RulesPal
Chat
Rulebook
Dungeon Saga: Unholy Crusades thumbnail

Dungeon Saga: Unholy Crusades

Expansion for Dungeon Saga: Dwarf King's Quest

Dungeon Saga: Unholy Crusades Rulebook

Table of Contents

Table of Contents

  • Map Key
  • Adventurer's Companion
  • Adventure 1: Temple in Darkness
    • Heroes
    • Overlord
    • Victory
    • Special Rule - Multiple Exits
    • Special Rule - Chest
    • Tactical Thoughts
  • Adventure 2: The Betrayer of Hesmear
    • Heroes
    • Overlord
    • Victory
    • Special Rule - Chests
    • Special Rule - Rising Platform
    • Special Rule - Succubus Ambush
    • Halfus Pinsnivel, Dark Apostle of the Abyss - Starting Stats
    • Tactical Thoughts
  • Adventure 3: Into the Abyss
    • Heroes
    • Overlord
    • Victory
    • Special Rule - Portal to the Abyss
    • Special Rule - Hidden by Furniture
    • Special Rule - Chests
    • Tactical Thoughts
  • Adventure 4: Pride Before a Fall
    • Heroes
    • Overlord
    • Victory
    • Special Rule - Chests
    • Special Rule - Warriors Pride
    • Tactical Thoughts
  • Adventure 5: The Corrupted Soul
    • Heroes
    • Overlord
    • Victory
    • Special Rule - Chests
    • Special Rule - Possessed
    • Possessed Father Erasmus - Starting Stats
    • Servant of Araxees - Starting Stats
    • Tactical Thoughts
  • Adventure 6: A Long Road Out of the Abyss
    • Heroes
    • Overlord
    • Victory
    • Special Rule - Dead Dwarf
    • Special Rule - Lava Flow
    • Special Rule - Father Erasmus
    • Father Erasmus - Starting Stats
    • Araxees - Champion of Torment - Starting Stats
    • Tactical Thoughts

Map Key

Starting Positions

  • Hero Starting Position
  • Minion Starting Position
  • Boss Starting Position

Note: Arrows denote facing.

Heroes

  • Ibrahim, Paladin
  • Venetia, Cleric
  • Orlaf, Human Barbarian
  • Karysandra, Elf Ranger
  • Father Erasmus

Bosses

  • Halfus Pinsnivel, Dark Apostle of the Abyss
  • Araxees
  • The Araxees Servant

Minions

  • Skeleton Warriors
  • Skeleton Archer
  • Zombie
  • Armoured Zombie
  • Ghost
  • Dwarf Revenant
  • Zombie Troll
  • Hellhound
  • Efreet
  • Lower Abyssal
  • Succubi
  • Moloch
  • Tortured Soul

Counters

  • Pile of Bones

Furniture

  • Well
  • Table
  • Crypt
  • Barrel
  • Weapons Rack
  • Bookcase

Doors

  • Single Door, Mundane Lock
  • Single Door, Magical Ward
  • Double Door, Mundane Lock
  • Double Door, Magical Ward

Note: Place a ward/lock counter with the corresponding numbers from the map next to each door.

Chests

  • Mundane Lock
  • Magical Ward

Note: Place a ward/lock counter with the corresponding numbers from the map next to each chest.

Adventurer's Companion

For those of you that play Dungeon Saga with the Adventurer's Companion rules, you can use your own Heroes by using the levels given in the table below.

AdventureLevel Totals
112
214
316
418
520
622

Adventure 1: Temple in Darkness

Heroes

Ibrahim the paladin, Venetia the cleric, Karysandra the ranger and Logulf the barbarian are used in this adventure. In addition to your Hero cards, take the following:

  • Venetia, Human Cleric: Available spells: Break Ward, Steady Recovery
  • Ibrahim, Human Paladin: Available spells: Transfusion, Healing

Overlord

This adventure uses the 22 Overlord cards found in the core Dungeon Saga box set (all 13 standard Overlord cards plus the 9 Necromancer cards) shuffled and dealt as normal.

