Wednesday, April 27, 2011

Fountain of Light

Continuing in the series where I describe an idea of how to use the Objective Room Dungeon cards in the normal Dungeon deck, we come to the Fountain of Light.  WHQ can be so relentless for the poor Warriors, I thought it would be nice to provide a room where they actually feel some hope for a change.  Of course, not completely without risk!







Fountain of Light - Special Rules

Exits
The Fountain of Light has one exit, along the opposite wall.

Events
The Fountain of Light does not trigger an Event.

The Fountain
The fountain squares themselves are impassable. A Warrior can drink from the fountain if they are standing next to it, once per adventure. Roll 1d6 on the table below:  
     1. A dark secret from the Warrior's past comes back to haunt them, as the Powers of Light deem the Warrior unworthy. The Warrior loses 1 Starting Wound.  
2-5. The Warrior heals 2d6 Wounds.  
3. The Powers of Light shine brightly on the Warrior. They heal 1d6 Wounds, and their Starting Wounds increase by 1.

Chaos Warriors
Chaos Warriors, and other Warriors clearly aligned with Chaos, cannot benefit from the fountain. In fact, its very presence is revolting to them.

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