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Deep Dark Dungeons

This set of rules modifies both the A Song of Blades & Heroes (SBH) and A Song of Gold &
Darkness (SGD) rules to create a dungeon crawl experience similar to a tabletop RPG without
all that pesky roleplaying! It does not require a Game Master, but the rules allow for such if you
want a pre-planned dungeon experience. These rules allow 1-6 players comfortably, but could
allow for more with a little tweaking.

Setup

Create a dungeon with 4+ rooms. Each room should have doors at each of its exits. Otherwise,
the design is up to you. Obviously the more rooms you add, the longer the game will last. Do not
furnish the rooms, as that will be done as each room is entered by the heroes.

Heroes

The heroes consist of 300 points of models, split evenly among the players. There is no limit on
Personalities. For example, with 4 people, each player would have 75 points to spend on
models, and any or all could be Personalities as long as they were within the 75 points. A
person playing solo could spend the whole 300 points on as many Personalities as they wanted.

Playing the Game

Determine randomly which player will be the first player, and play moves clockwise around the
table. All rules for SBH and SGD apply unless otherwise stated. There are two types of play,
Exploration and Combat.

Quality Damage: Several rules (mostly scenic features) refer to quality damage. This is when
an effect gives a model a permanent reduction in quality. In practice, this means making the
models quality one step worse, i.e. going from a 3+ to a 4+. If a model ever takes enough
damage to make its quality 7+, it dies and is removed. Special rules like Poison, Drain and
Tough are all forms of quality damage. Special rules that reverse such damage, such as Cleric
or Healing Potions, are said to be healing such damage and make the quality one step better,
i.e. going from a 6+ to a 5+.

Using squares for movement: If your dungeon has a grid of squares, you may use those for
movement instead of using measuring sticks. Short is 4 squares, Medium 6 and Long 8. When
moving, a model must move in a straight line, either orthogonally or diagonally. In other words,
once a model moves from one square to another, it must keep moving in that direction until it
decides to stop. A new move action is required to move in a different direction. In addition, the
first square when moving diagonally counts as 2 squares of movement.

Rough or difficult terrain does not reduce a models movement by one step. Instead, each
square that contains such terrain counts as one extra square of movement. A model is
considered to be in base contact with any model in the 8 squares adjacent to its own.

For large models whose bases cover multiple squares, choose a side in a square that is closest
to the direction you wish it to move and count from there, letting the rest of the model follow
behind. The opposite side of the large model should never end up further after moving than the
side that was leading.

These rules only apply to moving and all other distances should use measuring sticks.

Exploration

Exploration occurs when there are no monsters on the table to fight. During Exploration, each
player may give each of his models one action to move, search or perform some other action
that can be used out of combat. Alternatively, a player may roll a normal activation for his
models to gain multiple actions for complex tasks (such as healing multiple models or moving
and searching, etc.). However, if a turnover occurs, play shifts the next player and so on until
each player has had a chance to activate his models.

Searching: Any Scenic Feature may be searched for one action. All searched objects may be
trapped on a d6 roll of 6. If a model does not have Traps, they automatically set off the trap by
searching. Models with Traps discover the trap first and may disarm it. However, they must
search the object again next turn to find out if it hides anything. Most Scenic Features have
special rules in the New Dungeon Scenics section. Other Scenic Features contain a Treasure
on a d6 roll of 6. Roll on the Treasure Table in these rules. A Scenic Feature may only be
searched once.

Traps: When a model encounters a trap, you may use the rules on page 16 of SGD or you may
roll on the tables in Appendix III in these rules. These new traps have a set Combat score and
have additional effects, but otherwise follow all the normal rules for traps.

Treasure: Treasure in these rules do not use the Treasure point system in SGD and instead is
counted in gold coins or items. Any model may carry any amount of treasure. Always roll
treasures from the Treasure Table:
1d6 Treasure
1 None
2-3 1d6x5 Gold
4-5 1d6x10 Gold
6 Major Treasure
Normal treasures never contain Magic Items. A Major Treasure always contains 1d6x10 Gold
and may have a Magic Item on a d6 roll of 5 or 6.

Trading: A model may give one item or any amount of gold to another model in base contact for
one action.

