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CHA I-5 Twenty-twenty Cove Hide Alley

Requirements: None
Goal: Each player must collect 1 antidote and survive. Author: Steve Rodrigue

Introduction:
a young boy screaming on the other

Special Rules:
side. "Don't come here, there's a plague!
It all started with a sneeze after eating Go away!". You don't even get time to
an exotic stew in a "trustworthy" inn... Every time a player kills a monster, he ask for more information, that he ran
we should not have trusted that must shuffle one curse card in it's deck. away screaming...
Vermling. We were told a Quatryl If a monster dies from WOUND, all
alchemist should be able to provide us players must shuffle a curse in their And you understand why, you see a
an antidote before this little cough deck. horde of Oozes feeding on the
could turn into something much worst. remaining of deceased villagers. What
No time to waste, we were told we All monsters are unaffected by traps an horrible spectacle.
could find him in its laboratory located and hazardous terrain and consider
at 2020 Cove Hide Street in a small them as empty hexes (for movement).
village close to Dagger Forrest. Special Rules:
When the room is revealed, all players
On the road not far from that village, 1 and their summons gains POISON at
you see smoke and start to smell fire. A the end of the player that opened the
bush fire caused by demons, they notice While you jump on the riverbed that door turn (so this player can't remove
you, you can't avoid this fight. separate the village from you, you hear the condition).

Maps: City Guard Flame Harrower Inox Guard Ooze Sun Demon Rubble (x2) Water (x6)
Demon Infester
A4a
B1a
C2a
G1b
I1b
Log (x1) Hot Coals Pressure Poison Gas Spike Trap Crystal (x1) Stump (x1) Wall Section (x2) Treasure
J2b (x4) Plate (x2) Trap (x4) (x2) Tile (x4)

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cure this strange disease. Feel free to
grab one but you'll have to pay the
2 price."

You finally enter the District you were


looking for and you see the Cove Hide Special Rules:
Alley sign up ahead. But you start to Door 4 will stay open if a player is
hear a buzzing, swarms of insects are standing on the pressure plate B. To
storming towards you. Getting this loot an Antidote, you must end your
antidote proves to be harder than turn on a treasure chest and loose one
expected. card from your hand or 2 from your
discard pile.

Special Rules:
When the room is revealed, all players Conclusion:
and their summons gains WOUND Together, your party take their
and POISON at the end of the player Antidote dose. It's disgusting, it taste
that opened the door turn (not during awful and it burns as you swallow it.
that turn, so this player can't remove The alchemist looks at you and smile:
the conditions). "Now, I deserve some gold to have
saved your life".

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Reward:
All trouble must be behind you, you
Loose 10 Gold each
think. You conceal your weapons to not
or
attract anymore attention. You enter
Gain 10 Gold each
the alley to discover 2 groups fighting
each other. A plague and a swarms of
Revision 20210105.a
insects was not enough... Now, the
politics: "Make Dagger Forrest Great
Again!", "Inox Lives Matter!". You see
the Alchemist laboratory sign in the
back of the alley and some some sort of
mechanism just in front of it, another
Quatryl trick.

Special Rules:
When a player or summon enter the
alley (G1b), it gain DISARM
immediately (not at the end of its turn,
door tile count as being on G1b tile).
The Inox and City Guards are enemy
to you and each other, the City Guards
acts first. At the end of every round, if
less then 3 City Guards are alive, spawn
one more City Guard at location C. At
the end of every round, if less then 3
Inox Guards are alive, spawn one more
Inix Guard at location D. Guards are
normal for 2 players and elite for 3 or 4
players. Door 4 will open and stays
open only if a player is standing on the
pressure plate A.

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"Welcome to my laboratory in those
disturbed time." says the Quatryl. "I
suppose you all want the antidote to

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