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Expanded Story Quests

No Rest For The Weary ..............................................................................................1


The Stone of Life..........................................................................................................5
The Mad King.............................................................................................................10
Common People .........................................................................................................14
The Infernal Machine...............................................................................................19
The Story Quests published by MCG so far are skeletal structures that leave many ambiguities in set-
up and resolution. This booklet expands on those Story Quests, suggesting rules and layouts for each
tile.
Suggested Lairs, Hunting Packs and Traps should (of course) be ignored by players wanting to develop
their own adventure-experience. Some of the following Traps are referenced in my Enhanced Traps
Booklet and some of the Quests are found in my Freeplay Quests but the standard Traps and Quests
or those of your own choosing can be substituted.

No Rest For The Weary


Official Text: There have been rumours of Tile 1 (6x6, Cellar)
Crawler swarms in the area, but after days of
searching you can find no sign. No tracks or trails Setup: Heroes start with no gear. Each player
mark their passing. It seems like unfounded fear chooses 1 Brown Item from their normal
has brought you to this place. Having slept in the Starting Gear and draws 1 (unseen) Green
weather for a week, you decide to call it done and Item from the Green Deck. Shuffle these
seek out the warmth of the tavern you passed as together and split into two piles, face down.
you entered these woods. Quest/Trap: Place two Grave Markers on
Introduction: An unusual Story that starts the tile, one for each pile of face-down Item
with the Heroes captured and stripped of Cards. A Hero adjacent to the Grave Marker
their Gear in the middle of a Crawler hive. can spend 1MP as a non-combat action to
They have to fight their way clear, survive a look through the corresponding stack of cards
major Slaughterfield-style assault and then a move one to his or her Inventory. Any
attack the Inn where the Darkness abides. All uncollected Items are turned face up and
the time, they labour under penalties for claimed by Heroes as soon as the tile is
exhaustion that add to APs (making Darkness cleared.
especially active) and restrict their Movement. Lair: Optional; Arachnid if selected
This is a tough course that is not suited to
starting Heroes. However, the Title gained at Hunting Pack: 1-2; Crawlers placed
the end is worth the trouble. surrounding one or both of the Grave
Markers
Act 1: The Silent Minstrel Treasure: 6 gold
Official Text: Ambling up to the Silent Minstrel Merchant: None, but Heroes can use earned
for the night, you are keen to get a nice bit of gold to “buy” any Green Items, representing
food, a tasty libation or two, and the warmth of a further loot discovered among the bodies, and
friendly hearth. The innkeeper, a rather jovial up to 3 Anti-venom Potions for 2 gold each.
fellow, serves you himself. It has just started to
occur to you how empty the tavern is when your Commentary: Heroes like the Archer and
vision blurs. You attempt to rise and stumble to Trickster are severely weakened without their
the floor. The innkeeper’s raucous laughter turns Starting Gear. The Archer may choose his
alarmingly loud as darkness sweeps over you. Stick & Twine to be among the grave goods
and make do without an Arrow Bag, keeping
You wake to find yourself in a pile of people. only 1 Arrow ready at a time; the Trickster
Expanded Story Quests

may choose either the Tool Bag or Jagged Slaughterfield-style, from one edge. In both
Stone to be among the grave goods. At the cases, the waves can be stopped if four Grave
end of the first tile, if the other players agree, Markers are burned or 4 Runes are collected.
they may buy the Quiver, Spanner or Tool Kit
from the Green Item Deck. Tile 3 (6x12, Crypt + Gateway)
Groups without the Archer or Trickster can Quest + Trap: A Trap can be rolled using
do quite well from this tile, ending up with the normal rules or on the table here and set
their most important Starting Gear and up inside the Crypt.
acquiring powerful Green Items into the FD Trap
bargain. Chain Lightning
Choking Cloud
Placing a Lair in this tile, which the Heroes
Whirlwind of Steel
may be unable to damage in the first few HCs,
Poison Darts
creates much more danger. A single Hunting
Dragon’s Breath
Pack, especially a small one, makes for an easy
Poltergeist
tile that lets the Heroes equip themselves for
what lies ahead. A Quest can be drawn from the Quest Deck
or rolled from the Arachnid Quests below.
Tile 2 (12x12, Underground River) FD Arachnid Quest
Quest: None specified. Players may draw Scent of the Mother
from the Quest Deck or roll on the Arachnid The Spider Cult
Quests table: Signs of Infection
FD Arachnid Quest A Foul Harvest
Gunpowder Plot The Hatchery
Prisoners of the Spider Don’t Let It Get Away
Ritual Mass Suicide
I recommend Choking Cloud filling the Crypt
Pest Control
area, which rewards Heroes who can escape
Desperate Pursuit
from the Crypt into the open air. The Hatchery
Rescue Mission fits the theme of an Arachnid Hive and the egg
Alternatively, I recommend Ritual Mass Suicide sacs could be placed anywhere throughout the
as fitting the innkeeper’s membership of the two tiles. If there are egg sacks inside the
Spider Cult and the later discovery of his Choking Cloud, Heroes will have to hold their
corpse. In this case, move the Heroes to the breath long enough to destroy them.
centre of the tile and place 4 Grave Markers. Lair: One Arachnid Lair
Treat the tile as a Slaughterfield that runs until
all the bodies have been burned. Alternatively, Hunting Pack: 1 Crawler Hunting Pack
Desperate Pursuit fits the theme of helplessness Treasure: Gold Hoard
and fatigue; place 4 Runes on the board to
mark out the “route” of the chase. In neither Merchant: Draw a random Merchant Card
Quest are Lairs or further Hunting Packs Commentary: If you don’t use my
needed. suggestions, it still makes sense to place the
Lair: 1 Arachnid (unless using Quests above); Trap in the Crypt and the Lair outside. If
optionally 1 other there is also a Hunting Pack in the Crypt, the
Heroes may struggle to fight through to get to
Hunting Pack: 0-2; Crawlers if selected the Lair before it has Spawned again –
Commentary: You can play this as a simple remember that the Gateway tile imposes a
12x12 with a single Lair, which is no great bottleneck which can make it difficult for
challenge. Adding a second Lair and Hunting monsters to enter, but hard for Heroes to
Packs ramps up the difficulty. Wise players will leave. If Heroes are blocked inside the Crypt,
use the bridges as bottlenecks but Ranged the Choking Cloud will start to take its toll on
Crawlers can spit venom right across the them (monsters are immune to it).
river. With the Lair outside, this is a surprisingly
If you use the Ritual Mass Suicide, Heroes can difficult tile and the Heroes deserve their
gather more Treasures through the Hoard and the appearance of a Merchant
Slaughterfield mode treasure popping alongside two treasure draws. If you want to
mechanic. Desperate Pursuit forces the Heroes make this tile easier, place the Lair inside the
to crisscross the tile while Arachnids enter, Crypt and the trap outside, guarded by a
different sort of Hunting Pack (eg Grubbers).

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Expanded Story Quests

Official Resolution Text: The cool wind of if they survive the Mini-Boss, they get 2 more
the woods falls upon your face. You have rarely treasure draws.
been so glad to be in a cemetery. You recall the
Official Resolution Text: Never before have
unkindness of the Silent Minstrel and decide that
you been this tired. Your legs refuse to move and
a second visit is in order, this time with a torch
your hands barely grasp weapons soaked in blood.
and kindle.
You think perhaps you’ll rest in the Silent Minstrel
Reward: Remove 4 White Treasure tokens, before you burn it down, after dealing with the
draw 2 Random Treasure tokens owner of course.
Reward: Remove 2 White Treasure tokens,
Act 2: You’re Gonna Die add 1 Blue Treasure token, draw 2 Random
Here, You Know Treasure tokens
Official Text: It seems the Silent Minstrel will Act 3: The Black Tide
have to wait, the Darkness isn’t done with you.
The brief respite upon leaving the Crawler hive is Official Text: The friscalating [sic] dusk-light
shattered as you take your first steps into the makes the woods appear even more sinister than
cemetery. What begins as a small chatter rises to you remember. You see monsters everywhere. The
a grating chorus, the crying of a hundred foul uneven ground makes it almost impossible to find
things rises up around you. As you compel your sure footing.
battle-weary body to defend itself, you look on the
Everything in your being yearns for you to rest, but
bright side: at least they won’t have to move the
march on you must.
body far to bury it.
Setup: All Action Cards add +1 AP to the
Tile 1 (12x12, Cemetery, Darkness Meter because the Heroes haven’t
Slaughterfield) had a chance to rest. Heroes cannot use Move
Cards at all during this Act. (Cards which do
Setup: Heroes begin in the centre of the tile.
not count as Moves, like the Archer’s Tumble
Quest: All Action Cards add +1 AP to the or the Trickster’s Launchy Pad, can still be
Darkness Meter because the Heroes haven’t used).
had the chance to rest. Play 5 waves of
Slaughterfield. When the 5th wave is cleared, a Tile 1 (4x6, Forest Trail)
Mini-Boss appears. Trap: Roll a Trap for this tile. Use the normal
Wave Monsters Trap table or this one.
1 12 Crawlers (3 per side) FD Trap
2 16 Crawlers (4 per side) Avatar of Winter
3 2 Stalkers (1 per side) Darkness Falls
& 2 other Captains (1 per side) Floor Spikes
4 6 Crawlers (3 per side) Rolling Boulder
& 6 other Minions (3 per side) Avatar of Plague
5 8 Crawlers (4 per side) Enraged Beast
& 8 other Minions (4 per side)
6 Mini-Boss The Enraged Beast works well with or without
a Hunting Pack and, if the thorn is removed
It’s a shame that Myth does not feature an from its paw, the Beast becomes an Ally the
Arachnid Mini-Boss. If you want to include Heroes may call on later in this Act.
one here, use the Stage 1 Terror With 1000
Legs as a Mini-Boss (it is destroyed rather Hunting Pack: Optional; any monsters can
than mutating into Stage 2). be selected here
Lair: None Commentary: Given the AP penalty the
Heroes already labour under, Darkness Falls is
Hunting Pack: None an unwelcome Trap; the inability to use
Commentary: The AP penalty for playing Movement Cards also creates problems for
Action Cards makes this Slaughterfield Rolling Boulder which could be lethal. The two
tougher than usual. The arrival of a Mini-Boss Evil Avatars make modest challenges at this
at the end can be overwhelming. stage and Floor Spikes is a good tactical Trap if
Nevertheless, the enhanced treasure pops there is a Hunting Pack on this tile too.
from a Slaughterfield board should ensure the
Heroes are well equipped by the end of it and,

