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Catullus64
2024-01-02, 08:06 PM
A little personal project of mine which could use some rules feedback, an as-yet-untitled dungeon crawling board game in the vein of Descent or HeroQuest. It borrows lots of influences from all over the shop in its rules, and new eyes are always welcome to pose questions or suggest rebalances/clarifications.


The game is played on a gameboard with a square grid, 24x28 squares total. The board contains 16 rooms of fixed position and size connected by corridors and adjoining walls; the exact relationship of these rooms is modified adventure-to-adventure by the placement of doors and hallway blockages. Players move the figurines indicating their heroes along this board, using the instructions and narration of the Dungeon Master to play through the adventure scenario. The Dungeon Master also controls the monsters and dungeon hazards. In addition to the overall goal of the scenario, players aim to find treasure and magical items that can be kept between adventures, and help them to take on the more challenging adventures ahead.

The physical game components also include standard six-sided dice (the only dice needed for the game) miniatures for the monsters and heroes, pieces for doors, blockages, and furniture, hero & monster cards with summaries of each hero or monster's profile and abilities, and card decks for Treasure, Adventuring Gear, Potions, Spells, and Magic Items.


Rules

The game is designed for play by 3-5 players and one Dungeon Master. At the start of the first adventure of a campaign, each player selects one of the 10 heroes to control. The figures for these heroes are then placed at the starting spot on the board designated by the adventure, and the DM reads the scenario text to the players to give them an idea of their overall goal. Then the players begin moving and acting according to the General Turn sequence.


Note that the Combat Turn Sequence alters, rather than replaces this turn sequence when monsters are on the board. Unless the description says that step is skipped during combat, that step still takes place.

1. Turn Start. The Game Master rolls for Patrols, if relevant. If Patrols appear, the combat turn sequence takes effect until there are no monsters on the board. Heroes recover 1 Stamina, or 2 Stamina and 1 Magic if the hero Rested last turn.
2. Heroes' Movement. Heroes move a number of spaces equal to their Movement allowance, plus 1-3 for each point of Stamina a hero spends. The heroes may move in any order their players choose, and may interlace their movements with one another. Heroes may not move through occupied spaces. If monsters are encountered by revealing new rooms and corridors, and combat is not avoided through special spells, items, or scenario events, the combat turn sequence takes effect until there are no monsters on the board. Determine Surprise, then continue using the Combat Turn Sequence.
3. Explore. The players choose whether their heroes explore rooms or corridors they are in, with results determined both by the rules and the adventure scenario. This phase is skipped during the Combat Turn Sequence.
4. Trade Items. Each hero may give and receive 1 item from other heroes currently in the same room or corridor. This phase is skipped during the Combat turn Sequence.
5. Turn End. Roll for heroes on Death's Door, and note the change in Light.



Whenever monsters are encountered during the turn sequence, roll to determine surprise. Roll a die for each hero. On a result of 1-2, the hero is surprised. A surprised hero skips their Movement, or forgoes the rest of their Movement if it is the middle of the heroes' movement phase. A surprised hero also cannot Evade, cast spells, or use Active abilities or items. A surprised hero can still Fight if brought into combat, but at a -1 Penalty. On a roll of 3+, the hero can act normally. If none of the heroes are surprised, the monsters are surprised instead! Skip the Monsters' Movement phase on the first turn. Heroes with the Perceptive trait add +1 to their Surprise rolls.

The Combat Turn Sequence modifies the General Turn Sequence, adding additional sub-steps after Step 2, and skipping Steps 3 and 4. The sub-steps are numbered below.

1. Spell Selection. Heroes with spells may select which, if any spell, they will begin casting.
2. Monsters' Movement. Monsters that are not surprised move their allowance of squares. Like heroes, they may spend 1-3 Stamina to move additional squares.
3. Evasion Phase. The heroes may Evade in order to take additional movement in response to the movement of the monsters. Evading costs 2 Stamina per space moved. The players may evade in any order, and as many times as their Stamina will allow. If a character is casting a spell and Evades, this causes the spell to fail.
4. Fighting Phase. Resolve all melee Fights according to the Fighting rules.
5. Any spells that did not fail during the Evasion and Fighting phases are successfully cast at this point; only now does the caster select targets (if any) and expend Magic points.

If monsters remain, proceed to Step 5 of the General Turn Sequence and repeat. If no monsters remain, proceed to Step 3.



During the Fighting Phase, all heroes fight with all monsters in adjacent spaces, and vice versa. Determine who will fight with whom, and modify each combatant's Fighting Score based on the number of enemies they must fight. Fighting 2 enemies imposes a -1 Modifier, fighting 3 enemies imposes a -2 modifier, and fighting 4 enemies imposes a -3 modifier. These modifiers apply to heroes and monsters, and apply even if those enemies are engaged with other foes. Other situational modifiers may be imposed.

Once each combatant's modified Fighting Score has been determined, resolve each fight from the Dungeon Master's left to right, to to bottom. A fight is resolved by having each combatant roll 2d6 and add the result to their modified Fighting Score. Note which creatures win and lose which fights. A tie result means no creature won the fight. Heroes with the Strong trait win these ties instead.

For each fight a character resolves, they may spend 1-3 points of Stamina, adding +1 to their score for that Fight only for each point spent. Monsters may spend Stamina in this way as well as heroes.

Only after all Fights have been resolved, apply all damage from the fights simultaneously. Each creature deals its damage to all enemies it defeated in a Fight, which is then deducted from that creature's Health. If one combatant dies after multiple enemies dealt damage to it, all creatures that damaged it that phase are considered to have killed it.



When a monster reaches 0 Health it is slain, but heroic resolve can allow player characters to hold on a little longer. While at 0 Health (it is impossible to go any lower), a hero is at Death's Door. At the Turn End phase, roll a die for each hero on Death's Door. On a roll of 1-3, the character perishes. On a roll of 4-6, they survive, though they remain on Death's Door until raised above 0 HP. A character that Rested during the turn does not need to make a Death's Door roll at the end of turn.

Anytime a character at Death's Door suffers damage, they must make an additional Death's Door roll. Characters with the Iron-Willed trait add +1 to their Death's Door rolls.



Two of the heroes start the game knowing magic spells, but other heroes can pick them up in the course of an adventure.

All spells not known at the beginning of the adventure are found in the form of scrolls. A character in possession of a scroll can cast from the scroll, or memorize the spell. When either is done, the scroll is destroyed. Casting a spell from the scroll requires no expenditure of magic.

A character can Memorize one spell from any scroll they possess during the Explore phase. If a spell is memorized, the player keeps the spell card until the end of the adventure. That character can now cast that spell any time for the rest of the adventure, provided they have the required Magic points. A character's memorized spells cannot exceed a total level equal to their base Magic score. If they wish to learn new spells beyond these, they must forget and discard existing spells to make room.

Parts of a Spell Card:

Level: A spell has a level of 1, 2, or 3. This gives the amount of Magic points which must be expended each time the hero attempts to cast it.

Description: A description of the spell's effects. If a spell has ongoing effects, it cannot be cast again while those effects are in play.

Casting: When in the turn sequence a spell can be cast. If it says 'Combat', refer to the Combat Turn Sequence for when spells are cast.

Overcast: Many spells have a more powerful version which is more dangerous to cast. After successfully casting and Overcast version of a spell, roll a die for the result. On a result of 1, the caster forgets the spell in question and must discard the spell card. On a result of 2-5, the caster loses Health equal to the spell's level. On a result of 6, the caster suffers no ill effect.

Aside from certain items, the only way to regain magic is to Rest. Most characters regain 1 Magic from a turn of rest, but characters with the Learned trait regain 2.

Casting While Fighting
A character in the midst of casting a spell is vulnerable during combat. If engaged in one or more Fights during the Fighting Phase while casting, a character must choose to either allow the spell to fail, or else automatically count as having rolled double-ones on their dice for all Fights that phase.




Monsters come in three basic types in terms of how they are encountered: Patrols, Guards, and Ambushers.

Guards
Guards are the most common type of monster encountered. They occupy a fixed position in a room or corridor until the players enter line-of-sight, at which point they attack and fight to the death!

Patrols
Each adventure scenario has a certain set of monsters which make up its Patrol. These monsters prowl the corridors, using secret paths unknown to the heroes. Whenever a turn ends with any number of heroes in a corridor, the Dungeon Master should roll to see if a Patrol appears; they appear on a roll of 1 on a d6, rolled once for each corridor in which the players find themselves. Place them at the corner of the corridor furthest from any heroes. Roll for Surprise as usual, unless the players are already in combat. Only one Patrol can appear in a given corridor in a single turn. When all rooms in the dungeon (not counting secret rooms) have been revealed, the Dungeon Master should no longer roll for Patrols.

