Dungeons & Dragons: The Fantasy Adventure Board Game
Dungeons & Dragons: The Fantasy Adventure Board Game Rulebook
Table of Contents
Table of Contents
- Player's Guide
- Dungeon Master's Guide
- The Conquest
- Playing the Dungeon Master
- 1. Starting the Game
- 2. Setting Up a Room
- Game in Progress Example
- 3. Using Monsters
- 4. Continuing Play
- 5. Running the Game
- Adventures
- Level 1, Adventure 1: The Goblin Bandits
- Level 1, Adventure 2: The Trail of Evil
- Level 1, Adventure 3: The Haunted Village
- Level 1, Adventure 4: The Key of Kallictakus
- Level 2, Adventure 5: The Army of Darkness
- Level 2, Adventure 6: The Pursuit
- Level 2, Adventure 7: Lair of the Troll
- Level 2, Adventure 8: Temple of Terror
- Level 3, Adventure 9: Assault on Castle Borash
- Level 3, Adventure 10: Spiral of Doom
- Level 3, Adventure 11: Necratim Ascendant
- Monster Types
Contents
5 double-sided gameboards, 4 Hero figures, 36 Monster figures, 95 Item cards, 39 Monster cards, 5 Initiative cards, 5 Reminder cards, 10 dice, 4 Hero boards, 104 counters, 2 card sheets of tokens, Players' Guide, Dungeon Master Guide.
Using the Guides
The guide booklets detail all you need to know to play the Dungeons & Dragons board game. All players, including the Dungeon Master, should read section 1 in this guide carefully.
Player's Guide
1. Choosing Your Role
The game requires between two and five players. One of you must play the Dungeon Master, who controls the Adventure boards and the Monsters in the Dungeon. Everyone else represents a Hero.
If you do not have enough players for each Hero, one person should play more than one Hero. There must always be a Dungeon Master and four Heroes being played.
Refer to your Hero's Reminder card during the game to see what they can do.
Regdar
A mighty Human Fighter, Regdar is strong and powerful in battle.
Basic Items
| Level 1 | Level 2 | Level 3 |
|---|---|---|
| Single-handed Broadsword | Double-handed Broadsword | Greatsword |
Special Actions:
- Add 1 to attack score rolled in melée attacks
Lidda
Lidda is a Halfling Rogue, short on physical strength, but powerful at using sneak attacks and able to disable traps. A useful ally! See 'Special Actions', below, to see why.
Basic Items
| Level 1 | Level 2 | Level 3 |
|---|---|---|
| Yondalla's Amulet, Balanced Throwing Dagger | Yondalla's Amulet, Poisoned Blowpipe | Yondalla's Amulet, Relentless Bolass |
Special Actions:
- Sneak
- Search for/disable traps
When Lidda disables a trap, take an unused Trap token. Gathering 3 tokens gives Lidda 2 extra Hit Points.
Jozan
Using his skills as a Cleric, Jozan has the power to 'turn' undead Monsters, which are indicated by a skull on the left-hand side of the Monster card. See 'Special Actions', below. He is also a magic user, specialising in healing.
Basic Items
| Level 1 | Level 2 | Level 3 |
|---|---|---|
| Greater Restoration Spell, Crossbow of Faith | Greater Restoration Spell, Mace of Faith | Greater Restoration Spell, Sacred Crossbow of Pelor |
Jozan must carry the Greater Restoration Spell at the start of each Adventure.
Special Actions:
- Turn Undead
- Heal (Heal any Hero you are standing next to. Each Hit Point costs 1 Spell Point.)
Mialee
An Elven Wizard, Mialee knows how to use magic to her advantage. She is capable of the most powerful attacks of all the Heroes. However, she needs magic for her protection too, so use her spells wisely.
Basic Items
| Level 1 | Level 2 | Level 3 |
|---|---|---|
| Magic Missile, Shortbow of the Ancients | Burning Hands Spell, Blessed Bow of the Elves | Fireball Spell, Longbow of the Elven Lords |
Special Actions:
- None
The Dungeon Master should now start reading the Dungeon Master's Guide. All other players should read points 2 to 8 in this guide.
Hero Cards
Level
Each Adventure has a level (1, 2 or 3). Set your Hit Point and Spell Point counters to the appropriate level at the start of each Adventure.
