Friday, September 28, 2012

House Rules for Labyrinth Lord





The Totally Random Fantasy Character Builder in 13 steps!
Alternative character creation for use with Labyrinth Lord or other old-school games.

(Note: although these tables make a clear distinction between Race and Class, these characters are meant to be played with the original Labyrinth Lord Rules (not the Advanced Rules Companion.) Each character is to be defined by the new Racial Abilities provided here and their HUMAN class of Fighter, Cleric, Magic-User or Thief.)

[ 1 ] Gender (players can choose to play their own gender or roll ... )

Player choice or roll 1d12:
1-8: The character is male.
9-12: The character is female.

[ 2 ] Race

If MALE roll 1d12:
1-5: The character is of the Human race.
6-7: The character is of the Elf race.
8-11: The character is of the Dwarf race.
12: The character is of the Gnome race.

If FEMALE roll 1d12:
1-4: The character is of the Human race.
5-9: The character is of the Elf race.
10: The character is of the Dwarf race.
11-12: The character is of the Gnome race.

[ 3 ] Starting Age

Human starting age: 13 + 2d4 years.
(15 – 21 with 18 the average. A Human will generally live to be 84 + 4d4 years.)

Gnome starting age: 13 + 2d8 years.
(15 – 29 with 22 the average. A Gnome will generally live to be 118 + 4d8 years.)

Dwarf starting age: 13 + 2d12 years.
(15 – 37 with 26 the average. A Dwarf will generally live to be 202 + 4d12 years.)

Elf starting age: 13 + 2d20 years.
(15 – 53 with 34 the average. An Elf will generally live to be 420 + 4d20 years.)

[ 4 ] Height

Human male height: 58 + 2d10 inches.
(60 – 78 with 69 inches average.)

Human female or Elf (any) height: 52 + 2d8 inches.
(54 – 68 with 61 inches average.)

Dwarf male height: 46 + 2d6 inches.
(48 – 58 with 53 inches average.)

Dwarf female or Gnome (any) height: 40 + 2d4 inches.
(42 – 48 with 45 inches average.)

[ 5 ] Build

Human male build: roll 1d10.
1-2: The character is of slight build.
3-8: The character is of proportionate build.
9-10: The character is of stocky build.

Human female or Elf (any) or Gnome (any) build: 1d10.
1-6: The character is of slight build.
7-9: The character is of proportionate build.
10: The character is of stocky build.

Dwarf male build: roll 1d10.
1: The character is of slight build.
2-4: The character is of proportionate build.
5-10: The character is of stocky build.

Dwarf female build: roll 1d10.
1: The character is of slight build.
2-7: The character is of proportionate build.
8-10: The character is of stocky build.

[ 6 ] Hair Color

Human hair color: roll 1d20.
1-2: Platinum
3-5: Blonde
6-9: Brown
10-11: Black
12-15: Auburn
16-18: Strawberry Blonde
19-20: Red

Elf hair color: roll 1d12.
1-4: Jet Black
5-8: Stark White
9-11: Metallic Silver
12: Metallic Gold

Dwarf hair color: roll 1d12.
1-4: Red
5-8: Black
9-11: Brown
12: Blonde

Gnome hair color: roll 1d12.
1-3: Pink
4-6: Green
7-9: Purple
10-12: Blue

[ 7 ] Eye Color

Human eye color: roll 1d12.
1-3: Brown
4-6: Blue
7-9: Grey
10-11: Hazel
12: Green

Elf eye color: roll 1d12.
1-4: Aqua Blue
5-8: Forest Green
9-11: Violet Purple
12: Metallic Silver

Dwarf eye color: roll 1d12.
1-7: Dark Brown
8-11: Light Brown
12: Blue

Gnome eye color: roll 1d12.
1-5: Yellow
6-10: Orange
11: Red
12: Pink

[ 8 ] Racial Abilities

Human Ability: roll 1d6.
Humans are a seafaring race of island kingdoms and coastal cities. They are envoys and diplomats, trading with all races. Their element is water.

