Mostrando entradas con la etiqueta The fantasy adventure. Mostrar todas las entradas
Mostrando entradas con la etiqueta The fantasy adventure. Mostrar todas las entradas

domingo, 7 de febrero de 2016

Impresive D&D Tiles by IndieSN

Hi everyone,

A few days ago IndieSN got in contact with this blog to offer some tiles he had created.






I sincerelly recomend you to download them all as they are of very good quality.

Here you got:






Thank you so much IndieSN for sharing with this community your creations.

domingo, 9 de marzo de 2014

Step by Step video tutorial on how to create cards

Hi everyone,

    A reader of this blog, Eveliuz, has asked me to do a step by step video tutorial on how to create new cards for Dungeons & Dragons: The Fantasy Adventure.

    This video has all the steps writen in its footer. I am sorry they are only in Spanish but I think you will understand everything without reading them anyway. This video has no sound. I recomend you to watch it on full screen as it is a screencast.

    This video is not complete but covers the main steps to create a card.

    If you don't understand a step, don't hesitate to ask me in the comments section.


If you prefer to watch it on Youtube: DandDGame: Guía para crear una carta | Step by Step guide to create a card

Related: How to create new cards for Dungeons & Dragons: The Fantasy Adventure

miércoles, 17 de agosto de 2011

Downloads: All board game dice

Hi everyone,

Today I have uploaded a pdf in which you will find the 12 dice from the basic board game and its expansion packs. You can find it too in the Dowloads section of this blog.

In order to save some ink, the black dice (the special one, the 'search for traps' one, the 'disable trap' one and the 'turn undead' one) have been changed to white with black symbols. Try to print them in adhesive paper and then glue them to normal dice.

The situation and orientation of each die's face has been based in my own board game copy (UK version). If someone could make me the favour of checking them against his/her own copy, please, write down in this article's comments section if your dice have the same face's situation and orientation or a different one.

Thanks.

domingo, 24 de abril de 2011

Differences between original English and Spanish versions

Hi everyone!

While I was updating the fast card reference guide, I have noticed that in some cards there are differences between the Spanish and English (original) card texts. I really don't know if those differences are a translation failure or if the reason is that the Spanish version is based on a revised version of the original board game. Let me show you some examples:


Chain lightning - Relámpago zigzagueante




The original card says "Your hero loses 1 Hit Point". The Spanish version text says "Your hero regains 1 Hit Point".

Barkskin cloack - Capa de corteza

The original card says "Wear this to take no damage from an attack or event, then roll die... ". The Spanish version text says " Wear this to take no damage from an attack or action, then roll die... ".


What is the difference? In the original card, as it uses the word "event", I think it refers to booby traps. In the Spanish version card, as it uses the word "action", it refers to the actions which can be done in a turn like to move, to attack, to use an artifact or to do special actions like Charge (this action is available in the Forbidden forest expansion pack). So, in case of doing a Charge action while having 'in use' this artifact, the wearer has the possibility of avoiding all damage. Am I wrong? What is your opinion about this?

Mace of deliverance - Maza de la liberación

The original card says "'Turn' monster if undead". The Spanish version text says "'Turn' an undead monster".

In the Spanish version, you could be fighting against a Gnoll and a Skeleton (for example), attack the Gnoll and if you are lucky enough to throw a star in the special die, you could 'turn' the skeleton as a free action.

Shield of chaos - Escudo de caos

The original card says "Deflect Hit Point damage onto another Hero, then roll die... ". The Spanish version text says "Deflect 1 Hit Point damage onto another Hero, then roll die... ".

In this case, we find a more restrictive card text in the Spanish version.


What do you think about this? Failure or based on a revised edition?

miércoles, 23 de marzo de 2011

Doubts about ranged attacks

Hi everybody:

I have noticed in my blog's stats that there have been some people reaching my blog with the following query in Google: "dudas reglas dragones mazmorras parker atacar distancia" ("dungeons dragons parker (hasbro) ranged attacks rules doubts" in English).

For those who have some doubts, I have to remind you I will try to answer all your questions in the comments section of the F.A.Q.

