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Subject: Campaign: The Silken Threads rss

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Morthai Saichor
Germany
Vienna
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my projects: The Silken Threads Descent Campaign; Dawn of Civilization Mod
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Welcome to my approach of a self made Descent 2.ed Campaign! This Campaign can be played accordingly to the rules written for the Shadow Rune campaign. Any exceptions to the rules are clarified within the quests. The Silken Treads features the conversion kit, new lieutenants, new relics, many new ideas and a (kinda) cohesive storytelling so the quests fit together. But be wary, (you could call me lazy) some of the quests only have a single encounter and will take a bit more time than similar quests in the Shadow Rune campaign. In total you should be able to enjoy a whole new setting and 32 new encounters! But lets get to the content!

Update - the coverpage and last page updated to the correct styles!
The Silken Threads PDF 3.1



(cover picture made by chubby's wive)

OneOgre wrote:


If you need standins for the Conversion Kit - check out this!
Monster tokens for Descent Conversion Kit




(map made by JohnMill)

Vassal Files for PBF moderation:
The Silken Threads Vassal Module

Thanks to Zerrian! (use rightclick, "save target file")
  • [+] Dice rolls
Morthai Saichor
Germany
Vienna
flag msg tools
my projects: The Silken Threads Descent Campaign; Dawn of Civilization Mod
mbmbmbmbmb
Background Story:

This story takes place around 50 years after the Order of Kellos was excommunicated out of Vynelvale, only few religious men remained in the region. And some were even converted to the dark side. So the absence of the Order of Kellos through the campaign is intended. But you may encounter some remnants of it..!

Last Night at the local tavern of Forge you had a blast of a drinking party! That party escalated somehow in a great brawl, that made the innkeeper throws you out of the location. Drunken, you slept in the haystacks with three other booze buddies. The very next morning a heavy hangover wished you a good morning! You and your buddies ordered some food and water for breakfast and as you eat you listen to the crowd around you. Whispers about rumors of the Southeast you heard - The City of Vynelvale lies in danger you heard. In its surrounding mountains, dozen of spiders and other monsters poured out of caverns into the plains and roads around the city. Traveling isn't safe there anymore!
You look at your booze buddies and realize that they are no ordinary townsfolk. They look more like adventurers who could need some coin. So you shout out: "Hey fellas - this calls for business! Lets ride southeast to Vynelvale and gather some bounty! How about it?"
... And so sometime near noon you are riding with three companions towards the far destiny...



Introduction

** Intro: Caught in the Web

After many days on your way to Vynelvale you finally reach the northern darkwoods. It is only a daytrip to the city. You notice by glance that the trees are covered in silver gossamer from foot to the upper crown. A lingering danger sends a chill down your spine - the dampened light also is not well for your mood. You ready your swords, bind your horses to a nearby stump and proceed into the woods. As expected, you find yourself quickly surrounded by red glowing eyes in growing numbers! Spiders everywhere!

And not only that - you spot a dark figure in the distance who lurks through the scrub. You cannot spot any further details right now - but maybe that grim looking sod could give you some answers before you even reach Vynelvale.




Monsters:
Cave Spiders, Bane Spiders, Mysterious Dark Figure (represented by the master dark priest).

Setup:
Place the Mysterious Dark Figure as indicated.
Place the cave Spiders and bane Spiders (8 models in total) split evenly as possible at the tiles 5A, 8A, 23A and 24A (2 models per tile in a 4 player game.)

Place search tokens based on the number of heroes.

Special Rules:
The Mysterious Dark Figure is a lone Master Dark Priest with 2 additional health per hero and has Shambling as an additional ability ( This monster may not perform more than 1 move action during a single turn.) and cannot affected by the "Dash" overlord card.
The Mysterious Dark Figure may move off the map through the Exit.

Reinforcements:
At the end of each overlord turn, he may place 1 master cave spider or 1 minion bane spider or 2 minion cave spiders on the Entrance, respecting group limits.

Victory:
If the Mysterious Dark Figure is defeated, read the following aloud:

Spoiler (click to reveal)
As you strike down the dark revenant some scrolls fall out of his cloak. Swiftly you pick them up and open them. As you hastily skim through the written words the scroll abruptly engulf itself in fire and turns to ashes in your hands. At least you could decipher that dark rituals are being held and a siege of Vynelvale is planned! God damn you have to hurry and help where you can to defend the city! Better be off fast.

The heroes win!

If the Mysterious Dark Figure moves off the map trough the exit, read the following:

Spoiler (click to reveal)
Hour after hour you slice trough the silken threads, but the endless flood of spiders just block off your path way too efficiently. As the time passes you slowly make progress to the edge of the forest. But the dark revenant is already gone for good. You have to hurry to the city and see what you can do to gain some time back.

The overlord wins!

Rewards:
Win or lose, each player receives 1 XP.

If the heroes win, they don't draw a Travel Event card for the next travel icon they stop on.

If the Overlord wins, the next time the heroes stop on a travel icon, they must draw 2 Travel Events and the Overlord chooses one to discard. Execute the other.


Fluff - Read when the Intro is done:
Spoiler (click to reveal)
As you reach the city, you notice the whole town is covered in panic. Many people run around nearly mindlessly and trying to get either their stuff together to leave the town or gathering components and weapons for defending themselves. As you proceed, you see an army passing by, marching to the gate. Soon after, the local steward takes notice of your appearance, which is still covered in gossamer and comes closer. "You look like foreigners. You look like adventurers. I might have some work for you, none could take better care of it than folks like you."

"First - Yesterday our local assembly of mages left in a hurry to the northern woods to fight some ritualists. Normally they should been back by now... Please try to find them and call them to duty. We need every living being in the town now!"
Lost in the Woods

"Second - Local folk legends seem to become true - you should investigate a ferrox plague in the southeast of the city. We already lost many farmers to that problem! Our food supply is getting short."
Struggle for Sanity

"Third - the eastern roads are swarmed by flying monsters and we cannot get any reinforcements! You should look after that and clear the passage."
On the Run

"Fourth - In the southeast a giant dark portal was spotted, appearing from the nether - Many people fear even more dark forces may leak into our world if it is not investigated and closed swiftly!"
The Shadow Realm

"And last and most important - In the north on the other side of the river a constant stream of monster armies gather to siege the city! You have to cut their supply routes, so we can lift the pressure on our town until you found the source of all this trouble."
Supply Routes

"Please I beg you - be fast and come back alive to protect the town!"



Act I Quests

** 1 Lost in the Woods
* Encounter 1

After some hours riding through the Plains of Delaie you reach the Steelwoods. Following the river through the woods, you find here and there broken in half trees, like something really big stepped onto them. You can follow the path of the fallen trees to a stone bridge that crosses the river. On that monument of construction you spot in the distance an enormous mountain giant! His footsteps seem to rattle through the bridge and small seismic waves are even noticeable at your position. As you come closer to the monster, you spot a knocked out figure hanging over the shoulder of the giant. That must be one of the mages! You have to hurry if you still want him alive!



Mosters:

Giants. 2 open groups of small monsters (1x1).

Open groups:

Wilderness, Cursed

Setup:
Place the giants on the bridge (tile 19A).
Place one open group at the 3A tile.
Place one open group at the 1A tile.

Place search tokens based on the number of heroes.

The overlord chooses one of the giants. This giant is Pellas. Pellas has 1 additional health per hero and is carrying the green objective token, which represents one of the missing mages.

Special Rules:
As long as Pellas or a hero is carrying the mage, he may only perform one action instead of two. (one less action, for the purpose of dash and frenzy)

Pellas may move off the map through the exit. If Pellas is defeated, place the green objective token at one space Pellas was standing on. Mark the spot where Pellas is defeated. As an action, while adjacent to the mage (the green objective) a hero or a master monster may pick him up from an adjacent space. If the master monster is defeated, place the green objective token on the space of the defeated master monster.

If Pellas is defeated the first time, read the following aloud at the start of the next overlord turn:
Spoiler (click to reveal)
The mountain giant's feet fold in like a broken match. His massive body slams on the ground and a mighty tremor quakes the surroundings! But wait, you do not trust your eyes! Shortly after, Pellas raises to his knees! "I am not dead yet you fools!" His roar brings you back to your senses.
Place Pellas with half of his maximum wounds on the marked space. If no space is available, push back figures (by overlords choice) until Pellas fits.



Reinforcements:

At the start of the overlords turn, he may discard 2 overlord cards to place a giant on the entrance, regarding group limits (only in a 4 player game). Read the following aloud:
Spoiler (click to reveal)
Alarmingly, more mountain giants found their way here! The sooner you leave, the better!


Victory:

If Pellas is defeated the second time, or if a hero moves off the map through the entrance while carrying the missing mage, read the following aloud:

Spoiler (click to reveal)
As you leave the river edge, you finally gasp for fresh air again. This Pellas made you hold your breath in fear. But now to the more important things. You shake awake the mage and bring him back to his senses with a bottle of fine booze. As he comes back to consciousness, his gaze seems devoid of sanity. "...so much power... we ... could not compete... help us... stop the ... ritual... before it is too late... there is a grove... dark chanting... be careful...". A broken spirit. Nothing could help him now. With a sad mood, you proceed to the described grove, leaving behind the poor fella.

The Heroes win.

If Pellas moves off the map through the exit while carrying the missing mage, read the following aloud:

Spoiler (click to reveal)
You hear a mighty laugh from Pellas. "You are too slow! Small ones cannot compete with our kind! Go back to your little toy-shelters! And shiver in fear!" You spurt after him, trying to catch up, but you only can follow his wake of destruction! Unbelievable! The giant runs and your short feet cannot catch up with his big ones.

The Overlord wins.

* Encounter 2
The grove lies before your eyes. The esthetic environment doesn't fit in any way to the dark chantings you hear coming out of it. Quite puzzling. After a quick scan of the perimeter, you find a stone plate that covers an entrance into a cellar. After removing it, the dark chorus gets louder. Deciding to not waste any time, you descend into the cellar trying to find the mages down there - or at least the ritualists the steward spoke of.



Monsters:
Dark priests. A lone master chaos beast. 1 open group.

Open Group:
Building, Cave

Setup:
Place the master chaos beast and the dark priests as indicated.
Place the open group at 3B.

If the overlord won the first encounter, place a villager token in the overlord's play area. The elemental mage of power is already consumed by the chaos beast. The chaos beast gains 1 additional silver defense die for the rest of the game.

Place search tokens based on the number of heroes.

Take one of each color objective token (red, blue, white, green). Shuffle these objective tokens facedown and place all 4 objective tokens facedown on 10B tile as indicated. All these tokens are elemental mages associated with a type of magic. Each of them must be fed to the chaos beast by the dark priests to unlock new abilities.

Special Rules:
As an action, a dark priest may pick up an adjacent elemental mage, keeping it facedown. As an action, while adjacent to the chaos beast the dark priests may feed one of the elemental mages per turn to the chaos beast. Flip the token over if you do so.

If the token is red, it was the elemental mage of rage. The chaos beast gets Ravage for the rest of the game. Place the token in the overlord's play area as a reminder.

If the token is green, it was the elemental mage of harmony. The chaos beast gets twice the number of wounds as there are heroes for the rest of the game. Place the token in the overlords play area as a reminder.

If the token is blue, it was the elemental mage of equation. The chaos beast gets Ironskin for the rest of the game. Place the token in the overlord's play area as a reminder.

If the token is white, it was the elemental mage of shaping. The chaos beast gets Surge: Subdue (If this attack deals at least 1 wound, choose 1 condition. The target suffers the chosen condition.) for the rest of the game. Place the token in the overlord's play area as a reminder.

At the start of each of the overlord's turns, after all 4 objective tokens are in his play area, he places 1 fatigue token in his play area.

Reinforcements:
At the start of each overlord turn, he may discard an overlord card to place 1 dark priest on an empty space adjacent to the chaos beast.

Victory:
If the master chaos beast is defeated, read the following aloud:

Spoiler (click to reveal)
The twisted chaotic mass shrieks together and in a blast, splatters all over the room! The dark ritual was stopped before the beast grew too mighty. But all its innards are spread on your coats and clothes! A true mess! Better get your belongings cleaned off from this filth.

The heroes win!

If the overlord ever has 3 fatigue tokens in his play area, read the following aloud:

Spoiler (click to reveal)
The chaotic mass grows and grows! As you flee, to not be consumed by it, the room is almost filled with its presence. A fearsome foe the dark chants created! But for now, you have to retreat. Being buried alive beneath this monster, you can't help anyone.

The overlord wins!

Rewards:
Win or lose, each player receives 1 XP.

If the heroes win, they also receive 25 gold per hero.

If the overlord wins, he receives 1 additional XP.


** 2 Struggle for Sanity

* Encounter 1
Following the rumors, you travel southeast from the city gate into the vast lowlands. Overripe crops are hanging in the fields, but none is here at the homesteads to gather them. All villages you pass by lay in silence, the houses seem to be left in a hurry. Something has driven them out! You follow a trail of belongings from the farmers far into the south. In the distance some small village seems lit on fire. Smoke is ascending from haystacks around the houses. Additionally, you hear a loud howl in the distance, followed by a second even deeper voice howling, "FERROX OR NOT FERROX! that is the question!"
Rushing to the houses, you see big figures tearing at the doors of the huts - hurry and rescue the leftover farmers!"




Monsters:
Ferrox. Beastmen. 1 open group.

Open group:
Civilized, Cursed

Setup:
Place the master ferrox and the master beastmen as indicated. Both of them have twice the number of heroes additional wounds, Regeneration 1 (At the start of each activation, this figure recovers 1 wound.) and an additional gray defense die. Place the open group at the Caravan (9A).

Place search tokens based on the number of heroes.

The minion ferrox and minion beastmen are not placed initially.

Place 8 villager tokens as indicated.

Special Rules:
As an action, while adjacent to a villager, the master ferrox or the master beastmen may convert them to their cause. If they do so, replace the villager at the end of the overlords turn with a minion Ferrox or minion Beastmen, respecting group limits.

As an action, a minion monster, while adjacent to a villager may kill the villager and remove it from the map.

Reinforcements:
None

Victory:
If all monsters are defeated, read the following aloud:

Spoiler (click to reveal)
Finally, you slay down the last of the beasts and can proceed indoors. You try to calm the remaining farmers, but the fear in their eyes tell you this fight is not over. As you find out what is happening, you hear something like a stampeding herd of horses coming over the lowlands from the east. But instead, you see a big pack of these creatures, who have come to avenge their fallen comrades. At the front, a monster bigger than an ogre charges into the battle armed with fangs as long as your hands! Ready your weapons, this will be a tough fight.

The heroes win!

If there are ever no villagers are remaining on the map, read the following aloud:
Spoiler (click to reveal)
As the last villager is struck down, the beasts howl to call for their comrades in the distant east. Shortly after, many howls respond and you hear something like a stampeding herd of horses coming over the lowlands from the east. But instead, it is a big pack of these creatures who are coming to aid their comrades. At the front, a monster bigger than an ogre charges into the battle armed with fangs as long as your hands! Ready your weapons, this will be a tough fight.

The overlord wins!

* Encounter 2
Shortly, the homesteads are surrounded by the pack of creatures. The giant leading monster tears the door out of the hut you barricaded in - now it is all or nothing. If you get infected by the curse and do not reach the local healer in Vynelvale fast enough, you will be a part of this pack!



Monsters:
The Alpha Pack Leader (represented by the master ogre). Ferrox. 1 open group.
Quote:
The Alpha Pack Leader - Lieutenant
2 Might, 2 Wisdom, 3 Willpower, 4 Awareness
Wounds: 5 + three times the number of heroes
Movement: 4
Defense: 1 brown for 2 heroes, 1 silver 1 brown for 3 heroes, 2 silver for 4 heroes
Dice:1 Blue, 1 Yellow dice for 2 heroes, 1 Blue + 1 Red dice for 3 heroes, 1 Blue 2 Yellow dice for 4 heroes
Abilities:
Command (Each monster within 3 spaces may reroll 1 of their attack or power dice.)
Surge: Pierce 1,
Surge: Infect - If this attack deals at least 1 wound, place a hero token of the target of this attack in the overlords play area. If the overlord ever has 3 hero tokens of the same hero, he may activate that hero as he would one of his monster groups. (no reequips, no fatigue suffering, maximum of one attack action, etc.)


Open group:
Wilderness

Setup:
Place the Alpha Pack Leader as indicated. Place the ferrox on tile 23A. Place the open group on tile 9A.

