MKD ADVENTURE
Create Dungeon Accessories Pool
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.
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 |
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:
WMTs
will always use their activations to move randomly around the dungeon. When they decide to move in a direction
(based on a die roll), they will take the shortest route possible to reach
their goal. Roll a 1d6 when a WMT is
activated to see specifically where it will go:
When
a 2-5 comes up, the WMT will decide to move as many tiles directly N, S, E, or
W as possible from the one they are currently in. If there is no adjacent tile in the direction they have chosen,
they will still move as directly as possible in the direction chosen until they
reach the edge of their current tile, whereupon they will stop. While moving, if an equal opportunity
presents itself for moving a certain way to get around an obstacle, roll 1d6 to
decide which way they will go.
When
a 6 comes up, rather than moving to a randomly chosen tile, the WMT will get an
impulse to move, via as short a route as possible, to the tile that the nearest
Hero is in (call it a “gut feeling”).
WMTs
will open doors and then close them to move in the direction chosen by the die
roll. WMTs can ignore any traps on the
door, but still must pay the 2 speed points to open and 1 speed point to close
them. WMTs will always close wooden
doors after they pass through them.
The
Guardian WMT does not use activations during the WMT turn.
WMTs
can potentially be revealed during any turn, even during a Monster’s
activation. Any Monster or Hero who
moves into a tile containing a WMT or a square adjacent to a WMT, for any
reason, will reveal the WMT. When the
time comes for a reveal, immediately end the activation of whatever caused the
reveal (either the Hero or the Monster), unless it has the Nimble or Stealth
ability, in which case it can continue to use whatever speed points it has
remaining in its activation after the reveal has occurred.
When
revealing a single Monster, choose the highest valued Monster(s) possible from
the Monster Pool. If there’s a tie
between equally valued Monsters, roll 1d6 for a tie breaker. When more than one Monster must be revealed
from a WMT, roll 1d6.
Swarm
rules – On making any WMT reveal, if the maximum value of any and all of
the Monsters in the Monster Pool (who are eligible for a reveal) is less that
50% of the WMT roll value, use as many Monsters from the Pool as possible to
fill the WMT requirement, ignoring all other rules for reveal
combinations. Example: the WMT calls
for 1 monster with a value of 50, yet all the Monsters in the Pool who are
under 50 (and therefore eligible for the reveal) are in the 8-10 range. So, pick 5 Monsters from the Pool to get as
close to the WMT value of 50 as possible.
If there had been a Monster in the Pool worth 30 points, that Monster
would have been chosen instead because it’s value was over half the WMT reveal
value (50).
Monsters
are revealed either facing the direction they were moving (if they were
revealed during the WMT turn), or in a random direction (roll 1d6 and use WMT
movement results 1-4) if they were revealed during the Heroic team turn or the
Monster turn. When multiple monsters
are revealed, place the first chosen one on the square where the WMT was, and
any following Monsters are placed in randomly chosen squares (roll 1d6 if
necessary) adjacent to the first Monster.
When
revealing the Guardian WMT, add 2 to the roll for every 100 points of the
Heroic team(s) value over 100 (i.e. a 95 hero team has nothing added to the
roll, a 330 point team has 4 added to the roll). Base this bonus on the level of the team(s) when they first
entered the dungeon. This addition
replaces any addition made normally for WMTs related to Hero level.
When
Monsters are first revealed, they’re considered to be “surprised”, and don’t
get an activation during the following turn, even if they normally would (they
can still counterattack, however). This
translates as follows:
Revealed
Monsters with the Nimble or Stealth ability don’t suffer the surprised penalty
and can activate as normal.
As
a general rule, Monsters are only interested in one thing: killing the nearest Hero! An active Monster is aware of every Hero in
the dungeon, and will only move if they need to in order to reach a square
where they can attack their chosen target.
A
Monsters always errs to the side of attacking the Hero that requires the least
amount of movement (travel through squares and/or spinning in place) to be able
to hit him, either with ranged or close attacks. A Monster will prefer to attack with a range attack, but will not
move to ensure that happens (i.e. if the Monster is standing next to a Hero, it
has no desire to move away and fire from a distance). The Hero who fits the bill as defined in this paragraph is the
Monster’s “first choice” target. If
more than one Hero is equidistant from the Monster and eligible for first choice
status, roll 1d6 to decide which Hero to attack.
Once
a Monster’s first choice is decided upon, roll 1d6 for the Monster decision:
When
a monster does something unexpected, roll 1d6 again and check the results.