Doors: Do not roll for type of door when opened. All doors are normal, open doors. All doors
are trapped on a d6 roll of 6. Roll for type of trap normally. If a room lies on the other side of the
door, roll to see what it contains on the Room Contents Table below. If the room contains a
monster, Exploration ends and Combat begins immediately.

Room Contents and Encounters: When a new room is revealed, roll on the Room Contents
Table:

1d6 Room Contents


1-2 Scenic Feature
3-4 Monster
5-6 Monster & Scenic Feature

If there are Scenic Features, roll again on the Scenic Features Table below, then on any
appropriate following tables to determine the type. Place any Scenic Features before placing
Monsters. When placing Scenic Features, be creative and try to make sensible rooms.

1d6 Scenic Feature


1-4 Furniture
5 Special Terrain
6 Mystic Terrain

1d6 Furniture
1 Bookcase
2 Cupboard
3-4 Dungeon Decor
5 Mysterious Chest
6 Weapon Rack

1d6 Special Terrain


1 Well
2 Statue
3 Tomb
4 Torture Rack
5 Firepit
6 Flora/Fauna
1d6 Mystic Terrain
1 Wizard's Desk
2-3 Mystic Runes
4 Blessed Fountain
5 Alchemist's Table
6 Altar

If there are Monsters, roll on the Monsters Table to determine the level of challenge. Add 1 to
this roll if at least half of the rooms (rounded up) have been revealed already.

1d6 Monsters
1-4 Normal
5-6 Challenging
7 Final Challenge

A Normal encounter should be multiple models worth up to 100 points. A Challenging encounter
should be a 1-2 models worth up to 150 points. The Final Challenge should be worth 200 points
and should include one Personality worth at least 100 points. The rest of the points should be
spent on non-personality models (i.e. expendable underlings). The last room in a dungeon
always contains the Final Challenge if it has not already been encountered.

You may determine these encounters yourself, or use the encounter tables in Appendix II.
However, the encounter tables create a truly random series of encounters and may create some
really odd combinations.

Monsters are placed as close to the center of the room as possible, except for monsters with
ranged attacks, Stealth or any variant of the Magic-User rule. Such monsters are always placed
as far away from the heroes as possible.

Wandering Monsters: After all players have taken their turns, if there are no monsters on the
table, check to see if any monsters randomly wander by. Roll 2d6 and if the result is any double,
wandering monsters are encountered. A single Normal encounter is placed near the heroes
within line of sight but as far away as possible. The monsters should be placed at the end of a
hallway or near a door if possible. If the heroes have split up, randomly determine which group
of heroes the encounter appears by. Combat begins immediately. Wandering monsters never
carry treasure.

Combat

Any time that monsters are placed on the board, Combat begins. Immediately roll for initiative,
with all heroes acting as a single warband. When it is the hero players turn, the first player
makes his activation rolls first and play continues clockwise around the table. Whenever a
player activates all of his models, the next player activates his models and so on until each
player has acted. However, if any player rolls 2 failures a turnover occurs as normal. Any
remaining heroes do not get a chance to act and the monsters begin their turn.

Once all players have acted, the monsters make their activations as a single warband. Players
should take turns controlling the monsters and each should do his best to play the monsters to
their full effect. If an AI is needed, monsters that are melee only charge in attacking the closest
models while monsters with ranged abilities hang back as long as possible to use them.

Spells/Ranged Attacks: In close quarters, ranged attacks are hard to use effectively, but
adventurers and dungeon dwellers are used to such conditions. They learn to anticipate the
moves of their comrades and fire when the time is right. A model with ranged attacks or spells
may draw line of sight through friendly models but not enemy ones at -1 Combat. Ranged
attacks may still not target models in base contact with friends unless the firer is Evil.

Morale: In dark underground tunnels there is often nowhere to flee when things go badly.
Because of this, warriors fight more fiercely and stand their ground, but may find themselves
momentarily frozen in fear. A model that fails his morale roll once is considered Fallen, two
failures Transfixed and three failures is removed as normal.

Searching: Models may use the search action during combat. However, it may not be the best
use of their time, and may introduce elements that cause more harm than good.