Character Name and Symbol
Look out for matching symbols on Item cards.
Armour Class Rating
Both Heroes and Monsters have an Armour Class (AC) rating, which helps protect them from damage.
Hit Point Counter
Your Hero has a certain amount of stamina, shown by Hit Points. They can be lost in combat and may be regained through Items or Spells. Adjust your points during the game with a Marker token on the Hit Point counter. You can never go above your Hero's original number of Hit Points for each level.
Movement Allowance
Shown on the Hero card, indicating how many spaces the Hero can move.
Spell Point Counter
Some Heroes are magic users. They have a Spell Point counter. The maximum number of Spell Points is indicated for each level. Adjust your points during the game with a Marker token on the Spell Point counter. You can never go above your original number of Spell Points for each level.
Items in Use
Knapsack
Items you are carrying but not currently using.
Maximum Items
Total number of Items your Hero may possess.
Special Actions
Some Heroes have skills they can use that are beyond brute strength, as shown. See 'Special Actions'.
2. Beginning The Quest
The Dungeon Master (DM) will now place the Dungeon gameboards on the table and put the first door in the starting room. The DM will then read out the Adventure, level and Objective for the Heroes.
Take the Hero board of your chosen Hero. If this is your first Adventure, take the Level 1 Basic Items for your Hero from the Item cards, as shown on pages 3-4. Set your Hit Point and Spell Point counters to the correct level. Place all the Hero figures in the starting room. Choose a Hero to open the door and stand them in front of it. Other Heroes must be on a space in the room.
3. Opening the Door
Say aloud that you wish to open the door. Turn the door token over and deal out the Initiative cards, face down. Do not look at them yet. The DM will lay out the new room.
4. Initiative Cards
The order of play is decided by the Initiative cards. They show a number from 1 to 5, with 1 being the first person to play and 5 being the last. Every time a Hero opens a new door, the order changes. The Heroes' should shuffle and deal the Initiative cards, face down, one to each character, including the DM. Turn them over only when the DM has finished laying out the room. Continue play in order of the Initiative cards until you open a new door.
5. Actions
Each Hero may take 2 Actions on each turn. You can choose to take 1 or no Actions if you wish.
The following Actions are all possible within the game and use 1 Action each:
- Movement
- Opening a Door
- Combat with Weapon or Spell (see Combat on page 9)
- Opening a Chest
- Changing an Item
Special Actions
Only certain Heroes can do some of these (see Hero card).
- Casting a Spell
- Searching for Traps
- Disabling Traps
- Turning Undead
- Healing
- Sneak
Movement
Each Hero and Monster can move a set number of spaces, shown on their Hero or Monster card e.g. Regdar = 4. You can move them up to that number of spaces on your turn, either horizontally or vertically, but not diagonally.
Characters cannot pass though walls, pillars, trees, chests or closed doors. A character may not end their turn on the same space as another Hero or Monster.
Heroes can pass through other Heroes but not normally through Monsters.
Monsters can move through other Monsters, but not through Heroes.
Opening a Door
Heroes can open doors to new rooms by moving next to it and saying "Open" out loud and turning the token over. The Initiative changes immediately. It is possible that the player who has just had their turn will now have the first Initiative card and be required to play again, so be ready to keep going!
Door Token (closed) / Door Token (open)
Some doors are locked. If this is the case, the Heroes need a skeleton key that opens locked doors. Unlocking a door immediately opens it. Note: keys do not count as an Item and are carried by the group, not an individual.
When a door is opened, the DM lays out the next room.
Opening a Chest
To open a chest you must move onto the Chest token and have an Action left to open it. (If you cannot open a chest on your turn, you cannot move on to it.) Item cards will be in a deck next to the gameboard. Take the top card to reveal the contents, unless the DM tells you it contains a Special Item. Remove the Chest token from the Dungeon.
You can always pick up an Item, but you may have to discard another Item to keep it. If you set off a booby trap, follow the instructions on the card. Your turn ends immediately.
Changing an Item
You can change one Item that is 'in use' with one from your Knapsack on your turn. You may also change an Item with another Hero, but must be standing next to them. See point 6 'Items'.