1-2: Fellowship - your character generally gets a friendly response from strangers, a neutral response from those who might otherwise be hostile, and those inclined to be friendly will go out of their way to help you. Once per game you can request a favor from an NPC that they will grant (subject to a saving throw at the Labyrinth Lord's discretion.) Alternately, you can invent a friendly NPC on the spot, or a past history with an existing NPC, who knows your character as a friend or love interest. (Subject to LL approval.)

3-4: Swashbuckler - regardless of their Class your character can fight with a longsword (or short sword) in one hand and a dagger in the other, gaining two melee attacks each round. (If you don't have them, add a short sword and a dagger to your starting equipment.)

5-6: Bard - Your character can sing and or play an instrument to almost magical effect. If you spend 2 consecutive rounds in a combat singing or playing, all allies gain a + 1 morale bonus to all die rolls for the duration of the combat. (Add a musical instrument to your starting equipment).

Dwarf Ability: roll 1d6.
Dwarves live under the mountains and harness the power of the molten earth. They forge weapons and armor of legendary quality. Their element is fire.

1-2: Battle Hardened - your character uses Hit Dice that are one die-type better than that indicated by their Class when rolling hit-points. (Fighter: d12, Cleric: d10, Magic-User: d6, Thief: d8.)

3-4: Fire Born - Your character is immune to all fire based damage. You can breath fire once a day that does damage equal to your current hit-points.

5-6: Berserker - Your character is blinded by blood lust flying into an uncontrollable Berserk Rage. Check for rage the first time your character takes damage in a combat. Your character Rages on a 2 in 6 chance. A Berserk Dwarf has a +3 bonus to melee attack and damage rolls. Alternately, if your character is a Magic-User they can cast a mini-fireball (automatic hit on one target for 1d4 + half your level rounded up in damage) each round for the duration of the combat. At the end of the combat there is a 2 in 6 chance that the Dwarf will continue in their rage attacking friendly targets for 1d3 rounds before calming down.

Elf Ability: roll 1d6.
Elves live in the forests building cities in the tree tops. They have a close affinity with nature and are competent users of both magic and weapons. Their element is earth.

1-2: Animal Companion - Your character has an animal companion like a wolf or similar medium sized natural beast with the following stats -- Hit-Dice: 1d6 x your character's level, Attack: bite for 1d6 + your character's level. The beast has a magical tie to your character and makes saving throws as your character. Also, the beast's spirit is part of this bond and your animal companion cannot die as long as your character lives. Further, any magic that would return your character to life will also revive your animal companion.

3-4: Spell Sword - If your character is not a Magic-User they are still able to prepare and use Magic-User spells as if they were a Magic-User of one-third your current class level +1 (round down.) So, at 3rd level you could cast as a 2nd level Magic-User; at 6th level you could cast as a 3rd level Magic-User; at 9th level you could cast as a 4th level Magic-User ... etc. (Add a Spell Book to your starting equipment). If your character is a Magic-User, you use 1d6 for Hit-Points and can equip weapons and armor as if your character were a fighter. (Take Chainmail Armor and Longsword in place of Robes and Staff in your starting equipment.)

5-6: Archer - regardless of their Class, your character is proficient with both Longbow and Short Bow. When using these weapons your character gains 2 attacks each round. When using a Longbow your character can add their Strength modifier to their damage. (If you don't have one, add a Short Bow to your starting equipment.)

Gnome Ability: roll 1d6.
Gnomes live high in the mountains in tall towers with moving walkways and clockwork elevators. They are master inventors and have built ships that can sail the skies. Their element is air.

1-2: Tinker - Your character can build and repair most anything. They carry a variety of tools, parts, and gizmos on their person and almost always have the right tool for the job. Although most of these contraptions are cobbled together and good for only one application before they fall apart.

