HerosofKandaar-work in progress.pdf
Transcript of HerosofKandaar-work in progress.pdf
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Heroes of Kandaar, the tile based dungeon crawl.
Event Cards[make backing same grid as board]
GLOSSARY
Dazed: Figure cannot attack on its next turn.
Slowed: Figure is -2 SPD on its next turn.
Immobilized: Figure -2 AC. Figure is considered 0 SPD on its next turn.
Cursed: Figure is -1 on all rolls on its next turn.
Feared: Figure must move up to its SPD, until it is is not adjacent to enemy figure. This figure cannot attack
adjacent enemy figures.
Poisoned: On Heros action phase hero must test CON TN14: Take 2 damage. Hero loses Poisoned.
OH: Off Hand. Weapon can be used forTwo Weapon Fighting.
Token: Is a representation of a monster, NPC or any other object on the board.If you have a figure that you wo
want to use as the token, note that to all players and use that as a token.
Note: Monster Tokens are a special type of token that represent an unknown enemy. It can move (by ti
not squares) but not attack or be attacked. If a Hero comes within 1 open tile of a monster token, revea
the monster token. To reveal the monster token, look underneath the token, the number represents the
number of monsters that were lurking just out of sight. Once revealed, the monsters act normally on the
Monster Start Turn. discard the monster token.
Open Tile: Is a tile that is visible, at least in part to the Heroes. If the heroes can move from their tile to the tile
question without moving to another tile, it is an open tile. Note: Diagonal tiles are open tiles if there is no wall o
either edge of the current tile.
Open Square: a square that is not occupied by a figure, token or marker.
LOS: Line of Sight. Line of sight is blocked by enemy figures, walls, and some spells. You cannot target a figu
that is being blocked by line of sight. Exception: when an event or ability states targets all (monsters, heroes,
figures), Figures do not block LOS but walls still do.
Figure:A Monster or Hero representation on the board. a Monster Token is not a figure.
DR N / X: Damage Resistance. N is a number that is subtracted from damage applied to target. X is damage t
that ignores this targets DR. Ex: DR 3/Fire. The target subtracts 3 damage from all sources of damage that is
fire.
Regen X: At the start of the figures turn, if that figure is damaged, heal X damage.
QuickStart:
Pick a Scenario to play.
Lay out the board per scenario: (Page 3)
Find Boss Fight! special event card along with two random event cards from the event deck.
Shuffle them and place them face down on the stars shown per the scenario.
Then draw event cards and place the event cards down on each remaining tiles.
Lay monster tokens face down in each tile. (Page 4)
Separate Monster cards into three decks of 1st, 2nd and 3rd level Monsters.
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Separate items card from the rest of the treasure cards. Shuffle the item card deck and place the numb
of players into the treasure deck.
Each player picks a Hero class that they will play in the game. (page 2)
Each player picks abilities and equipment the hero will use in the game. (Page 2)
Each player picks one item and shuffle that item into the Treasure Deck.
Choose the order that the heroes will take the Hero Turn. All heros start on the Start Tile.
Game Play:
At the start of the game all heroes start on the Start Tile. Heroes, starting with the first hero in the orde
agreed upon before the game started. The active hero has two actions that he or she can do, in any ord
Move: The Hero move spaces up to your his or her value. A Hero may spend another action to
move again. Once done moving, the heros movement is over.
Attack: If the active hero is within his or her weapons RANGE (Weapons that do not have a ra
value is considered 1 RANGE) to a monster, the hero spends an action to Attack. Roll d20 and the heros ATK value. If the result is equal or greater than the target monsters AC, the hero has
the monster. Subtract the weapons damage value from the HP of the target monster. If the
monsters HP reach 0, the monster is vanquished lay the monster on its side as a marker. This
ends the heros Attack action. A hero may not spend another action to attack again.
Playing Attack Actions:
When a hero moves into a new tile:
expose all monsters in all adjacent, open tiles. Draw a number of monster cards equal to the number
shown on monster Token and place the corresponding figures on that tile. placing the first monster on
skull mound and subsequent monsters next to the skull mound. Do the same for any other dungeon
where monsters were exposed.
Play the event card from the tile Hero entered and resolve its effects.
