HS Dungeons A dungeon crawl game by Matt InfinityMax Drake With special thanks to the guys at Heroscapers.com

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HS Dungeons A dungeon crawl game by Matt InfinityMax Drake With special thanks to the guys at Heroscapers.com This game is playable by 1-4 people. There are a total of four characters, divided evenly between the players (if you are playing with 3, one person should play 2 characters). Characters start out all the same, with the following base stats: Attack (A): 2 Defense (D): 2 Move (Mv): 4 Life (L): 4 Mind (Mnd): 2 Each character also gets 500 gp to spend on weapons and training. Characters may purchase training from the following list; spend the gold and add the training to your character sheet. Basic Melee Training (100 gp): A+1, adjacent only Basic Ranged Training (100 gp): A+1, non-adjacent only Basic Dodge Training (100 gp): D+1 Basic Speed Training (100 gp): Mv+1 Basic Hardiness Training (150 gp): L+1 Basic Scholastic Training (100gp): Mnd+1 Basic Locksmith Training (75GP): Character may unlock doors; roll an attack against the lock s defense (described on random event card), using Mind in place of Attack. A successful hit unlocks the door; a failure means you may draw another RE card to try again. Takes 4 Mv. Basic Medicine Training (75GP): Character may try to heal wounded allies and self. Roll an attack using Mind instead of Attack, and the target s # of wounds instead of Defense. Success indicates one Life is restored. In any case, may not try to heal again until target takes another wound. Takes 4 Mv. Basic Trapfixing Training (75GP): Character may try to disarm traps. If the trap is on a RE card when opening a door, roll an attack using Mind vs a Defense of 2. Success indicates the trap is bypassed; failure indicates the trap triggers. If the trap is marked on the map, and the attempt indicates failure, draw a card; if the card shows a trap, it is triggered. Takes 4 Mv. Basic Arcane Training (50GP): This character may purchase Arcane spells that do not have a prerequisite. Basic Holy Training (50GP): This character may purchase Holy spells that do not have a prerequisite. Advanced Training - These skills require the character to have purchased the previous training; for example, you may not acquire Advanced Melee Training until you have purchased Basic Melee Training. Advanced training for melee, ranged, dodge, speed, hardiness and scholastic adds an additional +1 to the stat. Advanced Arcane or Holy Training allows the character to purchase spells that have prerequisites. Spells A character may cast each spell in his repertoir once per adventure. If a character wishes to cast a particular spell multiple times, he must purchase multiple copies of it. For now, simply mark down which spells your character has bought, and how many. Later I will make spell cards. Arcane Spells: Mystic Bolt (50GP) 2Mv - Make an attack against any foe you can see; Use your Mind as your Attack score. Shock Fist (50GP) 2Mv - Make an attack against an adjacent foe, using Mind+2 as Attack. Vanishing Mist (50GP) 2Mv - No monsters may attack or move toward the target for the duration of the spell; lasts a # of rounds equal to Mind. Safe Passage (50GP) 2Mv - Eliminate all traps on door or trap space, no roll required Protective Aura (50GP) 2Mv - Target gains +1D for (Mind) rounds Guided Blade (50GP) 2Mv - Target gains +1A for (Mind) rounds Sparrow Speed (50GP) 2Mv - Target gains +1Mv for (Mind) rounds Minds Eye (50GP) 2Mv - Draw the next RE card and place the room as normal, but do not open the door. If the card shows a trap, it is detected, but not disarmed. Exploding Burst (100GP) 2Mv - Target a square you can see. Any creature in that square or any of the surrounding 8 squares is attacked, using your Mind score as your Attack. Prerequisite: Mystic Bolt. Lightning Bolt (100GP) 2Mv - Attack each figure in a straight line out from you. If on a straight path, range

