Walk with me in the darkness
The sun was always too bright
Walk with me in the shadows
Never again feel a cold winter's night
Let the cold night warm your body
Feel eternity's beautiful embrace
Let it still your beating heart
Everybody wears a mask for a face
Taste the blood of the ages
Don't let time take its toll
Feel the beauty of the lifeless
The key for unlocking your soul
Come a little closer towards me
So we can hold each other tight
Don't be afraid that I'll hurt you
I'll take your senses to a whole new height
We are not what you believe us to be
Forget everything you've heard being said
We are the children of eternity
The true origin of everything you've ever read
Let me drink from you in the moon glow
See how it strengthens your might
You'll learn to embrace the darkness
There's more than one kind of light
Forget what your god has promised you
By the touch of my voice you shall be lead
This is what it means to be chosen
Come with me and walk with the dead
Let go of your misguided morals
A naive view of what's wrong and what's right
Play by a new set of rules
Rules that will allow your spirit to take flight
Enjoy a kiss from the queen of forever
Be the cause not the victim of strife
You'll come to love my soft embrace
And the pure sweet caress of unlife
Take my hand for all time
Take your last deep breath
Kiss good bye to your old life
Let me show you the power of death
I'll be with you in the darkness
But always be ready to fight
And when the mortals attack us
Kill everything in sight
UNDEAD
When drawing random chaos spells take out Soothe and Summon Orcs. Holy Water automatically causes 3BP damage to Undead rather than automatically destroying them. Only magic (including spells, magic weapons, holy water, etc) can harm an ethereal creature. Daggers and scythes can be used by anything with non-zero MP to attack diagonally. Doom knights are magically animated suits of armour, so they're ethereal under the armour. Kings are interchangeable with queens and counts with countesses.
For every BP damage caused by a Wight Blade roll a combat dice, skull = 2BP damage, white shield = 1BP damage, black shield = 3BP damage.
Chill Touch can be used on a directly adjacent once per turn by giving up either movement or attack. On a skull the target looses 1BP and on a black shield they loose 1MP. Chill Touch can be dispelled, destroyed, mirrored etc in the same way as spells but has no effect on Undead.
Transfix can be used on an adjacent target once per turn by give up either movement, attack or casting. The target rolls the same number of combat dice as they're current MP. If they're directly adjacent to the transfixer they need to roll at least one black shield to avoid the effects, if they're diagonally adjacent they need to roll at least one white shield. If the target rolls all skulls they are controlled by the EWP and take their turns between the end of the EWP turns and the beginning of the heroes' turns. Otherwise a transfixed target misses their turns and can't defend. Transfix is broken if the tranfixer is wounded.
If three or more necrocultists are in the same room or corridor they can give up all other actions to perform a summoning meditation. Roll a combat dice to see which type of monster is summoned and standard dice to see how many are summoned. Up to six cultists can perform a summoning meditation. If three cultists perform the meditation they summon skeletons on a skull, zombies on a white shield and mummies on a black shield, if four cultists perform the meditation they summon zombies on a skull, mummies on a white shield and ghosts on a black shield, if five cultists perform the meditation they summon mummies on a skull, ghosts on a white shield and wights on a black shield and if six cultists perform the meditation they summon ghosts on a skull, wights on a white shield and wraiths on a black shield.
Necrocultist M8 A1 D1 BP1 MP3 Dagger. Not Undead.
Skeleton M6 A2 D2 BP1 MP0
Zombie M4 A2 D3 BP2 MP0
Zombie Ogre M4 A4 D5 BP12 MP0
Ghoul M8 A3 D2 BP3 MP1 Not Undead.
Succubus M12 A2 D3 BP3 MP5 Transfix. Not Undead.
Banshee M8 A3 D3 BP4 MP4 Scream can be used instead of either movement or attacking, forcing any non-Undead in the same room or corridor to miss their next turn unless they roll at least one black shield in a room or at least one white shield in a corridor rolling one combat dice per current MP.
Maenad M8 A3 D3 BP4 MP4 Any targets wounded are controlled by the EWP and take their turns between the end of the EWP turns and the beginning of the hero's turns until the Maenad is wounded. Can only be killed (not wounded) by magic (Ethereal rules).
Revenant M6 A4 D3 BP6 MP4
Ghost M12 A1 D0 BP1 MP1 Ethereal. Chill Touch. Targets can't defend against ghost attacks.
Doom Knight M4 A3 D7 BP3 MP0 Ethereal. Not Undead.
Black Grail Knight M4 A5 D6 BP6 MP4
Mummy M4 A3 D4 BP3 MP0 Inflammable.
Mummy Tomb Guard M6 A4 D5 BP4 MP2 Inflammable. Chill Touch.
Mummy Tomb Lord M8 A5 D6 BP5 MP4 L0M Inflammable. Chill Touch.
Mummy Tomb King M10 A6 D7 BP6 MP6 L1M One of each chaos sorcerer spell token. Inflammable. Chill Touch.
Wight M6 A3 D3 BP3 MP3 Wight Blade.
Wight Champion M6 A4 D4 BP4 MP4 Wight Blade.
Wight Lord M6 A5 D5 BP5 MP5 Wight Blade.
Wight King M6 A6 D6 BP6 MP6 Wight Blade.
Wraith M6 A3 D0 BP3 MP5 L0M Scythe. Ethereal. Chill Touch.
Wraith Champion M6 A4 D0 BP4 MP6 L1M Scythe. Three random chaos spells. Ethereal. Chill Touch.
Wraith Lord M6 A5 D0 BP5 MP7 L2M Scythe. Six random chaos spells. Ethereal. Chill Touch.