Ambushers
Ambushers can be spawned onto the board by special room text or events; some very tricksy monsters have Ambusher as in inherent part of their profile! Player characters are automatically surprised by the appearance of these monsters unless they can roll a 6 on their Surprise roll.



Counting Distances
Whenever an effect specifies a distance, count via adjacent squares, in the same fashion as when calculating movement. There is no moving on diagonals.

Line of Sight
Line of sight is blocked by walls, blockages, & unopened doors. Furniture, allies, enemies, and corpses block movement, but not line of sight.

Light
The party has a limited amount of Light. When the Light reaches 0, the danger increases greatly: heroes suffer -1 to their Fighting scores, Surprise rolls, Detect Traps rolls, and Movement allowance.

The party begins play with 20 turns' worth of light; the Light cannot generally be increased above 20. As noted in the turn sequence, the Light decreases by 1 at the end of each turn. The heroes must either move efficiently through the dungeon, or find items & spells to help prolong the light; ideally both!

Exhaustion

Stamina is a valuable resource, and using it is essential to victory. However, be careful not to spend all of it carelessly. When a character's Stamina is depleted to 0, they are Exhausted. While Exhausted, a character cannot spend Stamina. The Exhausted condition ends when a character's Stamina is replenished to its full quota.

The Explore Phase

During the Explore phase, the Dungeon Master first asks if each hero is exploring their environment, or simply staying put. The Dungeon Master then reads out the text related to the rooms or corridors in which the heroes spend the phase. This text may simply cause an event to happen to all in the room, may cause an event to affect only those heroes exploring, or it may offer a choice to exploring heroes. Events will frequently reference players' Traits (Strong, Agile, Perceptive, Learned, or Iron-Willed). It is during this phase that heroes will collect treasure & items, which they may subsequently trade among themselves. If the Room Text does not specify which player gains an item, any player who explored said room may take it. Then characters may perform other actions noted to happen during the Explore phase (such as certain spells). Finally, the Dungeon Master sees if the players notice any traps (See below).

Identifying

Potions, Scrolls, and Magic Items do not reveal their secrets immediately; they must first be Identified by a character with the Learned trait. To represent this, keep such item cards face-down when they are drawn. Once during each Exploration phase, a Learned character may attempt to Identify a single Potion, Scroll, or Magic Item in their possession. Make an Identify roll of a single d6. On a roll of 1, the character cannot identify the item; its secrets will instead be revealed only at the end of the dungeon. On a roll of 2-3, the item has not yet been identified, but the character may try again during the next Exploration phase. On a roll of 4-6, the item has been successfully identified. All previously unidentified items are identified at the adventure's end, even if no characters on the adventure possess the Learned trait.

Magic Items cannot be used until they are identified. Unidentified Potions and Scrolls may be used in moments of desperation, though spells cannot be memorized from unidentified scrolls.

Detecting & Disarming Traps

At the end of the Explore phase, heroes do their best to detect the hazards and snares of the dungeon. For each hero, the Dungeon Master makes a single d6 Detect Traps roll. Each hero then detects any trapped tiles within a number of squares equal to the result of their roll, provided they have line of sight to those tiles. The Dungeon Master does not share what number was rolled on the dice, merely whether any traps were detected. Some Room Text may also call for a Detect Traps roll; in such cases, a result of 1-3 is a failure, and a result of 4-6 a success.

To disarm a trap once detected, a hero must end their Movement adjacent to said trapped tile. Roll a single die; on a roll of 1, the hero springs the trap and suffers its effects. On a roll of 2-3, the hero has failed to disarm the trap, but suffers no ill effects and can try again next turn. On a roll of 4-6, the trap has been successfully disarmed. Traps cannot be disarmed during combat.

Characters with the Perceptive trait add +1 to their rolls to Detect (but not Disarm) traps.

Because the Explore phase does not occur during combat, traps cannot be directly detected during a fight. However, traps affect Monsters as well as heroes, and Monsters know where the traps are. Careful attention to where the monsters move may reveal clues as to trapped tiles.

Opening Doors

When a new door is encountered, it must be forced open before anyone can pass through it. When a hero attempts to pass through a door that has not yet been opened, they must make an Open Doors roll.

On a roll of 1-2, the character has failed to open the door, and cannot attempt to do so again until next turn. Additionally, if any monsters are revealed when the door finally does open, those monsters cannot be surprised.

On a roll of 3-4, the character has failed to open the door, and cannot attempt to do so again until next turn.

On a roll of 5-6, the door has been opened successfully, and all players may move through it.

Characters with the Strong trait ad +1 to their rolls to Open Doors.

Jumping

Once during each Movement Phase, a hero may attempt to Jump over a hazard or obstacle that obstructs a single square. There must be a specific obstacle, such as a piece of furniture or a detected trap, that the hero is attempting to clear, and the space on the opposite side of the obstacle, where the hero will land if successful, must be unoccupied and within Movement range. Enemies and allies cannot be jumped over. On a Jump result of 1-3, the Jump fails. If the hero was attempting to jump over an obstacle, their movement ends for that turn on the space from which the Jump was attempted. If the jump was over a trap or hazard that does not block Movement, they land on the hazardous space, and end their turn there. On a roll of 4-6, the hero makes it to the opposite square, and may continue moving.

Characters with the Agile trait add +1 to their Jump rolls.

Resting

Recovering from the fatigue of battle requires rest. In order to rest, a character must spend a full turn doing nothing: not moving, fighting, using abilities, casting spells, or exploring. The only activity a character may perform during a rest is trading items with other party members.

After spending the turn resting, a character gains the benefits of rest at the beginning of the next turn. By default, resting restores 1 Magic and 1 additional Stamina. Characters with the Learned trait recover 2 Magic instead of 1.

If a character spent a turn Resting, they do not need to roll for Death's Door at the end of that turn, even if they are still at 0 Health.

Mental Combat

Spells, monster abilities, and room events may involve Mental Combat. To resolve Mental Combat, each participant rolls a die, with the higher result winning. Each event or effect will specify what happens in the event of a tie.

A character in Mental Combat may spend 1-3 Magic Points, adding those points as a bonus to the roll. The aggressor declares first how many points they will spend. These are in addition to any Magic points spent to cast a spell.

Characters with the Iron-willed trait add +1 to their rolls in Mental Combat.

Completing the Adventure

The adventure is considered complete when all surviving heroes exit the dungeon. Usually, this involves going out the same way they came in, but sometimes it means finding a new exit. There may be other goals at which you may succeed or fail, but you know what they say about any battle you walk away from...

Death & Corpses

The Death's Door section of the combat rules details how an adventurer can meet an untimely fate. When this is done, set that hero's token on it side to indicate their corpse. A corpse blocks movement but not line of sight. When a hero is dead, items can be taken from their corpse during the Trade phase. However, if their corpse is left alone in a corridor or room, even for a moment, it will be looted and eaten by monsters.

A corpse can be dragged alongside the party. To drag the corpse, one party member must begin their move adjacent to it, and spend 1 extra square of Movement that turn.

If a character's corpse can be brought to the end of a dungeon, it allows their gear to be repurposed, and leaves open the possibility that they may be revived later, should other adventurers succeed in finding the Elixir of Life or the Holy Talisman.

In subsequent adventures, the player of the deceased hero must choose new heroes to control. Since there are a finite number of heroes, this imposes something of an overarching peril on a campaign. If at the end of an adventure there are not enough heroes left for every player in the group to control, then the forces of darkness run rampant, and the days of high adventure are ended forever. The only case in which this is not so is when the adventurers perish to complete the final adventure, giving their lives to vanquish evil forever.

Catullus64
2024-01-02, 08:07 PM
Heroes


A hero's card contains a picture corresponding to their miniature, and the following information & statistics:

Health: A character who runs out of Health is brought to Death's Door, as described in the Damage & Death's Door section. A character cannot be raised above their base Health.

Stamina: Stamina can be spent to Move additional squares during the turn, Evade, temporarily boost one's Fighting score, or to use certain special character skills. Characters who run out of Stamina will become Exhausted. A character cannot be raised above their starting Stamina.

Magic: Characters spend magic to cast spells, win Mental Combat, and use certain special character skills.

Fighting Score: The number a character adds to their Fighting rolls in combat.

Damage: The damage a character deals in combat. For most characters with no special equipment or magic, this is 1.

