Chronicles of Drunagor: Age of Darkness – Desert of the Hellscar
Chronicles of Drunagor: Age of Darkness – Desert of the Hellscar Rulebook
Table of Contents
Table of Contents
New Mechanics and Rules
The Adventure Book prints this section twice (pages 4 and 42) with identical text; it appears once here.
New Mechanic – Assault
A new Rune card called "Wermunggdir's Assault" will be used in the Adventures of this expansion.
The Wermunggdir's Assault card represents an invasion of the battlefield by the terrifying Lord of Hellscar, who will try to chase down and defeat the Heroes. Just like the Darkness Hunting card, it has two sides, one representing its emerging, the other representing its return to the underground.
- Side A: "Emerges from the ground and perform his rune assault action." Marked "Flip this card."
- Side B: "Perform his rune assault action and Descends into Darkness." Marked "Flip this card."
When Wermunggdir appears, place it in the area occupied by the Strongest Hero. All characters in that area are pushed to a square adjacent to the worm's miniature, chosen by the Party Leader. Then, draw a Rune from the bag and apply the effect described for that Rune in the chart below. When it descends, draw a Rune and apply the effect, then remove Wermunggdir from the board.
When the targets of an effect are not specified, Wermunggdir behaves in the same manner as a Monster. So, if it were to perform a STRIKE 1, it will target the area with the most Heroes for that attack.
Likewise, whenever an effect adds a Darkness tile or Offspring to the board, it is up to the Party Leader to choose which square adjacent to Wermunggdir to use. Remember: Darkness tiles are always added pursuing the Strongest Hero (or other Darkness Behavior described for that Adventure).
As long as Wermunggdir is on the board, it is immune to all damage and effects.
Wermunggdir's Assault Chart
Printed on the Wermunggdir's Assault board. Each effect is listed with the colour of its rune icon.
- Body Push (orange rune): STRIKE 1 area adjacent to Wermunggdir, dealing TWICE X DMG to each Hero or pet inside of it.
- Acid Spit (green rune): All Heroes suffer POISON X.
- Corrupted by Darkness (blue rune): Manifest a Rune and add two of its respective Darkness tiles to the board. They spawn from a square adjacent to Wermunggdir.
- Sharp Bite (red rune): STRIKE 2 areas adjacent to Wermunggdir, dealing X DMG and BLEED X to each Hero or pet inside of it.
- Spawn Wurms (grey rune): Summon up to X Wermunggdir's Offspring – Rookie adjacent to Wermunggdir.
Expansion Icon
Every card and piece in this expansion is marked with the icon for The Desert of Hellscar Expansion to distinguish its components from the cards and pieces of the Core Box Chronicles of Drunagor: Age of Darkness.
Wermunggdir as an Overlord
The back side of Wermunggdir's Status Card carries an Overlord version of him. You can choose to face Wermunggdir as your opponent whenever you would be called to summon an Overlord during any Adventure of the Chronicles of Drunagor series.
Overlords are formidable enemies with similar mechanics to Bosses and Commanders (you can find details about them in the Rulebook).
Conducting Your Campaign After Forging the Weapon of the Ancients
The Weapon of the Ancients is a powerful artifact (Epic Equipment) which may or may not be acquired during the second adventure of the Desert of Hellscar Expansion, "Mysteries in the Mountain." We recommend only reading this clarification if you are instructed to do so during that Adventure. If you are reading this section without that instruction, we suggest that you skip it to the next topic, otherwise, be warned that you may find unwanted spoilers!
If you were the voluntary Hero...
If you were the Hero who volunteered for martyrdom so that the Weapon of the Ancients could be forged, unfortunately we have good news and bad news for you.
The bad news is that we strongly suggest (and feel free to follow this suggestion or not as you see fit) that your character has truly sacrificed themselves so that the weapon could be forged. Neither you nor any other member of your party may use that character again in Campaign Mode. This adds a "gritty" layer of realism to your story, and, indeed, a true Hero would be willing to give their body, heart, and soul so that Wermunggdir might be redeemed.
