WOSDEC
WOSDEC Rulebook
Table of Contents
Table of Contents
Rules Integration & Notes
The WOSDEC™ ruleset is designed around the ARCADE 2.0 rules for Super Dungeon Explore™. A classic explore ruleset for this expansion is not currently available, but the author has spoken to members of the community and would not be surprised to see a conversion PDF or post for that in the future if this is received well.
Being a fan of MMOs, Action RPG games, these were huge influences when writing this rule set. In order to preserve that feel and to have some things just make more sense, here are some rule modification suggestions:
Pets: Unless the pet is a bound pet, such as Obor and Chompers, it is recommended that you do not use the pet feature of the core rules. Bringing pets slows down the game drastically and they do not level well with the monsters as the monsters get stronger.
Last Hero Standing: When the last Princess Coin is used, your adventure does not end in failure. You simply cannot resurrect heroes using Princess Coins. Activation still happens as normal regardless of the dungeon size and associated Hero activation. So each hero can only activate once per hero turn, however, the number of activation slots remains unchanged.
Example: If you start a game with 5 heroes, that is three activations per turn. This leaves one floating spot for a non-activated hero to fill in each round after the first. If a hero is defeated and there are no more Princess Coins, you will go down to 4 heroes available, but still have 3 activations per turn. Instead of having 1 floater spot to be filled, you will now have 2 per turn.
If another hero falls, the remaining 3 heroes will activate every turn in this instance. However, if another hero falls, the remaining 2 heroes will only activate once per turn, and same when down to 1 hero. Each hero may only activate once per hero turn.
Secret Passages: The groups I have played in have found that the secret passages on tiles make the game too easy to defeat. For the purposes of this ruleset, it is recommended for a more balanced difficulty that these just count as open tiles.
Princess Coin Armor Bonus: When your character returns to play using a Princess Coin, the coin does not provide a passive defense bonus. It will stay with the character for the purposes of any buffs or debufts caused by having a Princess Coin for abilities. However, the passive bonus provided to defense rolls for having a Princess Coin does not apply.
Designer's Note: As stated these are optional rules suggestions. They do not have to be used, a couple could be used, or all could be used. The game was designed and balanced around these minor modifications to make it feel like a true TableTop MMO experience.
What the author does recommend is perhaps trying with all modifications in place. If anything feels too harsh that you want to bring back for the purposes of your group to have the most efficient and fun time, add things back a rule at a time until you find your balance of what brings you the most joy.
These rules modifications, like the rest of the rules in this book are designed to expand your game how YOU want to expand. Use all of it, use a little of it, whatever make it most enjoyable for your group.
Again, pick and choose from here and the next chapters for what works for you and your group make up, time constraints and level of immersion.
Heroes & Leveling
Choosing a Hero
When picking your Heroes, each player in the campaign starts with one Hero of their choosing. This should be your main character, and thought should go into whom you choose. Once a character is taken, they are no longer available to other players to pick from in the initial pick. If multiples of a Hero are owned, you can still earn them through quests and as rewards. The only restriction placed on choosing a character is if it doubles as a Mini-Boss. In order to choose a Hero that doubles as a Mini-Boss, you should ideally have two of the model so that Narrative Dungeons and events are unaffected.
There are plenty of characters, so everyone should be able to choose one without much problem. However, should two people want to claim the same Hero, this will be decided amongst the group. If a solution cannot be made, you can either have the people who all want the same Hero roll off for it, or you can just have everyone roll an initiative order and pick accordingly from the Hero list.
The Guild System and Earning Extra Heroes
When you travel to the main city of the campaign, you can purchase a Guild Charter for housing in the main city, or you gain one for free after you complete the first Narrative Dungeon.
This will get you your basic Guild Charter and starting benefits. There will be upgrades available for purchase that can upgrade your Guild House, Guild Charter, and Guild Bank. The upgrades you can purchase and craft will be listed in a later portion of the book specifically dedicated to guild functions and rules.
At your Level 1 Guild Charter that you start with, it allows you to have one additional Hero in your Guild House that you can choose to switch between, or, if space allows, to bring along as well on adventures. If you are at maximum Heroes, you must release a Hero from your Guild Charter to take on a new Hero.
Extra Heroes are earned through quest rewards, story missions, achievements, World Events and Festivals. When you complete something that allows you to take an additional follower, you will get to choose from three randomly generated options, unless the quest or event specifically lists who is available from the reward. If a Hero that would be a reward is already taken by another player, replace it with a randomly generated character.
For example, if you complete a Von Drakk manor quest where you are rescuing Von Wilder/Von Wildling, the reward may be "choose one of three characters as a reward." In this instance one must be Von Wildling/Von Wilder; the other two will be randomly generated.
If Von Wildling/Von Wilder is taken, you may randomly draw a different Hero to replace the reward slot. If it is not taken, it must be one of the Heroes available as a choice.
Generating Heroes as a Reward Randomly
To randomly generate the Heroes that are the rewards, take the Hero cards and put them in a deck, removing any mandatory characters of the reward. Then, shuffle the remaining cards and draw however many character rewards are necessary from the top of the deck and place them on the table. The Quest Reward will give you the number you will get to choose from. Easier quests may give one option, more difficult quests may reward three options, and raids may give you an amazing five options! If no number is given, the default number will be 3 choices.
After a Hero is chosen, put the remaining choices back in the deck to be shuffled back in for later rewards. If you choose to take none of the characters, you may instead choose to receive one of each crystal for your bank.
Leveling Your Character in WOSDEC™
Every quest and adventure will list its specific reward in terms of the amount of XP, items, or Heroes that you gain for successfully completing the mission. However, there are a few constants that are guaranteed for every adventure or quest that you complete, in addition to any other rewards, as follows:
- 1 XP: Successfully clear a Standard Dungeon.
- 1 XP: Each defeated Dungeon Mini Boss and Dungeon Boss.
