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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.
[back
to House Rules]
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