Quest 19: Blood and Betrayal
Quest 19: Blood and Betrayal
Introduction
The battle for the valley continues for another week, though you know there is little time remaining. Eliza's forces gather to an old cairn at the north end of the valley. Your soldiers and scouts cannot find a single enemy outside of those posted at the cairn. A new darkness lingers just beyond the mountains, ready to flood down upon you. This is the end. You gather what soldiers remain and march for the cairn.
A host of monstrous creatures roam the battlefield between you and the entrance to the underground fortress. There are more than you can dispose of yourself; you will need the aid of every remaining inhabitant of the valley for this final assault.
The men and women of Saradyn jostle into a loose formation, a grim silence hanging in the air. Knights clad in full plate armor stand shoulder to shoulder with refugees wielding pitchforks or broken branches. Their expressions are determined and brave, but you can find little hope in their eyes. They will fight to the last, but none expect to survive this day. You assign captains and initial maneuvers, then take your position at the front of the group. Taking a deep breath, you step forward, signaling the start of the attack.
Your small force clashes with the outer guard. Although your allies fight with ferocious abandon, the assault soon devolves into a hopeless brawl. Just as one wave of enemies is vanquished, another joins the fray. If you cannot soon claim the hill that looms above the field, the battle will be lost. You surge forward, but as if in response, ethereal beings begin to rise from the ground. They reach out, sweeping elongated, ethereal fingers through your body. A sudden weakness drops you to your knees, but you retake your feet. You must claim the hill.
Monsters
- Baron Zachareth
- Belthir
- Splig
- Zombies
- Elementals
- 4 open groups (ignoring monster traits)
Setup
Place the zombies on the Ford (2A) and River's Edge (3A). Place the elementals on the Lair (4A) and Field (5A).
Place Baron Zachareth as indicated, Belthir as indicated, and Splig as indicated.
Place 8 villager tokens across the battlefield as indicated. These are Fell Spirits (see "Fell Spirits" special rules).
Place the Battle Standard (a special token) on either the Hill or Lair tile (Overlord's choice). The Battle Standard grants the Overlord's forces a rallying point (see "Battle Standard").
Place search tokens based on the number of heroes.
Special Rules
Fell Spirits
The 8 villager tokens represent fell spirits — ethereal undead bound to the battlefield. Fell spirits cannot be attacked or defeated. At the start of each Overlord turn, before activating monsters, each fell spirit creates cursed ground on its space and all adjacent spaces.
Cursed ground is marked with a fatigue token. Any hero who enters a space of cursed ground immediately ends his turn (he may resolve any remaining actions later, after the Overlord's next turn — essentially he is stunned for the remainder of his turn). Place 1 fatigue token on each space of cursed ground that a hero enters.
Fell spirits may be dispersed temporarily: as an action, a hero adjacent to a fell spirit may test [Willpower]. If he passes, remove that fell spirit (villager token) from the map — it returns to the Overlord's reserve. At the start of the next Overlord turn, the Overlord may place 1 fell spirit back on any empty space on the Lair or Field tiles.
Glyphs
During setup, the heroes place 4 holy glyphs and the Overlord places 4 blood glyphs.
Holy Glyphs (white tokens): The heroes may place each holy glyph on any empty space. A space with a holy glyph is hallowed ground. Heroes on hallowed ground recover 1 [Heart] at the start of their turn and add +1 [Shield] to defense results.
Blood Glyphs (red tokens): The Overlord places each blood glyph on any empty space. When a hero enters a space with a blood glyph, the Overlord may immediately discard that glyph and roll 1 red power die. The hero suffers [Heart] equal to the [Heart] result rolled (ignoring armor).
No more than 1 glyph (of any type) may occupy a single space.
Battle Standard
The Battle Standard is placed on either the Hill or Lair tile (Overlord's choice). While the Battle Standard is on the map:
- The Overlord's monsters on the same tile as the Battle Standard may not be vanquished (monsters reduced to 0 Health are instead removed to the reinforcement pool and may be placed again next turn)
- At the end of each Overlord turn, the Overlord may place 1 reinforcement monster on any space of the tile containing the Battle Standard, respecting group limits
To remove the Battle Standard, a hero must enter its space. As an action, the hero may claim the standard. Read the following aloud:
You seize the enemy's standard and hoist it above your head. A ragged cheer goes up from the soldiers of Saradyn. The monsters falter, their rallying point gone.
Remove the Battle Standard from the map. Monsters on that tile may now be vanquished normally.
