Sunteți pe pagina 1din 19

Heroscape RPG

Version 1.1
Author: W. Clevers
Jan 4th 2009

Contents
Page
Introduction
Setting up
Gameplay
Tables
Game aids
-

1
Create your hero
3
Setting up the board
5
Terrain generator
6
Order of play
9
Exploring the country
10
Death
10
Loot
10
Bound to terrain
10
Experience
10
Calculate value
10
Glyphs and competitive/cooperative gameplay 11
Ending the adventure / victory
11
Advancements
11
Monster Valuables
13
Treasure table
12
Quest Items Table
14
Trader
14
Monster Deployment Table
15
Hero character sheet
18
Terrain generator results sheet
19

Introduction
Heroscape RPG is a modification of the Heroscape game ruleset that puts several heroes
(players) together who will adventure through uncharted and unknown terrain, encounter
monsters, fulfil tasks and grow on experience and abilities.
Although this document appears to be rather lengthy, only a relatively small part is used
for actual gameplay. The large remainder consists of the setting up rules, the fun-to-use
terrain generator and tables that describe monsters that can be encountered, trade wares
and treasures that can be found. Finally, the last two pages are forms that can be printed
out so you can write all details of your hero down, as well as the results of the terrain
building d20 rolls.
It is advised that you have access to at least 2 basic terrain sets and 1 set of each terrain
expansion. If youre missing on game components, you can easily bend/violate the
terrain building rules to fit your situation.
The RPG setting for Heroscape dictates that one player will be the gamemaster, all other
players choose their heroes to quest in the world of Heroscape.

In advance, the gamemaster should have prepared some sort of background story in
which the heroes will play their role. This background story should describe some sort of
end point in the game, victory conditions, etc.
The Heroscape RPG rules tell you how to create the heroes and how to use your 20-sided
die (d20) to create the game world. The rules give some advice on populating the world
with adversaries and monsters. In addition to the standard Heroscape rules, the RPG
rules tell you how to play the game, how to gain experience and how to advance your
hero.
During game play, every now and then youll meet a situation in which the rules fail to
give an adequate answer. While building a new section of terrain, it may be that you find
you dont have enough snow tiles to satisfy the dice rolls for terrain generating. Or you
may find that youve rolled for more tiles than can fit in a single row of terrain, for
instance a combination of a lot of water, swamp water, road, jungle vegetation and ruins.
These are the moments to improvise. Bend the rules and set up the terrain in the spirit
of what you rolled. Remember, the gamemaster is the one that makes the final decision.
This brings us to the role of gamemaster. The game master is the player who tells the
story. It is the single duty of the gamemaster to make sure the questing players are
having a good time.
If the gamemaster observes that the company of heroes doesnt fare well, he may decide
to go light on the monsters he/she deploys. Or the gamemaster may decide to include a
fountain of youth that give +1 life to each hero that drinks from it. Or he/she may
decide to setup the next piece of terrain with a castle, in which the heroes may tourney
and gain experience without the risk of truly going out of action, etc.
Although the gamemaster gets to play with all the monsters, he/she must not always go
for an easy victory. The overall story has to be kept in mind. The gamemaster should
direct the monster horde as they behave in real life: snow-loving monsters shouldnt
pursue heroes onto swamp terrain; monsters dont always coordinate their attacks as if
theyre hunting with smart pack tactics (but sometimes they do!); monsters might even
fight among themselves!
Also, the rules tell you how to build the world, but the task of the gamemaster is to
guard over this process and to break the rules when it seems fit.
As an example, he shouldnt allow for a fourth row of swamp terrain filled with Marro
figures to be build. He should give the players something of interest to stumble over:
every now and then a trader should be met (but only if the players have enough money
and/or goods to trade with); treasures should be found; glyphs shouldnt unbalance the
gameplay; if the group of heroes is doing so good that there isnt any feeling of tension,
they should encounter a large unique hero monster (for instance); if the group of heroes
isnt faring too well the gamemaster may introduce a monster that happens to be friendly
and that will aid the group for the next few fights (or until a specific target has been met,
like killing the arch-enemy of this friendly monster). Etc, etc.
In the end, it is up to the gamemaster to walk the fine line between letting the system
build and play itself with the 20-sided die (which can be really fun) and introducing
elements of interest and game balance by himself.

