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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 Basic Holy Training (50GP): This character may
of four characters, divided evenly between the players purchase Holy spells that do not have a prerequisite.
(if you are playing with 3, one person should play 2
characters). Characters start out all the same, with the Advanced Training - These skills require the character
following base stats: to have purchased the previous training; for example,
you may not acquire Advanced Melee Training
Attack (A): 2 until you have purchased Basic Melee Training.
Defense (D): 2 Advanced training for melee, ranged, dodge, speed,
Move (Mv): 4 hardiness and scholastic adds an additional +1 to the
Life (L): 4 stat. Advanced Arcane or Holy Training allows the
Mind (Mnd): 2 character to purchase spells that have prerequisites.

Each character also gets 500 gp to spend on weapons Spells


and training. Characters may purchase training from A character may cast each spell in his repertoir once
the following list; spend the gold and add the training per adventure. If a character wishes to cast a particular
to your character sheet. spell multiple times, he must purchase multiple copies
of it. For now, simply mark down which spells your
Basic Melee Training (100 gp): A+1, adjacent only character has bought, and how many. Later I will make
Basic Ranged Training (100 gp): A+1, non-adjacent spell cards.
only
Basic Dodge Training (100 gp): D+1 Arcane Spells:
Basic Speed Training (100 gp): Mv+1 Mystic Bolt (50GP) 2Mv - Make an attack against any
Basic Hardiness Training (150 gp): L+1 foe you can see; Use your Mind as your Attack score.
Basic Scholastic Training (100gp): Mnd+1 Shock Fist (50GP) 2Mv - Make an attack against an
Basic Locksmith Training (75GP): Character may adjacent foe, using Mind+2 as Attack.
unlock doors; roll an attack against the lock’s defense Vanishing Mist (50GP) 2Mv - No monsters may attack
(described on random event card), using Mind in place or move toward the target for the duration of the spell;
of Attack. A successful hit unlocks the door; a failure lasts a # of rounds equal to Mind.
means you may draw another RE card to try again. Safe Passage (50GP) 2Mv - Eliminate all traps on
Takes 4 Mv. door or trap space, no roll required
Basic Medicine Training (75GP): Character may try Protective Aura (50GP) 2Mv - Target gains +1D for
to heal wounded allies and self. Roll an attack using (Mind) rounds
Mind instead of Attack, and the target’s # of wounds Guided Blade (50GP) 2Mv - Target gains +1A for
instead of Defense. Success indicates one Life is (Mind) rounds
restored. In any case, may not try to heal again until Sparrow Speed (50GP) 2Mv - Target gains +1Mv for
target takes another wound. Takes 4 Mv. (Mind) rounds
Basic Trapfixing Training (75GP): Character may Minds Eye (50GP) 2Mv - Draw the next RE card and
try to disarm traps. If the trap is on a RE card when place the room as normal, but do not open the door. If
opening a door, roll an attack using Mind vs a Defense the card shows a trap, it is detected, but not disarmed.
of 2. Success indicates the trap is bypassed; failure Exploding Burst (100GP) 2Mv - Target a square you
indicates the trap triggers. If the trap is marked on the can see. Any creature in that square or any of the
map, and the attempt indicates failure, draw a card; if surrounding 8 squares is attacked, using your Mind
the card shows a trap, it is triggered. Takes 4 Mv. score as your Attack. Prerequisite: Mystic Bolt.
Basic Arcane Training (50GP): This character may Lightning Bolt (100GP) 2Mv - Attack each figure in a
purchase Arcane spells that do not have a prerequisite. straight line out from you. If on a straight path, range
is 6; if on a diagonal, range is 4. Roll an attack using Use a Skill: As per the skill
Mind rather than Attack for each creature in that line. Open a Door: 2 Mv
Cast a Spell: As per the spell
Holy Spells
