EPISODE #197

Today's thrilling adventure sees our heroes battling The Catacombs, on a Run-down Farm.

The objectives are Flip the Switches, Rescue the Prisoner, and Stop the Ritual.

Local Threats

6) 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.

7) Mired

This threat marker remains in play. When a model within 6" declares a Walk action, they must pass a skill check or move at half speed during that action.

8) Utterly Horrible

When revealed, the revealer and every hero within 6” of the threat marker must make a horror check with disadvantage, treating this threat marker as the closest villain. Discard this threat marker after revealing.

Setup

Objectives

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.

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.

Stop the Ritual

Objective marker: Deploy a 30mm Idol marker (or a suitably sized item of terrain) within 6” of the centre of the board, on the villainous half of the table and at least 3” from any other objective marker. Note: if you have multiple objectives that refer to an Idol marker, use a single Idol marker shared by all objectives.

During play, the Idol marker always counts as an unrevealed threat marker for the purposes of villainous behaviour. The first time the Idol is successfully interacted with each round, score 1 point, up to a maximum of 3 points from this objective.

At the end of each round, if there is at least one unengaged villain within 3” of the Idol marker, or at least one heroic model was killed this round, increase the current threat level by 1.