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Expanded Story Quests

Tile 2 (12x12, Mountain) FD Trap


Stormbringer
Quest: None specified. Players may draw
Devouring Earth
from the Quest Deck or roll on the Mixed
Floor Spikes
Quests table:
Rolling Boulder
FD Mixed Quest
Hornets Nest
Gunpowder Plot
Enraged Beast
The Sacrifice
Ritual Mass Suicide
The Dawn Raid The Devouring Earth works well with a Hunting
Desperate Pursuit Pack and, over a double-length tile, all 4
Take the Battle To Them quicksand patches are likely to be revealed.
Stormbringer makes it hard to advance against
As with the 12x12 tile in Act 1, I recommend
a Hunting Pack or use Ranged Attacks. Rolling
Desperate Pursuit because it fits the theme of
Boulder can be fatal on a double-length tile like
helplessness and fatigue; place 4 Runes on the
this – especially when Heroes cannot use
board to mark out the “route” of the chase.
Movement Cards. If Hornets Nest is used, place
Alternatively, Ritual Mass Suicide fits the
2 nests, one on each tile.
innkeeper’s membership of the Spider Cult
and the later discovery of his corpse. In this Hunting Pack: Optional; any monsters
case, move the Heroes to the centre of the
Commentary: Not much to say. If you use
tile and place 4 Grave Markers. Treat the tile
the standard traps, then Crushing Walls can
as a Slaughterfield that runs until all the bodies
work here (although it’s hard to rationalise)
have been burned. In neither Quest are Lairs
and Darkness Falls can make the last tile
or further Hunting Packs needed.
difficult for weary Heroes.
Lair: 1-2; any monsters (unless using the
Quests above) Tile 4 (6x6, Inn)
Hunting Pack: 0-2; any monsters (unless Setup: Place an Underground Entrance
using the Quests above) (Hole) and a Torch in the two near corners.
Place a Pile Of Wood diagonally opposite
Commentary: You can play this as a simple the Torch.
12x12 with a single Lair, which is normally no
challenge but becomes more difficult with the Quest/Trap: At the end of every HC (during
penalties the Heroes are suffering. Then again, the Quest Phase), 4 Crawlers (2 Melee, 2
they are well-equipped by now so adding a Ranged) emerge from the Hole.
second Lair and Hunting Packs greats a more Any Hero occupying the same space as the
stressful challenge. This open tile has no Torch or the Wood can pick it up by spending
tactical features the Heroes can take 1 MP as a non-combat action. If a Hero carries
advantage of. both, or two Heroes each carrying one of
If you use Desperate Pursuit, the Heroes must these Objects are adjacent, a fire can be lit
crisscross the tile while monsters enter, during the Quest Phase of any HC. Place a
Slaughterfield-style, from one edge. In Ritual Fire on the tile adjacent to the Hero(es). The
Mass Suicide, Heroes can gather more Fire does 1 damage to anything that occupies
Treasures through the Slaughterfield mode the same squares. On the following HC,
treasure popping mechanic. In both cases, the during the Quest Phase, the fire fills the whole
waves can be stopped if four Grave Markers tile, damaging all occupants and closing the
are burned or 4 Runes are collected. Hole; on the Quest Phase after that, the Inn is
However, you might be weary of destroyed, killing everything inside. Once the
Slaughterfield after Act 2. Fire is in play, Heroes can leave the tile (and
the game) by moving off the edge by which
Tile 3 (4x12, Forest Stream + they entered.
Forest Stream) Optionally, place a Grave Marker on the tile
Setup: Place the two 4x6 tiles at right angles; to represent the dead innkeeper. His body
this still counts as a single 4x12 tile. adds +1 AP each HC and, during the Darkness
Phase, turns into a temporary Lair if the
Trap: Roll a Trap for this tile. Use the normal Darkness Symbol is rolled on FD. A Hero
Trap table or this one. Remember to add 2 carrying the Torch can burn his remains by
bonus Serendipity for disarming or escaping it. spending 1 MP as a non-combat action,

4
Expanded Story Quests

removing his token from the board. The Fire because you don’t know if it was willpower or the
will also do this. desire for revenge that carried you forward.
A second option is to use fire spells to light You are glad the innkeeper was dead when you
the Wood and/or burn the innkeeper’s body. arrived, for you are unsure how you would have
A spell used this way has no other effect and responded if he were living. Perhaps you aren’t a
the caster must roll their Fate Symbol using Hero after all.
their non-combat dice pool otherwise the
Reward: Heroes recover the Gear they lost
flames do not catch. A Trickster can create a
at the start of the Story.
fire without the Torch, using the Wood and
Bang Powder as a TN 4 non-combat action; Either manipulate decks by 1 Card or acquire
the Bang Powder is lost if the attempt fails. the Title Harbringer which prevents monsters
from attacking the bearer if they fail a
Glacier’s Grip may be used to create a space
Courage Test.
immune to the damaging effect of the Fire for
1 HC, after which the spell must be discarded. Commentary: This is a tough Quest. If
Heroes survive the first Act, they will usually
Lair: 1 Arachnid Lair in far corner
pick up Items that are as good as or better
Hunting Pack: Optional; instead of a than their Starting Gear, but the AP penalties
Hunting Pack, set the Darkness Meter to 3 at mean the Darkness will act much more often
the start of the encounter and the Movement restrictions in the final Act
weigh heavily on mobile characters as well as
Treasure: 6 gold
making some Traps much more deadly. The
Merchant: A random Merchant appears once final tile is a cramped fight with monsters
the inn is destroyed pouring in from two sources: wise Heroes will
focus on lighting the fire rather than defeating
Official Resolution Text: The fire takes a bit
the monsters.
of coaxing, but soon its tongues reach out and lick
wall and furniture alike. Starting players might prefer to avoid this
Quest in favour of The Mad King or
Long past when you should have left, you stare at
Common People instead. The restrictions
the fire. On this day, you learned two things: it is
on AP and Movement and the loss of normal
comforting to know that quitting never crossed
Gear are challenges more experienced players
your mind; the second is not as comforting
will appreciate.

The Stone of Life


once it is acquired, the Heroes can use it to
Official Text: On the edge of the frontier, the
seal away the Mother for another 1000 years.
call has gone out. Terror has returned. An ancient
prison has been opened. People are dying. A great
darkness has begun to stalk the night. The
Act 1: The Jewel in the Water
homesteaders of River Falls need Heroes. Official Text: Ill-fated fortune has brought you
Introduction: This is a complex Story with a to River Falls. Drawn faces greet you, gaunt and
memorable opening. The Heroes help the starving. Dire words follow. The lay-leader,
community of River Falls and save a thief from Warren, weaves a tale of hardship and woe born
a Crawler attack, only to learn that the from the theft of a sacred jewel, surreptitiously
community is a Spider Cult who have stolen in the night from the cave behind the now-
sacrificed themselves to free the demonic dried-up waterfall. For generations, none have
Mother. The adventure introduces the [sic] dared enter the cave, as it had been
recurring character of Emberweave, the Mini- prophesised that the jewel and prosperity were
Boss Yardu and a chance to tangle with the interwoven. To steal the jewel would bring disaster
Terror With 1000 Legs itself, with a nearby to the people. Someone or something did and now
lever that can end the fight early if the Heroes doom has found them. The thief was captured but
are lucky. The actual plot is baffling but I’m the jewel was not on his person. As you begin to
assuming that the Life Stone is in either ask Warren more, the clicking of the Crawlers
Emberweave’s or Yardu’s possession and, seems to surround you. The ground groans and
lurches and just as suddenly a sinkhole opens

