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The document details an expansion for the Warhammer Quest: Cursed City game. It introduces a new quest called 'The Beast Returns' where an old enemy has returned seeking revenge. It provides rules for additional hero actions, modified journeys, new hostiles and crisis cards, and expansion modules to enhance the game.

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100% found this document useful (4 votes)
1K views30 pages

Rulebook0 1

The document details an expansion for the Warhammer Quest: Cursed City game. It introduces a new quest called 'The Beast Returns' where an old enemy has returned seeking revenge. It provides rules for additional hero actions, modified journeys, new hostiles and crisis cards, and expansion modules to enhance the game.

Uploaded by

americo davila
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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THE BEAST RETURNS

EXPANSION BOOK
CONTENTS
INTRODUCTION 2 THE BEAST RETURNS 7
The Beast Returns Quest 7
COMPONENTS 2
Survival Journeys 8
WHAT’S CHANGED? 3 Survival Maps 9-10
Journeys 3
Heroes 3 CRISES 11-14
Additional Hero Action 3
Pinning 3 Prologue Journey 15
New Empowerments 3 Escape From Darkness 15
New Crisis Resolution 3 The Adamant 16
Hostiles 3
Additional Hostile Actions 3-4 DECAPITATION JOURNEYS 17-28
Hostile Deployment 4 Lord of Death 17-18
Hostile Defence Rolls 4 Lord of Blood 19-20
Additional Ailments 4 Lord of Spirits 21-22
New Event and Extraction Tables 4 Lord of Bones 23-24
Lord of Vermin 25-26
EXPANSION MODULES 4-6 The Wolf 27-28
Challenge Cards 4
New Traits 5 REFERENCE 29
Rebalanced Realmstone 5
Hero Roster 5
Twists 6
Skyvessel Empowerments 6
Survival Journeys 6
Special Journeys 6
Terrain 6

AN UNOFFICIAL EXPANSION PRODUCED BY PETER COOPER


Based on Warhammer Quest, Cursed City by The Warhammer Studio.
All art assets and intellectual property are the sole property of Games Workshop.
This expansion may not be used or distributed for commercial purposes.
1
INTRODUCTION COMPONENTS
The heroes return to the doomed city to face their greatest In addition to a copy of Warhammer Quest, Cursed City and
challenge yet, and an old enemy lurks in the shadows of the this book, The Beast Returns expansion requires the following
eternal night, preparing to have his revenge on those who components.
have cast him down.
The Beast has returned. TOKENS

The contents of this expansion are designed to greatly expand


and extend the travails of the heroes as they quest into the
darkness of the Cursed City. It presents a number of options
12 double-sided markers 8 or more stun/marked tokens
that players can use to adjust their games of Warhammer Quest (Warhammer Underworlds) (Warhammer Quest Series)
according to their individual desires, as well as providing
several amendments to the structure of the game.
CARDS

This book is divided into three main portions. The first covers
the main changes made to the core rules of the game, the
second details the expansion modules which the players can
add to their games, and the third contains the new quests and
journeys which the heroes can go on in their expanded return to
Ulfenkarn.

GETTING STARTED
The players may choose to continue an already in progress or
completed Ulfenkarn in Peril quest by adding in the replacement and additional hero replacement and additional
adjustments found here, but the richest and most complete cards hostile cards
experience will be to begin a new quest, including all the
expansion materials found here from the beginning, allowing
the players to fully explore the new content. In order to do so,
the players will begin by following the instructions below:
1. Choose four heroes and divide them evenly among
the players. These heroes make up the players
beginning party of adventurers. Their ranks will grow
throughout the campaign.
2. Determine which hostiles you will be using
throughout the campaign. In addition to the models
included in the Cursed City boxed set, the players
9 double-sided reference cards 6 challenge cards
may add in any of a large number of additional
adversaries, depending on the models available to
them. Go through the encounter card deck and
remove each card that you will not be using. You
should have enough models to deploy the full number
of hostiles called for by each level of the quest.
3. Remove each of the five Battle for Ulfenkarn cards
from the encounter deck and set them aside. They
will be used later in the campaign. 20 replacement and additional additional empowerment cards
4. Remove each empowerment card with a realmstone trait cards
points cost of 7 or more from the empowerment deck.
(Skip this step if you are not using the Airship
Empowerments module).
5. Determine which expansion modules you will be
using during this campaign. It is recommended to use
them throughout the entirety of that campaign.
6. Set up the Dungeons of the Citadel quest (page 14). twist cards 20 alternate exploration cards
You are now ready to begin your journey into the
Cursed City.

34 replacement and additional special journey cards


encounter cards

2
ADDITIONAL HERO ACTIONS
WHAT’S CHANGED? The heroes can make one additional basic action, in addition to
This expansion makes a number of adjustments and changes to the five listed in the core rules.
the core rules of Warhammer Quest, Cursed City in order to
improve the play experience and overall balance of the game. Recover (4+): A hero can make this action if they are not
visible to any hostile. Make a Vitality roll, rolling one
When there is a conflict between rulebooks, the rules found in additional action dice. Choose one result shown. If the roll is a
this expansion rulebook and on the included reference cards success, remove one wound counter from that hero’s character
take precedence. Each of the changes is detailed in the card. If the roll is a critical success, remove up to two wounds.
following section.
PINNING
JOURNEYS Make the following change to the Move (1+) action:
Each of the four journey types found in the core rules have been ● When a hero moves into an empty space that is
modified in order to provide the heroes with additional options adjacent to an enemy model, they may choose to
during those journeys, and to increase the pace of the game. make an Agility roll. If the roll is a critical success,
the hero may continue moving.
Details of these changes can be found on the Journey Reference Make the following change to the Run (3+) action:
Cards, and are summarized briefly below. ● When a hero moves into an empty space that is
adjacent to an enemy model, they may choose to
Additionally, there is a new Spending Inspiration Points table make an Agility roll. If the roll is a success or a
found on each reference card, allowing the heroes to take critical success, the hero may continue moving, and
advantage of a specific special ability during each journey. may enter spaces adjacent to that hostile without
These abilities may only be used when undergoing the relevant making another Agility roll.
journey.
NEW EMPOWERMENTS
HUNT JOURNEYS Add the eight new empowerment cards to the empowerment
The rules for advancing the quest token have been changed. An deck, they may be purchased by the heroes according to the
additional rule has been added in order to ensure that four normal empowerment rules.
encounter cards will come into play during each hunt journey,
no matter how many mysterious objects are initially placed. COMPANIONS
A number of new heroes have companion fighters, which
SCAVENGE JOURNEYS represent the less powerful members of the heroes’ party. Each
During set up, the players will now place a number of mystery companion is controlled by a specific hero. When a hero’s
tokens on the board, instead of moving mysterious objects after ability adds a companion to the board, they control that
making a Search (4+) action. By using the new Scavenge (6+) companion. Other companions are controlled by the current
action, the players can uncover these hidden objects. leader. When a hero that controls one or more companions is
activated, they will also activate each of their companions, in
DELIVERANCE JOURNEYS any order, by rolling on that companion’s behaviour chart.
Instead of placing cards beside board tiles, the players will now
place citizen tokens to indicate citizens in need of rescue. The NEW CRISIS RESOLUTION
rules for the suffocating gravetide have changed to interact with When resolving a Crisis, make the following changes to the
these tokens. standard rules:
● When the leader chooses a hero to resolve the crisis,
DECAPITATION JOURNEYS they must pick a hero that is not adjacent to any
The rules regarding crises occurring during this type of journey hostiles. If the crisis is the result of a Search (4+)
have been clarified. Additionally, the prerequisite level rules action, the hero undertaking the action must be the
have been modified. Now, only half of the heroes embarking on one chosen. If there are no eligible heroes, the crisis
the journey are required to match the prerequisite level. does not occur.

SURVIVAL JOURNEYS HOSTILES


A fifth journey type has been added to the game, in which the The following changes apply to all rules concerning hostiles.
heroes must fight for their lives as they await rescue from the Additional rules can be found in the expansion modules section.
air.
HOSTILE DEPLOYMENT
The full rules for this journey are found in the Expansion Apply the following changes to the rules for deploying hostile
Modules section of this rulebook, and on the corresponding reinforcements:
reference card.
When a hostile group is deployed as reinforcements, place them
HEROES at a random lychgate (or closed gate if there are no lychgates).
The following changes apply to all rules concerning the heroes. Once all models are placed, each model deployed makes an
Additional rules can be found in the Expansion Modules Advance action.
section.
When a hostile model is being deployed as reinforcements to a
WOUNDS AND GRIEVOUS WOUNDS hostile group already on the board, place it at the closest
Any time the players are instructed to remove wounds, they lychgate to another model in its hostile group (or closed gate if
may turn over a grievous wound marker instead of removing there are no lychgates) instead of at a random lychgate. These
one wound, or remove a grievous wound marker instead of models make no further actions unless instructed by the hostile
removing two wounds. reference card.

