recursal/Fanatic-Fandom huggingface dataset:
Mortemyr

*"Changing from Life to Death is easy. The other way ... well, it's not impossible." - Mortemyr*

## **Background**

Mortemyr battled in the last Massive Darkness as a surgeon's apprentice, employing saw and lancet instead of stave and scythe on the battlefield. His talent for magic and slow-dawning fascination with death led him to the Necromantic Arts. His is one of the so-called Grey Talents, who can transform Death energies to Life-giving power, though not in staggering amounts. His greatest goal is to combine his knowledge and skill with alchemy to create an elixir of eternal life without all the usual horrific side-effects.

* **Race:** Human
* **Age:** 34
* **Origin**: Yildan
* **Class:** Necromancer
* **Pronouns:** He/Him

## **Gameplay**

* **Special Skill:** 1 (Soul): Heal 2
* **Shadow Mode Skill:** +3 (Soul)
* **Health:** 4
* **Mana:** 4

With his past experience in medicine, Mortemyr is deeply intrigued by the thin veil that separates life and death. He’s perfected his own manner of manipulating souls into providing the living with some vigor, a twisted way to achieve what he once did with conventional science. When connected to Shadows, Mortemyr is able to surprise his foes with attacks that get more powerful the more enemies he has under his control.
Riya

*"You neither fight nor move. You flail and stagger." - Riya Fang*

## **Background**

While the monks who participated in thwarting the first Massive Darkness initially departed the Lightbringers under unusual circumstances, they retreated to their fortress monasteries to prepare for the next inevitable conjunction. Riya earned the title of Fang with her mastery of the Ten-Dragon Style and her completion of the Trial of Forty Serpents. She's as deadly as she is graceful, capable of battling fully armed and armored enemies with her bare hands. With the Monks' return to the Lightbringers, she is more than ready for the fight.

* **Race:** Human
* **Age:** 20
* **Origin**: Crondarian
* **Class:** Monk
* **Pronouns:** She/Her

## **Gameplay**

* **Special Skill:**
* **Shadow Mode Skill:**
* **Health:**
* **Mana:** 3

Riya’s mastery of the Ten-Dragon Style confers her unmatched speed and agility, increasing her mobility across the dungeon when she channels some of her Chakras. Better yet, when striking from the shadows, Riya’s able to land precise, devastating hits.
Irk

*"Go ahead. Judge me by my size. I dare you." - Irk of House Myrhal*

## **Background**

If temper translated to physical size, Irkanae'thyrish'eysara would stand ten feet tall. As forest sprites go, she's hot-headed even by their standards, and a fearsome guardian of her native elements. The sprite Wardens are charged with protecting the vast woodlands throughout fae territory. In an incident just prior to the Commonwealth's inclusion in the Council of Crondar, Irk departed the fae lands, never looking back. She's related the tale to Gheta, her closest companion on the team, and even the barbarian for whom honor is central to her self-identity agrees that Irk took the only course open to her. If Irk seeks to redeem herself in her own eyes or that of her peoples', she couldn't have chosen better work than with the Lightbringers.

* **Race:** Fae - Forest Sprite
* **Age:** 20
* **Origin**: The Forest, Fae-shar Commonwealth
* **Class:** Shaman
* **Pronouns:** She/Her

## **Gameplay**

* **Special Skill:** At the start of the turn, may increase any element by 1.
* **Shadow Mode Skill:** May increase any element to the maximum.
* **Health:**
* **Mana:** 3

Irk's not only adorable, but also powerful. Her connection to nature allows her to increase any of her elements once per turn, giving her flexibility and more freedom to plan for what's ahead. When making use of shadows, Irk is sometimes able to increase any element to its maximum value, which by itself allows for bonus effects.

## **Quotes**

*"They're twitchy under the best of times. Now though? Ugh." - On Satyrs*

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

*"I'm a Sprite, not a Pixie! Get it right!" - On Dark Pixies*

*"I WANT ONE!!!!" - On Punycorns*

*"This was the first one. Unseelie to the core, of course." - On the Banshee*

*"Not like it was a 'good guy' back then, but it was way more dangerous to them than us. Kinda tragic." - On Grundarkjell, the Demon Dragon*

*"Ewwwww ..." - On Buer, the Many-Legged General*

*"You should stay away from them in even normal times, and these are not normal times!" - On Nymphs*

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

*"I don't think they're wholly corrupted, but they're incredibly territorial." - On Gryphon*
The Banshee

*"This was the first one. Unseelie to the core, of course." - Irk*

There are many wandering spirits and lost souls in the Prime Realm that use wails or shrieks as part of their arsenal. Their sorrow and horror at their own existence manifests into a scream of pure destructive energy. But none of them compare with The Banshee, first of her kind, taken to guard the Valley of Souls by the Reaper itself. It is said that any who hear The Banshee's wail are doomed to die within the hour. For the Lightbringers' sake, let us hope that this is merely legend.

## **Gameplay**

Those who’ve encountered The Banshee are never the same again, and the brave company of the Lightbringers better be ready for it. The veritable mastermind in the Valley of Lost Souls is a relentless, unforgiving being. When hunting down Heroes and unable to reach them, The Banshee lets out her agonizing wail, represented by special Scream tokens that reach her closest Enemies, and shreds their defenses!

The Lightbringers will have to use cunning positioning around the Banshee if they plan to ever see the other side of this valley.

Similar to Cerberus, the Banshee has a mechanic that is related to exclusive tokens that come in the **War of Souls Enemy Box**, to be used along with her ability.

The Banshee attacks a Hero in range as usual, however, if there are no Heroes in range, the Banshee frightens the Heroes using her Scream ability and moving towards the closest Hero. If they are in Line of Sight, the Banshee places a Scream token onto them. When a Hero with a Scream token is attacked, they discard the token and lose defense for each token discarded!