5
Expanded Story Quests

under the structure near you, swallowing it Hunting Pack: 0-1; any monster type
completely, spitting out Crawlers that surge across
Commentary: I’m assuming that the castle is
the courtyard towards the castle and… the thief.
a big old ruin which the folk of River Falls use
Tile 1 (12x12, Courtyard) as their gaol but don’t go into the rest of the
time – that explains why there may be traps
Setup: Heroes start at one end of the tile and monsters here beside the Crawlers.
and must exit through the opposite end (the
steps). The Portcullis Trap is aggravating if the Heroes
are being pursued but it may be a blessing
Quest: None specified and the urgency of once the Crawlers are all on the wrong side
rescuing the thief before the Crawlers get to of it. Temporal Loop can make things very
him suggests no additional Quest is needed on difficult indeed, adding new Hunting Packs
this tile. while allowing pursuing Crawlers to enter the
Optionally, the Heroes must complete the Act tile.
and rescue the thief before the Darkness Tile 3 (12x12, Grand Chamber)
Deck (10 Cards) runs out.
Quest: No Quest is specified for this tile nor
Lair: 1-2, Arachnid only. Since the point is to
may one be needed if the Crawlers are still
exit the tile as quickly as possible, 2 Lairs may
giving chase.
encourage the players to flee rather than
trying to clear the tile. Optionally, put a Underground Entrance
(Hole) on the tile to represent another
Hunting Pack: 0-2, Arachnid only. If you
sinkhole. 3 Crawlers (2 Melee, 1 Ranged)
have enough miniatures, the 2 Crawler
emerge from the Hole during the Quest Phase
Hunting Packs would also encourage Heroes
at the end of every HC.
to flee the tile rather than standing and
fighting. Lair: 1-2, any monster type
Commentary: The text suggests the Heroes Hunting Pack: 0-2 Hunting Packs; one of
should be in a hurry, so either load the tile them should be Crawlers
with monsters or using the timing device or
Commentary: If you use the optional
both. Remember that if the Heroes leave a tile
Underground Entrance, then the Lair(s) don’t
before it is cleared, Threat and the Darkness
have to be Arachnids and could be other
Meter are not re-set; any Lairs left behind
monsters haunting the castle and stirred into
continue to Spawn and monsters on the
activity by the Darkness – Undead or
abandoned tile will pursue the Heroes (and
Grubbers would be ideal.
Crawlers move fast).
Once again, loading the tile with 2 Lairs and 2
Tile 2 (4x6, Corridor) Hunting Packs (in addition to the
Trap: Roll on the standard table or on this Underground Entrance) would motivate the
one drawn from my expanded traps: players to escape the tile rather than trying to
FD Trap clear it.
Portcullis Tile 4 (4x6, Dungeon Corridor)
Darkness Falls
Temporal Loop Trap: Roll on the standard table or on this
Doppelganger one drawn from my expanded traps:
Falling Ceiling FD Trap
Crushing Wall Portcullis
Darkness Falls
I recommend Falling Ceiling and Crushing Wall Floor Spikes
(which requires adding in an extra tile) Doppelganger
because, if the Heroes get through them, they Falling Ceiling
could make it impossible for Crawlers from
Crushing Wall
the previous tile to pursue any further.
I recommend Portcullis because the Heroes
Alternatively, I recommend Doppelganger as
may be able to use it to block off pursuit.
fitting the Story’s theme where people are not
as they seem and the Darkness can take many Alternatively, Doppelganger creates late-in-the-
forms. Heroes need to expose the day tension and puts the Heroes at risk of
Doppelganger before moving on otherwise Threat Penalties on the final tile.
they always attract Threat Penalties.

6
Expanded Story Quests

Hunting Pack: 0-1; any monster type placate an undead giant called Yardu. Yardu has
razed everything the sad man has ever loved. A
Commentary: As before, the various Traps
strange figure appeared in his dreams and
that block off the passage - like Falling Ceiling
prophesied that everything could be returned, all
and Crushing Wall - may prove to be blessings
reparations repaid [sic], if only the great jewel
for Heroes who did not clear the previous
from the river was retrieved.
tile(s). (The Story doesn’t specify how the
Heroes are to get out of the Castle once they When he, the thief whose name you discover is
rescue the thief, so I assume there are other Pete, grabbed the jewel, the figure from his dream
exists beside this one). appeared and he found himself in the custody of
the people of River Falls.
Tile 5 (6x6, Dungeon Cells)
Warren suggests you seek out Pete’s home, where
Quest/Trap: Place a Fighter in one of the it all began.
3x3 cells to represent the thief and another
Underground Opening (Hole) in the other Reward: Remove 2 White Treasure tokens,
cell. At the end of every HC, 3 Crawlers (2 add 1 Blue Treasure token, draw 2 Random
Melee, 1 Ranged) appear on the Hole. When Treasure tokens
there are 4 Crawlers in the cell, they can tear
down the bars and Move into the thief’s cell. Act 2: An Eight-Legged
Thief Question
Defence 3 Vitality 5
Official Text: Something doesn’t sit so well with
Heroes can open the cell with the Hole in it you as you plod along past through [sic] the feral
as a TN 6 non-combat action; the thief’s cell is places. Where the foolish brave build homes [sic]
tougher to open and requires a TN 9 non- and live on their own at the edge of the wilds. You
combat action. Until then the bars block have heard tales of bad fortune, but nothing like
Movement and also Line of Sight. Pete described. Pete is either cursed or there is
If the thief is adjacent to a Hero, he can move something more sinister at work. The splash of
2 squares during the Refresh Phase. If he is water shakes you from your thoughts. You do not
moved out of his cell, he is considered recognise this place. Where once a path ran, now
rescued and removed from the board. After only a small stream [sic]. You turn around but
this, the Heroes can escape at the end of any find nothing but closed-in woods and this gully.
Hero Phase in which there are no monsters How came you to be here?
on this tile. Setup: No Move Cards can be played to find
Lair: None the campfire. If even one is played, at the end
of tile 3, the Heroes find themselves back at
Hunting Pack: Optional; instead of a tile 2.
Hunting Pack, set the Darkness Meter to 3
Tile 1 (4x6, Forest Trail)
Treasure: 6 gold
Trap: Roll a Trap for this tile. Use the normal
Merchant: A random Merchant appears once
Trap table or this one.
the thief has been rescued
FD Trap
Commentary: If you are using the optional Stormbringer
rule, then the Crawlers flood the tile (place Devouring Earth
one on every empty space) and kill Pete as Floor Spikes
soon as all 10 Darkness Cards have been Rolling Boulder
played and another Darkness Cycle begins. Hornets Nest
More conventionally, the Crawlers may kill Enraged Beast
Pete by breaching his cell before the Heroes
can rescue him – assume that reaching Pete is The Devouring Earth and Hornets Nest work
their Highest Priority on this tile, followed by well with a Hunting Pack. Stormbringer and
Proximity to Heroes and with Threat last of Floor Spikes make it hard to advance against a
all. Of course, they may still be distracted by Hunting Pack. Rolling Boulder can be fatal when
Cards like Your Mother’s A Crawler. If Pete is Heroes cannot use Movement Cards to
killed, the Heroes have to clear the tile to escape.
survive but gain no Reward. They may still
Hunting Pack: 1; any monsters
continue to Act 2.
Commentary: Not much to say. If you use
Official Resolution Text: The thief, it seems,
the standard traps, then Darkness Falls can
is just a desperate homesteader seeking to

7
Expanded Story Quests

make the remaining tiles difficult for weary we-started magic at work in this Act. Darkness
Heroes. Despite the title of the Act, there Falls and Ashen Touch are particularly punishing
doesn’t seem to be any reason why the on a longer tile like this.
monsters in this Act should be Arachnids. In
Hunting Pack: Optional; any monsters
fact, since the Heroes seem to have stumbled
into a mystical dimension, odd monsters like Commentary: See comments for tile 1,
Elementals would not be out of place. although the Traps here have a more
obviously mystical bent as we approach the
Tile 2 (12x12, Mountain) source of the enchantment.
Quest: None specified. Players may draw
Tile 4 (6x6, Campfire)
from the Quest Deck or roll on the Mixed
Quests table: Quest/Trap: You can choose either, either
FD Mixed Quest rolling on the standard table/drawing a Quest
Gunpowder Plot Card or rolling on the tables below.
The Sacrifice FD Trap
Water from a Sacred Well Jove’s Thunderbolt
The Dawn Raid Flowery Death
Hostage Crisis Stuff of Nightmares
Rescue Mission Poison Darts
Poppies of Lethe
I recommend The Sacrifice because it
Hurn’s Pitfalls
foreshadows the Spider Cult’s activities back
in River Falls. Dawn Raid and Gunpowder Plot When the Trap is disarmed or the Quest
both have a feelgood factor to them after a lot concluded, Emberweave appears and any
of hard slogging. Water from a Sacred Well fits remaining monsters on the tile disappear.
the otherworldly vibe of Act 2.
I recommend Stuff of Nightmares to accentuate
Lair: 1-2; any monsters (unless the Quests that “what-is-real-anyway?” theme of this act.
above specify) Waking the dreamer dispels the nightmare
Hunting Pack: 0-2; any monsters (unless the monsters and Emberweave appears, but a
Quests above specify) Hunting Pack guarding the dreamer might
make this more difficult.
Commentary: You can play this as a simple FD Arachnid Quest
12x12 with a single Lair, which is normally no Treasure Seekers
challenge. The inability to use Move Cards The Spider Cult
slows Heroes down but they should be well- The Child Snatchers
equipped by now so adding a second Lair and
A Foul Harvest
Hunting Packs greats a more stressful
Gathering Flowers
challenge. This open tile has no tactical
Don’t Let It Get Away
features the Heroes can take advantage of.
Alternatively, The Spider Cult foreshadows the
Tile 3 (4x12, Forest Stream) revelations in Act 3 and lets the Heroes tangle
Setup: The tiles are arranged at right-angles with the Terror With 1000 Legs very briefly.
but still constitute a 4x12. When the Terror leaves, Emberweave
appears.
Trap: Roll a Trap for this tile. Use the normal
Trap table or this one. Remember to add 2 Lair: Optional Lair
Serendipity to the Reward for Hunting Pack: 1-2 Hunting Packs
escaping/disarming the Trap.
FD Trap Treasure: 6 Gold
Avatar of Winter Merchant: Draw a random Merchant Card
Darkness Falls
Temporal Loop Commentary: If you interpret this Story
Doppelganger that Emberweave is the mysterious figure of
Hornets Nest Pete’s dream, then he has summoned the
The Ashen Touch Heroes to him to entrust them with the jewel.
One of the Heroes starts Act 3 in possession
Hornets Nest works well with a strong Hunting of the Life Stone token. If you prefer to
Pack: 2 nests should be placed, one on each think that Yardu was behind the jewel’s
tile. Temporal Loop fits in with the back-where-

