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This expansion requires


the main Reign in Hell
rulebook to play.

www.reigninhellgame.com

Reign in Hell: The Oculus Spear


was created and designed by
Adam Loper and Vince Venturella
Lead Developer: Layout and Art Direction: Reign in Hell: The Oculus Spear is
Thomas Lyons Adam Loper copyright © 2021 by
Snarling Badger Studios LLC
Editing: Internal miniature art photographed by
Tyler Emerson Adam Loper and Vincent Venturella and
Cathy Venturella digitally painted over by the very talent-
Emily Selk Loper ed Scott Sez at ArtistsEmpire.com
This is a work of fiction. Names, char-
Other illustrations from stock illus- acters, businesses, events, and incidents
tration services Creative Market and are the products of the authors' imagina-
Envato Elements tion. Any resemblance to actual persons
or demons, living or dead, or actual
Version 1.0 events is purely coincidental.

No demons were harmed in the making


of this game.

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When we designed Reign in Hell, we knew we wanted it to
be all about fast and brutal combat between cabals – each
seeking to advance their Philosophies and reshape the face
of Hell. We hoped people would enjoy the campaign system
and play games with their friends and partners, gleefully
harvesting each other’s souls.
We also realize that much of the world is still within the grip of the
pandemic. Not everyone has a group of people willing to try new games or
commit to a campaign, and some people prefer a more cooperative play style
as opposed to the endless battling against their friends. So we thought about
making an expansion to Reign in Hell to allow you to build your cabal and
experience on ongoing narrative, either cooperatively with friends or even
completely alone.

We decided on a campaign with set scenarios and AI as opposed to trying to


write an AI to allow the normal game to be played alone, as the game wasn’t
really designed like that and the myriad decisions made by a cabal are likely
too complex for a simple set of written AI to handle.

Within this supplement, you will find a full campaign for you to experience
alone or with a friend that takes your cabal on a perilous quest in search of
ancient power. The path, however, to any great power is dangerous and there
are many that would stand in your way.

Can you conquer the campaign? Can you Reign in Hell?

Vince and Adam

Rule Changes
Solo and co-op play uses all the normal rules from Reign in Hell with the
following exceptions:
1. When enemy demons are slain, the enemy does not lose an activation
dice (due to their special activation mechanic). Instead, in the future,
less demons activate on the prescribed activation numbers.
2. All demons fought throughout the scenarios presented here are treat-
ed as enemy demons for all purposes, including Titles earned after the
game.

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SCENARIO ONE:

Fateful Finding
The Story
Make sure to build your cabal for Recently, two powerful cabals met in an epic clash. Both Leaders had
The Oculus Spear following the amassed power for years before confronting each other. They spent
100 souls "Campaign" format in the time cultivating their resources, empowering themselves and their
Reign in Hell book, page 13. demons with Essences long thought lost, and each carried Relics from
bygone ages. The clash was titanic and the reverberations of the pow-
er could be felt across the shifting landscape of Hell for leagues in all
directions. None survived.

Your first stop on your road to power is to visit the site of this titanic
battle. Most demons fear to tread here, for the Essences of sundered
souls rest uneasily and more than a few have found themselves
consumed by the malign curses and sorcery of this place. For the
cunning or bold, however, it represents a chance to gain power like
no other if the Essences and Relics of these destroyed cabals can be
harvested.
What kinds of models do I
need for this? Enemy Figures Needed
You will need at least six demonic enemies for this scenario if play-
As always, you can use whatever
ing solo. If you are playing a co-op game, you will need at least 10
models you'd like for the enemy
demonic enemies. The enemies can return to play when they are
figures in Oculus Spear. While
destroyed, so you may be using the same figure multiple times to
well-painted and thematic models
represent enemies. These enemies should be on 25-32mm bases as
add to the immersion, you can cer-
they are smaller demons.
tainly use whatever models you have
available, or even coins, empty bases,
or anything else that will work for Terrain Notes
you. The board should be set up as per the light terrain rules in the Reign
in Hell rules (see Reign in Hell page 40). Any Ruins generated are
Haunted Ruins.

Set-Up
Deploy your cabal into the player 1 area marked on the map. If you
are playing a co-op game, the second player will deploy into the play-
er 2 deployment area. Enemies are set up into the two zones marked
“enemy” on the map, divided equally between the two deployment
areas. Set up 6 enemies if this is a solo game, set up 10 enemies if
this is a co-op game. One objective is placed in each of three loca-
tions on the map as labeled.

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4”

7”
4”
11”
6” Enemies 4”
2 4” Remember: deployment maps are
4”
generally more of a guideline. As
8” long as you - and your partner, in a
15” 1 6” Player 1 co-op game - are happy with the look
8” and layout of the board, that's all
6” that really matters.
3
Enemies 4”

6” Player 2
4”
7”
4” 4”

Special Rules
Objectives are controlled as per the standard rules presented in
Reign in Hell (see Reign in Hell page 7). Demons must be at least
three inches from the edge of an objective to control it.

Carrion Demons
The area is currently being picked over by a group of Carrion De-
mons, vile creatures that lack the will or intelligence to be of much
use in a cabal, but will happily pick over the fields of slain demons
for bits of soul essence.

Carrion Demon
Move: 9” (Fly)
Life: 6
Combat: 5

Special Ability: If two or more Carrion Demons are within 1” of a


single enemy, their Combat Ability is increased by 1.

