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AoFQ - Heart of The Rot v1.0.0 - Ch. 1-4

Heart of the Rot is a narrative campaign for Age of Fantasy: Quest, featuring 14 interconnected missions set in the Heartwood forest, where players confront a corrupting blight. The campaign requires the core rules and includes various chapters and missions, with a focus on character progression and enemy encounters. Players can customize their experience and utilize a range of game elements, including difficulty levels and optional challenges.

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James Mandrake
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0% found this document useful (0 votes)
1K views25 pages

AoFQ - Heart of The Rot v1.0.0 - Ch. 1-4

Heart of the Rot is a narrative campaign for Age of Fantasy: Quest, featuring 14 interconnected missions set in the Heartwood forest, where players confront a corrupting blight. The campaign requires the core rules and includes various chapters and missions, with a focus on character progression and enemy encounters. Players can customize their experience and utilize a range of game elements, including difficulty levels and optional challenges.

Uploaded by

James Mandrake
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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0

1
AOF: QUEST – HEART OF THE ROT v 1.0.0

Introduction Contents
Heart of the Rot is a narrative campaign for Age of Fantasy: Playing Narrative Campaigns ............................................. 3
Quest where you venture into the Heartwood, and within this
Prologue – Malliur’s Rot .................................................... 5
ancient forest's groves, guarded by the reclusive Wood Elves,
you discover that a corrupting blight has taken hold. Chapter 1 – Betrayal of the Glade ....................................... 6

This game expansion for Age of Fantasy: Quest takes players Mission 1 – Blighted Backstab ..................................7
on an adventure across 14 missions which are tied together by
Mission 2 – Vine Frenzy ..........................................9
an exciting story of epic proportions.
Chapter 2 – The Blindness................................................. 11
To play this campaign you’re going to need the core rules for
Age of Fantasy: Quest as well as heroes and enemies, which Mission 3 – Cleansing of the Heart-Elm .................. 12
you can find for free on our website: www.onepagerules.com Mission 4 – The Fallen Elder .................................. 14

About OPR Chapter 3 – Rage of the Riders........................................... 16

OPR (www.onepagerules.com) is the home of many free Mission 5 – Rathon’s Ambush ................................ 17
games which are designed to be fast to learn and easy to play. Mission 6 - Lair of the Beetles ................................ 19
This project was made by gamers for gamers and it can only Chapter 4 – Desperation of the Grove ................................ 21
exist thanks to the support of our awesome community.
Mission 7 - Madness Unleashed ............................. 22
If you want to help us in making more awesome content, you
can support us on Patreon: www.patreon.com/onepagerules Mission 8 - Yrana’s Wrath...................................... 24

Chapter 5 – Eternal’s Sorrow ............................................. 26


Thank you for playing!
Mission 9 - Tide of Sorrow ..................................... 27

Mission 10 - Hope Rekindled ................................. 29

Chapter 6 – Balance of the Wilds ....................................... 31

Mission 11 - Blades in the Firelight ......................... 32

Mission 12 - Crashing the Festival .......................... 34

Chapter 7 – Heart of the Rot .............................................. 36

Mission 13 - Duel of Masters .................................. 37

Mission 14 - Assault on the Sanctum ....................... 39

Epilogue – The Black Record............................................. 41

CREDITS
Created By: Gaetano Ferrara

Story Writing: Austin McIlsley

Game Design: Gaetano Ferrara, Austin McIlsley

Illustrations: Vasco Mariano, Loles Romero

OPR Games, Unipessoal LDA


Avenida 5 de Outubro 104 r/c, 1050-060 Lisbon, Portugal
Copyright © 2021 OPR Games - First Published 2024

2
PLAYING NARRATIVE CAMPAIGNS
Failed Missions: If all heroes are killed
Introduction Progression system
during a mission, they must re-start the
Unlike regular one-off games, narrative chapter, but restore all wounds, stress, When playing, heroes suffer injuries
campaigns are a series of connected bleeding, conditions, and injuries. and become stronger as they go on
missions that follow an ongoing story. missions. Note that progression is the
Finishing the Campaign: Once the final
The missions have been designed to be same across campaigns, so you can
chapter has been completed, the
played back-to-back, so each chapter carry over heroes between campaigns.
campaign is over.
can be played in a single session.
injuries
Campaign Structure Preparation
If a hero is killed, you may choose to
The Heroes: Before the campaign
Story Sections: Follow the campaign by revive them after the mission (but don’t
begins players must pick 2-4 heroes to
reading each story section in order until have to). Revived heroes must roll one
play this campaign.
you reach a mission. At that point you die to see what injuries they sustain for
must stop reading the story and have to The Enemies: Before the campaign the next 3 missions:
play the mission. Only once the mission begins, you must prepare a collection of
Roll Injury
has been completed you may continue Wood Elf enemies to play against.
1 Chest Wound: -1 to Def rolls
to read the next story section. 2 Blinded Eye: -1 to Qua rolls
The Villain: For this campaign we
Chapters: Players must start by playing recommend using the following named 3 Smashed Leg: -2” on Advance,
and -4” on Rush/Charge
chapter 1 first, but may then play villain, or its generic counterpart:
4 Broken Arm: -1 to Str rolls
chapters 2, 3, 4, 5 and 6 in any order.
• Yrana – Spell Weaver 5 Spinal Injury: -1 to Dex rolls
After all chapters have been completed, 6 Crushed Spirit: -1 to Wil rolls
they must play chapter 7 to finish the Using Other Factions: Even though this
campaign. narrative campaign was written with Levelling up
Wood Elf as enemies in mind, it is easy
Shop: Heroes may buy and sell items
to imagine this type of clash to be Whenever a hero earns enough XP to
from the shop before starting or after
happening with any of the other level up, they improve their stats.
finishing a chapter, but not between
factions in the world, so feel free to LVL XP Improvements
chapter missions.
swap them out with whatever enemies 1 0 n/a
Difficulty: Before each chapter begins, you have available to play. 2 3 +1 Tou or +1 Skill
choose a difficulty level, which will be 3 6 +1 Str, +1 Dex, or +1 Wil
used for all missions in that chapter: Quickplay eNEMIES 4 12 +2 Tou or +1 Qua
5 18 +2 End, +2 Skill, or +1 Cast
• Difficulty 1 = Beginner Ready to Go: In order to get you started 6 27 +1 Tou or +1 End
• Difficulty 2 = Intermediate with the campaign faster, we prepared a 7 36 +1 Str, +1 Dex, or +1 Wil
• Difficulty 3 = Expert simple enemy collection which you can 8 48 +2 Tou or +1 Qua
use for playing the campaign. Note that 9 60 +2 End, +2 Skill, or +1 Cast
• Difficulty 4 = Legendary
10 75 +1 Tou or +1 Skill
this is not a complete list of all enemy
For first time players, we recommend 11 90 +1 Str, +1 Dex, or +1 Wil
types suggested for this campaign, but 12 108 +2 Tou or +1 Qua
playing on Difficulty 1, and doubling the
just a starter list that you can expand on 13 126 +2 End, +2 Skill, or +1 Cast
amount of alertness needed to deploy a
and customize however you like. 14 147 +1 Tou or +1 End
new wave of reinforcements. 15 168 +1 Str, +1 Dex, or +1 Wil
Wood Elves:
Playable Missions: Each mission has to
be set up as described in the mission’s • 1x Yrana [1]
page, and is then played using all of the • 1x Glade Leader [1]
core game rules. • 1x Treeman Elder [1]
• 3x Defenders [3]
Successful Missions: At the end of each
mission, Heroes restore 3 wounds, 3 • 3x Treemen [3]
stress, and all bleeding, and may • 2x Forest Watch [1]
transfer any found items and gold to • 2x Deer Rider [1]
other Heroes. At the end of each • 1x Beetle Swarm [1]
chapter, Heroes restore all wounds, • 1x Treeman Brute [1]
stress, bleeding, and status conditions
instead (but don’t restore injuries).

3
PLAYING NARRATIVE CAMPAIGNS
COMMON GAME ELEMENTS search tokens CHALLENGE hazards (OPTIONAL)
When playing any mission, use the When setting up the table, you must For an additional challenge, players
following common game elements place D3+2 search tokens. Roll one die may choose any of the following
across all of them. for each token, and on a 1-3 it will be hazards, which are completely optional.
placed in a table quarter, whilst on a 4-6 Note that these hazards can
enemy deployment it will be placed in a table corner. Then dramatically increase difficulty, and are
number each table quarter/corner from not recommended for beginners.
During each mission, enemies will be
1-4, and roll one die. On a 1-4 place the
deployed in two ways: Increased Alertness: Pick how alert the
token at the centre of that table quarter
enemies are, or roll D6+X for it, where X
• Sentries – Before the mission or within 6“ of that table corner. On a
is the chosen difficulty level:
starts, deploy a wave of enemy roll of 5-6, you may pick in which
units which act as sentries. quarter or corner to place it instead. Roll Alertness
• Reinforcements – Every so many 1-6 Vigilant – No effect
Hidden Treasure: When a search token 7-8 Alarmed – Get +1 when rolling
rounds, a new wave of enemies is
is revealed, roll one die to see what it for alertness increase
deployed, based on their alertness.
contains. If it’s an item or gold, replace 9+ Full Alert – Get +2 when
Wave Size: The total point value of all the token with a treasure marker, which rolling for alertness increase
enemy units in a wave is based on a % of heroes within 1“ can pick up by using a
Random Time of Day: Pick at what time
the total point value of the heroes: skill action.
the mission takes place, or roll for it:
• Difficulty 1 = 50% Roll Treasure
Roll Time of Day
• Difficulty 2 = 100% 1 Empty – Remove token.
2 Creature Nest – Remove 1 Dusk – For D3+3 rounds it’s
• Difficulty 3 = 150%
token, and if the hero is within Day, and then it’s Night
• Difficulty 4 = 200% 2 Night – All heroes get -1 to hit
1”, it gets one condition:
rolls for D3+3 rounds, and then
Example: If heroes’ total point value is • 1-3 = Afflicted
it’s Dawn
300pts, then a Difficulty 1 wave is 150pts. • 4-6 = Diseased
3 Dawn - For D3+3 rounds it’s
3 Booby Trap – Remove token,
Alertness: At the end of each round, roll Night, and then it’s Day
and if the hero is within 1”, it
4-6 Day – No effect until the end
one die, on a 6 increase alertness by 2, gets one condition:
else by 1. Once you reach 6*X alertness • 1-3 = Crippled
Random Weather: Pick in what weather
(where X is the chosen difficulty level), • 4-6 = Impaired
the mission takes place, or roll for it:
deploy a new wave of reinforcements, 4 Hidden Trove – Replace with
treasure marker, which Roll Weather
and remove all alertness.
contains one item: 1 Worsening – For D3+3 rounds
Deployment: Enemies are deployed • 1-3 = Heroic Elixir it’s Good, and then it’s Bad
differently based on if they are sentries • 4-5 = Blinding Bomb 2 Bad – All heroes halve their
or if they are reinforcements: • 6 = Health Potion movement for D3+3 rounds,
5 Alchemist’s Box – Replace and then it’s Improving
• Sentries – The starting sentries are with treasure marker, which 3 Improving - For D3+3 rounds
deployed at the centre of a random contains one item: it’s Bad, and then it’s Good
table quarter. Number each table • 1-3 = Curing Potion 4-6 Good – No effect until the end
quarter from 1-4, then roll one die • 4-5 = Stoneskin Elixir
for each unit, and on a 1-4 place • 6 = Fire Bomb
6 Gold Stash – Replace with
that unit at the centre of that table
treasure marker, which
quarter. On a roll of 5-6, you may contains gold:
pick in which quarter that unit is • 1-3 = 5g
placed instead. • 4-5 = 10g
• Reinforcements – The reinforcing • 6 = 15g
waves are deployed within 6” of a
random table corner. Number each
table corner from 1-4, then roll one
die for each unit, and on a 1-4 place
that unit within 6“ of that table
corner. On a roll of 5-6, you may
pick in which corner that unit is
placed instead.

