Documenti di Didattica
Documenti di Professioni
Documenti di Cultura
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
in unison since the end of the Dragon Wars. Furthermore, rewards that refer to the “next” quest, encounter or
But in the magical world of Mennara, evil stirs and crackles campaign phase, should be regarded as temporary rules and can be also
added on the Campaign Log sheet. Depending on the specific ruling,
like the embers of a never-dying fire. Within its womb, an after they have been performed, these temporary rewards should be
unexpected foe will rise, feed the flames with greed and marked as used and erased from the Campaign Log sheet.
hunger for power and set the wheel of destruction in motion
once again... Plot Decks
Elements of Demise is a fan-made, freely available campaign book for If playing with Plot decks (available in Lieutenant Pack expansions),
Descent: Journeys in the Dark Second Edition. It contains 23 quests the Overlord may choose any plot deck at the start of the campaign.
(15 normal and 8 multi-plexed), created with the Quest Vault online However, if the rules of an encounter/quest specify that a lieutenant is
tool on Fantasy Flight Games official website. The quests are primarily not available for that encounter/quest, the “Summon” Plot cards of
designed to be played in a full campain setting, but may also be those lieutenants cannot be used in that encounter/quest.
separately chosen for a single-quest session (see “Single-quest Rules” on
this page). This book requires only the base game to play, but any Shopping Step
additional expansions can be added to enrich the experience.
During the Shopping step of each Campaign phase, the number of
Players should read the campaign-specific rules before beginning the cards revealed from the Shop Item deck is not based on the number of
campaign (see “Campaign Rules”). These rules provide additional players. Instead, players reveal 5 Shop Item cards, regardless of the
instructions to follow during setup, rewards, the Campaign phase and number of players. Other game effects that increase or reduce this
exceptions to existing rules. number are applied as normal.
To begin this campaign, refer to the rules for starting a new campaign Two-Hero Campaign
found on page 19 of the base game rulebook. Additional content added
from other expansions follows the rules as described on the Many encounters in the “Elements of Demise” campaign incorporate
corresponding rulebook. rules that depend on the number of players. Therefore, the rules for
“Two-hero campaign” introduced in the “Heirs of Blood” campaign
Players will play a total of 9 quests throughout the “Elements of book and latest FAQ by Fantasy Flight Games should be ignored.
Demise” campaign. After player roles, heroes, and classes have been
selected, players set up the Introduction quest entitled “Escaping The balance between the two battling sides has been taken into
Treason”. Players do not perform a Travel step before playing the account during the design of this campaign and the encounters have
Introduction. After the Introduction, heroes begin each Travel step at been scaled accordingly. Nevertheless, in games with two heroes, if
Arhynn and follow a continuous path to the chosen quest location players find the encounters still too hard for the hero side, they are
shown on the campaign map found on page 83 of this book. welcome to anyways include the official rules as additional.
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
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 noted to "We have no need for hollow names. We were shaped by the
flicker at night, wandering its halls. Maybe Lord world."
Merick has come back to reclaim his estate from As the antidote took effect and her eyesight cleared, her rival was
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
Lord Merick Farrow, Ettins, Zombies, 1 open group*. The portal connected to the Spider Den requires the
[*: cannot choose a group that consists of large figures] White Rune sign and the portal on the Exit tile Rewards
requires the Green Rune sign (see map). Win or lose, each player receives 1 XP.
Setup Lord Merick can receive the Rune's sign by spending an
If the heroes won, they receive the "Fortuna's Dice"
action while adjacent (or on) to one of the Rune tokens
Place the Ettins on the Storage Room and the Zombies relic.
and testing ∑ (Knowledge ). If successful, the
on the Stairs. Place the open group on the Laboratory.
Overlord places the corresponding token on Lord If the Overlord won, he receives the "Bones of Woe"
Place Merick Farrow on the space shown on the map.
Merick's card. If unsuccessful, nothing happens. relic.
Place Search Tokens based on the number of heroes.
Lord Merick may try multiple times to pass the test, as
Place the White and Green Rune tokens as indicated. After completing the quest, read the following aloud:
long as he spends an action.
Place two Locked Doors (red lines) and three Normal
If Lord Merick passes through a portal while carrying
Doors (yellow lines) as indicated. Place any Red and You return to Arhynn with numerous questions
Blue Rune tokens claimed from the previous encounter the respective Rune sign for that door, the Overlord troubling you. Passing through the market, you realize
on Merick's lieutenant card. If heroes won the previous discards the token from his lieutenant card. the hooded man is tailing you. You walk into the
encounter, they may remove 1 Rune token from his Heroes and monsters cannot go through the portals by
narrower streets and turn on a quiet corner, ready to
lieutenant card before the start of the encounter. any means. Line of sight cannot be traced through the
engage him.
portals.
He raises his hands in peace. "My lord sends his
Special Rules apologies for your adventurous mission. But lest you
A GREAT BALL OF FIRE
Reinforcements wish to withdraw from further offers, I have some
At the start of this encounter all heroes are Stunned. Only once for this encounter, at the end of the matters that need to be dealt with in silence. I am sorry
Overlord's turn, if on that turn Lord Merick passed for all the secrecy, but do keep a low profile. We don't
A TWISTED MIND through the White rune-locked portal, remove all want the people of Arhynn to panic over news of an
Lord Merick Farrow has for this encounter the extra Zombie figures from the board. Immediately place a uprising necromancer."
ability "Shambling". full group of Zombies at full health on the Crypt,
Furthermore, at the beginning of any of his activations, respecting group limits.
the Overlord may discard either a Red or a Blue Rune
token from his lieutenant card. If that token is Red,
Lord Merick recovers 2 ≥. If it is Blue, Lord Merick
gains 2 Movement points.
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 wound (≥). 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 Movement
The heroes win the quest!
Place Splig on the space indicated. Keep the monsters action and the special rule stated above.
on the spaces they were on at the end of Encounter 1. At the end of each of Splig's activations, all Goblin
Keep their wound ≥ tokens on. If Splig moves off the map through the exit tile, read
Archers on board are placed on empty spaces adjacent
the following aloud:
Heroes place their figures on the spaces marked with an to Splig or, if not possible, on the closest empty spaces.
"X". No monster can occupy those spaces at the start of They count as entering those spaces. "I'm NOT entertained! You've made me run too
the encounter. If it does, place it on the nearest empty much! I'm hungry now! Tell your master he can keep
space(s). whatever deals he has for himself! Or maybe..."
DO AS YOUR KING COMMANDS!
Your journey back to Arhynn takes several days. About
Remove all Goblin Archers. Place a group of Goblin All monsters except Splig and the Goblin Archers
as many as it must have taken Splig to digest all that
Archers at full health, with each figure adjacent to Splig cannot be activated until provoked. A monster is horse meat...
(or closest space possible), respecting group limits. provoked if:
The Overlord wins the quest!
Remove all doors from the game. Then, place a locked it is attacked, or
door on the Exit tile as indicated. if the Overlord spends 1 ∏ token while Splig's
figure is adjacent to it
Rewards
Remove any remaining Search tokens from the map Win or lose, each player receives 1 XP.
and place new Search tokens based on the number of From then on, that monster can activate as normal. To If the heroes win, they also receive 25 gold per hero.
heroes as indicated. remember which monsters are inactive, keep their cards Additionally, at the start of the next Travel phase,
facedown from the start of the encounter and turn heroes can look at the top 3 travel cards and put them
Special Rules them faceup whenever the rules above apply. back in any order they like.
THE RULES OF THE GAME TURNING THE TABLES If the Overlord wins, he receives 1 additional XP.
If the heroes won the previous encounter, at the Any hero adjacent to the Snowball Catapult can use it Additionally, he may choose one of the items of the
beginning of this encounter, the Overlord must trade to target Splig. The hero spends an action and Splig heroes. He may NOT choose a Relic. If it is a Shop
X ∏ tokens from his play area to heal X ≥ to Splig must make an Awareness (µ) test. If he fails, he is deck item, discard it from game and heroes get its value
until he is fully healed. The remaining tokens are kept Stunned and all adject Goblin Archers to him suffer 1 halved in gold (rounded down to the closest multiple
by the Overlord's side. ≥. If he succeeds, nothing happens. of 25 gold). It does not return to the shop deck for the
If the Overlord won the previous encounter, every time remainder of this campaign. If it is initial equipment,
Splig is called to try an attribute test and before rolling LOCKED DOOR discard it from the game.
the dice,
dice the Overlord may spend 1 ∏ to increase Splig's The locked door on the Exit tile can be opened only by
attribute by 1. This can be done only once per test (no Splig. He must spend an action while adjacent to it and
stacking effect applies). test Willpower (π). If successful, the door opens. If
not, 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 unnaturally so, almost The Blue Rune tokens are Shadow Orbs which have Victory
as if something is countering the little sun rays that the ability to "suck light", thus leaving the room in
If all orbs are Inactive and all hero figures stand on the
pierce through the waterfall. The falling water blocks complete darkness.
Dragon's Lair tile,
out the sound of sudden movement coming from the Their objective (?) side indicates that each such orb is
OR
ceiling. Belthir attacks you, but you manage to avoid his Inactive, while their faceup blue side indicates they are
if all orbs are Inactive and Belthir is defeated, read the
hit just in time. Instead, his glaive smashes an orb on a Active.
following aloud:
pillar right next to you and the cave immediately fills The Shadow Orbs are considered obstacles (they block
with some more light of the torches hanging from the movement and line of sight). Belthir halts to a corner coughing. "You are strong
walls. warriors you know. Alright... Tell his lordship Aether
With a grunt, Belthir jumps and glides deeper in his Once per activation,
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 Knowledge (∑) or Willpower (π) for
to be any willing. Now leave me be!"
that figure. If successful, flip the Orb token to its other
His lordship? Maybe you should ask for more gold the
Monsters side. If unsuccessful, 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) is
Special Rules distance) Shadow Orb (Active or Inactive). If this Orb
on a space that doesn't trail back (closed doors block
is Active, it becomes Inactive. If two Orbs lie in the
THE RUNE OF LIGHT trail) to an Inactive orb or the Entrance tile, read the
same distance, the heroes choose one Orb that
If heroes won the previous encounter, they gain the following aloud:
applies. Closed doors block trail.
"Rune of Light" (Rune) for this encounter. It is denoted
Engulfed in darkness you can hear your every footstep
Reinforcements
by the White Rune token and it acts as a normal
accessory item. louder, your every breath, even the beating of your
While a Shadow Dragon is adjacent to the hero that If at the beggining of an Overlord's turn Belthir is heart rising. At the end of the corridor, two shiny eyes
has this item equipped, it loses its "Shadow" passive defeated, he places him on the Entrance tile. forebode your gruesome death.
ability. A moment passes and then the door opens and a path
At the start of each of the Overlord's turns, he may of light leads you to the exit, your life spared by a non-
place 1* monster from his monster groups on the human creature. Along with gratitude, you can't help
Darkness tile, respecting group limits. but wonder what Belthir was hiding so valiantly in his
[*: In a 2-hero game, if this monster is a Shadow cave of darkness.
Dragon, the Overlord must discard an Overlord card to
reinforce. This may be done before or after drawing an The Overlord wins the quest!
Overlord card, at the start of his turn.]
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
Any Cave Spider adjacent to a non-webbed victim may may place 1 master Cave Spider and 1 minion Cave
man, you decide to tail him in hope of finding who is
spend an action to cover it with web. Place an objective Spider on the Exit tile, respecting group limits.
hiding 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 If adjacent to a Webbed victim, the master Cave Spider
1 monster from his open monster group on the spaces
close behind your contact before he leaves Arhynn. can spend an action to pick him/her up, if not carrying
marked with a large "X" on the Wild Bushes tile,
Following him beyond the river Rhynn andthrough any at the moment. Place the Webbed victim under the
respecting group limits.
the plains, you can't be too sure of not having been master Cave Spider figure. While being carried by the
master Cave Spider, the victim is not considered
noticed. By entering the forest nearby Carthridge you
lose his trail when his horseprints enter the swampy adjacent to any other space. Victory
area... On your way back out of the forest, you come If the master Cave Spider is defeated while carrying If there are no more Villager tokens on the map, read
across a most curious sight. Some teens are tied onto a a victim, place the webbed victim on the space it was the following aloud:
tree trunk with spider webs embracing them, only their defeated.
The master Cave Spider cannot pick up a non-webbed The monsters retreat behind the dense bushes as the
faces uncovered, pale and unconscious. You can do last of spiders enters a tree's opening. The rivulet that
nothing else but help these poor kids. victim.
The master Cave Spider successfullyabducts 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
(after abducted victims apart for the second Encounter.
drawing a card), if the Overlord has more cards in his
Place 4 Red Rune tokens on the 4 central spaces of the 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 proceed to the next encounter. If
Place 4* Villager tokens on the center of the Tree there is one). Remove the Webbed token from that successful, read the following aloud:
Trunk tile on top of the Red Rune tokens. victim.
