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Monsters Monsters: Rise of Darkness Rise of Darkness

Heroes explore a monastery taken over by evil forces. They must defeat the Baron, Lady, Torture Master and two Dark Priests. The Dark Priests can perform rituals to reanimate defeated monsters. If the heroes defeat all enemies they win, otherwise the overlord wins by accumulating enough victory points.

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0% found this document useful (0 votes)
40 views2 pages

Monsters Monsters: Rise of Darkness Rise of Darkness

Heroes explore a monastery taken over by evil forces. They must defeat the Baron, Lady, Torture Master and two Dark Priests. The Dark Priests can perform rituals to reanimate defeated monsters. If the heroes defeat all enemies they win, otherwise the overlord wins by accumulating enough victory points.

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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Rise of Darkness

Encounter 1

10B Vault 4. For the master. The Dark Priests can suffer one
Monsters Treat the grave guard as a master zombie with 3 extra
health point to make the overlord draw an additional
card from the overlord deck. This ritual takes 4 rounds
Sir Alric Farrow, Lord Merick Farrow, Lady Eliza health points per hero. When the heroes open the for 1, 2 rounds for 1 Dark Priest. If two Dark Priests
Farrow, Baron Zachareth, Zombies, Goblin-Archers, 2 treachure each hero draws 3 shop cards and keeps one perform this ritual, each one suffers one health point.
open groups. of them.

Setup 2B Chamber of torture Reinforcements


Reinforcements come from the Dark Rituals of the
Sir Alric Farrow, Lord Merick Farrow, Lady Eliza The Torture Master Lord Merick Farrow gets 2
Dark Priests.
Farrow, Baron Zachareth, Zombies and Goblin- additional health points for each hero. Each prisoner
Archers are placed like seen on the map. has 16 health points. For each round the Torture
Master is alive and is placed in the Chamber of torture Victory
One open group is placed on the switch room, the the prisoners loose 1 health point. If the heroes defeat If Baron Zachareth and the 2 Dark Priests are defeated,
other on the cave. the Torture Master the prisoners are free and help the the heroes win.
heroes. The prisoners can not be healed, have a
Place the search and other tokens as seen on the map. Whenever a hero is knocked down, the overlords
movement of 4, 1 yellow attack dice and one brown
defence dice. Furthermore the prisoners can use the not receives a marker. If the overlord has markers euqal to
Special Rules equipped equipment of the heroes. Activate the the amount of heroes plus 2, he wins.
Minions can´t open doors the first time. Red doors can prisoners after the heroes turn. Each prisoner can
only be opened by the Door Switches. performe one movement action and one attack action. Rewards
23A Bifurication 1 exp for each hero.
If the prisoners are tortured to death, the Torture
Master can open the doors of the Chamber of Torture. 1 exp for the overlord.
After a hero enters the bifurication, the heroes interact
with the old priest. Read the following aloud: 26B Trap Room The winner gets 1 extra exp.
"I hoped you would come to help us. The Baron and his After the first hero enters the trap room, search the
Lady have taken over our holy monastery and plan overlord deck for a trap card. The first trap card you
something evil. They turned our beloved place into an find gets immediately resolved as if it was played from
evil castle. Four of my brother are captured and as far as the overlords hand. If there are no trap cards in the
i know still alive. There isn´t much i can give you for overlord deck, chosse one random trap card from the
support, but please take these four magic rings and my basic overlord deck.
equipment. I hope it´s not too late...."
1B Masters chamber
Each Hero gets a magical ring equipped. The ring
allows the heroes to teleport to an adjacent field of Treat the Dark Priests as normal flesh moulders.
another hero. To perform this magic spell the During the overlords turn the Dark Priests can
teleported hero must spend an action. Each ring can perform a dark ritual. To start a dark ritual they need to
only be used once. Draw to random cards from the spend their whole turn. There are four different dark
shop deck for the priests equipment. rituals the Dark Priests can perform. If the Dark Priests
combine their powers to perform an ritual toegether,
8B Switch Room the time needed gets halfed.

To activate the Door Switch the heroes can perom 1. Reanimate a normal minion. The Dark Priests can
an ∂ test or spend one action. After the Door Switch is reanimate one normal monster, that already died
activated the first red door opens. during this quest. This ritual takes 4 rounds for one, 2
rounds for 2 Dark Priests. Place the minion adjacent to
6B Control Room one of the Dark Priests involved in this ritual.
After the heroes opened the door to the Control Room
2. Reanimate a master minion.The Dark Priests can
read the following aloud: reanimate one master monster, that already died during
"I knew you greedy heroes were coming! I hope you this quest. This ritual takes 6 rounds for one, 3 rounds
like my little ambush..." for 2 Dark Priests. Place the minion adjacent to one of
the Dark Priests involved in this ritual.
The heroes turn is paused and every goblin archer is
allowed to perform one attack action. After the attacks 3. Reanimate a special minion. The Dark Priests can
are resolved, the hero turn continues. reanimate one special monster, that already died during
this quest. This includes the Grace Guard, Sir Alric
To activate the Door Switch the heroes can perom Farrow, Lord Merick Farrow(without his extra health
an ∂ test or spend one action. After the Door Switch is points). This ritual takes 10 rounds for one, 5 rounds
activated the red door to the vault opens. for 2 Dark Priests. Place the minion adjacent to one of
the Dark Priests involved in this ritual.
Rise of Darkness
Encounter 1

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