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Chronicles of Drunagor: Age of Darkness – Rise of the Undead Dragon

Expansion for Chronicles of Drunagor: Age of Darkness

Chronicles of Drunagor: Age of Darkness – Rise of the Undead Dragon Rulebook

Table of Contents

Table of Contents

  • New Mechanics and Rules
    • Campaign Leveling
    • Expansion Icon
  • Adventures
    • Chapter 01: The Cursed Farm
      • Setup
      • Darkness and Adventure Rules – Chapter 01
      • Event Trigger and Special Event – Blazing Fields
      • End of the Adventure and Rewards – Chapter 01
    • Chapter 02: The Citadel of Ashes
      • Setup
      • Darkness and Adventure Rules – Chapter 02
      • Special Events – Chapter 02
      • End of the Adventure and Rewards – Chapter 02
  • Boss Battle: Facing Aral'hezec, the Last of the High Dragons
    • First Things First: Maneuvering
      • The Stomp Action
      • The Facing Action
      • The Grab and Drop Action
      • Executing Aral'Hezec's Attacks
      • Aral'hezec's Action Cards
    • Aral'hezec's Boss Monster Board
    • Battleground – The Corrupted Colosseum
  • Interactions

New Mechanics and Rules

Campaign Leveling

Rise of the Undead Dragon is intended to be your Heroes' final challenge on the continent of Daren in the fight against the Darkness. It takes place after the events described in the Expansion Pack Chronicles of Drunagor: Age of Darkness - Desert of Hellscar.

If your party has not participated in the events that took place in the sands of the great desert, you must provide the Heroes the appropriate character rewards of that Campaign, as if they had passed through it.

Thus, before you begin this Campaign, all players must unlock 1 Level 1 Hero or Dungeon Role Skill for their Hero.

Expansion Icon

Every card and piece in this expansion is marked with the icon for the Rise of the Undead Dragon Expansion to distinguish its components from the cards and pieces in the Core Box Chronicles of Drunagor: Age of Darkness.

Adventures

Chapter 01: The Cursed Farm

Setup

Dungeon Tray 2 (tiles B6-F and C1-B). Spot numbers are the numbered map markers.

  • 2 WM: Corrupted Farmers - Champion (spot 1)
  • 2+: WM: Corrupted Farmer - Champion (spot 2)
  • 3+: WM - Champion (a random White Monster, spot marked W3)
  • 4+: GM - Champion (a random Gray Monster, spot marked G4)
  • 5+: GM - Champion (a random Gray Monster, spot marked G5)

Components above the dotted line are used in every game; each line marked "N+" is added when the party has N or more Heroes (the "P+" convention of the base game).

Darkness and Adventure Rules – Chapter 01

DARKNESS SPAWNING RULE – HOST MONSTER: Instead of being spawned when the Initiative token reaches the Rune card, the Darkness tiles in this Adventure are spawned whenever a Monster is defeated. Consider the last space occupied by a Monster that was just defeated as Darkness Spawn Points (you can ignore the ones printed on the Maps). If a Monster is defeated while on top of Darkness, the new tile may be spawned orthogonally adjacent to any Darkness tile that is connected to the one that Monster was on top of.

So, whenever a Small Monster is defeated, you must: draw a Rune and place its respective tile on the board and then place the Rune on its respective place on the Initiative Track.

This process is the same when a Large Monster is defeated, however, you must draw two Runes instead of one, and each Darkness tile may spawn from any one of the four squares that Monster occupied.

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."

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.

Event Trigger and Special Event – Blazing Fields

EVENT TRIGGER – BLAZING FIELDS: When the last enemy is defeated, read "Special Event – Blazing Fields" at the bottom of this page.

SPECIAL EVENT – BLAZING FIELDS: [The narrative text of this event is omitted as flavour. Its rule is:] Add the following Setup.

Add to the board: tiles E14-F, B1-B and E13-F on the main map, and Dungeon Tray 1 (tile E2-B with Door 01). Spot numbers are the numbered map markers.

  • BM: Abomination - Champion (spot 1)
  • WM: Corrupted Farmer - Champion (spot 1)
  • 2+: GM: Rotten Flesh - Champion (spot 2)
  • 2+: WM: Corrupted Farmer - Champion (spot 2)
  • 3+: BM: Shadow Knight - Champion (spot 3)
  • 3+: WM: Corrupted Farmer - Champion (spot 3)
  • 4+: BM: Abomination - Champion (spot 4)
  • 4+: WM: Corrupted Farmer - Champion (spot 4)
  • 5+: BM: Abomination - Champion (spot 5)
  • 5+: GM - Champion (a random Gray Monster, spot marked G5)

End of the Adventure and Rewards – Chapter 01

END OF THE ADVENTURE – CLEANSING THE BARN: You face a dilemma: As a group, you and your partners must choose one option presented on the Interaction shown here 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. After resolving this Interaction, the Adventure ends here. You may read "After the Adventure – Courtesy of the House".

