Today's thrilling adventure sees our heroes battling, .
The objectives are, , and .
6) Creeping Horror
This threat marker remains in play. All heroes within 6" suffer disadvantage on all non-attack skill checks.
Every hero within 6” of the revealer of this threat marker is immediately knocked down, including the revealer. Discard this threat marker after revealing.
8) Driven Back
Every hero within 6” of the revealer must make a skill check. Each model is pushed back 3”, less 1” for each success they rolled, directly away from the threat marker.
Rescue the Prisoner
Objective marker: Deploy a Prisoner marker (ideally an appropriate miniature) within 6” of the middle of the far board edge, and at least 3” from any other objective marker. If the heroes can successfully interact with the Prisoner marker twice, the prisoner is freed. Deploy a Thankful Prisoner model within 1” of the Prisoner marker and remove the Prisoner marker. The Thankful Prisoner acts as a teammate from now on, with 6 Wounds and Skill 1.
Kill the Master
At the end of the game: if the heroes have killed all listed masters, they score 3 points.
Flip the Switches
Objective markers: Deploy three 30mm Switch markers: the first must be within 6” of the middle of the far board edge, the second must be within 9” of the far right-hand corner of the board, and the third must be within 9” of the far left-hand corner of the board. Each Switch marker must be deployed at least 3” from any other objective marker. Note: if you have multiple objectives that refer to Switch markers, use a single set of Switch markers shared by all objectives. A hero may interact with a switch. If successful, they may flip the switch. The first time during the game that each switch marker is successfully flipped: score 1 point and increase the current threat level by 1.