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Latest News from TREZ:
New Rules / New Tags / BB Tags upgrade / TEX Tag / LaTeX partial tutorial / New contest / 2 new forums / topic preview feature / new affiliations / EXE 1 PA / few other TREZ changes I don't want to mention them one by one, 70th anniversary of WWII beginning / New Rules / Contest Winners Updated / TREZ Werewolf game / History of TREZ / Nemo's Random Event #8, New Banner / ZetaBoards Upgrade / New Dice Tag, Hacked Battle V contest / Navi Contest Results / Nemo's Random Event #7 / Custom Programs forum / Official RP at TREZ / Site updates, NO PORN HERE
| Adventure Cards A-H | |
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| Topic Started: Jan 6 2009, 03:07 PM (112 Views) | |
| Nemomon | Jan 6 2009, 03:07 PM Post #1 |
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Alchemist Whilst the Alchemist is your follower, he can turn any objects in your possession into gold as and when you direct. When he changes an object into gold, place it onto the discard pile and take 1 gold. He cannot reverse the procedure. Altar of Dread The Dragon Cult has built an Altar in this space. They demand that you give them a follower (your choice) as a sacrifice to their foul Dragon god. Immediately discard one follower. The Altar of Dread will remain here for the rest of the game. Amber Dragon (s7) The Amber Dragon breathes fire on you. You must roll one die with the following results: higher than your craft – lose a life and your turn ends; equal to or less than your craft – no affect but the Dragon then attacks you as normal. It will remain here until it is killed. Amulet Whilst the Amulet is in your possession: 1) you may not cast or use any spells, except for the Command spell; 2) you are unaffected by all spells in the game, except for the Command spell; 3) a character cannot evade you with the Invisibility spell. Ancient Artifact This Ancient Artifact is an old and powerful weapon. If you use it in combat, roll one die with the following results: 1) it explodes – lose 1 life and discard it; 2) it explodes – discard it; 3–4) it fails to work – you must fight the combat without using a weapon; 5) add 1 to your die roll for that combat only; 6) add 4 to your die roll for that combat only. Angel An Angel of the Gods visits you. If you are of good alignment you gain a life; if you are of evil alignment you lose a life; if you are of neutral alignment you are unaffected. The Angel then departs to the discard pile. Ape (s3) An Ape is terrorising this space. It will remain here until it is killed. Arcane Scroll If you encounter an enemy Dragon you may use the spell on this scroll to force it to attack another character (apart from a character that is fighting the Demon Lord) instead of you. The Arcane Scroll is discarded once you have used the spell. Archer After you have moved the Archer is able to shoot an arrow against another character, or face up enemy animal, dragon, or monster in your region up to three spaces away instead of having a normal encounter (ranged combat). He has 3 strength when firing his bow. If he wins, a character loses a life or an enemy is killed (discard). If he loses, the shot missed its target. Arena You may summon any character (not an enslaved character) in the outer or middle region to do battle with you. Move them here immediately and attack them in combat, or psychic combat if you are permitted. The Arena is discarded once a character has been summoned. Armour If as a result of combat, or ranged combat you have just lost a life you may roll one die with the following results: 1–3) no affect – lose a life as normal; 4–6) the Armour protected you – you do not lose a life. Astral Conjunction The stars are aligned so that all Spirits including the Demon Lord have their psychic combat craft doubled for one round. The Astral Conjunction then passes to the discard pile. Axe Whilst the Axe is in your possession: 1) your combat strength is increased by 1 point for the duration of any combat in which you use it; 2) you may build a Raft in the Forest, or a Woods space. Bag of Carrying This magic Bag can carry up to 5 objects, although it does not count as an object itself. If you lose the Bag, you also lose all objects carried inside. If you are in the Cursed Glade, or Destroy Magic, or Magic Shell is in effect the Bag can only carry 1 object. If the Gust of Wind spell is cast against you, you only roll a die for the Bag not the objects carried inside (see above). Bag of Gold Immediately exchange for 1 bag of gold and then place this card onto the discard pile. 2 Bags of Gold Immediately exchange for 2 bags of gold and then place this card onto the discard pile. Bandit (s4) A Bandit is marauding in this space. He will not attack you if you give him 1 bag of gold (discard). The Bandit will remain here until he is killed. Band of Zombies (s2 x 4) There are four rotting Zombies wandering in this space. You must fight each one in turn to kill them. If you kill all four Zombies, you