- 2 XP: Each wing of a Raid cleared.
- 5 XP: Successfully clear an entire Raid.
- (X) XP: Group Narrative Quest Rewards.
A Hero gains all experience after a dungeon, quest, or event is complete. When you do, follow the leveling guide after the XP chart to level your character. If you complete a quest while in the middle of the dungeon, you will still need to complete the dungeon to turn in the quest to get the reward. When you gain a level, you lose any extra experience over what is necessary to gain a level and reset back to zero experience points.
For example: if you need 10 experience to reach Level 2 and you have 12 XP, you use 10 XP to level and the remaining 2 is lost. Your Hero is now Level 2, with 0 experience points.
You may only level your character in town and may not do so mid-dungeon.
Experience required to level:
- Level 1 → Level 2 requires 10 XP
- Level 2 → Level 3 requires 15 XP
- Level 3 → Level 4 requires 20 XP
- Level 4 → Level 5 requires 25 XP
- Level 5 → Level 6 requires 30 XP
- Level 6 → Level 7 requires 35 XP
- Level 7 → Level 8 requires 45 XP
- Level 8 → Level 9 requires 55 XP
- Level 9 → Level 10 requires 70 XP
The current level cap is Level 10. This can potentially be expanded and raised should further content become available.
Leveling Chart and Unlocks
- Level 1: Character is as shown on card.
- Level 2: +1 Blue Die to any stat of your choosing.
- Level 3: +1 maximum Health.
- Level 4: +1 maximum Potion.
- Level 5: +1 Red Die to any stat of your choosing.
- Level 6: +1 maximum Health or +1 maximum Potion; you may choose a crafting specialty.
- Level 7: You are able to equip Chibi-Bound items in the Ruby Slot.
- Level 8: You are able to equip Chibi-Bound items in the Citrine Slot.
- Level 9: You are able to equip Chibi-Bound items in the Emerald Slot.
- Level 10: You are able to equip Chibi-Bound items in the Sapphire Slot.
Chibi-Bound Items
Items with the "Chibi-Bound" keyword are items that do not get broken down into crystals as normal after a dungeon. Once equipped on a Hero, an item with this keyword will stay with that character until they choose to discard the item. This item cannot be used by any other Hero once it is equipped.
A Chibi-Bound item will stay equipped on its Hero from dungeon to dungeon. Should the moment come where a suitable replacement or upgrade is available, the Hero may choose to break it down for six crystals of the associated slot. So, for instance, a Ruby-slotted item would give you six Rubies, etc.
Chibi-Bound items tend to be towards the end-game content, such as Raids or epic crafting recipes. These items tend to be very powerful and are earned through the hardest dungeons or recipes that require extensive materials.
How to Use the Character Sheet
- Hero Card: When you select a Hero card, this is where you record the Hero you have chosen by the name as it appears on their card, so Drewthallion™ or Toons™ etc.
- Name: This is quite literally the name you wish to refer to your character as. So if you pick Drewthallion™ as your Hero, but you wish to give him a name specific to you, simply record it here.
- Player: This is where you record your name so that you have ownership of the Hero.
- Level: All new characters start at Level 1. Whenever you level up your Hero, simply increase this number by 1, up to a maximum level of 10.
- EXP: This is the amount of experience points your character currently possesses. Trade in experience points as described in the prior section to level your Hero.
- Move: Record your character's Movement stat from their card here. At later levels, when you are equipped in your top-tiered gear, you may want to record your modified Movement total for easy reference.
- Actions: Record the number of Actions your character has from their card and transfer it here as well. Again, at later levels, when you are equipped in your top-tier gear, you may want to record your modified Action total for easy reference.
- Stat Array: Write in the number of dice with each matching color and stat. So for instance, a starting Strength of 2 blue dice and 1 red die would have you put the number 2 in the emblem with the blue circle, and the number 1 in the emblem with the red circle. Stats do increase as you level and gain better gear. When you start equipping Chibi-Bound and end-game armor, you can record those stat boosts here as well for easy reference.
- Max Health: Color in the number of maximum Health you have on this character. This will start with the number listed on the card, but as you level and gain equipment later in the game, this maximum will increase.
Town Stays
In between dungeons and adventures, your Heroes will have time to rest. They may use that time to obtain new quests, craft, build up their guild, and more. When you return to town you will have 10 Town Stay Action Points that you can use as you see fit from the list of daily actions below. Each item listed below may be taken at a rate of one Town Stay Action Point per action. You may repeat actions multiple times as long as you have action points remaining. The only exception to this is that you may only ever obtain a quest of each type once. So you may acquire multiple quests, just never from the same source. A brief description of each action is available below; a more detailed breakdown of each section is located later in the book.
Town Stay Actions:
- Craft
- Obtain a standard quest
- Obtain a group quest
- Obtain a crafting specialty quest
- Obtain a special Event or Festival quest
- Visit and partake in one Festival event
- Visit your guild housing
- Restore a Hero
- Purchase/List an Item in the Auction House
- Visit town store
Crafting
While in town, you may choose to craft some items to aid you in your adventures and dungeon delving. There is a crafting section that will explain how to spend materials and gives you a list of recipes for things that you can craft, sorted by level.
You can craft an item once per action. Any items you make go immediately into your guild bank storage. But remember, there is a limit on how much the bank can hold based on the level of your guild charter. Any items beyond that are lost if not used immediately or, in the case of crafting materials, the same day.
If a recipe or item has the word Attuned, it must be crafted by the person who will use it. For example, if you have an Armorsmith who makes a Legendary Shield and the recipe says Attuned, the character who is the Armorsmith is the only one who can equip or take it on an adventure.
Obtaining Quests
To obtain a quest, you simply need to visit a quest giver and spend an action point to obtain a quest.
You may only have one quest per quest source at any given time. If you feel a quest is not attainable, you may discard and draw a new quest at the cost of a daily action. If you have no Town Stay Action Points remaining, you must wait until the next town stay to draw a new quest.
