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Massive Darkness 2: Heavenfall – Duke of Hell thumbnail

Massive Darkness 2: Heavenfall – Duke of Hell

Expansion for Massive Darkness 2: HeavenfallExpansion for Massive Darkness 2: Hellscape

Massive Darkness 2: Heavenfall – Duke of Hell Rulebook

Table of Contents

Table of Contents

  • Quest Objectives
  • Quest Special Rules
  • Baalberith's Boss Fight
  • Setup Map and Components
  • Nefarious Domination and Mind Control
  • Baalberith One-Shot Boss Dashboard
    • Initial Side
    • Enraged Side

Quest Objectives

Complete the objectives in order:

  1. Banish Darkness: Kill the 2 last Vanguard Generals.
  2. End Darkness: Kill Baalberith.

Quest Special Rules

Special Setup:

  • Do not place the Portal tokens with white outlines.
  • Spawn a Roaming Monster on the Roaming Monster Portal.

Banish Darkness: The Corruption tokens represent Roaming Monster spawn Zones and are not affected by Door cards. When their Chambers are revealed, in addition to any Door card effect, spawn a Roaming Monster in the respective Corruption token Zone, then discard the token. These Roaming Monsters are the Vanguard Generals. Heroes must kill them before advancing to fight Baalberith. Every time a Hero kills a Vanguard General, each Hero also gains 11 XP.

Darkness Grows Strong: No Mobs are spawned by the Darkness Track. During the Darkness Phase, if Mobs would spawn due to the Darkness Track, spawn a Roaming Monster on the Roaming Monster Portal instead (place Corruption tokens on the Mob Spawn spaces in the Darkness Track as a reminder).

Gates of Heaven: Tiles [B]3B and [B]4A together represent the Gates of Heaven (this is the Boss Chamber). The door with a white outline is locked and can only be opened when the Heroes have killed both Vanguards Generals. When a Hero opens this door, do not reveal a Door card. As soon as a Hero enters the Boss Fight Starting Zone, they immediately end their turn and do not take turns until all other Heroes have entered as well. When all Heroes have entered the Gates of Heaven, the Final Battle begins.

Transcription note: the sheet prints "Vanguards Generals" in this rule; it is transcribed as printed.

Baalberith's Boss Fight

The Final Battle: When the Final Battle begins, remove all Tiles that are not part of the Boss Chamber, including all components placed on them. Remove the Darkness Track and place Baalberith's Boss Dashboard (initial side up) next to the Dungeon with the Darkness Marker on the leftmost space of the Boss track. (Use the One-Shot version of the Boss Dashboard that is available to print.) Heroes recover all Health and Mana to their maximum values.

Place 40 Health tokens in the Objective token Zone, this is the Gate. Place the Portal tokens with white outline (according to the Heroes count as usual) on the Boss Chamber, and spawn 1 Mob in each Portal. Then, perform a Level Up Phase and immediately start a new Hero Phase.

Mob Activation: During the Boss Fight, each Mob activates once before rolling Baalberith's Activation dice. They perform only 1 action and always target the Gate. If a Mob is not able to attack the Gate on its action, it moves toward the closest Zone from which an attack is possible.

Example: The Satyrs spawn on the Roaming Monster Portal with a ranged weapon. During their first activation, which happens after the first Hero has taken their turn, the Satyrs move to the adjacent Zone, which gives them LoS to the Gate. During their next activation, they attack the Gate (as they now have LoS).

Damaging the Gate: When an Enemy attacks the Gate, do not roll Defense dice and ignore all [hand icon] rolled. For each Wound dealt, remove 1 Health token from the Gate. If all Health tokens are removed, the Quest ends in defeat.

Frost Tokens: Mobs and Roaming Monsters treat [Frost] tokens like a Boss. They take the tokens, but when they activate, they remove all [Frost] tokens without effect.

Baalberith Is Not Easily Killed: As soon as Heroes deal enough Wounds to kill Baalberith, instead of finishing the Boss Fight, remove its miniature from the Dungeon along with all tokens, and flip its Dashboard to the Enraged side. Do not place the Darkness Marker on the Boss track. During the next Enemy Phase, activate the Mobs (if any), then instead of activating Baalberith, place its miniature back in the Dungeon in the Hellish Breach Zone and the Darkness Marker on the leftmost space of the Boss track. Also spawn the Roaming Monster Uriel in the Roaming Monster Portal. Both do not activate in that Enemy Phase. Uriel activates along with the Mobs, but follows their Activation Pattern as usual, ignoring the Gate. As soon Baalberith is killed on his Enraged side, the Quest ends in victory.

Setup Map and Components

Tiles: Tiles 1B, 2B, 3B and 4A are placed as shown on the sheet. The sheet's map is a graphic; the text does not describe its layout beyond the legend below and the marked Hellish Breach Zone.

