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Descent: Journeys in the Dark (Second Edition) – Heirs of Blood

Expansion for Descent: Journeys in the Dark (Second Edition)

Descent: Journeys in the Dark (Second Edition) – Heirs of Blood Rulebook

Table of Contents

Table of Contents

  • Starting the Campaign
  • Campaign Rules
    • Two-Hero Campaign
    • Plot Decks
    • Shopping Step
    • Choosing Quests
    • Using the Campaign Log
    • Interlude
    • Finale
    • Quest Descriptions
  • Act I Quests
    • Introduction: Acolyte of Saradyn
    • Act I Quest: Rellegar's Rest
      • Encounter 1
      • Encounter 2: The Hidden Staff
    • Act I Quest: Siege of Skytower
    • Act I Quest: Blood Will Tell
    • Act I Quest: The Baron Returns
      • Encounter 1
      • Encounter 2
    • Act I Quest: Archive of Arrizon
      • Encounter 1
  • Act II Quests
    • Army of Dal'Zunm
      • Encounter 1
    • Prison of Khinn
      • Encounter 1
      • Encounter 2
    • Lord of Flame
      • Encounter 1
      • Encounter 2
    • Dead or Drowning
    • Rite of the Red Dawn
    • Shadowfall Mountain
      • Encounter 1
  • The Finale
    • Blood and Betrayal
      • Encounter 1
      • Encounter 2A
      • Encounter 2B
      • Encounter 3

Starting the Campaign

Only the base game of Descent: Journeys in the Dark Second Edition is required to play this campaign; however, additional content provided by other expansions is fully compatible. Players should refer to each expansion's rulebook for instructions on how to combine the expansion content with the components found in the base game.

To begin this campaign, refer to the rules for starting a new campaign found on page 19 of the base game rulebook.

Players will play a total of nine quests throughout the "Heirs of Blood" campaign. After player roles, heroes, and classes have been selected, players set up the Introduction quest entitled "Acolyte of Saradyn," on page 27 of this campaign book. Then, read the Act introduction on page 26. Players do not perform a Travel step before playing the Introduction. After the introduction, heroes begin each Travel step at Kethiri Ruins and follow a continuous path to the chosen quest location shown on the campaign map.

After each quest, players perform a campaign phase (see "Campaign Phase" on page 20 of the base game rulebook). Remaining quests are chosen based on the outcome of the previous quest using the campaign log (see "Choosing Quests" below).

Players can photocopy the campaign log or download and print a copy from the Fantasy Flight Games official website (www.fantasyflightgames.com).

Campaign Rules

The "Heirs of Blood" campaign follows many of the same rules for "The Shadow Rune" found in the base game. The following rules list any changes and additions to the campaign rules found on pages 19-22 of the Descent: Journeys in the Dark Second Edition rulebook.

Two-Hero Campaign

When playing the "Heirs of Blood" campaign with two heroes, the heroes receive an additional advantage. Once during each hero's turn, that hero may perform one attack that does not require an action. This attack cannot be a special action that includes an attack ("Rage" or "Exploding Rune" for example); the attack must be a regular attack action. This attack can only be performed during the "Perform Actions" step of the hero turn, and can be performed before or after either of his actions.

At the end of each hero's turn, if that hero did not or could not perform the free attack during their turn, he may instead recover 2 Health.

Plot Decks

If playing with Plot decks (available in Lieutenant Pack expansions), the overlord may choose any plot deck at the start of the campaign. However, if he chooses the "Endless Thirst" Plot deck, he cannot use the "Summon - Eliza" Plot card at any time during the campaign. Consideration should also be given when choosing the "Goblin Uprising," "Hybrid Loyalty," and "Seeds of Betrayal" Plot decks.

During the course of the "Heirs of Blood" campaign, the overlord may be required to sacrifice one of his Lieutenants. If the overlord sacrifices Splig, Belthir, or Baron Zachareth, he cannot summon the corresponding agent into play for the remainder of the campaign.

Shopping Step

During the Shopping step of each Campaign phase, the number of cards revealed from the Shop Item deck is not based on the number of players. Instead, players reveal five Shop Item cards, regardless of the number of players. Other game effects that increase or reduce this number are applied as normal.

Choosing Quests

During the "Choose Next Quest" step of the Campaign phase, the winner of the quest chooses which of the available quests will be played next. At the end of each quest, the next available quests are listed under the "Rewards" section. If the instructions in the "Rewards" section of a quest state that only one quest is available, then only that quest can be chosen as the next quest within the campaign.

Note: If playing with Rumor cards, quests made available by quest cards can also be chosen.

Example: The overlord has won the "Blood Will Tell" quest. Under the "Rewards" section it states, "If the overlord wins, he receives 1 additional XP. The next available quest is 'Rise of Urthko.'" Unless the players have Rumor cards that are currently providing additional quests, the overlord must choose "Rise of Urthko" as the next quest. If a rumor quest is chosen and the heroes win, "Rise of Urthko" is still the only available quest to be chosen within the campaign.

Using the Campaign Log

The campaign log is a useful tool for tracking the players' progress and deciding which quest to play next. Some quests lead directly to other quests, while others allow for a choice of any of the quests from the following tier. When referencing the campaign log, players can easily distinguish which quests directly lead to others and which quests are not directly tied to any of the following quests. Quests that have arrows extending down from them directly lead to the quests they are pointing toward. Quests that have no arrows extending down may lead into any of the quests from the following tier, depending on the outcome. Players should always reference the "Rewards" section of the previous quest to understand which quests are currently available.

Example: The heroes win Rellegar's Rest and mark the Campaign Log accordingly before ending their game session. During their next session, they reference the campaign log to remind them who won. They see that "Rellegar's Rest" leads into "Blood Will Tell" or "The Baron Returns," and reference the "Rewards" section of "Rellegar's Rest" to see which quest to play. Since the heroes won, the next available quest is "Blood Will Tell." Because there are no arrows extending down from "Blood Will Tell" the players know that either of the following quests may be available after completing the quest.

Interlude

After completing the Introduction and three Act I quests, it is time for the Interlude. The Interlude is a special quest that marks the transition from Act I to Act II of the campaign. There are two different Interludes, "From the Wreckage" and "Saradyn in Flames." If the heroes won at least two of the Act I quests (excluding the Introduction), then the heroes choose which Interlude to play. If the overlord won at least two of the Act I quests (excluding the Introduction), then the overlord chooses which Interlude to play. Each Interlude is treated as an Act I quest.

After playing the Interlude, the overlord should read the act transition text on page 46. Additionally, when players are ready to play their first Act II quest, they may read the act introduction text on page 47.

Finale

The campaign ends in an exciting quest known as the Finale. There is only one Finale in the "Heirs of Blood" campaign; however, unlike the other quests, there are four possible encounters within the Finale. Players start with Encounter 1 and are instructed how to progress to the following encounters in the "Rewards" section of each encounter. The Finale is treated as an Act II quest.

Quest Descriptions

Whether playing the basic game or Epic Play, or when choosing the next quest to play in a campaign, players can reference the quest descriptions on pages 20 and 21 of this book. These descriptions give a flavorful glimpse into what players can expect during each of the quests. The descriptions are flavour text and are not transcribed here.

Act I Quests

Introduction: Acolyte of Saradyn

Read the Act introduction before setup. Players do not perform a Travel step before this quest.

Monsters: Goblin archers. Barghests.

Setup:

  • Place the goblin archers on the Battlefield. Place the barghests on the Lair. Each barghest applies +2 to its Health.
  • The hero players choose 1 hero to escort the acolyte. Place 1 white objective token on that hero's Hero sheet.
  • The overlord places a number of villager tokens on the Firepit equal to the number of heroes, 1 per space. These are wounded clergy.
  • Place search tokens based on the number of heroes.

Special rules:

  • At the start of each overlord turn, if there are 1 or more goblin archers on the Caravan Site, the overlord places 1 fatigue token in his play area.
  • At the end of each overlord turn, if there are 1 or more goblin archers on the Caravan Site, the overlord places 1 fatigue token in his play area.

The acolyte:

  • The hero escorting the acolyte applies -1 to his Speed.
  • Each time the hero escorting the acolyte ends his turn adjacent to 1 or more wounded clergy, that hero chooses 1 adjacent wounded clergy and places that token in the heroes' play area (see "Rewards").
  • As an action, the hero escorting the acolyte may give the white objective token to an adjacent hero.

Reinforcements: At the end of each overlord turn, the overlord may place up to 2 goblin archers on the Lair, respecting group limits.

Victory:

  • If there are no barghests on the map, the heroes win (read the following aloud; narrative omitted from this transcription).
  • If there are 7 fatigue tokens in the overlord's play area, the overlord wins (read the following aloud; narrative omitted from this transcription).

Rewards:

  • Win or lose, each player receives 1 XP.
  • If the overlord wins, he receives 1 additional XP and the heroes discard [word obscured in the scan] but 1 villager token.
  • Then, the heroes receive 25 gold per villager token in their play area.
  • "Siege of Skytower" or "Rellegar's Rest" may be chosen by the winner as the next quest.

Act I Quest: Rellegar's Rest

This quest has multiple encounters. Start with Encounter 1 and follow the "Rewards" section of each encounter.

Encounter 1

Monsters: Splig. Goblin archers. 1 open group.

Setup: Place Splig on the River's Edge. Place goblin archers on the Stream. Place the open group on the Pond.

Collect 4 blue and 1 red objective token. Place them facedown on 5 of the water spaces of the overlord's choice on the River's Edge, 1 per space. The heroes should not know the color of any objective token. The red objective token is the key.

Place search tokens based on the number of heroes.

Special rules:

  • At the start of each overlord turn, place 1 fatigue token in the overlord's play area. Then, the heroes choose 1 facedown objective token on the River's Edge. The overlord reveals that token and then places it facedown in a water space on the Pond. The overlord cannot place an objective token in a space that contains another objective token.
  • As an action, while adjacent to an objective token, a hero may reveal that token. If it is a blue objective token, discard it. If it is the red objective token, place it on that hero's Hero sheet; he is carrying the key.

If Splig is defeated, read the following aloud (narrative omitted from this transcription).

Reinforcements: At the end of each overlord turn, the overlord may place 1 goblin archer on the Entrance, respecting group limits.

Victory:

  • If the hero carrying the key enters a space on the Exit, the heroes win this encounter.
  • If the overlord has 6 fatigue tokens in his play area, the overlord wins this encounter.

The book gives no "Rewards" section for Encounter 1. The setup of Encounter 2 depends on who won Encounter 1 (see below).

Encounter 2: The Hidden Staff

Monsters: Lord Merick Farrow. Goblin archers. 1 open group.

Setup: Place Lord Merick Farrow on the Library. Place goblin archers on the Stairway. Place the open group on the Armory.

Place 4 blue objective tokens as indicated. These are support pillars. If the overlord won Encounter 1, place 2 fatigue tokens on the support pillar in the Library.

Collect 1 white, 1 green, and 2 red objective tokens and shuffle them together. Place them facedown on the map as indicated. No player should know the color of any of these objective tokens.

Place search tokens based on the number of heroes. The unique search token is the stolen treasure.

Special rules:

  • The staff: A figure with the white objective token on its base is carrying the staff. A hero carrying the staff receives the "Staff of Light" Relic card. A lieutenant carrying the staff immediately wields the "Staff of Shadows" relic, even if he is already wielding a relic. If a figure carrying the staff is defeated, it drops the white objective token faceup in the closest empty space and sets the corresponding Relic card aside. As an action, a figure adjacent to the white objective token may pick it up.
  • At the start of each overlord turn, the overlord places 1 fatigue token on 1 support pillar.
  • Each time Lord Merick Farrow ends his activation adjacent to a support pillar, place 1 fatigue token on that support pillar.
  • If a support pillar has 4 fatigue tokens on it, it is destroyed; discard that objective token.

What we came for: If a hero reveals the unique search token, place it on that hero's Hero sheet. He is carrying the stolen treasure. A hero carrying the stolen treasure may move off the map through the Entrance.

Finding the Light: As an action, a figure may reveal an adjacent facedown objective token. If it does, resolve the following based on the color of the token:

  • Green: The figure that revealed the token tests Awareness. If it fails, its controlling player removes that figure from the map and places it on the unique space. If the unique space is occupied, place it in the closest empty space. Replace the green token facedown.
  • Red: The figure that revealed the token tests Knowledge. If it fails, collect each objective token on the Waterway, shuffle them together, and replace them facedown. No player should know the color of any of these objective tokens.
  • White: The figure that revealed the token picks it up.

Reinforcements:

  • At the start of each overlord turn, the overlord may place 1 goblin archer on the Entrance, respecting group limits.
  • At the end of each overlord turn, if Lord Merick Farrow has been defeated and is not on the map, the overlord may place him in an empty space adjacent to a support pillar. If he does, Lord Merick Farrow recovers [number obscured in the scan] damage.

Victory:

  • If a hero moves off the Entrance carrying the stolen treasure, the heroes win.
  • If there are no support pillars on the map, the overlord wins.

