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Nigthwars 2
Nigthwars 2
adjacent to a
space that contains a mysterious
object, VICTORY CONDITIONS
there are no hostiles adjacent to the hero, and that At the start of the event phase, if all the heroes are dead
mysterious object is on a board tile whose exploration or out of action, or if every hero that is not dead or out of
card has the symbol. If they do, remove that
mysterious action is in the extraction zone, the journey ends.
object from the battlefield - a princely property has been
razed - and move the quest token one space clockwise on
If the journey ends while there is at least one hero not
the quest tracker. out of action, and 10 or more princely properties have
been razed, the heroes are successful. Any other result is
THE ABHORRENT SWARM a failure.
The Abhorrent Swarm is less a pack ofrats and more a
thousand-strong gestalt entity whose reins of control lie CONSEQUENCES
firmly in Kritza's unevenly manicured hands. While for If the heroes are successtul, they each gain experience
the most part he allows the Abhorrent Swarm to aimlessly (see page 34 of the Cursed City rulebook). Add I victory
wreak havoc on the Teeming Warrens, he is willing to counter to the Nightwars quest card.
exert his control over it for two reasons - to seek out and
annihilate any intruders in his territories and to guide If the heroes fail this journey, add I doom eounter to the
Nightwars quest card.
the swarm away from the lastfew properties he considers
in a
to be
of any worth. After all, one cannot hold court
The heroes
squalid building covered in diseased ratfaeces.
AA
DECAPITATION JOURNEYS
Having wrought havoc in ene of the vampire lords' domains, the heroes have succeeded in attracting the attenti
tion
ofthat foul creature. Their first indication of their target's ire is a sudden assault upon the heroes' adopted home ot
Haven. Ifthegroup can save the beleaguered township from the vampire s forces, they will be able to track it back.
its lair and do their best to put it to the sword. to
There are four different Decapitation journeys in the Set up stage 2 as it you were play1ng through a Hunt
Nightwars quest. Each has its own rules, found on the journey, following the rules in the Cursed
City rulebook
following pages. but use the combat map. victory conditions and
unique
rules for the Decapitation journey you are
Carmilla's Doom (Carmilla Dusang) (pg 40) undertaking
Thirst Awakened (Lady Annika)
A Decapitation journey will also specify which hostiles
42) (pg to use and how they are
deployed and
Desperate Frenzy (Kritza the Rat Prince) (pg 44) reinforced.
The Final Decapitation Journeys each have a
unique event table
Showdown (pg 46) which is used instead of the table in the Cursed City
rulebook during this stage of the
JOURNEY STAGES journey.
In the same manner as
during the Ulfenkarn in Peri If the heroes
complete the victory conditions for the
quest, each Nightwars Decapitation journey is made
up of two journeys that are Decapitation journey they are undertaking. they have
played in sequence. Stage succeeded at that journey. Whether they are
I is always a Haven Defence, which will successful
on which change based or not, once
stage 2 is over, consult the
vampire lord the heroes have provoked into section (pg 16).
Journev's End
attacking them. Should the heroes succeed at Stage 1,
Stage 2 represents the heroes
back to the heart of their tracking that vampire lord Note that each hostile
group in both stages has
them to battle once more in territory, and bringing
own a
number assigned to it. Use the
initiative
card
attempt to finally kill matching number to determine that hostile with the
an
them for good.
during combat. group's order
To set up
stage 1, follow the rules for Haven
Defence opposite. THE FINAL SHOWDOWN
There is no Haven Defence
If the heroes fulfil the Showdown (Stage 1) to the Final
Haven Defence
they do not return to the Adamant. victory conditions, Set up that
Decapitation journey; there is only a
can make one Instead, each hero journey Stage 2
using the maps, rules and hostile
free groups on page 46.
one ailment from their Recuperate (1+) action or remove
character card other
remain. They also remain ailments
-
inspired,
points they have, and any wound or keep any inspiration
counters remain on
their character grievous wound
was out of
action, they are no cards. Ifa hero
addition, Qulathis the Exile longer out of action. In
oaken arrow counters. does not
regain any used
STAGE
When a
vampire lord has been
1: HAVEN DEFENCE
enenmies directly - and the lree suficiently provoked, as an
borough ot Haven is too
apex predator their
first act will be to attack their
tUalike other journeys, a 11aven tempting target to resist.
a
1Delence
Haven itsel1. set up ana play journey always takes place on
1hrough a lHunt the same combat map,
his stage of the Jouney journey, but use the victory condition, representinE tne cart of
map, and special rules helow i
Mysterious object 4
O Hero starting space
O 3-6
12
11-12
9-10
ON THE ATTACK
a hostile
lo set up the hostile groups, the leader picks
n
Set up each hostile
group and a mysterious object. lach
the group adjacent to that mysterious object.
mysterious object
can be chosen
only
once.
THE VAMPIRE LORDSs and will unleash difterent horrors upon the
brand of evil to Haven,
Eachvampire lord brings their own personal
decided that enough is enough.
ving populace when they have finally
CARMILLA DUSA NG
he notorious Carmilla has long planned her assault on Haven. Her agents have slowly but surely poisoned every well in
the place bar a precious remaining tew. Her final assault now sees her minions attacking the weakened townstead in an
attempt to destrov their last pure water stupply and end the rebellion against
her rule once and for all.
