TEXT:  
   
   
   
   
   
   
   
   
  ADVENTURE: 
  GLADE OF THE 
  UNICORN 
   
  ENCOUNTERS: NINE 
  DIFFICULTY: HARD 
  DURATION: 90-120 MINUTES 
   
  DESIGNED AND MAPPED  
  BY  
  JUSTIN HALLIDAY 
   
  
   
  Hero Kids Adventure – Glade of the Unicorn 
  Justin Halliday 
  Page 2 
  Hero Kids Adventure 
  This adventure requires a copy of the Hero Kids RPG 
  to play, and these extra materials are required: 
  • Six-sided dice (d6s) 
  • Pencil and eraser 
  • Hero Cards for each player 
  • Monster Cards for the unique monsters in this 
  adventure (goblins, wolves) 
  • Print-outs of the encounter maps 
  • Stand-up minis for the heroes and monsters 
  Background 
  Our heroes live in Rivenshore, the largest village in the 
  Brecken Vale.  The village lies on the Camarva river, 
  which runs from the towering Druinhowe mountains. 
  The Brecken Vale would be a beautiful place to live, if 
  it weren‟t beset by an endless series of calamities. 
  Adventure Overview 
  This nine-encounter adventure takes place in the dark 
  and wild Darkenwold Woods that surround the 
  village of Rivenshore.  Here the kids discover a 
  mystical unicorn that has been injured by goblins.  
  They must recover the weapon that dealt the wound 
  and find a magical spring that will heal the unicorn. 
  Adventure Intro 
  Today’s adventure starts when the kids are on patrol 
  in the Darkenwold Woods to the east of Rivenshore. 
  You are out on your weekly patrol of the Darkenwold 
  Wood that surrounds Rivenshore.  You have taken the 
  east road into the woods, and then turned north off the 
  road and trekked deep into the dense woods. 
  After an hour following a narrow track, you stop as 
  you hear crashing through the undergrowth. 
  As you watch, you catch a glimpse of a rare sight - a 
  bone white unicorn leaps over a stand of bushes and 
  gallops towards you.  Behind it, a swarm of short and 
  snarling goblins erupts from the foliage and cheer at 
  the fleeing creature. 
  The unicorn surges closer and you see that it has blood 
  streaming from a fresh wound, then it leaps clear over 
  you with a loud whinny. 
  The goblins rush forward in pursuit of the unicorn.  
  They see you in their path, panic, and scatter into the 
  woods. 
  
   
  Hero Kids Adventure – Glade of the Unicorn 
  Justin Halliday 
  Page 3 
  Encounter 1: Tracking the Unicorn 
  The first encounter takes place immediately after the 
  unicorn and goblins disappear into the forest.  The 
  heroes start on the north-south path and must track 
  the unicorn to make sure it’s safe. 
  Encounter Intro 
  The heroes begin on the path, having just witnessed 
  the injured unicorn fleeing from the goblins: 
  The goblins‟ shrieks and the thundering hoofbeats of 
  the unicorn head in two different directions. 
  As custodians of the forest, you are sworn to protect the 
  unicorn.  You know that the unicorn is the mystical 
  protector of the Darkenwold Woods, and if it dies then 
  the forest will suffer blight and plague. 
  You look around and see deep hoofprints in the dirt.  
  Further along you see a splash of the unicorn‟s blood 
  that has fallen on the leaves of a plant.  As you watch, 
  the plant turns brown and wilts.   
  You must track the unicorn and help it. 
  Ability Tests 
  To track the unicorn, the kids must succeed at two 
  Intelligence tests (Tracking/Nature).  If there’s one 
  hero, then the difficulty is 3, two heroes is at 
  difficulty 4, three heroes is at difficulty 5, and four 
  heroes is at difficulty 6. 
  All of the kids roll at the same time, and only one 
  hero needs to beat the difficulty to succeed the test. 
  The first time they pass the test, read this: 
  You track the trail of hoofprints and wilting plants 
  where its blood has splashed on the undergrowth. 
  If all heroes fail the test, they all take 1 damage (from 
  getting cut and bruised when lost in the forest): 
  You lose the trail and find yourself in unfamiliar 
  surroundings.  You eventually regain the trail, but not 
  before suffering some nasty cuts and bruises. 
  If the heroes fail two tests, they take another damage 
  (Hurt), then proceed to the conclusion after this: 
  You get lost again, and again your search to regain the 
  unicorn‟s trail leaves you even more battered. 
  Conclusion 
  Once the kids have passed the second ability test (or 
  failed the second test and been Hurt): 
  The hoofprints become shallower and the splashes of 
  blood closer together as the unicorn has slowed, 
  making it easier to track. 
  After a few more minutes the animal‟s trail leads you 
  to a secluded glade. 
  Proceed straight to the next encounter without 
  recovering any damage. 
  