Carrion Demon Actions


In a solo game, Carrion Demons act on 12, 8 and 4. If this is a co-op
game, Carrion Demons act on 12, 8, 6, 4, 2. Each time the Carrion
Demons activate, two demons may activate. The two Carrion De-
mons closest to any enemies will activate. If more than two demons
are tied for closest, randomly determine which two activate. Carrion
Demons actions are detailed below. Follow the steps below in order
until a condition is met and then carry out that as the Carrion De-
mon’s action for that activation. Carrion Demons do not use Combat
Styles.

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1. Carrion Demons will attack any enemy within ½ inch. If there
are multiple enemies within ½ inch, randomly determine which
enemy they attack.
When following the "AI" rules for 2. If there are no enemies within ½ inch but there is at least one en-
creatures - like these Carrion De- emy within 9”, Carrion Demons will move up to their full move to
mons - in this expansion, make sure the closest enemy within 9” and make a Combat Attack. If there
to run through each rule in order are multiple enemies equally distant within 9”, Carrion Demons
until you find the one that works for will attack the enemy that is already engaged with a Carrion
your situation. Then you follow that Demon. If none of the equidistant enemies are currently engaged,
instruction and then stop. That is randomly determine which enemy the Carrion Demons moves to
how the model activates. and attacks.
3. If there are no enemies within 9”, but a Carrion Demon is cur-
rently fighting an enemy anywhere on the battlefield, the Carrion
Demon will move its full move toward the closest enemy engaged
with a Carrion Demon.
4. If there are no enemies currently engaged with a Carrion Demon,
then the Carrion Demon will move its full move in a random di-
rection (use a d12 as per the face of a clock to determine direc-
tion).

Carrion Demon Swarm


Carrion Demons are naturally timid and weak creatures, but when
they swarm over what they perceive as a potential meal, they flock in
large numbers and grow bold.

At the start of each round after the first, roll a dice for each Carrion
Demon that was slain during this game and has not yet been re-
turned to the game board. For each dice result of 3+, that Carrion De-
mon is placed on the board, up to a maximum of six Carrion Demons
on the board if this is a solo game, or ten if this is a co-op game (i.e.
the total number of Carrion Demons on the board may never exceed
six for solo or ten for co-op). If the amount of demons that would be
placed would exceed this limit, all additional demons are not set-up.

The new demons are set up in one of the enemy starting zones (ran-
domly determined) and may activate as normal that round. These
demons are set-up more than 1” away from all enemies in their
starting zone. If that is impossible, the demons are set-up as close to
their starting zone as possible while being 1” away from all enemies.

Victory Conditions
The game lasts five rounds. You are victorious if at any point in the
game all of the Carrion Demons are slain or if at the end of Round 5,
you (or your ally and you in a co-op game) control all three objec-
tives. If you retreat or fail to meet the conditions above, you lose the
game (in a co-op game, all players must fail to meet the conditions
above or retreat to lose the game).

Outcome: Regardless of whether you win or lose, your cabal manag-

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es to find a sealed golden scroll amongst the carnage. Read the note
in full below.

Victory: If you (or your ally and you) were victorious, you gain one
additional roll on the Rewards table (see Reign in Hell page 43).

Defeat: If you (or your ally and you) failed and lost the mission, your
followers are demoralized. During the first round of the next sce-
nario, your cabal(s) must reroll any activation dice of 10 or greater
during the battle.

A Message from Beyond


You open the golden scroll case and in doing so, notice it is em-
bossed with the sigils and markings of the Directorate of Hell. Read-
ing the vellum inside, you see the following message:

Could this be possible? Did a member of the Directorate of Hell


survive the cataclysm? What of this powerful treasure that they have
claimed is squandered away? A chance at such power is something
no cabal should ever pass up. If you are to proceed, however, you
must claim the Oculus Spear, and that treasure is not lightly guarded.

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SCENARIO TWO:

Twisted Guardians
The Story
After finding a strange hint about a surviving member of the Director-
ate of Hell, and a storehouse of their legendary treasures, you have set
out to retrieve the Oculus Spear. This weapon is a thing of legend and
not lightly guarded.

The Oculus Spear is far more dangerous than any sharpened length
of metal, for the bearer is said to gain the power of foresight, able to
see the twisting twine of fate upon the loom. The power and vision
granted by the spear allows one not only to dispatch their enemies –
but to see their enemies coming before even they themselves know
they are enemies.

The resting place of the Oculus Spear is a shrine guarded by a cursed


group of Slaughter Fiends. Empowered and enraptured by the
shrine, their only mission is to protect the sacred relic from any who
would claim it. These Slaughter Fiends have had all notions of fear,
doubt and curiosity erased from their minds by the power of the
shrine. They exist now only to kill those who would take the spear.

Enemy Figures Needed


You will need at least eight demonic enemies for this scenario if
playing solo. If you are playing a co-op game, you will need at least
12 demonic enemies.

Terrain Notes
The board should be set up as per the medium terrain rules in the
Reign in Hell rules (see Reign in Hell page 40). The center of the
board should be a suitable piece of terrain to act as the shrine and
has rules as per the Cursed Shrine (see Reign in Hell page 37). This
Cursed Shrine may not be destroyed for any reason due to its arcane
warding.

Set-Up
Deploy your cabal into the player 1 area marked on the map. If you
are playing a co-op game, the second player will deploy into the play-
er 2 deployment area. Enemies are set up into the four zones marked
“enemy” on the map, divided equally between the four deployment
areas. Set up eight enemies if this is a solo game, set up 12 enemies if
this is a co-op game.