Continue with the heros turn.
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Scenarios
Investigate tavern cellar (find rogue hiding from Ogre)Solo (level 1-3)
Monster Deck contents:
Hero 1st level : All green colored 5 yellow 1 red
Hero 2nd level : All green colored 8 yellow 5 red
Hero 2nd level : All green colored all yellow 10 red
Boss Fight!:
Flavor:You walk into the chamber and witness an Ogrepounding on splintering, once solid oak table with his
huge mace. An elf trapped underneath is screaming to his gods, begging them to teleport him somewhere,
anywhere other than here. The Ogre notices the party and bellows Fresh Meat!.
System:
If the Time Tracker 7:
Place Big Boss on a tile adjacent the active Heros tile. The Big Boss has +2 AC until Monsters Turn.
Remove all other remaining Event Cards.
At the start of the Monsters Turn, Move all monster token one tile closer to the heroes.If any monster
tokens are placed adjacent to Heros tile, reveal the token as normal.
Stop the ritual
Retrieve kings sword.
escape the cave in
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Character stats:
STAT
Warrior Mage Rogue Cleric
STR: 6 2 4 4
INT: 1 6 3 2
Wis 3 4 1 6
Dex: 3 3 6 3
CON: 6 2 2 3
Chr 1 4 4 6
AC +1 +1 +3 +1
ATK 5 0 2 2
Speed 5 5 6 5
HP 28 12 16 20
Warrior Mage Rogue Cleric
Body 3 2 3 2
Mind 2 3 2 2
Soul 2 2 2 3
ATK 1 0 2 2
Speed 5 5 6 5
HP 28 12 16 20
Weapons
Weapon damage Type Usable by Special
Dagger 2 Pierce war,rogue,mage can be thrown range4 OH
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Mace 3 Blunt war, clr
Bow 3 Pierce War Rogue only Range (6),TwoHand
LongSword 4 Slash War
GreatSword 5 Slash War Range 2TwoHand
Staff 2 Blunt Clr, Mage +1 AC, TwoHand
Short Sword 3 Slash War, Rogue OH
Hand Axe 3 Slash War Range 4
Armor
Armor AC Usable by Note
Plate 6 War
Chain 4 War, Clr
Leather 2 Rogue
Shield +1 War Clr Cannot be equipt if TwoHand equipped.
NPC (Non-Player Characters)
Certain Event Cards will start side quests involving quest givers. Quest givers are non-combatants that
ask PCs to do something for them. When the quest is accepted the quest givers become a non-player
token to be used on the board. All NPCs share the following attributes:
Non-combatant: NPCs never attack. They have 10 AC, 2 HP and move of 5.
Follower: NPCs will always try to follow the designated PC. They will move after the designated
moves. NPCs will never move through a heros square and will never move adjacent to a mons
square. If the NPC cannot reach the designated hero (because of distance, moster blocking) the
NPC will move panic and move his speed to the start tile. If the NPC moves past 10 spaces from
the nearest hero, they are lost and the heroes fail the quest. NPCs can be subjected to involunt
movement.
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Targets: NPCs are treated as heroes for monster targeting.
When the heroes fulfill the quest, the quest give will give them a reward, take the item (if there is one) a
set for the exit. Remove the figure from the board.
Camp:
In the course of the dungeon delving, the Heroes might have a setback or need to refresh their abilities. If theyneed a little respite from the dungeon, they can Make Camp. To make camp they have to have at least one
Ration per hero that wishes to partake in making camp. If there are not enough rations for the all heros, or a h
chooses not to make camp are On Watch. After the players designate who is resting and who is on watch,
discard the number of rations equal to the number of heroes resting. Roll a d6 and subtract the result from the
number of heroes + 3. Draw the number of monsters equal to the result and place the monsters at the edge o
the tile where the heroes are making camp. The heroes that are on watch roll INT or WIS test with the TN of:
16 if one monster shows
13 if two monsters show
10 if three or more monsters show.
