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
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Details
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1
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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.
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2
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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.
Special Rules:
Hates Intruders (the Warriors & any escaped prisoners)
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3
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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.
Special Rules:
Hates Dungeon Lord, Hates Prison Guards
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4-5
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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.
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6
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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.
Special Rules:
Hates Dungeon Lord, Hates Prison Guards
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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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