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Middara: The Hungry Tide Adventure Pack

Expansion for Middara: Unintentional Malum – Act 1

Middara: The Hungry Tide Adventure Pack Rulebook

Table of Contents

Table of Contents

  • How to Use This Content
  • Summary of Components
    • Component List
  • The Hungry Tide: New Rules
    • Underwater Terrain
    • Underwater Weapons
    • Swimsuit (Tag)
    • BRIGHT and Being Underwater
    • Ardent Naiad (Combatant)
  • Quick Build Guide
    • Ready to Adventure
    • Gear Up
    • Quick Build
  • Encounters
    • Encounter: Festival Panic
    • Encounter: Boardwalk Brawl
    • Story Round: From the Shops
    • Encounter: Coral Maze
    • Encounter: Seaside Suffering
    • Story Round: Tide Coming In
    • Encounter: Wrath of the Drowned
    • Encounter: Boss: Amphimone the Saltcrone
    • Ending: Greater Monsters (Party Check)
  • Diagrams
    • Diagram 1
    • Diagram 2
    • Diagram 3
    • Diagram 4
    • Diagram 5
    • Diagram 6
  • Quick Reference
    • New Effect Tokens
    • New Tags
    • New Combatant and Encounter Tokens
  • Frequently Asked Questions

How to Use This Content

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 HTXX 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.

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.

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 3 Adventure Mode. But if you don't mind some mild spoilers for act 2 and 3 then any time after Middara: Unintentional Malum Act 1 is fine.

Summary of Components

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

Hidden Card Decks. These Hidden Card Decks are used to keep information hidden from the players. This Adventure Book will instruct players when to reveal Hidden Cards and what to do with the contents inside.

Combatant Cards. These cards have the rules for all figures other than Adventurers. The front side describes all the rules associated with that figure, while the back of the card presents some lore and context. See Combatants in the Middara Rulebook, Pg. 56.

Initiative Cards. Every figure has one or more corresponding Initiative Cards. At the start of each 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. See An Adventurer's Turn in the Middara Rulebook, Pg. 36.

Item Cards. Item Cards represent all the gear Adventurers can earn or buy. See Item Tiers and Types in the Middara Rulebook on Pg. 27.

Story Items. Story Items are cards that players can only acquire through Adventure Mechanics or Special Encounter Rules of the Adventure they are part of. See Story Disciplines and Items in the Middara Rulebook, Pg. 13.

Sheets. The Hungry Tide contains 2 double-sided Sheets that are used alongside Tiles in new Encounters. Sheets are a new type of Tile and are used to represent static locations.

Terrain tokens. Double-sided Terrain tokens are used to add variety and unpredictability to Encounters. Each Encounter will dictate which Terrain tokens are needed. See Tiles and Terrain in the Middara Rulebook, Pg. 21.

Cardboard Figure Standups. Some Combatant Cards in the game are represented by Cardboard Figure Standups. Standups have their stats and Abilities detailed on their corresponding Encounter or Combatant Card. These Standups follow all the rules associated with their plastic figure counterparts.

Component List

  • 1 Adventure Book
  • 2 Double-sided Sheets
  • 52 Tokens
  • 7 Cardboard Standups
  • 10 Mini Cards (MINI AMERICAN): 8 Initiative Cards, 2 Hidden Card Deck Covers
  • 31 Medium Cards (STANDARD EURO): 22 Item Cards, 6 Monster Loot Cards, 1 Story Item, 2 Hidden Card Deck Covers
  • 12 Large Cards (5×6 UNIQUE SIZED): 7 Intelligent Combatants, 1 Command Combatant, 2 Adventurer Cards, 2 Hidden Card Deck Covers

The Hungry Tide: New Rules

Underwater Terrain

Underwater Terrain represents spaces in very deep water and other areas underwater that can be explored. Combatants who occupy Underwater Terrain spaces are considered to have dived into the water. Without the proper Items, Combatants will find Underwater Terrain difficult to fight and maneuver in. Using a combination of specialized Items, Adventurers can offset some or all of the negatives associated with Underwater Terrain.

In addition to being considered Water Terrain and having all the Effects associated with Water Terrain, Underwater Terrain has the following additional rules:

  • Adventurers and their allies who end their turn in Underwater Terrain must spend 1 SP or be dealt 5 IRREDUCIBLE DMG.
  • Adventurers with Armor equipped must pay additional SP while underwater. While in Underwater Terrain, before an Adventurer with an Armor Item equipped would make an Attack, Move, Encounter, or Re-Equip Action, they must Spend 1 SP. If they cannot, end their Action.
  • Figures in Underwater Terrain have -2 RANGE, to a minimum of 1.
  • Figures have -1 TO THEIR ATK ROLLS.
  • Figures in Underwater Terrain may not use THROW.
  • Other Terrain Types cannot replace Underwater Terrain.

Ignoring Underwater Terrain Effects:

  • Combatants who "Ignore Water Terrain" also ignore all the rules associated with Underwater Terrain.
  • Adventurers who "Ignore Water Terrain" (or the Negative Effects associated with Water Terrain) only ignore the Effects associated with Water Terrain and not Underwater Terrain.

Underwater Weapons

Some Weapons are considered Underwater Weapons. These Weapons are better suited for underwater combat and ignore certain negatives associated with Underwater Terrain. While an Adventurer is in Underwater Terrain, the weapon types listed below:

  • Are not subject to the additional SP cost that must be spent when Attacking while in Underwater Terrain.
  • Do not have their RANGE reduced by Underwater Terrain.
  • Ignore the -1 TO ATTACK ROLLS made by an Adventurer in Underwater Terrain.
  • May use THROW even if the Adventurer is in Underwater Terrain.

Underwater Weapon List: Trident; Hand Crossbow; Crossbow; Harpoon; Bows.

Swimsuit (Tag)

Swimsuits represent gear meant for being underwater. Adventurers with an Item equipped that has the SWIMSUIT Tag are not subject to the additional SP cost that must be spent when making the Move, Encounter, or Re-Equip Action while in Underwater Terrain.

BRIGHT and Being Underwater

  • Adventurers with IMMUNITY to Darkness or an Item with the BRIGHT Tag are not subject to the -1 TO ATK ROLLS while in Underwater Terrain.
  • Adventurers making an Attack against a target who is within SOI of an ally who has an Item with the BRIGHT Tag equipped are also not subject to the -1 TO ATK ROLLS when making Attacks against that target.

IMPORTANT: Some Items from UM1 (and previously released content) count as having the BRIGHT Tag. See the BRIGHT Item list below.

BRIGHT Item List: The following Items from Unintentional Malum: Act 1 have been appended with the BRIGHT Tag: The Iridescent; Azrael's Harvester; Casualty Engine; Angel Symbols; Seraphim Sidekick; God Machine; Charm of Ash; Spectral Banner; Doomcaster; Hammer of Evil Similitude; The Svalinn; Etched Console; Wand of Manipulation.

Ardent Naiad (Combatant)

Trident of Neptune — PASSIVE

The Naiad has ELUSIVE and is not affected by Water Terrain. While she occupies Water, she does not provoke Break Attacks. If she starts her turn in Water, she Gains +2 RESISTANCE: MAGIC DMG until the end of the turn.

Siren

When the Naiad starts her turn, if she is not Tethered to an opponent, the Naiad casts a SPELL 6, prioritizing the opponent with the lowest Conviction Value. The target is Tethered to this Naiad.

Is there an opponent within 6 spaces? Each other ally within SOI moves up to 3 spaces, if that movement

Source note: on the printed page the Ardent Naiad card is clipped at the bottom, so the Siren ability is cut off after its first sentences. The last clause above is the fragment that survives in the PDF; the rest of the ability is not legible in the source and is not reconstructed here.

Quick Build Guide

Ready to Adventure

This Adventure is designed around using Justice Bouchard, Damocles Hyde, Zeke Jeong, and Nyx.

If you haven't already, reveal Small and Large Hidden Cards UM19 and UM20 to Gain access to the Justice Bouchard and Damocles Hyde Initiative and Adventurer Cards.

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 Gains 13 XP, they may spend this to learn Disciplines.
  • 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.
  • 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, then Venture Forth: Continue to A Romantic Moment Pg. 10.

Quick Build

In addition to the free Items listed in Gear Up: for each Adventurer in the party, reference the Quick Build list below and give them the Items and/or Disciplines listed. The number printed beside each Adventurer's name is the total Gold value of that Adventurer's Quick Build Items; each Adventurer's Disciplines total 12 XP or less.

