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<title>Antagonists Tactics</title>
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<h1>ANTAGONISTS</h1>
<h1>ANTAGONISTS</h1>
<div class="info-box">
<strong>Major Villain</strong> (10 Ultima Points);
<strong>Champion 3</strong> (worth 3 soldiers)
</div>
<div class="info-box">
<strong>Major Villain</strong> (10 Ultima Points);
<strong>Champion 3</strong> (worth 3 soldiers)
</div>
<h2>BRIGHTVALES TACTICS: PHASE 1</h2>
<h2>BRIGHTVALES TACTICS: PHASE 1</h2>
<p>
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).
</p>
<p>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).</p>
<div class="section-title">Actions per Round:</div>
<ul>
<li>
<strong>On the first enemy turn</strong> of each round, the Back of
Brightvale uses <strong>Compact Terrain</strong> (if it is not in Crisis
or already under its effect). Otherwise, if it has 40 or more Mind Points,
it uses <strong>Silent Recall</strong>, 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
<strong>Guard</strong> action instead (be aware that its effect lasts only
until the start of the Backs next turn in this round).
</li>
<li>
<strong>On the second enemy turn</strong>, the Back of Brightvale uses
<strong>Unstable Ground</strong> against two random targets.
</li>
<li>
Then, all Will-o-Wisps present on the scene perform their turns, using
<strong>Grave Whispers</strong> 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.
</li>
<li>
<strong>On the last enemy turn of the round</strong>, if it has enough
Mind Points, the Back of Brightvale uses <strong>Sandy Dive</strong>,
otherwise it uses <strong>Stolen Strength</strong>.
</li>
<li>
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.
</li>
</ul>
<div class="section-title">Actions per Round:</div>
<ul>
<li><strong>On the first enemy turn</strong> of each round, the Back of Brightvale uses <strong>Compact Terrain</strong> (if it is not in Crisis or already under its effect). Otherwise, if it has 40 or more Mind Points, it uses <strong>Silent Recall</strong>, 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 <strong>Guard</strong> action instead (be aware that its effect lasts only until the start of the Backs next turn in this round).</li>
<li><strong>On the second enemy turn</strong>, the Back of Brightvale uses <strong>Unstable Ground</strong> against two random targets.</li>
<li>Then, all Will-o-Wisps present on the scene perform their turns, using <strong>Grave Whispers</strong> 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.</li>
<li><strong>On the last enemy turn of the round</strong>, if it has enough Mind Points, the Back of Brightvale uses <strong>Sandy Dive</strong>, otherwise it uses <strong>Stolen Strength</strong>.</li>
<li>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.</li>
</ul>
<div class="info-box">
<p>
<strong>Note:</strong> In this phase, the Back of Brightvale doesnt use
Ultima Points from a certain point of view, it hasnt even noticed the
characters yet.
</p>
</div>
<div class="info-box">
<p><strong>Note:</strong> In this phase, the Back of Brightvale doesnt use Ultima Points from a certain point of view, it hasnt even noticed the characters yet.</p>
</div>
<p>
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 (<a href="#page-190">see page 190</a
>).
</p>
<p>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 (<a href="#page-190">see page 190</a>).</p>
<p class="section-title" style="margin-top: 35px">Post-Phase Actions:</p>
<ul>
<li>
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.
</li>
<li>
The conflict scene does not end and its not necessary to roll initiative
again, but all remaining Will-o-Wisps fade away, leaving the scene.
</li>
</ul>
<p class="section-title" style="margin-top: 35px;">Post-Phase Actions:</p>
<ul>
<li>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.</li>
<li>The conflict scene does not end and its not necessary to roll initiative again, but all remaining Will-o-Wisps fade away, leaving the scene.</li>
</ul>
<p style="margin-top: 40px; font-size: 0.9em; color: #777;">&mdash; () &mdash;</p>
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&mdash; () &mdash;
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