[*:3 in a 2-hero game] You examine the rivulets' 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 any 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 him/her up. Place the victim on the hero's sheet.
The 4 Red Rune tokens on top of which the Villger
tokens are placed at the beginning of the quest denote a A hero who is carrying a victim may spend an action to
large tree trunk. Those 4 spaces are considered as place him/her on any of the hero's figure adjacent
obstacles (they block line of sight and movement) for empty spaces.
the quest. If a hero carrying a victim is knocked out, place the
victim's token on one of the heroe's adjacent empty
spaces. If there are none, place it on the space the hero
CAUGHT IN A WEB was knocked out on.
The Villager tokens are victims captured by the
monsters. They are initially web-tied to the tree trunk A hero cannot pick up a Webbed victim.
and have lost consciousness. A hero successfully rescues a victim he carries by
During the quest, any spaces the victims are on moving off the map through the Entrance tile. Place the
(excluding the initial tree-trunk's ones, see above) block villager token to the heroe's play area.
movement but not line of sight. They are not empty A hero who leaves the map this way may return to the
spaces and other victims cannot be placed on the same Entrance on his next turn (without the victim) by
space. 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 movement
made steps. Light is seeping through the entrance and ≤: 1 Black die defence Reinforcements
into the corridors of what looks like a tree-built cave. ≥: 2 health points per hero
At the beggining of each of the Overlord's turns, he
Trinkets are hanging from the ceiling shining and Attack: 1 Blue + 1 Yellow dice (melee),
may place 1 monster from EACH* of his monster
gleaming in the light. Strangely, a wave of heat hits Pierce 1
groups (Cave Spiders and Zombies) on the Entrance
your face and you notice a woman in white standing ±: Poison
tile, respecting group limits.
steps before you. ±: Disease
[*: In a 2-hero game reinforce from 1 group only]
"Who do we have here? Another group of adventurers?
Allow me to introduce myself... Lady Eliza Cath...
Farrow. Habits die hard - they stain on you." Bloody EVERYTHING IS ILLUMINATED Victory
teeth smile at you with a dreadful set of animal fangs. The 4 Blue Rune tokens represent Prisms hanging
If the heroes defeat all Vampires and Lady Eliza, OR if
"Mmm, you've come too late. I already ate. Maybe my inside the cave. The heroes can turn them so that the
they "illuminate" the Tree Cave (see Special Rules),
servants would like to have a bite though." She is cave is engulfed in light.
read the following aloud:
carrying a book. Whatever it is this vampire came While adjacent to any of them, a hero can spend an
looking for here in the first place, it can't be good for action* to turn the Prism to the right position. To mark As the last vampire turns to dust, you can hear the
the people of Arhynn. She smirks at you and slides to that, turn that token to its objective (?) side. When a lingering wail of Lady Eliza through the corridors of
hide before you can catch her. hero turns a prism, that hero may heal 1 condition of the ancient tree.
his choice. "Do not consider this to be the end..." she whispers
Monsters [*: In a 2-hero game, the hero may instead spend 1 ∏
while adjacent to a prism for a free action to turn it]
eventually and then the whole tree cave starts rotting
fast.
Lady Eliza Farrow, Zombies, Cave Spiders. By the time you have escaped, the tree has shed its
If all 4 prisms show their objective (?) side, a hero
leaves and its entrance has disappeared, covered in a
Setup adjacent to the Large Mirror (White Rune token) can
spend an action to fill the cave in light. Heroes win the
mass of shrivelled roots.
Place 2 Normal Doors as indicated. Amidst the remaining cobwebs you find a doll hanging
quest (see Victory).
Place 4 Blue Rune Tokens (Prisms) and 1 White Rune with an eerie smile on its face.
If a Vampire at the start of its activation has line of
Token (Large Mirror) on the spaces indicated. sight to a "turned" prism (objective (?) face up), it The heroes win the quest!
Place Search Tokens based on the number of heroes. suffers 1 ≥.
Starting by placing the master adjacent to the Prism on If at the end of the heroes' turn 2 or more heroes are
the Stalagmite Cave, and moving in a clockwise PERSISTENT AILMENT both Diseased and Poisoned, read the following aloud:
direction, place 1 Cave Spider on an empty space For this encounter, the Poison and Disease conditions
adjacent to each Prism. inflicted on heroes cannot be avoided with any heroes' As the sickness kicks in, sweat starts running on your
Similarly, starting by placing the master adjacent to the skills/abilities/feats/cards. Furthermore, the only way forehead and everything in the room begins to go
Prism on the Reliquary, and moving in a counter- for heroes to remove these two conditions is by passing around in circles.
clockwise direction, place 1 Zombie on an empty space the according test at the start of their turn, or by "Don't worry heroes... You will not turn... But this
adjacent to each Prism. turning a Prism and by no other means.
means should teach you a lesson not to meddle with our
All monsters are placed respecting group limits. plans..."
If a hero is knocked out, do not discard any Disease You can only hope you can be strong enough to reach
Place Lady Eliza Farrow and a Villager token on the and/or Poison conditions from his sheet. Arhynn and find the right medicine for this nauseous
spaces indicated. disease.
In addition, place a number of Villager tokens equal to If a hero makes a Stand Up action, he may choose and
those in Overlord's play area on empty spaces adjacent test for one of the Disease/Poison conditions (if he has The Overlord wins the quest!
to Eliza. one).
For each Villager token in the heroes' play area, the On his turn, if a knocked out hero chooses not to stand Rewards
Overlord discards 1 card at random from his hand. up and remain knocked out, the Overlord chooses
either a Poison or Disease condition. The hero suffers Win or lose, each player receives 1 XP.
Special Rules that condition. If the heroes win, each hero receives 1 additional XP.
A VAMPIRE'S TOUCH Additionally, at the start of the next quest, one of the
The victims abducted from the previous encounter A DIAMOND FOR DISEASE heroes receives the "Cursed Doll" Search item.
were previously bitten by Eliza. They have now fully Every time a hero is defeated, the Overlord takes 1 of If the Overlord wins, he receives 1 additional XP.
turned! that hero's tokens to his play area. Additionally, at the start of the next quest, the
Each of them is a Vampire minion monster and they act A hero has all his attribute values decreased by 1 (to a Overlord may choose two different heroes. One
as one monster group. minimum of 1) for each hero token of their colour at becomes Diseased and the other Poisoned.
Each Vampire has the following stats: the the Overlord's play area.
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 not risen,
risen Sir Alric cannot be attacked or activated.
Lady Eliza always remains on the space she was placed If all Cressets have been blown out (all show the
ACT I ~ "The Pact of Undeath" during setup, until either defeated, Margaret dies or objective (?) side) Sir Alric rises. Then read aloud:
The words of Lord Merick Farrow about resurrecting called to continue the ritual (read below). She can still Summoned by foul magic, the Lords of Oru'khan
his brother still echo ominous in your head. The Black attack and use skills. defend the entrance to the tomb. Amongst their
Knight against his people, standing fully armed is a At the start of the encounter Lady Eliza is wounded. moans, a profane incantation echoes inside. A moment
grim image indeed. After another odd meeting with the Place 2 plus the number of heroes ≥ on her card. later, the stonework shatters and from its grave the
hooded man, you are directed to go southwest along the Margaret has 6* health. She cannot be attacked and she towering form of Sir Alric rises, shield in hand.
river Rhynn where you might encounter the Farrows at cannot regain any health by any means. From the next Overlord's turn Sir Alric may be
Sir Alric's grave. [*: 7 in a 2-hero game] activated as normal.
As the veil of night falls, an unnatural coldness While Lady Eliza is adjacent to Margaret: If Lord Merick is defeated before Sir Alric has
surrounds you as you walk close to the fog-covered At the start of her activation, the Overlord rolls 1 Blue risen AND Lady Eliza is still in play (either at
river. You suddenly hear galloping thuds closing in on attack die. For each ≥ showing, Margaret suffers that Overlord's side or next to Margaret), she is called to
you. Soon enough, two horses run past you with their much damage and Eliza may recover that much health. continue the ritual. Place her figure on Merick's last
loose reins flailing. You run towards the way they came This roll cannot be affected by any cards or skills. space. She can perform the above test similarly.
from and through the bushes you see some dim lights If Margaret dies, or Eliza is called to continue the ritual, If BOTH Merick and Eliza are defeated and Sir Alric
flickering in the distance. read this aloud: has not risen,
risen he is forced to rise.
rise For each Cresset still
All of a sudden, an old bearded man in a rich green Running her tongue round her lips, Eliza opens her red burning, Sir Alric has 2 less health.
attire and horror-struck face rushes towards you. eyes in satisfaction. "So... invigorating..." She disappears Once risen,
risen Sir Alric has the additional ability:
"Please help me! We have been ambushed by some in the darkness leaving the lifeless child lie cold and Decay 1: At the end of the Overlord's turn, this
terrible beings! A woman took my dear Margaret with pale. With no one left to protect, the guardsmen lose monster suffers 1 ≥.
her... said she'd eat her! Please save her!" their will to fight and flee to aid their surviving master. After Sir Alric has risen,
risen a hero adjacent to a blown-out
Remove all Villager tokens from the game. Remove Cresset may spend an action to test ∑. If successful,
Monsters Lady Eliza from the board and keep her by the flip the token faceup and Sir Alric suffers 2 ≥. If
Overlord's side for later (read below). unsuccessful, nothing happens.
The Farrows, Zombies, 3 open groups.
If Eliza is defeated and Margaret is alive, read 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 The heroes can now attempt to rescue Margaret. Any
None.
Place the lieutenants on the spaces indicated. Place the adjacent hero (or Guardsman) can pick her up as an
Zombies on the River Crossing tile. Place 1 open group action and carry her off the map through the Entrance Victory
on each of the Front Yard, Bridge and Waterfall tile. A hero can with an action put her down on any If heroes defeat Sir Alric, read the following aloud:
tiles, respecting group limits. Place Search tokens based adjacent space. If the hero carrying her is defeated, place The Black Knight staggers and with a pained
on the number of heroes. Place 2 normal doors as Margaret's token on the hero's last space. movement he throws his equipment down. Then, Lady
indicated. Place 5* male and 1 female Villager tokens If Margaret is rescued off the map through the Eliza Farrow appears out of the crypt's entrance and
on the spaces indicated. Place on top of each male Entrance tile, read the following aloud: with a terrible wail she forces you to your knees,
Villager token a ∏ token. Lord Myron rushes towards his daughter's body with shutting your ears disturbed. Merrick helps his brother
[*: +1 in a 3-hero game; +2 in a 2-hero game; see map] agonizing eyes. "Oh by the light of Kellos! What did run to her side as she seals the crypt again with a blood-
that witch do to her? At least she is alive. I think..." seeping crest.
Special Rules Place Margaret's token to the heroes' side. A hero may The heroes win the quest!
return through the Entrance on his next turn. If a
THE GUARDSMEN Guardsman rescued Margaret, he does not return. If Sir Alric moves off the map through the exit,
The male Villager tokens are Guardsmen ambushed immediately read the following aloud:
and tied by the minions. They are obstacles and cannot SWIMMING Following his brother, Lord Merick Farrow stops to
be targeted unless untied. Any adjacent hero can spend As an action, a hero on an "X" spaceadjacent to the glare at you from the crypt's entrance. "You'd better
an action to untie one of them. Remove the ∏ token Bridge may test µ to swim under. If successful, place give up while there is time. Families are stronger when
from the respective guard. As long as Margaret is alive his figure on the other "X" space adjacent to the Bridge united..." With a quick spell he seals the crypt.
rescued the untied guards join the heroes! They
or is rescued, or, if occupied, to the closest empty space. The Overlord wins the quest!
are activated after the last hero's turn by him. For all As an action, a hero on therightmost "X" space of the
purposes, they act as heroes, but can only Attack,
Move, Swim, Open/Close Doors, untie other
River Crossing may hurl himself over the waterfall. Rewards
Place the hero on any empty space along the edge of the
Guardsmen and interract with Margaret. The Overlord Waterfall nearest to the River Crossing. Roll 1 Red Win or lose, each player receives 1 XP.
does not draw cards for defeating them. Power Die; the hero suffers damage equal to the ≥. Regardless of the outcome, if Margaret was rescued,
Once untied, a guard has as stats: heroes receive additionally 75 gold.
FULL MOON MADNESS If the heroes win, they receive the "Shield of the Dark
¥: 4 Movement, ≥: 6 Health, ≤: 1 Grey Die Lord Merick is performing a necromantic ritual to God" relic.
∂: 4, ∑: 1, π: 3, µ: 4 resurrect his dead brother. If the Overlord wins, he receives the "Shield of Zorek's
Melee Attack: 1 Blue and 1 Red Dice, ±: Pierce 2 Once per activation, Lord Merick can spend an action Favor" relic.
to test ∑ while adjacent to one of the burning
Cressets. If successful, the Cresset is blown out. Turn
that token to its objective (?) side. If unsuccessful,
nothing happens.