Justice (XP: 12; Gold total 195)

  • Assemblage Disciplines: Euthanasia (LVL 1); Forebode (LVL 1); Ruination (LVL 2)
  • Common Items: Codex of Moonless Tides (WEAPON); Tachyon Strand (ARMOR); Hemlock and Seir (RELIC)
  • Mundane Items: Magic Tome (WEAPON); Deflection Core (CORE); Glow Stone (RELIC); Bottled Blessing (CONSUMABLE); Vitality Juice Box (CONSUMABLE)

Damocles (XP: 12; Gold total 194)

  • Cruor Disciplines: To Faust (LVL 1)
  • Martial Disciplines: Hammer Helm (LVL 1); Dead End (LVL 2)
  • Common Items: Poseidon's Wrathbringer (WEAPON); Prince of Waves Partysuit (ARMOR); Ring of Blood (RELIC)
  • Mundane Items: Utility Core (CORE); Glow Stone (RELIC); Magic Balm (CONSUMABLE); Vitality Juice Box (CONSUMABLE); Bottled Blessing (CONSUMABLE)

Nyx (XP: 12; Gold total 195)

  • Assemblage Disciplines: Last Laugh (LVL 1); Summoning (LVL 2)
  • Sanctus Disciplines: Mend (LVL 1)
  • Common Items: Scythe (WEAPON); TBS Heartfire-Kini (ARMOR); Markings of Strength (RELIC)
  • Mundane Items: Deflection Core (CORE); Glow Stone (RELIC); Bottled Blessing (CONSUMABLE); Magic Balm (CONSUMABLE)

Zeke (XP: 12; Gold total 199)

  • Martial Disciplines: Blade Works (LVL 1)
  • Subterfuge Disciplines: Follow Through (LVL 1); Quick Blow (LVL 2)
  • Common Items: Boiling Shortblade (WEAPON); Assassin's Punchdagger (WEAPON); Stay-Hot Trunks (ARMOR); Shoes of Jordan (RELIC)
  • Mundane Items: Utility Core (CORE); Glow Stone (RELIC); M.F. Fortitude (CONSUMABLE); M.F. Fortitude (CONSUMABLE)

Source note on the Quick Build cards: pages 8 and 9 show full card faces for these Items and Disciplines (with their Gold/XP costs and icons). Those card faces are not transcribed here; the names, types and per-Adventurer lists above are transcribed as printed. The Gold and XP figures on the card faces were checked against the Gold totals only for Justice, where they sum to the printed 195.

Encounters

Each Encounter below lists its Setup, End Conditions, Special Encounter Rules, Loot, Objectives, Totems and Curiously Hidden Rules as printed. Story prose that introduces an Encounter or its Endings is not transcribed. The Story Rounds that sit between Encounters are transcribed where they carry rules.

Encounter: Festival Panic

Wilderness. Loot LVL: Common.

Setup

  • Sheets: HTS1
  • Totems: 1 × Blue, 1 × Red, 1 × Green
  • Loot: 1 × Blue, 1 × Red, 1 × Green
  • Terrain: 1 × Crate (1×1), 1 × Obstructing (1×1)
  • Figures: 6 × Vestalian Reveler; 1 × Coral Loa (Standup); 1 × Water Loa

End Conditions

Win Condition: No Revelers remain on the board, and Damocles no longer has a Direction token on his Adventurer Card. Reward: Each party member Gains 1 XP. Continue to What Happened to You? Pg. 16.

Lose Condition: All Adventurers are Defeated. Reward: None. Continue to Down and Drowned Pg. 22.

Special Encounter Rules

FROM CORAL SANDS: A shambling form emerges onto the shore, its body covered in hard, spiny coral. A sharp clam looms on its shoulder, snapping and biting at you whenever you look. A faintly green crystal glows out from within its body. Nyx exclaims that this must be some new type of Loa, previously unknown to science. You're about to get far more acquainted with them than you probably wanted. Reveal Small, Medium, and Large Hidden Cards HT1 to access the Coral Loa and their associated Initiative and Monster Loot Cards.

DEEP WATER: Any Water Terrain that is at Elevation 2 or lower is considered Underwater Terrain.

LURED BY THE OCEAN'S CALL: Damocles is powerless to resist the strange lure drawing festival-goers into the abyss. Place 2 Direction tokens on Damocles's Adventurer Card. Damocles begins in the ? space on the Setup Diagram. All other Adventurers begin in the Start space marked on the Setup Diagram.

ENSORCELLED DUKE: The Direction tokens represents a strange spell affecting many innocent festival-goers, including Damocles. If Damocles begins his turn with a Direction token on his Adventurer Card, his max SP total for that turn is 2. In addition, he may not make a MOVE action, unless it ends with him further south than he started his turn.

At the end of his turn, Damocles must roll 2 PURPLE, and move 2 spaces according to the Direction token (even diagonally). This does not provoke Break Attacks. If he cannot move these two spaces for any reason, he suffers 1 IRREDUCIBLE DMG.

If Damocles ever reaches the south edge of the board, read the Curiously Hidden Rule My Father's Name.

If Damocles has a Direction token, an Adventurer adjacent to Damocles may take an Encounter Action to attempt to break the spell. If they do, depending on how many Direction tokens are on his Adventurer Card do one of the following:

  • 2 Direction tokens: make a Presence 10 or Lore 10 Skill Check. If they pass, remove a Direction token and Damocles may move 1 space. If they fail, the Adventurer who attempted this Skill Check is PUSHED 2 in whatever direction will put them as far away from Damocles as possible. Another Adventurer may attempt this Encounter Action again.
  • 1 Direction token: read the Curiously Hidden Rule Snap Out of It!

If Damocles is Defeated, remove the Direction token from his Adventurer Card.

ENSORCELLED REVELERS: Up and down the beach, hundreds of innocent people have left their celebrations behind to heed the call of deep water. This Encounter contains a number of Reveler tokens, representing those lured away who are close enough for Zeke and his friends to rescue. Reveler tokens do not block LOS and cannot be affected by Combatants, Currents, Totems, etc. Figures may move into the same space as a Reveler token and will treat it as an empty space.

At the end of each round, each Reveler token on the board will try to move 2 spaces south, moving around Obstructing Terrain as required. Whenever a Reveler reaches the south edge of the map, consult the Curiously Hidden Rule Lost to the Tide.

AIDING THE LOST: An Adventurer in the same space as an Vestalian Reveler may take an Encounter Action to attempt to snap them back to reality. To do this, they must make a Presence 10 or Lore 10 Skill Check.

  • PASS: The stupefied reveler snaps abruptly alert, watching you with sudden comprehension. They aren't sure how they got there, but they're relieved you brought them back to reality. They hurry back to shore, before the strange allure of the ocean can call to them again. Remove this Reveler token from the board.
  • FAIL: Your voice falls on deaf ears, and the reveler stumbles past you, oblivious to your pleading. Move this Reveler token one space closer to the south edge of the board.

Loot (LVL: Common)

  • BLUE LOOT: Gain 2 random Consumables. If you own any of the Vestalia products, gain 2 random Vestalia Consumables instead.
  • RED LOOT: Gain a Common Weapon of your choice.
  • GREEN LOOT: Gain 125 Gold.

Totems

  • BLUE TOTEM: Spawn 1 Coral Loa on the space this Totem occupied. Then Spawn 2 Cave Sickles on any Hindering Terrain on Sheet HTS1.
  • RED TOTEM: Spawn 1 Merk Hound on the space this Totem occupied.
  • GREEN TOTEM: Spawn 1 Coral Loa on the space this Totem occupied. Then Spawn 1 Coral Loa on the ? space marked on the Setup Diagram, as another frightening beast of living stone rips free of a rock formation!

Curiously Hidden Rules

  • SNAP OUT OF IT!: The scion of house Hyde has a will of iron, yet somehow has still been lured by the call of the ocean. You get close enough to see his face, twisted with horror and confusion. He's fighting back, though it looks as though he won't ever cross the threshold alone. Make a Presence 11, or Strength 10 Skill Check:
    • PASS: What better way to snap the heir back to reality than with a bit of tough love? You smack him over the face, hard. Damocles stumbles away from you, briefly disoriented and confused. He sits up a second later, shaking the delirium from his face. "Hey! Couldn't do that a little gentler?" Damocles is dealt 2 IRREDUCIBLE DMG. Then remove the Direction token from his Adventurer Card.
    • PASS: You remind Damocles of his responsibilities towards the people of Hyde. The city is counting on him, he can't let himself drown now! If Brahma finally invades, who will keep his people safe? Damocles snaps back to reality, insisting that nothing can keep him from his people. He will get back to them, no matter how difficult it may be. Remove the Direction token from Damocles' Adventurer Card.
    • FAIL: You struggle to get through to Damocles, but he rebuffs your attempts, his face mad with alien magic. The Adventurer who attempted this Skill Check is PUSHED 2 in whatever direction will put them as far away from Damocles as possible. An Adventurer may attempt this Encounter Action again.

Note: the printed page lists the two PASS outcomes in order after the single check line and does not label which outcome belongs to the Presence 11 check and which to the Strength 10 check. They are transcribed in print order.

  • MY FATHER'S NAME: Damocles floats in deep water, surrounded by foes. His mind is cloudy, yet his will remains strong. Something deep within urges him to fight back a little longer, no matter how compelling the supernatural allure. For the remainder of this Encounter, at the end of every round where Damocles has a Direction token on his Adventurer Card, he is dealt 4 IRREDUCIBLE DMG.

  • LOST TO THE TIDE: Each time an innocent soul vanishes into the deep water, you feel the crushing weight of your failure and guilt weighing heavily on your shoulders. These people needed help, and you couldn't provide it. Yet with each helpless victim who vanishes into the briny depths, the undersea powers seem to grow stronger. Return to this Curiously Hidden Rule each time an Vestalian Reveler reaches the south edge of the board. Remove that Vestalian Reveler token from the board, then consult the table below according to how many have left the board.

    • 1: As the first victim vanishes into the waves, the water itself rises to fill the void, splashing in unusual agitation. There's nothing playful about this Water Loa, it's out for blood. Spawn 1 Water Loa in the space the Vestalian Reveler occupied. This Water Loa Gains an Aggro token.
    • 2: Another soul vanishes from sight in the deep blue. Somehow they don't drown, but continue with grim purpose towards the submerged spaces below. The water grows more agitated as more people are taken. Spawn 1 Coral Loa in the space the Vestalian Reveler occupied.
    • 3: You've lost so many to the tide you're starting to wonder if your presence here even made a difference at all. Whatever power has done this grows in strength with each failure, and now lashes out at you. A terrible wave comes rushing at the Adventurers! Every Adventurer in a Water space must immediately make an Agility 14 Skill Check. If they fail, they are dealt MAGIC DMG equal to the difference rolled on this Check.
    • 4: If these victims could still talk, they might demand if you were even trying to help them. Almost all before you have been taken by the tide, their grim fate unknown. Dark hands appear from the water beside the Adventurer closest to the south edge of the board, and drag them under. Immediately Defeat that Adventurer.
    • 5: You will never be able to face your family again after standing idly by and watching the sea take so many innocent lives. Immediately read the Lose Condition of this Encounter, even if all Adventurers are not Defeated.

