DS Extended Rules V27
DS Extended Rules V27
DS Extended Rules V27
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Extended Ruleset
Rules that address the aspects of the core experience that • Intelligence – Add this die to a magic attack.
are most controversial amongst new players, but do not
• Faith – Heal points of damage from the party, divided
introduce new strategies or game systems are in green.
however you choose, up to the number shown on the
die.
Exploration
Speed Run Main Boss/Mega Boss
Players gain double the typical number of souls when Dungeons
completing encounters. Gain/pay souls as though playing If players would like to immediately enter a main boss or
with standard core rules for every other purpose. mega boss dungeon, follow these setup rules.
Bonfire Shortcut Main Boss
Place the fog gate adjacent to the bonfire as soon as the
party has completed the dungeon encounters once. • Set up the game as usual for a main boss dungeon.
• Each player increases each stat to Tier 1 and then
Combat chooses two stats to increase to increase to Tier 2.
• Each player draws 8 treasures from the treasure
Extended Dodge deck, placing them in the inventory.
Before attempting a dodge roll, players may add dice to • Players randomly select a mini boss, and place the
their roll at a cost of 2 Stamina per die. boss’s treasure set into the inventory.
Resting Mega Boss
A player may skip their turn to rest. Resting allows a • Set up the game as usual for a mega boss
player to remove all black cubes from their endurance bar. dungeon, including Treasure Deck setup steps
Note that the player still receives the Aggro token. necessary for setting up a main boss dungeon.
Varied Enemy Attacks • Each player increases each stat to Tier 2 and then
chooses two stats to increase to increase to Tier 3.
Before starting an encounter or boss, roll a dodge die. If it
was a success, switch all physical attacks by enemies to be • Each player draws 16 treasures from the treasure
magic attacks and all magic attacks by enemies to be deck, placing them in the inventory.
physical attacks. • Players randomly select a mini boss, and place the
boss’s treasure set into the inventory. They then
Simultaneous Activation randomly select a main boss or mega boss, and
place the boss’s treasure set into the inventory.
At the beginning of a game, players may choose to allow
all player characters to activate after an enemy turn rather
than a single player. The player characters may activate in Item Shop
any order. The Aggro token still proceeds around the table Before purchasing an item from the Treasure Deck, a
as usual. Multiply all enemy health and heat up values by player may pay one of the following costs, and then keep
the number of players. drawing cards until they reach a card that satisfies the
corresponding condition. Cards drawn that do not meet
Character Abilities that condition are shuffled back into the deck.
Spaces to the left of the players' stat progression cube • 4 souls: The item can be equipped by the
represent ability bars. When a player upgrades a stat, place purchasing player, and requires at least one Tier 1
one black cube in the appropriate ability bar if possible. At upgrade to equip. The item does not require any
the beginning of each Spark, fill the bars with black cubes. Tier 2-4 upgrades.
When a player wishes to use an ability, they move as many
cubes as they like from the attribute’s ability bar to their • 6 souls: The item can be equipped by the
endurance bar. They then roll a black, blue, or orange die if purchasing player, and requires at least one Tier 2
they moved 1, 2, or 3 cubes, respectively. The effect of the upgrade to equip. The item does not require any
roll depends upon the attribute being used. The same Tier 3-4 upgrades.
ability cannot be used more than once per activation. • 8 souls: The item can be equipped by the
• Strength – Add this die to a physical attack. purchasing player, and requires at least one Tier 2
upgrade to equip. The item does not require any
• Dexterity – Add a number of dodge dice before a Tier 4 upgrades.
dodge equal to the number shown on the die.
2
This player is a Herald that would like to buy from
the Item Shop. The player spends 6 souls at the shop.
They pull this item from the shop:
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Encounter Events
This module is designed to provide variety and tension in If a player kills two enemies on the same activation, gain
exploration. When you pull an encounter, consult the two souls. If a player destroys a barrel, their attacks are
event names below and their accompanying effects to magic for that activation.
discover what lurks within.
Broken Passageway – Underneath precarious floorboards are
When a player finds an item, search through the Treasure milky skeletons of long dead soldiers, their weapons pointed
Deck for that item, place it in the inventory, then shuffle skyward. These poor souls perished during the unstoppable
the Treasure Deck. Each find resolution in an encounter waning of the First Flame. This was a crucial passage for
can only be used once per game. battle; there was likely time only to place improvised roads over
their broken bodies. You pray that if you wrestle with a demon
When a player checks, they roll dodge dice equal to their here, you can overpower it and avoid being skewered by the
Tier of the checked attribute (minimum 1 die). One eager swords beneath your feet.
success passes the check. When an enemy checks, they roll
dodge dice equal to the encounter level. Any time three models are on the same space, check
Strength for each model. Upon failure, that model takes
Core Game damage equal to a blue die roll.
Dark Hollow – The hulking wretch stumbling around the
Level 1 unlit, rotting stable wears a bandolier that carries small glass
jars, smudged from its filthy, frantic fingertips. Its eyes are pale
Ash Gardens – The wind whips from above, playing and only accustomed to the dark; very nearly blind. Above an
dissonant chords with its lazy moans. Makeshift pyres are unmarked tombstone, the ceiling is soft and porous and
blackened, giving up small clouds of ash with each gust. In the prepared to give way to the harsh moonlight if subjected to a
courtyard are lonely, shambling foes with hands that are strong blow. The glow pouring in would surely disturb the
covered in burns; acolytes of the fragile Age of Fire. creature.
When destroying a barrel, find Firebombs. Each time an enemy ends an activation without dealing
Ashen Hollow – The creatures roaming the hollow look more damage to a player, remove 1 damage from that enemy.
lucid than most, but only barely so. It’s likely that they’ve only While adjacent to the gravestone, you may pay 2 Stamina
recently gone mad, as one drops a small book from its bony to prevent an enemy from healing on its next activation.
fingers. Literacy was common in regions this close to Anor Forsaken Depths – The path forward leads downward
Londo, of course excepting the Hollowed. A soft glow from a beneath the city. The floor is solid but waterlogged, a sign of the
nearby barrel evokes a rare mood of hope; needed levity in a nearby sea weakening the foundations of the town. Shifting silt
land that offers so little. can be felt below the floor with each footstep. As a thick fog
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clears, silhouettes of enemies emerge. Their weapons are ornate If both barrels are destroyed, draw a treasure.
and serrated; likely decorative, but lethal nonetheless.
The Deeps – The sickly green and purple pools on the floor in
Enemies' melee attacks have Bleed. this subterranean prison are smoking and putrid, ostensibly the
remnants of a massive chemical attack from an undead dragon
Ghostly Keep – These walls are adorned with markings or beast. Clever inspection may yield information about where
written with soapstone. Although missing bricks allow starlight it is safe to step, but the rabid fiends in the deeps give little
to illuminate the runes, you glean no meaning from them. The chance to consider.
ghouls in here are wandering and incorporeal, long dead but
unable to leave. The floor gently raises and leads to a large When a player moves to a node, check Intelligence. On a
wooden icon which the dull light bends around. failure, that player is poisoned. Spend 1 Stamina while
adjacent to the gravestone to remove Poison. If a player
If a player does not kill an enemy on their activation, kills an enemy, removes a Poison token by using the
spawn a Hollow Soldier on the single sword space. Gain a gravestone, and destroys the barrel on the same turn, they
soul for each new enemy spawned. When a player destroys find a Poison Gem or Poison Mist.
the barrel, enemies do not move on their next activation.
