recursal/Fanatic-Fandom huggingface dataset:
Nahias

*"Not knowing where I'm headed doesn't mean I'm lost." - Nahias the Wanderer*

## **Background**

Nahias has traveled the length and breadth of the continent, having been exiled from his home for crimes he totally committed. After being lost in the Living Nightmare (a vast jungle bordering Ekata to the south), Nahias returned to find the kingdom vastly changed. His younger brother Hathian had ascended the throne in his absence, and the kingdom has turned to the worse as infighting between the Clan Lords had taken a deadly turn, and "bandits" resembling Yildani regulars continued to raid across the western border. Events transpired that led to Nahias slaying his brother in open court. His sister banished him, ignoring calls for his execution. Now Nahias wanders, having joined the Lightbringers at the Sorcerer Mathrin's invitation.

* **Race:** Centaur
* **Age:** 44
* **Origin**: Kingdom of Ekata, Ekataran Savanna
* **Class:** Ranger
* **Pronouns:** He/Him

## **Gameplay**

* **Special Skill:** Nahias has 1 free Move Action.
* **Shadow Mode Skill:** Draw 1 Arrow card and apply the Bullseye effect (discard afterwards).
* **Health:** 5
* **Mana:** 2

Nahias is able to cross distances in the dungeons with mighty strides, which grants him 1 free Move action every turn, effectively making him one of the most mobile Heroes in the game and allowing him to make other uses of the actions. HIs Shadow Ability allows him to draw an additional arrow card and apply its Bullseye effect, without risking his main attack.

## **Quotes**

*"The dead are rising. Because, of course they are. Every damn time, I swear ..." - On The Undead*

*"It doesn't hunt for food, but for sport. The worst kind of predator." - On the Ghoul*

*"Well. That won't be problematic for my wooden arrows and wooden bow. Not at all." - On Uriel, Archangel of Fire*

*"The Reaper just wants to kill you. This thing ... this is somehow worse." - On Death*

*"They're guides, nothing more or less. But a guide isn't always leading you to safety." - On Wraiths*

*"I don't like moths. Giant, demonic, archduke moths even less so." - On Beelzebub, Archduke of Pestilence*

*"I knew many when I wandered the Living Hell. That they've gone mad is a tragedy. They'd be powerful allies." - On Nagas*
Retail Sets & Kickstarter Exclusives

## **Enemy Box**

Contain a combination of Roaming Monsters, Minions, Bosses and/or Agents for the Heroes to fight against.

* Elementals
* Ratlings
* Reptisaurians
* Troglodytes

## **Heroes & Monster Set**

Heroes & Monster Sets contain one Roaming Monster and up to three new Heroes to join the fight against the Darkness.

* Noble Warriors vs The Cockatrix
* Warrior Priests vs The Spearmaiden Cyclops
* Bloodmoon Assassins vs The Hellephant
* Sorcerers vs Lord Tusk

## **Other Packs & Sets**

The below packs and sets contain items that can help enhance gameplay for Players.

* Frost Dice Set
* Plastic Token Pack
* 3D Pack: Doors & Bridges
* 3D Pack: Chests & Pillars
* Tiles Set

## **Kickstarter Exclusives**

All the below items were Kickstarter Exclusives as part of the original Massive Darkness Kickstarter campaign. Aside from purchasing from original backers and special events, they are no longer attainable.

### **Heroes / Classes**

* Myriam
* Lil'ned
* Sicarius
* Bonecrusher Class

### **Other**

* Black Plague Crossover Set
* Marble Dice Set
Ryff

*"I'm a skald, not a bard! Yes, it's an instrument and an axe. Want me to 'play' something?" - Ryff, the Voice of Pain*

## **Background**

Ryff is, quite simply, insane. Among the Pact of Grond, the Bare-Skull Tribe are not known for their level-headed grip on reality, worshipping their gruesome totems. Even so, Ryff was a bit much for them, with his songs of coming Darkness and the devastation it would bring. Ryff revels in tales of horror and tragedy, which is perfect for his band but somewhat less appreciated in the long dark nights of the northern taiga.

* **Race:** Human
* **Age:** 26
* **Origin**: None (Formerly Pact of Grond, Bare-Skull Tribe)
* **Class:** Bard
* **Pronouns:** He/Him

## **Gameplay**

* **Shadow Mode Skill:**
* **Special Skill:**

It’s hard to say if there’s anyone crazier than Ryff among the Lightbringers. Barking mad as he is, everyone agrees that he’s great company. When battling with the Lightbringers, Ryff makes good use of the sharp end of his lute, able to roll additional combat dice when facing close enemies. When hiding in Shadows, Ryff is able to play a particularly chilling song that staggers even his hardiest foes!
Cockatrix

Created by sorcery and unleashed upon the wilds centuries ago, the Cockatrix is a unique and vile thing that lusts for the painful demise of all life it encounters. A birdlike creature with the scales and blood of a dragon, its attacks are a flurry of chaos that shred through anything around it, leaving no place to hide and little hope of escape. Whether it was designed for the Darkness' use in ages past is unknown, but the creature is drawn to its machinations. When the Cockatrix hunts, the Darkness' minions are always close by to herd foolish foes toward a painful end.

## **Gameplay**

This huge avian monstrosity is nigh-inescapable. Able to attack heroes both at a distance and in close combat, hiding from it is not easy. What's more, its devastating attacks may cause the same number of wounds on ALL heroes standing in the targeted zone, if her Attack rolls a Diamond symbol.

