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DB House Rule:
Listening at the Door!
by Jeff Greening

This is an alternative rule for opponent placement if they are unaware of the party.  Instead of them being split by class and spread out, roll a D4 and D6 (in a small room) or a D6 and a D8 in a large room for each miniature.  Use these numbers to give grid coordinates for each opponent and place them in the appropriate square.

Exception – animal companions are always in a square adjacent to their handlers, roll a D8 to randomly determine which square.

If the PC has successfully crept up on the door unnoticed, he can now listen at the door to assist timing the parties attack better.  Make a listen check (DC 10+APL). 

Succeeding the test means the player may move one miniture one square for each number he beet the DC by, to represent the random movements of the opponents on the room.

Failing results in any spellcasters being moved away from the door by one square for each number failed by, then fighters being moved towards the door.

For example :  A PC rogue beets the opponents Listen check and creeps up on the door.  He get a 15 on his listen score.  The APL is 1.  Since he beets the roll by 4 he moves the enemy wizard 3 squares towards the door, and a fighter 1 square back.

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All original material is © 2005 by The Other Game Company and Stefan Pietraszak unless stated otherwise. Read the Open Game License here.