Dungeon Depth Enemy RL Dungeon Sheet: Vent Arkers OOL
Dungeon Depth Enemy RL Dungeon Sheet: Vent Arkers OOL
Dungeon Depth Enemy RL Dungeon Sheet: Vent Arkers OOL
OBJECTIVE: Explore the Crypts of Aghamon. Scenario ends EVENT MARKERS POOL
when the warband leaves the Dungeon.
REWARD: Gain 1 VP for each Dungeon Level you’ve explored.
A Dungeon Level is considered explored if you’ve found the
Event Marker #1 (normally corresponding to the stairs)
INITIAL SETUP
• Set the Dungeon Depth to the RL of your warband
• Consult the DUNGEON DEPTH TABLE to determine the first
Dungeon Sheet to use
• Follow the Setup Instructions of the selected Dungeon
Sheet REVEALED EVENT MARKERS
ENEMY ACTIVATION
ENEMY ORDER CLUES
1 Nearest (PC) Attack (Nearest PC)
2 Nearest (PC) Attack (Weakest PC)
+3 Search Roll
Cancel Trap Effect
3 Nearest (Enemy Unit) Support (Nearest Enemy unit) Cancel Random Event
4 Nearest (PC) Attack (Easiest PC) Open Door
Unlock Item
5 Weakest Attack (Easiest PC)
6 Engaged, Weakest Attack (Weakest PC)
Dungeon Sheet A
SETUP INSTRUCTIONS UNITS SETUP #1
Pick Event Markers 1..12 and shuffle them: place the Place the warband
E
markers face down on the Event Markers Pool box. members on the squares
WW E
If the Dungeon Depth is equal to your RL pick one random labeled with “W”.
WW E
corridor tile and freely deploy your warband Units on it. Place the Enemy units
WW E
If the Dungeon Depth is greater than your RL, roll 1d6: on the squares labeled
E
(1-2) Place a Room: freely deploy your warband in the tile with “E”, adjacent each
and proceed with a new Turn other.
(3-5) Place a Corridor: freely deploy your warband in the
tile and proceed with a new Turn SEARCH TABLE
(6) Place a Large Room and generate an Enemy (A-1) Roll 2d6
Group in the room. Deploy your warband and the 2-5: Nothing
Enemies using the Unit Setup #1. 6: One Random Potion
7: One CLUE
8-9: one gem worth 1d3 Treasure Points
EVENT MARKERS
10: one gold ring worth 1d6 Treasure
[1] Stairs: if you’ve revealed five Event Markers or less roll
Points
on the RANDOM EVENTS TABLE, otherwise you’ve found
11-12: one gold ring worth 1d6+2
the Stairs moving to the next level.
Treasure Points
[2] Enemy (A): use the Wandering Enemy rules to deploy.
Gain one CLUE after defeating them.
[3] Some crates: roll on the SEARCH TABLE TRAP TABLE
Roll 1d6
[4] An untouched urn: roll on the SEARCH TABLE
1-4: Arrow Trap
[5] Enemy(A) plus 1d6 Treasure Points: use the Wandering
5: Pit Trap
Enemy rules to deploy
6: Wall of Arrows
[6] Enemy(A-1): use the Wandering Enemy rules to deploy
[7] Trap! Roll on the TRAP TABLE
[8] Empty
RANDOM EVENTS TABLE
[9] Empty Roll 1d6
[10] Empty
CORRIDOR
[11] Empty
1-5: Nothing
[12] Empty
6: Enemy (A-1): use the Wandering
Enemy rules
DUNGEON SECTIONS TABLE
Roll 2d6 to determine the next Dungeon Tile to place:
(2): Room with one exit (dead end) ROOM
(3): Straight corridor with at least three exits 1-4: Nothing
(4): Large Room with at least two exits 5-6: Enemy (A-1): use the Wandering
(5): Room with at least two exits Enemy rules
(6): Straight corridor with at least two exits
(7): Room with at least two exits WANDERING ENEMY TABLE
(8): Corridor turning right with at least two exits Roll 1d6
(9): Room with at least two exits (1-2): Enemy Warband
(10): Corridor turning left with at least two exits (3): Plaguetouched
(11): Corridor turning left with at least two exits (4-5): Undeads
(12): blocked passage. Mark the exit as unpassable (6): Dungeon Denizen. Roll another dice
(1-3) Yellow Stripe Spider
(4-6) Plaguetouched Centipede
Dungeon Sheet B
SETUP INSTRUCTIONS UNITS SETUP #1
Pick Event Markers 1..12 and shuffle them: place the Place the warband
E
markers face down on the Event Markers Pool box. members on the squares
WW E
If the Dungeon Depth is equal to your RL pick one random labeled with “W”.
WW E
corridor tile and freely deploy your warband Units on it. Place the Enemy units
WW E
If the Dungeon Depth is greater than your RL, roll 1d6: on the squares labeled E
(1-3) Place a Room: freely deploy your warband in the tile with “E”, adjacent each
and proceed with a new Turn other.
(4-5) Place a Corridor: freely deploy your warband in the
tile and proceed with a new Turn SEARCH TABLE
(6) Place a Large Room and generate an Enemy (A) Group Roll 2d6
in the room. Deploy your warband and the Enemies 2-4: Nothing
using the Unit Setup #1. 5: One Random Potion
6: A small gem worth 1d3 Treasure Points
7: One jewel worth 1d6 Treasure Points
EVENT MARKERS
8-9: One platinum ring worth 1d6+2
[1] Stairs: if you’ve revealed five Event Markers or less roll
Treasure Points
on the RANDOM EVENTS TABLE, otherwise you’ve found
10-12: One LOCKED(8) gold and platinum
the Stairs moving to the next level.
ritual dagger worth 2d6 Treasure
[2] Enemy (A): use the Wandering Enemy rules to deploy.