If the Heroes succeed the INT or WIS test, all heroes on watch, start combat with Start Hero's Turn. Otherwiscombat starts with Start Monsters Turn. On the start of heros turn, any hero that is resting can switch to be on
watch. When the heroes kill the active monsters or no wandering monsters show, the Heroes that are not on
watch are Rested. Rested heroes refresh all their abilities, heal 6 x level in hp and regain lost Expertise marke
Heroes that started resting but switched to on watch do not benefit of being Rested.
Search:Any Hero may Search a fallen monster by expending two move during a move action. Ex: a 5 SPD h
starts next to a fallen monster and decides to search. He searches the fallen monster so he spends two move a
now he can move three spaces as part of his move.
Treasure Cards
5 - 100 gp
Gold
100 GP
1 xp
5 - 300 gp
Gold300 GP
3xp
5 - Ration
Ration
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5 - Nothing
Nothing
3- Sword (50gp)
Damage 4
3- Dagger(30gp)
Range 4
2 Damage
5- Potion of Healing (60gp)
Spend 2 move to heal 5 HP
Discard Potion of Healing
1- Great Claw (LongSword +1)
ATK +1Damage 5
1- Lights Star (Mace +1)
ATK +1
Damage 4
1- Little Claw (Dagger +1)
ATK +1
Damage 3
1- Orc Bane (Longbow +1)
ATK +1
Damage 4
1- Stabmaster (ShortSword +1)
ATK +1
Damage 4
1- ICE (GreatSword +1)
ATK +1
Damage 6
1- Gloves of Expertise
If this Hero has Expertise markers, gain an extra one.
If Gloves of Expertise are lost, lose extra Expertise marker.
1- DwarvenBorn (Handaxe +1)
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ATK +1
Damage 4
Range 8
1- Theives Skin (Leather Armor +1)
AC 3Dex +1
1- Bracer of Defense
AC +6
1- Boots of Running
SPD +1
1- Spellbook
Pick two spells, use as normal spells.If Spellbook is lost, lose spells gained.
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Monster stats
Skeleton Shield Bearer (5) - LEVEL 1 UNDEAD
HP: 4
AC: 14
Attack 15
speed: 5
Tactics
If adjacent to hero, attack hero with lowest HP. Rusty Sword: Damage 4.
If nearest hero within SPD range, move to nearest hero, attack. Shield: Damage 2 + Daze.
Else, move SPD to nearest hero.
Special: Half damage from Slashing and piercing weapons..
Flaming Skull (3) - LEVEL 2 UNDEAD
HP: 7
AC: 14
Attack 16
speed: 5
If adjacent to hero, attack nearest hero with Immolation burst: -2 to hit, 6 damage (fire)
If nearest hero within 8 Range, attack nearest hero with highest AC. Pyro-ball target test DEX TN 14 (6 damage.)
Else, move SPD to nearest hero.
Special: Half damage from Slashing and piercing weapons. Half damage from fire.
Zombie, Hobgoblin (4) LEVEL 2 UNDEAD
HP: 12
AC: 12
Attack 15
speed: 4
If adjacent to hero, attack x2 nearest hero with lowest HP. Fists, Damage 4.
If not adjacent to hero, move SPD to nearest hero attack nearest hero with lowest HP. Fists, Damage 4.
Else, move SPD to nearest hero.
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Special: Take Half damage from blunt and piercing weapons. Half damage from Frost.
Ghast (2) Level 3 UNDEAD
HP: 12
AC: 16
ATK 15
SPD: 7
If adjacent to hero, attack x2 nearest hero with lowest HP. Claw, Damage 3 + immobilized. and Bite +1 to hit, Damage 4
If not adjacent to hero, move SPD to nearest hero attack nearest hero with lowest HP. claw, Damage 3 + Immobilized.
Else, move SPD to nearest hero.
Hulking Zombie (2) Level 3 UNDEAD
HP: 15
AC: 10
ATK 16
SPD: 3
If adjacent to hero, attack x2 nearest hero with lowest HP. Claw, Damage 3. and Bite +1 to hit, Damage 2 + slowed.
If not adjacent to hero, move SPD to nearest hero attack nearest hero with lowest HP. claw, Damage 3.
Else, move SPD to nearest hero.
Special: When Hulking Zombie takes weapon damage, every adjacent hero tests DEX TN 14 or take 1 damage from Putrid
Blood. When Hulking Zombie is taking damage, roll a d4 and subtract the result from the damage taken.