Movement Allowance: The number of squares a character can move in one turn without spending Stamina. For all characters without special equipment or magical enhancement, this is 4.

Traits: Each character possesses two of the five Traits. These provide specific game benefits as outlined below and in the rules, but may also provide an advantage according to the scenario text.

Strong: You win ties when Fighting, and add +1 to your rolls to Open Doors.
Agile: You can Evade at the cost of 1 Stamina per square instead of 2, and you add +1 to your Jump rolls.
Perceptive: You add +1 to your Surprise Rolls, and your rolls to Detect Traps.
Learned: You recover 2 Magic from resting rather than 1, and you can Identify Potions, Scrolls, and Magic Items.
Iron-Willed: You add +1 to your rolls in Mental Combat, and to your Death's Door rolls.

Skills: Each character has a mix of Passive and Active skills. Active Skills can be used no more than once per turn.



https://i.imgur.com/LXcqQZK.png

Health: 6
Stamina: 5
Fighting: 5
Magic: 12

Damage: 1
Movement: 4

Traits: Learned, Iron-Willed

Spells: At the beginning of the game, draw four spell cards. Pick three and discard the remainder; Aelfryth begins play with those three spells memorized.

Mistress of Magic (Active Skill): Once per adventure, during the recovery phase when heroes recover Magic & Stamina, Aelfryth may roll 2d6 and regain that many expended Magic points.



https://i.imgur.com/E4vDVwX.png

Health: 9
Stamina: 7
Fighting: 7
Magic: 5

Damage: 1
Movement: 4

Traits: Strong, Learned

Expert Tactics (Passive Skill): When Alexandra and an ally are adjacent, both gain a +1 bonus to their Fighting score.

Swift Lunge (Active Skill): Use at the end of Heroes' Movement. Costs 2 Stamina. Deal 1 Damage to an adjacent enemy.



https://i.imgur.com/QwfrJoo.png

Health: 12
Stamina: 5
Fighting: 8
Magic: 3

Damage: 1
Movement: 4

Traits: Strong, Perceptive

Slaying-Song (Passive Skill): Whenever Bragi slays an enemy in a Fight, he regains 1 Stamina.

Headbutt (Active Skill): Use at the end of Heroes' Movement. Costs 1-3 Stamina. One adjacent monster is pushed away a number of squares equal to 1 + the Stamina spent. If this forced movement is ended early due to the interruption of furniture or a wall, the monster suffers 1 damage.



https://i.imgur.com/tubsJBF.png

Health: 7
Stamina: 9
Fighting: 6
Magic: 6

Damage: 1
Movement: 4

Traits: Agile, Perceptive

Backstabber (Passive Skill): When Fighting only a single enemy, if that enemy has one of Cuthbert's allies on its direct opposite side, Cuthbert gains a +2 bonus to his Fighting and +1 to his Damage.

"Borrow" (Active Skill): Use immediately after the Heroes' Movement while in combat. Cuthbert trades a single item to or from another player (whether they like it or not), even if in combat. Costs 1 Stamina if the other player is within 2 squares, 2 Stamina if within 5, 3 if they are further. If Cuthbert takes an item, the player from whom he took it can demand its immediate return once combat is over.



https://i.imgur.com/e8asMDR.png

Health: 7
Stamina: 7
Fighting: 7
Magic: 7

Damage: 1
Movement: 4

Traits: Agile, Learned

Spells: At the beginning of the game, draw two spell cards. Pick one and discard the other. Haldovar begins play with the remaining spell memorized. If Haldovar and Aelfryth are both in play, Aelfryth selects her spells first.

Warrior Wizard (Passive Skill): Haldovar fights normally while casting a spell, rather than automatically rolling double-ones.

Elf-Stride (Passive Skill): When spending Stamina to move additional squares during Heroes' Movement, Haldovar may move two squares for every Stamina spent.



https://i.imgur.com/GSKaTbS.png

Health: 7
Stamina: 10
Fighting: 7
Magic: 4

Damage: 1
Movement: 4

Underfoot (Passive Skill): Lotho may move through (but not end his move in) spaces occupied by other characters. Enemy spaces require 1 Stamina to pass through.

Caltrops (Active Skill): Use at end of Heroes' Movement Phase. Choose 1-3 unoccupied spaces within 3 squares to cover with caltrops; these spaces must be contiguous. Any character that moves into the caltrops must roll a 4+ on a die or suffer 1 damage and end its move immediately. The caltrops last until the start of the next turn. Costs 1 Stamina per square covered.


https://i.imgur.com/kUxwdhj.png

Health: 9
Stamina: 5
Fighting: 8
Magic: 6

Damage: 1
Movement: 4

Traits: Iron-Willed, Perceptive

Blessing of Healing (Passive Skill): Once per Fighting Phase, Mother Kostenka may restore 1 Hit Point to an adjacent ally who suffered damage during that phase.

Flask of Holy Fire (Active Skill): Use at the end of heroes' movement, cannot use if in contact with a monster. Choose an unoccupied space not adjacent to you. The Stamina cost to use this ability depends on the distance to the square: 2-3 squares costs 1 Stamina, 4 squares costs 2, 5 squares costs 3; it cannot be thrown further. All creatures adjacent to that space are blinded, suffering -2 to their Fighting Score that turn. Undead creatures also suffer 1 Damage. Once the flask has been used, you must spend 1 Magic Point to refill it.



https://i.imgur.com/nNgqR42.png

Health: 8
Stamina: 7
Fighting: 6
Magic: 7

Damage: 1
Movement: 4

Traits: Learned, Perceptive

Composition (Passive Skill): At the end of each Fighting Phase, for each ally within 2 spaces of Roger who killed an enemy during the phase, Roger and all allies regain 1 Stamina.

Mockery (Active Skill): Use at the end of heroes' movement. Target enemy must attempt to use its next Movement to attempt to close into melee with Roger. Costs 1-3 Magic, with a range of 2 squares for every point of Magic spent.



https://i.imgur.com/7N8DEZd.png

Health: 10
Stamina: 8
Fighting: 8
Magic: 2

Damage: 1
Movement: 4

Traits: Strong, Iron-Willed

Heavy Steel (Passive Skill): Sir Ordwin ignores 1 Point of Damage that he would suffer per Fighting Phase. This benefit does not apply when wearing Superior Armor, Elven Mail, or Dwarf Plate.

Chivalric Defender (Active Skill): Use during Fighting Phase when an adjacent ally resolves a Fight. That ally may use Sir Ordwin's unmodifier Fighting Score if it is higher, and if they lose said Fight, Sir Ordwin suffers the damage instead of them. Costs 2 Stamina, or 1 Stamina if targeting Aelfryth, Alexandra, or Mother Kostenka.



https://i.imgur.com/JxUA29h.png

Health: 11
Stamina: 7
Fighting: 9
Magic: 1

Damage: 2
Movement: 4

Traits: Strong, Agile

Mighty Cleave (Active Skill): At the beginning of a Fighting Phase, if Thongor would suffer a penalty to his Fighting Score from fighting multiple enemies, he may spend Stamina equal to the value of that penalty to ignore it.

Catullus64
2024-01-02, 08:08 PM
Card Decks

Cards with multiple in the deck will have a number in parentheses next to their name. For Adventuring Equipment cards, which can be bought between games with money, or sold for half-value, there is also a listed price in coins. Whenever a card is discarded, it should be shuffled back into its corresponding deck.

All items except treasure fall into one of three categories:

Single-Use: Discard the item upon use.

Usage Die: Roll a die after using the item. On a roll of 1, discard the item.

Permanent: There is no limit on how many times a character can use this item.

A character cannot carry two copies of the same item card at a time, unless it is a Treasure card or a Single-Use item. There is otherwise no limit to how many items a given character can hold.


Torch (6, 10 Coins): Use at any time. +5 Light. Single-Use.

Lantern (2, 25 Coins): Increases current and maximum Light by +3. Permanent.

Provisions (10, 5 Coins): Use any number of these upon finishing a rest. Restores 1-3 Health. Single-use.

Bandages (6, 12 Coins): Any time you are not adjacent to a monster, use to restore 1-3 Health to self or adjacent ally. A character can be bandaged only once per turn. Single-Use.

Rope & Hook (2, 20 Coins): Adds +1 to your Jump rolls. Usage Die.

Crowbar (2, 20 Coins): Adds +1 to your Open Doors rolls. Usage Die.

