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DJITD Elements of Demise v3.6 PDF
DJITD Elements of Demise v3.6 PDF
Rules 3 - Cover and back cover art (adapted): “Monk” by Peter Bergting,
bergting.com
Introduction 5 - Introduction, page 5 (cropped): Dungeon Escape,
Escaping Treason - [ INTRO (ACT I) ] 6 indiedb.com/games/dungeon-escape
- Act I, page 9 (cropped): “Fire Mage” by Jordan Kerbow for Fantasy
Flight Games, jordankerbow.deviantart.com
Act I 8 - Interlude, page 29 (cropped): Darkest Dungeon promotional art,
darkestdungeon.com
Prologue: The Postman’s Creed [ PRO I (ACT I) ] 10 - Act II, page 39 (cropped): “Dragon Tarot Wheel Of Fortune” by
Elective: The Goblinator [ ELE I 1 (ACT I) ] 14 Alexandra Alexandersson, alecan.deviantart.com
- Finale, page 73 (cropped): “Red or Fire Dragon Eye” by uncredited
Elective: The Scion Hybrid [ ELE I 2 (ACT I) ] 18 artist, dragon-myths.blogspot.nl/2011/10/dragon-eye.html
Elective: Secrets of the Swamp [ ELE I 3 (ACT I) ] 22 - Campaign log, page 82 (adaptations): Logo & campaign tracker tables
and panels by Fantasy Flight Games
Elective: The Pact of Undeath [ ELE I 4 (ACT I) ] 26 - Travel Step Map, page 83 (adaptations): Various buildings by Anno
1404 (anno.uk.ubi.com/pc), trees, mountains, caves, clouds by
Celianna’s World Map Maker (pixanna.nl/materials/misc/), various
Interlude 28 other terrain and building images by opengameart.org
A: The Obsidian Conspiracy [ INTER A & B (ACT I) ] 30
Campaign Design: Dimitris Zervakis (Brutalien)
B: Betrayal is a Symptom [ INTER A & B (ACT I) ] 32 Graphic Design: Dimitris Zervakis & Rusne Sileryte
C: On Fluxing Grounds [ INTER C & D (ACT I) ] 34
Descent: Journeys in the Dark Second Edition Design by Adam Sadler
D: Casting Shadows [ INTER C & D (ACT I) ] 36 and Corey Konieczka with Daniel Lovat Clark
Act II 38
Prologue: A Glimpse of Evil [ PRO II (ACT II) ] 40 Disclaimer
Elective: Cavernous Blaze [ ELE II 1.A (ACT II) ] 44 This book is freely distributed and intended for personal use only.
Elective: Playing with Fire [ ELE II 1.B (ACT II) ] 48 No part of this book may be reproduced without permission.
No process of purchase and redistribution is allowed.
Elective: Ethereal Chains [ ELE II 2.A (ACT II) ] 50 Descent: Journeys in the Dark is a trademark of Fantasy Flight
Elective: Run like the Wind [ ELE II 2.B (ACT II) ] 52 Publishing, Inc.
All image content found in quests’ encounters and Campaign Log are
Elective: A Lily Among Thorns [ ELE II 3.A (ACT II) ] 56 property of Fantasy Flight Games.
Elective: Draining the Waterheart [ ELE II 3.B (ACT II) ] 60 This is not an official campaign book by Fantasy Flight Games. No
copyright infringement is intended.
Elective: The Sword in the Stone [ ELE II 4.A (ACT II) ] 64
Elective: Earthbound [ ELE II 4.B (ACT II) ] 68
2
Arhynn, the capital of the Barony of Rhynn, stands strong in Temporary and Permanent Rewards
peace for decades now, enjoying the fruits of labour of its
A quest reward that includes the phrasing “for the remainder of the
hard-working farmers and dilligent merchants. campaign” should be regarded as an added rule for the current
Raised nearby the river Rhynn, together with its twin Barony campaign. Players may note this on the Campaign Log sheet.
of Carthridge, the two Free Cities have lived and prospered Furthermore, rewards that refer to the “next” quest, encounter or
in unison since the end of the Dragon Wars. campaign phase, should be regarded as temporary rules and can be also
But in the magical world of Mennara, evil stirs and crackles added on the Campaign Log sheet. Depending on the specific ruling,
after they have been performed, these temporary rewards should be
like the embers of a never-dying fire. Within its womb, an marked as used and erased from the Campaign Log sheet.
unexpected foe will rise, feed the flames with greed and
hunger for power and set the wheel of destruction in motion Plot Decks
once again...
If playing with Plot decks (available in Lieutenant Pack expansions),
Elements of Demise is a fan-made, freely available campaign book for the Overlord may choose any plot deck at the start of the campaign.
Descent: Journeys in the Dark Second Edition. It contains 23 quests However, if the rules of an encounter/quest specify that a lieutenant is
(15 normal and 8 multi-plexed), created with the Quest Vault online not available for that encounter/quest, the “Summon” Plot cards of
tool on Fantasy Flight Games official website. The quests are primarily those lieutenants cannot be used in that encounter/quest.
designed to be played in a full campain setting, but may also be
separately chosen for a single-quest session (see “Single-quest Rules” on Shopping Step
this page). This book requires only the base game to play, but any
additional expansions can be added to enrich the experience. During the Shopping step of each Campaign phase, the number of
cards revealed from the Shop Item deck is not based on the number of
Players should read the campaign-specific rules before beginning the players. Instead, players reveal 5 Shop Item cards, regardless of the
campaign (see “Campaign Rules”). These rules provide additional number of players. Other game effects that increase or reduce this
instructions to follow during setup, rewards, the Campaign phase and number are applied as normal.
exceptions to existing rules.
Two-Hero Campaign
To begin this campaign, refer to the rules for starting a new campaign
found on page 19 of the base game rulebook. Additional content added Many encounters in the “Elements of Demise” campaign incorporate
from other expansions follows the rules as described on the rules that depend on the number of players. Therefore, the rules for
corresponding rulebook. “Two-hero campaign” introduced in the “Heirs of Blood” campaign
book and latest FAQ by Fantasy Flight Games should be ignored.
Players will play a total of 9 quests throughout the “Elements of The balance between the two battling sides has been taken into
Demise” campaign. After player roles, heroes, and classes have been account during the design of this campaign and the encounters have
selected, players set up the Introduction quest entitled “Escaping been scaled accordingly. Nevertheless, in games with two heroes, if
Treason”. Players do not perform a Travel step before playing the players find the encounters still too hard for the heroes' side, they are
Introduction. After the Introduction, heroes begin each Travel step at welcome to anyways include the official rules as additional.
Arhynn and follow a continuous path to the chosen quest location
shown on the campaign map found on page 83 of this book.
After each quest, players perform a campaign phase (see “Campaign Single-Quest Rules
Phase” on page 20 of the base game rulebook). Remaining quests are
chosen based on the outcome of the previous quest or if a following “Elements of Demise” was designed to be played as a full campaign.
quest is defined as mandatory. Players should refer to the “Choosing However, if players desire to do so, they may play a quest in a single
Quests” rules found in the next page and the starting transition pages session. Firstly, choose the quest to play. Each hero receives their
for each Act. starting equipment and 1XP per quest “skipped”, as if they played in a
normal campaign setting (in the case of an Elective, assume it is the
Using the Campaign Log can help players choose quests based on their first quest of the two). The Overlord receives 1XP more than the
progress. Players can photocopy the Campaign Log found on page 82 heroes if the quest is an Act I quest, or 2XP more if it is an Act II quest.
of this book. Each side spends its experience and then, heroes receive 75 gold per
quest “skipped” and 15/25/50 gold per hero for each 1/2/3-XP card
the Overlord bought. Then, the heroes may collectively buy and sell
Campaign Rules equipment of their choice from the Act I Shop Item deck if the quest is
an Act I quest, or from either Shop Item decks if it is an Act II quest.
The “Elements of Demise” campaign follows many of the same rules Example: In a 3-hero game players decide to play the "Ethereal Chains"
for “The Shadow Rune” and “Heirs of Blood” campaigns found in the quest, an Act II quest. Heroes start with 6 experience points each (6
base game, depending on its version. The following rules list any quests "skipped") and the Overlord with 8. The Overlord decides to buy
changes and additions to the campaign rules of the Descent: Journeys only two 1-XP, one 2-XP and one 3-XP cards. Thus, heroes gain 6*75
in the Dark Second Edition rulebook. + 3*(2*15+1*25+1*50) = 765 gold to collectively buy/sell items with.
3
Choosing Quests For choosing the first encounter, players look at the Campaign Log for
who won the most quests in Act II, counting only the Act II Prologue
and the 2 played Act II electives. If heroes won at least 2, the encounter
During the course of the “Elements of Demise” campaign, there are “Ride the Lightning” is played. Otherwise, “Claws of the Beast” is the
quests that are considered mandatory and others that are elective. first encounter.
Mandatory quests include the Introduction, Prologues, Interlude and
Finale, tagged accordingly as INTRO, PRO I, PRO II, INTER, and For choosing the second encounter, players look at who has the
FIN. Elective quests are chosen during the “Choose Next Quest” step “Shadow Rune” relic. If heroes do, the encounter “Ghost of Perdition”
of the Campaign phase by the winner of the previous quest. These are is played. Otherwise, “Final Resistance” is the second encounter.
tagged as ELE.
The Finale is treated as a single Act II quest, with transitions between
The Introduction is the first quest to be played in a campaign. its 2 encounters as normal. This quest decides the overall winner of the
Consider it as an Act I quest, but it does not count towards the number campaign. The above rules can also be found in page 72.
of quests played in Act I during the transition to the Interlude.
There are 2 Prologue quests, one for each Act. PRO I is an Act I quest Electives
and is the only quest that can be chosen after the Introduction. PRO II In both Acts there are elective quests which can be chosen to be played
is an Act II quest and is the only quest that can be chosen after the by the winner of the previous quest as normal. In each Act, two
Interlude. They still count as normal towards the number of quests electives must be played before transitioning to the Interlude/Finale.
played in their according Acts. Refer also to the according instructions
on pages 8 and 38. In Act I, there is a choice of 4 quests. In Act II, there is also a choice of
4 quests, however, depending on the outcome of the corresponding
The encounters for the Interlude and Finale are multiplexed, separated Act I quest, players have access to different quests. Each Act I elective
in 4 encounters for each. Depending on what has happened on the quest is tagged with a number and its Act II counterpart has a choice of
campaign, these quests could result in different combinations of those “A” and “B”. For example, “ELE I 2” provides a choice between “ELE II
encounters. Refer to the according instructions on pages 28 and 72. 2.A” and “ELE II 2.B”. However, players gain access to Act II quests
tagged with an “A” only if its Act I counterpart was played and heroes
Interlude won. If heroes lost, or the quest was altogether not played, then only
the “B” quest is available as a choice.
After completing the Introduction, the Act I Prologue and 2 of the Act
I elective quests, it is time for the Interlude. The Interlude is a special
Example: Entering the Act II, players had played quests ELE I 1 and
quest that marks the transition from Act I to Act II of the campaign. It
ELE I 3 from Act I. Heroes only won ELE I 3. Therefore, the available
comprises of 2 encounters, each chosen from a set of 2. Therefore, there
choices for Act II electives are: ELE II 1.B, ELE II 2.B, ELE II 3.A and
are 4 different possible Interlude quests, but only 1 is played based on
ELE II 4.B.
the resulting combination.
For choosing the first encounter, players look at the Campaign Log for Quest Descriptions
who won the most quests in Act I, counting only the Act I Prologue
When a quest is chosen for play, players can reference the quest
and the 2 played Act I electives. If heroes won at least 2, “The Obsidian
descriptions on pages 8, 28, 38 and 72 of this book. These descriptions
Conspiracy” encounter is played. Otherwise, “Betrayal is a Symptom”
are not required for playing the quest, but simply provide some
is the first encounter.
additional flavor to the game.
For choosing the second encounter, players look at the Campaign Log
INTRODUCTION: "Escaping Treason" The locked door can only be opened by heroes and only If the Overlord ever has 7 ∏ or more tokens by his side,
You wake up in a damp dark corridor still dizzy from after its Key has been claimed. To get it, a hero must read the following aloud:
the blast. As you stand up, you look behind you only to perform a Search Action targeting the Unique Search
find a huge pile of rubble. A shrieky voice is heard Token (no search cards are drawn; skills/cards/etc The doors shut close before you can reach them. You
coming behind the blocked path: concerning searching apply as normal). That hero are trapped and the reasons for regret for the state you
"Run heroes! Run like the dogs you are! I will deal with places the Key token on their hero sheet. It can be are in are raging inside your head...
your master..." traded as an Item between heroes. Only the hero with The Overlord wins this quest!
A loud clank echoes from a nearby room and the walls the Key can perform an Open Door action for the
above you start creaking. You quickly run towards the
light at the end of the corridor - seems like a storage
locked door. Afterwards, replace the locked door with a
normal door and open it. From now on, it can be Rewards
room. There, you manage to find an assortment of opened/closed by both sides as normal. Win or lose, each player receives 1 XP. Future quests
weapons in a state good enough to fit your purpose. A will grant bonus gold or XP, or perhaps other rewards,
lone staircase at the other side of it seems to be the only The Hollow Wall tokens block movement and line of to the winner of the quest.
way out. sight, but they can be smashed by the heroes. If a hero is
adjacent to one of these tokens, he can spend an action Note which side won this quest. It will be important
As you make it to the top, the dim lights from the
to test ∂ (Strength). If successful, remove the token later in the campaign during the Interlude's second
nearby halls welcome you along with numerous
from the game. If unsuccessful, nothing happens. encounter (if heroes won this Introduction quest,
footsteps...
Interlude C is played; otherwise Interlude D is played).
6
Escaping Treason
Encounter 1
7
The poison in her blood swept through her arteries - she would not
ACT I Transition last long. The leathery wings of her fatigued opponent had also
stopped flapping for a while now. He had sustained enough injuries
After completing the Introduction, players have to play 3 Act I quests to ensure a painful death.
before moving on to the Interlude. However, the only available choice "Family?"
as a first Act I quest after the Introduction is the PRO I, “The "... One remaining son."
Postman’s Creed”. After that, the choice of the next quest is "I also had a brother."
determined by the winner of the previous quest as normal. "I did not expect your breed to foster kin."
"Oh, but we do. At least some of us."
With a sudden toss, a vial of gleaming green liquid reached her feet.
"Drink it. Go back and train him. Show me why *your* breed
10 deserves a place on this world."
The former residence of Lord Merick seems unvisited "We own this land! We named it!"
for years now by friends and thieves alike. Some locals "And yours is?"
report crazy sightings and an unsettling atmosphere
seeping from the house that kept them away from the
"Pellin - Eudith Pellin!"
area. However, recently dim lights have been noticed "We have no need for hollow names. We were shaped by the
to flicker at night, wandering its halls. Maybe world."
Lord Merick has come back to reclaim his As the antidote took effect and her eyesight cleared, her rival was
estate from ghosts of the past?
nowhere to be seen.
14 18
The goblins in the northwest mountains have been Dragon hybrids are few and dispersed. None but one
keeping quiet for a while. It has not been common of has been seen lingering in the area after the Dragon
them to dare visit human villages. But now a new Wars. Belthir has kept silent for all this time, either
leader is trying to set a different standard. Cunning or plotting or actually seeking peace at his home up in
plain stupid, the sheer number of these critters will be the mountains, staying away from anything human.
a force to be reckoned with and upeasing them may Paying a visit to his refuge may shed some light on
not be that simple. what his current plans are.
22 26
The swamp near Carthridge has been a useless sight Years ago, the death of Sir Alric Farrow had been a
for anyone to cross, unless they wished to gather rocks hurtful blow for all the Free Cities. But the sight of
falling from atop the ridged Carthmounts. Usually the then devasted Lord Merick has been a story to be
farmers' kids would go to play there and explore the retold many times. The incident on the day of Sir
forest, but never delve in too deep, as a few of them Alric's burial has kept everyone away from the crypt.
have gone missing in the past. Lord Merick's subsequent disappearance was also
silently welcomed.
om.
en g u lfi n g the ruined ro
ing breath t again and
their
w n o n ce m ore, its scald st a n d u p ye
d fallen do l. It would
The beast ha new it was not dead stil another fight. h to bind
But the hero
es k
ld n o t m a n age through e o f m a g ic strong enoug
fatigued bod
ies wou ds. A hop
a in ed on their min
Only one lig
h t re m erved...
in th e d a rkness it des
ver again.
the beast fore e deed was done. co u ld rejoice once e stone
rd , th g d o m s , but still, th
Though ha sf u l a n d th e kin ei r n a m es
as succes ld dress th
The ordeal w their achievement wou
fo r
Fitting titles eir minds. would diffu
se.
u b le th p o w er e it to
insisted to tr o
w a s ro a ri ng. An d it s
n n o r m a g ic could forc
Within it, th
e beast no weapo
b e d es troyed. But might
So, the rune
h a d to
le g en d a ry sword with
braved his
disintegrate
.
th e knight. He es.
t la st , re so lve cam e fr o m
l a n d b ro k e in two halv
A f stee
ue. d a scream o
8 and struck tr ould not shatter, release inding of D
arkness ~
n e th a t w ~ Th e B
The ru
Act I
Call of the Necromancer
The Postman’s Creed
Encounter 1
10
The Postman’s Creed
Encounter 1
11
The Postman’s Creed
Encounter 2
12
The Postman’s Creed
Encounter 2
13
The Goblinator
Encounter 1
14
The Goblinator
Encounter 1
15
The Goblinator
Encounter 2
The massive King is riding atop his wobbly seat, carried A KING'S CHARIOT
by his lesser kin. He commands them to run fast, while Splig is carried away by his smaller brethren. In every Victory
at the same time wailing like a child, "Not me! Not me! Overlord turn, the Goblin Archer group must be
If the heroes deafeat Splig, read the following aloud:
Stay away! ...Open the door you scum! Your King is activated before Splig. After Splig activates, the Goblin
passing through!" Archers cannot be activated on that Overlord's turn. The 'king' tumbles over from his seat and lands face on
Wiping the snow off your face, a nasty idea pops in the pile of his much smaller-sized men.
your head... When activated, a Goblin Archer gains only 1 attack
"OK, OK, OK! I'll do what your master's told me! It's a
action. If a Goblin Archer is defeated, Splig also suffers
deal then! Just make sure he keeps his part of the
Monsters 1 ≥. If multiple Goblin Archers are defeated due to
the same trigger, Splig still suffers only 1 ≥.
bargain and holds a nice banquet of everything
Splig, Goblin Archers, remaining monsters from the promised, eh?"
previous encounter. As long as the Overlord has ∏ tokens, he may discard Making deals with a gluttonous goblin? Something
1 ∏ token after each of Splig's actions so that Splig doesn't sound right...
Setup gains 1 movement point.
Note: No Overlord's cards, monster abilities or relics'
Riding your fast steeds, return is swift, but throughout
this trip you feel you have also learned some more
Encounter 2 of this quest uses the same map as the powers may be applied to Splig that give him things about the surrounding lands.
previous encounter. movement points other than his normal Move
The heroes win the quest!
Remove any Goblin Archers from the map. Place action and the special rule stated above.
Splig on the space indicated. Keep the other monsters At the end of each of Splig's activations, all Goblin
on the spaces they were on at the end of Encounter 1. If Splig moves off the map through the exit tile, read
Archers on board are placed on empty spaces adjacent
Keep their wound ≥ tokens on. the following aloud:
to Splig or, if not possible, on the closest empty spaces.