Points
Gain one CLUE after defeating them
[3] Some crates: roll on the SEARCH TABLE
TRAP TABLE
[4] A rich tomb: roll on the SEARCH TABLE
Roll 1d6
[5] Enemy(A) plus 1d6 Treasure Points: use the Wandering
1: Giant Stone
Enemy rules to deploy
2-3: Poisoned Arrow Trap
[6] Enemy(A): use the Wandering Enemy rules to deploy
4: Pit Trap
[7] Trap! Roll on the TRAP TABLE
5: Spiked Pit Trap
[8] Trap! Roll on the TRAP TABLE
6: Poisonous Gas
[9] Enemy(A): use the Wandering Enemy rules to deploy
[10] Empty
RANDOM EVENTS TABLE
[11] Empty
[12] Empty
Roll 1d6
CORRIDOR
DUNGEON SECTIONS TABLE
1-5: Nothing
Roll 2d6 to determine the next Dungeon Tile to place:
6: Enemy (A): use the Wandering
(2): Room with one exit (dead end)
Enemy rules
(3): Straight corridor with at least three exits
(4): Large Room with at least two exits
(5): Room with at least two exits ROOM
(6): Straight corridor with at least two exits 1-4: Nothing
(7): CLOSED DOOR leading to a Room with at least two 5-6: Enemy (A): use the Wandering
exits Enemy rules
(8): Corridor turning right with at least two exits
(9): Room with at least two exits WANDERING ENEMY TABLE
(10): Corridor turning left with at least two exits Roll 1d6
(11): Corridor turning left with at least two exits (1): Enemy Warband
(12): blocked passage. Mark the exit as unpassable (2): Plaguetouched
(3): Undeads
DOORS TABLE (4): Orcs
Roll 1d6 (5): Wraiths
1-4: Wooden Door (6): Dungeon Denizen. Roll another dice
5-6: Portcullis (1-2) Yellow Stripe Spider
(3-5) Plaguetouched Centipede
(6) Mummy
Dungeon Sheet C
SETUP INSTRUCTIONS UNITS SETUP #1
Pick Event Markers 1..12 and shuffle them: place the Place the warband members
markers face down on the Event Markers Pool box. on the squares labeled
WW E E
If the Dungeon Depth is equal to your RL pick one random with “W”.
WW E E
corridor tile and freely deploy your warband Units on it. Place the Enemy units on the
WW E E
If the Dungeon Depth is greater than your RL, roll 1d6: squares labeled with “E”,
(1-3) Place a Room: freely deploy your warband in the tile adjacent each other.
and proceed with a new Turn
(4) Place a Corridor: freely deploy your warband in the tile SEARCH TABLE
and proceed with a new Turn Roll 2d6
(5-6) Place a Large Room and generate an Enemy (A) 2-3: Nothing
Group in the room. Deploy your warband and the 4: One Random Potion
Enemies using the Unit Setup #1. 5-6: A small gem worth 1d6 Treasure
Points
7: One jewel worth 1d6+2 Treasure Points
EVENT MARKERS
8: One platinum ring worth 2d6 Treasure
[1] Stairs: if you’ve revealed five Event Markers or less roll
Points
on the RANDOM EVENTS TABLE, otherwise you’ve found
9: One LOCKED(8) platinum cup worth
the Stairs moving to the next level.
2d6+2 Treasure Points
[2] Enemy (A): use the Wandering Enemy rules to deploy
10+: One LOCKED(8) mithril bracelet worth
[3] Some crates: roll on the SEARCH TABLE 3d6 Treasure Points
[4] A LOCKED(9) rich tomb: roll on the SEARCH TABLE with a
+1 DRM TRAP TABLE
[5] Enemy(A) plus 1d6 Treasure Points: use the Wandering Roll 1d6
Enemy rules to deploy 1: Poisoned Arrow Trap
[6] Enemy(A): use the Wandering Enemy rules to deploy 2. Undead Pit
[7] Trap! Roll on the TRAP TABLE 3: Spiked Pit Trap
[8] Trap! Roll on the TRAP TABLE 4: Giant Stone
[9] Enemy(A): use the Wandering Enemy rules to deploy 5: Wall of Fire
[10] Trap! Roll on the TRAP TABLE. Gain one CLUE after 6: Poisonous Gas
checking the trap effect.
[11] Empty RANDOM EVENTS TABLE
[12] Empty Roll 1d6 CORRIDOR
DUNGEON SECTIONS TABLE 1-5: Nothing
Roll 2d6 to determine the next Dungeon Tile to place: 6: Enemy (A): use the
(2): Room with one exit (dead end) Wandering Enemy rules
(3): Straight corridor with at least three exits
(4): UNIQUE ROOM with at least two exits ROOM
(5): Room with at least two exits 1-4: Nothing
(6): Straight corridor with at least two exits 5-6: Enemy (A+1): use the
(7): CLOSED DOOR leading to a Room with at least two Wandering Enemy rules
exits
(8): Corridor turning right with at least two exits WANDERING ENEMY TABLE
(9): Room with at least two exits Roll 1d6
(10): Corridor turning left with at least two exits (1): Enemy Warband
(11): Corridor turning left with at least two exits (2-3): Plaguetouched
(12): blocked passage. Mark the exit as unpassable (4): Orcs
(5): Wraiths
DOORS TABLE (6): Dungeon Denizen. Roll another dice
Roll 1d6 (1-2) Yellow Stripe Spider
1-2: Wooden Door (3-4) Plaguetouched Centipede
3-4: Portcullis (5-6) Mummy
5: Heavy Portcullis
6: Iron Door