Dungeon Saga: The Warlord of Galahir
Dungeon Saga: The Warlord of Galahir Rulebook
Table of Contents
Table of Contents
Using This Pack
The Warlord of Galahir pack assumes that you already have the core Dungeon Saga set and will use some of the original components. All of the other tiles, cards, models and reference sheets you need to play these adventures are included in this pack.
You can either play through the adventures from number 1 to 6 in order, or you can pick and choose to play your favourites.
Stringing the adventures together to make a bigger story is called a campaign, and adds a whole new dimension to the game. Each adventure takes off where the previous one ended, with the Heroes having learned a few new tricks and gained an item or two. If the Heroes lose an adventure then simply reset it back to the beginning of that adventure and try again.
Alternatively, you can play one of the adventures on its own. This is a good option if you don't have time to play more than one, or perhaps you've already played through the whole campaign and have a favourite you'd like to revisit. As the Heroes and Thrundak all play so differently you may also want to try your hand at a different role to see how you do.
Adventures
IF YOU ARE GOING TO PLAY THIS AS A MIGHTY HERO, STOP READING NOW!
Only the Overlord player should read further. He will set up each adventure to preserve the element of surprise and tension. Obviously this only really works the first time a Hero player undertakes a particular adventure, but that extra tension and the element of the unknown is well worth the effort. It's far more exciting to explore a dungeon when you really don't know what lurks around the next corner!
Each adventure in this book is described in a standard format - putting all of the information needed to prepare the dungeon, the Heroes and the Overlord within easy reach.
Be sure to familiarise yourself with the victory conditions and special rules for each adventure before starting, and make sure these are also clear to the Hero players.
When you are ready to start, set the scene by reading the story text aloud, and let the adventure begin!
IMPORTANT: While playing, only reveal information to the Heroes where noted on the adventure page. Otherwise, any special rules should be kept secret.
Zones
When setting up an adventure, do not lay out the entire map at once!
Some maps are divided into one or more zones by the doors. When the Overlord lays out the tiles to start with they will only lay out the tiles with the Heroes on, and from there up to and including the first door(s). This is the first zone. Each subsequent area that is separated off by one or more doors is a new zone.
When a door is opened the Overlord lays down the tiles for the adjacent zone, but no further. Depending on the adventure, this may be the remainder of the map, or there may be still more for the Heroes to discover. Only models that are on zones that have been laid down take any part in the adventure.
When the Overlord places any part of the board, all doors and chests must have a counter placed next to them to show what type of lock they have, and the Overlord must make the Heroes aware if one particular door is the exit for the adventure.
Overlord Command Cards
This lists the number of cards available to the Overlord player in the game, as detailed in the Rulebook.
Actions per Turn
Note that this expansion uses a different deck composition to the main game. You will need to remove the Necromancer cards from your Overlord Command deck, and replace them with the Orc Warlord cards from this expansion. This is then shuffled to create your draw pile for each game.
They're Behind You!
Orcs are not a well-organised bunch, but they are incredibly numerous. Thrundak does what he can, but even with his rule of iron there are always Goblins drifting in and out of the hideout.
The Heroes have observed this, and do their best to find a quiet moment in which to make their move. However, they never know when a Goblin or two, or worse still an Orc, will return. This gives an ever-present danger of extra greenskins arriving behind the Heroes, even while they are in the middle of a fight.
Adventures in the Warlord of Galahir campaign do not use the normal rules for timing out. When the Overlord goes to draw a new card and cannot, the game does not end. Instead, too much time has passed, and a force of greenskins come back to the hideout and onto the board. Place either one Orc Minion or up to two Goblin Minions on any of the squares where the Heroes began the adventure. The Overlord may choose which models arrive from those available. The models that are included with this pack are the limit on the number you can have in play at once. In addition, the starting squares must be empty in order to place each model.