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 on
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
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
whatever he is looking for there."
the walls and rubble.
Under the lead of the mysterious man you ridehigher
the Carthmounts on unknown rocky slopes as stormy THE MAN IN THE OBSIDIAN MASK The heroes win this encounter!
clouds bring a downpour. An old, brooding and hidden Baron Zachareth's figure represents the Man in the
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, from 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 Movement action.
action He can only sometimes. Like yours..."
Lord Merick sees you gather up readying your weapons
Monsters 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 None of the lieutenants can attack the Man in the gaze to the man again who stands up without sound.
Dragons, Goblin Archers, 1 open group. Obsidian Mask. "Your fellows have been quite a nuisance. I also know
[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, they receive 1 XP. Additionally, they may
If heroes won "The Pact of Undeath", Sir Alric Farrow
look at the faceup side of up to 2 random Overlord
will not be present.
Reinforcements cards in his hands.
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
Mountain. Zombie on the spaces indicated. Place one open 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 Overlord
by the hooded man bearing an anxious face. m u s t choose 1 of the Elemental Keys and place it on the
disregarding group limits.
"My apologies for not contacting you sooner. It is base of the Elemental Guardian. Then he places its
Place the Elemental in one of the large "X" places on
strange to say so, but... I'm sorry for what I have put you the map and place at its base the respective coloured figure on the according large "X" space of the map.
through. Please, you have to come with me now." Rune Token (see Map).
The mystery grows ever stronger as you leave the back Victory
gates of Arhynn behind you and enter the nearby If "The Pact of Undeath" quest was played and the If Lord Merick OR the Master Zombie is defeated, read
forested area. Two unknown men and one riding a Overlord won it, Sir Alric Farrow has the "Shield of the following aloud:
black horse await you. The mounted man nods at the Zorek's Favor" relic.
other two who immediately seize the non-resisting Lord Merick cannot have a relic assigned to him in this Lord Merick turns his head furious. "Always meddling!
hooded man. encounter. Do you even know who your master is? You've been
"Greetings", he calls from the seat of his horse. You can ordered around like sheep! And you shall be sent to
only hear his voice as his face is hidden behind a big Special Rules slaughter as such! Speaking of the devil..." The figure of
obsidian mask."I am your... employer. Don't worry the masked man appears beside Lord Merick.
ELEMENTALISM
about him. It's just some precautions - as well as this "Excuse my methods - I needed to get to you. To talk to
The 4 coloured rune tokens are the Elemental
mask. I need you to come with me tonight. It is a you. Did not know if you would talk to me."
Keys. Every time the Elemental Guardian is placed on
matter of utmost importance." "About artifacts of power? Very well then..." Lord
board (see Reinforcements) it acquires a Key on its
You decide to ride with him through the woods and Merick brandishes a magical staff at you and you and
base. During its activation, it gains 1 free special action
river, up the Carthmounts. "Lord Merick has found an your weapons are blasted away through the walls of the
of the accordingly coloured token as follows:
old relic which led him to a sacred place of one of the cave.
Red: ∞Fire, Blue: ∞Water,
slayed dragonlords. I believe he seeks to wield the
Green: ∞Earth, White: ∞Air The heroes win this encounter!
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
part of its normal 2 actions, during the same activation.
and take a turn at the foothills surrounding it close to If there are ever all 5 zombies on board, read the
Every time the Elemental Guardian is defeated, the
its lake. The entrance to a cave lies open and long following aloud:
closest hero gains its token. Place it on the hero's sheet.
winding stairs lead downwards.
Additionally, remove 1 minion Zombie from the board
"Go on then, you have to stop him!" The order in the The ritual completes and consonant whispers fly with
(keep it on the side available). In a 2-hero game, the
man's voice sounds insulting, yet you can do nothing the wind: "CCh a i n e d t h e S h a d o w L o r d l i e s i n a
Master Zombie also suffers 1 ≥.
else but go after the necromancer. prison shattered, yet the prison is the key that
THE LOCKED GATE & DOORS can bring life to matter. Four are the elements
Monsters The locked door can only be opened by heroes by and four are the binds, search in the corners to
passing a test. The attribute to test is equal to the square the signs."
The Farrows, Zombies, Shadow Dragons, Goblin
Elemental Keys collectively claimed by the heroes. If Lord Merick awakens from his trance when you realize
Archers, Master* Elemental, 2 open groups (not
successful, remove the locked door from the game. you can't feel your legs any more. You turn and see the
Elementals).
The normal doors cannot be opened/closed as normal.normal masked man's glowing hand draining your strength
[*: In a 2-hero game use a minion instead]
They can only be operated after the respective before Lord Merick raises a magical staff that blasts you
If heroes won "The Goblinator", the Goblin Archers Elemental Key for that room has been placed on the and your weapons away through the walls of the cave.
will not be present. Elemental Guardian.
The Overlord wins this encounter!
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.
If heroes won "Secrets of the Swamp", Lady Eliza Rewards
Farrow will not be present. ANIMATE DEAD If heroes win, they receive 1 XP.
If heroes won "The Pact of Undeath", Sir Alric Farrow While the locked door is closed, at the beginning of
will not be present. each of the Overlord's turns, before drawing If Overlord wins, he receives 1 XP. Additionally, he
cards, he must perform a special test. The attribute for may discard 2 cards from his hand to draw 1 card from
Setup this test is equal to the number of Elemental Keys still
on board (including the one on the Elemental
his discard pile.
Place 1 locked and 4 normal doors as indicated. Guardian's base). If successful, place a minion Zombie This is the first of the two encounters of the Interlude
Place Search Tokens based on the number of heroes. adjacent to Lord Merick. If unsuccessful, the Master quest. The side that won cannot spend the experience
Place 1 Rune token of each colour near the large "X" Zombie suffers 1 ≥. until the next normal Campaign phase.
spaces as shown on map. The Overlord may discard 2 cards from his hand to For the second encounter, immediately proceed
Keep the Villager tokens on a pile within reach. apply -1≤ to the results of the above test after dice are to I n t e r l u d e C if heroes won the Introduction
Heroes place their figures on the spaces indicated by rolled. "Escaping Treason".
the small X's on the map. If the locked door is opened, the above test is always Otherwise, proceed to I n t e r l u d e D .
successful.
32
Betrayal is a Symptom
Encounter 1
33
On Fluxing Grounds
Encounter 2
NOTE: Play this encounter only if the heroes won the If Lord Merick is adjacent to Bane, he may spend an
Introductory quest "Escaping Treason". Otherwise, action to enchant her. The Overlord takes one of the Victory
play the next one (Interlude D) instead. available coloured rune tokens from Lord Merick's card
If the Man in the Obsidian Mask is defeated, read the
and places it on Bane's figure. Merick may spend both
INTERLUDE C: "On Fluxing Grounds" following aloud:
his actions enchanting her, but Bane cannot have
Your escape has been a close one. The doors behind you multiple copies of the same enchantment at any time.
The mask has finally cracked and shows an ireful
are sealed shut and the monsters will not bother you for Before Bane's activation, the Overlord may discard any
mouth spitting words in anger. "Curses! Rats like you
a while. The feeling of having been used for evil deeds number of tokens from her figure (return them on always find a way it seems..." Lord Merick hastily
hits you hard and a newfound strength for justice Lord Merick's card), which will give her the respective charges the glyph of teleportation and a portal opens.
propels you to go after your revealed enemy. ability for that round: Immediately, the two men jump into it as you follow
You backtrack a little to collect your weapons from Red:
Red Pierce 2 (for all of her attacks this round) close before it disappears.
where Lord Merick blasted you away. Through the Green:
Green ∞Heal 3 A sense of displacement and the room shifts as you are
many silent corridors of the abbey you start to believe White:
White ∞Affliction (Overlord chooses a condition transported above ground. In the distance, the staff
you are alone by now. Yet, soon enough the voices of and all adjacent heroes to Bane receive the according changes hands and the masked man turns to you with
the two men come whispery from the winding halls: condition) rage. "I release you from your duties!"
"...side a rune. I need both halves in order to awaken
The staff's orb glows purple-black, but before it strikes,
him. I know you managed to steal the staff from the If Bane is defeated, the door to the Laboratory is
a winged figure flies over you and grabs the staff. The
winged one's cave. I have been trying to befriend him unlocked.
man yelps with anger as Belthir, the dragon hybrid,
for weeks, but I see you achieved a swifter resolve... My If Lord Merick is defeated, heroes may flip one of the
takes the orb from the staff and throws the remaining
plan needs you and I need what you carry. Join me and I charged Glyph Parts on the Laboratory to its facedown
rod towards you, piercing the ground. Belthir holds
promise the Land of Mists will be yours." (uncharged) side.
high the orb in the moonlight and from within you see
"Intriguing promises. I see our master in Greyhaven has
the origin of the purple black glow; a broken rune
taught you the ways... Very well, our interests coincide.
THE PRESTIGE pulsating with magic.
Along with the power of the elements, I could..."
The Glyph Parts do not block line of sight or "After him!" Both men run awayand out of sight,
Large spiders crawl behind you. You can do nothing
movement. leaving behind their previously cherished staff.
but counter them which ultimately gives you away.
"Still fighting eh? You know how to choose your While adjacent (or on) to one of the Glyph Parts, a
The heroes win the quest!
subordinates..." lieutenant may spend an action to test ∂. If successful,
"Release the Dragon! We need to leave this place the Overlord moves the respective token 1 space in any
immediately!" direction. None of the parts can enter a space occupied If all Glyph Parts are charged and cover the "X"
by another part. If unsuccessful and the two lieutenants spaces and both Lord Merick and the Masked Man are
Monsters are in play, they immediately exchange places on board.
They count as entering those spaces and their
on them, read the following aloud:
Baron Zachareth, Lord Merick Farrow, Master* activation continues. The two men are nowhere to be found but the door to
Shadow Dragon, Cave Spiders. If any of the Glyph Parts is facedown AND it lies on the laboratory lies open now and a shimmering light
[*: In a 2-hero game, replace it with a minion] one of the spaces marked by the "X" on the map, it may flows from inside. As you enter, a portal is floating open
No other lieutenants can be used in this encounter. be charged with magic. A lieutenant adjacent (or on) it through which you assume they must have escaped.
can spend an action to test ∑. If successful, flip the You brace yourselves and enter before it closes. Shifting
Setup token to its charged (Blue) side. If unsuccessful, the in and above ground you finally fall on the wet grass
lieutenant suffers 1 ≥ and a ∏ token is placed on his outside. The masked man has the staff already pointed
Place the lieutenants and the Shadow Dragon as
figure. At the end of each of the Overlord's turns, if a towards you.
indicated. Place the Cave Spiders on the Spider Den.
lieutenant has a ∏ token at his base and the two "I guess this is goodbye now, my dear servants." The
Place Search tokens depending on the number of
lieutenants are in play, they exchange places on board. strike never comes as a winged creature raises its glaive
heroes. Place a locked door as indicated.
Remove all ∏ tokens from their bases. behind the man and strikes the staff's orb. The purple
Place 4 Blue tokens facedown (objective side) on the
shard that was once inside it is snatched in the air by
spaces indicated. Place a Red, a Green and a White rune These tests may be tried multiple times, as long as an
Belthir, the dragon hybrid. The two men turn their
token on Lord Merick's lieutenant card. action is spent. attention to the flying thief and start chasing after him,
Relics may be assigned to the lieutenants, but none of If all Glyph Parts are charged and cover the "X" spaces, leaving you behind still on the ground.
the ones used in the previous encounter. the locked door unlocks.
Heroes cannot interact with the Glyph Parts. The Overlord wins the quest!
Special Rules
BANE AND HER THOUSAND YOUNG Reinforcements Rewards
Bane is a Spider Dragon, denoted by the Shadow At the beginning* of each of the Overlord's turns, he Win or lose, each player receives 1 XP.
Dragon. She has the same abilities of the respective may place 1 Cave Spider on the Entrance tile,
monster card, 2 additional health per hero and the If the heroes win, they receive the "Staff of Light" relic
respecting group limits.
extra abilities: and the Overlord draws 1 less Overlord card at the
If Lord Merick is defeated, instead of reinforcing with a
Web beginning of the next quest (Act II - Prologue).
Cave Spider as per above, place Lord Merick on the
±: Poison Entrance tile. If the Overlord wins, he receives the "Staff of Shadows"
[*: end of turn in a 2-hero game - therefore, reinforce relic.
before exchanging places of the lieutenants, if required]
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 treasure 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 the door for the first time. After that, remove the door The two men pause their retreat in defeat. Through the
remaining monsters in the cave. After some time, you 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 breeze 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 and 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
monster group. Every turn, each Shadow has the next to it.
an exit. The sky is clear now and the pitch black
following stats: "Only here to reclaim what's been stolen from me."
darkness is broken only by the light of a crescent moon.