Rewards:

  • Win or lose, each player receives 1 XP.
  • If the heroes win, they receive 25 gold per hero.
  • If the overlord wins, he receives 1 additional XP.
  • If a hero is carrying the staff, the heroes keep the "Staff of Light" relic. Otherwise, the overlord receives the "Staff of Shadows" relic.
  • Regardless of the winner, the overlord receives the "Shield of Zorek's Favor" relic.
  • "Blood Will Tell" or "The Baron Returns" may be chosen by the winner as the next quest.

Act I Quest: Siege of Skytower

This quest is a single encounter.

Monsters: Sir Alric Farrow. Belthir. Goblin archers. Cave spiders. 1 open group. 1 open group of non-large monsters.

Setup:

  • Heroes place their figures on the Armory.
  • Place Sir Alric Farrow on the Grassland as indicated. Place Belthir on the unique space on the Waterfall. Place the cave spiders on the Spider Nest.
  • Choose 1 open group of non-large monsters. This is the invading force. Do not place the invading force or the goblin archers during setup. The other open group is the supporting force. Place the supporting force on the Gatehouse.
  • Place 8 fatigue tokens in the heroes' play area.
  • Place 4 blue objective tokens as indicated. These form the waterfall tunnel.
  • Collect 1 red, 1 green, and 1 white objective token and shuffle them together. Place them facedown on the Gatehouse as indicated. No players should know the color of any objective token. These are levers.
  • Place search tokens based on the number of heroes.
  • At the start of the quest, open all doors on the map.

Special rules:

  • At the end of each overlord turn, discard 1 fatigue token from the heroes' play area.
  • While the door on the waterfall is open, a figure on a waterfall tunnel may spend 2 movement points to move to another waterfall tunnel as if they were adjacent spaces. If the space being moved to is occupied, the figure is placed in the closest empty space.

Gatekeepers:

  • Doors cannot be opened or closed normally. Each door corresponds to the color of 1 lever.
  • As an action, a hero adjacent to a lever may pull it. If he does, flip that lever faceup and each other lever facedown. Each time a lever is flipped faceup, close the door that corresponds to the color of that lever. Each time a lever is flipped facedown, open the door that corresponds to the color of that lever.
  • If a door is closed while a large monster occupies spaces on both sides of it, that monster is defeated.

Wings of War: As an action, Belthir may take flight. If he does, he may choose to carry 1 non-large monster adjacent to him. Then, the overlord removes his figure from the map and places him on 1 of the unique spaces. If the space is occupied, place him on the closest empty space to that unique space. If he is carrying a monster, remove that monster from the map and place it adjacent to Belthir; Belthir and that monster are Stunned.

Taking the Tower:

  • Sir Alric Farrow, goblin archers, and the invading force may move off the map through the Exit. Each time this happens, place a number of fatigue tokens in the overlord's play area based on the monster:
    • Minion monster: 1 fatigue token.
    • Master monster: 2 fatigue tokens.
    • Sir Alric Farrow: 3 fatigue tokens.
  • The first time Sir Alric Farrow is affected by an attack, read the following aloud (narrative omitted from this transcription).
  • If Sir Alric Farrow is defeated, read the following aloud (narrative omitted from this transcription).

Reinforcements:

  • At the start of each overlord turn, the overlord may place a number of monsters on the Entrance equal to the number of heroes. These monsters can be any combination of goblin archers and invading force, respecting group limits.
  • At the end of each overlord turn, the overlord may place 1 cave spider on the Spider Nest, respecting group limits.
  • When the fourth fatigue token is discarded from the heroes' play area, place monsters from the supporting force on the Entrance, up to the group limit.

Victory:

  • If there are no fatigue tokens in the heroes' play area, the heroes win.
  • If the overlord has 8 fatigue tokens in his play area, the overlord wins.

Rewards:

  • Win or lose, each player receives 1 XP.
  • If the heroes win, they receive 25 gold per hero.
  • If the overlord wins, he receives 1 additional XP.
  • Regardless of the winner, if there are exactly 2 fatigue tokens in the heroes' play area, they receive 25 gold. If there are less than 2 fatigue tokens in the heroes' play area, they receive 50 gold.
  • Regardless of the winner, if Sir Alric Farrow was defeated, the heroes receive the "Shield of the Dark God" relic. Otherwise, the overlord receives the "Shield of Zorek's Favor" relic.
  • Regardless of the winner, the overlord receives the "Staff of Shadows" relic.
  • "The Baron Returns" or "Archive of Arrizon" may be chosen by the winner as the next quest.

Act I Quest: Blood Will Tell

This quest is a single encounter.

Monsters: Lady Eliza Farrow. Flesh Moulders. Zombies. 3 open groups.

Setup:

  • Place Lady Eliza Farrow on the Chapel as indicated. Place the flesh moulders on the Chapel. Place 1 open group on the Shrine. Place 1 open group on the Small Cave. Place 1 open group on the Large Cave. Do not place the zombies during setup.
  • Place 3 blue objective tokens as indicated. These are protective wards.
  • Place 2 red objective tokens as indicated. These form the altar.
  • Place search tokens based on the number of heroes.

Special rules:

  • Protective wards: As an action, a hero adjacent to a protective ward may test Might or Knowledge. If he passes, the protective ward is disabled; discard that objective token. Then, he tests Willpower. If he fails, he is Stunned.
  • If the third protective ward is disabled, remove the locked door from the map and read the following aloud (narrative omitted from this transcription).
  • The first time a hero enters an empty space on the Chapel, read the following aloud (narrative omitted from this transcription).
  • Slow rising: Each time a hero enters a space containing a fatigue token, that hero suffers 1 fatigue and discards that fatigue token.
  • Blood bond: Each time Lady Eliza Farrow is dealt damage from an attack, the overlord may choose 1 or more adjacent flesh moulders to suffer that damage instead, divided as he chooses.

Blood Offerings: As an action, while adjacent to the altar, Lady Eliza Farrow may perform an offering. If she does, the overlord places 1 fatigue token in any empty space on the map that does not contain a fatigue token and Lady Eliza Farrow suffers 1 damage. Then, place 1 damage token near the altar.

Forbidden Incantations: As an action, while adjacent to the altar, Lady Eliza Farrow may perform an incantation. If she does, she tests Knowledge.

  • If she passes, place a number of fatigue tokens in empty spaces on the map equal to 1 less than the number of heroes, 1 per space. Then, roll 1 red and 1 yellow power die. Lady Eliza Farrow suffers damage equal to the damage rolled. Then, place a number of damage tokens near the altar equal to the damage rolled. If there are 1 or more surge results, each figure on the Chapel is Stunned.
  • If she fails, place a number of fatigue tokens in empty spaces on the map equal to the number of heroes, 1 per space. Eliza suffers 1 damage. Then, place 1 damage token near the altar.

Reinforcements: At the start of each overlord turn, the overlord replaces the fatigue tokens on the map with 1 zombie each, up to the group limit. Then, any fatigue tokens not replaced are discarded from the map.

Victory:

  • If Eliza is defeated, read the following aloud (narrative omitted from this transcription). The heroes win this encounter!
  • If there are 25 or more damage tokens near the altar, read the following aloud (narrative omitted from this transcription). The overlord wins this encounter!

Rewards:

  • Win or lose, each player receives 1 XP.
  • Regardless of the winner, the heroes receive 25 gold for each protective ward that was discarded.
  • If the heroes win, they receive an additional 25 gold per hero. The next available quest is "Caladen's Crossing."
  • If the overlord wins, he receives 1 additional XP. The next available quest is "Rise of Urthko."

Act I Quest: The Baron Returns

This quest has multiple encounters. Start with Encounter 1 and follow the "Rewards" section of each encounter.

Encounter 1

Monsters: Lady Eliza Farrow. Zombies. Goblin archers. 1 open group.

Setup:

  • Place Lady Eliza Farrow on the Stairway as indicated. Place the zombies on the Armory. Place the goblin archers on the Exit. Place the open group on the Ruined Hall.
  • Collect 1 white and 3 blue objective tokens and set them aside for Encounter 2. Then, place 6 objective tokens facedown in the indicated spaces. These are bubbling vials.
  • Place search tokens based on the number of heroes.

Special rules:

  • While a goblin archer is within 3 spaces of Lady Eliza Farrow, it is enthralled.
  • If Lady Eliza Farrow is defeated, discard each bubbling vial carried by a goblin archer and each bubbling vial on the map.

Toil and trouble:

  • As an action, while adjacent to a bubbling vial, Lady Eliza Farrow, a hero, or an enthralled goblin archer may attempt to retrieve that bubbling vial.
  • If Lady Eliza Farrow attempts to retrieve a bubbling vial, she tests Knowledge or Willpower. If she passes, place that objective token in the overlord's play area. These tokens cannot be dropped or discarded; they remain in the overlord's play area until discarded during Encounter 2.
  • If a hero attempts to retrieve a bubbling vial, he tests Knowledge or Willpower. If he passes, place that objective token on his Hero sheet. He is carrying that bubbling vial.
  • If an enthralled goblin archer attempts to retrieve a bubbling vial, it tests Knowledge or Willpower, using Lady Eliza Farrow's attribute values. If it passes, place that objective token on its base. It is carrying that bubbling vial. A goblin archer cannot carry more than 1 bubbling vial at a time.
  • If a figure carrying any number of bubbling vials is defeated or removed from the map for any reason, place each of those objective tokens in empty spaces adjacent to that figure.
  • If a goblin archer that is carrying a bubbling vial enters a space on the Exit, remove that objective token from its base and place it in the overlord's play area.

Reinforcements: At the start of each overlord turn, the overlord may place 1 goblin archer on the Exit, respecting group limits.

Victory:

  • If all of the bubbling vials are carried by the heroes or in the overlord's play area, read the following aloud (narrative omitted from this transcription).

Encounter 1 is complete. The overlord keeps the facedown objective tokens in his play area. The heroes collect the objective tokens on their Hero sheets and place them together in their play area.

Encounter 2

Monsters: Baron Zachareth. 3 open groups.

Setup:

  • Place Baron Zachareth on the Great Hall as indicated. Baron Zachareth wields "The Shadow Rune" relic. Place 1 open group on the Great Hall, 1 open group on the Lair, and 1 open group on the Armory.
  • Place 3 blue objective tokens as indicated. These are vats. Place 1 white objective token on the Great Hall as indicated. This is the cauldron.
  • The facedown objective tokens in the overlord's play area from Encounter 1 are enchanted vials.
  • The facedown objective tokens in the heroes' play area from Encounter 1 are redeemed vials.
  • Place search tokens based on the number of heroes.

Special rules:

  • Doors cannot be opened or closed normally. Baron Zachareth may move through doors.
  • Each time a hero suffers a condition from the "Subdue" ability, the overlord may place the equivalent condition token in his play area. Each condition can only be placed in the overlord's play area once.

Fire burn:

  • Once per attack performed by Baron Zachareth, after dice are rolled, the overlord may discard 1 enchanted vial from his play area to add 1 surge to the results.
  • Then, regardless of whether the overlord discarded 1 enchanted vial or not, the heroes may discard 1 redeemed vial from their play area to cancel 1 surge from the results.

Shadow Rune:

  • While Baron Zachareth has "The Shadow Rune" relic equipped, he gains the Ranged icon.
  • Each attack that targets Baron Zachareth while he has "The Shadow Rune" relic equipped gains: 2 surge: Set aside the "The Shadow Rune" relic; Baron Zachareth no longer wields it. Then, read the following aloud (narrative omitted from this transcription).

Cauldron bubble:

  • As an action, while adjacent to the cauldron, Baron Zachareth may add afflictions. If he does, the overlord places each condition token in his play area near the cauldron.
  • At the start of each overlord turn, for each condition token near the cauldron, the heroes choose 1 hero to suffer that condition.
  • As an action, a hero adjacent to a vat may tip that vat. If he does, discard that token from the map. The first time a hero tips a vat, read the following aloud (narrative omitted from this transcription).
  • When the third vat is tipped, remove all doors from the map and read the following aloud (narrative omitted from this transcription).

Reinforcements: None.

Victory:

  • If Zachareth is defeated, read the following aloud (narrative omitted from this transcription). The heroes win!
  • If there are 4 condition tokens near the cauldron, read the following aloud (narrative omitted from this transcription). The overlord wins!

Rewards:

  • Win or lose, each player receives 1 XP.
  • If the heroes win, they receive 25 gold per hero. The next available quest is "Caladen's Crossing."
  • If the overlord wins, he receives 1 additional XP. The next available quest is "Rise of Urthko."
  • If "The Shadow Rune" was set aside, no player receives the relic. Otherwise, the overlord receives "The Shadow Rune" relic.

Act I Quest: Archive of Arrizon

This quest has multiple encounters. Start with Encounter 1 and follow the "Rewards" section of each encounter.

Encounter 1

Monsters: Ettins. 2 open groups.

Setup:

  • The heroes place their figures on the Exit.
  • Choose 1 ettin and place it in the unique space. This is Rolok. In a 4-hero game, place the remaining ettin on the Lava Cave.
  • Place 1 open group on the Large Cave. Place 1 open group on the Small Cave.
  • Place 1 blue objective token as indicated. This is the boulder.
  • Place search tokens based on the number of heroes.