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6” Player 1

3” 3”
6”
3” Enemies Enemies 3”

Shrine

3” Enemies Enemies 3”
6”
3” 3”

6” Player 2

Special Rules
The Slaughter Fiends will seek to defend the Shrine, the home of the
Oculus Spear, at all costs. The Slaughter Fiends are as per standard
Slaughter Fiends (see Reign in Hell page 28)

Slaughter Fiend Actions


In a solo game, Slaughter Fiends act on 10, 6, 4 and 1. If this is a
co-op game, Slaughter Fiends act on 10, 8, 6, 4, 2 and 1. Each time
the Slaughter Fiends activate, two demons may activate. The two
Slaughter Fiends closest to any enemies will activate. If more than
two demons are tied for closest, randomly determine which two ac-
tivate. Slaughter Fiends’ actions are detailed below. Follow the steps
below in order until a condition is met and then carry out that as the
Slaughter Fiend’s action for that activation. Slaughter Fiends will use
Focused Combat if they do not have to move, otherwise they will not
utilize any combat styles.

1. Slaughter Fiends will utilize Focused Combat and attack any en-
emy within ½ inch. If there are multiple enemies within ½ inch,
randomly determine which enemy they attack.
2. If there are no enemies within ½ inch but there is at least 1 ene-
my within 5”, Slaughter Fiends will move up to their full move to
the closest enemy within 5” and make a Combat Attack. If there
are multiple enemies equally distant within 5”, Slaughter Fiends
will attack the enemy that is not within 1” of another Slaughter
Fiend. If all of the equidistant enemies are currently engaged,
randomly determine which enemy the Slaughter Fiend moves to
and attacks.
3. If there are no enemies within 5”, but a Slaughter Fiend is cur-
rently fighting an enemy anywhere on the battlefield, the Slaugh-

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ter Fiend will move its full move toward the closest enemy that
is not within 1” of another Slaughter Fiend. If multiple enemies
are equidistant, randomly determine which enemy the Slaughter
Fiend moves toward.
4. If there are no enemies currently engaged with a Slaughter Fiend,
then the Slaughter Fiend will use Focused Combat and remain
stationary.

These Slaughter Fiends are not as Slaughter Shrine


you're used to from normal games These Slaughter Fiends are naturally empowered by the shrine they
of Reign in Hell. They are bound to have been cursed to guard and draw energy from its very existence.
the shrine - to protect it. And after
focusing their energies for so long At the start of each round after the first, roll a dice for each Slaughter
on its protection, they have become Fiend that has not been slain. On the roll of 5+, that Slaughter FIend
changed by it, and they won't be returns to full health. If the Slaughter Fiend is already at full health,
removed easily. this has no effect.

Victory Conditions
The game lasts five rounds. You are victorious if at any point in the
game all of the Slaughter Fiends are slain or if at the end of Round 5,
you (or your ally and you in a co-op game) have more demons on or
within 1” of the shrine than there are Slaughter FIends remaining. If
you retreat or fail to meet the conditions above, you lose the game
(in a co-op game, all players must fail to meet the conditions above
or retreat to lose the game).

Outcome: Read the appropriate outcome below based on how the


game ended.

Victory: If you (or your ally and you) were victorious, you retrieve
the Oculus Spear. Its full description can be found below. It is a Relic
and may be given to a demon as per the normal rules. There is only
one Oculus Spear, so if the mission is played co-op, you will need to
determine which cabal gains the spear. The warband that does not
take the relic gains 12 bonus souls at the end of the game.

The Oculus Spear (Leader only): Increase the demon’s Combat


Ability by 1. In addition, once per game, when the demon makes a
Combat Defense roll, they may choose to set the value of up to three
Combat Defense Dice to 6.

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Defeat: If you (or your ally and you) failed and lost the mission, you
both failed to retrieve the spear and those who follow your lead-
er begin to question their loyalty. You must replay this mission to
proceed and will need to defeat the guardians to gain control of the
spear. During that replay, any demon activated with an activation
dice of 1 does not move, will only use Focused Combat and will only
fight if already engaged with an enemy. This penalty is only lost if
you are victorious in a replay of this scenario.

Unlocking Potential
The Oculus Spear is powerful, but it will need time to fully awaken
and lead you to your ultimate destination. Your cabal will need to
be careful and survive if they are to continue. Now that the spear is
within your grasp, other demons will come prowling, seeking to take
what you have rightfully earned.

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SCENARIO THREE:

Through the Fire


The Story
You have retrieved the Oculus Spear, a Relic of legendary power that
grants the bearer the ability to see into the future and bind fate itself…
at least, that is what the legend has said. Try as you may, the spear
will not reveal its true power. It is clear that the Oculus Spear has a
vast storehouse of soul power within it, but it consistently resists your
attempts to tap into this power at more than a surface level.

There is also the minor issue that you have no idea where the city of
Javekx could be located. The cities of Hell long ago fell into ruin and
now there is little difference between a city and the wasteland that
surrounds it. So far, your great plan of ascendancy has not worked
out exactly as you envisioned.

The legend of the Oculus Spear was You have been camped in a ravine now for several days as you at-
mostly lost to time itself. Very few tempt to unlock the power of the spear, and it seems that, unfor-
demons know anything about it in tunately, your enemies have caught up to you. Rock falls from the
this day. canyon edges alert your cabal that enemies approach, and you ready
for battle.

Enemy Figures Needed


You will need at least six demonic enemies for this scenario if play-
ing solo. If you are playing a co-op game, you will need at least nine
demonic enemies. In either event, one of the figures needs to be spe-
cial to represent the Executioner leading this cabal. The remaining
demons (either the remaining five or eight) are minions.

Terrain Notes
The board should be set up as per the heavy terrain rules. The center
of the board should be open with at least 3 Rock Crags on the out-
er edges of the board (see map). The remaining terrain should be
random.