¥ (Movement):
(Movement) equal to the respective hero (but can With a bow to you he takes the shard and flies away.
The figures of the two men stand in peace a few metres
only move to spaces adjacent to that hero) "NOOO!", bellows the man. "You... you will regret
across. Lord Merick was about to give his powerful staff
≤ (Defence):
(Defence) equal to the respective hero this!" Both men run away and out of sight, leaving
to the masked man, but your presence has caused them
≥ (Health):
(Health) equal to the number of heroes behind their previously cherished staff.
to scatter about. The masked man raises a magical seal
and flees to the tunnels, while Lord Merick takes cover Abilities: Shadow, Unmovable
The heroes win the quest!
in the shadows. Attack:
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)
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 ofeach 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 per hero). It doesn't count as entering
raises the staff.
the space.
"Goodbye my servants. You are released from duty!" As
Setup If there are no empty spaces adjacent to the Hero's
figure, do not place a Shadow, but instead the hero is
he is about to strike you with the staff, a winged
Place the lieutenants on the spaces indicated. creature appears before the moon and raises a glaive. It
Stunned.
Place 1 locked door as indicated. strikes the staff's orb which breaks and from within a
Place all 10 Objective tokens on the spaces indicated. When a hero ends his activation, if there is a Shadow of purple-black shining shard flies in the air. Belthir, the
Take 1 Unique Search token and Search tokens equal his "type" on board, the Overlord places that Shadow in dragon hybrid, snatches the shard and smiles eerily as
to one less the number of heroes. Place them as an empty space adjacent to the hero's figure. If there is he floats above the two men caught off-guard. With a
indicated (depending on the number of heroes), with none, the Shadow is immediately defeated and the hero flap of his wings he turns to the sky.
the Unique's token position chosen by the Overlord, is Stunned. "Curses! After him!"
hidden from the heroes (facedown). You stand breathing heavily after the long run, yet,
If a Shadow is defeated, the respective hero suffers 2* survivors from certain death.
Special Rules
≥ and Lord Merick heals 2 ≥.
[*: 1≥ in a 2-hero game] The Overlord wins the quest!
BLOCKED PATH
Each of the 10 Objective tokens (Rubble) is treated as If a hero is knocked out and a Shadow of his "type" is
also on board, the Shadow is simply removed from the
Rewards
an obstacle (they block line of sight and movement).
board. Win or lose, each player receives 1 XP.
A hero or lieutenant adjacent to one of them can spend
an action to test ∂. If successful, remove the Rubble If the heroes win, they receive the "Staff of Light" relic.
token from the game. CLAIRVOYANCE If the Overlord wins, he receives the "Staff of Shadows"
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 for 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
the base game rulebook. Then, 3 Act II quests can be played. The only solution! Look
Theodir! It mu at what it has
exception is that the only available choice as a first Act II quest is the st be separated done to
twin.” as far as p
PRO II, “A Glimpse of Evil”. After that, the choice of the next quest is
determined by the winner of the previous quest as normal.
“The shard wa
s never meant
made it possib to be broken.
le - Palamon The blade
right does he cl made it possib
aim upon it? C le. What
40 an you even tr
The Capital of the Barony of Carthridge surrounds
ust him?”
“Yes... yes, I ca
castle Talon, Baron Zachareth's principle residence. n.”
An equally wealthy city to Arhynn, the two cities have
grown in unison and good terms through the decades. “... Aaah... A
lright... And
Its markets hold many trinkets to be purchased, but leave the matt I trust you, P
er to your han ellin. 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. Cowrdly in 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 rare travellers
intimidating with their ever-howling winds and keen on crossing them to reach southern cities. But
dangerous thunderstorms. An ancient dragon named many caverns exist here, dug up by huge old insect-like
Aether is said to be dwelling there. None in their right creatures, creating an unstable ground with many
minds though would go to find out if such creature is cliffs, cravasses and dangerous chasms.
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 into the land.
old and powerful.
64 68
A vast emptiness stretches until where the horizon Old houses make noises, but Lord Merick's estate has
ends in the north edges of Arhynn's forest. The desert become much more vociferous since its owner's
is a hot wasteland where only hermits could consider reappearance. Iron bars screeching as if bending,
this landscape to their liking. But it did not use to be wood cracking as if breaking and random bangs of
like so some hundreds of years ago. A catastrophic stone debri falling, make the house seem as if it is alive
event caused the ground to burn and quickly erode, and collapsing on its own accord.
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 receives 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 receives 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 helpless. 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 Dragonlord himself!" Lord Merick jumps down from
red. The words that come from his mouth are not his: the rostrum and starts running as you turn your The heroes win!
"Release
Release me!"
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 the
and the voice speaks once more through him.
Monsters Overlord.
Treat him as one of the hero figures. He is activated
"II will not be reduced to this. Find the other half.
Lord Merick Farrow, Belthir, 1 open group. Release me from this prison."
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
receives 2 actions. He cannot recover health by any
pain. He opens his mouth and spills blood along with
means. The heroes can no longer target him for attack
Setup (but monsters can now).
the purple-black rune.
"A failed experiment it is then... This must be returned
Place the lieutenants on the spaces indicated. At the end of any 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),
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 DRINK OR SPILL
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. From action to test ∂. If successful, he carves out of his chest If the Overlord wins, he receives the "Shadow Rune"
then on, anyone may Open/Close the door. the Shadow Rune half (see Victory). If unsuccessful, relic.
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.
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 their
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
Setup successful, the minion Goblin Archer is intimidated.
intimidated Its and go back. Carved on top of the entrance are symbols
figure is placed 1 to 3 spaces away from the hero (hero's of fire in old hieroglyphs.
Place Search tokens based on the number of heroes.
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
nothing happens. Regardless of the outcome, any claimed Blue Rune
Keep in a pile a number of Red Rune tokens equal to
the minion Goblin Archers in play. tokens by the Overlord remain at his side for the next
[*: 3 in a 2-hero game; see map] encounter.
COWARDLY CRITTERS
A minion Goblin Archer that isintimidated (has a Red
Special Rules Rune token at its base) cannot be activated during the
HASTE AND ANXIETY Overlord's turn nor attacked by any side.
In every Overlord's turn, he is obliged to activate the A master monster adjacent to an intimidated minion
Goblin Archers monster group first. Goblin Archer may spend an action to instill some
courage on it. Remove the Red Rune token from the
minion Goblin Archer. From the next Overlord's turn
GO WITH THE FLOW it activates as normal.
The 2 water spaces of the River tiles marked with an
"X" form a small water passage. While a figure stands Reinforcements
on an "X" space, it may consider the other "X" space
adjacent to it for attacks in between these two spaces At the beginning of each of the Overlord's turns, he
only. Furthermore, the two "X" spaces are considered to must place up to 2* Goblin Archers (as many as he is
be adjacent only for small figures for movement and allowed) on the Exit tile, respecting group limits.
movement-related abilities, skills and feats. [*: In a 2-hero game, reinforce with only 1minion
Goblin Archer].
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, life and Each locked door denotes a wall of fire. them may be an attack. She may attack only the figure
justice. She had been living in a cave for unnaturally A fire-branded figure (heroes or Splig), or a hero with which carries the Firestone. Her stats are:
long years, eventually driven mad, burnt her own eyes the Scroll of Fire Control can Open/Close these doors ¥: 4 movement
and left worshipping the mere heat of the flames. as if they were normal doors. Melee Attack: 1 Blue, 2 Yellow, with:
But 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
her long before his voice.
spend an action to give it to an adjacent fire- Victory
Monsters branded hero. The hero that gives the Firestone is still
subject to the abilities listed below until the end of his
If a hero carrying the Firestone exits the map through
the Exit, read the following aloud:
Splig, 1 open monster group. turn. 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, the figure carrying the Firestone may The Overlord wins!
the caves. For each Blue Rune token on Splig's choose to drop it as a free action. If this is done or if the
lieutenant card: figure is defeated, immediately place the Firestone back Rewards
- his maximum health increases by 2 to its initial position on the lava space (see map). Win or lose, each player receives 1 XP.
- he adds 1 Brown die to his defence pool
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 power die.
BRANDED BY FIRE token and considered neither a monster nor a hero. She
A hero that enters a lava space becomesfire-branded.
fire-branded is invulnerable and immune to all conditions. If the Overlord wins, he receives 1 additional XP.
Place a Red Rune token on his hero card. This token Additionally, he may also return 1 of his purchased
cannot be traded. Limit 1 per hero. She does not activate unless a figure carries the Overlord cards to the pool of available cards, and gain
For this encounter, consider Splig to be alwaysfire- Firestone. XP equal to the cost of that card.
branded (no token required). If a hero is carrying the Firestone, the Fire Witch is
activated by the Overlord at the end of his turn. If heroes win, they also receive the "Firestone" key
If Splig is carrying the Firestone, she is activated at the item. Mark this with an "F" on the Campaign Log.
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 the
If it was a Miner, place an objective (?) token under
Arhynn. You remember the surreptitious plans of your 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 aBlaze 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. following aloud:
couple of pillaged villages, which share a common At the start of each of the Overlord's turns andbefore
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 ∏ - 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 are still Blazes burning, Splig can feed the in flames and the bearings in the mines burn to ashes.
on the Miner's Cart tile. flames. Once per activation, if Splig is adjacent to a The mines collapse - a lesser disaster than the scorched
Keep the rest objective (?) tokens on a pile. Blaze, he can spend an action and place 1 ∏ on it. land that surrounds you.
The Overlord wins the quest!
Special Rules SPLIG, THE COWARD
THE VILLAGE PEOPLE At the beginning of any of the Overlord's turns, if there Rewards
The Villager tokens are Miners who are initially is no Blaze left burning, then read the following aloud: Win or lose, each player receives 1 XP.
trapped by the fire. If the fire that relates to their tile is
put out (read below) they activate at the end of the last A loud CRACK is heard and Splig's yelps dominate If the heroes win, they receive 30 gold per hero and 25
hero's turn by him. They cannot recover health by any amidst the madness. "Aaah, aaaii! It burns! Buuuurns! extra gold for each villager remaining on board.
means and are immune to all conditions. They gain 2 Darn witch spells!" The cart full of loot he was pilling Additionally, in the next Shopping campaign step, one
actions and may only Move and Throw Water (read up broke down and is on fire now as well. The King no more Shop Item card is revealed to the heroes.
below). Miners' stats are: longer has control over his magical stone that started
¥: 5 movement If the Overlord wins, he receives 2 additional
the fires. Sparks erupt from the orb in his hands as he is
≥: 6 health XP. Additionally, in the next Shopping campaign step,
making a quick retreat, but not if you can stop him.
≤: 1 Black defence die one less Shop Item card is revealed to the heroes.
If defeated by monsters, Miners are removed from the Splig tries to escape (see Victory conditions). Remove
If heroes win, they also receive the "Firestone" key item.
game. all wounds from Splig and place him on the small
Mark this with an "F" on the Campaign Log.
"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,
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,
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 - The Masked Man may cast Dominion on Aether, only
Before he sees you, you push him back to a dark alley powerful gust of wind that breaks the walls of his if the Overlord spends first 1∏. If successful, 'slide'
where he starts weeping. prison. It is time to escape. Aether up to 2 spaces in the 'north' direction.
"Please! Forgive me! I never wanted any of this to Aether suffers 1 ≥ per ∏ at the Overlord's side.
Reinforcements
happen! My master surely changed in the last years... I Remove all doors from game and all Rune tokens.
tried to stop him, but I failed. After you left with him, I Then, the Overlord places the Masked Man on the
was imprisoned and tortured for disobeying him. I... Entrance tile. If the Masked Man is ever defeated, the At the beginning of each of the Overlord's turns, he
cannot tell you his name. You have to understand! He Overlord discards all his ∏ tokens. may place 1 monster on the Entrance and 1 on the
thinks I'm dead! If he found out, he'd kill my family! Stairs tile, respecting group limits. They must be from
Belthir set me free, before he was captured himself. He PRISON CHAMBER different groups otherwise only 1 is placed.
gave me this bow, together with a request to burden While Aether is chained,
chained an immense whirlwind
me." He pulls out under his cloak a long case in which a storms in his cell. The Prison Chamber tile is Victory
beautifully adorned longbow lies. inaccessible to all figures, except large monsters.
monsters Any
If Aether's figure covers any of the Exit tile's spaces,
"The necromancer helps him now. They've managed to other figure that enters any of that tile's spaces
read the following aloud:
chain the old wind dragon Aether, to draw... something immediately suffers 1 ≥ and returns to its closest
The dragon is sizing you up as if deciding whether to
from his power. Belthir wants him freed of course. This empty space it came from.
slay you or let you go away. He looks at the bow in your
bow alone can break the chains. I am too weak now to If any figure stands on an Operation Button the
hands and finally throws at your feet a little stone
venture forth. Belthir told me with what valor you respective locked door opens (see map). If any figure
before flying away from its prison. The stone is
toppled him in your past encounter. Please, if you can exits from an Operation Button space or is defeated,
glimmering yellow and seems to bear an engraving you
trust me at all, you have to go!" The honesty in the the respective locked door closes. Any large monsters
feel you've seen before. You are not sure if you did a
broken man's eyes is enough to convince you. covering the edges of a closing door is defeated.
good deed for Terrinoth today, but the clues are
If at the end of an Overlord's turn there is 1 or more
gathering towards making things right.