When the heroes embark on the Carmilla's Doom' Decapitation journey, use the following rules in Stage1.
A Destiny Denied: Do not make destiny roll at the start of the next turn.
a
HOSTILE GROUPs
Group 1: 1 Lady Annika. The Thirsting Blade VICTORY CONDITION
Each time Lady Annika the Thirsting Blade is slain, move
Group 2:3 Vyrkos Blood-born
Group 3: 1 Vargskvr the quest token one space clockwise on the quest tracker.
1, at the start of the event phase, the quest token is on
Group 4: 3 Fell Bats
the third space of the quest tracker and at least one hero
IS not out of action, Lady Annika has been driven from
sPECIAL RULES
Haven the journey ends and the heroes are successtul.
Gorged on Innocents: Lady Annika, the Thirsting Blade
starts with two blood points and cannot lose blood points
during this tourney.
Consequences
It the heroes are successful, they can progress to stage 2
pg 42). 1f the heroes are not successful, place 1 doom
counter on the Night wars quest card.
When the heroes embark on the 'Desperate Frenzy' Decapitation journey, use the following rules in Stage 1.
Abhorrent
ROSTILE GROUPs Activating the Abhorrent Swarm: When the
Swarm's hostile group would activate, if the Abhorrent
Group l : 1 Vargskyr
Swarm token is not on the battlefield, the leader must roll
Group Corpse Rats
2:6 the quest dice and place the Abhorrent Swarm token in the
Group 3:6 Deadwalker Zombies
board tile touching the lychgate whose number matches the
Group 4: The Abhorrent Swarm score on the quest dice, after which the
Abhorrent Swarm's
hostile group's activation ends. If the Abhorrent Swarm
SPECIAL RULES the token next to
Swarm as a token will not fit on that board tile, place
The Abhorrent Swarm: Treat the Abhorrent Abhorrent Swarm's hostile
the Abhorrent that board tile instead. When the
hostile with a Wounds value of 15. Each time
if the Abhorrent Swarm token is on
the Abhorrent Swarm token group would activate,
Swarm is slain,
the battlefield, but is not on a board tile that contains hero,
remove a
token one space
from the battletield and move the quest token to adjacent board tile.
move the Abhorrent Swarm
an
clockwise on the quest tracker. that contains hero, unless that
It must move to a board tile
a
hOstile as having a
board tule
CRISES
waste turn to
choose to buy a few candles,
not, after all. entry 93
or Dual weapon actions. Re-roll failed
(pg 38).
attack rolls if the
acting hero is a Stalwart
or
Reaper. If at least three of those Melee
Weapon actions are successful, the hero
seals the sewer
entrance, stemming the
tide the
and becomes
acting hero suffers 1 damage
diseased, and the crisis
ends. If two or more
of the Melee weapon
actions fail, each hero on the battlefield
Suffers 2
damage and is diseased., and the
crisis ends.
Onminous Signs the
here nolcs intus iudl Natherngs ot acting hero nmakes
s , i f s ltui K'ii wbOne struys in etence roll or is takena slucesstul
the shidows, all stuaring dire tly at the after whih the itisis
out ot
actun, A
15-FerventDoomsayer
madman walks the streets in the dead
ends.
herves wilh ginmiet cves,. of night, blind and
barefoot, raving
12 A about the coming of the Great
1When resolving this crists. skip steps 5
A Curious Ocurrence
stairwav of bone f he cannot be
(Collapse.
silenced, he will surely
raltles
oand S mstead unpause the gamne ssemblng itselt from together
high dese end
on to
drag more to madness or
worse.
and tollow the instrutons below
i1
aspiral in tront of one hero.It could
icad anywhere, he acting hero must choose to silence
biut onhy the
ill find adventurous the doomsayer with force, or to try to
1he a ting hero rolls A . Rol out eracthy where... convince them ot their error.
instead it they are aloremaster
The
acting hero must choose to ascend
the starr ase or I f they choose to silence them with
I t the roli contains two critical destroy it.
force, turn to entry 48 (pg
successes, turn to cntry 80 (Pg 37). 34)
Ifthey choose to ascend the I f they choose to convince them,
OtherWISC, 1t the roll contains only stairs. turn to entry 59 (pg 35).
turn to entry 96
successes and critical successes. (pg 38)
It they choose to destroy
turn to entry 40 (Pg 33),
turn to entry 84 them 16-Aerial Support
ltthe roll contains one or more (pg 37). The Adamant, now better equipped to
tailures, turn to entry $9 (pg 37). aid the he roes during their
13-The Purple Sun of Shyish missions
descends out of the gloom, guns
A
magical predator, the Purple Sun is blazing
If the heroes can remember the signals
10- A Desperate Request the
cnervating energy of Shyish given they have been taught, they can drect
A cry tor help leuds the hero into the
murderous form. As the rays
deeper shadons of a ncurby alleyway. A from this
baleful orb strike those nearby, their
the Adamant to lay waste to their
robedfigure with a coled head limps preferred enemies.