The Forgotten – A cavernous, dusty home in the village
Hollow Cave – Speckling the ground are gaping mouths into slums. It is anachronistic and alien-looking to this region, built
the abyss. Mindless creatures dutifully claw their way out to the in accordance with Boleterian style. It is empty save the ghouls,
surface from the wounds in the earth. Perhaps you can use the long tapestries of dried leather, and a single barrel. The barrel’s
debris littering the cave to slow their progress. planks bow outward and twitch from something stirring inside.
If there are no models on an enemy spawn node at the end When destroying a barrel, check Strength. On success,
of an activation, spawn a Hollow Soldier there. Gain a soul draw a treasure. On failure, spawn a Crossbow Hollow on
for each new enemy spawned. When a player destroys the the destroyed barrel space.
barrel, enemies do not move on their next activation.
Unlighted Chamber – The open doorway to this cellar yields
Ruined Keep – An abandoned barracks with shattered pillars to black. It smells of dust and spoiled wine. Your eyes starve for
and crates strewn throughout. There may be useful wares threads of moonlight that won’t ever come. As you listen to the
buried in the rubble, but the debris mostly serves to obstruct regular scratching of shuffling feet, you desperately hope that
your view. Some damned and charred soldiers of Gwyn likely residents here are similarly blind.
spent their final night here.
Attacks have a maximum range of 2. When a model moves
Each time a player or enemy makes an attack with range to a node for the first time in an activation, roll a dodge
greater than 0, check Dexterity. On failure, that attack's die. Upon failure, you must choose a different node for
value is decreased by 1. While adjacent to the gravestone, that model to move to. When you destroy the barrel, check
you may spend 2 Stamina to rearrange the top 3 treasure Intelligence. On success, find an Ember. On failure, that
cards however you like. player takes 2 magic damage instead.
Shattered Dungeon – An impossibly old madman lies in a
heap of chains behind a wall of bars to your right as you pass, Level 2
throwing his surprisingly strong voice into the darkness. “O
Gwyn, how we’ve failed! How I’ve failed! All of Man, your Black Dungeon – A torture chamber and pit of primordial
Furtive Pygmy cannot stop the march of the Age of Dark!” Men forms of wretched magic. It’s been used recently; the stench of
with eyes like his are invariably near to Hollowing, although blood still hangs in the stale air. The ceiling is decorated
he shows no signs of it. lavishly with depictions of Everlasting Dragons returning to
reclaim what the Lords had taken.
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Players cannot heal wounds. Magic attacks deal 1 place an item from the inventory into the Treasure Deck
additional damage. If each player has at least 3 wounds, and shuffle the deck. They then draw two cards from the
destroy the barrel to find a Blood Gem. top of the Treasure Deck and choose 1 to place in the
inventory. The other is shuffled back into the Treasure
Burned Gardens – A once beautiful garden, filled with life Deck.
and flora, long reduced to ash and soot. Wooden crude explosives
lay in the brittle, black grass, gunpowder dribbling out between Prison Tower – Hanging from the rafters by long chains are
the cracks. cages dangling just above the floor. Some hold stirring
Hollowed prisoners in varied stages of sanity, flickering
When a player destroys the barrel, all adjacent models take candlelight casting grotesque shadows over their skeletal bodies.
1 blue die of magic damage. Players may also destroy the
barrel by making an attack against the barrel at range 1+. Once during this encounter, a player may end their turn on
an empty violet node to free a prisoner. That player may
Demon Ruins – Evidence of dark rituals in these ruins find an Ember.
provide an unsettling juxtaposition against the glistening stars
overhead. Holes in the structure are patched with what looks Sentinel's Wrath – Echoes of long dead practitioners of
like pale leather in an attempt to keep light out. The Hollowed sorcery can still be faintly heard in this hallway. They were
here fear benevolent gods who scorn them, but prey on the likely felled by the stoic monstrosity that guards the exit.
hopeless with vigor. Perhaps their whispers hold clues to aid your survival.
Players with Tier 1 or greater Faith deal +1 damage on all While adjacent to the gravestone, you may pay 3 Stamina
attacks. All other players deal -1 damage on all attacks. If a to draw from the Treasure Deck until you reach a spell.
player kills two enemies in the same activation this Activate that spell's least powerful ability for 0 Stamina,
encounter, any player can destroy the barrel to find a and then shuffle the spell back into the Treasure Deck. If
Lightning Gem. the barrel was destroyed, the gravestone's ability was used,
and an enemy was defeated on the same turn, find the spell
Forgotten Gorge – You stand your ground on this precarious that the gravestone used.
spine, with bottomless, yawning gorges at each edge. Strong
sheets of wind scream in the distance, but only a mild breeze Sunrise Pass – A rare, quiet sun rises, painting the sky hues of
stirs the air for now. A talisman hangs from a lone headstone orange and pink and climbing above the crumbling walls that
that is nearly overgrown. Its inscription reads: “A resting surround you. Standing at the side of the pass, glancing upward
devotee of the majestic Storm King.” across the ravine is a good-natured warrior in Astoran armour
with his arms outstretched, surely rejoicing in this short moment
Any time a model is on an outermost node and is pushed, of warmth.
it makes a Dexterity check, dying on failure and moving to
the center node on success. If a player is on an outermost At the beginning of each model's activation, it heals 1
node and initiates a failed dodge, they die. While adjacent wound. If the encounter ends, no players have wounds, and
to the gravestone, you may spend 5 Stamina. All models the barrel is destroyed, find Heal.
on the outermost nodes are pushed.
Temple of the Deeps – This massive hall is a tribute to both
High Wall of Lothric – Lothric once stood alone as a deities who guard the First Flame as well as tyrants of the
testament to might and conquest, a mountainside of polished Dark. Far in the past, it was a popular house of worship for
woods, marble, and silver. As you stand at its border wall and residents of the Boreal Valley. If you kneel to give reverence at
look long upon its lifeless retreat into obsolescence, you recognize the altar, be mindful of whom you pray to.
it as a monumental but forgotten shell. The coming of the Age
of Dark must be inevitable if a kingdom like Lothric fell with When adjacent to the gravestone at the end of a player's
such a soft whimper. activation, they may check Faith. On success, find a
random treasure from the current boss. On failure, remove
Any time a player moves from an outermost node to a the location and replace it with Desecrated Church, setting
non-outermost node due to a dodge, they take 1 damage. up that encounter as normal with player models unmoved
Attacks by models that start their turn on outermost nodes and player boards unaltered.
gain +1 damage provided the attack is against a model in a
non-outermost node and is at 0 range. Weathered Peak – Trudging up a steep path into the
mountainside, you reach a settlement just as snowfall and hail
Lightless Passage – The clatter of clicks and moving gears become unbearable. A small marble firepit glows, an
unsettle you. You fear that the lack of light will encourage a impossibility in a world starving for flame, especially in the
careless step, triggering whatever contraption in this black unforgiving storm. In the distance, Lothric can be glimpsed
passageway endlessly churns. through the whipping ice; a towering, regal marvel.
