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General Rules Including Element Effects & Dynamic Turn Order

PostPosted: August 3rd, 2025, 2:56 pm
by Gold Bearer
This consolidates a few things by including rules from the different versions (like Unconscious and In Shock for reaching 0MP) and adds a few things. I use the term Adventure instead of Quest to account for Multi-Quest Adventures and Adventurer to include Heroes, Followers and NPCs. These optional rules neatly accompany (but aren't necessary for) the spell rules: viewtopic.php?f=38&t=7219


Movement Types
To convert between set movement and rolled movement: 1 = The lowest one of three dice, 2 = The lowest one of two dice, 4 = One die, 6 = The lowest two of three dice, 8 = The total of two dice, 10 = The highest two of three dice, 12 = The total of three dice. The Movement Caps of armour should match the movement type you're using.


Diagonal Movement
All Characters can move diagonally costing 1.5 squares, giving them a circular move radius. You can't move diagonally between two enemies.


Backtracking Movement
I never liked the rule that you can't retrace steps in the same turn but Fireburst traps don't work without it, so just reveal the Fireburst when they end a movement in the same room or corridor if you're not using that movement rule. Using the end of movement instead of the turn allows them to escape if they have the right spell.


Actions
Main Actions: Characters have one Main Action per turn. Attacking, Searching, Disarming, usually Casting, basically anything that isn't specified as different Action.

Bonus Actions: Characters have one Bonus Action per turn and can be taking during a Movement Action unless it also uses your Main Action (eg. Casting from a Scroll) or the rules say otherwise. Using an Item, giving or taking an Item from an adjacent (including diagonally) Ally when there are no adjacent Enemies to either of you or anything Character or Quest specific that says it's a Bonus Action.

Free Actions: Unlimited, sometimes can be during a Movement Action (eg. opening doors).

Reactions: Usually 'out of turn' spells. More of an alteration to Actions, always falls into another Action type.

Movement Actions: Roll immediately before moving if you're using random movement.

Running Actions: Non-Undead characters can Run at the start of a turn performing no other Actions during that turn other than opening a door, which ends the turn. Elven Characters run with the highest two of three dice, Dwarven Characters run with the lowest two of three dice and other Characters run with the total of two dice unless their rules state otherwise. Armour that caps maximum Movement applies as a fixed cap to the roll even if you're using rolled movement. You then add their normal movement on top to get their Running total.


Turn Order
Before a Hero's turn the player rolls a combat die: Skull = Their Hero and any of their Followers take their turns and then the next Hero player rolls, White Shield = The remaining Adventurers all take their turns before the EWP, Black Shield = EWP takes their turn before any remaining Adventurers.
A Hero player can (before rolling) choose to Delay their turn, moving it (and their Followers turns) to the end of the Hero turns. If another Hero player then delays their turn they then move to the back of the Hero order. The EWP can choose to Delay their whole turn until after all of the Adventurer turns, they cannot break up their turn. Each turn can only be Delayed once per round.


Conditions
Dead: When a Character is reduced to a negative number of BP they are Dead and cannot be healed, unless it's by using something that's capable of reviving Characters. Any ongoing spells they were maintaining and that were effecting them are ended but Conditions remain if they're revived unless the rules say otherwise.

In Shock: If a Character is reduced to exactly 0MP they are In Shock, they can attack with no more than one combat die and defend with no more than two dice (attack/defence dice can still be raised by magical effects) and can move at no more than half rate.

Unconscious: A non-Undead Character falls Unconscious if they are reduced to exactly 0BP or a negative number of MP, their MP then resets to 0 if it's a negative amount. Any ongoing spells they were maintaining are ended. They are brought back up if their BP and/or MP is increased above 0. Unconscious Characters cannot defend and can be killed. Unconscious Characters can be carried by another Character by starting their turn on their square and using their Main Action, they are reduced to no more than half Movement while carrying but can still Run (moving no more than half the total).

Downed: An Undead Character is Downed if they are reduced to exactly 0BP. Roll a combat die at the start of their turn, Skull = Gets back up with 1BP but can only take one of either their Movement Action or their Main Action, White Shield = Gets back up with 1BP and misses their entire turn, Black Shield = Gets back up with 1BP and takes their entire turn. Downed Characters cannot defend and can be killed. I suppose they can be carried, wft not.

Burning: Triggered on a combat die roll if you take Fire damage, even if you're Resistant to Fire and rolled a white shield (so actually didn't take damage), Skull = Burning if you have Vulnerability to Fire damage, White Shield = Burning if you don't have Vulnerability or Resistance to Fire damage, Black Shield = Burning if you have Resistance to Fire damage.
Lose an additional 1BP at the end of your turns, you or a directly adjacent Ally can use their Main Action to put the fire out. 0MP Undead can't put it out.