10-Foot Pole (2, 20 Coins): Adds +1 to your Detect Traps rolls. Usage Die

Toolkit (2, 25 Coins): Adds +1 to your rolls to Disarm Traps. Usage Die

Silvered Mirror (2, 40 Coins): If a character with a Silvered Mirror reveals monsters around a corner, they gain +1 to their Surprise roll. The character can also detect traps around corners, even if that corner blocks line of sight. Permanent.

Net (2, 15 Coins): Use at end of Heroes' Movement. Target one monster within 2 squares. That monster cannot move, and Fights at -2 that turn. Costs 1 Stamina to use. Single-Use.

Skeleton Key (2, 15 Coins): Use before making an Open Doors roll; automatically count as having rolled a 6. If opening the door reveals Monsters, all players add +1 to their Surprise rolls. Single-Use.

Throwing Knife (6, 15 Coins): Use at the end of heroes' movement. Deal your damage to 1 monster within 2-4 squares and line of sight. Costs 1 Stamina to use, can use only 1 per turn. Cannot be used the same turn as a Bow & Arrow. Single-Use.

Bow & Arrow (2, 30 Coins): Use at the end of heroes' movement. Deal your damage to 1 monster within 2-6 squares and line of sight. Costs 1 Stamina to use, can be used only once per turn. Cannot be used the same turn as a Throwing Knife. Usage-Die.

Master-Crafted Weapon (4, 40 Coins): +1 Damage when Fighting. Cannot be combined with Magic Weapons (The Serpent's Tooth, Hellfire Axe, Singing Sword, or Dark Reaper). Usage Die (roll at the end of each combat encounter in which weapon is used; a character may choose whether to fight with their normal weapon or a master-crafted weapon for each Fighting Phase.)

Superior Armor (2, 30 Coins): You ignore 1 Point of damage you would suffer per Fighting Phase. Cannot be combined with Magic Armors (the Elven Mail or Dwarf Plate). Usage Die (roll each time damage is prevented).




Treasures which are successfully brought to the end of the adventure may be discarded to obtain the amount of coins indicated, which can then be spent to purchase Adventuring Equipment. Coins not spent are banked by the whole party for future use.

Pouch of Coins (9): 2d6 Coins

Bag of Coins (6): 4d6 Coins

Chest of Coins (3): 6d6 Coins

Jewel (6): 1d6+4 Coins

Goblet (4): 2d6+8 Coins

Crown (2): 3d6+10 Coins



All Potions are Single-Use items.

Potion of Healing (8): Use at any time. Restores 1d6+1 Health to self.

Draught of Energy (3): Use at any time. Restores 1d6+1 Stamina to self.

Mage's Brew (3): Use at any time. Restores 1d6+1 Magic to self.

Potion of Speed (2): Use during heroes' movement. That turn, your Movement Allowance increases by 2, and the first square you Evade is free.

Potion of Strength (2): Use at the start of Fighting Phase to gain +2 Fighting and +1 Damage that turn.

Essence of Invisibility: Use during Players' Movement Phase. Grants benefits of Invisibility, as the spell, for up to 3 turns.

Dwarf Ale: Use at any time. Restores 2-4 Health and 2-4 Stamina

Elf Wine: Use at any time. Restores 2-4 Health and 2-4 Magic.

Hobbit Brandy: Use at any time. Restores 2-4 Stamina and 2-4 Magic.

Polymorph Pilter: Use at any time. Pick one of your traits and swap it for another you do not already possess. This change lasts until the end of the adventure.

Elixir of Life: Use at any time. Use on the adjacent corpse of a deceased ally to restore them to life with full Health, Magic, and Stamina. Can also be used between adventures if you escape with your ally's corpse.



1st-Level Spells:
Cure Wounds
Fear
Glamour
Grease
Mage Light
Magic Missile
Shield
Shutting-Spell
Transfer Life

2nd-Level Spells:
Confusion
Enchanted Blade
Enlarge
Haste
Ice Wall
Invisibility
Lightning
Sleep

3rd-Level Spells:
Astral Form
Fireball
Heal
Iron Skin
Life Drain
Mind Control
Teleport

Astral Form
Level 3
Effect: Until the end of the turn after the spell is cast, the caster can move through walls, furniture, and occupied spaces at the cost of 1 Stamina per blocked space. If your character ends the spell inside another character, both suffer 1 damage and the caster is pushed to the nearest unoccupied space. If your character ends the spell inside a wall or piece of furniture, they perish.
Casting: Combat or during Heroes' Movement Phase.
Cannot be Overcast

Confusion
Level 2
Effect: Engage in Mental Combat with a Monster in line of sight; you win ties. If you win ties, the Monster will Fight with all characters adjacent to it on the next Fight phase, not just heroes.
Casting: Combat
Overcast: When you win the Mental Combat, you can also control the Monster's next Move; it moves after all other monsters.

Cure Wounds
Level 1
Effect: Restore 1 Health to self or adjacent ally.
Casting: Combat or End of Heroes' Movement Phase.
Overcast: Restore 1d3+1 Health instead.

Enchanted Blade
Level 2
Effect: Enchants the weapon of the caster or an ally within 3 squares. During the next 2 Fighting phases, the wielder of the enchanted blade can choose to automatically win any one fight that they resolve. Has no effect on already magical weapons.
Casting: Combat or during Heroes' Movement Phase.
Overcast: The wielder of the enchanted blade also deals +1 Damage.

Enlarge
Level 2
Effect: The caster or an ally within 3 squares grows to giant proportions. The target cannot be standing in a single-square corridor. They take up 4 squares (pushing characters in those squares to the nearest unoccupied squares), gain +2 maximum and current Health, +1 Fighting, and the Strong trait. They cannot move through doors and corridors that are only 1-square wide. The change lasts for 2 turns after the one on which the spell was cast.
Casting: Combat or during Heroes' Movement Phase.
Cannot be Overcast

Fear
Level 1
Engage in Mental Combat with a target monster within line of sight; you win ties. If you win, the Monster will not willingly move closer to you during its next Move.
Casting: Combat
Overcast: Target two monsters simultaneously.

Fireball
Level 3
Effect: Select a 2x2 area, one square of which must be within 10 squares and line of sight of the caster. All characters in that area suffer 2 damage.
Casting: Combat
Overcast: The area is 3x3 squares, and deals 3 damage.

Glamour
Level 1
Effect: Puts a glamour on the caster. A glamoured character will not trigger Combat with monsters that they reveal unless they choose to do so. The spell ends if any monster moves to a space adjacent to the caster, the caster casts another spell or causes damage, or if the caster's Magic reaches 0.
Casting: Any time during Heroes' Movement Phase while not in combat. At the start of each subsequent turn, the caster may sustain the spell by spending 1 additional magic.
Cannot be Overcast.

Grease
Level 1
Effect: Cover a unoccupied square that you can see within 8 squares with grease. Any character moving onto a greased square must roll 4+ on a die or immediately fall down, ending its move for that turn there. A fallen character suffers -2 to its Fighting that turn. The grease lasts until the end of the next turn.
Casting: Combat, or during the Heroes' Movement Phase.
Overcast: Cover up to 3 consecutive squares instead.

Haste
Level 2
Effect: The caster or an ally within 3 squares becomes swift as the wind. Until the end of the next turn, that character may move 8 squares during the Players' Movement Phase, and may Evade at the cost of only 1 Stamina per square. On the turn after the spell ends, unless the spell has been cast again on the same character, they can move only 3 squares, and cannot Evade.
Casting: Combat or during Heroes' Movement Phase.
Overcast: During the spell's duration, the target also gains +2 to their Fighting score.

Heal
Level 3
Effect: Restore 1d6+1 Health to self or an ally within 4 squares.
Casting: Combat or end of Players' Movement Phase
Overcast: Restore 2d6+2 Health and Stamina to the target.

Ice Wall
Level 2
Effect: Fills 2 contiguous squares with a wall of thick ice, blocking movement and line of sight. Can be cast in occupied squares, pushing occupants to the nearest unoccupied square of the caster's choice. Each wall segment has 3 Health. A creature in contact with a wall during the Fighting Phase can deal its damage to the wall. Wall segments last until destroyed, or until this spell is cast again.
Casting: Combat
Overcast: Creates 4 segments, with 4 Health each.

Invisibility
Level 2
Effect: The caster or an ally within 4 squares becomes invisible. An invisible character will not trigger Combat with monsters that they reveal unless they choose to do so; if they do initiate combat, or another player does so, they add +1 to their Surprise roll. The invisible character may choose during the Fighting phase whether to Fight or not; if they choose to, the spell ends on that character, though they gain a +1 bonus to their Fighting score that turn.
Casting: Combat or any time during Heroes' Movement Phase. At the end of each turn after the one in which the spell is cast. the caster may spend 1 magic to maintain the spell.
Overcast: The caster and all allies within 4 squares are rendered invisible.

