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Tales from the Red Dragon Inn – Chapter 5 Scenario Book Summary

Summary of the Chapter 5 Scenario book provides a condensed reading version to help you get straight to playing quickly.

Chapter 5 covers scenarios 22 – 25.

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 22 – Searching for the Door

Prologue

Deirdre is silent as Chancellor Darvishon and Grand Cleric Ohava discuss the Heart of the Protector’s theft. Ohava reveals that the Heart was created to trap demons from the Stygian Expanse, and its loss could lead to an invasion. Darvishon blames Deirdre for investigating the Heart. Ohava provides information about the Obsidian Door and its importance in preventing demonic invasion. The party must retrieve the Heart to stop Longmont and seal the door.

The party plans to head to the Skywall Mountains to find the Obsidian Door. Darvishon and Ohava stress the urgency of the mission. The party agrees to gather maps and artifacts to aid in their quest. They must move quickly to prevent further catastrophe.

The party enters a hexagonal chamber identified as the nexus, filled with ancient runes and structures. A massive, fiery demon emerges from the nexus, challenging them. The demon, wielding a flaming sword, declares his intent to conquer the realm. The party prepares for a fierce battle to defeat the demon and continue their quest to find the Obsidian Door.

Setup

Scenario 22 Schemer Setup for Tales from the Red Dragon Inn

Map Features

Map Features in Scenario 22 of Tales from the Red Dragon Inn
  • Demon Chains – Impassable:
    • Purple-border map features are impassable.
    • No entry, tokens, or Line of Fire through these spaces.
    • Act as “doors” for the scenario, removed when the map section is cleared of Foes.
  • Demonfire – Impassable:
    • Impassable by all figures except the Avatar of Slaughter.
    • No entry, tokens, or Line of Fire through these spaces.
    • If a Heroic figure ends Forced Movement adjacent to one or more Demonfire spaces, it takes 3 damage.
      • Damage cannot be prevented by Shield or Toughness Tokens.
      • Damage occurs even if the Forced Movement leaves the figure on the same space it started.
  • Unholy Nexus – Difficult:
    • Yellow-border spaces are Difficult, costing an additional point of Move to enter.
    • This is the Avatar of Slaughter’s “home base”.

Keyword

Immune to Demonfire: The Avatar of Slaughter treats Demonfire spaces as Safe. It may move onto or through such spaces, and may draw Line of Fire through them

Deploy

Deploy the Avatar of Slaughter onto the Unholy Nexus, then deploy the following.

Deploy in Scenario 22 in Tales from the Red Dragon Inn

The Avatar of Slaughter acts every round, even if its room has not yet been revealed. In addition, it may use multiple initiative tokens, depending on player
count and difficulty.
Remember, if a figure takes its turn and still has one or more initiative tokens left in the bag, reroll its Scheme Die.

Deploy in Scenario 22 in Tales from the Red Dragon Inn

Heroes

  • Choose a Hero and take Hero’s figure(s), Hero mat, reminder card(s), and initiative token(s). Place them in front of you.
  • Choose 4 of your 9 Hero Cards and place them near your Hero mat.
  • Choose 1 of each class of Item (1 Major Item, 1 Support Item, and 1 Masterwork Item) and place them near your Hero mat.
  • Resolve any Setup Flags on equipped Hero and Item Cards.
  • Claim 11 spots on your Hero’s Power Tree.
  • Deploy your Hero figure(s) on the map.

Avatar of Slaughter

  • A powerful demon from the Stygian Expanse.
  • Ignores Demonfire and acts every round, even before its room is revealed.
  • Special Rule: If there are any Demon Chains on the map, the Avatar does not trigger Traps and ignores all damage.
  • Teleport Strike Scheme:
    • Can place the Avatar onto a Dangerous space to be adjacent to 2 Foes (even if only Safe spaces adjacent to 2 Foes exist).
    • Can teleport to a Demonfire space, but not on top of Demon Chains.
    • If multiple spaces are adjacent to 2 Foes, players pick one (not necessarily the Nearest).
    • If no space is adjacent to 2 Foes, players pick the Foe the Avatar goes to (not necessarily the Nearest).

