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Middara: Shadow Harbinger Adventure PacK

Expansion for Middara: Unintentional Malum – Act 1

Middara: Shadow Harbinger Adventure PacK Rulebook

Table of Contents

Table of Contents

  • How to Use This Adventure Pack
    • What is an Adventure Pack?
    • How do I use an Adventure Pack?
    • Required Content
    • Recommended Play Order
  • Summary of Components
  • Shadow Harbinger: New Rules
    • HP and Attribute Tokens
  • Quick Build Guide
    • Ready to Adventure
    • Gear Up
    • Quick Build
  • Story Round: Prepping for the Drop
  • Story Round: Flotilla
  • Encounter: Informant
    • Setup
    • End Conditions
    • Special Encounter Rules
    • Loot
    • Objectives
    • Totems
    • Curiously Hidden Rules
  • Encounter: Auction House
    • Setup
    • End Conditions
    • Special Encounter Rules
    • Loot
    • Objectives
    • Totems
    • Curiously Hidden Rules
  • Encounter: Keeping Up the Act
    • Setup
    • End Conditions
    • Special Encounter Rules
    • Loot
    • Objectives
    • Curiously Hidden Rules
  • Encounter: Sold Us Out
    • Setup
    • End Conditions
    • Special Encounter Rules
    • Loot
    • Totems
    • Curiously Hidden Rules
  • Encounter: Blasted Peak
    • Setup
    • End Conditions
    • Special Encounter Rules
    • Loot
    • Objectives
    • Totems
    • Curiously Hidden Rules
  • Encounter: Silent Peak
    • Setup
    • End Conditions
    • Special Encounter Rules
    • Loot
    • Objectives
    • Totems
    • Curiously Hidden Rules
  • Encounter: Boss Fight: Black Harbinger
    • Setup
    • End Conditions
    • Special Encounter Rules
    • Loot
    • Totems
    • Curiously Hidden Rules
  • Story Flow: Printed Special Rules and Party Checks
  • Diagrams
    • Diagram 1
    • Diagram 2
    • Diagram 3
    • Diagram 4
    • Diagram 5
    • Diagram 6
    • Diagram 7
    • Diagram 8
    • Diagram 9
    • Diagram 10
  • Quick Reference
    • New Effect Tokens
    • New Combatant, Encounter, and Tracker Tokens
    • New Tags

How to Use This Adventure Pack

Thank You!

Thanks for purchasing Shadow Harbinger. This book will guide you through the story and Encounters you'll experience during this Adventure.

This book is intended to be read in a linear fashion, starting from the front of the book and moving towards the back. It's important to not read anything that you aren't directed specifically to read.

What is an Adventure Pack?

Adventure Packs add new Adventures that players can choose when starting the Adventure Mode. These brand new stories explore all of the narrative moments that lie on the periphery of our overarching adventures found in Core Game products. (Like Middara: Unintentional Malum.) Adventure Packs chronicle the machinations happening behind the scenes of our longer stories. Each Adventure Pack lets us delve deeper into characters and moments so that we can see the cogs that move and click our meta-plot forward.

In game terms, an Adventure Pack is a brand new Adventure that isn't as sprawling or as long as a Core Game's Adventure. Meaning, they require additional content to play. (Usually a Core Game and/or its expansions). Adventure Packs will have a new cast of starting characters, new Tiles, new Items, new Combatants, and new allies. They follow the story of these other characters as they progress through the world of Middara. Adventure Packs make the assumption that you've played a corresponding Core Game or its Crawl Mode to an extent that you'd be at least familiar with Middara and its core mechanics. As such, they may start 'new' characters at different levels of play. Meaning, different Loot Levels, and different amounts of XP.

Our Adventure Packs might be shorter, but they are as complex in their designs and their effect on the world and your overarching story as any Core Game. Adventure Packs will have Story Flags, just like a Core Game. These Story Flags might even affect other Core Games (or their subsequent Acts) you haven't played yet. In turn, some of the Story Flags you've earned from a Core Game might even be called for in an Adventure Pack.

For these reasons, we have provided a Recommended Play Order for all Adventure Packs and Core Games. You can find this on our website at www.Middara.com. This play order makes the assumption that you own all the product and intend to play it all in a chronological (or our intended) order. The product will also have a Recommended Play Order section detailing when it is recommended to play along with a list of default Story Flags.

How do I use an Adventure Pack?

When starting a new Adventure, you may choose any Adventure you own to play. An Adventure Pack adds a new option for you to choose from.

You may add all "non-hidden" cards to their respective decks to expand the options in any Adventure. Then, set aside all of the Story items and/or Hidden decks included in this product until you're told to reveal these cards. Hidden Cards from this product are marked as SHXX on their Hidden Card tabs. As you play through an Adventure, you'll reveal Hidden Cards associated with that Adventure. Once a non-Story Hidden Card has been revealed, they can also be used in other Adventures where appropriate (i.e. Combatant Variations, Item Cards, etc.).

If you don't want to play through an entire Adventure Pack to unlock and use the content it includes in the Crawl Mode (or other Adventures for that matter) players may choose to ignore this rule. However, be aware that this won't provide the most balanced experience. But it is useful for those who simply want more options for their homebrew or their Crawl Mode.

The Diagrams that should be referenced by any and all Encounters during this Adventure Pack will use the Diagrams printed in the back of this Adventure Book.

While Adventure Packs might include new content like Encounters, Items, Adventurers, Combatants, or Disciplines, they will always require one or more other products to use. This means that you'll need to own one or more Middara Core Game products to play an Adventure Pack. To determine which product you need to own, refer to the Required Content Box printed on the back of the product's box or the inside of its Adventure Book. For additional support, free content, audio books, and other exciting content, check out our website at www.Middara.com.

Required Content

Middara: Unintentional Malum Act 1 (Ver. 1.2)

Recommended Play Order

For the most organic play experience, this Micro Adventure should be after you have completed Middara: Unintentional Malum Act 1-3 Adventure Mode.

Summary of Components

Adventure Book: This book contains this Adventure, any new rules, and a Quick Build Guide.

Initiative Cards: Every figure has one or more corresponding Initiative Card. At the start of every Encounter, players deal out the Initiative Cards associated with each Adventurer and Combatant in the Encounter. Starting from the first card of the Initiative Track, figures take their turns.

Adventurer Cards: When playing Middara, players take on the role of Adventurers. When playing the Adventure Mode, players will be instructed to use specific Adventurers. See An Adventurer's Turn in the Middara Rulebook, Pg. 36. See Adventurers in the Middara Rulebook, Pg. 25.

Companion Cards: Companions represent characters that help out the players. See Companions in the Middara Rulebook, Pg. 71.

Combatant Cards: These cards have the rules for all figures other than Adventurers. Each Combatant Card is double-sided. The front side describes all the rules associated with that figure, while the back of the card presents some lore and context.

Hidden Cards: STOP! Do not reveal cards in this deck until specifically instructed to do so.

Editor's note: The book's figure pages for Carcharias Bloodtide (Pg. 38), Dorian Briar (Pg. 65), and Eli (Pg. 88) print only artwork and a name; their stat lines are not in this book and are not reproduced here.

Shadow Harbinger: New Rules

HP and Attribute Tokens

HP and Attribute tokens provide an easy way for Special Encounter Rules to modify specific Combatants, adding variety and challenge to familiar enemies. These tokens provide a flexible way to adjust individual Combatant capabilities without altering their cards.

Each token represents a static increase to a specific Attribute or HP. When an Ability or rule adds them, the token is placed directly on the Combatant card they're modifying. The bonus from these tokens is added to the printed value on the Combatant card.

  • +X HP: Increases the Combatant's Maximum HP by X.
  • +X DEFENSE: Increases the Combatant's Defense Value by X. (There are no tokens of this type included in this product. But future products do use this token.)
  • +X MOVEMENT: Increases the Combatant's Movement Value by X. (There are no tokens of this type included in this product. But future products do use this token.)
  • +X ARMOR: Increases the Combatant's Armor Value by X. (There are no tokens of this type included in this product. But future products do use this token.)

EXAMPLE: A Cave Sickle with 8 Defense is given a +1 Defense token. Its new statistics would be 9 Defense.

Quick Build Guide

Ready to Adventure

This Adventure is designed around using Aisling Dryks, Padric Brown, Shayliss Arsen, and a new Adventurer, Melinoe.

  • Each Adventurer Gains 13 XP. They may spend this to learn Disciplines. Melinoe learns Bag of Blood for free as a Story Discipline.

If you haven't already, reveal Small and Large Hidden Cards UM6, UM9, UM13 and UM45 to Gain access to Aisling Dryks, Padric Brown and Shayliss Arsen Initiative and Adventurer Cards. Then, reveal Small and Large Hidden Cards SH1 to Gain access to the Melinoe Initiative Card, Adventurer Card and Bag of Blood Discipline card.

