Professional Documents
Culture Documents
Dungeonrunner Rules 2021 - JAN ALL Printer Firendly
Dungeonrunner Rules 2021 - JAN ALL Printer Firendly
Introduction
Dungeonrunner is a solitaire card game of fantasy
dungeon delving. The game takes about 5-10 minutes
to play. Like most solitaire games, learning is easy,
winning is not.
Equipment
Inside this box, there are three separate adventure
decks, or as we like to call them, “Hack Packs”. Each
Hack Pack represents a different adventure.
Take the deck and find the hero card and place the Although it will be rarely used, keep in mind that at
it directly in front of you on the table. the upper right of the table will be a second
discard pile called Oblivion. This is where cards go
Choose a quest from the quest list at the end of that are rarely brought back into the game.
these instructions. Unless otherwise noted, take the
card the quest tells you to. That will be your quest When discarding cards in Limbo or Oblivion, always
for this adventure. Shuffle all the remaining cards do so face down.
back in with the main deck.
Above the Adventure deck and the Hero is where you
Now deal 15 cards. Shuffle those dealt cards along can place all drawn cards until they are resolved.
with the quest card. Place those face down and
sideways to the right side of the table. These cards To the right will be enough space where you can roll
make up the Bottom Deck. dice.
Take the remaining cards, shuffle them, then place To start your adventure, flip over a card from the
them on top (not sideways) of the Bottom Deck. adventure deck. It will either be an item, a monster,
These are called the Top Deck. an ally, or an event.
Both the Top Deck and the Bottom Deck are called If the hero survives the card, the turn ends. Start a
the Adventure Deck. Place this to the left of the new turn by drawing another card.
hero.
Threat Tokens
A Hero may have an influence upon them that hit
points do not cover. Things like haunting, stress,
poison, vampire bites, and so on. To represent these,
a Hero may be told to gain a Threat Token.
Next, the hero’s class is given. Some cards will This simply means to roll a die and take the result off
affect, or be affected, by your hero’s class. the top. If there is a number before the d10, that
means roll a d10 that many times and add all the
Below that, there are three shapes with numbers. results together.
These three numbers represent the Hero’s combat
dd10
statistics.
This means to roll both dice and subtract the lower
TWAC, which stands for “to wound armor class”, number rolled from the higher number. If the result is
is a measure of how easily the hero can hurt a zero, make it a 1 instead.
monster.
With either of these methods, you may see a + or -
Armor Class reflects how well the hero can avoid next to it, simply add or subtract the number after the
getting hurt by an enemy. symbol to the result of the roll.
Item Cards You may choose to change what you have equipped
before starting a new turn.
Items cards represent things the hero finds along
You may take one item out of your backpack during
the way on their adventure.
combat but doing so will count as the hero’s action
for that turn.
The first line on an item card tells how much gold
the item will be worth.
Event Cards
Events are random occurrences that the hero must
face before moving on.
Equipping Items The event type is much like the type line on an item
card. Some hero abilities, items, allies, and spells will
To use an item during the game, the hero must affect certain event types.
have the item equipped. To equip an item, simply
place it face up to the left of the hero. Afterwards are the instructions of the card that the
hero needs to complete in order to pass the event.
A hero may only equip one type of item at any
time. The exceptions are potions and scrolls, to Once the hero passes an event, send the event card to
which there is no limit. Limbo.
The Backpack
The hero may hold up to six item cards in the
hero’s backpack. Place any cards you wish to be in
the hero’s backpack underneath the hero card.
Casting Checks
To be able to use a scroll’s power, aro must Guard Checks
perform a casting check. This can be done at any
time. If a hero does this during combat, it takes the Whenever a hero gets hit who also has an ally, you
hero an action to do so. must make a guard check for that ally. If the hero has
more than one ally in play, randomly choose one.
A casting check is simply an Intellect ability check.
If the check is passed, follow the instructions given To perform a guard check, roll a d10. If the roll is
on the spell card. If it fails, nothing happens. equal or less than the guard number of the ally, the
hero takes the hit as normal. Otherwise, the ally takes
the hit instead.
Keeping Checks
Any special conditions the monster would apply to a
Once a spell has been cast successfully, the hero normal hit, are discarded.
must make a keep check to see if they can keep
the scroll, or if it fizzles away into Oblivion. Once an ally’s health goes down to zero, the ally is
dead and is placed in Oblivion.
A keep check is simply a Wit ability check. If the
check is passed, the scroll is safe. Heroes may heal allies with items and abilities as they
would heal themselves. In combat situations, you may
If failed, send the scroll to Oblivion as it vanishes try again next turn. Otherwise, you may not try to
into dust. cast the spell again that turn.
Curse and Blessing Cards
To avoid a curse, the hero needs to make a certain The main difference between blessing and curses is
ability check to avoid the effects. If the hero passes that blessings will go away a lot faster than a curse.
the check, send the curse to Limbo and proceed to
the next adventure card. Blessings will go away once the hero exits the
adventure or by special conditions on the card are
If you fail, place the card below (not underneath) met.
the hero card. If you ever do get rid of a curse that
is on your hero, place the curse in Oblivion.
