Dungeons of Doria: Arcane Abominations
Dungeons of Doria: Arcane Abominations Rulebook
Table of Contents
Table of Contents
Component List
- 1 Book of Additional Rules
- 1 Arcane Abominations Single Scenarios Book
- 2 Campaign Books (Dark Alchemy, The Old Man and his Village)
- 8 Room Tiles
- 20 Loot Cards
- 12 Standard Items
- 12 Lucky Charms
- 8 Campaign Items
- 50 Monster Deck Cards (including 20 Modifiers)
- 10 Empty Cards (Loot, Modifiers, Door Events)
- 20 Monster Level Cards
- 4 Character Cards
- 6 Rules Reference cards
- 4 Character Mats
- 6 Player Boards with 12 plastic cubes (red, purple)
- 4 character punchouts and 4 plastic standees in 3 colors (2 transparent, 1 each in brown, pink)
- 8 monster punchouts (and 8 transparent standees): 2 Evil Trapper (black, brown), 2 Assassin (black, blue), 2 Wisp (black, purple), 1 Shapeshifter (black), 1 Dark Alchemist (black)
- Markers: 20 small Markers (6 Trap-Event, 4 Monster, 4 Doom Counter, 4 Story Markers, 2 XP/Phase Markers)
- 12 Character Initiative Markers, 1 End-of-Scenario Marker, 3 Piercing Damage Marker, 5 Disarmed Marker, 8 Rune Marker, 1 Compass
The Heroes & Heroines of Arcane Abominations
Alchemist: A man of science from the northern forest of Ustakia. While not at home in combat naturally, he might have a potion to change that!
Barbarian: A fighter from the high mountains of Elmark. He thinks it's too warm anywhere south of his homeland woods.
Rogue: She has her origin in Sirush, the biggest city of Estonde, but feels at home in any larger city where she can easily find gold and wine.
Witch: Originally from the coast of Edun, her magic ability and appearance led to persecution. So she preferred to move out into the world instead.
New Content
Arcane Abominations uses the same rules as the base game, but some of the new equipment and markers provided by the expansion are optional. See additional details for the new Room Tiles in the Room Events part of this book.
Player Boards
The new Player Boards will make it easier to track Hit Points and Psi Points using a red and a purple plastic cube. Place each player board at the top right of the Character Mat. As the tracking on the Character Sheet and the default Defenses are not needed anymore, the Character Sheet can be folded in half or cut in the middle and then placed into the slot on the Player Board.
Characters
The characters come with 4 new Character Mats and a matching Character Card. All Standard Items referenced on the Character Cards are already included in the Base Game.
Monster Deck
The new Monster Deck Cards contain 5 Dark Alchemist cards, 5 Shapeshifter cards, 6 Evil Trapper cards, 6 Assassin cards and 8 Wisp cards, as well as 20 additional Monster Modifiers. Simply shuffle all new monster cards into the Monster Deck or leave out any cards you do not like. For the included campaign Dark Alchemy, it is recommended to separate the Modifiers from the normal monster cards.
Rules clarification for the Shapeshifter: Shapeshifters copy all abilities of the monster they are imitating (but no modifiers), making them highly unpredictable and dangerous opponents. However, there are a few exceptions to this mimicry:
- The Zombie's Resurrection ability is not copied, there is no additional Zombie or Shapeshifter spawned in Phase F. The same applies to the Goblin's Group ability, the Shapeshifter does not spawn another Goblin.
- The Assassin's Concealed ability is only partially copied. The Shapeshifter can teleport to a random Rune when activated for the attack but does not disappear at the end of Phase F.
- All other abilities are copied and active, including the Skeleton's Thin Bones and the Mercenary's Battle Proven when being attacked and standing next to this monster, or the Poltergeist's Intangible when moving to the nearest target or being attacked.
Campaign Items
7 new campaign cards for Dark Alchemy and 1 card for The Old Man and his Village are included.
Loot Cards
The new random Loot Cards include 10 new items and potions as well as 10 new Trap Events. These Trap Events are positive and support the characters, make the game a bit easier overall. Simply shuffle all Loot Cards into the Loot Deck, or mix in the ones you want to use.
Standard Items
12 new items for higher-level characters, one for each hero class. Use these higher level items as soon as the character meets the requirements for the item and has the original Standard Item equipped (can be also instantly upgraded within a scenario).
