Introduction and Thanks
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- Drusilla Long
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2 Introduction and Thanks Knights of the Daystorm was a Dungeons & Dragons campaign my old friends and I played over the course of about three years around It was loosely based on Square s NES classic Final Fantasy, a game I played through about a dozen times. So the roots of this story go pretty deep with me. I wanted to capture the feel of going from dungeon to dungeon across the various worlds, accumulating loot and facing a wide variety of challenges with a small team of heroes. To me, that s a lot of what D&D is about. But it s also about the friends you game with along the way. I still keep up with all my old D&D buddies even though it s been years since we played. We always like to reminisce about this campaign. So I hope you enjoy it as much as we did. I know it s a bit foreboding at first, cracking open this tome of maps and rules. But it s all been tested and it s all for the sake of fun. If you ve been looking for a solid campaign scenario, and you ve got the product to create it in all its glory, you ve in for a real treat! Have fun! ~Velenne It s an angel! With a Sword! A very special thanks to all the folks who pitched in during the extensive creation process of KotDS: DrLivingston Killercactus Fedex worker Sujoah Anonymous Xotli Sup3rs0n1c Messenger Aldin GaryLASq AND IN PARTICULAR ZBeeblebrox whose playtests and perspective were invaluable from the start. GreyOwl for helping with the final presentation. Zzzzz for creating Virtualscape, one of the game s most vital resources! Thanks! 2
3 Knights of the Daystorm Game Guide TABLE OF CONTENTS Special Rules... p.. 4 Read this section to clarify the various additional rules required to run through this campaign. You may need to reference this section regularly. You can also find a sheet to help track your progress between game sessions here. Treasure Glyphs and Artifact Cards... p. 6 There s lots of loot to gain (and lose!) along the way. Reference this section for specific rules on these gamechanging items. Battlefield and Scenario Guide... p. 10 This section features five different battlefields that you can create using your Heroscape collection. Each battlefield includes level-by-level building instructions and the relevant game scenario based on D&D/Heroscape. BOOK CONTENTS 1 Player s Cheat Sheet 5 Battlefields and Scenarios 15 Glyphs 4 Artifact Glyph Cards THE FIRST TIME YOU PLAY In Knights of the Daystorm, one side plays the role of the Knights of the Daystorm, a group of heroes who begin on Earth but eventually hail from various worlds. The other side will play the role of the Dungeon Master, and it s your job to stop the Knights using the plethora of creatures, traps, and puzzles at your disposal. There are four element-themed dungeons and one final dungeon called Sanctuary. The Knights choose the order in which to complete the elemental dungeons, striving to acquire the Elemental Artifact Key protected by each dungeon s final Guardian. If the Knights do so, they travel to Icaria for the final dungeon and final victory: the very source of the wellsprings! Make sure you understand the drafting rules for the Knights, take a look over the scenarios (taking care not to read Runa s Riddles!) and determine which dungeon the Knights delve into first. Number of Players Knights of the Daystorm can be played with 2, 3, or 4 players. 2 players: One player assumes the role of the party, the Knights of the Daystorm. The other player is the Dungeon Master, or DM, and controls the creatures the party encounters in each room of the dungeons. 3 players: Two players share the role of the Knights. Each player has a set of order markers they may place on any of the Knight s army cards, however no single can card can have more than one of a given numbered order marker. The DM also plays with two sets of Order Markers but is not bound by the same restriction. 4 players: Two players each share the roles of Knights and DM and each player has his own set of Order Markers. Again, players of the Knights of the Daystorm may not repeat Order Markers on the same card, but the DM s can. 3
