A tabletop adventure of torchlight, dice, and daring
🔊 Click anywhere to start the music
Hot-seat play: each player controls one hero, taking turns at this screen.
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Same dungeon and quest, heroes back at the entrance.
Same heroes, a brand-new dungeon and quest.
Build a new party and choose new settings.
Each player picks one reward for their hero.
Each hero spends their own gold.
Two stairways lead deeper. The party picks one together.
Complete the quest shown at the top right. If the quest is done and any hero survives, you win. If every hero is knocked out of the adventure (or the person you came to rescue is hurt too badly to go on), you lose.
Grabbing the relic or freeing the prisoner is only half the job: getting out is dangerous! The ceiling may start to fall (cracked spots on the map show where rocks will drop next, so step off them), more monsters may come after you, or the way you came in may shut, so you'll need the hidden door that opens instead.
Every round, each participant takes a turn in initiative order: heroes, monsters, freed allies, and finally the Dungeon itself (fire vents, stinky gas, and other hazards).
Heroes gain 4 AP each turn and can bank up to 6. Moving costs 1 AP per few tiles (your speed); attacks usually cost 2 AP; spells and skills cost 1–3 AP and some need a few turns to recharge.
You only see what your heroes can see. Torches light the way but also make you easy to spot. Darkvision lets some races see without light. Some monsters can't see in the dark at all (hover over a monster to check), so putting out your torches lets you sneak past them. Shooting arrows or casting at something standing in the dark is harder (roll twice, keep the lower), and traps are easier to notice where there's light. Places you have explored are remembered, but monsters and items vanish from view once out of sight.