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UNDERGROUND

A MAGE KNIGHT EXPANSION


by Oliver Karlik

DUNGEONS AND TOMBS

PREPARATION

-search for the entrance and one junction tile in your stack, this is your starting position and these two tiles stay on
your table.
-when you're entering a dungeon, pick out a treasure room (tile 4) and a corridor monster tile (tile 1). For a tomb you
add one more treasure room and a monster room with a trapdoor (tile 3) as well.
-roll two dice, these are the number of additional tiles for your dungeon/tomb, take those tiles from the stack and
shuffle them with the monster and treasure room tiles you removed from the stack before (dungeon: 1x tile 4, 1x tile 1;
tomb: 2x tile 4, 1x tile 1, 1x tile 3).
-put this deck with the backside up on your table, so you will not know which room is next.
-roll three dice, these are your action points for movement and some special events.
I recommend, you put as many tiles from the main stack and discard a tile every time when you use one action point.

EXPLORATION

Every time you want to turn over the next tile from your dungeon/tomb stack, you have to pay one action point, you also
have to enter this tile with all its consequences. In case you're in an impasse, you also have to reduce your action
points for every tile that lies in the way back to the next junction, where you can go on exploring. Your adventure ends if
you're not able to slay a monster, if you're out of action points or you decide to retreat. It is possible to use one or
more of your Mage Knight action deck cards as additional action points - every card is worth only one point - (no wound
cards!), this can be useful in some situations.

FIGHTING AGAINST MONSTERS

If you reveal the first monster room (tile 1 or 2) in your dungeon or tomb, take a brown enemy token and fight against it.
The basic conditions are the same as you find it on your adventure site reference card. If you're enter another monster
room, roll a die to determine your opponent for this fight:
1,2 - 1 green
3,4 - 1 brown
5,6 - 2 green
Therefor you are allowed to refill your Mage Knight action cards to their actual limit. Whenever you reveal a monster
room with a trapdoor (tile 3), you have to fight against a dragon.
If you're want to perform a ranged or siege attack, spent one more action point for that, if you don't, the monster will
attack you immediately.
If you're defeated a monster or entered a treasure room, this dungeon/tomb will be marked as conquered. This site
can be re-entered but the treasure room(s) will not go in your dungeon/tomb deck as additional tiles.

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THE TILES

There are 88 tiles in this expansion, 19 of them are just corridors, junctions, dead end rooms, etc. - nothing special
happens here, like on every other tile you have to spend one of your action points every time you enter one of those
parts of your dungeon/tomb.
All the other tiles are marked with a small red dot in a corner. These tiles are numbered and the special events on
these parts of your dungeon/tomb are described below. All rooms can be entered several times but you can use it only
once.

1,2 - MONSTER ROOM


Pick up a monster and fight against it! If you can't kill it, your adventure is over, but you can keep all things that you
found in this dungeon/tomb so far.

3 - MONSTER ROOM WITH TRAPDOOR


There's real badass waiting for you down there, fight against a dragon!

4 - TREASURE ROOM
Lucky you, but you have to spent one more action point to open your treasure chest.
Roll two dice, you can choose which reward you want to take with you.
1 - two mana crystals, free choice
2 - +3 fame or +3 reputation
3 - one skill token from the common offer
4 - one random advanced action card
5 - one random artefact card
6 - one random spell card

5 - MANA PORTAL
If you own a crystal of this colour, you get one crystal of the other three basic colours. If not, take two crystals in the
colour of the portal.

6 - ALCHEMISTS LAB
With this equipment, you can convert three mana into one of the revealed advanced action cards.

7 - ARTIFACT ROOM
Reveal three new artefacts. If you like, you can swap with your artefact cards you already have. If you don't own an
artefact yet, reveal the first card from the artefact deck. You can get it for the special price of just one mana.

8 - SCRIPTORIUM
The same conditions as in the artefact room, just with spells, but when you don't have a spell yet, it costs two mana.
Still a good bargain!

9 - CRYPT OF THE FOUNDERS


Visiting this special, forgotten place boosts up your fame or reputation by +2, and this will be always a good story for
your grandchildren when you want to tell something else than hacking monsters into pieces.

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10 - KITCHEN/BAKERY
After finishing your meal in this rooms, you feel ready for new deeds. Roll another die for additional action points.

