# Brightvale’s Tactics (Phase 2)

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BRIGHTVALE’S TACTICS (PHASE 2)

The heroes must now face what is left of the souls of the villagers, still tied to the world of the living by the pale light of the Funerary Lantern.

## Enemy Turn Sequence

- On the first enemy turn of each round, the Head of Brightvale resolves Unnatural Presence, then uses Gravesand Jaws against a random target.
- On the second enemy turn, if it has less than 30 Mind Points, the Head spends 1 Ultima Point to recover; otherwise, it uses Dust to Dust against a random target.
- On the third enemy turn, the Lantern uses Follow Me… against a PC that is not under its effect yet, prioritizing those with the highest current Might. If it lacks the required Mind Points, it uses Dim Light against random targets.
- On the fourth enemy turn, if it has enough Mind Points, the Head uses Ancient Desires; otherwise, it uses Gravesand Jaws against a random target.

In this phase, the Head of Brightvale doesn’t spend Ultima Points as long as the Lantern is lit – but when it becomes extinguished, the Head spends them liberally to strike its enemies.

## FUNERARY LANTERN Lv 20 • CONSTRUCT

Traits: ancient, faint, fragile, hypnotic.

DEX d8
INS d8
MIG d6
WLP d12
HP 70
MP 35
Init. 8
DEF +0
M. DEF +0
p a b
D VU E RS f I VU L AB T IM

### BASIC ATTACKS

Dim Light • (WLP + WLP) +2 • (HR + 10) light damage. This attack has multi (2).

### SPELLS

Follow Me... OO • (INS + WLP) +2 • 10 MP • One creature.
Description: All damage dealt by the target becomes light and its damage type cannot be changed. After the target takes a turn, this spell ends.

### SPECIAL RULES

Construct: The Funerary Lantern is immune to poisoned.
Quiet in the Dark: When the Funerary Lantern is reduced to 0 Hit Points, if it was lit, it becomes extinguished and its current Hit Points become 1. As long as it is extinguished, the Lantern cannot regain or lose Hit Points, nor perform any actions or free attacks.