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The Awakening Tutorial Quest Prologue Naked, cold, and disoriented, you wake up in a dark cell, failing to remember your life. You hear the clicking sound of your cell door unlocking before it loudly creaks open, shining a warm, red light through its rotting cracks, your sensitive eyes takes a few moments to readjust to the binding glow. After a brief struggle to get up your feet, you make your way through the door, stumbling in the dark, holding both your hands up to shield your eyes as you get closer to the source, feeling your vision gradually becoming clearer. Once out of the cell you begin noticing the shape of a large winged figure wrapped in black linen stripes like those used to prepare the dead. “This is a Cursed Heart” says the figure with a blood-chilling voice while offering a heart-shaped crystal flask, “Your souls are bound to it, strafe too far and it will claim your life. Feed it the souls of those you slain and it will bestow life and power upon you”. You feel the sudden need to touch the flask and as you do, the Grim Warden vanishes leaving you alone with the light of the heart glowing through your fingers. You begin feeling nervous and anxious, then realise it is time to get out of this place. You prepare yourself for what lies ahead by salvaging some old, abandoned items before you set off to find an exit. Dungeon Deck First Half: 4 Second Half: 4 + Necrostream Quest Rules You cannot escape from this dungeon Find the Necrostream Quest Room then read below. Quest Room From the Boss deck take card number B017 and spawn these monsters by placing the Dreadworm always on the Bridge squares (Green) and any remaining monsters in the space left between the archway and the bridge (blue) as illustrated in the diagram to the right. All monsters within the Dungeon must die. Every Accursed must cross the bridge squares to the other side. If no monster are alive the Quest is over. Reward Every Accursed gains 1d6x4 Souls. Epilogue As you vanquish the creature it collapses with a loud thud making the whole room quake, causing one of its walls to crumble and creating a passage. You can feel the fresh, moist wind pouring through the passage and make your way out of the Dungeon. If you are playing the Story mode you may now start reading “ACT I” in the Campaign manual if not, your quest is now over.

The Awakening - Darklight · 2016. 3. 12. · The Awakening Tutorial Quest Prologue Naked, cold, and disoriented, you wake up in a dark cell, failing to remember your life. You hear

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  • The Awakening Tutorial Quest

    Prologue Naked, cold, and disoriented, you wake up in a dark cell, failing to remember your life. You hear the clicking sound of your cell door unlocking before it loudly creaks open, shining a warm, red light through its rotting cracks, your sensitive eyes takes a few moments to readjust to the binding glow. After a brief struggle to get up your feet, you make your way through the door, stumbling in the dark, holding both your hands up to shield your eyes as you get closer to the source, feeling your vision gradually becoming clearer. Once out of the cell you begin noticing the shape of a large winged figure wrapped in black linen stripes like those used to prepare the dead. “This is a Cursed Heart” says the figure with a blood-chilling voice while offering a heart-shaped crystal flask, “Your souls are bound to it, strafe too far and it will claim your life. Feed it the souls of those you slain and it will bestow life and power upon you”. You feel the sudden need to touch the flask and as you do, the Grim Warden vanishes leaving you alone with the light of the heart glowing through your fingers. You begin feeling nervous and anxious, then realise it is time to get out of this place. You prepare yourself for what lies ahead by salvaging some old, abandoned items before you set off to find an exit.

    Dungeon Deck First Half: 4 Second Half: 4 + Necrostream

    Quest Rules You cannot escape from this dungeon Find the Necrostream Quest Room then read below.

    Quest Room From the Boss deck take card number B017 and spawn these

    monsters by placing the Dreadworm always on the Bridge squares (Green) and any remaining monsters in the space left between the archway and the bridge (blue) as illustrated in the diagram to the right.

    All monsters within the Dungeon must die. Every Accursed must cross the bridge squares to the other

    side. If no monster are alive the Quest is over.

    Reward Every Accursed gains 1d6x4 Souls.

    Epilogue As you vanquish the creature it collapses with a loud thud making the whole room quake, causing one of its walls to crumble and creating a passage. You can feel the fresh, moist wind pouring through the passage and make your way out of the Dungeon. If you are playing the Story mode you may now start reading “ACT I” in the Campaign manual if not, your quest is now over.