Place the heroes at the red-squared tiles in the cabin (tile 13A)

If the overlord won Encounter 1, each of the heroes must skip his first turn.

Special Rules:
In the first turn the Alpha Pack Leader is immune to any damage (The heroes are afraid of his appearance).

All master monsters gain the following ability:
Surge: Infect - If this attack deals at least 1 wound, place a hero token of the target of this attack in the overlords play area. If the overlord ever has 3 hero tokens of the same hero, he may activate that hero as he would one of his monster groups. (no reequips, no fatigue suffering, maximum of one attack action, etc.)[/b]

Reinforcements:
At the start of each overlord turn, he may place 1 ferrox at the Entrance tile, respecting group limits.

If the Alpha Pack Leader is defeated, read the following aloud:
Spoiler (click to reveal)
With a mighty strike in the face of the beast, you chip a tooth out of his mouth. He howls in agony and retreats to lick his wounds. The other monsters growl in anger.


Victory:
If there are ever no master monsters remaining on the map, or all heroes moved off the map trough the exit, read the following aloud:
Spoiler (click to reveal)
Slicing through the last line of this endless horde of monsters you finally reach the open fields again and are on your heels to the town. You hope you can reach a priest in time to get rid of the curse as soon as possible.

The heroes win!

If there are ever 2 hero tokens of each hero in the overlords play area, read the following aloud:
Spoiler (click to reveal)
You struggle for your sanity! The Pack Leader howls aloud: "FERROX OR NOT FERROX!" and you answer, shouting without control: "FERROX!!" Too late! You have taken severe damage from the curse and within, you try to control your remaining humanity. You are filled with a compulsion to drink blood from the nearby corpses, and soon after you sink your new teeth into the bone cold flesh...
Some hours later, you wake up and puke your stomach contents on the floor. Sick of your own doings, you drag yourself back to the town and try to recover from the curse as soon as possible. You fear that you will bear scars from this encounter that nothing can heal.

The overlord wins!

Rewards:
Win or lose, each player recieves 1 XP.

If the heroes win, they recieve the "Fangblade Relic".
Quote:
Fangblade Relic
Melee - Blade
2 Hands
1 Blue 2 Yellow
Surge: Recover 2 wounds
Surge: +1 wound
Surge: +2 pierce


If the Overlord wins, he recieves the "Bloodlust Relic".
Quote:
Bloodlust Relic
Exhaust this card at the start of your turn, discard 2 overlord cards: Search your deck for the 'Dark Charm' card. You may take that card into your hand.


** 3 On the Run

* Encounter 1

Traveling west along the main route several miles seems to be void of people. You heard at Vynelvale that this route is feared. Your job is to find out what is cutting off our stream of reinforcements to the city. In the distance, you see a mountain pass. On the peak, flying creatures cycle around it, waiting for prey. You have to find the nest of these beasts and root out the threat!
As you reach the serpentines towards the top, the creatures begin to sweep down! Now you are the prey! Be fast, reach the entrance of their lair before they spill too much of your blood here, luring even more of their brood! Terrifyingly, the Broodmother is also among your pursuers!




Monsters:
The Broodmother (represented by the master crypt dragon). Razorwings. 1 open group.

Quote:
The Broodmother - Lieutenant
4 Might, 2 Wisdom, 2 Willpower, 4 Awareness
Speed: 5
Health: 6 + 2 per hero
Defense: 1Silver for 2 heroes, 1 Brown 1 Silver for 3-4 heroes.
Dice: Ranged - 1 Blue 1 Yellow
Surge: 1 wound + poison
Action: "Take on a flight"
(Test Broodmothers awareness, if she succeeds move an adjacent hero figure up to 3 spaces, then this hero tests might or awareness(Heroes choice), if he fails he suffers wounds equal to the number of shields he rolled in exceed of his might or awareness attribute.)


Open Group:
Wilderness, Mountain

Setup:
Place the Broodmother as indicated on tile 11A. Place razorwings on tile 11A. Place the open group on tile 20A.

Place search tokens based on the number of heroes.

Special Rules:
Whenever a hero is knocked out, the overlord places 1 of that hero tokens into his play area. If there is ever 1 token of each hero in the overlord's play area, the encounter ends immediately.

Reinforcements:
At the end of each turn, the overlord may place 1 master razorwing or 2 minion razorwings on the entrance tile.

If The Broodmother is defeated, read the following aloud:
Spoiler (click to reveal)
With an ear-hurting screech, the Broodmother flees in a hurry to the peak of the mountain. It will probably not be the last thing you see of her.


Victory:
If all the Heroes moved off the map through the exit, read the following aloud:
Spoiler (click to reveal)
Finally, you reach the peak of the mountain pass. As you pump in your lungs some air and try to calm your pulse, you look for the entrance into the cave, and shortly after, you notice some cracks in the stones that are big enough for you to fit through. Before you slip in, you spot the Broodmother flying in also. A big hole, like from an explosion, is carved in the flank of the mountain. Who is behind all these doings?

The heroes win!

If there is ever 1 of each hero token in the overlord's play area, read the following aloud:
Spoiler (click to reveal)
Your blood is spilt all over the mountain pass! More and more flying beasts pour out of the mountain. You run for your lives and haste to the top of the pass into some cracks leading into the caves. As you slip in, you notice that the whole swarm is coming after you and is entering the very same mountain through a huge hole, carved in the top of the mountain face. The crater looks more like the result of an explosion rather than naturally formed. Who is behind all these schemes?

The overlord wins!


* Encounter 2
Lurking deeper into the cavern you hear drops of water fall from above into some resort of water. And as you proceed you see a waterfall is pouring in trough the top entrance you have seen outside. Certainly a river was running around the mountain and now it is rerouted into here! The ceilings are covered in leathery material. As you look closer you see that these are wings! Hundreds of wings! The poor travellers and fleeing folks must be a good amount of food for the broodmother. You have to kill her and her eggs to rod out this plaque!



Monsters:
The Broodmother. Razorwings. 1 open group.

Quote:
The Broodmother - Lieutenant
4 Might, 2 Wisdom, 2 Willpower, 4 Awareness
Speed: 5
Health: 6 + 2 per hero
Defense: 1 Silver for 2 heroes, 1 Brown 1 Silver for 3-4 heroes.
Dice: Ranged - 1 Blue 1 Yellow
Surge: 1 wound + poision
Action: "Take on a flight"
(Test Broodmothers awareness, if she succeeds move an adjacent hero figure up to 3 spaces, then this hero tests might or awareness(Heroes choice), if he fails he suffers wounds equal to the number of shields he rolled in exceed of his might or awareness attribute.)


Open group:
Cave, Dark

Setup:
Place the Broodmother as indicated. Place the master razorwing on the 28B tile. Place the open group on the 1A tile. Minion razorwings are not placed initially.

Place search tokens based on the number of heroes.

Place four red objective tokens, which representing the eggs of the Broodmother as indicated.

Special Rules:
As an action, a hero adjacent to an egg, may attempt to smash it. To do so, the hero test might or wisdom. If he passes remove the objective token. If he fails, replace the objective token with a minion razorwing. That razorwing may immediately attack that hero, afterwards the hero's turn resumes.

If the overlord won the first encounter, add 2 shields to the amount rolled at any attribute test to smash the eggs.
(The Broodmother had time to heat up the eggs).

The broodmother's speed is 2 for this encounter (she can not spread her wings here properly) and she may move off the entrance. The broodmother cannot fall for any reason below 1 remaining health until all eggs are smashed.

If the broodmother only has 1 health remaining, once per turn 1 attack performed by a hero targeting her gains knockback.

Reinforcements:
At the start of each overlord's turn he may place a razorwing at the waterfall, respecting group limits. If no red objective tokens are left on the map the overlord can not reinforce anymore.

Victory:
If the Broodmother is defeated and no red objective token is left on the map, read the following aloud:
Spoiler (click to reveal)
The breed is done! No more predators on this road. Hours later, after you slaughtered the rest of the swarm, you searched the cave and found some valuable goods. Probably belongings of the food of the beast. Better put them to use and bring them to the city. And reporting that the roads are save again, will probably help to ensure that more reinforcements can reach the city before it is completely surrounded.

The heroes win!

If the Broodmother moved off the map trough the entrance, read the following aloud:
Spoiler (click to reveal)
No! the Broodmother escaped! She will probably find a new nest soon and raise more children. Your quest failed here. Searching for her in these mountains would take weeks. You try to fight your way out of this cave and then riding back to the city. Reporting bad news is always a mess... but at least you are still alive.

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
(and the Broodmother is still alive!).


** 4 The Shadow Realm
* Encounter 1

Travelling South along the road, the light seems to dim more and more as you proceed. Soon you find the forking the steward described you. The path you take leads into a spruce forest - The smell of needles befogs your senses. Dark Shadows lurk behind the trees, watching you as you pass by. They seem to follow you. The path is ascending into the mountains and here and there you get a glimpse trough the trees on a big ornate black portal standing on a plateau. The light seem to be absorbed by it and in its vicinity it is dark as the night, even as the sun seems to glow from above. More and more shadows appear behind you and the sun seems to perish behind a shroud of fog. You should reach the Portal before too many of these shades will be on your heels! In your guts you can tell the mechanism to close the portal permanently only can be on the other side.



Monsters:
Shades. 1 open group.

Open Group:
Mountain, Civilized

Setup:
Place the shades at 14A and 18A split as evenly as possible.
Place the open group at 9A and 5A split as evenly as possible.
Place search tokens based on the number of heroes.

Shuffle a number of red objective tokens equal to the number of heroes and 1 white objective token together and place one under each shade faced down.

Special Rules:
At the start of each overlord turn, he places 1 fatigue token in his play area. If the overlord ever has 8 fatigue tokens in his play area, the encounter ends. The number of fatigue tokens accumulated in this way is important during Encounter 2.

The line of sight for heroes in this encounter is reduced to 4 spaces.

Each objective token a shade carries may be the key to the locked portal into the shadow realm. Only the white objective token is the correct key.

If a figure is defeated, place the carried objective token in its space. As an action, while adjacent to an objective token, any hero or monster may pick it up. If a hero picks up one objective token, flip it over. Any hero with the white objective token may open the locked door.

Reinforcements:
At the start of each overlord turn, he may place 1 minion monster from his open group on the Entrance, respecting group limits.
At the end of each overlord turn, he may place shades up to group limit at the 14A tile.

Victory:
If all heroes move off the map through the Exit, read the following aloud:
Spoiler (click to reveal)
Finally you made it through the portal into the shadow realm. Repeatedly magic spasms spark up all around you. The light here is so dim that you barely see your hands before your eyes. This is a terrifying realm. You hope to find the mechanism fast, to be able to leave as soon as possible...

The heroes win!

If the overlord ever has 8 fatigue tokens in his play area, read the following aloud:
Spoiler (click to reveal)
Endless streams of shadows gather around the portal, terror struck you and you flee trough the magic gate into the unknown - Now you have to find the key and the mechanism to lock the gates of this portal! Heroes work will never be easy...

The overlord wins!

* Encounter 2

As you enter the shadow realm you have the strong feeling you are not alone in this darkness! In the distance you see 4 silhouettes - and the most terrifying news is, that they are looking almost like you! Four shadowdemons incorporated in human corpses - abominations you should not allow to get into the real world. Be fast - use the key to close the locks of the shadow portal before the shadowdemons can smash them irreversible.



Monsters:
A number of Shadowdeamons up to the number of player-controlled heroes.
Shades.

Setup:
Shuffle all remaining heroes in the box by archetype, draw one of each archetype, and take 1 of the remaining subclasses for each archetype associated with the hero. The overlord selects from these four draws a number of heroes up to the number of player-controlled heroes and uses them with their start equipment and skills as the (up to four) shadowdeamons.
These shadowdemons are treated as heroes for all purposes but are controlled by the overlord. (they may each choose 2 actions like the heroes, spend fatigue, perform search actions, etc.)

Place the shadowdeamons at the 26B tile.
Place the master shade at the 16B tile. Minion shades are not placed initially.
Place search tokens based on the number of heroes.

All heroes recover all wounds at the start of this encounter.

If the Heroes won encounter 1: the heroes choose one hero to carry the shadowportal key (white objective token).

If the Overlord won encounter 1: the master shade carries the shadowportal key (white objective token).

Special Rules:
At the start of each overlord turn, he may return 1 fatigue token in his play area to the game box to place a minion shade, up to group limits at the Entrance.

If a figure carrying the shadowportal key is defeated, place the white objective token in its space. As an action, while adjacent to an objective token, any hero or monster may pick it up.

As an action, while adjacent to a blue shadowlock, a hero carrying the shadowkey may seal the lock. If he does, remove the blue objective token from the map and put it in the heroes play area. If no red shadowlock is adjacent to the blue shadowlock he must test knowledge to succeed.

Shadowdeamons may attack the red objective tokens as they are figures. If a Red Runelock has no health left, remove it from the map and place it in the overlords play area.

Red Runelock:
Quote:
Health: 8 + the number of heroes
Defense: Silver


Reinforcements:
(At the start of each overlord turn, he may return 1 fatigue token in his play area to stock to place a minion shade, up to group limits at the Entrance.)

Victory:
If all blue objective tokens are in the hero play area, read the following aloud:
Spoiler (click to reveal)
Finally the last lock is sealed! Hastily you run out of the portal, and with an enormous blast behind you, the Portal implodes! Shocked and in awe at the same time you stare at the spectacle. Some of the obsidian fragments hurl themselves before your feet and glow magically - you take one as a souvenir. As the fireworks are over you travel back to Vynelvale to report about the happenings.

The heroes win!

If all red objective tokens are in the overlords play area, read the following aloud:
Spoiler (click to reveal)
You hear crumbling and weird noises from all around - the walls shift into pure darkness and everywhere gazing eyes appear - in the distance you hear a mighty roar of a greater demon - you failed! Now you released some incredible troubles into the realm. You take to your heels and run for good, before the demons can catch up. Time to report this mistake - back to Vynelvale.

The overlord wins!

Rewards:
Win or lose, each player receives 1 XP.

If the heroes win, they receive the Obsidian Fragment Relic; Also return all search cards drawn/gained items by a possible treasure chance from the Shadowdeamons into the heroes possession.

If the Overlord wins, for the remainder of the campaign the overlord may choose Demon Lords as one of his open groups, regardless of the quest's listed monster traits.

Quote:
Obsidian Fragment Relic
Trinket
Action: Exhaust this card to roll 1 blue attack dice. If you roll a miss the overlord discards an overlord card at random. If you roll a surge recover 1 fatigue. If you roll a heart recover 1 wound.



** 5 Supply Routes

Your task leads you north of the city, searching for the rumoured army gathering of the overlord minions. You pass by the outer watchtowers of the realm and their big gate, which still protects the city from any invaders. From there the road ahead crosses the river twice and lead into the woods. But in the east you spot figures traversing trough orchards and gardens. They seem to march towards the Gates. You have to investigate this movement and see what they are up to. Unexpectedly as you come closer, you figure: that are no ordinary men! These are a constant stream of monsters! You have to stop them before they can accumulate too many and overwhelm you! The lead take a horde of goblins and kobolds, but in the distance you spot even bigger figures.



Monsters:
Gobin Archers. Kobolds. Blood Apes. Barghests. Ogres. Trolls.

Setup:
Place the Kobolds at the tiles 8A, 9A and 11A split as evenly as possible. Place Goblin Archers at 3A and 5A split as evenly as possible.
Blood Apes, Barghests, Ogres and Trolls are not placed initially.

Place search tokens based on the number of heroes.

Special Rules:
Each monster may move off the map trough the exit. If a monster does so place 1 fatigue token in the overlords play area if it was a small monster, 2 fatigue tokens if it was a medium monster(2x1 base) and 4 fatigue tokens if it was a large monster (2x2 base).

At the start of each overlord turn place 1 fatigue token in the heroes play area.

Reinforchements:

If all kobolds are defeated or 3 fatigue tokens are in the heroes play area, place all barghest's at the 5A tile.

If all goblin Archers are defeated or 5 fatigue tokens are in the heroes play area, place all blood apes at the 3A tile.

If all barghests are defeated or 7 fatigue tokens are in the heroes play area, place all trolls at the 3A tile.

If all blood apes are defeated or 9 fatigue tokens are in the heroes play area, place all ogres at the 16A tile and read the following aloud:
Quote:
With a mighty thunder a passage behind you explode and through the cracks mighty Ogres stomp into the action!


