EPISODE #777

Today's thrilling adventure sees our heroes battling The Haunted Mansion, in an Arctic Camp.

The objectives are Rescue the Prisoner, Set the Explosives, and Call for Rescue.

Local Threats

6) Creeping Horror

This threat marker remains in play. All heroes within 6" suffer disadvantage on all non-attack skill checks.

7) 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.

8) 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.

Setup

Objectives

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.

Set the Explosives

Heroes on the villainous half of the table may interact within 1” of any piece of terrain to place an Explosives marker within 1” of them and touching the terrain piece. This Explosives marker may not be placed within 6” of another Explosives marker. A model with the Demolition Expert gains +3 skill when interacting to place an Explosives marker. End Of Game Condition: The game ends on the round that the third Explosives marker has been placed. At the end of the game, score 1 point for each Explosives marker that has been placed.

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.