4
Prologue – Malliur’s Rot
After nearly a month of silence from As you enter, you find not an Elf, but an “The rot has seeped into every corner of my
Marione, you had begun to put the Eternal. His horn is splintered, and his home, corrupting all living things that it
business of the Zenith Gate behind you, shell is cracked in many places. touches, even the hearts of our settlements.
with the key serving as merely a token It spreads inexorably outward. It is a blight
The Eternals are thought to be ageless,
of an old misadventure. Until one day, like I have never seen in all my centuries. I
but in his many scars and careful
in a crowded inn, you felt a wrinkled suspect it may trace to an evil tome, made
manner, you get the sense that he is old,
letter shoved into your hand. from paper created with the wood of an
even among their people. The pigment
ancient tree that was old when I was still a
The person who gave it to you of his carapace is whitened and worn
mortal Elf. Yet, most of my people do
disappeared into the sea of patrons with age, and the clothes are faded and
nothing; content to let it pass as all things
before you could react. Still, for a criss-crossed with sewn marks of
in nature; save an old friend of mine, the
moment, you believe that you can make countless small nicks and repairs.
Spell Weaver Yrana...”
out a flash of red hair under a bobbing
You suspect he may not be of much use
apprentice’s hat in the crown. The hat’s You hear a deep sorrow in his voice as
in a fight with his old wounds, but he
wearer slinks out the door before you he talks to you; some ache at needing to
may have some information about the
are able to follow. appeal to strangers as yourselves rather
book that Marione’s note spoke about.
than his own people. Before you can
You find yourself left with only a If, of course, you can earn his trust.
reply, he continues on.
crumbled note in familiar handwriting.
He stands by the bar and runs his
Yet, the description of the rot and the
“To my old friends, fingers along it gently, almost
book intrigues you, as you cannot shake
mournfully, with a glass of water before
This is a letter of the utmost importance. the feeling that it may relate to the
him almost untouched.
I’ve been poking around the academy to hastily scrawled note that you received.
learn more about what came out of the He welcomes you with a nod, offering a
“I know many other things sealed and
Zenith Gate. Seems that it was a powerful warm, if stiff, greeting.
hidden by my people, old treasures which I
mage from nearly a thousand years ago,
“I am Eledon. It seems you too are could offer you as gifts if you come as
named Malliur. He was a master of
outsiders here.” He slides the glass to you friends in my time of need.”
transformation magic, but he got locked
and says, "Sit if you would. We have much
away before he could pull off his greatest There is a hint of bitterness in his voice
to discuss.”
spell. It’s said he wrote it into a book called as he offers his people’s treasures, but
the Blighted Record. It is said to be sealed “I have come in search of adventurers. A still, he extends his hand in an offer of a
in the lands of the Wood Elves near strange corruption from within the bargain. With little else as a lead
Layfirth. Look out for yourselves; the book Heartwood troubles my people, almost as towards the Blighted Record, you accept
spreads a powerful rot. much as it does you outsiders,” The his hand.
Eternal says as he casts a look towards a
-Marione” The Eternal does not dwell long, rising
stool, whose leg bears a strange
and walking carefully towards the door.
Several weeks of steady travel have discolouration and fungal blooms.
He stands there idly, expecting you to
brought you to the Imperial settlement
You recognise this rot as resembling follow him.
of Layfirth, a small village located along
that on the houses outside; perhaps the
the edge of the Heartwood. The patrons around you make little note
buildings were as old as you suspected.
of the exchange, with only the
The Humans here appeared to live in an
bartender giving a slight shrug before
uneasy truce with the Elves in the
picking up Eledon’s glass to clean it idly
neighbouring forest. Much of the wood
with a rag.
in the village houses appears old, even
partly rotted with age.

Hastily made repairs are slapped over


them, while many of the newer houses
are mostly made from stone and brick.

The residents are kind enough, greeting


you to their village. It is only as you
mention Elves, that their warm
welcomes suddenly grow far more
cautious. Many excuse themselves, but
those who answer you direct you to the
local inn, the Dewdrop.

5
Mission 1 – blighted backstab
While Eledon takes you as far as he can Eledon mutters under his breath, and as
on the well-travelled pathways, soon he finishes, a wash of magic pulses out.
you reach their limit.
Straightening, Eledon warns Yrana and
The forest beyond them is unforgiving, your party, “This should cover most of it,
and passage through the dense vines but be warned, the vaults themselves
and scrub slows your pace significantly. contain traps and guards of their own, ones
All around you there are traces of the I never needed to access.”
rot Eledon spoke of; decay creeping up
Yrana nods curtly and commands her
trees and consuming their timbers.
warband to follow her into the ruins of
Several times you catch sight of an the ancient city. As you travel down the
animal of the forest touched by the rot, overgrown paths and past dilapidated
deer making pained noises as they buildings, something about Yrana and
gallop away on tainted limbs, and the her warband that sets you on edge. Eledon is looking at Yrana with an
occasional rabbit or bird watching you unsettled expression as she strides
Signs of Deception: Roll one die to see
with crusted, unblinking eyes that glow forward towards you.
what you manage to observe, which will
faintly in the gloomy forest shadows.
affect Mission 1: “After you,” she says, smiling coldly at
You soon arrive at the outskirts of the you and your party.
Roll Event
Elven ruins. Upon reaching the furthest
1 You see the tendrils of rot The catacombs appear far more intact
edge of the crumbling stone follow Yrana as she passes -
architecture, you are met by a Spell than the rest of the city, although there
One random hero ignores the
Weaver and a party of Elves. are clear signs they’ve been long
Rot Terrain rule until the end
of the mission. abandoned, copious spider webs and
As she approaches, you see her remove rusted-shut doors and locks.
2 You catch sight of Yrana away
her mask, revealing a burn along one from the group as she casts a
side of her face. At last, you arrive in the central vault.
flame spell, forbidden to Wood
Elves, to read her map - The Rot abounds here, marking the walls
“As a youth, she was burnt in a fire started and pooling across the floor far more
first time a hero is affected by
by outsiders,” Eledon explains, “She may a spell, it suffers 3 stress. than you’d seen in the rest of the city. In
be wary of you, but I am confident that you 3 You overhear some of her the centre lies a small pedestal with an
will be able to win her over.” cadre discussing which of you unassuming black leather-bound book.
looks most vulnerable in a
The Spell Weaver hisses to her mentor fight - After deployment, all Your skin crawls just from looking at the
as she approaches, “Why did you bring enemy units must move 12” book. You realise it’s gently hovering a
these outsiders? I told you we could handle toward one random hero. few inches above the pedestal, another
this ourselves.” 4 You see some of her entourage
sign of its unnatural nature.
arguing over a strange vial,
It appears this was an argument Eledon but you sneak away with it - Eledon says, “Well, once we secure that,
had been expecting, and he sighs. One random hero gets one we should be able to get this rot under—”
Poison Bomb.
“I simply wished to ensure we had the best 5 You spot Yrana passing a But before he can finish, Yrana springs
possible chance for success. Behold, even pouch of gold to her cadre after forward, crossing through pools of rot,
now the rot continues to grow.” a brief argument - The first which seem to have no effect on her.
time an enemy is killed, it
He gestures toward the heart of the drops a treasure marker which She reaches the pedestal, and before
ruined city, and you can see more of the contains 5g. any of you can react, she grabs the book
rot splotching haphazardly across it. 6 One of her warriors returns with a triumphant cry.
with a live catch from hunting
Yrana gestures with her staff toward it, before slaughtering the The rot surges forward like a tidal wave,
saying, “The vault lies there. However, our unfortunate animal with washing across the floor, burning at
scouts have found there are many traps laid nauseating cruelty - One your feet, and twisting into jabbing
by our forebearers to bar its former random hero is Shaken. vines of fungus, decayed wood, and
residents from returning.” scattered debris.
You report your concerns to Eledon, but
Eledon nods and runs a hand across it as he dismisses you, offended by “Yrana, how could you?” Eledon asks.
he whispers, “Let me see if I still recall the insinuations about his former acolyte.
old incantation.” Her only reply is a sneer before she
Soon, you reach the opening to a set of shouts the order, commanding her
He steps forward, towards a gnarled catacombs where Yrana claims the vault followers to attack as a wall of rotten
wooden door, degraded by the passing lies. Her followers pull out torches to vines blocks the tunnel you came in.
of seasons and neglect. light the way.

