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Manual — Arcadia Quest: Beyond the Grave

Asterion Press, BoardM Factory, CMON Global Limited · Jogo de tabuleiro · 2015
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ARCADIA
Quest
BEYOND THE GRAVE
CAMPAIGN BOOK

COOL MINI
OR NOT
SPAGHETTI
WESTERN
GAMES

---

TALES FROM
THE GRAVE

And yet another villain was vanquished, and Arcadia was safe
once more. And all was right with the world!

...Until midnight.

(Wait, what, again?? Don't tell me it's the Temple this time. ...
It's not? Whew. That's a relief!)

The victorious Guild was holding a tasteful dinner party for the
victors (and a consolation dinner for the losers). They'd learned
their lesson about a raucous night of too much wine, but, alas,
there is no rest, even for the wary. (See what I did there?)

At the stroke of midnight on the city's massive clock tower, a
chilling wind swept through Arcadia, and a booming skeletal
laugh rang out across the city! (Yes, the laugh was skeletal. You
know, kind of hollow, but with that awesome reverb? ...Well, I
don't have an adjective for that. I'm a narrator, not a thesaurus.)

As the evil laugh died and the wind rose, crypts, graves, and
tombs burst open, and the city was overrun by horror from
beyond the grave! It didn't take long for the Guild's most wise
and learned scholars to figure out what had happened:

The Dread King had risen!

A mere scrap of a legend, the Dread King had been all but
erased from history. As the tale went, Arcadia was founded
on the ruins of a much older city (barely a few standing stones
on the ruins of a much older city (barely a few standing stones
to mark the crypts). Before that time, the Dread King ruled a
twilight empire, caught between eternal day and night. As his
reign progressed and his children grew, it became abundantly
clear that neither of them were fit to rule.

His eldest preferred nothing more than dancing away the day
with the elves in the Daylight Woods, and his youngest would
be gone for weeks on end, marauding with the orcs in the
Nocturnal Mountains. There wasn't a scrap of twilight in either
of these two! (Which some still argue is always for the best).

So, the Dread King conceived a simple plan: he would live forever!

First, he disowned his children. Easily done with the aid of his
lawyers. And then, he found a specialist in immortality (once
again via his lawyers). ... In fact, one wonders if the lawyers
might not have had a hand in what happened next.... Nah.

The dark wizard (for there were no necromancers at that time)
drew up a contract for the Dread King. He would, indeed, live
forever so long as the last stone of his kingdom still stood. And
there was a bunch of fine print, which the Dread King let
his lawyers look over and approve. He signed his name, and was
instantly transformed into the undead horror that still stalks the
world today.

It would appear that the fine print did indeed contain a note or
two about the condition in which the Dread King would live on.
You might say that's the oldest trick in the book, but really that
was the first time someone tried it. And the lawyers must have
simply missed that line, right? ... I'm informed by our lawyers not
to speculate further in this line of thought. MOVING ON!

The Dread King's sons returned to the city in a flash! Their father
had become a terror upon his citizens. He could raise the dead
with a wave of his hand, and he could make people dead with
the slash of his sword. Which he did. Often. At his lawyer's office,
strangely.

The sons united under the same banner to bind the Dread King
in his royal crypt, deep beneath the city. There they sealed him
within, to live out his remaining contract until the very last
stone of his kingdom had indeed fallen.

2 Campaign Book · Arcadia Quest

---

Dr. Spider removed the seals on the tomb, business card in hand,
when the Dread King flung the door aside and emerged. He
laughed, triumphant! For at least one stone of his old kingdom
was good! As to which stones those were, no one had any idea,
but the Dread King searches for them even now.

Since then, the city has been overrun with undead! It's virtually
uninhabitable to the living. Sure, night and day are functioning
just fine (the Guilds finally figured out how to lock the Temple
door), but night time is a ghastly affair, with zombies shuffling
through the streets and ghosts peeping in on the few citizens
brave enough to give normal life a go.

And, Dr. Spider even completed one of his grandest experiments
yet in the form of Frank, a walking mountain of moldering
murder. (I am again informed by our lawyers that I should always
avoid alliteration.... Oops.)

Something must be done!

The Guilds have sent forth the call once more, to heroes far
and wide! Return to Arcadia, put a stop to Dr. Spider's vile
schemes, and defeat the Dread King, who seeks to rule from
Beyond The Grave!

To aid this cause, the sons destroyed as much of the city
as thought possible, and then let nature take its course.
Humankind was alas, scattered, until the founding of Arcadia
many centuries later.

When along came a Spider. A Dr.
Spider, that is. Once a student of
Arcadia University, Doctor Spider's
bizarre experiments raised eyebrows
to put it mildly. Even Professor
Morgan, the Dean of Necromantic
Studies, was heard to hiss and draw
away from the abominations that
Dr. Spider created. Dr. Spider was
eventually expelled, particularly
after his assistant, Ivan, took the
phrase 'pick my colleagues' brains'
a little too seriously.

Dr. Spider wanted nothing less
than to cure death, and grant
immortality to every living soul
in the world. In fact, it was in
pursuit of immortality that he ran
across the Dread King's tomb. He
reasoned that if the Dread King did
indeed still live, then adding flesh
to his skeletal frame should prove
no problem. He searched long
and far, and finally discovered the
resting place, right beneath the
Arcadia Mausoleum itself!

Arcadia Quest • Beyond the Grave 3

---

INTRODUCTION

Beyond the Grave is a campaign expansion for Arcadia Quest. It
introduces not only a new campaign with 9 brand new scenarios
for you and your friends to play, but also new heroes, monsters
and upgrade cards with new unique abilities, new game tiles and
an entirely new game mechanic in the Tombstone cards.

You will need the Arcadia Quest core box in order to play
Beyond the Grave. The components in this box can be used not
only to play the Beyond the Grave campaign contained in this
book, but also to bring a different flavor to other campaigns and
scenarios you play, be them official or homemade.

The following chapters explore some of the new spooky features
introduced by this expansion.

TOMBSTONE CARDS

That tombstones are a direct connection to the world beyond
the grave is something that Dr. Spider realized early on in his
experiments. But the Guilds eventually did catch on and the
heroes came to learn how to use this eerie connection to
their advantage. By performing arcane rituals on a tombstone,
chanting words of power to them, or perhaps just bashing the
stone with a hammer at just the right angle, heroes are able to
stir the fabric that separates this world from the next. The results
of such meddling are always unpredictable (and not necessarily
always welcome), but how can a hero resist the temptation of
taking a peek inside when he passes by a tombstone?

GETTING UP TOMBSTONE CARDS

The description of each scenario indicates how many Tombstone
cards are used in it. Shuffle all the Tombstone cards and separate
the requested amount, placing the rest back in the box without
looking at their content. Then distribute the cards on the Spaces
indicated on the map, with the text face down.

REVEALING TOMBSTONE CARDS

Revealing a Tombstone card works very much like opening a
door or using a portal. During the Movement part of a Hero's
activation, he may choose to spend 1 Movement Point to reveal

a Tombstone card that is in his Space. The player takes the card
from the board, reads it, executes what the card's text indicates
and then discards the card. Unlike an Exploration token, a
Tombstone card is not discarded if the player chooses not to
Space. It also doesn't block Line of Sight or Movement in any
way. A Tombstone card can be revealed even if there's an Enemy
sharing the Space with the active Hero, and revealing it does not
trigger a Guard Reaction in Close Monsters.

