The Final Battle Objective 3: Follow the Spiders



XP Requirement: 10 XP

When You Start The Objective, Read:
Zaldramas summons the Cult of Lolth and their venomous spiders to storm the Tower of Altoth. As the hordes of spiders converge upon Astifoorn, a secret Stealth Squadron sets out to flood the dark chasms and stop these vile creatures from swarming. But haste is needed, for a mysterious Drider is making its way down the ravine. If the Drider reaches the Drow Glyph tile, it will begin spinning a dark web. Once completed, there will be no way to keep the spiders from swarming up the web and into the Tower!

Objective Goal:
Flood the Dark Chasm to stop the Spiders from swarming and defeat the Drider.
* Place one Water Bowl token on the Dark Chasm Tile (Note: The Drider cannot be on this tile when this action is performed).
* Place one Water Bowl token on the Underground River Tile (Note: The Drider cannot be on this tile when this action is performed).
* Defeat the Drider & the Cult of Lolth.

Objective Setup:
* Place the Cult of Lolth on the Dark Chasm Tile as indicated in Objective 3: Cult of Lolth
* Place the Stealth Squad on either the East or West passages, on the tile just below the Narrow Passage Tile (See below).
* Place 8 HP tokens on the Tower Wall (see below). This will be used to keep track of the Drider's Web.

Objective 3: Cult of Lolth


Starting Conditions:
* Assign the Water Bowl tokens to any 2 Heroes in this regiment.
* City Wall: If you won the previous Objective: The Drider has 8 HP tokens for Spinning its Web.
* City Wall: If you lost the previous Objective: The Drider has 6 HP tokens for Spinning its Web.

Regiment:
Stealth Squadron: Quinn (Commander), Heskan, Kat, Lolth, Aldred.

Objective 3: Regiment


Regiment Stealth Mechanics:
* Heroes move up the passages (East or West) to stealthily place the water bowls on the required tiles.
* At the end of every Hero's Hero phase, roll a single D6:
* Rolls 1-3: Your Regiment is being Stealthy! Keep moving towards the Dark Chasm Tile.
* Rolls 4-6: Your Regiment is being Noisy! Move a Monster from the Dark Chasm tile onto your Heroes tile.
* Follow this order when moving Monsters for 'noise': Spider Swarm, Giant Spider, Drow Duelist.
* If your Regiment is too noisy (more than 3 Monsters on the current tile), your heroes retract. Place your regiment 1 Tile back from your current Tile (up to your starting position).
* Defeated Monsters are returned to the Dark Chasm until the Tunnel is flooded.
* When you reach the Dark Chasm Tile, read the flavor text and defeat all Monsters on this tile.
* A Water Bowl must be placed on the Dark Chasm Tile first and then on the Underground River.
* When you Flood the Chasm, read the flavor text and defeat the Drider.
* Any hero in the regiment may spend a Movement action to place a Water Bowl token on the required tiles.

Power Decks:
* 2 x At-Wills, 2 x Daily Powers, 2 x Utility Powers.

Forgemasters:
* Forge, Summon, Attack (minor), Attack (major), Heal.

Horde 3: Cult of Lolth: 22 XP
1 x Dinin Do'Urden, Drider,
3 x Spiders,
3 x Spider Swarm,
3 x Drow Duelists.

Objective 3: Tower Setup


Horde Tokens:
* 1 each of: 0, 2, 3 monster tokens.
* 3 each of 1 Monster tokens.
* 1 each of 4 Monster token.
* The 1 x monster token is used to designate the Drider activation.

Horde Activation:
" Lay out the Horde Activation Track.
* Drider activates ONLY whenever a 1 Monster token is encountered
* 0 Monster token = Draw an Encounter Card.
* Spawn*: X Spiders until Horde Track complete.
* Resurrect*: Drider: 4HP
* Regenerate*

Horde Mechanics:
* When resolving Monster activation:
* 2 Spiders, 2 Drow Duelists and the Drider move 1 Tile towards the Drow Glyph Tile instead of towards Heroes.
* The remaining Monsters (Spider & Duelist) remain on the Dark Chasm Tile.
* The Drider counts as a villain for this objective (10HP).
* There is no 'passing' on of the Drider card for this Objective.
* The Drider cannot be engaged until the Dark Chasm is Flooded.
* Once the Drider reaches the Glyph Tile, it gains the following text on activation:
"At the start of Activation, the Drider spins a Dark Web. Remove an HP token from the Glyph Tile".
* When Drider reaches the Drow Glyph Tile, place 8 HP tokens on the tile (6 if you lost the previous Objective).
* At the start of each Villain phase, remove an HP token. If all HP tokens are removed and Chasm is not flooded, the Drider completes its web spinning and Spiders infiltrate the Tower.
* The Drider is locked to the Glyph Tile. Ignore all 'Otherwise' and movement conditions for the Drider.
* If the Chasm is flooded, remove all HP tokens on the Glyph tile and defeat the Drider.

Defeat:
* Tower Wall breached.
* Regiment Defeated.

Victory:
* Dark Chasm Flooded.
* Cult of Lolth & Drider defeated.

Healing Surges:
2

Objective 3: Battle!


When You Reach The Dark Chasm Tile, Read:
In stealth and secrecy the Squadron approaches the Dark Chasm, a gaping hole swarming with the dark creatures who serve the Spider Goddess Lolth. Placing a water bowl in the chasm and one on the underground river will trigger their elemental magic and flood the chasm, washing away the spider cult! But the Heroes are in for a fight as the Spiders are not at all eager to give up their home!

When You Flood The Dark Chasm, Read:
The heroes cling onto the bridge as a massive wave surges from within the chasm, filling the dark crevices and washing away the Spiders and Cult of Lolth. Howling in Fury at the destruction of his home, the abominable Drider spins a dark web in the hope of tearing down the Tower defenses as the last of the spider cult swarms outside the City.

If You Win This Objective, Read:
With the Cult Of Lolth defeated and the ravine flooded, the central path towards the Tower is no longer accessible. In the Rocky Lair, the Chaos Lord Zaldramas launches a counter-attack, sending a pack of Orcs with a ferocious Rage Drake down the Eastern Passageways with one intention: Destroy the Forces protecting the Wall!

If You Lose This Objective, Read:
As the spiders of the Cult of Lolth swarm the Tower the Mage Scion Eladrion halts the forging of the Everlast and summons elemental allies. With Immeril's aid the two Forgemasters drive back the Spiders and with a final burst of raw power, unleash two powerful water elementals to flood the ravine and dark chasm. But the Forgemasters have been distracted in their task of reforging the Everlast and are now unable to aid the forces below.

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