkers give chase.
options, and one hero must take a stat
The Shadow Stalker with the Great test of that type to see what happens: Kothiz and the other Hounds have
Hound hurries to pursue you, but soon caught your scent and they will not give
Use the wagon as a distraction (Str):
loses your trail among the crowd of up the pursuit easily. Still, you have just
fleeing villagers. You turn your head, • FAIL - You look at the old wagon enough of a head start to keep one step
just in time to see other Shadow Stalkers and flex your arm. You push hard, ahead of them.
gathered around him. but it won’t budge. Marione
You pound your feet against the
charges it as well, pushing it
“It seems we have lost sight of our quarry, pavement as quickly as you can,
towards the Hounds and over your
Master Omoshu.” determined to maintain your slim lead
big toe - The hero is Crippled.
over your pursuers until at last escape is
Omoshu seems to consider this for a • PASS - You gather your strength
within arm’s reach.
moment before giving his orders. and push the old wagon down the
street towards the gathering Only a handful of Shadow Stalkers stand
“Spread over the village. The Hounds will
Hounds. You hear sounds of between you and the doors. Your heart
catch the Mage’s scent and find her.”
confusion as you dash towards the sinks, however, as you realise that they
They bow their heads obediently and gate, while the Shadow Stalkers are are shut tight, and you will have to fight
scatter down the nearby streets. You distracted - Each hero earns as the ones pursuing you as well.
turn your head to flee, but as you go, much XP as the chosen difficulty. Panting with exhaustion, Marione steps
you hear an unearthly whistle; Omoshu
ahead. She points towards one of the
is summoning his Hounds. Try to outrun the Hounds (Dex):
guard stations by the gate.
In the distance, you can hear the baying • FAIL - You push yourself to run as
“I can handle the gate. You just have to
of the Hounds echo through the village fast as you can, but the Hounds
keep them off me.”
to answer their master, while the soft follow behind you. By some
jangling of charms can be heard down miracle, you push through, with
every street as the Stalkers hunt for you. Hounds biting at your heels -
The hero is Afflicted.
An arm reaches out to you from the side
• PASS - You take a deep breath and
of the street. Your heart jumps, but you
prepare to run. Taking advantage
notice the faint glimmer of a coin
of scattered obstacles, you stay one
dancing in someone’s hand.
step ahead of the Hounds. Marione
You turn to see Marione squeezing follows your lead, though she can
herself between an old wagon and a barely keep up - Each hero earns as
chicken coop, out of sight. much XP as the chosen difficulty.
Questions fly through your mind; this
Think of a creative solution (Wil):
Apprentice Mage knows more than she
let on. These must wait, however, until • FAIL - You roll in the coop’s straw
the immediate danger has passed. to disguise your scent, before
running through to the streets. This
You know that this hiding spot will not
does deter the Hounds, but it leaves
keep you safe for long, particularly if
you feeling sick to the stomach -
Omoshu’s hounds are hunting for
The hero is Diseased.
Marione specifically.
• PASS - You open up the chicken
Marione palms her coin, turning coop, chasing the poultry on to the
anxiously in the direction of the village streets. Chaos ensues as the Hounds
entrance, which now feels as though it’s bound out to catch their unexpected
a world away. dinner - Each hero earns as much
XP as the chosen difficulty.

8
MISSION 2 - Doors of Tsevadraz
Background story OBJECTIVE Deployment
The gears creak slowly as the chains Place village one gate marker as shown Heroes: First the heroes must be
begin to pull on the iron door, but it is a in the mission diagram with 6*X tokens deployed within 6” of the entry at the
slow process. Shadow Stalkers emerge on it (where X is the chosen difficulty centre of the table edge.
from every street to try to prevent your level), which counts as the AI Goal,
Enemies: The sentries are deployed at
escape; they are hunting for you and unless a villager is closer to the enemy.
the beginning of the second round,
have no intention of letting you slip by.
Heroes may use a skill action whilst within 6” of a random entry.
within 1“ of the marker and take a Str
The Battlefield Special Rules
test to unlock the gate. If passed, at the
For this mission you’ll need a 4’x4’ area, end of each round, if a hero is within 3“
Fleeing Villagers: After deploying
with 20+ pieces of terrain. of the marker while enemies aren’t,
heroes, place D3+3 villager markers
then it’s seized, and one token is
To represent the village, place the gate within 6” of the table centre, and the
removed from it. The objective is
at the bottom of the table, and then one closest to an enemy counts as its AI
completed once all tokens are removed.
cover the rest of the table with houses, Goal. At the end of each round, each
walls, fences, and minor decorations. villager moves 6” towards the nearest
MISSION END & REWARDS
table corner, and is removed from play
SEARCH TOKENS Once the heroes have completed the if it moves within 3” of a table corner. If
objective, they must all be within 3” of an enemy moves within 1” of a villager,
Search tokens are placed randomly
the village gate at the end of any round it is removed, and 1 token is added to
following the standard rules.
in order to end the mission and collect the village gate.
The ENEMIES mission rewards.