After all monsters are killed, roll on the Treasure Table. Unlike treasure found by searching, this
treasure is divided equally among the players to divvy out to his warriors, with odd gold coins
going to the first player. If an item is found, randomly determine which player finds it. If the
combat was the Final Challenge, treat it as if 3 Major Treasures have been found instead of
rolling on the table.

Hero Death: If a hero is killed, he is removed for the rest of the game. Any gold or items carried
by the hero are split among the surviving heroes as if it were treasure. If a hero is killed in
combat, this must wait until the encounter is over and combat finished.

Ending The Game

The game lasts until all heroes decide to exit the dungeon or all hero models are slain. The
heroes may continue to explore the dungeon after the Final Challenge has been fought. If a
player decides to exit the dungeon, simply remove his models from the table. There is no need
to make the heroes slog all the way back through the dungeon!
After the Battle

These rules are not really designed with campaigns in mind. Gold is really included more for
bragging rights. However, you may wish to keep track of your warriors from game to game.

Injuries: At the end of the game, all quality damage removed from all models. For each model
that was taken out of action, roll a d6. On a 1, the model is dead and may not be used again
unless it is replaced with gold. On a 2-3 the model lives but begins the next game with a single
point of quality damage. On a 4-6 it makes a full recovery and has no penalties.

Items: Any items found may be carried into the next game, unless they were one use items that
have been used already. Players may freely trade these items between their models and each
other between games.

Ammunition: Models that have lost the ammunition for their ranged attacks have it replaced
and can used ranged attacks normally in the next game.

Spending Gold: Gold may be spent in three ways:

Replacing dead models: A dead model may be resurrected by paying twice its point cost in
gold.

Hiring Mercenaries: A model may be added to a players heroes for a single game by paying its
point cost in gold for each game it participates in. Any items or gold assigned to a mercenary
are lost at the end of the game.

Retraining/Re-equip: A player may change the stats and special abilities of his heroes,
increasing their point cost. Use the warband calculator at http://www.ganeshagames.net/
recalculate the points cost of each model to be changed. The cost in gold is three times the
point difference between the original model and new model. For example, if the new model is 15
points more expensive, it would cost 45 gold.

Adjusting Difficulty: If models are significantly increased in ability after games, you may find
the 300 point format too easy after a while. To keep the challenge equal to the heroes, add up
the cost of all heroes. Create new encounters based on the new total cost of the heroes: Normal
33% of total cost, Challenging 50% and the Final Challenge 66%.
Game Mastered Games

If you are still craving a classic dungeon crawl game with all the deviousness of a Game Master,
then go for it!

The GM sets up the dungeon before the game starts. He may assign Scenic Features, traps
and encounters to each room as he sees fit and reveal them as the heroes explore. The GM
controls all the monsters in the game. The GM may even design new rules to modify the
experience. The goal is to have fun, so the GM should avoid making any new rules that would
make the dungeon too difficult. Other than that, go wild!

Obviously, this is the best route to go for campaign play. An experienced GM can always come
up with a challenge for even the toughest of hardened warriors!

Low Level Campaigns

At 300 points, heroes can get powerful pretty quickly after a few games. For longer
campaigns with more room for growth, start at a lower points value for the heroes and adjust the
difficulty for encounters as a above. For example, if the heroes start at 160 points, Normal
encounters would be around 53 points, Challenging 80 points and the Final Challenge 106
points.
Appendix I: New Dungeon Scenic Features

Dungeons hold all manner of wild terrain, from the common table to giant mushrooms that emit
ear-piercing shrieks. The Scenic Features detailed here contain a mix of features from SGD and
completely new rules. The descriptions provided are general guidelines and you may use any
bit of modeled terrain you own to create your dungeons.