TOMBSTONE EFFECTS

The effects described on a Tombstone card must be executed
by the active player immediately when it is revealed (unless
some factor makes it impossible to be executed, in which case it
has no effect). The vast majority of the cards benefit the active
player one way or another.

ACTIVATING MONSTERS

Several Tombstone cards allow the player to activate a Monster
on the board belonging to a specific Monster Tier. The player
selects the Monster he wishes to activate and performs its
Movement and/or its Attack, in any order, following that
Monster's normal stats and choosing any Hero as the primary
target. While the Monster is being controlled by the player, it
doesn't count as a Hero from his Guild. It cannot accomplish
and if it kills anybody, the credit goes to the game as
usual, not to the active player.

Arcadia Quest Beyond the Grave

---

EXPANDING
THE UPGRADE DECKS

This expansion contains new Upgrade cards for the Upgrade
decks at all levels. These new cards should be mixed with those
from the core box to create expanded Upgrade decks.

When dealing out the Starting Equipment, all players receive
the 5 normal Starter cards, plus one copy of the new Starter card
"Sickle". However, each Guild is allowed to keep only 5 Starter
cards, so each player must choose 1 of the Starter cards to discard.

For the other Upgrade decks, players can simply add the 6 new
cards to the normal ones for each level, creating larger decks. To
ensure a better balance of the cards, however, it is recommended
that players remove 1 copy of each of the following cards from
each deck when adding the new cards from Beyond the Grave:

REMOVED CARDS

LEVEL 1
Trusty Blade, Bleeder, Crescent Bow, Wind Blast, Cleave,
Orc Beater.

LEVEL 2
Decimator, Smashface, Hate, Heart of the Unicorn,
Blazing Shot, Knight's Plate.

LEVEL 3
Brimstone, Thorn, Windblast II, Battle Cry, Nova Bolt II,
Sun Ring II.

LEVEL 4
Frostbite, Bloodthirst, Hate II, Burninate, King's Shield,
Heart of the Phoenix.

LEVEL 5
Bomb Appetit, Trueshot, Astral Strike II, Burninate II,
Emperor's Plate, Moon Ring III.

HUGE
CHARACTERS

Beyond the Grave in-
troduces a new class of
Character with the Dread
King: Huge Characters!
The figure of such a
Monster has a base so
large that it occupies a
whole Space all by itself,
and so it works a little
differently from normal
figures. Basically a Huge Character counts as two Characters
on the board: its space is always considered Full to its Allies
and Blocked to its Enemies. It blocks Line of Sight to its
Enemies, as well as their Movement.

SHOVE

Some particularly imposing Characters (usually Huge ones) are
able to Shove others when moving. A Character with this ability
never has his Movement blocked by other Characters, whether
Ally or Enemy. Whenever he enters a Space, all Characters in
it are placed in any other Close Spaces. The player controlling
the Shoving Character decides where each Shoved Character
goes. They can even be placed in the Space that the Shoving
Character just vacated. Heroes being displaced by a Shove do
not trigger Guard Reaction in Close Monsters.

Example: When the Dread King moves into the occupied Space,
both the Zombie and Chaz are placed in any available Close
Spaces. The nearby Ghost's Guard Reaction is not triggered.

6 Campaign Book · Arcadia Quest

---

BANISHMENT

GHOSTS

Beyond the Grave, and its meddling with the afterlife, makes
the Spawn tile an even more integral part of the game. Some
Monster abilities, Tombstone cards or Upgrade cards allow a
Character to be sent straight to the Spawn tile, without even
being killed. And yes, even a Hero can be banished to the
Spawn tile!

Ghosts have a very tenuous relationship with the physical
world, which is why they are able to completely ignore all
blocking elements such as walls, closed doors and blocked
spaces. For them, it is as if these elements were not even
there. That means they can move through walls and attack
through them. All Spaces sharing an edge with them are
considered Close to them, regardless of obstacles.

This also means that their Guard Reaction is triggered
when a Hero moves out of any Space Close to them, even
if there's a wall between them. The Hero may not be able
to attack the Ghost, but the Ghost sure can attack him.

In such a situation, where a Ghost is right behind a wall,
it doesn't have its Guard Reaction triggered by the Hero
ignoring him or other Close Monsters and attacking
somebody else, because the Ghost is not considered to be
Close to the Hero (only the Hero is considered to be
Close to the Ghost).

When an ability instructs you to place a Character in the Spawn
tile, its figure is taken from the board and placed standing up in
the first available slot of the Spawn tile, but that doesn't mean
it's been killed. It's just been banished to that world beyond
the grave, awaiting a chance to return. The Character retains all
Wounds he's suffered and a Hero doesn't lose any Exploration
tokens in his possession (who says you can't carry anything out of
this world?). However, any special condition tokens placed on
the Character are removed.

Note: Pay attention to the scenario descriptions for notes on
specific Moniten that may not be banished.

Examples: Darryn and Chaz are considered to be Close
to the Ghost, even though there's a wall and a closed door
between them.

1 - When Darryn attempts to move out of his Space, he
triggers the Ghost's Guard Reaction and is attacked.

2 - Chaz makes a ranged attack against a Skelchone
that is not Close to him. However, since the Ghost is not
considered to be Close to him behind that closed door, its
Guard Reaction is not triggered.

RESPAWNING
BANISHED CHARACTERS

When the Spawn tile becomes full, players roll a Monster Spawn
as usual, including any banished Characters. If the banished
Character is a Monster, it works just like a normal Monster Spawn,
the figure either being placed on a Board Space containing
the Spawn token (but still with any Wounds it suffered) or being
returned to the game box. If the banished Character is a Hero,
however, things work a bit differently. If the Spawn roll places the
Hero in a Free space, its figure goes to that Space on the board
(still with any Wounds it suffered), but if the roll would eliminate
the Hero, his figure is instead placed back on the board either on
his Starting Area or Close to an Ally, as if it had been Resurrected
(though it still retains any Wounds suffered).

If a player Rests his Guild while his Hero is still banished to
the Spawn tile, he can choose to bring him back to the board
immediately, either on his Starting Area or Close to an Ally.

Note: If the Spawn tile happens to already be full when a Hero
is banished, he is placed straight into his Starting Area or Close
to an Ally.

Arcadia Quest • Beyond the Grave

---

BEYOND THE GRAVE
CAMPAIGN

This book contains all nine scenarios of Arcadia Quest - Beyond
the Grave and provides all the necessary information for setting
up and playing each scenario. You can play the Scenarios in this
book either as a Campaign or in Episodic Mode.

CAMPAIGN AND EPISODIC MODE
The Arcadia Quest - Beyond the Grave campaign is divided into
three stages: the Outer Circle, the Inner Circle and the Final
Showdown. During a campaign, just six of the nine scenarios
contained in this Campaign Book will be played, so each new
campaign can take different paths and offer all new scenarios
for the players.

