Stronghold Descriptions

 

All images are copyright of Fantasy Flight Games

 

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.

 

 

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