If preferred, any character who meets the requirements can use the item. In Campaign mode, you may choose any Standard Item again at the beginning of each scenario, as long as all characters together average 6 cards total (using Standard and Random Loot items, usually not counting special Campaign items).
Lucky Charms & Standard Potions
The 8 Lucky Charms introduce optional new dice mitigation mechanics. Choose one Lucky Charm per character as one of the 6 items at the beginning of each scenario. If you want to make the game even easier, each character can carry the Lucky Charm in addition to their 6 cards.
The 4 new Standard Potions can always be given to the characters in addition to the usual cards. Both Lucky Charms and Standard Potions make the game slightly easier.
New Markers
Arcane Abominations includes a few new and familiar markers to enhance clarity. Include them in the game as intended or simply use them for other purposes if you wish to do so. All small markers are recommended to be placed on the Initiative Board, for example on Phase F or Phase G as reminders.
- Story Markers: These markers can be used for special Scenario Events or any other event that will trigger at a specific Phase or Round.
- Trap Markers: Use these markers to count down trap activations in Phase F or to mark squares where a trap activated.
- Monster Markers: Place these small monster markers on Phase F or other Phases, when a monster has a special ability that activated later or through a modifier.
- Doom Markers: Place these small Doom Counter markers on Phase F or Phase G if traps or monster might trigger additional Doom Counter steps.
- XP / Phase Markers: These additional XP markers can be used to mark the current Active Phase or to mark additional events on any Phase.
- Rune Markers: These additional Rune Markers are included, as the Assassins need at least 4 markers for their activation and some scenarios might need additional ones.
- Compass Marker: Whenever A-1 is not used in a scenario, place the Compass on any unoccupied square of the starting Room Tile to indicate where North is. The Compass square can be used like any other unoccupied square, but might be used by some traps or monsters.
- End of Scenario Marker: This marker can be placed on the Initiative Board if the scenario has a round end condition. Place it for example on Round 14, and as soon as the Round Counter reaches the End of Scenario Marker, the end condition is triggered.
- Piercing Damage: Use these markers with the new spell Piercing Blade or whenever a weapon gains Piercing damage.
- Disarmed Markers: More Disarmed markers to place on characters or monsters.
Room Events
Use these additional Room Events for the new Room Tiles included with Arcane Abominations. You can mix these new Room Tiles into the existing ones and also use them with the base game or only use these additional rooms for the expansion.
Each Room Event below is rolled on the 1D table for its room, using the die-result ranges listed.
Special rules for G-2 (Gamblers' Den) and G-4 (Tomb Labyrinth): Both rooms follow the same rules as F-3 (Passing Corridors) from the base game. The arrows indicate that a character can move from one square with an arrow to the next with only 1 Action Point, the square from the other part of the room is not counted for movement or range. The squares under the bridge count as directly connected and the other part of the room (above the bridge) is not visible from the lower part.
Special rules for G-4 (Tomb Labyrinth): The two parts of this room are not connected. The other part will only be populated with monsters and Loot, as soon as it is connected through other doors.
Special rules for G-8 (Antechamber): As soon as you connect this room, do not draw additional Room Tiles for the second part and do not draw any monsters for the unconnected part. The Open Room Side is only extended and populated after the door in the middle of the room was opened like any other door.
Room Tile Overview
The printed overview is a graphic showing the new Room Tiles numbered 1 to 8 and the G-rooms (G-1 to G-8) they correspond to; the tile artwork is not reproduced here.
G-1: Water Swirl
- 1-4: The water swirl within the room pulls all characters closer through some strange magic and swirling winds. As soon as the room is revealed, every character makes a check once using STR+WIS+2D against a TN of 27+[ML]. Any failing character automatically moves the number of points under the target number in squares towards the swirl (e.g. if a 27 in ML 3 was reached, 3 squares), even past other characters and monsters. If the swirl should be reached, place the character on a water square, taking 3 damage (ignores armor). The next action must be to move out of the water.
- 5-6: There seems to be a cave under the stone where the vortex converges. A character on the Blue Rune can dive into the small grotto with a check using CON+AGI+2D against a TN of 28+[2×ML] (each attempt 8 AP). If successful, draw 5 Loot Cards (any revealed traps still trigger).
- 7+: Any character standing on the Blue Rune automatically deals water damage in addition to the current damage type with any attack in range 4. In addition, any non-magic weapon equipped on the Body or Belt can be enchanted with water damage for 15 AP and 3 Psi Points (no activation cost for the weapon later).