6
Mission 1 – blighted backstab
Background story PRIMARY OBJECTIVE Deployment
Yrana has seized the forbidden tome, When the last model from the first wave Heroes: First the heroes must be
revealing her true colours to her of reinforcements is killed, it drops an deployed within 6” of the entry.
mentor. You will need to fight your way objective marker within 1”.
Enemies: Then sentries are deployed
out to escape the treacherous Spell
Heroes may use a skill action whilst following the standard rules.
Weaver’s ambush. Beware though; she
within 1” of the marker, and if they pass
has already begun to draw power from
a Str test, the marker is removed and the Special Rules
the Blighted Record.
objective is completed.
Rot Terrain: Whenever a hero starts its
The Battlefield SECONDARY OBJECTIVE activation within 3” of Rot Terrain, roll
2D6+X, where X is the total number of
For this mission you’ll need a 4’x4’ area,
Place two relic markers as shown in the completed campaign chapters. On a 12,
with 20+ pieces of terrain.
mission diagram, and the one closest to the hero takes D3 hits with Poison.
To represent the vault, place the the hero nearest to an enemy counts as
Pedestal of Power: At the beginning of
pedestal at the top of the table, and then its AI Goal.
each round, add a power marker to the
cover the rest of the table with walls,
Heroes may use a skill action whilst pedestal, up to max. 6 markers. Then
pillars, bushes, and minor decorations.
within 1” of a marker, and if they pass a roll 2D6+X, where X is the number of
Then randomly choose as many terrain Dex test, remove the marker and roll markers. On a 12, roll one die for each
pieces in each table quarter as the one die. On a 4+, or if it was the last hero within 18”, and follow the
chosen difficulty level, and mark them marker, the objective is completed, and instructions of the event:
as Rot Terrain. the pedestal counts as the new AI Goal.
Roll Event
1 Rot Wave - The hero is
SEARCH TOKENS MISSION END & REWARDS
Afflicted.
Search tokens are placed randomly Once the heroes have completed the 2 Fungal Decay - The hero is
Diseased.
following the standard rules. primary objective, they must all be
3 Grabbing Vines - The hero is
within 6” of the same table corner at the
Crippled.
SUGGESTED ENEMIES end of any round in order to end the 4 Jabbing Spikes - The hero is
mission and collect mission rewards. Impaired.
Below are some suggested enemy types
5-6 Respite - No effect.
that you can use for this mission. Primary – Each hero earns double as
much XP as the chosen difficulty level. Drain Power: Heroes within 1” of the
Wood Elves:
Secondary – Each hero earns as much pedestal may use a skill action, and if
• Yrana they pass a Wil test, they may remove
XP as the chosen difficulty level.
• Glade Leader D3 power markers from it.
• Glade Defenders
• Glade Scouts

CHALLENGE hazards (OPTIONAL)


Alertness: Alarmed

Time of Day: Day

Weather: Good

7
As the last of her warband falls, Yrana is Although Yrana was unable to throw Unfortunately, the power of the rot
nowhere to be seen. However, her trail you off her trail entirely, the time spent Yrana has summoned is too great.
is clear, thanks to the blossoms of rot avoiding her tricks has cost you Eledon glances up as another pulse of
springing up behind her feet tread. precious time. You finally arrive at the magic washes over the fortress,
outskirts of her outpost. thickening the rot and causing cracks to
Though crestfallen, Eledon turns to you
form in the stone as it intensifies.
and says, “I know where she is bound.” It is similar in style to the ruins, but now
wrapped within the growth of an “That pulse came from beyond,” he says,
“Yrana has a study, a former fortress
enormous tree. The straight lines of the gesturing back toward the treeline. “I
reclaimed by the trees; and it was there she
watchtower appear unnatural against believe it came from a settlement in this
researched this rot. To cure it, I had
the bark and moss. stretch of the Heartwood.”
thought. We may catch her if we hurry.”
The stone walls of the outpost are He murmurs, almost to himself, “Could
The pursuit begins in earnest, with
suffused with rot, and it seems to spread she be using the artefact to corrupt the very
Eledon’s knowledge of the trees and
even as you watch. Elms themselves?”
routes through the thick growth
allowing you to pass by tangles of vines “This is truly a dark sign,” Eledon says, Before he can elaborate further, a shout
and occasional roaming predators. gesturing toward the distant, rot- echoes from the walls above, followed
Despite his sorrow at his pupil’s covered keep. “For her to bolster her by the clatter of footsteps and the
betrayal, you can sense a certain defences using the artefact’s foul magic so barking of orders across the outpost.
excitement in the Eternal as he hunts a quickly... she must have been preparing
You make it only a few dozen paces
quarry for the first time in centuries. this for some time.”
away from the base of the outpost walls
Eventually, Yrana’s trail appears to Your party sneaks as close as possible, when cries and challenges rise from the
come to an abrupt end before a thick avoiding Yrana’s followers, but the woods all around you. Yrana’s warriors
field of brambles. small walled structure appears step out from the edge of the trees, and
impenetrable without siege weapons. you can already hear the clatter as her
Pursuing Yrana: Pick one of these
forces mobilise.
options, and one hero must take a stat Archers dot the watchtowers, and the
test of that type to see what happens: relatively clear space along the forest For a moment, your hopes rise that
floor around the outpost still looks like perhaps the gates will be opened to
Push through the Brambles (Str):
it would gladly twist an uncautious permit a group to come out to attack,
• FAIL - You push through, but the ankle, even before Yrana’s corruption but it appears the figures are
vines slice into your skin - The hero filled many of the crevices and hollows assembling on the walls, and each
takes 1 wound. with pools of bubbling rot. carries a bow and a hateful expression.
• PASS - You spot some rare brawn
Eledon suggests that perhaps the rot has “Quick!” Eledon warns. “We must fight
berries as you push through - The
weakened the front gate enough that a our way out to alert the others.”
hero gets one Power Elixir.
swift, forceful attack could break
You draw your weapons, but as Eledon
through. It may be just large enough for
Leap up into the Trees (Dex): reaches for his own, a tentacle of rot
you to sneak through.
springs forth from the gate, snaking
• FAIL - You trip and land face first
Break Down the Door: One hero must forward in moments and wrapping
into a den of venom-beetles - The
take a Str test, if failed it takes 1 wound. around his arm. He begins to hack at the
hero is Diseased.
offending vine, but it’s clear this will
• PASS - You climb up into the trees,
require precious time.
moving from one to the next easily,
following Yrana’s course may lead -
After deployment, the hero may
move by up to 12”.

Carefully examine her Trail (Wil):

• FAIL - You follow a false trail,


which leads you in circles before
eventually finding the right path -
The hero suffers D3 stress.
• PASS - You notice a hidden short cut
through a grove which Yrana tried
to conceal - After deployment, all
heroes may move by up to 6”.

8
Mission 2 – Vine Frenzy
Background story OBJECTIVE DEPLOYMENT
After probing the defences of Yrana’s Place one rot gate marker as shown in Heroes: First the heroes must be
stronghold, her warband is preparing to the mission diagram, which counts as deployed within 6” of the rot gate.
ensure you cannot escape as Eledon is the AI Goal.
Enemies: Then sentries are deployed
trapped by her foul magic. As vines of
Heroes may use a skill action whilst following the standard rules.
corrupted rot emerge from the ground
within 1” of the marker and take a Dex
itself, it’s clear Yrana will not allow you
or Wil test. If passed, at the end of each SPECIAL RULES
to leave alive.
round, if any hero is within 3” of the
Rot Terrain: Whenever a hero starts its
marker while enemies aren’t, then it’s
The Battlefield activation within 3” of Rot Terrain, roll
seized, and gets one token. The
2D6+X, where X is the total number of
This mission is played on a 4’x4’ area, objective is completed once the marker
completed campaign chapters. On a 12,
with 20+ pieces of terrain. has 9*X tokens (where X is the chosen
the hero takes D3 hits with Poison.
difficulty level), and the exit spot counts
To represent the glade, place a few ruins
as the new AI Goal. Rot Vines: Place five vine markers at the
near the centre of the table, and then
centre of the table, and at the centre of
cover the rest of the table with trees,
MISSION END & REWARDS each table quarter, which start as active.
bushes, and minor decorations.
Heroes that activate within 12” of an
Once the heroes have completed the
Then randomly choose as many terrain active vine marker count as being in
objective, they must all be within 6” of
pieces in each table quarter as the Difficult and Dangerous terrain.
the exit spot at the end of any round in
chosen difficulty level, and mark them
order to end the mission and collect Bush Whackers: Heroes within 1” of a
as Rot Terrain.
mission rewards. vine may use a skill action and take a Str
test. If passed, the vine marker counts
SEARCH TOKENS Hazard Pay – Each hero gets 10g times
as inactive for D3+3 rounds.
the chosen difficulty level.
Search tokens are placed randomly
Cut them off: Waves of reinforcements
following the standard rules. Objective – Each hero earns triple as
are deployed within 6” of a random
much XP as the chosen difficulty level.
SUGGESTED ENEMIES ambush spot.

Below are some suggested enemy types


that you can use for this mission.

Wood Elves:

• Glade Leader
• Glade Defenders
• Glade Scouts

CHALLENGE HAZARDS (OPTIONAL)


Alertness: Vigilant

Time of Day: Dusk

Weather: Good

9
Despite evading their intial attack, Eledon notices you listening, and a deep You know there is little to say to
Yrana’s forces pursue you doggedly sadness settles on his shoulders. comfort the Eternal. He sighs deeply,
through the Heartwood. You feel as standing up straighter.
“I wonder how many creatures have fled or
though they are closing in.
gone into hiding. A great many must suffer “While I would scarcely have imagined
The cries and rustles sound closer with from wounds born out of the rot,” Eledon putting the fate of the Heartwood in the
each passing minute, until Eledon spots says softly. “No being is spared harm hands of outsiders before this, I am glad to
a cave entrance and urges you to follow. when one seeks to twist and bend the world have your aid. Alone, there’s no telling if
to their whims.” Yrana would have captured me, slain me,
You notice that the rot has left its taint
or attempted to enthrall me with the rot
on the Eternal’s arm, badly scarring He pauses a moment before continuing,
that she now wields.”
wherever the blighted vine had touched. “Yrana has harmed herself too, but I fear
Eledon pays the wound little mind she is too far gone to see it; no better than He looks towards the brightening sky,
though, as he leads you down his path. the old traitors who sought to lay low the still a dusty purple and speckled with
forest and replace it with their vain empire. stars, before raising a carapace-covered
The Eternal nods grimly. “I fear that we
Yet, I fear that Yrana seeks to do an even hand towards the unseen horizon.
will be able to evade them much longer.
greater evil.”
Perhaps this may persuade them to call off “We should not linger here much longer;
the chase.” Eventually, Eledon determines you’ve we must go to the Heart-Elms. There are
reached a safe point and recommends several nearby, and we must do whatever is
Eledon instructs you to make your
setting up a camp for the night. necessary to ensure that they are free of the
tracks obvious, leading towards the
rot’s taint.”
cave. But as you enter, he urges you to Eledon turns to address you. “Yrana has
stop where you stand and points learnt to channel cruel and terrifying Pick Your Chapter: After completing
towards the cliff face above. magic. She hopes to empower her spells by chapter 1, you may play chapters 2, 3, 4, 5,
drawing the very life out of the Heart-Elms, and 6 in any order. After all chapters have
Following his instruction, you climb
the ancient trees that populate this corner been completed, you must play chapter 7.
until you reach the top, then hide
of the Heartwood and have allowed life
among the trees. You hunch down as
here to prosper for millennia.”
the first of Yrana’s hunters comes into
view, followed by a dozen more. You listen carefully as the Eternal
explains the situation in full.
They see your tracks and charge into the
cave without hesitation. You turn to the “This happened once before, while I still
side and catch a smile of grim lived as a mortal. There were those among
satisfaction flash across Eledon’s face. the ancestors of the High Elves who sought
to harness the power of the forest for their
As soon as they are out of sight, Eledon
spells, aided by a wizard who drew power
stands, urging you to do the same and
from the shadows. Their efforts failed, but
follow him. He begins pushing against a
they created a deadly pestilence that
stone above the cave opening, and you
poisoned the forest. I fear Yrana seeks to
join him. Together, you send it
harness this rot.”
downwards in a rockslide, cutting off
the entrance. Eladon meets your eyes, his voice heavy
with significance. “We must stop her, no
Soon after, you hear screams of terror
matter the cost. Else, I fear her hatred of
and the bellowing screech of some
outsiders may drive her to provoke a war,
monstrous creature far behind you.
and there are many who might follow her,
“It is not the first time I have led unwary even those untouched by rot. We cannot
foes into that cave. Do not fear for the allow her to continue with this madness.”
Giant Beetles inside; there are many
He leans against a tree, the weight of his
passages in and out of it.” Eledon says
centuries suddenly visible in his
mirthlessly but does not elaborate
posture. “And should I be the one to catch
further as he guides you onwards.
her, I fear I will not have the strength to
As the distant shouts of Yrana’s forces strike her down.”
fade behind you, they’re replaced by an
His gaze rises to meet yours, asking
eerie silence. The Heartwood, which
without speaking that you should
had until now been alive with the
deliver the final blow if he is unable to.
sounds of birds and beasts, is
unnervingly quiet.

