Date: Tue, 20 Jan 1998 02:55:59 EST From: Janusary Subject: Re: More magic cards WICKED REWARD "The blood on my hands is mearly proof of my ambition." -Kaervek --- This room has an eerie and almost imperceptable red glow to it. Roll on the monster table and fight a group of monsters immediately, with monsters at +1 to hit every round. When/if the monsters are defeated the glow fades from the room, and the player who slew the most creatures in that group gains an aura of the same ghostly red pallor. The recipient of this "wicked reward" gains +1 toughness for the rest of the adventure, a luck token to be used in combat only, and +2d6 x 20 extra gold for every group of monsters overcome for the duration of the dungeon. BINDING AGONY "A crash of rhinos in my head" -Femeref expression meaning "a severe head pain" -- A black bolt of magic leaps from a trapped tile and forms a burning corona on/in a random warriors head. for 1d6+2 turns, the warrior must roll a +5 to do ANYTHING that round (though he cannot be automatically hit) for the duration of the spell. Even after the effect wears off the warrior is still -1 to toughness and Initiative for the rest of the dungeon. INSPIRATION "Madness and genius are seperated only by degrees of success." -Sidar Fabar -- This part of the cavern is expecially spacious (or this part of the dungeon is especially forboding) but the warriors are completely unafraid, and rather inspired to find that they have come so far and yet lived. Draw another event card, but if it is a trap proclaim the warriors pridefully sidestep it's horrendous effects and have a good laugh at their continuing good fortune and bravery in the face of odds, of if it is monsters give each warriors +1 attacks for this combat until they suffer 4 or more wounds. If a warrior loses NO wounds, that warrior may keep the effect until the end of the NEXT combat. FOUNTAIN OF YOUTH "The Fountain had stood in the town square for centuries, but only the pigeons knew its secret." within this room is a bubbling fountain built over an underground spring. The water's sparkle shows that it is magical, but no moss or lichen grows near it, which makes you wary to partake of it to quench your thirsts." Anyone may choose to drink from the fountain, but it will only have any effect the first time the waters are quaffed. Roll 1d6 1 - "Waaaah!" The fountain of youth reduces you to infancy within a heartbeat. The effect will wear off, but only until TWO sixes are rolled in the power phase. As an infant you have a movement and wounds of 1, but you can be carried (and thus protected) by another warrior as long as they sacrafice 2 attacks per round to do so. If the dungeon is completed before two 6's are rolled... the effect is permanent. 2-3 - "I'm young again!" -- the fountain of youth temporarily drains the maturity from your body, leaving you with the frame of an adolecent but your faculties intact. If you are a fighter-type warrior, you lose 1 Str and 1 Toughness, as you are now a 100 pound weakling, but if you are a spellcaster gain +1 Str and Toughness and enjoy being back in your prime. The effect lasts all dungeon. 4-5 - "I feel like I could conquer the world!" -- Your friends watch in amazement as the healing waters restore you to a picture of untold heath. You heal all damage you have up to maximum wounds, gain 2 starting wounds, and enjoy +1 Str and +1 movement for the rest of the dungeon. On a roll of +5, the +1 Str is valid for next dungeon, too. 6 -- "!!!!" -- Your friends watch in horror as you shrink into an infant, twist and bawl as you shrink further into a diminutive fetus and vanish into a microscopic blip that is a fertilized egg cell. Needless to say, you're dead. INFERNAL HARVEST "I offered you eternal life; I just didn't say where." -Shauku, Endbringer -- This room is filled with an aura of necromancy, and as the warriors pass through it, the walls burst into magical flame and out jump the departed souls of many of the beasts that the warriors have slaughtered in this dungeon! Add up all the monsters the warriors have killed in this dungeon and divide the number by four. Place this number of GHOSTS in this and the adjoining rooms. The dead want last licks on the winning team. Nuff said! Janus