3
HOSTILE MOVE ACTIONS ADDITIONAL AILMENTS
When a hostile makes a Move action, they move as many This expansion adds one additional ailment which the heroes
spaces as the first number of the Move value on their reference may suffer or inflict on their foes.
card, and are pinned - ending their move action - if they enter a
space adjacent to a hero. Marked: While a hero or hostile is marked, re-roll
one failed action dice from each weapon action made
HOSTILE CHARGE ACTIONS against that hero or hostile. In addition, when a hostile
Make the following changes to the Hostile Charge Action: would target the nearest hero, they will instead target
When a hostile makes a Charge action, they can move as many a marked hero if it does not prevent them from attacking. If a
spaces as the second number of the Move value on their marked hero is taken out of action, discard their marked tokens.
reference card, and may ignore pinning, and then make one
weapon action. Apply the following change to the Stunned ailment: When a
stunned hero is next activated, they must discard one activation
ADDITIONAL HOSTILE ACTIONS dice or destiny dice of their choice for each stun token they
Acting hostiles can make the following two basic actions, in have.
addition to the two found in the core rules.
When a stunned hostile’s hostile group next activates,
Hostile Regroup Action: When a hostile makes a Regroup discard all stun tokens from those hostiles. If one or
action, if there is a hero in range of the acting hostile, it makes more stun markers were discarded, the hostile does
one weapon action. Then, the acting hostile makes one Move not make any actions, unless that hostile is a
action, moving so that it ends that action as far from the closest Champion, in which case they will activate unless two or more
hero as possible. If there is not a hero in range of the acting stun markers were discarded, or a Villain, in which case they
hostile, it makes one Move action, moving so that it ends that will activate unless three or more stun markers were discarded.
action as close as possible to the closest lychgate (or closed
doorway if there is no lychgate).
NEW EVENT AND EXTRACTION
Hostile Assault Action: When a hostile makes an Assault TABLES
action, it makes one weapon action with one dice upgrade, if This expansion includes replacement tables for both the Events
possible. If it cannot make a weapon action, it takes an Table and the Extraction Table, as well as additional modifiers
Advance action instead. for all Determine Survival rolls. The players should use the new
tables during each journey. See the Turn Reference card and
HUGE HOSTILES the reference page on the back of this book for more details.
Hostiles with a Size of Huge function identically to Large
hostiles, with the exception that they cannot be pinned.

DICE UPGRADES
When a hostile or hero gains a dice upgrade, replace one of the
lowest ranked dice in their weapon action with a dice one rank
higher (see the Dice Rank Table). If their dice are all at the
EXPANSION MODULES
maximum rank, add one dice of the lowest rank to their weapon The following modules may be added to your games of
action instead. Cursed City, according to the desires of the players. Each
module includes an added complexity rating and a
Dice upgrades granted during a specific attack (for example, recommendations of what type of player might enjoy that
when a hostile makes an Assault action) last only for the
duration of that action.
module.

DICE RANK TABLE: CHALLENGE CARDS


R ANK D ICE This expansion module increases the difficulty of the
game, and adds in a more tangible impact to the
1
fluctuating fear and influence values during the heroes’
2 quest. To use this module, the players simply choose
3 which difficulty level they would like to play: Basic,
Advanced, or Expert.
HOSTILE DEFENCE
When a hero attacks a hostile with a Defence value other than Take the ‘The Nightmare City’ and ‘Reach of the Wolf’
None, roll the quest dice along with the attack dice. Trigger the cards which correspond to the chosen difficulty level and
effect on the target hostile’s reference card if the result of the place them beside the Quest Card. They will remain in
quest dice is equal to or greater than the listed value. If there is
no value listed, trigger the effect during each attack which
effect during each Journey the heroes undertake.
targets that hostile.
If the heroes find that they want to adjust the difficulty of
Damage may be reduced to a minimum of 0 as a result of a the game, they may change the difficulty level between
hostile’s Defence effect. journeys as they see fit.

DRIVING OFF HOSTILES Complexity: Low


When checking if a hostile group is driven off, only count the Recommended For: Thematic players, Experienced
highest ranked hostiles (Unranked, Champion, Villain) on the players
battlefield in that hostile group.

4
NEW TRAITS ALTERNATE EXPLORATION DECK
To use this expansion module, simply remove the 8 Trait This expansion module provides an alternate set of cards
cards from the game and use the alternate set of 20 Trait for the players to use during Deliverance journeys, using
cards. Each card lists a Primary and Secondary Trait. the alternate sides of the board tiles, with remixed icons
When a player chooses a hero to use, choose a trait card to provide a new challenge.
which matches one of that hero’s listed Primary or
Secondary Traits. For example, a hero with the Blade, Whenever the heroes undertake a Deliverance journey
Swift traits can use the Blade - Commander, Blade - (or stage 1 of a Decapitation journey) the leader may
Duelist, or Executioner - Swift trait card. choose to select the alternate deck. These cards feature a
slightly greater concentration of enemies, but a
When a hero would gain experience, they can forgo that corresponding increase in citizen icons as well, and may
experience in order to change their trait card for a provide games that are slightly more fast and furious than
different trait card which matches on of their listed the other deck, but of an equitable difficulty level. Do not
Primary or Secondary Traits. A hero may only ever have attempt to mix the two exploration decks.
one trait card at a time.
Complexity: Low
Complexity: Low Recommended For: All players
Recommended For: All players
HERO ROSTER
REALMSTONE REBALANCED This expansion module allows the players to maintain a
This expansion module is intended to be used in concert
growing roster of heroes during the course of their long
with one or more other modules, in order to
quest, rather than choosing eight at the beginning.
accommodate the larger During the setup phase of each
journey, disregard the instructions regarding the removal
When the players start their first journey they will pick
of realmstone cards from the discovery deck.
their heroes according to the standard rules, using any
four heroes.
Additionally, disregard the ‘The Price of Resistance’
rule.
During the Spend Realmstone step at the end of any
journey, the heroes may spend a number of realmstone
At the end of each journey, after the Spend Realmstone
points equal to the number of heroes currently on the
step, gather all the discovery cards held by the heroes,
roster to add a new hero to the roster (to a maximum of
including realmstone cards. The heroes may choose four
eight). That hero’s level is immediately increased until it
of these cards to keep. Add them to one of the plastic
is equal to the level of the lowest level hero on the roster.
bags if you are pausing the quest. When the heroes begin
a new journey, any hero can use any of those discovery
Whenever a hero is slain, add one mortis card to the bag
cards. This allows the heroes to stockpile a small amount
containing the Quest Card. If eight mortis cards have
of Realmstone, but limits their ability to gather treasures.
been added to the bag, the heroes have failed and their
quest is over. If the heroes are using the Challenge Cards
Return all set aside realmstone cards to the discovery
module, the quest is failed when the following number of
deck when undertaking a Scavenge journey, as usual.
mortis cards are added to the bag:
● Basic: Eight mortis cards
Complexity: Low
● Advanced: Six mortis cards
Recommended For: Players using the Hero Roster and
● Expert: Four mortis cards.
Skyvessel Enhancements modules.
Complexity: Moderate
TWISTS Recommended For: Thematic players, Players that have
This expansion module adds an additional element of completed one or more quests previously.
variability and unpredictability to the game when the
heroes undertake one of the standard (non-decapitation) SURVIVAL JOURNEYS
journey types.
This expansion module allows the players to undertake
an additional type of journey during their quest, in which
After preparing the combat map for a Hunt, Scavenge or
the heroes must fight for survival and hold out while
Survival (see the Survival Journeys module for more
waiting for extraction. For more details, see Survival
details) journey, but before the Draw Encounter Cards
Journeys (page 8).
step, the leader should draw the top card of the Twist
deck.
Complexity: Moderate
Suggested For: All players
The twist card describes a special rule which will remain
in play for the duration of the journey.

Complexity: Moderate
Suggested For: All players.
5
AIRSHIP EMPOWERMENTS TERRAIN
This expansion module adds a number of powerful new This expansion module adds a number of new options for
upgrade options for the heroes to purchase using the players interested in increasing the variability of the
realmstone points that they acquire throughout their maps, and introduces new challenges and opportunities
journeys. for the heroes to encounter while maneuvering on the
board.
At the beginning of the heroes’ quest, add each Skyvessel
empowerment card to the empowerment deck, then et After preparing the combat map for a Hunt, Scavenge,
aside each empowerment card with a realmstone cost of Decapitation, or Survival (see the Survival Journeys
7 or greater. module for more details) journey, but before the Draw
Encounter Cards step (and before drawing a Twist card,
During the Spend Realmstone step at the end of each if using the Twist expansion module), the leader should
journey, the heroes may purchase skyvessel roll on the Terrain Table, found on the Terrain
empowerments in the same manner as any other Reference Card.
empowerment. These empowerments are not controlled
by a specific hero, however, but placed next to the During a Deliverance journey, the leader rolls on the
skyvessel board. Each purchased upgrade remains in Deliverance Terrain Table after any hero makes an
effect during each subsequent journey. Explore (4+) action.

THE CREW OF THE There are three types of terrain: Walls and Obstacles and
The Droplines skyvessel empowerment allows the Mysterious Objects. All three are considered to be
heroes to summon aid from the crew members of the Objects.
Adamant. If the players want to use this ability, then they
should add the four Adamant Crew companions to the Obstacles: Obstacles are placed on the battlefield so that
hero roster. they fully occupy either one space or two adjacent
spaces. Models cannot move through spaces occupied by
If one of these companions is taken out of action during a obstacles, unless allowed by a specific ability. A model
journey, the heroes must make a Determine Survival roll cannot end its move in the same space as an obstacle.
for that companion in the same manner as they would for Walls: Walls are placed on the battlefield along the
a hero. A slain crew member does not add a mortis card white border between spaces - never across. Wall come
to the bag, but they may not be used again during the in a variety of shapes, usually one or two spaces long.
quest. Models cannot move between spaces separated by walls,
unless allowed by a specific ability.
If the heroes do not want to use these companions, Mysterious Objects: Models may move through
simply remove the Droplines empowerment card from mysterious objects.
the deck
Each time a model makes a weapon action, the player
Complexity: Moderate controlling the model which is making the action draws a
Suggested For: Experienced players straight line from any part of that model’s space to any
part of the space occupied by the targeted model. If this
SPECIAL JOURNEYS line passes through a doorway, through an Object, or
This expansion module adds in a number of unique crosses an empty area off of a board tile, the target model
journeys for the heroes to face, featuring thematic and is In Cover.
unique changes to the basic journeys.
In Cover: A hero that is In Cover rolls two action dice
Each time the heroes complete a Decapitation journey, when they make their Defence roll, rather than one.
they take one random Special Journey card which A hostile that is In Cover adds two to the result of the
matches the prerequisite level of the Decapitation quest dice rolled for that hostile’s Defence.
journey which they completed.
A hostile with a Defence value of None is considered to
The leader may pick any available special journey when have the Defence value “11+/Reduce Wounds by 1”
choosing the next journey which the heroes will embark instead - do not add two to the result of the quest dice in
upon, as long as at least half of the heroes undertaking this instance.
that journey match the prerequisite level listed on the
card. During the special journey, the heroes will follow *Exception - Taking Aim: A model adjacent to a wall
all the normal rules of the journey type listed on the card, ignores that wall for purposes of cover when they are
as well as any and all special rules. Each special journey making a ranged attack.
may only be attempted once, whether the heroes succeed
or fail. Complexity: High
Suggested For: Thematic players, Experienced players
Complexity: High
Suggested For: Experienced players
6
THE BEAST RETURNS
THE BEAST RETURNS QUEST
The beast returns is the second quest in the story of the city of Ulfenkarn. The heroes may have defeated the
master of the Cursed City in battle, but Radukar lives still, nursing his wounds and his hatred, growing in
strength with every passing day. And now, with the city plunged into the chaos of an unnatural and
unending night, the heroes find that their greatest challenges lie still before them. Great lords of the undead
are beginning to gather, drawn by the chaos of a city in turmoil and no longer in the grip of the wolf. They
seek to lay their own claim to Ulfenkarn’s throne.

