RulesWD 427 · p. 98
The concluding instalment introduces the Darkhold Garrison as the last of three optional adventures beneath and around Cinderfall. Gamesmasters are directed to the concealed foldout, while the earlier artefact cards remain useful rather than essential; the new material also supplies a way to carry surviving heroes into another boxed adventure.
Warhammer Quest
RulesWD 427 · p. 98
Recovering the three artefacts reveals Red Yugol’s hidden nature and opens a route into the Silver Tower. The rules retain a gamesmaster, adapt adversary decisions and preserve earned skills when transferring the Hammerhal heroes, while making a return to Cinderfall a final departure from the tower rather than a reversible excursion.
Warhammer Quest
RulesWD 427 · p. 98
The mapped garrison combines waiting warriors, alarms, a concealed pit and a potentially useful set of loaded dice. Its final trap rewards heroes who cooperate rather than simply evade danger, with Hezerek’s Bracers hidden among the destructive sculptures; alternative adversaries allow use of the existing Hammerhal collection.
Warhammer QuestSlaves to Darkness