When the newly arrived model(s) have been placed, each one takes a normal move of up to 3 squares. They do not Fight if they end this initial move adjacent to an enemy model, and they may not Shoot. However, they are available to receive commands in the following turn.
The game then continues with a new Round, and if neither side has won at the end of that Round, more greenskins return using the process described above. Keep playing until one side or the other is victorious.
Upgrading Your Heroes
As Heroes adventure through the dungeon they will gain experience and equipment.
These bonuses are shown on cards, whether they are new abilities, spells or items. Each adventure tells you which Heroes have gained experience by that point in the story, and what that experience gives them. Simply place the relevant card beside the Hero Card as a reminder.
Legendary Heroes
There will come a time in your adventure when your Heroes have accomplished great feats and learned new skills that will aid them in the battle against Thrundak. This will be noted in the scenarios. When your Heroes become legendary, you may turn over their Hero Card and use their new, enhanced versions instead!
Map Key
Starting positions:
- Hero Starting Position
- Minion Starting Position
- Boss Starting Position
- Note: Arrows denote facing
Minions: Goblins, Goblin Spitter, Orc Greatax, Orc Morax, Orc Skulk, Orclings, Mawbeast, Orc Troll
Furniture: Throne, Table
Doors: Single Door (Mundane Lock); Double Door (Mundane Lock). Note: Place a lock counter with the corresponding numbers from the map next to each door.
Chests: Mundane Lock. Note: Place a lock counter with the corresponding numbers from the map next to each chest.
Counters: Goods
Heroes: Hrrath (Salamander Fighter); Guraf (Dwarf Fighter); Kapoka (Gladewalker Druid); Thesilar (Elf Ranger)
Bosses: Thrundak Skullsplitter (Orc Barbarian)
Level Totals
| Adventure | Level Total |
|---|---|
| 1 | 8 |
| 2 | 10 |
| 3 | 12 |
| 4 | 14 |
| 5 | 16 |
| 6 | 18 |
Adventure 1: Breaking and Entering
Heroes
In addition to your Hero Cards, take the following:
- Kapoka, Gladewalker Druid: 2 Healing Potions. Available spells: Coat of Thorns, Root, Omniscience, Protection.
Overlord
- Overlord Command Cards: 8
- Actions per Turn: 1
Victory
- Heroes: Either kill the Troll (and obtain the key from around its neck), or smash the door open.
- Overlord: Cripple one of the Heroes.
Tactical Thoughts
It's usually a good idea for the Heroes to discuss before they start, whether they will try to kill the Troll to win, or go around him and smash the door. This may require a quiet moment while the Overlord player is out of earshot, or you may just want to see how the first couple of Rounds go and play it by ear from then. In either case, if the Heroes don't consider the alternatives, they are likely to have to kill the Troll. If they do this, then the Heroes need to try to avoid also fighting both Mawbeasts at the same time. At this early stage in the campaign, one Troll is quite enough!
Adventure 2: The Last Place You Look
Heroes
In addition to your Hero Cards, take the following:
- Thesilar, Elf Ranger: 1 Healing Potion, Nimble.
- Kapoka, Gladewalker Druid: 1 Healing Potion. Available spells: Coat of Thorns, Root, Omniscience, Protection.
- Guraf, Dwarf Fighter: Slam.
- Hrrath, Salamander Fighter: Tough.
Overlord
- Overlord Command Cards: 13
- Actions per Turn: 3
Victory
- Heroes: Open all three doors marked X.
- Overlord: Cripple one of the Heroes.
Tactical Thoughts
There are several different possible routes through this map, more than one of which can be successful. The first time the Heroes play through they will have to explore quickly to even find the doors they need to open. If they fail, and replay the adventure, then they should plan their route carefully based on what they have already seen. In either case, the Heroes should decide early on if they are going to work as a single group, or whether the risk of splitting into two pairs is worth the gain in speed of exploration.