When a player fails a dodge roll, they take an additional All attacks have Frostbite. When adjacent to a gravestone,
damage. If all traps were revealed and dodged, destroy the players may pay 1 Stamina to remove Frostbite.
barrel to find Master's Attire. If all traps were revealed and
not dodged (or none were attacks), destroy the barrel to Level 3
find Exile Armour.
Cemetary of Ash – Once you break through the wall of
Lost Labyrinth – You enter a winding, serpentine labyrinth shields and upturned tables that sealed this tomb, you discover
of tunnels that betray geometry and reason. With each step the purpose of the barricade. The creatures inside have
forward, you relive a step once taken. As each new passageway characteristic boils on their dead flesh. All bear the curse, but
opens, you become less certain that an exit exists. The citizens these bodies are more broken and diseased than most. You
that used these tunnels for trade and transport must have had a recognize the sores as being common in particularly unhygienic
remarkable skill for navigation. areas of New Londo.
Any time a model is on a node adjacent to a wall, they are Each time an enemy dies, place a Poison token where their
considered to be adjacent to nodes located adjacent to the model was. Players that pass over this token gain it. When
opposite wall(s). When a player destroys a barrel, they may
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a player destroys the barrel, on the enemies' next Pit of the Dead – This cavernous pit is piled high with
activation, they may gain Poison tokens that are on the tile. mountainous stacks of bodies. You hear clacks of shivering bones
and a low, dull rumble deep in the distance. You stumble on an
Central Irithyll – An elegant stone fountain gleams with frost errant bone and knock into a hill of dried corpses, which slide
in the center of a once-bustling square of a once-prosperous city. downward and block your path.
Even before these tenuous twilight years of the Age of Fire,
Irithyll suffered unforgiving winters; a steep price for the Each time an enemy dies, place a damage marker where
picturesque locale. their model was. Models cannot enter this node.
Each player enters this encounter with a Frostbite token. Profane Shrine – Entering the rancid shrine is nearly
intolerable due to a dense iron stench from the blood that coats
Dilapidated Bridge – The wide bridge leads to several spires the cobblestone floor and soaks through the soles of your boots.
with open doorways, but getting there will be treacherous. As Though evidence of rituals and sacrifice is abundant, you see no
the foes step toward you, the bridge begins to crumble beneath idols or statues of tribute. Patrons of this place revere magic, but
their feet, and bits of wood and rope tumble into the gorge are godless.
below. You eye a pillar and crossbar that seems to support some
parts of the bridge. Clever footing and a strong blow could Players with Tier 1 or greater Faith start with 1 wound.
compromise the planks supporting the malevolent soldiers. Players with Tier 1 or greater Intelligence gain 3 Stamina
at the start of their activation instead of 2.
Models may not move onto outermost nodes that are only
adjacent to 1 wall. If the barrel is destroyed, all models on Silent Tombs – The frigid air hangs so quietly in this
outermost nodes die. graveyard that the displacement of small pebbles underfoot
causes a racket for the delicate ears of the blind, motionless
Desecrated Church – A strange person with an androgynous Hollowed demons. A careless clang of your sword would spring
voice is in this small church. They look puzzled and tentative as them into action, sending them leaping over headstones to the
their eyes dart between you and the altar: “Oh, it’s you, I’m sure source of the sound.
I’ve seen you before. I hesitate to pray here, with or without
these Hollowed beasts. Who knows what protects them; what Enemies do not activate on their turn. Each time a player
protects us? If Horace were here, I’d feel bolder.” moves to a node or completes an attack, check Dexterity. If
the result of the roll does not meet or exceed the dodge
When adjacent to the gravestone at the end of a player's value of an enemy's attack, that enemy activates
activation, check Faith. On success, remove the location immediately. When adjacent to the gravestone, a player
and replace it with Temple of the Deeps, setting up that may spend 1 Stamina to add a die to dodge rolls on their
encounter as normal with player models unmoved and turn.
player boards unaltered. On failure, reset this encounter
with player models unmoved and player boards unaltered. Untended Graves – As you pass into a silent graveyard, an
All enemies have +1 damage on their next activation. old blind woman you recognize from the border of Majula
passes, hooded and carrying a small pack of supplies. She turns
Empty Crypt – Each sarcophagus in this damp crypt is ajar. and cackles, looking in your direction, hazy eyes searching: “Ha!
You can see a coloured glow from within one of them, faintly Travelling Hollow. What folly to find yourself here. How
illuminating an iron breastplate nearby that is cleaved across foolish to live in this age. Step hither and scratch at the fraying
its midsection. threads of time. Undo a misstep and add kindling to the First
When gaining treasure upon completing this encounter, Flame, however small.”
you may instead draw cards from the Treasure Deck until Upon completing this encounter, players may spend 1
you find a gem. Place that gem into your inventory, return spark to decrease all their skill attributes to Base level and
other cards to the Treasure Deck, and shuffle the Treasure gain the number of souls equal to the cost of their total
Deck. If the barrel was destroyed on the same activation skill investment to this point.
the encounter was defeated, you may remove a gem from
an item. Wretched Gardens – A small lush valley. It looks like an
outpost; maybe a strategic location for soldiers that fought to
Lost Shrine – A narrow hallway adorned with brass goblets bring about or uphold the Age of Fire. There are weapons in
on finely carved mahogany pillars. A tattered, violet velvet and around the bushes, but they are unusable, either rusted or
runway leads to a sturdy table that holds a large wooden bowl shattered. Pieces of parchment spill haphazardly across the floor,
and an enormous book that easily obscures a third of the table some torn. You pick a sheet up, but it’s written in script you
space. It smells strongly of toasted dusk herb. don’t recognize.
When gaining treasure upon completing this encounter, When destroying a barrel, find Kukris.
you may instead remove an equipped spell or a spell in the
inventory from the game to draw cards from the Treasure
Deck until you find a spell. Place that spell into your Asylum Demon
inventory and shuffle the Treasure Deck. If the barrel was
destroyed on the same activation the encounter was Art exists on this tile that depicts a ledge. If a model moves from
defeated, you may repeat this process. the upper ledge to the lower floor, ends its move there, and
attacks, add 1 to that attack. Models cannot move from the
Perished Depths – Each soldier standing in your path emits a lower floor to the upper ledge directly without using stairs or the
subtle black haze that swallows the thin spears of light that upward incline.
shoot from drooping lit candles. They are acolytes of the Age of
Dark, those who bear nothing but scorn for Gwyn and his ilk, Demon’s Antechamber – A very large hall, littered with
whom they deem betrayers of Man and harbingers of the barrels. Stone columns reach up to a second level, which tapers
Undead Curse. up into a rounded ceiling that stands at twenty meters high.
The morning sun bathes the elegant architecture. This was
Models deal +N damage on attacks, where N is the total likely where the many asylum patients were fed or bathed.
number of sparks used by the party since the beginning of
the game. If all barrels are destroyed at the end of the encounter, gain
the Asylum Demon’s treasure set.
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Shattered Cell – The prison cells on the perimeter of the to the gravestone, it will use its turn to instead spawn
asylum are mostly unremarkable. It’s difficult to discern how another Demonic Foliage on its node.
many of their occupants were insane before they went hollow.
