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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 A very special thanks to all
2000-’03. It was loosely based on Square’s NES the folks who pitched in
classic “Final Fantasy”, a game I played through during the extensive
about a dozen times. So the roots of this story creation process of KotDS:
go pretty deep with me.
DrLivingston

I wanted to capture the feel of going from Killercactus


dungeon to dungeon across the various worlds, Fedex worker
accumulating loot and facing a wide variety of
challenges with a small team of heroes. To me, Sujoah
that’s a lot of what D&D is about. Anonymous
Xotli
But it’s also about the friends you game with
along the way. I still keep up with all my old Sup3rs0n1c
D&D buddies even though it’s been years since Messenger
we played. We always like to reminisce about
this campaign. Aldin
GaryLASq
So I hope you enjoy it as much as we did. I AND IN PARTICULAR
know it’s a bit foreboding at first, cracking open
this tome of maps and rules. But it’s all been ZBeeblebrox whose
tested and it’s all for the sake of fun. If you’ve playtests and perspective
been looking for a solid campaign scenario, and were invaluable from the
you’ve got the product to create it in all its glory, start.
you’ve in for a real treat! Have fun!
GreyOwl for helping with
the final presentation.
~Velenne
Zzzzz for creating
Virtualscape, one of the
game’s most vital
 It’s an angel!
resources!
With a Sword!
Thanks!



2
Knights of the Daystorm Game Guide

TABLE OF CONTENTS There are four element-themed dungeons and


Special Rules ....................................................
.................................................... p. 4 one final dungeon called “Sanctuary”. The
Read this section to Knights choose the order in which to complete
clarify the various the elemental dungeons, striving to acquire the
additional rules required Elemental Artifact Key protected by each
to run through this dungeon’s final Guardian. If the Knights do so,
campaign. You may need to
reference this section they travel to Icaria for the final dungeon and
regularly. You can also final victory: the very source of the wellsprings!
find a sheet to help track
your progress between game Make sure you understand the drafting rules for
sessions here.
the Knights, take a look over the scenarios
Treasure Glyphs and Artifact Cards ........ p. 6
(taking care not to read Runa’s Riddles!) and
There’s lots of loot to gain
determine which dungeon the Knights delve into
(and lose!) along the way.
Reference this section for first.
specific rules on these game-
changing items.
Battlefield and Scenario Guide.............. p. 10
Number of Players
This section features five
“Knights of the Daystorm” can be played with 2, 3,
different battlefields that you
can create using your Heroscape or 4 players.
collection. Each battlefield
includes level-by-level building 2 players: One player assumes the role of the party,
instructions and the relevant the Knights of the Daystorm. The other player is the
game scenario based on
D&D/Heroscape. Dungeon Master, or DM, and controls the creatures the
party encounters in each room of the dungeons.
BOOK CONTENTS
3 players: Two players share the role of the Knights.
• 1 Player’s Cheat Sheet Each player has a set of order markers they may place
• 5 Battlefields and Scenarios on any of the Knight’s army cards, however no single
• 15 Glyphs can card can have more than one of a given numbered
• 4 Artifact Glyph Cards order marker. The DM also plays with two sets of
Order Markers but is not bound by the same
THE FIRST TIME YOU PLAY restriction.
In “Knights of the Daystorm”, one side plays the 4 players: Two players each share the roles of Knights
role of the Knights of the Daystorm, a group of and DM and each player has his own set of Order
heroes who begin on Earth but eventually hail Markers. Again, players of the Knights of the
from various worlds. The other side will play the Daystorm may not repeat Order Markers on the same
role of the Dungeon Master, and it’s your job to card, but the DM’s can.
stop the Knights using the plethora of creatures,
traps, and puzzles at your disposal.

