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Spending skulls<br />

So, what’s so bad about a Bowl Full’o Skulls. Nothing – if you’re the<br />

diceMaster. A lot if you’re the players. The dM can “spend” SKULLS<br />

from the bowl <strong>to</strong> produce all kinds of effects, though generally it’s <strong>to</strong> create<br />

random monsters and screw the players over. You see in <strong>Warhamster</strong>, the<br />

dM gets POWERS just the like the players….any of these powers can be<br />

used during the dM turn – and the number of SKULLS “spent” is listed<br />

(under the phase that it can be used during).<br />

dM<br />

POWER<br />

I Need<br />

More<br />

Minions!<br />

Dungeon Journey Town<br />

1 skull per<br />

Minion<br />

Of course the Big Bad has more minions. Add one additional<br />

minion <strong>to</strong> the board for each skull spent.<br />

dM<br />

POWER<br />

Dungeon Journey Town<br />

Twisted 1 skull<br />

The dM can move or rotate one of the DUNGEON TILES.<br />

Generally, this is because of the awesome power of the Big<br />

Bad, or an Evil Deity with architecture issues. 1 Skull.<br />

dM<br />

POWER<br />

And Now<br />

For<br />

Something<br />

Completely<br />

Different<br />

Dungeon Journey Town<br />

1 <strong>Level</strong> per X<br />

It was going along so smoothly…and then they got<br />

sidetracked (which usually happens during RPGs, with side<br />

conversations about Star Wars and Monty Python.). A dirty<br />

trick for the dM <strong>to</strong> pull when a party is heading <strong>to</strong>, from, or<br />

preparing for a Dungeon. The QUEST that the party was<br />

planning on gets delayed – as the party has <strong>to</strong> go on a<br />

QUEST selected by the diceMaster. For each 2 skulls<br />

spent, the Side Quest gets 1 Danger <strong>Level</strong>.<br />

dM<br />

POWER<br />

Wandering<br />

Random<br />

Monster<br />

Dungeon Journey Town<br />

x x x<br />

Ye old stand-by. The diceMaster gets <strong>to</strong> grab a random<br />

monster, and throw it at the party. A dM can’t use this<br />

power in a Dungeon Room that already has a monster in it<br />

(unless the party has killed all of the monsters in it, and<br />

then it’s effectively an empty room, n'est-ce pas?). For each<br />

skull spent, you get 2 <strong>Level</strong>s of a Monster (i.e. spend 3<br />

skulls get a L6 Random Wandering Monster).<br />

dM<br />

POWER<br />

Dungeon Journey Town<br />

Trapped X<br />

By spending some skulls, the dM can turn anything in<strong>to</strong> a<br />

trap (with stats equivalent <strong>to</strong> a minion).<br />

dM<br />

Dungeon Journey Town<br />

POWER<br />

And Again! 1<br />

When the Monster’s have their backs against the wall (or<br />

whatever counts as their back in the case of Gelatinous<br />

Cubes and various ooze and jelly monsters), the dM can<br />

spend 1 Skull <strong>to</strong> give one of their monsters an additional<br />

action. This is really helpful for running away, laying on the<br />

extra damage sauce, and for digging your way out of jams.

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