Setting up
Rule # 1. Whenever fractions are rolled, always round up.
Create your Hero
For monsters and NPCs (non players characters) youll use the Heroscape army cards,
but for your Hero you should use the Hero Character Sheet that has been supplied at the
end of this article.
Each player creates one (or perhaps two, when playing with 2 players) hero to take place
in the adventuring company:
Each hero gets these starting stats:
Life
2
Move
3
Range
1
Attack
2
Defense
2
Experience
0
Next, customize your hero:
Weapons: choose one weapon for your hero:
- Sword. +1 move value. Frontline, Support. Cost 4.
- Sword, two-handed. + 1 attack die. Frontline. Cost 6.
- Axe. When wounding roll d20. On 15+ score another wound. Frontline, Support.
Cost 5.
- Axe, two handed. When wounding roll d20. On 10+ score another wound. Move
-1. Frontline. Cost 8.
- Bow. Range 4. Uses a knife in close combat (knife: no modifiers). Support. Cost 8.
- Longbow. Range 6. -1 attack die in ranged combat. Uses a knife in close combat.
Support. Cost 10.
- Staff. Magic User. Cost 10.
Your hero gets 5 points (heroes with a bow get only 3 points) to:
- Increase Stats. The first increase of a stat costs 1 point; the second increase of
the same stat costs 2; etc.
- Take the Flying skill (when moving, ignore elevations, intervening
terrain/obstacles and figures), and get +1 move (cost 3 points).
Choose, according to the weapon your hero has taken, the role your hero will be playing:
Frontline, Support or Magic User.
Roll d20 (or choose) for one Hero Special Ability on the Frontline, Support or Magic
User Special Abilities Table:
Frontline Special Abilities Table
All figures with a Frontline SA get +4 on their initiative rolls.
1-8. Melee Fighter: at turn start roll d20: on 15+ gets +1 attack die in close combat.
9-13. Athlete: at turn start roll d20: on 15+ gets 1 additional attack in close combat.
14-17. Counter attack: at turn start roll d20: on 15+ any surplus shields rolled in defence
rolls do damage to the attacking enemy that cannot be saved.
18-20. Charger: at turn start roll d20: on 15+ gets +3 move. If this move ends adjacent
to a figure that wasnt adjacent at start of move, gets +1 attack against this
figure.
Support Special Abilities Table.
All figures with a Support SA get +1 exp. point when rolling successfully for their SA.

1-6.

Sharpshooter: at turn start roll d20: on 15+ gets +1 attack and +2 range in
ranged combat this round.
7-13. Natural Leader: at turn start roll d20: on 15+ for the remainder of the round, all
friendly figures get +1 defence die, including figure itself. This figure gets +8
initiative next round.
14-20. Healer: at turn start roll d20: on 15+ heals one wound in any figure within 5 hex
(including the figure itself). Gets +2 gold coins if successfully heals another figure
in this way. Update cost 10 XP to heal +1 wound each time this SA is successful.
Magic User Special Abilities Table.
All figures with a Magic User SA earn +2 gold coins when rolling successfully for their SA.
Roll d20 (or choose) to choose element (and starting special ability spell):
1-3: Fire: Fire Blast: at turn start roll d20: on 15+ you get the Fire Blast Attack: put
7-hex tile central over target figure at max range 6. Roll 2 attack dice against
each covered figure. Remove (burn) any covered bush or tree.
Update cost: 10 XP for +1 attack die (can be taken more than once)
4-6: Earth: Earthquake: at turns start roll d20: on 15+ put 7-hex tile central over
target figure at max range 6. Remove max. 2 terrain layers under this tile (but the
bottom layer).
7-9: Air: Wind Gust: at turn start roll d20: on 15+ you may move any figure within 7
hex over a distance of 2 hex. The figure gets no leaving engagement attack. The
figure may take falling damage, lava damage, etc.
10-12:Water: Flash Flood: at turn start roll d20: on 15+ place 5 water hex anywhere
in a range of 7 hex (but not on lava rock; on liquid lava will turn lava into lava
rock; on snow the water will freeze to become ice).
13-15:Illusion: Illusion of Absence: at turns start roll d20: on 15+ target figure
within 7 hex (including figure itself) cannot be targeted by attacks this round.
16-18:Nature: Familiar: at turn start roll d20: on 15+ choose a familiar: a single model
with a value of not more than a quarter of your heros value. The familiar cannot
be of the same race as the hero. Place the familiar adjacent to the hero.
At any time, you can only have one familiar. In one turn, you may use both your
hero and your familiar. Your hero scores the experience from both figures.
19-20:Death: Resurrect: at turn start roll d20: on 15+ resurrect (to 1 life) 1 enemy
figure that died last round and gain control over it indefinitely (so you get 2
figures to use in your turn, you get the experience from both), or resurrect one
friendly figure with 1 life (and gain no control over it).
N.B.: Hero Special Abilities arent used instead of an attack; they come prior to moving
and attacking.
Select a model that fits the abilities, equipment and background of the hero.
Calculate Value
Next, calculate the value of your hero, by multiplying the stats with:
Life
x5
Move
x2 (x4 if flying)
Range
x3
Attack
x6
Defense
x4
Add 10 points for each (level of) special ability.
These points/multipliers also represent cost in experience points when updating your
hero during gameplay.

Setting up the board


Before gameplay, sort your terrain tiles in piles of each type: grass, swamp, sand, rock,
snow, lava, etc. Talking about tiles, throughout this document the words tile, space and
hex are using to denote the same thing: a single unit of hexagonal Heroscape terrain.

a single row of terrain.


Starting grass plains:
Put 2 grass 24-hex tiles together to become one large rectangle (8x6 spaces). This is
called a row of terrain. Do this once again and join the rows to become a two-row
playing board (8x12 spaces). Add 1 layer of elevation in patches on top of this first layer.
Also, if the background story supports this, you may place a castle on the first row.
Construct a road that crosses the board from left to right. Add d20/3 (round up) pieces of
bush or pine trees. Deploy the heroes in a 2 by 5 zone on the left-hand side of this board
or in the castle, where they get their mission debriefing.
Add a third row to the right side of the playing board by following the directions on the
terrain generator, but you must choose grass for the type of terrain. Also, do not place
any monsters.
Add a fourth row to the right side of the playing board using the terrain generator (now,
any type of terrain can be generated, it also contains monsters).