Set-Up
Deploy your cabal into the player 1 area marked on the map. If you
are playing a co-op game, the second player will deploy into the
player 2 deployment area. Enemies are set up into the three zones
marked “enemy” on the map, divided equally between the three de-
ployment areas. Set up six enemies if this is a solo game, set up nine
enemies if this is a co-op game.
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Crag Enemies 2 5” Crag

5”
5”

Enemies 1 5” 4” Player 1 Player 2 4”

6” 6”

5”

Enemies 3 5”
Crag

Special Rules
The enemy group consists of one Greater Executioner (Devout
Demon, see Reign in Hell page 25), and the remaining demons are
Greater Spined Demons (Minion Demon, see Reign in Hell page 29).
If this is a co-op game, the Devout is a Superior Executioner and the
Spined Demons are all Superior Spined Demons. The Executioner is
set up in enemy zone 1 with two Spined demons. The remaining two
enemy zones each have three Spined Demons.

Enemy Demon Actions


In a solo or co-op game, the enemy demons act on 11, 7 and 2. If this
is a solo game, each time the enemy demons activate, two demons
may activate. If this is a co-op game, each time the enemy demons
activate, three demons may activate. The Executioner will always
activate first if able (one of the two or three activations on 11), along
with a Spined Demon (or two if this is a co-op game). Beyond the
Executioner, the enemy demons closest to any enemies who are NOT
already in engagement range (1”) will activate. If more than two
(solo) or three (co-op) demons are tied for closest NOT in engage-
ment range, randomly determine which activate. Enemy demon
actions are detailed below. Follow the steps below in order until a
condition is met and then carry out that as the enemy demon’s ac-
tion for that activation. Spined Demons will use Charge; they will not
use other combat styles. The Executioner will use multiple combat
styles as defined below.

Spined Demon Activation


1. Spined Demons that are outside of 1” but within 7” will use
Charge and charge the closest enemy (engaged or not) and make
a Combat Attack. If multiple Spined Demons share the same
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closest target, they will both Charge that enemy and attack. If
there are multiple enemies equidistant, randomly determine the
target. All Spined Demons able to charge that single target will
do so.
2. Spined Demons within 1” of an enemy will not move and will
make a Combat Attack against that enemy. If there are multiple
enemies within 1”, randomly determine which enemy the Spined
Demon will attack.
3. If there are no enemies within 7”, the Spined Demons will move
7” toward the closest enemy but will always remain outside of 1”,
ending their move early if necessary. If there are multiple ene-
mies equidistant, randomly determine which enemy the demon
moves toward.

Executioners are usually Devouts Executioner Demon Activation


for the cabals that follw the Judges 1. If the Executioner Demon is outside of 5” of all enemies, it will
Philosophy. It's very rare to find one move 5” toward your Leader (if there is more than one Leader,
not serving a powerful Leader. This it will make this move toward the Leader wielding the Oculus
Oculus Spear is certainly more than Spear).
it seems. 2. If the Executioner is outside of 5” of your Leader (or the Leader
with the Oculus Spear in a co-op game), but within 5” of any oth-
er demons, it will use Running Skirmish to move the distance to
make a Combat Attack against the first enemy on the most direct
path to your Leader (or the Leader with the Oculus Spear in a
co-op Game) and then finish its move on the shortest path to that
Leader.
3. If the Executioner is within 5” of your Leader (or the Leader with
the Oculus Spear in a co-op game), it will use Charge and move to
the above Leader and make a Combat Attack.
4. If the Executioner is within 5” of your Leader (or the Leader
with the Oculus Spear in a co-op game), but unable to reach the
Leader for any reason (such as intervening demons completely
blocking its advance), it will use Charge and move to the demon
closest to the above Leader and make a Combat Attack.

Victory Conditions
The game lasts five rounds. You are victorious if at any point in the
game all of the enemy demons are slain or if at the end of Round 5,
you (or your ally and you in a co-op game) have the Leader with the
Oculus Spear still alive. If the Leader carrying the Oculus Spear is
slain, or the cabal that has the Oculus Spear retreats, the scenario is
lost.

Outcome: Read the appropriate outcome below based on how the


game ended.

Victory: If you (or your ally and you) were victorious, you have
staved off this ambush. In addition, at the end of the game, instead
of converting Soul Dice into souls, you may instead feed them to the
Oculus Spear. If this is a co-op game, both cabals may contribute
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Soul Dice to the Oculus Spear. You may contribute Soul Dice one at a
time. Each time you contribute a Soul Dice, roll a dice. A result of 1-4
means nothing happens except the spear becomes slightly warmer
to the touch and seems…pleased. On a 5+ the spear is empowered
and utilizes the rules below as opposed to the rules from the previ-
ous scenario. Any Soul Dice used in this fashion may not be convert-
ed into souls for currency. You must allocate all dice you wish to use
in this fashion at once. Once you have made this allocation of Soul
Dice, no additional dice can be rolled for this test.

The Oculus Spear (Leader only): Increase the Leader’s Combat


Ability by 2 and the demon’s Life Ability by 1. In addition, once per
game, when the demon makes a Combat Defense roll, they may
choose to set the value of up to 3 Combat Defense dice to 6. If the
Leader slays a demon, instead of gaining a Soul Dice, they may in-
stead recharge this ability, allowing this ability to be used one ad-
ditional time in this battle. There is no limit to the number of times
this can be recharged other than the Leader’s ability to slay demons.
These rules replace the previous rules for the Oculus
Spear.