  • Overlord Command Cards: 12
  • Overlord Actions per Turn: 2
  • Raise the Dead: Skeleton Warriors (max 4), Skeleton Archers (max 2)

Victory

  • Heroes: Open either final door marked X or Y.
  • Overlord: Cripple either Ibrahim or Venetia or stop the Heroes from winning before time runs out.

Special Rule - Multiple Exits

The many winding corridors of the great temple of Hesmear lead to different sections of the adjacent levels. Both of the doors (marked X and Y) are considered the final door - Heroes can choose which to open to complete the scenario. If played as a campaign, the door the Heroes exit through will determine their starting position in the next scenario.

Special Rule - Chest

The chest contains a Battle Potion.

Tactical Thoughts

If taking the route to door X, be wary of getting bottlenecked in the narrow corridors. Try to keep your fighters at either end as a smart Overlord will attack you from both sides. When taking the path to door Y, make sure Venetia is well protected. Her Break Ward spell is essential to your victory.

Adventure 2: The Betrayer of Hesmear

Heroes

Ibrahim the paladin, Venetia the cleric, Karysandra the ranger and Logulf the barbarian are used in this adventure. In addition to your Hero cards, take the following:

  • Venetia, Human Cleric: Available spells: Break Ward, Steady Recovery
  • Ibrahim, Human Paladin: Available spells: Transfusion
  • Karysandra, Elf Ranger: Nimble
  • Logulf, Human Barbarian: Stalwart (1)

Overlord

This adventure uses the 22 Overlord cards found in the core Dungeon Saga box set (13 standard Overlord cards plus the 9 Necromancer cards) shuffled and dealt as normal.

  • Overlord Command Cards: 15
  • Overlord Actions per Turn: 2
  • Raise the Dead: Skeleton Warriors (max 4), Skeleton Archers (max 2)
  • Halfus, Dark Apostle of the Abyss: Available spells: Irritation, Torment, Vile Visage

Victory

  • Heroes: Kill Halfus.
  • Overlord: Cripple either Ibrahim or Venetia or stop the Heroes from winning before time runs out.

Special Rule - Chests

Each chest contains a Battle Potion.

Special Rule - Rising Platform

In the first room, the centre section marked in blue is a lift controlled by the pressure pads (use the Standing Stones from the Return of Valandor expansion to represent these). At the start of the game the lift is in the down position. The area counts as unobstructed for spells/ feats/ shooting but cannot be walked over unless it is in the up position. Any model, Hero or monster, moving onto or starting its action on a square marked with a pressure pad may choose to activate the lift control - changing its position from up to down or vice versa. If multiple models are in control squares, the last model activated decides the lift position. Any model on the lift when it goes from up to down is immediately destroyed/ crippled.

Special Rule - Succubus Ambush

The demon Araxees has rewarded Halfus with two succubus brides who hide in the shadows when intruders enter his study. The succubi aren't placed on their corresponding tiles when the room is opened. To ambush the Heroes, at any point when an interrupt would normally be permitted, but after the door to the last area is opened, the Overlord can place one of them in their starting square (or if a model is in that square, any adjacent square). This does not create an opportunity for a Free Strike - the succubi leap from the shadows at lighting speed.

Halfus Pinsnivel, Dark Apostle of the Abyss - Starting Stats

  • Move: 6
  • Combat: 2 dice
  • Armour: 2
  • Gems: 2 silver, 3 red
  • Abilities: Spellcaster
  • Feat - Sneak Off: The Hero can make a move of his normal distance, ignoring enemy arcs and Free Strikes.

Tactical Thoughts

After you have crossed the moving platform, try and use it to your advantage. A smart adventurer will take the time to lower the platform, trapping any monsters that didn't get across, reducing the amount of skeletons the Overlord can summon later in the game.