**Lesser Roaming Monster**

* **Defense (Bam) (Diamond):** The attacking Hero loses the rest of his Activation.
* **Melee Dice:** 2 Yellow
* **Ranged Dice:** 1 Yellow, 2 Red
* **Defense Dice:** 1 Blue, 1 Green
* **Health:** 3 per Hero

**Greater Roaming Monster**

* **Defense (Bam) (Diamond):** The attacking Hero loses the rest of his Activation.
* **Melee Dice:** 2 Yellow, 1 Red
* **Ranged Dice:** 1 Yellow, 3 Red
* **Defense Dice:** 2 Blue, 2 Green
* **Health:** 5 per Hero

## **Attainable From**

* Heroes & Monster Set: Noble Warriors vs The Cockatrix

Cockatrix
Gera

*"Truth be told, I don't like enclosed spaces. I need room to move." - Gera of Clan Shatterblade*

## **Background**

Dwarves are rare on the surface, what with the unlimited sky being somewhat disconcerting. Yet Clan Shatterblade saw opportunity to expand trade to the civilized lands on the surface, and Gera has always lived in Crondar. Her training as a priestess in the Valthric Church revealed her martial capabilities, instinctive to most dwarves. She donned the mantle of a Paladin, and discovered a talent for Radiance, the specialist sphere granting healing auras and other powers.

* **Race:** Dwarf
* **Age:** 77
* **Origin**: Crondarian
* **Class:** Paladin
* **Pronouns:** She/Her

## **Gameplay**

* **Shadow Mode Skill:**
* **Special Skill:**

With her deeper connection to Light and Radiance, Gera is a particularly powerful Paladin, able to naturally channel healing properties and regeneration spells into her Aura. When Darkness surrounds her, she is able to bend it into a protective energy for her allies that builds up the more she uses it.
Karl

*"You could learn this, you know. It's not just 'all in the wrist.'"*

## **Background**

Karl's time as a war engineer hardened him into a veteran of many battles. He often worked closely with the King's siege wizards, enough to learn that their mysticism and rituals disguised an underlying theorems and arcane laws. Magic is a science! His unorthodox viewpoint, and considerable success, nearly saw him imprisoned. But then the invasion occurred, and the city needed anyone and everyone that could conjure fire from mana as the zombies flooded the streets. Now he believes the only chance humanity has of surviving the Dark Times is to spread his doctrine.

* **Race:** Human
* **Recommended Class:** Battle Wizard
* **Pronouns:** He/Him

## **Gameplay**

* **Shadow Mode Skill:** Magic (Bam): +2 (Bams)
* **Special Skill - Resourceful:** His Attack gets +1 (Red Dice) if it would have more than 3 (Yellow Dice).
Ogre Rockbreaker

Ogres measure their success in loot stolen, food eaten, and foes slaughtered in every campaign their chieftains send them on. The greater the ogre's success, the better weaponry he will have access to for the next raid or battle. From rough-hewn boulders and split-lg clubs to cold-hammered swords, all the way up to mighty iron and stone war-hammers found only in the hands of the elite Rockbreakers. Ogre Rockbreakers pick the toughest foes to fell and take glorious trophies from; time and time again proving their immense worth to the tribe, their chieftain, and ultimately to the Darkness.

## **Gameplay**

Despite what it's usually called, the Ogre Rockbreaker is not only good at breaking rocks, it fares just as well in breaking skulls. Its Defence is rock-strong, but its Melee attacks are truly devastating. Not only it rolls plenty of dice, but the target automatically loses a couple Defence dice.

**Lesser Roaming Monster**

* **Attack (Bam):** Defender gets -1 (Blue Dice)
* **Melee Dice:** 3 Yellow
* **Defense Dice:** 3 Blue
* **Health:** 5 per Hero

**Greater Roaming Monster**

* **Attack (2 Bams):** Defender gets -1 (Blue Dice) AND -1 (Green Dice).
* **Melee Dice:** 3 Yellow, 1 Red
* **Defense Dice:** 2 Blue, 2 Green
* **Health:** 7 per Hero
Gheta

*"Enough talk." - Gheta*

## **Background**

Gheta, the Hammer of Ril, is a tribeswoman Tall-Bear Clan in the Ril Taiga, far north of the Yildan Empire. Her clan proved a key player in forming the Pact of Grond, under which the disparate barbarian peoples have a voice on the Council of Crondar. Gheta herself proved central to these talks, even at-odds with her own family over the best course of action for the Tall-Bears. Gheta's travels have brought her to the south and in the company of the Lightbringers, whose badge she wears when the occasion suits.

* **Race:** Ogre
* **Age:** 19
* **Origin**: Tall-Bear Clan (Ril Taiga)
* **Class:** Berserker
* **Pronouns:** She/Her

## **Gameplay**

* **Special Skill:** Attack (take one Wound): +1 (Sword)
* **Shadow Mode Skill:** Gain (3 Rage) and Heal 3 (yourself only).
* **Health:**
* **Mana:** 2

Gheta loves a good fight, and her savagery in battle has proven valuable many times over. With each of her attacks, she's able to put herself at risk and suffer a wound to land a precise hit. When aided by shadow, Gheta can channel her inner rage and catch a second breath to heal herself a bit.

## **Quotes**

*"What care I from whence they came? They come to fight, so we will fight." - On Fallen Angels*

*"Legend says one of these was defeated by Margantha the Insatiable. Me, I'm just gonna kill it." - On Lyidan, Incubus Lord*

*"Finally." - On Baalberith, Duke of Hell*

*"Couldn't we just return to Hell?" - On Cupids*

*"Admirable. ... Not the evil though, obviously." - On Living Statues*

*"You like to fight? Fight me." - On War*

*"Insane. Dragons care not for worship." - On Cultists*

*"She shall not go unavenged." - On Valkyrie*
Silas

*"Zombies are an insult to life and beauty. I'm here to set things right."*

## **Background**

Elves lead very long lives ... unless they get slaughtered by zombies. This is something Silas has tried to hammer into his elven lords' collective head. Silas urged action. Swift action! But, elves measure their lives in centuries, not decades. The debate about what constitutes a proper response could take several more years. That's not good enough for Silas. He's decided that he'll take the fight to the horde personally, do some good in the world, and maybe even save a few lives in the process. Only by uniting all the races can the free peoples hope to stem the undead tide.