Before Starting any Adventure, you will need to get Disciplines and Items for each of the Adventurers used. Below is a quick Gear Up phase that will list the XP, gold, Loot LVL and any other Items granted to the party.

Gear Up

  • Each Adventurer may purchase up to 200 Gold worth of Mundane or Common Items.
  • The party draws 1 random Unique Common Item, this item may be purchased by any Adventurer. The party also Gains 2 random items drawn from Accessories, Unique Mundane Items and Wandering Items for Free. If you have the KS 1 Promo Pack or Trail of a Princess you may choose to Gain the Wandering Relic Garter Knives instead of one of the random items.
  • The party gets to draw 2 Monster Loot Cards. Shuffle the Monster Loot Cards for Animate, Cave Sickle, Earth Loa, Gevaudan, and Water Loa to draw from.
  • Any Items the party Gain with the MATERIAL Tag may be traded in for the normal benefits listed on Pg. 28 of the Middara Rulebook.
  • If you want a quicker option, each Adventurer may spend the Gold and or XP to Gain the Items or Disciplines from the Quick Build listed on the next page.
  • After Building your Adventurers, mark down your remaining Gold and XP. Venture Forth: Continue to Bloody Murder Pg. 11.

Quick Build

In addition to the items listed in Gear Up. For each Adventurer in the Party, reference the Quick Build list below and give them the Items and Disciplines listed. Each Adventurer starts with the listed XP and Gold.

Aisling (XP: 12, Gold: 189)

  • Cruor Disciplines: Imbued Fear (LVL 1)
  • Martial Disciplines: Hammer Helm (LVL 1), Mage Breaker (LVL 2)
  • Common Items: Kusarigama (WEAPON), Ghost Canister (CORE), Doom Break (RELIC)
  • Mundane Items: Occult Shirt (ARMOR), Enchanted Piercings (RELIC), Hyper Energy HP Potion (CONSUMABLE), Throwing Knives (CONSUMABLE), Vitality Juice Box (CONSUMABLE)

Melinoe (XP: 12, Gold: 200)

  • Cruor Disciplines: To Faust (LVL 1), Bag of Blood (Story)
  • Assemblage Disciplines: Forebode (LVL 1), Ruination (LVL 2)
  • Common Items: Wand of the Depths (WEAPON), Apocryphal Antiquity (WEAPON), Exquisite Pendant (CORE), Hemlock and Seir (RELIC)
  • Mundane Items: Bad-Ass Leather Jacket (ARMOR), Magic Balm (CONSUMABLE), Vitality Juice Box (CONSUMABLE)

Padric (XP: 12, Gold: 193)

  • Sanctus Disciplines: Mend (LVL 1)
  • Subterfuge Disciplines: Kill the Messenger (LVL 1), Down the Masses (LVL 2)
  • Common Items: Privateer Crossbow (WEAPON), Ghost Canister (CORE), Barbed Arrows (RELIC)
  • Mundane Items: Bad-Ass Leather Jacket (ARMOR), Enchanted Piercings (RELIC), Bottled Blessing (CONSUMABLE), Magic Balm (CONSUMABLE), Vitality Juice Box (CONSUMABLE)

Shayliss (XP: 12, Gold: 199)

  • Martial Disciplines: Bladeworks (LVL 1)
  • Subterfuge Disciplines: Follow Through (LVL 1), Quick Blow (LVL 2)
  • Common Items: Ocean Cleaver (WEAPON), Assassin's Punchdagger (WEAPON), Hoodie of Deflection (ARMOR), Exquisite Pendant (CORE)
  • Mundane Items: Hyper Energy HP Potion (CONSUMABLE), Hyper Energy HP Potion (CONSUMABLE), M.F. Fortitude (CONSUMABLE)

Editor's note: Pages 8 to 10 print character artwork and names only and are not transcribed.

Story Round: Prepping for the Drop

Shop and Train

You may spend Gold and learn Disciplines with XP. In addition, you may trade any gear amongst your party members and Party Stash. The Store contains the following Items for sale. After completing this step, return all Items to their respective decks.

  • ALL COMMON ITEMS
  • ALL UPGRADES PLAYERS HAVE UNLOCKED
  • 1 RANDOM COMMON UNIQUE ITEM (LIMIT 1)
  • ALL NON-UNIQUE ACCESSORIES AND ALL NON-UNIQUE ITEMS FROM PREVIOUS TIERS

Explore

As a group, choose one of the following and then proceed to its listed page. You may not choose a Side Quest you've already attempted this Adventure. If you have no Side Quest you can choose, or you decide you don't want to explore a Side Quest, continue to Venture Forth.

  • NO SIDE QUESTS OR BOUNTIES TO ATTEMPT

Venture Forth

As a group, choose one of the following and then proceed to its listed page.

  • MAIN QUEST: Undercover Pg. 31

Story Round: Flotilla

Shop and Train

You may spend Gold and learn Disciplines with XP. In addition, you may trade any gear amongst your party members and party stash. The Store contains the following Items for sale. After completing this step, return all Items to their respective decks.

  • ALL COMMON ITEMS
  • ALL UPGRADES PLAYERS HAVE UNLOCKED
  • 1 RANDOM COMMON UNIQUE ITEM (LIMIT 1)
  • ALL NON-UNIQUE ACCESSORIES AND ALL NON-UNIQUE ITEMS FROM PREVIOUS TIERS

Explore

As a group, choose one of the following and then proceed to its listed page. You may not choose a Side Quest you've already attempted this Adventure. If you have no Side Quest you can choose, or you decide you don't want to explore a Side Quest, continue to Venture Forth.

  • NO SIDE QUESTS OR BOUNTIES TO ATTEMPT

Venture Forth

As a group choose one of the following and then proceed to its listed page.

  • MAIN QUEST: The Right Questions Pg. 44

Encounter: Informant

Wilderness. Loot LVL: Common.

Setup

  • Tiles: UM57, UM47, UM51, UM55
  • Terrain: 4 x Obstructing (2x1), 1 x Obstructing (1x1), 1 x Water (2x1)
  • Totems: 1 x Blue, 1 x Red
  • Objectives: 1 x Blue, 1 x Red
  • Loot: 1 x Blue
  • Figures: 1 x Earth Loa (Mundane), 1 x Water Loa

End Conditions

WIN CONDITION: Any Adventurer ends their turn on the Blue Exit.

Reward: Each Party member Gains 1 XP. Continue to Extracting Information Pg. 18.

LOSE CONDITION: All Adventurers are Defeated or the 5th Time token is added to the Initiative Track.

Reward: None. Continue to Not Fast on Our Feet Pg. 18.

Special Encounter Rules

RAPID CURRENTS: Currents in this Encounter move figures and tokens 2 spaces. Figures are moved at the end of their turn. Tokens (except Totems, Terrain, and Tracker tokens) move at the end of the round. See Currents in the Middara Rulebook on Pg. 22.

FLEEING INFORMANT: At the beginning of the Encounter, place 2 Time tokens on the end of the Initiative Track. At the end of each round, add 1 Time token to the end of the Initiative Track. Whenever you Activate a Totem, remove 1 Time token from the Initiative Track. If you ever place the 5th Time token on the Initiative Track, the Encounter is immediately lost.

DANGEROUS EDGE: When a figure ends their movement on, or leaves a Special Terrain space printed on Tile UM57, the space becomes Dangerous Terrain. Then, they must make an Perception 10 Skill Check. If they pass, they must immediately move their figure to any adjacent space and continue their turn. If they fail, they are Defeated.

(Printed text reads "an Perception 10 Skill Check"; transcribed as printed.)

Loot

BLUE LOOT: Gain 30 Gold.

RED LOOT: Gain 2 random Consumables and 50 Gold.

GREEN LOOT: Gain 1 random Common Armor.

Objectives

BLUE OBJECTIVE: The rocks here are precariously balanced, threatening to tumble over each other if disturbed. If any Adventurer moves into the space this Objective occupies, they must make an Agility 10 Skill Check to attempt to stabilize the rocks. If they do, continue reading based on the result of the check:

  • PASS: [narrative omitted] Remove the Blue Objective from the board. Then replace the Blue Totem with the Yellow Totem.
  • FAIL: [narrative omitted] Remove the Blue Objective from the board. Replace the Blue Totem with the Yellow Totem. Then make an Agility 10 Skill Check. If you pass, move your figure 1 space in any direction. If you fail, you are Defeated. Regardless of the result of the check, place a 1x1 Obstructing Terrain token on the space this Objective occupied.

RED OBJECTIVE: An Adventurer adjacent to this Objective may read the following hidden text: [narrative omitted] "Do you open the chest anyway?"

  • YES: [narrative omitted] Gain 2 random Consumables and 50 Gold. [narrative omitted] Place the Priority Target token on your Adventurer Card. For the remainder of the encounter, all Cave Sickles within LOS of your Adventurer will treat you as the only opponent on the board. Remove the Priority Target token from your Adventurer Card at the end of the Encounter, or if your Adventurer is Defeated. Remove the Red Objective and Spawn 2 Cave Sickles adjacent to the Adventurer who activated this Objective.
  • NO: [narrative omitted] Remove the Red Objective and place the Red Loot in the space it occupied.

