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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).
2
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,
3
Expanded Story Quests
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.
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
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
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
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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…
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Expanded Story Quests
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
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Expanded Story Quests
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.
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Expanded Story Quests
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
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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