dungeon crawling using THW game mechanics, thought you can play it cooperative. The player or players are represented by a figure with Star status, who can be accompanied by some grunts or followers, up to a maximum of the number of the Reputation of the star.
Stars and grunts may gain experience as they accomplish quests or missions in a dungeon, likewise any encounter in other THW rules.
Stars should commence with Rep 4, two followers and basic equipment, plus one healing potion each. Also, the Star should choose one attribute; Weapon Proficiency is a good one to start with.
Until Legendary Heroes is released, Im using turn sequence and activation from 5150, as well as reaction tests, combat, weapons and attributes from Montjoie. Some manoeuvre concepts from RSBS, plus some modifications from my own. Also, the How bas is it doc? table from CR 2.0, to give characters more chances to survive in a dungeon.
The normal distance of 12 in the Enemy Threat Table from Montjoie, will be modified according to the visibility in a dungeon. For example, in a dark dungeon visibility is of 1 and thus, Enemy Threat test would be taken at such distance.
INTO DARKNESS Dungeons can be illuminated or not, and its dark when its not, much darker than at night. To reflect this LOS is 1 when it is dark. Using a handheld illumination device like a torch, it extends LOS out to 12. Creatures with infra red vision like Drows, further extends this to normal LOS.
Figures cannot run in unlit or unexplored dungeons. Also, all movement in lit dungeons count as being slow, and reduced to 1/3 when dark.
There is no need to roll for activation as long as there are no monsters in sight. Just move normally your figures and generate dungeon until you have an encounter, then start to roll for activation until the battle is over.
All characters can be equipped with torches as well as gear to light them. Characters holding a torch are always priority targets. Characters using two handed weapons or using two one handed weapons, cannot wear a torch. A torch count as improvised weapon. A character holding a torch in one hand and a weapon in the other hand, counts as fighting with two weapons.
A character wanting to light a torch must spend a whole activation without moving or doing anything else, roll 2D6 and check the following table:
Pass 2D6 The torch is lit. Pass 1D6 Not yet but almost. Add +1 to Rep in the next try. Pass 0D6 No way. Try it again next turn.
Figures with a torch that runaway, will drop it. A torch drop on the floor will extinguish by rolling a 6 on the same turn, 5 and 6 on the next, 4, 5 and 6 on the next, and so on and so forth. A torch can be thrown like a hand hurled weapon, to illuminate distant areas.
QUESTS A quest is the final objective of the adventurers and it always happens in a quest room. You can settle your own quests or use the table below. Roll 2D6 vs. the Rep of the Star.
Type of Quest Table Pass 2D6 1-3, the explorer. 4-6, chase. Pass 1D6 1-3, kill the monster. 4-6 hostages. Pass 0D6 Jail break.
The explorer: An explorer hires you to map a dungeon. He will pay you 10 gold crowns per room discovered plus everything you can loot.
Chase: An important prisoner escapes into a dungeon. You have to find and bring him back to justice, for a reward of 100 gold coins, dead or alive. Youll find him in a Quest room.
Kill the monster: A monster is terrorizing the area and you must put him off. It is a boss monster that youll find in a Quest Room. There is a reward of 15 X Rep of the monster in gold coins for the head of the monster.
Hostages: The object of the quest is recovering a group of prisoners. The monsters guarding them could kill them if you are not aggressive enough. You get 50 gold coins per each hostage rescued plus 100 gold coins if you rescue all of them alive. Roll in the chart of How many of them to see how many they are.
Jail break: You and your party are prisoners inside a dungeon and must get out. Quest Rooms should be stairs leading up and there should be no other stairs in the dungeon. Party will start from a room in a level determined by 1D6 roll: 1-2 two levels, 3-4 three levels, 5-6 four levels deep.
DUNGEON EXPLORATION Advance Heroquest, Space Hulk or hand made tiles can be used to play. Dungeon generation is mainly borrowed from the game Advanced Heroquest; if you are not happy with that you can always use the bug tunnel generation from 5150.
When you start a new game only a part of the dungeon is revealed according to the current LOS of the leading character. Part of the mystery is exploring. Each expedition to the dungeon will reveal more of its dark secrets.