Wraith (3) Level 2 UNDEAD
HP: 8
AC: 10
ATK 14
SPD: 5
If adjacent to hero, attack nearest hero. Ghost Claw, Damage 4 + Hero test WIS 16 or Hero is Feared.
If range 5 from hero, attack nearest hero. Phantom Cry, Damage 3. Else, move SPD to nearest hero.
Special: Half Damage from Frost.
Zombie (3) LEVEL 2 UNDEAD
HP: 8
AC: 13
Attack 14
speed: 4
If adjacent to hero, attack x2 nearest hero with lowest HP. Fists, Damage 3.
If not adjacent to hero, move SPD to nearest hero attack nearest hero with lowest HP. Fists, Damage 4.
Else, move SPD to nearest hero.
Special: Take Half damage from blunt and piercing weapons. Half damage from Frost.
Ghoul (3) Level 2 UNDEAD
HP: 10
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AC: 14
ATK 14
SPD: 7
If adjacent to hero, attack x2 nearest hero with lowest HP. Claw, Damage 1 + immobilized. and Bite +1 to hit, Damage 3
If not adjacent to hero, move SPD to nearest hero attack nearest hero with lowest HP. claw, Damage 2 + Immobilized.
Else, move SPD to nearest hero.
Dwarf Skeleton (6) - LEVEL 1 UNDEAD
HP: 6
AC: 13
Attack 15
speed: 4
If adjacent to hero, attack hero with lowest HP. Rusty Axe: Damage 4.
If nearest hero within 6 range, attack. Thrown Axe: Damage 3.
Else, move SPD to nearest hero.
Special: Half damage from Slashing and piercing weapons..
Kobold Skirmisher (5) - LEVEL 1 HUMANOID
HP: 3
AC: 12
Attack 13
SPD: 5
If adjacent to hero, attack nearest hero. Spear, Damage 3.
If not adjacent to hero move SPD, attack nearest hero with Spear Charge: Damage 4
Else, move SPD x2 to nearest hero.
Special: Kobold Skirmisher +1 to hit when target adjacent to another monster. .
Goblin Soothsayer(4) LEVEL 1 HUMANOID
HP: 4AC: 12
Attack 13
speed: 5
If adjacent to hero, attack hero with lowest HP. Spear: Damage 3
If not adjacent to heros and nearest hero within 5 Range, cast Decay Curse on target Hero: test WIS 16, Damage 1, + Hero
is cursed.
Else, move SPD to nearest hero.
Special: All Monsters +1 to hit when within 3 range of Goblin Soothsayer.
Kobold Sniper(3) LEVEL 1 HUMANOIDHP: 3
AC: 14
Attack 13
speed: 5
If adjacent to hero, move away up to SPD until no adjacent heroes. If not adjacent to heroes, attack nearest hero with lowest
HP. crossbow: Damage 3 Range 10
If not adjacent to heros and nearest hero within 5 Range, attack twice at nearest hero with lowest HP. Crossbow: Damage 3,
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Range 10
Else, move SPD to nearest hero.
Special: Kobold Sniper +2 to hit when it did not move. .
Kobold Sorcerer(2) LEVEL 2 HUMANOID
HP: 5
AC: 14
ATK 10
SPD: 5
If adjacent to hero, cast Ice Shards at two hero targets. Test TN DEX 16, Damage 2 + Slowed.
If not adjacent to heroes and nearest Hero within 10 Range, cast FLAME BLAST at target. Test TN DEX 14 - target and all
heros adjacent to target. Damage 4 to Heros.
Else, move SPD to nearest Hero.
Ogre Bruiser(2) LEVEL 3 HUMANOID
HP: 15
AC: 13
ATK 18
SPD: 5
If adjacent or one square away to hero, attack with Huge Mace, Damage 8 + Dazed + move hero 1 square away from Ogre
Bruser (place open square).
If nearest hero within 5 Range, move SPD to hero and attack with Huge Mace Lunge, +2 to Hit, Damage 8 + test DEX 14.
fail: hero is Dazed.
Else, move SPD to nearest hero.