STARTING THE QUEST During each Nightfall step, the leader moves the
When the players complete the Ulfenkarn in Peril nightfall token clockwise twice.
quest, they may choose to continue their campaign by
undertaking the The Beast Returns quest, using the Additionally, when the heroes undertake a Deliverance
same roster of heroes and empowerments which they journey, use the Nightfall Deliverance reference card
have acquired during their previous journeys. instead.

Disregard the rules found in the Ulfenkarn in Peril CLAIMANTS TO THE THRONE
envelope regarding fear and influence, and those There are six potential Decapitation journeys which
regarding the nightfall marker. the heroes may undertake in order to defend Ulfenkarn
from the aggressive incursions of those who would
Set fear to 5 and influence to 0. claim Radukar’s throne, but first the heroes must find
their enemies.
SUCCEEDING AT THE QUEST
When the players are successful in the The Beast of When the heroes undertake a Hunt journey, choose one
Ulfenkarn Decapitation journey, they will have set aside Lord of… encounter cards and shuffle it into
succeeded at the The Beast Returns quest, and the top 10 cards of the encounter deck.
completed their terrible journeys in the Cursed City.
After the heroes have defeated the Villain listed on one
FAILING THE QUEST of the previously set aside Encounter cards and taken
If any of the following occur, the players lose. that encounter card, they may later attempt the
corresponding Deception journey listed below.
● The fear level on the quest card reaches 10.
● There are five or more dead heroes (or, if you
Villain Decapitation Journey
are using the Hero Roster expansion module,
Kanlich of Xalacar Lord of Death (pg 17-18)
the number of mortis cards listed there have
Valiros the Radiant Lord of Blood (pg 19-20)
been added to the bag).
Dravoch the Gaoler Lord of Spirits (pg 21-22)
● The heroes fail the The Beast of Ulfenkarn
Mir Kaesus Lord of Bones (pg 23-24)
Decapitation journey.
Kritza, the Rat Prince Lord of Vermin (pg 25-26)
CITY IN CHAOS When the heroes complete a Decapitation Journey,
With Radukar no longer exerting his influence upon place the corresponding Encounter card in the bag with
his minions, a hundred lesser adversaries have sprung the Quest Card as a reminder.
up to take his place. During Hunt, Scavenge,
Deliverance and Survival journeys, each time a When the heroes have completed at least three of these
Champion is added to the battlefield, grow influence Decapitation journeys, and they are at the required
by 1. Each time a Villain is added to the battlefield, prerequisite level, they may undertake the final
grow influence by 2. At the end of each journey, Decapitation journey.
shrink influence to 0.
Decapitation Journey Name Prerequisite Level
NIGHTFALL The Wolf (pg 27-28) Level 5
Eternal darkness has descended upon the city, and
Radukar’s Suffocating Gravetides have been dispelled.

7
SURVIVAL JOURNEYS
The heroes have been cornered and caught unawares by hostile forces. Now, with their backs against the
wall, they struggle to survive long enough to escape. If they manage to slip through the net unscathed, it will
embolden the citizenry and weaken their enemy’s influence.
GETTING READY TO PLAY experience. If there are no heroes out of action, shrink
When you are getting ready to play, in the Prepare the fear OR influence by 1.
Combat Map step, the leader rolls the quest dice and
compares the result to the table below. This lists a If the heroes fail, grow fear and influence by 1.
combat map and the page it can be found on. Set up
the combat map as shown on that page. CRISES
When a crisis occurs during a Survival journey, roll
SURVIVAL COMBAT MAP TABLE the quest dice and consult the table below to determine
which entry the leader must read aloud.
1 The Widow’s Court pg 9
2 Mournhold Fortress pg 9 SURVIVAL CRISIS TABLE
3 Soulblight Crypts pg 9 Day Night
4 Dockside Mansion pg 9 1 pg 11, 162 1-2 pg 12, 174
5 Ulfenkarni Sewer pg 10 2 pg 11, 163 3-4 pg 12, 175
6 Dark Road pg 10 3 pg 11, 164 5-6 pg 12, 176
7 Founderies pg 10 4 pg 11, 165 7-8 pg 12, 177
8 Noble’s House pg 10 5 pg 11, 166 9-10 pg 12, 178
9+ The leader chooses one of the above. 6 pg 11, 167 11-12 pg 12, 179
7 pg 11, 168
Do not set up the drop zone during this journey.
8 pg 11, 169
Instead, in leader order, each player deploys each hero
they control in an empty space adjacent to a closed 9 pg 11, 170
doorway. 10 pg 11, 171
11 pg 11, 172
JOURNEY RULES 12 pg 12, 173
The journey cannot end unless the quest marker has
reached the sixth space on the quest tracker.
THE PRICE OF FAILURE
At the end of the activation phase, move the quest Each time the heroes fail a Hunt, Deliverance,
marker clockwise one space if there is at least one Scavenge or Decapitation journey, there is a chance
hero on the extraction zone board tile. that they will suffer a counter-attack at the hands of
their triumphant opponents.
At the start of the third turn, draw encounter cards and
place them face down on the earliest available empty Each time the heroes fail one such journey, the leader
space above the combat track, until each empty space must roll the quest dice after resolving the extraction
is filled. event step. If the result is equal to or lower than the
fear or influence level (use the higher value), then the
VICTORY CONDITIONS heroes must undertake a survival journey the next time
If the journey ends while there is at least one hero not they pick a journey.
out of action, the heroes are successful. Any other
Place the extraction zone board tile in a bag to remind
result is a failure.
you.
CONSEQUENCES
If the heroes are successful, they each gain

8
Mournhold Fortress

The Widow’s Court

Dockside Mansion
Soulblight Crypts

9
Ulfenkarni Sewer

Dark Road

Founderies

Noble’s House

10
CRISES
162 - A Grim Portent 166 - Hectoring Fiends 169 - An Innocent in Peril
The dark patch of fog at the end of the alley The heroes have been unfortunate enough A young boy has made the deadly mistake
seems to coalesce and take the form, in to have caught the attention of a restless of playing in the street, and now finds him-
black wisps and billows, of a hideous pair of Diregoyles, and the pests have self looking down the extended blade of a
grinning skull. decided to have some sport at their expense. skeletal member of the Ulfenwatch. If you
move swiftly, you may be able to intervene
The acting hero must decide if they will When resolving this crisis, skip steps 5-8 - in time to safe the child.
turn away, or attempt to dissipate the instead unpause the game and follow the
specter. instructions below. The acting hero must choose to attack the
enemy, or to try and pull the boy to safety.
■ If they choose to turn away, turn to Place two Diregoyle models in empty
entry 180 (pg 12). spaces on the same board tile as the acting ■ If they choose to attack the Ulfenwatch,
■ If they choose to attempt to dissipate it, hero. Each time a hero on the same board turn to entry 183 (pg 13).
turn to entry 200 (pg #). tile as a Diregoyle makes a Move (1+) or ■ If they try to pull the boy away from the
Run (3+) action, they must make an Agility danger, turn to entry 205 (pg #).
163 - Old Lockbox roll. Re-roll that Agility roll if the hero is an
A hero spots a moss-covered casket lying in Executioner. If the result is a failure, move 170 - Crumbling Walkway
the shadow, a heavy rusted lock through the one Diregoyle to an empty space adjacent to The streets of Ulfenkarn are narrow and
corroded hasp. the hero and cancel that hero’s movement crumbling from age and neglect. A part of
as if they had failed a pinning test. the street has collapsed, yawning over a
The acting hero must decide if they will black pit of sewer water, and only a narrow
attempt to pick the lock, break it, or leave it The Diregoyles are treated as small hostiles ledge remains.
be. with a Wounds value of 1 and a Defence
value of 7+ / Ignore All Damage. When The acting hero must choose to leap across,
■ If they choose to attempt to pick the both Diregoyles have been slain the crisis or to try and edge their way along the edge.
lock, turn to entry 181 (pg 12) ends.
■ If they choose to attempt to break the ■ If they choose to leap, turn to entry 187
lock, turn to entry 201 (pg #) If this crisis occurs and a Diregoyle model (pg 13).
■ If they choose to leave it be, skip steps is already on the battlefield, re-roll the quest ■ If they choose to try and walk along the
4-8 - instead the crisis ends. dice to determine a new crisis. edge, turn to entry 206 (pg #).