**Levels 1-2**

* **Treasure:** 3 Random
* **Health:** 4 per Hero
* **Defense Dice:** 2 Blue, 1 Black
* **If there is a Hero in Range:** Banshee attacks the Hero in range with the most XP.
* **If there are no Heroes in Range:** Banshee moves 2 towards the closest Hero and Screams. The closest Hero in LoS gains a Scream token. Every time a Hero with any Scream Tokens is attacked, discard all Scream Tokens. They suffer - (Shield) per token discarded.
* **Attack (Claw):** The Defending Hero gains a Scream token.
* **Magic Dice:** 2 Yellow, 1 Orange, 1 Black

**Level 5**

* **Treasure:** 3 Random, 1 Epic
* **Health:** 8 per Hero
* **Defense Dice:** 4 Blue, 1 Black
* **If there is a Hero in Range:** Banshee attacks the Hero in range with the most XP.
* **If there are no Heroes in Range:** Banshee moves 2 towards the closest Hero and Screams. The closest Hero in LoS gains a Scream token. Every time a Hero with any Scream Tokens is attacked, discard all Scream Tokens. They suffer - (Shield) per token discarded.
* **Attack (Claw):** The Defending Hero gains a Scream token.
* **Magic Dice:** 3 Yellow, 2 Orange, 1 Black
Air Elemental

Forces of raw primal power born of the wind and the storm, air elementals are one of nature's way to attempt to balance the scales in the most chaotic of times. When the world feels that it needs neutral warriors that care nothing for mortal, demon or beast, it pulls these windy killers from the heart of a tornado and sets them loose. Somehow the Darkness has managed to steer the wild forces of the air elementals to serve its will, pitting the new Lightbringers against flying, shimmering warriors with the violent power of a hurricane.

## **Gameplay**

The Air Elemental does not put up much of a resistance, though its attacks from a distance can be devastating. Its hurricane attacks throw heroes about, leaving them battered, broken, and far away.

**Lesser Roaming Monster**

* **Slippery** (Moves to an adjacent Zone if its target is in its Zone).
* **Attack (Bam):** The defender moves 2 Zones away as if he had Slippery.
* **Magic Dice:** 2 Yellow, 1 Red
* **Defense Dice:** 1 Blue, 1 Green
* **Health:** 5 per Hero

**Greater Roaming Monster**

* **Slippery** (Moves to an adjacent Zone if its target is in its Zone).
* **Attack (Bam):** The defender moves 2 Zones away as if he had Slippery.
* **Magic Dice:** 3 Yellow, 1 Red
* **Defense Dice:** 2 Blue, 2 Green
* **Health:** 7 per Hero
Naga

*"I knew many when I wandered the Living Hell. That they've gone mad is a tragedy. They'd be powerful allies." - Nahias the Wanderer*

Nagas are humanoid vipers that live in tribes and clans in the world's jungles, most notably in communities large enough to be considered kingdoms in the Living Hell. Like other species of the world, they appear to have succumbed to terror and madness during this Massive Darkness, underscoring its horrific, corrupting nature. Even at the best of times, one does not lightly intrude on their territory. A python's deadly grip and a viper's lethal venom makes them fearsome combatants.

## **Gameplay**

The Nagas perfected their method for stalking for prey in the Living Hell jungles and now turn their skills against the Lightbringers, striking with unmatched speed and precision to ensnare their prey from a distance and coil around them.

## **Attainable From**

* Kickstarter Exclusive - Darkbringer Box
Rolf

*"Orcs were my enemies, but honorable enemies. Necromancers deserve a shameful death."*

## **Background**

Too impulsive to be a good farmer, and too unruly to become a good soldier, Rolf chose the path of the orc hunter. Along with other hot-headed young men, he watched over the border with the orcish lands to prevent any raid, and punish trespassers. Without surprise, the orc hunters' lifespan was expected to be quite short. Rolf, however, was skilled and lucky enough to survive a few battles and learn about his foes. In more than one way, he felt akin the the bloodthirsty and savage orcs, more than he did to the cowardly and treacherous humans. Rolf witnessed first-hand the orc invasion, then the infection at necromancers' hands. Driven by hate, he survived both and was soon the only orc hunter alive in the region. Rolf now counts among the greatest warriors around, and his knowledge of orcish territories is invaluable. The young man, on the other hand, is blinded by bloodlust and proves restless in his murderous quest.

* **Race:** Human
* **Recommended Class:** Shadow Barbarian
* **Pronouns:** He/Him

## **Gameplay**

* **Shadow Mode Skill:** Attack (Bam): +1 (Sword) per Enemy figure killed by Rolf this round.
* **Special Skill - Athletic:** [No Armor Equipped] Two-Handed Melee Weapon is considered One-Handed.
Ygraine

*"Death can protect and nurture just as well as life." - Ygraine of Xon*

## **Background**

The House of Xon in Yildan has produced a considerable number of magically gifted individuals. Ygraine's parents were an arcanist and a sorceress, and sadly, both perished in the last Massive Darkness. Ygraine's study of the Necromantic Arts was initially a search for ways to return her parents to life. Such things are not possible without divine intervention, and rarely after so long. Yet her talents for manipulating arcane energies and fascination with the dead made her a natural for the Necromancer ranks.

