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Quest 16: Blood of Heroes

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Act II 3 Encounters

Quest 16: Blood of Heroes

Introduction

"Sir Palamon's death was a blow," grumbles Baron Greigory. "Castle Daerion lies near in ruins, its garrison maimed—my border has never been so weak. But what worries me is this: why Sir Palamon? What did he know that the traitor Zachareth wanted him silenced?"

The baron's prim librarian places a tattered old tome on the table. "Milord, I believe I have located the tomb of Sir Arcite, as you requested." She removes her half-moon spectacles and cleans them, not meeting the baron's gaze.

"Ah, this is good news!" says Greigory. "Sir Palamon apparently wielded Sir Arcite's sword, the Dawnblade, when he fought Gryvorn thirty years ago. Zachareth killed him so we wouldn't find it, but we did, and before him I wager!"

The librarian coughs. "Ah. I'm afraid... Baron Zachareth helped me find the tomb. Sir Alric is probably already there."

Greigory swears. "Well. No help for it. Chin up, lads—hurry off to this tomb and find out where the Black Knight has gone off to and what he wants that sword for. Must be a clue in there somewhere; just keep searching until you find it. And, er, the faster the better, wot?"

And so you find yourself at the entrance to Sir Arcite's tomb. Somewhere inside is a clue to the Overlord's plan... with nothing between you and it but the moans of the hungry dead, echoing up the steps.

Monsters

Setup

Place the zombies on the Graveyard. Place the open group on the Fungus-filled Hallway.

Place search tokens based on the number of heroes. The unique search token is the Discarded Map.

Special Rules

Time Limit

At the start of each Overlord turn, he places 1 fatigue token in his play area. If the Overlord ever has 8 fatigue tokens in his play area, the encounter ends. The number of fatigue tokens accumulated in this way will be important during Encounter 2.

The Discarded Map

When a hero searches and finds the Discarded Map, read the following aloud:

Crumpled and stained with blood, you find a map that appears to indicate the location of a cavern deep in the Greatwood. The cavern is marked with the same sigil as the Shadow Rune—Sir Alric must be headed there! Now you just have to escape this cursed place alive...

The heroes can now move off the map through the Entrance. A hero who leaves the map this way may return to the Entrance tile on his next turn by performing a move action (or suffering 1 [Stamina]) to move 1 space.

Reinforcements

At the start of each Overlord turn, he may place zombies on the map up to his zombie group limit according to the following restrictions:

  • The zombies may be placed on the Fungus-filled Hallway, Crypt, or Graveyard, but must be split as evenly as possible between those three tiles
  • No zombie may be placed within 3 spaces of another zombie unless there is no other option

Victory

Hero Victory

If all the heroes move off the map through the Entrance, read the following aloud:

Tearing free from the grasping fingers of the desecrated dead, you emerge back into the sunlight. You have the map and you know where to go... you just hope you'll be there in time.

The heroes win this encounter!

Overlord Victory

If the Overlord ever has 8 fatigue tokens in his play area, read the following aloud:

The never-ending tide of the dead swells, blotting out the sun. You emerge hours later, clutching a map and covered in ichor (and worse). Sir Alric's head start has become even worse. You must hurry!

The Overlord wins this encounter!