164 - Hasty Barricade 167 - Swarm of Vermin 171 - Chance Encounter


A band of ruthless undead is approaching A grotesque tide of filthy rats stream up out A strange man stumbles out of a building,
quickly toward a narrow entrance. If they of the sewer, driven forth by some lower almost crashing into one of the heroes. He
act quickly, perhaps the heroes can hold foulness, and they swarm through the mumbles, patting his pockets and
them off with a makeshift blockade. streets like a flood of fur and fang. grumbling, then looks up and gives the hero
a crooked and toothless grin. "Ah, so it's a
The acting hero makes a Defence roll, re- The acting hero must choose to leap out of trade you'll be wanting then, eh? Well then,
rolling failed rolls if they are a Stalwart. If the way, or try to stop the beasts. let's do business, eh?"
the result is a success, turn to entry 182 (pg
12). Otherwise, turn to entry 202 (pg#) ■ If they choose to leap out of the way, The acting hero must choose whether or not
turn to entry 185 (pg 13). to trade with the strange man.
165 - Desperate and Afraid ■ If they choose to try to stop the rats,
A pair of young travelers are huddled in turn to entry 204 (pg #). If they have at least 1 discovery card, they
front of a locked doorway, clutching one may choose to trade with him, and turn to
another and trembling in fear. 168 - Overpowering Weariness entry 188 (pg 13).
This hero's limbs are heavy, weak with the
The acting hero must decide if they will effort of the fight. They feel barely capable If they choose not to trade with him, he
attempt to help the travelers, or leave them of going on. gives you a disappointed look and shuffles
to their fates. off, shaking his head and searching in his
The acting hero makes a Vitality roll. Re- leather satchel. Then the crisis ends.
■ If they choose to attempt to help them, roll failed Vitality rolls if the acting hero is
turn to entry 184 (pg 13). a Stalwart. If the Vitality roll is a critical 172 - Unnatural Weather
■ If they leave them to their fate, turn to success, the acting hero gains 1 inspiration A magically born storm blows in, sheets of
entry 203 (pg #). point. If the Vitality roll is a failure, the dark rain slanting down. If they can't find
acting hero is fatigued. Then the crisis some shelter, the heroes will find
ends. themselves soaked to the bone, or worse.

11
When resolving this crisis, skip steps 4-8 - A hero adjacent to a Gnawbone stray cannot ■ If the hero translated 1 or 2 glyphs, they
instead unpause the game and follow the roll Defence when they are the target of a can make a guess at the rest of the
instructions below. hostile weapon action. At the end of each translation, turn to entry 195 (pg 14).
activation phase, each Gnawbone Stray ■ If the hero translated no glyphs, the
Each hero rolls Vitality. Stalwart heroes re- moves up to 5 spaces directly towards the crisis end.
roll failed Vitality rolls. Each hero that fails closest hero. After their movement, the
their Vitality roll is diseased. leader chooses a hero adjacent to each 179 - The Net Tightens
Gnawbone Stray, if possible. The chosen There are spies everywhere, lurking in the
173 - The Black Rider hero suffers 1 damage. darkness all around. Even if the hero
A strange figure, hooded and cloaked and manages to catch sight of one of the
hunched upon a great dark horse, is riding When there are no Gnawbone Stray models vampiric agents, it’s another thing to put a
slowly down the street. The sound of his on the battlefield, the crisis ends. stop to their prowling.
horses hoofbeats echo on the cobbles, and
the hero feels a strange chill run through 176 - No Good Choice Roll to spot the spy. Roll instead, if the
their bones. The horse stops, and the figure A pair of lithe vampires sprint down the acting hero is a Blade. If the roll is a failure,
slowly raises its shadowy face. street, pursuing their unfortunate victims: a grow influence by 1 and the crisis ends.
mother and daughter. As the hero looks on Otherwise, the hero must choose to try and
The acting hero must choose to greet, at- in horror, the two women being hunted take out the spy at a distance, or chase after
tack, or flee from the strange rider. break off, each running blindly down a them.
different branch of the road.
■ If they choose to greet him, turn to entry ■ If they try and take them out at a
189 (pg 13). The acting hero must choose which of the distance, turn to entry 192 (pg 13).
■ If they choose to attack him, turn to two they will try and save. ■ If they try to chase them, turn to entry
entry 193 (pg 13). ■ If they choose to save the mother, turn 197 (pg 14).
■ If they choose to retreat, turn to entry to entry 190 (pg 13).
199 (pg 14). ■ If they choose to save the daughter, turn 180
to entry 194 (pg 14). The hero turns away from the deathly
174 - Hypnotic Presence ■ If they try and save both, turn to entry image, and when they look next there is no
It sounds like no more than the moaning of 198 (pg 14). sign of it, but the sight still lingers in their
the wind through the alleyways, at first. mind.
Then, after a moment, the hero begins to 177 - In Search of Relics
discern a form to the murmur, whispered A strange and shabby man hisses at the Reduce the result of each of this hero’s
words upon the wind. The harder they hero from under a tattered awning. He eyes inspiration rolls by one for the remainder of
listen, the more and more compelled they the hero’s possessions with naked avarice, this journey.
feel to follow after the seductive sound… gesturing for them to come closer.
181
The acting hero rolls to attempt to resist If the acting hero has a token on their The lock is ancient, its mechanisms
the vampiric hypnosis. Roll instead if Carried Item space, they may discard that corroded. It won’t be easy to manipulate.
influence is 5 or higher. Re-roll failed rolls token, then search the discovery deck and
if the hero is a Loremaster. If the roll is take a number of Realmstone cards worth a The acting hero rolls . Place these
successful, they shake off their stupor and combined total of up to 5 realmstone. Then dice aside, keeping the results visible. The
ignore the voice. The crisis ends. the crisis ends. acting takes one of each action dice. They
may roll each dice a total of two times, three
Otherwise, turn to entry 185 (pg 13). 178 - Eerie Glyphs if they are an Executioner, setting it aside if
As the hero pass by an otherwise it matches the result of their first roll for that
175 - Furious Gnawbones nondescript wall, something seems to come type.
A pair of undead felines leap from the to life within, and a strange green light
rooftops, screeching and hissing, their glows, illuminating a series of strange If each result matches the first roll when
claws extended. It's impossible to say what markings carved deep into the stone. they have finished rolling, that hero draws
has roused their ire, but it's clear that they the top three cards of the discovery deck
mean the heroes harm. The acting hero attempts to translate the odd and takes a card of their choice, shuffling
symbols. Roll . Add up the number of the others back into the discovery deck.
When resolving this crisis, skip steps 5, 6, 7 success symbols on the dice. The acting Then the crisis ends.
and 8 - instead unpause the game and follow hero then rolls 3 hero dice, 4 if they are a
the instructions below. loremaster. Each hero dice that is equal to or 182
greater than the number of success symbols The hero is able to hold the barrier in place,
Place two Gnawbone Stray models on the equals one translated glyph. Each hero dice but the oncoming tide cannot be stopped
battlefield, each adjacent to a different hero, that is equal to or greater than the number of forever.
if possible. The Gnawbone Strays are success symbols equals one translated
treated as small hostiles with a Wounds glyph. When the acting hero would be returned to
value of 1 and a Defence value of 7+ / the battlefield, they may choose not to do
Ignore All Damage. ■ If the hero translated 3 or more glyphs, so. While the acting hero is off the
turn to entry 191 (pg 13). battlefield during this crisis, the first time a

12
face down encounter card is turned over, do The acting hero makes an Agility roll. If the Otherwise, the distraught mother bursts into
not deploy the listed hostile group. Instead, roll is successful, they make one free tears, cursing the hero for failing to save her
the hostile group is immediately driven off. weapon action, as if the target was adjacent daughter. She flees into the gathering
Then the crisis ends. and visible. If either roll is failed, the hero darkness, alone.
suffers 3 damage. If the target suffers at
183 least 3 damage from the hero's weapon The acting hero loses all their inspiration
The hero leaps forward and hacks at the action, the hero gains 1 inspiration point. points, and if they were inspired, are no
undead soldier, hoping to strike them down Then the crisis ends. When the hero returns longer inspired - flip their character card
before their blow can land. to the battlefield, place them as close as over to its Path to Glory side. Then the crisis
possible to a random lychgate. ends.
The acting hero makes one free weapon
action, as if the target was adjacent and 187 191
visible. If the target would suffer at least 2 The hero takes a deep breath, and jumps The hero successfully translates each of the
damage, the soldier is slain and the child is across the span in a single mighty bound. strange glyphs. They speak the incantation
saved. The acting hero gains 1 inspiration aloud, and the moment the final word leaves
point and the crisis ends. The acting hero must drop 1 action dice their lips they find themselves surrounded
onto their character card from a height of by a pulsating light that glows a thrums with
Otherwise, the hero is too slow. Grow fear about three inches. If the dice lands on the holy energy.
by 1 (to a maximum of 8). The acting hero character card, they makes the jump
loses 1 inspiration point and the crisis ends. successfully and the crisis ends. If the dice The acting hero gains 1 inspiration point.
rolls off the card, they tumble into the Turn the day tracker back up to 3 spaces.
184 darkness, and turn to entry 200 (pg 14). Then the crisis ends.
It’s a risk, but the hero decides they have no
choice but to help the desperate strangers. 188 192
"Excellent! Excellent! Now then, let's make The hero presses against a crumbling wall
Make a Defence roll for the acting hero. If a deal, shall we?" and sights down their weapon, taking
the acting hero is a Stalwart, they can re-roll careful aim at the prowling spy, knowing
this Defence roll. If the roll is successful, The acting hero may discard 1 discovery that a failed shot will send the vermin
the hero is able to shepherd their charges to card. If they do, they may draw the top card scuttling back to their master.
the relative safety of an abandoned of the discovery deck. If the card drawn is a
outbuilding. The acting hero gains 1 realmstone card or a treasure, they may take The acting hero makes a free Ranged or
inspiration point and the crisis ends. it in exchange. Then the crisis ends. If the Dual type weapon action as if the target was
card drawn is a trap card, the strange man visible. Re-roll attack rolls if the acting hero
If the roll is a failure, the frightened pair shrieks in a sudden irrational rage and is an Executioner.
panic, and run straight into the path of an slashes at you with a crooked dagger before
approaching patrol, and are cut down by the darting off with your bartered item under his If the the roll is successful, shrink influence
ruthless foes. The acting hero loses 1 arm. The acting hero makes a Defence roll. by 1 (to a minimum of 3).
inspiration point and the crisis ends. If the roll is a failure, they suffer 2 damage.
Then the crisis ends. Otherwise, choose the leftmost hostile group
185 on the initiative track and roll . If the roll
Seeing no hope of stopping the rat swarm, 189 is successful, they activate immediately.
the hero attempts to get to higher ground The hero calls out to the strange dark Then the crisis ends.
long enough for them to pass by. figure. The horse snorts and clacks one
iron-shod hoof upon the stone, then the 193
The acting hero makes an Agility roll. If the rider extends a single finger and points at The hero leaps at the shadowy figure with
roll is successful, they make another Agility the hero. A horrible shadow seems to pass their weapon drawn, hoping to strike them
roll to maintain their tenuous perch. If both over them, and their hard seems almost to from their steed before the black rider can
rolls are successful, the wave of rats passes turn to ice in their chest. When they look respond.
harmlessly beneath. Grow fear by 1 (to a again, the rider has vanished.
maximum of 5). Then the crisis ends. The acting hero makes one free weapon
The acting hero is cursed. Then the crisis action. Re-roll failed attack rolls if the
If either roll is failed, the acting hero ends. weapon action has the Ranged or Duel type
tumbles into the chittering swarm. They and the acting hero is an Executioner. Re-
suffer 2 damage and, unless they are a 190 roll failed attack rolls if the weapon action
Stalwart, are diseased. Then the crisis ends. The hero charges after the older of the two has the Melee type and the acting hero is a
victims, and finds them cornered by the Blade. If the roll is successful, the figure
186 creature. vanishes in a haze of black mist. Shrink fear
The hero feels almost as if they are in a by 1, to a minimum of 1. Then the crisis
dream, unsure where their feet at taking Make a Defence roll for the acting hero. If ends.
them. Then, abruptly, the melodious voice the acting hero is a Stalwart, they can re-roll
turns to a feral shriek, and a pale creature this Defence roll. If the result is a failure, Otherwise, the hero's attack fails to find its
leaps at the hero from the shadows with turn to entry 198 (pg 14). mark. The rider shrieks, letting out an
fangs bared. unearthly howl, and it slashes the air with

