Living Dungeon- 'The Lair of the Necromancer'
What is Living Dungeon?
Living Dungeon transports its challengers into a full-size, realistic, specially constructed, medieval-fantasy dungeon adventure, filled with danger and mystery; where they are menaced by monsters, tormented by traps and perplexed by puzzles whilst searching for its buried secrets and treasures, in an experience which seeks to capture the essence of Dungeons & Dragons; all against a time limit.
Living Dungeon is not a LARP, the emphasis instead being on the teamwork, tactics and logical thinking, with a few lateral twists, required to solve the various challenges that will test the wisdom and ingenuity of the players, rather than character role-playing and development.
Players enter the dungeon, explore its depths, and are confronted with a series of trials and ordeals; a ferocious beast to be overcome, an enigma to solve or perhaps a hidden secret to be found; each chamber in the Living Dungeon presents its own perils.
Dungeoneers, in parties of six, have one and a half hours to succeed in their quest. They need bring only their courage and quick-thinking. No previous knowledge of D&D is required to experience the joy of success or the heartbreak of failure when faced with the dangers lurking within the Living Dungeon.
In the search for fortune and glory, you rather than a character creation will feel the tension as you explore the dungeon, you battle its monsters and you uncover its mysteries, knowing that failure may well result in a visit from the Grim Reaper.
Inspired by the likes of Raven, Crystal Maze, Knightmare, and for those more experienced adventurers, The Adventure Game; Living Dungeon will endeavour to find out how you and your trusted allies, respond to the dangers of the Dungeons & Dragons medieval fantasy world.
The story so far...
Kaddasrei in Kaddas
Some months ago the Adventurers Guild was hired by members of the Royal Court to find and retrieve the Staff of Ancients. A group from the Guild set out on this mission but was lost and considered killed in action. The members of the group had, as is usual, requested that a search party be sent out if they did not return. The party could not be found; however as this was a Royal commission it was decided that magical divination would be used. The divination revealed that the missing party were actually right here in the city in the underground chambers of the group's leader and wizard, Torrenz.
The Mission
Enter the area beneath the home of Torrenz and find the missing Staff of Ancients. If you can find out what happened to the adventurers as well that would be a bonus.
Will you survive the Living Dungeon?
Trials of Skill and Ability
Every class of adventurer has an appropriate task to carry out in order to perform to their best in their designated role.
Fighter (defender): must demonstrate greater accuracy and proficiency in a combat situation.
Ranger (striker): must demonstrate exceptional versatility in a combat situation.
Cleric (leader): must be able to recall a list of patrons and their associated gestures.
Paladin (defender): must demonstrate superior judgement and fortitude in a combat situation.
Wizard (controller): must be able to recall a list of glyphs and their associated colours.
Rogue (striker): must demonstrate steady nerves and deft hands using a dexterity test device.
At the briefing session of Living Dungeon adventurers will be given time to study and/or practice their class skill or ability. During the adventure there will be occasions where players will be called upon to perform these trials in order to more effectively complete a task.
Special Features & Powers
Each adventurer will be able to draw on certain special attributes; inherent advantages of their racial background, powers derived from their chosen vocation or profession (clerics chant prayers, wizards incant spells, and fighters attempt exploits) and other specific capabilities which will enhance their chances of survival during their sojourn in the Living Dungeon.
Combat
Melee and ranged attacks against adversaries in Living Dungeon will be simulated using a non-contact system, involving throwing arrow projectiles at full-size combat targets of your opponents from marked locations which will vary in distance from the target depending on adventurer class (Fighters 1, Paladins & Rangers 2, Rogues & Clerics 3, Wizards 4), where your own skill, modified as appropriate, will determine success or failure in combat. The arrow projectile must lodge itself within the monster's outline on the combat target in order to score a hit. This method of resolution will examine your tactics, speed, concentration and adeptness in the heat of combat, where opponents blows will be raining down on the adventurers thick and fast causing injuries that may result in physical impediments or worse.
In order to simulate the combat-orientated advantages of Fighters, Rangers and Paladins they will have a opportunity to practice on a combat target during the briefing session; other classes will not.
Challenges
As well as the trials of combat and individual tests of skill and ability, many other challenges will face the dungeoneers that will require the party to work together effectively to solve various mental conundrums and physical challenges, vital to their survival.
Logic problems and enigmas similar to the classic chess board floor puzzle or arithmetrical sequence riddle will tax the mind such that it will require the input of all the party for their solution.
The concerted effort and ingenuity of the whole group will also be required to overcome various physical tasks like the manipulation of objects at a remote distance or the safe direction of one of their number to retrieve a hidden item.
Players with a greater problem solving talent will come to the fore in these challenges.
If the Fates are unkind it is possible that your adventuring persona may be visited by the Grim Reaper and exit this world before finishing the dungeon. If this happens you may choose to follow the party as a 'ghostly' manifestation but only to observe or you may choose to leave immediately.
Treasure & Tokens
One of the rewards of an adventuring career along with a reputation, titles and land, is the acquisition of treasure. Opportunities will exist within the game to gather treasure, such as following the vanquishment of your foes or the discovery of a hidden cache, which will be represented by treasure tokens. Adventurers may take these tokens with them to assist in their further exploration of the dungeon.
A prize will be awarded to the individual/group who survives the Living Dungeon having acquired the most treasure.
Event Tickets
Living Dungeon event tickets are available to pre-book online or during the convention at the Living Dungeon / Heroquest registration desk.
Event Details
Living Dungeon adventures last approximately one and a half hours, begining at 10:00 am on both Saturday and Sunday, with groups of six players entering the dungeon every 24 minutes.
Players are required to sign a waiver before being allowed to enter the dungeon.
Players must be 12 years or older to participate in a Living Dungeon adventure, and anyone under 18 years of age must have a parent or guardian sign the waiver before they can play.
Please arrive 15 minutes before the start of your event and check in at the Living Dungeon / Heroquest registration desk, where you will have a chance to acquire some treasure tokens before the adventure as well as meeting the other players in your group. It is advisable to visit the toilet before registering for the event.
Coats, backpacks, bags, etc... are not allowed inside the event and must secured elsewhere or as a last resort in the Briefing Room. We can accept no responsibility for these items.
Volunteering
If you are interested in volunteering to help with the event, we can find you a place. We need DMs, actors, stagehands, technical assistants, admin, etc... We can always use your help.
Contact: kevin@ukgamesexpo.co.uk
Commissioned to celebrate the release of 4e D&D and sponsored by Wizards of the Coast.







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