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Quest 11: Army of Dal'Zunm

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Act II 1 Encounter Requires: After From the Wreckage (Quest 9) or Saradyn in Flames (Quest 10)

Quest 11: Army of Dal'Zunm

Encounter 1

Introduction

Skirmishes continue for days across the valley, neither army gathering at a single location for long. However, when a large force is seen at the ancient graveyard of Dal'Zunm, you know Eliza is positioning for a major move. You gather your best soldiers and rush to the site.

It is said that the army of Dal'Zunm landed in this valley over a millennium ago. The invading soldiers had sworn dark oaths, so that even as they were slain, they continued to fight, entering a state of undeath. However, the defending lord had equipped his men with black arrows, gifted by an elven ally. The legend states that these arrows were crafted from wood hewn from the very gates of death. When pierced with these arrows, none could rise.

The invaders surrendered, but were buried alive, bound to the graveyard by a gate engrafted with this wood. Only the lord and his kin could open the gate, allowing any to enter or escape.

So it is with great surprise that you see Eliza and her minions within the gate when you approach. This warrants her claims as true; she is a rightful heir. However, it is with an even greater surprise that you watch as Tyrus approaches the gate and pulls it open: a second heir of Saradyn!

Monsters

Setup

Place Splig on the Pond (12A). Place Belthir on the Crossing (16A). Place Baron Zachareth on the Pathway (23A).

Place the zombies on the Cemetery (14A). Place the ettins on the Mausoleum (10B).

Place the open monster group split among the Bog (21A), the Marsh (2A), and the Stream (6A) however the Overlord prefers. The Overlord is not required to place these monsters together.

Place the white objective token faceup on the Open Field (5A) as indicated. This is Tyrus. Treat Tyrus as a hero figure with the following stats:

  • Health: 8
  • Speed: 4
  • Defense: brown die
  • Attack: none (Tyrus does not perform attacks)

Tyrus activates after all hero turns are complete, at the end of each round. He is controlled by the hero player who takes his turn last. When activated, Tyrus may perform up to 2 move actions. Tyrus cannot recover [Stamina] by any means. Tyrus is immune to all conditions. He automatically passes all attribute tests he is called upon to make.

Place 1 green objective token, 3 blue objective tokens, and a number of red objective tokens equal to the number of heroes facedown. Shuffle them and place them randomly on the spaces indicated on the map. No players should know which token is which. These represent scattered battlefield debris and relics.

Place 4 additional red objective tokens faceup near the edge of the map on the Cemetery (14A). These are ebony stakes (see Special Rules: Sticks and Stones).

Special Rules

Ancient Warrior Spirits

The spirits of the buried Dal'Zunm warriors haunt the graveyard, seeking bodies to inhabit. At the start of each Overlord turn, after placing reinforcements, the Overlord may choose 1 zombie on the map. That zombie becomes possessed by an Ancient Warrior Spirit. Place a red objective token on the zombie's base to indicate possession.

A possessed zombie gains the following:

  • +2 Health (to a maximum of 8)
  • +1 [damage] on all attacks
  • It cannot be removed from the map by any instant-kill effect

If a possessed zombie is defeated, remove the possession token. The zombie is defeated normally.

At the start of each Overlord turn, the Overlord may also choose 1 zombie that is not yet possessed and make it possessed, up to the number of red possession tokens available (maximum 3). If all possession tokens are in use, the Overlord must wait until a possessed zombie is defeated to possess a new one.

Sticks and Stones

The ebony stakes (red objective tokens near the Cemetery) are fragments of the ancient gate, carved from wood hewn from the very gates of death. These are the legendary black arrows of the defending lord.

As an action, a hero adjacent to an ebony stake may pick it up (place it on his Hero sheet). Each hero may carry only 1 ebony stake at a time.

As an action, a hero carrying an ebony stake and adjacent to a zombie (including a possessed zombie) may attempt to stake that zombie. The hero tests [Strength]. If he passes, discard the ebony stake from his Hero sheet and the zombie is immediately defeated. If the zombie was possessed, the possession token is also discarded.

If the hero fails, there is no effect. The ebony stake is not consumed.

Fortuna's Dice / Bones of Woe

When a hero searches and reveals the green objective token, read the following aloud:

Among the scattered debris, you find a pair of ancient dice, carved from bone. They hum faintly with power. Fortuna's Dice—legendary artifacts of luck and doom. You pocket them carefully.

The hero who revealed the token places it on his Hero sheet. Once per encounter, the hero may use Fortuna's Dice before making any attribute test. Instead of rolling dice normally, the hero declares a number from 1 to 6. The test result is treated as if that number of successes were rolled. After using this ability, discard Fortuna's Dice.

When a hero searches and reveals a blue objective token, read the following aloud:

You unearth a grisly charm—a finger bone wrapped in sinew. The Bones of Woe. The legends say these belonged to the soldiers who swore the dark oaths.

The hero who revealed the token places it on his Hero sheet. Once per encounter, the hero may use the Bones of Woe before performing an attack. The attack gains +2 [damage]. After using this ability, discard the Bones of Woe.

When a hero searches and reveals a red objective token, there is no special effect—the token represents mundane battlefield debris.

Tyrus, the Second Heir

Tyrus's presence confirms his bloodline. While Tyrus is on the map, the following rules apply:

  • Monsters cannot end their movement on the Open Field (5A) if Tyrus is on that tile, unless there are no other available spaces
  • Once per round, when a hero adjacent to Tyrus suffers [damage], Tyrus may absorb up to 2 of that [damage] by suffering it himself (reducing his Health)

If Tyrus is defeated, remove his token from the map. The heroes have lost their most important ally. The Overlord immediately gains 2 fatigue tokens in his play area.

Never to Rise Again

The ancient warriors' curse can be broken by the ebony stakes. Monsters that have been staked by the ebony stakes (zombies defeated by the Sticks and Stones rule) cannot be reinforced for the remainder of the encounter. Keep staked zombie figures in a separate pile.

Reinforcements

At the start of each Overlord turn, he may place 1 zombie on any empty space on the Cemetery (14A), the Mausoleum (10B), or the Bog (21A), respecting group limits. Zombies that have been staked cannot be reinforced.

At the start of each Overlord turn, the Overlord may also place 1 ettin on any empty space on the Mausoleum (10B), respecting group limits.

Lieutenants cannot be reinforced by these rules unless specifically allowed.

Victory

Hero Victory

If the heroes have staked 3 or more zombies with ebony stakes, read the following aloud:

The last staked zombie crumbles to dust, its warrior spirit finally released. The curse of Dal'Zunm is broken. With a sound like a great sigh, the ancient gate seals itself forever. Eliza's undead army is no more. She screams with fury from across the battlefield, and her forces retreat into the hills.

The heroes win this encounter!

Proceed to Lord of Flame (Quest 12) or Dead or Drowning.

Overlord Victory

If the Overlord has 3 possessed zombies on the map simultaneously at the start of his turn, read the following aloud:

Three fully-possessed zombies tower over the battlefield, their ancient warrior spirits having mutated their forms into towering abominations. The curse of Dal'Zunm has been corrupted, not broken. The possessed warriors turn and kneel before Eliza. "Arise," she intones, "my generals of the damned."

The Overlord wins this encounter!

Rewards

Win or lose, each player receives 1 XP.

Standard gold rewards apply per the campaign rules.


Map Tiles

  • Mausoleum (10B)
  • Cemetery (14A)
  • Pond (12A)
  • Crossing (16A)
  • Pathway (23A)
  • Stream (6A)
  • Marsh (2A)
  • Open Field (5A)
  • Bog (21A)
  • Entrance