* **Race:** Elf
* **Recommended Class:** Nightshade Ranger
* **Pronouns:** He/Him

## **Gameplay**

* **Shadow Mode Skill:** Attack: Blank results get +1 (Sword)
* **Special Skill - Stride:** Once per Activation, Silas may Move 1 Zone for free with Slippery.
Plastic Token Pack

The Plastic Token Pack Optional Buy comes with 54 engraved and coloured plastic tokens to use instead of the cardboard tokens that come in the Massive Darkness core box!

## **Included items**

* 2x Level 1 Token
* 2x Level 2 Token
* 2x Level 3 Token
* 2x Level 4 Token
* 2x Level 5 Token
* 1x First Player Token
* 6x Shadow Mode Token
* 1x Exit Token
* 20x Wound Token
* 10x Five Wounds Token
* 2x Artifact Objective Token
* 3x Lair Objective Token
* 1x Library Objective Token
Fallen Angel

*"What care I from whence they came? They come to fight, so we will fight." - Gheta, the Hammer of Ril*

Fallen Angels are among the sadder of creatures afflicted by this new Massive Darkness. While the Infernal and Supernal Realms are constantly at war, the spreading Infernal corruption has a horrific effect on the angelic form and psyche in the Prime Realm. An angel might fall, but the effect is amplified in this time and place of Massive Darkness. The merging of angelic might and demonic strength makes for a truly lethal monster, utterly out of control.

## **Gameplay**

Having fallen from grace and embraced corruption, these fallen angels are beyond redemption, and act now only as agents of Darkness. Their dark auras allow them to reduce their target’s defenses.
Megan

*"Knowledge is a strength. Do orcs hide their strength? No. So, let me show you how knowledge works."*

## **Background**

Heir to a family of thieves, Megan showed an uncanny mind at the earliest age, coupled with an unquenchable thirst for learning. She chose to become a magician and, with the support of her family's guild, had access to all kinds of books. As the time went by, the girl chose an adventurer's life and became a unique kind of mercenary. After some time, Megan sought knowledge and power for herself: she was looking for an ancient burial mound deep in orc territory when the zombies came. Wise beyond her age, Megan knows she could be tempted to delve into dark magic. This is not the fate she wants, however, so she is seeking survivors to help her wipe the necromancer threat. Megan is brilliant and fears no one ... but her own temptation.

* **Race:** Human
* **Recommended Class:** Battle Wizard
* **Pronouns:** She/Her

## **Gameplay**

* **Shadow Mode Skill:** Attack (Bam) +1 (Sword)
* **Special Skill - Zapper:** Once per Activation, roll 1 (Red Dice) and deal Wounds equal the number of (Sword) to 1 Enemy within Line of Sight and Range 1-2.
Father Corvus

*"Corruption is a trifling matter, if you've got the right mindset for it." - Father Corvus*

## **Background**

Father Corvus found himself at the center of the last Massive Darkness, battling for the souls of his province and hurling the darkness back from whence it came. So effective was he that he was the subject of a dying god's curse, which turned his powers of Light to Darkness and his person from human to ... well, whatever he is now. It's of no consequence to Father Corvus though, whose faith allows him to wield any energy, even the darkness itself.

* **Race:** Formerly Human
* **Age:** 44
* **Origin**: None (Formerly Yildan)
* **Class:** Monk
* **Pronouns:** He/Him

## **Gameplay**

* **Shadow Mode Skill:**
* **Special Skill:**

Father Corvus has done the unthinkable: embraced the Darkness and remain uncorrupted. Perhaps it is his faith or his stalwart mind that keeps him, but no matter what it is, Father Corvus wields the Darkness as a weapon. In battle, Father Corvus is able to harvest magical energies when he uses Strength and Guidance skills and when aided by Shadows, he’s able to transform its very essence into mana.
Samson

*"Step back, lads. This be a Dwarf's job."*

## **Background**

Samson finds human notions of dwarven craftmanship infinitely amusing. It's the same metal, the same techniques, the same designs (mostly), but put a few dwarven runes on a sword or hammer, and humans will act like it's made of magic! They swing faster, hit harder, and even hold the line longer. Samson earned quite a bit of coin selling his "dwarven" weapons, though he never deceived anyone about their qualities. He was just a highly competent smith who happened to be a dwarf. But now, with the zombie apocalypse in full swing, he's happy to "improve" any weapon he can find with "that dwarven touch."

* **Race:** Dwarf
* **Recommended Class:** Bonecrusher
* **Pronouns:** He/Him

## **Gameplay**

* **Shadow Mode Skill:** Attack (2 Bams): Instantly kill one targeted Minion.
* **Special Skill - Stout:** Defense: +1 (Shield).
Famine

*"This one and I are old friends, sadly." - Feydra of Cliffharbor Row*

Where War eschews subtlety for straightforward destruction, Famine attacks where least expected. Lightbringers engaged with the avatar of hunger find themselves sapped of strength, weakened through starvation. Never mind that their packs are full of rations, Famine's powers turn their food to ash, and its nourishment to poison. To battle Famine is to know an ever-tightening belt, an insatiable appetite, and a creeping anxiety. For while the aspect known as Famine can be banished, it is but a harbinger of the most dreaded aspect of their number to come.

## **Gameplay**

Famine brings punishments to an all-together different level for the Lightbringers, for when battling Famine, they fight not only exterior but also internal adversity. Their bodies fail them when they need it the most, and their struggle is more desperate and personal than before. Whenever the Hunger Punishment card is revealed, Heroes have to suffer a number of Wounds. Although they decide how to split them, the bigger the party the more pronounced the hunger is felt, and the Wounds must be taken by half of the Heroes always rounding up. Weak and fragile, the other Punishment cards forces players to suffer additional Wounds when moving and attacking, and may be even more harmful, costing actions should players not agree in discarding the resources in their backpacks…
Valdis

*"I'll turn Seelie if I must. Only for convenience, you understand." - Valdis*

## **Background**

Valdis/ithfey/tharania nearly rivals the Unseelie Queen Caenedra in power. But Valdis preferred to cultivate and grow her mastery, where Caenedra sought to rule. In her time, Valdis has seen many a Darkness come and go, though she always considered herself something of a force of darkness, with her own private realm in the Endless Wood a place of intrigue and danger for unsuspecting heroes. But now, with this Massive threat on the rise, she has descended her tower, surveyed the damage, witnessed the madness of Caenedra, and she is not pleased.

