ANTAGONISTS
Major Villain (10 Ultima Points);
Champion 3 (worth 3 soldiers)
BRIGHTVALE’S TACTICS: PHASE 1
The battle with Brightvale is divided in two parts. During the first, the heroes have to climb the lengthy Back of Brightvale, trying to reach the head, while harassed by Will-o-Wisps attracted by their life energy (at the start of the conflict there are two Will-o-Wisps).
Actions per Round:
- On the first enemy turn of each round, the Back of Brightvale uses Compact Terrain (if it is not in Crisis or already under its effect). Otherwise, if it has 40 or more Mind Points, it uses Silent Recall, targeting as many Will-o-Wisps as possible, making them shoot Pale Flame against random targets. If neither of these conditions is true, the Back performs the Guard action instead (be aware that its effect lasts only until the start of the Back’s next turn in this round).
- On the second enemy turn, the Back of Brightvale uses Unstable Ground against two random targets.
- Then, all Will-o-Wisps present on the scene perform their turns, using Grave Whispers against a random target, prioritizing those with the highest current Hit Points. If they lack the Mind Points, they use Pale Flame against a random target instead.
- On the last enemy turn of the round, if it has enough Mind Points, the Back of Brightvale uses Sandy Dive, otherwise it uses Stolen Strength.
- At the end of each round, if there are less than two Will-o-Wisps present on the scene, a new Will-o-Wisp joins the conflict.
Note: In this phase, the Back of Brightvale doesn’t use Ultima Points – from a certain point of view, it hasn’t even noticed the characters yet.
When the Back reaches 0 Hit Points, the body of Brightvale breaks apart and the gargantuan creature plummets to the ground. Now the heroes can move to the second half of this battle, against the Head of Brightvale and the Funerary Lantern hanging in front of it (see page 190).
Post-Phase Actions:
- We encourage you to give the Player Characters one round of free actions to catch their breath and get ready for the next part of the battle.
- The conflict scene does not end and it’s not necessary to roll initiative again, but all remaining Will-o-Wisps fade away, leaving the scene.
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