4 rows after setup: grass, grass, grass, rock with road, bush and trees.
Deploy zone is in the leftmost row.

Terrain Generator
The terrain generator lets you make a lot of d20 rolls and makes you apply several
modifiers. As you can only start building at the end of the terrain generation process, it is
advised to write down the results of the terrain building rolls on the Terrain Generator
Results sheet provided at the end of this document.
N.B. the gamemaster can always decide differently!
1. Dungeon
Roll d20, deduct -3 if previous terrain was Dungeon.
On 1-4, a dungeon is created.
Use only road and bridge tiles. Setup a branching road, with dead-ends, chambers,
chasm with bridges, anything your fantasy comes up with. The only restrictions are that
the dungeon should fit in an imaginary 6 x 8 terrain row and that at least one functional
exit is created.
Do not put tiles in between the road tiles. Each empty space represents impenetrable
dungeon wall or a dark and deep chasm. Empty spaces completely block line of sight.
Litter the dungeon with any fitting glyphs, specials and monsters (see section 12, 13 and
14). Do not place the items and monsters yet. The gamemaster secretly notes the
coordinates of deployment of each item and monster (in the imaginary 6 x 8 terrain row).
An item or monster can only be deployed as soon as one of the heroes gets line of sight
to it.
You may start building the dungeon immediately and skip all following sections of the
Terrain Generator.

Double stream in second row; third row is a dungeon.


Play from left to right. New terrain is added at the right-hand side of the terrain.
2. Choose terrain type
Roll d20.
Modifiers: previous terrain row is swamp: -2; grass: 0; sand: +2: rock +4.
The new row of terrain will become (if available, otherwise reroll):
Swamp:
result up to 5
Grass:
6-13
Sand:
14-17
Rock:
18 or more.
3. Elevation
Roll d20.
Modifiers: terrain is swamp: -8; grass: 0; sand: 0: rock +8.
The result tells what elevation (part of) the terrain will get:
Up to 4:
Not higher than 1 layer
5-8:
3 layers high
9-12:
5 layers high
13-16:
7 layers high

17-20:
21-24:
25 or more:

9 layers high
12 layers high
15 layers high

Roll d20 again.


Divide the result by two if the height is 7 layers or more;
divide by three if the height is 12 layers or more (round up). The result designates the
exact # of hex that should be at the designated elevation level.
Do not start building yet.
4. Water
Roll d20.
Apply these modifiers:
On swamp land:
On grass land:
On sand land:
On rock land:

+4.
0
-2
-6.

Then check the result table:


Up to 8:
no water tiles
9-13:
1 stream that crosses the road (add a bridge if needed).
14-16:
one pool of size d20/2 (round up) +5 tiles.
17-19:
one pool of size d20/2 tiles (round up) + stream
20-22:
2 pools, combined size d20 tiles
23+:
2 streams (add 2 bridges if needed).
The bridge may just be a piece of road that crosses the water. The stream may be placed
between the previous and the new row of terrain.
Do not start building yet.

Water may be placed in between rows

or within a single row (2 streams in second row).

5. Swamp.
Add swamp water tiles to swamp land: place 5 + d20 swamp water tiles.
Do not start building yet.
6. Road.
At setup a single road is laid down that traverses the all rows from left to right.
When a new row of terrain is created, roll d20:
at 1-5 the road stops (at 6+ start a new road if there isnt a connecting road);
at 6-14 there is a single road;
at 15+ the road splits into 2 separate roads; if there are already 2 roads, the roads will
stay apart.
Connect the new stretch of road(s) to any previously placed road, and make it traverse
the row to the right hand side (by any convenient route).
Do not start building yet.
7. Lava
If the terrain is rock roll d20, add the determined elevation level.
On 24+ add 6 + d20/4 liquid lava hex (add any amount of lava rock).
Do not start building yet.
8. Snow
Skip this section if you placed any lava tiles in the previous section.
If the terrain is rock or sand roll d20, add max elevation level.
On 20+ Add 6 + d20/4 (round up) snow tiles and:
roll d20 again: deduct -10: add this amount of ice tiles and:
roll d20 again: deduct -10: add this amount of tiles covered with glacier.
Do not start building yet.
9. Add vegetation.
Roll d20; result = y:
Swamp:
add 5 + y/4 jungle pieces (round up)
Grass:
1-10: deduct 3; add that amount jungle pieces.
11-20: deduct 13; add that amount pine trees.
Sand:
0-10: no trees
11-15: y 10 pine trees
16-20: y 15 jungle pieces (if on snow: pine trees)
Rock:
y/4 2 (round up) pine trees (calculate that!).
Do not start building yet.
10. Ruins
Roll d20, add 5 if the terrain is sand:
0-14:
no ruins.
15-16:
1 piece of ruin
17-18:
2 pieces of ruin
19:
3 pieces of ruin
20+:
4 pieces of ruin
11. Start building the terrain!
Build a new row of terrain (8x6 spaces) on the right side border of the playing field.

