HOUSE RULES
v1.02
Last update: 15MAY2020
Exploration
1. Set out a square tile with a staircase on one side. Character models are placed
anywhere as long as their base touches the staircase. Roll a d3 for the number of
starting doors in this room and then place them on a random wall, not including the
staircase wall.
2. Ignore door lock & trap if Uncharted Dungeon card Total Levels equals 3 or 6.
3. When opening a door, roll a d6.
a. On a 1-3, this is a hallway. Place a hallway tile however you want as long as it
connects to the door. Then repeat the staircase room roll again for doors in this
hallway, Except use a d6. On a 1-3, there are 1-3 doors, on a 4-6 there is no
door in this hallway.
i. If there is a door, place one of the room cards face down next to this door
to indicate a path to a room.
b. On a 4-6, this is a room, draw a room card and proceed as usual.
4. When standing on the edge of a hallway, connect another hallway however you like, and
roll for doors as in step 1.
Monster Spawning
1. Use new bestiary table, choosing a theme for your dungeon (e.g Undead, Orcs, Demon,
etc). After placing room tiles and possible map traps, roll a d6:
a. On a 4-6, roll from the Dungeon Critters table
b. On a 1-3, roll from the themed list for the rest of the Total Levels.
2. Monster Total Levels increases by levels of highest character level.
3. Place bone piles on any leftover monster spawn locations up to the highest character
level of the party.
4. The number of monster actions on the Overlord turn card draw is equal to the party size
(4 by default).
5. Boss still spawns on room of 3 or 6 natural monster power.
Death
Adventurers can end a quest at any time by ending their turn adjacent to the stairs. If an
adventurer is knocked out during a quest, roll a D20, if less than equal to wounded points, that
character is dead. Discard everything on their character sheet, including gold and all acquired
items.
Side Quests
These can be used as replacement objectives, or as side quests. If using as a sidequest, roll a
D(x) after opening each door, x being the number of total rooms left to uncover in the deck. On
a 1, the side quest objective is in this room. The side quest objective will always be found on
the final tile if it hasn't been found earlier.
For a reward for completing a side-quest, roll on the Treasure Table below, adding x to the
result, where x is the number of room tiles you uncovered before discovering the side quest
objective.
Rescue
Place a mini on the furthest square from the entry doorway representing a character NPC that
needs to be rescued. When a character ends their turn adjacent to her, you complete the quest,
removing the model from the game.
Find the Key
Before assembling your Uncharted Dungeon deck for this adventure, choose two cards to
represent your final objective room, and a second card (with a treasure chest) representing a
key room. Make a note of the letter and number of the cards, and shuffle them into the deck.
When the objective room is drawn, it is placed as usual, but without monsters or traps, and the
door will be locked and unable to be opened until any single chest in the key room has been
opened first.
Masterwork Arms
It is assumed that characters are carrying meager arms when they begin their adventures; a
homemade bow, a rusted shield, an old heirloom sword, and so forth. It is also assumed that
such weapons break often, but are replaced by whatever the heroes can find to continue
fighting on. This modification gives characters the chance to buy or find premium, non-magical
weapons and armor for improved combat ability.
Although masterwork arms never break, they can become damaged and lose their sharpness
and effectiveness in protecting the wearer over time. To simulate this, every time a 6 is rolled
on a reroll attempt, this die can no longer be re-rolled this adventure in combat. It is assumed
the heroes get their arms repaired during downtime.
Wizards can only equip dagger, staff, and cloak.
Clerics can equip all armor, but only mace weapons.
Druids can equip only a cloak, and any weapon.
Barbarians can equip only chain mail, and any weapon.
Thieves can equip anything, but lose backstab ability on anything other than dagger and cloak.
All other classes can equip anything.
Dagger: 3 gold
Can be thrown as an extra 2 die short range attack, but is lost.
Staff: 3 gold.
Allows you to attack up to two squares in straight line beyond arc. Cannot be used with a
shield.
Shortsword: 6 gold
Reroll up to 1 die when attacking non undead.
Hand Axe: 7 gold
Reroll up to 1 die when attacking non undead. Can be thrown as a 2 die short range attack (with
reroll), but is lost.
Mace: 6 gold
Reroll up to 1 die when attacking undead.
Broadsword: 12 gold
Reroll up to 2 dice when attacking non undead.
Longsword: 12 gold
Reroll up to 1 die when attacking non undead. Allows you to attack up to two squares in straight
line beyond arc.
Battle Axe: 16 gold
Reroll 3 dice when attacking non undead. Cannot be used with a shield.
Shortbow: 6 gold
Reroll 1 die when shooting non undead.
Crossbow: 8 gold
Reroll 2 die when shooting non undead. Short range only.