Victory:

If there are ever 12 fatigue tokens in the heroes play area, read the following aloud:

Spoiler (click to reveal)
The endless Waves of the supply route seems to ebb down, covered in blood and monster giblets you stand at the fields and ask yourself what to do with all these bodies?
With a grim face, you pile them up and light them on fire to warn the Riverwatch. At least you gained the city some time. Shortly after smoke fills your still pumping lungs, and you leave in a hurry to not choke from the foul stench. Truly work was done here!

The heroes win!

If there are ever more than 4 times the number of heroes of fatigue in the overlords play area, read the following aloud:

Spoiler (click to reveal)
Too many vile monsters passed by your vigilant guard! So in the end your try to stem this endless wave was worthless! They will pile before the Riverwatch soon! No time for rest, back to the city - you have to prepare for a siege!

The overlord wins!

Rewards:

Win or lose, each player receives 1 XP.

If the heroes win, they receive 1 additional XP and 25 gold per fatigue tokens beneath the number of fatigue tokens the overlord needed to win.

If the overlord wins, he receives the Endless Tide/Offering Blood quest reward:

Quote:



Interlude

** Interlude A - Follow the Widow

As you came back from your latest mission, just by pure luck you spot on your way to Vynelvale a fine lady in a bargest-drawn carriage stopping in the distance at one suburb of the city. You observe what she is up to. As the times pass by you see her going in and out of different houses and then she goes back to the carriage. She turns around and you hear a honey sweet voice beginning an alluring song. Your senses befog, and shortly after villagers are stumbling out of the houses like in deep trance! You shake off the song and run for aid. She is one of the Farrows! One in particular - the sister of Lady Eliza Farrow - Dalena Farrow - or how she is called in the vernacular - the Widow! She must be stopped before she can drive off with too many allured villagers!



Monster:
Widow Dalena (represented by the Lady Eliza). The Carriage with 2 Horses (represented by the barghests + objective tokens). Sorcerers. 2 Open Group.

Quote:
Widow Dalena - Lieutenant
3 Might, 4 Wisdom, 4 Willpower, 3 Awareness
Movement: 4
Wounds: 6 + trice the number of heroes
Defense: 1 Black die
RANGED ATTACK
Dice: 1 Blue die and 2 Yellow dice
Surge: Mend 3
Surge: +2 wounds
Action: Alluring Song: Widow Dalena and an adjacent hero roll on willpower, add their attribute value to the result. If Widow Dalena rolled a higher total, she may move the adjacent hero 4 spaces in any direction and after the movement, the hero is stunned.


Quote:
The Carriage
Treat the bargests and the objective tokens as 1 figure in total with:
wounds: 10+five times the number of heroes.
speed: 4.
defense: black die
Slow: The Carriage may only declare 1 move action per turn.
Doublebite: Each time the Carriage performs an attack action it may perform 2 attacks.
melee attack
Dice: 1 blue die + 1 yellow die
Surge: +2 pierce


Open Group:
1 Open Group from Civilized.
1 Open Group from Cursed or Dark (small monster).

Setup:
Place the Carriage and The Widow Dalena as indicated. Place the sorcerer at the 10A tile. Place the open group (Cursed/Dark) at the 4A tile. Place the open group (Civilized) at the 30A tile.

Place villagers as indicated. Place Search tokens based on the number of heroes.

Special Rules:
The Carriage (including the objective tokens) moves as a single large monster, it may never enter indoors at the tiles 7A or 15A.
(you could place a 4x2 map piece beneath it, to better navigate with both barghests and the 4 objective tokens)

At the end of the overlord turn, test for each villager adjacent to at least 1 of your monsters Widow Dalena's willpower. If she pass, you may move the villager up to 3 spaces towards the carriage. If a villager enters this way an adjacent space of the carriage place him in the carriage instead (he now is a part of the carriage and moves with it).

If ever the carriage has 4 villagers in it, it may move off the map trough the exit.

As an action, while adjacted to a villager, a hero may pick him up. Place the villager token on the hero sheet. Heroes may move off the map trough the entrance while carrying a villager. If he does so place the villager in the players area. (Heroes may reenter the map).

If Widow Dalena is defeated, read the following aloud:
Spoiler (click to reveal)
"You need other tricks in your sleeve to defeat me!" Evil laughter sound over the battlefield as she reappears in the distance out of a red fog. She seems even prettier than before...
Place Widow Dalena at the Entrance.


Reinforcements:
At the start of the overlords turn, he may place 1 monster from 1 of his open groups at the Exit, respecting group limits.

Victory:
If ever 5 villager tokens are in the heroes play area or the carriage is destroyed, read the following aloud:
Spoiler (click to reveal)
Widow Dalena curses at you: "You brave hearted fools! Take them! I will leave and prepare for the main act while you struggle with the minor nuisances I will send to you! It will not save you! My endless tides of follower will crash the gates of Vynelvale within few days!" And she disappears into a black portal that appeared from the void. You still see the air spinning at the point where the portal was. Confused you interrogate the villagers what she was after. One of them run off to his house and comes back with a silver horn. "This one - I think" he mutters into his beard. "I heard this horn possess the power of spreading courage or fear... depending on whom blows it. Take it. We are safer without it."

The Heroes win!

If the carriage moves off the map trough the exit with 4 villager tokens on it, read the following aloud:
Spoiler (click to reveal)
Crys disappear into the south. Widow Dalena leans against the door of one houses, looking really suggestively in her short dress and with her deep cleavage. "Maybe you join the party later, my dears! I grave for some fun! But for now, I have to prepare the fireworks! I see your anticipation of the fest in your eyes! I hope my minions will keep you well occupied till the main act starts." Then she disappears into a black portal behind her. One of the remaining villagers cries her eyes out. "She has taken the poor Vincent! And his horn with her! That old thing will cause havoc in Vynelvale..!" You look puzzled. An old horn? What is the problem with that? And in your inexperience you leave the suburban towards the town...

The Overlord wins!

Rewards:
Win or lose, each player recieves 1 XP.

If the heroes win, they recieve the "Horn of Courage" relic.

If the overlord wins, he recieves the "Horn of Madness" relic.

Quote:
Horn of Courage Relic
Magic, Horn - 1 Hand
Action: Place 2 hero tokens from your supply onto the Horn of Courage and suffer 3 fatigue to roll 2 red dices. Each friendly figure within 3 squares of you, recovers wounds equal to the wounds rolled and fatigue equal to the surges rolled.

Action: Place 1 hero token from your supply onto the Horn of Courage and suffer 1 fatigue to discard 1 condition card of any 1 hero within 3 squares of you.

As long the Horn of Courage has a hero token on it, it cannot be used. At the beginning of your next turn, remove 1 of your hero tokens from the Horn of Courage.


Quote:
Horn of Madness Relic
Widow Dalena only
Each of your attacks gain:
surge: Each hero within 3 spaces of Widow Dalena must test willpower. Each hero that fails suffers fatigue up to his stamina.
surge: After this attack, immediately perform a move and attack action with a monster within 3 spaces of Widow Dalena. Resume Widow Dalena's turn afterwards.



** Interlude B - Behind the Curtain

On your travels through the vicinity of Vynelvale you gathered many information about the whereabouts around the city. Still you try to figure out what is the missing link that connects the dots. As you reach the outskirts of the city you see a carriage in the distance takes halt and a lady in fine silk gets off. Even as you cannot spot details, she looks beautiful. But the Carriage is drawn by some bargests and this make you curious! You approach her and somehow her appearance seem to resemble someone else. In your imagination the picture of Lady Eliza Farrow flickers in, but she is somehow different - wearing that black veil and the elegant cloths. It must be her sister! The so called Widow - Dalena Farrow. You follow with your eyes where she is off to, and you spot a temple at the other end of this valley. Something must be there that is of value for the Farrows. Better hurry and get it to safety before it ends in her fingers.



Monster:
Widow Dalena (represented by the Lady Eliza). Elementals. Nagas. Medusas. Merriods.

Quote:
Widow Dalena - Lieutenant
3 Might, 4 Wisdom, 4 Willpower, 3 Awareness
Movement: 4
Wounds: 6 + trice the number of heroes
Defense: 1 Black die
RANGED ATTACK
Dice: 1 Blue die and 2 Yellow dice
Surge: Mend 3
Surge: +2 Damage
Action: Alluring Song: Widow Dalena and an adjacent hero roll on willpower, add their attribute value to the result. If Widow Dalena rolled a higher total, she may move the adjacent hero 4 spaces in any direction and after the movement, the hero is stunned.


Setup:
Place Widow Dalena as indicated. Place the elementals at the 1A tile. Place the merriots split evenly as possibe at 11A and 12A tiles. Place the nagas at the 5A tile. Place the Medusas at the 4A tile.

Place the green objective token as indicated. The green objective token is the Silvern Horn.

Place Search tokens based on the number of heroes.

Special Rules:
As an action, a hero or Widow Dalena may pick up the Silvern Horn from an adjacent space, if it's not currently carried.

As an action, a master monster may try to steal the Silvern Horn from an adjacent space off a hero. The hero tests awareness, if he pass nothing happens, if he fails the monster is now carrying the Silvern Horn and can pass, as an action, the Silvern Horn to Widow Dalena while adjacent to her.

During this quest, Widow Dalena follows the same rules for being defeated as a hero (she is knocked out when defeated and as an action, may stand up during her turn). If she stands up, she recovers all wounds.

If a figure is knocked out, while carrying the Silvern horn, place the green objective token at the space of the knocked out figure.

A hero carrying the Silvern Horn may move off the map trough the Entrance. Widow Dalena carrying the Silvern Horn may move off the map trough the Exit.

As an action, while standing in the water of the Riveredge a figure may hurl himself over the waterfall. If he does so, he rolls 1 red die and suffers wounds equal to the wounds rolled and place the figure in any empty water space along the edge of the Waterfall nearest to his position on the Riveredge.

Elementals may pass trough the border between the Riveredge and the Waterfall as the border is not present.

Reinforcements:
At the end of each overlord turn he may place 1 monster of each group on their allocated starting tiles, respecting group limits.

Victory:

If a hero move off the map, carrying the Silvern Horn, read the following aloud:
Spoiler (click to reveal)
Dalena Farrow stumbles after you and shouting: "This is not the End! Take it, it is just a minor piece missing. Your city will not be saved by such a minor setback for me! It is just an ordinary horn." You are surely not trusting her, so you spurt as fast as you can to reach the safety of the city. Behind you Dalena crawls into her carriage and drives off into the mountains. As you exanimate the Silvern Horn, you see engraved runes on it and with a good spirit you lift it to your lips and let it sound trough the valley. A mighty tune! The tone arising lifts your spirits and you feel refreshed! Truly amazing little toy.

The Heroes win!

If Widow Dalena moves off the map, carrying the Silvern Horn, read the following aloud:
Spoiler (click to reveal)
With an evil grin Dalena steps on the stairs of the carriage and sits into it. The barghests dash forward trough the valley and out of one window you see the Widow laugh out aloud. She sets the Horn on her lips and a terrifying tone arising from it, which let you feel depressed and in fear.
After you eradicated the leftover monsters, you hit the road towards Vynelvale in a bad mood. That little horn was of importance for the city and you let the opportunity pass by...


Rewards:
Win or lose, each player receives 1 XP.

If the heroes win, they receive the "Horn of Courage" relic.

If the overlord wins, he receives the "Horn of Madness" relic.

Quote:
Horn of Courage Relic
Magic, Horn - 1 Hand
Action: Place 2 hero tokens from your supply onto the Horn of Courage and suffer 3 fatigue to roll 2 red dices. Each friendly figure within 3 squares of you, recovers wounds equal to the wounds rolled and fatigue equal to the surges rolled.

Action: Place 1 hero token from your supply onto the Horn of Courage and suffer 1 fatigue to discard 1 condition card of any 1 hero within 3 squares of you.

As long the Horn of Courage has a hero token on it, it cannot be used. At the beginning of your next turn, remove 1 of your hero tokens from the Horn of Courage.


Quote:
Horn of Madness Relic
Widow Dalena only
Each of your attacks gain:
surge: Each hero within 3 spaces of Widow Dalena must test willpower. Each hero that fails suffers fatigue up to his stamina.
surge: After this attack, immediately perform a move and attack action with a monster within 3 spaces of Widow Dalena. Resume Widow Dalena's turn afterwards.
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Morthai Saichor
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More flavor fluff after the interlude!:

Spoiler (click to reveal)
Your first confrontation with Widow Dalena was quite a exhausting fight. Her appearance is charming and cunning while beneath the surface she is truely evil and the masterhead behind the siege of vynelvale. As you pick up the pieces at the small suburban village you find some clues what might come next. Too many other villages in the venicity of the city already are void of human beings and the circle of monsters drawing closer to the citygate. You will have to face some difficult challenges to even stand a chance at breaking the siege. Gathering informations from the townadministrator you got the following clues you may investigate:

In the west a powerful artifact is kept hidden in a sacret temple and you should keep the holy place from being defiled. You could use that opportunity to also recover the artifact, to use it against the Widow. But be wary not to be too late. Otherwise a path of corruption may trail corrupted beings from the sanctuary towards the city.
1A Sanctuary of Light /1B Path of Corruption

In the northwest gossips tell about a rising undead army that march towards the city. If you could find the source of the threat and eridicate it, you would help the city for sure. Otherwise at least try to delay the incoming army as much as possible!
2A Bones of the Ancients / 2B Armada of Dead

A strange spell is keeping travelers trapped in the southwest passage! Scouts who gathering intelligence from that region never return. Maybe you could investigate this "maze" and clear up the passage. That could provide us with more men to prepare for siege and supplies like from the west.
3A Fortuna's Favor / 3B Test of Faith

Also a problem may be a maelstrom of pure energy even farer in the west that slowly accelerate towards our city! Too much work to do and too little time. But that thing could really cause havoc!
4A Conflux / 4B Evils beyond time

And at last you should aid the Riverwatch! Powerfull siegeweapons where spotted yesterday, and it will take not long until the Northern outpost will fall! You should find a way to destroy this enourmous weapons of war or at least rescue some guards from the guard! Vynelvale must been kept save with every man you can find!
5A Machinery of War / 5B Into the Fray

Pick your task fast and return save to Vynelvale! We count on every man here to strike back the evil forces.


Act II Quests


** 1A Sanctuary of Light

* Encounter 1
After you leave the city, you realize, there lies a long trip into the west before you. Some hours along the road you reconise it from the journey into the steelwoods, but this time you turn on a crossroad to the southwest instead of north. Shortly after the path ends in a lush valley that leads into the mountains. An arduous path sidles through it and ascends to a plateau. There you come upon a thinned out conifer wood. Between the trees you can spot the temple you are searching for. But the white marble seems colored in reddish light! Something is off here. You proceed towards it and enter in a hurry. The flooring is covered by tainted trails that creep outwards. There might be time left before the spell of corruption is finished! You have to find the Holy Beast in the sanctuary and help him to fend off the evil doings! And don't forget to watch out for the relic hidden in here. It might be of great value! Be wary, the temple is swarmed with monsters!



Monsters:
Deamon Lords, Elementals, Hellhounds, Ice Wyrms, Wendigos, Deep Elves, 1 Open group.

Open Groups:
Civilized, Building

Setup:
Place the Ice Wyrms and Wendigos at 7B. Place the Deamon Lords at 8B. Place the Hellhounds at 18B and 25B as evenly split as possible. Place the Elementals at 14B. Place the Deep Elves at the Blue and or Red Runekey. Place the Open Group at 27B.

Place the blue and red objective token as indicated. These objective token are keys to their corresponding colored doors. Only a figure carrying a runekey matching the doorcolor may open or close it.

Place Search tokens based on the number of heroes.

Special Rules:
As an action, any hero or monster may pick up an adjacent runekey. If a figure carrying a runekey is defeated or knocked out, place the carryied runekey on the space of that figure.

The Monster Groups placed behind the red runedoor cannot be activated until the red runedoor is opened the first time.
The Monster Groups placed behind the blue runedoor cannot be activated until the blue runedoor is opened the first time.

Reinforcements:
At the end of each overlord turn he may place 1 monster from his open group at the entrance, respecting group limits.

Victory:
If all heroes move off the map, through the exit, read the following aloud:
Spoiler (click to reveal)
You slam the blue runedoor shut as you proceed upwards into the pulpit of the temple. You still hear the noises and scratches on the door behind you. But for the time being you should focus forward and try to find the Holy beast and let it give you a helping hand in this dark times.

