With the first quest done its time to start the second one. Last time we delved into a dungeon to grab and sell relics. This time we need to prove the existence of the revenants.
Adventurers
I had to discard the Book from Emmerik from the last session as I rolled a 1 on the magic die.
For the Skills I gave the characters the following skills:
Numinor (Paladin): Learned the Spell “Heal” for 1 Action he can restore up to 3 health (depending on the amount of magic pegs spend)
Nerinda (Assasin): Learned “Acrobatics” on Level 1. She can make a move action and stand up is an effortless action.
Ariah (Marksmen): Learned “Reflexes” on Level 1. As a reaction she can do 1 Movement action when someone engages her and ignore attacks of opportunities
Emmerik (Warlock): Learned the Spell “Recovery” Which allows him to remove an Fatigued counter with an effortless action or remove a poisoned counter with a normal Action.
Quest A – Secrets in the dark

Primary Objective

The main Objective is again to collect as many Objective Tokens as possible. However this time they are not within the chests (except 1 for the secondary objective) but instead they will be dropped by Enemies.
The first enemy type (Lamentor, Myria, Hellfon or Rot Troll) defeated will drop an objective token. The Lamentors and Myria can drop Tokens multiple times (Lamentors 3 and Myrias 2) but only the first one in each Dread band will drop one.
The green spot is the player entrance and the red one are the spawn zones for enemies and NPCs, the blue door is locked and can be only opened if I find a key.
Secondary Objectives
Two objective Tokens can be obtained differently. One is hidden in one of the tombs (Purple) the other one was added to the pouch, so it is possible that its also in any random chest or only possible to find through general search.
If I find one of these, ill be able to choose which quest to play next, if I find both I get another campaign achievement.
Special Conditions

In this Quest there is Darkness everywhere except three of the marked zones which will have Light inside them. In Room 2, 3, 6 and the small room above zone 5 there are levers, for 1 action they can be pulled to switch the light from the lowest Number to the next highest.
For Darkness these special rules apply:
– Characters can only draw line of sight in short distance
– All attacks targeting someone in Darkness roll 1 Die less (minimum of 1)
– Forceful Attacks cannot be made
– A couple more which I dont think will happen in this quest.
Gameplay
Turn 1 – Disquit
We start with 2 pegs already in the dread tracker and added the third. The rooms with starting light are 1,2 and 3.
Nerinda moved directly towards the Chest in the first room.

All the other characters followed close by.

2 Lamentors spawned from Zone 4 (The north center zone) and moved towards the party.

Turn 2 – Disquit
The event for turn 2 was “Reanimation”

The Lamentor spawned right next to Numinor, attacking him immediately but missing.

Numinor activated first and returned the favor, dealing 1 damage to the Lamentor. Who didnt drop an objective token because that doesnt happen in the disquest stage of the dread track.

He then moved into the room to the north.

Emmerik did a full move towards the room with the tomb in the northeast.

Nerinda opened the chest infront of her, finding a sword with a parry icon and a small item to restore a skill point.

She put both in her inventory.

Next she moved towards the north west.

Ariah doing a full move towards the chest in the same room.

1 Lamentor spawning and moving from zone 2

The Lamentors from the previous turn also moved closer towards Nerinda and Ariah.

Turn 3 – Disquit
I drew the event card “Balefire”.

I determined the freshly spawned lamentor to be the closest one to a an adventurer and he attacked, dealing 1 damage to Nerinda.

Since she can only parry melee attacks she received the damage.

All Lamentors then moved towards Nerinda, who activated first and attacked the Lamentor who just shot at her, dealing 1 damage.

With her second action she attacked again, killing another Lamentor.

Next Ariah activated, instead of opening the chest she moved further away from the surviving Lamentor to reach medium distance (her bow only allows her to attack beyond short range). She did the required success to kill the Lamentor but the skull on the blue dice means that she has to discard her ammunition so until she finds a new arrow token she wont be able to use the bow again.

Emmerik opened the tomb in the north east. Finding a Spear, a magic helmet, some boots and a trap.

The trap dealt 2 damage.

Emmerik then took everything into his inventory and immediately equipped the helmet.

Numinor moved closer to Emmerik.

And healed him for 2 magic pegs, with the magic die rolling a 4 (which would push characters within 2 space and knock them prone but no one was close enough.) –> Around turn 7 I realised I should’ve place 1 magic peg into the dread tracker, so I only add it with the normal round peg in turn 7

2 new Lamentors spawned and moved again from zone 4.

Turn 4 – Disquit
Turn 4 started with a bang, a crag troll to be precise.

He spawned at zone 5 and immediately went towards Emmerik.

He attacked, dealing 3 damage.

That knocked out the warlock easily.

Time for revenge from Numinor, who charged into the troll dealing 3 damage (2 blocked by the trolls armor) so the troll lost 1 HP (he has 3 overall).

Ariah then looted the chest, finding a bludgeoning weapon and a crafting material.

She grabbed both and moved towards the northwestern room.

Nerinda did a full move to reach the tomb in the northwestern room.

Luckily no new enemies spawned.

The existing Lamentors moved towards Ariah.

The crag troll then started beating on Numinor. The first attack dealt 3 damage and the second one 0.