Components (legend as printed; the sheet shows an icon for each entry):

  • Hero Starting Zone x1
  • Closed Door Token x7
  • Fountain Token x3
  • Baalberith Starting Zone x1
  • Boss Fight Starting Zone x1
  • Forge Token x1
  • Objective Token x1
  • Spawn Token x3
  • Loot Token x1 for 1-2 Heroes, x2 for 3-4 Heroes, x3 for 5-6 Heroes (the sheet prints Loot tokens are placed according to the number of Heroes and shows 1, 2 and 3 Loot icons for those counts)
  • Corruption Token x2
  • Regular Chest Token x1
  • Greater Chest Token x3
  • Spike Trap Token x1
  • Portal Token, up to x2
  • Roaming Monster Portal Token x1
  • Bridge x1

The map also shows two green tokens marked "3+" and "5+" with a Hero figure. The sheet's text does not explain them, so no rule is given for them here.

Nefarious Domination and Mind Control

Mind Control: If Baalberith triggers this ability, the Hero that is moved does not take Reaction Damage, and when assembling their Attack dice pool, do not add the Shadow die. This roll is not affected by any skill or ability, nor generates Mana.

Nefarious Domination: This ability affects all Heroes. Its effect is different for each Class.

  • Wizard: Place 1 [Frost] token from the reserve on each Spell on the Amulet. The next time the Wizard uses or rotates the marker out of a Spell with a [Frost] token, they must also spend 1 [Frost]. Then, remove that [Frost] token.
  • Shaman: Flip 1 Element tracker to its initial side (faceup). If the Shaman doesn't have any facedown Element tracker, lose all Elements from the Element track with the most Elements.
  • Berserker: Immediately lose all [flaming-heart icon].
  • Rogue: Draw a Rogue token from the bag and remove it from the game until the end of the Quest.
  • Paladin: Place all Consecration tokens back on the Paladin dashboard.
  • Ranger: Draw an Arrow card and immediately suffer the Overload effect of that card (ignore [hand icon]).
  • Bard: Remove all the Active Notes [Active Notes icon] from the Bard Musical dashboard.
  • Tinkerer: Discard any 3 items (except the Exo-Armor).
  • Necromancer: Lose Souls until the Necromancer reaches the next lower threshold.
  • Monk: The next played Chakra must be Meditation. Keep it faceup close to the Hero's dashboard as a reminder.
  • Druid: Transform back to the Druid's Original Form, without triggering any Transformation effect and reduce all the Animal Form tracks by 2.

Transcription note: the sheet shows the Wizard's and Frost tokens as a snowflake-style icon, the Berserker's cost as a flaming-heart icon, and the Ranger's ignored symbol as a hand icon. These are rendered in brackets because the sheet gives no text name for them.

Baalberith One-Shot Boss Dashboard

This is the One-Shot version of Baalberith's Boss Dashboard, printed by the quest for use during the Boss Fight. It has two sides: Initial and Enraged. The dashboard's top bar and stat icons are not given text names on the sheet, so they are shown as printed.

Initial Side

  • Top bar: [Ring icon] 1, [lightning icon] 2.
  • Defense dice: [blue shield icon] blue 4, grey 1.
  • Attack dice: yellow 2, orange 1, grey 1.
  • Health: 10 per Hero.
  • Combat 1 [hand icon]: All Mobs activate once.
  • Infernal Troops [Mob icon]: Summon 1 Mob in each Portal.

Boss abilities (roll result, then the ability):

  • 0 [hand icon], Mind Control: Place Baalberith in the Zone with the Hero with the least Health. That Hero moves to the Hero with the most Health and attacks them (even if self).
  • 1 [hand icon], Binding Pull: Place Baalberith in the Hellish Breach Zone along with the Hero with the most Health and attack that Hero.
  • 2 [hand icon], Nefarious Domination: Nefarious Domination affects all Heroes, each Class differently. Read and execute the corresponding effects in the Heavenfall Quests book (page 24).

Enraged Side

  • Top bar: [Ring icon] 1, [lightning icon] 3.
  • Defense dice: [blue shield icon] blue 4, grey 2.
  • Attack dice: yellow 2, orange 2, grey 2.
  • Health: 20 per Hero.
  • Combat 1 [hand icon]: All Mobs activate once.
  • Infernal Troops [Mob icon]: Summon 1 Mob in each Portal.
  • [Uriel icon]: Spawn Uriel in the Roaming Monster Portal.

Boss abilities (roll result, then the ability):

  • 0 [hand icon], Mind Control: Place Baalberith in the Zone with the Hero with the least Health. That Hero moves to the Hero with the most Health and attacks them (even if self).
  • 1 [hand icon], Darkness Advances: Place Baalberith in the Gate Zone and attack it (ignore all [grey icon] rolled).
  • 2 [hand icon], Binding Pull: Place Baalberith in the Hellish Breach Zone along with the Hero with the most Health and attack that Hero.
  • 3 [hand icon], Nefarious Domination: Nefarious Domination affects all Heroes, each Class differently. Read and execute the corresponding effects in the Heavenfall Quests book (page 24).

Transcription note: the Heavenfall Quests book cross-reference (page 24) is printed on the dashboard and in the quest; that book is not part of this file, so the Nefarious Domination entries are given here by reference as printed.