13
one dark hand. The acting hero is cursed If either roll is a failure, the spy slips away 203
and suffers 4 damage. If the acting hero is a and the hero, weary from the chase, is The hero turns away. If they fall defending
Stalwart, they can make a Defence roll as if fatigued. these unfortunates, all those they hope to
they had suffered damage from a weapon safe in the future will be lost. Sacrifices must
action. Then the crisis ends. 198 be made for the greater good.
Despite their desperate effort, the hero is
194 unable to save either of the two Grow fear by 1 (to a maximum of 7) and the
The hero makes a split second decision, unfortunates. crisis ends.
running after the younger of the two victims.
A little ways down the lane the girl trips, The acting hero loses all their inspiration 204
and the vampire is on her in a flash. points, and if they were inspired, are no The hero casts desperately about, and spots
longer inspired - flip their character card a barrel of pitch and a guttering torch. If
The acting hero makes an Agility roll. Re- over to its Path to Glory side. Grow fear by they move swiftly, there's a chance they can
roll railed Agility rolls if the acting hero is 1 (to a maximum of 6). Then the crisis ends. immolate the vermin, or at least turn them
an Executioner. If the result is a failure, turn aside.
to entry 198 (pg #). 199
Seized by some horrible premonition of The acting hero makes one free weapon
Otherwise, the hero saves the daughter and danger, the hero turns on their heel and action, as if the target was adjacent and
helps the young girl to her feet. But what runs, not looking back for fear that they will visible. Re-roll failed attack rolls if the
can the heroes do for her now? They have see the strange figure following after… acting hero is an Executioner. If the attack
no choice but to help her to the relative roll is successful, the barrel of pitch is
safety of an abandoned building and leave The first time the acting hero would be re- smashed open in the road. The acting hero
her there. She stares after with hollow turned to the battlefield, they are not re- makes an Agility roll to hurl the torch. If the
hopeless eyes. turned. Then a crisis ends. roll is successful, the street is instantly
engulfed in a blaze, and the rats are driven
Grow fear by 1 (to a maximum of 6). Then 200 away squealing and smoldering. The acting
the crisis ends. The hero rushes towards the vile image and hero gains 1 inspiration point and the crisis
attempts to banish the unnatural fog. ends.
195
The hero studied the glyphs closely, but the The acting hero makes one free weapon If either roll is failed, the beasts swarm
meaning of the final symbol eludes them. action or any kind. Re-roll failed attack rolls through the street and into the city beyond.
They take their best guess at a translation. if the acting hero is a Loremaster. If the roll The acting hero is diseased. Grow fear by 1
is successful, the mist is scattered and the (to a maximum of 5). Then the crisis ends.
The acting hero must shuffle the discovery hero gains 1 inspiration point.
deck. Then, they must choose realmstone, 205
treasure or trap, and discard the top card of Otherwise the acting hero is lost in the The hero tries to grab hold of the boy and
the discovery deck. If they guessed swirling mist. When the acting hero is pull him away, putting their own body
correctly, turn to entry 191 (pg #). returned to the battlefield they are placed as between the innocent child and the deadly
close as possible to a random lychgate. blade.
Otherwise, they recite the words and
something goes horribly wrong. The hero 201 The acting hero makes an Agility roll. Re-
suffers 3 damage and is cursed. Then the A sharp blow, well judged, should break the roll failed Agility rolls if the acting hero is
crisis ends. lock - though it may damage the contents. an Executioner. The acting hero gains 1
inspiration point, then suffers 3 damage,
196 The acting hero makes one free weapon against which they can make a Defence roll
The immense vampire lord lays still in the action, as if the target was adjacent and as if they had damage from a weapon action.
middle of the square, his bloody hulk finally visible. Re-roll failed attack rolls if the
brought low. The surviving heroes assemble acting hero is a Blade. If the roll is 206
warily about him as his remaining minions successful, draw the top card of the The hero edges their way cautiously along
scatter into the shadow of the alleyways. discovery deck. If the card drawn is a Trap, the ledge, testing each step before
Then, against all reason, a faint light begins do not draw an additional card afterwards. committing their weight. One wrong move
to crest over the horizon, breaking through Then the crisis ends. will send them plummeting down.
the darkness as the sun rises once more.
The acting hero must make two Agility
197 202 rolls. Take two hero dice for each failed roll.
The hero creeps quietly towards the spy, The flimsy barrier is too weak to hold, and it The acting player turns their hand palm up,
hoping to slay them with a single blow at splinters to pieces under the weight of the spreads their fingers and places one hero
close range. assault. dice on the tip of each finger, then moves
their hand in a 180 degree arc from left to
The acting hero makes an Agility roll. If the The acting hero suffers 1 wound and is right. If any dice fall from their hand, they
result is a success, the acting hero makes fatigued. Then the crisis ends. tumble into the darkness and turn to entry
one free weapon action as if the target were 200 (pg #). Otherwise, the crisis ends.
adjacent and visible. If successful, shrink
influence by 1 (to a minimum of 3).

14
DUNGEONS OF THE CITADEL
The heroes have been captured by agents of the Wolf, and interred in the dark dungeons of the Ebon
Citadel, hurled into dank and lightless oubliettes at the command of the vampire’s chamberlain, Torgillius.
One member of their party, however, managed to evade capture, and contacted the airship Adamant before
returning to loose the fetters of their comrades. If they can make it to the extraction point, the heroes may
live to see daylight once more.

Use the Dungeons of the Citadel Event table for both Stages of this Journey.

STAGE 1: ESCAPE FROM DARKNESS


HOSTILE GROUPS
1 4 Ulfenwatch (U) C C
2 1 Vykros Blood-born (V)
3 2 Corpse Rats (C)

H H

V H H

U U
U U

ESCAPE FROM DARKNESS SPECIAL RULES VICTORY CONDITIONS


The Lonely Pits: Set up each hero in one of the If at least one hero has used the Flee (4+) action and
spaces marked H. The hostile groups in this journey there are no more heroes on the board, the heroes are
do not have encounter cards that are placed on the successful.
combat track. They can be driven off according to the
usual rules. CONSEQUENCES
Fleeing the Shadows: A hero adjacent to the closed If the heroes are successful, and progress to stage 2. If
doorway can make the following action: Flee (4+): the heroes are not successful, they have failed to
Remove this hero from the board and set them aside. escape the dungeons, and their quest is over.

15
STAGE 2: THE ADAMANT

B
B
4-6

HOSTILE GROUPS
1 6 Deadwalker Zombies (D)
2 1 Kosargi Nightguard (K)
3 4 Bat Swarms (B) D

D
H H
D
1-3
D
H H K
D 7-9

10-12
B
B

THE ADAMANT SPECIAL RULES after a hostile group has activated, roll and the quest
Out of the Darkness: Set up each hero in one of the dice. If the roll is a success, deploy one slain hostile
spaces marked H. from that hostile group in a space adjacent to the
lychgate whose number matches the score on the quest
Endless Tide: The hostile groups in this journey do dice, following the rules for deploying reinforcements.
not have encounter cards that are placed on the If the roll is a critical success, deploy two slain hostiles
combat track, nor can they be driven off. Instead, from that hostile group instead.

DUNGEONS OF THE CITADEL EVENT TABLE


Result Event
A Destiny Broken: The leader must choose and discard one destiny dice at the end of the destiny
1-3 phase.
Darkness Fast Approaching: Move the nightfall token clockwise one space (unless it is on the
4-7 space with the night symbol).
Leave None Behind: The leader picks one hero that is out of action. Remove two wounds from that
8-12 hero and place them on the battlefield in the nearest empty space to another hero.