GREEN OBJECTIVE: An Adventurer on this Objective may read the following hidden text: [narrative omitted] An Adventurer in this space may make an Encounter Action to try to wrestle her to the ground. While this Objective is on the board the Encounter Action may be attempted more than once. [narrative omitted] If they do, read the Curiously Hidden Rule Bringing You In.

Totems

BLUE TOTEM: [narrative omitted] Place a 1x2 Obstructing Terrain token on the southeast border of Tile UM51, blocking off the river into Tile UM55. If any figure occupies either of those spaces, they jump desperately out of the way. Move them one space to the east (onto Tile UM55). Then remove the Blue Objective from the board. [narrative omitted] Spawn 1 Water Loa adjacent to the Adventurer who activated this Totem. [narrative omitted] The Adventurer who activated this Totem may read the Curiously Hidden Rule We're Not So Different.

RED TOTEM: [narrative omitted] Place tiles, tokens, and figures according to Diagram 1.

GREEN TOTEM: [narrative omitted] Spawn 2 Cave Sickles adjacent to the space this Totem occupied. Then place the Green Objective on the Hindering Terrain space on the southwest corner of Tile UM43.

YELLOW TOTEM: Narrative only. The Yellow Totem's printed text carries no rule sentences.

ORANGE TOTEM: [narrative omitted] Spawn 2 Cave Sickles on or adjacent to the space this totem occupies. Spawn another 1 Cave Sickles adjacent to the Green Loot.

Curiously Hidden Rules

WE'RE NOT SO DIFFERENT: [narrative omitted] Make a Presence 10 Skill Check. Continue reading based on the result of this check.

  • PASS: [narrative omitted] Immediately Defeat all Water Loas currently on the board.
  • FAIL: [narrative omitted] Immediately end the current turn and all Actions and Abilities.

BRINGING YOU IN: [narrative omitted] Make a Presence 10 or Strength 10 Skill Check. Continue reading based on the result of the check.

  • PASS (Presence): [narrative omitted] Replace the Green Objective with the Blue Exit.
  • PASS (Strength): [narrative omitted] Replace the Green Objective with the Blue Exit.
  • FAIL (Presence or Strength): [narrative omitted] The Adventurer who read this Curiously Hidden Rule is dealt 5 PHYSICAL DMG.

Encounter: Auction House

Dungeon. Loot LVL: Common.

Setup

  • Tiles: UM3, UM7, UM9, UM36, UM58
  • Terrain: 2 x Obstructing (2x1), 2 x Crate (2x1), 1 x Plank (1x1)
  • Totems: 1 x Blue, 1 x Red, 1 x Green, 1 x Yellow
  • Objectives: 1 x Blue, 1 x Red, 1 x Green, 1 x Yellow
  • Loot: 1 x Blue, 1 x Red
  • Figures: 1 x Living Oblation, 1 x Spirit Blade (Bloodblade)

End Conditions

WIN CONDITION: The Adventurers find and Defeat the Auctioneer.

Reward: Each Party member Gains 2 XP. Restore Adventurers. Continue to My Father's Reputation Pg. 26.

ALTERNATE WIN CONDITION: The Adventurers find and Defeat the Auctioneer and the Sienna Companion is in the party.

Reward: Each Party member Gains 2 XP. Restore Adventurers. Continue to Going Badly Pg. 28.

LOSE CONDITION: All Adventurers are Defeated or the Auctioneer reaches the Orange Objective.

Reward: None. Continue to Someone Else's Problem Pg. 30.

Special Encounter Rules

OTHERWORLDLY OPPOSITION: [narrative omitted] Reveal Small and Large Hidden Cards SH3 to access the Common Tier Living Oblation Combatant Card, as well as Initiative and Combatant Cards for the Bloodblade Opposing Esper and the Samsamah Loyal Esper. The Encounter Esper is the Bloodblade.

REPAY THE DEBT: [narrative omitted] For the duration of this encounter, do not shuffle Aisling into the Initiative Track each round. Instead, after dealing the Initiative Track, place Aisling's card first each round.

Loot

BLUE LOOT: [narrative omitted] Gain 50 Gold.

RED LOOT: [narrative omitted] Gain a random Unique Common Item.

GREEN LOOT: [narrative omitted] Gain a Common Armor of your choice. [narrative omitted] Make an Agility 10 Skill Check. If you fail, you are dealt PHYSICAL DMG equal to the difference between your roll as the trap explodes.

Objectives

BLUE OBJECTIVE: [narrative omitted] An Adventurer in this space may take an Encounter Action to attempt to fit through the opening. If they do, read the hidden text below: [narrative omitted] Replace the Blue Objective with Blue Hole Route A, and the Red Objective with Blue Hole Route B. WARP your figure to Blue Hole Route B as though you had just moved through it. If it is still on the board, replace the Blue Totem with the Orange Totem.

RED OBJECTIVE: Narrative only. The Red Objective's printed text carries no rule sentences.

GREEN AND YELLOW OBJECTIVES: Do not read the following hidden text until instructed to do so: [narrative omitted] An Adventurer in an adjacent space to a Crate token with the Green or Yellow Objectives, may make an Encounter Action to attempt to break open the cages. If they do, make a Strength 10 Skill Check.

  • PASS: [narrative omitted] Spawn 2 Cave Sickles on or adjacent to the Water space on tile UM7, then remove the Objective token from the Crate token you are adjacent to. For the remainder of the Encounter, all Cave Sickles will treat all figures on the board except other Cave Sickles as opponents. It there is still an Objective on a Crate token, an Adventurer may attempt this action again, next turn.
  • FAIL: [narrative omitted] You are dealt 1 IRREDUCIBLE DMG. Do not remove an Objective, an Adventurer may attempt this Action again.

(Printed text reads "It there is still an Objective"; transcribed as printed.)

ORANGE OBJECTIVE: Narrative only. The Orange Objective's printed text carries no rule sentences.

Totems

BLUE TOTEM: [narrative omitted] Spawn 2 Cave Sickles adjacent to the space the Blue Totem occupied. Then Spawn 2 Cave Sickles adjacent to the Water space on Tile UM7. Then remove the Green and Yellow Objective tokens.

RED TOTEM: [narrative omitted] Spawn 1 Cave Sickle adjacent to the space the Red Totem occupied. Then Spawn 1 Mundane Earth Loa in the southwest corner of Tile UM3.

GREEN TOTEM: [narrative omitted] Spawn 1 Water Loa in the space the Red Loot occupies.

YELLOW TOTEM: [narrative omitted] Place tiles, tokens, and figures according to Diagram 2.

ORANGE TOTEM: [narrative omitted] Spawn 1 Cave Sickle on the space the Orange Totem occupied. Then, read the hidden text for the Green and Yellow Objectives.

Curiously Hidden Rules

CATCH HIM!: [narrative omitted] Mortimer doesn't have an Initiative card, instead at the End of Each round Mortimer will MOVE towards the Orange Objective. If Mortimer is Defeated, read Curiously Hidden Rule Auction Has Ended.

AUCTION HAS ENDED: [narrative omitted] Reveal Medium Hidden Card SH4 and Gain the Silent Chains Story Accessory. Then, read the Win Condition. If the party has the Sienna Companion, read the Alternate Win Condition.

Encounter: Keeping Up the Act

Dungeon. Loot LVL: Common.

Setup

  • Tiles: UM71
  • Terrain: 1 x Crate (2x1)
  • Objectives: 1 x Blue
  • Special: 1 x Bulb
  • Loot: 1 x Blue
  • Figures: 2 x Fragor

End Conditions

WIN CONDITION: The Adventurers finish clearing out the lower decks. Instructions of when this victory can be reached will be revealed later.

Reward: Each Party member Gains 2 XP. Continue to: Damn Shame Pg. 34.

LOSE CONDITION: All Adventurers are Defeated or the ship is ever dealt 30 or more Damage.

Reward: Each Party member Gains 1 XP. Continue to: Incompetent Pg. 35.

Special Encounter Rules

NOT BACKED INTO A CORNER: You can retreat at any time, choosing to admit to the captain that you're incompetent and not capable of clearing away the monsters on his ship. The party may willingly move to the Lose Condition of this Encounter at any time.

PROTECTING THE SHIP: When the Encounter begins, set aside 30 HP worth of HP tokens to represent the structural integrity of the ship. If any monster is unable to Attack an Adventurer or strike them with a Spell on their turn, that monster will instead Attack the ship directly.

Add the following AI step to every monster Spawned during this Encounter:

  • ◆ Otherwise: Deal 4 DMG directly to the ship.

If the ship is ever dealt 30 or more Damage, the ship has taken critical damage, and the players must retreat to call for help. Read the Lose Condition for this Encounter.