  • The Cleansing 1. Chapel

    Prologue It all started a few weeks ago when some of the locals begun reporting strange happenings which seemed more and more like the stuff of nightmares. Reports of spectral apparitions, angered spirits and possessed people have become more frequent each day. A scout reports the cause of this to be a Necrostream which must have appeared around the same time the disturbances have. The only chance you have to resolve these disturbances is to deeply bury the stream of souls, but the only way to bring down a dungeon so ancient is a powerful enough explosion created by the special mixture between alchemical oils and gunpowder. Luckily the locals gives you a whole keg of it before setting you off on your way.

    Dungeon Deck Do not use any T-Junctions or Intersections First Half: 4 + Necrostream Second Half: 5 + Chapel

    Quest Rules You will always be able to exit the dungeon, regardless of any event rules. Nominate the player who’s carrying the keg containing the alchemical mixture. If the Hero

    carrying it dies, the keg breaks and its content spills immediately failing the quest (you must still escape the dungeon).

    When you find the Necrostream place a closed archway directly opposite the archway used to enter this room and progress the exploration from there (look at the diagram to the right).

    Find the Chapel Quest Room then read below.

    Quest Room Spawn a Boss Encounter. The Accursed carrying the keg must do a Search on any of the Altar squares to ignite the keg. From this moment you no

    longer need to move the Darkness Marker or resolve its effects. Roll 1d3 and place the dice over the Chapel room to remember this result. At the end of each round starting from the next, reduce the dice count by 1, if it reaches “0” then the room explodes and you must remove the whole of the map tile and connecting Archway, any Accursed alive or dead within the removed squares will permanently be out of the game. After the Chapel collapses remove the next map tile which was connected to it at the end of the next round and do so each turn for every map tile until you reach the entrance.

    Escape the Dungeon to complete the Quest.

    Reward Every Accursed gains a number of Crowns equal to 1d6x10 for each of their Level. For every 2 map tiles still present by the time the Accursed have escaped the dungeon, the group will receive 1 Loot Card, for every 4 Map Tiles still present, the group will also receive 1 Rare Loot Card.

    Epilogue A cloud of debris bursts out of the dungeon entrance covering you with ashes and dust. The ground around you keeps rumbling for a few more minutes until everything goes quiet. You hope your duty has resolved the situation and claim your reward from those grateful for your help.

  • Blood and Infamy 1. Arena

    Prologue You have been told about a group of a powerful Skorn Savages, whose bloodthirst for arena battles, is far greater than their desires for conquest and war. Their leader, a seasoned Skorn Warlord, carries the scars and the trophies of years of victories, his towering body has not yet aged into the form of a full sized Brute, but his strength and viciousness is already far more deadly. The Warlord is driven by the insane ambition of dying by the hand of a worthy foe and so he orders his followers to gather fresh, strong prisoners on daily basis in order to fight them until he finds his equal. Your objective is to hunt him down to his lair, and collect his head.

    Dungeon Deck First Half: 6 Second Half: 6 + Arena

    Quest Rules Find the Arena Quest Room then read below.

    Quest Room Spawn a Skorn Warlord (W), Skorn Savages (S) and Skorn Hunters (H) and place them as

    shown in the diagram to the right. Do not move the Darkness Marker anymore or explore new rooms. None of the Skorns within the Arena Room will take their turns or cause Threat unless you

    provoke them by attacking or casting harmful spells. If they are provoked the Darkness Marker will resume movement as normal and all Skorns will take their turn in Initiative order with 2 more Endurance points each and +1 To hit on all their attacks.

    One brave Accursed must step within any of the Arena Squares to challenge the Warlord and as soon as they do, the Skorn Warlord will take his turns as normal while the rest of the Skorns still remain inactive (unless provoked). If no one challenges the Warlord by the end of the second round from when the room was revealed it will provoke them all. If more than one Accursed enters the Arena Squares or tries to help the Challenger by any means such as spells or the use of the Cursed Heart, it will provoke the rest of the Skorns. If the Challenger attacks the other Skorns or leaves the Arena Squares it will also provoke them all.

    If the Challenger dies, the Warlord will be healed by a number of Wounds equal to half his health value then wait for the next Challenger in the same manner as he did at the start.

    The Challenger must kill the Warlord one on one, as soon as they do or all present monsters are dead, the Quest is complete.

    Reward If the Skorns have not been provoked, each Accursed gets a number of Souls equal to 1d6 times their Level. The winning Challenger will receive 1 Rare Loot card for themselves and 1 Rare Loot for the group. If the Skorns have been provoked the group will receive 2 Loot Cards.

    Epilogue As the Warlord falls down on his knees breathing his last moments and gushing blood, he regards you with a defiling laughter which is abruptly interrupted as you lop off his head with his own weapon.