Monsters and Combat
Combat
When combat starts, the hero and monster will
alternate attacking each other.
Abilities
Some monsters have some common abilities, which
are listed next. These abilities are listed at the end
of these instructions.
Finishing the Adventure
There are many ways to exit the adventure. What After the Adventure
follows are the common types, although an
adventure may modify these rules with something
After a hero completes an adventure, they will heal to
else.
full strength. Any curses wither away, and blessings
will have run their course. The hero places any gold in
Finding the Quest Card their stash. Any items the hero does not want may be
sold for the gold value listed on the card.
If the hero ever reaches and resolves the quest card
that was chosen, the adventure is over and the A new adventure awaits!
hero is victorious.
After some much-needed rest, the hero may leave for
Reaching the End of the Deck a new adventure. However, once
If for any reason, your hero reaches the end of the a hero completes a quest, they may never repeat it.
deck, you have two options. They may do another quest in the same Hack Pack,
but only after doing a quest from a different Hack
The first is to take all the cards from Limbo, re- Pack. Heroes often travel about.
shuffle them into one deck (which will now be
considered a bottom deck) and go through those
Create your own adventures!
cards.
Remember, you can always make you own hack pack
Otherwise, you may choose for the hero to exit the
from the cards you gather for Dungeonrunner. Feel
adventure. The quest will not have been
free to experiment and have some fun making your
completed, but the hero will have lived.
friends go through your adventures. Make them
tough, but not impossible. People should win 20% of
Exit the Quest the time.
If a monster has a Combat Edge, the Hero no When down to its last hit point, monster will not
longer hits if he ties the monster’s Armor Class attack and instead make an Armor Check. If passed,
when attacking, but the monster does. restock Monster.
Simple enough, Monsters with Darkvision are Before combat, make and Agility Check. If failed by
immune to effects of Darkness. three, Hero takes a hit and must make a successful
Vigor Check or die.
Diseased
Hordes
When hit by a monster with disease, the hero must
make a Vigor Check or be infected. This monster card represents more than one of the
same monster.
Once infected, the hero gains a threat mark. Also,
the hero must make a Vigor Check at the end of Treat combat with a horde just as you would any
each future turn. If failed, the hero takes one hit. other monster. As hordes take damage, they become
If the check is passed by three, the disease passes less effective. Whenever a horde takes damage, both
and no longer effects the hero. However, the its TWAC and Armor Class go down by one for each
threat marker stays. point of health removed.
Disarm Haste
If Monster hits, Hero must make a Dexterity check. Creatures or heroes with haste get two actions on
If failed, Hero drops any equipped weapon. Hero theirturn.
may use an action to pick it up.
Initiative
Doomed
Monsters that are listed with Initiative always attack
Monsters that are Doomed are sent to Oblivion first instead of the Hero.
instead of Limbo once defeated.
Last Licks
Drain
Monsters noted with last licks always get a last attack
When a monster with drain hits, the Hero before they die.
permanently loses 1 Vigor and gains a threat
mark. If monster hits by three or more, Hero loses Lightbane
2 Vigor instead. The Hero can only gain one threat
mark in a combat. Monsters with Lightbane gain +2 TWAC and Armor
Class if either the Hero or an Ally has Holy Power.
If Hero’s Vigor ever drops to zero or below, Hero’s
spirit vanishes to nothingness and dies. Allies never Lunge
guard against drain attacks.
Monster attacks before the Hero on the first turn at
Dual Wield +2 TWAC.
This monster attacks twice a turn. If the Hero has Magic Resistance
a dexterity of 6 or greater, this ability is negated.
When casting a spell or scroll, caster gets -3 to
Durable Intellect against this monster.
Slow Starter
Turn Immunity
Unholy Enemy
Vampire Bite
Skipping Cards
Arcane Knowledge
Art by www.critical-hit.biz
Jason Walton
Quest is complete when Hero escapes The Maze 9) Assassin’s Get Paid
or defeats the Minotaur.
The Kingdom of Ugurty has decided to forego the
7) Head of the Snake plans of laying siege, deciding a more subtle
approach will do just as nicely.
You have been hired to weaken the defenses of the
castle by eliminating its number one military In this adventure, there is not a bottom deck. Simply
advisor. shuffle the cards and start.
Place Captain of the Guard, Sergeants, and all Your job here is to defeat 15 levels worth of Guards
Dumb Guards in the Bottom Deck. within the Castle.
Place Vile Poison in the Upper Deck. If someone Raises the Alarm, you must make it to
the Bottom Deck to escape.
Quest is complete when Hero defeats the Captain
of the Guard.
B2: MuckElf Swamp
1) Defeat the Den of Goblins 3) Find the Lucky Coin of Jibb
Goblins have been harassing couriers and caravans. The Jester Assassin lost this relic as she was chased
Eliminate the problem. by the Darkhawks. Find it for a reward or keep it for
yourself!
Place Kobolds, Goblins, Goblin Berserker, Goblin
War Chief, Gaggle of Goblins, and Goblin Wolf Keep the Darkhawk to the side.
Riders in the Bottom Deck.
Place Lucky Coin of Jibb in the Bottom Deck.
Hero starts with Goblinbane Dwarf.
