Tales from the Red Dragon Inn – Chapter 3 Scenario Book Summary
Summary of the Chapter 3 Scenario book provides a condensed reading version to help you get straight to playing quickly.
Chapter 3 covers scenarios 11-16.
Spoiler Alert! Jumping to this book ahead of other chapters will result in SPOILERS!
Other Tales from the Red Dragon Inn Resources:
Chapter 1 Walkthrough Summary
Reference Manual
Chapter 1 Scenario Book Summary
Chapter 2 Scenario Book Summary
Chapter 3 Scenario Book Summary
Chapter 4 Scenario Book Summary
Chapter 5 Scenario Book Summary
Our overview page of Tales from the Red Dragon Inn explains what the game is about and shares reviews and videos on the web.
Scenario 11 – Fetch Quest
Prologue
The Runners have been run off, and the Ancient Order of Mystics is no more. After a heroic battle, the party returns to the Red Dragon Inn to celebrate. They find themselves surrounded by familiar faces: Warhorn, Molly, and Roxana, who have joined their festivities. Gerki is the first to voice his concern about the trio’s surprising abilities in spotting ambushes. Zot, Fiona, and Gerki agree they must be up to something.
Zot, still recovering from the recent adventures, jokes about forgetting to pay his bar tab. Fiona, annoyed, takes a seat and accuses Gerki of slacking off. Warhorn, overhearing the conversation, clarifies their situation. They’ve been experimenting with various foods in the kitchen, trying to find new dishes for the regulars.
Roxana reveals they found a special fruit called “kiwlop” in a faraway land and are unsure how to get more. Molly adds that the kiwlop is loved by Brock, the giant territorial chicken in the stables, and he could help gather more.
The party agrees to help, leading them on a new quest to fetch more kiwlop fruit. They head southward, overcoming challenges and navigating through unfamiliar territory. The journey becomes harder as the temperature rises, but they eventually find a tree with ripe kiwlop fruit.
As they gather the fruit, Brock joins them, showing his affection for the kiwlop. They fill their bags and prepare to return, only to be warned of wolves and shadow wolves nearby. Gerki jokingly responds, but the tension is palpable as they face the next challenge.
Setup
- Place the scenario map and Epic Pool in the middle of the play area.
- Put a tracker token on the “1” space in the “Playing the Round” box.
- Put two Fruit Tokens on each of the eight Tree spaces on the map.
- Prepare the following schemers.
Keyword
Heroic: Brock is a Friend to the Heroes and a Foe to the other Schemers. He still counts as a Schemer, though.
Deploy
Deploy Brock on space A, then deploy figures in the cave in the upper left of the map as specified in the table. These figures do not go onto map spaces (yet).
Heroes
Each player does the following:
- Choose a Hero and take that Hero’s figure(s), Hero mat, reminder card(s), and initiative token(s), placing them in front of you.
- Choose 4 of your 7 Hero Cards and place them near your Hero mat.
- Choose 1 of each class of Item (1 Major Item and 1 Support Item) and place them near your Hero mat.
- Resolve any Setup Flags on your equipped Hero and Item Cards.
- Claim 6 spots on your Hero’s Power Tree.
- Deploy your Hero figure(s) on the map.
Map Features
Cave – Impassable:
- This space may not be entered.
- Figures that come out of the cave will begin their Schemes here.
- Once a Schemer has left the impassable cave entrance space, they may not reenter it.
Difficult:
- The tall grass and bone piles are Difficult spaces that cost an additional point of Move to enter.
Fruit Trees – Impassable:
- These spaces are Impassable.
- No figure may enter them, tokens other than Fruit Tokens may not be placed on them, and Line of Fire may not be drawn through them.
- These trees will drop the kwiop fruit you need to collect.
Fruit Collection
- To Collect Fruit Tokens:
- Shake them off the trees.
- Heroic figures (not Brock) can treat a Fruit Tree as a Foe when resolving an Attack.
