- Added some more weapons.
- Added rules regarding stock and rare items.
- Finished spell scrolls.
- Added Monk, Cleric and Righteous Knight to the classes list (though I think they might be a bit broken).
Stoner81.
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Curse wrote:“I curse you for all the things you have done against nature”
The target rolls 1D6 at the start of its turn and on a roll of 1-3 the target may not attack and has its movement halved (round up) for this turn.
The spell ends when the monster dies.
Curse wrote:“I curse you for all the things you have done against nature”
The target is cursed. From now on it rolls 1D6 at the start of each turn. On a roll of 1-3 the target may not attack and has its movement halved (round up), on 4-6 it may attack and move normally.
The spell ends when the target dies.
afterwards."You may do these in any order but you cannot move, perform an action and then continue moving under normal circumstances, there are magical means which may allow you to bypass this restriction.
You may do these in any order. Each of them have to be completely finished before starting another, for example you cannot move a little bit, take your action and move the rest.
Quest rules are the most important and can overwrite everything,
Monster special rules come after,
equipment/magic rules even below
and the lowest rank are the rules from the rulebook.
To attack a monster or character you must be directly adjacent to the monster be it front, rear or side (unless you have a ranged weapon like a bow, see Ranged Combat below). You may not attack diagonally unless you have a weapon that specifies that you can do so.
proposal wrote:To attack a figure, you must be in range of the weapon. If nothing else is stated, it means you must be directly adjacent to the monster be it front, rear or side. Weapons with diagonal range can also attack diagonally. For weapons with more range, see ranged combat below.
Does your "diagonal" attack allow attacking between two cornering models?
Does your "ranged" attack allow diagonal attacks? (most forum members say "no" to have at least one disadvantage on the long bow)However, a character or monster may not use ranged combat if there is another monster or player stood next to them (players next to players and monsters next to monsters does not count)
proposal wrote:A character or monster may not use ranged combat if there is an enemy stood next to them
Also note that there is no maximum distance for ranged weapons, if a player or monster can see whom they wish to shoot at they may do so using the rules above.
proposal wrote:There is no maximum distance for ranged weapons.
, no defense, drinks a potion of healing.

Monsters may never land on the stairway tile.
A character may choose to dual wield 2x 1 Handed Weapons at once, to do so they must have a 1 Handed Weapon in each hand and may attack twice per turn however, the attack with the Off Hand (second attack) is done with -1 Attack Die unless the character has the Special Skill Dual Wielding.
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Anderas wrote:Completing QuestsMonsters may never land on the stairway tile.
I don't think you need that phrase.
* There are several quests where a monster tries to escape to the stairway (Grak I think)
* There is at least one quest where a monster starts on the stairway (ATOH Q7)
* There are many homebrew fun things, also EWP cards, that places monsters on stairways or let them escape through them.
Anderas wrote:Hiring Henchmen
I do not get how to roll for henchmen available.
First I roll 1D3 to see how many - for example if I roll a 2, then 2 Henchmen are available, right?
And then I have a table with 8 entries, the 8 is a negative result (nobody available) and you state "Roll on the table below".
Do I roll 1D6 plus something; 2D6 or do I roll a D8?
Anderas wrote:How much can I carryA character may choose to dual wield 2x 1 Handed Weapons at once, to do so they must have a 1 Handed Weapon in each hand and may attack twice per turn however, the attack with the Off Hand (second attack) is done with -1 Attack Die unless the character has the Special Skill Dual Wielding.
Maybe this rule would be better placed in the "Enter Combat" chapter?
Anderas wrote:Weapons
How do I read it? If there is +1 Attack Die, does it mean 1 Attack die or does it mean Character 1AT Die plus weapon 1AT Die = 2 AT Die?
Anderas wrote:Dagger, Knife, Hand Axe have no remark for the Wizard
Anderas wrote:Personally I would make the diagonal variants of weapons a little bit more expensive - 3AT diagonal is nearly as good as 4AT straight. (You can attack diagonally between your comrades, but most monsters cannot attack back, so you're safe![]()
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Anderas wrote:A triple star would be given if you make a general wizard comment and then add the wizard remark only where it is really necessary.