They count as entering those spaces. "I'm NOT entertained! You've made me run too
Heroes place their figures on the spaces marked with an
"X". No monster can occupy those spaces at the start of much! I'm hungry now! Tell your master he can keep
the encounter. If it does, place it on the nearest empty DO AS YOUR KING COMMANDS! whatever deals he has for himself! Or maybe..."
space(s). Your journey back to Arhynn takes several days. About
All monsters except Splig and the Goblin Archers
as many as it must have taken Splig to digest all that
cannot be activated until provoked. A monster is
Place a group of Goblin Archers at full health, with horse meat...
provoked if:
each figure adjacent to Splig (or closest space possible),
respecting group limits. The Overlord wins the quest!
it is attacked, or
Remove all doors from the game. Then, place a locked if the Overlord spends 1 ∏ token while Splig's
figure is adjacent to it
Rewards
door on the Exit tile as indicated.
Win or lose, each player receives 1 XP.
Keep on the map any remaining Search tokens from From then on, that monster can activate as normal. To If the heroes win, they also receive 25 gold per hero.
the first encounter. Additionally, place Search tokens remember which monsters are inactive, keep their cards Additionally, at the start of the next Travel phase,
based on the number of players as indicated. facedown from the start of the encounter and turn heroes can look at the top 3 travel cards and put them
them faceup whenever the rules above apply. back in any order they like.
Special Rules If the Overlord wins, he receives 1 additional XP.
THE RULES OF THE GAME TURNING THE TABLES
Additionally, he may choose one of the items of the
If the heroes won the previous encounter, at the Any hero adjacent to the Snowball Catapult can use it
heroes. He may NOT choose a Relic. If it is a Shop
beginning of this encounter, the Overlord must trade to target Splig. The hero spends an action and Splig
deck item, remove it from the game and the heroes get
X ∏ tokens from his play area to heal X ≥ to Splig must test µ. If he fails, he is Stunned and all adjacent
its value halved in gold (rounded down to the closest
until he is fully healed. The remaining tokens are kept Goblins Archers to him suffer 1 ≥. If he succeeds,
multiple of 25 gold). It does not return to the shop
by the Overlord's side. nothing happens.
deck for the remainder of this campaign. If it is initial
If the Overlord won the previous encounter, every time equipment, remove it from the game.
Splig is called to try an attribute test and before rolling BARRED EXIT
the dice, the Overlord may spend 1 ∏ to remove 1 ≤ The locked door on the Exit tile can be opened only by
from the result. This can be done only once per test (no Splig. He must spend an action while adjacent to it and
stacking effect applies). test π. If successful, the door opens. If unsuccessful,
nothing happens.
Regardless of who won the previous encounter, the
Overlord plays first.
Reinforcements
At the beginning of each of the Overlord's turns, the
Overlord may place 1 Goblin Archer adjacent to Splig,
respecting group limits.
16
The Goblinator
Encounter 2
17
The Scion Hybrid
Encounter 1
18
The Scion Hybrid
Encounter 1
19
The Scion Hybrid
Encounter 2
It takes some time for your eyesight to adjust to the THE SHADOW ORBS
lack of light inside the cave. Yet, this darkness feels The Blue Rune tokens are Shadow Orbs which have Victory
unnatural, almost as if something is countering the few the ability to "suck light", thus leaving the room in
If all orbs are Inactive and all hero figures stand on the
sun rays that pierce through the waterfall. The falling complete darkness.
Dragon's Lair tile,
water blocks out the sound of sudden movement Their objective (?) side indicates that each such orb is
OR
coming from the ceiling. Belthir attacks you, but you Inactive, while their faceup blue side indicates they are
if all orbs are Inactive and Belthir is defeated, read the
manage to avoid his hit just in time. Instead, his glaive Active.
following aloud:
smashes an orb on a pillar right next to you and the cave The Shadow Orbs are considered obstacles (they block
immediately fills with a little more light coming from movement and line of sight). Belthir halts to a corner coughing. "You are strong
the torches hanging on the walls. warriors you know. Alright... Tell his lordship, Aether
With a grunt, Belthir jumps and glides deeper in his Once per activation, any hero or Belthir may spend an
hides on the Sylphyr Mountains. If he wishes to talk to
caves. A vicious coldness surrounds the room as his action while adjacent to one of these Orbs and suffer 1
that old geezer he can be my guest, but don't expect him
friends make their presence known under the new light. ∏. Then, test ∑ or π for that figure. If successful,
to be any willing. Now leave me be!"
flip the Orb token to its other side. If unsuccessful,
His lordship? Maybe you should ask for more gold the
Monsters nothing happens.
[Note: Heroes must be able to suffer the ∏ - they
next time.
Belthir, Shadow Dragons, 1 open group. Nevertheless, you get the feeling that your little
cannot choose to suffer ≥ instead. Belthir suffers
endeavor in the darkness also left you with a knack for
≥ instead of ∏ always.]
Setup If the Overlord won the previous encounter, when
quickly spotting items of significance. On top of that,
something makes you think that Belthir was hiding
Place the Shadow Dragons on the Dragon's Lair. Belthir tries the above action, the Overlord may discard something much more precious deeper in his cave...
Place the open group on the Frozen Cave. 1 Red Rune token from his side to immediately turn
All monster groups are placed respecting group limits. The heroes win the quest!
the Orb to its Active side. If he does so, Belthir does
Place Belthir on the space indicated. not suffer ≥ for that action.
Place 3 Blue Rune tokens on the map as indicated, 2 on
If all orbs are Active and Belthir moves off the map
their facedown side (?) and 1 on its faceup blue side.
from the Entrance tile,
Place Search Tokens depending on the number of THE LINK
OR
heroes. If Belthir is defeated, trace an uninterupted path from
if at the start of an Overlord's turn 1 or more of the
Belthir's last occupied space to the closest (by space
heroes (standing or knocked out, excluding Familiars)
Special Rules distance) Shadow Orb (Active or Inactive). If this Orb
is on a space that doesn't trail back (closed doors block
is Active, it becomes Inactive. If more Orbs than one
THE RUNE OF LIGHT trail) to an Inactive orb or the Entrance tile, read the
lie in the same distance, the heroes choose one Orb
If heroes won the previous encounter, they gain the following aloud:
that applies. Closed doors block trail.
"Rune of Light" (Rune) for this encounter. It is denoted
by the White Rune token and it acts as a normal Engulfed in darkness you can hear your every footstep
accessory item. Reinforcements louder, your every breath, even the beating of your
While a Shadow Dragon is adjacent to the hero that has If at the beggining of an Overlord's turn Belthir is heart rising. At the end of the corridor, two shiny eyes
this item equipped, it loses its "Shadow" passive ability. defeated, he places him on the Entrance tile. forebode your gruesome death.
A moment passes and then the door opens and a path
At the end of each of the Overlord's turns, he may place of light leads you to the exit, your life spared by a non-
1 monster from his monster groups on the Darkness human creature. Along with gratitude, you can't help
tile, respecting group limits. but wonder what Belthir was hiding so valiantly in his
Additionally, in a 4-hero game, at the end of each of the cave of darkness.
Overlord's turns, he may place 1 monster from his open
monster group on the Entrance, respecting group limits. The Overlord wins the quest!
Rewards
Win or lose, each player receives 1 XP.
20
The Scion Hybrid
Encounter 2
21
Secrets of the Swamp
Encounter 1
TRAVEL STEP: Road, Water, Plains, Forest. A "webbed" victim has an objective (?) token on top.
A "non-webbed" victim is a normal Villager token Reinforcements
ACT I ~ "Secrets of the Swamp" without an objective (?) token on top of it.
At the beginning of each of the Overlord's turns, he
Unconvinced of the 'benign' intents of the hooded man,
Any Cave Spider adjacent to a non-webbed victim may may place 1 master Cave Spider and 1 minion Cave
you decide to tail him in hope of finding who is hiding
spend an action to cover it with web. Place an objective Spider on the Exit tile, respecting group limits.
behind all that secrecy.
After another informative meeting, foreshadowing ill (?) token on top of it.
At the end of each of the Overlord's turns, he may place
omens of the necromancer Merick's plans, you stay close If adjacent to a Webbed victim, the master Cave Spider
1 monster from his open monster group on the spaces
behind your contact before he leaves Arhynn. Following can spend an action to pick him/her up, if not carrying
marked with a large "X" on the Wild Bushes tile,
him beyond the river Rhynn and through the plains, any at the moment. Place the Webbed victim under the
respecting group limits.
you can't be too sure of not having been noticed. By master Cave Spider figure. While being carried by the
master Cave Spider, the victim is not considered
entering the forest near Carthridge, you lose his trail
when his horseprints enter the swampy area... On your adjacent to any other space. Victory
way back out of the forest, you come across a most If the master Cave Spider is defeated while carrying If there are no more Villager tokens on the map, read
curious sight. Some teens are wrapped up in spider web a victim, place the webbed victim on the space it was the following aloud:
cocoons hanging from a tree, with only their faces defeated.
The master Cave Spider cannot pick up a non-webbed The monsters retreat behind the dense bushes as the
uncovered, pale and unconscious, yet breathing. last of spiders enters a tree's opening. The rivulet that
You can do nothing else but help these poor kids. victim.
The master Cave Spider successfully abducts a webbed passes through is surprisingly still unbesmirched, which
makes you question the appearance of such vile
Monsters victim if it is carrying one and moves off the map
through the Exit tile. Place the Villager token to the monsters here.
Cave Spiders, 1 open group. Overlord's play area. Upon further examination, you discover an entrance
The master Cave Spider returns to the map only via on that tree's roots big enough for humans to enter.
Setup Reinforcements as a new one. Wondering where those spiders wanted to carry their
victims to, you decide to investigate further.
Place the Cave Spiders on the Wild Bushes and the
open group on the Swampy Path tile. FRESH WEB The result is a stalemate. Keep the rescued and the
All monsters are placed respecting group limits. At the start of each of the Overlord's turns (after abducted victims apart for the second Encounter.
Place 4 Red Rune tokens on the 4 central spaces of the drawing a card), if the Overlord has more cards in his Immediately perform the following:
Tree Trunk tile marked with an "X" on the map. These hands than the number of heroes, he must choose a Heroes choose 1 hero to test µ. If unsuccessful,
indicate the spaces covered by the tree. Webbed victim that is currently not being carried (if nothing happens and players proceed to the next
Place 4* Villager tokens on the center of the Tree there is one). Remove the Webbed token from that encounter. If successful, read the following aloud:
Trunk tile on top of the Red Rune tokens. victim.
[*:3 in a 2-hero game] You examine the rivulet's path and follow its stream
behind some overgrown plants. You discover a spring
RESCUING THE VICTIMS
Place on top of each Villager token an Objective (?) with clear water running next to a small abandoned
Any hero adjacent to a Webbed victim may spend an
token. hut.
Place Search Tokens based on the number of heroes. action to release the victim from their ties. Remove the
objective (?) token from the victim's top. All heroes discard all conditions inflicted upon them.
Special Rules
Any hero, who is not already carrying a victim and
is adjacent to a non-webbed one, may spend an action
THE TREE TRUNK to pick the victim up. Place the victim token on the
The 4 Red Rune tokens on top of which the Villger hero's sheet.
tokens are placed at the beginning of the quest denote a
large tree trunk. Those 4 spaces are considered as A hero who is carrying a victim may spend an action to
obstacles (they block line of sight and movement) for place him/her on any of the hero's figure adjacent
the quest. empty spaces.
If a hero carrying a victim is knocked out, place the
victim's token on one of that hero's adjacent empty
CAUGHT IN A WEB spaces. If there are none, place it on the space the hero
The Villager tokens are victims captured by the was knocked out on.
monsters. They are initially web-tied to the tree trunk
and have lost consciousness. A hero cannot pick up a Webbed victim.
During the quest, any spaces the victims are on A hero successfully rescues a victim he carries by moving
(excluding the initial tree-trunk's ones, see above) block off the map through the Entrance tile. Place the villager
movement but not line of sight. They are not empty token to the heroe's play area.
spaces and other victims cannot be placed on the same A hero who leaves the map this way may return to the
space. Entrance on his next turn (without the victim) by
performing a move action (or spending 1 ∏ for 1
movement point) to enter the Entrance tile.
22
Secrets of the Swamp
Encounter 1
23
Secrets of the Swamp
Encounter 2
Not long into the tree cave, you come across some root- ¥: 4 Speed
made steps spiralling downwards. Light is seeping ≤: 1 Black die defence Reinforcements
through the entrance and into the corridors of what ≥: 2 health points per hero
While the Overlord has Vampire tokens by his side
looks like a tree-built cave. Trinkets are hanging from Attack (melee): 1 Blue + 1 Yellow dice,
(based on Setup), at the start of each of his turns he
the ceiling shining and gleaming in the light. Pierce 1
must place 1 of them on the "X" space of the Ancient
Strangely, a wave of heat hits your face and you notice a ±: Poison
Library.
woman in white standing steps before you. ±: Disease
At the end of each of the Overlord's turns, he may
"Who do we have here? Another group of adventurers? When a Vampire is defeated, it is removed from play. place 1 monster from EACH* of his monster groups
Allow me to introduce myself... Lady Eliza Cath...
(Cave Spiders and Zombies) on the Entrance tile,
Farrow. Habits die hard - they stain on you." Bloody
teeth smile at you with a dreadful set of animal fangs. respecting group limits.
EVERYTHING IS ILLUMINATED
"Mmm, you've come too late. I already ate. Maybe my [*: In a 2-hero game reinforce from 1 group only]
The 4 Blue Rune tokens represent Prisms hanging
servants would like to have a bite though." She is inside the cave. The heroes can turn them so that the
carrying a book. Whatever it is this vampire came cave is engulfed in light. Victory
looking for here in the first place, it can't be good for the Prisms block movement, but not line of sight. If all Vampires have entered play and they have all
people of Arhynn. She smirks at you and slides to hide If a hero is adjacent to an unadjusted Prism (blue side been defeated along with Lady Eliza,
before you can catch up to her. showing), he can spend an action to adjust it to the right OR
position. Turn that token to its objective (?) side. Then, if the heroes "illuminate" the Tree Cave (see Special
Monsters that hero may discard 1 Condition from himself.
Rules), read the following aloud:
Additionally, if the hero that adjusted the Prism is
Lady Eliza Farrow, Zombies, Cave Spiders.
adjacent to a Search token, he may immediately perform As the last vampire turns to dust, you can hear the
a Search action for free.
Setup lingering wail of Lady Eliza through the corridors of
the ancient tree.
Place 2 Normal Doors as indicated. If all 4 Prisms have been adjusted (objective side "Do not consider this to be the end..." she whispers
Place 4 Blue Rune Tokens (Prisms) and 1 White Rune showing), a hero adjacent to the Large Mirror (White eventually and then the whole tree cave starts rotting
Token (Large Mirror) on the spaces indicated. Rune token) can spend an action to fill the cave in fast.
Place Search Tokens based on the number of heroes. light. Heroes win the quest (see Victory). By the time you have escaped, the tree has shed its
If a Vampire at the start of its activation has line of leaves and its entrance has disappeared, covered in a
Starting by placing the master adjacent to the Prism on sight to one or more adjusted Prisms, it suffers 1 ≥. mass of shrivelled roots.
the Stalagmite Cave, and moving in a clockwise
Amidst the remaining cobwebs you find a doll hanging
direction, place 1 Cave Spider on an empty space
with an eerie smile on its face.
adjacent to each Prism. PERSISTENT AILMENT
Similarly, starting by placing the master adjacent to the For this encounter, the Poison and Disease conditions The heroes win the quest!
Prism on the Reliquary, and moving in a counter- inflicted on heroes cannot be avoided with any heroes'
clockwise direction, place 1 Zombie on an empty space skills/abilities/feats/cards. Furthermore, the only way
adjacent to each Prism. for heroes to remove these two conditions is by passing If at the end of the heroes' turn 2 or more heroes are
All monsters are placed respecting group limits. the according test at the start of their turn, or by both Diseased and Poisoned, read the following aloud:
turning a Prisms and by no other means.
Place Lady Eliza Farrow on the space indicated. As the sickness kicks in, sweat starts running onyour
The Overlord keeps on a pile a number of Villager If a hero is knocked out, do not discard any Disease forehead and everything in the room begins to go
tokens equal to the abducted victims from the and/or Poison conditions from his sheet. round in circles.
previous encounter, plus one. These are the Vampires. "Don't worry heroes... You will not turn... But this
Remove from game any rescued Villager tokens from If a hero makes a Stand Up action, he may choose and should teach you a lesson not to meddle with our
the heroes' play area. For each token removed, the test for one of the Disease/Poison conditions (if he has plans..."
Overlord discards 1 card at random from his hand. one). You can only hope you can be strong enough to reach
On his turn, if a knocked out hero chooses not to stand Arhynn and find the right medicine for this nauseous
up and remain knocked out, the Overlord chooses
Special Rules either a Poison or Disease condition. The hero suffers
disease.
24
Secrets of the Swamp
Encounter 2
25
The Pact of Undeath
Encounter 1
TRAVEL STEP: Forest, Road, Water, Water. THE YOUNG AND THE RESTLESS If BOTH Lord Merick and Eliza are defeated and Sir
Lady Eliza always remains on the space she was placed Alric has not risen, he is forced to rise on the immediate
ACT I ~ "The Pact of Undeath" during Setup until either defeated, Margaret dies or next Overlord turn. For each Cresset still burning, Sir
The words of Lord Merick Farrow about resurrecting she is called to continue the ritual (read below). She Alric immediately suffers 2 ≥.
his brother still echo ominous in your head. The Black can still Attack and perform Special Actions. When Sir Alric rises, read the following aloud:
Knight against his people, standing fully armed is a At the start of the encounter Lady Eliza is wounded. Summoned by foul magic, the Lords of Oru'khan
grim image indeed. After another odd meeting with the Place 2 plus the number of heroes ≥ on her card. defend the entrance to the tomb. Amongst their
hooded man, you are directed to go southwest along the Margaret has 6* health. She cannot be attacked and she moans, a profane incantation echoes from inside. The
river Rhynn where you might encounter the Farrows at cannot regain any health by any means. stonework shatters and from its grave the towering
Sir Alric's grave. [*: 7 in a 2-hero game] form of Sir Alric rises, shield in hand.
As the veil of night falls, an unnatural coldness While Lady Eliza is adjacent to Margaret: From now on, Sir Alric is a lieutenant and activates as
surrounds you as you walk close to the fog-covered At the start of her activation, the Overlord rolls 1 Blue normal.
river. You suddenly hear galloping thuds closing in on attack die. For each ≥ showing, Margaret suffers that If Lord Merick is defeated after Sir Alric has risen, Sir
you. Soon enough, two horses run past you with their much damage and Eliza may recover that much health. Alric suffers immediately the Immobilized condition.
loose reins flailing. You tread carefully towards the way This roll cannot be affected by any cards or skills. After Sir Alric has risen, a hero adjacent to a blown-out
they came from and through the bushes you see some If Margaret dies, or Eliza is called to continue the ritual, Cresset may spend an action to test ∑. If successful,
dim lights flickering in the distance. read this aloud: flip the token faceup and Sir Alric suffers 2 ≥. If
All of a sudden, an old bearded man in a rich green Running her tongue round her lips, Eliza opens her red unsuccessful, nothing happens.
attire and horror-struck face rushes towards you. eyes in satisfaction. "So... invigorating..." She disappears
"Please help me! We have been ambushed by some in the darkness leaving the lifeless child lie cold and pale. RETURN TO EARTH
terrible beings! A woman took my dear Margaret with With no one left to protect, the guardsmen lose their The White Rune token represents a hidden lever for the
her... said she'd eat her! Please save her!" will to fight and flee to aid their surviving master. entrance to the Carthmounts mines. A figure on or
Remove all Villager tokens from the game. Remove Lady adjacent to the White Rune token may spend an action
Monsters Eliza from the board and keep her by the Overlord's side to test µ to find it. If successful, remove the locked
for later (read below). door from the game.
