2D6 Dungeon - Lairs Expansion Vol.1.pdf

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2D6 Dungeon
Lairs Expansion - Vol 1
A roll-and-write, print & play, solo player, dungeon crawler game
Written and Designed by
Toby Lancaster
Illustration by
Jeremy Mohler
Proofreaders
Brent Ritchey, Clive Sutherland, Vincent Yip and Jeffrey Mullen
Playtesters
Steve Boulter, Victor Haerinck Jr., Scott Kirby, Paul Baker, Nick Moore,
Tammy Dave, Frederico S. B. Mesquita, Tenten Kasak, Daniel Glassey,
James Marshall, Jess Rombocos, Michael Russell, Clive Sutherland,
Michael Ladd, Kaleb Mayfiled, Brian Moore, Tim Archer, Chris Brown,
Kasla Anesh, Patrick Philippi, Bob Bell, Brett Moyer, Jonathan Mortimer,
Michael Frusti, Vincent Yip, Dave Yan, Curt Rustle, Ibah Mycin,
Dimme, Orey Crounk, Loren, Dunbruha Jones, Leszek Cimala,
Todd Pote, Justin Vinci, Angelika Fröhlich, William Beekman,
Doug Rosengard, Michael Philips, Eccentric Marcupial,
Patrick Szellas, Jeffrey Mullen, Julien Touzot, Sam Walm
sley
João Campos, Javier Altman, Kevin Wiles, Eric Maxham
Copyright 2023 DR Games (Version 1)
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Contents
Introduction, Difficulty Level,
Size of Lair, Dead Ends, Completing a Lair
An Example of an Incomplete Lair
Damage, No Exits, Treasure, The Gods, Walls
Doors and Locks, The Infernal Caves
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Fire Resistance, The Sunken Swamp
Becoming Soaked, Flooded Rooms, Two new Runes
Boulter’s Surge Rune, Romboco’s Scale Rune
Tables Index
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Bestiary Index
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Introduction
This is the Lairs Expansion for 2D6
Dungeon and features the rules and
tables for the Infernal Caves and
Sunken Swamp. To play the Lairs
Expansion you will need the 2D6
Dungeon Core Rules and any
additional rules are listed below. You
will also need the Tables Codex as
some of the tables referenced in this
expansion are found there.
their normal creature card from the
Tables Codex.
Size of the Lair
Every lair you explore
cannot exceed
25x25
squares. This size is set for
balancing reasons.
Dead Ends
If you find that you face a series of
dead ends, cannot progress and there is
less than 80% of the Lair explored,
A New Adventure
then add in a extra room exit. Select a
wall that leads into as wide a space as
Adventurers are known to have braved
possible. This secret exit has revealed
the caves for many reasons. To help rid
itself after extensive searches.
the land of the creatures that might
venture out at night or to find treasure
Completing a Lair
to support their growing domains.
Others enter to raise their level before
You may retreat from a lair at any
they venture back into the main
point, following the same path you
undefeated dungeon that plagues the
came in by. But you cannot re-enter
land.
and carry on where you left off. You
would instead restart a new lair.
Difficulty Level
These lairs can be taken on by any
level adventurer, levels 1 to 10. There
are special conditions that have to be
applied depending on your level. For
example, when you encounter traps,
you will take damage per level of
adventurer. There are also four
versions of each creature. You fight
the creature that is closest to your level
at the start of the combat. If it is a tie
and you have fifty percent or less of
your HP you face the lower level
enemy. There are a few minor
exceptions, creatures which do not
have variations. Just fight these as per
The goal for the Infernal Caves is to
kill Harakor. Once this is done there is
an exit in that room that will take you
out to the surface. In the Sunken
Swamp you need to explore every
room and clear out all the monsters
that live there so they will no longer
threaten the town. Once this is done
the final room presents an exit you can
take. Back in town there is praise for
what you have achieved and word soon
spreads. You are toasted in the pub and
awarded a purse of 100 GC by the
town mayor.
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