You are on page 1of 42

How to use the Adventures

The Adventures contained in this Adventure Booklet are Map


meant to be played in sequence from first to last, as they all This is the Map of the Dungeon. This map shows the
comprise an entire scenario. Each Adventure is presented Dungeon Lord where all Monsters, Furniture, Traps, doors,
on one or more pages, each with a name, information, and other things go.
introduction, map, area information, descriptions, and
Dungeon Lord Heroes.

Most Adventures grant the Heroes a certain amount of


Experience upon completing it. You may notice that some
of the longer dungeons that are occupied by many Monsters
usually give less Experience for completion. This is
completely normal for setting the pace of advancement
throughout this Campaign.

Below is a run-down of all the information you’ll find on the


Adventure Sheet.

Name - The name of the Adventure.


Also on this map you’ll find Point of Interest icons, which are
Dungeon Info – This tells you what the Dungeon Level is the white circles with the lowercase letters on them.
for this Adventure (see Book 2: Campaign, p60 – Dungeon
Level) and how much Experience each Hero receives for These letters correspond to the letters on the Adventure
completing the Adventure. This area will also show if the Sheet text, and will point out when there’s something special
Adventure is optional or not. in the room, such as special traps, Monsters, or Treasure
that are in the room or corridor.
Bold Text – This area has information that only the
Dungeon Lord should know. If your group is playing with more than one Dungeon Lord,
the Heroes belonging to the Dungeon Lord who ran the
Introduction Box – The contents of these boxes are read Adventure will gain Gold and Experience, as shown in a box
aloud to the players. There is normally one in the like the one below. This is usually seen at the very end of
beginning, read before the Adventure begins, and one at the Adventure sheet.
the end of the Adventure, read after the Adventure has
been completed. Dungeon Lord Heroes: Experience & Gold

Room Letter
Boss Monsters
There are two types of these boxes. This kind is always Some Monsters in the game are unique, and are considered
preceded by a letter that corresponds to a room. When Bosses. They are usually much more powerful than their
the corresponding room is opened, the Dungeon Lord normal counterparts.
reads this text.
Below is a sample Boss Monster

Conditional Description Tiktik Beef Zip Smrt Hlth Mv XP


This is the second type of this box, and is always 4 4 12 12 6 4
preceded by Italic Text. The italic text describes the
condition that needs to be met before reading this text When a Boss Monster is defeated, all Heroes gain the
box. For instance, the italic text might read: listed amount of XP.
Read this to the players once the Tomb has been opened.
Legend
Below is the legend that will show you what everything Due to the large variety of Monsters, many of the letters are
means on each Adventure Map. Not all of the Monsters are duplicated, and thus have both capital and lowercase
represented on this Legend, as not all of them are used in versions. For instance, the capital “H” in a green circle
the campaign. Everything else is there, so deal. As you can designates a Hulk, whereas a lowercase “h” in the blue
see, all of the Monsters are on the left side of the Legend, all circle designates a Wraith.
Furniture on the upper-right, and traps & doors in the lower-
right. For this reason, there is a black-and-white version of the
Adventure Booklet you can find alongside this one.
Introduction: the gates of Infernyssus
You’ve been wandering the Old Earth aimlessly for weeks
now. You’ve heard the call that beckons all adventurers, but One particular conversation piques your interest. A very
you don’t know where to start. well bloody man is telling another about how he and his
buddy had gone north to where there was a few dungeons
While wasting your hard earned cash in the town of Vas to choose from. He goes on about how it wasn’t cutting it,
Legos, you come upon a small note posted on a bulletin just him and his friend. They were overwhelmed
board, detailing some things about a small town named everywhere they went, and hardly found any treasure. The
Torran, promising riches to willing adventurers. other man asks where his buddy is. The other guy looks
down into his mug, and says he doesn’t know. They were
Rather than sit split up while
around and wait for escaping from a
your gold to be dungeon. He had
squandered away sat outside for hours
some more, you waiting for his friend
make the decision to to come out. Sadly,
travel to Torran. he never did.
After all, it’s only a
couple weeks’ travel Rather than feel
time. You stop by sorry for the poor
the pub and grab a sod, your first
brew, and soon thought is that you
you’re off. might not be able to
go it alone. It
You decide to take seems that you
the straight line to might have to share
Torran, traveling your fortunes with at
through the forest for least two others.
a few days. Luckily,
you find no trouble You polish off your
there. Once through growler and
the Forest, you reluctantly head out
travel a few more of the bar. You look
days and finally you toward the city hall
spot what must be and notice that the
Torran. Job Board is
crowded with
Approaching closer, adventurer types.
you note that it You decide to join
indeed is a very the other
small town. Plenty adventurers and
of the surrounding check out what’s on
areas have been plundered for wood, and there is heavy the board.
construction going on. As you approach the huddled
buildings, you’re greeted by a couple of guards. Well, you Pushing your way to the front of the board, you peruse the
guess they’re guards because they’ve got weapons and postings for anything that looks interesting. Many of the
they’re standing at the “entrance” , but they’ve got no jobs ask for some muscle to help the build sites, all
uniforms, and they’re scrawny at best. complete with contact info and reward. You quickly brush
those aside and finally, you see a couple that you might like.
Upon getting past the gate, you look around. You see the You look to your left and right to the people around you,
small shack mentioned in the pamphlet, the town hall. You thinking that some of these people are the ones who will
also see other shacks around, some residences, others have your back when things get ugly in the depths of these
shops. One particular building strikes your fancy. It’s a dungeons.
somewhat large building, and it appears to be very popular,
as there are plenty of folk around it. On the sign above the You browse for a few more minutes, and finally find one you
door is loosely scrawled “BONE’S BOOZE”. like. You tear the posting from the board and read it
carefully. You turn around and look at the crowd and speak.
You stroll on in, anxious for a growler of beer. You place
your order, and take a seat at the back of the pub. The “Who’s with me?”
room is full of citizens and newcomers alike, most with
construction equipment, and some with adventuring
equipment. You listen at the conversations, and pick up
some information here and there about the surrounding
areas, especially the dungeons.
1. The Plow D
Dungeon Level 1. 5 Experience. Optional. If the players never find this Secret Door, and don’t return
This Adventure is completely optional. It’s very quick the plow, they can go back to Torran, but gain no reward
and simple, and meant to get players acquainted with money.
the game. It is suggested that new players play this
Adventure, but it’s up to the players. If they decide to You step into the room to see the big plow in the corner of
skip it, simply go to the next Adventure. the room. Standing around it are a couple of Orcs and a
few Goblins. And they’re none too happy to see your mug
You decide to pick up a simple search and retrieve job. disturbing their business.
One of the citizens of Torran has recently had his plow
taken by what he describes as “a bunch of stupid little
green folk”. The job posting states that they fled with the If the Heroes clear the room of all Monsters:
plow to the west. Knowing full well that little green folk
certainly do exist, you have decided to get this man’s plow After defeating the Monsters, you quickly pack up the plow
back to him. The reward is small, but it’s the experience and search the room. You find a small desk with a roughly
that you’re after. scribbled note on it. From what you can make of it, it
appears that someone had contracted these Green to plow
After a couple of hours walking west, you pick up a trail of a small field with some seeds that would spread toward
dirt that’s been cut in the grass. The green folk must have Torran and make all the surrounding land barren.
gotten tired of carrying the plow, and decided to drag it the
rest of the way. Finding the dungeon proves extremely
simple after finding the trail, and soon enough, you face a The players can now take a few turns to search for
wooden doorway laid into the ground. Treasure and do other things. Once they’re done, they
can walk out of the dungeon by stepping out of the front
door. When they do exit, read the following to them:

A
You return to Torran with the plow, and with the note and
You descend the stairs into a small, hardly lit hallway. The seeds that you found. You return the plow to its owner,
stonework in here is shoddy at best, and you wonder who thanks you profusely and gives you each 15 Gold.
whether your end will come at the end of a Goblin’s spear, You then go to the town hall and show the evidence of the
or if you’ll be buried under tons of rock because your plot you just uncovered. Huck Jobal of the town hall
buddy farted. rewards each of you with another 15 Gold.

B
This room smells like the droppings of twelve generations
of Goblins. Some of which are still in the room.

The Closet in this room contains a Leather Cap. The first


Hero to search the Closet for Treasure in this room will find
the Skullcap instead of rolling for Treasure.
All Heroes begin
C the Adventure
standing on the
You open the door to find that this room is guarded by Red Arrow.
Orcs. They’re a lot bigger than their Goblin cousins, and
bigger than what you’d heard in tales. Not to mention that
they stink like they haven’t changed their diapers in four
and a half days.

If the Heroes clear the room of all Monsters, read the


following.

You’re disappointed when you look around the room and


find no plow. After a quick look, though, you do notice a
sizable amount of dirt has been dragged toward the west
wall.
Dungeon Lord Heroes: 9 Experience, 50 Gold.
2. The Farmer’s Slaughter D
Dungeon Level 1. 5 Experience.
You open the concealed door to see two Orcs resting by a
You pick up a job from the Job Board that has some
chest. As soon as they notice you, they arm themselves
details about a farmer whose livestock is being eaten alive
with some bows.
at night. You find the farmer and ask him to give you
some details.
The Orcs in this room are carrying some shortbows as well
He says that for the last couple of days, he’s lost a few
as their normal weapons. They will attack the Heroes with
chickens, and one cow. They were all partially eaten. He
their bows and not move past the traps unless the Heroes
says he hasn’t seen who’s been doing it, but offers a
trip them. The Orcs use their Zip to attack with their bows.
reward of 25 Gold to each one of you if you find and stop
Inside the chest is the Level 0 Armor Artifact, the Eye of
the slaughter.
Gorn.
That night, you camp outside the small farm, waiting to see
When the Heroes leave the dungeon, read the following:
if anything attacks the livestock. Sure enough, at around 2
in the morning, a shambling figure walks out from the fog, You return to Torran with the news of the Zombie who was
straight to the livestock. You decide that it would be better stalking the farms, and that you’ve taken care of the
to wait for it to finish up and go home, so you can figure problem. Each Hero is rewarded his share of 25 Gold by
out where it’s coming from. the farmer.
After a meal of two chickens, the thing turns around and You head for the pub to have a drink, and will possibly
starts walking back the way it came. You follow it for the check the Job Board tomorrow.
better part of an hour to a small cave entrance. At the end
of the cave entrance, you see a large, rotten wood door.

A
You open the large door to see a long hallway that splits
up at the end. It’s very dark in here, but there’s enough
light to see where you’re going.

The thing you were following is nowhere to be seen.

B
This long room is filled with piles of bones and rotting
flesh. At the far end of the room, you see a group of
Goblins who look like they’re cleaning up after someone.

C
You open the heavy door to find that shambling creature
that you were following... A Zombie! There are Goblins
cleaning up around him, and it seems he was about to
crawl back into his coffin. That is, until he heard you come
in. Dungeon Lord Heroes: 10 Experience, 70 Gold.
3. Blood for Alchemy D
Dungeon Level 1. 7 Experience.
You enter the room to see a large Manticore lying in the corner of
After a day of rest, you decide to go back to the Job Board. the room. It lifts its head to look at you, and then stands up,
Money’s scarce, so you decide to go for something with a nice big seeming quite uninterested that you’ve come. Then with a loud
reward. However, you’re quite aware that most Heroes don’t roar, it lunges at you.
come back from the large bounty jobs. After convincing yourself Place the Manticore on the (d) marker. The Manticore does not use
that you’re not scared, you look at some of the high paying jobs. any Dark Magic. The Manticore can make one Melee attack and
one Ranged attack each turn. Defeating the Manticore will give all
You find one that’s particularly interesting. A local alchemist is the Heroes 2 Experience.
looking for an undisclosed ingredient. He offers a large reward,
and for more information, to inquire at his home. If the Heroes defeat the Manticore:

You take the note, and follow the directions to his home. The The Manticore falls to the ground, dead. You quickly fill the small
house is shabby at best, which makes you wonder what kind of vial with the Manticore’s blood, and you’re on your way.
reward this man could give. Regardless, you knock on the door.

A man who appears to be in his late twenties opens the door. E


Seeing that you look like the adventuring type, he lets you in. Inside the Chest is 60 Gold.
After some quick introductions, he informs you of a magical brew
that he’s trying to put together, but his final ingredient is the blood If the Heroes complete the Adventure, read this:
of a Manticore. He doesn’t go into details about the use of the
potion, but he does tell you that the reward is a total of 800 Gold. You take the vial back to the Alchemist, who hurriedly goes to his
bench to finalize his potion. After a short while, it is complete, and
you watch as he guzzles the potion. He stands up, and shortly
Hearing that, you excitedly ask the details of where you can find a
Manticore. The alchemist pulls a map from his desk drawer and thereafter falls to the floor, dead. You don’t know if you’re more
hands it to you. He then hands you a small vial to collect the shocked that he’s dead or that you may not get your reward. You
do a quick search of the house but your reward money is nowhere
blood with. You check out the map for a few minutes, and are
quickly on your way. to be found.

You head to the town hall and tell them of the machines that you
The map leads you to a small cave at the side of a hill.
Surrounding the rear and sides of the hill is a foul, stinking lake found in the Manticore’s lair. They seem intrigued by your finding,
that seems to be spreading decay to the local plant life. About ten but offer you no reward.
feet into the cave, the walls are cleverly carved and sculpted to a
beautiful finish. Soon you come to a large, stone door. If the Heroes fixed the purifier, each Hero gains 2 Experience. If
they turned off the other machine, they each gain 1 more
Experience. If they destroyed it, they each gain an extra 2
Experience.
A
You step into the dark, sandstone built dungeon to be immediately
greeted by three Goblins. The dungeon is very clean looking, and
well organized. It’s obvious that these Goblins don’t live here.

B
Inside the Chest in this room is a Broadsword, two Healing Potions
(5), three Deathblow 12oz, one Magic Potion, and 60 Gold.

C
You step into the small room that contains two large machines
that cover the west wall. The machines seem to be some sort of
pumps. The one on the left seems to be operating smoothly, and
through a small window you can see it’s pumping a dark, green
substance. On this machine you see a large lever. The machine
on the right has a crowbar stuck into the gears. One of the gears
has been removed and is lying on the floor.

After a bit of examination, you conclude that if you pull out the
crowbar and reinsert the gear with the help of some oil, you can
get the machine working again. However, you’re not sure what, if
anything, you should do with the other machine.

If the Heroes have some Oil, they can repair the machine and start
the purification process. The Heroes can either destroy the other
machine or use the lever to shut it off.

They will gain Experience after the Adventure depending on what


they do here.

Dungeon Lord Heroes: 12 Experience, 70 Gold.


4. Cavon’s Crypt E
Dungeon Level 1. 10 Experience. Optional
This Adventure is optional. The Heroes can turn down the As you push the door open, the smell of rot smacks you like a ton
offer given to them by the man, and skip to the next Adventure. of bricks. There are two partially eaten bodies on the floor,
complete with some adventuring equipment. Four Zombies
There are a lot of Skeletons in this Adventure. Remember that stumble about the bodies until one of them notices you. It’s
they all have the Pile of Bones Skill, which allows them to be apparent that they’d like a fresher meal.
placed as a Pile of Bones token, which makes them invincible
until you decide to activate them.
Once the Zombies have been killed, read the following to the
While at Bone’s Booze, you’re approached by a rugged looking players.
man. He tells you he’s heard of your recent exploits, and he has a
job that you might be interested in. You rummage through the bodies, and while you find a few things
of worth, there is no medallion.
He tells you about a small crypt to the east of Torran. He and a
few others had gone in to loot the place a few days ago, but he After a few minutes of searching the bodies, you hear some
was forced to run away because they were overwhelmed. He’s rustling behind the west wall. With your weapons drawn, you
not sure what happened to the others, but he believes they’re manage to slide a large stone block off the wall, revealing a
dead. woman, barely alive. After giving her some food and water, you
tell her why you’re there. She tells you that the man who hired
His reason for hiring you is that he needs a medallion that one of you to come here is the man that led her and her friends into this
his friends wore. He explains that it’s a family heirloom, and that it tomb with promises of untold riches, only to double cross them
should be given to her children. He says that the crypt is full of and leave them for dead when he got what he came for.
old treasures, and that you’re free to keep anything you find.
Other than that, he says, he can offer no reward. She figures that he sent you here to retrieve the medallion
because it is extremely expensive, and he could not bear such a
Do you accept the man’s offer, or decline and look for a job at the treasure being left behind.
Job Board?

The Heroes find 120 Gold worth of coins and jewels, and nothing
A more. Read the following after the Heroes leave the dungeon.
The Heroes start on the stairs tile under the red arrow.
You descent the stairs to find yourself in a small room. The air is Once back in Torran, you find the man who left his friends for
musty and stinks of rot. Maggots crawl around the corners of the dead, along with the woman he left there. As soon as he sees
room, looking for something to feed on. In the distance, you hear you and the woman, he turns around and begins to run, but you
low moans echo throughout the halls. quickly catch up and subdue him.

You turn him in to town hall and tell the council clerk the whole
B story. They assure you that he’ll be properly punished, and you’re
soon on your way.
This hallway is littered with bones, some of which are being
gnawed on by the various rats that scuttle in and out of the dark The woman you rescued tells you she can’t offer any reward, but
corners of the corridor. what you found in the dungeon is reward enough for you.

C
This small room appears to be the final resting place of two
individuals. However, you’re not so sure that they’re still resting.

D
This room appears very calm and undisturbed. It’s very clean,
and the coffin still bears a fine polish.

If a Hero searches the Coffin, a Mummy will crawl out and attack.
Place the Mummy anywhere next to the Coffin.

After the Mummy is defeated, the Hero who searched the Coffin will
find 100 Gold and a Battle Hammer. Dungeon Lord Heroes: 14 Experience, 100 Gold.
5. Nandi’s Revenge E
Dungeon Level 2. 6 Experience. Continuous Dungeon. When populating this room, place a Festering Orc on the (e)
In this Adventure, the Heroes must travel to Sanfrinsco, a large marker. Make sure you make good use of his available Spells,
town that’s 9 days’ worth of travel away. If you’re using the which can make this a very difficult battle for the Heroes.
Travel rules, you’ll have to roll for events. Otherwise, simply
You open the door to this large room to see it chock full of large,
start the Adventure.
foul smelling Orcs. One particular Orc in the southeast area of the
Tired of being swindled and missing out on your reward money, room catches your interest. His clothes are covered in bones and
you quickly snatch up the biggest job you can find. After taking strange symbols. You believe that this is an Orc Shaman.
the posting, you find the woman who posted the job. She
introduces herself as Nandi Joersen, and tells you that she has After the battle is over, read the following to the players.
some business that needs attending to up in the town of
Sanfrinsco. After discussing your reward should you complete You’re disappointed to see that Cear is nowhere to be found. You
your objective, which happens to be 200 Gold per party member, breathe a sigh of defeat, but at least you made away with some
she gives you the name of a contact she has up there, and quickly good treasure. However, Nandi won’t like this news.
sends you on your way.
Naturally, at this point you’ll give the players a chance to find the
It takes you nine days to travel to the well-developed town of secret door. There is a chance that they won’t find it, or that they
Sanfrinsco. Once there, you have no trouble finding Nandi’s just won’t look for it. If they don’t find it, read the following to them.
contact, Hork Farro. He gives you the details of your mission: a
group of Orc bandits, led by a Human named Cear, recently razed You return to Torran with the news that Cear was nowhere to be
and pillaged a large farming operation east of Sanfrinsco, owned found. Nandi is extremely disappointed, but gives each party
by Nandi. There were many valuables stolen, but Nandi’s member 50 Gold in compensation.
objective isn’t to retrieve her property - she believes that anything
stolen has already been sold - she wants revenge. Your objective The chest in this room contains the Level 1 Weapon Artifact
is to kill Cear and bring back his medallion as proof of his death. Flmgt’s Hatchet.

In a few short hours you set off for Cear’s known hideout, which If the Heroes do find the secret door and take the stairway, read the
turns out to be a dungeon to the northeast of Sanfrinsco. Once following to them.
there, you quickly enter.
You descend into the stairwell, which turns out to be an extremely
long passage. Hours go by before you see any change of
A scenery, which comes as the form of a plain, unfurnished landing.
The air is very cold down here, and you may not get very good
You walk into an unusually tidy dungeon. This room is clean and rest without a bedroll. Still, you figure you might as well take
well lit, and the furnishings are of decent make. You notice that some rest before continuing down the stairwell.
there’s no Monsters around, and wonder if this is another trick.
There seems to be many useful things in the furniture here. This Adventure is a continuous dungeon. This means that this
session ends, but the next one begins at the beginning of the next
The shelf on the left has four Healing Potions (5). The one on the dungeon. The Heroes may not visit the shop or perform any Guild
right has six Deathblow 12oz. The closet on the left has two of Actions.
each of the following: Power Shot, Zip Shot and Magic Shot. The All Heroes regain all of their Health, Adrenaline, and Spell Uses
closet on the right contains a Fur Armor Suit. before the next Adventure.

B
This room is littered from wall to wall with Green. In the corner of
the room, you can see a small stairway leading further down into
the dungeon.

The stairs here lead to the room marked (b) on the “Q” board.

C
The shelf in this room contains four Healing Potions (d6).

D
You open the door to see an enormous Hulk waiting for you with a
small squad of Orcs. Behind him you can see another staircase
that leads even further down into this dungeon.

The stairs here lead to the room marked (d) on the “S” board.

The chest on the left is trapped with an arrow trap and contains four
Deathblow 12oz and two Magic Potions.

The chest on the right is trapped with a Poison Needle and contains
the Level 0 Weapon Artifact Gondrink.

Dungeon Lord Heroes: 14 Experience, 100 Gold.


6. Cear’s Might Cear has the ability to attack twice during one turn, but the attacks
must be directed at two different targets. If only one target is
Dungeon Level 2. 15 Experience. available, he may only attack once. Defeating Cear will grant each
This Adventure is the second part of a continuous dungeon. If Hero 3 Experience. This room can not be searched for Treasure.
the Heroes did not find the hidden room in the previous
Adventure, then skip to the next Adventure. All Traps in this Cear has the stats of an Infernal Hero, and he also carries with him
Dungeon are easy to disarm. A Rogue can Disarm them on a two Healing Potions (5).
roll of 3+. For this reason, a Rogue doesn’t gain any If the Heroes beat Cear, read the following:
Experience for disarming them.
After the battle, the dying Cear swears that this isn’t the last
Upon waking up, you pack your things together and continue
you’ve seen of him. He curses at you as you loot the room,
down the stairwell. It’s another couple of hours before you reach
paying no mind to the babbling madman lying in a pool of his own
the bottom landing. Once there, you can’t help but think about
blood.
how horrible the walk back up will be.
In the room you find a total of 80 Gold, the Level 1 Artifacts
A Pendant of Lurch, Mal’s Ring, Lobo’s Slamfist, and Rat’s Musky
Boots.
You step into a clean room, very tidily kept. It’s so quiet in here
that you could hear a pin drop in the next room. If the Heroes found the secret room (e), (or find it on their way out,
read the following:
B On your way out, you grab all of the treasure captured from the
farm and begin your long journey back up the stairway, and then
This room is just like the one before it. Calm and quiet. You
back to Torran.
notice a stairway leading down.
If the Heroes want to, they can sell off Nandi’s treasure for 400
The Chest in this room is trapped with a Poison Needle Trap, and it Gold.
contains six Healing Potions (5). The stairway in this room leads to
the room marked (c). If the Heroes return to Nandi without the treasure, read the following
You return to Nandi with the medallion in hand. She thanks you
C profusely, and hands over your reward of 40 Gold each.
You step down the stairs to find a completely bare room. After
If the Heroes return with the treasure, read the following:
just a quick look around, however, you find a faint light coming
through the northern wall. Nandi is absolutely amazed that you have killed Cear and brought
back the leftover goods from her farm. She thanks you profusely
D and hands you your reward, and a crate which she describes as
“things more suited for adventurers such as yourselves”.
You push open the concealed door to see a lone chest sitting at
the north end of the room. Inside the crate are 4 of each of the following: Healing Potion (5),
Deathblow 12oz, Quick brew, Tough Brew, Beef Brew, Magic
The Chest in this room is trapped by a Poison Needle Trap and a Potion. There is also a suit of Leather Armor, the Level 1 Gadget
Spear Trap. The Poison Needle Trap must be disarmed before the Artifact Smackring, and a Knight Sword. The Heroes get 1
Spear Trap can be disarmed. A successful trap check in this room Experience.
will reveal the three Spear Traps and the two Traps on the chest.

The Chest contains the Level 1 Armor Artifact Faro’s Expanding


Shield.

E
This hidden room is full to the brim with plenty of valuables, along
with some expensive looking farming equipment. This is
obviously Cear’s bounty from the raid at Nandi’s farm.

The treasure in this room can only be taken once the Heroes are on
their way out of the dungeon. However, the Heroes have the option
of leaving before entering the final room, to do whatever they want
with the treasure. This room may not be searched for Treasure.

F
You push the large doors open to see one man putting some
things away in a closet. He’s dressed in dark chainmail, and has
a large axe by his side. He turns to you and sighs.

“I assume you’re here on behalf of Lady Nandi, correct? I’ll be


sure to send her your bodies after we’re done.”

When dealing out the Initiative cards, give yourself the 1 card for the
first Round.
Dungeon Lord Heroes: 15 Experience, 200 Gold.
7. Defending the Brewery All doors in this Adventures are considered open and can not be
closed. This Adventure ends after all the Monsters are defeated
Dungeon Level 6. 7 Experience. after Wave 3.
In this Adventure, you’ll want to use multiple print-outs of
either the T Dungeon Board, or the Grass Boards, or just use All Monsters carry an Explosive Charge that can blow a hole in any
cheap photocopies of either. Otherwise, you can just use any wall, basically making a new, open door in any wall that he is
other Dungeon Boards, and just not pay attention to the walls, Adjacent to. The Dungeon Lord pays 5 Anger, and the hole is
rooms, or corridors. Notice the Dungeon Level is 6! instantly created. This is not an Action and can be done any time.
This Adventure uses the Skirmish rules. Heroes may not end their turn on top of the stairs tiles.
You return to Torran after a long, taxing journey, ready to relax
for a while before taking your next job. You notice that the small Monster Waves
town has grown significantly since you left a few weeks ago. The
There are four waves of Monsters that can be spawned in with
town hall is no longer a crappy shack. It now bears stone walls,
the Spawn Counter Die.
and is of decent size. Grass has been removed to create dirt
roads, and people are living in wood-built houses.
The Monsters can be placed anywhere within two spaces from
the edges of the North, East, or West sides.
Gone, however, is Bone’s Booze. It has been replaced by a
larger alehouse called The Burning Beard. You head over to it to
Wave 1
check it out, and after a bit of exploration, you find that it has a
Four Orcs, 1 Hulk, 3 Goblins.
large brewery of Deathblow in an underground room. Satisfied
with the new joint, you settle in and order a few brews.
Wave 2
4 Orcs, 4 Goblins, 4 Skeletons.
You’re not halfway done with your beer before a man bursts into
the alehouse screaming something about Orcs being on their
Wave 3
way to steal the Deathblow brewing equipment. At first you
6 Orcs, 4 Goblins, 1 Grey Goblin Shaman.
disregard the man as a lunatic, but when more reports of this
event flow in, you realize this might actually be happening. The
proprietor of the bar approaches you, seeing that you’re the only
If the Heroes finish the Adventure, read the following.
ones not panicking, and asks if you could help defend the
brewery. You easily agree to the task and gear up.
The Heroes are rewarded 15 Gold each, for every brewery part that
wasn’t stolen. When the Adventure is over, each Hero leaves with
7 Deathblow 12oz, regardless of whether he had more or less at the
This Adventure plays very differently than any of the other beginning or end of the Adventure.
Adventures you’ve played so far. The brown colored Q Dungeon
Board represents the Burning Beard. The other green colored T
Dungeon Boards (Or the Grass Boards) represent the surrounding After the long, bloody battle, the pub’s proprietor approaches you
area. The entire map should be laid out, complete with all of the and thanks you profusely. You have saved an important part of
Burning Beard’s furnishings. the town, and those Green will think again before trying to attack
Torran again. The proprietor then hands you your reward.
The Heroes are charged with defending The Burning Beard.
Monsters will come from either the North, West, or East in waves.
When the game starts, place the Monsters as they are in the
Adventure Map. Next, place a die somewhere in front of you, with a
4 showing on top. This is the Spawn Counter Die. At the beginning
of each of your turns, change the die to show
the next lowest number. At any time during
your turn when the die shows a 1, you can
change the die back to a 4 and place the next
Wave. The Waves are shown in a chart below.

Tell the Players that the Heroes will have


access to an unlimited amount of Deathblow
12oz for the duration of this Adventure. A Hero
may spend an Action at room (a) to pick up 5
Deathblow 12oz.