may keep all the bodies to count towards extra strength. If you do not kill them all, they resurrect themselves. The fetid band will remain here until they are all killed. Banshee (c3) A Banshee is stalking this space. It will remain here until it is killed. Bear (s3) A Bear is running amok in this space. It will remain here until it is killed. Berserker (s3) A Berserker goes berserk in this space and he will remain here until he is defeated. When defeated he is not killed; instead roll one die and move him that number of spaces clockwise around the board. Black Temple The Dragon Cult has built a Temple in this space. They demand that you give them all of your gold (wherever stored) as an offering to their foul Dragon god. Discard all of your gold immediately. The Black Temple will remain here for the rest of the game. Blizzard Winter has come with a vengeance and a Blizzard envelops the land. For the next two rounds all characters must move one space per turn, including teleporting characters. However, any subsequent movement within a characters turn is permissible. The Blizzard then abates to the discard pile. Blue Dragon (s8) The Blue Dragon breathes fire on you. You must roll one die with the following results: higher than your craft – lose a life and your turn ends; equal to or less than your craft – no affect but the Dragon then attacks you as normal. It will remain here until it is killed. Boar (s1) There is a wild Boar roaming this space. It will remain here until it is killed. Book of Dragon Lore Whilst the Book of Dragon Lore is in your possession: 1) you may reroll the die in combat against Dragons but you must accept the outcome of the second roll; 2) you may ignore the effects of the following event cards: Deadly Rivals, Dragon Rage, and Surprise Attack. Book of Spells You have found the fabled Book of Spells. You immediately gain your full complement of spells according to your current craft. The Book then vanishes to the discard pile. Bracelet of Might The Bracelet of Might gives you the strength of a Dragon. Whilst it is in your possession you count as having 7 strength regardless of whether your strength is actually higher or lower. You may not count any bonuses from other objects, or followers whilst you are using the Bracelet. Broken Shield You find a Broken Shield that may be repaired for 1 gold if you visit the Armoury. It is then replaced with a Shield from the Purchase deck (if available). Broken Sword You find a Broken Sword that may be repaired for 1 gold if you visit the Armoury. It is then replaced with a Sword from the Purchase deck (if available). Casket You may take the Casket and open it whenever you want. When you do, roll one die to see what it contains with the following results: 1–2) poison – lose 1 life; 3) gas – miss 1 turn; 4) gain 2 gold; 5) gain 1 spell; 6) gain 1 Talisman. The Casket is discarded once it has been opened. Cave You stumble upon a Cave. You may roll one die with the following results: 1) attacked by a Dragon (strength 7); 2) attacked by a Goblin (strength 2); 3) miss 1 turn; 4) gain 1 gold; 5) gain 2 gold; 6) gain 3 gold. The Cave will remain here for the rest of the game. Cave of Bones You may enter the Cave of Bones if you wish. If you do so, roll one die with the following results: 1–2) empty; 3) attacked by a Dragon – strength 7; 4) attacked by a Dragon – strength 8; 5) attacked by a Dragon – strength 9; 6) move immediately to the Crown of Command unless another character is fighting the Demon Lord, or if you have been cursed by the Witch Doctor. Regardless of the result, the Cave of Bones then crumbles to the discard pile. Cave Troll (s6) A Cave Troll is terrorising this space. Fight the combat as normal, except that if you defeat the Cave Troll you must roll one die with the following results: 1–5) it is killed; 6) the foul thing regenerates and remains on this space. The Cave Troll will remain here until it is killed. Centaur A friendly Centaur offers to give you a ride. If you accept, roll one die and move that number of spaces around the board in either direction. Whether or not you accept the ride, the Centaur then gallops off to the discard pile. Champion The Champion may fight in your place in any combat, or psychic combat but he cannot use any of your objects, or spells. If he defeats an enemy, or enemy spirit it is killed (discard); if he defeats a character they must lose a life, even if they possess the Golden Statue. If the Champion is defeated, he is killed (discard); if he is defeated by another character they may not take any other reward from you. Champion of Chaos The stench of corruption is heavy here. If you discard all your gold and followers, you may seek the Mark of Chaos. To do so, roll one die and add your combined strength and craft to the total with the following results: 2–8) no affect; 9+) you may take the Champion of Chaos card. Chinese Dragon (s6, c6) The Chinese Dragon is very wise and quite hostile. It will attack you using either strength, or craft depending upon which