G-2: Gamblers' Den
- 1-3: Two Assassins are playing a game here! Place an Assassin on each Loot square. If not enough Assassins are available, activate an existing one for each missing.
- 4-6: All doors are closed and not broken yet. Place a closed door marker on each of the two squares with broken doors. Each door receives [ML+3] Hit Points and has to be attacked using any weapon or spell against a target of 8 (AP based on attack).
- 7-9: At the table you encounter ghostly apparitions that seem to challenge you for a game. Any character playing the game on one of the table squares makes a check using PER+WIS+2D against a TN of 24+[3×ML] (each attempt 16 AP).
- Failure: The ghosts curse you. Draw 5 Loot Cards. Every trap drawn is immediately played on the character. Discard the rest.
- Success: The character wins and receives a fortune. Draw 5 Loot Cards and discard and redraw any traps.
- Critical success: You are a natural gambler! Same as Success, but afterwards draw additional 5 Loot Cards, choose one to keep and discard the remaining cards.
- 10: When placing the room, do not draw any monster cards. Place two Goblins on the Loot squares instead. If not attacked, they will simply stay here. They offer you to play a game with them at the table, roll a die (each attempt 18 AP):
- 1-2: They are better players! You have to give them 1 Gold.
- 4-7: You won! They give you 1 Loot Card (redraw traps).
- 8+: They are completely intimidated by your game! They flee, leaving 3 Loot Cards (redraw traps).
G-3: Wishing Well
- 1-3: Guardian of the well: Place a Monster Marker on the wishing well. As soon as a character walks past or stops on a square next to the well, place a Gargoyle on one of the Loot squares (player choice). This Gargoyle has 3 Modifiers (draw cards from the Monster Deck until you have enough Modifiers, discard all monster cards).
- 4-5: The wishing well is filled with coins. To gather coins, make a check using PER+PSI+2D against a TN of 25+[3×ML] (each attempt 9 AP) on one of the two Loot squares:
- Failure: Curse of the well: Every character in the room loses 3 Psi Points.
- Success: Coins gathered: Draw 3 Loot Cards and keep these as gold value for Phase I. The items or traps drawn are not used, only the gold value counts.
- Critical success: Blessing of the well: Same as Success, in addition every character in the room receives 4 Psi Points (up to the maximum).
- 6-8: Whispers of the wishing well: For each coin thrown into the wishing well in Line of Sight (discard any item/trap with a gold value, roll multiple times for higher gold values), roll a die:
- 1-2: Nothing happens…
- 3-5: You feel stronger! +1D on your next attack (magic or weapon).
- 6-8: The weakness is revealed! Remove one modifier from a monster or alternatively give one monster the Disarmed status (–1D).
- 9+: What the future holds: Draw 3 Loot Cards from one of the three decks, re-arrange them in preferred order and place them back.
G-4: Tomb Labyrinth
- 1-2: The undead rise! Place a Zombie on every Loot square in this room connected to the dungeon in addition to any normal revealed monsters.
- 3-4: A larger room! Place a Secret Door marker on the square with the red monster symbol, instantly connecting the rest of the room to the dungeon (place additional monsters and Loot markers).
- 5-6: Flickering lights: The candles and torches in the room flicker erratically, casting strange shadows. All characters and monsters standing on this Room Tile have –1D on their attack roll, as the shifting shadows obscure their vision.
- 7+: Scent of preservation: A strange, sweet-smelling incense emanates from the burning candles. A character can focus on the smell and roll a die (each attempt 4 AP):
- 1-2: Overpowering and nauseating scent! Lose 2 Psi Points.
- 3-7: The scent clears the mind. Gain 3 Psi Points (up to the maximum).
- 8+: The scent invigorates. The character gains 5 Action Points.
G-5: Treasure Chamber
- 1-2: Hidden Trap: Whenever a Loot Marker is searched within this room, roll a die before drawing Loot cards:
- 1-2: A bolt flies towards you! The character receives 3 Damage (armor can be used). Then draw the Loot Cards as usual.
- 3-6: Nothing happens – draw the Loot Cards as usual.
- 7+: Small chutes open and the gold slips through your fingers! Immediately remove all remaining Loot Markers from this room including the one you just tried to loot.
- 3-5: Mimic surprise: Whenever a Loot Marker is searched within this room, roll a die before drawing Loot cards:
- 1-3: A Mimic! Place a Shapeshifter as close as possible to the character (activated at its initiative). Then draw the Loot Cards.