Visit and Partake in a Festival or Event
The world of Crystalia is known for its events and Faires. You can spend a daily action to go to the Faire or Event. Once there you may select a scenario or item off the festival list to participate in. This ranges from earning a quest, visiting a special shop, playing a Festival or Event mini game, or whatever else is available to the event. Exact festivals and events are outlined in more detail later in the book.
Visit Your Guild House
You can spend an action to visit your guild house and perform an action listed on the Guild actions chart, which you can find in the guild rules section. Here you can do things such as collect, level up your guild house, or swap Heroes, etc.
Restoring a Hero
In order to restore a Hero that had just failed a dungeon or raid, they must rest and seek medical care. If you have a guild hall with an extra character, you may simply swap out the Hero for your other and let the wounded Hero rest for an adventure. However, if this is your only character, or you simply want to restore it to use it again immediately, you can do so by spending one Town Stay Action Point and paying 1 of each crystal type per level.
For example: to restore a Level 3 character, it would require 3 Ruby gems, 3 Sapphire gems, 3 Citrine gems, and 3 Emerald gems to heal immediately.
If you cannot afford to pay the cost of restoring a Hero and this is your only Hero, you may push them to the limit. If you do so, your Hero starts at half Health and gains two Wrath tokens at the start of its next adventure out. So, you will have to rely on your allies to get you healed up as quickly as possible, to not be a target!
Visiting the Auction House
You may spend a Town Stay Action Point to go to the Auction House. When there you can list an item for sale in the Auction House or purchase a single item per action spent.
As a group you can keep track of this however you like, but a template will be released online. You can put any items that are not Chibi-Bound up for sale. You can post 1 item per guild level for sale for other people to buy if they wish. When you do, mark down on the Auction House listings your guild name, the item, and then you have 2 options. You either do a fixed price or a bid minimum price. If you do a fixed price, the item can stay up there until you choose to take it down, or up to a maximum of 5 sessions. The bid price is set for a certain number of sessions, with a minimum of 3 sessions. While in the Auction House, the item stays in your guild bank.
Visiting the Town Store
In town you can spend a Town Stay Action Point to visit the town store and purchase as many items as you wish. Each store, though, requires a daily action to visit, so when you go, be sure to choose which vendor you'd be visiting carefully. A list of the items for sale at each vendor is provided later in the book in the reference section.
A full version of this map is available for download for your use. During the town stay, you may choose whatever Hero is performing the daily action and move them to their directed location. Everyone does one daily action at a time before moving on, and during some World Events enemies may spawn in town, or events may happen based on location.
The Map of Cogsweald:
- Statue of Sir Sigmund: A statue built in the honor of the great Paladin.
- Looking For Group: Leave the mini of the Hero you wish to use with this feature here.
- Group Quests: Harder quests taken by the entire group for greater rewards.
- Crafting Specialty Quests: This feature becomes available when a Hero has chosen their crafting specialty.
- Standard Quests: Random dungeon quests with good rewards.
- The Crafting Area: Where your Hero can forge new items and equipment.
- Town Store: Purchase crafting components and in-dungeon items.
- The Auction House: Make some gems, spend some gems. See what others in your group are selling.
- Restore a Hero: Place your injured and recovering Hero here.
- Town Entrance: Festivals and events have been designed to attach to the town stay board. Simply place them adjacent to any of these entryways to make one larger board.
Guilds
Creating a Guild
One of the biggest additions in this ruleset is the guild system. The guild system allows you to obtain and level extra Heroes, items, and obtain various other benefits. In standard play, each player is limited to a single guild charter. The only exception to this is explained later in the "Solo-Play Rules Modifications" section, where one of the options is being able to take multiple guild charters.
There are two ways to establish a guild. If you complete the first Narrative Dungeon, The Witch's Fate, it is given to you for free as a reward. The other way to establish a guild is to spend a Town Stay Action Point and spend two of each gem to purchase your guild charter.
Guild Leveling and Benefits
When you visit your Guild House, you may perform any single action available to you per your Guild's level. For instance, you may have a quest giver or the blacksmith level your Guild House, etc. Various bonuses are made available to you based on the level of your guild. See below for the rewards based on guild level.
- Level 1 – Guild Camp: Have up to 2 unique characters, Guild Bank.
- Level 2 – Guild Housing: Have up to 3 unique characters, Guild Bank.
- Level 3 – Guild Barracks: Have up to 4 unique characters, Guild Bank.
- Level 4 – Guild Hold: Have up to 5 unique characters, Guild Bank, Guild Blacksmith.
- Level 5 – Guild Keep: Have up to 6 unique characters, Guild Bank, Guild Blacksmith, Guild Quest Giver.
- Level 6 – Guild Castle: Have up to 10 unique characters, Guild Bank, Guild Blacksmith, Guild Quest Giver, Crystal Miners, Guild Raid Banner.
Leveling Your Guild House
- Level 1 Guild to Level 2 Guild: 3 Ruby, 3 Sapphire, 3 Emerald, 3 Citrine.
- Level 2 Guild to Level 3 Guild: 6 Ruby, 6 Sapphire, 6 Emerald, 6 Citrine.
- Level 3 Guild to Level 4 Guild: 10 Ruby, 10 Sapphire, 10 Emerald, 10 Citrine.
- Level 4 Guild to Level 5 Guild: 10 Ruby, 10 Sapphire, 10 Emerald, 10 Citrine, and have all of your extra Hero slots filled.
- Level 5 Guild to Level 6 Guild: 20 Ruby, 20 Sapphire, 20 Emerald, 20 Citrine, and have all of your extra Hero slots filled.
The Guild Bank lets you hold any crafted items or rewards. The Guild Bank can hold up to 10 items per level of your guild hall. So, respectively: 10, 20, 30, 40, 50, 60.