Schemer Notes

  • Schemers are susceptible to all Traps, even the ones they drop themselves.
  • The Avatar of Slaughter does not trigger Traps until there are no Demon Chains on the map.

Stop Point

Conditions

  • Lose Condition: Players lose if any Hero is Defeated.
  • Objective: Defeat all Foes other than the Avatar of Slaughter.

Gameplay Note

  • Begin the game. Read on immediately if all Foes other than the Avatar of Slaughter are Defeated.

Reinforce

Reinforce

Stop Point

Conditions

  • Lose Condition: Players lose if any Hero is Defeated.
  • Objective: Defeat all Foes other than the Avatar of Slaughter.

Gameplay Note

  • Begin the game. Read on immediately if all Foes other than the Avatar of Slaughter are Defeated.

Reinforce

Tales from the Red Dragon Inn - Chapter 5 Scenario Book Summary 1

Stop Point

Conditions

  • Lose Condition: Players lose if any Hero is Defeated.
  • Objective: Defeat all Foes other than the Avatar of Slaughter.

Gameplay Note

  • Begin the game. Read on immediately if all Foes other than the Avatar of Slaughter are Defeated.

Reinforce

Reinforce

Stop Point

Conditions

  • Lose Condition: Players lose if any Hero is Defeated.
  • Win Condition: Defeat all Foes.

Epilogue

The Avatar of Slaughter collapses after a fierce battle, its body ravaged by your weapons. As the avatar’s form disintegrates into black flames, it reaches out imploringly, screaming for mercy before being consumed. The unholy nexus fades, and the demon flames die. The party regroups by the doorway, tending to their wounds.

Eve expresses regret for not detecting the demon sooner. Deirdre and Zot discuss the possibility of latent magic from the Heart of the Protector, which may be hiding the Obsidian Door. Zot suggests using their abilities to track the door, while Gerki proposes getting help from Darvishon and Ohava.

Gerki uses a small drinking horn to contact Darvishon. The horn vibrates and he listens for a moment before confirming that help is on the way. The party prepares to finish their quest and resolve the situation once and for all.

Rewards

Unlock items from Vault 154 – 155. New item cards are added to the Armory.

Archive Vault Card 53 – Flaming Sword, Vault Card 54 – Mystic Hookshot

Scenario 23 – A Knife in the Dark

Prologue

The party has been following tunnels under the Skywall Mountains, enduring increasing heat and the stench of brimstone. Zot hears ominous chanting, signaling they are close to their goal. They enter a large, dripping cavern filled with natural caverns and oppressive heat.

They find a ritual circle with hooded figures chanting. Fiona is captured by Pherry, who reveals herself as an enemy. Vice-Chancellor Longmont appears, mocking the party and boasting about their plans. Fiona struggles with Pherry, trying to persuade her to switch sides, emphasizing the need to stop Longmont and save the world.

Pherry, conflicted, ultimately helps Fiona by snapping out of her daze and attacking Longmont. The party prepares to confront the demonic threat and retrieve the Heart, determined to stop Longmont and save their realm from impending doom.

Setup

  • Place the scenario map and Epic Pool in the middle of the play area.
  • Special Instruction: Place a Gravel Wall token on each of the six double-wide door spaces.
  • Prepare the following schemers:
Scenario 23 A Knife in the Dark Schemer Setup for Tales from the Red dragon Inn

Keywords

  • Big Bad:
    • Gains one fewer Debuff Token than usual.
    • Cannot be Stunned.
  • Evasive:
    • When taking damage from an Attack, it Averts Harm and Leaps 2 spaces away from the attacker.
  • Immobile:
    • Never moves.
    • If an effect would cause movement, it remains where it is.

