Knights of the Daystorm - Complete Game Guide, Heroscape

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. Introduction and Thanks
ÐKnights of the DaystormÑ was a Dungeons &
Dragons campaign my old friends and I played
over the course of about three years around
2000-Ó03. It was loosely based on SquareÓs NES
classic ÐFinal FantasyÑ, a game I played through
about a dozen times. So the roots of this story
go pretty deep with me.
cd
A very special thanks to all
the folks who pitched in
during the extensive
creation process of KotDS:
DrLivingston
I wanted to capture the feel of going from
dungeon to dungeon across the various worlds,
accumulating loot and facing a wide variety of
challenges with a small team of heroes. To me,
thatÓs a lot of what D&D is about.
Killercactus
Fedex worker
Sujoah
Anonymous
Xotli
But itÓs also about the friends you game with
along the way. I still keep up with all my old
D&D buddies even though itÓs been years since
we played. We always like to reminisce about
this campaign.
Sup3rs0n1c
Messenger
Aldin
GaryLASq
So I hope you enjoy it as much as we did. I
know itÓs a bit foreboding at first, cracking open
this tome of maps and rules. But itÓs all been
tested and itÓs all for the sake of fun. If youÓve
been looking for a solid campaign scenario, and
youÓve got the product to create it in all its glory,
youÓve in for a real treat! Have fun!
AND IN PARTICULAR
ZBeeblebrox whose
playtests and perspective
were invaluable from the
start.
GreyOwl for helping with
the final presentation.
~Velenne
â
ItÓs an angel!
Zzzzz for creating
Virtualscape, one of the
game’s most vital
resources!
With a Sword!
Thanks!
ba
2
Knights of the Daystorm Game Guide
TABLE OF CONTENTS
Special Rules
There are four element-themed dungeons and
one final dungeon called ÐSanctuaryÑ. The
Knights choose the order in which to complete
the elemental dungeons, striving to acquire the
Elemental Artifact Key protected by each
dungeonÓs final Guardian. If the Knights do so,
they travel to Icaria for the final dungeon and
final victory: the very source of the wellsprings!
Special Rules ................................
....................................................
.................... p. 4
. 4
Read this section to
clarify the various
additional rules required
to run through this
campaign. You may need to
reference this section
regularly. You can also
find a sheet to help track
your progress between game
sessions here.
Treasure Glyphs and Artifact Cards
Treasure Glyphs and Artifact Cards ........
........ p.
p. 6
Make sure you understand the drafting rules for
the Knights, take a look over the scenarios
(taking care not to read RunaÓs Riddles!) and
determine which dungeon the Knights delve into
first.
ThereÓs lots of loot to gain
(and lose!) along the way.
Reference this section for
specific rules on these game-
changing items.
Battlefield and Scenario Guide
Battlefield and Scenario Guide..............
.............. p.
p. 10
110
Number of Players
“Knights of the Daystorm” can be played with 2, 3,
or 4 players.
This section features five
different battlefields that you
can create using your Heroscape
collection. Each battlefield
includes level-by-level building
instructions and the relevant
game scenario based on
D&D/Heroscape.
BOOK
2 players: One player assumes the role of the party,
the Knights of the Daystorm. The other player is the
Dungeon Master, or DM, and controls the creatures the
party encounters in each room of the dungeons.
BOOK CONTENTS
CONTENTS
3 players: Two players share the role of the Knights.
Each player has a set of order markers they may place
on any of the Knight’s army cards, however no single
can card can have more than one of a given numbered
order marker. The DM also plays with two sets of
Order Markers but is not bound by
the same
restriction.
1
PlayerÓs Cheat Sheet
5 Battlefields and Scenarios
15 Glyphs
4 Artifact Glyph Cards
THE FIRST TIME YOU PLAY
In ÐKnights of the DaystormÑ, one side plays the
role of the Knights of the Daystorm, a group of
heroes who begin on Earth but eventually hail
from various worlds. The other side will play the
role of the Dungeon Master, and itÓs your job to
stop the Knights using the plethora of creatures,
traps, and puzzles at your disposal.
4 players: Two players each share the roles of Knights
and DM and each player has his own set of Order
Markers. Again, players of the Knights of the
Daystorm may not repeat Order Markers on the same
card, but the DM’s can.
3
TABLE OF CONTENTS
Special Rules
................................
....................
Treasure Glyphs and Artifact Cards
........
pp.
Battlefield and Scenario Guide
..............
pp.
10
BOOK
Knights of the Daystorm Game Guide
Earth's Knights
The Knights player may never control more than
6 spaces and 450 points worth of Unique
Heroes. If during a dungeon, the Knights should
ever enter a new room with more than the
allotted points or spaces worth of units, the
player must discard units back into the draft pool
until these requirements are satisfied.
•Agent Carr - 100 points
•Agent Skahen - 120 points
•Alastair Macdirk - 110 points
•Brave Arrow - 50 points
•Crixus - 90 points
•Deadeye Dan - 60 points
•Elgrim - 30 points
•Finn - 80 points
•Guilty McCreech - 30 points
•Hatamoto Taro - 130 points
•Isamu - 10 points
•James Murphy - 75 points
•Johnny"Shotgun"Sullivan - 60 points
•Kaemon Awa - 120 points
•Kumiko - 80 points
•Marcus Decimus Gallus - 100 points
•Master Win Chiu Woo - 140 points
•Moriko - 80 points
•Otonashi - 10 points
•Parmenio - 90 points
•Retiarius - 90 points
•Sgt. Drake (RotV) - 110 points
•Shiori - 60 points
•Sir Denrick - 100 points
•Sir Gilbert - 105 points
•Sir Hawthorne - 90 points
•Thorgrim - 80 points
•Valguard - 110 points
At the outset of the campaign, the Knights player
may draft from the pool of heroes on the
adjacent list. After each dungeon, this pool will
expand per that scenarioÓs guidelines.
Once a figure is chosen, it cannot be replaced
unless destroyed in a dungeon. Once a Knight,
always a Knight!
Spirits (such as Finn the Viking ChampionÓs
ÐWarrior Attack Spirit 1Ñ) placed a KnightÓs army
card carry over between dungeons, and can
never be moved to a different Knight. If that
Knight is destroyed, the Spirit bonus is lost.
When moving from one room to another in a
dungeon, remove all wound markers from
KnightsÓ army cards.
If all Knights are destroyed in the first dungeon
they attempt, the KnightsÓ player may draft an
entirely new group and repeat the same
dungeon again from the start.
If all Knights are destroyed again, or are
destroyed at any other time after the first
dungeon, the campaign is over and the DM wins!
4
Knights of the Daystorm Game Guide
5
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