3-4: Pilot - Your character knows how to control Gnomish Airships and as such has been permanently grafted with a set of clockwork mechanical wings. Your character can fly.

5-6: Clockwork - Your character isn't actually a flesh and blood Gnome at all but is a clockwork construct. As such, your character does not benefit from healing magic, but your automated repair processes allow you to regenerate 1 HP per minute as long as you have not been irreparably damaged (-10 HP.) You are immune to poison and do not need air, food, or water to survive, but you suffer double damage from electricity.

[ 9 ] Character Class

Human: roll 1d12.
1-4: Fighter
5-7: Cleric
8-9: Magic User
10-12: Thief

Elf: roll 1d12.
1-4: Fighter
5: Cleric
6-10: Magic User
11-12: Thief

Dwarf: roll 1d12.
1-5: Fighter
6-9: Cleric
10: Magic User
11-12: Thief

Gnome: roll 1d12.
1: Fighter
2-3: Cleric
4-7: Magic User
8-12: Thief

[ 10 ] Ability Scores

Fighter
Strength: Roll 2d6 dropping the lower die; add 12 to the result.
Dexterity: Roll 3d6 dropping the lowest die; add 6 to the result.
Constitution: Roll 1d6; add 12 to the result.
Intelligence: Roll 3d6.
Wisdom: Roll 4d6 dropping the lowest die.
Charisma: Roll 2d6; add 6 to the result.

Cleric: roll 1d6.
Strength: Roll 2d6; add 6 to the result.
Dexterity: Roll 4d6 dropping the lowest die.
Constitution: Roll 3d6 dropping the lowest die; add 6 to the result.
Intelligence: Roll 3d6.
Wisdom: Roll 2d6 dropping the lower die; add 12 to the result.
Charisma: Roll 1d6; add 12 to the result.

Magic-User: roll 1d6.
Strength: Roll 3d6.
Dexterity: Roll 3d6 dropping the lowest die; add 6 to the result.
Constitution: Roll 2d6; add 6 to the result.
Intelligence: Roll 2d6 dropping the lower die; add 12 to the result.
Wisdom: Roll 1d6; add 12 to the result.
Charisma: Roll 4d6 dropping the lowest die.

Thief: roll 1d6.
Strength: Roll 3d6 dropping the lowest die; add 6 to the result.
Dexterity: Roll 2d6 dropping the lower die; add 12 to the result.
Constitution: Roll 2d6; add 6 to the result.
Intelligence: Roll 3d6.
Wisdom: Roll 4d6 dropping the lowest die.
Charisma: Roll 1d6; add 12 to the result.

[ 11 ] Hit Points

At 1st Level gain the MAX HP for your HD, but use the Advanced Rules for HD, so:
Fighter: 10 HP + Constitution Modifier (d10 Hit Dice)
Cleric: 8 HP + Constitution Modifier (d8 Hit Dice)
Magic-User: 4 HP + Constitution Modifier (d4 Hit Dice)
Thief: 6 HP + Constitution Modifier (d6 Hit Dice)

[ 12 ] Equipment

Characters start with: sturdy clothes, a backpack, a bedroll, a tinderbox, a mess kit, a wine skin, 10 days rations, 50 feet of rope, 10 torches, and 5d20 gold.

In addition:
Fighters have: Chainmail Armor (AC 5), a Longsword (1d8 Dmg), a Dagger (1d4 Dmg), a Short Bow (1d6 Dmg), and a quiver with 20 arrows.

Clerics have: Scalemail Armor (AC 6), a Mace (1d6 Dmg), a Shield (-1 AC), and a silver holy symbol.

Magic-Users have: mage robes with many pockets of spell components, a gnarled staff (2-handed, 1d6 Dmg), a Dagger (1d4 Dmg), a Sling & Stones (1d4 Dmg), a Spellbook, parchments, pens and ink.