3
Knights of the Daystorm Game Guide

Earth's Knights
The Knights player may never control more than
6 spaces and 450 points worth of Unique • Agent Carr - 100 points
Heroes. If during a dungeon, the Knights should • Agent Skahen - 120 points
ever enter a new room with more than the
allotted points or spaces worth of units, the
• Alastair Macdirk - 110 points
player must discard units back into the draft pool • Brave Arrow - 50 points
until these requirements are satisfied. • Crixus - 90 points
At the outset of the campaign, the Knights player
• Deadeye Dan - 60 points
may draft from the pool of heroes on the • Elgrim - 30 points
adjacent list. After each dungeon, this pool will • Finn - 80 points
expand per that scenario’s guidelines. • Guilty McCreech - 30 points
Once a figure is chosen, it cannot be replaced • Hatamoto Taro - 130 points
unless destroyed in a dungeon. Once a Knight, • Isamu - 10 points
always a Knight! • James Murphy - 75 points
Spirits (such as Finn the Viking Champion’s • Johnny"Shotgun"Sullivan - 60 points
“Warrior Attack Spirit 1”) placed a Knight’s army • Kaemon Awa - 120 points
card carry over between dungeons, and can • Kumiko - 80 points
never be moved to a different Knight. If that
• Marcus Decimus Gallus - 100 points
Knight is destroyed, the Spirit bonus is lost.
• Master Win Chiu Woo - 140 points
When moving from one room to another in a • Moriko - 80 points
dungeon, remove all wound markers from
• Otonashi - 10 points
Knights’ army cards.
• Parmenio - 90 points
If all Knights are destroyed in the first dungeon • Retiarius - 90 points
they attempt, the Knights’ player may draft an
• Sgt. Drake (RotV) - 110 points
entirely new group and repeat the same
dungeon again from the start. • Shiori - 60 points
• Sir Denrick - 100 points
If all Knights are destroyed again, or are
• Sir Gilbert - 105 points
destroyed at any other time after the first
dungeon, the campaign is over and the DM wins! • Sir Hawthorne - 90 points
• Thorgrim - 80 points
• Valguard - 110 points

4
Knights of the Daystorm Game Guide

5
T Treasures Glyphs and Artifact Cards

TREASURE GLYPHS Ring of Protection +2: When rolling


Follow all normal rules for Treasure Glyphs defense dice with this figure, roll 2 additional
found in your Heroscape Battle for the dice.
Underdark Master Set. Scroll of Deep Slumber: (Wizard Only)
If a Knight carrying at least one Elemental (Temporary) After moving and instead of
Artifact Key is destroyed, all Keys must be attacking, discard the Scroll of Deep Slumber
discarded in the space formerly occupied by and choose a Common figure within 5 clear
that figure. Other treasures are lost. sight spaces. Roll the 20-sided die. If you roll
a 10 or higher, remove all Order Markers
Unless specified in the scenario rules, the
from that figure's army card.
DM’s Heroes can never pick up Elemental
Artifact Keys. Scroll of Teleport: (Wizard Only)
(Temporary) Before moving and instead of
Treasure Bonuses to a unit’s army card
attacking, discard the Scroll of Teleport and
values never stack. Only the highest bonus
choose an empty space up to 8 clear-sight
is used.
spaces away from this wizard. Move this
Treasure carries over between dungeons wizard and up to two adjacent friendly figures
and may be exchanged among Knights to that space. Place any chosen teleported
before starting a new dungeon or room. figure(s) adjacent to this wizard. If this wizard
Rules for new Treasure Glyphs are as and/or any chosen figures are engaged when
follows: they start to teleport, they do not take leaving
engagement attacks.
Amulet of Health: 2 additional wound
markers may be placed on this army card Shield of Arrow Deflection: When rolling
before it is destroyed. defense with this figure against any non-
adjacent attack, roll 2 additional dice.
Boots of Haste: When moving with this
figure, you may move 2 additional spaces. Tome of True Resurrection: (Temporary)
Instead of moving and attacking with this
Eyes of the Eagle: Add 1 to this figure’s
figure, place any previously destroyed figure
Range if this figure’s Range is already
you control adjacent to this figure. Remove
greater than 1.
all wound markers from the destroyed
Helm of Heroism: If this figure is engaged figure’s army card.
with more than one of an opponent’s figures,
Vorpal Sword: When making a normal,
this figure may make one additional normal,
adjacent attack with this figure, if you roll a
adjacent attack at the end of its turn.
skull on every dice, the defending figure
Luckstone: Any time you roll the 20-sided receives a wound for every skull and cannot
die with this figure, including Initiative, you roll defense dice.
may add 1 to your roll.

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Glyph Printouts (DO NOT RESIZE)

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Artifact Cards

8
Artifact Cards Battlefield

9
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.

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KotDS - Air Dungeon

Author : Velenne
Level : 1 Level : 4
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Level : 14 Level : 17
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Level : 15 Level : 18
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Level : 19 Level : 22
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Level : 21 Level : 24
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Level : 25 Level : 28
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Level : 26 Level : 29
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Level : 27
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Air Dungeon IMPORTANT: Room 5 (directly above Room 3) does not begin attached to the dun-
Alpha Prime geon map. Build this room as instructed only after the Knights have finished Room 4.