* **Race:** Dark Elf (Seelie)
* **Age:** 542
* **Origin**: Fae'Shar Commonwealth
* **Class:** Wizard
* **Pronouns:** She/Her

## **Gameplay**

* **Special Skill:** You may use (Ranged) Weapons as (Magic) at Range 1 or more.
* **Shadow Mode Skill:** Draw and discard 2 Arrow cards. Gain 1 (Mana) for each revealed (Arrow)
* **Health:** 5
* **Mana:** 6

Valdis is not your traditional Wizard: She’s lived for centuries and has dabbled with the Darkness in the past. But that was a lifetime ago (for some) and for now, Valdis fights alongside the Lightbringers and brings her experience to bear. She’s not only knowledgeable in the arcane arts, but she’s also a good shot with ranged weapons, and she’s able to empower them and use them as Magic weapons. When aided by shadows, she’s even able to shoot a hidden arrow, drawing an Arrow card and applying its Bullseye effect!
Valkyrie

*"She shall not go unavenged." - Gheta, the Hammer of Ril*

The Valkyrie hail from another Realm, one whose powerful beings are often revered by the northern tribes forming the Pact of Grond. That she now seem to battle on the Infernal side of this conflict cannot be taken as a good sign. As "Chooser of the Slain" she now appears quite comfortable choosing every hero she comes across and slaying them to carry off to the Infernal Realm. The Valkyrie is a swift, powerful warrior, more than capable of carrying out her mission. Underestimate them at one's own peril.

## **Gameplay**

No one is quite sure why the Valkyrie have allied with the Infernal Realm or why she's targeting the Lightbringers on the dungeons. Some whisper of the corruption of darkness, others of untold glory of Heroes of legend in the halls beyond. In the dungeons, the Valkyrie is able to reach Heroes and strike them down as well as bring slain Mobs back from the afterlife!
Fire Elemental

The embodiment of nature's destructive tool is the voracious fire elemental. A personification of the world's constant cycle of creation-existence-destruction, each fire elemental is a sulfurous cage of living flame and heat bent on the consumption of everything around it. They come into being by leaping up and out of volcanic eruptions or unkempt wildfires, immediately entering in a campaign of furious conflagration. Fire elementals are the shortest lived of their ilk, bursting out in a blaze of fury instead of smouldering away slowly. The Darkness skillfully uses this to its advantage and simply lets the world burn.

## **Gameplay**

Don't get close to the Fire Elemental or you will be immolated to a pile of cinders by its fiery attacks. Whenever it activates, it automatically Wounds all Heroes around it!

**Lesser Roaming Monster**

* **Slippery** (Move to an adjacent Zone if its target is in its Zone).
* **Defense:** Inflict 1 Wound to the attacker.
* **Magic Dice:** 1 Yellow, 2 Red
* **Defense Dice:** 2 Blue
* **Health:** 5 per Hero

**Greater Roaming Monster**

* **Slippery** (Move to an adjacent Zone if its target is in its Zone).
* **Defense:** Inflict 1 Wound to the attacker.
* **Magic Dice:** 1 Yellow, 3 Red
* **Defense Dice:** 2 Blue, 1 Green
* **Health:** 7 per Hero
Necromancer

## **Background**

Many energies flow through the natural world, but only a few intrepid mortals venture to manipulate the dual-natured energies of life and death itself. Necromancers harvest energy from the moment of death when the target's life-giving force (or "soul") transitions to the entropic energy of death. Thus do those arcane practitioners empower their own abilities or even use the undead energy to raise minions bound to their service.

## **Gameplay**

**Setup:** Choose a level 1 skill and place it with the Soul Track near the Necromancer's Hero dashboard. Place the Soul Track token on the 0 slot and all Bind Tokens next to the Soul Track.

Remove the Skeletons Mob card from the Mob-deck (Levels 1-2) and place it, along with the Skeleton mob miniatures, close to the Hero dashboard. The Necromancer's skills allow the player to use these components, such as the Leader Rebirth and Raise Skeletons skills.

**Soul Track:** The Necromancer requires Souls (Soul) to keep themselves strong and use their abilities. The Necromancer gains Souls:

* Whenever the Necromancer kills an Enemy miniature: +1 Soul
* Whenever a Leader is killed (even if not by the Necromancer): +2 Souls
* Whenever a Roaming Monster is killed (even if not by the Necromancer): +4 Souls
* Other abilities and effects may also allow the Necromancer to gain Souls

Whenever the Necromancer gains a Soul, move the Soul Track's token 1 space to the right for each Soul gained

Whenever the Necromancer spends Souls through abilities or other effects, move the Soul Track token 1 space to the left for each Soul spent. There are thresholds on the 4th, 8th, and 14th space of the Soul Track. If the Soul Track's token is on those spaces or any space to their right, the Necromancer gains the respective benefits listed on the Soul Track.

## **Skills**

*Note that all Skills level 6 and higher are only available in Campaign Mode*

## **Set Item Skills**

Shadowbane

Hellfire

Darkbringer

## **Necromancers in Massive Darkness 2: Hellscape**

* Ygraine
* Mortemyr
* Harriet

## **Attainable From**

* Massive Darkness 2: Monks & Necromancers vs Paragon
Whisper

*“Shhhh... no one can hear you. Or cares."*

## **Background**

Whisper, like all those devote themselves to the Bloodmoon Society, is a personification of stealth and cunning. Pledging originally to wield the night like a weapon alongside her deadly knives, she is a master of shadows and dark places. Where others duck into corners and merely hide, Whisper wraps herself in blackness and sinks away as if it were a pool of ink. It may seem odd for a student of the dark to fight against the Darkness, but Whisper knows the truth in the monsters return - there can only be room for her illk in the shadows!