Spider (4) LEVEL 2 ANIMAL
HP: 8
AC: 13
ATK 14SPD: 7
If adjacent to hero, attack with Envenomed Fang, Damage 4 + hero is Poisoned..
If nearest hero within 5 Range and who is not affected by Immobilize. Attack with Sticky Strands +2 to Hit, test STR 14.
fail: hero is Immobilized.
Else, move SPD to nearest hero.
Wolf (7) LEVEL 1 ANIMAL
HP: 4
AC: 13
ATK 12
SPD: 7
If adjacent to hero, attack with Long Fang, Damage 3 + test STR TN 12 hero is Slowed.
If nearest hero within 7 Range, move to nearest hero attack with Pounce + 2 to Hit, Damage: 4
Else, move SPD to nearest hero.
Special: Wolf is +2 to hit when within 5 squares of HUMANOID or WOLF.
Orc Bruiser (3)LEVEL 2 HUMANOID
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HP: 10
AC: 14
ATK 15
SPD: 5
If adjacent to hero, attack with Large Club, Damage 5.
If nearest hero within SPD Range, move SPD to hero and attack with Large Club Lunge, Damage 4 + test DEX 12: hero is
Dazed.
Else, move SPD to nearest hero.
Special: +2 to hit if another Orc within 3 squares.
Orc Savage (4)LEVEL 2 HUMANOID
HP: 12
AC: 11
ATK 16
SPD: 6
If adjacent to hero, attack (x2) with Stone Axe, Damage 4.
If nearest hero within SPD Range, move SPD to hero and attack with Stone Axe Charge, -2 to Hit, Damage 6.
Else, move SPD to nearest hero.
Special: +2 to hit if another Orc within 3 squares.
Bullywug (3)LEVEL 2 HUMANOID
HP: 8
AC: 15
ATK 16
SPD: 5
If adjacent to hero, attack with Spear, Damage 3.
If nearest hero within SPD Range, move SPD to hero and attack with Spear, Damage 6.
Else, move SPD to nearest hero.
Special: Half damage from Blunt weapons..
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Event Cards
Boss Fight!Read Boss Fight! instructions per scenario.
Silence permiates the air...Nothing happens
You hear clanging from behind you...Take a monster token from the monster pool and place on an explored tile adjacent to the furthest hero from
active hero. Reveal the monster token.
You hear the sound of metal wheels grinding against stone...TRAP
If Rogue revealed this event, Test DEX TN 16. If successful discard event with no effect.
Assign three different hero targets. Every target test STR TN 14. If failed, target takes 6 damage.
You hear the sound of stone grinding against stone...TRAP
If Rogue revealed this event, Test DEX TN 16. If successful discard event with no effect.
Assign three different hero targets. Every target test DEX TN 14. If failed, target takes 6 damage.
SHRIEKERAs you step, you hear a shrieking wale coming from a huge mushroom (place token on skull mound)
AC 10, 15 hp.
At the start of Monster Round:
Move Monster token spawned by Shrieker, one tile towards nearest hero.
Draw a monster token and place it on the start tile. Move it up to three tiles toward the nearest hero.
If the monster token is placed on a tile containing a hero, reveal the monster token.
All monster tokens spawned by Shrieker do not move when Shrieker is removed from play.
CHEST
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You find a chest in the middle of the chamber. Do you open it?
Discard this event when hero succeeds.
Any hero in revealed tile may spend an action to:
Test INT TN 16 (Rogues receive +3 INT for this test) If fail, hero rolling gets poisoned.
When succeed: Draw two treasure cards, discard one of them.
You hear orders being barked out in the distance...Next monster drawn from monster deck is a Leader: +2 AC, +1 Hit, +2 Damage, +12 HP, +2 xp.
AMBUSH!Move all monster tokens in adjacent, accessible tiles one tile closer to active hero. Reveal monster tokens if
the same tile as hero, heros turn end.
Steel BlossomsYou find an armored skeleton. Its pitted armor and skull are covered in small needle-like spines. Around you t
area is covered in small gray flowers Steel Blossoms!
Place D4 Steel Blossom tokens around the skull mound. Any hero moving into squares with
Steel blossoms take 5 points of damage.