Monsters large monsters inside the Prison Chamber AND all
The heroes win the quest!
doors are closed, they are immediately defeated and the
Baron Zachareth*, Master Shadow Dragon, 2 open
Overlord gains 1 ∏ token. If Aether is defeated, read the following aloud:
groups. At least 1 group must consist of large monsters
The normal door is actually a wall and cannot be A lance pierces through his withered scales and finds
(monsters that cover more than 1 space per figure).
operated by any figure. Aether at the heart. In its agony, the dragon unleashes
For this quest, the Shadow Dragon is not a monster.
If Aether is released,
released the above rules no longer apply. its final attack. A massive tornado is caused and
[*: Mentioned as "the Masked Man".]
everything starts whirling and turning around you.
The Masked Man's relic (if any) is unusable until he is AETHER
You lose grasp of your artifact trying to hold yourself
on board. The Master Shadow Dragon is Aether. His stats are:
on a ledge. Amidst the confusion, you squint to see the
≥: 10, plus 3 per hero, health.
man in the obsidian mask reaching for the stone and
Setup ≤: 2 Black dice defence.
the longbow before turning away and vanishing in the
- Shadow (passive ability): As stated in the Shadow
1 of the heroes carries/equips the "Trueshot" relic. dust haze. After the storm subsides, what is left of the
Dragon's card, but affects both heroes and monsters.
Place Search tokens based on the number of heroes. dragon is a beaten bloody body, which turns to fine
- Air (passive ability): Aether can only be affected by
Place 4 Blue, 1 White and 1 Green Rune Tokens, 1 golden dust before being blown away by the wind.
normal and 2 locked doors and the Master Shadow attacks from adjacent figures.
The Overlord wins the quest!
Dragon on the map as indicated. - Figures adjacent to him can trace line of sight through
Rewards
Place 1 monster group on the Stalagmite Cave. Note: him.
This group must be consisting of large monsters. - He is immune to all conditions and passes all tests.
- He cannot recover ≥ by any means. Win or lose, each player receives 1 XP.
Place the other monster group on the Reliquary.
The 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.
Additionally, "Trueshot " gains the following ability:
Special Rules
effect that violates this is ignored.
"Adjacent figures do not block your line of sight. "
-> While Aether is chained:
chained
FROM CHAINS TO FREEDOM - He does not activate. If the Overlord wins, he receives the S" corpion's Kiss "
The Blue Rune tokens are the Chains holding Aether - He cannot suffer any ≥ by any means. relic.
imprisoned. If there is at least 1 on board, Aether -> While Aether is released:
released
chained A hero equipped with the "Trueshot" relic
is chained. - Monsters may attack Aether. If heroes win, they also receive the "Airstone" key item.
may attack the Chains as if they were monsters. If a - He activates at the end of the last hero's turn by him. Mark this with an "A" on the Campaign Log.
Chain "suffers" at least 1≥, remove it from the board. - At activation he gains 1 Move and 1 Attack action.
- Attack is [Melee]: Blue, Red, Yellow, Yellow;
Yellow "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
pile of rubble deep into the chasm of the cave below. If the heroes won the previous encounter, Heinrich Victory
From the darkness his voice is heard: "I'm fine! Let's also has the further abilities:
If Heinrich ends his activation on either of the small
meet outside!" - Fly
"X" (Cliff) spaces, read the following aloud:
You are standing at the top of a small canyon at the - You are immune to the Immobilized condition
bottom of which Heinrich is stumbling. "Thank you - At the beginning of your turn you gain 1 movement With you covering him, Heinrich manages to run
but... why did you come for me?" There is a slight sense point. through the horde of monsters that were hot on his
of mistrust in his voice, but before you can answer him, heels. At the end of the cliff the man in the obsidian
an arrow flies just above his head. Heinrich starts GATES AND BUTTONS
mask stands tall against him. Heinrich looks with the
making a run for it and you'd better provide him cover All doors are considered to be locked portculis gates.
corner of his eye back at you before he throws down his
if you want to find out what he has managed to The Red and Blue tokens denote buttons that can
equipment. With a full sprint he rushes at the man,
discover. open them.
grabs him and they both plummet to the depths of the
The "locked" (red
red) doors are immediately opened and
cliffs. From atop the precipice you can see nothing but
Monsters stay open while a figure stands on a Red Rune token's
space. Similarly, the "normal" (yellow
yellow) doors are
dense fog and the sound of the wind piercing your ears.
Baron Zachareth*, Goblin Archers, 1 open group. Inside the bag Heinrich left behind lies a stone with a
immediately opened at stay open while a figure stands
[Note: Referred as "the Man in the Obsidian Mask" - familiar engraving and an intricate bow, left as a thank-
on a Blue Rune token's space.
use Baron Zachareth's token and lieutenant card.] you gift from a brave man.
If at any moment no figure stands on a space with a
rune token of a colour, the respective set of doors The heroes win the quest!
Setup return immediately to their places. If there is a large
monster figure occupying spaces separated by that
Place Search tokens based on the number of heroes.
closing gate, the monster is defeated. If Heinrich is defeated, read the following aloud:
Place 2 locked (red) and 3 normal (yellow) doors on the
Figures can trace line of sight for ranged attacks
map as indicated. As you battle through, away in the distance you can see
through these gates.
Place 2 Red and 2 Blue Rune tokens on the map as Heinrich as he manages to reach the end of the line.
indicated. Unfortunately, the arrows shot are too many to miss
Place a Villager token on the space as indicated. A FAMILIAR "FACE" their target and one of them finds Heinrich in the
Place the Goblin Archers on the Burrow, and the open Once for this encounter, if at the start of any of the ankle. He falls down in pain, as the masked man closes
monster group on the Canyon's End. Overlord's turns a figure stands on a Blue Rune button, in on him... The man grabs him from the neck, holding
None of the monster figures may cover the rune read the following aloud: him over at the edge of the cliff. No matter how much
tokens. Heinrich struggles, the man steals the bag from his
The Man in the Obsidian Mask is not placed initially. In the distance you can make out a hooded figure hands and throws his body like a lifeless puppet off
making its appearance. The man in the obsidian mask from the cliff before escaping on his horse.
Special Rules has come to claim Heinrich's stone and most certainly
The Overlord wins the quest!
his life.
VIEW FROM AFAR
For the sake of attacks and tracing line of sight for
attacks only,
only all neighbouring spaces in this encounter
Place the Man in the Obsidian Mask on the Path tile.
Rewards
(even
even of different tiles)
tiles are considered adjacent. Reinforcements Win or lose, each player receives 1 XP.
[Note: This essentially means that, for attacks,
attacks a a figure
If the heroes win, they receive the "Trueshot " relic.
on a tile's spaces which touch another tile can trace line At the start of each of the Overlord's turns, he may
of sight through the adjacent tile.] place 1 Goblin Archer on the large "X" space, respecting
If the Overlord wins, he receives the S" corpion's Kiss "
group limits.
relic. Additionally, "Scorpion's Kiss " gains the ability:
At the end of each of the Overlord's turns, he may place "This lieutenant cannot be Poisoned nor Immobilized. "
HEINRICH
Heinrich is treated as a hero with the exception that he 1 monster from his open monster group on the
If heroes win, they also receive the "Airstone" key item.
cannot recover health by any means. Heinrich is Entrance or Exit, respecting group limits.
Mark this with an "A" on the Campaign Log.
activated after the last hero's turn by him.
He is equipped with the "Trueshot" relic and has the
following stats:
∂: 3, ∑: 1, π: 4, µ: 3
¥: 3 movement points
≥: 20 health
≤: 2 Black defence dice
54
Run Like the Wind
Encounter 2
55
A Lily Among Thorns
Encounter 1
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
identity tokens. The Nixie whose token is Green is At the start of each of the Overlord's turns, he may
into the luscious figure of Lady Eliza. Her voice 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
'iidentity ' tokens equal to the Flesh Moulders on board
Monsters Eliza on the Large Pond.
(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 of the Villagers blocks movement and line of sight
Place 1 normal door as indicated. and 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 movement 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
identity' tokens. from the Whixhall village join the fight with their own
Lady Eliza is not placed initially. Any relic assigned on The Nixies and Lady Eliza can seduce the humans by torches. Lady Eliza is forced to retreat and people thank
her comes into play once her figure is on board. performing a " ∞Seduce Villager" action. If the Villager you for your help. As you leave the site a little stone
is seduced,
seduced place a fatigue ∏ token on him. shimmers blue by the lake's shore. The item Lady Eliza
Special Rules 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.
the results of the π (Willpower) test related to this
CAST YOUR LIGHT UPON US The heroes win!
action.
The Red Rune tokens are the Totems of Warding and
A hero adjacent to a seduced Villager can spend an
the White Rune token is the Campfire. They all block If there are no Villager tokens left on board, read the
action to either test Strength ∂ and inflict 1 wound
movement and line of sight.
sight following aloud:
(≥) to the Villager, or Knowledge ∑ (no wound
A hero adjacent to the Campfire may spend an action "That's about enough... This is what happens when you
infliction). If successful, Villager is unseduced - remove
to light his Torch. Put a fatigue ∏ token on the hero's meddle in our business, 'heroes'!" Lady Eliza runs away
the ∏ token from his token.
figure to show that. If a hero gets knocked out, remove exploiting the surrounding darkness. Silence falls on
If a Villager gets unseduced while he is on a water space,
the ∏ token from his figure. you like the heaviest of burdens, as a dozen bodies
place him on the closest empty non-water space.
If a hero figure with a lit Torch is adjacent to any unlit come afloat the lake's surface.
If a Villager has wounds equal to his health, he is
Totem of Warding, he may spend an action to light it. The Overlord wins!
defeated - remove the token from the board.
Turn that token to its objective side (?).
A hero with a lit Torch may spend an action to give it At the end of the heroes turn, the heroes can choose 1 Rewards
to an adjacent hero figure that does not have one. Limit Villager who is unseduced and activate him. Win or lose, each player receives 1 XP.
1 lit Torch (∏) per hero figure. At the end of the Overlord's turn, he may activate all
the seduced Villagers. If the heroes win, they receive 30 gold per hero and 40
FOR THE NIGHT IS DARK AND FULL OF extra gold for each Villager remaining on
TERRORS At the start of the Overlord's turn, any Villagers that lie board. Additionally, in the next Shopping campaign
The Flesh Moulders are "Nixies",
"Nixies" shapeshifting water on any water space of the Lake's Shore tile they suffer 1 step, one more Shop Item card is revealed to the heroes.
spirits in human form. Lady Eliza is posing at the start wound (≥).
of the encounter as one of them. If the Overlord wins, he receives 1 additional XP.
For this encounter, all Nixies have the same attributes If a hero's knocked out token is adjacent to Additionally, in the next Shopping campaign step, one
(∂,∑,π,µ) as shown on Lady Eliza's lieutenant an unseduced villager, at the start of that hero's turn, he less Shop Item card is revealed to the heroes.
card. Furthermore, they (and Lady Eliza herself) gain may immediately perform a free stand up action.
action
the following special action for this encounter: If heroes win, they also receive the "Waterstone" key
∞Seduce
Seduce Villager:
Villager Choose a Villager within 3 spaces item. Mark this with a "W" on the Campaign Log.
THE WATERSTONE
of your figure and test π. If you pass, the Villager is If the heroes had won the previous encounter,
'Seduced'. immediately after the 2nd Villager is removed from
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, Lady Eliza Farrow: Reinforcements
- has Movement (¥) equal to the Flesh Moulder figures
ACT II ~ "Draining the Waterheart" At the beginning of each of the Overlord's turns, he
on 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 Farrowdoes not suffer any wounds as long as
book about a wicked poison has a quick scribbling the Blood Fountain remains intact. "It is very impolite to interrupt a lady's beauty sleep!"
made 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 (Willpower) and if small water pools have been formed from where she
built near some of the most prosperous crop villages in successful overturn it, or ∑ (Knowledge) and if stepped through.
Arhynn. successful smirch it. If successful, turn the token "Fear the night as it closes in, for my magic is stronger
Arriving to the construction at dusk, signs of her facedown. Immidiately from then on, Lady Eliza then..." Her body shapeshifts and turns into a flock of
passing through are obvious. The guards lie dead and Farrow is vulnerable (can suffer ≥). 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 heroes win this encounter!
the back wall. THE FENCE
The locked door represents a fence which can only be
If Lady Eliza Farrow walks off the map through the
Monsters jumped over to proceed.