Special rules:

  • Heroes and the boulder may move through the locked door while it is closed.
  • The boulder blocks movement. Each time Rolok is targeted by an attack and the figure that performed the attack traces line of sight through the boulder or 1 or more spaces adjacent to the boulder, Rolok rolls 1 additional black defense die.
  • Rolok applies +2 to his Health per hero and is immune to conditions.
  • Rolok may spend 2 movement points while adjacent to the boulder to move the boulder 1 space. If the boulder enters a space containing a figure, that figure is defeated.
  • If the boulder enters a space on the Exit, read the following aloud (narrative omitted from this transcription).

Reinforcements: At the start of each overlord turn, the overlord may place 1 monster from 1 open group on the Back Entrance, respecting group limits.

Victory:

  • If Rolok is defeated, read the following aloud (narrative omitted from this transcription). The heroes win this encounter!
  • If the boulder enters a space on the Exit, the overlord wins this encounter.

Encounter 2

Monsters: Lady Eliza Farrow. Ettins. Master flesh moulder. 3 open groups.

Setup:

  • The overlord collects 1 white, 1 green, 4 red, and 4 blue objective tokens, shuffles them together, and places them facedown on the Lair, 1 per space. No player should know the color of any objective token. These are documents.
  • If the heroes won Encounter 1, they place their figures on the Ettin's Lair. If the overlord won Encounter 1, they place their figures on the Entrance. Then, the heroes place the master flesh moulder in an empty space adjacent to a hero. This is Arrizon. Place the current act's "Flesh Moulder" Monster card in the heroes' play area.
  • Place 1 open group and Lady Eliza Farrow on the Ettin's Lair. Do not place the 2 remaining open groups or ettins during setup.
  • Place search tokens based on the number of heroes.

Special rules:

  • Arrizon applies +8 to his Health. He is treated as a hero figure and not a monster; he activates once each round after any hero turn and is controlled by that hero player; he cannot recover damage except from the "Mend" ability, is immune to all conditions, and passes all attribute tests.
  • Each time Arrizon suffers damage, each hero adjacent to him may choose to suffer 1 damage. For each hero that does, Arrizon reduces the damage he suffered by 1.

Book burning:

  • As an action, Arrizon may burn a document adjacent to him. If he does, reveal that objective token and place it in the heroes' play area. Documents adjacent to 1 or more monsters cannot be burned.
  • The first time a red objective token is placed in the heroes' play area, remove the locked door to the Library. Then, the overlord removes each facedown objective token from the map and places them on the Library, 1 per space. No player should know the color of any objective token on the map. Then, the overlord places 1 of his remaining open groups on the Library and reads the following aloud (narrative omitted from this transcription).
  • The second time a red objective token is placed in the heroes' play area, remove the locked door to the Study. Then, the overlord removes each facedown objective token from the map and places them on the Study, 1 per space. No player should know the color of any objective token on the map. Then, the overlord places his last remaining open group on the Study and reads the following aloud (narrative omitted from this transcription).

Reinforcements: At the start of each overlord turn, the overlord may place 1 ettin on the Entrance, respecting group limits.

Victory:

  • If Arrizon is defeated, read the following aloud (narrative omitted from this transcription). The overlord wins!
  • If there are 4 red objective tokens in the heroes' play area, read the following aloud (narrative omitted from this transcription). The heroes win!

Rewards:

  • Win or lose, each player receives 1 XP.
  • If the heroes win, they receive 25 gold per hero. The next available quest is "Caladen's Crossing."
  • If the overlord wins, he receives 1 additional XP. The next available quest is "Rise of Urthko."

Act I Quest: Rise of Urthko

This quest has multiple encounters. Start with Encounter 1 and follow the "Rewards" section of each encounter.

Encounter 1

Monsters: Lord Merick Farrow. Ettins. 1 open group.

Setup:

  • Place Lord Merick Farrow on the Exit as indicated. Place the ettins on the Large Cave. Place the open group on the Chasm.
  • Place 8 villager tokens as indicated. These are captives.
  • Place search tokens based on the number of heroes.

Special rules:

  • Lord Merick Farrow may move and attack through the locked door as if it were not on the map.
  • The locked door cannot be opened as normal. Heroes and familiars adjacent to the locked door may perform attacks that target it as if it were an enemy figure. The locked door has 3 Health per hero and has a defense result of 3 shield each time it is targeted by an attack.

An army to feed:

  • Each time Lord Merick Farrow enters a space adjacent to a captive, he may pick that captive up. If he does, place that token on his figure's base. Lord Merick Farrow can only carry 1 captive at a time.
  • While carrying a captive, Lord Merick Farrow adds 1 gray die to his defense pool.
  • While carrying a captive and adjacent to a pit space, Lord Merick Farrow may spend 1 movement point to throw the captive into the pit. If he does, place that token in the overlord's play area. The first time this happens, read the following aloud (narrative omitted from this transcription).

Deep trouble: Pit spaces have different rules during this encounter:

  • Lord Merick Farrow cannot voluntarily enter pit spaces. If he does enter a pit space, the overlord immediately places him in the closest empty space that is not a pit space and he is Stunned.
  • If a hero enters a pit space, immediately replace his figure with a hero token; if he is the current player, his turn immediately ends. This hero is dangling (see "Getting Out").
  • Large monsters ignore pit spaces.
  • Any figure that enters a pit space and is not a hero, Lord Merick Farrow, or a large monster is immediately defeated.

Getting out:

  • Dangling heroes are not on the map. A dangling hero cannot return to the map except by being pulled out or climbing out.
  • As an action, a hero adjacent to the hero token of a dangling hero may test Might or Awareness. If he passes, he pulls him out. Remove the hero token from the map and place his figure in an empty space adjacent to that pit space.
  • As an action, a dangling hero may climb out. If he does, he places his figure in an empty space adjacent to his hero token and then removes his hero token from the map. Then, his activation immediately ends.

Reinforcements: At the end of each overlord turn, the overlord may place 1 ettin on the Entrance, respecting group limits.

Victory:

  • If Lord Merick Farrow is defeated or there are 8 villager tokens in the overlord's play area, read the following aloud (narrative omitted from this transcription).

Encounter 1 is complete. Note the number of villager tokens in the overlord's play area for Encounter 2.

Encounter 2

Monsters: Sir Alric Farrow. Barghests. Ettins. 1 open group (no large monsters).

Setup:

  • Place Sir Alric Farrow and the barghests on the Feeding Grounds. Place the ettins on the Ettin's Lair. Place the open group on the Holding Cell.
  • Collect 1 white, 1 green, 4 blue, and 4 red objective tokens and shuffle them together. Place them facedown in the overlord's play area. No player should know the color of any objective token. These are the mutation pool.
  • Place search tokens based on the number of heroes. The unique search token is Tyrus.

Special rules:

  • The master barghest is Urthko. Add 1 gray die to Urthko's defense pool. For each villager token in the overlord's play area from Encounter 1, Urthko applies +1 to its Health per hero.
  • A figure may spend 1 movement point while in a unique yellow space to place his figure in an empty, unique red space as if they were adjacent spaces. If both unique red spaces are occupied, place the figure in the closest empty space instead. A figure cannot move from a unique red space into a unique yellow space.
  • The locked door cannot be opened.

Unnatural growth:

  • At the start of each overlord turn, the overlord draws 2 objective tokens from the mutation pool and looks at them. He chooses 1 to place facedown near the "Barghest" Monster card and 1 to return to the mutation pool. Then, shuffle the mutation pool.
  • During his turn, the overlord may flip faceup any objective tokens near the "Barghest" Monster card. Each revealed objective token has the following effects, based upon its color:
    • Red: Immediately after revealing a red objective token, roll 2 red power dice. Urthko recovers damage equal to the damage rolled.
    • Blue: Each time Urthko performs an attack, add 1 damage to the results for each faceup blue objective token. Each time Urthko performs "Howl," the overlord may choose 1 hero that fails. That hero suffers additional fatigue equal to the number of faceup blue objective tokens.
    • White: Once per round, Urthko may perform "Howl" without spending an action.
    • Green: Urthko discards and is immune to all conditions. (The printed text has no object after "discards"; it is transcribed as printed.) Each time Urthko rolls defense dice, add 1 shield to the results.

Reinforcements: None.

Another power: When the unique search token is revealed, place it in the heroes' play area and read the following aloud (narrative omitted from this transcription). After Tyrus is found, the overlord draws 1 objective token instead of 2 at the start of each overlord turn.

Victory:

  • If Urthko is defeated, read the following aloud (narrative omitted from this transcription). The heroes win!
  • If there are 8 objective tokens near the "Barghest" Monster card, read the following aloud (narrative omitted from this transcription). The overlord wins!

Rewards:

  • Win or lose, each player receives 1 XP.
  • If the heroes win, they receive 25 gold per hero.
  • If the overlord wins, he receives 1 additional XP.

Act I Quest: Caladen's Crossing

This quest has multiple encounters. Start with Encounter 1 and follow the "Rewards" section of each encounter.

Encounter 1

Monsters: Goblin archers. 2 open groups.

Setup:

  • Place the goblin archers on the War Camp. Place 1 open group on the Overlook. Do not place the other open group during setup.
  • Place 4 blue objective tokens near the River. These are buckets of water.
  • Place 2 faceup red objective tokens near the Cabin and 2 faceup red objective tokens near the House. These are fire markers.
  • Place search tokens based on the number of heroes.

Special rules:

  • The unique green spaces are not considered to be spaces on the Cabin.

Burning the town: Fire markers designate the status of the associated tile. While the fire markers are faceup, that tile is blazing and takes damage each round (see below). If a tile has no associated fire markers, it cannot receive fatigue tokens.

  • At the start of each overlord turn, the overlord places a number of fatigue tokens near the Cabin and House based upon the following:
    • If the fire markers associated with a tile are faceup, that tile receives 1 fatigue token.
    • If there are 1 or more goblin archers on the tile, it receives 1 fatigue token.
    • If there are 1 or more goblin archers in the unique red spaces, the overlord chooses the Cabin or House. That tile receives 1 fatigue token.
  • Each time a tile has 4 or more fatigue tokens near it, the overlord immediately discards 1 of the associated fire markers and 4 fatigue tokens from that tile.

Requesting aid: At the end of any hero turn, once during this encounter, the heroes may request aid. If they do, reduce the number of fatigue tokens on the House or Cabin by 2. Then, read the following aloud (narrative omitted from this transcription).

Extinguishing the fire:

  • Each time a hero enters a water space, he may pick up 1 bucket of water. If he does, place 1 blue objective token on his Hero sheet. Each hero cannot carry more than 1 bucket of water.
  • Each time a hero carrying a bucket of water suffers 1 or more damage, he tests Might or Willpower. If he fails, he drops the bucket of water and places the blue objective token back near the River.
  • As an action, a hero that is carrying a bucket of water while on the Cabin or House may douse the flame. If he does and the associated red objective tokens are faceup, flip them facedown; if the red objective tokens are already facedown, discard them instead. For each objective token discarded in this way, the heroes place 1 villager token in their play area (see "Victory").

Reinforcements:

  • At the start of each overlord turn, the overlord may place goblin archers on the Entrance up to the group limit.
  • The first time a hero enters an empty space on the Cabin or House, place the remaining open group on that tile, up to the group limit. The overlord may immediately perform 1 action with each of those monsters.

Victory:

  • If there are no fire markers in play, read the following aloud (narrative omitted from this transcription).

Encounter 1 is complete. The heroes keep the villager tokens in their play area for Encounter 2.

Encounter 2

Monsters: Splig. Belthir. Baron Zachareth. 5 open groups.

Setup:

  • Heroes place their figures and the villager tokens from Encounter 1 on the Bridge.
  • Place 1 open group on the Battlefield. Place 1 open group on the Warpath. Do not place Splig, Belthir, Baron Zachareth, or the remaining open groups during setup.
  • Place 1 white objective token on the Stream as indicated. This is the vantage point.
  • Place search tokens based on the number of heroes.

Special rules:

  • The villager tokens are guards. Treat guards as hero figures with the following exceptions. The guards may activate once each round after any hero turn and are controlled by that hero player. When activating, each guard must be activated before moving on to the next player's turn.
  • When activated, each guard may perform 1 move action and 1 attack action.

Guard: Health 6. Speed 4. Defense 1 gray die. Attack 1 blue die and 1 yellow die. Surge: +1 damage.

The bridge:

  • While on the Bridge, heroes and guards may perform Ranged attacks that trace line of sight and count spaces from the space containing the vantage point. Other figures do not block line of sight when performing such attacks.
  • While on the Bridge, heroes may spend 1 movement point to jump. Each time a hero does, place that hero figure adjacent to the vantage point. Then, that hero tests Might and Awareness. For each test he fails, he suffers 3 damage.