Lets start with the basics:

  1. In the Players Guide from the basic board game (page 9) it is said:

    "There are two types of attack available:
    • Melée attacks are close combat attacks that can only be used when standing next to an opponent (not diagonally).
    • Ranged attacks can be used only over greater distances or diagonally. Unless otherwise stated, ranged weapons fire single shots in a straight line. The centre of the opponent’s square must be in clear sight of the centre of the Hero firing the weapon’s square."

  2. In the next paragraph the concept of line of sight is explained:

    "Pillars, trees and walls block ranged weapons. A Hero does not block another Hero’s shot and a Monster does not block another Monster’s shot."
  3. In some weapons from the "Forbidden forest" expansion pack (the staffs) you can find the following quote:
    "May melee attack into any adjacent space, even diagonally".


Now I will try to give you a good combat example in which the previously explained rules are used:

Morkhan and Lidda are fighting against a bugbear, a ogre and a gnoll while a goblin waits for them in an adjoining room. Lets suppose that there is a column between Lidda and the gnoll.

Morkhan uses his "Barbarian Battelaxe" (melée attack) and Lidda uses her "Relentless Bolass" (ranged attack).

List of possible and impossible attacks:

  • Morkhan can melée attack the ogre without making a movement action before but to melée attack the gnoll he would have to move in order to be "next to" it. He can not melée attack the bugbear in this turn because his movement of 5 doesn't allow him to reach it and attack it. He can not attack the goblin because it is in a different room.

    Why can Morkhan melée attack the ogre and not the gnoll? Because the spaces considered to be adjacent are the ones directly up, down, right and left of the space he is taking up and therefore, only the monsters in those spaces will be "next to" him. If the barbarian used as a weapon a staff like the ones used by the druids Elwick or Orwick from the "Forbidden forest" expansion pack, he could melée attack into any adjacent space, even diagonally and hit the gnoll.

  • Lidda can attack nobody (it doesn't matter if using a melée or ranged attack) without making a movement action first.
    Why? Because the column blocks her line of sight in order to attack the gnoll or the ogre using her ranged weapon. Lidda can not attack the bugbear because her bolass are a ranged weapon and the bugbear is "next to" her. The rogue can not attack the goblin because it is in a different room. She can move two or three spaces right to use her ranged weapon against the gnoll and/or the ogre for example.

  • The bugbear can attack Lidda because she is "next to" it. It can not attack the barbarian without making a movement action first because he is to far.

    Why? Because although the bugbear's movemnet is 4 and Morkhan's is 5, the bugbear can reach the barbarian as it is said in the Players Guide (page 6): "Monsters can move through other Monsters, but not through Heroes.". So the bugbear would pass through the gnoll.

  • The gnoll can attack Morkhan using its ranged attack but not using its melée attack and it can not attack Lidda without making a movement action first.

    Why? Because Morkhan is not "next to" it. He is in a space diagonally adjacent. It can not attack Lidda because the column blocks its line of sight but if it moves 2 spaces up or left, it has free line of sight to make a ranged attack (even through its bugbear fellow) or if it moves 2 spaces up and then 1 space more left, it can melée attack the rogue.

  • The ogre can melée attack Morkhan and, if it makes a movement action first, it can attack Lidda using its ranged attack.

    Why? Because it is in an adjacent space to the barbarian's so that it is "next to" him. Its movement is 3 so it could not reach Lidda in this turn to malée attack her later but it can move 1 space up to have free line of sight and attack her using its ranged attack.

  • The goblin can attack nobody as it is in a different room. If between its current space and the following down space there were an open door and it was a goblin archer, it would have direct free line of sight to attack the barbarian from the distance.

    Could it attack Morkhan even if they were in different rooms? Yes. As long as there were direct free line of sight, it could attack the barbarian being even in a different map tile.