Outer Circle - Of the five scenarios available in the Outer
Circle, three must be completed before the players move into
the Inner Circle.

Inner Circle - Of the three scenarios available in the Inner
Circle, two must be completed before the players move to the
Final Showdown.

Final Showdown - All campaigns end with the Final Showdown
scenario.

At the beginning of the campaign, players choose which of
the Outer Circle scenarios will be the first (it is recommended
that first-time players begin the campaign with the Haunted
Barracks scenario). Afterwards, the winner of the previous
scenario chooses which scenario will be played next.

However, if a group of players desires to simply have some fun
in a disconnected way, just gathering some Heroes and playing a
scenario without greater repercussions, they can play in Episodic
Mode.

In Episodic Mode, players quickly set up their Guilds, with Heroes
and Upgrade cards in any level of their choice, and go tackle any
scenario in this Campaign Book. For more information about
the Episodic Mode, see page 30 in the Arcadia Quest Rulebook.

HOW TO USE THIS BOOK
Each scenario's description contains different sections that are
described below. See the chapter "Scenario Setup" on page 10
in the Arcadia Quest Rulebook for a detailed description of
how to set up the board for a scenario to be played.

8 Campaign Book - Arcadia Quest

CONNECTED FROM
Each scenario might have a Title connection FROM other
scenarios. If it does, this section will indicate which other
scenarios offer a Title that can benefit a player in this scenario.

CONNECTS TO
Each scenario might have Title connections TO other scenarios.
If it does, this section will indicate which other scenarios benefit
from the Title that can be obtained in this scenario.

TITLE
In most scenarios, one Quest grants a Title to the Guild who
accomplished it. Each Title offers an advantage that this Guild
will be able to enjoy when playing certain subsequent scenarios.
This section specifies which of its Quests is associated with a
Title, what advantage it brings, and which subsequent scenarios
benefit from that Title.

QUESTS
Each scenario possesses a number of Quests that the Heroes
must accomplish in order to be victorious. The specific Quest
cards for each scenario are listed in this description and they're
divided into two kinds: Player vs. Player (PvP) and Player vs.
Environment (PvE). PvP Quests relate to defeating the Monster
or other enemy Guilds. PvE Quests are specific feats related to
performing a specific task. This section also indicates whether
a Quest grants a Reward card or a Title to the player who
accomplishes it.

REWARD CARD
Each scenario has one, or more Quests that grant a Reward card.
This section indicates what Reward cards can be gained in the
scenario.

SPECIAL SETUP
Some scenarios might have specific setup rules. This section
explains those rules.

SPECIAL RULES
Each scenario has some unique rules specific to it. This section
explains those rules, including a more detailed explanation of
what the players need to do in order to accomplish the
scenario's
Quests.

TITLE ADVANTAGES
This section explains the effects that Titles gained in previous
scenarios have in the current scenario.

MAP KEY
This section details which components, and their respective
quantities, are needed to play the scenario.

---

CAMPAIGN MAP

The map below shows the city of Arcadia and all nine available
scenarios for this campaign. They are divided into five scenarios
in the Outer Circle, three scenarios in the Inner Circle and the
Final Showdown at the center of the city.

Each scenario lists its relative difficulty and complexity (either
Easy, Medium or Hard). To help players visualize the Title
connections between scenarios, each Title is represented by a
symbol. The Title that can be gained in a scenario is displayed
above its name, and the Title that offers an advantage in a
scenario are displayed under its name. This way you can quickly
determine which scenarios connect to each other.

HAUNTED
BARRACKS
EASY

SLAUGHTER
-HOUSE
MEDIUM

SECRET
LABORATORY
HARD

THE UNHOLY
MAUSOLEUM
A*O*

BLACK
SHRINE
EASY

BRIDGE
OF THE
DAMNED
HARD

MILL
OF SOULS
MEDIUM

CRYPTO
MEDIUM

THE GRAVEYARD
HARD

Arcadia Quest Beyond the Grave

---

QUESTS
PVE
- "Investigate the Quarters" - Grants Title
- "Secure Weapons Cache" - Collect 1 Quest token. - Grants
Reward card

PVP
- "Kill Blue" - Kill 1 hero from opposing Blue Guild
- "Kill Red" - Kill 1 hero from opposing Red Guild
- "Kill Green" - Kill 1 hero from opposing Green Guild
- "Kill Orange" - Kill 1 hero from opposing Orange Guild

REWARD CARD
Spinal Tap (x2)

SPECIAL RULES
- When a Hero enters a Space containing either the Red, Green,
Blue or Orange Quest tokens, and has no Enemies on the same
Space, he accomplishes the "Secure Weapons Cache" Quest and
exchanges the token for one of the Reward Cards. The same
player cannot collect more than one Quest token. While it is
possible for all players to complete this Quest, only the first 2
will get Reward cards. The Quest "Secure Weapons Cache" will
still be available to other players, but after completing it, they
will not get the associated Reward Card.

HAUNTED
BARRACKS

Outer Circle

While zombies and skeletons can generally get along without
weapons, they're sooo much more entertaining with an axe or
a sword. Fortunately, the Arcadian Barracks was chock-full of
cast-off orc weapons and armor. The only problem was getting
the zombies to follow directions long enough for outfitting.
But now, inexplicably, newly-risen dead travel to the Haunted
Barracks seemingly of their own accord. If the Guilds are to have
any chance at re-taking Arcadia, they'd do well to halt the flow
of weapons and corpses coming and going from this place.

CONNECTS TO
- Black Shrine
- Mill of Souls

TITLE
When a Hero is in another player's Starting Area, and has no
enemies on any Space of that Starting Area, he accomplishes the
"Investigate the Quarters" Quest and becomes the "Speaker for
the Dead". When playing the "Black Shrine" or "Mill of Souls"
scenarios, all of his Heroes will get +1 Reroll per Character in the
Spawn tile.

- When a Hero is in another player's Starting Area, and has no
enemies on any Space of that Starting Area, he accomplishes the
"Investigate the Quarters" Quest.

10 Campaign Book Arcadia Quest

---

PLAYER 1
STARTING AREA
PLAYER 3
STARTING AREA
PLAYER 4
STARTING AREA
PLAYER 2
STARTING AREA
2A 3A 10B
6A 1A 12A
Closed
door x4
Small open
door x4
Exploration
token x8
Spawn
token x4
Tombstone
Cards x8
Portal
x6
Quest
tokens x4
AZ
Axe Flinger
Zombie x4
SZ
Slather
Zombie x2
SK
Skelebone
x6
Arcadia Quest Beyond the Grave

---

QUESTS
PVE
- "Kill Ivan" - Grants Title
- "Destroy Food Reserves". Destroy 1 Quest token - Grants
Reward card

PVP
- "Kill Blue". Kill 1 hero from opposing Blue Guild
- "Kill Red". Kill 1 hero from opposing Red Guild
- "Kill Green". Kill 1 hero from opposing Green Guild
- "Kill Orange". Kill 1 hero from opposing Orange Guild

REWARD CARD
Flaming Chain (x2)

SLAUGHTER
HOUSE

Outer Circle

Even zombies gotta eat. There just aren't enough citizens still
around to take care of the food supply problems. The Guilds
keep sending in fresh troops, but resurrection vanishes the
corpse straight from zombie hands. Fortunately, not every
corpse in Arcadia can answer the Dread King's call, and that's
where the Slaughterhouse comes in. Zombies labor day and
night to unearth and haul 'fresh' supplies from the graveyards
and crypts to this macabre meat factory. Ivan spends a lot of
time here, poking through the fresher meat for new brains for
his collection.