As you explore, you build up the dungeon plan with the sections you have. At the same time it should be kept a full record of the dungeon on a mapping sheet, including any special features such as undefeated monsters or unopened treasure chests.
There are many possible layouts for dungeons. You can have a dungeon that is only one level, with no stairs going down. You can have a dungeon that has many levels, descending deep into the earth, with the Stars opponents becoming ever more powerful the deeper you go on. You can decide to limit the size for a dungeon in advance, or just let it go on for as long as it can.
Each dungeon, whatever the overall layout, is made up of rooms and passages. For most areas of the dungeon, these are randomly chosen using the dungeon generation tables. The passages link the rooms together, and may also contain wandering monsters to threaten the Stars and followers.
Rooms fall into four categories: Normal Rooms which are small empty chambers; Hazard Rooms which contain some kind of special feature; Lairs which are the homes of groups of monsters; and Quest Rooms which are the key locations of the dungeon.
DUNGEON GENERATION The rooms and passages of the dungeon come to life as the figures move. They are randomly generated using the passage and room generation tables, so the figures wont know what theyre going to find until the get there.
You should only place a new dungeon section during a movement if the leading figure can see a passage or room that have not already been placed, either when moving ahead or when opening a door.
PASSAGES Passages can be found leading off junctions and behind some doors. Passages are three figures wide.
Junctions: if the figures are exploring from a junction, they will find passages leading from each unexplored exit.
Room doors: if the figures open a previously unopened door in a room, there is an even chance that there will be a passage or a room beyond it. Roll a dice, evens mean its a passage, odds a room.
Passage doors: all doors from passages lead into rooms. Doors are one figure wide.
Secret doors: rooms without exit doors can be searched once to see if there is any secret door in it. Roll as for an opposed task of difficulty 2, if you fail is because there are not any secret doors in that room.
Whenever the figures explore a new passage, whether it starts from a junction or a door, the leading figure rolls on the following four cases. First he rolls 2D6 to see if the area is illuminated or not. Secondly he rolls 1D6 to determine the passage length; then two dice to see if there are any passage features; and finally another two dice to discover what lies at the end of the passage.
Light or Darkness If you get any double with 2D6 its dark. The next time you get another double it will be light again, and so on. You will need some markers to differentiate illuminated areas from the ones which are not.
Passage Features Table 2D6 Feature 2-3 Wandering monsters 4-5 1 door 6-8 Nothing 9-10 2 doors 11-12 Wandering monsters
Doors: the leading figure decides in which section of the passage the door is to be placed, and on which side of the passage; only one door may be placed per wall or passage section. They can be discovered in the walls of passages and in rooms. They are always closed when first encountered, and you only generate what lies behind them when a figure opens a door. When opening a door from inside a room, roll a dice. On an even number the door opens into a passage (roll on the passage generation table). On an odd number it leads to another room (roll on the room generation table). When the door is opened from a passage section it always leads to a room.
Wandering monsters: the player rolls for how many of them and after that, in the appropriate monsters table.
Passage End Table
2D6 Passage End 2 Stairs down 3 Stairs out 4-5 Right turn 6 T-Junction 7 Dead end 8 T-Junction 9-10 Left turn 11 Stairs out 12 Stairs down
Junctions and turns: Place the appropriate junction or corner place. Only when a figure is actually standing on the junction he will be able to see what leads off it. Corner sections count as junctions, so you cannot see round a corner until you are standing on it.
Dead end: The passage ends in a pile of fallen rocks where the ceiling has caved in, there is no way for the figures to pass this obstruction.
Stairs: Stairs out always lead up to the surface, if the figures go any further this way the expedition is over. Stairs down lead to the next dungeon level, which will begin with a stairway and two lengths of passage leading from it.
ROOMS Rooms will be discovered behind many of the doorways. They may contain monsters, traps and treasure.
When a room result is generated, consult the Room Type Table to find out what type of room it is. The table also tells whether it is a small or large room section.
Room Type Table 2D6 Room Type Room Section 2-3 Lair Large 4-5 Hazard Small 6-8 Normal Small 9-10 Normal Large 11-12 Quest Large
Normal: Empty rooms.