Fallen Champions
Heroes who are defeated (reduced to 0 Health) in this encounter are not removed from the game. Instead, they are placed on the Entrance tile and stand up immediately at the start of their next turn (as per normal knock-out rules, but without the need to spend an action). They still suffer normal knock-out penalties (lose search tokens, etc.).
The Hill
The goal of Encounter 1 is for the heroes to claim the battlefield. The Hill tile represents the high ground overlooking the cairn entrance.
Reinforcements
At the start of each Overlord turn, the Overlord may place 1 monster from any open group on the Lair (4A) and 1 monster from any open group on the Field (5A), respecting group limits.
Additionally, if Baron Zachareth, Belthir, or Splig are defeated, they follow normal lieutenant rules for being vanquished (they are removed from the quest and cannot return).
Victory
Hero Victory
If the heroes control the Hill (no monsters remain on the Hill tile, and the Battle Standard has been claimed), read the following aloud:
You plant the heroes' standard on the hill and look out across the battlefield. The monsters are in full retreat, fleeing back toward the cairn's dark entrance. Your soldiers gather around you, bloodied but alive. The way into the underground fortress is open.
You turn to your companions. "This is it," you say. "The Finale." One by one, they nod. No one speaks. There is nothing left to say.
The heroes win this encounter! The heroes advance to Encounter 2.
Overlord Victory
If all heroes are knocked out simultaneously (all defeated at the same moment), read the following aloud:
The battlefield falls silent. You struggle to your knees, surrounded by the bodies of fallen soldiers and heroes alike. The fell spirits drift across the field, their hollow eyes reflecting the darkness gathering above. You have been pushed back — but the war is not over.
The Overlord wins this encounter! The heroes advance to Encounter 2 with each hero suffering 2 [Fatigue] (this fatigue carries into the next encounter and cannot be recovered during the rest step).
Transition
After Encounter 1, determine which Encounter 2 to play:
- Encounter 2A: If the Overlord won Prison of Khinn (Quest 13) or Rite of the Red Dawn (Quest 15)
- Encounter 2B: Otherwise (play Encounter 2B)
Encounter 2A: The Heart of Darkness
Introduction
You descend into the cairn, following stone steps that spiral deep into the earth. The air grows cold and still. The walls are carved with ancient glyphs — the language of the lost kingdom of Saradyn. Torchlight flickers across them, and for a moment you think you see them moving, shifting, spelling out warnings you cannot read.
At the bottom of the stairs, a vast chamber opens before you. At its center stands Tyrus — spellbound, suspended in a column of dark light. Around him, arranged like mourners at a funeral, stand the Farrow family: Lord Merick with fire kindling in his palms, Sir Alric silent and still as death, and Lady Eliza Farrow at the center of them all.
"Ah," Eliza says, her voice carrying an impossible sweetness. "The guests have arrived. And just in time for the ceremony." She gestures toward Tyrus. "My dear cousin has been so cooperative. Once I've taken what is rightfully mine, you may have what's left of him."
Tyrus's eyes meet yours. He is afraid — but there is something else in his gaze. Resolve. He believes in you. You cannot fail him now.
Monsters
- Lord Merick Farrow
- Sir Alric Farrow
- Lady Eliza Farrow
- Cave spiders
- 4 open groups
Setup
Place Lord Merick Farrow, Sir Alric Farrow, and Lady Eliza Farrow as indicated on the map.
Place the cave spiders on the outer tiles surrounding the central chamber, split as the Overlord prefers.
Place 4 open groups on the outer tiles.
Place the white objective token in the center of the chamber. This is Tyrus, spellbound and suspended. Tyrus is the focus of this encounter — see "Spellbound" and "Resolve."
Place 4 hero figures (taken from Encounter 1) on the outer edges of the map as indicated. These are the Guardians — heroic spirits watching over Tyrus. They are placed with red tokens beneath them and are not controlled by the hero players; they simply stand sentinel.
Place search tokens based on the number of heroes.
Special Rules
Spellbound
Tyrus is spellbound by Eliza's dark magic. While spellbound:
- Tyrus cannot move, attack, or be affected by any effect
- At the start of each Overlord turn, Tyrus takes 1 [Heart] of damage (representing his life force being drained)
- If Tyrus's Health (12) reaches 0, he dies and Eliza completes her ascension (see "Overlord Victory")
Resolve
Tyrus's resolve is represented by a resolve track (use fatigue tokens, starting at 0). Resolve can be increased or decreased:
- Increase Resolve (+1): If a hero defeats a monster within 3 spaces of Tyrus, increase Tyrus's resolve by 1. If a hero stands adjacent to Tyrus and spends an action encouraging him, increase resolve by 1.