The good news is that you can still continue your adventures with your friends exactly where your last character left off by choosing a new Hero from those available and giving them the same level benefits that your character had at the moment of their sacrifice. Thus, your progress as a player remains the same when you choose to perform the sacrifice, and the only real penalty—or in better words, the real price—is letting go of that dear character.
If you choose to conduct your Campaign in this way, during the next Camp Phase you will choose your new character and unlock 4 Class Abilities; 4 Level 1 Hero or Dungeon Role Skills; and 2 Level 2 Hero or Dungeon Role Skills. After that, return all the Equipment your character had to their respective decks and then choose 1 Equipment card from each Camp deck (Level 1 to 3).
In terms of "roleplaying," this new character is one of your companions who has been fighting the same battles as you, just on another front—but who would never refuse the call to join your party when their help is needed!
After making this choice and upgrading your abilities, proceed with the Camp Phase as normal. You still receive the rewards for completing the adventure, along with your companions.
Leveling Up!
Desert of Hellscar is intended to be a sequel to the main Campaign of the Age of Darkness Core Box and thus, in order to play it, you must have concluded that first. Otherwise, if you are adding a new player (and a new character), or wish to jump straight to it without passing through the first Campaign, you must level up accordingly.
All characters must have received by now: 4 Class Abilities; 4 Level 1 Hero or Dungeon Role Skills; and 2 Level 2 Hero or Dungeon Role Skills. Also, choose 1 Equipment card from each Camp deck (Level 1 to 3).
Standing Adventure Rules
Each Adventure below prints the same Special Mechanic and Darkness rules again, with the same wording each time; they are transcribed once here and referenced from each Adventure.
SPECIAL MECHANIC – WERMUNGGDIR'S ASSAULT (REPLACES DARKNESS SPAWNING RULE): During this Adventure, Wermunggdir, the Corrupted Wurm will appear briefly to attack the Heroes. Place the Wermunggdir's Assault Rune card with side "A" face up at the end of the Initiative Track and the Wermunggdir's Assault board beside the Monster Status board.
When the Initiative Marker reaches the Rune card, if the Rune card side "A" is face up, you must: place Wermunggdir's miniature on the board in the area occupied by the Strongest Hero. Shove any character occupying its squares. Then, draw a Rune and resolve its effects as described on Wermunggdir's Assault board. Afterwards, place the Rune on its respective slot on top of the Initiative Track.
If the Rune card side "B" is face up, instead, you must: draw a Rune and resolve its effects as described on Wermunggdir's Assault board; place the Rune on its respective slot on top of the Initiative Track; and then remove Wermunggdir's miniature from the board.
DARKNESS BEHAVIOR – STANDARD: The Darkness will chase the Strongest Hero that is not already on top of Darkness. If all Heroes are on top of Darkness, skip that spawning and all Heroes take Y non-preventable damage where Y equals the number of Heroes instead. This effect is applied each time that a Rune should be drawn but a tile is not placed and is called "the Crush."
RECALL ACTION CURSE PENALTY – DOUBLE: Whenever a Hero takes a Recall Action (willingly or unwillingly), they receive 2 Curse Cubes as a penalty.
WINNING AND LOSING THE ADVENTURE: The Adventure fails immediately when one of the following occurs: A Hero is defeated by receiving more Curse Cubes (CC) or Trauma Cubes (TC) than they can hold or the last Rune in the bag is drawn. The Adventure ends successfully when a player reads an entry that says: "The Adventure ends here."
Adventures
Chapter 01: The Charge of Several Peoples
Setup
Dungeon tiles: DH-C1-F, DH-B3-F, DH-B2-F, DH-1F-F, B4-B and E2-B (Dungeon Trays 1, 2 and 3). Tile arrangement is as printed on the map.
- B1: BM – Champion
- G1: 2 GM – Champion
- 1 Interaction Token 1: Page 10
- 1 Interaction Token 1: Page 12
- 1 Chest Token
- 2+: 2 WM – Champion (W2)
- 3+: 2 GM – Champion (G3)
- 4+: 2 WM – Champion (W4)
- 5+: BM – Champion (B5)
Adventure Rules – Chapter 01
Special Mechanic – Wermunggdir's Assault, Darkness Behavior – Standard, Recall Action Curse Penalty – Double and Winning and Losing the Adventure apply as printed in the Standing Adventure Rules above.