CONNECTS TO
- Mill of Souls
- Secret Laboratory

TITLE
If a player defeats Ivan, that player completes the Quest
"Kill Ivan" and becomes the "Mastermind". When playing the "Mill
of Souls" or "Secret Laboratory" scenarios, when that player
triggers any kind of Reaction on a Moniter and there is another
Hero Close to it, the monster will attack that Hero instead, If
there is more than one Hero Close to the active Monster, the
"Mastermind" player chooses which Hero will be attacked.

SPECIAL RULES
- The Heroes may attack any of the four Quest tokens as if
they were a Character. If the attack rolls any CRIT, the token
is destroyed. The Hero completes the Quest "Destroy Food
Reserves" and exchanges the token for one of the Reward
Cards. The same player cannot destroy more than one Quest
token. While it is possible for all players to complete this Quest,
only the first 2 will get Reward cards. The Quest "Destroy
Food Reserves" will still be available to other players, but after
completing it, they will not get the associated Reward Card.

- If a player kills Ivan, he immediately completes the Quest "Kill
Ivan".

- In this scenario, Ivan ignores any effect that would place him
in the Spawn tile.

Campaign Book · Arcadia Quest

---

12B
6A 9B
8A 2B
11B

PLAYER 3
STARTING AREA

SK
SK
GH
SZ NC
AZ
GH
SK
SK

PLAYER 2
STARTING AREA

SK
SK
SK
AZ AZ
IV
SK
SK

PLAYER 4
STARTING AREA

Closed
door x9

Small closed
door x2

Open
door x2

Quest
tokens x4

Exploration
token x8

Spawn
token x4

Portal x4 Portal x4

Tombstone
Cards x8

AZ
Axe Flinger
Zombie x4

SK
Skelebone
x6

NC
Necromancer
x2

SZ
Slasher
Zombie x2

GH
Ghost
x2

IV
Ivan
x1

PLAYER 1
STARTING AREA

Arcadia Quest Beyond the Grave

---

CRYPTS
Outer Circle

The Arcadian nobility have long interred their deceased in this
lonely place. As nobles themselves, they resisted the Dread
King's call far better than the common peasantry which make
up most of the Usurper's undead horde. For these resistant
corpses, a more personal touch is required. The Dread King has
tasked his Necromancers to bring Arcadia's ancient nobility back
to kneel in allegiance at his feet (and serve as Wave Two in his
expanding plans). The Guilds face not only an imminent threat
but enormous political pressure to keep the current aristocracy's
relatives safe and in their crypts. Besides, if any of them wake
up, wouldn't their titles revert back to them? Averting the legal
nightmares alone is worth ten times the effort!

CONNECTS TO
- Black Shrine
- Secret Laboratory

TITLE
The player who takes his own Quest token to one of the
designated areas completes the Quest "Cleanse the Noble
Crypts" and becomes the "Purifier". When playing the "Black
Shrine" or "Secret Laboratory" scenarios, that player will not
need to Rest to Resurrect a dead Hero; he may do it freely on
his turn.

14 Campaign Book Arcada Quest

QUESTS
PVE
- "Cleanse the Noble Crypts". Take your Guild's Quest token
to the designated Space. - Grants Title
- "Kill Necromancer" - Grants Reward card

PVP
- "Kill Blue". Kill 1 hero from opposing Blue Guild
- "Kill Red". Kill 1 hero from opposing Red Guild
- "Kill Green". Kill 1 hero from opposing Green Guild
- "Kill Orange". Kill 1 hero from opposing Orange Guild

REWARD CARD
Soulstone (x2)

SPECIAL SETUP
- All players start the scenario in possession of their Guild's Quest
tokens. The player must place the token on one of his Heroes'
cards. During the scenario, players can never take a Guild token
belonging to an opposing Guild.

- This scenario starts with some Monsters on the Spawn tile, as
indicated on the setup map.

SPECIAL RULES
- If a player kills a Necromancer he completes the Quest "Kill
Necromancer" and gets the Reward Card. The same player
cannot kill more than one Necromancer. The Necromancer is
not placed in the Spawn tile, but returned to the game box, so
a maximum of 2 players will be able to complete the Quest and
get the Reward Card.

- In this scenario, the Necromancers ignore any effect that
would place them in the Spawn tile.

- If a player takes his own Quest token to one of the Spaces
designated with a "!" and has no Enemies on the same Space, he
completes the Quest "Cleanse the Noble Crypts" and discards
the token.

---

PLAYER 2
STARTING AREA

PLAYER 4
STARTING AREA

PLAYER 3
STARTING AREA

PLAYER 1
STARTING AREA

12B 7B 11B
2B 10A 9B
4B 5B

GH
SK
SK

Closed
door x6

Small closed
door x4

Open
door x2

Portal
x2

AZ
Axe Flinger
Zombie x4

SZ
Slasher
Zombie x2

SK
Skeletone
x6

Spawn
token x5

Exploration
token x8

Tombstone
Cards x8

Portal
x3

GH
Ghost
x4

NC
Necromancer
x2

Arcadia Quest Beyond the Grave

---

TITLE
A Hero may collect his Guild's Quest token and take it back to
his own Starting Area. If the Hero carrying his Guild's token is
in his Starting Area and has no Enemies sharing the same Space,
he completes the Quest "Gather Frank's Bride". The first player
to do it becomes the "Matchmaker", and when playing the final
scenario "The Unholy Mausoleum", every time he kills 1 enemy,
he may activate Frank, performing it! movement and/or attack
against any Hero or Minion of his choice.

QUESTS
PVE
- "Gather Frank's Bride": Recover your Guild's Quest token and
bring it to your Starting Area. - Grants Title
- "Kill Frank" - Grants Reward card

PVP
- "Kill Blue": Kill 1 hero from opposing Blue Guild
- "Kill Red": Kill 1 hero from opposing Red Guild
- "Kill Green": Kill 1 hero from opposing Green Guild
- "Kill Orange": Kill 1 hero from opposing Orange Guild

REWARD CARD
Power Harness (x1)

BRIDGE OF
THE DAMNED

Outer Circle

The Bridge of the Damned (which is its actual name!) has
long had a history as THE place from which forlorn lovers hurl
themselves to end their angst-driven vapors. Tower battlements
are just too high for a proper spectacle, and, plus, the river
really isn't THAT far down. And yet, a few tragic souls still never
make it to the surface. Poor Frank has been fishing from the
bridge ever since he heard about its history. He's really hoping
to find his soul-mate's body somewhere down in the depths.
Unfortunately, his constant weeping and sniveling is driving the
few surviving citizens mad. They're locked in their houses by
night, and by day, nothing can dislodge poor Frank from the
bridge. It's up to the Guild to either find what he's looking for,
or drive him off for good!

