Deleted JISC Tools
Deleted JISC Tools
he Adventurer's Companion
Adventurer's Companion
An expansion by JAKE THORNTON
Adventuring has become such an accepted profession that there is even a whole branch of lowbrow
tavern humour associated with it. Variations on old tropes, such as the ‘how many wenches does it
take to milk a cow’ routine have begun to surface, such as ‘how many Dwarfs does it take to complete
a quest? All of them, one to do the questing and the rest to make up heroic sagas about it’. Though
these types of ribaldry are commonplace and variants exist for almost every race, for some reason the
Barbarian peoples of the Steppes – one or more of whom are often to be found in any questing party –
are mysteriously absent. Or perhaps not so mysteriously, when one considers their relatively common
appearances in both questing parties and taverns, coupled with their reputation.
Credits
GAME DESIGN: COVER ART: SCULPTING: PHOTOGRAPHY:
Jake Thornton Jonas Springborg Gregor Adrian, Sylvain Alex Earle, Ben
Quirion, Ben Skinner, Sandum
SAGA WRITING: ART: Rémy Tremblay
Greg D Smith Heath Foley, Jonas SPECIAL THANKS:
Springborg, Luigi PAINTING: Adam Palmer, Maria
EDITING AND Terzi, Ralph Horsley, Dave Neild, Maz Tabor
ADDITIONAL Shen Fei, Stef Kopinski Wiernikowski
CONTENT:
Stewart Gibbs, Thomas GRAPHIC DESIGN: TERRAIN:
Pike Chris Webb, Karen Dave Neild, Mel Bose
Miksza, Kev Brett
1
C ontents
INTRODUCTION.............. 5 MOVEMENT..................... 18
Adjacent......................... 18
LARGER CREATURES ..... 30
Arcs................................ 30
WHAT YOU Facing............................ 18 Movement...................... 30
NEED TO PLAY............... 8 Piles of Bones and Other Fighting.......................... 31
The Adventurer's Counters......................... 18
Companion..................... 8 Moving Models WE CAN
Dungeon Saga: ....................................... 18 BE HEROES...................... 32
The Dwarf Breaking away................ 19 The Birth of a Hero........ 32
King's Quest.................. 8 Free Strikes.................... 19 What Next?.................... 33
Miniatures...................... 9
Tiles & Clips................... 9 FIGHTING........................ 20 RACES.............................. 35
Doors, Treasure Resolving Fights............. 20 Dwarf............................. 35
Chests, and More........... 9 Human........................... 36
Cards.............................. 9 SHOOTING....................... 22 Elf.................................. 37
Painting Your Resolving a Shot............ 22 Halfling.......................... 38
Miniatures..................... 9 Range............................. 22 Gladewalker................... 39
Hero Sheets.................... 10 Line of Sight................... 22 Naiad.............................. 40
Counters........................ 10 Salamander.................... 41
Range Rulers ................. 10 DAMAGE.......................... 24 Sylph.............................. 42
Dice................................ 10 Minion Damage.............. 24
Hero and Boss Damage... 24 PROFESSIONS.................. 44
SETTING UP THE GAME.12 Injured........................... 24 Barbarian....................... 44
Set Up Steps................... 12 Bard............................... 45
Selecting Heroes............ 13 MAGIC ............................. 25 Cleric............................. 46
Recharging..................... 25 Demon Hunter............... 47
PLAYING THE GAME....... 14 Range............................. 25 Druid.............................. 48
Hero Turns..................... 14 Line of Sight................... 25 Fighter........................... 49
Actions........................... 14 Magical Attacks............. 26 Paladin........................... 50
Feats.............................. 14 Items.............................. 26 Thief.............................. 51
Overlord Turns .............. 15 Using Items.................... 27 Wizard........................... 52
Actions........................... 15 Trading Items................. 27 Building a Hero.............. 53
Overlord Powers............ 15
Overlord Command DUNGEON FURNITURE.. 28
Cards ............................. 16 Doors and Chests........... 28
End of the Round........... 16 Locks ............................. 28
Crushing the Weak......... 16 Open Sesame.................. 28
Dying for the Cause....... 17 Traps.............................. 28
Ruling the World............ 17 Lock Traps..................... 29
Map Traps...................... 29
Destroying Furniture..... 29
Magical Furniture.......... 29
Hidden Compartments... 29
222
.
3
S
OUT OF THE BOX
etting up the Game
Dungeon Saga can be played in a number of different ways, so the first decision
you need to make when setting up a game is how you want to play – Out of the Box;
Design Your Own Dungeon; Uncharted Dungeons or Campaigns.
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12
the game using the pre- The correct type of Overlord
IMPORTANT! Only set
designed Heroes. If using Command Cards should be
up the tiles from the
custom Heroes, you will use shuffled into the main deck
heroes’ starting position
the Items and Spells given to before playing. He then
to the first door(s).
your Hero during the design draws 3 of these to form his
Anything beyond is not
process. starting hand.
yet in play and remains a
mystery to the heroes.
5. Prepare the Overlord 6. When everyone is familiar
command card deck (or the with their characters and
While the Overlord is setting Invisible Overlord deck). The abilities, the Overlord reads
up the tiles, the other players Overlord player shuffles all out the story text for the
should sort out the cards, of the Overlord Command adventure along with the
counters, and dice they will cards and deals a certain victory conditions for each
need. If the Overlord player number face down to form side and any special rules.
has been replaced by the his deck, as specified in the
Invisible Overlord deck then adventure. 7. The game starts with one of
one of the Hero players will the Heroes taking their first
have to set up the tiles. Note turn.
that the items listed for each
Hero in the Adventure text
will only apply if playing
Selecting Heroes
Each Hero has three core game values listed on their Hero card. These will be used throughout
the game, so make sure you know where they are for quick reference.
Movement: How many squares Combat Dice: How many dice Armour: The number that an
the model may move in a turn – the model may roll when in opponent must roll above in
see page 18. combat situations – see page order to harm the model – see
20. page 21.
Each hero has strengths and weaknesses. The mighty barbarian can slaughter many foes at a time,
yet he is lightly armoured and vulnerable to stronger enemies. The Dwarf, while not quite as
powerful, is steadier in his fighting, his thick armour resisting most attacks. The Elf is not as skilled
a fighter as either of these, instead preferring to stay at a distance where her finely-honed archery
skills can best be used. Finally, there is the wizard. The others may laugh at his lack of fighting
skill, yet it is often his magic that carries the day.
13
P laying the Game
When the adventure has been set up as described in the Quest Book, the game
can begin. Dungeon Saga is played in rounds, ending when one side achieves the
victory conditions for that adventure.
Hero Turns
During a Turn a Hero HERO COUNTERS
about how to achieve your
objectives, but how to do
so without anyone getting
may Move (see page 18) and/or killed in the process.
perform 1 Action, in that order.
If you do not want to move before The Dwarf and Barbarian
taking an Action, the Action is all will often need to protect
you may do in that Turn. A Hero The Hero counters are the physically weaker Elf
can choose to do nothing in their included to use as a and Wizard, allowing them
Turn if they wish. reminder of who has taken to skillfully deal with their
their Turn so far this Round. foes at a distance. On the
Place them where everyone other hand, when a magical
Actions can see them, and flip each ward needs to be broken
one face down as that Hero the Wizard will need to
Fight: see page 20 takes their Turn. be front and center, so be
flexible!
Shoot: see page 22
HEROES OR PLAYERS? If you are one of several
Cast Spell: see page 25 players controlling the
Dungeon Saga can be played Heroes, talk to each other!
with 1–4 players controlling
Other: some adventures Is someone in trouble?
allow for additional actions the four Heroes, and this Should you rush forward?
– these will be listed in the means that different players Will that leave another
text for the adventure may control different Hero exposed? Should
numbers of miniatures. Note you fan out, or fight
The Actions available to a model that it is the Hero who takes methodically in tight
depend on their abilities and the Turn, not the player. formation? Can you afford
situation. For example, a Hero So, if three players were the time to explore that
cannot shoot a bow if they don’t controlling the four Heroes side passage?
have one. Even if they have one between them, one would
they cannot use it if they are in have two and the others One of the most important
the middle of a Fight. would have one each. The considerations is which
player that controlled two Hero should take the
Heroes may move first and initiative each round and
Feats last in the order of Heroes,
second and third, or any
act first. The first Hero to
act in each Round cannot
Instead of taking a normal Turn, other combination. Each be interrupted by the
a Hero may instead decide to use Hero is dealt with separately Overlord (see page 10), but
the Heroic Feat(s) detailed on regardless of how many are everyone else can…
their Hero Card. Each Hero may controlled by a single player.
1414
14
Overlord Turns
As the Overlord is
Overlord Powers
Instead of Moving and Acting
WORKING FOR THE
OVERLORD
controlling a large number with a model that is already on There are two types of
of followers, his Turns work the board, a magic-using Overlord follower in the Overlord’s
differently to an individual can use his Commands to cast army: Minions and Bosses.
Hero’s Turn. The player may give spells - for example in the case
Commands to his followers, one of Mortibris the Necromancer he Minions are the rabble of
at a time, allowing him to Move may cast the Raise Dead spell. the army. These are the
and Act with several models lowly warriors who will
and/or Raise several Piles of When the Raise Dead spell is struggle against the Heroes
Bones within a single Turn. Each cast, the Overlord player replaces on their own, but can cause
adventure lists the number of a single Pile of Bones counter damage when they gang up
models he can Command in a with a miniature of his choice and work together.