START THE ADVENTURE: After you have completed the following Setup, read these instructions and any other special instructions on the next page. Then you may begin to play the Adventure.
After the Adventure – Galleries of the Sanctuary
Read at the close of Chapter 01. Story text omitted.
REWARDS: Take the Dragonbone Wand, Frozen Tears of Alagast, Staff of Gravity, and Wormscale Breastplate cards from this expansion's Epic Equipment deck.
Chapter 02: Mysteries in the Mountain
Setup
Dungeon tiles: DH-E1-B and E7-F. Tile arrangement is as printed on the map.
- 2 GM: Executioners – Champion
- 2+: WM – Champion (W2)
- 3+: GM: Executioner – Champion (G3)
- 4+: GM: Executioner – Champion (G4)
- 5+: WM – Champion (W5)
Adventure Rules – Chapter 02
Special Mechanic – Wermunggdir's Assault, Darkness Behavior – Standard, Recall Action Curse Penalty – Double and Winning and Losing the Adventure apply as printed in the Standing Adventure Rules above. The Adventure fails when a Hero is defeated by receiving more Curse Cubes (CC) or Trauma Cubes (TC) than they can hold; or when the last Rune in the bag is drawn.
START THE ADVENTURE: After you have completed the following Setup and read these instructions, you may begin to play the Adventure.
EVENT TRIGGER – THE GUARDIAN: When the last enemy is defeated, read "Special Event – The Guardian" at the bottom of this page.
Special Event – The Guardian
Story text omitted. The printed event reads as follows.
Turn to page 22. You face a dilemma: As a group, you and your partners must choose one option and proceed to its resolution. In case of a split decision, the Party Leader has the power to choose which of the tied choices will be taken.
Depending on the resolution you take, Alalgar will show one of three paths available to the next part of this Adventure. Before building any Setup, make sure that you are following the one you are instructed to.
The North Path (A)
Add the following Setup. Dungeon tiles: DH-B2-B, B3, C2-F, DH-C2-B, B4, BR2-F, DH-C3-F, DH-C1-B and DH-B1-B. Tile arrangement is as printed on the map.
- B1: BM – Champion
- GM: Executioner – Champion
- 1 Interaction Token 1: Page 24
- 1 Chest Token
- 2+: 2 GM: Executioners – Champion
- 3+: GM: Executioner – Champion
- B3 3+: BM – Champion
- W4 4+: WM – Champion
- B4 4+: BM – Champion
- W5 5+: 2 WM – Champion
The South Path (B)
Add the following Setup. Dungeon tiles: DH-C3-F, DH-C2-B, B3, E1-B, B4, BR2-F, DH-B2-B, DH-B3-B, DH-C1-B, C9-B and B1. Tile arrangement is as printed on the map.
- 2 GM: Rotten Flesh – Champion
- B1: BM – Champion
- 1 Chest Token
- 2+: 2 GM: Rotten Flesh – Champion
- 2+: WM – Champion (W2)
- 3+: GM – Champion (G3)
- 3+: WM – Champion (W3)
- 3+: BM – Champion (B3)
- 4+: WM – Champion (W4)
- 4+: BM – Champion (B4)
- 5+: 3 WM – Champion (W5)
ENDGAME TRIGGER: When the last enemy is defeated, the Adventure ends. Proceed to the Camp Phase and read "After the Adventure – Pocket Camp" on page 20.
The South Path (C)
Add the following Setup. Dungeon tiles: E7-F, DH-C3-F, DH-C2-B, DH-B2-B, E1-B, BR2-F, DH-B3-B, DH-C1-B and C9-B. Tile arrangement is as printed on the map.
- 2 GM: Rotten Flesh – Champion
- BM: Shadow Knight – Champion
- 1 Chest Token
- 2+: 2 GM: Rotten Flesh – Champion
- 2+: BM: Shadow Knight – Champion
- 3+: 2 BM: Abominations – Champion
- 4+: 2 WM – Champion (W4)
- 5+: 2 WM – Champion (W5)
ENDGAME TRIGGER: When the last enemy is defeated, the Adventure ends. Proceed to the Camp Phase and read "After the Adventure – Pocket Camp" on page 20.