of your attributes is the weakest (do not include combat, or psychic combat add ons). If you are defeated you must lose 1 life, and 1 magic object of your choice (discard). The Chinese Dragon will remain here until it is killed. Closed Shop Business is bad. All strangers on the main board decide to move off to the discard pile along with this card. Cloud Dragon (s8) A monstrous Cloud Dragon is terrorising this space. It will remain here until it is killed. Concealed Pouch You may store 1 object inside the Concealed Pouch. If another character defeats you in combat, or psychic combat, or the Merchant, Sorceress, or Thief take an object from you they may not take either the Pouch or the object inside; similarly neither can be taken from you by the Cyclops, Gust of Wind, Raiders, Thug, Whirlwind, or Witch. The Pouch can only be taken from you by the Acquisition spell (you lose the object within), Pandora’s Box, or if you are turned into a Toad. The Pouch counts as one object towards your carrying capacity in addition to the object it holds. County Patrol A unit of the County Patrol passes by. If you possess a Warrant card, they will attempt to arrest you. If not, they will ignore you. The County Patrol is then discarded. Cross Whilst you are in possession of the Cross: 1) if you are evil, you do not lose a life in the Chapel; if you are good, you do not lose a life in the Graveyard; 2) you automatically destroy enemy spirits without resorting to psychic combat, including the Vampire Bats. Crown of Domination Whilst the Crown of Domination is in your possession you may attempt to enslave any enemy Dragon that you encounter, except for the Dragon King. To do so, roll two dice with the following results: equal to, or less than your craft – the Dragon becomes your follower and it will add its strength to yours for one combat of your choice after which it is discarded; higher than your craft – no affect and the Dragon attacks you as normal. Curfew The military imposes a curfew. All places are closed for 3 rounds and cannot be visited by anyone landing on them or drawing one during this period. They still count as one of the adventure cards for the space. Cursed by Hag A Hag curses you, and you must take her as your follower. All your other followers, except the Jester, and Poltergeist immediately abandon you (discard them). You cannot have any followers until you rid yourself of the Hag by visiting the Village Mystic (even if he ignores you). You may then discard her. Cyclops A Cyclops comes plodding along. Roll one die to determine what it does with the following results: 1–2) it eats one of your followers at random (discard); 3–4) it takes one object at random (discard); 5–6) it ignores you. The Cyclops then plods off to the discard pile. Damaged Armour You find some Damaged Armour that may be repaired for 1 gold if you visit the Armoury. It is then replaced with a suit of Armour from the purchase deck (if available). Deadly Rivals If you have an enemy Dragon as a follower, it leaves you to fight a duel with a hated rival. The Dragon is then discarded along with this card. Demigod A Demigod grants you the spell of your choice (if your craft allows). Look through the remaining cards in the spell deck and take the one that you want, then shuffle and replace the deck. The Demigod then vanishes to the discard pile. Demon (c10) A Demon has appeared from the underworld to cause chaos in this space. It will remain here until it is killed. Devil You are visited by a Devil. If you are of evil alignment, you gain 1 life; if you are of good alignment, you lose 1 life; if you are of neutral alignment, there is no affect. The Devil then departs to the discard pile. Doppelganger (s?) A Doppelganger is stalking this space. It fights with the same total combat strength as whomever it is fighting. If another enemy combines its attack with the Doppelganger, then its strength is added to the Doppelganger’s strength. If you kill the Doppelganger you may not exchange it for extra strength. If you enslave the Doppelganger you receive the strength bonus equal to your opponents strength. It will remain here until it is killed. Dragon (s7) A Dragon is terrorising this space. It will remain here until it is killed. Dragon Amulet If as a result of combat with a Dragon you have just lost a life, roll one die with the following results: 1) no affect – lose a life as normal; 2–6) the Dragon cannot harm you because of the Amulet – you do not lose that life, though you still lost the combat. Dragon Bane This powerful weapon doubles your total combat strength for the duration of any one combat against a Dragon, including the Dragon King. The Dragon Bane is discarded once it has been used. Dragon Blood You may drink this potion at any time. When you drink it you must lose 1 life, but you may double your total strength for the duration of that turn only. Discard the Dragon Blood once it has been drunk. Dragon Cultists (s3–s5) A band of Dragon Cultists are marauding this space. Fight them as