The maze of Alpha Prime's network of causeways, pipes, and rails nearly proved too complicated for you to navigate. Even
here, in the relative wilds of the planet, the imposing fortress is layered with external connections of various origin.
Room 1 - Takes place on the grass tiles and is bordered by the road and asphalt tiles. The Brandar glyph is Boots of Haste.
DM: 2 Squads of Deathstalkers (+1 squad if Advanced.)
Malicious red eyes peer at you from the shade of the decrepit trees surrounding the isolated fortress. Gaining
access to the main gates may be more complicated than you thought….
Room 2- Takes place on the asphalt and road tiles on the periphery of the map. This room is bordered by the castle walls,
grass and concrete tiles.
DM: 2 Squads of Gladiatrons, 1 Squad of Blastatrons (+1 squad if Advanced)
The fortress has no obvious entrances. Walking the perimeter you find an nearby above-ground bunker. It is plain
inside but for a bluish field of energy and a computer terminal raised monolithically from the black metal floor.
-- Instead of normal rules for water tiles, use the following rules: Teleporter - when stepping onto a water tile, you may con-
tinue your movement onto any tile adjacent to another water tile on the board. Figures on water tiles are not engaged with
other figures on water tiles. Engaged figures starting to teleport will take engagement attacks.
-- Access Terminal - The Knights can end this encounter early by standing on the single-hex tile with the battlement attached
to it. Knights must be standing thus adjacent to any 3 battlements in this room in order to end the encounter without destroy-
ing their opponents.
Room 3- Takes place in the central area with the asphalt, roads, castle walls, and rock tiles. The room is bordered by the pre-
vious two rooms and the castle door.
DM: Deathwalker 9000 (with Eyes of the Eagle) Zettian Guards, 1 Squad of Deathreavers (+2 squads if Advanced)
Two massive steel slabs part on the face of the fortress, granting you entrance. The narrow courtyard is flanked by
steel walls and watched by the patient robotic sentries coming online before your eyes. A small mobile blast shield
has been left near the central path.
Mobile Ruin - at the end of the Knight’s turn, if at least two Knights are adjacent to the Ruin you may place the ruin in any
legal location that is still adjacent to the Knight who just took a turn.
Room 4- Takes place on the asphalt, ladder and castle walk tiles. This room is bordered by the previous room.
DM: 1 squad of Omnicron snipers (+1 if Advanced)
The inner door slides down into the ground. The antechamber is tiny and the floor pulses with an odd white
glow. The air here shimmers in the faint light from above. Cramming in, you are immediately lifted slightly from
the ground. You look up to see menacing blue robotic eyes looking back down at you.
Instead of normal rules for Castle Walk tiles, use the following rules: Turbolift - if a figure uses its entire move on nothing
but Castle Walk tiles, it may ignore elevations when moving and pass over figures without becoming engaged.
Confined Entrance - the Knights may only start with up to 3 figures in the Room. If a Knight moves off its starting space,
immediately put another Knight in the empty starting space until you have no more Knights left to place.
Room 5- Begins on the castle tiles above Room 3 but encompasses the entire dungeon. Teleporters in Room 2 are still active.
DM: Major Q10, (2 Squads of Omnicron Repulsors if Advanced, may begin in any yellow starting space)
The fortress' final sentry, a vicious-looking robot, descends to the courtyard on a large floating platform from the
sky. The soulborg is shackled to its perch by various thick wires. "Use the terminals," it manages to say, "Free me
from this prison and I will aid you."
Instead of normal rules for Castle Walk tiles, use the following rules: Turbolift - if a figure uses its entire move on nothing
but Castle Walk or Road tiles, it may ignore elevations when moving, and pass over figures without becoming engaged.
Hack the Major - If the Knights manage to keep at least 1 Knight adjacent to any battlement on the map from the end of one
round until the end of the subsequent round, Major Q10 becomes a friendly figure (ending the encounter) and may be
recruited in subsequent dungeons.
Teleporting Spire—Instead of moving Major Q10 normally, he and the castle walls he begins the encounter standing on must
be moved to any 2 Castle Walk tiles in the dungeon. Q10 may not teleport his spire onto spaces occupied by other figures.