Special Event – Forging the Weapon of the Ancients
Story text omitted. This event is reached through the Interaction #DH13 (option a). The rules printed at its close are:
The Adventure ends here. Give one of the players the Weapon of the Ancients Epic Equipment card. In the New Mechanics section of this Expansion, you will find additional guidelines on how to conduct the Campaign after a volunteer has offered themselves for the forging of the Weapon of the Ancients.
You may now proceed to the Camp Phase for a long and undisturbed rest. Read "After the Adventure – The Catacombs of Glory" below.
After the Adventure – The Catacombs of Glory
Read after the Weapon of the Ancients is forged. Story text omitted.
REWARDS: Each player chooses and unlocks a Level 1 Hero Skill or Dungeon Role Skill for their Hero.
After the Adventure – Pocket Camp
Read after the South Path (B) or the South Path (C). Story text omitted.
REWARDS: Each player chooses and unlocks a Level 1 Hero Skill or Dungeon Role Skill for their Hero.
After the Adventure – The Draconian Catacombs
Read after Interaction #DH03 ends the Adventure. Story text omitted.
REWARDS: Each player chooses and unlocks a Level 1 Hero Skill or Dungeon Role Skill for their Hero.
Chapter 03: The Lair of Darkness
Setup
Dungeon tiles: C9-B, DH-E1-B, BR1-B, B1-B, DH-C3-B and DH-B2-B (Door B1). Tile arrangement is as printed on the map.
- 2 GM: Executioners – Champion
- WM: Skeleton Archer – Champion
- 2+: 2 WM: Skeleton Archers – Champion
- 3+: WM – Champion (W3)
- 3+: GM – Champion (G3)
- 4+: WM – Champion (W4)
- 4+: GM – Champion (G4)
- 5+: 2 BM – Champion (B5)
Adventure Rules – Chapter 03
Special Mechanic – Wermunggdir's Assault, Darkness Behavior – Standard, Recall Action Curse Penalty – Double and Winning and Losing the Adventure apply as printed in the Standing Adventure Rules above.
START THE ADVENTURE: After you have completed the following Setup and read these instructions, you may begin to play the Adventure.
ADVENTURE TIP – ALTERNATE ENDINGS: This is the final adventure for the Desert of Hellscar Expansion. Over the next few pages, you will find the narrative for the ending of this campaign, which may be different depending on the choices you have made along the way. Be careful not to peek at them by accident and receive an unwanted spoiler!
Chapter 03.1: Confronting Wermunggdir
Story text omitted. The preparations printed on this page are transcribed below.
Remove all of the Heroes from the board, along with all Monster and Rune cards on the Initiative Track. You can also unmake all Setups. Then, make the following preparations:
- Place each of Wermunggdir, the Corrupted Wurm's Attack cards on the Initiative Track in the position corresponding to the Rune shown on the card.
- Flip Wermunggdir, the Corrupted Wurm's Boss Monster board face-up and set his initial Health: it has 30 Health per player.
- Each Hero recovers all of their Health and takes a Free Recall Action.
- FOCUS, SHIELDS, and any other Resource tokens the Heroes have are kept for this encounter. Remove any Conditions affecting the Heroes.
- Remove all Trauma Cubes that the Heroes are holding and add 10 Health to Wermunggdir for every cube removed by this effect.
- Remove all Curse Cubes that the Heroes are holding and add 2 Health to Wermunggdir for each cube removed by this effect.
- Draw 5 Runes, but do not place their respective Darkness tiles on the board.
- Build the encounter Setup as shown on the next page.
- When Wermunggdir, The Corrupted Wurm is defeated, read "End of the Adventure – Good Wurm, Bad Wurm" on page 31.
After you have completed these preparations, read the encounter instructions on page 30 and begin the encounter.
NEW ADVENTURE GOAL: Defeat Wermunggdir, the Corrupted Wurm.