Mundane Items: Some Scenic Features will ask you to roll on the Mundane Items table. For all
such features roll a d6:

1d6 Mundane Item Effect

1 Thieves Tools Gain Traps special rule but used at -1 Quality.

2 Ammunition Ignore or reverse ammo expenditure. One use.

3 Masterwork Weapon +1 on a single Combat check per game.

4 Masterwork Shield Turn Fall into a Recoil once per game.

5 Healing Potion Use at any time to stand up for free or heal one quality
damage. One use.

6 Armor Gain the Heavy Armor special rule.

Scenic Features Rules

Alchemists Table: A table covered in beakers and bottles of strange, unidentifiable liquids.
When a hero searches the table, they may take a single bottle from the table. The table may not
be searched again, as everything else is obviously unpotable. A Magic-User may identify the
bottle immediately, while other models must drink it first and apply the effects immediately:

1d6 Type Effect

1-2 Tasty Drink A bit fizzy and sweet. Refreshing but useless.

3-4 Dungeon Water Roll on the Well Table.

5-6 Potion Roll on the Potions Table in SGD.

Altar: A slab of stone dedicated to the gods. Roll a d6 when placed: on a 1-2 it is Evil, 3-4
Neutral, 5-6 Good. A model may pray at an altar as a single action and roll on the appropriate
table. An Evil model may not pray at a Good altar and models with the Paladin ability may not
pray at an Evil altar. Any model may pray at a Neutral altar, but neutral gods require a sacrifice
of a single item (mundane or magic) before rolling. Models with the Cleric ability may re-roll on
the table when praying. No model may pray more than once per altar.

1d6 Evil Effect

1 Cursed! The model gains the Mutant and Evil special rules.

2 Nothing The models prayers fall on deaf ears and nothing happens.

3-5 Favor The model sacrifices a little blood for some temporary strength.
The model takes one quality damage but gains +1 Combat until
the game is over.

6 Boon The altar draws the models life force and crafts in into an item of
power. The model gains a Magic Item, but takes a point of quality
damage. The item disappears at the end of the game.

1d6 Neutral Effect

1 Tricked! The gods ask for more but give nothing. The model loses all
items and gold it carries.

2-3 Nothing The models prayers fall on deaf ears and nothing happens.

4-5 Favor The model is given good fortune. The model may re-roll one die
roll during the game.

6 Boon The model is showered in riches! The model gains a Major


Treasure.

1d6 Good Effect

1 Smite! The model takes a point of quality damage and loses the Paladin
ability if it has it.

2-3 Nothing The models prayers fall on deaf ears and nothing happens.

4-5 Favor The model gains a Magic Item, which disappears when the game
is over.

6 Boon The gods resurrect a fallen warrior. One friendly model that was
removed from play is added back to the praying models side.

Blessed Fountain: This room contains a fountain or basin blessed by the gods of good. It
revitalizes the servants of good and its waters harm the servants of evil. The fountain counts as
a Fountain of Youth and a Holy Water Basin for non-Evil, non-Undead models.
Bookcase: This bookcase contains moldy tomes and torn scrolls, but there may yet be
something of use here. Roll 1d6 when a hero searches the bookcase:

1d6 Bookcase Effect

1-4 Nothing Everything here is either crumbling or illegible. No use taking


anything.

5 Scroll The bookcase has an old scroll on it covered in mystic runes! Roll on
the Scrolls table!

6 Spellbook Some wizard has left behind his secrets. Roll on the Spellbook table
below.

1d6 Scroll Type Effect

1-2 Power Use at any time to gain the Hero ability for one turn.

3-4 Dispel Use at any time to break the effects of one Transfix spell on one hero
within Long.

5-6 Spell Same as the Scroll magic item on page 48 of SBH.

Spellbook: Some wizard has left behind his secrets. Roll on the Spellbook table to see
what kind of spells it contains. A magic-user of the appropriate type never runs out of
power while carrying the spellbook. If the magic user is not the same type as the book, he
may instead choose to change his type to that of the spellbook. This choice must be made
before the start of a quest and may not be changed for the duration of that quest.

1d6 Spellbook Type

1 Necromancer

2 Enchanter

3 Magic User (basic)

4 Summoner

5 Illusionist

6 Sorcerer

Cupboard: A wooden cupboard rest against the wall of this room. What could be inside it? Roll
1d6 when a hero searches the cupboard:
1d6 Cupboard Effect

1-2 Empty Only rotted food and items cracked with age remain. Nothing useful
here.

3-5 Mundane Item One item remains in good repair. Roll on the Mundane Item chart.