Helmet: 4 gold
Reroll 1 die when defending.
Shield: 5 gold
Reroll 1 die when defending.
Chain Mail: 6 gold
Reroll 1 die when defending.
Chain Mail: 10 gold
Reroll 2 dice when defending. Movement - 2.
Plate Mail: 16 gold
Reroll 1 die when defending. Movement is halved rounded up.
Cloak: 6 gold
Hero threat is reduced by half. Cannot be combined with other armor.
Treasure Table
When searching chests or coffins, roll D20. When searching any other furniture (once per
room), roll D10 and consult table below.
1-6: 1 Gold
7-11: event deck draw (options only)
12-15: 2 Gold
16-18: 1 random mundane equipment.
19: 1 random gem
20: 1 random magic weapon or item.
Table: Gems
d%
01-25 1 gold
Banded, eye, or moss agate; azurite; blue quartz; hematite; lapis lazuli; malachite; obsidian;
rhodochrosite; tiger eye turquoise; freshwater (irregular) pearl
26-50 2 gold
Bloodstone; carnelian; chalcedony; chrysoprase; citrine; iolite, jasper; moonstone; onyx; peridot;
rock crystal (clear quartz); sard; sardonyx; rose, smoky, or star rose quartz; zircon
51-70 3 gold
Amber; amethyst; chrysoberyl; coral; red or brown-green garnet; jade; jet; white, golden, pink, or
silver pearl; red spinel, red-brown or deep green spinel; tourmaline
71-90 4 gold
Alexandrite; aquamarine; violet garnet; black pearl; deep blue spinel; golden yellow topaz
91-99 5 gold Emerald; white, black, or fire opal; blue sapphire; fiery yellow or rich purple
corundum; blue or black star sapphire; star ruby
100 10 gold
Clearest bright green emerald; blue-white, canary, pink, brown, or blue diamond; jacinth
Henchmen
Warriors may be hired for 1 gold each, taking turns just like heroes. Add one action on the first
Overlord turn card draw. Use the following stat line:
Move: 6, Combat: 3, Armor: 2, Wounds: 2
New Abilities
Vigilant
Each round this model may assume one other model is in its front arc instead of its rear arc.
Strangle
After a fight roll where a creature with ability causes damage, the defender is being strangled
and is unable to move. At the end of each round thereafter, the strangled miniature must roll a
defense roll again, but with one die less. Each round a die is subtracted from the defense roll.
During this time, both miniatures can do no other action.
Poison
For each attack die from the creature with this ability that was not blocked by the defender, the
attacker rolls these dice again. If any die on the second roll beats the defender’s armor again,
the defender is poisoned. At the end of each round, starting with the next, the victim must take
a wound. The victim may convert any number of movement points as dice to roll at least one 6
to recover from the poison. (Eg At the start of his turn, Orlaf spends 4 of his 7 movement to roll
4 dice. He rolls two 6s and recovers from Poison).
Necrosis
This ability is inflicted and can be recovered from in the same way as Poison, except that the
victim loses a movement point at the end of each round instead of a wound.
Disease
This ability works in the same way as Poison, but the character loses combat dice at the end of
each round instead of wounds.
Summoner (x)
As an action this miniature may roll 1d6 and place the resulting number of creatures on the
board. They must be placed as close to one another as possible and at the most distant tile
edge from the summoner. This action can be repeated only after all summoned models are
removed from the board.
Terrify
A miniature standing next to this at the end of a round must roll a d6. On a 6, the miniature rolls
a d6 again and moves that many spaces away toward the start tile, avoiding other enemy front
arcs if possible. The creature with Terrify gets a free attack as usual.
Paralyze
This ability is inflicted in the same way as Poison, the miniature loses its next turn.
Paralyze/Poison Adjacent
These status effects are in effect as long as the inflicted model is in its front arc.
Charm
This is inflicted like Poison, but as a short, ranged attack (using the attacker's standard combat
dice). This attack causes no damage. Instead, a charmed model can only move and attack
other heroes on the Overlord’s turn or during an interrupt as if he was a monster. The effect
ends if the charmer or the charmed unit takes a wound. If all heroes are charmed, monsters will
attack them instead.
Hardened
When this unit is not within another unit's facing, it cannot be attacked.
Petrify
A unit may perform this special attack against an enemy within range that is directly facing the
unit in a straight (non-diagonal) line. A petrified unit is immediately considered dead.
Aquatic
These units move twice their speed in water and cannot be attacked while on a water tile.
Backstab
If this unit starts its move out of short range (stealth), and ends by attacking an enemy from its
rear arc, add two extra combat dice.
Magic Resistant
Any magical attacks against this unit use one less die, to a minimum of one die.