This is an expansion for the short, excellent & free, pen & paper roleplaying game Dungeon Heart (for version 1.6).
For more information, I invite you to read this article on my blog.
On top of some d6 (6-sided dice), you will need 1d12 (a 12-sided die).
Between each adventurers assault, each player roll 1d6 in the table below, then have to pick one option, if possible. Once the effect applied, tick a
The two first cells of the table bring complications for the players, while the last two bring advantages.
This expansion was created by Lucas Cimon and is under CC BY 4.0 license.
If you use it in your session, please leave me a comment on my blog.
The illustration is from Ramirez de Souza aka Halycon450 : Aggron Stonebreak, the Ogre Magi - CC BY-NC-SA 3.0
Thanks to Thomas, Henri, Nicolas & Matthieu for the playtests !
Heroes are special adventurers. They can only be defeated after all their companions. Choose one of them that will be part of the next invasion party :
You cannot choose an option that would have no effect :
Describe how you get to fight the next adventurers party yourself ! Resolve this fight at the beginning of the next invasion phase. If it is not your first boss fight, you can hand this fight over another Keeper.
Roll 1d6 per adventurer, and 1d12 for the Keeper. If you can, then choose one or several adventurer dice whose total is less than or equal to your die. Those adventurers are immediately defeated. You get one ❤ but no special reward.
You can continue the fight, but every round let the adventurers advance by one more room without enduring its threats, repelling the Keeper even further in the dungeon each time.
Describe a scene of your choosing, taking place between two invasions :
They are unique an cannot be exchanged nor lent. Describe its nature and how your Keeper got hold of it :
They can only be used once per game, and only Brain knows how to use them. He is the one who decides when to cast them. You pick one in this list and describe how your Keeper discovers it :