The Farrows, Zombies, 3 open groups.
If Eliza is defeated and Margaret is alive, read this aloud:
Sir Alric carries the "Shield of Zorek's Favor" relic.
"Can't a woman enjoy her meal?" With a bloody smile Reinforcements
Eliza exits the back door and fades into the darkness.
Setup Lord Myron rushes towards his daughter's body with
Once for this encounter, after Margaret has either died
Place the lieutenants on the spaces indicated on the agonizing eyes. "Oh by the light of Kellos! What did or been rescued, at the end of the Overlord's turn, he
map. Place the Zombies on the River Crossing tile. that witch do to her? At least she is alive. I think..." may place the third unused monster group on the
Place 1 open monster group on the Front Yard and 1 Margaret is considered rescued. Take her token and Waterfall tile, respecting group limits.
on the Bridge, respecting group limits. The third group place it by the heroes' side for later (see Rewards).
is not placed initially. Place Search tokens based on the Victory
number of heroes. Place 2 Normal doors and 1 Locked SWIMMING
If Sir Alric is defeated, read the following aloud:
as indicated. Place 1 White Rune token as indicated. As an action, a hero on an "X" space adjacent to the
The Black Knight staggers and with a pained
Place 7* male and 1 female Villager tokens on the Bridge may test µ to swim under it. If successful,
movement he throws his equipment down. Then, Lady
spaces indicated. Place on top of each male Villager place his figure on the other "X" space adjacent to the
Eliza Farrow appears out of the silver mines' entrance
token a ∏ token. Bridge or, if occupied, to the closest empty space.
and with a terrible wail she forces you to your knees,
[*: Remove 2 in a 2-hero game, or remove 1 in a 3-hero As an action, a hero on the rightmost "X" space of the
shutting your ears disturbed. Lord Merick helps his
game. See map.] River Crossing may hurl himself over the waterfall.
brother run to her side as she seals the entrance again
Place the hero on any empty water space on the
with a blood-seeping crest, casting a magical barrier that
Waterfall tile. Then, roll 1 Red Power Die; the hero
Special Rules suffers damage equal to the ≥.
keeps you at bay.
THE GUARDSMEN The heroes win the quest!
The male Villager tokens are Guardsmen ambushed FULL MOON MADNESS If Sir Alric moves off the map through the exit,
and tied by Lord Merick's servants. As long as they have Lord Merick is performing a necromantic ritual to immediately read the following aloud:
a ∏ token on top of them, they are tied and act only as resurrect his dead brother. Following his brother, Lord Merick Farrow stops to
obstacles. Any hero adjacent to a tied Guardsman can Once per activation, Lord Merick can spend an action glare at you. "You'd better give up while there is time.
spend an action to untie him. Remove the ∏ token from to test ∑ while adjacent to one of the burning Families are stronger when united..." Until you are
the respective Villager token. As long as Margaret is Cressets. If successful, the Cresset is blown out. Turn able to run after them, they have already gone way too
alive or is rescued, the untied guards join the heroes! that token to its objective (?) side. If unsuccessful, deep into the mines' winding tunnels.
They are activated after the last hero's turn by him. For nothing happens. The Overlord wins the quest!
all purposes, they act as heroes, but can only Attack
If not risen, Sir Alric acts only as an obstacle and
(maximum once per turn), Move, Swim, Open/Close
Doors, interact with the Cressets and untie other
cannot be activated or suffer damage for any reason. If Rewards
at the beginning of an Overlord's turn all Cressets have Win or lose, each player receives 1 XP.
Guardsmen. They cannot regain any health by any been blown out (objective (?) side showing), Sir Alric
means. The Overlord does not draw cards for defeating Regardless of the outcome, if Margaret was rescued,
rises. heroes receive additionally 75 gold.
them. Once untied, a guard has the following stats: If Lord Merick is defeated before Sir Alric has risen If the heroes win, they receive the "Shield of the Dark
¥: 4 Speed, ≥: 6 Health, ≤: 1 Grey Die AND Lady Eliza is still in play (either at the Overlord's God" relic.
∂: 4, ∑: 1, π: 3, µ: 4 side or next to Margaret), she is called to continue the If the Overlord wins, he receives the "Shield of Zorek's
Attack (melee): 1 Blue and 1 Red Dice, ±: Pierce 2 ritual. Place her figure on Lord Merick's last space. She Favor" relic.
can perform the above test similarly.
26
The Pact of Undeath
Encounter 1
27
Interlude Transition
After completing 3 Act I quests (PRO I and 2 electives), the players For the second encounter, there is a choice of 2:
move on to the Interlude. The Interlude has 2 encounters, which come INTER C: “On Fluxing Grounds”
from a set of 4. Depending on which side has won which quests, the INTER D: “Casting Shadows”
corresponding Interlude’s encounters are chosen.
If heroes had won the Introduction (INTRO: “Escaping Treason”),
For the first encounter, there is a choice of 2: INTER C is chosen. Otherwise, INTER D is chosen.
INTER A: “The Obsidian Conspiracy”
INTER B: “Betrayal is a Symptom” Whichever is the resulting combination, the 2 encounters are played in
succession, as normal since the Interlude is a single quest.
Out of the 3 Act I quests played, if heroes had won most of the quests,
INTER A is chosen. Otherwise, INTER B is chosen.
30
The Dragon Wars, or as referenced in lore the "Third
Darkness", has gone down to history as one of the
bloodiest conflicts to ever take place in the world of
Mennara. Ruined buildings lie still scattered about
across the land, some inhabited, others under
reconstruction. However, this blasphemous abbey
stands abandoned since, devoid of any followers.
None would dare walk the grounds of dead dragon
cultists - or so it seems.
28
Interlude
Cutting off Loose Ends
The Obsidian Conspiracy
Encounter 1
TRAVEL STEP: Forest, Road, Water, Mountain, Place the Shadow Dragons on the Ruins, if
Mountain. applicable (see Monsters). Victory
Place the Goblin Archers on the Cabin, if
INTERLUDE A: "The Obsidian Conspiracy" If Lord Merick is defeated or if the Man in the
applicable (see Monsters).
You have kept on providing information from within Obsidian Mask leaves the map through the Exit tile,
the city to your employer through secret messages and If "The Pact of Undeath" quest was played and the read the following aloud:
paid contacts, however, it has been a while that things Overlord won it, Sir Alric Farrow has the "Shield of
Lord Merick comes to a halt and kneels exhausted.
have kept silent. Then, one quiet night the innkeeper Zorek's Favor" relic.
Seeing victory at hand, the man in the obsidian mask
passes you a sealed note. Someone wants to meet you at
Place 1 Locked door as indicated. halts and approaches him. "There has trully been a
the outskirts of the city.
Place Search Tokens depending on the number of misunderstanding between us. After all, we serve a
As you pass the walls and the last flickering light dies
heroes. Each of the "1's" on the map dictates the common master from Greyhaven."
off, you are welcomed by a lean, dark figure riding an
possible position of the Unique Search token. Lord Merick stands up slowly, his robe torn here and
ebony horse. "Greetings heroes. You have been most
there. "That has not stayed unknown to me. But now...
helpful all this time..." His facial features are seemingly
indistinguishable but drawing closer you realize he is Special Rules Now I know what you seek baron..."
You stand befuddled, unaware of what is going on
wearing a black mask covering his face under his hood. CLOSED GATE
while Lord Merick reveals a staff under his robes. The
"I am your... employer; the secrecy is necessary if you The locked door remains closed until one of the heroes
masked man turns leering at you. "Then, we shouldn't
wish to ride with me." Most of the journey is spent in finds the gate's control switch. The Unique search
have a crowd during our conversations..."
silence with the man speaking tersely. token represents this switch. If a hero reveals it after
To your surprise, the masked man raises a glowing
"You have managed to delay Lord Merick in his plans, performing a Search action, the locked door is removed hand and a powerful force immobilizes every inch of
yet he has gained a dangerous relic. Fortunately, thanks from the game. Immediately place Lord Merick Farrow your body. Minions swiftly come and strip you off your
to your help, I know where he is heading to tonight. on the Stairs tile. The hero does not draw a Search weapons, yet, as you are released from the magical bind,
We are to infiltrate an old abbey and stop him from Card. Lord Merick holds his staff high blastsing you through
retrieving whatever he is looking for there."
the walls and rubble.
Under the lead of the mysterious man you ride higher
up the Carthmounts on unknown rocky slopes as THE MAN IN THE OBSIDIAN MASK The heroes win this encounter!
stormy clouds bring a downpour. An old, brooding and Baron Zachareth's figure represents the Man in the
hidden from nature structure lies soon ahead of you, Obsidian Mask. His stats are identical to those on
surrounded by a foggy lake. You unmount and enter a Baron Zachareth's card, based on the number of heroes. If the Man in the Obsidian Mask is defeated, or if Lord
closed alley. A cold wind blows as the man walks ahead ("Dominion" can target monsters/lieutenants). Merick wins the negotiations, read the following aloud:
of you and enters the highest building. Immediately For the purposes of this encounter he is treated as one
of the heroes with some exceptions. The masked man lies on his knees hurt. Lord Merick
after, a gate comes crushing down trapping him inside
He activates after the end of the last hero turn by him. approaches him with seemingly no harmful intent.
and the monsters make themselves known.
When activated, he can perform 2 actions, of which "Please do excuse my servants, they get carried away
"Find the switch quickly! We must stop him!"
only 1 of them can be a Move action. He can only sometimes. Like yours..."
Lord Merick sees you gather up readying your weapons
Mon
Monsste
ters
rs Move, Attack or use the Special Actions on his
lieutenant card. He cannot recover ≥ by any means. and smiles. "I knew you'd come for me." He turns his
Baron Zachareth, the Farrows, Zombies, Shadow gaze to the man again who stands up without sound.
None of the lieutenants can attack the Man in the
Dragons, Goblin Archers, 1 open group. "Your fellows have been quite a nuisance. I also know
Obsidian Mask.
[Note: Although listed here, Baron Zachareth is not a what you seek now and I'm willing to... negotiate if you
monster for this encounter (see Special Rules). He acts like." Then, with a swift movement he draws a magical
as the Man in the Obsidian Mask mentioned.] NEGOTIATIONS staff from his robes and sticks it to the ground. A
If Lord Merick Farrow is adjacent to the Man in the shockwave erupts next to you that blasts you and your
If heroes won "The Goblinator", the Goblin Archers Obsidian Mask, he may try to negotiate with him. weapons away through the walls and rubble.
will not be present. Once per activation, if adjacent, he may spend an
If heroes won "The Scion Hybrid", the Shadow action and they both test ∑. If Merick passes the test The Overlord wins this encounter!
Dragons will not be present. AND the Man in the Obsidian Mask fails it, Merick
If heroes won "Secrets of the Swamp", Lady Eliza has won the negotiations (see Victory). Otherwise, Rewards
Farrow will not be present. nothing happens. If heroes win, each hero receives 1 XP. Additionally,
If heroes won "The Pact of Undeath", Sir Alric Farrow
they may look at the faceup side of up to 2 random
will not be present.
Reinforcements Overlord cards in his hands.
Setu
Setupp At the beginning of each of the Overlord's turns, he
may place 1 Zombie on the Stairs, respecting group
If the Overlord wins, he receives 1 XP.
Place the available Lieutenants on the spaces indicated, This is the first of the two encounters of the Interlude
limits.
if applicable (see Monsters). Lord Merick is not placed quest. The side that won cannot spend the experience
initially. Lord Merick and The Man in the Obsidian At the end of each of the Overlord's turns, he may place until the next normal Campaign phase.
Mask cannot have relics assigned on them in this 1 monster from his open group on the Entrance tile, For the second encounter, immediately proceed to
encounter. respecting group limits. Interlude C if heroes won the Introduction
Place the open group on the Pond. Place the Zombies "Escaping Treason".
on the Crypt. Otherwise, proceed to Interlude D.
30
The Obsidian Conspiracy
Encounter 1
31
Betrayal is a Symptom
Encounter 1
TRAVEL STEP: Forest, Road, Water, Mountain, Place the available lieutenants and the Master Zombie
Mountain. on the spaces indicated. Place one open monster group Reinforcements
on the Inner Cave and the other on the Lava Room.
INTERLUDE B: "Betrayal is a Symptom" If at the beginning of any of the Overlord's turns there
Place (if applicable, see Monsters) the Goblin Archers
Days pass by without hearing from your shadowy is at least 1 Elemental Key unclaimed by the heroes and
on the Frozen Cave and the Shadow Dragons on the
acquaintance. On a rainy night though, you are visited Large Cave. Keep all 4 minion Zombies near the map, the Elemental Guardian is not in play, the heroes must
by the hooded man bearing an anxious face. choose one of the remaining Elemental Keys. The
disregarding group limits.
"My apologies for not contacting you sooner. It is Overlord places the Elemental Guardian on the
The heroes choose and place the Elemental on one of
strange to say so, but... I'm sorry for what I have put you the large "X" locations on the map and place at its base respective large "X" location and the Elemental Key
through. Please, you have to come with me now." token at its base.
the respective coloured Rune Token (see Map).
The mystery grows ever stronger as you leave the back
gates of Arhynn behind you and enter the nearby If "The Pact of Undeath" quest was played and the Victory
forested area. Two unknown men and one riding a Overlord won it, Sir Alric Farrow has the "Shield of
black horse await you. The mounted man nods at the Zorek's Favor" relic. If Lord Merick OR the Master Zombie is defeated, read
other two who immediately seize the non-resisting Lord Merick cannot have a relic assigned to him in this the following aloud:
hooded man. encounter. Lord Merick turns his head furious. "Always meddling!
"Greetings", he calls from the seat of his horse. You can Do you even know who your master is? You've been
only hear his voice as his face is hidden behind a big Special Rules ordered around like sheep! And you shall be sent to
obsidian mask."I am your... employer. Don't worry ELEMENTALISM slaughter as such! Speaking of the devil..." The figure of
about him. It's just some precautions - as well as this The 4 coloured rune tokens are the Elemental the masked man appears beside Lord Merick.
mask. I need you to come with me tonight. It is a "Excuse my methods - I needed to get to you. To talk to
Keys. Every time the Elemental Guardian is placed on
matter of utmost importance." you. Did not know if you would talk to me."
board (see Reinforcements) it acquires a Key on its
You decide to ride with him through the woods and "About artifacts of power? Very well then..." Lord
base. During its activation, it gins 1 free special action
river, up the Carthmounts. "Lord Merick has found an Merick brandishes a magical staff at you and you and
of the respective coloured token as follows:
old relic which led him to a sacred place of one of the your weapons are blasted away through the walls of the
Red: ∞Fire, Blue: ∞Water,
slayed dragonlords. I believe he seeks to wield the cave.
Green: ∞Earth, White: ∞Air
dragonlord's servants' powers by reanimating them."
It cannot use the same special action as the free one, as
You near an ever-forgotten abbey hidden from nature The heroes win this encounter!
part of its normal 2 actions, during the same activation.
and take a turn at the foothills surrounding it close to
Every time the Elemental Guardian is defeated, the
its lake. The entrance to a cave lies open and long
closest hero gains its token. Place it on the hero's sheet. If there are ever all 5 zombies on board, read the
winding stairs lead downwards.
Additionally, remove 1 minion Zombie from the board following aloud:
"Go on then, you have to stop him!" The order in the
(keep it on the side available). In a 2-hero game, the
man's voice sounds insulting, yet you can do nothing The ritual completes and consonant whispers fly with
Master Zombie also suffers 1 ≥.
else but go after the necromancer. the wind:
THE LOCKED GATE & DOORS "Chained the Shadow Lord lies in a prison shattered,
Monsters The locked door can only be opened by heroes by yet the prison is the key that can bring life to matter.
The Farrows, Zombies, Shadow Dragons, Goblin passing a test. The attribute to test is equal to the Four are the Elements and four are the Binds; search in
Archers, Master* Elemental, 2 open groups (not Elemental Keys collectively claimed by the heroes. If the corners to square the signs..."
Elementals). successful, remove the locked door from the game. Lord Merick awakens from his trance when you realize
[*: In a 2-hero game use a minion instead] The normal doors cannot be opened/closed as normal. you can't feel your legs any more. You turn and see the
They can only be operated after the respective masked man's glowing hand draining your strength
If heroes won "The Goblinator", the Goblin Archers Elemental Key for that room has been placed on the before Lord Merick raises a magical staff that blasts you
will not be present. Elemental Guardian. and your weapons away through the walls of the cave.
If heroes won "The Scion Hybrid", the Shadow If the locked door is opened, all normal doors can be
Dragons will not be present. opened/closed as normal. The Overlord wins this encounter!
If heroes won "Secrets of the Swamp", Lady Eliza
Farrow will not be present. ANIMATE DEAD Rewards
If heroes won "The Pact of Undeath", Sir Alric Farrow While the locked door is closed, at the beginning of If heroes win, each hero receives 1 XP.
will not be present. each of the Overlord's turns, before drawing
cards, he must perform a special test. The attribute for If the Overlord wins, he receives 1 XP. Additionally,
Setu
Setupp this test is equal to the number of Elemental Keys still
on board (including the one on the Elemental
he may discard 2 cards from his hand to draw 1 card
from his discard pile.
Place 1 locked and 4 normal doors as indicated. Guardian's base). If successful, place a minion Zombie
Place Search Tokens based on the number of heroes. adjacent to Lord Merick. If unsuccessful, the Master This is the first of the two encounters of the Interlude
Place 1 Rune token of each colour near the large "X" Zombie suffers 1 ≥. quest. The side that won cannot spend the experience
locations as shown on map. The Overlord may discard 2 cards from his hand to until the next normal Campaign phase.
Keep the Villager tokens on a pile within reach. remove 1 ≤ from the results of the above test after dice For the second encounter, immediately proceed to
Heroes place their figures on the spaces indicated by are rolled. Interlude C if heroes won the Introduction
the small X's on the map. If the locked door is opened, the above test is always "Escaping Treason".
successful. Otherwise, proceed to Interlude D.
32
Betrayal is a Symptom
Encounter 1
33
On Fluxing Grounds
Encounter 2
NOTE: Play this encounter only if the heroes won the Additionally, if Lord Merick is adjacent to Bane, he
Introductory quest "Escaping Treason". Otherwise, may spend an Action to enchant her. The Overlord Victory
play the next one (Interlude D) instead. chooses one of the available coloured tokens from Lord
If the Man in the Obsidian Mask is defeated, read the
Merick's card and places it on Bane. Bane can have
INTERLUDE C: "On Fluxing Grounds" following aloud:
multiple such tokens, but not of the same colour
Your escape has been a close one. The doors behind you (limited to the initial 3). During Bane's activation, she
The mask has finally cracked and shows an ireful
are sealed shut and the monsters will not bother you for gains the following abilities, based on the token's
mouth spitting words in anger. "Curses! Rats like you
a while. The feeling of having been used for evil deeds colour: always find a way it seems..." Lord Merick hastily
hits you hard and a newfound strength for justice (Red) ∞Silk Armour: Heal X, where X is equal to the charges the glyph of teleportation and a portal opens.
propels you to go after your revealed enemy. Cave Spiders adjacent to you. Immediately, the two men jump into it as you follow
You backtrack a little to collect your weapons from (Green) ∞Cobweb: Each hero adjacent to you tests ∂. close before it disappears.
where Lord Merick blasted you away. Through the If he fails, he becomes Immobilized. If he succeeds, he A sense of displacement and the room shifts as you are
many silent corridors of the abbey you start to believe suffers 1 ∏. transported above ground. In the distance, the staff
you are alone by now. Yet, soon enough the voices of (White) ∞Stinking Cloud: Each Poisoned hero changes hands and the masked man turns to you with
the two men come whispery from the winding halls: adjacent to you tests µ. If he fails, he becomes rage. "I release you from your duties!"