Defeat: If you (or your ally


and you) failed and lost
the mission, the spear
has now gone missing
and you must retrieve
it. You and your cabal are
able to hunt down the Execution-
er and retrieve the spear, but at
great cost. You may not convert
any Soul Dice from this mission
into souls and you lose all cur-
rent souls you have. In addition, you
may not conduct an expedition or recruit
any new demons after this mission. Finally,
any demons slain in this battle must roll on
the Soul Loss table twice and select the lowest
result.

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SCENARIO FOUR:

Doubling Down
The Story
You have learned that the Oculus Spear draws great power from
consuming raw soul essence harvested at the moment of slaying. With
each investiture of power, your ability to see into the future grows...
and slowly, the horizon is coming into view. The city of Javekx is almost
Very little is known about the within your vision, though it remains painfully unclear. You need more
ancient city of Javekx. It has been in souls, more powerful souls if you are to unleash the true potential of
ruin since the fall of the Directorate,
the Oculus Spear.
and demons are very wary of the
ruins.
If you are to truly harness the power of the Oculus Spear and reveal
your destination, then you will have to imbue the spear with the
essence of a particularly potent and ancient demon - one who may
have the essence of the old Directorate amongst their being. Such a
creature is not easily defeated.

After much time searching and fighting your way through lesser
creatures, you have arrived at the realm of the Lord of Flames, a
creature powerful and dangerous, but you will need this creature’s
Essence if you are to unlock the true power of the Oculus Spear.

Enemy Figures Needed


You will need at least ten demonic enemies for this scenario if play-
ing solo. If you are playing a co-op game, you will need at least 16 de-
monic enemies. In either event, one of the figures needs to be special
to represent the Lord of Flame leading this cabal. The remaining de-
mons (either the remaining nine or 15) are Flame Minions that can
be represented by any suitable model from your collection. The Lord
of Flame should be a standard base for that type of Superior Demon,
the Flame Minions should be on 25-32mm bases.

Terrain Notes
The board should be set up as per the light terrain rules. The center
of the board should be set up with three Lava Pools (see below). The
Lord of Flame and the Flame Minions are immune to the damage and
effect of these Lava Pools.

Set-Up
Deploy your cabal into the player 1 area marked on the map. If you

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are playing a co-op game, the second player will deploy into the play-
er 2 deployment area. The Flame Minions are set up into the three
zones marked “enemy” on the map, divided equally between the
three deployment areas. The Lord of Flame is placed between the
three Lava Pools in the center of the map. Set up nine Flame Minions
and the Lord of Flame if this is a solo game, set up 15 Flame Minions
and the Lord of Flame if this is a co-op game.

5” 6” Player 1

Enemies 3” 6”

Lava 3”
Pool Lava
Pool

10” 3” 3” 10”
Lava
Enemies Pool 3”
3” Enemies 6”

6” Player 2
5” 5”

Special Rules
The Lava Pools in this area are angry and prone to bouts of erup-
tion of hot liquid magma. See the special rules below for these Lava
Pools. The enemy group consists of one Lord of Flame (Superior
Demon, see Reign in Hell page 31) and the remaining demons are
Flame Minions (see stats below).

Lava Pools
The Lava Pools on this map are as per the rules in Reign in Hell, page
39. In addition, at the end of each round, the Lava Pools explode in
gouts of hot lava. Roll a dice for each model within 6” of the Lava
Pools that is not the Lord of Flame or a Flame Minion. On a 5+, that
model suffers 2 damage.

Flame Minion
Move: 5” (Fly)
Life: 4
Combat: 6

Special Ability: When a Flame Minion is slain, it explodes in a burst


of fire that causes 2 damage to all demons within 2”. The Lord of
Flame is immune to this effect. In addition, you do not automatically
gain a Soul Dice when a Flame Minion is slain. When a Flame Minion
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is slain, roll a dice, on a 4+, you gain a Soul Dice as normal. On a 1-3,
no Soul Dice is gained.

Enemy Demon Actions


In a solo or co-op game, the enemy demons act on 10, 7, 4 and 1. The
Lord of Flame always acts alone on the 1. The Flame Minions act on
Note from the designers: the other initiatives as per the following. If this is a solo game, each
Are the Flame Minions time the enemy demons activate, three Flame Minions may activate.
If this is a co-op Game, each time the enemy demons activate, five
really supposed to be Flame Minions may activate. The Flame Minions closest to the en-
hurting each other? emy demons will activate first. If multiple demons are equidistant,
randomly which Flame Minions activate. Enemy demon actions are
Actually, yes. The nature of this sce- detailed below. Follow the steps below in order until a condition is
nario is such that the Flame Demons met and then carry out that as the enemy demon’s action for that
find it most effective to surround activation. Flame Minions will not utilize Combat Styles. The Lord of
your demons with their bodies. Flame will utilize Combat Styles as detailed below.
Upon the deaths - and subsequent
explosions - of a few Flame De-
Flame Minion Activation
mons - they can start a cataclysmic
1. Flame Minions that are within 1” of an enemy will make a Com-
chain reaction that can destroy your
bat Aattack against that enemy. If they are within 1” of multiple
demons, even though they may also
enemies, they will attack the demon with the lowest current life.
be consumed in the blast.
If there is a tie, randomly determine their target from among
those demons.
2. Flame Minions that are within 5” of an enemy will move to the
closest enemy and make a Combat Attack against that enemy. If
multiple enemies are equidistant, the Flame Minion will prior-
itize any enemy that is already engaged with a Flame Minion. If
there are multiple enemies within range that satisfy the criteria
above, randomly determine the target.
3. If there are no enemies within 5”, the Flame Minions will move
5” toward the closest enemy. If there are multiple enemies equi-
distant, randomly determine the target for the first demon that
moves during that activation. All other enemy demons that acti-
vate during that initiative will move toward the same target. If at
all possible, the Flame Minions will remain within 2” of at least
one other Flame Minion at all times.