Foul MiasmaThe air here is dense with foul vapors. Any hero in this tile sufferers -2 to die rolls.
Intruders!Draw monster cards until you draw a humanoid monster. Place the corresponding figure next to the active hero
and then move the monster 3 spaces to the closest accessible tile edge where it activates monster Tokens as
was a hero.
FuryOn the monsters next turn, the highest level monster, after it takes its turn, takes another turn.
Sound of Drums in the distanceRoll D4. Draw number of monster tokens rolled. Place on any tiles that already contains monster tokens, one p
tile.
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SPELLS
1st level Mage
Frost Storm
Pick target square 8 squares away.
10 - pick 1 square adjacent to target square monsters in affected squares take 3 damag
13 - pick 3 squares adjacent to target square monsters in affected squares take 3 dama
18 - pick 8 squares adjacent to target square monsters in affected squares take 3 dama
Pyrocaste
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Pick target within 4 squares. Roll INT
10 - target takes 3 damage
13 - target takes 5 damage
18 - target takes 6 damage
Fire BlastPick target within 10 range. Roll INT
Result
10 - target takes 3 damage
13 - target takes 4 damage
18 - target takes 4, 3 damage to all squares adjacent to target
Ice Shards
Pick two targets adjacent with each other, within 8 range, roll INT
Result
10 - one target takes 2 damage 13 - both targets take 3 damage
18 - both targets take 4 damage, both targets are Slowed.
Sticky Strands
Pick 3 adjacent squares within 8 range, Roll INT
10 - Any figure moving through squares affected by Stick Strands are Slowed.
13 - Any figure moving through squares affected by Stick Strands are Immobilized.
18 - Any figure moving through squares affected by Stick Strands are Immobilized.
Place tokens on board.
Glimmering ArmorThree globes of magic surround and swirl around you, Roll INT
10- Mage has +1 AC.for each globe
13- Mage has +1 AC for each globe remove globe to negate 4 damage.
18- Mage has +1 AC for each globe remove globe to negate 6 damage.
Lose 1 globe at the start of heroes Start Turn.
1st Level Cleric
Shielding Light
Pick two targets adjacent to you, Put Shielding Light markers on them, Roll WIS
10 - Two targets receive +1 AC
13 - Two targets receive +1 AC. Targets may lose Shielding Light marker to negate 3
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damage.
18 - Two targets receive +1 AC. Targets may lose Shielding Light marker to negate 4
damage.
Lose Shielding Light marker at the start of Heroes Start Turn.
Rebuking LightTarget all Undead within range of 3. Roll WIS
10 - All targets take 3 damage.
16 - All targets take 3 damage. All targeted Level (Cleric level) Undead will move up to th
SPD away from Cleric.
20 - All Targets take 4 damage. All targeted Level (Cleric level) Undead are Dazed.
Lights Caress
Target all heroes adjacent to Cleric, roll WIS
10 - One target heals 3 damage
16 - two targets heal 3 damage 20 - all targets heal 3 damage.
Silent Prayer
Roll Wis
10 - Heal target range 1, 3 damage
16 - Heal target range 5, 4 damage
20 - Heal target range 10, 4 damage
Desperate plea
Roll Wis
10 - Heal adjacent target 4 damage 16 - Heal adjacent target 5 damage
20 - Heal adjacent target 7 damage
Bless Weapon
Pick Target with in 3 space
10 - Targets weapon does +2 damage
16 - Targets weapon does +3 damage
20 - Targets weapon does +3 damage, Target receives +2 bonus to hit
Bless weapon fades at the start of Monsters turn
Sacred Ground
Place Sacred Ground marker on Clerics square, Test WIS
10 - Any undead moving within 2 squares of marker takes 2 damage.
16 - Any undead moving within 3 squares of marker takes 3 damage.
20 - Any undead moving within 3 squares of marker takes 4 damage. Any non-undead
monster moving within 3 squares of marker takes 1 damage.
discard marker at the start of Heroes Start Turn.
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Warrior Maneuvers
Riposte Stance
Action: Go into Repost Stance.
Trigger when the first monster enters a square adjacent to War
Interrupt: Lose Riposte Stance to Attack monster at +2.