[The Interaction this refers to is not printed in the text of this page. The Interactions whose results send players to "After the Adventure – Courtesy of the House" are #UD01, #UD11 and #UD14, listed under Interactions below.]

REWARDS (After the Adventure – Courtesy of the House): Reveal all cards from this expansion's Epic Loot deck. Each player can choose one Equipment Card.

Chapter 02: The Citadel of Ashes

Setup

Dungeon Tray 1 (tiles C1-F, B1-B and UDF1-F, with Door 01). Spot numbers are the numbered map markers.

  • 2 WM: Corrupted Farmers - Champion (spot 1)
  • 1 Interaction Token 1: Page 12
  • 2+: WM: Corrupted Farmer - Champion (spot 2)
  • 3+: WM: Corrupted Farmer - Champion (spot 3)
  • 4+: GM - Champion (a random Gray Monster, spot marked G4)
  • 5+: GM - Champion (a random Gray Monster, spot marked G5)

Components above the dotted line are used in every game; each line marked "N+" is added when the party has N or more Heroes.

Darkness and Adventure Rules – Chapter 02

The Chapter 02 rule boxes are printed in the same form as Chapter 01. Their text is reproduced here as printed.

DARKNESS SPAWNING RULE – HOST MONSTER: Instead of being spawned when the Initiative token reaches the Rune card, the Darkness tiles in this Adventure are spawned whenever a Monster is defeated. Consider the last space occupied by a Monster that was just defeated as Darkness Spawn Points (you can ignore the ones printed on the Maps). If a Monster is defeated while on top of Darkness, the new tile may be spawned orthogonally adjacent to any Darkness tile that is connected to the one that Monster was on top of.

So, whenever a Small Monster is defeated, you must: draw a Rune and place its respective tile on the board and then place the Rune on its respective place on the Initiative Track.

This process is the same when a Large Monster is defeated, however, you must draw two Runes instead of one, and each Darkness tile may spawn from any one of the four squares that Monster occupied.

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."

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.

Special Events – Chapter 02

The printed text of this chapter does not state the trigger for the two special events below; they are transcribed as printed.

SPECIAL EVENT – ANGRY BULL: [Narrative omitted. Rule:] Each Monster takes 4 damage and BURN 2.

SPECIAL EVENT – CURSED: [Narrative omitted. Rule:] Make an Agility (green) Skill Challenge of Difficulty 13. Each Agility cube you have gives you a +2 bonus to your roll.

  • SUCCESS: Nothing special happens.
  • FAILURE: Remove all Heroes and map BR2-B from the board. Then, each player places their Hero in a square of their choice on Map E6-B. They all suffer the effects of Lava terrain.

End of the Adventure and Rewards – Chapter 02

END OF THE ADVENTURE – BEHIND THE THRONE: [Narrative omitted.] The Adventure ends here. You may proceed to the Camp Phase and read "After the Adventure – Sweating Like a King" below.

REWARDS (After the Adventure – Sweating Like a King): Each player chooses and unlocks a Class Ability for their Hero.

Chapter 03: Fire and Rock

Setup

Dungeon Tray 2 (tiles UDB1-B and UDC1-B, with Door 01). Spot numbers are the numbered map markers.

  • 1 WM: Corrupted Farmer - Champion (spot 1)
  • 1 WM: Shadow Cultist - Champion (spot 1)
  • 2+: GM - Champion (a random Gray Monster, spot marked G2)
  • 3+: GM - Champion (a random Gray Monster, spot marked G3)
  • 4+: WM: Corrupted Farmer - Champion (spot 4)
  • 5+: WM: Shadow Cultist - Champion (spot 5)

Components above the dotted line are used in every game; each line marked "N+" is added when the party has N or more Heroes.

Darkness and Adventure Rules – Chapter 03

DARKNESS SPAWNING RULE – HOST MONSTER: Instead of being spawned when the Initiative token reaches the Rune card, the Darkness tiles in this Adventure are spawned whenever a Monster is defeated. Consider the last space occupied by a Monster that was just defeated as Darkness Spawn Points (you can ignore the ones printed on the Maps). If a Monster is defeated while on top of Darkness, the new tile may be spawned orthogonally adjacent to any Darkness tile that is connected to the one that Monster was on top of.

