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Quest 9: From the Wreckage

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Act Interlude 1 Encounter Requires: After Rise of Urthko

Quest 9: From the Wreckage

Encounter 1

Introduction

For three days you hold your enemy at the fords to the east and south. They are reckless in their assaults, and the river runs red with blood. However, their army only grows along the opposite shores, and you know there is little time left.

Piecing together what information you have gathered, Helena believes that Lady Eliza is searching for a person, though it is unclear who. The elder-priestess devises a plan. She hopes to give the front line a needed respite and draw Eliza out into the open, giving you an opportunity to learn her intentions—or perhaps slay her then and there.

You requisition a carriage and call for a handful of volunteers. At dawn of the fourth day, you break across the southern ford, fleeing from the valley with all haste. You cling to the carriage as it rattles up the far slope. The plan goes better than expected, as the entire army appears to turn and follow you into the forest. The riders that flank the carriage peel off, battling the faster pursuers...

The carriage lurches upward. A long tentacle reaches out from the river and entangles the leading horse. You soar through the air, the forest a blur and the carriage a toppling, shattered mess beneath you. In that long moment of your disoriented descent, you see Lady Eliza Farrow striding triumphantly down the path behind you. Your trap is sprung.

Monsters

Setup

Place the goblin archers on the Hiding Place (11A). Place the merriods on the Bridge (19A). Place Lady Eliza Farrow on the Entrance. Place Lord Merick Farrow on the Great Hall (1B).

Heroes are not placed normally. Instead, each hero must test a different attribute based on their role in the carriage crash:

  • One hero tests [Strength] (trying to hold on)
  • One hero tests [Agility] (leaping clear at the last moment)
  • Remaining heroes (if any) test [Willpower] (keeping their wits through the disorientation)

Heroes who pass may be placed in any empty space on the Hillside (28A). Heroes who fail must be placed in any empty space on the Ambush Site (9A).

Place 1 open monster group on the Cave (2B). Place 1 open monster group on the Chasm (4B). The third open group is not placed during setup.

Place the green objective token faceup on the Hillside (28A) as indicated. This is the decoy.

The locked door on the Great Hall (1B) is placed on the map as indicated during setup and remains locked until the ruse is uncovered.

Special Rules

The Ruse

Lady Eliza Farrow has been drawn into the open, but she is still protected by wards of dark sorcery. While the ruse is active, the following rules apply:

The ruse ends when any of the following conditions are met:

  • A hero reveals the green objective token (the decoy) by performing a search action while adjacent to it
  • Lady Eliza Farrow has suffered damage tokens totaling 8 or more (see below)

While the ruse is active, any time a hero would deal damage to Lady Eliza Farrow, instead place that many damage tokens on the Lady Eliza Farrow reference card. When the total reaches 8 or more, the ruse ends and Lady Eliza suffers all accumulated damage immediately.

Lair of the Lady

When the ruse ends, read the following aloud:

Eliza's mocking laughter chokes off as the magical wards shatter around her. She snarls, her fangs glinting in the dim light. "Clever," she hisses. "But I did not come unprepared." She raises a hand and dark energy pulses outward. Behind you, stone grinds against stone, and the true depths of her lair open.

After the ruse ends:

  • Place the third open monster group on the map on any tile of the Overlord's choice (except tiles occupied by heroes)
  • Remove the locked door from the map; it may never be closed again
  • Lady Eliza Farrow gains the following ability: once per round, as an action, Lady Eliza Farrow may teleport to any empty space within 5 spaces and line of sight

Scorpion's Kiss

During this encounter, Lady Eliza Farrow wields the Scorpion's Kiss relic. Any attack she makes gains +1 [damage].

Reinforcements

While the ruse is active: at the start of each Overlord turn, he may place 1 merriod on any empty space on the Bridge (19A) or the Entrance, respecting group limits. Merriods may be reinforced even if their group was defeated.

After the ruse ends: merriod reinforcements stop. At the start of each Overlord turn instead, the Overlord may place 1 monster from any of his open groups on any Entrance tile, respecting group limits.

Victory

Hero Victory

If Lady Eliza Farrow is defeated, read the following aloud:

Eliza's form dissolves into crimson mist, retreating from the battlefield. She lets out a shriek of rage that echoes across the valley. Though she has escaped, you have struck a decisive blow. Among the wreckage of the carriage, you find an ancient bow crafted from pale wood. This is Trueshot—a weapon worthy of the battle ahead.

The heroes win this encounter! The heroes receive the Trueshot relic.

Proceed to Army of Dal'Zunm (Quest 11). Read the Act II introduction on page 46.

Overlord Victory

If the Overlord accumulates 10 fatigue tokens in his play area, read the following aloud:

Eliza's trap within a trap closes around you. Her forces overwhelm the shattered carriage and capture you before you can regroup. You awaken in chains, the vampire sorceress standing over you with a cruel smile. "Did you truly think you could deceive me?" she whispers. Her Scorpion's Kiss relic gleams in her hand.

The Overlord wins this encounter! The Overlord receives the Scorpion's Kiss relic.

Proceed to Prison of Khinn (Quest 13). Read the Act II introduction on page 46.

Rewards

Win or lose, each player receives 1 XP.

If the heroes win, they receive the Trueshot relic.

If the Overlord wins, he receives the Scorpion's Kiss relic.


Map Tiles

  • Hillside (28A)
  • Ambush Site (9A)
  • Bridge (19A)
  • Hiding Place (11A)
  • Cave (2B)
  • Great Hall (1B)
  • Chasm (4B)
  • Entrance