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T

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.

Extract from ‘The Questing Life’ by A. R. Carttley

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
.

HEROES OF MANTICA.... 54 CAMPAIGNS..................... 68 BESTIARY........................ 84


Orlaf, Where to Begin? ............ 69 Forces of the Abyss........ 84
Human Barbarian........... 55 Experience..................... 71 Boss: Lord of the Abyss.. 85
Rordin, Glory.............................. 71 Abyssal Dwarfs.............. 86
Dwarf Fighter................. 55 Levelling Up................... 72 Boss: Abyssal Dwarf....... 86
Danor, Take the Money.............. 72 Basileans........................ 87
Human Wizard............... 56 Feats............................... 73 Dwarfs............................ 88
Madriga, Earning Feats................. 73 Elves.............................. 89
Elf Ranger..................... 56 Choosing Feats............... 73 Ogres.............................. 90
Arianya, Boss: Ogre...................... 90
Naiad Demon Hunter..... 57 UNCHARTED Goblins........................... 92
Venetia Beriassor, DUNGEONS...................... 74 Boss: Goblin................... 92
Human Cleric................. 57 Getting Started.............. 75 Orcs................................ 93
Kapoka, Placing & Boss: Orc........................ 93
Gladewalker Druid ........ 58 Joining Tiles................... 75 Undead........................... 94
Hrrath Flamespitter, Placing Piles of Bones................. 95
Salamander Fighter........ 58 Overlord Models............ 75 Dungeon Dwellers.......... 96
Ibrahim, Placing Bosses................ 76
Human Paladin ............. 59 Playing
Ally McSween, Uncharted Games.......... 76
Halfling Thief................ 59
A DUNGEON TO
ABILITIES........................ 60 CALL YOUR OWN............ 77
Who Chooses First?........ 60 A Narrative Idea............. 77
Modifying Dice Rolls...... 60 Interesting
Ranked Abilities............. 60 Arrangement of Tiles..... 78
Ability Families.............. 60 Appropriate
Combat Abilities............ 61 Inhabitants.................... 78
General Abilities............ 62 Lots of Testing................ 79
Illegal Abilities.............. 65
SOLO PLAY...................... 80
SPELLS............................. 66 Card Overview............... 80
Magical Abilities............ 66 Setting Up
a Solo Game................... 80
SONGS.............................. 67 Playing a Solo Game...... 80
Musical Abilities............ 67 Reading Invisible
Overlord Cards.............. 81
Which Models Act?........ 82
Who Is The Target?........ 82

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.

DESIGN YOUR OWN DUNGEON prewritten, homebrewed, or


uncharted adventure.
The simplest way to play is This works just like the Out
with 1 Overlord player and 1-4 of the Box option once the As there are so many variations
Hero players using one of the adventure starts. However, of how to play, the set up rules
predesigned adventures. These before that can happen the below cover general stages rather
come in the Dwarf King’s Quest Overlord has to design the than specifics. See the individual
box, or one of the Dungeon Saga dungeon he will defend against sections for more detail.
expansions. Everything is ready the Heroes (see page 77).
to just set up and play.

However, you don’t have to use


the pre-set Heroes if you don’t
want to - you can play through
UNCHARTED DUNGEONS

These are uncharted dungeons,


Set Up Steps
To set up a game of
these quests with characters of without anything predefined Dungeon Saga follow these steps:
your own devising - see page 32. (see page 74). You can either use
Heroes that have been included in 1. Decide which adventure
one of the prewritten adventures, you will play. This could be
or you can design a new one of prewritten, homebrewed, or
If you want to play the your own (see page 32), or use a uncharted.
original Dwarf King’s Quest mixture of the two.
campaign with your own 2. Decide who will play the
Heroes, this can be done by Overlord and which forces
using the levels given in the CAMPAIGNS he will use, if they are not
table below. A total of zero predefined for you. Create
means that you must use A campaign is a series of linked any Bosses needed for the
starting Heroes. See page 32 adventures where the Heroes gain adventure.
for more details. experience between dungeons
(see page 68). This could be 3. Decide how many people are
Level a series of linked prewritten, playing Heroes and which
Adventure homebrewed, or uncharted Hero(es) each will take. The
Total adventures, or a mixture of all heroes can all be controlled
1 0 three. You can either use Heroes by one player, or they can
that have been included in one of be divided among up to
2 3 the prewritten adventures, or you four. If the Heroes are not
can design a new one of your own predefined, decide which
3 6 (see page 32), or use a mixture of you will use now. Create
the two. any Heroes needed for the
4 9 adventure.