Turn. None of the Overlord’s from the adventure’s list, facing
models may Act more than once any direction he chooses. If the A Boss is a Hero that works
in a Turn, but may Act more than minion is raised in one or more for the Overlord. Heroes are
once in a Round using Interrupts enemy front arcs, then each normally thought of as good
- see below. of those enemy models gets a guys, but similarly powerful
Free Strike (see page 19) as the individuals fight for the
creature tries to reassemble itself. Overlord too. A Boss works
Actions Resolve these in an order chosen exactly like a Hero and has
by the player(s) making the Free a Hero card in the same
Fight: see page 20 Strikes. A Minion that is raised way. All the normal rules
from a Pile of Bones counts as for Heroes apply to a Boss
Shoot: see page 22 having made its Action, and cannot as well, with the exception
do anything else in that Turn. of when they are allowed
Cast Spell: see page 25 to Act in a Round. Bosses
You cannot cast Raise Dead on only Act as part of the
Other: some adventures a Pile of Bones if any model is Overlord’s Turn (or during
allow other actions – these standing on top of it. If there are an interrupt). Other than
will be listed in the text for multiple Piles of Bones on top of that, a Boss can have feats,
the adventure each other, only the top one can use magic items and so on,
be raised. just like other Heroes.
The Actions available to a model
depend on their abilities and Other Overlords may have
situation. For example, a Hero different powers, and these will
cannot shoot a bow if they don’t be listed in their
have one. Even if they have one relative expansions.
they cannot use it if they are in
the middle of a Fight.
15
draw pile he has made for this only Move and Act once during a
Overlord Command adventure to form his initial single Overlord Turn.
Cards hand. There is no limit to the
number of cards the Overlord
The Overlord has a deck of can have in his hand. INTERRUPT CARDS
cards that grant him additional
Actions and special abilities The Overlord player may look These are played in between two
over and above his regular at his hand of cards now, and Hero Turns, after one Hero has
Commands. Each type of should keep them secret from completed their Turn and before
Overlord has a different set of the Heroes. the next begins. The Overlord
these cards. Some games will use immediately gets to Move and Act
just the generic cards that come The Overlord may play a single with the number of models listed
in the core set. Depending on Command card in each Turn. on the card, one at a time. This
which type of Minions you want This can be done at any point is not the Overlord’s Turn and
to use in your dungeon, there are before or after Moving and therefore these models may Move
Overlord-specific cards available Acting with a model, but not and Act again either by using extra
in the various Dungeon Saga during. These cards are one-use Interrupt cards later in the Round,
expansions. These are simply only, and the different types are or during the Overlord’s Turn.
shuffled into the deck with the explained below.
standard ones before the game. You cannot play an Interrupt
In addition, the Overlord is dealt card before the first Hero’s
For example to play against one extra card at the end of Turn, or after the last Hero’s
a Necromantic Overlord, each Round, drawn from those Turn in that Round. In addition,
you would shuffle the nine remaining in the draw pile. you cannot play two interrupt
Necromancer Overlord cards cards in a row without a Hero
(found in the Dwarf King’s Quest If the deck of cards is exhausted taking their Turn between them.
boxed game) and the thirteen then the Overlord cannot draw
regular Overlord cards together. any more, and in most cases this
will mean that the adventure is
Before the game begins, shuffle
the deck and deal out the
number listed in the adventure
over.
End of the Round
Once the Overlord’s Turn is
to form the draw pile that the EXTRA COMMANDS CARDS over, he draws a Command card
Overlord will use in this game. from the draw pile.
These allow the Overlord to
Move and Act with that many If the deck of cards is exhausted
additional models this Turn. then the Overlord cannot draw
any more, and in some cases
this may even mean that the
Place the remaining cards back DOUBLE COMMANDS CARDS adventure is over. This will be
in the box – they will not be detailed in the Quest Book.
used for now. Don’t look at any These allow the Overlord to
of these cards. give double the base number Furthermore, all Spell cards that
of Commands allowed in the are not currently the right way
The Overlord then deals himself adventure for that Turn. Note up may be rotated a quarter turn
the top three cards from the that a single model may still (see page 25).
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16
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M
Adjacent
ovement
Movement is a vital cornerstone of tactical play for both the Heroes and
the Overlord. A good understanding of the movement rules can not only
get you into the ideal striking position, but also thwart your opponent’s
plans by blocking their best moves.
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18
Resolve all the Free Strikes
B reaking away
Models that start their
before moving the miniature. If
the model Breaking Away is not
destroyed then it may make its
Turn in an enemy model’s front Move.
arc do not have to Fight them if
they don’t want to. If they prefer
they can try to escape from Free Strikes
the Fight by Breaking Away.
However, any enemies will get A Free Strike is a Fight (see
a chance to Attack them as they page 20) with all the normal
move away. This is called a Free modifiers. The differences are EXAMPLE FREE STRIKE
Strike. that:
For example, if Danor is on
Breaking Away is only possible It is not resolved in your his last wound he might want
if the first square that a model own Turn. to try to Break Away from
moves into is not in the front arc a Dwarf Revenant before
of any enemy models. If there is It is not limited. You may he gets Crippled. The three
no suitable square to move to, make as many Free Strikes squares behind Danor are
the model cannot Break Away as your opponent offers you. outside of any enemy’s front
and must remain where it is. A arc (shown in blue) and so
model that Breaks Away may It does not count as your there is space for him to
still Move into an enemy’s front Turn. You may make a Free move into. During the
arc later in that Move. Strike regardless of whether Wizard’s Turn he declares
you have had a Turn that that he wants to Break Away.
If the model stays where it is Round or not. Before the model is moved,
then it may still turn on the spot the Dwarf Revenant gets to
as its Move, and then Fight or A model gains a Free Strike make a Free Strike. This is
cast a Spell (if allowed) as its when a rule specifically resolved just like a normal
Action. Changing facing will mentions it. In addition, each Fight action. If the Revenant
not trigger any Free Strikes. model can make a Free Strike wounds the Wizard he will be
against any enemy model that is Crippled. If the Wizard avoids
To Break Away a model must first placed on the board in his front any more damage he will be
survive a Free Strike from its arc. This could be a Skeleton able to Break Away and move
foes. Each enemy model that has that was resurrected from a Pile as shown.
the Breaking Away model in its of Bones, a Ghost summoned
front arc gets to make a separate by the Faithful In Death spell,
Free Strike. These are resolved a Zombie created by the Bleed
in the order chosen by the player spell, or any other model created
making the Free Strikes. by any other spell or effect.
19
F ighting
Fighting, but more importantly recognising when you are outmatched, is a core
mechanic of the game that will quickly become second nature. Use thorough
knowledge of these rules to tip the battle in your favour, by outnumbering your
enemies or striking from behind.
2200
20
STEP 2: DISCARD FEEBLE STEP 3: DETERMINE STEP 4: DETERMINE
ATTACKS HITS DAMAGE
The attacker discards any dice If the attacker has any dice left, Models react differently to being
that are less than or equal to compare them to the defender’s Hit. What injures an Elf may be
the defender’s armour. These dice by matching them into completely ignored by a Troll.
attacks are too weak to cause pairs: the highest attacker’s dice See Damage on page 24.
any damage. with the highest defender’s dice,
the second highest attacker’s
If this leaves the attacker with dice with the second highest
no dice, the attack has bounced defender’s dice, and so on. Example: With most
off and has no further effect. creatures, the number of
Each pair in which the attacker’s hits equals the number of
result is higher than the wounds caused. We can see
Example: The Goblin has an defender’s result counts as that a Goblin has Wounds
Armour value of 2. Removing one Hit against the defender. (2), meaning that it takes
the weak attacks that do not If the results are equal, or the 2 wounds to kill him.
beat this value leaves Orlaf defenders’ result is higher, the Unfortunately for the Goblin,
with 4 and 6. attack does not score a Hit. this is exactly what Orlaf has
just done. The Goblin is slain.
If the attacker has more dice Remove the model from the
than the defender then each board.
remaining dice that is unopposed
also scores a Hit.
MINIMUM VALUES - cannot get any worse and any they can’t get much worse.
2 DICE, ARMOUR 1 extra penalties are ignored.
If Madriga, the Elf Hero,
For example, an was in the same position as
No model can ever roll fewer outnumbered Skeleton the Skeleton Warrior in the
than two dice. If a model Warrior that is also being first example then she would
starts with 2 dice, or when it is attacked from behind should be reduced from 3 dice and
reduced to 2 dice by modifiers, lose 2 dice, but starts on 2 Armour to 2 dice and 1
then any further modifiers 2 dice and so the penalty Armour.
reduce the model’s Armour comes off its Armour instead.
value instead of the number of If this happened to Rordin,
However, its Armour is only
dice thrown. the Dwarf Hero, his Armour
2 to begin with, and so it is would not change as the
The Armour value cannot be reduced to 1 Armour and the modifiers would take him
reduced to less than 1. Once extra penalty is lost. Skeleton
from 4 dice down to 2, which
a model has been reduced to Warriors are such poor
is still allowed.
2 dice and 1 Armour then it fighters in the first place that
21
S hooting
Models skilled in ranged combat can take advantage of the rules below to
devastating effect, picking off their enemies from a distance before they have a
chance to fight back, or softening-up larger targets while your allies close them
down and finish the job!
