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
  • Roll 1d6, on a 1-3 there is one exit door, on a 4-6 there are 2 exit doors in the room.  All exit doors should be placed in the last row of squares in the room.
  • The Fountain of Light Pre-Objective Room will trigger an Event on 1-3 on 1d6.
  • The central 4 Fountain squares are impassible.
  • A Warrior can drink from the Fountain of Light 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 has 1d6 Wounds healed.
    6. The Powers of Light shine brightly on the Warrior.  They have 1d6 Wounds healed, and have their Starting Wounds increased by 1.

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