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R U N E B O U N D

Cities of Adventure
Rise of the Dragonlords
This variant includes a different story dice chart for each of the original eight cities in Runebound. The new city charts
tie in more closely with the theme of the main Rise of the Dragonlords adventure and is meant to make the base game
far more challenging for the heroes. Vorakesh and his undead minions haunt the shadowed streets, while the dragons
awake to reap destruction on all who stand against them.

Story Dice Rules: Each time your hero ends his turn in town, roll one of the movement dice and consult the chart
below for the specific city you entered. Each terrain type results in an event that effects your character during their
visit to town. A player may resolve the events in any order they wish. (Note: If you don't wish to roll every time,
consult the variant rules in the original Cities of Adventure variant posted under the files of the base game.)

Optional Death Rule: To really showcase the added danger of these rules they are best played without the knock out
rules from the standard game. Instead, any hero who loses his last life is killed and removed from the game. A player
may choose to start a new character in any town of his choosing at the start of his next turn. If it is late in the game, a
player can also choose just to sit out and watch to see if any of the other heroes can defeat the Dragonlords.

Cities of Adventure - Rise of the Dragonlords! 1


T A M A L I R

City of Political Intrigue Road: Crowded Streets: Nothing Swamp: Servants of the Shadow:
The largest human city in all the land in this city moves quickly and that Your royal friends have recently
is considered to be one of the last includes traffic. Roll two less switched sides and have made a
movement dice next turn. deal to sell you to agents of the
peaceful places, untouched by the
Shadow Academy. Make a Hide
undead minions of Vorakesh or the Hills: Politics!: Make a diplomacy Check (Mind) (18) to slip away
fires of the Dragonlords. Alas, some (spirit) check (16). If you succeed, before you are captured. If you
of the noble families have begun to you gain the help of a powerful fail, you must draw and resolve
lose hope and have petitioned the King new family who aids you on your one yellow adventure card. Your
to step down so that Margath might quest. Your hero gains 2 gold. hero!s turn ends immediately once
rule unopposed. While most consider this card is resolved.
Mountain: Royal Summons: You
such things to be the talk of traitors,
lose your market step this turn as
the heroes must be careful about which
you are summoned by the King to
noble families they ask for aid. the palace. The King promises the
full support of the throne and your
Plains: Royal Favors: Your hero is hero is given 5 gold to aid them in
healed one wound for free. their quest.

River: Trade City: Immediately Forest: Lost: The winding streets


draw three market cards and add of the city can leave anyone
them to the market stack. confused. You may not roll
movement dice next turn.

2! Cities of Adventure - Second Edition


D A W N S M O O R

Stronghold of the Ura-khan Hills: Orc Assistance: If your Swamp: Pit Fight: Your hero has
Orcs of the Skar Clan have recently character is an orc, he heals one been forced into the gladiator pit to
gained power in Dawnsmoor, wound and gains 1 gold. If he is a prove their worth against an orc
non-orc, nothing happens. warmaster, a powerful fighter
swearing their loyalty to the
skilled with using both his axe and
Dragonlords. While an orc hero Mountain: Show of Strength: Test his fangs as weapons. If your hero
might still be able to find aid from his (body) 18. If you succeed, all allies defeats the warmaster, gain 3
fellow orcs who long for the peaceful in the market stack are half price experience and 3 gold. If you fail,
past, a non-orc hero may be wise to this turn. If you fail, they are you are knocked out and suffer the
avoid the city entirely. regular price. normal penalties.