normal, except that if you lose and the Sacrificial Stone is in play, you lose 1 life and are dragged there immediately. If it is not in play, lose 1 life as normal. The Dragon Cultists will remain here until they are killed. Dragon Dawn All enemy Dragons that are asleep immediately wake up. Turn their cards face up to show this. Dragon Eggs You may exchange the Dragon Eggs for 5 gold when you visit the Warlock’s Cave. The Dragon Eggs are then discarded. Dragon Prince (s9) One of the Dragon King’s younger brothers has made his home in this space. He will remain here until he is killed. Dragon Rage (s7) Huge numbers of Dragons attack all over the land. All characters in the game, apart from a character that is fighting the Demon Lord must immediately fight a combat against a Dragon with 7 strength starting with the character that drew the card, and then clockwise around the board. The Dragon Rage is then discarded. Dragon Raid A horde of Dragons attacks the Castle razing it to the ground. From now on ignore the instructions for the space, and draw one adventure card instead. If there is already a card of any type in the space do not draw another card. Dragon Rider The Dragon Rider joins you as your follower. Whilst he is your follower your combat strength is increased by 2 points when you fight Dragons, including the Dragon King. Dragon Skull You may exchange the Dragon Skull for a Talisman when you visit the Warlock’s Cave. The Dragon Skull is then discarded. Dragon Slayer The Dragon Slayer becomes your follower. Whilst he is your follower: 1) your combat strength is increased by 2 points; 2) you may not evade combat with a Dragon even if you have a card or ability that would allow you to do so. Dragon Sleep All enemy Dragons on the board fall asleep, except the Dragon King. Place their cards horizontally face down to show this. A sleeping Dragon has its combat strength reduced by 4 points and it does not breathe fire. If it survives a combat it wakes up, turn the card face up to show this. Any character that defeats a sleeping Dragon receives its full strength value in regard to gaining additional strength. Dragon Venom If you possess an Axe, Chainsword, Gauntlet of Might, Great Axe, Grimnir’s Axe, Lance, Magic Mace, Poweraxe, Power Glove, Runesword, Stiletto, Sword, or Two–Handed Sword you may coat it with this Venom just before you use it in combat. The Venom increases the weapon’s strength bonus to 3 points against Dragons, including the Dragon King. Once the Venom has been used it must be discarded. Dragon’s Lair (s7) A Dragon is guarding a huge hoard of treasure in this space. Fight it as normal, except that if you defeat it roll one die and take that number of gold counters. The Dragon will remain here until it is killed. Dragon’s Tears These rare gems can be exchanged for 5 gold when you visit the City Alchemist. The Dragon’s Tears are then discarded. Dragon’s Teeth You may cast the Dragon’s Teeth to the ground at the start of any combat. Then roll one die to determine how many Skeleton Warriors spring from the ground. Each Warrior increases your combat strength by 1 point for the duration of that combat only. Discard the Dragon’s Teeth once they have been used. Dragonet This strange little creature joins you as your follower. Whilst it is your follower you may add your starting craft to your strength when you are in combat with Dragons. Dragonhelm Whilst the Dragonhelm is in your possession you do not need to roll the die when an enemy Dragon, or enemy Wyvern breathes fire on you. Dragonscale Shirt If as a result of combat, or ranged combat you have just lost a life you may roll one die with the following results: 1–3) no affect – lose a life as normal; 4–6) the Dragonscale Shirt protected you – you do not lose a life. Dragonskull Wand The Wand is enchanted with 3 spells. Take 3 spells from the spell deck and keep them with this card. You may cast the spells as if they were your own (they do not affect your spells in any way), no matter what your craft. If the Wand is taken from you by another character they also take any remaining spells. The Wand is immune to the Magical Vortex, Mind Steal, Mini–Vortex, and Nullify. The Wand must be discarded once all spells have been cast. Dragonwing Cape The Cape can only be used once. It allows you to move to any other space in the same region instead of rolling the die for movement. If you possess the Anti–Grav Platform, Horse, Horse and Cart, Mule, Warhorse, or any followers they must be ditched before you move, as they cannot come with you. Discard the Cape once it has been used. Dungeon Doorway You discover a Dungeon Doorway. You may immediately move to the Entrance space of the Dungeon. The Dungeon Doorway will remain here for the rest of the game. Eagle’s Lair Place this card in the Crags. The first character to land there may climb up to the nest and collect the Talisman that the Eagle left in it. Discard this card once the Talisman has been collected. Earthquake An Earthquake shocks this region. Roll one die