"...side a rune. I need both halves in order to awaken Diseased. Then, each Diseased hero adjacent to you The staff's orb glows purple-black, but before it strikes,
him. I know you managed to steal the staff from the tests π. If he fails, he becomes Stunned. a winged figure flies over you and grabs the staff. The
winged one's cave. I have been trying to befriend him
man yelps with anger as Belthir, the dragon hybrid,
for weeks, but I see you achieved a swifter resolve... My When one of the above Actions is taken, the according
takes the orb from the staff and throws the remaining
plan needs you and I need what you carry. Join me and I token is discarded from Bane and returned to Lord
Merick's card. rod towards you, piercing the ground. Belthir holds
promise the Land of Mists will be yours."
high the orb in the moonlight and from within you see
"Intriguing promises. I see our master in Greyhaven has If Bane is defeated, the door to the Laboratory is
the origin of the purple black glow; a broken rune
taught you the ways... Very well, our interests coincide. unlocked.
If Lord Merick is defeated, the heroes may flip one of pulsating with magic.
Along with the power of the elements, I could..."
the charged Glyph Parts on the Laboratory to its "After him!" Both men run away and out of sight,
Large spiders crawl behind you. Countering their
facedown (uncharged) side and return one of the leaving behind their previously cherished staff.
attacks ultimately gives your position away.
"Still fighting eh? You know how to choose your enchantment tokens from Bane back to Lord Merick's
The heroes win the quest!
subordinates..." card. Then immediately place Lord Merick on the
"Release the Dragon! We need to leave this place Entrance tile at full health.
immediately!" If all Glyph Parts are charged and cover the "X" spaces
He rushes to a room deeper, right before its door is THE PRESTIGE and both Lord Merick and the Man in the Obsidian
covered by thick webs. The Glyph Parts do not block line of sight or Mask are on a Glyph Part, read the following aloud:
movement. While adjacent (or on) to one of the Glyph
The two men are nowhere to be found but the door to
Monsters Parts, Lord Merick or the Man in the Obsidian Mask
may spend an action to test ∂. If successful, the the laboratory lies open now and a shimmering light
Baron Zachareth*, Lord Merick Farrow, Master flows from inside. As you enter, a portal is floating open
Overlord moves the respective token 1 space in any
Shadow Dragon, Cave Spiders. direction. None of the Glyph Parts can enter a space through which you assume they must have escaped.
[*: Mentioned as the Man in the Obsidian Mask] occupied by another Glyph Part. If unsuccessful and You brace yourselves and enter before it closes. Shifting
these two lieutenants are in play, they immediately in and above ground you finally fall on the wet grass
Setup exchange places on board. They count as entering those outside. The masked man has the staff already pointed
towards you.
Place the lieutenants and the Master Shadow Dragon as spaces and their activation continues.
If any of the Glyph Parts is facedown AND it lies on "I guess this is goodbye now, my dear servants." The
indicated. Place the Cave Spiders on the Spider Den.
one of the spaces marked by the "X" on the map, it may strike never comes as a winged creature raises its glaive
Place Search tokens depending on the number of behind the man and strikes the staff's orb. The purple
heroes. Place a locked door as indicated. be charged with magic. If Lord Merick or the Man in
the Obsidian Mask is adjacent (or on) one of them, he shard that was once inside it is snatched in the air by
Place 4 Blue tokens facedown (objective side) on the Belthir, the dragon hybrid. The two men turn their
spaces indicated. Place a Red, a Green and a White rune may spend an action to test ∑. If successful, flip the attention to the flying thief and start chasing after him,
token on Lord Merick's lieutenant card. token to its charged (Blue) side. If unsuccessful, that
lieutenant suffers 1 ≥ and a ∏ token is placed on his leaving you behind still on the ground, yet, alive.
Relics may be assigned to the lieutenants, but none of
the ones used in the previous encounter. figure. At the end of each of the Overlord's turns, if a The Overlord wins the quest!
lieutenant has a ∏ token at his base and both these
Special rules
lieutenants are in play, they exchange places on board.
Then, remove all ∏ tokens from their figures.
Rewards
BANE AND HER THOUSAND YOUNG Win or lose, each player receives 1 XP.
These tests may be tried multiple times, as long as an
Bane is a Spider Dragon, denoted by the Master
Shadow Dragon. She has the following stats and action is spent. If the heroes win, they receive the "Staff of Light" relic
If all Glyph Parts are charged and fully cover the "X" and the Overlord draws 1 less Overlord card at the
abilities:
spaces, the door to the Laboratory is unlocked. beginning of the next quest (Act II - Prologue).
¥: 3 Speed
Heroes cannot interact with the Glyph Parts.
≤: 2 Grey dice defence If the Overlord wins, he receives the "Staff of Shadows"
≥: 4, plus 3 per hero
Attack (melee): 1 Blue + 1 Yellow dice Reinforcements relic.
Abilities: Shadow, Web, ±: +2 ≥, ±: Poison Breath While Bane is in play, at the beginning* of each of the
[same rules as Fire Breath, but additionally each figure Overlord's turns, he may place 1 Cave Spider adjacent
that suffers 1 or more ≥ from this attack is also to Bane, respecting group limits.
Poisoned ] [*: end of turn in a 2-hero game]
34
On Fluxing Grounds
Encounter 2
35
Casting Shadows
Encounter 2
NOTE: Play this encounter only if the heroes lost the DISPEL MAGIC
Introductory quest "Escaping Treason". Otherwise, A magical seal keeps the door locked. The hero who Victory
play the previous one (Interlude C) instead. Searches and finds the Dispel Rune places it on their
If the Man in the Obsidian Mask OR Lord Merick is
card (the hero still draws a Search card as normal).
INTERLUDE D: "Casting Shadows" defeated, read the following aloud:
Only the hero that carries the Dispel Rune can Open
With the doors closed you are forced to battle the and unlock the door for the first time. After that, The two men pause their retreat in defeat. Through the
remaining monsters in the cave. After some time, you remove the door from the game. obsidian mask the man muffles an angered grunt.
are left alone with the room's sole torch providing the
"You have outlived your usefulness!" The man takes the
only light. A draft makes the fire shimmer as you
staff from Lord Merick's hands and points it towards
realize an opening in the walls. Hitting hard and SHADOWS OF THE NIGHT
you.
pushing, the wall crumbles and you are unexpectedly The Villager tokens are evil Shadows of each hero in
At that very moment, a winged figure sweeps through
free from your confinement. play. To denote which Shadow is of a particular "hero
the moonlight, grabs the man with its legs and throws
Forced to backtrack a little to gather up your weapons type", place the respective hero's token on the Shadow
him away. The staff falls to the ground and its orb
and strength, you swear to make the culprits of your when they are placed on board.
breaks. From inside it, a purple-black shard is released
misery pay.
Shadows are treated as minion monsters of the same pulsating with magic. Belthir, the dragon hybrid lands
Finally, through the many halls of the abbey, you find an
monster group. Every turn, each Shadow has the next to it.
exit. The sky is clear now and the pitch black darkness is
following stats: "Only here to reclaim what's been stolen from me."
broken only by the light of a crescent moon. The figures
¥ (Speed): equal to the respective hero (but can only With a bow to you he takes the shard and flies away.
of the two men stand in peace a few metres across. Lord
move to spaces adjacent to that hero) "NOOO!", bellows the man. "You... you will regret
Merick was about to give his powerful staff to the
≤ (Defence): equal to the respective hero this!" Both men run away and out of sight, leaving
masked man, but your presence has caused them to
≥ (Health): equal to the number of heroes behind their previously cherished staff.
scatter about. The masked man raises a magical seal and
flees to the tunnels, while Lord Merick takes cover in Abilities: Shadow, Unmovable
The heroes win the quest!
the shadows. Attack: equal to one of the weapons equipped by the
"Damn you, why won't you just quit? Maybe I need to respective hero (including weapon abilities only) OR
If BOTH Lord Merick and the Man in the Obsidian
teach you some... self-control, eh?" Lord Merick's attack pool (Overlord's choice)
Mask move off the map through the Exit, read the
The staff spits forth a cloud of darkness, which shapes At the beginning of the turn of each hero, and right following aloud:
into familiar forms... after the Equip phase, if Lord Merick has line of sight
Atop the hill, the two men stare at each other
to that hero, the Overlord places a Shadow of that
Monsters "hero type" on an empty space adjacent to the hero's
and willingly Lord Merick gives the magical staff to the
man in the obsidian mask. The latter turns to you and
Baron Zachareth*, Lord Merick Farrow. figure (limit 1 Shadow per hero). It doesn't count as
raises the staff.
[*: Mentioned as the Man in the Obsidian Mask] entering the space.
"Goodbye my servants. You are released from duty!" As
If there are no empty spaces adjacent to the hero's
he is about to strike you with the staff, a winged
Setup
figure, do not place a Shadow, but instead the hero is
creature appears before the moon and raises a glaive. It
Stunned.
Place the lieutenants on the spaces indicated. strikes the staff's orb which breaks and from within a
Place 1 locked door as indicated. When a hero ends his activation, if there is a Shadow of purple-black shining shard flies in the air. Belthir, the
Place all 10 Objective tokens on the spaces indicated. his "type" on board, the Overlord places that Shadow in dragon hybrid, snatches the shard and smiles eerily as
Take 1 Unique Search token and Search tokens equal an empty space adjacent to the hero's figure. If there is he floats above the two men caught off-guard. With a
to one less than the number of heroes. Place them as none, the Shadow is immediately defeated and the hero flap of his wings he turns to the sky.
indicated (depending on the number of heroes), with is Stunned. "Curses! After him!"
the Unique's token position chosen by the Overlord,
You stand breathing heavily after the long run, yet,
If a Shadow is defeated, the respective hero suffers 2* survivors of certain death.
hidden from the heroes (facedown). ≥ and Lord Merick heals 2 ≥.
[*: 1≥ in a 2-hero game] The Overlord wins the quest!
Special Rules
BLOCKED PATH If a hero is knocked out and a Shadow of his "type" is
also on board, the Shadow is simply removed from the
Rewards
Each of the 10 Objective tokens (Rubble) is treated as Win or lose, each player receives 1 XP.
board.
an obstacle (they block line of sight and movement). A
hero or lieutenant adjacent to one of them can spend If the heroes win, they receive the "Staff of Light" relic.
an action to test ∂. If successful, remove the Rubble CLAIRVOYANCE If the Overlord wins, he receives the "Staff of Shadows"
token from the game. For this encounter, Lord Merick can trace line of sight relic and draws 1 extra Overlord card at the beginning
through figures. of the next quest (Act II - Prologue).
Lord Merick cannot be declared as the target of an
Attack by a hero who has a Shadow of his "type" on the
map.
Reinforcements
None.
36
Casting Shadows
Encounter 2
37
ACT II Transition “I can't believe
my ears! Why
This is the wor should we give
st solution pos it to him?
After completing the Interlude, a normal transition to Act II ensues. sible!”
Players follow the rules as described in paragraph “Act II” in page 22 of “It is the only
solution! Look
the base game rulebook. Then, 3 Act II quests can be played. The only Theodir! It m at what it has
ust be separate done to
exception is that the only available choice as a first Act II quest is the twin.” d as far as pos
PRO II, “A Glimpse of Evil”. After that, the choice of the next quest is sible from its
determined by the winner of the previous quest as normal.
“The shard w
as never mean
made it possib t to be broken
le - Palamon . The blade
does he claim made it possib
on it? Can you le. What right
40 even trust him
?”
The Capital of the Barony of Carthridge surrounds “Yes... yes, I ca
castle Talon, Baron Zachareth's principle residence. n.”
An equally wealthy city to Arhynn, the two cities have
“... Aaah... Alr
grown in unison and good terms through the decades. ight... And I tr
Its markets hold many trinkets to be purchased, but leave the matt ust you, Pellin
er to your han . I shall
also secrets to be uncovered. ds then.”
44 48
An active volcano towers the nearby goblin caves, Mining for ore and minerals is a difficult job, but it
whose tenants prefer to avoid. Cowards by nature, pays well. Villages tend to spring around discovered
what attracts them to live near it remains unknown. veins, and their communities bond under a common
Maybe their new king Splig wants to strengthen their profession. Unless the mines are depleted, it takes a lot
spirit by bringing them closer to this fiery heart. Or to draw the villagers away from their homes. But
maybe they are simply searching for something... recently a swarm of goblins with their king, Splig, have
been raiding villages in a display of power. Splig is big
and loud. And he doesn't miss a chance to show it off.
50 52
Beyond the forest of the Grandmother Tree, the Past the city of Carthridge, the Carthmounts in the
mountains in the north are a rough territory to cross, southeast are devoid of life, with only haphazard
intimidating with their ever-howling winds and travellers keen on crossing them to reach southern
dangerous thunderstorms. An ancient dragon named cities. Many caverns exist here, dug up by huge old
Aether is said to be dwelling there. Nobody in their insect-like creatures, creating an unstable ground
right mind though would go to find out if such with many cliffs, cravasses and dangerous chasms.
creature is still alive.
56 60
It is a long journey to honour the dead at the The farms of Carthridge lie in the east, providing the
mausoleum of Whixhall. Many well-known scholars main source of food for the twin baronies. They
and nobles are kept there, long after their passing would not be that prosperous however, were it not for
away, together with their artifacts and knowledge for the very successful dam built nearby. Suitably named
the current monks to preserve. A visitor there is either "Waterheart", it is this irrigation heart that pumps life
a devotee of a past teacher, or searching for something to the land.
old and powerful.
64 68
A vast emptiness stretches to where the horizon Old houses make noises, but Lord Merick's estate has
ends beyond the north edges of Arhynn's forest. The become much more vociferous since its owner's
desert is a hot wasteland which only hermits would reappearance. Iron bars screeching as if bending,
consider such landscape to their liking. But it did wood cracking as if breaking and random bangs of
not use to be like that some hundreds of years ago. stone debri falling, make the house seem as if it is alive
A catastrophic event caused the ground to burn and collapsing on its own accord.
and quickly erode, leaving only little patches of land
untouched.
38
Act II
Elements of Demise
A Glimpse of Evil
Encounter 1
40
A Glimpse of Evil
Encounter 1
41
A Glimpse of Evil
Encounter 2
The critters you left behind now dress the filthy sewer BELTHIR, POSSESSED
floors, so that you may at least have an exit secured on Belthir has inside him the Shadow Rune half and is Victory
your way back. Walking deeper through the tunnels slowly being taken over by Gryvorn.
If Belthir carves out of his chest the Shadow Rune half,
you realize the scenery changes into something that While Lord Merick is undefeated AND remains on the
read the following aloud:
resembles an arcade of a cult worshipping dragons. Altar tile, the Overlord may choose to spend 1 of Lord
Reliefs and pictures on the floor depict dragons as Merick's actions to activate Belthir. He may do this As you enter the library room you see Belthir leaning
victors in past or future wars unheard of. You finally once per Lord Merick's activation. Belthir cannot be against the wall, an ivory knife in one of his hands, the
reach a large decorated room, at the far end of which activated by the Overlord by any other means. shadow rune half in his other. His chest is cut open,
Belthir lies on a throne panting. Above him Lord blood gushing out. He extends the rune and you take it.
Merick stands on an elevated stage behind a rostrum If the Overlord won the previous encounter, when he
"I was supposed to be its guardian. I guess I don't have
filled with scrolls and old writings. activates Belthir, he performs 2 actions.
that right any more."
"Ahh... You've come to witness the fruition of our If the heroes won the previous encounter, when the
Footsteps can be heard coming towards you, of what
experiment. It won't be long now." He continues to Overlord activates Belthir, he performs 1 action.
must be Lord Merick and his companions.
read from a parchment in an unknown tongue. If the heroes defeat Belthir while Lord Merick is still in "Leave. Find his subordinates. They are trying to gather
Belthir stands and for the first time you notice the large play, the Overlord discards 1 ∏ token from his area. the elemental stones. He wants to... *gaagh*...
scar on his chest recently stiched. construct... *urgh* the other half. Stop them and you
"I once swore to protect it... The Shadow Rune. Now If Lord Merick is defeated, read the following aloud: may find the face behind the mask..."
he's placed it inside me... Go figure... Heh... I was always "Whatever you do... it's pointless. He will become the Belthir collapses as you leave him, knowing not alive or
considered heartless... but this..." avatar of Gryvorn and we will finally speak to the dead.
He gasps and his features alter as his eyes blink fiery red. Dragonlord himself!" Lord Merick jumps down from
The words that come from his mouth are not his: the rostrum and starts running as you turn your The heroes win!
"Release me!" attention to Belthir. He seems less pained without
Momentarily Belthir seems to come back to his senses Merick's chanting and the look on his face softens.
If the Overlord has 12/11/10 or more ∏ tokens on his
but he is not entirely himself any more. "Thirsty... So More stable now, he walks towards the library with
play area in a 2-/3-/4-hero game, read the following
thirsty..." newfound determination.
aloud:
Merick must be stopped before Belthir turns into
something uglier. Starting from the same turn in which heroes defeated
Belthir comes to a halt. You can feel the room vibrating
Lord Merick, Belthir can no longer be activated by
and the voice speaks once more through him.
Monsters the Overlord.
Treat him as one of the hero figures. He is activated
"I will not be reduced to this. Find the other half.
Lord Merick Farrow, Belthir, 1 open group. Release me from this prison!"
every round after the last hero's turn by him and
No relic may be given to Belthir. Immediately Belthir squirms and starts writhing in pain.
receives 2 actions. He cannot recover health by any
He opens his mouth and spews out blood along with the
means. The heroes can no longer target him for
Setup attacks (but monsters can now).
purple-black rune.
"A failed experiment it is then... This must be returned
Place the lieutenants on the spaces indicated. At the end of each of Belthir's activations (regardless of to its proprietor though. No, you won't be coming with
Place the open group on the Library. who activated him), place 1 ∏ token to the Overlord's us sadly." Before you can catch up with them, the
Place a Green and a White Rune token on the spaces play area. necromancer has taken Belthir and disappeared in
indicated. If Belthir is defeated (no matter how), place him on the black smoke, obviously having perfected the art of
Place 1 locked door as indicated. Entrance tile at full health. escape.
Place Search tokens based on the number of heroes.
One of the "1"s is the Unique Search token, which is the The Overlord wins!
key to the locked door. BLOOD, TO SPILL OR DRINK
If adjacent to the Dragon's Blood pot, Belthir may Rewards
Special Rules spend an action to test π. If unsuccessful, Belthir
Win or lose, each player receives 1 XP.
drinks from the pot and the Overlord places 1 ∏ token
ALTAR OF PLAGUES
to his play area. If successful, nothing happens. If the heroes win, they receive the "Shadow Rune" relic.
The door to the Altar room remains locked until one of
If adjacent to the Ivory Knife, Belthir may spend an
the heroes has found the Unique Search token If the Overlord wins, he receives the "Shadow Rune"
action to test ∂. If successful, he carves out of his chest
(randomly placed during Setup). From then on, anyone the Shadow Rune half (see Victory). If unsuccessful, relic.
may Open/Close the door. nothing happens.
The above tests may be tried more than once, as long as
Belthir spends an action, but Belthir may drink from
the pot only once per activation.