5 12 NO OVERLORD 4. The Overlord tells the Hero


players about any extra items
Instead of a player being in defined by the adventure,
6 15
charge, the Invisible Overlord before proceeding to lay out
card deck controls the Minions the dungeon as shown on the
7 18
and Bosses of the dungeon. map. The Overlord player
Apart from that the game should be careful not to
8 20
remains unchanged, and reveal the map or any of its
could be played solo, with a secrets to the other players.

12
12
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.

Each round consists of 3 parts:


Hero Turns, Overlord Turn, and
only use each Feat once per game.
Choosing when to use each Feat WORKING TOGETHER
End of Round. is very important.
The Heroes will only be
The death of any Hero can result Note that you cannot Move, able to beat the Overlord if
in a victory for the Overlord - so change facing or perform a they work as a team. Each
watch each other’s backs! normal Action when using your Hero needs to support the
Heroic Feat unless the Feat others and adapt to the
itself says so – the Feat replaces situation at hand. You need
the Hero’s entire Turn. to think carefully not only

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.

The Overlord can also play a


single Overlord Command card
(see page 16).

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).

Crushing the Weak


The Overlord should be doing his best to disrupt
the Heroes and exploit their weaknesses. Remember, the
direct approach may not always be best. For example,
perhaps the most cunning way to stop the advance of
the surly Dwarf is to threaten the ill-armored Wizard
loitering in the rear, thereby luring the Dwarf into
an act of heroic foolishness that plays right into your
hands. Be devious, and always keep them guessing...

16
16
16
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.

These arcs are important and


Throughout these rules, many rules refer to something
whenever the text refers to happening, or only being
something being adjacent it possible, when a model is in or
means in any one of the squares moves into a model’s front arc.
next to the model in question. For
a normal-sized model there are
8 adjacent squares, shown in red Piles of Bones and
and blue in the diagram below. Other Counters
Note that until raised with a
Facing Raise Dead spell (see page 15),
Piles of Bones cannot Move, do
A model must sit in a single not have any arcs, and cannot
square and clearly face one of attack or be attacked. The same The model in square A wants to
the four sides of that square. The applies to any other counter move to square B. This is possible
direction the model is pointing is placed onto the board itself. as long as the model could legally
called its facing. move to one or other of the
squares marked X. If both of the
squares marked X are blocked,
ARCS

In general, both Heroes and


Moving Models then square B is also blocked.

A model may change


minions pay more attention During its Turn, a model can its facing freely during
to things that happen in front move a number of squares up movement. You may not
of them. For this reason, the to its Movement value. change facing at any other
squares adjacent to a model are time.
divided into a front arc and a The model is moved one
rear arc, based on the direction square at a time to show If a model Moves into the
the model is facing. the intended path. A model front arc of an enemy model
cannot enter or end its it must immediately end its
movement on a square movement, choosing its final
containing another model or facing.
a piece of furniture - those
squares are considered If a model starts its Turn in
blocked. the front arc of an enemy
model it cannot Move freely.
However, a model can enter It has two options:
or end their Movement on a
square containing a Pile of It can remain in the same
Bones counter. square and change its facing.

Models may move diagonally It may Move out of the front


as long as movement into arc of that enemy, exposing
The 3 squares behind the model one of the squares either itself to an attack. This is
(shown in blue) form its rear arc. side of the diagonal would be called Breaking Away (see
The remaining 5 (shown in red) permitted, as shown in the page 19).
are its front arc. following diagram.

18
18
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.

If a model starts its Turn with STEP 1: ROLL DICE


an enemy model in its front arc,
or Moves so that this is the case
during its Turn, it may Fight.
R esolving Fights
When models Fight, each
Both players roll a number
of dice equal to that model’s
will roll dice. However, only one Combat Dice value, modified by
model (the attacker) can cause the following:
damage. The other model (the
defender) is simply defending
itself. -1 dice if the model is
Injured (see page 24).
Other than during a Free Strike
or an Interrupt, a model is -1 dice if the model is
always the attacker in its own outnumbered (it is in the
Turn. front arc of more than
one enemy model).
Fights are resolved in a series
of steps. When you have played -1 for the defender if the
In the above diagram Orlaf the a few times you will be able attacker is completely
Barbarian doesn’t have an enemy to merge some of these steps within its rear arc.
in his front arc. Rordin the Dwarf together and resolve everything
does, and can fight the Skeleton. very quickly. While you are
If Orlaf were to move to the space learning it is easiest to take the Note that it is possible for both
next to Rordin (marked X), the steps one at a time. sides to be outnumbered at the
Skeleton would also be in his front same time, where each model is in
arc and he could fight it too. the front arc of multiple enemies.