is 6; if on a diagonal, range is 4. Roll an attack using Mind rather than Attack for each creature in that line. Holy Spells Prayer of First Aid (50GP) 2Mv: Restore 2 Life to a wounded ally. Prayer of Righteous Rage (50GP) 2Mv: Attack one adjacent foe with Mind instead of Attack. Prayer of Deliverance (50GP) 2Mv: Protect the target with +1 D for (Mind) rounds. Prayer of Aid (50GP) 2Mv: Place one [summoned monster] adjacent to the caster. It acts on the caster s turn, at his command. It remains for (Mind) rounds. Prayer of Confidence (50GP) 2Mv: Target gains +1 A for (Mind) Rounds. Prayer of Holiness (50GP) 2Mv: Make an attack (using Mind instead of Attack) against all undead creatures in sight. Successfully attacked creatures may not act for as long as the caster does not take an action. Prayer of Healing (100GP) 2Mv: Restore 4 Life to a wounded ally. Prerequisite: Prayer of First Aid. Weapons, Armor and Equipment: Dagger (25GP): +1A; may be thrown as a ranged attack Staff (100GP): +1A; may attack diagonally Sword (75GP): +2A Battle Axe (100GP): +3A Two-Handed Sword (200GP): +3A; may attack diagonally Bow (50GP): +2A; may not be used against adjacent foes (diagonal is OK) Crossbow (150GP): +3A (may be used against adjacent foes) Leather Armor (100GP): +1D Chain Armor (200GP): +2D Plate Armor (300GP): +3D Healing Salve (25GP): Discard to restore 2 Life. Healing Potion (75GP): Discard to restore 4 Life. Rules Characters take turns acting. Each character completes his turn, then any monsters take their turn. On a player s turn, he spends his Mv to perform actions, as follows: Move 1 space (not diagonal): 1 Mv Attack Melee: 3 Mv Shoot: 4 Mv Use a Skill: As per the skill Open a Door: 2 Mv Cast a Spell: As per the spell A character may attack a monster with a melee attack only if he is next to it, not on a diagonal. Some weapons allow diagonal attacks. Monsters must also be adjacent to attack, though some have the ability to attack diagonally. To perform an attack, roll a number of attack dice equal to your modified attack score. The monster rolls defense dice equal to its defense score. All skulls in excess of shields are wounds; when a monster has as many wounds as its life score, it is dead. The same applies to a hero. When a monster dies, remove it from the map. When a hero dies, the other characters may pick up that hero s equipment. A new hero may be generated and given the equipment, but the new hero will not have training to begin. Monsters attack after all heroes have had their turns. Monsters follow strict prioritization rules, as outlined here. Melee monsters (monsters without ranged attacks or spells) move to the closest hero and attack. They will not change targets until they or their first targets are dead. In a case where two or more heroes are equidistant, roll a die to determine the target. Ranged monsters (monsters with ranged attacks) will move only as needed to avoid melee and gain line of sight to preferred targets, giving priority to avoiding melee heroes. They will then fire on heroes they can see. They will fire first at heroes with arcane spellcasting training, then at heroes with holy spellcasting training, then at heroes with ranged weapons, and finally at any other available target. They will switch targets if their target dies, if their target leaves their sight, or if a higher priority target becomes available. In the case that more than one viable target exists, roll a die. Spellcasting monsters will cast their spells in the order they are listed in the monster description. Boost spells will be cast on the most powerful monster. Spells that hurt stats (but not Life) will be cast on the most

