Introduction
"Baron Greigory's steward, Heinrich, resigned from the Overlord's service several years ago—perhaps an early warning that Zachareth had begun his slide to evil. The man has been living in exile in a cabin on the shores of Lake Faltar for the past several years, but the amount of information he must have about Zachareth's fortress...!
When you reach the man's cabin, however, it seems the Overlord's minions have been here first—blood is streaked across the cabin walls and the door hangs from its hinges. No sooner do you take all this in than you find yourself set upon by monsters! Monsters with... empty glass vials? What could they possibly be planning? Better not wait around to find out.
Monsters
Setup
Heroes place their figures on the spaces indicated by the "X" on the map.
The monster groups may be set up split among the Cabin, Graveyard, and Stream tiles however the Overlord prefers. The Overlord is not required to place these groups together.
Place search tokens based on the number of heroes.
Each hero must skip his first turn.
Special Rules
Harvesting Blood
The Overlord's minions are attempting to harvest blood from the heroes and then move off the map. When a monster deals at least 1 [damage] to an adjacent hero as part of an attack, he harvests that hero's blood. Place a hero token corresponding to that hero on or under the monster's base.
The first time this happens, read the following aloud:
Cackling with glee, the monster collects your blood in its glass vial! You have no idea why the creature wants your blood, but you're quite certain that whatever it is, you don't want it to happen.
Each monster can carry the blood of only 1 hero at a time. If a monster already has blood and it harvests new blood, it must choose to keep the old hero token or replace it with the new one. If a monster carrying the blood of a hero is defeated, the hero token is returned to the hero.
As an action, a monster adjacent to a knocked out hero can harvest that hero's blood. There's no need to roll—this is automatic. This does not count as the monster's 1 attack action for this turn.
Escaping with Blood
When a monster carrying blood moves off the map (through the Entrance or Exit), the Overlord collects the hero token from that monster's base and places it in his play area. He keeps only 1 copy of each hero token—he either has that Hero's blood or he doesn't. These tokens are important during Encounter 2.
Reinforcements
None.
Victory
Hero Victory
If there are no monsters remaining on the map and the Overlord has not collected blood from each hero, read the following aloud:
You've beaten back the Overlord's assault, but you're no closer to finding his former steward. Fortunately, the monsters have left quite an obvious trail back to their lair. It seems as good a place as any to start.
The heroes win this encounter!
Overlord Victory
If the Overlord collects blood from each hero and escapes with it, read the following aloud:
As soon as the last creature escapes with your blood, the rest turn and flee, their task apparently completed. Nothing left to do but follow them to their lair—perhaps you'll find Zachareth's steward there?
The Overlord wins this encounter!
Encounter 3 (Continuation)
Introduction
You pass through a rough cavern and suddenly find yourself surrounded by expertly-carved stone. Rich scarlet curtains hang from the walls. Ahead you see an elegant, fair lady. "Welcome to my parlors," she purrs, and then lifts a heavy golden goblet. As she drinks, you realize the goblet is filled with blood—your blood!?
"You're far too late, of course. Heinrich is already turning—soon, he will be like me. And you will be dead!"
You'd better work fast if you're planning to get Heinrich out alive.
Monsters
Setup
Place Lady Eliza Farrow on the Tomb as indicated. Place the flesh moulders on the Laboratory.
Place search tokens based on the number of heroes.
Place a villager token as indicated. This is Heinrich.
Special Rules
Heinrich
Heinrich cannot move under his own power, nor can he be attacked. As an action, a hero adjacent to Heinrich may pick him up (place the villager token on the hero's Hero sheet) and carry him while he moves.
Vampire Transformation
If the Overlord collected blood from each hero (he has a hero token belonging to each hero), Lady Eliza Farrow may transform Heinrich into a vampire. Once per turn, as an action, Lady Eliza Farrow may test [Willpower] while she is adjacent to Heinrich (if he is not carried by a hero). If she passes, place 1 [damage] on Heinrich. If she fails, there is no effect. If Heinrich ever has 3 [damage], he becomes a vampire and the quest ends.
Taste for Blood
When attacking, Lady Eliza Farrow deals +2 [damage] against heroes whose blood she's tasted—which is indicated by which hero tokens the Overlord has collected thus far.
As an action, Lady Eliza Farrow may suffer 1 [damage] and move from anywhere on the map to a space adjacent to a hero whose blood she's tasted.
If Lady Eliza Farrow has tasted the blood of at least 3 heroes, she may perform 3 actions per turn instead of only 2, and up to 2 actions may be attacks instead of 1.
More Blood
Lady Eliza Farrow may drink from a hero whose blood she has not yet tasted. To do this, she must perform an action while adjacent to a knocked out hero. The Overlord takes 1 hero token corresponding to that hero and rolls 1 red power die: Lady Eliza recovers [Stamina] equal to the [Stamina] rolled.
Reinforcements
At the start of each Overlord turn, he may place 1 flesh moulder on the Exit, respecting group limits.
Victory
Hero Victory
If the heroes defeat Lady Eliza Farrow, read the following aloud:
"Not again," she whispers, and then Lady Eliza bursts into a red haze, a fine mist of blood. The mist hangs in the still air, filling your nostrils with the stench of old blood.
Or if the heroes carry Heinrich off the map through the Entrance, read the following aloud as well:
Once in the sunlight, Heinrich flails and shrieks in agony. Even when you wrap him in a heavy cloak, the poor wretch whimpers and twitches at the slightest movement. Fortunately, neither Lady Eliza nor any of her minions seems inclined to follow you into the light.
When night falls, Heinrich seems more comfortable, but he also becomes more odd. He is pale and speaks in a whisper. He refuses all food and drink, refers to Lady Eliza as his "mistress," and periodically erupts in paroxysms of violence. You take to binding his hands during his bad spells. Baron Greigory, upon seeing Heinrich, shakes his head. "Poor sod," he says. "What Zachareth did to him... I just hope he has enough of his mind left to help us."
The heroes win!
Overlord Victory
If Lady Eliza Farrow transforms Heinrich into a vampire, read the following aloud:
Approaching the whimpering form of Zachareth's old steward, Eliza smirks and bares her long, ivory-white fangs. She sinks her teeth into his throat, and Heinrich gasps and struggles weakly as she drains him pale. Then she steps back and uses her fangs to tear open her wrist. Her eyes seem to throb with power and Heinrich gapes desperately as she offers her bleeding wrist to him. As soon as his lips touch the blood, Heinrich plunges forward, lost to his thirst. Eliza casts a malevolent smile at you and purrs: "Would you care to join us? I'd be happy to make you next."
The Overlord wins!
Rewards
Win or lose, each player receives 1 XP.
If the heroes win, they receive 1 additional XP.
If the Overlord wins, he receives 2 additional XP.
Map Tiles
Encounter 1:
- Graveyard
- Fungus-filled Hallway
- Crypt
- Entrance
Encounter 2:
- Cabin
- Graveyard
- Stream
- Entrance
- Exit
Encounter 3: