Professional Documents
Culture Documents
Gates of Infernyssus
Gates of Infernyssus
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
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
"'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.
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.
"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.
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.
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.
"What? But we don't even have the first two! What are
we going to do with other artifacts?
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.
"I suppose we're going after this pick, then?" you ask.
Dungeon Lord Heroes: 20 Experience, 70 Gold.
"You suppose correctly, lad."
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.
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.
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.
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.
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.
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!
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.
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.
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!
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.
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.
A
This area of the dungeon feels very hot. You definitely
feel like you’re getting down very deep into the Old Earth.
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.
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.
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.
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.
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 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.
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.