Prayer of First Aid (50GP) 2Mv: Restore 2 Life to a A character may attack a monster with a melee attack
wounded ally. only if he is next to it, not on a diagonal. Some
Prayer of Righteous Rage (50GP) 2Mv: Attack one weapons allow diagonal attacks. Monsters must also
adjacent foe with Mind instead of Attack. be adjacent to attack, though some have the ability to
Prayer of Deliverance (50GP) 2Mv: Protect the target attack diagonally.
with +1 D for (Mind) rounds.
Prayer of Aid (50GP) 2Mv: Place one [summoned To perform an attack, roll a number of attack dice
monster] adjacent to the caster. It acts on the caster’s equal to your modified attack score. The monster rolls
turn, at his command. It remains for (Mind) rounds. defense dice equal to its defense score. All skulls in
Prayer of Confidence (50GP) 2Mv: Target gains +1 A excess of shields are wounds; when a monster has as
for (Mind) Rounds. many wounds as its life score, it is dead. The same
Prayer of Holiness (50GP) 2Mv: Make an attack applies to a hero.
(using Mind instead of Attack) against all undead
creatures in sight. Successfully attacked creatures may When a monster dies, remove it from the map. When a
not act for as long as the caster does not take an action. hero dies, the other characters may pick up that hero’s
Prayer of Healing (100GP) 2Mv: Restore 4 Life to a equipment. A new hero may be generated and given
wounded ally. Prerequisite: Prayer of First Aid. the equipment, but the new hero will not have training
to begin.
Weapons, Armor and Equipment:
Dagger (25GP): +1A; may be thrown as a ranged Monsters attack after all heroes have had their turns.
attack Monsters follow strict prioritization rules, as outlined
Staff (100GP): +1A; may attack diagonally here.
Sword (75GP): +2A
Battle Axe (100GP): +3A Melee monsters (monsters without ranged attacks
Two-Handed Sword (200GP): +3A; may attack or spells) move to the closest hero and attack. They
diagonally will not change targets until they or their first targets
Bow (50GP): +2A; may not be used against adjacent are dead. In a case where two or more heroes are
foes (diagonal is OK) equidistant, roll a die to determine the target.
Crossbow (150GP): +3A (may be used against
adjacent foes) Ranged monsters (monsters with ranged attacks)
Leather Armor (100GP): +1D will move only as needed to avoid melee and gain
Chain Armor (200GP): +2D line of sight to preferred targets, giving priority
Plate Armor (300GP): +3D to avoiding melee heroes. They will then fire on
Healing Salve (25GP): Discard to restore 2 Life. heroes they can see. They will fire first at heroes
Healing Potion (75GP): Discard to restore 4 Life. with arcane spellcasting training, then at heroes with
holy spellcasting training, then at heroes with ranged
Rules weapons, and finally at any other available target.
They will switch targets if their target dies, if their
Characters take turns acting. Each character completes target leaves their sight, or if a higher priority target
his turn, then any monsters take their turn. On a becomes available. In the case that more than one
player’s turn, he spends his Mv to perform actions, as viable target exists, roll a die.
follows:
Spellcasting monsters will cast their spells in the order
Move 1 space (not diagonal): 1 Mv they are listed in the monster description. Boost spells
Attack Melee: 3 Mv will be cast on the most powerful monster. Spells
Shoot: 4 Mv that hurt stats (but not Life) will be cast on the most
powerful melee hero. Spells that cause damage will be Monsters
cast at targets as if the spellcaster is a ranged monster. 1-skull Monsters
Spells that damage and require adjacency will be cast Goblin Bolt: A2, D1, Mv6, L1, Mnd3, Bty1
at the closest hero. Once a spellcasting monster has (crossbow)
cast all its spells, it becomes a melee monster. Goblin Blade: A2, D1, Mv6, L1, Mnd3, Bty1
Orc Slasher: A2, D2, Mv5, L2, Mnd3, Bty1
Exploring Orc Shooter: A2, D2, Mv5, L2, Mnd3, Bty1 (bow)