ENCOUNTER ESPER: Viscera Arimid

Loot

BLUE LOOT: [narrative omitted] Gain 30 Gold or 1 random Common Core.

RED LOOT: [narrative omitted] Each Adventurer on the board may immediately Gain 2 random Consumables.

GREEN LOOT: [narrative omitted] Gain 40 Gold and 1 random Accessory.

Objectives

BLUE OBJECTIVE: [narrative omitted] An Adventurer on or adjacent to this Objective may take an Encounter Action to push it aside. If they do, remove this Objective and read the hidden text below: [narrative omitted] Place tiles, tokens, and figures according to Diagram 3.

RED OBJECTIVE: [narrative omitted] If there are no Combatants on the board, an Adventurer on or adjacent to this Objective may take an Encounter Action to open the hatch. If they do, read the hidden text below: [narrative omitted] Replace the Red Objective with Blue Hole Route A. Then place tiles, tokens, and figures according to Diagram 5.

GREEN OBJECTIVE: Do not read the following hidden text until instructed to do so: [narrative omitted] When an Adventurer moves adjacent to the Green Objective, read the Curiously Hidden Rule Not a Rescue Anymore.

Curiously Hidden Rules

NOT A RESCUE ANYMORE: [narrative omitted] Spawn 1 Living Oblation on the Green Objective, then remove the Green Objective. Then spawn 1 Fragor adjacent to the Living Oblation. [narrative omitted] The bilge is the final area you need to clear to complete your mission. When the Living Oblation is Defeated, read the Win condition for this encounter.

Encounter: Sold Us Out

Wilderness. Loot LVL: Common.

Setup

  • Tiles: UM17, UM21
  • Totems: 1 x Blue
  • Special: 1 x Ship's Bow, 1 x Ship's Stern
  • Loot: 1 x Blue
  • Figures: 2 x Animate (Knight Variation)

End Conditions

WIN CONDITION: The Adventurers Defeat Captain Carcharias Bloodtide.

Reward: Each Party member Gains 2 XP. Restore Adventurers. Continue to Our Ship Pg. 41.

LOSE CONDITION: All Adventurers are Defeated.

Reward: None. Continue to Tell No Tales Pg. 41.

ALTERNATE LOSE CONDITION: All Adventurers are Defeated and the Sienna Companion is equipped by a party member.

Reward: Each Party member Gains 1 XP. Restore Adventurers. Continue to Save Him Pg. 40.

Special Encounter Rules

EMBODIED PROTECTORS: [narrative omitted] Reveal Medium and Large Hidden Cards SH5 to access the Animate Knight Variation Intelligent Combatant and Monster Loot cards. For the duration of this Encounter, every Animate Spawned will use this variant.

LANGUID FLOW: [narrative omitted] All the Water spaces present on the Setup Diagram of this Encounter are considered to be at Elevation 1. If any figure would move into these Water spaces from any Elevation that would deal Damage or Defeat them, do not deal Damage or Defeat the figure. This deep water is a safe place to land from any height.

The first time an Adventurer enters any Water space, read the hidden text below: [narrative omitted] Spawn 1 Water Loa adjacent to the Adventurer who entered these Water spaces. If you own VILE VARIATIONS, spawn the Arcane Asphyxia Water Loa, whenever this encounter instructs you to spawn a Water Loa. Place the Priority Target token on the Adventurer who first entered Water spaces. For the remainder of the encounter, every Water Loa on the board will always choose to attack the Priority Target if they are a valid target for that Water Loa.

OVERWHELMING NUMBERS: [narrative omitted] At the end of each round, place a Time token at the end of the Initiative Track. Then read the Curiously Hidden Rule corresponding to the number of Time tokens on the Initiative Track.

  • ONE: Read Curiously Hidden Rule From the Salt
  • TWO: Read Curiously Hidden Rule Hard to Port
  • THREE: Read Curiously Hidden Rule It's You and Me
  • FOUR: Read Curiously Hidden Rule Overwhelming
  • FIVE: Read Curiously Hidden Rule Out of Time!

Loot

BLUE LOOT: [narrative omitted] Make a Lore 12 Skill Check and read the option based on your result.

  • PASS: [narrative omitted] Gain 50 Gold and a Mundane or Common Unique Item of your choice.
  • FAIL: [narrative omitted] WARP Carcharias Bloodtide to be adjacent to the space the Blue Loot occupies. Do not remove this token from the board.

RED LOOT: [narrative omitted] Gain 2 random Consumables. [narrative omitted] Every other Adventurer on the board will then gain 2 random Consumables.

Totems

BLUE TOTEM: [narrative omitted] Reveal Small and Large Hidden Cards SH6 to access Carcharias Bloodtide and her associated Initiative Card. Then place tiles, tokens, and figures according to Diagram 4.

Curiously Hidden Rules

FROM THE SALT: Is Carcharias Bloodtide on the board?

  • YES: [narrative omitted] Spawn 2 Crew tokens on any open spaces on Elevation 3 and 4 of the Ship's Bow, preferring to Spawn them as close to as many Adventurers as possible. If there are not enough open spaces to Spawn these crew tokens, Spawn any that could not Spawn on the nearest Water spaces instead.
  • NO: [narrative omitted] Spawn 2 Cave Sickles on any open space at Elevation 3 of the Ship's Bow. Place Hindering Terrain tokens on any space where a Cave Sickle Spawns. If there are not enough open spaces, DISPLACE as many figures as required to Spawn the Cave Sickles, preferring to displace Adventurers over Intelligent Combatants.

HARD TO PORT!: [narrative omitted] Each Adventurer must make an Agility 10 Skill Check. If they pass, nothing happens. If they fail, they are PUSHED X, where X is the number of spaces in a straight line required to push their figure into a Water space on the east side of the ship.

IT'S YOU AND ME: If the Blue Totem is not yet activated, immediately activate the Blue Totem as though an Adventurer had just activated it. Then return and continue reading this Curiously Hidden Rule. [narrative omitted] Which of the following Adventurers is closest to Carcharias Bloodtide? Continue reading based on the nearest Adventurer.

  • Aisling: [narrative omitted] WARP Carcharias Bloodtide to the space Aisling occupies and DISPLACE Aisling. [narrative omitted] Aisling may immediately make a free ATK against Carcharias Bloodtide. This ATK gains FU: Make an ATK against the same target.
  • Shayliss: [narrative omitted] WARP Carcharias Bloodtide to be adjacent to Shayliss. DISPLACE any other figure required to WARP Carcharias Bloodtide. Shayliss may then make an Agility 10 Skill Check. If she passes, Shayliss's next ATK against Carcharias Bloodtide will deal double DMG. If she fails, place Shayliss last in the Initiative Track after shuffling the Initiative Track next round.
  • Neither Aisling nor Shayliss are on the board: [narrative omitted] Spawn 1 Crew token adjacent to Carcharias Bloodtide.

OVERWHELMING: [narrative omitted] All Adventurers on the board will immediately regain up to their maximum of SP.

OUT OF TIME!: [narrative omitted] For the remainder of the encounter, instead of adding a Time token when instructed by the Special Encounter Rule Overwhelming Numbers, add an Urgency token instead.

CAPTAIN'S SPOILS: [narrative omitted] Instead of drawing Combatant Loot for Defeating her, reveal Medium Hidden Cards SH7 and Gain the Blasting Cutlass Common Unique Weapon and Letters of Marque Story Relic.

Encounter: Blasted Peak

Wilderness. Loot LVL: Common.

Setup

  • Tiles: UM55, UM57, UM31, UM33, UM41
  • Terrain: 3 x Water (2x1), 2 x Obstructing (1x1), 1 x Obstructing (2x1), 2 x Hindering (1x1), 1 x Hindering (2x1)
  • Totems: 1 x Blue, 1 x Red, 1 x Green, 1 x Yellow
  • Special: 1 x Ship's Bow, 3 x Bulb, 6 x Smoke
  • Loot: 1 x Blue
  • Figures: 3 x Fragor (Lashed Variation)

End Conditions

WIN CONDITION: Any Adventurer ends their turn on the Blue Exit.

Reward: Each Party member Gains 1 XP. Continue to Not Where You Think Pg. 60.

ALTERNATE WIN CONDITION: Any Adventurer ends their turn on the Blue Exit and the Party has the Eli Companion.

Reward: Each Party member Gains 1 XP. Continue to Little Brother Pg. 58.

LOSE CONDITION: All Adventurers are Defeated.

Reward: None. Continue to Tumbling Over the Edge Pg. 61.

Special Encounter Rules

UNSTEADY GROUND: When a Figure leaves a Special Terrain space on Tile UM57, it costs 2 Movement Points instead of 1. A figure may choose to move quickly out of the space. If they do, they must make an Agility 10 Skill Check. If they pass, it only costs 1 Movement Point to leave the space. If they fail, they are moved 1 space north. A figure moved into Dangerous Terrain must make a Jump Check to the nearest unoccupied non-Dangerous terrain space, or be Defeated.