* **Race:** Human
* **Age:** 26
* **Origin**: Yildan
* **Class:** Necromancer
* **Pronouns:** She/Her

## **Gameplay**

* **Special Skill:**
* **Shadow Mode Skill:**
* **Health:**
* **Mana:** 3

Ygraine learned at a young age that it’s not possible to cheat death, it is altogether possible to learn from it. Her connection to fleeting souls is strong and allows her to harvest more necromantic energy when she finishes enemies herself. When embraced by Shadow, Ygraine is able to channel Souls to distract her enemies and lower their defenses.
Lyn

*"I haven't seen a bright day in a decade." - Lyn*

## **Background**

Lyn's sister was among those killed in the first Massive Darkness. Lyn herself was part of the Rangers patrolling the wilds of Xir Province at the time. She has never forgiven herself for not being with her sister when the invaders attacked. She spent the following decade studying the Darkness, living in it, learning its ways, traveling distant lands rife with evil, and emerging the stronger for it. She's a frightening woman of incredible skill, whose vengeance is finally at hand.

* **Race:** Human
* **Age:** 29
* **Origin**: Yildan
* **Class:** Ranger
* **Pronouns:** She/Her

## **Gameplay**

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

Lyn’s grim determination has not only influenced her personality, it also gives her sharp focus and relentless dedication. For a Ranger, those two traits come in very handy, allowing her to better control her arrows before firing!
Iron Golem

Forged into a titan of riveted metal and magically animated into a walking weapon, iron golems are little more than war given motion. As large as some ogres, as durable as a portcullis, and as destructive as an earthquake, these creations are terrifying to behold and even worse to stand against. Iron golems are impossible to craft properly without the right alchemical reagents and arcane plans, which is what kept them from being a worry for several decades. The Darkness is back, and it has brought with it several knowledgeable arcanists to create and send forth new iron golems.

## **Gameplay**

The Iron Golem attacks and defends just like clockwork. Its heavy metal mace is capable of causing some serious damage if you don't keep your distance. Its metal carapace deflects attacks like an armoured tank, capping the heroes' attacks to a set number of wounds.

**Lesser Roaming Monster**

* No Attack may inflict more than 3 Wounds to the Iron Golem
* **Melee Dice:** 2 Yellow, 1 Red
* **Defense Dice:** 2 Green
* **Health:** 4 per Hero

**Greater Roaming Monster**

* No Attack may inflict more than 3 Wounds to the Iron Golem
* **Melee Dice:** 1 Yellow, 3 Red
* **Defense Dice:** 1 Blue, 3 Green
* **Health:** 6 per Hero
Sicarius

*"You should be honored. This blade as tasted far better than you."*

## **Background**

The Bloodmoon Society is home for those who need to ply their trade in the world's dark places. Thieves, smugglers, and blackmailers fill its ranks. A few, like the enigmatic Sicarius, are devoted to the darkest of activities - murder. Sicarius does not ask about why he must do what he does, accepting that the Bloodmoons have their reasons for ending a life. For him there is no moral high road, or low road for that matter, only success. If Sicarius could be the hand that sends the Darkness to oblivion, he will never go without a paying contract ever again!

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

## **Gameplay**

* **Shadow Mode Skill:** Attack: Blank results get +1(Sword)
* **Special Skill - Loner:** If he has no Allies in Line of Sight, Sicarius gets "Attack: +2 (Sword)."
Plague

*"As tactics go, it makes sense to open with Pestilence." - Mathrin of Xon*

As the first Horseman to arrive, Plague brings every disease known to mortalkind as arrows in his copious quiver. Plague does not appear first by accident when the Horsemen ride. An enemy weakened from within by an invisible weapon is sapped of fighting strength from the beginning, to say nothing of the demoralization that comes with battling an unseen enemy that can hide in plain sight. And yet, Plague is the lowest of the Horsemen, a harbinger of what's to come. Where Plague goes, the other Horsemen shall follow.

## **Gameplay**

The Plague Horseman’s tactics is long term: Whenever its Pestilence Punishment card is active all Lightbringers receive Plague tokens (with Heroes closer to Plague receiving additional tokens). As time passes, Heroes suffering from the Plague get sicker and sicker, as whenever the Plague is triggered to deal Wounds, they receive an additional token. So, while it starts simply, slowly and surely the Heroes receive and accumulate them, and it all comes crashing down with the other 3 Plague Punishment cards, as they affect Heroes with Plague, diminishing their hits, defense, and actions! It ticks ever-so-slowly, but dwell on this fight too long and the Lightbringers won’t live to see the other 3 Horsemen.
Angel

*"Least of their kind, and thus, most easily corrupted. A tragedy, each one." - Mathrin of Xon*

The rank-and-file angels of Heaven serve as the bulk of forces for the Supernal Realm. Unfortunately, they also serve to oppose any intrusion into the realm by "mere mortals." It's impossible to know which are corrupted, as they've not truly fallen (or not yet begun to fall). But the Lightbringers cannot allow anyone to stand in the way of their vital quest.

## **Gameplay**

The Angels are slowly falling to the corruption of Darkness but they can be saved by the Lightbringers. Before they're able to do that, however, the Heroes will have to overcome the powerful Mob, which is no easy task. The Angels will strike with powerful attacks that get stronger when they channel supernatural energy and are also able to heal their fellows.

**Level 1 - 2**

* **Treasure:** 1 Random
* **Health:** 2
* **Defense Dice:** 1 Blue
* **Defense (Claw):** Place 1 (Mana) on the closest other Enemy. That Enemy rolls +1 (Yellow Dice) per (Mana) on its next attack. Then, discard all (Mana) tokens on that Enemy.
Lil'Ned

*"Lil'Ned unhappy with Dar'ness. Lil'Ned smash!"*

## **Background**

Serving an all-powerful entity of anarchy and evil buys no loyalty in return. After the Darkness sent savage draconian beasts to feast upon his tribe, the ogre Lil'Ned realized just how little he and his people meant to their "lord master." Hefting his dead chieftain's maul in his fists, he has decided to show the Darkness and everyone foolish enough to serve it in the error of their ways. The Bonecrusher tribe is no more and Lil'Ned wears their prized trophies to remind him why he must work with tiny, tasty morsels like men and elves - violent revenge, plain and simple.