After every turn, roll a d10. On a 1 or 2, the
Place The Way Out on top of the Bottom Deck. Darkhawk appears in the horizon. Every turn makes
Once The Way Out is found, Hero may leave the an Agility check or Darkhawk spots the Hero and
adventure at any time outside of combat. attacks. When defeated, the Darkhawk retreats to
the side and does not go to Limbo as normal. If sent
Quest is exponentially successful as each five levels to
of goblins is defeated.
Oblivion, it will go there are be removed from the
2) Troublemakers game.
You hired these two friends to help eliminate some Quest is complete when Hero Finds the Lucky Coin
goblins. Little did you know they were insistent on of Jibb.
going straight for the leaders!
4) Curse of the Disgruntled
Hero starts with the Goblinbane Dwarf and the
Elfbane Dwarf. Three of the most bitter Muckelves cast a curse upon
you. Not having any other means of dispelling it, you
Send The Way Out to Oblivion. must hunt them down.
Place Goblin War Chief and Muck Elf War Party in Hero starts with Curse of Elven Muck. Send Sacred
the Bottom Deck. Wanderer to Oblivion.
Quest is complete when the Goblin War Chief and There is not a Upper or Bottom Deck in this
Muck Elf War Party is defeated. adventure. Simply shuffle the deck and start.
Quest is complete when 25 levels of elves and You have heard rumor the Belt of Jonar was lost as
goblins are defeated, and Hero finds The Way Jonar was escaping the dragon Bilzebesh through
Out. the swamp. You are bold enough to find out the
truth of it.
Hero starts with the Boon of Kru and Divine Glow of Place Lawnadynn as the 25th card in the Upper
Jinn, Sage Mercenary, and Soul Saber. Deck.
Place Wraith, Spectre Sisters, Lawnadynn, Revive Place Revive the Dead in Oblivion. Lawnadynn
the Dead, Swinging Pendulum Trap, Darkness, cannot be skipped.
Swirling Mist and The Way Out in the Bottom Deck.
When encountering Lawnadynn, if she is not
Quest is complete when Hero finds The Way Out. defeated by the third turn, she will cast Revive the
Dead. Restock Lawnadynn in the Bottom Deck, but
make sure that Lair of Lawnadynn is still the top
card of the Bottom Deck.
8) Midnight Hour
When encountered again, Hero does not have to
In this adventure, there is not a bottom deck. Simply make a Wit check against seduction. However,
shuffle the cards and start. Lawnadynn is at full health.
It is said when the stars are right, a Holy Man can Quest is completed when Lawnadynn is defeated.
bring the undead back to normal existence.
Once The Way Out is found, the Hero may leave the
adventure at any time outside of combat.
Place Rojosh, Rojoshan Death Guards, Darkness, Scoffing at the idea that the Book of Madness is
Rojoshan Vampires, and Large Bats in the Bottom truly just that. Attributing the moniker to no more
Deck. than superstitious nonsense, the Hero intends on
reading it.
Place Grand Tomb of Rojosh on top of the Bottom
Deck. But someone else already has that might change
their mind.
Place Skeletons, Undead Elf, Zombies and Rot
Zombies in Upper Deck. Place the Brain Mites and Book of Madness in the
Bottom Deck.
Quest is complete when Hero has defeated Rojosh.
Place Battlemage in the Upper Deck. This
Battlemage has Initiative. If Hero loses his turn,
2) Slay the Horde restock Battlemage.
Hero starts with Holy Water and Scroll of Quest is complete when Hero reads from the Book
Disenchant Undead. of Madness.
Place The Way Out on top of the Bottom Deck. The 5) Banish the Otherworlder
Bottom Deck is 27 cards.
Place Otherworlder, Lesser Demons, and Swirling
Once the Way Out is found, Hero may leave the Mist, in the Bottom Deck.
adventure at any time outside of combat.
Place Rojosh in Oblivion.
Quest is complete when Hero chooses to use The
Way Out. Quest is completed when Otherworlder is sent to
Limbo. If he is sent to Oblivion, all the better.
Hero’s success in this mission depends on how many
levels of Undead were sent to Limbo. Any Undead
sent to Oblivion counts as double its level.
Quest is complete when Hero chooses to use The Place The Way Out in the Bottom Deck.
Way Out. Quest is a success only if both Wraith’s
are defeated. It is a partial success if at least one is When Secret Passage is drawn, instead of following
sent to Oblivion. the text, the Hero starts pulling cards from the Secret
Library.
7) Eliminate the Skeleton Captain
When Moving Walls trap is drawn, do not follow
instructions as normal. Instead, Hero must make an
Place Skeleton Captain, Rojoshan Death Guard,
Agility Check.
and Skeletons in the Bottom Deck.
If passed, hero has the choice of continuing to draw
Quest is completed if the Skeleton Captain is
from the Secret Library of go back to drawing from
defeated.
the regular deck.
8) The Horde Returns If failed, Hero must go back to drawing from the
regular deck.
Place Skeletons, Undead Elf, Zombies, Rot
Zombies, Shadows, and Darkness in the Upper While in the Secret Library, Hero may make an Wit
Deck. Check to pass, Lesser Demons, or the Otherworlder.
