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TNA Quest Guide 104-206

Protect two disks and guide them across hazardous terrain to orbs within a time limit. Villains continually interfere to slow progress. Disks can become burning or frozen on different terrain, affecting movement and time. The goal is to deliver both disks to the orbs before time runs out, defeating the boss that causes interference.

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Xan Campos
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0% found this document useful (0 votes)
228 views103 pages

TNA Quest Guide 104-206

Protect two disks and guide them across hazardous terrain to orbs within a time limit. Villains continually interfere to slow progress. Disks can become burning or frozen on different terrain, affecting movement and time. The goal is to deliver both disks to the orbs before time runs out, defeating the boss that causes interference.

Uploaded by

Xan Campos
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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51 - Portal Defense

Protect the area around an ancient portal to the penumbral plane, that Defensive Measures
Huradrin is trying to stabilize. These abandoned temples are riddled with materials you can use
to enhance your defenses — that is, when the opposing hordes give
Primary Objective you a break.
• Kill the Saci (Boss) = Read [51.2] . • Whenever a villain dies, one hero anywhere may grab ONE of the
following off-board Tiles and place it in [2] of it (on squares not
If you lose occupied by other Tiles):

• Read [Defeat] (Journal). Place 8 Terrain Tiles for more rewards. Defensive Measure Tile To place Max.

Extra Challenge Altar 2x2 Gain 1 4

• No villain ever reaches the Portal.


Corrupted Zone 3x3 (none) 2

Special Rules Spikes 2x2 (none) 4

The March of the Wicked


Villains are continually drawn to the recently-reopened portal, and get Planar Rift 2x2 Pay 2 HP 4
extraordinarily mad when you block their advance.
• The Move Stat of villains is 8. They never FLEE or Dark Surge. Ruins 2x2 Pay 4 HP 4
• As usual, villains move before attacking, but:
| They must end their Move Action as close as possible to the
Portal (even if it’s impossible to reach it due to the path being Enemy Waves
completely blocked). • Put the XP Token on “zero” (HP Track).
| If a villain can’t spend all of its 8 movement points, it is
Apply the following, in order:
Empowered 10 that turn.
| The movement is made before checking it’s Favorite Target. It 1- Increase XP by 1, then:
will NOT move trying to reach a target, but instead will try to
reach the portal. A hero reactivates one of its Items.
• Their moving priorities are as usual (i.e., they take the safest of the Each hero gains 1 .
shortest paths to the closest possible square to the Portal).

Tower Defense (Portal Tile) 2- Place new villains on the board, according to the table below.
| If two villains of the same color are already on the board, instead
• Place the Tome Token on“ 4” (HP Track). If it drops to 0, you lose of placing a third villain of that color, reduce the Tome by 2.
the quest.
• Whenever a villain ends its turn on a Portal Tile, reduce the Tome New XP value Villains placed (on Mission Tiles of their color)
by 1. Then, transfer that villain to the Mission Tile of its color. 1 Cultist (43-R) and Harpy (56-G).
2 Necromancer (57-O) and Aberration (72-B).
Rule Reminder: Whenever a new component must be placed 3 Harpy (55-R) and the Saci - Boss (B).
on a square that is occupied, you must first transfer the figure that 4 Archer (36-G) and Cultist (44-B); remove the XP Token.
occupies it to its closest free square.

104 • Tanares Adventures


Events Saci, the Gale
(Warlord figure)
280
Hit Points
8 8 8
Defense Movement Reaction
INITIAL SETUP 8 squares 1 enemy
Rusty Anchor (Primary Attack)
• Place the heroes on the Stairs. Each may reassign 2 Skill Tokens. 25 DMG + effect Miss: 10 R-DMG
• Place Archer (35-O), Elementals (47-R) and (48-B), and Benefit: +3 to Attack Roll and Blessed.
Necromancer (58-G). Effect:  For each Defensive Measures Tile in [2] of the target, it takes
| (Kemet Hunt): Spider (êê 28-B), Spider (êêê 27-O), and
+5 DMG.
Sniper (êêêê 26-G). Unprovoked/Crit: +5 DMG.
• Then, after reading the Special Rules, read [51.1] (Journal). Special Passive
Trigger: This is not on a Defensive Measures Tile.
As soon as the Saci (Boss) dies, you win the quest and read [51.2]
Effect: This is Shielded 10.

Favorite Target: The hero with most within reach.

Villain Kits • 2 Harpies (55, 56) • Barriers Terrains • 1 Portal Miscellaneous


• 1 Sniper (26) • 2 Necromancers (57, 58) • 2 Barricades 3x1 • 4 Altars • 4 Ruins 2x2 • 2 Chests
• 2 Spiders (27, 28) • 1 Aberration (72) • 4 Barricades 2x1 • 2 Corrupted Zones • 4 Spikes 2x2 • 1 Tool (Tome)
• 2 Archers (35, 36) • 1 Boss (Warlord) • 5 Walls 5x1 • 4 Mission Tiles • 1 Stairs • 1 XP Token
• 2 Cultists (43, 44) • 8 Walls 4x1 • 2 Planar Rifts
• 2 Elementals (47, 48) • 1 Wall 3x1
• 1 Wall 2x1

4 4 3 5 5 4
4 48 35

28
27
47 58
4 26
4 4 5 5

4 5

Map Labels: Initial Setup

Quest Guide • 105


52 - The Map
Shoot two Disks across an ancient dwarven hall so that they end next to its Field Terrain (Lava, Ice, Spikes Tiles & Ruin Tiles)
orbs of protection. Carefully plan all moves, as that must be done quickly. The Disks suffer various effects on different surfaces; most often, you’ll
need to spend extra time handling or dusting them.
Primary Objective • Whenever a Disk enters a Terrain Tile, apply the following (once
• The Greedy Poltergeist (Boss) dies with the Time Token above per turn per terrain type):
zero = Read [52.3] | Lava: The Disk is Burning (active). Reduce Time by 1.
| Ice: The Disk is Frozen (inactive). It slides through Ice as if it
If you lose were a combatant forced by enemy effect. If the Disk would take
• Read [Defeat] (Journal). Pick 2 Tools for more rewards. Ice DMG, reduce Time by 1 instead.
| Ruins: Stop the Disk. While on Ruins, only SHOOT can move
Extra Challenge it (and it will stop again if the next square it enters is Ruins, also).
| Spikes: Reduce Time by 1.
• Win the quest with the Time Token on slot 5 or higher.
Orbs of Fire and Ice (Orbs)
• If a Burning Disk (active side) ends its movement in [1] of the Red
Special Rules Orb, remove that Orb.
• If a Frozen Disk (inactive side) ends its movement in [1] of the Blue
Disks (Tome and Torch Tokens) Orb, remove that Orb.
You must take these heavy but slippery objects across the treasure room Time is of the Essence
until they meet the two arcane Orbs of protection. The room knows you are intruders that do not belong to the dwarven
• Disks are Obstacles (i.e., you cannot step on their square; they don’t clam and will react if you don’t neutralize its defenses in time.
block vision). When they move, they follow the rules as if they were
combatants.
• Put the Time Token on “24” (HP Track). If it drops to zero, you
lose the quest.
• Both Disks can be in two states: Burning (active side) or Frozen Reduce Time by 1.
(inactive side).
| The Tome starts Frozen (opaque side), and the Torch starts
Burning (bright side).
| Flip to the bright side when a Token is Burning and flip to the
Events
opaque side when the Token is Frozen.
INITIAL SETUP
(Once per turn per disk): Choose one effect: • Place the heroes on the Stairs. Each may reassign 2 Skill Tokens.
• HANDLE — MOVE the Disk as much as you want and through any • Place Construct (42-B), Gargoyle (51-R), and the Greedy
square (except Ruins). During all this move, it must always remain Poltergeist - Boss (B).
in [1] of the interacting hero. GUARD 3: Place Construct (41-R), Gargoyle (52-G), and
Vampire (65-O).
• SHOOT — MOVE the Disk in a single straight line (diagonal or
orthogonal). It stops only when it enters Ruins or when its next |(Kemet Hunt êê): Instead of placing Construct (41-R), place
square is occupied. Berserker (75-R).
GUARD 3: Place Vampire (66-G).
If that obstacle was a combatant, it takes 20 DMG.
• Then, after reading the Special Rules, read [52.1] (Journal).
Each combatant in [1] of the Disk takes 15 DMG
If both Orbs were removed, read [52.2] (to continue the quest).
| If an obstacle (i.e., not Ruins) stops it, reduce Time by 1. Then:

106 • Tanares Adventures


EVENT 1 Greedy Poltergeist
(Ghost Dwarf or Specter Figure)
B 140 9 8 8
• Place Reapers (60-O) and (61-B). Hit Points Defense Movement Reaction

• (Kemet Hunt êêê): Instead of placing Reaper (60-O), place • If there‘s an Orb on the grid, this cannot die or lose HP.
Necromancer (85-O).
2 squares 1 enemy
| (Kemet Hunt êêêê): Instead of placing Reaper (61-B), place Greedzky ( Primary Attack)
14 DMG effect Miss: 10 R-DMG
+
Necromancer (86-B).
Benefit: +3 to Attack Roll and Blessed.
As soon as the Greedy Poltergeist (Boss) dies, you win the quest Effect:  PUSH 4 the target.
and read [52.3]. Unprovoked/Crit: +5 DMG.

State \ Token Tome Torch


Special Passive
Trigger: This hits a target that is in [2] of a Disk.
Burning = Active Side Effect: SHOOT the Disk, toward the farthest hero it can reach. Ignore this effect
if there are no reachable heroes in a straight line.

Frozen = Inactive Side Favorite Target: The farthest hero within reach.

Villain Kits • 1 Boss (Ghost Dwarf or • 4 Walls 5x1 Terrains • 2 Spikes 3x3 Miscellaneous
• 2 Construct (41, 42) Specter) • 8 Walls 4x1 • 1 Ice 3x3 • 2 Spikes 3x1 • 1 Tool (Tome)
• 2 Gargoyle (51,52) • 3 Walls 3x1 • 4 Ices 2x2 • 2 Spikes 2x1 • 1 XP Token
• 2 Reapers (60, 61) • 2 Walls 2x1 • 4 Lava 2x2 • 1 Stairs • 2 Chests
• 2 Vampires (65, 66) Barriers
• 1 Berserker (75) • 2 Barricades 3x1 • 2 Ruins 4x2 • 2 Orb Figures
• 2 Necromancers (85, 86) • 3 Barricades 2x1 • 4 Ruins 2x2 • 1 Time Token
• 2 Spikes 4x2 • 1 Tools (Tome, Torch)

4
2

3 2 4 5
42 65 60
4
4 3
66
3
52
5
51 4 3 61

B 41 4
5 4
4 5

Map Labels: Initial Setup Event 1

Quest Guide • 107


53 - Battleship
With the help of the Pirates, the heroes sail across the sea to the routes of the Cannons (Red and Blue Orbs)
Kemet ships. To do this, you must steal a Kemet flag to get undercover near
the boat with the Colossal Weapon Piece. You must MOVE both Orbs, according to the following:
| Red Orb: MOVE to the row (letter coordinate) with the highest
Primary Objective number of heroes. Then, all heroes and villains in this row take
12 DMG.
• Steal all Weapon Parts AND sink all ships = Read [53.4]. | Blue Orb: MOVE to the column (numeric coordinate) with the
highest number of heroes. Then, all heroes and villains in that
If you lose column take 12 DMG.
| Orbs must never leave Wall squares. Decide ties.
• Read [Defeat] (Journal). Begin Event 2 for more rewards.
Harpoon Shooter (Hook Token)
Extra Challenge
(once per turn) + Unflip a charged Skill Token OR pay 5 HP:
• Cannons kill all Captains. MOVE 3 the Hook Token (it can’t enter Planks). Then, the Hook
deals 10 DMG to all heroes and villains in one of its orthogonal
straight lines (players’ choice).
Special Rules
Water and Planks (Room Tiles and Living Walls) Events
• Living Walls are considered Planks. They don’t block movement
or vision (i.e., combatants may freely step on them). INITIAL SETUP
• Squares outside Room Tiles and/or Planks are considered Water. • This quest doesn’t have Stairs. Place heroes in [1] of the Hook
They block movement, but not vision. Combatants may move
Token. Each may reassign 2 Skill Tokens.
through their corners.
• Place Berserker (40-B), Warrior (68-G), and Necromancer (85-R).
Weapon Parts (Quest Items) • Then, after reading the Special Rules, read [53.1] (Journal).
+ Remove it: The interacting hero steals this piece and charges If the Weapon Part was collected and all villains are dead, read
2 Skill Tokens.
[53.2] (to continue the quest).
+ Remove it: The interacting hero steals this piece and gains 3 .
EVENT 1
Ships and their Captains (Necromancers and Boss) • Place Archer (36-G), Warrior (67-R), and Necromancer (86-B).
• Each Room Tile is a ship. Each ship has a Kemet Captain | (Kemet Hunt): Spy (êê 64-G).
(Necromancer or Boss) that may never move or be moved outside
their starting Room Tile (even if they‘d have no target to reach). If the Weapon Part was collected and all villains are dead, read
[53.3] (to continue the quest).
• When a Captain dies, its ship sinks. Remove its Room Tile and
all Planks and other Tiles that occupy one of its squares. All
combatants on a removed tile take 8 DMG and must be transferred
to their closest free square on a ship.
| If a Weapon Part sinks with a ship, you lose the quest.

108 • Tanares Adventures


Black Soul, the Distrustful
(Warlord Figure)
180 8 5 8
Hit Points Defense Movement Reaction

8 squares 1 enemy
I’ve killed it ( Primary Attack)
16 DMG + effects Miss: 10 R-DMG
Benefit: +3 to Attack Roll and Blessed.
Effects:  Each Orb deals 12 DMG to all heroes and villains on the same row
or column as them.
 FLEE 3 (If this didn’t move this turn)
Unprovoked/Crit: +5 DMG.

Special Passive
Trigger: This hits a hero while another Captain (Necromancer) is on the grid.
Effect: The target takes +5 DMG and is MOVED 5 in direction of the Necromancer.

Favorite Target: The hero with lowest HP within reach.

Villain Kits • 2 Warriors (67, 68) Barriers Terrains Miscellaneous • 2 Rooms 8x6
• 1 Archer (36) • 2 Necromancers (85, 86) • 3 Barricades 2x1 • 2 Chests • 1 Room 6x6
• 1 Berserker (40) • 1 Boss (Warlord) • 4 Living Walls 3x1 • 2 Orb Figures • 1 Tool (Hook)
• 1 Spy (64) • 3 Walls 4x1 • 3 Quest Items
• 1 Wall 2x1

68
3 40
3 85 4

3 3
64 67

86 36

4 4

Map Labels: Initial Setup Event 1

Quest Guide • 109


54 - The Beach
After being trapped underground for a week, you’ve found one of the Exploring
possible exits to the complex tunnels of the dwarfs of yore. Exploring the
caverns and chambers with Sara may safely take you to the beach on the • New parts of the map will be revealed as you crawl through the
surface, but the High Tide makes this a risky adventure… dungeon.
• Orb and Prisoner figures may conceal Secret Passages: these are
Primary Objective locked and can’t be destroyed.
• Find the Exit! = Read [54.30]. • Doors are locked and can’t be destroyed.
If you lose • Interacting with different Doors takes you to different sections
of the Journal — Follow its instructions and pay attention to the
• Read [Defeat] (Journal). Begin Event 1 for more rewards. number of the Sections.

Extra Challenge
• Grab the four Tool Tokens (Hook, Tome, Key, and Torch), AND the Events
Time Token is above zero when you win the quest.
INITIAL SETUP

Special Rules • Place the heroes on the Stairs. Each may reassign 2 Skill Tokens.
• Place Sara (S).
High Tide (Time Token) • Place Skeleton (23-O), and Ghouls (53-R) and (54-G).
• Put the Time Token on “10” (HP Track). You DO NOT lose the | (Kemet Hunt): Warrior (êê 67-R), Warrior (êêê 68-G), and
quest when it drops to zero. Archer (êêêê 36-B).
Reduce Time by 3. Then, if Time is above zero, one hero takes 10 • Then, after reading the Special Rules, read [54.1] (Journal).
DMG, OR, if Time is at zero, all heroes take 10 DMG.
: Barrel - Read [54.3] (to continue the quest).
Sara (Sara or Lady Figure) : Red Orb - Read [54.4] (to continue the quest).
• Sara is not a combatant. She cannot take turns, be attacked, or : Quest Item - Read [54.5] (to continue the quest).
receive effects.

MOVE 5 Sara. Then, each villain in [1] of her takes 10 DMG.


| Whenever this DMG kills a villain, increase Time by 2.

MOVE 5 Sara. Then, each combatant in [1] of her takes 15 DMG.


| Whenever this DMG kills a combatant (even heroes), increase Time by 2.

| During Sara’s movement, heroes can use skills (as if it were


an turn).

110 • Tanares Adventures


Villain Kits Barriers Terrains • 1 Spikes 3x3 Miscellaneous • 3 Prisoner Figures
• 2 Skeletons (23, 24) • 2 Big Doors • 1 Altar • 2 Spikes 2x2 • 3 Barrel • 1 Quest Item
• 1 Archer (36) • 3 Single Doors (Gray, • 1 Ices 2x2 • 1 Stairs • 3 Chest • 1 Time Token
• 2 Spiders (27, 28) Purple, Yellow) • 1 Portal • 1 Farmer Figure • 4 Tools
• 2 Constructs (41, 42) • 5 Walls 5x1 • 1 Spikes 4x2 • 1 Lady Figure
• 2 Ghouls (53, 54) • 8 Walls 4x1 • 1 Orb Figure
• 2 Warriors (67, 68) • 4 Walls 3x1
• 1 Boss (Bellara) • 2 Walls 2x1

68 54
S
67 36

53 23 4

3
4 3 2

Map Labels: Initial Setup

Quest Guide • 111


55 - Sand Castle
After being trapped underground for a week, you’ve found one of the possible
exits to the complex tunnels of the dwarfs of yore: two castle gates that, when
Events
opened, bring forth Rising Water from the depths. With no other option,
you are now Running and Jumping toward the surface, feeling the effects INITIAL SETUP
of Gravity — be careful not to suffer a nasty fall! • This quest doesn’t have Stairs. Place the heroes on the squares
marked with an “H” on the map. Each may reassign 2 Skill Tokens.
Primary Objective
• Kill all villains = Read [55.7]. • Place Gargoyles (51-R) and (52-B).
|(Kemet Hunt): Harpy (êê 56-G), Reaper (êêê 91-B), and
If you lose Reaper (êêêê 90-O).
• Read [Defeat] (Journal). Begin Event 1 for more rewards. GUARD 3: Place Fiends (49-O) and (50-G), and Harpy (55-R).
• Then, after reading the Special Rules, read [55.1]
Extra Challenge
• Gravity kills at least 5 enemies (track it with the XP Token). If all enemies are dead, read [55.2] (to continue the quest).

EVENT 1
Special Rules • Place the Imperial Demon - Boss (B) and the Orbs.
Running and Jumping • Remove the Living Wall.
All heroes’ Move Stat is 6. Demonic Orbs ( HP 50 / DEF 5 )
All heroes’ Move Stat is 7. And first hero to take its turn on each Placed with the purpose of protecting the Boss.
round is Hastened. • Orbs count as a villains for all rules. They can be targeted and
receive effects, including forced movement. When destroyed,
Gravity (heroes who have wings in their art may ignore this rule) heroes gain as usual.
Unavoidable for heroes — but the villains here can fly! • They DON’T take turns, nor can they attack or deal Reaction DMG.
• End of all turns: MOVE all heroes in a straight orthogonal line • The Boss cannot be killed: only destroying the Orbs causes the Boss
toward coordinate 1, beginning with the hero on the lowest to be removed (removing grants no ).
coordinate.
| This movement ends when the hero meets a blocked or square
(including by a combatant). If both Orbs are destroyed, read [55.3] (to continue the quest).

| If a villain blocked the movement, for each square Gravity


moved the hero this turn, the villais takes 5 DMG (if it dies,
consider that the hero killed it).
ƒ If the villain dies, MOVE 6 the hero that killed it, then apply
again the effects of Gravity on the hero.

Rising Water
• Put a on coordinate 3 of the grid.
All heroes on a coordinate whose number is equal or lower than
this cube take 10 DMG. Then, advance the marker by 3 coordinates
(up to 24).

112 • Tanares Adventures


Gravity example Imperial Demon
(Imperial Demon or any Large Figure)
-- 8 5 8
Hit Points Defense Movement Reaction
C C 2 squares 1 enemy
C Hellfire ( Primary Attack)
20 DMG + effect Miss: 10 R-DMG
C
C Benefit: +3 to Attack Roll and Blessed.
Effect:  Heroes within [3] of an Orb take 7 DMG.
C
Unprovoked/Crit: +5 DMG.
C
2 C Special Passive
C Trigger: This is in [3] of an Orb when it hits a hero.
C Effect: HEAL 15 that Orb.
C
Favorite Target: The farthest hero within reach.

Villain Kits
• 2 Aberrations (71, 72)
• 2 Fiends (49, 50)
• 2 Gargoyles (51, 52)
• 1 Harpy (55)
• 1 Harpy (56)
• 2 Reapers (90, 91)
• 1 Boss (Imperial Demon)

4 Barriers
• 2 Barricades 2x1
• 2 Big Doors
4 4 • 1 Living Walls 4x1
• 4 Walls 5x1
• 7 Walls 4x1
• 4 Walls 3x1
• 2 Walls 2x1

4 Terrains
• 2 Spikes 4x2
• 2 Spikes 3x1
5 5 • 2 Spikes 2x2
• 2 Spikes 2x1
5 55 5
Miscellaneous
49 50 • 2 Chests
• 2 Orb Kits
3 3

91 4 4 90

2 2
56

4 51 52 4
3 3
H H H H
Map Labels:
Initial Setup
Event 1

Quest Guide • 113


56 - Darkness
You are trying to find your way through the dangerous Penumbral Plane Straying Away
Darkness can make your journey safer, while Straying Away from it may
prove harmful.
Each hero outside of Darkness (Mission Tiles) takes 10 DMG.

Primary Objective Each hero outside of Darkness (Mission Tiles) takes 5 DMG. Then, all
heroes inside of Darkness must place one from their mana pool on
• Kill all villains = Read [56.5]. the Corrupted Zone (if pososible).

If you lose
• Read [Defeat] (Journal). Begin Event 3 for more rewards. Catalyst Orbs (Blue and Red Orbs)
+ Remove it: apply an effect, according to the color of the Orb:
Extra Challenge
| Blue: All heroes in Darkness (Mission Tiles) HEAL 10.
• All villains die on Mission Tiles. | Red: All villains in Darkness (Mission Tiles) take 15 DMG.

Special Rules Events


Penumbral Corruption (Corrupted Zone)
The artifact you carry can absorb the mana released by teammates to
INITIAL SETUP
perform powerful skills in the penumbra. • Place the heroes on the Stairs. Each may reassign 2 Skill Tokens.
• When a hero uses a skill (including Comrade skills), put one of the • Place Elemental (47-O), and Fiends (49-R) and
spent on the Corrupted Zone. (50-B).
• Heroes may remove of these to use any of its Level 3 Skills (even | (Kemet Hunt): Ghoul (êê 53-R) and
with no Skill Tokens assigned, or with a charged one). For each Ghoul (êêê 54-B).
spent this way, its original owner takes 3 DMG. • Then, after reading the Special Rules,
| After removing these , put them outside pools (heroes may read [56.1] (Journal).
earn them again).
If all villains are dead, read [56.2]
Key to the Darkness (Mission Tiles, Key Token) (to continue the quest)
You are treading in the dangerous, mysterious Penumbral Plane. The
artifact you carry is keeping the heroes safe with his powers of Darkness.
• Each of the four Mission Tiles represents the Darkness.
• Whenever a villain dies on a Mission Tile that has the same color as
that villain, each hero gains 1 extra .
• Start of the turn of the hero with the Key Token: You may
reposition two Mission Tiles (one at a time).
| Mission Tiles cannot occupy squares with other tiles.
| The side of at least one of the squares of all Mission Tiles must
completely touch the side of at least one square of another
Mission Tile. (i.e., Mission Tiles can never be apart or touch only
the corner of another Mission Tile, diagonally.)

114 • Tanares Adventures


EVENT 1
GUARD 3: Place Fiend (50-G), and Ghouls (53-R) and (54-G).
Saci, the Gale
(Warlord Figure)
210 8 5 8
Hit Points Defense Movement Reaction

If one Orb was removed and all villains are dead, read [56.4] (to 8 squares 1 enemy
Surge of Corruption (Primary Attack)
continue the quest). 25 DMG + effects Miss: 12 R-DMG

EVENT 2 Benefit: +3 to Attack Roll and Blessed.


GUARD 3: Place Elementals (47-R) and (48-B), and Fiend Effects:  Target takes -2 DMG for each on its Mana Pool.
(49-O).  FLEE 3 (If this didn’t move this turn)
Unprovoked/Crit: +5 DMG.
If one Orb was removed and all villains are dead, read [56.4] (to
continue the quest). Special Passive
Trigger: This is not in Darkness and it hits a hero.
EVENT 3 Power: Target takes +10 DMG and loses 2 .
• Remove both Living Walls. Favorite Target: The hero with lowest HP within reach.
GUARD 3: Place Elemental (48-G), Ghouls (53-O) and (54-B),
and Saci - Boss (B).
| (Kemet Hunt): Necromancer (êêêê 58-B).

If all villains are dead, you win the quest and read [56.5]

Villain Kits Barriers • 8 Walls 4x1 Terrains • 2 Lava 2x1 Miscellaneous


• 2 Elementals (47, 48) • 2 Big Doors • 2 Walls 3x1 • 1 Corrupted Zone • 4 Mission Tiles • 2 Chests
• 2 Fiends (49, 50) • 2 Living Walls 3x1 • 2 Lava 3x1 • 1 Stairs • 2 Orb Figures
• 2 Ghouls (53, 54) • 4 Walls 5x1 • 4 Lava 2x2
• 1 Necromancer (58)
• 1 Boss (Warlord)

53 3 50
5 4 4
47 53 54
48
54 3
5 4 B
50 5 4
4 4
49 58
49 47 3 53
5
54 48

3 4 4

Map Labels: Initial Setup Event 1 Event 2 Event 3

Quest Guide • 115


57 - Breath of Life
The profound penumbral interferences during the Kemet War have created Storm (Torch Token)
a special point of instability at a sacred druidic spot, around which monsters
From time to time the chaotic climate overwhelms you.
are converging and a chaotic climate rages. Cleanse the fountain of life and
get rid of its greatest threat. • Whenever the Torch ends in a multiple of 3 (i.e., 3, 6, 9, 12, 15…),
all heroes must MOVE 2 toward coordinate 24 and take 10 DMG.
Primary Objective
• Kill The Harvester (Boss) = Read [57.4]. Druidic Tome (Hero with the Tome Token)
The hero most attuned to Nature in the region can use the instability
created by the chaotic climate to quash and repeal the most vulnerable
If you lose parts of the battlefield.
• Read [Defeat] (Journal). Begin Event 2 for more rewards. • Whenever the hero with the Tome Token hits its first strike of its
turn, it may MOVE 2 a Lava or Swamp Tile in [3] of it.
Extra Challenge | That Tile can end under a combatant, but it must never enter a
• Remove, AT MOST, two Purifying Fonts. square with another Tile.

Special Rules Events


Chaotic Climate (Torch Token) INITIAL SETUP
The convergence between the druidic fountain of life and the penumbral
plane enhances terrain effects. The situation gets worse as time goes by,
• Place the heroes on the Stairs. Each may reassign 2 Skill Tokens.
or when the bodies of the slain desecrate the soil. • Place Harpy (55-O), Elemental (80-G), and Specter (93-R).
• Place the Torch Token on “1” (HP Track) (see Purifying Fonts). • Then, after reading the Special Rules, read [57.1] (Journal).
| Whenever a villain dies, increase the Torch by 1.
If all villains are dead, read [57.2] (to continue the quest).
Increase the Torch by 1.
EVENT 1
• One of two effects is always active, based on the value of the Torch:
| Odd number (Forest Fire): Lava deal 8 DMG (instead of 4). • Place the Altar.
| Even number (Flood): Combatants cannot enter Swamp.
GUARD 3: Place Aberration (71-O), Harpy (56-G), and
ƒ Combatants already on Swamp cannot move in any way (even Specter (94-B).
by forced movement or Dark Surge). If villains in this situation
| (Kemet Hunt): Archer (êê 35-R) and Archer (êêê 36-B).
cannot reach a target, they do nothing and Fatigue.
If all villains are dead, read [57.3] (to continue the quest).
Purifying Fonts (Altar Tile)
EVENT 2
+ Remove the Altar Tile: You HEAL 15 and may increase or reduce
the Torch by 2. • Place the Altars.
GUARD 3: Place Aberration (72-B), Elemental (79-R), Specter
+Remove the Altar Tile: You HEAL 20 and may increase or reduce (94-G), and The Harvester - Boss (B).
the Torch by 2 or 3. | (Kemet Hunt): Berserker (êêêê 75-R).