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

## **Gameplay**

* **Shadow Mode Skill:** Attack (Bam): +2 (Sword). Defense: -1 (Shield)
* **Special Skill - Huge:** Melee Actions have Range 0-1. Lil'Ned blocks Enemy Line of Sight.
Sylvia

*"Sometimes, if I'm lucky, they try to run away before I kill them."*

## **Background**

Captain Sylvia Samedi is a sharp one. She's always had to be. She ran away from home as a child and signed up with a pirate ship bound for warmer places. By the time the "*ship's boy*" turned out to be a girl, she'd proven herself capable; by the time the zombies started menacing the mainland, she'd been captain of her own ship for a year. You can't steal from people if there's nothing left, and Captain Sylvia encountered more than a couple ships sailed by dead people. She'll end them all, if she can, and smile while she does it.

* **Race:** Human
* **Recommended Class:** Pit Fighter Berserker
* **Pronouns:** She/Her

## **Gameplay**

* **Shadow Mode Skill:** [Dual Wielding] Attack: +2 (Sword)
* **Special Skill - Nimble:** Defense: +2 (Shield), but if Sylvia takes any Wounds, she takes +1 Wound.
Punycorn

*"I WANT ONE!!!!" - Irk*

When grazing in a field far from people and creatures of the Prime Realm, the beautiful little Punycorns look like a scene from a pastoral (and colorful) painting. That is until one realizes that they're grazing upon their latest kill. Punycorns from the Rainbow Crossing feast on flesh and flesh alone. They might seem like the perfect steed for one particular super-shouty Forest Sprite, but Punycorns are anything but tame, and can never be broken to the saddle. In combat they're fearsome and cunning, with a talent for trampling everything in their path.

## **Gameplay**

The second denizens of the Rainbow Crossing, it is said that the Punycorns are the spawn of Chromatis itself and are just as equally evil. In battle, they’re able to surprise Heroes when defending, with bursts of speed that trample their targets, causing them harm and lowering their defenses.
Gryphon

*"I don't think they're wholly corrupted, but they're incredibly territorial." - Irk*

The Gryphon is a majestic, powerful creature of the Prime Realm with the head and wings of eagles and bodies of lions. Under normal circumstances, they nest in ancient ruins, and roam the nearby lands in search of treasures and trinkets to line their nests and attract mates. However, with so many portals opening on ancient sites, it's not hard to understand how some of those ruins were created in the first place. And now that these portals are appearing literally under the Gryphon's lair, and it's understandably agitated.

## **Gameplay**

Possibly one of the most unexpected side-effects of this recent Massive Darkness was that the portals disturbed this terrifying and majestic beast, who after being uprooted from the Prime to the Infernal Realm, is now set on claiming it as its territory and expelling the intruding Lightbringers. In the dungeons, the Gryphon is able to collect treasure it lands on, and the more he gets, the bolder it gets, making it even fiercer in battle!
Feydra

*"It it was really 'yours,' you'd have protected it better." - Feydra of Cliffharbor Row*

## **Background**

Feydra's name was infamous, especially within the Crondar Trading Company and aristocracy of the capital city. Her exploits have earned her many a black mark throughout Crondar for her daring and outrageous heists. Art, jewelry, raw coin ... nothing was safe from Feydra until she got caught. Turns out, she didn't use the wealth and riches for herself or her Guild, which eventually forfeited her Guild status. She helped the Row and the disenfranchised that lived there, most notably her little sister, herself a sickly child, often in need of expensive magical treatments. An unfortunate series of events led her to attempt a robbery at Lightbringer Headquarters. All was going well until back luck caught up with her. Now, as part of a "parole," Feydra works for the Lightbringers, and finds the work disquietly satisfying.

* **Race:** Human
* **Age:** 25
* **Origin**: Crondarian
* **Class:** Rogue
* **Pronouns:** She/Her

## **Gameplay**

* **Special Skill:** (Mana) = (Re-roll)
* **Shadow Mode Skill:** Draw 1 token.
* **Health:** 5
* **Mana:** 3

Feydra's uncanny speed and agility confers her an edge in battle, enabling her to convert Mana into rerolls for precise attacks that could otherwise fail. Her Shadow Ability reflects how her speed helps her by giving more additional Rogue tools and actions.

## **Quotes**

*"I used to perch on these when I was skulking and brooding around the city." - On Gargoyles*

*"A case could be made for not burying warriors with their weapons, maybe? At least for now?" - On Skeletons*

*"I ... don't even know what that is." - On Andra*

*"This one and I are old friends, sadly." - On Famine*

*"Storms are great cover when burgling at night, neither good nor evil. But these are totally evil." - On Storm Elementals*

*"They are not better thieves than me! What do you mean 'Ask Feydra about the Harpies?!'" - On Harpies*

*"I stole a jewel that was said to be from its crown once. It even smelled bad." - On Amon, the Fallen God*

*"Maybe he's just confused? ... Yeah, I don't think so either." - On Charon, the Boatman*
Infernal Imp

*"Foul demons, lowest of their kind. Yet, dangerous to the unarmed or faithless." - Sir Ronen of Vale*

Infernal Imps are vicious, spiteful little demons that pose a significant threat to anyone not trained for battle. They're particularly deadly in large numbers, not for the damage they might inflict with fire or weapons, but because upon banishment back to the Infernal Realm, they tend to explode. Arcanists point out the blast of fiery energy is but a side-effect of their "death portal" opening to haul them back to the abyss, but from a practical standpoint it's still a significant blast of hellfire.