Intelligent Combatants will not move quickly through this Special Terrain. If a figure has an ability that ignores movement point increases from terrain, ignore this rule.

RAPID CURRENTS: Currents in this Encounter move figures and tokens 2 spaces. Figures are moved at the end of their turn. Tokens (except Totems, Terrain, and Tracker tokens) move at the end of the round. See Currents in the Middara Rulebook on Pg. 22.

DOCKED SHIP: The Water terrain on the Ship's Bow token is treated as Normal terrain.

BULB OF A DIFFERENT COLOR: Reveal Medium and Large Hidden Card SH10 to access the Fragor Lashed Variation Monster Loot and Intelligent Combatant Card. Any Fragors Spawned during this Encounter will use this Variation.

ENCOUNTER ESPER: The Encounter Esper is the Bloodblade.

HAZE OF BATTLE: After bombarding the mountain with cannon fire it has left the air filled with dense haze. See the Obscuring token Rules for Smoke on Pg. 91.

EMBODIED PROTECTORS: All Animates Spawned in this Encounter are the Animate Knight Variation.

Tip (printed): Remember that Smoke tokens block Line of Sight, but Adventurers and Combatants can still move through them!

Loot

BLUE LOOT: [narrative omitted] Gain a Fragor Monster Loot card of your choice. [narrative omitted] Place a random Fragor Bulb token in the space north of your figure.

RED LOOT: [narrative omitted] Gain 2 random Consumables.

GREEN LOOT: [narrative omitted] Do you want to open it anyway? If yes, continue reading the hidden text below. If no, stop reading, but leave this token on the board. [narrative omitted] Make a Perception 10 Skill Check. Continue reading based on the results of the check:

  • PASS: [narrative omitted] Gain a random Uncommon Relic.
  • FAIL: [narrative omitted] WARP your figure 1 space to the south, then place a Dangerous Terrain token on the space this Loot occupied. [narrative omitted] The Adventurer who collected this Loot is dealt 2 IRREDUCIBLE DMG.

YELLOW LOOT: [narrative omitted] Gain a random Common Unique Item or an Animate Monster Loot of your Choice.

Objectives

BLUE OBJECTIVE: [narrative omitted] An Adventurer adjacent to the space this token occupies may take an Encounter Action to attempt a Strength 14 Skill Check to break the cell open. Adventurers adjacent to the Adventurer making the check may spend 1 SP to assist in this check. If they do, add the total of all Adventurers' Strength Checks. Continue reading based on the result of the check.

  • PASS: [narrative omitted] Place the Yellow Loot two spaces south of the Blue Objective. Then replace the Blue Objective with a 1x1 Passage token.
  • FAIL: [narrative omitted] Remove the Blue Objective from the board.

RED OBJECTIVE: [narrative omitted] An Adventurer adjacent to the space this token occupies may take an Encounter Action to attempt a Strength 14 Skill Check to break the cell open. Adventurers adjacent to the Adventurer making the check may spend 1 SP to assist in this check. If they do, add the total of all Adventurers' Strength Checks. Continue reading based on the result of the check.

  • PASS: [narrative omitted] Remove the Red Objective and reveal Small Hidden Card SH11 to access the Eli Companion Card. If you already have a Companion, give his Companion Card to another Adventurer in the party to ensure that Eli is equipped.
  • FAIL: [narrative omitted] Leave this Objective on the board.

GREEN OBJECTIVE: An Adventurer adjacent to this Objective may read the following hidden text: [narrative omitted] Replace the Green Objective with Blue Hole Route A. Then, place Blue Hole Route B on Hindering Terrain on the north eastern corner of Tile UM31.

Totems

BLUE TOTEM: [narrative omitted] Spawn 1 Fragor on the space this Totem occupied. Spawn 1 Fragor on the space the Blue Loot occupies. Finally, Spawn 1 Fragor two spaces north of the space this Totem occupied.

RED TOTEM: [narrative omitted] Spawn 1 Gevaudan on the space this Totem occupied. Then Spawn 1 Fragor on the space the Red Loot occupies.

GREEN TOTEM: Is the Sienna Companion in the party?

  • YES: [narrative omitted] Read the Curiously Hidden Rule Looming Entrance.
  • NO: [narrative omitted] Remove the Yellow Totem from the board. Then, read Curiously Hidden Rule Looming Entrance.

YELLOW TOTEM: [narrative omitted] Place tiles, tokens, and figures according to Diagram 6.

ORANGE TOTEM: [narrative omitted] Spawn 1 Living Oblation on the space this Totem occupied. Then Spawn the Bloodblade one space east of the Red Objective.

PURPLE TOTEM: [narrative omitted] Spawn 1 Gevaudan in the space this Totem occupied. Then place the Blue Exit two spaces west of the space this Totem occupied.

BROWN TOTEM: [narrative omitted] Spawn 1 Living Oblation in the space this Totem occupied.

Curiously Hidden Rules

LOOMING ENTRANCE: [narrative omitted] Place tiles, tokens, and figures according to Diagram 7.

Encounter: Silent Peak

Wilderness. Loot LVL: Common.

Setup

  • Tiles: UM55, UM57, UM31, UM33, UM41
  • Terrain: 3 x Water (2x1), 1 x Obstructing (1x1), 1 x Obstructing (2x1)
  • Totems: 1 x Blue, 1 x Red, 1 x Green, 1 x Yellow
  • Special: 3 x Ballista (Loaded), 3 x Bulb
  • Loot: 1 x Blue, 1 x Red
  • Figures: 1 x Animate (Knight Variation), 2 x Fragor (Lashed Variation)

End Conditions

WIN CONDITION: Any Adventurer ends their turn on the Blue Exit.

Reward: Each Party member Gains 1 XP. Continue to Not Where You Think Pg. 60.

ALTERNATE WIN CONDITION: Any Adventurer ends their turn on the Blue Exit and the Party has the Eli Companion.

Reward: Each Party member Gains 1 XP. Continue to Little Brother Pg. 58.

LOSE CONDITION: All Adventurers are Defeated.

Reward: None. Continue to Tumbling Over the Edge Pg. 61.

Special Encounter Rules

UNSTEADY GROUND: When a Figure leaves a Special Terrain space on Tile UM57, it costs 2 Movement Points instead of 1. A figure may choose to move quickly out of the space. If they do, they must make an Agility 10 Skill Check. If they pass, it only costs 1 Movement Point to leave the space. If they fail, they are moved 1 space north. A figure moved into Dangerous Terrain must make a Jump Check to the nearest unoccupied non-Dangerous Terrain space, or be Defeated.

Intelligent Combatants will not move quickly through this Special Terrain. If a figure has an Ability that ignores Movement Point increases from Terrain, ignore this rule.

RAPID CURRENTS: Currents in this Encounter move figures and tokens 2 spaces. Figures are moved at the end of their turn. Tokens (except Totems, Terrain, and Tracker tokens) move at the end of the round. See Currents in the Middara Rulebook on Pg. 22.

ENCOUNTER ESPER: The Encounter Esper is the Bloodblade.

BALLISTA OPERATORS: Figures in this Encounter might be instructed to use the Ballista Mounted Weapons. An Intelligent Combatant instructed to use a Ballista will replace their AI Steps with the following AI Steps until they are dealt 1 or more Damage.

  • ◆ Is there a loaded Ballista within movement range?
    • MOVE to be adjacent to the nearest loaded Ballista. CONTINUE DOWN
  • ◆ Is there an opponent within range of an adjacent loaded Ballista?
    • Fire the Ballista, targeting the most opponents possible.
  • ◆ Is there an unloaded Ballista within movement range?
    • Move to be adjacent to the nearest unloaded Ballista and reload that Ballista.
  • ◆ Otherwise:
    • Angry there are no targets, this figure no longer operates this Ballista and takes a turn, going through its normal AI Steps.

BALLISTA ABILITY PROFILE: The Ballista tokens in this Encounter represent powerful Mounted Weapons ready to protect the temple from your intrusion.

  • When firing this Mounted Weapon, target a figure within LOS.
  • After determining the target, the figure shooting this Mounted Weapon makes a Perception 10 Skill Check. If they fail this Skill Check, the shot misses.
  • If they pass, the shot hits and the target is dealt 2X PURPLE [die icon] of PHYSICAL DMG and PUSHED 3.

(The die icon is not in the text layer; rendered here as "[die icon]".)

BULB OF A DIFFERENT COLOR: Reveal Medium and Large Hidden Card SH10 to access the Fragor Lashed Variation Monster Loot and Intelligent Combatant Card. Any Fragors Spawned during this Encounter will use this Variation.

COWARDLY WARFARE: [narrative omitted] For the duration of the Encounter, if any Animate Spawns adjacent to a Mounted Weapon token, that Animate will follow the Ballista Operators Special Encounter Rule.