Items of the same name, such as Red Primer or Burnt Twig, stack and do not take up more than one slot at any given time.
Guild Quest Giver
The Guild Quest Giver allows you to take one additional quest from any current quest pool of your choice. This is a very useful tool for Events and Festivals that will only be around for a limited time.
Guild Blacksmith
The Guild Blacksmith allows you to craft Chibi-Bound items and trade in Raid Equipment Tokens for end-game Chibi-Bound items.
Crystal Miners
Crystal Miners give a bonus to your disenchanting after dungeons. Every item you disenchant grants you +2 crystals of the appropriate type after each dungeon you complete. In addition, each Chibi-Bound item you leave equipped gives you the normal value of that item as though it were a Treasure; the +2 bonus does not apply to the items you leave equipped.
Guild Raid Banner
The Guild Raid Banner is an item only usable in end-game raids. In order to activate the banner you must spend 10 crystals of the type listed below to obtain the associated bonus. This bonus is shared by the whole raid party for the duration that you are attempting the raid. Multiples of a single type of bonus may not be taken; however, multiple guilds may raise their banner to give all the bonuses listed below for the duration of the raid, at the cost listed.
- 10 Ruby Crystals: +1 Blue ARM
- 10 Citrine Crystals: +1 Blue STR
- 10 Emerald Crystals: +1 Blue DEX
- 10 Sapphire Crystals: +1 Blue WILL
Again, you may take any combination of these based on the number of participating players or guild banners raised, but only one buff of each type may ever be in effect at a single time.
Guild Charter Sheet
The Guild Charter sheet is the record sheet for your guild. Its parts are:
- Player: Record the name of the controlling player of the Guild.
- Guild Name: Record the name of the Guild at this location.
- Level: Record the current level of your guild here.
- Guild Roster: Record your current collection of Heroes here. The numbers on each line correlate to the level of your guild and how many Heroes you may have. This allows for easier record keeping and reference.
- Crystals: This area allows you to keep track of currency and the current number of crystals. Each open space is associated with the color adjacent to it.
- Guild Unlocks: These are ways to quick reference what you have unlocked from leveling your guild. Simply mark the box so you can quickly check.
- Level 1 Guild Bank: 10 storage slots available at Level 1 of your Guild for holding items and crafting materials.
- Level 2 Guild Bank: An additional 10 storage slots available for holding items and crafting materials.
- Level 3 Guild Bank: An additional 10 storage slots available for holding items and crafting materials.
- Level 4 Guild Bank: An additional 10 storage slots available for holding items and crafting materials.
- Level 5 Guild Bank: An additional 10 storage slots available for holding items and crafting materials.
Guild Leveling Costs (as printed on the sheet):
- Open a Guild Charter: 2 of each crystal
- Level 1 → Level 2: 3 of each crystal
- Level 2 → Level 3: 6 of each crystal
- Level 3 → Level 4: 10 of each crystal
- Level 4 → Level 5: 15 of each crystal
- Level 5 → Level 6: 20 of each crystal and clear the Elemental Temple of Jorogumo
Guild Level Unlocks (as printed on the sheet):
- Level 1: 2 Heroes, 10 bank slots
- Level 2: 3 Heroes, 20 bank slots
- Level 3: 4 Heroes, 30 bank slots
- Level 4: 5 Heroes, 40 bank slots, Quest Giver
- Level 5: 6 Heroes, 50 bank slots, Blacksmith
- Level 6: 10 Heroes, 60 bank slots, Crystal Miners
Editor's note: The guild sheet's leveling costs differ from the Guild Leveling text above. The text gives the Level 4 → 5 cost as 10 of each crystal plus all extra Hero slots filled, and the Level 5 → 6 cost as 20 of each crystal plus all extra Hero slots filled. The sheet gives Level 4 → 5 as 15 of each crystal, and Level 5 → 6 as 20 of each crystal plus clearing the Elemental Temple of Jorogumo. Both are transcribed as printed; the rulebook does not say which governs.
Crafting
Crafting Basics
As described in the Town Stays section, you can craft items to aid you in your quests against the Dark Consul. The process of crafting is fairly simple. Each item will have a level requirement and a recipe to craft the item. The level requirement is a two-fold restriction: it cannot be crafted until at least one member of your guild is at the corresponding level, and only Heroes of that level can take or equip the item.
When you choose to craft, you can craft any recipe that is available to you. You can always craft common recipes. Specialized recipes are available to unlock once you choose your crafting specialization. Once you have chosen your specialization you can still craft all common recipes, but now have access to that mastery of recipes as well.
When crafting an item, you will choose the recipe you wish to craft. Simply spend a daily action to create the item; some higher-level items may require two or more daily actions to complete. Spend the necessary crafting items as listed on the recipe (to spend the items, simply remove them from your inventory), and then you acquire the item immediately into your guild bank. If there is no room in your bank, you must discard another item from your bank, or the item you crafted is lost and you simply disenchant it as laid out later in this book.
Essence Quests
When a recipe calls for an Essence of a particular kind, you may choose to quest for that Essence rather than a Crafting Specialty quest. The list of which enemies drop which Essence is located in the back of the book.
How to Gain Essence
Enemies will drop Essence based on the type of enemy they are, where they draw their power from. This list will be in the back of the book and will encompass as much of the collection as possible. However, if you own something, or more is implemented after this book's release, simply choose an enemy that feels appropriate. Whatever Essence you are questing for, at the end of each dungeon you have successfully cleared, perform the following steps:
- Collect the cards for the spawn points you have defeated and removed from the board. (Shared spawn points count separately for totaling this.)
- Of those spawn points, roll a red die for each one that contained a model with the associated Essence you were questing for.
- Gain a number of Essence for each star rolled, for all dice rolled. A Heart/Potion counts as "5 stars" for the purposes of this roll. Mini Bosses associated with the Essence are an automatic 3 Essence, and Dungeon Bosses associated with the Essence are an automatic 5 Essence.