When
moving to a position to attack a Hero, the Monster will take the shortest route
possible, ignoring all Heroes other than its target. It will try to run right by other Heroes and break away, rather
than spend extra time running around Heroes through another passage.
When
a Monster finds itself needing to make a breakaway attempt to reach his target
hero, if it fails, it will give up on trying to reach its current target and
begin to attack that Hero, unless the Monster is demoralized, in which case it
will continue to try to break away.
A
Monster will only attempt a pass-through if there is no other way to reach it’s
goal.
When
attacking, Monsters always turn to face as directly as possible their target
Monsters
always do freespins whenever they can, even when surprised.
Monsters
always attempt to use their optional abilities, unless stated otherwise in the
Special Abilities section. If a Monster
has more than one optional ability that he could use in a given activation,
roll 1d6 to decide which he’ll use.
To
seek reinforcements, the Monster looses 4 speed points and then uses maximum
speed to move to the nearest tile containing a WMT, or the nearest square that
will put them adjacent to a WMT. The
Monster will continually attempt breakaway rolls to achieve this, will pass
through any Hero regardless of the consequences, and if need be, will take
multiple turns trying to reach a WMT.
When a WMT is reached, the WMT(s) are revealed, and the retreating
Monster’s activation is ended. During
the Monster’s next activation, he will act normally and chase after
Heroes.
If
no WMTs are left in the dungeon, the retreating Monster will attempt to move to
the dungeon entrance and leave the dungeon.
When he successfully exits the dungeon, his activation is ended. On his next activation, he will come back
into the dungeon and resume his normal behavior. Once he ends the activation wherein he re-entered the dungeon,
roll 1d6. On a 4, 5, or 6, choose a
random WMT from the Pool and reveal at the dungeon entrance, whereupon it will
wait it’s activation turn as a surprised Monster.
While
searching for reinforcements, if a Monster’s only path to his target (the
nearest WMT, or the dungeon entrance) is blocked (by multiple adjacent heroes,
or a crevace, for example), he will cease searching and return to normal attack
behavior immediately.
If
Monster rolls a 1 when making an “unexpected decision” roll, he will move to
attack the nearest Hero with a chest item and attempt a theft maneuver. If the Monster cannot attempt a theft
maneuver this turn, he will act as if a 2-5 was rolled on the “unexpected
decision”. Follow regular rules for the
actual theft attempt. If the Monster
succeeds, the chest is immediately closed and the trap reset, and is
transferred to the Monster (who does not use the abilities of the item in the
chest). Roll a 1d6.
If
the thief Monster’s path is blocked on his way to his goal (by multiple
adjacent Heroes, or crevices), he’ll drop the chest on the spot, the trap will
be reset, and he’ll continue his normal behavior.
All
Heroes and Heroic teams share one experience Pool as if they were on one big
team, and the players mutually decide which heroes get heals and levels at 50
point intervals.
Chests
are not spread evenly amongst the team(s), but are carried by individual
Heroes. 2 speed points can be spent to transfer
a chest between adjacent Heroes.
There
is no maximum allowed number of chests per player. However, each Hero can only carry two chests, and gold cannot be
transferred between chests.
1
speed point can be spent to drop a chest into a tile adjacent to the carrying
Hero. The chest is left open for any
other hero to take for 2 speed points.
However, if a Monster is adjacent to an open chest during it’s
activation, it will close it, resetting the trap, using no speed points in the
process.
Chest
item effects from swords, cloaks, and the like, are only useable during the
Hero turn. Potions, however, last
through the WMT and Monster turns, until the beginning of the Hero’s next turn,
at which point they are spent and can’t be reused.
If
a Hero dies, the chest(s) he was carrying are dropped on the square they were
occupying (and adjacent squares, if need be) and can be picked up by Heroes as
normal for 2 speed points. The chests
are left in an open state, and so their traps are not reset.
When
a chamber other than the Central Chamber is entered by a Hero for the first
time, immediately make a discovery roll to determine if any special items are
in the chamber. Roll 1d6:
If
a dungeon accessory is present in the chamber, roll 1d6 again to discover what
it is:
When
a hallway is entered by a Hero for the first time, immediately make a discovery
roll to determine if any special items are in the hallway. Roll 1d6:
For
a multi-floor game, choose ahead of time how many levels deep the dungeon will
be (roll a 1d6 if desired), and how many tile sets each floor is comprised of
(again, roll 1d6 if desired). Then
follow the rules as normal for the first floor (choose Heroic teams, build the
dungeon, create chest, WMT, Monster, and accessories Pools, etc). However, instead of placing a Quest Chest
with a Guardian WMT, place a staircase token in the center of the farthest
chamber from the dungeon entrance (and no Guardian).