Special Actions
Casting a Spell
A Hero who can use magic can cast spells. The number of Spell Points needed to cast a spell is shown on the Item card. The spell must be in use by your Hero and they must have enough Spell Points available. This may be different for each magic user. Adjust the Spell Point counter after use. You can keep spells until you choose to discard them.
Searching for Traps
Some Heroes, if they have the ability, can check a room for Traps, by rolling the 'Search' die.
Reveal nearest trap / Reveal 2 nearest traps
If the die shows one or two eyes, you discover the nearest one or two traps. The DM shows them on the board with a Trap token and reads the trap type aloud.
Search unsuccessful — This means your search shows nothing — but there could still be traps in the room.
You can try to reveal traps as many times as you like in each room, unless you roll this symbol, which means you cannot search that room anymore. (Stop searching)
Disabling Traps
Discovering a trap does not make it safe, however. To disable a trap so anyone can walk there, a Hero with the necessary ability must stand on the trap and roll the 'Disable Trap' die.
If you roll a disable trap symbol, the trap is disabled.
Rolling this symbol means you spring the trap and suffer the consequences, which the DM reads out.
'Turning' Undead
Undead are once-living Monsters animated by supernatural forces. Some Heroes, if they have the ability, can attempt to 'turn' undead Monsters anywhere in the same room by rolling the 'Turn Undead' die.
Undead Monsters are shown by a skull symbol on the left-hand side of their Monster card. When a Hero rolls the same or greater than the number next to the skull on the Monster's card, that Monster is 'turned' and misses its next turn.
Healing
Some Heroes have the natural ability to heal other Heroes. This is shown on their Hero card.
'Sneak'
During their movement, a Hero capable of Sneak can move through a Monster. This does not count as another Action. If they attack the same Monster afterwards on the same turn, add 1 to the attack.
6. Items
There are four different types of Item available to Heroes – Weapons, Spells, Artifacts and Potions.
Heroes can find Items in chests throughout the Dungeon. Any Items carried by a Hero can be placed either to the right of their Hero card in their 'Knapsack' or to the left, 'in use' – the type and number of Items you can use is shown. If you pick up an Item, you may bring it straight in to 'use' if you are able to.
When an Item is found and the Hero cannot carry any more, discard either an existing Item or the new Item. The Item cannot be given to another Hero on this turn (see 'Changing an Item').
Potions can only be used once and should then be discarded, while Weapons, Spells and Artifacts are normally multiple use. Only certain characters may use some Items, as indicated on the Item card.
Item Cards
Item card fields: Item type (e.g. Spell), Level, Spell cost for Wizard Symbol, Spell cost for Cleric Symbol, Melée Symbol, Ranged Symbol.
Items you are carrying should be placed beside your Hero card. The maximum number of Items that can be carried is shown. Items on the left hand side of your Hero card are 'in use'. You may carry extra Items on the right hand side of your Hero card, in your 'knapsack'.
Potions count as an Item, but can be drunk straight from your knapsack at any time. They are never 'in use'. Drinking a potion does not count as an action.
Basic Items
Each Hero has a selection of "basic Items", which they begin the game with and are restored to after a Hero has died. These basic Items change with the Hero's level. Basic Items are shown on pages 3-4.
Special Items
This symbol indicates a Special Item. The DM awards it to the Hero who discovers it.
If you discover a Special Item, add it to the Items you are carrying. You may need to discard a current Item to be able to carry it.
Should a Special Item be discarded or lost, it will not reappear in that Adventure. Put it in the Item card discard pile, where you might find it in a later Adventure.
Note: if a Hero is dead at the end of an Adventure, all Items they have collected are lost.
7. Combat
Combat involves attacking a Monster with a weapon or a spell.
Some cards feature a special die. Roll it at the same time as the attack dice. If the star shows, the consequence takes place.
Re-roll
Allows you to roll one of the dice again.
Power Attack
Roll the attack dice shown in the Power Attack section and the special die instead of the normal attack. If this symbol is rolled, the weapon is lost. Discard the card.
Each weapon and attacking spell has power shown by the attack dice on the card. These are the dice that should be rolled when attacking with it. Attack strength is shown by the total number of swords you roll.
Some weapons also have a Power Attack, which you can choose to use instead of the normal attack. This is a more powerful attack, but is more risky.
You can only attack Monsters. You may not make an attack when there is no Monster in range.