12. Glyphs
The gamemaster may place glyphs. A number of 1 to 2 glyphs is adequate most of the
time. The glyphs may be placed face down or up, whatever the gamemaster thinks best.
You can rule that the Glyph of Brandar represents a treasure chest (see Treasure table).
13. Specials
The gamemaster may place any special features, in line with the adventures story, or
just to aid/hinder the players, for instance:
- A haunted castle (the castle should be prepared/build before starting the game, to
reduce building time.
- A school of ninjas, where you can train your heroes (gain experience without the risk of
dying).
- A merchant selling armour and weapons (see Trader Table).
- A fountain of regeneration (restore all life, enough charges for every adventurer).
- Bags of gold, legendary weapons (e.g. to be placed in ruins).
- Traps (e.g. to be placed in ruins).
- Special characters (NPCs) that temporarily aid the adventure group.
14. Monsters
N.B. Preparation: before gameplay, sort the monsters into 5 different piles,
according to terrain they will deploy in: swamp, grass, sand, rock or special.
The gamemaster chooses monsters from the Monster Deployment Table, according to
point value and availability of monsters. The total point value of the monsters in a new
row cannot exceed half of the last calculated combined value of the heroes party (do not
count values of familiars, pets, NPCs or resurrected monsters). The gamemaster may
choose to deploy an incomplete squad to make the spent points nicely fit.
Deployment:
Roll d20 for each monster:
1-10:
monster is deployed along the border on the right hand side.
11-15:
monster is deployed in the new terrain row, in (partial) cover, at least 5 hex
from any hero figure.
16-18:
monster isnt deployed yet, roll again on this table after the next round.
19-20:
monster is deployed on any previously build terrain row, in cover, at least 8
hex from any hero figure.
Exceptions: certain monster figures are bound to specific terrain. For instance, a
Dumutef Guard always deploys on a bridge, Obsidian Guards at lava, all Marro in or
adjacent to swamp tiles, Nilfheim at snow tiles, etc.

Gameplay
Order of play
Each round:
1. Roll for Initiative for each army card (heroes and monsters)
2. Play proceeds in initiative order with
- (d20 roll for) special ability
- movement
- combat
3. Heroes may take an advancement (and recalculate)
4. Explore the country (check if new terrain is to be generated)
Ad 1. As Heroscape RPG is essentially a multiplayer game, with players each controlling
one figure against the gamemaster playing with several (squads of) monsters,

normal gameplay with rounds, turns, initiative and order markers doesnt work.
Instead of this, at the beginning of each round, players roll the 20 sided die for
each army card (rerolling doubles) to establish the order of play (initiative).
Ad 2. In addition to the normal round, before movement takes place, each hero gets a
d20 roll for his/hers special ability. Details can be found in the description of their
special ability (in the create hero section).
Movement and combat hasnt been changed. Each player plays with his/hers hero
and any assigned NPCs; the gamemasters plays with the monsters and notassigned NPCs.
Ad 3. The process of advancements and recalculating the value of the hero is described
below.
Ad 4. The process of exploring the country is described below.
Exploring the country
At the end of each round in which no heroes occupy the leftmost terrain row, this row is
removed (and any remaining monsters on it, unless adjacent to a hero). Create a new
row of terrain alongside the right-hand border of the field, according to the terrain set-up
rules (terrain generator).
Death (= out of action)
When a hero loses its last life, leave the figure lying on the playing field. As soon as a
new row of terrain is added to the playing field, the character is revived with all its life
restored, but with 0 (zero) experience points. Deploy the hero along the leftmost side of
the terrain.
Loot
Whenever, during gameplay, a monster has been killed, valuables can be found. Roll on
the Monster Valuables Table (below). The valuables are instantly and automatically
taken by the figure that took the last life of a model, even if the kill was made by means
of a ranged attack.
Bound to terrain
Monsters are bound to the terrain they deploy on. As soon as a monster occupies a space
that is of another type of terrain it gets -1 attack and -1 defense die to roll in combat.
This rule doesnt apply to monster bound to ruins, castles and jungle terrain.
Experience
Each hero gets experience points for:
- Each successful use of a special power:
+1 point.
- Not being out of action while a new row is added
+2 points.
- Each wound that has been inflicted to an enemy figure:
+3 points.
- Any other event defined by the gamemaster.
At the end of each round, experience points (XP) may be exchanged for an
advancement (see chapter Advancements). When an advancement has been chosen,
recalculate the value of the hero:
Calculate Value
Next, calculate the value of your hero, by multiplying the stats with:
Life
x5
Move
x2 (x4 if flying)
Range
x3
Attack
x6
Defense
x4
Add 10 points for each level of special ability above the first.
Add the XP or gold coins cost of skills, spells and weapons (carry the word weapon in
their description).