Encounter: Boardwalk Brawl

Wilderness. Loot LVL: Common.

Setup

  • Sheets: HTS4
  • Terrain: 2 × Crate (1×1)
  • Totems: 1 × Blue, 1 × Green
  • Objectives: 1 × Blue
  • Loot: 1 × Red, 1 × Yellow
  • Figures: 2 × Coral Loa (Standup); 2 × Water Loa (Tide Disciple Variation)

End Conditions

Win Condition: Any Adventurer ends their turn on the Blue Exit. Reward: Each party member Gains 2 XP. Continue to There's More to This Pg. 24.

Lose Condition: All Adventurers are Defeated. Reward: None. Continue to Not the Heroes Pg. 23.

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.

DEEP WATER: Any Water Terrain that is at Elevation 2 or lower is considered Underwater Terrain.

WATER ON LAND?: These Water Loas are nothing like any you've encountered in Sernai before. They seem to be forming clothes from their liquid bodies. Even stranger, you see one dart across the pier, leaving a trail of seawater behind them. They seem more vulnerable up on the beach, you may be able to coax them up there before engaging them. Reveal Large Hidden Card HT2 to access the Water Loa Tide Disciple Variation. Every Water Loa Spawned during this Encounter will use this Variation.

Loot (LVL: Common)

  • BLUE LOOT: You pry an old wooden lid from the sand, easing the lid and exposing the interior. Inside is a stash of gear. Whether left by a clueless pirate or buried for some other reason, you aren't going to stand around and second-guess your good fortune. Choose to Gain a Common Armor of your choice or a Random Common Core.
  • RED LOOT: Several bottles lay abandoned on this floating platform, glittering in the moonlight. Any hope that they might be the potions you lost are quickly dashed. One is open, and you smell the strength of the liquid within from a distance. You scoop them up quickly, then resume the chase. Gain 3 Consumables of your choice with the ALCOHOL Tag.
  • GREEN LOOT: You swim out to this huge wooden box before it can get carried away by the tide! It contains something incredibly strange: a cave sickle, apparently comfortable in the watertight box. It looks up at you, and you realize someone has placed a pair of sunglasses over its face. They've also given it something else interesting, a relic which it waves threateningly in your direction. You could let it float away peacefully; if you do, continue your turn. If you think crabs shouldn't have cool stuff, you could try to take it for yourself. Make a Strength 10 Skill Check:
    • PASS: You snatch the relic from the angry claws of this single Cave Sickle. It snaps in your direction, but the current carries it out of reach before it can hit you. Gain a random Relic.
    • FAIL: The sickle snaps, its movements much too fast for you to overpower it. It hops out of the chest, no longer looking very relaxed. Spawn 1 Cave Sickle in the space this Loot occupied.
  • YELLOW LOOT: An old sailor's sack has been abandoned here, its canvas ripped open and spilling gold onto the boardwalk. If you wish to gather some of it, make an Agility 10 Skill Check:
    • PASS: You gather as much of the gold as you can before the rest slips through the old wood of the boardwalk. Gain 50 Gold, plus 10 for every 1 that your roll exceeded the Skill Check.
    • FAIL: You gather 50 Gold from the pile, but realize too late that the ground is unsteady. You slip and go tumbling over the rail. WARP your figure one space east into the Water space, then continue your turn.

Objectives

  • BLUE OBJECTIVE: If there are no Water Loa on the board, an Adventurer may read the following hidden text: You're pretty sure you saw one of the Loas flee onto the pier this way. You suppress your wonder at the strangeness of it. Who taught these Water Loas to walk on land like this? Though leaving the sea greatly weakens them, they're still fast enough to steal the potions you need! There's a large basin on the pier here filled with sandy water, with a glint of glass inside. Maybe those are your potion bottles? An Adventurer on or adjacent to the space this Objective occupies may take an Encounter Action to inspect the basin. If they do, read the Curiously Hidden Rule There She Goes!
  • RED OBJECTIVE: If the Earth Loa Spawned on this Objective is Defeated, read following hidden text: You see the sand shift as a satchel is exposed. It looks like it may contain the potions that you need. Replace this Objective with the Blue Exit.

Totems

  • BLUE TOTEM: You wade out into the kelp, in search of where the stolen potions might've ended up. Unfortunately, the only thing waiting for you here is a fierce canine, surfacing from the water with its jaws spread wide. Spawn 1 Merk Hound in the space this Totem occupied.
  • RED TOTEM: The water here flows quickly towards a dark opening in the rock, drawing it all down to parts unknown. The current is so strong near that entrance that not a soul could escape. Your presence near this pristine coral attracts the attention of its guardians. Spawn 1 Coral Loa two spaces north of this Totem. Then, Spawn 1 Earth Loa four spaces west of this Totem.
  • GREEN TOTEM: Are there 2 Coral Loas on the board?
    • YES: You find the pier strangely deserted, each Vestalia celebrant terrified and scattered before the rampaging coral beasts. Your eyes are drawn to a basin of water near the end of the pier, maybe the fleeing Water Loa is hiding in there? Continue your turn.
    • NO: At first you thought the pier was empty, but no. A strange stony shape is frozen up here, its body rapidly drying now that it has left the water. It seems to be trying to get back to the water. You could take advantage of its weakness to try to push it over and shatter it. Or you could take pity on it and grab a hose to help it into the water.
      • DO NOTHING: Spawn 1 Coral Loa in the space this Totem occupied.
      • PUSH IT OVER: You shove your shoulder up against it from behind, sending it teetering down towards the wooden floor with incredible speed. Make a Strength 12 Skill Check.
        • PASS: It lands hard, shattering into a billion pieces. A single green crystal is briefly visible amidst the debris, rolling away towards the water. Gain a random Coral Loa Monster Loot!
        • FAIL: You shove on the creature, but its feet feel glued to the floor. Its clam latches to your body in one painful bite, holding you in place! End the current turn and all Actions and Abilities. Then Spawn a Coral Loa adjacent to the Adventurer who activated this Totem.
      • HELP IT ESCAPE: Though the beast has no face, you can feel its desperation to get back in the water. It doesn't want to be here. You dump water over it, making a trail back to the water. It says nothing, hopping and stumbling away from you until it vanishes into the deep. Can a Loa feel gratitude? Apparently they can steal potions. You feel a sense of peace with the water, filling you with renewed resolve. You may immediately remove all Damage, Un-Exhaust and Un-Flip all cards and remove all Effect tokens.

Curiously Hidden Rules

  • THERE SHE GOES!: You peer down into the water, eyes locked on familiar bottles at the bottom. Those are your potions all right, the exact ones you will need to go after the Saltcrone. As you reach for them, the water lurches upward of its own accord, sending you spinning away! Make a Perception 10 Skill Check.
    • PASS: You dodge the worst of the blow, and only slide a short distance away. Move your figure 1 space south. Then continue reading (after the Skill Check).
    • FAIL: You take a face-full of sea water, burning your eyes and nose and briefly disorienting you. You are PUSHED 4 north, where you land in a heap. You are then Inflicted with Paralyze. Continue reading below (after the Skill Check).
    • A Water Loa rises from the bucket, clutching the potions to her chest. She doesn't seem angry, but afraid. Of you, or someone else? Can Loas even feel fear? This one turns down the beach, bounding away along the sand and vanishing behind a large boulder. Several other Loas take notice, stepping out of the water to block your path. Place tiles, tokens, and figures according to Diagram 1.

Ending: There's More to This (Special)

Reveal Medium Hidden Card HT3 to access Brineblood Elixir Common Story Consumable. Each member of the Active Group Gains 1 copy of Brineblood Elixir. Continue to Story Round: From the Shops Pg. 25.

Story Round: From the Shops

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.

The Store contains:

  • 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
  • No Side Quests or Bounties to attempt

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.

Venture Forth. Restore Adventurers. Continue to Into the Tide Pg. 27.

Encounter: Coral Maze

Wilderness. Loot LVL: Common.

Setup

  • Sheets: HTS2, HTS3
  • Terrain: 2 × Rough Water (1×1); 1 × Underwater Vortex
  • Totems: 1 × Blue, 1 × Red, 1 × Green, 1 × Yellow
  • Objectives: 1 × Blue, 1 × Red, 1 × Green, 1 × Yellow
  • Loot: 1 × Blue, 1 × Red, 1 × Green
  • Figures: 2 × Coral Loa (Standup)

End Conditions

Win Condition: Any Adventurer ends their turn on the Blue Exit. Reward: Each party member Gains 1 XP. Continue to Sea Palace Pg. 33.

Lose Condition: All Adventurers are Defeated. Reward: None. Continue to Down and Drowned Pg. 22.

Special Encounter Rules

SEARCHING FOR THE ENTRANCE: Somewhere in this maze of coral and death is the entrance to the Saltcrone's palace. Unfortunately for you, she isn't exactly advertising. You'll need to explore a large area before you can find it. This Encounter contains a number of Objectives, each of which represents a potential entrance to the palace. An Adventurer in the space these Objectives occupy may make an Encounter Action to investigate an Objective and search for the path forward.