Reinforcements
At the beginning* of each of the Overlord's turns, he
may place 1 monster from the open monster group on
the Entrance tile, respecting group limits.
[*: In a 2-hero game, reinforce at end of the Overlord's
turn instead.]
42
A Glimpse of Evil
Encounter 2
43
Cavernous Blaze
Encounter 1
Goblin Archers, 2 open monster groups. USE THE (BRUTE) FORCE All monsters retreat as the last goblin hides inside the
Note: When choosing monsters for this encounter, the Heroes should intimidate the goblins in order to cave with their master's dinner. You are left alone to
Overlord must choose monster groups that have at least extract information from them. examine the campsite for any clues of the reason
1 master monster, based on the applied group limits for If a hero ends their turn adjacent to a minion Goblin behind their presence here. Following their little
the number of heroes in play. Archer (after resolving all actions, including Rest), the footprints you arrive in front of a small cave entrance
hero may suffer 1 ∏ to test ∂ or π (hero's choice). If leading inside the volcano. The footprints stop there
Setu
Setupp successful, the minion Goblin Archer is intimidated. Its and go back. Carved on top of the entrance are symbols
Place Search tokens based on the number of heroes. figure is placed 1 to 3 spaces away from the hero (hero's of fire in old hieroglyphs.
Place 4* Blue Rune tokens on the map as indicated. choice) and a Red Rune token is placed under it. If the
The Overlord wins this encounter!
Place the Goblin Archers on the River (South). Place Goblin Archer was carrying a Splig's Dinner token, it is
considered dropped and it is placed on the space the
one open monster group on the River (North) and the
other on the Pond. monster was previously occupying. If unsuccessful, Rewards
Keep in a pile a number of Red Rune tokens equal to nothing happens. Regardless of the outcome, any claimed Blue Rune
the minion Goblin Archers in play. A hero may perform the above test only once per tokens by the Overlord remain at his side for the next
[*: 3 in a 2-hero game; see map] activation. encounter.
44
Cavernous Blaze
Encounter 1
45
Cavernous Blaze
Encounter 2
You've heard stories of an old deranged blind witch, A WALL OF FIRE At activation, she gains 2 actions, of which only 1 of
once an avid follower of Kellos, the god of fire, lifeand Each locked door denotes a wall of fire. them may be an attack. She may attack only the
justice. She had been living in a cave for unnaturally A fire-branded figure (heroes or Splig), or a hero with figure which carries the Firestone. Her stats are:
long years, eventually drivenmad, burnt her own eyes the Scroll of Fire Control can Open/Close these doors ¥: 4 Speed
and left worshipping the mere heat of the flames. But as if they were normal doors. Attack (melee): 1 Blue, 2 Yellow, with:
that's what you thought she was - a story. The Unique Search token denotes the Scroll of Fire ±: X Pierce (X = number of heroes)
Through the cave's winding tunnels you finally reach Control. The hero who finds it places it on his card. It
the hottest part of them, the blaze reaching you and can be traded between heroes as an item. Reinforcements
making you sweat and breathe harder. Things seem to
At the beginning of each of the Overlord's turns, he
be fitted for a dwelling, quite peculiar for a volcano. As
THE FIRESTONE may place 1 monster from his open monster group,
you make some first cautious steps, you can hear from
The White Rune token denotes the Firestone. The side respecting group limits, on the Secret Passage if the
the next rooms the low worried voice of Splig echoing:
that first carries it out of the map through the Exit wins monster group consists of large monsters, or on the
"Then turn right and... Aaah, maps 're so confusing!
(see Victory conditions). Entrance if it consists of small (1-space figures)
An' theez gloves 're no size for a king like m..."
If adjacent to the Firestone, a fire-branded figure monsters.
A metallic clunk is heard coming from his direction.
"Shhhh, sh- silent! The witch might be here! * Witch, are (heroes or Splig) may spend an action to pick it up.
If at the end of an Overlord's turn Splig is defeated,
you here? *" Place it under the respective figure. No other figures
place Splig on the Secret Passage.
If a witch does lives here, his smell must have awakened may interact with the Firestone.
A fire-branded hero that carries the Firestone can spend
her long before his voice.
an action to give it to an adjacent fire-branded hero. Victory
Monsters The hero that gives the Firestone is still subject to the
abilities listed below until the end of his turn.
If a hero carrying the Firestone exits the map through
the Exit, read the following aloud:
Splig, 1 open monster group. Splig in all his gear is left shivering at a corner as you
rush through the caves juggling the orb in your hands
Setup The fire-branded figure that carries the Firestone gains
the following abilities:
like a hot potato. Going past the narrow winding and
Take the Unique Search token and 2 Search tokens and - You may perform up to 1 Move action per activation. confusing corridors, the orb becomes cooler in your
place them on the spaces indicated by "1's" on the map - At start of turn, discard all conditions. Then, gain the hands the more you lead yourself away from the
(Overlord's choice). Place any remaining Search tokens "Burning" condition: volcano's core, effectively making it the map to your
based on the number of heroes. escape. The witch's screams follow you only in echoes
You or a figure adjacent to you may perform an action until the light of day finally welcomes you outside.
Place 1 Villager and 1 White Rune token on the spaces to discard this condition. At the end of your turn, you
indicated on the map. Keep a number of Red Rune On your way back to Arhynn you turn your view to the
and each friendly figure adjacent to you suffers 1 ≥ volcano's direction and realize it has stopped puffing
tokens equal to the number of heroes on a pile closeby.
Place 2 locked doors on the map as indicated. A figure that carries the Firestone cannot gain smoke.
Place Splig on the Secret Passage tile as indicated. Place movement points in any other way than by performing The heroes win!
any Blue Rune tokens claimed by the Overlord in the a Move action, nor can it use any skill/feat/ability/card
If Splig exits the map through the Exit while carrying
previous encounter on Splig's lieutenant card. that allows it to position itself in another space or be
the Firestone, read the following aloud:
Place the open monster group on the Bridge Room. removed from the map undefeated. If a skill has an
"Bye bye heroes! Have fun with her! Oi, hot hot hot!"
additional wording part like an attack, it can still be
Splig once more musters unexpected agility leaving you
Special Rules used, but the movement points are considered
behind to deal with a mad witch craving for nothing
exhausted.
A HEARTY MEAL but the flames burning in her mind.
Splig took his dinner with him before his expedition in At any time during its activation, a figure carrying the The Overlord wins!
the caves. For each Blue Rune token on Splig's Firestone may choose to drop it as a free action. If this
lieutenant card: is done or if the figure is defeated, immediately place Rewards
- his maximum health increases by 2 the Firestone back to its initial position on the lava Win or lose, each player receives 1 XP.
- he adds 1 Brown die to his defence pool space (see map).
Every time Splig is defeated, remove 1 of the Blue Rune If the heroes win, each hero receives 1 additional XP.
tokens from his lieutenant card, if able. THE FIRE WITCH Additionally, for the remainder of the campaign, the
Splig is terrified of the Fire Witch guarding this cave "Fire Flask" Search item card gains 1 additional Red
and rightfully so. She is denoted by the Villager token power die and the ability: ±: +2 ≥.
BRANDED BY FIRE and considered neither a monster nor a hero. She is
A hero that enters a lava space becomes fire-branded. invulnerable and immune to all Conditions. Also, she If the Overlord wins, he receives 1 additional XP.
Place a Red Rune token on his hero card. This token may move through the walls of fire (locked doors) as if Additionally, he may also return 1 of his purchased
cannot be traded. Limit 1 per hero. they are not there. Overlord cards to the pool of available cards, and gain
For this encounter, consider Splig to be always fire- XP equal to the cost of that card.
branded (no token required). She does not activate unless a figure carries the
Firestone. If heroes win, they also receive the "Firestone" key
If a hero is carrying the Firestone, the Fire Witch is item. Mark this with an "F" on the Campaign Log.
activated by the Overlord at the end of his turn.
If Splig is carrying the Firestone, she is activated at the
end of the last hero's turn by him.
46
Cavernous Blaze
Encounter 2
47
Playing with Fire
Encounter 1
TRAVEL STEP: Forest, Road, Road, Forest, Road, GATHERING THE WATER
Water. A hero or Miner that enters any water space fills up Reinforcements
their bucket with water. That hero gains a Blue Rune
ACT II ~ "Playing with Fire" If Splig is defeated (before he tries to escape), the
token. Limit 1 per hero.
Reports of problems with the goblins have reached Overlord may place him at the start of his turn on
If it was a Miner, place an objective (?) token under
Arhynn. You remember the surreptitious plans of your the Mines tile.
their token. Limit 1 objective token per Miner.
former employer involved Splig, the "King of Goblins".
At the end of each of the Overlord's turns he may place
Maybe he is behind this recent uproar. The big slobby
1 of his monsters on the Mines tile, respecting group
goblin surely must have something up his sleeve that HIGH ON FIRE
limits.
the masked man wanted. The village is burning! Each door denotes a Blaze that
At first you thought tracking Splig down would have needs to be put out. The doors cannot be
been more difficult, but now that he named himself Opened/Closed (they are fire basically!) and block Victory
king, he seems to be trying to make himself more movement and line of sight. If Splig is defeated while trying to escape, read the
reknown by the day. Your travels bring you through a The ∏ tokens denote how high the Blaze is burning. At following aloud:
couple of pillaged villages, which share a common the start of each of the Overlord's turns and before
devastating sight - burnt to the ground. Soon enough drawing cards, he places 1 ∏ on each 2 different and "Bah! Cursed by Kellos! Useless thing!" The goblin's
you see fire smoke appear in the horizon, coming right lowest burning Blazes (the ones with the less ∏ tokens - humongous hands suddenly spontaneously combust
from the little miners' village of Corel. As soon as you Overlord's choice in case of ties). If there is 1 Blaze left, and his screams tear the atmosphere. He immediately
are there, you are surrounded by screaming people and only 1 ∏ is placed on it. throws the orb in the water and a big cloud of vapor
a blazing inferno. Someone ought to teach that self- emerges. He also runs and jumps in the water with a
proclaimed "king" not to play with fire, or you get A hero adjacent to a Blaze carrying a Filled Water big splash. Unable to swim, his enormous belly can be
burnt... Bucket (Blue Rune token) may spend an action and seen floating away with the river's flow.
discard the token to remove 2 ∏ from that Blaze. The villagers cannot thank you enough for helping
Monsters A Miner may similarly spend an action and discard an
objective token they carry to remove 1* ∏ from a Blaze.
them deal with the goblin menace. After retrieving the
cause of their demise, they trust the fiery red orb to
Splig, 2 open monster groups. [*: In a 2-hero game, remove 2 ∏ instead]. you.
Place the heroes on the large "X" spaces. by it are free to activate.
Place Search tokens based on the number of heroes. If a Blaze ever has 6 ∏ tokens, then the fire has burnt If Splig exits the map through the Mines tile while
Place 7 Villager tokens and keep a number of Blue that part of the map.... Remove the door from the game escaping, read the following aloud:
Rune tokens equal to the heroes on a pile near the and all ∏ tokens from the area. Place all Miner tokens
Shoreline. Juggling the orb in his hands like a hot potato, Splig
that were "trapped" in the Blaze on Splig's lieutenant
Place 5 normal doors as indicated. On each tile that rushes retreat inside the mines together with his
card for later.
relates to one of these doors place ∏ tokens as denoted: minions.
7A & 12A: 1∏, 10A & 26A: 2∏, 13A: 3∏. "It's been fun heroes! Let's do it again sometime!" As
Place Splig on the Campsite as indicated. SPLIG, THE FORMIDABLE you try to go after him, the cave's entrance is engulfed
Place 1 monster group on the Shoreline and the other While there is at least one Blaze burning, Splig can in flames and the bearings in the mines burn to ashes.
on the Miner's Cart tile. feed the flames. Once per activation, if Splig is The mines collapse - a lesser disaster than the scorched
Keep the rest objective (?) tokens on a pile. adjacent to a Blaze, he can spend an action and place land that surrounds you.
1 ∏ on it.
The Overlord wins the quest!
Special Rules
THE VILLAGE PEOPLE SPLIG, THE COWARD Rewards
The Villager tokens are Miners who are initially At the beginning of any of the Overlord's turns, if Win or lose, each player receives 1 XP.
trapped by the fire Blazes. If the Blaze that relates to there is no Blaze left burning, then read the following
their tile is put out (read below) they activate at the aloud: If the heroes win, they receive 30 gold per hero and 25
end of the last hero's turn by him. They act as figures extra gold for each villager remaining on board.
A loud CRACK is heard and Splig's yelps dominate
friendly to the heroes but they cannot recover health Additionally, in the next Shopping campaign step, one
amidst the madness. "Aaah, aaaii! It burns! Buuuurns!
by any means and are immune to all conditions. They more Shop Item card is revealed to the heroes.
Darn witch spells!" The cart full of loot he was pilling
gain 2 actions and may only perform Move and Throw
up broke down and is now on fire as well. The King no If the Overlord wins, he receives 2 additional
Water actions (read below). Miners' stats are: longer has control over his magical stone that started
¥: 5 Speed XP. Additionally, in the next Shopping campaign step,
the fires. Sparks erupt from the orb in his hands as he is one less Shop Item card is revealed to the heroes.
≥: 6 health making a quick retreat, but not if you can stop him.
≤: 1 Black defence die If heroes win, they also receive the "Firestone" key item.
If defeated by monsters, Miners are removed from the Splig tries to escape (see Victory conditions). Remove Mark this with an "F" on the Campaign Log.
game. all wounds from Splig and place him on the small
"X"space on Miner's Cart tile. If an other figure
occupies it, place him on the closest empty space. For
every Miner token on Splig's card he has 3* more
health. While he tries to escape, only 1 of his actions
may be used to perform a Move action per activation.
[*: 2 in a 2-hero game]
48
Playing With Fire
Encounter 1
49
Ethereal Chains
Encounter 1
TRAVEL STEP: Road, Forest, Forest, Water, Aether is released if there are no Chain tokens left OR - Move is: He gains 4 movement points but does not
Mountain. if the Overlord ever has 5 ∏ tokens by his side (read follow normal shrink & expand rule; instead, his figure
always 'slides' 1 space 'south' for each movement point
ACT II ~ "Ethereal Chains" below). When Aether is released, read this aloud:
without changing orientation towards the Exit, unless
The search for clues on your ordeal leads you nowhere. Like scattered papers in the wind, the figure of the man
blocked by an other figure.
On a small town near Arhynn however, lady luck in the obsidian mask appears in the distance. "Slay the
- He attacks the first figure obstructing his path
smiles at you. The hooded man that threw you into this dragon! It's about time to harvest the stone!" The
(heroes' choice in case of multiple).
troublesome adventure poses as a beggar on the street. dragon reacts and musters up his strength, blowing a
- If his path is cleared and he has movement points left,
Before he sees you, you push him back to a dark alley powerful gust of wind that breaks the walls of his
he continues his movement as per above.
where he starts weeping. prison. It is time to escape. - The Masked Man may cast Dominion on Aether,
"Please! Forgive me! I never wanted any of this to Aether suffers 1 ≥ per ∏ at the Overlord's side. Remove only if the Overlord spends first 1∏. If successful, 'slide'
happen! My master surely changed in the last years... I all doors from game and all Rune tokens. Then, the Aether up to 2 spaces in the 'north' direction.
tried to stop him, but I failed. After you left with him, I Overlord places the Man in the Obsidian Mask on the
Reinforcements
was imprisoned and tortured for disobeying him. I... Entrance tile. If he is defeated, the Overlord discards all
cannot tell you his name. You have to understand! He his ∏ tokens.
thinks I'm dead! If he found out, he'd kill my family! At the beginning of each of the Overlord's turns, he
Belthir set me free, before he was captured himself. He PRISON CHAMBER may place 1 monster on the Entrance and 1 on the
gave me this bow, together with a request to burden While Aether is chained, an immense whirlwind Stairs tile, respecting group limits. They must be from
me." He pulls out under his cloak a long case in which a storms in his cell. The Prison Chamber tile is different groups otherwise only 1 is placed.
beautifully adorned longbow lies. inaccessible to all figures, except large monsters. Any
"The necromancer helps him now. They've managed to other figure that enters any of that tile's spaces Victory
chain the old wind dragon Aether, to draw... something immediately returns to the space it came from, or the If Aether's figure covers any of the Exit tile's spaces, read
from his power. Belthir wants him freed of course. This closest empty space outside the Prison Chamber, and the following aloud:
bow alone can break the chains. I am too weak now to then suffers 1 ≥. The dragon is sizing you up as if deciding whether to
venture forth. Belthir told me with what valor you If any figure stands on an Operation Button the slay you or let you go away. He looks at the bow in your
toppled him in your past encounter. Please, if you can respective locked door opens (see map). If any figure
hands and finally throws at your feet a little stone
trust me at all, you have to go!" The honesty in the exits from an Operation Button space or is defeated,
before flying away from its prison. The stone is
broken man's eyes is enough to convince you. the respective locked door closes. Any large monsters
glimmering yellow and seems to bear an engraving you
covering the edges of a closing door is defeated.
feel you've seen before. You are not sure if you did a
Monsters If at the end of an Overlord's turn there is 1 or more
good deed for Terrinoth today, but the clues are
large monsters inside the Prison Chamber AND all
Baron Zachareth*, Master Shadow Dragon, 2 open gathering towards making things right.
doors are closed, they are immediately defeated and the
groups. At least 1 group must consist of large monsters The heroes win the quest!
Overlord gains 1 ∏ token.
(monsters that cover more than 1 space per figure).
The normal door is actually awall and cannot be If Aether is defeated, read the following aloud:
For this quest, the Shadow Dragon is not a monster.
operated by any figure. A lance pierces through his withered scales and finds
Any relic assigned to the Man in the Obsidian Mask is
If Aether is released, the above rules no longer apply. Aether at the heart. In its agony, the dragon unleashes
unusable until he is placed on board.
[*: Mentioned as the Man in the Obsidian Mask] its final attack. A massive tornado is caused and
AETHER everything starts whirling and turning around you.
The Master Shadow Dragon is Aether. His stats are: You lose grasp of your artifact trying to hold yourself
Setup ≥: 10, plus 3 per hero, health. on a ledge. Amidst the confusion, you squint to see the
1 of the heroes carries/equips the "Trueshot" relic. ≤: 2 Black dice defence. man in the obsidian mask reaching for the stone and
Place Search tokens based on the number of heroes. - Shadow (passive ability): As stated in the Shadow the longbow before turning away and vanishing in the
Place 4 Blue, 1 White and 1 Green Rune Tokens, 1 Dragon's card, but affects both heroes and monsters. dust haze. After the storm subsides, what is left of the
normal and 2 locked doors and the Master Shadow - Air (passive ability): Aether can only be affected by dragon is a beaten bloody body, which turns to fine
Dragon on the map as indicated. attacks from adjacent figures. golden dust before being blown away by the wind.
Place 1 monster group on the Stalagmite Cave. - Figures adjacent to him can trace line of sight through The Overlord wins the quest!
Note: This group must be consisting of large him.
monsters. - He is immune to all conditions and passes all tests. Rewards
Place the other monster group on the Reliquary. The - He cannot recover ≥ by any means.
Win or lose, each player receives 1 XP.
Masked Man is not placed initially. - His figure can only occupy spaces in between the
'north'/'south' columns of spaces (see map). Any game If the heroes win, they receive the "Trueshot " relic.
Special Rules effect that violates this is ignored.
> While Aether is chained:
Additionally, "Trueshot " gains the following ability:
FROM CHAINS TO FREEDOM "Adjacent figures do not block your line of sight. "
- He does not activate.