Hazard Pay – Each hero gets 10g times


Below are some recommended enemies
the chosen difficulty level.
you can use for this mission.
Objective – Each hero earns double as
Shadow Stalkers:
much XP as the chosen difficulty level.
• Omoshu & Kothiz
• Scourge Champion
• Scourges
• Hounds

CHALLENGE hazards (OPTIONAL)


Alertness: Alarmed

Time of Day: Night

Weather: Good

9
Scourges and Hounds swarm towards You turn away from the road, into the You recognise this sudden vulnerability,
you as the chains tense and pull the forest where you hope you might evade but before you can respond, she starts
doors open. It feels as though you have the beast. A terrible creak resounds into speaking again.
been waiting an eternity, when Marione the night as the Great Hound pushes the
“If you’re looking to find somewhere to
shouts for you to hurry. Before you can heavy doors open wider.
stay, then you can probably head to
respond, she slips through the narrow
It howls out as it bounds out onto the old Svalidraz; the other survivors will probably
opening out of the village.
road; you have no doubt that it could gather there. I’m not giving up on the key,
You see her fleeing into the night while easily outrun you... though. I hope you’ll stick around too;
Shadow Stalkers move in to cut off your whether for the reward or to get revenge for
You prepare to defend yourself as the
means of escape. Tsevadraz, we need to open that gate.”
hound reaches the edge of the forest,
You manage to take down one of them, but Omoshu holds it back as it snarls. Some part of you suspects this is a bluff,
creating a path for yourself. Leaping but you recognise a determination in
The Scourge Champion calls out to you
through the opening, you land hard on her voice beyond her earlier bravado;
in a deep, rasping tone,
the old dirt road to the village. You she is determined to follow through
spring to your feet and dash forward. “Enough blood has been shed tonight. Go with this, even if she has to confront
now, Mage, and do not return: the Doors of Omoshu herself, yet you can tell she
You soon see Marione running beside
Tsevadraz shall be forever closed to you. also intends this as an invitation.
you, greeting you with a nod.
Know that it is your actions that have
“The pieces are nearby; one’s in an old
You are uncertain whether she brought devastation upon these people.”
moor, another in an old castle, and one in
deliberately slowed her pace to let you
Marione sits only a short distance some nearby caves. The Shadow Stalkers
catch up or if the apprentice Mage
ahead, fidgeting with a coin as she will be searching for them too though, so if
simply exhausted herself from running.
watches Omoshu return to the village. you’re still up for it, my job offer stands; I’ll
There will be time for such thoughts even give you a little down payment with
Seeing you, she tries to force her
later, you assure yourself. what I have left of my savings...”
confident smile from earlier, but she’s
You take a last look at Tsevadraz and the visibly shaken now. She rummages into her robes, pulling
eerie smoke rising over the once- out a coin purse and holding it out in an
There’s a look of guilt and fear in her
peaceful village. The leader of the open hand. With a smirk, she echoes
eyes; and despite her show of
Scourges, Omoshu, stands by the open her words back from the Inn,
confidence, you can see that there’s
doorway and issues a rasping command.
some part of her that wants to keep “So, what do you say?”
“Ensure that the Voidgate is secure. Do not running. Instead, the Mage takes a deep
Pick Your Chapter: After completing
concern yourself with the light-dwellers.” breath and tries to explain.
chapter 1, you may play chapters 2, 3,
The other Scourges bow before they “You’ve probably got some questions, so I’ll and 4 in any order. After all three
hurry away toward Voidgate, while tell you what I know; I’ve been looking into chapters have been completed, you
Omoshu leads his Great Hound Kothiz the Zenith Key for a while now. Word about must play chapter 5.
out of the village. it must have spread because, thirteen days
ago, that Scourge with the big dog,
Omoshu, came after me, demanding I give
him the compass.”

She speaks more quickly as she


mentions the attack, moving the coin
rapidly between her fingers again while
trying to maintain her composure.

“After that, the Shadow Stalkers started


attacking anyone who wandered out of the
village. I decided to lie low and hire some
bodyguards. It looks like you might have
arrived just a bit too late. I didn’t expect
them to overrun the village.”

She pauses a moment, letting the


statement hang. It’s clear that she
blames herself in some part for what
happened to the village.

