TEN LEVELS OF TUNNELS

An Introductory Adventure for Four Suit Dungeon Delve

The dungeon is huge and it’s been here for centuries.  Many have entered, some haven’t yet returned.  Most want only to forget the dungeon exists at all except for the fact that Princess Allura Redthorne is being held captive on the lowest level.  The princess will one day be grandmother to Prince Reginald Redthorne and Prince Malkrit Redthorne, twin brothers, who will one one day become King Reginald Redthorne and his evil sorcerous twin Malkrit.  In the deepest dungeon level, the princess is held captive by none other than Asmodeus himself.  Never speak his name.  Your quest is to rescue the princess.

This scenario has two play modes - Basic and Standard.  In the basic game, there aren't actually ten levels of tunnels, only six, since it is an introductory scenario.  The basic game introduces you to the play elements of FSDD, without getting too bogged down in details.  There is no bookkeeping on paper in the basic game.  You only use tokens. 

 

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TEN LEVELS OF TUNNELS

New Dungeon Configuration

The Tomb of Darkness

This is a new dungeon design for Ten Levels of Tunnels, the introductory game to Four Suit Dungeon Delve.  

The dungeon being delved in this adventure is an ancient tomb where monsters guard ancient artifacts and other treasures.  Your goal is to enter every room, including the secret ones.  Notice where the cards are only diagonally adjacent.  This means there is a secret passage connecting it to the main dungeon.  To find a secret passage, your delver must be on the card (in the room) adjacent to it.  After surviving anything encountered there, to find the secret door, draw a card.  If it is red, the door is found and you may move into the next room.  Nothing else is gained, however, from the red card as you normally would.  If it is black, the indicated encounter occurs.  If a joker is drawn, it acts as it usually does, doubling the next card.

 

Also note, near the north edge of the dungeon is a room card that only connects to the central secret passage.  That room can only be reached through that passage, not from the south, since it is not immediately adjacent.

 

Since this dungeon is very dark, the Darkness limit is only 20.  Also, when you move back into a previously visited room, if its color is black, you must draw a new card and play it on the room, encountering what was drawn.