VICTORY CONDITIONS CONSEQUENCES


If the journey ends while there is at If the heroes are successful, they each gain experience, and reclaim their
least one hero not out of action, the stolen belongings. Each hero gains one value 1 Realmstone card from
heroes are successful. the discovery deck. If the heroes are not successful, they have failed to
escape the dungeons, and their quest is over.

16
LORD OF DEATH
A dozen lifetimes have passed since the power-mad Grand Marshall Kanlich bound the soul of his rightful
king to a cursed blade and claimed the throne of Xalacar, but the ambition of this cunning Wight has not
dimmed with age. Now he seeks a second throne, meaning to establish himself as the emperor of a realm that
will encompass the whole coastline of Cor Mortifus. His army has come to the gates of the Ebon Citadel
itself, and he means to force his way through the huge iron gate which bars his way. If the heroes cannot stop
him, he will claim his place as the new master of Ulfenkarn, ruling with a fist of iron and bone.

STAGE 1: THROUGH THE VICTORY CONDITIONS


If the journey ends after the heroes have reached the
DARKNESS villain’s lair and there is at least one hero not out of
Set up a Deliverance journey following the rules on action, the heroes are successful. Any other result is a
page 37 of the core rulebook, using the Nightfall failure.
Deliverence reference card and rules. When the heroes
make an Extract (4+) action, they have reached the CONSEQUENCES
lair of the villain. If the heroes are successful, they can progress to stage
2. If the heroes fail, grow fear by 1.

STAGE 2: THE GATES OF THE CITADEL

HOSTILE GROUPS
1 1 Kanlich of Xalacar
2 6 Bat Swarms (B)
3 6 Corpse Rats (C)
4 10 Deathrattle Skeletons (D)

C C C
B B
B B D D Rats
D C C C
B D
B

Bats

D D
D D

1-6 7-12

D D

17
GATES OF THE CITADEL SPECIAL RULES Master of the Dead: The hostile groups in this
Influence Over the Dead: Grow influence by 1 at journey do not have encounter cards that are placed on
the end of each turn, unless a hero spends 2 the combat track, nor can they be driven off. Instead,
inspiration points. After Kanlich is slain, shrink after a hostile group has activated, roll and the
influence to 0 and ignore this rule. quest dice. For each roll that is a success, deploy one
slain hostile from that hostile group in a space adjacent
Necromantic Surge: Add X to the wounds value of to the lychgate whose number matches the score on the
each Deathrattle hostile, where X is half the current quest dice, following the rules for deploying
influence value (rounding up). reinforcements. For each roll is a critical success,
deploy two slain hostiles from that hostile group
Wards of the Citadel: The three connected board instead.
tiles are considered to be a single board tile. At the
end of each round, if there is a Deathrattle hostile on Deploy Corpse Rats adjacent to the “Rats” lychgate,
the same board tile as a mysterious object, the leader and Bat Swarms adjacent to the “Bats” lychgate,
chooses one mysterious object and removes it from instead of rolling the quest dice.
the board. If there are no mysterious objects on the
battlefield, turn one of the four closed gateways to its Kanlich of Xalacar cannot be deployed as
open side instead. reinforcements after he is slain.

Breeching the Gates: If all four gateways are open The King Comes: Kanlich of Xalacar begins the
and Kanlich is on the board, he makes a Regroup journey out of action, placed beside the battlefield.
action at the end of each event phase, moving so that Each time he is activated while he is off the battlefield,
he is as close as possible to the north-most board tile. roll and the quest dice. If the roll is a success,
If Kanlich enters the north-most board tile, the deploy Kanlich in a space adjacent to the lychgate
journey ends immediately. whose number matches the score on the quest dice.

THE GATES OF THE CITADEL EVENT TABLE


Result Event
1 A Destiny Denied: Do not make a destiny roll at the start of the next turn.
Ancient Power: If Kanlich has been slain, nothing happens. Otherwise, grow influence by 1 (to a
2-3 maximum of 10).
Ancient Might: If Kanlich has been slain, nothing happens. Otherwise, add +1/+1 to the Damage
4-6 value of each Deathrattle hostile during the next turn.
Ancient Legions: If Kanlich has been slain, nothing happens. Otherwise, roll the quest dice. Return
7-8 each Deathrattle Skeleton to the board in a space adjacent to the lychgate whose number matches the
score on the quest dice, following the rules for deploying reinforcements.
Born Hero: The leader picks one hero. Remove one ailment, wound, or grievous wound from that
9-10 hero. Then, if that hero is out of action, place that hero on the battlefield in the nearest empty space
to another hero.
11 Inspiring Effort: The leader picks one hero. That hero gains 1 inspiration point.
A Destiny Fulfilled: After the destiny roll is made, move all discarded destiny dice to the available
12 destiny dice section of the skyvessel board.

VICTORY CONDITIONS CONSEQUENCES


If, when the journey ends, Kanlich If the heroes are successful, place the Lord of the Dead encounter
of Xalacar is slain, the heroes are card in the bag with the quest card. If there are at least two
successful. Any other result is a encounter cards in the bag, the heroes can now gain experience past
failure. level 4, to a maximum of 5. In addition, they gain experience.
Remove the Wight King of Xalacar special journey card from the
game.

18
LORD OF BLOOD
It takes all the resolve the heroes can muster to venture along the narrow and crumbling tow-path of the
decrepit canal. Once a bustling vein of trade and commerce, the canal ran red with the blood of Radukar's
victims until at last it was overwhelmed by the deluge of gore, and stagnated into a stinking morass of filth
and blood. Only the most depraved and broken of Ulfenkarn's deathly residents can tolerate the stench. No
wonder, then, that the mad would-be emperor Valiros has established his flesh-eating court of insane
cannibals along its corrupted banks. The time has come to purge the rot, and let the purifying waters flow
once more.
STAGE 1: THROUGH THE VICTORY CONDITIONS
If the journey ends after the heroes have reached the
DARKNESS villain’s lair and there is at least one hero not out of
Set up a Deliverance journey following the rules on action, the heroes are successful. Any other result is a
page 37 of the core rulebook, using the Nightfall failure.
Deliverence reference card and rules. When the heroes
make an Extract (4+) action, they have reached the CONSEQUENCES
lair of the villain. If the heroes are successful, they can progress to stage
2. If the heroes fail, grow fear by 1.

STAGE 2: THE FEASTING HALL


HOSTILE GROUPS
1 1 Valiros the Radiant (V)
2 2 Crypt Horrors (H)
3 2 Crypt Flayers (F)
4 10 Crypt Ghouls (G)

10-12
C
1-3 C
C
V
C
C
H
C

F C
C
C
F
C

4-6

7-9

19
THE FEASTING HALL SPECIAL RULES Master of Blood: The hostile groups in this journey
Founder of the Feast: Grow influence by 1 at the do not have encounter cards that are placed on the
end of each turn, unless a hero spends 2 inspiration combat track, nor can they be driven off. Instead, after
points. After Valiros the Radiant is slain, shrink a hostile group has activated, roll and the quest dice.
influence to 0 and ignore this rule. If the roll is a success, deploy one slain hostile from
that hostile group in a space adjacent to the lychgate
Gorging on Flesh: Remove X wounds from each whose number matches the score on the quest dice,
Mordant hostile at the end of their activation, where following the rules for deploying reinforcements. If the
X is the number of mysterious objects on the roll is a critical success, deploy two slain hostiles from
battlefield. that hostile group instead.

Busy Feasting: Mordant hostiles adjacent to a Valiros the Radiant cannot be deployed as
mysterious object do not make Move actions unless reinforcements after he is slain.
there is a visible hero or they have suffered 1 or more
wounds.

Armor of Delusion: Valiros the Radiant gains


Defense: Reduce Damage by 1 for each Mysterious
Object on the Battlefield.

THE FEASTING HALL EVENT TABLE


Result Event
1 A Destiny Denied: Do not make a destiny roll at the start of the next turn.
The Great Feast: If Valiros the Radiant has been slain, nothing happens. Otherwise, remove all
2-3 wounds from each hostile adjacent to a mysterious object.
Absolute Madness: If Valiros the Radiant has been slain, nothing happens. Otherwise, remove all
4-6 wounds from each hostile adjacent to a mysterious object.
Absolute Madness: If Valiros the Radiant has been slain, nothing happens. Otherwise, re-roll each
7-8 failed attack roll during the next turn, for both heroes and hostiles.
Born Hero: The leader picks one hero. Remove one ailment, wound, or grievous wound from that
9-10 hero. Then, if that hero is out of action, place that hero on the battlefield in the nearest empty space
to another hero.
11 Inspiring Effort: The leader picks one hero. That hero gains 1 inspiration point.
A Destiny Fulfilled: After the destiny roll is made, move all discarded destiny dice to the available
12 destiny dice section of the skyvessel board.

VICTORY CONDITIONS CONSEQUENCES


If, when the journey ends, Valiros the If the heroes are successful, place the Lord of Blood
Radiant has been slain, the heroes are encounter card in the bag with the quest card. If there are two
successful. Any other result is a failure. encounter cards in the bag, the heroes can now gain
experience past level 4, to a maximum of 5. In addition, they
gain experience.

20
LORD OF SPIRITS
The haunted district of Gheistgale was abandoned long years past. Even Radukar and his lieutenants did not
venture beyond the spectral veil which has been drawn up around this ancient corner of the city. The Wolf
of Ulfenkarn used it, rather, as a prison for those few enemies for whom death was too great a mercy. Those
who were cast into this nightmare realm were never seen again; they become the subjects of Dravoch, a
deathless spirt of unimaginable power and cruelty. And now the ephemeral jailer has broken free from his
own bonds - he means to transform the whole of Ulfenkarn into a ghastly prison. The heroes have no choice
but to venture voluntarily through the veil, and to hopefully find a way to seal Dravoch's spirit once and for
all.