Imposing knights in obsidian armour lord over the hunched Fearful Woods – High above the lush valley, you emerge onto
over creatures with wild eyes, eager to punish. a foothill. Behind you is a stunning view of the overgrown
Silver Knight enemies are Black Knights. When they land garden; a thin mist encircles trees and invades the thicket. In
in a space with a Crossbow Hollow or Hollow Soldier, front is a dense labyrinth of forest. Standing in a small clearing
remove that hollow from the board and place it on the is a little mushroom-shaped creature. It seems frightened of the
respective Black Knight’s behavior card. Black Knights get armed scarecrows nearby. Its tiny, beady eyes shoot nervously
+1 health and +1 to damage for each model on their
behavior card. into the brush, where a large, vigilant mushroom looks angrily
at the scarecrows.
Black Dragon Kalameet If the enemy turn begins with both Scarecrows and the
Mushroom Child on the same node, remove the
If a player moves between nodes and crosses river art, they must
spend an additional stamina. Enemies that move between Scarecrows and replace them with the Mushroom Parent.
nodes and cross river art lose 1 to their movement (minimum 1 The Mushroom Parent has half its total health.
movement).
Leafy Grotto – A mostly nondescript, medium-sized cave.
Gough’s Perch – Before the clearing, you stand before a The vines that drape over its entrance give it some whimsy. It's
winding, vertigo-inducing staircase that culminates in a a little cramped for battle, but you might be able to use the
gargantuan platform. At the top is perched what you thought
was a marble statue. Then it stood and notched an iron arrow barrels as a tactical advantage. They're covered in a tangle of
into an impossibly large bow in a single sweeping maneuver, moss and wrist-thick branches.
reflecting the dimming sunset through the visor of your helmet. If you dodge a Plow Scarecrow's attack and end in a barrel
Perhaps you could enlist his help to face the terrible dragon
Kalameet. space, find a Four-Pronged Plow from the Treasure Deck.
If you dodge a Shears Scarecrow's attack and end in a
If all barrels are destroyed before facing Kalameet, he starts barrel space, find Mannikin Claws from the Treasure
with 34 health. Otherwise, Kalameet gains +3 on all
attacks. Deck.
Great Stone Bridge – The moment you lay foot on the Misty Woods – You travel deeper into the woods and white
cobblestone bridge, an enormous winged beast comes swooping fog begins to impede your vision. You see silhouettes of forest
out of a yawning cavern. A gust of wind from its wings blows guardians, but it's difficult to know their distance or numbers.
back the grass beneath your boot and causes you to lose your
footing. The deep black flesh and fire glimmering from its skull Edge nodes are considered to be adjacent to edge nodes on
give away its identity before it quickly returns to its lush the opposite side of the tile.
domain -- the Black Dragon Kalameet.
Overgrown Caves – You're puzzled at the cave entrance.
Choose a Fiery Ruin behavior card from Kalameet’s deck Much of the cave floor is impassable. There is a knee-high
at random. Push each model in all affected nodes one space
in any direction, where nodes at the bottom of the card network of thorny vines that converge on a wooden post that
reflect the tile’s entry nodes. holds them all taut. If you can destroy the post, the vines should
fall to the ground.
Perilous Crossing – A long, elevated path leads to a clearing.
To your left is a narrow grassy path that widens into a network If a character destroys the barrel, they check Strength. If
of shallow rivers, ending in a sheer dropoff. To the right is an they succeed, they may immediately flip all trap tokens to
adorned, cavernous cathedral. From inside, you hear heavy steel their triggered side. If they fail, all traps are flipped to their
dragging and knocking on the cracks in the stone floor. You
wager that the river is less likely to end in your death. un-triggered side and randomly redistributed.
When gaining treasure from the chest, keep drawing Wild Glades – The fog causes you to proceed slowly. A good
treasure until you draw a legendary or class-specific thing; at the last moment, you notice a sliver of light jet
transposed treasure. Shuffle all drawn treasure that did not horizontally across your vision. It was a bead of moonlight
meet this requirement back into the Treasure Deck. reflecting on a long trigger wire attached to a trap.
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All enemy attacks have Poison until both barrels are The players may replace all enemies with a single Stone
destroyed. Guardian on the double-sword red node. This Stone
Guardian is Havel the Rock, and gets +2 to Health, Block,
Boggy Hollow – As you enter a narrow valley, you see a and all attacks. If the players defeat Havel, instead of
crumbling decorative fountain that the path curves around. gaining souls they may find the Stone Knight's Armour,
Seated on its ledge is a very large soldier in heavy stone armor Stone Greatshield, Stone Greataxe, and Stone Greatsword.
with an impossibly enormous axe. It stands surprisingly briskly
with one hand on the hilt of the weapon and the other holding Corpselight Fens – Following the pathway and looking
the outstretched hand of a tiny mushroom creature. They guard carefully for sentient fern, you round a corner and find a very
your path, but don't notice you at first. tall stone door with a glowing rune in its center. You squint
through small cracks in the door, but can't make out what is on
The enemies do nothing on the enemy turn until a the other side. The rune is cut into a round, fist-sized
Dexterity check has been failed. Before making an attack, indentation in the door.
the player must check Dexterity unless a Dexterity check
has been failed. If the Dexterity check fails, the attack is The party may purchase a Crest of Artorias from Andre at
cancelled and the enemies immediately activate. the Bonfire Tile at a soul cost equal to 1/4th of an
encounter's soul rewards, rounded up. If a player is
Haunted Ruins – You enter what looks like a decimated adjacent to the gravestone and the party has the Crest of
cemetery. There are half-walls which are likely remains of Artorias, you may replace this encounter with a random
structures that held mass graves, on account of the haphazardly Level 2 encounter.
adorned bones. You are sure to watch your step, as ghostly hands
grasp at your ankles form the remains. You jump slightly when Dark Woods – You progress and the fog enveloping your
you see a very large cat perched on the window. You're even vision seems to clear, but instead it is simply swallowed by
more surprised when she introduces herself as Alvina of the darkness. Small fires burn that barely illuminate bulky stone
Darkroot Wood. knights, but you cannot discern what they're armed with. The
knights amble aimlessly. They clearly have no better vision than
When a player is adjacent to the gravestone, they may you in the dark.
check Faith. If they are successful, unrevealed traps may be
triggered by enemies, who are dealt damage equal to the Replace all enemies with trap tokens. While they are trap
trap damage. All traps are magic damage. tokens, their only action is a movement of 1 toward the
nearest player and cannot be targeted by players. As soon
Murky Roots – Standing beneath a massive tree are two as a trap token is in the same node as a player, replace it
mushrooms holding hands. You're not sure the relationship with a Stone Guardian or Stone Knight at random. If the
between them, but they seem to be trying to navigate the enemy is revealed on an enemy turn, it immediately
network of dense roots that are jutting up from the grass. They activates.
take heed of you and approach.
Desolate Hinterland – This area of the garden is beautiful,
As long as the Stone Guardian and Mushroom Child share with alien flowers bending inquisitively forward as you pass.
a node, they cannot separate for any reason. If either model Through the light breeze whipping around your head is a soft
moves, or is pushed, the other model moves with it (but disturbance in the bushes. Creatures here aren’t particularly
does not activate any movement-related effects). If the bright; you recognize it instantly as an ambush. Still, you need
Mushroom Child dies, the Mushroom Parent gets +1 to to pass this way, so you’ll prepare as well as you can.
attacks.
