Sorcerers Cave Faq
Sorcerers Cave Faq
Artefact?
Posted on July 22, 2021
1. Choose never to use or wield it, just carry it around (it doesn’t take up your carrying
allowance).
2. Use it perhaps once or twice, then never again, just carry it around.
3. Give it to another member of your Party (note that they may not wish to accept it, especially
if its power is depleted!).
In meta-game terms the “Cursing Artifact” is simply a way to enable artifacts whose power gets
slowly depleted through use – slightly different to the traditional “D&D” style magical artifact that
has a number of “charges”, and operates exactly the same way each time it is used, until it suddenly
runs out of “charge” and stops working altogether. Cursing Artifacts also gradually turn into junk –
but in an (arguably) more interesting way.
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Q. The Value Points assigned to different characters seem a bit arbitrary – why is a Dwarf worth 2
points, but a Man worth 5 points?
A. This is not Lord of the Rings! When designing the new Neathtown mechanics, I developed a
“lore” explanation as follows:
The VP assigned to classes of characters no longer represents just their “value” to an adventuring
party. Rather, it is an amalgam of both their “reputation” as adventurers and also of their “market
value” – as in, if you are trying to hire such a character as a mercenary, what can you expect to pay?
Thus a Dwarf costs only 7vp (including tax) to hire – largely because we are underground, and
demographics dictates that most Dwarves are locals looking for work, not seasoned fighters. They
are however familiar with the territory, and make good scouts. Conversely, if you are lucky enough
to find that rare thing – a Wizard for hire, then that will cost you 20vp (two sacks of Gold).
This entry was posted in FAQ and tagged npcs, value points by Peter. Bookmark the permalink.
Do not draw in Special Chambers unless instructed to do so, either explicitly or implicitly.
The instruction “Draw as usual” triggers once only.
Other effects VIPER PIT, WHIRLPOOL etc. are assumed to be persistent and apply to any
party entering the area (unless the text on the tile reads otherwise).
“Entering” means to arrive – by any means or direction. Events triggered on entry happen
regardless of how (or even whether) you leave. If strangers are found in the chamber as a
consequence of entering, a party may attempt to withdraw as usual.
“Traversing” means to arrive and then leave by a different route. Events triggered by
traversal do not happen if your party withdraws or is wiped out by some event in the
chamber.
Q. I want to sort my Conversion Kit assets into their respective sets – how do I identify them?
Areas – Base
Ok, so you spotted it – that last one is a teaser for my next Conversion Kit project – an additional
set of 30 area tiles that are.. ..well, just a bit odd!
This entry was posted in FAQ and tagged 2nd Extension, base set, extension, set identification by
Peter. Bookmark the permalink.
A. OK – this is a tricky one, and each person’s interpretation may be different. I can only offer up
the rationale behind why I personally play certain House Rules. I think of each creature type as
belonging in this “tree” taxonomy. Each class inherits the usage rules of any class above it in the
tree.
Creature Tree
1. Human. Uses any artefact not reserved for Fighter or Mage Class.
1. Elite Class.
1. Vampire.
2. Paladin.
2. Fighter Class. Uses artefacts reserved for Man, Woman or Hero.
1. Man.
2. Woman.
3. Man Hero.
4. Woman Hero.
3. Mage Class. Uses artefacts reserved for Priest or Wizard.
1. Priest.
1. Witch.
2. Scholar.
3. Bard.
2. Wizard.
2. Inhuman.
1. Humanoid Class. Cannot use artefacts. Can wear or display them.
1. Ogre.
2. Troll.
2. Demi-Human Class. Chooses to use only certain artefacts.
1. Dwarf. Will use Ring, Magic Axe and or Gear(Backpack).
3. Animal Class. Cannot carry, wear, or use any artefacts.
1. Lion.
2. Wolf.
I have to invent some lore to justify the (arguably) odd placement of DWARF. I believe that they
are very practical creatures who have a deep mistrust of magical things. They will reluctantly
use/wear items that are of obvious and specific benefit to them, such as the Magic Axe. This
rationale allows me to justify a broad generalization that Inhumans tend to shun/avoid magical
artefacts.
ELIXIR and PANDORA’S BOX are unrestricted. We imagine that any creature can either drink
ELIXIR, or have it administered to them. PANDORA’S BOX may be opened carefully, or torn
open by any creature.
Used by Human:
CHARMED FLUTE
CURSING CHARM
CURSING SWORD
HOLY WATER
LOTUS DUST
SCROLL
MAGIC SHIELD
MAGIC SWORD
STRENGTH POTION
CHALK OF FATE
EXORCISM SCROLL
PURIFYING SCROLL
MAGIC CARPET
MAGIC STAFF
HEALING BALM
MAGIC AXE
Worn by Human/Humanoid:
EYE OF GOD
TALISMAN
THE RING
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OGRE is designated as “Inhuman (cannot use most artefacts).” – which implies that
Inhumans can use some artefacts.
LION and WOLF do not “carry or use any artefact”
Based on this, I apply a House Rule as follows: The TALISMAN and similar “charms” do not need
to be used, merely displayed. Any creature that that could reasonably wear the item, can display it
on behalf of the party.
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Q. If you destroy a Cursing Artefact at the Shrine of Decay, do you retain any remaining bonus to
stats?
A. No. The bonuses arise from wearing or wielding the item – they are not permanent effects. It is
perhaps best to think of such items as having a “charge” that is depleted with use. So:
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Brawls in the Tavern?
Posted on February 15, 2021
Q. What happens if you draw cards in the Tavern, and they include Arch-Enemies?
If you draw (for example) a WITCH and a PALADIN, they immediately fight to the death. You can
only watch from the doorway. You may then draw again to bring the number of mercenaries back
up to two before actually entering the Tavern.
If at any time you approach the Tavern and there is a mercenary present that is an Arch-Enemy of a
member your party, then a fight will break out if you decide to enter. You must either surprise
attack, or withdraw. The second mercenary (if present) will side with the first.
This entry was posted in FAQ and tagged 2nd Extension, fighting, mercenaries, Neathtown, tavern
by Peter. Bookmark the permalink.
A. Yes. House Rule – If the card text for the creature reads:
So, yes the Cat will attach (for example) to a BARD, or a SCHOLAR, or indeed the APPRENTICE.
This entry was posted in FAQ and tagged 2nd Extension, bard, cat, familiar, Neathtown by Peter.
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Protected by a Curse
Posted on February 15, 2021
1. You do not get a “surprise attack” bonus; instead, the creature’s die roll for the first round of
fighting is zero.
2. You are cursed at the end of the first round of fighting.
3. If the creature survives the first round, it wakes up.
Playing this rule means that you can kill a weak sleeping creature – but it brings bad karma. It also
means that if you attack a sleeping dragon with your group total of 5 Fighting Strength, then you
may get lucky – but if you roll 1, then you end up both cursed and facing off against a very angry
dragon!
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