- 4-7: Nothing happens – draw the Loot Cards as usual.
- 8+: Dead Mimic: Draw one additional Loot Card, discard and redraw any traps!
- 6-7: Enchanted Treasures: Not everything within these piles of gold is usable. Loot can only be searched for 5 AP. Whenever a character searches a Loot Marker within this room, draw 4 Loot Cards and count the gold coins on these cards:
- 6 or less coins: The item you gain is cursed! Discard any cards without gold, shuffle the remaining cards, draw one, and lose [Gold coins on this card × 3] Psi Points. Discard all cards.
G-6: Holding Cells
- 1-4: Opening the door triggers a teleport spell meant for escaping prisoners! Populate the room with monsters and loot. Then, all characters in the dungeon immediately make a check using AGI+PSI+2D against a TN of 27+[3×ML] in a fixed order. The first to fail is teleported to the Green Rune of G-6, the second to the Loot square in the other prison cell. Alternate after that and place characters on free squares as close as possible.
- 5-6: Hidden cache: Place 3 Loot Markers on the red monster square and place an additional monster on the Green Rune square.
- 7-9: Earlier prisoners apparently used some debris to create a makeshift bridge across the hole. Place 3 Rubble Markers across the Hole. Characters and monsters can move onto the Rubble, but this counts as Difficult Terrain (+1 AP). Whenever a figurine walks over the rubble, roll a die. If you roll a 1-4, remove a Rubble Marker and the character or monster takes 3 Damage (armor can be used).
- 10: A desperate prisoner pleads for help. To free him from his chains, deal [ML+2] Damage to the Green Rune square (any attack, target of 10). Once freed, he reveals loot info: Draw 5 Loot Cards from any deck and re-arrange them as desired.
G-7: Laboratory
- 1-3: Volatile Mixture! As you enter, a beaker on one of the tables tips over, releasing a cloud of pungent gas into the whole dungeon. Every character must make a check using CON+AGI+2D against a TN of 26+[2×ML]. If unsuccessful, they receive 1 Poison Marker and lose 4 Action Points.
- 4-7: One of the pots on the tables contains multiple trapped spirits. Whenever a monster is defeated on this Room Tile roll a die: If you roll a 1-4, place a Wisp on the Blue Rune. This also applies for the Wisp itself!
- 8-9: The books on the tables hold arcane knowledge. A character on the Blue Rune can study them using a PER+WIS+2D check against a TN of 32+[3×ML] (each attempt 14 AP). On success, they can immediately search through one of the Loot Decks and take the next Psi Spell they find. Shuffle the remaining cards and place them back on top of the deck.
- 10: There is a brightly colored potion on the table. The first character to drink this potion for 5 AP while standing on the Blue Rune rolls a die:
- 1-3: You shrink! They have –1D on all rolls until Phase H next round.
- 4-7: You grow bigger! Gain +1D on all attacks and the defense until Phase H.
- 8+: You feel faster! Gain 25 Action Points immediately.
G-8: Antechamber
- 1: An energetic pulse emits through the dungeon and everyone feels paralyzed. You notice, that the statues stored here have probably once been human! As soon as this room is revealed, every character in the dungeon makes a check using CON+AGI+2D against a TN of 20+[4×ML]. Any failing character is immediately petrified until Phase H. It is similar to unconscious, but does not trigger the Doom Counter and does not end the scenario if all characters should be petrified. Monsters will attack characters not petrified first or attack the nearest petrified with automatic [ML] Damage.
- 2: As soon as you place this room, you notice that the door in the middle of the room already has been destroyed. Place a Secret Door marker on the door and continue to reveal additional rooms to close the Open Side on the other half.
- 3-4: The statues are real! Place a Gargoyle on the Loot-square with the large statue that is connected to the dungeon. The other side behind the door is ignored.
- 5-7: Each painting seems to host a living being! If a character wants to free a being from a painting, move to the same square and make a check using WIS+PSI+2D against a TN of 26+[2×ML] (each attempt 10 AP):
- Success: You free an adventurer. He immediately gifts you 3 Loot Cards (discard any traps and redraw).
- Failure: This was not a human, but a shape-shifting abomination! Place a Shapeshifter as close as possible to the triggering character.
- 8+: The paintings seem to be enchanted: Objects constantly fall out of them towards the floor. Place 4 Loot Markers on every square with a painting. Traps are still triggered as usual!