- If a Fruit Tree is dealt 1 or 2 damage and has at least one Fruit Token, it drops one Fruit Token.
- Take the Fruit Token and place it in a space adjacent to the tree.
- If a Fruit Tree is dealt 3 or more damage and has two Fruit Tokens, it drops both, one at a time.
- Bonk-Bonk on the Head:
- If a Fruit Token drops from a tree onto a figure, that figure takes 2 damage.
- Move the Fruit Token to a space adjacent to the figure that took damage if it’s not a Hero.
- If this new space contains a figure, that figure takes 1 damage.
- If the figure is a Hero, place the token in The Fruit Cart area of the map.
- Picking Up Fruit:
- Heroes may pick up Fruit Tokens by moving into a space with them.
- Place the tokens in The Fruit Cart.
- Picking up fruit does not stop a Hero’s movement.
- Pooky, Illusions, and Allies may not pick up Fruit Tokens but may attack Fruit Trees.
- In Solo Mode, your Companion may pick up Fruit Tokens.
- Other Rules:
- Multiple Fruit Tokens can be on the same space.
- Schemer spaces may also contain Fruit Tokens.
- Attacks that deal damage to Fruit Trees and Foes at the same time may apply damage in any order.
- Damaging a Fruit Tree will trigger Harm effects on the Attack that damaged it.
Brock
- Behavior:
- Brock’s Scheme causes him to run around the map, eating fruit and attacking Foes.
- When Brock takes damage, track it on his Scheme Block.
- Brock always acts first each round and does not use an initiative token.
- “Brock Eats” Means:
- If Brock is occupying a space with Fruit Tokens, put one of those tokens on his Scheme Block.
- If adjacent to a Fruit Tree with tokens, put one token on his Scheme Block.
- If his Scheme instructs him to move toward a Foe, but only Foes in the Cave, he does not move.
Cave Dwellers
- Reinforce the Cave:
- Each round, angry critters emerge from the cave to defend their turf.
- Step 1 of the Objective Phase is “Reinforce the Cave.”
- Add figures to the board based on whether it is an even or odd round.
- Adding Figures to the Cave:
- Some Schemes can add figures to the Cave.
- Figures in the Cave count as being on the map but cannot be targeted by Heroes and are ignored by Brock.
- Initiative and Turns:
- When the Wolves’ or Bats’ initiative token is drawn, each figure takes a turn in numeric order.
- Figures in the Cave, when their turn to act comes, are first placed on the Cave Entrance (purple-bordered space next to the Cave).
- They then take their turn normally.
- Once a Schemer leaves the Cave Entrance, they may not reenter it.
- If a figure must be placed on the Cave Entrance and the space is occupied, place the figure on the nearest unoccupied space instead.
Stop Point
Lose Condition
- The players lose if any Hero is Defeated or if Brock is Defeated.
Objective
- Collect as much fruit as you can during the first four rounds.
Instructions
- Begin the game.
- Read on when the round tracker moves to 5 or when there are no Fruit Tokens on the map during the Objective Phase.
Additional Instructions
- Add an additional Fruit Token to each of the eight Fruit Trees.
- For the rest of the scenario:
- Attacks that deal less than 2 damage to a Fruit Tree drop no Fruit Tokens (still trigger Harm effects).
- Attacks that deal 2 or more damage to a Fruit Tree cause that tree to drop one, and only one, Fruit Token.
Win Condition
- Collect enough Fruit Tokens to the Fruit Cart before Brock eats too much.
Number of Fruit Tokens Required
- Varies based on difficulty and the number of Heroes in the game.
Stop Point
Lose Conditions
- The players lose if any Hero is Defeated or if Brock is Defeated.
- The players lose if Brock eats too much.
Win Condition
- The players win if it’s the Objective Phase and The Fruit Cart contains at least the required number of Fruit Tokens.