Specializations
When you reach Level 6 on a character, that character may now choose a specialization from the list below. This unlocks access to powerful items that only they can craft. While not all recipes in the specialization may be Chibi-Bound, most high-level end-game items will contain that keyword. So make sure to pick properly according to your Hero's role in your party. You can spend 15 of each crystal to change your Hero's specialization, but when you do, you will lose access to all recipes associated with that specialization, unless another character in your guild charter has taken the same specialty. Any equipment that character crafted that is Chibi-Bound is removed immediately and destroyed.
Armorsmith: This specialization focuses on armor, shields, reinforcing the ARM stat, and crafting items that tend to help with the group's overall defense. This is ideal for your frontline characters.
Weaponsmith: This specialization focuses on melee weapons and damage enhancements for them. This is ideal for your close-quarters Strength and Dexterity based damage dealers.
Engineer: This specialization focuses on quirky devices and ranged weapons. This will give items to use on enemies, or perhaps even make a portable workbench you can bring on Raids to help between wings and heal your party. This can be used by anyone, but a ranged DEX-based character might find it more useful than most.
Potion Master: This specialization focuses on potions and dungeon buffs that you can bring for one-time uses. Things that might give your tanks an extra heart for the length of the dungeon, or a healing potion that
Iron Chef: This specialization focuses on cooking recipes. This is a Raiding specialization for sure. You can cook massive feasts or other such items before a raid that your whole group can consume for buffs. There are even a few rare recipes that you can find while questing for special weapons, armor, etc. This is a solid choice for any character you plan on using in the end-game content.
Mage Weaver: This specialization focuses on magic pouches, cloth armor and WILL-based attack items. This is an excellent choice for those that have WILL as a primary stat.
In the following pages, you will see the specialty recipes and the level requirements for using those items. In addition, you can now start taking crafting specialty quests to unlock epic recipes. When your Hero has learned all recipes for their specialization, they gain an automatic +2 Essence for every Essence roll they make.
Recipe Rarity
Crafting item recipes will have a colored border around the item and its recipe. The color denotes rarity and power:
- Blue: Common
- Red: Magical
- Purple: Epic
- Green: Artifact of Legend
Crafting Icons
Basic Crafting Icons:
- Items with this icon tend to be more ARM-based in their bonuses.
- Items with this icon tend to be more WILL-based in stat modification.
- Items with this icon tend to be more consumable or temporary buff focused.
- Items with this icon tend to be more DEX-based in stat modification.
- Items with this icon tend to be potions or one-use items for dungeons.
- Items with this icon tend to be more STR-based in stat modification.
Specialty Crafting Icons:
- Items with this icon are only craftable by Armorsmith specialists.
- Items with this icon are only craftable by Iron Chef specialists.
- Items with this icon are only craftable by Mage Weaver specialists.
- Items with this icon are only craftable by Weaponsmith specialists.
- Items with this icon are only craftable by Engineering specialists.
- Items with this icon are only craftable by Potion Master specialists.
Editor's note: The Potion Master entry ends mid-sentence at the foot of its printed page ("a healing potion that"); the printed text does not complete it, so it is transcribed as printed. The icon descriptions above are transcribed from the printed key; the icon artwork itself is not reproduced here.
Designer's Note:
Crafting items, especially in the end game, may take time to collect all the required materials, and multiple dungeon runs to acquire all things. That is okay, it's supposed to have a small bit of a grind. This is a rule set designed one way; if you are someone who plays seldomly, use your judgement. If you wish to lower the crafting requirements of an item, you may do so. It is your game and meant to be played in a way that brings you the most joy.
You will also find that you will acquire many materials you need simply by playing the game and leveling your Heroes, completing quests and events. This version of the rules was designed with casual players and regular players in mind, so you can enjoy the game at your own pace, or Rules as Written.
Recipe Card Breakdown
- Item Art: This is the artwork associated with the item.
- Item Name: This is simply the name of the item.
- Equipment Location: This will let you know which location the item is to be equipped. Citrine, Ruby, Sapphire, or Emerald are the standard slots.
- Stats & Abilities: This will list any stat bonuses or abilities granted by the item.
- The Recipe: These are the items that are required to craft the item.
- Keywords and Level Requirements: This will let the player know what level their Hero must be to use the item, and any keywords, such as Chibi-Bound, may be found here.
- Crafting Icon: This will show one of the crafting icons associated with the item.
Omitted from this transcription: the individual recipe cards of the Crafting chapter (the item-by-item recipe catalogue, including the specialty recipes and the quests that unlock them) are card data and are not transcribed in this file. Only the crafting rules above are included.
Questing
Questing is an essential part of the game. It gives you great rewards, experience, and in some cases, mighty Heroes to add to your Guild Charter. As stated in the Town Stays chapter, you can get quests when you are in town. The limitation is you can only acquire one quest per category at any given time. This means you may have three or four quests going at the same time, but they cannot be from the same source. Quests are typically associated with the player, and not the Hero, unless otherwise stated. Any Hero can complete a quest.
The exception to this is the Guild Quest Giver. They will allow you to double up on a single quest source until completed. For example, if you are questing to unlock a Legendary Crafting recipe, you can take this as your Crafting Specialty Quest slot and then use the Guild Quest Giver to start a second Crafting Specialty Quest at the same time.
To obtain a quest, simply spend a Town Stay Action Point to select a quest from one of the sources currently available to you.
Standard Quests
These are your run-of-the-mill random quests, taken from the Questing Deck or the Standard Quest Chart on page 56 of the printed book (reproduced below). These tend to be things like "Slay (X) amount of enemies" or "Open (X) treasure chests." Their rewards typically grant experience, crystals, or miscellaneous crafting components.