Wraith King M6 A6 D0 BP6 MP8 L3M Scythe. Nine random chaos spells. Ethereal. Chill Touch.
Reaper M12 A3 D1 BP3 MP5 L2M Scythe. Summon Undead, Reanimation, Fear and one of each chaos sorcerer spell token. Ethereal. Chill Touch.
Reaper Champion M12 A4 D1 BP4 MP6 L3M Scythe. Summon Undead, Reanimation, Fear, one of each chaos sorcerer spell token and three random necromancer spells. Ethereal. Chill Touch.
Reaper Lord M12 A5 D1 BP5 MP7 L4M Summon Undead, Reanimation, Fear, one of each chaos sorcerer spell token and all six necromancer spells. Ethereal. Chill Touch.
Reaper King M12 A6 D1 BP6 MP8 L5M Summon Undead, Reanimation, Fear, three other random chaos spells, one of each chaos sorcerer spell token and all six necromancer spells. Ethereal. Chill Touch.
Fallen Angel M12 A2 D2 BP3 MP5 L2M Summon Undead, Reanimation, Fear and three other random chaos spells.
Fallen Angel Champion M12 A3 D3 BP4 MP6 L3M Summon Undead, Reanimation, Fear, three other random chaos spells and three random necromancer spells.
Fallen Angel Lord M12 A4 D4 BP5 MP7 L4M Summon Undead, Reanimation, Fear, three other random chaos spells and all six necromancer spells.
Fallen Arch Angel M12 A5 D5 BP6 MP8 L5M Summon Undead, Reanimation, Fear, six other random chaos spells and all six necromancer spells.
Necromancer M6 A1 D3 BP2 MP4 L1M Three random necromancer spells. Not Undead.
Necromancer Champion M6 A2 D4 BP3 MP5 L1M Four random necromancer spells. Not Undead.
Master Necromancer M6 A3 D5 BP4 MP6 L1M Five random necromancer spells. Not Undead.
Necromancer Lord M6 A4 D6 BP5 MP7 L2M All six necromancer spells. Not Undead.
Zombie Wizard M4 A2 D3 BP3 MP1 L1M Summon Undead, Reanimation and Fear. Anyone killed becomes a zombie, magicians become Zombie Wizards.
Zombie Wizard Champion M4 A2 D4 BP4 MP2 L2M Summon Undead, Reanimation, Fear and three random necromancer spells. Anyone killed becomes a zombie, magicians become Zombie Wizards.
Master Zombie Wizard M4 A2 D5 BP5 MP3 L3M Summon Undead, Reanimation, Fear and all six necromancer spells. Anyone killed becomes a zombie, magicians become Zombie Wizards.
Zombie Wizard Lord M4 A2 D6 BP6 MP4 L4M Summon Undead, Reanimation, Fear, three other random chaos spells and all six necromancer spells. Anyone killed becomes a zombie, magicians become Zombie Wizards.
Liche M6 A1 D3 BP4 MP6 L2M Summon Undead, Reanimation, Fear and three other random chaos spells. Chill Touch.
Liche Champion M6 A2 D4 BP5 MP7 L3M Summon Undead, Reanimation, Fear, three other random chaos spells and three random necromancer spells. Chill Touch.
Master Liche M6 A3 D5 BP6 MP8 L4M Summon Undead, Reanimation, Fear, three other random chaos spells and all six necromancer spells. Chill Touch.
Liche Lord M6 A4 D6 BP7 MP9 L5M Summon Undead, Reanimation, Fear, six other random chaos spells and all six necromancer spells. Chill Touch.
Liche King M6 A5 D7 BP8 MP10 L6M Summon Undead, Reanimation, Fear, six other random chaos spells, all six necromancer spells and one of each chaos sorcerer spell token. Chill Touch.
Vampire M12 A4 D4 BP4 MP4 L0M Transfix. Can only be killed (not wounded) by holy water, sunlight, silver, anything wooden or fire.
Vampire Count M12 A5 D5 BP6 MP5 L1M One of each chaos sorcerer spell token. Transfix. Can only be killed (not wounded) by holy water, sunlight, silver, anything wooden or fire.
Vampire Champion M12 A6 D6 BP8 MP6 L2M One of each chaos sorcerer spell token and three random necromancer spells. Transfix. Can only be killed (not wounded) by holy water, sunlight, silver, anything wooden or fire.
Vampire Elder M12 A7 D7 BP10 MP7 L3M One of each chaos sorcerer spell token and all six necromancer spells. Transfix. Can only be killed (not wounded) by holy water, sunlight, silver, anything wooden or fire.
Vampire Lord M12 A8 D8 BP12 MP8 L4M One of each chaos sorcerer spell token, all six necromancer spells, Summon Undead, Reanimation and Fear. Transfix. Can only be killed (not wounded) by holy water, sunlight, silver, anything wooden or fire.
Vampire Ancient M12 A9 D9 BP14 MP9 L5M One of each chaos sorcerer spell token, all six necromancer spells, Summon Undead, Reanimation, Fear and three other random chaos spells. Transfix. Can only be killed (not wounded) by holy water, sunlight, silver, anything wooden or fire.
Vampire King M12 A10 D10 BP16 MP10 L6M One of each chaos sorcerer spell token, all six necromancer spells, Summon Undead, Reanimation, Fear and six other random chaos spells. Transfix. Can only be killed (not wounded) by holy water, sunlight, silver, anything wooden or fire.

1BP,
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3BP,
4BP,
5BP. US 