Epilogue
The party successfully drives off wildlife and begins their return journey to Greyport. Brock, their animal companion, bids them farewell as Gerki and Deirdre have a playful exchange about Brock’s behavior. Along the way, they find Gog eating a kwiop fruit, claiming fighting animals made him hungry. Zot reminds Gog they need the fruit to pay off a debt, allowing him to eat only one. The journey back is uneventful except for Gog’s occasional fruit eating. Upon arrival at the inn, it becomes clear that Gog ate more fruit than allowed, and Zot, frustrated, demands Gog to give back the fruit sack, which Gog denies having while muffled by burlap.
Rewards
Unlock items in Vault 78 – 79.
Scenario 12 – Rumble in the Ruins
Prologue
The party at the Red Dragon Inn is interrupted by the discovery of a parchment announcing a barbarian event at the Greyport Dwarven Ruins, featuring cage matches, battle royales, and an exhibition by Prince Cormac. Fiona and Gog are excited about attending, while Zot and Eve are more skeptical. The group decides to go, hoping for a change of pace. On the day of the event, they join a crowd of spectators eager to witness the spectacle. Fiona eagerly anticipates the show, while Zot remains less enthusiastic. Cormac, a bronzed, muscular barbarian, enters the amphitheater, drawing cheers from the crowd, and invites the party to join him in an exhibition bout. The party, initially hesitant, is eventually persuaded by Cormac and the enthusiastic crowd, readying themselves for the fight amidst cheers and encouragement.
Setup
- Place the scenario map and Epic Pool in the middle of the play area.
- Put a tracker token on the “1” space in the “Playing the Round” box.
- Prepare the following schemers.
Heroes
- Choose a Hero and gather the Hero’s figure(s), Hero mat, reminder card(s), and initiative token(s). Place them in front of you.
- Select 4 out of 7 Hero Cards and place them near your Hero mat. Items are not used in this scenario.
- Resolve any Setup Flags on equipped Hero Cards.
- Claim 6 spots on your Hero’s Power Tree.
- Deploy your Hero figure(s) on the map.
Deploy
Then follow these special setup instructions for your player count and difficulty:
Map Features
- Pointy Rocks – Hazard: Dangerous spaces. Deals damage to figures entering unless Leaping through without ending there.
- Rubble – Difficult: Difficult spaces. Requires an additional point of Move to enter.
Keywords
Alternating:
- Bora alternates Schemes instead of rolling a Scheme Die.
- Place a Scheme Die on her top Scheme in Round 1.
- Use this Scheme in Round 1.
- Move the Scheme Die to the other Scheme in subsequent Roll Scheme Dice steps.
- If Bora is Stunned and skips a turn, her Scheme Die moves during the next Ready Phase.
Unpredictable:
- Do not roll this Schemer Group’s Scheme Die during the Roll Scheme Dice step.
- Roll it immediately after drawing this group’s initiative token.
- If using multiple initiative tokens, roll the Scheme Die each time a token is drawn.
Special Rules
- No Items: Heroes cannot equip Items in this scenario. Use blunted weapons provided by barbarians.
- Wounded? You’re Out: If a Hero becomes Wounded, they are Defeated. Scenario lost if all Heroes are Defeated. Remove all controlled figures from the map upon defeat, including Illusions and Pooky.
- Multiple Initiative Tokens: Some barbarians use multiple initiative tokens, taking a full turn for each token. Bora and her Spirit Wolves take multiple turns each round. Re-roll Baeric’s Scheme Die if he uses 2 tokens.
- Barbarian Rage: Defeating certain barbarians strengthens other Foes. Place defeated figures on the “Barbarian Rage” box. All Foes’ Attacks gain listed bonus, including Spirit Wolves and Barbarian Brawlers.
- Doom Die: Schemers have the Doom Icon. All Attack rolls against Schemers must include the Doom Die. At Legend difficulty, removing the Doom Die costs 2 unavoidable damage.
- Solo Mode: Companions function normally (Otto can go into Recovery Mode, Pooky can go on break). Lose immediately if Hero is Wounded.