Resolving a Shot
Like Fighting, Shooting
The zombie is within range of
Madriga’s bow.
is resolved in a number of
steps. However before you can Madriga only has line of sight
make your attack you need to to Skeleton Warrior to her right.
see whether you are capable of Line of sight to the Zombie is
hitting your target in the first blocked by the bookcase, and she
place by checking Range and cannot see the Skeleton Warrior
Line of Sight. behind her.
22
22
22
Once you’ve established that you are able to Shoot, follow the four-step process below:
The attacker rolls a number of dice equal to his Shooting Dice value, and the defender rolls a number of
dice equal to his Combat Dice value. When Shooting, the following modifiers apply:
No model may ever roll fewer than 2 dice, regardless of modifiers. See Minimum Values on page 21.
The attacker discards any dice that are less than or equal to the defender’s armour. These attacks are too
weak to cause any damage.
If this leaves the attacker with no dice, the attack has bounced off and has no further effect.
If the attacker has any dice left, compare them to the defender’s dice by matching them into pairs: the
highest attacker’s dice with the highest defender’s dice, the second highest attacker’s dice with the
second highest defender’s dice, and so on.
Each pair in which the attacker’s result is higher than the defender’s result counts as one Hit against the
defender. If the results are equal, or the defenders’ result is higher, the attack does not score a Hit.
If the attacker has more dice than the defender then each remaining dice that is unopposed also scores a Hit.
Models react differently to being Hit. What injures an Elf may be completely ignored by a Troll. See
Damage on page 24.
23
D amage
Fighting through a dungeon of monsters is a true test of physical endurance. The
hardiest members of the party can fight on having suffered many wounds his
companions would have found fatal. Likewise, the dungeon dwellers take varying
amounts of violence to dispose of.
different ways. Unless otherwise Heroes and Bosses only suffer 1 Unless otherwise specified, non-
listed on the appropriate wound per attack, regardless of Hero models are never Injured.
Bestiary entry or reference how many times they are Hit.
sheet, a Minion model suffers
one wound per hit it receives. Wounds on Heroes are
Minions are killed by a single cumulative. Heroes keep track of
wound unless they have the wounds they have suffered using
Wounds ability (see page 65). the wound counters provided.
If a model has a different rule Starting from the left of the
then it will have its own damage Hero card, place a counter on
table in the Bestiary. Compare the first space on the wound
the number of hits scored on track.
the defender’s model type to the
relevant damage table to find out As explained earlier, being
the effect. Injured can modify the number
of dice you roll during certain
Skeletons for example can ignore actions. Being Wounded,
the first hit that they take - it however, never modifies what
is assumed that the attack has you roll.
passed harmlessly through where
their flesh used to be. A second In the above example, Rordin
hit on a Skeleton will be enough and Madriga have both taken
to break the magic holding them 2 wounds. Madriga only has
together, and they will fall apart. red uncovered wound spaces
A third hit represents an attack remaining, so counts as Injured.
so powerful that the Skeleton is Rordin has red and white
smashed into dust and removed uncovered wound spaces so is not
entirely. Injured.
Injured
Heroes taking damage eventually CRIPPLING A HERO
become Injured, reducing their
capabilities. The number of A Hero or Boss can take 4
wounds it takes to Injure a Hero wounds and still fight on.
varies. A Hero is Injured if all However, if they take a fifth
the remaining uncovered wound wound then they are Crippled
spaces on their Hero card are red. and they cannot continue. In
most adventures the Heroes lose
if one of them is Crippled.
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24
M agic
Magic is the most complex of the fighting styles, and the most flexible. Use
a sound understanding of the Spellcasting rules to add real strategic depth
to combat, and potentially turn the tide when conventional methods just
aren’t cutting it.
25
EXAMPLE SPELL CARD Magical Attacks Items
a Offensive Spells use a form of Dungeon Saga is set in a world
b attack called a Magical Attack. of fantastical beasts and strange
magic. Magical energies can
c
Magical Attacks require be bound into items such as
the players to roll for an weapons and armour, potions
d
attacker and defender just and amulets. Some magical
like Shooting or Fighting. items are granted to heroes for
The Spell itself will list the completing a certain quest, while
e
number of attack dice to use, others are found by searching
f and the defender’s Combat the dungeon’s depths.
Dice and Armour values are
g used as normal. Each item is represented by its
own card, explaining any special
h
Magical attacks are never rules or restrictions that apply
modified by any standard to the user.
modifiers. However some
a. Line of Sight icon game effects or magical
b. Range, Major/Minor items may affect the roll,
School of Magic such as Energy Crystals.
c. Spell name
d. School of Magic icon Unless otherwise specified,
if a Spell effects more than
e. Spell effect one target at a time, roll the
f. Line of Sight explanation attack dice separately for
g. Recharging explanation each defender.
h. Experience Level
26
26
26
Magic items come in five broad
types, as shown on the bottom of Using Items
their card:
Only Heroes and Bosses can
Weapons. From delicate use items (including drinking
daggers to hulking potions). Most items have effects
halberds, Elven bows to that apply at all times. For
Ogre clubs. example, the Spidersilk Armour
increases Madriga’s Armour
Armour. Blackened value by 1 while she is wearing
helms of ancient design, it – this is in effect for the entire
weightless, silvery game and Madriga does not have
chainmail and rune- to do anything to make it work.
encrusted breastplates.
Each magic item’s card will Other items must be triggered by
Shields. Small and light explain any special rules or their owner to be used, and these
with a mind of their own restrictions that apply to the will have the symbol on their
or huge, battle-scarred, user, chief of which is the magic card. Some items are triggered
impenetrable lumps. item’s level. automatically in response to an
attack or other game effect, in
Paraphernalia. which case it will be detailed on
Glittering potions, the card. Otherwise, items can
ancient scrolls or musky be used at any point during the
efreet powder. turn of the Hero or Boss carrying
them, and this does not count as
Furniture. Enchanted A Hero must be of at least the the model’s Move or Action for
bookcases that always level shown on the card to use the Turn.
know what information a magic item. A Hero may still
you need, or weapon carry magic items of a higher
racks that polish your level, but may not use them ONE USE ITEMS
blades for you. until he has reached that level.
Unless otherwise mentioned, it An item that has the One Use
Magical furniture cannot be is assumed that any Hero can use keyword on its card can only be
carried or moved. any magic item. used once, and the card is then
discarded. All other items can be
A Hero can only use one of each You will notice that there is one used repeatedly.
of the first three types in a game, other symbol at the bottom of
but can have as much magical each item card - this is the cost
Paraphernalia as he can find. of the item. During a campaign Trading Items
If you have more than one of your Heroes will collect gold,
the first three types of item on and they can use it to buy During a game, Paraphernalia
a single Hero then put all the magical items at the listed cost. (items denoted with a
cards of a single type in a stack symbol on their card) can be
with the one that is being used traded between Heroes. Other
on top. The rest are not used for types of magical item must
this game. Paraphernalia should remain on the Hero they began
be displayed side by side unless that adventure with.
they are identical items, in
which case they can be placed on A Hero that moves adjacent to
top of one another to save space. another Hero during his Turn
can give, receive or swap eligible
items with that Hero. Both Hero
players must agree to the trade.
27
D ungeon Furniture
Dungeons are often littered with the remains of earlier occupants, and this includes
many items of furniture. There are also doors and treasure chests that may be still in
use. Collectively this is known as furniture.
28
28
28
to resolve what happens when it
is triggered.
Destroying
Furniture
Lock Traps All Furniture can be attacked
and destroyed with a single Hit.
If something has a lock, then in the same way as if you were
it can be trapped. Lock traps smashing a door.
are triggered the first time
someone tries to pick the lock. In order to use a piece of
They come in a variety of types, Single square furniture magical furniture a Hero must
ranging from the irritating to (chest, throne...) be adjacent to it and not in the
the lethal. Triggering a trap ends front arc of any enemy model.
that model’s Turn, regardless of 3 Using magical furniture costs a
whether they manage to avoid Hero’s Action for that Turn. A
the effects or not. Hero may only gain the effects of
3 each piece of magical furniture
once per adventure.
Map Traps
Multi-square furniture Magic furniture cannot be moved
If you are designing your own (well, bookcase...) or carried by an individual Hero
adventures then individual and so does not count towards
squares on the map can also be 4 their normal limit.
trapped. Simply place a trap
counter of the appropriate type
on the square in question. For 4
each trap you place, also place a
blank counter anywhere on the
map. Make sure that both trap
Hidden
Compartments
and blank are placed face down Any item of furniture apart
so that the Hero players cannot
tell them apart. M agical Furniture
Even large pieces of
from a door can have a hidden
compartment. This makes it
behave like a treasure chest as
furniture can be ensorcelled. well as its other functions. So,
SETTING OFF TRAPS These have Item cards, just like a bookcase would still block
other magic items. However, Shooting, for example.
The Overlord’s models never set they are represented by
off map traps as they know how immobile pieces of furniture Hidden compartments will
to move around them safely. rather than being carried around be marked on the adventure
by Heroes. This means that they maps, and must be unlocked or
If a Hero moves onto a trap tend to have rather different smashed like doors or treasure
counter, then pause their Turn sorts of effects. chests.
while it is flipped over. If it
is a blank then the Hero can
continue with the rest of their
Turn as normal. If it is a trap,
then resolve it as described
on the matching trap card.
Triggering a trap ends that
model’s Turn, regardless of
whether they manage to avoid
the effects or not.
29
L arger Creatures
Most models have a base that occupies a single square. However, a few of the larger
creatures such as Trolls have bases that cover four squares (2x2), and in the future
we may see creatures on even larger bases!
3300
30
Fighting
Large models always count
as outnumbering single square
models even if they are the only
model in contact, and even if
they are in contact with multiple
enemy models. In this case
they will also be outnumbered
themselves.
31
W e Can Be Heroes
This section lets you get to the heart of these adventures and create your own
Hero from the ground up. You choose the race he is born into and the profession
he follows. You make the decisions that set him on his path to glory!
It’s a matter of perspective. Not all Heroes are good guys. I’ve used “he” and “his”
Sometimes gamers want to play a group of hard-hearted villains, throughout these pages for
breaking heads as they fight through Basilean villages and simplicity of writing, but
ransack Elven temples of light. Heroes come in both sexes.
Gender has no effect on
A Hero and a Boss is the same thing on a different side: Heroes the rules.
are the good guys, Bosses are the bad guys. Both can be made
with these rules, simply choosing the appropriate race and
profession for what you have in mind.
Whichever side the Heroes and Bosses are on, you can use the
same rules to create them. They work exactly the same way, and
unless it specifically says otherwise you can assume that if a
Hero can do something then a Boss can too.
32
32
32
CHOOSE A RACE choose wisely. traded with other Heroes.
There are eight races for a Hero Barbarian One additional spell at
to pick from. Bosses can also Bard random. Draw from a deck of
choose from those listed in their Cleric cards that includes all of the
section of the Bestiary. Note Demon Hunter spells you don’t know from
down their initial stats in pencil Druid all the schools of magic that
as they may change later. Fighter you do.
Paladin
Human Thief One additional song at
Dwarf Wizard random. Chosen from those
Elf that you don’t yet know.
Halfling
Gladewalker CHOOSE A BONUS
Naiad CHOOSE A NAME
Salamander To add a little more variety to
Sylph your starting Heroes, you can Names are very important as
take one of the following extras they set a tone for the kind of
regardless of your race and Hero you will create and how
CHOOSE A PROFESSION profession. you see them in your mind’s
eye. Even if we imagine them
There are nine professions for +1 Move. with identical game values, it’s
a Hero to pick from, and some likely that you won’t imagine
have a number of specialisations +3 Gold (see page 70 for more Thungnar Grimbeard and
within them. Each specialisation on Gold). Perry Tinkwhistle looking or
reflects a slightly different path behaving alike. By the time
within that profession. Decide One magic item at random you have chosen a race, gender
on your Hero’s profession from the deck. If you draw and profession you should be
and, if appropriate, one of the a magic item that your Hero starting to get a pretty good idea
specialisations within it. This cannot use then you still keep of what sort of name would suit
cannot be changed later, so it. Magic items can be sold or your new Hero.
What Next?
Now you’ve created your Hero and what you should think of as at least two good fighters among
the next step is to get them the default. Develop these Heroes a group of four Heroes. Exactly
adventuring! Your Hero can be as individuals, of course, but also which style of fighter you
used in both published adventures as part of a group. Ask yourself prefer is up to you, and you’re
and ones devised by your friends. what each one brings to the better off with styles you feel
adventure. comfortable with rather than
However, before you rush off, ones someone tells you are best.
it’s a good idea to think about Magical wards must be overcome
your group of Heroes as a somehow. Your group will need Healers are always useful and very
whole. There are some common at least one Spellcaster with the welcome in a group. The problem
challenges that you are very ability to bypass these barriers. with healers is that they aren’t
likely to come across, and that Overlords that are Spellcasters always exceptional at other things,
at least one of the Heroes on themselves are very likely to especially at low levels. Would
the adventure will need a way use magical wards to lock their it be better to take another good
of defeating. So, you have some doors, and as evil sorcerors, fighter and do so much damage to
basic considerations to make necromancers and the like are the enemy that you don’t suffer
about which Heroes you take in a common prey of Heroes these yourselves? This might work some
your group. wards will turn up frequently. of the time, though most people
would prefer to have a healer
Firstly, you usually need a group How many real fighters do you nearby, just in case…
of four Heroes for each adventure. have? You can guarantee needing
A minority of adventures are to fight at some stage, and often Thieves are another useful
designed for other numbers, but on more than one front at a time. addition to any group as locks or
four is by far the most common It’s usually a good idea to have traps will almost certainly bar
33
your way at some point. Being All are useful in the group. they do. Others will dabble in
able to bypass these problems is a many different areas, trading
good skill to have on hand. They Unfortunately you can’t take the quality of the specialist for a
can also provide other abilities, a group of two great fighters, wide range of abilities. The fun
especially as they grow in level. three types of wizard, a healer thing is that there isn’t a single
Watch your wallet though. and a thief: you need to pick and right answer. Of course, when
choose. This variety is only the you’re thinking about a group
Then there are wizards. With start. If you use the experience of veteran Heroes, this makes
so many spells to choose from, rules on page 71 then the Heroes deciding who to take even more
their effect varies enormously, get even more varied as they challenging.
as does their style of play. Some advance in level, choosing
have a series of direct and deadly their own unique combination
magical attacks, others provide of boosts as they go. Some
boosts to the other Heroes, or will choose to specialize in a
give the group access to unusual narrow skill set, and they will
new tricks such as Brisk Work. be outstanding at whatever it is
Some of the abilities that the Heroes can gain over the next
few pages will have symbols next to them. Here is a list of
what the symbols mean:
Separate out the spell cards for the schools of magic your
Hero knows, shuffle them, and deal six at random, face up.
Choose one from this group of six.
Shuffle the song cards and deal three at random, face up.
Choose one from this group of three.
34
34
34
R aces .
Dwarf
As tough as the mountains from which
most of them hail, Dwarfs are generally
inherently distrustful of all other races.
Despite this, Dwarf adventurers are not all
that uncommon – they are after all fond of
fighting and gold – two things practically
guaranteed to the successful hero. Mostly,
Dwarf adventurers tend to be fighters,
playing to their natural strengths, though
it is not unheard of for Dwarfs of other
professions to appear in a party.
STARTING STATS
6 2 1
COMBAT
The Hero cannot be injured for the remainder of this Round. In addition, all adjacent, non-Hero
enemy models cannot make Free Strikes, move, or perform any action for the rest of this Round.
They make all defence rolls at -1 dice.
35
Human
Humans are the most ubiquitous race in Mantica, with groups
of humans ranging from small tribes to massive civilisations
spread throughout the world. Neither as long lived as the
Elves nor as tough as the Dwarfs, humans are nonetheless
far and away the most adaptable of all the races. All of
these factors help to explain the sheer numbers of human
mercenaries and adventurers that may be seen, and the wide
variety of professions which they may have.
VERSATILE
STARTING STATS
7 2 1
COMBAT
LVL OPTION
1 Dubious Character
2 Teller of Tales
3 Stalwart
4 Teller of Tales
5 Dubious Character
6 Sure Shot
7 Nimble
8 +1 Move
9 Frenzy
10 Tough
36
36
36
Elf
Seen as aloof and distant by the other civilised races of Mantica,
the Elves are a people with an immense lifespan and a level of
discipline and command of their chosen professions that one
might expect to go with it. Not for nothing are Elves renowned as
the best practitioners of magic in the world, as well as the finest
shots and the greatest warriors. Though willowy and slightly fey
in appearance, Elves are not to be underestimated, and a party
with at least one Elf in its number is generally assured of success.
STARTING STATS
8 2 1
COMBAT
LVL OPTION
1 Nimble
2 +1 Move
3 Sure Shot
4 +1 Shooting Dice (Long)
5 Nimble
6 Speed of a Bullet
7 Sure Shot
8 +1 Move
9 Speed of a Bullet
10 +1 Shooting Dice (Long)
37
Halfling
Though occasionally mistaken by the ignorant for Dwarfs, the
two races could not in fact be more different. Halflings tend to
be gregarious folk, and are often given to wandering amongst
the peoples of the world. So much so in fact, that very few
communities of Halflings exist, most Halflings choosing to
live in the cities of others. Like humans, they are incredibly
adaptable and resourceful, though their size and general delicacy
of touch tends to fit them more for professions of a sneakier
nature.
STARTING STATS
6 2 1
COMBAT
LVL OPTION
1 Dubious Character
2 Teller of Tales
3 Stealth
4 Dubious Character
5 Stalwart
6 +1 Move
7 Sure Shot
8 Lockpicking
+1 Shooting Dice
9
(Short)
10 Stealth
38
38
38
Gladewalker
Guardians of the forests, these mystical creatures are seldom
seen by any save the Sylvan Elves. They are gifted healers,
being attuned to the natural magical energies of the world, and
make natural Druids. Their method of communication is often
discomforting when first encountered – lacking vocal chords, they
literally project their words into the minds of those around them,
somehow doing so as a series of sensations and feelings that will
translate into the native language of any recipient.
STARTING STATS
6 2 1
COMBAT
EARTH
Firstly, the model has great affinity with this element and when defending against a Geomancy spell
it may re-roll up to 3 dice that fail to beat its own Armour.
Secondly, the model is particularly vulnerable to air-based attacks. Any Aeromancy spells, or Fight
attacks from a model with Air, modify the model’s Armour by -1 while resolving that attack.
Thirdly, the model can focus a hail of earth to form a natural 2 dice magical attack. This attack
counts as a minor Geomancy spell and can be cast even if the model is not a Spellcaster. This attack
requires Line of Sight and is Short ranged.
39
Naiad
Naiads are generally rarely seen by any land-based mortals, preferring to
remain in their natural environment underwater in the pools of the glades.
They are generally peaceable creatures, with little interest in the affairs of
the earthkin (a loose translation of their word for all creatures who live on
the land). However, their capacity for pacifism is often sorely tested by the
marauding creatures of the Abyss and even Orcs. When provoked, there are
few creatures more vengeful than a Naiad – they are athletic warriors and
keen hunters, and though weakened by distance from the water, this only
serves to emphasise how deadly they are in it.
STARTING STATS
8 2 1
COMBAT
WATER
Firstly, the model has great affinity with this element and when defending against a Hydromancy
spell it may re-roll up to 3 dice that fail to beat its own Armour. The model also cannot drown.
Secondly, the model is particularly vulnerable to fire-based attacks. Any Pyromancy spells, or Fight
attacks from a model with Fire, modify the model’s Armour by -1 while resolving that attack.
Thirdly, the model can focus a surge of water to form a natural 2 dice magical attack. This attack
counts as a minor Hydromancy spell and can be cast even if the model is not a Spellcaster. This
attack requires Line of Sight and is Short ranged.
4400
40
Salamander
Hot-blooded creatures with toughened scales for hide,
Salamanders are perfect warriors. Tough and naturally
aggressive, few indeed are those who will willingly
cross one of them. Their hot blood is literal as well as
metaphorical, steam rising from their pores
and their breath carrying the distinct odour
of sulphur. Because of this, and their bestial
appearance, they are often mistaken for
creatures of the Abyss – nothing could be
further from the truth. When they accompany
a party of adventurers, it is usually for personal reasons
– Salamanders in truth have little interest in riches and
trinkets, but they bear grudges better than most.
STARTING STATS
6 3 1
COMBAT
The Hero bursts into flame, engulfing every nearby model (friend and foe) in a pool of magical
fire. Adjacent models are attacked with a 3 dice magical attack, those two squares away with 2
dice, and those 3 squares away with 1 dice. The Hero himself cannot be wounded by this fire.
FIRE
Firstly, the model has great affinity with this element and when defending against a Pyromancy spell it
may re-roll up to 3 dice that fail to beat its own Armour. The model can also not be hurt by lava.
Secondly, the model is particularly vulnerable to water-based attacks. Any Hydromancy spells, or
Fight attacks from a model with Water, modify the model’s Armour by -1 while resolving that attack.
Thirdly, the model can focus a storm of fire to form a natural 2 dice magical attack. This attack counts
as a minor Pyromancy spell and can be cast even if the model is not a Spellcaster. This attack requires
Sight and is Short ranged.
41
Sylph
Lightly built and fragile in appearance, Sylphs are known as the spirits of
the air. Though they look ephemeral and weak, they are lethal, flowing
around their environment like water and near impossible to pin down.
They are armed with wicked sharp blades with which they will wear down
an opponent gradually with a thousand cuts before pouncing in for the
kill. Their natural agility makes them formidable warriors, though in the
cramped confines of a dungeon they are limited to short hops rather than
true flight. Nonetheless, they are useful allies for any party.
STARTING STATS
8 2 1
COMBAT
AIR
Firstly, the model has great affinity with this element and when defending against an Aeromancy
spell it may re-roll up to 3 dice that fail to beat its own Armour.
Secondly, the model is particularly vulnerable to earth-based attacks. Any Geomancy spells, or
Fight attacks from a model with Earth, modify the model’s Armour by -1 while resolving that attack.
Thirdly, the model can focus a burst of air to form a natural 2 dice magical attack. This attack
counts as a minor Aeromancy spell and can be cast even if the model is not a Spellcaster. This attack
requires Sight and is Short-ranged.
42
42
42
P rofessions .
Barbarian
Barbarians are mostly found on the Northern Steppes, in bands of as few as a dozen or as many as
several hundred. Nomadic by nature, and engaged in a constant battle for supremacy with each other,
Barbarians make ideal adventurers, and are highly sought after as mercenaries, bodyguards and any
other position requiring unquestioning violence in return for money. A Barbarian will always be first
into the fight and generally if they aren’t the last one standing it’s because they are dead.
STAT MODIFICATIONS
+0 +3 +1 +2
COMBAT
LVL OPTION
1 Stalwart Hammer Time
2 Relentless Frenzy
3 +1 Move Slam
4 Hammer Time Frenzy
5 Smash! Stalwart
6 Slam +1 Combat Dice
7 +1 Move +1 Shooting Dice (Long)
8 Frenzy Relentless
9 Sure Shot Frenzy
10 Tough +1 Shooting Dice (Long)
44444
4
Bard
Bard is not a profession that seems immediately obvious in its usefulness for a party of adventurers on
life or death quests into the dark places of the world. Not many see the requirement for a cheery song
or an epic ballad, neither being noted for their offensive qualities. Nevertheless, a good Bard is highly
sought after by bands of heroes, especially ones that have fought alongside one before. They tend to be
much tougher than their profession might suggest, and the value of a cheery disposition and a ready
ability to burst into rousing song can never be underestimated.
STAT MODIFICATIONS
+1 +1 +1 +1
COMBAT
OTHER
Singer Of Songs
Two Songs (Shuffle all the available Song cards and deal six at
random, face up. Choose two of these songs).
LVL OPTION
1 Dubious Character New song
2 Stealth +1 Shooting Dice (Short)
3 New song Nimble
4 Teller of Tales +1 Shooting Dice (Short)
5 New song Projecting
6 Nimble Stealth
7 Projecting +1 Shooting Dice (Short)
8 New song Sure Shot
9 Stalwart +1 Shooting Dice (Short)
10 New song Sure Shot
45
Cleric
It is sometimes said that there are as many different faiths in the world as there are grains of sand on
a beach. While this is unlikely to be literally true, it is the case that there are a multitude of different
schools of religious ideology spread amongst the various civilised races of the world. Some who adhere
to these philosophies are great warriors or powerful mages. Clerics perform a quieter, less aggressive but
still vital function, learning the arts of healing and support. A decent cleric is well valued by heroes on a
long quest as someone who will keep them alive in some dangerous spots when the fighting is done. The
best ones are also no slouch with a sword when required.
STAT MODIFICATIONS
+0 +1 +1 +1
COMBAT
OTHER
Holy, Spell Caster, Divinity
Shuffle the Divinity Spell cards, and deal six at random, face up. Put
the rest to one side. You must choose the first two spells for your Hero
from this group of six.
When you have made your decision, put the cards you didn’t take back
in the pile with the rest of the Divinity spells. You can freely choose
your third spell from any of these remaining cards.
LVL OPTION
1 Stalwart New spell
2 Nimble Stealth
3 New spell Stalwart
4 Magister Tough
5 Nimble New spell
6 Magister Stalwart
7 New spell Magus
8 Relentless +1 Shooting Dice (Short)
9 Magus New spell
10 Smash! New spell
46
46
46
Demon Hunter
The denizens of the Abyss are legion and almost beyond any sensible attempt at quantification. Most often,
the myriad varieties of these creatures are referred to simply as ‘Demons’. Those who make it their business
to hunt these creatures are viewed as brave and foolish in equal measure, though in truth they are usually
drawn to the profession by some personal tragedy or loss suffered at the hands of the Abyssal forces. A
Demon Hunter is a focused and deadly warrior, with reflexes and skills honed over many thousands of hours
of training. A warrior may train for ten years and be smote by a Demon in seconds, so it goes without saying
that success in this most difficult of professions is dependent on natural skill and agility as much as training.
It is no co-incidence that some of the most prominent Demon Hunters are Elves and Naiads.
STAT MODIFICATIONS
+0 +2 +1 +2
COMBAT
OTHER
Null
LVL OPTION
1 Relentless Dubious Character
2 Stalwart Tough
3 Speed of a Bullet +1 Shooting Dice (Short)
4 Teller of Tales Relentless
5 Stealth +1 Shooting Dice (Long)
6 Slam +1 Move
7 Smash! +1 Shooting Dice (Short)
8 Sure Shot Hammer Time
9 +1 Combat Dice +1 Shooting Dice (Short)
10 Sure Shot Hammer Time
47
Druid
Druids use magic in a very unique way. Where wizards and mages manipulate the most obvious magical
energies to their own ends, amplifying the destructive nature of those energies with often unpredictable
results, Druids channel the pure energy of nature itself, allowing it to flow through them and gently
directing it to their ends rather than forcing it to conform to their own rigid requirements. Though not
always as visually impressive as the pyrotechnic displays of powerful mages, the magic of Druids is no
less impressive, allowing them to heal the grievously wounded and even to drag warriors back from the
embrace of death itself, as well as visit destruction on their enemies. It is a foolish warrior indeed who
underestimates a Druid, and none ever make the same mistake twice.
