Sh ip wre c ke d
Sh ip wre c ke d
En c oun t er 1
En c oun t er 1
The river running through Terrinoth is the fas tes t way
to Arhynn, but ever s ince the Overlord has reared it's
ugly head the once s o calm river has turned into a
treacherous route even for the mos t s eas oned
adventurer. Nevertheles s our heroes did not think
twice when being s ummoned by Baron Greigory and
s et s ail for Arhynn immediately. It is a bare bones
expedition, in which the heroes only bring their
weapons , clothes , and Baron Greigory's letters
detailing tactics and ens uring their s afe pas s age.
But alas , the dark beas ts of the Overlord do not care
about letters of s afe pas s age and the s hip is s oon
s urrounded by Merriod's s inking their tentacles deep
into the outs ide of the wooden ves s el. The s hip s ighs
heavily and the wood gnas hes . It does not take long
before it is cracked in two and everything, including
the heroes , are plunged into the water.
After what s eems like ages , feels like millenia, but has
in fact only been an hour the heroes was h as hore. No
s ign of their s hip. Probably eaten whole by the
Merriods , who now s eem to have dis s apeared. When
they eventually wake up a dark s hadow hovers above
their tired bodies . They can hardly move and it feels as
though what energy they have left is being s lowly
s apped away.
"Shades..."
Murmers on of the heroes .
"They have taken our letters..."
Mon s t e rs
Mon s t e rs
Shade. Merriod. Ettin.
S e t up
S e t up
Place '?'-tokens bas ed on the amount of heroes . If
there are three heroes , do not place the one on the
right. If there are two heroes , only place the two
tokens in the middle.
Heroes place their figures on top of one of the '?'-
tokens .
Place the Shades adjacent to the heroes . Leave the
four places adjacent to the water with no '?'s empty.
The Merriod and the Ettin are not placed during s et-
up.
Place s earch tokens bas ed on the number of heroes .
S p e c ia l R ul e s
S p e c ia l R ul e s
STRAN DED...
STRAN DED...
All heroes have half their ≥ and half their ∏.
Before the players take their turns the Overlord gets
to activate it's Shades .
Move the '?' - tokens from the hero to the Shade
clos es t to each hero. The '?'-token is cons idered the
letter from Baron Greigory. No Shade can have more
than one '?'-token. Each Shade us es one action to
leech and one action to move.
At the end of the turn place one Merriod in the middle
of the heroes , with half of it's body in the water and
half out of the water. Ignore the amount of heroes on
the board when cons idering group limits of the
Merriod. This is always a Mas ter Merriod. The
Merriod can't move through doors or s paces which
once were doors .
RETU RN TO SEN DER
RETU RN TO SEN DER
If a Shade or a hero carrying a letter is defeated, the '?'
is placed in it's place. The '?' can be collected again by a
hero or Shade adjacent to it. This does not cos t an
action.
To be victorious the heroes do not have to collect all
the letters .
SHORTCU T!
SHORTCU T!
The door leading out of the mine s haft has been
boarded up. The only way to open it, is to s mas h the
woodboards and break open the door or pick the lock.
Shades can not open this door.
S ma s h the do o r:
S ma s h the do o r: The hero tes ts ∂. If the
hero pas s es , the door is removed from the
map entirely. This counts as opening the
door. If the hero fails , there is no effect.
Pick the lock: The hero tes ts µ. If the hero
pas s es , the door is opened. If the hero fails ,
there is no effect.
HE WHO SLU MBERS
HE WHO SLU MBERS
When a hero tries to open the door, read the
following:
"Hrmf, hrg... who dares to disturb our slumber?"
- "Huh what? Why did you wake me?"
"I didn't! There is someone in the room."
- "Whaaaaat!"
And with a bellowing roar two heads s hoot up from
behind the wagon followed by the enormous body of
an Ettin.
Place Ettin's according to the number of heroes on any
of the eight tiles covered by the turned over wagon.
Thes e Ettin's can't open or move through doors or
s paces which once were doors .
EXITIN G THE CABIN
EXITIN G THE CABIN
The door to the cabin is open, but can be clos ed or
opened by heroes and mons ters . This takes one
action. The back entrance is clos ed and can be opened
or clos ed by heroes and mons ters . This takes one
action. Shades cannot move through clos ed doors . If a
hero or mons ter is s tanding on a s pace adjacent to the
door, the door can't be clos ed.
When a Shade exits through the back door, remove it
from the map. It's turn is over. If it was carrying a
letter, remove the letter from the map as well. This
letter is now in the hands of the Overlord. The next
turn when activating it's Shades , the Overlord can
decide to bring back any amount of Shades it has
removed from the map. They re-enter the map on one
of the four s paces of the exit-tile. This cos ts one move
action.
Mons ters which were removed from the map, becaus e
they were defeated can not be brought back.
R e in f orc e m e n t s
R e in f orc e m e n t s
None.
V ic t ory
V ic t ory
If the heroes are able to retrieve all the letters or if the
are able to defeat all the Shades before they are able to
es cape with all letters , read the following:
"Nooo, he will avenge usssss" Hisses the last Shade
before it turns to black vapor, leaving nothing but the
letter from Baron Greigory.
You pick up all your letters and one hero murmers:
"Safe passage huh..."
Heroes win this ques t!
If all letters are in the hands of the Overlord and at
leas t one Shade has been able to es cape, read the
following:
The last shade flies through the back door, leaving a
trail of black smoke behind. The smoke hisses when it
disappears and the heroes hear it whisper on the
wind: "Thisss will be the ssstart of your demissse.
Arhynn will sssoon fall and Terrinoth will be oursss..."
The Overlord wins this ques t!
R e w a rd s
R e w a rd s
Both the heroes and the Overlord gain 1 XP.
Sh ip wre c ke d
Sh ip wre c ke d
En c oun t er 1
En c oun t er 1