8
Expanded Story Quests

disappearance, then it must be recovered by reveal the Rune Trigger and remove the
defeating him in the next Act. corresponding Rune from the sack. By the
time the Heroes reach the last tile, there
Official Resolution Text: ‘So, it appears you
should be two Runes left in the sack.
have found me,’ always aloof. Emberweave
appears concerned. ‘If only I knew where you Tile 1 (12x12, Cemetery)
were.’ He invites you to sit by the fire. ‘It is a cold
night, evil is afoot and you are lost.’ You decide to Quest: Place Yardu near the middle of the
nitpick by telling him he was lost first. Instead, you tile. If the Heroes didn’t get the jewel from
settle near the fire. Its healing warmth penetrates Emberweave, Yardu carries it and will drop
your tired muscles and before you know it, or can the Life Stone token when he is defeated.
even explain why, you begin to tell Emberweave of Lair: 1-2 Lairs; 1 should be Arachnid
your adventure in River Falls and why you find
yourself lost. He seems curiously intent on what Hunting Pack: Optional; any type
you’re saying. Commentary: Other than Yardu’s presence,
When you are finished, he tells you of a myth. The this is a standard 12x12 tile. The Heroes
fire dances with each word, taking shape and should be well-equipped by now and ready to
form from the story… you don’t remember falling tackle a heavily-stocked tile, even with Yardu
asleep. When you awake, Emberweave is gone… on it. Remember, if there are Shamblers on
as is the gully and the woods. Your head hurts the tile, Yardu’s presence makes it easier for
with the need to remember something important, them to resurrect. If your preferred
but the myth by the fire is fuzzy. Without a interpretation of this plot is that Yardu first
reason to point to, you hurry back to River Falls. terrorised then manipulated the hapless Pete
They are in grave dange. into stealing the jewel, the Heroes must
acquire it by defeating him.
Reward: Add 1 Blue Treasure token, each
Hero draws a Random Treasure token Tile 2 (4x12, Crypt + Cave Stream)
Quest + Trap: Place a covered Rune
Act 3: A Child of the Mother Trigger at the back of the second tile, beside
Official Text: You arrive to find the town the stream. The carrier of the jewel can
abandoned. As you rush around River Falls trying uncover the Trigger as a non-combat action
to find Warren, the memory of the myth (spending 1 MP) and the Trigger and
Emberweave shared shatters your purpose. All corresponding Rune from the sack are
around the small town are signs and reminders of discarded.
the tale, silent clues hidden in stores and the FD Trap
names of businesses that drive back into your Chain Lightning
mind the story by the fire: the Crawler Cult Choking Cloud
protected the jewel. Once every 1000 years, they Whirlwind of Steel
attempt to free their god, an ancient monster of Poison Darts
unknown form called the Mother. The story had Dragon’s Breath
been told a thousand times, but in every telling a Hurn’s Pitfall
“fire-weaver” laid markings along the river to help
the heroes drive the beast back, behind the A Trap can be rolled using the normal rules or
waterfall, sealing the monstrosity away until next on the table here and set up inside the Crypt.
time.
I recommend Choking Cloud filling the entire
The spider cult wasn’t trying to destroy River Falls, 4x12 area, which challenges Heroes to escape
it was River Falls. into the larger tile beyond.
Setup: The Heroes may have acquired the Lair: One Arachnid Lair
Life Stone token from Emberweave. If not,
Hunting Pack: 1 Crawler Hunting Pack
they will acquire it from Yardu in Act 1. The
jewel is carried in one Hero’s Inventory; if Treasure: Gold Hoard
that Hero dies, the Jewel can be picked up like
a Treasure Token by another Hero. Merchant: Draw a random Merchant Card

Place 4 Rune Triggers under Quest Reward: Remove 4 White Treasure Tokens,
Tokens and deploy them on tiles 2-4. Put the draw 2 Random Treasure Tokens
corresponding Rune tokens in a sack. If the Commentary: It makes sense to place the
Hero with the Life Stone performs a non- Trap in the Crypt and the Lair in the cave
combat action (spending 1 MP) on a trigger, beyond. If there is also a Hunting Pack in the

9
Expanded Story Quests

Crypt, the Heroes may struggle to fight Lair: None


through to get to the Lair before it has
Hunting Pack: Optional; instead of a
Spawned again. If you want to make this tile
Hunting Pack, set the Darkness Meter at 3.
easier, place the Lair inside the Crypt and the
trap outside, guarded by a Hunting Pack. Treasure: 6 gold
Tile 3 (12x12, Underground River) Merchant: A random Merchant appears once
the jewel is restored
Quest: Place a covered Rune Trigger at the
back of the tile, between the river and the Official Resolution Text: The Mother is
barrels. The carrier of the jewel can uncover sealed away once again, but at what cost? The
the Trigger as a non-combat action (spending Crawler cult is no more, having sacrificed
1 MP) and the Trigger and corresponding themselves to the snapping mandibles of the
Rune from the sack are discarded. Darkness. Where once was life, now none remain
[sic].
Lair: 1 Arachnid; optionally 1 other
Reward: Either manipulate decks by 1 Card
Hunting Pack: 0-2; Crawlers and others or acquire the Title Life-Bringer which provides
Commentary: You can play this as a simple +1 to base Vitality and confers +1 Vitality
12x12 with a single Lair, which is no great from Heals
challenge. Adding a second Lair and Hunting Commentary: This is an involved Quest.
Packs ramps up the difficulty. Wise players will There are several appearances by Merchants,
use the bridges as bottlenecks but Ranged giving Heroes a chance to arm themselves
Crawlers can spit venom right across the with very powerful Gear. However, the
river. opening Act is tough, involving swarms of
Arachnids when the Heroes have not yet
Tile 4 (6x6, Underground Pool)
acquired Anti-venom Potions. The final Act
Quest/Trap: The Terror With 1000 Legs is features appearances by both a Mini-Boss and
in the middle of the pool. When it is defeated, a Boss, although the Boss can be disposed of
remove a Rune from the sack. without having to battle it down to zero
Vitality if the players are lucky or choose the
Place a covered Rune Trigger at the back of
option whereby the fourth Rune is revealed
the tile, between the pool and the edge of the
when Stage 1 is defeated.
tile. The carrier of the jewel can uncover the
Trigger as a non-combat action (spending 1 This is a tough proposition for a first Story
MP). Draw a Rune from the sack: if it matches Quest and starting players might prefer The
the Trigger, the jewel can be returned to its Mad King or Common People instead.
resting place and the Mother is sealed away The ambiguities in the plot (just who took the
for another 1000 years. If it does not match, jewel, Emberweave or Yardu? why did the
return it to the sack and try again after the Spider Cult imprison Pete and why did the
final Rune has been drawn from the sack. Crawlers come to kill him? what was Yardu
doing in the cemetery?) risk turn this into a
Optionally, allow the other Rune to be
succession of senseless brawls, though I’ve
removed from the sack after the Terror’s 1st
done what I can to provide some sense of
Stage has been defeated. The Terror is
continuity.
automatically defeated if the jewel is placed on
the trigger and the correct Rune is drawn
from the sack.

The Mad King


the ruins and the walls are being rebuilt. If the
Official Text: And so it has come to this, the Darkness is to be pushed back, denied a foothold
Hermit King has returned, leading an army of among the free, the faithful must rise up and stop a
dark creatures. They have taken up refuge [sic] in king driven to madness.
the once mighty Haldor. The razed castle, long cursed,
is said to be the home of a fire drake. Smoke rises from Introduction: A classic Myth Story involving
sneaking into a monster-infested castle and an

10
Expanded Story Quests

epic showdown in Act 3. There are tough Merchant: Draw a random Merchant Card.
fights, so starting players might consider a few
Commentary: It’s helpful to start with a 6x6
Act Quests to boost their treasure sacks
tile because the Heroes get 6+ gold and a
beforehand. When you get to the final tile in
Merchant to spend it on before facing any
Act 3, you’ll want Vitality Potions and a few
serious opposition.
potent Green and Blue Items in your
inventories – the ability to call on Allies like Tile 2 (12x12, Mountain)
Marcus the Ready will be essential too.
Quest: Place a Supply Wagon on this tile.
Act 1: Circle the Wagons As long as it survives, +2 Minions will Spawn
from all activated Lairs on this tile.
Official Text: The first course of action is to Supply Wagon
create a diversion: destroying their supply chain Defence 3 Vitality 5
will do the trick. It is rumoured the supplies are
being sent through the overgrown forest to the Monsters will not move onto the Supply
south and the way is guarded by hundreds if not Wagon but Heroes can move onto the
thousands of Grubbers. Wagon at a cost of +2 MP and off it at a cost
of +1 MP. While on top of the Wagon,
Tile 1 (6x6, Campfire) Heroes receive +1D10/+1FD for Attacks
against targets below them; they also gain +3
Quest/Trap: None specified, so draw a
Threat (for Priority purposes) and Ranged
Chapter Quest or roll on the table:
Attacks against them are at -2 TN.
FD Mixed Quest
Treasure Seekers Lair: 2; at least one Grubber
The Face of Darkness Hunting Pack: 0-2; any monsters
The Savage Rites
Dishonour Among Thieves Commentary: You have to play two Lairs
Gathering Flowers on this tile, which always makes for a tough
Bring Me Its Head fight, especially if they are producing different
types of monsters and are positioned close
The Savage Rites works well with the Grubbers enough that they both activate at the same
dancing round the central fire. Dishonour time. To make things easier, position one Lair
Among Thieves fits the Act’s theme of stopping close to the Heroes and the other at the far
the Grubbers arming themselves and may help end of the tile so that, by moderating their
the Heroes equip themselves for what lies Threat, Heroes can delay its activation. Making
ahead; however, the inconvenient fire makes both Lairs of the same type (Grubbers) will
apprehending the treacherous Merchant reduce the AP created each Darkness Phase.
difficult and if he gets away the next tiles will
be even harder. For a really dangerous brawl, make the Lairs
of two different types and put a Hunting Pack
Alternatively, roll for a standard Trap or use of a third monster type on the tile.
the table below:
FD Trap Tile 3 (4x6, Forest Stream)
Chain Lightning Trap: A Trap can be rolled using the normal
Flowery Death rules or on the table here:
Snakepit FD Trap
Poison Darts Stormbringer
Dragon’s Breath Devouring Earth
Hurn’s Pitfall Floor Spikes
The central fire may make it particularly Rolling Boulder
difficult for Heroes to approach the Poison Hornets Nest
Darts, especially with a Hunting Pack of Enraged Beast
Grubbers guarding the Trap. However, the
I recommend Enraged Beast, since if it is fully
cramped conditions make it somewhat easier
disarmed it becomes an Ally on the next tile,
for players to get monsters caught in a Dragon
which could be a needed boost for a starting
Breath discharge.
group of Heroes.
Lair: Optional; any monster type
More experienced players might want to take
Hunting Pack: 1-2; probably Grubbers on a Hunting Pack fighting into Stormbringer or
through Floor Spikes (caltrops) or Devouring
Treasure: 6 gold

11
Expanded Story Quests

Earth. Without a Movement restriction, Rolling


Boulders pose little threat unless the Hunting
Act 2: The Hall of the King
Pack is very large. Official Text: The only way to get to the
Hunting Pack: Optional Hunting Pack Hermit King, short of raising an army, is to go
through the maze of underground passages that
Commentary: Not much to say. There are lead under the once-mighty castle. Scouts claim
no special restrictions on this Quest, so Traps that there is a way up to the courtyard, if those
are mostly just inconveniences and players will passing can deal with a large rock that seems to
want to hurry on to the next tile be blocking the way.
Tile 4 (12x12, Mountain) Tile 1 (6x6, Underground Stream)
Quest: Place another Supply Wagon on Quest/Trap: A Lair is mandated, so don’t
this tile. As long as it survives, +2 Minions will bother with a Quest.
Spawn from all activated Lairs on this tile.
Supply Wagon However, roll for a standard Trap or use the
table below:
Defence 3 Vitality 5
FD Trap
The same rules apply as on Tile 2. Chain Lightning
Since this ends up being a straight re-play of Choking Cloud
Tile 2, you might want to vary things by rolling Snakepit
to see what effect this Supply Wagon has: Poison Darts
FD Supply Wagon Dragon’s Breath
+2 Minions from each Spawn Hurn’s Pitfall
+1 Captain for each Normal Spawn Choking Cloud imposes a particular problem
Minions receive +1D10 on all rolls if dealing with the Lair, since Heroes must
within 3 squares discard Cards while holding their breath.
3 Grubbers emerge from the Wagon
each Refresh Phase Lair: 1; any monster type
Wagon adds +1 AP each Refresh Phase Hunting Pack: 1-2; any monster type
Wagon Attacks during Refresh Phase:
Range 3, TN 7, damage 1, attacks all Treasure: 6 gold
Heroes in range Merchant: Draw a random Merchant Card.
Lair: 2; at least one Grubber Commentary: Despite the mandatory Lair,
it’s helpful to start with this 6x6 tile because
Hunting Pack: 0-2; any monsters
the Heroes get 6+ gold and a Merchant to
Commentary: This is another fight whose spend it on. After the Reward at the end of
challenge depends on where the Lairs are the last Act, the shopping spree from this tile
positioned and how many monster types are should make the Heroes a force to be
in play. reckoned with.
Some of the alternative powers of the Supply Tile 2 (12x12, Underground River)
Wagon make the fight much tougher and
necessitate destroying it as a first priority. Quest: Two Lairs are mandated, so there’s
no need to bother with a Quest. The theme
The generous Reward at the end of the Act here is insurgency, so players probably don’t
helps prepare Heroes for what lies ahead. want to be slowed down chasing side-
Official Resolution Text: So far so good. He missions.
will have to spend more resources than necessary Lair: 2; any monsters
to recreate his supply chain and make sure
nothing disturbs it again. Hunting Pack: 0-2; any monsters
This should give you just the sort of diversion you Commentary: This is always an interesting
need to get into the ruins of Haldor and kill him. tile, divided by the river and criss-crossed by
bridges. How challenging it is depends on the
Reward: Remove 1 White Treasure token, placement of Lairs and whether monsters can
add 2 Blue Treasure tokens, draw 1Random be bottlenecked on the bridges. Crawlers can
Treasure token for each Hero spit venom clear across the River, but
otherwise tend to queue up mindlessly, as do

12
Expanded Story Quests

Undead. However, bottlenecks also make it Only after several moments in do you realise how
harder for Heroes to get at the Lairs. terrified you are. Grabbing the rock, you climb up
to the grate and enter the courtyard.
Tile 3 (6x6, Underground Pool)
Reward: Remove 3 White Treasure tokens,
Quest/Trap: Place the Boulder token in the draw 3 Random Treasure tokens
middle of the pool. Moving the Boulder is a
TN 5 non-combat action but this must be Act 3: Surprise Party
attempted by every Hero in the same HC: if all
of them succeed, the Boulder is removed. Official Text: The courtyard is full of Grubbers
and Muckers, and a few things you have never
As long as the Boulder is on the tile, a Hunting seen before. They all seem stunned of [sic] the
Pack enters the tile during the Quest Phase; rolling thunder beneath their feet, or perhaps they
there are 5 monsters (any type) in the are afraid. The rock may have been a blessing
Hunting Pack. Once the Boulder is removed, after all, as it has proved to be a decent
all monsters on this tile and any uncleared distraction.
earlier tiles are destroyed.
Lair: None Tile 1 (12x12, Courtyard)
Hunting Pack: 1-2; any monster type Quest: Place the Drain token in the bottom
left corner of the tile (opposite the steps): the
Treasure: 6 gold Heroes enter here.
Merchant: Instead of drawing a random Instead of Lairs, place 2 large Hunting Packs of
Merchant Card, Heroes can buy one Potion of two different monster types. Each consists of
their choice for 2 gold each (or Major Vitality 3 Minions per Hero; for each monster type,
Potions for 4 gold). place 1 Captain if there are 3 Heroes and 2
Commentary: If the Heroes are slow or Captains if there are 5 Heroes.
unlucky at moving the Boulder, the tile will fill During the first HC, Hero Cards earn -1 AP
up with monsters very quickly. On the other (due to surprise) but return to normal AP
hand, since the boulder kills everything in its costs after the first Hero Deck Phase ends.
path, players may prefer to vacate earlier tiles
before they are cleared and let the boulder Lair: None
clear the realm tiles for them: this is an Hunting Pack: See above - Grubbers and
acceptable strategy. one other type
Although the last tile calls for a Merchant, it Commentary: The effects of surprise (no or
seems implausible that a Merchant would minimal AP from playing Cards) will allow
appear here, out of a devastated cavern Heroes to cut a bloody swathe through
system, precisely before entering a monster- monsters before the first Darkness Cycle
infested castle, so the opportunity to buy/find arrives. Good, they’ll need to with this many
Potions is both more plausible and (probably) monsters on the tile.
more welcome. In any event, the Reward for
the Act gives Heroes the chance to acquire Tile 2 (4x12, Carpeted Corridor)
more Items too.
Setup: The tiles are arranged at right-angles
Official Resolution Text: Finally, the huge but still constitute a 4x12.
rock begins to roll. Its momentum is agonizingly
Trap: Roll a Trap for this tile. Use the normal
slow. Finally, resistance gives way and the boulder
Trap table or this one. Remember to add 2
is rolling down the underground river on its own.
Serendipity to the Reward for
Everything it touches is obliterated, causing a
escaping/disarming the Trap.
small avalanche as it falls away [in] the direction
FD Trap
you came. You cringe with every collision. The
Portcullis
sound of every bang and boom echoes through
Darkness Falls
the caverns and, with little doubt, up into the
courtyard. Floor Spikes
Doppelganger
Just when you think everything is silent and all Falling Ceiling
damage done, deep in the bowels of the dark The Ashen Touch
comes a soft rumble, made quiet because of
distance and dense earth. A muted boom, Portcullis and Falling Ceiling both have the
rhythmic and repeating for two dozen distinct possibility of working in the Heroes’ favour if
beats, then silence again. they block off pursuit from the previous

13
Expanded Story Quests

(uncleared) tile. Darkness Falls and Ashen Touch “real” Lairs in Shadow until half-strength
can both be punishing on a long tile like this. exploding decoy Lairs are destroyed.
Doppelganger is fun and has to be dealt with
Lair: 4 + Mini-Boss
before the Heroes move on to the final, epic
confrontation. Hunting Pack: 1-2; any monster-types
Hunting Pack: Optional; any monsters Treasure: Treasure Hoard
Commentary: Not much to say. If the Official Resolution Text: The Hermit King
Heroes have spare Serendipity, it might be was not to be found. Vacant was his seat at the
wise to summon Talek Three Dunes now for table, plate unplaced. In truth, he could be among
a final shopping spree. the dead, for you know not what he looks like.
Certainly, his forces are finished, fleeing to the foul
Tile 3 (12x24, Great Hall + Great places of the world. Only the foolish would follow
Hall) one so afraid – a king bereft of courage is as good
as dead – yes, he must be dead.
Quest: Place 2 Table Tokens end-to-end in
the middle of the board. Heroes and Monsters Reward: Heroes may manipulate decks by
can move onto the Tables. Anyone on the one Card or earn the Title The Kingslayer,
Tables gains +1D10/+1FD against targets which gives the +1D10 and -1 TN against
below them but is -2 TN to be hit by Ranged Boss-type enemies
Attacks; Heroes gain +3 Threat (for Priority
Commentary: An “epic tile” was promised
only).
but, once again, placement of the Lairs will
Four Lairs and a Mini-Boss provide plenty of determine whether or not the opposition is
trouble, but there’s supposed to be a Quest overwhelming: if Heroes can keep Threat
too. Draw a Quest Card or roll on the table: under control, Lairs at the back of the room
FD Mixed Quest may not activate until the first two or three
The Gunpowder Plot have been destroyed.
It’s a Trap! If this was a starting Quest, players will now
The Enemy of My Enemy be ready for the weirdness of The Stone of
The Dawn Raid Life – and that Kingslayer Title will come in
Hostage Crisis handy in a Story that features both a Mini-
Take the Battle To Them Boss and a Boss. Then, of course, they can
A starting group of players should opt for The have all their goodies taken away in No Rest
Gunpowder Plot, which arms them with For The Weary.
grenades that might give them an edge, or The If players want another straightforward battle,
Dawn Raid, which gives them a chance to then Common People is ideal.
inflict heavy casualties before the Darkness’
devastating response.
More experienced groups might want to
subject themselves to It’s A Trap! which keeps