6 Treasure Somebody hid something really good here! Treat the cupboard as a
Major Treasure.

Dungeon Decor: This room contains various furniture, such as tables, chairs, boxes, crates or
barrels. It may also contain columns or pillars. Besides improving the aesthetics of the room,
these furnishings do little else. They are treated as normal terrain and may hinder movement.

Firepit: A blazing fire warms this room. When placed, roll for the intensity of the blaze:

1d6 Fire Effect

1-4 Normal Fire No additional rules

5 Crackling Sparks Any model that finishes its activation within 1 Short takes a
point of quality damage on a d6 roll of 6

6 Elemental Blaze! A Fire Elemental steps out of the flames and is placed in base
contact with the firepit, in addition to any other monsters
Flora/Fauna: this room contains vermin or strange plant life that may not be agreeable to
intruders. Roll a d6: on a 1-3 it contains Flora and on a 4-6 it contains Fauna. Any monsters
added to a room by this feature are in addition to any monsters that might be encountered
normally.

1d6 Flora Effect

1 Dungeon Moss The entire floor is covered in Dungeon Moss as per SGD.

2 Vampire Soil The entire floor is covered in Vampire Soil as per SGD.

3 Fungi Patch The entire floor is covered in one huge Fungi Patch as per SGD.

4 Strangle Vines Any model that rolls 3 failures during its activation in this room is
quickly wrapped in strangling vines. The model is Transfixed, then
takes a hit at Combat 0 as if from a ranged attack.

5 Shriekers The giant mushrooms in this room begin to wail as they are
disturbed. Roll 3d6 for wandering monsters for as long as a model is
in this room, counting any double rolled for encounters.

6 Healing Fruit Each character that searches may take one fruit, which counts as a
Healing Potion as per the Mundane Items table.

1d6 Fauna Effect

1-2 Vermin Swarm The whole floor is crawling with snakes, spiders or some other
poisonous creature. Any model that falls takes a hit at Combat 1
with the Poison special rule as if from a ranged attack.

3 Giant Rats Add 1d3 Giant Rats (Ratman Scout) to this room.

4 Large Scorpions Add 1d2 Scorpions (Q4+, C1, Animal, Clinging, Poison)

5 Large Spider Add 1 Spider (Q4+, C2, Animal, Clinging, Poison, Entangle)

6 Gargoyle Add 1 Gargoyle (Q3+, C3, Stealth, Heavy Armor, Flying)


Mysterious Chest: A wooden chest sits in this room. Do you dare open it and see what it
contains? Roll 1d6 when a hero searches the chest:

1d6 Chest Effect

1 Empty! Someone must have already looted this chest.

2 Mimic! Suddenly the chest grows a set of jaws and attacks! See below.

3-4 Mundane Item The chest has a useful piece of equipment. Roll on the Mundane
Item
Table below.

5-6 Treasure Gold and riches! Treat the chest as a Major Treasure.

Mimic!: Treat the chest as a monster that has Q3+, C2 with the Opportunistic and Short Move
special rules. The Mimic automatically wins initiative. When killed roll for treasure as normal.

Mystic Runes: A circle of glowing runes is in the middle of this room. The runes take up an
area approximately 2 inches in diameter. Do not roll for the type of runes until a model crosses
the circle or it is searched by a Magic-User within Short distance of the runes.

1d6 Runes Effect

1 Magic Trap! The runes are a magic trap, determined as normal in SGD

2-3 Hallowed Ground The runes count as Hallowed Ground, as per SGD

4-5 Cursed Area The runes count as a Cursed Area, as per SGD

6 Teleport Patch The runes function as a Teleport Patch, except the triggering
model is sent 1d3 Long in a randomly determined direction. Roll a
d6: 1 North, 2 South, 3 East, 4 West, 5-6 Roll again. If the model
ends up in an illegal space, move it the minimum distance required
in any direction until it is legal.
Statue: A carved stone statue stands in this room. You feel there might be something strange
about it. When placed, roll 1d6 to see what kind of statue it might be:

1d6 Statue Effect

1-3 Nothing Its just a plain old statue. No reason to be afraid. Treat as
Dungeon Decor.