Iron Skin
Level 3
Effect: The caster or an adjacent ally becomes encased in an iron skin. Until the end of the next turn, the target ignores 1 point of damage from each lost fight or other source, but cannot spend Stamina on additional Movement.
Casting: Combat or end of Players' Movement Phase.
Overcast: Target ignores 2 point of damage.

Life Drain
Level 3
Effect: Select one enemy within 4 squares, and engage them in Mental Combat. For every point by which you win, the target loses 1 Health, and you regain 1 Health.
Casting: Combat
Overcast: Also restores Magic.

Lightning
Level 2
Effect: Deals 1 point of damage to a character within 6 squares of the caster. If there are any characters directly diagonal to the target, the lightning jumps to them, dealing 2 damage. The lightning may jump indefinitely in this way, increasing in damage with each jump, though a single character can only take damage from the lightning once in a given turn.
Casting: Combat
Overcast: The initial bolt does 2 damage instead of 1, with subsequent bolts increasing in damage from there.

Mage Light
Level 1
Effect: Increases the current Light by 1. This spell cannot raise the Light above the starting amount of 20.
Casting: Combat, or during Heroes' Movement Phase.
Overcast: The current Light increases by 3 instead.

Magic Missile
Level 1
Effect: One monster within 8 squares, even one not within line of sight, suffers 0-2 damage from this magical dart.
Casting: Combat
Overcast: Creates three such missiles, which you may allocate among monsters within range.

Mind Control
Level 3
Effect: Select one enemy within 6 squares and line of sight, and engage in Mental Combat; you win ties. On the next turn, if you win, you fully determine that monster's movement, and it Fights only with other monsters.
Casting: Combat
Overcast: Your control over the monster lasts 3 turns.

Shield
Level 1
Effect: Creates a protective shield around the caster. The shield will absorb 1 point of damage per turn.
Casting: Combat, or during the Heroes' Movement Phase. At the end of each turn after the one in which the spell is cast, the caster may spend 1 point of magic to maintain the spell.
Cannot be Overcast.

Shutting-Spell
Level 1
Effect: Holds a door shut against foes. If an enemy attempts to move through the door, they must win a Mental Combat with the caster, with the caster winning ties. If the enemy loses, they must end their move there.
Casting: Combat, or end of Heroes' Movement Phase. At the end of each turn after the one in which the spell is cast, the caster may spend 1 point of magic to maintain the spell.
Overcast: The effect requires no Magic to maintain. It instead ends when the caster uses this spell again.

Sleep
Level 2
Effect: Engage in Mental Combat with a monster within line of sight, with that monster winning ties. If you win, the creature falls asleep. While asleep, the creature cannot move and automatically loses Fights. The creature remains asleep until the end of the next turn, or until it suffers damage.
Casting: Combat
Overcast: You add +1 to the Mental Combat roll that you make, and the creature falls asleep for 2 turns if it fails.

Teleport
Level 3
Effect: Move yourself or any adjacent ally to any space on the game board within line of sight. Teleporting is strenuous, and so the teleported creature loses 3 Stamina.
Casting: Combat.
Overcast: Move the target to any space on the board that you have already explored.

Transfer Life
Level 1
Effect: Creates a parasitic link between two allies within 8 squares of both one another and the caster. The caster can be one of the targets. This spell causes one target to lose 1 Health and the other to gain 1 Health.
Casting: Combat or any time during Heroes' Movement Phase.
Overcast: One target loses 1 Health and the other gains 2 Health.


Permanent Magic Items must be attuned before they can be used. Once a character has attuned to a magic item (which can be done simply by having it in one's possession and declaring it attuned) other characters may not use that item unless the original wielder is slain. They may still hold it for that other character.

Blinding Dust - Use when monsters are encountered, causing them to automatically be surprised regardless of rolls or door attempts. Cannot be used on Ambushers. Single-use.

Arrow of the Gods - A gold-tipped projectile, too large to be strung to any mortal bow, but still deadly when thrown. Use at the end of Heroes' Movement Phase. Costs 1 Stamina to use. Deal your Damage +1 to an enemy within 2-6 squares. Line of sight not required. Single-use.

Charm of Riches - A special prayer-charm to the spirits of wealth. Use at the end of an adventure to automatically roll the maximum amount of coins on any one treasure item. Single-use.

Dragon Pellet - Consuming this small black pellet causes you to belch fire. Use at the end of Heroes' Movement Phase. Deal 1 damage to all characters in a 2x2 area to which you are adjacent. Single-use.

Master Glue - Use during Heroes' Movement Phase to stick an adjacent door shut. Neither monsters nor heroes may use that door. Can only be broken open by a character rolling a 7+ on an Open Door roll. Single-use.

Book of All Knowledge - A mysterious book that can produce any kind of lore upon command, but then vanishes to seek another pupil. Use during Heroes' Movement Phase. Name a spell that you desire, and roll a die. On a roll of 4+, you can draw the desired spell as a Scroll from the deck, provided it is not already memorized or held as a scroll. On a roll of 1-3, you draw a random Scroll instead. Single-use.

Blue Candle - A candle that burns with a mysterious blue flame which neither wind nor water can snuff, and which is hateful to the servants of evil. Use at any time. Adds +5 to the current Light level, and causes all monsters on the board when the candle is lit to suffer a permanent -1 to their Fighting scores. Single-use.

Girdle of Protection - A belt woven with protective spells. When a character wearing this girdle fails a Death's Door roll, they can succeed instead, and immediately regain 1d6 Health. Single-use.

Portable Door - A small wooden door that can be placed on walls to create magical doorways. Use during Heroes' Movement phase to add a doorway to an adjacent section of wall. You automatically succeed on the roll to open said door. Will not allow passage through a full square or more of rock. Single-use.

Animated Rope - This rope provides the same benefit as a Rope & Hook. It also allows the bearer to clear up to 2 obstructed squares with a single successful Jump. Finally, the wielder can jump to any unoccupied square adjacent to the squares they jump over, not just those directly opposite. Usage die.

Wand of Missiles - A character with this Wand can cast the Magic Missile spell, without it counting towards the limit of spells the character can memorize. The character must still spend Magic to cast it. The character can also cast the Overcast Magic Missile, suffering no Overcast effect, but causing the wand to immediately crumble. Usage die.

Slayer's Bow - A powerful bow that has been the instrument of dark vengeance. Can be used in the same manner as a Bow & Arrow. Instead of 1 Stamina to fire, the wielder may spend 1-3 Stamina, dealing damage equal to the Stamina spent. When the bow finally breaks, the wielder also suffers the damage of the final shot. Usage die.

Holy Talisman - A character may unleash the Talisman's power by expending their full amount of remaining Magic Points. Use at any time. Doing so will either raise a deceased ally within line of sight back to life with Health, Magic, and Stamina equal to the magic expended, or will deal 2 Damage to a number of Undead monsters within line of sight equal to the magic expended. Usage die.

Tome of Necromancy - The blasphemous secrets found within this skin-bound tome allow the boundaries of life and death to be ruptured. By spending one full turn doing nothing else and expending 3 Magic, you may raise the corpse of an ally within 2 squares into an undead servitor for the rest of the adventure. This servant has Health, Fighting, and Stamina equal to those of the slain character -1, and Magic 0. The undead may Move, Fight, Jump, and Open Doors. It has none of the dead character's abilities, and cannot use items, though it may carry them. If the undead creature is destroyed during the adventure, the corpse is now degraded beyond restoration, even by the Holy Talisman or Elixir of Life. Permanent.

Serpent's Tooth - This fang-shaped dagger drips with deadly venom. It adds +1 to the wielder's damage when Fighting, and can be used once per combat encounter as a Throwing Knife dealing the same damage. Usage die (roll for each combat in which it is used in Fighting, and once for each thrown attack).

Orb of Light - A character with this Orb can cast the Mage Light spell, without it counting towards the limit of spells the character can memorize. The character must still spend Magic to cast it. Permanent.

Enchanted Sapphire Ring - This ring increases its' wearer's base Magic by 2. A character can wear only one Enchanted Ring at a time. Permanent.

Enchanted Emerald Ring - This ring increases its' wearer's base Stamina by 2. A character can wear only one Enchanted Ring at a time. Permanent.

Enchanted Ruby Ring - This ring increases its' wearer's base Health by 2. A character can wear only one Enchanted Ring at a time. Permanent.