CONNECTS TO
- The Unholy Mausoleum

SPECIAL SETUP
- Separate all the Quest tokens and place them face up on the
side of the board opposite to their respective Guild's starting
areas, as indicated on the map.

SPECIAL RULES
- If a player kills Frank, he completes the Quest "Kill Frank" and
gets the Reward Card.
- In this scenario, Frank ignores any effect that would place him
in the Spawn tile.
- A Hero may take his Guild's Quest token and bring it to his
own Starting Area. When the Hero is in any Space of his Starting
Area and has no Enemies sharing the same Space, he completes
the Quest "Gather Frank's Bride" and discards the token.

16 Campaign Book - Arcadia Quest

---

P1
SK
P4
SK
AZ
GH
AZ
GH
PLAYER 2
STARTING AREA
NC
SZ
PLAYER 3
STARTING AREA
10B 3A 12A
2B
9A 1A 7A
PLAYER 4
STARTING AREA
SK
NC
SZ
SK
P3
GH
AZ
SK
P2
GH
AZ
Closed
door x5
Spawn
token x4
AZ
Axe Flinger
Zombie x4
SZ
Slasher
Zombie x2
SK
Skeletone
x6
Open
door x7
Quest
tokens x4
Portal x4
GH
Ghost
x4
NC
Necromancer
x2
FR
Frank
x1
Small open
door x4
Exploration
token x8
Tombstone
Cards x8
Arcadia Quest Beyond the Grave 17

---

QUESTS
PVE
- "Stop the Ritual". Take 1 Death token to the central Space of
the graveyard. - Grants Title
- "Kill Dr. Spider" - Grants Reward card

PVP
- "Kill Blue". Kill 1 hero from opposing Blue Guild
- "Kill Red". Kill 1 hero from opposing Red Guild
- "Kill Green". Kill 1 hero from opposing Green Guild
- "Kill Orange". Kill 1 hero from opposing Orange Guild

REWARD CARD
Tombstone Shield (x1)

SPECIAL SETUP
- This scenario starts with some Monsters on the Spawn tile, as
indicated on the setup map.

- Separate all Quest tokens, shuffle them and place them, face
down, in the Spaces indicated on the map.

- Place 4 Death tokens on the board as indicated. Instead of
their normal use, they behave the same as Quest tokens.

SPECIAL RULES
- If a Hero is on a Space containing one of the 4 Quest tokens
and has no Enemies on the same Space, the content of the token
is revealed. If a Hero finds the Blue, Orange or Green Quest
tokens, it is replaced by a Ghost, who immediately attacks the
Hero who found it. (*)

- If a Hero kills Dr. Spider he completes the Quest "Kill Dr.
Spider" and gets the Reward Card.

- In this scenario, Dr. Spider ignores any effect that would place
him in the Spawn tile.

- If a Hero is on a Space containing one of the Death tokens and
has no Enemies on the same Space, he collects the token. This
Death token works just like a Quest token, with the difference
that it is placed on the Hero's figure instead of on his card. The
Hero must now take the token to the central Space of the
graveyard. When the Hero carrying the token is on the
central Space of the Graveyard and has no Enemies sharing the
same Space, he discards the token from the game and completes
the Quest "Stop the Ritual".

THE GRAVEYARD
Outer Circle

The Graveyard was once beyond Arcadia's city walls, but has
since been enclosed. It was built on the site of famous battle
wherein thousands upon thousands are said to have perished.
And that's ALL the encouragement Dr. Spider needs to carry out
his grandest experiment yet. Combining mad magic and insane
science, he's devised a means to raise both armies at the same
time! Even the Dread King might have trouble reigning over the
risen hordes, but who can say no to instant legions? The heroes
must re-bury the skulls being used before Dr. Spider succeeds, or
risk being completely overrun!

CONNECTS TO
- The Unholy Mausoleum

TITLE
If a Hero collects any of the four Death tokens placed on
the board during setup, he must take it to the central Space
of the Graveyard. When the Hero carrying the token is at the
indicated Space and has no Enemies sharing the same Space, he
completes the Quest "Stop the Ritual". Only the first player to
do it becomes the "Undertaker" and, when playing the final
scenario "The Unholy Mausoleum", may remove Death Curse
cards from his Heroes by paying only 1 Coin per card.

18 Campaign Book · Arcadia Quest

---

PLAYER 4
STARTING AREA

2A 9A
7A 10A 11B
12B 5B

PLAYER 2
STARTING AREA

PLAYER 1
STARTING AREA

PLAYER 3
STARTING AREA

7 90000

Closed
door x6

Open
door x2

Small closed
door x2

Small open
door x2

Quest
tokens x4

Tombstone
Cards x8

Spawn
token x5

Portal
x6

Exploration
token x8

Death
token x4

AZ
Axe Flinger
Zombie x4

GH
Ghost(*)
x4

SZ
Slasher
Zombie x2

NC
Necromancer
x2

SK
Skelebone
x6

DS
Dr. Spider(*)
x1

Arcadia Quest Beyond the Grave 1

---

CONNECTS TO
- The Unholy Mausoleum

TITLE
If a player collects and escorts one of the members of the
Militia (Red, Green, Orange or Blue Quest token) to the exit,
he completes the Quest "Rescue the Militia" and becomes
a "Captain of the Militia". When playing the final scenario,
"The Unholy Mausoleum", the Militia will share with his Guild
the secret of the magic back door to the Temple of Dawning
Twilight, giving him access to the portal inside.

QUESTS
PVE
- "Rescue the Militia". Escort one Quest token to the exit. -
Grants Title
- "Kill Frank" - Grants Reward card
- "Kill Ivan" - Grants Reward card

PVP
- "Kill Blue". Kill 1 hero from opposing Blue Guild
- "Kill Red". Kill 1 hero from opposing Red Guild
- "Kill Green". Kill 1 hero from opposing Green Guild
- "Kill Orange". Kill 1 hero from opposing Orange Guild

REWARD CARD
Holy Water (x2)

SPECIAL RULES
- If a player kills Frank, he completes the Quest "Kill Frank" and
gets a Reward Card.
- If a player kills Ivan, he completes the Quest "Kill Ivan" and
gets a Reward Card.
- In this scenario, Frank and Ivan ignore any effect that would
place them in the Spawn tile.
- If a Hero takes any of the Quest tokens to one of the 3 exits of
the Black Shrine (as indicated on the map) and has no Enemies
sharing the same Space, he completes the Quest "Rescue the
Militia", discarding the token.

TITLE ADVANTAGES
- If a player got the "Speaker for the Dead" Title by exploring
the quarters in the "Haunted Barracks" scenario, all of his
Heroes get +1 Reroll per Character currently on the Spawn tile.
- If a player got the "Purifier" Title by cleansing the noble crypts in
the "Crypts" scenario, he does not need to Rest his Guild in order
to Resurrect a dead Hero; he may do it freely during his turn.

