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There was a locked door to one of the buildings and the only way they could get in was to go to the building opposite, go up to the first floor and the jump across at the risk of falling.


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Gold Bearer wrote:Artefacts
Wizard: Elemental Storm Wand: Can combine spells...
Genie + Sleep = Lullaby: Cast Sleep individually on everybody in any room or corridor on the board.
Tempest + Pass Through Rock = Cyclone: Cast Tempest on everybody in any room or corridor on the board.
Swift Wind + Fire Of Wraith = Backdraft: Fills any room or corridor on the board with intense flames causing a Fire Of Wraith attack on everybody individually, attack twice for targets vulnerable to fire.
Ball Of Flame + Vail Of Mist = Fire Spray: Fills any room or corridor in sight with flaming hot liquid vapour causing a Ball Of Flame attack on everybody individually, attack twice for targets vulnerable to fire.
Courage + Rock Skin = Invigoration: Raises A and D by three each until the end of the targets next turn.
Water Of Healing + Heal Body = Restoration: Fully restores BP and MP.
http://forum.yeoldeinn.com/viewtopic.php?f=37&t=2140&p=32665#p32665
This idea is basically a shortened version of WOM. When the heroes get to the dungeon they find themselves teleported (one in each corner of the board.) Each 'block' of the board contains a different faction with a boss magician. Chaos dwarves lead by a sorcerer (or whatever you want to call it) with fire spells, lizardmen lead by a whatever with water spells, beastmen and ogres and a few other things lead by a beastman shaman with earth spells and other chaos stuff including chaos warriors and cultists lead by a chaos sorcerer/warlock with air spells. They all have chaos spells. When the bosses are defeated they teleport to the centre room rather than dying. This room has four doors for the four different routes.


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1BP,
2BP,
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1BP,
2BP,
3BP,
4BP,
5BP. US
3BP, US
4BP.

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