Dungeon Sagas

This page has links to my Dungeon Sagas articles and Design Notes.

When the DS Alpha rules go live I’ll add a link

What are Alpha rules?

DS Alpha FAQ page for your questions.


Design Notes

Styles of (Co-op) Play in DS

What’s The Difference Between the Core and Advanced Game?


45 Responses to Dungeon Sagas

  1. Drew Williams says:

    afternoon Jake,

    Along with soooo many others I’m getting really excited about Dungeon Sagas. I have a lad that’s just about to turn 6, give me a couple of years to paint all the models (along with dreadball teams, deadzone factions etc) and I’m looking forward to introducing him to the world of dungeon crawling!

    The topic of this absence in the market was discussed by myself and fellow gaming friends after we tried D&D 4e, now we had played a lot of 3e, pathfinder etc and loved it but 4e didn’t do it for some of the group and it got dropped (first by us then by WotC) which in some ways was a shame because we had started to strip the bones out of it to put together our own dungeon crawler.

    Please don’t take these suggestions as a request to make Dungeon Sagas more like D&D 4e, I personally love the elegance of the roll once read twice option you already have, the 5 wounds instead of 30 odd hp is far easier to grasp and track. The way the wizards spells work with a recharge time is also great. So far I’ve really liked everything I’ve seen from Dungeon Sagas.

    4e had some big plusses in our eyes though which I feel could be incorporated to Dungeon Sagas(perhaps not in their existing form but in concept at least) to great benefit. Character design was simple in this system with perhaps a dozen relevant (but meaningful) choices. What made it even easier with the online software / apps that were available. I know such software has already been discussed but a character generator (and tracker?) app for the advanced game would really add value.

    Encounter design was incredibly simple. An encounter had an xp budget and you simply spent it on traps (environmental conditions) monsters etc. this technique also applied to monsters themselves, using templates you could zombify your average orc warrior, create an elite goblin or even bond elemental powers to the farmers goats (if you really wanted to!) point was it was a simple system that created near infinite variety and flavour. I would love to see monster templates incorporated in the advanced rules.

    Ongoing conditions were really flavourful as well, the possibility of disease, blindness etc gave some really interesting options especially when characters (or even opponents) could inflict conditions instead of traditional damage (for example a spider when it hits with a ranged attack could effect a character in a similar way to the stone feet spell). They also opened up story options meaning that incapacitation, capture etc was possible instead of slaying every opponent.

    On the same subject can we explore alternate victory conditions in the advanced book (or even before). I love the variety that the mission cards bring to deadzone and it’s great that my rebels end up spending more time scavenging and escaping than they do getting involved in a stand up fights. If we could include quests where the aim was to escape from a dungeon, or hold out for a number of turns against a hoard, infiltrate, assassinate, rescue, retrieve, chase etc. the possibilities are endless! this would be facilitated by the inclusion of a skill stat (and guidance on use) for lock picking, sneaking etc.

    Could you elaborate some more on how the AI is going to work (or the thought process you are going through whilst designing it!) The AI was the hardest part we found to get right when we were thinking about it. for multiple reasons the set up in warhammer quest was really unsatisfactory and we felt there was very little narrative in the quests beyond the opening credits (more on narrative later, AI first).

    Our most successful attempt at AI creation leant heavily on the role mechanics from 4e. The idea was, be you stout paladin, hulking druid, armoured dwarf fighter you role in the party was one of defender (not all fighters, paladins etc. were defenders, your choices dictated your role) and all classes boiled down into either defender, striker, controller or leader roles (many options blending the ability of two roles but with a definite primary and secondary allocation). Monsters too had roles (off the top of my head skirmisher, brute, artillery, etc.). Encounters were built using general selections of monsters and I think there were 6 categories of straight up fights (wolf pack, two line, solo elite etc.). What we did is work within these guidelines to put together half a dozen viable tactics for each of the 6 groups trying to reflect a potential spread of intelligence within the opposition. When the encounter occurred we had the encounter type on the card, rolled a d6 on the table (with modifiers for how smart the opposition was) and got the result of (for example)

    Artillery to hold position. They are to target controller then leader the striker in order of priority
    Skirmishers to flank trying to engage striker then defender then leader I order of priority
    Brute force to split, half to defend artillery, half to defend artillery half to engage Defender the Leader I order of priority.