(By being smart enough not to summon them
Place The Way Out in the Bottom Deck. accidentally while reading.)
Place Revive the Dead on top of the Bottom Deck. While in the Secret Library, Hero may make an
Intellect Check to pass, Revive the Undead. (By being
Quest is complete when the Hero finds The Way smart enough to find the right book in the Library to
Out. cancel the effect.)
Place Clay Golems, Stone Golems, and Iron Golem Place Moving Walls Trap, Illusionary Wall, Magic
and The Way Out in the Bottom Deck. Mouth, Secret Passage in the Upper Deck.
Place Saxon, Otherworld Devourer, and Earth Place Darkness, Brain Mites, Otherworld Devourer,
Elemental in Oblivion. and Earth Elemental to the side. This is Saxon’s
summon pile.
Place Brain Mites as the first card n the entire
deck. When Saxon is first encountered, he will spend his
first turn trying to summon a monster from the pile to
Quest is complete when Hero finds The Way Out. the side.
Once quest is over, Hero recovers all Hit Points Roll to hit as normal, but for the Hero’s defense,
and Power Points back at an Inn as normal.
instead of adding the Hero’s Armor Class, add their
However, Hero must make an Intellect Check.
Intelligence instead.
If failed, take out Brain Mites card and encounter it
If Saxon wins, draw a card from his summon pile and
again. After resolving that card, make another
the Hero now encounters this card immediately.
Intellect Check to avoid another bout of Brain
Restock Saxon but keep track of any Hit Points he
Mites.
may have lost.
Once passed, the Hero realizes something is not
If he loses, fight as normal until Saxon loses Hit
quite right about this Inn. Soon, they realize that
Points. Once he does, he will spend the next turn
they are not at the Inn at all.
trying to summon another monster.
Instead, they are still in Saxon’s Tower! When Saxon is encountered again after being
Restocked, he fights as normal and cannot try to
Make a Vigor check, although Hero has technically summon a monster until he loses another Hit Point.
rested, having Brain Mites in their head that long
causes one large headache. If failed, Hero takes a When Saxon is defeated, he summons forth an unholy
hit. darkness around him. A shrill cry pierces your ears as
you notice that. You’ll have to get The Deck of Deadly
Hero may keep all items acquired but cannot trade
Things to find out what happens.
in Bags of Gold for score or otherwise.
Quest is complete when Ettin is defeated. If Goblin Wolf Rider is encountered, Hero may take a
-3 TWAC penalty fighting the Goblin Wolf Rider in
3) The Cost of Mercenaries order to save the Muck Wolf. If the Hero has the
Winged Warrior as an ally, there is no penalty for this.
You are hired to transport these sacks of gold to Use the Goblin Wolf Rider Card as an ally card.
the City of Ugurty. The path is through the
Mountains of Zokar. If Muck Wolf (or Goblin Wolf Rider) dies as an ally in
the Upper Deck, restock it in the Bottom Deck.
Hero starts with Mercenary Party.
Quest is successful if the Hero can get two Muck
Hero starts with all bags of gold, except one Bag Wolves as allies out of the Mountains of Zokar.
of Gold (50), which is sent to Oblivion. Assume
this Bag of Gold was used to pay Mercenary Party
for their first fight.
Place Darkhawks, Ant Swarm, Centaur Archers, Quest success is determined by the number of levels
Centaur Soldiers, Crag Orcs, Crag Orc Warbands, of monsters in Limbo and Oblivion.
and Goblin Wolf Rider, in the Upper Deck.
8) That Little Bugger!
Place both Mountain Caves in the Bottom Deck.
Place The Way Out in the Bottom Deck.
Once one of the Mountain Caves have been found,
do not follow the instructions on the card. Instead, Make an Agility Check. If successful, Kobold starts
it is time to confront the mastermind behind this 10+dd10 cards deep in the deck. If failed, Kobold
Crag Uprising. Draw a card from the Mastermind starts 10+d10 instead. We will call this check the
Pile and resolve it.
“Head Start” check. When encountering Kobold,
Hero only has one turn, instead of two, to defeat
Quest is completed when the Mastermind card has
Kobold or it will retreat. Do not restock Kobold as
been resolved.
normal. Hero must make a Head-Start Check.
6) In Legs Reach
After restocking Kobold, play proceeds as normal
Place The Way Out in the Bottom Deck. until it is encountered again.
Place Lava Pit to the side. Place Healing Spring of If Mountain Shortcut is drawn, advance the Kobold
YingLing, Potion of Major Healing, Demon Dagger dd10 cards.
and Kobold, shuffled underneath that.
If Lava Pit is drawn, advance Kobold d10 cards.
Hero may choose, at any time, even in the middle
of combat (on their turn of course), to try to jump Quest is complete if Kobold is defeated. If Hero finds
the chasm that is the Lava Pit. The Way Out, it is assumed the Kobold got there first
and gets away.
If Hero succeeds, do not skip cards right away.
Play through all the cards under the Lava Pit first.
Afterwards, go back to the main adventure deck
and skip the number of cards you were told to.