Lairs: Lairs are the home of groups of monsters who have colonised the dungeon and live in its dark chambers. Roll on the Type of the Monsters Table to find out what sort of monsters are here, and then roll to see how many of them there are. Lairs also contain a treasure chest; if the figures open this, consult the Treasure section to see whats in it.
Quest: the key locations in a dungeon level, Quest Rooms usually contain something vital to the figures chances of success or the final objective of the quest or mission. Quest Rooms always have monsters in them and one of them its always a boss, a big creature such as a troll or a minotaur, and generally of Star status. Roll on the Type of the Monsters Table to find out what sort of monsters are here, and then roll to see how many of them there are. Quest Rooms also contain a treasure chest.
Hazard: These rooms contain some type of special feature, such as a magic fountain, an ancient sarcophagus, or a gaping chasm. Consult the Hazard section to discover what feature is in the room.
Hazard Table 1D6 Hazard 1 Wandering Monsters 2 Non-Player Character 3 Chasm 4 Pool 5 Shrine 6 Crypt
Wandering Monsters: find out what type they are and roll on how many of them.
Non-Player Character: There is a hostage guarded by a group of monsters. If the figures defeat the hostages captors and escort him back to surface, they will get a reward of 100 gold crowns.
Chasm: Generate a group of monsters and place them on the opposite side of the Chasm, as well as a door and a treasure chest. Figures must make an opposed task test if they want to cross it, but if they fail they fall into the Chasm, never to be seen again.
A safer way to cross the Chasm is one figure jumping it with a rope and then make some kind of rope ladder or bridge for the others to pass safely and without doing an opposed task test. Obviously, this cannot be done as long as there are monsters in the room.
Pool: Any figure may drink from the pool. Magic Pools affect people in different ways each time they take a drink, so a separate roll must be made for each figure:
1D6 Result 1-2 Poisonous 3-4 Antidote 5-6 Luck
Luck: it allows figures to re-roll once any type of dice during an encounter. E.g. an elf shoots his bow and rolls a 2 and misses, so he re-rolls that die again and now scores a 6, hitting his enemy and thus spending his point of luck. Poison: if you result poisoned you must immediately take an antidote or be healed by a wizard or similar. Otherwise, roll in the chart Shaky and Feverish from LOA in page 21 that you can also find in the Fallout folder, in THW yahoo group. If you result dead for poison effect, you can still use the Cheat Death ability.
Antidote: it acts as an antidote against poisoning.
Shrine: it can only be used once so only one figure could beneficiate from it. Roll in the following table:
1D6 Result 1 Blessed 2 Trap 3 Infra red vision 4 Warrior rage 5 Trap 6 Cursed
Blessed: The figure has +1 to his Rep in his next opposed task or his next round of combat.
Trap: Roll on the Trap Table. Infra red vision: The figure gets infra red vision until he exits the dungeon.
Warrior Rage: The figure becomes Psycho for the whole encounter.
Cursed: The figures has -1 to his Rep in his next opposed task or his next round of combat.
Crypt: If a figure wants to open a crypt, roll on the following table:
Undead creature: roll 1D6, 1-5 a skeleton rises from the crypt, on a 6 it is a spectre, wight, mommy or similar, your choice.
ROOM DOORS Immediately after generating the room type and its contents, roll two dice and consult the Room doors Table to find out it there are any other exits. If there are doors, put them in any wall at your choice.
2D6 Number of doors 2-6 None 7-8 1 door 9-12 2 doors
TRAPS Every time a seven is scored on the dice activation, one of the figures of the group at random, has stepped into a trap. Such figure must immediately roll vs. its Rep to see what happens:
Trap Table Pass 2D6 The trap doesnt work. Pass 1D6 If in melee the trap springs. If not, figure tries to disarm it, roll for opposed task. Pass 0D6 The trap springs, roll for effect.
Types of traps: traps can be poisonous if you score a six on 1D6. Also they can be of difficulty level 1, 2 or 3. The difficulty level of the trap is the factor to apply for the opposed task roll when trying to disarm it. It also determines the impact of the trap when calculating damage.