Attack Types
There are two types of attack available:
Melée attacks are close combat attacks that can only be used when standing next to an opponent (not diagonally).
Ranged attacks can be used only over greater distances or diagonally. Unless otherwise stated, ranged weapons fire single shots in a straight line. The centre of the opponent's square must be in clear sight of the centre of the Hero firing the weapon's square.
Line of Sight Example
Pillars, trees and walls block ranged weapons. A Hero does not block another Hero's shot and a Monster does not block another Monster's shot.
- Wall blocking
- Monsters blocking
- In sight
Attacking
To attack:
- Say aloud who you are attacking and with which weapon or spell.
- Roll the dice, as shown on the matching card.
- Calculate the damage of the attack (see below).
- Adjust Hit Points and Spell Points on Character and Monster cards.
Calculating Damage From Combat
To work out the damage of an attack:
- Add up the number of swords rolled by the dice (plus any extras),
- Minus the Armour Class for that Monster or Hero.
The total is the number of Hit Points that Monster or Hero loses. Once all their Hit Points are gone, that Hero or Monster dies and does not continue in that Adventure, unless brought back to life.
Combat Example: Lidda is fighting a Goblin and attacks with her Balanced Throwing Dagger. She rolls 2 swords. The Goblin's Armour Class is 1, so it takes 2 - 1 = 1 Hit Point of damage.
Dead Heroes
If a Hero dies during an Adventure, put their Hero token on the board where they die and remove their figure from the board. If brought back to life by another Hero, the Hero returns to the same space. Otherwise, they take no further part in the Adventure.
All Heroes completely recover before the next Adventure. Dead Heroes lose all the Items they have collected in past Adventures (unless brought back to life). They return with their basic Items for the appropriate level of the next Adventure – taking them back from another player if necessary. Lost Items are discarded to the current Item card discard pile.
To have the best chance of completing the Adventures, try to keep as many Heroes alive as possible.
8. Continuing Play
Keep playing until the Adventure ends in one of two ways:
- The Heroes win when at least one Hero completes the Objective as described by the Dungeon Master, or
- The Dungeon Master wins when the Adventure Objective can no longer be completed.
As soon as the Heroes complete the Objective, that Adventure ends and no further chests can be opened. Any remaining Monsters cease to play any part in this Adventure. Items still in the Heroes' possession can be distributed amongst themselves before starting the next Adventure. Skeleton keys must be discarded.
Now play the next Adventure (or repeat this one if the DM wins). The series of Adventures is a campaign which you should battle through to win.
If you complete an Adventure but will not continue the game until later, make a note of the Items each Hero has, to carry on when you play the next Adventure.
Dungeon Master's Guide
Read section 1 of the Player's Guide first.
The Conquest
Fear is rising throughout the land of Rallion, as dark forces wreak destruction wherever they roam. Rumours abound that a once-defeated lich Lord has returned to mastermind the terror.
Four Heroes – Regdar, Jozan, Lidda and Mialee – have banded together to find the source of this evil and destroy it for all eternity. They set off, each ready to face whatever perils may lie ahead…
Playing the Dungeon Master
You have chosen to be the Dungeon Master (DM). You play the unseen hand that guides the creatures of evil in each Adventure. You take control of all the Monsters, traps and doors in the Dungeon. Your aim is to prevent the Heroes from completing the Objective for each Adventure.
Each Adventure plan details the layout of the Dungeon for that particular Adventure and shows the Monsters you will need to take into the Dungeon with you. Only the DM can look at the Adventure layout and the Monsters involved.
Follow the steps in this guide from 1 to 5.
1. Starting the Game
-
Place the Dungeon gameboards on the table as shown in the Adventure layout on page 9 of this guide. Do not put anything on them yet. Each board is numbered to help you identify it easily.
-
Put a closed door token in the starting room where shown. Tell the Heroes this is the starting room and let their figures be placed there.
-
Separate the cards into three piles – Item cards, Special Item cards and Monster cards.
Keep the Monster cards and Special Item cards beside you. You'll need these to introduce Monsters and these Items into the game as the Adventure takes place. Do not mix Special Items in with other cards.
-
Announce the level of this Adventure (1, 2 or 3), as shown in the top left of the Dungeon layout page. Take all of the Item cards for any level higher than this and remove them from the deck, out of play. Shuffle and place the remaining cards next to the gameboard in easy reach of all the players, to form the Item card deck.