In the final room, the bookshelves create narrow passages that can trap the Heroes. Halfus is not much of a fighter and will reduce the adventurers' fighting capabilities while his succubi deal with the fighting. He's best engaged in close combat as soon as possible.

Adventure 3: Into the Abyss

Heroes

Ibrahim the paladin, Venetia the cleric, Karysandra the ranger and Logulf the barbarian are used in this adventure. In addition to your Hero cards, take the following:

  • Venetia, Human Cleric: Stalwart (1). Available spells: Break Ward, Steady Recovery
  • Ibrahim, Human Paladin: Available spells: Transfusion, Healing
  • Karysandra, Elf Ranger: Nimble, Healing Potion
  • Logulf, Human Barbarian: Stalwart (1), Relentless

Overlord

This adventure uses the 22 Overlord cards found in the core Dungeon Saga box set (13 standard Overlord cards plus the 9 Necromancer cards) shuffled and dealt as normal until instructed to swap them for the Lord of the Abyss Overlord cards.

  • Overlord Command Cards: 15
  • Overlord Actions per Turn: 2
  • Raise the Dead: Skeleton Warriors (max 4), Skeleton Archers (max 2)

Victory

  • Heroes: Open the final door marked X.
  • Overlord: Cripple either Ibrahim or Venetia or stop the Heroes from winning before time runs out.

Special Rule - Portal to the Abyss

Once the Heroes have opened the magical door and all entered the adjoining room, they are inside the Abyss. They are unable to go back to previous rooms. All previous tiles and monsters are removed from play. The Overlord must then count how many Necromancer Overlord cards are remaining in both deck and hand combined, discard them all and then add that many Lord of the Abyss Overlord cards to the overlord deck. After doing so, the Overlord reshuffles the Overlord deck and draws cards as necessary until they have the same amount of cards in hand as before the magical door was opened.

Special Rule - Hidden by Furniture

In this adventure, all furniture can be interacted with. A model can inspect any furniture or the portcullis, if they are adjacent to it. Read the following aloud for each piece of furniture.

  • Tomb: "Here lie the unsettled bones of Father Matthias. The tomb lid can be lifted." If the Heroes spend an action to open the tomb, place a Ghost model next to any square adjacent to it.
  • Bookshelf: "Something is behind it. You think you can break it down". The bookshelf can be attacked as an action, like a regular door.
  • Portcullis: "It can't be forced open. It must be opened by other means."
  • Well: "There appears to be a lever inside." If the Heroes spend an action to pull the lever in the well, it will open the portcullis.

Special Rule - Chests

Chest A contains a Battle Potion, the Chest B contains a Firewalking Potion.

Tactical Thoughts

A little aggression goes a long way in this adventure. Try to clear out the first areas to make a clear path to the portal for Venetia. Be mindful of the cards played by the Overlord. If they aren't playing many Necromancer Overlord cards, they may be holding them back to be replaced once you are in the Abyss, and at this stage of the game, random lava tiles can be devastating.

Adventure 4: Pride Before a Fall

Heroes

Ibrahim the paladin, Venetia the cleric, Karysandra the ranger and Logulf the barbarian are used in this adventure. In addition to your Hero cards, take the following:

  • Venetia, Human Cleric: Stalwart (1). Available spell: Break Ward, Steady Recovery
  • Ibrahim, Human Paladin: Available spell: Transfusion, Healing
  • Karysandra, Elf Ranger: Nimble, Sure Shot (1)
  • Logulf, Human Barbarian: Stalwart (1), Relentless

Overlord

This adventure uses the 13 standard Overlord cards found in the core Dungeon Saga box set, plus the 9 Lord of the Abyss Overlord cards, shuffled and dealt as normal.