As soon The Harvester (Boss) is dead, you win the quest and read
[57.4]

116 • Tanares Adventures


The Harvester
(Reaper Figure)
280 8 5 8
Hit Points Defense Movement Reaction

8 squares 1 enemy
For the Lost ( Primary Attack)
25 DMG + effects Miss: 12 R-DMG
Benefit: +3 to Attack Roll and Blessed.
Effects:  If the target is not on Swamp or Lava, it takes +10 DMG.
 FLEE 3 (If this didn’t move this turn).
Unprovoked/Crit: +5 DMG.

Special Passive
Trigger: When this is hit, it is not on a Swamp or Lava Tile.
Effect: All DMG against this is reduced by 5 and redirected to its closest other
(if possible).

Favorite Target: The hero with most within reach.

Villain Kits • 2 Elementals (79, 80) Barriers Terrains • 2 Lava 2x1 Miscellaneous
• Archers (35, 36) • 2 Specters (93, 94) • 3 Walls 5x1 • 4 Altars • 1 Stairs • 2 Chests
• 2 Harpies (55, 56) • 1 Boss (Reaper) • 4 Walls 4x1 • 2 Lava 4x2 • 2 Swamp 4x2 • 2 Tools (Tome, Torch)
• 2 Aberrations (71, 72) • 4 Walls 3x1 • 2 Lava 3x3 • 4 Swamp 2x2
• 1 Berserker (75) • 2 Walls 2x1 • 2 Lava 3x1
• 4 Lava 2x2

55 B
93 5 5
72
80 3 5 3 75
2 94 2
79
3 71 3
35

4 94 4
56
36
4 4

Map Labels: Initial Setup Event 1 Event 2

Quest Guide • 117


58 - Freedom
When the kemet threatens to take control of Kolbjörn’s jungle, you find the Caged Beasts (Small Doors)
perfect opportunity to release Caged Beasts into the wild — but not before
Other beasts are caged behind small doors. Opening them will release a
they run over the kemet.
stampede on the kemet.
Primary Objective
• Kill all villains = Read [58.4]. + Remove this Small Door: Increase Rage by 2 (XP Token), all villains
on the grid MOVE 2 and take 5 DMG.

If you lose + Remove this Small Door: Increase Rage by 3 (XP Token), all villains
• Read [Defeat] (Journal). Begin Event 2 for more rewards. on the grid MOVE 3 and take 5 DMG.

Extra Challenge
Tribesmen (Orc or Soldier Figures)
• No Tribesmen sacrifice themselves. Following the custom of their tough Kolbjörn ancestors, the people that
live here are willing to sacrifice their lives to take that of their enemies.
• Tribesmen are not combatants. They cannot be targeted and takes
Special Rules no turns.

The Beast • Combatants can move through Tribesmen (but not end on their
square).
• Grab the card of The Beast (Oguemir’s Companion) and put it near
the Hero Card with the Hook Token. • If a villain starts its turn in [1] of a Tribesman (before any skill is
used), the Tribesman sacrifices itself: Remove it from the grid, and
• The Beast follows all of the usual rules for Companions: Fatigue that villain (this villain takes no actions in its turn).
| It takes a Move and/or a Prime Action at the end of the turn of
the hero with the Hook. Each Tribesman RUNS to its closest not-Guard villain. Then, if
| It shares HP with that hero. they’re adjacent, that villain takes 10 DMG.
Yeti’s Rage (XP Token) (maximum: 5)
The Beast is invested in releasing its caged friends. Its spirit is uplifted
as certain events happen in the fight.
• Put the XP Token on “zero” (HP Track), to represent the Yeti’s Rage. Events
• Whenever a villain dies on Spikes, increase Rage by 1. INITIAL SETUP
• Whenever a villain dies in [1] of at least one Orc, increae Rage by • Place the heroes on the Stairs. Each may reassign 2 Skill Tokens.
1 (once per villain).
| (I.e., if a villain dies on Spikes and in [1] of three Orc, increase it by 2).
• Place the Beast in [2] of the hero with the Hook.
• Place the Tribesmen (T).
Unleashed (The Beast)
The Beast cannot fatigue when its spirit is uplifted, so it can act several • Place Archers (73-O) and (74-G), Berserker (75-R) and Warrior
times in a Round. (98-G).
• At the end of ANY hero’s turn, that hero may pay 1 XP to: | (Kemet Hunt): Warrior (êê 97-R).

| MOVE 3 the Beast. Then, controlled by that hero, it makes a • Then, after reading the Special Rules, read [58.1] (Journal).
Basic or Primary Attack (once per turn).
ƒ If this attack hits, the hero with the Hook gains 1 . As soon as all villains are dead, read [58.2] (to continue the quest).

118 • Tanares Adventures


EVENT 1 Zilmak, the Kemet Hunter 210 8 5 8
• Remove all Tribesmen (they are saved) and the Big Red Door. (Warlord figure) Hit Points Defense Movement Reaction
• Place Event 1 Tribesmen (T). 1 squares 1 enemy
GUARD 3: Place Berserker (76-B), Necromancers (85-O) and Beast-tamer Whip (Primary Attack)
20 DMG + effect Miss: 8 R-DMG
(86-B), and Warrior (97-O).
Benefit: +3 to Attack Roll and Blessed.
| (Kemet Hunt): Archer (êêê 73-R).
Effect:  This RUNS to The Beast, and deals 3 DMG to it for each square
As soon as all villains are dead, read [58.3] (to continue the quest). moved this way.
Unprovoked/Crit: +5 DMG.
EVENT 2
Special Passive
• If the Gray Door is still on the grid, remove it without applying Trigger: This is not on a Spikes Tile when it is declared an attack target.
Caged Beasts effects (too tired to participate in the fight, they
simply flee). Effect: The attacker takes 5 DMG, and this is Shielded 5.
• Remove all Tribesmen (they are saved) and the Big Yellow Door. Favorite Target: The hero with highest HP within reach.
• Place Event 2 Tribesmen (T).
GUARD 3: Place Archer (74-G), Necromancer (85-R), Warrior
(97-R), and Zilmak - Boss (B).
| (Kemet Hunt): Berserker (êêêê 76-G).

As soon as all villains are dead, you win the quest and read [58.4]

Villain Kits Barriers • 5 Walls 4x1 Terrains • 4 Spikes 2x2 Miscellaneous


• 2 Archers (73, 74) • 2 Big Doors • 3 Walls 3x1 • 1 Altar • 2 Spiked 2x1 • 2 Chests
• 2 Berserkers (75, 76) • 4 Single Doors • 2 Walls 2x1 • 2 Spikes 4x2 • 1 Stairs • 2 Orc or Soldier Figures
• 2 Necromancers (85, 86) • 4 Walls 5x1 • 2 Spikes 3x3 • 1 XP Token
• 2 Warriors (97, 98) • 2 Spikes 3x1
• 1 Boss (Warlord)

3 3
76
74 4 T 86 4
97 73
73 T 97
T 75 85 4
4
T 5 2
98 4
5 2
T 5 3
97 B
T 74
85 76
5

Map Labels: Initial Setup Event 1 Event 2

Quest Guide • 119


59 - Illusions
Drawn into the Penumbral Amalgam of Emotions, you must deal with your Shadows (Villains not Fatigued)
own fears in order to get out of this Penumbral dimension. The penumbra is casting a cloak of protection on villains that stay put;
while in it, they can’t be moved or dealt lethal damage, and they step out
Primary Objective of the dark only when they feel it’s safe. When targeted by super-precise
• Collect all Beacons AND kill the Boss = Read [59.3] attacks, they can be rushed into action and give you a fair fight for a
few moments.
If you lose • While not fatigued, villains (except the Boss) are Shadows.
• Read [Defeat] (Journal). Begin Event 1 for more rewards. | When fatigued, villains are not Shadows anymore.
| (I.e., all villains are Shadows when a round begin, and no villains
Extra Challenge are Shadows when it ends)
Damage. All damage against Shadows becomes R-DMG and they
• All villains die on a Mission Tile. cannot die (i.e., their HP can’t drop below 1).
Forced movement. Shadows are immune to all effects that would
Special Rules make them leave their square.
Swap. Whenever you strike a Shadow and it doesn’t provoke a
Penumbral Mists (all squares outside Mission and Altar Tiles) Retaliation, that Shadow swaps places with its farthest hero anywhere
after the attack resolves.
Unfathomable dangers and maddening energies hide in the darkest voids
in the penumbra. Provoked turns. Besides the usual requirements, a Shadow Retaliates
only when the natural roll plus modifiers against it equals 18 or more.
• Penumbral Mists are all squares outside Altar and Mission Tiles.
• For each square of Penumbral Mists a hero enters, it takes 3 DMG. Beacons (Quest item)
| If an Altar or Mission Tile is removed from underneath a hero, + Remove this Item: the interacting hero deals 10 R-DMG to a
that hero takes 3 DMG, too. non-Guard villain and gains 1 .
| Crossing just the corner of a Penumbral Mist deals no DMG.

Tome of Light (Tome Token, Mission Tiles) Events


The Tome fabricates concrete illusions in the penumbra. Use his powers INITIAL SETUP
to better tread through the mists. • Place the heroes on the Mission Tiles. Each may reassign 2 Skill
• Whenever the hero with the Tome starts its turn, it may (once per turn): Tokens.
• Place Fiend (49-O), Ghoul (53-R), and Zombie (70-B).
Spend 1 to transfer the position of two Mission Tiles anywhere. | (Kemet Hunt êê): Instead of placing Ghoul (53-R), place
Transfer the position of two Mission Tiles anywhere. After it, each Berserker (75-R).
combatant above the transfered tiles takes 3 DMG. | (Kemet Hunt êêê): Instead of placing Fiend (49-O), place
Necromancer (85-O).
| They can be placed in [1] of the hero with the Tome or in [1] | (Kemet Hunt êêêê): Instead of placing Zombie (70-B), place
of another Mission Tile. Necromancer (86-B).
| You can put them on squares occupied by combatants, but not
by other Tiles. GUARD 3: Place Ghoul (54-G) and Aberration (71-O).
• All strikes against a villain that is on a Mission Tile gain +5 to GUARD 3: Place Zombie (69-R) and Aberration (72-B).
Attack Roll. • Then, after reading the Special Rules, read [59.1]
• If a villain dies on a Mission Tile, the hero with the Tome gains
one additional . If all villains are dead and the Beacons are collected, read [59.2]
(to continue the quest).

120 • Tanares Adventures


Villain Kits • 1 Berserker (75) Barriers • 1 Wall 3x1 Terrains Miscellaneous
• 1 Fiend (49) • 2 Necromancers (85, 86) • 5 Walls 5x1 • 2 Walls 2x1 • 2 Altars • 2 Chests
• 2 Ghouls (53, 54) • 4 Boss (Sentinels) • 7 Walls 4x1 • 4 Mission Tiles • 4 Fate Cards (I - IV)
• 2 Zombies (69, 70) • 2 Quest Items
• 2 Aberrations (71, 72)

71
4 4
54
49
70 5
4
4 53 5 2 5
69 B B
72

3 4
5 5 4 4

2 B B

Map Labels: Initial Setup Event 1

Quest Guide • 121


60 - Psycho
A team of psychosurgeons is attacking the secluded village of Eb’boria. Much Tome of Mind Bending (Hero with the Tome Token)
like in the ritual performed on Ironhand soldiers, they want to strip off their
The hero with the Tome can take advantage of all the haze in this
free will and assemble a small army — and an extremely dangerous one, for
atmosphere of manipulable desires.
all Eb’borians can produce fire out of thin air.
• Whenever the hero with the Tome attacks and provokes a villain’s
Retaliation (except Boss):
Primary Objective
• Kill the Thidexius (Boss) = Read [60.4]. The hero may pay 1 per level of the villain to control it’s turn.
If you lose The hero and all other combatants in [1] of it take 5 DMG per level of the
• Read [Defeat] (Journal). Begin Event 1 for more rewards. villain. Then it may control that villain’s turn.

Extra Challenge | A controlled villain moves and attacks as you please. It considers
• Kill Thidexius (Boss) before its card receives its third Quest Item. that other villains are its enemies (or heroes), and heroes are its
allies (or villains).
| Its movement doesn’t incite Reactions, and its attack doesn’t
Special Rules trigger its Passive, nor can it provoke a Retaliation. Then, the
Wizard’s Haze (Boss) controlled villain Fatigues, as usual.
The leader of the psychosurgeons is protected and boosted by a bundle
of spells. His priority is finishing the ritual that will bend the prisoners
to his will.
• The Boss is Shielded 15. This is reduced by 5 for each Quest Item
Events
on its card (see below). INITIAL SETUP
• The Boss attacks before moving. • Place the heroes on the Stairs. Each may reassign 2 Skill Tokens.
| When the Boss Dark Surges, instead of doubling its Move Stat,
double the reach of its attack (to 16). • Place the Prisoner.
• After the Boss’s attack resolves, it moves toward its closest Prisoner • Place Cultist (44-G), Aberration (71-O), Elemental (79-R), and
(taking the shortest possible path possible, even if he need to take Thidexius - Boss (B).
DMG to do it).
| (Kemet Hunt êê): Instead of placing Cultist (44-G), place
Prisoners (Prisoners) Necromancer (86-G).
The villagers are in a trance, as the psychosurgery ritual is almost
complete. They’ll use their powers to weaken the Boss if you wake them GUARD 3: Place Ghoul (54-B) and Elemental (80-G).
up, but if the psychosurgeon gets to them first, he will turn their powers | (Kemet Hunt êêê): Instead of placing Ghoul (54-B), place
against your party. Berserker (76-B).
• Whenever the Boss ends its movement in [1] of a Prisoner, remove GUARD 3: Place Cultist (43-O) and Ghoul (53-R).
that Prisoner and all heroes on the grid take 15 DMG.
| (Kemet Hunt êêêê): Instead of placing Cultist (43-O), place
+ there is no villain (except Boss) in [8] of the Prisoner: Remove Necromancer (85-O).
the Prisoner and put a Quest Item on the Boss’s Card.
• Then, after reading the Special Rules, read [60.1] (Journal).
Quest Tip: If you interact with Prisoners before the Boss As soon as the Prisoner gets removed, read [60.2] (to continue the
gets to them, you weaken the Boss’s shield. If the Boss gets to a quest).
Prisoner before you interact with them, you are harmed and the
Boss’s shield remains strong (and the fight, harder).

122 • Tanares Adventures


EVENT 1 Thidexius, Imperial Wizard
(Warlord Figure)
B 280 8 7 8
• Place the Prisoner. Hit Points Defense Movement Reaction

As soon as the Prisoner gets removed, read [60.3] (to continue the • See Wizard’s Haze.
quest).
8 squares 1 enemy
Fate Distortion ( Primary Attack)
EVENT 2 20 DMG effects Miss: 12 R-DMG
+
Benefit: +3 to Attack Roll and Blessed.
• Place the Prisoner. Effects:  HEAL 10 the villain with lowest HP.
As soon as the Thidexius (Boss) dies, you win the Quest and read  PUSH 3 the target.
[60.4] Unprovoked/Crit: +5 DMG.

Special Passive
Trigger: This is Unprovoked when it hits a target.
Effect: The Unprovoked bonus is +10 DMG instead of 5. This RUNS 3, to its closest

Favorite Target: The hero with most within reach.

Villain Kits • 2 Elementals (79,80) Barriers • 4 Walls 3x1 • 4 Lava 2x2 Miscellaneous
• 2 Cultists (43,44) • 2 Necromancers (85, 86) • 2 Barricades 3x1 • 2 Walls 2x1 • 2 Lava 2x1 • 2 Chests
• 2 Ghouls (53,54) • 1 Boss (Lady) • 4 Barricades 2x1 • 4 Portals • 3 Prisoner Figures
• 1 Aberration (71) • 2 Walls 5x1 Terrains • 1 Stairs • 3 Quest Items
• 1 Berserker (76) • 4 Walls 4x1 • 4 Altars
• 2 Lava 3x1

4 4

4 54 80
5 44 2
3 71
79
3

3 53
2
3 43

B 5

Map Labels: Initial Setup Event 1 Event 2

Quest Guide • 123


61 - Shooting for the Moon
During the previous Lunar Perigee. Sedura suspects this may involve a secret Confluence of Power
order of imperial wizards who gather in a nearby tower, so she asks you to
tag along and investigate. But mysterious forces have unleashed monsters to • While the Torch and Tome are both with the same hero, and it has
keep you from shedding (moon)light on their secrets… 35 or less HP, that hero is Empowered 10.

Primary Objective
• Kill all villains = Read [61.4].
Events
If you lose
• Read [Defeat] (Journal). Begin Event 2 for more rewards. INITIAL SETUP
Extra Challenge • Place the heroes on the Stairs. Each may reassign 2 Skill Tokens.
• 9 villains die during a Special Attack (increase the XP Token to track it). • Place Aberration (71-R), Golem (83-O), and Vampire (66-B).
| (Kemet Hunt): Vampire (êê 65-R).
Special Rules • Then, after reading the Special Rules, read [61.1] (Journal).

Curse of the Lunar Perigee If all enemies are dead, read [61.2] (to continue the quest).
Lunar valley is under the effects of the moon’s approximation. Those
more familiar with the battlegrounds can hide from the moon in EVENT 1
particular shadows that avoid the curse.
• Villains outside Mission Tiles have the following conditions, based • Remove the Doors.
on their momentary HP: GUARD 3: Place Vampire (65-R) and (66-G), Aberration (71-O)
| Even HP: Toughened 6. and (72-B).
| Odd HP: Vulnerable 6 and Empowered 10. | (Kemet Hunt): Berserker (êêê 40-B).

Two heroes take 12 DMG.


If all enemies are dead, read [61.3] (to continue the quest).
Moonbell Ritual (Hero with the Tome Token)
• Whenever a villain dies during an attack of the hero with the EVENT 2
Tome, that hero can pay 5 HP to regain a spent Special Attack,
GUARD 3: Place Vampire (65-O), Aberration (72-G), Golem
then transfer the Tome to its closest hero.
(84-B), and the Imperial Archmage - Boss (B).
| (If that hero is a Comrade, it must recover the Special Attack
| (Kemet Hunt): Vampire (êêêê 66-G).
“Lesser Impulse” even if it was spent by the Kemet Hunt).

Howling of the Desperate (Hero with the Torch Token) As soon as all villains are dead, you win the quest and read [61.4]

While the hero carrying the Torch has 35 HP or less, all villains in [2] of
it are Vulnerable 5.

While the hero carrying the Torch has 40 HP or less, all villains in [2] of
it are Vulnerable 8.

The Torch must be transferred to its farthest hero.

124 • Tanares Adventures


Imperial Archmage
(Warlord Figure)
210 8 5 8
Hit Points Defense Movement Reaction

1 squares 1 enemy
Bloodmoon ( Primary Attack)
16 DMG + effect Miss: 12 R-DMG
Benefit: +3 to Attack Roll and Blessed.
Effect:  If this current HP is even, all villains HEAL 9 (including this one);
instead, if it’s current HP is odd, the target takes +9 DMG.
Unprovoked/Crit: +5 DMG.

Special Passive
Trigger: An attack that is not Special declares this a target.
Effect: The attacker takes 15 R-DMG.

Favorite Target: The hero with lowest HP within reach.

Villain Kits Barriers • 4 Walls 4x1 Terrains • 4 Spikes 2x2 Miscellaneous


• 1 Berserker (40) • 1 Big Door (Yellow) • 4 Walls 3x1 • 4 Mission Tiles • 2 Spikes 2x1 • 2 Chests
• 2 Vampires (65, 66) • 1 Single Door (Yellow) • 2 Walls 2x1 • 2 Planar Rifts • 1 Stairs
• 2 Aberrations (71, 72) • 2 Walls 5x1 • 3 Portals
• 2 Golems (83, 84) • 2 Spikes 3x1
• 1 Boss (Warlord)

4 3
4 65
71 B
2 71

66 2 66 3 4 72
83
84
65 65 5 66
3 72
3
40

4 5

Map Labels: Initial Setup Event 1 Event 2

Quest Guide • 125


62 - Sorroweaving
Sail to an undead-riddled island to dismantle the kemet necromancers’ Undead Boat (Ruins Tile)
operation.
Your escape from the kemet-dominated island is through a special boat
made of undead body parts that can be shot over walls.
Primary Objective
• Kill the Frozen Soul (Boss); AND MOVE 2 the Ruins Tile, toward coordinate 24. Then:
| All heroes onboard the Undead Boat = Read [62.4]. • Remove all Necromantic Statues (Prisoners) that share a column
with these Ruins.
If you lose
• Read [Defeat] (Journal). Begin Event 2 for more rewards. • All heroes and villains in these columns take 10 DMG.
| Companions don’t take this DMG, nor do combatants on
Extra Challenge the Boat.
• Kill at least one villain with each of the Necromantic Statues. If the Boat needs to move is already on coordinate 24 at the end of
Round, you lose the Quest.

Special Rules
Necromantic Statues (Prisoner)
Events
Kemet necromancers have placed these totems to enhance their INITIAL SETUP
communication with the undead. • Place the heroes on the Stairs. Each may reassign 2 Skill Tokens.
+ Remove this Statue: Each villain with 10 HP or less in [1] of this
• Place Spies (29-O) and (30-B), Necromancer (58-G), and Warrior
Statue dies. (67-R).
| (Kemet Hunt): Archer (êêê 73-O).
+ Remove this Statue: Each villain with 15 HP or less in [1] of this
Statue dies. • Then, after reading the Special Rules, read [62.1] (Journal).

Undead Serf (NO HP / 6 DEF / 5 BA / +5 to ROLL) If all villains are dead, read [62.2] (to continue the quest).
Barely did they know that you can use the Statues to convert the undead
to your command, too.
• You can use only one of each type of the following figures: Zombie,
Reaper, Specter, and Ghoul (max. 4 different figures at a time,
colorless bases).
• These figures are considered Companions of the hero with the
Tome Token (i.e., follow all standard rules: each has a Move and a
Prime Action at the end of its turns and shares HP with it).

Dark Sacrifice (Undead Serfs - Zombie, Reaper, Specter OR Ghoul)


The necromantic energies that sustain the serfs can heal and be diverted
toward the undead boat.

+ Remove the Undead Serf: HEAL 8 the interacting hero and


MOVE 1 the Undead Boat, in ANY direction.

126 • Tanares Adventures


EVENT 1 Frozen Soul
B 140 8 5 8
• Remove the Yellow Big Door. (Costruct Figure) Hit Points Defense Movement Reaction

GUARD 3: Place Necromancer (57-R), Berserker (40-G), and • Only Necromantic Statues can drop this HP to zero (i.e., kill it).
Warrior (68-B). • When this dies, remove all Barricades.
| (Kemet Hunt): Necromancer (êê 58-B) and Archer (êêêê 73-R).
8 squares 1 enemy
Long Live the Undead! ( Primary Attack)
If all villains are dead, read [62.3] (to continue the quest). 25 DMG + effects Miss: 12 R-DMG
Benefit: +3 to Attack Roll and Blessed.
EVENT 2 Effects:  HEAL 25 the villain with lowest HP.
• Remove the Red Big Door.  FLEE 3 (If this didn’t move this turn).
GUARD 3: Place Spies (29-R) and (30-G), Berserker (39-O), Unprovoked/Crit: +5 DMG.
Necromancer (57-O), and Frozen Soul - Boss (B). Special Passive
Trigger: This is villain with lowest HP when its attack hits.
If the Frozen Soul (Boss) is dead and all heroes are on the Ruins
Tile, you win the quest and read [62.4]. Effect: Deal +10 DMG.
If all Statues have been removed from the grid and the Frozen Soul Favorite Target: The hero with highest HP within reach.
(Boss) still lives, you lose the quest.

Villain Kits • 1 Archer (73) • 5 Walls 5x1 Terrains Miscellaneous • 1 Room (Cemetery)
• 2 Spies (29, 30) • 1 Boss (Costruct) • 5 Walls 4x1 • 1 Ruins 4x2 • 1 Chest • 1 Specter Figure
• 2 Berserkers (39, 40) • 3 Walls 3x1 • 1 Stairs • 1 Ghoul Figure • 1 Zombie Figure
Barriers • 1 Wall 2x1
• 2 Necromancers (57, 58) • 2 Big Doors • 2 Prisoner Figures
• 2 Warriors (67,68) • 2 Barricades 3x1 • 1 Reaper Figure

5 4 5 3

30 29 57
4
73 58 B
67 39 30
29 3
5 5 5 4

40 68 3
58
4
57 73
2 4

Map Labels: Initial Setup Event 1 Event 2

Quest Guide • 127


63 - The Orb
In the secret Elven garden, the pair of constructs are the guardians. They can Elemental Manipulation
only be destroyed when you connect your Orb of Elemental Order with an Thanks to the powers granted by the elemental orbs, heroes can
unreachable Orb of Elemental Chaos. To do this, both Orbs need to be in manipulate the setting to move the Blue Orb from afar.
specific spots at the same time.
All heroes attacks have an aditional Benefit(once per turn):
Primary Objective | (Key — Earth): Reposition the Swamp Tile 2x2.
• Kill the Multi-Elemental Constructs (Bosses) = Read [63.2] | (Torch — Fire): Reposition the Lava Tile 4x2.
| (Tome — Water): Reposition the Ice Tile 2x1 .
If you lose
(Hook — Air): MOVE 6 a villain. The Blue Orb makes a Motion
• Read [Defeat] (Journal). Remove 2 Quest Items for more rewards. |
(see below).
Extra Challenge ƒ You may place them from/to anywhere and rotate them 90º, as
long as none of its new squares are occupied by another Tile.
• Never interact with the Orb of Elemental Order (i.e., the same Hero
carries it throughout the Quest).
Orb of Elemental Chaos (Blue Orb)
It needs to be remotely moved and connected with the Red Orb in
possession of a well-positioned hero.
Special Rules • Motion: The Blue Orb moves EXACTLY 6, in any orthogonal
straight line.
Power of the Elements (Villains) | If the Orb would move onto a square with a Wall or Ice, any
In this place, villains’ powers are enhanced, but when they step on a remaining movement points must be spent in the opposite
Terrain riddled with their element, this elemental outburst gets absorbed. direction of the same straight line.
• All ’s are Empowered 6 and Toughened 6 (both once per turn),
UNLESS they are on a Tile related to their Favorite Target color: Elemental Reaction (Blue Orb)
| Red Villains: Lava • Terrain Tiles affect the Blue Orb:
| Blue Villains: Ice | Ice Tile 2x1: The Orb considers this tile a Wall.
| Green Villains: Swamp | Lava Tile 4x2: It spends zero movement points to enter each of
| Orange Villains: all of the above its squares.
| Swamp Tile 2x2: It spends 2 movement points to enter each of
Orb of Elemental Order (Red Orb) its squares.
This Orb needs to be connected to its Chaotic (Blue) counterpart, but
both need to be positioned in the correct spots. Arcane Penumbral Pits (Quest Items and Mission Tiles)
Certain spots in the dungeon are connected via a shortcut through
• Choose a hero. Put the Red Orb on its Card. the penumbral plane, allowing you to put one Orb at each end of the
+ You (or a hero in [1] of you) are carrying the orb: Grab the connection.
Orb from a hero in [1] of you, or give the Orb to a hero in [1] of you • There are three Mission Tile + Quest Item pairs. Each pair has
(once per turn). matching colors/symbols. (Make sure they are correctly positioned,
as in the map.)
The carrier of this Orb is Hastened.
• When the Blue Orb stops on (or moves through) a Quest Item, if
The carrier of this Orb is Empowered 5. the hero with the Red Orb is on the Mission Tile that matches its
color/symbol, remove that Quest Item and that Mission Tile. Then,
deal 40 DMG to the BOSS.

128 • Tanares Adventures


Events Multi-Elemental Constructs
(Construct Figures)
B 350 10
Hit Points
8 8
Defense Movement Reaction
INITIAL SETUP • Attach the Red and Green colored rings to the Construct Figures. They both
represent this Boss.
• Place the heroes on the Stairs. Each may reassign 2 Skill Tokens. • They share the same HP Token, but Fatigue separately.
• Place Elemental (80-G), Specter (93-O), and the Multi-Elemental • While there are Mission Tiles on the board, all DMG against this is R-DMG.
Constructs - Bosses (B) and (B).
1 squares 1 enemy
GUARD 3: Place Fiend (81-R) and Specter (94-B). Brown Smear ( Primary Attack)
10 DMG + effects Miss: 12 R-DMG
GUARD 3: Place Elemental (79-O) and Fiend (82-B). Benefit: +6 to Attack Roll and Blessed.
• Then, after reading the Special Rules, read [63.1] Note: This has +6 to hit (instead of the usual +3).
Effects:  For each level of the Kemet Hunt, this deals + 5 DMG. (If level
As soon as both Multi-Elemental Constructs (Bosses) die, you win 0, deal no extra DMG.)
the quest and read [63.2]  If this is the Red , PUSH 4 the target.
 If this is the Green , HEAL 8 this .
Unprovoked/Crit: +5 DMG.

