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Every cent received goes toward Ye Olde Inn's maintenance and allows us to continue providing the best resources for HeroQuest and Fantasy Gaming fans.
torilen wrote:I've got a lot of new monsters to work out all the way and put up here, but here is one
that I can put up now - fairly easy to work out - a new TYPE of monster, too - if anyone has an
easier way to explain this, let me know. I know it looks a little complicated at first - its not though.
Faerie Fiddler
Move = 12
AD = 1 (walking stick - as staff, but no diagonal attack)
DD = 2
Body = 2
Mind = 8
Has access to 3 spells
This is a creature that lives in forests and enchanted areas, and looks like a dwarf/gnome mix.
Being it is a magical creature, it can move very fast
Ability - Fiddle/Dancing Magic
Upon catching sight of what might be intruders in its home, this creature will begin to play its
magical fiddle. Any heroes who hears this music (any in the same room/corridor) will start to
dance uncontrollably. To resist the music, each hero must roll combat dice equal to his Mind Score -
the Fiddler rolls the same - treat this as a normal combat attack (monster must roll skulls, heroes must
roll white shields). The heroes may attempt this each turn until they break the spell. If the heroes are
able to roll an equal number of white shields or more than the Fiddler rolls skulls, the spell is broken for
that hero.
For two turns of dancing, no harm will be done. The third turn of dancing will give the hero -2 on all rolls
(that is, -2 attack and defense dice, -2 movement spaces, etc.)
The fifth turn of dancing will cause the hero to make only ONE action, either move or attack/cast spell/etc.
If the hero breaks the spell after harm has been done, the harmful effect lasts for one full turn after breaking
the spell.
If the hero does not break spell by the 7th turn of dancing, on the 7th turn he will fall unconscious from exhaustion.
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