11 - BREWERY/ORCS INN
After drinking some jugs of that wonderful dungeon-brew you feel kind of dizzy, and you forget to spend your action
points for entering in the next three rooms. Unfortunately, if you enter a kitchen or bakery you forget to roll a die too,
and if you fight against a monster, your range and siege attacks will not hit your target. This is witchcraft!

12 - RESTING ROOM
If you like to take a rest, pay two extra action points. If you do, you feel like reborn and you can eliminate your actual
wounds from your deck. After the end of the next round these cards go back in your deck again.

13 - TELEPORTER
If you enter this tile, you can use the energy of this teleporter and go anywhere in this dungeon. You can teleport
yourself on a new unrevealed tile or even behind closed doors.

14 - MAP AND KEY ROOM


Finding this room simplifies your exploration. A labyrinth can be passed like any other tile, and all movement-action
points in this dungeon/tomb are halved. With the keys you can open all doors for free, even the prison doors.

15 - PRISON
When you're a good guy you can free the three prisoners. To open one cell door costs one action point but gives you +1
reputation each. Take one silver unit from the stack, this is your uncaged prisoner. In this, and all following
dungeons/tombs, this unit will support you. It can be treated as a normal unit, it doesn't need a command token but it
will be only available in this expansion. If you free more than one prisoner, you can choose which one will be your
companion.
But when you're a real bad guy, you can torture those poor souls and let them rot in their stinking cell. Unfortunately
some rumours about your misdeeds get around and you have do deal with -2 reputation per tortured prisoner. When
you torment them well (spent one action point each), the prisoners disclose secret parts of this dungeon. Therfor grab
a treasure room, one exit with stables, and one monster room from the main stack (tiles 1, 4 and 25). Lay those three
tiles upside down on your table and shuffle them. Now reveal the first tile, you can add it to any free space which is
connected to your dungeon. The prisoner tells you also the way to find this room, so you have to spend only half as
much action points to get there. If you want you can torture another prisoner and reveal another tile. But beware, if
your reputation reached its negative maximum, you have to stop this amusing torment activity.

16 - HEALING POOL
Heal one wound, in case that you don't have one yet, this bath protects your body from the next injury.

17 - MAZE
To get through this maze takes longer than you expect, so you need one more action point to pass. This effect is
permanent, because you can't bookmark the way, and on your way back you get lost again.

18 - PITFALL
It takes some time to get out here, so you lose two action points. If you're going back, you'll be wiser and you can pass
this part with no problems.

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19 - LEAP OF FAITH
Roll a die, if your result is 4-6, you reached the other side. If not, you get spiked and have to take one wound. For
climbing up that wall you have to spend one action point as well. If you're going back, you have to jump again.

20 - ACID BASIN
There's no way around, you have to swim through it, and you'll better be very quick. Only if you roll a 5 or 6 you can get
unharmed out of this basin. Otherwise take one wound. You have to do this again on your way back.

21 - ALTAR OF SACRIFICE
You can choose - take one wound and get five action points, or spend five action points to heal one wound.

22 - BLOOD OFFERING
These doors only open if there is fresh blood in the offering cup. There's no one around, so you have to take yours. Take
one wound.

23 - MANA OFFERING
These doors require Mana in any form to open.

24 - POOL OF SELECTION
This door is controlled by a mystical force, you have to step into the pool and prove that your worthy to enter. The fluid
in this basin can read your thoughts, so all good and evil deeds will be revealed. Roll a die, your chances to stand this
trial depends on your reputation.
Reputation +5: you satisfy all requirements
+3, +2: roll 2-6
+1: roll 3-6
0: roll 4-6
-1, -2: roll 5-6
-3, -5: roll 6
X: there's no way to open this door - the only option is to search for the key and map room.
You can repeat this, but every time you have to spent one action point.

25 - EXIT WITH STABLES


You found the back entrance! When you end your exploration on this tile, you can emerge from the underground on an
empty hex that is two spaces away from the entrance. Grab a horse from the stables, and for this and the next round
your travelling costs you one point less.

26 - EXIT WITH KITCHEN


You can roll another die for additional action points and continue your adventure in this dungeon/tomb. If your ending
your game on this tile, choose a valid hex two spaces away from the entrance to continue your Mage Knight game.

I will like to thank Norman MacKenzie for making these fantastic looking dungeon tiles which can be found on
www.dundjinni.com, I just added new elements on some of it.
Some textures and images on this tiles were created by CGTextures.com and greytale.com and these images may not
be redistributed by default.

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