10
CHAPTER 2 - THE BLINDNESS
The Treemen step alongside you, one You see a single leaf, struggling to glow,
falling in behind as the other leads. finally dim and break off. It drifts to the
Soon, you see more shifting woods and ground, where it joins a dozen others,
strange humanoid shapes moving muted and browned, with no hint of life
amongst the branches and vines. or light.

But even as you see this, the sight of rot “Leaves fall often, and the Elm has endured
is also present, pools of it peeking out long. Do not let your fear guide you into
here and there, a few of which you must error, Dulocrinis of the Eternals; it is a
avoid underfoot. grave offence to shape the tree to your will;
let it grow as it wills,” one of the
It seems the Treemen have gone to
Treemen watchers says defensively.
some lengths to cover or obscure them.
Leaves and drapes of moss have been “No. The signs of sickness are clear; you
placed across rotting pools to provide merely refuse to see them. It would be too
clean footpaths, and lichen covers the profound a loss to our people to lose the
As you step through the trees, you sides of trees. Heart-Elm and see your people succumb to
notice subtle changes in the rot. Let me do what I must, friend.”
surrounding woods. These changes are Navigate the Rot Pools: All heroes must
not overt, but the trees here feel more take a Wil test, if failed they are As Eledon speaks, you notice a few
ancient here. The moss is thicker, Diseased. leaves slowly dimming. It appears that
hanging in sheets in places, and the bird the branch itself may fall soon.
Ahead, you see a large tree, its canopy
songs have changed from light and stretching far overhead with dozens of “That cannot be allowed, Dulocrinis. Step
quick to slow, croaking sounds that windows coaxed from the knotholes away, or make yourself a foe of the
seem to echo all around you. themselves, certainly the largest Treemen and your own people alike.”
“We have entered the domain of the structure in the town.
You nod, and as Eledon steps forward
Treemen," Eledon says softly. "You would The tree seems to reflect light like the and subdues the Treeman, you deal with
do well to follow my lead, as they are moon, shining down upon the forest the remaining treemen.
usually agreeable when addressed beneath the canopy.
according to our traditions, but they have Barge Through: All heroes must take a
little patience for those who do not show But while you gaze upon what appears Str test, if failed they take 1 wound.
them the respect they are due.” to be your destination, Eledon scans the
Leaving the Treemen stunned on the
surroundings, growing more unsettled
As you step below an overhanging fallen ground behind you, you hurry toward
by the moment.
log and twist down a winding path of the Heart-Elm.
stone and roots, Eledon's words ring He leans closer to you and whispers, “I
However, your struggle does not go
true. What you had taken to be a pair of fear that an audience with the settlement’s
unnoticed. Others step forward from
mushroom-encrusted stumps suddenly Elders will gain us little. They have refused
around the plaza.
appear to animate, leaning forward with to hear my warnings before, but the rot has
only become more obvious since then.” You see that many of them have vacant
a strange crunch and shuffle. Leafy
stares, their bodies and faces riddled
cloaks that had lain on the ground While such a marvel would normally be
with rot, partially covered with
behind them are pulled forward, beautiful to behold, even to your
wrappings of moss and ivy.
draping around them like shawls. untrained eye, you can see that
“We honour our hosts, the Treemen of the something is amiss.
forest that keeps us,” Eledon says The light is distinctly faded in areas,
carefully and with particular emphasis. dimmed by spotted clumps of rot which
“We have come in search of an audience.” eat at the bark and leave the branches
The Treemen pause for a moment sickly and bare.
before leaning upright and lifting the Eledon stops in his tracks, causing both
points of their weapons away from you, Treemen to pause and turn around to
allowing you to breathe a sigh of relief. face him.
“You are known to us and welcome, Eledon "Dulocrinis, what troubles you?" one of
Dulocrinis of the Eternals,” one of the them asks, voice heavy with concern.
Treemen Elders says.
Eledon touches the tree softly and says,
"Can you not see it? The Heart-Elm before
is sickened by rot."

11
MISSION 3 - Cleansing of the Heart-Elm
Background story OBJECTIVE DEPLOYMENT
The Heart-Elm of the Treemen has been Place one heart-elm marker at the Heroes: First the heroes must be
overgrown with rot, but Eledon believes centre of the table with 9*X tokens on it deployed within 6” of the heart-elm.
you can remove the rotten clusters and (where X is the chosen difficulty level),
Enemies: Then sentries are deployed
heal the tree. However, to do so you’ll which counts as the AI Goal.
following the standard rules, but are
have to repel the Treemen who
Heroes may use a skill action whilst placed within 6” of table corners instead
surround you, angry that you are
within 1” of the marker and take a Wil of at the centre of table quarters.
defiling it.
test to remove the corruption. If passed,
at the end of each round, if any hero is SPECIAL RULES
The Battlefield
within 3” of the marker while enemies
Rot Terrain: Whenever a hero starts its
This mission is played on a 4’x4’ area, aren’t, then it’s seized, and one token is
activation within 3” of Rot Terrain, roll
with 20+ pieces of terrain. removed from it. The objective is
2D6+X, where X is the total number of
completed once all tokens are removed.
To represent the treemen domain, place completed campaign chapters. On a 12,
a heart-elm tree at the centre of the the hero takes D3 hits with Poison.
MISSION END & REWARDS
table, and then cover the rest of the
Surrounded: Whenever there are no
table with walls, pillars, bushes, and Once the heroes have completed the
enemies on the table at the end of a
minor decorations. objective, they must all be within 6” of
round, increase alertness by X before
the heart-elm at the end of any round in
Then randomly choose as many terrain rolling for alertness increase (where X is
order to end the mission and collect
pieces in each table quarter as the the chosen difficulty level).
mission rewards.
chosen difficulty level, and mark them
Angered Trees: Once per round, one
as Rot Terrain. Objective – Each hero earns triple as
hero may use a skill action whilst within
much XP as the chosen difficulty level.
1” of the heart-elm marker and take a
SEARCH TOKENS
Dex test to remove the corruption. If
Search tokens are placed randomly passed, remove one token from the
following the standard rules. marker, and increase alertness by 1.

SUGGESTED ENEMIES
Below are some suggested enemy types
that you can use for this mission.

Wood Elves:

• Treeman Wraith
• Treemen
• Treemen Brutes

CHALLENGE HAZARDS (OPTIONAL)


Alertness: Alarmed

Time of Day: Day

Weather: Good

12
As you pull the last cluster of rot from “All this talk and concern about rot, and
the Heart-Elm, a fresh breeze blows yet I hear no complaints of its effect nor
through the stale air of the plaza. Many thanks for relief from it from the Elder who
of the Treemen sit up, straighten has been touched by it.”
themselves, or sigh, as if relieved of a
Eledon looks up sharply at this and
great weight.
glances toward you, saying, “Friends,
Eledon bows as graciously as the please do not tell me that the Rot has
Treemen approach, signalling you to touched one of you as well? You had been
stand down. Yet, to his shock, the spared this fate so far when I had last come.
Treemen take you by the arms, binding Still, I hope that it has begun to leave you,
your arms with hempen ropes. Before as it has the others.”
you can resist, Eledon gives you a signal
He gestures toward the last Elder.
to stand down; it seems that he is
determined to talk his way out of it. The willow-branched Elder shakes her
You see the three venerable Treemen head. “No. The rot, as you call it, lingers
The Treeman you spoke to earlier steps
Elders turn. Their trunks are worn here, but it has done us no great harm.”
forward, “You have done our forest
profound harm, Dulocrinis of the Eternals, smooth in some places from the passage “Most peculiar.” Eledon mutters, and
to try to shape the beating heart of our of centuries, and massive clumps of ivy, you feel something sliding over your
people? Were it not for your reputation, we leaves, and brambles cluster in much feet as the Elder from the pine branch
would have slain you where you stood.” the same places where you might expect begins to speak again.
to see hair or beards on other creatures.
Eledon looks at them in disbelief, his Rot Underfoot: All heroes must take a
eyes darting back to you apologetically. You echo Eledon's gestures as he bows Dex test, if failed they are Crippled.
You notice that the Treeman whom he is deeply. With profound respect and
deference, he addresses the Treemen You see as the clumps and puddles of
speaking to has a limp, and there is a
Elders before you. rot flow past your feet, moving directly
telltale discolouration of rot visible
toward the last of the Treemen Elders.
beneath a covering of moss and lichen. "I greet you, wise speakers, scions of the
Heartwood. We have come here to offer aid "Honoured Elder?" Eledon asks with
“Do you not see it in yourself?” Eledon
to your suffering people and mend the trepidation, but he is met with a bellow
says, “Has restoring the Heart-Elm not
harms wrought upon our forest." of mindless anger as the rot flows up
returned some measure of your strength?”
and around the Elder's root-like feet,
The bark across her face twists in The nearest of the Three Elders, a spreading across his form.
consideration before she shrugs. "The Treeman with long strands of willow
framing his face and trickling down With a raspy cough, the Elder
ache has passed in some small part, but
from his chin, speaks first with a screeches, "You arrogant fool. We are
such pains are familiar to me. A trespass
whispering but firm voice. content in our ways. It is your words are
as you have made here cannot be
the true blight, threatening to poison the
forgotten with such a slight gesture." “Eledon Dulocrinis of the Eternals. You are minds of our people."
Eledon falls silent, though you can hear old, yet not as wise as your reputation
portends. In your arrogance, you would Streamers and tendrils of rot-infused ivy
him hiss softly in frustration.
shape our forest as the exiles once did, burst forth from his form as the other
As you are brought to the place where hewing at our sacred tree to bend it to your two Treemen Elders recoil in horror.
the Elders have gathered, a small will. We of the Treemen shall abide by this.
clearing of ancient stonework, you catch Do you not remember the ancient oaths of
sight of more than a few Treemen your own people?”
scratching idly at their rot. Others
appear to have allowed moss to spread Eledon opened his mouth, but the
over it. Treeman did not give him a chance.