STAT MODIFICATIONS
+0 +0 +0 +0
COMBAT
OTHER
Spell Caster, Druidism
LVL OPTION
1 Earth or Geomancy New spell
2 Tough Stalwart
3 Fire or Pyromancy New spell
4 Water or Hydromancy Stalwart
5 Air or Aeromancy New spell
6 New spell Stalwart
7 Earth or Geomancy Air or Aeromancy
8 Magister New spell
9 Fire or Pyromancy Water or Hydromancy
10 Magus New spell
Shuffle the Druidism Spell cards, and deal six at random, face up. Put
the rest to one side. You must choose the first two spells for your Hero
from this group of six.
When you have made your decision, put the cards you didn’t take back
in the pile with the rest of the Druidism spells. You can freely choose
your third spell from any of these remaining cards.
This two-step process means that you will always be able to pick
at least one spell you particularly want, but that your master may
have taught you some that you would not necessarily have chosen
for yourself. However, he is far wiser than you in the ways of magic
and they will have their uses. You will need to try them in battle to
discover their true value.
48
48
48
Fighter
’Fighter’ is a broad title, covering a variety of types of warrior from professional mercenaries and ex-soldiers
through to pit fighters, trained assassins and more besides. What unites them all is an uncomplicated
approach to problem solving – a violent and usually terminal one. Some members of a party will be there to
heal, or to strategise or help the heroes find their way. Fighters are there to hit things until they fall over (and
in some cases when they get back up again).
-1 +2 +3 +2
COMBAT
+0 +1 +3 +1
COMBAT SHOOTING
+1
(LONG)
+0 +1 +2 +2
COMBAT
OTHER
Frenzy (2)
LVL OPTION
1 Stalwart Slam
2 Hammer Time Sure Shot
3 Slam Frenzy
4 Speed of a Bullet +1 Combat Dice
5 Smash! +1 Shooting Dice (Long)
6 Frenzy +1 Move
7 Sure Shot Hammer Time
8 Stalwart +1 Shooting Dice (Long)
9 +1 Shooting Dice (Long) Frenzy
10 Speed of a Bullet Stalwart
49
Paladin
Paladins are warriors devoted to one of the many gods that the Clerics follow. Where Clerics are healers
who can fight at a pinch, Paladins are fighters who can offer a bit of healing in an emergency. Often
equipped with holy weapons and armour, they are protected as much by their own unshakeable faith in
their God and their abilities as they are by anything so mundane as a shield or breastplate. Paladins are
not immortal, but as far as they are concerned, they will be reunited with their God when they die at any
rate, meaning that they have a disregard for personal danger unseen in other professions. Parties often
travel with Paladins, but when they do, they will generally ensure that the Paladin is at the front.
STAT MODIFICATIONS
-1 +2 +3 +2
COMBAT
OTHER
LVL OPTION
1 Hammer Time Stalwart
2 New spell Tough
3 Hammer Time Relentless
4 +1 Combat Dice Smash!
5 New spell Relentless
6 Stalwart Slam
7 Tough New spell
8 Stalwart Slam
9 Smash! New spell
10 Tough New spell
5500
50
Thief
Thief is not exactly an honourable profession, and those who excel at it are seldom welcome in polite
company. However, heroes who spend their time in ancient dungeons, cave systems and other tight and
dangerous spaces, attempting to defeat various enemies and remove relics and treasures that they would
rather not part with recognise the value of having a skilled thief on board. Light feet and agility can come in
useful even where there is no specific treasure to be lifted, and thieves are therefore most often seen seeking
employment with questing parties.
STAT MODIFICATIONS
+0 +1 +2 +1 +1
COMBAT SHOOTING
(SHORT)
OTHER
Lock Picking
LVL OPTION
1 Dubious Character +1 Shooting Dice (Short)
2 Nimble Disarm Traps
3 Stealth Dubious Character
4 +1 Move Nimble
5 Disarm Traps Relentless
6 +1 Shooting Dice (Short) Nimble
7 Tough +1 Move
8 +1 Shooting Dice (Short) Master Locksmith
9 Tough Stalwart
10 Master Locksmith +1 Shooting Dice (Short)
51
Wizard
The study of magic is undertaken by every civilised race of Mantica in some way or other, to various
levels. Most magic users will spend the majority of their lives locked in academic study, attempting to
master the manipulation of the arcane energies and perfect the methods handed down to them by their
forebears. The reasons a wizard may end up in a party of adventurers are manifold. A young wizard
may crave the excitement of adventure as a break from the dusty halls of study. An older wizard may be
searching for a particular item, and may have indeed instigated the quest to do so. Whatever their reason
for being there, a Wizard makes a very strong ally to an adventurer’s party.
STAT MODIFICATIONS
+0 +0 +0 +0
COMBAT
OTHER
LVL OPTION
1 New school New spell
2 Stealth Dubious Character
3 Magister New spell
4 Magister +1 Move
5 Magus New spell
6 New school Stalwart
7 Magus New spell
8 New school New spell
9 New school New spell
10 Magus New spell
Once you have decided on which schools of magic your wizard has
studied, he must choose his three starting spells. Separate out the spell
cards for the schools of magic your Hero knows, shuffle them, and deal
six at random, face up. Put the rest to one side. You must choose the first
two spells for your Hero from this group of six.
When you have made your decision, put the cards you didn’t take back
in the pile with the rest from those schools. You can freely choose your
third spell from any of these remaining cards.
This two-step process means that you will always be able to pick at least
one spells you particularly want, but that your master may have taught
you some that you would not necessarily have chosen for yourself.
However, he is far wiser than you in the ways of magic and they will
have their uses. You will need to try them in battle to discover their
true value.
52
52
52
Building a Hero
As an example, I’ll create a completely new Hero from scratch. First, I take a blank Hero sheet.
RACE My Hero also gains the abilities I can’t sing songs, so that’s
Holy and Spellcaster, and learns out too. The choice really
We then start the process by the Divinity family of spells. comes down to either an extra
choosing a race. As I like the point of movement or an extra
concept art and the model, I’ve The final part of becoming a spell. With a move of 6, the
decided to make a Salamander. I Cleric is determining which 3 Salamander is a bit slow, so
write that in the space provided. spells he has learned. These this movement increase has
must be taken from the Divinity potential. Still, an extra spell is
This also gives my Hero a family as it’s the only one the useful too. Decisions, decisions.
starting stat line. I put this in Hero knows. Knowing only one
in pencil because some of it will spell family can be limiting, Looking at the experience tables
change in a minute. but it does give you pretty good for Salamanders (page 41) and
control of the spells you get. Clerics (page 46) I realise that
I also write down an ability: Following the process described he will never get another chance
Fire. This is a racial trait that in the Cleric section on page 46, to increase his movement, and
all Salamanders have. Some I end up with Steady Recovery, rather than be stuck at move 6
races have this sort of thing and Healing, and Transfusion. forever I decide to go for that.
other don’t – it’s all part of their After all, clerics get a lot of
character. chances to learn extra spells so
BONUS that shouldn’t be a problem. So
my Hero’s movement is now a
PROFESSION Having completed the additions respectable 7. I change that on
from my profession, I can take his Hero sheet.
Next comes a profession. What one bonus from the list on page
trade do I want my Salamander 33. This is a tricky choice. The
to have? Well there is already a Gold is always useful, and a NAME
Salamander Fighter in one of the random magic item could be a
expansions, so let’s do something big help. However, I could get a All that’s left to do is to think
different. Let’s have a Cleric. poor item or one I can’t use, so I of a name and fill this in on his
decide to pass on these. Hero sheet too. Now Shraash is
I modify my stat line on the Hero ready for adventure!
sheet by adding in all the changes
listed in the Cleric profession.
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A bilities
Having good basic game values is important to a Hero, but having a good mix of
abilities is even more vital. These specialised skills enable us to quickly define a wide
variety of both Heroes and monsters.
Combat
General
Illegal
Magical
Musical
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Combat Abilities
Over the years, the warriors of However, they will not gain any immediately make a second
Mantica have devised many and bonus for doing so and will fight Fight attack against the same or
varied weapons to slaughter using their base dice as normal. different enemy model.
each other with. Some rely on Only when a model has learned
strength, others cunning or the relevant ability will he be
exotic design. However, for all able to get the most out of that SLAM
their supposed variation, the weapon.
simple truth of the matter is A trained warrior can use his
that the warrior wielding the A model that knows one of these shield, or simply his own bulk, to
weapon is far more important abilities is always assumed to smash aside an opponent.
than the weapon itself. The really have the appropriate weapons to
dangerous warriors of Mantica’s use them. When a character with this
long and bloody history could kill ability is the attacker, they may
a foe with anything they found to choose to make a Slam instead
hand, and would often do so to FRENZY (1–3) of a normal Fight attack. This
demonstrate this fact. causes no damage. Instead the
The model is consumed by rage defender is pushed into one of
In Dungeon Saga every model in battle. Each time he is the three possible squares, chosen by
is assumed to know the basics attacker in a Fight he may re-roll the attacker. There must be an
of combat. This is represented a number of dice that fail to beat empty square on the board for
by the number of dice a model the defender’s Armour. the model to be pushed into. The
has: the more he has the more direction the defender is facing
dangerous he is in a scrap. remains the same. The attacker
However, this is only the basics. HAMMER TIME does not move.