Map Features

Scenario 23 Map Features in Tales from the Red Dragon Inn
  • Gravel Wall – Special:
    • Impassable and Destructible.
    • Blocks movement and Attacks.
    • No entry or tokens placement on these spaces.
    • Can be attacked by Heroic figures.
    • Heroic figures may treat either space a Gravel Wall occupies as though it were a Foe while resolving the Attack.
    • If a Gravel Wall is dealt 1 or more damage, remove it from the map.
    • Removing a Gravel Wall reveals a new zone; immediately Reinforce that zone.
    • Damaging a Gravel Wall triggers Harm effects on the Attack that damaged it.
    • Counts as attacking a Foe for abilities like Fiona’s “Triple Threat”.
  • Occult Veil – Difficult:
    • Yellow-border spaces are Difficult, costing an additional point of Move to enter.
    • Some of Pherry’s Schemes refer to these spaces.
  • Rocks – Impassable:
    • Purple-border map features are Impassable.
    • No entry, tokens, or Line of Fire through these spaces.
  • Zones:
    • Map is divided into four Zones, demarcated by white dashed lines.
    • The Unholy Symbol’s Scheme refers to Shadow Images in the same Zone as an Unholy Symbol.

Unholy Symbols

  • Role: Act as both doors and Foes in this scenario.
  • Behavior:
    • Do not use a Scheme Die; perform the same Scheme every round.
    • Can cause a Shadow Image to activate multiple times in a round.
  • Impassable:
    • No entry, tokens, or Line of Fire through them.
    • Tokens may not be placed on them, including Wizard Fire tokens.
  • Zone Revelation:
    • When a new Zone is revealed by destroying a Gravel Wall or defeating an Unholy Symbol, Reinforce the next Zone.
  • Deployment:
    • Deploy with Shield and/or Hitback Tokens based on difficulty:
      • Story: None
      • Veteran: 1 Shield, 1 Hitback
      • Legend: 1 Shield, 2 Hitback

Schemer Note

Shadow Image:

  • When a Shadow Image teleports adjacent to a Foe, players choose which Foe it goes to.
  • They do not need to pick the Nearest Foe.

Deploy

Scenario 23 Tales from the Red Dragon Inn Deploy

Heroes

  • Choose a Hero and take that Hero’s figure(s), Hero mat, reminder card(s), and initiative token(s). Place them in front of you.
  • Choose 4 of your 9 Hero Cards and place them near your Hero mat.
  • Choose 1 of each class of Item (1 Major Item, 1 Support Item, and 1 Masterwork Item) and place them near your Hero mat.
  • Resolve any Setup Flags on your equipped Hero and Item Cards.
  • Claim 11 spots on your Hero’s Power Tree.
  • Deploy your Hero figure(s) on the map.

Stop Point

Conditions
  • Lose Condition: Players lose if any Hero is Defeated.
  • Objective: Reveal Zone 2.

Gameplay Note

  • Begin the game. Read on immediately when Zone 2 is revealed either by destroying a Gravel Wall or by Defeating the Unholy Symbol.

Reinforce

Reinforce Scenarioo 23

Stop Point

Conditions
  • Lose Condition: Players lose if any Hero is Defeated.
  • Objective: Reveal Zone 3.

Gameplay Note

  • Continue the game. Read on immediately when Zone 3 is revealed either by destroying a Gravel Wall or by Defeating the Unholy Symbol in Zone 2.

Reinforce

Reinforce

Stop Point

Conditions
  • Lose Condition: Players lose if any Hero is Defeated.
  • Objective: Reveal Zone 4.

Gameplay Note

  • Continue the game. Read on immediately when Zone 4 is revealed either by destroying a Gravel Wall or by Defeating the Unholy Symbol in Zone 3.

Reinforce

Tales from the Red Dragon Inn - Chapter 5 Scenario Book Summary 2

Pherry

  • Description: Dangerous opponent, uses boss card to track Schemes and damage.
  • Deployment:
Pherry Deployment in Scenario 23 of Tales from the Red Dragon Inn
  • Shield Tokens: Equal to the number of Unholy Symbols on the map.
  • Multiple Initiative: Reroll Scheme Die if a figure has turns left in the bag.
  • Fresh/Wounded: Scheme Card has Fresh and Wounded sides. Flip when damage equals or exceeds Fortitude.
  • Evasive: Takes damage, Averts Harm, Leaps 2 spaces away. Loses ability when Wounded.
  • Shadow Strike/Darkness Strikes: Teleports to a Foe, players choose which Foe.
  • Fade Into Darkness/Darkness Strikes: Nearest Occult Veil occupied, place Pherry in the nearest unoccupied space.
  • Wrathful Rampage/Assassin’s Death Knell: Targets Foes targeted in the current or previous round.
  • Darkness Strikes: Last ability in Scheme is independent of Harm. No Shadow Image deployed if nearest Occult Veil is the same.