A figure adjacent to the fence can jump over it by Exit, read the following aloud:
Lady Eliza Farrow, Goblin Archers,Flesh Moulders. spending an action to test ∂ (Strength) or µ
The vampire is clearly displeased by your presence here,
(Awareness). For each friendly figure adjacent to the
as if forced to rush with her plan. She manages to pass
Setup one trying to pass the fence, the roll result gains -1 ≤
through your efforts to stop her though and in a great
and for each unfriendly figure +1 ≤.
Place Search Tokens based on the number of heroes. display of magic prowess, she summons and freezes the
For this test, figures from the other side of the fence are
Place 1 Red and 4 Blue Rune tokenson the map as running waters of the dam's rivers to create a wall
still considered adjacent.
indicated. Place 2 normal (yellow) doors and 1 locked between you and her as she rushes for the stairs.
Monsters have µ equal to the number of heroes in the
(red) door as indicated.
Place Lady Eliza Farrow on the Reliquary as indicated. encounter for this test. The Overlord wins this encounter!
Place the Goblin Archers on the Sewers and 2 Flesh If a figure is successful, place it on an empty space on
Moulders on the Torture Chamber. the other side of the fence. If all spaces are occupied,
place it to the nearest empty space.
Special Rules
The fence never leaves the map (cannot be
Opened/Closed) and is treated as a wall (blocks line of
A VAMPIRE'S SLUMBER sight and movement).
Lady Eliza Farrow and the Flesh Moulders cannot be
activated until one of the unlocked doors opens for the
first time. If one of them is opened, read the following TRANSFORMATION PADS
aloud: The Blue Rune tokens denote the Transformation
Pads. They block movement, but not line of sight.
In one of the damp rooms of this basement, the form of A Goblin Archer adjacent to an empty Transformation
Lady Eliza rises from a wooden black coffin. Her skin Pad may spend 1 movement point to enter its space.
like milk, a form phantasmal, almost incorporeal, shifts At the end of each of the Overlord's turns, any Goblin
through the halls towards the exit. Archer that stands on a Transformation Pad may
immediately be replaced by a Flesh Moulder at full
From now on, all monsters and Lady Eliza activate as
health, respecting group limits.
limits
normal.
Similarly, a Flesh Moulder on a Transformation Pad
may spend 1 movement point to enter an adjacent
empty space.
60
Draining the Waterheart
Encounter 1
61
Draining the Waterheart
Encounter 2
You rush after Lady Eliza's laughter echoes as she wafts ROCK'N'ROLL At the end of each of the Overlord's turns, he may place
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) and cannot be placed initially placed on the Operator Cabin, as long as it
apparently this one has overcome its perilous effect. outside the Dam tile for any reason. remains unlocked*, respecting group limits. Similarly,
Once outside, you see Eliza floating right above it! Any figure adjacent to a Boulder may spend an action he mayadditionally place 1 monster from his open
"You should relax a bit my dears. Look at me; I enjoy to "grab" it. A figure that moves while having a Boulder group initially placed on the Storage Room on the
travelling - together with the occasional discovery of "grabbed" slides it along its movement direction, one Stairs tile as long as it remains unlocked*, respecting
forbidden knowledge. Like that poison spell I found in space per space travelled, or it may spend 1 movement group limits.
the swamp witch's library. Now these pesky humans point to slide the Boulder from one of its adjacent [*: If "locked" , do not reinforce any more this way]
will be the first to taste it." spaces to another neighbouring empty adjacent space.
As she says that she pulls out a blue disk-like stone and During these slide actions, a Boulder cannot go through Victory
a red vial, spilling its substance on the stone. The water other figures or Boulders.
If any hero with the Drainage Key manages to turn the
that trickles from the stone turns a purple fluorescent If a Boulder has a figure on it, it cannot be"grabbed".
"grabbed"
drainage safety switch by spending an action while
colour that ends up in the dam's water. If a Boulder is on an "X" space, it cannot be"grabbed".
"grabbed"
adjacent to it, read the following aloud:
Lady Eliza is obviously trying to poison the nearby Large monsters cannot end their activation on Boulder
townsfolk. The dam's water should never reach the tokens, unless their figure's base is totally covered by The wheel turns and a gate allows the water off to the
throats of innocent people. Boulder tokens. outlands, saving the crops and the villagers' lives. Once
A figure that "grabbed" a Boulder, it releases ("un-
"un- empty, you can see at the bottom of the dam the stone
Monsters grabs") it at the end of its activation. that must have slipped from Eliza's hands; a beautiful
Lady Eliza Farrow (if Overlord won the previous cold blue disk with a soothing soft touch. You decide to
encounter), Merriods, 2 open groups. keep it, knowing now how dangerous it can be in the
MASTER OF THE EVEN KEYS
hands of evil.
The Red Rune Token represents abutto
buttonn to unlock
Setup the locked door. If any hero adjacent to (or on) it The heroes win!
spends an action, remove the token from the game and
Place Search tokens based on the number of heroes.
the locked door is unlocked. Replace the locked door
Place the the Unique Search token, 4 coloured and 6
on the map with a normal door. If at the end of any of the Overlord's turns he has both
facedown objective tokens on their respective spaces as
the Red and Blue Seals at his side AND all "X" spaces of
indicated on the map. The Green Rune Token is theDrainage Key. Key A hero the Dam are covered by Boulders, read the following
Place 1 locked door as indicated on the map. adjacent to it can spend an action to pick it up. The aloud:
Place the Merriods on the Dam. Place one open hero with the key may spend an action to drop it, give it
monster group on the Storage Room and the other on to an adjacent hero or pick it up from an adjacent The flow of water from the river is redirected and
the Operator Cabin. empty space. Only heroes may carry the Drainage Key. violently fills the dam. The sheer pressure causes its
If the Overlord won the previous encounter, he places If the hero with the Drainage Key is adjacent to the walls to crumble and collapse in a burst. The poisoned
Lady Eliza on the Stairs tile. Drainage Safety Switch and spends an action, the water gushes through the canals and will quickly reach
heroes win (see Victory). the crops. The least you can do come morning, is warn
Special Rules If a hero that carries the key is defeated, the key is the villagers of their loss of food for the coming winter.
ENHANCED MERRIODS & LADY ELIZA placed on the space his figure last occupied. Only hope for them lies now on Carthridge's will to
Merriods for this encounter treat water spaces as if they help.
On the other hand, the Blue and White Rune Tokens
were normal spaces. represent Seals. A monsters adjacent to (or on) one of The Overlord wins!
If the Overlord won the previous encounter, Lady Eliza them can spend an action to pick it up (limit
limit 1 Seal per
is in play. Furthermore, she gains the following ability: monster).
monster If a monster carrying a Seal is defeated, place Rewards
Icewalk:
Icewalk You may treat water spaces as if they were the token on one of the spaces the monster occupied
Win or lose, each player receives 1 XP.
normal spaces. before being defeated. These tokens cannot be
dropped/exchanged until the monster is defeated. If the heroes win, each hero receives 1 additional XP.
Additionally, for the remainder of the campaign,
THE DAM The monster that carries the White Seal may exit the
theHealth Potion Search card item also heals 1
All spaces of the Dam tile are considered to be water map through the Entrance and the monster that carries
Condition to the chosen hero that consumes it.
spaces, except if a Boulder occupies them. Boulder the Blue Seal may exit the map through the Stairs. The
spaces are treated as normal spaces. If a figure occupies monster that does so, does not return on the map If the Overlord wins, he receives 2 additional XP.
a Dam's space, another friendly figure may pass through (consider it defeated). Place the according token to the Additionally, at the beginning of the next quest, he
it with a normal spending of 1 movement point. Overlord's side. The respective tile is considered to be may look into the Search deck, find and discard 1
Any figure that stands onat least one water space and "locked" (see Reinforcements). Stamina Potion and 1 Health Potion Search cards.
performs an attack immediately misses (except for Then, reshuffle the Search deck.
Merriods and Lady Eliza). Reinforcements If heroes win, they also receive the "Waterstone" key
At the start of each of the Overlord's turns he may item. Mark this with a "W" on the Campaign Log.
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
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
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
ACT II ~ "Earthbound"
The Red, Green and White rune tokens denote pages Reinforcements
from Lord Merick's diary. The Blue rune tokens are
In lieu of any helpful information, you decide to pay a At the beginning* of each of the Overlord's turns, he
useless scribblings.
second visit to Lord Merick's mansion. may place 1 monster from one of his open monster
Any figure adjacent to an objective (?) token may spend
Back on your first investigation of the house, you paid groups on the Entrance, respecting group limits.
an action to take it.
little attention to the surroundings, mainly searching [*: In a 2-hero game, reinforce at end of turn instead.]
If the figure is a hero, the token's faceup side is revealed
for the proprietor. This time around, you are more At the end of each of the Overlord's turns, he may place
to all players. If it is a Blue Rune token, it is discarded.
inquisitive, going through his books and writings. You 1 Cave Spider on each* Pit space, respecting group
Otherwise, place the Diary Page token under the hero
cannot pinpoint the time Lord Merick Farrow first limits.
figure.
discovered his dark side, but for a recent diary which [*: In a 2-hero game, the Overlord chooses only 1 Pit
If the figure is a monster, simply place the token under
seems to be magically attached to a small desk. It lies space to reinforce as such.]
the monster figure. It is not revealed to any player.
open with a few interesting lines: "I managed to finally Limit 1 such token per figure. A figure with a token can
come in contact with Vorakesh and he dictated me to spend an action to drop it on any adjacent empty space. Victory
visit Lady Cathori. Her words spoke to my wretched If a figure with a token is defeated, place the token on If all 3 Diary Pages have been either retrieved or
heart and soon I became fond of her. My hope for his the space it last occupied. Any other adjacent figure discarded, read the following aloud:
revival is far from lost..." may spend an action to pick up the page (following the
The next few pages are torn - if you could only find rules above). Walls are crumbling and terrifying noises fill the house
them maybe you will be able to put the pieces together as it collapses under the protection spell obviously cast
and uncover the masked man's identity. by the cunning wizard. As quick as you can, you try to
Right then, the ground starts to shake and the old THE DIARY decipher the writings on the diary: "... to get acquainted
house crumbles from inside. As you back away, spiders The Unique search token denotes the diary of Lord to the Lich - I am still afraid of speaking its name...
crawl down from the ceiling, summoned to protect Merick Farrow. To make any sense of it, heroes need to Lord Vorakesh promised to teach me a resurrection
their master's property... connect the missing pages. spell if I pledged my brother's will to aid him whenever
The Diary token blocks movement and line of sight. he wanted. The Lich deeds see not far into the future
Monsters A hero adjacent to the Diary token while carrying a either - for some reason he is stirring much more now
Diary Page token can spend an action to decipher the than ever before. Under the last moon of autumn, he
Cave Spiders, 2 open monster groups*.
notes. Afterwards, place the Diary Page token to the shall raise the dead of Dunnir Hun to lay waste to the
[*: Only small monster groups of 1-space figures can be
heroes' side. North. He only asked for an old heirloom. Alric used to
chosen.]
A monster carrying a token may exit the map through know about it... I pledged loyalty to Lord Vorakesh.
the Exit. If it does so, reveal the token's faceup side. If An act I was most thrilled to make."
Setup the token is a Diary Page, the page is lost. Discard that Little is left of the mansion as bits and pieces fall into a
Place Search tokens based on the number of heroes. token from the game. large bottomless pit that is now almost fully visible.
Take 1 Green, 1 White, 1 Red and 3 Blue rune tokens Any monster that exits the map is considered defeated. Jumping from stone to stone you reach safe ground
and shuffle them randomly. Place them on their before the last wall disappears from sight.
objective (?) side (facedown) on the spaces indicated on
FOURTH FLOOR COLLAPSE The result is a stalemate. Keep the retrieved Diary Page
the map, with no player knowing their faceup side.
The ground is trembling. tokens by the heroes' side for the next encounter.
Place the Unique Search token faceup on the Study as
At the beginning of each of the Overlord's turns, if any
indicated.
tile that during setup had at least 1 objective (?) token
Place 2 normal doors and 1 locked as indicated on the
has none (either on the tile OR under a figure that
map.
Place the Cave Spiders in the Study. occupies a space of that tile), remove the tile from the
Place 1 open monster group in the Attic and another in map. All figures or hero tokens that occupied any of its
the Reliquary. spaces are placed on the 'void' leftover space and suffer 2
≥.
Special Rules
For the remainder of the encounter, consider this void
space as 1 big Pit terrain space that is adjacent to all the
INTELLECTUAL PROPERTY RIGHTS previously connected tiles. Any number of figures may
The Cave Spiders cannot be activated until either the fit in it and all figures are considered to be adjacent to
door to the Study is considered unlocked (read below) each other.
or one of them is attacked. Each such big Pit space is a separate Pit space.