Instead of setting up enemies as noted by the encounter
Stone Hollow – A modest stone dwelling is built into the side card, randomly draw three Darkroot enemy behaviour
of a grassy hill. You almost missed it; it was well-hidden behind cards and keep them hidden. When a player lands on the
a tangle of branches and vines. You brush them aside and notice single sword red node, draw one card and spawn that
the interior is crude but well-maintained. There is a sturdy enemy there. When a player lands on the double-sword red
table in the center of the room, one lit candle, and a rack of node, draw two cards and place the enemies there.
weapons and armor in the corner.
Hydra Lake – Stepping off the narrow mountain path ushers
When retrieving your item from the treasure chest, instead you into the vibrant Darkroot Basin. Soft calls of twilight
find Stone Knight Armour. insects barely cut through the silence. Far beyond the statuesque
Withered Thicket – You feel lost. The road ends in a bramble weeping willows and in the center of a lake that is cradled
that climbs up a steep incline. It's dry with hollowed skins of within a yawning mountain pass looks like a pale tree with
some type of berry clinging to tufts of dead leaves. It doesn't arms as wide as towers and whose height obscures the horizon.
seem like this area of the forest sees much foot traffic. A treasure Suddenly, the entire structure shifts and the branches reveal
chest is buried beneath the overgrowth. themselves as tentacles. From the center of the beast, a searing
light accumulates and releases into a blast that is hurtling
Place a barrel token on top of the treasure chest. The barrel toward you.
is brush, and has a health of 1 per player with no
block/resist. The treasure chest yields nothing unless the At the beginning of each player's activation, trace a straight
barrel is destroyed. The chest has a number of treasures line between the middle node opposite the entry node until
equal to the number of players. it hits the player or an obstacle. Models in every node this
line touched is attacked by a magic attack equal to 2 black
Level 3 dice of damage, with a dodge value of 1.
Abandoned Tower – You look hurriedly around as the Sodden Mire – You step into a disgusting, knee-high swamp.
garden floor is quickly becoming rife with enemies. They've been The stench overfills every sense, and you quickly identify it as
alerted to your presence and are climbing down the mountain the smell of bloated bodies. You stop quickly as you notice an
switchbacks. To your right, there is a towering structure with a upturned dagger in the swamp, almost burying itself in your
wooden door slightly ajar. From the inside, you hear stone boot.
dragging against stone. You can feel the vibration inside your
boots.
9
When a trap token is revealed, instead of its attack the The Depths – The stench of decay is impenetrable. It takes all
player gains Bleed. They may still attempt to dodge the your willpower to take step after labored step toward the sick
attack. sewer pools. As soon as you step foot in the water, a thick,
noxious mist wisps around your body. You recognize it instantly
Four Kings as Basilisk gas. If exposed too long, you’ll be cursed.
Players may not flip tokens on their character board of
Art exists on this tile that depicts a ledge. If a model moves from their own volition. If a player does not move on their turn,
the upper ledge to the lower floor, ends its move there, and they must flip one of the tokens on their character board to
attacks, add 1 to that attack. Models cannot move from the the used side. If they cannot, they die. If a player ends a
lower floor to the upper ledge or bridge directly without using move next to the gravestone, they may flip a token on their
stairs. If a model lands in the water space that is only adjacent character board.
to ledge spaces, the model immediately moves to the nearest
water space.
Cursed Cavern – You descend the tower staircase until the
Guardian Dragon
bonfire light above is no longer visible. The stairs empty you There are several chasms depicted on this tile. Enemies do not
into a land of permanent midnight. You’re greeted by still, move between nodes if they must pass over a light grey portion
filmy water that hug the splits in a grey brick floor that lead to of the chasm art. Players that pass over this art must pass a 1-
the ruins of New Londo. You see familiar foes, but they glide difficulty dodge roll or they die. No models may move between
toward you rather than amble. They look strangely incorporeal; nodes if they must pass through both bridge art and chasm art.
too immaterial to be bothered by the slash of a sword. The large stones block between-node movement and line-of-
sight for ranged attacks. That is, if no straight line can be
All enemies are Ghosts and get -1 to Attacks and -1 to drawn from any part of an initiating node to any part of a
Block. They cannot be harmed unless you have a Transient target node without passing through a significant portion of the
Curse. If a player begins their turn adjacent to the stone, that ranged attack misses its target.
gravestone, they get three Transient Curse tokens (these
can be marked with any generic token). At the end of a Dragon Shrine – You are in awe staring at the stone spires
player’s turn, they lose a Transient Curse token. jutting proudly out of the drake city in the sky you’ve stepped
into. The structures are clearly optimized for dragons and
Edge of the Abyss – Despite furious foes clanging their drakes. The number of places to lose footing and meet your death
weapons, notching flaming arrows, and roaring mindlessly into are numerous. The encircling drakes keep mostly to themselves,
the night air, the room grows silent -- so quiet that you hear the but many more inhabitants seem intent to rebuke your presence.
slow beat of your blood pumping against your ears. The noise You wish you could afford a moment of reflection to rest among
being siphoned out of the room seems to be drained into a void the elegant, winged creatures, but alas, you draw your weapon.
opposite from you. A dark, infinite chasm that ostensibly leads
to a place far from this world. If any model is affected by a push while on an edge node,
that model dies.
Enemies can move past the nodes furthest from the entry
node. If they do, they fall into the Abyss. This causes the Scholar’s Hall – As you reach the top of a staircase and pass
enemy to spawn on an entry node of the Four Kings fight. underneath a gargantuan wyvern skeleton, you’re greeted by a
long hallway. At the end is a waist-high lever that has gathered
Gaping Dragon a thick coating of dust. Your palms become slick as you consider
whether to pull the lever. Nothing ventured…
The wall art in the middle of the tile blocks between-node Once the lever swings back, it stops and you hear a loud but
movement and line-of-sight for ranged attacks. That is, if no distant click, followed by the scraping of steel. You follow the
straight line can be drawn from any part of an initiating node sound to a hallway on the other side of the wyvern remains. At
to any part of a target node without passing through a the end of the hallway is a man in robes sitting in a now-open
significant portion of the wall, that ranged attack misses its cage. He has his head in his hands, his face obscured. It’s
target. difficult to follow what he’s trying to tell you, but you do catch
Darkened Chamber – You follow a dim glow that that his name is Navlaan.
illuminates the dead flesh floating in the toxic water of the When a player is adjacent to the gravestone at the end of
sewers. With the light comes a crackling that grows louder until their turn, check if they have an Ember token. If they do,
you identify the sound. It’s a small torch affixed on the wall they may pay 4 souls to search the deck for Great Magic
beside a seated merchant. You can’t possibly understand why he Weapon and may immediately place it in their backup slot.
is down here. “Aye, Shwmae”, he greets you with proudly. “I am If they do not have an ember token, remove the gravestone
Domhnall of Zena.” from the tile.
While adjacent to the gravestone, a player may spend 3
souls to search the Treasure Deck for a Crystal Gem, or 4
souls to search the Treasure Deck for a Crystal Shield.