Thieves have: Studded Leather (AC 7), a Short Sword (1d6 Dmg), a Dagger (1d4 Dmg), a Short Bow (1d6 Dmg), a quiver with 20 arrows and a set of thieves tools.

[ 13 ] Alignment

I never liked the Alignment system of: good / evil / law / chaos / neutrality, as a guide for roleplay although I recognize its value in the Fantasy Magic system. To that end I am substituting an alignment system based upon the four elements of earth, air, fire, and water. Your race determines how your character is aligned. In practice, a spell that protects against fire, for example, might prevent or reduce fire based damage. But, a spell that protects against the ALIGNMENT of Fire would protect against fire aligned characters and monsters, Dragons, Orcs, and Dwarves!

Human alignment is: Water
Elf alignment is: Earth
Dwarf alignment is: Fire
Gnome alignment is: Air


*****

Using these rules will produce Fighter, Cleric, Magic-User, or Thief for Labyrinth Lord with a twist! If you don't like my house rules, it shouldn't be too tough to modify these tables to fit your own campaign. Enjoy!


Regards,




Jeff Moore


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Saturday, September 22, 2012

The Orc Feast of DEATH!





I have been playing D&D and other RPGs since I was 16 ... for over 30 years. I have been reading rules, and guides, and examples, and trying to find the way to create the perfect game.

There are many guides and examples that speak to the composition of "balanced encounters" and "challenging encounters" and "threat of death increasing the excitement of the game" ... The "Barrowmounds" is an old-school adventure where, "threat of death" and danger is very real. As DM I was drawn to this idea. Low powered heroes fighting for their lives, all dark and gritty and scary ... sounds awesome! But, was it the right thing for my group?

There are just as many "guides" out there (or at least things I have read in my past) that preach against the dangers of "Monty Haul" DMing ... And I remember something about 4th Edition trying to de-emphasize the importance of magic-items to avoid what that article referred to as "Christmas Tree" characters. Is this right? I have read all of this advice. I have followed it. But, is that the best thing for me to do?

We play once a week, with occasional "skip weeks" due to conflicts. We play from 7 to 10 ... But chatter and late arrivals cuts into this. It's difficult for players to immerse themselves into the fiction of the world. I have been playing the: dark dungeon ... slow advancement ... low magic ... low rewards ... in for the long haul ... game. It's a good game for frequent gamers. The kind of gamer I was 20 years ago. Is it right for the game we are playing now?

One rule I haven't read, maybe it's assumed to be common sense, maybe it's simply too difficult to explain or quantify ... I don't know, but it's important.

MY GAMING ADVISE:

No two games, or groups are the same. What works for one doesn't work for all. The best thing to do is experiment. Try different things and pay attention to what works. Listen to your players and find out what they like ... and do that. Temper your actions with all that good advise about gaming, but then using that, embrace this simple truth: In gaming, 'Fan Service' is a good thing. "The fun of creating a story where you cast yourselves as the heroes is in living out your fantasies."

*****

In our game, we play for just a short time. The sense of "danger" must be immediate and short lived. And rewards need to come around quickly. And combats ... "encounters" don't have to be the focal point of a game. This last game, I wasn't prepared. I hadn't been feeling well and I wasn't sure what to do, but I have improvised many a game, so I didn't worry too much. What I did was allow my players to take the reins and "run" their own game.

A story had been evolving where an army of Orcs were approaching to retrieve a legendary artifact. The artifact was of great religious importance to the Orcs. The players were under orders to deliver the artifact to the Orcs as a diplomatic gesture to avoid war. The problem? The players didn't want to do it. They needed a plan.

So, they made a plan. They made a plan, and as DM I could have thrown any number of wrenches into their machinations ... But, as I said ... I wasn't feeling particularly well ... And they seemed so engrossed by their schemes, that I gave them what they wanted. Their plans seemed logical enough in the context of our fictional universe, so ... Why not?