The Heroes win!

If a monster carrying the blue runekey moves off the map, read the following aloud:
Spoiler (click to reveal)
No! They have taken the key to the pulpit! It will take you at least some hours to break that door open! And the incoming monsters aren't a great help to focus on that task. You have to hurry!

The Overlord wins!


* Encounter 2

As you proceed the stairs upwards into the pulpit, you notice that a white glare is lightening the room. You feel something sacret is here. The Holy Beast comes into your vision and you freeze in fear! A demonic spear pierced its chest and it is moarning in agony. His gaze is terrified and blood is flowing down from his wound. A shady figure stands behind it, pulling the spear out and disappears into the void. The clang of the weapon dropping on the floor rips you out of your rigidity. The Holy Beasts eyes start to glow red and he slowly transforms into a demonic vessel! You have to slay the Guardian of the Sanctum before he can corrupt the whole place!



Monsters:
Golems, The Holy Beast [represented by the Deamon Lord]

Quote:
The Holy Beast
Wounds: 24+4times the number of heroes
Speed: 4
Attack: Melee
Dice: 1 Blue + 1 Red + 2 Yellow dice
Defense: 2 Silver dice
Aura 2 (Each time a hero enters a space adjacent to this monster, that hero suffers 2 wounds.
1 Surge: Firebreath (Starting with the target space, trace a path of 4 spaces in any direction. All figures on this path are affected by this attack. Each figure rols defense dice.)
1 Surge: +2 wounds
2 Surges: Mend 4 (This monster recovers 4 wounds.)


Open Groups:
None

Setup:
Place the Golems and the Holy Beast as indicated.

Collect search tokens based on the number of heroes. Replace 1 of these search tokens with the unique search token. Shuffle the tokens together and place them based on the number of heroes. No players should know which search token is the unique search token. The unique search token is the Sacret Armor.

Special Rules:
If the overlord won Encounter 1, each of the heroes must skip his first turn.

If the heroes reveal the unique search token, he draws a
Search card as normal. In addition, the heroes have found
the Sacret Armor. Place the unique search token on the
Hero sheet of the hero who revealed it to mark that he
is carrying it. If the hero carrying the Sacret Armor is
defeated, place the unique search token faceup in his
space. As an action, a hero adjacent to the unique search
token may pick it up. Heroes may trade the Sacret Armor
following normal rules for trading items.

As an action, the Holy Beast may search an
adjacent search token. If the unique search token is
revealed, place the unique search token in the overlords play area to mark that the Holy Beast is carrying it. Otherwise, discard the
search token.

Each time When the Holy Beast or another monster knocks out a hero, while the unique search token is in the overlords play area, place a hero token of the defeated hero in the overlords play area.

Reinforcements:
None

Victory:
If the Holy Beast is defeated, read the following aloud:
Spoiler (click to reveal)
With a final blow, you strike down the corrupted Guardian and the curse lifts! The walls emit a brightening light and you almost be blinded by it. Swiftly you skim through the room, grab the Sacret Armor and leave towards Vynelvale.

The Heroes win!

If there are ever 1 hero tokens of each hero in the overlords play area, read the following aloud:
Spoiler (click to reveal)
Exhausted you crash on the floor, while the Beast runs down into the Sanctum. You loose your consciousness... Hours later you awake in a vile and twisted building that has nothing to do with the sanctum you remembered. In a hurry you leave the place to not get affected by the curse. The damage is done... Surely you will have problems later with this spreading curse. But for now, back to the city, it has to be defended.

The Overlord wins!

Rewards:
Win or lose, each player recieves 1 XP.

If the heroes win, they recieve the Armor of Light.

If the overlord wins, he recieves the Cuirass of Darkness.

Quote:
Armor of Light Relic
Heavy Armor
Black defense die

You cannot equip runes.
Exhaust this card after the dice are rolled to cancel 1 surge on an attack that targets you.


Quote:
Cuirass of Darkness Relic
This lieutenant gains:
Black defense die
+8 maximum wounds.


** 1B Path of Corruption

* Encounter 1
After you leave the city, you realize, there lies a long and hard trip into the west before you.Some hours along the road you reconise it from the journey into the steelwoods, terrifying images of the growing chaosbeast flash into your mind and you try to clear your head.
On a crossroad you take the path into the southwest this time and shortly after the path ends in a lush valley that leads into the mountains. But something is off here! The Soil is tainted! Creeping Corruption is moving towards the city! The Sanctuary on the plateau, you spot in the distance is lit on fire and smoke is arising from it!
As you come close the tendrils move back into the mountains. You have to follow them to find the origin of this madness!




Monsters:
Flesh Moulders. 3 open groups.

Open Groups:
Wilderness, Mountain, Civilized.

Setup:
Place the Flesh moulders at 21A and 26A as evenly split as possible. Place a open group at 17A. Place a open group at 24A and 23A as evenly split as possible. Place a open group at 20A.

Place search tokens based on the number of heroes.

Place red and blue objective tokens as indicated. Red objective tokens are Trails of Corruption, Blue objective tokens are possible Exits.

Special Rules:
At the end of each overlord turn, each Trail of Corruption (Speed 3) moves directly towards its corresponding exit. If no Hero is in a 4 squares radius of the Trail of Corruption, remove the Trail of Corruption and the corresponding possible Exit from the map and place them in the overlords play area. If a Trail of Corruption moves on a possible exit, replace the tile of the possible exit with the real Exit tile. Then remove all other Trails of Corruption and possible exits as well from the game and put them back into the game box.

Reinforcements:
At the start of the overlords turn, he may place up to 2 flesh moulders at 26A tile, respecting group limits. At the end of the overlords turn, he may place 1 minion monster from his open groups at the entrance and 1 minion monster from his open groups on one of the possible exits, respecting group limits.

Victory:
If any hero moves off the map trough the exit, read the following aloud:
Spoiler (click to reveal)
Finally you found the roots of the corruption! You call your fellas here and move onwards into the mountains. The path is slick and overgrown with vile thorns and twisted trees. The surge of the problem is near.

The Heroes win!

If all Trails of Corruption are in the overlords play area and the exit tile is not placed yet, read the following aloud:
Spoiler (click to reveal)
You lost any lead towards the corruption! Totally disoriented you search nearly a day for the origin of the corruption. Just by mere luck you find in the evening another trail and follow it hastely into the mountains.

The Overlord wins!


* Encounter 2
In the night you still follow the trail into the mountains. Only with torches you can still spot it as it creeps back to its origin. The path leads into a marsh and as you enter it you hear flailing sounds from the water! The enourmous Chaos Beast escaped here and rooted deep into the marsh that lies ahead. And terrifyingly it is even bigger as you recall. Its tentacle are spreaded trough the marsh everywhere! You have to be carefull to not be drowned!



Monsters:
A lone Master Chaos Beast, Flailing Tentacles, Ogres.

Open Groups:
None

Setup:
Place the Master Chaos Beast as indicated. Place Ogres at 8A.

Place 10 faced down objective tokens as indicated, these are Flailing Tentacles. If the Heroes won the first encounter, they may choose 4 objective tokens and put them back into the game box.

Place search tokens based on the number of heroes.

Special Rules:
Each Flailing Tentacle has the following attributes:
Quote:
Blue, Yellow, Yellow, Melee Attack, Reach, Surge: Drag (Move the target of this attack 1 space in any direction).

The Flailing Tentacles cannot move nor being attacked for any reasons. They have 1 Attack action per activation. No overlord cards can affect them. Place a fatigue token on the tentacle after it has been activated to indicate which one was already activated. At the end of each overlord turn, remove all fatigue tokens from all tentacles.

The Master Chaos beast has additionally:
Quote:
Its Speed is 0, it has Ironskin, Ravage, tree times the number of heroes additional maximum wounds, and 1 additional silver defense die.
It also gains
Surge: Drag (Move the target of this attack 1 space in any direction).
Surge: Subdue (If this attack deals at least 1 wound, choose 1 condition. The target suffers the chosen condition.)


If a hero ever ends his movement on a water space or is moved onto a water space for any reason, he test awareness or might of his choice. If he fails, he is drowned. Remove that hero from the map and place a hero token from that hero into the overlords play area. If he passes, he may move 1 space.

Reinforcements:
At the start of the overlords turn he may place 1 ogre at the entrance, respecting group limits.

Victory:
If the master chaos beast is defeated, read the following aloud:
Spoiler (click to reveal)
The chaotic mass finally found its end! It collapses into the marsh and the flailing tendrils fall lifeless onto the ground. You slaughter the remaining monsters in the area and then travel back to vynelvale. One problem less to care about! On the way, you joke about all the gibbs and tendrils that splashed around while you hacked the beast into pieces. What a blast of a fight!

The Heroes win!

If all Heroes are drowned, read the following aloud:
Spoiler (click to reveal)
All of you battle for survival as you are pulled into the deep and slick waters. You fear to be pulled under and never see daylight again. But as you strip down some of your equipment, you finally found a way to get out of the waters. Soaked and feeling cold you run off the scene towards the city. You definitely catch a cold if you not reach a warm fire soon!

The Overlord wins!

Rewards:
Win or lose, each player receives 1 XP.

If the heroes win, each hero receives 1 additional XP.

If the overlord wins, he may choose 1 piece of equipment or a relic in a heroes poscession and may return that piece of equipment back to the market or may flip the relic to the overlords side and place it in his play area for the remainder of the campaign. Additionally all heroes are poisioned and deseased at the start of the next quest.


** 2A Bones of the Ancients

* Encounter 1
You try to gather informations from the townsfolk about the gossips in the northwest. Some say, that graves burst open and corpses creep out of it, as besouled skeletal warriors, other say, that a skeletal dragon was spotted in the sky, which sweeps down onto villages to grab townsfolk and drag them to some catacombs deep into the forest. Whatever might be true you have to investigate probably both. So you ready your horse and ride towards the northwest. Some hours on your horse later you reach the small towns in the Plains of Thaora, you notice, there are only barricaded doors and windows. No alive soul seem to greet or welcome you. The gossips seem to have a true core... After you passed the villages you reach the catacombs about which the townsfolk talked. You tie your horse on a nearby stump and enter the lair, in which you suspect the bonedragon.

As you descent down, you spot some torches on a wall, but more interestingly a skeleton in fine silks takes one of the torches out of its holder and extinguishes it. You guess that can only mean more problems for you...




Monsters:
The Warden (represented by the master skeleton archer), Skeleton Archers, Zombies, Barghests, Shades and Hetrazz The Skeleton Dragon (represented by the elite shadowdragon).

Quote:
The Warden
Is a normal master skeleton archer with shambling. He cannot be affected by any conditions or attacks.


Quote:
Hetrazz The Skeleton Dragon
Speed: 0
Wounds: 12+4times the number of heroes
Attack: Ranged
Dice: Blue, Red, Yellow
Defense: Black, Silver
Night Stalker (If attacked by any non-adjacent hero, this monster may add 1 brown die to its defense pool)
Action: Cause Fear (Choose a hero adjacent to this monster. That hero must test willpower. If he fails, he moves 2 spaces directly away from this monster and is immobilized.
Surge: +2wounds
Surge: Poision Breath(Starting with the target space, trace a path of 4 spaces in any direction. All figures on this path are affected by this attack. Each figure rolls defense dice seperately. Each hero who suffers at least 1 damage is poisioned.


Open Groups:
None

Setup:
Place The Warden and Hetrazz as indicated. Place the minion skeleton archers at the 21B tile. Place the zombies at the 8B tile. Place the shades at the 10B tile. Place the barghest evenly split at the 14A and 11B tile.

Place 4 blue objective tokens as indicated. Blue objective tokens are torches.
Place 1 white objective token as indicated. The white objective token is the Mantle of Ghosts.

Place search tokens based on the number of heroes.

Special Rules:
As an action, while adjacent to a torch The Warden can extinguish the torch and return it to the game box. As an action, while adjacent to the red runedoor The Warden may move immediatly to the closest empty space on the other side of the door. The door remains closed and in place.

The Monster Groups placed behind the red runedoor cannot be activated until the red runedoor is opened the first time or the Warden passed the red runedoor.

As an action, while adjacent to the mantle of ghosts, a hero may pick it up.If the hero carrying the Mantle of Ghosts is
defeated, place the white objective token faceup in his
space. Heroes may trade the Mantle of Ghosts following normal rules for trading items. Any hero carrying the Mantle of Ghosts may open the red runedoor.

If Hetrazz The Skeleton Dragon is defeated, read the following aloud:
Spoiler (click to reveal)
The skeleton dragon crubles to a heap of bones. But shortly after a magic swirl surround them! They reassemble themself! Something must keep this apparition away from dying!
At the start of the overlords turn. Place Hetrazz at the indicated location of the map. He is stunned.


Reinforcements:
At the start of the Overlords turn he may place skeleton archers up to group limit on the Entrance.

Victory:
If a hero, carrying the Mantle of Ghosts, moves off the Exit, read the following aloud:
Spoiler (click to reveal)
A deep voice shouts out: "You passed your first trial. I hope you choosed your champion wise! I will grant him access to the spirit ream."

The Heroes win! Keep track which hero is carrying the mantle of ghost for the second encounter.

If all torches are removed from the map, and a hero is carrying the mantle of ghosts, read the following aloud:
Spoiler (click to reveal)
A deep voice shouts out: " You failed your first trial. But at least you pocess the Mantle of Ghosts! I will grant your champion access to the spirit realm, but be aware of the danger that lies ahead."

The Overlord wins! Keep track which hero is carrying the mantle of ghost for the second encounter.

If all torches are removed from the map, and no hero is carrying the mantle of ghosts, read the following aloud:
Spoiler (click to reveal)
The Widow Dalena steps out of a hidden niche and takes the Mantle of Ghosts with her. You hear her laughter. "Entry denied, you fools! Hetrazz will wreck havrok over your city! And nothing can stop him now!" And she disappears in a swirling portal, that closes after she passes through.

The Overlord wins! And the Quest ends!

Rewards:
If the Overlord wins, while no hero is carrying the mantle of ghosts, he recieves 1 XP and the Quest ends.


* Encounter 2
"You who carries the mantle of the ghosts, I grant access to the spirit realm. You others must protect the entrance into it. Stem the hordes of monsters pouring out of the fields!" You ready your weapon and prey that your champion be better fast in his task, whatever it might be...



Monsters:
Zombies, 3 Open Groups, Hetrazz The Ghost Dragon (represented by the elite shadowdragon).

Quote:
Hetrazz The Ghost Dragon
Speed: 0
Wounds: 4+4times the number of heroes
Attack: Ranged
Dice: Blue, Red, Yellow
Defense: Silver, Silver
Stealthy (Each attack that targets this monster must roll 3 additional range beyond the normally required amount or the attack is a miss.)
Immaterial (This monster is immune to all conditions)
Surge: +2 wounds.
Surge: Disease (If this attack deals at least 1 wound (after the defense roll), the target is Deseased)


Open Groups:
Cursed, Dark

Setup:
Place Hetrazz The Ghost Dragon as indicated. Place Zombies as evenly split as possible on the 1B, 18B, 19B, 20B and 30B tiles. Place 1 open group at the 2A tile. Place 1 open group at the 11A tile. Place 1 open group at the 14A tile.

Place the hero carrying the mantle of ghost on the Entrance. Place the other heroes on the Exit.

Special Rules:
The Hero carrying the Mantle of Ghost has 12 additional maximum wounds for the remainder of the encounter. Whenever the Hero carrying the Mantle of Ghost dealing at least 1 wound (after the defense dice are rolled) he recovers 1 wound.

All monsters may move off the map through the exit. If they do so, place them at the closest available space on the entrance. They may continue their turn afterwards as normal.

Reinforcements:
At the end of the overlords turn he may place 1 monster of each of his open groups at the 11A tile.

Victory:
If Hetrazz The Ghost Dragon is defeated, read the following aloud:
Spoiler (click to reveal)
Again the voice shouts out: "You are truely a champion and being blessed by skill! You defeated both of the ripped apart dragon parts and denied the leave of this terrible monster out of this realm. You will be honored!" The Mantle of Ghosts lift from your shoulders, shortly you spot a shady figure before it disappears into the sourrounding. You helped this bounded soul to be free again and also eliminated a worty foe!

The Heroes win!