Special Passive
Trigger: This is Fatigued when an attack hits it.
Effect: This HEALS 5, plus 2 for each other active villain on the grid.

Favorite Target: Favorite Target: Each have a different one (Red or Green).

Villain Kits • 2 Specters (93, 94) Barriers Terrains • 1 Stairs Miscellaneous


• 2 Elementals (79, 80) • 2 Boss (Constructs) • 5 Walls 5x1 • Ice 2x1 • 1 Swamp 2x2 • 2 Chest
• 2 Fiends (81, 82) • 9 Walls 4x1 • 1 Lava 4x2 • 2 Orb Figures
• 4 Walls 3x1 • 3 Mission Tiles • 3 Quest Items
• 2 Walls 2x1

B 80

4
93
B 5
4 3

5 2 4 4 5
3 4 81

3
4 5 5 4
2 94

3 4 4 82

79

Map Labels: Initial Setup

Quest Guide • 129


64 - The Pearl
In an ancient Merfolk temple, now occupied by elemental beings and • At the start of each hero’s turn, that hero must choose one of
a lot of illusinos, who threaten to explode as they absorb the cave’s the Tiles that its Pearl can affect (anywhere) and one of the four
energies. Use magic pearls to cleanse the place. orthogonal directions. That Tile must move in that direction,
stopping just before it leaves the grid or enters a square with a
Primary Objective Figure or Tile.
• Kill The Elemental (Boss) = Read [64.6] | You may choose a direction that causes the Tile not to move
(because its path is immediately obstructed).
If you lose
Alchemy (Lava, Ice, Altar, and Portal)
• Read [Defeat] (Journal). Begin Event 2 for more rewards. Combining two different elements may result in an explosive reaction
against combatants nearby.
Extra Challenge
• A special effect happens when two specific Tiles align side-by-side
• Alchemy removes all Terrain Tiles (i.e., there’s no Terrain left to (forming a 4x2—or 2x4—rectangle). Both Tiles must be stopped
remove when each Event begins). (i.e., not moving):
| Ice + Lava = All villains in [2] of these two Tiles take 10 DMG.

Special Rules | Altar + Portal = MOVE 2 all combatants in [2] of these two Tiles.
ƒ After any of the effects above is applied, remove the
Elemental Territory combined Tiles.
The physical presence of elemental influences in this place is more ƒ Ignore any other combination of tiles (e.g., Ice+Portal).
overwhelming than usual…
• All Terrains block movement but not vision, as if they were Elemental Reaction (Villains)
Barricades (no combatant can enter their squares). The dwellers of this field have absorbed a good amount of the elemental
energies of the place. Expect an explosive reaction when they die, also.
Pearls (Quest Items - Runes)
…Fortunately, the power of the pearls enables you to at least move When a villain dies, all combatants in [1] of it are PUSHED 2 and take 5 DMG.
Terrains impregnated with them.
• Each hero starts with one Pearl (Quest Item). Each Pearl connects When a villain dies, all combatants in [2] of it are PUSHED 2 and take 8 DMG.

its hero with a Tile:


• Then, place a 2x2 Terrain corresponding to that villain’s Favorite
Quest Item Represented Pearl Terrain that affects Target color on the grid, as close as possible to the villain’s square
of death (on squares without other Tiles).
Yellow Pearl (Earth)
| Blue: Ice | Green: Portal | Red: Lava | Orange: Altar

Blue Pearl (Water) Cleaning the Field (Terrain Tiles)


You may also cleanse the environment at great personal cost and careful
manipulation.
Green Pearl (Air)
+ Pay 25 HP: Remove this Terrain Tile.
Red Pearl (Fire)
Flux Control Lever (Lever Figure)
+ Remove the Lever: The interacting hero gains 1 .

130 • Tanares Adventures


Events The Elemental
(Elemental Figure)
210 10
Hit Points
5 8
Defense Movement Reaction
INITIAL SETUP 8 squares 1 enemy
Elemental Attack ( Primary Attack)
• Place the heroes on the Stairs. Each may reassign 2 Skill Tokens. 25 DMG + effects Miss: 12 R-DMG
• Place Snipers (25-O) and (26-B), Elemental Benefit: +3 to Attack Roll and Blessed.
(47-R), and Golem (84-G). Effects:  For each terrain tile on the grid HEAL 4 the with lowest HP.
| (Kemet Hunt êê): Instead of placing  FLEE 3 (If this didn’t move this turn).
Sniper (25-O), place Necromancer (85-O). Unprovoked/Crit: +5 DMG.

• Then, after reading the Special Rules, read Special Passive


[64.1] (Journal). Trigger: This is in [1] of a Terrain Tile when it hits a hero (check the terrain
type; you decide ties).
If all villains are dead and both Levers were Effect: Place an off-board 2x2 Terrain Tile of this type as close as possible to
removed, read [64.2] (to continue the quest). the target (cannot place above Tiles or Figures). If all such Tiles were already on
the board, target takes +10 DMG, instead.

Favorite Target: The farthest hero within reach.

Villain Kits • 1 Necromancer (85) Barriers • 2 Single Doors Terrains Miscellaneous


• 2 Snipers (25, 26) • 1 Boss (Elemental) • 2 Barricades 4x2 • 5 Walls 5x1 • 4 Altars • 2 Chests
• 2 Basilisks (37, 38) • 2 Barricades 3x1 • 9 Walls 4x1 • 4 Ices 2x2 • 2 Levers
• 2 Elementals (47, 48) • 2 Barricades 2x2 • 4 Walls 3x1 • 4 Lava 2x2 • 4 Quest Items
• 1 Golem (84) • 4 Barricades 2x1 • 2 Walls 2x1 • 4 Portals
• 2 Big Doors • 1 Stairs

4 4 37
5 5
84
4 4 3 B
47 4 3 84
25 5 4 4
48
2 38 3 25
26

37
2 25 5
4 4 5 3

Map Labels: Initial Setup Event 1 Event 2

Quest Guide • 131


65 - The Skull
Guided by the skull found in the Dark Lab, you find a ritualistic chamber Powers from Beyond (Terrain Tiles in the Room Tile)
below that location, where the skull vibrates with the necromantic power
The Skull participated in several battles of the past, being responsible for
imbued in it.
many deaths, bringing with it many of the souls it harvested, permeating
its Spiritual Presence.
Primary Objective
• Kill the Nameless One (Boss) = Read [65.4] • You start with all Fate Cards.
• At the start of every turn, check the Room Tile and the table below.
If you lose
• Read [Defeat] (Journal). Begin Event 2 for more rewards. • If the Tiles listed are orthogonally aligned (in a 6x2 rectangle) and
you still have the corresponding Fate Card, you MUST discard that
Fate Card and apply its corresponding effect.
Extra Challenge
The order of alignment is not important (i.e., Lava → Swamp →
• Kill all villains, AND they all die in [1] of an Orb. |
Altar is the same as Altar → Lava → Swamp).
| The Fate Cards are NOT automatically recovered if you’ve

Special Rules discard them all.

Skull (Tome Token) Tiles orthogonally aligned Fate Card you must have Effect (no range or vision required):
The skull carries the power beyond death.
• The Tome Token represents the Skull. Put it on a Hero Card. + + Fate Card I → Discard it Three heroes gain 1 .

+ You (or a hero in [1] of you) are carrying the Skull: Grab the
Skull from a hero in [1] of you, or give the Skull to a hero in [1] of + + Fate Card II → Discard it Deal 10 DMG to a villain.
you (once per turn).

The carrier of the Skull is Vulnerable 3. + + Fate Card III → Discard it Deal 7 DMG to two villains.

The carrier of the Skull has +3 to roll (in all its attacks).
+ + Fate Card IV → Discard it MOVE 2 all combatants.
Spiritual Presence (Room Tile)
The Skull has a strong connection with this place and can influence
+ + Fate Card V → Discard it A hero HEALS 10.
the fight.
• The Room Tile (squares K-1 to P-6) represents the Lich’s Spiritual
Presence.
• Powers from Beyond are applied when specific Tiles align in this
Room (see ahead). To align Tiles, you must execute Motions. Quest Tip: Each type of Tile is listed three
• Motion = Slide one Tile in this Room in a single, straight orthogonal times — except Portals, which are not listed.
line. It stops just before it leaves the Room or enters a square with
another Tile (i.e., each Tile will always move exactly two squares).
• At the end of each turn, a hero may execute TWO Motions, if:
(A) A villain died in [1] of an Orb that turn; and/or
(B) The Skull-carrier hits a villain (once per turn).
| If both (A) and (B) happen, you may execute a maximum of four
Motions (even if the carrier hit three villains and two of them
died in [1] of the Orb).

132 • Tanares Adventures


Repository of Souls (Orb) Nameless One
(Warlord Figure)
B 240 8 5 8
All heroes in [3] of the Orb take 7 DMG. Hit Points Defense Movement Reaction

• While the 3 Portal Tiles are orthogonally aligned (forming a 6x2 rectangle),
this is Vulnerable 6 (once per turn).
Events 1 squares 1 enemy
INITIAL SETUP Soul Burn ( Primary Attack)
15 DMG + effect Miss: 12 R-DMG
• Place the heroes on the Stairs. Each may reassign 2 Skill Tokens. Benefit: +3 to Attack Roll and Blessed.
• Place Aberration (72-B), Ogre (87-R), and Specter (93-O). Effect:  All heroes in [3] of the Orb lose 1 .
Unprovoked/Crit: +5 DMG.
| (Kemet Hunt): Fiend (êêê 81-R).
• Then, after reading the Special Rules, read [65.1] (Journal). Special Passive
Trigger: The 3 Portal Tiles are orthogonally aligned (forming a 6x2 rectangle)
Profane Mystery Lever (Lever Figure) when this hits a hero.
+ This hero carries the Skull + All villains are dead: Each hero Effect: Deal +12 DMG.
takes 3 DMG for each Fate Card you may still discard. Then, recover
all discarded Fate Cards and read [65.2] (to continue the quest). Favorite Target: The hero with highest HP within reach.

Villain Kits Barriers Terrains • 3 Ruins 2x2 • 3 Spikes 2x2 Miscellaneous


• 2 Aberrations (71, 72) • 1 Barricade 3x1 • 1 Altar • 2 Spikes 4x2 • 2 Spikes 2x1 • 2 Chests
• 1 Fiend (81) • 1 Living Walls 3x1 • 1 Ice 2x2 • 2 Spikes 3x3 • 1 Stairs • 5 Fate Cards
• 2 Ogres (87, 88) • 2 Walls 5x1 • 1 Lava 2x2 • 2 Spikes 3x1 • 1 Swamp 2x2 • 2 Levers
• 2 Specters (93, 94) • 4 Walls 4x1 • 1 Planar Rift • Tome Token
• 1 Warrior (98) • 1 Wall 3x1 • 3 Portals • 1 Orb Figure
• 1 Boss (Warlord) • 2 Walls 2x1 • 2 Ruins 4x2 • 1 Room 6x6

88

4
B 98 71
88

93 94 81 98

2
4 2 4 5 3 5
72
3

81
87

4 93

Map Labels: Initial Setup Event 1 Event 2

Quest Guide • 133


66 - Imperial Vault
A blast on Cragplateaus Bridge revealed a complex interior in the statue Collapsing Floors
of the Imperial Tiger. Explore the lower floors to unveil its secrets and Your trespassing into the top floor of an already fragile building may
gather password clues to open the vault and drain the vitality of the result in a rather abrupt way of exploring the lower floors…
secrets’ protector.
• Put the Time Token on “6” (HP Track). If it drops to zero, you
lose the Quest.
Primary Objective
Reduce Time by 1. Then, remove from the grid the Room Tile of
• Kill the Ancient Protector (Boss) = Read [66.4] highest number (see their numbers in the map).
If you lose | Remove everything that occupied a square in this removed
Room.
• Read [Defeat] (Journal). Begin Event 2 for more rewards. | Combatants removed this way take 20 DMG and are transferred
to any free square of the Room Tile that now became the highest
Extra Challenge floor number. (Villains that die this way award as usual.)
• Remove all Password Clues before Time drops to “2”. | If the last room tile is removed, heroes lose the quest.

Password Clues (Quest Items)


Special Rules + Remove the Quest Item: a villain in [8] of you takes 7 DMG.
Abyss and Floors + Remove the Quest Item: you gain 2 .
Room Tiles are floors of the building. Each of them is numbered in the
map. You start on the 6th floor (the floor of the highest number), and
must make your way to the bottom before the floor where you stand
collapses. When the 6th floor collapses, the 5th floor will become the
room of the highest number.
Events
• Squares outside of Room Tiles or Barricade Tiles are considered INITIAL SETUP
Abyss. They block movement but not vision (you can cross the • Place the heroes on the Stairs. Each may reassign 2 Skill Tokens.
corner of an Abyss square).
• Put the Tome Token on “3” and the Torch Token on “2” (HP Track).
Dislodged Staircases (Barricades) • Place Sentinel (22-G) and Construct (41-O).
One day, these staircases on wheels connected the various floors, but they | (Kemet Hunt êê): Instead of placing Sentinel (22-G), place
are now obstructed, broken, and stuck in weird angles. Warrior (98-G).
• Any combatant (hero or villain) may move through Barricades. GUARD 3: Place Sentinel (21-B) and Reaper (89-R).
• If a combatant ends its turn on a Barricade connected to a Room | (Kemet Hunt êêê): Instead of placing Reaper (89-R), place
Tile, place the combatant on the closest free square of the lowest Warrior (97-R).
floor (Room Tile) connected to that Barricade. It takes 6 DMG.
| (Kemet Hunt êêêê): Instead of placing Sentinel (21-B),
place Berserker (76-B).
Manipulation
Releasing excessive force allows heroes to move the Dislodged Staircases. GUARD 3: Place Sentinel (19-R), Reaper (90-O) and the Ancient
• Whenever a hero uses a skill, each spent allows it to perform 1 Protector - Boss (B).
action on a Barricade anywhere on the grid. GUARD 3: Place Construct (42-B) and Reaper (92-G).
Action Effect (Barricades may never occupy a square with another Tile — including Rooms).
• Then, after reading the Special Rules, read [66.1] (Journal).
Slide MOVE it 1, in any direction
When the Time reaches the Tome Token, read read [66.2] (to
Rotate Rotate the Barricade 90º (one of its squares must remain in the same place).
continue the quest).

134 • Tanares Adventures


EVENT 1 Ancient Protector
(Golem Figure)
280 8 7 8
GUARD 3: Place Sentinels (20-O) and (22-G). Hit Points Defense Movement Reaction

• If you ran out of figures or colored rings, don’t place that villain. For the Lost ( Primary Attack)
1 squares 1 enemy
Instead, each hero takes 15 DMG. 25 DMG + effect Miss: 10 R-DMG
When the Time reaches the Torch Token, read [66.3] (to continue Benefit: +3 to Attack Roll and Blessed.
the quest). Effect:  PULL 3 another hero, the closest to this .
Unprovoked/Crit: +5 DMG.
EVENT 2
Special Passive
GUARD 3: Place Reaper (91-B) and Construct (41-R).
Trigger: This hits a hero that is not in [1] of another hero.
| If you ran out of figures or colored rings, don’t place that villain.
Effect: All heroes in [8] of this take 10 DMG and gain 1 .
Instead, each hero takes 15 DMG.

As soon as the Ancient Protector (Boss) dies, you win the quest Favorite Target: The hero with highest HP within reach.
and read [66.4]

Villain Kits • 4 Reapers (89, 90, 91, Barriers • 5 Walls 4x1 Terrains • 4 Quest Item
• 4 Sentinels (19, 20, 92) • 2 Barricades 3x1 • 4 Walls 3x1 • 1 Portal • 2 Rooms 8x6
21, 22) • 2 Warriors (97, 98) • 3 Barricades 2x1 • 2 Walls 2x1 • 1 Stair • 4 Rooms 6x6
• 2 Constructs (41, 42) • 1 Boss (Golem) • 2 Walls 5x1 • 1 Time Token
• 1 Berserker (76) Miscellaneous • 2 Tools (Tome, Torch)
• 2 Chests

FLOOR 6º FLOOR 5º FLOOR 4º


41 89

4 4 19
22 21
3 B
5 90

3 FLOOR 2º 4
4 20 2
FLOOR 1º FLOOR 3º
91 22 42
2
41 4 92
3
3 5

Map Labels: Initial Setup Event 1 Event 2

Quest Guide • 135


67 - Altruism
Help a tribe of orcs fends off a kemet assault. Rope Trick (Hero with Hook Token)
Keep villains away from the barrels and the villagers, and put the
Primary Objective supplies in the Orcs’ path.
• Kill all villains = Read [67.4]. • Whenever the hero with the Hook hits a villain that is in [2] of a
Barrel, MOVE 2 the villain and the Barrel.
If you lose
• Read [Defeat] (Journal). Begin Event 2 for more rewards.
Extra Challenge Events
• Remove all Orcs by the Special Rule Orcs (making them end in [1] INITIAL SETUP
of a Barrel).
• Place the heroes on the Stairs. Each may reassign 2 Skill Tokens.
• Place Archer (35-O), Spies (63-R) and (64-B), and Reaper (92-G).
Special Rules | (Kemet Hunt): Vampire (êê65-R) and Vampire (êêê66-B).
Endangered Villagers (Time Token) • Place Barrels and Orcs (O).
There is no time to lose while the supplies are being destroyed and the
villagers are being attacked. More Orcs saved translates into more time • Then, after reading the Special Rules, read [67.1] (Journal).
to help other parts of the village.
: If all villains are dead, remove all Orcs and Barrels. For each Orc
• Place the Time Token on “7” (HP Track). If it drops to zero, you and/or Barrel removed this way, reduce Time by 1. Then, read [67.2]
lose the quest. (to continue the quest).
A hero takes 10 DMG. Then, for each Orc on the grid, reduce
Time by 1. EVENT 1
Orcs (Orc or Sentinel Figure) GUARD 3: Place Archers (35-R) and (36-G), Spy (64-G), and
Reaper (91-B).
The villagers do their part in the fight, feeding off the mana you release
near them to punish enemies and retrieve their supplies. • Place Barrels and Orcs (O).
• Orcs are not combatants. They cannot be targeted and take no turns.
: If all villains are dead, remove all Orcs and Barrels. For each Orc
• Whenever a hero in [1] of an Orc finishes resolving a skill (including and/or Barrel removed this way, reduce Time by 1. Then, read [67.3]
Comrade skills), that Orc RUNS 6 (as much as possible), toward the (to continue the quest).
villain with the lowest HP. Then:
• After that, if the Orc ended in [1] of a Barrel, remove the Orc and EVENT 2
the Barrel, and increase Time by 1.
GUARD 3: Place Archer (36-B), Spy (63-O), Reaper (89-R), and
the Fenmo - Boss (B).
The hero may pay 1 per level of the villain to control it’s turn.
| (Kemet Hunt): Vampire (êêêê 65-O).
The hero and all other combatants in [1] of it take 5 DMG per level of the
villain. Then it may control that villain’s turn. • Place Barrels and Orcs (O).
As soon as all villains are dead, you win the quest and read [67.4]
Supplies (Barrel Figure)
Whatever you take for yourself is not going to the villagers.
+ Remove it: Gain 4 .

136 • Tanares Adventures


Fenmo, the Giant Kemet
(Ogre Figure)
210 7 5 8
Hit Points Defense Movement Reaction

2 squares 1 enemy
Huge Torch ( Primary Attack)
20 DMG + effect Miss: 12 R-DMG
Benefit: +3 to Attack Roll and Blessed.
Effect: The farthest from this is PULLED 8 to it.
Unprovoked/Crit: +5 DMG.

Special Passive
Trigger: A hero that is not in [2] of a Barrel hits this .
Effect: After the triggering hero attack resolves, all heroes in [2] of this take
15 DMG and are PUSHED 2.

Favorite Target: The farthest hero within reach.

Villain Kits Barriers Terrains • 2 Spikes 2x2 Miscellaneous • 2 Soldier Figures


• 2 Archers (35, 36) • 4 Walls 5x1 • 1 Altars • 1 Spikes 2x1 • 3 Barrels • 1 Time Token
• 2 Spies (63, 64) • 4 Walls 4x1 • 1 Corrupted Zone • 1 Stairs • 2 Chests
• 2 Vampires (65, 66) • 3 Walls 3x1 • 1 Spikes 4x2 • 2 Swamp 2x2 • 2 Rooms (Armory,
• 3 Reapers (89, 91, 92) • 2 Walls 2x1 • 1 Spikes 3x1 Camp)
• 1 Boss (Ogre)

66 O O

4 35 4 65 92
65 63
O 91 O 63 64

3 36 3
B
35
89 64 O
O 4
2
36
3 2
4 5 5 5 5

Map Labels: Initial Setup Event 1 Event 2

Quest Guide • 137


68 - Order 99
Take shortcuts through the penumbra to find the mind of the missing
Emperor. Then, eliminate his powerful mental defenses to extract his Events
Order 99.
INITIAL SETUP
Primary Objective
• Kill all villains; AND • Place the heroes on the Stairs. Each may reassign 2 Skill Tokens.
| Huradrin must enter the Portal on Event 2 = Read [68.4]. • Place Huradrin (H).
If you lose • Place Elementals (79-R) and (80-B), and Fiend (82-B).
• Read [Defeat] (Journal). Begin Event 2 for more rewards. | (Kemet Hunt): Spy (êêê 96-G).
• Then, after reading the Special Rules, read [68.1] (Journal).
Extra Challenge
• On Event 2, Huradrin enters the Portal with 50 HP or more. If Huradrin is on the Portal Tile and all villains are dead,
read [68.2] (to continue the quest).

Special Rules EVENT 1


Penumbral Tiles
• Lava deals 8 DMG (instead of 4). • Place all heroes on the blue Mission Tile.
• Whenever a hero spends to use a skill (including Comrade skills), • Reposition Huradrin (H) and the Portal.
you must put one of these on a Living Wall in [8] of it (no limit • Place Cultists (43-O) and (44-B), and Fiend (82-G).
of per Wall).
| (Kemet Hunt): Spy (êê 95-R).
Huradrin (Huradrin or Farmer figure) (70 HP) (XP Token / DEF 7) If Huradrin is on the Portal Tile and all villains are dead,
• He cannot take turns, deal Reaction DMG, or receive heroes’ effects read [68.3] (to continue the quest).
(from skills, attacks, items, etc).
• He is considered a hero for Favorite Target and Passive Powers EVENT 2
of villains.
Huradrin’s Wrath (apply in order):
• Place all heroes on the green Mission Tile.
• Reposition Huradrin (H), the Portal, and all Barricades.
1. Heroes in [1] of Huradrin gain 1 .
• Place Cultist (44-G), Elemental (79-O), Fiend (81-R), and the
1. Heroes in [1] of Huradrin gain 1 and one Empowered 3 Token. Imperial Demon - Boss (B).
| (Kemet Hunt): Spy (êêê 96-B).
2. Huradrin may remove 1 from a Living Wall anywhere, as many
times as he wants. For each removed this way, choose between:
| MOVE 1 that wall (orthogonally, to free squares); OR
Keyword Extraction
| Swap places between Huradrin and a hero in [8] of him; OR If Huradrin is on the Portal Tile, deal 70 DMG to the Boss and
| HEAL 3 (Huradrin). remove Huradrin from the grid.
ƒ After removing these , put them outside pools (Heroes may | Huradrin and Huradrin’s Wrath are no longer active.
earn them again).
3. Huradrin must RUN 5, as much as possible, to get as close as As soon as all villains are dead, if Huradrin was removed from the
possible to the Portal. grid for ending the Round on the Portal, you win the quest and
| Huradrin’s RUN may incite villain Reactions (as if he were a hero read [68.4]
on its Move Action).

138 • Tanares Adventures


Imperial Demon
(Imperial Demon or any Large Figure)
B 210 8 5 12
Hit Points Defense Movement Reaction

This is immune to all Terrains. It can move through Barriers and Obstacles, but
cannot end on them.
8 squares 1 enemy
Stalking ( Primary Attack)
22 DMG + effects Miss: 12 R-DMG
Benefit: +3 to Attack Roll and Blessed.
Effects:  ECHO 10.
 PUSH 4 the target.
Unprovoked/Crit: +5 DMG.

Special Passive:
Trigger: This hits an attack.
Effect: Each hero in [2] of a Living Wall (including Huradrin) takes 6 DMG.

Favorite Target: The farthest hero within reach.

Villain Kits Barriers • 4 Living Walls 3x1 Terrains • 2 Mission Tiles (Blue, Miscellaneous
• 2 Cultists (43, 44) • 1 Barricades 3x1 • 2 Living Walls 2x1 • 2 Lava 4x2 Green) • 2 Chests
• 2 Elementals (79, 80) • 2 Barricades 2x2 • 4 Walls 5x1 • 2 Lava 3x3 • 1 Portal • 1 Farmer Figure
• 2 Fiends (81, 82) • 4 Barricades 2x1 • 3 Walls 4x1 • 2 Lava 3x1 • 1 Stairs
• 2 Spies (95, 96) • 1 Living Walls 5x1 • 4 Lava 2x2
• 1 Boss (Imperial Demon) • 4 Living Walls 4x1 • 2 Lava 2x1

H 3 43 81 H 96
2 4
82 5 5

95 44 79
3 4
5 4 4 5
4 44
96 2
3 3
82 80 5
H 4

79 4

Map Labels: Initial Setup Event 1 Event 2

Quest Guide • 139


69 - War Machine
The Kemets are carrying their powerful weapon, destroying everything in their (2) Evil Forces (skip this step if there are 4 Reapers on the War
path. You must ambush them and fight for possession of this War Machine. Machine)
• Draw a random Fate Card (from I to III). Then, place a Reaper on…
Primary Objective | ...Ruins (Fate Card I)

• Kill all villains = Read [69.4]. | ...Swamp (Fate Card II)


| ...Planar Rift (Fate Card III)

If you lose ƒ If that Room has 1 Allied Force, remove its figure after the
Reaper is placed.
• Read [Defeat] (Journal). Begin Event 2 for more rewards. ƒ If that Room has 2 or more Allied Forces, remove one of them,
and this Reaper is not placed.
Extra Challenge
(3) Battle (skip this step if there is a villain Guard)
• Grab the 2 Chests and end with at least 20 Ironhand Moral
(XP Token).
For each Reaper on the War Rooms, a hero takes 13 DMG.

For each Reaper on the War Rooms, a different hero loses 2 (from the

Special Rules one with most, to the one with least).

Ironhand Moral (XP Token) | If there are multiple Reapers, you may choose different heroes
(or the same).
• Put the XP Token on “0” (HP Track). • Then, each Room applies the following:
• Whenever a hero uses a skill (or a comrade use a - once per turn),
| Ruins: Increase XP by 3 per Allied Force here, plus 3 for each
increase XP by 2.
Sentinel here.
War Machine | Swamp: Two heroes gain 1 per Allied Force here, plus 1 for
each Soldier here.
• The 2x2 Ruins, Swamp, and Rift Tiles represent the three War | Planar Rift: A villain takes 10 DMG per Allied Force here, plus
Rooms inside the Machine.
10 for each Sniper here.
Resolve the following, in order: 1- Allied Forces, 2- Evil Forces,
(4) Fire!
3- Battle, and 4- Fire! • If there are Allied Forces on at least two different Tiles, you may
(1) Allied Forces remove one Living Wall from the grid.
• Increase XP by 5. Then, you may spend XP to place and/or move The Double Doors (Red and Yellow)
Allied Forces on the War Machine (each can be done multiple times): • They are locked and can’t take DMG.
| Pay 10 XP: Place one Allied Force Figure (Sentinel, Soldier, or
Sniper) on a War Machine Room without Reapers.
ƒ Maximum of 3 figures of the same type (Sentinels, Snipers,
Soldiers).
Events
ƒ Maximum of 4 total Allied Forces per Room.
| Pay 2 XP: Move one Allied Figure from a Room to another.
INITIAL SETUP
ƒ You must pay 6 additional XP per Reaper on the destination • Place the heroes on the Stairs. Each may reassign 2 Skill Tokens.
Room to execute this move. If you do, remove all Reapers • Place Archer (74-G), and Warriors (97-R) and (98-B).
from there. | (Kemet Hunt): Berserker (êê 75-R).
• Then, after reading the Special Rules, read [69.1] (Journal).
If all villains are dead, read [69.2] (to continue the quest).