They used the fact that they possessed a powerful Orc artifact to parlay an audience with the Elf King. (The Human government was pushing the for the artifact's return.) They spoke to the Elves about making a replica of the artifact and enchanting it so that the Orcs wouldn't know.

They added the following "Geas" to the replica:

[ 1 ] Any Orc who sees this will know it to be the true artifact and have an irresistible compulsion to "show" the artifact to other Orcs.

[ 2 ] Ten hours after viewing the artifact any Orc who views it will be possessed of an irresistible compulsion to EAT another Orc.

This is what they wanted. It was crazy. It was silly. They were totally serious. They were passionately committed to this plan. So, I facilitated it ... Narrated its realization. And my players were thrilled. They are talking about the game days later. This silly little event was the highlight of their characters' careers. Why? Because it was an event that they made. This was their creation ... their game. And that's an important lesson to learn. Your RPG is your players' game. Let them have it.

Maybe next week your players will be talking about the cannibalistic carnage of, "The Orc Feast of Death!"

Regards,



Jeff Moore



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Friday, September 14, 2012

Tabletop Dungeon Board Game Playtest Edition

A friend came over and we played a version of a now defunct "Aliens" Board Game, the rules for which he had pulled from the Internet. I liked the game mechanic for the Aliens which allowed them to be automated leaving all players to play the Heroes. It reminded me a bit of a game I have enjoyed called, "Castle Panic." Which is a cooperative play Castle Defense game that pits the players against "the board."

I was inspired enough to jot down some of my own ideas for a Dungeon Crawl game along the same lines. These rules are in "testing" process and will doubtlessly require some tweaking, but I couldn't think of anything else to blog about ... So, decided to share what I have done so far ...

Words and Pictures (such as they are) are by me: Jeff Moore.





TABLETOP DUNGEON

The Heroes are trapped in the monster infested, ever changing, dungeon of the Lich King! They must find the exit and escape before the Lich King summons an undefeatable Dragon to kill them all!

[ 0 ] INITIAL SETUP

Included in Tabletop Dungeon are Dungeon Tiles to cut out. A full set of tiles contains 8 Room (3x3-blue) Tiles, 8 Hallway (1x4-yellow) Tiles, 8 wound counters and 4 Doors. There are also 4 Hero, 1 Dragon, 18 Goblin, and 18 Orc paper minis.

Every Room will have a Hallway leading into/out of it and a door separating the room from any hallway connected to it.

Place one room and one hallway to start your dungeon.

Place the Door at the entrance to the room where the Hallway connects to it. This is the Initial set-up of your dungeon.






PLACE HEROES AND MONSTERS

Place the heroes in the hallway in any order desired. Then place 6 Goblins in the room. When placing Monsters always fill the room starting with the squares furthest from the Door.

[ 1 ] HERO TURN

Heroes move and attack in any order, the only rule is that each Hero can Move no more than a total of 4 squares each turn and can Attack only once. Movement is orthogonal only (like a Rook on a chess board.) Diagonal movement is not allowed. If a Hero has a valid target, they may attack the target.

Heroes can move, attack and move again as long as the total move taken does not exceed 4 squares. Players can even take a move or partial move with their Hero, allow another player's Hero to act, and then complete their turn after the other Hero has acted. Players are encouraged to strategize together. Tabletop Dungeon is a cooperative game. All players take the role of Heroes, and the Heroes are a team.

Doors block line of fire to a target but figures (Heroes and Monsters) do not.
Heroes can open and Move through a door as a free action. Doors are never locked.
Monsters cannot open doors (see DOORS.) When a Hero opens a Door, remove it from the Dungeon.

Figures (Heroes or Monsters) do not block movement, but a Hero cannot end their move in a square occupied by another Hero.

A Hero can intentionally end their turn in a square occupied by a Monster (but NOT the Dragon.) In this case, place the Monster on the Hero's character sheet. The Hero is now threatened.