Enchanted Diamond Ring - This ring increases its' wearer's base Health, Stamina, and Magic by 1. A character can wear only one Enchanted Ring at a time. Permanent.

Boots of Swiftness - The wearer is Agile; if already Agile, the character's Movement allowance per turn is increased by 1. Permanent.

Helm of Wrath & Ruin - The wearer is Iron-Willed; if already Iron-Willed, the character gains an additional +1 bonus to Death's Door rolls while in combat. Permanent.

Hellfire Axe - The wielder is Strong; if already Strong, the character's Damage when Fighting is increased by 2. Permanent.

Staff of the Magus - The wielder is Learned; if already Learned, the character may, once per adventure at any time, draw two spell cards and choose one of the spells to immediately memorize. Permanent.

Magic Mirror - The wielder is Perceptive; if already Perceptive, the character may, once per adventure at any time, choose a room on the game board and reveal its contents, including monsters, furniture, trapped tiles, and adjoining doors. The mirror-user cannot be surprised by monsters within the room. Also acts as a Silvered Mirror. Permanent.

Singing Sword - This sword increases the wielder's Fighting score and Fighting Damage by 1. If the wielder kills an enemy with the sword, they are refunded any Stamina they spent on the Fight. Permanent.

Dark Reaper - This sword increases the wielder's Damage by 1. After all Fights have been resolved in the Fighting Phase, but before damage is applied, the wielder may choose to Fight all of his enemies again, this time at a -1 penalty to Fighting. Permanent.

Cloak of Invisibility: The wearer of the cloak may cast Invisibility (as the spell) targeting himself without it counting towards the number of spells memorized. The spell still costs Magic. The cloak cannot be used to Overcast. In addition to casting it normally, the wearer may also cast the spell as part of Evading, although doing so costs 3 Magic rather than 2. Permanent.

Elven Mail - Ignore 1 Point of damage per Fighting Phase. Permanent.

Dwarf Plate - Ignore 2 points of damage per Fighting Phase. The wearer may not spend more than 1 Stamina per turn on extra Movement. Permanent.

Catullus64
2024-01-02, 08:09 PM
Reserved for Cutpurse Retreat (Starting Adventure w/ Monster Cards)


Orc Hound
Health: 1
Stamina: 3
Fighting: 5
Magic: 0

Damage: 1
Movement: 6

Pack Tactics: 2 Orc Hounds count as 3, and 3 as 4, for the purposes of determining Fighting penalties for fighting multiple foes.

Orc
Health: 2
Stamina: 3
Fighting: 6
Magic: 0

Damage: 1
Movement: 4

Hates Sunlight: When the Light level is 20 or higher, an Orc has -1 to its Fighting.

Orc Lieutenant
Health: 3
Stamina: 5
Fighting: 7
Magic: 1

Damage: 1
Movement: 4

Hates Sunlight: As Orc
Lash (Active Skill): End of Monsters' Movement, costs 2 Stamina. Target a friendly Orc within 2 spaces. Target gains +1 to its Fighting score so long as the Orc Lieutenant is alive.

Orc Sorcerer
Health: 4
Stamina: 4
Fighting: 6
Magic: 6

Damage: 1
Movement: 4

Hates Sunlight: As Orc
Sorceries: The orc uses one of the following sorceries per turn at the end of Monsters' Movement, each of which has a cost in Magic in parentheses. The Orc Sorcerer regains 2 magic for each full turn he spends doing nothing.

Brain Bleed (1): Engage in Mental Combat with one hero within 4 squares with a +1 bonus. The loser suffers damage equal to the winner's margin of victory.
Call of War (2): The Sorcerer summons an Orc in an unoccupied space within 2 squares. The Orc cannot move this turn, but may Fight.
Berserker Rage (2): One Orc or Orc Lieutenant gains +2 Health, +2 Fighting, and +1 Damage. The affected creature dies of a heart attack after 3 Fighting Phases.

Screaming Fungus
Health: 4
Stamina: 0
Fighting: 4
Magic: 0

Damage: 1
Movement: 0

Scream: At the start of each turn during which the Screaming Fungus is alive and in combat, the Dungeon Master should roll for enemy Patrols even if no heroes are in corridors. Such patrols appear on a die result of 1 or 2.

Black Slime
Health: 3
Stamina: 6
Fighting: 6
Magic: 0

Damage: 1
Movement: 2

Stick: When the Black Slime wins a Fight against a creature, the creature becomes stuck in the slime until the slime is killed. Neither it nor the slime can Move or Evade, and the creature Fights at -1. If the Slime deals its damage to a creature that is Stuck, roll a die. On a roll of 6, a random Potion, Scroll, Treasure, or Adventuring Equipment in the creature's possession is destroyed.

Mountain Lion
Health: 4
Stamina: 6
Fighting: 8
Magic: 0

Damage: 2
Movement: 6

Stalk: If the mountain lion is the only monster in a room or corridor when revealed, heroes suffer -1 to their Surprise rolls.

Pounce: The Mountain Lion can Jump in the same fashion as an Agile Hero. The first time the Mountain Lion moves into contact with a hero during the Monsters' Movement, that Hero must spend twice the usual amount of Stamina to Evade that turn.

MrStabby
2024-01-03, 06:24 PM
I am quite impressed.

It looks pretty well thought through wih no obvious great holes in it. There are undoubtedly baance issues (not because I can spot them, but because its big and complex and anyhing this size is bound to suffer them.

Its hard to martial thoughts into a coherent whole so this is a bit fragmented:

Damage. How much amage does an attack do normally? Did I miss this? Is it just 1? How tough are typical monsters? i.e. how many hits to go down, how fast paced is the game? Does +1 damage double your damage? Kind of seems strong is strong if that's the case. never mind, found it in the hero card section.


Spells
Cure wounds - seems a big step up for upcasting.
Fear - certainly not useless, but it might be a bit niche to swap magic an a turn for the chance to remove an enemy turn (and to cripple your defences for that turn as well)
Glamour - It seems a potentially steep price for something that isn't much of a advantage? I this for sneaking in, grabbingreasure and getting out again without fighting guards?
Heal - seems like an upcast cure wounds but for a higher level?
Ice wall - probaby epends on dungeon layout, but doesn't seem very strong. I get that getting mobbed by monsters is bad with some of the cumulative penaties, bu as a crude comparison a creature must atack the wall insead of the party till they get through. This then effectively stops 3 damage for a level 2 spell. For this level of spell you could cure d6+1 damage with a cure wounds spell, which seems a better deal. Only Ice wall seems worse since they damage it automatically wheras they might miss a party member.
Invisibility - doesn't offer much over glamour.
Iron skin - Again, worth comparing to the healing options. For this level heal will recover 2d6+1 hp. Is Iron skin realy going to stop this much damage... ever?
Lightning - I don't know what directly diagonal means here
Mage Light - I think this is possibly the most broken spell here. THe whole dungen crawl seems to be a bit of a doom clock based on your light level, that stops you going into every fight healed and rested and with full stamina. I think this spell breaks a wonderful and exciting dynamic.
MAgic missile - should this be d3-1 to be more explicit?
Shutting spell - situationally overpowered, possibly annoyingly useless epending on dungeon layout and other party actions.
Transfer life - seems ike a much worse version of cure wounds. Just so much worse...

All in all I think the spells are a great start. A nice mix of damage, buffs, a bit of utility and so on. The very real ulf beween the best spells and the worst spells could be intentional (finding spells is a lot worse than being able to pick them and is part of balance.

There are some good spells for those not good at magic - I see them as being insanely valuable if you can be using your time to simultaniously recover both magic and stamina and if your pace is determined by remaining light.

Adventuring equipment - looks good, though I think you guess where mght be coming from regarding light.

Treasure - looks nicely balanced. Enough variance to make drawig an unknown card exciting. Not so big a deal that the smaller prizes feel worthless. Love he randomness wthin each prize as well.

Potions - a good mix here. Some good effects. Dont use Hobbit brandy or you will get your ass sued

Magic Items
Holy Talisman seems a bit good? Give that to someone who doesn't use magic and can maybe only ever have a coupe of points in reserve - big impact for something they won't miss?
Singing sword - hard to imagine this is anything other than very powerful. Better offence, defence, damage and resource recovery.
Elven mail/dwarf plate - really depends how much is typical damage but could be insanely good.

I am a bit worried that some of the magic items will open up a gulf in power between characters, depending what's found. If a PC gets something good and a similar PC doesn't get so lucky, could feel bad. Also - it seems that some could be so powerful that they could warp the game quite a bit.