140 • Tanares Adventures


EVENT 1 Solnertha, Necromancer Lord 210 8 5 8
• Place 1 Reaper on each Room. (Necromancer Figure) Hit Points Defense Movement Reaction

GUARD 3: Place Archer (73-R), Spy (96-B), and Warrior (97-O). 8 squares 1 enemy
Dark Staff ( Primary Attack)
| (Kemet Hunt): Berserker (êêê 75-O). 20 DMG + effects Miss: 12 R-DMG
• Immediately apply the Step 2 of the War Machine - (Evil Benefit: +3 to Attack Roll and Blessed.
Forces) once.
Effects:  Target takes 20 DMG, minus the current XP value.
If all villains are dead, read [69.3] (to continue the quest).  Place a Reaper on a War Room (player’s choice).
 FLEE 3 (If this didn’t move this turn).
EVENT 2 Unprovoked/Crit: +5 DMG.
• Place 1 Reaper on each Room. Special Passive:
GUARD 3: Place Berserker (75-O), Spies (95-R) and (96-G), Trigger: This hits a hero that is NOT the one with highest HP.
and Solnertha - Boss (B). Effect: Reduce XP by 10 (this applies before this Attack Effect).
| (Kemet Hunt): Archer (êêêê 74-G).

• Immediately apply the Step 2 of the War Machine - (Evil Favorite Target: The farthest hero within reach.
Forces) once.
If all villains are dead, you win the quest and read [69.4]

Villain Kits Barriers • 2 Walls 4x1 • 1 Planar Rift Miscellaneous • 3 Soldier Figures
• 2 Archers (73, 74) • 2 Big Doors • 2 Walls 2x1 • 4 Portals • 2 Chests • 1 XP Token
• 1 Berserker (75) • 2 Living Walls 5x1 Terrains • 2 Ruins 4x2 • 3 Fate Cards (I - III)
• 2 Spies (95, 96) • 5 Living Walls 4x1 • 3 Altars • 1 Ruins 2x2 • 4 Reaper Figures
• 2 Warriors (97, 98) • 4 Living Walls 3x1 • 2 Lava 4x2 • 2 Stairs • 3 Sentinel Figures
• 1 Boss (Necromancer) • 2 Walls 5x1 • 2 Lava 3x1 • 1 Swamp 2x2 • 3 Sniper Figures

4 4 4 4
5
2 98 96
74
97 4
75
74 75 3
2 3 B
95
4 5
5 3
96 97
5 75 73 3 4

Map Labels: Initial Setup Event 1 Event 2

Quest Guide • 141


70 - Gullog’s Dream
You are inside Gullog’s mind in the Penumbral Plane, revisiting moments Traumatic Blocks (Living Walls) and Repressed Memories (Quest Items)
from his past to unveil his secrets. You need to protect Gullog from the strong
Sara must remove the former to recover the latter.
protections in his mind, because, as in all dreams, if he dies, he’ll wake up.
If Sara is in [1] of a Quest Item and that Item is not in [1] of a
Primary Objective Living Wall, remove that Quest Item and increase Time by 2. (This
is the recovery of one of Gullog’s Repressed Memories.)
• Kill all villains; AND
| Gullog is alive = Read [70.4]. Gullog (Gullog Figure) (65 HP / 8 DEF / 8 RA)
Gullog is fighting not only your incursion into his mind: he’s just as
If you lose concerned about the villains in his nightmares.
• Read [Defeat] (Journal). Begin Event 2 for more rewards. • Gullog takes no turns, but counts as a hero (including for effects
and villains’ Favorite Targets).
Extra Challenge
• He can incite and make Reactions as usual.
• Recover all of Gullog’s Repressed Memories (Quest Items).
MOVE 5 Gullog. Then, it deals.

Special Rules Ethereal Nightmares


The monsters that appear in Gullog’s Nightmares have no resolve or will.
Mental Resistance (Time Token) They won’t go out of their way to reach a distant figure (such as when a
Gullog is resisting the invasion against his mind; you can’t trespass Traumatic Block traps them).
for much longer. • Only Bosses can Dark Surge. If a regular villain can’t reach a hero,
Put the Time Token on “12” (HP Track). If it drops to 0, you lose the it just moves 5 squares toward its closest hero and Fatigue.
quest.

Reduce Time by 1. Then, Gullog takes 10 DMG, or a hero takes 15 DMG. Events
Reduce Time by 1. Then, a hero takes 10 DMG.
INITIAL SETUP
Sara’s Vision (Sara or Lady Figure) • Place the heroes on the Stairs. Each may reassign 2 Skill Tokens.
Sara is the leader of the incursion, but she needs to be entirely focused on • Place Sara (S) and Gullog (G).
navigating through Gullog’s mind. She can only move the people in the
Dream and remove “blocks” to retrieve Gullog’s Repressed Memories. • Place Spy (96-B), and Warriors (97-R) and (98-G).
• Sara is not a combatant. She cannot be targeted and takes no turns. | (Kemet Hunt): Spy (êê 95-O), Specter (êêê 94-B), and
Berserker (êêêê 75-O).
Sara has two actions. Each may be spent in any of the following • Then, after reading the Special Rules, read [70.1] (Journal).
(you may choose the same option twice):
a. MOVE 6 Sara (she can use Portals, consuming 1 of this move). If all villains are dead and all Quest Items are recovered, read [70.2]
b. Remove 1 Living Wall and then reposition it on free squares (both (to continue the quest).
anywhere).
c. MOVE 3 any one combatant (including a Boss, or Gullog).
• After these actions, Sara may recover a Repressed Memory (keep
reading).

142 • Tanares Adventures


Villain Kits • 2 Boss (Augur, Undead • 3 Living Walls 3x1 Terrains Miscellaneous • 1 Sara or Lady Figure
• 1 Berserk (75) Knight) • 2 Living Walls 2x1 • 1 Altar • 2 Chests • 1 Time Token
• 1 Specter (94) • 5 Walls 5x1 • 3 Portais • 1 Gullog Figure
• 2 Spies (95, 96) Barriers • 9 Walls 4x1 • 1 Stairs • 3 Quest Items
• 2 Warriors (97, 98) • 4 Barricades 2x1 • 1 Wall 3x1
• 2 Big Doors

4
4 4
4 2 4
5 5
97 95
Y 96
75
Y
3
2 4

Y 3 G
Y
3
5 94 S 4
5 98 5

4 4

Map Labels: Initial Setup

Quest Guide • 143


71 - Wharfugee on Fire
Kemet arsonists have finally discovered the location of Wharfugee and City Fire
invaded it while you were out of town! All your Structures are now on fire:
The more fire you see, the more you suffer, partly because you need to
which will you save first?
go through flames to help people, and partly due to the desperation of
seeing Wharfugee burning.
Primary Objective
Each hero takes 1 DMG per number of Lava Tiles on the grid (i.e.,
• Save all City Structures; AND including those outside Room Tiles).
| Kill the the Arsonist Leader (B) = Read [71.3]
Marksmen (Kemet Hunt Level êê or +)
If you lose Gullog has positioned snipers in strategic spots. Their instructions are
• Read [Defeat] (Journal). Place the Arsonist Leader (B) for more to fire spells and arrows at those who look more capable of helping the
rewards. Resistance; if you’ve earned some reputation among the enemy troops,
they will fire at YOU.
Extra Challenge
• Remove all Lava Tiles from the grid. êê The hero with highest HP takes 8 DMG.

êêê The hero with highest HP takes 16 DMG.

Special Rules êêêê or + The hero with highest HP takes 24 DMG.

Water Barrels (Barrel Figure)


(do not remove the Barrel): the interacting hero gains a Quest
Item. Each hero can’t carry more than one. Events
Douse the Fire (Lava Tile) INITIAL SETUP
+ Discard a Quest Item: Remove this Lava Tile from the grid. The • This quest doesn’t have Stairs. Place the heroes on the central Portal
interacting hero takes 2 DMG. Tile. Each may reassign 2 Skill Tokens.
+ Discard a Quest Item: Remove this Lava Tile from the grid. The GUARD 3: Place Necromancer (85-R) and Warrior (97-O).
interacting hero gains one Empowered 3 Token.
GUARD 3: Place Archer (74-G) and Warrior (98-B).
Saving the Structures (Room Tiles, current-level City Structure Cards) GUARD 3: Place Necromancer (86-B) and Spy (95-O).
• Each City Structure is represented by a Room Tile. GUARD 3: Place Archer (73-R) and Spy (96-G).
• When the last Lava Tile is removed from a Room Tile, that City • Then, after reading the Special Rules, read [71.1] (Journal).
Structure is saved. Immediately discard its card and apply the
As soon as the last villain breaks its Guard, read [71.2] (Note: there
following effects per Structure’s Level:
may be villains alive, just not in Guards).
Represented City Structure When saved, apply the effect:
(place Structure’s Card next) (as many times as the Structure’s Level)
EVENT 1
“Laboratory” = Natural Lab One hero HEALS 3.
• Place the Arsonist Leader - Boss (B).
“Blank/Empty” = Tavern A hero gain 1 (multiple heroes can gain).

“Prison” = Ironhand Outpost One villain takes 5 DMG.


As soon as there is no more Lava on the four Room Tiles and
all villains (including the Boss) are dead, you win the quest and
“Armory” = Weapon Shop One hero gains one Empowered 3 Token. read [71.3]

144 • Tanares Adventures


Arsonist Leader
(Warlord Figure)
160 8 5 0
Hit Points Defense Movement Reaction

8 squares 1 enemy
Compounded Heat ( Primary Attack)
24 DMG + effects Miss: 8 R-DMG
Benefit: +3 to Attack Roll and Blessed.
Effects:  Target takes +1 DMG for each Lava Tile on the grid (reminder: this
applies after the Special Passive).
 FLEE 3 (If this didn’t move this turn).
Unprovoked/Crit: +5 DMG.

Special Passive
Trigger: This hits a target that is on a Room Tile.
Effect: Put a Lava Tile that had been removed the grid underneath or as close as
possible to the target (on squares without Terrains/Walls/Barricades).

Favorite Target: The farthest hero within reach.

Villain Kits Barriers Terrains • 2 Lava 2x1 Miscellaneous • 4 Current Level


• 2 Archers (73, 74) • 2 Barricade 3x1 • 2 Lava 4x2 • 3 Portals • 3 Barrels Structure Cards
• 2 Necromancers (85, 86) • 4 Walls 5x1 • 2 Lava 3x3 • 2 Chests
• 2 Spies (95, 96) • 8 Walls 4x1 • 2 Lava 3x1 • 4 Quest Items
• 2 Warrior (97, 98) • 2 Walls 2x1 • 4 Lava 2x2 • 4 Rooms 6x6
• 1 Boss (Warrior)

85 74
4 2 4
97 98
NATURAL LAB TAVERN
5 5

4 5 4 4 5 4
WEAPON SHOP
95 86
96 B
2

73
4 4 IRON HAND OUTPOTS

Map Labels: Initial Setup Event 1

Quest Guide • 145


72 - Zarumag
Zarumag was magically captured and brought to an Avatar Dragon Arena. Dragon Hunting
Destroy him in his lair once and for all.
• If even after Dark Surge, a villain would reach no valid target, it
Primary Objective doesn’t move, instead:
• Kill Zarumag = Read [72.2].
It Fatigues, and your Allied Dragon takes 35 DMG (ignore vision).
If you lose It Fatigues, and a hero, or the Allied Dragon , takes 35 DMG (ignore vision).
• Read [Defeat] (Journal). Deal 70 DMG to Zarumag for more
rewards.
Blast Charge
Extra Challenge
• Evil Shadow is dead when you win the quest. • Put the XP Token at “0” (Allied Dragon Ultimate Blast Tracker).
• Gain +1 XP whenever:
Special Rules |
|
A villain dies.
A hero spends its Prime Action declaring an attack that targets
Two Dragons (Allied Dragon and Zarumag ) Zarumag (once per turn).
| Your Allied Dragon Blast Charge Trigger is met (consider
• The Dragons take no turns and deal 8 DMG on Reactions. as if villains were “enemy heroes”).
• They are immune to all Terrains. They can move through Barriers • Whenever XP increases to the Ultimate Blast position (“4”), return
and Obstacles, but cannot end on them. it to “0” (if more XP has been earned, continue to increase it). Then,
| They are always Hastened, and can never be Slowed. Zarumag takes 35 DMG.

Leaving the Lair. ONLY Allied Dragon can leave its Lair.
Team Benefit. ONLY HEROES may apply their Allied Dragon Quest Tip: You meet a Blast Charge’s Trigger when you kill an
Team Benefit (once per turn). enemy under specific conditions. Therefore, doing so will increase
XP by at least 2: +1 because a villain has died, and +1 because it
Heroes are Minions. For all effects and benefits of your Allied
Dragon . died under the condition described in the Trigger.

Skills. At the end of round, heroes can use “ turn” skills during
Allied Dragon actions, and “ turn” skills during Zarumag Reincarnation
actions.
(4) Place back all villains killed this round, on any square of the
(1) Allied Dragon applies its Lair Action. Then, it MOVES 8 and Mission Tiles that match their colors.
makes a Boss V Boss Primary Attack (its attacks does not flip or Cycle). | If the Evil Shadow is dead, place it on a free square, in [1] of the
(2) Apply Zarumag Lair Action. central 2x2 Spikes Tile (i.e., don’t put it ON Spikes, or in the Lair)
(3) If there’s a hero in Zarumag Lair, Zarumag RUNS to Draconic Portals
its closest hero inside its Lair and makes Fierceful Shadows Attack
(Boss V Boss Attack) against it. Then, all heroes in Zarumag Lair • Ignore Altar rules. Instead, they are Portals.
are teleported, each to an Altar Tile of its choice (if this teleports the | Altars only teleport to other Altars. Portals only teleport to other
Allied Dragon , only one of its squares must be on an Altar). Portals.
• Otherwise (i.e., there’s no hero in its Lair), it makes its Midfield
Attack, targeting the two heroes with lowest HP.

146 • Tanares Adventures


Events
INITIAL SETUP You can use the board from the Board Game Scenarios 2

• Place the heroes on the Stairs. Each may reassign 2 Skill Tokens.
• Place Allied Dragon , Zarumag , and Evil Shadow (E).
• Place Elementals (47-O) and (48-G), and Golems (83-R) and (84-B). 84

| (Kemet Hunt êê): Skeleton (24-G) on square J-9.


| (Kemet Hunt êêê): Instead of placing Skeleton (24-G), place
Zombie (70-G). 83
E
| (Kemet Hunt êêêê): Instead of placing Zombie (70-G), place
Specter (94-G). 48
• See Allied Dragon Boss Feature.
• Then, after reading the Special Rules, read [72.1] (Journal).
47
As soon as Zarumag dies, you win the quest and read [72.2]

Villain Kits • 2 Golem (83, 84) Barriers Terrains • 2 Spikes 3x1 Miscellaneous
• 1 Skeleton (24) • 1 Specter (94) • 2 Walls 5x1 • 3 Altars • 1 Spikes 2x2 • 2 Chests
• 2 Elementals (47, 48) • Boss V Boss Zarumag • 8 Walls 4x1 • 4 Mission Tiles • 1 Stairs • 1 Warlord Figure
• 1 Zombie (70) • 4 Walls 3x1 • 3 Portals • 1 XP Token
• 2 Walls 2x1 • 2 Ruins 4x2

3 2
84
DRAGON 4 4
HERO LAIR
5

83
4 E 4
3
48 3

ZARUMAG’s
4 5 4 LAIR

47
2 3
4 MIDFIELD 4

Map Labels: Initial Setup

Quest Guide • 147


73 - Garden Exfiltration
You’ve received news that rogue Heroes had attempted to infiltrate the Kemet Patrols (Sentinel Figures, bases of different colors)
kemet-controlled Imperial Palace in Fisherman’s Wharf, but they were
spotted and are now hiding in the palace’s gardens. Get on higher ground • Patrols don’t have turns. They can take DMG from Spikes Tiles and
and shoot kemet Patrols underneath so the Infiltrators can escape where Infiltrators. Each begins with 35 HP (use hexagonal HP Tokens).
they least expect it: the front gates… • When a Patrol dies, heroes gain (as when a villain dies).

Primary Objective Each Patrol MOVES 5 to its farthest Infiltrator in [8]. If it ends
in [1] of an Infiltrator, it deals 5 DMG to it (reduce the Torch).
• Kill the Volinorr (Boss) and all Patrols, AND
| All Infiltrators escape = Read [73.3]. Arcane Ballistas (Mission Tiles)
Only by these weapons can you attack or apply effects on the Infiltrators
If you lose or Patrols, as thick, tall walls separate you.
• Read [Defeat] (Journal). Begin Event 1 for more rewards. • Mission Tiles block vision and cannot be stepped on (as if they
were walls).
Extra Challenge • Whenever a hero spends , place the spent on the nearest
• When you win the quest, the Infiltrators have at least 10 HP. Arcane Ballista. While there, heroes may not earn these .
Each Ballista must fire against a different Patrol anywhere. Each
deals 4 DMG per on it. Remove all from Ballistas and put them
outside pools (Heroes may earn them again).
Special Rules | If there are more Ballistas than Patrols, the last Ballista(s)
players choose to fire lose their , and don’t deal DMG.
Infiltrators (Four Hero Figures) (60 HP)
Guarding the Gardens (Villains)
• Choose four Hero Figures from the same Combat Roles as your The gardens underneath protect the kemet on higher ground. If these
Team’s Heroes. They are the Infiltrators. They don’t have their own
turns. can’t attack you, they will divert their attention to the Infiltrators below.

• Put the Torch Token on “60” (HP Track). It tracks the Infiltrators’
HP (they all share the same HP). If it drops to zero, you lose the If there’s at least one Patrol on the grid (in guard or not), villains who are
not Patrols are Shielded 5.
quest.
• Infiltrators can take DMG from Spikes Tiles or Kemet Patrols. If there’s at least one Patrol on the grid (in guard or not), villains who are
not Patrols are Toughened 3.
• At the end of each hero’s turn, that hero controls the Infiltrator
of its Role: • If even after Dark Surge, a villain can reach no hero, it doesn’t move.
| MOVE 5 the Infiltrator. Then, it deals 5 DMG to a Patrol in its Instead, the Infiltrators take 8 DMG. (Reminder: villains never use
Basic Attack’s Range. If it did, apply an effect: Portals)
ƒ Brute or Shooter: Deal +4 DMG. Forced Teleportation (BOSS‘s Special Passive and Effect)
ƒ Tactician or Controller: A hero anywhere gains 1 or charges • When the Boss applies this effect (in its Special Passive or Attack),
1 Skill Token (ignore vision). shuffle Fate Cards I, II, III, and IV. Draw one and apply:
ƒ Tank or Bruiser: MOVE 1 a Patrol and an Infiltrator (both in | Fate Card I: Place the combatant in [1] of the Planar Rift Tile.
vision, but anywhere). | Fate Card II: Place the combatant in [1] of the Ruins Tile.
| Fate Card III: Place the combatant in [1] of the Swamp Tile.
ƒ Healer or Commander: HEAL 4 the Infiltrators, OR one hero
anywhere (ignore vision). | Fate Card IV: Place the combatant in [1] of the Altar Tile.

148 • Tanares Adventures


Events Volinorr, the Gold Hunter
(Warlord Figure)
B 210
Hit Points
8 5 8
Defense Movement Reaction
INITIAL SETUP • This is Shielded 15 while the Lever is on the grid.
• Place the heroes on the Stairs. Each may reassign 2 Skill Tokens. • Note: This Boss has +6 to hit (instead of the usual +3).
• Place the Infiltrators in [1] of the Quest Item. Sniff and Spread ( Primary Attack)
1 squares 1 enemy
• Place Berserker (75-O), Captain (78-G), Necromancer (85-R), 20 DMG + effects Miss: 8 R-DMG
Spy (96-B), and the Volinorr - Boss (B). Benefit: +6 to Attack Roll and Blessed.
• Place 4 Patrols (P). Effects:  For each Kemet Hunt level, deal 5 DMG to the two heroes with highest
HP, ignoring vision and range (if your level is zero, this effect deals 0 DMG).
• Then, after reading the Special Rules, read [73.1] (Journal).  Apply Forced Teleportation on this .
If all Patrols are dead, read [73.2] (to continue the quest). Unprovoked/Crit: +5 DMG.

Special Passive
Trigger: No other hero is in [1] of the target this hits.
Effect: Deal +5 DMG. After the attack, the target suffers a Forced Teleportation.

Favorite Target: The hero with lowest HP within reach.

Villain Kits Barriers • 5 Walls 5x1 Terrains • 2 Spikes 3x1 Miscellaneous


• 1 Berserker (75) • 2 Barricades 3x1 • 5 Walls 4x1 • 1 Altar • 2 Spikes 2x2 • 1 Lever
• 1 Captain (78) • 2 Barricades 2x1 • 3 Walls 3x1 • 4 Mission Tiles • 2 Spikes 2x1 • 1 Quest Item
• 1 Necromancer (85) • 2 Big Doors • 2 Walls 2x1 • 4 Portals • 1 Stairs • 4 Sentinel Figures
• 1 Spy (96) • 2 Single Doors (Gray, • 1 Planar Rift • 1 Swamp 2x2
• 1 Boss (Warlord) Purple) • 1 Ruins 2x2

B 75

85
5
4 4 4 3 5
P P
P P
P 2 P
P P

5 4 4 5 2

78 96
3 3

Map Labels: Initial Setup Event 1

Quest Guide • 149


74 - Overkill
Raise all the dead buried at the cemetery outside Fisherman’s Wharf and Ritual of Reanimation (Altar Tiles)
then kill them all, to ensure they remain six feet under when the crucial
battle of the Kemet War begins. + Remove this Altar: The interacting hero may apply one:
• Pay 17 XP: put an Undead Ally (Skeleton or Walker) in [1] of you.
Primary Objective
• Pay 25 XP: put an Undead Ally (Ghoul or Zombie) in [1] of you.
• Kill all villains, AND
| Have at least two Undead Allies = Read [74.4] Running Dead (Undead Allies)
If you lose Each Undead Ally RUNS to its nearest villain and makes that
Undead Ally’s attack (as shown on its card, but do not apply Passive
• Read [Defeat] (Journal). Begin Event 2 for more rewards. Power or Unprovoked bonus).
Extra Challenge Death’s Revenge (Specters and Reapers)
• The XP Token is on “70” (HP Track) when you win the quest. Necromancy in this scale takes its hefty toll, and some undead may
escape your control.

Special Rules (Apply the following all at once, against a single hero): For each Specter
and Reaper on the grid, the hero with the highest HP takes 7 DMG.

Necro-mana (XP Token) (Apply the following all at once, against a single hero): For each
Specter and Reaper on the grid, the hero with most loses 1 .
The energy that heals wounds has the same signature as the energy that
raises dead bodies; the energy that leaves a body you slay can contribute
to this pool too.
• Put the XP Token on “0” (HP Track). Its maximum value is 70. This
is your Necro-mana. Events
• Whenever a hero applies an effect (from attacks, skills, items, or INITIAL SETUP
passive powers) that would increase the value of an HP Token, you
may, instead, increase the value of the XP Token by that amount. • Place the heroes on the Stairs. Each may reassign 2 Skill Tokens.
| Chests and First Aid Tokens do NOT count for this.
• Place Necromancers (85-O) and (86-G), and Reaper (92-G).
• Whenever a villain dies, increase XP by 5.
| (Kemet Hunt): Warrior (êê 97-R).
Undead Allies • Then, after reading the Special Rules, read [74.1]
• Grab Skeleton (24-B), Walker (32-G), Ghoul (53-O), and Zombie If all villains are dead, read [74.2] (to continue the quest).
(69-R)
| If you perform a Ritual of Reanimation (see ahead), these EVENT 1
spawn as Undead Allies.
• Remove the Big Red Door.
| They are not combatants. They cannot be targeted, deal no
Reaction DMG, and takes no turns. They don’t use colored rings. GUARD 3: Place Specter (93-R), Necromancer (85-R), and
| You can have a maximum of three Undead Allies at a time, and
Reapers (90-O) and (92-G).
they must be of different types. | (Kemet Hunt): Warrior (êêê 97-O).

If all villains are dead, read [74.3] (to continue the quest).

150 • Tanares Adventures


EVENT 2 Shadow Wing Priestess
(Vampire Figure)
210 8 5 8
• Place Specters (93-O) and (94-B), Reapers (89-R) and (91-B), and Hit Points Defense Movement Reaction
the Shadow Wing Priestess - Boss (B). 8 squares 1 enemy
| (Kemet Hunt): Warrior (êêêê 97-R). Rest in Pieces ( Primary Attack)
25 DMG + effects Miss: 12 R-DMG
Necropotence Benefit: +3 to Attack Roll and Blessed.
(reminder: apply after Death’s Revenge): If the Boss is alive and Effects:  If there’s an Undead Ally in [2] of the target, remove that Undead
the Reaper (89-R) AND/OR Reaper (91-B) is dead, place the dead Ally from the grid.
Reaper(s) back on the board, in [1] of the Boss (this can place both  FLEE 3 (If this didn’t move this turn).
Reapers back). Unprovoked/Crit: +5 DMG.

As soon as all villains are dead and you have at least two Undead Special Passive
Allies, you win the quest and read [74.4] Trigger: This hits a target that doesn’t have an Undead Ally in [2] of it.
Effect: Deal +15 DMG and PUSH 3 the target.

Favorite Target:The hero with highest HP within reach.

Villain Kits • 4 Reapers (89, 90, 91, 92) Barriers Terrains • 4 Spikes 2x2 Miscellaneous
• 1 Skeleton (24) • 2 Specters (93, 94) • 1 Big Door (Red) • 4 Altars • 2 Spikes 2x1 • 2 Chests
• 1 Walker (32) • 1 Warrior (97) • 2 Walls 5x1 • 2 Spikes 4x2 • 1 Stairs • 2 Rooms (Camp,
• 1 Ghoul (53) • 1 Boss (Vampire) • 6 Walls 4x1 • 2 Spikes 3x3 Cemetery)
• 1 Zombie (69) • 2 Walls 2x1 • 2 Spikes 3x1 • 1 XP Token
• 2 Necromancers (85,86)

5 93 93
85 85 89
86 92 91 B
90 94
92 97 97
97 2

5
4 4 4 4 4 4

Map Labels: Initial Setup Event 1 Event 2

Quest Guide • 151


75 - Moles
Kemet scouts have captured Wharfers who had escaped their city. Before Sacred Altars (Altar Tiles)
a kemet stagecoach comes to take them back, replace them for who could
pass off as their doubles. + Pay 15 HP + Remove this Altar: Remove all Bleeding 2 Tokens
from all Prisoners on this Altar.
Primary Objective
Prisoner Defense
• Rescue all Prisoners AND kill the Garey Landen (Boss) = Read [75.4] The villains have Prisoners as their only target because they don’t want
their sensitive information to come out. If you’re hand-in-hand with
If you lose them, you may swiftly get in the way and avoid them getting struck.
• Read [Defeat] (Journal). Begin Event 2 for more rewards. • Villains (including Boss) ignore heroes and target only Prisoners
(follow their Favorite Target rules).
Extra Challenge • Villains can move through heroes and Companions but not end
• Knockout all villains. on their squares.
• If a villain Dark Surges, it will target its closest Prisoner and
increase its Move Stat to 12.
Special Rules • If the targeted Prisoner is in [1] of a hero, that hero may, before
Prisoners (Prisoner - HP 50 / MOV 5 / DEF 5) the roll, swap squares with that Prisoner and become the target in
They got hurt when the kemet captured them. They prefer to escape than its stead.
heal their wounds, but it takes its toll.
• Consider them combatants AND heroes, but they can‘t take turns Knockout
or be revived. You want to make it seem like there was a failed rescue attempt, but the
| You can use skills and apply HEAL effects on them. more villains you kill, the more they will be suspicious.
| They cannot deal Reaction DMG. They help heroes Mob. • If a Basic Attack or Reaction DMG drops a villain’s HP to 0, that
• Each begins with one Bleeding 2 Token. villain is knocked-out (see the Extra Challenge). Heroes gain 1
(as it’s usually when a villain dies).
• Whenever a villain hits a Prisoner, it gains one Bleeding 2 Token.
• Bleeding 2 Tokens applied on Prisoners can be removed only with
Events
Sacred Altars (see ahead).
| I.e., DISPEL cannot remove them.

MOVE 6 each Prisoner. The last Prisoner you move gains one INITIAL SETUP
Bleeding 2 Token.
| This MOVE applies Bleeding DMG. After moving, DOESN’T • Place the heroes on the Stairs. Each may reassign 2 Skill Tokens.
remove their Bleeding Token.
• Place the 3 Prisoners.
Each Prisoner takes 6 DMG. • Place Snipers (25-O) and (26-B), Captain (77-O), and Golem
(83-R).
A Prisoner takes 12 DMG.
| (Kemet Hunt): Specter (êêê 94-B).

| This doesn’t incite villain Reactions. • Then, after reading the Special Rules, read [75.1]
If a Prisoner dies, you lose the Quest. If all villains are dead, read [75.2] (to continue the quest).

