Tuesday, June 7, 2011

Snare

One of the Warriors steps into a deviously placed snare, and a rope wraps around their ankle, lifting them heels over head to dangle a few inches above the dungeon floor.

Take a Warrior counter to see who has stepped into the snare. That Warrior can do nothing until freed, and can be hit automatically in hand to hand combat.

To get free, the Warrior must cut the rope, requiring a bladed weapon, and a Test against Weapon Skill (1d6 + WS and score 7 or higher). An adjacent Warrior can also attempt to cut down an ensnared Warrior, this requires an entire Warrior Phase.

After being cut down, the Warrior drops to the ground, taking 1d6 Wounds, modified for Toughness but not Armour, and remains prone (+1 to be hit) that turn.

Draw another Event Card immediately.

Monday, June 6, 2011

Caltrops

Equipment - 1d6 Caltrops








Available in Weaponsmith.
Stock: 6
Buy: 40 each
Sell: 5 each

A Warrior can throw a Caltrop into any adjacent square.  Place a Caltrop token on the square.  Any Monster (or Warrior) moving into the square takes 1d6 Wounds, modified normally, and their movement ends in that square.  When this happens, remove the Caltrop token from play.  A Warrior can retrieve an unactivated Caltrop by ending their movement next to it and picking it up, doing nothing else that Turn.

In the heat of battle, Monsters generally will not notice Caltrops, so you should not alter their behavior based on the presence of Caltrops on the board.

Caltrops do not affect Monsters with the Ethereal or Fly Special rules.

Ten Foot Pole

Equipment - Ten Foot Pool










Available in the General Store.

Stock: 5
Buy: 40
Sell: 5

-1 Movement, roll 1D6 when a Trap is encountered.  On a 5 or 6, the Ten Foot Pole triggers the Trap, and the Warriors are not affected.  If this happens, roll 1D6 again.  On a 1 the Pole is destroyed.  Cannot use when Monsters are on the board.

Sunday, June 5, 2011

Hall of Astaroth

There's nothing like a great dungeon tile to get the creative juices flowing.  In my scouring of the web for high-quality tiles to add to my Dungeon Deck, I came across the French site Donjon-Esseclay, and this Hall of Astaroth.

Hall of Astaroth - Special Rules







The Cult of Astaroth infests the lower dungeon levels of the World's Edge Mountains, although sometimes evidence of their foul presence can be found higher up.  They perform diabolical rituals and sacrifices in these dread halls, and the presence of the arch-demon Astaroth is strong in this chamber as a result.

Each Power Phase that Warriors are in the Hall, select a random Warrior in this board section.  The presence of Astaroth has decided to focus on this Warrior, and he gains one "Possession Point".

Warriors can spend their Possession Points at any point during their Warrior Phase, one per Turn.  If a Warrior has any Possession Points left over when the adventure ends, Astaroth is far from satisfied, and in his prolonged hunger he feeds on the very soul of the Warrior.  The Warrior loses 1 Starting Wound for each Possession Point left over.

When a Warrior spends a Possession Point, roll below to see what the effect is:

1. Astaroth manifests himself in you with a deceit.  The next time you suffer any attack or damage, you must nominate a different Warrior next to you (if possible) to be the target, instead of you.
2. You raise your arms and your eyes begin to give off an eerie glow, as your entire body levitates for a Whole Turn.  See the Wizard Spell Levitate for effects.  You can do nothing this Turn.  However, any Monsters on the board section are so creeped out by this that they suffer the effects of Fear against you for the rest of the combat.
3. The blood drains from your head and you vomit out a vile mass of something that looks like pea soup.  You are so weakened that you are at -1 Toughness for the remainder of the adventure.
4. You grin maniacally, and raise your arms as if to embrace the Monsters fighting you, a demonic grin on your face.  You can do nothing this Turn, and any Monsters fighting you hit automatically.  If there are no Monsters present, Astaroth is displeased, and feeds from your soul, remove 1 Starting Wound.
5. Astaroth compels you to attack the closest Warrior in hand to hand combat.  You can ignore Pinning if you need to move to a Warrior this Turn.  If there is more than one possible target, determine one randomly.  If you cannot reach a Warrior this Turn, Astaroth feeds on 1 of your Starting Wounds.
6. You begin uttering filthy curses at your fellow Warriors, and can do nothing more this Turn.  This does little more than cause you a great deal of embarrassment.

Saturday, June 4, 2011

Acid Slime

E - Acid Slime

Acid Slime is sentient, and drops on the heads of unsuspecting victims when it senses movement below. It is an indiscriminate killer, and one of the most feared horrors lurking in the subterranean realm.

Acid Slime drops from above on all creatures in the board section, including Monsters. It does 1d6 unmodified Wounds per turn to exposed flesh until scraped off.  Apply the damage each Turn, before the Warrior performs any action during their Warrior Phase.  Warriors can attempt to scrape the Slime off, which requires a successful Initiative Check.  A Warrior can do nothing else during a Turn that they are trying to scrape off the Slime.


A Warrior can use an item such as a Weapon or Shield to scrape off the slime, granting them a +1 bonus, but there is a chance that the item is dissolved. Roll an Item Saving Throw for the item.  If an item fails the save, it is dissolved and destroyed.

A Warrior can attempt to scrape the Slime off of an adjacent figure, requiring an Initiative Check.  If they are not using an item to scrape, they will take 1d6 Wounds themselves.  If they do use an item, check to see if it dissolves as described above.


If a Warrior is wearing a Helm of any kind, the Slime must first dissolve it before reaching the Warrior's flesh and inflicting any damage upon them.  Make an Item Saving Throw for the Helm each turn.  On the turn that the save fails, the Helm dissolves and the Warrior takes damage.  A Warrior wearing a Helm can attempt to scrape the Slime off like normal, or they can choose to simply remove the Helm and toss it away, letting the Slime dissolve it, but saving their skin.

Friday, June 3, 2011

Monsters for Hire

E - Monsters for Hire

Keep this Event Card to the side until, during normal play, a Monster Event Card is drawn that contains Monsters of an intelligent or semi-intelligent type. For example, no Giant Rats or mindless Skeletons, but Orcs, Goblins, or Skaven.

The group of Monsters drawn is opposed to the other creatures inhabiting this Dungeon level, and offer their services to fight alongside the Warriors. These Monsters will accept an offer of Gold for their services. The minimum amount that can be offered is equal to the total Gold value of the Monsters. The Warriors can make a Gold offer, or decline. Note that if there is a Trollslayer in the party he will always attack the Monsters, and an offer will never be given.

If the Warriors decline the offer, the Monsters will attack. Simply run the combat as normal.

If the Warriors make a Gold offer, roll 1d6 for every 50 Gold that the Warriors offer. If any of the dice come up a 6, the Monsters accept the offer, and will henceforth move and fight alongside the Warriors until they are all slain, or the Adventure is over.

If there are no 6's rolled, then the Monsters refuse the paltry amount that the Warriors offered, and attempt to leave the scene, WITH the Gold! The Warriors can attack them at this point if they desire, or simply allow them to wander off.


Draw another Event Card immediately, and discard this one after it is played.

Wednesday, June 1, 2011

Savage Battle Cry

New Barbarian Skill

SAVAGE BATTLE CRY

As the frenzy of the battle overcomes you, you utter a primal battle cry that is so inspiring in its ferocity that it rouses and rallies your allies.

Your Warrior utters an inspirational battle cry whenever they first become berserk in a battle.  This inspires any allies on the same board section, and grants them +1 Attacks this turn only.