Special Rule - Chests
When you open a chest, roll a dice. On a 1-3 it contains a Healing Potion, on a 4-6 it contains a Haste Potion.
Special Rule - Safe Passage
In the dim light of guttering lamps, this is a confusing warren of tunnels. There are three possible ways out (marked X on the map). The first two that the Heroes open lead nowhere. The last one is the real way forward. Treat the first two doors marked X as if they have a blank wall behind them.
Adventure 3: Rise and Shine!
Heroes
In addition to your Hero Cards, take the following:
- Thesilar, Elf Ranger: 1 Healing Potion, Nimble.
- Kapoka, Gladewalker Druid: Tough. Available spells: Coat of Thorns, Root, Omniscience, Protection, Camouflage.
- Guraf, Dwarf Fighter: Slam, Tough.
- Hrrath, Salamander Fighter: 1 Battle Potion, Tough.
Overlord
- Overlord Command Cards: 12
- Actions per Turn: 3
Victory
- Heroes: Kill all three Orcs.
- Overlord: Cripple one of the Heroes.
Tactical Thoughts
There are two areas of likely trouble for the Heroes in this adventure. The first is the room full of Goblins watching the Mawbeast fight. If the Heroes are careful and a bit lucky, then they should be able to complete most of their objective before the minions in this room realise anything is going on. Even when they do start to pay attention, the room is difficult to get out of quickly. The Heroes would be well advised to try and bottle them up in there as this nullifies them with little risk. The second problem is unavoidable - Orcs are hard to kill! The best bet is for the Heroes to try and swarm an Orc in one go, killing him before he can retaliate. If several Orcs wake up and start fighting back at once then the Heroes are likely to be in real trouble.
Special Rule - Preoccupied
The Goblins are all busy playing dice or cheering on the Mawbeasts. None of the Goblins or Mawbeasts may take a Turn until one of the following happens:
- The Goblin/Mawbeast can see a Hero.
- The Goblin/Mawbeast needs to make a defence roll.
- An Orc wakes up within Short range (they are a noisy lot, and usually demanding something from the Goblins).
This rule makes the facing of the Overlord's models very important. Be sure that you set up the models facing the direction shown on the map.
Special Rule - Sleeping Beauties
All three Orcs start the adventure asleep - lie the models down. They can do nothing until they wake up. Orcs roll only 2 dice in defence if they are attacked in their sleep (regardless of any other modifiers). An Orc wakes up automatically, after it has made such a defence roll.
An Orc may also wake up if he hears something out of the ordinary. Each time one of the Orcs or Goblins makes a defence roll, roll a dice for each sleeping Orc. On a 1-4 they continue to doze happily; on a 5-6 they wake up. Stand the model up to show they are awake.
Each Orc or Goblin (not Orclings, Mawbeasts or anything else) that takes a Turn will shout for help from their sleeping comrades. Roll one dice for each sleeper, as above.
Adventure 4: Bouncers
Heroes
In addition to your Hero Cards, take the following:
- Thesilar, Elf Ranger: Nimble, Sure Shot (1).
- Kapoka, Gladewalker Druid: 1 Healing Potion, Tough. Available spells: Coat of Thorns, Root, Omniscience, Protection, Camouflage.
- Guraf, Dwarf Fighter: 1 Battle Potion, Slam, Tough.
- Hrrath, Salamander Fighter: 1 Battle Potion, Tough, Relentless.
Overlord
- Overlord Command Cards: 7
- Actions per Turn: 1
Victory
- Heroes: Kill both Trolls and open the final door marked X.
- Overlord: Cripple one of the Heroes.
Tactical Thoughts
It's worth noting that you don't have to kill both Trolls before you open the door - you could kill one, open the door, and then kill the second. With this in mind the Heroes may consider sending one of their number down the narrow tunnels to open the door while the rest of the group deals with the Trolls. It's also worth thinking about how you deal with two Trolls at the same time. Do you try to engage both at once, or simply keep one out of the battle until the other is dealt with?