Hero Attacks

Heroes can attack any monster that is Threatening them or any monster in a square next to them. Additionally, the Wizard can attack any monster up to 5 squares away, and the Archer can attack any monster up to 8 squares away.

To attack, roll 1d6. The attack does damage if the die roll is equal to or greater than the Hero's "Hit On" number. Most attacks do 1 damage. Some Heroes have special abilities that allow them to do more damage.

Goblins have 1 Life. Orcs have 2 Life. If a monster takes Damage equal to or greater than its Life, remove the figure from the Dungeon.

If an Orc remains in the Dungeon and has taken 1 Damage, swap its figure out for a Goblin.

After all heroes have had an oppotunity to move and attack it's the Monsters' turn.

[ 2 ] MONSTER TURN

Monsters have a movement of 4. Move the monsters closest to the Heroes first. Monsters always move toward the closest Hero that is not already in Peril.

Threat

A Monster can end its turn on the same square as a Hero. When this happens, the Monster figure is removed from the dungeon and placed on the Hero's character sheet. The Hero is now Threatened by that Monster. A threatened Hero cannot move (except for the Archer*) but may still attack.

*When the Archer moves while threatened, return the Monster that had been threatening her to the dungeon, placing it in the square vacated by her figure.

Heroes can attack a monster threatening another Hero only if their figure is positioned next to the threatened Hero. This rule applies to the Wizard and the Archer as well as the Barbarian and the Knight.

Peril

If the Knight is Threatened by 2 Monsters, the Knight is in Peril.

If any other Hero is Threatened by 1 Monster, that Hero is in Peril.

A Hero in Peril is in the deep throes of combat with a Monster (or Monsters in the case of the Knight.) Monsters will move past a Hero that is in Peril to find a fresh victim.

If all Heroes are in Peril, Monster movement ends and no more Monsters will move.

DOORS

If a closed Door exists between a Monster and the Heroes, move the Monster closest to the Door toward the Door. A Monster that ends its turn next to a Door is said to be attacking it. Only 1 Monster will attack a Door at a time. If a Door is already being attacked no more Monsters will move toward it.

[ 3 ] SEARCH PHASE

To Search, all Heroes (any still living and in the dungeon) must be in the same room. This room cannot be one that has already been cleared. None of the Heroes can be Threatened.

When Searching, each Hero rolls once on the Search Results Table.

ROLL 1D3 + TOTAL NUMBER OF ROOMS THAT THE HEROES HAVE CLEARED:

1-2 = Nothing Found.
3-4 = Roll once on the Minor Treasures table.
5-6 = Roll once on the Major Treasures table.
7+ = The Exit!

Heroes can only search a room once. To mark a room that has been searched place a monster figure laying down in the room. (Do this AFTER rolling on the seach table.) This room is now CLEARED.

MINOR TREASURES TABLE (ROLL 1D6)

1-2 = Luck Potion (re-roll 1 failed roll.)
3-4 = Healing Potion (remove 1 wound token.)
5-6 = Potion of Invisibility (Monsters ignore your Hero for 1 turn.)

A potion is good for a single use only. Drinking a Potion counts as 1 square of Movement.

MAJOR TREASURES TABLE (ROLL 1D6)

1-2 = Boots of Speed (Your Hero Moves 6 Squares each turn.)
3-4 = Cloak of Protection (Add +1 to your Saving Throws.)
5-6 = Ring of Power (Add +1 to your Attack Rolls.)

An item must be worn to give its benefit. Putting on an item to wear it uses 1 Square of Movement. A Hero can only wear one item of each type.

Heroes can give or exchange treasure items with other Heroes as long as the two figures are standing next to eachother and neither Hero is threatened. Giving and accepting an item uses 1 Square of Movement for both the giver and the receiver.