Schemer Notes
- Barbarian Brawler: Up and away you go places the target on the rocks nearest to Barbarian Brawler, not nearest to the target.
- Cormac: Track damage on Cormac’s Scheme Block. Let me introduce you to my companions places the target adjacent to the nearest friend to Cormac, not the nearest to the target. Friends referred to in his Scheme are other Foes.
- Bora: Bora can summon Spirit Wolves, acting as a single Schemer Group. When a yellow initiative token is drawn, Bora acts, then each Spirit Wolf acts in numeric order. Spirit Wolves do not use a Scheme Die. Summoned wolves act immediately after Bora. I’m having a rip-roaring good time causes Push, not Harm. Bora’s Alternating ability means she alternates Schemes each round.
Stop Point
- Lose Condition: Players lose if any Hero or Lord Maybury is Defeated.
- Objective: Play until the Minion Deck runs out.
Begin the game. Continue reading if it’s the Objective Phase and the Minion Deck is empty
Longmont Appears!
Longmont opens the magically-sealed door, calling his minions “idiots” and deciding to handle the turncoat himself.
Action: Remove door tokens from the map. Create a new Minion Deck by shuffling tracker cards for all Defeated Schemers, including any Defeated Hell Shriekers. If this new Minion Deck runs out later, Summon Minions has no effect.
Stop Point
- Lose Condition: Players lose if any Hero or Lord Maybury is Defeated.
- Win Condition: Players win if it’s the Objective Phase and Vice-Chancellor Longmont is Defeated. All Heroes and Lord Maybury must survive to the Objective Phase.
Epilogue
he heroes confront Lord Maybury, who tried to flee during the battle. They return him to the authorities and investigate Vice-Chancellor Longmont’s chambers. There, they discover evidence linking Longmont to the Ancient Order of Mystics, including a detailed map of the Barren Wastes and Greyport, annotated with ley lines and ancient symbols. The map suggests that Longmont is seeking a lost grouping of monuments and the Obsidian Door, both associated with powerful, ancient traps and curses. The heroes decide to seek the expertise of Keet to further investigate Longmont’s plans and the significance of the monuments and symbols.
Rewards
- Unlock items in Vault 84 – 85.
- Archive Vault Card 26 – Billowy Cape
Scenario 14 – The Convocation
Prologue
Copperforge hosts an annual Convocation attracting people from across the continent to trade and share advancements. The party arrives on the first day, pays for passes, and searches for their friend Keet, getting distracted by various vendors and a noisy kobold group. Gog humorously interacts with a merchant but is stopped from causing trouble. Fiona and Gerki lead the group to Antiquities Avenue, where they suspect Keet is. They find Keet greeting them and discussing recent events, including an unsuccessful attempt to breach a mysterious force field, revealed to be a sphere blocking all magic and physical attempts to enter. An announcement warns of a bandit attack on the Convocation area, causing panic, and the group decides to handle the situation, with some members opting to protect their merchandise.
Setup
- Place the scenario map and Epic Pool in the center of the play area.
- Put a tracker token on the “1” space in the “Playing the Round” box.
- Shuffle four Randomizer Tokens.
- Place Randomizer Tokens face down on spaces 3, 5, 7, and 8 on the round track.
- Prepare the game as outlined in the instructions.
Deploy
Keywords
Heroic: The Robogres are on your side! They are Friends to the Heroes and Foes to the other Schemers. They are still Schemers, though, so you won’t control their actions.
Heroes Setup
Each player must:
- Select a Hero and corresponding figure(s), Hero mat, reminder card(s), and initiative token(s).
- Choose 4 of 7 Hero Cards to place near their Hero mat.
- Select one each of Major Item, Support Item, and Masterwork Item; place near Hero mat.
- Resolve any setup flags on equipped Hero and Item Cards.
- Claim 7 spots on their Hero’s Power Tree.
- Deploy their Hero figure(s) on the map.