For ranged attacks in between tiles that share a Pit,
calculate line of sight and distance as if the tiles were
not removed.
removed
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
Sir Alric cannot be defeated by any other means than a
TRAVEL STEP *: (in order) Farrow is defeated, the Overlord must reinforce with
hero's attack. Any other game effect that would do so
[Plains, Water, Water]:White , Sir Alric Farrow on the "X" space of the Wall (or closest
(e.g. Poison, Overlord cards, etc) brings him down to 1
[Forest, Forest, Plains]:Green, unoccupied space).
health point left.
[Plains, Mountain, Mountain]:Red. Every time he is defeated, the hero who defeated him At the end of each of the Overlord's turns, place 1
*: Depending on the Diary Page tokens at the heroes' gains a Phylactery Mark and chooses one of the Open minion Zombie on every Open Grave (Blue side up),
side, they do not perform the travel steps enclosed in Graves to close it (turn token facedown). Place a Red respecting group limits.
brackets above, related to the colour of the token. (e.g. Rune token on that hero's sheet. This denotes the
if they have the Green token, heroes only travel: Plains,
Water, Water, Plains, Mountain, Mountain)
Phylactery Mark. Limit 1 mark per hero.
Victory
If Kral is defeated, read the following aloud:
The moon's glare beckons broodingly as you travel the PHYLACTERY
last bit of a journey based on some writings of a wizard A hero who carries a Phylactery Mark may spend it to "Hehehe, you think you can stop me? Destroying this
falling into madness. If a Lich is indeed raising the dead apply damage from an attack on Kral (see below). body won't stop me! I'll be back again and again... The
of Dunnir Hun, past warriors that could magically Discard that mark from the hero's sheet before rolling Farrows are but mere pawns on this chessboard. You
harden their body, you are the only ones who can dice. The attack performed as such may be as a result of are far from tackling the king... Well, not really a king...
possibly stop it. Cold mountains and gusts of winds any prior actions performed, but for it to have an yet! Hahahaahah!" The lich disintegrates into
make the area barely passable, as clouds have already impact, the Phylactery mark needs to have been spent.
spent numerous icy shards and a shadow soul seems to fly
gathered and snow is falling heavy. Signs of a away in the wind. The weapon it leaves behind is a
civilization lost in the Dragon Wars lead you atop a perfectly crafted sword with beautifully decorated
hill. There amidst the graves, a cloaked figure can be KRAL AND LEGION jewels. The biggest of them has fallen off of it, a big
seen wielding a sword which gleams green now and Kral is a Master Zombie, with the following additional emerald orb.
then. An icy, shrieky laughter accompanies it. abilities:
"Who would have expected this? We have company... - he has 2 additional health per hero The heroes win!
Let me see your strength knight!" On an old building - he is immune to all Conditions
wall lightning strikes and the form of Sir Alric Farrow - he is equipped with the "Duskblade" relic
If the Overlord ever has 5 ∏ tokens at his side, read the
detaches itself from it, readying for attack. - he has Aura 1
following aloud:
- he has Regeneration 2* [*:1 in a 2-hero game]
Monsters - he cannot recover health by any means other than his The wind comes to a halt as the lich lowers its weapon.
Regeneration ability "You've walked into an icy prison..." It raises its sword
Sir Alric Farrow, Zombies.
- he does not suffer damage, unless by an attack towards you and a green lighting strikes the ground at
perfomed by a hero who spent a Phylactery Mark your feet. Walls of stone rise and enclose you until
Setup - if all Graves are closed (facedown), he suffers damage everything is dark and silent.
Place Search Tokens based on the number of heroes. from attacks as normal (disregard previous rule) It takes you almost the whole night to dig through the
Place 4 Blue rune tokens as indicated on the map. - he can spend 1 action while adjacent to a Closed snow to your freedom.
These indicate the Open Graves. Grave to open it (turn token faceup)
Place Sir Alric Farrow and the Master Zombie on the The Overlord wins!
All Zombies (Kral & minions) have as extra ability the
map as indicated.
Place a Minion Zombie on each Open Grave token,
following: Rewards
Before dice are rolled for an attack targeting a Zombie,
respecting group limits. Win or lose, each player receives 1 XP.
the Overlord may choose to close one of the Open
Keep the Red rune tokens in a pile close to the board.
Graves. Turn the respective token facedown. The If the heroes win, they receive the "Dawnblade " relic.
Treat the Master Zombie as a lieutenant for this attacked Zombie gains 1 Black defence dice in addition
encounter. He is equipped with the "Duskblade" relic. to its defence for this attack. If the Overlord wins, he receives the D
" uskblade " relic.
Additionally, for the remainder of the campaign, Sir
Special Rules THE WAKING DEAD
Alric Farrow may wield both the "Shield of Zorek's
Favor " and the "Duskblade " relics.
THE PEN MIGHTIER THAN THE SWORD Grave tokens block movement and line of sight to all
For each Diary Page token at the heroes' side from the figures except Minion Zombies. If heroes win, they also receive "Earthstone" key item.
previous encounter, each of their attacks against Sir Minion Zombies may exit the map through the Exit Mark this with an "E" on the Campaign Log.
Alric in this encounter gains "Pierce X", where X is the tile. Whenever one exits, consider it defeated and the
number of Diary Page tokens - to remember, you may Overlord places 1 ∏ token to his side.
denote this by placing an equal amount of ∏ tokens on
Sir Alric's lieutenant card.
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. Depending on which side has FIN D: “Final Resistance”
won which 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 is the resulting combination, 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 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 CROSS THE BRIDGE
Mountain. At the start of each of the Overlord's turns, he tests A magically trapped bridge is over the moat.
Lord Merick's µ (Awareness). If he passes, the Every time a hero's figure entersa grey space of the
FINALE A: "Ride the Lightning" Overlord gains 1 ∏ token. Bridge tile (areas marked with large "X"'s on map) the
The setting is as ominous as it could be. Rain pours Furthermore, the Overlord gains 1 ∏ every time: hero draws 1 of the facedown objective (?) tokens and
cold on you and the cursed Abbey stands old and ugly - a hero is defeated reveals it. According to the colour, the hero performs
on the hilltop above the lake. Up to now you have been - Sir Alric defeats a hero (stacks with previous rule) the following:
stalling this encounter, but you somehow knew you - Splig successfully performs "Promote"
would have to return to this wicked place of worship to - Eliza successfully casts "Seduce" - GREEN: Nothing happens.
stop your enemy. Stop them from releasing hell on the - the Masked Man successfully casts "Dominion" - WHITE: The Overlord chooses 1 Condition and the
innocent cities of Arhynn and Carthridge. hero rolls ∑ OR π (hero's choice). If he fails, the
Suddenly, a pillar of light shoots from the Abbey and LIGHTNING STRIKE hero suffers that Condition.
up to the sky, momentarily bursting the clouds. A well- While heroes have not opened a door to the Inner - RED: The hero places his figure 1 space backwards
known laughter echoes from its halls as Lord Merick Sanctum, the Overlord may activate Lord Merick to towards the Moat's End tile.
appears between the columns of the structure, perform a single attack. This attack is Ranged
anged and - BLUE: The hero suffers 1 fatigue (∏).
embraced by flames, yet without a single sign of ignores line of sight. Instead, assume it requires a range
struggle. "Welcome... heroes." of 8 minus the number of heroes,
heroes otherwise it is a miss. Then, the token is immediately returned facedown to
[For example, in a 3-hero game, the range is 5.] the pile (or bag) and the tokens are shuffled again.
Monsters Every time a hero defeats a lieutenant, the Overlord Monsters move on the Bridge spaces as normal.
places that lieutenant's token on Lord Merick's card.
All lieutenants* and monsters from 1 Descent Core Set
2nd edition. [*: Except Belthir, see Setup]
Lord Merick gains +1 Range for each lieutenant token
on his card. Reinforcements
At the end of each of the Overlord's turns, he may place
Setup THE PAWNS ARE MOVING 1 Barghest on the Entrance, respecting group limits.
Initially, monsters and lieutenants in closed areas (i.e.
Place Search Tokens based on the number of heroes.
The ones on Courtyard are secretly placed (2 normal, 1
Chapel, Moss-Filled Corridor, Reliquary, Battlefield,
Courtyard, Inner Sanctum) cannot be activated
Victory
unique). Place 1 locked and 5 normal doors as If the Master Zombie is defeated, or the Overlord ever
(except for Lord Merick's single attack) until the heroes
indicated. Place lieutenants and the Master Zombie on has 12 ∏ tokens by his side, read the following aloud:
have opened the respective door. Only heroes may open
the spaces indicated on the map. Baron Zachareth's
the doors for the first time. To indicate that, you may
token is the Masked Man. If heroes have the: Lord Merick stands engulfed by magical flames and
place a Villager token next to each door to remember.
- Firestone , Splig is not present. surrounded by the resurrected mad cultists of Gryvorn.
Remove that token once a hero opens the door. The
- Airstone, the Masked Man is not present. -"To gain power, you must sacrifice yourself. I have
mosters in the opened area may be activated from the
- Waterstone, Lady Eliza is not present. learnt to accept that. But why are you here heroes?
next Overlord's turn and on and the door can be
- Earthstone, Sir Alric is not present. Power? Glory? Revenge? You have been ordered
operated as normal rules.
No relics may be assigned to either Lord Merick or the around like greedy sheep and then you even brought
The locked door can be opened once the heroes have
Masked Man. our brilliant minds together... You still don't know
found the Key (unique token).
Place Barghests on the Moat's End, Flesh Moulders on who he is, do you? I wonder... What more of yourself
the Chapel, Cave Spiders on the Moss-Filled Corridor, REVENGE you would sacrifice, misguided, if you knew from the
Ettins on the Reliquary, Elementals on the Hilltop, Every time a hero defeats a lieutenant they may refresh start."
Goblin Archers on the Battlefield, Shadow Dragons on their heroic feat (if used) and the Overlord loses 2 ∏. -"I had a part in everything... except the length of our
the Courtyard and Merriods on the Inner Sanctum, all For this encounter, the Trueshot relic gains (if in play): collaboration", the masked man's deep voice echoes
respecting the group limits. Minion Zombies are not "±: Pierce 3 against Sir Alric". along his footsteps. "It ends here. It ends now." He takes
placed initially. Similarly, the Dawnblade relic gains (if in play): off his obsidian mask and throws it on the ground.
Take 1 Green, 1 White, 2 Red and 2 Blue Rune tokens "±: +2 ≥ against the Masked Man". Baron Zachareth, the righteous and kind Lord of
and shuffle them with their objective side (?) showing. Carthridge stands before you as the criminal
No player should know the faceup side of these tokens. ASCEND THE HILL mastermind. Before you are able to react to this striking
Place them close to the Bridge tile. A slippery hill awaits to the south of the Entrance. fact, he raises his hand which glows powerfully and
[Note: You may use a bag to contain these tokens.] Every time a hero enters one of the spaces on the Hill, dominates your body entirely. Unable to resist, you are
the hero suffers 1 ∏. If a hero ends his activation on a forced to jump off the cliff of the Abbey towards the
Special Rules non-water space of the Hill, he tests ∂ OR µ (hero's lake's foggy waters.
choice). If he fails, he places his figure on the closest
THE ZOMBIE HORDE empty space of the Moat's End tile to the Hill tile. The Overlord keeps to his side all the ∏ tokens he
At the start of each of the Overlord's turns (after If an Elemental covers the big "X" spot on the Hilltop, collected.
drawing a card), the Overlord may discard 2 cards to it gains the ability:
place 1 Minion Zombie at full health adjacent to each If heroes have the "Shadow Rune" relic proceed to
hero figure on board. They may come from either his ∞Throw Rock:Rock Perform a Ranged attack, targeting a Finale C.
C Otherwise play Finale D.
D
reserve or from the board. No more Zombies than the hero on one of the Hill's spaces. Roll 1 Blue Attack
group limit can be on the board. Die. The hero rolls no defence dice.
dice If the attack is
successful, the hero suffers wounds equal to the ≥
shown and the Overlord may place the hero's figure X
spaces away, where X equals to the excess range points
than those needed for the attack to be successful.
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
FINALE C: "Ghost of Perdition" Power block movement but not line of sight. game as normal. If unsuccessful, nothing happens.
The wind is screaming in your ears as you plunge ever For this encounter the "Shadow Rune" relic gains: If Gryvorn is adjacent to (or on) a Mould, he may spend
closer to the icy lake's surface. But right then, a moment "±: +3 ≥ against Gryvorn [Elemental form]". an action to "consume" it. Remove the Mould and the
before impact, the Shadow Rune in your hands reacts. hero token from board. That hero is removed from play.
Lightning gushes out and engulfs you in a blinding ELEMENTS OF DEMISE
globe.