    Now a certain amount of common sense needed to be applied but on the whole this system, once set up made for a really varied challenges when used in line with the encounter cards.

    Our biggest change from a traditional crawler was to focus things in terms of encounters. Using a system similar to the Lord of the ring LCG we had an adventure made up from a deck of cards. the cards were split into two types, story or adventure specific (half a dozen cards that made up the salient parts of the plot / important set piece battles, and more generic encounter cards to bulk out the adventure (for example a dozen low level sewer encounter cards half a dozen market encounters and half a dozen low level slum encounter cards. The cards themselves contained combat encounters, some were skill challenges, others were plot expose, clues or objectives that needed claiming or on going conditions that effected the game. In some cases we had conditions where by events chained together generating larger mini dungeon maps or simulating reinforcements, traps sprung in the heat of battle or even skill tests required before advancing. We found that using such a deck bought back a sense of narrative to the game and gave a dungeon more focused direction.

    Anyhow, apologies for the amount of waffle, more of my wish list for the game I guess! hopefully you may find some of the ideas interesting. I know time is at a premium at the moment but I’d love to get your thoughts some of the ideas.



  2. Jeff says:

    Will there be rules for exploration? Ex: Searching for treasure (hopefully in some 3D furniture, hint, hint), avoiding traps, and finding secret doors/tunnels.

  3. Matt Price says:

    What’s the news on the updated Alpha rules? I have plans to play in two days… But they seem to have disappeared?

  4. JD says:

    Hi Jake!
    Can you give us any any infos on the “between the games”-part? Will we be able to sell things we find in a dungeon, buy new weapons, weapons or other stuff? Will there be tables to roll on what merchants offer?

  5. Matt Price says:

    Me too. I was thrilled to see how much detail and how many choices were available to the heroes in the new Shadows of Brimstone. I really hope DS can bring this level (maybe more!) of choice to the fantasy dungeon crawler genre!

  6. Shane says:

    Any chance of a post about the recent beta play at mantic? I realise you’ve got your hands full but I’ve run out of things to read about the game.

  7. Shane says:

    Short version: Have you changed your position on what happens if the Necromancer wins the scenario. [Game ends and good guys have another go at playing that scenario, as opposed to the heroes winning and advancing to the next scenario]

    Long Version: I stumbled across a copy of wing commander 3 the other day. And was reminded of the way that campaign progressed. You could lose a mission but the game just kept moving forward. ultimately you either won missions to advance to destroy the enemies home world or you lost missions and ended up with a final mission of having to defend earth. In both cases either party could ultimately win the game. (Lose every mission but win the last and you destroy the rivals forces). Obviously computer games are a bit different than board games. But it just made me realise that the progression of this games campaigns is highly reliant on the good guys winning. This raises a few questions to me.

    1) How difficult would this campaign tree be to implement? [To me the longer the campaign is this sort of implementation becomes exponentially more difficult]
    2) Does the core rules have something in place to stop replaying a scenario just being a mulligan? (as I understand it the advanced rules do, but the core rules may not)
    3) From posts about the open day it seems as though some scenarios have turn limit count down till the heroes are defeated – do you concern yourself with story fluff to justify replaying this sort of scenario? [the 3rd mission in the alpha rules, a hero defeat can be explained by them being beaten back out of the dungeon and they return after reviving their fallen comrade. In contrast, say you have 8 turns to get to your win condition or you lose, there is generally some sort of fluff to justify this – the ceiling is caving in, a volcano is erupting, a demonic portal opens, a devastating spell is cast, etc. From a story telling perspective it can be much more difficult to explain replaying this sort of mission.
    3a) Would you use that sort of mission as a point that you move on regardless but if the necro wins he has an advantage (a stronger unit in the next mission?) or the heroes have a disadvantage (each hero starts with 1 wound in the next mission?) while if heroes win they might have a magic item, or just get to be smug in the knowledge that they stopped something bad from happening.

    side question) How much does the back ground fluff go into your scenario designs? i.e. – the heroes were sent in to buy time and ultimately die (sending heroes to die against a necromancer seems a bit counter productive… but I’m not the ruler of a kingdom of mantica so who am I to judge, maybe they have an immunity to undeath, who knows… it’s probably not important.)

    • Quirkworthy says:

      1) It would mean writing many more scenarios, plus writing variations on some of them. Lots more work, longer testing, much of which would rarely get used.