If the Hero carrying the Mantle of Ghost is defeated, read the following aloud:
Spoiler (click to reveal)
The voice screams!: "NO! You failed my mission! I will be bound in eternity here!" And the Ghostdragon roars in a mighty tone. You set aloose another problem for vynelvale... You wonder how you will handle all of these...

The Overlord wins!

Rewards:
Win or loose, each player recieves 1 XP.

If the heroes win, they recieve 25 gold per hero and 1 additional XP.

If the overlord wins, he recieves 1 additional XP. Additionally all heroes suffering fatigue up to their stamina at the start of the next quest.


** 2B Armada of the Dead
You try to gather informations from the townsfolk about the gossips in the northwest. Some say, that graves burst open and corpses creep out of it as besouled skeletal warriors, other say, that a skeletal dragon was spotted in the sky, which sweeps down onto villages to grab townsfolk and drag them to some catacombs deep into the forest. Whatever might be true you have to investigate probably both. So you ready your horse and ride towards the northwest. Some hours on your horse later you reach the small towns in the Plains of Thaora, you notice, there are only barricaded doors and windows. No alive soul seem to greet or welcome you. The gossips seem to have a true core... You check the sourroundings of the villages and in a canyon you spot the gathering undead army! Some of the rumors also told you about a bell hidden somewhere near. This bell has a mighty tune, that is used to fend off undeads. It should be of great help against this monsters. You ready your weapons as from each side the monsters approach...



Monsters:
Hetrazz The Skeleton Dragon, Zombies, Skeleton Archers, Shades, Dark Priests, Barghests, Deep Elves.

Quote:
Hetrazz The Skeleton Dragon
Speed: 6
Wounds: 12+4times the number of heroes
Attack: Ranged
Dice: Blue, Red, Yellow
Defense: Black, Silver
Night Stalker (If attacked by any non-adjacent hero, this monster may add 1 brown die to its defense pool)
Action: Cause Fear (Choose a hero adjacent to this monster. That hero must test willpower. If he fails, he moves 2 spaces directly away from this monster and is immobilized.
Surge: +2wounds
Surge: Poision Breath(Starting with the target space, trace a path of 4 spaces in any direction. All figures on this path are affected by this attack. Each figure rolls defense dice seperately. Each hero who suffers at least 1 damage is poisioned.


Open Groups:
None

Setup:
Place the Deep Elves at the Entrance. Place the Zombies at the 5A tile. Place the Shades at the 8A tile. Place the Barghests evenly split at the 6A and 20A tiles. Place the Skeleton Archers at the 4A tile. Place the Dark Priests at the 11A tile. Hetrazz The Skeleton Dragon is not placed initially.

Heroes place their figures on the 16A tile marked with an "X".

Collect 6 search tokens. Replace 1 of these search tokens with the unique search token. Shuffle the tokens together and place them as indicated. No players should know which search token is the unique search token. The unique search token is the Netherworld Bell. Place the remaining search tokens based on the number of heroes.

Special Rules:
If a hero reveals the unique search token, read the following aloud:
Spoiler (click to reveal)
You grab the bell and without hesitation you ring it! You not hear any sound but the undeads around you cruble to dust. In the distance you hear the screech of a dragon! Something is coming for you and it is coming fast!

Remove any remaining Zombie, Skeleton Archer, Barghest and Shade from the map. Place Hetrazz The Skeleton Dragon on the entrance.


Whenever a hero is knocked out, place a fatigue token in the overlords play area.

Reinforcements:
At the end of the Overlords turn, he may place 1 figure of each undead monster group (Zombie, Skeleton Archer, Barghest and Shade) on their corresponding starting tiles, respecting group limits.

Victory:
If Hetrazz The Skeleton Dragon is defeated, read the following aloud:
Spoiler (click to reveal)
You thrust your blade through the skull of the beast and with a loud crack you split it in half. The boneconstruct suddently crumbles and scatter in the dirt. The magic spell that bound it is shattered. Just to be sure you ring the bell of the netherworld. Suddenly a unwordly scream fills your mind. The Soul bound to the dragon is cut from its host, so the skeleton cannot rise again. You whip the bonedust from your sword and gather your fellas to ride back to the city. Enough undeads slain today.

The Heroes win!

If ever 8 or more fatigue tokens in the overlords play area, read the following aloud:
Spoiler (click to reveal)
More and more undead creatures filling the valley! The Skeleton Dragon cycles abothe you and sweeping down again and again to unleash a furious breath of poision. No matter how many you slay of these Creatures, there are still more to come. You pull out a teleportation stone you got gifted last night at the tavern and use it as last-ditch-efford to get out of this mess. The surroundings begin to swirl around and fade and a few seconds later you collaps in the tavern and puke on the flooring. Never getting used to this kind of travel. Better treat your wounds now and prepare to stem the evil legion at the citygates. It will be a tough fight...

The overlord wins!

Rewards:
Win or loose, each player recieves 1 XP.

If the heroes win, they recieve additionally the Netherworld Bell.

If the overlord wins, he recieves additionally the Unending Curse/Shroud of Darkness reward.

Quote:
Netherworld Bell Relic
Trinket
Exhaust this card to deal 2 wounds to all monsters of the cursed category within a 3 square radius.


Quote:



** 3A Fortuna's Favor
Preparing for your ride south, a scoudrel approaces you. "Hey companions! I lost something precious to me inside an inn in the south! If you can bring me back my compass, I will pay you well. But beware, the paths are twisted and bewitched! If you don't take care, you can walk in circles for days." ... He leaves off to a tavern and awaiting your return with his artifact.
The next day you reach the southern roads and as you enter the region the spell kicks in! The surrounding is shifting over and over again and sometimes you ride south, while othertimes you ride northeast! You have thoroughly track your paths. And find an exit out of this maze!




[WARNING THIS QUEST MAY TAKE SOME TME TO PLAY!!!]

Monsters:
Cave Spiders, Bane Spiders, Lava Beetles, Merriods, Elementals, Ice Wyrms, Ogres, Ettins, Ferrox, Razorwings, Sorcerers, Beastman and Wendigos (refer to special rules)

Will-o'-the-wisp (represented by a mionion shade)
Quote:
Will-o'-the-wisp
Speed 3, cannot be attacked and is immune to all condtitions, can only perform move actions. Will-o'-the-wisp ignores any figures and obstacles he moves trough but must end its movement on an empty space.


Open Groups:
None

Setup:
Prepare all tiles and tokens as indicated. Only place the entrance and the connected tiles initially. Place 1 objective token facedown at 11A as indicated, refer to special rules for further instruction.

Special Rules:
Take all travel cards, shuffle them and prepare them in the player area, you will need them for this quest.

Whenever a hero enters for any reason a space with a faced down objective token on it, draw a travel card and roll a brown die. Count the shields rolled from top of the travel card down the rows. Look at the symbol of the row you are in. Each symbol stands for another path the heroes discover.
If they have rolled a Forest symbol place the next tiles in the green objective token row indicated at the map in ascending order (first time they roll forest place green1 adjacent to the objective token he is standing on, second time they roll forest place green2, and so on.)
Do the same when they roll Water symbol with the blue objective token row on the map,
when they roll Mountain with the red objective token row on the map,
when they roll Road symbol with the villager token row on the map
and when they roll Plains symbol with the white objective token row on the map.
Shuffle the drawn card back into the pile and put the objective token back into the game box afterwards. Monsters can only be activated if their corresponding tiles are placed in the play area (ignore all prepared tiles)

If the Exit is revealed (green4 or red3), ignore any further reveals of the Exit tile (place green5 or red4 instead).

If any symbol is revealed more often as possible (5 times for forest, 4 times for all others) simply use the last row (5 for forest and 4 for all others = place a dead end tile).

If the Road symbol is rolled for the third time, replace the indicated search token on tile 7A with the unique search token. The Unique search token is the Compass of Fortunes!

Whenever Will-o'-the-wisp enters a space with a faced down objective token on it, remove the objective token and place a dead end adjacent.

Reinforcements:
At the start of the third, sixth, ninth and twelfth overlord turn, he may place 1 will-o'-the-wisp at the entrance (Use some die or tokens to keep track of the turn number).

Victory:
If a hero moves off the map through the exit, read the following aloud:
Spoiler (click to reveal)
Finally! You found the exit! And most delightfull you spot a strange device at a nearby tree. Shortly you tear it down and destroy it. The spell lifts! The Will-o'-the-wisps dissappear and finally travels in the south are save again. You killed enough monsters on this bewitched path, that your time was worth it!
As you enter Vynelvale, the scoundrel approaces you again: "Hey you found your way back! You found my compass by a chance? I told you I will pay well!"

The Heroes win!

If the last faced down objective token is removed from the map and the exit isn't placed yet, read the following aloud:
Spoiler (click to reveal)
In endless circles you walk for days not finding any exit out of this maze. Dead End. Dead End. And another Dead End! It is really a cursed path. You wonder how many days it will take to get back to the city...
Some days later in the maze you spot a strange device in the distance pinned at a tree, but how often you try to reach it, you still never find a way to it. Just by a mere lucky circumstance one of the bewitched paths lead you back to the north, and finally you travel back to Vynelvale. So much time lost on this adventure, you wonder what has happened in the meantime. You stop at an inn on the road and a beaten appearance lies on one of the tables. Recognising the scoundrel from Vynelvale, you approach him and ask how he got into this condition. "Well, ... by the time you didn't came back, I tried my luck on my own. But I failed as you see... Did you at least found my compass?

The Overlord wins!

Rewards:
Win or loose, each player recieves 1XP. If a hero carrying the compass of fortunes, they recieve 200 gold from the scoundrel.

If the heroes win, they recieve 1 additional XP.

If the overlord wins, he recieves 1 additional XP.


** 3B Test of Faith

* Encounter 1
With no information at hand about that strange spell which bewitching the southwest passage, you try your luck on your own to gain knowledge about it. You prepare supplies for some days, due to the fact that you could be trapped in that maze.
Traveling south along the road you come across several woods and the great river Zunchora. As soon you reach the foots of the southern mountains, the strange spells starts to kick in. The farther you proceed, the more the surroundings changes and the more you are confused in which direction you actually travel! You halt your horses and try to catch a glimpse of the nearby area. Your eyes settle on a swirling device pinned on a tree. And as you approace it, suddenly you are teleported somewhere else!
... Darkness... You lit some torches and realize you are ended up in some dungeon. But you standing not on solid ground but on a platform! In the distance you spot another one, and a big gap between them. You rather don't want to fall down that rifts... But no exit available you have no choice but to proceed and somehow bridge this gaps by jumping or trowing a rope over it. Better find fast a clue where you are and what you can do to escape this place, you think, as some noises start to arise from the other plattforms nearby.




Monsters:
Cave Spiders, Lava Beetles, 2 Open Groups.

Open Groups:
Cave, Darkness, Cursed.

Setup:
Place the Cave Spider at the 8B tile. Place the Lava Beetles at the 14B tile. Place 1 open group at the 4B tile. Place 1 open group at the 1B tile.

Place 8 faced down objective tokens as indicated. These objective tokens represent edges, where heroes can attempt to bridge the gaps. (refer to special rules)

Collect 3 search tokens. Replace 1 of these search tokens with the unique search token. Shuffle the tokens together and place them as indicated. No players should know which search token is the unique search token. The unique search token is the Hidden Switch. Place the remaining search tokens based on the number of heroes.

Special Rules:
When a hero moves voluteerly on a Edge, he may attempt to bridge the gap.
A) If no other hero is on the corresponding objective token on the other side of the gap, he tries to jump over the gap, to do so he may test awareness. If he passes place him on the closest empty space on the other side of the gap. If he fails, he has fallen down into the gap - Remove his hero from the map and place a hero token at the space of the gap. For the remainder of the encounter that hero cannot take any turns. Exactly note the position of the hero token for the second encounter.
B) If another hero is on the corresponding objective token on the other side of the gap, he tries to trow a rope to the other hero, to do so both heroes test strengh. If at least one hero pass, place the trowing rope hero on the closest empty space on the other side of the gap. If both fail, the trowing rope hero has loosed his grab of the rope and fallen down into the gap - Remove his hero from the map and place a hero token at the space of the gap. For the remainder of the encounter that hero cannot take any turns. Exactly note the position of the hero token for the second encounter.

Whenever a hero is moved by a monster on a Edge, he must test might. If he suceed nothing happens. If he fails he has been pushed down into the gap - Remove his hero from the map and place a hero token at the space of the gap. For the remainder of the encounter that hero cannot take any turns. Exactly note the position of the hero token for the second encounter.

All Master monster gain for the remainder of the encounter:
surge, surge: knockback.

A monster may spend an action, while being adjacent to a edge to move on the closest empty space on the other side of the gap.

If a hero reveals the unique search token, read the following aloud:
Spoiler (click to reveal)
A strange sideways leaning torch is placed in a holder on the wall. You try to pick up the torch and suddenly a rumbling arise. A chain is attached to it! You pull the torch with all might and in the distance a hidden door opens and reveals a staircase deeper into the dungeon.
Remove the red locked door from the map.


Reinforcements:
At the start of the overlords turn place 1 monster of each open group at the 4B and 8B tile, respecting group limits.

Victory:
If a hero moves off the map through the exit, read the following aloud:
Spoiler (click to reveal)
You finally found a lead deeper into the dungeons! You hope, as you descent, that your mates are well and didn't got hurt much. At least you could proceed savely downwards and hadn't to take the fast road.

The Heroes win!

If all heroes fallen down or pushed down the gaps, read the following aloud:
Spoiler (click to reveal)
Shamingly none of your fellas, nor you found a save way down into the second basement. The downfall will surely leave some scars! Better you find them fast before you getting too splitted up down below.

The Overlord wins!


* Encounter 2
Ultimately you all found your way down into the second basement, either by the stairs or by the short way. You rub your wounds and try to stand up and orientate yourself. But no breath taken you already here a familiar roar in the darkness! The broodmother has taken shelter in here! And she is more furious than ever! Better slay her fast before she can tear down the colums that hold the ceiling!



Monsters:
The broodmother (represented by the Master Ice Wyrm), Ettins, Trolls, 1 Open Group.

Quote:
The Broodmother - Lieutenant
4 Might, 2 Wisdom, 2 Willpower, 4 Awareness
Speed: 5
Health: 16 + 2 per hero
Defense: 1Brown 1Silver for 2 heroes, 1 Silver 1 Black for 3-4 heroes.
Dices: Ranged - 1 Blue 1 Red 1 Yellow
Surge: 2 wounds + poision
Surge: Knockback


Open Groups:
Cave, Darkness

Setup:
Place all heroes that fallen down a gap on the corresponding dropdown points or the closest available space. Each fallen down hero rolls 2 red dice and suffers wounds equal to the wounds rolled. Place all other heroes at the entrance.

Place The Broodmother as indicated. Place the Ettins at the 26B tile. Place the Trolls at the 9B tile. Place the Open group at the 23B and 8B tile as evenly split as possible.

Prepare the special room as indicated with a white objective token placed in it. The white objective token is the Ivory Bow.

Special Rules:
The Doors in this encounter represent the supporting colums and also a possible hidden passage into the secret room. They cannot be opened by a normal open/close door action.

Once per turn, as an action, while adjacent to a door, a hero may test wisdom or awareness with a malus of 3. If he suceed, place the secret room adjacent to the hero and remove the door from the map and put it back into the game box. Ignore the wall between the tile the secret room was revealed at and the secret room. If he fails, nothing happens.

As an action, while adjacent to the white objective token, a hero may pick it up. If he do so, place the white objective token in the heroes play area.

Once per turn, as an action, while adjacent to a door, the broodmother may try to weaken the ceiling. To do so, she tests might. If she suceed, remove the door from the map and put it back into the game box. If she fails, nothing happens.

Reinforcements:
None

Victory:
If the Broodmother is defeated, read the following aloud:
Spoiler (click to reveal)
With a mighty swing you hack in the wounded dragonskin. The Broodmother rages thanks to the pain. With a last ditch efford she tries to ram into a wall but the ceilling holds and the basement settle in a while. No more earthshakes... You whipe your blade off blood and gather your belongings to leave. But before you set a food back on the stairs upwards you spot at the back side of the room another of these strange devices. You ready your bow, and set an arrow free. And as the shaft pierce the device, finally light shines in from abothe. The spell is broken! The southern road is save to travel again.

The Heroes win!

