3.5
Hidden Chambers
On the Edge
Dawn sees distance between you and the spider haunted signal tower as you wind your way along the foggy coast. A steady incline draws you up and away from the bloody bay. Before long, the slope leading back toward the beach shears off into a steep, rocky cliff. The crashing surf below fades and the silence of the forest presses in on your ears. Too silent.
Ahead, you see a wisp of smoke and the outline of a crude wooden palisade. You approach cautiously and find yourselves in the midst of three ramshackle huts at the edge of the cliff. Broken crockery and fish bones lay scattered around a smoldering campfire.
The hair on your neck stands up as you realize someone...or some thing...is watching you from the tattered huts.
Suddenly, an abomination bearing aspects of both fish and man trundles from the stone hut pointing accusingly and blaring a distorted shriek. You stare at its bulbous eyes, covered in grey-green scales, its webbed digits, and protruding fins. As it approaches, a fetid smell, of fish, death, and decay washes over you.
You quickly find yourselves surrounded. The degenerate creatures poke and prod you with crude fishing implements, herding you until your backs press up against a crumbling well. Suddenly, a rumble of primal curiosity... and hunger emits from the well...
Objective
The Heroes win the game once the Servant of Ahriman has been thrown over the edge.
Setup
The game starts with the Overlord’s turn. The Heroes start in the area marked with the Well token. The Deep One Champion
is placed in the area marked with the number . Be sure to add the Hidden Chamber near the map.
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After setup, each Hero moves 2 gems from their Reserve zone to their Fatigue zone. |
Asset Deck
There is no Asset Deck in this scenario. However, set the Zamorian Chain and Anchor equipment cards near the Player area, since they will be used in the scenario. Also, set aside Dagon’s Circlet as the reward for success.
Event
Complete both steps in order:Special Rules
Map Notes: Standard map rules apply. Only one half of the map is required for this scenario and the rest may be ignored. Units may not cross, or use Wall Wrecker on, a wooden barricade. The door on the center hut counts as a hut flap. There is Line of Sight from the Hidden Chamber to the area with the Well token.
Hidden Chamber: It costs 1 extra Movement Point to move between the area with the Well token and the Hidden Chamber.
Reach Skill: Deep Ones will always stop in an adjacent space to benefit from their Reach Skill if possible. The Reach skill may be used to attack into the Hidden Chamber from the area with the Well token.
On the Edge: For all attacks in the area with the Well token, when a character’s attack power is determined, if any die shows 2 or more symbols, the defender is moved into the Hidden Chamber after the attack is completed.
Deep One Champion: The Deep One Champion is considered a Deep One. It targets the Strongest Hero. When it is killed, place the Anchor equipment card in its area.
Poison Skill: The Deep One’s stench is over powering! Each time a Hero attempts to
perform a Melee, Range, or Manipulation action, before completing the action add or remove Poison tokens
on their dashboard to match the number of Deep Ones
(or their corpses) in their area. The Hero’s maximum Encumbrance Value and Encumbrance limits for each skill are immediately
reduced by 1 for each Poison token
on their dashboard.
Lingering Stench: If a Deep One is killed, place a red gem
in the area to represent its corpse. A Hero in an area adjacent
to the cliff may perform a simple Manipulation (or use Telekinesis) to remove 1
from the map.
Zamorian Chain: A Hero with the Zamorian chain that starts his turn in the Hidden Chamber does not pay the extra movement point to exit the Hidden Chamber. The Hero with the Zamorian Chain is also immune to Blocking until he exits the 1 Hidden Chamber.
The Servant of Ahriman: acts in the following order while chained:
Once freed, the Servant of Ahriman moves and targets normally. When the Servant of Ahriman reaches 5 Life points, reduce
its attack dice by 1 . At 0 Life Points, reduce its attack dice
by 1 additional
.
After that, the Servant of Ahriman cannot be wounded any more.
Killing the Beast: The only way to kill the Servant of Ahriman is to knock it off the cliff. If the Servant of Ahriman is in an area adjacent to the cliff, the Heroes may attempt to knock it over the edge by constricting it with the Zamorian Chain and giving it at least 1 wound with the Anchor in the same turn. If successful, the Servant of Ahriman is dragged to a watery death. Discard the Anchor and Zamorian Chain, they are not carried over to the next scenario.
Options
Non-Campaign Mode
Cache: Akbitanan Sword, Bossonian Bow, Buckler, Cutlass, Dagger, Leather Armor, Shield, Spiked Shield, Sword, Throwing Knives, Tribal Mace.
Spells: Bori’s Rage, Set’s Halo, Telekinesis, Ymir’s Retribution
Four Player Mode
Substitutions
Hero Victory: If the Heroes win, they are awarded 1 Victory Point as a group. In addition, they find Dagon’s Circlet hidden in the Servant of Ahriman’s prison.
Hero Defeat: If this scenario results in a Defeat, lose one Victory Point. Lose any equipment that they have found.