Boss Encounter: Facing the Corrupted Wurm
Setup
Dungeon tiles: DH-C3-F, DH-B3-F, DH-1F-B, B5-F, C2-F and DH-B1-F. Tile arrangement is as printed on the map.
- Wurm Offspring – Rookie
- Wermunggdir, the Corrupted Wurm (Boss)
- 2+: Wurm Offspring – Rookie
- 3+: Wurm Offspring – Rookie
- 4+: Wurm Offspring – Rookie
Encounter Instructions
The final battle against Wermunggdir is about to begin! Before you proceed, make sure you have completed all of the setup steps described on page 28.
Earthquake For each orange Rune on the Initiative Track, Wermunggdir targets 1 Hero (always the Strongest ones first) and deals twice that number of Runes of damage and KNOCK DOWN. If a Hero manages to prevent all damage that would be dealt to them in this way, as normal, they also do not suffer KNOCK DOWN.
Sandswim Wermunggdir targets 1 area (blue square) for each blue Rune on the Initiative Track (it always chooses the areas with the greatest number of Heroes first, then the Strongest Heroes) and deals twice that number of Runes of damage.
Shadow Spawn Draw a Rune and place its respective Darkness Tile growing towards the Heroes, sprouting from a square adjacent to Wermunggdir's miniature of the Party Leader's choice. After that, summon two Wermunggdir's Offspring – Rookie monsters on squares adjacent to Wermunggdir (the Party Leader chooses which ones). They arrive with only 3 Health instead of 9.
Swallow Wermunggdir emerges in the farthest Hero's area and occupies it (this is called Cave-In). All characters inside that area are Pushed aside to a square adjacent to the wurm (the Party Leader chooses which square each one of them is dragged to). Then, it swallows that Hero.
A swallowed Hero is transported to a square of its choice on the DH-B1-F Map and immediately takes FATIGUE 2 (this is non-preventable), X damage, and POISON X where X is the number of green Runes on the Initiative Track. If a Hero manages to prevent all damage that would be dealt to them in this way, as normal, they do not suffer POISON. While on this map, they cannot be targeted by any of Wermunggdir's attacks or any of their allies' Skills, as if they were in another area entirely. That Hero is still able to attack Wermunggdir without any range penalty or restrictions.
Whenever Wermunggdir's Health reaches a number divisible by 10 (50, 40, 30,...), it regurgitates all of the characters currently swallowed into squares adjacent to its miniature, chosen by those Heroes.
Wermunggdir's Boss Status
The Boss Status card also prints a row of three immunity icons (green, pink and white) under the heading "Immune to" and the Thick Hide trait; the icons are graphics and are not named in the printed text. The printed Health track on the board is likewise a graphic and is not reproduced.
Whenever Wermunggdir receives any Condition, it is resolved when the Initiative token reaches this card. At this time, it takes all damage and effects of those Conditions and then remove them from its board.
SPECIAL TRAIT: THICK HIDE Wermunggdir prevents 1 damage from most sources of damage that would harm it. This applies to Weapon Attacks, Spell Attacks, and Reaction effects. Condition damage, however, is applied normally.
First example: If Wermunggdir has BLEED 3 at the moment the Rune reaches its status card, it will suffer 3 damage and remove all 3 BLEED tokens as normal.
Second example: If Wermunggdir is hit by two +0 HIT Weapon Attacks with BLEED 1 from a weapon with a base damage value of 3, it will take 2 damage and BLEED 1 from each of the attacks. Since Thick Hide works only against damage, it does not prevent Wermunggdir from gaining any Condition that it is not immune to.
End of the Adventure – Good Wurm, Bad Wurm
The final battle against Wermunggdir could have two victorious endings based on the choices you made throughout this Campaign.
When the final blow against the wurm is landed, you must determine the cause of this last point of damage in order to read the proper ending for your adventure. If Wermunggdir loses its last Health point due a Weapon Attack delivered by a Hero wielding the Weapon of the Ancients, you must read Adventure Conclusion #02, on page 33.