Upon completion of this 1. Major X17


dungeon, the following
Alpha Prime Knights are 2. Zetacron
permanently added to the
draft pool:

Up completion of this dungeon,


The Knights of the Daystorm
acquire
The Elemental Artifact Key of Air:
KotDS - Earth Dungeon

Author : Velenne
Level : 1 Level : 4

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7 7

Level : 2 Level : 5

9 14 9 9 14 9
9 9

B B
9 14 9 14
9 14 9 14

9 9

7 7
7 7
7 5 7
7 7 7 9

7 5 9 7
7 7

Level : 3 Level : 6

9 14 9 9 14 9
9 9

B B
9 14 9 14
9 14 9 14

9 9

7 7
7 7
5 7 5 7
7 7 9 7 7 9

5 9 7 5 9 7
7 7 7 7
Level : 7

9 14 9
9

B
9 14
9 14

7
7
5 7
7 7 9

5 9 7
7 7
Earth Dungeon
Toril

You didn't think the High Moor could get any wetter, any more treacherous, uncomfortable, or stinky. But it just did. Your inward sense of the
Key's location has brought you to the Moor's very heart. It seems so innocuous, this crumbling ruin, but you can feel the Key nearby. You just
hope it doesn't involve digging...

Room 1 - Takes place on the rock tiles with the ruins.


DM: Ana Karithon, Darrak Ambershard, Erevan Sunshadow, Tandros Kreel
A spry dwarf steps toward you from the ruin's shadows, followed by a group of hardened veterans just as unlikely as yours. He
eyes you sportingly and says with a grin, "Got here same time as we did, aye. So I propose a bit o' fun. You lot match off
with one o' us, and we with ye, and we'll find out who gets first shot at this buried trejar.”
Contest - The DM pairs off each his Heroes against one of the Knights. Fight these 1-on-1 battles in Room 1, leaving the unused Heroes of
each matchup off the board. If the Knights can best any two of the native adventures in single combat, the group pledges itself to the Knight's
quest and can be recruited in subsequent dungeons. This is only a sporting contest so Knights lost in this room are not destroyed for the entire
dungeon. The Knight player can also choose to forego the contest and fight all of them at once but in this case, the four adventures cannot be
drafted later, and destroyed Knights stay that way.

Room 2 - Takes place on the swamp/jungle tiles.


DM: 2x Feral Trolls (May begin in Yellow zones if Advanced.)
In the heart of the ruins lies a putrid cove of palms and brush. But a still fouler stench fills the air here than you have encountered.
A pair of trolls emerge from an obscured cave mouth. One bears a gleaming sword! It tosses the sword into the muck where it
begins sinking immediately. The troll waggles a beckoning finger at you.
Sinking Sword - The glyph marked on this map is a Vorpal Sword. The DM may not pick up this treasure. If no Knight has picked up the
Vorpal Sword by the end of the third round, remove it from the board.

Room 3- Takes place on the underground and shadow tiles.


DM: Pelloth, 2 Squads of Deepwyrm Drow (May begin in Yellow start zones if Advanced.)
You descend for hours. Finally the echoes of some foul incantation reaches your ears. Extinguishing your torches you're able to
make out a faint lavender glow from up ahead. You draw closer, but are unable to discern the source of the sounds or the light.
Then, suddenly, both stop and you are plunged into abyssal darkness.
Lolth's Favor - For each Drow figure Pelloth destroys with his Lolth's Wrath Special Attack, place the destroyed figure on his card. Add 1 to
his Attack and remove one wound marker from his army card.
Wizard’s Satchel: On Pelloth’s corpse, the Knights will find a Scroll of Teleportation and a Scroll of Deep Slumber.

Room 4 - Take place on the rock, water, swamp water, and underground tiles next to Room 3.
DM: Othkurik (carrying the Earth Key)
As Pelloth's corpse is consumed in black fire, a piercing shriek fills the cavern. The deep wyrm's fury can felt in the quivering air
and stone. You approach its lair cautiously. "WRETCHED I3SECTS," its rasping, powerful voice echoes across you, "THE KEY
IS MI3E! I HAVE IT! THERE IS 3OTHI3G FOR YOU HERE. 3OTHI3G BUT YOUR DEATH!"
Instead of normal rules for Shadow tiles, using the following rules: Lair Traps - when a small or medium figure steps onto a shadow tile, roll
the 20-sided die and consult the table below. (Subtract 2 from the die roll if Advanced)
18-20: Nothing happens.
13-17: Your figure falls into a narrow pit. The trapped figure cannot move from this space. The figure can move off this space only if a
friendly figure occupies an adjacent space.
8-12: Rust corrodes your gear. Discard one non-Key treasure glyph owned by your figure.
3-7: Dazzling lights and sounds surround you. Your turn is over and you must remove any unused Order Markers from this figure's army card.
1-2: A swarm of invisible insects inflicts the Knight. Roll one unblockable attack die against your figure. If a wound is caused, roll again until
a wound is not caused or the figure is destroyed.