So, whenever a Small Monster is defeated, you must: draw a Rune and place its respective tile on the board and then place the Rune on its respective place on the Initiative Track.

This process is the same when a Large Monster is defeated, however, you must draw two Runes instead of one, and each Darkness tile may spawn from any one of the four squares that Monster occupied.

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."

START THE ADVENTURE: After you have completed the following Setup and read these instructions, you may begin to play the Adventure.

Chapter 03.1: The Final Encounter

Chapter 03.1 is the final encounter against Aral'hezec. The printed story text leading into it is omitted.

Preparations

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 Aral'hezec's attack cards on the Initiative Track in the position corresponding to the Rune shown on the card.
  • Place Aral'hezec's Boss Monster board face-up and set its initial Health: It has 25 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 5 Health to the High Dragon for every cube removed by this effect.
  • Remove all Curse Cubes that the Heroes are holding and add 1 Health to the High Dragon for each cube removed by this effect.
  • Build the encounter setup as shown on the next page.

After you have completed these preparations, read the encounter instructions on page 22 and begin the encounter.

NEW ADVENTURE GOAL: Defeat Aral'hezec, the last of the High Dragons.

Encounter Setup

Map tiles: E6-B, UDF1-B, E5-B, E13-B, E14-B, E11-F, UDC2-B, E12-F, and a second E5-B (bottom of the map). Spot numbers are the numbered map markers.

Components: 1 Aral'hezec (Boss Monster miniature), 6 Chest tokens, 1 Interaction Token 2: Page 26.

The Boss Monster board for Aral'hezec is described under Boss Battle below.

Chapter 03.1 End of the Adventure

END OF THE ADVENTURE – THE FALLEN'S FALL: [Narrative omitted.] The adventure ends here. You may proceed to the Camp Phase and read the "Epilogue".

Boss Battle: Facing Aral'hezec, the Last of the High Dragons

The final battle against Aral'hezec is about to begin! Before you proceed, make sure you have completed all of the setup steps described on page 20.

Aral'hezec's fighting strategy is a little different from any other Boss on Chronicles of Drunagor: Age of Darkness and consists of a series of flyovers and powerful stomps, using all of the advantages of his enormous size and might. These instructions tell you how to mechanically resolve the actions described on his attack cards:

First Things First: Maneuvering

Like any Boss Monster, Aral'hezec has four attack cards which are activated in turn. To resolve his activations easily, first check whether the attack card has a compass rose like those below.

Four of the cards have one of these symbols. It indicates that before executing his attacks, as written on the cards themselves, Aral'hezec will first maneuver and you must resolve this step first.

The Stomp Action

[Narrative omitted.] In terms of mechanics, a Stomp action means fitting the indicated area (the four squares occupied by the High Dragon's right front leg) in the area occupied by his target (which will be the Strongest or Weakest Hero, varying according to the attack).

In this example, Vorn would be able to move to various places after being stomped by Aral'Hezec. To illustrate the mechanics, we chose three positions based on their distance. If he chooses to move to position 1, Vorn will take only 1 non-preventable damage; If he chooses to move to position 2, since he moved 2 squares, he will take 2 non-preventable damage; finally, following the same reasoning, if he chooses to flee to a more distant position like 3, Vorn would take 4 non-preventable damage.

In this particular example, Aral'Hezec could land his foot in two different ways. In any case, when this situation arises during the battle, the Party Leader will decide how the High Dragon will legally make its landing.

Aral'Hezec could have just stepped on Vorn while maintaining his orientation, or, he could turn his muzzle 90 degrees to the right and then step on Vorn, occupying the four intermediate areas in the north border of the map.

After the Party Leader determines where Aral'Hezec will move, we proceed to the next step.

Move the Aral'Hezec figure fitting the areas of the Stomp action as shown in the image below. Of course, at least one Hero will be caught by the trample. When this happens, each of those Heroes is shoved to a square adjacent to Aral'Hezec's position of their choice.

Such a Hero will take 1 non-preventable damage for each square they move until they are no longer under the High Dragon miniature. While they are being dragged by the maneuver, the Hero does not suffer any effects from harmful terrain until they are dropped, when they suffer the effects of Darkness or Lava, based on the terrain that they were dragged into.

The Facing Action

Right after a Stomp action, the attack card will instruct Aral'Hezec to face the Hero that he was targeting.

To do this, just turn the figure of Aral'Hezec until the muzzle is facing in the direction of that character's miniature.

The dragon faces both areas (blue squares) that are in front of him, as well as the two next to them (four areas in total).

To illustrate this action, let's assume that Vorn chose to move to option 2 in the previous example.

Thus, after resolving the Stomp action, Aral'Hezec had to turn 90º to the right so that his muzzle is now facing Vorn.