I hope this little tutorial has remove all you doubts about melée and ranged attacks. If somebody has a question about attacks (like breath attacks or cold auras from the "Eternal winter" expansion pack, or charge attacks from the "Forbidden forest" expansion pack for example), I will try to answer them as best as I can.


lunes, 17 de enero de 2011

Card reference guide

Here you have a description of all cards from the basic board game, its two expansions and the new expansion pack I am doing.
LAST UPDATE 17/03/2019
Open Document Format version: Card reference guide.odf
Excel version: Card reference guide.xml

sábado, 11 de diciembre de 2010

DM-less rules

Here you can read my new rules to play “Dungeons & Dragons: The fantasy adventure board game” by Parker without a Dungeon Master.

I have only used original components from the basic box for the development of these rules.


Dungeon Master duties

  1. Choose the adventure's target and the story behind the new mission.

  2. Choose the level for the adventure.

  3. Divide the Object and Monsters decks in 3 groups (normal objects, special objects, and monsters) and get ride of the higher level cards that are not going to be used for the adventure.

  4. Set up the dungeon map and rooms.

  5. Control the traps.

  6. Control the monsters.


Choose the adventure's target and the story behind the new mission

Players must decide if they are going to play a campaign or stand alone adventures. Moreover, they should propose a mission like rescuing someone, killing all the monsters in the dungeon, recover and special object...

Choose the level for the adventure

Players must choose the level for the adventure but it must be at least the same level than the most experienced hero (if heroes will have different levels).
Divide the Object and Monsters decks in 3 groups (normal objects, special objects, and monsters) and get ride of the higher level cards that are not going to be used for the adventure

Players will get ride of all cards of higher level than the adventure they are going to play. It is not recommended to use special items but for level 3 adventures. Monsters will be divided in levels as follows:

  1. Goblins, Skeletons and Gnolls

  2. Bugbears, Ogres, Oozes and Carrion Crawlers.

  3. Lich, Trolls, Wraiths and wights.

Monsters to be played will be divided in levels in order to choose to fight weak, normal or strong monsters.


Set up the dungeon map and rooms

Players will choose one tile at random, one side and one room or zone to set up the heroes to start the adventure. This room or zone must have a door which communicates to some other room or zone in the same tile.

Each time a hero decides to open a door which communicates to other yet to be explored room or zone the following procedure must be follow:

  1. If this yet to be explored room or zone has common walls with other yet to be explored rooms or zones, the red die must be thrown and the number of spades in it will indicate the number of doors to be placed at random in those common walls. If this room or zone has common walls with the border of the tile in sides yet to be explored and new tiles can be added in those sides and the players choose to put at least a door in those walls, players will choose another tile at random to be added to the dungeon. New doors can not be placed in walls in common with already explored rooms or zones.

    It can happen to be impossible to place new doors because the new room or zone is surrounded by already explored rooms or zones, or maybe because no new tiles can be added to the dungeon.

    If players want a very strange dungeon map, they can subtract 1 to the number of spades in the red die so that the possibilities of placing no doors in a new room or zone are higher. Using this variant may lead to tiles where there are rooms without doors and that can not be explored at all.

  2. Furnishing the new room or zone. Throw the "turn undead monsters" die. The number of skulls in it indicates how many trees or pillars will be placed at random in the room or zone. Trees must be placed in zones. Pillars in rooms and zones*.

    * Variant: Throw the "turn undead monsters" and the special dice. If a star is rolled and  there is at least on skull in the "turn undead monsters", players can place trees and pillars inside rooms. This room will be considered to have some kind of natural light source so that  Wraiths can not enter in this room.

  3. Choose the level of visible threat of the new room or zone. After all not all the rooms of a dungeon have the same level of evilness. The bigger the room or zone, the higher the possibilities of facing more monsters in it.

    The level of visible threat is equal to the number of squares of the room or zone divided by 10 and rounded up.

    Example: Level of visible threat = 26/10 = 2,6 ≈ 3.

    This number decides how many monsters there are in the new room or zone. Moreover, throw the red die for each monster to be placed in the room or zone. The number of spades shown in the die will indicate the level of the monster. If the die shows the empty face, it counts as 1 spade. If one or more monster decks are finished, shuffle the discard pile of that level again.

  4. Set up the chests. There will be as many chests as the number of squares of the new room or zone divided by 10 and rounded down. Place them at random.

    Example: Chests = 26/10 = 2,6 ≈ 2.