* **Race:** Human
* **Recommended Class:** Bloodmoon Nightrunner
* **Pronouns:** She/Her

## **Gameplay**

* **Shadow** **Mode Skill:** Attack: Defender -1 [Shield]
* **Special Skill - Swift:** +1 Movement Point per Movement Action

## **Gameplay: MD2**

Class: Rogue

* **Special Skill:** After performing a Move with a Blue Token, you may spend 1 (Mana) to perform a free attack with +1 (Sword)
* **Shadow Mode Skill:** Flip back a non-Green Rogue token you used this turn
* **Health:** 4
* **Mana:** 4
Cliffbreaker Cyclops

The cyclopean clans once warred with the giants and ogres for ample territory to hunt, farm and build their sprawling warrens. The Darkness' promises of weapons, armour and aid from beyond the mortal realm turned them into begrudging allies. Far rarer than any ogre or simple giant, a cyclops has remarkable cunning and cleverness behind its peering eye. It is easy for them to rely on their strength to defeat the new Lightbringers, but it is often their surprisingly intelligent strategy that causes other to underestimate them. It is a mistake that can only be made once - with deadly results.

## **Gameplay**

The Cliffbreaker Cyclops is a towering behemoth that should cause any sane hero to run for cover. Not even the strongest magic armor can withstand the massive boulders thrown by this giant. Heroes simply don't get to roll any Defense dice against its devastating attacks!

**Lesser Roaming Monster**

* "Attack +3 (Sword)" if he has 5 or less Health.
* **Melee Dice:** 2 Yellow, 1 Red
* **Ranged Dice:** 2 Yellow, 1 Red
* **Defense Dice:** 1 Blue, 1 Green
* **Health:** 5 per Hero

**Lesser Roaming Monster**

* "Attack +3 (Sword)" if he has 5 or less Health.
* **Melee Dice:** 1 Yellow, 2 Red
* **Ranged Dice:** 1 Yellow, 2 Red
* **Defense Dice:** 2 Blue, 1 Green
* **Health:** 7 per Hero

## **Attainable From**

* Massive Darkness: Lightbringer Pack

Cliffbreaker Cyclops
Arnaud

*"I only LOOK fat."*

## **Background**

Lord Arnaud was a petty noble, without lands of his own, the son of a wealthy merchant and famous explorer. As such, he mingled in the upper echelons of society, yet always chafed at the lack of a title. Fortune favored him when he chanced to snare the hand of a destitute count's daughter. It was a win for everyone. He got his title, and she got his money. Alas for Arnaud, he was only one week married when the zombie hordes descended on the kingdom. Determined not to let a lifetime of effort go to waste, Arnaud had decided not to flee with his family, and has taken up arms against the undead menace.

* **Race:** Human
* **Recommended Class:** Bloodmoon Nightrunner
* **Pronouns:** He/Him

## **Gameplay**

* **Shadow Mode Skill:** Attack: +1 (Sword) for each 2 (Shield) the defender rolls.
* **Special Skill - Smuggler:** +1 Reorganize/Trade Action.
Paladin

## **Background**

Paladins are holy warriors that can boost their allies and themselves by consecrating Zones and granting blessings. They are flexible Heroes who can serve as both a front-line fighter and a support character.

## **Gameplay**

**Setup:** Take the Paladin's dashboard and the 3 Consecration tokens and place them in the designated slots. After choosing a Level 1 skill, place it under any column on the Paladin dashboard.

**Gameplay:** All 3 Consecration tokens have an initial ability described on the dashboard. Whenever the Paladin gains a new skill, they may place it under any 1 of the Consecration effects currently present. The Paladin may have more than 1 Skill allocated to the same Consecration column.

During their turn, before or after an action, the Paladin may spend 1 (Mana) to place a Consecration token in any Zone in their Line of Sight. This does not cost the Paladin an action.

Heroes standing in the Consecrated Zone receive all the benefits of the skills associated with that token. A Zone can only have 1 Consecration at a time. The Paladin can remove a Consecration token from a Zone at any time at no cost, placing it back on the Paladin's dashboard.

At the start of each round, the Paladin may also bless their skills to temporarily increase their power by flipping 1 of their skill cards. The Paladin can only have 1 Blessed skill at any given moment and blessed skills are flipped back at the end of the round.

## **Skills**

*Note that all Skills level 6 and higher are only available in Campaign Mode*

Banish

* **I - Level 1; 1 (Mana):** Move 1 Enemy in this Consecrated Zone by 1
	+ **Blessed: 1 (Mana):** Move 1 Enemy in this Consecrated Zone by 1. This Zone is a Shadow Zone

## **Set Item Skills**

Shadowbane

Hellfire

Darkbringer

## **Paladins in Massive Darkness 2: Hellscape**

* Sir Ronen
* Gera
* Victor
Scorpion King

*"That's one of the old Guardians if I ever saw one. Wow, what happened to it?" - Irk*

The Scorpion King was a Guardian of the Prime Realm in ancient times, and likely succumbed to a Massive Darkness of old that may have been on the scale of this one. Its homeland is unknown, though likely the vast deserts to the south. Whatever the case, this titanic Scorpion has been corrupted beyond salvation by the Infernal Realm and loosed upon the world. It has become a mindless killing machine that's all-too-effective at its singular purpose.

## **Gameplay**

The Scorpion King comes with its own exclusive Quest, listing not only the dungeon setup but also its special rules.

Alright, so let’s break down the fight against this arachnid monstrosity. With 2 initial monster dice and 2 actions per activation, the Scorpion King starts combat as most other Bosses. 25 health per Hero, also within the standard range. But then we get to its first passive Ability, Thick Hide, which progressively increases the amount of defense it rolls as time goes by. Mind you, this increase is inevitable as turns go by, so trying to defeat him quickly before he gets too defensive is tempting. Problem is, its Spiked Hull deals automatic Wounds to Heroes who attack it!

Moving on to the King’s active abilities, with 1 Retaliation result the Scorpion King can activate his Hide and Rise skill to burrow and move deftly across the dungeon, dragging the party’s most experienced Hero along (the die results match specific locations on the dungeon, denoted on the Quest).