Common People
Official Text: Some days are ever etched in Introduction: An exciting Story that has the
your mind, today is such a day. Good fortune Heroes racing across tiles with monsters
followed you. Perhaps, finally, you have become pursuing, then defending the town of Fallen
the Hero you fought to be. Twice you charged the Guard in an unusual Slaughterfield-style siege.
line at Waconda, fighting fierce foe, facing down
The mechanics are particularly unclear and I’ll
Fate. You drove back the horde and secured
be substituting my own interpretation of how
victory for the weak. Tonight, by this fire, with
the last two Acts are supposed to work.
muscles weary, your rest is earned…

14
Expanded Story Quests

Despite the sense of overwhelming odds, this FD Trap


is a Story that can be attempted by relatively Stormbringer
inexperienced players and Heroes. It makes a Darkness Falls
fine sequel to The Mad King and even works Temporal Loop
well as a first Quest. However, for continuity, Rolling Boulder
it makes more sense if Heroes have Hornets Nest
completed the For Glory & Honour Enraged Beast
Chapter Quest (which introduces Marcus the
Ready as an Ally) and the Light The Fires Fighting against a Hunting Pack through
Act Quest (which seems to present the Stormbringer or Devouring Earth presents a
victory alluded to in the Official Text above). challenge. Rolling Boulders may kill pursuing
monsters, which is delicious irony. Temporal
Act 1: Rosy-Fingered Dawn Loop is particularly punishing in a race like this,
but it fits a strange continuity error (or
Official Text: You wake still remembering the temporal anomaly) whereby the sun has risen
glory of the day before. Stretching, you stand. The at the start of Act 1 but has not yet risen at
dawn is as striking as it is ominous. Extended out the start of Act 2.
overhead, clouds of red and pink hue carry with it
the portents of something sinister. Blood was Hunting Pack: Optional Hunting Pack
spilled this night. It seems the Darkness desired Commentary: Not much to say. These
revenge. Traps are just inconveniences for players
In the distance, you see smoke rising. Quickly, you wanting to hurry on to the next tile
gather your things and move to investigate.
Tile 3 (12x12, Mountain)
Setup: Heroes must clear Tile 4 without the
Quest: This is just a repeat of Tile 1; if For
Darkness Deck recycling, otherwise they
Glory & Honour has been played, draw or
forfeit their Reward.
roll for another Quest.
Tile 1 (12x12, Mountain) Alternatively, play this tile with no Lairs but 2
Quest: None specified, so draw a Quest large Hunting Packs blocking the way. Each
Card (or simply play For Glory & Honour). consists of 3 Minions per Hero; for each
Alternatively, roll on the table below: monster type, place 1 Captain if there are 3
FD Mixed Quest Heroes and 2 Captains if there are 5 Heroes.
The Gunpowder Plot Lair: 1-2; any monster types. (Alternatively,
It’s a Trap! no Lairs)
The Enemy of My Enemy
Hunting Pack: 0-2 (or see above)
The Dawn Raid
Hostage Crisis Commentary: The “blockade” of monsters
Take the Battle To Them fits the theme of this Act well and poses a
fresh challenge, rather than another repeat of
It’s a Trap! fits the Theme of the Story, with Tile 1, which can get a bit stale.
the Darkness launching its devious counter-
attack; it slows the Heroes down without If pursuing monsters from the previous 12x12
being too great an obstacle. The Dawn Raid fits tile are still arriving, this tile becomes slightly
the timing of the Act beautifully. more challenging.
Lair: 1-2; any monster type Tile 4 (6x6, Campfire)
Hunting Pack: 0-2; any monsters Quest/Trap: None specified, so draw a
Commentary: Since this Act is a race, Chapter Quest or roll on the table:
setting only a single Lair makes the race easy; FD Mixed Quest
setting 2 Lairs and Hunting Packs makes it Treasure Seekers
hard. Remember, Heroes don’t have to clear The Face of Darkness
the tile: they just have to get to tile 4 before The Child Snatchers
the Darkness Deck recycles and can mop up Dishonour Among Thieves
pursuing monsters afterwards. Bad Shepherds
Bring Me Its Head
Tile 2 (4x6, Forest Stream)
The Face of Darkness allows for a Boss to turn
Trap: A Trap can be rolled using the normal up briefly and menace the Heroes. If you use
rules or on the table here: Dishonour Among Thieves and the evil Merchant

15
Expanded Story Quests

escapes, all the Hunting Packs in Act 2 will be Darkness Cycle brings a hunting pack of 5
armed by him (+1 TN to be hit, -1 TN to hit, monsters onto each tile that the Heroes have
+1 damage). entered (including tiles they have exited). The
Hunting Packs never stop following the
Alternatively, roll for a standard Trap or use
Heroes.
the table below:
FD Trap Tile 1 (4x6, Forest Stream)
Jove’s Thunderbolt
Consuming Darkness Setup: Hunting Packs enter the tile from
Snakepit edge by which the Heroes entered.
Poison Darts Trap: A Trap can be rolled using the normal
Dragon’s Breath rules or on the table here:
Hurn’s Pitfall FD Trap
Stormbringer
This tile must be cleared before the Darkness
Darkness Falls
Deck recycles for the Heroes to claim the
Reward. This can be done even if the previous Temporal Loop
tiles have not been cleared. Rolling Boulder
Hornets Nest
Lair: Optional; any monster type Enraged Beast
Hunting Pack: 1-2; any type Escaping a Hunting Pack through Devouring
Treasure: 6 gold Earth presents the usual challenge. Rolling
Boulders may kill pursuing monsters and, if it
Merchant: Draw a random Merchant Card. blocks the entrance to tile 2, prevent further
Commentary: How easy clearing this tile is Hunting Packs from this tile joining the chase.
depends on the Quest/Trap deployed on it Temporal Loop is particularly punishing in a
and whether there is a Lair. It’s acceptable for race like this, with new monsters entering the
some Heroes to hang back on the previous tile each Darkness Cycle.
tile to mop up monsters while others advance Hunting Pack: Optional Hunting Pack
into this tile to clear it; in fact, that might be a
winning strategy. Commentary: These Traps’ main
inconvenience lies in the fact that more
Official Resolution Text: Beneath you glow Hunting Packs arrive while the Heroes are
hundreds of fires. Around each fire, perhaps a delayed disarming them.
dozen creatures severed forever from hope.
Nestled in the centre of an ocean of death- Tile 2 (12x12, Cemetery)
seekers, shining like a new star, encircled by large
Setup: Place the 6x6 Campfire in the centre
bonfires and ringing bells, lay [sic] the fortified
of this tile. Setup rules for this Act replace
town of Fallen Guard.
normal Quests, so this tile will have a Trap.
Grim fate sits at her loom, measuring thread,
Hunting Packs enter this tile by one of the
waiting to weave you into Fallen Guard’s doom.
furthest-away edges that do not have a
You need only find a way through the dark host.
connecting tile.
Reward: Remove 2 White Treasure tokens,
Trap: Place a Trap on the Campfire, rolling
add 1 Blue Treasure token, draw 2 Random
on the standard table below:
Treasure tokens
FD Trap
Act 2: Burning Bridges Chain Lightning
Consuming Darkness
Official Text: You wait until the dull glow of Whirlwind of Steel
soon-to-be-dawn touches the edge of the sky Poison Darts
before you begin. The decision is made: Fallen Dragon’s Breath
Guard or death. Hurn’s Pitfall
First dew glistens on grass, muffling the sound of Even though the Trap is placed on the
your steps. Hopefully, the mighty host, drunk on Campfire tile, its range may extend into the
death, is slow to rise. If their fight is fierce, this wider 12x12 tile. This is also true of
folly will be short-lived. Consuming Darkness and Hurn’s Pitfall, making
Setup: There are no Lairs during this Act, for a particularly nasty obstacle,
nor are any tiles considered cleared. Each Lair: None

16
Expanded Story Quests

Hunting Pack: 1-2 on the Campfire tile Tile 5 (6x6, Gateway)


