Quest 7: Rise of Urthko
Quest 7: Rise of Urthko
The valley is quiet for a few days, but the camp of your enemy continues to expand beneath the shadow of the eastern mountains. This morning, just before dawn, a small force raided the village, taking a number of prisoners. You track the raiders up the river and, within a few hours, slip into their lair.
The darkness carries the stench and sound of the dying and the feral beasts that slay them. You hurry forward, but stop as a figure steps out from the shadows behind you.
"Wait," a voice hisses, "you are too late." The man is a scout from the monastery. "Most of the captives have already been... eaten, and the rest are being prepared even now. The beasts are being groomed for an assault against the monastery. Some grow unnaturally large and powerful. We must return to the fortifications while we can."
His words give you pause, but only for a moment. You instruct him to return to the army and warn them. You will continue, if only to save a handful of the captives and slay what beasts you may.
Monsters
- Lord Merick Farrow
- Ettins
- 1 open group
Setup
Place Merick on Exit. Ettins on Large Cave. Open group on Chasm.
Place 8 villager tokens as captives.
Special Rules
Merick may move and attack through locked door. Locked door has 3 Health per hero, defense result of 3 Shields per attack.
An Army to Feed: Merick picks up captives entering adjacent spaces (max 1 at a time). Carrying captive adds 1 gray defense die. Adjacent to pit: spend 1 MP to throw captive into pit, placing token in OL play area.
Deep Trouble: Pit rules — Merick cannot enter pits (if does, placed in closest empty space and Stunned). Heroes entering pits become dangling (hero token, turn ends). Large monsters ignore pits. Non-hero/non-Merick figures entering pits are defeated.
Getting Out: Dangling heroes: adjacent hero tests Mind or Heart to pull out. Dangling hero may climb out as an action (place figure, end activation).
Reinforcements
At the end of each overlord turn, place 1 ettin on Entrance.
Victory
Merick pursues his task unabated by your advance, and many are thrown into the pits before you can stop him. At last he yields before your onslaught, but in a final act of spite, he throws his arm around a prisoner and tumbles into the pit himself. In a flash of fire, his body explodes on impact, scattering through the air as ash... You continue your descent, freeing those prisoners that remain alive. Their number is few, and even those that you find seem unlikely to survive the journey back.
Encounter 1 complete. Note villager token count in OL play area for Encounter 2.
Map Tiles
- 5B Large Cave
- 4B Chasm