For 1 Monster Ability result, the Scorpion’s sharp Pincers allows it to do a little combo with 2 pincer attacks followed by a quick stab of its tail to apply Venom on its targets. Venom is also applied by the King’s Poison Sting ability (along with a Wound for good measure!). Last but not least we have the King’s Ultimate ability, that deals Wounds to Heroes for each Venom they have accumulated by its other attacks. Featuring scaling defense, automatic retaliation damage, and Venom as a main weapon, the Scorpion King is a deadly threat to any party!
Wraith

*"They're guides, nothing more or less. But a guide isn't always leading you to safety." - Nahias the Wanderer*

In normal times, Wraiths are a form of lost soul that has made the Valley its home, if such a place can ever be called a habitat. They find lost souls in the darkness and guide them to their resting places with their hooded lanterns, which seems peaceful enough, except that such resting places are existences of eternal torment. It's Hell, after all. But when they detect the Living intruding on their domain, the Wraiths serve another purpose; summoning wandering monsters to battle against the intruders.

## **Gameplay**

It would actually be to everyone’s benefit if the Wraiths actually did what they were supposed to do and guide lost souls to their proper places. Corrupted by the Darkness as they are, however, the Wraiths now bring their powers to bear on the Lightbringers, guiding and moving all matter of infernal creatures toward the Heroes instead!

**Levels 1-2**

* **Treasure:** 1 Random
* **Health:** 2
* **Defense Dice:** 1 Blue
* **Attack (Claw):** Move the closest Enemy that's not in the Wraith's Zone 1 Zone closer.

**Levels 3-4**

* **Treasure:** 1 Random
* **Health:** 4
* **Defense Dice:** 2 Blue
* Wraiths always activate first during the Enemy Phase
* **Attack (Claw):** Move the closest Enemy that's not in the Wraith's Zone 1 Zone closer.
Sylvan

*“Be still damn you! Run and you just die."*

## **Background**

Trophy hunting is forbidden in the elfwoods, punishable by branding, a sentence carried out by the rangers of the Nightshade Lodge. The only exceptions to hunting for sport are the monsters from the depths, whose heads, teeth, horns and such are found decorating the Nightshades' halls. A leader amongst hunters, Sylvan's walls are a mosaic of his victories over the nasty things that go bump in the forest night. Now that the Darkness is returning and its horrible monsters plague all the lands, there is no lack of foes to wet his blades. For Sylvan, his greatest hunt is on!

* **Race:** Elf
* **Recommended Class:** Nightshade Ranger
* **Pronouns:** He/Him

## **Gameplay**

Sylvan is an expert hunter, always ready to engage his prey whether in close combat or from far away. He is able to equip a Ranged weapon on the Body inventory slot, meaning he could fire a bow and wield twin swords without breaking his stride! His hunting skills make him specially adept at finding the weaknesses of the gigantic Roaming Monsters. Against these terrifying foes, his attacks inflict extra Wounds. Finally, his recommended Nightshade Ranger class might give him an extra yellow die for Melee attacks.

* **Shadow Mode Skill:** Defense: +1 Re-roll Attack OR Defense.
* **Special Skill - Hunter:** Attack: +3 (Sword) against Roaming Monsters.

## **Attainable From**

* Heroes & Monster Set: Bloodmoon Assassins vs The Hellephant
The Reaper

*"Always pictured the Specter of Death as more skeletal with less tentacles." - Irk*

All realms across the world are feeling the effects of the Massive Darkness, no less so the sub-aqueous Mer-lan Taun Regime, the empire that encompasses most of the sapient aquatic races. Death Specters are common in lore and myth of all civilizations, and those myths have a root in the Reaper, who has taken an octopodal form in this incursion of Massive Darkness. As is befitting, the Reaper is every bit as deadly on land as it is in the sea.

## **Gameplay**

They say that to battle Death itself is to battle time, for all mortal kind are subject to it; and The Reaper, the first of all in the Infernal Realm, is keenly aware that they must utterly destroy the Lightbringers if the Massive Darkness is to succeed. The Reaper presents the ultimate challenge in Massive Darkness 2: Hellscape, and to achieve victory against it means a major step in pushing back the Darkness.

Death Waits is The Reaper’s base form of attack, as it cunningly chases the Hero with lowest Health and attacks them. Players have to carefully manage their Health to avoid falling prey to a swift demise. Soul Scythe is a more sinister attack: It may deal less damage but targets all Heroes in Shadow Zones. The mere threat that Heroes in Shadow Zones can be punished with ease changes plans, as it conflicts with Heroes maneuvering around the Shadows to try and trigger their Shadow Abilities. With Time is Ticking and It’s the End, The Reaper manipulates the very fabric of time in an attempt to bring a swift end to the Lightbringers. The Reaper’s tile has indications where Time tokens are piled on at the start, and through a number of techniques, The Reaper removes them – if they are all removed, the Lightbringers will have lost!

**Base Stats**

* **Actions:** \*
* **Activation Dice:** 2
* **0 (Claw):** **Soul Drain:** Place The Reaper in the Zone with the Hero with the least (Time Token) and attack that Hero.
* **1 (Claw): Time Ticking:** Place the Reaper in the Hourglass Zone with the least (Time Token) and remove 1 (Time Token) from the Hourglass Zone with the most (Time Token)
* **2 (Claw):** **Death is Coming:** Place the Reaper in the central Zone. Roll 1 (Yellow Dice). Remove (Time Token) equal to (Sword) rolled from both Hourglass Zones. Each Hero discards (Time Token) equal to (Sword) rolled.
* **Defense Dice:** 4 Blue, 3 Black
* **Health:** 25 per Hero
* **Combat 2 (Claw):** If the defender has no (Time Token), they take 1 (Frost Token).
* **Melee Dice:** 1 Yellow, 2 Orange, 3 Black
* **Dark Race: X (Activation Dice):** The Reaper rolls X on each activation roll from now on.
* **Boss Track 1:** 1 (Activation Dice)
* **Boss Track 2:** 2 (Activation Dice)
* **Boss Track 5:** 3 (Activation Dice)
Rogue

## **Background**

Rogues are cunning combatants equipped with a literal bag of tools and tricks that can give them a wide variety of bonuses. They can be very powerful but also unpredictable.