   
  Hero Kids Adventure – Glade of the Unicorn 
  Justin Halliday 
  Page 4 
  Encounter 2: Glade of the Unicorn 
  The second encounter follows when the heroes track 
  the unicorn to a secluded glade.  This encounter is a 
  role-playing scene, where the heroes can find out how 
  to help the unicorn and cure its injuries. 
  Encounter Intro 
  The heroes have tracked the unicorn to the glade: 
  Following the trail, you step carefully into a peaceful 
  glade deep in the Darkenwold. 
  The alabaster unicorn lies on the ground on a grassy 
  mound in the middle of the clearing.  The beautiful 
  creature‟s blood still weeps from its wound, causing a 
  widening circle of grass and moss to wilt and die. 
  At your approach it lifts is head and regards you with a 
  large brown eye.  Its chest heaves in and out, each 
  breath labored. 
  „You are from the village?‟ The creature does not 
  speak, but you hear its thoughts in your head. 
  Role-Playing 
  In this role-playing scene, the heroes communicate 
  with the unicorn.  You (the GM) take the role of the 
  unicorn and converse (telepathically) with the heroes. 
  The unicorn needs the kids to perform these tasks: 
  • Recover the cursed spear from the goblins 
  • Bring some of the water from the sacred spring 
  Here are some topics to cover in the role-playing: 
  • The unicorn has been wounded by the goblins’ 
  cursed spear, and the spear must be destroyed. 
  • If the unicorn dies, the forest will fall to chaos. 
  • Only the sacred springwater can heal the wound 
  from the cursed spear. 
  • The goblins are cruel and evil, and will destroy the 
  forest if it falls under their control. 
  • The unicorn has seen goblins near a ruined keep. 
  • The sacred spring is deep in the forest and can only 
  be found by true heroes. 
  • The heroes must find the spear and the spring 
  before the unicorn dies (this adds tension and 
  impetus, but there is no actual time restriction). 
  • The forest can be dangerous, be careful. 
  • The unicorn’s true name is Alethia. 
  Conclusion 
  This encounter concludes when the kids leave the 
  glade to try to find the spring or the ruined keep. 
  You assure the unicorn that you will return with the 
  spear and the magical springwater.  With a final look 
  back at the stricken creature, you strike out from the 
  glade to begin your search. 
  Allow the heroes to remove 1 damage, then continue 
  to the next encounter (Encounter 3: Travelling) 
  which encompasses their search for the spring or the 
  ruined keep. 
  