## **Gameplay**

The Imps are feared throughout all the Infernal Realm – volatile, angry, and literally explosive, the Imps are able to burst into self-explosion when defending, which may reduce their numbers but causes mayhem among the Lightbringers.
Roaming Monster

## **Gameplay**

Roaming Monsters are gargantuan foes who may spawn in levels far ahead of what the heroes currently are, and will require teamwork to be brought down.

When a Roaming Monster is spawned, draw a Lesser Roaming Monster card if the Current Level is 1-3 or a Greater Roaming Monster card if the Current Level is 4-5.

Killing a Roaming Monster earns 5 Experience Points to all Heroes.

Roaming Monsters are Guardians.

## **Massive Darkness core**

* Ogre Mage
* Hellhound
* High Troll
* Abyssal Demon
* Liliarch
* Giant Spider

## **Enemy Box**

### **Elementals**

* Air Elemental
* Earth Elemental
* Fire Elemental
* Water Elemental

## **Kickstarter Exclusives**

* Cliffbreaker Cyclops
* Werewolf
* Ogre Brute
* Ogre Rockbreaker
* Weretiger
* Flesh Golem
* Iron Golem
* Cun-Ha
* Living Construct
* Nightmare Thing
* Oni
* Werebear
* Fomorian
* Low Troll
* Overseer
* Graz & Prug, Two-Headed Ogre
* Hellsbane
* Chromatis The Mad Unicorn

## **Zombicide Crossover**

### **Black Plague**

* Abominatroll
* Ablobination
* Abominotaur

### **Adrian Smith Special Guest Box**

* Lord of Skulls
* Doom
* Gloom

## **Production**

As the Roaming Monsters are large figures, most needed to be separated into several different parts for moulding. Figures were pre-assembled prior to shipping to customers.

Weretiger unassembled resin parts.
Bloodseeker Minotaur

The minotaurs of the Hardback Hills rarely leave their sprawling territory, generally only when hunting is bad and fresh meat is scarce. The Darkness has promised to reward the bullfolk with all the food they could ever feast upon... should its rise be successful. The biggest and toughest of the minotaurs have taken on the mantle of Bloodseeker, venturing out to do their part to ensure this happens. Between their predatory instincts, intense strength, and iron-hard horns, all minotaurs are built to kill. After being armed and armoured by the Darkness, the Bloodseekers are terrifyingly more so.

## **Gameplay**

The Bloodseeker Minotaur is a true juggernaut. Its horns can gore its prey just as much as its huge axe can cleave them in half. The Minotaur is a Melee monster, so nothing angers it more than being attacked from a distance. Whenever it is targeted by a Ranged or Magic attack, it immediately moves 2 zones towards its attacker, ignoring any heroes standing in the way!

**Lesser Roaming Monster**

* Whenever the Minotaur is attacked, it moves 2 Zones towards the attacker, as if it had Slippery. If it enters the attacker's Zone, the attacker takes 1 Wound.
* **Melee Dice:** 2 Red
* **Defense Dice:** 2 Green
* **Health:** 5 per Hero

**Greater Roaming Monster**

* Whenever the Minotaur is attacked, it moves 2 Zones towards the attacker, as if it had Slippery. If it enters the attacker's Zone, the attacker takes 2 Wounds.
* **Melee Dice:** 1 Yellow, 3 Red
* **Defense Dice:** 3 Green
* **Health:** 7 per Hero
Graz & Prug

*"Smash'im!" "No ... rip'im!" "No wait ... rip'im AND smash'im!"*

Deformities in pureblooded ogres are somewhat common, but none as tremendous as Graz and Prug - the two heads of a titanic, two-headed ogre. Each head bears its own distinct personality, wants and desires, sometimes leading to arguments between the monster's two sides. Graz prefers the schlop of an ax through flesh, whereas Prug gets chills with the kerunch of an ironshod club pulping bone. The only thing they always seem to agree upon is the need to follow the will of the Darkness and to help it achieve victory over the realm of the soft, delicious man-things.

## **Gameplay**

Graz & Prug prove that two heads are indeed better than one. They have all the crushing strength natural to ogres, but having two heads means they're never caught off-guard. They never lose Defense when attacked by a hero in Shadow Mode. Plus, if one head is knocked out, the other just keeps on controlling the body, so Graz & Prug can never be stunned.

**Lesser Roaming Monster**

* When they Attack, if there's more than 1 Hero in the Zone, roll 1 (Red Dice): (Bam): Must target a different Hero in the Zone instead.
* **Melee Dice:** 2 Red
* **Defense Dice:** 3 Blue
* **Health:** 6 per Hero

**Greater Roaming Monster**

* When they Attack, if there's more than 1 Hero in the Zone, roll 1 (Red Dice): (Bam): Must target a different Hero in the Zone instead.
* **Melee Dice:** 2 Yellow, 2 Red
* **Defense Dice:** 3 Blue, 1 Green
* **Health:** 8 per Hero
Skeleton

*"A case could be made for not burying warriors with their weapons, maybe? At least for now?" - Feydra of Cliffharbor Row*

Skeletons are a form of undead animated by more powerful spirits possessed of cunning intelligence and martial skill. Their bodies shed what little flesh they once possessed for surprisingly lethal speed and surprising resilience. They tend to be former warriors, risen once more to do battle, but only in service of evil. If they have no weapons, they acquire them in short order. The northern barbarian clans are particularly beset by these monstronsities.