152 • Tanares Adventures


EVENT 1
• Remove the Barricade.
Garry Landen
(Warlord Figure)
280 8 5 8
Hit Points Defense Movement Reaction
GUARD 3: Place Sniper (25-R), Captains (77-R) and (78-B), and
Golem (84-B). 8 squares 1 enemy
| (Kemet Hunt): Specter (êêêê 94-G).
Redeemer Ray ( Primary Attack)
25 DMG + effects Miss: 12 R-DMG
If all villains are dead, read [75.3] (to continue the quest). Benefit: +3 to Attack Roll and Blessed.
Effects:  Deal 8 DMG to all heroes in [3] of this (including Prisoners).
EVENT 2  FLEE 3 (If this didn’t move this turn)
• Remove the Living Wall. Unprovoked/Crit: +5 DMG.
GUARD 3: Place Snipers (25-R) and (26-B), Golem (83-O), and
the Garry Landen - Boss (B). Special Passive
| (Kemet Hunt): Specter (êê 94-G). Trigger: No hero is in [1] of the target this hits.
Effect: PULL 3 all Prisoners.
Escape Rout
• Whenever a Prisoner enters the Portal, remove that Prisoner. Favorite Target: The hero with lowest HP within reach.
| If any Prisoner is removed this way, DO NOT place a Bleeding
Token on a prisoner this round.

As soon as all Prisoners are removed and the Garry Landen (Boss)
is dead, you win the quest and read [75.4]

Villain Kits • 1 Specter (94) • 4 Walls 5x1 Terrains • 2 Spikes 2x1 Miscellaneous
• 2 Snipers (25, 26) • 1 Boss (Warlord) • 5 Walls 4x1 • 3 Altars • 1 Stairs • 2 Chest
• 2 Captains (77, 78) • 1 Wall 3x1 • 1 Portal • 3 Swamp 2x2 • 3 Prisoner Kits
Barriers • 1 Wall 2x1
• 2 Golems (83, 84) • 1 Barricade 3x1 • 2 Spikes 4x2 • 1 Room (Prison)
• 1 Living Walls 3x1 • 2 Spikes 3x1

5 5 5 5 4

25 77
94
94 26 78 84 4
3 25 26
77
4 25
83 4 B
94 83

2 4 3

Map Labels: Initial Setup Event 1 Event 2

Quest Guide • 153


76 - Pylons
Return to the site where the kemet were building a Monument and energize Monumental Influence (Lava Tile and Ice Tile)
it with Crystal Shards to finish the job.
The kemet had chosen this site due to its enhanced magical properties —
it gets even stronger as the monument’s construction nears completion.
Primary Objective
Apply the following, in order:
• Put all 4 Quest Items on different Altar Tiles, AND
| Kill all Specters = Read [76.3] 1. Each combatant on Lava takes 10 DMG. Each villain killed this way
grants 2 additional to a hero of your choice.
If you lose 2. Each hero gains 1 per villain on Ice Tiles.
• Read [Defeat] (Journal). Begin Event 1 for more rewards. 3. The hero with lowest HP must pay 2 or take 15 DMG.
Extra Challenge
• Kill all villains before you win the quest.
Events
Special Rules INITIAL SETUP
Crystal Shards (Quest Items) • Place the heroes on the Stairs. Each may reassign two Skill Tokens.
The monument needs to be energized with tameranium shards, a rare • Place Cultist (43-R), Golem (84-B), and Specter (94-G).
crystal that attracts the shadows of those recently slain nearby. | (Kemet Hunt): Warrior (êê 98-B), Warrior (êêê 97-R), and
| Some villains carry Quest Items on their cards (see Initial Setup
Specter (êêêê 93-O).
and Event 1). | Put a Quest Item on the card of the Specter (94-G).
| Whenever the carrier of a Quest Item is hit (hero or villain), it
takes +6 DMG and drops the Quest Item (put it in [1] of that). • Then, after reading the Special Rules, read [76.1]
If all villains are dead, read [76.2] (to continue the quest).
(with a Quest Item not on an Altar or Combatant): put it on the
interacting hero’s Card (max. 1 per hero).
EVENT 1
The Monument (Altar Tiles) • Place the Dhonosas - Boss (B).
(hero with a Quest Item): If the Altar has no Quest Items on it, GUARD 3: Place Cultist (44-G), Golem (83-O),
put the interacting hero’s Quest Item on the Altar. Then: and Specter (93-R).
| Afterward, you may not interact with that Quest Item again. GUARD 3: Place Cultist (43-O), Golem (84-G),
All heroes gain 1 .
and Specter (94-B).
| Put a Quest Item on the cards of the Boss,
All villains on the grid take 8 DMG (except Guards). Specter (93-R), and Specter (94-B).

As soon as the four Altars have a Quest Item and all


Specters are dead, you win the quest and read [76.3].

154 • Tanares Adventures


Dhonosas, Soulborn Guardian
(Warlord Figure)
B -- 7 5 8
Hit Points Defense Movement Reaction

• This takes no DMG. It dies as soon as all Quest Items are on Altar Tiles (this
awards , as it’s usual when a villain dies).
8 squares 1 enemy
Interdimensional Bolt ( Primary Attack)
22 DMG + effects Miss: 12 R-DMG
Benefit: +3 to Attack Roll and Blessed.
Effects:  If the target carries a Quest Item, transfer it to this card.
 Then, if this is carrying at least one Quest Item, the target takes 10 DMG
(do not multiply by the number of Quest Items this carries).
Unprovoked/Crit: +5 DMG.

Special Passive
Trigger: This starts its turn (before it takes any action).
Effect: It RUNS 7 to the closest Quest Item, not on an Altar. If it ends in [1]
of this Quest Item, put it on this Boss Card (This can carry more than one
Quest Item).

Favorite Target: The hero with highest HP within reach.

Villain Kits Barriers Terrains • 2 Ices 2x1 • 2 Lava 2x1 Miscellaneous


• 2 Cultists (43, 44) • 4 Walls 5x1 • 4 Altars • 2 Lava 4x2 • 2 Portals • 2 Chests
• 2 Golems (83, 84) • 6 Walls 4x1 • 2 Ices 4x2 • 2 Lava 3x3 • 1 Spikes 3x1 • 4 Quest Items
• 2 Specters (93, 94) • 3 Walls 3x1 • 2 Ices 3x3 • 1 Lava 3x1 • 1 Stairs
• 2 Warriors (97, 98) • 2 Walls 2x1 • 1 Ice 3x1 • 4 Lava 2x2
• 1 Boss (Warlord) • 4 Ices 2x2

83 4
5 4 4 5 43
93
B 4
44 43 84 2
84 93 94 2
3 3
3 4 94 97

5
98

5 4

Map Labels: Initial Setup Event 1

Quest Guide • 155


77 - Sacrifice
The opening of a “natural” vandanamalika, in confluence with the Lunar Closing the Penumbra (Mission Tiles)
Perigee, is tearing the fabric of the Tanarean Magic Field. Shut down the
You may close an opening to the penumbral plane when the monsters
openings to the penumbral plane that have erupted nearby.
most connected with it are not in your way. However, to shut it down,
you must overcharge it; other penumbral monsters take advantage of
Primary Objective this opening to enter the field.
• Kill the Penumbral Terror (Boss) = Read [77.3] + No villain of the same color of this Tile is alive + No Fiend of
any color is alive: Flip this Mission Tile (to its Ice side), then:
If you lose
• Read [Defeat] (Journal). Begin Event 1 for more rewards. Place one Level 3 Fiend (81 or 82) of the same color as the flipped
Mission Tile on a free Portal square (closest to this Mission Tile).
Extra Challenge
Place one Level 2 Fiend (49 or 50) of the same color as the flipped
• Kill all other villains before the Penumbral Terror (Boss); AND Mission Tile on a free Portal square (closest to this Mission Tile).
| Pegasus Meteor Attack kills all Fiend.
Extraplanar Hordes (Aberrations, Elementals)
Special Rules Penumbral beings won’t stop pouring while the entrance to their plane
is open.

Pegasus Companion (Pegasus figure) [only if Lana is not being


• Place Aberrations (71-R) and (72-G), and Elementals (79-O) and
(80-B).
played].
If any of these villains are dead and the Mission Tile of their same
• If Lana is not in play, grab the Pegasus Companion Card and Favorite Target color hasn’t been flipped to Ice, place them on the
figure, it becomes the companion of the hero with the Hook. Put Mission Tile of their same color.
its Companion Card next to that hero card.
| Follow all standard Companion rules: it takes a Prime and a
Pegasus Meteor Attack (Pegasus Companion)
Move Action at the end of that hero’s turn and shares HP with
that hero. Deal 10 DMG to all enemies in [1] of the Pegasus (or in [1] of the
hero on whose Card it is).
Flying Creatures
• All villains can move through Barricades (but not end on them),
as well as heroes whose figures have wings and those Riding the
Pegasus.
Events
INITIAL SETUP
Riding the Pegasus (Pegasus)
(with the Pegasus, if it’s on the grid): Put the Pegasus Figure on
• Place the heroes on the Portal. Each may reassign two Skill Tokens.
your Hero Card. You gain: • Place the Pegasus figure in [2] of the hero with the Hook.
| Your Move Stat increases to 10. You are Hastened and may
• Then, after reading the Special Rules, read [77.1]
ignore Terrains.
| You can move through Barricades (you cannot end on them). If there is no Mission Tile on the board, read [77.2] (to continue
| At the start of any turn, you may place the Pegasus on a free the quest).
square in [1] of you.
• While on a Hero Card, the Pegasus cannot act.

156 • Tanares Adventures


EVENT 1 Penumbral Terror
B 280 10 5 8
• Place on any Portal square: Elemental (80-G) and the Penumbral (Imperial Demon, or any Large Figure) Hit Points Defense Movement Reaction
Terror - Boss (B). • If this is not on Portal or Lava/Spikes squares, it is Shielded 5.
| (Kemet Hunt): Warrior (êê 97-R), Warrior (êêê 98-B), Spy
(êêêê 95-O). 8 squares 1 enemy
Waves of Horror ( Primary Attack)
30 DMG effects Miss: 12 R-DMG
+
As soon as the Penumbral Terror (Boss) dies, you win the quest
and Read [77.3] Benefit: +3 to Attack Roll and Blessed.
Effects:  PUSH 3 all heroes in [3] of the target.
 FLEE 3 (If this didn’t move this turn).
Unprovoked/Crit: +5 DMG.

Special Passive
Trigger: This hits a target in [2] of the Pegasus (or in [2] of its rider.
Effect: The hero with the Hook takes 10 DMG.

Favorite Target: The farthest hero within reach.

Villain Kits • 2 Warriors (97, 98) Barriers Terrains • 4 Ruins 2x2 Miscellaneous
• 4 Fiends (49, 50, 81, 82) • 1 Boss (Imperial • 2 Barricades 2x2 • 4 Mission Tiles • 4 Spikes 2x2 • 2 Chests
• 2 Aberrations (71, 72) Demon) • 2 Barricades 3x1 • 4 Portals
• 2 Elemental (79, 80) • 4 Barricades 2x1
• 1 Spy (95) • 8 Walls 4x1

4 72 80 4

4 4

4 4
79 71

4 4

Map Labels: Initial Setup Event 1

Quest Guide • 157


78 - Ashes
The Kinshi fortress where the relics of Yama are kept is in flames. It will be After this MOVE
necessary to clear the way for Zalir to save the artifacts and stop the culprit.
• Collect the Artifact on top of which Zalir ended his move, and
apply its effect:
Primary Objective
| Door Tile: Increase the value of the Tome by 8.
• Kill all villains = Read [78.3]. | Quest Item: Increase the value of the Tome by 12.

If you lose Pressure Plates (Quest Items - Mission Tiles)


Some Artifacts are connected with obstacles that Zalir, with his weak
• Read [Defeat] (Journal). Begin Event 1 for more rewards. constitution, cannot transpose. Step on them to free his path.

Extra Challenge • Mission Tiles don’t block combatants’ vision and movement
(as usual).
• When you win the quest, the Tome Token is on slot 45 or higher. • Mission Tiles BLOCK Zalir’s movement (but not vision), EXCEPT
when a combatant (hero or villain) is on top of a Quest Item of the
same color.
| When a Quest Item is collected, its respective Mission Tile

Special Rules becomes a permanent block for Zalir.

Magic Rubble (Ice Tiles)


Artifacts (Doors and Quest Items)
You can physically remove obstacles in Zalir’s path, too.
• Artifacts are not obstacles (combatants can end their movement + No combatants are on this Ice Tile: Flip this Ice Tile AND the
on their square). Barricade Tile of the same size.

Zalir (Farmer or Zalir Figure) Zalir’s Contagious Anxiety


Zalir moves to retrieve threatened relics in his vision whenever you clear Decrease the Tome by 10. Then:
a villain off the path. The Torch represents the quality of Zalir’s clues
about the location of the relics, and the Tome represents the quantity
One hero takes 8 DMG, or 25 if the Tome’s value is 15 or lower.
(and state) of the relics in his possession.
• Zalir is not a combatant (It can’t be attacked or suffer effects). One hero takes 5 DMG, or 20 if the Tome’s value is 10 or lower.

• Put the Tome Token on “30” (HP Track).


• Whenever a villain dies and Zalir has vision of an artifact: You
must MOVE 15 Zalir to end inside the square of the closest of these
Artifacts.
Events
INITIAL SETUP
During this MOVE
• All figures and Mission Tiles are Obstacles (see Pressure Plates). • Place the heroes on the Stairs. Each may reassign two Skill Tokens.
• Players choose his path, so he can take the safest one. • Place Zalir (Z).
• Decrease the value of the Tome by 4 whenever Zalir: • Place Aberrations (71-O) and (72-B), Elemental (80-G), and
Reapers (90-O), (91-B) and (92-G).
| Enters a Lava square (once per turn).
| Enters a square in [1] of an enemy (once per turn). | (Kemet Hunt): Warrior (êê 67-R).

• Then, after reading the Special Rules, read [78.1]

If all enemies are dead, read [78.2] (to continue with the Quest).

158 • Tanares Adventures


EVENT 1 Hasranur, the Kemet Negociator
(Berserker Figure)
140 9 5 8
• Move the Torch Token to “0” (HP Track). Hit Points Defense Movement Reaction

• Place the heroes on the Altar. Censer of Flames (Primary Attack)


2 squares 1 enemy
• Place and Zalir (Z). 15 DMG + effects Miss: 12 R-DMG
Benefit: +3 to Attack Roll and Blessed.
• Place Aberration (72-G), Elemental (79-O), Reapers (89-R), (91-B) Effects:  If Zalir is in [2] of this , reduce the Tome Token by 3.
and (92-G), and Hasranur - Boss (B).
 If Zalir is at least [5] away of this , deal +5 DMG.
| (Kemet Hunt): Warrior (êêê 67-O) and Warrior (êêêê
68-B). Unprovoked/Crit: +5 DMG.

As soon as all villains are dead, you win the quest and read [78.3] Special Passive
Trigger: This hits a target that has no hero in [1] of it.
Effect: After the attack resolves, this RUNS to its farthest hero. Then, if this
is in [2] of Zalir, reduce the Tome Token by 4.

Favorite Target: The farthest hero within reach.

Villain Kits Barriers • 3 Walls 3x1 Terrains • 4 Lava 2x2 Miscellaneous


• 2 Warriors (67, 68) • 1 Barricade 3x1 • 2 Walls 2x1 • 1 Altar • 2 Lava 3x1 • 2 Chests
• 2 Aberrations (71, 72) • 2 Barricades 2x1 • 1 Ice 3x1 • 2 Lava 2x1 • 1 Zalir or Farmer
• 2 Elementais (79, 80) • 4 Single Doors • 2 Ices 2x1 • 4 Mission Tiles • 4 Quest Items
• 4 Reapers (89, 90, 91, 92) • 5 Walls 5x1 • 2 Lava 3x3 • 1 Stairs • 2 Tools (Tome, Torch)
• 1 Boss (Warlord) • 8 Walls 4x1 • 2 Lava 4x2

79

72
67 3
91 5 4 5
3 5 B
4 92
67 92 72 4
2 71 3 5
90
80 4 Z 89
68 91
2 4 4
Z 4

4 5 3

Map Labels: Initial Setup Event 1

Quest Guide • 159


79 - Déjà-rêvé
Ronin Kojiki is being magically controlled, and it is necessary to have his Recovering Memories (Boss)
memories restored for him to become your ally and fight at your side against
the real enemies. Yokensha is the hold of Ronin Kojiki’s memories. Carefully force her to
give them away.
Primary Objective • End of each hero turn: If the Boss lost 5 or more HP that turn,
that hero may PLACE a Memory Piece in a Memory Room OR
• Recover 2 Ronin Kojiki Memories AND REPOSITION a Memory Piece from the board to any other free
| Kill Yokensha (Boss) = Read [79.4]. squares in any Memory Room.
If you lose
• Read [Defeat] (Journal). Begin Event 2 for more rewards. Rule Reminder: Remember that the Boss may be Shielded 15

Extra Challenge • When Tiles occupy all squares of a Memory Room, that Memory
is considered Recovered. You may no longer remove tiles in
• Recover all 3 Relic Ronin Kojiki. that room.
| When you Recover a Memory, apply the following effect:
Special Rules ƒ War Memory Room: Deal 25 DMG to a villain.
ƒ Life Memory Room: HEAL 30 a hero.
Ronin Kojiki (Prisoner Figure) ƒ Treasure Memory Room: Each hero gains 2 .
• The Ronin Kojiki is not a combatant. He cannot be targeted and
takes no turns.
Emotional Memories
Dô Strike Dash: Ronin Kojiki RUNS to its farthest hero and deals (Lava Tiles)
15 DMG to it.

Dô Strike Dash: Ronin Kojiki RUNS to its closest hero and deals 10
DMG to it.
Rational Memories
(Ice Tiles)
Memory Rooms / Memory Pieces
The Ronin Kojiki has lost his memory and is in partial control of the
Yokensha. You need to reconstruct the lost pieces of his mind while
keeping their integrity. This is a sensitive operation, so each hero must Memory Connections
focus on a single type of memory. (Doors)
• Grab the following tiles. They represent fragments of Ronin Kojiki´s
mind:
• You must figure out where each Memory Piece must be positioned Motivations
(Mission tiles and
in the three Memory Rooms, so that all of their squares are
Quest Items)
occupied by a Tile.
• You must never disconnect Tiles from the same Memory Piece (you
may rotate the entire piece before placing it, but its shape may not Rule Reminder: You can rotate the pieces but not change how
change).
they are linked | If two or more Tiles make the same Memory Piece,
you must place or remove all of its tiles at the same time.

160 • Tanares Adventures


Events Yokensha, the Sorceress
(Vampire or Warlord Figure)
B 280
Hit Points
8 5 8
Defense Movement Reaction
INITIAL SETUP • This is Shielded 15. Ignore this if 2 or more memories were recovered.
• Place the heroes on the Stairs. Each may reassign two Skill Tokens. 8 squares 1 enemy
Tatakai ( Primary Attack)
• Place Ronin Kojiki (R). 12 DMG effects Miss: 12 R-DMG
+

• Place Cultists (43-O) and (44-G), Fiend (82-G), and Yokensha - Benefit: +3 to Attack Roll and Blessed.
Boss (B). Effects:  If the Ronin Kojiki has Recovered less than 2 Memories, apply
| (Kemet Hunt): Necromancer (êê 58-B). Dô Strike (even though it’s not the end of the round).
• Then, after reading the Special Rules, read [79.1]  FLEE 3 (If this didn’t move this turn).
Unprovoked/Crit: +5 DMG.
If you’ve Recovered 1 Memory, read [79.2] (to continue with the
quest).
Special Passive
Trigger: This hits a target in [2] of the Ronin Kojiki AND less than 2 Memories
have been recovered.
Effect: All heroes in [2] of the Ronin Kojiki take 8 DMG.

Favorite Target: The hero with highest HP within reach.

Villain Kits • 1 Boss (Warlord) • 3 Walls 3x1 • 3 Ices 2x1 • 4 Portals Miscellaneous
• 2 Cultists (43, 44) • 2 Walls 2x1 • 1 Lava 4x2 • 1 Spikes 4x2 • 2 Chests
Barriers • 1 Lava 3x3 • 1 Spikes 3x3
• 1 Harpy (56) • 1 Prisoner Figure
• 2 Big Doors Terrains • 1 Lava 2x2 • 3 Spikes 2x2 • 4 Quest Items
• 2 Necromancers (57, 58) • 4 Single Doors • 4 Altars • 2 Lava 2x1 • 2 Spikes 3x1
• 2 Aberrations (71, 72) • 5 Walls 5x1 • 1 Ice 3x3 • 3 Mission Tiles • 1 Stairs
• 2 Fiends (81,82) • 8 Walls 4x1 • 1 Ice 3x1 • 1 Planar Rift • 1 Swamp 2x2

WAR MERORY
ROOM
2
LIFE MERORY 2 56
ROOM
5
5 5 72 82
4 43 B

4 4 4
3 5 82

3 44
3 4 43 71
B 4 81 44
4
58 57
TREASURE
MERORY
ROOM
4 R 5

Map Labels: Initial Setup Event 1 Event 2

Quest Guide • 161


80 - Penumbra
In the Penumbra, follow the signs on the Crystal Device, built by the Dim Light is Better Than Darkness
Taii’Maku to find your way. That can be done with great personal sacrifice,
Even beginning to weaken the penumbral monsters has a cleansing effect
or by attacking monsters made of specific condensed vibrations.
on the field.
Primary Objective Whenever ANY villain flips its HP Token from the +70 side, a hero
• Kill the Gloomfolk Scourge (Boss) = Read [80.6]. activates an item on cooldown.

Whenever ANY villain flips its HP Token from the +70 side, all heroes gain 1 .
If you lose
• Read [Defeat] (Journal). Begin Event 2 for more rewards.
Extra Challenge Events
• Your attacks never hit a villain that has an Orange Favorite Target.
INITIAL SETUP

Special Rules • Place the heroes on the Stairs. Each may reassign two Skill Tokens.
• Place Aberration (71-R), Fiends (81-O) and (82-B), and
Crystal Device (Room Tile) Specter (94-G).
Penumbral monsters are made of bad condensed vibrations originated | (Kemet Hunt): Necromancer (êê 58-B).

in the physical plane. Attack them to change the energetic signature in • Then, after reading the Special Rules, read [80.1]
the penumbra.
• In each hero’s turn, the first time a hero hits a villain, it must EVENT 1
SLIDE* a Terrain inside the Room Tile, based on the color of that
villain Favorite Target: • Place the heroes on the Mission Tile.
| Red Villain = Lava Tile. • Place Aberration (71-O), Ogre (88-G), and Specters (93-R)
| Green Villain = Swamp Tile. and (94-B).
| Blue Villain = Ice Tile.
| Orange Villain = Any Tile. EVENT 2
SLIDE* = MOVE the Tile in a single orthogonal direction. It stops • Place the heroes on the Planar Rift.
just before it leaves the grid or enters another Tile’s square.
• Place Elementals (79-R) and (80-G), Fiend (82-B), and
Specter (93-O).
Corrupting the Crystal Device
Great personal sacrifice also releases emotions that can change the EVENT 3
vibrations around you.
• At any time, any hero may pay 3 or 20 HP to SLIDE* any one • Place the heroes on the Altar.
Tile in the Crystal Device , as if it had attacked a villain of its • Place Ogre (87-O), Specters (93-R) and (94-G), and the Gloomfolk
respective Favorite Target color (see above). Scourge - Boss (B).
| (Kemet Hunt): Necromancer (êêê 57-R) and Necromancer
(êêêê 58-B).

As soon as all villains are dead, read [80.6]

162 • Tanares Adventures


Gloomfolk Scourge
(Gloomfolk or Warlord Figure) B 140 10 5 8
Hit Points Defense Movement Reaction

• All DMG this takes is Residual (it can’t die).


2 squares 1 enemy
Eternal Hunting ( Primary Attack)
18 DMG effects Miss: 8 R-DMG
+
Benefit: +3 to Attack Roll and Blessed.
Effects:  Apply one, according to the Tile at the center of the Crystal Device :
• Lava: +8 DMG.
• Swamp: HEAL 10 the villain with lowest HP.
• Ice: ECHO 10.
• (No Tile: Apply no effects.)
Unprovoked/Crit: +5 DMG.

Special Passive
Trigger: This is hit.
Effect: This Retaliates (even if it is Fatigued).

Favorite Target: The farthest hero within reach.

Villain Kits • 2 Ogres (87, 88) Barriers • 3 Lava 2x2 • 1 Spikes 3x3 Miscellaneous
• 2 Necromancers (57, 58) • 2 Specters (93, 94) • 4 Walls 5x1 • 1 Planar Rift • 2 Spikes 3x1 • 2 Chests
• 1 Aberration (71) • 1 Boss (Warlord) • 8 Walls 4x1 • 1 Mission Tile (Orange) • 1 Spikes 2x2 • 1 Prisoner Figure
• 2 Elementals (79, 80) • 1 Spikes 4x2 • 2 Spikes 2x1 • 1 Room 6x6
• 2 Fiends (81, 82) Terrains • 1 Stairs
• 1 Altar • 3 Swamp 2x2
• 3 Ices 2x2

58

4 4 94 57
87
93
93
88
94
4 B
71 4 5 5
4 4
5 71 5
81
58 4 79
94
82 82 80
4 93

Map Labels: Initial Setup Event 1 Event 2 Event 3

Quest Guide • 163


81 - Rout
The Kemets set a trap by luring the War Machine to a magically protected Relic Hunter Prisoner (Prisoner Figure)
location, where you will have to command Ironhand soldiers to dispel the
spells and find the missing Relic Hunter. • The Prisoner is not a combatant. He cannot be targeted and takes
no turns.
Primary Objective : Release the Prisoner.
• Release the Relic Hunter Prisoner AND kill all villains = Read [81.4]. If the Prisoner is released, MOVE it 6. Then, deal 8 DMG to a
villain in [1] of it. You may then apply the Ironhands Feature, as if a
If you lose hero’s attack had resolved.
• Read [Defeat] (Journal). Begin Event 2 for more rewards. | I.e., MOVE 2 the villain that took this DMG, and then the Ironhands.

Extra Challenge
• Only Army Attack kills villains. Events
INITIAL SETUP
Special Rules • Place the heroes on the Stairs. Each may reassign two Skill Tokens.
• Place both Ironhands (IH).
Ironhands (Soldier Figures) • Place Construct (42-G), Fiend (49-R), and Necromancers (85-O)
The Ironhands soldiers are without their commanding officer, so you will and (86-G).
have to command them efficiently on the battlefield. | (Kemet Hunt): Berserker (êê 75-O).

• Ironhands are not combatants. They cannot be targeted and • Then, after reading the Special Rules, read [81.1]
takes no turns. If all villains are dead, read [81.2] (to continue the quest).
• Whenever a hero’s attack resolves (once per turn), you may MOVE
the target exactly 2 squares in a straight orthogonal line. EVENT 1
| If you did, you MUST MOVE both Ironhands in the same • Place the heroes on the Portal.
relative direction, simultaneously (exactly 2 squares, also). • Place the Relic Hunter Prisoner (R).
• If an obstacle blocks the movement of an Ironhand, that Ironhand • Reposition Lava , Quest Items, and the Ironhands (IH).
stops moving (the other Ironhand must still complete its movement). • Place Construct (41-O), Fiend (49-O), and Necromancers (85-R)
| If an Ironhand enters Lava, put its figure back in its initial and (86-G).
position for the current area (marked in the map). | (Kemet Hunt): Berserker (êêê 75-R).

If all villains are dead and the Relic Hunter Prisoner was released,
If a combatant blocks the Ironhand movement, the combatant takes
10 DMG. read [81.3] (to continue the quest).

If a villain blocks the Ironhand movement, the villain takes 8 DMG EVENT 2
• Place the heroes on the Altar and the Relic Hunter Prisoner in [1] of
Army Attack any hero.
Good positioning can work miracles. Or, in this case, spring subversive
hidden traps. • Reposition Lava, Quest Items, and the Ironhands (IH).
• If both Ironhands are on the square of a Quest Item at the same • Place Construct (41-R), Necromancers (85-R) and (86-B), and
time, kill all villains (this awards , as usual). Tigo, the Champion - Boss (B).
| This may happen during a movement (i.e., before an Ironhand | (Kemet Hunt): Berserker (êêêê 75-O).
stops moving).
As soon as all villains are dead, you win the quest and read [81.4]

164 • Tanares Adventures


Ironhands example
Tigo, the Champion
(Warlord Figure)
350 9 5 8
Hit Points Defense Movement Reaction

1 squares 1 enemy
Iron Cudgel ( Primary Attack)
25 DMG + effects Miss: 12 R-DMG
Benefit: +3 to Attack Roll and Blessed.
IH I I IH Effects:  Target gains two Bleeding 2 Tokens (ends only if used).
 ECHO 20.
Unprovoked/Crit: +5 DMG.

Special Passive
H 49 49 Trigger: Target is in [2] of an Ironhand.
Effect: Deal +5 DMG, but the target may make a Basic Attack against this and
apply the Ironhands Feature when it resolves.

Favorite Target: The hero with most within reach.


