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Old December 21st, 2009, 03:17 PM
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Velenne Velenne is offline
 
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Re: Knights of the Daystorm - custom 5-part campaign

Custom Treasure Glyphs and Traps. I plan on using very simple d20-based treasure and trap tables.

Quote:
Originally Posted by Treasure
Shield of Arrow Deflection: +2 Defense vs. non-adjacent normal attacks

Seeking Ammunition: Units defending against non-adjacent normal attacks from the owner cannot negate the attack using any special power on an Army Card or glyph.

Amulet of Health: Grants 2 extra Life to the owner .

Boots of Haste: +2 Move to the owner. Further, the owner may move an additional 2 spaces if the owner does not attack this turn.

Vorpal Sword: When making a normal, adjacent attack, if the owner rolls a skull on every dice, the defending figure receives a wound for every skull and cannot roll any defense dice.

Ring of Protection +2: +2 Defense

Eyes of the Eagle: +1 to Range if the owner already has a Range greater than 1.

Potion of Cure Light Wounds: After moving and instead of attacking, discard the Potion of Cure Light Wounds and remove 2 wounds from the owner.

Scroll of Teleport: (Wizard only) Before moving and instead of attacking, discard the Scroll of Teleport and choose an empty space up to 8 clear-sight spaces away from the owner. Move the owner and up to two adjacent friendly figures to that space. Place any chosen teleported figure(s) adjacent to the owner. If the owner and any chosen figures are engaged when they start to teleport, they do not take leaving engagement attacks.

Scroll of Deep Slumber: (Wizard only) After moving and instead of attacking, discard the Scroll of Deep Slumber and choose a Common figure within 5 clear sight spaces. Roll a d20. If you roll a 10 or higher, remove all Order Markers from that figure's card.

Luckstone: When the owner rolls a d20, add 1 to whatever number is rolled.

Last edited by Velenne; December 21st, 2009 at 03:22 PM.
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