souls are torn from their
through a broken arch, trailing blood body and their
bodies turned into amethyst
on the floo. He presses a cloth bag into crystal. When resolving this crisis. skip steps 5
The hero rushes to see there are
a heros hand, and begs the hero to if any 6 , 7and 8 - instead unpause the game
victims left to save but there are none, and follow the instructions below.
kcep it sate before colapsing in their save a macabre series
arms. Howls in the distance signal the
of screamning
amethyst statues. The hero sees some Until all the instructions here are
approach ofsome nasty pursuers... skeletons breaking the statues apart for followed, the players are not allowed
their master, as the amethyst is to communicate. Each player picks a
a
potent
The acting hero must choose to leave the ny'stical resource. hostile group number in secret. Then.
man and keep the bag, or try to see off at the same time, the players reveal
his pursuers The acting hero must choose to either which hostile group they have picked
attack the skeletons or leave them to (either by declaring it out loud, raising
If they choose to leave him, turn to their grinm harvest. the appropriate number of fingers
entry 99 (pg 38). or by indicating the hostile groups
l f they choose to see off his I f they choose to attack them, turn initiative card). If each player chose the
pursuers, turn to entry 82 (pg 37). to entry 88 (pg 37). same hostile group. each hostile in that
If they choose to leave them, turn hostile group suters 2 damage. Then the
to entry 106 (pg 39). crisis ends.
11-Animated Offal
A swarm of warm and oozing innards
dropsfroma rooftop with seeming 14-Horrific Transformation 17-Devouring Abyss
A group of citizens howl nearby As the hero investigates a loud grinding
malign intelligence, wraps itself around cutching their heads while they noise, they discover the street they are
a hero's neck and begins to throttle on is collapsing into the sewers beneath
Scream in pain. Many have already
them. The hero must tear this magicaly them! They must flee in order to not tall
animated offalfrom their throat before begun to suffer thefull effects of their to an almost certain death.
their skeletons tearing their
curse,
they black out. in an
way free of their fleshy frames The acting hero must make + Agilitv
agonising transformation.
When resolving this crisis, skip steps5, rolls. If they tail three or more of
6, 7 and 8 - instead unpause the game those Agility rolls, they fall into the
to
The acting try
hero must choose to
and follow the instructions below. murky depths - turn to entry 50 (pg
save the citizens trom their magical
34). Otherwise thev escape and the
curse, or put them down betore they are
When resolving this crisis, skip steps, he hero pool of what appears
sers a
lo be entry 10 (pg iH)
animated blood slonly oozing through
a
6,7 and 8 instead unpause the game
Moments 25 1igts
and follow the instructions below. window into a nearby building in the 1Dark
oul, collapsing as he hero spols some
later, a man staggrrs bohbing lights in 1
Randomly determine a lychgate. Placc
the vitae covers hin from hrad to foot. distantdarkness. A possible upportuniy
the Suftoating Gravetide token in the He is left as a desicealed corpse when the or dangerous hait?
board tile that is pool moves on, seeningly a little bigger.
touching that lychgate.
Now make a note of the lychgate thal Ihe acting hero inust ch et
1s turthest from that board tile - this The acting hero must choose to altack investigate the hghts or ig elhem
s the target lvchgatc. If there is more he creature or ignore it.
than one, the leadcr chooses which one I f they choose to
1s the
targetlychgate.At the end Ifthey chooseto attack, turn to investig.ate, urn
of cach o entry B6 (pg 37)
Ourney phase, move the Suttocating
Gravetide token toa board tile that is
entry 56 (Pg 35). Ifthey choose to
ignore them, turn
Ifthey choose to ignore it, turn to to
nearer to the target lychgatc. 1he board entry 45 (py 4).
entry 38 (pg 33).
tile it is moved to must be
connected 26- Foul Play
to the board tile it
is currently on
either an open or closed
by 22 -ForebodingEvents The hero discovers a
murdered
the
gateway. At The hero hears an
Ufenwatch patrol sewerjack. The smell is duurdi
beginning of the event phase, if the marching nearby. Intrigued, they see a appull1ng, hut
Suftocating Gravetide token is on the clutched in the duardin's hund
dozen skeletons march into a large is u
board tile open rumpled note,
touching the target lychgate, sewer with uncanny
precision. This may
remove it from the
battlefield. be worth investigating.
The acting hero must choose to
lf a hero starts their
same board tile as the
activation in the The acting hero must choose to follow
investigate the corpse or leave
before
Sutfocating the Ulfenwatch or leave. catching something
Gravetide token, that hero suffers
2
damage. When the Sutfocating If they choose to
Gravetide token is removed from the If they choose to follow, turn to to investigate, turn
battlefield, this crisis ends. entry 67 (Pg 36). entry 55 (pg 35).
If they choose to leave, turn If they choose to leave, turn to
to
entry 43 (pg 34). entry 39 (pg 33).