[/quote]Anderas wrote:Armour
Last line in the table on page 31 misses title, cost and effect; but has a remark.
so. That's it for today.


Anderas wrote:If No:
- Then no problems; it will unfreeze as soon as the other monsters are dead
Anderas wrote:Curse - “I curse you for all the things you have done against nature”
The target rolls 1D6 at the start of its turn and on a roll of 1-3 the target may not attack and has its movement halved (round up) for this turn.
The spell ends when the monster dies.
Anderas wrote:Savage Beast Defence -> Defense (well... not sure... you're the native. Google Doc marks it.)
Anderas wrote:Gold Spells
Rod of Gold - again, clarification for the spell duration. Does the spell end at the end of morcars turn or at the end of the hero's turn? (hero's turn is logically correct here, but it's nice to mention it).
Alternatively you can grant the spear for 2D6 attacks instead of turns? Just an idea...
Anderas wrote:Gilded Cage - duration question, does it end at the end of morcars turn or at the end of the hero's turn?
Anderas wrote:Touch of Midas - same question
Anderas wrote:Darkness Spells
Blindness - duration question, does it end at the end of morcars turn or at the end of the hero's turn?
Apart from that, the darkness group is quite straightforward and I didn't find much.
Anderas wrote:Divine
Divine Courage, duration question
Anderas wrote:Sun Burst - RPG question: Targets are monsters only?
Anderas wrote:Lock - nice one! Copied.
Anderas wrote:Lazarus & Casket of Hope - I take note for later: These spells do only add value if you cannot bring back heroes to life with potions of healings, so once i am at that point in your rule book I will check.
Anderas wrote:Comatose, duration question
Anderas wrote:In total, that spell group seems to be written for some kind of priest type, no? It's quite flavory and nice made.
Anderas wrote:Bright
Eye of the Righteous - RPG Question, are only monsters affected or red ones as well?
Anderas wrote:Protection
I have seen nothing
Anderas wrote:Cold
Frost of Death: The attack has the monster as target? I propose this wording:
Monster score is higher than the caster: The monster is attacked with 3 Attack Dice
Monster score is lower than the caster: The monster is attacked with 6 Attack Dice
what happens with equal scores?
Anderas wrote:Ice Prison: Duration question (does it end at morcars turn end or at heros turn end?)
Anderas wrote:But You Told Me To: Duration question
Anderas wrote:Frost lance: duration question (I propose "until the end of next morcar's turn. Do you use morcar or zargon?)
Anderas wrote:Spellsword
Deep Sleep: duration question
Anderas wrote:Double image: I propose this wording:
If you are attacked roll 1D6 and on a roll of 1-3 the double image is attacked instead of you. The image rolls the same defence dice as you. The spell ends when the double image loses at least 1 Body Point.
Anderas wrote:Hypnotic Blaze: duration question
Anderas wrote:Disappear: casted->cast[/quote
Good catchAnderas wrote:Flashback: Can it be played after the hero is dead?
No and I fixed it to state this clearly.Anderas wrote:Twist Wood: Do you have a "wood" marker on your equipment? (I haveExtra for this and for Rust
) I propose this wording:
"If the target has a weapon with wooden parts, they lose that weapon. A monster with no second weapon can attack with oneafterwards."
I don't specifically no. I just assume that players and the DM will be able to work out what has wood in it or notat any rate I fixed it.
Anderas wrote:Now, some opinion piece. Don't take it too seriously. In fact, maybe it's best if you don't read it at all.![]()
My personal taste (see, it starts bad already!)
Ok, i restart.
I found that the "character" of a spell group is catched best with some spells that are there and nowhere else.
So yes I have seen that every second of your spell groups has a kind of Djinn (with different fluff texts)... meaning, many effects are found many times among your spell groups.
That reduces a bit, how to say it, the brand identity of those spell groups. Let's say, you want a spell to discover rooms? You don't need detection, you can do it with Protection, with Bright, with Divine, with Darkness...
