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Each Dungeon should start with at least 2 DANGERS – the villain, and the<br />

location. For larger groups (5 or more, you start with 3 or more). Then, for<br />

each Danger <strong>Level</strong>, you can add 1 additional Danger.<br />

Example: You have a group of 5 players, so you will start with 3 Dangers<br />

(5/2 rounded up is 3). They have decided <strong>to</strong> go on a Really Dangerous<br />

Quest (Danger <strong>Level</strong> +1) and the Party Leader is <strong>Level</strong> 4 – so the DL is 5.<br />

Your dungeon will have 8 Dangers (maybe a villain, three locations, 2 groups<br />

of minions, a miniboss and a Monstrous Edge.)<br />

Below is list of Dangers that you can add.<br />

dangeRs!<br />

DANGER <strong>THE</strong> BIG BAD<br />

Every Adventure has <strong>to</strong> have a big bad. A big bad is made just like any<br />

<strong>Warhamster</strong> Character (meaning that it has a job, stat dice, and levels). It’s<br />

level is equal <strong>to</strong> the Danger <strong>Level</strong> of the Dungeon. Grab a BIG BAD Sheet<br />

and fill in the particulars. The Big Bad usually is in the last room of the<br />

dungeon.<br />

DANGER Dungeon Room (Location)<br />

For each Danger spent, you can add another “room” <strong>to</strong> the Dungeon. All<br />

dungeons start with at least 1 room. A selection of starter rooms are<br />

included with this game. Each room is made up of a 6x6 graph map – with<br />

at least 1 “Exit” from the room. <br />

DANGER Bigger, Badder, Better!<br />

You can increase the level of the Big Bad by one, at the cost of one Danger.<br />

DANGER MINIONS!<br />

Minions come in groups of 4 (i.e. you get 4 minions for each Danger spent in<br />

building the Dungeon). To create a minion, you just grab the “Minion Card”<br />

for the MONSTER FAMILY type selected. Minions are like any character, but<br />

they only have 1 HIT (meaning that if you hit them once, they die).<br />

DANGER Boss Monster<br />

Boss Monsters are harder than minions, but not the big bad. You can buy 1<br />

Boss Monster for each Danger spent. To create a Boss Monster, grab the<br />

appropriate MONSTER FAMILY card, and use the BOSS stats (including the<br />

Hits Die). Boss Monsters can appear in any room.<br />

DANGER Monstrous Edge<br />

For 1 Danger, you can add an edge <strong>to</strong> all of your minions and bosses.<br />

+Tough: All of your monsters get +1 Armor Defense.<br />

+Fast: All of your monsters add +1 squares <strong>to</strong> Move Actions.<br />

+Fire/Frost/Adjective Denoting Hazard: All of your Monsters gain the power<br />

+Immunity (<strong>to</strong> something). So, you could have Frost Goblins (that are<br />

immune <strong>to</strong> cold), Fire Goblins (immune <strong>to</strong> Fire), or Crotch Goblins (immune<br />

<strong>to</strong> dirty kicks in the pants).<br />

+Flaming: All of your monsters are covered in flames doing +1d4 DAM on a<br />

hit.<br />

+Strong: All of your monsters do +2 DAM.<br />

+Sniper: All of your monsters have the RANGED WEAPONS power.<br />

DANGER Environmental Hazard<br />

For each Danger spent, the dM can add an environmental hazard <strong>to</strong> the<br />

Dungeon (this hazard affects all rooms in the dungeon). Some sample<br />

hazards are listed below, feel free <strong>to</strong> add more.<br />

Wild – The dungeon is considered <strong>to</strong> be wilderness, and all of the surfaces<br />

are rocky and hard <strong>to</strong> cross. Reduce all Movement by 1 square. Beasties<br />

and ‘Oids can move without penalty.<br />

Ice – The dungeon is slippery and cold. Any failed REFLEX check results in<br />

the player falling on their tuckus, and having <strong>to</strong> spend an action <strong>to</strong> stand<br />

back up. Character wearing bikinis take a penalty dice on all actions – since<br />

it’s nipply.<br />

Mold – The Dungeon is covered in poisonous mushrooms, pollen, and<br />

dripping stalactites. The Party suffers a penalty dice <strong>to</strong> all STRENGTH rolls,<br />

and is at -2 BEEF DEFENSE for the adventure.<br />

Hostile Workplace – This dungeon is really out <strong>to</strong> kill you. All Minions are +1<br />

<strong>Level</strong>.<br />

Dark – The entire dungeon is dark. Unless someone has some light, the<br />

Adventurer’s take a penalty dice <strong>to</strong> all actions.<br />

Lava – Areas of water and such like are actual boiling hot magma. Any<br />

critter or player that enters it takes 1d8 damage per turn.

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