Shocked: Triggered on a combat die roll if you take Lightning damage, even if you're Resistant to Lightning and rolled a white shield (so actually didn't take damage), Skull = Shocked if you have Vulnerability to Lightning damage, White Shield = Shocked if you don't have Vulnerability or Resistance to Lightning damage, Black Shield = Shocked if you have Resistance to Lightning damage.
Lose the same MP as the BP damage inflicted and any and any ongoing spells you were maintaining are ended.

Frozen: Triggered on a combat die roll if you take Ice damage, even if you're Resistant to Ice and rolled a white shield (so actually didn't take damage), Skull = Frozen if you have Vulnerability to Ice damage, White Shield = Frozen if you don't have Vulnerability or Resistance to Ice damage, Black Shield = Frozen if you have Resistance to Ice damage.
You are unable to take any Actions until after your next turn. If you are target by of in the AoE of anything that can caused Fire Damage then you are unharmed and no longer Frozen.

Poisoned: Triggered on a combat die roll if you take Toxin damage, even if you're Resistant to Toxin and rolled a white shield (so actually didn't take damage), Skull = Poisoned if you have Vulnerability to Toxin damage, White Shield = Poisoned if you don't have Vulnerability or Resistance to Toxin damage, Black Shield = Poisoned if you have Resistance to Toxin damage.
Roll two combat dice at the start of your turns: Two Skulls (1 in 4) = Lose 1BP, Two White Shields (1 in 9) = Cured, Two black Shields (1 in 36) = Lose 1BP and then cured. Anything else (11 in 18) they're still Poisoned.
Poison is cured by the following spells: Heal Body, Heal, Warmth, Healing, Mineral Soothe, Soothing Breeze, Regeneration, Phoenix, Restoration and (if Cast on a target with Chaos in the name) Restore Chaos. It can also be cured by using (and discarding) an Anti-Poison Quill and potentially by other Items.

Diseased: Usually triggered by a Character with the Disease Ability rolling more combined skulls and black shields in an attack than the target's number of shields.
Roll two combat dice at the start of your turns: Skull + White Shield (1 in 3) = Can take either your movement or your Main Action this turn, Two Skulls (1 in 4) = Lose 1BP, Skull + Black Shield (1 in 6) = Lose 1MP and you can only take either your movement or your Main Action this turn, White Shield + Black Shield (1 in 9) = Just still Diseased, Two White Shields (1 in 9) = Cured, Two black Shields (1 in 36) = Lose 1BP and then cured.
Disease is cured the following spells: Water of Healing, Aid, Soothe, Water Walking, Rejuvenation, Healing Mist, Invigoration, Gust of Healing, Restoration and (if Cast on a target with Chaos in the name) Restore Chaos. It can also be cured by drinking (and discarding) a Holy Water and potentially by other Items.

Drunk: Roll a combat die at the start of your turn when Drunk: Skull = Still Drunk, White Shield = You sober up, Black Shield = Still Drunk, you miss your turn heaving.
+2BP & -1MP, can raise BP over maximum but can't lower MP below 1.
Miss an attack if you roll any black shields, takes priority over other rules that use black shields for the attack.
Can't move more than three squares in a straight line unless you have a wall to lean against.
Loses ability to read properly, use the Chaos Scroll rules if you attempt to Cast from a Scroll, if you attempt to Cast from a Chaos Scroll or from an Elven Scroll as a non-Elven: Skull = Fail and lose your Action and the Scroll, White Shield = Fall and lose your Action, Black Shield = Succeed.
When Searching roll a combat die: Skull = Fail, White Shield = Success, Black Shield = Fail and you make so much noise you trigger a Wandering Monster.

High: Roll a combat die at the start of your turn when High: Skull = Still High, White Shield = You straighten up, Black Shield = Still High and you miss your turn as your mind wanders.
+2MP & -1BP, can raise MP over maximum but can't lower BP below 1.
Spell affects are doubled (as if the spell was Cast twice at the same target).
If there is an unsearched Cupboard with an available directly adjacent square to the front part within reach during your turn you move to it looking for food to quell your munchies, triggering any Trap and/or taking Treasure the Cupboard contains in the Quest notes.
Distracted by anything shiny, if you find something shiny like a gem or jewellery (not Gold) then your turn is over and you miss your next turn, don't roll the combat die on your next turn.
Tends to wander off, if there are no Enemies in sight and there any unexplored areas within your Movement reach you simply must go exploring. If there are multiple unexplored areas within your Movement reach you can choose which one you move into.


