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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.