   
  Hero Kids Adventure – Glade of the Unicorn 
  Justin Halliday 
  Page 5 
  Encounter 3: Travelling 
  This encounter encompasses the kids’ search for 
  either the ruined keep or the sacred spring.  There are 
  three possible outcomes: 
  • Lost and attacked by wolves (Encounter 4) 
  • Reach the sacred spring (Encounter 5) 
  • Reach the ruined keep (Encounter 6) 
  If you want to reduce the duration of this adventure, 
  then the kids can reach their destination without the 
  side-encounter with the wolves.  Alternatively, if you 
  want more combat, you can send the kids directly to 
  the wolves! 
  Encounter Intro 
  Encounter intro for the search for the ruined keep: 
  You head in the direction that you believe will take 
  you to the ruined keep, trying to pick out the 
  landmarks that the unicorn described to guide your 
  chosen path.  The forest bustles with the sound of 
  animals and the creaking of ancient trees. 
  Encounter intro for the search for the sacred spring: 
  You head in the direction that you believe will take 
  you to the sacred spring, trying to pick out the 
  landmarks that the unicorn described to guide your 
  chosen path.  The forest bustles with the sound of 
  animals and the creaking of ancient trees. 
  Ability Tests 
  To correctly reach their desired destination, the kids 
  must 
  succeed 
  an 
  Intelligence 
  test 
  (Nature 
  /Lore/Navigation) at difficulty 5.  Only one hero can 
  attempt this test, so the players need to decide which 
  of them leads their journey. 
  If the leader succeeds the ability test, then they reach 
  their destination (the keep or the spring).  If the 
  leader fails the test then they get lost and are attacked 
  by wolves. 
  Conclusion 
  There are three conclusions here: 
  • If the kids are ambushed by wolves, go straight to 
  Encounter 4: Wolf Attack. 
  • If the kids reach the sacred spring, go straight to 
  Encounter 5: Sacred Spring. 
  • If the kids reach the ruined keep, go straight to 
  Encounter 6: Ruined Keep. 
   
  
   
  Hero Kids Adventure – Glade of the Unicorn 
  Justin Halliday 
  Page 6 
  Encounter 4: Wolf Attack 
  The fourth encounter occurs if the kids get lost and 
  attacked by wolves on the way to either of their 
  desired destinations (the ruined keep or the sacred 
  spring).   
  Once the wolves are defeated, the kids can proceed 
  straight to their destination. 
  Map 
  A number of forest maps are included.  Choose one 
  of these for this encounter. 
   
   
   
   
   
  Encounter Intro 
  When the heroes enter this area, read this: 
  You proceed deeper and deeper into the heart of the 
  Darknenwold Woods.  Away from your familiar 
  patrol routes, you find yourself under a strange and 
  dense canopy full of dark shadows.  The earlier sounds 
  of life are strangely absent, setting your nerves on edge. 
  You push on warily, but soon you hear crunching 
  footfalls on dry branches and the tell-tale low growl of 
  hungry wolves. 
  Encounter Features 
  The shaded areas of this encounter are heavy 
  undergrowth which are obstacles (requiring two 
  squares of movement instead of one, but the wolves 
  are able to move through this freely).   
  Any large tree trunks are effectively walls (although 
  tricksy players could use these for some improvised 
  stunts). 
  Ability Tests 
  The players can have their heroes perform an 
  Intelligence test (Nature/Animals) at difficulty 5 to 
  know that wolves are cowardly and will flee if the dire 
  wolf is KO’d before the lesser wolves. 
  
   
  Hero Kids Adventure – Glade of the Unicorn 
  Justin Halliday 
  Page 7 
  Monsters 
  This encounter features two wolves for each of the 
  heroes (or less if you like).  You can bring the wolves 
  on from the edge of the map as the fight progresses. 
  1 Hero: 
  1 x Dire Wolf 
  1 x Wolf 
   
   
  2 Heroes: 1 x Dire Wolf 
  3 x Wolves 
   
   
   
   
  3 Heroes: 1 x Dire Wolf 
  5 x Wolves 
   
   
   
   
   