At last, your arrival is announced to the Instead, the Treeman continued. “Your
gathered council of Treemen Elders. talk of rot is no excuse; our Elm has
weathered the rise and fall of Empires, the
changing of countless seasons and
innumerable storms. You would see fit to
determine its path now, to set it apart from
the forest which surrounds it as Dwarves
separate iron from stone and bend it to
their will?”

13
MISSION 4 - The Fallen Elder
Background story OBJECTIVE DEPLOYMENT
One of the Elders of the Treemen has Place one corrupted elder marker on Heroes: First the heroes must be
been driven mad by their exposure to one of the 6 random positions as shown deployed within 6” of the entry.
the Rot, lashing out at all nearby. You in the mission diagram, which counts as
Enemies: Then sentries are deployed
will need to subdue him, before he the AI Goal.
following the standard rules.
injures or kills the other Elders and
Heroes may use a skill action whilst
spreads the plague of rot even further.
within 1” of the corrupted elder marker, SPECIAL RULES
and if they pass a Wil test, roll one die.
The Battlefield Rot Terrain: Whenever a hero starts its
On a 1-5 the marker must be placed on
activation within 3” of Rot Terrain, roll
This mission is played on a 4’x4’ area, one other of the 6 random positions
2D6+X, where X is the total number of
with 20+ pieces of terrain. which it hadn’t been on already. On a
completed campaign chapters. On a 12,
6+, or if it has already been on all 6
To represent the treemen domain, we the hero takes D3 hits with Poison.
positions, the heroes have subdued the
suggest using walls and trees, as well as
elder, the marker is removed, and the Surrounded: Whenever there are no
scattered terrain such as pillars, bushes,
objective is completed. enemies on the table at the end of a
and minor decorations.
round, increase alertness by X before
Then randomly choose as many terrain MISSION END & REWARDS rolling for alertness increase (where X is
pieces in each table quarter as the the chosen difficulty level).
Once the heroes have completed the
chosen difficulty level, and mark them
objective, the mission ends immediately Call Reinforcements: Whenever the
as Rot Terrain.
and heroes collect mission rewards. corrupted elder marker moves position,
increase alertness by X, where X is the
SEARCH TOKENS Hazard Pay – Each hero gets 10g times
chosen difficulty level.
the chosen difficulty level.
Search tokens are placed randomly
Spreading Surge: Whenever the
following the standard rules. Objective – Each hero earns triple as
corrupted elder marker moves position,
much XP as the chosen difficulty level.
SUGGESTED ENEMIES the range of Rot Terrain increases by
+1” until the end of the game.
Below are some suggested enemy types
that you can use for this mission.

Wood Elves:

• Treeman Elder
• Treemen
• Treemen Brutes

CHALLENGE HAZARDS (OPTIONAL)


Alertness: Alarmed

Time of Day: Day

Weather: Good

14
As the Elder finally falls, the rot that The Elder, who had first spoken against "As long as leaves stand upon the branches
infested him begins to seep and bubble you, now strokes the strands of willow and the sun shines upon the forest, we shall
away. You watch it intently, half- on his chin as he gazes down at his keep the Heart-Elm and strike at those who
expecting it to creep toward another fallen comrade. "We have survived many harm the Heartwood," one Treeman
hapless victim. years against worse than this, or so I would Elder replies. “With our eyes opened, we
have thought. Surely, our medicines and shall not let the rot seep into our hearts
But to your relief, instead of spreading,
rituals could have cured him." once more.”
the rot evaporates away, disappearing
into the air and leaving only a rank Behind him, the other Elder places a Eledon bows once more before turning
odour and wisps of discoloured smoke hand on his shoulder, her voice soft. "To to you. "It seems we must act more swiftly
and mist before fading entirely. do that, we would have needed eyes to see than I had realised. Come, we must waste
the plight much sooner. If it were not for no time in travelling to the next settlement.
Eledon’s eyes remain fixed on the fallen
the actions of Dulocrinis, then…" Together, we can ensure their Heart-Elm is
Treeman Elder. You can sense his
free of this darkness."
desperate hope that the venerable She turns her gaze towards you, her
Treeman will rise again now that the rot eyes filled with both kindness and He guides you through the winding
has disappeared. sorrow. “Who knows if we would have ever settlement of the Treemen, back
awakened to the danger right in our midst? towards the road.
You wait with Eledon, looking to see if
We are in your debt, Eledon Dulocrinis of
the Treeman might still stir. The Signs of the rot still abide around you.
the Eternals.”
remaining Elders approach slowly, Yet, you can hear some faint traces of
kneeling down around you to examine Eledon bows graciously, a small smile bird song between the trees, and you
their fallen comrade. forming on his lips. “Such gratitude see a few sprouts of fresh life emerging
means much to me… and my companions.” from the rotten branches.
They do not appear hostile but stunned,
as if what had just happened had been The Treeman Elder pauses, looking “The Treemen have much work yet to do,”
unimaginable to them. upon you. They have taken little note of Eledon says. “Yrana has been defeated
you since your first meeting. Only now here, and nature will heal, but such work
After a moment, one shakes their head,
do the Treemen Elders. takes time and always leaves scars.
confirming what you had already
Recovery will come, thanks to your work.”
suspected: the toll of the wounds you seem to examine you more closely.
inflicted to subdue him and the ravages Your companion appears serene,
After a moment of thought, the Elder
of the rot were too much to bear. The however, as he examines these early
nods in acknowledgement and says,
corrupted Elder lies still, forevermore. signs of recovery. Even if it may take
“These outsiders have done a greater service
time, the hope of restoration has
“I did not wish for this,” Eledon says at for our people than many who dwell in
rekindled his spirits.
last. “Yet the rot had blinded him. You these woods.”
cannot allow it to do the same to you. Seeing that you are looking at him,
“There is much yet for you to do.” The
Please see what has happened here so that Eledon bows his head towards you. “The
other surviving Treeman Elder speaks
we need to fight no longer.” Elder was right; you have done more for
up. “I would that we could offer more to
this forest than many who reside here. You
The others rise and turn to you. aid you, but the rot has left us and the
have shown me trust and my land respect;
Shockingly, their expressions are not Heart-Elm weakened.”
for that, I am in your debt.”
filled with anger, but with sorrow.
Both Elders rise and bow to Eledon, and
Pick Your Chapter: After completing
you notice the remaining guards around
chapter 2, you may play chapters 3, 4, 5,
you doing the same.
and 6 in any order. After all chapters have
Eledon looks around, surprised by this been completed, you must play chapter 7.
deference, but stands silently until the
Treemen rise again.

“Yrana draws strength from the Heart-


Elms to spread her rot,” Eledon says.
“Tend to it and take time to recover. When
the time comes to strike at the one who did
this, we will call on you.”

15
Chapter 3 – Rage of the Riders
The stillness lingers, even after you've Keep a Keen Lookout: One random Rathon's expression hardens further as
stopped for a brief midday meal and hero must take a Dex test to see what he steps closer, raising his arm. “A new
resumed your journey. they can spot: threat? We've already encountered it.”

As you make your way down the Roll Event He pulls back his sleeve, revealing a
overgrown path, you begin to notice Fail You see a deer and pursue it patch of rot tainting his bracer,
something strange: The usual sounds of into a patch of brambles, darkening the metal and leather
the forest, the calls of animals and the before realising it was wild beneath. His skin is twisted and bruised
and unridden - The hero
songs of birds, have grown silent, even by the corruption.
suffers 1 stress.
the rustle of wind through the trees
Pass You manage to hide in a tree Glancing around, you notice the other
seeming to fade. hollow as you spot something, riders are similarly affected, small
watching as a Deer Rider
You begin to notice crude talismans patches of rot mark their skin, some
silently passes by - The hero
hung from spears scattered about the pick at the lesions, trying to ignore their
may move by up to 12” after
trees. Eledon notices you glancing on at deploying in Mission 5. discomfort as they sit in their saddles.
one of them.
Eledon's face darkens as he takes in the
The Deer Riders come out, surrounding
Eledon nods, "The Grove is protected by sight, nodding gravely. Before he can
Eledon, their spears pointed and their
patrols of Riders. They leave these speak, however, Rathon's tirade
stance unyielding. A sharp command
talismans as a warning to outsiders, continues.
echoes from among them, causing the
usually poachers who venture into the
spears to lift. "And this curse was brought upon us by
woods to hunt their deer. They often study
none other than your pupil, the Spell
their quarry from afar, sending scouts to “Well met, Rathon of the Glade Branch,”
Weaver Yrana!" Rathon's voice seethes
observe before they close in for an attack.” Eledon calls out, his voice steady. “We
with accusation. "Do you have any excuse
apologise for not sending word ahead. We
“We should take care.” He pauses, for this betrayal? For letting her slip
feared even finding and sending messengers
looking around with a careful eye. "The through your fingers?"
might not be safe in these troubled times.”
rot has touched this corner of the woods,
Eledon remains still, his voice quiet but
and there is no promise that the Riders will Their gazes, cold and watchful, do not
firm as he replies. “I hold myself
see us as friends. We would not wish to find soften. Striding forward, a figure steps
responsible for my failure to see her
yourselves caught in an ambush." out from among them, a Wood Elf
treachery. I missed the signs of what she
astride a magnificent deer, clad in a
The absence of noise makes the truly was. But you”“
carapace armour that gleams in the
movement ahead of you all the more
fading sunlight, reflecting the browning He gestures toward Rathon with a
noticeable.
leaves of the forest. steady hand, “For years after she left my
Eledon, sensing your unease, joins you, tutelage, she worked alongside you, helping
Rathon, the leader of the patrol, glares
peering into the bushes, weapons to protect the very Heartwood she now
daggers at you all, his voice cutting like
cautiously at the ready. threatens. If guilt lies with me, it lies with
a blade. “Had I not chosen to question you
you in equal measure.”
But even with your sharp eyes scanning first, you would already be nourishing the
the underbrush, you see no signs of life roots below your feet.” Rathon's face contorts in fury at
other than a few squirrels, which chitter Eledon's words. His hand raises his
“As always, your vigilance, and wisdom,
and scatter at your approach. weapon high in the air, and with a voice
are appreciated, Rathon. We seek your
full of anger and anguish, he shouts,
Then you catch a glimpse of something, help,” Eledon responds, maintaining his
nearly screaming, “Attack!”
movement, though fleeting. Something calm, “and the help of your riders in
large, larger than a man but smaller overcoming a new threat to the
than a tree. Heartwood.”

Eledon halts, lifting his head and


breathing deeply of the warm, pollen-
scented air. His expression is calm,
though you can sense his wariness.