Also tell them that there are four main pieces of


the brewery downstairs at point (b). If a
Monster touches these stairs, he has stolen one
piece of the brewery. A Monster with a piece of
the brewery will try to step off the North, East or
West side of the Board. If he does, the piece of
the brewery is gone along with the Monster.

The Heroes start the Adventure anywhere in


the room marked (c).

All Goblins in this Adventure have Bows that


they can make Ranged attacks with 4 Attack
Dice.
Dungeon Lord Heroes: 18 Experience, 200 Gold.
8. Fier’s Labyrinth If the Heroes trip the vertical wire on the right, the room will explode
in a ball of hurtin-ass flame. Anyone in the room will take 10
Dungeon Level 3, 8 Experience Damage Dice that can’t be defended.
As you can tell by simply looking at the map, this Adventure
will require very little fighting. This Adventure will mostly Tripping the vertical wire on the left will result in the west door being
focus on events, riddles, and traps. locked. This will effectively end the Adventure for the Heroes.
A few days pass without you looking at the Job Board. Boredom
begins to set in, though, and the first thing you can think of when C
you get out of bed is to check the board.
This room is small and very serene. A shaft of sunlight shines
Nothing seems very exciting to you on the board. Most of the down upon the coffin through an opening in the ceiling. The coffin
postings are from farmers who have lost chickens or someone is made of silver, and appears to have been recently polished.
who needs a window fixed. One small post does catch your eye, There are various pieces of artwork on the walls, from paintings to
though. It’s not really much of a job. Rather, it’s a simple map golden sculptures.
with some directions on how to reach Fier’s Labyrinth. A few
scribbled notes on the post say that it’s full of treasure, but only The stuff on the wall can be taken by the Heroes and sold for a total
those that are quick of wit can survive it. of 100 Gold.

You decide to take the job anyway. You’re soon trudging through If a Hero tries to search the Coffin, read the following:
a small forest valley, which at the bottom holds a small circular
opening, big enough for one man to climb down at a time. Sooner
There is a loud bang, and a puff of smoke appears above the
than later, you’re in a small, clean, well lit, quiet room, with walls
coffin. When the smoke clears, you see a ghostly Magic Mouth
made of a tan colored stone.
floating gently above the coffin.

A “Right then, let’s get right to it!’ It says. “Here’s your riddle! I
have a small house in which I live all alone. My house bears no
You open the door to reveal a fairly large, well furnished room. windows or doors, so when I want to leave, I must break through
The room is clean, and the place sounds very quiet. You think the wall. What am I?”
you hear a soft music playing in the distance.
The answer to the riddle is “An un-hatched chicken.” The Hero that
What really catches your eye in this room, however, is the large answers correctly gains 3 Experience.
wooden monkey statue in the middle of the room. It turns its head
to look at you and blinks a few times. If no one answers correctly, the Coffin is locked shut.

None of the doors in this room can be opened until the monkey has The Coffin is trapped with 3 Poison Needles.
spoken. The monkey will speak on the Dungeon Lord’s turn when
all of the Heroes are already in the room. In the meantime, the Whoever searches the Coffin thereafter will find a Knight Sword and
Heroes can search the room for traps, treasure, or secrets. a Potion of Knowledge, which grants the user 2 Experience points.
The Potion of Knowledge is lost once used.
Once they’re all inside, read this on your turn:
The Secret Door on the North end of the room is hard to spot. A
The wooden monkey speaks with a loud, high pitched voice. Hero will only find it on a roll of 5+.

“So, you seek Fellengar’s treasures, do you? Well, you all look D
like a bunch of half witted baboons! Good luck! Keep your eyes
open, or the dumb one in the corner will get you all killed!” There are two large levers in this room. The door on the west end
of the room has an enormous opening mechanism with large
The monkey looks to the south door briefly, then back at you. gears which are most obviously somehow attached to the levers.
The handles on the levers are immense, as if there should be an
“If you open one of these doors, the other will be locked. So Ogre in here to open the door for passersby. The door seems
choose your path wisely!” pretty well sealed, so it seems the only way to open the door will
be to push both of the levers up.
Once a door is locked in this dungeon, it can never be opened
again. Both of these levers need to be pushed up at the same time in order
for the door to open. Pushing one lever up requires a Hero to get 5
Beef successes over 3 turns. Pushing one lever up gives the Hero
B 2 Experience. The lever will only grant the Experience once to any
This large room is lightly furnished, but a large gold chest in the Hero. Each lever stays up for 2 rounds.
south end of the room catches your eye.
Once both levers have been pushed up, the door will remain open
for 7 turns. That’s turns, not rounds. If the Heroes get split up and
If a Hero trips the horizontal wire in this room, the chest will be the ones left here can’t get the levers open, they’ll have no choice
locked down. If this happens, the Heroes will not be able to open but to leave the dungeon (or explore any unexplored areas).
the chest, or take it with them.

The Chest itself is locked with five Spear Traps. The Spear Traps
disarm on a roll of 3+. The Chest contains a Wolf’s Belt and a
Lucky Ring. The chest is made of solid gold, and if the Heroes
decide to take it with them, they can sell it for 100 Gold.
E The traps in this room are hard to find, and can only be found on the
roll of a 6.
This room is completely bare save for a large hole in the
Northwest area of the room. The room looks perfectly clean and If a Hero attempts to search the coffin, read the following:
well lit, although you can’t seem to see anything inside the hole,
not even with a torch. You figure the only thing you can do is to As soon as you touch the coffin, a Magic Mouth appears on the
reach inside and see what’s in there. northern wall.

“Thank you for visiting my tomb, Adventurers. I hope that my


Each Hero has one chance to reach in and find something in the tricks and traps haven’t been too taxing, although apparently they
hole. The 1 result, the Lever, will open up room (h). If no Heroes weren’t, since you made it this far. However, I won’t make it easy
roll a 1, then room (h) can not be opened. to retrieve my most prized possessions. First, to even gain
access to my tomb, you must answer a riddle. What turns
This room cannot be searched for Treasure. everything around, but does not move?”

The Dark Hole The answer to the riddle is “A mirror”. If the Heroes answer it right,
1 You find a lever in the hole and pull it. In the read the following.
distance, you hear the sound of stone grinding.
2 You find a Level 0 Artifact! “Well then, apparently that was too easy for you. Now, answer
3 You find a Level 1 Artifact! another riddle. My house, my rules. Two ugly mothers and two
4 You find a Level 2 Artifact! ugly daughters go to a pet store and buy three cats. I don’t know
5 You find a sack that contains 75 Gold! why ugly people buy cats, but they always have them, right?
6 You find a sack that contains 125 Gold! Each of the ugly women gets her own cat. Now how is this
possible?”
F The answer is that there is only three women. The first is a
The first thing you notice when you enter this large room is the grandmother, who is a mother to the second woman. The second
twelve pendulums hanging from the ceiling, all swinging back and woman is mother to the third, and daughter to the first. The third
forth in no discernable pattern. Strangely, the room is clean, with woman is just a daughter. If the Heroes answer it right, read the
no signs of carnage anywhere. following.

“Right, then. You are granted passage to my tomb. Be careful!”


Every time a Hero walks into a space in this room, he takes 2
Damage Dice, which are not defendable.
After speaking, a magical door appears beside the Magic Mouth,
Any Hero who gets through this room to either room (h) or room (g) which you can use to exit the dungeon.
without using a Healing Potion will gain 3 Experience points. If a
Hero crosses without taking any damage, he gains 10 Experience. The tomb is trapped with four traps. A Poison Needle, an Arrow,
another Poison Needle, and a Spear. Finding the traps requires a
G roll of 6. Once all traps have been sprung or disarmed, the tomb
Until all Heroes are in the room, the door on the North end of the can be opened. The lid can only be removed if a Hero gets 6 Beef
wall is locked, and the Chest can’t be opened. When all the Heroes successes over two turns.
are in this room, read the following:
Inside the Tomb is Fier’s Sword, a Greatsword with a Weight of 1,
You’re greeted by a Magic Mouth on the Eastern wall. It smiles a and the Level 1 Armor Artifact Bark Woofbite’s Shield.
great big smile, and informs you “Please, whatever you do, don’t
open this chest! It would be the last thing you do here!”

The Magic Mouth speaks the truth. The first Hero who tries to open
the Chest will be paralyzed for the remainder of the Adventure,
effectively removing him from the game. The Hero is restored after
the Adventure

H
This neatly kept room has two small tables on the North wall. One
appears to be holding a bag of gold, and the other has a large
stone, about the same size as the bag of gold. Laid neatly across
the floor is a Flail.

There’s a hatch in this room that can be found by searching for


Secret Doors. However, the search roll will only succeed on a 6. If
they find the hatch, inside it they will find the Level 2 Armor Artifact
Pell’s Brace. Any Hero who finds this hatch gains 3 Experience.
The bag of Gold contains 50 Gold. Any Hero can take the Gold or
Flail instead of searching for Treasure. The stone is worthless.

I
This simple, clean room has only one noticeable feature in it. A
large, beautifully crafted coffin sits in the middle, awash in sunlight
through a portal in the ceiling.

Dungeon Lord Heroes: 10 Experience, 60 Gold.


9. The Simple Life C
Dungeon Level 3, 6 Experience
The Chest in this room contains a suit of Studded Leather Armor.

After that last dungeon you visited, you think you’re ready for D
some real head smashing. Too much thinking gave you a
headache, which you’re trying to drown in a large brew. After a You enter this room to see a nice variety of Monsters. The one
few days, you decide it’s time to make some more loot, so you that really catches your eye is the Daemon in the corner, which
head over to the Job Board and quickly pick out a job that seems you seem to have disturbed. It appears he was in the middle of
simple enough. Apparently there have been reports of an area to casting some kind of Spell.
the Northeast of Torran that’s been crawling with Monsters. The
city council is offering a reward of 240 Gold for ridding the area of Obviously this Daemon is the cause of all the Monsters around
Monsters. the area. The city council will be impressed when they hear
you’ve destroyed a Daemon.
You travel to the site mentioned in the job post and find a large
hole carved into the ground, which could be no other than the
entrance to the place that’s spawning these Monsters. You step The Chest in this room contains 200 Gold.
down into the hole, which opens up into a large cavern. On the
south end of the cavern is a large, round wooden door. If the Heroes defeat the Daemon, read the following:

You open the door to a place that reveals a mine shaft, but with You return to town with news of the Demon who has been
slightly better workmanship, complete with wooden doors here summoning Monsters to the area, and proudly proclaim his
and there. death. The townsfolk cheer as you inform the council, and
applaud your efforts. It seems you’re finally making a name for
A yourself in this town.
The Chest in this room contains 160 Gold.

B
Sadly, you don’t find the Mummy’s secret hidden treasure here.
Just a couple of tables with some stuff on them.

Each Table in this room contains 3 Healing Potions (d6). Dungeon Lord Heroes: 15 Experience, 60 Gold.
10. Shefty’s Tomb D
Dungeon Level 3, 7 Experience
This room is bare save for a stairway leading upwards. You hear
Your stay in Torran is a short one as you find a job that seems the faint sound of birds chirping and wind howling when you
interesting enough shortly after returning. There’s a short tale listen at the stairway.
about an Ogre whose Human love interest died years ago. The
Ogre acquired the help of a Necromancer to bring his love,
Shefty, back to life. The Necromancer did so, but the woman Any Hero can use this stairway to exit the dungeon and end their
returned only as a disfigured Mummy. Outraged, the Ogre Adventure.
destroyed the Necromancer. The Ogre has been seen stalking
his lands recently in search of a way to bring her back to life, E
meanwhile causing some havoc.
Upon entering the room, you notice the large Ogre and the
You find the poster of the job, an alchemist, who says he has Mummy. They don’t attack you, but the three Skeletons in the
something that could help cure the Mummy of her undeath. room don’t seem to have any problems doing so.
However, it requires a drop of the Mummy’s blood, which might
be a hard thing to acquire.
The Ogre and Mummy won’t attack yet, and the Heroes should not
attack them yet either. However, if they do decide to attack them,
He gives you the potion, but warns you that if the Ogre refuses to
let them do so.
allow you to give her the Potion, then they must both be
destroyed.
If the Heroes don’t attack the Ogre and Mummy, and kill the
Skeletons, read the following:
A The Ogre stands in front of the Mummy, who you can only guess
is Shefty. “What you want?” he says.
This large room seems like it used to be some sort of dining hall,
though the main dining table seems to have been removed.
The Heroes have a few choices here. Read the following to them.
If the Heroes trip the tripwire, the two double doors above the (b) You have two courses of action you can take. Choose one of the
markers will be sealed shut permanently, cutting the Adventure very following responses to the Ogre.
short. If the Heroes have been split up, there is a staircase in the
room marked (d) that will lead any Heroes outside. “We have a Potion here that should restore Shefty back to life.
She won’t be a Mummy any more, but we’ll need some of her
The Chest in this room contains a suit of Studded Leather Armor. blood.”

B “We’re here to kick your ass and take all your loot you thick
The two double doors above these two (b) markers will be sealed
shut if any Hero trips the tripwires in the (a) room. If the Heroes give the Potion, read the following.

C Within only minutes, you can see the potion working, and the
woman is restored to perfect life. The Ogre stands dumbfounded
The Chest in this room contains 300 Gold. for a while, then walks to the corner of the room and picks up a
chest. He brings it to you and gives you the contents: 1200

Dungeon Lord Heroes: 14 Experience, 70 Gold. The Heroes each gain 5 Experience if they administered the potion,
and are then escorted out of the room and will not be able to enter it
again.

If the Heroes decide to kill the Monsters,


they’ll find the Level 2 Armor Artifact Dark
Mantle in the Tomb, 400 Gold in the bottom
chest, a suit of Studded Leather Armor in the
middle chest, and 15 Potions of Healing (d6)
in the top chest.

The Ogre in this room is a Cave Ogre with 12


Smarts, and the Mummy is a Tomb Mummy.

If the Heroes administered the Potion, read


the following:

You return to Torran and visit the


alchemist. He’s ecstatic when he hears
that the potion worked. Being able to cure
the undead of their curse will be a great
boon to Humanity. He thanks you
profusely, and you’re on your way.
11. The Infernus Plague B
Dungeon Level 3. Continuous Dungeon, 10 Experience
This dungeon is a gigantic filth hole, with basically no This room is littered with all manner of crap, and you can
treasure to be found anywhere. Let the players know hear a chorus of screeching and squealing from just about
this, so they don’t waste their time trying to find what’s everywhere. From underneath the doorway to the north,
not there. Unless you’re a jerk, then don’t tell them until you see shadows moving back and forth, which you
they try to search. guess are from some sort of creature’s feet.