- Decrease Resolve (-1): If a hero is knocked out within 3 spaces of Tyrus, decrease resolve by 1. If a monster ends its turn adjacent to Tyrus, decrease resolve by 1.
When Tyrus's resolve reaches 4, he breaks free of the spell. Read the following aloud:
*Tyrus's eyes snap open. Dark energy shatters around him like breaking glass, and the boy drops to the ground. "I will not be your puppet!" he shouts, and radiant energy blasts outward from his small frame. Lady Eliza staggers backward. "No... no!"
Tyrus is no longer spellbound. He may act as a hero figure for the remainder of the encounter with the following statistics:
- Health: 6
- Speed: 4
- Defense: Brown
- Tyrus may attack (using a special attack with blue and yellow dice) and move normally
Legacies
Four colored objective tokens — green, red, blue, and white — represent the Legacies of Saradyn, ancient powers bound to Tyrus's bloodline. At the start of the encounter, place these tokens near the map.
While Tyrus is spellbound:
- At the start of each Overlord turn, the Overlord may choose 1 Legacy token and apply its effect as an attack from Tyrus (controlled by the Overlord):
- Red (Blood Legacy): Tyrus's power surges. Choose 1 hero within 3 spaces of Tyrus. That hero suffers 2 [Heart] (ignoring armor).
- Blue (Arcane Legacy): Arcane energy lashes out. The Overlord may move 1 hero within 3 spaces of Tyrus up to 2 spaces in any direction.
- Green (Nature Legacy): Vines erupt from the ground. All heroes within 3 spaces of Tyrus are Immobilized until the end of their next turn.
- White (Holy Legacy): Blinding light erupts. All heroes within 3 spaces of Tyrus suffer 1 [Fatigue].
When Tyrus breaks free: Each Legacy token instead grants the heroes a bonus ability that may be used once per round:
- Red (Blood Legacy): One hero may add +2 [Heart] to an attack result this round.
- Blue (Arcane Legacy): One hero may teleport 3 spaces as a free action this round.
- Green (Nature Legacy): One hero recovers 4 [Heart] at the end of this round.
- White (Holy Legacy): All monsters within 3 spaces of Tyrus suffer 1 [Heart] (ignoring armor) at the end of this round.
Only 1 Legacy may be activated per round, chosen by the hero players.
Guardians
The Guardians (hero figures from Encounter 1) watch over the encounter. They do not move and cannot be attacked. Their presence is symbolic.
However, at the start of each Overlord turn, if the Overlord controls more Legacy tokens than the heroes (i.e., Tyrus is spellbound and the Overlord has activated Legacies), 1 Guardian steps forward: the Overlord may move that Guardian figure 1 space toward the nearest hero. It does nothing else — it is purely atmospheric.
Reinforcements
At the start of each Overlord turn, the Overlord may place 1 monster from any open group on one of the outer tiles, respecting group limits.
Additionally, if Sir Alric or Lord Merick are defeated, they follow their respective defeat rules (see individual character rules).
Victory
Hero Victory
If Tyrus breaks free of the spell (resolve reaches 4) AND Lady Eliza Farrow is defeated while Tyrus is free, read the following aloud:
"No!" Eliza's shriek tears through the chamber. "I will not be denied! I am the rightful heir! I am—"
But Tyrus raises his hand, and Eliza's words die in her throat. Light pours from the boy, pure and ancient, and Eliza's form begins to dissolve — not into mist this time, but into fragments of shadow that scatter and fade.
"You are nothing," Tyrus says quietly. "You never were."
Merick roars in fury, lunging forward — but the light catches him, too. Sir Alric simply watches, his hollow eyes unreadable, as his brother crumbles.
The heroes win this encounter! Tyrus is freed, Eliza is (temporarily) defeated, and the heroes advance to Encounter 3 with Tyrus free and the Legacies under hero control.
Overlord Victory
If Tyrus's Health reaches 0 (his life force is fully drained), read the following aloud:
Tyrus goes limp. The dark light around him intensifies, and then — it stops. The boy's eyes open again, but they are not his own. They are red, burning, hungry. He turns to face you, and you see the vampire's hunger behind his gaze.
Eliza steps forward and places a hand on Tyrus's shoulder. "Welcome home, cousin," she murmurs. "The valley is ours."
