Quest 4: The Defense of Castle Daerion
Quest 4: The Defense of Castle Daerion
Introduction
"This business with the Overlord is ruddy bad," says Baron Greigory through his white mustache. "That chap who was murdered when you first came to town, he wasn't just anyone. That was Vicerny Pellin. He was a hero like you, in his younger days. He and his fellows, they called themselves the Shadow Binders."
"We don't think his death was happenstance," says Baron Zachareth, stroking his dapper beard. "This Overlord is clever, whoever he is. We have to assume he's after all the Shadow Binders."
"Koth traveled with Pellin," says Greigory. "He's Cardinal, now; set himself up at the Cathedral to Kellos in the Carthmounts. Best hurry off and make sure he's alive. He's got the Staff of Light, too—might need it, wot?"
As you approach the Cathedral, the day grows dark. Suspiciously you ready your weapons and nearly kill the young initiate who calls to you from behind a rock. "Please, faithful! The Cathedral is besieged. The Cardinal invoked the Ward of Flame, but that Lord Merick was already inside! He knows that Koth can only be harmed by a faithful man—he's raising the dead in our own graveyard and sending them to kill the Cardinal. You must find the Relic of Dawn to get through the ward and stop Lord Merick before his zombies overcome Cardinal Koth!"
Monsters
- Lord Merick Farrow
- Flesh moulders
- Zombies
- 1 open group
Setup
Place Merick Farrow on the Exit as indicated. Place the flesh moulders on the Caravan. Place the open group on the Ruins. No zombies are placed during setup.
Place search tokens based on the number of heroes. The unique search token is the Relic of Dawn.
Place 4 red objective tokens faceup on the Graveyard as indicated. These are gravestones.
The locked door is a mystic portal.
Special Rules
The mystic portal does not block line of sight for Lord Merick Farrow, but he cannot move through it; the mystic portal blocks line of sight and movement for all other figures. When the heroes discover the Relic of Dawn, immediately remove the mystic portal.
Once per turn, if Lord Merick Farrow is adjacent to a gravestone, he may attempt to raise a zombie as an action. He tests [Willpower]. If he passes, remove the gravestone and place 1 minion zombie in that space. Zombies cannot activate the turn they are raised (still climbing out of the ground!). While the zombies are at their group limit, the Overlord cannot raise more zombies. Also, see "Reinforcements."
The zombies may move off the map through the Exit. Each time this happens, the Overlord places 1 fatigue token in his play area; they will be important in Encounter 2.
Reinforcements
Before the mystic portal is opened, the Overlord may place 1 monster from the open monster group on the Entrance tile at the end of each turn in which Merick tries and fails to raise a zombie. After the mystic portal is opened, the Overlord may place 1 monster from the open group on the Entrance at the end of each Overlord turn, regardless of whether a zombie is raised. In both cases, the Overlord must respect group limits.
Victory
Hero Victory
If the heroes defeat Lord Merick, read the following aloud:
In a puff of smoke, Lord Merick Farrow vanishes. His voice lingers. "Blast and damnation! I won't be beaten this easily, you meddling whelps. I'll be back!"
From within the cathedral you hear the crash of breaking glass. No time to bask in your victory—the Cardinal is in danger!
The heroes win this encounter!
Overlord Victory
If there are ever no zombies and no gravestones remaining on the map, read the following aloud:
"That should do it," gloats Lord Merick as the last of his zombies shambles through the doors. "Prophecies and curses... ha! There's always a way around them." There is a flash of light and a puff of smoke, and then he is gone.
From within the cathedral you hear the crash of breaking glass. The Cardinal is in danger!
The Overlord wins this encounter!