  • Overlord Command Cards: 12
  • Overlord Actions per Turn: 2

Victory

  • Heroes: Open the final door marked X.
  • Overlord: Cripple either Ibrahim or Venetia or stop the Heroes from winning before time runs out.

Special Rule - Chests

Chest A contains a Firewalking Potion and Chest B contains a Battle Potion.

Special Rule - Warriors Pride

Logulf is determined to slay a Moloch for bragging rights. He must kill the Moloch in one on one combat, without any of his allies causing damage to the Moloch (although they can cast any spells on Logulf or pass him items as normal). If he fails to do this before the final door is opened, he will become disheartened. If played as a campaign and Logulf fails to slay the Moloch, he will not be able to use his feat in the next scenario.

Tactical Thoughts

By this point, Logulf should be tough enough to take on the Moloch, but be mindful of the short amount of time you have to do this and get the final door open. It might be wise to split up the party, allowing Logulf to have his fight with the Moloch while others prepare to open the final door.

Adventure 5: The Corrupted Soul

Heroes

Ibrahim the paladin, Venetia the cleric, Karysandra the ranger and Logulf the barbarian are used in this adventure. Use the Legendary side of the Hero cards. In addition to your Hero cards, take the following:

  • Venetia, Human Cleric: 1 x Firewalking Potion. Available spells: Break Ward, Steady Recovery, Quick Recovery
  • Ibrahim, Human Paladin: Slam. Available spells: Transfusion, Healing

Overlord

This adventure uses the 13 standard Overlord cards found in the core Dungeon Saga box set, plus the 9 Lord of the Abyss Overlord cards, shuffled and dealt as normal.

  • Overlord Command Cards: 12
  • Overlord Actions per Turn: 2
  • Possessed Father Erasmus: Available Spells: Flamebolt, Burn, Inferno

Victory

  • Heroes: Defeat Possessed Father Erasmus/Kill Servant of Araxees.
  • Overlord: Cripple either Ibrahim or Venetia.

Special Rule - Chests

Chest A contains a Firewalking Potion, Chest B contains a Battle Potion, and Chest C contains a Haste Potion.

Special Rule - Possessed

The possession of Father Erasmus has begun and the Heroes are in a race against time to stop it. Unlike other scenarios, the game does not end when there are no more Overlord cards in the deck.

If the Heroes are able to defeat the possessed Erasmus before the final Overlord card is drawn, they have been able to knock him unconscious and interrupt the possession. If this is done and the scenario is played as a campaign, Father Erasmus joins the party as a fifth character in the following scenario.

If the Heroes have not defeated the possessed Erasmus by the time the final Overlord card has been drawn, the possession is completed and he is replaced by the Servant of Araxees. Replace the model used for Erasmus for a model of the Servant of Araxees and use the new boss card. The Servant of Araxees starts with full health and does not grant any Free Strikes when it appears.

Possessed Father Erasmus - Starting Stats

  • Move: 6
  • Combat: 3 dice
  • Armour: 3
  • Gems: 3 silver, 2 red
  • Abilities: Spellcaster, Magister, Magus
  • Feat - Now I'm Angry: All enemy models adjacent to the Hero must move away 1 square if there is room. If there is a choice then the angry Hero decides which square they move into.

Servant of Araxees - Starting Stats

  • Move: 6
  • Combat: 4 dice
  • Armour: 3
  • Gems: 4 silver, 1 red
  • Abilities: Essence of Fire, Fire
  • Feat - Halo of Flame: For the rest of this Round and all of next Round, an enemy that makes a Fight attack against this model suffers a 3 dice magical (Pyromancy) attack after the Fight has been resolved.

Tactical Thoughts

The central path will have you come up against a Moloch. While as a team you shouldn't have much difficulty, a few bad rolls and you will waste too much time fighting. The side routes have easier monsters but are narrower, meaning a smart Overlord can bombard you with lava. Once you have reached Erasmus, try to get into close combat as soon as possible. He has some powerful spells and will try to stay as far away from the Heroes as possible while using them.