In addition, there are many
distinct fighting styles, each of When a model with this ability A model cannot Slam a defender
which focuses on getting the uses a Fight attack, count the that has a larger base size.
most out of a specific style of target’s Armour as 1 less than it
combat and particular weapon would otherwise be.
type. Each of these is a separate SMASH!
ability and must be learned
before it can be applied. RELENTLESS When a model with this ability
uses a Fight attack, count the
There is nothing to stop a model If the model’s first Fight attack target’s Armour as 2 less than it
carrying a weapon without in a Turn results in any damage would otherwise be.
having the relevant ability. to the defender then they may
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SPEED OF A BULLET STALWART (1-3) SURE SHOT (1-3)
When a model with this ability The model stands like a rock The model is amazingly accurate.
uses a Shoot attack, count the in combat. Each time he is Each time he Shoots at an enemy
target’s Armour as 1 less than it the defender he may re-roll a he may re-roll a number of dice
would otherwise be. number of dice that fail to beat that fail to beat the defender’s
his own Armour. Armour.
General Abilities
This family of abilities is a collection of largely unrelated oddments that do not fit elsewhere.
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EARTH Firstly, the model has great Green Rage then any hit will kill
affinity with this element it.
This ability has 3 effects. The and when defending against a
first and second apply to all Pyromancy spell it may re-roll up
models; the third applies to to 3 dice that fail to beat its own
Heroes and Bosses only, not Armour. The model can also not
Minions. be hurt by lava.
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NIMBLE
NULL
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Firstly, the model has great Thirdly, the model can focus wounds, and when it takes the
affinity with this element a surge of water to form a last one it dies. So a model with
and when defending against a natural 2 dice magical attack. Wounds (4) must be wounded
Hydromancy spell it may re-roll This attack counts as a minor four times to kill it.
up to 3 dice that fail to beat its Hydromancy spell and can be
own Armour. The model also cast even if the model is not a
cannot drown. Spellcaster. This attack requires
Sight and is Short ranged.
Secondly, the model is
particularly vulnerable to fire-
based attacks. Any Pyromancy WOUNDS (1-10)
spells, or Fight attacks from
a model with Fire, modify the Every hit the model suffers
model’s Armour by -1 while counts as a wound. The model
resolving that attack. can take the specified number of
Illegal Abilities
Many of the skills associated with the criminal underworld are not of much use in a dungeon. Others
that might be applied, such as picking pockets, would simply add the fellow adventurers to the list of foes
to battle and are best forgotten while down a dungeon. Even so, thieves have a distinct place in dungeon
adventures, being able to circumvent many of the hazards that lie in wait for the clumsier Hero.
There are two kinds of traps: Map traps can be disarmed This works exactly like
lock traps and map traps. Both by a model with this ability Lockpicking, except it reduces a
can be disarmed. moving adjacent to the map lock by 2 instead of 1 each time
trap counter and spending it is used.
Before someone attempts to an action disarming it. When
open a lock (by any means) a someone subsequently steps on
model with this ability may try the trapped square, roll a dice STEALTH
to disarm any trap that may be to see if the disarming worked.
hidden on it. On a 2 or better the map trap is The model cannot be seen (and
removed; on a 1 it is triggered as therefore Shot at) beyond Short
Disarming a lock trap takes a normal. range. However, they may still
model’s action for that Turn. be targeted by a Long range spell
Note that you will not know if as long as it does not need line
the item is actually trapped or LOCKPICKING of sight.
not at this point (unless you are
playing solo). Each time a model with the When playing solo games, a
Lockpicking ability spends their model with this ability that is
You will only know if you have Turn trying to open a lock its not adjacent to an enemy model
been successful when you value is reduced by 1. When counts as half the Threat it
actually open the lock. At this this reaches zero the lock has would otherwise.
point, roll one dice. On a 2 or been opened. If it was a door
better any trap has been disarmed then it is removed. If it was a
and can be ignored. On a 1 you treasure chest or other item with
should roll to see if it goes off as a hidden compartment then the
usual. You may yet be saved by a Hero who opened it takes all the
rusty mechanism. Of course, the items that were inside.
thief is bound to claim this as a
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S pells
A magician, wizard or thaumaturge is nothing without his spells. These range from the
petty utility spells of the humble hedge wizard to the earth-shattering cataclysms of
the elven Wizard Lords. Some have obvious applications such as fireballs and wasting
diseases. Others are more subtle in their value, though these can often prove the more
powerful when used wisely.
Necromancy: MAGUS
death magic
If the model decides to cast
Major spells, then they may cast
Petty Magic: 2 in a single Turn, not 1.
simple magic,
known to all
spellcasters
Pyromancy: fire
magic
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S ongs
The bread and butter of a bard’s job is singing. As it is often a rather poorly paid job
with a varied and unpredictable audience, it is a good idea for a bard to know as wide a
variety of songs as possible. You never know when that old favourite of the pub down the
road will cause the clientele of this new drinking establishment to turn nasty. Best know
some alternatives (and be prepared to make a quick exit).
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C ampaigns
The idea of a campaign is to link together a series of adventures to tell the story of a group
of Heroes and the Overlords they battle against. The adventures part of this is exactly the
same as normal, though you may want to use either the sections on building your own
adventures or generating them randomly to add to those that are provided for you.
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Downtime is made up of several
Where to Begin? steps for each Hero. Go through THE OVERLORD’S
them in order, completing each CAMPAIGN
Starting a campaign is as simple one before moving onto the next.
as agreeing with your friends that In a campaign, an Overlord’s
this is what you want to do. You 1) Recover from injuries. Downtime and the
can use pre-designed Heroes if Simply remove all the wound advancement of his Bosses
you like, though it’s more fun to counters from your Hero card. work in exactly the same
make your own (see page 32). You way as those of the Heroes.
may want to have the Overlord 2) Collect Gold. There are some slightly
design some new adventures different options to choose
to give you an extra challenge. a. Take 1 Gold. from at each stage, but
However, there is nothing to stop the rules that govern them
you running through the first b. If you were on the winning are identical. So, after an
campaign against Mortibris with side in the last adventure adventure the Overlord’s
your own Heroes if you like. When you may keep 1 magic item Heroes may choose to
you are all ready, play the first you found in the dungeon. spend their Downtime at
adventure. Just compare the total The rest are returned to a specific Location, and
levels of your four Heroes to the your patron. If you found gain Glory and Experience
limits listed in the expansion’s no magic items then you as appropriate. The main
Quest Book – as long as you have get 1 more chest of Gold difference is that Bosses
not exceeded it you’re ready to instead. tend not to appear in lots
play. of adventures in a row.
c. If you lost the adventure However, if the Overlord
After this adventure you will have then you do not keep any wins then they may well
Downtime. Then you repeat the magic items and get no gain experience. Even if
process: adventure, Downtime, extra Gold. Your patron will the Overlord loses, he may
adventure, Downtime, and so on. need the little you escaped choose to run his Bosses
with to fund another through the Downtime
attempt. process, just because it adds
DOWNTIME to the story.
3) See whether you are allowed
In-between adventures you have to learn a new feat, and
some Downtime when your Hero whether you want to (see page
can rest and recuperate from 73). If you do learn a feat, this
the rigours of fighting monsters ends your Downtime. If not,
and rescuing damsels in distress. go to step 4.
During this Downtime you will
automatically recover from all 4) Choose a Location to spend
your injuries and can also choose your Downtime (see page 70).
from a number of options to
improve your Hero. 5) Calculate your Hero’s
experience (see page 71).
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GOLD LOCATIONS Each Hero can choose freely
from the Locations available,
In a campaign we need some During each Downtime every but can only choose to visit
form of currency. However, in Hero gets to visit a single one. Each Hero can also choose
Dungeon Saga we don’t worry Location. Each Location is to visit the Tavern and/or
about the cost of a cup of ale represented by its own card and Market in addition to their
or a night’s rest for our Heroes offers its own combination of one other Location. When a
– they are far too important benefits and (occasionally) risks. Hero has decided where he
for that. Among Heroes, “gold” will visit, resolve the Location
isn’t merely a coin or two, or When you come to choosing as described on the card.
even a few bags of coins: it’s a Location, take the Location Typically this entails rolling a
whole chests full of treasure. cards and separate out the dice and looking up the result.
Chests of gold, or Gold for short, Tavern and the Market. Lay Several abilities modify these
are the “coin” Heroes use to these down in front of the dice rolls. However, regardless
buy powerful magic items and Heroes. You can always choose of the number of re-rolls and
offer as sacrifice to temples. to go to the Tavern and the additional dice that apply, a
Anything less is too trivial for Market. Also separate out any Hero may only benefit from
such mythical warriors and Boss-only Locations you may a single result from a single
mages to worry about. So when have and put them to one side. Location (in addition to the
the rules say a Hero gets a Gold Then shuffle the remaining Tavern and Market) during
for each adventure, don’t think Location cards and deal out each Downtime.
about this as a single coin in the one more for each Hero (not
palm of his hand, think of it as Boss) that took part in the A single location can be visited
staggering away with a treasure adventure. These Locations are by some, all, or none of the
chest overflowing with precious the ones you can choose from Heroes in any given Downtime.
gems, jewellery and shining this Downtime.
golden trinkets.