Old Iron King
These encounter events reference Lava Nodes. These are the
Outskirts of Blighttown – Walking the perimeter of the four nodes adjacent to the lava pools depicted on the tile.
large room brings you to a nondescript door with bars at eye
level. You look through and see a cavernous valley that has Lava Path – The air is sweltering. It quickly becomes very
primitive scaffolding weaving to and fro like thick spiderwebs. difficult to see the path in front of you from moisture gathering
You wonder whether the structures were erected prior to the Age inside your helmet and between the spaces of each eyelash.
of Fire. Your brief loss of awareness allowed the ghouls in the Additionally, you wonder how it is going to be possible to
room to sneak unnoticed. maneuver when lava is spilling from the nearby pools into your
path. Before the staircase at the end of the walkway is a
Start the encounter by placing each player on any edge of fountain of water that is overflowing. To your surprise, when
the room such that they are as close as possible to a chosen drops of water hit the lava, it takes a minute or more for it to
spawning node. evaporate.
10
If a player ends their activation next to a gravestone, they
may place the gravestone token on their player board.
Models cannot enter Lava Nodes unless they have a
gravestone token on their player board. Lava Nodes are
considered adjacent to each other. If a player entered any
Lava Node on their turn, they must return the gravestone
token to the node it was taken from. If a player is in a Lava
Node at the end of their turn without a gravestone token
on their player board, they take 2 direct damage.
Ironhearth Hall – To your left and right, you glance over the
edge of the bridge you stand on. You can’t lean over very far; the
heat from the lava below feels like it could cook the skin on your
face. Even the brief look over the side tempts a wave of nausea
from the dense, sulfurous odor. You look at your foes and wonder
if you could use the situation to your advantage. You remind
yourself that they likely appreciate the same fact.
If any model is affected by a push or initiates a failed dodge
while on a Lava Node, that model dies.
11
Weapon Arts
Weapon Arts are weapon and spell specific skills players
may use to aid them in battle. Core Game
The effect listed triggers in addition to an action or attack Avelyn – You may consolidate repeat actions on this attack
the player makes with that weapon or spell, unless to use those dice on the same attack instead, however you
otherwise noted. The player still must pay the Stamina cost choose.
for the chosen attack.
Balder Side Sword – You may treat this weapon as a two-
Each Weapon Art costs 1 Weapon Art cube to use, placed handed weapon to add a black die to this attack.
in the endurance bar. Weapon Arts for legendary and boss
treasures cost 2 cubes to use. These cubes cannot be Battle Axe – Add a black die if you target more than one
removed from a player’s endurance bar unless they spend a enemy.
soul at the bonfire or the party revives at the bonfire. Bountiful Light – Instead, gain 1 Stamina and 1 Health.
Weapon Arts including instead indicate that they replace Bountiful Sunlight – Instead, gain 3 Stamina and 3
the chosen action or aspect referenced. Weapon Arts Health.
including also trigger in addition to the action taken.
Brigand Axe – Also use a least-cost attack with an Axe in
If a Weapon Art refers to “half cost”, the cost is rounded your Backup Slot for full Stamina cost, minimum 1.
up, unless the cost is 0, in which case it remains 0.
Broadsword – Re-roll all attack dice up to N times, where
N is the number of spaces you moved this turn.
As an example, a player Caestus – Instead use a least-cost attack from any one-
using the Dragonslayer handed weapon in your backup slot for full Stamina cost.
Spear uses the first 4
Stamina cost attack Carthus Curved Sword – If this attack kills an enemy or
against an enemy, and decreases a boss's health to below its Heat Up value, use
spends two souls to trigger this Weapon Art to attack again at full cost.
a Weapon Art (since it is Claymore – If you do not move this turn, this attack gains
a boss weapon). They first a black die and Stagger.
resolve the effect
designated by that attack, Composite Bow – Pay 2 Stamina to add 1 repeat icon to
then they make a second this attack.
attack against an enemy
at range 2 or 3 with the Dancer's Enchanted Swords – Pay 2+N Stamina to add 1
effect designated by the 0 repeat icon to this attack, where N is the number of times
Stamina cost attack. you have used this effect this activation. You may repeat
this as many times as you like.
Dark Sword – Push the target enemy 1 space and add
Stagger to this attack.
Dragon Tooth – Add Stagger to this attack. Add a black
die to your next block.
Since the Swordsword’s Dragonslayer Spear – Also apply the lesser cost attack (-1
Weapon Art specifically damage) to an enemy 2 or 3 nodes away.
mentions a trigger for
using the Art, this player Dragonslayer's Axe – Also apply the lesser cost attack (-1
may make a guess at their damage) to an enemy 2 or 3 nodes away.
Block roll value before
spending a soul. If they Drake Sword – Push an enemy on the tile 1 node in any
are successful, they may direction.
spend 1 soul to resolve the Estoc – Move 1 space and decrease target enemy's Block
Shortsword’s Weapon Art by 1 for the duration of your attack. You must re-roll your
effect next successful Dodge roll.
Falchion – Instead, for the cost of the greater attack, use
the lesser attack, move 1 space, and then use the greater
attack. This costs 2 Weapon Arts cubes.
Fireball – Add a Poison token to enemies targeted by this
attack.
Firebombs – Use blue dice instead of black dice for this
attack. Then shuffle Firebombs back into the Treasure
Deck.
Force – Enemies pushed by this spell also gain a Stagger
token.
12
Fume Ultra Greatsword – Push the target enemy 1 space Heal Aid – Add a repeat icon to this action.
and add Stagger to this attack, even if the target is a boss.
Irithyll Rapier – Before your attack, move 1 space and
Gargoyle Tail Axe – Add a blue die if you target more decrease target enemy's Block by 1 for the duration of your
than one enemy. attack.
Gargoyle's Halberd – Target an enemy and move directly Irithyll Straight Sword – Guess the value of a Block roll
toward them before this attack until you are in range. Pay you make. If your guess is within 1 of the value rolled, you
Stamina to get to the node if you ran to get there. Each may use this Weapon Art to make an attack with the
enemy that shared a node with you during this movement Irithyll Straight Sword, paying the full Stamina cost.
is also targeted by this attack (-1 damage).
Kukris – Also add Poison to this attack. This costs 2
Gotthard Twinswords – Pay 2 Stamina to add 1 repeat Weapon Arts cubes.
icon to this attack.
Long Sword – Guess the value of a Block roll you make. If
Great Mace – The next time you take damage, reduce it you are correct, you may use this Weapon Art to make an
by the value of this attack. attack with the Long Sword, paying the full Stamina cost.
Great Machete – Regain 1 Health. Pay an additional Lothric's Holy Sword – Also apply the lesser cost attack
Weapon Arts cube to reroll all attack dice from this attack. (-1 damage) to enemies on each node in a straight line
You may do this as many times as you like. between you and the end of the tile.
Great Magic Weapon – Add a Frostbite token to enemies Lucerne – Deal 2 black dice -1 damage to an enemy
that share a node with you this activation. adjacent to you before this attack.
Great Wooden Hammer – Instead, for the cost of the Moonlight Greatsword – Also apply the lesser cost attack
greater attack, use the lesser attack against an adjacent (-1 damage) to enemies on each node in a straight line
enemy, move 1 space, and then use the greater attack. This between you and the end of the tile.
costs 2 Weapon Arts cubes.