This
staircase is the player’s goal on every dungeon floor except the final
one. To move to the next level of the
dungeon, a Hero must use the staircase, which requires 3 speed points to use
once the Hero is standing on it. Heroes
cannot use the staircase if any Monsters are in the same tile. Once a Hero has gone down the staircase,
remove him from the dungeon floor, as he waits on the next floor for his
companions. Once removed from the
floor, a Hero can’t return to it (just as when leaving the dungeon). When all Heroes have used the staircase, the
floor is completed and can be discarded.
Once
a floor is completed, build a new floor using the same rules as you used for
the first floor. Treat the creation of
the WMT pool as if the Heroic team(s) still have their starting values.
When
the new floor for the dungeon is built, treat the entrance to this floor as an
exit out of the dungeon. That is, if a
Hero exits this floor of the dungeon, he has exited the entire dungeon and may
not return. Monsters looking for
reinforcements, however, can still leave and come back.
When
the final floor is reached, place a Quest Chest and a Guardian WMT as
usual. Once the Heroes have retrieved
the contents of the Quest Chest, they need only travel back through the entrance
of that floor to complete the dungeon.
In
multi-level dungeons, Monsters seeking reinforcements can use the stairs down
to the next level in addition to the dungeon entrance. The monster will choose whichever is closer.
Quickness
– If quickness is used, the Monster or Hero will receive 4 additional speed
points, but may move normally between squares, and open and close doors (no
attacking, opening chests, etc.).
Monsters will use quickness when trying to reach a target that they would
not be able to attack during their activation normally.
Magic
Levitation – Monsters will choose to use this against Heroes on a 1d6 roll of
1, 2, or 3. When the Monster attempts
to levitate a Hero, movement is determined via the same mechanism as the WMT
movement… roll a 1d6 and move N, S, E, or W as best they can into adjoining
tiles. If a 5 or 6 is rolled, roll
again. If the Hero is forced to leave
the dungeon while being levitated, he cannot come back in, and is out for the
remainder of the adventure.
Stealth
– Monsters will always use this ability, except when they have the opportunity
to reveal a WMT. Monsters with Stealth
do not suffer being surprised when revealed from a WMT, and Heroes or Monsters
with Stealth don’t have their activations ended by causing the reveal of a
WMT. Also, Monsters with Stealth do not
suffer being surprised when revealed from a WMT, and Heroes or Monsters with
Stealth don’t have their activations ended by causing the reveal of a WMT.
Nimble
– In addition to the normal attack speed bonus, Monsters with Nimble do not
suffer being surprised when revealed from a WMT, and Heroes or Monsters with
Nimble don’t have their activations ended by causing the reveal of a WMT.
Demoralized
– demoralized Monsters will try to take the shortest route possible to reach a
Monster with Command. If there is no
available path for them or there is no Monster with Command, they will move to
exit the dungeon. If they leave the
dungeon, they will not return. If there
is no path available to the exit of the dungeon, they will move the shortest
distance necessary to reach a tile containing no Heroes. Once there, they will forfeit any
activations unless a Hero enters their tile, whereupon they will continue to
retreat to the next tile with no Heroes.
If they have no movement options available at all, they’ll simply wait
to die. Demoralized Monsters, like all
Monsters, can reveal WMTs.
Necromancy
– Monsters will choose to do this on a 1d6 roll of 1, 2, or 3, if they meet the
rest of the requirements for the ability.
If a Monster attempts necromancy, he always opts to bring back the most
powerful Monster (as measured by it’s value) that has been removed from the
dungeon.
Command
– Every friendly figure in the same tile (or in a square adjacent to) a
character with Command gets an additional 2 speed points during their
activation, in addition to potential healing if they are demoralized. Teams
with Command Heroes in them can opt to go first during the Heroic turn, even if
another player was declared as being the first player.
Magic
Freeze – Monsters will choose to do this on a 1d6 roll of 1, 2, or 3.
Magic
Confusion – Monsters choose to do this on a 1d6 roll of 1, 2, or 3. If a Monster confuses a Hero, the Hero’s
confused movement is determined via the same mechanism as the WMT movement…
roll a 1d6 and move N, S, E, or W as best they can into adjoining tiles. If a 5
or 6 is rolled, roll again. If the Hero
is forced to leave the dungeon while confused, he cannot come back in, and is out
for the remainder of the adventure.