BLACK
SHRINE
Inner Circle

The former Cathedral has been defiled by the Dread King
and his Necromancers into a vile Black Shrine to the forces of
darkness. Worse, they've been rounding up the few remaining
citizens as 'new recruits' to the Dread King's undead army.
Which, yes, means terrible, terrible deaths followed by even
more terrible undeaths. If the Guilds could only get there first!
If they could only arm those same citizens and transform them
into new militia leaders! If only there were heroes hardy enough
to undertake such a task!! .... Oh wait! There are! What a happy
coincidence! And yet, they must beware, for the Dread King
himself occasionally inspects the new recruits in their... er, pre-
zombified state.

CONNECTED FROM
- Haunted Barracks
- Crypts

Campaign Book · Arcadia Quest

---

PLAYER 2
STARTING AREA
EXIT
EXIT
EXIT
PLAYER 4
STARTING AREA
SK
IV
FR
SK
GH
NC
AZ
GH
SK
NC
AZ
GH
SK
PLAYER 1
STARTING AREA
SK
AZ
SK
AZ
GH
SK
NC
AZ
GH
PLAYER 3
STARTING AREA
Quest
tokens x4
Small open
door x2
Spawn
token x5
Portal
x4
6A 1A 12A
9A 4A 7A
2A 3A 5B
Closed
door x8
Exploration
token x8
Tombstone
Cards x8
Portal
x2
AZ
SZ
SK
GH
NC
IV
FR
DK
Axe Flinger
Zombie x4
Slasher
Zombie x2
Skelebone
x6
Ghost
x4
Necromancer
x2
Ivan
x1
Frank
x1
Dread
King x1
Arcadia Quest Beyond the Grave 2

---

MILL
OF SOULS
Inner Circle

Those corpses that have resisted the Dread King's call through
force of will rather than random chance are not taken to the
Slaughterhouse for the zombie army's sustenance. Instead, they
are grist for the Mill of Souls, a cunning engine of necromantic
power that can rend a soul through even the most tenuous
attachment to its former body. The resulting Ghosts are rueful,
angry, and burning with vengeance, which is exactly what the
Dread King wants. Each bends knee to their undead overlord
before pursuing the living throughout the city. If the heroes can
stop the Mill (and survive the Dread King himself), they'll be yet
one step closer to freeing Arcadia!

CONNECTED FROM
- Haunted Barracks
- Slaughterhouse

CONNECTS TO
- The Unholy Mausoleum

TITLE
If a player kills the Dread King, the player completes the "Kill
the Dread King" Quest and becomes the "Master of Death".
When playing the final scenario, "The Unholy Mausoleum",
every time the player kills an Enemy he reveals one of the
unused Tombstone cards.

QUESTS
PVE
- "Kill the Dread King" - Grants Title
- "Kill Skellebone" - Grants Reward card

PVP
- "Kill Blue". Kill 1 hero from opposing Blue Guild
- "Kill Red". Kill 1 hero from opposing Red Guild
- "Kill Green". Kill 1 hero from opposing Green Guild
- "Kill Orange". Kill 1 hero from opposing Orange Guild

REWARD CARD
Skull Helm (x2)

SPECIAL SETUP
- This scenario starts with some Monsters on the Spawn tile, as
indicated on the setup map.
- Separate all the Quest tokens and place them face up on the
Space on the board opposite to their respective Guild's Starting
Areas, as indicated on the map.

SPECIAL RULES
- If a player kills the Dread King, he completes the Quest "Kill
the Dread King".
- The doors to the Spaces containing the Skellebones cannot
be opened or closed normally by using a Movement Point.
When a Hero is on the Space containing his Guild token, he
chooses one of these doors to open. As long as there's a Hero
of his Guild standing on the Quest token, the door remains
open, otherwise it closes immediately. Whenever a Hero enters
containing his Guild's Quest token, he may choose
another door to keep open (closing any other that was being
kept open by his Guild). The Guild tokens cannot be collected.
- If a Hero kills a Skellebone, he completes the Quest "Kill
Skellebone" and gets a Reward Card, if there's one still available.
The same player cannot kill more than one Skellebone. The
killed Skellebone is not placed in the Spawn tile, but returned
to the game box.
- In this scenario, the Dread King and Skellebones ignore any
effect that would place them in the Spawn tile.

TITLE ADVANTAGES
- If a player got the "Speaker for the Dead" Title by exploring
the quarters in the "Haunted Barracks" scenario, all of his
Heroes get +1 Reroll per Character currently on the Spawn tile.
- If a player got the "Mastermind" Title by killing Ivan in the
"Slaughterhouse" scenario, when one of his Heroes triggers any
kind of Reaction on a Monster and there is another Hero Close
to it, the monster will attack that Hero instead. If there is more
than one Hero Close to the active Monster, the "Mastermind"
player chooses which Hero will be attacked.

22 Campaign Book · Arcadia Quest

---

7A
1A 4B 11B
10B 3A 8B
6A

PLAYER 3
STARTING AREA

NC NC SZ

PLAYER 2
STARTING AREA

GH
SK

GH
AZ
P4 P1
GH
P2 P3
GH
AZ
SK
PLAYER 1
STARTING AREA
DK
Dread
King x1

NC
Necromancer
x2

GH
Ghost
x4

SK
Skeletone
x4

Closed
door x8

Quest
tokens x4

Open
door x4

Portal
x5

Portal
x3

Tombstone
Cards x8

Spawn
token x4

Exploration
token x8

AZ
Axe Flinger
Zombie x4

SZ
Slasher
Zombie x2

PLAYER 4
STARTING AREA

Arcadia Quest Beyond the Grave

---

SECRET
LABORATORY
Inner Circle

At last! The lair of the vile Dr. Spider himself! Finally the heroes
can put a stop to his mad experiments once and for all. And yet,
this is no normal laboratory! Science and magic combine here
into an intricate tapestry of infinite fascination and imminent
death. One wrong move, and BOOM! (Or even one RIGHT
move, and still BOOM!) But, many of the artifacts and chemicals
found in this lab are among the most rare and unusual that can
be found anywhere in the world. Why, the heroes may stumble
upon a most potent secret weapon or two. And yet, they must
beware mixing noxious compounds at random, for Dr. Spider
uses no labels, and would only enjoy the chaos that a bad
mixture might cause.

CONNECTED FROM
- Slaughterhouse
- Crypts

CONNECTS TO
- The Unholy Mausoleum

TITLE
If a Hero kills Dr. Spider, he completes the "Kill Dr. Spider" Quest
and becomes the "Alchemist". At the start of the "The Unholy
Mausoleum" scenario he gets 1 Healing Potion, 1 Refreshing
Potion and 1 Extra Turn Potion from the Exploration tokens.
These are placed next to his dashboard, can be spent by any of
his Heroes and cannot be stolen.

24 Campaign Book · Arcadia Quest

QUESTS
PVE
- "Kill Dr. Spider" - Grants Title
- "Brew the Serum" - Collect and take 2 Quest tokens to one of
the designated Spaces. - Grants Reward card

PVP
- "Kill Blue". Kill 1 hero from opposing Blue Guild
- "Kill Red". Kill 1 hero from opposing Red Guild
- "Kill Green". Kill 1 hero from opposing Green Guild
- "Kill Orange". Kill 1 hero from opposing Orange Guild

REWARD CARD
Hulking Serum (x2)

SPECIAL RULES
- If a player kills Dr. Spider, he completes the "Kill Dr.
Spider".
- In this scenario, Dr. Spider ignores any effect that would place
him in the Spawn tile.