No model may ever roll fewer


than 2 dice, regardless of
modifiers. See Minimum Values
on the opposite page.

Example: Orlaf the Barbarian


attacks a Goblin Warrior.
Orlaf normally rolls 5 dice, but
he is injured, and so will roll
only 4 for this attack. He gets
1, 2, 4, 6.
The Goblin Warrior is not
Injured, Outnumbered or being
attacked from behind and so
does not need to modify his
roll. He rolls his regular 3 dice
and gets 1, 2, 5.

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.

Example : Comparing the


dice in pairs, the highest dice
for the Hero is a 6 against the
Goblin’s 5. This is a hit. The
MAXIMUM ARMOUR second pair pits the Hero’s 4
VALUES against the Goblin’s 2. This is
also a hit. As the Hero’s other
No armour is perfect. dice have been discarded this
Regardless of modifiers for is the maximum number of hits
spells, items or anything he can get with this attack.
else, Armour values never go
above 5. In other words, a 6
will always find a chink in
the Armour.

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!

Shooting works in a very similar Range Line of Sight


way to Fighting, except that the
attacker and defender will not be All Shooting attacks have a A model can only Shoot things
adjacent. range, measured using the range in front of it. When measuring
ruler. Each model’s abilities will the range, use the straight edge
Models that can make Shoot determine whether its attacks of the range stick to see if there
Actions will have an additional are at short or long range. This is anything blocking the line of
Shooting Dice value on their will be noted in the Bestiary sight between any part of the
Hero Card or Overlord Panel. for the Minions, and should be shooter’s base and any part of
written on the Hero Card for the target’s base. Line of sight
Heroes. is blocked by any square that
contains a miniature or a wall
(a blank space not taken up
by tiles). If the line of sight is
Long Range Ruler blocked, or the target is behind
the shooter, then they cannot
shoot!

This is the number of dice rolled Short Range Ruler


when the model attacks at range.
Note that this may be different Range is measured from any
to the number of dice they have part of the Shooter’s square to
for attacking in a Fight, and for any part of the target’s square.
defending themselves. As long as the ruler can reach
from base to base, the target is
in range. If the target is out of
range, it cannot be shot at.

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.

A model that is in the front


arc of an enemy model cannot
Shoot.

22
22
22
Once you’ve established that you are able to Shoot, follow the four-step process below:

STEP 1: ROLL THE DICE

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:

-1 dice to either model if they are injured


-1 for the defender if the shooter is completely within its rear arc
-1 for the shooter if the line of sight crosses a piece of furniture that is not adjacent to the
shooter.

No model may ever roll fewer than 2 dice, regardless of modifiers. See Minimum Values on page 21.

STEP 2: DISCARD FEEBLE ATTACKS

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.

STEP 3: DETERMINE HITS

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.

STEP 4: DETERMINE DAMAGE

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.

Minion Damage Hero and Boss


Damage
Models suffer damage in
Injured models roll one less dice
in a Fight. See page 20.

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.

24
24
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.

Models capable of casting Spells


are called Spellcasters, and this
A Spellcaster must be at least
this level (see page 72) to be able
Range
will be listed on their Hero card to use the spell, unless he boosts Spells have a range like
or Bestiary entry. Only models his power with Energy Crystals. Shooting, and some require line
listed as Spellcasters may use See the Spell cards for details. of sight. The range can be:
Spells. The term Spellcaster
applies to all manner of different There are two types of spell: Long
forms of magician, sorcerer, Major and Minor.
shaman, priest, necromancer, Short
prestidigitator, paladin, and so As his Action within a Turn,
on, as well as certain creatures instead of Fighting or Shooting, Adjacent – the target must
that are naturally magical. a Spellcaster can cast either 1 be adjacent to the Spellcaster
Major or up to 2 different Minor as shown in the diagram on
When playing a prewritten Spells. page 18
adventure with the standard
Heroes, the Spells available Caster – the Spellcaster can
to a character will be listed Recharging only target himself with that
in each adventure, and that Spell
character should be given the Spells need to recharge between
appropriate Spell card(s) before uses, and will be unavailable Note: The Spellcaster may also
the game begins. When using a to use again straight away. The target himself with Long, Short
Hero of your own design, you easiest way to remember is to or Adjacent ranged spells.
will have already chosen your rotate the card anti-clockwise
spells beforehand. Each card when you use it. Minor spells
will explain the effects of that rotate 90° when cast (and so Line of Sight
particular Spell, and some may will recharge every turn), and
have an additional counter to major spells rotate 180º (and will Spells with this symbol:
show that they are in effect. therefore recharge every other
Sometimes this is an automatic turn). At the end of each Round
effect, other times it may require (including the one in which
a dice roll like a regular attack. they were used) turn them 90º
clockwise. Once you’re familiar require line of sight, and will
Spells require varying amounts with this process it’s easy to follow the same rules as
of power to use, and are also keep track of what’s recharging Shooting (see page 22).
only available to Spellcasters of and what’s available.
a certain level. This is shown on Those with this symbol:
the card.

do not need to fulfil this criteria,


and therefore can be cast at
targets behind the Spellcaster,
through walls, round corners,
past other models, and so on.

