MKD ADVENTURE
Setup. 2
Create Heroic teams. 2
Build Dungeon. 2
Setup Treasure Chests. 4
Create Dungeon Accessories Pool 4
Place WMTs. 4
Create Monster Pool 5
Play. 5
Turn Based Activations. 5
WMT Movement Rules. 6
WMT Reveal Rules. 7
Monster Decision Making. 8
Reinforcements. 9
Thievery. 10
Experience. 11
Treasure. 11
Discovery Rules. 11
Multi-floor Dungeons. 12
Special Abilities. 13
Other MKD Changes. 15
Campaigns. 17
Town and Treasure. 17
Experience. 18
Roll Tables. 20
WMT Movement 20
WMT Multiple Monster Reveal 20
Monster Decisions. 20
Unexpected Monster actions. 20
Reinforcements. 20
Monster Theft Maneuver 20
Chamber Discoveries. 20
Accessories in Chambers. 20
Hallway Discoveries. 20
Alternate Scenarios. 21
Rescue mission. 21
Stealth mission. 21
Kidnapping mission. 22
Timed mission. 22
Split up mission. 23
Additional Credits. 23
MKD
Adventure is an easy to play variant of Mage Knight Dungeons, which allows both
solo play, and co-operative play among multiple players, without the need
for a dungeon master. Adventures
can range in length from short, stand-alone 15 minute dungeons, to 3 hour
multi-floor dungeons, to epic, month-spanning campaigns, all the while
providing plenty of variety and surprises during play. Every attempt has been made to ensure that
the basic feel of MKD remains intact, complete with WMTs, Heroic teams,
Artifacts, and basic MK gameplay, ensuring countless hours of good
old-fashioned dungeon crawling alone or with friends.
Note: A solid understanding of regular Mage Knight
Dungeons play is required for MKD Adventure play. Unless stated otherwise, assume regular MKD rules are in effect
to resolve any gameplay issues you may come across.
Each
player creates a Heroic team composed of one or more Heroes. The higher the value of the Heroes, the
greater the difficulty of the Monsters that will be found in the dungeon. 2 Hero teams, each under 50 points, are
ideal for a speedy game experience, but the point value can be increased to
create larger scale adventures.
Heroes
begin the game at level 1, but optionally, Heroes with a lvl 1 value of over 30
(Shayle, Priestess Wylune, etc.), can start the game damaged one click, effectively
becoming level “0” Heroes. This defines
the spot on the dial that they heal to until they gain a level, at which point
they’ll be level 1 and act as normal.
If this option is taken, the affected Hero’s starting value is 20
points.
- Dungeon
tiles are added to the game in sets of 5, with at least 1 hallway and 3
chambers per set – favor hallways over chambers for easier play. Provide at least one set of tiles to
create the dungeon. Add additional
sets to increase the length and complexity of the game. For a quick game (15 minutes or so), 1
set is ideal; for an average
length two player game, 2 sets will do nicely.
- Create a
“Dungeon Stack” by randomizing the tiles order, rotation, and facing. Ensure the bottom tile is a hallway.
- Place the
top tile from the Stack anywhere on the play surface.
- Determine
the number of possible entryways to the N, S, E, and W of all outer edge
tiles of the entire dungeon as it currently exists, and assign a
sequential number to each. Roll
1d6 (or 2d6/3d6/etc if there are more than 6/12/18/etc. exits) to
determine which exit to place the next tile on. Re-roll until you get a number matching an exit with a
number assigned. Note: for the purposes of this step, an
“entryway” to a tile is considered to be a square (or a set of adjacent
squares) on any edge of the tile that (1) does not already connect to
another tile, and (2) is not so close to the edge of the playing surface
that placement of an adjacent tile on that side would not fit.
- Place the
top tile as it appears on the Stack adjacent to the randomly chosen exit.
Attempt to have tiles align centrally to each other if possible. If the tile can’t line up in such a way
as to create a traversable
connection, rotate it clockwise until it does. If it still doesn't fit, flip it over and repeat. If it still can't fit, re-roll for
another exit to place the tile on and repeat this step.
- Repeat steps
4 and 5 until the final tile (a hallway) is placed. This is the dungeon entrance. If this hallway tile has more than one
entryway, randomly choose which is the entrance (roll 1d6).
- Determine
the chamber that requires the largest number of tiles to be traveled
through to reach from the dungeon entrance. This is the Central Chamber. If there is more than one tile equidistant from the
entrance, roll a 1d6 to decide.
- Confirm that
there is at least one passable path from the entrance to the Central
Chamber. If crossing a crevice is
absolutely required to make it through the dungeon, rotate and/or flip the
offending tile as in step 5 above to rectify the problem.