Special Rule - Chests
Each chest contains one Healing Potion and one Battle Potion.
Adventure 5: Visiting Time
Use the Legendary side of the Hero cards.
Heroes
In addition to your Hero Cards, take the following:
- Thesilar, Elf Ranger: 1 Healing Potion.
- Kapoka, Gladewalker Druid: 1 Haste Potion. Available spells: Coat of Thorns, Root, Omniscience, Protection, Camouflage, Tornado.
- Guraf, Dwarf Fighter: 1 Battle Potion.
Overlord
- Overlord Command Cards: 13
- Actions per Turn: 2
Victory
- Heroes: Rescue the Merchant.
- Overlord: Cripple one of the Heroes.
Tactical Thoughts
The Heroes may be tempted to ignore the room containing the chest, and it's true that it isn't a fixed requirement for the mission. However, the 3 Battle potions it contains make dealing with the Orcs much easier, and it will probably be the Orcs that cause the most problems for the Heroes. Note that the Heroes only have to rescue (i.e., move adjacent to) the merchant to win. They do not have to escape with him.
Special Rule - Chest
The chest contains 3 Battle Potions.
Special Rule - Merchant
You will need to find a spare model to represent the Merchant. The Wizard Hero from the core set would do nicely.
The Merchant starts tied up in a cell, so can do nothing until he is rescued. A Hero rescues the Merchant by moving adjacent to him.
Special Rule - False Door
Note that there is a door that doesn't lead anywhere. This is to confuse the Heroes and waste their time.
Adventure 6: I Believe These Are Mine
Use the Legendary side of the Hero cards.
Heroes
In addition to your Hero Cards, take the following:
- Thesilar, Elf Ranger: 1 Haste Potion, Stalwart (1).
- Kapoka, Gladewalker Druid: 2 Healing Potions, Stalwart (1). Available spells: Coat of Thorns, Root, Omniscience, Protection, Camouflage, Tornado.
- Guraf, Dwarf Fighter: 1 Healing Potion.
- Hrrath, Salamander Fighter: 1 Battle Potion, Frenzy (3).
Overlord
- Overlord Command Cards: 20
- Actions per Turn: 3
Victory
- Heroes: Collect all 4 Goods counters, keep the Merchant alive, and kill Thrundak.
- Overlord: Cripple the Merchant, or cripple two of the Heroes.
Tactical Thoughts
This is a long adventure, but there is a lot for the Heroes to do. The Heroes must keep pressing on as fast as they can, while still keeping the merchant safe. Remember that the Heroes can afford to lose one of their number without losing the adventure. The Heroes should still try to avoid this if at all possible, but it does provide a small leeway for risk-taking and appropriate heroics. As always, it's the Orcs that provide the biggest challenge, and they should be attacked mercilessly whenever they appear.
Special Rule - For the Greater Good
In this adventure the Heroes can afford to lose a single one of their number (though not the merchant) without counting it as a loss. They know the end is in sight, and if they can achieve all their aims then a single casualty will not tarnish the triumph.
Special Rule - Chests
Each chest contains 2 Healing Potions.
Special Rule - Merchant
You will need to find a spare model to represent the Merchant. The wizard Hero from the core set would do nicely.
The merchant takes a Turn as if he was a fifth Hero. Unfortunately he cannot do anything other than move and defend himself.
Special Rule - Goods
A Hero can collect a Goods counter by moving on top of it. This is similar to the way Heroes pass items among themselves, and does not automatically end the Heroes' movement.
Adventure Tasks and Experience
Timed Goals
In the Warlord of Galahir, the timed goals are the same for every adventure - the Heroes must achieve their objectives before any reinforcements are placed onto the board as detailed in the They're Behind You section on page 6. If the Heroes achieve a Timed task then do not count that adventure towards their 10 hour campaign total. Thrundak hasn't slowed them down at all.
