Dungeon Saga Adventures Feb 23 Ab23
Dungeon Saga Adventures Feb 23 Ab23
Dungeon Saga Adventures Feb 23 Ab23
BALANCING
These adventures are balanced so that Mortibris has the same chance of winning as the Heroes. At least, thats
the case among our testers. In reality, a lot of this balance is down to the relative skill of you and your friends, and
sometimes you may have a particularly strong necromancer player, or Heroes who just cant be stopped. In these
cases you may decide to tweak the adventures to suit your particular group. Id recommend having a couple of tries
through each adventure before you make any changes, as the best tactics arent always obvious the first time out.
However, if you do get stuck then try one of the following ideas:
Give the Necromancer more or fewer Commands per Turn. The more you let him do, the easier he will find things.
Give Danor extra power crystals, or take them away.
Allow the Necromancer to summon more or fewer types of undead, possibly including ones that werent
present in the adventure before.
You may also find that once you have played the same adventure a few times the Necromancer is slightly weaker
than the first time you play because he no longer has the element of surprise. Again, you can use these suggestions
to keep things fresh and make it more of a challenge for the Heroes again.
ADVENTURES
Adventures are described in a standard format consisting
of eight sections:
Story
Map
Heroes
Overlord
Special Rules
Victory
Tactical Thoughts
Aftermath
ZONES
The map itself is divided into one or more zones by the
doors. When the Overlord lays out the tiles to start with
they will only lay out the tiles with the Heroes on, and
from there up to and including the first door(s). This is the
first zone. Each subsequent area that is separated off by one
or more doors is a new zone.
When a door is opened the Overlord lays down the tiles
for the adjacent zone, but no further. Depending on the
adventure, this may be the remainder of the map, or there
may be still more for the Heroes to discover. Only models
that are on zones that have been laid down take any part in
the adventure.
This sets the scene and continues the tale of these brave
adventurers. You should read this out to the group before
starting the game.
MAP
HEROES
STORY
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OVERLORD
VICTORY
This defines the way each side wins the adventure. In most
instances, the Heroes simply have to get through the area
and onto the next adventure. They are, after all, here to
stop Mortibris, not to sightsee. Occasionally this will be
different, in which case the goal will be explained.
RAISE DEAD
This lists the type(s) of undead that Mortibris can resurrect
with a Raise Dead spell. As the Heroes get closer to him
he is able to channel more power into the spell and so
raise ever more powerful servants to defend himself. If
more than one type is listed then the Overlord player may
choose which one appears.
Mortibris can only maintain a certain number of
reanimated followers at any one time. The number in
brackets after each type is the maximum number of that
type of undead which can be on the board at any one
time. For example, if the entry for that adventure said
Skeleton Warriors (4), Skeleton Archers (2) each use of Raise
Dead brings back either a Skeleton Warrior or a Skeleton
Archer. If there are already 4 Skeleton Warriors on the
table then no more may be raised until one has been boned
or destroyed. Similarly, no more Skeleton Archers can be
raised if 2 are already in play.
These limits only restrict what can be in play at one time,
not what you can summon in total. As long as you have
Piles of Bones on the board and models left to raise you can
keep raising new followers.
SPECIAL RULES
Any extra rules that apply to this adventure are listed here.
This will also list any items to be found in treasure chests.
Only read these out to the Hero players where noted;
otherwise the special rules should be kept secret.
TIME LIMITS
In addition to other ways of winning listed in each
adventure, the Overlord always wins if he can hold off the
Heroes for long enough. At the end of a Round, when the
Overlord goes to take a new card from his deck, the game
ends with an Overlord victory if there are no cards left to
take. He has held off the Heroes assault for long enough.
Reinforcements will arrive any second and the Heroes
must abandon this attempt.
TACTICAL THOUGHTS
AFTERMATH
5
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ADVENTURE A:
HEROES
Only Orlaf the Barbarian and Rordin
the Dwarf are used in this adventure.
OVERLORD
Overlord Command
Cards: 12. This adventure
uses a specific set of cards:
Extra 1 Command x 5, Extra
2 Commands x 2, Extra 3
Commands x 1, Double
Commands x 1, Raise 1 Dead x 1,
Raise 2 Dead x 1, Raise 3 Dead x
1.
VICTORY
Heroes: Open the final door
marked X.
Overlord: Cripple one of the
Heroes (no time limit used in
this scenario).
TACTICAL THOUGHTS
???
AFTERMATH
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ADVENTURE B
HEROES
Only Orlaf the Barbarian and Rordin
the Dwarf are used in this adventure.
OVERLORD
Overlord Command
Cards: 12. This adventure
uses a specific set of cards:
Extra 1 Command x 5, Extra
2 Commands x 2, Extra 3
Commands x 1, Double
Commands x 1, Raise 1 Dead x 1,
Raise 2 Dead x 1, Raise 3 Dead x
1.
Commands per Turn: 2
VICTORY
Heroes: Open the final door
marked X.
Overlord: Cripple one of the
Heroes (no time limit used in
this scenario).
TACTICAL THOUGHTS
???
AFTERMATH
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ADVENTURE 2
TACTICAL THOUGHTS
The seal crumbled in a flash of powdered rock as the incantation ended, the syllables dragging across his vocal chords like
a dagger over silk. With a flick of his hand, the door in front of him swung open, yawning into the space beyond. Stale air
rushed to meet him, bearing with it the promise of so much. He was getting close now. He could feel it.
He was dimly aware at the back of his mind that in the levels above, his minions were being cut down by the interlopers he
had noticed earlier. Linking to the essence of one of his most powerful lieutenants, he sent forth the order to kill them. They
had proven more resourceful than he had expected thus far, but now they would face real power. Trolls were tricky creatures
to reanimate, their very biology fighting to restore them back to life and interfering with the process. It had taken him years
of study to perfect the technique. Fortunately, Trolls were rarely missed in the wider world.
He chuckled, the sound mirroring in the dead air that which coursed through his inner ear. As long as he remembered, the
voice had been there, guiding him, cajoling him, setting him on the path that had ultimately led him here. Hed almost be
sorry to lose it. Almost
HEROES
OVERLORD
VICTORY
Overlord Command
Cards: 11
AFTERMATH
I think its dead.
Orlaf and Rordin continued hacking at the dismembered corpse, spraying ichor, fetid blood and disgusting fluids around
them as they butchered the twitching mess. Even as Danor had said the words, hed seen the fingers clench again, and he
swore when he looked closely that the flesh of the neck was trying to reseal the head back to the body.
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ADVENTURE 3
RESTLESS GUARDIAN
As they entered the crypt, a chill passed through Orlaf. Superstition hadnt held him in its grip for many years, but he
couldnt help but wonder as to the significance. The room was dominated by a huge stone pillar, inscribed with runes that
seemed to dance as he looked upon them. Other marks seemed to have been crudely scored into the stone, and these brought
a wave of nausea up his throat when his eyes drifted upon them.
TACTICAL THOUGHTS
If the Heroes are to win this they will have to split up there just isnt time to do it any other way. However, Elshara
and her friends are quite capable of killing a lone Hero if they can corner them, so you need to be very careful not to
let individuals get surrounded. Finding the right balance of being cautious to protect the weaker Heroes, and being
bold and aggressive to find all the pieces of the heart in time is the key here.
Beside him, Madriga hissed a bitter curse in the tongue of her people and spat on the floor.
He defiles the Guardian.
Danor looked to her, and Orlaf noticed the green cast to the mages face.
Hes bound her to this place she cant leave the crypt.
The elf was already striding towards one of the side passages, back ramrod straight and anger radiating from her.
Theres only one way he could have done that. And Im going to do the very same thing to him when I find his worthless
hide.
***
He felt the quickening as the restless spirit of Elshara awakened, the link between them twanging with resonance like a
fishing line with a catch. So, they had made it to the crypt. He allowed himself a smile. Let them try and deal with the
Banshee. She would be their doom
HEROES
In addition to your Hero Cards, take
the following:
Rordin, Dwarf Fighter:
Tough.
Orlaf, Human Barbarian:
Frenzy (1), 1 Haste Potion.
Madriga, Elf Ranger:
Spidersilk Armour, Sure Shot (1).
Danor, Human Wizard:
Magister, 3 power 1 energy
crystals and 1 power 2 energy
crystal.
Available spells: Flamebolt, Break
Ward, Burn, Feet of Stone, Brisk
Work.
OVERLORD
Overlord Command
Cards: 13
Commands per Turn: 1
Raise the Dead: Skeleton
Warriors (4), Skeleton Archers
(2).
Elshara, Banshee: Available
spells are: Banshee Wail, Faithful
in Death, Shriek.
SPECIAL RULE
CHEST
Each of the four chests holds a
piece of the banshees shattered
stone heart. When a single Hero
has all four pieces it recombines
itself magically into one piece.
The curse that holds Elshara is
broken, and she is finally laid
to rest.
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16
VICTORY
SPECIAL RULE
PILLAR
The 2x2 square black area in
the centre of the middle tile is
a large stone pillar. It blocks all
normal movement and line of
sight. The Hero player(s) should
be made aware of this.
AFTERMATH
The screams of the tortured spirit faded into silence. Elshara was free at last, and could finally go to her well-deserved rest in
the beyond. Rordin had hoped to bind her for longer, to use her to gain the upper hand in the fights to come. Madriga might
have killed him just for the suggestion, but Danor had intervened, assuring them that he had gained the knowledge that
they required from the Elf s spirit. As it was, she had smashed the heart into tiny shards and ground those shards to powder
under her boot. The Dwarf had looked mutinous but remained silent. This was as well for the sake of his own health.
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