for each adventure card that is already located on a space in it (don’t roll for other adventure cards that you drew with it), with the following results: 1–2) it tumbles down a chasm to the discard pile; 3–6) it remains on the space. The Earthquake then subsides to the discard pile. Electrical Storm A terrible Storm thunders across the whole land. All characters with Armour, Battle Armour, Broken– Helmet, Broken Shield, Broken Sword, Chainsword, Damaged Armour, Dragon Bane, Dragonhelm, Force Shield, Full–Face Helm, Helmet, Kite Shield, Magic Helmet, Magic Shield, Plate Mail, Psi–Helmet, Runesword, Shield, Stiletto, Sword, and Two–Handed Sword must lose 1 life. The Storm is then discarded. Emerald Dragon (s7) An Emerald Dragon breathes fire on you. You must roll one die with the following results: higher than your craft – lose 1 life; equal to, or less than your craft – no affect, but the Dragon then attacks you as normal. It will remain here until it is killed. Enchanter An Enchanter seeks an able adventurer. To the first character with a craft of 4 or more he will grant one of the following wishes and then vanish to the discard pile: gain 1 strength, gain 1 craft, gain 1 gold, gain 1 life, gain 1 spell, or immediately Teleport to any other space in this region. Evil Darkness An Evil Darkness from the nether world sweeps the land. All characters of good and neutral alignment must miss 1 turn. The Evil Darkness then vanishes to the discard pile. Exorcist’s Blade Whilst the Exorcist’s Blade is in your possession you may use your combat strength instead of your psychic combat craft in any psychic combat. Fairy A Fairy seeks a champion. To the first character of good alignment she will grant one of the following wishes of their choice and then vanish to the discard pile: gain 1 strength; gain 1 craft; gain 1 gold; gain 1 life; gain 1 spell; or immediately Teleport to any other space in this region. Familiar This creature will only become your follower if you forfeit 1 life (no matter how you acquired it). Whilst it is your follower: 1) your craft is increased by 2 points; 2) whenever you gain a spell you may look at the top 3 spell cards and choose which one you wish to take. The two remaining spells are then returned to the top of the spell deck. Fool’s Gold All the gold in your possession is Fool’s Gold and is completely worthless; discard it all along with this card. Fountain of Wisdom Place a total of 4 craft here when revealed. You may drink from the Fountain once per visit (including when revealed) and take 1 craft to add to your own. When all four have been taken, the Fountain of Wisdom will vanish to the discard pile. Frost Dragon (s8) A terrifying Frost Dragon is terrorising this space. It will remain here until it is killed. Gargoyle (s5) A Gargoyle is scaring and preying upon everyone in this space. It will remain here until it is killed. Genie Take one spell from the spell pack and place it with the Genie (you may look at it). The Genie will cast the spell when you pay him 1 gold (treating it as though you had cast it). The Genie’s spell is immune to Magical Vortex, Mind Steal, Mini–Vortex, and Nullify. Once the Genie has cast the spell he will spirit off to the discard pile with his gold. Ghast (c5) A vile Ghast is lurking in this space. Fight is as normal, except that if you are defeated you must lose 1 strength (if you cannot lose 1 life instead). The Ghast will remain here until it is killed. Ghost (c4) A Ghost now haunts this space. It will remain here until it is killed. Ghost (c4) A Ghost materialises in one of the following spaces (roll one die): 1) City; 2) Village; 3) Graveyard; 4) Chapel; 5) Castle; 6) Temple. It will remain there until it is killed. Giant (s6) A brutal Giant has set up residence in this space. It will remain here until it is killed. Giant Lizard (s3) A Giant Lizard is skulking in this space. It will continue skulking here until it is killed. Gnome Whilst the Gnome is your follower: 1) you may roll one die if you attempt to open the Portal of Power with your craft and you may roll two dice when you are in the Mines; 2) you do not need to roll the die in the Crags. However, if you do roll you must accept the outcome of the die roll; 3) you may evade any character, creature, enemy, or enemy spirit when you are on a Hills space. Goblin (s2) A Goblin is laying waste to this space. It will remain here until it is killed. Goblin Fanatic The Goblin may fight in your place in any combat, or psychic combat. It has a strength and craft of zero, but rolls two dice in combat, or psychic combat and add the scores together. However, if it rolls a double on the dice it wraps the chain around its neck and loses no matter what the score. If it wins, an enemy is killed (discard), or a character loses 1 life. If it loses, it is killed (discard). If another character defeats the Goblin they cannot take any other reward. Gold Dragon (s8) A huge Gold Dragon is terrorising this space. It will remain here until it is killed. Gold Dragon (s8) The