top of page

Searching for More - Advanced Rule 02: Search Action [version0.1]

LOGIC: The base game and Adventurer's Companion offers little in the way of traditional dungeon crawl searching and exploring.


CONCEPT: Introduce a Search mechanic for general room exploration to entice players to explore the environment more and reward them for doing so.


RULE TYPE: Advanced (custom)


Search Action is used in connection with a new custom Character stat - "Guile".


Performing a Search uses that Characters action that turn.

Searching can be performed under the following conditions:


1) It is not the starting tile of the zone

2) The tile is equal to or greater than 2x4 or 4x2 squares (also called spaces) in area

3) The valid tile has not already been searched by another player

3) No enemy model is within movement distance of the searching Character player




To Perform a Search:

Roll x number of d6 equal to the value of the Characters Guile Stat

Result of 5+ on any of the rolled d6 is a Successful Search


If the Search is successful, then roll 2d6 and compare your result to the following table:


Search Table v0.1


Result 2 - Secret Chamber > you discover a passage to a secret Chamber under the slab you are standing on. One or all players (via valid movement rules) may opt to enter the passage way in their next turn.

If so, draw a random Uncharted Dungeon card to determine the layout of the secret zone (Minion Level 10, Minions can be from any line in the Bestiary). The Secret Chamber guarantees 3x random Magic Items that are placed at the centre of the secret room.


Result 3-4 - Magic Paraphernalia > create and shuffle a custom Magic Items deck consisting of only Paraphernalia items, and draw the top two cards to reveal your reward.


Result 5-7 - Treasure Chest > a reward of gold to the value of the 2d6 Result. Draw an Event Card to determine the Lock type & if a Lock Trap is present on the Treasure Chest. Receive the gold reward after negotiating the lock and/or trap.


Result 8-9 - Book/Map > draw the next Uncharted Dungeon card now to immediately reveal the next zone and any items located in it. If the Heroes are already in the final zone of the quest, the search is unsuccessful.


Result 10-11 - Ancient Artifact > create and shuffle a custom Magic Items deck consisting of only Weapons, Armour and Shield items, and draw the top card to reveal your reward.


Result 12 - Mage's Reliquary > draw an Event Card to determine the Lock type & if a Lock Trap is present. After negotiating the lock and/or trap draw a random spell card.

This spell is a one-off use by a Spellcaster only, and it's use is not restricted to being from a lore or school that is normally legally allowed for that Spellcaster type (e.g. a Druid can use a Pyromancy spell if drawn)



After revealing and/or receiving your reward the Characters turn is then over.


If the Search is unsuccessful, the Characters turn is over.



CONSIDERATIONS: The Overlord deck used as a timer will need adjusted to allow for searching to be a valid use of player time. There is no point in finding some great loot when it means you've lost the quest because you were rooting around in some dark corner!







Featured Posts
Recent Posts
Archive
Search By Tags
No tags yet.
bottom of page