Task Goals
Tasks come in several formats, and each adventure explains what you need to do in order to achieve it, and what you get if you do. In order to get a reward you must complete the task before you win the adventure. You do not get the reward if you do not win.
Rewards will generally be in the form of extra items to take in the following adventure. These will be in addition to whatever is listed for that adventure, and can be divided between any Hero(es) of your choice. You must use them in the following adventure or they will be lost.
The Task goals will generally take you more time to complete, so the Heroes will usually have a choice to make...
- Adventure 1 - Task: Inflict at least one hit on the troll with each of the four Heroes. This will give them their first experience of teamwork, and of how to go about killing greenskins. If they can achieve this, then each of them will be granted an experience dice (see below) to be used in any adventure they choose.
- Adventure 2 - Timed: N/A. Task: Any Hero that opens a chest finds scraps of meat and chunks of bone alongside any items listed. These are Mawbeast Treats - give the Hero the corresponding item card. The Hero may carry this item in adventure 3.
- Adventure 3 - Task: Destroy both Mawbeasts. The Hero that destroys the second Mawbeast may add "the Beastslayer" to his Hero's name.
- Adventure 4 - Task: Destroy both Zombie Trolls. If one Hero destroys both Trolls then they are so spattered in Troll blood that they gain Regenerate (see Necromancer Overlord Panel) for the remainder of this adventure.
- Adventure 5 - Task: If the tile with the tables on is clear of all of the Overlord's models, then a Hero on that tile may spend an action searching it. This search will reveal a key. This key allows that Hero to open a single door in adventure 6 by simply moving adjacent to it. Opening a door with the key in this way can be done in the middle of a Move.
Experience
The Heroes are ever refining their skills, and as they destroy more enemies they will pick up new fighting techniques that will make their onward journey ever easier. To represent this in the game, every time a Hero destroys an enemy place an experience counter on their Hero card. Once a Hero has reached 5 points of experience, remove the experience counters and replace them with a single dice.
This bonus dice can be used once only, and can be added to any roll (Fight, Shoot, Cast Spell, or Defence) made by the Hero.
Optional Rules
Some people may have a particular dungeon crawling itch they'd like to scratch, or you may decide you want to tweak some of the adventures to suit your particular group. Below you will find a few alternate ways to play - feel free to pick and choose from these, use all of them, or even come up with your own!
We'd recommend having a couple of tries through each adventure before you make any changes, as the best tactics aren't always obvious the first time out.
Campaigns
Dungeon Saga is more about having fun and telling a good story with your friends than it is about winning at all costs. However, it's always good to know if you've saved/conquered the world or not, and so if you want to play through all of the adventures one after the other you can use the following system to determine whether the Heroes arrive in time to stop Thrundak.
Allow the Heroes 10 "hours" to stop Thrundak. Each time you play an adventure costs them 1 "hour" of this time, so the Heroes can lose a few adventures and reset to try again, but they can't do this forever. If they are not on the final adventure when it comes to the 10th hour then they won't get there in time and Thrundak automatically wins the campaign. If the Heroes complete the final adventure on or before the 10th hour then they win.
Individual adventures can be played as many times as you like within this time constraint, though each adventure must be won by the Heroes before they can play the next. Note that these game "hours" aren't the same as the real hours you take to play. Each adventure costs 1 campaign game hour regardless of whether it takes 30 or 90 real minutes to play.
Campaign Goals
To give the Heroes a little more to think about when playing a campaign, each adventure has some additional optional objectives. You still win or lose an adventure as normal. However, the Heroes may be able to gain a further bonus if they win.
Listed below you will find two campaign goals for each adventure except the last, one timed, one task:
- Timed goals - the Heroes must achieve their objectives before any reinforcements are placed onto the board (see They're Behind You). If the Heroes achieve a timed task then do not count that adventure towards their 10 hour campaign total.
- Task goals - see the Task Goals section above.