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Monsters Monsters: Riddles in The Dark Riddles in The Dark

This encounter involves heroes facing spiders in a dark castle to retrieve an enchanted staff. The staff fights against the heroes and can be moved by the overlord. Noise tokens spawn enemies until the staff is taken, after which spiders respawn at the exit. The heroes win by exiting with the staff, while the overlord wins if the staff reaches an altar.

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

Monsters Monsters: Riddles in The Dark Riddles in The Dark

This encounter involves heroes facing spiders in a dark castle to retrieve an enchanted staff. The staff fights against the heroes and can be moved by the overlord. Noise tokens spawn enemies until the staff is taken, after which spiders respawn at the exit. The heroes win by exiting with the staff, while the overlord wins if the staff reaches an altar.

Uploaded by

Gaby Inn
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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Riddles in the Dark

Encounter 1

You've started playing a new MMO. You didn't bother At any time, the players are allowed to attack Hoggins
reading the quest text. Something about a magical staff and/or Margaret (if in range). If this happens, he will
that could banish all darkness. You take another sip of attack until killed. Once he is killed, the door
soda and lean closer to the computer screen. The automatically opens.
graphics are pretty good.
Overlord Goals

Monsters The Overlord's minions can exit the map via the Cave
Ettins. Goblin archers. Splig. Two open groups. Exit, but not before squeezing past the widely-spaced
bars. Any minion standing adjacent to the door can
spend one ∞ to immediately be removed from the
Setup map. For every minion that escapes this way, the
Heroes are placed on the "X" in the Ruined Chamber. Overlord may draw a card from his deck and then

Place the Search tokens based on the number of heroes. discard a card from his hand. All cards discarded this
way must discarded into a separate pile that cannot be
Place the two Ettins as indicated on Water's Edge. The accessed for any reason until part 2 of this quest.
elite Ettin gains +1 ≥ per hero. Place all extra hearts on
his monster card. Reinforcements
Place a locked iron door in the rear of the cave. Note: All respawned monsters may activate on the
same turn they are placed.
Place the Goblin Archers and Splig in the Canyon
Passage respecting group limits. On the Overlord's first turn, he places the second
Open Group in the Ruined Chamber entrance.
Place one open Group in the Runoff, respecting group
limits. At the start of the Overlord's turn, he may respawn
up to two Goblins, respecting group limits, in the
The second Open Group doesn't spawn until the Canyon Passage.
Overlord's first turn (see Reinforcements).
At the start of the Overlord's turn, he may place
one monster from the open group in the Canyon
Special Rules path, respecting group limits.
The elite Ettin (Hoggins) will give up the door key if
the heroes answer his riddles via an Attribute test. A The Ettins do not respawn.
hero must be adjacent to Hoggins to make the test.
There are several ways to answer him:
Splig does not respawn if killed.

They can attempt to answer the riddle intelligently by Victory


testing ∑.
The encounter ends when the players have gone
They can threaten Hoggins by testing ∂ (though this through the Cave Exit.
only works once, and all subsequent ∂ attempts will
Move onto Encounter 2!
only enrage him).

For each successful attempt, the players take one ∏


from the supply and put it on Hoggins' monster card.
Once he has a total of five, remove the locked door
from the map. If the players didn't fight Hoggins, his
wife Margaret will also give the players a random Shop
item. What a nice lady.

Up to two attribute tests can be performed each turn,


provided the first one failed.

Enraging Hoggins

Each failed attribute test will enrage Hoggins. Each


time he is enraged, place one ≥ on his monster card.
This counts as additional health (in addition to that
gained from the increased number of heroes). Once he
has three ≥, he and Margaret will attack the players.
Riddles in the Dark
Encounter 1
Riddles in the Dark
Encounter 2

After a brief bathroom break, you return to the If the hero carrying the staff is incapacitated, the
computer. You shoo the cat out of your chair and sit Overlord may immediately move the staff three spaces
down. Looks like the boss level. Everyone on Skype is in any direction. As long as the staff isn't carried by a
belligerent and eager to go to bed. You convince the hero, it has a speed of 1 on the Overlord's turn.
group to stay together at least until you try the boss.
Reinforcements
Monsters On his turn, the Overlord may place one Noise token
Spiders. Two open groups. in the Throne Room. They may not activate until the
Overlord's next turn. Noise tokens can freely move
Setup through all doors.
Heroes are placed on the "X" on the entrance near the Once the players are carrying the torch, on his turn the
Staircase. Overlord may respawn up to two Spiders at the map
exit. They may activate on the turn they are placed.
Place the Search tokens based on the number of heroes.

Place the white token as indicated. Victory


Place the blue Rune tokens as indicated. The heroes win when if bring Silhouette to the map
exit.
Place all of the "?" tokens as indicated.
Read the following text out loud:
Place the locked iron door in the Long Hall.
The staff fought you every inch of the way, but with
this valuable McGuffin in hand, you can now return to
Special Rules your quest-giver. If you hold down A you can skip past
Until they enter into a hero's line of sight, all monsters all of her quest text.
are unknown to the players. Instead of placing
monsters, use the 10 question mark tokens included in The Overlord wins if the Staff of Squirming reaches the
the base game. If you run out of those, use the colored Alter token. Read the following text if the Overlord
Rune tokens as well. All "noise" markers have Speed 3. wins:
Once a hero "sees" the noise token, remove it from the
A crackle of electricity. The stink of magic. The
map and replace it with up to 2 monsters from a
darkness surrounds the party.The graphics are too
monster group. One of the monster's bases must
intense for your computer and it crashes. It takes you
occupy the space the token occupied, and all other
twenty minutes to log back in. By that time, everyone
monsters must be placed as close to that creature as
has gone to bed.
possible, respecting normal limitations of model
placement. Settings
Door Locks Report a Problem
The blue tokens are the door levers. Any adjacent hero >Quit to Desktop
may test either ∂ or µ. On a success, remove the blue
token. Once all of the blue tokens are removed from
the map, remove the door from the map.
Rewards
Win or lose, all players receive 1 XP.
The Squirming Staff of Illumination
If the players win, they receive 300 gold and a
At the start of his turn, the Overlord may move the permanent fear of the dark.
white marker one space. If the token reaches the Alter,
the heroes lose. If the Overlord wins, he gains an additional 2 XP and a
pat on the back.
A player standing on or adjacent to the white marker
can pick up the magical staff as an action ∞. Once the
staff is held, the castle is illuminated and the Overlord
can no longer spawn Noise tokens. However, the will
of the staff will allow the Overlord to move whichever
hero carries it one space in any legal direction.
Riddles in the Dark
Encounter 2

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