You can settle the level of the trap according to the Rep of the figure. For example Reps 3 only finds traps level 1 and Reps 4 traps level 2 and so on; or just roll 1D6: 1-2 level 1, 3-4 level 2, 5-6 level 3.
MONSTERS The type of monsters to be generated in a dungeon must be worked before starting to play. Fill a table like the one below with appropriate monsters and then roll 1D6 and add the Rep of your Star, the total in the Type of Monster Table is the type of monster you encounter. Optionally, you can add a further +1 to the final score for each deep level you go down into a dungeon.
In a typical WHF dungeon, we may encounter the following monsters:
Type of Monster Table 1D6 + Rep Type of Monster 4 Spiders 5 Bats or rats 6 Goblins 7 Goblins and orcs 8 Goblins and orcs 9 Orcs 10 Orcs 11 Orcs and one troll 12 Trolls
Boss monsters only appear in Quest Rooms and are previously defined by the player before starting to play. Boss monsters are usually Stars and wear some magical item with them.
Once you have worked out the type of monsters, roll for how many of them, then grid off the room in 1 increments and roll 2D6 to plot their location. Example: 3 and 5 would be 3 from the wall that the figures entered and 5 away from the wall to their left towards the centre of the room. Next roll for Enemy Threat.
MONSTERS REASON TO FIGHT Every time a group of monsters either drops below its half or its leader dies, roll on the Reason To Fight Table, using the higher Rep in that group of monsters:
Pass 2D6 Carry on Pass 1D6 Runaway if casualties or casualties plus the leader of the group. Otherwise carry on. Pass 0D6 Runaway
Monsters and characters that runaway, will leave the room or passage in the opposite direction of the fight, as fast as possible. If they escape, monsters will rally automatically in the next room or dungeon level, and stay there until you pay them a visit; Stars and followers will need to be rallied normally.
If there is no physical way of escaping, monsters will drop their weapons and beg for mercy.
TREASURE Second only to fame and glory, the thing closest to any heros heart is the discovery of vast hoards of treasure. The dungeons and hallways burrowed out beneath the surface are filled with gold and magical treasures of awesome power. Heroes can acquire magical weapons, scrolls and potions to help them in future battles, and gold to pay for followers or buy equipment.
Treasure may be found in the treasure chests and also looted from slain monsters. Boss monsters may have magical items that can also be looted.
Whenever you open a treasure chest roll on the Treasure Chests Table:
1D6 Result 1 A rope and 30 gold crowns 2 50 gold crowns 3 100 gold crowns 4 150 gold crowns 5 1 potion and 50 gold crowns 6 Magic treasure (roll on the Magic Treasure Table)
Magic Treasure Table 1D6 Result 1 Ring 2 Potion 3 Armour 4 Weapon 5 Scroll 6 Wand
Magic Ring of protection: raise in 1 the armour level of the user. Magic Potion: roll 1D6 1-2 healing or antidote, 3-4 infra red vision, 5-6 courage (+1D6 for Enemy Threat Test/wanting to charge/being charged).
Magic Armour: 1-3 shield (it reduces in -1 Rep of enemy shooters), 4-6 body armour (user wins draws in melee).
Magic Weapon: +1 to Rep in melee.
Magic Scroll: It can only be used by wizards.
Magic Wand: it can only be used by wizards. Magic wands contain one spell at random. Roll 1D6, the wand has that many charges and each time it is used to cast the spell, a charge is used up.
ITEMS MAXIMUM ALLOWANCE For simplicity's sake, each playing character and follower can carry up to ten small items (purse, knives, torches, potions, food, antidotes and other objects of similar size). Five of medium size (shields, quivers, weapons, etc.) and one of large/heavy size (any type of armour).
Only two handed and shooting weapons cost one full activation to pick or swap.
LOOTING CORPSES You can loot people killed in a fight. You can loot once per corpse. Corpses will have the weapon they were using, and 1D6 gold crowns. If you roll 6, roll again and add the score to that 6 to see how many gold crowns youve got in total. You can do this again and again as long as you get sixes on your roll.
BETWEEN EXPEDITIONS An expedition begins when the figures are placed on the first stairway section, and ends when the last surviving one of them ascends a stairway that leads out of the dungeon.