The Blue Rune tokens are the Chains holding Aether If the Overlord wins, he receives the S" corpion's Kiss "
- He cannot suffer any ≥ by any means.
imprisoned. If there is at least 1 on board, Aether relic.
> While Aether is released:
is chained. A hero equipped with the "Trueshot " relic - Monsters may attack Aether.
may attack the Chains as if they were monsters. Each If heroes win, they also receive the "Airstone" key item.
- He activates at the end of the last hero's turn by him.
Chain rolls 1 Black defense die. Mark this with an "A" on the Campaign Log.
- At activation he gains 1 Move and 1 Attack action.
If a Chain "suffers" at least 1≥, remove it from the - Attack is (melee): Blue, Red, Yellow, Yellow;
board. X±: Place each adjacent figure on any empty space(s)
within X spaces of its original space, in a way that it
"clears" the path for Aether (heroes' choice).
50
Ethereal Chains
Encounter 1
51
Run Like the Wind
Encounter 1
52
Run Like the Wind
Encounter 1
53
Run Like the Wind
Encounter 2
Searching for Heinrich you can only see from above the HEINRICH
pile of rubble deep into the chasm of the cave below. Heinrich is treated as a hero with the exception that he Victory
From the darkness his voice is heard: "I'm fine! Let's cannot recover health by any means. Heinrich is
If Heinrich ends his activation on either of the small
meet outside!" activated after the last hero's turn by him.
"X" (Cliff) spaces, read the following aloud:
You are standing at the top of a small canyon at the He is equipped with the "Trueshot " relic and has the
bottom of which Heinrich is stumbling. "Thank you following stats: With you covering him, Heinrich manages to run
but... why did you come for me?" There is a slight sense ∂: 3, ∑: 1, π: 4, µ: 3 through the horde of monsters that were hot on his
of mistrust in his voice, but before you can answer him, ¥: 3 Speed heels. At the end of the cliff the man in the obsidian
an arrow flies just above his head. Heinrich starts ≥: 20 health mask stands tall against him. Heinrich looks with the
making a run for it and you'd better provide him cover ≤: 2 Black defence dice corner of his eye back at you before he throws down his
if you want to find out what he has managed to equipment. With a full sprint he rushes at the man,
If the heroes won the previous encounter, Heinrich
discover. grabs him and they both plummet to the depths of the
also has the following abilities:
- Fly cliffs. From atop the precipice you can see nothing but
Monsters - You are immune to the Immobilized condition dense fog and the sound of the wind piercing your ears.
Baron Zachareth*, Goblin Archers, 1 open group. - At the beginning of your turn you gain 1 movement Inside the bag Heinrich left behind lies a stone with a
[*: Referred as "the Man in the Obsidian Mask" - use point . familiar engraving and an intricate bow, left as a thank-
Baron Zachareth's token and lieutenant card.] you gift from a brave man.
54
Run Like the Wind
Encounter 2
55
A Lily Among Thorns
Encounter 1
A LADY'S QUEST
Monsters Lady Eliza does not suffer any wounds nor conditions
If there are no Chest tokens in game and Lady Eliza
went off the map through the Exit, read the following
Lady Eliza Farrow, Zombies, 1 open group. in this encounter. Heroes can try though to disturb her aloud:
search.
Setup If any wounds (≥) would normally be inflicted on Lady Lady Eliza holds high a shimmering blue stone and
Eliza, instead place 1 fatigue (∏) token on her waves at you. "Follow me my darlings, you are in for a
Place Search tokens based on the number of heroes. show. Don't get lost now..."
lieutenant card (Note : Place 1∏ regardless of how many
The Unique token is the Gate Switch. The '1's on map As she disappears in the crypts the boy who led you to
wounds would normally be inflicted). For each ∏ on her
denote the possible places of the Unique token. this place walks forward. "Come with me, I know the
card, all her attributes are reduced by 1 each, to a
Place 1 locked (red) and 2 normal (yellow) doors as way around this place. She's heading for the back exit".
minimum of 1. If Lady Eliza ever has 4 or more
indicated on the map.
(fatigue) tokens on her card, the Overlord discards any
Place 6 objective tokens on the map as indicated. The Overlord wins this encounter!
relic he assigned to her for this quest, as if she were
Place the Zombies on the Reliquary and the open
defeated.
monster group on the Storage Room (on the southern
side of the 2 normal doors). WAIL ECHO
Place Lady Eliza on the map as indicated. In a 2-hero For this encounter, Lady Eliza's ability "∞ Wail" is
game, place 1 ∏ token on Lady Eliza's lieutenant card. replaced with the following one:
56
A Lily Among Thorns
Encounter 1
57
A Lily Among Thorns
Encounter 2
Riding fast the stairs to the top you reach the surface. A Every time a Nixie is defeated, the Overlord reveals its "I've found what the witch was looking for!" Amidst
brooding dense darkness falls and fog is rising from the identity token. If it is Green, Lady Eliza immediately the dark you can see the boy at the crypt's entrance
lake's shore. Somewhere a voice shouts in anxiety; suffers 2 wounds (≥). waving a shimmering blue stone.
"Light the totems!"
From the distance humanoid figures seem to be If all Totems of Warding are lit, Lady Eliza is
'uncovered'. The Overlord immediately reveals all Reinforcements
inexplicably bending, changing shape and transforming At the start of each of the Overlord's turns, he may
into the luscious figure of Lady Eliza. Her voice is identity tokens. The Nixie whose token is Green is
instantly replaced by Lady Eliza Farrow's figure on place up to 2* Nixies on any empty water spaces of the
hissing in your ears; "I'll have what I came for and
board. Discard all identity tokens from the game. Large Pond tile, respecting group limits.
blood will flow like water!".
If no Nixie is on board when this happens, place Lady Then, if Eliza is yet to be uncovered, the Overlord
takes 'identity' tokens equal to the Flesh Moulders on
Monsters Eliza on the Large Pond.
board (one of them must be the Green Rune token),
Lady Eliza Farrow, Flesh Moulders, 1 open group. removing those already under the remaining Flesh
THE ART OF SEDUCTION Moulders. He shuffles them and places one facedown
Setup The Nixies and Lady Eliza are seducing villagers
towards the lake to drown.
randomly under each Flesh Moulder figure.
[*: 1 in a 2-hero game]
Place Search tokens based on the number of heroes. Each Villager blocks movement and line of sight and
Place 1 normal door as indicated. has: At the end of each of the Overlord's turns, he may place
Place 3 Villager, 1 White and 3 Red Rune tokens on ¥: 4 Speed 1 monster from the open group on the Darkness tile,
the map as indicated. Then, place the Flesh Moulders ≥: 3 health points respecting group limits.
on empty water spaces of the Large Pond. Place the Villagers get only 1 Move action per activation and may
open monster group on the Lake's Shore.
Take Blue Rune tokens equal to the Flesh Moulders'
pass through any figure. Victory
No side may attack the Villagers or use any
figures on board minus 1, and 1 Green Rune token. If Lady Eliza Farrow is defeated or has wounds equal to
skills/cards/abilities/etc on them. Villagers cannot
Shuffle these tokens and place facedown one under her health or more, read the following aloud:
suffer damage in any other way than the ways described
each Flesh Moulder figure, so that no player knows The light from the totems dominates the area as people
below.
their faceup side. These are the 'identity' tokens.
from the Whixhall village join the fight with their own
The Nixies and Lady Eliza can seduce the humans by torches. Lady Eliza is forced to retreat and people thank
Lady Eliza is not placed initially. Any relic assigned to
performing a "∞Seduce Villager " action. If the you for your help. As you leave the site a little stone
her (or still available from the first encounter) comes
Villager is seduced, place a fatigue ∏ token on him. shimmers blue by the lake's shore. The item Lady Eliza
into play once her figure is on board.
If the targeted Villager is on the Safehouse, add 1≤ to came all the way here to find is thankfully now safe in
your hands.
Special Rules the results of the π (Willpower) test related to this
action. The heroes win!
CAST YOUR LIGHT UPON US A hero adjacent to a seduced Villager can spend an
The Red Rune tokens are the Totems of Warding and If there are no Villager tokens left on board, read the
action to either test ∂ and inflict 1 wound (≥) to the
the White Rune token is the Campfire. They all block following aloud:
Villager, or ∑ (no wound infliction). If successful,
movement and line of sight. "That's about enough... This is what happens when you
Villager is unseduced - remove the ∏ token from the
A hero adjacent to the Campfire may spend an action meddle in our business, 'heroes'!" Lady Eliza runs away
Villager. If unsuccessful, nothing happens.
to light his Torch. Put a fatigue ∏ token on the hero's exploiting the surrounding darkness. Silence falls on
If a Villager gets unseduced while he is on a water space,
figure to show that. If a hero gets knocked out, remove you like the heaviest of burdens, as a dozen bodies
place him on the closest empty non-water space.
the ∏ token from his figure. come afloat the lake's surface.
If a Villager has wounds equal to his health, he is
If a hero figure with a lit Torch is adjacent to any unlit The Overlord wins!
defeated - remove the token from the board.
Totem of Warding, he may spend an action to light it.
Turn that token to its objective side (?). At the end of the heroes turn, the heroes can choose 1 Rewards
A hero with a lit Torch may spend an action to give it Villager who is unseduced and activate him. Win or lose, each player receives 1 XP.
to an adjacent hero figure that does not have one. Limit At the end of the Overlord's turn, he may activate all
1 lit Torch (∏) per hero figure. the seduced Villagers. If the heroes win, they receive 30 gold per hero and 40
extra gold for each Villager remaining on
FOR THE NIGHT IS DARK AND FULL OF At the start of the Overlord's turn, any Villagers that lie board. Additionally, in the next Shopping campaign
TERRORS on any water space of the Lake's Shore tile they suffer 1 step, one more Shop Item card is revealed to the heroes.
The Flesh Moulders are "Nixies", shapeshifting water wound (≥).
spirits in human form. Lady Eliza is posing at the start If the Overlord wins, he receives 1 additional XP.
If a hero's defeated token is on or adjacent to an Additionally, in the next Shopping campaign step, one
of the encounter as one of them.
unseduced villager, at the start of that hero's turn, he less Shop Item card is revealed to the heroes.
For this encounter, all Nixies have the same attributes
may immediately perform a free Stand Up action.
(∂,∑,π,µ) as shown on Lady Eliza's lieutenant
If heroes win, they also receive the "Waterstone" key
card. Furthermore, they (and Lady Eliza herself) gain
item. Mark this with a "W" on the Campaign Log.
the following special action for this encounter: THE WATERSTONE
∞Seduce Villager: Choose a Villager within 3 spaces If the heroes had won the previous encounter,
of your figure and test π. If you pass, the Villager is immediately after a second Villager is removed from
'Seduced'. play, place a male Villager token on the Entrance and
read the following aloud:
58
A Lily Among Thorns
Encounter 2
59
Draining the Waterheart
Encounter 1
TRAVEL STEP: Road, Water, Plains, Plains, Road, THE GIRL WHO WAS... DEATH
Water. For this encounter, in each turn Lady Eliza Farrow: Reinforcements
- has Speed (¥) equal to the Flesh Moulder figures on
ACT II ~ "Draining the Waterheart" At the beginning of each of the Overlord's turns, he
the map, to a minimum of 1
With no concrete pointers as to where to search, you may place up to 2 Goblin Archers on the Entrance Tile,
- adds to her defence rolls 1 ≤ for each Flesh Moulder
decide to visit the former residence of Lord Merick respecting group limits.
on the map
Farrow's bride. Lady Eliza's derelict mansion reeks of a - is immune to all Conditions
foreboding resonance, yet it stands empty. Tomes and Victory
books of forbidden lore, magic and necromancy lie If the heroes defeat Lady Eliza Farrow, read the
scattered around the house rooms, but a specific one THE BLOOD FOUNTAIN following aloud:
catches your eye. Seemingly less dusty than the others, a Lady Eliza Farrow does not suffer any wounds as long as
book about a wicked poison has a quick scribbling made the Blood Fountain remains intact. "It is very impolite to interrupt a lady's beauty sleep!"
by hers truly on its open page: "Waterheart". You If a hero is adjacent to the Blood Fountain token, they Lady Eliza seems to be bleeding, but on the floor only
recognize the name as the old nickname of a great dam may spend an action to test π to overturn it, or ∑ to small water pools have been formed from where she
built near some of the most prosperous crop villages in smirch it. If successful, turn the token facedown. stepped through.
Arhynn. Immidiately from then on, Lady Eliza Farrow is "Fear the night as it closes in, for my magic is stronger
Arriving to the construction at dusk, signs of her vulnerable (can suffer ≥). then..." Her body shapeshifts and turns into a flock of
passing through are obvious. The guards lie dead and bats that fly away deeper into the dam's galleries.
the front stairs entrance is blocked by moaning
zombies. You decide to make a silent entrance though THE FENCE The heroes win this encounter!
the back wall. The locked door represents a fence which can only be
jumped over to proceed.
If Lady Eliza Farrow walks off the map through the
Monsters A figure adjacent to the fence can jump over it by
spending an action to test ∂ or µ. For each friendly Exit, read the following aloud:
Lady Eliza Farrow, Goblin Archers,Flesh Moulders. figure adjacent to the one trying to pass the fence, the The vampire is clearly displeased by your presence here,
roll result gains -1 ≤ and for each unfriendly figure as if forced to rush with her plan. She manages to pass
Setup +1 ≤. For this test only, figures from the other side of through your efforts to stop her though and in a great
Place Search Tokens based on the number of heroes. the fence are still considered adjacent. display of magic prowess, she summons and freezes the
Place 1 Red and 4 Blue Rune tokens on the map as Monsters have µ equal to the number of heroes in the running waters of the dam's rivers to create a wall
indicated. Place 2 normal (yellow) doors and 1 locked encounter for this test. between you and her as she rushes for the stairs.
(red) door as indicated. If a figure is successful, place it on an empty space on
Place Lady Eliza Farrow on the Reliquary as indicated. the other side of the fence. If all spaces are occupied, The Overlord wins this encounter!
Place the Goblin Archers on the Sewers, respecting place it to the nearest empty space.
group limits. The fence never leaves the map (cannot be
Place 2 Flesh Moulders on the Torture Chamber. Opened/Closed) and is treated as a wall (blocks line of
Keep any remaining from the group limit on the side sight and movement).
for later.
TRANSFORMATION PADS
Special Rules The Blue Rune tokens denote the Transformation
A VAMPIRE'S SLUMBER Pads. They block movement, but not line of sight.
Lady Eliza Farrow and the Flesh Moulders cannot be A Goblin Archer adjacent to an empty Transformation
activated until one of the unlocked doors opens for the Pad may spend 1 movement point to enter its space. At
first time. If one of them is opened, read the following the end of each of the Overlord's turns, any Goblin
aloud: Archer that stands on a Transformation Pad may
immediately be replaced by a Flesh Moulder at full
In one of the damp rooms of this basement, the form of health, respecting group limits.
Lady Eliza rises from a wooden black coffin. Her skin Similarly, a Flesh Moulder on a Transformation Pad
like milk, a form phantasmal, almost incorporeal, shifts may spend 1 movement point to enter an adjacent
through the halls towards the exit. empty space.
60
Draining the Waterheart
Encounter 1
61
Draining the Waterheart
Encounter 2
You follow the echoes of Lady Eliza's laughter as she ROCK'N'ROLL At the end of each of the Overlord's turns, he may place
wafts through the halls and up the dam's walls. Objective tokens (?) denote Boulders. Boulders block 1 monster on the Entrance tile from the open group
You thought vampires hated running water, but line of sight (but not movement), except for figures that initially placed on the Operator Cabin, as long as it is
apparently this one has overcome its perilous effect. stand on them. They cannot be placed outside the Dam not sealed*, respecting group limits.
Once outside, you see Eliza floating right above it! tile for any reason. Similarly, he may additionally place 1 monster from his
"You should relax a bit my dears. Look at me; I enjoy Any figure adjacent to a Boulder may spend an action to open group initially placed on the Storage Room on the
travelling - together with the occasional discovery of "grab" it. A figure that moves while having a Boulder Stairs tile as long as it is not sealed*, respecting group
forbidden knowledge. Like that poison spell I found in "grabbed" slides the token along its movement limits.
the swamp witch's library. Now these pesky humans direction, one empty space per space travelled (so that it [*: If "sealed", do not reinforce any more this way]
will be the first to taste it." is always adjacent to the figure), or it may spend 1
As she says that, she pulls out a blue disk-like stone and movement point to slide the Boulder from one of its Victory
a red vial, spilling its substance on the stone. The water adjacent spaces to another neighbouring empty adjacent
If any hero with the Drainage Key manages to turn the
that trickles from the stone turns a purple fluorescent space. During these slide actions, a Boulder cannot go
drainage safety switch by spending an action while
colour that ends up in the dam's water. through other figures or Boulders.
adjacent to it, read the following aloud:
Lady Eliza is obviously trying to poison the nearby If a Boulder has a figure on it, it cannot be"grabbed". If a
townsfolk. The dam's water should never reach the Boulder is on an "X" space, it cannot be"grabbed". Large The wheel turns and a gate allows the water off to the
throats of innocent people. monsters cannot end their activation on Boulder outlands, saving the crops and the villagers' lives. Once
tokens, unless their figure's base is totally covered by empty, you can see at the bottom of the dam the stone
Monsters Boulder tokens. that must have slipped from Eliza's hands; a beautiful
A figure that "grabbed" a Boulder releases ("ungrabs") it cold blue disk with a soothing soft touch. You decide to
Lady Eliza Farrow (if Overlord won the previous
at the end of its activation. keep it, knowing now how dangerous it can be in the
encounter), Merriods, 2 open groups.
hands of evil.
Setup MASTER OF THE EVEN KEYS The heroes win!
Place Search tokens based on the number of heroes. The Red Rune Token represents a button to unlock
Place the the Unique Search token, 4 coloured and 6 the locked door. If any hero adjacent to (or on) it
spends an action, remove the token from the game and If at the end of any of the Overlord's turns he has both
facedown objective tokens on their respective spaces as
the locked door is unlocked. Replace the locked door the Red and Blue Seals at his side AND all "X" spaces of
indicated on the map.
on the map with a normal door. the Dam are covered by Boulders, read the following
Place 1 locked door as indicated on the map.
aloud:
Place the Merriods on the Dam. Place one open The Green Rune Token is the Drainage Key. A hero
monster group on the Storage Room and the other on adjacent to it can spend an action to pick it up. The The flow of water from the river is redirected and
the Operator Cabin. hero with the key may spend an action to drop it, give it violently fills the dam. The sheer pressure causes its
If the Overlord won the previous encounter, he places to an adjacent hero or pick it up from an adjacent empty walls to crumble and collapse in a burst. The poisoned
Lady Eliza on the Stairs tile. space. Only heroes may carry the Drainage Key. water gushes through the canals and will quickly reach
If the hero with the Drainage Key is adjacent to the the crops. The least you can do come morning, is warn
Special Rules Drainage Safety Switch and spends an action, the heroes the villagers of their loss of food for the coming winter.
STILL WATERS win (see Victory). Only hope for them lies now on Carthridge's stored
Merriods for this encounter treat water spaces as if they If a hero that carries the Drainage Key is defeated, its goods and will to help.
were normal spaces. token is placed on the space his figure last occupied.
The Overlord wins!
