This may be set a little bit easy – I’ll keep testing. When Raising Bones, prefer Archer-Revenant-Warrior if the bones are not adjacent to a Hero, and Revenant-Warrior-Archer if they are. If you have 2 or fewer Strong Heroes, remove the Raise Revenants IO cards. If you have 3-4 Strong Heroes add 2 Revenants. I’ve used the Ghost stat line rather than the Wraith, and set it at level 3.įor Raise Dead limits – use 4 Skeleton Warriors and 2 Archers. I’ve given them a Level of 1 – they’ll almost always be raised, and often with a Level greater than 1. Their cost is increased by 1 for each other minion with mob rule already placed.īetween 1 and 3 Pile of Bones are placed in each zone. There’s also a premium for minions with mob rule. I’ve upped Armoured Zombies to Level 3 and Revenants to 4. This is doubled for minions with a base cost of 3 or more. A Strong Hero is one that has either at least 4 Combat or Shooting Dice or a spell (major or minor) that makes at least a 4 Dice attack (without crystals). There’s a modifier for skeletal and zombified minions depending on the number of Strong Heroes in your party. Zombies get stronger in packs, and there’s Piles of Bones as well. Skeletons and zombies are much harder for Heroes without a 4 Dice attack, and almost trivial for stronger Heroes. They’re a bit more complicated than the other lists. I’ve added Undead to the army lists in Dungeon Randomizer. I think it’s about time for a key to the map. Up next – I think I may relook at the door lock system. If you use the loot system I proposed, this means you will no longer need the event cards. Make sure half are blank, and distribute them randomly face down between the traps. For each zone, take a trap tile for each floor trap/trapped door/trapped chest, add 1 if it’s an odd number.
Trapped doors are marked with a triangle. Warded locks only appear if you have break ward in your party.įloor Traps are shown by a dark grey square, as are trapped chests. Wards are shown in blue circles for doors, and blue chests are also warded. If you have a lockpicker in your party, the number after a mundane strength is the lockpick value. Orange chests have a mundane lock value shown on them. For doors this is shown in a black square. Mundane locks are represented by a single number – this is both the Dice and the Armour. If the overlord can reinforce, the heroes have one less turn to complete the objective. not between the heroes and their goal) just outside of long range, or on the hero start tile, if that’s closer. The minions should be placed behind the heroes (i.e. At the end of each turn over the limit (including the last turn), randomly select one of the lines in the box below and place the selected minions. The second is reinforcements arriving like in the Warlord of Galahir campaign. There are 2 options as to what happens at the end of the last turn. The Overlord Objective is always the same – Cripple 1 Hero. The mission affects the number of turns you get. If you are using the dungeon randomizer with a human overlord, add 3 to get the number of cards that make up the overlord deck. Since Overlord cards aren’t used for Solo missions, you need another way of tracking the turn you’re on. Slay the beast requires a minimum Total Hero Levels of 8. Slay the Beast (kill the large enemies in the last zone)įor a single zone the only objective is Purge, as the others could (potentially) be completed in one turn.Plunder (open every chest, there will always be at least one chest in the last zone).I’ve added objectives to the DR and the obstacles (traps, doors, chests) are now included in the balancing.