Regarding experience, each level of a dungeon is considered an encounter.
After going out, the first thing you have to do is dividing the treasure equally among the players, and then paying your followers (their Rep x 5 gold crowns). Only after that, you can spend some gold buying some items and hiring new followers. Once youve done this youre ready for a new expedition.
Cost Table Item Cost Studying and training. Gain an attribute 600 Followers Rep of the figure X 20 Armour Shield 10 Leather armour 25 Chain mail armour 50 Plate armour 200 Mithril armour 400 Weapons Dagger, spear 10 Throwing weapons 10 Axe, war hammer, mace 25 Sword 35 Two handed axe, halberd 50 Two handed sword 60 Short bow and arrows 20 Bow and arrows 25 Long bow and arrows 50 Cross bow and bolts 40 Equipment 10 feet of rope 5 Torch 5 Potion 50 Scroll 100 wand 300
Whenever you buy new items or sell those ones looted in a dungeon, roll 2D6 vs. your Rep in the Barter Table.
Barter table Pass 2D6 Sell and buy at half. Pass 1D6 Sell at half and buy at normal price. Pass 0D6 Sell at and buy at double.
Any item from the table can be magic for a price. To find out the price of a magic item, multiply its normal price per ten, but do this before rolling on the barter table. For example, a magic sword would cost 35x10 = 350 gold crowns, but that price could vary from 175 or to 700 gold crowns!
NEW ATTRIBUTES All attributes listed in Montjoie rules plus: Barter- Add +1 to your Rep when bartering. Expert thrower- Roll an extra die when throwing anything and add 2 to the maximum range distance. Finesse Apply +1 to OD for any hit. Heroic fighting Character allowed using manoeuvre in melee. Infra red vision- can normally see at night and in dark places. Living legend Famous or infamous characters that strike terror in their enemies. Larger than life Its the normal Larger than life skill available only for Stars but with a new addition. When killed by a lower Rep, the Star figure can choose between leaving the game in that moment normally, or stay in the game wounded with a permanent minus 1 to his Rep. Magic lore 1 and 2 Skill needed to handle magical artefacts. Martial Arts Character will add +1D6 to manoeuvre test, keeping the two best scores. Mule Character can carry double quantity of items normally allowed, and plate armour does not hinder movement. Lock pick It allows doing opposed tasks to lock/unlock any lock. Sixth sense Character will add +1 to his/her Rep when checking a surprise and an awareness test. Snake eater Immune to all poison effects. Stealth - It gives you a +1 to Rep when doing sneak or stealth opposed tasks. Trapper Roll one more dice for trap tests and pick the two best results. Weapon proficiency- For each level of Weapon proficiency with a specific weapon, the character rolls 1D6 more in melee when using that weapon. For example, if the character has weapon proficiency level 2, he will roll 4 dices in melee, thought he only keeps two of them.
ABOUT WEAPONS. OPTIONAL Weapons can hurt a maximum of figures equal to their target rating. Good one handed swords have target rating 2.
Some weapons can reach enemies without base to base contact, the advantage of this is that wearers of such weapons are unaffected by a negative melee result if the opponent is out of reach.
Examples of some weapons: 1 handed sword is R0, T2, I3. A 2HW is R1, T1, I4. A bastard sword is R1, T1, I3. Pole weapons and net have R2. Axes and maces have bonus +1 to break shields.
Breaking shields: If a character successfully parries a blow with his shield, it is broken if the score of the shield passing dice is lower than the impact of the weapon that hit it. For example: One follower Rep 3 in melee against an orc rolls 3, 4 and a shield dice of 2. The orc Rep 4 rolls 4 and 2, passing the same dice than the follower if we count his shield dice. As the score of the shield dice is lower than the impact of the weapon the orc is wielding, a sword I3, the shield is smashed and rendered useless. From now on, the follower will fight without shield.
Magic shields can only be broken by magic weapons.
Throwing weapons: men armed with throwing weapons are not considered missile men in melee. They can recover the thrown weapons only if they win the melee and not if they runaway.
EXPERIMENTAL RULES FOR HEROIC FIGHTING. OPTIONAL Remember Conan slashing enemies under the Mountain of Thulsa Doom, right?