4 Knights of the Daystorm Game Guide The Knights player may never control more than 6 spaces and 450 points worth of Unique Heroes. If during a dungeon, the Knights should ever enter a new room with more than the allotted points or spaces worth of units, the player must discard units back into the draft pool until these requirements are satisfied. At the outset of the campaign, the Knights player may draft from the pool of heroes on the adjacent list. After each dungeon, this pool will expand per that scenario s guidelines. Once a figure is chosen, it cannot be replaced unless destroyed in a dungeon. Once a Knight, always a Knight! Spirits (such as Finn the Viking Champion s Warrior Attack Spirit 1 ) placed a Knight s army card carry over between dungeons, and can never be moved to a different Knight. If that Knight is destroyed, the Spirit bonus is lost. When moving from one room to another in a dungeon, remove all wound markers from Knights army cards. If all Knights are destroyed in the first dungeon they attempt, the Knights player may draft an entirely new group and repeat the same dungeon again from the start. If all Knights are destroyed again, or are destroyed at any other time after the first dungeon, the campaign is over and the DM wins! Earth's Knights Agent Carr -100 points Agent Skahen -120 points Alastair Macdirk points Brave Arrow -50 points Crixus -90 points Deadeye Dan -60 points Elgrim -30 points Finn -80 points Guilty McCreech -30 points Hatamoto Taro -130 points Isamu -10 points James Murphy -75 points Johnny"Shotgun"Sullivan - 60 points Kaemon Awa -120 points Kumiko -80 points Marcus Decimus Gallus -100 points Master Win Chiu Woo -140 points Moriko -80 points Otonashi -10 points Parmenio -90 points Retiarius -90 points Sgt. Drake (RotV) -110 points Shiori -60 points Sir Denrick -100 points Sir Gilbert -105 points Sir Hawthorne -90 points Thorgrim -80 points Valguard -110 points 4
5 Knights of the Daystorm Game Guide 5
6 T Treasures Glyphs and Artifact Cards TREASURE GLYPHS Follow all normal rules for Treasure Glyphs found in your Heroscape Battle for the Underdark Master Set. If a Knight carrying at least one Elemental Artifact Key is destroyed, all Keys must be discarded in the space formerly occupied by that figure. Other treasures are lost. Unless specified in the scenario rules, the DM s Heroes can never pick up Elemental Artifact Keys. Treasure Bonuses to a unit s army card values never stack. Only the highest bonus is used. Treasure carries over between dungeons and may be exchanged among Knights before starting a new dungeon or room. Rules for new Treasure Glyphs are as follows: Amulet of Health: 2 additional wound markers may be placed on this army card before it is destroyed. Boots of Haste: When moving with this figure, you may move 2 additional spaces. Eyes of the Eagle: Add 1 to this figure s Range if this figure s Range is already greater than 1. Helm of Heroism: If this figure is engaged with more than one of an opponent s figures, this figure may make one additional normal, adjacent attack at the end of its turn. Luckstone: Any time you roll the 20-sided die with this figure, including Initiative, you may add 1 to your roll. 6 Ring of Protection +2: When rolling defense dice with this figure, roll 2 additional dice. Scroll of Deep Slumber: (Wizard Only) (Temporary) After moving and instead of attacking, discard the Scroll of Deep Slumber and choose a Common figure within 5 clear sight spaces. Roll the 20-sided die. If you roll a 10 or higher, remove all Order Markers from that figure's army card. Scroll of Teleport: (Wizard Only) (Temporary) Before moving and instead of attacking, discard the Scroll of Teleport and choose an empty space up to 8 clear-sight spaces away from this wizard. Move this wizard and up to two adjacent friendly figures to that space. Place any chosen teleported figure(s) adjacent to this wizard. If this wizard and/or any chosen figures are engaged when they start to teleport, they do not take leaving engagement attacks. Shield of Arrow Deflection: When rolling defense with this figure against any nonadjacent attack, roll 2 additional dice. Tome of True Resurrection: (Temporary) Instead of moving and attacking with this figure, place any previously destroyed figure you control adjacent to this figure. Remove all wound markers from the destroyed figure s army card. Vorpal Sword: When making a normal, adjacent attack with this figure, if you roll a skull on every dice, the defending figure receives a wound for every skull and cannot roll defense dice.
7 Glyph Printouts (DO NOT RESIZE) 7
8 rtifact Cards 8
9 rtifact Cards Battlefield 9
10 Artifact Cards GENERAL DUNGEON NOTES Victory Conditions Unless otherwise stated in a Room s scenario text, the goal of the player is always to destroy all of the DM s figures. Rooms Bear in mind when playing on any map that major terrain-type changes will always denote a new room and thus a new encounter. Play only 1 room at a time! This includes moving figures and checking for line of sight. Starting Zones Knights always start in Red starting zones. The DM always starts in Blue starting zones. Yellow starting zones are for placing additional DM-controlled figures in an Advanced Dungeon (see below). Treasure Glyphs In the battlefield diagrams, Treasure Glyphs are represented by a glyph of Brandar. Consult the scenario rules for which glyph to use specifically on that space. 10
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