   
  4 Heroes: 1 x Dire Wolf 
  7 x Wolves 
   
   
  Use these health boxes to mark off damage: 
   Dire Wolf 
   
   Wolf 
   
   Wolf 
   
   Wolf 
   
   Wolf 
   
   Wolf 
   
   Wolf 
   
   Wolf 
   
  Tactics 
  The wolves engage the heroes with melee attacks.  
  The dire wolf is the main threat, but if the fight is too 
  hard, you can have some of the wolves flee early. 
  Conclusion 
  Once all of the monsters are KO’d, read this. 
  You strike down the last of the wolves and it drags 
  itself into the dark of the woods with a whimper, a far 
  cry from its earlier aggression. 
  You take a few moments to catch your breath and 
  clear your head.  Taking stock of your surroundings, 
  you realize that you are not far from your destination. 
  Allow the players to have their heroes take a short 
  rest to recover any damage (remember, they can 
  recover 1 damage only if they took damage during the 
  combat). 
  Depending on the player’s original destination: 
  • Proceed to Encounter 5: Sacred Spring 
  • Or proceed to Encounter 6: Ruined Keep 
   
  
   
  Hero Kids Adventure – Glade of the Unicorn 
  Justin Halliday 
  Page 8 
  Encounter 5: Sacred Spring 
  In this encounter the heroes reach the sacred spring, 
  but the spring will only flow for the truly worthy.  A 
  forest spirit challenges the heroes to prove their 
  worth, which in this case means convincing the spirit 
  that they are here to help the unicorn. 
  Proving the heroes’ worth can be accomplished 
  through role-playing or as an ability test. 
  Encounter Intro 
  You emerge from the dank and oppressive woods into 
  a tranquil clearing that is dappled with soft sunlight.  
  A mossy rock cliff rises straight up on far side of the 
  clearing.  At the bottom of the cliff is a still pool, a 
  thick mist blankets the pool, wafted and stirred by a 
  cool breeze. 
  As you approach the pool the mist gathers together into 
  the shape of a young woman, but instead of skin her 
  body is covered in leaves that rustle in the breeze. 
  “Welcome to the heart of the Darkenwold,” her voice 
  is strange and crackling, “but the spring you seek will 
  only run in presence of those who are truly worthy.” 
  She points to you; “Are you truly worthy?” 
  Ability Tests 
  If the players need a bit of help to work out what 
  ‘worthy’ means, you can let them made an 
  Intelligence test (Lore/Nature).   
  If there’s one hero, then the difficulty is 3, two heroes 
  is at difficulty 4, three heroes is at difficulty 5, and 
  four heroes is at difficulty 6.   
  Success gives the players are few hints: 
  • The unicorn is the protector of the Darkenwold. 
  • If the unicorn dies the woods will fall to chaos. 
  • The unicorn’s true name is Alethia. 
  Role-Playing 
  The spirit’s question ‘are you worthy,’ should prompt 
  the players to converse, but they may need more 
  prompting.  Your job is the role-play the spirit to 
  coax from the heroes a statement of their worthiness. 
  Conclusion 
  When the heroes have convinced the spirit, conclude: 
  The spirit sighs deeply, “the forest and its protectors are 
  ever the target of beasts and creatures of foul intent.” 
  She gestures behind her and the spring bursts into life, 
  its sacred water cascading down the cliff into the pool. 
  “Drink to mend your harms, fill your bottles, and take 
  what you need to save Alethia - then be quick on your 
  way from here.” 
  The heroes can refill their healing potions from the 
  pool.  Depending on whether the heroes have the 
  spear and/or have fought the wolves, they can head: 
  • To the unicorn Encounter 9: Save the Unicorn 
  • To the wolves: Encounter 4: Wolf Attack  
  • The ruined keep: Encounter 6: Ruined Keep 
  