-
Read out the Adventure and Objective.
-
Check the Heroes have taken their Basic Item cards for this Adventure.
2. Setting Up a Room
The Heroes will open the first door and deal the Initiative cards, face down. Do not look at your card.
You must set up only the new room. Do not set up the whole Dungeon. It develops room by room. Look at your layout, then:
- Position closed door tokens (if any) in the new room where shown.
- Place any chests, trees and pillars on the appropriate spaces.
- Place any Monsters in the room (see 'Placing Monsters' in section 3).
- Lay out the matching Monster cards in front of you, with the correct number of Hit Point tokens beside each.
- Secretly look to see where any traps are in the room, but do not tell the Heroes.
Opening Doors
Heroes open the door to a new room by moving next to it and saying "Open".
Door Token (closed) / Door Token (open)
Locked Doors
Some doors are locked. Tell the Heroes only when they try to open it and tell them that they need a skeleton key to do so. Once they have the key, they must return to the door and open it as normal. Unlocking a door immediately opens it.
Chests, Pillars and Trees
Place these items on the squares shown on the Adventure layout.
Tree / Pillar / Chest
Heroes can open chests, where they may find useful items or booby traps. The Hero must draw a card from the Item card pile to see what is in the chest. They cannot be opened by Monsters.
This symbol shows a special chest. It uses the same token as other chests, to keep it secret from the Heroes. When a Hero opens it, give them the Special Item described.
Traps
This is a trap symbol. There are different types of traps in each Adventure.
When a Hero stands on a trap, shout "Trap!". The Hero must stop on that space. Read out the trap description to the Hero. The trap may do damage to them, or cause something else to happen. The Hero's turn ends.
Heroes can search for traps, by rolling the 'Search for traps' die. The results only apply to the room that Hero is in.
Reveal nearest trap / Reveal 2 nearest traps
Place that number of Trap tokens on the nearest trap space(s) to the Hero.
Then read the trap type aloud.
If there are no traps in the room, you must tell them.
Search unsuccessful — The search is unsuccessful – do not show the Hero any traps that may be in the room. If there are no traps, do not tell them.
Stop searching — The Hero cannot search that room anymore.
Disabling Traps
A trap that has been searched out by a Hero is still not safe. To make the trap safe, they must roll the 'Disable Trap' die.
The trap is disabled. Turn the Trap token over to show it is safe.
The Hero has sprung the trap. Read out the consequences.
Turn the Trap token over to show it has been sprung or disabled. This space becomes a normal space.
Your Monsters can pass through Trap spaces without setting the trap off. However, they can be affected by the consequences of a Hero springing a trap e.g. fireballs.
Game in Progress Example
This is how a game in progress might look — a labeled photo of a typical Dungeon layout mid-Adventure, showing: Undead Die, Trees, Chests, Item Deck, Open Door, Hero Card, Item cards 'in use', Initiative card, Items carried, Trap Dice, Pillars, Closed door, Dead Hero Marker Token, Gameboards, Adventure outline and Objective, Traps, Unused Room, Door, No. of Monsters in room, Special Item card, Monsters available, Hit Point Counters, and Combat Dice / Special Die.
Item Symbol Key: Chest, Trap, Tree, Special Chest, Pillar.
3. Using Monsters
There are many foul and vicious Monsters. Each has their own type and number, e.g. Goblin 1.
Each Monster has a figure or token to show their position on the board and a matching Monster card. The number of each Monster is shown on the back of the figure and on its card. It does not matter which order you use Monsters in – all Monsters of one type are the same. See back page of this guide for Monster types.
Each Monster also has an Armour Class, Hit Point and Movement value. Some Monsters also have special abilities. Use them well!
A Monster card shows: Monster's symbol, name and number; Undead Value; Armour Class; Hit Points; Movement; and Special Ability.
Placing Monsters
The Adventure layout shows how many Monsters and of what type must be placed in each room. You may put most Monsters anywhere in a room, except for a space in front of a door. Sometimes a Monster has to go on a specific gameboard space. This will be shown in the Adventure layout.
Put a Monster on the board and place its matching card in front of you. Put the correct number of Hit Point counters beside it.
