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Revision as of 16:15, 18 October 2026 by Techywarrior (talk | contribs) (Created page with "A cooperative dungeon crawler for 1–4 players. The party descends into the Wyrmhold, defeating five bosses in order. Defeat '''Vharzul''', the final boss, and everyone wins. '''Death costs your gold, never your gear.''' If any hero dies, the whole party wipes and starts again from the first boss. Heroes lose their XP and gold but keep every gear and ability card they own. == Setup == ==== New campaign ==== 1. Each player picks a class and takes that class's ability...")
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A cooperative dungeon crawler for 1–4 players. The party descends into the Wyrmhold, defeating five bosses in order. Defeat Vharzul, the final boss, and everyone wins.

Death costs your gold, never your gear. If any hero dies, the whole party wipes and starts again from the first boss. Heroes lose their XP and gold but keep every gear and ability card they own.

Setup

New campaign

1. Each player picks a class and takes that class's ability deck. Heroes start with no gear or abilities.

2. Set each hero's HP to their class maximum. Gold and XP start at 0.

3. Give each hero a Blessing token and a Potion token, ready side up.

4. Place the 5 bosses in order with the Giant Spider on top, face up.

5. Shuffle the gear deck and deal 6 cards face up as the gear store.

Each dungeon

1. Draw 9 room tiles, shuffle the Shrine in, and put the Boss Gate on the bottom.

2. Place the Entrance tile. All heroes start there.

3. Shuffle the monster deck.

A Round

1. Hero phase: each hero takes up to 2 different actions, in any order the group agrees on:

• Move to an adjacent connected tile (exploring it if it's unrevealed)

• Attack

• Use an ability

• Interact (for example, use the Shrine)

• Drink your potion: heal 6 HP, once per dungeon

2. Monster phase: each monster moves toward the nearest hero, then attacks. Resolve the strongest monsters first.

3. End phase: remove 1 cooldown marker from each ability.

Out of combat, skip the Monster phase. Cooldowns only tick down in combat.

Exploring

Moving through an open door with no tile beyond it reveals the next dungeon tile. Place it so a door connects, then resolve the room:

Room Effect
Corridor Nothing
Chamber Spawn 1 monster per spawn icon
Treasure Every hero gains the gold shown (1 or 2)
Trap The revealing hero rolls 1 die; on 1–2, they take 2 damage
Shrine Spend an action to heal to full HP, once per dungeon per hero
Boss Gate The current boss appears

If no open doors remain, place the next tile against any open edge (a hidden door).

Combat

• Attacking: roll 2d6 and add your to-hit bonus. If the total meets or beats the target's Defense, deal your Damage.

• Range: the number of tiles away you can attack, in a straight line through connected doors. Range 0 is your own tile.

• Monster attacks: each monster makes one attack per hero each round, always at the hero on its tile with the most HP left (players choose on a tie). Roll 2d6 against that hero's Defense.

• Defense cap: a hero's Defense can never exceed 10, including penalties to monster rolls.

• Kills: when a monster dies, every hero gains its XP and gold.

• Hero death: if any hero reaches 0 HP, the party wipes.

Monsters

Monster HP = base HP × number of heroes × dungeon multiplier. Damage and Defense never change.

Dungeon 1 2 3 4 5
HP multiplier ×1 ×2 ×4 ×7 ×10
Monster Base HP Damage Defense Copies
Rat 1 1 4 9
Giant Bat 1 1 7 7
Goblin 2 1 6 5
Slime 3 1 3 3
Skeleton 2 2 6 2
Zombie 5 1 4 2
Kobold 4 2 6 2

Every monster gives each hero 1 XP and 1 gold.

Bosses

Boss HP is per hero and is not multiplied by the dungeon multiplier.

# Boss HP / hero Damage Defense Reward per hero
1 Giant Spider 10 1 6 4 XP, 6 gold
2 Kobold Warchief 30 1 7 4 XP, 8 gold
3 Hoard Golem 35 2 9 4 XP, 10 gold
4 Wyrm Cultist 30 3 8 4 XP, 12 gold
5 Vharzul 50 3 8 Victory

• Raise Dead (Wyrm Cultist): each Monster phase, summons Skeletons equal to half the heroes, rounded down. Summoned Skeletons have 2 HP, Damage 2 and Defense 6, attack once each, and give no rewards.

• Fire Breath (Vharzul): at half HP or less, every hero takes 2 automatic damage at the start of each Monster phase.

• Sleep and Pinning Shot can't target bosses.

Classes

Class HP Defense Damage Special
Barbarian 20 5 1 —
Cleric 16 6 1 —
Druid 16 4 1 —
Ranger 12 4 1 +1 to hit, +1 range
Rogue 12 4 1 +2 to hit
Wizard 12 2 1 +1 range

Abilities

Each class has its own deck of 8 abilities, bought with XP at camp. A hero can use every ability they own.

• Using an ability takes one action. An attack ability includes its attack.

• Cooldown X: place X markers after use; one comes off each combat End phase.

• Once per fight / once per dungeon: ready again when the fight ends or at camp.

• Reactions are used when triggered, even on another hero's turn, and cost no action.

Camp (after each boss)

Camp is the only time heroes can buy cards.

1. Heal to full HP, clear all cooldowns, and ready Blessing and Potion tokens.

2. Gear store: buy any of the 6 face-up gear cards with your own gold, then refill the store.

3. Ability store: buy any card from your own class deck with your own XP.

4. Equip: weapon, helmet, chest, pants, boots and accessory slots. Barbarians and Clerics can use a shield in the accessory slot. Two-handed weapons can't be used with a shield. Wearing all 4 pieces of one armor set grants its set bonus. Extra gear goes to the shared Stash.

XP and gold belong to each hero and can't be traded.

Wipes and Winning

Wipe: keep all gear and abilities, lose all XP and gold, and restart from the Giant Spider.

Win: defeat Vharzul. There is no other way to lose; every wipe lets you try again, stronger.