10
CHAPTER 2 - SPECTRES ON THE MOORS
Marione confidently leads you forward to lead. Finally, she points downward. Dark figures approach from the distant
over most of a day’s journey, following As she finds the spot where she thinks treeline. You see hulking shapes
the direction of her compass toward a the fragment is hiding, you see her emerging from the trees, their figures
fragment of the Zenith Key. begin to flick the compass between her only growing as they approach, whilst
fingers. She gestures for her shovel, other smaller figures move around them
Slowly, the dirt road fades into a forest
driving it into the ground. like ghosts.
of thick pines and scattered birches at
their edge. These thin out as the ground Remembering the noxious smell from Among these strange silhouettes, you
becomes rockier and more uneven. As earlier, you step back. As you watch her recognize Omoshu and Kothiz standing
rocks recede into mud, Marione walks struggle with the muddy turf, however, over the rocks, looking out towards you
cautiously, trying to avoid the mire. you realise it may be better if you were on the bog.
to assist her.
Soon, the last of the trees recede and “It seems you are still determined to open
you arrive at a clearing dotted with Swamp Diggers: You may choose not to the gate, light-dwellers. I don’t understand
black stagnant pools, arranged almost assist, or roll one die to see what you your strange fixation, but I will not allow
like massive footprints. The apprentice find whilst digging in the swamp: you to succeed. Surrender your compass, or
Mage extends her arms over it, as I will have my Spectres take it from you...”
Roll Effect
though presenting some promised land
No You allow Marione to dig. Omoshu pauses, awaiting an answer,
or treasure. roll After several hours of but Marione looks to you as she clutches
You look over it, seeing only a handful searching, she finds nothing - the compass over her chest.
No effect.
of ruined columns and bricks scattered
1 You disturb the resting place of After a moment of silence, Omoshu
haphazardly over the mire among
a long dead Ogre; the restless speaks once more.
withered shrubs and marsh reeds. If corpse bites at you, wounding
there was anything impressive here, it you before you can dispatch it - “Very well. It would seem that you have
was destroyed long ago. One random hero is Afflicted. chosen violence.”
2-5 You dig for several hours, but
“Now, don’t worry, I’ve got everything find nothing - No effect.
covered. All we’ve got to do is follow the 6 You uncover the resting place
compass. I might have been able to find it of a long dead Ogre, in his
myself, if I’d been able to stand the smell of chest you find some sort of
the bog gases...” magical artifact - One random
hero gets 10g.
With those words, she pulls a foldable
spade out of her cloak, holding it out for As the sunset turns to twilight, Marione
you almost like a staff. As you take it, sighs at the lack of results and taps her
you see her wrap her cloak around her compass. Without a word, you watch as
face before stepping into the mire. the Mage examines her device, sulking
at her defeat. After a moment, she
Marione moves carefully through these
shakes her head and looks at you.
grounds, testing each step as though
trying to avoid a trap. With a narrow “Alright, I’ve got this all figured out; the
misstep, you discover why, as your foot fragment is right here, but it’s got to be a
is nearly swallowed by the mud. bit deeper down than I thought. What do
you say we take a break and then look
You pull it back, but the harsh scent of
around for a cave or ruin in the morning?”
swamp gas follows. You struggle against
the urge to vomit. As you leave the mire, navigating the
treacherous bogs for solid ground
Swamp Gas: All heroes must take a Wil
proves more difficult than expected as
test, if failed they are Diseased.
you try to avoid the pools of mud and
You hear Marione ahead of you retching their noxious gases by memory.
as the smell reaches her, holding her
As you approach the trees, the faint
hands against her legs, as she tries to
rustling of charms carries on the wind;
hold down the contents of her stomach.
you are not alone. Marione stops dead
After a moment, you gather yourselves
in her tracks as she hears the sound.
and move on.

As the light above fades into twilight,


Marione stops. She paces around in
circles, narrowing them as she seeks the
exact point where the compass is trying

11
MISSION 3 - BOG BATTLE
Background story OBJECTIVE Deployment
Following their master’s command, the The centre of the table counts as the AI Heroes: First the heroes must be
Shadow Stalkers fan out over the bog to Goal. When the last model from the deployed within 6” of the table centre.
capture you. You must tread lightly, second wave of reinforcements is killed,
Enemies: Then sentries are deployed
however, as even a slight misstep might it drops an objective marker within 1“.
following the standard rules, but are
find you choking on noxious gases or
Heroes may use a skill action whilst placed within 6” of table corners instead
caught in mud.
within 1“ of the marker, and if they pass of at the centre of table quarters.
a Dex test, the marker is removed and
The Battlefield Special Rules
the objective is completed.
For this mission you’ll need a 4’x4’ area,
Tread Carefully: Whenever a hero
with 20+ pieces of terrain. MISSION END & REWARDS
moves over 6” at a time in total, it must
To represent the bog, we suggest Once the heroes have completed the take a Dangerous Terrain test.
covering the table with a mix of large objective, they must all be within 3” of
Swamp Surprise: At the beginning of
areas of swamp and patches of trees, as each other whilst no enemy unit is
each round, roll one die, and follow the
well as bushes, fallen tree trunks, and within 6” at the end of any round to end
instructions of the event:
similar as minor decorations. the mission and collect rewards.
Roll Event
Objective – Each hero earns triple as
SEARCH TOKENS 1 Undead in the Mud - One
much XP as the chosen difficulty level. random hero must take a Str
Search tokens are placed randomly test, if failed it takes 1 wound.
following the standard rules. 2 Deep Sludge - One random
hero always counts as being in
The ENEMIES Difficult Terrain until the end
of the round.
Below are some recommended enemies 3 Bog Fog - All units get -1 to hit
you can use for this mission. rolls when shooting until the
end of the round.
Shadow Stalkers: 4 Muddy Treasure - One
• Spectre Champion random hero gets 5g.
5 Solid Ground - All heroes may
• Scourges
ignore the Tread Carefully rule
• Spectres until the end of the round.
6 Stuck in the Muck - One
CHALLENGE hazards (OPTIONAL) random enemy is Shaken.