If you succeeded in the 1. Ana Karithon


contest in Room 1, upon
completion of this 2. Darrak Ambershard
dungeon, the following 3. Erevan Sunshadow
Toril Knights are 4. Tandros Kreel
permanently added to
the draft pool:

Up completion of this dungeon,


The Knights of the Daystorm
acquire
The Elemental Artifact Key of Earth:

Special thanks to Aldin for the insect trap idea!


KotDS - Fire Dungeon

Author : Velenne
Level : 1 Level : 4

B
9 B
9

B
9 B
9 9

15 15 9
15 9 15

B
15 15
9

Level : 2 Level : 5

B B B
9 B
9

9 9

B B 9 B
9 B
9 9

15 9 15 9
9 15 9 15

B B
15 15
9 9

Level : 3 Level : 6

B
9 B
9 B
9 B
9

9 9

B
9 B
9 9 B
9 B
9 9

15 9 15 9
9 15 9 15

B B
15 15
9 9
Level : 7 Level : 10

B
9 B
9 B
9 B
9

9 9

B
9 B
9 9 B
9 B
9 9

15 9 15 9
9 15 9 15

B B
15 15
9 9

Level : 8 Level : 11

B
9 B
9 B
9 B
9

9 9

B
9 B
9 9 B
9 B
9 9

15 9 15 9
9 15 9 15

B B
15 15
9 9

Level : 9 Level : 12

B
9 B
9 B
9 B
9

9 9

B
9 B
9 9 B
9 B
9 9

15 9 15 9
9 15 9 15

B B
15 15
9 9
Level : 13

B
9 B
9

B
9 B
9 9

15 9
9 15

B
15
9
Fire Dungeon
Valhalla

Mount Hrungnir bellows ash and fire into the skies. Your intuitive direction of the Keys has brought you to its sooty slopes
and now before the glowing maw which leads to its very heart. Will you survive the sweltering heat and claim your prize or
succumb to exhaustion and the guardians within?

Room 1 - Throughout this dungeon, each Room will be bordered by its subsequent Room's starting zone.
DM: 2 squads of Obsidian Guards (+1 if Advanced)
The twisting hall is lit by the glowing pools of lava which cast ominous shadows across the carved, humanoid
statues rising from them. The statues' eyes pulse brightly with a red glare and their heads turn to face you.

Room 2 - DM: 2 Squads of Minions of Utgar (with Taelord if Advanced). Place the Helm of Heroism in the space indicated
by the Brandar Glyph.
You emerge from the hall singed but not scorched. Before you a wide chasm surrounds a small islet where
something glitters. Something else glitters too- the barbed cleavers of Utgar's own kyrie.
Stone Bridge— The 5-hex road piece does not begin on the board. If any two figures are standing on the raised rock tiles,
place the road piece where indicated on the build instructions. If either figure moves or is destroyed, remove the road and
place any figures that were on it back on the board in the same space. If figures were standing where the road is being placed,
temporarily remove the figures, place the road, and then return the figures to their original space.
Steam – At the end of each round, roll 1 attack die individually for each figure standing on a water tile. If you roll a skull or
shield, nothing happens. Otherwise, place a wound marker on that figure’s army card.

Room 3- DM: 2 Squads of Granite Guardians (+1 if Advanced)


The heat begins to dissipate as you climb down through treacherous gaps in the stone around you. Moisture
slowly clouds the air around you, clinging to your skin. At last you emerge in a cavern shot with towering
stalagmites spewing hot steam into the air. There are yet more statues...
Steam Vents—At the end of each round, determine each water tile in this Room that does not have a figure standing on it.
Roll 1 attack dice for each such tile individually. If you roll a skull, any figure adjacent to that water tile receives 1 wound. If
at any time there is a figure in 3 water spaces, place a Tome of Resurrection Treasure glyph face-up in the Knight's starting
zone and do not roll for Steam Vents for the rest of this encounter.

Room 4 - DM: Runa (holding a Luckstone)


In this surprisingly verdant room, four spires surround a central fountain. The fountain’s poisoned waters
give off tiny tendrils of an unknown gas. "There you are," comes a raspy, confident voice, "I cannot begin to tell
you how bored I've become. Answer my riddles and you may pass. Or fight. I care not.”
Runa’s Riddles: At the beginning of each round, the DM asks the player any two of the accompanying riddles, or other rid-
dles of the DM’s choosing. If the Knights answer both correctly, combat ends and the Knights may pass to the next room. If
not, Runa attempts to avoid combat and use her Helm of Mitonsoul as much as possible in this encounter.