Quest is completed when the Alpha Greebler is This quest cannot be taken by wizards. Place Ogre
defeated. Magi in the Bottom Deck. Place Earth Elemental,
Brigand Brigades,
Throw the Ring in the Lava Pit Hero starts with the
Ring of Shadow Form. Place Lava Pit in the Battlemage, Alpha Greebler and Greeblers in the
Bottom Deck. Upper Deck.
Ring of Shadow Form may be used more than once Hero starts with Scroll of Fireball, Scroll of Haste,
per adventure but costs the Hero a Power Point for Scroll of Healing, and Scroll of Invisibility and
each use. Shaman’s Seal.
2) Recruiting Campaign Scrolls may be cast as normal, but for a Power Point,
one may be cast automatically, but it goes to Oblivion
There is not a Bottom Deck for this adventure. automatically after use.
Place all allies in Oblivion. Quest is complete when Hero defeats the Ogre Magi.
Hero starts with Battle Banner of Rallying. 5) The Caves of Bitter Choice
Treat any Guard and if they were Undead and that Place Alpha Greebler, Greeblers, Ant Swarm, Goblin
the Hero has Holy Power. Hero may make a Berserker, Goblin Scout, Goblin War Chief, Large
Turning Check on the Guard. If passed, Hero Spiders, in a pile.
recruits the guard to his side.
Place BattleMage, Brigand Brigades, Captain of the
The Hero may make more than one attempt at Guard, Conscripts, Hound of Decay, Sergeant, Shady
turning the guards. These attempts, however, still Alchemist, in another pile.
take the Hero’s action that combat turn.
Place Ratfink Skirmishers, Ratfink Scouting Party,
Quest in completed when Hero uses The Way Out. Beastmen, Beastman Cleavers, Ogre Magi, in yet
Each recruited Guard that makes it out alive is another pile.
worth 300 gold.
Place The Way Out, Lava Pit, and Healing Spring of
3) As Graceful as it Gets YingLing in a pile we will call the “exit row”.
Hero starts with Malice Club. Place six cards in each of the first three piles. Place
the leftover card in the exit row. Shuffle all piles. Deal
Place Beastmen and Beastman Cleavers in the all four cards of the exit row face down to the side.
Upper Deck. Place Ogre Magi as the first card in
the Upper Deck. Either have someone mix the piles for you or
randomly choose one of the first three piles. Hero
Place The Way Out in the Bottom Deck. must go through the entire pile.
Place the Ogre Magi in the Bottom Deck. Hero The Hero starts with the Goblin Scout and all the
starts with the Banner of Rallying. conscripts as an ally. Treat their Armor Class as the
Guard Number.
You group is larger, so it makes more noise! Every
turn, roll d10. If the number rolled is equal or less In this case though, the conscripts can also defend
than the number of allies the Hero has, draw two for the Goblin. if it were to take a hit.
cards. If you roll a 1, draw three cards.
Place The Way Out in the Bottom Deck.
You must encounter them in this order.
The quest is complete if the Hero finds The Way Out
Resolve monsters first (fight all at once. Hero is at and the Goblin Scout is with them.
-1 Armor Class for each extra monster fought.)
A giant has been making off with the small The Hero has stumbled into the Lands of the
village’s livestock. The Hero has been tasked Forgotten. After the Hero finds their way out, a
with eliminating the threat. hasty path toward the Barbarian Village is called
for.
Place the Hill Giant in the Bottom Deck. Take
Veynoth, Treant, Gryphon, and Wendigo out of Take Veynoth, Treant, Gryphon, and Wendigo
the game. out of the game.
If the Hero can defeat the Hill Giant, the quest is Place Lands of the Forgotten as the first card in
complete. the deck. Place Barbarian Village in the Bottom
Deck.
2) Culling the Forest If the Hero can make it back to the Barbarian
Village, the quest is complete.
The villagers thank the Hero for ridding them of
the hill giant. However, it isn’t long before they
plead for the Hero to continue progress of 5) Recover Korr’s Armor
eliminating menacing threats to the village.
One of the hirelings to help cull the creatures of
There is not a Bottom Deck in this quest. the forest has not come back for a week.
Although Korr was not well liked, his armor was
The Hero must defeat as many levels of animals, noted to be worth a small fortune.
giants, and reptiles as they can. If a monster has
more than one class that matches the above, The Hero decides to track down this armor.
count that as one extra level.
There is not a Bottom deck in this quest.
The Hero may decide to leave the forest at any
time but must make an Intellect check two times. Take Veynoth, Treant, Gryphon, and Wendigo
Each time a check is failed, the Hero must go out of the game.
through one more adventure card.
The Glade Helm, Loathsome Armor, and
The Hero must have at least 15 levels worth of Hardened Boots are what the Hero is looking for.
monsters defeated for the quest to be completed. All these cards are worth triple the amount of
However, if 25 levels are defeated, if is a glorious gold as listed. The Hero does not have to sell the
victory. items if they would rather keep them.
Place the Wendigo to the side. Sheja’s father, Olavv has been missing since
yesterday. Sheja was going to go alone into the
Place the Lands of the Forgotten in the Bottom forest to find him, however the Hero insists on
Deck. going with her.