If all doors are removed from the map, read the following aloud:
Spoiler (click to reveal)
The Ceilling is shaken! The Colums are broken! Over and over again rocks and dust rain down on you! You have better get out of here before you are caved in. The Broodmother crawls upwards the last standing wall and as she reaches the upper platforms she spread her wings and flees out of the dungeon. Bad news for Vynelvale...

The overlord wins!

Rewards:
Win or loose, each player recieves 1 XP.

If the heroes win, and a hero carries the Ivory Bow at the end of the encounter they recieve additionally the White-Greatbow Relic, otherwise they recieve 150 gold.

If the overlord wins, he recieves additionally the Black-Thornbow Relic.

Quote:
White-Greatbow Relic
Two Handed Bow
Dice: Blue, Red, Red
Friendly figures do not block your line of sight.
Pierce 1
Surge: +2 Range, +2 Wounds
Surge: Stun


Quote:
Black-Thornbow Relic
This lieutenant gains:
Action - Exhaust this card and choose a hero in your line of sight. That hero test wisdom. If he fails, he is stunned and deseased. If he passes, he only suffers 1 of those conditions of your choice.
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Morthai Saichor
Germany
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my projects: The Silken Threads Descent Campaign; Dawn of Civilization Mod
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** 4A Conflux

* Encounter 1

Into the west again your new destination is leading you. Investigating that powerfull maelstrom will probably not easy. You have to find the Eye of the Storm and sort out what is causing it. As you approach the territory, you already see it in the distance. Trees, hoods, even people are hurled around by the magical suction. Something terrible gathering enourmous amounts of energy here, and you don't even want to know for what. In the centrum of the storm, you spot a locked door into a catacomb and you guess somewhere down there should be the source of your trouble.
A pair of Manticores sweep down out of the swirling winds and taunt you:
"You know what is small and easyly lifted off his feets? Guessed correct! Prey like you!" the first shouts. "Hmm these look tasty in their metallic cans! Just crack open and sip out! Delicious meal has arrived!" the other adds. To teach them their places you rightly charge into the storm as they flew off again into some ruins. To battle!




Monsters:
Manticores, Kobolds, Goblin Archers, 1 Open Group.

Open Groups:
Civilized, Cold

Setup:
Place the Manticores at the 4A tile. Place the Kobolds evenly split as possible at the 17A, 13A and 22A tiles. Place the Goblin Archers evenly split as possible at the 24A abd 30A tiles. Place the open group at the 10A tile.

Place 4 red objective tokens as indicated. These are pieces of a runekey for the red runedoor.

Place search token based on the number of heroes.

Special Rules:
Both manticores have 6 additional health.

A magical storm is shifting the surrounding constantly. At the end of the overlords turn remove all indicated tiles (1, 2, 3, 4, 5) from the map and place them counterclockwise at the next numerical position (place 5 at 1 again). Sometimes terran might not be acessible by blocking reasons, this is intended in this map.

As an action, while adjacent to a red runekey piece any figure may pick it up. Place it in the overlords play area or the hero sheet correspondingly. If a figure is knocked out, while carrying a runekey piece, place the red objective token in its space. The runekey pieces follow the normal rules of trading items. As an action, a monster carrying a red runepiece may pass it to an adjacent monster.

A monster carrying all four red runekey pieces may move off the map trough the entrance.

The red runelocked door may only be opened by a hero carrying all four red runekey pieces.

Reinforcements:
At the start of the overlords turn, place up to 2 minion goblin archer at the entrance or up to 2 minion kobolds at the 13A tile, respecting group limits.
At the end of the overlords turn, place 1 monster of his open group at the 22A tile, respecting group limits.

Victory:
If a hero moves off the map through the exit, read the following aloud:
Spoiler (click to reveal)
You fit the broken runekey back together and slide it into the seal at the cellardoor. The door swings open and you hastly proceed inwards. The chaotic wind from the outside is finally gone. But a moment later, a new current is arising! What is this bewitched place?!

The heroes win!

If a monster, carrying all 4 red runekey pieces, moves off the map through the entrance, read the following aloud:
Spoiler (click to reveal)
No! the key is gone! Now you have to forcefully open the door into the cellar! This will take more time than you have. The manticore pair sweep down again, and taunt you again! "Hahaha, you couldn't find your precious key? Be invited - be our guests! The meal is served! The main dish - canned human flesh! Hahahaha!" Several hours later while fending off the hungry manticores, you finally crushed the door open and can proceed inwards. But another magical current is blowing at you! And this one tries to keep you out! What is this bewitched place?!

The overlord wins!

* Encounter 2

You try to stem the magical current that pushes you out again, but sometimes you stumble and drift back some footlenghts. As you look up and try to catch a glimpse of the cellar, you see the path is leading down. And in the mid of the spiral a Naga Sorceress performs some kind of chanting! She must be the origin of the spell! Try to reach her and kill her to lift it! But beware the edges of the spiral - it looks like the naga may could easily slide up the rocky paths and take a good bite at you!
As you proceed, the naga sorceress notices you and coils out of her chanting position. "You dare to distrupt my ritual? You dare to enter my pit? You will pay for your wickedness!" And suddenly she conjures, and some pieces of garbage lift into the air and accumulate to some figures! Filthy monster arisen trample forward to you!




Monsters:
Naga Sorceress (represented by the master naga). Ettins, Ogres, Golems.

Spoiler (click to reveal)
Naga Sorceress
Has 23 additional life and may treat the walls of tile 2B as not existent (she has line of sight through it and treat spaces adjacent to the tile 2B as adjacent for all purposes. She may even move trough this walls).


Open Groups:
None.

Setup:
Place the Naga Sorceress as indicated. Place the Ogres at the 2B tile. Place the Ettins at the 24B tile. Place the golems at the 6B tile.

Place red objective token at the edges of the map as indicated. These indicate the direction of the current of the storm.

Place search tokens based on the number of heroes.

Special Rules:
The Naga Sorceress may treat the walls of tile 2B as not existent (she has line of sight through it and treat spaces adjacent to the tile 2B as adjacent for all purposes. She may even move trough this walls).

The current of the storm:
At the start of the overlords turn, he may move each hero and herotoken (which represent a knocked out hero) at the 6B, 8B and 9B tiles 1 space towards exiting the map through the entrance; at the 3B and 25B tile 1 space towards the 8B tile; at the 24 B tile 1 space towards the 25B tile.
If a hero enters the 3B tile remove both locked doors. Now the current is pulling directly towards the entrance. The overlord may move each hero and herotoken (which represent a knocked out hero) at any tile 1 spaces towards exiting the map trough the entrance.

Any knocked out hero is moved 1 additional space towards the current of the storm.

If the overlord has won the first encounter, he may move each hero an additional space

If any hero is moved off the map through the entrance, he is hurled out into the storm, remove this hero from the map and he may not be activated for the remainder of the encounter.

Reinforcements:
At the start of the overlords turn place 1 ettin at the entrace, respecting group limits.

Victory:
If the Naga Sorceress is defeated, read the following aloud:
Spoiler (click to reveal)
Hissing and Screeching the Naga Sorceress collapses and her filthy summons crumble to dust. The windgust finally comes to an end and you can pick up your components and belongings around the cellar. This Manticores and Naga were some trouble you don't have to look after anymore. This battle will be a blast, told at the next tavern! You think throwing a round for the whole inn can't be bad!

The heroes win!

If all heroes are moved off the map through the entrance, read the following aloud:
Spoiler (click to reveal)
The curent was too strong! You were hurled out into the storm and spinned for some hours towards vynelvale until it eventually spit you out on an occasion. Totally beaten up and being a mess, you try to gather your belongings out of the wake of destruction the maelstrom left behind. You new hairstyle - the tornado chaos - fit you quite well but that won't help at the siege... better get some work done before it starts!

The Overlord wins!

Rewards:
Win or loose, each player recieves 1 XP.

If the heroes win, they recieve 1 additional XP and loose 25 gold for trowing the drink party! At the beginning of the next wncounter each hero has an additional fatigue exeeding his maximum stamina he can spend.

If the overlord wins, he recieves the Guided by the Storm/Broken Defense quest reward.

Quote:



** 4B Evils beyond Time

After the Shadowdeamons start roaming the regions of vynelvale, you had no hard time following their doings and their evil breathen into the west. You heard their quest is to search a map of vynelvale drawn by its founders! With that information the city could fall within few hours! You have to stop them! The magical maelstrom the steward told you about must be linked with the search for the map. Onwards into the west!
Approaching the estimate region, you not fail to notice the enormous storm in the distance that slowly acclerate towards vynelvale. But it is already too strong to be passed by to find its origins. You rather send your mage on a mystical journey seeking out the dark energy of the Shadowdeamons. And indeed he can track their presence nearby in an old abadoned temple. So you decide to follow them and beat them to the map.
But the temple is no ordinary one. It is guarded by an anchient mechanism. Two small statues of virtue and vigor standing in 2 sidehalls while in the mainhall a stonegolem guards the passage to the inner part of the temple. You have to decipher the old textes and find a clue to the solving of this puzzle. But be aware of the many traps this entrance may have prepared.


* Encounter 1



Monsters:
Vigor (represented by the master hellhound)
Virtue (represented by the master wendigo)
The Mechanical Warden (represented by the master golem)

Open Groups:
None

Setup:
Place Vigor, Virtue and The Mechanical Warden as indicated.

Place search tokens based on the number of heroes.

Set aside all your overlord cards and note each purcased card.
Prepare the following Overlord deck for this encounter instead of the normal deck:
Tripwire
Tripwire
Pit Trap
Poison Dart
Word of Pain
Word of Pain
Word of Despair
Explosive Runes
Explosive Runes
Web Trap
Web Trap
Wicked Laughter
Plan Ahead
Plan Ahead
Schemes


Special Rules:
Vigor, Virtue and The Mechanical Warden are not Monsters but statues. They may not perform any actions.

As an action, while adjacent to Vigor, a hero may test strength or willpower and suffer 2 wounds. If he passes, move Vigor 3 spaces towards the Mechanical warden. If he fails, nothing happens.

As an action, while adjacent to Virtue, a hero may test awareness or wisdom and suffer 2 wounds. If he passes, move Virtue 4 spaces towards the Mechanical warden. If he fails, nothing happens.

As an action, while adjacent to the Mecanical Warden, while Vigor is adjacent to him, a hero may test wisdom or willpower. If he passes place a red objective token on The Mechanical Warden. The Mechanical warden is now imbued with power.
As an action, while adjacent to the Mecanical Warden, while Virtue is adjacent to him, a hero may test strengh or awareness. If he passes place a blue objective token on The Mechanical Warden. The Mechanical warden is now imbued with knowledge.

If The Mechanical Warden is imbued with power and knowledge, read the following aloud:
The construct comes to life and speaks in an unearthly deep voice: "Thank you! You brought me back to life. I was shut down for some unknown reasons. You may pass now. Proceed! Other intruders are here.
If both the blue and red objective token are placed on The Mechanical Warden, heroes may move off the map through the exit.

Time is short - At the beginning of the overlord turn place 1 fatigue token in the overlords play area.

Wicked Horror - Whenever a hero fails an attribute test, place 1 wound token in the overlords play area. Note at the end of the encounter the number of wound counters in the overlords play area for the second encounter.

Reinforcements:
None

Victory:
If all heroes move off the map through the exit, read the following aloud:
Spoiler (click to reveal)
You pass by The Mechanical Warden and enter the second part of the temple. Behind you, you hear squeaky sounds as the Warden starts patrolling the corridors again. At least your back is save!

The Heroes win!

If there are ever 8 fatigue tokens are in the overlords play area, read the following aloud:
Spoiler (click to reveal)
Time is short! You have to leave The Mechanical Warden unrepaired behind! Move on! The map is of more importance than this old statue.

The overlord wins!

* Encounter 2

The temple's main room is spanned over by a big glass dome. On the opposite side of you, you spot the shadowdeamons hurrying down the stairs towards it also! You have to hurry and reach the map before they can take it away! Closing the backdoor would surely help to keep them at bay.



Monsters:
A number of Shadowdeamons up to the number of player-controlled heroes.
Deep Elves.

Open Groups:
None

Setup:
Switch back to the normal deck of the overlord including his purcased. He may modify his deck as he see fit.

The Overlord draws a number of overlord cards equal to half the number of wound tokens in the overlords play area from the first encounter, rounded down.

Shuffle all remaining heroes in the box by archetype, draw one of each archetype, and take the remaining subclasses for each archetype corresponding to the hero. The Overlord select from these four draws a number of heroes up to the number of player-controlled heroes and use them with their startskills as the (up to four) shadowdeamons. Draw 8 Act I items and draw 2 Act II items from the remaining shop cards and distribute them among the shadowdeamons as you see fit. Choose for each shadowdeamon 4 XP worth of skills from their corresponding class deck.
These shadowdemons are threated as heroes for all purposes but are controlled by the overlord. (they may each choose 2 actions like the heroes, spend fatigue, perform search actions, etc.)

Place the shadowdeamons at the exit. Deep Elves are not placed initially.

Place search tokens based on the number of heroes.

Special Rules:
If the Overlord won the first encounter, each player-controlled hero must skip his first turn.

If a figure reveals the unique search token, while performing a search action, place the unique search token at the hero sheet of the corresponding hero. He is now carrying the Founders Map.

If a figure carrying the founders map is knocked out or defeated, place the unique search token in its space. As an action, while adjacted to the unique search token, any hero may pick it up.

The locked door at the exit begins the encounter open. As an action, while adjacent to a blue objective token, a hero may shut the lock. Remove the blue objective token from the game. If both blue objective tokens are removed close the locked door. It cannot be opened for any reason afterwards.

If a shadowdeamon is knocked out, place a fatigue token in the heroes play area.

Reinforcements:
If the Overlord won the first encounter, place at the start of the second Overlord turn deep elves at the entrance,respecting group limits. And remove the locked door between tile 11B and 10B.

Victory:
If there are ever 8 fatigue tokens are in the players area, read the following aloud:
Spoiler (click to reveal)
Another of this apparitions banished into the nether again! All remaining ones fade suddenly also. You seem to exhausted their powers for now. You grab the founder map and leave towards vynelvale. This piece of information was incredible important! And you brought it into safety.

The heroes win!

If a Shadowdeamon carrying the Founders Map, moves off the Shadowdeamon entrace or the exit or the Heroes Entrance, if the Overlord won the first encounter, read the following aloud:
Spoiler (click to reveal)
No! A shadowdeamon escaped with the map! This is horrible! Vynelvale will suffer from this loss really harsh! How will you defend against the invaders if they can come from everywhere?

The Overlord wins!

Rewards:
Win or loose, each player recieves 1 XP.

If the heroes win, they recieve 1 additional XP; Also return all search cards drawn/gained items by a possible treasure chance from the Shadow Deamons into the heroes possession (not the initial items).

If the overlord wins, he recieves additionally the Shadowportal quest reward.

Quote:



** 5A Machinery of War

The terrible truth is inevitable. The Widow Dalena gathered enough minions before vynelvale and starting to siege the city! Or better to say its outer walls. Some spans before the city in the north Dalena ordered to build some catapults. And they are almost finished. You have to engage the crews of them and bring down this fearsome machinery of war! Just as you leave the city you see a big bolder right hit the ground before the northmost walls! The bombardment has begun! You dig your boots into the flank of your horses and ride with the devil on heels towards north. As you approach the siege side, some minions right load another bolder into a trebutchet! This gigantic catapult has to be brought down as a primary target! It can really wreak havrok if you are not fast enought to act! Onwards to battle!



Monsters:
Dark Priests. Flesh Moulders. Trolls. Giants. 1 Open Group of small monsters (1x1).

Open Groups:
Wilderness, Darkness.

Setup:
Place the trolls at the 2A tile. Place the Giants at the 4A tile. Place Fleshmoders at the 2A tile. Place Dark Priests at the 11A tile. Place the Open Group at the 6A tile.

Place 4 red objective tokens as indicated. Red objective tokens represent the tiles where the catapults are located. Catapults block movement and line of sight. Place 1 blue objective token as indicated. The blue objective token represent the tiles where the trebuchet is located. The trebuchet blocks movement and line of sight.

Place search token based on the number of heroes.

Special Rules:
A catapult has the following attributes:
Quote:
12health, 2silver defense dice


The trebuchet, has the following attributes:
Quote:
20 health, 1 black and 1 silver defence die.


As an action, while adjacent to a catapult or a trebuchet, a large monster (2x2) may load the machinery of war. If it does so place a fatigue token at the corresponding objective token.