19- A Cry for Help
A cloud of bats
envelops
fighter who bellows for aid battling
a
all that -
23-Violent Liberation A
27-Lost in the Dark
can be seen of them is their blade, which
The hero discovers an armed sharp wind blows out the hero's only
occasionally bursts from citizen's militia light. They head towards their comrades
the swarm. fending off a group
of Ulfenwatch. They in the
pitch dark, but where they urrive
fighting over a group appear
The acting hero must to be
is
fighter or leave them.
choose to help the of chained perhaps not where they hoped.
prisoners, presumably victims the
skeleton guards. of When
If they choose to help resolving this crisis, skip steps 5,
6,7 and 8 instead
entry 105 (pg 39).
them, turn to The
-
Choose a random
If they choose to lychgate and place the
acting hero in the nearest
entry 87 (Pg 37). attack, turn
20 Gaze Not
As into the Nadir
battle ruges, the hero
to to that empty space
the Nadir, the catches sight of If they choose to lychgate. Then the crisis ends.
great leave, turn
magical vortex that
dominates Shyish's Prime entry 85 (Pg 37).
to
28- Darkness
Caught by the terrible Innerlands. A
smothering Closes In
darkness descends
of its lightless inevitability
magnificence, the hero
continues to stare.
The hero 24-Greed
finds
Conquers All
a
hero's source of light is snuffed out! Until
as each
some value'
commodity in Uifenkarn these nights. 37
The (armilla't hraken hody slumps to the
acting hero (an
When resolving th1s crisis, skip steps5 anulet, or leave it on cho)se
the
to fake the ground, black blood ttreaming from her
, 7 and 8 - instead unpause the game
shrine many wounds Before the final blow can
he dealt, dozens ofFell Rats a1sault the
and follow the instructions below. fthey choose to
take it, turn
entry 76 (pg 36) t heroes and her hatte red form 1s carried
Your next Ourney must be the Final 59 8reedy vultures deserve far worse The
With reasen. hero scoops up armfuls of randies to
faith and
showdwn IDecapitation journey (Pg 46) totalk sense into the logic, the hero tries distribute at Haven and leaves, sutisfied
raving nadman. with their own brand of sor tal
55
justice,
Ihe acting
The crumpled note is dripping with
it
hero rolls, Roll instead The acting player rolls the quest dice
swugr and written in a barely legible they
are a
Loremaster or a Blade. If And divides the result by 4, rounding up
the roll is
successful, the doomsayer
hand. What can be mnade out reads The acting hero gains that number of
is convinced of their
en disovered. Ihey are ... beneath leaves feeling arguments, and inspiration points and the crisis ends
.. Beware and send more... gets much puzzled and foolish the
acting hero gains 1 inspiration point 64
While this doesn't tell the hero and the crisis ends. Otherwise
worse. the One member of the mob spies the
much, it's better to know something is
doomsayer continues his spittle-lecked hero leaving and the wild eyed group
going on than remain ignorant. rant the
acting hero loses 1 inspiration proceeds to follow them, their frenzied
point and the erisis ends. advance impossible to stall. They
heacting hero gainsl inspiration
sweep over the battlefield, tearing and
point. is diseased, and the crisis ends. 60 smashing at everything in range, undead
The man blinks and his eyes water at and hero alike.
56 the sight of the hero as memory
returns
The hero attacks the creature but swiftly Soon, scenes of what was done to him The acting hero and each hero and
finds that no blade or bullet can even echo in his mind. The man becomes hostile orn the battlefield sutfers 1
slow it, never mind injure the thing. A catatonie, but not before he presses a damage. Then the crisis ends.
keen intellect is the only weapon that small gift into the hero's hands, urging
will save the hero now them never to give upthe fight. 65
The hero looks around the dwelling. All
The acting hero gains I inspiration signs of life are there and it hus not yet
Roll instead
Theacting hero rollsL been robbed. The owners are absent,
if the acting hero is a Loremaster. point and draws cards from the however, the only sign of where they
discovery deck until they draw a in
if the roll is a success the acting hero
treasure card or realmstone card. Other might have gone is a giant hole torn
the floor, opening onto inky blackness.
deduces that a predatory pool ot blood cards that are drawn (such as traps or
Is not going to last long in a city full of crises cards) are shutled back
into the Afterfurther searching the hero is able to
find a few valuables.
discovery deck after the
treasure or
blood-drinking monsters and sensibly after which
realmstone card is found,
allows nature to take its course. Satisfied Ihe acting hero draws cards from
the crisis ends.
with their efforts, the hero smugly the discovery deck until they draw a
returns to the group - the acting hero treasure card or realmstone card. Other
61 cards that are drawn (such as traps
gains l inspiration point and the crisis Inside lies an injured student of shutled back into
ends. If the roll is failed the hero cannot or crises cards) are
no creature of
tlee amethyst magic - though mortician, who the discovery deck ater the treasure
think of anything and is forced to
a humble
evil is this, but realmstone card is found. Then the
and left for dead by
or
the acting hero loses 1 inspiration point, attacked
has been his craft. risis ends
1s fatigued and the crisis ends. too distrustful of
fellow citizens what aid they can,
The hero
administers 66
rewarded.