   
  Hero Kids Adventure – Glade of the Unicorn 
  Justin Halliday 
  Page 9 
  Encounter 6: Ruined Keep 
  This encounter encompasses the above-ground areas 
  of the ruined keep.  A number of goblins are camped 
  out here bickering over the cursed spear. 
  Once the battle begins the goblins retreat through the 
  keep (possibly via the roof) and then down into the 
  keep’s dungeon level. 
  Encounter Features 
  The three maps shown to the right are the above-
  ground areas of the ruined keep.  The maps on the 
  lower row are the ground floor, the bailey on the left 
  and the keep interior on the right.  The map at the 
  top-right is the roof, complete with crenellations and 
  holes in the floor that go through to the map below. 
  The players are most likely to enter the bailey where 
  they will find the goblins bickering about the spear.  
  Alternatively, cunning players could enter the keep 
  through the collapsed wall at the bottom right or even 
  by climbing the exterior walls. 
  The elevated wooden walkways in the bailey give 
  access to the roof, which sits atop the interior below. 
  The barbican (death-trap) has arrow-slits in the north 
  and south walls to allow defenders to shoot intruders.  
  Defenders can close the double-doors to the bailey 
  (duplicated on both maps) and to the central corridor. 
  Finally, there are stairs down to the dungeons from 
  the room with the table and chairs. 
   
  Maps 
   
   
   
   
  
   
  Hero Kids Adventure – Glade of the Unicorn 
  Justin Halliday 
  Page 10 
  Encounter Intro 
  When the heroes approach the keep, read this: 
  You see a thin wisp of smoke above the trees and then 
  glimpse the crumbling stone walls of the abandoned 
  keep through the thick undergrowth. 
  From your vantage point you see that the keep has two 
  sections, an entrance courtyard – called a bailey – and 
  then the main building of the keep itself.   
  The keep and bailey are protected by high stone walls, 
  but age and the elements have weakened these walls 
  and in places they have collapsed to rubble. 
  You hear the harsh jabbering of goblins from the keep. 
  The heroes have an opportunity to scout the keep 
  using the ability tests below.  However, if they walk 
  straight in to the bailey then jump to the combat. 
  Ability Tests 
  The heroes have an opportunity here to scout around 
  the keep.  If they do this they see the alternate entry 
  (through the broken wall), but they risk getting 
  spotted by the goblins.  Have each of the heroes 
  perform a Dexterity test (Hiding) at difficulty 3 to 
  avoid getting spotted by the goblins.   
  If they’re spotted, the goblin warrior retreats down to 
  the dungeon, and the other goblins set up an ambush 
  for the heroes (the details of the ambush is up to 
  you!).  Either way, use the goblin to draw the heroes 
  to the stairs that lead down to the keep’s dungeon. 
  Combat Intro 
  Here’s the text for the combat intro in the bailey: 
  The goblins catch sight of you and abruptly cut short 
  their argument.  The armored goblin warrior has the 
  cursed spear in his hands, its obsidian head still 
  covered in the unicorn‟s crimson blood. 
  Monsters 
  This encounter features the goblin warrior (use the 
  mini with the spear), plus goblin archers, stabbers, 
  and jabbers.  If the heroes have been spotted scouting 
  the keep, then the goblin warrior has fled already. 
  1 Hero: 
  1 x Goblin Warrior 
  1 x Goblin Archer 
   
   
  2 Heroes: 1 x Goblin Warrior 
  1 x Goblin Archer 
  1 x Goblin Stabber 
  1 x Goblin Jabber 
   
   
   
   
  3 Heroes: 1 x Goblin Warrior 
  2 x Goblin Archer 
  2 x Goblin Stabber 
  1 x Goblin Jabber 
   
   
   
   
   
   
  4 Heroes: 1 x Goblin Warrior 
  3 x Goblin Archer 
  2 x Goblin Stabber 
  2 x Goblin Jabber 
   
   
   
   
   
   
   
   
  
   
  Hero Kids Adventure – Glade of the Unicorn 
  Justin Halliday 
  Page 11 
  Use these health boxes to mark off damage: 
   Goblin Warrior 
   
