40k has been a tad quiet in my garage as of late. The group just isn’t feeling it, so we spend more time playing board games and the like. One of our old standbys is Dungeon Run by Plaid Hat Games. If you haven’t seen, I’ve been doing a blog series about making an unofficial expansion to the game. My last post concerned making various encounter cards, and now I’m moving on to item cards.
Unlike encounters, items won’t break up into neat little sections because pretty much all of them are the same. I suppose I could break them into slots or classes, but I think it will just be cleaner to leave them all as one large table at the end of this post–and I’ll talk about them prior to. Feel free to bounce back and forth as I reference items throughout.
With items, I was keeping in mind the words of the original game designers:
Each hero will be able to use roughly 75% of all treasure, which will be especially appreciated when mixed with the treasure cards from Dungeon Run. Now instead of treasures being a rare treat, heroes can spend more time focusing on choosing which horrible new tool they can wield against the others.
I took that to mean that most of the treasures should have three classes on them, so I tried to hold to that throughout. I didn’t bother to compare them against treasures from the first set–rather I just tried to think up of ideas that may not have been fully explored in the base game. Things like adding to specific stats, adding attack dice using slots other than hand weapons, etc.
Some of these really feel like Artifacts to me, but then I wasn’t sure how to put them into the game. For instance, the Crown of Demigos and the Dusty Libram likely should be artifacts. How do I incorporate them though? Referencing them on a “stranger” card is doable, but it’s been done. So perhaps I reference them on a specific monster card, or in a room tile? For now, I’m just shuffling them in, and we might have to tweak them as time goes on.
Keep in mind that all of these items are a first draft. Some of them didn’t survive in this form when I printed out the first playtest cards because of obvious balancing issues: some cards are just too good, and others make almost no sense in playing.
One thing I realize now that I have them printed out is that I’ve created more items here than were in the original game. So, shuffling the deck means that you’re more likely to pull out an expansion item than an original. I’m not sure just how I feel about that, but I suspect I’ll need to cut a few of these.
Below you’ll find a list of my item templates that I came up with. In a future post, I’ll go over the rooms and character ideas I had.
Item Templates:
Name | Slot | Class | Enchanted? | Artifact? | Description |
The Crown of Demigos | Head | Any | Yes | No | Roll two additional dice when using your magical rating. |
Truncheon of Power | Primary Hand and Off Hand | Prayer, Talent, War | Yes | No | Roll 1 extra die when attacking with your brawn rating.
When attacking monsters, apply your damage first. If your damage is sufficient to kill the monster, ignore all outstanding wounds done by it. |
Stalwart Plate | Body | Prayer, War | No | No | Ignore the first damage taken each combat.
Wearer cannot use more than one MOVE action per turn. |
Winged Boots | Feet | Any | Yes | No | You may move an extra square once per turn. |
Helm of Clumsiness | Head | Any | No | No | If this card is obtained by a search action you must immediately equip it, dropping any item in your head slot to the ground. You cannot unequip this helm. As a free action, you may discard any 1 card from your loot pile to discard this helm. |
Vekkid Phase Blade | Primary Hand | Any | Yes | No | Roll 1 extra die when attacking.
In addition, players who are attacked by this knife can not benefit from shields or items worn in the body slot. |
Hulking Boots | Feet | Prayer, Talent, War | No | No | Roll 1 die after a moster or hero attacks you. Any number less than 4 that could block a hit does so immediately.
You cannot use this die as a hit. |
Silken Slippers | Feet | Magic, Prayer, Talent | Yes | No | When you rally, you may move into an adjacent previously discovered square. |
Silken Robe | Body | Magic, Prayer, Talent | Yes | No | Each time you place a new dungeon tile, you may rally. |
Stone of Warding | None | Any | Yes | No | Add +1 to your Life Rating |
Stone of Ferocity | None | Any | Yes | No | Add +1 to your Brawn rating |
Stone of Prowess | None | Any | Yes | No | Add +1 to your Magic rating |
Stone of Agility | None | Any | Yes | No | Add +1 to your Skill rating |
Rod of Striking | Primary Hand and Off Hand | Magic, Prayer, War | Yes | No | Roll 1 extra die when attacking.
You may attack players in adjascent rooms. |
Adroit Handbow | Off Hand | Talent, War | No | No | Roll 1 extra die when attacking.
You may only use this weapon once per round. |
Curious Imp | Companion | Magic, Talent, War | No | No | You may look at face down treasures in your tile and adjacent tiles.