Map Features
- Difficult Spaces: Cost an extra Move L to enter.
- Fountain – Impassable: No entry for figures, no tokens placed, no Line of Fire through it.
- Shops – Destructible: Four shops on the map, each with a Scenario Ability for Heroes, can be destroyed by Schemers.
- Ticket Stand – Impassable: No figure entry, no token placement, no Line of Fire through it.
Schemer Notes
- Hijackers: Transform Robogres into Arcane Golems.
- Targeting: Attack nearest Shop or Foe, possibly Robogres.
- Effect: If a Robogre is lethally damaged, it’s replaced by an Arcane Golem.
- Mechanics: Harm effects precede defeat; tokens on Robogres don’t transfer to the Golem.
- Arcane Golem Deployment: If no Golems at round start and one is placed, add a Scheme Die and a yellow initiative token to the bag.
Shops
- Shops: Four types on the map: Sanctuary Brewing, Wanderous Stationery, Pointy Sticks & More, and Baridistas.
- Scenario Abilities: Hero on Shop activates unique abilities; loses ability if Shop’s Fortitude falls below threshold.
- Fortitude: Each Shop starts with 10 Fortitude.
- Attacking Shops: Schemers target Shops, preferring nearest Shop or Foe. Damage accumulates with tokens.
- Damage Tracking: Damage affects Shop’s ability; destroyed Shops aren’t targeted further.
- Legend Difficulty: Each Shop begins with 3 damage.
Stop Point
- Lose Condition: Loss if any Hero is defeated or all Shops are destroyed.
- Objective: Survive until round 8.
- Game Start: Begin the game and follow round tracker.
- Round Tracker Movements: On rounds 3, 5, 7, and 8, reveal Randomizer Token and apply map reinforcements as per game tables.
Reinforce
Stop Point
- Lose Condition: The players lose if any Hero is Defeated or if all Shops are destroyed.
- Win Condition: Defeat all Foes.
Epilogue
Fiona comments that the attackers weren’t typical bandits. Gerki explains that bandits don’t usually have many wizards or loot so much at a Convocation. Eve points out the bandits had a lot more loot, indicating something unusual. Gerki questions Eve, who reveals she spent nine gold on a teacup, stating her amazement. Zariah and Nitrel arrive, with Bandit the ferret on Zariah’s shoulder. Zariah confirms everyone is safe. Zot commends their efforts and asks how they managed. Nitrel explains they had to clear stalls but succeeded. Deirdre expresses concerns about safety. Nitrel shrugs off the concerns, saying it worked and Copperforge can bill her if needed.
Rewards
Unlock the items in Vault 86 – 91
Archive Vault Cards 18-21 – Potion of Energy, Vault Card 59 – Unstable Training Wand
Scenario 15 – A Timey Wimey Interlude
Prologue
Keet, Nitrel, and Zariah accompany you on a shopping spree around Copperforge, advising on supplies needed for an extended trip into the Barren Wastes. Keet suggests buying extra water kegs. Fiona buys two and shows them off to Keet, who humorously comments on having a backup. The group then prepares to depart, with Keet, Nitrel, and Zariah taking turns giving hugs. Keet wishes luck and emphasizes the importance of their mission.
As you resume your journey towards the desert, you hear a ticking noise and encounter Chronos, who comments on the noise and helps decipher it. Chronos assists in navigating a swirling door that leads to a damp tunnel and a maze. They provide guidance on using light spells and determining the path forward. A slime monster appears, and Fiona steps forward to confront it with her sword, receiving advice from Chronos on handling it carefully to avoid timeline disruption. Chronos guides the party through the maze, cautioning them to follow his lead precisely.
Setup
- Place the scenario map and Epic Pool in the middle of the play area.
- Position Gravel Wall tokens nearby.
- Prepare the following schemers
Deploy
Deploy the following. When you deploy a Gravel Wall, deploy it in the indicated space and the neighboring space that shares a blue border with it
Keywords
- Immobile: The figure does not move regardless of effects.