  5. Deal the initiative cards. If there are 4 or less players, all 5 initiative cards will be dealt. The last one will show the turn order for the monsters. If there are more than 5 players (using the expansions' heroes for example), monsters will play at the end of all heroes' turns (for a medium difficulty adventure) or at the beginning of all players' turns (for a difficult  adventure)


Control the traps

Each player that decides to move throw a room or zone where there could be yet to discover traps must throw the "Disable Trap" die. If the explosion face is shown, the hero has sprung the trap. Throw the "Search for Traps" die and choose the consequence from the following rules:
  • Empty face: Evil resurrection trap. Last monster killed reappears anywhere in its starting room.

  • One eye: Pit trap. Hero losses 1 Hit Point.

  • Two eyes: Fire trap. The hero that sprung the trap has to decide between losing 2 Hit Points or all heroes in the room or zone lose 1 Hit Point.

  • Hand: Snarling roots trap. Hero misses next turn.

There will never be more traps than chests in a room or zone. If a hero with the ability of Searching for Traps manages to search out as many traps as chests or as many traps as chests have been sprung, heroes doesn't have to keep throwing the "Disable Trap" die in this room or zone.


Control the monsters

Monsters will always act in ascending order of level. This is: weak monsters go first. In case of some monsters of the same level in the same room or zone, players will choose at random what monsters acts first.

Monsters will act according to these rules:

  • Monsters of level 1 will prefer to attack in groups if possible. They will always try to attack an already in close combat hero (a hero with another monster adjacent to him/her). Their second priority will be to run away if they seem to be outnumbered in order to form new groups to attack again.

  • Monsters of level 2 will attack the nearest hero they can reach.

  • Monsters of level 3 will always attack the hero with less Hit Points.

jueves, 27 de mayo de 2010

Frecuently Asked Questions (F.A.Q.)

The following list of frequently asked questions was compiled by Per Eklund in 2003 directly from the boardgame official website. I got it from the Yahoo group about the boardgame.

D&D Fantasy Adventure board game FAQ
Typed down from the flash-FAQ on the game website.
Version 2003.07.22 (by Per Eklund)

http://www.danddgame.com

This same list of questions can be found in Board Game Geek in the following link thanks to user Greg Nichols (a2greg): D&D FAQ

1. When can a Hero use artifacts?

An artifact may be used at any time, as long as the Hero has it in 'use' on the left hand side on their Hero card.

2. If a Hero is brought back to life do they restart with full Hit point and Spell points?

No. A Hero who is brought back to life during an Adventure (with either Greater Restoration spell or a potion) returns with 4 Hit points (and 4 Spell points if they are a magic user).

3. Can a Hero stand on a chest if they don't want to open it?

No. A Hero can only move onto a chest if they open it on the same turn. This takes up both of their actions for that turn.

4. Is a trap safe when it has been found? Is a trap safe when it has been sprung?

When a trap is found a marker token is placed on the board, but it is not yet safe. Only after a trap has been disabled or sprung is it safe to walk over.

5. Do trees and pillars block ranged attacks?

Yes. Heroes and Monsters are safe from ranged attack if a tree or pillar blocks the line of sight of the attacker.

6. Can arrows or spells be fired between two trees or pillars next to each other?

No. Two tress or pillars on spaces next to each other make a solid obstacle.

7. Can Monsters attack twice on their turn?

No. On its turn a Monster can choose one of the following options; attack and move; move twice; move only once; attack only once; make no movement or attack.

8. Can a ranged weapon be fired at a character diagonally 'next to' mine?

Yes. Only the spaces directly in fron, behind, left and right of a character are classed as being 'next to' them. As ranged weapons cannot be used when standing next to a character they can be used on the diagonal spaces.

9. Can ranged weapons be fired over a chest?

Yes. Although chests cannot be stood on or walked over, they do not block ranged weapons.

10. Can a Hero attack an Ooze with a ranged weapon?

Yes. An Ooze can be hit by a ranged attack in the same way as any other Monster.

11. Can an Ooze dissolve a spell?

No. Oozes can only dissolve weapons.

