by Rawrdo1988
Good Day fellow Dungeon Crawlers.
I am still playing these games! a testament to CR/WoA/LoD. I also incorporated the Dungeon command Add-ons. Worth Every Penny in my opinion. I go in between changing games when I want to beat on my companions in the Dungeon or be teammates in a Dungeon. That being said this is how we play.
We try to use almost everything the board game packages come with**
So I will list the Variants as follows.
1. We Separate Encounter decks to the flavor of the Dungeon you are completing So
CR deck consists of CR Events/ Events-Attacks
WoA deck consist of WoA Events/ Events-Attacks.
LoD deck consist of LoD Events/ Events-Attacks.
Traps/Hazards/Atmosphere/Curse cards are put all together into one deck that then goes into CR/WoA/LoD Main Encounter decks, depending on which dungeon you are choosing to clear.
To counteract the sheer damaging possibility of this encounter deck we give our adventurers the ability "Hero's Instinct" with allows them to negate ONLY event cards on a roll of 10+ if they choose to, so yes they can read it, think about it then decide, They can also expend 5 exp. however what they cannot do it roll, then fail then decide to use 5 exp.You choose wrong and you failed so pay the consequences! So cards such as passage of time have a chance to not damage these veteran, battle hardened, years of dedication to their craft Adventurers.
Attack-events/Curses/Atmosphere/Hazards/Traps are still only cancelled with Experience points.
However
2. Trap cards- reward 5 Experience. End of Story. Some traps are as hard as bosses and some traps take more than 1 turn to Overcome especially if you are having bad luck. Combine them with Monsters and you can sometimes get a real arse whupping!
3. We use the Campaign Variant that Allows Heroes to reach level 5. Somewhere amongst these thread there is that awesome Campaign Variant which I will give appropriate credit to. Here it is.
http://files.boardgamegeek.com/geekfile_download.php?fileid=... I just use the item list breakdown of CR cost and the Level Scaling. It has worked well. I Do not use the Name tile deck event thing. You can spice things up on your own accord or use already preset triggers in the game (i.e. find the altar put the ravenkind figure. Use your imagination
![]()
there is always one of use that is the Unofficial "DM" we bought these games didn't we!?
4. We use Treasure Tokens and Monster Tokens as per the Campaign rules.
Read that to get caught up with the details. When your Party moves Beyond level 1.
5. Monster Decks Separate them into these.
CR Main monster deck - All Undead and Devil Creatures (CR/WoA/LoD/ Dungeon Command)
WoA Main monster deck - All Orcs/Goblins/Hobgoblins/Animals (CR/WoA/LoD/ Dungeon Command)
LoD Main monster deck (or how I like to refer to it the Underdark Deck)- Drow/Spiders/Druegar/Abberrant (CR/WoA/LoD/ Dungeon Command)
Elemental Deck- are one deck that can be mixed into any of the top 3 decks
Reptile deck with Cormyr Dragon - is the other deck that can be mixed into any of the top 3 decks
But you say But what about WoA campaign against the clans and the druegar....? well switch it into the Underdark Deck for that Mission. Geez!
6.Treasures
first off there are 5 Blessing treasures that came in and subsequently not used again after CR. These I remove, write Cleric/Paladin Blessings on the back of it and give them to these respective classes to randomly choose one of these every round of a New Dungeon Crawl. To use when most needed "shows that they are praying to their deity before the descent into darkness. it is used as an Utility and adds flavor. Very Popular.
then I separate the Treasure decks into two types one that consists of ALL the Items.
and the other that have the fortune.
Why Rawrdo Why?
because of this, up above I explained the Monster decks and how these should be built and then I explained the Encounter decks and how they should be built. This being said the potential damage output of these decks even with the "Hero's Instinct" to negate only Event cards is still very high then combine it with killing one monster may only give you a fortune if you draw the treasure token? then OF course I have to make some sort of compensation. This Variant allows adventurers to take time in the Dungeon. Even maybe regroup and attack a different way.
So Whenever you do Kill A monster it still is only one Chance on the Treasure token chance game and if you get gold, then you get gold but if you get an item you actually get a ITEM and not a fortune.
1 Fortunes is always rewarded for killing monsters.
so it should play out like this.
I kill a monster- I get 1 fortune card- yay. Then I play the Treasure reward Chance time game- Pick out from the treasure Tokens. Yay I get A) an Item or B) Gold to buy items from the Dwarven Caravan in between missions.
if you cycle through the fortune deck (which is smaller and bound to happen) gather all the discarded card and reshuffle them. REMEMBER the BLESSINGS are not part of this deck! they are Paladin/Cleric Blessings-Utilities.
Q....But I kill more than one monster because I am Godly Rawrdo?
Too Bad 1 Treasure Boon reward like the rule book states is in effect you should be happy to use the gained experience to either cancel the ass kicking encounters that will come your way, or pool exp to Level up your adventurers to level 5 or..
7. Buy Surge tokens with Exp. which is reflective of party size.
Solo- 10 Exp
2- 20 Exp
3-30 Exp
4- 40 Exp
5- 50 Exp.
decisions,decisions level up? and in doing so increase the monster difficulty and quantity. Or buy Healing Surges? decisions decisions.
8. We always play with 1 healing Surge. God mode begins now.
Other Variants.
Doors!!! when a tile with doors pops up if you decide to ignore the door tile and go to another unexplored edge to reveal a top tile... WELL that's is TOO DAMN BAD, You must always grab from the bottom. Until the door is investigated and unlocked will it return to normal exploring rules. This mean every door must be investigated in this way you cannot ignore doors. Makes Heskan's less than stellar unique technique much more important.
coffins do Block Movement. To go Up and over you must expend a Move/Move turn. Yup, that Dwarf has to climb up and move down.
Blocking does occur!! if Hero's successfully block a corridor defensively a Creature cannot use their Move into tile option but uses their Adjacent tactics which are sometimes less damaging or more...
anyways I may have left things out but that's because I have been writing this since 2AM, it's 5 AM now.
Happy Dungeon crawling.