H = Hero and IH = Ironhand

Villain Kits Barriers • 7 Walls 4x1 Terrains • 2 Lava 2x1 Miscellaneous


• 2 Constructs (41, 42) • 2 Barricades 3x1 • 4 Walls 3x1 • 1 Altar • 1 Portal • 2 Chests
• 1 Fiend (49) • 3 Barricades 2x1 • 2 Walls 2x1 • 1 Lava 3x3 • 1 Stairs • 1 Prisoner Figure
• 1 Berserker (75) • 4 Single Doors • 2 Lava 3x1 • 2 Quest Items
• 2 Necromancers (85, 86) • 2 Walls 5x1 • 4 Lava 2x2 • 2 Soldier Figures
• 1 Boss (Warlord)

75 75

86 75
4 4 85 B
IH R 5
2 IH 85
IH 42 4
3 49

4 41
49 4 3 IH 2
IH IH 3 86
85 41 3 86

5
4 4

Map Labels: Initial Setup Event 1 Event 2

Quest Guide • 165


82 - Council of Four
Extract unstable tameranium deposits underground while circumventing
local curses against intruders. Resonating Explosion
Crystals that don’t visit the penumbral plane for a while become unstable
Primary Objective and explode.
• Kill the Tameranium Golem (Boss) AND collect at least 2 Mission • At the end of each hero’s turn, if it is carrying a Mission Tile, and
Tiles = Read [82.4] that hero did not teleport through a portal that turn:
| ALL Heroes carrying a Mission Tile take 10 DMG.
If you lose
• Read [Defeat] (Journal). Begin Event 2 for more rewards. Ghost Curse
• Whenever an Event starts, remove all Specters from the grid. Then,
Extra Challenge for each one removed this way, all heroes take 15 DMG.
• Collect 4 Mission Tiles before killing the Boss.

Special Rules Events


INITIAL SETUP
Ancient Fading Portals (Portal Tiles)
• Portals can be used to teleport only once per turn. • Place the heroes on the Stairs. Each may reassign 2 Skill Tokens.
• Place Specter (93-O), Golem (84-G) and the Tameranium Golem
Occult Curse (all villains) - Boss (B).
| (Kemet Hunt): Specter (êê 94-G).
• All DMG on villains is R-DMG. Only Exorcism and Mineral
Extraction can kill them. • Then, after reading the Special Rules, read [82.1]

Exorcism (Portal Tile — Interaction) As soon as the Golem (84-G) dies, read [82.2] (to continue the quest).
Use the Ancient Portals to eject monsters back into the penumbral plane.
: Kill all Specters or Boss that have 1 HP and are on this Portal Tile. EVENT 1
• Apply Ghost Curse.
Mineral Extraction (Mission Tile — Interaction)
The local protection spell gives life to the crystal deposits in the walls of • Place all in [1] of the Stairs: Golem (83-O), Specter (94-B).
tunnels! Take the bodies of the animated Golems to magically-enhanced | (Kemet Hunt): Specter (êêê 93-R).
places in order to extract the crystals in them.
: Kill all Golems that have 1 HP and are on this Mission Tile. As soon as the Golem (83-O) dies, read [82.3] (to continue the quest).
| If this kills a Golem, remove this Mission Tile and put it on the
Hero Card of the closest hero that is not carrying one already. EVENT 2
Crystal Power (Attacks of heroes with Mission Tiles) • Apply Ghost Curse.
• All attacks of heroes, with Mission Tiles on their Hero Card, gain • Place all in [1] of the Stairs: Golem (83-R) and (84-B) and Specter
the additional effect: (93-R).
| (Kemet Hunt): Specter (êêêê 94-G).
Deal +4 DMG and MOVE 1 the target (both once per turn).

MOVE 2 the target and you gain 1 (both once per turn). If the Tameranium Golem (Boss) is dead, as soon as you have
collected 2 Mission Tiles you win the quest and read [82.4].

166 • Tanares Adventures


Tameranium Golem
(Ogre Figure) B 350 8 5 15
Hit Points Defense Movement Reaction

• This deals 15 Reaction DMG (instead of 8).


8 squares 1 enemy
Quiver Resonance (Primary Attack)
25 DMG effects Miss: 12 R-DMG
+
Benefit: +3 to Attack Roll and Blessed.
Effects:  FLEE 3 (If this didn’t move this turn, this applies before Effect 2).
 PULL 7 the target.
Unprovoked/Crit: +5 DMG.

Special Passive
Trigger: Whenever a hero hits this with an attack (from any source).
Effect: The attacking hero takes 15 DMG.

Favorite Target: The farthest hero within reach.

Villain Kits Barriers Terrains • 2 Spikes 3x3 • 2 Spikes 2x1 Miscellaneous


• 2 Golems (83, 84) • 2 Barricades 3x1 • 4 Mission Tiles • 2 Spikes 3x1 • 1 Stairs • 2 Chests
• 2 Specters (93, 94) • 3 Barricades 2x1 • 4 Portals • 4 Spikes 2x2
• 1 Boss (Ogre) • 8 Walls 4x1 • 2 Spikes 4x2

4 4
84

93
4 4
94

4 4

4 4

Map Labels: Initial Setup

Quest Guide • 167


83 - Operation -1/12
This is an INFINITY quest: Waves and waves of creatures appear on the Rule Explanation: Choosing colors and redrawing villains
grid as the past ones die until all heroes perish.
• Place villains one by one. If two villains of the same color are already
on the board, you must not choose that color.
Rule Explanation: This is a quest that falls outside of the • Return a villain card to its original deck and draw another villain of
Campaign flow. It tells you the story of four brave heroes that the same level whenever:
gave their lives to vastly improve the Resistance’s chances of
| All figures of that type of villain are already on the board; and/or
success in the Battle of Fisherman’s Wharf.
| Two villains of that villain card’s color are already on the board.
You can play it at any time as a One-Shot quest, using four heroes
of different Combat Roles. Equip them according to Appendix H
of the Rulebook. Going Infinite
If all villains are dead:
Primary Objective 1- Apply Loot Special Rule (see below)
• This quest ends only when you give up, or when both First Aid 2- Return the villain cards from the last Wave to their respective decks,
Tokens have been spent and a dead hero’s turn starts. and shuffle them.
3- Draw the same amount of Level 3 villains as the last Wave. If there

Special Rules
was a Lv. 1 or Lv. 2 villain on the last Wave, draw a random villain one
level higher, instead (e.g., a wave of three level 3 and one level 2 ends; the
next wave will have four Lv. 3 villains).
Start of Quest 4- Increase XP by 1. Then, if it has reached a multiple of 3 (i.e., 3, 6, 9, etc):
• Put the XP Token on “0” (HP Track). 4.1- If you’ve drawn fewer than eight Level 3 villain cards on step 3,
• Shuffle a deck with all Heroic Action Cards (except Heroic Defenses. lose all your XP and draw an additional Level 1 villain.
Total: 12 cards). 4.2- Distribute among heroes all Flasks and Heroic Actions on the
• Shuffle a deck with all Flask Cards (except Holy Water. Total: 14 Discard Pile (if any).
cards). 4.3- Apply Loot (again).
• Shuffle three villain decks, each with all villain cards of the same 4.4- Each hero regains one spent Special Attack, OR reactivates an
level (1, 2 and 3). Item on cooldown (if any).
| Draw, from the bottom of this deck, three Lv. 3 and one Lv. 1 4.5- Remove all Chests and Tiles on the board (except Mission Tiles,
villain cards (while applying New Wave — see below) Walls, and Stairs).
4.6- Draw a Fate Card. Then, read its corresponding Journal Section:
New Wave Fate Card I - Read [83.1] (Journal).
• Whenever you draw a villain card, draw from the bottom of the Fate Card II - Read [83.2] (Journal).
deck and apply the following:
Fate Card III - Read [83.3] (Journal).
1- Villain cards have two sides, each of a different color. Choose one
Fate Card IV - Read [83.4] (Journal).
of them and place the villain on the Mission Tile of that color.
Fate Card V - Read [83.5] (Journal).
2- If there are eight Level 3 villains on the board, increase each villain’s
Max HP by 10, as many times as the XP Token’s current value (once Loot
per Round; each villain can have a max. of 140 HP).
• Choose one:
A) Draw 3 Flasks. One hero gains one of them. Shuffle the other
two back.
B) Draw 3 Heroic Actions. One hero may shuffle one of its Flasks
back to gain one of the Heroic Actions. Shuffle the other two back.

168 • Tanares Adventures


Using Flasks and Heroic Actions
• Ignore their usual rules. Instead, apply this:
Events
• At the end of a hero’s turn (after its Move and Prime Action), it may INITIAL SETUP
use one of its Flasks or Heroic Actions.
• Place exactly two heroes on each Stairs Tile.
| Flasks work like attacks; Heroic Actions do not require a die roll.

• After one of these cards is used, put it on a Discard Pile. • Apply Loot.
• Apply Step 4.6 of the Feature Going Infinite.
Rule Explanation: Whenever a new chest is placed and there is a • Then, take the first turn!
chest carried by a hero:
Only place enough Chests until there is a max. of two Chests in play,
including the ones being carried.

Rule Explanation: Dark Elixirs (ignore if you’re not playing Magenta)


For this quest Magenta attacks that use flasks, grant flasks, or create
flask decks lose those effects. They still do DMG, but they lose all
their benefits and effects related to flasks.

Villain Kits Barriers Terrains • 2 Lava 3x1 Miscellaneous • All Flasks (Except Holy
• All Villains (Lv 1 - 2 - 3) • 8 Walls 4x1 • 4 Altars • 2 Lava 2x2 • 3 Chests Water)
• 2 Corrupted Zones • 2 Lava 2x1 • 5 Fate Cards • All Heroic Actions
• 2 Ices 4x2 • 4 Mission Tiles • 2 Rooms 8x6 (Armory, (Except Heroic
• 2 Ices 3x3 • 2 Planar Rifts Camp, Cemetery, Defenses)
• 2 Ices 3x1 • 2 Stairs Laboratory, Library)
• 2 Ices 2x1 • 2 Swamp 4x2 • 1 XP Token
• 2 Lava 4x2 • 4 Swamp 2x2

4 4

4 4

4 4

4 4

Map Labels: Initial Setup

Quest Guide • 169


84 - Breaking Siege (Wall)
The kemet war has officially begun! Assault the strongest part of the wall Kemet Mystical Protections (Quest Item)
around Fisherman’s Wharf to distract the attention of enemy troops inside
the city. + Remove it: the interacting hero gains 2 , OR all heroes
gain 1 (see Extra Challenge).
Primary Objective
Wall Distraction (Torch Token)
• Kill all villains = Read [84.10] The Torch value represents how soon you capture the attention of the
Zisenuh (Boss) currently in the Imperial Palace. Try not to increase it
If you lose too much: the lower its value, the higher your degree of success in helping
• Read [Defeat] in this quest’s chapter. the team of infiltrators take a clearer path.
• Put the Torch Token on “1” (HP Track)
Extra Challenge (+1 VP)
If at least 1 of the 4 Quest Items is still on the grid, increase the
• Only the interacting hero gains from the Mystical Protections. Torch by 1.

Two heroes take 12 DMG each.


Special Rules Two heroes take 15 DMG each, and a villain takes 10 DMG.

Tides of Fate
Zalir Draconis (Zalir or Farmer Figure)
Zalir has a mission of his own once he’s inside enemy walls and can help
Events
distract enemies so you can hit them more easily. INITIAL SETUP
• Zalir is not a combatant. He cannot be targeted and takes no turns. • Place the heroes on the Stairs. Each may reassign two Skill Tokens.
| All combatants can move through Zalir (but cannot end on the • Place Zalir in [1] of any hero.
same square) • Place Archers (74-B) and Spy (96-G).
| He counts as a hero for Mob only (i.e., not counted for other
effects, such as Passive Powers). | (Kemet Hunt): Zombie (êê 70-B), Zombie (êêê 69-R), and
Ghoul (êêêê 54-G).
ƒ On your turn, if you attack a target that you are Mobbing | Then, after reading the Special Rules, read [84.4] (City Book).
with Zalir, you gain 2 (once per turn).
If all enemies are dead, read [84.8] (to continue the quest).
MOVE 6 Zalir.
EVENT 1
Tactical Mastery (XP Token) • Remove the 4x2 and 2x2 Barricade Tiles.
With chaos ensuing, you can be more effective if you’re well-positioned
and don’t move around too much. • Place Necromancers (85-R) and (86-B), Spy (95-O), and Warrior
• Put the XP Token on “0” (HP Track). (98-G).
• Whenever a hero moves 3 squares or less in its Move Action, If all 4 Quest Items are collected, read [84.9] (to continue the quest)
increase XP by 1 (once per turn).
• If a hero hits an attack on its turn with Mob or Focus: EVENT 2
| 1- Increase XP by 1 (once per turn). • Wall Distraction Special Rule ends.
| 2- Then, if XP is 6 or higher, you must reduce it by 6, and this • Place Zisenuh - Boss (B).
attack’s first hit deals +25 DMG (once per turn).
As soon as all villains are dead, you win the quest and read [84.10].

170 • Tanares Adventures


Zisenuh, Barbarian Lord
(Berserker Figure)
280 9 7 8
Hit Points Defense Movement Reaction

1 squares 1 enemy
Back off! (Primary Attack)
25 DMG + effect Miss: 12 R-DMG
Benefit: +3 to Attack Roll and Blessed.
Effect:  PUSH 3 the target. Then, deal 10 DMG to all heroes in [1] of this .
Unprovoked/Crit: +5 DMG.

Special Passive
Trigger: A hero hits this without Mob or Focus.
Effect: All heroes in [6] of this take 10 DMG.

Favorite Target: The hero with most within reach.

Villain Kits Barriers • 8 Walls 4x1 Terrains • 2 Spikes 2x1 Miscellaneous


• 1 Ghoul (54) • 1 Barricade 4x2 • 4 Walls 3x1 • 1 Altar • 2 Stairs • 3 Chests
• 2 Zombies (69, 70) • 1 Barricade 3x1 • 2 Walls 2x1 • 2 Lava 4x2 • 1 Swamp 2x2 • 4 Quest Items
• 2 Archers (73,74) • 1 Barricade 2x2 • 2 Lava 3x1 • 3 Soldier Figures
• 2 Necromancers (85,86) • 4 Barricades 2x1 • 1 Planar Rift • 1 Tool (Torch)
• 2 Spies (95,96) • 2 Big Doors • 1 Ruins 2x2 • 1 XP Token
• 2 Warriors (97, 98) • 4 Single Doors • 2 Spikes 3x3 • 1 Zalir or Farmer Figure
• 1 Boss (Berserker) • 4 Walls 5x1 • 4 Spikes 2x2

4 3
70

5 4 4
95 85 3
96 B

54 86
98 3
74

69 4 4
5 4 3

Map Labels: Initial Setup Event 1 Event 2

Quest Guide • 171


85 - Infiltration (Palace)
While one Team of Heroes breaks siege at the strongest section of the enemy Sara (Lady or Sara Figure) and Huradrin (Farmer or Huradrin figure)
walls to distract troops in the Imperial Palace, another Team sneaks through
Sara and Huradrin have a mission of their own once they’re inside enemy
an opening in another part of town.
walls, and accompany your Team. Sara can make nearby enemies dizzy,
and Huradrin can give you mana.
Primary Objective
• They are not combatant. They cannot be targeted and takes no
• At the end of a round, all heroes are in [1] of the Big Doors and in turns.
[4] or more of living villains, OR | They count as a hero for Mob only (i.e., not counted for other
| Kill all villains = Read [85.4] effects, such as Passive Powers).
| All combatants can move through them (but cannot end on the
If you lose same square).
• Read [Defeat] in this quest’s chapter. Sara = Villains that start their turn in [1] of Sara are Weakened 9.
Huradrin = Once per turn, when a hero in [1] of Huradrin hits a
Extra Challenge (+1 VP) villain, it may choose one:
• Heroes never take Stealth Combat DMG (i.e., no Fatigued villains A) Deal -3 DMG to gain 1 .
die taking excess DMG).
B) Deal -6 DMG to gain 2 .

Special Rules MOVE 6 Sara. Then, MOVE 6 Huradrin.

Stealth Combat (XP Token) Multitasking


The use of excessive force is damaging in a stealth mission: try to always The chaos the other Team created near the walls will draw the attention
deal as much damage as needed to knock enemies out, and no more. of the Zisenuh (Boss).
• Put the XP Token on “0” (HP Track). • Put the Torch Token on the slot noted at the end of “Breaking
• Whenever a villain dies, increase XP by two… Siege” Quest.
| minus one if that villain took more DMG than needed to reach
Reduce the Torch by 1. Then, if it has dropped to zero, remove the
zero HP, and
Zisenuh (Boss).
| minus one if that villain was Fatigued.

ƒ If no XP was gained, a hero closest to the square of death takes


12 DMG.
Events
Sneak Attack
As a result of your Stealth Combat, villains may take more damage. INITIAL SETUP
• Grab the twelve Lv. 1 Skill Tokens not in use (i.e., not assigned). • Place the heroes on the Stairs. Each may reassign two Skill Tokens.
Each of these tokens counts as one Vulnerable 9 Token (ends only if used). • Place Sara and Huradrin in [1] of any hero.
Each of these tokens counts as one Vulnerable 12 Token (ends only if used). • Place Necromancer (86-G), Specters (93-R) and (94-B), Spy (95-O),
and Zisenuh - Boss (B).
• When each hero’s turn starts, it may reduce XP by 2 to put one of | (Kemet Hunt): Ghoul (êêê 53-O) and Ghoul (êêêê 54-B).

these Tokens on its closest villain’s card in vision (once per turn). • Then, after reading the Special Rules, read [85.2] (City Book).
Put one of these Skill Tokens on each villain that is [4] or more
If all enemies are dead (exception: the Boss may be alive), read [85.3]
away from all heroes.
(to continue the quest).

172 • Tanares Adventures


EVENT 1 Zisenuh, Barbarian Lord
(Berserker Figure)
B -- 9 7 8
• Remove all Barricades. Hit Points Defense Movement Reaction

GUARD 3: Place Ghouls (53-R) and (54-G), Necromancer (86-B), • This does not take DMG and cannot be killed.
and Spies (95-R) and (96-G). • Whenever a hero hits this , that hero gains 1 .
| (Kemet Hunt): Zombie (êê 70-B).
1 squares 1 enemy
Back off! ( Primary Attack)
War Prisoner (Prisoner) 25 DMG + effect Miss: 12 R-DMG
• The Small Door is immune to DMG and cannot be attacked. Benefit: +3 to Attack Roll and Blessed.
• If a villain with two or more “Vulnerable” Skill Tokens dies on Effect:  PUSH 3 the target. Then, deal 10 DMG to all heroes in [1] of this .
the Prison Room Tile when a hero’s attack resolves, read [85.4] (to Unprovoked/Crit: +5 DMG.
continue the quest) Special Passive
Trigger: A hero hits this without Mob or Focus.
If the Primary Objective has been accomplished, you win the
quest and read [85.5] Effect: All heroes in [6] of this take 10 DMG.

Favorite Target: The hero with most within reach.

Villain Kits Barriers Terrains • 1 Spikes 3x3 Miscellaneous • 1 Room (Prison)


• 2 Ghouls (53, 54) • 2 Barricades 3x1 • 3 Altars • 2 Spikes 3x1 • 3 Chests • 1 XP Token
• 1 Zombie (70) • 2 Big Doors • 2 Ices 4x2 • 4 Spikes 2x2 • 1 Farmer or Huradrin
• 1 Necromancer (86) • 1 Single Door (Purple) • 2 Ices 3x3 • 2 Spikes 2x1 Figure
• 2 Specters (93, 94) • 3 Walls 5x1 • 1 Ice 2x2 • 2 Stairs • 1 Lady or Sara Figure
• 2 Spies (95, 96) • 4 Walls 3x1 • 2 Ices 2x1 • 12 Level Up Token I
• 1 Boss (Berserker) • 2 Walls 2x1 • 2 Spikes 4x2 • 1 Prisoner Figure

53
3
B

5 5
93 54 3
2 2 96
86
95
86
94 3
53 95
70
54

3 5

Map Labels: Initial Setup Event 1

Quest Guide • 173


86 - Another Brick (Wall)
You’ve broken into the front gates! Remove the first line of obstacles and Sara (if separated from the Infiltration Team) (Lady or Sara Figure)
enemies to officially begin Fisherman’s Wharf Operation.
• Sara is not a combatant. She cannot be targeted and takes no turns.
Primary Objective | All combatants can move through her (but cannot end on the
same square).
• Kill all villains from Event 1 OR Event 2 = Read [86.8] | She counts as a Hero for Mob only (i.e., not counted for other
effects, such as Passive Powers).
If you lose • Villains that start their turn in [1] of Sara are Weakened 9.
• Read [Defeat] in this quest’s chapter. MOVE 6 Sara (different from Sedura, she deals no DMG).
Extra Challenge (+1 VP)
• Sedura kills one villain at each end of round ( ).
Events
Special Rules INITIAL SETUP
Tactical Mastery (XP Token) • This quest doesn’t have Stairs. Placeheroes in [1] of the Small
With chaos ensuing, you can be more effective if you’re well-positioned Doors. Each may reassign two Skill Tokens.
and don’t move around too much. • Place Sedura in [1] of a hero. (And Sara, if present.)
• Put the XP Token on “0” (HP Track).
• Place Vampires (65-O) and (66-G), and Archers (73-R) and (74-B).
• Whenever a hero moves 3 squares or less in its Move Action, | (Kemet Hunt): Spy (êê 63-O), Spy (êêê 64-B), and Zombie
increase XP by 1 (once per turn).
(êêêê 70-G).
• If a hero hits an attack on its turn with Mob or Focus: • Then, after reading the Special Rules, read [86.4] (City Book).
| 1- Increase XP by 1 (once per turn).
| 2- Then, if XP is 6 or higher, you must reduce it by 6, and this If all enemies are dead, read [86.5] (to continue the quest).
attack’s first hit deals +25 DMG (once per turn).
EVENT 1
Tactical Power (Quest Items)
• Place Vampire (66-G), Necromancers (85-R) and (86-G), and
+ Remove this Quest Item: Increase XP by 1. Yrizard - Boss (B).
+ Remove this Quest Item: Increase XP by 2 and flip one Skill Token. As soon as these villains are dead, you win the quest and read
[86.8].
Sedura (Prisoner or Sedura Figure)
The Captain has finally arrived, after commanding other troops in the EVENT 2
Country Initiative.
• Place Vampires (65-R) and (66-B), Archer (73-O), Necromancer
• Sedura is not a combatant. She cannot be targeted and takes no turns. (86-G), and the Yrizard - Boss (B).
| All combatants can move through her (but cannot end on the
As soon as these villains are dead, you win the quest and read
same square).
[86.8].
| She counts as a Hero for Mob only (i.e., not counted for other
effects, such as Passive Powers).
MOVE 6 Sedura. Then, she deals 10 DMG to a villain in [1] of
her, and MOVES it 3.

174 • Tanares Adventures


Yrizard, Spy Lord
(Spy Figure)
210 9 5 8
Hit Points Defense Movement Reaction

1 squares 1 enemy
Wall of Bricks ( Primary Attack)
25 DMG + effect Miss: 12 R-DMG
Benefit: +3 to Attack Roll and Blessed.
Effect:  Apply only in those that are in [2] of this : Sedura, Sara, and all
heroes are PUSHED 2 the target.
Unprovoked/Crit: +5 DMG.

Special Passive
Trigger: This hits a target in [2] of Sedura and/or Sara.
Effect: Deal +10 DMG and reduce the XP Token to zero.

Favorite Target: The hero with highest HP within reach.

Villain Kits Barriers • 1 Living Walls 5x1 Terrains • 1 Spikes 4x2 Miscellaneous
• 1 Ghoul (53) • 2 Barricades 4x2 • 9 Walls 4x1 • 4 Altars • 1 Spikes 3x3 • 3 Chests
• 2 Spies (63, 64) • 2 Barricades 3x1 • 4 Walls 3x1 • 1 Lava 4x2 • 3 Spikes 2x2 • 1 Lady or Sara Figure
• 2 Vampires (65, 66) • 1 Barricade 2x2 • 1 Wall 2x1 • 1 Lava 3x3 • 1 Spikes 2x1 • 1 Prisoner or Sedura
• 1 Zombie (70) • 4 Barricades 2x1 • 1 Lava 3x1 Figure
• 2 Archers (73, 74) • 4 Single Doors • 1 Lava 2x2 • 4 Quest Items
• 2 Necromancers (85, 86) • 1 Lava 2x1 • 1 XP Token
• 1 Boss (Spy)

3 4
64 4
86
B
4 74 85
3 65 66
70
4 2
4 4

3 66 86
73 65
73
5 66
4 63 4 B
3 4

Map Labels: Initial Setup Event 1 Event 2

Quest Guide • 175


87 - Gardens (Palace)
Position Huradrin correctly in the gardens that take to the Imperial Palace Lever
and energize his powerful summoning ritual.
: Remove the Lever and both Small Doors.
Primary Objective Marksmen(Kemet Hunt Level êê or +)
• Place Huradrin on the Orange or Green Mission Tile, AND Gullog has positioned hitmen in strategic spots. Their instructions are
| Kill Cildroly - Boss = Read [87.5] to fire spells and arrows at those who look more capable of helping the
Resistance; if you’ve earned some reputation among the enemy troops,
If you lose they will fire at YOU.
• Read [Defeat] in this quest’s chapter.
êê The hero with highest HP takes 6 DMG.
Extra Challenge (+1 VP)
• All villains (including the boss) die in [1] of Huradrin. êêê The hero with highest HP takes 12 DMG.

êêêê or + The hero with highest HP takes 18 DMG.

Special Rules
Stealth Combat (XP Token) Huradrin (Farmer or Huradrin figure) and Sara (Lady or Sara Figure)
(only if she remained with this Team after the Infiltration Quest)
The use of excessive force is damaging in a stealth mission: try to always
deal as much damage as needed to knock enemies out, and no more. Huradrin needs to begin a powerful summoning. The XP Token
• Put the XP Token on “0” (HP Track). represents its efficiency, verified in the next part of this operation.
• Whenever a villain dies, increase XP by two… • They are not combatant. They cannot be targeted and takes no
| minus one if that villain took more DMG than needed to reach turns.
zero HP, and | They count as a hero for Mob only (i.e., not counted for other
| minus one if that villain was Fatigued. effects, such as Passive Powers).
ƒ If no XP was gained, a hero closest to the square of death takes | All combatants can move through them (but cannot end on the

12 DMG. same square).


Sara: villains that start their turn in [1] of her are Weakened 9.
Slippery Stairs (Stair Tiles)
Apply the following, in order:
• Stairs follow the same rules of Ruins.
• If a combatant is hit on Stairs, it takes 5 DMG and is PULLED 1. If Sara is present, she MOVES 6 (this may alert Guards);
toward its closest free square of row G or J. 2. Reduce XP by 1, plus 1 per villain in [1] of Huradrin;

Ritual’s Collateral Effect 3. MOVE 6 Huradrin (this may alert Guards);


4. Villains in [1] of Huradrin take DMG and heroes in [1] of Huradrin
All heroes lose 1 .
HEAL, both twice the value of the XP Token.

A hero takes 10 DMG.

Events
INITIAL SETUP
• Then, after reading the Special Rules, read [87.3] (City Book).

176 • Tanares Adventures


Cildroly, Archer Lord
(Archer Figure)
210 10 5 8
Hit Points Defense Movement Reaction

8 squares 1 enemy
Specialized Protection(Primary Attack)
30 DMG +effects Miss: 12 R-DMG
Benefit: +3 to Attack Roll and Blessed.
Effects:  LURE.
 FLEE 3 (If this didn’t move this turn).
Unprovoked/Crit: +5 DMG.

Special Passive
Trigger: This hits a target that is in [2] of Huradrin.
Effect: Huradrin’s closest villain HEALS 7 and PULLS 8 him.

Favorite Target: The hero with highest HP within reach.

Villain Kits Barriers • 2 Single Doors (Gray, Terrains • 2 Spikes 2x1 Miscellaneous
• 2 Zombies (69, 70) • 1 Barricade 4x2 Purple) • 3 Altars • 2 Stairs • 3 Chests
• 2 Berserkers (75, 76) • 2 Barricades 3x1 • 5 Walls 5x1 • 4 Mission Tiles • 1 Swamp 2x2 • 1 Farmer or Huradrin
• 2 Necromancers (85, 86) • 2 Barricades 2x2 • 5 Walls 4x1 • 1 Ruins 2x2 Figure
• 1 Spy (96) • 2 Barricades 2x1 • 3 Walls 3x1 • 2 Spikes 3x1 • 1 Lady or Sara Figure
• 2 Warriors (97, 98) • 2 Big Doors • 2 Walls 2x1 • 4 Spikes 2x2 • 1 Lever
• 1 Boss (Archer) • 1 XP Token

3 3

5
2 5 4 4 5

5 3 4 4 4

Map Labels: Initial Setup

Quest Guide • 177


88 - In the Wall
Protect Huradrin’s summoned worm to complete this part of your Team’s The Worm (Living Walls = body; Swamp Tile = tail)
operation. The Blue Boss Token represents the Worm’s HP. Keep villains away from
it, lest it dies and your summoning plans fail.
Primary Objective • Put the Blue Boss Token on “60” (HP Track - max. 70). If it drops
• Remove all Living Walls = Read [88.6] to zero, you lose the quest.