Whether they require line of


sight or not, Spells always need
to be in range.

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.

Note that this can be done


in the middle of a Heroes
movement, and does not count
as performing an action.

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.

Most furniture simply blocks the


way for Movement. Each piece
Fight them, following the Fight
rules as if the lock were an
Open Sesame
occupies one or more squares enemy. The Overlord should When a door is unlocked it is
based on its size, and no model consult the lock counter (noted removed from the game.
may Move into those squares. on the Adventure Map) for
Combat Dice and Armour values. Opening a door may reveal an
Bookcases also block Shooting A single Hit will smash the lock area of the Dungeon which was
and Magical attacks that require open. not laid out at the beginning of
line of sight (see page 22). Line the game. The Overlord should
of sight can be drawn as normal Note: Mundane locks cannot be now set up the revealed area, but
over any other piece of furniture. smashed by Shooting or Magical only as far as the next locked
However, if the Shooter is not Attacks. door(s).
adjacent to the piece of furniture
they will suffer a -1 modifier Picking Locks: Mundane locks When a treasure chest is
to their attack dice on top of can all be picked; it’s just that unlocked the Hero that unlocked
any others. Magical attacks are some are easier to get through it immediately takes any item(s)
unmodified as normal. than others. Just like magical that were inside, as detailed
wards, mundane locks get a in the Quest Book. Place the
numerical rating. appropriate item card(s) next
to his Hero card as a reminder.

Doors and Chests


Doors and Treasure Chests
Remove the lid from the chest
model to remind you that it has
been opened.
always start an adventure
locked. Doors occupy one or Each Action a model with the
two squares depending on their Lockpicking ability spends
size, and treasure chests occupy
a single square. Each will have a
counter placed next to it to show
trying to open a lock ireduces its
value by 1. When this reaches 0
the lock has been opened. If it
Traps Dungeons are dangerous
what kind of lock it has. was a door then it is removed. If places, often deliberately so.
it was a treasure chest or other Traps are one of the more subtle
Doors and chests may only be item with a hidden compartment weapons in the arsenal of a
opened by the Heroes unless a then the Hero who opened it devious Overlord, as they quietly
special rule says otherwise. takes all the items that were lie in wait on treasure chests
inside. and in quiet corridors. Whilst a
Hero may guess that a particular
Locks chest is trapped, or that one
WARDS of the flagstones seems a bit
There are two types of lock in too wobbly to be an accident,
Dungeon Saga – mundane locks Wards cannot be forced by he can’t know for sure until he
and magical locks (known as strength alone. The more takes the risk of triggering it.
Wards). powerful the enchantment, as
shown on the ward counter, Traps can be set in two places:
the longer it will take to break. on a lock or on the map. The
MUNDANE LOCKS Certain Spells reduce the power type of trap will be listed on any
of a ward and this will be noted adventure maps or chosen by the
Smashing Things to Pieces: on the Spell card. When a ward Overlord player before the game.
With no key and no time, is reduced to zero, the door or
Mundane locks can be smashed chest it is protecting has been Each kind of trap has its own
open. To do so, a Hero must successfully unlocked. card. A trap’s card explains how

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!

Models that cover four squares


(2x2) are called Large models.
Those that are any bigger than
this (3x3 or more) are called
MovementLarge or Huge creatures
Huge models. are less nimble than smaller
models. They may only move
straight forward, diagonally
forward, or straight backward.

Arcs Large and Huge models


follow the same principle as
single square models: they
have a front and a rear arc. The
difference is that their arcs Large creature moving straight
consist of more squares than backward, for one point of
regular figures. movement.

To change facing while moving,


Large or Huge models must
sacrifice a point of movement
for each quarter turn (90º) they
Large creature moving straight wish to make.
forward, for one point of
movement. Move the model a single square
at a time - ensuring that for
the entirety of the movement
the whole of the model’s base
remains on the dungeon tiles,
and on squares permitted by the
normal rules of movement for
The 4 squares behind the model single-square models (page 18).
(shown in red) form its rear arc.
The remaining 8 (shown in blue)
are its front arc.

