EPISODE #526

Today's thrilling adventure sees our heroes battling The Ghast, in the Deepest Amazon.

The objectives are Activate Contraption, Call for Rescue, and Rescue the Prisoner.

Local Threats

6) Disaster Strikes

When revealed, the revealer suffers a skill 7 attack. If this attack does one or more wounds, the model is knocked down. Discard this threat marker after revealing.

7) Unsteady Underfoot

When revealed, the revealer must pass a skill check or be immediately knocked down. This threat marker remains in play. When a hero ends a move action within 6", they must pass a skill check or be knocked down.

8) Earthquake

Every hero within 6” of the revealer of this threat marker is immediately knocked down, including the revealer. Discard this threat marker after revealing.

Setup

Objectives

Activate Contraption

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 choose to activate the contraption. If all three Switch markers are successfully interacted with to activate the contraption during the same round, score 3 points and increase the threat level by 1. End Of Game Condition: The game ends at the end of the round on which this objective was scored.

Call for Rescue

Objective marker: Deploy a 30mm Radio marker (or a suitably sized item of terrain) anywhere with 9” of the villainous board edge, and at least 3” from any other objective marker. End Of Game Condition: If a hero successfully interacts with the Radio marker, the rescue has been called: Spawn two minions, each exactly 5” from a random hero (roll twice) and as close to the villainous board edge as possible. Note the current threat level. When the threat level reaches four higher than the noted value, or 10, the game ends. If the rescue was called: for each member of your party alive at the end of the game, score 1 point, to a maximum of 3 points.

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.

At the end of the game, if the Thankful Prisoner is alive, score 3 points.