The gatehouse:

  • The locked door is the gatehouse and cannot be opened as normal.
  • The gatehouse has 6 Health, plus an amount of Health equal to twice the number of heroes. Monsters may target an empty space adjacent to the gatehouse to perform an attack that targets it as if it were an enemy figure. The gatehouse has a defense result of 3 shield each time it is targeted by an attack.
  • Monsters may move off the map through the Town Entrance or Exit. Each time a monster moves off the map through the Exit, the gatehouse suffers 3 damage.
  • Heroes, familiars, and guards adjacent to the gatehouse may move, trace line of sight, and count spaces through the gatehouse. Heroes, familiars, and guards cannot perform Melee attacks through the gatehouse.

Reinforcements:

  • At the start of each overlord turn, place 1 fatigue token in the overlord's play area. When the second, fourth, and sixth fatigue tokens are placed in the overlord's play area, the overlord may place 1 of his open groups on the Warpath and War Camp, distributed as he chooses.
  • Once during this encounter, when the overlord reinforces 1 of his open groups, he must choose 1 lieutenant and place it on the Warpath, selecting from Splig, Belthir, or Baron Zachareth. After this encounter, that lieutenant is returned to the game box and cannot be used in any future quest.

Victory:

  • If there are 8 fatigue tokens in the overlord's play area or if a lieutenant is defeated, read the following aloud (narrative omitted from this transcription). The heroes win!
  • If Splig, Belthir, or Baron Zachareth move off the map through the Town Entrance, read the following aloud (narrative omitted from this transcription). The overlord wins!

Rewards:

  • Win or lose, each player receives 1 XP.
  • If the heroes win, they receive 25 gold per hero.
  • If the overlord wins, he receives 1 additional XP.
  • If Baron Zachareth moved off the map through the Town Entrance, the overlord receives 1 additional XP.
  • Regardless of the winner, the lieutenant that the overlord chose is returned to the game box. When a quest lists this lieutenant under the "Monsters" section, the lieutenant is not placed.

Interlude: From the Wreckage

This Interlude is treated as an Act I quest. It is a single encounter.

Monsters: Lord Merick Farrow. Lady Eliza Farrow. Goblin archers. Merriods. 3 open groups.

Setup:

  • Place the goblin archers on the Hiding Place. Place the merriods on the Bridge. Place Lady Eliza Farrow on the Entrance; Lady Eliza Farrow wields the "Scorpion's Kiss" relic. Place Lord Merick Farrow on the Great Hall as indicated. Do not place the open groups during setup.
  • Each hero tests Might and Awareness. Each hero who passes both tests places his figure on the Ambush Site. For each hero who passes only 1 test, the overlord places his figure on the Crossing. For each hero who fails both tests, the overlord places his figure on the Hillside.
  • Place the green objective token on the Ambush Site as indicated. This is the decoy.
  • Place search tokens based on the number of heroes.

Special rules:

  • The locked door cannot be opened or closed as normal.

The ruse: If Lady Eliza Farrow suffers damage equal to her Health or the decoy is uncovered, the ruse is over. Until the ruse is over, the following rules apply:

  • Lord Merick Farrow cannot be activated.
  • Each time Lady Eliza Farrow is affected by an attack, she adds 1 shield to her defense roll equal to the number of monsters adjacent to her.
  • If Lady Eliza Farrow is adjacent to the decoy at the start of any overlord turn, the decoy is uncovered. Immediately remove Lady Eliza Farrow from the map and place her in the unique space on the Great Hall. Lady Eliza Farrow recovers damage up to her Health and discards all conditions.
  • If Lady Eliza Farrow suffers damage equal to her Health, she is not defeated. Instead, she immediately rolls 2 red power dice and recovers damage equal to the damage rolled. Then, remove her figure from the map and place it in the unique space on the Great Hall.

Lair of the lady: After the ruse is over, remove the decoy from the map and the following rules apply:

  • Immediately place 1 open group on the Chasm, 1 open group on the Great Hall, and 1 open group on the Cave, respecting group limits. Then, remove the locked door from the map and read the following aloud (narrative omitted from this transcription).
  • At the start of each overlord turn, place 1 fatigue token in the overlord's play area.
  • At the end of each overlord turn, place 1 fatigue token in the overlord's play area for each knocked-out hero.
  • Only heroes and lieutenants can open and close doors.
  • Each time Lady Eliza Farrow is affected by an attack, before rolling dice, the overlord rolls 1 brown die. The number of shield rolled is the teleport distance. The overlord may remove Lady Eliza Farrow from the map and place her in an empty space up to the teleport distance away. Then, if Lady Eliza Farrow is not a valid target, the attack is canceled and the action is lost. The first time this happens, read the following aloud (narrative omitted from this transcription).
  • At the end of each of Lady Eliza Farrow's activations, the overlord rolls 1 gray and 1 brown die. The number of shield rolled is the teleport distance. The overlord may remove Lady Eliza Farrow from the map and place her in an empty space up to the teleport distance away.

Reinforcements: At the start of each overlord turn, until the ruse is over, place 1 merriod on the Entrance, respecting group limits.

Victory:

  • If Lady Eliza Farrow is defeated, read the following aloud (narrative omitted from this transcription). The heroes win!
  • If there are 10 fatigue tokens in the overlord's play area, read the following aloud (narrative omitted from this transcription). The overlord wins!

Rewards:

  • Win or lose, each player receives 1 XP.
  • If the heroes win, they receive the "Trueshot" relic. The next available quest is "Army of Dal'Zunm."
  • If the overlord wins, he receives the "Scorpion's Kiss" relic. The next available quest is "Prison of Khinn."
  • Regardless of the winner, read the act transition on page 46.

Interlude: Saradyn in Flames

This Interlude is treated as an Act I quest. It is a single encounter.

Monsters: Lady Eliza Farrow. Sir Alric Farrow. Cave spiders. Zombies. 2 open groups.

Setup:

  • Place Lady Eliza Farrow and both open groups on the Depths. Place the cave spiders on the Spider Den. Place the zombies on the Burial Chamber. Do not place Sir Alric Farrow during setup.
  • The hero players secretly choose 1 hero to escort Helena and 1 hero to escort Tyrus. The hero escorting Helena places 1 green objective token facedown on his Hero sheet. The hero escorting Tyrus places 1 white objective token facedown on his Hero sheet.
  • Collect 4 red and 4 blue objective tokens and shuffle them together. Place them facedown as indicated. No player should know the color of any objective token. These are clergy.
  • Place search tokens based on the number of heroes. The unique search token is the key.

Special rules:

  • At the start of the overlord's second turn, he places Sir Alric Farrow on the Entrance.
  • The locked door cannot be opened or closed as normal. If the key has been revealed and Lady Eliza Farrow has been defeated, remove the locked door from the map.
  • A hero may move off the map through the Exit. If he does, he reveals each objective token on his Hero sheet. If a hero reveals the white objective token, Tyrus is saved (see "Victory").

Run for your lives:

  • Each time a hero enters a space adjacent to an objective token, he may place that objective token on his Hero sheet.
  • Each time a hero enters an empty space adjacent to another hero, he may exchange any number of objective tokens on his Hero sheet with any number of objective tokens on that hero's Hero sheet.
  • A hero cannot have more than 5 objective tokens on his Hero sheet, but may look at the color of the objective tokens on his Hero sheet at any time.

Into the depths:

  • Each time Sir Alric Farrow exits a tile and moves onto a connected tile, the exited tile is demolished. Set aside each figure on that tile to designate that they are falling, discard all search tokens and objective tokens on that tile, and each hero with a hero token on that tile places that token in a unique space on the Depths. Then, disconnect that tile from the map and set it aside; that tile is no longer part of the map.
  • The Depths and each tile connected to the Depths cannot be demolished.
  • A figure adjacent to a puzzle-cut edge that is not connected to another tile may spend 1 movement point to fall off the edge. If it does, set that figure aside to designate that it is falling. Its turn or activation immediately ends.
  • At the end of each overlord turn, the figures that are falling return to the map. Each hero returns to the map first, then the overlord returns his monsters to the map. When a figure returns to the map in this way, its controlling player chooses a unique space on the Depths, places the figure in that space, and that figure suffers 2 damage. If that space already contains a figure, that figure suffers 2 damage and is placed in the closest empty space by the player controlling the falling figure.

The dark knight:

  • Sir Alric Farrow cannot be Immobilized.
  • As an action, while on the Depths, Sir Alric Farrow may climb out. If he does, the overlord removes his figure from the map and places it in an empty space adjacent to a puzzle-cut edge that is not connected to another tile. Then, Sir Alric Farrow's activation immediately ends.
  • If Sir Alric Farrow suffers damage equal to his Health, he is not defeated. Place a fatigue token on his base to indicate that he is unconscious. While unconscious, Sir Alric Farrow does not block movement or line of sight and cannot activate. At the start of each overlord turn, if Sir Alric Farrow is unconscious, he recovers damage equal to three times the number of heroes and is Stunned. While unconscious, ignore his Regeneration ability.

Reinforcements: None.

Find the boy:

  • Each time a lieutenant performs an attack that targets a hero with 1 or more objective tokens on his Hero sheet, that attack gains: surge: Reveal 1 objective token on the target's Hero sheet.
  • Each monster gains: arrow icon: Choose 1 adjacent knocked-out hero and reveal 1 objective token on his Hero sheet.
  • Each time the overlord reveals a blue or red objective token, discard that token.
  • If the overlord reveals the green objective token, each monster within 3 spaces of that hero suffers 2 damage and each hero within 3 spaces of that hero recovers 2 damage and 2 fatigue. Then, discard that token and read the following aloud (narrative omitted from this transcription).
  • If the overlord reveals the white objective token, Tyrus is captured (see "Victory").

Victory:

  • If Tyrus is saved, read the following aloud (narrative omitted from this transcription). The heroes win!
  • If Tyrus is captured, read the following aloud (narrative omitted from this transcription). The overlord wins!

Rewards:

  • Win or lose, each player receives 1 XP.
  • If the heroes win, they receive 100 gold. The next available quest is "Army of Dal'Zunm."
  • If the overlord wins, he receives 1 additional XP. The next available quest is "Prison of Khinn."
  • Regardless of the winner, the overlord receives the "Scorpion's Kiss" relic. Then, read the act transition on page 46.

Act II Quests

Army of Dal'Zunm

This quest has multiple encounters. Start with Encounter 1 and follow the "Rewards" section of each encounter.

Encounter 1

Monsters: Splig. Belthir. Baron Zachareth. Zombies. Ettins. 1 open group.

Setup:

  • Place Splig, Belthir, and Baron Zachareth on the Pond, Crossing, and Pathway, 1 per tile. Place the zombies on the Cemetery. Place the open group on the Bog, Marsh, and Stream, distributed as the overlord chooses. Do not place the ettins during setup.
  • The heroes place their figures and 1 white objective token in empty spaces on the Open Field. The white objective token is Tyrus.
  • Collect 1 green, 3 blue, and a number of red objective tokens equal to the number of heroes, and shuffle them together. Place these tokens facedown on the map as indicated, based on the number of heroes. No player should know the color of any objective token.
  • Place search tokens based on the number of heroes.

Special rules:

  • As an action, a hero in a unique space may remove his figure from the map and place it on the other unique space of the same color. If that space is occupied, the hero cannot perform this action.
  • Each time a zombie enters an empty space on the Open Field, that zombie mutates (see "Victory"); immediately replace that zombie with 1 fatigue token and remove all other zombies from the map. Then, place zombies on the Cemetery up to the group limit. The zombie's activation immediately ends.
  • Each time an ettin is defeated, place 1 fatigue token in a space it occupied (see "Reinforcements").

Ancient warrior spirits:

  • Once during each lieutenant's activation, that lieutenant may cause 1 zombie adjacent to him to be possessed; place 1 villager token under that zombie's base to show that it is possessed. Causing a zombie to be possessed is not an action.
  • A possessed zombie loses the "Shamble" ability. Each time a possessed zombie suffers damage, it discards the villager token instead and does not suffer the damage. If a possessed zombie is removed from the map, discard that zombie's villager token.

Sticks and stones:

  • As an action, a hero adjacent to a facedown objective token may reveal it. If it is a red objective token, discard it.
  • As an action, a hero adjacent to a blue objective token may pick it up. If he does, place it on his Hero sheet; that hero is carrying an ebony stake. If a hero is defeated while carrying 1 or more ebony stakes, place each of those tokens in adjacent spaces, 1 per space.
  • As an action, a hero or lieutenant adjacent to the green objective token may pick it up. If a hero does, he receives the "Fortuna's Dice" relic and may immediately equip it. If a lieutenant does, he receives the "Bones of Woe" relic and immediately wields it (even if he is already wielding another relic). In either case, place the green objective token near the Relic card.
  • If a figure is defeated while carrying the "Fortuna's Dice" or "Bones of Woe" relic, set its Relic card aside and place the green objective token in an adjacent space.

All knowing: Each time an objective token is revealed, the overlord may discard 1 Overlord card from his hand to choose and look at 1 facedown token on the map. Then, he may exchange that token with the token that was revealed.