After every 5 adventure cards are resolved, the The Hero starts with Sheja as an ally. Take
Hero must make a Wit+Agility+Dexterity check. Veynoth, Treant, Gryphon, and Wendigo out of
If passed, the Hero eludes the beast. Otherwise, the quest.
the Hero is found and the Wendigo gets one free
attack. Afterward, the hero draws from the Place Barbarian Village in the Bottom Deck.
adventure deck again.
Place Olavv in the Upper Deck.
7) The Krakenlance
Olavv was going on about the dragon Veynoth
the entire time back to the village. He swears he
has seen the wyrm the other day. Knowing his
village would be doomed, he wanted to find Korr,
not for his armor, but for his Krakenlance.
Although not made to slay dragons, it would be
best edge the village had upon the wyrm’s
eventual arrival.
9) Veynoth
Now that the lair of Veynoth has been scouted,
the time is now to strike! There cannot be any
delay!
Take Koratth, Aerendar, Prince of Narr, Tarrant Seeing Tarrant, his closest confidant, in such
the Blessed, Cockatrice, Ratfink Ogre, and The pain, he felt sorrow for not being brave enough
Prince’s Crown out of the quest. to do the work he has had the Hero doing. He
insists on going on the next length down the
Place both Trip Wire, Closing Walls Trap, and ruins.
Rolling Balls Trap, both Narnian Door, and both
Into the Depths in the Top Deck. Take Koratth, Tarrant the Blessed, and The
Prince’s Crown out of the quest.
Place the Way out in the Bottom Deck.
The Hero starts with Aerendar, Prince of Narr as
The Hero must find a safe path for the Prince an Ally.
past the first few levels of the ruins. If the Hero
can find The Way Out, the quest is complete. Place The Way Out in the Bottom Deck.
The less damage the Hero takes the more
successful the quest. The quest is complete is the Hero can find The
Way Out. If Aerendar dies, the quest is a failure.
2) Cleanse the Tomb
5) The Rightful Heir
Aerendar will go no further once he realized that
the Tomb of the Dishonored was nearby. Aerendar, emboldened, leads the next length in
the ruins. Tarrant, although impressed with the
Take Koratth, Aerendar, Prince of Narr, young man’s newfound bravery, is overly
Cockatrice, Ratfink Ogre, and The Prince’s cautious.
Crown out of the quest.
Take Korathh out of the quest.
The Hero starts with Tarrant the Blessed as any
ally. The Hero starts with Aerendar, Prince of Narr
and Tarrant the Blessed as allies.
Place the Tomb of the dishonored in the Bottom
Deck. When Aerendar gets hit, have Tarrant make a
Guard Check to see if he takes the hit instead.
If the Hero can encounter the Tomb of the
dishonored, the quest is complete. A greater Place the Prince’s Crown in the Bottom Deck.
victory is achieved if Tarrant is with the Hero
when the Tomb is encountered. If the Hero can find The Prince’s Crown, the
quest is complete.
Although this is only one of many Tombs of the
Dishonored, Aerendar will feel at ease after this 6) Korathh
first one is taken care of.
As soon as Prince Aerendar places the crown
3) Destroy the Crystal upon his head, he feels the presence of the one
who has conquered Narr and forced his people
In a moment, Tarrant the Blessed is in agony. He out. The ancient enemy of Narr, the snake
says he can feel the presence of a Crystal Pyre Korathh.
that is attuned to his psyche. The Hero must
eliminate it they are to go further down the ruins. Centuries of ancestral rage fill Aerendar’s bones
as he swears, he will cut Koratth down.
Place Korathh in the Bottom Deck.
The Barbarian Warrior is out of place in these Remove Ammundi the Forever and Staircase
halls of such “higher” power. However, the from the quest.
distrust for magic is great within the soul of the
warrior. The abomination such as elementals will Place the Chimera in the Bottom Deck.
not be tolerated.
If the Chimera is defeated, the quest is complete.
Remove Ammundi the Forever and the Chimera
from the quest. 5) Counsel of The One
Place one elemental in the Top Deck and the The Hero learns that the Obelisk of Fate can
other in the Bottom deck. serve as a spirit beacon to contact the Gods. The
Hero decides to contact The One for both a
The quest is complete when both elementals are blessing and counsel.
defeated. If at least one elemental is defeated and
the Barbarian Warrior finds “The Way Out”, it is Remove Ammundi the Forever from the quest.
a marginal victory.
Place the Obelisk of Fate and all Entities in the
2) Doomsayers Upper Deck.
In reaction to the Barbarian’s actions, the Place The One in the Bottom Deck.
Celestials attempt to expunge the man-beast
from their realm. Once the Hero finds the Obelisk of Fate and
encounters The One, the quest is complete.
Remove Ammundi the Forever and the Chimera
from the quest. 6) Dark Nemesis
Place all Harbingers in the Top Deck. Place the The One counsels the Hero of a greater threat
Celestial in the Bottom Deck. than the entirety of the celestial experiments. The
One warns of the return of Ammundi the
If the Hero can defeat the Celestial, the quest is Forever.
complete.