16
Mission 5 – Rathon’s Ambush
Background story Primary OBJECTIVE DEPLOYMENT
Rathon’s rage has pushed him to order When the last model from the first wave Heroes: First the heroes must be
his Deer Riders to attack Eledon. As the of reinforcements is killed, it drops an deployed within 6” of the entry.
sounds of more reinforcements come in objective marker within 1”.
Enemies: Then sentries are deployed
from the trees beyond, you must stand
Heroes may use a skill action whilst following the standard rules.
your ground and survive, attempting not
within 1” of the marker, and if they pass
to kill the Wood Elves you came to save.
a Wil test, the marker is removed and SPECIAL RULES
the objective is completed.
The Battlefield Rot Terrain: Whenever a hero starts its
activation within 3” of Rot Terrain, roll
This mission is played on a 4’x4’ area, Secondary OBJECTIVE
2D6+X, where X is the total number of
with 20+ pieces of terrain.
Place two rot source markers as shown completed campaign chapters. On a 12,
To represent the grove, we suggest in the mission diagram, and the marker the hero takes D3 hits with Poison.
using large patches of trees, as well as closest to the hero nearest to an enemy
Behind You: At the end of each round, if
scattered terrain such as tree trunks, counts as its AI Goal.
no enemy units are within 6” of any
bushes, and minor decorations.
Heroes may use a skill action whilst hero, then alertness is increased by X,
Then randomly choose as many terrain within 1” of a marker, and if they pass a where X is the chosen difficulty level.
pieces in each table quarter as the Str test, remove the marker and roll one
Corrupted Aid: Whenever an enemy
chosen difficulty level, and mark them die. On a 4+, or if it was the last marker,
unit is deployed, roll one die, on a 4+,
as Rot Terrain. the rot source is destroyed, and the
the unit is corrupted.
objective is completed, and the centre of
SEARCH TOKENS the table counts as the new AI Goal. Madness of the Rot: At the beginning of
each round, roll one die. On a 4+, until
Search tokens are placed randomly
MISSION END & REWARDS the end of the round, all corrupted units
following the standard rules.
treat non-corrupted units as enemies,
Once the heroes have completed the
SUGGESTED ENEMIES primary objective, they must all be
and non-corrupted units treat corrupted
units as enemies.
within 6” of the same table corner at the
Below are some suggested enemy types
end of any round in order to end the Violent Purification: Whenever a
that you can use for this mission.
mission and collect mission rewards. corrupted unit takes wounds and is not
Wood Elves: destroyed, it must take a morale test. If
Primary – Each hero earns double as
passed, the unit stops being corrupted.
• Leader w/ Deer much XP as the chosen difficulty level.
• Deer Riders
Secondary – Each hero earns as much
• Guardians
XP as the chosen difficulty level.

CHALLENGE HAZARDS (OPTIONAL)


Alertness: Full Assault

Time of Day: Day

Weather: Good

17
The fighting slows just enough for Eledon turns to you and the others.
Eledon to shout to Rathon, his voice “Perhaps there is another approach. A
cutting through the chaos. “Is this what direct assault may not be the only path.
you wish, Rathon? Or is that you too have Perhaps there is a hidden path that could
been poisoned by Yrana’s curse?” bring us there.”

Rathon's spear lashes out in response, Rathon considers this, then slowly nods.
but Eledon steps in, moving close to the "There is. Under the eastern wall, there is
Leader. He ducks beneath the spear’s an old beetle warren, where Giant Beetles
reach, placing himself too near for the are raised. The Beetle Swarms there will be
weapon's tip to be dangerous. furious with hunger, but if you can make it
through, you may be able to clear away the
“Would you raise your blade against those
thickets of rot blocking our entrance. If the
who do the forest no harm, against me, if
path were opened for us, then we could
you were free of the pain which this curse
cleanse the Heart-Elm before the rot-
has brought you?” Eledon says gently.
touched rose a defence." Open the Warren: You may choose not
You see Rathon grip his weapon as if to find an entrance yourself, or one hero
Eledon smiles slightly, and even Rathon
preparing to strike the Eternal, but may take one Str test to search:
seems to relax, a flicker of relief
instead, he lowers the spear point.
crossing his face. Roll Event
Without the need for a command, the No After scouring the area, one of
“I believe,” Eledon says, "this is a task
other Deer Riders, those who haven’t roll Rathon’s scouts finds a trail of
which I may accomplish with the aid of
been incapacitated, follow their leader’s beetle larvae, leading into a pit
these outsiders.” into the earth - No effect.
example, stepping back and ceasing
their assault. You can still see the wild Rathon nods resolutely. "Lead the way." Fail You exert great effort to
remove a pile of smaller stones
light of battle flickering in their eyes,
You travel with the Deer Riders for and dig for almost an hour
but the fighting halts. before revealing the entrance -
some time. There are moments where
Rathon takes a deep breath, his body you feel their gaze, the tension The hero suffers D3 stress.
Pass You dislodge a large boulder,
trembling slightly. When he looks up suggesting they might still wish to strike
uncovering a tunnel filled with
again, there is a change in his face, you down. However, each time Rathon delicious beetle eggs - The hero
though the suspicion and hostility gives a sharp look or sound of gets one Health Potion.
toward you remain. disapproval, they hold back.
After locating the entrance, Eledon pulls
“I will make no apologies for fighting When the settlement comes into view,
you aside, murmuring urgently, his
outsiders trespassing in our forest,” he you notice the old stone walls like those
voice low but insistent. “While Rathon
says through clenched teeth before of Yrana’s stronghold, overgrown with
has the best intentions for the Heart-Elm.
turning to face Eledon. “But I should not centuries of bush and bramble.
he will offer little aid to outsiders. Do all
have struck at you in anger. We’ve sparred
These plants are now twisted with rot, that you can to remain undetected. Any
many times, and you fought alongside my
forming an impenetrable obstacle. drawn-out battle within those tunnels
father and grandfather before him. I
Sentries are dotted along the brambles, would be disastrous for us.”
respect the patience and wisdom which you
their steeds seemingly taking no notice
have shown me now.” With those final words of caution,
of the uneven ground beneath them.
Eledon rejoins Rathon's group,
Rathon hesitates briefly, then steps
Rathon calls you close. "We dare not declining the offer of a deer steed. After
forward and clasps Eledon’s offered
approach closer. The rot may have twisted a moment’s hesitation, you begin your
hand. “The pain of this curse... it wears on
the minds of the guards, but it has not trek into the ominous tunnel entrance,
us. Every ointment, every ritual, and every
dulled their senses. More importantly; the doing your best to avoid stepping on the
cleansing spell do nothing to ease it.”
entrance to the warrens is somewhere beetles that scuttle across the ground.
Eledon looks around, then gestures nearby."
These are the small, mundane ones,
north. “Has the rot reached your Heart-
Eledon’s brow furrows. “Somewhere? You trundling to and fro among the larger,
Elm? Perhaps purging Yrana's poison from
don’t know where it is?” more dangerous beetles that lie further
it will help free you from its shadow.”
within. Each step brings you deeper into
Rathon shrugs. “Our people would enter
Rathon's gaze turns grim. "The Deer the unknown, the weight of Eledon's
from the village to feed them, but we did
Riders who guarded the Heart-Elm were warning heavy on your mind.
not restrain their movements nor worry
consumed by the rot with a frightening
about the defence of the warren. The beetles
ferocity. They now only recognise those who
are more than adept at ensuring no
have also been corrupted and strike at
uninvited guests wander there for long.”
anyone else as a foe. Approaching the
Heart-Elm now is impossible."

18
Mission 6 – Lair of the Beetles
Background story Primary OBJECTIVE DEPLOYMENT
The rot-corrupted Grove warriors have Place three city entrance markers as Heroes: First the heroes must be
barred the gates, and you have been shown in the mission diagram. deployed within 6” of the entry.
tasked with infiltrating the beetle
Heroes may use a skill action whilst Enemies: Then sentries are deployed
warren that runs beneath the walls,
within 1” of a marker, and if they pass a following the standard rules.
locating an entrance into the city to
Dex test, remove the marker and roll
allow the assault to commence.
one die. On a 5+, or if it was the last SPECIAL RULES
marker, the city entrance has been
The Battlefield Rot Terrain: Whenever a hero starts its
found and the objective is completed.
activation within 3” of Rot Terrain, roll
This mission is played on a 4’x4’ area,
2D6+X, where X is the total number of
with 20+ pieces of terrain. Secondary OBJECTIVE
completed campaign chapters. On a 12,
To represent the beetle warren, we Place one pesticide marker within 3” of the hero takes D3 hits with Poison.
suggest creating a maze of walls, and any hero, which counts as the AI Goal,
Slumbering Bug: When enemy units are
then covering the table with a mix of and place one nest core marker as
deployed, they count as sleeping. When
egg caches, rock piles, pillars, and shown in the mission diagram.
a sleeping enemy would be activated,
minor decorations.
Heroes within 1” of the marker may roll one die. If it has line of sight to a
Then randomly choose as many terrain pick it up by using a skill action and hero, it wakes up on a 4+, else it wakes
pieces in each table quarter as the passing a Wil test, and drop it within 1“ up on a 6+. If the unit doesn’t wake up,
chosen difficulty level, and mark them if they are shaken. When the hero then it skips its activation. If a sleeping
as Rot Terrain. carrying the pesticide ends its activation unit takes any hits, wounds, or is
within 3“ of the nest core the objective is targeted in any way, then it wakes up.
SEARCH TOKENS completed, and the centre of the table
Peaceful Passage: If no enemy units
counts as the new AI Goal.
Search tokens are placed randomly were destroyed when the mission ends,
following the standard rules. each hero earns as much XP as the
MISSION END & REWARDS
chosen difficulty level.
SUGGESTED ENEMIES Once the heroes have completed the
primary objective, they must all be
Below are some suggested enemy types
within 6” of the city entrance at the end
that you can use for this mission.
of any round in order to end the mission
Wood Elves: and collect mission rewards.