Note that this means that a


Large or Huge model can be in
an enemy’s front and rear arcs
at the same time. The Large Large creature moving diagonally
model will only get the bonus forward, for one point of
for attacking from behind if it is movement.
fully within its enemy’s rear arc.

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.

Huge models will always


outnumber both single square
models and Large models,
regardless of how many are in
contact. Huge models are never
outnumbered, unless they are
attacked by multiple Huge
models 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!

The following rules follow a


series of simple steps to create
core set, or one of the Dungeon
Saga expansion packs. These
Alternatively you can use your
Heroes in custom or uncharted
a new Hero for Dungeon Saga. adventures are designed to be adventures, telling your own
Just start at the beginning played with 4 Heroes. Each story of heroism and fame.
and complete each step before adventure will list a maximum In this case, start the first
moving on to the next. All the number of levels’ worth of adventure with 4 new Heroes
tools you need are a blank Hero Heroes that can take part – for at level 0, and go from there.
sheet (see page 10), a pencil, and example, an adventure with a The experience rules on page
your imagination. limit of 8 could be played with 71 explain how to keep track
four level 2 Heroes, or a level 5 of your Heroes as they fight
Once you’ve created your Hero, Hero and three level 1 Heroes. monsters, rescue damsels in
you can use him in a variety of Simply ensure that your custom distress, or save the world from
ways. You can use him as one Heroes do not add up to more dire menace.
of a new group of Heroes in a than this total number of levels.
pre-written adventure from the

HERO OR BOSS? GENDER

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.

Most people play good Heroes against a dungeon filled with


bad minions and Bosses. However, you can also reverse this,
and have the Heroes working for a good Overlord, attacked by a
group of bad guy Bosses.

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.

The Birth of a Hero


To create a Hero, follow these 1) Race
four steps. As you make each 2) Profession
choice, note it down on your 3) Bonus
blank Hero sheet. 4) Name

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

BUILDING THE BAD GUYS


When you are designing your Once you’ve created this basic best. Allocate them whatever
own adventures, you can character, you can then run spells, songs or abilities they
use these DIY Hero rules to them through the experience need to fit the image you
create your own Bosses and system on page 71, allocating have for them. This freeform
Overlords (if they need to turn them as many levels as you approach is best for those who
up in person on the board). think appropriate, and choosing have already played for a while
You can either use the rules the experience boosts they and understand the power of
exactly as they are written, take as if they had adventured the combinations they devise.
taking the random spells and through the long and infamous It’s relatively quick and easy,
so on as described. Or, if you career you imagine. This will and the experience is all done
already have a specific idea in give you a structure and balance along with the basic creation.
mind, you can pick and choose to your creations that matches Unfortunately it’s also easy
exactly what you need to fit the those of the Heroes. to get carried away and make
individual you imagine. Simply them way too powerful, with
pick from all the spells instead A completely different few weaknesses. Remember
of a random selection, but keep approach to designing Bosses that the most interesting games
to the numbers that they would and Overlords is to simply come from having weaknesses
normally be allowed. write a set of game values to defend as well as strengths
down that you think fits them to attack with.

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:

See the rules for ranked abilities on page 60.

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.

Choose a new school of magic from the list on page 66.

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

LVL OPTION LVL OPTION


1 Teller of Tales 6 +1 Combat Dice
2 Stalwart 7 Speed of a Bullet
3 Slam 8 Stalwart
4 Tough 9 Slam
5 Frenzy 10 Teller of Tales

RACIAL FEAT: NONE SHALL PASS!

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.

RACIAL FEAT: CHAMELEON

The Hero can use the feat of any friendly Hero as if it


was his own. This does not count as a use of the feat for
the other Hero.

VERSATILE

During Downtime, the model may roll 1 dice more than


normal in their chosen Location and keep the preferred
result.

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.

RACIAL FEAT: TRICK SHOT

The Hero must have a Shooting Dice value to use this


feat.

Using skills normally only seen in the best of circuses, the


Hero may Shoot any model on the board, at up to twice the
distance of long range.

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.

RACIAL FEAT: MAKING IT LOOK EASY

The Hero must know Lockpicking to use this feat.

The Hero can move up to 3 squares using the normal


rules, and then open a single, adjacent, mundane lock,
regardless of its difficulty.

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.

RACIAL FEAT: TAKE ROOT

The Hero cannot move or be moved for the rest of this


Round. In addition, the Hero gains +3 Armour, up to a
maximum of 5.

STARTING STATS

6 2 1
COMBAT

LVL OPTION LVL OPTION


1 Stalwart 6 Stalwart
2 Tough 7 Tough
3 +1 Shooting Dice (Short) 8 Slam
4 +1 Move 9 Teller of Tales
5 Nimble 10 Slam

EARTH

This ability has 3 effects.