- Immune to Acid: Unaffected by Acid Pools; treats them as safe spaces.
- Immune to Traps: Does not trigger Trap tokens; treats them as safe spaces.
- Massive: Push/Pull effects are reduced to Push/Pull 1; unaffected by Grab or Place effects when moved by Force Movement, Move L or X is reduced to 1.
Map Features
- Acid Pool – Hazard: Dangerous, damages figures during Objective Phase. Deals 3 damage to figures on or moving through.
- Difficult: Costs an additional point of Move L to enter.
- Gravel Wall – Impassable: Blocks movement and attacks. Not destructible in this scenario.
- Pillar – Impassable: Blocks entry, placing tokens, and drawing Line of Fire.
Heroes
- Choose a Hero: Pick hero figure(s), Hero mat, reminder card(s), and initiative token(s).
- Select Hero Cards: Choose 4 of 7 Hero Cards and place them near your Hero mat.
- Equip Items: Pick one Major Item, one Support Item, and one Masterwork Item; place them near your Hero mat.
- Resolve Setup Flags: Address any setup flags on your equipped Hero and Item Cards.
- Claim Power Tree Spots: Claim 7 spots on your Hero’s Power Tree.
- Deploy Hero: Place your Hero figure(s) on the map.
Divide and Conquer
- Objective: Defeat or trap oozing slimes; replace defeated Oozing Fauna with a Gravel Wall covering the Fauna’s space and adjacent space
- Isolation Mechanic: Isolated figures can’t move to or affect Zone 4; include Slimes, Huge Blobs, and Heroes.
- Gelatinous Blob: Treats as still in its zone even when isolated; doesn’t take further actions but needs to be present in Zone 1 for victory.
- Oozing Fauna Isolation: Move west down the corridor, isolating zones in sequence.
- Gravel Wall Mechanics:
- Placing on a space adjacent to an unoccupied space isolates the figure moved.
- Removing a Trap or Wizard Fire token if a Gravel Wall is placed on it.
Schemer Notes on Slime Behavior:
- Gelatinous Blob moves towards the nearest unoccupied space; if blocked, it moves towards the closest foe.
- Oozing Fauna Turn: Check for nearby Slimes within range 3. If there are, follow Schema top part. If not, follow bottom instructions under ‘Otherwise’.
- Hitback Tokens: If all Slimes have Hitback Tokens and fewer than four Huge Blobs are present, replace the nearest Slime with a Huge Blob.
- Slime Replacement: If no Slimes have Hitback Tokens, the nearest Slime gains one.
- Limit on Huge Blobs: If all Slimes in range have Hitback Tokens but four Huge Blobs already exist, no changes occur.
- Token Transfer: Tokens on a Slime do not transfer to the Huge Blob replacing it.
Stop Point
Lose Conditions:
- Loss if any Hero is Defeated or Isolated.
- Loss if Pooky or any Oozing Fauna is Isolated.
- Loss if Zone 1 is Isolated and does not contain exactly one Gelatinous Blob.
Objective:
- Isolate Zone 1 with exactly one Gelatinous Blob in it.
Game Start:
- Begin the game; proceed as soon as the objective is achieved, without waiting for the Objective Phase.
Stop Point
Lose Conditions:
- Loss if any Hero is Defeated or Isolated.
- Loss if Pooky or any Oozing Fauna is Isolated.
- Loss if any Gelatinous Blob other than the one in Zone 1 is Isolated.
Objective:
- Isolate Zone 2.
Stop Point
Lose Conditions:
- Loss if any Hero is Defeated or Isolated.
- Loss if Pooky or any Oozing Fauna is Isolated.
- Loss if any Gelatinous Blob other than the one in Zone 1 is Isolated.
Objective:
- Isolate Zone 3.
Game Play:
- Continue the game; proceed immediately once the objective is achieved, without waiting for the Objective Phase.