If the Overlord won the previous encounter, Lady Eliza
On the other hand, the Blue and White Rune Tokens
is in play. Furthermore, she gains the following ability:
represent Seals. A monster adjacent to (or on) one of Rewards
Icewalk: You may treat water spaces as if they were them can spend an action to pick it up (limit 1 Seal per Win or lose, each player receives 1 XP.
normal spaces. monster). If a monster carrying a Seal is defeated, place
the token on one of the spaces the monster occupied If the heroes win, each hero receives 1 additional XP.
before being defeated. These tokens cannot be Additionally, for the remainder of the campaign, the
THE WATERHEART dropped/exchanged until the monster is defeated. Health Potion Search card item also heals one
All spaces of the Dam tile are considered to be water Only monsters may carry Seals. Condition to the chosen hero that consumes it.
spaces, except if a Boulder occupies them. Boulder
spaces are treated as normal spaces. If a figure occupies a The monster that carries the White Seal may exit the If the Overlord wins, he receives 2 additional XP.
Dam's space, another friendly figure may pass through map through the Entrance and the monster that carries Additionally, at the beginning of the next quest, he
it with a normal spending of 1 movement point. the Blue Seal may exit the map through the Stairs. The may look into the Search deck, find and discard 1
While a figure stands on at least one water space cannot monster that does so, does not return on the map Stamina Potion and 1 Health Potion Search cards.
perform attacks (except for Merriods and Lady Eliza). (consider it defeated). Place the according token to the Then, reshuffle the Search deck.
Overlord's side. The respective tile is considered to be
If heroes win, they also receive the "Waterstone" key
"sealed" (see Reinforcements).
item. Mark this with a "W" on the Campaign Log.
Reinforcements
At the start of each of the Overlord's turns he may
place 1 Merriod on the Dam tile's northest empty
(water) spaces, respecting group limits.
62
Draining the Waterheart
Encounter 2
63
The Sword in the Stone
Encounter 1
Setup
A hero adjacent to Enigmon Farrow may spend an The heroes win this encounter!
action to attempt to answer the riddle.
Take 2 Search tokens and 1 Unique Search token, The hero chooses an attribute to test. If unsuccessful,
shuffle them and randomly place them facedown on the Overlord adds 1 ∏ token to his side. If successful, he If there are ever 8 ∏ tokens by the Overlord's side, read
the "1's" as indicated on the map. Then, place any gives the coresponding answer based on his chosen the following aloud:
remaining Search tokens based on the number of attribute: The man seems dissatisfied with your performance. He
heroes. The Unique Search token is the Lost Key. The
∂: "The physical and mental Strength to overcome their scoffs at you and nods towards the south at a hill. "At
"1's" on the map indicate its possible location
struggles." (RED) least the one inside is stubborn enough to try harder
(Overlord's choice).
than you! The sword that stopped her heart of stone...
Place a locked Door and a Villager token on the map as
π: "The inner Will that shapes one's heart and the You'll find it there..." He totters to his bed and lies
indicated.
hearts of others." (WHITE) down turning his back at you. "They won't stop
Place the Barghests on the Puddle Path.
whining - the dogs won't stop whining...."
The open monster groups are not placed initially. Place µ: "The ability to Change as the world changes He continues rambling himself to sleep.
the groups' figures on their respective monster cards. around them." (GREEN) Bewildered by his reaction, you simply go to check the
The Overlord takes 1 rune token of each colour ∑: "The acquisition of Knowledge that unravels the hill. Surprisingly enough, you find a hidden entrance to
(White, Red, Blue, Green) and without any other mysteries of the universe." (BLUE) a burrowed cave.
players knowing, secretly chooses 1* of them to place The Overlord wins this encounter!
Then the Overlord looks at the objective token under
facedown under the Villager's token (objective face (?)
Enigmon Farrow and if its colour matches (colour
up). Similarly, he chooses 1 monster from each of the
three groups and places secretly 1 rune token facedown
noted in parenthesis above) the heroes win (see Rewards
Victory conditions). If it does not, he adds 1 ∏ token to If the heroes won this encounter, the hero that gave
under its figure.
his side. the successful answer gains 1 XP.
[*: Important - for the rune token placed under the
Villager's token, the Overlord can only choose one This experience cannot be spent until the next normal
whose colour relates to an attribute for which at least 1 Campaign phase.
hero has a value equal or greater than 3 (see Special
Rules: "Answering the Riddle").]
64
The Sword in the Stone
Encounter 1
65
The Sword in the Stone
Encounter 2
From above you see deep inside the cave a magnificent If a hero carries the Apocryphon, the Guardian is Unequip the "Duskblade" if he had it equipped, and
ornamented sword half-thrust inside a big stone. The considered a monster and the Overlord may activate it put the Green rune token aside. Place the White rune
undead knight is next to it putting all of his might to at the start of his turn. token on the space he last occupied and place the
pull it out but failing. The walls come alive and golemic If no side carries the sword, the Guardian is not Unique token to the closest empty space to the White
structures attack him forcing him to fend them off. His activated. rune token.
armor looks beaten up, probably having stayed in the
cave for days battling and pulling the sword... You recall THE APOCRYPHON
The Dawnblade/Duskblade relic's name for this quest Reinforcements
words from library books together with a drawing of
is the "Apocryphon". Depending on the situation, it can At the beginning* of each of the Overlord's turns, he
the shield: "Strength alone is not the key."
be represented on the map either by the White or the may place 1 monster from his open monster group on
There is one thing for sure; neither you nor him are
Green rune token: the Entrance, respecting group limits.
willing to get out of these caves without the sword.
- If the Apocryphon is the White rune token it is stuck [*: In a 2-hero game reinforce at end of turn instead]
66
The Sword in the Stone
Encounter 2
67
Earthbound
Encounter 1
TRAVEL STEP: Road, Road, Plains. Limit 1 such token per figure. A figure with a token
ACT II ~ "Earthbound"
can spend an action to drop it on any adjacent empty Reinforcements
space. If a figure with a token is defeated, place the At the beginning* of each of the Overlord's turns, he
In lieu of any helpful information, you decide to pay a token on the space it last occupied. Any other adjacent
second visit to Lord Merick's mansion. may place 1 monster from one of his open monster
figure may spend an action to pick up the page groups on the Entrance, respecting group limits.
Back on your first investigation of the house, you paid (following the rules above).
little attention to the surroundings, as you were mainly At the end** of each of the Overlord's turns, he may
searching for the proprietor. This time around, you are place 1 Cave Spider on each Pit space, respecting group
more inquisitive, going through his books and writings. THE DIARY limits. Their figures do not count as entering those
You cannot pinpoint the time Lord Merick Farrow The Unique search token denotes the diary of Lord spaces.
first discovered his dark side, but for a half-torn diary Merick Farrow. To make any sense of it, the heroes [*: In a 2-hero game, reinforce at end of turn instead.]
which seems to be magically attached to a small desk. It need to connect the missing pages. [**: In a 4-hero game, reinforce at beginning of turn
lies open with a few interesting lines: "I managed to The Diary token blocks movement and line of sight. instead.]
finally come in contact with Vorakesh and he dictated A hero adjacent to the Diary token while carrying a
me to visit Lady Cathori. Her words spoke to my Diary Page token can spend an action to decipher the Victory
wretched heart and soon I became fond of her. My notes. Afterwards, place the Diary Page token to the
If all 3 Diary Pages have been either retrieved or
hope for his revival is far from lost..." heroes' side.
discarded, read the following aloud:
The next few pages are torn - if you could only find A monster carrying a Diary Page token may exit the
them maybe you will be able to put the pieces together map through the Exit. If it does so, reveal the token's Walls are crumbling and terrifying noises fill the house
and uncover the masked man's identity. faceup side and then discard that token from the game. as it collapses under the protection spell obviously cast
Right then, you hear many scratching, digging noises Any monster that exits the map is considered defeated. by the cunning wizard. As quick as you can, you try to
and the ground starts to shake. As you back away, the decipher the writings on the diary: "... to get acquainted
old floor crumbles and falls to an open pit where many to the Lich - I am still afraid of speaking its name...
FOURTH FLOOR COLLAPSE
summoned spiders are eating away the foundations of Lord Vorakesh promised to teach me a resurrection
The ground is trembling.
their master's property. You'd better be quick. spell if I pledged my brother's will to aid him whenever
At the beggining of each of the Overlord's turns, if any
tile that during setup had at least 1 objective (?) token he wanted. The Lich deeds see not far into the future
Mon
Mons ste
ters rs has none (either on the tile OR under a figure that either - for some reason he is stirring much more now
occupies a space of that tile), remove the tile from the than ever before. Under the last moon of autumn, he
Cave Spiders, 2 open monster groups*.
map. All figures or hero tokens that occupied any of its shall raise the dead of Dunnir Hun to lay waste to the
[*: Only small monster groups of 1-space figures can be
spaces are placed on the 'void' leftover space and North. He only asked for an old heirloom. Alric used to
chosen.]
immediately suffer 2 ≥. know about it... I pledged loyalty to Lord Vorakesh. An
act I was most thrilled to make."
Setu
Setupp For the remainder of the encounter, consider this void
space as 1 single big Pit terrain space that is adjacent to Little is left of the mansion as bits and pieces fall into a
Place Search tokens based on the number of heroes.
all the previously connected tiles. Any number of figures large bottomless pit that is now almost fully visible.
Take 1 Green, 1 White, 1 Red and 3 Blue rune tokens Jumping from stone to stone you reach safe ground
may fit in it and all figures in it are considered to be
and shuffle them. Place them randomly with their adjacent to each other. before the last wall disappears from sight and into the
objective (?) side showing (facedown), so that no player Each such big Pit space is a separate Pit space. Figures in darkness below.
knows their faceup side. Place the Unique Search token
those spaces do not block line of sight to figures outside The result is a stalemate. Keep the retrieved Diary Page
faceup on the Study as indicated. This is the Diary.
the large pits. tokens by the heroes' side for the next encounter.
Place 2 normal doors and 1 locked as indicated on the For ranged attacks in between tiles that share a large Pit,
map. calculate line of sight and distance as if the tiles were not
Place 1 open monster group in the Attic and another in removed.
the Reliquary.
The Cave Spiders are not placed initially during the If at least 2 rooms have collapsed at the beginning of
setup. any of the Overlord's turns, the door to the Study is
considered unlocked.
Special Rules
COLLECT ALL 3 PAGES ESCAPE THE MANSION
The Red, Green and White rune tokens denote pages If the door is unlocked, the heroes may collectively
from Lord Merick's diary. The Blue rune tokens are decide at the beginning of the heroes turn to escape.
useless scribblings. Any unclaimed Diary tokens are discarded and the
Any figure adjacent to an objective (?) token may spend encounter immediately ends.
an action to take it.
If the figure is a hero, the token's faceup side is revealed
to all players. If it is a Blue Rune token, it is discarded.
Otherwise, place the Diary Page token under the hero
figure.
If the figure is a monster, simply place the token under
the monster figure. It is not revealed to any player.
68
Earthbound
Encounter 1
69
Earthbound
Encounter 2
[Gather all travel deck cards and shuffle them. Follow A STONED FARROW
normal rules for change between encounters before Sir Alric Farrow is reanimated constantly in the form Reinforcements
performing the following travel step.] of a stone golem knight (see Reinforcements).
If at the start* of any of the Overlord's turns Sir Alric
Every time he is defeated, if a hero defeated him, he
TRAVEL STEP*: (in order) Farrow is defeated, the Overlord must reinforce with
gains a Phylactery Mark and chooses one of the Open
[Plains, Water, Water]: White , Sir Alric Farrow on the "X" space of the Wall (or
Graves to close it (turn token facedown). Place a Red
[Forest, Forest, Plains]: Green, closest unoccupied space). If the Overlord reinforced
Rune token on that hero's sheet. This denotes a
[Plains, Mountain, Mountain]: Red. as such, he rolls 2 red power dice. Sir Alric suffers
Phylactery Mark. A hero cannot have more than one
*: Depending on the Diary Page tokens at the heroes' Phylactery Mark at any time. damage equal to the ≥ shown.
side, they do not perform the travel steps enclosed in If Sir Alric is defeated by any other means than a hero's [*: In a 2-hero game, reinforce as such at end of turn
brackets above, related to the colour of the token. (e.g. attack, the hero without a Phylactery Mark and closest instead]
if they have the Green token, heroes only travel: Plains, to Sir Alric's last space gains one. At the end of each of the Overlord's turns, place 1
Water, Water, Plains, Mountain, Mountain)
minion Zombie on every Open Grave (Blue side up),
The moon's glare beckons broodingly as you travel the respecting group limits.
PHYLACTERY
last bit of a journey based on some writings of a wizard A hero who carries a Phylactery Mark may spend it to
falling into madness. If a Lich is indeed raising the dead apply damage from an attack on Kral (see below). Victory
of Dunnir Hun, past warriors that could magically Discard that token from the hero's sheet before rolling If Kral is defeated, read the following aloud:
harden their body, you are the only ones who can dice. The attack performed as such may be as a result of
possibly stop it. Cold mountains and gusts of winds any prior actions performed, but for it to have an "Hehehe, you think you can win this? Destroying this
make the area barely passable, as clouds have already impact, the Phylactery mark needs to have been spent. body won't stop me! I'll be back again and again... The
gathered and snow is falling heavy. Signs of a Farrows are but mere pawns on this chessboard. You
civilization lost in the Dragon Wars lead you atop a are far from tackling the king... Well, not really a king...
hill. There amidst the graves, a cloaked figure can be KRAL AND LEGION yet! Hahahaahah!" The lich disintegrates into
seen wielding a sword which gleams green now and Kral is a Master Zombie, with the following additional numerous icy shards and a shadow soul seems to fly
then. An icy, shrieky laughter accompanies it. abilities: away in the wind. The weapon it leaves behind is a
"Who would have expected this? We have company... - he acts as a lieutenant, but still is part of the Zombie perfectly crafted sword with beautifully decorated
Let me see your strength knight!" Lightning strikes on group and counts towards the group limit jewels. The largest of them has fallen off of it, a big
an old building wall and the form of Sir Alric Farrow - he has 2 additional health per hero emerald orb.
detaches itself from it, readying for attack. - he is immune to all Conditions
- he is equipped with the "Duskblade" relic The heroes win!
Monsters - he has Aura 1
- he has Regeneration 2* [*:1 in a 2-hero game]
Sir Alric Farrow, Zombies. If the Overlord ever has 5* ∏ tokens at his side, read
- he cannot recover health by any means other than his
the following aloud:
Regeneration ability
Setu
Setupp - he does not suffer damage, unless by an attack
[*: 4 in a 2-hero game]
Place Search Tokens based on the number of heroes. perfomed by a hero who spent a Phylactery Mark The wind comes to a halt as the lich lowers its weapon.
Place 4 Blue rune tokens as indicated on the map. - if all graves are closed (facedown), he suffers damage "You've walked into an icy prison..." It raises its sword
These indicate the Open Graves. as normal (disregard previous rule) towards you and a green lighting strikes the ground at
Place Sir Alric Farrow and the Master Zombie on the - he can spend 1 action while adjacent to a Closed your feet. Walls of stone rise and enclose you until
map as indicated. Grave to open it (turn token faceup) everything is dark and silent.
Place a Minion Zombie on each Open Grave token, - if he attacks a hero and that hero suffers at least 1 ≥, It takes you almost the whole night to dig through the
respecting group limits. each minion Zombie on board gains 2 movement snow to your freedom.
Keep the Red rune tokens in a pile close to the board. points
The Overlord wins!
Treat the Master Zombie as a lieutenant for this Al
Alll Zombies (Kral & minions) have as extra ability the
encounter. He is equipped with the "Duskblade "
relic.
following:
Before dice are rolled for an attack targeting a Zombie,
Rewards
the Overlord may choose to close one of the Open Win or lose, each player receives 1 XP.
70
Earthbound
Encounter 2
71
Finale Transition
After completing 3 Act II quests (PRO II and 2 electives), the players For the second encounter, there is a choice of 2:
move on to the final quest for this campaign. The Finale has 2 FIN C: “Ghost of Perdition”
encounters, which come from a set of 4. Based on which side has won FIN D: “Final Resistance”
the previous quests, the corresponding Finale’s encounters are chosen.
If heroes have the Shadow Rune relic, FIN C is chosen.
For the first encounter, there is a choice of 2: Otherwise, FIN D is chosen.
FIN A: “Ride the Lightning”
FIN B: “Claws of the Beast” Whichever the resulting combination is, the 2 encounters are played
in succession, as normal since the Finale is a single quest.
Out of the 3 Act II quests played, if heroes had won most of the quests,
FIN A is chosen. Otherwise, FIN B is chosen. The winner of the Finale is the overall winner of this campaign!
74
The abandoned abbey was a place of worship for the
mad or the ones intimidated to submission by
the presence of frightful creatures such as Gryvorn
during the war. The building, its catacombs and the
surrounding area still emit a magical essence, making it
a place of power but also of chaotic instability.
72
Finale
The Three Halves
Ride the Lightning
Encounter 1
TRAVEL STEP: Forest, Road, Water, Mountain, POWER OF THE NIGHT ∞Throw Rock: Perform a Ranged attack, targeting a
Mountain. At the start of each of the Overlord's turns, he tests hero on one of the Hill's spaces. Roll 1 Blue Attack
Lord Merick's µ. If he successful, the Overlord Die. The hero rolls no defence dice. If the attack is
FINALE A: "Ride the Lightning" gains 1 ∏ token. successful, the hero suffers wounds equal to the ≥
The setting is as ominous as it could be. Rain pours cold Furthermore, the Overlord gains 1 ∏ every time: shown and the Overlord may place the hero's figure
on you and the cursed Abbey stands old and ugly on the - a hero is defeated X spaces away, where X is equal to the excess range
hilltop above the lake. Up to now you have been stalling - Sir Alric defeats a hero (stacks with previous rule) points than those needed for the attack to not miss.
this encounter, but you somehow knew you would have - Splig successfully performs "Promote "
to return to this wicked place of worship to stop your - Eliza successfully casts "Seduce " CROSS THE BRIDGE
enemy. Stop them from releasing hell on the innocent - the Masked Man successfully casts "Dominion " A magically trapped bridge is built over the moat.
cities of Arhynn and Carthridge once more. Every time a hero's figure enters a grey space of the
Suddenly, a pillar of light shoots from the Abbey and up
LIGHTNING STRIKE Bridge tile (any space covered by the "X"'s on the
to the sky, momentarily bursting the clouds. A well- While heroes have not opened for the first time any Bridge, as shown on the map) the hero draws 1 of the
known laughter echoes from its halls as Lord Merick door to the Inner Sanctum the Overlord may activate facedown objective (?) tokens and reveals it.
Farrow appears appears between the columns of the Lord Merick to perform a single attack. This attack is According to the colour, the hero performs the
structure, embraced by flames, yet without showing anyRanged and ignores line of sight. Instead, assume it following:
signs of struggle. "Welcome... heroes." requires a range of 9 minus the number of heroes, - GREEN: Nothing happens.
otherwise it misses. [For example, in a 3-hero game, the - WHITE: The Overlord chooses 1 Condition and
Mon
Mons ste
ters rs range is 6.] Every time a lieutenant is defeated, the the hero rolls ∑ OR π (hero's choice). If he fails,
Overlord places that lieutenant's token on Lord the hero suffers that Condition.
All lieutenants* and monsters from 1 Descent Core Set
Merick's card. Lord Merick gains +1 Range for each - RED: The hero places his figure 1 space backwards
2nd edition.
lieutenant token on his card. towards the Moat's End tile (it enters that space).
[*: Except Belthir, see Setup]
- BLUE: The hero suffers 1 ∏.
THE PAWNS ARE MOVING Then, the token is immediately returned facedown to
Setu
Setupp Initially, monsters and lieutenants in closed areas (i.e. the pile (or bag) and the tokens are shuffled again.