UNDERWATER: Any Water Terrain in this Encounter is considered Underwater Terrain.

STRANGE POTION: It's a good thing you got your hands on that water-breathing potion! The coral maze extends deep beneath the surface, a twisting mess of dark water and kelp lit only by the bioluminescence of the native life. Adventurers and their allies treat Water as Normal Terrain for the purposes of determining movement point cost and whether they may DODGE. Adventurers are still moved by Currents as normal.

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.

ROUGH WATER: This Encounter includes Rough Water. These tokens may not be moved or removed, and figures can draw LOS / SOI into but not through a space containing Rough Water. Any figure that enters or begins their turn in a Rough Water space must make an Agility 10 Skill Check or they are dealt 2 IRREDUCIBLE DMG. If you ignore the effects of Water Terrain you ignore the Damage from this Ability.

Loot (LVL: Common)

  • BLUE LOOT: Gain 1 Core or Weapon of your choice.
  • RED LOOT: The coral here has been hollowed out into a large opening blocked by a carefully-disguised piece of flat wall. You could try to force it open. If you do, make a Strength 10 Skill Check:
    • PASS: The flat wall opens for you, revealing a heavy cloth sack within. You tear it sideways and expose its contents. Gain 100 Gold.
    • FAIL: You struggle against the coral, and only succeed in cutting up your fingers. You are dealt 5 PHYSICAL DMG. Leave the Red Loot on the board.
  • GREEN LOOT: The kelp conceals a sack of supplies, spilling sideways onto the sandy floor. Gain 3 random Consumables. If there is another Adventurer within SOI, they also Gain 1 random Consumable.

Objectives

  • BLUE OBJECTIVE: You tug on something made of wood, thinking it might be a door. It yanks out of the sand, revealing a submerged burrow. A single creature waits within, its canines suddenly thrown back. A Merk Hound! Make a Presence 10 Skill Check to calm it down:

    • PASS: You carefully place the wood back in place, and the creature quiets, its angry growls fading. Remove this Objective from the board.
    • FAIL: The Merk Hound lurches forward in your direction, sharp teeth snapping in your direction. Remove this Objective, then Spawn 1 Merk Hound in the space it occupied.
  • RED OBJECTIVE: You swim closer to a large pipe, emerging from the sand near shore. A steady rush of hot water emerges here, washing away anything that gets too close. You don't think the Saltcrone could build a palace this way. Remove this Objective from the board. Is a Ravenous Lure on the board?

    • YES: The lure urges you closer, its strange light pulsing so bright that you're transfixed by its motion. You just want to sleep, sleep, sleep. If you are not Immune, you are Inflicted with Paralyze.
    • NO: A glitter of light draws your eyes from deeper in the pipe. Something metal has caught on the structure deeper down. You could try to swim to it and reach it, despite the danger of the current. If you wish to try, read the Curiously Hidden Rule Come on Man, I Had To.
  • GREEN OBJECTIVE: Is the Yellow Objective still on the board?

    • YES: You swim carefully past the vortex, staying to the still water to avoid being drawn down into the blackness beyond. You clutch to the coral, scanning for any trace of a building entrance. Unfortunately, you find only scraps of an old ship, rotten by many years. Not a building after all. Remove this Objective from the board.
    • NO: The rotten wood you thought might be a shipwreck wrapped in kelp is clearly something more, a huge wall stretching out to the east. Unfortunately there's no entrance here, but you're sure this is it! You just have to keep looking a little further! Remove this Objective from the board.

Totems

  • BLUE TOTEM: Something huge looms in the water ahead, a body bigger than anything you've yet seen in the darkness. A brilliant yellow light catches your eye, emanated by a humanoid shape floating in the water nearby. Does she need help? You feel drawn to her, though a part of you rebels. Are those teeth behind her? Reveal Small, Medium, and Large Hidden Cards HT4 to access the Ravenous Lure Initiative, Monster Loot, Intelligent Combatant cards. Then Spawn 1 Ravenous Lure diagonally 2 spaces northeast of the space this Totem occupied, so it blocks the narrow passage through the coral on Sheet HTS3.

  • RED TOTEM: You peer into this dark corner, where kelp and stinging corals block your path. Here the dirt is broken by something strange, an arch? Maybe it goes somewhere? Place the Orange Objective one space south of this Totem. There's a guard standing protectively over this entrance, his stony body alert for any intruder. Spawn 1 Earth Loa in the space this Totem occupied.

  • GREEN TOTEM: The coral maze continues for what feels like forever, stretching away into the gloomy water. You're pretty sure the palace isn't this way, you didn't see any of the kidnapped victims retreating this way. However, there is a large stone shape emerging from an outcrop here. Maybe it could be a door? The opening has its own protectors, or maybe they're just underwater natives enjoying a night on the reef. Either way, they don't look happy to see you. Spawn 1 Water Loa on the space this Totem occupied. Then Spawn 1 Coral Loa adjacent to this Water Loa. Finally if the Red Loot is still on the board, Spawn 1 Coral Loa on the space the Red Loot occupies.

  • YELLOW TOTEM: The water here spirals towards a dark current leading deep into the water. The water is a hazard to many creatures, including an entire swarm of Cave Sickles. You almost feel bad for them, struggling to stay upright in the water as they're carried by the current. Maybe not that sorry. Spawn 3 Cave Sickles adjacent to the space this Totem occupied (in the spaces with a Current). Then if they are still on the board, Spawn 1 Cave Sickle on the spaces the Blue Objective, Green Objective, and Blue Loot occupy.

Curiously Hidden Rules

  • COME ON MAN, I HAD TO: You swim down into the depths, eyes tracking that glitter of metal you saw down here. Maybe it's something valuable? Make an Agility 10 Skill Check to swim down and reach it:
    • PASS: You reach the object, and find a chain grinding up against a joint in the pipe. You tug on it, and reveal something attached to that chain, wrapped in heavy canvas. You tear it open, and reveal something incredible! Gain 1 Mundane or Common Unique Item of your choice. Then continue reading the section after FAIL.
    • FAIL: You try to swim down, but your legs are just too weak to get you any closer. The current flings you wildly through the water, and you lose track of the target you were following. Was there even anything here? Continue reading below: The fast-moving water sends you spiraling through the water, banging heavily against the pipe before you shoot out into the water, dazed. You are PUSHED 5 south, caught in the current.

Encounter: Seaside Suffering

Wilderness. Loot LVL: Common.

Setup

  • Sheets: HTS2
  • Terrain: 1 × Island (2×2); 1 × Obstructing (1×1); 2 × Rough Water (1×1); 1 × Island (1×1)
  • Totems: 1 × Blue, 1 × Green
  • Loot: 1 × Blue, 1 × Red, 1 × Yellow
  • Figures: 1 × Ardent Naiad (Standup); 1 × Coral Loa (Standup); 2 × Water Loa (Tide Disciple Variation)

Note: the printed Setup lists Loot 1 × Blue, 1 × Red, 1 × Yellow. The Green Loot and the Blue, Red, Green and Yellow Objectives are printed in the Encounter text and are transcribed as printed.

End Conditions

Win Condition: An Adventurer defeats the thief and is instructed to read this Win Condition. Reward: Each party member Gains 2 XP. Continue to Live to Regret This Pg. 45.

Alternate Win Condition: An Adventurer finds a peaceful solution to recover the artifact and is instructed to read this Win Condition. Reward: Each party member Gains 2 XP. Continue to You Won't Regret This Pg. 43.

Lose Condition: All Adventurers are Defeated. Reward: None. Continue to Against Better Judgment Pg. 47.

Special Encounter Rules

ROUGH WATER: This Encounter includes Rough Water. These tokens may not be moved or removed, and figures can draw LOS / SOI into but not through a space containing Rough Water. Any figure that enters or begins their turn in a Rough Water space must make an Agility 10 Skill Check or they are dealt 2 IRREDUCIBLE DMG. If you ignore the effects of Water Terrain you ignore the Damage from this Ability.

DAUGHTERS OF SOMNIA-DAGON: You have heard rumors of these otherworldly oceanic creatures, but never encountered one in person. A frightening sea-serpent looms before you in the water, her muscular tail whipping at chunks of coral. Nyx warns you to be cautious around this creature, as there are many stories of the potency of their dangerous Tether. Maybe you can remain out of sight long enough for her to focus her wrath on one of her other opponents? Reveal Small, Medium, and Large Hidden Cards HT5 to access the Ardent Naiad and her associated Initiative and Monster Loot Cards.

ONGOING CONFLICT: You've stumbled into a battle between the forces of the Saltcrone and the allies of this unknown thief. In order to secure the release of the innocents the Saltcrone captured, you have to get the stolen artifact back before her own creatures can. The Loa Type Combatants in this Encounter will treat other Intelligent Combatants as opponents. Likewise, any other Intelligent Combatants in this Encounter will treat Loa Type Combatants as opponents. If any Intelligent Combatant is forced to choose between an Adventurer or another Intelligent Combatant and both are equally valid targets, always break ties in favor of Adventurers. If an Intelligent Combatant is Defeated by another Intelligent Combatant instead of an Adventurer, do not draw Combatant Loot for that Combatant.

STRANGE POTION: It's a good thing you got your hands on that water-breathing potion! The coral maze extends deep beneath the surface, a twisting mess of dark water and kelp lit only by the bioluminescence of the native life. Adventurers and their allies treat Water as Normal Terrain for the purposes of determining movement point cost and whether they may DODGE. Adventurers are still moved by Currents as normal.

UNDERWATER: Any Water Terrain in this Encounter is considered Underwater Terrain.