Room 5 - DM: Sujoah and 1 squad of Fyorlag Spiders (+1 if Advanced)


The Key's magics have brought life to this otherwise barren cavern. Both flora and fauna are sustained by it.
And, naturally, some of that fauna are willing to protect it with their lives.
- Defeat this encounter to receive the Fire Key.

Upon completion of this 1. Atlaga


dungeon, the following
Valhalla Knights are 2. Concan
permanently added to the 3. Empress Kiova
draft pool: 4. Kelda
5. Raelin (SotM)
6. Saylind

Up completion of this dungeon,


The Knights of the Daystorm
acquire
The Elemental Artifact Key of Fire:
Runa’s Riddles

Soft as a petal that falls from a tree, the more I dry, the wetter I'll be.
A sponge or a towel.
I run all day and never walk. I tell you something, but I do not talk.
A clock.
Greater than the gods, more evil than Utgar, the rich need it, the poor have it, and if you eat it you'll
die?
Nothing
Cannot be seen, cannot be felt, cannot be heard, cannot be smelt. It lies behind stars and under hills,
and empty holes it fills. It comes first and follows after. Ends life, kills laughter
Silence
Four men sat down to play. They played all night till break of day. They played for gold and not for
fun. With separate scores for everyone. When they had come to square accounts. They all had made
quite fair amounts. Can you the paradox explain. If no one lost, how all could gain?
They’re musicians.
Alive without breath, as cold as death, never thirsty, ever drinking, all in mail and never clinking.
Fish
All things it devours: birds, beasts, trees, flowers. Gnaws iron, bites steel, grinds hard stones to
meal. Slays king, ruins town, beats high mountains down.
Time
Voiceless it cries, wingless flutters, toothless bites, mouthless mutters.
Wind
In marble walls as white as milk, lined with skin as soft as silk, within a fountain crystal clear, a
golden apple doth appear. No gates there are to this stronghold, yet thieves break in to steal the gold.
Egg
The person who built it doesn't want it, the person who bought it doesn't use it. The person who used
it never saw it.
Casket
They call me a man, but I will never have a wife. I was given a body but not a life. They made me a
mouth but didn't give me breath. Water gives me life but sun brings me death.
Snowman
My life is often a volume of grief, your help is needed to turn a new leaf. Stiff is my spine and my
body is pale, but I'm always ready to tell a tale.
Book
You heard me before, Yet you hear me again. Then I die, 'Til you call me again.
Echo
What is dry going in, wet going out and satisfies two people?
A tea bag.
There is an ancient invention still used in some parts of Earth today that allows men to see through walls.
A window.
Ullar has it but he does not use it. A man’s father has it but his mother uses it. Your lady friend's husband has
it and she uses it.
A Last name.
I can be cracked, I can be made. I can be told, I can be played.
A Joke
The more you take, the more you leave behind.
Footprints
You cannot keep it until you have given it.
Your word.
KotDS - Water Dungeon