The Celestials have been trying to raise him
3) Free the Gladiator through their experimentation. Normally, he
would draw power from his own undead
Barbarians live their lives free. The idea of creations. However, the celestials have attempted
combat may be glorious, but the idea of an arena to recreate the necromantic force powers
where man is pitted against the odds against through their abominations.
their will is abhorrent to the Barbarian Warrior.
The Hero must find Ammundi the Forever and
Remove Ammundi the Forever and the Chimera cast him down before he can escape. He will for
from the quest. certain cause another plague of undead if he
does.
Place the Retired Gladiator in the Top Deck.
Place The Way Out in the Bottom Deck. Place Ammundi the Forever in the Bottom Deck.
The quest is complete if the Hero finds the Place all entities in the Top Deck.
Retired Gladiator and they both escape by
finding The Way Out. If the Hero can reach Ammundi the Forever, the
quest is complete. There is no combat. The Hero
Afterward. the Retired Gladiator pledges a soul just has to find the card.
bond to the Hero. The Retired Gladiator will
remain an ally at the start of each adventure for 7) Wrath of the Dead
the Hero for now until they die.
The Hero, in a rage of righteous fury, charges at
Ammundi the Forever. The Hero has pledged
their life to deal with this threat.
The Hero wishes to gain more knowledge but is Place the Preserved Wizard in the Bottom Deck.
wise enough not to ask Zoltar directly.
If the Hero encounters the Preserved Wizard, the
Remove Zoltar the Heretic, The Wizard’s Game, quest is complete.
Wizard’s Mantle, The Preserved Wizard, and
Efreet of the Jinn from the quest. 5) A Wizard’s Revenge
Place both Magic Mirrors in the Top Deck. The disembodied head has been in the jar for so
long, they do not even remember their name.
Place the Wizard’s Study in the Bottom Deck. Zoltar, however, they remember with fire. For it
was he who placed them here.
If the Hero can encounter the Wizard’s Study, the
quest is complete. The wizard grants the Hero the information that
an Efreet is in the Sanctuary. If the Hero can
2) Further Down trick the Efreet with logic, the Demon will fight
along his side and they could defeat Zoltar.
The knowledge gained only emboldens the Hero
to continue. What else can the Hero find? In response to why the Hero would want to do
such a thing, the wizard mentions that Zoltar
Remove Zoltar the Heretic, Wizard’s Study, already knew of the Hero’s presence the moment
Wizard’s Mantle, The Preserved Wizard, The they came in. The head looks toward an empty
Wizard’s Game, Efreet of the Jinn from the quest. jar like his own. The Hero understand they have
little choice.
Place all potions to the side.
Remove Zoltar the Heretic and Preserved Wizard
Place Alchemy Closet in the Bottom Deck. from the Quest.
Place both Magic Mirrors in the Top Deck. Place Efreet of the Jinn in the Bottom Deck.
When Hero encounters the Alchemy Closet, the If the Hero can bind the Efreet of the Jinn to
quest is complete. Hero gains all potions on the them, the quest is complete. Because of the
side. Preserved Wizard’s hints, the Hero only has to
make the Intellect Check once to bind the Efreet
of the Jinn to them and only one Intellect Check
3) Hints of Dey’lithia to keep it.
The Hero gains shades of greed as they wish to If the Hero fails the Intellect Check, the Hero can
continue. However, there are hints, even now, try again after they defeat the Jinn. If that
that the Hero is getting in over their head. attempt fails, the Efreet of the Jinn regains one
Hit Point and combat starts over. Repeat this
Remove Zoltar the Heretic, Wizard’s Study, The process until the Hero succeeds at controlling the
Preserved Wizard, and Efreet of the Jinn from Efreet of the Jinn.
the quest.
Place Dey’Lithian Wizard in the Bottom Deck. “You were amusing at first.” A voice bounces off
the walls. “However, I have become bored of
Place The Wizard’s Game and both Magic your entertainment. I see you had a nice
Mirrors in the Top Deck. conversation with my protégé. Good. You will be
talking to him for a long time to come.” A door
If the Dey’Lithian Wizard is defeated, the quest is slams behind the Hero. The Hero musters their
complete. The Hero gains Wizard’s Mantle. courage and ventures forth.
Place Zoltar the Heretic in the Bottom Deck.
If the Hero can defeat either Dire Centipede, the “It is of Dey’Lithian origin.”, he says. “Have they
quest is complete. The Hero gains 300 gold for been this close to us this entire time?”, his voice
their service. grows coarse. “This is not something we can
ignore. We must confront this now. We cannot
risk going back to town for these foul enchanters
2) Scale of the Job to unleash hell upon the world. I promise you
gold enough as I know you have not been hired
As the Hero collect their reward, the town crier to go further, but there are riches to be had
rushes into the hall. Accordingly, there is inside that will make your previous payments
another centipede, but it is towering beyond seem as they do not exist.”
words. Listeners assume he may be drunk or
mad, but when other reports come in of the same The Hero finds the dwarf’s argument convincing.
story, the Hero is immediately hired for the job. They open the door and go inside.
The creature is dormant now, but they think they
know where it burrowed last. Remove Scolopendra, Dire Centipedes, all
Dey’Lithians, Tennekoth, Dey’Lithia,
Remove all Stradiir, A Special Entrance, all Necrcothirst, and Ancient Book of the Forbidden
Dey’Lithians, Tennekoth, Dey’Lithia, The from the quest.