This dungeon is a Continuous Dungeon. After taking If the Heroes open the door to the north, place opened
the stairway at point c, the Heroes can not go back to Double Doors (marked by the purple squares on the map,
town. Instead, they go straight to the next Adventure. and read the following:
After all that’s happened in the recent weeks, you decide Just as you reach out to the doorknob, you hear a loud
to take a few days of rest. You watch as Torran quickly rumbling, and you see the walls start to buckle. There is
grows, with small buildings being erected here and there pounding all around, and soon, the walls all around you
in a matter of days. However, you begin to notice the crumble to pieces as giant rats flood the room.
gradual degradation of the quality of work, and the mood
of Torran’s inhabitants. Once that is read, gather up all the Initiative cards, give
yourself the 1 card, then deal out the rest of the cards to the
It quickly becomes clear that something unnatural is Heroes. This is a Surprise encounter. Don’t deal Initiative
taking over Torran. People are sapped of their energy, cards on the next turn, deal them after that.
and brain power, and some succumb to illness. The city
council quickly gathers the adventurers of Torran to After the Combat, read the following:
gather volunteers to find the source of the problem.
You can hardly tolerate the stench of dead rats along with
You are amongst the first of volunteers, and are assigned the tons of feces littering the room. In the northeastern
to a local priest from the church of Hyfang, who have area of the room, you see a dingy stairway. You agree to
discovered a way to track the concentration of an airborne take it down to find whatever can be causing the plague.
substance which they believe to be the cause of this
plague. You follow him for days through deep woods to C
the south, and finally come to a dungeon entrance that Once all Heroes have exited through the stairway in this
has the highest concentration of the plague substance. room, read the following:
The priest bids you godspeed and sends you on your
You travel down the lowly lit stairway for hours, and finally
come to a rotted wooden door. You decide to take a rest
The Infernus Plague before continuing into the dungeon.
Upon entering the Dungeon, each Hero contracts the
Infernus Plague. The Infernus Plague has many
different conditions, and its effects change frequently,
unlike your underwear. Every 4 Rounds, roll a die to
see what the effects of the Infernus Plague is. The
effects of the plague do not cumulate. When the die
is rolled, all previous effects are lost and the new ones
are immediately put into play. The Infernus Plague
only affects the Heroes. No Hero may fall below 1 on
any Stat.
1d6 Effect
1 -1 Zip
2 -3 Health
3 No Spells may be cast.
4 -1 Beef
5 -2 Smarts
6 No Skills may be used.

A
You enter this dingy, lowly lit room to find the entire place
smelling of excrement and who knows what else. You all
agree that this is a prime place for a plague to originate.

Dungeon Lord Heroes: 13 Experience, 70 Gold.


12. The Lair of the Plague Bearer Sickness. Plaguebearer Tiktik can keep one Hero
Dungeon Level 4. Continuous Dungeon, 10 Experience completely out of commission, making the Hero miss his
This Adventure is the second part of a Continuous next 3 Turns. Sickness can only be on one Hero at a time,
Adventure. Any Hero who has a Bedroll will regain all and can only be cast every 3 Turns. Plaguebearer Tiktik
of their Health, Adrenaline, Spell and Skill uses. A Hero cannot target the same Hero twice in a Row with Sickness.
without a Bedroll will only regain 2 Health, Adrenaline, Casting Sickness is a Free Action.
Spell and Skill Uses.
This Dungeon is affected by Darkness. See the rules for A Hero can attempt to use his Adrenaline to snap out of the
Darkness on page 16 of Book 1. Sickness. During a Hero’s Turn, if he’s affected by
The Infernus Plague affects this Adventure. Use the Sickness, the Hero can roll a die (as long as he has 4 or
same chart as the Adventure before this throughout the more Adrenaline). On a 5+, the Hero uses 4 Adrenaline and
Adventure. is no longer afflicted with Sickness. If the roll is a failure, the
Adrenaline is not used.
After a few hours of rest in the stink-filled hole, you decide
you’ve had enough of the putrescence, and the shorter Once Tiktik has been defeated, read the following.
you stay here, the better. You push forward, with hopes
of stopping the plague. Tiktik falls to the floor, clutching at his wounds. You
A notice that there are strange runes carved into his flesh.
As his life fades away, so do the runes, and the pits in the
All Heroes in this room act at -2 Beef, Zip, and Move.
corners of the room do as well.
This room is filled with a putrid yellow gas. As soon as
You head back to town, where everything is already
you step inside, you feel nauseous and can barely move
returning to normal. You return to the church of Hyfang,
due to your retching.
and are greeted with praise, and a bounty of 100 Gold for
each of you.
The Secret Door on the west side of the room is hard to find,
and can only be found on the roll of a 5+.

B
This room seems to have been left untouched by the rats
and Ratmen inhabiting this hole. You wonder if maybe
they never found it, or if they leave it alone for some
reason.

The Chest on the northwest side of the room is empty.

The Chest in the middle contains the Level 4 Armor Artifact


Exray’s Shield.

The Chest on the South wall contains 600 Gold.

A blast of putridity hits your face as you open the door.


You see three extremely large and vicious looking Giant
Rats, behind which stands a Ratman.

The Ratman looks old and decrepit, wearing a dirty


leather robe. In each corner of the room, you see a pit,
from which a sickly greenish yellow mist emanates.
These look to be the source of the plague.

Tiktik Beef Zip Smrt Hlth Mv XP


4 4 12 12 6 4
Place Plaguebearer Tiktik on the space marked (c).

Plaguebearer Tiktik has the following special abilities.

Summon Rat. Plaguebearer Tiktik can summon one Giant


Rat to his side every 3 Turns. This is a Free Action. Dungeon Lord Heroes: 12 Experience, 70 Gold.
13. Dungeons Be Damned The crack spreads out, then suddenly, the wall starts to crumble.
Dungeon Level 4. Experience 10 Three-inch thick slabs fall to the floor. Once the dust settles, you
hear Henrick speak in a low voice..
After a few days of rest, you make your way to the Job Board to
once again line your pockets with some extra cash. On the way "Ach, no..."
there, you come across a Dwarven female. Recognizing you
from your exploits, she introduces herself as Freya Brewback, You ask Henrick what the deal is.
and begins to explain why she sought you.
Henrick speaks lowly again, a hint of fear in his voice, "This,
She informs you that just earlier that day, she had been in a laddies, may be Infernyssus."
dungeon with her husband, a Henrick Brewback, self-described
Archaeologist Extreme. However in their exploits in the dungeon, You all look at each other with puzzled looks. "Infernyssus? This
he caused a cave-in. He has been there for half the day. At the close to the surface?"
very least, he's safe from Monsters. But he can't last long in
there. "Aye, lad. 'Tis possible." Henrick hefts his pick in both hands,
preparing to make a strike at the wall.
You heroicly tell Freya that you will find her husband and return
him to her in one piece. Once you feel she's been reassured, "Wait! Henrick, are you sure you want to do that? Who knows
you get the details of the dungeon's whereabouts. what could happen? You could unleash evil on the land!"

"'Tis just a test, lad. Stand back!" Henrick lifts the pick behind
A his head, and strikes the wall. A low boom fills the room and
reverberates throughout the dungeon. Henrick tries to pull the
You enter the dungeon and immediately see why Henrick would
pick out of the wall, but finds that he can't. The head of the pick
choose this dungeon to study. Every part of the dungeon visible
glows bright red, then turns to dust. Henrick is left holding a
to you is a piece of art; intricately carved bricks are laid out with
stick.
masterful handiwork.
"That didn't quite work."
B "Aye. We gotta crack this, lads."
On the eastern wall you see where the cave-in happened. You
call out Henricks name. "What?"

"Aye, this is Henrick! Who the crap are you?" "We gotta crack it. And I think I know how."

You inform him that his wife asked you to find him. You hear
some grumbling from the other side of the rubble, and what you
can almost make out as a "thanks." You begin to dig through the
rubble, and a large brick slides out from above. You all jump in
to catch it, and do so without sustaining any injury.

However, you've alerted some Green of your presence...

Choose the strongest Hero in the group. If there is a tie, deal the
tied members an Initiative card. The Hero with the number closest
to 1 must stay and hold the brick in place while the rest fight off the
Monsters.

After battle, read the following.


Once the Monsters are dead, you all rush to help take the brick
down carefully. It takes about ten minutes to properly remove it
and place it on the floor without hurting anyone. Minutes later
you finally dig through, Henrick's lantern light shining through the
rubble. You peer in to find one grumpy looking Dwarf. You clear
out the rest of the rubble.

"Well, we've come this far, laddies. Let's get a move on."

Not one to ever disagree with some dungeon dwelling, you agree
and move on.

C
As you enter the room, Henrick pushes forward, a look of wonder
on his face. He moves to the northern wall, the bricks of which
look like they have been melted. He studies it closely. Moments
later he reaches for his pick and starts tapping on the rock. His
swings grow harder and stronger, until a crack appears in the
rock. Another well-placed strike of the pick, and the crack begins
to grow by itself, up toward the ceiling. Henrick steps back.
Dungeon Lord Heroes: 12 Experience, 70 Gold.
14. The Nullifier D
Dungeon Level 4. Experience 10
In the middle of this room you see a golden brick. A
You return to Torran, and over a few drinks Henrick hole in the ceiling above bathes the brick in sunlight.
tells you about an old artifact he once came across
that he dubbed "The Nullifier." He describes it as a "That's it, lads. The Nullifier."
brick that nullifies any sort of magic around it. He
had left it where he found it, as he was with some
magic-using types during the expedition, and
Your journey back to Torran is uneventful, yet you
carrying it around would have left them
were uneasy at being with that Nullifier for so long.
defenseless. Unfortunately, it's now upon you to
It gives you all the Heebie Jeebies. Henrick tells
find and carry this object.
you that he'll keep the Nullifier in a safe place.
After a few days of travel, you learn that Henrick
saw this artifact after he had found clues to an
undiscovered civilization. When he finally found the
place, it was littered with recently dead bodies. He
learned a bit of their history at the site, and took a
few key samples of their work to the Jerjan museum
for display. This was three years ago, and he hasn't
been there since.

A
The stench of death hits you like a slap to the face
upon entering. Bones litter the floors here, but you
see no dead bodies.

B
Zombies! This must be why there are no bodies
around as Henrick described.

C
Inside the Chest is the Level 4 Gadget Artifact Spring
Boots, and the Level 4 Armor Artifact Goverin’s Vest and
300 Gold.
Dungeon Lord Heroes: 17 Experience, 70 Gold.
15. That’s not all, folks! Chain Scythe. Gorehard can use his Chain Scythe to make
Dungeon Level 4. Experience 10 Melee Attacks on anyone in his Line of Sight, as an Action.
Select a Target that Gorehard can see. Place this target
Henrick explains to you that The Nullifier was only the anywhere Adjacent or Diagonal to Gorehard, then perform a
beginning. There are two more components needed to Melee Attack on the Target at +2 Beef.
take down that wall. The next one is what Henrick calls a
"Focuser." It is used by the Green Warband Rockfist to Rancid Fart. Gorehard is also sometimes known as
channel absorbed sunlight into a powerful beam. He Farthard. As his action, Gorehard can bust a mean fart,
claims that enhancing The Nullifier's power into a focused affecting every Hero Adjacent or Diagonal to him. Each
beam will be the only way to weaken the wall's defenses Hero takes 1 Damage, non-defendable. In addition to this,
enough to actually break through. each Hero is nauseated. Place a marker next to each
nauseated Hero. As long as a Hero is Nauseated, he acts
He informs you that the Rockfist have a pretty darn good at -1 Beef and -2 Zip. At the beginning of a Hero’s Turn he
defense, and making it through to the Focuser will be a can roll a die. If it’s a success, he has shaken off the
tough ride. Seeing as you're all made of tough rides and nausea. If it’s a failure, he may spend 2 Adrenaline to shake
pancakes, you tell the Dwarf it should be no problem, and the effects off.
tell him to lead the way.
The chest contains 1000 Gold.
This Assault Adventure is out in open air, a climb up a
Each Hero gains 4 Experience for defeating Gorehard. After
dangerous crag. As with other open spaces, use multiple T
tiles, print out some grass or dirt tiles, or photocopy them. the encounter, read the following.
The furniture represents impassible terrain, such as
boulders or orc-made defenses. You can lay these out With Focuser in hand, you
upside-down so you don't have a bunch of tables up there. make your way down the
battlefield and start your
Don't lay out the entire map. Only lay out the board that the way home. Once back in
Heroes start on. Once they extend the bridge across the Torran, Henrick takes you
chasm, lay down the next tile, and the one adjacent to it. to his home.
Once they knock down the gate and cross to the third tile,
lay the fourth one down as well. Monsters in the fourth tile "Now, let's be keeping
won't move unless attacked, or all other Monsters are slain. these artifacts a secret,
lads. I don't think it's quite
time to tell Torran officials
A that we may have found,
"Over there, lads. We'll have to take out that outpost and basically, a portal to Hell.
drop the first bridge if we're to make it past that chasm I have a safe room above
there." my house which I normally
keep artifacts before
sending them to the
As soon as a Hero is Adjacent to the Tomb and all Monsters Jerjans."
are dead, lay down the two Tables, to show the drawbridge.
Henrick takes you to his
B home, which looks
something like a small
"The orcs are guarding that gate pretty heavily. We'll castle. Built completely of
have to hit them hard and take down the gate." stone, complete with
battlements on the roof.
Sure enough, on the roof
Once all Monsters are dead, the Heroes must inflict a total
of the house is a large
of 20 Damage to the gate. The gate has zero Defend Dice.
room, just as described by
Henrick.
C
"Well lads, I will speak to
"There it is, the Focuser. Now we just gotta take down
you tomorrow. There is
that little Orc over there."
much work still to do."
You walk back home for
some much needed rest.
Place an Orc in the space marked (d). This is Boss
Gorehard.

Boss Gorehard Beef Zip Smrt Hlth Mv XP


Dungeon Lord Heroes:
6 6 6 18 6 4
18 Experience, 70 Gold.