As an action, while adjacent to a catapult or the trebuchet, a large monster (2x) may fire the machinery of war. If it does so, remove a fatigue token from the corresponding objective token. If a catapult is fired roll a brown die. If not the empty side is rolled, place a fatige token in the overlords play area. If the trebutchet is fired roll a silver die. If not the empty side is rolled, place 2 fatigue token in the overlords play area.

Any machinery of war may only be loaded and fired once per turn. If a machinery of war is fired, flip the corresponding objective token facedown. At the start of the overlords turn, flip all objective token faceup again.

If ever a machinery of war has 0 health remaining, remove the corresponding objective token from the game and put it back into the game box.

Reinforcements:
At the start of the overlords turn, he may place 1 Troll or 1 Giant at the exit, respecting group limits.

Victory:
If ever all machinery of war are removed from the game, read the following aloud:
Spoiler (click to reveal)
Destroying the last machinery of war will ensure more time for vynelvale! Quite nice. This should give the city more time to reposition their guards to the incoming invaders. You have to better sneak into the city again, so you can aid the watch at the walls, before the force at the horizon can just overrun you in this open fields. Though work done, and the hardest one still is undone. You gather your belongings, whipe your weapons bloodfree and feed your horses, so they don't starve or exhaust themself to death before you can reach the city. You kinda missing the tavern at forge. Life was peacefull and easy compared to this onslaught...

The Heroes win!

If ever 14 fatigue tokens in the overlords play area, read the following aloud:
Spoiler (click to reveal)
A last bolder hurled at the citywalls. Trembling sounds from the distance! The forces of Dalena quickly run off, because their work is done! The wall is breached! With fear you watch south and realize, you probably have to stand in a few ours again on the battlefield in the city innards! In a hurry you sattle your horses and ride towards the city. Your stomach is already hurting from the starvation and as you reach the city, your horses just collapse and die! You exhausted them too much... but you cannot care about this small issue now. You grab nearby fruits from a leftover sale warestand and proceed to the inner walls, while eating the almost rotten fruits... a sad memory of the days at the local tavern of forge slips into your mind... god this days where a cherrycake compared to this mess. Hopefully your pay is better worth this trip...

The Overlord wins!

Rewards:
Win or loose, each player recieves 1XP.

If the heroes win, each hero recieves a Mark of Courage relic.

If the overlord wins, he recieves the Mark of Fear relic.

Quote:
Mark of Courage Relic
Unique herobound trinket.
Your health is increased by 4. Your stamina is increased by 1. This item doesn't require an itemslot.


Quote:
Mark of Fear Relic
Place this Relic in the overlords play area at the start of the Final Quest. At the start of each overlord turn roll 2 silver dice and draw a overlord card for each empty side rolled.


** 5B Into the Fray

The terrible truth is inevitable. The Widow Dalena gathered enough minions before vynelvale and starting to siege the valiant norhtern Riverguard! The steward begs you to proceed fast towards it and defend the guards! And if you already on the trip you should light the signal fires of the riverguard to alarm every man to the weapons to man the walls! This task will not be easy, as a horde of monsters passed already the river. Onwards to battle!



Monsters:
Deep Elves. Beastmen. Blood Apes. Skeleton Archers. 1 Open Group. The Widow Dalena.

Quote:
Widow Dalena - Lieutenant
3 Might, 4 Wisdom, 4 Willpower, 3 Awareness
Movement: 4
Wounds: 10 + trice the number of heroes
Defense: 1 Black + 1 Silver dice
RANGED ATTACK
Dice: 1 Blue 1 Yellow 1 Red dice
Surge: Mend 5
Surge: +3 Damage
Action: Tear their Hearts: All heroes within 3 spaces of Widow Dalena must test strenght. Each hero that fails suffers 2 wounds. Widow Dalena recovers wounds equal to the amount inflicted on the heroes.
Action: Alluring Song: Widow Dalena and an adjacted hero roll on willpower, add their attribute value to the result. If Widow Dalena rolled a higher total, she may move the adjacted hero 4 spaces in any direction and after the movement, the hero is stunned.



Open Groups:
Civilized, Darkness or Cursed.

Setup:
Place the Beastmen at the 29A tile. Place the Blood Apes at the 26A tile. Place the Open Group at the 2A tile. Place the Deep Elves at the 28A tile. The Skeleton Archers and The Widow Dalena are not placed initially.

Place 2 blue objective token as indicated. Blue objective tokens are Signal Fires.

Place villager tokens as indicated. The villager tokens are Riverguards.

Place search token based on the number of heroes.

Special Rules:
Place a fatigue token on each Deep Elf. As long the fatigue token is on a Deep Elf, he cannot be attacked. If a Deep Elf performs an attack action, remove the fatigue token on him.

As an action, while adjacent to a signal fire, a hero may lit it. Remove the blue objective token from the game and place it in the players area. If both blue objective token are in the heroes play area, immediatly play The Widow Dalena on the Exit.

The villager tokens are riverguards. Treat them as hero figures with the following exceptions. They are immune to all conditions, and they pass any attribute test they are called upon to make.
Quote:
Riverguard
Health: 11 Speed: 4 Defense: 2 Silver dice Attack: melee - 1 Blue 2 Yellow dice.

Each guard activates at the end of the last hero turn each round; they are controlled by the hero player who takes his turn last.

Reinforcements:
At the end of the first overlord turn, place the Skeleton Archers at the exit.

Victory:
If Widow Dalena is defeated, read the following aloud:
Spoiler (click to reveal)
The Widow Dalena's face distort in agony. "No my plans will not be undone! Vynelvale must fall at all cost! The Riverwatch is just a minor setback, I will come back from another side and crush you underfood! And if I must perform an achient ritual to summon a comet and eradicate the city rather than conquer it - so be it! You ordinary people will never grasp my reasons!" She disappears again in one of these voidportals. You really wonder if you could find out to use these and utilize them somehow. But enought pondering for now! You gather the remaining riverguards and prepare to travel back to the city. The walls have to be manned.

The Heroes win!

If all River Guards are defeated, readthe following aloud:
Spoiler (click to reveal)
Emptied walls don't have anything worth to protect. Especially if you want to defend them with only 4 people. Even adventurers like you cannot stem these hordes! You have to retreat for now.
The Widow stands at the bridge in her finest dress and taunt you: "You again my little toys! Hope you enjoyed the little prelude here! We will meet again at the main act! I hope my minions don't bore you to death in the mean time." And she dissapears in one of these void portals. Better be prepared and ready for the siege of the city itself...

The Overlord wins!

Rewards:
Win or loose, each player gains 1XP.

If the heroes win, they additionally recieve the Secret Passage/Reinforcements Questreward.

If the Overlord wins, he recieves 1 additional XP.

Quote:




More fluff after the Act II
If the heroes won the majority of the Act II quests:
Spoiler (click to reveal)
Returning from your last quest, you notice around vynelvale a great amount of monsters in the north and south. You use a hidden entrance the steward told you to sneak into the city. A stone between two trees marked the entrance into the tunnels. You lift it up and swiftly proceed into the darkness. Before the last of your group slips in you lit your torches. It is just a short marsch into the city and you reemerge within the townhall. The steward greets you as you enter. His face is grim but full of hope and fear. "You've done good work so far. We could rally enough troops to man the walls on our own. But I fear, we have something really terrible to face. Our astrologer on the sentry tower spotted in the northern mountains strange signs of fire. He suggested that it might be a ritual to cast down a meteor storm to wreck the city. A back carriot driven by corpsehounds approaces that mountains from the west. You have to sneak out of the city again and hurry after that vehicle. Probably the Widow Dalena you told me of drives there to add in some last components for the evil doings. Here! Take some supplies and hurry! Vynelvale is in great danger!

Proceed to the Finale 1 - Days of Fire.

If the overlord won the majority of the Act II quests:
Spoiler (click to reveal)
Returning from your last quest, you notice around vynelvale an enourmous amount of monsters encircling the city. You use a hidden entrance, the steward told you to sneak into the city. A stone between two trees marked the entrance into the tunnels. You lift it up and swiftly proceed into the darkness. Before the last of your group slips in, you lit your torches. It is just a short marsch into the city and you reemerge within the townhall. The steward greets you as you enter. His face is grim and full of fear. "Things not looking good my friends... The city is soon to be swarmed by monsters. You should really aid the few guards at the gate to give as much time as possible the remaining villagers to sneak out of the city... It isn't looking good for us, eh? Such a mess. Since the castle of vynelvale is unoccupied by any king, these terrible things happening here. I guess The Widow Dalena want to rule herself. And that would be really bad news for Terrinoth. We cannot allow this! Be valiant and steadfast on your guard. Here, take some of the few remaining supplies. You can use them better than the peasants.

Proceed to the Finale 2 - Last Stand.



** Finale 1 - Days of Fire

* Encounter 1
Now every second counts! You have to hurry and catch the carriage before it can reach mount zorrha. It would be incredible problematic if the ritual would be finished. You cannot allow the summoning of a gigantic meteor. Stop The Widow Dalena's ambitions and finally bring her down!
At the serpentines upwards to the mountaintop, you spot the carriage beginning its slow ascent. You have to intervene and stop its progress. Luckyly all your quests gave you some expierience about the sourrounding, so you approach it by a steep but shorter path. But to your suprise as you enter the path, you notice that you are not alone. Monsters swarm the passage! You ready your weapons to make way towards the carriage.




Monsters:
Hetrazz The Skeleton Dragon, The Carriage, The Corrupted Mechanical Warden, 1 Open Group.

If the heroes won "Bones of the Anchients" or "Armada of the Dead", Hetrazz The Skeleton Dragon will not be present. Replace Hetrazz The Skeleton Dragon with 1 monster group of the cursed category of the overlord's choice.

If the heroes won "Conflux" or "Evils beyond Time", The Corrupted Mechanical Warden will not be present. Replace The Corrupted Mechanical Warden with 1 monster group of the wilderness category of the overlord's choice.

Quote:
Hetrazz The Skeleton Dragon
Speed: 6
Wounds: 12+4times the number of heroes
Attack: Ranged
Dice: Blue, Red, Yellow
Defense: Black, Silver
Night Stalker (If attacked by any non-adjacent hero, this monster may add 1 brown die to its defense pool)
Action: Cause Fear (Choose a hero adjacent to this monster. That hero must test willpower. If he fails, he moves 2 spaces directly away from this monster and is immobilized.
Surge: +2wounds
Surge: Poision Breath(Starting with the target space, trace a path of 4 spaces in any direction. All figures on this path are affected by this attack. Each figure rolls defense dice seperately. Each hero who suffers at least 1 damage is poisioned.


Quote:
The Carriage
Treat the bargests and the objective tokens as 1 figure in total with:
wounds: 10+five times the number of heroes
speed: 4.
defense: 1 black + 1 siver dice
Slow: The Carriage may only declare 1 move action per turn.
Doublebite: Each time the Carriage performs an attack action it may perform 2 attacks.
Melee attack
Dice: 1 blue die + 1 yellow die
Surge: +2 pierce


Quote:
The Corrupted Mechanical Warden
wounds: 12+two times the number of heroes
speed: 2
defense: 1 black + 1 silver dice
Melee attack
Dice: 1 blue die + 2 yellow dice
Surge: Knockback


Open Groups:
Mountain, Darkness, Wilderness.

Setup:
Place The Carriage, Hetrazz The Skeleton Dragon and The Corrupted Mechanical Warden as indicated. If any of them is not present, replace them with the open group chosen during setup at the same tile. Place the open group at the 9A tile.

Place search tokens based on the number of heroes.

Special Rules:
The Carriage (including the objective tokens) moves as a single large monster (you could place a 4x2 mappiece beneath it, to better navigate with both barghests and the 4 objective tokens). The Carriage may move off the map through the exit.

Reinforcements:
None

Victory:
If The Carriage is defeated, read the following aloud:
Spoiler (click to reveal)
Both Barghest collapse while running and the carriage topples into a moat and crashes in pieces. Dalena arises from the wreckage and dusts the dirt of her dress. "You are messy little creatures... If you cannot learn your place, I have to teach it to you! Kneel down and accept my supreme power!" She summons another of these cursed void portals and disappears. The Mountaintop begins to glow in red. You sprint towards top of the serpentines and enter the cave as fast as possible.


If The Carriage moves of the map through the exit, read the following aloud:
Spoiler (click to reveal)
The black vehicle rumbles into the mountain and a red aura aglows around the mountain! You have to follow it inside... The Widow should not finish her evil doings or the city is doomed - Hurry up!


Transition to Encounter 2.

* Encounter 2



Monsters:
The Alpha Pack Leader, The Holy Beast, The Broodmother, The Widow Dalena, 1 Open Group.

If the heroes won "Sanctuary of Light", The Holy Beast will not be present. Replace The Holy Beast with 1 monster group of the hot category of the overlord's choice.

If the heroes won "On the Run" or "Test of Faith", The Broodmother will not be present. Replace The Broodmother with 1 monster group of the darkness category of the overlord's choice.

Quote:
The Alpha Pack Leader - Lieutenant
2 Might, 2 Wisdom, 3 Willpower, 4 Awareness
Wounds: 12 + trice the number of heroes
Movement: 4
Defense: 2 silver dice
Dices: 1 Blue + 2 Red dice
Abilities:
Command (Each monster within 3 spaces may reroll 1 of their attack or power dice.)
Surge: Pierce 2,
Surge: Desease and Poision


Quote:
The Holy Beast
Wounds: 24+4times the number of heroes
Speed: 4
Attack: Melee
Dice: 1 Blue + 1 Red + 2 Yellow dice
Defense: 2 Silver dice
Aura 2 (Each time a hero enters a space adjacent to this monster, that hero suffers 2 wounds.
1 Surge: Firebreath (Starting with the target space, trace a path of 4 spaces in any direction. All figures on this path are affected by this attack. Each figure rols defense dice.)
1 Surge: +2 wounds
2 Surges: Mend 4 (This monster recovers 4 wounds.)


Quote:
The Broodmother - Lieutenant
4 Might, 2 Wisdom, 2 Willpower, 4 Awareness
Wounds: 16 + 2 per hero
Speed: 5
Defense: 1Brown 1Silver for 2 heroes, 1 Silver 1 Black for 3-4 heroes.
Dices: Ranged - 1 Blue 1 Red 1 Yellow
Surge: 2 wounds + poision
Surge: Knockback


Quote:
Widow Dalena - Lieutenant
3 Might, 4 Wisdom, 4 Willpower, 3 Awareness
Wounds: 10 + trice the number of heroes
Speed: 4
Defense: 1 Black + 1 Silver dice
RANGED ATTACK
Dice: 1 Blue 1 Yellow 1 Red dice
Surge: Mend 5
Surge: +3 Damage
Action: Tear their Hearts: All heroes within 3 spaces of Widow Dalena must test strenght. Each hero that fails suffers 2 wounds. Widow Dalena recovers wounds equal to the amount inflicted on the heroes.
Action: Alluring Song: Widow Dalena and an adjacted hero roll on willpower, add their attribute value to the result. If Widow Dalena rolled a higher total, she may move the adjacted hero 4 spaces in any direction and after the movement, the hero is stunned.


Open Groups:
Civilized, Darkness, Hot.

Setup:
Place The Alpha Pack Leader, The Holy Beast, The Broodmother and The Widow Dalena as indicated. If any of them are not present, replace them with the open group chosen during setup at the same tile. Place the open group at the 16B tile.

Place 8 villager tokens as indicated. The villager tokens are Captive Villagers, that Dalena wants to offer to the Fury of Fire. If the Overlord moved The Carriage off the map through the exit during the first Encounter, remove 2 of the villager tokens from the map of the overlords choice.

Place 2 blue objective tokens as indicated. These are switchs to open the gate to the ritual chamber.

Place search tokens based on the number of heroes.

Special Rules:
During this Encounter each hero has twice his maximum wounds and will recover all wounds before the encounter begins. Any hero defeated during this quest is slain and removed from the game permanently. This is the final battle!

As an action, while adjacent to a switch, a hero may shift it. If he does so, remove the blue objective token from the map. If both blue objective tokens are removed, remove the red locked door.

As an action, while adjacent to a captive village The Widow Dalena may pit him up. If she does so place the villager token at her lieutenant card.
As an action, while The Widow Dalena is adjacent to the lava at the 13B tile, she may offer the captive villager to the fury of fire. To do so, she tests willpower. If she passes, discard the villager token from her lieutenant card and return it to the game box. If she fails, nothing happens.