## **Gameplay**

**Setup:** Take the Rogue Effects card and Thieving Tools bag and add the 9 starting Rogue tokens to it (starting Rogue tokens have a black background). Choose a Level 1 skill and place the indicated Rogue tokens in the bag. Leave the other Rogue tokens aside. They may be added to the Thieving Tools bag later depending on the skills chosen.

**Gameplay:** Rogue actions are connected to the Rogue tokens. The amount of actions they have is based on the amount of tokens drawn. At the start of each round, draw 3 tokens from the Thieving Tools bag and place them faceup on the table (used side down). Each time the Rogue performs an action, they **must** select 1 token and flip it to its used side. Red tokens are connected to Attack actions, Blue tokens are connected to Move actions, and Green tokens are connected to all actions. If the token **matches** the current action being taken, the Rogue receives a benefit to that action (*such as +1 MP for a Move action or extra dice for Attack actions*). If the token **does not match** the current action, the action still takes place as usual (but with no benefit from the token). If the Rogue draws more tokens during their turn, they may keep performing actions until all tokens have been used. Unused Rogue tokens are flipped to their used side at the end of the turn. If the Rogue loses an action, they must flip an unused token to its used side. If the Rogue gains an action by other means, they perform it without needing to to flip a token.

***Note:*** *In Single Player, the Rogue draws 4 tokens from the bag each round instead of 3.*

## **Skills**

*Note that all Skills level 6 and higher are only available in Campaign Mode*

Shadowform

* **I - Level 1:** When you gain this skill, gain tokens: (2 Shadow). **(Shadow) Attack:** 1 (Mana): +1 (Sword)
* **II- Level 3:** When you gain this skill, gain tokens: (2 Shadow). Remove any 2 other tokens. . **(Shadow) Attack:** 1 (Mana): +2 (Sword)

## **Set Item Skills**

Shadowbane

Hellfire

Darkbringer

## **Rogues in Massive Darkness 2: Hellscape**

* Feydra
* Mist
Overseer

*"It sees all ... and the Darkness knows every detail."*

The floating, tentacled horror known as the Overseer is one of the Darkness' chief spies and informants. Torn from the Darkness' own socket and grown from its bloodshot eye, it has a direct link to all things made of night and shadow. Wherever the creature goes it reports the location of what it can see, and links the dark places to its infamous master. The magic within the Overseer wields the absence of light like a weapon just as deadly as its scythe-like claws. The Lightbringers cannot hope to hide from this foul thing, bringing them closer to defeat in the name of its dark lord.

## **Gameplay**

With its many eyes, the Overseer sees all, and acts as a nightmarish scout for the Darkness. It brings down its targets either with its razor-sharp pincers, or mind-torturing magic attacks. Hiding in the shadows is useless against the Overseer, as it completely ignores Shadow Mode. Its influence is so strong that Heroes anywhere in the same tile as the Overseer are simply unable to enter Shadow Mode, being exposed to the forces of Darkness.

**Lesser Roaming Monster**

* During the Enemies' Phase, instead of activating, Overseer activates the target Hero as if it were a Roaming Monster (ignore the Class Sheet for this Activation).
* **Melee Dice:** 3 Yellow
* **Ranged Dice:** 3 Yellow
* **Defense Dice:** 2 Blue, 1 Green
* **Health:** 4 per Hero

**Greater Roaming Monster**

* During the Enemies' Phase, instead of activating, Overseer activates the target Hero as if it were a Roaming Monster (ignore the Class Sheet for this Activation).
* **Melee Dice:** 3 Yellow, 1 Red
* **Ranged Dice:** 3 Yellow, 1 Red
* **Defense Dice:** 1 Blue, 3 Green
* **Health:** 6 per Hero
Mobs: MD2

Mobs consist of up to six minions and one leader. They form the bulk of the enemies that Heroes face in Massive Darkness.

## **Massive Darkness 2: Hellscape**

* Infernal Imp
* Fire Entity
* Satyr
* Gargoyle
* Undead
* Skeleton
* Fallen Angel
* Demon

## **Enemy Box**

Demon Dragon

* Cultist

Gates of Hell

* Living Statue
* Shadow Demon

War of Souls

* Storm Elemental
* Wraith

Feyfolk

* Dark Pixie
* Harpy

Rainbow Crossing

* Cupid
* Punycorn

## **Kickstarter Exclusives**

Darkbringer Box

* Naga
* Nymph

## **Massive Darkness Core Set**

### **Dwarves**

* Dwarf Defender

* Dwarf Warrior

### **Goblins**

* Goblin Archer
* Goblin Warrior

### **Orcs**

* Orc Flayer
* Orc Enforcer

Dwarf Defender minions & bossDwarf Warrior minions & bossGoblin Archer minions & bossGoblin Warrior minions & bossOrc Enforcer minions & bossOrc Flayer minions & boss

## **Enemy Box**

### **Troglodyte**

Kickstarter Backers received these Enemies included as part of their pledge.

* Troglodyte Brute
* Troglodyte Warrior

### **Reptisaurians**

* Reptisaurian Warrior
* Reptisaurian Blowgunners

### **Ratlings**

* Ratling Crossbowmen
* Ratling Warrior

Troglodyte Brute Boss and Minion.Ratling CrossbowmenRatling Warriors

## **Zombicide Crossover**

### **Black Plague**

* Walkers
* Runners
* Deadeye Walkers

### **Green Horde**

* Orc Walkers
* Goblin Runners

### **No Rest for the Wicked**

* Spectral Walkers
* Swarm of Ratz
Thalia

*"Of course you can do battle with music. Yildan perfected the art centuries ago." - Thalia of Xir*

## **Background**

Thalia comes from one of the most prominent warrior families in Xir whose house has produced generals, warriors, and mages in service to the Yildan Empire for centuries. While her talent for music was unexpected, it has allowed them the prestige of training one of the rarest of fighting women: the Battle Bard. Such fighters are as skilled with the blade as they are with their chosen instrument. Their magic bolsters allies and stun foes, making them easy fodder for her companions' blades.

