#Monster #N2 #Nemesis #Slenderman ## Intro >One day, a lonely man came home and found his long, lonely hours no longer troubled him. In fact, he could not remember them at all. Each day, he left home with a chilling ache in his bones and no memory of the day before. One day, he came home to find that he was not alone, after all. Then he was gone. ## Nemesis (Skip Hunt) Departing survivors do not have a Hunt Phase. Instead, select the Slenderman's monster level from the table and set up the showdown accordingly. | Lantern Year | Monster Level | | :----------: | :-----------: | | 1 - 10 | Level 1 | | 11 - 18 | Level 2 | | 19+ | Level 3 | ## AI Deck: ### Instinct: >**Amnesia** >Remove the Slenderman from the showdown board. All survivors gain +1 insanity. The monster will remain removed from the showdown board until a card or effect returns it. ### Level 1: | Level | B | A | L | Mov | Tgh | Spd | Dmg | | :---: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 1 | 8 | 4 | 0 | 6 | 11 | +0 | +0 | - S: Ensnare - S: Gloom - S: Madness Inversion ### Level 2: | Level | B | A | L | Mov | Tgh | Spd | Dmg | | :---: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 2 | 8 | 6 | 1 | 6 | 13 | +1 | +1 | - S: Ensnare - S: Gloom - S: Madness Inversion - +1 Accuracy token ### Level 3: | Level | B | A | L | Mov | Tgh | Spd | Dmg | | :---: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 3 | 10 | 8 | 2 | 6 | 17 | +2 | +2 | - S: Ensnare - S: Gloom - S: Madness Inversion - S: Hounds - S: **[[Indomitable]]** - +2 Accuracy tokens - +1 Luck token ## Showdown Setup ![[Slenderman Graphic Board.png]] ### Terrain & Deployment - 1 Stone Column terrain card, (3 columns) placed in the yellow spaces. - 1 Bug Patch terrain card, placed in the purple space. - 1 random terrain card, set up normally. - Place the Slenderman in the center (red) of the board. - Place survivors in the corners of the board (blue). - **Set all survivors' insanity to 0**.The survivors are defending their home. They go first. ![[KDM 2x2 Blind Spot.png]] ## Aftermath ### Victory No one remembers, do not gain Hunt XP. - +1 Weapon Proficiency (if eligible) - + **Rewards** If the settlement does not already have it, gain the [[Dark Water Research]] innovation. Roll 1d10 and add the Slenderman's level to the result. The group gains any listed resources or gear. Add them to the settlement's storage. | 1d10 | Reward | | ------- | --------------------------------------------------------------------------------------------- | | 1 - 3 | Fading gurgle. The bewildered survivors find themselves standing outside the settlement. | | 4 - 6 | Soaked. Gain 1 Dark Water strange resource | | 7 - 9 | A glint on sodden ground. Gain 1 Dark Water strange resource and 1 **Iron** strange resource. | | 10 - 12 | A murky pool. Gain 2 Dark Water strange resources and 1 Iron strange resource. | | 13+ | Fading memory of fortune. A **Black Skull Phoenix** resource lays at the survivors' feet. | If the settlement has Face Painting when they defeat a level 3+ Slenderman, nominate a survivor. They paint their face to resemble the fading memory of the Slenderman and gain the [[Forgettable]] ability. ![[Forgettable]] ### Defeat The survivors left, never to return. No one remembers.