   Goblin Archer 
   
   Goblin Stabber 
   
   Goblin Jabber 
   
   Goblin Archer 
   
   Goblin Stabber 
   
   Goblin Jabber 
   
   Goblin Archer 
   
  Tactics 
  The goblin warrior tries to flee early in the combat 
  and to escape down the stairs to the dungeon level 
  below the keep.   
  The archers stay up on the walkways and fall back to 
  the rooftop once the warrior has escaped (from there 
  they head down the stairs to the keep interior).   
  The stabbers and jabbers fall back through the 
  double-doors and try to close them to keep the 
  players out.  Use the monsters to lead the heroes to 
  the stairs down to the dungeon beneath the keep. 
  Conclusion 
  Once all of the monsters are KO’d, read this: 
  Having fought your way through the ruins of the keep, 
  you find yourself at the top of a set of stairs that 
  descend into the dark dungeons below. 
  Alternatively: 
  You race through the ruined rooms of the keep, and 
  enter a final room just in time to see the goblin warrior 
  disappear down a set of stairs that descend into the 
  dark dungeons below. 
  Allow the players to have their heroes take a short 
  rest to recover any damage (remember, they can 
  recover 1 damage only if they took damage during the 
  combat), and then when they’re ready proceed to: 
  Encounter 7: Dungeon Ambush. 
  
   
  Hero Kids Adventure – Glade of the Unicorn 
  Justin Halliday 
  Page 12 
  Encounter 7: Dungeon Ambush 
  The heroes venture down the stairs in pursuit of the 
  goblin warrior with the spear.  But other goblins have 
  set up an ambush for the heroes in this dungeon 
  room, letting the goblin warrior escape to the south. 
  Map 
   
  Encounter Intro 
  When the heroes enter this area, read this: 
  You carefully step down the curving staircase, which 
  brings you into a large and poorly lit room.  The floor 
  of the room is sticky and smells like goblin pee. 
  You hear scrapes and bumps of something or 
  somethings moving in the gloom, but you see nothing 
  until a lone goblin leaps out from behind a pillar and 
  charges towards you with a fierce screech! 
  Encounter Features 
  This encounter map is quite straightforward, with 
  four solid pillars in the middle of the room. 
  Ability Tests 
  The players can have their heroes perform an 
  Intelligence test (Perception) at difficulty 5 to see the 
  location of all of the goblins hiding behind the pillars 
  (if there are any). 
  
   
  Hero Kids Adventure – Glade of the Unicorn 
  Justin Halliday 
  Page 13 
  Monsters 
  This encounter features a mix of goblin ambushers. 
  1 Hero: 
  1 x Goblin Jabber 
   
  2 Heroes: 1 x Goblin Jabber 
  1 x Goblin Archer 
  1 x Goblin Stabber 
   
   
   
  3 Heroes: 2 x Goblin Jabber 
  1 x Goblin Archer 
  1 x Goblin Stabber 
   
   
   
   
  4 Heroes: 1 x Goblin Jabber 
  1 x Goblin Archer 
  1 x Goblin Stabber 
   
   
   
   
   
   
  Use these health boxes to mark off damage: 
   Goblin Jabber 
   
   Goblin Archer 
   
   Goblin Stabber 
   
   Goblin Jabber 
   
   Goblin Archer 
   
   Goblin Stabber 
   
  Tactics 
  The goblins use their normal attacks against the 
  heroes.  In the unlikely event that the heroes try to 
  rush past them to the south, the goblins will attempt 
  to block them or stop them. 
  Conclusion 
  Once all of the monsters are KO’d, read this. 
  The final goblin falls to your attacks and you are left 
  with the acrid smell of goblin pee burning your nose. 
  As you try to fight off the disgusting smell, you see 
  movement down the corridor to the south. 
  Allow the players to have their heroes take a short 
  rest to recover any damage (remember, they can 
  recover 1 damage only if they took damage during the 
  combat). 
  If the heroes are quite damaged and low on potions, 
  you should let them find some more here to make 
  sure they stand a good chance in the next encounter. 
  When ready, proceed to the climax in Encounter 8: 
  Cellblock of Evil. 
   