Group Quests
There are group quests that help forge the narrative of the world around you. These quests are specialized dungeons that will tell you a backstory to read aloud. These form the Narrative Dungeons that will be laid out later in the book. They have predetermined tile sets and enemies to use. Some have unique plots and boss fight mechanics as well. These dungeons typically have elevated rewards that all players and Heroes gain immediately upon completing the Narrative Dungeon.
To gain a group quest, all players who wish to participate in the Narrative Dungeon must all agree to spend 2 Town Stay Action Points per player. Once complete, instead of choosing a dungeon as normal, go to the Narrative Dungeons section of the rulebook (page 65 of the printed book) and reference the chart. It is recommended that you play through the Narrative Dungeons in order to play the story as intended. After that, if there are any in particular you really enjoyed, you can always go back to them.
Crafting Specialty Quests
This questing slot allows you to quest for anything related to Crafting. Whether it is for Essence or to unlock a Specialty Recipe, this slot can only be used for quests relating to Crafting or the acquisition of materials for Crafting.
A Hero questing to unlock a high-level specialty must be the one used for any progress on the "Unlock" quest. While other quests can be completed by any Hero, Specialty Recipe quests must be completed by the Hero trying to learn the recipe.
Special Event or Festival Quest
These are just like any other quests; however, they are obtained only when a specific event or festival is taking place. You can find these events in the World Events & Festivals section, starting on page 96 of the printed book. These will typically have very unique rewards. You may only draw a single Special Event or Festival Quest per town stay, with the exception of the Guild Quest Giver allowing you to take a second.
Completing Quests
Your quest will tell you the requirements and reward. Something as simple as "Slay 3 Enemies in one turn, Gain 4 XP" could be the quest you are on. In higher levels, when trying to unlock rare recipes, it may take multiple dungeons to complete the quest.
As you delve dungeons, keep track of these quests. Your progress is continuous and carried through until complete. Once all requirements have been satisfied, when you return to town, you can immediately turn in the quest and collect the appropriate rewards. This will be explained in the Adventuring section of this book. Any unfinished quests can be abandoned, but you lose all progress on them and they must be re-obtained as described in the Town Stays chapter of the book.
Abandoning Quests
You can abandon any quest for free, with the following guidelines:
Standard quests can be discarded for free and a replacement redrawn at the cost of 1 Town Stay Action Point. Crafting and Event quests cannot be discarded until your next Town Stay phase. You cannot continually abandon and redraw as you can with Standard quests.
How to Use the Random Quest Chart and Key Terms
To earn a random quest from the Town's Quest Giver, simply roll 1d6 to find your first number, then an additional 1d6 to find your second number. So if you roll a 2 on the first roll and a 4 on the second roll, your quest number will be Random Quest 24. Record this somewhere so you can reference it while in the dungeon to earn its rewards when completed. Unless otherwise stated, these quests do not have to be completed in a single dungeon, so keep track as you go from dungeon to dungeon.
Slay/Destroy: You do not have to land the final wound on the enemy to earn credit for this. As long as your character is on the board when the necessary model is slain or destroyed, your character may count this towards their necessary totals.
Successfully Clear: If a quest says you must successfully clear something, it simply means you must defeat the dungeon. It does not mean every enemy must be defeated; it simply means you have successfully completed it and defeated the dungeon boss.
Use: This is as it says: simply use the item or action. You do not need to succeed with any associated rolls; you get credit for the use in the attempt regardless of result. This is because in most cases, you are expending something to do the mentioned task.
In a Single Dungeon: These quests must be completed in a single run of a dungeon. If they are not completed by the end of the dungeon, all progress is lost and this quest will start over in your next dungeon delve.
Land the Final Wound: Quests that call for this action require a Hero you control to land the final blow that defeats the target required. If you have one of these quests and only do a single wound to that target, make sure it's the last one.
Designer's Note: If you have a quest to complete something in a single dungeon and the task feels daunting, choose to run a four-tile dungeon or five-tile mega dungeon. While more challenging, it will increase your chances to complete the task.
Any group I playtested or watched playtest this ruleset, the group would always talk out and try to help each other complete quests throughout the dungeon. This is a surefire way to a great adventure and quest completion.
Standard Quest Chart
The chart is rolled on with 1d6 + 1d6 as described above (first die is the tens digit, second die is the units digit).
| D6D6 | Quest Description | Reward |
|---|---|---|
| 11 | Slay 10 Elites | 5 EXP/5 Primers |
| 12 | Slay 20 Minions | 3 EXP/2 Crystals |
| 13 | Destroy 3 Spawning Points | 4 EXP |
| 14 | Slay 5 Mini Bosses & 10 Elites | 15 EXP/15 Crystals |
| 15 | Successfully clear a dungeon with all equipment slots filled | 5 EXP |
| 16 | Successfully clear a dungeon with 4 loot items equipped | 4 of each Primer |
| 21 | Successfully clear a dungeon with 2 treasures equipped | 5 of each Crystal |
| 22 | Use a Red or Blue action 5 times in a single dungeon |
Looking For Group
As with all gaming groups, scheduling a time everyone can meet up may sometimes be problematic. Looking For Group is your solution to that. While attending and playing is ideal for fun, laughs, and leveling your characters, sometimes life simply gets in the way. This system allows you to place Heroes in the Looking For Group section of town, and your gaming group can bring them into the dungeon so they can still earn experience and be used in the dungeon.
How to Have a Character Look for a Group
To have a character from your Guild look for a group, place the miniature for them in the Looking For Group section on the town board and leave their card and sheet available to be used.
Restrictions
To leave a character in the Looking For Group area, it must meet the following criteria:
- The character cannot be higher than Level 6.
- The character cannot be taken on Raids, only dungeons.
- This character cannot bring any items or equipment with them.
Completing a Dungeon with a Character That Is Looking For Group
While being used as a Looking For Group character, this character cannot complete any quests or progress any existing quests further for that player.
The Hero treats all equipment at the end of the dungeon as Loot cards for the purposes of disenchanting.
