by Maankin
I really like this game system, even more with a few house rules, but there are still a few things that rub me the wrong way.
One of these is the fact that the encounter card decks consist of a mix of cards that are related to either exploring or combat.
Some examples:
exploring: Lost, Treasure chest, the traps and hazards, ...
combat: A gap in the armor, Revel in destruction, Cowardly Flight, etc.
(neutral: gray ooze, the environment cards, deep tremor, ...)
Because a card is pulled both when exploring a new tile (black arrow) or when not exploring (probably because of a fight)
it often happens that the card makes little sense (e.g. Phalagar's Lair when in a fight
![soblue]()
).
A simple solution is to create 2 different encounter decks: one with combat related cards and a second with the rest and to pull a card from the first pile if the Hero had a fight in it's current turn and he/she did not explore.
The problem here is that there are only (over the three games) around 25 cards that actually (*cough*) make sense during combat.
This creates an opportunity to design a
combat encounter deck (ideally of 54 cards) that can breathe some extra life into the combat system in these games.
STATUS: 22/54 As a start:
Fistfull of dust: As your opponent falls to his hands and knees he grabs a fistfull of dust and throws it with a swift gesture at your face. Until the end of his or her next turn the current hero has a -3 penalty on attack rolls.
Lucky strike: Suddenly the monster stumbles, right into the path of your sword. Make an extra at will-attack. Draw a new combat encounter card.
Kick in the shins: As if in slow motion you see a metal tipped boot connect with you shin. Then the pain starts to blossom. Attack the active hero: Attack +8, 2 damage and slowed, miss 1 damage.
It's a trick! You hear a loud cackle. Suddenly the room begins to warp. What seems like minutes later things finally settle down and you notice with a startle that something's amiss... Swap a monster on the active hero's tile with the monster farthest from his or her.
Hit and Run The monster dashes forward, aims a stab at your kidney and cowardly makes a run for the corridors. Attack the current hero. Attack +10, 1 damage. Move the closest monster 1 tile away from the current hero.
I'm terrible at flavor text and I fear the deck will become dull/samey if only a single person designs it,
so I hope you like this idea enough to pick it up and contribute some ideas.
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edit: I do not own photoshop nor the required fonts to make use of GeckoTH's D&D Templates effectively(I'm using the Gimp at the moment). SO I'll need some help when everything's been playtested.
Ideas:
Divine Intervention: Suddenly a ray of bright light blinds your opponent. If there is a villain in play, he or she does not activate this turn. If not, choose a monster within 1 tile of of the active hero, this monster does not activate during it's next turn. Draw a new combat encounter card.
Orc rage: ORC SMASH! All Orcs in play immediately activate. If no orcs are in play, draw a new combat encounter card.
Surrounded: All around you, in the shadows, you see the glint of small, angry eyes. Kobolds, Goblins and Duergar within one tile of the active hero, but not adjacent to him or her move adjacent to him or her and activate.
Flask of Dragon Breath:
From the corner of your eye you see a kobold pop the cork from a little flask, down it in a single gulp and take a very, very deep breath. Attack all heroes on the active hero's tile. Attack +6, 3 damage, miss 1 damage.
Black Mist: As your adversary dies a black mist forms around his body. Suddenly the mist rushes towards you and pours into you boots. An excruciating pain surges through your body as you feel something hard materialize around your feet. If the active hero killed an enemy this turn he or she takes damage equal to his or her surge value, gain a healing surge. Otherwise, draw a new combat encounter card.
Call for help: Suddenly your opponent lets out a loud hair raising shriek. A few seconds later you hear the sound of running feet. Select a monster on the active hero's tile. Place a second identical monster next to it. Give the monster card to the player to your right. If there is no monster on the active hero's tile draw a new monster card and place the figurine on the closest tile with an unexplored edge to the active hero.
Vial of corrosive oil Your opponent pulls a vial from a hidden pocket in his cloak and throws it at you. As you deflect it with your arm it shatters and douses your backpack with a reeking corrosive liquid. As your back begins to burn you drop your backpack to the ground. You are Cursed! place this card on your hero card as a reminder. The active hero loses all abilities and bonuses granted by his or her treasure cards. At the end of your hero phase roll a die, on a 10+ discard this card.
Bad luck clings: And then everything started to go wrong. If your last attack missed all other heroes get a -2 penalty on their attack rolls until the end of your next villain phase. Otherwise, draw a new combat encounter card.
Dulled sword: Your last couple of fights left some deep dents in you sword and it's obvious you'll need to find some time to use your whetstone. You are Cursed! place this card on your hero card as a reminder. The active hero gets a -2 penaly on attack rolls. At the end of your hero phase roll a die, on a 10+ discard this card.
Champion of its kind: Suddenly the crowd of monsters around you parts and you see a huge monster stride towards you. Attach this card to the topmost monster card you control. If this monster already has a card attached to it or if you control no monter, draw a new combat encounter card. Raise the AC of this monster by 2, add a bonus of 2 to its attack rolls and add 1 to all damage it does. If there are multiple copies of this monster in play, this effect only applies to the one closest to the active hero. When discarding the affected monster card, add this card to the experience pool. 1 EXPERIENCE.
Spell Plagued Aura: The air around this monster shimmers as if it were standing under a blazing sun. However, you start to feel waves of intense cold as you move closer. Attach this card to the topmost monster card you control. If this monster already has a card attached to it or if you control no monter, draw a new combat encounter card. All Heroes that start their hero phase adjactent to this monter receive 1 damage. If there are multiple copies of this monster in play, this effect only applies to the one closest to the active hero.
Dirty Fighting: The arms of the monster in front of netted with scars, its missing an ear and it's nose looks like it's been a while since it stood up straight. Attach this card to the topmost monster card you control. If this monster already has a card attached to it or if you control no monter, draw a new combat encounter card. When this monster hits a hero with an attack that hero also becomes dazed. If there are multiple copies of this monster in play, this effect only applies to the one closest to the active hero.
Superior armour: The monster in front of you is clad in masterwork chainmail that reaches to it's knees. Attach this card to the topmost monster card you control. If this monster already has a card attached to it or if you control no monter, draw a new combat encounter card. This monster has a bonus of +2 to its AC. If there are multiple copies of this monster in play, this effect only applies to the one closest to the active hero.
Shadowdancer: The monster seems to be one with the shadows and shifts in and out of view. Attach this card to the topmost monster card you control. If this monster already has a card attached to it or if you control no monter, draw a new combat encounter card. This monster can only be attacked by heroes adjacent to it. If there are multiple copies of this monster in play, this effect only applies to the one closest to the active hero.
Leadership: As the creature strides into the room the confidence of the other monsters seems to grow and they resume their attacks with an increased vigor. Attach this card to the topmost monster card you control. If this monster already has a card attached to it or if you control no monter, draw a new combat encounter card. All monsters on the same tile as this monster receive a bonus of +2 to their attack rolls. If there are multiple copies of this monster in play, this effect only applies to the one closest to the active hero. When discarding the affected monster card, add this card to the experience pool. 1 EXPERIENCE.
Orb of fire: You see a kobold standing in a corner with a scroll in its hands muttering something under its breath. Attack the active hero: Attack +7, 2 damage, miss 1 damage.
Dust of Choking: Your opponent unhooks a pouch from his belt, slashes it, throws it into the air and scampers away to a nearby corridor. Move a monster on the active hero's tile one tile away. Attack all heroes on the active hero's tile: Attack +6, 2 damage and stunned, miss: 1 damage.