Place Search Tokens based on the number of heroes. Chapel, Moss-Filled Corridor, Reliquary, Battlefield,
Place 2 locked and 4 normal doors as indicated. Place Courtyard, Inner Sanctum) cannot be activated (except Monsters move on the Bridge spaces as normal.
the lieutenants and the Master Zombie on the spaces for Lord Merick's single attack) until the heroes have
indicated on the map. Baron Zachareth's token is the opened the respective door. Only heroes may open Reinforcements
Masked Man. If heroes have the: doors for the first time. To indicate that, you may place At the end of each of the Overlord's turns, he may place
-Firestone , Splig is not present. a Villager token next to each door to remember. 1 Barghest on the Entrance, respecting group limits.
-Airstone , the Masked Man is not present. Remove that token once a hero opens the door. Then,
-Waterstone , Lady Eliza is not present.
-Earthstone , Sir Alric is not present.
the closed-off area is considered explored. Monsters
within it may be activated from the next Overlord's Victory
No relics may be assigned to either Lord Merick or the turn and on and the door can be operated again. If the Master Zombie is defeated, or the Overlord ever
Masked Man for this encounter. has 12 ∏ tokens by his side, read the following aloud:
The locked doors are engulfed by flames. A hero that
Place Merriods on the Moat's End, Flesh Moulders on performs an Open/Close action tests π. If he succeeds, Lord Merick stands engulfed by magical flames and
the Chapel, Cave Spiders on the Moss-Filled Corridor, he performs the action as normal. If he fails, the door surrounded by the resurrected mad cultists of Gryvorn.
Ettins on the Hilltop, Goblin Archers on the remains as is and the hero suffers ≥ equal to his π. -"To gain power, you must sacrifice yourself. I have
Battlefield, Elementals on the Courtyard and Shadow If a monster performs an Open/Close action on a learnt to accept that. But why are you here heroes?
Dragons on the Inner Sanctum, all respecting the group locked door (once it has been opened by a hero), it Power? Glory? Revenge? You have been ordered
limits. Barghests and minion Zombies are not placed succeeds but then rolls a red die and suffers wounds around like greedy sheep and then you even brought
initially. equal to the ≥ shown. our brilliant minds together... You still don't know
Take 1 Green, 1 White, 2 Red and 2 Blue Rune tokens who he is, do you? I wonder... What more of yourself
and shuffle them with their objective side (?) showing. REVENGE you would have sacrificed, misguided, if you knew from
No player should know the faceup side of these tokens. Every time a hero defeats a lieutenant, he may refresh the beggining."
Place them close to the Bridge tile. his heroic feat. If a lieutenant is defeated by any other -"I had a part in everything... except the length of our
[Note: You may use a bag to contain these tokens.] means, the heroes choose a hero closest to him that has collaboration", the masked man's deep voice echoes
used his heroic feat to refresh it. Then, the Overlord along his footsteps. "It ends here. It ends now." He takes
Special Rules discards 2 ∏ from his side.
For this encounter, theTrueshot relic gains (if in play):
off his obsidian mask and throws it on the ground.
THE ZOMBIE HORDE Baron Zachareth, the righteous and kind Lord of
"±: Pierce 3 against Sir Alric". Carthridge stands before you as the criminal
At the start of each of the Overlord's turns (after Similarly, the Dawnblade relic gains (if in play): mastermind. Before you are able to react to this striking
drawing a card), the Overlord may discard 2 cards to "±: +2 ≥ against the Masked Man".
place all minion Zombies respecting group limits at
fact, he raises his hand which glows powerfully and
dominates your body entirely. Unable to resist, you are
full health, at least 4 spaces away from any hero. They A4CEND THE HILL
A slippery hill awaits to the south of the Entrance. forced to jump off the windows of the Abbey's Inner
may come from either his reserve or from the board.
Sanctum and down towards the lake's foggy waters.
These Zombies cannot be placed on spaces of areas Every time a hero enters a non-water space on the Hill
that have not been explored yet (see below). tile, the hero tests ∂ or µ (hero's choice). If he fails, The result is a stalemate. The Overlord keeps to his side
he suffers 2 ∏. any ∏ tokens he collected for the next encounter.
If an Ettin covers the big "X" spot on the Hilltop, it
gains the ability: If heroes have the "Shadow Rune" relic proceed to
Finale C. Otherwise play Finale D.
74
Ride the Lightning
Encounter 1
75
Claws of the Beast
Encounter 1
76
Claws of the Beast
Encounter 1
77
Ghost of Perdition
Encounter 2
NOTE: Play this encounter only if the heroes have the REALM OF SHADOWS 10 or more ∏: X = 6
"Shadow Rune" relic. Otherwise, play the next one For this encounter, all figures may pass through other 5 to 9 ∏: X = 5
(Finale D) instead. figures, friendly or not. 4 or less ∏: X = 4
The sealed Elements of Demise and the Siphon of If successful, remove the Mould token and resume game
FINALE C: "Ghost of Perdition" Power block movement but not line of sight. as normal with the hero regaining that many health
The wind is screaming in your ears as you plunge ever For this encounter the "Shadow Rune" relic gains: points. If unsuccessful, nothing happens.
closer to the icy lake's surface. But right then, a moment "±: +3 ≥ against Gryvorn [Elemental form]". If Gryvorn is adjacent to (or on) a Mould, he may spend
before impact, the Shadow Rune in your hands reacts. an action to "consume" it. Remove the Mould and the
Lightning gushes out and engulfs you in a blinding ELEMENTS OF DEMISE hero token from board. That hero is removed from play.
globe. The Elements of Demise on board can never be picked
You are transferred somewhere else; a dimly lit place up and can be either sealed (facedown) or unsealed
with a dense haze surrounding. You feel nauseous and (faceup). If sealed, heroes may attack them as if they
Reinforcements
crushed with your breathing even heavier due to the were monsters. They each have Health equal to the ∏ At the beginning of each of the Overlord’s turns, he
foul smell governing the place. tokens gathered by the Overlord in the previous may place 1 Flesh Moulder on the Darkness, respecting
"Oooh, who do we have here? Welcome heroes!" encounter and 1 Brown / Grey / Black Die Defence in group limits. In a 4-hero game, he may place also at the
Belthir hovers some meters away from you. a 2-/3-/4-hero game respectively. Sealed Elements of end of his turn 1 Flesh Moulder on the Entrance,
"Surprised aren't you? Well, let's just say I am not dead - Denise are immune to Conditions and are Unmovable. respecting group limits.
nor alive either for that matter..." He lands smoothly on If one is defeated, it becomes unsealed; turn it faceup
the cave's warm ground. and Gryvorn immediately becomes Stunned. A hero Vic
Victory
tory
"Confusion is obvious on your face. You... are in... the within 3 spaces of an unsealed Element of Demise may If Gryvorn is defeated, read the following aloud:
prison! Well, all of us are... You see, when involved with spend an action to move it X spaces, where X is equal The monstrous Dragonlord staggers as he speaks with a
dark magic, these things tend toleave a mark. And I am to that hero's π or ∑ (his choice). During this charcoal breath: "This is not the end..."
here to represent this memory." movement, the token may pass through and occupy He falls down, but before he reaches the ground, his
A thunderous roar makes the whole cave shudder. any space. If it enters the space of the Siphon of Power, whole body puffs into a dense dark smoke embracing
"Oh, boss is here! Lovely chap, you'll see. So am I remove it from the board and place it on the hero's you and covering the last vestige of light.
though, hehehe..." character sheet that performed the action. Then, that For a while you wander aimlessly in the darkness calling
hero recovers X ≥, where X is equal to the number of to each other to make your position known. But then,
Monsters Overlord cards in his hands. A hero that carries an as if in a long tunnel, you see a glimmering light in the
Element of Demise cannot drop or trade it, but gains distance. The light comes closer, slowly at first, then
Belthir, Flesh Moulders, 1 master* Elemental, 1 master*
respective ability as follows: with an alarming haste...
Shadow Dragon.
-Firestone : Your attacks against Gryvorn gain Pierce 2. Your feet walk on hot sand and it takes a while for your
[*: minion in a 2-hero game]
-Airstone : You gain Aura 2 gainst Gryvorn ("Each eyes to adjust to the blinding sunlight. Endless desert
time Gryvorn enters a space adjacent to you, he suffers
Setu
Setupp 2≥ "). Furthermore, each of your attacks against
surrounds you, with golden sand reaching horizon's
end. You check your belongings only to find the
Place Search tokens based on the number of heroes. Gryvorn gains: "±: Move Gryvorn 1 space". Shadow Rune piece missing. A small caravan appears in
Place Belthir and the Shadow Dragon on the places -Waterstone : If not defeated, at the start of your turn the distance, riding the dunes. You console yourself
indicated on the map. Place the Flesh Moulders* on you recover 1 ∏ and 1 ≥. Furthermore, if you are with the thought that you stood vigorously against an
the Dust Field. The Elemental is not placed initially. affected by an attack from Gryvorn that used "Fire evil necromancer and a tyrant hidden in the shadows,
Place a Unique Search token as indicated. This is the Breath ", you do not suffer any damage. hoping to have stalled their evil plans for a while.
Siphon of Power. Keep in a pile the Villager tokens. -Earthstone : You gain +2 ≤ in your defence rolls The heroes win!
Take 4 uniquely coloured Rune tokens (White, Red, against attacks from Gryvorn.
Blue, Green). These are the Elements of Demise. If all heroes are "consumed", read the following aloud:
Heroes assign the ones they won throughout the GRYVORN'S AVATAR You swim in thick liquid, boiling at first but then it
campaign to their heroes by placing the respective Gryvorn projects himself in two forms. vanishes as you gasp for air. You see reflections of your
token on their hero's character sheet (Firestone : Red, At the beginning of the quest, Gryvorn is the Shadow enemies closing in on you, holding you up and a
Airstone : White, Waterstone : Blue, Earthstone : Dragon. While in that form, for each sealed Element of humongous triumphant face of Baron Zachareth
Green). The Overlord takes the remaining ones and Demise on board, Gryvorn gains +1 ≤ to his defence. smirking. The deepest blackness surrounds you as you
places them facedown, one on each of the "X" spaces If at the start of any of the Overlord's turns there are no start falling to no end. You try to scream but no voice
on the map. Keep the ∏ tokens collected by the Elements of Demise on board (disregarding the ones on leaves your mouth. The last formidable words you'll
Overlord in the previous encounter by his side, or heroes' character sheets), the Overlord must replace the ever hear echo from a distance unknown:
write down their number. Shadow Dragon with the Elemental. "Here is the pit, here is your pit!
[*: In a 2-hero game, the Flesh Moulders are not At any time, Gryvorn has the stats and abilities of the Its name is SILENCE..."
placed initially.] respective monster except Health, which is equal to 10 The Overlord wins!
plus 4 per hero (18/22/26 ≥ in a 2-/3-/4-hero game).
Special Rules Any damage carries over in between the two forms.
Rewards
ENTER NIGHT THE WAY OF ALL FLESH This is the final quest. The winner of this quest is the
At the beginning of the encounter heroes gain X If a Flesh Moulder is adjacent to (or on) a defeated overall winner of the entire campaign.
healing points, where X equals the number of Overlord hero's token, it may as an action mould onto his body;
cards in his hands. They may spend these healing points the Flesh Moulder is defeated, then place a Villager's
on wounded heroes as they like and for each healing token under the hero’s. This is a Mould. Other heroes
point that hero recovers 1 ≥. cannot revive a hero in Mould. A hero in Mould can
break free if he performs a Stand Up action and rolls
at least X ≥, where X is based on the ∏ collected by
the Overlord in the previous encounter as follows:
78
Ghost of Perdition
Encounter 2
79
Final Resistance
Encounter 2
NOTE: Play this encounter only if the heroes do not -Waterstone : If not defeated, at the start of your turn happens. If successful, the Overlord gains 1 Villager
have the "Shadow Rune" relic. Otherwise, play the you and every adjacent hero to you recover 1 ∏. token. Then, if that hero was Immobilized, remove
previous one (Finale C) instead. -Earthstone : You gain the abilities "Ironskin" ("you are that condition from him. If he was defeated, he may
immune to Pierce and all conditions") and immediately perform a free Stand Up action.
FINALE D: "Final Resistance" "Unmovable" ("you may choose to ignore any game
The fall has crushed you. As if in a bad dream you see effect that would force you to move"). Rein
Rei nfo
forrcements
only moments of what goes on around you. Belthir These tokens cannot be dropped or traded. Stairs and Cave Entrance tiles exchange in being the
comes to collect you from the icy waters of the lake. reinforcing tile. The one that has on its side the
"We can use them for the ritual of unbinding!" he UNLIMITED POWER objective token (?) is thereinforcing tile for that round.
seems to explain himself to Lord Merick. You are tied For this encounter Lord Merick has the ability Every time Baron Zachareth is defeated, place the
on a skeletal bed and only fire's flames surround you... "Unmovable " and cannot be attacked or suffer damage objective token to the opposing tile (i.e. if Stairs has it,
You wake up in horror to see yourselves lying on old for any reason. No game effect or cards can be played on the Cave Entrance receives it and vice versa.)
blood-stained tables with arcane symbols carved on the him that would cause him to become defeated. If he At the beginning* of each of the Overlord's turns, he
room's walls. The ties you have most probalby been uses his Ignite ability, one of the Elements of Denise may place 1 Zombie on the reinforcing tile, respecting
held by appear to be cut. Gathering your tossed suffers the damage instead. group limits. Also, at the end** of of each of the
weapons from the side of the room you hear the voice At the end of his activation, the Elements of Demise on Overlord's turns, he may place 1 lieutenant on the
of Baron Zachareth coming closer: "It's time for the board must be placed on empty spaces adjacent to him. reinforcing tile, if he had been defeated.
sacrifice! ... What the!?" No effect may be performed that would break this rule. [*: In a 2-hero game, do not perform this - Zombies
From the corner Belthir groans and grabs his glaive. Depending on which Elements of Demise remain on
are not in play.]
"You only had to escape." board, Lord Merick can perform special actions by
[**: In a 4-hero game, also place 1 Zombie, respecting
There has never been an escape out of this story for discarding first 1 ∏ token off the top of the respective
group limits.]
you... The confrontation has always been there and now Element of Demise, as follows (per colour):
is the time for your final resistance. - (RED): ∞Inferno: Perform an Attack. This attack
ignores line of sight and targets all heroes within 3 Victory
Monsters spaces of you. 1 attack roll is made, but each figure rolls
defense dice separately.
If there are no more Elements of Demise on the board,
read the following aloud:
Lord Merick Farrow, Belthir, Baron Zachareth,
- (WHITE): ∞Gale: Perform a Move action. You may Lord Merick kneels to the ground exhausted and with
Zombies*. move through any figure (but still must end movement no more strength to fight. Baron Zachareth upon
[*: In a 2-hero game, the Zombies are not in play.] on an empty space). At the end of your movement, each looking at the remaining shards of his precious stones
figure you went through suffers 2 ≥ and moves up to 2 exclaims in anger. He runs towards you with the half of
Setu
Setupp spaces away (you place them). the Shadow Rune firing lightning strikes at you.
Place the heroes on the "X" space as indicated on the - (BLUE): ∞Deluge: Roll 1 Yellow power die. Every Right then, the shattered pieces seem to shiver in
map. Place Search tokens based on the number of hero within 3 spaces of you suffers wounds equal to the unison projecting a portal right beside you that pulls
heroes. Place the lieutenants on the spaces indicated. ≥ shown and fatigue equal to the sum of ± and the you in its whirling vortex. You can hear a distant echo
Place 2 normal doors as indicated. number shown. as the screams pierce through the portal shift.
Take 4 uniquely coloured Rune tokens (White, Red, - (GREEN): ∞Quake: All heroes within 3 spaces of "You think you've won heroes? You think you've
Blue, Green). These are the Elements of Demise. you test µ. Whoever fails is Stunned. thwarted me? There's another half... Another one
Heroes assign the ones they won throughout the ELEMENTS OF DEMISE hidden in a vault! And I will find it! All of Daqan will
campaign to their heroes by placing the respective If a hero is adjacent to an Element of Demise, he may kneel before me!"
token on their hero's character sheet (Firestone : Red, attack it as if it were a monster. This attack affects only You eventually touch soft snowy ground. The wind
Airstone : White, Waterstone : Blue, Earthstone : 1 targeted Element of Demise. If however Belthir is blows cold as you stand up in wonder of where you
Green). Limit 1 token per hero. The Overlord takes within 3 spaces of Lord Merick, the attack misses. might have ended up. An old signpost covered in frost
the remaining ones and places them faceup on empty Each Element of Demise on board: directs you to the nearest settlement of Ukirlu.
spaces adjacent to Lord Merick. Then, the Overlord - has Health and Defence equal to the respective Lord Your deed is done and this night you walk triumphant
places as evenly as possible the ∏ tokens he claimed in Merick's lieutenant card based on the number of heroes under a star-filled sky towards the new days to come.
the previous encounter on the Elements of Demise on - is "Unmovable " and immune to all Conditions The heroes win!
board. The Zombies are not placed initially. - gains +1≤ in its defence for every ∏ on it
If the Overlord has 5 Villager tokens by his side, read
Keep 5 Villager tokens on a pile nearby. Place 1 - does not block movement or line of sight, but no
the following aloud:
objective (?) token next to the Stairs tile (see map). figure can end its activation or stay on its space
Your beaten bodies dress the floor as Baron Zachareth
Baron Zachareth starts with the "Shadow Rune" relic. - if it is attacked and the attack did not miss, discard 1∏
raises the half-stone of the Shadow Rune above you.
He does not discard this relic, even if defeated. from the top of it
"Your end has come!" Flashes of red, green, blue and
- if defeated, remove it from the board and from play
yellow emerge around the floating stones by Lord
Special Rules THE LINK Merick's side and gather inside the rune piece. A black
NO REST FOR THE WEARY If Lord Merick carries a relic, it is removed from play chained lightning hits you and immediately
At the start of the encounter each hero recovers 1≥ when the first Element of Demise is defeated. excruciating pain reaches your inner being. A
for every 2 cards in the Overlord's hands. Depending Every time Belthir is defeated, each Element of Demise terrifying distant roar echoes at the back of your head
on which Element of Demise a hero has assigned on on board suffers 2≥. and two huge flaming red eyes see you across forever.
them, they gain the following ability: Every time Baron Zachareth is defeated, remove 1 ∏ Your wish for death to come is shortly fulfilled.
-Firestone : Once per round, you may add 1± to one from each Element of Demise on board. If one does not The Overlord wins!
of your attacks. have any ∏ left, it suffers 2≥ instead.
-Airstone : At the start of your turn, you gain 2 LAMBS OF GOD Rewards
movement points and you may perform as a free action Once per lieutenant's activation, if he is adjacent to an This is the final quest. The winner of this quest is the
the "Air" ability ("until the start of your next turn, you Immobilized hero OR a hero's defeated token, he may overall winner of the entire campaign.
can only be affected by attacks from adjacent figures "). spend an action to test ∑. If unsuccessful, nothing
80
Final Resistance
Encounter 2
81
Intro
Escaping Treason
Act I - Introduction
The Goblinator The Scion Hybrid Secrets of the Swamp The Pact of Undeath
Act I - Electives
Inter A Inter B
Inter C Inter D
Pro II
A Glimpse of Evil
Act II - Prologue
Cavernous Blaze Ethereal Chains A Lily Among Thorns The Sword in the Stone
Playing with Fire Run like the Wind Draining the Waterheart Earthbound
Act II - Electives
Fin A Fin B
Fin C Fin D
82