## **Gameplay**

One would wish that they could remain as piles of bones of long-gone heroes on the ground… but they simply won’t. It may be a bit rarer for them to be able to raise, but with every defense move there’s a chance that another Skeleton may just raise from the ground against the Heroes.
Vindicator

*"We do not speak his real name. He is no sorcerer of Yildan any longer." - Mathrin of Xon*

The sorcerer known as Vindicator has stalked the world for centuries, ever seeking greater power. He has risen to command kingdoms in the past, only to be struck down as his grip tightens around his subjects' throats. He is, at heart, a coward, hiding from battle, but attacking solitary heroes he perceives as weaker than himself. His demonic aspect is the latest of self-inflicted mutations in his quest for immortality and greater command over dark magic.

## **Gameplay**

This powerful Demon has stalked dungeons and darkness for centuries and seems particularly keen on reaching and destroying the Lightbringers. In the dungeons, he’s able to fly and reach for Heroes grouped together and attack them all. If a group is nowhere to be found, he singles out the strongest Hero and channels his dark magic, which causes Vindicator some harm in exchange for even higher damage output!
Boss: MD2

## **Gameplay**

Bosses are unique Enemies featured in some Quests (in those, killing them usually is the winning condition). The Quests indicate a Chamber where the Boss is placed during setup, this is the Boss Chamber. Bosses do not move, activate, or have any effects until the Boss Fight begins, which starts when specific conditions of the Quest are met.

When the Boss Fight begins perform the following steps:

* All Heroes are moved into the Boss Chamber, in the Zones indicated by the Quest. If there is more than 1 indicated Zone, players choose where to move.
* Heroes recover all Health and Mana to their maximum values.
* Perform a Level Up Phase.
* Remove all Tiles that are not part of the Boss Chamber, including all components placed on them.
* Remove the Darkness Track and place the Boss Dashboard next to the Dungeon with the Darkness Marker on the leftmost space of the Boss track.
* Start a new Hero Phase

Boss fights have particular rules that must be observed. Bosses change how the Enemy phase works. Instead of taking place after the Hero Phase, ***after each Hero's turn***, the boss gets an Enemy Phase. For each action that the boss has, roll their Activation dice and resolve the Special ability listed on the boss dashboard that matches the ***exact amount*** of (Claw) results (ignore (Retaliation) for this roll). Bosses resolve a single Special ability with each action.

During the Darkness Phase, increase the Boss Track by 1. As soon as the marker reaches a space with an effect, it gets resolved. If the Boss Track cannot progress any further, do not advance it in the Darkness Phase.

## **Massive Darkness 2: Hellscape**

* Archangel Michael
* The Reaper

## **Enemy Box**

Demon Dragon

* Grundarkjell, the Demon Dragon

Four Horsemen

* The Four Horsemen

Rainbow Crossing

* Hug Bear

## **Kickstarter Exclusives**

Darkbringer Box

* Scorpion King
* Charon
* Hades

## **Massive Darkness 1 Crossover**

* Abyssal Demon
* Hellephant
* Spearmaiden Cyclops & Cliffbreaker Cyclops
Beelzebub

*"I don't like moths. Giant, demonic, archduke moths even less so." - Nahias the Wanderer*

As the Archduke of Pestilence, Beelzebub's province involves swarms of crawling vermin that overrun entire regions, devouring everything from crops to people. Where he goes, famine and plague inevitably follow. Such things are rare natural occurrences, but Beelzebub poses a particular threat, what with the conjunction and its attendant portals open so very long. Those controlled by the Demon Lord constantly spew forth ceaseless waves of locusts, flies, roaches, and more. Nature out of balance is the very antithesis of the Druidic ways, and Beelzebub is their natural enemy.

## **Gameplay**

Beelzebub, the Archduke of Pestilence is a natural enemy to the Druids, intent on he is on destroying all matter of living creature on the Prime Realm. Worst yet: Beelzebub does so by corrupting nature itself! In battle, when Beelzebub activates, any Heroes unfortunate to be close enough to it find themselves attacking other Heroes! When Beelzebub activates and there are no Heroes nearby, it instead gathers his infernal locusts, represented by a set of special Swarm tokens. The locusts aid Beelzebub when it fights, increasing its attack and defenses. Fortunately, they are destructible, and Heroes can attack the Swarms around Beelzebub – but whether it will be better to focus on Beelzebub despite its bonuses or to try and destroy his swarms will be something that the Lightbringers will have to decide, often in the heat of battle!

## **Attainable From**

* Massive Darkness 2: Druids vs Beelzebub
Baalberith

*"Finally." - Gheta, the Hammer of Ril*

It is unclear at this point how Baalberith, one of Hell's mightiest in Heaven, a fact only recently discovered by the Lightbringers. Baalberith is believed to be connected to the heart of this corruption. Some Dukes stand greater than Archangels in strength, and Baalberith's powers are that of illusion, deceit, and vile treason. With a wave of his hand, stalwart soldiers desert their posts and brothers stab brothers. What one sees is not to be trusted, and even one's own destiny can be corrupted to serve Baalberith's will. To battle Baalberith is to battle not only his minions, but one's own better nature.

## **Gameplay**

Baalberith, the Duke of Hell is one - if not the most - powerful figures of the Infernal Realm. How did he reach Heaven and why he hans't been expelled yet are mysteries for the Lightbringers to uncover. His devious corruption abilities are able to make Lightbringers turn on each other, forcing the Heroes to attack each other using every possible resource they have. The Lightbringers must to try and defeat him quickly, before he's able to swarm Heaven with his troops of Roaming Monsters, which he summons from time to time!
Amon

*"I stole a jewel that was said to be from its crown once. It even smelled bad." - Feydra of Cliffharbor Row*

Amon is said to be one of the most ancient Guardians of the Prime Realm in its infancy. Not content with its role, it subjugated many of the desert tribes far to the south and sought even more power and magic through any means necessary. Small wonder that the Infernal Realm corrupted this once potent creature to its cause. Now loosed once more, Amon stalks the living across the world, absorbing the magic inherent in all beings until their very soul withers away.