Morning Star – The next time you take damage, reduce it
Greataxe – Add a black die if you target more than one by the value of this attack.
enemy.
Murakumo – Apply this attack instead to up to two
Halberd – Target an enemy and move directly toward enemies adjacent to you (-1 damage).
them before this attack until you are in range. Pay Stamina
to get to the node if you ran to get there. Each enemy that Partizan – Deal 2 black dice -1 damage to an enemy
shared a node with you during this movement is also adjacent to you before this attack.
targeted by this attack. (-1 damage) Poison Mist – Increase this spell's range by 1.
Heal – Instead, you may apply both effects for the cost of Rapier – If this attack damage exactly equals an enemy's
the greater effect. Block value, you may use this Weapon Art to add 2 to the
13
damage of this attack. Thrall Axe – Move up to 2 spaces for free after this attack.
Reinforced Club – Add Stagger to this attack. Add a Titanite Catch Pole – This attack gains +2 damage if
black die to your next block. Titanite Catch Pole has been upgraded with any type of
Titanite. Otherwise, it gains +1 damage.
Replenishment – Instead, you may apply both effects for
the cost of the greater effect. Umbral Dagger – Also use a least-cost attack with a
weapon in your Backup Slot with a -1 modifier on at least
Rotten Ghru Dagger – Also add Bleed to this attack. one of its attacks at full Stamina cost.
This costs 2 Weapon Arts cubes.
Warpick – Recover stamina equal to the amount of
Saint Bident – Target an enemy and move directly toward damage done by this attack.
them before this attack. Pay Stamina to get to the node if
you ran to get there. Each enemy that shared a node with Washing Pole – Choose one: Apply Stagger to all adjacent
you during this movement is also targeted by this attack (- enemies, or apply post-Block/Resist damage you take from
1 damage). a single source on your next activation to that source in
addition to your player character.
Santier's Spear – Break the head of Santier's Spear during
this attack (this effect persists for the remainder of the Winged Knight Halberd – Pay 2+N Stamina to add 1
game). If the head is broken, you may use this Weapon Art repeat icon to this attack, where N is the number of times
to use the Weapon Art effect of Spear, Carthus Curved you have used this effect this activation. You may repeat
Sword, or Gotthard Twinswords. this as many times as you like.
Scimitar – Before your attack, move 1 space and decrease Winged Knight Twin Axes – Pay 2+N Stamina to add 1
target enemy's Block by 1 for the duration of your attack. repeat icon to this attack, where N is the number of times
You must re-roll your next successful Dodge roll. you have used this effect this activation. You may repeat
this as many times as you like.
Shortsword – Guess the value of a Block roll you make. If
you are correct, you may use this Weapon Art to make an Winged Spear – Spend a Stamina to re-roll all attack dice.
attack with the Shortsword, paying full Stamina cost. You may repeat this as many times as you like.
Silver Knight Straight Sword – Examine your highest Zweihander – Push the target enemy 1 space and add
attribute value. If it is Strength, add Stagger to this attack. Stagger to this attack.
If it is Dexterity, add Bleed to this attack. If it is
Intelligence, add Poison to this attack. If it is Faith, add
Frostbite to this attack. You may choose in the event of
Asylum Demon
ties. This attack's range is 1. Demon’s Great Hammer – Instead, move 1 toward the
Smough's Hammer – Gain 1 blue die of Health instead of target. Each target in that node is Pushed and suffers 1
1 black die. black die of direct damage.
14
Greatsword of Artorias – This Weapon Art is free. Apply
the Weapon Art effect of any item in your inventory.
Remove Greatsword of Artorias from the game and equip
Cursed Greatsword of Artorias.
Longbow – Apply Stagger and Bleed to target enemy.
Mannikin Claws – Instead of moving 1 node as part of
this attack, move up to 2 nodes.
Rotten Ghru Spear – Enemies poisoned by this attack roll
a dodge die when removing the Poison token. On failure,
do not remove it.
Stone Greatshield – For the remainder of the encounter,
consider Stone Greatsword or Stone Greataxe a one-
handed weapon.
Stone Greatsword – Targets all models within 1 node.
Stone Greataxe – Target all models within 1 node. All
models within 2 nodes gain Stagger. Put Stone Greataxe
on top of the Treasure Deck.
Four Kings
Four Kings Sword – Instead, use an attack from any item
in your inventory, paying full stamina cost.
Gaping Dragon
Dragon King Greataxe – If using the stronger attack, hit
all enemies within 2 range instead.
Guardian Dragon
Drakewing Ultra Greatsword – Add a blue die of damage
and split dice among targets however you choose.
Spitfire Spear – You may use this weapon as a two-
handed weapon to add a blue die to this attack.
15
Scenarios
Scenarios are single-session, pre-defined missions that take
your party through a dungeon only once through pre- Broken Passageway
selected encounters and culminate in a boss fight. If players You are encouraged by your success in battle, even if only
die during an encounter, they use one spark and reset against the most vulnerable of creatures. You backtrack a short
player boards, but do not reset completed encounters and distance and take advantage of a small crevice in the wall to
do not lose accumulated souls. Unlike the standard rules, ascend the winding stone staircase you noticed earlier. A soft
each scenario will provide you with specific gear to ensure shuffle of steel from above echoes down the narrow corridor you
you are prepared for the final battle, as well as ascend through as sunlight begins to pour through the opening
opportunities to earn bonuses along the way for good at the top of the stairs. As you emerge, you notice that it is a
performance. surprisingly small platform that holds multiple foes.
Each scenario may have particular modifiers, theme, and Encounter rules: All attacks have a Range of +1. Before
win conditions. Unless otherwise specified, scenarios the encounter, the party may choose to fight the Silver
follow core rules, but are compatible with other extended Knight Swordsman as a Black Knight. If they do, remove
rules outlined in this document. Any rewards for all enemies except the Black Knight. The Black Knight has
completion of encounters apply in addition to typical soul the same stats as the Silver Knight Swordsman, except it
rewards unless otherwise noted. has +2 health and deals 7 damage instead of 5.
The Undead Parish Reward for completion: Each player may flip their Estus
Flask token if it is used.
You are called upon to ring the bell atop the high tower that juts If the party defeated a Black Knight, search the Treasure
out above the skyline. Hopeless Hollows cannot extinguish hope Deck for a Silver Knight Straight Sword or Black Armour
of keeping the Flame alight along the cobblestone path that (whichever is nearest to the top of the deck) and a Titanite
leads there, lest you make a grave misstep. You take your first Shard or Chloranthy Ring (whichever is nearest to the top
stride down this path, feeling the give of fresh moss that peeks of the deck), and place them in the party’s inventory.
out between cracks in the ground beneath your tired leather Then, shuffle the Treasure Deck.
boots, likely some of the last to sprout in this world.
Ongoing rules: Set each player’s class-specific non- Sentinel’s Wrath
transposed treasure aside (do not shuffle into the main An uncommonly enormous enemy stands between you and the
Treasure Deck). Players cannot use souls to draw treasures narrow ladder that leads up the tower which holds the bell you
or increase stats unless otherwise noted. are tasked with ringing. From your point of view, the stoic
behemoth’s height barely obscures the top of the massive stone
Ruined Keep wall behind it. Despite the soldier’s imposition, you have every
You come upon a spiral staircase that presumably leads to a intention of climbing that ladder.
clearing on a tall pillar. It’s common for these outposts to be Reward for completion: Each player draws a treasure
guarded by well-regarded knights. Further down the path, from their class-specific treasure deck at random. Increase
there are a small group of pitiable Hollows. You decide to face their stats such that it is legal for them to equip the
the frail soldiers first; best not to push one’s luck. treasure.