Boss Gorehard has the following Special Abilities:


16. They Want It Back
Dungeon Level 5. Experience Monster Waves
You're awoken by a pounding on your door. It's the middle of the There are four waves of Monsters that can be spawned in
night. You get up and answer the door. First, you see nothing. with the Spawn Counter Die.
Then you look down. It's Henrick.
The Monsters can be placed anywhere within two spaces
"You have to come help me! I think they're after it! The Orcs, from the edges of the North, East, or West sides.
they came back for their Focuser!" Wave 1
2 Orcs, 2 Hulks.
You rush to Henrick's house. He leads you up to the roof, and Wave 2
points out some torch lights out in the distance. It's hard to make 2 Orcs, 4 Goblins, 1 Hulk.
out their numbers. Wave 3
4 Orcs, 2 Goblins, 2 Hulks.
"It's a good thing my home is a safe distance from the rest of
Torran. Now get ready. If their numbers are too great and they
overwhelm us, we can fall back to Torran and get help from the
Guard Force." If the Heroes win the Adventure, read the following.

The Green draw closer and closer. "Good work, lads. Fine, fine work. The artifacts are safe.
However, I think we're going to have to tell the Council about
Setup. For this Adventure, the Heroes are on top of Henrick's them now." Henrick points out toward Torran, where many
house. Tile D represents the edge of the house, where the corridor
citizens and officials have gathered, curious as to why Orcs were
is considered to be the top of the house and the room area is a attacking Henrick's home.
grass field. Tile E is the rest of the house, where the corridor is roof
and the room is the safe room. Use tile T for the rest of the field.
If the Heroes all pulled out, read the following.
Alternatively, you can use the Grass board instead of tile T, and use
the Castle Wall tile instead of tile D. You grab the artifacts from the building and fall back toward
Torran. The Orcs follow, but they are met with severe opposition
For obvious reasons, there is no wall between E and D. Heroes by Torran's Guard Force. They are quickly routed, but now you
and Monsters can walk right through there. have to explain to the Torran Council what you're doing with
those artifacts.
Ladders. Any Hulk, as an Action, can put up a ladder anywhere on
the room area of tile D, adjacent to the corridor area. This is the
only way that anyone can get up to the roof. Hulks will only have 1
ladder, and if destroyed, cannot be used again. Hulks only carry
one ladder with them.

Climbing Ladders. A Monster must end his Movement on a ladder Dungeon Lord Heroes: 20 Experience, 70 Gold.
in order to start climbing it. At the beginning of his next turn, the
Monster is considered to be on top
of the ladder. The Monster is not
considered to be Adjacent to the
roof until he begins his turn on the
Ladder. Heroes may climb
ladders.

Destroying Ladders. Ladders


can be destroyed. They have 4
Health and 2 Defend Dice.

Waves. When the game starts,


place the Monsters as they are in
the Adventure Map. Next, place a
die somewhere in front of you,
with a 4 showing on top. This is
the Spawn Counter Die. At the
beginning of each of your turns,
change the die to show the next
lowest number. At any time
during your turn when the die
shows a 1, you can change the
die back to a 4 and place the next
Wave. The Waves are shown in
the chart below.

Pulling Out. At any point during


this Adventure, a Hero may decide
to pull out any time during his
turn. A Hero that pulls out is taken
out of the game. If all Heroes pull
out, the Adventure ends.
17. Busted
Dungeon Level 5. Experience A
You stand before a very disappointed Torran Council. Bones and body parts litter the entire place. The stench
You explain that with Infernyssus being this close to the of death is everywhere, as is the thick dust that covers
surface, Torran would be in danger regardless of whether just about everything.
you bust the wall open or not; that it would only be a
matter of time before all hell broke loose. Thick moss crawls around the walls, literally moving and
wriggling about.
The Council is hesitant to accept your actions. You are
threatened with exile if you continue to attempt a breach You hear echoes of clattering, shuffling, and raspy
in the wall. moaning. There’s no doubt you’ll be facing a fun bunch of
Undead in the near future.
You retort by offering that if the wall is breached on your
terms, you could take Infernyssus by surprise, and
possibly seal a larger amount of the passages to Torran, B
effectively nullifying this part of Infernyssus as an invasion
point. Allowing the denizens of Infernyssus to find that A stale, musty wind quietly blows from the hole in the
point so close to the surface could be disastrous. northwest corner of this room.

The Council members look at each other, weighing the The living moss on the walls grows thicker as it nears the
validity of your argument. Councilman Borren states that hole.
this matter will be discussed and a decision will be made
in a few days. They will appoint guards at the dungeon Upon further examination, you conclude that the hole
that links to Infernyssus, disallowing access to the wall. leads deeper into the dungeon.
Also, they're confiscating the artifacts to deter you from
attempting to access the wall.

Guards escort you out of the Council building.

"Well lads, it's time to find the next piece."

"What? But we don't even have the first two! What are
we going to do with other artifacts?

"Oh, we'll get them back. Even if we have to steal them."

After preparing for the journey, Henrick leads the way out
east, and tells you about an old Dwarvish artifact. It was
a magical pickaxe, said to have been the only tool that
could cut into the Ironstone mountains, where the
Dwarven fortress Thukgar was built. He goes on to tell
you about a single Dwarf that carved the entire fortress
out with this pick. He's convinced that if this thing could
cut Ironstone, it can break down the wall.

He then goes on about a great battle that happened at


Thukgar, where an army of undead attempted to wipe out
the Dwarves. They invaded the fortress, and the
Necromancer Felward managed to steal the pickaxe. He
fled, allowing what was left of his army to stay, to prevent
pursuit of the Dwarves. This was over two hundred years
ago, and the Dwarves never recovered their pick.

"I suppose we're going after this pick, then?" you ask.
Dungeon Lord Heroes: 20 Experience, 70 Gold.
"You suppose correctly, lad."

Hours of travel later you come to a huge graveyard.


Henrick makes his way to one of the many mausoleums
and forces the door open. Inside it stinks like hell and is
dusty as crap. He searches the floor for a while, then
finally finds a loose stone.

"Here it is!" He lifts the stone, revealing a small passage


into the dungeon.
18. Deeper into the Crypt B
Dungeon Level 5. Continuous Dungeon.
Experience 10 The door opens to a room scuttling with Undead. At the
This Adventure is the second part of a Continuous back of the room you can see another passageway
Adventure. Any Hero who has a Bedroll will regain all leading further into the dungeon.
of their Health, Adrenaline, Spell and Skill uses. A Hero
without a Bedroll will only regain 2 Health, Adrenaline,
Spell and Skill Uses. The Chest is trapped with a Poison Needle Trap. It contains
4 Jug of Healing, 100 Gold, and the Level 5 Armor Artifact
Alaecar’s Studly Leather.
After a moderate rest, you continue down a steep,
winding, foul-smelling passage, until you come to a small C
landing with a large door.
The Closet in this room contains the Level 5 Gadget Artifact
“How deep does this place go?” you ask the Dwarf. Five Bucks’ Belt of Strong, as well as one each of the
following Potions: Tough Brew, Magic Brew, Beef Mug,
“No idea, lad.” Quick Mug, and 3 Potion of Life.
“Good to know.” When all of the Heroes exit through the stairs, read the
following.
You take a deep breath full of death and decay, and push
the door open. You follow the path deeper into the crypt. The air is quite
clearly becoming almost unbreathable and hot, and you
can only hope that you’ll soon reach the end of this
A forsaken place.
You open the door to find three vicious looking skeletons
guarding a battered chest.

Each of the Skeletons in this room have +1 Beef and +3


Health, but they do not have the Pile of Bones Skill.

The Chest is trapped with a Poison Needle Trap. The chest


contains 300 Gold, 5 Healing Potion (5) and the Level 5
Weapon Artifact Pit’s Slasher.

Dungeon Lord Heroes: 17 Experience, 70 Gold.


19. End of the Line C
Dungeon Level 6. Experience 4 The chest has a Poison Needle Trap on it and is locked. It
This Adventure is the third part of a Continuous contains 500 Gold and 6 Deathblow 12oz.
Adventure. Any Hero who has a Bedroll will regain all
of their Health, Adrenaline, Spell and Skill uses. A Hero The closet contains the Level 6 Gadget Artifact Bick’s
without a Bedroll will only regain 2 Health, Adrenaline, Boots of Fastitude.
Spell and Skill Uses.
D
After resting, you continue down the stuffy spiral stairway
to finally come to a small door. You mutter something A man sits in a throne across the room. He eyes you with
about the Dwarf and his stupid pick under your breath, a look of boredom on his face. "I have been watching you
and push the door open. people. It's going to take days to harvest more bodies
and construct more skeletons. Unfortunately, this is the
A end of the line for you."
Place the two Skeletons in this room as Pile of Bones. You
should leave them so until at least one of the traps has been He stands up and begins casting a Spell.
set off.
Place Felward on the space marked (d).
This corridor is as dank as the air you’ve been breathing
for the past day. You don’t expect any different until Felward Beef Zip Smrt Hlth Mv XP
you’re out of this hell hole. 6 6 8 14 8 4
Felward can use Level 6 Dark Magic.
B
Once Felward is defeated, read the following.
Two Zombies shuffle mindlessly in this seemingly
ransacked room. In the corner, you catch a glimpse of a Felward falls to his knees. "Blast you! I am not defeated!"
chest covered in rubble. the man yells. "No, not yet. Not just yet." Suddenly he is
surrounded by a magical bubble, which you soon find out
The chest is locked and contains 3 Healing Potion (d6), 2 to be completely impenetrable. He begins casting
Quick Brews, 1 Quick Mug, and 3 Magic Mugs. another spell.

Felward mutters incantations for minutes, and all you can


do is watch. "I did not want to do this. You have forced
my hand! He will be angry. Furious. And it will be YOU
he sees first! He WILL destroy YOU!" He cackles and
intones what must be the last parts of the incantation.
Finally he speaks again. "ARISE, BONESAW!!!"

You feel as if the entire dungeon is shaking. Dust is


kicked up everywhere, bones rattle around on the ground,
and rats flee the room. Felward's shield goes down, but
before you can even make a move, his body becomes
mist-like, and he walks through the northern wall.

The shaking continues to grow harder. You hear a faint


screaming voice. It grows louder and louder by the
second, as the shaking grows even harder. Finally the
screaming comes to a deafening pitch.

A huge skeleton erupts from the floor below you, bathed


in a deep red light. The skeleton has four arms and is
covered liberally with spikes and other protrusions. "I AM
SUPPOSED TO BE FREE!" he screams. "WHERE ARE
YOU, FELWARD?! YOU LYING, DOUBLE CROSSING
BASTARD!" He screams as he stretches out his limbs.
His four arms outstretched display his four weapons; Two
crude, jagged, rusted bone saws, one bone blade, and a
menacing axe.

His eyes glow brightly as he looks upon you. "YOU WILL


NOT STOP ME FROM FINDING FELWARD!"

Dungeon Lord Heroes: 10 Experience, 70 Gold.


20. Meet Bonesaw Beef Damage Dice on any Hero and Monster Adjacent or Diagonal
to it. The Skeleton is killed instantly.
Dungeon Level 6. Experience 5
This Adventure is the fourth and final part of a Reconstruct. Bonesaw can sacrifice one Skeleton he’s summoned
Continuous Adventure. However, the Heroes are all as an Action to perform Reconstruct. When a Skeleton is sacrificed
refreshed to full Health, Adrenaline, Skill and Spell uses. this way, Bonesaw gains d6 Health back.

When starting this Adventure, deal yourself the 1 When Bonesaw is defeated, read the following:
Initiative card and deal out the rest of them to the
Heroes. Even though the Heroes will be in Combat, Bonesaw's body appears to become unstable. It begins
don’t shuffle the Initiative cards until the Round after shaking, and finally falls apart. His eyes continue to
Bonesaw attacks the Heroes. glow. "YOU HAVE NOT SEEN THE LAST OF ME! I
WILL FIND YOU ONCE AGAIN!" Just then, the lights of
Bonesaw belts out an angered scream that makes your his eyes go out, and a faint blue ball of light floats out of
skin crawl. He begins moving toward you, and pushes his head, only to disappear seconds later.
you aside, looking to kill Felward.
You make your way back to Felward's room, and ransack
it. You soon find the pick locked away in a box.
Place the Heroes on the red arrows, and Bonesaw at (a). Bonesaw
will spend his first 8 turns looking for Felward, and not attacking the "That is it, laddies. That's the pickaxe. Now we just need
Heroes (see special circumstances below). Bonesaw can move up to get the other components back, and I think we can
to 8 spaces per Turn. Each Turn, Bonesaw will Move to the next crack that wall!"
letter space, exactly as shown on by the green line on the map.
th
The one exception is his 7 Turn, in which he will go from (g), take You hurriedly leave the dungeon, and the next few days
two steps to (h), then move to (i), all in one Turn.
are spent in contemplation, wondering if the terror that
During the first 8 Turns, if a Hero is in his way, he may push the was Bonesaw will actually return, as he promised.
Hero aside to an Adjacent square as a Free Action to continue his
movement (the Hero may not be pushed to a square that would put
the Hero again in Bonesaw's path). Any time during his Move, if he
finds himself Adjacent to a Hero, he may make one Attack, then
keep moving. There is no limit to the amount of times he can do
this. If he ever ends his Move and is Adjacent or Diagonal to any
Hero, he may make up to 4 Attacks. Bonesaw's Skeletons may act
like normal.

Bonesaw cannot be killed before reaching his final waypoint. He


cannot go lower than 1 Health.

Once Bonesaw reaches his last waypoint, read the following.

Bonesaw turns, obviously angry that Felward is nowhere


to be found. You can almost feel his rage. He lets out a
tremendous, anguished scream, and finally makes it a
point to kill you all.

From here on out, Bonesaw cannot Attack while moving. If


Bonesaw had less than 20 Health by the time he reached his final
waypoint, put him back up to 20 Health. If he had more, he can
stay at that amount of Health.

Bonesaw Beef Zip Smrt Hlth Mv XP


6 6 8 35 8 4

Special Abilities
Four Arms of Fury. With his four arms, Bonesaw is able to
perform multiple attacks per turn. After Attacking once, Bonesaw
may move up to 2 more spaces and Attack again.

Summon Skeletons. Bonesaw has the ability to summon two


Skeletons as an Action. These are placed Adjacent to Bonesaw,
and may take their turns directly after Bonesaw’s, even if they were
just summoned. Bonesaw can only use this Ability if there are no
Summoned Skeletons on the board.