Elements
Characters can have Vulnerability, Resistance, Immunity or Absorption to Fire, Ice, Lightning or Toxin based damage either naturally or through effects such as Items. These stack, for example if a Character has two sources of Fire Resistance they would be Immune to Fire based damage, and if a Character has two sources of Fire Vulnerability and one source of Fire Absorption they would be Resistant to Ice based damage as the two Vulnerabilities would move the Absorption down two places.

Vulnerability: Roll a combat die when you take damage from an Element you're Vulnerable to: Skull = Double damage, White Shield = Normal damage, Black Shield = +1 damage.

Resistance: Roll a combat die when you take damage from an Element you're Resistant to: Skull = Half damage rounding up, White Shield = No Damage, Black Shield = Half damage rounding down.

Absorption: Roll a combat die when attacked by an Element type you have Absorption to: Skull = Damage is added to current BP, White Shield = Damage is added to current BP and raise their Max BP if it takes them above their normal maximum, Black Shield = No damage.
When HP is raised above its normal maximum through Absorption the additional BP can't be healed once lost, except through further Absorption and returns to their normal maximum BP at the end of the Adventure.


Mercenaries
Novice: Up to one hired Follower at a time.
Champion: Up to two hired Followers at a time.
Veteran: Up to three hired Followers at a time.
Master: Up to four hired Followers at a time.


Starting Equipment
Starting Equipment cannot be sold or given to another Character, and needs replacing when the Hero becomes a Champion (or after three Quests using US rules). Discard any Starting Equipment and add the sale value to the GP the Hero gets (if any) for becoming a Champion.


Selling Equipment
Equipment can be sold for half it's full value. Limited use Items that have been used are sold for 20% of their full value.


Enchanting Equipment
Weapons and Armour can be Enchanted at a Magic Shop for half their full value, making them a Magical Weapon or Armour and protecting them from spells that target Equipment. Enchanted Equipment can be sold for its normal full value so you get your money back if you sell them.


Perishable Supplies
For Perishable Items such as Potions and Holy Water roll a combat die for each one at the end of every Adventure: Skull = Must be used during the next Adventure or it's lost, White Shield = Still fresh, Black Shield = Discard the Item.


Holy Water
Instead of killing Undead outright roll a combat and a standard die: Skull = The Undead target loses 1BP on a roll of 1-3 and 2BP on a 4-6, White Shield = The target loses half the die roll of BP rounding up, Black Shield = The target loses BP equal to the number rolled.


Elven & Chaos Scrolls
When Casting from a Chaos Scroll or when a non-Elven is Casting from an Elven Scroll roll a combat die: Skull = Fall and lose your Action, White Shield = Succeed, Black Shield = Fail and lose your Action and the Scroll.


Spell Books
Spell Books are multiple Scrolls that can't be separated. Unless the Quest notes say otherwise they contain all the spells for Spell Groups that have six or less spells, four random spells for Spell Groups that have seven or eight Spells and three random spells for Spell Groups that have more than eight spells.


Gold
Divide all GP amounts by five, this will have no affect on gameplay and will just make the GP amounts more sensible.

Re: New Rules (including initiative rolls & deathsaves, sort

PostPosted: August 7th, 2025, 5:38 pm
by burglekutt
Please expand on Enchanting items.

Perishable Supplies:
I like this alot.

Running:
. others run with the total of two dice unless their rules state otherwise.

Sounds like only the Elf (3 Dice) is able to run fast?

Unconscious/Downed Characters:
. Non-Undead: Skull = Dead, White Shield = Gets back up with 1BP, Black Shield = Remains Unconscious.

Assuming Non-Undead means an average hero, this sounds pretty reasonable.



Getting Drunk:
. Skull = Still Drunk, White Shield = You sober up, Black Shield = Still Drunk and you miss your turn as you throw up.
Explain how you get drunk, one possibility is a random potion in the treasure deck that could do many things (roll 1D6) and at worst just gets you drunk?
Id be more merciful and say its minus -1 Att or Def but not both. For movement maybe knock off no more than 3. Missing a whole turn is a bit brutal.

Will give more feed back later. Comment on my latest "Heros Poisons" if you could thanks!

Re: New Rules (including initiative rolls & deathsaves, sort

PostPosted: August 9th, 2025, 5:32 am
by Gold Bearer
burglekutt wrote:Please expand on Enchanting items.
In what way? I don't think the rules is ambiguous, you can pay half an equipment's full value to protect it from spells, this means it can be sold for its full value instead of half value so you don't lose gold if you enchant something and sell it later on.

burglekutt wrote:Perishable Supplies:
I like this alot.
It's to stop them stockpiling potions, especially healing potions.

burglekutt wrote:Running:
. others run with the total of two dice unless their rules state otherwise.