Continue with monsters turn
Shield Wall
If equipped with SHIELD
Action: Go into Shield Wall Stance
Trigger when a monster enters a square adjacent to War
Interrupt: Attack monster Damage 1 Monster is Slowed
Continue with monsters turn
Bash n Slash
If equipped with SHIELD
Action: Attack monster with SHIELD 1 damage: if Hit then attack with weapon at +2 to hit, +1 Damage
Charge
Action: Move up to 3 squares and attack. +2 to hit, +2 weapon damage.
-2 AC until Heroes Start Turn.
CleaveAction: Weapon attack +2 If this attack kills monster, make another attack at new target within range.
Power Attack
Action: Weapon attack -2 to hit, +4 damage.
Rapid Fire
REQ: Bow weapon
Action (2): Make two Attacks +2 hit +1 damage against same or different targets.
Rogue Exploits
Kneecap
Action: Weapon Attack +2 to hit. if Monster is hit, move up to 3 squares. If monster level = hero level,
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monster is Immobilized, else monster is Slowed.
Backstab
If target adjacent monster has another hero adjacent to it.
Action: Weapon Attack +4 to hit, +4 to damage.
Cloak of Shadows
If not adjacent to monster.
Action: Go into Cloak of Shadows Stance
You are not considered nearest target for monster targeting. If a monster enters or
leaves an adjacent square, you may:
Interrupt: lose Cloak of Shadows Stance to Weapon Attack +2 to hit.
Continue with monsters move.
Lose Cloak of Shadows at the start of Heros turn.
Fan of KnivesTarget all monsters up to 2 range away. Attack +2, 2 damage to all monsters hit.
Feat
War: 3 Maneuver to start + 1 feat.
Extra Training - Pick two more maneuvers to use.
Maneuver Expertise: Take two expertise markers. Lose an expertise marker to refresh a maneuver at t
end of combat.
Two weapon fighting: If War is not using shield or Two handed weapons, equip OH weapon. When war
is making an attack, make a second attack at -2 to hit, -1 to damage. This attack cannot be made to
maneuver attacks.
Taunt - If Warrior is equal distance as another hero, the monster treats the warrior as nearest target.
Vigilant Protector: When Warrior is ON WATCH, warrior receives +2 WIS
Rogue: 3 exploites +1 Feat
Poison master - all weapon damage +1 vs non-undead
Weapon Training - can use any non-two handed weapon.
Two weapon fighting: Equip another OH weapon. When Rogue is making an attack, make a second at
at -2 to hit, -1 to damage. This attack cannot be made to exploit attacks. Extra Training - pick two more exploits to use.
Exploit Expertise: Take two expertise markers. Lose an expertise marker to refresh an exploit at the en
combat.
Cleric: 3 Spells +1 Feat
Radiant- all weapon damage +1 vs undead
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Spell Training - Pick 1 extra spell.
Spell Expertise - take 2 expertise markers. Lose an expertise marker to refresh a spell at the end of
combat.
Weapon Training - can equip any weapon.
Radiant Sentry - When resting, the party receives +2 to WIS.
Mage: 3 Spell +1 Feat
Spell Training - Pick 1 extra spell.
Spell Expertise - take two expertise markers. Lose an expertise marker to refresh a spell at the end of
combat.
Arcane Watcher: Place Arcane Watcher token next to the mage at the start of the game. When Mage
finishes moving, place token adjacent to mage (open square) . Watcher token is considered a hero for
targeting AC 14, 1 HP. If Watcher is hit, remove token from the board. Discard token when Making Ca
Create new token after resting (Make camp or on watch).
Elemental Specialization. Pick an element, all damage for that element at +1.
Arcane Ceding : At any time, Mage can discard a spell to refresh a spell.
Race Bonuses
Human:
Pick another Feat.
Elf
+2 to DEX
+1 INT Longbow is a class weapon
+1 to AC
Dwarf
+2 CON
+8 HP
+1 WIS
Handaxe is a class weapon.
Halfling +2 DEX
+2 AC
Short Stature:
Cannot use Bow, T.H. weapons.
Dagger only secondary weapon for two weapon fighting.
Longsword, Hand Axe and Mace considered Twohand weapons.
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