If you lose For each villain in [2] of the Swamp, reduce the Blue Boss Token by 15.
• Read [Defeat] in this quest’s chapter. For each villain in [2] of the Swamp, reduce the Blue Boss Token by 8
and reduce the XP in 1.
Extra Challenge (+1 VP)
• Solnertha (Boss) has 1 HP when you win the quest. Digging the Tunnel (Living Walls’ removal)
The Worm needs to leave the surface, and for it to happen, you need
to use your tactical mastery to clear its path; the living walls removed
Special Rules represent different parts of its body digging underground and into the
Arena of Future hill.
Tactical Mastery (XP Token) • Whenever Tactical Mastery reduces the XP Token by 6, remove
two Living Walls (those closest to coordinate 1).
With chaos ensuing, you can be more effective if you’re well-positioned
and don’t move around too much. • Reposition the Swamp Tile (and combatants on it) according to
the TOTAL number of removed Living Walls:
• Put the XP Token on the slot noted at the end of “Imperial
Gardens” Quest. | 2 Living Walls: H7-I8
| 4 Living Walls: J9-K10
• Whenever a hero moves 3 squares or less in its Move Action, | 6 Living Walls: J12-K13 (this will start a new Event next Round).
increase XP by 1 (once per turn). | 8 Living Walls: H13-I14

• If a hero hits an attack on its turn with Mob or Focus: | 10 Living Walls: H17-I18

1- Increase XP by 1 (once per turn). All combatants (heroes and villains) in [4] or more away from the
Swamp take DMG equal to 3 times the value of the XP Token.
2- Then, if XP is 6 or higher, you must reduce it by 6, and this
attack’s first hit deals +25 DMG (once per turn).
The Horde is Coming (Mission Tiles)
Sedura (Prisoner or Sedura Figure) (if NOT gone to the Imperial The kemet’s reanimation capacity is limited. If you remove these spots
Palace). here, more undead may appear elsewhere and fight the other Team.
• Place Sedura in [1] of any hero. : Remove the Mission Tile and take note of its color.
• Sedura not a combatant. She cannot be targeted and takes no turns. Place one Reapers (89-R), (90-O), (91-B) and (92-G) on any
square of the Mission Tile that matches its Favorite Target color.
| All combatants can move through her (but cannot end on the
Then, remove the Mission Tile.
same square).
| She counts as a Hero for Mob only (i.e., not counted for other | A Reaper can only be placed if there is a Mission Tile that
effects, such as Passive Powers). matches its color.
MOVE 6 Sedura. Then, she deals 10 DMG to a villain in [1] of
her, and MOVES 3 it. Feed the Worm (Quest Item)
+Remove the Quest Item: increase XP by 3, OR the Blue Boss
Token by 20.

178 • Tanares Adventures


Events Solnertha, Necromancer Lord
(Necromancer Figure)
B 350
Hit Points
8 5 8
Defense Movement Reaction
INITIAL SETUP • All DMG against this is R-DMG and it cannot die.
• This quest doesn’t have Stairs. Place the heroes on the Altars. Each 2 squares 1 enemy
may reassign 2 Skill Tokens. Stalking ( Primary Attack)
26 DMG effect Miss: 8 R-DMG
+
• Place Constructs (41-R) and (42-G), Spy (96-B), and Solnertha Benefit: +3 to Attack Roll and Blessed.
- Boss (B).
Effect:  All heroes in [1] of this MOVE 1, away from the Swamp Tile.
| (Kemet Hunt êê): Instead of placing Construct (41-R), place
Fiend (81-R). Unprovoked/Crit: +5 DMG.
| (Kemet Hunt êêê): Instead of placing Construct (42-G), place
Special Passive
Fiend (82-G).
Trigger: Target is in [1] of the Swamp.
• Then, after reading the Special Rules, read [88.4] (City Book).
Effect: Reduce the Blue Boss Token by 10. Then, MOVE 1 all other toward
If six Living Walls have been removed (see Digging the Tunnel the Swamp Tile.
Special Rule), read [88.5] (to continue the quest).
Favorite Target: The farthest hero within reach.

Villain Kits • 1 Ogre (88) • 1 Barricade 2x2 Terrains • 2 Spikes 2x2 • 3 Chests
• 2 Constructs (41, 42) • 1 Spy (96) • 3 Barricades 2x1 • 2 Altars • 2 Spikes 2x1 • 1 Prisoner or Sedura
• 2 Ghouls (53, 54) • 1 Boss (Necromancer) • 2 Living Walls 5x1 • 4 Mission Tiles • 1 Swamp 2x2 Figure
• 4 Reapers (89, 90, 91, 92) • 6 Living Walls 4x1 • 2 Spikes 4x2 • 4 Quest Items
Barriers • 2 Spikes 3x3 Miscellaneous • 1 XP Token
• 1 Berserker (76) • 2 Barricades 4x2 • 4 Living Walls 3x1
• 2 Fiends (81, 82) • 2 Spikes 3x1 • 1 Blue Boss Token
• 2 Barricades 3x1

42
41
4
88
4
4 4 5
4 4 5
96 3 3
3 3
53 54
B

Map Labels: Initial Setup Event 1

Quest Guide • 179


89 - In the Palace
You are after the Arena of Future’s hidden Floor Plans. The secret to finding Stealth Combat (XP Token)
it is solving the planar instability caused by the Imperial Demon’s presence.
The use of excessive force is damaging in a stealth mission: try to always
Jump on and off the penumbra to kill it.
deal as much damage as needed to knock enemies out, and no more.
Primary Objective • Put the XP Token on “0” (HP Track).
• Kill all villains (reduce the Boss’s HP to zero in both planes) = Read • Whenever a villain dies, increase XP by two…
[89.8] | …minus one if that villain took more DMG than needed to
reach zero HP, and
If you lose | …minus one if that villain was Fatigued.
• Read [Defeat] in this quest’s chapter. ƒ If no XP was gained, a hero closest to the square of death takes
12 DMG.
Extra Challenge (+1 VP)
• Kill villains in two different planes in the same Round. Planar Blast (XP Token)
• Start of each hero turn (once per turn): It may pay 3 XP to increase
Time by 1, OR deal 20 DMG to a villain in ANY Plane (increasing

Special Rules Time changes the active plane).

The Horde is Coming (Mission Tiles)


Planeswalkers (Time Token) • Check the Mission Tiles noted during In the Wall Quest. Put only
• Put the Time Token on “17” (HP Track). these on the board.
• Heroes alternate between planes during the quest, based on the • Reapers change planes with heroes.
Time Token value. Place a one Reaper (89-R), (90-O), (91-B), or (92-G) on any
| Even: Tanarean Plane — Berserker and Necromancer are square of the Mission Tile that matches its Favorite Target color.
combatants. Then, remove the Mission Tile.
| Odd: Penumbral Plane — Fiend and Aberration are combatants.
A Reaper can only be placed if there is a Mission Tile that
• Villains in a different plane from yours are considered obstacles, not
|
matches its color.
combatants. They don’t take turns nor deal Reaction DMG. They
cannot be targeted, only Planar Blast Special Rule can affect them. Sedura (Prisoner or Sedura Figure) (only if she came from the other
Reduce Time by 1 (this changes the active plane). If it drops to part of town)
zero, you lose the quest. • Place Sedura in [1] of any hero.
• Sedura is not a combatant. She cannot be targeted and takes no turns.
Planar Instability (villains)
All combatants can move through her (but cannot end on the
• Whenever ANY VILLAIN dies, reduce Time by 1 (this changes the
|
same square).
active plane). Then:
| She counts as a Hero for Mob only (i.e., not counted for other
effects, such as Passive Powers).
Each hero that dealt DMG to that villain this turn gains one Weakened
3 Token. MOVE 6 Sedura. Then, she deals 10 DMG to an active villain in
[1] of her, and MOVES it 3.
Each hero that dealt DMG to that villain this turn gains one Empowered
3 Token.

180 • Tanares Adventures


Marksmen (Kemet Hunt Level êê or +)
Gullog has positioned snipers in strategic spots. Their instructions are
Imperial Demon
(Imperial Demon or any Large Figure)
140x2 9 5 8
Hit Points Defense Movement Reaction
to fire spells and arrows at those who look more capable of helping the
Resistance; if you’ve earned some reputation among the enemy troops, 1 squares 1 enemy
they will fire at YOU. Endgame ( Primary Attack)
25 DMG + effect Miss: 12 R-DMG
êê The hero with highest HP takes 6 DMG. • This follows Heroes whenever they change planes.
• It has two HP tokens (Red and Blue Boss), both start at 140 HP. It dies when both
êêê The hero with highest HP takes 12 DMG. tokens are at zero.
| Tanarean Plane is active: only the Blue token moves.
êêêê or + The hero with highest HP takes 18 DMG.
| Penumbral Plane is active: only the Red Token moves.

Benefit: +3 to Attack Roll and Blessed.

Events Effect:  If one of the Boss Tokens is at zero, deal +10 DMG.
Unprovoked/Crit: +5 DMG.
INITIAL SETUP Special Passive
• Place the heroes on the Altars. Each may reassign 2 Skill Tokens. Trigger: This hits a target that is in [1] of a villain (from any Plane).
• Place Aberration (72-G), Berserker (76-B), Fiend (81-O), and Effect: Deal +8 DMG and PUSH 3 the target.
Necromancer (85-R).
• Then, after reading the Special Rules, read [89.4] (City Book). Favorite Target: The hero with most within reach.
If all villains are dead (exception: Reapers may be alive), read
[89.7] (to continue the quest).

Villain Kits • 2 Necromancers (85, 86) • 2 Barricades 2x1 Terrains • 2 Lava 2x1 • 2 Dragon Tokens (Blue,
• 4 Reapers (89, 90, 91, 92) • 1 Boss (Imperial • 8 Walls 4x1 • 2 Altars • 4 Mission Tiles Red)
Demon) • 4 Walls 3x1 • 2 Lava 4x2 • 4 Portals • 1 Prisoner or Sedura
• 2 Aberrations (71, 72)
• 2 Walls 2x1 • 2 Lava 3x1 Figure
• 2 Berserkers (75, 76) Barriers • 4 Lava 2x2 Miscellaneous • 1 Time Token
• 2 Fiends (81, 82) • 1 Barricade 4x2 • 3 Chest • 1 XP Token

3 3
4 4

75 82
4 72 85 4

76 71 86 81

4 4
4 4

3 2 2 3

Map Labels: Initial Setup Event1 Special

Quest Guide • 181


90 - Arena of Future
After breaking through the Arena of Future’s frontal gates, you enter Kemet’s
headquarters to put an end to this war. Events
Primary Objective INITIAL SETUP
• Kill the all villains = Read [90.18] • Place Archers (73-R) and (74-G), and Spy (95-R).
If you lose • (Kemet Hunt): Warrior (êê 98-G), Necromancer (êêê 86-B),
and Spy (êêêê 96-B),
• Read [Defeat] in this quest’s chapter. | Then, after reading the Special Rules, read [90.5] (City Book).

Extra Challenge EVENT 1


• There are no Kemet Bodies on the grid when the Boss dies. GUARD 3: Place Archers (73-R) and (74-B), Berserker (76-G),
Necromancers (85-R) and (86-B), Spies (95-O) and (96-G), and
Warrior (97-O).
Special Rules If there are no villain in Guards on the grid (even if all villains are
This quest happens on the painted (PvP) side of the board. Tiles still alive), read [90.13] (to continue the quest).
you must place are highlighted in the map.
EVENT 2
Hordes of Villains (Lv. 1 Skill Tokens) If all villains are dead, Read [90.14] (to continue the quest).
• Grab the twelve Lv. 1 Skill Tokens. Track villains’ Fatigue with them
(instead of with cubes). EVENT 3
• Place Archers (73-O) and (74-B), Necromancers (85-O) and
(86-G), Spies (95-R) and (96-G), Warriors (97-R) and (98-B),
and the Giant Titan - Boss (B).

If all villains are dead, you win the quest and read [90.18]

182 • Tanares Adventures


Giant Titan
(Titan Figure)
420 11 5 8
Hit Points Defense Movement Reaction

2 squares 1 enemy
Titanic Impact ( Primary Attack)
35 DMG + effect Miss: 12 R-DMG
Benefit: +3 to Attack Roll and Blessed.
Effect:  PUSH the target in a straight line, away from this , until it meets an
obstacle (or the edge of the board). It takes 1 DMG for each square it was pushed.
Unprovoked/Crit: +5 DMG.

Passive
Trigger: This moved [3] or less this turn when its attack hits.
Effect: Deal +5 DMG. The target loses all effects applied on it (even Permanents).

Favorite Target: The hero with highest HP within reach.

Villain Kits • 2 Spies (95, 96) Barriers Terrains Miscellaneous • 3 Barrels


• 2 Archers (73, 74) • 2 Warriors (97, 98) • 1 Big Door (Red) • 1 Altar • 3 Mission Tiles (Red, • 3 Chests
• 2 Berserkers (76) • 2 Boss (Warlord, Titan) • 1 Living 4x1 • 2 Lava 4x2 Blue, Green) • 1 Lever
• 2 Necromancers (85, 86) • 1 Living 3x1 • 2 Lava 3x3 • 1 Planar Rift • 1 Orb Figure
• 1 Single Door (Red) • 2 Lava 3x1 • 2 Portals • 4 Quest Items
• 1 Wall 4x1 • 4 Lava 2x2 • 1 Stairs • 1 Tool (Tome)
• 1 Wall 3x1 • 2 Lava 2x1

3 73
96
97
86 74 73 86
95
4 76
96 98 86 98
3 74
73 95
85 95

96 85
74
4 97

Map Labels: Initial Setup Event 1 Event 3

Quest Guide • 183


91 - Ardilog, the Chimera
Rule Explanation: Learn Endgame Boss Fight rules in the Chimera’s Rage
Rulebook (Appendix G). • Put the Time Token on “7” (HP Track).
Reduce Time by 1. Then, apply one effect, based on its current
Primary Objective value:
• Kill Ardilog = Read [91.5]. 6: Ardilog PUSHES 2 all heroes. Then, it RUNS to its farthest hero.
If you lose 5: Transfer Ardilog to its initial position. All figures on those squares
• Try again (recommended: reduce Kemet Hunt level by 1). must MOVE away and be in [1] of Ardilog. Each hero moved this
way takes 5 DMG.
Extra Challenge 4 or 3: Ardilog RUNS to its farthest hero and deals 10 DMG to it.
• Maim all Body Parts in the same Round. 2 or 1: Ardilog RUNS to the hero with highest HP. That hero is
PUSHED 5 and takes 10 DMG.

Special Rules 0: You lose the quest.

Chimera Wings Sacred Orbs (Red and Blue Orbs)


• Ardilog is immune to all Terrains. It can move through Barriers and + Remove this Orb: MOVE 2 the Boss and deal 15 DMG to any
Obstacles, but cannot end on them. of its Parts, even if not in vision or range.
Protective Runes (Tool Tokens) • If not Fatigued, this Body Part must Retaliate next turn (even if
+ You’re not carrying a Tool: Put this Token on your card. another Part is attacked this turn).

Each Tool carrier gains 1 .

Each Tool carrier gains 1 and HEALS 3. Events


The Chimera’s Cave (Kemet Hunt) INITIAL SETUP
Apply the following cumulative effects, according to your Kemet
Hunt level: • Place two heroes in each Stairs Tile. Each hero may reassign two
Skill Tokens.
0: Nothing.
• Assign one Quest Item to each hero. They are referenced in Ardilog
ê: Two heroes choose one of their Special Attacks. Begin the quest Cards (Special Passive).
with these attacks spent.
êê: he two other heroes choose one of their Special Attacks. Begin the
• Place Ardilog.
quest with these attacks spent. • Then, take the first turn!
êêê The hero with highest HP, and all other heroes in [2] of it, As soon as all Body Parts are maimed, you win the quest and read
take 5 DMG.
[91.5] (City Book).
êêêê The hero with highest HP, and all other heroes in [2] of it,
take 10 DMG (instead of 5).

êêêêê The hero with highest HP, and all other heroes in [2] of it,
take 20 DMG (instead of 10).
The effects on this table do not stack. Apply the ê and êê effects plus
only the higher one according to your Kemet Hunt level.

184 • Tanares Adventures


Villain Kits Barriers Terrains • 4 Spikes 2x2 Miscellaneous • 1 Time Token
• 1 Ardilog, the Chimera • 3 Walls 4x1 • 1 Ice 3x1 • 2 Spikes 3x1 • 2 Chests • 4 Tools
• 4 Walls 3x1 • 4 Ices 2x1 • 2 Spikes 2x1 • 2 Orb Figures
• 2 Walls 2x1 • 4 Portals • 2 Stairs • 4 Quest Items
• 1 Spikes 3x3

2 3 4

3
2 3
4

Map Labels: Initial Setup

Quest Guide • 185


92 - Bellara, the Arachne
Rule Explanation: Learn Endgame Boss Fight rules in the The Spider Queen’s Lair (Kemet Hunt)
Rulebook (Appendix G). Apply the following cumulative effects, according to your Kemet
Hunt level:
Primary Objective 0: Nothing.
• Kill Bellara = Read [92.5]. ê: Two heroes choose one of their Special Attacks. Begin the quest
with these attacks spent.
If you lose êê: The two other heroes choose one of their Special Attacks. Begin
the quest with these attacks spent.
• Try again (recommended: reduce Kemet Hunt level by 1).
êêê Place a Spiderling of any color in [1] of the hero with
Extra Challenge highest HP (if not possible, apply Spiderling).

• Kill no Spiderling (except by the effect of the Red Body Part Place a Spiderling of any color in [1] of the hero with
get Maimed). êêêê highest HP (if not possible, apply Full of Spiders). Then, a
Spiderling MOVES to its closest hero and makes an attack.

Place a Spiderling of any color in [1] of the hero with


Special Rules êêêêê highest HP (if not possible, apply Full of Spiders). Then, a
Spiderling MOVES to its closest hero and makes an Attack
with Empowered 10.
Web Crawling
The effects on this table do not stack. Apply the ê and êê effects plus
• Bellara is immune to all Terrains. It can move through Barriers and only the higher one according to your Kemet Hunt level.
Obstacles, but cannot end on them.

Sacred Orbs (Red and Blue Orbs) Spider Webs


+ Remove this Orb: MOVE 2 the Boss and deal 15 DMG to any • Put the Time Token on “7” (HP Track).
of its Parts, even if not in vision or range.
Reduce Time by 1. Then, apply one effect, based on its current
• If not Fatigued, this Body Part must Retaliate next turn (even if value:
another Part is attacked this turn).
6: Place a 2x2 Ruins Tile underneath (or as close as possible to)
Heavy Magic Missile (Tool Tokens) Bellara’s farthest hero. Then, Bellara MOVES 4, away from this hero.
+ You’re not carrying a Tool: Put this Token on your card. 5: Remove Bellara from the grid. Place a 2x2 Ruins Tile on free
squares at the center of (or as close as possible to) its former position.
• Whenever the carrier of a Tool hits an attack, apply ECHO 8 after PUSH 3 all combatants in [1] of each Ruins Tile. Then, place Bellara
the attack resolves. as close as possible to the other Ruins Tile (i.e., placed in the previous
round) (players’ choice, if more than one position is possible).
Full of Spiders (Spider Figure)
4 or 3: Bellara RUNS to its farthest hero. Place a 2x2 Ruins Tile
• If a Spiderling cannot be placed (i.e., there are two already on underneath (or as close as possible to) it. Then, MOVE 2 all heroes,
the grid, or one with the color that would be placed by the Bellara’s toward their closest Ruins Tile.
Special Passive):
2 or 1: Bellara RUNS to its farthest hero. Then, MOVE 2 all heroes,
toward their closest Ruins Tile.
The Spiderling closest to a hero RUNS to it and, without becoming
Fatigued, makes an attack with Empowered 25. 0: You lose the quest.

The Spiderling with lowest HP RUNS to its closest hero and, without becoming
Fatigued, makes an attack with Empowered 10. If it hits, it HEALS 10.

186 • Tanares Adventures


Events Spiderling
(Spider Figure) (max 2)
S 20
Hit Points
6 5 8
Defense Movement Reaction
INITIAL SETUP • Use the Purple and Gray HP Tokens and colored base rings.
• Place two heroes in each Stairs Tile. Each hero may reassign two 1 squares 1 enemy
Skill Tokens. Venom ( Primary Attack)
10 DMG + effect Miss: 5 R-DMG
• Assign one Quest Item to each hero. They are referenced in the (this attack applies no effects.)
Bellara Cards (Special Passive).
Unprovoked / Crit: +5 DMG.
• Place Bellara.
Favorite Target: This closest hero.
• Then, take the first turn!
As soon as all Body Parts are maimed, you win the quest and read
[92.5] (City Book).

Villain Kits Barriers Terrains • 2 Stairs Miscellaneous • 2 Spider Figures


• 1 Bellara, the Arachne • 4 Walls 3x1 • 2 Ices 4x2 • 2 Swamp 4x2 • 3 Chests • 1 Time Token
• 2 Walls 2x1 • 2 Ices 3x3 • 4 Swamp 2x2 • 2 Orb Figures • 4 Tools
• 2 Ices 3x1 • 4 Quest Items
• 4 Ices 2x1
• 4 Portals

3 2
3
S

3
2 3 S

Map Labels: Initial Setup

Quest Guide • 187


93 - Isendden, the Gold Dragon
Rule Explanation: Learn Endgame Boss Fight rules in the Dragon’s Greed
Rulebook (Appendix G). • Put the Time Token on “7” (HP Track).
Reduce Time by 1. Then, apply one effect, based on its
Primary Objective current value:
• Kill Isendden= Read [93.5].
6: PUSH 2 all heroes. Then, place one 2x2 Lava Tile underneath (or
If you lose as close as possible to) as many heroes as possible (players decide ties).
• Try again (recommended: reduce Kemet Hunt level by 1). 5: Isendden RUNS to its farthest Chest, OR hero (if there is no chest
Extra Challenge on the grid).
• Each hero has at least one active Item (i.e., not on cooldown) when 4 or 3: MOVE Isendden so that it’s in [1] of as many heroes as possible.
you win the quest.
2 or 1: Isendden RUNS to the hero with most active items.
0: You lose the quest.
Special Rules Sacred Orbs (Red and Blue Orbs)
Flying Dragon
• Isendden is immune to all Terrains. It can move through Barriers + Remove this Orb: MOVE 2 the Boss and deal 15 DMG to any
and Obstacles, but cannot end on them. of its Parts, even if not in vision or range.

Isendden Scale (Tool Tokens) • If not Fatigued, this Body Part must Retaliate next turn (even if
another Part is attacked this turn).
+ You’re not carrying a Tool: Put this Token on your card.
• Tool carriers, at the end of their turns, may flip an attack to HEAL Dragon’s Treasure (Barrel Figure)
3, plus 3 per level of the flipped attack.

+ Remove this Barrel: Each hero gains 1 .


Quest Tip: You may apply your Armor’s Active Power before
Isendden’s Special Passive. + Remove this Barrel: Each hero HEAL 8.

The Dragon`s Hour (Kemet Hunt)


Events
Apply the following cumulative effects, according to your Kemet
Hunt level:
0: Nothing.
ê: Two heroes choose one of their Special Attacks. Begin the quest INITIAL SETUP
with these attacks spent.
êê: The two other heroes choose one of their Special Attacks. Begin • Place two heroes in each Stairs Tile. Each hero may reassign two
the quest with these attacks spent. Skill Tokens.
• Assign one Quest Item to each hero. They are referenced in the
êêê Deal 8 DMG to all heroes in [8] and in an orthogonal straight Isendden Cards (Special Passive).
line from Isendden’s Red and Blue Parts.
• Place Isendden.
êêêê Deal 8 DMG to all heroes in [8] and in an orthogonal straight
line from Isendden’s Red, Blue, and Orange Parts.
• Then, take the first turn!
Deal 8 DMG to all heroes in [8] and in an orthogonal straight
As soon as all Body Parts are maimed, you win the quest and read
êêêêê
line from Isendden’s Body Parts. [93.5] (City Book).
The effects on this table do not stack. Apply the ê and êê effects plus
only the higher one according to your Kemet Hunt level.

188 • Tanares Adventures


Villain Kits Barriers Terrains • 4 Portals Miscellaneous • 4 Quest Items
• 1 Isendden, the Gold • 8 Walls 4x1 • 2 Lava 3x3 • 2 Ruins 4x2 • 2 Barrels • 1 Time Token
Dragon • 2 Lava 4x2 • 4 Ruins 2x2 • 2 Chests • 4 Tools
• 4 Lava 2x2 • 2 Stairs • 2 Orb Figures
• 2 Lava 3x1
• 2 Lava 2x1

4 4 4 4

4 4

4 4

Map Labels: Initial Setup

Quest Guide • 189


94 - Gullog, the Deathbringer
Rule Explanation: Learn Endgame Boss Fight rules in the Tactical Maneuver
Rulebook (Appendix G). Place the Time Token on the position 7 of the HP Track.
Reduce the Time Token value by 1, then apply one effect based on
Primary Objective its current value (apply after The Kemet Council)
• Kill Gullog and his Elite Units = Read [94.2]. 6: Each villain RUNS to the hero of its Favorite Target. Then, HEAL
10 the villain with lowest HP (not bloodied).
If you lose 5: Each villain PUSHES 2 its nearest hero. Then, each one HEAL 5 (if
• Try again (recommended: reduce Kemet Hunt level by 1). not bloodied) and RUN to its farthest hero.
4 and 3: Each villain MOVES 3 toward the Stairs Tile. Then, HEAL
Extra Challenge 10 the villain with lowest HP (not bloodied).
• DO NOT interact with a Sacred Orb. 2 and 1: Each villain FLEES 3 from its closest hero. Then, each one
PULLS 3 its closest Hero. HEAL 5 all villains (not bloodied).

Special Rules 0: Heroes lose the quest.

Rage (Tool Tokens)


Battle Formation
+ You’re not carrying a Tool: Put this Token on your card.
• Ranged villains have a SPECIAL FLEE. Instead of moving away
from their target, they move toward their closest villain.
The Tool carriers, at the end of their turns, may MOVE 4 and make a Basic
Attack with the Effect PUSH 1.
Sacred Orbs (Red and Blue Orbs)
+ Remove this Orb: MOVE 2 the Boss and deal 15 DMG to any All attacks of Tool carriers gain the additional effect: Deal + 8 DMG and
of its Parts, even if not in vision or range. MOVE 2 the target (both once per turn).

• If not Fatigued, this Body Part must Retaliate next turn (even if
another Part is attacked this turn).

The Kemet Council (Kemet Hunt) Events


Apply the following cumulative effects, according to your Kemet
Hunt level: INITIAL SETUP
0: Nothing. • Place the heroes on the Stairs. Each may reassign two Skill Tokens.
ê: Two heroes choose one of their Special Attacks. Begin the quest with • Assign one Quest Item to each hero. They are referenced in the
these attacks spent. Gullog and his Elite Units Cards (Special Passive).
êê: The two other heroes choose one of their Special Attacks. Begin • Place Gullog (G), Cildroly (C), Solnertha (S), and Undead Knigh.
the quest with these attacks spent. the quest spent. | Note: each villain is considered a Body Part of the Boss (Gullog).

êêê
When a villain start its turn, it gains (only for this turn) • Then, take the first turn!
Empowered 10 for each other villain in [2]. As soon as all Body Parts are maimed, you win the quest and read
êêêê
When a villain start its turn, it gains (only for this turn) [94.2] (City Book).
Empowered 10 for each other villain in [3].
When a villain start its turn, it gains (only for this turn)
êêêêê
Empowered 10 for each other villain in [4].
The effects on this table do not stack. Apply the ê and êê effects plus
only the higher one according to your Kemet Hunt level.

190 • Tanares Adventures


Villain Kits Barriers Terrains • 2 Lava 2x1 Miscellaneous • 4 Quest Items
• 1 Gullog, the • 9 Walls 4x1 • 2 Lava 4x2 • 4 Portals • 1 Archer Figure • 1 Time Token
Deathbringe • 4 Walls 3x1 • 2 Lava 3x3 • 1 Stairs • 3 Chests • 4 Tools
• 2 Walls 2x1 • 2 Lava 3x1 • 1 Necromancer Figure • 1 Undead Knight Figure
• 4 Lava 2x2 • 2 Orb Figures

3
4 4

2
4 S 3 4

2
C
4 4
3
3
4
4 4

Map Labels: Initial Setup

Quest Guide • 191


95 - Waterfall
You need to climb your way to safety through waterfalls. They conceal Adventurer Tools (Tool Tokens)
chambers and caves containing Evil Totems that you must collect to get rid
of the local Guardian. Trap (Tome Token)
: (Tome carrier, only) (with a free square in [1] of you): Put the
Primary Objective Tome in this square.
• Kill the Construct Stalker (Boss) = Read [95.13] (City Book). At any time and turn, ignoring range and vision, this hero may:
| Remove all Barricades in [1] of the Tome; and/or
If you lose | Deal 15 DMG to all villains on the Tome or in [1] of it.