10

Glyphs and competitive/cooperative gameplay


Glyph effects only apply to figures residing on the glyph-containing terrain row.
At the start of the game you have to decide whether the heroes in the questing company
will be playing with competitive or cooperative gameplay:
In competitive gameplay, the effects of an occupied glyph only apply to figures of the
controlling player;
In cooperative gameplay, these effects apply to all friendly models in the company.
Ending the adventure / victory
At the start of the game, the gamemaster makes up a story and tells about victory
conditions, for instance:
Travel for a set amount of terrain rows. The hero with the highest value wins.
Monster hunt: find and kill a (specific or not) dragon.
Climb the top of Mount and speak to the oracle / kill the snow monsters / etc.

Advancements
Wounds: you may heal one wound (restore one life point) by spending 3 XP.
Stats:
The cost of increasing stats depends on the value of the heros stats:
+1 Life
life points x 3
+1 Move
move points x 1(x 2 if flying)
+1 Range
range points x1 (can only be taken if range already was >1)
+1 Attack
attack points x4
+1 Defence
defence points x3
Update Special Ability Level:
Level 2: for 10 points increase the chance of success from 15+ to 11+.
Level 3: for another 10 points increase the chance of success from 11+ to 8+.
Level 4: for another 10 points increase the chance of success from 8+ to 6+.
Update Special Abilities, spells:
Some of the special abilities and spells (see Spells Table) can be updated as described in
their text. Cost of update and effect is described.
Add skill.
Choose:
Berserker:
As long as this hero is wounded, he gets 1 additional attack at range 1.
Cost 12 XP.
Hardened:
As long as this hero is wounded, he gets 1 additional defence die. Cost 12
XP.
Flying:
A figure may take the Flying skill in addition to any other special abilities.
The cost is the move rate x5 in experience points.
Sharpshooter: +1 attack die in ranged combat. Cost 6 XP points.
Sniper:
Can only be taken if range >1. When using ranged combat, instead of a
normal attack, the hero may use these stats: Range +3, attack -1.
Magic:
A magic user may choose a new spell belonging to the element of his
Special Ability (fire, earth, air, water, illusion, nature, death). These spells
are used instead of attacking, unless indicated otherwise. The difficulty
designates a minimal score on a roll of d20 that has to be reached to cast
the spell successfully.
See the Spells Table.

11

Spells Table
Fire:
Eruption: Cost 6 XP. The hero carrying this spell is resistant to lava.
Difficulty: 8+.
You may place 3 lava tiles within 7 hex, but not in a hex occupied by an enemy
figure, or in a hex containing water, snow or swamp. Any vegetation in the hex is
immediately devoured. Gain 1 XP. Update cost 15 XP: difficulty 13+: put a 7 hex
tile anywhere over this terrain row. Roll d20 for each tile under this terrain row.
On 15+ this tile is covered by liquid lava. If you roll under 13 but above 8, you
may still use the basic spell. Only gain XP from inflicted wounds/kills.
Rain of Fire: Cost 10 XP. Difficulty 13+. All models (heroes and spell
caster included) on the current row must roll a d20 above 5 or get a wound.
Update cost: 15 XP for difficulty 10+.
Earth:
Terraforming: Cost 6 XP. Difficulty 13+. You may place 4 hex of any type
of terrain (not lava, water, snow, ice or swamp) anywhere in this terrain row. Gain
1 XP. Update cost 12 XP: difficulty 10+ and place 8 hex of terrain. Gain 1 XP.
Liquid Rock: Cost 12 XP. Difficulty 16+. Target monster (single spaced)
within 7 hex disappears in a suddenly created pool of liquid rock. Hero scores XP,
but misses monster valuables. Update cost: 15 XP for difficulty 13+.
Air:
Gale: Cost 6 XP. Difficulty 15+. Each enemy model on this terrain row
must roll d20 and add defence value. The model falls if the result is below 11. A
model that fell this way, must skip its (current and) next turn (lie the model down
as a reminder), after which it stands up. Gain 2 XP. Update cost: 10 XP for
difficulty 12+ and target roll of below 14. Gain 2 XP.
Levitate: Use instead of movement. Cost 6 XP. Difficulty 8+. The model
may fly this turn over Move+2 spaces. Gain 1 XP. Update cost 10 XP: difficulty 6+
and fly over Move+3 spaces (instead of 2). Gain 1 XP.
Water:
Tsunami: Cost 6 XP. Difficulty 15+. The lowest level at which figures can
walk (do not count water, swamp water, lava and ice tiles) in this terrain row is
temporarily flooded. All models (but not water-dwelling creatures, including this
hero) at this level get 1 wound, that cannot be saved. Gain XP from inflicted
wounds. Remove any lava hex from this level. Update cost: 15 XP for flooding the
level above this level too. Update cost: 10 XP for difficulty 12+.
Draugth: Cost 8 XP. Difficulty 12+. Remove all water tiles from current
row. Update cost: 10 XP for difficulty 8+.
Illusion:
Control: Cost 10 XP. Difficulty 14+ take control of target enemy figure
within 5 hex until the end of the round. Order of play isnt changed. Any wounds
inflicted to or by this model score XP for the controlling hero. Update cost: 15 XP
for difficulty 10+.
Illusion of Misplacement: Cost 8 XP. Difficulty 15+. Monsters move and
fight as if not being in the terrain theyre bound to. Update cost: 15 XP for
difficulty 12+.
Nature:
Pet: Cost 10 XP. Difficulty 15+ choose a pet: a single model with a value of
not more than a quarter of your heros value. The model must be an animal of
some sort. At any time, you can only have one pet. In one turn, you may use both
your hero and your pet. Your hero scores the XP from both figures. Place the pet
adjacent to the hero. Update cost: 10 XP for difficulty 11+.
Nature Healing: Cost 10 XP. Difficulty 12+. If this terrain row contains
any type of vegetation, heal one wound in any one figure and gain 2 XP. Update
cost: 10 XP for difficulty 10+ and heal 2 wounds in any one figure and gain 2 XP.
Death:
Touch of death: Cost 15 XP. Difficulty 15+. Choose an enemy figure
within 5 hex, not taller than this hero; the enemy model is killed (counts as 1
wound for gaining XP). Update cost: 20 XP for difficulty 10+.
Resurrect: Cost 10 XP. Difficulty 13+ resurrect (to 1 life) 1 enemy figure
that died this round on the current row and gain control over it indefinitely (so you
get 2 figures to use in your turn; cannot be resurrected again; doesnt score any
XP), or resurrect one friendly figure with 1 life (and gain no control over it) and
gain 2 XP. Update cost: 15 XP for difficulty 10+.