Plains: Not Welcome: The Orcs Forest: Blood Magic: It is said the Orc Warmaster
are inspecting all traffic into and orcs practiced blood magic in the
out of the city. Make a Diplomacy last great war and there are still a Before Combat: Make a Spot
Test (Spirit) (15). If you fail, you few old shamans who know the (Mind) Check (18). If you fail, the
may not resolve a market step this secrets. If your hero skips his next combat starts in the melee phase.
turn or pay to heal wounds and turn, pays 3 gold and takes three If you succeed, you may start the
fatigue. Orc heroes pass this test life damage, he may take an combat in any phase of your
automatically, whereas Dwarf experience counter of his choice at choice.
heroes automatically fail. the end of his next turn. A hero
may only do this once per game. 5 Life
River: Strong Ale: The drink of the Mind: 18/1
orcs is ten times stronger than Body: 18/4
what humans drink and tastes like Spirit: 10/1
a mix of blood and mud. But to
refuse such an offer would bring a
fight and great dishonor. Test
Endurance (body) 15. If you pass,
your hero and each ally heal all
fatigue. If you fail, your hero and
each ally suffer 2 fatigue damage.

Road: Rot and Death: The orcs


have lined the road to their city
with spears, skulls and the slain
bodies of those foolish heroes who
have come to their city looking for
aid. Such sights are disheartening
and your hero suffers 1 fatigue
damage.

Cities of Adventure - Rise of the Dragonlords


G R E Y H A V E N

City of Scholars Road: Teleport!: Mundane travel is Swamp: Summon Dragon: If your
The oldest college of magic in the land for lesser beings without the power hero wishes he can attempt to
was founded in Greyhaven over 500 or gold to afford better ways. Your summon one of the Dragonlords to
hero may spend 5 gold to move Greyhaven where he can use the
years ago. As danger threatens the
anywhere on the board at the start cities magical wards to aid in the
land, new students and old graduates of his next turn. battle. If you hero chooses to do
have flooded into the town to expand so, he must first pass a Spirit Test
their knowledge of the magical arts. Hills: Wizards Duel: Your hero (20). If he succeeds he may draw
Many seek such power to better wanders into the middle of a the first red adventure card and
protect their families, while others look wizards duel. Pass a Mind Test resolve it as normal. If he fails,
only to turn a profit, but a few are 16 to avoid getting struck by an nothing happens and his turn
errant magical spell. If you fail, continues as normal. If the red
unsavory individuals in league with
your hero suffers 2 wounds. adventure card is a Dragonlord,
Vorakesh. then the hero is aided by the cities
Mountain: Gain a Familiar: Draw magical wards, gaining +2 on all of
Plains: Knowledge is Power: market cards until you draw a his dice rolls and +1 damage on all
Choose one unresolved adventure familiar and take this card for free. of his attacks. A hero may only
gem and draw an encounter card If your not playing with the use this event once per game.
for it. Place this card face down in Runebound expansions that
the Undefeated Track after looking contain familiars then gain 1 gold
at it and place the Undefeated instead.
token underneath the gem you
choose. If the Undefeated Track is Forest: Lost Knowledge: Even in
full, your hero gains no benefit Greyhaven their are still secrets
from this result. remaining to be answered. Your
hero must skip their market step
River: Winds of Magic: All Rune this turn. Your hero may still pay
items in the market stack cost 2 for healing as normal.
less gold this turn.

4! Cities of Adventure - Rise of the Dragonlords


N E R K H A L L

The Dread City draw market cards until he draws Swamp: Soul Drain: An unseen
Servants of the Shadow Academy have a “Rune” card. He may take this attacker attempts to drain your
summoned an enormous black tower card for free. Only one hero per hero of life. Your hero must pass a
game may succeed at this event. Body or Spirit Test (16) or suffer 1
to rise from the earth in the center of
Once accomplished, this event wound. If you fail, your hero must
town, a testament to their power and may no longer be attempted. continue retaking this test until he
their allegiance. Black clad passes or is knocked out.
mercenaries guard the streets and Forest: Night Market: Your hero
rumors persist that Vorakesh is manages to find a secret meeting
getting ready to cast the Dance place for a small band of
Macabre from the top of the tower. If merchants who carry unusual
goods. Draw the top five cards
not stopped, the dead from all across
from the market stack. Your hero
the land will soon rise to join his army may choose to buy any of these
of darkness. goods for 1 less gold then their
listed price. Any item not
Plains: Stolen Goods: Take one purchased is placed into the
card from any other cities market discard pile.
stack and add it to Nerkhall!s
market stack.