      2) If you are playing the adventure as a one-off then it doesn’t really matter: it’s just about having a fun time there and then, with no impact beyond it. If you’re playing in a campaign then the Heroes have a limited number of “Hours” to complete the whole series of adventures. If they take too long then Mortibris will win. Each run through a scenario costs them an hour from this limit, so they can’t afford to fail too many times. This gives them a very simple way to track how well they are doing, and also how many spare “lives” they have without being allowed to be sloppy and just go again and again without penalty.

      3) The game timing out is only one way of it ending, so it doesn’t always come into play. The whole thing is artificial when it comes to story though, as they should really have one shot at the whole series. We collectively suspend our disbelief in these things, just as we do with computer games. When did you last see one of those where you had a single life to complete the whole game? Of course, a better story always helps this suspension of disbelief…

      3a) In order to give maximum flexibility, the scenarios are designed to be playable as balanced one-off games as well as part of a campaign. This means that we don’t really want advantages that follow on from one to the next. At least, not in the core game.

      Side Q) It varies. Personally, I think the background is important, and dovetailing it with rules is something I always try to do. Unfortunately this isn’t always possible when you have different people writing rules and story, but in the case of Dungeon Saga we’ve had a lot of back and forth to make sure things match and they should fit pretty closely.

      As far as giving Mortibris 4 more Skeletons to raise, I don’t think that’s going to make any difference if he isn’t stopped from gaining the power of one of the original books of magic. He will, at that point, be able to raise all the corpses in many miles’ radius by clicking his fingers, so the powers that be will have bigger things to worry about. Four more among millions? Not an issue. Even a slim chance of stopping Mortibris? Priceless 🙂

      • Shane says:

        Thanks for the detailed reply. I appreciate it. Sorry that my posts are often unnecessarily wordy. I don’t really notice when I type it out, until I read such a big reply!

  8. Matt Price says:

    Fantastic to see the game preview over at http://www.manticgames.com/games/Dungeon-Saga-The-Dwarf-Kings-Quest.html. Looks awesome!

    Did the solo options get left out? The page specifically notes that the game must have one bad guy, and up to four heroes.

  9. kenshi says:

    More information of adventurer companion and advanced mode… please

  10. HI Jake

    I’m really looking forward to this game, been too long since we had a good dungeon crawler 🙂

    In preparation, and to double up for use in my own dungeon crawler, I’ve been making quick, easy and effective 3d dungeon tiles. I’ve put up a four part series on my blog on how to do this for anyone that’s interested 🙂

    If you want to give it a go, please follow the links below. If you do give it a go, please do me a solid by visiting my facebook page at http://www.facebook.com/jimmiwazere and dropping me an image of your tiles – I’d be really stoked to see how you got on!

    https://jimmiwazere.wordpress.com/2015/08/20/how-to-make-dungeon-tiles-for-dd-dungeons-of-orkney-and-dungeon-saga-the-master/ — Part 1

    https://jimmiwazere.wordpress.com/2015/08/23/how-to-make-dungeon-tiles-for-dd-dungeons-of-orkney-and-dungeon-saga-part-2-the-mold/ — Part 2

    https://jimmiwazere.wordpress.com/2015/09/19/how-to-make-dungeon-tiles-for-dd-dungeon-saga-and-dungeons-of-orkney-part-3-casting-your-first-tile/ — Part 3

    https://jimmiwazere.wordpress.com/2015/09/29/how-to-make-dungeon-tiles-for-dd-dungeon-saga-and-dungeons-of-orkney-part-4-painting-the-tiles/ — Part 4


  11. Tyr says:

    So, just received the game. Pretty decent stuff, though Im afraid thereve been some pretty huge errors, particularly concerning the adventurers companion. Its basically missing just about every page reference in the book (it always says “see page XXX”). The Sylphs background is a copypaste of the salamander background. Im guessing that was the editors fault though? Kind of disappointing, anyway. Makes it look a lot less professional. :/

    • Quirkworthy says:

      My original manuscript for anything is likely to contain “see page XXX” references as I obviously don’t know what the final layout will be when I’m writing it. The correct page references have to be added quite late in the process, once a final layout has been decided. That’s true of any book.