Stop Point

Conditions
  • Lose Condition: The players lose if any Hero is Defeated.
  • Win Condition: Defeat Pherry and all Shadow Images.

Gameplay Note

  • Continue the game. Read on if it’s the Objective Phase, Pherry has been Defeated, and there are no Shadow Images on the map.

Epilogue

Fiona sheaths her sword forcefully, the metallic ring echoing in the cave. Gerki asks if she’s okay, but Fiona, determined, says no and stalks off after Longmont. Gog insists they won’t let her go alone, and Gerki agrees. Together, they decide to follow Fiona into the darkness to confront Longmont and complete their mission.

Rewards

Unlock items from Vault 156 – 157. New Item cards are added to the Armory.

Archive Vault Card 57 – Knuckles of Offending, Vault Card 85 – Canine Cloak’.

Scenario 24 – The Ritual

Prologue

The party enters an area where curving tunnels intersect, creating a labyrinth. They are wary but determined to proceed. Zot hears Eve’s voice, strained and faint, indicating she has found something important. They follow her voice to a large hexagonal room where blackened cultists are scattered around a ritual circle. In the center is the Heart of the Protector.

Eve explains that to open the door, they need to perform summoning rituals to connect the Heart with the Stygian Expanse. Zot examines a parchment with a map, pointing out the ritual spots. The party prepares for the rituals, aware that more summoning might be needed.

They move forward with a blend of haste and caution. Zot uses his skills to decipher the map, while the rest try to support the effort. They encounter resistance as they begin the rituals, with Eve casting spells and Deirdre assisting. The cultists chant, and Vice-Chancellor Longmont appears, taunting them. Despite the difficulties, they push on, knowing their task is critical to stopping the impending demonic invasion.

Setup

  • Map Setup:
    • Place the scenario map and Epic Pool in the middle of the play area.
    • Ensure the map is marked “24a – The Ritual – Part 1”.
    • Place a Demon Chains token on each of the two triple-wide door spaces.
  • Prepare Schemers:
    • Follow specific instructions for preparing the Schemers based on the scenario.
Schemer setup Scenario 24 Tales from the Red Dragon Inn

Map Features

Map Features Scenario 24 Tales from the Red Dragon Inn
  • Demon Chains – Impassable:
    • Purple-border map features are impassable.
    • No figures may enter these spaces.
    • Tokens may not be placed on them.
    • Line of Fire may not be drawn through them.
    • These tokens act as “doors” and are removed when a section of the map is cleared of Unholy Symbols.
  • Difficult:
    • Yellow-border spaces are difficult.
    • Cost an additional point of Move to enter.
  • Statues – Impassable:
    • Statues are impassable.
    • No figures may enter these spaces or draw Line of Fire through them.
    • Tokens may not be placed on them, including Wizard Fire tokens.

Keyword

  • Immobile:
    • A figure with Immobile never moves.
    • If an effect would cause it to be moved, it remains where it is.

Deploy

Scenario 24 Tales from the Red Dragon Inn Deploy

Heroes

  • Choose a Hero and take that Hero’s figure(s), Hero mat, reminder card(s), and initiative token(s).
  • Choose 4 of your 9 Hero Cards and place them near your Hero mat.
  • Choose 1 of each class of Item (1 Major Item, 1 Support Item, 1 Masterwork Item) and place them near your Hero mat.
  • Resolve any Setup Flags on your equipped Hero and Item Cards.
  • Claim 12 spots on your Hero’s Power Tree.
  • Deploy your Hero figure(s) on the map.