River: Into the Sewers: Your hero


is forced to use an unconventional
means to enter the city. Your hero
and each ally suffer 1 fatigue.

Road: Hired Swords: Your hero


must pay 2 gold to bribe off the
cities guards or be thrown out of
the city. If you choose not to pay
your hero!s turn ends immediately
and he may not use the market
phase or heal this turn.

Hills: A Knife in the Dark: Make a


Hide Test (Mind) 16. If you fail,
your ally with the lowest life total is
killed.

Mountain: The Dark Tower: Your


hero may choose to attempt entry
into the Dark Tower. If he attempt
this feat, he must pass a Mind,
Body or Spirit Test (21) to reach
the top of the evil stronghold
unseen and destory Vorakesh!s
spell book. If you fail, your hero
suffers 2 wounds and his turn ends
immediately. If you succeed, your
hero gains 3 experience and may

Cities of Adventure - Rise of the Dragonlords! 5


F O R G E

City of Iron Hills: Secret Tunnels: The Dwarfs Mountain: Knowledge of the
The Dwarfs of Forge are famous for of Forge agree to let you use their Ancestors: The Dwarfs know many
their mines and metal working. With underground roads to quickly and stories from the earlier Dragon
safely travel to your next Wars that will aid a hero in their
the recent dragon attacks, the gates
destination. Your hero may move quest to slay the great wyrms.
have been closed more often than not, anywhere within six spaces of Your hero must pass a Mind, Body
with only proven friends allowed Forge for free next turn. or Spirit Test 16. If they succeed,
within the cities walls. your hero gains one experience
counter of that same type for free.
Plains: Axes and Shields: Draw A hero may only resolve this event
five cards and put any weapons or once per game.
armor in the market stack. All other
cards are discarded. Market items Forest: Dragon Sighting: The
(but not allies) cost two additional Gate Wardens seal the gates to let
gold when your hero resolves the the danger pass. Your hero may
market step. not travel next turn, but may heal
or resolve a market step within
River: Dwarf Beer: It is said the Forge as normal. Do not roll again
Dwarfs and Orcs share little love on this chart next turn.
for each other, but can still respect
the strength of their enemies brew. Swamp: Horrible Hangover: After
Test Endurance (Body) 18. If you a long night of drinking you can
pass you heal all fatigue. If you barely walk much less think. Your
fail, you suffer two fatigue. Hero (but not allies) suffers -2 on
all skill and combat rolls next turn.
Road: Gate Warden: The Dwarfs
are questioning all visitors to their
city. Make a Diplomacy Test
(Spirit) 18. If you fail, you may pay
2 gold or you may not resolve a
market step this turn or pay to heal
wounds and fatigue. Dwarf heroes
pass this test automatically,
whereas orc heroes automatically
fail.
6! Cities of Adventure - Rise of the Dragonlords
F R O S T G A T E

City of Eternal Winter Hills: Retired Adventurer: You Forest: Blizzard: Winter has come
Located just south of the great glacier meet an old, retired hero at the to the north in full force. Your hero
and on the very northern edge of tavern who agrees to join you on may not roll movement dice next
your quest. Draw market cards turn.
civilization, Frostgate was always a
until you draw an ally, then take
small fringe town until the last this ally for free. Swamp: Dragon Overlord: Place a
hundred years when thousands fled red adventure gem on this city.
here to escape the trials of the last Mountain: Under Attack: Place a Heroes may not heal or use the
great war. Orcs, humans, elves, green adventure gem on this city. market in Frostgate until this gem
dwarfs and even a few dragon-kin Heroes may not heal or use the has been cleared. Your hero may
make there home here and for the most market in Frostgate until this gem attempt this adventure gem this
has been cleared. Your hero may turn if they wish, but must end
part get along better than can be
attempt this adventure gem this their turn immediately once this
expected. This isolation has proven turn if they wish, but must end card has resolved.
dangerous in these troubled times as their turn immediately once this
monsters have been quick to take card has resolved.
advantage of the town’s isolation.

