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Every cent received goes toward Ye Olde Inn's maintenance and allows us to continue providing the best resources for HeroQuest and Fantasy Gaming fans.
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Daedalus wrote: I've considered applying them as critical hit/fumble dice, but setting doubles to movement makes more sense.


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mitchiemasha wrote:Using the doubles as a restriction on the 'skirmish boots' (I like that name) would bring about a clash with my other double rules. I like the idea of it as an alternative but can't think how to work both together. One of the Mod rules is to give all goblins M-A-M by default, this would be wrote in the quest notes and gives the evil wizard player a balancing contrast to this artifacts existence.


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