Based on some variants found in this thread and Bryan Graham's "Heroica World" on MOC, we've been working on some new dungeon crawl rules for the combined game, with a bit more depth to the combat and more loot, and using some figures from other Lego games. Each Player controls 3 Heroes and there's a GM controlling the monsters. I also tweaked the special abilities and made them easier to trigger, and gave some special abilities to the boss monsters. We're still playtesting these rules -- let me know what you all think! Thanks!
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• About: Awesome Epic Heroica is a variant upon the normal Heroica rules. In this variant every Heroica game map is connected, and each player decides what missions they want to go for and in what order. There are Hero Players, who control a Party of 3 Heroes, and the GM, who controls the Monsters. This version incorporates figures from other Lego games for extra Monstery goodness.
• Parties. Each Hero Player selects 3 Heroes to form their Party. Party members may share or trade items if the Heroes are adjacent, but all party gold is held in common. Each party starts with 2 gold. Heroes from rival parties cannot attack each other. On each player's turn, the player will choose which of the 3 Heroes to move.
• Game Master. One Player is the "Game Master" (GM). The Game Master wins if all the Heroes die before the 4 Artifacts are taken. The Game Master moves after the Hero Players, and picks one monster to move or attack.
• Object of the Game: For the Hero Players, the object is to get the most Experience Points.
- Each Artifact collected by your party counts for 10 points
- Each monster killed by your party counts for the number of points equal to their Strength
- Each remaining health point of your 3 Heroes is worth 1 point
- Each gold piece is worth 2 points
- Each un-consumed item (keys, lit torches, potions) is worth 1 point
- Each weapon is worth 4 points
• Moving: Moving works the same in Awesome Epic Heroica as it does in regular Heroica.
• Fighting: Fighting is more complex in Awesome Epic Heroica than it is in normal Heroica, because Monsters have HP. (You can stack red Lego studs on the Monster's heads to keep track of their "wounds".) When a Hero lands on a spot adjacent to a monster, they fight the monster by rolling the die. The Hero is the "Attacker" and the monster is the "Defender." If the Attacker hits the Defender, the battle continues until the Attacker is hit by the Defender or the Defender is defeated. If the Attacker is hit, he moves back one space and must wait until his next turn to continue the battle.
Shield – Critical Hit, Defender loses HP equal to Attacker’s strength +1 OR the Attacker can use special Melee ability (for Barbarian or Thief). The battle continues.
Sword – Defender loses HP equal to Attacker’s strength. The battle continues.
Skull – Attacker loses HP equal to Defender’s strength, Attacker moves back 1 space. The battle ends.
Sword/Skull – Attacker loses HP equal to Defender’s strength, Defender loses HP equal to Attacker’s strength, Attacker moves back 1 space. The battle ends.
When the GM attacks with a Monster, the same rules apply, but the Monster is the Attacker and the Hero is the Defender.
• Hero Stats: A Hero’s basic stats are: 4 HP and 3 Strength. A Hero's Strength can't be higher than his HP -- so a Hero with an HP of 2 has a Strength of 2, and a Hero with HP of 1 has a Strength of 1. If a Hero loses all his HP, he is critically wounded. He can restore his HP in the same way as in regular Heroica, but he can only restore himself twice. The third time he loses all his HP, the Hero is Dead. A Dead Hero turns into a Skeleton (from Ninjago) or a Mummy (from Ramses Pyramid), controlled by the GM. The Skeleton or Mummy does not use any of the Hero's weapons or items but still carries them. Any Hero (from any Player) who defeats the Skeleton can retrieve the Dead Hero's items, but experience point credits for the Dead Hero's kills go to the Player who owned the Dead Hero.
• Hero Abilities: Rolling a Shield allows a player to use their Special Ability. These abilities are altered in Awesome Epic Heroica.
Barbarian – Melee – does damage (strength + 1) to all adjacent monsters. Also, Barbarians can smash Locked Doors or Rock Piles with either a Shield or Sword roll. Once smashed, any character can move through them.
Druid – Ranged – Fully heal and move 1 space, OR heal one party member 2 HP (need not be adjacent) with no move. Also, Druids can use magic to open a Magic Door. After two attempts to open a Magic Door (by rolling a shield), the third attempt will work automatically. The Magic Door returns to its original position.
Ranger – Ranged – Move up to 1 space, then do damage equal to your strength to an enemy up to 5 spaces away (in a straight line). Also, Rangers take 1 less damage from attacks from Animal Monsters (Spiders, Werewolves, Bats, Scorpions)
Knight – Ranged - Move up to 2 spaces, and does damage (strength + 2) to one monster. Also, the Knight has extra armor and takes 1 less damage from Non-Animal Monsters.
Thief – Melee – Steals 1 gold from the monster and does (strength +1) damage. Also, Thieves can open Locked Doors with either a Shield or a Sword roll. Once open, the door is open to everyone. Thieves can disarm traps and do not take damage from Treasure Chests.
Wizard – Ranged – Move 1 space, and does damage equal to your strength to an enemy up to 4 spaces away (around corners). Also, Wizards can use magic to open a Magic Door. After two attempts to open a Magic Door (by rolling a shield), the third attempt will work automatically. The Magic Door returns to its original position.
• Looting: After a non-Boss Monster is defeated, Heroes roll the die again to see if they pick up anything from the monster.
Shield, Sword – 1 gold
Skull, Sword/Skull - nothing
• Market: Instead of keeping gold for the end of the game, Heroes can spend it at the store for weapons, armor and potions at one of the marketplaces located at the 5 camps, and at the brown "dock" space at the beginning of Draida Bay. Once the items are sold they are not replaced. The marketplaces are run by NPCs (currently we're using some Minotaurus figs). Prices are:
Weapons – 3 gold
Helmet – 2 gold
Speed, Strength potion – 2 gold (stock 2 each)
Health potion – 1 gold (stock 4)
Items can be sold at the marketplace for 1 less than their purchase price.
