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Monsters Monsters: Sir Alrics Restoration Sir Alrics Restoration

The document describes an encounter where the heroes must stop Sir Alric Farrow from obtaining an ancient artifact, Ulgir's Talisman, from a dwarven tomb. To win, the heroes must retrieve the talisman or defeat all enemies, while the overlord wins by retrieving the talisman or escaping with it. Various game elements like objective tokens and statues are placed on the map based on rules in the document.

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0% found this document useful (0 votes)
20 views4 pages

Monsters Monsters: Sir Alrics Restoration Sir Alrics Restoration

The document describes an encounter where the heroes must stop Sir Alric Farrow from obtaining an ancient artifact, Ulgir's Talisman, from a dwarven tomb. To win, the heroes must retrieve the talisman or defeat all enemies, while the overlord wins by retrieving the talisman or escaping with it. Various game elements like objective tokens and statues are placed on the map based on rules in the document.

Uploaded by

Gaby Inn
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Sir Alrics Restoration

Encounter 1

(Sir Alric Farrow wants to restore his power. Therefor


he searches for Ulgirs Talisman, an anciant artifact
buried in the tomb of his owner, a dwarven dark priest.
You reach his tomb, but Alric and his monsters have
been faster. Open the gates and rush into the tombs.)

Monsters
3 open groups

Setup
Place 1 open group each on Gate Room 1, Gate Room
2 and the Exit.

Place one blue objective token in Gate Room 1 and one


red objective token in Gate Room 2.

Place search tokens based on the number of heroes.

Special Rules
The red and blue objective tokens represent dwarven
Gate Stones, that open or close the locked door - the
blue one opens and the red one closes it. Any hero or
monster figure may activate one of the stones from an
adjacent square by taking an ∞ action or passing a π-
test (just 1 attempt per turn possible).

The monster group on the Exit remains inactive until


the locked door gets opened the first time. If that
happens, this monster group gets activated
immediately, even if it´s still the heroes´ turn.

At the start of each overlord turn, the overlord gains an


objective token.

Heroes may leave the map through the Exit or come


back, if they leaved already. This costs 1 ¥ .

Reinforcements
At the start of each overlord turn, he may place 1
monster of any open group on the entrance, respecting
group limits.

Victory
If all heroes leave the map through the Exit, read the
following aloud:

The heroes win this encounter!

If the overlord accumulates 8 tokens, read the


following aloud:

The overlord wins this encounter!


Sir Alrics Restoration
Encounter 1
Sir Alrics Restoration
Encounter 2

(Sir Alric Farrow and his monsters have reached Ulgirs


tomb. You have to stop them, before Alric leaves with Victory
Ulgirs Talisman and restores his dark power)
If one hero leaves the map through the Entrance
carrying Ulgirs Talisman or if Sir Alrik Farrow as well
Monsters as every elite monster on the map is dead, read the
Sir Alric Farrow, following aloud:

Ettins, Zombies, 2 open groups The heroes win!

If Sir Alric Farrow or an elite monster leaves the map


Setup through the Entrance carrying Ulgirs Talisman, read
Place the ettins on the Dragon Cave, Sir Alric Farrow the following aloud:
(as indicated on the map) and the 2 open groups on the
Throne Room. The zombies aren´t placed at the The overlord wins!
beginning of the encounter (see the special rules for
further details) Rewards
Place 6 villager tokens as indicated on the map These Win or lose, each player receives 1 XP.
are dwarven guardian statues. If the heroes win, each hero receives 1 additional XP.
Place 3 red, 2 blue and 1 white objective token upside If the overlord wins, he receives 1 additional XP and Sir
down and shuffled as indicated on the map. These are Alric Farrow is available for the finale.
dwarven tombs - the white one is Ulgirs.

Place search tokens based on the number of heroes.

Special Rules
If the heroes have lost the first encounter, they skip
their first turn.

If a figure enters a square adjacent to a dwarfen


guardian statue, the statue immediatly performs an
attack with one blue and one red die. The statues can
be destroyed. Therefor a figure must pass a ∂ test from
an adjacent square. This is considered as an action.

To find Ulrics Talisman the dwarven tombs have to be


destroyed. Destroying a tomb is considered as an action
and requires no test roll. If a tomb is destroyed, flip the
counter. If it is a red or blue one, place a normal zombie
on the square, ignoring group limits. If it is the white
counter, it is Ulgirs Talisman. Place an elite zombie on
it´s square. This zombie is carrying the talisman.

Any heroe, elite monster and Sir Alric Farrow can carry
the talisman. Picking it up from an adjacent square or
dropping it is considered an action. If the figure, wich
was carrying the talisman, dies, it droppes the talisman.

Reinforcements
At the end of the overlords turn, he may place Sir Alric
Farrow, 1 Ettin or 1 monster of any of his open groups
on the Entry, respecting group limits.
Sir Alrics Restoration
Encounter 2

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