Shatter. Bonesaw can sacrifice one Skeleton he’s summoned as


an Action to Shatter. Shattering a Skeleton causes 2 + Bonesaw’s Dungeon Lord Heroes: 7 Experience, 70 Gold.
21. Make Up Your Minds A
Dungeon Level 6. Experience 0
This Adventure plays in 3 parts. At the beginning of It has been three days since the Wagons began the trip.
each day, all Heroes gain back all of their Health, It's been clear sailing ever since, but now you're at the
Adrenaline, Spell and Skill uses. edge of the Tianasta forest. You ready your weapon for
the imminent attack.
You return to Torran and immediately head for the
Council building. You ask about the wall breach, and they Sure enough, just barely into the forest, you notice some
tell you to come back in a few days. On the way out movement to the left of the wagons. You call for the
Henrick mentions something about stealing the wagoneers to stop the caravan.
components back from those dirty humans. You hope it
doesn't come to that.
Day 3
After a day of rest, you decide to check the Job Board to The Monsters can be placed anywhere within two
see if anything interesting is happening. You see an spaces from the edges of the West side.
interesting job posted; The local Deathblow brewer is Wave 1
looking for an escort for an important delivery to Vas 5 Orcs.
Legos. You yank the post from the board and Wave 2
immediately head to the local brewery. 3 Goblins, 4 Orcs.
Wave 3
Once there you're informed that Vas Legos is in the 3 Orcs, 3 Hulks.
middle of a huge celebration of a large battle that just took After the Battle, read the following.
place. Their Deathblow reserves are dangerously low,
and the Torran caravan guards are already on mission to
Sanfrinsco. It seems that the Green have caught wind that there is a
Deathblow caravan going through the woods, and you’re
The clerk tells you that the path to Vas Legos usually sure the news is going to spread fast.
goes around the Tianasta forest, but since time is of the
essence, they will be heading straight through it. The
forest houses many Green, and you know how the Green B
like them some Deathblow. Your job is to make sure that
no Green make off with any kegs. Your reward will be
based on how many kegs are left. The forest canopy looms above you, and the days grow
darker.
He takes you around the back where you see the
caravan. Four fifty-foot long wagons, each drawn by a One of the scouts ahead comes riding back to the
team of ten horses, are piled up with wooden Deathblow caravan, with the news that he’s spotted an ambush up
kegs. ahead!

The round trip would normally take about a month, but


since time is short, there will be driving shifts, no stopping Day 5
except for defending the wagons, and a wizard has been The Monsters can be placed anywhere within two
employed to keep the horses running the entire time spaces from the edges of the North side.
without sleep. The trip there will only take a week. Wave 1
8 Goblins.
"Oh, and one last thing," the clerk says. "Use all the Wave 2
Deathblow you need in defense of the wagons. You'll 3 Goblins, 3 Hulks.
need it." Wave 3
5 Hulks.
The maps are marked with tapped keg stations. Any Hero
can, once per turn, as a Free Action, visit a tapped keg
station to replenish all of their Adrenaline. After the battle, read the following.

There will be no traps or treasure in this Adventure.


After the battle, you climb back upon the caravan, finding
a comfortable spot to catch some rest.
The reward for this Adventure is 2000 Gold. However, for
each keg stolen from the wagons, Deathblow will subtract
The Caravan continues.
50 Gold from the reward..

This Adventure is a multiple Wave Defense scenario. The


Spawn Counter for each of the days is 4.
C
Kurl the Hurler Beef Zip Smrt Hlth Mv XP
As day breaks, you awaken to see a bright light up ahead.
8 10 7 45 8 4
You notice that the spirits of the caravaners lift as they
pick up the pace to get out of the forest.
The Hurler. Kurl is quite fond of throwing things. As his
But then, you hear some loud stomping, and you see logs Action for a turn, he can choose to take two throwing
tumble down in front of the caravan’s way. Before the actions. He may either throw a Hero, a Monster at a Hero,
caravan can turn to avoid them, you are caught in an or a boulder.
ambush!
When he throws a Hero, the amount of Damage Dice dealt
is Kurl's Beef minus the Hero's Beef. The Hero can be
Day 7 placed anywhere at least 1 square away from Kurl's base,
The Monsters can be placed anywhere within two anywhere in the room, or anywhere on the tile if playing on
spaces from the edges of the North side. an outdoors map. In this scenario, the will always throw the
Wave 1 Hero at most 1 square away from any tapped keg station.
2 Goblins, 4 Orcs.
Wave 2 When he throws a Monster at a Hero, the amount of
3 Goblins, 2 Hulks. Damage Dice dealt is the Monster's Beef +4. Both the
Wave 3 Monster and the Hero take this damage, and both can try to
3 Orcs, 3 Hulks. Defend it.
Wave 4
Kurl the Hurler, 4 Goblins. When he throws a boulder, the Damage Dice dealt is
Kurl's Beef -2. This will also stun the Hero for his next turn.
At the start of his turn, the Hero can attempt to shake off the
After the defeat of Kurl and leaving the forest, the rest of stun. Roll a die. On a success, the Hero shakes off the
the journey is easy as pie. You reach Vas Legos and stun and can act normally. On a failure, the Hero misses his
stick around for the festivities for the rest of the night. turn. Heroes can still drink potions, etc while stunned.
The next day you join the caravan to go home to Torran.
Avoiding the forest this time around, the journey back is Sweep. Kurl is able to swing his giant club all around him
slower, but much safer. When you reach Torran, you are three times per Adventure. Every Hero Adjacent or
graciously paid for your services. Diagonal to Kurl is hit for 8 Damage Dice.

Dungeon Lord Heroes:


20 Experience, 70 Gold.
22. Can we go now? Can we go now? Can we go now? C
Dungeon Level 6. Experience 10
This Adventure should go by very quickly since it is In this room you feel an eerie sense of tension. There is
completely unpopulated. There are no secret doors or nothing spectacular about the room; just a large, empty,
any treasure to be found here. well-built room.

You meet up with Henrick and go to the Council. After


much deliberation, they tell you that they have decided to
let you try and breach the wall, in an effort to more D
securely shut it down from the inside, as you suggested You stand before a very, very long hallway. With faint
before. lights adorning the walls, you can see far down into the
corridor, and it seems as empty as the rest of the
You’re told that while you were on the escort for dungeon. You see no other doors in this direction. You
Deathblow, the Council set up a guard force at the site to realize that you're not equipped for what seems could be
make sure nothing unexpected went on down there. The a very long journey, so you decide to head back to Torran
Councilman calls for a clerk to retrieve the artifacts and and report your findings, and get equipped for the journey
hands them to you. into Infernyssus.
You rush over to the site and the guards let you by. You
bring the artifacts to the wall and place the Nullifier inside
the Focuser. It starts to hum and vibrate. You point the
contraption at the wall, focusing the anti-magic beam on
it. Henrick takes the pickaxe in hand and looks at you.

"This is it, lads."

He hefts the pickaxe into the air, and with all his strength,
strikes the wall. A few chips break off from the wall. You
feel a deep rumbling.

Henrick looks at you, excitement in his face. "It's going to


work!" He gets back to striking the wall. With each hit, a
few chips fly off, and the rumbling continues. The guards
gather around to watch.

You take turns striking the wall until finally a small hole
appears to the other side. A high pitched shriek erupts
from within, along with a sharp gust of air. As it dies
down, you continue striking at the wall, making the hole
larger and larger until it's big enough to step through. It's
dark inside. Putting a torch inside, you see that it's a
large hallway. There is nothing else in sight, and it's eerily
quiet.

You knew you wanted to do this, but now that you're here,
you don't know where to go. The guards look at you,
puzzled. You all look at each other.

"Guess we go in, yeah?" you say.

Henrick responds, "Uh... yeah?"

You stand at the corner of a hallway that stretches to the


North and West. Even with a torch, you can hardly see
more than fifteen feet ahead of you.

This room is impeccably clean, with the walls and floors


completely polished to a high luster. You could swear it
was finished off only moments ago. Dungeon Lord Heroes: 10 Experience, 70 Gold.
23. The Descent A
Dungeon Level 7. Experience 10
Unless stated in the next Adventures, from now on, the You step into a large, furnished room. Various books lie
rest of the Adventures are a Continuous Dungeon. The about, on the shelf, table, and floor.
Heroes are given an Artifact that allows them transport
to Torran after every two Adventures. On the Shelf there are 4 Healing Potions (d6).
You report your findings to the Council. Henrick, who
studied the architecture, describes what he saw; the same B
type of architecture as described in the stories of
Columbo Mertello. He says it's almost definitely The two Imps in this room jump out at you as soon as you
Infernyssus. open the door.

The Council asks why it was empty. You figure that, The Imps in this room Surprise the Heroes and take the 1
Infernyssus being such a huge and twisted labyrinth, this Initiative Card. The Chest is trapped with a Poison Needle,
wing could have been forgotten. It's also possible that the and it contains the Level 7 Armor Artifact Duraine’s
inhabitants of Infernyssus just didn't know that this wing Glimmering Vest.
was so close to the surface of Old Earth. C
The Council concludes that this dungeon must be You stand before an extremely large Arch Demon. He
explored and sealed off as deep as possible, to prevent seems to be guarding the doorway behind him.
the discovery of the wing and a full-scale invasion.

You quickly agree and volunteer for the task. You're told This Arch Demon has +1 Beef, Zip, and +3 Health.
to get prepared and to see them in the morning. To help
you out, they give each of you 400 Gold for supplies you'll
need.

The next morning you go to see the Council as ordered.


They present to you a palm-sized disk that glows with a
faint blue light. They explain it's a Home Portal disc,
which will allow you to come back to Torran periodically.
After it is used, it takes a couple of days to recharge its
power.

You depart from Torran and arrive at the entrance you


created before. You once again step in, and start into that
long corridor.

The corridor stretches for miles. You walk for hours


before finally reaching the end of the corridor. There is a
large, intricately carved door at the end.

For the rest of this Campaign, the Heroes have an Artifact,


the Home Portal Disc, that can be used at the end of any
Adventure, as long as it wasn’t used after their last
Adventure. Dungeon Lord Heroes: 15 Experience, 70 Gold.
24. Thanks a Rot
Dungeon Level 7. Experience 10 Place Extox the Unclean on the space marked (d).

You travel down the corridor for some time and are able Extox The Unclean Beef Zip Smrt Hlth Mv XP
to get a bit of rest before entering the next section.
8 10 7 45 6 4
There's not much that you would consider very
remarkable about this place. It's all starting to look the
same. Extox the Unclean is a very large, putrescent Mummy. It is
not known if he is a spawn of the Old Earth or Infernyssus,
nor what sort of creature he used to be before his death, but
A what is known is that his very presence sickens people to
The Chest in this room contains 600 Gold,1 Potion of Life, 2 the core.
Deathblow 40oz, and a Quick Mug.
Putrid Presence. Extox constantly emanates a foul stench
that may sicken anybody around him. On the beginning of
B any Hero's turn, the Hero must roll a die. On a success, the
The Chest in this room contains the Level 7 Weapon Artifact Hero is not affected by Putrid Presence. On a failure, the
Berf Bungwind’s Mace. Hero is affected until the beginning of his next turn. While
affected, the Hero acts as -3 Beef, Zip, and Smarts.
c
Mind Numb. Extox has the ability to temporarily disable
The door to this room has some very different carvings from the any Hero. As an Action, Extox can numb a Hero's brain,
rest of the dungeon, as well as the material it's made from. It taking him completely out of battle. That Hero must roll a
reminds you of the ancient mummy tombs you've visited before die at the beginning of each turn. On a success, the Hero
in Old Earth. You figure it's possible that it very well could be.
snaps out of it and may act normally. On a failure, he must
skip his turn and can take no Actions or Free Actions, other
D than to burn 4 Adrenaline to snap out of the Mind Numbing
effects.
As you guessed, this room is a lot like an Old Earth tomb,
complete with golden tomb, intricate carvings, gold lining on just Foulness. As a Free Action, Extox can expend one Health
about everything, and an enormous mummy quite displeased point to cause 1 Damage, non-defendable, to all Heroes in
that you've entered his chamber. The piles of bodies and
the room.
skeletons littered around his chamber give you the feeling that
you're not among the first to anger him.
When Extox is defeated, read the following:
"Ah, more looters," he speaks. "You will join the rest, as trophies
in my chamber." A foul stench hits you with the force of a
constipated ogre.
Extox's body begins to break apart, and a vile stench fills
the room. Soon after, however it dissipates. Looking
You stop for a moment and contemplate explaining to him that around the room, you estimate over a thousand Gold
you're not there to loot his treasures, but then you think, screw it, worth of artifacts strewn about.
might as well get some loot!

Let the players know that if the Heroes didn't


use the Home Portal disc on the previous
Adventure, they can use it before leaving the
dungeon to loot the tomb and sell the loot
off. If they decide to do so, each Hero will
gain 300 Gold.

If the Heroes cannot or will not use the


Home Portal Disc, then the loot is gone.

Dungeon Lord Heroes: 21 Experience, 70 Gold.


25. Assault on Grimwing
Dungeon Level 7. Experience 10
Ballista Beef Zip Smrt Hlth Mv XP
After a bit of rest and a long walk down a corridor, you
10 10 0 10 0 2
come to a large, wide open area of the dungeon. It
An Orc operating a Ballista may, as his Action, fire the
seems to be some sort of fortification you've stumbled
Ballista. Pick any Target in his Line of Sight. The
onto. It's manned by some heavily armed Orcs.
Ballista causes 10 Damage Dice.
Whatever they're guarding back there, you want a crack
at it.

A
In this Assault Adventure, the Heroes’ goal it so reach the
door opposite of where they start. Meanwhile, they’ll be You open the door to see a huge fortification held by
getting whooped on by some big Green and some big Green. They seem completely prepared for your arrival.
Ballistas.
As soon as you enter, you see Orcs turn large ballistas
Each Ballista has an Orc operator. This Orc will man the your way. You may want to take their operators out.
Ballista until he is defeated. Once defeated, the Ballista is
out of action.

When the Heroes open the door to (a), lay out the entire B
map. However, lay out Monsters only up to the red line.
Once a Hero crosses this line, lay out the rest of the You find that the Orcs were simply guarding another
Monsters. section of the dungeon, which you learned by the
language of the Orcs, is named Grim Wing. You figure
that you must be taking a step in the right direction if
you're met with such opposition here.

Dungeon Lord Heroes: 18 Experience, 70 Gold.


26. The Unruly Fist of Shackfist C
Dungeon Level 8. Experience 8
As soon as you enter this room, you realize that the Orcs
and Troll in the previous room were guards for what you
You enter the wing, and immediately you can tell that this can only describe as the biggest, meanest Orc you have
section of the dungeon is overseen predominantly by ever laid eyes on. The walls in this room are covered in
Orcs. Their barbaric decorations line the walls; victim's spikes and hooks, many of which bear remnants of other
body parts, crude banners, and broken weapons adorn creatures hanging from them. Two nasty little Goblins,
the room. with armor covered in spikes, stand next to him.