- If a player takes 2 Quest tokens to one of the Spaces indicated
by a "1" on the map and has no Enemies sharing the same Space,
he completes the Quest "Brew the Serum" and gets a Reward
card, discarding the 2 Quest tokens. The same player cannot do
this twice.

TITLE ADVANTAGES
- If a player got the "Purifier" Title by cleansing the noble crypts
in the "Crypts" scenario, he does not need to Rest his Guild in
order to Resurrect a dead Hero, he may do it freely during his
turn.

- If a player got the "Mastermind" Title by killing Ivan in the
"Slaughterhouse" scenario, when one of his Heroes triggers any
kind of Reaction on a Monster and there is another Hero Close
to it, the monster will attack that Hero instead. If there is more
than one Hero Close to the active Monster, the "Mastermind"
player chooses which Hero will be attacked.

---

PLAYER 1
STARTING AREA

PLAYER 4
STARTING AREA

SK
NC AZ
DS
IV
GH GH
SK AZ
SK AZ

PLAYER 3
STARTING AREA

PLAYER 2
STARTING AREA

SK
GH
SZ
SK
NC AZ
DS
IV
GH
SK

Closed
door x11

Open
door x2

Quest
tokens x4

Portal
x6

Exploration
token x8

Spawn
token x5

Tombstone
Cards x8

AZ
Axe Flinger
Zombie x4

SZ
Slasher
Zombie x2

SK
Skelebone
x6

GH
Ghost
x4

NC
Necromancer
x2

IV
Ivan
x1

DS
Dr. Spider
x1

6A 2B 12A
1A 11A 3A
8A 9B 10B

Arcadia Quest Beyond the Grave Z

---

The Dread King's seat of power is not a grand throne room, but
rather the entrance to the vast underground catacombs beneath
this mausoleum. Here his darkness is at its height, and the Guilds
will be sorely tested to oust him from this evil throne. Not only
are his powers exalted in this cursed place, but the Guilds are at
their weakest. Resurrections are tricky to say the least. Death
lingers here, in a very real sense. It's an epic battle to the finish,
to destroy the Dread King and release him from his dreadful
compact. The last surviving Guild shall emerge triumphant! And
all will be right with the world.

CONNECTED FROM
- Bridge of the Damned
- The Graveyard
- Black Shrine
- Mill of Souls
- Secret Laboratory

QUEST
PVE
- "Kill the Dread King"

SPECIAL SETUP
- If a player got the "Alchemist" Title in the "Secret Laboratory"
scenario, give him 1 Healing Potion, 1 Refreshing Potion and 1
Extra Turn Potion before placing the Exploration tokens on the
board. He keeps these tokens next to his Guild dashboard.

- If a player got the "Master of Death" Title in the "Mill of Souls"
scenario, give him 6 face down Tombstone cards before placing
the rest on the board.

CONTINUED ON PAGE 28

THE UNHOLY
MAUSOLEUM

Final Showdown

Closed
door x4

Open
door x7

Small closed
door x2

Locked
door x1

Exploration
token x10

Spawn
token x3

Tombstone
Cards x8

Portal
x4

Portal
x3

AZ
Axe Flinger
Zombie x4

SZ
Slasher
Zombie x2

SK
Skelebone
x6

GH
Ghost
x4

NC
Necromancer
x2

IV
Ivan
x1

FR
Frank
x1

DK
Dread
King x1

DS
Dr. Spider
x1

12A 5A 6A
3A 11A 9B
8B 10A 4B
2B 1B 7A

26 Campaign Book · Arcadia Quest

---

PLAYER 3
STARTING AREA

PLAYER 2
STARTING AREA

PLAYER 4
STARTING AREA

PLAYER 1
STARTING AREA

Arcadia Quest · Beyond the Grave 2

---

SPECIAL RULES
- "The Unholy Mausoleum" scenario has only one Quest that
offers no Rewards or Titles. When a player kills the Dread King,
the scenario -and the campaign- ends.

- Whenever a Hero dies, he receives one Death Curse card
(in addition to the usual Death token). The Death Curses are
cumulative and the Hero must keep all he receives. At any time,
however, a player may remove a Death Curse card by discarding
the same number of coins as the value of the Death Curse card.
For example, if a Death Curse card's value is 3, the player has to
discard 3 coins to remove it. The player may also discard Treasure
Chest tokens to remove Death Curse cards. Removed Death
Curse cards go to a discard pile. If the Death Curse deck runs
out, reshuffle the discard pile and make a new deck.

TITLE ADVANTAGES
- If a player got the "Matchmaker" Title by being the first to
gather the parts for Frank's Bride in the "Bridge of the Damned"
scenario, every time his Heroes kill an Enemy he may activate
Frank, performing in any order its movement and/or attack
against any Hero or Minion of his choice.

- If a player got the "Undertaker" Title by being the first to
stop the ritual in the "The Graveyard" scenario, removing Death
Curse cards costs him only 1 Coin per card, regardless of its value.

- If a player got the "Captain of the Militia" Title by rescuing a
member of the Militia in the "Black Shrine" scenario, his Heroes
consider the locked door at the back of the Temple of Dawning
Twilight to be always open, while the other Guilds consider it
to be always closed. His Heroes are able to attack through the
locked door and move through it, gaining access to the portal
inside the temple.

- If a player got the "Master of Death" Title by killing the Dread
King in the "Mill of Souls" scenario, every time his Heroes kill an
Enemy he reveals 1 of the Tombstone cards that were given to
him during setup.

- If a player got the "Alchemist" Title by killing Dr. Spider in
the "Secret Laboratory" scenario, any of his Heroes can use the
potions he was given during setup as if they were on their Hero
cards, though they cannot be stolen.

8 Campaign Book · Arcadia Quest

HEROES

DARRYN

"What's that, dear? Why yes, you do seem a bit
thirsty."

Darryn loves his sword. Perhaps a bit too much. Not only does
he talk to it, he holds long, meaningful conversations with it.
When asked about this peculiarity, Darryn insists he's just talking
'AROUND' the sword. Not 'TO' the sword. (Yes, that's much less
disturbing.) Regardless, Darryn is just about the most enthusiastic
warrior around. He'll wade straight into any fray, preferring
unwounded enemies to those on their last legs. And, if his blade
really IS talking to him, well, at least it's not distracting him from
his work.

CHAZ

"Don't hate me because I'm beautiful."

Chaz is Darryn's brother (and they're known collectively as
the Black Brothers, thanks to a marketing deal with the Black
Armory who supplies their armor). Chaz's claim to fame is his
and Stunning Hair. When in his Power Stance
(and that's nearly all the time, even sleeping) he's an unstoppable

---

swordsman of supreme skill. Unless someone muses his Stunning
Hair. Then, he might be better described as a fretting nitwit, as he
struggles to comb his hair back into place mid-battle. Thus, it's a
mark of his prowess that the Guilds give him any work at all. (And
the kickback from the Black Armory don't hurt anything either).

