2D6 Dungeon Lairs Expansion Omnibus – all the expansion’s in one edition…
This omnibus features five lairs from three previous 2D6 publications. These are The Infernal Cave, The Sunken Swamp, The Ancient Mine Shaft, The Basins of Adrumar and The Haunted House. Each is a self contained adventure which will see creatures and treasure revealed in new and unexpected ways.
This is the 2d6 Dungeon Lairs Omnibus Expansion for 2D6 Dungeon. It Includes The Lairs Volume 1 and 2 alongside The Haunted House expansion. There are no additional rules but there is some new content. This includes some examples of Lair maps and some inspirational photos taken by the author.
Also the it appears as the in the popular spiral bound edition:
2D6 Dungeon is a classic-style dungeon crawl, print & play, roll-and-write game designed for solo play. You explore randomly generated dungeon rooms, fight creatures, and collect treasure as you gain experience and levels and strive to become a legendary adventurer. Every adventure and dungeon is unique.
You are an adventurer who has that special quality that marks you out as exceptional. You have heard that there is a dungeon located nearby and, after searching, have discovered the entrance. This is your opportunity to make your fortune and, although you know the challenges ahead will be difficult, you sense you have what it takes to become a legend.
2D6 Printed Creature Cards work alongside 2D6 Dungeon, a classic-style dungeon crawl, print-and-play, roll-and-write game built for solo play. In the game, you explore randomly generated dungeon rooms, battle dangerous creatures, collect treasure, and gain experience as you work toward becoming a legendary adventurer. Every dungeon and adventure offers a different experience, making each journey unique.
You play as an adventurer with a rare quality that sets you apart from others. After hearing rumours of a nearby dungeon, you search for its entrance and finally uncover it. Now you have the chance to make your fortune. You know the dangers ahead will test your strength and resolve, but you believe you possess the skill and determination needed to become a legend.
2D6 Crib Sheet Bookmark is designed to be used as a quick reference guide for 2D6 Dungeon a classic-style dungeon crawl, print & play, roll-and-write game, designed for solo play. Where you explore randomly generated dungeon rooms, fight creatures, and collect treasure as you gain experience and levels and strive to become a legendary adventurer. Every adventure and dungeon is unique.
You are an adventurer who has that special quality that marks you out as exceptional. You have heard that there is a dungeon located nearby and, after searching, have discovered the entrance. This is your opportunity to make your fortune and, although you know the challenges ahead will be difficult, you sense you have what it takes to become a legend.
The Frost Infection has gripped the 1st level of the Dungeon. A cold wind has blown into the area and with it comes snow. Ice grips the ground affecting the top level of the dungeon. Drawing out corrupt Low Magic that infects some of its denizens. The patrols are gripped by an icy rage. This is an optional event to increase the difficulty of your level 1 encounters.
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.
This is the second expansion of Rad Zone Totality and is designed to be used in conjunction with the core rules. It includes the search matrix for the Exhibition Centre and the building map. All the search matrix references for the map are included n the expansion, so this is a totally new location and map for your survivors.
The Exhibition Centre search matrices are listed first. Search modifiers do not apply to all tables in the matrix: guidance is provided in the title of the table. Some of the tables are designed to increase the random nature of searching so may point you to another table. In the centre page and at the back of the book are the maps. They included large and smaller formats; giving two print options.
Situation
You have discovered a large building which appears to be an Exhibition Centre. There could be useful loot inside, but you can see from the outside that there has already been some looting and it looks like there may even be people living within the structure. However, there could potentially be supplies and handy equipment for the bunker.
You may now select the Exhibition Centre when out on mission!
The Creatures of the Corn expansion is based in the same world as the rest of the 2D6 Dungeon. This is the second adventure that you play as the town constable. After a day of traveling, you arrive at a farmstead and find a trail of blood leading down the stone steps to a muddy path along side a massive field of corn. You peer in and see a gloomy tunnel leading off into the corn. You have tried to ignore the fact it is “All Deaths” eve, but the locals see it as a sign that low magic is behind the disappearances. Ideally you would wait till morning, but there is no time to waste. If you are to save the farmers, then you must face the creatures of the corn.
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