EMBODIED PROTECTORS: All Animates Spawned in this Encounter are the Animate Knight Variation.

Loot

BLUE LOOT: [narrative omitted] Gain a Fragor Monster Loot card of your choice. [narrative omitted] Place a random Fragor Bulb token in the space north of your figure.

RED LOOT: [narrative omitted] Gain 3 random Consumables.

GREEN LOOT: [narrative omitted] Do you want to open it anyway? If yes, continue reading the hidden text below. If no, stop reading, but leave this token on the board. [narrative omitted] Make a Perception 10 Skill Check. Continue reading based on the results of the check:

  • PASS: [narrative omitted] Gain a random Uncommon Relic.
  • FAIL: [narrative omitted] WARP your figure 1 space to the south, then place a Dangerous Terrain token on the space this Loot occupied. [narrative omitted] The Adventurer who collected this loot is dealt 2 IRREDUCIBLE DMG.

YELLOW LOOT: [narrative omitted] Gain a random Common Unique Item or an Animate Monster Loot of your Choice.

Objectives

BLUE OBJECTIVE: [narrative omitted] An Adventurer adjacent to the space this token occupies may take an Encounter Action to attempt a Strength 14 Skill Check to break the cell open. Adventurers adjacent to the Adventurer making the check may spend 1 SP to assist in this check. If they do, add the total of all Adventurers' Strength Checks. Continue reading based on the result of the check.

  • PASS: [narrative omitted] Place the Yellow Loot two spaces south of the Blue Objective. Then replace the Blue Objective with a 1x1 Passage token.
  • FAIL: [narrative omitted] Remove the Blue Objective from the board.

RED OBJECTIVE: [narrative omitted] An Adventurer adjacent to the space this token occupies may take an Encounter Action to attempt a Strength 14 Skill Check to break the cell open. Adventurers adjacent to the Adventurer making the check may spend 1 SP to assist in this check. If they do, add the total of all Adventurers' Strength Checks. Continue reading based on the result of the check.

  • PASS: [narrative omitted] Remove the Red Objective and reveal Small Hidden Card SH11 to access the Eli Companion Card. If you already have a Companion, give his Companion Card to another Adventurer in the party to ensure that Eli is equipped.
  • FAIL: [narrative omitted] Leave this Objective on the board.

GREEN OBJECTIVE: An Adventurer adjacent to this Objective may read the following hidden text: [narrative omitted] Replace the Green Objective with Blue Hole Route A. Then, place Blue Hole Route B on Hindering terrain on the North eastern corner of tile UM31.

Totems

BLUE TOTEM: [narrative omitted] Spawn 1 Fragor on the far side of the river on Tile UM33, adjacent to Ballista 1. Spawn 1 Earth Loa on the space the Blue Loot occupies.

RED TOTEM: [narrative omitted] Spawn 1 Animate in the space north of Ballista 2.

GREEN TOTEM: [narrative omitted] Spawn 1 Animate one space north of Ballista 3. Is the Sienna Companion in the party?

  • YES: [narrative omitted] Read the Curiously Hidden Rule Looming Entrance.
  • NO: [narrative omitted] Remove the Yellow Totem from the board. Then, read Curiously Hidden Rule Looming Entrance.

YELLOW TOTEM: [narrative omitted] Place tiles, tokens, and figures according to Diagram 6.

ORANGE TOTEM: [narrative omitted] Spawn 1 Living Oblation on the space this Totem occupied. Then Spawn the Bloodblade one space east of the Red Objective.

PURPLE TOTEM: [narrative omitted] Spawn 1 Gevaudan in the space this Totem occupied. Then place the Blue Exit two spaces west of the space this Totem occupied.

BROWN TOTEM: [narrative omitted] Spawn 1 Living Oblation in the space this totem occupied.

Curiously Hidden Rules

LOOMING ENTRANCE: [narrative omitted] Place tiles, tokens, and figures according to Diagram 7.

Encounter: Boss Fight: Black Harbinger

Dungeon. Loot LVL: Common.

Setup

  • Tiles: UM40, UM61, UM63
  • Totems: 1 x Blue
  • Loot: 1 x Blue, 1 x Red
  • Figures: 1 x Living Oblation, 1 x Animate (Knight Variation)

End Conditions

WIN CONDITION: All Combatants are Defeated and you are instructed to read the Win Condition.

Reward: Restore Adventurers. Continue to Shut the Gates Pg. 66.

LOSE CONDITION: Aisling is Defeated.

Reward: None. Continue to Into the Pit Pg. 70.

ALTERNATE LOSE CONDITION: Aisling is Defeated after reading the Curiously Hidden Rule Deeper Darkness.

Reward: None.

Party Check: Do the players have the Eli Companion?

  • YES: Continue to Weapons Down! Pg. 66.
  • NO: Continue to Goodness Never Prospers Pg. 67.

Special Encounter Rules

OUT FOR REVENGE: [narrative omitted] At the beginning of the Encounter, move Aisling to the start of the Initiative Track. In every round that Dorian Briar is not present in the Initiative Track, do not shuffle Aisling into the Initiative Track at the start of each round. Instead, place her card at the start of the Initiative Track after shuffling for that round.

ENCOUNTER ESPER: The Encounter Esper is the Bloodblade.

MY GRIM CALLING: [narrative omitted] The first time she would be Defeated this Encounter, read the Curiously Hidden Rule Not Today.

AIDED BY THE BEYOND: At the beginning of Dorian Briar's turn, if the Star Serpent is not on the board and Dorian Briar has less than 50 Damage, Dorian Briar will Spawn the Star Serpent on the nearest unoccupied space. When he does Dorian Briar is dealt 25 IRREDUCIBLE DMG.

Loot

BLUE LOOT: [narrative omitted] If you back away, leave this Loot token on the board. If you approach, continue reading the hidden text below. Make a Presence 10 Skill Check. Continue reading based on the results of the check:

  • PASS: [narrative omitted] Gain a single Common Weapon or Unique Common Item of your choice.
  • FAIL: [narrative omitted] Spawn 1 Uncommon Blighted Guardian on the space this Loot occupied. This Blighted Guardian has the FRAGILE and TRIVIAL tags.

RED LOOT: [narrative omitted] The Adventurer who collected this Loot is dealt 3 MAGIC DMG. [narrative omitted] Gain 3 Mundane/Common Consumables of your choice as gifts of the pit.

GREEN LOOT: [narrative omitted] Gain 2 random Consumables.

YELLOW LOOT: [narrative omitted] Do you take one of the Books? If you do continue reading below, if not remove this token from the board. [narrative omitted] You are inflicted with Condemn, FORCE 11. Then, reveal Medium Hidden Card SH13 and Gain the Agamemnon Codex Unique Accessory.

Totems

BLUE TOTEM: [narrative omitted] Place tiles, tokens and figures according to Diagram 8.

Curiously Hidden Rules

NOT TODAY: [narrative omitted] Remove all Damage tokens from Aisling, then Spawn her in the nearest unoccupied Normal Terrain space to her figure when she was Defeated. If Aisling would ever be Defeated again, the Encounter immediately ends.

DEEPER DARKNESS: [narrative omitted] Place tiles, tokens and figures according to Diagram 10.

BAD DEAL: [narrative omitted] Remove Dorian Briar's figure from the board and his initiative card from the Initiative track. Then, place tiles, tokens and figures according to Diagram 9.

DO IT FOR HIM: [narrative omitted] The Adventurer that would have been Defeated prevents all damage and may WARP 1 space. Then, remove the Sienna companion and token from the game. Continue the turn.

SO MUCH FOR TRUST: [narrative omitted] Unequip the Sienna Companion and permanently remove her from the game. Then Spawn 1 Living Oblation adjacent to the Adventurer with the lowest remaining HP. This Living Oblation represents Sienna, and the Encounter Esper is Celestial Gigas. When all Intelligent Combatants on the board are Defeated, immediately end the Encounter and read the Win Condition.

FALL OF A HARBINGER: [narrative omitted] Is the Sienna Companion in the party but the Eli Companion is not? Continue reading based on the answer.

  • YES: Read Curiously Hidden Rule So Much For Trust.
  • NO: When all the Intelligent Combatants on the board are Defeated, the Encounter immediately ends, read the Win Condition.

Story Flow: Printed Special Rules and Party Checks

These are the mechanical lines printed inside the story (non-encounter) pages. Story prose is omitted; each block is kept under the page where it is printed.

Pg. 20, Promised Rescue (Special): Sienna has decided to help you. Reveal Small Hidden Card SH2 to access the Sienna Companion Card. The party gains this Companion Card. An Adventurer in the active party must immediately equip this Companion. Continue to The Underground Pg. 21.

Pg. 40, Save Him (Special): Sienna is dead. Unequip her Companion Card and place it back in the game box. Continue to Our Ship Pg. 41.