FISH OUT OF WATER: The Island tokens in this Encounter are floating on the surface of the water and are not affected by the Underwater rules.

Loot

Blue Loot (LVL: Common)

  • BLUE LOOT: Half-buried in the sand is a large crate of supplies. This must've fallen off a supply ship! There's a lot in here, enough for everyone to grab something! Gain 1 Consumable of your choice, and leave this Loot token on the board. Once all Adventurers have collected one Consumable Item from inside, remove this Loot token from the board.
  • RED LOOT: You swim cautiously over to a huge golden chest, glittering with gemstones. You've never seen anything like this outside royal vaults and art galleries. Something seems off. Make a Perception 10 Skill Check:
    • PASS: You retreat at the last second, realizing the huge shape you're swimming towards has more teeth than a submerged chest ought to. WARP your figure 2 spaces in any direction. Then Spawn 1 Ravenous Lure in the space this Loot token occupied. Beneath its bulk, you see something heavy crushed into the sand. Maybe there's a chest here after all? Place the Green Objective in the space the Red Loot occupied.
    • FAIL: You don't notice the problem until it's much too late, and you've swum directly into the embrace of a huge predator, jaws wide to devour! Spawn 1 Ravenous Lure in the space this Loot occupied. Not that you notice, but your friends might realize there's a heavy box beneath its huge body. Place the Green Objective in the space this Loot occupied.
  • GREEN LOOT: This pile of gold was fiercely guarded by the Loa nearby. You scoop it up quickly and retreat. Loas don't need cash, but you do! Gain 100 Gold. Then make a Lore 10 or Perception 10 Skill Check:
    • PASS: Hidden under a layer of dust and false floor is the real treasure, a box of supplies! It looks like the Loas were stockpiling for something? You take a moment to pass it all out. Gain 6 random Consumables, distributed however you wish among the Adventurers in the party.
    • FAIL: The ground here looks strange, but you retreat before you can fall through. If this is a trap, it wasn't designed very well!
  • YELLOW LOOT: You shuffle up onto this small island, struggling to breathe. A truly terrifying sensation — holding your breath while out in the open air. You can only pray this potion wears off when you've finished saving those people (and not before!) A single valuable object rests here, glittering in starlight. You seize it and move on. Gain a random Relic.

Objectives

  • BLUE OBJECTIVE: This Objective represents a passage leading into a hidden cavern. If the Ardent Naiad is defeated and an Adventurer is on the space this token occupies, read the hidden text below: You peer through the tunnel, into a cavern of tide pools and glittering rock. A number of Loas are battling inside, fighting against a fierce-looking Gevaudan. You retreat into the water, considering how to proceed. The artifact must be hidden inside, but that doesn't mean you need to leap right into combat. Place tiles, tokens, and figures according to Diagram 2.

  • RED OBJECTIVE: Do not read the following hidden text until instructed to do so. This Objective represents a woman sitting in the water, her outline strange and indistinct. She's holding something in her lap, cradling it like a child. You sense the magical energy even from a distance: it's the artifact you were sent to find. If there are no Intelligent Combatants on the tiles placed by Diagram 2, an adjacent Adventurer may take an Encounter Action to approach and confront her. If they do, read the Curiously Hidden Rule Give Us the Crucible.

  • GREEN OBJECTIVE: This Objective represents a heavy chest blocked by dangerous enemies. When no opponent is on or adjacent to the space this Objective occupies, an adjacent Adventurer may take an Encounter Action to force the box open and look inside. If they do, read the hidden text below: With the Lure out of the way, you're able to reach this chest and pry it open. Within is mostly empty space and disappointment, at first. But no, there's something interesting down there, wrapped in heavy canvas. You seize it, unwrapping it to reveal something glittering and dangerous. Gain a Weapon of your choice with a single Upgrade of your choice that is currently available. Whoever owned this took good care of it; you can only hope they met a better end than being devoured by the Lure.

  • YELLOW OBJECTIVE: Do not read the following hidden text until instructed to do so. Through the shadows and darkness, you see an inhuman face peering in at the fight, teeth spread in a wide smile. Her eyes are locked on the hostile Loa, fingers extended into claws. "I can help!" she says. "Let me in!" An Adventurer on or adjacent to this Objective may make an Encounter Action to open the metal grate and let her in. If you do, read the Curiously Hidden Rule Intervention.

Totems

  • BLUE TOTEM: The ongoing battle grows fierce, with more allies joining on both sides! You could retreat and let them battle it out, but what if the Saltcrone's creatures get the artifact before you? You can't use it as leverage if she doesn't need you! Several Loas spill out of the coral from the south, obviously fleeing something. Spawn 1 Coral Loa on the south edge of Sheet HTS2. Then Spawn 1 Merk Hound in the space this Totem occupied.

  • RED TOTEM: You advance through the flooded cave, swimming as much as you can to avoid the suffocation of air. The water is shallow here, with barnacles clinging to every surface and other sealife ready to cut you if you reach the wrong direction. Some of that sharp coral rises from the water to block your path. A figure waits behind them, sitting half-submerged in the water. She's wearing armor, though you can't get a good look at her in the gloom. "I can't let you get the Crucible," she says. "She's using you." Spawn 1 Coral Loa adjacent to the Red Objective. Spawn 1 Coral Loa in the space this Totem occupied. If you cannot, WARP any Coral Loas you cannot Spawn into their positions in this Diagram instead. Then read the hidden text for the Red Objective.

  • GREEN TOTEM: Several Loas linger around the entrance to a submerged cavern, obviously protecting it. It's strange to see them acting so intelligently, almost like someone is giving them instructions. Is that possible? Spawn 1 Earth Loa 1 space east of this Totem. Then Spawn 1 Coral Loa in the space this Totem occupied. Finally, Spawn 1 Water Loa two spaces south of the space this Totem occupied. Finally, place the Blue Objective on the space this Totem occupied.

Curiously Hidden Rules

  • GIVE US THE CRUCIBLE: With the last of her protectors gone, the woman looks up. You were right: she's wearing armor, but there's no way she's human. Her body is transparent, with metal somehow held in place over liquid. Her eyes glow with brilliant red light, reflecting the crystal you see within her chest. "You're a Water Loa," you say, stupidly. "How did you talk?" She rises, sliding something gold into a satchel on her back. She readies a shield in one arm, and a trident in the other. "Why are you doing what Amphimone says? She kidnapped your kind, and will do worse once the Crucible is returned. Yet you serve her, cut down those who would protect you from your ignorance." The party must decide:

    • Try to use Diplomacy: Read the Curiously Hidden Rule You Could've Just Said So.
    • Take the Crucible: Read the Curiously Hidden Rule Enough Talk, Have At You!
  • INTERVENTION: Make a Strength 10 Skill Check to yank the rusty metal grate open and let the Naiad inside.

    • PASS: The metal opens, swinging wide. The Naiad thanks you for letting her in, promising to give you the credit for the kill if you're successful. WARP your figure 1 space in any direction. Then Spawn 1 Ardent Naiad in the space this Objective occupied and remove this Objective from the board. Ardent Naiad is considered an ally to the Adventurers, and will treat all Loa Type Combatants as opponents.
    • FAIL: You struggle with the grate, but it's rusted tight. Leave this Objective on the board. You or another Adventurer may attempt this Skill Check again after the current turn.
  • YOU COULD HAVE JUST SAID SO: Nyx is the first to speak. "We don't want to hurt you. But Amphimone promised to give back everyone she took if we get her artifact back. Hand it over, and we'll leave." "She won't," the Water Loa says. Her voice is strange, like someone trying to talk under a pool. You can still make it out clearly, maybe an effect of the potion? "She controlled their will, but that is not enough. She wants to make them into her own creatures. The Crucible will transfigure them, vitrify them into hateful enemies. Like the Naiads, once humans. Once she does, she will return them to your shore, as an army of conquest. You are facing an invasion and do not even know it." "Why would you care?" Zeke asks. "You risked your life to steal that thing, so you could protect us? Why?" She shrugs. "You wouldn't believe. All that matters is this: if she gets the Crucible, your loved ones and friends will never be themselves again. You must not return it." The party must decide:

Ending: You Won't Regret This (Special)

Reveal Small and Large Hidden Card HT7 to access Marisele's Initiative, Adventurer, and Command Cards. Marisele joins the party. Her Adventurer Card can now be used in Crawl Mode. Continue to Story Round: Tide Coming In Pg. 48.

Ending: Live to Regret This (Special)

Reveal and Gain Medium Hidden Card HT10, Melusine's Crucible. Continue to Story Round: Tide Coming In Pg. 48.

Story Round: Tide Coming In

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.

The Store contains:

  • 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
  • No Side Quests or Bounties to attempt

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.

Venture Forth. Restore Adventurers. Continue to Plunging Into the Depths Pg. 49.

Encounter: Wrath of the Drowned

Wilderness. Loot LVL: Common.

Setup

  • Sheets: HTS1
  • Terrain: 1 × Rough Water (1×1)
  • Totems: 1 × Blue
  • Objectives: 1 × Blue
  • Loot: 1 × Blue
  • Figures: 1 × Ardent Naiad (Standup)

Note: the printed Setup lists only the Blue Totem, Blue Objective and Blue Loot. The Red, Green and Yellow Loot, the Red and Green Totems, and the Red and Green Objectives are printed in the Encounter text and are transcribed as printed.

End Conditions

Win Condition: Any Adventurer ends their turn on the Blue Exit. Reward: None.

Party Check: Is Marisele in the party?

  • YES: Continue to What I Believed In Pg. 55.
  • NO: Continue to Price Paid Pg. 56.