STAGE 1: THROUGH THE VICTORY CONDITIONS


If the journey ends after the heroes have reached the
DARKNESS villain’s lair and there is at least one hero not out of
Set up a Deliverance journey following the rules on action, the heroes are successful. Any other result is a
page 37 of the core rulebook, using the Nightfall failure.
Deliverence reference card and rules. When the heroes
make an Extract (4+) action, they have reached the CONSEQUENCES
lair of the villain. If the heroes are successful, they can progress to stage
2. If the heroes fail, grow fear by 1.

STAGE 2: GHIESTGALE CATHEDRAL


HOSTILE GROUPS
1 1 Dravoch the Gaoler (D)
2 2 Chainghasts (G) 4-6
3 3 Myrmourn Banshees (B)
4 5 Chainrasps (C)
1-3 G

C
C
C C D
C

7-9 G

B B
10-12
B

21
GHIESTGALE CATHEDRAL SPECIAL RULES Instead, after a hostile group has activated, roll the
Ancient Seals: When a hero makes a Search (4+) quest dice and deploy one slain hostile from that
action during this journey, do not draw a card from hostile group in a space adjacent to the lychgate whose
the discovery deck. Instead, place the mysterious number matches the score on the quest dice, following
object beside the hero’s character card. If that hero is the rules for deploying reinforcements.
taken out of action, place the mysterious object in the
space which they occupied. A hero carrying an object Binding the Dead: If there is a binding seal adjacent
can use the Place Seal (5+) action to place the object to a lychgate when the number that matches that gate is
on the battlefield in an empty adjacent space. rolled on the quest dice, roll an action dice. If the result
is a failure, do not place the hostile. If there is one
Deathless Jailor: Grow influence to 8. Each time a binding seal adjacent to a lychgate, roll . If there are
mysterious object is placed adjacent to a lychgate, two binding seals adjacent to different lychgates, roll
shrink influence by 2 (to a minimum of 0). . If there are three binding seals adjacent to different
lychgates, roll . If there are four binding seals
Spirits Unchained: The hostile groups in this adjacent to different lychgates, do not place the hostile.
journey do not have encounter cards that are placed
on the combat track, nor can they be driven off.

GHIESTGALE CATHEDRAL EVENT TABLE


Result Event
1 A Destiny Denied: Do not make a destiny roll at the start of the next turn.
Furious Spirits: Place a wound marker next to each binding seal adjacent to a lychgate. When the
2-3 leader would roll an action dice for a lychgate with a wound marker next to it, remove that marker
instead of rolling, and place the hostile.
4-5 Wisps in the Night: Add 2 to the result of all hostile Defence rolls during the next turn.
Imprisoned Souls: During the next turn, each time a Nighthaunt hostile inflicts one or more damage
6-8 on a hero, remove that many wounds from the hostile.
Born Hero: The leader picks one hero. Remove one ailment, wound, or grievous wound from that
9-10 hero. Then, if that hero is out of action, place that hero on the battlefield in the nearest empty space
to another hero.
11 Inspiring Effort: The leader picks one hero. That hero gains 1 inspiration point.
A Destiny Fulfilled: After the destiny roll is made, move all discarded destiny dice to the available
12 destiny dice section of the skyvessel board.

VICTORY CONDITIONS CONSEQUENCES


If, when the journey ends, Dravoch the If the heroes are successful, place the Lord of Spirits
Gaoler is slain and there are four encounter card in the bag with the quest card. If there are two
binding seals adjacent to different encounter cards in the bag, the heroes can now gain
lychgates, the heroes are successful. experience past level 4, to a maximum of 5. In addition, they
Any other result is a failure. gain experience.

22
LORD OF BONES
A chilling chorus of unearthly moaning and unnatural music fills the air around the heroes as they venture
along the old roadways of the Shadowed Crypt-Halls. The unquiet dead stir within their resting places,
which are as much cages as they are mausoleums. A legion of Mortek soldiers stand guard along the road -
as sure a sign as any that the heroes have at last located their true quarry. The great Mortisan Executioner
Mir Kaesus is nearby, preparing to collect more bones for his masters’ grizzly tithe. This is the best chance
the heroes will have to slay the towering construct and stop his relentless slaughter.

STAGE 1: THROUGH THE VICTORY CONDITIONS


If the journey ends after the heroes have reached the
DARKNESS villain’s lair and there is at least one hero not out of
Set up a Deliverance journey following the rules on action, the heroes are successful. Any other result is a
page 37 of the core rulebook, using the Nightfall failure.
Deliverence reference card and rules. When the heroes
make an Extract (4+) action, they have reached the CONSEQUENCES
lair of the villain. If the heroes are successful, they can progress to stage
2. If the heroes fail, grow fear by 1.

STAGE 2: SHADOWS OF THE CRYPT-HALLS

HOSTILE GROUPS
1 1 Mir Kaesus (K)
D
2 2 Necropolis Stalkers (N) D D
3 8 Mortek Guards (M) D

4 8 Deathrattle Skeletons (D)

D
D

D
D 1-3
K

M
M

10-12 N
M M
M M
N
M
M

7-9 4-6

23
SHADOWS OF THE CRYPT HALLS SPECIAL board tile as a mysterious object cannot make Move
RULES actions until that object is removed.
Tithe Collector: If there are no visible heroes when
Mir Kaesus makes a Move action, it will move so Breaking the Contract: When a hero makes a Search
that it ends that movement as close as possible to the (4+) action, do not draw a card from the discovery
closest mysterious object. If it ends its movement deck. Instead, remove the mysterious object from the
adjacent to a mysterious object, remove that object battlefield. If there are any hero dice on Mir Kaesus’s
from the battlefield and place it next to Mir Kaesus’s reference card, you may remove one and return it to
reference card. the controlling player.

Power of the Emissarian Caste: When Mir Kaesus Rank Upon Rank: The hostile groups in this journey
would be slain, if there are any mysterious objects do not have encounter cards that are placed on the
beside its reference card, it is not slain. Instead, combat track, nor can they be driven off. Instead, after
remove one mysterious object and then remove all a hostile group has activated, roll and the quest
wound counters next to Mir Kaesus. dice. If the roll is a success, deploy one slain hostile
from that hostile group in a space adjacent to the
Relentless Duty: If the Collector of the Tithe ability lychgate whose number matches the score on the quest
would result in Mir Kaesus not being activated, and dice, following the rules for deploying reinforcements.
there is at least one mysterious object on the If the roll is a critical success, deploy two slain hostiles
battlefield, it makes a Move action towards the from that hostile group instead.
closest mysterious object instead.
Mir Kaesus cannot be deployed as reinforcements after
Slumbering Dead: Deathrattle hostiles on the same it is slain.

SHADOWS OF THE CRYPT HALLS EVENT TABLE


Result Event
1 A Destiny Denied: Do not make a destiny roll at the start of the next turn.
Into the Crypts: If Mir Kaesus has been slain or there are no mysterious objects on the board,
2-3 nothing happens. Otherwise, Mir Kaesus makes an immediate Move action, moving so that it ends
that action as close as possible to the closest mysterious object.
Horrifying Synchrony: Each Mortek Guard hostile on the battlefield makes a Move action, moving
4-5 so that it is adjacent to as many other Mortek Guard hostiles as possible.
Absolute Madness: If Mir Kaesus has been slain, nothing happens. Otherwise, re-roll each failed
7-8 attack roll during the next turn, for both heroes and hostiles.
Born Hero: The leader picks one hero. Remove one ailment, wound, or grievous wound from that
9-10 hero. Then, if that hero is out of action, place that hero on the battlefield in the nearest empty space
to another hero.
11 Inspiring Effort: The leader picks one hero. That hero gains 1 inspiration point.
A Destiny Fulfilled: After the destiny roll is made, move all discarded destiny dice to the available
12 destiny dice section of the skyvessel board.

VICTORY CONDITIONS CONSEQUENCES


If, when the journey ends, Mir Kaesus is If the heroes are successful, place the Lord of Bones
slain, the heroes are successful. Any encounter card in the bag with the quest card. If there are two
other result is a failure. encounter cards in the bag, the heroes can now gain
experience past level 4, to a maximum of 5. In addition, they
gain experience.

24
LORD OF VERMIN
Long years have passed in darkness for Kritza, years of brooding and festered resentment. With Radukar
gone, this lord of pestilence and rats reasons, the only way he can have his revenge is by supplanting the
Wolf and taking his place as the master of the Vykros in Ulfenkarn. To this end, Kritza has been spinning a
subtle and delicate web. Now all his plans converge, and he has come to the abandoned sky docks to meet the
representatives of his old enemy's people. When he has bent them to his will, he shall rule Ulfenkarn, and
remake the lair of the wolf in the image of the rat.

STAGE 1: THROUGH THE VICTORY CONDITIONS


If the journey ends after the heroes have reached the
DARKNESS villain’s lair and there is at least one hero not out of
Set up a Deliverance journey following the rules on action, the heroes are successful. Any other result is a
page 37 of the core rulebook, using the Nightfall failure.
Deliverence reference card and rules. When the heroes
make an Extract (4+) action, they have reached the CONSEQUENCES
lair of the villain. If the heroes are successful, they can progress to stage
2. If the heroes fail, grow fear by 1.