57 and they are amply The hero leaves the chuined
citizens to
Thefood is hot, delicious and filling. the militia and turns away; they are here
cards from
Teminding the hero of better times. undead,
the not
hero draws to save the city from
The acting
deck until they draw a
themselves, and this matter is a
the discovery card. Other from
Ihe acting hero gains 4 inspiration card or
realmstone
mess they don't have timefor.
treasure
(suuch as traps
points, removes all wounds and cards that are drawn into
shultled back The erisis ends.
their
grievous wound counters fron
are
crises
cards) treasure
or
alter the
Character card, and the crisis ends. the discovery
deck
"Ihen the
found.
realmstone
card is
or
cTists ends
If three or more ot the weapon d t i o n s
then anRer and wailing grOwIng off. the acting hero gains inspiration
the lfemnatch as thev mareh noisily Ar
second
through the sewers. Before long they iolent with every passingthat details points and the crisis ends
he erescendo of a sperch
enier a large vavern wilhin whieh have
the undead
thhe hero sees hundrrds of skelcton the long list of wors
If theCorpse Rats are not driven off, the
the hero de mands
gardsmen, all stanudng to attention infli ted on the city, acting hero can try again repeat the
and destroy all who
and staring itelesshy al a small throne the go forth
mob process above intilether the (orpse
lie in the grave' Withou
made of bone. In it sits a skeletal fiçure shonld already forward,
Ratsare driven oft or the acting her is
tn a cloak: an an ient looking sword and hrsitaton the flagellants surge
end and tear.
taken out of action
have a citr to save, and they cannot do it The acting hero can choose to go inside, 76
chasing onc dooned soul after another. or leave such an obvious ambush. The amulet does not depict uny divinity
the hero recognises perhaps it is one
The acting hero is fatigued and loses 1 from a bygone age, long since de voured
inspiration point and the crisis ends.
If they choose to go inside, turn to
entry 61 (pg 35). by Nagash. Though plain and of no great
I f they choose to leave, turn to value, the amulet could be useful
69 entry 101 (pg 38).
later.
why disturb something that ofers no
Place the Amulet Right Half token on
obvious gain? The hero has no wish to be
cursed 73 the carried item space ot the
acting
by whatever foul spirit might be The hero readies their weapon and hero's character card. The
watching over this shrine. A wise choice. ends the Stormcast's life with a acting hero is
precise cursed and the crisis ends.
blow. Azyrite energy rockets towards
The acting hero gains 1 inspiration the heavens, and the
point and the crisis ends.
and reinvigorated by the act
hero feels
cleansed 77
has sent agents to the
Sigmar -
Ihe hero 83
lhe
acting
hero must make Agility
until they have
The acting hero makes a free Melee,
rolls Ranged weapon action as if
wlich point su eeded at three, at Dual or
c dl iitAliis aliy bljtee9ss, tu they climb out and the their target were visible to them. If the
1isis ends. For eah failed attack roll is failed, the acting hero
The acting hero gains 4 inspiration recede into the distance. this way until the acting hero makes a
a
free Melee, grows
alone! The acting hero makes a skittish at even the most
creature they could hoape to slay Dual or Ranged weapon
action as if they become
The hero tips the contents of the bag, to them. If the
harmless of occurrences.
visible
the their target were
a gnarled sigil, into a pocket, picks attack roll is failed,
the acting hero
and
man up and flees towards their party The acting hero becomes fatigued
suffers 2 damage, against which they time a
with the Vargskyr in pursuit. if they had the crisis ends. In addition, each
make a Defence roll as
crisis is generated during this journey,
can
action.
weapon
damage from
a Place a
the
suffered
in this hero becomes fatigued.
Mace the Twisted Sigil token on Continue to make weapon
actions
token on their character card's
slot. The makes a fatigued
acting hero's carried item the acting hero
this way until actions
portrait to remind you.
and the crisis
acting hero is fatigued total of five
successful weapon
hnds a iaud
s Poudor fwsted igtí t: purpose remam
sthsm, the hero
vLked doors and ba 1reade d wináen s
aresmift to ju:ige and spstad worá ef farn sA t
heets, tker ser
uriatns
i
blutfing
full belly for few hours,
a a order get better price! The hero
to a
so that's something. 98 chustises the merchant and tells them to
The hero
quickly sees to the man's take their wures to lHaven post huste
The acting hero wounds while the battle
gains I inspiration rages. He
point and the crisis ends. Smiles, and says, 'One such as
you is The acting hero
truly deserving of the key. I have been its
gains experience and
the crisis ends.
95
keeper long enough'. limps away into He
The hero the darkness without
quickly helps the citizens to further word. a
escape, before following themselves. Though puzzled, the hero is glad to have 104
The mob
Seconds later the rats chew done a good
deed. bays for the hero's blool and
wall, and the martyr who through the Swarms over them,
stayed behind. The hero with the
biting. kicking and
Twisted thrashing. The hero breaks free but not
The acting hero
gainsl gains 2 inspiration points. Sigil token
If they before suffering terrible wounds
point and the crisis ends.inspiration discarded the Twisted
Sigil token
nothing happens. The
acting hero sutlers 4 damage and
the erisis ends.