Familiar: You may discard this card to absorb one damage during combat. |
Faithful Hound | Companion | Any | No | No | Familiar: You may discard this card to absorb all damage from one attack during a single round of combat. |
Pesky Sprite | Companion | Any | No | No | If this card is obtained by a search action you must immediately equip it; a character of your choice sharing a square with you may take any one item from your loot pile.
Familiar: You may discard this card to absorb one damage during combat. |
Trained Homunculus | Companion | Any | No | No | You may use one extra “Primary Hand” item.
Familiar: You may discard this card to absorb one damage during combat. |
Waeling Blade | Primary Hand | Talent, War | Yes | No | Roll 1 extra die when attacking with your brawn rating.
Each hit that is not blocked causes 2 wound markers to be placed instead of 1. |
Demon Fang | Primary or Off Hand | Any | Yes | No | You may not attack with more than 2 dice.
Each attack you make with this weapon counts as a free attack. If you end your turn on a tile with a monster and have not attacked without this weapon, the monster receives a free attack on you. |
Iron Footlocker | None | Any | No | No | Items can not be taken from your loot pile. |
Cat-o-Nine-Tails | Primary Hand | Magic, Talent | Yes | No | Roll 1 extra die when attacking.
Each time you attack, you may also pick up one item from the tile and add it to your loot pile. This does not count as an equip action. |
Maeltrap Leg Club | Primary or Off Hand | Talent, War | No | No | Roll 1 extra die when attacking.
You must sabotage players sharing a tile with you. |
Divine Cudgel | Primary or Off Hand | Magic, Prayer | Yes | No | Roll 1 extra die when attacking.
You must assist players sharing a tile with you. |
Robe of Shifting Realities | Body | Magic, Prayer, Talent | Yes | No | Add +1 to all escape attempt rolls.
If you are the subject of a free attack, you may discard this item before any dice are rolled to ignore the attack. |
Bag of Bounty | None | Any | No | No | When drawing this card from the treasure deck, immediately discard it and draw two additional treasures. |
Tiara of True Sight | Head | Magic, Prayer | Yes | No | The first time you draw an encounter card each turn, you may choose to discard it. If you do so, draw the next encounter card instead. |
Talisman of Blackened Ire | None | Magic, Talent, War | Yes | No | You may sabotage players from adjacent rooms. |
Talisman of Heightened Purity | None | Magic, Prayer, War | Yes | No | You may assist players from adjacent rooms. |
Phylacterial Remains | Off Hand | Magic, Prayer | Yes | No | Roll 1 extra die when attacking Undead or Demon monsters.
Discard this weapon to automatically defeat a non-boss Undead monster. |
Dusty Libram | None | Any | No | Yes | You may look at the dungeon boss card at any time.
Discard this card to replace the current dungeon boss with another random boss. Use only if the boss lair has not yet been placed. |
Cloudy Potion | None | Any | Yes | No | Roll a die for each wound on your hero card. Each roll of 4+ regains 1 lost wound. Discard cloudy potion if any doubles are rolled. May only be used when you have three or more wounds. |
Truthseeker’s Mattock | Primary Hand and Off Hand | Prayer, Talent, War | Yes | No | Roll 1 extra die when attacking with your brawn rating.
As a special action, you may discard this card. Shuffle the current tile back into the deck and replace it with another available tile. Encounter that tile as if it were just explored. You may not use this effect in a tile where an encounter is already present. |
Elixir of Speed | None | Any | Yes | No | As free action, consume this potion. For the rest of the turn, you may move an additional tile each move action. You must still stop when you explore a new tile or enter a square with a monster.
Discard after use. |
Waelish Mead | None | Magic, Talent, War | No | No | At any time you may drink this item. For your next attack, roll three extra attack dice. You cannot block attacks that combat round.
Discard after use. |
Jester’s Shoes | Feet | Magic, Prayer, War | Yes | No | You may re-roll unsuccessful escape attempts. |
Ring of Duplication | None | Any | Yes | No | You may ignore “assist only” when printed on boss cards or dungeon tiles. |
Drums of Deftness | Off Hand | Any | Yes | No | Roll two additional dice when performing skill tests or attacking with your skill rating. |
Lucky Goblin’s Foot | None | Any | Yes | No | Discard this card to re-roll all of your dice in a single attack roll, escape attempt or skill test. |