Sounds like only the Elf (3 Dice) is able to run fast?
Elves should be faster, the run is in additional to normal movement. You can spend your main action to move again.

burglekutt wrote:Unconscious/Downed Characters:
. Non-Undead: Skull = Dead, White Shield = Gets back up with 1BP, Black Shield = Remains Unconscious.

Assuming Non-Undead means an average hero, this sounds pretty reasonable.
Non-Undead means just that, all Non-Undead including monsters.

burglekutt wrote:Getting Drunk:
. Skull = Still Drunk, White Shield = You sober up, Black Shield = Still Drunk and you miss your turn as you throw up.
Explain how you get drunk, one possibility is a random potion in the treasure deck that could do many things (roll 1D6) and at worst just gets you drunk?
I've got a gas trap that can have the effect of making them drunk (or high). The idea is they can buy drugs and alcohol, they're a double edged sword but are designed... well they're designed to be funny but in gameplay terms they're designed to be a slight buff. Getting high is only useful for magic users but I think that's appropriate and it's such a big buff to spells I didn't want to add more buffs and make it OP.

burglekutt wrote:Id be more merciful and say its minus -1 Att or Def but not both. For movement maybe knock off no more than 3. Missing a whole turn is a bit brutal.
Serves them right for getting altered during a quest!

Re: New Rules (including initiative rolls & deathsaves, sort

PostPosted: August 10th, 2025, 12:25 am
by burglekutt
Gold Bearer wrote: making it a Magical Weapon or Armour and protecting it from Spells that target Equipment.

Enchanting an item protects it from the chaos "Rust" spell I gather?
If so I would suggest a roll being made by the hero each time his enchanted item is attacked. This way it costs money (sink) or time to maintain its enchantment.
Also, I am not familiar with the mechanics of enchanting an item in HQ since I don't have the expansions. Is this something you do at the Alchemists Bench or Sorcerers Table?
Gold Bearer wrote: You can spend your main action to move again

If ignoring their action, regular heros may run by rolling their movement Dice a second time?
Elf rolls 3d6 & picks the highest two dice. Dwarf rolls 3d6 & picks the lowest two dice?
If so, this is works.

Gold Bearer wrote:Rack
Skull = Nothing, White Shield = Adventurer, Black Shield = Enemy (use Wandering Monster).

This is great. Id say :skull: = Dagger, :whiteshield: = Adventurer, :blackshield: = Enemy WM.

Re: New Rules (including initiative rolls & deathsaves, sort

PostPosted: August 10th, 2025, 5:19 am
by Gold Bearer
burglekutt wrote:Enchanting an item protects it from the chaos "Rust" spell I gather?
Yes and the high mage rust spell (that I've renamed to destroy because it works on any equipment), the storm master's thieving wind spell and the elf spell twist wood.

burglekutt wrote:If so I would suggest a roll being made by the hero each time his enchanted item is attacked. This way it costs money (sink) or time to maintain its enchantment.
Then it wouldn't be worth doing, once it's enchanted it's no longer equipment, it's a magic item. The EWP isn't going to target an enchanted item anyway unless they're all enchanted which is very unlikely.

burglekutt wrote:Also, I am not familiar with the mechanics of enchanting an item in HQ since I don't have the expansions.
It's not from an expansion, it's my rule.

burglekutt wrote:Is this something you do at the Alchemists Bench or Sorcerers Table?
No you pay half its full value between quests.
Enchanting Equipment
Weapons and Armour can be Enchanted at a Magic Shop for half their full value making it a Magical Weapon or Armour and protecting it from Spells that target Equipment. Enchanted Equipment can be sold for its normal full value.
It's up to the EWP to decide if it can be done where they if they're not using magic shops.

burglekutt wrote:
Gold Bearer wrote: You can spend your main action to move again

If ignoring their action, regular heros may run by rolling their movement Dice a second time?
Elf rolls 3d6 & picks the highest two dice. Dwarf rolls 3d6 & picks the lowest two dice?
Yep.

burglekutt wrote:
Gold Bearer wrote:Rack
Skull = Nothing, White Shield = Adventurer, Black Shield = Enemy (use Wandering Monster).

This is great. Id say :skull: = Dagger, :whiteshield: = Adventurer, :blackshield: = Enemy WM.
You're obsessed with daggers! :) Why would there be a 50/50 chance of finding a dagger (and only a dagger) on every rack?

Re: Behold, my rules stuff

PostPosted: February 21st, 2026, 6:03 pm
by Gold Bearer
I've removed a lot of the rules that really belonged in an advanced rules topic, I've also fixed, tweaked and added a few things. I've got something really big coming, hopefully tomorrow. I just need to do a final check through.