Background
The Blind Hunter stalks every game of Quest. Outwardly another Minion of Mordred, the Hunter carries Evil's most dramatic card: when the endgame arrives, they may call the Hunt — turning the closing scene away from Good's accusations and toward Evil's, as the Hunter tries to identify key Good characters outright.
Where other Minions play cards and pick teams, your true work is listening. Every knowing hint, every oddly confident read, every player the table quietly defers to is a clue about who holds Good's information. The Cleric spends the game hiding from exactly one person: you.