Scenario Notes

  • This scenario is a two-part battle. After Part 1, flip the map for Part 2.
  • Foes may deploy behind the Heroes. If instructed to deploy to an Occupied space, deploy to the Nearest Unoccupied space instead.
  • Longmont: The Chaos Portal Harm effect causes two of Longmont’s Foes to swap spaces. The target and whichever figure is Nearest to Longmont swap. If multiple figures are tied, players choose.
  • Unholy Symbol: Acts as normal figures in this scenario. Schemers can move through Unholy Symbols, and Heroes can pass through if using abilities that let them pass through Foes.

Stop Point

Conditions
  • Lose Condition: Players lose if any Hero is Defeated.

Objective

  • Defeat all Unholy Symbols.

Begin the game. Read on immediately when all Unholy Symbols have been Defeated.

Reinforce

Deploy the following, and note that Schemers will deploy across both rooms.

Reinforce

Stop Point

Conditions
  • Lose Condition: Players lose if any Hero is Defeated.

Objective

  • Defeat all Unholy Symbols.

Continue the game. Read on immediately when all Unholy Symbols have been Defeated.

Reinforce

Reinforce

Stop Point

Conditions
  • Lose Condition: Players lose if any Hero is Defeated.

Objective

  • Defeat Longmont and all Unholy Symbol

Continue the game. Read on if it’s the Objective Phase and Longmont and all Unholy Symbols have been Defeated.

Scenario 24 Part 2

Longmont, overwhelmed by the party’s assault, realizes his cultists have been defeated. He pleads for mercy, offering the Heart and promising to close the door to the Stygian Expanse. Eve, skeptical, warns him against further madness. Longmont tries to justify his actions but Eve urges him to stop.

The Vice-Chancellor, defiant, performs a final ritual, invoking the Abyssal Lords for revenge. The Obsidian Door opens, engulfing Longmont and the remaining cultists in flames. The horrific transformation begins as their bodies morph into twisted, demonic forms.

The party watches in horror as Longmont and his cultists lose their human forms, becoming grotesque creatures. The once-human Longmont, now a giant demon, strides toward the party with rage. His transformation is complete, and the party prepares for the final confrontation against this monstrous adversary.

Setup

  • Defeat all Schemers.
  • Remove all components from the map.
  • Flip the map over to the side marked “24b – The Ritual – Part 2”.
  • Reset the tracker decks.
  • Prepare the following schemers.
Setup Schemer in Scenario 24 Part 2

New Map Features

Clean Magic
  • Chaos Magic: Dangerous spaces, deal damage during Objective Phase.

Deploy Part 2

  • Chaos Imps from Part 1 are Defeated and do not return.
  • Newly-deployed Chaos Imps count as new Schemers with no damage.
Scenario 24 Part 2 - Deploy

Heroes:

  • Keep Hero and Item Cards in front of you.
  • Charge and Cooldown Tokens stay on them.
  • Invigorate at the start of each round as normal.
  • Heroes (and Solo Mode Companion) keep any damage, Power Tokens, or Debuff Tokens.
  • Tokens/figures added during Part 1 are lost (includes traps, Eve’s Illusions, Zot’s Wizard Fire).
  • Dice in the Epic Pool stay.
  • Deploy Hero figure(s) on initial deployment spaces.
  • Pooky starts on Zot’s space.
  • If any Hero has a surviving Ally, deploy that Ally’s figure adjacent to its controlling Hero.

Schemer Note:

  • Stone Mage: Splash effect on Chaos Beam is not a Harm effect.
  • Heroic figures adjacent to the target take damage even if the target prevented the damage from the Attack.

Stop Point

Conditions
  • Lose Condition: Players lose if any Hero is Defeated.
  • Win Condition: Defeat all foes.

Epilogue

  • Initial Panic: A demon-thing, once Longmont, shrieks and collapses. Cultists in its shadow are the last things between you and the portal to the Stygian Expanse.
  • Race to the Obsidian Door: You dash toward the Obsidian Door, evading cultists and the demon’s fiery breath.
  • Explosion: Flames erupt from the Obsidian Door, forcing you to retreat amid chaos and heat.
  • Protection by Deirdre: Deirdre’s flames shield you, parting the cultists and revealing the remaining path.
  • Arrival of Allies: Owain and Darvishon arrive with Collegium wizards and priests to protect the Temple.
  • Final Stand: You face the demons’ march back into the cavern. Reinforcements strengthen Deirdre’s shield, while Owain retrieves the Heart.
  • Victory: With the Heart extracted and glowing, Owain declares the task accomplished.