powerful melee hero. Spells that cause damage will be cast at targets as if the spellcaster is a ranged monster. Spells that damage and require adjacency will be cast at the closest hero. Once a spellcasting monster has cast all its spells, it becomes a melee monster. Exploring To begin the game, heroes set up in front of a door. They then roll on the random event table, ignoring the random event to determine the size of the room they will enter. The room is placed on the table. Characters take turns placing the rooms. There are two kinds of room - basic and objective. Objective rooms should be placed at the bottom of each stack of rooms, and basic rooms are shuffled and placed face-down on top of them. The objective room may not be drawn and placed until the rooms on top of it have been placed. Monsters are indicated by skull piles. The more skulls in a pile, the more powerful the monster. Roll on the appropriate monster table to determine the monster to place in each space. A four-skull pile is an objective monster; if the scenario does not have an objective, use the three-skull table. Once all monsters are defeated, heroes may search for treasure. A hero adjacent or atop a treasure space may roll on the appropriate treasure table. If the scenario does not have an objective treasure, chalice spaces are treated as gem spaces. Each treasure space may only be searched once. Monetary treasure must be split by all heroes after the adventure, so one hero s sheet can be used to record treasure. Each monster earns the heroes bounty. This is additional treasure, though it is not usually much. However, it can add up, especially in a larger dungeon. Monsters 1-skull Monsters Goblin Bolt: A2, D1, Mv6, L1, Mnd3, Bty1 (crossbow) Goblin Blade: A2, D1, Mv6, L1, Mnd3, Bty1 Orc Slasher: A2, D2, Mv5, L2, Mnd3, Bty1 Orc Shooter: A2, D2, Mv5, L2, Mnd3, Bty1 (bow) 2-skull monsters Orc Enforcer: A4, D3, Mv6, L3, Mnd4, Bty2 Orc Bodyguard: A3, D4, Mv6, L3, Mnd4, Bty2 Orc Medicine Man: A2, D3, Mv7, L3, Mnd4. Bty2 (*spells) Goblin Taskmaster: A3, D3, Mv8, L2, Mnd3. Bty2 (**whip) 3-skulls monsters Ogre: A5, D4, Mv6, L5, Mnd3, Bty3 (**reach) Orc Chieftain: A4, D5, M7, L4, Mnd4, Bty3 (**large axe) Orc Shaman: A3, D3, Mv6, L4, Mnd5, Bty3 (***spells) A: Attack, D: Defense, Mv: Move, L: Life, Mnd: Mind, Bty: Bounty *Orc Medicine Man has the following spells, which he may cast once per game: --Dread Cloud of Defeat: -1A, -1D on one target; will cast on biggest melee fighter --Sickly Touch: If adjacent to a hero, this spell automatically causes -1L **These monsters may attack diagonally ***Orc Shaman has the following spells, each of which he may use once per game: --Slavering Fearlessness: +1A, +1D for all allies until end of fight --Dread Cloud of Defeat --Miasma: Attack with Mind-1 instead of attack; target a space and all spaces adjacent (but not diagonal) --Kargoch s Helping Hand: +2 Life to adjacent monster --Sickly Touch The game is over when a RE table result indicates a room size from a depleted stack of rooms. If the heroes have found the objective, they get the scenario s payoff. Otherwise they failed to find their objective and have failed. They also fail if they all die.

Tables Monster Tables 1 Skull (roll d4): 1: Goblin Bolt 2: Goblin Blade 3: Orc Slasher 4: Orc Shooter 2 Skulls (roll d4) 1: Orc Enforcer 2: Orc Bodyguard 3: Orc Medicine Man 4: Goblin Taskmaster 3 Skulls (roll d6) 1-2: Ogre 3-4: Orc Chieftain 5-6: Orc Shaman Treasure Tables Copper Coins (roll d8) 1: 5 gp 2: 10 gp 3: Dagger 4: Shield 5: Healing Salve (discard to restore 2 L) 6: Protect Potion (+1D until end of battle) 7: Attack Potion (+1A until end of battle) 8: Healing Potion (discard to restore 4L) Gem (roll d8) 1: 50 gp 2: 75 gp 3: 100 gp 4: Scroll of Shock Fist (one use, any hero) 5: Magic Sword (+3A instead of +2A) 6: Magic Leather Armor (+2D instead of +1D) 7: Protection Ring (+1D) 8: Scroll of Restoration (Return a dead hero to life at full health; cannot be used on a dead hero once the adventure has ended, though the scroll may be kept for later) Random Event Table (roll d12) 1: No event; room size 4X4 2: Trapped door; room size 4X4 3: Wandering monster; room size 4X4 (place 1-skull monster at farthest door into current room) 4: No event; room size 4X4 5-6: No event; 4X6 7: Trap; 4X6 8: Wandering monster; 4X6 9-10: No event; room size 6X8 11: Trap; 6X8 12: Wandering monster; 6X8 Gold Coins (roll d10) 1: 15 gp 2: 25 gp 3: 20 gp gem 4: 50 gp gem 5: Potion of Double Attack (until end of battle, when a hero performs a melee attack, he may attack twice) 6: Potion of Healing 7: Scroll of Mystic Bolt (any hero may use once) 8: Sword 9: Chain Armor 10: 75 gp gem

short hall guard room

vault t-intersection

barracks medium hall

torture chamber bedroom

mess hall storage room

jail

kitchen

long hall

throne room

common room