Gold Dragon breathes fire on you. You must roll one die with the following results: higher than your craft – lose a life and your turn ends; equal to or less than your craft – no affect but the Dragon then attacks you as normal. It will remain here until it is killed. Golden Gauntlet Whilst the Golden Gauntlet is in your possession your strength is increased by 2 points. Golden Statue This valuable relic may be traded at the Castle for 5 gold. In addition, if you lose a combat, or psychic combat against another character they must take the Statue instead of their normal reward. The Golden Statue takes priority over the Man–at–Arms. Golem (s5) A monstrous Golem is demolishing this space. You may not use any magic objects, spells, or weapons whilst you are fighting the Golem. It will remain here until it is killed. Great Portal, The You can open the Great Portal if you wish. If you do, roll two dice and add your strength to the total with the following results: 3–6) lose 1 life, and miss 1 turn; 7–14) miss 1 turn; 15+) move immediately to the Crown of Command, unless another character is fighting the Demon Lord, you are on Warlock’s quest, or you are cursed by the Witch Doctor. Regardless of the result, the Portal then collapses to the discard pile. Griffon (s5) A terrible Griffon is terrorising this space and it will attack any who enter. It will remain here until it is killed. Grimnir’s Axe Whilst Grimnir’s Axe is in your possession your combat strength is increased by 2 points for the duration of any combat against a Dragon. If you are the Dwarf, the bonus for using the Axe is increased from 2 points to 4 points. Guide Whilst the Guide is your follower you do not need to roll the die in the Chasm, Crags, or Forest. However, if you do roll you must accept the outcome of the die roll. Halloween It is Halloween. All evil characters (starting clockwise) may invoke the spirits by rolling one die with the following results: 1) miss 1 turn; 2–4) heal 1 life; 5–6) gain 1 spell (if craft allows). Halloween then passes to the discard pile. Harpy (c4) Fight the Harpy as normal, except that if you lose it snatches you up and flies you to the Crags where it drops you (lose 1 life). The Anti–Grav Platform, Horse, Horse and Cart, Mule, Warhorse, and all your followers must be left behind together with any objects that they may be carrying. You must then encounter the Crags as normal. The Harpy is then discarded. Healer A Healer has made his home here for the rest of the game. He will heal up to 2 lives per visit for any character visiting him free of charge. Healing Potion You may drink the Potion at any time to heal all of your lives back to their starting quota, but not if you have just lost your last life. Discard the Potion once it has been drunk. Helmet If as a result of combat, or ranged combat you have just lost a life you may roll one die with the following results: 1–5) no affect – lose a life as normal; 6) the Helmet protected you – you do not lose a life. Hermit You must immediately roll one die and place the Hermit onto the following space: 1) Crypt; 2) Plain of Peril; 3) Oasis; 4) Cursed Glade; 5) Crags; 6) Forest. He will give the first character to visit him a Talisman (if available) and then vanish to the discard pile. Hobgoblin (s3) A brutal Hobgoblin is stalking this space. It will remain here until it is killed. Holy Grail Whilst the Holy Grail is in your possession: 1) your craft is increased by 1 point; 2) you do not lose a life in a Desert space. Evil characters cannot use the Holy Grail. Holy Lance Whilst the Holy Lance is in your possession: 1) your combat strength is increased by 1 point for the duration of any combat in which you use it; 2) your combat strength is increased by 3 points for the duration of any combat in which you use it against Dragons, including the Dragon King. Evil characters cannot use the Holy Lance. Horn of Horror You may blow the Horn in an attempt to scare away any enemy Dragon that you encounter. To do so, roll two dice with the following results: higher than the enemy Dragons strength – it is so scared that it flies off to the discard pile – you evade the combat; equal to or less than the enemy Dragons strength – no affect you must fight the combat as normal. Horse The Horse allows you to add up to 3 to your die roll for movement. Followers are restricted to the space indicated by the die roll unless you have a Horse for them too. If you leave your followers behind by using his extra movement on your next turn you can ride back to them without rolling the die, instead of making a normal move. You can ride back to your followers during a Blizzard, but only if they are 1 space away. Horse and Cart The Horse and Cart can carry any number of objects on your behalf, and you may also add 1 to your die roll for movement. If you lose the Horse and Cart you must immediately leave any surplus objects in the space that you are in, unless you have other means of carrying them. |
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