3Att- Halberd, 2Att- 2square extended reach.
No Battle Axe.
3 Defense maximum, since he has a Heal Spell.
Thief=
4Att- BackStab. 2Att- Thrown Daggers.
No - Battle Axe.
4 Defense maximum.
Elf=
3Att Bow or 2Att & 2Att (two shots).
No Battle Axe.
4 Defense maximum, since he has a Heal Spell.
BOWS/CROSSBOWS:
Bow: 2Att & 1Att (two shots)
Crossbow: 3Att this round, 2Att next round, 3Att next round, 2Att next round etc, etc.
We only want the Elf to consistently fire a 3Att missile weapon each round.
SWITCHING EQUIPMENT:
Minus -1 Att or Def when Reloading or trading out any equipment.This is why the Crossbow is occasionally only 2Att.
WEAPONS RACK:
Roll 1D6. This weapon belongs to the nearest town & you return it at the end of the quest. These are meant to be a small treat for the quest.
1 = Halbard 2Att adjacent. 2square reach.
2 = Recurve Bow 2Att & 2Att (two shots).
3 = Claymore 4Att diagonal.
4,5,6 = Dagger.
ARMOR: "Non Metal" armor gives half a DefendDie ie roll 1 on a 1d6 to defend along with your normal DefendDice.
Wooden Buckler $50
+Shield $75 =
.Leather Cap $60
+Helmet $90 =
Gambeson $200
+Chain Mail $300 =
Gambeson $200
+Plate Mail $650 =
SUPRISE:
Roll a single CombatDie when you see a monster/s around a corner or when entering a room, hopefully your armor isn't to noisy & gain plus +1Att for your first swing because the closest monster to you has his back turned. This is to motivate weaker heroes to get in on the action.This also counts as initiative?
Plate armor-
Gain plus +1Att.Metal armor -
Gain plus +1Att.Leather/cloth-
&
plus +1Att. Wizard, Monk.Leather/cloth-
&
plus +1Att Hobbit, +2Att Thief.TOOLKIT: $10 single time use.
Dwarf/Thief - Don't roll a

With ToolKit - Dont roll a
.All other Heros- Dont roll a
.With TooKit - Dont roll a
.MAGIC:
All magic are automatic hits!
Monsters roll Defense, but Heros use MindPoints. Both need a single
to resist most spells. Examples:
Hero's "Ball of Flame" does TWO automatic hits & the enemy needs a
with Defense to minimize the damage by 1pt.EW casts "Lightning Bolt" & all Heros roll MPoints & ONE
reduces the damage by 1pt .This is way better than a wizard firing a spell that can not only miss, but also be defended?!
"PUSH BACK" ENEMY:
Roll a
when attacking to move an enemy back, left or right one square out of your way or trade places with him. Monsters have the same ability and both use their extra defense to negate it.EXAMPLE:
Goblin attacks with
Wizard defends with
The Wizard has defended against being hit and being moved.
LISTENING:
Roll
's with MindPoints to hear/discern ONE of the weakest monsters behind a door (
)TWO
's reveals one of the weakest
& one of the next strongest
etc,etc.But never tells you how many of each are in there & never shows the Boss or furniture.
MOVEMENT:
Roll a 10 & MAM.
Roll a 11 gain said benefits or the ability to reroll a single Attack Die.
Roll a 12 & gain said benifits or reroll two Attack Dice.
HAND2HAND(Brawl):
Each BodyPoint can take four
damage before the BPoint is lost. When all BPoints are lost, you are unconscious till the end of quest or unless a spell or potion helps you.Gargoyle/ Chaos Warrior = Roll 4Combat Dice.
Barbarian,Dwarf/ Fimir, Mummy = Roll 3CD.
Elf/ Orc, Zombie = Roll 2CD.
Wizard/ Skeleton, Goblin = Roll 1CD.
STAMINA/FOCUS points are disposable Body & Mind tokens (Red Stamina, Yellow Focus) that you use throughout a quest, basically wherever & are retroactive. They are refilled with potions/ magic or certain "in town" activities to determine how things went for your hero's between quests, if you're into that...
STAMINA(body)tokens
1# Reroll your melee Attack or Defense.
2# Move Attack Move (MAM).
3# Gain +5 to movement.
4# Trade out or reload equipment instantly.
FOCUS(mind)tokens
1# You feign & enemy rerolls HIS attack.
2# Reroll to Resist Magic/ Disarm Trap.
3# Don't roll a
to dodge Hazards or Traps.4# +2 automatic
with any missile weapon.ARTIFACTS
"Talisman of Lore" - gives +1 Focus token.
ALCHEMISTS BENCH:
Make Potion, Roll 1D6
1,2= Health.
3,4= Focus.
5,6= Stamina.
Roll MindPoints & each
rolled decides the doses of the potion. Wizard&Elf both get a try.SORCERERS TABLE:
Roll a 1D6. Wizard/ Elf only.
1= Random Chaos Spell.
2,3 = Magic Dagger
4,5,6 = Random Scroll
ENCHANT ITEM:
Roll MindPoints. Each
gives you or another hero's weapon a +1 to your next attack, plus what ever extra modifies like Surprise.REVIZED SPELLS: Spells are considered Scrolls now and are weaker than the origionals but multiples of them can be bought for about $50 per Scroll, per quest.
COURAGE
One Hero gains +1Att for two rounds.
ROCK SKIN
One Hero gains +1Def for two rounds.
PASS THROUGH ROCK
Move in & out through only one wall.
PASS THROUGH ROCK 2
See & attack through a wall for two rounds.
Hero Advancement
There are no permanent boost's that won't require cash to replenish. You might boost your torso armor points or find a Talisman of Lore, but the advantage is fleeting.
Armor costs $50 to repair per point.
Advancing torso armor (Gambeson, ChainM, PlateM) from 2pts to 3pts costs $100. 4pts $200 etc, etc.
Your "armor points" are essentially a reserve tank for when close to death.
Shields and Helmets never have more than 2BP each though so that there is less paper work. If ever your Shield or Helmet loss two BPoints, its destroyed.
If you don't like that, you can put a cap on how many ABP ( Armor Body Points) a blacksmith can make in between quests to only two ABP for the team. This will slow advancement down a bit.


