Reinforce
Defeat any figures Isolated in Zone 3, then deploy the following:
Stop Point
- Lose Condition: The players lose if any Hero is Defeated.
- Win Condition: Defeat all Foes in Zone 4
Epilogue
Chronos announces the end of the mission, praising everyone for their efforts and suggesting they head back home. The team, relieved and exhausted, follows Chronos, avoiding the remaining slimes. Fiona intercepts Chronos and asks about the situation. Chronos begins to explain but is interrupted by distant shouting. The team hears the sound, and Chronos urges them to hurry.
As they move through the tunnels, they hear distant voices. Chronos expresses relief that their past selves didn’t see them, and the team discusses causality paradoxes. Chronos promises to explain everything later. Moments later, the team returns to the present, and Chronos starts the explanation.
Chronos reveals they needed to alter the timeline to avoid their past selves encountering the slimes. Deirdre thanks the team for their help. Chronos explains the Great Temple’s importance and the future threat from the Lich King. The team realizes the critical nature of their success. Deirdre asks about future challenges, and Chronos mentions the upcoming battle with the Lich King.
Rewards
Unlock items in Vault 92 -96
Archive Vault Card 22 – One Digit Glove of Missiles, Vault Card 23 – Dwarven Warhelm, Vault Card 24 – Wrist-Mounted Bow, and Vault Card 25 – Whirlwind Whistle
Scenario 16 – A Desert Dustup
Prologue
Your party spends a day descending into the foothills of the western mountains and another few hours crossing the Barren Wastes. As night falls, you prepare to traverse the desert under the moonlight. While resting, Gog reveals his cherished sweater, knitted by his mother. The moon’s light makes the desert look like a vast, wintry plane. Suddenly, Fiona spots a distant dust cloud, accompanied by screams. You head towards it, suspecting either a battle or people caught in a dust storm. As you approach, a terrified woman on a wounded horse emerges, pleading for help against attacking golems. You rush into the swirling dust cloud, casting light spells to reveal massive stone figures encircling human travelers. The golems are loading the travelers onto a giant scorpion, and as the battle begins, you sense something ominous beneath the sand.
Setup
Place the scenario map and Epic Pool in the middle of the play area. Prepare the following schemers:
Keywords
- Berserk: This figure treats all other figures as Foes.
- Juggernaut: This figure cannot be moved except by its own Scheme. It ignores all Forced Movement effects (Push, Pull, Grab, Place, etc.).
- Overrun: This figure can enter spaces with other figures. The figure whose space is entered is moved to the nearest unoccupied space. If multiple spaces are tied, players choose. Pooky is unaffected due to his Tiny keyword.
Deploy
Heroes
- Choose a Hero and take Hero’s figure(s), Hero mat, reminder card(s), and initiative token(s).
- Choose 4 out of 7 Hero Cards and place near Hero mat.
- Choose 1 Major Item, 1 Support Item, and 1 Masterwork Item, and place near Hero mat.
- Resolve Setup Flags on equipped Hero and Item Cards.
- Claim 8 spots on Hero’s Power Tree.
- Deploy Hero figure(s) on the map.
Map Features
- Escape Route: Dark blue dashed line route for Scorpion of Burden. Other figures can occupy these spaces, but Scorpion’s Overrun ability may push them out.
- Shifting Sand: Normal-bordered spaces. Heroic figures starting a Move or Leap here have their movement reduced by 2 (minimum of 1). Includes movement from Evade Tokens. Schemers unaffected. Dire Ant Lion may appear under figures on Shifting Sand.
- Solid Stone: Spaces with light blue border are normal. Heroic figures starting movement here suffer no movement penalty.
Scorpion of Burden
- Does not use an Initiative Token; acts first in every Combat Phase.
- Occupies two adjacent spaces; place standee sideways in two bases.
- Deploy: Place front half on indicated space and back half on farthest dark blue dashed line space from space J.
- Moves along Escape Route: Back half moves into space vacated by front half.