12

Tables
Monster Valuables
Whenever a monster is killed, it may drop valuables in its space. The valuables can only
be taken by the figure that killed the monster (= removed the last point of life), even if
this figure isnt adjacent to the monster. To obtain the valuables, just move over the
space in which the valuables are dropped. The figure doesnt need to stop movement.
Roll d20 and add the point cost /10:
1*
* If a natural 1 is rolled (i.e. without adding the point cost modifier): you
rub your face with blood from the corpse. You get infected/poisoned. As
long as you dont get some sort of healing, roll -1 defence die against
normal attacks.
2-6.
Unfortunately, the monsters seems to have dropped nothing of interest.
7-11.
Valuables worth d20/4 gold coins.
12-16.
You rub your face with blood from the corpse. It appears to have healing
properties. Heal one wound.
17-20.
Valuables worth d20/2 gold coins.
21-23.
You rub your face with blood from the corpse. Gain 1 XP.
24-25.
You rub your face with blood from the corpse. Monsters of the same race
roll 1 less defence die against all your attacks, as you cause Fear. Expires
when hero goes out of action.
26-27.
You rub your face with blood from the corpse. You get Frenzy (After your
turn, roll d20. On 16+, you get another turn). Expires when hero goes out
of action.
28+.
You rub your face with blood from the corpse. You get Invigorated. Your
special abilities function as if one level higher. In addition, get +3 on your
initiative rolls. Expires when hero goes out of action.
Treasure Table
When a treasure chest has been opened, roll d20:
1. Trap! The treasure chest explodes. Roll 3 attack dice against the hero.
2. Trap! Roll 1 die. Unless you roll a shield, with a loud smack, the treasure chest closes
and eats one of your items. Cross off one item from your equipment list (your choice).
3. Spiders! You meet d20/7 (round up) Fyorlag Spiders, which attack you immediately.
4. Shield. +1 defence. Weapon. Cannot be used in combination with two-handed weapon.
Cost 10.
5. Helmet. +1 defence against attacks with range 1. Weapon. Cost 10.
6. Chainmail. +1 defence. -2 initiative. Weapon. Cost 12.
7. Scroll of Healing. Heal one wound when used. Cost 5.
8. Medicine. One charge. Roll d20 when used. 1: get 1 wound. 2-6: Yuk! Nothing
happens. 7-14: heal one wound. 15-19: heal two wounds. 20: restore all health. Cost 6.
9. Magic Potion. Drink at any time. Gain +1 attack on the row of terrain where potion
was used. Cost 8.
10. Amulet. One charge. Once, your hero may reroll a d20 roll. Cost 10.
11. Weapon Enchantment. When used, a weapon of your choice gets enchanted: roll
d20:
1-5: +1 attack die with this weapon
6-10: after attacking roll d20. On 13+ you may attack again.
11-15: parry: +1 defence die against attacks with range 1.
16-20: the weapon gets range 4. If range was already > 1, get +3 range.
The enchantment disappears whenever the hero carrying the weapon goes out of action.
Weapon. Cost 10. Cannot be sold.
12. Ring of Swiftness. +3 initiative. Cost 8.

