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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.
Sjeng wrote:come on man, the right guy has a 'stache! A 'STACHE! That makes this picture 100% cool.
Examples?
Magnum P.I. = cool
Burt Reynolds = cool
John Cleese = hella cool!
Sjeng wrote:Brilliant movie!
Goblin-King wrote:listening to gangsta rape...
listening... to gangsta rape...
listening... to gangsta rape...
oh my!
Malcadon wrote:How about using the "wild die" concept from WEG's D6 RPG system? Where no matter how many dice you roll, one die must be assigned as a "wild die," which is marked or colored differently from the other dice. If you roll a 1 (or in this case, a Black Shield) on the "wild die," then there is a minor complication that hinders the character in some way... In your case, the attacker loose a single Body Point, but there is room for other complications. This is not effected by larger dice rolls, as only one die is effected in any given roll, and the odds remain the same....
...I bring this rule (with ideas to expand upon it) here to introduce it to a wider audience, and to get more feedback on it. So if this rule - whole or in part - interests you, then what do you think about it?
The Road Warrior wrote:A few of my favourites....
(the text needs a bit of work.
Zeno wrote:An abbreviated version of my Mishaps Table:
Roll 2d6 (red dice)
2) Wandering Monster per the quest notes with half movement (round up) remaining appears from around a corner generally ahead of the Heroes and attacks the closest Hero, if it can.
3) A random Hero discovers a hole in his money pouch and loses 50% (or as close as possible, but 10 gold value minimum) of his carried monetary loot.
4) A rat pops out of its hole and bites a random Hero on the leg. Roll a combat die: skull = lose 1 Body Point, white shield = no effect, black shield = disease. Diseased Heroes lose 1 Body Point immediately, and 1 more BP every 5th of that Hero's turn thereafter until cured by a Potion of Restoration (either type).
5) A random Hero twists an ankle and subtracts 1 from movement rolls (1 minimum) thereafter until healed with a spell or potion (any potion/spell that cures BP will do). This effect is cumulative if rolled again.
6) A gust of wind blows out the Heroes' torches. A random Hero loses his next turn relighting them.
7) Slippery patch on the floor here makes each Hero subtract 2 from their next movement roll (1 minimum).
8) Decaying matter on the wall makes a random Hero nauseous. Until the effects are overcome, he subtracts 1 die (1 die minimum) from all combat rolls. The effects may be overcome immediately or on his subsequent turns by rolling a 5 or 6 on a red die, or by drinking a Potion of Warmth.
9) A loose stone in the ceiling falls amidst the Heroes. Roll a red die- on a 1-4 it hits the corresponding Hero, a 5-6 is a near miss (no effect). The hit Hero rolls a combat die- he loses 1 BP on a black shield if he is wearing a helmet, or on a skull if no helmet is worn.
10) A random Hero blunts or warps one of his non-artifact weapons (also randomly chosen). The damaged weapon loses 1 combat die of effectiveness. If reduced to 0 combat dice, it is destroyed. Damaged metal weapons, if not destroyed, may be repaired between quests at a cost of 25% of the weapon's purchase cost per combat die restored.
11) A random hero trips and falls and breaks a random potion bottle if he carries one. If no potions are carried, roll a combat die and subtract 1 BP if a skull is rolled.
12) Wandering Monster as (2) above, except it appears generally behind the Heroes.
Ongoing ill effects are automatically cured between Quests.
Zeno.
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