THE ENEMY

SKELEBONES

"You have a 'bone to pick with me', hero? Yes, very
clever. That one never gets old. Grrrr....."

Skelebones just can't get any rest. Scavengers dig them up, mad
scientists animate them, and they're constantly subjected to
regarding calcium intake, empty heads, and
poor dentistry. It's almost as if the heroes can't resist, and it's no
wonder Skelebones are always so angry. By way of compensation,
they prey on adventurers to secure as much clothing, armor, and
weapons as their bony frames can carry. As troops, they're the
'ironic brains' of the foot soldiers, since zombies can't be relied
upon to do more than shuffle towards the enemy.

BLASHER ZOMBIES

"They're not mindless minions. See? The proof is right
there! That noodley part..."-Dr. Spider

Dr. Spider insists there's absolutely nothing wrong with his basic
zombies. They may not be able to speak, or move terribly fast,
or follow complex instructions (or ANY instructions beyond 'Eat
Hero Brains'). And yet, they're a cheap, plentiful, and effective
barrier to Guild invasions. And have we not mentioned the
Zombie Spring Cotillion? Such a grand affair, if somewhat lacking
in conversation. Although, the zombies have discovered a rather
ingenious method of learning what the others are thinking:
Simply swap brains.

AXE FLINGER ZOMBIES

"Such entertaining minions! If only the casualty list wasn't
so high from their practice drills." -The Dread King

When the Dread King began arming his zombie hordes, he
knew they were terrible marksmen. Thus, he issued swords,
axes, hammers, and other melee weapons. Little did he suspect
that the 'livelier' zombies would start flinging their axes at
enemy heroes! The new application was immediately apparent,
although arming every zombie with a dozen axes proved
impractical. A special kind of enchantment was devised to
teleport the axe to the zombie's hand after flinging. Note: this
enchantment is a marked improvement over the 'boomerang'
axe' design, which proved hilarious, but... messy.

Arcadia Quest • Beyond the Grave 2

---

GHOSTS
"Deeeaaath! DEEEAAATH awaits! yooooouuuu!!!! I
mean... obviously. You're mortal, right? Right then. I
stand by my statement."

Ghosts have been brought back from beyond the veil of death
to haunt the living and scare the pants off heroes. They claim
tremendous insights into the Great Beyond, and often adopt the
air of philosophers and oracles. And yet, when plied for specifics,
they tend to get... hazy. As loyal minions to the Dread King
and Dr. Spider, Ghosts like to serve as 'shock' troops, although
they're more like 'jump scare' troops in practice. Still, heroes
would do well not to underestimate these wispy enemies, since
they have little to fear from death itself.

NECROMANCERS
"Of course this racket will raise the dead. That's the
whole point, you philistine!"

Most Necromancers began their careers as aspiring musicians and
singers attending Arcadia University's prestigious Conservatory
program. Alas, not everyone is destined for greatness... or even
mediocrity. In fact, most Necromancers can be quite rightfully
labeled as the worst musicians and singers in the realm, and,
like all failed artists, have turned to dark magics to exact their

vengeance upon their critics. Even those with the slightest
magical talent can use their disharmonic gifts to raise the dead
from their crypts and call back spirits long banished across the
veil of death.

IVAN
"This brain? Umm..... I think it belongs to 'Abby'
someone...."

While a perfectly capable lab assistant and toady, Ivan has never
been overburdened with an abundance of brains... until now!
He discovered his love of brain collecting early in service to Dr.
Spider, and now roams graveyards and morgues the world over
searching for perfect specimens for his collection. Mind you,
only Ivan can say what makes for a 'perfect brain', but he'll wax
eloquent on the merits and faults of every brain in his bag, some
of which have been there for a considerable time. In fact, it's
good that most of his companions are undead, and thus in no
danger of being bored to death.

FRANK
"Frank just want big hug!"

30 Campaign Book · Arcadia Quest

---

While Frank is one of Dr. Spider's most successful experiments,
this hulking monstrosity was implanted with a brain too small
and a heart too big. Frank wants nothing more than to be
loved. Alas, he has concluded that he'll never find a soulmate to
match him, so he'll do the next best thing: build his own! Often
found accompanying Ivan, the duo will scavenge graveyard after
graveyard looking for the right parts. Ivan keeps the brains, and
Frank keeps whatever he needs. Unfortunately for any heroes
that happen upon him, Frank will brook no interference in this
mighty quest of his own!

DR. SPIDER

"No, not 'Spider' like the arachnid. It's pronounced
SPEEDER. Yes, the 'I' is a long 'E', I think I know how
my own name is pronounced, thank you!"

Nobody paid much attention when Dr. Spider was expelled from
Arcadia University for excessive experiments into Necromancy.
Even Lord Fang ignored him after taking over the city, and the bad
Doctor pillaged the cemeteries and mausoleums of Arcadia for test
subjects. Obsessed with his experiments, Dr. Spider retreated to his
secret lab and worked long hours to tease the secret of immortality
from the universe, and to prove, once and for all, that he should
have fame, fortune, and (most importantly) tenure!

THE DREAD KING

"Wizards. Worse than lawyers. We won't be needing
either when I'm back on my throne."

Once the great and honorable king of his realm, the Dread
King longed to extend his life and continue to rule. He made a
pact with a dark wizard that would grant him immortality. Alas,
dark wizards are known for their treachery, and dark pacts are
known for their fine print. The Dread King was indeed granted
immortality, but only in a twisted undead form. The Wizard
bound him to the crypts deep below Arcadia. Many centuries
later, with the Dread King completely erased from history, Dr.
Spider's deranged experiments (and insane, cackling laughter)
have finally shattered the last remnants of the decaying binding.
Now, risen once more, the Dread King seeks to establish his
kingdom from the 'trespassers' in Arcadia, and rule for eternity
from beyond the grave!

CREDITS

GAME DESIGNERS
Eric M. Lang,
Eric M. Lang, Fiest Perret,
Guilherme Goulart and Thiago Aranha

EXECUTIVE PRODUCER
David Preti

ART
Andrea Cofrancesco, Nicolas Fructus
and Mathieu Hallaut

GRAPHIC DESIGN
Mathieu Hallaut

SCULPTOR
Benjamin Maillet

WRITER
Eric Kelley

EDITING
Jared Miller, Spencer Reeve, Michael Shinall

PUBLISHER
David Doust and Chem Ng Ann

PLAYTESTERS
Viola Bafle, Joao Vitor Goncalves,
Tiago Garcia de Souza, Gabriel Mendes
de Almeida Antonini, Lucas Mender de
Almeida Antonini, Carlos 'Ave' Cesar
Carvalho, Fibin Kalaf

Arcadia Quest • Beyond the Grave 3

---

HAUNTED
BARRACKS
EASY

SLAUGHTER
HOUSE
MEDIUM

SECRET
LABORATORY
HARD

THE UNHOLY
MAUSOLEUM
A*O*X*

MILL
OF SOULS
MEDIUM

BLACK
SHRINE
EASY

BRIDGE
OF THE
DAMNED
HARD

CRYPTS
MEDIUM

THE GRAVEYARD
HARD

2015 - Second Printing

---

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