Lose Condition: All Adventurers are Defeated. Reward: None. Continue to People of the Sea Pg. 62.

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.

STRANGE POTION: Adventurers and their allies treat Water as Normal Terrain for the purposes of determining movement point cost and whether they may DODGE. Adventurers are still moved by Currents as normal.

ROUGH WATER: This Encounter includes Rough Water. These tokens may not be moved or removed, and figures can draw LOS / SOI into but not through a space containing Rough Water. Any figure that enters or begins their turn in a Rough Water space must make an Agility 10 Skill Check or they are dealt 2 IRREDUCIBLE DMG. If you ignore the effects of Water Terrain you ignore the Damage from this Ability.

DEEP WATER: Any Water Terrain that is at Elevation 2 or lower is considered Underwater Terrain.

OUR NEW FRIEND: After performing the Setup but before the first round begins, read the following hidden text: Is Marisele in the party?

  • YES: Read Curiously Hidden Rule Enthralled Revelers, then read Curiously Hidden Rule Turned On Us.
  • NO: Read Curiously Hidden Rule Stealing the Glory.

Loot (LVL: Common)

  • BLUE LOOT: You stumble up onto the beach, fighting the debilitating effects of the water-breathing potion. Hopefully it wears off soon! Here are a few discarded drinks and other supplies abandoned by Vestalian Revelers. It feels like saving their lives might be a good enough reason to borrow these. Gain 3 random Consumables. If you cannot carry more, distribute them to other members of the party as needed as you toss them hastily to anyone who needs a little extra help.
  • GREEN LOOT: A glint of silvery metal catches your eye in the rough water, and you swim towards it. You reach the bottom, and scoop up something from the dirt and broken rocks. Most of these objects have been broken beyond recognition now, entirely useless to you. But there is something interesting enough to carry away to the surface. Gain a single Consumable of your choice.
  • YELLOW LOOT: The water here is strangely calm despite the vortex drawing the ocean rapidly towards a blackness not far away. A heavy chest sits here, undisturbed and apparently undamaged. You ease the heavy wood open in the water, and expose a heavy key within. As you try to open it, someone smacks the chest closed again, bearing rows of sharp teeth. Spawn 1 Ardent Naiad in the space this Loot occupied. If you cannot, WARP the Ardent Naiad into the space this Loot occupied, and remove all DMG from the Ardent Naiad. Place the Green Objective on the Ardent Naiad's Combatant Card. When the Ardent Naiad is Defeated, place the Green Objective on the nearest Water Terrain space to the space the Ardent Naiad occupied.
  • RED LOOT: Jammed into the coral wall here is a strange object, radiant with its own light. You get a good grip on the edge, then try to tug it free. Make a Strength 10 Skill Check:
    • PASS: You tear the object from the coral and find it's exactly what you've been looking for! Gain a Unique Item of your choice! Too bad for whoever left this here. Continue reading (after "FAIL").
    • FAIL: You tug and pull on the object but it holds fast. Your energy only succeeds at ripping whole sections of coral right out of the wall, breaking the delicate, colorful growth. Your interference has been noticed. A Coral Loa stumbles out of the rock wall, swinging angrily in your direction! Spawn 1 Coral Loa on the space diagonally southeast of this Loot token.

Objectives

  • BLUE OBJECTIVE: This Objective represents a narrow gap in a large rock formation, just small enough to swim through. When an Adventurer moves into the space this Objective occupies, remove this Objective and read the hidden text below: You squeeze cautiously beside narrow rocks, hoping to avoid whatever defenses might be guarding the Saltcrone's palace. Unfortunately, you discover it's quite a lot. Yet the gigantic Lure lurking in the shadowy water ahead hasn't seen you yet. Maybe you can use this to your advantage? Make a daring surprise attack: Read the Curiously Hidden Rule Lured. Retreat and find another angle: WARP your figure two spaces west. Remove the Blue Totem from the board. Then place tiles, tokens, and figures according to Diagram 4.

  • RED OBJECTIVE: This Objective represents the entrance to the Saltcrone's undersea palace, its doors locked tight. You'll need to find a key before you can get inside!

  • GREEN OBJECTIVE: When this Objective is placed on the board, immediately read the hidden text below: With the key's protector slain, you snatch it from the sandy ocean floor, swimming back to rejoin your friends. Remove the Door token and replace the Red Objective with the Blue Exit.

Totems

  • BLUE TOTEM: You swim out into the dark water, and find it swarming with creatures! All of these monsters seem eager to claim the Crucible for themselves, and thus all the glory of the Saltcrone. The water here is choppy with a fresh opening torn in the soil, drawing much of it down towards darkness below. You see the familiar entrance to the Saltcrone's palace just to the north, but heavy doors have been closed over it, locking it up tight. There must be some way to get it open, but where could a key be hiding? Remove the Blue Objective from the board. Then place tiles, tokens, and figures according to Diagram 4.

  • RED TOTEM: You peer into a sheltered section of coral, protected from the powerful tug of the vortex to the south. Is Marisele in the party?

    • YES: You aren't the only one who noticed this potential shelter from the current. Several of the revelers you've come to save are hiding here. They rise from the sand, obviously reluctant to be moving again. Still they rise against you, shambling forward from their shelter. Spawn 3 Enthralled Revelers on or adjacent to the space this Totem occupied.
    • NO: There's a single injured creature here, trapped and broken in the current. Spawn 1 Coral Loa in the space this Totem occupied. This Coral Loa gains FRAGILE.
  • GREEN TOTEM: You approach the entrance to the Saltcrone's palace, and find heavy wooden doors locked tight, bound by rusty metal straps. There must be a way to get this open, but where? Is the Ravenous Lure on the board?

    • YES: A huge force of people seem to swim here, not caring about the depth or the chill of the water. These are more of the people you've come to save, further transformed by the Saltcrone's magic. They don't look friendly, either! If you haven't already read Curiously Hidden Rule Enthralled Revelers, then Spawn 3 Enthralled Revelers adjacent to the Red Objective. Then Spawn 2 Enthralled Revelers adjacent to the space the Yellow Loot occupied.
    • NO: You soon see the source of the currents: a massive Lure has perched itself near a gulf in the rock, and is using the current to devour anything that gets too close. Spawn 1 Ravenous Lure in the space the Vortex token occupied.

Curiously Hidden Rules

  • ENTHRALLED REVELERS: Reveal Small and Large Hidden Cards HT8 to access the Enthralled Reveler and their associated Initiative Card. Your mission is to save these people, so you'll have to be careful when Attacking them! To do this, you will make Skill Checks whenever attacking them, as described on their Intelligent Combatant Card. This reflects the need to make cautious attacks and incapacitate, rather than kill.

  • TURNED ON US: The seas teem with new dangers as you approach the Saltcrone's palace. Not just her loyal monsters, but many of the poor, unfortunate souls you came to save! They aren't just shambling through the water. Now they turn on you, as though they somehow sense you intention to betray the Saltcrone. You'll have to be careful to avoid harming them! Spawn Marisele's Command Combatant adjacent to any Adventurer as your new friend springs into action to fight beside you. For the remainder of this Encounter, any ? space marked on the Setup or subsequent Diagrams will Spawn 1 Enthralled Reveler when that Diagram is revealed.

  • STEALING THE GLORY: You approach the Saltcrone's palace again, and find many opponents waiting in the water here. Her servants grow restless, each one driven to hunt for glory in retrieving the Crucible. You could hand it over, but then the people you've come to help would be doomed. You need to deliver it yourself if you expect her to honor her deal! Whenever a ? space appears in the Setup or any later-revealed Diagram in this Encounter, it has no effect.

  • LURED: You see a large section of rock above the Lure, about to fall. Even underwater, it shouldn't give the Lure enough time to escape, if you can knock it free. Make a Strength 12 Skill Check. If you have a Spell that does DMG or any Item with the EXPLOSIVE Tag, you pass this Check automatically.

    • PASS: The stone tumbles silently through the water, before crashing down atop the Ravenous Lure! Remove the Blue Totem, then place tiles, tokens, and figures according to Diagram 4, then Defeat the Ravenous Lure Spawned in that Diagram.
    • FAIL: Your struggling isn't enough to dislodge such a huge boulder from its perch, and it holds fast. Even worse, the Lure looks up towards you as you flail around uselessly. She does not seem amused. Remove the Blue Totem, then place tiles, tokens, and figures according to Diagram 4.

Encounter: Boss: Amphimone the Saltcrone

Wilderness. Loot LVL: Common.

Setup

  • Tiles: UM17, UM21
  • Terrain: 4 × Rough Water (1×1)
  • Totems: 1 × Blue
  • Objectives: 1 × Red
  • Special: 3 × Enthralled Reveler
  • Loot: 1 × Blue, 1 × Red
  • Figures: 1 × Amphimone, the Saltcrone (Standup)

End Conditions

Win Condition: An Adventurer Defeats Amphimone the Saltcrone. Reward: None. Continue to Greater Monsters Pg. 63.

Lose Condition: All Adventurers are Defeated. Reward: None. Continue to People of the Sea Pg. 62.

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.

UNDERWATER: Any Water Terrain in this Encounter is considered Underwater Terrain.

STRANGE POTION: Adventurers and their allies treat Water as Normal Terrain for the purposes of determining movement point cost and whether they may DODGE. Adventurers are still moved by Currents as normal.

ROUGH WATER: This Encounter includes Rough Water. These tokens may not be moved or removed, and figures can draw LOS / SOI into but not through a space containing Rough Water. Any figure that enters or begins their turn in a Rough Water space must make an Agility 10 Skill Check or they are dealt 2 IRREDUCIBLE DMG. If you ignore the effects of Water Terrain you ignore the Damage from this Ability.

