Colored
Doors - the colored doors from Descent are not rune
locked doors and can be opened normally without a key. In Midnight:
Stronghold they represent the increased defences of an area. Once heroes
open a colored door, the overlord draws creatures from the same color
monster deck in order to fill spawn points.
Example 1
Example 1 : In this example the doors leading into Area 3 are
both Green (regular) doors. Any creatures spawned from spawning points are
drawn from the Green monster deck. Area 4 creatures are
drawn from the Yellow monster deck.
Spawn Points - each beastman represents
a spawning point for a Midnight creature. When the heroes reveal a new area,
draw a creature for each beastman and replace it with the appropriate
figure. Multiple minion spawn cards like 'Desperate Refugees' or 'Ravenous
Spirits' replace the same number of spawn points. If the number of
creatures spawned from these multiple minion cards exceeds the number of
spawning points available, replace only the amount of spawn points
remaining. Special creature effects like Summon do not
count towards spawn points.
Example 2
Example 2 : The heroes reveal Area 2 by
openining the right-hand door, as overlord I choose to draw the spawn for
the spawn point beside the goods (coins) first. I draw the 'Legate
Temptress' and replace the beastman with her figure. Continuing, I draw the
'Astirax Tracker', 'Corrupted Dire Wolf', 'Black Blood Dwarf'
and 'Ravenous Spirits'. When I draw the ravenous spirits, I roll the
two Black dice as instructed and come up with one 'surge', meaning two
spirits are present. The second spirit replaces the last spawn point so
I do not draw a card. Area 2 now looks like this:
Example 2.1
Gold and Treasures
in Midnight: Stronghold
Heroes do not receive gold for
coin tokens or treasure items. They receive goods instead at the rate of 1
good equals 25 gold. Goods may be traded for items or other services. Any
items purchased in towns are Midnight items. Midnight items may also be
found in chests:
Copper - a Midnight item worth
from 0 to 3 goods or 2 goods
Silver - a Midnight item worth
from 4 to 6 goods or 5 goods
Gold - a Midnight item worth
from 7 to 9 goods or 8 goods
If the item drawn falls outside of the
range given for the chest type, the hero receives the 'or'
award.
The copper, silver and gold Descent treasures are
still found in chests, they are just not used in the same way. They are now
used to upgrade your existing Midnight items into covenant items. The
Midnight designers have created a system for covenant items and I'll try to
apply it here. There are 3 levels of covenant items: copper, silver and
gold. The first upgrade you may apply to an existing Midnight item must be
copper, the second must be silver, and the third , gold. The type of upgrade
you may apply depends on the type the item is originally. Weapons may have 1
'other' upgrade, 1 'rune' upgrade (which may be a 'weapon' type) and 1
'weapon' upgrade (the weapon type must be the same type as the original).
Armor may have 1 'other' upgrade and 1 'armor' or 'shield' upgrade. Other
items may only have 1 'other' upgrade. Discard to use items may be used as
upgrades as well. Place them face down under the existing item to grant it
an extra 'exhaustion' of an ability above it. You may only create a Covenant
item when you reach a new level.
I'll create examples out of the
following items:
Walking
Staff
After a couple of copper chests, our hero
has received a suitable treasure to make his lowly walking staff into a Covenant
Item. He chooses the ring of quickness.
He has now used his 'Other' Covenant Upgrade slot.
A few more levels up and a few silver chests later, our hero
recovers a petrify rune to add to his staff.
He has used his 'Rune' Covenant Upgrade
slot. Note, because the rune is not the same weapon type (Magic versus
Melee
) he does not gain the surge special effects or the damage dice.
Since he is still only doing a Red and a Green die in damage
(although a Stun as well), our hero grabs the first available gold
treasure he finds, a rage blade, and adds it to his staff when he levels up.
He has now used his 'Weapon' Covenant
Upgrade slot. When you upgrade an item with a weapon slot, you gain all surge
effects of the item you upgraded with as well as its damage dice. Ignore the
'hand' icons when you upgrade.
His 'lowly' walking staff is now a
formidable weapon. It grants him one extra movement point, allows him to
temporarily stun enemies and deals 1 Red, 2 Green and 1 Yellow die in damage,
with each surge capable of adding two more damage.
Scrounged
Armor
The Covenant Upgrade slot of 'Armor' or
'Shield' has been filled. Again ignore the 'hand' icon.
Since he cannot use the amulet (it's a
Dicard-to-Use Item), he places it upside down underneath his armor. This allows
him to activate his shield or armor twice. His 'Other' Covenant Upgrade slot is
not used in this case.
The deflect rune fills the 'Other'
slot. So, he now has some armor that has the potential to prevent 7 wounds,
providing the monsters attacking him can get over their fear.
Spell
Talisman
He can't use the crystal, so it gets placed
upside down underneath the talisman. This allows an extra exhaustion.
The
'Other' slot remains unused.
The greater healing rune fills the 'Other'
slot.
The jinn's lamp is placed upside down
underneath the other cards as well. This allows the spell talisman to be
exhausted three times for a potential of five Magic attacks.