## **Gameplay**

Ever a power-hungry being, Amon has amassed great power across the centuries and still thirsts for more. He’s particularly keen on draining arcane power in all forms, and so has naturally been drawn to the Lightbringers, whom he will hunt down and absorb all mana he can – even if that means leaving dry husks behind him.
Ratling Bully

Ratlings are a prolific swarm of hateful minions at the Darkness' disposal, horrible little creatures that greedily devour everything they can get their sharp little jaws around. One in every thousand ratlings displays the gift of an ancient bloodline - known as bullies. Growing larger and larger by feasting constantly, sometimes on their own kin, the young ratling bully eats to ease the constant pain in its muscles and bones. A fully grown bully takes all the sadism of its smaller brethren, gives it an enormous body of corded muscle and tough hide, and the Darkness equips it for its blood war.

## **Gameplay**

The overgrown Ratling Bully Roaming Monster, whose speed is not at all diminished by its immense size and strength.

**Lesser Roaming Monster**

* Spawns with 2 Ratling Minions (if possible) in the same Zone. Ratling Bully is treated as the Boss of this Mob. Ratling Minions have 2 Health.
* **Melee Dice:** 2 Red
* **Defense Dice:** 2 Blue, 1 Green
* **Health:** 3 per Hero

**Greater Roaming Monster**

* Spawns with 4 Ratling Minions (if possible) in the same Zone. Ratling Bully is treated as the Boss of this Mob. Ratling Minions have 2 Health.
* **Melee Dice:** 2 Yellow, 2 Red
* **Defense Dice:** 2 Blue, 2 Green
* **Health:** 5 per Hero
Baldric

*"Knowledge is power. Magic is simply a tool."*

## **Background**

Baldric was a brilliant adventurer. Mighty, mysterious, and powerful, his magical might became legendary. Yet he always valued his research skills over his magical prowess. Knowing what spell to use against the right kind of opponent gave him the edge that let him live to a ripe old age. His magic academy continued to preach this doctrine, despite heavy criticism from his magical peers that wanted arcane knowledge to remain "occult" and hidden. All that changed with the horde's invasion. Now he travels where needed, teach anyone that wants to learn, and blasting any zombie that dares show its face.

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

## **Gameplay**

* **Shadow Mode Skill:** Magic: +1 (Bam)
* **Special Skill - Magic Arsenal:** Equipped Two-Handed Magic Weapons are considered One-Handed.
Bjorn

*"Cowards! Come face a man who hides not behind bricks or stone! Face Bjorn and die!”*

## **Background**

Many wondrous cities and empires were built on the ruins the Lightbringers left in their wake. Bjorn has never lived in those places. He and his fellow Shadow Tribe members forwent the pleasantries of urban life and maintained the "old ways" of life. Living in the wilderness made Bjorn into a hulk of a man who has had to fight bitterly for survival, making his decision to stand against the Darkness an easy one. The monsters must be defeated, or the tribes of men will suffer. This will not do, for there is nothing more important to Bjorn than family.

* **Race:** Human
* **Recommended Class:** Shadow Barbarian
* **Pronouns:** He/Him

## **Gameplay**

* **Shadow Mode Skill:** Attack (Bam): +1 Wound
* **Special Skill - Headbutt:** Once per Activation, roll 1 (Yellow Die). Inflict as many Wounds as (Sword) + (Bam) to an Enemy in the same zone.

## **Gameplay: MD2**

Class: Berserker

* **Special Skill: (Take 1 Wound):** Roll 1 (Yellow Dice) and deal Wounds equal the number of (Sword) and (Mana) rolled to 1 Enemy in your Zone *(once per round)*
* **Shadow Mode Skill:** +3 (Sword) and gain 3 (Rage Token)
* **Health:** 7
* **Mana:** 2
Zoe

**The Dwarf**

*“Missus? Missus! I'll show you who's the missus here!"*

## **Background**

When her brother perished in the pits to pay off gambling debts, Zoe honourably took up his weapons to finish what he started. Initially underestimated, she found her calling in the violence and bloodshed. Years of being groomed for marriage into other clans for societal reasons pent up a great deal of fury in her stout form. She quickly learned how to tap into that rage and lay low enemies from across the known world. When she returned to pay off her debts and found her family slain by the Darkness, a whole new target for her rage was revealed.

* **Race:** Dwarf
* **Recommended Class:** Pit Fighter Berserker
* **Pronouns:** She/Her

## **Gameplay**

Zoe is a a truly impressive berserking dwarf. She gets extra dice for both her Melee attacks and defense, and already starts the game with a free class skill that grants her extra health and regeneration. You'd be a fool to judge her by her size.

* **Shadow Mode Skill:** Attack: May flip one of the defender's dice.
* **Special Skill - Bulky:** Defense: If the attack deals no Wounds, Zoe may heal 1 Wound.
* **Free Class Skill:** ?

## **Attainable From**

* Heroes & Monster Set: Noble Warriors vs The Cockatrix
Cerberus

*"It is no mere demon hound, but almost a Duke in its power. Its fire burns eternal." - Mathrin of Xon*

Cerberus guards the Infernal side of the Gates, keeping all potential trespassers from entering Hell. According to myth and legend, he has not always been successful, and thus his rage has taken the form of extreme aggression against anyone he perceives as encroaching on his territory. He does not speak to intruders any longer, choosing instead a doctrine of total destruction. If someone wants into Hell, he will happily burn them to cinders and toss their screaming soul beyond the Gates. There are no other options.