Author : Velenne
Level : 1 Level : 4

9 9
17 17 17 17
7 17 17 7 17 17
9 9
7 7
11 11 11 11
7 9 7 9
7 7

7 5 7 5
9 9

Level : 2 Level : 5

9 9
17 17 17 17
7 17 17 7 17 17
9 9
7 7
11 11 11 11
7 9 7 9
7 7

7 5 7 5
9 9

Level : 3 Level : 6

9 9
17 17 17 17
7 17 17 7 17 17
9 9
7 7
11 11 11 11
7 9 7 9
7 7

7 5 7 5
9 9
Level : 7 Level : 10

9 9
17 17 17 17
7 17 17 7 17 17
9 9
7 7
11 11 11 11
7 9 7 9
7 7

7 5 7 5
9 9

Level : 8 Level : 11

9 9
17 17 17 17
7 17 17 7 17 17
9 9
7 7
11 11 11 11
7 9 7 9
7 7

7 5 7 5
9 9

Level : 9 Level : 12

9 9
17 17 17 17
7 17 17 7 17 17
9 9
7 7
11 11 11 11
7 9 7 9
7 7

7 5 7 5
9 9
Level : 13 Level : 16

9 9
17 17 17 17
7 17 17 7 17 17
9 9
7 7
11 11 11 11
7 9 7 9
7 7

7 5 7 5
9 9

Level : 14 Level : 17

9 9
17 17 17 17
7 17 17 7 17 17
9 9
7 7
11 11 11 11
7 9 7 9
7 7

7 5 7 5
9 9

Level : 15 Level : 18

9 9
17 17 17 17
7 17 17 7 17 17
9 9
7 7
11 11 11 11
7 9 7 9
7 7

7 5 7 5
9 9
Level : 19

9
17 17
7 17 17
9
7
11 11
7 9
7

7 5
9

Level : 20

9
17 17
7 17 17
9
7
11 11
7 9
7

7 5
9
Water Dungeon
Feylund

You see blocks of ice floating along the rivermouth at the top of the Crescent Mountains. Somewhere above you
is the oasis created by the Key. This pocket of moisture amongst the otherwise arid mountaintops now seems so
out-of-place. Ullar's words still weigh on your heart, "They have tasted it's power... and been corrupted by it..."

Room 1 - This encounter takes place on the water and grass tiles. The ice tiles mark the border of this room.
DM: Marcu Esenwein (holding Ring of Protection +2), 2x Zombies of Morindan (+1 if Advanced)
The ice flows are more common now, as is the runoff. There's no getting around it- you're going
to get wet here. The only question is, why do you hear howling above you?
True Hatred: If Marcu's Eternal Hatred ability causes the DM to lose control of him, this status becomes perma-
nent. The PC's maintain control of Marcu for the rest of this encounter and may recruit Marcu in subsequent
dungeons. Marcu does not join the party for the remainder of this dungeon, but will relinquish his treasure.
Floating Dead:
Dead Zombies of Morindan do not have to stop their movement when entering a water space.

Room 2 - This encounter takes place on the snow and tiles. The water, sand, and grass tiles mark the border of
this room. Use Heavy Snow rules for snow tiles, and Normal Ice rules for ice tiles.
DM: Brunak, Iskra Esenwein, Retchets of Bogdan (+2 Zombies of Morindan if Advanced)
You wind your way ever higher beyond the treacherous ice and the ever-present threat of
an avalanche. Just when it seems the air is too thin to move on, a guttural laughter echoes across
the crevasse chased by a rush of wind. A powerful, grinning beast bearing a vampire rider plummet
headlong toward you.
Born of Fire: Brunak's inner heat is so powerful that it turns the snow at his feet into steam, shrouding his body.
For this encounter, Brunak has no visible hit zones and treats all snow as Normal Snow.

Room 3 - This encounter takes place on the sand tiles. The snow, glacier, and grass tiles mark the border of this
room.
DM: Jotun, (with Gurei-Oni if Advanced, and may use yellow starting zones.)
Splashing your way into the warm cave, it becomes apparent the tumult of your recent battle has
created a cascade of events. Most notably, the water at your feet is pouring into the cave at an
alarming rate! Without time to consider your plight, you dash forward and into a giant wall... of flesh.
Flooding Room: Beginning with Round 2, at the end of each round, remove the 7-hex sand tile at the nearest end
of the path. Any figures on that tile are destroyed.

Room 4 - This encounter takes place on the grass tiles. The sand, glacier and snow tiles mark the border of this
room.
DM: Cyprien Esenwein, Sonya Esenwein (holding an Amulet of Health) (+2 Dumutef Guards if Advanced)
You frantically worm your way onto a nearby ledge as the water discovers a lower escape from the
tunnel. It continues to flow by. You are then struck with the realization that ambient sunlight fills this
cavern and grass grows as your feet. Your eyes slowly track up the giant, winding pillar in the center of
the cavern where two silhouettes regard you with red, glowing eyes.
-- Defeat this encounter to receive the Water Key.

Upon completion of this 1. Acolarh 7. Khosumet


dungeon, the following
Feylund Knights are 2. Arkmer 8. Kyntela Gwyn
permanently added to the 3. Chardris 9. Migol Ironwill
draft pool: 4. Emirroon 10. Morsbane
5. Gurei-Oni 11. Syvarris
6. Jorhdawn

Up completion of this dungeon,


The Knights of the Daystorm
acquire
The Elemental Artifact Key of Water:
KotDS - Sanctuary