Rewards

Unlock items from Vault 158 0 159. Item cards are added to the Armory.

Scenario 25 – The Stygian Expanse

A cacophony of flames and shrieking echoes as winged demons burst from the Obsidian Door. The demons shatter Ohava’s barrier, and chaos ensues as they swarm towards the surface. Ohava instructs the clerics to join the party while she focuses on sealing the door.

The party prepares to defend the cavern. Deirdre activates a ritual to seal the door, and as it begins to glow, they brace for the incoming horde. Ohava lifts the Heart and urges the party to protect the cavern and the Heart from the demonic onslaught.

The door creaks ominously, signaling the demons’ advance. The party readies themselves for a fierce battle, with Eve casting spells and Zot creating magic arcs. The first demon, a hulking figure with weapons, roars into the cavern. The party stands ready to protect the Heart and prevent the demons from reaching the surface.

Setup

  • Scenario Map: Place the scenario map and Epic Pool in the middle of the play area.
  • Map Identification: Ensure the map is marked “25a – The Stygian Expanse – Part 1”.
  • Schemer Preparation: Prepare the specified schemers.
Scenario 25 Setup
  • Place a tracker token on the “Playing the Round” box on the map.
  • Place the tracker token on the space according to the number of heroes and difficulty level:
    • Story: 2 (1 or 2 Heroes), 3 (3 Heroes), 3 (4 Heroes)
    • Veteran: 3 (1 or 2 Heroes), 4 (3 Heroes), 4 (4 Heroes)
    • Legend: 4 (1 or 2 Heroes), 5 (3 Heroes), 5 (4 Heroes)
  • Set up Ohava’s Scheme Block:
    • Story: 20 Fortitude, uses Story Scheme.
    • Veteran: 17 Fortitude, slightly less helpful Scheme.
    • Legend: 14 Fortitude, Scheme requiring Heroes to do most work.
  • Place Ohava’s figure on the gold deployment space.

Deploy

Tales from the Red Dragon Inn - Chapter 5 Scenario Book Summary 3

Map Features

Scenario 25 Tales from the Red Dragon Inn Map Features
  • Difficult: Yellow-border spaces are Difficult, costing an additional point of Move [⬅️] to enter.
  • Statues – Impassable: Statues are Impassable. No figures may enter these spaces or draw Line of Fire through them. Tokens may not be placed on them, including Wizard Fire tokens.

Keywords

  • Heroic: Ohava is a Friend to the Heroes and a Foe to the other Schemers. She still counts as a Schemer, though.
  • Immune to Traps, Immune to Wizard Fire: This figure can enter spaces with Traps or Wizard Fire without triggering them. It treats such spaces as Safe.
  • Juggernaut: This figure may not be moved except by its own Scheme. It ignores all Forced Movement effects, including Push, Pull, Grab, Place, etc.

Heroes

  • Choose a Hero and take that Hero’s figure(s), Hero mat, reminder card(s), and initiative token(s) and place them in front of you.
  • Choose 4 of your 9 Hero Cards and place them near your Hero mat.
  • Choose 1 of each class of Item (1 Major Item, 1 Support Item, and 1 Masterwork Item) and place them near your Hero mat.
  • Resolve any Setup Flags on your equipped Hero and Item Cards.
  • Claim 12 spots on your Hero’s Power Tree.
  • Deploy your Hero figure(s) on the map.

Scenario Notes:

This scenario is a two-part battle. After playing through Part 1, you will flip the map over for Part 2.

Part 1 Objective:

  • Protect Ohava against a number of waves of enemies. The number of waves is based on difficulty and the number of Heroes.