13

13. Poison. One charge. When used on a weapon, if no shield is rolled in defence against
this weapon, deals +1 wound. Expires when hero goes out of action. Cost 6.
14. Map. 3 Charges. Use one charge to get +2 move once. Cost 5.
15. Book. 1 Charge, immediately used up. Gain 3 experience. Cost 0. Cannot be sold.
16. Wetting Stone. 1 Charge. Cannot be used on a staff. Attacks from the weapon that
has been sharpened by this stone reduce the number of defence dice the opponent may
roll with 1. Counts as weapon for calculating value purposes. Cost 12, after using, this
value adds to the value of the sharpened weapon.
17. Friendly Ghost. The hero gets a friendly follower. Choose a single model that
represents not more than 15 points. When killed, it disappears. Cost 0. Cannot be sold.
18. Gold! Retrieve d20 gold coins from the treasure chest.
19. Gold! Retrieve d20 x 2 gold coins from the treasure chest.
20. Glyph of Telekinesis. 1 Charge. When used, you immediately teleport onto one of the
glyphs anywhere on the playing board. Get +10 initiative the next round. Cost 10.
N.B. Items that are loaded with charges lose their value when they are used.
Quest Items Table
(Optional) Quest items are special super-powerful items that the gamemaster can use as
a reward for successful adventurers, or to spice up the game. As these items tend to
break the game, the gamemaster shouldnt be too generous. Of course, you are free to
think up more of these items yourself. Example Quest Item list:
Kaleidoscopic Staff: when casting a spell with this staff, first randomize on the spell
table to find which spell can be cast this turn. All listed spells can be cast. 20 GC.
Shield of Stone: any shield that comes up in a defence roll counts double. 15 GC.
Lost Tome of Insight: gain another SA of any sort. Use only one SA each turn. 13 GC.
Dragonslayer: sword with +1 attack; skulls are doubled against huge monsters. 25 GC.
Trollslayer: two-handed sword: +2 attack against double-space monsters. 15 GC.
Mace of Concussion: two-handed. Wounded monsters cannot fight back. 15 GC.
Garlic: the figure wearing garlic gets +2 defence dice against undead / vampires. 6 GC.
Wings of Stratos: the wearer gets the Flying ability. Movement +2. 30 GC.
Aura of Intuition: the bearer gets +6 on the initiative roll. 15 GC.
Spirit of Nature: the bearer gets +1 defence die while on grass tiles. 5 GC.
Lute of Rock: the bearer gets +1 defence die while on rock tiles. 5 GC.
Quicksand Sandals: bearer gets +2 move when starting move on sand tile. 3 GC.
Volcarren Silk Robe: all adjacent figures cannot use their special abilities. 4 GC.
Mithril Chainmail: reroll defence roll when no shield is rolled. 8 GC.
Thaelenk Arrows: Each turn, attack once again after the first ranged attack. 11 GC.
Etc.
Trader
When visiting a trader first roll a d20 once and look up the table below (Each player rolls
separately).
If a 1 is rolled, the trader appears to be quite a competent thief. All heroes on this terrain
row are robbed of half of their gold coins. The trader disappears without a trace.
On any result above 1: you may sell your surplus items at half their cost and the trader
has the following items for sale on a result of:
2+
1 Scroll of Healing
Cost 5 gold coins.
6+
1 Rope
Cost 4 gold coins. Climbing costs half movement
points. Cannot be used on ladders. Jumping can be done safely at double height.
After use roll d20. On 16+ discard the now damaged rope.
8+
1 Map (3 charges)
Cost 5 gold coins.

14

9+
10+
11+
12+
12+
13+
14+
14+
15+
16+
16+
17+
18+
19+

1 Axe
1 Helmet
1 Sword, two handed
a second Scroll of Healing
1 Shield
1 Amulet
1 Bow
1 Poison
1 Medicine
1 Chainmail
1 Axe, two handed
a third Scroll of Healing
1 Longbow
1 Staff
staff has yet to be charged

Cost 7 gold coins.


Cost 10 gold coins.
Cost 12 gold coins
Cost 5 gold coins.
Cost 10 gold coins.
Cost 10 gold coins.
Cost 20 gold coins
Cost 6 gold coins.
Cost 6 gold coins.
Cost 12 gold coins.
Cost 16 gold coins
Cost 5 gold coins.
Cost 24 gold coins
Cost 30 gold coins Choose a new magic element. The
with a spell (at the normal cost).

For description and price if not already listed: see treasure table and/or create your hero
section.
Monster Deployment Table
Each gamemaster should create his/hers own monster deployment table (MDT), taking
into account: the monsters that the playing group actually have available; the
background and the story in which the game is played.
The presented monster deployment table is just an example. In this example, a lot of
human and Kyrie figures arent included, so that these can be chosen as heroes.
Soulborgs are restricted to dungeons.
Of course, in your own game you may decide, for instance, to play with Utgar serving
figures as heroes, which leads to a complete different MDT.
1. First check for special terrain and its monsters:
Bridge and Road are guarded by
Dumutef Guards

Utgar

25/1

Castles are protected by knights:


Knights of Weston
Sir Denrick
Sir Dupuis
Templar Cavalry

Jandar
Jandar
Jandar
Jandar

70/4
100/1
150/1
120/3

Jungle spaces border on the deployment spaces of:


Fyorlag Spiders
Aquilla
Sujoah
Aquilla

40/3
185/1

Lava rock and liquid lava gives shelter to:


Brunak
Obsidian Guards

110/1
100/3

Utgar
Utgar

Mountain Peaks (any type) at layer 12 and above are inhabited by:
Mimring
Utgar
150/1
Minions of Utgar
Utgar
110/3
Taelord
Utgar
180/1
The Einar Imperium
Einar
140/3
Ruins are possessed by undead:

