A draft for a "Furniture" chapter:
FurnitureFurniture is every token placed on the board which is not either a figure, a door (including secret doors but not trapdoors) or a
room overlay (stairs belong to the latter). These are mainly the three dimensional plasic and cardboard models from the main game (or custom replacements of these), but there are also flat cardboard pieces representing furniture (trap doors, rubble from fallen block traps, the coffins in the RofWL extension etc.).
Each piece of furniture has a set of
features that defines its funciton according to the game rules. Those features are described on a card for every class of furniture, as well as in a table at the end of this chapter.
The different features and their possible values are described in the following, taking the
table as an example:
PictureA picture on each furniture card helps identiying the model or token.
SymbolThe drawing that represents the piece of furniture on the quest map.
DescriptionDescribes the function and appareance of the furniture in the game world. It is just for helping the Gamemaster to build atmosphere and is not relevant for the rules. It's also not mandatory, a piece of furniture may fill different "roles" in different contexts.
"This is a normal table, worn and rugged but stable"
SizeGiven in a X by Y ratio, the
Size defines the squares on the gameboard occupied by the piece of furnture. For the rules, treat the furniture always as occupying the whole space, regardless of the outline of the model.
The table has a Size of 2 x 3.
HeightThere are different classes of height, defining if a piece of furniture can be moved over, climbed on, and if it blocks vision - meaning it affects the
Line of Sight (LoS) rules, which mainly deal with ranged combat (see the appropriate chapter, page X).
- Flat
This piece of furniture has practically no height dimension. Figures may move over it without penalty and stand on it without any effect expect for special rules noted on the card. It does not affect the LoS whatsoever. - Small
This piece of furniture is so small a figure can jump over it during movement without penality. It is too small to stand upon, so figures may not end their movement on it. In the main game, only threasure chests belong to this class. Of course, small furniture doesn't affect the Line of Sight. - Low
This could as well be called "middle", it is "low" only in comparsion to "high" furniture. It is supposed to reach up to around the hip of human figures, like a table. However, these an the "high" group make the mass of all furniture and have the biggest consequences in the game rules, so defining them as an opposing pair "low" vs. "high" seems appropriate.
- Standing on Furniture
Figures may clilmb upon low furniture in their movement phase, using two steps of movement to do so. Jumping back to the ground does not cost any extra movement points. A figure standing on furniture has the advantage of one extra attack die in meele combat (no extra defense!), and in ranged combat its line of sight is not affected by anything but high furniture and walls. Extremely large monsters such as the gargoyle cannot stand on furniture. - Line of Sight
Low furniture does not block the LoS completely, but it does affect it. The relevant rules are described in the Line of Sight chapter, p. X. - Ducking
Low furniture may be used as improvised cover by figures standing on squares directly adjactant to it.
A ducked figure cannot be shot if the LoS of the shooteer is disrupted by the given low furniture. It cannot take any actions expect for magic and movement, and may not leave the squares adjactant to the covering furniture. It may also use potions and similar objects. Ducking starts at the begin of the turn the player declares it (i. e. he cannot let his figure perform actions and then take cover), and ends at the end of the turn the player declars his figure standing up.
The table is an excellent example of low furniture. - High
This furniture almost or truly reaches up to the ceiling. It is definitely higher then the figures. It completely block all movement or Line of Sight. It's impossible to stand on high furniture, exept when you are a rat. - Special
Some furniture has such a complex form that its height cannot be classified. Individual rules are given on the card. In the main game, these are the throne and the weapons rack.
WeightDescribes the diffculty of pushing the piece of furniture around. Pushing furniture around is part of the movement phase. Subtract the body points of the figure trying to push furniture from the weight. The result gives the number of movement points each step with the furniture costs. e. g. if the result is 3 and the character (a hero) has rolled 10 for his movement, while pushing the piece of furniture he counts 1-2-3, moving one step, 4-5-6, moving another step, 8-9-10, taking a third step. He now cannot push the furniture any further, but can still make another step without it.
Of course, the movement points needed for each step can never be less than one.
Sometimes (expecially when standing in a corner) furniture cannot be pushed but must be
pulled. This is much more difficult, so add one to the movement points each step takes.
Furniture can be rotated by 90° using two "pushing steps".
Some furniture is simply unmoveable, indicated by an "X" for weight.
StabilityFigures can try to destroy furniture by attacking it. Furniture always defends with two dice, white shields. The value of
Stability gives the "life" points a piece of furniture can loose before beeing destroyed. Some furniture is simply undestructable (at least by the heores), which is indicated by an "X" for
Stability.Although they are not furniture by definition,
Doors may be destructable in the same way, if the Gamemaster or the quest notes say so. Destructing a door permanently changes it into an open door.
SearchableThis is a simple "yes or no" feature. Some furniture can contain things like gold, artifacts or weapons. Sometimes this is automatically found when searching the room for treasure, sometimes the heroes have to search the piece of furniture explicitely, as given by the quest notes.
If nothing is noted, they can always search "
searchable" furniture, taking another treasure card.
Name | Picture | Symbol | Description | _Size_ | Height | Weight | Stability | Searchable |
Alchemist's Bench | Pic | Symbol | "Strange fluids are bubbling in bulbs, running through pipes and dripping into tes tubes. Hardly understandable notes and otherworldly symbols cover pieces of pergament". | 2 x 3 | low | 5 | 6 | yes |
Bookcase | Pic. | Symbol | Text | 1 x 3 | high | 10 | 7 | yes |
Cupboard | Pic. | Symbol | Text | 1 x 3 | high | 10 | 7 | yes |
Fireplace | Pic. | Symbol | Text | 1 x 3 | high | X | X | yes |
Rubble | Pic. | Symbol | Text | 1 x 1 | high | X | 7 | no |
Sorcerer's table | Pic. | Symbol | Text | 2 x 3 | low | 5 | 6 | yes |
Table | | | "This is a normal table, worn and rugged but stable" | 2 x 3 | low | 5 | 6 | no |
Throne | Pic. | Symbol | "A luxurious armchair, perhaps the throne of a leader" | 1 x 1 | special1 | 3 | 5 | no |
Tomb | Pic. | Symbol | Text | 2 x 3 | low | X | 15 | yes |
Torture rack | Pic. | Symbol | Text | 2 x 3 | low | 5 | 6 | no |
Trap door | Pic. | Symbol | Text | 1 x 1 | flat | X | 6 | yes |
Treasure chest | Pic. | Symbol | Text | 1 x 1 | small | 1 | 6 | yes |
Weapons rack | Pic. | Symbol | Text | 1 x 3 | special2 | 6 | 4 | yes |
1Tread this as
low regarding to LoS, but figures cannot stand on it (a figure may sit on it, but this will not give it any advantages in-game). Taking comver behind the throne requires the LoS be blocked by the backrest. If the ducked figure moves to the side of the throne, it will not be in cover any longer.
2Tread this as
low regarding to LoS, but figures cannot stand on it or duck behind it.