The 'movement' number on a Monster card shows how many spaces that Monster can move.
They can move through other Monsters, but not through Heroes, pillars, chests, walls or closed doors. A Monster may not end its turn on the same space as another Monster or Hero.
Place any further Monsters for the current room onto the board, with their matching card in front of you.
Undead Monsters
Some Monsters are 'Undead', foul creatures that have returned from the grave, shown by a skull on the left-hand side of their card.
The number next to the skull shows their 'undead value'. An undead Monster can be stunned for one round by a Hero with powers to 'turn' undead creatures. If one of your undead Monsters is 'turned', it must miss its next go.
You can now look at your Initiative card.
4. Continuing Play
Play takes place following the order of the Initiative cards (1 goes first).
Movement and Attack
On your turn, you can do up to two things with every Monster currently on the board, in any order:
- Movement – a Monster can be moved any number of spaces up to its maximum allowance (shown on its card). This can be horizontal and/or vertical, but not diagonal.
- Attack – choose whether to send your Monster into combat. See 'Combat' on page 9 of the Player's Guide.
You must finish one Monster's Movement and Attack before you begin another's.
You can decide not to move or attack with a Monster or not to attack and take a double move. If you have no Monsters to move, play passes on to the next Hero.
'Tapping' Monster Cards
On your turn, once a Monster has been used, turn its card horizontally to indicate this. This is called 'tapping'. At the end of your go, turn each used Monster's card back to the vertical position. If the Monster has been defeated, remove the figure and its card from play for the rest of the Adventure.
If a Monster is forced to miss its next turn, 'tap' its card to show this.
5. Running the Game
We recommend that you play the Adventures through in order.
Ensure you read out the Objective at the start of each new Adventure. Keep watching for traps and remember, as Dungeon Master it is your Dungeon and you must control it.
Keep your eye on the Objective for each Adventure. As soon as the Objective can no longer be completed (e.g. all the Heroes die or they lose an Item they need etc.), you win!
If at least one Hero succeeds, they win the Adventure. Read out the conclusion at the end of the Adventure, which leads you on to the next one.
Extra Play
There is a blank layout in the middle of this guide for you to photocopy when you have completed all eleven Adventures. Use it to create more fiendish, devious Dungeons following these tips:
- Make sure you don't put more features (e.g. trees) into an Adventure than there are in the game.
- Try to keep the Heroes guessing – don't make the Adventures too obvious.
- Give the Heroes a good challenge with a chance of winning to keep the game interesting.
- Check out www.danddgame.com for more tips.
Being the Dungeon Master is a vital part of the game. Be aware of what is happening in your Dungeon at all times, but most of all enjoy yourself!
Adventures
Each Adventure's Dungeon layout (room positions, doors, chests, trees, pillars and the exact placement of Monsters and traps) is presented in the guide as an illustrated gameboard map for the Dungeon Master only. Below is the story, Objective, Trap key and conclusion text for each of the eleven Adventures, read verbatim from the guide; the room-by-room map itself is a graphical Dungeon layout, not reproduced here as prose.
Level 1, Adventure 1: The Goblin Bandits
Unease and darkness have fallen over the land of Rallion as Monsters ravage the region. Travelling through it, the Heroes have arrived at the village of Holbrook, on the edge of a forest, where Goblin attacks have left the villagers fearing for their lives. The Sheriff of Holbrook has gone in search of them, but has not returned. The Goblins must be the key to his disappearance.
Objective: defeat all the Goblins…
Trap key: Pit Trap – Hero loses 1 Hit Point.
…Congratulations – you have defeated the Goblin bandits. But as the Heroes search their lair they find a disturbing message. It seems the Goblins were just scouts for a larger party. But where is this other group and where is the Sheriff?
Level 1, Adventure 2: The Trail of Evil
Following Goblin trails through the forest, the Heroes track down the hideout of Angor, their Bugbear leader. Will they find the Sheriff here?
Objective: find Angor and defeat him.
Trap key: Pit Trap – Hero loses 1 Hit Point.
…The Heroes have defeated Angor! Yet as he fell he called to his army to "Find the Orb" and there is still no sign of the Sheriff. Could this Orb be helping the creatures of darkness?