12. Can non magic-users carry spells?

Yes. For example, Redgar and Lidda may pick up and carry spells, but they are unable to use them. Spells must be given to a magic user before they can be cast.

13. Can Jozan heal himself?

Yes. It is difficult to complete many of the Adventures if Jozan does not heal himself. His healing powers are a valuable resource for the team of Heroes and you should try to enrure that Jozan remains alive.

It uses one action for Jozan to heal himself, costing 1 Spell point per Hit point healed.

14. Can Monsters open doors?

No. Only Heroes can open doors.

15. Once a door has been opened can a Hero close it again?

No. Generally, once a door has been opened it remains open for the rest of the Adventure. Some doors may close again if triggered by something else in the Adventure, but a Hero cannot choose to close a door.

16. If a Hero dies when carrying a key, is the key lost and the Adventure over?

No. Keys are carried by the team of Heroes, not by an individual. Once a key has been found, any surviving Heroes have access to the key for the rest of that Adventure.

17. Can a Hero perform the same action twice on their turn?

Yes. For example, they might decide to attack twice, move twice, or search for traps twice. Any action may be repeated.
18. If a blank is rolled on the 'Search for Traps' die can the Hero search again on that turn?

Each trap search uses an action. If a Hero rolls a blank on the 'Search for Traps' die on the first action of your turn they may search again on their second action.

19. If a Hero dies should less Initiative cards be dealt out?

No. Always deal out an Initiative card to each character, even if they are dead. That way, if a Hero is brought back to life, they come into play on their turn.
20. Do all Monsters have to be defeated and all chests opened to complete an Adventure?

No. Each Adventure has its own objective. Some may require you to defeat all Monsters or open all chests, but others may be completed with Monsters or chests still remaining. The Adventure ends as soon as the objevtive is completed.

21. If something affects all "living" things, does it affect undead creatures?

No. Undead creatures are not counted as living.

22. Can a Hero go above their starting number of Hit points on each level?

No. The starting Hit points and Spell points for each Hero are also the maximum points that Hero may earn during that Adventure. Hit or Spell points can only be restored up to this amount.

23. Do the Items a Hero has 'in use' count as part of the total Items they can carry?

Yes. The number of Items a Hero may carry includes those in their knapsack and 'in use'.

24. Does a character have to move their full movement allowance each turn?

No. A character can move any number of spaces up to their maximum movement allowance for one action. They can choose to use both actions as movement, or not to move at all.

25. Why can't Initiative cards be revealed until the DM has laid out a new room?

The Dungeon Master must not see the Initiative order before the room has been laid out because it might influence the positioning of the Monsters. For example, the Dungeon Master might place all the Monsters by the door if they know they will be going first.

26. Can one player control more than one Hero during a game?

Yes. The game is for two to five players, but all four Heroes must play each Adventure to be able to complete it. A player can control up to four Heroes, but must treat each Hero individually.

27. If I want to stop playing, but carry on from where I left off on another day, can I keep my Items and Points for the next Adventure.

Yes - this is the best way to play! Note down the points and items collected by each player and start the next Adventure with these.

28. Does a Heroe have to open a door as soon as they move next to it?

No. A Hero can move onto the space in front of the door and treat it as a normal space. If they have an action left, they can announce they wish to open door, and it opens immediately. However, if moving next to the door was their second action, or they decide to wait for other Heroes to catch up before opening it, they may wait.

29. Can undead Monsters go outside?

Most undead Monsters can go outside, except Wraiths who are damaged by natural light.

30. Can a Hero swap an Item with one from their knapsack during combat?

No. It uses one action to swap an item from the knapsack into 'use'. If a Hero makes an attack and then swaps an item, both actions for that turn will have been used. the item will then be ready for use on the next turn.

31. Can Lidda sneak through more than one Monster at a time?

Yes. Lidda can move through as many Monsters as she wishes as one action, but she cannot end her turn on the same space as a Monster.

32. Why does using a Spell cost different amount of Spell points for Wizards and Clerics?

Although both Clerics and Wizards use magic, Clerics are better at using healing spells, while Wizards are more skilled using attacking spells. Therefore, it costs less for a Cleric to heal and more for them to attack than a Wizard.

