In the midst of a heated conflict in a Before deployment, players have to set On the Prowl: At the beginning of each cursed glade, multiple basilisks have up a total of 2 objective markers. round, the players roll-off to see who descended upon the battle, whose mere goes first, and then alternate in moving The players roll-off to see who goes first, glimpse can turn flesh into stone. one basilisk marker each by up to D6+1” and then alternate in placing one in any direction, staying at least 3” away The Battlefield objective marker each inside of their from units and other basilisk markers. deployment zones, at least 9” away from For this mission you’ll need a 6’x4’ table the table edges. Each objective marker Stony Gaze: At the beginning and the with at least 10-15 pieces of terrain on it. belongs to the player that placed it. end of each unit’s activation, they get D6 The Armies stone points for each basilisk marker At the end of each round, if a unit is they have line of sight to. At the end of For this mission you’ll need two armies within 3” of a marker whilst enemies each unit’s activation, if it has 6 or more of equal point cost. aren’t, then remove the marker and it stone points, remove 6 stone points and counts as being carried by the unit. it takes D3 wounds. Special Set-Up If the unit is wavering or destroyed at Fairy Pools: Whenever a unit ends its Before deployment, players must set up any point the marker is immediately activation within 3” of a pool marker, 3 basilisk markers as shown in the dropped on the spot. roll one die and follow the instructions mission diagram. Then, players have to Units may only carry their army’s of the event: set up a total of 2D3+2 pool markers. marker outside of their own deployment The players roll-off to see who goes first, Result Event zone, and if they enter their own and then alternate in placing one pool 1 Dried Up – The unit removes deployment zone with it, it is dropped D3 stone points, and the pool marker each inside of the deployment on the spot inside of the zone. marker is removed. zones, and the rest outside of them, at 2-3 Flowing – The unit removes least 9” away from other pool markers. At the end of each round players get 2D3 stone points. 2 VPs if both objective markers are 4-5 Shimmering – The unit Deployment inside of their deployment zone. removes all stone points. The players roll-off, and the winner 6 Healing - The unit removes all Players also get 1 VP if they have units picks zone A or B to be their deployment stone points, and counts as in at least two different table quarters, having Regeneration next time zone, with their opponent taking the plus 1 VP for each table quarter in which it takes wounds. opposite. Then the players alternate in they have more non-wavering units than placing one unit each within their their opponent. deployment zone, starting with the player that won the deployment roll-off. The game ends after 4 rounds, and the player that scored most VPs wins. First Turn The player that has won the deployment roll-off starts first.