If you are playing a group of Bosses, fighting against “good” dungeons, then you may be using
the campaign rules. The process of Bosses visiting Locations works just the same as for Heroes,
just with the Hero-only locations removed. Places like the Tavern are available to all. Obviously
this is not the same physical alehouse as the Heroes drink in, but every race has some equivalent
gathering place, and the card stands for all of these. Similarly, they may visit temples to different
gods, but priests the world over are happy to receive offering and hand out blessings, so the effect
is much the same.
During the course of a campaign, a group of Heroes will have access to a wide array of magic
items. Sometimes these will fall into the hands of exactly the right character, and other times the
wizard will end up with the magic axe, the fighter with all the spell scrolls, and the bard with the
ring of silence. When this happens, you may want to swap items between the Heroes.
During Downtime, Heroes can swap items between themselves as much as you like. These swaps
can be free gifts, exchanges for Gold or other magic items, or any other arrangement that suits
you. If you decide to exchange for Gold, then the price is whatever you want it to be. The Gold
price printed on the item cards is only used when the Heroes buy them from non-Hero vendors.
You must be clear about which Hero begins each adventure with each item.
During an adventure Heroes follow the normal rules for trading items (see page 27).
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Experience
Experience is part of the
Dungeon Saga campaign BOSS EXPERIENCE
system. It reflects the fact that
Heroes gain fame and notoriety If you are playing a Boss that adventures against the “good”
over time, and may learn new guys, then you will gain experience as normal. In fact, they
abilities, feats, spells, songs and use exactly the same system as Heroes for advancement, and
so on as they adventure. have their own bonuses and options to add to the ones listed
here. These are included with all the other information on
Heroes start out just like their race in the relevant section of the Bestiary.
everyone else. In order for
them to become the mighty Another use of experience is to give Heroes a bigger challenge
warriors and fabled magicians of when an Overlord is designing his own adventure. The
legend, they must do something Overlord simply creates his Boss in the same way as any
momentous and worthy of such other Hero. Then he decides what level he wants him to be
renown. It must be something and allots him that number of boosts. The choices of which
that people will talk about in improvements the Boss has are the same as normal – the only
hushed and reverent tones as difference is that the Boss doesn’t have to earn the Glory.
they sit around their campfires,
or recount with wonder as they
tuck their children in at night. Glory To reflect this, the total Glory is
You should be the Hero they all broken down into levels, each of
aspire to be, the noble example A Hero accumulates Glory which corresponds to a specific
of bravery and cunning, the by doing great things; mainly amount. The higher you go, the
slayer of demons, protector of participating in successful harder it is to impress!
the weak, vanquisher of dragons, adventures. Use the space
collector of vast wealth… provided on the Hero card to keep
TOTAL GLORY LEVEL
track of the total Glory a Hero has
The adventures described in earned throughout his adventures. 0 0
Dungeon Saga are just the sort of 1 1
thing you need to be doing, and 2-3 2
completing these successfully GAINING GLORY
will soon have your Hero ranked 4-6 3
among the greats. However, The main way to gain Glory is 7-10 4
even among Heroes there is a to succeed in adventures. After 11-15 5
hierarchy: some are just more each adventure, every Hero on
heroic than others. To keep the winning side gains 1 Glory. 16-21 6
track of this we use Glory. Glory Some Locations may grant 22-28 7
is a measure of how famous a additional Glory. 29-36 8
Hero has become, and the more
dramatic and heroic his exploits, 37-45 9
the more Glory he earns. LEVELS OF GLORY 46-55 10
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Levelling Up
Every time a Hero gains enough list one and professions list a LIMITS TO EXPERIENCE
Glory for his total to reach a new further two. This gives a Hero a
level, he gains a boost. He may total of three options to choose A Hero refines and expands
choose one option from the list between when he decides to his skills in a specific area of
below: Learn From the Master. expertise. However, this isn’t
a case of just improving one
Take the Money. A Hero may only choose from thing, it’s more subtle than
Learn From the Master. the options listed for the level he that. A well-rounded Hero
has just reached, but may freely needs to be proficient at all
choose from either his race or aspects of his craft, whether
Take the Money profession. Note that it is the this is cunning sorcery or
base profession that matters here, simply battering foes into
Sometimes it’s nice to keep the not any specialisation within it. submission. Regardless of how
piles of gold and treasure that simple a task may appear from
you’ve found. After all, quantity In addition, the Location a Hero the outside, to the aficionado
has a quality all of its own when has just spent his Downtime there are always subtleties and
it comes to mountains of gold in may offer a fourth option to refinements to be learned.
coins and rubies the size of a choose from or a way to modify
Goblin’s head. Also, if you want to the ones he can already select. In Dungeon Saga this means that
get yourself that magical armour See the rules for Locations on a Hero cannot keep getting the
you saw, or perhaps some new page 70. same boost repeatedly. In fact,
magician’s robes that enhance a Hero can only get each ability,
your spell casting, then you’ll When you have decided what feat, spell, song or other game
need a king’s ransom to pay for it. experience bonus to take, make value increase once. This means
a note of the change on your that a Hero may have fewer than
If you choose to Take the Money Hero card. three choices when he gains a
then you get a number of Gold new level, if he already has one
equal to the level you just reached. For example, an Elf Paladin of those on offer. For example,
For example, after an adventure has gained enough experience if a Hero had already taken a +1
you have gone from a total Glory to get to level 3 and decides Movement bonus then he could
of 6 to 7. This is a move from level to Learn From The Master. not take another.
3 to level 4 and if you choose to In the Downtime, he goes to
Take the Money, you get 4 Gold. Stonebrew’s Adventurer’s Note that this limitation only
Academy where he rolls a 1. This applies to bonuses gained from
Make a note of this additional gives him the following options experience. Modifications made
Gold on your Hero sheet. for his experience bonus: while creating your Hero, from
spells, songs or items are all in
Elf: Sure Shot (*). addition to this.
LEARN FROM THE Paladin: Hammer Time.
MASTER Paladin: Relentless. Ranked abilities are a special
Stonebrew’s Academy: case because each numbered
Every Hero learned their trade Stalwart (*). rank works like a separate ability.
from someone, and throughout In this case, when a Hero gains
their adventures they will As you can see, these offer a a new ranked ability it will be
continue to find older and wide selection of options, each at the lowest level listed. Each
wiser veterans to expand their of which develops the character subsequent time he gains the
knowledge. But which path in a very different direction. same ability the level goes up by
should you follow? After a few such choices, even one until it reaches the maximum
Heroes that began life very for that particular ability.
Every race and profession a similar are likely to be quite
Hero can be lists a number of different.
options for each level. Races
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Feats
Even Heroes have good days and Choosing Feats Hail of Arrows
bad days, and while a Hero on a The Hero must have a Shooting
bad day is still pretty impressive A Hero’s new feat can be freely Dice value to use this feat.
to most folk, a Hero on a good chosen from either his racial feat
day is almost godlike. Some of or the general feats. He can never The Hero may Shoot three times
the most striking tricks that choose the feat of another race. in the same Turn. Resolve each
Heroes can do are their heroic one before deciding on the next
feats, or feats for short. These target.
one-off signature moves can be GENERAL FEATS
devastating, and the timing of In Tune with Nature
them is crucial. Blessed Aura The Hero must be a Spellcaster
All adjacent friendly models heal to use this feat.
1 wound.
Earning Feats The Hero can cast up to 4 Minor
Blessing spells.
Earning a feat is a rare type of All friendly Heroes in Short
experience boost. The number of range heal 1 wound. Nature’s Withering
feats a Hero can know is based All enemy models within Short
on their current level: Dead Zone range that have an elemental
For the rest of this Round, no ability (Earth, Air, Fire Water)
Level 1-4: 1 feat spell can be cast within Short are stunned and cannot move
Level 5-8: 2 feats range of the Hero. or act for the remainder of this
Level 9-10: 3 feats Round.
Energy
During Downtime, a Hero can The Hero must be a Spellcaster Now I’m Angry
learn a new feat if he hasn’t to use this feat. All enemy models adjacent to the
already reached his current limit Hero must move away 1 square if
and has enough Glory to advance The Hero can cast a single spell there is room. If there is a choice
a level during this Downtime. at a greater distance than usual: then the angry Hero decides
adjacent becomes short, short which square they move into.
Learning a feat is not compulsory. becomes long, long becomes
It counts as your experience boost twice as far. The effects of the Sing Me Another
for that level and so you may spell remain the same. The Hero must know Singer of
decide that you would rather have Songs to use this feat.
one of the abilities on offer instead. Essence
The Hero must be a Spellcaster The Hero can sing two songs this
Learning a feat takes up a Hero’s to use this feat. Turn.
whole Downtime and means that
they cannot go to a location. The Hero concentrates all his Unstoppable
magical powers to create a The Hero fights as normal. Then,
handful of new energy crystals. if the defender is removed from
Roll one dice to see what he the board, he may immediately
makes: fight again. If there are no models
to fight, he may move 1 square. If
1–2: 4 power 1 crystals. he can now Fight then he must do
3–4: 2 power 2 crystals. so. Continue until the Hero can
5–6: 2 power 3 crystals. no longer fight or fails to remove
his target in one attack.
Focus
The Hero must be a Spellcaster Whirlwind
to use this feat. The Hero makes a separate 4
dice attack against every enemy
The Hero can cast up to three model adjacent to him. This
Major spells. They may be includes enemies in his rear
cast even if they are currently arc. The Hero’s attacks are not
recharging. modified, but the defender’s are
modified as normal.
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