I have below some more bits that I have just finished for the Rivers of blood adventure. Enjoy! Only thing left to do now is to construct the map and what happens where. Also, the Ever-bond Skeleton is an invention of mine and was not in the original article, tell me what you think! Also, I have attached the Word file to this , my last attempt at attatchments. I hope it works! ------------------------------------------------------------- SPECIAL CHARACTER MONSTERS ------------------------------------------------------------- Sven Widerlich, Undead Champion ---------------------------------------------- Sven has served his master for over a hundred years, in life and in death. Sven guards the upper catacombs level, keeping intruders away from the Shrine of Morr. Wounds: 35 Move: 4 Weapon Skill: 4 Strength: 4 Toughness: 5(7) Initiative: 4 Attacks: 2 Gold: 650 Damage: 3D6+4 Special Rules: * Fear 8 * Ancient Wight Blade. Sven is armed with a powerful Wight Blade that increases his damage to 3D6 as already indicated above. It cannot be used by the Warriors. Armour of Resilience. Sven is wearing this magical armour which gives him +1 Toughness. This is already reflected in his statistics above. The armour may be used by the Warriors (200 Gold, BDE). * Finger Bones. Sven has six(6) finger bones that is specially enchanted by the Old Count. Sven can cast them into the air at anytime during combat, while making attacks as normal. The bones will land on a square of the DM's choice. From each bone, a normal skeleton will spring up and each will attack the nearest character. They are considered to have the Ambush, magic A ability. Count Rutger von Bleistift, Vampire ------------------------------------------------ Vampires are among the most dreaded of all monsters. They have many special powers and attacks, and the GM should make sure he is familiar with all of them before running this quest. Wounds: 42 Move: 6 Weapon Skill: 8 Ballistic Skill: 1+ Strength: 7 Toughness: 6(9) Initiative: 9 Attacks: 4 Gold: - Damage: 3D6+7 Special Rules * Ambush, Magic A. * Fly. * Necromantic Magic 3. * Magic Resistance 5+. * Vampire. The GM may choose any of the ability instead of rolling a dice, but do not choose the same one in consecutive turns. * Blood Points. This is a unique rule which only applies to Count von Bleistift. The Count is a very old Vampire, and much more powerful than an ordinary undead monster. Within the sanctuary of his own catacombs, he is able to draw upon ancient reserves of strength and power. To represent this, the Count has a number of Blood Points which he can spend on the following special actions (only 1 special action per turn). Count's Action Blood Point Cost ------------------------------------------------------------------------- Move at double normal rate for one turn 1BP To negate the effects of any one hand-to-hand blow, or missile, which struck him during a combat turn 1BP To completely negate the effects of any one spell cast at him 1BP Reset any magic trap, anywhere in the entire dungeon, which the Warriors have managed to disarm 1BP Teleport from any one location within the dungeon to another 2BP The Count starts the adventure with six(6) Blood Points. He can increase this number if he Bites the Warriors under the Vampire special abilities. He gain one Blood Point for each Warrior he bites, but he can never exceed eight(8) Blood Points at any time (he's bloated with blood and sated with the magical energies it gives him). The Count will always keep at least two(2) Blood Points as a basic "blood bank", to allow him to fend off the effects of dangerous weapons and spells. If he's reduced to zero Blood Points, he turns into a cloud of mist which travels toward his great catafalque in location T. The cloud moves 12 squares per turn and can pass under closed doors. Within his catafalque, the mist re-forms into his body, but the Count is then helpless and can be slain, providing the Warriors have the right tools from the Shrine of Morr to destroy him. If they don't, at least the catafalque room contains an exit from the dungeon, so they can escape. The Count could turn into a bat, rat or wolf if he wished, but frankly its beneath his dignity, so he doesn't bother. A wily and powerful brute, he is unaffected by many of the things vampires are supposed to be repelled by, such as garlic and mirrors. The Warriors may find out about this in the Count's study (location M). ------------------------------------ NEW MONSTERS ------------------------------------ The Ever-bond Skeletons ---------------------------------- The Count have created a very strong spell to bind ten skeletons to his command. So strong that they continue to rise even after they have been hacked to pieces. The spell causes the hacked pieces of the Skeletons to rejoin and reform, and eventually rise again to harass the Warriors Wounds: 5 Move: 4 Weapon Skill: 3 Strength: 3 Toughness: 3 Initiative: 2 Attacks: 1 Gold (Each): - Damage: 1D6+3 Special Rules: * Fear 5 * Regenerate 1 * Reform The Ever-bond Skeleton can regenerate even after they have 'died'. If it is brought below 0 wounds, roll to regenerate as normal, then when the number of Wounds becomes positive, the skeleton rise again to attack the Warriors and are considered to have the Ambush, A ability when they do this. 