  
   
  Hero Kids Adventure – Glade of the Unicorn 
  Justin Halliday 
  Page 14 
  Encounter 8: Cellblock of Evil 
  In this last encounter of the ruined keep, the goblin 
  warrior has handed the cursed spear to the goblin 
  shaman, who is now hiding in one of the cells.   
  The goblin warrior uses the lever in the top left to 
  close the cell doors, protecting the goblins in the cells 
  from melee attacks. 
  Map 
   
  Encounter Intro 
  When the heroes enter this area, read this: 
  As you enter this large room you see a goblin disappear 
  around a corner to your right.  A moment later you 
  hear a lever move and then a series of rusty metal 
  doors crash down on each of small cells that open off 
  this room. 
  Encounter Features 
  The beds and tables in this encounter are obstacles, 
  which require extra movement to negotiate.   
  The dotted lines are the cell doors, which have been 
  lowered by the goblin warrior.  Creatures can make 
  ranged attacks through the barred cell doors and but 
  melee attacks through the doors use 1 fewer dice.  
  If the heroes can get to the lever in the top-left room, 
  they can raise the doors.  However, they’ll have to 
  beat the goblin warrior to get to the lever. 
  Ability Tests 
  The players can have their heroes perform an 
  Intelligence test (Traps) at difficulty 4 to realize that 
  the cell doors can be opened. 
  
   
  Hero Kids Adventure – Glade of the Unicorn 
  Justin Halliday 
  Page 15 
  Monsters 
  This encounter features two goblins for each hero.  
  This is the climactic fight, so use your judgment for 
  how many monsters the heroes can handle. 
  Don’t forget to switch to the goblin warrior mini 
  without the spear, and to use the goblin shaman mini 
  with the spear! 
  1 Hero: 
  1 x Goblin Shaman 
  1 x Goblin Warrior 
   
   
  2 Heroes: 1 x Goblin Shaman 
  1 x Goblin Warrior 
  2 x Goblin Archers 
   
   
   
   
  3 Heroes: 1 x Goblin Shaman 
  1 x Goblin Warrior 
  3 x Goblin Archers  
  1 x Goblin Stabber 
   
   
   
   
   
   
  4 Heroes: 1 x Goblin Shaman 
  1 x Goblin Warrior 
  3 x Goblin Archers  
  1 x Goblin Stabber 
  1 x Goblin Jabber 
   
   
   
   
   
   
   
   
  Use these health boxes to mark off damage: 
   Goblin Shaman 
   
   Goblin Warrior 
   
   Goblin Archer 
   
   Goblin Archer 
   
   Goblin Stabber 
   
   Goblin Archer 
   
   Goblin Archer 
   
   Goblin Jabber 
   
  Tactics 
  The archers and the shaman attempt to stay in the 
  cells and use ranged attacks.  If they stand adjacent to 
  the cells doors they can be melee attacked, so they 
  will move to the back of their cells if the heroes 
  approach.  The goblin warrior and the other melee 
  goblins protect the lever from the heroes so they can’t 
  open the cell doors. 
  
   
  Hero Kids Adventure – Glade of the Unicorn 
  Justin Halliday 
  Page 16 
  Conclusion 
  Once all of the monsters are KO’d, read this. 
  After an epic chase and battle that ranged through the 
  ruined keep and deep into the dungeons beneath it, 
  you have finally defeated the evil goblins and 
  recovered the cursed spear before they could use it to 
  spread their foul influence into the forest. 
  Allow the players to have their heroes take a short 
  rest to recover any damage (remember, they can 
  recover 1 damage only if they took damage during the 
  combat). 
  If they don’t have the sacred spring water, then 
  proceed to Encounter 5: Sacred Spring. 
  Otherwise proceed to Encounter 9: Save the 
  Unicorn. 
   
