Adventurers have been trapped in a dungeon. An Irrlicht appears and seems to want to help. But what intention does it have? 16 Game-rounds: - Gamemaster generates room - Irrlicht's Foretelling - Adventurers' Turn Gamemaster: - Take a chess-board. - Pick start and endpoint of dungeon. - Decide whether high or low is good. Only tell the Irrlicht. - When Irrlicht rolls: Good roll - give a right direction. Bad roll - give a wrong direction. - Before round: Decide content of room, give Irrlicht 3 words describing it. Irrlicht: - Decide whether you are good or bad, tell Gamemaster. - Goals for good: Lead adventurers safely out of dungeon. - Evil: Can lie. Kill adventures before becoming disenchanted. - Roll a dice. Gamemaster gives direction. Show adventurers a direction. - Foretelling: Describe next room only with body motions. Adventurers: - Decide which adventurer to put first depending on Irrlicht's foretelling. - Move inside room. Can't move diagonally. The rooms: - Melee-Monster, pick Warrior. - Magic-Monster, Magician. - Trap-room, Rogue. - Each Adventurer has 3 lives. - Each wrong room: first adventurer loses 1 life. Special abilities (once a game): - Warrior: Take damage instead of other adventurer - Magician: Disenchant Irrlicht. If bad: Win the game. If good: lose the game. - Rogue: GM tells you Room-type of next room (after foretelling).
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