- Both spaces can be targeted, but only one ability can affect the Scorpion per turn.
- If Scorpion reaches space J, players lose.
- Summon Defenders: Deploy Schemers to Nearest Unoccupied space(s) to the Scorpion. If a tie, players choose
Dire Ant Lion
- Starts game off the map; does not use an Initiative Token.
- Acts last in every Combat Phase, even if not on the map.
- Treats all other figures as Foes.
- During Combat Phase, add Initiative Token to leftmost empty space on Potential Prey Track after a Hero or Schemer Group acts.
- Appears under the figure on Shifting Sand with the rightmost Initiative Token when it acts.
- If highest-priority Initiative Token belongs to a Schemer Group with multiple figures, it appears under the highest initiative figure.
- If highest-priority Initiative Token belongs to a Hero with multiple figures, Hero chooses which figure.
- Never targets Pooky.
- Uses Overrun: Moves figure it appears under to the Nearest Unoccupied space.
- Figures with Tiny keyword (like Pooky) are not moved this way.
- Staying on rocks prevents its appearance but doesn’t prevent attacks if nearby.
Schemer Note
- Stone Mage: The Move effect at the end of Desiccating Beam is not part of the Harm effect. It occurs regardless of whether the mage damaged a Foe.
Stop Point
- Lose Condition: Players lose if any Hero is Defeated.
- Lose Condition: Players lose if the Scorpion of Burden reaches space J.
- Win Condition: Players win if it’s the Objective Phase and the Scorpion of Burden, all Stone Mages, and all Stone Guardians have been Defeated.
Epilogue
The party rescues four people from crumbling ruins and escorts them back to the wagons. Deirdre tends to their wounds, and Gog gives them each a cup of water. The rescued group includes two women and two men, all in poor condition. After resting and drinking water, the group learns about their journey across the desert and the difficulties they faced.
Pherry, a talkative dark-haired woman, expresses gratitude for the rescue. She mentions that they are low on supplies, and the group discusses their experiences. The rescued group’s leader, Thaamrt, explains how they got lost and separated from their caravan. The group navigates to the eastern border of the Barren Wastes.
As they proceed, the party members discuss their navigation difficulties, with Artin apologizing for underestimating the desert’s challenges. Runa and Thaamrt express frustrations, but they eventually agree to cooperate. They encounter monsters and narrowly avoid conflict. Finally, Thaamrt agrees to join forces, and the rescued group expresses interest in adventuring together.
The group decides to investigate a magical anomaly, with Pherry enthusiastically agreeing to join. Zot, Deirdre, and Fiona welcome the idea, concluding their journey on a hopeful note.
Rewards
Unlock items in vault 97 – 118.
Archive the following:
Deirdre: Start Card 2 – Take Hope! We shall prevail, Vault Card 2 – I’ve come to help
Eve: Vault Card 3 – I’m not Eve, she’s over there, Vault Card 36 – Eve’s Improved Illusions, Vault Card 37 – Sleight of Mind Fiona: Start Card 2 – A fight? I’m in, Vault Card 6 – You look ready to rumble
Gerki: Vault Card 7 – Just throwin’ this out there, Vault Card 41 – Yeah, I’m full of surprises
Gog: Start Card 2 – Out of Gog way, Vault Card 9 – Gog say HELLO
Zot: Vault Card 11 – Wizards do enjoy grand entrances, Vault Card 45 – Improved Wizard Fire, Vault Card 46 – Flash Fire
Spoiler Alert! Jumping to this book ahead of other chapters will result in SPOILERS!
Other Tales from the Red Dragon Inn Resources:
Chapter 1 Walkthrough Summary
Reference Manual
Chapter 1 Scenario Book Summary
Chapter 2 Scenario Book Summary
Chapter 3 Scenario Book Summary
Chapter 4 Scenario Book Summary
Chapter 5 Scenario Book Summary
Our overview page of Tales from the Red Dragon Inn explains what the game is about and shares reviews and videos on the web.