Level 1, Adventure 3: The Haunted Village
The Heroes meet an old man, who tells them the tale of the 'Orb of True Seeing', which lets its owner see for miles around. So they knew the Heroes were coming! Once used, however, the Orb vanishes, usually reappearing somewhere nearby. Rumours abound that it is in the village of Yeland's Cross, which has been overrun by Angor's henchmen.
Objective: find the Orb to prevent it falling into the wrong hands…
Special Item: Orb of True Seeing.
Trap key: Pit Trap – Hero loses 1 Hit Point. Evil Resurrection Trap – last Monster killed reappears anywhere in its starting room.
…the Heroes got there in the nick of time! Well done! Next to the Orb, they find a half-scribbled ransom note that was never delivered. It seems the Sheriff is close!
Level 1, Adventure 4: The Key of Kallictakus
The note the Heroes discovered suggests the Sheriff of Holbrook is still alive and captive in an abandoned watchtower nearby. The tower is quickly found, but it has been magically locked.
Objective: release the Sheriff by finding the Skeleton key of Kallictakus and opening the watchtower…
Special Item: Skeleton Key of Kallictakus. When this chest is opened, Monsters appear in the Start room.
Trap key: Pit Trap – Hero loses 1 Hit Point. Fireball Trap – all living things in the room lose 1 Hit Point. Does not affect undead. Poison Darts Trap – roll the Hit Point dice; Hero loses that many Hit Points.
…the Sheriff is grateful for his release. The Heroes have done well, but the Sheriff has a dark tale to tell of a gathering army of Monsters. Can it be true?
Congratulations your Heroes have now gained in experience and have risen to level 2!
Level 2, Adventure 5: The Army of Darkness
While the Sheriff was imprisoned, he overheard that Angor's Monsters were part of an army now gathering in an old fort on the Forest's northern edge. The Sheriff must return to protect Holbrook, but if the Heroes use the element of surprise they can wipe out this army of darkness before it becomes too strong.
Objective: attack the fort immediately and defeat all the Monsters…
Trap key: Evil Resurrection Trap – last Monster killed reappears anywhere in its starting room. Poison Darts Trap – roll the Hit Point dice; Hero loses that many Hit Points.
…At last the fort is cleared of Monsters! A fine result. Outside the fort, some movement catches the Heroes' eye. Who could be running off into the forest?
Level 2, Adventure 6: The Pursuit
Deciding to give chase to whatever ran from the fort, the Heroes follow a path through the forest, arriving at the two towers of Malbuck. This site is the final resting place of Thangrin the Bold, who defeated an entire demon army wearing the legendary Cloak of Boccob. Perhaps the cloak is still here! If so, it must be kept from enemy hands.
Objective: find the Cloak of Boccob…
Special Items: Cloak of Boccob; Skeleton Key. Treat grassed area as one room.
Trap key: Snarling Roots Trap – Hero misses next turn. Evil Resurrection Trap – last Monster killed reappears anywhere in its starting room. Strangling Creepers Trap – roll the Hit Point dice; Hero loses that many Hit Points.
…The Heroes have battled bravely to find the Cloak of Boccob at Thangrin's shrine. However, the warrior's magic sword has been stolen! Whoever wields it has much power…
Level 2, Adventure 7: Lair of the Troll
Thangrin the Bold's armour and sword, the Disobedient Servant of Kord, held a special bond. The magic power of the sword draws the armour to it and the Heroes are led to the ancient temple of Gallamet on the edge of the forest. The temple has been taken over by Skurduk, a Warrior Troll, the one who defeated Thangrin many years before, and only the sword can harm him.
Objective: find the Disobedient Servant of Kord and use it to defeat Skurduk…
Special Item: Disobedient Servant of Kord (Thangrin's sword). Monsters in this room must be placed in these spaces. Both doors open at the same time.
Trap key: Strangling Creepers Trap – roll the Hit Point dice; Hero loses that many Hit Points. Snarling Roots Trap – Hero misses next turn. Evil Resurrection Trap – last Monster killed reappears anywhere in its starting room.
…A magnificent effort! The Heroes have recovered Thangrin's treasure, and find themselves outside the temple of Gallamet itself. From the depths of the temple the stench of the undead fills the air!
Level 2, Adventure 8: Temple of Terror
The rotting stink indicates a strong undead presence within the once-holy temple of Gallamet. As the Heroes enter the temple, they discover many Monsters, undead or otherwise, ready to destroy all the villages around the forest.