15

Cyprien Esenwein
Iskra Esenwein & Rechets of Bogdan
Marcu Esenwein
Shades of Bleakwoode
Sonya Esenwein
Sudema
Zombies of Morindan
Snow or ice is occupied by:
Dzu-The
Nerak
Nilfheim

Utgar
Utgar
Utgar
Utgar
Utgar
Vydar
Utgar

150/1
50/1 &
20/1
100/3
45/1
140/1
60/3

Jandar
Utgar
Jandar

75/3
50/1
185/1

Water (including swamp water) spaces are swarmed by:


Venoc Vipers
Ullar
Venoc Warlord
Ullar

50/3

40/3
120/1

2. Then check for the five types of normal terrain:


Dungeon is populated by soulborgs:
Blastatrons
Deathreavers
Deathstalkers
Deathwalker 7000
Deathwalker 8000
Deathwalker 9000
Major Q9
Major Q10
Major X17
Omnicron Snipers
Warden816
Zetacron
Zettian Guards

Vydar
Utgar
Utgar
Utgar
Utgar
Utgar
Vydar
Vydar
Vydar
Jandar
Utgar
Jandar
Utgar

60/4
40/4
100/3
100/1
130/1
140/1
180/1
150/1
100/1
100/3
90/1
60/1
70/2

Swamp
Eldgrim the Viking Champion
Finn the Viking Champion
Grok Riders
Kee-Mo-Shi
Marrden Hounds
Marrden Nagrubs
Marro Drones
Marro Drudge
Marro Hive
Marro Stingers
Marro Warriors
Me-Burq-Sa
Ne-Gok-Sa
Su-Bak-Na
Tarn Viking Warriors
Thorgrim the Viking Champion
Tor-Kul-Na
Wo-Sa-Ga

General
Jandar
Jandar
Utgar
Utgar
Utgar
Utgar
Utgar
Utgar
Utgar
Utgar
Utgar
Utgar
Utgar
Utgar
Jandar
Jandar
Utgar
Utgar

Points / # models
30/1
80/1
130/3
130/1
90/3
30/3
50/3
50/3
160/1
60/3
50/4
50/1
90/1
160/1
50/4
80/1
220/1
135/1

Grass
Anubian Wolves
Arrow Gruts

General
Utgar
Utgar

Points / # models
75/3
40/3

16

Blade Gruts
Charos
Gorillinators
Grimnak
Gurei-Oni
Heavy Gruts
Jotun
Khosumet the Darklord
Krug
Moriko
Parmenio
Swog-Rider
Theracus
Tornak
Valguard

Utgar
Ullar
Vydar
Utgar
Einar
Utgar
Ullar
Utgar
Utgar
Ullar
Einar
Utgar
Ullar
Utgar
Einar

40/4
210/1
90/3
120/1
100/1
70/4
225/1
75/1
120/1
110/1
90/1
25/1
40/1
100/1
110/1

Sand
Ashigaru Harquebus
Ashigaru Yari
Braxas
Crixus
Retiarius
Spartacus

General
Einar
Einar
Vydar
Einar
Einar
Einar

Points / # models
60/4
40/4
210/1
90/1
90/1
200/1

Rock
Dnd
Isamu
Isumi Samurai
Kaemon Awa
Kato Katsuro
Kozuke Samurai
Moriko
Ninjas of the Northern Wind
Otonashi
Runa
Shaolin Monks
Shiori
Tagawa Samurai Archers
Zelrig

General
Vydar
Utgar
Einar
Einar
Einar
Einar
Ullar
Einar
Vydar
Utgar
Ullar
Einar
Einar
Einar

Points / # models
110/1
10/1
60/3
120/1
200/1
100/3
110/1
110/3
10/1
120/1
80/3
60/1
65/3
185/1

17

Hero Character Sheet


Name:

Value:
Life
x5
Move
x2 (x4 if flying)
Range
x3
Attack
x6
Defense
x4
* Add 10 points for each level of special
ability above the first.
* Add the XP or gold coins cost of skills,
spells and weapons (carry the word
weapon in their description).

Race:
Height:

Weapon 1:
Weapon 2:
Special Ability:
Life
Move
Range
Attack
Defence
Value

2
3
1
2
2

Experience points:

Skills:

Equipment:

Gold Coins:

18

Terrain Generator Results


1

10

11

12

13

14

15

16

17

18

19

20

21

22

23

24

25

26

27

28

29

30

Terrain type:
Terrain elevation:
# layers at elev.:
# streams:
1 pool of size:
2 pool of size:
# swamp water:
Road 0, 1 or 2:
# liquid lava:
#snow/ice/glacier:
# jungle pieces:
# pine trees:
# ruins:

Terrain type:
Terrain elevation:
# layers at elev.:
# streams:
1 pool of size:
2 pool of size:
# swamp water:
Road 0, 1 or 2:
# liquid lava:
#snow/ice/glacier:
# jungle pieces:
# pine trees:
# ruins:

Terrain type:
Terrain elevation:
# layers at elev.:
# streams:
1 pool of size:
2 pool of size:
# swamp water:
Road 0, 1 or 2:
# liquid lava:
#snow/ice/glacier:
# jungle pieces:
# pine trees:
# ruins:

19

S-ar putea să vă placă și