Stone Oracle of Phideldes - Special Rules
The twisted philosopher Phideldes perished mysteriously two centuries ago, but rumors abound about the Stone Oracle, a hidden shrine to his radical teachings buried somewhere in the World's Edge Mountains. Some say the spirit of Phideldes now inhabits the stone statue of his likeness, and he still imparts words of dubious wisdom to visiting petitioners.
- Roll 1d6 when the board section is placed. On a 1-3 it has 1 Exit Door, and on a 4-6 it has two Exit Doors. Place the Exit Door(s) along the row of squares opposite the entrance.
- The room will trigger an Event on a roll of 1-3 on 1d6.
- The four columns offer partial cover to any model standing in them, causing any attacks against them to be made at -1.
- The two middle squares that the statue occupies are impassible.
- The Stone Oracle will consult with the Warrior that is willing to offer the most Gold, and he will scan the Warriors' minds to determine which one is willing to pay the most. To represent this, each player must secretly write down the amount of Gold he is willing to pay the Oracle on a sheet of paper (even if this amount is zero). The Warrior who bid the most will get to consult the Oracle. In the case of a tie (or if everyone bid zero) determine the Warrior randomly among those who bid the most. The Oracle is quite lonely and demands the time from one of the Warriors!
- The lucky(?) Warrior who offers the most Gold then ventures before the Stone Oracle, whose face animates, beginning to offer possibly valuable insight to the Warrior. Roll 1d6 and add 1 for every 50 Gold spent by the Warrior and consult the table below:
1-3. The Oracle laughs at the pittance offered and utters an insult that cuts the Warrior to their very core - he takes 2d6 Wounds modified only by his Willpower score.
4. The Oracle reveals to the Warrior the best ways to attract the Monsters that dwell in this Dungeon. Unfortunately, this means that when placing and controlling Monsters for the rest of the adventure, as many as possible will attack this particular Warrior, ignoring the one on one rule. This applies to hand to hand combat only, not missile fire or spells.
5. The Oracle is annoyed at the offering and misdirects the Warrior. Add 1d3 Dungeon Cards to the top of the current pile.
6. The precognitive wisdom that the Oracle bestows allows the party to ignore the next Event Card that is drawn.
7-8. The Oracle bestows a revelation upon the Warrior, letting him know the events that will occur in the immediate future. The Warrior can look at the next 1d6 Event Cards and decide which ones to keep in the pile or discard.
9-10. The Oracle divulges the cunning tactics of the Monsters that dwell in these halls. During each Monster encounter, the Warrior is allowed to take an extra Warriors' Phase during the first turn of the combat.
11-12. The Oracle imparts the philosophy of pacifism onto the Warrior. Throughout the rest of the adventure, if the Warrior refrains from making any attack during a combat, then after all of the Monsters are cleared, he may draw one extra Treasure Card for himself.
13-14. The Oracle bestows a boon of luck onto the petitioner, granting him 3d6 temporary Wounds.
15-16. The Oracle imparts the secret layout of the traps in the underground complex to the Warrior. Whenever this Warrior is subjected to a trap in the rest of the adventure, roll 1d6. On a 4-6 he avoids the effect completely.
17-18. The Oracle provides a vision of the Warrior's death, allowing him to avoid the outcome. The next blow or event that would have otherwise killed this Warrior can be ignored.
19+ The Oracle divulges some secrets that are so valuable to the Warrior that he gains +1 Toughness for the remainder of the adventure. Now, roll 1d6, on a 6 this gain is permanent.
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