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2
Knights of the Daystorm Game Guide
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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
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Knights of the Daystorm Game Guide
5
T Treasures Glyphs and Artifact Cards
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Glyph Printouts (DO NOT RESIZE)
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Artifact Cards
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Artifact Cards Battlefield
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Artifact Cards
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
KotDS - Air Dungeon
Author : Velenne
Level : 1 Level : 4
B
11
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B B B B B 11 B9 B
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Level : 2 Level : 5
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B B
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Level : 7 Level : 10
B B
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Level : 8 Level : 11
B B
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Level : 9 Level : 12
B B
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10 10
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Level : 13 Level : 16
B B
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Level : 14 Level : 17
B B
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Level : 15 Level : 18
B B
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Level : 19 Level : 22
B B
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Level : 20 Level : 23
B B
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Level : 21 Level : 24
B B
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9 B
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9 B 9 B
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9 B 9
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B9 15
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9 B
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9 B
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12 12
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10 10
Level : 25 Level : 28
B B
11 11
10 10
12 12
15 15
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9 B
9 B9 B
9 B
9 11 B9 B
9 B
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9 B
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B
9 B
9 B
9 B
9 B9 B
9 B
9 B
9 B
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9 B9 B
9
B9 B
9 B
9 B
9 B9 B
9 B
9 B
9
11 B
9 B9 11 B
9 B9
B
9 B
9 B
9 B 9 B
9 B
9 B
9 B 9
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9 B9 B
9 B9
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B9 15
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9 B
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9 B9 B
9 B
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9 B
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12 12
11 11
10 10
Level : 26 Level : 29
B B
11 11
10 10
12 12
15 15
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9 B
9 B9 B
9 B
9 11 B9 B
9 B
9 B9 B
9 B
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B
9 B
9 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 B9 B
9 B
9 B
9
11 B
9 B9 11 B
9 B9
B
9 B
9 B
9 B 9 B
9 B
9 B
9 B 9
B
9 B9 B
9 B9
15
B9 15
B9
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9 B9 B
9 B
9 B
9 B9 B
9 B
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9 B9 B
9 B
9 B
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9 B9 B
9 B
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10 10
Level : 27
B
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11 B9 B
9 B
9 B9 B
9 B
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9 B9 B
9
B9 B
9 B
9 B
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11 B
9 B9
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9 B
9 B
9 B 9
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9 B9
15
B9
B
9 B9 B
9 B
9
B
9 B
9 B9 B
9 B
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12
11
10
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.
Author : Velenne
Level : 1 Level : 4
9 14 9 14 9
9 9
B
9 9 14
9 14 9 14
7
7
5 7
7 7 9
5 9 7
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 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.
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.
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
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Level : 2 Level : 5
9 9
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Level : 3 Level : 6
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Level : 7 Level : 10
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Level : 8 Level : 11
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Level : 9 Level : 12
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Level : 13 Level : 16
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Level : 14 Level : 17
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Level : 15 Level : 18
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Level : 19
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Level : 20
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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.
Author : Velenne
Level : 1 Level : 4
7
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5 5
7 7 9 7 7 9 11
5 9 7 5 9 7 11
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10
B B B B B9 B
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Level : 2 Level : 5
7 7
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B9 B
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B
9 B9 B
9 B
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9 B
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B9 B
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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
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7 7
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B9 B
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B
9 B9 B
9 B
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9 B9 B
9 B
9 B
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B9 B
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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
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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
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B9 B
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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.