Alertness: Full Assault

Time of Day: Day

Weather: Good

12
The Shadow Stalkers move to surround She hesitates for a moment. You look around to find several large
you, attacking from a safe distance as stone sarcophagi, with a statue of an
“Just be careful: there is some mention of
you struggle to close the distance. As Ogre lying upon the top of each.
traps here left to ward off Giants poking
you charge towards one, you hear
around for alchemical potions. Must not These statues were richly adorned, with
Marione slip as she follows behind you.
have worked, though; it looks like the treasures, artefacts and potions lying
You hear her gasp with surprise, but by Giants must have ruined everything above idly about the room as a testament to
the time you can turn to look behind ground and left this part buried.” the wealth of those now interred here.
you, she’s gone. The Spectre before you
Following Marione’s lead into the As Marione approaches one to examine
retreats, giving you a chance to search
depths of the tomb through the spiral it, the sound of rattling charms begins to
for the apprentice Mage.
staircase, you notice the spiderwebs echo down the stairs.
You do not have to look far, however; lining the walls growing ever thicker
you see her in a hole covered in stone, and more elaborate.
peat, and dirt, but looking deeper, you Turning behind you, the thick slab of
These webs are not the work of typical
see winding stairs leading deeper rock which almost crushed you as you
spiders, however; they are thick and
underground. entered now offers a layer of protection;
strong enough to impede your path. You
it will take some time for the Shadow
must move with increasing care to avoid
Stalkers to remove it. Marione seems
getting stuck in these webs.
less reassured, however, as she hurries
Giant Spider Webs: One random hero deeper into the Mausoleum, running
must take a Dex test, if failed the hero is away from the door.
immediately Crippled.
You soon discover why, as the shadows
You see several empty glass potion near the edge of the blocked door seem
bottles scattered over the stairs. A low to swirl and take shape. Spectres seem
hissing and soft scuttling in the shadows to form out of ghostly mists emerging
echo out from the darkness; something from every opening around the door.
is watching you.
Meanwhile, you hear the Butchers
Though you can see as Marione behind slowly lifting the stone to slip
considers various possibilities for what past. Without a route of escape, you
As you enter the hidden passage, the might have happened, she doesn’t seem must hold your own and prevent the
apprentice picks herself up, trying to to want to linger long enough to find out Shadow Stalkers from escaping with the
hide her pain behind a confident smile more. Following your trail, she emerges key fragment.
as she leads the way with her compass. relatively unscathed.
It’s clear that the fall knocked the wind
out of her and she is just slightly too You squeeze through the spiderwebs
sore to celebrate the victory. until the stairs come abruptly to an end
with a heavy door. With little space to
The walls are old and overgrown; this manoeuvre, you try to push the door
passage may have been beautiful once, open. A massive mausoleum stands
with elaborate tiles and columns, but before you, but as you step in, you hear
centuries of neglect and abandonment a scraping noise over you.
have left it looking decrepit. Elaborate
script lines the walls on blue tiles, A thick slab of stone slices down from
though some pieces are missing. above the open doorway. With Marione
behind you, you can’t leap forward
Marione tries to read what she can without leaving her behind, and so you
despite the damage, though you can see must try to hold the slab up long enough
her squint as she struggles to decipher to let her through.
any of it.
Guillotine Trap: One random hero must
“Alright, the Ogre script here has been out take a Str test, if failed it takes 1 wound.
of use for a few centuries, so I’d reckon this
place was built way back before the Havoc Despite the weight of the stone-slab, you
Wars. From what I can read of it, I think are able to hold it up just long enough to
this is a tomb belonging to some alchemist let Marione dive through, before leaping
trader and his family. Should be lots of out of the way yourself. An ache ripples
valuable stuff here ripe for the taking... for, through your body from the strain it was
uh, research purposes, of course.” under, but you steady yourself.

13
MISSION 4 - TRAPPED AMONG TOMBS
Background story PRIMARY OBJECTIVE Deployment
Trapped in a vast Ogre Mausoleum by a Place three sarcophagus markers as Heroes: First the heroes must be
stone door, a fragment of the Zenith is shown on the mission diagram, and the deployed within 6” of the entry.
close-by; hiding somewhere among the marker closest to the hero nearest to an
Enemies: Then sentries are deployed
sarcophagi. As enemies step through enemy counts as its AI Goal.
following the standard rules, but are
the shadows, You must fend them off
Heroes may use a skill action whilst placed within 6” of table corners (except
and claim the fragment for yourself.
within 1“ of a marker, and if they pass a the hero’s deployment corner) instead
Wil test, remove the marker and roll of at the centre of table quarters.
The Battlefield
one die. On a 5+, or if it was the last
For this mission you’ll need a 4’x4’ area, marker, the objective is completed. Special Rules
with 20+ pieces of terrain.
Hidden Traps: Before the game begins,
SECONDARY OBJECTIVE
To represent the mausoleum, we place D3 trap markers in each table
suggest using a mix of tombs, columns, Place one golden idol marker as shown quarter, each over 6” away from the
and walls, as well as barrels, crates, and on the mission diagram, which counts table edges and other trap markers
scattered furniture. as the AI Goal if all heroes are closer to within the same quarter. Whenever a
it than they are to sarcophagus markers. hero moves within 3” of a trap marker,
SEARCH TOKENS roll one die. On 1, remove the marker,
Heroes may suffer D3 stress whilst
and the hero takes 1 wound.
Search tokens are placed randomly within 1“ of the marker, removing the
following the standard rules. marker and completing the objective. Cursed Idol: If the heroes complete the
secondary objective, they must all take a
The ENEMIES MISSION END & REWARDS random stat of Str, Dex, or Wil. If failed,
they suffer D3 stress.
Below are some recommended enemies Once the heroes have completed the
you can use for this mission. primary objective, they must all be
within 3” of the entry at the end of any
Shadow Stalkers:
round in order to end the mission and
• Spectre Champion collect mission rewards.
• Spectres
Hazard Pay – Each hero gets 10g times
• Butchers
the chosen difficulty level.