This special type of fighting can only be done by Stars or by characters with the attribute Heroic Fighting.
MANOEUVRE. OPTIONAL This special type of fighting happens just before melee, in order to gain some advantage in melee before resolving combat. Therefore, more dice than usual are rolled, first to see who gets some advantage (manoeuvre), and then for the normal melee.
The attacker rolls 2 dice vs. his Rep, modified by -1 if the adversary has a higher Rep.
Manoeuvre Table Pass 2D6 Manoeuvre. Pass 1D6 Go to melee. Pass 0D6 Bad stuff.
Only the active figure has the option to try to do a manoeuvre before melee.
TYPES OF MANOEUVRE. OPTIONAL
- Bash attack (modified from RSBS): If successful, attacker strikes defender with his shield. Defender must rolls 2D6 vs. his Rep: pass 2D6 falls back 1, pass 1D6 falls back 2, pass 0D6 knocked down. If failure attacker stumbles and falls to the ground. Attacker must have a big shield to do this manoeuvre.
- Net Attack (modified from RSBS): If successful defender is trapped in the net and must rolls 2D6 vs. his Rep. pass 2D6 he frees himself, pass 1D6 he frees next turn, pass 0D6 must try next turn. A trapped figure cannot do anything at all until free. If attack fails, attacker looses his net forever.
- Flank Attack (modified from RSBS): If successful, attacker flanks defender and gives -1 to Defenders Rep in the next melee round. Also, if the attack is on the unshielded side, defender wont get the shield bonus. If the attack is failure, the result is the other way round, the defender flanks attacker.
- Sand attack (modified from RSBS): If successful, attacker throws sand in defenders eyes. A figure with sand in his eyes will roll 1D6 at the beginning of every turn. First time sand goes off rolling a 6, second turn by rolling 5, 6, and so on and so forth. While having sand in his eyes, he will fight only with 1D6 and all his movement is halved. If attack is a failure, defender sees attackers intention and in an anticipation movement abort attackers manoeuvre and gives -1 to attackers Rep.
- Frontal back attack: Also knows as the Conan move ;-) If successful, attacker moves through defenders guard and slashes defenders back and defender counts unshielded. If failure, it happens just the opposite.
- Feign: Like FBA but the other way round. This manoeuvre could be seen as exactly the same as FBA but it is not as in a narrow tunnel or small room the final position of fighters can be very important. If success, attacker fakes an opened guard and let defender counter strike, then moving aside and striking at his back.
- One and Two attack: If success attacker strikes first defender, goes through his guard and attack the next defender in a 2 radius. With this manoeuvre, a character can attack two separate figures in the same activation. If failure, attacker gets trapped between the two defenders, the fist one at his back, and then melee is resolved. - Whirl attack: When a figure starts his activation surrendered by enemies in melee range, he can try this manoeuvre. If success all enemies falls back 1. This can be really advantageous if you are using a two handed or pole weapon, as you could attack in your activation without risk. If failure, resolve melee normally, with one of them attacking at your back.
- Thrust and parry: Some sort of Feign. If success, thought defender wins melee, he cannot hurt attacker. If failure, thought attacker wins melee, he doesnt hurt defender.
- Delay: Automatic, no need to roll for manoeuvre. Double number of total D6 to roll in melee, but dont hurt thought you win. Ideal to hold a position or delay, but note that as with all the manoeuvres, it can only be done in the figures activation.
- Break: If success, attacker can break contact from melee and move up to 4 in the opposite direction to enemy in contact. If failure, attacker is attacked at his back during defenders activation. A figure breaking contact cannot enter in melee with another figure in the same activation.
- Combo: Right after attacker doing a successful manoeuvre and winning the melee, he can try again another manoeuvre but resting -1 to his Rep for the manoeuvre test, a -2 if a second time and so on. It cannot be done a combo after a break.
Many thanks to the author of all these fantastic pictures, Mr. Nikolas Lloyd, who has kindly allowed me to use them for this specific document. You can see them in bigger size, together with some more, as well as a lot of interesting articles at his site: http://www.LloydianAspects.co.uk/