You are transferred somewhere else; a dimly lit place
The Elements of Demise can be sealed (facedown) or
unsealed (faceup). If sealed
sealed, heroes may attack them
Reinforcements
with a dense haze surrounding. You feel nauseous and as if they were monsters. They each have Health equal At the beginning of each of the Overlord’s turns, he
crushed with your breathing even heavier due to the to the ∏ tokens gathered by the Overlord in the may place 1 Flesh Moulder on the Darkness, respecting
foul smell governing the place. previous encounter and 1 Brown / Grey / Black Die group limits. In a 4-hero game, he may place also at the
"Oooh, who do we have here? Welcome heroes!" Defence in a 2-/3-/4-hero game respectively. end of his turn 1 Flesh Moulder on the Entrance,
Belthir hovers some meters away from you. If a hero "defeats" one, it becomes unsealed
unsealed; turn it respecting group limits.
"Surprised aren't you? Well, let's just say I am not dead - faceup and Gryvorn immediately becomes Stunned.
nor alive either for that matter..." He lands smoothly A hero within 3 spaces of an unsealed Element of Victory
on the cave's warm ground. Demise may spend an action to move it X spaces,
If Gryvorn is defeated, read the following aloud:
"Confusion is obvious on your face. You... are in... the where X is equal to that hero's π or ∑ (his choice).
The monstrous Dragonlord staggers as he speaks with a
prison! Well, all of us are... You see, when involved with During this movement, the token may pass through
charcoal breath: "This
This is not the end..."
end...
dark magic, these things tend to leave a mark. And I am and occupy any space. If it enters the space of the
He falls down, but before he reaches the ground, his
here to represent this memory." Siphon of Power, remove it from the board and place
whole body puffs into a dense dark smoke embracing
A thunderous roar makes the whole cave shudder. it on the hero's character sheet that performed the
you and covering the last vestige of light.
"Oh, boss is here! Lovely chap, you'll see. So am I action. Then, that hero recovers X ≥, where X is
For a while you wander aimlessly in the darkness calling
though, hehehe..." equal to the number of Overlord cards in his hands.
to each other to make your position known. But then,
A hero that carries an Element of Demise cannot drop
as if in a long tunnel, you see a glimmering light in the
Monsters or trade it, but gains respective ability as follows:
distance. The light comes closer, slowly at first, then
- Firestone : Your attacks against Gryvorn gain Pierce 2.
Belthir, Flesh Moulders, 1 master* Elemental, 1 master* with an alarming haste...
- Airstone: You gain Aura 2 against Gryvorn ("Each
Shadow Dragon. Your feet walk on hot sand and it takes a while for your
time Gryvorn enters a space adjacent to you, he suffers
[*: minion in a 2-hero game] eyes to adjust to the blinding sunlight. Endless desert
2≥"). Furthermore, each of your attacks against
surrounds you, with golden sand reaching horizon's
Gryvorn gains: "±: Move Gryvorn 1 space".
Setup - Waterstone: If not defeated, at the start of your turn
end. You check your belongings only to find the
Shadow Rune piece missing. A small caravan appears in
Place Search tokens based on the number of heroes. you recover 1 ∏ and 1 ≥. Furthermore, if you are
the distance, riding the dunes. You condole yourself
Place Belthir and the Shadow Dragon on the places affected by an attack from Gryvorn that used "Fire
with the thought that you stood vigorously against an
indicated on the map. Place the Flesh Moulders* on Breath ", you do not suffer any damage.
evil necromancer and a tyrant hidden in the shadows,
the Dust Field. The Elemental is not placed initially. - Earthstone: You gain +2 ≤ in your defence rolls
hoping to have stalled their evil plans for a while.
Place a Unique Search token as indicated. This is the against attacks from Gryvorn.
The heroes win!
Siphon of Power.
Power Keep in a pile the Villager tokens.
Take 4 uniquely coloured Rune tokens (White, Red, GRYVORN'S AVATAR If all heroes are "consumed", read the following aloud:
Blue, Green). These are the Elements of Demise.
Demise Gryvorn projects himself in two forms. You swim in thick liquid, boiling at first but then it
Heroes assign the ones they won throughout the At the beginning of the quest, Gryvorn is the Shadow vanishes as you gasp for air. You see reflections of your
campaign to their heroes by placing the respective Dragon. While in that form, for each sealed Element enemies closing in on you, holding you up and a
token on their hero's character sheet (Firestone : Red, of Demise on board, Gryvorn gains +1≤ to his defence. humongous triumphant face of Baron Zachareth
Airstone: White, Waterstone: Blue, Earthstone: If at the start of any of the Overlord's turns all smirking. The deepest blackness surrounds you as you
Green). The Overlord takes the remaining ones and Elements of Demise are destroyed, the Overlord must start falling to no end. You try to scream but no voice
places them facedown, one on each of the "X" spaces replace the Shadow Dragon with the Elemental. leaves your mouth. The last formidable words you'll
on the map. Keep the ∏ tokens collected by the At any time, Gryvorn has the stats and abilities of the ever hear echo from a distance unknown:
Overlord in the previous encounter by his side, or respective monster except Health, which is equal to 10 "Here is the pit, here is your pit!
write down their number. plus 4 per hero (18/22/26 ≥ in a 2-/3-/4-hero game). Its name is SILENCE..."
[*: In a 2-hero game, the Flesh Moulders are not Any damage carries over in between the two forms. The Overlord wins!
placed initially.]
THE WAY OF ALL FLESH
If a Flesh Moulder is adjacent to (or on) a defeated Rewards
Special Rules hero's token, it may as an action mould onto his body; This is the final quest. The winner of this quest is the
ENTER NIGHT the Flesh Moulder is defeated, then place a Villager's overall winner of the entire campaign.
At the beginning of the encounter heroes gain X token under the hero’s. This is a Mould.
Mould Other heroes
healing points, where X equals the number of Overlord cannot revive a hero in Mould. A hero in Mould can
cards in his hands. They may divide these healing break free if he performs a Stand Up action and rolls
points amongst the heroes as they like and for each at least X ≥, where X is based on the ∏ collected by
healing point that hero recovers 1 ≥. 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: At the start of your turn, you and every NOTE: In a 2-hero game, in each of the Overlord's
have the "Shadow Rune" relic. Otherwise, play the adjacent hero to you recover 1 ∏. turns he may activate EITHER Baron Zachareth OR
previous one (Finale C) instead. - Earthstone: You gain the abilities "Ironskin"
Ironskin ("you are Belthir (Overlord's choice), but never both.
immune to Pierce and all conditions") and "Unmovable"
Unmovable
FINALE D: "Final Resistance"
The fall has crushed you. As if in a bad dream you see
("you may choose to ignore any game effect that would Reinforcements
force you to move ").
only moments of what goes on around you. Belthir Stairs and Entrance tiles exchange in being the
These tokens cannot be dropped or traded.
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 the reinforcing 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, the objective
on a skeletal bed and only fire's flames surround you... "Unmovable"
Unmovable and cannot be attacked or suffer damage token is placed 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 the Cave Entrance receives it and vice versa.)
blood-stained tables with arcane symbols carved on the on him that would cause him to become defeated. At the beginning* of each of the Overlord's turns, he
room's walls. The ties you have most probalby been At the end of his activation, the Elements of Demise on may place 1 Zombie on the reinforcing tile, respecting
held by appear to be cut. Gathering your tossed board must be placed on empty spaces adjacent to him. group limits. Also, at the end** of of each of the
weapons from the side of the room you hear the voice No effect may be performed that would break this rule. Overlord's turns, he may place 1 lieutenant on the
of Baron Zachareth coming closer: "It's time for the Depending on which Elements of Demise remain on reinforcing tile, if he had been defeated.
sacrifice! ... What the!?" board, Lord Merick can perform special actions by [*: In a 2-hero game, do not perform this -
From the corner Belthir groans and grabs his glaive. discarding first 1∏ token off the top of the respective Zombies are not in play.]
"You only had to escape." Element of Demise, as follows (per colour): [**: In a 4-hero game, also place 1 Zombie, respecting
There has never been an escape out of this story for - (RED): ∞Inferno: Perform an attack. This attack group limits.]
you... The confrontation has always been there and now targets all heroes within 3 spaces of you.
is the time for your final resistance. - (WHITE): ∞Whirlwind:
∞Whirlwind Perform a move action. Victory
You may move through any figure (but still must end
Monsters movement on an empty space). Each figure you go If there are no more Elements of Demise on the board,
read the following aloud:
Lord Merick Farrow, Belthir, Baron Zachareth, through suffers 2 ≥ and moves 2 spaces away (you
place them). Lord Merick kneels to the ground exhausted and with
Zombies*. no more strength to fight. Baron Zachareth upon
- (BLUE): ∞Deluge: Roll 1 Yellow power die. Every
[*: In a 2-hero game, the Zombies are not in play.] looking at the remaining shards of his precious stones
hero within 3 spaces of you suffers wounds equal to the
exclaims in anger. He runs towards you with the half of
Setup
≥ shown and fatigue equal to the sum of ± and the
number shown. the Shadow Rune firing lightning strikes at you.
Place the heroes on the "X" space as indicated on the - (GREEN): ∞Quake: All heroes within 3 spaces of Right then, the shattered pieces seem to shiver in
map. Place Search tokens based on the number of you test µ. Whoever fails is Stunned. unison projecting a portal right beside you that pulls
heroes. Place the lieutenants on the spaces indicated. you in its whirling vortex. You can hear a distant echo
Place 2 normal doors as indicated. ELEMENTS OF DEMISE as the screams pierce through the portal shift.
Take 4 uniquely coloured Rune tokens (White, Red, If a hero is adjacent to an Element of Demise, he may "You think you've won heroes? You think you've
Blue, Green). These are the Elements of Demise.
Demise attack it as if it were a monster. If however Belthir is thwarted me? There's another half... Another one
Heroes assign the ones they won throughout the within 3 spaces of Lord Merick, the attack misses. hidden in a vault! And I will find it! All of Daqan will
Each Element of Demise on board: kneel before me!"
campaign to their heroes by placing the respective
- has Health and Defence equal to the respective Lord You eventually touch soft snowy ground. The wind
token on their hero's character sheet ( Firestone : Red,
Merick's lieutenant card based on the number of heroes blows cold as you stand up in wonder of where you
Airstone : White, Waterstone : Blue, Earthstone :
- gains +1≤ in its defence for every ∏ on it might have ended up. An old signpost covered in frost
Green). Limit 1 token per hero. The Overlord takes
- does not block movement or line of sight, but no directs you to the nearest settlement of Ukirlu.
the remaining ones and places them faceup on empty
figure can end its activation or stay on its space Your deed is done and this night you walk triumphant
spaces adjacent to Lord Merick. Then, the Overlord
- is immune to all Conditions under a star-filled sky towards the new days to come.
places as evenly as possible the ∏ tokens he claimed in
- if it is attacked and the attack did not miss, discard The heroes win!
the previous encounter on the Elements of Demise on
board. The Zombies are not placed initially. 1∏ from the top of it
If the Overlord has 5 Villager tokens by his side, read
Keep 5 Villager tokens on a pile nearby. Place 1 - if defeated, remove it from the board and from play
the following aloud:
objective (?) token next to the Stairs tile (see map). THE LINK Your beaten bodies dress the floor as Baron Zachareth
Baron Zachareth starts with the "Shadow Rune" relic. If Lord Merick carries a relic, it is removed from play raises the half-stone of the Shadow Rune above you.
He does not discard this relic, even if defeated. "Your end has come!" Flashes of red, green, blue and
when the first Element of Demise is defeated.
Every time Belthir is defeated, each Element of Demise yellow emerge around the floating stones by Lord
Special Rules on board suffers 2≥. Merick's side and gather inside the rune piece. A black
Every time Baron Zachareth is defeated, remove 1∏ chained lightning hits you and immediately
NO REST FOR THE WEARY
from each Element of Demise on board. If one does not excruciating pain reaches your inner being. A
At the start of the encounter each hero recovers 1 ≥
have any ∏ left, it suffers 2≥ instead. terrifying distant roar echoes at the back of your head
for every 2 cards in the Overlord's hands.
and two huge flaming red eyes see you across forever.
Depending on which Element of Demise a hero has LAMBS OF GOD Your wish for death to come is shortly fulfilled.
assigned on them, they gain the following ability: activation if a lieutenant is adjacent to an
Once per activation, The Overlord wins!
- Firestone : Once per round, you may add 1± to one Immobilized hero OR a hero's defeated token, he may
Rewards
of your attacks. spend an action to test ∑. If unsuccessful, nothing
- Airstone: At the start of your turn, you gain 2 happens. If successful, the Overlord gains 1 Villager
movement points and you may perform as a free action token. Then, if that hero was Immobilized, remove This is the final quest. The winner of this quest is the
Air" ability ("until the start of your next turn, you
the "Air that condition from him. If he was defeated, he may overall winner of the entire campaign.
can only be affected by attacks from adjacent figures "). immediately perform a free Stand Up action.
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