Commentary: Heroes will probably try to Setup: Hunting Packs enter this tile from the
“cut the corner” of this tile, spending as little sides, to the left or right of the Heroes.
time on it as possible.
Quest: If, during the Quest Phase, the
If the Hunting Pack(s) on the Campfire is of Heroes outnumber the monsters on this tile,
the same type as any that are pursuing the then the gates of Fallen Guard open for them
Heroes, it automatically activates and gives and they can leave the tile without having to
chase. clear it.
Tile 3 (4x6, Forest Trail) Lair: None
Setup: Hunting Packs enter the tile from the Hunting Pack: 1-2; any type
sides, to the left or right of the Heroes.
Treasure: 6 gold
Trap: A Trap can be rolled using the normal
Merchant: Draw a random Merchant Card.
rules or on the table here:
FD Trap Commentary: If the Heroes do a good job
Stormbringer slaughtering monsters on the previous tile,
Darkness Falls then moving onto this one before any new
Floor Spikes monsters show up is quite easy. The main
Snakepit problem with this Act is created if you deploy
Hornets Nest several different monster types who may
Enraged Beast generate enough AP during the Darkness
Phase to trigger another Darkness Cycle,
Snakepit (from the 6x6 tile) has been leading to the arrival of more Hunting Packs.
substituted for Rolling Boulder (which would
seal the path and block off all further pursuit). Official Resolution Text: The mighty oaken
doors crash behind you, sealed. Now safe inside
Hunting Pack: Optional Hunting Pack Fallen Guard, you come to realise your foolishness.
Commentary: Once again, the Trap’s main Weary eyes look at you, not trusting to hope. As
function is to slow down pursuit. they begin to realise you are alone, expectation
flees battle-worn faces.
Tile 5 (12x12, Mountain) You do not waste words, nor whispers of comfort.
Setup: Hunting Packs enter this tile from the You accepted your death before crossing over; if
sides, to the left or right of Heroes. death wants to find you, it knows where to look.
Optionally, instead of placing normal Hunting “HA!” The voice is one you know. Turning, you
Packs in this tile, place two larger Hunting see Marcus striding across the courtyard, his voice
Packs blockading the exit. Each consists of 3 is loud for all to hear. ‘By God, you are a sight for
Minions per Hero; for each monster type, sore eyes and arms.’ He clasps you tightly and
place 1 Captain if there are 3 Heroes and 2 slaps your back. Turning to those given over to
Captains if there are 5 Heroes. despair, he adds, ‘My friends, do not let fear take
you. Each Hero before you is worth a thousand.
If you use the “blockade” option then no Did they not cross over to be with you at this dire
further Hunting Packs will enter this tile – hour? These are Heroes and they will defend
though they will continue pursuing from Fallen Guard with their lives. Can any more be
previous tiles. asked?’ Finishing, he turns to you with a smile and
Lair: None a glint in his eye. ‘I am not sure you made the
right choice this time,’ Marcus winks at you and a
Hunting Pack: 0-2 (or see above) big toothy smile splits his face, ‘but I am glad you
Commentary: The “blockade” option gives did.’
the Heroes some ranks to fight through, while Reward: Add 2 Blue Treasure tokens, draw 1
monsters are still arriving at their backs – Random Treasure token for each Hero
though some doughty Hero might hang back
to delay pursuers. The alternative is to place Act 3: Fences Make Good
0, 1 or 2 normal Hunting Packs on the tile and
allow addition 5-strong Hunting Packs to keep Neighbours
arriving from the sides of the tile every
Official Text: The circumstances are indeed
Darkness Cycle.
dire. There is no amount of sugar that will make
this meal palatable… but there is hope. If the

17
Expanded Story Quests

Darkness can be held back just enough to repair Carrying the water requires that a Hero
the walls, Fallen Guard could very well wait them discards all Cards from his hand.
out. They have access to water and plenty of dry
A Hero can carry either the Pick or the Spade
good.
in their Primary Slot – but not both.
The plan is simple. Basically, you have to repair
The Pick, Space and Bucket tokens can be
the walls… while driving back the Darkness…
dropped in the squares of a hole in the wall by
while defending the people… and protecting
a Hero carrying them as a free non-combat
yourself. You know… simple.
action. When all 3 are present, rebuilding the
Tile 1 (12x12, Courtyard) wall is a TN6 non-combat action requiring 2
MP. The three tokens are returned to the
Setup: Place Marcus the Ready in the centre Rock Pile and Well. If successful, place a
of the tile along with the Heroes. Place the Crushing Wall token in the gap.
Well on top of one of the central benches.
Place the Rock Pile 2 squares away from the Once a hole is filled, no Wave of monsters
large hole in the wall opposite the Well. Place enters through it; when all three holes are
the Bucket on the Well and the Pick Axe filled, no more Waves will come and the tile
and Hand Space on the Rock Pile. can be cleared.

The Rock Pile blocks Movement and Line of Heroes can stand in the holes in the wall to
Sight; the Well blocks Movement but not Line block entrance. Monsters outside may attack
of Sight. Any miniature moved into the Well is them at -1 TN. A hole in the wall may not be
removed from the board. repaired while a character is occupying one of
the spaces.
This tile is a Slaughterfield except that the
waves enter through the 3 holes in the walls Lair: None
(2 on one side, 1 on the other near the Rock Hunting Pack: None
Pile).
Wave Monsters Commentary: Allocating one Hero to wall-
1 3 Minions per hole building is a good idea, especially one who can
2 4 Minions per hole play Cards based on his or her Secondary
3 1 Captain per hole Slot. Carry water from the Well is the most
arduous task. Monsters move straight over
4 3 Minions through one hole, 3
dropped resource tokens without disturbing
Minions of another type through
them.
each other hole
5 4 Minions through one hole, 4 Official Resolution Text: The walls hold. A
Minions of another type through great cry rises up from the adversary, now unseen,
each other hole hidden from sight.
6 4 Minions & 1 Captain through one
Marcus’ roar of relief resounds across the
hole, 4 Minions & 1 Captain of
courtyard, ‘YESSSSS!’ It even drowns out the wails
another type through each other
of an enemy driven to madness. Suddenly
hole
renewed, full of energy, Marcus ascends to the
7 2 Captains through one hole, 2
rampart, three steps at a time, unslings his short
Captains of another type through
bow and starts shooting everything… laughing all
each other hole
the while.
8 3 Minions & 1 Captain through each
all, all different types You can’t help but smile yourself and move
9 4 Minions & 2 Captains through each towards the battlements on the other side of the
all, all different types courtyard. Now the fun begins.
10 2 Captains through each hole and a Reward: Heroes can manipulate their decks
Boss accompanies one group by one Card or earn the Title Light of Freedom,
Quest: Heroes must fill the gaps in the wall which makes the Hero immune to being
or survive all 10 Waves. knocked Prone or Captured.
Collecting the Pick, Spade and Bucket is a
non-combat action for an adjacent character
involving 1 MP and a TN 3 roll.

18
Expanded Story Quests

The Infernal Machine


the eventual Boss, Crawlers are appropriate
Official Text: It seems Fate has marked your
too. Undead always work well in enchanted
journey and brought you to the edge of fame. The
castles.
festival of the maiden is nigh. Long ago, before
history recorded such deeds, a special device was Tile 2 (12x12, Great Hall)
commissioned to test the worth of a Hero. A
widowed queen, blood-kin of Ildari, fashioned a Trap: Place Dragon’s Breath 2 squares away
contest to see if any could earn the title from where the Heroes enter.
Nemozne Král, or King of the Impossible. Many Lair: 1; any monster type
have tried, all have failed.
Hunting Pack: 1; any monster type
Introduction: This is an unusual dungeon-
crawl, into the bowels of a magical machine Commentary: As usual, it’s more
containing traps and puzzles. Whereas most of challenging if the Hunting Pack protect the
the other Story Quests can be played in any Trap or are sheltered by it. Smart players will
order, this Story is clearly designed to be held trigger the Trap while luring the monsters
off till last. The final Act is particularly into the flames but Fire Elementals might ruin
challenging and the climax is a confrontation this plan.
with a Boss that cannot be avoided. This is a big tile so thought needs to go into
placement of the Lair: too close and the Trap
Act 1: Festival of the Maiden scorches it, too far away and the Heroes may
Official Text: To even get to the trial, Heroes bypass it altogether - unless it is of the same
must be prepared to overcome much. The journey type as the Hunting Pack and activates with
is not for those weak in courage or dulled steel. them, in which case the further away it is, the
The home of the machine is a long-abandoned, more of a challenge it provides.
trap-infested castle. The castle has never fallen to Tile 3 (4x6, Dungeon Corridor)
ruin, because nothing lives there long enough to
use it. Trap: None specified, so roll on the standard
table or the one below:
It is said the machine is always running. While
FD Trap
that may or may not be true, the gate only comes
Avatar of Winter
down for a fortnight, one time each year.
Fiery Chute
Setup: Every tile has a Trap instead of a Temporal Loop
Quest, even 12x12 tiles that don’t usually have Doppelganger
this feature. Hunting Packs all consist of 6 Avatar of Plague
monsters. The Ashen Touch
Tile 1 (4x6, Carpeted Corridor) Fiery Chute is a scary alternative to the Rolling
Boulders and seems appropriate for this
Trap: None specified, so roll on the standard
location. It’s dangerous even without a
table or the one below:
Hunting Pack and potentially lethal with one in
FD Trap
play.
Avatar of Winter
Fiery Chute Hunting Pack: Optional; any monsters
Temporal Loop Commentary: No further comments.
Doppelganger
Avatar of Plague Tile 4 (12x12, Great Hall)
The Ashen Touch
Trap: Place Chain Lightning 2 squares away
Doppelganger nicely foreshadows the eventual from the edge opposite where the Heroes
climax, where the Machine and the Maiden are enter.
not as they seem.
Lair: 1; any monster type
Hunting Pack: Optional; any monsters
Hunting Pack: 1; any monster type
Commentary: The mystical nature of this
Commentary: As before, it’s more
setting invites some of the stranger monsters
challenging if the Hunting Pack protect the
– Elementals work particularly well. In view of
Trap. This Trap doesn’t attack monsters so