Unknown Reaches, Ice Caves, Flames Caves,
Ornate Chest, Necrcothirst, and Ancient Book of The Hero starts with the Well-Traveled Dwarf as
the Forbidden from the quest. an ally.
Place Scolopendra in the Bottom Deck. Place A Special Entrance in the Bottom Deck.
If the Hero can defeat the Scolopendra, the quest If the Hero can reach A Special Entrance, the
is complete. The Hero receives 500 gold for their quest is complete.
service.
5) Masters of the Web
3) Something Lurks
“Those were not just spiders, they were Stradiir.”
As the remains of the Scolopendra are removed, The dwarf says. “They are linked to their
a Well-Travelled Dwarf seems uneasy. He says he masters, the Dey’Lithians. They will know we are
senses something he has not felt in decades. here.”
When asked if it more of the giant insects, he
responds that it is not. It is something far more Both the Hero and the dwarf gird themselves up
sinister. for more battles as they go through the special
door.
The dwarf convinces the town to hire the Hero to
go with him deeper into the tunnels burrowed by Remove Scolopendra, Dire Centipedes,
the enormous creatures. The dwarf is so Tennekoth, and Dey’Lithia from the quest.
convinced of the threat, that he is willing to go
without pay. Place A Special Entrance in the Bottom Deck.
The Hero starts with the Well-Traveled Dwarf as If the Hero can defeat Dey’Lithia, the quest is
an ally. complete.
6) Tennekoth
“Gods above!” the dwarf tries catches his breath.
“That’s the symbol for Tennekoth on that door. I
thought I killed him. I was sure of it! Damned my
arrogance! I will not make the same mistake
twice!”
7) Dey’Lithia
The dwarf collapses against the wall. The Hero
goes to check on him only to find that nothing
can be done. The dwarf looks at the Hero, who is
more than comfortable with the result.
As the Hero goes out the door they came in, the
Hero notices the original path is now blocked off.
A new trail is fresh earth forms a new route.
There is no Bottom Deck in this quest. Remove all cultists, Gaze Walker, Earth
Elemental, Madness Blade, Noggoloth, and
When the Hero can defeat 10 Levels of Cultists Pannegoth from the quest.
and Necroscrys, the quest is complete.
Place The Way Out in the Bottom Deck.
2) The Otherworld If the Hero can find The Way Out, the quest is
complete.
Among the bodies of the fallen, the Hero finds
evidence of their deepest fears. The cultists have
ripped open a portal to the Otherworld. 5) The Eight Doors
The Hero prepares themselves to defeat those The Hero simply can do nothing else but to move
behind this. Obvious to the Hero, there must be a forward. However, ahead of them, a choice will
Scroll of Oblivion’s Reach that assisted in have to be made.
opening the portal.
Remove all Cultists and Pannegoth from the
Remove Fire Giant, Gaze Walker, Earth quest.
Elemental, Madness Blade, Noggoloth,
Pannegoth, all Satyrians except witches (name in Place Gaze Walker, Earth Elemental, Noggoloth,
title), Skull Collectors, and The Altar from the Fire Giant, and Fire Elemental, Potion of Major
quest. Healing, Madness Blade, and The Way Out in
separate piles. These piles represent the Eight
Place the Scroll of Oblivion’s Reach and Satyrian Doors.
Witches in the Bottom Deck.
Create a Bottom Deck as normal but send those
If the Hero can find the Scroll of Oblivion’s cards into Oblivion.
Reach, the quest is complete.
When the Hero makes it to the end of the deck,
they will then choose one of the Eight Doors.
3) Opening the Rift
If the chosen card is The Way Out, the quest is
The Hero is starting to see their fate come before complete. Otherwise, resolve the card.
them. They know they must not simply use the Afterward, try again. Continue until The Way Out
scroll near their blasphemous altar to close the is found.
rift but must perform the written ritual on the
other side of it to do so. The Hero, with slight
hesitation, steels themselves as they charge 6) Pannegoth
forward.
The Hero moves through the door only to fall to
Remove Fire Giant, Gaze Walker, Earth their knees in horror as there seems as if there is
Elemental, Madness Blade, Noggoloth, nothing all around them. They slowly feel less
Pannegoth, all Satyrians except witches (name in disoriented as they realize it is because of the
title) from the quest. transparent walls and floors that surround the
area.
Place The Altar in the Bottom Deck.
Place Pannegoth to the side. Shuffle all the cards
and place them in stacks of 8. Send the
remaining cards to Oblivion. Place the deck in
rows of two.
powercellgames@gmail.com
(...check out those sexy gamer mullets!)
Again, on behalf of all of us. Thank you!
We actually started it because we had just made
Dungeonrunner (then, a "turn by mail" choose
your own adventure. We wanted to promote it.
Funny enough, the convention was more popular
than the game itself at the time. We went on to
create many more conventions.
It sure did not look pro, but it was ours and the
game was solid. Rules-wise, nothing much has
changed from that version years ago to the one
you are about to get in your hands. We were
especially proud of the gimmicky "Double Die of
DOOM!"