Limited
Invisibility – Monsters will always use this ability except when they have the
opportunity to reveal a WMT.
Healing
– Monsters will always use this ability on themselves if they are wounded, and
if not, they will always move (using regular decision making) as necessary to
heal the nearest wounded monster in the dungeon and attempt it with him until
he is fully healed. If there are no
wounded monsters in the dungeon, they will ignore this ability and attack as
normal.
Magic
blast – Monsters will always use this ability unless it forces them to move to
attack when they otherwise would not have to move to attack.
Flame/Lightning
– Monsters will always use this ability, even if other Monsters will be
affected.
Shockwave
– Monsters will always use this ability unless it forces them to move to attack
when they otherwise would not have to move to attack.
Magic
Healing – Monsters will always attempt this ability on themselves if they are
wounded, and if not, they will move (using regular decision making) as
necessary to heal the nearest wounded monster in the dungeon and attempt it
with him until he is fully healed. If
there are no wounded monsters in the dungeon, they will ignore this ability and
attack as normal.
Sneak
attack – Monsters with this ability will use regular decision making with the
following caveat: when deciding which
Hero is their “first choice”, they will determine distance to move based on all
the Hero’s rear arcs, and if they choose to attack their first choice, they
will move as necessary to reach a position to attack through the rear arc. If the chosen Hero’s rear arc cannot be
reached during the activation, but the Hero can still be attacked, the Monster
will abandon it’s attempt to approach from the rear.
Passing through
Heroes
and Monsters are able to pass through a character even if the character is
adjacent to an opposing figure, but when doing this, they get no counterattack
after the opponent’s rear attack.
Characters can also pass through multiple opponents in one turn, if they
have the speed points, but they have to suffer an attack from the rear from
each opponent they pass through, and they do not get a counter attack.
Breaking away
Heroes
have the option when a Monster is about to perform a break away (either to seek
reinforcements, reach another Hero, or run away demoralized) to allow the
Monster to move freely. If the player
makes this choice, the Monster does not need to make the break away roll, but
does need to spend 2 points to make the move.
Ranged combat
Heroes
and Monsters are able to fire at opponents even if they (the shooter or the
target) are adjacent to another opponent, but they suffer -1 to their attack
roll.
Automatic Attacks
Players
have the option allow their Heroes to not make any automatic attacks when the
opportunity presents itself, either after an attack by a Monster, or after a
Monster has passed through them.
Mounted Units
Mounted
figures can be used in the Monster pool, and when revealed in the dungeon, use
the following special rules:
Doors
Doors
follow all MDK basic rules. In
addition, doors are usually booby trapped.
When the Hero is adjacent to a door, he can check the door (as he would
a chest) for traps without using any speed points. Pick a chest at random from the Chest Pool and roll a 1d6 to
determine the trap present on the door.
Door traps work exactly as chest traps, with rules for slow or fast
disarming, and experience gains taking effect for the outcome. If a trap calls for Monsters to be activated,
place them on the side of the door opposite the side where the Hero is. Once the trap is sprung or disarmed, it will
never be active again on that door.
Monsters and WMTs can use doors without springing traps. WMTs will always close wooden doors once
they pass through, but Monsters will not.
The traps on these opened doors are ignored by Heroes. However, if they are later shut by a Hero or
a WMT, the traps will still need to be disarmed, if they had not already been
dealt with. If a door with an active
trap is destroyed by a Magic Blast or Shockwave, the traps is destroyed as
well, and there will be no opportunity for experience gain.
Teleport markers
If
only one teleporter has been found by Heroes, when used, roll 1d6 (or more if
necessary) to choose a random tile that Hero will be teleported to. The Hero will be teleported randomly to
chosen tile as a one way trip and placed in the center square of that tile (or
as close to the center square as possible).
Other Heroes using same teleporter may to go other tiles chosen
randomly. If more than one teleporter
marker is in the dungeon, the Hero may choose which destination square he’ll be
teleported to, or can opt for a random teleporation.
