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Novice
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Registered: 02-2012
Posts: 12
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Multi Level Rooms


As well as critical strikes i also finally got around to using the Multi-Level Room rules from Lair of the Orc Warlord. I've been avoiding them for years as they always seem pretty scary for some reason.

Anyway i thought up a few additions, they started as ways to deal with monsters on a height but should be useful in a number of situations.


Available at the Sailors' Wares store in the Seaport
Stock 8, Buy 300, Sell 30
Harpoon - The Harpoon is treated the same as a Spear except that a Rope may be attached to the end of the weapon. If the Harpoon hits and does damage, make a strength test for the Warrior and Monster, the user may add 1 to his roll for each Warrior adjacent to him.
If the Warriors roll is higher they may pull the Monster towards them by the difference in the Strength tests in squares. Move aside monsters as necessary. Roll for Rope breaking as normal.
If the rope breaks or the harpoon wounds it may be recovered at end of combat otherwise it may be hauled in and used again next turn.


Available from the Fletcher
Stock 9, Buy 150, Sell 15
Line Arrow - This is treated as a normal arrow except that a Thin Rope (or Elven Rope) may be attached to its end. Firing the Line Arrow uses up all of the Warriors attacks regardless of what kind of bow its fired from.
The Line Arrow may not be fired from a Short Bow.
If the Line Arrow hits and wounds, make a strength test for the Warrior and Monster, the user may add 1 to his roll for each Warrior adjacent to him.
If the Warriors roll is higher they may pull the Monster towards them by one square. Move aside monsters as necessary. Roll for Rope breaking as normal.
If the rope breaks or the Line Arrow does damage, it may be recovered at end of combat, otherwise it may be hauled in and used again next turn.
 
Stock 9, Buy 150, Sell 15
Line Quarrel - Same as Line Arrow except may use any Rope. Can't be fired from a Pistol Crossbow.


Available from the General Store
Stock 5, Buy 20, Sell 5
Thin Rope - This works exactly the same as normal Rope except roll to break Before use rather than after.
 

Alehouse Event 11 - If a Warrior already knows how to play dead the Kislevite teaches him how to use a rope as a Lasso. Instead of a normal attack the Warrior may attempt to Rope a Monster that is adjacent to the edge of a height or pit. The Rope may be thrown a number of squares equal to the Warrior's strength.
Roll to hit as normal, if the attack misses it may be retried as many times as the Warrior has attacks. If the attack hits make a strength test for the Warrior and Monster, the user may add 1 to his roll for each Warrior adjacent to him. If the Warriors roll is higher the Monster is pulled down from the height or into the pit. Move other models aside if needed. Roll for Rope breaking as normal.
If a Warrior is carrying a Rope when he rolls this event, he may choose to be taught the Lasso skill instead of Play Dead.

Last edited by wreade1872, 31/Aug/2016, 6:57 am
31/Aug/2016, 4:27 am Link to this post Send Email to wreade1872   Send PM to wreade1872 Blog
 
Warrior Monk Profile
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Lord
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Registered: 09-2013
Location: Northern Rockies
Posts: 281
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Re: Multi Level Rooms


Personally, I have always like multi-levels.
They add tremendously to the tactical possibilities!

Moreover, they make one pay attention to all of the actual rules a character type has.
Some have wonderful opportunities when it comes to multi-level encounters.

---
In service of Deity, the Latter-day Prophet, the de la Valette and mankind.
1/Sep/2016, 7:49 am Link to this post Send Email to Warrior Monk   Send PM to Warrior Monk Blog
 


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