With this step completed, the Facing action is resolved and the High Dragon can proceed to attack.

The Grab and Drop Action

[Narrative omitted.] In terms of mechanics, a Grab and Drop action means that Aral'Hezec and his target will be moved to the specific positions marked on the map. Since this is a special maneuver, the Hero does not suffer any effects from harmful terrain until they are dropped, when they suffer the effects of Darkness or Lava, based on the terrain that they were dragged into.

Once you have resolved the Grab and Drop, Aral'Hezec will be ready to execute his attacks. Realize that unlike the Stomp action, there is no opportunity here for the Hero to move (unless they use a Reaction at the time that they would suffer the effect of terrain) and therefore it is not necessary to perform a Facing action.

Executing Aral'Hezec's Attacks

After the High Dragon completes whatever maneuver his attack card requires, he will then execute all three of his attacks, in the order described on his Boss Monster board. The areas targeted by each attack, and their respective effects, are also explained there. Always treat the "North" position on the compass as the tip of Aral'hezec's head. Any Heroes in the areas indicated are affected by the attack.

Every square on the Boss Monster board represents a full area on the map (blue square). If a square shows two symbols, that area is targeted by both of the attacks that match those symbols.

For example, with a Wing Slash, Aral'hezec inflicts 2 + X damage and PUSH 5 against every Hero inside the pink and blue areas.

The display on Aral'hezec's Boss Monster board shows that the areas on either side of the dragon are affected by the Wing Slash—remember that the "north" position on the display corresponds to the dragon's nose. In this example, Vorn is affected.

Each attack has its own effects and threat area, and therefore, each Hero will be affected according to their position. Some Heroes may suffer more than one attack, others, perhaps not even one.

When an area is filled with two effect symbols, it means that a Hero in that position will suffer the effects of both attacks.

Since attacks are resolved separately, it is possible for a Hero to escape from an area affected by an attack between executions. Remember that you must resolve them in the order described by Aral'Hezec's Boss Monster board.

Aral'hezec's Action Cards

Now that you know how to resolve Aral'Hezec's actions, lets take a closer look at his cards:

Card 1 – Overwhelm (orange Rune card). Card face text: "Stomp the strongest Hero and face them. Then, execute all attacks."

Card 2 – Break the Corrupted (red Rune card). Card face text: "Stomp the most corrupted Hero and face them. Then, execute all attacks."

Card 3 – Corrupt the Strong (blue Rune card). Card face text: "Grab the strongest Hero and drop them in the Darkness pool. Then, execute all attacks."

Card 4 – Burn at the Stake (gray Rune card). Card face text: "Grab the weakest Hero and drop them in the Lava pool. Then, execute all attacks."

Boss Status Card. Card face text: "When the Initiative marker reaches this card, reserve all conditions affecting Aral'hezec, and then move the marker."

Overwhelm and Break the Corrupted: Both of these cards are Stomp actions and thus, Aral'Hezec will first maneuver against his target then he will face them (if needed); and, at last, he will execute all of his attacks. Since Overwhelm is an orange Rune card, the value of X for its attacks will be the number of orange Runes on the Initiative Track when the attacks are resolved. The same applies to Break the Corrupted regarding red Runes.

Corrupt the Strong and Burn at the Stake: Both of these cards are Grab and Drop actions and thus, Aral'Hezec will first maneuver himself and his target and then he will execute all of his attacks. Since Corrupt the Strong is a blue Rune card, the value of X for its attacks will be the number of blue Runes on the Initiative Track when the attacks are resolved. The same applies to Burn at the Stake regarding gray Runes.

Boss Status Card: This card is just a reminder for the players to trigger any conditions affecting Aral'hezec. It has no maneuvers or attacks.

Aral'hezec's Boss Monster Board

The board's printed attack and immunity text, transcribed from the board image on page 21.

Immune to: the five Element icons printed across the top of the board (the rulebook does not name them in its text).

Attacks (resolved in this order, each against the Attack Areas shown on the board):

  • Dragon's Breath: 2 + 2X DMG. Attack area: the green squares (the top row of the Attack Areas grid, at the dragon's head).
  • Wing Attack: 2 + X non-preventable DMG and PUSH 5. Attack area: the pink squares (left side) and blue squares (right side).
  • Tail Strike: X non-preventable DMG and knock down. Attack area: the gray squares (bottom row, behind the dragon).

The printed text calls the Wing Attack "Wing Slash" in its examples; the board names it "Wing Attack". Both names refer to the same attack.

The value of X is equal to the number of Runes on the Initiative Track matching the Rune of the attack card being resolved.

