







Players can choose their characters from the sixteen (that include the original four) in the opening posts of this topic: viewtopic.php?f=203&t=2645 Characters with daggers can attack diagonally (they can't be thrown, that's knives in my rules), helms give an extra defense dice against falling objects, bucklers give an extra defense dice against physical ranged attacks, the hand crossbow is a one combat dice ranged attack and armour is taken into account on their stats. Without armour dwarvens defend with two dice, humans with one and elvens with none. Dwarvens can see in the dark and Elvens can shoot twice with a bow if they move more more than half rate, others can shoot twice with a bow if they don't move. The Knight and Gnome move eight without armour.
Random movement conversion: 1 = Lowest of three dice, 2 = Lowest of two dice, 4 = One dice, 6 = Lowest two of three dice, 8 = Two dice, 10 = Highest two of three dice, 12 = Three dice.
When a hero dies that hero can't be chosen again. Players can choose a replacement freely, including any of the heroes I'm made accept for the battle magicians, I want to use those as mercenaries. I was intending for each hero of the initial sixteen to unlock four others as replacement options but I haven't finished them all yet, if I have by the time someone dies we'll do that and if not you can just pick freely.
We won't be keeping track of XP, the heroes will become champions and get 50gp after three quests, veterans and 100gp after six, masters and 150gp after nine and legends and 200gp after twelve quests. The mountain dwarf's money rewards work differently but the progression to legend is the same.
At the start of each of my turns I'll roll a combat dice.
Skull = Nothing.
White Shield = Random Event.
Black Shield = GM takes a treasure card and can either discard it or return it to the deck. Roll the first dice again.
Random Events:
1 = Monster: Skull = Monster Patrol, White Shield = Sentinel, Black Shield = Sneak Attack. Roll the second dice again (another monster is the same type (patrol/sentinal/sneak attack) as before).
2 = Monster: Skull = Monster Patrol, White Shield = Sentinel, Black Shield = Sneak Attack.
3 = A random hero sets off a poisoned dart trap: Skull = Lose 1BP, White Shield = Unaffected, Black Shield = Lose 1MP.
4 = The GM draws an Evil Wizard card.
5 = A random hero draws a treasure card (wandering monster treated as sentinel and sentry treated as monster patrol).
6 = Random Treasure: Skull = D6x10gp, White Shield = Random potion, Black Shield = Random scroll.
Sneak Attack = Wandering Monster appears and roll again (the first dice).
Sentinel = Wandering Monster appears but can't attack this turn.
Monster Patrol = Wandering Monster appears but can't go this turn.
During a quest wounds suffered from poison can only be healed with an antidote.
I've altered a few of Sjeng's evil wizard cards to make them compatible with a p-b-p game and toned down a few that I thought were overpowered, mainly because they could be used at any time. I've also replaced the pit trap with chaos assault from an older version of the cards because placing a pit trap in the wrong place could make an erea unreachable.
When the dungeon is clear (aside from anything that needs a secret door to access) I'll stop rolling the combat dice on my turn and you can dhose to leave at any time without having to move to the exit.
We're using the EURO weapons rules and stats except that the staff and crossbow (and other ranged weapons that don't say otherwise) are two handed. You can still carry a shield with a two handed weapon but once you've attacked you can't switch to a shield until your next turn. You can have more than one of each type of equipment, we definitely not using that rule, but in some places (villages) there's only one of each type available. You can always use your attacking action to pick up something to use as a club. Clubs attack with one dice, can be used by anyone, can't be carried if another melee weapon is equipped and they aren't worth anything.
Once you become a champion you can hire men-at-arms, when you become a veteran you can hire elite men-at-arms (US stats and rules), when you become a master you can hire an ogre mercenary and when you become a legend you can hire a battle magician. That's assuming you happen to be somewhere they're available from of course.
Each hero can have a maximum of four followers (WoM rule), and the party can only contain one ogre, one battle wizard, one battle sorcerer and one battle mage, because of rivalry.
Only characters with a magic level (zero counts) can use scrolls.
Characters can see over low fernature.
You have to be adjacent to a trap to disarm it.
Monsters set off traps (why wouldn't they?).
Corridors can't be searched for treasure.
When a weapon is thrown roll two combat dice. The weapon is broken on two black shields and throw straight back on two white shields, if the target survives of course. Javlins, spears and hammers are damaged on two skulls. Knives, great spears and great hammers are damaged on one skull and one white shield. Hand axes, elven spears and dwarven hammers are damaged on one skull and one black shield. Damaged weapons can be repaired for half of their full value.
I'll be adding a couple of potions to the treasure deck, a potion of defense and a potion of bravery to give the US rock skin and courage effects and I'll add one monster patrol and one gas trap to offset the two extra potions and maybe a couple of nothings.
Edit:
The treasure deck I'm using has more than 100 cards (including duplicates) because I saw the US 300gp and wanted it to be rare and I wanted the other potions in the deck.
Sorcerer Mind Spells
Dominate
The Sorcerer and target each roll the same number of combat dice as their current MP. If the Sorcerer scores at least two skulls more than the target then the Sorcerer takes the target’s next turn at the end of the heroes phase.
Mind Blast
The Sorcerer and target each roll the same number of combat dice as their current MP. For each skull the caster or target scores over the other’s number of skulls the one who scored less loses 1MP.
Mind Lock
The Sorcerer and target each roll the same number of combat dice as their current MP. For each skull the Sorcerer scores over the target’s number of skulls the target misses one turn. A Mind Locked target can't defend with more than one combat dice but can attempt to break free at the start of their turn by rolling one combat dice per current MP and scoring at least three skulls.