• Beetle Swarms Hazard Pay – Each hero gets 10g times


the chosen difficulty level.
CHALLENGE HAZARDS (OPTIONAL)
Primary – Each hero earns double as
Alertness: Vigilant much XP as the chosen difficulty level.
Time of Day: Day Secondary – Each hero earns as much
XP as the chosen difficulty level.
Weather: Good

19
As you emerge into the dappled The signs of rot on them appear “I do not like owing debts to outsiders, but I
sunlight, the shape of the guard tower lessened, yet one still points his spear at cannot ignore what you have done for my
comes into view, with the shuffling of you. The others follow his direction, people. Though I do not wish to say it, you
movement along the walls on either dismounting and moving to bind you. are valiant warriors. Were you Wood Elves,
side. The settlement appears to have I would be proud to count you among my
You prepare to resist, but Eledon raises
been built over stone ruins, with Wood riders. Though I never dreamt that I would
his hand.
Elves having coaxed trees and leaves to say such a thing to outsiders.”
weave within the gaps and smoothly “These are my companions. They have
Eledon smiles knowingly. “Neither
join what had once been hewn and come by my invitation. Do not bind your
would I, just a few days ago. But they’ve
cracked stone. guests so.” Eledon chides the Riders, yet
been helpful, and there are more nearby
they do not pause.
The nearby buildings within the city are who need our help. Yrana’s corruption still
abandoned, strangely pristine, and “No outsider may venture so close to our festers in our forest.”
untouched by any visible sign of herds and our Heart-Elm.” The Rider
Rathon leans down towards you and
struggle or death. It seems the rot has replies. “Rathon spoke of your deceitful
whispers softly enough that his Riders
affected the buildings but left no trace ways, outlander. Be grateful we do not
cannot hear him. “Yet, regardless of my
of its toll on the people. bind you as well.”
debt, duty still demands I kill any strangers
You see riders, seemingly patrolling Eledon shakes his head, “Lead on then. who set foot in our cities,” he says,
near the tree and the gate, their eyes We will follow.” moving his spear close to your neck.
fixed upon the forest outside. They
They guide you to the centre of the With a chuckle, he adds, “Of course, as it
appear unaware of the possibility of an
town, where you find Rathon watching was with my invitation, I suppose we can
attack from within, allowing you to
as the Riders carefully cut at the rot that make an exception… provided you never
creep slowly past them.
had seeped into the tree’s bark. repeat the compliments that I have paid
As you enter the old gatehouse, you find you here. I cannot risk the other Riders
You can see much of it has already been
it empty; the rot-touched Riders are believing that my heart has softened.”
removed, and even now the Heart-Elm
either unaware of its importance or
appears healthier. With that stern warning, you nod, and
unwilling to part with their steeds.
Eledon bows graciously. You turn and
Rathon flashes a grin of wicked
As you begin raising the portcullis, leave through the gates you helped
satisfaction as he sees the bindings on
however, the settlement comes alive, as open, heading back out into the woods.
your wrists. He pauses, as if savouring
the corrupted riders swarm like wasps
the moment, and then sighs. Pick Your Chapter: After completing
through the open roads and fields.
chapter 3, you may play chapters 2, 4, 5,
With quick, careful slashes, he slices
Then, you hear the horn. Rathon’s Deer and 6 in any order. After all chapters have
down at you. Your heart skips a beat,
Riders emerge from the forest treeline, been completed, you must play chapter 7.
only for you to feel the binds fall loose
pouring forward towards the open gate.
from your wrists, cut away.
The Deer Riders ride out to meet their
“These strangers have aided us in freeing
corrupted counterparts, far
ourselves from the rot that infected our
outnumbering them. Soon, the rot-
home. Show them a more worthy welcome
touched Riders are overwhelmed.
so long as they are here,” he addresses the
Rathon leads the charge into the city. As shocked host of Riders before glancing
you emerge from the gatehouse, you pointedly at you. “Though they shall not
glimpse the uppermost boughs of the be staying too long. Shall they, Eledon?”
Heart-Elm and see that they shake
Eledon shakes his head. “We have much
slightly from movement below them.
yet to do.”
Eledon nods, confirming what you
already know.

It is the Deer Riders working to remove


the clusters of rot Rathon described
earlier as covering the tree’s trunk.

However, before you can celebrate,


Riders swarm towards you. You
recognise some of their faces and
clothing as matching with the corrupted
Riders that you saw guarding the Heart-
Elm when you arrived.

20
Chapter 4 – Desperation of the Grove
As you pass beneath the boughs of the Following the Eternal’s lead, you reach Investigate the Captain: Pick one of
grey trees, you notice small patches of the crest of a small hill, where you are these options, and one hero must take a
grass and shorter trees let in pockets of able to see the Grove. stat test of that type to see what
light. The forest is the very image of happens:
Somewhat unexpectedly, you are
serene beauty compared to the
greeted by shouts of welcome. Sentries Watch from a different angle (Dex):
corruption you have seen elsewhere.
climb down from trees, where they had
• FAIL - Trafin shifts to continue
Eledon too seems to notice how this part been watching from.
facing you - The hero suffers D3
of the forest is less touched by rot.
They greet you and Eledon warmly, but stress.
"When I last ventured here, back when I as he mentions the rot, though, their • PASS - You spot a festering patch of
first noticed signs of the rot, the blight was tones grow cautious. Rot, a potential vulnerability - All
scarce here," he says. "It would often occur heroes get +1 to Str tests when
The previous warmth fades to a colder,
where one might decay. So it was that trying to free the guards.
more distant reassurance: Trafin has
Trafin, Champion of this Grove, dismissed
said it is not a matter of concern.
my concerns and sent me away.” Scrutinise his Garb (Wil):
Before Eledon can press them with
Yet, as you continue following the worn • FAIL - Trafin sees your prying and
further questions, his name is called by
trail. Here and there, you catch reacts faster than you can blink -
another approaching figure. Striding up
glimpses of signs that the rot infects this The hero suffers D3 stress.
to you all is a Grove Champion, and
region more than it first appears. • PASS - You see a tendril of Rot
Eledon visibly relaxes at the sight.
dripping from his cloak and ready
The Hidden Plague: Each hero may
“My friends, this is Trafin, Champion of yourself - After deployment, all
choose not to investigate for signs of rot
this Grove,” Eledon introduces. “You heroes may move by up to 6”.
or roll one die to see what they find:
have surely seen the extent of the Rot that
Roll Event touches your home?” Trafin leaps back as he notices your
No You see rot pools rippling as if gaze. As he does, his body becomes
Trafin responds, “It is as I said then,
roll pushed by an unseen wind - No visible beneath the cloak, the taint of rot
effect. Eledon, you worry too much.”
extending over it.
1 You lose your footing and slip Eledon is taken aback at the Elf’s words.
into a pool of rot deep enough “Trafin…” Eledon whispers in horror.
“The rot has grown worse, not better. Can
to nearly drown you - The hero
you not see it all around you?” The Grove Champion hisses, "Yrana will
is killed, and must be revived
with a random injury. bring no harm to this village, so long as I
Dismissively, Trafin replies, “It is
2 You spot woodland creatures bear the rot meant for my people. Eledon,
unfortunate, but we must learn to live with
with unnatural mushrooms your coming brings conflict to our people.
growing from their backs - No it until it runs its course. Our place is living
If I had been allowed my way, I would have
effect. You may roll again, in harmony with the forest, not shielding
sent you away in peace, but now I know
counting all further results of 2 our people against it.”
that I cannot allow you to leave.”
as results of 1 instead.
3 A tree crashes to the ground, As he speaks, you see how closely Trafin
One of his guards intervenes, placing a
revealing rot-infected wood - clutches his cloak around his body.
hand on his shoulder. "If they mean to
No effect. You may roll again, Curious, you move in for a closer look.
help, perhaps we should—"
counting all further results of 3
as results of 1 instead. Trafin swings his fist outward, knocking
4 You notice a patch of the guard to the ground. Voice filled
mushrooms whose spores with rage, Trafin says, “Stand with me, or
appear to repel nearby rot -
die with the outsiders. I will preserve the
The hero gets a Curing Potion.
5 You spot a small pouch hidden peace of my Grove.”
in a puddle of rot - The hero With a gesture, tendrils of rotting vines
gets D3*5g.
and roots erupt from the ground,
6 You find a beautiful flower
blooming, struggling against entangling the guards. Trafin grins as
the rotten soil around it - The the rot on the ground congeals and takes
hero gets as much XP as the the shape of his guards, forming a
chosen difficulty level. corrupted honour guard to protect him.

As the final traces of sunlight fade, you


are forced to rely on torches and
lanterns. Eledon warns that the age and
dryness of the trees mean flames are
dangerous here. Instead, you travel with
by light of the moon and fireflies.

21
Mission 7 – Madness UNLEASHED
Background story Primary OBJECTIVE DEPLOYMENT
Overwhelmed by the rot, Trafin now The centre of the table counts as the AI Heroes: First the heroes must be
lashes out at the very people he Goal. When the last model from the first deployed within 6” of the entry.
sacrificed himself to protect. As vines wave of reinforcements is killed, it
Enemies: Then sentries are deployed
wrap around his guards, their forms are drops an objective marker within 1“.
following the standard rules.
replicated in shimmering shapes of
Heroes may use a skill action whilst
congealing Rot, which stand by the
within 1“ of the marker, and if they pass SPECIAL RULES
captain to attack you as well.
a Str test, the marker is removed and the
Rot Terrain: Whenever a hero starts its
objective is completed.
The Battlefield activation within 3” of Rot Terrain, roll
2D6+X, where X is the total number of
This mission is played on a 4’x4’ area, Secondary OBJECTIVE
completed campaign chapters. On a 12,
with 20+ pieces of terrain.
When the last model from the second the hero takes D3 hits with Poison.
To represent the grove, we suggest wave of reinforcements is killed, it
Captured Guards: Place four guard
using large patches of trees, as well as drops an objective marker within 1“.
markers at the centre of each table
scattered terrain such as tree trunks,
Heroes may use a skill action whilst quarter. Heroes within 1” of a guard
bushes, and minor decorations.
within 1“ of the marker, and if they pass marker may use a skill action and take a
Then randomly choose as many terrain a Wil test, the marker is removed and Str test to free them. If passed, the
pieces in each table quarter as the the objective is completed. marker is removed, and the nearest
chosen difficulty level, and mark them enemy unit takes D3 wounds.
as Rot Terrain. MISSION END & REWARDS
False Shadows: Whenever an enemy
Once the heroes have completed the unit is deployed from reinforcements,
SEARCH TOKENS
primary objective, they must all be place a copy of it within 6” of the
Search tokens are placed randomly within 6” of the same table corner at the opposite table corner. The first time that
following the standard rules. end of any round in order to end the a hero targets an enemy unit, roll one
mission and collect mission rewards. die, on a 1-3 that copy of the unit is
SUGGESTED ENEMIES removed from the table, and on a 4-6 the
Primary – Each hero earns double as
other copy is removed instead.
Below are some suggested enemy types much XP as the chosen difficulty level.
that you can use for this mission.
Secondary – Each hero earns as much
Wood Elves: XP as the chosen difficulty level.