19
Expanded Story Quests

the Lair can be placed nearby with the Trap Commentary: Since Crawler Hunting
protecting it. Parties turn up to interrupt searches, it seems
appropriate to use them as Hunting Parties
When the tile is cleared, the Heroes can
throughout this Act.
approach the Machine.
Official Resolution Text: You are not alone. Tile 2 (12x12, Great Hall)
More surprisingly, there are actually quite a few Quest: Place the Burned Bodies token in
here. Several appeared [sic] to have already the middle of the right-hand wall. If this is
made an attempt at the machine, judging from successfully searched, the Mysterious Skull
the maimed limbs, broken bones and bleeding resource will be acquired.
heads.
Lair: 1-2; any monster type
Reward: Remove 3 White Treasure tokens,
draw 3 Random Treasure tokens Hunting Pack: 0-2; any monster type
Commentary: No comment.
Act 2: Picking Up the Pieces
Tile 3 (6x6, Cellar)
Official Text: After studying the Machine for a
bit, you pick up on something. At first, you think Quest: Place the Well token in the middle of
you must be imagining it, but, after a few more the furthest wall. If this is successfully
people have been tossed, cleaved and bludgeoned, searched, the Bucket resource will be
you are certain there is a rhyme and reason to acquired.
this contraption.
Lair: Optional; any monster type
You need to find a spherical object, something to
Hunting Pack: 1-2 (probably Crawlers)
hold water and a fishing pole.
Commentary: No comment
More importantly, you can’t go in one-at-a-time. It
can only be solved by several people working in Tile 4 (4x6, Dungeon Corridor)
unison.
Trap: None specified, so roll on the standard
Setup: The Heroes must recover 3 “Infernal table or the one below:
Parts” from different parts of the castle: the FD Trap
Mysterious Skull, the Bucket and the Avatar of Winter
Fishing Pole. Fiery Chute
Searching for an Infernal Part in the right Temporal Loop
location is a TN 6 non-combat action Doppelganger
requiring 1 MP; if the search roll fails, a Avatar of Plague
Hunting Pack of 6 Crawlers enters the tile; if a Crushing Wall
10+ is rolled the searcher may draw a Green
Item as well as acquire the Part. Avatar of Winter would be appropriate if the
Avatar of Plague has already appeared.
Infernal Parts must be carried in either a
Primary or Secondary Slot – so no Hero can Hunting Pack: Optional (probably Crawlers
carry more than two. or Shamblers)
Commentary: No further comments.
Tile 1 (4x6, Dungeon Corridor)
Trap: None specified, so roll on the standard
Tile 5 (6x6, Dungeon Cells)
table or the one below: Quest: Place the Drain token at the back of
FD Trap one of the 2x2 cells. If this is successfully
Avatar of Winter searched, the Fishing Pole resource will be
Fiery Chute acquired.
Temporal Loop
The interior walls are bars that can be crossed
Doppelganger by spending +1 MP.
Avatar of Plague
Crushing Wall Lair: Optional (probably Crawlers or
Shamblers)
The Avatar of Plague foreshadows the dead
bodies to be searched in the next tile. Hunting Pack: 1-2; any monster type

Hunting Pack: Optional (probably Crawlers) Commentary: If Tile 4 was sealed off by the
Fiery Chute or Crushing Wall, assume there is

20
Expanded Story Quests

another route to return to Tile 3, if the Commentary: All three of the “Infernal
Heroes still need to explore it. Traps” (Chain Lightning, Floor Spikes, Consuming
Darkness) must be disarmed before the tile is
Official Resolution Text: All seems to be
considered cleared. The Hidden Shrine still
ready. No one has made it past the second
appears when Floor Spikes are disarmed.
section, so you are merely guessing on the last
section. You hope this works. Interlude: You made it. Unbelievably, you did.
Never has anyone seen this side of it. The
Reward: Remove 4 White Treasure tokens,
Machine stops. There before you, almost as
draw 2 Random Treasure tokens
stunned as you, is the most beautiful woman you
have ever seen.
Act 3: The Key
‘So, someone finally saw the secret within the
Official Text: Confidently, you stride up to the system.’ Her words, washed in power, are
first section. When the observers see that you are measured in a cadence unknown to you. Her
bringing friends, most laugh. An anonymous voice movement is otherworldly. Gliding over the floor
from the crowd begins to say something about not towards you, she continues, ‘The secret has always
forgetting your mum, but it is lost on you. As quick been friendship and cooperation, two things
as lightning, you are through the opening and into apparently I lacked. Even among the Dark, you
the heart of the Machine. must play a part or be exiled. I was sent adrift in
Setup: The first three tiles form a continuous an ancient world. My Mother rejected me.’ The
section, so the Darkness Meter is not re-set malice in the last phrase and the aggressive
when moving from one to the next. nature of her movement puts you on edge.
Heroes gain +2 Serendipity from disarming You realise that this is no woman, but a fiend of
each of these Traps. the dark. And that the Infernal Machine wasn’t a
test of valour, but a lock and you were the key.
Tile 1 (4x6, Dungeon Corridor) ‘The Machine wasn’t a test, but a prison?’
Trap: Poison Darts and Chain Lightning are ‘Oh?’ she says in mock surprise. ‘Come, poor fools.
both on this tile, facing each other from Come and claim your prize!’ The woman before
opposite walls, 3 squares from the far end of [you] begins to transform with screams, a
the tile. snapping of bone and a crunching of cartilage.
Chain Lightning can only be disarmed by the Tile 4 (12x12, Great Hall)
Hero carrying the Bucket.
Quest: Place the Terror With 1000 Legs in
Hunting Pack: 1; any monsters the middle of the tile surrounded by 8
Commentary: Given the ‘reveal’ at the end, Crawlers (4 Melee, 4 Ranged).
Crawlers make good monsters for the inside Lair: Optional
of the machine, as do Undead and Elementals.
Hunting Pack: See above
Tile 2-3 (4x12, Carpeted
Commentary: This is a Boss fight. There
Corridor) seems to be no particular reason why the
Trap: The entire 4x12 section is affected by Arachnid Boss should be trapped within the
Falling Ceiling. Floor Spikes affects the first tile Machine, so any Boss could be used.
and Consuming Darkness affects the second tile. It’s not specified whether there are Lairs on
The second tile has a Whirlwind of Steel against the tile. Heroes who deem themselves more
one wall, 3 squares from the end. than a match for the Terror (perhaps they
Floor Spikes can only be disarmed by the Hero have Titles like Kingslayer and awesome Gear)
carrying the Mysterious Skull, however this can include them to even the odds.
Hero doesn’t need to be affected by the Trap Official Resolution Text: Some days are
to attempt to disarm it. ever etched in your mind, today is such a day.
Consuming Darkness is disarmed normally but a With sorrow, you leave the newly-returned body of
Hero with the Fishing Pole can attempt to the beautiful woman behind. It is a small step one
disarm it if within 3 squares of an affected takes to sink into disappointment.
Hero. Reward: Heroes can manipulate their decks
Hunting Pack: 1; any monster type by 1 Card or earn the Title King of the
Impossible that lets them ignore all Attacks for
one Darkness Cycle, once per Act

21
Expanded Story Quests

Evaluation
Story Quests are an important aspect of Myth Some Quests are inadequately filled-out: too
– they are how you earn Titles, which in turn many big tiles full of monsters, sometimes
is how you hold onto your Gear between replicating an encounter the Heroes have
games. These Stories, then, will be an already been through. In Act Quests, players
important feature for anyone looking for a will use their own creativity to make each
measure of long-term play and character encounter distinct, but in a pre-written Story
advancement in Myth. That there are five of Quest that shouldn’t really be necessary. I’ve
them is important too: by completing all of taken the liberty of suggesting alternatives in
these Quests, it’s possible for a Hero to have some of these cases.
earned five Titles and therefore be retaining
The flavour text itself is erratic, both in terms
the Gear in each of their five Item Slots
of grammar and style. Sometimes can be
between Quests. Presumably, such Heroes
pretentious, at other times juvenile. Naming
are ready for promotion to the Journeyman
conventions are unfortunate (Warren and
level of play.
Pete are awful fantasy names). Two key NPCs
These Quests are important in other senses are introduced – Emberweave and Marcus the
too. For one thing, they indicate how the Myth Ready – but they are very simplistic fantasy
core mechanics can be adapted to different tropes, the charismatic barbarian beloved of
situations – surprise attacks, capture, siege adolescent boys and the dotty wizard (who
warfare, chases. They help develop the may be more than he seems). Despite the
“shared world” of Myth, important for a game battles and sieges and tournaments, little care
that won initial interest from its vivid and has been taken to present the Heroes as
evocative art. They are also statements of moving through a consistent fantasy world.
intent from the designers at Megacon: this is The flavour text adopts the perspective of an
how we see our game being played. ambitious warrior – in game terms, the
Soldier – and a man. A player who relates
So how do they measure up?
strongly to the Brigand, Acolyte or
As Stories, these Quests deliver some Apprentice, especially in their feminine
memorable moments: the Crawlers swarming identities, may find the missions and
towards the castle in River Falls, breaking the aspirations in the Quests pretty opaque. Of
siege of Fallen Guard, the Infernal Machine course, it’s hard to please everyone, but one
itself, all good fantasy fare, as good as anything Story themed around the Brigand’s or the
in a RPG. Anyone playing through all five of Apprentice’s ambitions would have been nice
these Quests will have enjoyed a satisfying – acquiring a fabled spell book, perhaps, or
epic and the flavour text strives for a degree kidnapping a crimelord’s family member.
of psychological and emotional weightiness to
Of course, the Story Quests need to be seen
balance out the carnage.
in a wider context: there are the Chapter and
The mechanics show themselves to be flexible Act Quests which introduce the Priests, Sir
too. APs can be used to regulate stealth or Archeron and Sister Sarah. Then there are the
exhaustion; Slaughterfield is a useful mechanic Kickstarter Exclusive Story Quests, which
for different types of mass combat; Lairs and certainly hint that Emberweave may be more
Hunting Packs can be rearranged to create than just a wizard and contain scenarios of
chase-scenes; non-combat actions can be emotional drama and personal choice missing
applied to a range of situations besides from these adventures. They are also even
disarming traps. more cryptic in format, dating, perhaps, from
an earlier stage in Myth’s gestation.
Nevertheless, there are disappointments. The
Quests are skeletal structures and frequently Overall, there’s a lot of promise and potential
the instructions are ambiguous or in these five Stories and they vindicate Myth as
inadequately thought-through – hence, this a flexible mechanic for fantasy storytelling as
expansion document. That’s a minor criticism well as tabletop skirmishing. My wish list is
in the long run because Megacon’s ‘Patches’ more world-building and material for the
contain more developed Quests, showing the other Hero Classes.
direction they’re going in.

22

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