Home
New
Quests
Tiles
Gallery
FAQ
Furniture
Heroes
Monsters
Rules
Spells
Reviews
Icons
Finding HQ
Links



RULES FOR THE ARMORY


Here are some new rules for the armoury for you to use as needed.


WhiteballThe Armory will buy back weapons at 1/2 their cost (round down). The Armory will buy back weapons taken from all monsters except the Undead.

WhiteballHeroes can carry only a limited number of weapons at a time (this includes bows). I set this number at three, you may want to raise or lower this number. You also may want to 'fudge' on this number some - a Hero could carry more daggers but fewer halberds.

WhiteballHeroes may take weapons from monsters they have killed, except for the Undead, to sell or use. A Hero must tell the Game Master when he wishes to take a weapon, then note it on his chart. The Hero that kills the monster gets first choice on the weapon the monster was carrying, then any other Hero in the room can take it on his turn. The weapon is gone if all the Heroes leave the room or hallway.

WhiteballIf a Hero's weapon is destroyed in battle, he can either take one from a dead monster or use one he is carrying.

WhiteballSwitching weapons, including going from a bow to a melee weapon, takes 1 turn. During this turn the Hero may not attack.

WhiteballBelow is a list of the weapons carried by monsters:




ARMORY


Weapons
Name Price Attack Dice Diagonal Special
Dagger
25
1
N when stabbing

Y When Throwing

Can be thrown at any monster in line of sight.
Lost when thrown.
Hatchet
50
1
N when chopping

Y when thrown

Cannot be used by Wizards.
Can be thrown at any monster in line of sight.
Not lost when thrown, but is broken on a roll of 4-6 on a red die.
Staff
100
1
Y
May not use a shield while wielding this two-handed weapon.
Whip
125
1
Y
Cannot be used by Wizards.
Shortsword
150
2
N
Cannot be used by Wizards.
Axe & Hammer
200
2
N when chopping

Y when thrown

Cannot be used by Wizards.
Can be thrown at any monster in line of sight.
Not lost when thrown, but is broken on a roll of 4-6 on a red die.
Flail
250
2
Y
Cannot be used by wizards.
Spear
400
2
Y
Cannot be used by Wizards.
Spears can be used to attack enemies TWO squares away from the Hero.
Spears can also be thrown at any monster in the Hero's line of sight.
A Hero can always recover a thrown spear, but this will take a turn and cannot be done during combat.
May not use a shield while wielding this two-handed weapon.
Broadsword
250
3
N
Cannot be used by Wizards.
Longsword
350
3
Y
Cannot be used by Wizards.
Halberd
500
3
Y
Cannot be used by Wizards.
Halberds can be used to attack enemies TWO squares away from the Hero.
May not use a shield while wielding this two-handed weapon.
Battle Axe
450
4
N
Cannot be used by Wizards.
May not use a shield while wielding this two-handed weapon.
Two Handed Sword
600
4
Y
Cannot be used by Wizards.
May not use a shield while wielding this two-handed weapon.
Short Bow
100
1
Y
Cannot be used by Wizards.
May not use a shield while wielding this two-handed weapon.
May not be used to attack an enemy in an adjacent square.
Takes one turn to switch from a Short Bow to a hand-to-hand weapon, during which the Hero may not attack.
Long Bow
200
2
Y
Cannot be used by Wizards.
May not use a shield while wielding this two-handed weapon..
May not be used to attack an enemy in an adjacent square.
Takes one turn to switch from a Long Bow to a hand-to-hand weapon, during which the Hero may not attack.
Crossbow
300
3
Y
Cannot be used by Wizards.
This weapon takes 1 turn to reload, during which the Hero may not attack
May not use a shield while wielding this two-handed weapon.
Takes one turn to switch from a Crossbow to a hand-to-hand weapon, during which the Hero may not attack.
Unlike other bows, the Crossbow MAY be used to attack enemies in an adjacent square.


Note: After a Hero throws a 'recoverable' weapon, the Game Master needs to tell him which square it landed in. If the Hero rolled at least one skull, the weapon is in the same square as the monster. It can only be recovered after the monster is killed. If the Hero did not roll any skulls, the weapon flew in a straight line from the Hero to the Monster to the nearest wall. The Game Master should decide which square this is and tell the Hero that the weapon landed in it. The Hero must physically move to the square his weapon landed in to recover it. Here are some tiles (9k) that you can download to place on the board to represent thrown weapons.

Armor
Name Price Defense Dice Special
Small Shield
150
+1
Cannot be used by Wizards.
Cannot be used by any Hero using a two-handed weapon.
Large Shield
300
+2
Cannot be used by Wizards.
Cannot be used by any Hero using a two-handed weapon.
Helmet
125
+1
Cannot be used by Wizards.
Chain Mail
500
+1
Cannot be used by Wizards.
Plate Mail
850
+2
Cannot be used by Wizards.
Reduces the wearer's speed to 1 Red Die
Alternately, you could use these designations for armour:
Leather Armour
500
+1
Cannot be used by Wizards.
Chain Mail
850
+2
Cannot be used by Wizards.
Plate Mail
1200
+3
Cannot be used by Wizards.
Reduces the wearer's speed to 1 Red Die


Other Items
Name Price Special
Toolkit
250 Used to disarm traps


Note that there are special items for sale under this category that appear in specific quests.