Objective: the Heroes must defeat all the Monsters in this foul place…
All doors open at the same time. These Monsters appear in Start room when this door is opened.
Trap key: Web Trap – Hero misses next turn. Poison Darts Trap – roll the Hit Point dice; Hero loses that many Hit Points. Evil Resurrection Trap – last Monster killed reappears anywhere in its starting room.
…With great skill, the Heroes destroy the last of the Monsters. A splendid victory. Yet as the last Monster dies, a portal appears in the room and a terrible undead being laughs, "You fools will never stop me from rising again. Come to the Keep of Shadows and you shall see! Ha, ha, ha!".
Congratulations your Heroes have now risen to level 3!
Level 3, Adventure 9: Assault on Castle Borash
The Heroes remember the Sheriff of Holbrook warning that the Keep of Shadows, in Castle Borash, is the home of the evil lich, Lord Necratim. For many moons Necratim has been weak, but now he is feasting on the destruction his Monsters are causing in the forest. The Heroes must find Necratim and defeat him before his power grows too strong. They travel to the Castle but are confronted by three guardian Wraiths.
Objective: defeat the 3 Wraiths to open the inner gate to the castle…
Monsters in this room must be placed in these spaces. Treat grassed area as one room.
Trap key: Curse of Heavy Burden – the movement of each Hero is reduced to 1 space per action until the Initiative changes or another Trap is sprung. Curse of Vulnerability – each Hero's Armour Class is reduced by 1 point until the Initiative changes or another Trap is sprung. Curse of the Hoards – all Monsters add 1 to their attack until the Initiative changes or another Trap is sprung.
…The Heroes stand victorious as the Wraiths fall, and the gate to the inner castle opens. Stepping inside, the gate slams shut behind the Heroes. Now the only way out lies ahead!
Level 3, Adventure 10: Spiral of Doom
The Heroes find themselves in a small room, deep in the heart of the castle. They stumble across a journal from an unfortunate Hero long lost in the Keep. It mentions four, lost magical Items that together could defeat Necratim.
Objective: find and keep the four magical Items… if the Heroes fail their Objective but are still alive, restart the level with the Items they currently possess.
Special Items: Entropic Shield – shield absorbs energy from Monsters. Dragon's Fury – powerful bow. Harbinger of Pain – powerful sword. Flame Strike – spear-shaped points of fire. Opens all remaining doors as this door is opened. Trigger door: when this door opens, Monsters appear in Start room.
Trap key: Skeletal Arrows – roll the Hit Point die; Hero loses that many Hit Points. Flagstone Slide – the floor drops away, Hero reappears anywhere in the grassed area. Ghostly Hands – a chilling grip forces Hero to miss a turn.
…The Heroes have become legends by winning this battle. As they find the fourth magical item, the doorway to Necratim's inner lair opens in front of them. A stone stairway leads down into deeper darkness…
Level 3, Adventure 11: Necratim Ascendant
The Heroes have reached the chambers where the lich Lord Necratim dwells. It is a dark, dank place, and nothing is to be trusted. The Heroes must battle their way through the gloom, to reach Necratim and destroy him for good. If successful, the land of Rallion will be saved.
Objective: defeat the Lich Lord, Necratim…
Monsters in this room must be placed in these spaces. Opening one door opens all other doors in this room at the same time. All three doors open at the same time. Once all surviving Heroes are through this door it locks behind them.
Trap key: Ghostly Hands – a chilling grip forces Hero to miss a turn. Skeletal Arrows – roll the Hit Point die; Hero loses that many Hit Points. Evil Resurrection Trap – last Monster killed reappears anywhere in its starting room.
…As he is defeated, the other Monsters wither away. Congratulations! You have outfought Necratim and the people of Rallion thank you. Peace reigns again. Yet even as he falls, Necratim mutters a final curse. Before the Heroes can react, a portal opens behind him and he is sucked through! The portal slams shut, leaving a deathly silence to fall over the castle…
Monster Types
The back cover of this guide illustrates each Monster type with its figure and matching symbol: Lich, Gnoll, Ogre, Ooze, Troll, Skeleton, Bugbear, Wraith, Goblin, Wight, and Carrion Crawler.