4 Blessed Protector Devoted to a deity of good, this statue protects the servants of
right. The area within one Long measurement of the statue counts
as Hallowed Ground.

5 Profane Idol The gods of destruction and chaos imbue this stone vessel with
their malice. The area within one Long measurement of the statue
counts as a Cursed Area.

6 Vengeful The builders of this dungeon have enchanted the statue to exact
Guardian their revenge against those who defile it! See below.

Vengeful Guardian: At the end of each Hero turn, the statue makes an attack at the closest
hero at Combat 3 as if it had the Shooter (Short) and Evil special rules. The statue may be
attacked, in which case it has Combat 1 and the Heavy Armor special rule. Ranged attacks
against the statue are at -2 except for spells, which suffer no penalty. If the statue wins a close
combat, the attacker is unaffected.

Tomb: The resting place of an ancient king or warrior. Does it contain riches, or something
more sinister? Roll on the Tomb Table when the tomb is searched:

1d6 Contents Effect

1-2 Old Bones Nothing but bones and scraps of cloth.

3-5 Treasures of Old! Treat as a Major Treasure.

6 Wight! Attacked by an undead creature! See


below.

Wight: An ancient undead warrior rises to attack the searcher. Place a Wight miniature in base
contact with both the searcher and the tomb. The Wight wins initiative automatically. The Wight
is Q3+ Combat 4 and has the Undead, Heavy Armor and Poison special rules. When killed, roll
for treasure as normal.
Torture Rack: This room contains various instruments of torture and savagery. The gruesome
sight unsettles even the hardiest adventurers, and any inhabitants of this room are surely well-
versed in causing pain. All monsters in this room gain the Savage special rule.

Weapon Rack: This rack contains various swords, spears, axes, maces, shields and helmets.
Most are worn and unusable, but some may be pieces of excellent craftsmanship. Roll 1d6
when it is searched. On a 5 of 6, it contains either a masterwork weapon or shield, as per the
Mundane Items chart. Roll a further 1d6 to see which it is (1-3 its a weapon, 4-6 its a shield).

Well: A basin or hole filled with liquid. It may be clear, clean water or foul and brackish. It may
not even be water at all. Roll when a model drinks from the well (one action).

1d6 Type Effect

1-2 Normal Water It tastes a little stale, but no effect.

3-4 Healing Font Heal one point of quality damage, as if from a Healing
Potion.

5 Cursed Slime The drinker gains the Mutant special rule permanently.

6 Posion As per the Potions Table in SGD.

Wizards Desk: This room was once the study of a powerful wizard. The desk here is covered
in sheets of parchment and a couple old tomes that are sure to contain powerful secrets. Treat
the desk as a bookcase, but roll twice on the table to determine what might be found. If a
Wizards Desk is trapped, it is always a magic trap
Appendix II: Encounter Tables
If you want to randomly determine the monsters you find in each room, use these tables to roll
up encounters. All monster profiles can be found in SBH and SGD.
1d6 Normal
1 Artificial
2 Undead
3-4 Humanoids
5 Animals
6 Creatures

1d6 Artificial
1-2 1d3+1 Living Statues
3-4 1d3+1 Animated Objects
5 Golem
6 Elemental

1d6 Golems
1 Flesh Golem
2 Clay Golem
3 Stone Golem
4 Steel Golem
5 Crystal Golem
Human Magic User & Roll
6
Again

1d6 Elementals
1 Water Elemental
2 Fire Elemental
3 Air Elemental
4 Earth Elemental
Human Magic User & Roll
5-6
Again

1d6 Humanoids
1 1d3+3 Kobold Slingers
1d3+1 Goblin Warriors +1d3 Goblin
2
Archers
3 1d3 Orc Warriors & 1d2 Orc Archers
4 1d3 Lizardman Warriors
5 1d2+1 Bugbear warriors
6 Dark Elf Witch & 1d3 Dark Elf Warriors
1d6 Animals
1 1d2 Crocodiles
2 1d3 Giant Bats
3 1d3+1 Giant Rats (Ratman Scout)
4 1d2+1 Panthers
5 1d3 Giant Lizards
6 1d2 Giant Wolf