“Ah, more decorations for my lair!” the Orc Warboss says


A with delight. “Come forward, little ones. I will make quick
work of you!”
You stand in a corridor with your welcoming party. By the
looks of it, you’re not very welcome here.
Place Big Boss Shackfist on (c).

Shackfist Beef Zip Smrt Hlth Mv XP


B 7 7 8 15 8 4

In this room stand two very mean looking Orcs, alongside Goblin Lackeys. Shackfist’s Lackeys are like normal
one very mean looking – and smelling – Troll. Goblins, except they have +1 Beef and +3 Health.
They size you up for a moment, then wait for you to make Throw Hero. As his Action, Big Boss Shackfist can pick up
your move. any Hero that’s Adjacent to him and throw him at any wall in
the same room he’s in. Place the Hero anywhere in the
The Orcs in this room each have 10 Health. room next to any wall. The Hero takes Shackfist’s Beef +2
in Damage Dice.

Troll Beef Zip Smrt Hlth Mv XP The Hero gets impaled on the various spikes. On the
beginning of his turn, an impaled Hero can try to wrench
7 5 5 15 8 2
himself free of the wall. Roll a die. On a success, the Hero
has broken free, and can perform his Move and an Action.
Regeneration. Trolls have the uncanny ability to
On a failure, the Hero must remain on the wall and perform
regenerate lost blood, tissue, and limbs. On the
no Actions this turn.
beginning of the Troll’s turn, it’ll regain two Health Points.
Once the Troll is brought down to 0 Health, it is dead and
Throw Lackey. If Shackfist has a Lackey Adjacent to him,
won’t regenerate any more.
as his Action, he can pick up and throw the Lackey at any
Hero he can see. The attack causes Damage Dice equal to
All Heroes gain 2 Experience when the Troll is killed.
Shackfist’s Beef. The Goblin is then placed Adjacent to the
Hero he was thrown at.

Once Shackfist is defeated, the Heroes may search for


treasure. From the top (the northernmost Chest), the
Chests contain:

1. 400 Gold and the Level 8 Armor Artifact


Bogbo’s Magical Furs.

2. The Chest contains the Level 8 Gadget


Artifact Giant’s Ring, Ogre Ring, and the
Level 8 Weapon Artifact Gur’s Maimer.

3. This chest is full of Potions:


2 Potion of Life
2 Jug of Healing
3 Beef Brew
4 Tough Brew
6 Deathblow 12oz
2 Deathblow 40oz

Dungeon Lord Heroes: 13 Experience, 70 Gold.


27. The Iration Thickens C
Dungeon Level 8. Experience 2 This Chest contains 2000 Gold.

You can tell that you're getting deeper into the dungeon D
as the Iration grows thicker. You can feel it running in
Two particularly mean-looking Arch Demons stand in this
your veins, magnifying your bloodlust for these Monsters.
room. They seem none too pleased to see you, and
Walking these long hallways with no action makes you
intend to kill you before you reach that door.
irritated, and by the time you come to a door, you kick it
down so hard you almost hear it scream in pain.
After that long battle, you decide to take a bit of a rest, as
well as calm down a bit from the Iration. After a few
A hours, you decide to continue.
You bust the door down, startling the marshmallows out
of an Imp and an Orc!
The Heroes need not use their Disc to go back to town to
rest. After this Adventure they gain back all of their Health,
For this combat, if you don’t have the 5 Initiative Card, trade Adrenaline, Spell and Skill uses.
with the player that has it.

B
The Tomb in this room is trapped with a Poison Needle and
a Spear Trap. Inside the Coffin is the Level 8 Armor Artifact
Donwin’s Mantle!

Dungeon Lord Heroes: 11 Experience, 70 Gold.


28. Okay, Who Tripped the Alarm? A
Dungeon Level 8. Experience
The Heroes may not search for Treasure or Secret With the alarm blaring, you all decide that there is no time
Doors in this Adventure. The Monsters will keep to fight whatever is after you. The rumble of stamping
coming until they reach the end of the corridor and feet above tells you that there are a lot of Monsters that
block it off. won’t appreciate your company. Your best bet is to run to
the end of whatever this corridor leads to, and try to
You bash your way into the next area, and as soon as you barricade yourself there.
do, you hear an alarm. You hear scrambling, as if every
Monster in this section is getting their armor and weapons
ready. Maybe you should be more careful in the future? B
Thankfully, this section seems to be one large corridor You reach the end of the corridor, and are met with some
with rooms attached. If you get to the end of the corridor gate guards, a few burly Hulks.
quickly and barricade the door, you might just survive.
If you can get past them and through the gate, you should
All doors in this Dungeon are open. At the beginning of be able to hold off the Hulks that are coming for you.
each of your turns, place a Hulk on every Stair tile on each
board that the Heroes have been in.
Once the three gate guards are defeated, the Heroes can go
This means that on your first turn, you will only place Hulks through the door. Read the following to them.
on the two Stair tiles on the E board. Once they reach the K
board, you will place them on E and K, and so on. Once With the gate guards defeated, you hastily push the gate
you’ve placed Hulks on H, only place them on E and K. open, then slam it behind you. Fortunately, you seem to
have stepped into a room with some heavy siege
All Hulks you place on Stair tiles in this Adventure can only equipment.
move 4 spaces per turn.
You decide not to think about why there would be siege
If the players decide to fight the Hulks, let them know that equipment down here, and instead push the equipment in
they are worth ZERO Experience. place to block the gate.

You hear the pounding of the Hulks on the other side, but
you’ve stacked the gate with so much equipment that
they’d have to try to bash through for days.
Gate Guard Beef Zip Smrt Hlth Mv XP
After a few hours, you stop hearing the alarm, and the
7 5 5 8 6 2
bashing as well.

Dungeon Lord Heroes: 11 Experience, 70 Gold.


29. Malkai the Bard C
Dungeon Level 8. Experience 8 The Closet in this room is guarded by 4 Spear Traps. Inside
is 800 Gold, and 5 Potion of Healing (5).
You hurry down some passages, hoping to put some
distance between yourselves and the Hulks that may be D
coming. You pass by what seems to be a somewhat
elegant looking structure built into the dungeon walls. In this room you see a man playing a beautifully crafted
violin. He is sitting on a large, luxurious chair. Seeing
You can faintly hear the sound of music coming from you, he slowly stands, still playing his music. However,
behind the intricately carved door in front of you. the tone of the music changes. It changes to shrill,
Intrigued, you try the door, and it opens easily. shrieking melody, and where once you felt calm, you now
feel bone-chilling fear. And after that, pain.

A Malkai Beef Zip Smrt Hlth Mv XP


4 8 14 20 8 4
As soon as you enter this room, you can hear the faint,
haunting music better. What you only guess is a violin Malkai the Bard has some unique magical spells he can
can be heard skillfully playing a sad melody. It softens use. On his turn, he can choose to play any of the songs
your mood, counteracting the growing Iration around you. listed below.
The music soothes you, but it doesn't nullify your will to
move forward and find out what this dungeon is all about. Malkai will never make standard attacks. Instead, he uses
music, as an Action, to attack the Heroes.
B Dirge of Agony. When Malkai plays the Dirge of Agony,
Each Coffin in this room contains 400 Gold. each Hero and Monster in the room takes 6 Damage Dice
that are defendable. Every time a Hero takes an Action, he
takes 1 Damage, which is not Defendable. This song plays
until the beginning of Malkai’s next turn.

Elegy of Despair. While this song is playing, each


Hero must spend 2 Adrenaline to Move and 2 for
every Action he takes. All Heroes are affected by
the Despair, weakening their attacks. All Damage
Malkai takes during this song is halved. Each time
a Hero takes an Action, he takes 5 Damage Dice.

Lament for the Forgotten. When Malkai plays this


song, Undead rise from the floor to attack the
Heroes. Place 7 Zombies anywhere in the room.
Malkai can only play this song once every 4 Turns.

Requiem of Regrets. When Malkai plays this


song, a Skeleton emerges beside each Hero. The
Skeleton represents the Heroes’ deepest regrets.
The Hero may not attack the Skeleton. The
Skeleton lasts for 3 Turns. At the end of its third
turn, the Skeleton disappears. Malkai can only use
this once.

The Bard’s Demise. When Malkai knows he is


defeated, he will play this song. If Malkai is at less
than 6 Health, he can play this song, dealing 12
Damage Dice to each Hero.

When Malkai is defeated, read the following.


Malkai lies lifeless on the floor. His once
beautiful, haunting music lies dead with his body.
Your mind still races with the medley of emotions
he had put you through. You solemnly continue
forward, glad to be rid of this menace, yet still
longing to hear music such as what the Bard
Dungeon Lord Heroes: 13 Experience, 70 Gold. played.
30. too Deep to Run B
Dungeon Level 9. Experience 10 This Chest is trapped by a Poison Needle Trap. Inside the
Instructions Chest is the Level 9 Armor Artifact Saintly Shroud, 600
Gold, 4 Potion of Life, and 3 Jug of Healing.
You trek downward in a winding path. For hours you walk
in silence, the Bard's music still haunting you. You finally
come to a large gate, in an expansive room. It, like most This area of the dungeon feels very hot. You definitely
other architecture in this dungeon, is intricately carved. feel like you’re getting down very deep into the Old Earth.
There is a thick, ten foot deep portcullis in the gate. It
looms above you, threatening to slam down onto you
every second you stand below it. C

Not a second after you clear its footprint, it slams down You finally see the portal leading to the next area of this
violently behind you. You quickly step away as other dungeon. You can sense an impending danger looming
heavy iron doors slam down in front of it. This was in your future.
obviously meant as a trap.

You pull out the Home Portal Disc.

Its faint blue light dissipates. There is nothing you can do


to bring it back. It is obvious to you now that there is no
other way to go but forward. Come what may, you have
no choice but to face it.

A
This area of the dungeon feels very hot. You definitely
feel like you’re getting down very deep into the Old Earth.

Dungeon Lord Heroes: 20 Experience, 70 Gold.


31. The Goblinator beam stops once all Heroes are paralyzed or you roll a
Dungeon Level 9. Experience 8 failure when trying to paralyze another Hero.

You check your Home Portal Disc just in case, but it still A paralyzed Hero may take no Actions. A paralyzed Hero
remains unusable. You continue onward, trying not to may use 3 Adrenaline points to shake off the effects of the
think of the fact that you may be stuck down here until you paralysis at any time. At the beginning of a paralyzed
die. Hero's turn, roll a die. On a success, he is no longer
paralyzed.
As you enter the next area of the dungeon, you notice a
lot of machinery parts lying around, as well as some Brain Pain. Squee uses his bionic eye to send out a bolt of
assorted tools here and there. In the distance, you can searing brain pain at his target. This counts as Squee's
make out the sounds of metal banging against metal, like Action. Pick a target that Squee can see and roll 8 Damage
a blacksmith's hammer on an anvil. Dice. The Hero can only defend by rolling his Smarts.

Power Shield. Squee can attempt to fully protect himself


A with a Power Shield as a Free Action. Roll a die. On a
You walk into what appears to be a machine workshop. success, A blue bubble encases him, making him immune to
The occupants in this room seem to be assistants, all harm until the beginning of his next turn. On a failure, his
gathering tools for someone. Power Shield Generator crackles and pops, causing him 2
non-defendable Damage Dice. The Power Shield can only
be activated during Squee's Movement.
B
If the Heroes take an Action to use the gadget they found in
In this room are some very large, very mean looking (b), they can use it to make Squee go haywire. Electricity
monsters. They seem to be guarding what seems to be a shoots out of him, zapping all other Green in the room with
very important box. him for 3 Damage Dice, and Squee himself takes 5
Inside this box is a strange gadget. It’s a small metal box Damage, which he cannot defend.
with a big red button and an antenna on it. Pressing the
button on it has no effect… yet. After Squee is defeated, read the following.

C Squee's body falls to the floor, his machine parts hissing,


blowing out steam, and crackling with electricity. “No!
You open the door to find the source of the noise. Inside The boss will be displeased! Oh, why couldn't Squee stop
the room is a large Goblin attaching some sort of weapon them?! WHY?!” With that, the light of his bionic eye
to himself. You realize that over half of his body is made fades, and his head slumps back.
up of some strange type of machinery. Surrounding him,
helping him put on this contraption, are several goblins.

The Goblin finishes attaching his contraption, and turns to


face you. “You're just in time!” he squeals. “The boss will
be delighted! I am Master Engineer Squee, and the boss
will be sure to give me a pay increase when I bring him
your heads!

Master Engineer Squee has the following abilities.

Engineer Squee Beef Zip Smrt Hlth Mv XP


12 6 14 25 12 4

Chain Gun. Squee goes nuts with his arm cannon, sending
bullets flying anywhere. As an Action, he can Attack all
Heroes in the same room as him. Roll 10 Attack Dice. All
Heroes must Defend against this. Roll another die. On a
failure, Squee also hits himself, and must Defend against his
own Attack.

Chain Taser. A crackling gizmo pops out of Squee's robotic


left arm, and shoots out a debilitating beam of energy.
Squee can use his Chain Taser as an Action. Pick a target.
That target is now paralyzed. Roll a die. On a success, pick
another target. That target is also paralyzed. On a failure,
the beam stops and no more targets are paralyzed. The
Dungeon Lord Heroes: 20 Experience, 70 Gold.
32. The What Gate? Brother Celius Beef Zip Smrt Hlth Mv XP
Dungeon Level 9. Experience 2 8 6 8 14 6 2
It's been days since you started coming to this dungeon,
and you start to wonder when, or if, you'll find a place of
Sweep
any importance here. This time it's only a short walk to
Brother Celius can execute a Sweep, causing damage to
the next section of the dungeon. Clinging to the hope that
everyone Adjacent or Diagonal to him. Roll 8 Damage Dice.
your little expedition will prove fruitful, you continue into
All Heroes within range must defend against this attack.
the dungeon.
Brother Cesta Beef Zip Smrt Hlth Mv XP
A 4 7 12 12 6 2
You seem to have entered something that looks like a Brother Cesta can cast Level 6 Dark Magic
library. The room is made of dark, polished wood, and
the doors are finely decorated.
Douse the Flames
B Brother Cesta can, as an Action, attempt to douse the Fire
Aura until the beginning of his next turn. Roll a die. On a
You open the door to see an Orc sitting across from a 5+, the Aura is doused, and none of the Brothers may be
gaunt man. They lazily stand up to greet you. harmed at this time. If a 1 or 2 is rolled, Brother Cesta takes
5 Damage Dice, and cannot use this ability on his next turn.
The Chest is armed with a Poison Needle Trap. It contains
600 Gold, a Greatsword, and a suit of Chainmail armor. Brother Cor Beef Zip Smrt Hlth Mv XP
5 8 14 10 8 2
C
Brother Cor can cast Level 6 Dark Magic.
In this room you find three men guarding a large door.
They all look up at once, and speak in unison. “Your
journey ends here, adventurers. You will not reach the Infernal Power
Dimensius Gate alive! It was simply an anomaly that you All of Brother Cor's damaging Spells cause 2 extra Damage
have made it this close. But be warned that this is your Dice.
final day.”
When the brothers are defeated, read the following:
With that, one of the men draws a large sword, and he is
engulfed in flames. “Come, show us what you are made The three brothers lie dead at your feet. After hearing
of!” that they were trying to stop you from reaching that
Dimensius Gate, you feel confident that you're on the right
track... but to what?
The Brothers Damned

The three brothers all have the unique ability that only the
one that has the Fire Aura can be harmed. The Fire Aura
jumps from one Brother to another at the start of every other
of your turns.

