Friday, September 9, 2016

Prisoners



Prisoners
Many adventures have prisoners and there are even some great board tiles out there. Here are some optional rules to spice the game up a bit when prisoners are liberated from their jail cells or their captors.  
D6
Details
1
Ambush! The prisoners are actually more of the same type of Monsters that guarded them in a magical disguise. They gain Ambush and Hate towards the Warriors.
2
Ambush! The prisoners are actually servants to the dungeon lord and are armed with various crude weapons but are wearing only robes. They start to yell, alerting the guards. The servants have Hate towards the Warriors. Roll on the DL Random Monster Table. The Monsters arrive the following Turn.
Servants
W
M
WS
BS
S
T
I
A
DD
$
10
4
4
5+
4
3
4
1
1
100
Special Rules:
Hates Intruders (the Warriors & any escaped prisoners)   
3
The prisoners are grateful but too weak to help out in any way. If cured, roll D6. On a 1-4, they will thank the adventures and depart insisting they will take their own chances. On a 5+ they are willing to join in the adventure if invited. Treat as free Henchmen.  They quickly arm themselves with crude weapons.    
Prisoners
W
M
WS
BS
S
T
I
A
DD
$
1/5
4
1
6+
2
2
2
1
1
25
Special Rules:
Hates Dungeon Lord, Hates Prison Guards   
4-5
The prisoners are happy to join your cause, only they are too weak (with 3 Wounds each). If cured they are actually Warriors. Select from the appropriate Monster DL Table selecting the appropriate type. Despite not having their weapons and armor, they quickly arm themselves with crude but effective items. They gain Hates Dungeon Lord, Hates Prison Guards. If the adventuring party encounter the same Monster type as the prisoners later in the game, they do not attack. Instead roll on the table below.
1-3
The prisoners are considered enemies. Fight like usual.
4-5
The prisoners recognize their kin that were there looking for them! They warn the Warriors of nearby dangers then leave. Cancel the next Ambush or Trap.
6
They are all convinced to join the Warriors cause!
6
To arms! The prisoners are happy to join you. Treat them as free Henchmen. They haven’t been there that long and are relatively healthy, missing 2 Wounds each. They quickly arm themselves with crude weapons.
Henchmen 
W
M
WS
BS
S
T
I
A
DD
$
8/10
4
3
5+
3
3
3
1
1
100
Special Rules:
Hates Dungeon Lord, Hates Prison Guards   


Prison Guards
Whenever the guards are placed in a prison, make sure to include a Bossman. He will always have +5 Starting Wounds and +1 Strength minimum, if not a level higher than the other Monster guards. The Bossman is armed with a chaos weapon called a Shock Whip.
Shock Whip: -1 To Hit; Reach 4; DD + Str + Electric Shock (2D6 dmg, x2 dmg vs. metal armor).
If the Electric shock does unmodified damage higher than the DL, they have a Strength test. If the result is lower than the Bossman, the player is stunned for the rest of the Turn. If a 1 is rolled To Hit, he misses and is entangled in his own whip unable to attack for the rest of the Turn. He is considered Prone. After the battle, the Chaos Whip may have survived the battle on a 5+. It can only be used by Chaos Warriors or Chaos Dwarves.

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