My proposal here: Go through each of the bigger spell groups. Reduce each group down to 10 or 12 spells, by removing the two or three spells that are fitting the least for this brand; also by removing spells that are double, triple or even more often in general. Like that you also "harvest" some material you can use elsewhere; plus the general brand impression per spell group gets much sharper, more recognizable. Think about which spell group would do what - fire does damage, sure but provides also some light; Bright might rather buff your friends and deal direct damage only to the most evil creatures like undead... I've seen all those ideas in your spell groups already. So the idea is to work a little on the groups so that those ideas get more visible, high profiled, pointier.
The spellcaster wouldn't lose anything through it: Most quests use 10-15 rooms, so realistically you don't need more than 12-20 spells and that only if you cast all the time. With three spell groups you get today up to whopping 47 spells, so I guess there is some room for reduction that wouldn't hurt.
[opinion piece end.]
I get what you are saying however, Heroes do not get access to every spell in a group straight away. It costs (currently) 1,500GC to gain a new school and then a further 500GC per spell after that in that school (see Character Advancement in the rule book). Add to this there are restrictions on gaining new schools (again in the rule book).Anderas wrote:Starting the AdventureYou may do these in any order but you cannot move, perform an action and then continue moving under normal circumstances, there are magical means which may allow you to bypass this restriction.
I propose:You may do these in any order. Each of them have to be completely finished before starting another, for example you cannot move a little bit, take your action and move the rest.
Also, I would not mention the exceptions in the rules directly. Instead, one paragraph stating the order of rules would be good. Like:Quest rules are the most important and can overwrite everything,
Monster special rules come after,
equipment/magic rules even below
and the lowest rank are the rules from the rulebook.
However that last paragraph needs fine tuning. My head gets dizzy again...
Perform an Action
Enter CombatTo attack a monster or character you must be directly adjacent to the monster be it front, rear or side (unless you have a ranged weapon like a bow, see Ranged Combat below). You may not attack diagonally unless you have a weapon that specifies that you can do so.proposal wrote:To attack a figure, you must be in range of the weapon. If nothing else is stated, it means you must be directly adjacent to the monster be it front, rear or side. Weapons with diagonal range can also attack diagonally. For weapons with more range, see ranged combat below.
Does your "diagonal" attack allow attacking between two cornering models?
Does your "ranged" attack allow diagonal attacks? (most forum members say "no" to have at least one disadvantage on the long bow)
Very well written 0 BP paragraph. However the spells I mentioned above are not so crazy useful now, aren't they?
You have this phrase double:
Lost Body Points are automatically healed between quests so you start at full unless otherwise stated.
(directly before important note)
Lost Body and Mind Points are automatically healed between quests, so you start at full unless otherwise stated.
(directly before optional rule)
Ranged CombatHowever, a character or monster may not use ranged combat if there is another monster or player stood next to them (players next to players and monsters next to monsters does not count)proposal wrote:A character or monster may not use ranged combat if there is an enemy stood next to themAlso note that there is no maximum distance for ranged weapons, if a player or monster can see whom they wish to shoot at they may do so using the rules above.proposal wrote:There is no maximum distance for ranged weapons.
And leaving out the part of "see". Why? Because you state that the "Line of Sight" rules are applied; so this would be double.
Search
Monsters may not move treasure chests.![]()
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Reaction
Don't know, maybe it is worth mentioning if the reaction is executed before the action or afterwards.
Imagine those two situations:
1. Wizard is attacked,![]()
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, no defense, drinks a potion of healing.
2. Evil casts a spell to control Barbarian, Wizard counters with a mind boost spell that enhances Barbaras MP by 4 for one round.
In the first case, the potion of healing helps only if the reaction effect is executed after the action
In the second case, technically it helps only if the reaction effect is executed before the action.
Or am I thinking too complicated and this shall not be ruled to make the reaction happen whenever it fits best?
Yes I guess the last option is best. Forget this. please.
Does your "diagonal" attack allow attacking between two cornering models?
Does your "ranged" attack allow diagonal attacks? (most forum members say "no" to have at least one disadvantage on the long bow)








Stig wrote:Just read your rulebook - amazing work! I can imagine it took hours. So many amazing ideas for spells and great rules. Thank you!


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