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Game rules - DDM Guild

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If a creature is moved onto a pit square during another creature’s turn, it can make a DC 15<br />

save at the end of that turn. If the save succeeds, the creature moves off the pit to the nearest<br />

legal space without taking attacks of opportunity. If the save fails, the creature is eliminated.<br />

RISKY TERRAIN<br />

Risky terrain counts as difficult terrain (see above), except that<br />

you must roll the d20 for any creature that ends its turn in a risky<br />

terrain square. On a result of 1–5, the creature takes 10 points of<br />

damage; otherwise, there is no effect. This is not a save, so you<br />

don’t add anything to the roll.<br />

In addition, any creature on risky terrain deals 5 extra points of<br />

melee damage when it makes a successful melee attack.<br />

The battle maps in this Starter Set do not contain any areas of risky terrain, but those in future<br />

products will.<br />

SACRED CIRCLE<br />

A creature on a square containing part of a sacred circle gains a<br />

+2 bonus on attack rolls. Any damage it deals with these attacks is<br />

considered magic damage, which overcomes DR (Damage<br />

Reduction; see the glossary at the end of this rulebook for more<br />

information). Sacred circles have no effect on movement.<br />

In this Starter Set, the Broken Demongate and Teleport Temple<br />

maps contain several sacred circles.<br />

SPIKE STONES<br />

Squares containing spike stones count as difficult terrain (see<br />

above). Whenever a creature whose movement is slowed by<br />

difficult terrain moves into a new square containing spike stones,<br />

it takes 5 points of magic damage. Creatures that are not slowed<br />

by difficult terrain take no damage from spike stones. A creature<br />

that is not routing cannot move into a square containing spike<br />

stones if that terrain would deal enough damage to destroy it.<br />

You can identify spike stones by the terrain’s symbol ( ). Only squares containing the symbol<br />

count as spike stones.<br />

The battle maps in this Starter Set do not contain any areas of spike stones, but those in other<br />

products do.<br />

STATUES<br />

Statues slow movement and provide cover against ranged attacks.<br />

It costs 2 squares to move into a square containing a statue (or 3<br />

squares if moving diagonally). A creature can’t end its movement<br />

in a square containing a statue. Statues provide cover to creatures<br />

behind them but don’t block line of sight.<br />

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