Dungeon Lord Heroes: 14 Experience, 70 Gold.


33. Marathon Dread Lord Surk Beef Zip Smrt Hlth Mv XP
Dungeon Level 10. Experience 0 12 12 12 20 6 4
This is a Skirmish Adventure. In this Adventure, lay out
the entire map, but only place Monsters on the board
that the Heroes are on, and the one next to it. The only Dread Lord Surk will not act until all other Monsters have
Monsters that will act are the Monsters in the same been defeated.
board as the Heroes. If a Hero steps over to another
board, or attacks a Monster on another board, the Dread Lord Surk has the following abilities.
Monsters on that board are considered to be active.
Earthquake. Dread Lord Surk jumps high into the air, and
The Heroes begin this Adventure fully rested, with all of comes crashing down with a ground-shaking stomp. All
their Health, Adrenaline, Spell and Skill Uses. Heroes take 10 Damage Dice and may not move on their
next turn. This can only be used once every rounds.
You can feel that you're getting close. Terror fills your
veins as you draw closer to the next section. You open a Terror. Dread Lord Surk removes his helmet, showing one
large door at the end of the corridor to find yourself in an Hero his dreaded visage. That Hero is afflicted by Terror.
immense, cavernous room. There is a long, wide bridge He may not move or act until he can roll a 6 at the beginning
ahead of you, spanning over an enormous chasm. The of his turn. On a failure, he continues to be afflicted by
bridge seems to be heavily guarded. Terror. On a success, he may act normally. The Hero may
spend 3 Adrenaline points to change the roll to 4+. This is a
The bridge appears to lead to a large pyramid-like Free Action that he can take once every 4 turns.
structure floating in the middle of the chasm. You can't
quite make out what it is that lies atop the pyramid, but Erupt. Dread Lord Surk boils the elements below the
you know that one way or the other, you're getting up bridge, causing huge molten fireballs to erupt from the river
there to find out what this is all about. of lava below and come crashing down on the bridge. All
heroes take 10 Damage Dice. On the beginning of their
next two turns, the Heroes also take an extra 6 Damage
A Dice.

Blocking your way to the stairs ahead of you is a huge Final Strike. When Dread Lord Surk is defeated, he makes
mountain of an Infernal Knight. He stands watching the a final strike at the Hero who killed him (even if it was a
battle before him, without moving an inch. ranged attack that killed him). The Hero takes 12 Damage
Dice, and is Marked for Death. On the next Adventure, the
Hero starts with 0 Adrenaline, and all Monsters make
B attacks against that Hero with 2 extra Damage Dice.
Ahead of you stands what seems to be an army of Green. When Dread Lord Surk is defeated, read the following:
The front line charges toward you, while the rest stand
their ground.
The Dread Lord falls, and ahead you see stairs leading
up a long pyramid. Toward the top you see that some
Monsters have gathered.
Ballista Beef Zip Smrt Hlth Mv XP
10 10 0 10 0 2 You tend to your wounds and begin the climb up.
An Orc operating a Ballista may, as his Action, fire the
Ballista. Pick any Target in his Line of Sight. The
Ballista causes 10 Damage Dice.

Dungeon Lord Heroes: 21 Experience, 70 Gold.


34. At the Foot of Terror Doom Lord Odious Beef Zip Smrt Hlth Mv XP
Dungeon Level 10. Experience 0 14 14 12 20 6 4
This is a Skirmish Adventure. In this Adventure, lay out
the entire map, but only place Monsters on the board
that the Heroes are on, and the one next to it. The only Doom Lord Odious has the following abilities.
Monsters that will act are the Monsters in the same
board as the Heroes. If a Hero steps over to another Enrage. Doom Lord Odious can take an extra turn. This is
board, or attacks a Monster on another board, the a Free Action that can be taken once every four turns.
Monsters on that board are considered to be active.
Destroy Armor. Doom Lord Odious uses a powerful strike,
The Heroes begin this Adventure fully rested, with all of causing his molten blade to eat through the Hero’s armor.
their Health, Adrenaline, Spell and Skill Uses, except for The Hero takes 12 Damage Dice. That Hero then acts as -4
the Hero afflicted with Final Strike, who starts with 0 Defend Dice for the rest of Combat.
Adrenaline.
Molten Rain. Doom Lord Odious summons a rain of molten
Having fought your way through the bridge, you find rock upon the Heroes. At the beginning of each Hero’s turn
yourself at the bottom of a huge set of stairs that lead up for the next 3 Turns, the Hero takes 7 Damage Dice. This is
to the apex of the pyramid. You see Monsters waiting for a Free Action that Doom Lord Odious can use once every
you to ascend the stairs, ready to cut you down should four turns.
you get too close. As if that's going to stop you now.
Soul Drain. As an Action, Doom Lord Odious can drain the
souls of all Heroes. Roll two dice per Hero. For each
A success, subtract 1 Health and 1 Adrenaline from the Hero.
For each Health taken from the Hero, give Doom Lord
You can see the top of the pyramid from where you stand. Odious 1 Healh (he cannot have more than 20 Health).
Unfortunately there’s an army of Demonkind and Infernals
in your way. Demonic Magic. Doom Lord Odious can use Level 3
Demonic Magic.

B When Doom Lord Odious is defeated, read the following:


Doom Lord Odious falls to the floor in a pool of his own
You stand nearly at the top of the stairs. Only a few more blood.
Monsters to get rid of, and you’ll finally find out what’s
going on up there. “Heroes. I may lie fallen before you, but my power is
nothing compared to the might of the Dungeon Lord.”
Behind the line of Monsters, you see a very large, very
angry looking Arch Demon. He’s surrounded in an aura The Arch Demon laughs. My soul will return to
of fire, and carries an enormous, molten sword. Infernyssus, where I may be reborn. When the Dungeon
Lord destroys you, he will consume your souls. Enjoy
On the bright side, it looks as if he wants to take you all your fate.”
alone, if you survive the last of the battle.
The Arch Demon dies in front of you. Apparently just a
few yards up the stairs you’ll face the Dungeon Lord. You
Place Doom Lord Odious on the (c) marker. He will not act hope the Dungeon Lord was this Arch Demon’s little
and cannot be attacked until all Monsters on the board have brother, because you’re not sure you can take another
been defeated. one of these things on.

Dungeon Lord Heroes: 21 Experience, 70 Gold.


35. Thraxus, the Dungeon Lord A
Dungeon Level 10. Experience 5 Place Thraxus on the squares marked (a).
The Heroes begin this Adventure fully rested, with all of
their Health, Adrenaline, Spell and Skill Uses Thraxus Beef Zip Smrt Hlth Mv XP
14 14 12 40 8 10
After a grueling, vicious battle, you find yourself atop the
pyramid. Before you stands a single being, towering over
you. Behind him stands what you can only guess is the There are four Stages to the fight with Thraxus. The first
Dimensius Gate. Stage is normal, which begins when Combat starts (in the
very beginning of the Adventure). Stage 2 starts when
“I must say I am quite surprised that you have made it this Thraxus falls to 30 Health. Stage 3 starts when he reaches
far,” he says. “My scouts have already found the point of 20 Health, and Stage 4 starts when he reaches 10 Health.
entry you used to get here. I must thank you for finding
us an invasion point so close to the surface. Once I am The Stages do not stack together. Any special abilities
through with you whelps I will personally lead a campaign Thraxus gains from one stage does not carry over to the
to destroy your world. And I will start with your home next.
towns, in response to your disposing of some of my best
officers.” Thraxus the Dungeon Lord has the following abilities.

The being stands up and stretches his limbs. “As you Demonic Magic. Thraxus can use any Demonic Magic
may have already guessed, this gate behind me is a Spells.
Dimensius Gate. Yes, you heard correctly. These are the
Gates of Infernyssus. The dimension of Infernyssus has Demonic Whirlwind. As his Action, Thraxus uses his
spread into your dimension, and into the Old Earth. While immense sword to strike all Heroes in the same room as
inside this dungeon, you exist somewhere between the him. This attack is performed at 10 Beef.
two dimensions. The deeper into here you delve, the
closer you are to Infernyssus. And only by crossing this Throw. As his Action, Thraxus attempts to pick up a Hero
gate will you be able to step fully within Infernyssus.” and throw him down the stairs. Roll an attack for Thraxus,
and then the Hero Defends. This Attack causes no damage.
He picks up an immense sword. “Of course... You will If Thraxus scores 6 or more Damage on the Hero, he has
not see the other side of this gate. Not while I stand! been picked up and thrown down the stairs. The Hero takes
Now let’s get this over with! I have an invasion to plan.” 7 Damage Dice and misses his next turn. On the beginning
of the Hero’s turn after his missed turn, place him on any of
the red arrows.

Stage 1 Earthquake. As his Action, Thraxus thrusts his enormous


Beginning Stage sword into the ground, causing the entire room to shake
Stage 1 is the normal Stage. No special rules. violently. All Heroes take 8 Damage Dice, and are stunned
on the ground for one turn. At the beginning of each Hero’s
turn, they may either spend 3 Adrenaline to get up, or miss
Stage 2
his turn.
Starts at 30 Health
In Stage 2, Thraxus emits an unbearable heat to Frenzy. As a Free Action, Thraxus can enter into a Frenzy,
anyone around him. At the beginning of each Hero’s and can immediately take 3 turns. He may only take Attack
turn, and whenever a Hero takes an Action, that Hero Actions, and cannot Attack the same Hero more than once.
takes 1 Damage, which he cannot defend.

Stage 3
Starts at 20 Health
In Stage 3, Thraxus grows even larger in size, his skin
turning hard as rock. Thraxus’ Zip becomes 20, while
his Beef becomes 8. Any attack that damages
Thraxus causes molten blood to spray all around him.
Anyone Adjacent to or Diagonal to Thraxus takes 3
Damage, which cannot be defended.

Stage 4
Starts at 10 Health
In Stage 4, Thraxus is enveloped in searing flames.
Any Hero making a Melee attack against Thraxus
suffers 7 Damage Dice whether he hits or not.

In this Stage, Thraxus also becomes Enraged, allowing


him to take two turns instead of one. Dungeon Lord Heroes: XX Experience, 70 Gold.
The demon staggers back, a look of disbelief in his eyes. Epilogue
The entire structure begins to shake. You return to Torran and are met with a city-wide
celebration of your deeds. You spend the night telling tales
“No! It cannot be! How can this be?!” The demon to the city folk of Infernyssus and the strange creatures you
begins to glow with a white hot energy. The structure fought. The tale of the bridge and the pyramid, and fighting
begins to shake even more violently. the demon, and the narrow escape, turned out to be a crowd
favorite. Henrick is also regarded as a Hero, for saving your
The demon screams at the top of his lungs. “Alas, fools. butts and helping you to uncover the passage that led to
I may be beaten...” beams of energy blast out from his Infernyssus.
body. “...but you have sealed your own fate. When my
body finally gives, all living things within miles will be As the night draws to a close, you are again summoned to
incinerated!” the Council chambers.

The area begins to get unbearably hot. You realize that “There is a few matters that we must discuss, Heroes.”
the demon speaks the truth. He laughs as you realize Councilwoman Deridee says. “First, your reward. Though
that he's right, and you won't be walking away from this. what you did in the last couple of weeks is well beyond any
His laughter grows louder and louder. You hear a voice kind of reward, we hope that you each accept this reward of
calling from behind you, faintly. a thousand gold apiece. You may also each select one
trophy from our vault.”
“Hurry, lads! Get back here now!”
She continues, “Now, there is the matter of exploring
You see Henrick using a strange artifact. A portal begins Infernyssus. Beyond the gate.”
to grow around it. “Get in!”
“But what of sealing the entrance? We didn't cover the
You look back toward the demon, whose body is about to entire dungeon. Infernyssus is immense, and there is no
give. You bid him a quick farewell, then jump down the way that we could have killed all the Monsters in there,” you
stairs toward the portal. reply.

“No! Get back here, curs! NOOOOOO!!!!!!” “As we speak, there is a crew setting charges that will
collapse the large tunnel that connects Infernyssus to the
You're mid-jump when the chamber grows incredibly hot. surface.”
And then, a second of silence.
“So how would we get back in?”
You fall through the portal, and land hard in a lush, grassy
field. The bright sun in the clear sky stings your eyes, as “This new device that we fashioned for Henrick when we lost
you haven't seen sunlight in quite some time. contact with you remembers the last place it was used.
Using this will take you right back to those stairs... right to
“Clear the portal, lad!” the Gates of Infernyssus.”

You quickly get up and join the others, and not a second As you mull it over in your mind – stepping into the heart of
too soon. A huge shaft of energy shoots out of the portal, hell isn't a decision you make on a whim – the
and on the horizon, you see it demolish the tip of a Councilwoman interrupts. “I know this decision cannot be
mountain. made in haste, Heroes. Go now, enjoy the celebrations.
The Heart of Infernyssus is a tale for another day.”
The portal closes, and the small artifact that created it
falls to the floor. *****

Immediately, all your attentions turn to Henrick. He The Trophy that the Heroes are given is any Level 11 or
explains that the Council had noticed that the Home lower Artifact of their choice. If Dungeon Lord Heroes were
Beacon had lost its link to your disc, and they fashioned a used, they get the 1000 Gold and Artifact as well.
new tool to create a portal to the last location that your
disc was used.

He tried to find you for days, but only recently picked up


the trail of death you left behind. You thank Henrick
profusely for saving you at the last second, and he in turn
thanks you for ridding the Old Earth of that demon.

“Now come, lads, we have to get you back to Torran! I'm


sure the Council is waiting for some good news!”

You might also like