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Old March 25th, 2010, 01:30 PM
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Knights of the Daystorm - Release and FAQ thread



________________________________________________
INTRODUCTION

Welcome! This is the final, completed version of the Knights of the Daystorm campaign. This campaign includes:
  • 5 complete scenarios
  • 15 new Treasure Glyphs
  • 4 new Ancient Artifact cards
  • Player's Campaign Status Tracker
  • Rules for both the DM and player(s).
In “Knights of the Daystorm”, one side plays the role of the Knights of the Daystorm, a group of heroes who begin on Earth but eventually hail from various worlds. The other side will play the role of the Dungeon Master, and it’s your job to stop the Knights using the plethora of creatures, traps, and puzzles at your disposal.

There are four element-themed dungeons and one final dungeon called “Sanctuary”. The Knights choose the order in which to complete the elemental dungeons, striving to acquire the Elemental Artifact Key protected by each dungeon’s final Guardian. If the Knights do so, they travel to Icaria for the final dungeon and final victory: the very source of the wellsprings!

Make sure you understand the drafting rules for the Knights, take a look over the scenarios (taking care not to read Runa’s Riddles!) and determine which dungeon the Knights delve into first.

________________________________________________
REQUIREMENTS



The main rulebook contains everything you need to create the experience using your Heroscape collection. In order to play the entire campaign as written you will need the following sets, sorted by scenario:
  • Earth Dungeon: 1 RotV, 1 SotM, 2 BftU
  • Fire Dungeon: 2 RotV, 1 SotM, 2 VW
  • Water Dungeon: 2 RotV, 1 SotM, 1 TT
  • Air Dungeon: 1 RotV, 2 FotA, 1 Marvel, 2 RttFF
  • Sanctuary: 2 RotV, 1 SotM, 2 BftU, 1 Marvel, 1 TT, 2 VW, 2 FotA, 1 RttFF
And you will also needs the following figures, again sorted by scenario:
  • Earth: 2 BftU sets.
  • Fire Dungeon: 2-3 VW sets, 2 squads of Minions, Taelord, 2-3 Granite Guardians (who can proxy for Obsidian Guards), Runa, Sujoah, 1-2 squads of Fyorlag Spiders
  • Water Dungeon: All the Esenweins and Retchets, Brunak, 2-3 Zombies of Morindan, Jotun, Gurei-Oni.
  • Air Dungeon: 2-3 Deathstalkers, 2-3 Blastatrons, 2 Gladiators, DW9k, Zettian Guards, 2-3 Deathreavers, 2-3 Omnicron Snipers, Major Q10, 2 Omnicron Repulsors
  • Sanctuary: Zelrig, Braxas, Nilfheim, Mimring, and Charos.
So, all told, that's:
  • 2 RotV,
  • 1 SotM
  • 2 BftU
  • 2 (3 without figure proxies) VW
  • 1 TT
  • 2 RttFF
  • 2 FotA
  • 1 Marvel
  • 2x TJ
  • 3x Malliddon's Prophecy: Snipers and Vipers
  • Malliddon's Prophecy: Heroes of Bleakwoode
  • 2x Utgar's Rage: Drones and Minions
  • Orm's Return
  • 2x Zanafor's Discovery: Soulborgs and Elves
  • Raknar's Vision: Heroes of Lindesfarme
  • Thora's Vengeance: Soulborgs
  • Thora's Vengeance: Warriors and Soulborgs
  • 1-2x Dawn of Darkness: Zombies
  • Dawn of Darkness: Heroes of Durgeth
  • Fields of Valor: Fiends and Vampires
  • Fields of Valor: Heroes of Elswin
  • Aquilla's Alliance: Heroes of the Quagmire
  • 2x Blackmoon's Siege: Dwarves and Repulsors
  • 3x Valkrill's Gambit: Warriors of Feldspar
Of course, if you don't have all of these sets, don't worry. That's what proxies are for!

________________________________________________

LINKS

The complete, 38-page game guide can be downloaded HERE!

Links to individual files:




________________________________________________
FAQ

When do you get to add new knights to the adventuring party from the pool? After every room cleared or after every dungeon cleared?
-- Draft new Knights to take the place of fallen ones between Dungeons, not rooms. You can never drop a Knight; they have to die in battle!


In the Earth Dungeon, is Othkurik allowed to use the Earth Key's powers?

-- Yes! This is the exception to the rule listed in the Game Guide which states the DM's heroes can never pick up Elemental Artifact Keys. That said, they can pick up the normal treasure glyphs or camp on top of them to prevent the Knights from picking them up unless the scenario text specifically states otherwise.

In the Water Dungeon, what happens if my Knight dies and drops a Key in Room 3, but then that room is subsequently flooded?

-- ERRATA: The Keys find their way to the Knight's starting zone in Room 4. Place the Keys before deploying the Knights.

Last edited by Velenne; April 25th, 2010 at 09:41 AM.
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