Vortex markers
When
turning a tile, ensure that you’re rotating it around it’s center square. When a vortex is used in a hallway, it’s
very possible that turning a tile can cause it to overlap with its neighbor
tiles, or cause gaps in the dungeon that are un-crossable. This is acceptable, with the following
caveat: when a tile overlaps another
tile, anything in the non-rotating tile that was on a square that is now
covered by the rotated tile is considered destroyed. Chests, doors, terrain markers, artifacts, dressing, Monsters,
WMTs, or Heroes are immediately removed from the dungeon. If the tile is rotated back and the overlap
is no longer present, wherever overlap occurred, place a hindering terrain
marker (unless hindering terrain already existed on the square in question)
regardless of whether or not something was destroyed in that square.
Once
Heroes leave a dungeon in a campaign setting, the dungeon is sealed to them and
they cannot go back in. Heroes are now
“in town”. The order of events in town
is:
Abilities
and effects from Artifacts are removed once in town. They cannot be sold.
Chests
must be carried out of the dungeon to bring the gold and items to town.
The
value of items found in chests is determined as follows: ((bonus to speed) +
(bonus to attack) + (bonus to defense) + ( 2 for each special ability) * 200 (
/ 3 if item is potion)). Example: a +3, +3, +3 sword would be valued at 1800
gold, while a +0, +1, +0 potion that gives flight is worth 200 gold.
Once
the Heroes are in town, the items they have become worthless from a gameplay
point of view because their magic charge wears out (whether they were used or
not) and no longer give any bonuses.
They can be sold for ½ of their value (except for used potions, which
cannot be sold), or, for ½ the value of the item, the player can pay to have
them recharged for the next dungeon. If
the players cannot afford to pay the recharge cost once they leave the dungeon,
the items will permanently lose their charge, and might as well be sold.
Heroes
can use gold to buy items in town.
Items are bought as chests, and cost twice the value of the item, as
evaluated above. These chests that are
carried into dungeons act as normal chests found in dungeons… they can be
passed around, dropped, and stolen by Monsters and have their traps reset. However, they contain no gold, so ignore the
gold value listed next to the item.
Once
in town, fallen Heroes can be resurrected for 1000 gold. This happens after experience has been
divided, but before rewards for successfully completing the quest are given, so
resurrected heroes can only earn experience if the quest was a success..
Leveling
is slowed down in a campaign setting.
Rather than leveling every 50 points, Heroes require 10 times their
current level value to advance. For
every level past 5, Heroes require ((value of hero at level 5) * (current
level) * 2) experience points to advance.
So, for example, Shayle’s level advancement would run:
Heroes
over level 5 have a point value equal to the exp necessary to reach the next
level divided by 10 (i.e. level 7 Shayle is worth 126 points).
For
every level past five, choose one ability on the Hero’s dial and give it to
them permanently. When Heroes reach a
level beyond the point where all the skills available on their dials have
become permanent abilities, they can add other abilities, not on their dials,
as temporary skills, only available at the level where they were assigned. It is possible to have multiple conflicting
abilities assigned to a Hero via this advancement system, and the player can
choose which one to use during any activation.
Heroes
do not level in the dungeons, but in towns.
Once in town, evenly divide experience among the entire group (except
for Heroes who died during in the dungeon).
If a Hero has enough experience points to gain a level, he must pay 500
gold and the appropriate amount of exp to get training. It is possible to get trained multiple
levels if there’s enough exp assigned and gold to spend. Once the Hero has leveled, reset his
experience total to 0.
For
successfully completing an adventure (bringing the Quest Chest out of the
dungeon), the Heroic team(s) get additional bonuses to be divided evenly
amongst the Heroes (this happens after resurrection, so even fallen Heroes get
a little something for the trouble):
While
in the dungeon, Heroes can still get exp heals every 50 points, but after a
hero reaches level 6, they can only receive one every 100 points, rather than
every 50.
Rather
than retrieve a Quest Chest, the Heroes attempt to rescue a Hero figure who is
trapped in the Central Chamber. In this
scenario, the Guardian WMT is not placed in the Central Chamber as normal, but
rather placed aside at the beginning of the game. A regular WMT is placed as normal in the Central Chamber along
with the prisoner Hero. This captured
Hero is one click from death, and will not move, reveal WMTs, or be attacked by
Monsters until (s)he has been “rescued”.
To
rescue the Hero, a member of the Heroic party must move to a square adjacent
the captured Hero and check for traps (as if he were checking a door for traps
– i.e. pick a chest at random and roll 1d6 to see if there is a trap
present).
Once
the trap has been either sprung or disarmed, the prisoner Hero can move and act
normally (and can be attacked by Monsters), assuming he wasn’t killed by the
effects of the trap. However, he cannot
be healed.
