Quests
9 quests exist as a pool. At setup, draw 1 per player (minimum 3) and place them face-down — only one is ever active at a time. Complete every quest in the pool to unlock the Final Quest.
The Mending
When Revealed
Two tears in the sky have widened past ignoring, and the Blight pours through both without pause. Scouts report the air itself growing cold near each wound, as though the Realm is bleeding warmth into the dark beyond. Someone must go and shut them, before a third opens to relieve the pressure.
Goal: Close 2 Rift Gates.
Tracker: Place banished Rift Gates on this card. Return to supply when complete.
Reward: Draw One Legendary Relic
Completion
The Rift does not scream when it closes — it simply stops, and where the wound gaped, only stone remains. The world holds its breath a little less.
The Hunted
When Revealed
Word reaches the party of something larger moving among the ordinary horrors — a thing the Common monsters seem to fear as much as the heroes do. It has already been named by those who saw it and lived. Whatever it is, it will not simply wander off.
Goal: Defeat an Elite monster (When this quest is revealed, find an Elite monster from anywhere and place it on the bottom of the Monster deck).
Tracker: Place the defeated Elite's monster card on this quest card. Return it to the monster pool once the quest completes.
Reward: Draw One Legendary Relic
Completion
It fought harder than the small things do, and knew things they didn't — but that knowledge died with it. Some threats do not return from where they were sent.
The Devout's Offering
When Revealed
The old shrines of Ellowyn ask for nothing, which is precisely why so few remember to give. A travelling cleric reminds the party that faith kept in a pocket does no one any good. Three tokens, freely spent, might do more for the Realm than any blade.
Goal: Discard 3 Benediction tokens, contributed by any hero(es) in any combination.
Tracker: Move discarded Benediction tokens onto this quest card as they're spent. At 3, return all tokens to the supply.
Reward: Draw One Legendary Relic
Completion
Three tokens, spent without ceremony, each a small prayer released into the dark. Faith given freely is faith that returns.
Discipline's Price
When Revealed
A weathered instructor watches the party train and finds their form wanting — too much caution, not enough commitment. True discipline, she says, is proven by what you're willing to spend, not what you hoard. She sets a simple, exhausting test: four moments of focus, given without hesitation.
Goal: Discard 4 Focus tokens, contributed by any hero(es) in any combination.
Tracker: Move discarded Focus tokens onto this quest card as they're spent. At 4, return all tokens to the supply.
Reward: Draw One Legendary Relic
Completion
Four moments of clarity, surrendered to the work at hand instead of saved for safety. Discipline is not lost when it is given purpose.
The Long Hunt
When Revealed
The Blight does not send its creatures one at a time out of mercy — it simply hasn't finished yet. A local survivor begs the party to thin their numbers before the next wave finds the village. Four confirmed kills won't end the war, but it will buy the living some sleep.
Goal: Defeat 4 monsters of any tier, on any tile, across the session.
Tracker: Place each defeated monster's card on this quest card as it falls. At 4, return all 4 cards to the monster pool.
Reward: Draw One Legendary Relic
Completion
Four falls, four silences, four small victories bought against the dark pressing in. The Realms remember every blade that was raised in their defense.
Turning Back the Dark
When Revealed
Doom does not fall like rain; it seeps, quietly, into ground no one is watching. Five marks already darken spaces across the Realm, each one a small victory for whatever waits beyond the Rifts. Someone needs to walk the tiles and push the dark back, one token at a time.
Goal: Clear 5 Doom tokens from the board via Banish (across any spaces, any heroes).
Tracker: Each Doom token removed via Banish is placed on this quest card instead of the supply. At 5, return all tokens to the supply.
Reward: Draw One Legendary Relic
Completion
Five marks of dread, lifted one at a time from ground that had begun to forget the sun. Light does not erase the dark all at once — it erodes it, token by token.
Coin for the Cause
When Revealed
A ledger-keeper in Ironhold has run the numbers and doesn't like what she sees — the Realm's defenses are underfunded, and no one wants to be first to pay. She isn't asking for volunteers so much as demanding them. Ten gold, spent now, is worth more than a hundred spent too late.
Goal: Discard 10 gold, contributed by any hero(es) in any combination.
Tracker: Move discarded gold onto this quest card as it's spent. At 10, return all gold to the bank.
Reward: Draw One Legendary Relic
Completion
Ten pieces of gold, once meant for comfort, given instead to something larger than any one hero. Coin spent on a cause outlives coin spent on comfort.
The Lighter Load
When Revealed
An old quartermaster eyes the party's overstuffed packs and shakes his head — half of what they're carrying will slow them down when it matters most. He doesn't care which two items go, only that something does. Travel light, he says, or don't come crying when speed was the difference.
Goal: Discard 2 item cards from hero inventories, in any combination.
Tracker: Place discarded item cards on this quest card. At 2, return all cards to the item deck discard pile.
Reward: Draw One Legendary Relic
Completion
Two possessions, carried this far, left behind on ground that will not remember them. Sometimes the heaviest weapon is the one you set down.
Undeniable
When Revealed
Not every trial announces itself with a monster or a Rift — some simply ask a hero to keep going. The Realms have a way of testing resolve through repetition, wearing down whoever isn't truly ready. One hero, pushed far enough, will find out which kind they are.
Goal: Any 1 hero reaches Level 3 through the normal Level Up process (Restoration only).
Tracker: No physical tracker — completes the instant a hero hits Level 3.
Reward: Draw One Legendary Relic
Completion
The hesitation that shaped every early swing has quietly gone, unnoticed until now. Mastery is rarely sudden — it simply becomes undeniable.
Final Quest
Unlocked once every quest in the session's pool has been completed. Completing it wins the game outright — defeating Malachar or any other Boss is not required. More Final Quests may be added in future.
The Last Wound
When Revealed
Every quest completed has only been groundwork — the true wound is the one no single Banish was ever meant to close alone. All that remains now are the Rifts themselves, however many still gape across the Realms. This is the work the entire session has been building toward.
Goal: Close every Rift Gate currently on the board.
Tracker: No physical tracker — completes the instant the last open Rift Gate closes.
Reward: The party wins the game.
Completion
Every tear in the sky was once thought permanent; one by one, they close through quiet, stubborn work. The wounds in the world close, one by one, until there are none left to bleed.