  12. Matt Price says:

    This isn’t the first comment to describe this… I haven’t gotten my copy yet, but I hope it’s not as bad as you’re suggesting, Tyr. If it is, that’s some disappointing editing on Mantic’s part (to put it… mildly)

  13. Tyr says:

    Some rules questions, since we dont have an FAQ page yet, Ill leave them here:
    1) The demonhunter can choose “Speed of a Bullet” as his 3rd level skill. If he does, he cant take the +1 ranged die, making the skill useless unless he chooses +1 die at level 5. Im not sure if this is intended?

    2) Leveling up a ranged stat: If a character starts at 0 ranged dice, does he get 1 dice when he chooses that as his improvement, or does he gain three dice (since you never roll less than 2 dice)?

    3) Leveling up stats: Do extra dice stack? Ie, could I get +1 combat die twice, or does that count as duplicating an ability? What about ranged dice, what happens if I choose +1 shortranged and +1 longranged? Are these seperate, ie I would have to choose either long or short range and roll the using the relevant stat? Or do they stack, ie Id get an extra die at short range?

    4) Break Ward: As it is, it seems to be a random spell, making lots of dungeons unbeatable if you dont draw it. You mentioned that it would be available to every spellcaster, but currently, similar wording is only available in the petty magic fluff text, and even then, the chance of drawing break or dissolve ward is pretty slim, considering petty magic seems to have the largest amount of spells. Any clarifications here?

    5) Bestiary entries, any ranged units: The entries do not contain information about wether the attack is long or short ranged.

    6) IO rules: What rules do characters (ie, bosses) use? They dont seem to have their own personality, do they always default to Warrior?

    7) Uncharted Dungeon: Some cards put the entrance arrow between two tiles, how do you decide which side you place the tiles on?

  14. seb says:

    i have also some questions about Dungeon Saga:

    1)The “Love’s fool” song : it reduces the Threat of zero.
    But the “threat” aspect is only used with an invisible overlord.so is this song useless otherwise?

    2)The item “Nilfit’s door opener” can be used multiple times (unless you roll a 1 or 2),but it is “ONE USE” item.Is this a typo?

    3)Dwarf and barbarian (if i remember) can have the “Shield Bash” ability….but it’s not explained in the Companion.What does this ability do?

    4)About creating dungeon: How can you determine the levels for the heroes to go in a specific dungeon?in the campaign,an ovelord doesn’t gain new abilities or cards,or boost for his monsters (excepts bosses if you use downtime for bosses,but bosses are…bosses),i am a bit sad about that,he just watch heroes becoming more powerfull,so he must be sure that the next donjon will be for the levels of the heroes…If i create 3 donjons,with a campaign rule for example.Heroes will be level 2 when they will enter my dunjon number 3…how can i know if it’s difficult enough for the levels?some advice?

    Thanks !

  15. seb says:

    Another question :
    Two skills ,Markman (*) and Deft Throw (*) are on the location card Stonebrewer’s Adventurer Academy,but nowhere else in the game.(and not in the Companion)..what are those skills?why aren’t they in the game but on one card?

  16. OoArrTracter says:

    Got my set last Sunday and the adventurers companion has my creative juices flowing hard already. The advice for creating campaigns/missions is great but I wondered if there was any more insight that you could provide.

    1) As Seb asked above I’d love some advice for managing level progression in campaigns. Playtesting is king but did you have a rough level progression you used when creating the full campaigns?

    2) Similarly if I wanted to stick an extra mission or two into an existing campaign (I have an image of Mincers barrelling around tunnels ala Labyrinth to add in the Warlord of Galahir) how would you recommend bumping the later missions difficulty to ensure they remain challenging?

    3) I love my Abyssal Dwarves and am sad they seem a bit under represented in the Bestiary. Did you ever come up with some stats for Immortal Guard, Halfbreeds or fire teams (I guess stealing the dragon fire attack is a start) we can unofficially use?

    Also just to say thanks for rekindling my youth and what seems to be a really fun game.