33. Can a Hero only drink a potion when it is their turn?

No. Potions can be used at any time.

34. How do I know the maximum score I can roll with the dice for each weapon or spell?

The card that represents the weapon or spell shows the dice that should be rolled when it is used. The number of swords shown on these dice also adds up to the maximum score that can be rolled with them.

35. Can a ranged weapon be fired through a doorway into another room?

Yes - as long as the door is not blocked, ranged weapons and spells can be fired into other rooms. 'Line of Sight' rules must still be obeyed, as on page 9 of the Player's Guide.

36. If the Heroes lose a special Item they need to complete an Adventure, does the Adventure end immediately?

If the Hero carrying a required special Item has been killed and cannot be brought back to life then the Adventure is over, and the Dungeon Master wins. However, Jozan or the Potion of Greater Restoration can bring Heroes back to life with everything they were carrying when they died. In this case, the Adventure can still be completed.

A key is a special Item, bit it is kept by the group and cannot be lost as long as at least one Hero is still alive.

37. If a Hero is brougth back to life, do they still have the Items they have collected so far?

Yes. A Hero is brought back to life with exactly the same Items they held when they died. The Hero comes back with 4 Hit points (and 4 Spell points if they are a magic user).

38. Do all the Heroes have to complete the objevtive to finish the Adventure?

No. As long as one Hero completes the Adventure objevtives alive, the Heroes win.

39. What token does the DM put on the board to show a special chest?

Only the Dungeon Master knows which chests are special. To keep the secret, the DM places a normal chest token on the board where a special chest is marked. When a Hero opens it, the Dungeon Master reveals that it is a special chest and gives the Hero the special Item inside.

40. What does the DM do if a Hero reveals the two nearest traps, but there are three the same distance apart?

The Dungeon Master should reveal any two of the traps of their choice, but not the third. Heroes should not assume that because they have found two traps there will not be a third nearby.

41. If a Hero rolls the 'hand' symbol whilst searching for traps, does that mean no one else is allowed to search that room either?

No. Another Hero who is able to search a room for traps may do so, as long as they haven't rolled the 'hand' symbol too.

42. Can Monsters move over trap spaces?

Yes. Monsters know the location of the traps and are able to move over them without revealing their location to the Heroes.

43. Do Monsters only appear in the room they are shown in on the map?

Yes. Monsters should only appear in the rooms indicated on the Adventure layout, but their exact location within that room is chosen by the Dungeon Master. Monsters may subsequently move out of their starting room through an open door.

44. Why are some traps shown in a different colour on the map from others?

There are different types of trap, shown by different colours on the map. Each Adventure uses up to three different types of trap, and the DM can see what they are by looking at the map key for that Adventure.

Whatever the colour of the trap, the same trap tokens are used on the boards.

45. Can Monsters carry items?

No. A Monster can only use the weapon indicated on its card and cannot carry any other items.

46. Can Monsters stand on a chest?

No. Monsters are not allowed to stand on, or move through, chests.

47. Do undead Monsters lose Hit points when they are 'turned'?

No. 'Turning' an undead Monster causes it to miss a turn, but it suffers no Hit point damage.

48. Why is it better to play the Adventure through in order?

The early Adventures guide both the Heroes and the Dungeon Master through the way the game works and allow Heroes to pick up Items that will be useful later. Heroes will find it very difficult to complete more difficult Adventures without picking up weapons, spells and artifacts earlier on.

49. What does a shaded room mean on the Dungeon layout map?

Shaded rooms indicate that they are not used in the current adventure.

50. How does the DM know which Monsters are being shown by the symbols on the Dungeon layout.

All of the Monster symbols and their matching figures are shown on the back cover of the Dungeon Master's guide, for quick reference throughout the game.

Do you have any other question? Ask in our comments.

Maybe you could be interested in:

lunes, 24 de mayo de 2010

Main monsters

Bugbears:



Bugbears are large, muscular and aggressive. They stop at nothing to fulfill their greed.

Carrion Crawlers:



Carrion Crawlers feast on decaying flesh but will attack anything with their paralysing tentacles.