The Overlord wins this encounter! Tyrus has fallen. Eliza's ascension is nearly complete. The heroes advance to Encounter 3 with Tyrus under Eliza's control.
Encounter 2B: The Fading Light
Introduction
You descend into the underground fortress, your boots echoing on ancient stone. The battle above still rages, but here, in the darkness beneath the cairn, there is only silence and the slow drip of water from unseen heights.
Ahead, light spills from a chamber — not the red glow of dark magic, but something warmer. You hurry forward and find Tyrus standing alone at the center of the room, his small hands pressed against an invisible barrier. "You came," he whispers. "I knew you would."
His eyes meet yours, and for a moment, hope flickers in them. Then shadows move in the darkness beyond, and you hear the measured footsteps of someone approaching.
Monsters
- Lord Merick Farrow
- Sir Alric Farrow
- Lady Eliza Farrow
- Flesh moulders
- 4 open groups
Setup
Place Lord Merick Farrow, Sir Alric Farrow, and Lady Eliza Farrow as indicated on the map.
Place the flesh moulders on the Library/Ritual Site (13B) and surrounding tiles.
Place 4 open groups on the outer tiles surrounding the central encounter area.
Place the white objective token at the center of the map. This is Tyrus, trapped but not yet spellbound — in this branch, the ritual is less advanced, and Tyrus retains more of his will.
Place search tokens based on the number of heroes.
Special Rules
Weakening Barrier
Tyrus is protected by a weakening magical barrier. The barrier is represented by fatigue tokens placed around his space (start with 6 tokens). Each time a hero adjacent to the barrier-spaces spends an action strengthening it (test [Willpower]), add 1 token. Each time a monster adjacent to the barrier-spaces attacks it (test [Willpower] as an action), remove 1 token.
If the barrier reaches 0 tokens, Tyrus is spellbound (see "Spellbound" in Encounter 2A rules). If the barrier reaches 10 tokens, Tyrus breaks free (see "Tyrus Freed").
Tyrus Freed
If the barrier reaches 10 tokens, Tyrus is freed and acts as a hero figure (same stats as Encounter 2A). The heroes also receive the Legacies (see Encounter 2A's Legacy rules).
The Farrow Brothers
Sir Alric and Lord Merick fight together in this encounter. While both brothers are on the map and within 3 spaces of each other:
- Sir Alric gains +1 [Heart] to attack results
- Lord Merick gains +1 [Shield] to defense results
Lady Eliza
Eliza does not engage directly in combat during Encounter 2B unless cornered. She remains near the ritual space, directing her brothers and the open groups. If a hero enters a space adjacent to Eliza, she must immediately test to flee (teleport up to 4 spaces) or remain and engage.
Reinforcements
At the start of each Overlord turn, the Overlord may place 1 monster from any open group on an outer tile, respecting group limits.
Victory
Hero Victory
If Tyrus is freed AND Lady Eliza is forced to retreat (reduced to half Health or fewer), read the following aloud:
Eliza snarls and draws back from the light surrounding Tyrus. "This isn't over," she hisses. "I will have what is mine." She dissolves into mist and flees deeper into the fortress.
Tyrus stumbles forward, catching himself against you. "She'll be back," he says, his voice shaking. "She'll never stop."
"Neither will we," you answer.
The heroes win this encounter! The heroes advance to Encounter 3 with Tyrus free.
Overlord Victory
If Tyrus is spellbound (barrier reaches 0) and a hero is knocked out within 3 spaces of him, read the following aloud:
Eliza steps through the shattered barrier and places her hand on Tyrus's head. The boy stiffens, his eyes glazing over. "There we are," Eliza murmurs. "That's better. You always were the stubborn one." She turns to you with a cold smile. "Now. Where were we?"
The Overlord wins this encounter! Tyrus is spellbound. The heroes advance to Encounter 3 with Tyrus under Eliza's control.
Encounter 3: Kingdom Come
Introduction
You burst through the last barrier and into the throne room. This was once the heart of Saradyn — the seat of a kingdom that fell centuries ago. The throne itself still stands at the far end of the chamber, carved from pale stone and inlaid with gold that gleams faintly in the darkness.
Lady Eliza Farrow sits upon the throne. She wears no crown, but her bearing says she already feels herself a queen. At her side stands Sir Alric, the Duskblade drawn. Lord Merick kneels beside the throne, channeling dark energy through the chamber. And before the throne, suspended in a pillar of crimson light, is Tyrus.