* **Race:** Human
* **Age:** 28
* **Origin**: Yildan
* **Class:** Bard
* **Pronouns:** She/Her

## **Gameplay**

* **Shadow Mode Skill:**
* **Special Skill:**

Thalia’s playing reflects much of herself: varied, skillful, and awe-inspiring. Over the years she’s learned how to weave magic into her music, elevating her art form, so much in fact that she’s able to employ magical energy to bend the timing of music, halting its otherwise inexorable pace. When in Shadows, Thalia’s connection to musical magic is even more pronounced, allowing herself and allies to regain mana.
Kabral

*"I've got my mother's manners. I also have my father's face. It's in my pack."*

## **Background**

Kabral was raised on a distant farmstead, itself one of the first casualties in the rising Green Horde. His mother brought him as human as she could, not really knowing the orcish way. When she passed, he remained at the farm, a valuable hand, made so by his great strength and stamina, and in no small part, his natural talents as a warrior. When the Green Horde descended, this time as zombies, Kabral's valiant defense let most of the people escape to relative safety.

* **Race:** Half-Orc
* **Recommended Class:** Shadow Barbarian
* **Pronouns:** He/Him

## **Gameplay**

* **Shadow Mode Skill:** [Dual Wielding] Attack (Bam): +3 (Sword)
* **Special Skill - Skullcracker:** After Kabral is wounded by a Melee Attack, roll 1 (Red Dice) and deal Wounds equal to the number of (Sword) to the Attacker.
Heroes

The Darkness that had been vanquished long ago is rallying all manner of wicked creatures to its cause. The legendary Lightbringers who once stood against it are no more, and so it is up to a handful of untested heroes to gather their courage and venture into the dungeons to uncover the Darkness' plans, and stop them before it can spread throughout the land!

## **Massive Darkness**

### **Original Heroes**

* Bjorn
* Whisper
* Elias
* Sibyl
* Owen
* Siegfried

## **Heroes & Monster Set**

### **Noble Warrios vs The Cockatrix**

* Azrael
* Zoe
* Mila

### **Warrior Priests vs The Spearmaiden Cyclops**

* Ostara
* Moira
* Malleus

### **Bloodmoon Assassins vs The Hellephant**

* Victoria
* Sylvan
* Valerie

### **Sorcerers vs Lord Tusk**

* Ajax
* Sarah
* Silence

## **Kickstarter Exclusive - Lightbringer Pack**

* Lil'Ned
* Myriam
* Sicarius

## **Zombicide Crossover Heroes**

### **Black Plague**

* Silas
* Samson
* Clovis
* Ann
* Baldric
* Nelly
* Karl
* Theo
* Ariane
* Morrigan
* Sylvia
* Tucker
* Julian
* Arnaud
* Glynda

### **Green Horde**

* Asim
* Berin
* Johannes
* Megan
* Rolf
* Seli

### **Friends And Foes**

* Katelyn
* Solveig
* Doran
* Kabral

### **Paul Bonner Special Guest Box**

* Kirag & Thorg
* Tola
* Carol Black-Oak

### **Sean A. Murray Special Guest Box**

* Cardinal Birmbauer
* Kendra
* Tak "Spellbones" Trooblood
Gremblo

**Gremblo Dink** might be an odd looking human who might have a desire to protect his family. He might live in house with wife Margie and his 2 children. He could own a bolt-action rifle, and probably uses it to defend his home and his family. He could be employed at Little Helpers Inc.™

It is still unknown whether he was employed in the Jewish Mafia. Or is it?

Gremblo might have been born June 15, 1967. He might be old as stink. This sweet man could have been born in Russia and then could have been moved to Israel at a tender age for his fathers business, maybe.

Since he might be Jewish it is unknown how they got through the Grand Wall Of Israeli, but it could be most likely due to the close relationship between Gremblo and the now King of Jews.

It might have been referenced that Gremblo's favorite cigar is a Cohiba Espledidos.

Gremblo could have been present at the terrorist attack on the World Trade Center on September 11th, and probably aided in rescuing victims. He might be a strong yet fragile man.

Gremblo might have had sexual intercourse once with Margie and his condom might of broke which might have given him his son.

Gremblo's beard might be a single long hair that could have taken Gremblo 49 years to grow. This 49-year figure might be the only clue to Gremblo's age we currently have.

The world's top scientists are probably currently looking into whether Gremblo is truly purple or pink, although evidence might strongly supports Gremblo being severely Gremblic in skin color.

Gremblo might have the inhuman ability to rotate his head 360° seemingly infinitely. Since biology as scientists now know it don't understand they might say this is probably not possible, it might be unknown how he can perform this disgusting act. Leading theories suggest he might possess a threaded joint in his neck maybe like a screw, and he might reset the rotation when not being observed. It is rumored that Gremblo might a penis larger than his own body, but the rumors might have only given by his possible coworkers, he might have never actually taken off his pants or shirt, he might constantly be in a button down shirt, artist depictions of gremblo naked might only show what seems to be under but might not actually represent the truth.
It might be unknown how Gremblo got his signature rifle. It might be suspected he might have stole it from a man maybe entering his home.

## Gremblo possible sightings

What might be the original Gremblo (by Zach "psychicpebbles" Hadel)What might be Gremblo in the VoidWhat might be Gremblo during one of his frequent night terrorsWhat might be a larval Gremblo (AKA Grembling) after being ejected from the nestWhat might be Gremblo at Ground Zero, handing out hot dogs and juiceWhat might be Gremblo at workWhat might be Gremblo aiding victims at the World Trade Center
## In popular culture

Gremblo might be the subject of a popular sitcom entitled *Tread Carefully It Might Be Gremblo* *(1989).*