• Try again (recommended: reduce Augur Hunt level by 1). • If it did, put the Tome back on this Hero’s Card, anywhere.
Extra Challenge Grappling Hook (Hook Token)
• Remove all Barricades. : (with a Wall square): Put the Hook in this square. All combatants
may move through this square while the Token is there.
• At the start of this hero’s turn, you may put the Hook back on your
Special Rules Card (ignoring range and vision).

In a Hurry Dimensional Key (Key Token)


The rocks are slippery and the water is relentless. You don’t have much : (with a Mission Tile): Swap this Tile with any Portal Tile on
time before you succumb and fall, with the water, to your deaths. the grid.
• Put the Time Token on “35” (HP Track). If it drops to 0, you lose : (with an ally or villain): Transfer this combatant to any Portal
the quest. Tile on the grid.
• Villains don’t take Unprovoked turns (except Boss). Instead, Divine Torch (Torch Token)
immediately Fatigue them, and, for each one that does, reduce
Time by 1. • The Torch carrier and all heroes in [3] of it are Empowered 9.
• A villain cannot be placed if there is already two villains of the same
type or color on the grid. Every time this happens, reduce Time by 4.
If the Boss is the only villain on the grid, reduce Time by 5.
Events
Revealing the Waterfalls (Doors and Room TIles) INITIAL SETUP
• While not revealed, consider as if squares occupied by Room Tiles • Place the heroes on the Stairs. Each may reassign 2 Skill Tokens.
were Walls. • Place Skeletons (23-O) and (24-B), Ghost Dwarf (05-R), and
Spider (28-G).
: (with a Door): Remove this Door and read the corresponding
Room-revelation Section: • (Augur Hunt): Ghost Dwarf (êê06-G), Sniper (êêê25-R), and
Sniper (êêêê 26-B).
• Red Door: read [95.8]. • Then, take the first turn!
• Yellow Door: read [95.9].
As soon as the first Quest Item is removed, start Event 1.
• Purple Door: read [95.10].
• Gray Door: read [95.11]. EVENT 1
Evil Totems (Quest Items) • Place the Portals.
+ Remove this Quest Item: put this Item on your Card. As soon as four Quest Items are on Hero Cards, read [95.13] (to
continue the quest).

192 • Tanares Adventures


Construct Stalker
(Construct Figure)
B 50 7 5 8
Hit Points Defense Movement Reaction

• If fewer than 4 Quest Items are on Hero Cards, all DMG against this is R-DMG,
and it cannot die.
2 squares 1 enemy
Stalking ( Primary Attack)
10 DMG + effect Miss: 8 R-DMG
Benefit: +3 to Attack Roll and Blessed.
Effect:  ECHO 5.
Unprovoked / Crit: +5 DMG.

Special Passive
Trigger: This hits a target that has no other in [1] of it.
Power: Deal +5 DMG. Reduce Time by 1.

Favorite Target: The farthest hero within reach.

Villain Kits • 2 Spiders (27, 28) Barriers • 9 Walls 4x1 • 4 Mission Tiles Miscellaneous
• 2 Ghost Dwarfs (05, 06) • 1 Gargoyle (51) • 2 Barricades 3x1 • 2 Walls 3x1 • 4 Portals • 1 Chest
• 1 Goblin (08) • 1 Boss (Construct) • 4 Barricades 2x1 • 2 Walls 2x1 • 1 Stairs • 4 Quest Items
• 2 Skeletons (23, 24) • 4 Single Doors • 2 Spikes 2x1 • 4 Rooms 6x6
• 2 Snipers (25, 26) • 5 Walls 5x1 Terrains
• 2 Lava 3x1 • 1 Time Token
• 2 Lava 2x1 • 4 Tools

26

2 25

28
4 4 05
4 23 5
5 06
24 4
4 4

2 5

Map Labels: Initial Setup Event 1

Quest Guide • 193


96 - Vandanamalika
Overwhelmed and ambushed by creatures, your only salvation lies in a Explosives (Barrels)
portal that is very difficult to reach.
: MOVE 4 this Barrel. Then, it PUSHES 3 and deals 12 DMG to
Primary Objective all combatants in [3] of it. Then, remove the Barrel.
• All living heroes are on the Portal Tile at the same time = Read
[96.12].

If you lose Events


• Try again (recommended: reduce Augur Hunt level by 1).
INITIAL SETUP
Extra Challenge
• You have 8 XP or more when you win the quest. • Place the heroes on the Stairs. Each may reassign 2 Skill Tokens.
• Place Ghost Dwarf (06-B), Reaper (89-R), and the Construct
Stalker - Boss (B).
Special Rules GUARD 3: Place Ghost Dwarf (05-O), Fiend (49-R), and Reaper
(92-G).
Platforms and Flying Villains (All Tiles)
GUARD 3: Place Fiend (50-G), and Gargoyles (51-O) and (52-B).
• Squares outside of Tiles are considered Abyss. They block movement
but not vision (you can cross the corner of an Abyss square). • Then, take the first turn!
| Villains are not affeccted by it - they are flying and can cross and
end on Abyss squares. As soon as all living heroes are on a Portal square at the same time,
you win the quest and read [96.12] (City Book).
• Living Walls are platforms. They are not considered Barriers and
don’t block vision (combatants may move through and end on them).

Arcane Energy (XP Token)


Perform well, and the energy that empowers the place’s guardian
becomes weaker.
• Put the XP Token on “0” (HP Track).
• Whenever a villain dies, increase XP by 2.
• If it died with exactly zero HP (i.e., no excess DMG was dealt after
the villain reached 0 HP) increase XP by +1 (total of +3).
• Whenever the Boss loses a: +70 Token, or its token flips from
“+70” side, increase XP by 3.
• Whenever a villain (including Boss) applies its Passive, reduce XP by 1.
Arcane Platforms (Mission Tile)
This is your way of reaching your otherwise inaccessible escape route.
• Whenener a Mission Tile moves, combatants on it are also moved.
+ Pay 4 XP: MOVE 1 orthogonally the Mission Tile, only onto
free squares.
• At any time, a hero may pay 20 HP to apply the effect above on its
closest Mission Tile anywhere.

194 • Tanares Adventures


Construct Stalker
(Construct Figure)
B 350 7 5 8
Hit Points Defense Movement Reaction

• All DMG against this is R-DMG, and it cannot die.


1 squares 1 enemy
Lightning Slam ( Primary Attack)
12 DMG + effects Miss: 8 R-DMG
Benefit: +6 to Attack Roll and Blessed.
Note: This Boss has +6 roll bonus (instead of the usual +3).
Effects:  PROVOKE.
 For each level of your Augur Hunt, two other heroes take 4 DMG each (if Augur
Hunt is 0, this effect deals 0 DMG).
Unprovoked / Crit: +5 DMG.

Special Passive
Trigger: Target is on a Living Wall.
Effect: Each hero take DMG equal to the current XP

Favorite Target: The hero with lowest HP within reach.

Villain Kits • 2 Reapers (89, 92) Barriers Terrains • 2 Planar Rifts Miscellaneous
• 2 Ghost Dwarfs (05, 06) • 1 Boss (Construct) • 4 Living Walls 5x1 • 3 Altars • 1 Portal • 3 Barrels
• 2 Fiends (49, 50) • 9 Living Walls 4x1 • 2 Lava 3x1 • 1 Stairs • 3 Chests
• 2 Gargoyles (51, 52) • 4 Living Walls 3x1 • 3 Lava 2x2 • 4 Swamp 2x2 • 1 XP Token
• 2 Living Walls 2x1 • 2 Lava 2x1
• 3 Mission Tiles

05 5
49
4 4 4
3 92 4
3 5

B 3 51
06 3
4 4 4
2 2 50
4 89 52 5
5
4

Map Labels: Initial Setup

Quest Guide • 195


97 - Pyramids
You are trapped in the buried underground interior of disconnected Ancient Curse
Pyramids. Find your way through them while smartly using their Splitting the Team is a frightening thought, but you notice that the
mechanisms and avoiding curses. Pyramids’ curse only triggers against large groups.

Primary Objective If 3 or more heroes are on the same Room Tile, all heroes on the
grid take 10 DMG (ignoring Preseved, if any).
• Kill the Construct Stalker (Boss) = Read [97.4].
| Defeat Try again (recommended: reduce Augur Hunt level by 1)

If you lose Events


• Try again (recommended: reduce Augur Hunt level by 1).
INITIAL SETUP
Extra Challenge
• Remove all Quest Items, AND • Place the heroes on the Stairs. Each may reassign 2 Skill Tokens.
• Kill the BOSS while it is in the “Bleeding” Room. • Place Elementals (47-R) and (48-B), and Zombie (70-G).
| (Augur Hunt): Zombie (êê 69-O).

Special Rules Then, take the first turn!

Pyramids (Room Tiles, Mission Tiles and Altar Tile) If all villains are dead and at least 2 Tool Tokens are being carried,
read [97.2] (to continue the quest).
• Squares outside of Room Tiles, Altar Tiles or Mission Tiles are
considered Abyss. They block movement but not vision (you can EVENT 1
cross the corner of an Abyss square).
You find the lost tunnels and manage to connect the pyramids, returning
• Each Room Tile has a Condition Token that can never be removed. them to their former glory.
• While a combatant is in a Room, consider as if it had its Token. • Place 2 Mission Tiles, on squares J-8/K-9 and J-16/K-17.
Pharaoh’s Blessings (Key, Torch, Hook, and Tome Tokens) • Place Elemental (48-G), Harpy (56-B), and Vampires (65-R) and
(66-B).
The seemingly ancient engineers that built these Structures used
| (Augur Hunt): Zombie (êêê 70-G).
advanced tools.
+ You’re not carrying a Tool: Place this Token on your Hero Card. If all villains are dead and all Tool Tokens are being carried,
• When a Tool carrier hits an attack on its Prime Action, it applies a read [97.3] (to continue the quest).
once-per-turn effect after it resolves:

Key: You HEAL 5.

Torch: You MOVE 6.

Hook: PULL 7 a villain (in [8] of you).

Tome: MOVE 3 a combatant (in [8] of you).

196 • Tanares Adventures


EVENT 2
You read the schematics in the Pyramids “control room” and learn about
Construct Stalker
(Construct Figure)
B 280 8 5 8
Hit Points Defense Movement Reaction
just a few of the countless powerful devices and curses they conceal; it
seems you can use them to turn the tables on your stalker. • This ignores all Room Conditions (on itself and on its target).
• Place 4 Quest Items, on squares B-15, F-2, K-23, and O-11. • All DMG against this is R-DMG, and it cannot die.
• Place an Altar Tile, on squares H-12/I-13. 8 squares 1 enemy
• Place Elemental (48-B), Harpy (55-R), Zombies (69-R) and (70- Stalking ( Primary Attack)
20 DMG + effects Miss: 10 R-DMG
B), and Construct Stalker - Boss (B).
Benefit: +3 to Attack Roll and Blessed.
| (Augur Hunt): Ghoul (êêêê 54-G).
Effects:  Place this in [1] of the target.
 FLEE 3 (If this didn’t move this turn).
The Four Curses (Quest Items) Unprovoked / Crit: +5 DMG.
+ Pay 6 HP + Remove this Quest Item: If the Boss is in this
Room, it takes 70 DMG. Special Passive
Trigger: This hits an attack while on a Room Tile.
As soon as the Construct Stalker (Boss) dies, you win the quest and Effect: The target gains two Condition Tokens of the type of this Room.
read [97.4] (City Book).
Favorite Target: The farthest hero within reach.

Villain Kits • 2 Zombies (69, 70) Barriers Terrains • 2 Spikes 2x2 Miscellaneous
• 2 Elementals (47, 48) • 1 Boss (Construct) • 4 Walls 3x1 • 2 Altar • 2 Spikes 2x1 • 3 Chests
• 1 Ghoul (54) • 1 Wall 2x1 • 4 Mission Tiles • 1 Stairs • 4 Quest Items
• 2 Harpies (55, 56) • 1 Planar Rift • 4 Tools
• 2 Vampires (65, 66) • 2 Spikes 3x1 • 4 Rooms 6x6

70 69 3

48 47
3
3
3

Map Labels: Initial Setup

Quest Guide • 197


98 - Kalistessenâmun
You are in the secret room where the Kemet, long ago, enslaved the Lich’s Holy Water (Tool Tokens)
soul. What you didn’t know is that there’s more than one Phylactery, and
they have a will of their own… + You’re not carrying a Tool: Put this Token on your card.
• Tool carriers are Empowered 8 (once per turn).
Rule Explanation: Learn Endgame Boss Fight rules in the
Rulebook (Appendix G). Augur Hunt
Primary Objective • Apply the following cumulative effects, according to your level of
Augur Hunt:
• Kill the Lich = Read [98.3]. 0: Nothing.
ê: Two heroes choose one of their Special Attacks. Begin the quest
If you lose
with these attacks spent.
• Try again (recommended: reduce Augur Hunt level by 1). êê: The two other heroes choose one of their Special Attacks. Begin
the quest with these attacks spent.
Extra Challenge
• Maim all Phylacteries. êêê For each square away from the hero with the lowest HP,
the hero with the highest HP (anywhere) takes 2 DMG.

For each square away from the hero with the lowest HP,

Special Rules
êêêê
the hero with the highest HP (anywhere) takes 4 DMG.

êêêêê For each square away from the hero with the lowest HP,
the hero with the highest HP (anywhere) takes 6 DMG.
Lich (350 HP)
Kalistessenâmun is more spirit than body. The effects on this table do not stack. Apply the ê and êê effects plus
only the higher one according to your Kemet Hunt level.
• Do not place the Lich on the board. You can target it only while it’s
on the grid.
Dance of Death
• It shares Stats with the Phylacteries (except HP).
• Even if Fatigued, the Lich can Retaliate. (Phylacteries cannot). • Put the Time Token on “7” (HP Track).
• Throughout its turn, the Lich’s Favorite Target, Attack, and Special Reduce Time by 1. Then, apply one effect, based on its current value:
Passive are those of the villain who is closest to it when its turn starts. 6: Each villain RUNS to its closest Tool Token, Chest, or Orb.
5: Each villain RUNS to its closest Portal square.
The Phylacteries (Body Parts)
4 and 3: Each villain PUSHES 2 its closest hero. Then, each villain
The Lich frequently disappears and respawns next to a Phylactery.
RUNS to its farthest hero.
• Shuffle Fate Cards I - IV. Put one, face down, next to each 2 and 1: Each villain RUNS to its Favorite Target.
Phylactery Card.
0: You lose the quest.
Remove the Lich from the board and repeat the above.
• Whenever a Phylactery Fatigues, reveal its Fate Card.
• Whenever Fate Card I is revealed, place the Lich on a free square
in [1] of that Phylactery. (Off-Spikes, if possible.)

Sacred Orbs (Red and Blue Orbs)


+ Remove this Orb: MOVE 2 the Boss and deal 15 DMG to any
of its Parts, even if not in vision or range.

198 • Tanares Adventures


Events
INITIAL SETUP
• Place the heroes on the Stairs. Each may reassign 2 Skill Tokens.
• Assign one Quest Item to each hero. They are referenced in the Boss
Cards (Special Passive).
• Then, take the first turn!
As soon as the Boss dies, you win the quest and read [98.3] (City Book).

Villain Kits Barriers Terrains • 2 Spikes 2x1 Miscellaneous • 4 Quest Items


• 1 Kalistessenâmun, The • 4 Barricades 2x1 • 4 Portals • 1 Stairs • 3 Chests • 1 Skeleton Figure
Lich • 9 Walls 4x1 • 2 Spikes 3x1 • 1 Construct Figure • 1 Time Token
• 4 Walls 3x1 • 4 Spikes 2x2 • 4 Fate Cards (I - IV) • 4 Tools
• 2 Walls 2x1 • 1 Ghost Dwarf Figure • 1 Zombie Figure
• 2 Orb Figures

2
4 4
3 PR
PG 3
2
4 4

3
PO
4 3 PB 4

4
4 4

Map Labels: Initial Setup

Quest Guide • 199


99 - Placid Melting
To open the Forbidden Mountain’s entrance, you must first melt the
Sunken Lane.

Primary Objective
• Kill all villains = Read [99.3].
If you lose
• Try again (recommended: reduce Augur Hunt level by 1).
Extra Challenge
• The Stranger is in [1] of the Quest Item when the last villain dies.

Special Rules
Blizzard
The cold is unbearable here, unless you keep close to the fire, or from a
stranger that seems to know his way around the lane.
• Put the Time Token on “2” (HP Track). If it drops to 0, you lose
the quest.
Events
INITIAL SETUP
Reduce Time by 1. All heroes take 20 DMG, except those in [1] of
the Farmer, or in [2] of a Lava square. • Place the heroes on the Stairs. Each may reassign 2 Skill Tokens.
| Then, if Time is on an even number, remove 1 Lava Tile (if
possible).
• Choose a Hero Card to begin with the Torch.
• Place Farmer and Lady.
Bonfire Lighter (Torch Token) • Place Captain (78-G) and Specter (93-O).
+ You or a hero in [1] of you has the Torch Token: Transfer the GUARD 3: Place Fiend (82-B) and Specter (94-G).
Torch from you to a hero in [1], or from a hero in [1] to you.
GUARD 3: Place Fiend (81-O) and Golem (83-R).
Bonfire (Spikes Tile) GUARD 3: Place Captain (77-R) and Golem (84-B).
: (Torch carrier, only): Flip this Tile (to Lava). Then, increase the GUARD 3: Place Construct Stalker - Boss (B).
Time by 2 and gain two Empowered 3 Tokens.
| (Augur Hunt 0 or ê): the Boss starts the quest on square O-22.
The Stranger (Farmer Figure) | (Augur Hunt êê): the Boss starts on O-7, instead.
• The Farmer is not a combatant. He has no HP and takes no turns. | (Augur Hunt êêê): the Boss starts on F-20, instead.

| (Augur Hunt êêêê or + ): the Boss starts on E-6, instead.


: If the interacting hero carries the Torch, MOVE 6 the Farmer.
Otherwise, MOVE it 2. • Then, take the first turn!
As soon as all villains are dead, you win the quest and read [99.3]
(City Book).

200 • Tanares Adventures


Construct Stalker
(Construct Figure)
B 280 10 5 8
Hit Points Defense Movement Reaction

• This can only lose HP or be killed when there are no Spikes on the grid.
2 squares 1 enemy
Sublimation ( Primary Attack)
20 DMG effect Miss: 12 R-DMG
+
Effect:  BLAST 10.
Unprovoked / Crit: +5 DMG.

Special Passive
Trigger: Target is in [1] of a Lava square.
Effect: Increase the Time by 1, all heroes in [2] of a Lava square takes 15 DMG

Favorite Target: The hero with highest HP within reach.

Villain Kits Barriers Terrains • 4 Ices 2x1 Miscellaneous • 1 Time Token


• 2 Captains (77, 78) • 5 Walls 5x1 • 2 Ices 4x2 • 4 Spikes 2x2 • 2 Chests • 1 Tool (Torch)
• 2 Fiends (81, 82) • 9 Walls 4x1 • 2 Ices 3x3 • 1 Stairs • 1 Farmer Figure
• 2 Golems (83, 84) • 3 Walls 3x1 • 2 Ices 3x1 • 1 Lady Figure
• 2 Specters (93, 94) • 2 Walls 2x1
• 1 Boss (Construct)

3
5
93 4
78 4
4
5 2
5 4
4 82 94
4
4
4 5
83 2 5
3 3
4 84
81
77

Map Labels: Initial Setup

Quest Guide • 201


100 - Crystal Palace
Fight your way through the last line of defense to the Forbidden Mountain,
where the connections with the penumbral plane are stronger.
Events
INITIAL SETUP
Primary Objective
• Place the heroes on the Stairs. Each may reassign 2 Skill Tokens.
• Kill the Crimson Diamond (Boss) = Read [100.8]
• Place Aberration (71-O), Elemental (79-R), Golem (84-B), and
If you lose Specter (93-R).
• Try again (recommended: reduce Augur Hunt level by 1). • Then, take the first turn!
If all villains are dead, start Event 1.
Extra Challenge
• Attack DMG against their Soul is what drops all villains’ HP to zero. EVENT 1
• Remove the Big Red Door.
Special Rules • Reposition the Planar Rift Tile, as in the map.
GUARD 3: Place Aberration (71-R), Elemental (80-G), Golem
Get out of here! (83-R), and Specter (94-B).
• After a villain’s attack resolves, its target must MOVE 2, toward its | (Augur Hunt): Captain (êê 78-B).
closest Ice square.

Souls Heroes’ Souls


The Augur’s cultists have transmuted into your worst fears. Release their
Souls to make them vulnerable and attack them directly. The frequent contact with the penumbra puts you in touch with another
type of soul: your own.
• Each villain has a Body (its regular figure on the grid) and a Soul (a • From now on, heroes have Souls. (Grab figures of the same Roles
colorless base figure of the same type).
and put them off-board.)
• Each Body can have only one Soul. It begins off-grid.
• Souls are never combatants (they have no HP and take no turns). • All Special Rules apply to heroes’ Bodies and Souls, too.
• If a Body dies, remove its Soul from the match, too. • Villains consider hero Souls as if they were a combatant with the
same Stats as its Body.
Releasing a Soul When checking favorite target, if the villain is tied between a
• Whenever the effects of slipping on Ice would apply against a Body:
|
Body and a Soul it will attack the Soul.
1- Place its Soul on a non-Ice square in [1] of it (or as close as possible).
2- Then, resolve the Ice effects.
Quest Tip: The hero with the lowest HP has a Soul on the grid,
Souls on Board and that Soul is one square closer to an Orange villain. That villain
will attack the Soul, as both the Soul and the Body tie as the hero
• While on the board, Souls have the same Stats as the Body, and they with the lowest HP (but the Soul is closest to it).
can target attacks (but not effects).
• If an attack hits a Soul, remove it from the grid. Regardless of range If all villains are dead, start Event 2.
and vision, its body is considered a valid target for that attack’s
DMG and Effects, and it takes +15 Attack DMG.

Soul Recovery
Remove all Souls from the grid. The Bodies of Souls removed this
way HEAL 10, anywhere.

202 • Tanares Adventures


EVENT 2 Crimson Diamond, Goddess of Lies
B 280 10 5 8
• Remove the Big Yellow Door. (Cultist Figure) Hit Points Defense Movement Reaction
• Reposition the Planar Rift Tile. • All DMG against this Body is R-DMG.
GUARD 3: Place Aberration (72-B), Elemental (80-B), Golem • When its Soul is hit, this takes +30 DMG (instead of +15).
(83-R), and Crimson Diamond - Boss (B).
1 square 1 enemy
| (Augur Hunt): Captain (êêê 78-G) and Specter (êêêê 93-R). Soul Blade ( Primary Attack)
28 DMG + effects Miss: 12 R-DMG
As soon as all villains are dead, you win the quest and read [100.8] (City Benefit: +3 to Attack Roll and Blessed.
Book).
Effects:  This MOVES to the closest Soul.
 Deal 10 DMG to all hero Bodies and Souls in [2] of this (this can deal DMG
twice against the same hero, and can do DMG to heroes that have no Soul in
the board).
Unprovoked / Crit: +5 DMG.

Special Passive
Trigger: This Body or Soul is in [1] of an Ice Tile when its attack hits.
Effect: Remove that (one) Ice Tile. A hero, closest to one of its squares, takes 10 DMG.

Favorite Target: The hero with lowest HP within reach.

Villain Kits • 2 Golems (83, 84) Barriers Terrains • 2 Ices 3x1 Miscellaneous
• 2 Aberrations (71, 72) • 2 Specters (93, 94) • 2 Big Doors • 1 Planar Rift • 4 Ices 2x1 • 1 Chest
• 2 Captains (78) • 1 Boss (Cultist) • 2 Walls Tile 5x1 • 2 Ices 3x3 • 1 Stairs
• 2 Elementals (79, 80) • 8 Walls Tile 4x1 • 2 Ices 4x2
• 3 Walls Tile 3x1 • 4 Ices 2x2
• 2 Walls Tile 2x1

5
4 5
4 4
78 4
2 71 94
79 4 83 4 3
93 3 72
84 78
83 B
2 80
3 80
4 71 4 93

Map Labels: Initial Setup Event 1 Event 2

Quest Guide • 203


101 - Golgöggoth
Rule Explanation: Learn Endgame Boss Fight rules in the Mind Struggle (Asset Hero Figures)
Rulebook (Appendix G). • End of a Main Hero’s turn: If its Asset is not Fatigued, that Asset
takes a Move Action and makes a Basic Attack (apply its Passive
Power, if triggered).
Primary Objective
• Kill Augur = Read [101.2]. : (with an Asset - only Main Heroes can do this): Remove this
Asset’s Fatigue cube.
If you lose Each non-Fatigued Asset gains a Fatigue cube. Only an Interaction
• Try again (recommended: reduce Augur Hunt level by 1). can remove it.

Extra Challenge Mirrors of Reality (Red and Blue Orbs)


• No Asset Hero ever dies. : If not Fatigued, this Body Part must Retaliate next turn (even
if another Part was attacked this turn).

Special Rules Mind Control (Augur Hunt)


Augur’s Lair • Apply the following cumulative effects, according to your level of
• Augur is immune to all Terrains. It can move through Barriers and Augur Hunt:
Obstacles but cannot end in them.
0: Nothing.
• Unless stated otherwise, Augur always attacks Main Heroes (it may
ê: Two heroes choose one of their Special Attacks. Begin the quest
still apply effects on Asset Heroes).
with these attacks spent.
Clairvoyance (Fate Cards - see Augur Cards) êê : The two other heroes choose one of their Special Attacks.
The Augur can foresee part of your actions, and punishes you when you Begin the quest with these attacks spent.
act out of order.
• Shuffle Fate Cards I - IV. Each corresponds to a Main Hero turn: êêê All Asset Heroes without a Main Hero in [1] of them RUN
| Fate Card I - The first hero to take a turn this round. to their closest Main Hero and make a Basic Attack against it.
| Fate Card II - The second to take a turn this round.
| Fate Card III - The third to take a turn this round.
All Asset Heroes without a Main Hero in [1] of them RUN
êêêê to their closest Main Hero and make an Empowered 8 Basic
| Fate Card IV - The fourth to take a turn this round.
Attack against it.

All Asset Heroes without a Main Hero in [1] of them RUN


Quest Tip: Track it by the number of Fatigued heroes. (E.g., êêêêê to their closest Main Hero and make an Empowered 16 Basic
the third hero is the one that takes a turn when two other Main Attack against it.
Heroes are Fatigued.) The effects on this table do not stack. Apply the ê and êê effects plus
only the higher one according to your Kemet Hunt level.
• Start of a Main Hero’s turn: discard all of its Fate Cards (if any).
Each card removed this way that does NOT match its order in the
round deals 10 DMG to it.

Rule Explanation: A Main Hero with the Fate Cards I, II and


III starts its turn as the second hero playing on the current round.
Fate Cards, and since Cards I and III do not match the order it is
playing(2nd), it will take 20 DMG. If it were the fourth hero playing,
not match any of the three cards on it.

204 • Tanares Adventures


Augur’s Strike
• Put the Time Token on “7” (HP Track). Events
Reduce Time by 1. Then, apply one effect, based on its current value: INITIAL SETUP
6: Augur’s Red Part takes a turn and targets an Asset. • Place two Main Heroes on each Stairs Tile. Each may reassign 2
5: Augur’s Orange Part takes a turn and targets an Asset. Skill Tokens.
4 and 3: Augur’s Blue Part takes a turn and targets an Asset. • Place each Asset Hero (A).
2 and 1: Augur’s Red Part takes a turn and targets an Asset.
• Place Augur.
0: You lose the quest.
• Assign one Quest Item to each Main Hero. They are referenced in
Augur Cards (Special Passive).
• Then, take the first turn!
As soon as all Body Parts are maimed, you win the quest and read
[101.2] (City Book).

Villain Kits Barriers Terrains • 2 Lava 2x2 Miscellaneous • 4 Quest Items


• 1 Golgoggoth, The • 2 Walls 5x1 • 4 Portals • 2 Stairs • 3 Chests • 1 Time Token
Augur • 6 Walls 4x1 • 2 Lava 4x2 • 2 Swamp 4x2 • 4 Fate Cards (I - IV) • 4 Tools
• 2 Walls 3x1 • 2 Lava 3x3 • 2 Swamp 2x2 • 2 Orb Figures
• 2 Walls 2x1 • 2 Lava 3x1

3 A

5
4 2

4
4
A

4
4 A
2

5 3

Map Labels: Initial Setup

Quest Guide • 205

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