At
the same time that the Hero is freed, the Guardian WMT is revealed at the
entrance of the dungeon, and begins to track the Heroes as they make their
escape. However, the Monster(s)
revealed by the Guardian WMT will always choose the prisoner at their “first
choice” target when deciding their moves (i.e. there’s a 50% change with every
activation that they’ll go after the prisoner Hero no matter where he is in the
dungeon).
The
mission is a success if the captured Hero is brought out alive.
In
this scenario, the Monsters patrolling the dungeon are inclined to destroy the
contents of the Quest Chest, rather than allow the Heroes to retrieve it, so
the Heroic party must reach the Quest Chest and retrieve it’s content while
trying to avoid revealing any WMTs.
There is no Guardian WMT in this scenario.
All
Monsters in the dungeon, when making their decision roll, will choose the Quest
Chest as their “first choice”, so there is always a 50% chance for every
Monster that he’ll want to destroy the Chest.
Once a Monster has made this decision (with a 1-3 on the decision roll),
they will single-mindedly try to reach the Central Chamber for the remainder of
the adventure, unless there is no valid path for him to follow, at which point
he’ll return to normal attack patterns (similar to when a Monster gives up on
searching for reinforcements).
When
a Monster reaches the Quest Chest, he will “attack” it until he successfully
scores a hit. For the purposes of being
attacked, the Quest Chest has a defense value of 5. Monsters will not use special abilities, or ranged attacks when
trying to destroy the Quest Chest. When
a Monster successfully attacks the Quest Chest, the contents will be
“destroyed”, and the mission will be a failure.
Monsters
will continue to try to destroy the Quest chest even when a Hero has it in his
possession. If they choose to destroy
the chest on a given activation, they’ll try to attack the Hero carrying
it. If they successfully hit the Hero,
the chest will be destroyed.
In
this scenario, there is a specific Monster in the dungeon that the players are
trying to capture and bring out alive.
There is no Quest Chest. This
target Monster is found when the players reveal the Guardian WMT, who is placed
during game setup in the Central Chamber as normal. However, unlike normal play, the Guardian WMT will move around
the dungeon during the game, just like regular WMTs (as such, the Guardian WMT
should be marked in some way to ensure it’s not mistaken for a regular
WMT).
When
the Guardian WMT is revealed, if more than one Monster comes out, roll 1d6 to
determine which is the Monster to be kidnapped. This “kidnappee” Monster will always attempt to exit the dungeon
to escape from the Heroes. He will
always attempt to break-away or pass-through as necessary, and if he escapes
the dungeon, the Heroes will have lost the mission.
To
“capture” the monster, the Heroes have to do enough damage to the Monster to
demoralize him (or, for Monsters who do not become demoralized, damage him
enough until he’s one click away from death).
Once this has been accomplished, he is considered “captured”. From this point on, if he begins his
activation with a Hero in an adjacent square, the players will be able to
override his normal logic and direct him where to go (within his normal speed
limits). If there is not a Hero in an
adjacent square at the beginning of the captive Monster’s activation, he will
attempt to escape using normal demoralized rules.
If
the target Monster is killed, the Heroes lose the mission.
For
an added challenge, the adventure can have a timer placed upon it, and if the
Heroes don’t reach their goal and leave the dungeon before time runs out, they
will lose. In a timed mission, the
Heroes get 3 turns for every chamber tile in the dungeon, and 1 turn for every hallway
tile. So, for example, the Heroes would
have 24 turns if the dungeon were composed of 7 chambers and 3 hallways. Keep track of how many turns have passed
during play.
In
a campaign setting, if a timed mission is completed successfully, add an
additional 50% to the reward experience gained, and an additional 250 gold.
For
an added challenge, the Heroes can start out in different places in the
dungeon. To do this, allow at least 2
hallways in the Dungeon Stack. Half the
Heroes enter the dungeon at the normal entrance (the hallway farthest from the
Central Chamber), and the other half enter in the hallway closest to the
Central Chamber. In this hallway, place
a staircase marker to represent this additional entrance to the dungeon. When any figure (Hero or Monster) is attempting
to leave the dungeon, they can choose either of these two exits.
In
a campaign setting, if a split up mission is completed successfully, add an
additional 50% to the reward experience gained, and an additional 250 gold.
Additional
ideas, suggestions, or issues were borrowed from or inspired by posters on
MKRealms forums:
Gaku
Borrowed
his basic rules for Mounted Unit movement
Zylox
Borrowed
his basic rules for Command and Quickness modifications
Mad
Raised
issue of destroying doors with traps still active