The Hero receives all Experience associated with defeating Dungeon Bosses, Mini Bosses, Group Quest completion, and completing the dungeon.
If the dungeon is failed, this character does not suffer the ill effects of a failed dungeon and simply returns to the Looking For Group queue.
Why Take a Hero from Looking For Group
The purpose of Looking For Group is that it allows your friends to not fall behind in regards to level on their characters when scheduling conflicts come up. In addition, by doing this, it may provide a group with a much-needed character type to round out the group when someone cannot make it.
Random Recruits
Once per Town Stay, you may use the Looking For Group area to recruit some Heroes to your guild. When you spend a Town Stay action to visit the Looking For Group portion of town, you may draw three random Heroes from your collection and select one to take into your guild. If you do not wish to take any of the three random choices, you may simply choose to not take any Heroes and continue on with your Town Stay.
If your guild charter is full, you may dismiss a Hero from your charter and replace it with one of the three, should you choose to draft one. All experience on that Hero is lost, and all equipment and items equipped to the character are destroyed. Newly recruited Heroes in this manner are always Level 1 when they join your guild.
To initiate this process, you must spend the following:
- 10 Ruby Crystals
- 10 Emerald Crystals
- 10 Sapphire Crystals
- 10 Citrine Crystals
Once spent, you may draw your random three Heroes to select from.
Auction House
The Auction House is an optional rule. If you find that it ruins the economy of your game, simply remove it as an option. However, if you have a solid player group that is not abusive, you can keep track of your Auction House items on a separate list, or on the sheet that will be available for download through the website.
Placing an Item Up for Auction
You can place items in the Auction House for anywhere from 3-6 sessions. When listing an item, you will record the following information:
- Item Name
- Seller name or initials
- Base Auction Price
- Immediate Purchase Price
- Bid Length
Sale price is based in crystals, as most things are. You are also free to spend a Town Stay Action Point to simply trade items with another player rather than go through the Auction House, whether it be a direct purchase or trading items for items.
Example listing (the seller's name in the printed example is replaced with a placeholder):
Item: 20x Red Primers Seller: [seller name] Base Price: 10 Red Crystals, 10 Blue Crystals Immediate Purchase: 30 Red Crystals, 30 Blue Crystals Bid Length: 3 Town Stays
Bidding on an Item
If you are interested in bidding on an item, spend a Town Stay Action Point and record your initials and current bid on the tracker.
Completing an Auction
If you choose to immediately purchase an item, the lister gains the amount of crystals of the purchase, and the buyer removes the same amount of crystals from their inventory.
If bidding, at the end of the bid term, the buyer removes a number of crystals equal to their current bid. The seller then gains an equal number of crystals into their inventory.
If an item does not sell, you may spend a Town Stay action to automatically relist it, or it will simply return to your Guild Bank.
In all scenarios, if your bank is full by the end of the auction, purchasing, etc., you may either discard the item, or discard an item in your bank to make room for the new item. However, if this is a stackable item, such as Essence or other crafting materials, simply add it to your current stack.
Designer's Note: An auction house, as seen in many online video games, can become a very touchy subject and hostile place. Use this rule and option based on your player group. If you have a solid group that is not going to be overcharging or scalping hard-to-find items, I find this really benefits the group and helps everyone if done right. Be reasonable and find a good spot based on your group's general economy.
Adventuring In The Plague Throne
The meat of the game: going on an adventure! Once the group has completed its Town Stay, you will decide how many Heroes will be brought to the game, as normal. WOSDEC has been designed to supplement the Super Dungeon Arcade™ rules. As stated at the beginning of the book, there are some recommended house rules and minor modifications that help balance the game with this leveling system. As always, this is your game; do what is most fun for you and your group.
Regular adventures follow the normal Super Dungeon Arcade™ rules for creating a party, only your Hero pool is what you have available in your Guild Charter.
Once the size of the Hero group is decided, you can now set up the dungeon. To do this you will have a few options, as they open to you:
If you chose to do a group quest to complete a Narrative Dungeon, at this point read the introduction story of the dungeon aloud and set up the dungeon as described in the adventure itself. As stated, if you do not own something that a Narrative Dungeon calls for, that is fine. Simply swap it with something in your collection that you do own.
While the story and layout never change, these will be repeatable dungeons that you can run over and over again if you enjoyed them.
If you choose the standard dungeon set-up, choose your tiles and enemies as normal. You may choose to base these enemies and tiles because of quests someone in your group may have. Sometimes World Events will request you fight specific enemies to unlock the next part of the world event; you can set this up however you want, following normal Super Dungeon rules.
Mega Dungeons
Mega Dungeons are an option for the players; however, they are with greater risk. A Mega Dungeon is a 5-tile dungeon determined by the player group or by a narrative quest or event.
The big difference with this is that the monster chart does not grow beyond the 5-6 Hero Mighty Monster Chart. In addition, you will have additional Mini Bosses and Spawn Points respectively. This should give you a total of 3 Mini Bosses and 5 total Spawn Points to clear.
The player group may bring up to 7 or 8 Heroes when doing a Mega Dungeon. Mega Dungeons provide a more challenging aspect of the game, but provide more opportunities for farming items and completing quests, as well as giving more Heroes a chance at experience points.
When deciding what level Heroes to bring, though, bear in mind the following chart. The difficulty is determined by the Hero with the highest level in the group. So if you have four level 2 characters and one level 6 character, the difficulty is set based on the level 6 character, because they are the most powerful in the group.
Dungeon Difficulty Based on Hero Level
Follow the chart based on the highest level of Hero in the group. These bonuses are cumulative:
- At Hero Level 3: All Non-Minion Monsters/Mini Bosses/Dungeon Bosses/Spawning Points: +1 Heart.
- At Hero Level 5: All Monsters/Mini Bosses/Dungeon Bosses/Spawning Points: +1 ARM.
- At Hero Level 6: All Monsters/Mini Bosses/Dungeon Bosses/Spawning Points: +1 STR.