  17. I’m enjoying DS since last friday and it’s awesome. Nice game!. I still have some doubts about creating heroes

    1. The halfling race is weaker than the other ones. I know they are smaller and all that but… who would like to play halflings then? It would be better to play a human or a dwarf and say “it counts as a halfling”. I would sugest giving them 2 bonus instead of one, or the backstabb hability like in dungeon journal

    2. Some professions have “+1 Shooting Dice” as option to learn. How does it work in a profession which has no long range, like the barbarian? Does it mean you have 1d6 to roll in a ranged attack? seems useless

    3. The demon hunter character has no extra ranged benefit, but Arianya character has “2 Shooting dice” on his sheet. Having some benefit seems logic, since demon hunter seems a “hybrid” between close combat and ranged. Which one is the correct? The one on the sheet or on the adventurers companion

    4. Fighter Ranger: +3 Shooting (long).
    Madriga in adventurers companion has only 3 die to shoot, but Madriga’s sheet says she has 4 die. Which one is the correct one?
    I would guess the of 4 is the correct one. It’s the one which was on the beta rules and on the main campaign

    5. In therms of stats, Paladin is exactly the same than a warrior… but with the extra “holy, spellcaster – healing spell”. Habilities to pick are more or less the same, in different orders. Would not be better to give fighter the “taler of tales” hability or something like that, to compensate?

    6. The thief has +2 shooting short hability… but Ally McSween, the halfling thief, has 3 shooting long as stats in page 59. The same Ally, on his sheet, has 3 shooting short as stats. Which one is correct?

    7. The spell of opening doors is a “must” on every team, but it’s not a free spell, you have to pick it. Does that mean that the wizard has to spend his “chosen starting spell” on that one if it’s not included on the 6 possible spells to pick? Isn’t that a bit weard? I would sugest some change (getting that open-door spell instead of crystallise, or as an extra-spell, and having 2 extra spells to choose from)

    8. On the rules, it says you can pick your feat when u are at least at lvl1, instead of leveling up. How does it exactly work?

    9. Rules to play with your own character the warlord of galahir and tyrant expansion say “start with 8 levels, wich is more or less start at level 2, or start at level 1 with one feat”. Is that correct?

    10. Valandor expansion is started with 20 levels in total. Ok, we can see on the stats that the starting characters also have lots of extra habilities and equipment. What happens with the infernal crypts expansion? it also says “start with 20 levels in total”. Is that correct? Why then the starting character sheets are have 8lvls only? Should the errata say “start with 8 levels, like the rest of campaigns?

    11. The DKQ adventure doesn’t have a table with level starting of each quest. at what level should we start if we want to play with our own characters?

    12. Shield bash… this hability is not listed on the book. Is it the same as Slam?

    I think that’s all for now 😉
    Thanks for everything, and sorry for my english.

    • mastertugunegb says:

      Here’s what I think, at least until Jake has a good peruse of the Adventurer’s Companion and so forth…

      1. Not every race is about smacking the crap out of things well. Halflings appear to be about sneaky stuff like burgling.

      2. +1 Shooting Dice can be useless for someone who didn’t get any from their Profession to start off with, especially against the likes of the Undead who more often than not ignore a single Hit. Against living creatures with Wound stats or even an Orc they might be good enough if you manage to beat their 2 dice of defense after enough penalties are tacked on.

      3. Pass. Demon Hunter probably should have had some Profession Shoot Dice to start off with. It would answer Seb’s questions and solve why level 3 has the option for +1 Shoot OR Sure Shot*.

      4. Probably Ranger should be Shooting (Long) +4 dice, unless Madriga got nerfed and it didn’t get corrected before the card got printed.

      5. Paladin sacrifices being able to re-roll fails for getting the option of New Spells. It gets Tough sooner, and has more repeated options it can only select once. Even if a Fighter specializes, it appears to be a LOT more diverse over time straight up martial combat wise.

      6. Ally McSween Adventurer’s companion looks like a typo. Thinking it is the one with the Shoot (Short) version instead. Depending on how the answer for Madriga goes regarding the ‘does she have 3 or 4 Shoot (Long) Dice?’ I’m thinking Ally probably has 2 Shoot (Short) Dice. That or there was meant to be a One-Time Bonus that included a +1 dice Shoot (choose or match existing type if any) option.

      7. That would appear to suck if you did end up having to choose it as your choice of spell, but probably not overly so, as long as you get a decent random spell or two.

      8. You decide whether you want to choose a feat, if you have room left for one. If so, then you don’t bother continuing with the rest of the between Quest stuff, as you are devoting time and effort into learning a new signature technique (feat).

      9. This means your party can have any combination totaling up to 8 levels. So you could have 4 Heroes at Level 2, or one at level 5 and three at level 1. Unless I’m mistaken, you still level up if you take a feat, You just don’t ALSO get an ability, nor do you visit any locations for that level.

