The Dungeons

While “Assault on Necropolis” uses a limited set of pre-crafted locations for its “dungeon” maps, these are drawn at random. Each player draws a Location Card from a deck and attaches it as desired to the current map, ala Carcassonne or similar games. There are three types of Location Cards, corresponding to the three levels of Necropolis: the Cemetery, the Catacombs, and the City Proper.
Along with a rough diagram, each Location Card also lists details about what might be encountered in each area:

Cemetery – Lone Crypt
Description:
A lone marble crypt stands apart from the ruins about it, in fair condition considering its probable age. While ivy has crawled up the corners and covered the roof, each of its hand-hewn stones still sit snugly together, uncracked and unbroken. Time has been kind to this mason’s work.
The same cannot be said, however, of the interior. The single sarcophagus that once reposed within now lies fragmented, and the iron gate in the door’s frame was not so much opened as it was compressed to the side.
 5-6 : Draw an Encounter Card.
 3-6:  Draw a Item Card. (Draw two on a roll of 6.)
 6:      Draw a Plot Card.


FULL CARD LIST–

[SPECIAL] Cemetery – The Specter (starting Location)
Description:
As dusk arrives, a small, unlikely band gathers about a tall marble statue in the precise center of a vast cemetery. Modeled after the specter of Death itself, the figure raises an eternally-burning sconce in one bony hand, while gesturing toward its feet with the other. There, burnt into the pine wood of an upright empty coffin, these words greet them:
     gaze upon necropolis, vast,
     and trespass, should you dare,
     where e’ery heart hath beat its last
     and e’ery tomb lies bare
There are no Encounters, Treasures, or Plots for this Location.

  1. Cemetery – Empty Flagstones
    Description:
    Granite flagstones form level pathways and byways that connect sections of the massive graveyard. There are noticeable scratches running the length of several of these…as if something (or someone) were dragged heavily across it.
    R 4-6 : Draw an Encounter Card.
    G 5-6 : Draw a Treasure Card. (Draw two on a roll of 6.)
    B – : –
  2. Cemetery – Empty Flagstones
    Description:
    Granite flagstones form level pathways and byways that connect sections of the massive graveyard. There are noticeable scratches running the length of several of these…as if something (or someone) were dragged heavily across it.
    R 4-6 : Draw an Encounter Card.
    G 5-6 : Draw a Treasure Card. (Draw two on a roll of 6.)
    B – : –
  3. Cemetery – Empty Flagstones
    Description:
    Granite flagstones form level pathways and byways that connect sections of the massive graveyard. There are noticeable scratches running the length of several of these…as if something (or someone) were dragged heavily across it.
    R 4-6 : Draw an Encounter Card.
    G 5-6 : Draw a Treasure Card. (Draw two on a roll of 6.)
    B – : –
  4. Cemetery – Lone Crypt (1)
    Description:
    A lone crypt stands apart from the ruins about it, in fair condition considering its probable age. While ivy has crawled up the corners and covered the roof, each of its hand-hewn stones still sit snugly together, uncracked and unbroken. Time has been kind to this mason’s work.
    The same cannot be said, however, of the interior. The single sarcophagus that once reposed within now lies fragmented, and the iron gate in the door’s frame was not so much opened as it was compressed to the side.
    R 4-6 : Draw an Encounter Card.
    G 5-6 : Draw a Treasure Card. (Draw two on a roll of 6.)
    B 6 : Draw a Plot Card.
  5. Cemetery – Lone Crypt (2)
    Description:
    A lone crypt stands apart from the ruins about it, in fair condition considering its probable age. While ivy has crawled up the corners and covered the roof, each of its hand-hewn stones still sit snugly together, uncracked and unbroken. Time has been kind to this mason’s work.
    The same cannot be said, however, of the interior. The single sarcophagus that once reposed within now lies fragmented, and the iron gate in the door’s frame was not so much opened as it was compressed to the side.
    R 4-6 : Draw an Encounter Card.
    G 5-6 : Draw a Treasure Card. (Draw two on a roll of 6.)
    B 6 : Draw a Plot Card.
  6. Cemetery – Locked Catacombs Entrance
    Description:
    What at first appears to be a larger-than-typical crypt proves instead to be a barred entrance to a lower level of the cemetery. Peering into the darkness below, you can barely make out a flight of narrow stairs, ending in a space floored by bricks and roofed by stone arches. A strong and steady wind gusting into the subterranean passages suggests a large interior awaits you. However, until the gates themselves are unsealed, you can do little more than imagine.
    There are no Encounters, Treasures, or Plots for this Location.
    The locked gates mysteriously spring open if three (3) Plot Cards are currently on the table. If there are, and a majority of Players agree to progress to the Catacombs, then: a) return all “Cemetery” Location Cards to their deck; b) Locate, play, and place all Players on the “Catacombs – Entryway” Location Card;  and c) Shuffle the “Catacombs” Encounter Cards into the current Encounter deck.

[SPECIAL] Catacombs – Entryway
Description:
What at first appears to be a larger-than-typical crypt proves instead to be a barred entrance to a lower level of the cemetery. Peering into the darkness below, you can barely make out a flight of narrow stairs, ending in a space floored by bricks and roofed by stone arches. A strong and steady wind gusting into the subterranean passages suggests a large interior awaits you. However, until the gates themselves are unsealed, you can do little more than imagine.