OUR NEW FRIEND: After performing the Setup but before the first round begins, read the following hidden text: If Marisele is in the party, Spawn her Command Combatant adjacent to any Adventurer.

SEA WITCH: The Saltcrone Amphimone swims before you at the height of her strength, surrounded by those she has enslaved. Only by Defeating her do those souls she has imprisoned have any hope of salvation. Reveal Small and Large Hidden Cards HT9 to access Amphimone and her associated Initiative Card. If you haven't already, reveal Small and Large Hidden Cards HT8 to access the Enthralled Reveler and their associated Initiative Card. When Amphimone would be reduced to half health or below, ignore any Damage beyond that which would reduce her to half her Maximum HP, and immediately read the Curiously Hidden Rule My Own Palace.

Loot (LVL: Common)

  • BLUE LOOT: Atop this lonely air pocket floats a small pack of belongings probably brought by one of Amphimone's prisoners. You drag it back down with you, and tear open the pack. Inside are valuable healing supplies. One Adventurer of your choice may immediately remove all Damage, Un-Flip all cards, and remove any Negative Effects.
  • RED LOOT: A strange bottle floats in the water here, resembling the Brineblood potions you drank to journey here in the first place. Do you drink the mysterious potion?
    • YES: You uncork the potion and lift the bottle to your lips before it can all drift away into the water. You feel something strange come over you, a sudden sickness that washes over your body in a wave. Gain Haste, Courage, and Barrier. You are then Inflicted with Disease.
    • NO: You push the bottle aside, content to let someone else take the risk. Leave this Loot token on the board.
  • GREEN LOOT: Several ancient dusty crates sit here, abandoned. You kick one over and recover its contents. Gain 2 random Consumables. An Adventurer within your SOI may then Gain 2 random Consumables.

Objectives

  • BLUE OBJECTIVE: This Objective represents a heavy lever, surrounded by several large signs written in an ancient language. Nyx warns you that the signs all read "DO NOT PULL." An Adventurer on or adjacent to this Objective token may take an Encounter Action to pull this lever. If they do, read the hidden text below: You feel a sudden rumble shake through the ruin, followed by a groan of worn machinery. Seconds later, the water all around you begins to move, flowing towards the huge pipe at the edge of the palace. Remove this Objective from the board. Replace the Red Objective with the Blue Hole Route A token. For the remainder of the Encounter, all Water Terrain on Tile UM5, UM17, and UM21 has a Current flowing towards Blue Hole Route A. Any figure that enters the Blue Hole Route A space immediately travels to Blue Hole Route B for no movement point cost. Then place tiles, tokens, and figures according to Diagram 6.

  • RED OBJECTIVE: This Objective represents a narrow pipe leading straight down, clogged with debris.

Totems

  • BLUE TOTEM: Lurking in the frothing water here is one of the Saltcrone's loyal Naiads, teeth glittering with anger! If you haven't already reveal Small, Medium, and Large Hidden Cards HT5 to access the Ardent Naiad and her associated Initiative and Monster Loot Cards. Then, Spawn 1 Ardent Naiad in the space this Totem occupied. This Naiad is wearing heavy armor made from fish scales, and is Immune to the effects of Rough Water. The palace continues in many directions, though most look to be in very poor condition. Silt clogs the doorways, and dead coral grows over everything. Off to the right, an ancient mechanism emerges at the end of a raised air pocket, trapped within the palace's ancient structure. The Saltcrone flees from you, her strange legs scampering along the dusty floor. "You'll serve me yet, upworlders!" she calls, from her hiding place around the bend. Place tiles, tokens, and figures according to Diagram 5.

  • RED TOTEM: More of the enthralled humans wait here, huddled in a small group. As they see you, they stir to involuntary motion, shambling into the water after you. Spawn 3 Enthralled Revelers on any Water Terrain spaces adjacent to Hindering Terrain on Tile UM5. If Marisele is in the party, Spawn a Merk Hound on the space this Totem occupied.

  • GREEN TOTEM: Here near the edge you discover an opportunistic predator clinging to the edge of the canal, its great maw wide to swallow all that passes by. Spawn 1 Ravenous Lure so she overlaps the final Water Terrain on the eastern edge of Tile UM44. If Marisele is in the party, Spawn 2 Merk Hounds on or adjacent to the space the Blue Hole Route B token occupies.

Curiously Hidden Rules

  • MY OWN PALACE: Is the Red Objective still on the board?
    • YES: The sea witch retreats from before you, dark blood leaking from cracks in her hardened alien body. "You have no idea what you're interfering with. No idea what I would build! I offer the surface the gift of my rule! An end from the curse that your kind suffer when the Advancement twists your bodies. All you have to do is accept service to me, and you will know freedom! I cannot allow you to interfere!" She waves one hand in an arcane gesture, and the ground suddenly shifts beneath you. Water groans, and you feel an ancient mechanism suddenly wake. Water begins to flow, pulling you down into the depths of this palace. Remove the Blue Objective from the board. Then replace the Red Objective with Blue Hole Route A token. For the Remainder of the Encounter, all Water Terrain on Tile UM5, UM17, and UM21 has a Current flowing towards the Blue Hole Route A. Any figure that enters the Blue Hole Route A space immediately travels to Blue Hole Route B for no movement point cost. Amphimone removes all Negative Effects and will now be dealt Damage normally (ignoring the Sea Witch Special Rule). When Amphimone is Defeated, read the Win Condition for this Encounter. Then place tiles, tokens, and figures according to Diagram 6.
    • NO: The Saltcrone flees further along the canal, her skittering legs desperate and her eyes wide as she searches for escape. There is little more for her to find. "It would be a better world in my service!" she yells. "You would become a true part of Middara, your curse lifted. You could spawn offspring again! Is that not a great gift I offer? Serve me, forsake the loathsome surface above! I would make you greater than you are! Let the Crucible transform you!" Needless to say, you don't find her offer terribly compelling. WARP Amphimone to the farthest non-Dangerous space from all Adventurers on Tile UM44, Tile UM50, or Tile UM72. Amphimone removes all Negative Effects. Then, Spawn 2 Enthralled Revelers in spaces that Amphimone occupied. Amphimone will now be dealt Damage normally (ignoring the Sea Witch Special Rule). When Amphimone is Defeated, read the Win Condition for this Encounter.

Ending: Greater Monsters (Party Check)

Party Check: Is Marisele in the party?

  • YES: Continue to Back From the Sea Pg. 64.
  • NO: Continue to Lost to the Sea Pg. 66.

Diagrams

Each Diagram's Setup and Diagram Rules as printed in the back of the Adventure Book. Diagram layouts (tile positions and numbered spawn points) are pictures and are not transcribed.

Diagram 1

Setup

  • Sheets: HTS1
  • Loot: 1 × Blue, 1 × Green
  • Terrain: 1 × Underwater Vortex
  • Totems: 1 × Red, 1 × Yellow
  • Figures: 1 × Coral Loa (Standup); 2 × Water Loa (Tide Disciple Variation)

Diagram Rules

SWIRLING DOWNWARD: This Diagram contains an Encounter token that represents a swirling vortex in the water, ready to draw in anyone who gets too close. Beware the depths. This token turns the space it occupies into Dangerous Terrain. See New Combatant and Encounter Tokens Pg. 75.

Diagram 2

Setup

  • Tiles: UM5, UM15
  • Terrain: 1 × Obstructing (2×1); 1 × Passage (1×1); 2 × Water (1×1); 1 × Water (2×1)
  • Totems: 1 × Red
  • Objectives: 1 × Red
  • Loot: 1 × Green
  • Figures: 1 × Ardent Naiad (Standup); 1 × Earth Loa; 1 × Gevaudan; 1 × Water Loa (Tide Disciple Variation)

Diagram Rules

COMING UP FOR AIR: You find a cave that is pressurized and full of air you can breathe normally at least for the time being. The tiles placed by this Diagram do not use the Underwater Terrain rules.

Diagram 3

Setup

  • Tiles: UM19
  • Terrain: 2 × Dangerous (2×1); 1 × Water (2×1)
  • Objectives: 1 × Yellow
  • Figures: 1 × Marisele, Driven Protector (Standup); 2 × Water Loa (Tide Disciple Variation)

Diagram Rules

LAST STAND: This powerful Water Loa retreats into a corner of the cave, using the potion you just drank against you. She's prepared to fight to the last to keep you from retaking the Crucible! Reveal Small and Large Hidden Cards HT6 to access Marisele, Driven Protector. When Marisele is Defeated, read the Win Conditions for this Encounter.

FRIENDS IN STRANGE PLACES: This cavern has a side entrance blocked off with a rusted metal grate, but you might be able to get it open! You see motion through the bars, and a large creature urging you closer. Read the hidden text for the Yellow Objective.

COMING UP FOR AIR: You find a cave that is pressurized and full of air you can breathe normally at least for the time being. The tiles placed by this Diagram do not use the Underwater Terrain rules.

Diagram 4

Setup

  • Sheets: HTS3
  • Terrain: 1 × Island (2×2); 1 × Island (1×1); 3 × Rough Water (1×1); 1 × Underwater Vortex; 1 × Door (2×1)
  • Totems: 1 × Red, 1 × Green
  • Objectives: 1 × Red
  • Loot: 1 × Red, 1 × Green, 1 × Yellow
  • Figures: 1 × Ravenous Lure (Standup); 1 × Coral Loa (Standup)

Diagram Rules

FISH OUT OF WATER: The Island tokens in this Encounter are floating on the surface of the water and are not affected by the Underwater rules.