      10. Don’t have Valandor stuff yet. JAAAKKEEEEE!!!!

      11. Probably look at what the party starts with at the quest you intend to start on, and what levels in total they’d need to get them and go from there.

      12. ‘Shield Bash’ is very likely Slam. Seems to work the same way or close enough to it if its different.

  18. seb says:

    i have some more questions…

    q1)about those two feats:
    “Blessed Aura:All adjacent friendly models heal 1 wound.”
    Blessing:All friendly Heroes in Short range heal 1 wound”

    is there something wrong here?what’s the point of blessed aura?Blessing seems better to me.

    q2)about the demon hunter..i don’t understand why he can have Speed of the Bullet without having shooting dice at the moment he can take this skill…or does he start with some ranged dice?

    q3)there’s an error in the book, Boomer and Shooter Ogres stats are exactly the same…?

    Thanks !
    Great game,but soo many errors in the Adventurer’s Companion’s book…
    Also i think some example of uncharted dungeons play and invisible overlord plays will be great,it’s really missing the Adventurer’s Companion’s book.

    • Tyr says:

      Asked your second and third questions alkready, questions 1 and 5. 😛
      Still waiting for an answer though…

    • mastertugunegb says:

      About Blessed Aura and Blessing – I think this is deliberate. Note the subtle difference. Blessed Aura heals all adjacent friendly MODELS 1 wound. So this will affect things like Pietor the Merchant (unless he counts as a Hero) from Warlord of Galahir, possibly Padd the dog, and any Hero henchmen and familiars or whatever the game might get later on.

      Blessing while doing essentially the same thing but at up to Short Range away, only affects fellow friendly HEROES. So no such luck for those friendlies who aren’t a player controlled Hero proper.

  19. seb says:

    And more… 😀

    1)There is an interesting discussion on BGG,about the injuried statut :it seems that a wzard being inuried after the first wound don’t have a real impact on the game,as he will never fight with close combat (so no dice penalty) and he will never be able to roll less than 2 dice in defense…so what’s the point?

    2) breaking a chest don’t seem to trigger a trap…so why trying to pick a lock ?

    There are some nice questions about rules on BGG….
    I hope we will see a nice FAQ one day.

    Thanks again !

  20. And I don’t think the two dice limit is for defense only. It’s also for attacks as far as I read it. So really, the wizard don’t care wheter he’s injured or not – strange. :/

    • mastertugunegb says:

      That’s what makes a Wizard shine. He doesn’t need to exert himself physically like in a Fight when he casts Spells, as he just needs to incant and maybe do some gestures and call on the power trapped in an Energy Crystal to Cast Spells.

      Unless he finds some way of getting a +1 Fight option as part of a level up and then chooses to take it instead of all the options currently available for being a Human and a Wizard, would he ever take a penalty. I don’t see why he ever would when casting magic seems so much “easier” for him.

  21. Loig Roumois says:

    Jake where are you? There are tons of gameplay questions here and on BGG that need answering… 🙂 at least tell us you are “working on it”

  22. eriochrome says:

    Started my own unofficial Errata FAQ for the Adventures Companion while we wait on Mantic.


  23. Hakon Blum says:

    just got my expansion to dungeon saga today.
    unfortunately i couldn’t make my favourite heroes, while the options are amazing, i feel you left out some really popular profession choices.

    The martial artist (monk) –
    who uses unarmed combat and no armour
    +2 move +2 attack +1 heart holy, spell caster, choose 1 from divinity, aeromancy, pyromancy, geomancy, hydromancy, 1 spell (rule idea: self defence, a martial artist may never have higher then armour 1, but adds 2 dice to his attack value when defending)

    The Warlock –
    a spell sword of sorts
    +1 attack, +2 heart, spell caster, summoner, 1 minor spell (blast, 2 attacks at range long, 2 dice 90 degrees or upgrade to 3 dice for 180 degrees, each attack may target a different target) 1 major spell from petty, sorcery or necromancy (evil only) – place 6 choose 1
    (Summoner – may summon an imp Move 5, Attack 2(short), defence 1, stealth, fire, wound (2))

  24. Alistair says:

    Are wizards the only characters with access to ‘break Ward’? Adventurers Companion does not list petty magic under a professions description for any characters other than Wizard, but the petty magic description in the list of spell categories says ‘know to all spellcasters. I would hope that the latter is the case otherwise all parties would have to take a wizard as one of their members to get through magical locks.

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