The Blood Ritual has gripped the 1st and 2nd levels of the Dungeon. Murataynie calls to its followers and the Blood Ritual begins. Four types of enemy worshipers have been affected by this religious fervour becoming enhanced and full of rage. Consequently they are now stronger. Introducing 4 variant creature cards to spice up your 2D6 Dungeon adventure. This is an optional event to increase the difficulty of your level 1 and 2 encounters.
The 2D6 Blood Ritual Event Card is an A6 Postcard with 4 variant creature cards to go with 2D6 Dungeon. These cards are intended for use in Level 1 and 2 of the dungeon.
The Forest Infection Event Card can also be found here:
2D6 Realm is the overland expansion for 2D6 Dungeon, the dungeon crawler designed by Toby Lancaster. You will need the original 2D6 Dungeon Core Rules to play this expansion even though there are many unique rules herein. This is a roll and write, print and play, solo player game.
The 2D6 Realm rule book begins with an outline of the setting, followed by the rules and the tables to generate the world within which your adventurer explores and lives. There are many tables to expand the narrative and new sheets that help you manage a realm in which you can also construct buildings to generate an income and work to wards better weapons and equipment. There is also an extensive Lore section that can be used to inject more narrative into your adventure.
The world faces a terrible apocalypse. Without warning the sun’s radiation spiked to alarming levels and under this relentless and deadly barrage humanity succumbed. People fell ill, millions died, populations moved underground into fortified Rad Bunkers. Many plants and animals perished, and society collapsed. Food and clean water were rationed until people began to starve, and martial law was replaced by irradiated outlaws and bandits roaming the surface in their pain induced craze.
Rad Zone Totality is a roll and write, print and play, set in a harsh dystopian future where you manage a group of survivors. They live in a Rad Bunker and strive to keep their home stocked with food, water, medical supplies, fuel, equipment and raw materials. They must go on dangerous missions, salvage these much-needed items from the city and at the same time avoid bandits that roam the land in their radiation induced craze. On top of this they must be quick to avoid taking a dangerous dose of radiation.
2D6 Dungeon Lair Expansion Vol 2 – the adventure continues…
Most mine shafts that are found in the land have collapsed and cannot be entered. But the Ancient Mine Shaft was well established and has a complex network of deep rooms on three levels. These abandoned locations are feared by locals and can be a place where subterranean creatures have penetrated or sought shelter and must be cleared to remove the threat to the land.
In the west of Adrumar, in the region that borders the Heartland, are the Basins of Adrumar. They were formed by an earthquake many centuries ago when rock formations were revealed by sinking sands. They are a network of open top rooms set in uneven sandstone chambers sculpted by Kaladear herself during the creation of the world.
Dark Force Incursion is a solo game where the player has to reclaim the defensive forts in his land from an invading Dark Force. It is played on a single sheet of paper and with the use of a six sided dice the player plots his route across the hex grid map. Obstacles will be encountered and battles lost. The aim of the game is to claim back more than half of the forts on the map. The number will vary based upon the map, but ultimately if the Dark Force defends half or more of the forts on the map you have lost. You can claim a fort tile by placing one of your armies on it. This must be achieved before the dark force amasses 25 armies. If the dark force raises 25 armies before you reclaim the forts, they have contained your rebellion and the war is lost.
Every game of Dark Force Incursion tells a story of battle and conflict. This is the strength of the game. You can see your own attempt at saving your lands and the resulting narrative, a series of encounters that often have dramatic outcomes.
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