Quest 18: Piercing Darkness
Quest 18: Piercing Darkness
Introduction
A darkness settles into the valley. The sun offers little light, instead overseeing days of eerie twilight and stillness. The voices of your companions are muffled and distorted behind the black veil, making your dreams little different than your waking hours.
It can only be a matter of days before Eliza makes her final ascension, reclaiming the valley. There is little that can stop her now. There are stories of an ancient guardian that sleeps beneath some ruins. It is said that only the sword of Arcite can slay the creature — the very sword that was recently stolen from the cathedral.
You struggle to navigate the darkness, and only realize that you have arrived when you are a stone's throw from the outer wall. Hunched figures watch from the wall and patrol the woods around you. You seem to have wandered past their outer defense without realizing — fortunately for you, they too have not yet realized.
Monsters
- Barghests
- Ettins
- Goblin archers
- 1 open group
Setup
Place the barghests on the Graveyard (14A). Place the ettins on the Yard (a suitable outdoor tile as indicated). Place the open group on the Lair (dungeon lair tile).
Place the goblin archers in the unique green spaces indicated on the map. These unique green spaces represent Goblin Watchtowers. Goblin archers in these spaces gain:
- +2 Range to all attacks
- While occupying a green space, the goblin archer cannot be targeted by melee attacks
- As a move action, a goblin archer may leave a green space normally; to enter a green space, it must spend its full movement (cannot attack that turn if it enters a green space)
Place search tokens based on the number of heroes.
The Exit is marked on the far side of the map.
Special Rules
Through the Door
Entry into the ruins is blocked by a magically sealed door. To pass through, a hero must either:
- Test Knowledge as an action. If the hero passes, the door unlocks and all heroes may pass through. If the hero fails, the door remains sealed and that hero may not attempt again this turn (another hero may try on their turn).
- Alternatively, a hero adjacent to the door may spend 3 movement points and suffer 1 [Fatigue] to force the door open through sheer strength (no test required).
Over the Wall
Instead of entering through the door, a hero adjacent to the outer wall may attempt to climb over. As an action, the hero tests Might. If the hero passes, he is placed on the interior side of the wall (in the nearest empty space). If the hero fails, he falls and suffers 1 [Heart] (ignoring armor) but remains in his current space. The wall is a barrier — figures cannot move through it normally.
Tainted
The first time each hero is defeated during Encounter 1, that hero is tainted by the darkness. Place a hero token corresponding to that hero near the map as a reminder. A tainted hero suffers no immediate penalty, but being tainted will matter during Encounter 2 (see Encounter 2's "Carryover" rules).
A hero may be tainted even if he is subsequently revived and continues playing. The taint persists.
Goblin Watchtower
If a hero occupies a green space containing a goblin archer, the hero may engage that goblin archer in melee and the goblin archer loses the protection of the watchtower. The +2 Range bonus remains.
Heroes may enter green spaces through normal movement (the watchtowers are not blocked terrain, just elevated positions that the goblins have claimed).
Reinforcements
At the start of each Overlord turn, the Overlord may place 1 goblin archer in any empty green watchtower space, respecting group limits.
Victory
Hero Victory
If all heroes have moved off the map through the Exit (whether tainted or not), read the following aloud:
You burst through the outer gate and into the courtyard beyond. The darkness seems to thicken here, pressing against you like a physical weight. Behind you, the goblins on the wall loose a few half-hearted arrows, but they do not follow. The real battle awaits inside.
The heroes complete this encounter! All heroes advance to Encounter 2. Note which heroes are tainted.
Overlord Victory
If all heroes are tainted at any point during the encounter, the Overlord immediately wins the encounter. Read the following aloud:
Darkness claims you one by one. The shadows seep into your wounds, into your blood, into your very soul. When you rise again, the world seems dimmer, colder. The taint has marked you — and somewhere ahead, Lord Merick Farrow is smiling.
The Overlord wins this encounter! All heroes are tainted. The heroes advance to Encounter 2. Note that all heroes are tainted.
Carryover
Any hero who was tainted during Encounter 1 begins Encounter 2 under the Tainted condition. Record this on the Campaign sheet.