CHALLENGE hazards (OPTIONAL) Primary – Each hero earns double as


much XP as the chosen difficulty level.
Alertness: Random
Secondary – Each hero earns as much
Time of Day: Day
XP as the chosen difficulty level.
Weather: Good

14
Despite their strange magic, you You wedge yourself under the stone
manage to fend off the Shadow Stalkers, slab, right as you hear the explosion
driving them back into the darkness that ripple out. The sound of the collapsing
they emerged from. As they retreat, you ceiling echoes out from the burial
hear the Spectre’s voice whisper in a chamber which you just left, sealing it
low, raspy tone. forevermore.

“You may have triumphed here, but you The shockwaves ripple through the
have only ensured more fighting and pain. entire tomb, shaking the stairs and
Omoshu won’t allow you to open the gate.” spiderwebs, but you breathe a sigh of
relief as the stairwell holds together.
With that, the Shadow Stalkers retreat
and you are able to breathe a sigh of Marione sits panting, clutching the key
relief. The room is now empty, allowing fragment in her arms. As she finally
you to collect your thoughts before However, you also feel the call of the catches her breath, she begins laughing.
searching for Marione. valuable artefacts and treasures which “You know, if the Master Mages at my
You soon discover her hiding behind a are soon to be forever buried beneath Academy saw this, they’d have a fit.
sarcophagus. Noticing your presence, this forsaken mire. History, lost forever, under a pile of rubble,
she dusts herself off and gives you a If you are willing to take the risk, this and so on... lots of very valuable treasures
confident nod as she runs her fingers may be an excellent opportunity to too, I’d say...”
along an engraved metal object hanging pilfer a small bonus for yourself... She pauses a moment, her face a bit
around the neck of the statue.
Artefact Run: Each hero may choose more serious as she runs her fingers
“I found the fragment!” not to search for artefacts, or roll one over the fragment.

She reaches out to grab the oversized die to see what they find: “Still, I wish I knew what to make of that
necklace, almost the size of her Roll Effect strange inscription but the way to learn
forearm. As she moves it, a low hiss No You look back with some regret more will be putting together the Zenith key
echoes from underneath the roll before exiting - No effect. ourselves. Besides, their Voidgate to the
sarcophagus. 1 Marione wedges open the door Nexus Plane seems to have made them
and slips through. She looks pretty wealthy, I wonder what other secrets
It sounds as though something is back to you, just as you hear lie beyond the gate.”
gradually burning below you. Marione an explosion ripple out below.
shifts it back, but when she hears it You leap for the opening, but While your own thoughts swirl through
continue to hiss, she tears away the key you do not arrive unscathed - your head, one thing is certain; there is
fragment, revealing an inscription that The hero is killed, and must be no way left for you to go but forward.
revived with a random injury.
was hidden beneath it.
2 You discover some sentimental You extend your hand to Marione, to
- For aiding the dark one who created the notes left by grieving family help her up. The way out of the stairway
gate, I bear a guilt heavier than all my members, but nothing of value is no less treacherous, but you can now
- No effect. You may roll again,
gold. Beware, ye who would bear it in my take your time as you ascend upwards
counting all further results of 2
place; even in death, I would sooner see my towards the surface.
as results of 1 instead.
shame buried with me - 3 You find nothing but empty You emerge from the mausoleum with
chests and bottles - No effect.
Marione gazes at you, her eyes filled more questions than you had when you
You may roll again, counting
with worry, as the hissing continues. entered, but the only way to find the
all further results of 3 as
results of 1 instead. answers that you seek may be by
Some kind of trap has been sprung, and
4 You notice a strange Ogre opening the Voidgate...
it’s only a matter of time before
potion hiding in a chest filled
something happens to the entire burial Pick Your Chapter: After completing
with otherwise meaningless
chamber. Without a word, she runs baubles - The hero gets a chapter 2, you may play chapters 3 and
towards the entrance. Teleport Potion. 4 in any order (if you haven’t already).
5 You open a chest filled with After both chapters have been
Scrambling to work, she stashes the key
coins from many distant lands completed, you must play chapter 5.
fragment in her bag as she pulls out her - The hero gets D3*5g.
collapsible spade and tries to wedge the 6 You find an expertly crafted
heavy slab open. Ogre weapon - The hero gets
15g or +1 XP (pick one).
The ominous hissing continues, and you
suspect you have little time before the
trap springs. A compelling reason to
assist your companion as she tries to
escape the trap.