Health track: the board shows two rows of Health values, 10 to 200 in steps of 10. Initial Health is set during the Chapter 03.1 preparations (25 Health per player).

Unlabelled track: the board also has a track numbered 0 to 9 with a skull at its start. The printed rulebook does not name or explain this track in its text, so it is not transcribed beyond its existence.

Battleground – The Corrupted Colosseum

Battleground rules, printed on pages 32–33.

Setup components (page 33, map and key):

  • Dungeon Tray 3 with tiles E1-F, E5-B, E8-F, E13-B, E14-B, E6-F and UDF1-F.
  • 1 Aral'hezec
  • 1 Blue Rune, 1 Gray Rune, 1 Green Rune, 1 Red Rune
  • 4 Chest tokens

SPECIAL MECHANIC – THE HIGH DRAGON (REPLACES THE DARKNESS SPAWNING RULE): Place the Undead Dragon Boss Monster Board beside the Battleground and the Darkness Hunting Rune card with face "A" up on the Initiative Track. Also, take two runes of each color and place them on their respective slots on the Initiative Track.

When the Initiative Marker reaches the Rune card, you must; draw a Rune - but do not place its respective Darkness tile on the board; place the Rune on the Initiative Track; and then, if the Rune drawn matches one that is on the board, Aral'hezec faces that direction and activates all of his attacks.

In addition to the range shown on the board, the High Dragon also attacks all characters who are in areas that are adjacent to the dragon's range.

Aral'hezec is impervious to damage and effects in this Battleground.

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;

Interactions

The adventure's Interactions, in the order printed. Each Interaction is resolved from the Interaction token shown on the page named in the Setup. The narrative text of each Interaction is omitted as flavour; the result as printed is kept. The printed numbering has no UD31 or UD33.

#UD01: Put the farm to the torch

  • At the beginning of the next Adventure, each Hero gains FOCUS 2. You may now proceed to the Camp Phase and read "After the Adventure - Courtesy of the House" on page 06.

#UD02: Ask for help to enter the citadel

  • Each Hero gains FOCUS 1.

#UD03: Put the citadel key into his chest (only if you have the "Key" Status on your Campaign Log)

  • Write down the "Protection of the Citadel" Status on your Campaign Log.

#UD04: Solve the puzzle on the right

  • Each Hero gains HEAL 4.

#UD05: Put on the armor

  • You gain SHIELD 4.

#UD06: Pick up the flute

  • Draw a card from the Previous Epic Loot Items Deck. If all of the Epic Loot was already given to the players, Draw a card from the Previous Camp Items instead.

#UD11: Abandon the place without looking back

  • At the beginning of the next Adventure, each Hero gains SHIELD 2. You may now proceed to the Camp Phase and read "After the Adventure - Courtesy of the House" on page 06.

#UD12: Tell him about your mission

  • Write down the "Key" Status on your Campaign Log.

#UD13: Destroy the guardian

  • Each Hero suffers BURN 2. Replace this Interaction token with 1 BM: Shadow Knight - Veteran.

#UD14: Solve the puzzle in the middle

  • Draw three cards from the Chest deck. You may now proceed to the Camp Phase and read "After the Adventure - Courtesy of the House" on page 06.

#UD15: Pick up the gold

  • You suffer CURSE 2.

#UD16: Pick up the gem

  • You gain FOCUS 2.

#UD21: Loot the place

  • Remove this Interaction token and summon 2 White Monsters - Fighter adjacent to the Hero who performed this Interaction.

#UD22: Ask him for help to fight the creatures of darkness

  • Each Hero gains HEAL 2 and CLEANSE 1.

#UD23: Pass by without interacting

  • Write down the "Curse" Status on your Campaign Log.

#UD24: Solve the puzzle on the left

  • No result line is printed for this Interaction. Its narrative ends with two creatures charging up the stairway toward the Heroes.

#UD25: Pick up the crown

  • You suffer STUN.

#UD26: Leave the treasure

  • You may take 2 additional Cube Actions on your next turn. This cannot be saved for use later and can be used only on your next turn.

#UD32: Ask about the safest way into the temple

  • Each Hero gains SHIELD 3.

#UD34: Solve all the puzzles

  • Draw a card from the Previous Epic Loot Items Deck. If all of the Epic Loot was already given to the players, Draw a card from the Previous Camp Items instead.

#UD35: Open the chest

  • You take 2 non-preventable damage.
Chapter 03: Fire and Rock
  • Setup
  • Darkness and Adventure Rules – Chapter 03
  • Chapter 03.1: The Final Encounter
    • Preparations
    • Encounter Setup
  • Chapter 03.1 End of the Adventure