Plains: Bitter Cold: Chilling


temperatures sap your hero and
his allies strength. Each hero and
ally in your party gain 1 fatigue.

River: Water Travel: Commerce is


constantly moving along the River
of Sleep and you manage to find a
boat leaving port in the morning.
Move 3 free river spaces next turn.

Road: Warm Welcome: The


people of Frostgate are a caring
folk, quick to tend wounds and
treat frostbite. Each hero and ally
in your party heals one wound for
free.

Cities of Adventure - Rise of the Dragonlords! 7


R I V E R W A T C H

River: Drowned: Your hero finds


the body of a merchant washed up
on the river bank. Randomly
discard one card from every
market stack.

Road: Easy Travel: As a center for


commerce its easy to travel to this
fair town. Roll one extra movement
dice next turn.

Hills: Pick Pocket: Your hero must Forest: Night Life: Test Resist
make a Spot Test (Mind) 15. If you (spirit) 16 to avoid going out on the
fail, your hero loses one gold. town. If you fail, your hero and all
his allies suffer 2 fatigue. If you
Mountain: A Special Price: If your pass this test you have extra time
hero wishes to buy any item from to hunt for bargains, so add 2
the market stack this turn, roll additional cards to the market
1D10 on the following chart for stack.
each item:
Swamp: Roughed Up: Your hero
1-2: The item costs twice as much. must draw and resolve one yellow
3-4: The item costs 1 gold more. adventure card. Your hero!s turn
5-6: Listed price. ends immediately once this card is
7-8: The item is one gold less. resolved.
9-10: The item is free.

City of Trade
This fair city is a sprawling merchant
town, where the guilds hold great
power. Goods from all over the realm
can be found here in great supply and
can be had at bargain prices. Recently
this wealth has attracted the attention
of agents of Vorakesh who have
infiltrated the guilds and begun
manipulating the markets to their
advantage.

Plains: Large Markets:


Immediately add the top three
cards from the Market Deck to the
market stack.

8! Cities of Adventure - Rise of the Dragonlords


V Y N E L V A L E

The Holy City of Kellos Road: Church Tithes: Your hero Swamp: Living Avatar: Your hero
The spiritual center of the realm, this must pay one gold or sacrifice one must draw blue adventure cards
city is home to the Kellos religion. As item (not ally). If he refuses he until he draws a card with “dragon”
may not perform a market step this in its name. His turn ends
this religion is centered on the
turn. immediately one he has resolved
worship of a fire god, there is a this encounter.
growing division in the church as Hill: Ashes to Ashes: Discard all
some see the Dragonlords as living the cards in this town!s market
avatars of Kellos. The current leader stack and do not draw new market
of the church, Hierarch Luthyr cards this turn.
Ashbringer, is one such believer and
Mountain: Fires of Heaven: The
has sworn an oath to see the
church is actively hunts down
Dragonlords rise to power. As such, heroes. Your hero must test
the normally helpful city, is now a Diplomacy (spirit) 17. If he fails,
dangerous place for would-be-heroes, your hero and each ally suffers 1
who are best to keep there goals to fatigue, and must keep taking this
themselves. diplomacy test until your hero
passes or is knocked out.
Plains: Blessing of Kellos: Your
hero and allies are healed of all Forest: Holy Order of the Silver
wounds. Flame: There are still those in the
church who look to aid in the
River: Holy Water: Your hero and destruction of the dragons who
allies are healed of all fatigue. threaten the land. Draw cards
from the market stack until you
draw an ally, take that ally for free.

Cities of Adventure - Rise of the Dragonlords! 9

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