Numinor survived with 1 HP left.

Turn 5 – Distress
In turn 5 the dread track reached the distress area, so the Enemies would start dropping objective tokens. (Only the first per type).

The event card was “Snap!”

I rolled the adventurer and the Item and Ariah’s Longbow broke, I guess thats kind off lucky because I currently dont have any arrows anyway.

Numinor used both his actions to attack the troll twice dealing 1 damage each time which defeated the troll.


Nerinda opened the second tomb, finding the secondary objective marker (which is put to the side and not placed in the inventory as well as a buckler, a mace and a dagger.

She put everything in her inventory.

After that she moved back towards Ariah.

Next Ariah moved towards the Lamentors and attacked, defeating one of them.

That Lamentor dropped the first primary objective token.

Next a new Lamentor spawned right next to her and she got attacked twice, dealing 1 damage each time.


Also 1 Myria spawned from zone 2 and walked towards Ariah.

Turn 6 – Distress
The event drawn was “Questgiver”.

The NPC that spawned was Moranna, I gave her 1 random Item.

She spawned from zone 2.

Numinor used his 2 Actions to rest and used his Ration to help Emmerik back up, healing him for 2 from the ration.


Emmerik then moved twice towards Ariah.

Ariah then attacked twice, killing both Lamentors in the process and with an effortless action she picked up the objective token.


Nerinda then moved towards the Myria and attacked, dealing 1 damage, which is not enough to go past the Myrias Armor.

A new Lamentor spawned from zone 3 and moved towards Nerinda.

Before he could attack, she used her Level 2 Reflex skill.

She then moved 2 spaces to the other side of the Myria, attack it dealing 3 damage and this time killing the Myria.

A new Myria spawned from zone 4 moving towards Emmerik and attacking him, dealing 1 damage.

Then Moranna walked towards Nerinda.

With her being in contact she gave her the Grobblers Goulash side quest, not sure if that is the moment to ask for cooking supplies but who am I to judge?

Turn 7 – Distress
While writing this I realised I have to place a magic peg into the dread tracker for the spell casted in a turn, while too late I add one here now in the addition of the normal turn peg.
As event I drew a player advantage card “Outta my way!”.

Emmerik attacked and defeated the Myria next to him.

He then moved towards the chest. Numinor doing a full move to follow up.

Ariah then moved towards the Lamentors and killed him.

Nerinda rested to restore 1 Skill peg and picked up the objective 4 from the previously killed Myria.

No new Lamentors spawned.

But a Myria did at zone 4 and moved and attacked Emmerik but missing.

Turn 8 – Distress
The event card “Stroke of fortune” was drawn.

Emmerik ignored the chest and did a move towards Ariah and Nerinda.

He then activated his magical armor.

Numinor followed with a full move.

Nerinda moved towards the locked door, emboldened by the Stroke of fortune card.

Ariah followed behing her with another full move.

2 New Lamentors spawned from zone 4 and 1 Myria at zone 5.


Turn 9 – Distress
The rumours event card was drawn, which led to the cartography side quest. Which I will mostly ignore since the goal is now pretty much to get outta here.


Nerinda moved to the locked door, opening it the the Stroke of fortune card.

She then moved towards the chest in the southwest corner of the map.

Emmerik and Numinor both followed with a full move.

Ariah then rested to recover 1 health.

2 new Lamentors spawned at zone 5 and the Myria moved too.

The other Lamentors moved towards the group.

And 1 new Myria spawned from zone 2 and moved with both actions adjacent to Numinor.

Moranna moved to the room north of her for the cartography side quest.

Turn 10 – Distress
The event card was Fiery Touch. Which led to an failed melee attack from the Myria to Numinor.


Then all the other non engaged enemies moved.

Nerinda searched the chest but nothing was worth taking, so she left everything on the floor.

She then moved towards the rest of the group again.

Numinor killed the Myria easily.

and then moved towards the exit.

Ariah rested once more to recover another health peg and moved with an effortless action 1 step closer the exit.


No new Lamentors spawned and a new Myria showed up at zone 4.


The Enemies moved towards the group, with one Myria ending adjacent to Numinor. And Moranna ending her move next to a different Myria.





Turn 11 – Distress
The event card “its a trap” is another player aid card but will probably not be used this adventure.

Numinor attacked the adjacent Myria, missing the first time but killing it with the second action.


Ariah killed the adjacent Lamentor.

Then she moved towards the exit.

Nerinda moved towards the other Lamentors, defeating him easily.

1 new Lamentor spawned from zone 1.

A new Myria spawned at zone 3 and moved towards Moranna, the other Myria attacked her, missing twice. The remaining Lamentors moved towards the group.




Turn 12 – Distress
“Spooked” was the event card for this turn.

I rolled for Nerinda to be terrified.

I also activated her first and moved towards the exit.

and thanks to the terrified condition she moved even closer towards it.

Next Emmerik, Numinor and Ariah all left the board.



Nothing noteworthy happend in the next adversary and NPC phase so Ill finish here. Nerinda just moved off the board too in the next turn.
End Phase / Market Phase
Took me longer than expected for this mission, so I will add this at the beginning of the next mission.