15
CHAPTER 3 - CAVERNS OF TORMENT
The surrounding forest is dense, Abandoned Wagon: You may choose “Did you hear something out in the forest?”
especially considering the dusty soil not to search the barrels, or one hero
The Scourge Champion addresses
below. Marione is ahead of you, may take one Wil test to search them:
Tormentors, hunched figures covered in
struggling to wade through the knots of
Roll Effect boils with scorpion-like tails. By his side
tall grass and branches.
No You decide not to disturb the are gangly Reapers riding Flayers,
Though these shrubs are uncomfortable roll wreckage - No effect. mounts with horns in place of eyes and
to navigate, you can at least be sure that Fail As you reach towards the manes of shadow.
potion, you hear a click,
no one else has walked through these
followed by a great explosion - Kothiz, his Great Hound, growls and
grasses recently.
The hero takes D3 wounds. sniffs the air, looking towards you, but
This will also make you easy to track, Pass As you reach towards the you seem to have escaped their notice
potion, you notice a barrel has
and so Marione has requested that you among the trees.
been rigged to explode. You
linger behind to keep an eye out as you
disarm it and take what you One of the hunched figures replies to
have already noticed signs of Shadow can from the wreck - The hero his dark master.
Stalkers; bells tied to their strange staffs gets one Health Potion.
are spread over the area. “There are explosive barrels scattered here
Seeing you investigating the wreckage by the Ogres, before they died out here at
Marione leads you up a hill where the
around the Wagon, Marione leans in. the hands of their own gigantic creations.
trees grow thinner until only bare stone
It is not a matter worthy of attention...”
remains. Marione turns and paces in “A few hundred years ago, Ogre alchemists
circles over a small area ahead of you. came here to sell their wares to local lords; Before Omoshu can reply, Kothiz snaps
giant-making potions and explosives, and jolts in your direction. The Scourge
Her compass spins as she turns, and
mostly. This definitely looks like one of Champion holds him back.
soon she stops. With a nod, she
their wagons.”
confirms what you had hoped; the “No, the Mage’s scent still lingers here. She
fragment is below. However, the rocks Marione takes a closer look. will return and we cannot risk letting her
beneath your feet seem too thick to dig slip us by. The Reaper Flayers will hunt for
“This wreckage must have probably been
through. You look back at her, waiting them in the forest. You must ensure your
lying here for centuries now. Their old
to hear her plan. defences are prepared.”
concoctions are pretty potent, so I’m not
“There’s a cave system below us. There surprised that some are still dangerous. It The Shadow Stalkers fan out to search,
should be an entrance nearby, but my might be worth seeing if we can’t find some hesitant to move through the open light.
compass won’t be much help in finding it. explosives here for when it comes time to You just barely keep one step ahead of
Look for a pathway.” return to Tsevadraz.” them, as the hours slowly pass.

After a brief search, you find a trail; With Marione’s help, you find a barrel Eventually, however, one of the hunting
though the grass has grown over most of loaded down with explosives. She picks Shadow Stalkers comes too close.
the old dirt road. it up and carries it, as she leads you
You spring your ambush carefully,
further down the path.
An old abandoned wagon lies at the side hoping to slay your foe before he can
of it, with broken barrels scattered Soon enough, the entrance comes into alert the others.
among the nearby trees. The wood sight, but Marione freezes. You can see
Ambush in the Dark: One hero must
rotted a long time ago, with moss and a ragged awning extending outward
take a Dex test, if failed the players get
mushrooms starting to grow over it. from the cave and jagged poles holding
+1 when rolling for alertness increase
bells and charms with Omoshu and
A few potions are scattered among during Mission 5.
Kothiz and several others beneath it.
barrels inside the wreckage, which still
With your first blow, you dispatch one
appear drinkable. You approach to
of the Shadow Stalkers before the others
inspect the area.
notice you, but even the soft jangle is
enough to alert others nearby.

“I heard a noise over here!”

You hear the Shadow Stalkers approach,


but you hope that if you fight well, you
might still prevent them from alerting
the others.

16
MISSION 5 - SILENCING SENTRIES
Background story OBJECTIVE Deployment
Deep in the woods, you have struck the Place two alarm censer markers as Heroes: First the heroes must be
first blow against the hunting party of shown on the mission diagram, and the deployed within 6” of either one of the
Shadow Stalkers pursuing you. Now, marker closest to the hero nearest to an entry corners.
you must maintain the initiative by enemy counts as its AI Goal.
Enemies: Then sentries are deployed
slaying the rest of the hunting party
Heroes may use a skill action whilst within 6” of a random cave entrance.
before they can sound the alarm.
within 1“ of a marker, and if they pass a
Str test, the marker is removed. The Special Rules
The Battlefield
objective is completed once both
Underground Cave System: Waves of
For this mission you’ll need a 4’x4’ area, markers are removed.
reinforcements are deployed within 6”
with 20+ pieces of terrain.
of a random cave entrance.
MISSION END & REWARDS
To represent the forest, we suggest
Alarm Censers: If an enemy unit that
using thick patches of trees, as well as Once the heroes have completed the
starts or ends its activation within 3” of
scattered terrain such as fallen trees, objective, they must all be within 3” of
an alarm censer marker has line of sight
bushes, rocks, and minor decorations. the same table corner at the end of any
to a hero, then players get +1 when
round in order to end the mission and
rolling for alertness increase until the
SEARCH TOKENS collect mission rewards.
end of the mission. This rule is only
Search tokens are placed randomly Objective – Each hero earns triple as activated once per alarm censer.
following the standard rules. much XP as the chosen difficulty level.
Ogre Barrels: Before the game begins,
The ENEMIES place D3 ogre barrel markers within 18”
of the table centre, each over 12” away
Below are some recommended enemies from other barrel markers. Heroes may
you can use for this mission. use a skill action whilst within 1“ of a
marker, removing the marker, and
Shadow Stalkers:
rolling to see what they find:
• Reaper w/ Great Flayer
Roll Content
• Flayers
1 Explosive Trap - The hero
• Tormentors takes D3 wounds.
2-3 Empty - Nothing found.
CHALLENGE hazards (OPTIONAL) 4 Ancient Bombs - The hero gets
D3 Noise Bombs
Alertness: Vigilant
5 Ancient Elixirs - The hero gets
Time of Day: Day D3 Agility Elixirs
6 Ancient Potions - The hero
Weather: Random gets D3 Insight Potions