Pg. 47, A Greater Cause (Special): Reveal Small Hidden Card SH8 to access Pouch of Gore. Melinoe learns this Story Discipline.

Pg. 48, Slice and Dice (Special): Reveal Small Hidden Cards SH9 to access Harmonious Warfare. Padric and Aisling each Learn this Story Discipline. Continue to Encounter: Blasted Peak Pg. 50.

Pg. 60, Not Where You Think (Special): Aisling is dealt 1 IRREDUCIBLE DMG. This DMG cannot reduce her below 1 HP.

Pg. 67, Weapons Down! (Special): Eli has died; remove his Companion Card from the game.

Pg. 69, Once and For All (Party Check): Are the Sienna and Eli Companions both in the party? YES: Continue to Plant a Garden Pg. 76. NO: Continue to the Flag Check below. Then, Party Check: Is the Eli Companion in the party? YES: Continue to Mourning the Lost Pg. 72. NO: Continue to Goodbye Elenia Pg. 74.

Diagrams

The Diagrams printed in the back of this Adventure Book are referenced by Encounter text. Each entry gives the Diagram's printed Setup list and its Diagram Rules. The map artwork itself is not transcribed.

Diagram 1

Setup

  • Tiles: UM53, UM59, UM43
  • Terrain: 1 x Obstructing (1x1), 1 x Water (2x1)
  • Totems: 1 x Green, 1 x Orange
  • Loot: 1 x Green
  • Figures: 1 x Earth Loa (Mundane)

Diagram Rules

PRECARIOUS BRIDGE: The orange Special Terrain spaces marked on this Diagram represent a precarious bridge, with a length of fraying rope on one side. If two figures ever occupy the bridge at the same time, read the hidden text below: [narrative omitted] Each figure on the Special Terrain spaces of Tile UM59 must make an Agility 10 Skill Check to jump to safety. If they succeed, place them on the nearest Normal Terrain space. If they fail, they are Defeated. Return to repeat this check if two figures ever occupy the Special Terrain spaces on Tile UM59 again.

Diagram 2

Setup

  • Tiles: UM40
  • Special: 1 x Mortimer
  • Objective: 1 x Orange
  • Figures: 1 x Animate (Mundane), 1 x Living Oblation
  • Loot: 1 x Green

Diagram Rules

MISTRESS OF CUSTOMER RELATIONS: The Living Oblation is the right hand for the Auctioneer, she does the dirty work the Auctioneer doesn't want to. If for some reason the Living Oblation cannot be Spawned, WARP the Living Oblation to her location on this Diagram instead, and remove all Damage tokens and Effects from the Living Oblation.

DARK AUCTIONEER: The Mortimer token on this Diagram represents the Auctioneer buying and selling the people and monsters passing through this foul market. If you can defeat him, you should be able to learn how the Dark Harbingers supply merchandise to be sold here.

Mortimer token counts as a figure with:

  • 4 Movement
  • 20 HP
  • 10 Defense
  • 0 Armor
  • WHITE + ORANGE Conviction.
  • He cannot make Attacks.

Read the Curiously Hidden Rule Catch Him!

Diagram 3

Setup

  • Tiles: UM69
  • Terrain: 1 x Passage (1x1)
  • Loot: 1 x Red
  • Objectives: 1 x Red
  • Figures: 4 x Cave Sickle, 1 x Earth Loa

Diagram Rules

PASSAGE: The Red Objective represents a heavy hatch leading down into the bilge. Once you've cleared this deck, you can open the hatch to descend and complete your mission.

Diagram 4

Setup

  • Loot: 1 x Red
  • Special: 2 x Bloodfin Crew
  • Figures: 1 x Animate (Knight Variation), 1 x Carcharias Bloodtide (Stand Up)

Diagram Rules

PART OF THE CREW: Carcharias Bloodtide uses Bloodfin Crew tokens, which are Spawned by this Diagram and may also appear through other rules. Her crew will act on Carcharias Bloodtide's turn, using the rules described on her Combatant Card and have the following Abilities. These rules may also be found at the back of the Adventure Book.

Bloodfin Crew count as figures with:

  • MINION and TRIVIAL Tag
  • 10 Defense
  • 0 Armor
  • WHITE + ORANGE Conviction
  • TEAL + ORANGE Combat Dice pool
  • All Attacks they make have +1 PHYSICAL DMG [dark shield die-face icon], +2 PHYSICAL DMG [star die-face icon].

(The die-face icons are not in the text layer; they are marked in brackets as printed.)

CAPTAIN'S FALL: When Carcharias Bloodtide is Defeated, read the Curiously Hidden Rule Captain's Spoils.

Diagram 5

Setup

  • Terrain: 5 x Barrel (1x1)
  • Objectives: 1 x Green
  • Special: 2 x Ship's Bilge, 1 x Blue Hole Route B
  • Loot: 1 x Green
  • Figures: 1 x Water Loa, 1 x Merk Hound

Diagram Rules

HUDDLED AND COLD: You see a figure huddled against the wall. Read the hidden text for the Green Objective.

FLOATING EXPLOSIVES: Barrels of explosives are stacked in the bilge, waiting for a spark to set them off. An Adventurer with a ranged weapon equipped may spend 2 SP to target one of the Barrel tokens within LOS. If they do, that barrel explodes, remove that Barrel from the board. Each figure and Barrel adjacent to the space that Barrel occupied is dealt 1 [purple die icon] of PHYSICAL DMG. If a Barrel is dealt 3 or more Damage from an explosion it will explode as well.

Diagram 6

Setup

  • Tiles: UM47, UM1, UM11
  • Terrain: 2 x Obstructing (1x1), 2 x Obstructing (2x1), 1 x Passage (1x1)
  • Totems: 1 x Orange
  • Objectives: 1 x Blue, 1 x Red, 1 x Green
  • Special: 2 x Bulbs
  • Figures: 2 x Animate (Knight Variation), 2 x Fragor (Lashed Variation)

(The Diagram prints no Diagram Rules box.)

Diagram 7

Setup

  • Tiles: UM45, UM59, UM22
  • Totems: 1 x Purple, 1 x Brown
  • Loot: 1 x Green
  • Figures: 1 x Earth Loa, 3 x Cave Sickle

Diagram Rules

UNSTEADY BRIDGE: The Special Terrain marked on Tile UM59 follows the Unsteady Ground Special Encounter Rule marked at the beginning of this Encounter.

Diagram 8

Setup

  • Tiles: UM40
  • Figures: 2 x Fragor (Lashed Variation), 1 x Dorian Briar (Stand Up), 1 x Star Serpent (Stand Up), 1 x Aisling

Diagram Rules

DORIAN BRIAR, SHADOW HARBINGER: Reveal Small and Large Hidden Cards SH12 to access Dorian Briar, the Shadow Harbinger Combatant and Initiative Card, as well as the Star Serpent Combatant Card and Initiative Card. [narrative omitted]

Dorian Briar will never be Defeated by Dangerous Terrain and automatically passes all Jump Checks. If he is moved into Dangerous Terrain for any reason, WARP Dorian Briar into the nearest unoccupied Normal Terrain space.

When Dorian Briar would be Defeated, read Curiously Hidden Rule Bad Deal.

TOSSED ASIDE: When this Diagram is revealed, Aisling is thrown bodily through the air, bouncing and tumbling into a heap in the corner of the room. [narrative omitted] WARP Aisling into the location indicated by this Diagram. Aisling is then dealt 3 PHYSICAL DMG.

A PROMISE TO SIENNA: If the Party has the Sienna Companion and the Eli Companion, the first time an Adventurer that isn't Aisling would be Defeated, read the Curiously Hidden Rule Do It For Him.

Diagram 9

Setup

  • Tiles: UM54
  • Special: 1 x Dark Portal
  • Loot: 1 x Green
  • Figures: 2 x Animate (Animate Knight Variation)

Diagram Rules

IMPOSSIBLE MECHANISM: The Dark Portal token in this Diagram represents a hideous machine of flesh and metal, producing an aperture like a pool of oily liquid. [narrative omitted] Treat the Dark Portal token on this Diagram as Hindering Terrain. Once all Adventurers are on or adjacent to the Dark Portal token on this Diagram, read the Curiously Hidden Rule Deeper Darkness.

Diagram 10

Setup

  • Tiles: UM62, UM42
  • Terrain: 1 x Obstructing (2x1)
  • Figures: 1 x Dorian Briar (Stand Up), 1 x Star Serpent (Stand Up), 2 x Cave Sickle
  • Loot: 1 x Yellow

Diagram Rules

TO THE OTHER SIDE: [narrative omitted] When this Diagram is revealed, WARP the Adventurers to the Start location indicated on this Diagram. If the Star Serpent is still on the board, WARP it to the indicated location. WARP any Combatants present on tiles not in this Diagram to be adjacent to the Start location, as they chase you through the portal. Then remove all tiles not present on this Diagram from the board.

