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Quest 13: Prison of Khinn

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Act II 2 Encounters Requires: After From the Wreckage (Quest 9) or Saradyn in Flames (Quest 10)

Quest 13: Prison of Khinn

Introduction

Beyond the camp of the enemy stands the ancient dungeon of Khinn. The mystery of this prison is entirely lost to time, or perhaps no loremaster alive is willing to share his knowledge of its past. Its depths are unfathomed, its architecture is alien, and its guardians were established amidst a darker age. Worst of all, you believe it is being used as Eliza's mainstay.

If there is anywhere to gather information about Eliza's plans, it will be there.

The camp of your enemy is all but abandoned; the men and beasts that resided here now roam throughout the valley. You move stealthily through the many abandoned tents, but never see another. The dungeon beyond is not so empty, however. Its towers hold watchmen and its gates remain shut. If you wish to enter the prison, you will have to do so through the back entrance.

You scale the cliff and slip into the hidden ravine. It winds and twists deeper into the mountain, but eventually opens up into a clearing. Worn remnants of the fortress jut out from the rock, overshadowing a small graveyard. A few steps in front of you stands a haunting figure. You move to cut her down before she can sound the alarm, but she does not recoil. Instead, her jaw drops and she bellows an unheard scream. The effects wash over you in an unseen wave. Exhaustion and confusion cloud your mind. You strike out at the creature and it disappears, freeing you from its throes. Although not directly opposed to your entrance, you will need to be wary of these guardians lest they leave you lying here forever, neither living nor dead.

Monsters

Setup

Place the zombies on the Graveyard. Place the cave spiders on the Spider Den. Place the open monster group on the Entrance tile.

Place 8 villager tokens on the map as indicated. These tokens are specters—the ancient guardians of the prison.

The heroes place their figures in any empty spaces on the Entrance tile.

Special Rules

The Specters

The specters (villager tokens) are ethereal guardians bound to the prison of Khinn. Specters are not treated as figures; they are considered terrain elements with the following properties:

  • Specters block movement. A figure may not move into or through a space occupied by a specter.
  • Specters block line of sight for any figure more than 3 spaces away from the specter. A figure within 3 spaces of a specter may ignore its line-of-sight blocking effect.
  • If a hero begins his turn within 3 spaces of a specter, the hero must test [Willpower] (1 gray die). If he fails, the hero is stunned. If he passes, there is no effect.
  • A hero within 3 spaces of a specter at the end of his turn must test [Awareness]. If he fails, he suffers 1 [damage] and 1 [Stamina] as the specter's silent scream washes over him. If he passes, there is no effect.

Specters cannot be attacked, damaged, or affected by any hero abilities or conditions.

As an action, a hero adjacent to a specter may attempt to dispel it by testing [Willpower] (2 gray dice). If he passes, remove the specter token from the map. If he fails, the hero suffers 1 [damage] and is stunned.

Zombie Climb

Zombies can climb from the Exit to the Graveyard as a move action. When a zombie is on the Exit tile and performs a move action, it may move to any empty space on the Graveyard tile as if the tiles were adjacent. This represents zombies scaling the cliff walls of the hidden ravine.

Reinforcements

At the start of each Overlord turn, he may place 1 zombie on the Exit or the Graveyard, respecting group limits.

At the start of each Overlord turn, he may place 1 cave spider on any empty space on the Spider Den, respecting group limits.

Victory

Hero Victory

If all heroes exit the map through the hidden entrance to the prison (the Exit), read the following aloud:

You slip through the narrow fissure in the rock, leaving the silent screams of the specters behind. The hidden entrance deposits you into a cold, dark corridor deep within the prison of Khinn. The true mission begins now.

The heroes win this encounter!

Count how many hero turns elapsed before all heroes exited. For each hero who took more than 4 turns to exit, the Overlord receives 1 straggler token to use in Encounter 2.

Record the number of straggler tokens: ___

Overlord Victory

If the Overlord accumulates 6 fatigue tokens in his play area, read the following aloud:

The specters' silent screams wear you down. One by one, you collapse, trapped in a waking nightmare. When you finally shake off the effects, you find yourselves dragged deeper into the prison. You are not dead—but you are prisoners now.

The Overlord wins this encounter!

For the purposes of Encounter 2, treat this as if the heroes entered the prison but with significant disadvantage. The Overlord receives 3 stragler tokens to use in Encounter 2.