However, if this last Health point is taken by any other source of damage, even if it originated from a Hero wielding the Weapon of the Ancients, read Adventure Conclusion #01, on page 32.
Adventure Conclusion #01 (page 32) and Adventure Conclusion #02 (page 33) are narrative only; their story text is omitted.
Interactions
The Adventure Interactions. Each Interaction is listed with its number and title as printed. Alalgar's dialogue is story text and is omitted; the option labels, the routing ("Go to") and every mechanical result are kept as printed.
#DH01: Read the inscriptions in silence (Path of Mystics or Devotion) The sculpture remains intact and another Interaction may be performed by another Hero this round or by any Hero in a later round.
#DH02: You say you've come to hunt Wermunggdir down
- a) You show sympathy for the story, but emphasize your intent to destroy Wermunggdir. (Go to #DH19)
- b) You show sympathy for the story and give up your intent to destroy Wermunggdir. (Go to #DH29)
- c) You confront Alalgar and accuse him of lying, because the Darkness has already reached here. (Go to #DH49)
#DH03: You respectfully refuse the offer – A hero is worthier alive The Interaction and the Adventure ends here. You may proceed to the Camp Phase and read "After the Adventure – the Draconian Catacombs" on page 21.
#DH11: Read the inscriptions aloud (Path of Mystics or Devotion) Each Hero takes a Free Recall Action.
#DH12: You try to avoid telling your purpose Follow the Setup procedure for The South Path (B) on page 16.
#DH13: You offer yourself in sacrifice (Any Hero present may choose this option)
- a) Affirm your decision to accept the offer and start the forging process for the Weapon of the Ancients, aware that, unfortunately, it will lead to your sacrifice and the binding of your soul to the equipment that will be forged. If you decide to do this, read the "Special Event – Forging the Weapon of the Ancients" on page 18.
- b) Thinking back to your first decision, you change your mind about the sacrifice, deciding that you can better face Wermunggdir by trusting to the prowess of you and your companions. (Go to #DH03)
#DH19: You show sympathy for the story, but emphasize your intent to destroy Wermunggdir Follow the Setup procedure for The North Path (A) on page 16.
#DH21: Push the fragile-looking sculpture This interaction space becomes a Darkness Spawn Point. Add the Darkness Hunting Rune card to the end of the Initiative Track.
#DH22: You face him and tell him to move out of your way Follow the Setup procedure for The South Path (C) on page 17.
#DH23: You mistrust the story and confront Alalgar
- a) You respectfully refuse the offer. A hero is worthier alive. (Go to #DH03)
- b) You offer yourself as sacrifice. (Any hero present may choose this option.) (Go to #DH13)
#DH29: You show sympathy for the story and give up your intent to destroy Wermunggdir Follow the Setup procedure for The North Path (A) on page 16.
#DH31: Offer some coins as tribute Nothing special happens.
#DH32: You decide to ignore Alalgar and look for a passage The specter's insistence demands that you take another action:
- a) You say you've come to hunt Wermunggdir down. (Go to #DH02)
- b) You try to avoid telling your purpose. (Go to #DH12)
- c) You face him and tell him to move out of your way. (Go to #DH22)
- d) You keep on ignoring Alalgar. (Go to #DH39)
#DH39: You keep on ignoring Alalgar Follow the Setup procedure for The South Path (B) on page 16.
#DH41: Leave the sculpture as it is Nothing special happens.
#DH49: You confront Alalgar and accuse him of lying, because the Darkness has already reached here Follow the Setup procedure for The South Path (C) on page 17.
#DH51: Cut the rope directly The bridge descends with a thunderous rattle, hits the ledge on the other side of the gorge and shatters. A new makeshift path presents itself.
Add the following Setup. Dungeon tiles: B4-F, B2-B, DH-C-2F and B1 (Door B1). Tile arrangement is as printed on the map.
- B1: BM – Champion
- 1 Chest Token
- 2+: GM – Champion (G2)
- 3+: 2 WM – Champion (W3)
- 4+: GM – Champion (G4)
- 5+: GM – Champion (G5)
#DH61: Remove the stake, while trying to hold it Make a Strength (yellow) Skill Challenge of Difficulty 15. Each Melee cube you have gives a +2 bonus to your roll.