  
   
  Hero Kids Adventure – Glade of the Unicorn 
  Justin Halliday 
  Page 17 
  Encounter 9: Save the Unicorn 
  This is the conclusion of the adventure which occurs 
  after the heroes have recovered the cursed spear, 
  gathered some of the healing water from the sacred 
  spring, and returned to help the wounded unicorn. 
   
  Conclusion 
  With both the cursed spear and the healing water from 
  the sacred spring in your possession, you make your 
  way back through the Darkenwold as quickly as you 
  can.  The sun makes its daily race towards the far 
  horizon as you race to try to save the unicorn.   
  As dusk falls on the forest it comes alive with the 
  sounds of animals.  Noble and peaceful animals call in 
  lament for their fallen protector, while animals of 
  chaos and savagery call in anticipation of their 
  imminent victory. 
  Just as the sun touches the western peaks of the 
  Druinhowe Mountains you see the dead trees and 
  bushes that surround the clearing.  You break free from 
  the strangling undergrowth and emerge into the once 
  beautiful glade. 
  Lying still in the middle of the clearing is Alethia, the 
  fallen unicorn.   
  You race across the dead grass and moss to her side.  
  She gives a weak shudder as you touch her, and her 
  wide brown eyes watch you. 
  „Quickly,‟ her voice is distant in your head, „wash the 
  spear with the water from the sacred spring, then pour 
  the rest onto my wound.‟ 
  Continued over the page… 
  
   
  Hero Kids Adventure – Glade of the Unicorn 
  Justin Halliday 
  Page 18 
  Optionally, you can allow the players to role-play the 
  pouring of the healing water onto the cursed spear 
  and then healing the unicorn’s wound. 
  Continue” 
  You pour the water over the spear and watch, amazed, 
  as the water dissolves the obsidian head.  Within 
  moments the entire spear has disintegrated to dust. 
  You carry the remaining healing water to the unicorn, 
  hoping that there is enough left to cure her wound.  
  Alethia winces and whinnies in pain as you touch her 
  near the wound.   
  You pour the remaining water onto her coat above the 
  injury and massage it in with your hand.  The water 
  washes the blood from her coat and you to see that the 
  wound has healed entirely. 
  Alethia shivers and gets up from the ground, she rears 
  up in the air and lets out a ferocious neigh that echoes 
  through the forest.   
  She stands majestically in the clearing, and you see the 
  dead trees and grasses spring back into life around her. 
  „Thank-you, young protectors of the Darkenwold.  
  Today you have saved the forest from the forces of 
  chaos and evil, that work forever for the fall of order.‟ 
  „We may never meet again, but you have my eternal 
  gratitude.  If you ever find yourselves in the most dire 
  circumstances, you need only call on me and I will 
  grant you a boon that may save your lives, as you have 
  saved mine.‟ 
  With a long last look back at you, Alethia disappears 
  into the forest, leaving you to make the journey back to 
  Rivenshore in the dark of the night.   
  Yet somehow you know that tonight your path will be 
  clear and your journey swift. 
  Treasure 
  After the monster cards and stand-ups you’ll find the 
  unicorn’s treasure for your heroes.  Print it out and 
  cut it like you would a Hero Card. 
  This item is a Boon, 
  which grants the 
  heroes 
  special 
  actions or extra dice 
  in their pools.   
  Heroes can hold a 
  boon while they use 
  another 
  piece 
  of 
  equipment. 
   
   
   
  
   
   
   
   
   
   
  
   
   
   
   
  
   
   
   
   
   
  
   
   
   
   
  
   
   
   
   
   
  
   
   
   
   
   
  
   
   
   
   
   
   
  
   
   
   
   
   
   
  
   
   
   
   
   
  
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
SOURCE: textdata/thevault/Collections/Kid Friendly/Hero Kids/Glade of the Unicorn.pdf