- At Hero Level 8: All Monsters/Mini Bosses/Dungeon Bosses/Spawning Points: +1 ARM.
- At Hero Level 9: All Monsters/Mini Bosses/Dungeon Bosses/Spawning Points: +1 STR.
- At Hero Level 10: All Non-Minion Monsters/Mini Bosses/Dungeon Bosses: +1 Action.
Successfully Completing a Dungeon
When you defeat the final Dungeon Boss of a delve you are on, as per the standard rules, you are considered to have won or defeated the dungeon. At this point, the group will be able to travel back to town. Upon their arrival back in town, the group will perform the following steps.
-
All Heroes immediately heal all wounds and restore back to 1 Potion.
-
If the character is below Level 7, it will disenchant all items equipped at the following return rate: 1 crystal per loot item of the associated equipment color slot, 3 crystals per treasure item of the associated equipment color slot.
For example: a loot-based item in the Sapphire slot would give you 1 Sapphire crystal. A treasure-based item in the Ruby slot would give you 3 Ruby crystals.
If the character is above Level 7, they may choose to retain the item in the slot granted by their level instead of disenchanting. If they do so, this item becomes Chibi-Bound to the character and may be disenchanted during any Town Stay. In order to ensure that the treasure and loot decks are not diminished by this, either use another copy of the card, or simply make a note of the card by hand and return the original to its proper deck.
-
Tally the total experience earned from the chart below. This is granted to each character that ran the dungeon:
- 1 XP: Successfully clear a Standard Dungeon.
- 1 XP: Each defeated Dungeon Mini Boss/Dungeon Boss.
- 5 XP: Each wing of a Raid cleared.
- 20 XP: Successfully clear an entire Raid.
- (X) XP: Group Narrative Quest Rewards.
Editor's note: The XP values in this chart differ from the Heroes & Leveling section earlier in the book, which lists 2 XP for each Raid wing cleared and 5 XP for clearing an entire Raid. Both are transcribed as printed; the rulebook does not reconcile them.
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The Heroes can immediately turn in all completed quests to their respective quest givers and collect the associated rewards. This does not cost any Daily Actions.
Any experience earned from completing quests, unless stated otherwise, can be given to any Hero in your Guild Charter. Once all experience has been given out, check to see if any Heroes leveled. If so, level them immediately as described in the Heroes section of this book.
Once you have resolved all experience for completing the dungeon or Raid, all completed quests will now be turned in. Once you acquire the rewards from your completed quests, you can begin your Town Stay.
Failing an Adventure or Dungeon
If you fail the dungeon, either because the party was wiped, the dungeon mission parameters were not met, or you choose to retreat, you will complete the dungeon as follows:
- You do not gain any completion experience, and all Heroes are considered "Injured." See: Restoring a Hero.
- Any quests you had completed in the dungeon do not get completed, so track quest progress from dungeon to dungeon, so you do not reset back to square one.
- All items not initially brought into the dungeon are immediately discarded from the character and may not be disenchanted.
- The character being used will not be available for the next dungeon or quest you go on unless you restore your Hero.
After all of this, the group may return to town, gaining no experience, quest progress earned in that dungeon attempt, or disenchanting materials.
Narrative Dungeons
Setting Up a Group Quest Dungeon
If the players decide to go on a group quest, there are many ways of deciding which dungeon to run. It is highly recommended that you play them in order your first time through, as this unlocks events and other things in the game as they should. In addition, it tells the full story of Celeste, Lady of Plagues, and The Plague Throne story in order.
If you have already played through all of them, you may pick any of them you wish to run if you found some particularly fun and exciting.
The last option is that you could roll 1D6, then 1D3. This will tell you which leg of the story, and then which chapter to set up.
- The Witch's Fate
- Chapter 1: The Tome of Time
- Chapter 2: The Breaking of the Seal
- Chapter 3: Beatrix Unhinged
- The Mistmourn Temple
- Chapter 1: Prophecy of the Awakening
- Chapter 2: The Forgotten King
- Chapter 3: The Fate of the Mistmourn
- The Molten Halls
- Chapter 1: A Brother Lost
- Chapter 2: The Last Forge
- Chapter 3: The Forge's Fury
- Whispers in the Shadows
- Chapter 1: Old Horrors Return
- Chapter 2: The Haunted Tram
- Chapter 3: Araphael Returns
- The Devil's Island
- Chapter 1: The Journey Begins
- Chapter 2: Shipwrecked
- Chapter 3: The Island's Call
The Narrative Dungeon chapters are designed to offer you tiles based on party size for the most part. However, if a dungeon specifically states only one tile quantity, regardless of party size, you will set up that many tiles. This includes the Mega Dungeons as well. You will follow the Mighty Monster chart associated with the game size. So, 3-4 Heroes for 3-tile dungeons, and 5-8 Heroes for 4/5-tile dungeons. It might be recommended that you have some players bring multiple Heroes from their guild to fill the necessary activations if it is a larger dungeon by design.
Designer's Note: If you do not own the items used in these Narrative Dungeons, do not despair. Simply substitute in what you own. When writing these, I wrote to the people who have extensive collections like myself, but have left it generic enough that you can substitute in anything you have in your collection regarding spawn points, bosses, mini-bosses, etc. The Plague Throne miniature line is also available, offering more Heroes, mini-bosses, and dungeon bosses.
I have stated this a few times throughout the book: this is your game, play it however you want. As the writer and creator of this ruleset and the story line that accompanies it, I feel you will get the most joy and complete experience by doing the Narrative Dungeons in their listed order at least once. It will give you the most logical storyline and history leading into the end game raids.
Omitted from this transcription: the per-chapter set-up, tile configuration, enemy and reward blocks of the Narrative Dungeons (printed pages 66 to 94 of the book) and their read-aloud story text are not transcribed in this file. See the Source Note in the Table of Contents.