The Heroes won the Finale! They are the winners of this campaign!
Travel
You think you took a wrong turn...
Each hero tests c and suffers 1 f if he fails. If all heroes pass, do not draw an event for the next path you travel on this phase.
Something glimmers at the bottom of the pool!
Hero players choose one hero to test d to dive in after it. If he passes, draw 1 Search card.
You encounter an old crone who whispers a curse before disappearing back into the mists.
Each hero must test a. Each hero who fails succumbs to her spell and is Burning.
You come across a band of refugees.
If you stop and help them, the overlord draws 1 Overlord card. if you refuse them, each hero suffers 1 h
You sense an ambush.
The overlord may choose up to 3 different heroes to suffer 1 h each. At the start of the quest, he must choose 1 monster to suffer the same amount of h
II: Lord Merick Farrow - Sir Alric Farrow - Lady Eliza Farrow - Cave Spiders - Fire Imps - Chaos Beasts - Hybrid Sentinels - Ironbound
III: Lady Eliza Farrow - Lord Merick Farrow - Sir Alric Farrow - Shadow Dragons - Zombies - Flesh Moulders - Ironbound - Goblin Archers - Hybrid Sentinels - Cave Spiders
Reward
None
Items
Skills
Travel
The water appears dark and smells rather foul.
The overlord chooses 1 hero that does not have a Condition card to test an attribute of the overlord's choice. if he fails, he is Cursed.
A cloaked traveller offers a warning.
Reveal the top card of the Overlord deck. The heroes may each suffer 1 h to place the card on the bottom of the deck. Otherwise, place the card on top of the deck.
II: Sir Alric Farrow - Lord Merick Farrow - Barghest - Flesh Moulders - Arachyura - Shadow Dragons
Reward
Dawnblade
Items
Ring of Power
Rage Blade
+ 100
Ironbound Shield
- 200
Shroud of Dusk
Dawnblade
Relic
Skills
Stalwart
3 XP
Armor of Faith
1 XP
Plague Cloud
3 XP
Black Out
2 XP
Travel
No Event
No Event
A traveling sage gives you access to his library.
Hero players choose one hero to test c. If he passes, he may look at the overlord's hand of cards and choose 1 to discard.
A tall tree offers a scouting vantage.
Hero players choose 1 hero to suffer 1 f and test d. If he passes, he may look at the top 3 cards of of the Overlord deck and return them in any order he chooses.
A cloaked traveller offers a warning.
Reveal the top card of the Overlord deck. The heroes may each suffer 1 h to place the card on the bottom of the deck. Otherwise, place the card on top of the deck.
Each hero tests c. The overlord draws 1 Overlord card for each hero that fails.
No Event
No Event
No Event
No Event
Quest Details
From the Wreckage
Heroes Win
I: Lord Merick Farrow - Lady Eliza Farrow - Goblin Archers - Merriods - Chaos Beasts - Hybrid Sentinels - Changelings
Reward
Trueshot
Items
Ring of Power
Mana Weave
- 125
Incendiary Arrows
- 75
Trueshot
Relic
Skills
Inspiration
3 XP
Internal Rot
2 XP
Through the Veil
1 XP
Travel
As you make your way towards your destination, you are approached by a mysterious herald. 'Tread carefully, heroes,' the cloaked strangers says. 'There are minions of evil everywhere! A terrible plot is afoot, just nearby, and it must be stopped! Come!'
The heroes may force the overlord to immediately play a Rumor card featuring a quest of the current act. If the heroes choose not to do this, or if the overlord does not have any Rumor cards in his hand featuring a valid quest, treat this Travel Event cards as 'No Event.' After resolving this event, return this card to the game box.