"Welcome to my court," Eliza says. "I had hoped you would arrive. It seems only fitting that you witness my coronation." She rises from the throne, and shadow dragons descend from the vaulted ceiling above. "You see, the kingdom needs only one heir. One bloodline. And I have decided that bloodline... is mine."
Monsters
- Lady Eliza Farrow
- Lord Merick Farrow
- Sir Alric Farrow
- Shadow dragons
- Zombies
- Flesh moulders
- 4 open groups
Setup
Place Lady Eliza Farrow on or adjacent to the Throne (1B Great Hall).
Place Sir Alric Farrow near the throne, wielding the Duskblade (if the Overlord won Edge of Dawn or Piercing Darkness) or unarmed (if the heroes won those quests). If Sir Alric wields the Duskblade, he gains +2 [Heart] to all attack results.
Place Lord Merick Farrow adjacent to the throne, channeling dark energy.
Place the zombies and flesh moulders across the outer chamber tiles.
Place the shadow dragons near the ceiling (high above — they may descend each turn; see "Shadow Dragons").
Place 4 open groups on the outer chamber tiles.
Place the white objective token in the center of the throne room. This is Tyrus, spellbound (see below).
Place the 4 Legacy tokens (red, blue, green, white) near the map. The Legacies are available based on Tyrus's status (see "Legacies").
Place search tokens based on the number of heroes.
Special Rules
Tyrus Spellbound / The Bond
Tyrus begins the encounter spellbound. If Tyrus was freed in Encounter 2A or 2B, his spellbound status may be temporary — the bond can be broken (see below). If Tyrus fell in Encounter 2A or 2B, he is fully spellbound and may not be freed.
Breaking the Bond: As an action, a hero adjacent to Tyrus may test [Willpower]. If the hero passes and Tyrus was freed in the previous encounter, Tyrus is freed again. If Tyrus was spellbound in the previous encounter, the test difficulty is increased (must roll 1 additional success). If the hero passes, Tyrus is freed.
If a hero fails the test, there is no effect, but another hero may attempt on a later turn.
Legacies
The Legacy tokens provide round abilities to both sides:
While Tyrus is spellbound: At the start of each Overlord turn, the Overlord may apply 1 Legacy's negative effect:
- Red (Blood): 1 hero within 3 spaces of Tyrus suffers 2 [Heart] (ignoring armor).
- Blue (Arcane): The Overlord teleports any 1 hero 3 spaces.
- Green (Nature): All heroes within 3 spaces of Tyrus are Immobilized until end of next hero turn.
- White (Holy): All heroes within 3 spaces of Tyrus suffer 1 [Fatigue].
When Tyrus is freed: At the start of each hero round (before the first hero activates), the hero players may activate 1 Legacy's positive effect:
- Red (Blood): One hero adds +2 [Heart] to attack results this round.
- Blue (Arcane): One hero teleports 3 spaces as a free action.
- Green (Nature): One hero recovers 4 [Heart].
- White (Holy): All monsters within 3 spaces of Tyrus suffer 1 [Heart] (ignoring armor).
Only 1 Legacy may be activated per round.
Kingdom Come
This is the final battle for the valley. The mechanics of "Kingdom Come" represent the metaphysical struggle for dominion over Saradyn:
Place 6 damage tokens on Tyrus's hero sheet (or near his token). These represent Dominion — the struggle between Eliza and Tyrus for control of the kingdom.
- Each time Tyrus takes damage from any source, remove 1 dominion token and Eliza's influence grows (record this as +1 to Eliza's "Influence" — use fatigue tokens near Eliza).
- Each time Eliza takes damage from any source, add 1 dominion token back to Tyrus (healing does not affect this — only damage events matter).
This back-and-forth represents the ebb and flow of the battle for Saradyn's soul.
Shadow dragons circle the ceiling of the throne room. At the end of each Overlord turn, if Tyrus is spellbound, 1 shadow dragon descends and may be placed on any empty space on the Throne room tile. At the end of each Overlord turn, if Tyrus is freed, 1 shadow dragon retreats (remove it from the map).
Shadow dragons on the map function as normal monsters and may be attacked and defeated.
If Lady Eliza Farrow is defeated while Tyrus is spellbound, read the following aloud:
Eliza's form dissolves — but this time, the mist does not scatter. It flows toward Tyrus, wrapping around him like a shroud. "If I cannot have the kingdom," her voice whispers from everywhere and nowhere, "then neither will he."
Eliza is not truly defeated — she merges with Tyrus. The following occurs:
- Tyrus is now possessed. He gains Eliza's attack dice (red and green) and may attack heroes.
- The Overlord controls Tyrus as a monster figure. Tyrus's Health becomes 10.
- To save Tyrus and defeat Eliza, the heroes must reduce Tyrus's Health to 0 — at which point Eliza is expelled from his body and both Eliza and Tyrus are knocked out. Read the following aloud:
Tyrus screams — and it is both his voice and Eliza's, two souls tearing apart. Eliza's mist-form is hurled across the room, and she solidifies just in time to collapse at the foot of the throne. Tyrus crumples beside her, unconscious but alive.
Eliza is finally defeated.
If Lady Eliza Farrow is defeated while Tyrus is freed, she falls normally (the possession mechanic does not trigger).
Reinforcements
At the start of each Overlord turn, the Overlord may place 1 zombie and 1 flesh moulder on the outer tiles, respecting group limits.
Victory
Hero Victory (Campaign Victory)
If Lady Eliza Farrow is defeated (whether through possession or normally), read the following aloud:
Eliza lies broken at the foot of the throne. Her eyes, still burning with that fierce, terrible ambition, find Tyrus. "You... were always... the weaker heir," she gasps. "You should have... let me win..."
Tyrus, bloodied and trembling, stands over her. "You're wrong," he says quietly. "Being an heir isn't about power. It's about the people you protect." He turns to you. "It's over. The valley is free."
The darkness lifts. Through the shattered ceiling of the throne room, you see the first rays of dawn breaking over the mountains. The sun, bound and hidden for so long, rises at last.
Weeks pass. The valley heals. Tyrus, with the help of the clergy and the people of Saradyn, begins the long work of rebuilding. He is not a king — he is something simpler. A boy who survived. A boy who will grow into a man worthy of the crown.
Years later, when the chronicles of the valley are written, they will tell of the heroes who stood against the darkness. Who fought for a frightened boy. Who brought back the dawn.
And they will say: these were the champions of Saradyn.
The heroes win the campaign! Congratulations — Lady Eliza Farrow is defeated, Tyrus is restored as the rightful heir, and the valley of Saradyn is saved.
Overlord Victory (Campaign Victory)
If all heroes are knocked out simultaneously, or if Eliza possesses Tyrus and Tyrus-Possessed defeats the last standing hero, read the following aloud:
One by one, you fall. The last hero struggles to rise, but Tyrus — no, what was once Tyrus — extends a hand. "Don't fight it," says the voice that is half-child, half-vampire. "Join us. Join the darkness. It's so much easier than the light."
Lady Eliza Farrow steps forward from the shadows of the throne. She looks upon the broken form of Tyrus, now a vampire like herself, and smiles. "Welcome, cousin," she says. "Now we are truly family."
She turns to face the darkness beyond the throne room — the darkness that now stretches across the entire valley. "Let the kingdom know: the heirs are one. The bloodline is pure. Saradyn... is mine."
The chronicles of the valley will tell of this day as the last day of light. Lady Eliza Farrow, crowned Queen of Saradyn, will rule for centuries. Her kingdom will be a place of eternal twilight, where the living serve the dead, and hope is a memory long abandoned.
And somewhere, in the dungeons beneath the throne, the few who still resist will whisper the names of fallen heroes — and pray for a dawn that will never come.
The Overlord wins the campaign! Lady Eliza Farrow has claimed her birthright. The valley belongs to the darkness and to the Farrow legacy.
Rewards
Campaign complete! No further XP or rewards — the story of Saradyn has been told.
Map Tiles
Encounter 1:
- 2A Ford
- 3A River's Edge
- 4A Lair
- 5A Field (Battlefield)
- Entrance
- Exit
Encounter 2A:
- 1B Great Hall (central chamber)
- 8B Shrine (outer tiles)
- 6B Chapel (surrounding chambers)
- Cave/Lair tiles for outer monster placement
- Entrance
Encounter 2B:
- 13B Library/Ritual Site (central)
- 14B Study (surrounding)
- Outdoor/indoor tiles for outer placement
- Entrance
Encounter 3:
- 1B Great Hall (Throne Room — central)
- 2B Lair (shadow dragon nest)
- 3B Armory (outer chamber)
- 5B Large Cave (outer chamber)
- 16B Crossing (outer corridor)
- Entrance
(End of file — Blood and Betrayal concludes the Heirs of Blood campaign)