Diagram 5

Setup

  • Tiles: UM5
  • Terrain: 2 × Water (2×1)
  • Totems: 1 × Red
  • Objectives: 1 × Blue
  • Figures: 1 × Coral Loa (Standup)

Diagram Rules

FLEEING INTO THE DARK: If the Red Objective is still on the board, read the following hidden text: Amphimone swims around the bend, fleeing behind the bulk of a protective Loa, sheltering in a shadowy corner of her palace. WARP Amphimone to the ? space on Tile UM5.

HIRING MERKS: If Marisele is in the party read the following hidden text: Amphimone lets out a steady rhythmic wave into the depths, beaconing for aid. You see webbed footed creatures climb up out of the pipe. Spawn 2 Merk Hounds. One on each ? space on Tile UM21.

COMING UP FOR AIR: You find a cave that is pressurized and full of air you can breathe normally at least for the time being. The tiles placed by this Diagram do not use the Underwater Terrain rules.

Diagram 6

Setup

  • Tiles: UM44, UM50, UM72
  • Special: 1 × Blue Hole Route B; 5 × Enthralled Revelers
  • Terrain: 1 × Obstructing (2×1); 1 × Water (2×1)
  • Totems: 1 × Green
  • Loot: 1 × Green
  • Figures: 1 × Coral Loa (Standup)

Diagram Rules

FLEEING INTO THE DARK: Amphimone retreats along the canal, dodging around a large number of shambling Revelers and over to a huge chunk of coral. The creature shambles abruptly to life, lurching to her defense! WARP Amphimone to the ? spaces in this Diagram.

COMING UP FOR AIR: You find a cave that is pressurized and full of air you can breathe normally at least for the time being. The tiles placed by this Diagram do not use the Underwater Terrain rules.

ONE WAY TRIP: The water coming out of the pipe is too strong to fight against. Blue Hole Route B does not connect back to Blue Hole Route A. When an Intelligent Combatant is determining if an AI Step is true, if they are on Diagram 6, only figures also present on Diagram 6 can be used to determine if the AI Step is true.

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.

Burn (Status): You are Dealt 3 IRREDUCIBLE DMG. IMPORTANT: A figure that moves into, ends their turn in, or occupies a space that has Water Terrain placed into it removes the Burn Effect. A figure that occupies Water cannot be Inflicted with Burn. A figure Inflicted with Burn who already has Frozen removes all Frozen Effect tokens and does not Gain Burn. A figure already Inflicted with Burn who would be Inflicted with Frozen removes Burn and does not Gain Frozen.

New Tags

  • BRIGHT: Figures with an Item equipped that have the BRIGHT Tag ignore negatives associated with certain Special Encounter Rules and may be referenced by other Abilities.
    • Adventurers with IMMUNITY to Darkness or an Item with the BRIGHT Tag are not subject to the -1 TO ATK ROLLS while in Underwater Terrain.
    • Adventurers making an Attack against a target who is within SOI of an ally who has an Item with the BRIGHT Tag equipped are also not subject to the -1 TO ATK ROLLS when making Attacks against that target.
    • NOTE: Some Items from previous products should have the BRIGHT Tag but do not. This is any Item that we deemed appropriate given its artwork and theme. See the Bright Item List on Pg. 5.
  • MINION: Combatants with the MINION Tag have their HP 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.
  • SWALLOWED: When a figure is SWALLOWED, WARP that figure to the Activation number of the combatant that SWALLOWED them. At the start of a SWALLOWED figure's turn they are dealt a PURPLE [icon] of IRREDUCIBLE DMG. While SWALLOWED, a figure may only attempt to escape. They may not use Abilities or take any other Actions. If the figure that SWALLOWED them is ever Defeated, they are placed on or adjacent to a space that figure occupied. During a SWALLOWED figure's turn, as an Encounter Action they may make an Agility 12 or Strength 12 Skill Check to attempt to escape. If they pass, they escape. The figure that SWALLOWED them is dealt a PURPLE [icon] of IRREDUCIBLE DMG. Then, WARP the SWALLOWED figure to any space adjacent to the figure that SWALLOWED them.
  • SWIMSUIT: Swimsuits represent gear meant for being underwater. Adventurers with an Item equipped that has the SWIMSUIT Tag are not subject to the additional SP cost that must be spent when making the Move, Encounter, or Re-Equip Action while in Underwater Terrain.

Icon note: the PDF text layer does not carry the die and dice-face glyphs; each appears as [icon] where it occurs.

New Combatant and Encounter Tokens

  • Vestalian Reveler / Enthralled Reveler: Up and down the beach, hundreds of innocent people have left their celebrations behind to heed the call of deep water. These Vestalian Reveler tokens represent those lured away who are close enough for Zeke and his friends to rescue.
    • Vestalian Revelers do not block Line of Sight and cannot be affected by Combatants, Currents, Totems, etc. Figures may move into the same space as a Reveler token and will treat it as an empty space.
    • Enthralled Revelers count as figures and follow the rules listed on their associated Large Hidden Card.
  • Island: These tokens represent tiny islands or platforms floating in the water that figures can stand on. These tokens count as Normal Terrain.
  • Rough Water (Water Terrain): These tokens represent a patch of rapids and quickly-flowing water, ready to throw people around at random and send them crashing into hazards.
    • Any figure that enters or begins their turn in a Rough Water space must make an Agility 10 Skill Check or they are dealt 2 IRREDUCIBLE DMG. If you ignore the effects of Water Terrain you ignore the Damage from this Ability.
    • These tokens may not be moved or removed, and figures can draw LOS / SOI into but not through a space containing Rough Water.
  • 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.)

Frequently Asked Questions

Can you swim over or under Obstructing Terrain that is Underwater? No. Obstructing Terrain works the same.

Can you go from Elevations 1 to 4 if it's all Underwater? No. Elevation works the same in all cases. LOS, PUSHED, Moving, etc.

Are figures who ignore the "Negative Effect of Movement caused by Water Terrain" moved by Currents in Water? Yes, they are still moved by Currents. Only figures who ignore a Terrain type ignore Currents associated with that Terrain.

If I'm immune to PUSH, can I still be Moved by Currents? Yes. Currents do not PUSH a figure, they Move a figure.

  • YELLOW TOTEM: A strange-looking Water Loa lurks in the crashing waves here, hiding with the potion bottles. As you approach, her eyes go wide with shock. You almost hear words from her lips, before she dives away into the water, leaving your bottles behind. They're not alone, though. A stony Loa emerges from the boulder, as though called here by his liquid ally. Replace this Totem with the Red Objective. Then Spawn 1 Earth Loa on the space this Totem occupied. Another liquid form rises from the water a few seconds later. The same creature, or a different one? You have no way to know. Spawn 1 Water Loa Tide Disciple Variation three spaces south of the space this Totem occupied.
  • YELLOW OBJECTIVE: Is the Red Totem or Orange Objective on the board?

    • YES (EITHER): A gap you thought might've led further is actually the den of those Loa, a creature breaks free from the wall! You retreat from before it as it emerges, narrowly avoiding a blow from its huge shell! Remove this Objective, then Spawn 1 Coral Loa on the space this Objective occupied.
    • NO: This large gap in a wall of stone first looked natural, but as you got closer you realize you're looking at a tunnel covered with distinct chisel-marks. Pale blue light flickers from deeper below. This must be it! Replace this Objective with the Blue Exit. Then, a glowing yellow lure entices you deeper! Spawn 1 Ravenous Lure on the space the Blue Exit occupies.
  • ORANGE OBJECTIVE: Is the Yellow Objective on the board?

    • YES: You hoped there might be an entrance here, but it's just a shipwreck, ancient spars of wood creating an illusion of a structure hidden in the sand. Unfortunately it seems to be the lair of another creature, which bursts through the wood as you approach. Remove this Objective token, then Spawn 1 Coral Loa on the space the Orange Objective occupied.
    • NO: A structure thrown together from chunks of heavy wood has been anchored to the sea floor, sections so overgrown by barnacles and rot that they can't float away. The doorway shows a huge interior space, lit by eerie blue light. This has to be the way! Replace the Orange Objective with the Blue Exit. Then, Spawn 1 Ravenous Lure on the space the Blue Exit occupies.
    • Maybe There's Another Way: Read the Curiously Hidden Rule Strange Bedfellows.
    • We Don't Trust You: Read the Curiously Hidden Rule Enough Talk, Have At You!
  • STRANGE BEDFELLOWS: "We have to help the innocent she took," Damocles says. "But if what you say is true, returning the Crucible is not the answer. Perhaps we could work together on another solution." The strange Loa lowers her trident, turning it aside. "You believe me?" Nyx nods emphatically. "I can usually tell when someone's bullshitting me. Comes with being a teacher. I'm not getting that from you at all. Let's talk." Immediately read the Alternate Win Condition for this Encounter.

  • ENOUGH TALK, HAVE AT YOU!: Of course the thief would want you to walk away and let her keep her spoils, you aren't going to indulge her another moment! You raise your weapon to strike. She's too fast, retreating into the shadows of the cavern ahead. "I won't let you have it!" she yells, desperate and terrified. "Even if I have to kill you to keep it safe!" Place tiles, tokens, and figures according to Diagram 3. If you cannot Spawn all figures placed by this Diagram, WARP any Combatants you cannot Spawn from HST2 into their positions in this Diagram instead. Any figures warped in this way remove all Damage and Effects.

  • 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.
  • Underwater Vortex: These tokens represent a swirling vortex in the water, ready to draw in anyone who gets too close. Beware the depths. These tokens turn the space they occupy into Dangerous Terrain.