A downloadable game

An add on for Dungeon Hero/AdvanceQuest that adds a way to continue play with successful heroes. This expansion adds a level system to dungeons, Player Classes and additional powers, and uses for treasure (magic items and bonus levels). 

Ever wanted to have a use for your treasures,  continue your adventures as a stronger hero, or string together a longer narrative? This mod is for you!

You will need the main Dungeon Hero/ AdvanceQuest rules and 5 dungeons to go through for your campaign. 

All packed into a one page pocket mod (Like all of Dungeon Hero)!

Dungeon Hero/AdvanceQuest designed by  Lone Spelunker and licensed via the  courtesy of ButtonShy Games

Download

Download
pocket mod dungeon hero mod.v2.pdf 1,004 kB

Install instructions

Print and use as a pocket-mod (instructions here if you are unfamiliar - https://www.mylifeorganized.net/support/pocketmod/PocketModFolding.jpg)

Comments

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Nice, looks fun.  Haven't attempted it yet, but it sounds like a fun system to tie some adventures together.

Here are some comments and suggestions, feel free to take 'em or leave 'em:

  • In case people don't know what "FoyT" is, you can probably just say "Choose an ability. When it is the highest die in a challenge roll..." instead of explaining what a boon or bane is.  (There are a lot more people who have downloaded Dungeon Hero than have downloaded Fable on your Table, so it's quite likely people won't get that reference.)  I don't mind if you want to just describe a boon or bane effect without referencing FoyT.
  • The magic ring's title is in italics when all the other magic items are underlined. Is that supposed to denote something special about the ring?  If so, I'm not sure it's communicated. (If it's just that it's supposed to be underlined instead, that's fine.)  I do like this magic item, giving an extra die to roll, which is fun, and it probably won't come into play most of the time until that one time when it saves your bacon from an otherwise bad roll. Very thematic.
  • The Bard class mentions "wizard" traits, but I'm not seeing any "wizard" traits. I suspect you mean "mage" traits.  (Not sure why you'd ever buy just a mage or thief trait when the bard trait is available.)
  • Not sure how Grit works.  Do you roll a d6 and increase both stamina and resolve by that much?  Or if you roll a five, say, you could increase max stamina 2 and max resolve 3 for a total of five?  Recommend maybe making that a d4+2 – it would be a bummer to save up 10 treasure only get get a +1 stamina boost.
  • The modifications for elite encounters sound pretty cool.  I like that they would add little wrinkles to the combats as you go.  For second edition of Fable on your Table, I'm working on a similar system to buff monsters sometimes, so you're kinda reading my mind there, and it will dovetail pretty well with that new version.  Pretty cool.
  • Indeed, in general, pretty impressed how evocative the mechanics tied to the magic items and descriptions are, like the seven leagues boots letting you hustle through dungeons faster, the spiked armor damaging your enemies as much as they damage you, etc. Again haven't play tested them to see how they play in practice, but the concepts are fun enough that they ought to be fun to try.
  • Not sure what "can only be bought by choice" on the escape flute means.  I know you can roll random magic items – does it mean you cannot gain it by rolling it randomly as a treasure?  If so, I'd recommend wording like, "Cannot be found, only purchased in town" or something.
  • The barbarian "Rage" ability says you can "reroll all your dice".  Do you mean all your dice as in all the dice in the current roll  including the threat dice, or "your" dice as in the character's dice only?  I suspect you mean the latter, but if so, 3 resolve feels pretty steep on top of the 10 gold cost.  You'd have to already be taking more than 3 damage for it to even possibly be worth it, and if you're at a disadvantage and still likely still lose the contest, you've basiacally just added +3 damage to yourself.  Suggest maybe instead always spending only one resolve, but it starts as letting you re-roll one die, then two dice, then three dice as you upgrade it.  (Haven't playtested it, of course, so maybe the suggested setup is better, don't know.)
  • The Masterwork and Smite abilities, at least from my impression reading it, seem to be underpowered.  They'd be okay to find randomly if that were possible, but I don't think I'd ever pay ten treasure for an ability I can use at most four or five times, with all but the first one or two uses likely inferior to what you can muster yourself.   Might help to have it reset back to its max value when you go to town or something so it's not just a "dead end" purchase.  (If you want to model masterwork equipment like FoyT does, you can do something like give it a +1 value boon.)
  • The text is pretty cramped and you seem to struggle to explain what you mean in places because of the space restrictions.  You got a lot of cool stuff onto one page, for sure, but it does feel a little tight. One way you could free up some space would be to spread this expansion over three little booklets instead of just one, kinda like how the Dungeon Hero volumes are three booklets each.  Have one booklet explain the system, and then have one booklet for magic items and character abilities, and one booklet for enemy and elite advancement tables. You could explain how these things work more easily and it would give players some more cool booklets for their collections. The enemy tables could be d12/d12/d12 instead of d6/d3/d6, you could add more abilities, have a tracking sheet for the new elements like dungeon levels and magic items, etc.  (Just a thought – it works the way it is now, and it's also cool that it's all in one booklet, too.)

Anyway, some fun ideas and nice work. When you're ready to let people try it out let me know and I'll post an update to my followers.  Thanks for sharing this with me, it's really cool!

Thanks for such a detailed writeup.  This is great advice all around. You are right that I felt the space limitations and struggled with wording in a few places.  I like the advice in almost every instance and will work on incorporating it for a new draft as quickly as i can. I will see about splitting it across booklets also, I started it by hand and it all fit in my pencil first draft 😀...

I do want everything with limited uses to be a per-dungeon power (so things like smite, and potions "reset" and get uses back).  My philosophy for the add on was to give players mechanically interesting choices and powers without giving bigger dice or adding extra stats or systems.  Every power should feel good, and if i didnt "feel the theme" I tried to rework it,  so (to anyone) please do mention anywhere where you think that misses or is confusing. 

I like the elegance and simplicity of your 2x2 system and feel it has more decision making space than many other mini-systems and still provides a lot of room for narrative details