Lord of Flame Activation


1. The Lord of Flame will always activate on 1. If the Lord of Flame
starts its activation in a Lava Pool, it heals 2 Life.
2. If the Lord of Flame is within 1” of an enemy and in a Lava Pool,
it will use Focused Combat and attack that enemy. If there are
multiple enemies in range, randomly determine which enemy it
attacks.
3. If the Lord of Flame is within 1” of an enemy and not in a Lava
Pool, it will use Running Skirmish to attack one enemy within
range (randomly determine if there are multiple) and then move
to within a Lava Pool.
4. If the Lord of Flame is not within 1” of an enemy and not within
a Lava Pool, it will move to the center of a Lava Pool within range
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of its movement that is farthest from any enemies.
5. If the Lord of Flame is not within 1” of an enemy and within a
Lava Pool, it will use Focused Combat.

Victory Conditions
The game lasts five rounds. You are victorious if at any point in the
game all of the enemy demons are slain or if at the end of Round
5, you (or your ally and you in a co-op game) have any remaining
demons and the Lord of Flame has been slain. If neither of these are
true, the game is a defeat and you have lost.

Outcome: Read the appropriate outcome below based on how the


game ended:

Victory: If you (or your ally and you) were victorious, then you have
defeated the Lord of Flame and you are able to absorb his Essence
into the Oculus Spear (you do not gain a Soul Dice for the Lord of
Flame). Read the text below aloud:

As the Oculus Spear drinks deeply of the Lord of Flame, you feel its
power grow tenfold. Your mind fills with whispers of demons from ages
past and you see a vision of the fabled city of Javekx, the shrine of the
treasures of the Directorate. The city lies between two vast cliffs which
each double in toward each other, creating a crescent claw of rock
that halos the city. Your mind sees through time as the ravages of the
endless chaos have ground the city down to little more than ruin. Most
importantly, you see exactly where the remains of the city can be found
today and with it, your ultimate destiny.

Defeat: If you (or your ally and you) failed and lost the mission, you
will need to replay the mission again until you are successful. You
may attempt the mission one additional time with no further penal-
ties. However, if you fail the mission twice, in
all subsequent attempts, your demons
suffer a -1 penalty to their Combat
Ability (it is not cumulative, it is a
single -1 that applies to all future
attempts). This persists until you
are victorious in this mission.

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SCENARIO FIVE:

Here and Now


The Story
You have travelled far to the ancient ruins of Javekx. Once a glorious
bastion of the power and bureaucracy of Hell, now it is little more than
blowing sands and bubbling tar pits with bits of ruins rising out of the
wasteland. Somewhere within this landscape lies the hiding place of
the last surviving member of the Directorate of Hell, and perhaps more
importantly, the Dimensional Vault, a secret repository of some of the
greatest treasures and power that Hell has ever known.

You have been guided to the edge of the city by the clear vision of
the now empowered Oculus Spear. As you reach the outskirts of the
ruins, a white-hot pain flashes through your mind and you can see
no more. Whatever happened to this city was so cataclysmic, and the
energies released so powerful, that not even the prognostication of
the Oculus Spear can penetrate it.
Note from the designers: You will have to complete your journey the old fashioned way, pick-
ing through the rubble and debris to find your goal and ultimate
This mission is quite different from
destination.
many wargame scenarios, as you will
be resetting the board multiple times
throughout the game, and your goal Enemy Figures Needed
is likely to fight as little as possible A perfect run of this scenario does not require any enemy demons,
as you pick through the city. This however, that is unlikely. You will need up to ten demonic enemies
mission is more about exploration for this scenario whether solo or co-op.
and stealth than combat as you
attempt to determine the home of Terrain Notes
the surviving member of the Direc- The board should be set up as per the heavy terrain rules, and
torate. should consist only of Tar Pit Pools and Ruins, with your map al-
ways containing at least three ruins. The Ruins must either have the
Haunted or Crumbling special property (see Reign in Hell page 36
and assign each randomly).

Set-Up
Deploy your cabal into the player 1 area marked on the map. If you
are playing a co-op game, the second player will deploy into the Play-
er 2 deployment area. No enemies are initially set-up on the map.

20
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4”

6” Player 1

Minimum three ruins 4”

6” Player 2

4”

Special Rules
The goal of this scenario is to search each set of ruins in the aban-
doned city without drawing the attention of the demons and with-
ered souls that inhabit this cursed place.
• Searching Ruins: You are unsure which ruins contain the en-
trance to the hiding place of the Directorate member and the
Dimensional Vault, so you must search each terrain piece marked
as Ruins. To search Ruins, you must move a demon on or within
the Ruins (they must be fully on the terrain piece) and then roll a
d12. On the result of a 12, you have found the ruins (see victory
conditions below). On any other result, this Ruins is nothing spe-
cial and you must continue your search. You may not search any
Ruins if there are any enemies present on the game board.
• Quiet Steps: Whenever you activate a demon, if that demon Demons are rarely quiet.
moves and there are no enemies present on the board, you must
roll six dice (6d6). If the demon moving can Fly, then you may
add one additional dice to this roll. This roll is made after the
activated demon has completed their move. If the demon did
not move, then no roll is made. As long as at least one dice rolls
a 5+, you have not attracted the attention of any of the denizens
of this city. If you roll the dice and fail to get any 5+, you have an
encounter (see below). When enemies are present on the board,
you may not search additional ruins.
• Encounters: If one of your demons fails your Quiet Steps check,
then you have alerted demons in this city. See the table on the
following page to determine enemies:

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Roll Demons Number Rules
1 Carrion Demons 1d6+4 As per page 5

2 Slaughter Fiends 1d6+3 As per page 9


3 Greater Spined Demons 1d6+2 As per page 13
4 Serpent Knights 1d6 As per page 23

5 Demon Geists Special See below


6 Quick Tar Special See below

• If you generate any enemy demons, they are placed in the nearest
unoccupied ruins to the demon that failed the Quiet Steps check.
If all ruins on the board are currently occupied, then the demons
simply move on from the board edge closest to the demon that
failed the Quiet Steps check. Any existing activation dice you have
are discarded and a new set of activation dice for your cabal are
rolled.
• Once all enemies from an encounter are defeated, discard all re-
maining activation dice and roll a new set of activation dice. You
may now utilize Searching the Ruins again.
• Coming up Empty: If your cabal searches all Ruins on the map
and does not succeed as per Searching the Ruins, then your
demons are removed from the board and set up again in their
starting area. Reset the ruins and repeat the search. In a solo
game if you have searched eight ruins and have not rolled a 12,
you succeed automatically on the ninth set of ruins. In a co-op
game, if you have searched 11 ruins and have not rolled a 12, you
succeed automatically on the twelfth set of ruins.

Demon Geist
As you move through the ruins, you awaken the angry twisted souls of
this place and they swarm your cabal before returning to their silent
watch.

If you generate the Demon Geist result, roll six dice (6d6) for each
demon in your cabal, for each result of a 6 that demon suffers 2 dam-
age.

Quick Tar
As your demon is making its way through the ruins, it takes one wrong
step into a hidden pool of boiling tar.

If you generate the Quick Tar result, randomly select a demon in


your cabal that is on the board and make a Combat Defense roll. If
the demon generates at least two 6s, they escape unharmed. If they
generate a single 6, they suffer 3 damage. If the demon fails to gener-
ate any 6s, they are slain.
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Enemy Demon Actions
• If you generate a result of Carrion Demons, they are set-up as
above and follow the actions and activation order on page 5.
• If you generate a result of Slaughter Fiends, they are set-up as
above and follow the actions and activation order on page 9.
• If you generate a result of Greater Spined Demons, they are set-
up as above and follow the actions and activation order on page
13.
• If you generate the result of Serpent Knights, they are set-up as
above, use the stats in Reign in Hell page 30, and follow the ac-
tions below. Serpent Knights activate on 12, 10, 8, 6 and 4. Each
time the Serpent Knights activate, the two Serpent Knights clos-
est to your cabal activate if there are multiple Serpent Knights
equidistant to your cabal, randomly determine which two ac-
tivate. If there is an odd number of Serpent Knights, the final
activation will be the last remaining Serpent Knight.

Serpent Knight Activation


1. If the Serpent Knight is within 1/2” of an enemy, it will use Fo-
cused Combat and attack that enemy. If there are multiple ene-
mies within ½”, it will attack the enemy with the lowest current
life total. If there are multiple such enemies, randomly determine
which enemy the Serpent Knight attacks.
2. If the Serpent Knight is not within ½” of an enemy, but is within
7” of an enemy, the Serpent Knight will charge the closest enemy.
If there are multiple enemies equidistant, it will attack the enemy
with the lowest current life total. If there are multiple such ene-
mies, randomly de y the Serpent Knight moves toward.

Victory Conditions This scenario is unusual in the world


The game lasts until you succeed on Searching the Ruins at which of tabletop wargames because there
point the scenario ends in Victory. Any other circumstances (such are no enemies on the board to start,
as retreat or death of all members of the cabal(s), results in defeat. and it can potentially be completed
If you are victorious, you may not recruit any demons or perform without any combat - and that's
any expeditions before proceeding to the final mission. Complete all okay. This scenario tests your skill
other steps as normal and your demons begin the next scenario at in moving your demons throughout
full health. the ruins successfully, and may also
require a bit of luck.
Outcome: Read the appropriate outcome below based on how the
game ended.

Victory: If you (or your ally and you) were victorious, you have
located the hiding place for the surviving member of the Directorate
and the Dimensional Vault, read the text below.

You have searched ruin after ruin, and just when it seemed that your
search was in vain, you’ve found it. When digging through the ru-
ins, you found the runes of the Directorate of Hell around a hidden
entrance buried beneath a pile of rubble. As you clear away the dust

23
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and detritus, bringing the Oculus Spear near the runes, they alight
with hellfire. The sound of thunder cracking echoes across the land-
scape. The door falls away, revealing a yawning black void into the
bowels and hell and hopefully, destiny.

Defeat: If you (or your ally and you) failed and lost the mission, you
will need to replay the mission again until you are successful. How-
ever, any demons slain must roll twice on the Soul Loss table and
take the lowest numerical result. This repeats each additional time
you lose the scenario until you achieve the victory condition.

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SCENARIO SIX:

The Lost and the Damned


The Story
You gather your cabal and travel down the stairs into darkness. The
staircase twists and loops back on itself and seems to continue forever.
Finally, you arrive into a massive chamber lit by the soft glow of lava
that flows through channels along the side of the chamber. The walls
are adorned in massive statues and reliefs. The panoply of the Direc-
torate of Hell looks down onto your cabal from empty, stony eyes.

The wall opposing you as you travel down the stairs has a vast door
with demonic runes scribed on it. The Dimensional Vault that holds
the treasures of the Directorate of Hell. The door hangs open which
bodes ill.

In the center of the floor lies the desiccated form of a large demon. If
this was the last remaining member of the Directorate, they are no
longer surviving, that is for sure. Their form looks as though every
bit of soul energy has been drawn from it.