Dorian Briar will never be Defeated by Dangerous Terrain and automatically passes all Jump Checks. If he is moved into Dangerous Terrain for any reason, WARP Dorian Briar into the nearest unoccupied Normal Terrain space.

DEMONS AND FLAME: [narrative omitted] Dorian Briar is spawned in this diagram with 50 Damage and a Barrier token. Treat the Star Serpent as newly Spawned on this Diagram, without any Damage or Effects.

HARBINGER HARBINGED: When Dorian Briar is Defeated, read Curiously Hidden Rule Fall of a Harbinger.

Quick Reference

New Effect Tokens

Bleed (PASSIVE)

Before a figure with BLEED would make a Standard Action or Standard Ability, they are dealt 1 IRREDUCIBLE DMG.

During the Status Phase, an Adventurer may Spend 1 SP to discard BLEED.

IMPORTANT: Intelligent Combatants will still make Actions or use Abilities that would cause BLEED to Defeat them.

New Combatant, Encounter, and Tracker Tokens

Sienna

The Sienna token is a Combatant token placed by the Sienna Companion Card.

  • As an Encounter Action, the figure that Controls the Sienna Companion may move the Sienna token up to 6 spaces.
  • Cannot be targeted, PUSHED, PULLED, or otherwise moved by Abilities that don't explicitly allow moving Sienna.
  • Ignores the effects of non-Obstructing Terrain.

Route Tokens

Route tokens represent tunnels, traversable pits, corridors, portals, staircases, or anything else that is meant to thematically connect two different and distant areas together. Route tokens are marked "Route A" or "Route B" and always come in sets of two with a matching type (i.e., artwork) and a matching color on their border.

When you are instructed to place a Route token, you will also be instructed to place a Route token of the same type at a different location, with one marked A and the other marked B. Spaces that contain a Route token of the same color are thematically and mechanically connected. (I.e., a Blue Route A token will always connect to a Blue Route B token.)

  • During a figure's turn, they may move from any space a Route token occupies to any space another Route token of the same type and color occupies by spending 1 Movement Point during a Move Action.
  • A figure may never draw LOS, Range, or SOI from one Route to another. Meaning, they may also never make Actions or use Abilities to target figures from one Route token to another.
  • Figures that move from one Route token to a connected Route token will DISPLACE any figure who occupies the connected Route token (and any figures that must also be Displaced to be able to move).
  • Only Large Based Figures with SQUEEZE may use a Route token.
  • Due to the thematic nature of Routes, it's possible that some Routes will be marked using Special Terrain. In these cases, the Special Encounter Rules will make it clear. Routes printed on Tiles and Sheets follow all the same rules but will not require a token to represent them as they are already printed on the Tile or Sheet in question.

Bloodfin Crew

Bloodfin Crew tokens are put into play via Encounter Diagrams, Encounter Rules and by the Carcharias The Bloodtide Combatant.

Bloodfin Crew:

  • Count as figures with the MINION and TRIVIAL Tag, 10 Defense, 0 Armor, WHITE + ORANGE Conviction and a TEAL + ORANGE Combat Dice pool.
  • All Attacks they make have [dark shield die-face icon] +1 PHYSICAL DMG, [star die-face icon] +2 PHYSICAL DMG.

(The die-face icons are not in the text layer; they are marked in brackets as printed.)

Mounted Weapon

Mounted Weapons are Combatant tokens that might appear as part of an Encounter. These tokens are numbered 1-9 with each token representing a unique Mounted Weapon. Figures close enough can fire a Mounted Weapon using its unique profile listed under the Special Encounter Rules associated with the Mounted Weapon.

The following rules apply to Mounted Weapons:

  • To fire a Mounted Weapon, an Adventurer must be on or adjacent to a space occupied by the Mounted Weapon token. If the Adventurer doesn't have LOS to the Mounted Weapon token or any part of the Mounted Weapon token is occupied by an opponent, it cannot be fired. Then, so long as it is loaded, an Adventurer may spend 1 SP to fire it.
  • After spending the required 1 SP, the figure firing the Mounted Weapon must choose a space within Line of Sight and Range of the Mounted Weapon's printed profile in the Special Encounter Rules.
  • If the profile uses an Ability Template with an Origin Diamond, then that template must be placed and oriented so that the Origin Diamond occupies a space that is within Range and Line of Sight of the Adventurer firing the Mounted Weapon. If the Ability Template uses an Origin Arrow, then that template must be placed and oriented so that the Origin Arrow is adjacent to a space the Mounted Weapon token occupies.
  • After resolving the Mounted Weapon's Ability, place a Used token on the Mounted Weapon token. A Mounted Weapon with a Used token placed on it is considered Unloaded. Unless otherwise specified, all Mounted Weapons on a Diagram will start loaded.
  • Only loaded Mounted Weapons can be fired. To reload a Mounted Weapon, an Adventurer must spend 1 SP and also be able to otherwise fire that Mounted Weapon.
  • If a Mounted Weapon takes damage from an Ability Template, Terrain Effect, or a Special Encounter Rule it is destroyed and removed from the board. A figure that is on or adjacent to a space a Mounted Weapon occupies may take an Encounter Action to attempt a Lore or Perception 12 Skill Check. If they succeed, they sabotage the machine, and remove it from the board.

Note (printed): Intelligent Combatants will never sabotage a Mounted Weapon unless instructed to do so.

  • Intelligent Combatants will interact with Mounted Weapon tokens only when specifically instructed to do so via the Special Encounter Rules. An Intelligent Combatant follows all the same restrictions as Adventurers when determining if they can use a Mounted Weapon and who they can target.

Example Cannon Profile (printed): When firing this Cannon, target any space within LOS. Then, the figure firing this Cannon must make a Perception 12 Skill Check. If they fail this Check, the shot misses. If they pass, Roll 2x PURPLE [die icon].

  • A figure who occupies the targeted space is dealt IRREDUCIBLE DMG equal to the result rolled.
  • All figures adjacent to the targeted space are dealt PHYSICAL DMG equal to the result rolled.

When an Adventurer occupies the targeted space, after rolling for Damage, they may spend 1 SP to attempt an Agility or Perception 12 Skill Check to leap for cover. If they succeed, MOVE 1 space into an adjacent un-occupied space, they may move Diagonally during this movement.

Ship's Bow / Ship's Stern / Ship's Bilge

These Encounter Tokens are used in the Encounters listed in this product. They are themed for ship-based Encounters in this product. They have Elevation and Terrain depicted on them.

Obscuring Tokens

Obscuring tokens represent debris, clouds, or other forms of airborne particulates that impede your vision. (You will only use Smoke tokens in this product)

  • Cannot be moved, Damaged, or affected by Currents, Abilities, or Special Encounter Rules that don't specifically call them by name.
  • Can be placed in any non-obstructing space. Obscuring tokens do not replace Terrain, instead, they add to the existing effects of the Terrain they are placed on.
  • Come in different types. These types may have additional rules associated with their tokens.
  • Obscuring tokens placed into a space that already contains an Obscuring token of the same type cannot be placed. If the type of Obscuring token being placed is different, it will replace the existing Obscuring token type with the new type.
  • When determining if a figure has Line of Sight to a space, figures can draw Line of Sight into but not through a space containing an Obscuring token.
  • Figures do not provoke Break Attacks while leaving spaces that contain Obscuring tokens.

Smoke: Smoke represents non-dangerous clouds that obscure vision. They follow all the basic rules associated with Obscuring tokens.

Smoldering Gas: Smoldering Gas represents dangerous clouds produced by fires, burning debris, or other obstacles of intense heat. In addition to following all rules associated with Obscuring tokens, Smoldering Gas has the following rules:

  • A figure that moves into, ends their turn in, or occupies a space that has Smoldering Gas placed into it, is dealt 1 IRREDUCIBLE DMG and Inflicted with Choked.

Unaware Token

Unaware tokens represent Combatants that are not aware of an Adventurer's presence and are temporarily not a threat to the Adventurer.

Combatants that have the Unaware Tracker token skip their turns and do not use any actions or abilities, until the token is removed. An Unaware Tracker token is removed when the Intelligent Combatant is the target of an Ability, Spell, Attack, is dealt Damage, or starts their turn within LOS of an opponent.

Mortimer

Mortimer tokens are put into play via Encounter Diagrams and Encounter Rules.

Mortimer:

  • Counts as a figure with 4 Movement, 20 HP, 10 Defense, 0 Armor and WHITE + ORANGE Conviction. Mortimer cannot make Attacks.

New Tags

Minion

Combatants with the MINION Tag have [circled minus icon] depicted as the Value listed for their HP. These Combatants are Defeated when they are dealt 4 or more Damage from a single Attack, Spell, or Ability. Otherwise, a Combatant with the MINION Tag ignores all Damage being dealt to them that is equal to or less than 3.

(The TRIVIAL tag used by Bloodfin Crew and the Blighted Guardian is not defined in this Adventure Book.)