105
7he hero nmust iry to hit the bas As the last
without of thr
hur ting the fighter thcy surround.
lfenwateh
desiroyed, the thained urt
sjon and specd will be needed here
sobhing
had hren grntly Thry
( ti7em:
hegyin
elaves f theloim that they
1he acting hero makes a iree Melee
attemting militin ovd
tn
al or Ranged we. apon action. If the wrre
taught byrerafe
thr
Hae nwh rt ve
fhey
kroll is failed, the hghter suffers 1 rrsponsr, the militiafenurntrh In
intiet thnt
amage place wound counters in front sinply trying to rrer they
the rifizene
ive
acting heros player to
keep track
1Ow intrnd to hr
ne
nnd mable tn eata hor stondiuet
ing thr m tri
the damage the hghter has suffered cafety
t the tighter would suffer a tourth point The
acting hero mutt hrrte
of damage ihey are slain. Continue to with the militia the c
t
rr
tide
make weapon actions in this way until
itizens
the acting hero makes a total of four If they choose the g i yfoatt Awmeks kaid airro
cssful weapon actions or the fighter entry 66 (pg 35) militi2 tarn tn
s slain. If the hghter is slain, the crisis If they choose themelot for thoir aagi
kgia "g*
the
entry 70 (pg 36) citizens, tsrn
ends. lf the acting hero makes a total
offour successtul weapon actions, the Replace Annikas heented e
acting hero gains I inspiration point qest card with Annikat der zit at iro
109
and the grateful hghter gifts them Only a fnal mercy can save
tren Yo mar nes inge
iedertait
now. these soule
with what little they have the acting There may even he
Piorge mrner
salvage from this grim and something to
hero draws cards from the discovery horrid event
by looting the hodies fAnnikaa sa The irst dergt a iei
deck until they draw a treasure card or of the falen token on the uuest card. gen he
realmstone card. Other cards that are Level 2 Vampiric Prrees i e g e
The acting hero rolls Roil
drawn (such as traps or crises cards) are this contasns new rrwe ards fo
instead if they are a
shufled back into the discovery deck Stalwart, Blade or remainingvampire ords there e
after the treasure or realmstone card is
Executioner. If the roll is successful norw twr decapitatinn tokens om the
found. Then the crisis ends.
they destroy the citizens and any quest card. open the Lee 3 Vmgt
recently made skeletons. The acting Prwers enrvelnpe this conta.s e
hero loses all their
106 inspiration points.
turns their character card to its pevwer card for whcherver he hree
The skeletons labour away, caring Path vampire krds has nat been ska
to Glory side, and draws
cards from three decaptation tokens ate ner
nothing for the hero, slaved as they are to the discovery deck until
their task. The hero takes advantage to
they draw a
the quest card. turn to entrr 4
treasure card or realmstone card. Other
gather what valuables they can from the cards that are drawn (such as traps 113
WTeckage around them. or crises cards) are shuffled back into One by one. the vampsric claimants
the discovery deck after the treasure are driven back to the zloom ot the
The acting hero loses I inspiration point or realmstone card is found. Then the Ulfenkarni crypts. Ai pou rain fury
and draws cards from the discovery crisis ends. down upon them they are forced
deck until they draw a treasure card or to diver! their energies to their gw
with
realmstone card. Other cards that are Otherwise, the acting hero loses 1 preservathon, the ar puises
penumbral mag1c as the urie of signt
drawn (such as traps or crises cards) are inspiration point and the crisis ends.
Unending unraveis thread by thread
shuffled back into the discovery deck
after the treasure or realmstone card is 110
found, after which the crisis ends. The hero quickly tries to remember some The wychligh: tlares brignter, to reveal
he
way to reverse the cruel spell. 4 monstrous presence crouched atop
8Tundest of the nobie tombs Radukar
107 rollsRollinstead bestial but unbroken, iurrounded by
The hero swiftly descends into the pitch Theacting hero his court The madness that previousiy
darkness of the hole to rescue who they if they are a Loremaster. If the roll is
Otherwise,
crisis ends. is damned.
turn to and the ifenkarn
If they choose to chase, inspiration point way or another,
entry 50 (pPg 34).
108
CARMILLA'S DOOM
HOSTILE GROUPS
1 Carmilla DuSang (C)
6 Bat Swarms (B)
5 Ulfenwatch (U)
3 Fell Bats (FB)
-12
9-10
QO
OO 1-2
7-8
OO
5-6
3-4
wwwweM
ARMI
LIASLAST STANDRULS
TAle ctence: (A milla DuSang cannot be
siunicd din thIs Journey.
Me, My Minions!: Ihe hostile groups in this journey
do nothave encounter cards that arc otn the
placed
at Rodyguards: A heto c annot
chose Carmilla Combat track, nor can they he driven off. Instead, when
t as the taiget ot a weapon action a hostile g r o u p activates, roll a n d the quest cdiue. lt
while there is an
teanat h Visible to that hero,
theroll is a
deploy one slain hostile from that
success,
Inspiring Effort: The leader picks a hero. That hero gains 1 inspiration point.