• Weapons: Weapons are used differently in Awesome Epic Heroica than in normal Heroica. If a Hero buys a weapon that matches their class (Barbarian's Axe, Druid's Staff, Knight's Sword, Ranger's Bow, Thief's Dagger, Wizard's Wand), it adds 1 point to their Strength, *and* it enables them to use their special ability on either a Shield roll or a Sword roll. If they buy a weapon different from their class, it gives that hero the following ability on a Shield roll:
Axe (Melee): Does damage (equal to Hero's strength) to all adjacent monsters.
Wand (Ranged): Move 1, then does damage (equal to Hero's strength) up to 3 spaces away (around corners).
Staff (Ranged): Restore up to 2 health (yourself only), no move.
Bow (Ranged): Move 1, then does damage (equal to Hero's strength) up to 4 spaces away (straight line).
Dagger (Melee): Does damage (equal to Hero's strength) and steals 1 gold from Monster.
• Armor: The helmet adds 1 additional HP to a Hero.
• Potions: Speed potions grant a Hero the ability to move an additional 4 spaces one turn. Strength potions give a Hero +1 strength for one battle. Health potions allow a Hero to regain 2 HP. The Luck potion allows you to reroll the die.
• Monsters: Heroes encounter different monsters throughout their journeys. Below is a list of the monsters and their stats.
Level 1:
Goblin Trooper – 3 HP, 1 S
Giant Spider – 3 HP, 1 S
Giant Bat – 3 HP, 1 S
Mummy (from Ramses Pyramid) - 3 HP, 2 S
Skeleton (from Ninjago) - 3 HP, 2 S
Level 2:
Werewolf – 4 HP, 3 S
Golem Guardian – 4 HP, 3 S
Goblin Guardian - 4 HP, 3 S
Boss:
Goblin General – 6 HP, 3 S
Dark Druid – 8 HP, 4 S
Golem Lord – 8 HP, 4 S
Goblin King - 9 HP, 4 S
Other possible monsters for future campaigns:
Lava Dragon – 10 HP, 5 S
Pirate Captain (Pirate Plank) – 6 HP, 3 S
Pirate (Pirate Plank) – 3 HP, 2 S
Black Scorpion (Ramses) - 2 HP, 1 S -- After the Hero is first hit, you lose 1 HP per turn until the Scorpion is defeated
Gold Scorpion (Ramses) - 4 HP, 1 S -- After the Hero is first hit, you lose 1 HP per turn until the Scorpion is defeated
Or the Minotaur, Ninjago Skeleton Lord, Magma Monster, Draco Malfoy...
• Monster Spawn
If the GM elects to move a monster, and the GM then rolls a shield, the GM may instead "spawn" a new Level 1 monster. Monsters can only be spawned on the 5 brown "camp" spaces at the edges of the 4 rooms. If the camp is occupied by a Hero or another Monster, the Monster cannot spawn there. If the Monster spawns adjacent to a Hero, it must attack the Hero.
• Monster Special Abilities
The Golem Guardian and the Golem Lord can pass through Rocks in Nathuz as if they were normal spaces.
The Bat and Dark Druid can fly over Rocks.
Scorpion -- After the Hero is first hit, you are poisoned and lose 1 HP per turn until the Scorpion is defeated
All Goblins can move through any locked door in Fortraan -- it's their castle! -- and it remains locked behind them.
Goblin General - Begins with the Crystal of Deflection which absorbs your attack. After you defeat him the first time, you take the Crystal and the battle ends. The Goblin General must be then defeated a second time.
Dark Druid -- The Dark Druid can walk through Magic Doors. Only the Dark Druid can move a Magic Door outside of Waldruk. (Otherwise, normal rules for the Magic Doors apply -- they can only be moved onto dark spaces in Waldruk, and can be triggered by any Monster or Hero landing on a blue magic space.) After defeating the Dark Druid, rolling a Sword or Shield will get a Druid Staff as loot.
Golem Lord -- Ranged or Melee -- on a Shield roll, the Golem Lord can petrify a Hero who is up to 3 spaces away. A petrified Hero loses one HP and cannot move for 3 rounds. After defeating the Golem Lord, rolling a Sword or Shield will get an Axe as loot.
Goblin King -- Ranged or Melee -- on a Shield Roll, the Goblin King can resurrect a Goblin Guardian to appear anywhere in Fortraan, which immediately attacks an adjacent Hero. Defeating the Goblin King will get you the Goblin Idol as loot.
• Artifact Special Powers. Artifacts are still worth 10 points even if their power is used.
Crystal of Deflection -- Negate effect of one attack. Usable once only.
Chalice of Life -- Fully heal. Usable once only.
Scepter of Summoning -- Resurrect one non-Boss monster from an opponent's hero pack and place it next to an opposing player's Hero. The monster will attack that hero immediately. If it is not defeated by the hero, it is controlled by the GM in future rounds. Whoever defeats the resurrected monster gets credit for killing it. Usable once only.
Goblin Idol (using the golden idol from the Indiana Jones Raiders set, this gets placed on throne next to Goblin King and goes to the player who defeats the Goblin King). No Goblin will fight a Hero with the Goblin Idol, the Hero instead moves past them as if they were another Hero player.
• Torches: As in regular Heroica, if you are injured, the torch goes out. But in Awesome Epic Heroica, we have discovered the secret of fire! If you are adjacent to a Hero in your party with a lit torch, yours is re-lit, or if you pass one of the remaining lit torches.