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

LVL OPTION LVL OPTION


1 Stealth 6 +1 Move
2 Nimble 7 +1 Shooting Dice (Short)
3 +1 Move 8 +1 Move
4 Sure Shot 9 Relentless
5 Nimble 10 Nimble

RACIAL FEAT: COOL WATERS


Nearby enemy models are calmed. For the rest of this Round, no enemy model may move adjacent
to a friendly Hero if they are not already there. Enemies are also prohibited from making a Free
Strike or breaking away.

WATER

This ability has 3 effects.

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

LVL OPTION LVL OPTION


1 Tough 6 Slam
2 Stalwart 7 +1 Combat Dice
3 Relentless 8 Stalwart
4 Frenzy 9 Smash!
5 Teller of Tales 10 Slam

RACIAL FEAT: FIRESTORM

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

This ability has 3 effects.

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

LVL OPTION LVL OPTION


1 +1 Move 6 Nimble
2 Nimble 7 +1 Move
3 +1 Shooting Dice (Short) 8 +1 Shooting Dice (Short)
4 Sure Shot 9 Stealth
5 Stalwart 10 Nimble

RACIAL FEAT: SUDDEN STORM


The Hero directs a fierce squall to move nearby enemy models. The Hero can select up to 3 enemy
models within 3 squares of him. He may then move each of them up to 2 squares, ignoring all arcs
and Free Strikes and choosing their direction of facing at the end. They do not Fight if they are
moved adjacent to an enemy. A model may not be moved off the board.

AIR

This ability has 3 effects.

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

Three Spells (see below)

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.

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.

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

Three spells (see below).

Two power 1 energy crystals.

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).

WARRIOR STAT MODIFICATIONS

-1 +2 +3 +2
COMBAT

RANGER STAT MODIFICATIONS

+0 +1 +3 +1
COMBAT SHOOTING
+1
(LONG)

DERVISH STAT MODIFICATIONS

+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

Holy, Spellcaster, Divinity

Minor Spell: Healing

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

Spellcaster, Petty Magic, Choice of one from Sorcery, Necromancy


(Bosses only), Geomancy, Pyromancy, Aeromancy, or Hydromancy.
Minor Spell: Crystallise, and three additional spells (see below).
Two power 1 energy crystals.

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.

53
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.

The main part of this section is


a list of the possible abilities,
removing dice, or allowing you
to re-roll some.
Frenzy (1) would allow you to
re-roll the 1. If you had Frenzy (2)
broken down by family. Firstly then you could still only re-roll
though, we need to cover some one dice as the others do not fit
situations that often crop up EXTRA DICE the terms for re-rolling (failing to
with abilities. beat the defender’s Armour).
Abilities that add dice work the
same way as other modifiers,
Who Chooses First? simply giving you more to roll. Ranked Abilities
However, after all modifiers have
Whenever two opposing models been taken into account, no dice You will notice that several
both need to decide something roll can use more than 6 dice. abilities have a number in
at the same time, the model Any extra are lost. brackets after them. These are
whose Turn it is must do so called ranked abilities.
first. Completely resolve any
associated dice rolls before his RE-ROLLS A ranked ability is available
opponent makes their choice. in several levels, shown by the
A re-roll means what it says: number in brackets. They are
For example, if both models in you roll one or more dice again. listed here showing the range
a Fight know a Combat ability The specific ability will define of numbers possible. So, a Hero
that allows them to re-roll a dice, the circumstances you may do could have Frenzy (1), Frenzy (2),
then the one whose Turn it is this in. The result of the second or Frenzy (3) – the maximum.
must make any re-rolls before his roll replaces the first, even if it When these abilities become
opponent, allowing him to see is worse. Each dice can only be available to a Hero, they will
what he is up against and whether re-rolled once. be listed as the ability name
he needs to re-roll his dice or not. followed by an asterisk, for
For example, Frenzy allows you to example Frenzy (*). This means
re-roll a specific number of attack that the Hero is granted the
Modifying Dice Rolls dice that do not roll more than ability 1 rank higher than he
the target’s Armour. If you rolled currently has.
Many abilities change the way 3 attack dice against a target with
you roll dice, either adding or Armour 4 and got 1, 5, 6 then
Ability Families
Abilities are broken down into a
series of different groups. These
are:

Combat
General
Illegal
Magical
Musical

If a group of abilities has any


special rules then they are listed
at the start of its section, below.

6600
60
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

61
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.

