The trail leads you to a broken encampment crawling with foul creatures. They appear to be looking for something, and you quickly discover to your dismay that an individual fitting Raythen's description is imprisoned in a cage at the edge of the camp, sitting on a wagon and waiting for transport. Sneaking up for a closer look, the mechanism looks quite complex, and you doubt your ability to crack it without assistance.
Luckily, various hooded individuals appear to have been left alone by the creatures. They watch from the shadows as the encampment is torn apart in the search. Perhaps the shadowy figures are former comrades of the ruffian you seek, and perhaps they know something of the cage mechanism.
Perhaps they'll even tell you... for a price.
Monsters:
Goblin Witchers, Volucrix Reavers, Open Group (Merriods)
Special Rules:
The Question Mark Tokens are Thieves to be questioned. 4 have the information you seek, and the other 4 are Monsters in disguise (Volucrix Reavers, 3 Minions and 1 Master).
To question a Thief, an adjacent hero must use an action. At that point, pause what you're doing and I'll roll to see if you've found information you need or a Volucrix Reaver. If you find a Reaver, it gets one free action immediately which I will take before you continue.
Cracking the Code:
In the tabletop version, there is a mechanic where finding information forces me to show you part of the code for a second before hiding it again, and you can then attempt to guess the full code while standing on the exit. I can also remove some of your guesses if I knock out two heroes at the same time.
Instead, we'll play it that you need to find three of the four pieces of info, and get one hero to the exit (G14 or G15).
No Time To Waste:
At the end of the Sixth Overlord turn, it will be the end of the mission. The Heroes will have one final turn to attempt to find enough information and get to the exit, but will not be allowed to recover health or stamina, hit search spots and so on. Treat this as a free "last chance" turn to get what you need before Raythen is dragged away in his cage. If you succeed during this free turn it'll be considered a pass, not as good as a full victory but you'll get some advantage from it.
Down For The Count:
If 2 Heroes are ever knocked out at the same time, the number of information tokens you need to find will rise to four. This replaces the rule which cuts back the number of guesses you can make each time it happens in the tabletop version.
Reinforcements:
At the start of each Overlord turn, I may place one Goblin Witcher on the Waterfall, respecting group limits.
Victory Conditions:
To Win, you must find a sufficient number of information tokens and reach the exit before the end of my sixth turn.
To Pass, you must find what you need and exit on the seventh "free" turn.
To Lose, you must fail to do that stuff I just said.
Win/Pass/Lose will have an impact on the second half of this encounter.