Wave Summoning:

  • In each Objective Phase, you will be instructed to Summon the Next Wave. To do this, first check to see if the tracker token is on the green “0” space. If it is, do nothing. If it is not on the “0”, deploy the following:
Tales from the Red Dragon Inn - Chapter 5 Scenario Book Summary 4

Deployment Instructions:

  • You will deploy the same set of Schemers each time you Summon the Next Wave, so the map will fill up with Foes quickly! As usual, if you are instructed to deploy a figure to an Occupied space, deploy to the Nearest Unoccupied space instead.

Schemer Notes:

  • Chaos Imp: Debilitating Blow lacks a Scheme Die icon and can only be activated by the Avatar of Entropy.
  • Magma Titan: Shrapnel Blast causes splash damage even if the target avoids it; Nimble Smash lacks a Scheme Die icon and can only be activated by the Avatar of Entropy.
  • Avatar of Entropy: Activates a Scheme in addition to the normal turn when initiative token is drawn. Some difficulty levels and Hero counts will never deploy the Avatar of Entropy.

Avatar of Slaughter

  • Target early to help; Defeating it advances the tracker token one space if not on green “0” without Summoning the Next Wave.

Ohava

  • Protect Ohava; if she is Defeated, you lose.
  • Uses same Scheme each time initiative token is drawn; no tracker card. Track damage directly on Scheme Block.
  • Can deal damage and Push any Foes on the map, but damage and Push must target the same Foe(s).
  • Damage from Ohava isn’t an Attack; can’t be Empowered or boosted.
  • Ohava’s Scheme doesn’t move her, but she can be moved by other figures.
  • Can target a Solo Mode Companion as a Hero but not herself.

Stop Point

  • Lose Condition: The players lose if any Hero is Defeated or if Ohava is Defeated
  • Objective: Survive all waves
  • Begin the game. Read on immediately when the tracker token reaches the green “0” space.

Scenario 25 – Part 2

You dispatch the first wave of demons but are exhausted. The infernal heat from the Stygian Expanse intensifies as the demonic horde marches towards the Obsidian Door. Just as you feel you might not be able to keep up the fight, Deirdre shouts to draw your attention.

You see Ohava slumped, clutching the Heart, which glows brightly. Despite her efforts to heal, her body is battered, and blood leaks from her nose and mouth. Deirdre attempts to help her but is warned that something on the other side is keeping the door open.

The party realizes they must go through the portal to close the Obsidian Door from the other side. Deirdre, healing as much as she can, resolves to trust that they will recognize what they need to do when they see it. Gerki emphasizes the importance of making it back alive.

As they prepare to enter, Zot reassures everyone and prepares his spells. Gog shouts that demons are almost here, and the party steels themselves for the final battle. They approach the Obsidian Door, ready to confront whatever is keeping it open and save their world from the demonic invasion.

Setup

  • Remove all components from the map.
  • Flip the map to side “25b – The Stygian Expanse – Part 2”.
  • Reset the tracker decks.
  • Place a Demon Chains token on each of the six triple-wide door spaces.
  • Prepare the following schemers:
Scenario 25 Schemer Setup

Demon Chains:

  • Defeat all Demon Chains to win the scenario.
  • Each chain has Fortitude and Hitback Tokens based on difficulty and number of Heroes.
  • Mark Fortitude with a tracker token in the “Chain Fortitude” box on the map.
  • Place Hitback Tokens directly onto the Demon Chain token when acquired.
Tales from the Red Dragon Inn - Chapter 5 Scenario Book Summary 5

New Map Features:

Scenario 25 Part 2 Map features
  • Demon Chains (Special):
    • Act as “doors” for the scenario, blocking movement, attacks, and line of fire.
    • Can be attacked by heroic figures.
    • Treat as Foes for attack purposes.
    • Remove from the map when damage equals or exceeds Fortitude.
    • Reinforce wedge upon removal.
    • Damaging a Demon Chain triggers Harm effects.
  • Monolith (Impassable):
    • Center of the map, blocking movement and line of fire.
    • Immune to all damage.
    • Acts at the beginning of each Combat Phase to attack the nearest Foe.
    • Destroying Demon Chains destroys the Monolith, closing the Obsidian Door.
  • Unholy Symbol (Impassable):
    • Blocks movement and line of fire.

Deploy

Deploy the following to Wedge 1.

