A Bag of Dungeon expansion scenario
On your turn, reset AP to full, then spend AP to:
Lay new tile (1 AP)
Open edge must join existing edge.
If cannot join, redraw until you can.
If last tile:
Place Exit tile next to it.
Place Eight-Legged Nursery portal on the Exit.
Move one tile (1 AP)
If tile contains portal, enter and attempt trial.
Only one adventurer at a time allowed in a portal.
Movement inside portal costs 0 AP.
If die during trial, drop items on portal tile and return to start.
Portal remains open and trial resets.
If succeed at trial, take reward shown on portal card.
Flip or remove portal token. It is closed and now a normal floor.
If Eight-Legged Nursery trial is completed:
Close any open portals.
Remove any Guardians.
Flip nursery token to Trantor side.
Roll 2d6 and place her on matching Monster Tile.
Set her health to 20 (10 if players use Bossbane).
Trantor acts after all adventures each round.
Takes shortest route to her egg.
Ignores special tiles.
Attacks any adventurer in her path.
Her turn ends after combat. Does not recover health.
If she reaches her egg, flip the token to the bound side.
Bound egg requires 1 AP and die roll >= 4 to pick up.
She then continues toward the nearest adventurer.
If an adventurer returns to the Start tile with the egg, VICTORY!
If tile contains Root Lord Guardian:
Choose one action:
- Escape
Adjacent tile costs 1 AP and 1 direct damage
New tile costs 2 AP and 2 direct damage
- Fight: Repeat the following until one dies or escapes:
1. Roll # dice on character card + modifiers.
If all numbers match on MELEE attack:
Critical hit! Double score before adding modifiers
2. Roll for monster # dice on monster token.
3. Loser takes damage = difference.
If you die, drop items, decrease Life track, go to Start
If die during dragon fight, items go to Healing Pool.
If you defeat Root Lord Guardian, increase Fury level on Trantor card by 1
Perform ranged attack in LoS (AP cost shown on token)
Roll # dice shown.
Deduct result from monster's health.
If monster still alive:
It moves to your tile and fights.
Any adventurers in its path take 1d6 damage
Tag a partner to help with this battle (1 AP)
Partner spends AP from next turn to move to your tile.
You add +1 die when attacking.
When you take damage, partner takes half damage, rounded down.
If active player dies, tag partner takes over.
HOUSE RULE: Improved tagging
Partner spends AP to move into range
Players take turns fighting normally
Use an item (AP cost shown on token)
Pick up/drop/trade items with adventurer in your space (0 AP)
If playing with Skill Tokens, you may:
Duck (1 skill token): avoid 1d6 damage
Dive (2 skill tokens): dodge a trap or open a chest safely
Riposte (3 skill tokens): transfer all damage from one combat round
to monster
Bossbane (4 skill tokens): start boss' HP at 10 max
Killing blow (1 skill token): when killed, take the monster down with you.
Discard an item and tell a story of how you used the item to kill the monster.
Claim rewards and drop them in the spot where you died.
Turn ends when:
Run out of AP
Engage in or escape from combat
==== Ending Monster Fights ====
If a monster defeats you and tag partners or you all escape:
Monster recovers full HP.
If you defeat a monster:
Claim its token.
Claim reward (item, skill token, or awaken enhanced item)
If monster killed by melee attack:
Adventurer gains items immediately.
If monster killed by ranged attack:
Items are placed in monster's space.
If playing with skill tokens:
May take skill token instead of item.
May spend 2 skill tokens to upgrade skill OR
keep for bonuses (duck, dive, riposte, etc.)
If adventurer has an enhanced item:
May choose to awaken it (flip over) instead of taking item or skill token
==== Special Dungeon Tiles ====
Monster Icon or Healing Pool
Reveal: Draw tile from Paths stack and place it over Monster tile
If Root Lord Guardian, fight with standard combat rules.
If portal tile, becomes impassible until challenge complete.
Enter: Follow instructions on portal card.
Item
Reveal: Place facedown item token.
Enter: Optional -- Player may choose to take item if available.
Old Spikey
Reveal: N/A
Enter: Jam it by discarding an item; OR
Roll die. If 1-2, triggers (deals 1 die damage to all on tile).
MONSTERS ALWAYS TRIGGER THIS TRAP.
==== Special Forest Tiles ====
Red Vine
Reveal: N/A
Enter: If landing here, become poisoned:
Place poison token in inventory (drop item if necessary).
Cannot use space until cured, but can reposition poison.
Can only be poisoned once per turn.
Brood Seed
Reveal: N/A
Enter: N/A
Swamp or Pit
Reveal: N/A
Enter: Roll d6
If >= 3, pass freely.
If 6, take skill token.
If 1-2, take 1d6 damage and end turn.
Bone Yard
Reveal: Place bone yard token.
Enter: Optional -- If landing here, remove token and choose one:
- Heal (2 AP):
Discard all poison tokens.
Heal to full HP.
- Find item:
Discard 3 kills and draw item.
Web
Reveal: N/A
Enter: If tile unoccupied, roll die
If 1-2, spawn 1d6 # spiders.
Spider have 1 HP and attack with:
2 dice + # spiders
If spider damages you, become poisoned.
Surviving spiders leave after combat.
Optional -- web walking
Spend 1 AP to move between web tiles.
Must roll for spider check if unoccupied.
Forest Gateway
Reveal: Place dungeon start tile next to it (if playing with dungeon)
Enter: N/A