A Destiny Fulfilled: Afterthe destiny roll is made, move all discarded destiny dice to the availabie
12 destiny dice section of the Skyvessel board.
STAGE 2: A THIRST
SLAKEDD
HOSTILE GROUPS
1Lady Annika, The
Vyros Blood bornThirsting
(V)
Blade (A)
Vargskyr (VS)
3Fell Bats (FB)
3-4
i2 5-6
FB
EB
7-8
I1-12
9-10
THIRST SLAKED RULES
1hirst-fuelled krenzy: Lady Annika, the
Thirsting
biadc. cannot be stunned during this Starved Sycophants: The hostile
journey. groups in
this jourhe
do not have
encounter cards that are
slake m Hunger.: \W hen Lady Annika would be placed on the
combat track, nor can they be driven off. Instead, when
he lcader removes her irom the slain,
ibattleficld and places her d
hostile group activates, roll and the quest dice.
3 Cmpty space adjac ent to at least one theroll is a success, deploy one slain host1le from that
hotn if there are multipie Vyrkos
Vyrkos Blood hostile group in a space adja ent to the gateway whose
Blood-born the leader
hooses which onc). i this is 1mpossible, number matches the score on the quest dice as shown
place her in an
2pt space adjacent to a Vargskyr. If this is on the map
opposite. following the rules for deploying
imposible.,
eis slain. if she was placed next to one or more reintorcements. If the roll is a critical success, deploy
Ed born, one those
of Vyrkos two slain hostiles from that hostile
Vyrkos Blood-born is slain. If group instead. Ireat
the quest dice roll as the behaviour roll for that hostile
he was placcd next to a
Vargskyr, that Vargskyr sufiers
o damage (which cannot be reduced). In either case. 8roup. Note that Lady Annika cannot be deployed as
remove all wound Counters next to Lady Annika and reintorcements after she is slain.
gve her blood points, folloWing the rules
reterene card.
on
her hostile
point.
11 Inspiring Effort: The leader picks a hero. That hero gains1 inspiration
roll is made, move all discarded destiny dice to the available
A Destiny Fulfilled: After the destiny
12 board.
destiny dice section of the Skyvessel
CONSEQUENCES
VICTORY CONDITIONS and read
successtul, experience. lurn to page 39
they gain
If, at the start of the event phase, Ifthe heroes are the Journey's End steps.
before completing
entry 112 aloud
Lady Annika is slain, and at least
one hero is not out of action, doom counter on the Nightwars
not successtul, placeI
the journey ends and the heroes Ifthe heroes are
quest card.
are successful.
1
DESPERATE FRENZY
h e Pat Prinse ma_ weli he
R aduk
ar't sninte nded ofepring. h t hat power he has is ali his none ot it was
gifted.
r e af tite td at hia trirthrigh Imdred, hie emutc ast beginninge make him all the more dangerous a foe w hen brought
bettle. Lnable tss ewallerw the
ast inente levelied at him bs the heroet Kritza has driven the Ahhorrent Swarm
9 r e t s t aned annihilate the
hereet in their entirets-
and if thev shoud warm over and lav aste to Haven.
B 'he hetter. The her roe muet defeat this entifs once a nd for all, for without it Kritza will be shorn ot his
TEairet weaprm, snd hit defeat »i} he all vast aaagred
STAGE 2: A
CORNEREDRAT
1OSTI GROEPS
t /a the Hat Prithe e
Vargi yr (Vj
12
910
A CORNERED RAT RULEs
wayFrom Me!: Kritza the Rat
Stay Prince cannot be
unned during this ourney. In addition, dice as
shown
each time he on the map opposite, following the rules
Is
moved, he must be oved closer to the tor
deploying reinforcements. If the roll is critical
space touching
thelchgate that
a
is turthest trom
any hero. If, while success, deploy two slain hostiles from that hostile
aking a Move action, he enterS
group
a
space adjacent to nstead. Treat the
quest dice roll as the behaviour roli tor
hero, that Move
ac ton paused and Kritza the Rat
is that hostile group. Note that Kritza the Rat Prince cannot
Drince makes one weapon action that be
deployed as reinforcements after he
et the weapon action is resolved, thetargets that hero. is slain.
Move action is
unpaused and completed. Collapsing Into a Swarm of Rats: Each time Krtitza
the Rat Prince suffers damage, remove him trom the
Defend your Prince, Loyal Minions : 1he hostile battletield: the leader must roll the quest dice. Place
Kritza the Rat Prince in the nearest empty space to the
groups
in thisjourney do not have
encounter cards that
placed on the combat track, nor can lychgate that corresponds to the number rolled on the
are
be driven
off. Instead, when a hostile group activates, rolland
they quest dice.
2-4 Skittish: Make a behaviour roll for Kritza the Rat Prince.
5-6 The Rat Prince's Curse: The leader must pick a hero. That hero is cursed and stunned.
Terror of the Endless Dark: The leader picks one hero. That hero must discard 1 inspiration point.
If they do not have any inspiration points and were inspired, they are no longer inspired - turn their
7-8 character card over to its Path to Glory side. If the hero does not have any inspiration points and were not
inspired, that hero suffers 1 damage.