AIR Secondly, the model is attack requires Line of Sight and


particularly vulnerable to earth- is Short-ranged.
This ability has 3 effects. The based attacks. Any Geomancy
first and second apply to all spells, or Fight attacks from a
models; the third applies to model with Earth, modify the DUBIOUS CHARACTER
Heroes and Bosses only, not model’s Armour by -1 while
Minions. resolving that attack. During Downtime, if the model
chooses the Thieves’ Den they
Firstly, the model has great Thirdly, the model can focus a may roll 1 dice more than
affinity with this element and burst of air to form a natural 2 normal and keep the preferred
when defending against an dice magical attack. This attack result.
Aeromancy spell it may re-roll counts as a minor Aeromancy
up to 3 dice that fail to beat its spell and can be cast even if the
own Armour. model is not a Spellcaster. This

62
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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.

Firstly, the model has great Secondly, the model is HOLY


affinity with this element particularly vulnerable to water-
and when defending against a based attacks. Any Hydromancy During Downtime, if the model
Geomancy spell it may re-roll up spells, or Fight attacks from a chooses the Temple Location they
to 3 dice that fail to beat its own model with Water, modify the may roll 1 dice more than normal
Armour. model’s Armour by -1 while and keep the preferred result.
resolving that attack.
Secondly, the model is
particularly vulnerable to air- Thirdly, the model can focus a HUGE
based attacks. Any Aeromancy storm of fire to form a natural 2
spells, or Fight attacks from dice magical attack. This attack The model is a Huge Creature (see
a model with Air, modify the counts as a minor Pyromancy page 30).
model’s Armour by -1 while spell and can be cast even if the
resolving that attack. model is not a Spellcaster. This
attack requires Sight and is Short LARGE
Thirdly, the model can focus a ranged.
hail of earth to form a natural 2 The model is a Large Creature (see
dice magical attack. This attack page 30).
counts as a minor Geomancy GREEN RAGE
spell and can be cast even if the
model is not a Spellcaster. This The first time a model with this MOB RULE
attack requires Sight and is Short ability suffers a wound it goes
ranged. into a Green Rage. This happens When a model with this rule is
regardless of the amount of attacking, each other model that
damage it suffers, i.e. it cannot be has the defender in its front arc
FIRE killed by a single attack. gives the attacker an extra dice.
For example, a zombie attacking a
This ability has 3 effects. The The Green Rage gives the model Hero who was in the front arc of 2
first and second apply to all +1 dice and +2 movement as they other zombies would gain 2 extra
models; the third applies to rampage around the battlefield. dice to attack with, for a total
Heroes and Bosses only, not of 4.
Minions. Once a model is consumed by the

63
NIMBLE

If the model suffers one or more


Hits in a Fight, roll 1 dice before
working out any damage. On a
roll of a 6 the model is not hurt.
Instead it makes an immediate
Break Away move. Assume all
possible free strikes miss. If
there is nowhere for the model
to Break Away to then the model
is damaged as normal.

NULL

The model exudes a negative


energy that disrupts nearby spell
casting.

A model that is within Short


range of the Null model must
roll a single dice for each spell WALK THROUGH WALLS
they wish to cast. On a 1 the
spell is disrupted and cannot The model can move through solid walls. A wall counts as one
be cast again that Round. On a space regardless of its actual size. A model cannot end its Turn
2 the spell works, but takes so inside a wall. When moving, the square immediately before and
much effort that the caster’s after a wall must lie in a straight line from each other.
Turn ends once it has been
resolved. On a 3-6 the spell
works as normal. Secondly, at the end of each TELLER OF TALES
Round roll a single dice. On the
Note that Null is indiscriminate roll of a 5 or 6 the model heals During Downtime, if the model
and is equally disruptive to all one wound. chooses the Tavern Location they
spell casting by both sides. may roll 1 dice more than normal
If the model has Regenerate as and keep the preferred result.
well as Tough then it only rolls
PESKY for Regenerate.
TOUGH
This is typically used for swarms
of small creatures that are SMALL At the end of each Round roll a
individually insignificant, but single dice. On the roll of a 6 the
collectively distracting. The model is so short that it does model heals one wound.
not block Shoot attacks.
The model cannot make Fight
attacks. However, it still counts VERSATILE
towards outnumbering and may SWOOP
defend itself as normal. During Downtime, the model may
The model can glide for small roll 1 dice more than normal in
distances. Treat their move as if their chosen Location and keep
REGENERATE they are not touching the floor. the preferred result.
This means that they can freely
This ability has two effects. move over map traps without
Firstly, when the model suffers triggering them. They can WATER
any damage it rolls a single dice. also move over lava, water or
On a roll of 5 or 6 it reduces the furniture that a model can Shoot This ability has 3 effects. The
number of wounds suffered by 1, over. They cannot end their first and second apply to all
down to a minimum of zero. movement on any square which models; the third applies to
would normally be prohibited. Heroes and Bosses only, not
Minions.