Tyrus:

  • Tyrus is treated as a hero figure with the following exceptions. Tyrus cannot perform any actions, is immune to all conditions, and automatically passes any attribute test. If Tyrus suffers damage equal to his Health, remove his token from the map and read the following aloud (narrative omitted from this transcription).
  • Tyrus activates once each round after any hero turn, receives 8 movement points, and is controlled by that hero player. In addition to moving, Tyrus may spend movement points to do the following:
    • 1 movement point: Reveal 1 adjacent objective token.
    • 2 movement points: Place 1 adjacent faceup objective token on the Hero sheet of a hero within 3 spaces of Tyrus.
    • 2 movement points: If Tyrus is on a unique space, place him on the other unique space of the same color. If that space is occupied, Tyrus does not move.
  • Tyrus stat card: Health 8. Defense 1 black die.

Reinforcements:

  • At the start of each overlord turn, the overlord may place zombies on the Cemetery, up to the group limit.
  • At the start of each overlord turn, the overlord may replace each fatigue token on the map with 1 ettin, using the 4-hero group limits.
  • At the end of each overlord turn, the overlord may place 1 monster from the open group on the Mausoleum, respecting group limits.

Never to rise again: Each time a zombie or ettin is defeated, a hero adjacent to that monster may discard 1 ebony stake from his Hero sheet. If he does, that monster is staked and its figure is set aside and cannot be reinforced (see "Victory"). The first time this happens, read the following aloud (narrative omitted from this transcription).

Victory:

  • If 3 monsters are staked, read the following aloud (narrative omitted from this transcription). The heroes win this encounter!
  • If 3 zombies mutate, read the following aloud (narrative omitted from this transcription). The overlord wins this encounter!

Rewards:

  • Win or lose, each player receives 1 XP.
  • If the heroes win, they receive 25 gold per hero. The next available quest is "Lord of Flame."
  • If the heroes win and Tyrus was not defeated, the heroes receive an additional 25 gold.
  • If the overlord wins, he receives 1 additional XP. The next available quest is "Dead or Drowning."
  • If a player has the "Fortuna's Dice" relic or "Bones of Woe" relic in his play area, that player keeps that relic. Otherwise, the winner receives the "Fortuna's Dice" relic or "Bones of Woe" relic.

Prison of Khinn

This quest has multiple encounters. Start with Encounter 1 and follow the "Rewards" section of each encounter.

Encounter 1

Monsters: Zombies. Cave spiders. 1 open group.

Setup:

  • Place the zombies in the Embalming Chamber. Place the cave spiders on the Steep Path. Place 1 open group on the Sacred Chamber.
  • Place 8 villager tokens as indicated. These are specters.
  • Place search tokens based on the number of heroes.

Special rules:

  • At the start of each overlord turn, place 1 fatigue token in the overlord's play area.
  • The heroes may move off the map through the Exit.
  • Up from the grave: As an action, a zombie on the Exit may climb up. If it does, remove its figure from the map and place it in an empty space on the graveyard.
  • Specters block movement and line of sight. Heroes may attack specters as if they were monsters.
  • Specter (stat card): Health 4. Defense 1 black die.
  • At the end of each overlord turn, each specter afflicts the heroes. For each specter adjacent to a hero, that hero suffers 3 fatigue; for each specter 2 spaces away from a hero, that hero suffers 2 fatigue; for each specter 3 spaces away from a hero, that hero suffers 1 fatigue.

Reinforcements:

  • At the start of each overlord turn, the overlord may place 1 zombie on the Embalming Chamber, respecting group limits.
  • At the end of each overlord turn, the overlord may place 1 cave spider on the unique red space, respecting group limits.

Victory:

  • If each hero moves off the map through the Exit, read the following aloud (narrative omitted from this transcription).
  • If there are 6 fatigue tokens in the overlord's play area, read the following aloud (narrative omitted from this transcription).

Encounter 1 is complete. For each hero figure or hero token on the map, the overlord places 1 hero token in his play area. These will be used during Encounter 2.

Encounter 2

Monsters: Splig. Belthir. Baron Zachareth. Zombies. Cave spiders. 3 open groups.

Setup:

  • Place the zombies on the Cave. Do not place any other monsters during setup.
  • Collect 1 blue, 1 white, 1 green, and a number of red objective tokens equal to the number of heroes. Place these tokens facedown on the map as indicated, based on the number of heroes. No hero should know the color of these tokens. The white objective token is the missive.
  • The overlord chooses 2 attributes to represent his defenses and discloses his choices to the heroes.
  • Place search tokens based on the number of heroes.

Special rules:

  • Each time a hero performs 1 of the 2 actions he received during his turn, he must test his choice of the overlord's defenses. If he fails, the overlord places 1 of that hero's hero tokens in his play area.
  • Each time a hero declares a move action, he may sneak. If he does, he does not test the overlord's defenses and instead of gaining movement points equal to his Speed, he gains 2 movement points and recovers 1 fatigue.
  • At the start of each overlord turn, the overlord takes 1 hero token and places it in his play area. Then, if the overlord has a number of hero tokens in his play area greater than the number of heroes, he discards a number of hero tokens equal to 1 plus the number of heroes and raises the alarm (see "Raise the Alarm").

What is hidden: As an action, a hero may reveal 1 adjacent objective token.

  • If it is a red objective token, it is discarded.
  • If it is the missive, place it on that hero's Hero sheet. A hero carrying the missive may move off the map through the Entrance. If the hero carrying the missive is defeated, place the white objective token in a space adjacent to him.
  • If it is a green objective token, the overlord chooses 1 open monster group and places 1 monster from that group in the closest empty space to the green objective token, respecting group limits. Then, that monster may immediately perform 1 attack.
  • If it is the blue objective token, it is discarded. Then, if the overlord does not have "The Shadow Rune" relic, that hero receives "The Shadow Rune" relic and may immediately equip it.

Raise the Alarm: Each time the overlord raises the alarm, he places reinforcements based on the number of times he has raised the alarm:

  1. Place 1 open group on the Exit.
  2. Place 1 lieutenant on the Exit.
  3. Place 1 of the remaining open groups on the Exit.
  4. Place 1 of the remaining lieutenants on the Exit.
  5. Place the remaining open group and the remaining lieutenant on the Exit.

Reinforcements:

  • At the end of each overlord turn, the overlord may place 1 zombie on the Entrance or Exit, respecting group limits.
  • The first time a hero on the Chasm tests the overlord's defenses and fails the test, place the cave spiders on the Chasm, respecting group limits; each cave spider must be placed adjacent to 1 or more pit spaces.

Victory:

  • If a hero moves off the map through the Entrance while carrying the missive, read the following aloud (narrative omitted from this transcription). The heroes win!
  • If the overlord raises the alarm 6 times, read the following aloud (narrative omitted from this transcription). The overlord wins!

Rewards:

  • Win or lose, each player receives 1 XP.
  • If the heroes win, they receive 25 gold per hero. The next available quest is "Rite of the Red Dawn."
  • If the overlord wins, he receives 1 additional XP. The next available quest is "Shadowfall Mountain."
  • If any player has "The Shadow Rune" relic, he keeps it. Otherwise, the overlord receives "The Shadow Rune" relic.

Lord of Flame

This quest has multiple encounters. Start with Encounter 1 and follow the "Rewards" section of each encounter.

Encounter 1

Monsters: Lord Merick Farrow. Flesh moulders. 1 open group.

Setup:

  • Place Lord Merick Farrow on the Garden as indicated. Place the flesh moulders on the Garden. Place the open group on the Field.
  • Place 1 blue and 1 red objective token faceup as indicated, and set 3 blue and 3 red objective tokens aside. The blue objective tokens are flood markers and the red objective tokens are fire markers.
  • Place search tokens based on the number of heroes.

Special rules:

  • Each hero must skip his first turn.
  • Lord Merick Farrow may move off the map through the Exit, but cannot move more than 4 spaces during his activation. Lord Merick Farrow adds 1 shield to each of his defense rolls.

Consuming fire:

  • Each space containing a fire marker that is faceup or facedown is treated as lava terrain.
  • As an action, a flesh moulder adjacent to a faceup fire marker may channel fire. If he does, flip that token facedown and place 1 faceup fire marker in a space up to 2 spaces away from that flesh moulder.

Roaring rapids:

  • Each space containing a flood marker that is faceup or facedown is treated as water terrain.
  • As an action, a flesh moulder adjacent to a faceup flood marker may channel water. If he does, flip that token facedown and place 1 faceup flood marker in a space up to 2 spaces away from that flesh moulder.

Extinguish and drain:

  • As an action, a hero adjacent to a fire marker that is faceup or facedown may test Willpower or Knowledge to extinguish it. If he passes, discard that token. If he fails, he suffers 2 fatigue.
  • As an action, a hero adjacent to a flood marker that is faceup or facedown may test Might or Awareness to drain it. If he passes, discard that token. If he fails, he suffers 2 damage.

Reinforcements:

  • At the start of each overlord turn, the overlord may place 1 flesh moulder on the Garden, respecting group limits.
  • At the end of each overlord turn, if the overlord did not place 1 flesh moulder at the start of his turn, he may place 1 monster from the open group on the Garden, respecting group limits.

Victory:

  • If Lord Merick Farrow moves off the map through the Exit or is defeated, read the following aloud (narrative omitted from this transcription).
  • Place a number of damage tokens in the overlord's play area equal to 1 less than the number of fire markers on the map and place a number of fatigue tokens in the overlord's play area equal to 1 less than the number of water markers on the map. (The printed text reads "water markers"; the blue tokens are the flood markers named in Setup.) These tokens will be used during Encounter 2.

Encounter 2

Monsters: Lord Merick Farrow. Elementals. 1 open group.

Setup:

  • Place Lord Merick Farrow on the Corridor as indicated. Place the elementals on the Vault. Place the open group on the Icy Cavern.
  • Place 4 red and 4 blue objective tokens as indicated. These are flood and fire markers.
  • Place 1 white objective token on the map as indicated. This is the monolith.
  • Place search tokens based on the number of heroes.

Special rules:

  • At the start of each overlord turn, place 1 fatigue token near the monolith.
  • Elementals ignore the effects of lava and water terrain.
  • The monolith blocks movement and line of sight. A hero may attack the monolith as if it were a monster. The monolith has 6 Health, plus an amount of Health equal to 3 times the number of heroes and has a defense result of 3 shield, each time it is targeted by an attack. If the monolith suffers damage equal to its Health, it is destroyed.
  • Each space containing a fire marker is treated as lava terrain. Each space containing a flood marker is treated as water terrain.
  • Once during each elemental's activation, the overlord may discard 1 damage token or 1 fatigue token gained during Encounter 1 from his play area. If he discards 1 damage token, the elemental immediately performs the "Fire" ability. This does not require an action and the elemental may still perform 1 additional attack during its activation. If he discards 1 fatigue token, the elemental immediately performs the "Water" ability without spending an action.

Reinforcements: At the start of each overlord turn, place 1 elemental in a space containing water or lava terrain, respecting group limits.

Victory:

  • If the monolith is destroyed, read the following aloud (narrative omitted from this transcription). The heroes win!
  • If there are 5 fatigue tokens near the monolith, read the following aloud (narrative omitted from this transcription). The overlord wins!

Rewards:

  • Win or lose, each player receives 1 XP.
  • If the heroes win, [words obscured in the scan] appear in the finale. (The scan's grey overlay hides the words between "heroes" and "appear in the finale"; they are not guessed here.)
  • If the overlord wins, he receives 1 additional XP.
  • "Edge of Dawn" or "Piercing Darkness" may be chosen by the winner as the next quest. (The second title is partly smudged in the scan; it is read as "Piercing Darkness" because the same pair of next quests is printed on other quests in this book.)

Dead or Drowning

This quest is a single encounter.

Monsters: Zombies (Act I). Cave spiders. 1 open group.

Setup:

  • Place the zombies on the Chamber. Place the cave spiders on the Rocky Bend. Place the open group on the Campsite.
  • Place 4 blue objective tokens on the map as indicated. These are shortcuts.
  • The overlord places a number of red objective tokens on the Chamber equal to the number of heroes. These are coffins.
  • Place 8 villager tokens as indicated. These are refugees.
  • Place 1 white objective token adjacent to any hero. This is Tyrus.
  • Place search tokens based on the number of heroes.

Special rules:

  • The overlord uses the Act I "Zombie" Monster card during this quest.
  • Heroes and zombies cannot open or close the locked door. All other figures can open and close the locked door as normal.

Mass hysteria:

  • Refugees block movement and line of sight. Heroes treat refugees as friendly figures, and at the end of each overlord turn, the heroes may move each refugee up to 3 spaces. However, a refugee on a tile with 1 or more monsters cannot move.
  • A zombie may spend 1 movement point to contaminate an adjacent refugee. If it does, that zombie is immediately defeated; place 1 fatigue token on that villager token to show that it is an infected and no longer a refugee.
  • Infected block movement and line of sight. Monsters treat infected as friendly figures, and at the end of each overlord turn, the overlord may move each infected up to 3 spaces, before or after the heroes have moved the refugees.

Cleansing: As an action, a hero or Tyrus may cleanse an adjacent infected. Each time an infected is cleansed, discard that villager token and fatigue token.