THE EXIT

If a player searching rolls "The Exit!" the Heroes have found their way out of the Dungeon and win the game!

[ 4 ] SAVING THROWS AND WOUNDS

Following Monster movement, any Hero who is in Peril must make a Saving Throw or suffer one wound.

To make a Saving Throw, roll 1d6. Your Hero is safe and takes no damage if the die roll is equal to or greater than the Hero's "Save On" number.

If your Hero fails this roll, you must place a Wound Counter on your character sheet.

If you have 3 Wound Counters on your character sheet, your Hero is out of the game.

[ 4B ] THE DRAGON (TERROR)

If the Dragon is standing next to any Hero, that Hero must successfully roll a Saving Throw or place a wound counter on their character sheet.

[ 4C ] DOOR DAMAGE

Following SAVING THROWS, any DOOR that is being attacked by a Monster takes damage.

A - In the first turn that a door is being attacked, lay the door down on its side to show the effects of the initial damage.

B - In the second turn that a door is being attacked, remove the door from the dungeon.

[ 5 ] ADD TO THE DUNGEON

The next phase is to add to the Dungeon! If there are an equal number of Rooms and Hallways, add a Hallway. If there are more Hallways than Rooms, add a Room.
Add a Door separating the Room from the Hallway where the two tiles meet.

When adding a Room, connect to the last Hallway that was placed. When adding a Hallway, roll to determine which Room the new Hallway will be added to:

Roll 1d3 -1 (for a result of 0, 1, or 2) and subtract this from the total number of rooms.

Example of a 1d3-1 roll with a total of 5 Rooms:
Roll of 1 (- 1) = 0 ... If total # of Rooms is 5, add the Hallway to Room 5 ... (5 - 0 = 5)
Roll of 2 (- 1) = 1 ... If total # of Rooms is 5, add the Hallway to Room 4 ... (5 - 1 = 4)
Roll of 3 (- 1) = 2 ... If total # of Rooms is 5, add the Hallway to Room 3 ... (5 - 2 = 3)

For any result less than 1, add the Hallway to Room 1.

[ 6 ] WHEN YOU ADD A ROOM, ROLL BELOW TO DETERMINE MONSTERS

Roll 1d3 + Total Number of ROOM Tiles in the Dungeon (including the new one.)

3-4 = 6 Goblins.
5-6 = 3 Goblins and 3 Orcs.
7-8 = 6 Orcs.
9+ = The Dragon!

THE DRAGON

Once the Dragon appears, the Dungeon is complete. You will not add any more tiles to the Dungeon.

The Dragon doesn't take damage and can't be hurt or killed.

The Dragon cannot move to occupy the same square as a Hero figure and is never removed from the Dungeon or placed on a Hero's character sheet.

The Dragon will take the shortest path to stand next to the closest Hero. The Dragon will stop next to the closest Hero even if that Hero is in Peril.

TERROR

During phase 4-Saving Throws and Wounds, after all Heroes who are in Peril have rolled Saving Throws, (and placed wound counters on their Hero sheet if they failed,) any Hero standing next to the Dragon must make an additional Saving Throw or take 1 wound.

DEATH

When a Hero has suffered 3 wounds, remove the Hero figure from the Dungeon. Place the Monster that was threatening the Hero in the square that the Hero was occupying.

When the Knight dies, place the strongest Monster threatening the Knight in the space that had been occupied by the Knight's figure and remove the other Monster from the Dungeon.

WINNING THE GAME

The Heroes defeat the Tabletop Dungeon by finding the Exit and Escaping.


Can you rescue all of your Heroes from Tabletop Dungeon?!
























































Regards,




Jeff Moore

Friday, September 7, 2012

HiLo Heroes translated into French




Received a nice email this week from a very nice Mr. Rodolphe Carpentier, who has translated HiLo Heroes into French.

I now have an RPG on the web in two languages!




How cool is That!!

Regards,



Jeff Moore



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