Barbarian - Jenn (short sword)
Dwarf - Jenn (hand axe)
Elf - Jared (short sword, Deep Sleep, Double Image, Hypnotic Blaze)
Wizard - Jared (Dagger, Detection, Fire, Air)
Quest Pack: Rise of the Chaos God (w/more enemies)
Quest: Summoning of Strength
Rule Mods: Equipment Limits, Evil Wizard Deck, Pass/Fail Combat, Potion Deck, Movement Modes, Search Marks, Scatter, Scoring Mode, Two Weapon Fighting
Equipment Limits: There are only as many available items to purchase from the Armoury as there are Equipment Cards to represent them.
Evil Wizard Deck: The Evil Wizard player draws one card at the start of each of his turns where there are no monsters in revealed portions of the board. He may have no more than three cards in his hand at a time, except for when just after drawing a fourth card, which he may add to his hand only be first choosing one card already in his hand and discarding it instead.
Pass/Fail Combat: Attack vs Defense rolls do not directly relate to the amount of damage that can result. Instead, all types of weapons inflict one single point of damage when any attack roll succeeds.
Potion Deck: This is a deck of 60 equipment cards that is each a type of potion found within the game. The six potion-type cards in the Treasure Deck will be replaced with cards that read "Random Potion." This card instructs the player to then draw a potion card, at random, from the deck. Potion cards are removed from the game after being used. Potions reclaimed by the Evil Wizard are returned to the deck.
Movement Modes: Any Hero player, after rolling the two red dice for their movement normally, may elect to instead move exactly seven squares--but only if there are no monsters in any revealed area of the board, and their movement would not move them onto any squares previously unrevealed at the start of that player's turn. Basically, you can only do this if there are no monsters and you are backtracking or idling.
Search Marks: These are 1" iconic tiles that signify each occasion when a Search for Treasure may occur. Search marks are placed on the board in specific locations whenever a room's contents are revealed. Place one icon beneath the first, and only the first, monster that is revealed in the room. Place one icon on or under each object in the room, including any tiles that are revealed within the room (pit traps, trap-doors, rubble, blocked squares, etc). Do not place search marks beneath doorways. A Hero figure must be adjacent to a search mark to interact with one. Once this interaction has begun, it then assumes the Search for Treasure action normally. The Search Mark icon is available for download at the bottom of the page.
Scatter: Use a Blood Bowl scatter tile to randomly adjust the Quest Book's starting location for each monster revealed in a room. Also, when drawing a Wandering Monster card from the Treasure Deck, roll off of the diagram for the actual position of the monster. If that space is already occupied, or an object or wall, the monster is a no-show. If that space is not adjacent to the Hero that performed the Search, it may not attack immediately, as described, unless there is another Hero currently occupying an adjacent square.
Scoring: Make a scoreboard with player's names in each bracket, including one for the Evil Wizard player. Make stickers of all icons used by Quest maps to indicate Heroes, monsters or traps. Each time a player kills a monster, award them that monster's sticker by placing it in their area on the scoreboard. Each time the player completes a Quest with any particular Hero, award them that Hero's sticker in the same way. Each time a player disarms a trap, award them that trap's sticker. These are strictly for the purposes of having achievements.
Using these rules, gold no longer functions the same way and is now considered an aggregate score for all linked players. Gold found or awarded rarely decreases. Instead, it is a plateau for gaining rewards from the Armoury at the end of each Quest. The players may visit the Armoury each time just before the start of a Quest. Equipment from the Armory must be represented by Equipment Cards, which must be returned each time a Quest is completed, abandoned, or failed. Heroes do not retain equipment between Quests. Gold is not spent to buy equipment, rather the players may choose to do one of the following equipage interactions that each consider the value of the current score: they may obtain one piece of equipment from the armory with value equal to, or less than, the score; they may obtain two items of equipment if the value of each is equal to, or less than, one-half of the score; three items at 1/3rd, or four items at 1/4. Equipment gained must be allocated to any applicable player before beginning the next Quest. If a Hero is killed during a Quest, the value of his equipment will be deducted from the score if it gets claimed by the Evil Wizard player (not including starting equipment or that found during the same quest or potions of any kind). Each player maintains their own individual version of the score, based on their last quest, that must be recorded on the scoreboard. If any two players with different scores link together for a quest, calculate the mean value of their combined scores. Artifacts obtained through play are added to a cache accessible to Heroes linked to them. Before each Quest, all Heroes may each take one Artifact from the cache to use during the Quest.
Two-Weapon Fighting: If fighting with two weapons, you may still only make one attack roll if focusing on a single enemy, only you would be using the combined dice gained from both weapons. When fighting with two weapons you may also make a single attack roll that uses both weapons' combined attack strength against two any targets that are adjacent to you. The targets' defense will be combined for their single defense roll. The attack will either hit both targets, or neither.
Highlights:
All of the rules mods worked perfectly, and with little to no confusion from the players. Great joy was had by Jenn every time she "took an ear," that--of course, being her method of collecting a sticker for having slain a monster.
My finest hour was when Jared moved his Elf into the central room that contained the Quest's primary target. Jared cast Hypnotic Blaze after moving one-square into the room. The boss, a fimir, failed to save and was stunned, while the nearby orc succeeded, and was not. I played the No Escape card and sealed Jared's Elf in the room until the start of my next turn. At the start of my next turn, I played the Swap Monsters card with the boss fimir and an orc from another room. I then activated both of the orcs, and because Jared's elf had been previously wounded and reduced to only two Body Points, the orcs' hacked her up into bloody little chunks. His wizard avenged her death, but dared not search the room for fear of drawing a wandering monster card.
Quest Results:
Monsters Defeated: 15/15 (100%)
Search Marks Found: 15/18 (83%)
Traps Sprung: 0/0
Traps Disarmed: 0/0
Surviving Heroes: 3/4 (75%)
Overall Grade: 86%
Misc. Reports:
Gold Score: 250 points (with Quest reward)
Wandering Monsters: 3
Evil Wizard Cards Played or Discarded: 11
McNuggets Eaten: 20