Heroes
Haldovar - an ability contingent on someone else playing a paricular character seems rough?
Lotho Bobbins - hobbit, again. Caltrops look pretty damn strong.
Mother Kostenka - an 8 in fighting is unexpectedly high. With a powerful ranged ability, able to learn spells through an adventure, could see this character becomeing a bit of a powerhouse.

I think some characters have a chunk of their "power budget" invested in being able to cast spells - if they don't find any worth casting, it could kind of suck for them.



It feels like there is something missing - realy the dungeon contents. I get that this is rules focussed but a rich and complex dungeon with levers and altars and complex traps and so on to make each room feel unique would be good. I also feel a lack of character progression - which is fine, the game isn't D&D and needn't support it... but I like the feel of a character becoming your own, with your personalised choice of equipment and skills and so on - I assume that this is a conscious choice? If the idea is to chain together a lot of dungeons as a bigger campaign, you might want to get some mechanic to keep it fresh and new.

Catullus64
2024-01-03, 10:51 PM
I am quite impressed.

Spells
Cure wounds - seems a big step up for upcasting.
Fear - certainly not useless, but it might be a bit niche to swap magic an a turn for the chance to remove an enemy turn (and to cripple your defences for that turn as well)
Glamour - It seems a potentially steep price for something that isn't much of a advantage? I this for sneaking in, grabbingreasure and getting out again without fighting guards?
Heal - seems like an upcast cure wounds but for a higher level?
Ice wall - probaby epends on dungeon layout, but doesn't seem very strong. I get that getting mobbed by monsters is bad with some of the cumulative penaties, bu as a crude comparison a creature must atack the wall insead of the party till they get through. This then effectively stops 3 damage for a level 2 spell. For this level of spell you could cure d6+1 damage with a cure wounds spell, which seems a better deal. Only Ice wall seems worse since they damage it automatically wheras they might miss a party member.
Invisibility - doesn't offer much over glamour.
Iron skin - Again, worth comparing to the healing options. For this level heal will recover 2d6+1 hp. Is Iron skin realy going to stop this much damage... ever?
Lightning - I don't know what directly diagonal means here
Mage Light - I think this is possibly the most broken spell here. THe whole dungen crawl seems to be a bit of a doom clock based on your light level, that stops you going into every fight healed and rested and with full stamina. I think this spell breaks a wonderful and exciting dynamic.
MAgic missile - should this be d3-1 to be more explicit?
Shutting spell - situationally overpowered, possibly annoyingly useless epending on dungeon layout and other party actions.
Transfer life - seems ike a much worse version of cure wounds. Just so much worse...


Cure Wounds: Maybe I'm overweighing the risk of losing the spell from upcast.
Fear: Situational control of enemy movement is how I thought of it.
Glamour: Mostly a scouting tool but can also be used in the way you describe.
Heal: Pretty Much
Invisibility: Can be cast in combat unlike Glamour, and gives an alpha strike bonus.
Iron Skin: Fair point. Maybe could use a tune-up.
Lightning: It means essentially in an x-shaped pattern from the target.
Mage Light: My thought was that since it's 1 Magic per cast, and resting for most characters is 1 Magic back, it doesn't completely obviate the need to maintain light. Maybe it could have a per-adventure limit.
Magic Missile: Trying to avoid alternate dice formulae, but yeah, it's essentially 1d3-1
Shutting Spell: Situationally powerful is what I'm going for.
Transfer Life: Main advantage is the ability to grant health at a distance, compared with the short range of CW. Maybe bring CW down to adjacent only?

Since spell selection is semi-random and not persistent across adventures, I hope that even the OP spells will have limited impact.



Potions - a good mix here. Some good effects. Dont use Hobbit brandy or you will get your ass sued


Ha, yeah, it's not for publication. If it ever is, it'll become boring ole' Halfling Brandy.



Magic Items
Holy Talisman seems a bit good? Give that to someone who doesn't use magic and can maybe only ever have a coupe of points in reserve - big impact for something they won't miss?
Singing sword - hard to imagine this is anything other than very powerful. Better offence, defence, damage and resource recovery.
Elven mail/dwarf plate - really depends how much is typical damage but could be insanely good.


Holy Talisman: Single-use item instead, maybe?



Haldovar - an ability contingent on someone else playing a particular character seems rough?


You may have misunderstood- Aelfryth doesn't have to be in the party for Haldovar to get his spell; it's just that if they're both in the party, she gets to draw hers first.




It feels like there is something missing - realy the dungeon contents. I get that this is rules focussed but a rich and complex dungeon with levers and altars and complex traps and so on to make each room feel unique would be good. I also feel a lack of character progression - which is fine, the game isn't D&D and needn't support it... but I like the feel of a character becoming your own, with your personalised choice of equipment and skills and so on - I assume that this is a conscious choice? If the idea is to chain together a lot of dungeons as a bigger campaign, you might want to get some mechanic to keep it fresh and new.

Still working on dungeons, which have traps and puzzles and secret doors and all that goodness. Regarding progression, magic items and adventuring gear ARE the progression system; everything except memorized spells carries over between games. I thought about an experience system where maybe you can raise a character's stats by 1 for each adventure you survive, but I feel it would throw off the relatively close balance between the characters.

Thanks for all your feedback!

paddyfool
2024-01-04, 01:20 AM
Ah, I would write Haldover’s spell text as follows to clarify what he gets:

[quote] At the beginning of the game draw two spell cards. Pick one and discard the other. Haldovar begins play with the remaining spell memorized. If Aelfryth is in play, this takes place after she has selected her spells

MrStabby
2024-01-06, 06:40 AM
I have been musing on some of this, and I have a few thoughts.

1. How much damage does it typically take to take down an enemy? Is it one damage or more? Is doing two damage basically twice as powerful as doing 1 damage, or is it usually overkill.
2. How many enemies are typically in an encounter? If its large, then some things might not work as expected. Party opens a door to a room, there are 8 ghasts inside. They surprise the party. Only 1 of the 8 actually gets to attack due to the bottleneck in the doorway... surprise did almost nothing.
3. Healing is potentially a bigger deal than I first thought, or healing from spells anyway. Power-wise its hard to really tell (though it looks pretty good), but the ability to trade time for health will probably create a very different in-game dynamic for those runs where a healing spell is available. Variation is good, but the chances of it being balanced for both with engaging time pressure could be hard.
4. Weight. Encumbrance rules usually suck, but in this case they might be interesting. If you have a limit to how much you can carry then maybe you can't take as much lamp oil as you might want. You might have to chose between which equipment you take in with you. And all that treasure you pick up is heavy so you might need to drop some other equipment to cary it... if its an actual constraint rather than a pure bookkeeping excercise it might be a fun addition.

Catullus64
2024-01-07, 02:43 PM
I have been musing on some of this, and I have a few thoughts.

1. How much damage does it typically take to take down an enemy? Is it one damage or more? Is doing two damage basically twice as powerful as doing 1 damage, or is it usually overkill.
2. How many enemies are typically in an encounter? If its large, then some things might not work as expected. Party opens a door to a room, there are 8 ghasts inside. They surprise the party. Only 1 of the 8 actually gets to attack due to the bottleneck in the doorway... surprise did almost nothing.
3. Healing is potentially a bigger deal than I first thought, or healing from spells anyway. Power-wise its hard to really tell (though it looks pretty good), but the ability to trade time for health will probably create a very different in-game dynamic for those runs where a healing spell is available. Variation is good, but the chances of it being balanced for both with engaging time pressure could be hard.
4. Weight. Encumbrance rules usually suck, but in this case they might be interesting. If you have a limit to how much you can carry then maybe you can't take as much lamp oil as you might want. You might have to chose between which equipment you take in with you. And all that treasure you pick up is heavy so you might need to drop some other equipment to cary it... if its an actual constraint rather than a pure bookkeeping excercise it might be a fun addition.

1. So far, in monster design, I'm going with 2 HP as the standard for 'man-sized humanoid minion' like orcs, skeletons, gnolls; the difference between 1 and 2 damage, either from better weapons or from the special abilities of Thongor and Cuthbert, should feel significant. 1 HP is for weak stuff like wolves, goblins, giant bats. Don't have a lot of data points yet, but I'm imagining really big scary stuff, like giants & dragons, are at something like 10 HP.
2. The bottleneck issue is something I've considered, and it's mainly what the idea of patrols are there to help counteract. It's a big problem in games like HeroQuest. I'll be playtesting with some friends hopefully quite soon, so maybe I'll get a better idea, but so far I think # of PCs +2 is going to by a typical encounter size.
3. Not much thoughts on healing at this juncture, other than I suspect many groups will prioritize spending their first treasure haul on provisions and bandages.
4. Thought about a carry limit system; the main thing it would butt up against is permanent gear upgrades, but those are looking somewhat rare at this juncture. Maybe something like 10 cards?