Author : Velenne
Level : 1 Level : 4
7
7
5 5
7 7 9 7 7 9 11

5 9 7 5 9 7 11
7 7
7 12
7
10

B B B B B9 B
9 B9 B
9
B B B B B B B B B
9 B9 B
9 B
9 B
9 B
9 B
9 B9
B B B B B9 B
9 B9 B
9

Level : 2 Level : 5
7 7
7
5 5
7 7 9 7 7 9 11

5 9 7 11 5 9 7 11
7 7
12 7 12
7 7
10

B9 B
9 B9 B
9 B9 B
9 B9 B
9
B
9 B9 B
9 B
9 B
9 B
9 B
9 B9 B
9 B9 B
9 B
9 B
9 B
9 B
9 B9
B9 B
9 B9 B
9 B9 B
9 B9 B
9

Level : 3 Level : 6
7 7
7 7
7 7 9 17
5 5 17 17
7 7 9 11 7 7 9 11 17 9

5 9 7 11 5 9 7 11 7
7 7
7 12 7 12
7 7
10

B9 B
9 B9 B
9 B9 B
9 B9 B
9
B
9 B9 B
9 B
9 B
9 B
9 B
9 B9 B
9 B9 B
9 B
9 B
9 B
9 B
9 B9
B9 B
9 B9 B
9 B9 B
9 B9 B
9
Level : 7 Level : 10
7 7 7 7
7 7
7 9 17 7 9 17
5 17 17 5 17 17
7 7 9 11 17 9 7 7 9 11 17 9

5 9 7 11 7 5 9 7 11 7
7 7
7 12 7 12
7 7
10 10

B9 B
9 B9 B
9 B9 B
9 B9 B
9
B
9 B9 B
9 B
9 B
9 B
9 B
9 B9 B
9 B9 B
9 B
9 B
9 B
9 B
9 B9
B9 B
9 B9 B
9 B9 B
9 B9 B
9

Level : 8 Level : 11
7 7 7 7
7 7
7 9 17 7 9 17
5 17 17 5 17 17
7 7 9 11 17 9 7 7 9 11 17 9

5 9 7 11 7 5 9 7 11 7
7 7
7 12 7 12
7 7
10 10

B9 B
9 B9 B
9 B9 B
9 B9 B
9
B
9 B9 B
9 B
9 B
9 B
9 B
9 B9 B
9 B9 B
9 B
9 B
9 B
9 B
9 B9
B9 B
9 B9 B
9 B9 B
9 B9 B
9

Level : 9 Level : 12
7 7 7 7
7 7
7 9 17 7 9 17
5 17 17 5 17 17
7 7 9 11 17 9 7 7 9 11 17 9

5 9 7 11 7 5 9 7 11 7
7 7
7 12 7 12
7 7
10 10

B9 B
9 B9 B
9 B9 B
9 B9 B
9
B
9 B9 B
9 B
9 B
9 B
9 B
9 B9 B
9 B9 B
9 B
9 B
9 B
9 B
9 B9
B9 B
9 B9 B
9 B9 B
9 B9 B
9
Level : 13
7 7
7
7 9 17
5 17 17
7 7 9 11 17 9

5 9 7 11 7
7
7 12
7
10

B9 B
9 B9 B
9
B
9 B9 B
9 B
9 B
9 B
9 B
9 B9
B9 B
9 B9 B
9
Sanctuary Special thanks to GaryLASq for his
amazing MOP idea! Check out more at
Icaria
http://heroscape.glasq.com/mops.xhtml

As soon as you touched the fourth and final key you were overwhelmed with a vision. You saw a world of
dragons and magic and deep in its heart, a maelstrom of power. Having now set foot on Icaria, you are
intensely aware of the very planet attempting to expel you. Weeks of tumultuous travel have brought you to
this place, Sanctuary, where the Keys will open the way to the final battle.

There are four sections to the final dungeon. Each is guarded by a formidable dragon.
Mimring - The Lava Pit
Charos - The Ramparts
Braxas - The Underground Bog
Nilfheim - The Frozen Glade

Battle 1:
The player chooses each section one by one. The DM chooses how to orient the
sections relative to each other as they’re chosen. (It is recommended you build each
section separately and simply place them as close as possible without attaching
them.) Join the chosen sections in the configuration shown in the adjacent diagram.

Dragons deploy in their corresponding blue starting zones, and Zelrig may start in any yellow starting
zone.

When the Knights destroy any dragon except Zelrig, the player also discards its corresponding Elemental
Artifact Key (Charos/Air, Mimring/Fire, Braxas/Earth, Nilfheim/Water) and the player performs the
following:

Elemental Energy Burst: When the player destroys any dragon except Zelrig, roll the 20-sided die. If you
roll a 1, nothing happens. If you roll a 2-13, remove 3 Wound Markers from any Army Card you control. If
you roll a 14-20, you may remove up to 4 Wound Markers from any Army Card you control OR return one
destroyed figure to any space formerly occupied by the destroyed dragon and remove all Wound Markers
from that figure's army card.

Defeat this encounter to defeat the campaign.

The source of the wellsprings lies before you...

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