Rules and Guidelines
On this page is listed several house rules and/or guidelines used in my games. Feel free to use or adopt whichever ones you choose.
- Choosing Spells
Each Hero chooses 3 spells at a time. These three spells must all be from the same group; either one of the four elements, or one of the Hero-based spell groups (i.e. Elf, Wizard, Cleric, etc.). The Hero select spells in the following order until all spells are selected: Wizard, Elf, Cleric.
- Concealed Traps
In some rooms and corridors, monsters have taken extra care in hiding traps. If Zargon's notes indicate concealed traps in an area, and a Hero searches for traps, only the closest trap is revealed. Each trap must be searched for separately. Zargon does not reveal this fact to the Heroes. This rule was adapted from a Quest in Kellar's Keep.
- Dispelling Undead
To dispel undead, a cleric rolls one red die. The cleric then rolls a number of combat dice equal to the number on the red die. For each skull rolled 1 Body Point of damage is inflicted on undead. Skeletons are affected first, followed by zombies and mummies. Undead cannot defend. For example, a cleirc faces 2 skeletons, a zombie and a mummy. He rolls a four, and rolls four white dice. Each die rolls a skull. The skeletons and zombie are killed, and the mummy take one Body Point of damage. A cleric can only dispel once per room or corridor. Dispelling counts as the cleric's action for the turn.
- Divided Rooms
If a rooms is completely divided by an obstacle such as quicksand or a chasm, then the room is considered to be two separate rooms when searching for treasure. A Hero can search both side of the rooms for treasure, and Quest notes may specify that a special treasure can only be found on a specific side of the room.
- Halfling's Bonus
Because of his short size, all monsters except goblins and ice gremlins roll one less die when attacking a Halfling (but they always get at least 1 die).
- Selecting Heroes
Heroes are selected before Zargon reads the Quest notes. A group of Heroes can only have one of any Hero type.
- Spell Scrolls
Using a spell scroll counts as a Hero's action for the turn (as it involves casting a spell).
- Thief's Search Abilities
A Thief may search for treasure, secret doors, and/or treasure, even if he can "see" monsters. A Halfling may search for treasure even if he can "see" monsters.
- Trading Items
Heroes cannot trade items between Quests. Items may only be traded between Heroes during Quests.
- Trapzap
The cleric cannot use the Trapzap spell to avoid the effects of a trap he has already sprung — even if he has not yet taken his action for the turn.
- Treasure Without Doom
Treasure Without Doom cannot be used to cancel a Wandering Monster, Hazard, or Poison card which has already been drawn from the deck. The spell scroll must be used before the Hero draws from the deck. If Treasure Without Doom is used, and only Wandering Monsters, Hazards and Poison remains, then the Hero recieves 100 gold coins.