The sound of scraping metal echoes throughout the chamber, and


the door to the Dimensional Vault swings open. A massive form of
solidified soul energy comes forth. Its form is a mix of soul, shad-
ow and ash. Its form seems changing and shifting, a whirling mix of
arms, claws, tentacles and teeth.

It seems you are not alone in the Dimensional Vault and the trea-
sures will not be yours easily.

Enemy Figures Needed


You need one enemy demon (which should be a large figure on at
least a 100mm base) for this scenario.

Terrain Notes
The board should be set up as per below. The vault has a specific
terrain set-up, see the map for full details.

Set-Up
Deploy your cabal into the player 1 area marked on the map. If you
are playing a co-op game, the second player will deploy into the
Player 2 deployment area. Set up the Soul Emperor in the location
marked on the map.
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Ruins
5” Player 1

5” Player 2

Shrine 5”
Soul
Emperor
8”
Ruins
7” Ruins

Special Rules
The enemy group consists of the Soul Emperor, a massive demon
that has fed on the power of a member of the Directorate of Hell and
the riches of the Dimensional Vault to grow to immense power.

Soul Emperor
Move: 12” (Fly)
Life: 40
Combat: 12

Special Ability: When the Soul Emperor makes a Combat Attack


roll, if any of the dice result in a natural 6, the Soul Emperor heals 2
Life. In addition, the first time the Soul Emperor is reduced to 0 Life,
roll a d6, on a 1-2, the Soul Emperor is slain, on a 3-5, the soul Em-
peror is not slain, all additional damage is negated and the Soul Em-
peror remains at 1 Life. On a roll of 6, the Soul Emperor is not slain,
all additional damage is negated and the Soul Emperor is restored to
10 Life.

Enemy Demon Actions


In a solo game, the Soul Emperor acts on 12, 7, 4 and 2. In a co-op
game, the Soul Emperor acts on 12, 9, 7, 5, 4, 2. The Soul Emperor’s
actions are detailed below. Follow the steps below in order until a
condition is met and then carry out that as the Soul Emperor’s action
for that activation. The Soul Emperor may be activated multiple
times in a round.

Soul Emperor Activation


1. If the Soul Emperor is within 1/2” of an enemy, it will use Fo-
cused Combat and attack that enemy. If there are multiple ene-

herllon nascimento (Order #36974247)


mies within ½”, it will attack the enemy with the lowest current
Life total. If there are multiple such enemies, randomly deter-
mine which enemy the Soul Emperor attacks.
2. If the Soul Emperor is not within ½” of an enemy, but is within
12” of an enemy, the Soul Emperor will charge the closest enemy.
If there are multiple enemies equidistant, it will attack the ene-
my with the lowest current Life total. If there are multiple such
enemies, randomly determine which enemy the Soul Emperor
attacks.
3. If the Soul Emperor is not within 12” of an enemy, it will use Fo-
cused Combat and remain stationary.

Victory Conditions
The game lasts until the Soul Emperor is slain. Any other conditions
result in defeat.

Outcome: Read the appropriate outcome below based on how the


The Soul Emperor is the most pow-
game ended:
erful being currently known in the
realm of Hell since the fall of the
Directorate. Victory: If you (or your ally and you) were victorious, you have de-
feated the Soul Emperor, read the text below:

As you destroy this abominated amalgam demon, you hear the


sounds of thousands, perhaps millions of screaming souls shattering
into non-existence. Whatever this creature was, it was not capable
of sustaining itself with its corporeal form disrupted. Just as the
wailing is about to drive you to madness, it subsides, leaving only the
sound of wind passing across sand and then silence.

Having a quiet moment, you see that the Director of Hell is long de-
stroyed. Though more powerful than most can imagine, it seems as
though its souls were extracted slowly and methodically over years,
perhaps decades, until the creature was nothing more than a with-
ered husk. The Directorate of Hell is truly dead and gone.

When you pass through into the Dimensional Vault, the Oculus Spear
alights with abyssal power, and you see the truth of the vault. Items
in this room were kept just out of phase with reality. Existing one
second in the future and out of the reach of all but the most powerful
of demons. As time aligns itself in the presence of the spear, you see

28
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that much of what remains is ruined and inert. It seems that even
time couldn’t fully protect these treasures from the power of that
monster who leeched the soul energy from these items over years of
imprisonment.

It seems your journey was fruitless, until you catch the glint of one
item that seems to have survived the destructive entropy of the Soul
So what's next for Hell?
Emperor. A small music box that glints with the purest silver - anath-
With what your cabal has discovered
ema to demons. Picking it up carefully it plays a small happy melody,
here, the future of Hell is in flux
one clearly originally from the human world. As the simple song
more now than since the fall of the
draws to a close, the Oculus Spear again flares to life and fills your Directorate. But what will come to
mind with a vision. pass is still to be seen. Only time
will tell.
You see the portal to earth, long relegated to ruin and waste. You ap-
proach it, climbing over pile after pile of the bodies of your enemies.
You set the time music box at the base of the great portal and as
the song plays, the portal flares to life and reveals the human world
beyond.

Just as quickly, the vision passes, leaving you with a feeling as though
a spike of pure light has been driven into your skull.
When it clears, you find your vision focusing
on the small music box. Perhaps this
has all been worth it after all. For it’s
possible, with this, you may
just be able to reopen the
portal to earth.

Defeat: If you (or your ally


and you) failed and lost the
mission, you are consumed by
the Soul Emperor and forever
slain. You lose this campaign
and must begin again with a
new cabal from the beginning.

29
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