Tott wrote:if you really wanna please everyone, resurrect Morcar as Zargon.
it worked for Megatron/Galvatron

I was thinking of doing something close to that by the end of the quest packs. Where if the heroes don't stop the Chaos Gods Zargon/Morcar would be resurrected.
Unfortunately this project has been getting pushed to the side lately with running my department at work, trying to find an apartment, my divorce
So I came up with a few ideas for some monsters for this quest pack. Thoughts........
Name: Skeleton Commander
Movement: 8
Attack: 3
Defense: 3
Body Points: 2
Mind Points: 2
Special Ability: When other skeletons are in the commanders line of sight, they roll 1 extra combat dice for both attack and defense.
I personally think the skeleton could be a really great monster in the game, but it needs an extra little something and that's what I come up with.
Now this I took from a different idea I had for a quest pack (Attack of The Orc Clans). I know Inn members have made there own ideas for Black Orc's. I just decided to do something a little different with them.
Name: Black Orc Clan
Movement: 8
Attack: 4
Defense: 3
Body Points: 3
Mind Points: 5
Special Ability: If a black shield is rolled on an attack it counts as a skull. "OR" If a black shield is rolled on an attack it can be re-rolled once.
New Trap Idea.
I don't know if anyone has done this yet or not, I couldn't find anything about it.
Oil Trap:
Boiling oil falls from the top of the doorway. Roll one combat die, if a skull is rolled, the hero suffers one body point of damage and is burned. Every turn after the hero must roll one combat die, if a skull is rolled they suffer one body point of burning damage until cured.
Cure Burns Idea:
I was thinking of calling it.......Body Lotion
This magical ointment cream soothes and cools your skin and cures your burns.