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QUEST 5: THE IMMORTALS DOWNFALL
The Immortal stands apart from the
Darkness's lieutenants for being an
invincible warrior. It simply can’t
die, whatever you throw at him. Even
if you can't kill the monster, you can
still send it back to the Darkness from
whence it came and even deeper. The
Immortal’s downfall will be your first
major victory as the new Lightbringer
generation.
Tiles needed: R, V, V & R.
QUEST OBJECTIVES
Complete the objectives in this order to
win the game. Send the Immortal to the
abyss!
– Attract the Immortal to the Bridge us-
ing Fireworks.
– Destroy the Pillars holding the Bridge
while the Immortal is standing on it.
QUEST SPECIAL RULES
• Setup. Spawn a Level  Goblin Archers Mob
on the Librar Token. Spawn a High Troll
Greater Roaming Monster on the indicated
Zone, but don’t give it any Equipment.
• Goblin Guards. The Goblin Archers that
start at the Librar Token do not Move
during their Activations. If they can’t
Attack, they do nothing.
• Firework Caches. When an Artifact or
Librar Token is picked up, discard it and
give the Hero a number of Fireworks based
on the token pe:
-Artifact Token:  Firework
-Librar Token:  Fireworks
• Fireworks. Use a facedown Treasure to-
ken to represent a Firework Item. The Hero
keeps it as if it were a normal Item. Heroes
may trade it normally. Fireworks may be
placed in your Zone by spending  Move-
ment Point. At the end of each Round,
discard any Fireworks on the board.
• Immortal. The High Troll that starts
on the board is the Immortal. Heroes
can’t attack the Immortal or Wound it in
any way. It doesn’t count as a Roaming
Monster for Event cards.
Immortal Activation. During the Enemies’
Phase, instead of the normal Activation,
the Immortal moves o Zones towards the
Hero Starting Zone. However, if there are
any Fireworks in its Line of Sight, it moves
towards those instead (players choose in case
the Immortal sees more than  Firework).
During the Immortals Activation, use the
following rules:
- If there are any Heroes in its Zone, kill them
and end its Activation.
- If there are any other Enemies in its
Zone, kill them. No XP is granted, and the
Immortal continues its Activation normally.
- If there’s a Firework in its Zone, destroy
it and end its Activation. Aer that, if
there’s another Firework in its Line of
Sight, Activate the Immortal one more time
normally (repeat this ever time it destroys
a Firework).
• Pillars. Pillars have  Health, no Defense
and can be attacked as if they were Enemies.
Once both Pillars are destroyed, the Dark
Bridges are removed and any Actors stand-
ing on them are killed.
The Immortal escapes. If the Immortal
reaches the Hero Starting Zone, players lose
the game.
MASSIVE DARKNESS - RULES
45
1R 2V
6V
7R
Open Door
Closed Door
High Troll
ArtifactLibrar
Hero
Starting Zone
Level
(Level  to )
Exit
Pillar
41


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