'Dead' Ever-bond Skeletons that occupies the same square as any other 'living' Monster or Warrior cannot regenrate. Warriors are allowed to hack at any 'dead' Skeleton with the addition wounds added to its negative wounds (automatic hit with no armour or toughness modifications). This way, the warriors can keep them from comming back for a short while. Don't tell the players it is an Ever-bond, just use the normal skeletons! -------------------- DOORS -------------------- The Count's catacombs are protected by doors which are locked and trapped. * Locked Doors: Locked doors can be forced open by Warriors. Roll a dice and add your Strength to it. If the result is 7+, the door is open. Many of the locked doors in this dungeon can also be opened by the Skeleton Key found in location G. If a locked door can't be unlocked or easily forced open, a Warrior must break it down with a hefty shoulder-charge. This automatically works, the the Warrior has to roll another dice and add his toughness to it. If the result is 8 or less, the Warrior automatically loses 1D3 wounds. * Trapped Doors: Many of the doors here are trapped. Individual locations give details of which traps are used. *Fighting Doorknobs! The door has Toughness 7 and 12 Wounds. It attacks by firing solid iron doorknobs at characters up to 4 squares away (to hit: 4+). Each doorknob hit inflicts 1D6+3 wounds. When the Wounds score of the door is reduced to zero, it can fire no more doorknobs in this manner. * Door Swings! When the door is opened, it immediately flies right back into the face of the character who opened it, causing 1D6+4 wounds. The only way to keep the door open is to wedge it with 5 iron spikes or a dagger, knife, or large sharp weapon, and this must be put in place as soon as the door is opened. * Warp Door: The door instantly dispaces the characters passing through it into the warp. They remain there for 0-3 turns. The Warriors are unharmed in the warp, but they are removed from play during this time. When they reappear, the GM can place them anywhere he chooses within 3 squares of the door, on the other side from the one they were on previously. * Cage: When the door is opened, a metal cage drops from the ceiling and seals off any Warriors in the 4 squares around the outside of the door. Sharp metal spikes are then shot from the metal plate at the top of the cage down onto those trapped inside. Characters are allowed an initiative test to dodge the spikes (roll a dice and add your intiative, is higher than 9, pass the test). If they pass the test they suffer no damage, but if they fail they must take 1D6+5 damage. For every Warrior in addition to the first trapped in the cage, there is a penalty of +1 on the dice roll, as there is less room to dodge. The bars of the cage can be bent if a Warrior makes a Strength test rolling above 8 to succeed. Only one Warrior can escape through a hole each turn, but more than one gap can be made in the bars, of course. * Screaming Door: The door utters a piercing shriek when opened. The GM should immediately place a group of Wondering Monsters anywhere within the characters' line of sight, as far away as possible, who rush to attack the characters. If there are monsters inside a room behind the door, these extra Wondering Monsters won't appear inside the room (have them hurtle down passage outside to pincer the Warriors!). * Acid Spurt: When the door is opened, a jet of corrosive acid spurts from a secret compartment built into the door. Any character standing on a square next to the door must make a initiative test (rolling above 9 to succeed). If the Warrior fails, he doesn't manage to dodge the acidand suffers 1D6+5 wounds. If any of the Warriors' equipment is made of metal, it may also be affected. The GM rolls a dice: 1-3, armour is affected; 4, hand weapon is affected; 5-6, shield is affected. Armour loses 1 point of protective value; a shield is ruined and a hand weapon deals one wound less in combat. This only applies to items made of metal - so chainmail is affected but not leadther armour. Most weapons have enough metal in them to be damaged - don't listen to any player who says his Dwarf is carrying a stone axe! ----------------------------------------------- WANDERING MONSTERS ----------------------------------------------- Whenever the Wizard rolls a 1 in the power phase, a group of Wondering Monsters have spotted the Warriros and will attack. Roll on the table below to see what has wandered by. D66 Monsters ------------------------------------------- 11 Roll twice on this table 12-13 1D6+2 Ghosts 14-16 3D6 Giant Spiders 21 2D6 Zombies & 10 Ever-bond Skeletons 22 1D3 Wraiths 23 1D3 Wights 24-31 2D6 Zombies 32-34 1 Wight & 2D6 Skeletons [1-3]armed with bows, [4-6] armed with swords 35 1 Wight, 10 Skeletons, 1D6 Tomb Guardians & 3 Carrions 36 1 Wraith, 10 Ever-bond Skeletons & 2D6 Zombies 41 2D6 Zombies, 2D6 Skeletons & 2D6 Ghouls 42 1D6 Tomb Guardians 43-45 1D6 Mummies 46-51 1D3 Slimes 52-54 2D6 Ghouls & 1D6+3 Skeleton Spearmen 55 2D6 Giant Spiders, 2D6 Giant Rats & 1D3 Gigantic Spiders 56-61 1 Wraith, 1 Wight, 1D6 Tomb Guardians & 1D6 Mummies 62 10 Ever-bond Skeletons 63-65 1 Wraith, 1D6 Carrion, 2D6 Ghouls & 1D6 Mummies 66 Roll twice on this table note: replace Ever-bond with normal skeletons if more than 10 appears as there are only ten of them.