Death's door:

  • Coffins block movement and line of sight. As an action, a hero adjacent to a coffin may discard that objective token and test Might. If he fails, he suffers 3 damage. The first time a coffin is discarded, read the following aloud (narrative omitted from this transcription).
  • Each time a hero within 3 spaces of a coffin suffers damage equal to his Health, the overlord may immediately move him up to his Speed. Then, he is defeated.

Tyrus:

  • Tyrus is treated as a hero figure. If Tyrus suffers damage equal to his Health, he is defeated and his token is discarded.
  • Tyrus activates once each round after any hero turn and is controlled by that hero player. Tyrus can only perform move actions and cleansing actions.
  • Tyrus stat card: Health 8. Speed 4. Defense 1 black die.

Secret paths:

  • Each time a figure enters a space containing a shortcut that is faceup, the figure gains 6 movement points and that shortcut is flipped facedown.
  • At the start of each overlord turn, flip each shortcut faceup.

Reinforcements:

  • At the end of each player's turn, the overlord may place zombies up to the group limit. Place each of these zombies on the Chamber or in a space containing an infected. If the zombie is placed on an infected, discard that villager token and fatigue token. Each time a zombie is reinforced, it may immediately move up to 6 spaces.
  • At the start of each overlord turn, the overlord may place 1 cave spider on the Rocky Bend, respecting group limits.
  • At the end of each overlord turn, the overlord may place 1 monster from the open group on the Entrance, respecting group limits.

Victory:

  • If there are no coffins on the map, read the following aloud (narrative omitted from this transcription). The heroes win!
  • If each refugee on the map is infected, read the following aloud (narrative omitted from this transcription). The overlord wins!

Rewards:

  • Win or lose, each player receives 1 XP.
  • If the heroes win, they receive an additional 25 gold per hero.
  • If the overlord wins, he receives 1 additional XP.
  • "Edge of Dawn" or "Piercing Darkness" may be chosen by the winner as the next quest.

Rite of the Red Dawn

This quest is a single encounter.

Monsters: Goblin archers. Flesh moulders. Zombies. Lady Eliza Farrow. 4 open groups (ignoring monster traits).

Setup:

  • Place the flesh moulders in the unique spaces on the Ritual Site, ignoring group limits. Place the goblin archers and zombies on the Gully and Rocky Path, distributed as the overlord chooses. Place Eliza as indicated. Do not place the open groups during setup; these groups are reserved.
  • Place 4 villager tokens as indicated. These are lords.
  • Place 1 white objective token in the center of 4 spaces as indicated. This is Tyrus.
  • Place search tokens based on the number of heroes.

Special rules:

  • At the start of each overlord turn, place 1 fatigue token in the overlord's play area.
  • Lords block movement and line of sight.
  • A figure on the Entrance may spend 1 movement point to place their figure on the Secret Path. A figure on the Secret Path may spend 1 movement point to place their figure on the Entrance.

Lady Eliza Farrow:

  • Each time Lady Eliza Farrow is defeated, set her aside.
  • At the start of each overlord turn, if Lady Eliza Farrow is set aside and there are 1 or more lords on the map, the overlord replaces 1 lord with Lady Eliza Farrow. Then, the overlord chooses 1 flesh moulder on the Ritual Site and 1 reserved open group and removes both from play. That monster group is no longer reserved. The first time this happens, read the following aloud (narrative omitted from this transcription).

Lords of Oru'khan:

  • Flesh moulders on the Ritual Site cannot suffer damage, and cannot be defeated, activated, or moved until they are removed from the Ritual Site. Each flesh moulder not on the Ritual Site cannot return to the Ritual Site.
  • During a hero's turn while adjacent to a lord, that hero may disrupt the chant; this does not require an action. If he does, the overlord removes 1 flesh moulder from the Ritual Site and replaces the villager token with that flesh moulder. Then, the overlord chooses 1 reserved open group and places each monster from that group as close as possible to that flesh moulder, respecting group limits. That monster group is no longer reserved. The first time this happens, read the following aloud (narrative omitted from this transcription).

Shrine of darkness:

  • Each time a hero moves onto or is placed onto the Ritual Site from a location not on the Ritual Site, he endures the ritual. The first time this happens, read the following aloud (narrative omitted from this transcription).
  • Each time a hero endures the ritual, the overlord immediately performs a number of attacks targeting that hero as if from each monster belonging to the reserved open groups, respecting group limits.
  • If a hero on the Ritual Site is defeated, place his hero token on the closest empty space not on the Ritual Site.
  • As an action, a hero in a space containing Tyrus may attempt to end the ritual. If he does, he tests Willpower or Knowledge; add 1 shield to the results equal to the number of flesh moulders on the Ritual Site. If he passes, the ritual ends (see "Victory").

Reinforcements:

  • At the end of each overlord turn, the overlord may place 1 goblin archer on the Overgrowth and 1 zombie on the Graveyard, respecting group limits. In a 2-hero game, the overlord places only 1 of these monsters, respecting group limits.

Victory:

  • If the ritual ends, read the following aloud (narrative omitted from this transcription). The heroes win!
  • If the overlord has 12 fatigue tokens in his play area, read the following aloud (narrative omitted from this transcription). The overlord wins!

Rewards:

  • Win or lose, each player receives 1 XP.
  • If the heroes win, they receive an additional 25 gold per hero.
  • If the overlord wins, he receives 1 additional XP.
  • "Edge of Dawn" or "Piercing Darkness" may be chosen by the winner as the next quest.

Shadowfall Mountain

This quest has two encounters. Start with Encounter 1 and follow the "Rewards" section of each encounter.

Encounter 1

Monsters: Cave spiders. Goblin archers. Zombies. Flesh moulders. Barghests.

Setup:

  • Place the zombies on the Approach. Do not place any other groups during setup.
  • Place 1 fatigue token on the Entrance.
  • Place search tokens based on the number of heroes.

Special rules:

  • The heroes may move off the map through the Exit.
  • Each tile with 1 fatigue token is burning.
  • At the start of each overlord turn, the overlord places 1 fatigue token on a non-burning tile connected to a burning tile. Then, each hero on a burning tile suffers 2 damage and 1 fatigue.

Guarding the path:

  • The first time a hero enters an empty space on the Cabin, place cave spiders on the Cabin up to the group limit.
  • The first time a hero enters an empty space on the Pool, place flesh moulders on the Pool up to the group limit.
  • The first time a hero enters an empty space on the Brook, place goblin archers on the Brook up to the group limit.
  • The first time a hero enters an empty space on the Field, place barghests on the Field up to the group limit.
  • Each time the overlord places monsters in this way, he may immediately perform 1 action with a number of those monsters equal to 1 less than the number of heroes.

Reinforcements: None.

Victory:

  • If the overlord places a fatigue token on the Exit or if each hero moves off the map through the Exit, read the following aloud (narrative omitted from this transcription).

Encounter 1 is complete. Set aside each hero who did not move off the map through the Exit and each monster on the map. Each monster keeps all damage suffered, but discards all conditions and other tokens.

Encounter 2

Monsters: Elementals. Ettins. Merriods. Shadow dragons. All monsters set aside in Encounter 1.

Setup:

  • Place 1 master ettin, 1 master merriod, and 1 master elemental as indicated, ignoring group limits. These are champions. In a 2-hero game, each champion applies -2 to its Health. In a 3-hero game, each champion applies -1 to its Health. Do not place the corresponding minions.
  • Do not place the shadow dragons during setup. The master shadow dragon is Kadlasar.
  • Then, place each monster that was set aside in Encounter 1 on the Ford.
  • The overlord collects 1 blue, 1 red, 1 white, and 1 green objective token. If each hero moved off the map through the Exit during Encounter 1, the heroes choose the color of 1 of these objective tokens and the overlord sets it aside. Then, the overlord chooses 1 of the remaining objective tokens, places it in his play area, and sets the remaining objective tokens aside (see "Light in the Darkness"). The heroes should not know the color of the chosen objective token.
  • Place 3 blue and 3 red objective tokens facedown on the map as indicated. These are stone slabs.
  • Then, for each hero who was set aside at the end of Encounter 1, the overlord may remove 1 stone slab from the map and place it adjacent to 1 door (see "Lairs").
  • Place search tokens based on the number of heroes.

Special rules:

  • At the start of each overlord turn, each hero recovers 1 damage.

Lairs:

  • Doors cannot be opened or closed as normal. A hero adjacent to a door may attack it as if it were a monster. Each door has 10 Health and has a defense result of 3 shield each time it is targeted by an attack. If a door suffers damage equal to its Health, it is destroyed and removed from the map.
  • A champion may spend 1 movement point to pick up an adjacent stone slab. If it does, place that objective token on its base. Champions cannot carry more than 1 stone slab at a time and cannot perform attacks while carrying stone slabs. If a champion is defeated while carrying a stone slab, discard that stone slab.
  • As an action, a champion adjacent to a door and carrying a stone slab may reinforce that door. If it does, place that stone slab near that door, off the map; that door applies +3 to its Health.

Light in the darkness: Each time a door is destroyed, the overlord reveals the corresponding objective token. If the overlord reveals the objective token in his play area, Kadlasar's lair is exposed.

Kadlasar:

  • Kadlasar applies +2 to his Health per hero, and if Kadlasar's lair has not been exposed, adds 4 shield to each of his defense rolls.
  • Each time a hero is defeated by an attack performed by Kadlasar, the overlord may place 1 of that hero's hero tokens in his play area. At the start of each overlord turn, the overlord may place 1 hero token in his play area for each hero that is knocked out. The overlord cannot take a second hero token belonging to the same hero before he has 1 hero token belonging to each hero.
  • At the start of each overlord turn that Kadlasar is not on the map, the overlord places him in any empty space. At the start of each overlord turn that Kadlasar is on the map and Kadlasar's lair is not exposed, the overlord removes him from the map and sets him aside. Each time this happens, Kadlasar discards all of his conditions, but keeps all damage suffered.

Reinforcements:

  • At the start of each overlord turn, the overlord may place 1 minion elemental, 1 minion ettin, or 1 minion merriod on the Entrance, ignoring group limits. He can only place a minion if there is no other monster from that monster group on the map.

Victory:

  • If Kadlasar is defeated, read the following aloud (narrative omitted from this transcription). The heroes win!
  • If the overlord ever has 4 hero tokens in his play area, read the following aloud (narrative omitted from this transcription). The overlord wins!

Rewards:

  • Win or lose, each player receives 1 XP.
  • If the heroes win, they receive an additional 25 gold per hero and shadow dragons will not appear in the finale.
  • If the overlord wins, he receives 1 additional XP.
  • "Edge of Dawn" or "Piercing Darkness" may be chosen by the winner as the next quest.

Edge of Dawn

This quest has two encounters. Start with Encounter 1 and follow the "Rewards" section of each encounter.

Encounter 1

Monsters: Sir Alric Farrow. Cave spiders. Goblin archers. 1 open group.

Setup:

  • Place the cave spiders on the Chasm. Place the open group on the Ceremony Hall. Place Sir Alric Farrow as indicated. Do not place goblin archers during setup.
  • Place 1 blue objective token faceup as indicated. This is Arcite's sword.
  • Place 1 white objective token faceup as indicated. This is Arcite's sigil.
  • Place search tokens based on the number of heroes.

Special rules:

  • As an action, a hero adjacent to Arcite's sigil may pick it up. If he does, he places it on his Hero sheet. A hero carrying Arcite's sigil adds 1 shield to each of his defense rolls. If a hero carrying Arcite's sigil is defeated, he places Arcite's sigil in an adjacent space. As an action, a hero carrying Arcite's sigil may give it to an adjacent hero.
  • Each time Sir Alric Farrow performs an attack that defeats a hero, he immediately gains 3 movement points.
  • If Sir Alric Farrow suffers damage equal to his Health, he is not defeated. Place a fatigue token on his base to indicate that he is unconscious. While unconscious, Sir Alric Farrow does not block movement or line of sight and cannot activate. At the start of each overlord turn, if Sir Alric Farrow is unconscious, he recovers damage equal to three times the number of heroes and is Stunned. While unconscious, ignore his Regeneration ability.

Arcite's sword: As an action, while adjacent to Arcite's sword, Sir Alric Farrow or a hero carrying Arcite's sigil may claim Arcite's sword.

Reinforcements:

  • At the start of each overlord turn, place 1 goblin archer on the Side Passage, respecting group limits.
  • At the end of each overlord turn, the overlord may place 1 cave spider adjacent to a pit space, respecting group limits.

Victory:

  • If a hero claims Arcite's sword, read the following aloud (narrative omitted from this transcription). The heroes win this encounter!
  • If Sir Alric Farrow claims Arcite's sword, read the following aloud (narrative omitted from this transcription). The overlord wins this encounter!

Regardless of the winner, Sir Alric Farrow recovers damage equal to twice the number of heroes. Alric begins the next encounter with an amount of damage suffered equal to the current damage suffered.

Encounter 2

Monsters: Sir Alric Farrow. Lord Merick Farrow. Barghests. Flesh moulders. 2 open groups.