Reward for completion: Each player draws a treasure Players may spend accumulated souls drawing treasure
from their class-specific treasure deck at random. Increase from the Treasure Deck or increasing stats after this
their stats such that it is legal for them to equip the encounter is complete.
treasure.
Boss Fight: The Bell Gargoyles
Shattered Dungeon
As you pull your tired body past the ladder and stop the perch,
As you progress, you come upon a poorly lit structure that creaks you take a spare moment to indulge in a view of the sunlit
from its own weight. The moaning from blind, idiot Hollows countryside and long-crumbled kingdom around you. The
fills the space that the light fails to occupy. The brick and wood calming silence is quickly dissolved as you hear cracking of stone.
dungeon is littered with barrels. There are likely too many to The place you stand quickly grows cool and shaded. You look
examine them all, but perhaps something useful could be found skyward and instead of the harsh sun, see a massive silhouette
with some luck. with vast, outstretched wings, stone dust erupting from their
Encounter rules: Each time the party breaks a barrel, roll a worn green flesh.
Dodge die. On success, the party gains 1 soul. Encounter rules: When the Gargoyle is defeated, the
Reward for completion: Each player draws a treasure party may gain the Gargoyle’s treasure if they haven’t
from their class-specific treasure deck at random. Increase already, may take the opportunity to equip the treasure,
their stats such that it is legal for them to equip the and each player may flip their Estus Flask token if it is
treasure. already used. They must then defeat the Gargoyle again (it
spawns at the designated mini-boss spawn point, but
players stay in their current location.)
16
The Path to Lothric Castle Perished Depths
Old Lothric beckons. Days of bustling commerce have long You follow a cobblestone walkway which yields to archways and
faded, but there is still a patchwork of stumbling life. Sane ostensibly the cathedral that holds the Basin, if the crippled old
residents stay shuttered in their homes, rations surely running man’s words held any truth. Ahead there is a small ensemble of
low. Such an injustice that the gaunt idiot hollows enjoy the fiends, both pitiable and fearsome. To your right there is an
bask of a warm sun and the grain of ancient wood on their feet. imposing fountain, decorated with the bodies of venerable
You haven’t been here since you were young, and are shocked knights. You can’t see its wielder which stands behind the wall
how barren it has become even in that short period. The dawn that gives way to the fountain courtyard, but a great halberd
feels dimmer now. crashes into the knights’ corpses, cleaving most of them in two
with the single blow.
The shattered old man lying in the road around the perimeter
mumbled about the Basin of Vows. The Basin is your Encounter rules: You may replace the encounter tile with
birthright, as the descendent of an old Lothric knight. It must the mini-boss tile. Instead face the Winged Knight. The
reside among these parched spires. Winged Knight’s special effect text does not apply, and
dies once it reaches 12 health.
Ongoing rules: Set up the game according to the
Extended Rules for playing a Main Boss dungeon, with Reward for completion of encounter: Players may flip
the following exceptions: 1.) Do not choose a main boss, their Estus Flask tokens if they are already used.
2.) Set the class transposed treasures aside rather than Reward for defeating the Winged Knight: Each player
shuffling them into the Treasure Deck. gains 1 soul and an Ember token, in addition to the reward
for completing the encounter.
High wall of Lothric
What a marvel this view still is! The dramatic, sloping
Desecrated Church
architecture looks stoic like a flayed martyr. It is impossible not You push hard and throw open the doors to the church. There is
to be held enraptured. Although you’re soon reminded that this very little light now that twilight descends, save a flickering
is no sanctuary by a plume of black smoke that rises up the wall lamp at the alter past the pews. It’s enough to let the coloured
you look down upon. Over the ledge is a clearing about two panes of stained glass adorning the walls dance, bringing life to
meters below, where mad devotees roast an unfortunate soul. their images depicting old saints and a rich daily life not known
Their milky, entranced eyes meet yours. in Lothric for centuries, perhaps longer. An enrobed woman
Encounter rules: Any time a player moves from an crouched by the lamp rises and then leans back into an ornately
outermost node to a non-outermost node due to a dodge, decorated wooden throne. On her lap is the Basin, cradled by
they take 1 damage. Attacks by models that start their turn the violet fabric of her wares.
on outermost nodes gain +1 damage provided the attack is Reward for completion: Each player draws a treasure
against a model in a non-outermost node and is at 0 from their class-specific transposed treasure deck at
range. random. Increase their stats such that it is legal for them to
Reward for completion: Each player draws a treasure equip the treasure.
from their class-specific transposed treasure deck at If the party freed the Lothric Knight, defeated the Winged
random. Increase their stats such that it is legal for them to Knight, and did not spend any souls, they may spend all of
equip the treasure. their souls to acquire the Dancer of the Boreal Valley’s
treasure.
Prison Tower
You pass through the clearing and avert your sight from the
Boss Fight: Dancer of the Boreal
body that still lightly smolders, making your way into a dim, Valley
musty dwelling. As you navigate through and descend a long
ladder, a doorway at the end of the hall beneath you emits a You approach the woman at the chair and your eyes dart quickly
momentary glow as a deep rumble knocks dust from the stone to the Basin of Vows. She knows that while your lineage is that
wall at eye level. You proceed and cautiously peer around the of a honourable Lothric guardian, the kindness in your heart
corner and out the doorway. Your gaze follows a short stairway has rotted from this sick, pale shell of a kingdom, and your
to your left that leads up to a tall platform, adorned by a patience extinguished. Her fingertips whiten as she grips the lip
massive wyvern that wraps itself around a towering prison of the Basin tightly. Neither you nor she knows if it was to
chamber. On the platform is a cage that holds a man in full protect the Basin or to grimace while your drive the sword
Lothric uniform. You don’t know whether your mind can stand between her ribs.
to watch the man burned alive. You’re immediately unsettled as she dies with a narrow smirk.
Encounter rules: Players that begin their turn on a non- As you take the Basin, the ambient chatter from Lothric grows
outermost node and end their turn on a non-outermost quiet and distant while the air turns thick and dreamlike. You
node take 7 magic damage from the wyvern (which may be spin around sickly and with great effort as though drugged. As
blocked or dodged at a difficulty of 2). Any model in the vertigo eases its grip, you look skyward to see a vast, elegant
same node as a player who is attacked by the wyvern is titan that nearly scrapes the roof of the massive hall. Her grace
attacked as well. If a player ends their turn on a purple is beautiful and terrible, a draping caged crown hides her face.
node and spends 1 Stamina, they may free the Lothric The profaned goddess commences her dance; a grand, black
Knight. mass.
Reward for completion: Each player draws a treasure Encounter rules: A player that has the Dancer’s
from their class-specific transposed treasure deck at Enchanted Swords and Dancer Armour equipped does not
random. Increase their stats such that it is legal for them to pass the Aggro Token.
equip the treasure.
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