- SUCCESS: Slowly, you allow the bridge to lower. It reaches perfectly to the ledge on the other side of the gorge. A new safe path is formed ahead.
Add the following Setup. Dungeon tiles: BR1-F, B2-B, DH-C-2F and B1 (Door B1). Tile arrangement is as printed on the map.
- B1: BM – Champion
- 1 Chest Token
- 2+: GM – Champion (G2)
- 3+: 2 WM – Champion (W3)
- 4+: GM – Champion (G4)
- 5+: GM – Champion (G5)
- FAILURE: The ropes fly through your hands despite your effort, tearing the flesh from your palms. You suffer 2 DMG and 2 Fatigue. Meanwhile, the bridge slams into the ledge on the other side of the gorge, shattering before your eyes. A new makeshift path presents itself.
Add the following Setup. Dungeon tiles: B4-F, B2-B, DH-C-2F and B1 (Door B1). Tile arrangement is as printed on the map.
- B1: BM – Champion
- 1 Chest Token
- 2+: GM – Champion (G2)
- 3+: 2 WM – Champion (W3)
- 4+: GM – Champion (G4)
- 5+: GM – Champion (G5)
#DH71: Look over the cliff Nothing special happens and another Interaction may be performed by another Hero this round or by any Hero in a later round.
#DH81: Check the stress on the rope Nothing special happens and another Interaction may be performed by another Hero this round or by any Hero in a later round.
#DH91: Check the integrity of the wood Nothing special happens and another Interaction may be performed by another Hero this round or by any Hero in a later round.
Battleground
Special Battleground – The Lost Battle
Dungeon tiles for this Battleground: B5-B, E14-B, E13-B, DHF1-F and B1-B. Tile arrangement is as printed on the map.
SPECIAL MECHANIC – WERMUNGGDIR'S ASSAULT (REPLACES DARKNESS SPAWNING RULE): During this Adventure, Wermunggdir, the Corrupted Wurm will appear briefly to attack the Heroes. Place the Wermunggdir's Assault Rune card with side "A" face up at the end of the Initiative Track and the Wermunggdir's Assault board beside the Monster Status board.
When the Initiative Marker reaches the Rune card, if the Rune card side "A" is face up, you must: place Wermunggdir's miniature on the board in the area occupied by the Strongest Hero. Shove any character occupying its squares. Then, draw a Rune and resolve its effects as described on Wermunggdir's Assault board. Afterwards, place the Rune on its respective slot on top of the Initiative Track.
If the Rune card side "B" is face up, instead, you must: draw a Rune and resolve its effects as described on Wermunggdir's Assault board; place the Rune on its respective slot on top of the Initiative Track; and then remove Wermunggdir's miniature from the board.
DARKNESS BEHAVIOR – STANDARD: The Darkness will chase the Strongest Hero that is not already on top of Darkness. If all Heroes are on top of Darkness, skip that spawning and all Heroes take Y non-preventable damage where Y equals the number of Heroes instead. This effect is applied each time that a Rune should be drawn but a tile is not placed and is called "the Crush."
OBJECTIVES OF THIS BATTLEGROUND – STANDARD: Your goal is to be the only surviving Hero or team. For a Hero or team to be considered eliminated, follow the standard guidelines presented on the Rulebook.
ORGANIZATION OF TEAMS – FREE-FOR-ALL OR TEAM BATTLE: The Heroes will represent themselves, each one for themselves; or, if the players choose to, they can be arranged in teams of up to two against two.
CHARACTER CONSTRUCTION RULES – STANDARD: For this Battleground, Heroes won't have any benefits. They will face each other using only their starting boards.
CUSTOMIZING YOUR BATTLEGROUND: Also, you can improve each Hero's starting level by giving them:
- Two Level 1 Hero Skills or Dungeon Role Skills (and their respective ACs);
- One Level 2 Hero Skill or Dungeon Role Skill (and its respective AC);
- Two Equipment cards from the Camp Deck Level 1 (draft them among the Heroes);
- Two to four Class Abilities;