Setup:

  • Place Sir Alric Farrow and Lord Merick Farrow on the map as indicated. Sir Alric Farrow begins this encounter with damage equal to the damage he had suffered at the end of the previous encounter. Place the flesh moulders on the Armory and Alcove, distributed as the overlord chooses. Place 1 open group on the Chapel. Do not place the remaining open group or barghests during setup.
  • Place 1 white objective token on the map as indicated. This is the altar.
  • If the heroes won Encounter 1, they choose 1 hero to carry the "Dawnblade" relic, and that hero may immediately equip it. If the overlord won Encounter 1, Sir Alric Farrow wields the "Duskblade" relic.
  • Place search tokens based on the number of heroes.

Special rules:

  • Each time a hero is defeated, the overlord may place 1 of that hero's hero tokens in his play area. The overlord cannot take a second hero token belonging to the same hero before he has 1 hero token belonging to each hero.
  • If Sir Alric is defeated while wielding the "Duskblade" relic, the heroes immediately choose 1 hero to receive the "Dawnblade" relic.

Sun and shadow:

  • As an action, a hero adjacent to the altar and carrying the "Dawnblade" relic may consecrate the sword. If he does, place the white objective token on the "Dawnblade" Relic card as a reminder.
  • Lord Merick Farrow can only be defeated during an attack performed with the consecrated Dawnblade. Each time Lord Merick Farrow would otherwise be defeated, he instead adjusts his total damage suffered so that he has 1 Health remaining.

Master summoner:

  • Once per activation, if Lord Merick Farrow has not finished the ritual, he may test Knowledge. If he passes, he may advance the ritual or finish the ritual. He cannot finish the ritual until he has 3 or more fatigue tokens on his Lieutenant card.
  • If he advances the ritual, place 1 fatigue token on his Lieutenant card.
  • If he finishes the ritual, the overlord discards 3 fatigue tokens from his Lieutenant card, chooses 1 monster from the remaining open group (respecting group limits), and places it in an empty space adjacent to Lord Merick Farrow. Then, for each fatigue token remaining on Lord Merick Farrow's Lieutenant card, that monster applies +1 to its Health per hero.

Reinforcements:

  • At the start of each overlord turn, place 1 flesh moulder on the Exit, respecting group limits.
  • At the end of each overlord turn, place 1 barghest on the Entrance, respecting group limits.

Victory:

  • If Lord Merick Farrow is defeated, read the following aloud (narrative omitted from this transcription). The heroes win!
  • If the overlord ever has 4 hero tokens in his play area, or if at the start of any overlord turn all of the heroes are knocked-out, read the following aloud (narrative omitted from this transcription). The overlord wins!

Rewards:

  • Win or lose, each player receives 1 XP.
  • If the heroes win, they receive the "Dawnblade" relic.
  • If the overlord wins, he receives the "Duskblade" relic.
  • The next available quest is "Blood and Betrayal."

Piercing Darkness

This quest has two encounters. Start with Encounter 1 and follow the "Rewards" section of each encounter.

Encounter 1

Monsters: Barghests. Ettins. Goblin archers. 1 open group.

Setup:

  • Place the barghests on the Graveyard. Place the ettins on the Yard. Place the open group on the Lair.
  • Place 1 master and 2 minion goblin archers in the unique green spaces on the Yard.
  • Place search tokens based on the number of heroes.

Special rules:

  • The heroes may move off the map through the Exit.
  • The first time each hero is defeated, the overlord collects 1 of that hero's hero tokens; that hero is tainted.

Through the door:

  • The locked door is magically sealed and cannot be opened or closed as normal. As an action, a hero adjacent to the locked door may test Willpower. If he passes, he removes the locked door from the map and his turn immediately ends.
  • Monsters can move through the locked door when it is closed, but a large monster cannot be placed so that it occupies spaces on both sides of the door, even if the door is open. At the end of each overlord turn, the overlord may discard 1 Overlord card to close the locked door.

Over the wall: As an action, a hero on a unique red space may test Might. Add 1 shield to the results equal to the number of goblin archers on the map. If he passes, he moves his figure 1 space onto the Lair, ignoring the black border. If each of those spaces is occupied, he places his figure on the closest empty space on the Lair.

Goblin watchtower:

  • Goblin archers can only occupy unique green spaces and cannot be removed from unique green spaces unless they are defeated. Goblin archers have a group limit of 1 master and 2 minions. Each attack performed by a goblin archer gains +2 Range and ignores the black border between the Lair and Yard.
  • The unique green spaces on the Yard are not obstacle terrain, but do block movement. A figure cannot perform a Melee attack that targets a unique green space unless that figure is adjacent to the space and its attack has the Reach keyword. Each attack that targets a unique green space ignores the black border between the Lair and Yard.

Reinforcements:

  • At the start of each overlord turn, the overlord may place 1 barghest on the Graveyard, respecting group limits.
  • At the end of each overlord turn, the overlord may place 1 master goblin archer and 1 minion goblin archer in unique green spaces, respecting group limits.

Victory:

  • If each hero either is tainted or has moved off the map through the Exit, read the following aloud (narrative omitted from this transcription).

Encounter 1 is complete. The overlord keeps each hero token in his play area for Encounter 2.

Encounter 2

Monsters: Sir Alric Farrow. Lord Merick Farrow. Flesh moulders. 2 open groups.

Setup:

  • Place Sir Alric Farrow and Lord Merick Farrow on the map as indicated. Place the flesh moulders on the Crossing. Place 1 open group on the Armory and 1 open group on the Cave.
  • Place 4 red objective tokens on the map as indicated. These are dark champions.
  • Sir Alric Farrow wields the "Duskblade" relic.
  • Place 1 villager token as indicated. This is the guardian.
  • The overlord discards each hero token from his play area from Encounter 1 and places 1 fatigue token in his play area for each discarded hero token.
  • Place search tokens based on the number of heroes.

Special rules:

  • Locked doors cannot be opened and closed as normal. As an action, a hero adjacent to a locked door may test Awareness or Knowledge. If he passes, remove both locked doors from the map.
  • As an action, a hero adjacent to the guardian may test Might or Willpower. If he passes, the hero has raised the guardian (see "Victory").
  • Each time a hero is defeated, the overlord places 1 fatigue token in the overlord's play area.

Dark champions:

  • Dark champions do not block movement or line of sight.
  • At the end of each overlord turn, the overlord either discards 1 fatigue token from his play area or places 1 fatigue token in his play area. If he discards 1 fatigue token, the darkness grows.
  • Each time the darkness grows, each dark champion moves 1 space. During this movement, each dark champion must reduce the number of spaces between its current space and the space containing the guardian; it cannot enter the same space as another dark champion, but can enter a space containing any other figure.
  • If a dark champion enters a space containing a hero figure, that dark champion is discarded and the hero suffers 4 damage.
  • If a dark champion enters a space containing the guardian and there is no hero on that space, the guardian is banished (see "Victory").
  • At the end of each overlord turn, if there are no dark champions on the map, place 1 dark champion on the map adjacent to the guardian. Dark champions cannot move during the same turn in which they are placed.

Reinforcements:

  • At the start and end of each overlord turn, the overlord may place 1 flesh moulder on the Entrance, respecting group limits.

Victory:

  • If the guardian is raised, read the following aloud (narrative omitted from this transcription). The heroes win!
  • If the guardian is banished, read the following aloud (narrative omitted from this transcription). The overlord wins!

Rewards:

  • Win or lose, each player receives 1 XP.
  • If the heroes win, they receive the "Dawnblade" relic.
  • If the overlord wins, he receives the "Duskblade" relic.
  • The next available quest is "Blood and Betrayal."

The Finale

Blood and Betrayal

The Finale has four possible encounters (2A and 2B are alternative second encounters). Start with Encounter 1 and follow the "Rewards" or transition text of each encounter. The Finale is treated as an Act II quest.

Encounter 1

Monsters: Baron Zachareth. Belthir. Splig. Zombies. Elementals. 4 open groups.

Setup:

  • Place the elementals on the River's Edge. (If the heroes won "Lord of Flame," the elementals are not placed.) Place 1 lieutenant on the Campsite. Place 1 open group on the Wreckage and 1 open group on the Ford. Do not place the zombies, remaining open groups, or lieutenants during setup.
  • The overlord collects 8 villager tokens and places them in his play area. These are fell spirits.
  • The heroes collect 4 blue and 4 red objective tokens and place them in their play area. These are glyphs. The heroes also place the white objective token in their play area. This is the battle standard.
  • Place search tokens based on the number of heroes.

Special rules:

  • The locked doors cannot be opened.
  • Fell spirits: At the end of each overlord turn, the overlord places 1 fell spirit on the map in a space not occupied by another figure, fell spirit, or glyph.
  • Cursed ground: Each space within 2 spaces of a fell spirit is cursed ground. Each time a hero enters a space that is cursed ground, his turn immediately ends.
  • Claiming the field: Once during each hero turn, that hero may place 1 objective token on the map from the heroes' play area. Each of these tokens must be placed within 2 spaces of his hero figure and in a space not occupied by another figure, fell spirit, or glyph.
  • Blood glyphs: The red objective tokens are blood glyphs. Each time a hero suffers 1 or more damage, he may choose any number of blood glyphs within 2 spaces of his figure to suffer any amount of that damage instead. Discard each blood glyph that suffers 10 damage; blood glyphs cannot suffer more than 10 damage. Blood glyphs cannot suffer damage in any other way.
  • Holy glyphs: The blue objective tokens are holy glyphs. Each space within 2 spaces of a holy glyph is hallowed ground and ignores the effects of cursed ground.
  • Battle standard: The battle standard can only be placed on the Hill or Lair, and can only be placed on either of those tiles if each hero is on that tile. After the battle standard is placed, heroes cannot be vanquished (see "Fallen Champions").
  • Fallen champions: Each time a hero is defeated for the first time and his hero token is placed on the map, the overlord vanquishes that hero instead. When this happens, the overlord moves that hero token to the Entrance and places 1 of that hero's hero tokens in his play area. The first time this happens, read the following aloud (narrative omitted from this transcription).
  • At the start of each round, each hero who is knocked-out on the Entrance may stand-up. This does not require an action.

Reinforcements:

  • Each time the overlord places 1 fell spirit on the map, he may also place 1 zombie in that same space, respecting group limits. Then, he may perform 1 attack or move action with that zombie.
  • When the overlord places the second fell spirit on the map, he may also place 1 of his remaining open groups and 1 of his remaining lieutenants on the Lair.
  • When the overlord places the fifth fell spirit on the map, he may also place 1 of his remaining open groups and 1 of his remaining lieutenants on the Lair.

Victory:

  • At the end of any hero turn, after the battle standard has been placed, the heroes may progress the assault. If they do, read the following aloud (narrative omitted from this transcription).
  • If the eighth fell spirit is placed, read the following aloud (narrative omitted from this transcription).

Encounter 1 is complete.

  • There is a maximum number of Overlord cards the overlord can keep in his hand going into the next encounter. This number is equal to twice the number of heroes, and Overlord cards in the overlord's play area count against this maximum. If he has Overlord cards in excess of this number, he must discard cards from his hand or his play area until the correct number is achieved.
  • Each hero on the Lair recovers damage up to his Health and fatigue up to his Stamina. Each other hero cannot recover damage or fatigue between this encounter and the next.
  • The overlord keeps each hero token in his play area for the next encounter.
  • The heroes discard all remaining objective tokens from their play area. Then, if the battle standard was not placed, the heroes collect 1 red objective token; if the battle standard was placed on the Hill, the heroes collect 2 red objective tokens; if the battle standard was placed on the Lair, the heroes collect 3 red objective tokens. These will be used during the next encounter.
  • If the overlord won either "Prison of Khinn" or "Rite of the Red Dawn," transition to Encounter 2A. Otherwise, transition to Encounter 2B.

Encounter 2A

Monsters: Lord Merick Farrow. Sir Alric Farrow. Lady Eliza Farrow. Cave spiders. 4 open groups.

Setup:

  • Heroes place their figures on the Passage. Then, heroes place each red objective token collected from Encounter 1 facedown in empty spaces on the Passage. These are guardians.
  • The overlord keeps the hero tokens from Encounter 1 in his play area. These are signs of weakness.
  • Place Lord Merick Farrow and Sir Alric Farrow on the Chapel as indicated. Place the cave spiders on the Cavern. Place 2 open groups on the Chapel, Cave, Cavern, and Library, distributing the figures between the tiles as evenly as possible. Do not place the remaining 2 open groups or Lady Eliza Farrow during setup.
  • Place 1 villager token on the Chapel as indicated. This is Tyrus.
  • Place 1 blue, 1 red, 1 white, and 1 green objective token as indicated. These are legacies.
  • Place search tokens based on the number of heroes.

Special rules:

  • A figure on a unique space may spend 1 movement point to move to another empty unique space as if they were adjacent spaces.
  • Throughout this encounter, Tyrus' resolve will rise and fall. The larger this number becomes, the greater advantage the heroes will have during the next encounter. Each time his resolve increases by an amount, place that number of fatigue tokens on the "Lady Eliza Farrow" Lieutenant card. Each time his resolve decreases by an amount, remove that number of fatigue tokens from the "Lady Eliza Farrow" Lieutenant card. Tyrus' resolve cannot increase above 8 or decrease below 0.