Gnolls:



Part-hyena, Gnolls are evil, human-sized carnivores that wander in loose tribes.

Goblins:



Goblins are small humanoids that many consider little more than a nuisance. However, they can be dangerous in gang

Lich:



The Lich is an insane, undead spellcaster who feasts on destruction.

Ogres:



Ogres are huge, ugly, greedy creatures that live for raiding and scavenging.

Oozes:



Oozes are slimy, shapeless masses that live only to eat. They attack with an acid touch.

Skeletons:



Skeletons are undead Monsters, animated bones that obey the orders of their evil masters.

Trolls:



Trolls are massive, powerful and putrid. They know no fear and attack when hungry - hich is all the time.

Wights:



Wights are twisted formsof undead men, who seek to destroy all life by draining their energy.

wraiths:



Formless yet fearsome ghostly creatures, Wraiths despite all living things. They are powerless in sunlight.

The main heroes

Regdar: Human fighter

Regdar is hugely powerful and capable of devastating Melée attacks. He does not need to much back up - if there are Monsters, Regdar will be there! As a team player Regdar is ideal as the front line of attack and can take a lot of hits before he is weakened.
Often he will be the first into a room to protect the other adventurers.

+1 to atack score rolled in Melée attacks - Regdar is skilled with all weapons, but specially in close combat.








Lidda: Halfling rogue

Lidda is quick and nimble enough to sneak through Monsters. She should search for traps wherever she can to prevent the Heroes setting them off and can get Hit Points back by disabling traps!

Sneak - Lidda can move through a Monster and add +1 to her roll if she attacks the same Monster immediately.
Search for Traps - Lidda can check a room for Traps, by rolling the 'Search' die. The results only apply to the room she is in.
Disable Traps - make a Trap safe. Lidda must stand on the Trap space to roll this die. Take an unused Trap token when successful. Gathering three tokens gives Lidda 2 exra Hit Points.






Jozan: Human cleric

Jozan is responsible for keeping all the Heroes healthy. He should watch out for anyone running low on Hit Points, including himself! Jozan has the power to 'turn' undead Monsters, making them miss a turn, and has a powerful spell attack.
Turn Undead - Jozan can try to 'trun' Undead Monsters anywhere in the same room by rolling the 'Trun Undead' die.
Undead Monsters are shown by a skull symbol on their Monster card. When Jozan rolls the same or greater than the number next to the skull on the Monster's card, that Monster is 'truned' and misses its next trun!
Heal - Jozan has the natural ability to heal other Heroes, by swapping his Spell Points to give them Hit Points back.







Mialee: Elven wizard

Mialee uses magic in defence and attack. While she can cast powerful spells, her Armour Class also falls, so she must watch her Spell Points don't drop too low. Mialee relies on the other Heroes for some protection, but repays them with the most powerful attacks.
Armour Class - if Mialee's Spell Points fall below 3, her Armour Class drops from 2 to 1. when she has 0 Spell Points, she has 0 Armour Class.
Using weapons that regain Spell Points can help keep her Armour Class Strong.











domingo, 23 de mayo de 2010

Main game component list


The basic box has:
  • 5 cardboard tiles with diferent dungeon room combinations printed in both sides.
  • 4 hero figurines (Regdar, Lidda, Jozan y Mialee).
  • 4 dead hero tokens.
  • 4 hero boards.
  • 36 monster figurines (4 bugbears, 2 carrion crawlers, 5 gnolls, 6 goblins, 1 lich, 4 ogres, 6 skeletons, 3 trolls, 2 wights y 3 wraiths)
  • 3 ooze tokens.
  • 10 dice.
  • 104 hit points and spell points tokens.
  • 19 treasure chest tokens.
  • 22 trap tokens (activated/deactivated).
  • 18door tokens (open/closed).
  • 3 trees.
  • 6 pillars.
  • 1 skelleton key.
  • 1 dungeon master's guide.
  • 1 player guide.
  • 39 monster cards.
  • 95 treasure cards (weapons, spells, artifacts y potions).
  • 5 initiative cards.
  • 5 hero reminder cards.