Reinforcements:
None

Victory:
When The Widow Dalena is defeated, read the following aloud:
Spoiler (click to reveal)
The Widow Dalena crys out in her last breath: "Noooo! I was almost finished..." and crushes on the floor. What a sad story, she just wanted a kingdom to rule, but her ambitions only brought destruction and fear. She lost her husband and now her own life, lying drenched in her own blood. Even now she looks elegant and aesthetic in her black silken cloths. For you finally the work is done. Exhausted you lay on the ground and sleep for hours...
As you awake, you look at your companions and realize how many scars they gathered on this journey, how many times you saved eachothers ass and that you didn't had a good booze for a while. "I defenitely would prefer a night at a tavern now! Vynelvale is save again."

The heroes win the campaign!

When all heroes are defeated or all captive villagers are returned to the game box, read the following aloud:
Spoiler (click to reveal)
The Fury of Fire consumes the last ritual sacrife and lits up in a great burst. The lava begins rising and Dalena steps back. But there is no escape. She cries: "No! Noooo! Nooooooo! I dont want to die!" But Faster and Faster the hot element arise! Your dead bodies are consumed by it aswell! And in a final explosion the Mountain explodes! Shooting dozens of fiercy fireballs at the city and burning it to the ground. If you would be still alive you would wonder, if the ruins of the city will ever stop burning. Truely devastation!

The overlord wins the campaign!

Rewards:
This is the final quest. The winner of this quest is the overall winner of the entire campaign.


** Finale 2 - Last Stand

* Encounter 1
As you approach the gate of the castle from inside, dozen of monsters already linger outside! They coming for the throneroom. You have to stop them here and rally the watchmen. But beware. The Iron Gate may look safe at the first glance but a weak spot in the wall may undermine that entrance and bring down the supporting walls of that gate. If something would reach that problematic spot and detonate there a explosive you would be in deep trouble. So be valiant and ready if they come for you!



Monsters:
The Alpha Pack Leader, The Holy Beast, The Broodmother, 1 Open Group.

If the heroes won "Sanctuary of Light", The Holy Beast will not be present. Replace The Holy Beast with 1 monster group of the hot category of the overlord's choice.

If the heroes won "On the Run" or "Test of Faith", The Broodmother will not be present. Replace The Broodmother with 1 monster group of the darkness category of the overlord's choice.

Quote:
The Alpha Pack Leader - Lieutenant
2 Might, 2 Wisdom, 3 Willpower, 4 Awareness
Wounds: 12 + trice the number of heroes
Movement: 4
Defense: 2 silver dice
Dices: 1 Blue + 2 Red dice
Abilities:
Command (Each monster within 3 spaces may reroll 1 of their attack or power dice.)
Surge: Pierce 2,
Surge: Desease and Poision


Quote:
The Holy Beast
Wounds: 24+4times the number of heroes
Speed: 4
Attack: Melee
Dice: 1 Blue + 1 Red + 2 Yellow dice
Defense: 2 Silver dice
Aura 2 (Each time a hero enters a space adjacent to this monster, that hero suffers 2 wounds.
1 Surge: Firebreath (Starting with the target space, trace a path of 4 spaces in any direction. All figures on this path are affected by this attack. Each figure rols defense dice.)
1 Surge: +2 wounds
2 Surges: Mend 4 (This monster recovers 4 wounds.)


Quote:
The Broodmother - Lieutenant
4 Might, 2 Wisdom, 2 Willpower, 4 Awareness
Wounds: 16 + 2 per hero
Speed: 5
Defense: 1Brown 1Silver for 2 heroes, 1 Silver 1 Black for 3-4 heroes.
Dices: Ranged - 1 Blue 1 Red 1 Yellow
Surge: 2 wounds + poision
Surge: Knockback


Open Groups:
Wilderness, Civilized, Cold.

Setup:
Place The Alpha Pack Leader, The Holy Beast and The Broodmother as indicated. If any of them are not present, replace them with the open group chosen during setup at the same tile. Place the open group at the 26A tile.

Place a red objective token as indicated. The red objective token is the weakspot in the wall.

Place a white objective objective token at the lieutenant card of the Alpha Pack Leader. The white objective token is an explosive.

Place search tokens based on the number of heroes.

Special Rules:
As an action while adjacent to the red objective token, The Alpha Pack Leader may discard the explosive to remove both the weakspot and the red locked door. If he does so, read the following aloud:
Spoiler (click to reveal)
A great rattle shudders through the watch! The Gate is crushed! Quick - protect the entrance!


Master monsters, named monsters or lieutenants may move off the map through the hero entrance.

Reinforcements:
None

Victory:
If all master monsters, named monsters and lieutenants are defeated, read the following aloud:
Spoiler (click to reveal)
Your job is done here. They are too many to defeat all of them here, especially after the maingate is crushed! Proceed to the throne room and take the watchguards you find on the way with you. Every single goddamn peasantboy will be needed to stem this tide!


If a master monster, named monster or lieutenant moves off the map through the hero entrance, read the following aloud:
Spoiler (click to reveal)
No! Your guard was overthrown and passed by! Hurry after them! And take every watchguard you find on the way with you. Every single goddamn peasantboy will be needed to stem this unending tide! And be prepared to face the intruder you have slipped trough!


Transition to Encounter 2.


* Encounter 2
Now its all or nothing! The Widow Dalena enters trough one of her void portals and summons some more. "Nice you joined my coronation! Just get rid of these unobeying peasants that get in my way my companions! You could be nice pets, if you just bow down your knees!"
But you determinated draw your weapons and prepare for the onslaught. Defend the throneroom and the remaining castleguards; And defend your honor as adventurers!



Monsters:
Hetrazz The Skeleton Dragon, The Spawn of Chaos, The Widow Dalena, 2 Open Groups.

If the heroes won "Bones of the Anchients" or "Armada of the Dead", Hetrazz The Skeleton Dragon will not be present. Replace Hetrazz The Skeleton Dragon with 1 monster group of the cursed category of the overlord's choice.

If the heroes won "Lost in the Woods" or "Path of Corruption", The Spawn of Chaos will not be present. Replace The Spawn of Chaos with 1 monster group of the cave category of the overlord's choice.

Quote:
Hetrazz The Skeleton Dragon
Wounds: 12+4times the number of heroes
Speed: 6
Attack: Ranged
Dice: Blue, Red, Yellow
Defense: Black, Silver
Night Stalker (If attacked by any non-adjacent hero, this monster may add 1 brown die to its defense pool)
Action: Cause Fear (Choose a hero adjacent to this monster. That hero must test willpower. If he fails, he moves 2 spaces directly away from this monster and is immobilized.
Surge: +2wounds
Surge: Poision Breath(Starting with the target space, trace a path of 4 spaces in any direction. All figures on this path are affected by this attack. Each figure rolls defense dice seperately. Each hero who suffers at least 1 damage is poisioned.


Quote:
The Spawn of Chaos
Wounds: 4+4times the number of heroes
Speed: 3
Attack: Ranged
Ironskin
Ravage
Surge: +2 wounds, pierce 2
Surge: Knockback
Surge: Subdue (If this attack deals at least 1 wound, choose 1 condition. The target suffers the chosen condition.)


Quote:
Widow Dalena - Lieutenant
3 Might, 4 Wisdom, 4 Willpower, 3 Awareness
Movement: 4
Wounds: 10 + trice the number of heroes
Defense: 1 Black + 1 Silver dice
RANGED ATTACK
Dice: 1 Blue 1 Yellow 1 Red dice
Surge: Mend 5
Surge: +3 Damage
Action: Tear their Hearts: All heroes within 3 spaces of Widow Dalena must test strenght. Each hero that fails suffers 2 wounds. Widow Dalena recovers wounds equal to the amount inflicted on the heroes.
Action: Alluring Song: Widow Dalena and an adjacted hero roll on willpower, add their attribute value to the result. If Widow Dalena rolled a higher total, she may move the adjacted hero 4 spaces in any direction and after the movement, the hero is stunned.


Open Groups:
Cursed, Building, Cave.

Setup:
Place Hetrazz The Skeleton Dragon, The Spawn of Chaos and The Widow Dalena as indicated. If any of them are not present, replace them with the open group chosen during setup at the same tile. Place 1 open group at the 13B and 19B tiles as evenly split as possible. Place 1 open group at the 8B and 20B tile as evenly split as possible.

Place 8 villager tokens as indicated. The villager tokens are castle guards.

Place search tokens based on the number of heroes.

If a a master monster, named monster or lieutenant moves off the map through the hero entrance at the first encounter, place it at 1B tile.

Special Rules:
During this Encounter each hero has twice his maximum wounds and will recover all wounds before the encounter begins. Any hero defeated during this quest is slain and removed from the game permanently. This is the final battle!

The villager tokens are castleguards. Treat them as hero figures with the following exceptions. They are immune to all conditions, and they pass any attribute test they are called upon to make.
Quote:
Castleguard
Health: 15 Speed: 4 Defense: 2 Silver dice Attack: melee - 1 Blue 2 Yellow dice.

Each guard activates at the end of the last hero turn each round; they are controlled by the hero player who takes his turn last.

If Widow Dalena is defeated, read the following aloud:
Spoiler (click to reveal)
The Widow Dalena crys out in her last breath: "Noooo! I almost done it..." and crushes on the floor. What a sad story, she just wanted a kingdom to rule, but her ambitions only brought destruction and fear. She lost her husband and now her own life, lying drenched in her own blood. Even now she looks elegant and aesthetic in her black silken cloths...


Reinforcements:
None

Victory:
If all monsters are defeated, read the following aloud:
Spoiler (click to reveal)
Slashing down another dark revenant you realise the tide ebbed down! Finally this battle comes to an end! Covered with blood and deeply wounded all over the body you sink down to your knees and hope for a healer. The Widow Dalena's ambitions are crushed and vynelvale is save again, but the price you had to pay, the many lives given and the massive amount of blood spilled wasn't somehow not worth the trip here... At least you can watch forward towards a distant day in the future where you can sit at a tavern and joke about this whole mess. But never the scars in your mind will heal. So much despair seen...

The heroes win the campaign!

If all castleguards or heroes are defeated, read the following aloud:
Spoiler (click to reveal)
(If The Widow Dalena was defeated: A dark revenant bends down to Dalena, lays a hand on her body and mumbles some dark chantings. Shortly after, she arises and whipes the blood from her dress. "Well that was an interesting expierience!")
The Widow Dalena steps over your dead bodies and sits down on the throne of Vynelvale. The city has fallen into her hands! From everywhere her minions come into the throneroom, pin dead bodies at the walls with wooden pflocks and bow down before her. One Dark Priest whispers: "Your whish was granted, the city is yours! Rule with terror and fear, and the mighty Overlord will be pleased. If you fail, you will be replaced. You already wasted enought ressource to fullfill this minor task. Your silbings are way more usefull!" She whipes away the concern with her hand. "Enough! I will obey and the name of the Farrows will be not be stainted with my doings!

The overlord wins the campaign!

Rewards:
This is the final quest. The winner of this quest is the overall winner of the entire campaign.
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Brad DeRan
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awesome wish i could come up with stuff like that.
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Matt Albritton
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Subscribed!
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Charles Burke
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Very nice. Interested in seeing where this leads. Will have to have the rest of my group take a look as well.
 
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Morthai Saichor
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it will take some time next to work and university to convert all testing into actual maps and post them here but i try to be as fast as possible.
 
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Darren Nakamura
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http://www.destructoid.com/author.phtml?a=1364
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Darren@destructoid.com
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Let me know if you want an editor before "releasing" this. I've already found several typos and such.
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Morthai Saichor
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Dexter345 wrote:
Let me know if you want an editor before "releasing" this. I've already found several typos and such.


I would appriciate your help - you can send me a pm with corrections and i edit them in. Thanks in advance.

Btw i am damn surprised how many likes this thread has! O_o
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Morthai Saichor
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Fixed some issues with my english and finished the Introduction + Lost in the woods + The Shadow Realm. Thats for today - tomorrow more for you questhungry folks
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tiduz 99
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Awesome! cool

May have to play these when we finish our current campaign...
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Jacob Søgaard
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Very nice! Our group is almost done with our campaign playthrough - we'll check this out next.
 
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Robin REEVE
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Looking for a game session in Switzerland? Send me a pm!
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I would recommend crafting a pdf file and post in the file section, when you have finished tweaking your project.
What a job you are doing ! Kudos. thumbsupthumbsupthumbsup
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Morthai Saichor
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Robin wrote:
I would recommend crafting a pdf file and post in the file section, when you have finished tweaking your project.
What a job you are doing ! Kudos. thumbsupthumbsupthumbsup

I had that exactly in my mind - but any suggestions and hints to make this project better are right here in the best place to drop. feel free to comment the encounters done or write me a pm for bad spelling. I appriciate any help.
btw guys - you are crazy! 30 recommendations on this thread! I am astonished!
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Ola Byström
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This is what I imagined to do with descent 2! So much potential for role-playing elements incorporated into a story driven campaign, and this is a board game..!

Inspiring! *Thumbs up!*
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Morthai Saichor
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Thanks for all the positive feedback on the idea so far! - i try to incorporate more new ideas and fluff and also some more attribute testing usuage as i will design the second act quests. For now i am done with 3 quests (new: struggle for sanity) and the introduction and i think the concept to final quest process went very well and the ideas i had in mind played out fun so far. I will appriciate also all playtest feedback because my playgroup are in total just 10 eyes and you can provide different insight aswell.

I'll try to post at least all act 1 quests this week, so you can start playing this thing. The interludes will follow shortly after. Act II will take a while, but on demand i could focus on specific quests first so you can play them..
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T France
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I'm purposefully not reading any of the materials (yet,) so if you wanna run a PBF play test I'd love a go as a hero!...
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clarence
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Great works! Looking forward for more quests.
Just some question?

** 1 Lost in the Woods
* Encounter 1

At the start of the overlords turn,he may discard 2 Overlord cards to place a Giant on the entrance.
For 2-3 heroes game, we can't reinforce since there can be only one master giant. May i right?

** 2 Struggle for Sanity
* Encounter 1

The 2 door at tile 7A is in the correct position? Figure can enter the room without opening the door by moving adjacent the pit.


* Encounter 2
I think the heroes will one shot Alpha Pack Leader if they win the 1st encounter. Is this intended?

** 3 On the Run
* Encounter 2

May i know the advantages for winning in the Encounter 1 for hero and OL? Maybe you miss out that.
 
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Morthai Saichor
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whipko wrote:

Great works! Looking forward for more quests.
Just some question?

** 1 Lost in the Woods
* Encounter 1

At the start of the overlords turn,he may discard 2 Overlord cards to place a Giant on the entrance.
For 2-3 heroes game, we can't reinforce since there can be only one master giant. May i right?

correct.
Quote:

** 2 Struggle for Sanity
* Encounter 1

The 2 door at tile 7A is in the correct position? Figure can enter the room without opening the door by moving adjacent the pit.

thats not a pit but impassable terrain (Wall) by any means (red border)

Quote:

* Encounter 2
I think the heroes will one shot Alpha Pack Leader if they win the 1st encounter. Is this intended?

I forgot to include a sentence. Fixed.

Quote:

** 3 On the Run
* Encounter 2

May i know the advantages for winning in the Encounter 1 for hero and OL? Maybe you miss out that.

that i really missed out while writing - i'll fix that.
 
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clarence
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Quote:

** 3 On the Run
* Encounter 2

May i know the advantages for winning in the Encounter 1 for hero and OL? Maybe you miss out that.

Quote:
that i really missed out while writing - i'll fix that.
Great!

Just wondering if Broodmother is defeated, does the heroes still need to smash all the eggs left on the map. Since there is no way for the Overlord to win the game.

If the OL manage to knock-down all the heroes every turn. Then the game will be in a statement.
 
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Jacob Søgaard
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In the quest overview the travel sequence for "Last Stand" is "R, W, E, F" but E is undefined.
 
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Morthai Saichor
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Chubby wrote:
In the quest overview the travel sequence for "Last Stand" is "R, W, E, F" but E is undefined.

E = P typo - i have spotted tons of typos as we tested yesterday again the missions. have to fix alot. x)
 
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Morthai Saichor
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All act I quests are available now. I will see if i can finish the interludes today. Feedback is always be appriciated.
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Morthai Saichor
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Finally both interludes hit the written down status! Now the hardest part next - Act 2 quests.

Hope you enjoy the Quests so far.
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