## **Gameplay**

Cerberus, the Infernal Hellhound, is a dreadful foe. The ultimate guardian of the Gates of Hell is a vicious, savage beast, armed with deadly Hellfire and an endless supply of energy to pursue prey. His command of Hellfire is such that as long as it is on the dungeon, no one is able to douse any fires, which remain harming their victims! If that wasn't enough, when Cerberus activates, he actively pursues Heroes that have no fire to them and them proceeds to try and hit them with Hellfire (through the use of its custom token)  a specially powerful fire that deals more damage than the usual.

The ultimate guardian of the Gates of Hell, Cerberus is the Roaming with a deadly Hellfire. When Cerberus is in play, he affects the whole Dungeon. No Hero can discard any fires, causing serious harming on them. This dreadful foe is also looking for the closet Heroes that have no fire, hitting them with his three vicious heads. To simulate it, Cerberus has 3 Cerberus Tokens. The targeted Hero flips all of the 3 tokens and depending what face comes up, the worst is the damage.

**Levels 1-2**

* **Treasure:** 3 Random
* **Health:** 5 per Hero
* **Defense Dice:** 2 Blue, 1 Black
* While Cerberus is in play (Fire Token) are not discarded. Instead, Heroes take the damage and keep the tokens.
* **If a Hero has no (Fire Token):** Cerberus Moves towards that Hero. If Cerberus reaches Magic Range to this Hero, toss the 3 Fire Breath tokens and resolve according to how much Fire shows up:
	+ 1: Deal (1 Fire Token)
	+ 2: Deal (2 Fire Tokens)
	+ 3: Deal (2 Fire Tokens) then deal 1 Wound per (Fire Token) on the target Hero.
* **(Claw):** The Defending Hero gains a (Fire Token)
* **Magic Dice:** 1 Orange, 1 Black

**Level 5**

* **Treasure:** 3 Random, 1 Epic
* **Health:** 8 per Hero
* **Defense Dice:** 4 Blue, 1 Black
* While Cerberus is in play (Fire Token) are not discarded. Instead, Heroes take the damage and keep the tokens.
* **If a Hero has no (Fire Token):** Cerberus Moves towards that Hero. If Cerberus reaches Magic Range to this Hero, toss the 3 Fire Breath tokens and resolve according to how much Fire shows up:
	+ 1: Deal (1 Fire Token)
	+ 2: Deal (2 Fire Tokens)
	+ 3: Deal (2 Fire Tokens) then deal 1 Wound per (Fire Token) on the target Hero.
* **(Claw):** The Defending Hero gains a (Fire Token)
* **Magic Dice:** 3 Orange, 1 Black
Living Statue

*"Admirable ... Not the evil though, obviously." - Gheta, the Hammer of Ril*

Living Statues were the guardians of the Gate stationed on the mortal side. Fashioned by deep-dwelling dwarves to stand eternal vigil against incursion from the Infernal Realm, the Statues have held their lightless watch for millennia. But, the Shadows that gathered in the depths have worked their insidious magic to turn these one-time guardians for light into weapons of darkness. Not every statue in the depths is a Living one, however, making detecting their inevitable ambushes nigh impossible. They're deadly weapons, given a vile new purpose.

## **Gameplay**

It is indeed unfortunate for the Lightbringers that the Living Statues have been corrupted by the Darkness and abandoned their watchful role to actively seek the Heroes, whom they perceive as intruders. Their stone-skin has withstood for millennia and may prove extremely difficult to break, so much in fact that it has a chance of hurting the Lightbringers when they attack it!

**Levels 1-2**

* **Treasure:** 1 Random
* **Health:** 3
* **Defense Dice:** 2 Blue

**Levels 3-4**

* **Treasure:** 1 Random
* **Health:** 5
* **Defense Dice:** 3
* **Defense (Claw):** Each pair of (Retaliation) count as + (Shield).
Daisy

*"The Infernals actually tried to hire us once. We declined." - Daisy*

## **Background**

As the nominal "leader" of a mercenary group, Daisy is responsible for negotiating contracts. With the Lightbringers, her favorite clause allows them to claim the majority of loot from any expedition rather than selecting a few choices bits and sending the rest on to the Lightbringers. She's most at home in the role of a Tinkerer, having built a number of contraptions that are as efficient as they are creepy.

* **Race:** Gray Gnome
* **Age:** 41
* **Origin**: None (Formerly Fae'Shar Commonwealth)
* **Class:** Tinkerer
* **Pronouns:** She/Her

## **Gameplay**

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

Daisy is a Gnome with a wild imagination that drives her to create many unusual (and efficient) things. In combat, she’s able to tap into the Darkness and use it in her skills in lieu of physical components. While in the shadows, Daisy has the ability to craft rarer items!
Siegfried

*“If you are looking for your death, fear not...for you have found it!”*

## **Background**

The fighting pits of Three Bones Hollow have entertained the masses for generations, and the blood of thousands have run the ground muddy in its arena. Siegfried is a product of this savagery. setting aside the normal staunch traditions of the Dwarves to instead feed his fiery thirst for violence. With a roaring challenge, Siegfried launches himself into battle fearlessly. His mighty hammer is anointed in the blood of men, beasts and monsters alike, each new kill adding a glorious new line to his epic ballad. One day he hopes to add the Darkness to his legendary list of victories.

* **Race:** Dwarf
* **Recommended Class:** Pit Fighter Berserker
* **Pronouns:** He/Him

## **Gameplay**

* **Shadow Mode Skill:** Attack: +1 (Sword)
* **Special Skill - Revenge:** When Siegfried takes 1 or more Wounds from an Enemy Attack, you may inflict 1 Wound to the attacker.

## **Gameplay: MD2**

Class: Berserker

* **Special Skill: Combat (Take 1 Wound):** +1 (Re-roll)
* **Shadow Mode Skill:** +1 (Sword) for each Wound you have already taken
* **Health:** 7
* **Mana:** 1

Class: Tinkerer