MrStabby
2024-01-07, 06:54 PM
1. So far, in monster design, I'm going with 2 HP as the standard for 'man-sized humanoid minion' like orcs, skeletons, gnolls; the difference between 1 and 2 damage, either from better weapons or from the special abilities of Thongor and Cuthbert, should feel significant. 1 HP is for weak stuff like wolves, goblins, giant bats. Don't have a lot of data points yet, but I'm imagining really big scary stuff, like giants & dragons, are at something like 10 HP.
2. The bottleneck issue is something I've considered, and it's mainly what the idea of patrols are there to help counteract. It's a big problem in games like HeroQuest. I'll be playtesting with some friends hopefully quite soon, so maybe I'll get a better idea, but so far I think # of PCs +2 is going to by a typical encounter size.
3. Not much thoughts on healing at this juncture, other than I suspect many groups will prioritize spending their first treasure haul on provisions and bandages.
4. Thought about a carry limit system; the main thing it would butt up against is permanent gear upgrades, but those are looking somewhat rare at this juncture. Maybe something like 10 cards?

Its tough to put my preconceptions assie, I think. I read you description, line by line and formed a view as I went along about how it would shape up. I think not all of my ealry idea were truely abandoned as more information became avaiable by reading further. The main thing I am havin difficulty shifting from my head s that the dynamic is a race against time and light running out.

To be fair, it seems a really natural and cool doom clock - you are limited in your light, therefore limited in time. There are spells and resting to recover resources, at the cost of time. It forces you to prioritise where to explore and an unlucky patrol could see you having to forgoe finding and looting some treasure rooms. I think this prespective has coloured my view of everything else.

Double damage, knocking a turn of the time it takes to win a fight not only saved you healths, but also light - so may be I put too much of a prmium on that - especialy if it came at the expense of health. That said, if most meaningful enemies are 2HP you are still twice as powerful from that single buff to a stat. If enemies tend to be odd numbers of HP it takes a little efficiency away - 3HP enemies go down 50% faster to a higher damage PC, rather than twice as fast.

I am finding it quite hard to find the language both to question things and have it sound like a genuine question, rather than a doubt and also to say something doesn't work so well for me and have it be a statement about me rather than a judgement on your game. I am hoping you can interpret what follows in the appropriate spirit.

I like richer levelling up. I like levelling up as a choice, as an elemet of self expression. I wouldn't like the leveling up by loot - firstly it isn't so much that my PC is awesome. They are pretty much as they were, but own awesome things. I also don't like levelling up at random - or the DM effecively deciding how I will level up by what items they place in the game. This wouldn't work for me.

I also think that the raising of power is a bit... lumpy. Tiny incremental boosts that I suspect you won't really feel up until someone gets a major magic item and they become massively better and outshine everyone else. In D&D most parties level up at the same time so whilst not every character gets the same amount at each level, the steps take place at the same time. The risk of someone feeling left out is reduced.

On the other hand, the levelling up through treasure (given you buy items) makes for a great dynamic - very old school D&D. I love this (especaly if party shares loot).

I wonder if you could get the best of both worlds by allowing PCs to buy training or similar? Let them have favourite spells, without them being yanked away at the end of each adventure. Let them grow skills and bonusses and pick up aditional feats and abilities? Maybe purchase elixirs for stat increases? To keep balance, I might make it that you pull out treasure not money, then you sell treasure which happens to give each person a share of the gold.

A 10 card gear limit could work. I would see something like sword + armour is two gear. Maybe two healing kits or similar and three extra oil for lamps. 1 piece of specialist equipment for your role. This leaves two space to pick up treasure cards. As you progress through and burn oil and use kits you get more space for more treasure... but with fewer resources, pushing on becomes more and more risky.

Spells are also very unpredictable. I am in two minds on this. Certainly looting spells is good and it adds a lot of extra richness to treasure. On the other hand it can lead to people having the type of character they never wanted to play. One thing I experimeted with for a board game I worked on was "spell books" as a kind of middle ground.

In this conext it would be something like:

A spellbook is three cards. At the start of the game, you pick three spell cards to go into each book you have. They must all be different. At the start of the dungeon, you pick one spell from each book at random, to have access to. If you discover a new spell book, it has three blank spells in. Whenever you discover a spell in game you know it for the rest of the dungeon. At the end of the dungeon you may permenantly add it to a spell-book you posess, replacing an existing card.

So there would be an element of balancing your spell books - if you had two books you might want healing/defensive spells in one and offensive spells in the other so that you would always have one of each type of spell. Or you might want to put all your best spells into one book so you could be sure of having at least one good one. It would mean that starting stats would then have number of spell books and number of spells, which would be a layer of complication.

Catullus64
2024-01-09, 12:57 PM
Some initial results from playtesting, and some possible changes:

Initial Light level may be too low. Heroes were playing pretty aggressively, moving fast, fighting well, taking few rests, and Light still ran out pretty quickly.

Small numbers stuff, but I think Open Doors should work on a 4-6 rather than 5-6. When bad luck resulted in a lot of failed rolls, the party preferred to wait it out until next turn, even with chance of patrols and light, rather than re-arrange their battle formation to have someone else try, and it was the most boring part of the game. But some of the rolls were really tense and awesome.

I think that one of two things should be changed in combat: either I need to make monsters tougher, or Fighting should occur on diagonals as well as adjacency. With 3-4 heroes, rooms are generally too tight for monsters to ever take much advantage of superior numbers; higher numbers of enemies mostly means a long grind through them rather than a tense battle. I think fighting on diagonals would make doorway-fights a lot more interesting, and allow monsters to take better advantage of their numbers.

2-3 HP for standard Minion monsters still feels about right, given how often heroes are attacking the same monster in a given fight.

Spellcasting in combat definitely takes some getting used to, but I think it's proving out as an essentially solid design.

Playtest party was Thongor, Aelfryth, Bragi, and Lotho. The Teleport spell is hilarious. Perceptive is possibly the biggest life-saver of a trait.

MrStabby
2024-01-09, 04:02 PM
Some initial results from playtesting, and some possible changes:

Initial Light level may be too low. Heroes were playing pretty aggressively, moving fast, fighting well, taking few rests, and Light still ran out pretty quickly.

Small numbers stuff, but I think Open Doors should work on a 4-6 rather than 5-6. When bad luck resulted in a lot of failed rolls, the party preferred to wait it out until next turn, even with chance of patrols and light, rather than re-arrange their battle formation to have someone else try, and it was the most boring part of the game. But some of the rolls were really tense and awesome.

I think that one of two things should be changed in combat: either I need to make monsters tougher, or Fighting should occur on diagonals as well as adjacency. With 3-4 heroes, rooms are generally too tight for monsters to ever take much advantage of superior numbers; higher numbers of enemies mostly means a long grind through them rather than a tense battle. I think fighting on diagonals would make doorway-fights a lot more interesting, and allow monsters to take better advantage of their numbers.

2-3 HP for standard Minion monsters still feels about right, given how often heroes are attacking the same monster in a given fight.

Spellcasting in combat definitely takes some getting used to, but I think it's proving out as an essentially solid design.

Playtest party was Thongor, Aelfryth, Bragi, and Lotho. The Teleport spell is hilarious. Perceptive is possibly the biggest life-saver of a trait.

How was balance? Thongor looks a beast on paper but things could play out quite differently.

I will admit I am having difficulty reconciling the two perspectives offered - the rushing through, agressive, fast, few rest description... and the waiting at a door for just the right person to be able to open it rather than risk being out of formation.

Catullus64
2024-01-10, 05:49 PM
How was balance? Thongor looks a beast on paper but things could play out quite differently.

I will admit I am having difficulty reconciling the two perspectives offered - the rushing through, agressive, fast, few rest description... and the waiting at a door for just the right person to be able to open it rather than risk being out of formation.

The characters in play felt pretty balanced; Thongor is indeed very strong early game, but as other people found spells and magic items things evened out.

I guess the door thing is an anomaly, but overall it felt like they were moving quickly. Every the fight except the dungeon boss took no more than 3 turns, they consistently spent 1 stamina per turn on extra movement, and they only rested twice. More playtest data will help figure out if that pace is pretty average.