Monastery guardians:

  • Facedown objective tokens are guardians. Treat guardians as hero figures with the following exceptions. Guardians are discarded when defeated. Guardians activate as a group once each round after any hero turn and are controlled by that hero player. When activated, each guardian may perform 2 actions, but cannot search or pick up legacies. Guardians are immune to all conditions and automatically pass any attribute test.
  • Guardian stat card: Health 6. Speed 4. Defense 2 gray dice. Attack 1 blue die and 2 yellow dice. Surge: +1 damage. Surge: Pierce 1.

Tainted blood:

  • All figures treat Tyrus as a friendly figure, but he is neither a hero nor a monster. At the end of each overlord turn, the overlord may activate Tyrus.
  • Each time Tyrus is activated, the overlord rolls 1 red power die and Tyrus suffers damage equal to the damage rolled. This is the only way Tyrus can suffer damage during this encounter. Then, Tyrus may perform 1 move action and 1 attack action. The attack may target 1 hero.
  • Tyrus stat card: Health 10. Speed 4. Attack 1 blue die and 1 yellow die. Surge: +2 damage.

Forgotten friends:

  • As an action, a hero adjacent to Tyrus may test Knowledge or Willpower. Remove 1 shield from the results for each guardian within 3 spaces of Tyrus. If he passes, increase Tyrus' resolve by 1. Then, pass or fail, Tyrus performs 1 attack that targets that hero.
  • Each time Tyrus suffers 1 or more damage, 1 hero within 3 spaces may choose to suffer that damage instead. If he does, increase Tyrus' resolve by 1.

Present darkness:

  • Each time Tyrus' resolve is increased, the overlord may discard 1 sign of weakness received during Encounter 1. If he does, decrease Tyrus' resolve by 1.
  • Each time a hero is defeated, the overlord may move Tyrus 2 spaces.
  • If Tyrus suffers damage equal to his Health, he is not defeated; decrease Tyrus' resolve by 2 and then he recovers damage equal to his Health.

Lost legacies: Legacies increase Tyrus' power, making his attacks more powerful during this encounter, but also giving the heroes powerful abilities during the final encounter.

  • As an action, a hero adjacent to a legacy may pick it up.
  • As an action, a hero adjacent to Tyrus that is carrying 1 or more legacies may give him 1 legacy. If he does, place that token on the "Lady Eliza Farrow" Lieutenant card and increase Tyrus' resolve by 2.
  • Each of Tyrus' attacks gains the following based on the color of the legacies on the "Lady Eliza Farrow" Lieutenant card:
    • Green: Add 1 yellow power die to his attack pool.
    • Red: Add 1 red power die to his attack pool.
    • Blue: Surge: +2 damage.
    • White: Surge: Pierce 3.

Reinforcements:

  • At the end of each overlord turn, the overlord may place 1 cave spider on the Spider Den, respecting group limits.
  • Once during this encounter, at the start of the overlord turn, if there are a number of fatigue tokens on the "Lady Eliza Farrow" Lieutenant card equal to or greater than the number of heroes, the overlord may place 1 of the remaining open groups on both Exits, distributed as he chooses.
  • When the heroes pick up a second legacy, the overlord may place 1 of the remaining open groups within 3 spaces of 1 other legacy.

Victory:

  • At the end of each round, if there are 1 or more objective tokens on the "Lady Eliza Farrow" Lieutenant card, the heroes may choose to progress. If Tyrus moves off the map through an Exit, the heroes must progress.
  • When the heroes progress, read the following aloud (narrative omitted from this transcription).

Encounter 2A is complete.

  • There is a maximum number of Overlord cards the overlord can keep in his hand going into the next encounter. This number is equal to twice the number of heroes, and Overlord cards in the overlord's play area count against this maximum. If he has Overlord cards in excess of this number, he must discard cards from his hand or his play area until the correct number is achieved.
  • Remove the objective tokens on the "Lady Eliza Farrow" Lieutenant card and place them in the heroes' play area. Any fatigue tokens on the "Lady Eliza Farrow" Lieutenant card remain for the next encounter.
  • If Lord Merick Farrow or Sir Alric Farrow are not defeated, note the damage they have suffered. They will begin the next encounter with the same damage suffered.

Encounter 2B

Monsters: Sir Alric Farrow. Lady Eliza Farrow. Lord Merick Farrow. Cave spiders. 4 open groups.

Setup:

  • Heroes place their figures on the Chapel. Then, heroes place each red objective token collected from Encounter 1 facedown in empty spaces on the Chapel. These are guardians.
  • The overlord keeps the hero tokens from Encounter 1 in his play area. These are signs of weakness.
  • Place Lord Merick Farrow on the Library. Place Sir Alric Farrow on the Flooded Hall. Place the cave spiders on the Wild Garden. Place 1 open group on the Flooded Hall, Overgrowth, and Chasm, distributed as the overlord chooses. Do not place the remaining 3 open groups or Lady Eliza Farrow during setup.
  • Place 8 fatigue tokens on the "Lady Eliza Farrow" Lieutenant card. Then, the overlord discards each hero token in his play area and removes an equal number of fatigue tokens from the "Lady Eliza Farrow" Lieutenant card.
  • Place 1 villager token on the Chapel. This is Tyrus.
  • Place 1 blue, 1 red, 1 white, and 1 green objective token as indicated. These are legacies.
  • Place search tokens based on the number of heroes.

Special rules:

  • Throughout this encounter, Tyrus' resolve will rise and fall. Each time his resolve increases by an amount, place that number of fatigue tokens on the "Lady Eliza Farrow" Lieutenant card. Each time his resolve decreases by an amount, remove that number of fatigue tokens from the "Lady Eliza Farrow" Lieutenant card. Tyrus' resolve cannot increase above 8 or decrease below 0.
  • At the start of each overlord turn, decrease Tyrus' resolve by 1.

Lost legacies:

  • Each time Tyrus moves adjacent to a legacy, he picks it up; increase Tyrus' resolve by 1 and place that token on the "Lady Eliza Farrow" Lieutenant card.

Monastery guardians:

  • Treat guardians as hero figures with the following exceptions. Guardians are discarded when defeated. Guardians activate as a group once each round after any hero turn and are controlled by that hero player. When activated, each guardian may perform 2 actions, but cannot search. Guardians are immune to all conditions and automatically pass any attribute test.
  • Guardian stat card: Health 6. Speed 4. Defense 2 gray dice. Attack 1 blue die and 2 yellow dice. Surge: +1 damage. Surge: Pierce 1.

Rightful heir:

  • Treat Tyrus as a hero figure with the following exceptions. If Tyrus suffers damage equal to his Health, he is not defeated. Instead, decrease his resolve by 2 and he recovers damage equal to his Health; if there are 1 or more guardians within 3 spaces of Tyrus when this happens, the heroes may discard 1 of those guardians to not decrease his resolve by 2. Tyrus activates once each round after any hero turn and is controlled by that hero player. When activated, Tyrus may perform 2 actions, but cannot search.
  • Tyrus stat card: Health 10. Speed 4. Defense 2 gray dice. Attribute values: Might 2, Knowledge 3, Awareness 3, Willpower 4. For each guardian within 3 spaces of Tyrus, he adds 1 shield to each of his defense rolls.

Lower level:

  • As an action, a figure adjacent to a pit space may remove its figure from the map and place it in an empty space on the Stairway. As an action, a figure on the Stairway may remove its figure from the map and place it in an empty space adjacent to a pit space. For either action, if there is no empty space available, place the figure in the closest empty space.

Reinforcements:

  • At the end of each overlord turn, the overlord may place 1 cave spider on the Wild Garden, respecting group limits.
  • Each time Tyrus picks up a legacy, the overlord may choose 1 other legacy on the map and immediately place 1 of his remaining open groups within 3 spaces of that legacy.

Victory:

  • At the end of each round, if Tyrus has picked up 1 or more legacies, the heroes may choose to progress. If Tyrus' resolve is decreased to 0, the heroes must progress.
  • When the heroes progress, read the following aloud (narrative omitted from this transcription).

Encounter 2B is complete.

  • There is a maximum number of Overlord cards the overlord can keep in his hand going into the next encounter. This number is equal to twice the number of heroes, and Overlord cards in the overlord's play area count against this maximum. If he has Overlord cards in excess to this number, he must discard cards from his hand or his play area until the correct number is achieved.
  • Remove the objective tokens on the "Lady Eliza Farrow" Lieutenant card and place them in the heroes' play area. Any fatigue tokens on the "Lady Eliza Farrow" Lieutenant card remain for the next encounter.
  • If Lord Merick Farrow or Sir Alric Farrow are not defeated, note the damage they have suffered. They will begin the next encounter with the same damage suffered.

Encounter 3

Monsters: Lady Eliza Farrow. Lord Merick Farrow. Sir Alric Farrow. Shadow dragons. Zombies. Flesh moulders. 4 open groups.

Setup:

  • Place the shadow dragons on the Dragon's Den (if the heroes won "Shadowfall Mountain," the shadow dragons are not placed). Place the zombies on the Cave. Place the flesh moulders on the Intersection. Place 1 open group on the Reliquary. Place Lady Eliza Farrow on the Throne Room as indicated.
  • If Lord Merick Farrow or Sir Alric Farrow were not defeated in the previous encounter, place them on the Study; each begins this encounter with damage equal to the damage they had suffered at the end of the previous encounter. Do not place the 3 remaining open groups during setup.
  • Place 1 villager token on the Throne Room as indicated. This is Tyrus.
  • Place search tokens based on the number of heroes.

Special rules:

  • If the overlord won either "Prison of Khinn" or "Rite of the Red Dawn," Tyrus is a vampire. Otherwise, Tyrus is pure-blooded (see "Kingdom Come").
  • The locked door cannot be opened.
  • Lady Eliza Farrow may move through doors when they are closed, but not the locked door.
  • Doors cannot be opened or closed as normal. Only heroes can open doors. When a hero opens 1 door, the other door is removed as well. Then, the overlord immediately places 1 open group on the Throne Room; and then places 1 open group on the Cavern and Armory, distributed between the tiles as evenly as possible.

Final darkness:

  • Lady Eliza Farrow applies +2 to her Health per hero.
  • Tyrus begins the encounter spellbound. While Tyrus is spellbound, Lady Eliza Farrow adds 5 shield to each of her defense rolls. As an action, if there are no monsters on the Throne Room (excluding Eliza), a hero adjacent to Tyrus may break the bond. If he does, Tyrus is no longer spellbound and the overlord may place 1 of the remaining open groups within 3 spaces of Lady Eliza Farrow.
  • After the bond is broken, Lady Eliza Farrow performs 1 action after each hero's turn.

Rising lord: At the start of each round, the heroes may choose 1 legacy in their play area for Tyrus to use. Resolve the following effect based upon its color:

  • Green: Discard 1 condition from 1 hero.
  • Red: 1 hero that is not knocked-out recovers 3 damage.
  • White: Each hero recovers 2 fatigue.
  • Blue: The heroes choose 1 tile. Each monster on that tile suffers 2 damage.

Kingdom come:

  • At the start of each overlord turn, place 1 damage token on Tyrus. Then, the heroes may discard 2 fatigue tokens from the "Lady Eliza Farrow" Lieutenant card (gained during the previous encounter) to remove 1 damage token from Tyrus.
  • Then, Lady Eliza Farrow vies for dominion. Each time Lady Eliza Farrow vies for dominion, she tests Awareness. After rolling dice, the heroes may discard 1 fatigue token from the "Lady Eliza Farrow" Lieutenant card to add 1 shield to the results.
  • If Lady Eliza Farrow vies for dominion and fails, Tyrus overcomes; if Tyrus is a vampire, Lady Eliza Farrow suffers 1 damage; if Tyrus is pure-blooded, each hero recovers 1 damage. Then, the heroes may choose 1 legacy that Tyrus has not used this round and perform its effects based on its color (see "Rising Lord").
  • If Lady Eliza Farrow vies for dominion and passes, the overlord chooses 1 tile and 1 attribute. Each hero on that tile tests the chosen attribute. Each hero who fails triggers the following based on the tested attribute:
    • Might: That hero suffers 2 damage.
    • Awareness: That hero is Stunned.
    • Willpower: That hero suffers 2 fatigue.
    • Knowledge: The overlord places 1 zombie on the Intersection, respecting group limits.

Reinforcements:

  • At the start of each overlord turn, if Tyrus is spellbound, the overlord places 1 flesh moulder on the Stairway, respecting group limits.

Victory:

  • If Lady Eliza Farrow is defeated, read the following aloud (narrative omitted from this transcription). The heroes win the campaign!
  • If there is 10 damage on Tyrus, read the following aloud (narrative omitted from this transcription). The overlord wins the campaign!
  • Encounter 2
  • Act I Quest: Rise of Urthko
    • Encounter 1
    • Encounter 2
  • Act I Quest: Caladen's Crossing
    • Encounter 1
    • Encounter 2
  • Interlude: From the Wreckage
  • Interlude: Saradyn in Flames
  • Encounter 2
  • Edge of Dawn
    • Encounter 1
    • Encounter 2
  • Piercing Darkness
    • Encounter 1
    • Encounter 2