Adventure 6: A Long Road Out of the Abyss

Heroes

Ibrahim the paladin, Venetia the cleric, Karysandra the ranger and Logulf the barbarian are used in this adventure. Use the Legendary side of the Hero cards. In addition to your Hero cards, take the following:

  • Venetia, Human Cleric: Available spells: Break Ward, Steady Recovery, Quick Recovery
  • Ibrahim, Human Paladin: 1 Healing Potion (if you didn't save Father Erasmus). Available spells: Transfusion, Healing
  • Karysandra, Elf Ranger: 1 Haste Potion
  • Logulf, Human Barbarian: 1 Battle Potion
  • Father Erasmus: Available spells: Healing, Greater Healing, Energise

Overlord

This adventure uses the 13 standard Overlord cards found in the core Dungeon Saga box set, plus the 9 Lord of the Abyss Overlord cards, shuffled and dealt as normal.

  • Overlord Command Cards: 18
  • Overlord Actions per Turn: 2
  • Araxees - Champion of Torment: Available Spells: Immolation, Flamebolt, Burn

Victory

  • Heroes: Open the final door marked X.
  • Overlord: Cripple either Ibrahim, Venetia or Father Erasmus (if he has joined the party).

Special Rule - Dead Dwarf

The body of a previous adventurer lies in one of the corridors. In his pocket is the key to a door further in the dungeon that can only be opened with the key. If a Hero is adjacent to the body (you can use a Pile of Bones counter to represent this, or the dead dwarf from the Kings of War dwarf sets if you have one), they can spend an action to rummage through his pockets and find the key. Place the Key counter on the Hero Card of whoever found it. It can be given to another Hero like any item. Only the model that holds the key can open the corresponding door. This takes an action to open.

Special Rule - Lava Flow

Furious over the interruption of his ritual, Araxees is flooding the corridors with scorching lava. The lava starts from the Hero entry point until it reaches the door marked X, in which case the tunnels are completely submerged. The Heroes must escape before that happens. At the start of the first Overlord turn, and each Overlord turn thereafter, the lava moves up D3 (roll the dice and halve it, rounding up if necessary) rows, completely filling the width as it pours forward. The Overlord can increase the rate in which it moves by one row by sacrificing an Overlord Card in their turn rather than playing it as normal. Keep track of where the lava is (you can use an unused character card or tile for this). Any model that is touched by the lava flow suffers a 6 dice attack. Once the lava has completely filled a tile, remove it from the dungeon, any models left on these tiles are instantly crippled and removed from the game.

Special Rule - Father Erasmus

If the Heroes were able to save Father Erasmus in the previous scenario, he has joined the team and must be returned to safety. If he was not saved, Ibrahim suffers -1 movement as he must carry the priests' body.

Father Erasmus - Starting Stats

  • Move: 5
  • Combat: 2 dice
  • Armour: 2
  • Gems: 1 silver, 4 red
  • Abilities: Spellcaster

Araxees - Champion of Torment - Starting Stats

  • Move: 5
  • Combat: 5 dice
  • Armour: 3
  • Gems: 5 silver
  • Abilities: Large, Tough, Spellcaster, Essence of Fire, Fire
  • Feat - Halo of Flames: For the rest of this Round and all of next Round, an enemy that makes a Fight attack against this model suffers a 3 dice magical (Pyromancy) attack after the Fight has been resolved.

Tactical Thoughts

Just keep running! The dungeon is a linear path, so getting lost won't be much of an issue. The monsters are there to slow you down and best avoided where possible. There are some tricky Overlord cards in the deck that can halve your movement and block your paths, so be mindful that a nasty Overlord won't be constantly sacrificing his cards to increase the flow of lava. Once in the final room, you will need to keep Venetia out of harm's way from Araxees, so she can open the final door with Break Ward, so try to keep the demon busy with your fighters.