17
Though caught by surprise, the Shadow Strange and eclectic clutters of objects It may be possible to explode the barrel
Stalkers make for dangerous foes. are gathered into piles with no apparent if you push it with all your strength,
rhyme or reason; splintered doors laid disorienting the Shadow Stalkers inside.
The Riders move to sound the alarm,
upon large chalices, bells and shattered
but you manage to dispatch them first. However, if you miss your mark, you
masks hung upon crudely constructed
may lose the element of surprise and
You are careful to cut off their escape lattices, and all sorts of other refuse.
gain nothing in the process.
and you only hope that your actions are
Censers hang in every corner, emitting
enough to ensure that news of your Explosive Barrel: You may choose not
a thick mist.
presence does not reach their master. to push the barrel, or one hero may take
The Shadow Stalkers have made these one Str test to push it:
Still, the Shadow Stalkers will soon be
caverns into a home for themselves, yet
aware that something is wrong when Roll Effect
it feels profoundly different from any
the search party does not return. No You leave the barrel behind,
living space you’ve seen before; as roll charging the Shadow Stalkers
Marione emerges from behind the trees, though it was created according to head on - No effect.
flicking a small trinket dropped by one instructions by someone who didn’t Fail You roll the barrel down, but it
of the fallen Shadow Stalkers. She looks understand what they were building. gets caught on a stone and
over at the cliff sides with a maze of explodes. The noise alerts the
While the Shadow Stalkers have fled, Shadow Stalkers to your
entrances, but you can see that there is
they have left behind swarms of pale presence - After deployment,
doubt in her eyes.
creatures which move along the floor all enemy units must move 12”
“We can’t turn back now; if we do, there with several legs that look to be mostly toward the closest hero.
will only be more of them next time, if they claws, looking almost like they are Pass You roll the barrel down
towards the Shadow Stalkers,
don’t try to move it beyond our grasp walking on a set of sharp fangs.
causing panic and confusion
altogether. Let’s go.”
Moving carefully, you manage to avoid with the explosion - All enemy
As you move deeper into the Shadow them, but as you go deeper, the mists units skip their activation
Stalker territory, a faint mist rises up to during the first round.
grow thicker until it becomes nearly
your heels to greet you. impossible to see. You attack the cavern head-on, charging
Soon, the sound of hurried movement Soon, you misstep and feel something towards the scuttling Shadow Stalkers.
echoes out from the cavern, and you pierce your foot: a poisoned spike. You They waste no time in their response,
have little doubt that they are preparing pull back before it cuts you too deeply, rushing towards you as they detect your
to meet you. but you can already feel the venom presence, while others hurry into the
coursing through your veins. vast chamber to assist them.
Signs of the Shadow Stalkers litter every
corner; bizarre etchings and signs of Poisoned Spike: One random hero must You can barely see in the thick mists,
recent excavation are all clear. take a Dex test, if failed the hero is but you are determined to find the key
immediately Diseased. fragment wherever it is hiding among
Natural elements of the cave still
remain, however, such as stalactites You remain silent as you push further the scattered debris.
looming above you and lichen lining in, careful not to alert them to your
much of the walls. Old support beams, presence as you approach.
marked with age and moisture damage,
You see Shadow Stalkers scuttling along
support some of the narrower tunnels,
every corner of the cavern. It seems that
presumably installed by potion brewers.
most of those hiding in these halls have
Steeling yourself to go deeper, you push retreated here to mount their defence.
forward, expecting an ambush, but
You have little doubt that this is where
there is only the vast and winding
the fragment hides, but you have no
blackness of the cavern.
idea where exactly.
Marione strikes a torch, but both of you
Marione taps your shoulder with a
move in total silence for fear of alerting
smirk as she triumphantly holds up the
the Shadow Stalkers. You notice several
barrel she had taken before, carrying it
forked paths, some left bare and others
under one arm.
divided by curtains of metal chimes.