To begin the game, heroes set up in front of a door. 2-skull monsters


They then roll on the random event table, ignoring the Orc Enforcer: A4, D3, Mv6, L3, Mnd4, Bty2
random event to determine the size of the room they Orc Bodyguard: A3, D4, Mv6, L3, Mnd4, Bty2
will enter. The room is placed on the table. Characters Orc Medicine Man: A2, D3, Mv7, L3, Mnd4. Bty2
take turns placing the rooms. (*spells)
Goblin Taskmaster: A3, D3, Mv8, L2, Mnd3. Bty2
There are two kinds of room - basic and objective. (**whip)
Objective rooms should be placed at the bottom of
each stack of rooms, and basic rooms are shuffled and 3-skulls monsters
placed face-down on top of them. The objective room Ogre: A5, D4, Mv6, L5, Mnd3, Bty3 (**reach)
may not be drawn and placed until the rooms on top of Orc Chieftain: A4, D5, M7, L4, Mnd4, Bty3 (**large
it have been placed. axe)
Orc Shaman: A3, D3, Mv6, L4, Mnd5, Bty3
Monsters are indicated by skull piles. The more skulls (***spells)
in a pile, the more powerful the monster. Roll on the
appropriate monster table to determine the monster to A: Attack, D: Defense, Mv: Move, L: Life, Mnd:
place in each space. A four-skull pile is an objective Mind, Bty: Bounty
monster; if the scenario does not have an objective, *Orc Medicine Man has the following spells, which he
use the three-skull table. may cast once per game:
--Dread Cloud of Defeat: -1A, -1D on one target; will
Once all monsters are defeated, heroes may search for cast on biggest melee fighter
treasure. A hero adjacent or atop a treasure space may --Sickly Touch: If adjacent to a hero, this spell
roll on the appropriate treasure table. If the scenario automatically causes -1L
does not have an objective treasure, chalice spaces are **These monsters may attack diagonally
treated as gem spaces. ***Orc Shaman has the following spells, each of
which he may use once per game:
Each treasure space may only be searched once. --Slavering Fearlessness: +1A, +1D for all allies until
Monetary treasure must be split by all heroes after the end of fight
adventure, so one hero’s sheet can be used to record --Dread Cloud of Defeat
treasure. --Miasma: Attack with Mind-1 instead of attack; target
a space and all spaces adjacent (but not diagonal)
Each monster earns the heroes bounty. This is --Kargoch’s Helping Hand: +2 Life to adjacent
additional treasure, though it is not usually much. monster
However, it can add up, especially in a larger dungeon. --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 Gem (roll d8)
1: 50 gp
Monster Tables 2: 75 gp
1 Skull (roll d4): 3: 100 gp
1: Goblin Bolt 4: Scroll of Shock Fist (one use, any hero)
2: Goblin Blade 5: Magic Sword (+3A instead of +2A)
3: Orc Slasher 6: Magic Leather Armor (+2D instead of +1D)
4: Orc Shooter 7: Protection Ring (+1D)
8: Scroll of Restoration (Return a dead hero to life at
2 Skulls (roll d4) full health; cannot be used on a dead hero once the
1: Orc Enforcer adventure has ended, though the scroll may be kept for
2: Orc Bodyguard later)
3: Orc Medicine Man
4: Goblin Taskmaster Random Event Table (roll d12)
1: No event; room size 4X4
3 Skulls (roll d6) 2: Trapped door; room size 4X4
1-2: Ogre 3: Wandering monster; room size 4X4 (place 1-skull
3-4: Orc Chieftain monster at farthest door into current room)
5-6: Orc Shaman 4: No event; room size 4X4
5-6: No event; 4X6
Treasure Tables 7: Trap; 4X6
Copper Coins (roll d8) 8: Wandering monster; 4X6
1: 5 gp 9-10: No event; room size 6X8
2: 10 gp 11: Trap; 6X8
3: Dagger 12: Wandering monster; 6X8
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)

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
guard room

short hall
vault

t-intersection
barracks

medium hall
torture chamber

bedroom
mess hall

storage room
jail
kitchen
long hall
throne room
common room

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