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64
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.

DISARM TRAPS result of his skill too! MASTER LOCKSMITH

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

65
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.

Spells are listed on cards, MAGICAL SCHOOLS Magical Abilities


each of which includes all the
information you need to use it in There are a number of different Most magical abilities consist
your adventures. schools of magic, each of which of learning new spells or even
counts as a separate ability. whole new schools of magic.
A model with the Spellcaster In order to cast spells of a However, there are a small
ability may cast spells as his particular school of magic you number of additional abilities
action in his Turn. See the card must first learn that ability. that will help to make any
for the effect of each spell. magician’s life easier, regardless
of his preferred form of magic.
Aeromancy: air
Several of the Dungeon Saga
magic
expansions include extra spell
cards. If you have any of these SPELLCASTER
then simply shuffle them into Druidism: seeking
the appropriate deck and use balance in nature The model can use magic to cast
it as normal. However, note spells.
that each spell should only be Geomancy: earth
included once. magic
MAGISTER
Divinity: holy
magic If the model decides to cast
Minor spells, then they may cast
Hydromancy: 3 in a single Turn, not 2.
water magic

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

Sorcery: dark and


evil magic

66
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66
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).

Songs are listed on cards, like Musical Abilities PROJECTING


spells, and work in a similar way,
but they are not rotated at the end If a musician cannot sing or play Any song that is listed as short
of the Round. They do not require then they aren’t going to get far range may be sung as long range
line of sight. A model with the in the first place. This much is instead.
Singer of Songs ability may sing taken for granted. On top of this,
one song as his action in his Turn. a bard can still add refinement
See the card for the effect of each and improve his performance SINGER OF SONGS
song. Songs affect all models of as well as extend his repertoire,
the specified type within range. though adding more songs to his The model can sing songs.
collection is still the basic way
he will improve.

67
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.

The big difference in campaigns


comes in the spaces between
foibles. This isn’t necessary by
any means, though it is fun.
could be kings, princes or nobles.
Alternatively they could be
adventures. What do Heroes Also, these ideas may start out merchants, wizards or even whole
do then? This gap is called as a bit of minor embellishment, villages of peasants. Whoever
Downtime, and represents all but they have a funny habit of the patron may be, they provide
the things a Hero does between getting woven into the main plot the resources and the task to
adventuring in a simple and fun a while later. Maybe that warrior be resolved, and set the Heroes
way. Essentially, these rules you bested in the fighting pits on their way. If you design your
give you the skeleton of a heroic still holds a grudge. Was the own adventures you might want
tale for you to flesh out as you dark stranger who spilled your to think a bit about who these
see fit. Add as much detail and pint in the tavern really just people might be, as this can help
explanation as you like. You a tinker? And what did that to link the campaign together
might revel in describing the obscure prophecy from the in a coherent flow. It is not a
time your Hero spends healing, oracle actually mean? requirement though.
training, telling tall stories of his
exploits and wooing the ladies, In a similar way, you could add In terms of rules, the main
or you might just want to get as much or as little as you like section that a campaign adds
back to adventuring – it’s up on how the Heroes come to be to Dungeon Saga is the idea
to you. Many players get very on these adventures in the first of Heroes gaining Experience.
attached to their Heroes, and place. Traditionally, Heroes are Downtime, Locations and all
create all sorts of elaborate back hired by a patron who needs a the rest are really just there to
stories with families, enemies job done that only a Hero (or make this work and provide more
and all manner of curious four) can achieve. These patrons background to explain your story.

68
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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).

69
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.

BOSSES AND LOCATIONS

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.

The important things to remember are:

Only Gold and Magic Items can be traded.

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).

7700
70
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

Early on in his career, a Hero


will find it relatively easy to Heroes start at level zero and
look good. Who is this handsome can rise to a maximum of level
new Hero? Have you seen the 10 (so far). When they set out
way his eyes catch the light? to seek their fortunes, they
His hair is so lovely, and the have done nothing of note, and
braids in his beard so manly. nobody really knows who they
And so on. A young Hero will are. When a Hero’s total Glory is
be the talk of the taverns and sufficient he rises to a new level.
markets alike. Sadly, the crowds Each new level that a Hero gains
are fickle, and as you continue gives him a boost in some way.
to save villages and rescue These boosts are collectively
damsels it becomes ever more called Experience.
difficult to impress your general
wonderfulness on the crowds.

71
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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