1d6 Undead
1 Zombie Lord & 1d6+1 Zombies
2 1d3+2 Skeleton Humans
3 1d3+1 Ghouls
4 1d3 Crypt Guardians
5 Human Necromancer & Roll Again
6 Vampire

1d6 Creatures
1 Small Dragon
2 Giant Spider
3 1d3 Ogre Warriors
4 1d2 Trolls
5 Minotaur Guard
6 Hydra

d6 Challenging
1 2x Normal
2 Giant
3 Winged Devil
4 Werewolf
5 Eye Monster
6 Brain Devourer

d6 Final Challenge
1 Winged Devil & 1d3+1 Chaos Fanatics
2 Chaos Mage & 1d2+1 Chaos Warrior Heavy Infantry
3 Chaos Warrior Heavy Infantry Leader & 1d2+1 Chaos Warrior Heavy Infantry
4 Orc Warchief & 1d3 Orc Warriors & 1d2 Orc Archers
5 Lich & 1d3+1 Crypt Guardians
6 Adult Dragon
Appendix III: New Traps

Instead of using the traps in SGD, when a trap is encountered, roll on the following table. Each
trap still has a Difficulty rating, as outlined in SGD, but do not use that rating for anything other
than disarming the trap. All other effects of the trap will be outlined in its description below.

d6 Traps

1 Blade/Spear

2 Corrosive

3 Poison Dart

4 Arrows

5 Pit

6 Magic Trap (see below)

d6 Magic Traps

1 Magic Bolts

2 Blinding Flash

3 Fire Burst

4 Frogger

5 Curse

6 Disintegration

Arrows: A volley of arrows sprays from the walls and attacks each model within Medium range
of the trapped scenic feature at Combat 3.

Blade/Spear: A heavy scything blade or sharpened spear pops out, catching the victim by
surprise! This trap attacks the model who sprung it with a Combat of d3+2.

Blinding Flash: The model who springs the trap takes a single point of quality damage as a
searing flash of light burns his retinas.
Corrosive: Acidic mist pours out around the trap springer and eats his flesh and equipment.
The trap attacks the model who sprung it at Combat 3. In addition, roll a d6; On a 5 or 6 one
randomly determined piece of equipment is destroyed. If the model carries no equipment,
reduce its Combat by one until the end of the game.

Curse: Ancient runes glow and doom the springing model with an powerful hex. The model
reduces his Combat and Quality by one until the end of the game. Note that this is not Quality
damage and cannot be healed.

Disintegration: A beam of yellow-orange light spews forth and consumes the unlucky trap-
springer! Roll a Quality test for the springing model on 3 dice; if any failure is rolled, the model is
instantly destroyed along with all equipment and gold carried. If playing a campaign, the model
is completely dead and must be replaced.

Fire Burst: A jet of flame bursts forth, burning anything in its path. The trap attacks with
Combat 4, but attacks each model in a Short measurement straight line from the scenic feature
the trap is on. Place the Short stick touching the scenic feature and crossing over the center of
the springing models base. Each other model whose base is crossed by the stick is also
attacked.

Frogger: A powerful hex turns the victim into a frog! Replace the model who sprung the trap
with a small frog model. It is considered to be Q2+, C0, Amphibious, Animal, Short move. All
equipment carried is transformed as well and may not be used or traded. A frogged model may
not search. At the end of each turn roll a d6; on a 5 or 6 the curse ends and the frog is replaced
with the original model.

Magic Bolts: Bolts of blue energy attack every model within line of sight of the trapped feature,
regardless of range, at Combat 3.

Pit: The floor swings out from under the victim and drops them into a deep dark hole. Place a
Pit marker under the springing models base. This marker should be 25-30mm in diameter. The
model on the marker falls and takes an Combat 3 hit. Afterwards, the model must climb out of
the pit as if it were Medium distance height or be unable to move or attack. A model which
climbs out may be placed in any side of the pit marker in base contact. The pit marker remains
in play and must be jumped over if a model wishes to cross. A failure means the model falls
down the pit as above.

Poison Dart: The springing model is struck by poisoned needle that shoots out of the trapped
object. The trap attacks at Combat 3 with the Poison special rule.

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