• Grove Champion
• Wardens
• Mounted Weavers

CHALLENGE HAZARDS (OPTIONAL)


Alertness: Vigilant

Time of Day: Night

Weather: Good

22
As Trafin lies defeated, you see the rot Leap to the Branches (Dex): The Grove Champion then hands you a
subside slightly, revealing deep gouges war horn. “If I blow this from the high hill
• FAIL - You reach a high branch, but
and gashes in his skin where the outside the Grove and our people will come
it snaps under your weight. You are
infection had eaten through. “Eledon, to your aid, but it shall take time.”
unharmed, but see the anger in the
I’m sorry. I hoped to spare my Grove, but I
eyes of the Elves around you - The As you march out to the crest of the hill
was only stalling her wrath and weakening
hero is immediately Shaken. where you first sighted the drove, you
myself in the process.”
• PASS - You vault up the tree, see Yrana’s forces begin to emerge from
“Hush, rest now,” Eledon says gently, spotting a flask tucked in its highest the forest to meet you. Scouts are the
placing a firm hand on the Champion’s boughs. Dismounting perfectly, you first to advance, seeking to cut off any
shoulder. “We must seek out the Heart- spot a suspicious growth on the route of escape.
Elm and ensure it is free of Yrana’s reach, roots - The hero gets one Stoneskin In their midst is Yrana herself, who
or else the rot will reappear here as surely Elixir. steps forward to address you. Her voice,
as the sunrise.”
magically amplified, rings out across
Upon finding the fungus, Eledon
You follow the Eternal, but the lack of the glade.
reaches to pluck it. Grabbing it firmly,
moonlight and the darkness make it
he pulls, dragging out a nearly three- “So, it is you who persuaded that old fool
hard to see your way. You’ve heard that
foot-long taproot coiled around the Trafin to break his pact. Do not expect me
many Wood Elf settlements here were
roots of the Heart-Elm itself. As it is to show mercy to those who have harboured
built upon the ruins left by the traitors,
uprooted, the root begins to dissolve, traitors such as yourself.”
but this settlement is different. It has
until it suddenly catches fire and
sprung up from the forest floor itself, Trafin climbs to stand beside you on the
vanishes in a cloud of acrid smoke.
with great mounds and twisting paths. hill, shaking off Eledon’s offered hand
You see a look of profound concern of support, and sighs, “I don’t suppose
Darkening Path: All heroes must take a
cross Eledon’s face. Behind you, you there’s any chance we could bargain with
Dex test, if failed, they are Afflicted.
hear Trafin’s voice, still weak. her further?”
Eledon’s memory of the Grove’s paths
“The pact that protected this Grove is Eledon gives him a look that makes
and routes holds true, and you soon
broken. I shall heal, but I fear there is not a Trafin sigh. “No. I didn’t think so. Not
reach the light of the Heart-Elm. It
soul in the settlement who will be spared anymore.”
appears unaffected, and for a moment,
her wrath.”
you begin to relax, until you catch sight Turning to face the Spell Weaver across
of Eledon’s face. Eledon is silent for a moment, then lifts the open ground, Trafin says, “You take
his gaze to meet yours. Your presence far more than you give, Yrana. My body
“If such temptations clouded Trafin’s
seems to reassure him, and after a was broken, and my mind twisted by what
mind, it could not have happened without
pause, he takes a deep breath. “I fear you call a gift. But no longer! Let it be
a focal point nearby. We need to examine
your Grove cannot be spared this conflict, known that you and your warriors may
this more closely,” he says.
but we shall stand by your side.” leave with your lives if you turn back now.”
Together with the Eternal, you carefully
“I was foolish enough to think I could stay Cold laughter erupts from Yrana. It is
scrutinise every inch of the Heart-Elm,
Yrana’s fury. I was cautious, and sought to clear her forces boast far greater
searching for any signs of Yrana’s touch.
ensure that she was not suspicious of our numbers than those of the Grove.
Find the Fungi: Each hero must pick numbers,” Trafin shook his head, “The
Yrana’s voice drips with scorn as she
one of these options, and that hero must Grove’s hunters and sentries are scattered
replies, “It seems the rot has indeed
take a stat test of that type to see what through the woods. If they had known to
ravaged your mind if you think such an
happens: prepare themselves, we might have had a
empty threat will stay our hand. Prepare
host for you to fight alongside.”
Climb the Trunk (Str): yourselves, Trafin, for you and your people
will be made an example to all who dare
• FAIL - You get a few feet up before
defy me.”
falling to the ground with a thud,
spotting a blighted fungus near Trafin did not speak, but gathered his
where you fell - The hero is strength and blew hard upon the horn.
Crippled.
With that, the battle began.
• PASS - As you touch tree’s trunk,
you feel its energy flowing through
you, guiding your eyes to a dark
blemish near the base - The hero
gets +1 to its rolls when searching
the ruins.

23
Mission 8 – Yrana’s Wrath
Background story PRIMARY OBJECTIVE DEPLOYMENT
Yrana has summoned her followers to Place one settlement marker at the Heroes: First the heroes must be
crush the Grove settlement in order to centre of the table with 12*X tokens on it deployed within 6” of the settlement.
make an example of Trafin. The Grove’s (where X is the chosen difficulty level),
Enemies: Then sentries are deployed
defenders are scattered but hurrying to which counts as the AI Goal.
following the standard rules, but are
protect their homes. You must survive
Heroes may use a skill action whilst placed within 6” of table corners instead
long enough for them to arrive.
within 1“ of the marker, and then at the of at the centre of table quarters.
end of each round, if any hero is within
The Battlefield SPECIAL RULES
3“ of the marker while enemies aren’t,
This mission is played on a 4’x4’ area, then it’s seized, and one token is
Rot Terrain: Whenever a hero starts its
with 20+ pieces of terrain. removed from it. The objective is
activation within 3” of Rot Terrain, roll
completed once 6*X tokens are removed
To represent the grove, we suggest 2D6+X, where X is the total number of
(where X is the chosen difficulty level).
using large patches of trees, as well as completed campaign chapters. On a 12,
scattered terrain such as tree trunks, the hero takes D3 hits with Poison.
SECONDARY OBJECTIVE
bushes, and minor decorations.
Riches of the Ruins: Place one ruins
The objective is completed once all
Then randomly choose as many terrain marker at the centre of each able
tokens are removed from the settlement
pieces in each table quarter as the quarter. Heroes may use a skill action
marker.
chosen difficulty level, and mark them whilst within 1” of a marker, removing
as Rot Terrain. the marker, and rolling to see what it is:
MISSION END & REWARDS
Roll Content
SEARCH TOKENS Once the heroes have completed the
1-2 Crumbling Ruins - The hero
primary objective, they must all be
Search tokens are placed randomly takes D3 wounds.
within 6” of the settlement at the end of 3-4 Just Rubble - Nothing found.
following the standard rules.
any round in order to end the mission 5-6 Ancient Elven Relics - The
SUGGESTED ENEMIES and collect mission rewards. hero gets 5g times the chosen
difficulty level.
Hazard Pay – Each hero gets 10g times
Below are some suggested enemy types
the chosen difficulty level. The Grove United: After the primary
that you can use for this mission.
Primary – Each hero earns double as objective has been completed, when an
Wood Elves: enemy unit would be deployed, roll one
much XP as the chosen difficulty level.
• Yrana die. On a 4+ it counts as friendly, and is
Secondary – Each hero earns as much deployed at the centre of a random table
• Grove Champion w/ Great Stag
XP as the chosen difficulty level. quarter, instead of a table corner. All
• Grove Lancers
friendly units treat non-friendly units as
• Wardens
enemies, and non-friendly units treat
CHALLENGE HAZARDS (OPTIONAL) friendly units as enemies.

Alertness: Full Assault

Time of Day: Day

Weather: Improving

24
The arrival of reinforcements rallies the Eledon stays close by, and Trafin,
defenders of the Grove. As the tide of smiling through the pain, reaches up to
the battle turns, and the corruption of clutch his arm.
the rot appears to waver. As Yrana’s
“Eledon Dulocrinis,” the Grove
hold over the minds of her followers
Champion says. “Do not hold this sorrow
begins to slip, the rot-touched Elves flee
in your heart. We have saved the Grove
back into the forest.
from Yrana’s clutches.”
The Spell-Weaver screeches in fury,
“I ask for your silence. You must preserve
casting a bolt of fire from her staff. The
your strength,” Eledon tries to smile, but
Spell catches on Trafin’s mantle,
his expression soon darkens. “Yrana was
burning his already weakened body.
once my pupil. This devastation she has
Seeing her army crumble around her, wrought is something which I ought to
Yrana takes satisfaction in her small have foreseen, and perhaps even prevented.
revenge before turning back into the I might have saved you from this fate.”
forest. With that, she turned, marching Visions of heaps of Elven treasure; the
Trafin coughs weakly, wincing in pain. finest leathers and priceless carapace
back into the forest with the remaining
He struggles to answer the Eternal, but carvings which shine like the finest
part of her forces routing and following
as always, he seems determined to push Dwarven gems, dance through your
behind her.
through the pain. mind at the offer.
But more pressing to you and the other
“Perhaps you speak true,” the Grove Eledon merely smiles and steps up,
defenders is the sight of the Grove
Champion says, causing Eledon to look firmly patting you on the shoulder. The
Champion thrashing and collapsing to
up in surprise, “but you have brought gesture is perhaps a bit more forceful
the ground. As the fire settles, you grab
allies, and hope, to our people. That is no than normal, clearly indicating he is
your bandages and salves to try to bind
small boon, my old friend.” taking charge of the offer from the
the wounds, but as you try to wrap the
injury and apply pressure, the fabric A new voice speaks up, one of the other Grove Elves.
darkens and then sprouts small sentries who greeted you to the village. “We ask only for your continued friendship
discoloured spores, threatening to melt and aid. Yrana will corrupt the Heartwood
“Many of us shared Trafin’s belief that an
into foulness in your hands. until she is ended and her infection purged
evil such as Yrana’s could be bargained
When you pull the bandage free, you with. We might have offered her anything at its very root. We hope to raise a host and
feel resistance, and can see threats of for peace, but your actions have inspired cleanse the Heart-Elms. When the time
black rot have wound throughout his our defiance. We will not allow our forest comes, answer our call.”
body. Even rinsing with your water flask to be eaten by rot.” The sentries exchange glances, then
seems to have little effect, although the bow in response. “Keep Trafin’s horn
The sentry lays a hand on Trafin’s chest,
rot seems to lessen with each passing close upon your person. We shall answer its
beginning a low chant, not one filled
moment. call when you sound it with the same
with magic but instead with a deep
You catch a glimpse of the Heart-Elm a significance. resolve and speed as we did while our
few hundred feet away, and part of you Champion still lived.”
With a final, faint sigh, Trafin breathes
wonders if that's the reason for the You and Eledon bow in gratitude before
his last. The chanting continues, the
lessening severity of the rot that struck excusing yourselves as attendants
Grove Elves bowing their heads in
Trafin. attend to Trafin’s body.
recognition of his passing. When the
Yet, as if in a final moment of spite, the incantation concludes, they turn to you. Pick Your Chapter: After completing
noxious infection explodes in finger- chapter 4, you may play chapters 2, 3, 5,
The closest of them says, “Your actions
thick tendrils that wrap around you. and 6 in any order. After all chapters have
have saved not only Trafin, but those he
Checking Trafin’s wound, you see was sworn to protect. Our grief is great, but been completed, you must play chapter 7.
tendrils of rot are beginning to wind our gratitude is even greater. Whatever
around his arms and neck. Quickly, you boon you ask of the Grove shall be yours.”
pull at them, breaking them free.

Aid Trafin: All heroes must take a Wil


test, if passed, they get +1 XP.

Though you try your best, but the


damage has already been done. Trafin’s
breathing grows shallower and more
ragged, the life ebbing from him even as
the last traces of Yrana’s rot are purged.

25

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