18
MISSION 6 - HEART OF DARKNESS
Background story OBJECTIVE Deployment
Assaulting the makeshift fortifications Place nine objective markers as shown Heroes: First the heroes must be
of the Shadow Stalkers, you are met by in the mission diagram, and then deployed within 6” of the entry.
its determined defenders. Without randomly remove one from each row.
Enemies: Then sentries are deployed
Marione’s compass, you will have to
Heroes may use a skill action whilst following the standard rules.
search blindly through the thick mists to
within 1“ of a marker, and if they pass a
find the missing key fragment.
Wil test, remove the marker and roll Special Rules
one die. On a 6+, or if it was the last
The Battlefield Thick Mists: Heroes get -1 to hit rolls,
marker, the heroes have found the key
and can’t target enemies over 12” away.
For this mission you’ll need a 4’x4’ area, fragment, and complete the objective.
with 20+ pieces of terrain. Surprise: Whenever a hero removes an
MISSION END & REWARDS objective marker, but doesn’t find the
To represent the cavern, we suggest
key fragment, roll one die, and follow
covering the table with scattered walls Once the heroes have completed the
the instructions of the event:
and barricades, as well as small and objective, they must all be within 3” of
large rocks, and small bodies of water. the exit spot at the end of any round in Roll Event
order to end the mission and collect 1 Trap - The hero takes 1 wound.
SEARCH TOKENS mission rewards. 2 Sharp Edges - The hero is
immediately Impaired.
Search tokens are placed randomly Hazard Pay – Each hero gets 10g times 3 Empty - Nothing found.
following the standard rules. the chosen difficulty level. 4 Clarity Gem - The hero may
ignore the Thick Mists rule
The ENEMIES Objective – Each hero earns triple as until the end of the game.
much XP as the chosen difficulty level. 5 Shiny Stuff - The hero gets 5g.
Below are some recommended enemies 6 Stalker Food - The hero gets
you can use for this mission. one Energy Elixir.

Shadow Stalkers: Get it Back!: If the heroes complete the


• Scourge Champion objective and there are still three or
more objective markers on the table,
• Scourges
increase alertness by 6*X (where X is the
• Tormentors
chosen difficulty level).
CHALLENGE hazards (OPTIONAL)
Alertness: Full Assault

Time of Day: Day

Weather: Good

19
As you move closer to the surface, the “If I never see another cave, it might still be
mists gradually fade and you can finally too soon. I just hope the Zenith Key is worth
see the winding paths ahead. The all this trouble... You know, my family
Shadow Stalkers struggle more with scrimped and saved every penny they could
their pursuit as the mists grow thinner, to get me into the academy and I’m not
splitting up to hunt you down through going to let that money go to waste...”
the various passages, and giving you
Marione is silent for a moment, picking
some room to breathe.
a coin out of her pocket to look at it.
Marione does just that, as exhaustion After a moment’s reflection, she pockets
gets the better of her, and she begins to the coin and extends her arm, to allow
pant heavily. you to pull her up.

You take the chance to show her the “What do you say we get going?”
You search blindly for the key fragment relic you found.
Pick Your Chapter: After completing
hidden by the thick mists. The Shadow She quickly opens her pouch to check chapter 3, you may play chapters 2 and
Stalkers strike from every corner, with with the compass before slipping them 4 in any order (if you haven’t already).
poisonous daggers and tails fading into away. She is panting too heavily to After both chapters have been
the mists. respond, but gives a triumphant nod to completed, you must play chapter 5.
You manage to compose yourself long confirm your suspicion; you’ve found
enough to drive them back and the key fragment.
eventually find a piece of metal with Still, you have little time to waste as you
inscriptions similar to those from the hear the sounds of footsteps and jingling
Voidgate at Tsevadraz. charms in the distance, with no clear
Despite this apparent triumph, path ahead.
however, Shadow Stalkers continue Guided only by dim torchlight, you trace
fighting. More and more of them pour the wall with your hand.
from the tunnels deeper into the cave;
advancing towards you like a swarm of The cave system was already a natural
insects whose nest has been disturbed. labyrinth of winding passages, and the
Shadow Stalker’s excavations seem to
From the size of the cavern and the have only made matters worse. Still, you
number of dwellings, you’re unlikely to cannot afford to waste time.
defeat all of them; yet with your prize in
hand, you might still make it back to the Marione looks ready to collapse, as you
surface in one piece. pass her and drag her forward by her
spare arm. Gradually, the sounds of
You move back towards the way which jangling metal grow more distant as you
you came in, dashing as quickly as your emerge onto the surface.
feet will allow.
Marione nearly falls over herself as she
The thick mists still obstruct your vision finally emerges into the light, as relief
but in the distance, Marione’s silhouette and exhaustion threaten to overwhelm
gestures for you to hurry. her, but you push her forward until you
The Shadow Stalkers dart after you, reach the rocky hill that you saw the
seemingly unhindered by the mists and wagon from.
they scuttle rapidly over the uneven In the distance you can hear the
ground. You struggle to lose them while scuttling of Shadow Stalkers as they
Marione does her best to keep pace with hunt for you, but for the moment, it
your party. seems far away.
She holds out her torch, lending just Exhausted, Marione lies down on the
enough light to allow you find your way stony ground, and looks up at the stars
through the mists, while both dodge the above in the sky.
throwing spears that the Shadow
Stalkers toss from behind you.

20

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