- (Optional)
Check the map for aesthetics. If
need be, shift any tile one square in any direction to create a more
“aligned” map arrangement, and shift adjacent tiles to match. I.E. due to the use of 3x5 tiles, you
may find that some of the tiles don’t line up as well as they might, and
if you were to shift a row N, S, E, or W one square, the dungeon would
make a bit more “sense”.
- (Optional)
For every tile, roll a 1d6 and subtract 2 from the total. Place this many hindering terrain
markers and/or water markers randomly in the tile.
- At this
point, the dungeon is complete, and any entryways other than the dungeon
entrance are considered to be dead ends.
Players must also agree which direction is North at this point.
- Build a
Chest Pool by providing at least one chest for every chamber tile added to
the Stack during the dungeon building phase. Note: use the
difficulty level of the chests to help define the difficulty of the game.
- Pick one
chest randomly from the Chest Pool.
Place it in the Central Chamber in the square farthest away from
entrance tile, and facing towards the entrance tile (if there’s more than
one square equidistant from the entrance, roll 1d6 to decide). Move/rotate the chest as necessary to
ensure legal chest placement. This
is the Quest Chest.
- Keep the
remainder of the Chest Pool available for potential discovery during play.
- Provide at
least 1 door and 1 terrain marker for every hallway added to the Stack
during the dungeon building phase, and (optionally) 1 artifact or dressing
set (a collection of chairs, tables, and columns at that will be placed in
a chamber in a pre-determined fashion) for every chamber.
- For each
terrain marker, decide now which side (obstacle or special) is the
intended use for the square piece.
- This is the
Dungeon Accessory Pool. Keep it
available for potential discovery during play.
- Provide 6
WMTs (Wandering Monster Tokens) for each tile set added to the Stack. Combine these tokens and randomize them
to create the WMT Pool. The
specific color of the WMTs the players provide is based on the total value
of the Heroic team(s).
Specifically:
|
Total Hero Value
|
WMT Pool Result
|
|
50 and under
|
6 yellow, 0 blue, 0 red
|
|
51-100
|
3 yellow, 2 blue, 1 red
|
|
101-150
|
1 yellow, 2 blue, 3 red
|
|
151-200
|
0 yellow, 2 blue, 4 red
|
|
201-250
|
0 yellow, 1 blue, 5 red
|
|
251-300
|
0 yellow, 0 blue, 6 red
|
|
301-350
|
6 red, +1 to all WMT reveals
|
|
351-400
|
6 red, +2 to all WMT reveals
|
|
401-450
|
6 red, +3 to all WMT reveals
|
|
451-500
|
6 red, +4 to all WMT reveals
|
|
501-550
|
6 red, +5 to all WMT reveals
|
|
551-600
|
6 red, +6 to all WMT reveals
|
|
601-650
|
6 red, +7 to all WMT reveals
|
|
651-700
|
6 red, +8 to all WMT reveals
|
|
701-750
|
6 red, +9 to all WMT reveals
|
|
751 and up
|
6 red, +10 to all WMT reveals
|
- Choose the
highest level WMT token from the WMT Pool (if there’s more than one of the
highest color, choose randomly from one of these) and place it in a square
within the front arc of the Quest Chest.
This is the Guardian WMT.
- Place one
randomly chosen WMT from the pool in the center square of every chamber in
the dungeon (including the Central Chamber, which means this tile will
have 2 WMTs in it – the random WMT and the Guardian WMT). If the center square of a chamber is
occupied, place it in the nearest square adjacent to the center square
(roll 1d6 is necessary to randomly choose between multiple squares
adjacent to the center square).
- Keep the
remainder of the WMT Pool available for potential discovery during play.
Follow
the same rules as regular MKD for creating the Monster Pool. If you have the resources, be creative. You could create an undead horde to swamp
the Heroes, with a single Gate Lord as their master, or a set of various level
Heroes to make the dungeon a villain hideout, etc.
Basic
play is very similar to regular MKD play.
The overriding difference comes from the fact that players only control
their Heroic teams. Monsters or WMTs
are controlled by chaos (i.e. a set of rules driven by random chance from die
rolls). The basic structure of gameplay
is defined by the order of turns. On
each turn, activations are made and the game is played. The order of turns is:
- Heroic
team(s) – Before the Heroes enter the dungeon, determine the order of
player turns (i.e. my heroes go first, then Bob’s, then Betty’s). During play, the second player may not
activate any of his Heroes until the first player has completed his Hero
activations, and player turns are set in stone at the beginning of the
game (Heroes with Command can alter the order of player turns,
however). During a Player’s turn,
he gets exactly one activation for each of his Heroes that are in the dungeon
during that turn, although he can choose to forgo any number of these
activations. Move on to WMT
activations once each Hero in the dungeon has gotten the opportunity of an
activation.