Deploy

Heroes

  • Keep Hero and Item Cards in front of you. Charge and Cooldown Tokens stay on them.
  • Continue to Invigorate at the start of each round as normal.
  • Heroes (and Solo Mode Companion) keep any damage, Power Tokens, or Debuff Tokens.
  • Any tokens or figures added during Part 1 are lost.
  • Dice in the Epic Pool stay there.
  • Deploy Hero figures on the initial deployment spaces.
  • Pooky starts on Zot’s space.
  • If a Hero has a surviving Ally, deploy that Ally’s figure in a space adjacent to its controlling Hero.

Power Tokens per Difficulty Level:

  • Story: 3 Power Tokens each
  • Veteran: 2 Power Tokens each
  • Legend: 1 Power Token each

Keyword

  • Boundless Evil: This figure rolls a Scheme Die and acts in every round, including rounds before deployment and after being Defeated. Its initiative token should go into the bag during the Ready Phase of each round.

The Monolith and Demon Chains:

  • Monolith: Acts first in each Combat Phase, attacking its Nearest Foe. Does not use an initiative token.
  • Demon Chains: Count as “doors.” Remove from map and reinforce newly revealed wedge when defeated. Can be attacked by Heroic figures like Foes. Track damage directly on the chain. Burst attacks may only affect a Demon Chain once, even if multiple spaces are hit.
  • Defeated Demon Chains: Each other Demon Chain on the map gains a Toughness Token when one is defeated. Only one Toughness Token per chain if multiple are defeated simultaneously.

The Demon Lords

  • Boundless Evil: Acts every round, including before and after deployment and after being defeated.
  • Scheme Resolution: If a Demon Lord is not on the map when its Scheme resolves, only the first sentence (starting with “Deploy”) is resolved. Skip the rest of the text in bold.
  • “Adjacent to a Foe”: Players choose the Foe. It does not need to be the Nearest Foe but must be deployable or placeable adjacent to it. If not possible, use the Nearest Unoccupied space.
  • “In Range 2 of a Foe”: Similar to “Adjacent to a Foe,” it does not need to be the Nearest Foe but must be deployable or placeable within Range 2. If not possible, use the Nearest Unoccupied space.

Schemer Notes

  • Infernal Mage: Heatwave includes two separate Attacks. These count as separate instances of damage. For example, a Hero that would get hit by both Attacks may not prevent the damage with a single Shield Token.

Stop Point

Lose Condition: The players lose if any Hero is Defeated. Win Condition: Defeat all Demon Chains.

Instructions:

  • Destroy the Demon Chains. As you Defeat them, new areas (wedges) will be revealed.
  • Immediately Reinforce each revealed wedge using the tables provided.
  • You do not need to Defeat all Foes, including the Demon Lords. Read the Epilogue if it’s the Objective Phase and all Demon Chains have been Defeated.

Reinforce

Wedge 2

Reinforce Wedge 2

Wedge 3

Reinforce Wedge 3

Wedge 4

Reinforce Wedge 4

Wedge 5

Reinforce Wedge 5

Wedge 6

Reinforce Wedge 6

Epilogue

The demonic monolith splinters as energy erupts from the cracks. The demons of the Stygian Expanse howl in frustration as it begins to topple. The party holds their breath, watching as the structure collapses and demons rush towards the Obsidian Door, hoping to enter the physical world.

The monolith crashes to the rocks, breaking into fragments. The door, no longer influenced by the demonic sorceries, swings shut under Ohava’s command. The party turns to see their world intact. They have succeeded.

The gap between the Obsidian Door and its frame narrows. Gog pushes against the door, holding it shut with his strength. The rest of the party squeezes through, sacrificing their clothing and skin to escape. Zot touches the door, and it swings shut with a satisfying boom.

They step back into their world, seeing the door sealed. Ohava lies weak, her task completed. She collapses, and Deirdre tends to her. The Grand Cleric, grateful, acknowledges the party’s victory.

Ohava, near death, whispers her gratitude. Deirdre, still holding her hand, listens as she speaks of the gods calling her home. With her final breath, Ohava asks for a drink of water. The party stands together, knowing they have saved their world.

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