STAGE 2: MEETING AT THE SKYDOCKS

HOSTILE GROUPS
1 1 Kritza the Rat Prince (K)
2 4 Corpse Rats (C) P 2

3 3 Vyrkos Blood-born (V)


4 1 Vampire Prince (P)

1-3
K 3
C

C C 4-6

V
V
V 1
10-12

7-9

25
MEETING AT THE SKYDOCKS SPECIAL Vampire Courtiers on the battlefield as close as
RULES possible to the three black spaces and add them to
Barred Passage: If there is a closed doorway hostile group 4 . Then ignore this rule for the
blocking the path between a hostile and a hero, that remainder of the journey.
hostile is not activated when their activation card is
revealed. Instead, grow influence by 1. Endless Foes: The hostile groups in this journey do
not have encounter cards that are placed on the combat
The Passkeys: When a hero makes a Search (4+) track, nor can they be driven off. Instead, after a
action, do not draw a card from the discovery deck. hostile group has activated, roll and the quest dice.
Instead, remove the mysterious object, then turn the If the roll is a success, deploy one slain hostile from
closed gateway blocking the board tile containing the that hostile group in a space adjacent to the lychgate
next highest number object to its open side, if whose number matches the score on the quest dice,
possible. following the rules for deploying reinforcements. If the
roll is a critical success, deploy two slain hostiles from
The Skyship Arrives: At the end of each event that hostile group instead.
phase, if Kritza the Rat Prince and the mysterious
object marked “3” is on the battlefield, roll , if the Kritza, the Rat Prince cannot be deployed as
result is a success, place a wound marker beside reinforcements after it is slain.
Kritza the Rat Prince’s reference card. If there are ten
or more wounds placed beside this card, place 3

MEETING AT THE SKYDOCKS EVENT TABLE


Result Event
1 A Destiny Denied: Do not make a destiny roll at the start of the next turn.
Hasty Summons: If Kritza the Rat Prince is slain or the mysterious object marked “3” has been re-
2-3 moved from the battlefield, nothing happens. Otherwise, place 2 wound markers beside Kritza the
Rat Prince’s reference card.
Up From the Sewers: Add 1 available Corpse Rats to hostile group 2 , and deploy them as
4-5 reinforcements if possible. Otherwise, deploy 1 slain Corpse Rats as reinforcements, if possible.
Gnawing Vermin: Each hero must choose to roll Agility or Defence. If the result is a failure, that
6-8 hero suffers 1 wound and is diseased.
Born Hero: The leader picks one hero. Remove one ailment, wound, or grievous wound from that
9-10 hero. Then, if that hero is out of action, place that hero on the battlefield in the nearest empty space
to another hero.
11 Inspiring Effort: The leader picks one hero. That hero gains 1 inspiration point.
A Destiny Fulfilled: After the destiny roll is made, move all discarded destiny dice to the available
12 destiny dice section of the skyvessel board.

VICTORY CONDITIONS CONSEQUENCES


If, when the journey ends, Kritza the Rat If the heroes are successful, place the Lord of Vermin
Prince is slain, the heroes are successful. encounter card in the bag with the quest card. If there are two
Any other result is a failure. encounter cards in the bag, the heroes can now gain
experience past level 4, to a maximum of 5. In addition, they
gain experience.

26
THE WOLF
The heroes have heard the rumors, but could not bring themselves to believe that they might be true. The
proof in now before them, however, indisputable and inescapable. Radukar has returned, grown immense in
his rage and thirst for blood. The dark power radiates from within him, horrifying and terrible. He will not
stop until he has reclaimed his throne and utterly destroyed those that dared to rise up to stand against him.
The heroes find themselves now faced with their greatest challenge. A final reckoning is upon them. It is
here, in these dark and blood-soaked streets, that the fate of the cursed city will be decided, once and for all.
STAGE 1: THROUGH THE the Dark rule, randomly choose one of the set aside
cards instead of drawing from the encounter deck.
DARKNESS
Set up a Deliverance journey following the rules on
page 37 of the core rulebook, using the Nightfall
VICTORY CONDITIONS
If the journey ends after the heroes have reached the
Deliverence reference card and rules. When the heroes
villain’s lair and there is at least one hero not out of
make an Extract (4+) action, they have reached the
action, the heroes are successful. Any other result is a
lair of the villain.
failure.
Hunted by the Beast: Search the encounter deck for
CONSEQUENCES
The Thirsting Court, Blood-Hungry Beasts, The
Nightguard, and Radukar, the Wolf and set them If the heroes are successful, they can progress to stage
aside. When the heroes draw a card for the Hunters in 2. If the heroes fail, grow fear by 1.

STAGE 2: THE BEAST OF ULFENKARN


HOSTILE GROUPS
1 1 Radukar the Beast (R) 3-4
2 2 Kosargi Nightguard (K)
1-2 5-6
3 3 Vyrkos Blood-born (V)
4 6 Bat Swarms (B) B
B

V
K

V
B
R
B

K
V

B
B

7-8 11-12

9-10

27
THE BEAST OF ULFENKARN SPECIAL Thirsty For Vengeance: After Radukar the Beast’s
RULES first activation each turn, roll . If the result is a
No Turning Back: If there are fewer than four success, remove its initiative card from the initiative
heroes on the battlefield, the leader may spend 2 track. Then, move each face up initiative card one
inspiration points and grow fear by 1 during their space to the left, and place this hostile’s initiative card
activation to pick one unused hero in the hero roster face up in the rightmost open space on the initiative
and place that hero on the battlefield in an empty track. If influence is 8 or higher, roll instead.
space on the drop zone.
The Final Conflict: The hostile groups in this journey
Vigilant Protectors: Add 2 to the result of Radukar do not have encounter cards that are placed on the
the Beast’s defence rolls for each Kosargi Nightguard combat track, nor can they be driven off. Instead, after
visible to Radukar the Beast. a hostile group has activated, roll and the quest dice.
If the roll is a success, deploy one slain hostile from
Vyrkos Hunters: Add +1/+1 to the damage value of that hostile group in a space adjacent to the lychgate
each Vyrkos Blood-born that is visible to Radukar whose number matches the score on the quest dice,
the Beast. following the rules for deploying reinforcements. If the
roll is a critical success, deploy two slain hostiles from
Master of the Pack: Grow influence by 1 each time that hostile group instead.
Radukar the Beast finishes an activation. When
Radukar the Beast is slain, shrink influence and fear Radukar the Beast cannot be deployed as
to 0. reinforcements after he is slain.

THE BEAST OF ULFENKARN EVENT TABLE


Result Event
1 A Destiny Denied: Do not make a destiny roll at the start of the next turn.
Unimaginable Power: If Radukar the Beast is slain or there are no mysterious objects on the
2-4 battlefield, nothing happens. Otherwise, the leader chooses one mysterious object to remove, then
remove each wound marker next to Radukar the Beast.
Vyrkos Hunting Pack: Each Vyrkos Blood-born hostile on the battlefield makes a Move action,
5 moving so that they end that action adjacent to the hero with the most wound markers on their
character card possible.
Adamant Under Assault: The leader must choose one airship empowerment and turn it face down;
6 it has no further effect during this journey.
Swarms of Fell Creatures: Add up to two available Bat Swarms hostiles to hostile group 4 and
7 deploy them as reinforcements.
8 The End of the Chase: Each hero rolls Vitality. If the result is a failure, that hero is fatigued.
Last Chance: If there are fewer than four heroes on the battlefield, the leader may choose to grow
9-10 fear by 1 and pick one unused hero in the hero roster and place that hero on the battlefield in an
empty space on the drop zone.
11 Inspiring Effort: The leader picks one hero. That hero gains 1 inspiration point.
A Destiny Fulfilled: After the destiny roll is made, move all discarded destiny dice to the available
12 destiny dice section of the skyvessel board.
VICTORY CONDITIONS CONSEQUENCES
If, when the journey ends, Radukar the If the heroes are successful, then they have completed their
Beast is slain, the heroes are successful. quest and delivered Ulfenkarn from tyranny at last. The leader
Any other result is a failure. turns to page 14 and reads out entry 196. If the heroes fail,
then their quest has failed and come to an untimely end.

28
REFERENCE

JOURNEY’S END
Add 1 to result if the heroes were successful.
Add 1 to result if the nightfall token is on a daytime space.

EXTRACTION EVENT TABLE


R ESULT E VENT
The Adamant suffers significant damage to it’s aether-endrins as it leaves, forcing it to land in the swift
descending gloom for emergency repairs.
1-2 During the next journey, move the nightfall token to the nightfall space of the skyvessel board after the first
time it reaches the third space on the nightfall tracker. Place the nightfall token in a bag to remind you.
The Wolf King has caught the heroes’ scent and is on the hunt for them.
3-4 During set up for the next journey, in the Pick Journey step, the leader must choose to undertake a Survival
journey.
The Adamant is forced to perform high-speed evasive maneuvers to escape, causing valuable items to fall
5 overboard.
Discard each saved discovery card.
The Adamant is slow to climb into the skies, and the heroes are badly hurt while clearing the decks of undead.
6 During the next journey, before making their first activation roll, each hero suffers 1 damage. Place four wound
tokens in a bag to remind you.
A fire breaks out on the deck. The heroes are able to help put it out, but their energy is sapped by the effort.
7 During the next journey, before making their first activation roll, each hero becomes fatigued. Place four
fatigued tokens in a bag to remind you.
The Adamant extracts with little difficulty.
8 No effect.
Kolgo Nugsson has scrounged some spare resources from the Adamant.
9 Reduce the cost of the first empowerment the heroes purchase by 1, to a minimum of 1.
An apothecary that is being relocated within the city helps tend the heroes’ wounds.
10 You can re-roll the quest dice when determining survival of any heroes out of action during the following
Determine Survival step.
A grateful citizen of Ulfenkarn escapes on board the Adamant, and regales the heroes with tales of how their
defiance has inspired the populace
11 Each hero starts the next journey with 1 inspiration point, instead of 0. Place 4 inspiration counters in the bag to
remind you.
The Adamant has picked up a bedraggled merchant willing to trade a few precious shards of realmstone - for a
fair price, of course.
12 Draw the top three cards of the discovery deck and place them face up. The heroes can discard any treasure
cards they have in exchange for a realmstone card of value 1, or purchase any face up card for 2 realmstone
points.
The sight of the Adamant taking the fight to Radukar does wonders for the morale of the city.
13 Shrink fear by 1 (to a minimum of 5).
The Adamant aims an opportunistic salvo at a large congregation of undead as it is leaving, and sets a swathe
14 of the Wolf’s territory aflame.
Shrink influence by 1 (to a minimum of 5).
As the Adamant lifts smoothly into the clear sky, the heroes are filled with a sensation of hope for perhaps the
15+ first time. Fate, at least, seems to be on their side.
The leader chooses one of the above.

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