Born Hero: The leader picks one hero that is out of action. Deploy that hero to the battletield in an empty
free Recuperate (1+) action for that hero, or
space that is adjacent to one or more heroes. Then make a
9-10 remove one ailment from that hero. If
there is no hero out of action, the leader picks one hero on the
hero or remove one ailment from that hero.
battlefield. Make a free Recuperate (1+) action for that
a hero. That hero gains 1 inspiration point.
11 Inspiring Effort: The leader picks
the available
roll is made, move all discarded destiny dice to
A Destiny Fulfilled: After the destiny
12 board.
destiny dice section of the Skyvessel
CONSEQUENCES
VICTORY CONDITIONS 34 and read
they gain experience. lurn page
to
successtul,
It, at the start of the event phase, If the heroes are
End
before completing the Journey's steps.
Kritza the Rat Prince is slain, and at entry 53 aloud
least one hero is not out of action, I doom counter on the Nightwars
not successtul, place
the journey ends and the heroes are If the heroes are
quest card.
Successful. If, at the start of the event
phase, Kritza the Rat Prince is not
not successful.
THE FINAL SHOW DOWN
Ihe vampire lords, resurrested by their shadowy mavter, have made temporary deep n the undet er
caue t
Ullenkarn. Ihough cach despises the other, the tury and violene ot the herocv have eeneash ot them tall in turn
only by uniting can they hope to rid themelves of the mer itevwehampion ot tlaven. O e the herws are dealt
with, there is little doubt two of the vampiric tris will tall upon whiuhever ot their number i weakest, but irst the
must finally deteat the group of warriors who have dared to oppose thenn.
HOSTLE GROUPS
Kitza the Rat
Prine
(K).
3Corpse Rats models (R)
Carmilla DuSang (C),
3Iell Bats (B)
Lady Annika. The thirsting Blade
3 Vyrkos Blood born (V)
(A).
2Kosargi Nightguard (N)
5-6
3-4 1-2
NA ItuN IVN
in teinfit ements I t e l l in a ifir al b t ( rot
y l u e alainn t i l e a f 1hal i s t i l e t
i at tjnli l la tie e iayirint frar
lpynede
t ile p it 1iat
t e f the Vanpne
they
an
ellhyeol an
irinfur ements after arr
alain
tw be
litven il lnteal, wiuna htile
pu
csll w slain luil s h n that huntile
pon
2-4 vil Overlordsi Randonmly determine aVampire L.ord. That Vampire Lord ac tivates
5-
ain the use ut Night lnending emove I wnd grievo Wrd nter fronti tir Vatnipire
battletucll AMake a
Reuperate (14) atin to that lieroor temove one alment
luee from th.at
her
11 Inspiring Rtort: The leader picks a hero. That hero gains I inspiration point.
A Destiny Pultilled: Aler thr destiny oll is made, move all dlise arded destiny dic e ly the available
12 estny ate e t n ut the Syvessel board
Remve all doom counteis trom Nightwars quest card. AI Vampiric Power
Ievels are set to 0,
Ihe heroes have dealt witl the vampire lords (lor now) but they remain a
threat to the ity, and Raulukar coutinues to prOwl the streets. The heroes
an ontiue to make the tollwng jurneys. lhey must use the set up rules
in this quest ook (pp 12), and will onlt gain enperiene it they succevwliully
omplete al'urge oTney
0)
Pupe (ee page
Seavenge (see the 'llenkan in Peil quest book)
l u n t (see the U'lienk.an in l'eril quest ook)
wwww 7
NIGHTWARS CRISES
9-12 8 20
Gaze Not into the Nadir
Pg 32)
9 21 Devouring Vitae (pg 32)
CRISES TABLE A
10 22 Foreboding Events (pg 32)
Quest Dice Entry 11 23 Violent Liberation (pg 32)
Page and Entry Name
Result Number Greed Conquers All
1 , Ethereal Murders (pg 30) 12 24
(Pg 32)
Fell Kidnapping (Pg 30)
3 Gnawing Terrors (pg 30) CRISES TABLE C
Fear of the Dark (pg 30)
Extortion Racket (pg 30)
Quest Dice Entry Page and Entry Name
Result Number
Descent into Darkness
6 25 Lights in the Dark (pg 32)
(Pg 30)
Collapsing Building 2 26 Foul Play (pg 32)
7 27 Lost in the Dark (pg 32)
(Pg 30)
8 Darkness Closes In (pg
8 Furred Avalanche (Ppg 30) 32)
9 Ominous Signs (pg 31) 5 29 A Suspicious Meal (pg 33)
10 10
A Desperate Request 30 Empty Home (Pg33)
(Pg31) 31 Gnawbone Stray (pg 33)
11 11 Animated Offal (pg 31) 8 32 A Glowing Rune (pg 33)
A Curious Occurrence 9
12 12 33 A Sundered God (pg 33)
(Pg 31)
10 34 A Broken Soul
(pg 33)
11 35 A Final Request (pg 33)
12 36 Raving Lunatics (pg 33)
CURSED CITY
NIGHTWARS
QUEST BOOK