21 different classes/professions/races with exotic weapons/scrolls/familiars move on a checkerboard floor thru a 4' x 6' wooden dungeon, searching for gold guarded by old-school monsters/traps.
Description:
Players move miniatures & gather gold to win. The maxed-out characters have every exotic weapon, scroll, familiar, & companion you ever wanted but never got. Winners’ free final RND Sunday AM. To get Au from guardian monsters (a miniature exists for almost every monster in the Manual), you may try talking, sleeping, trading, scaring, feeding, ignoring, tiptoeing, distracting, tricking, poisoning, bargaining, robbing, avoiding, neutralizing, pick pocketing, even killing, or doing what you deem necessary. Remember, your primary purpose is to successfully gather Au (not kill), & monsters usually have an exposed bag of Au on the side of their body, on the floor/wall, or in a chest. You may take a souvenir from each locked chest that you open. There is one particular monster you may keep if you defeat it. Each time you return to play, your character receives 3 extra HP [hit points].
21 different classes/professions/races with exotic weapons/scrolls/familiars move on a checkerboard floor thru a 4' x 6' wooden dungeon, searching for gold guarded by old-school monsters/traps.
Description:
Players move miniatures & gather gold to win. The maxed-out characters have every exotic weapon, scroll, familiar, & companion you ever wanted but never got. Winners’ free final RND Sunday AM. To get Au from guardian monsters (a miniature exists for almost every monster in the Manual), you may try talking, sleeping, trading, scaring, feeding, ignoring, tiptoeing, distracting, tricking, poisoning, bargaining, robbing, avoiding, neutralizing, pick pocketing, even killing, or doing what you deem necessary. Remember, your primary purpose is to successfully gather Au (not kill), & monsters usually have an exposed bag of Au on the side of their body, on the floor/wall, or in a chest. You may take a souvenir from each locked chest that you open. There is one particular monster you may keep if you defeat it. Each time you return to play, your character receives 3 extra HP [hit points].
21 different classes/professions/races with exotic weapons/scrolls/familiars move on a checkerboard floor thru a 4' x 6' wooden dungeon, searching for gold guarded by old-school monsters/traps.
Description:
Players move miniatures & gather gold to win. The maxed-out characters have every exotic weapon, scroll, familiar, & companion you ever wanted but never got. Winners’ free final RND Sunday AM. To get Au from guardian monsters (a miniature exists for almost every monster in the Manual), you may try talking, sleeping, trading, scaring, feeding, ignoring, tiptoeing, distracting, tricking, poisoning, bargaining, robbing, avoiding, neutralizing, pick pocketing, even killing, or doing what you deem necessary. Remember, your primary purpose is to successfully gather Au (not kill), & monsters usually have an exposed bag of Au on the side of their body, on the floor/wall, or in a chest. You may take a souvenir from each locked chest that you open. There is one particular monster you may keep if you defeat it. Each time you return to play, your character receives 3 extra HP [hit points].
Test your mettle in the unforgiving Arena. Do you have what it takes to survive the onslaught & assume the title of champion?
Description:
Arena combat is anything but predictable. You are at the mercy of the mighty slavers who scour the land in search of new combatants to satisfy their masters and the fickle mob. You have been taken captive along with several others. You can hear the cries of the captured beasts and the sobbing of the terrified being led to certain death. You are not scared because fear is weakness and to be weak now will spell certain doom. As the carvan reaches its final destination you are in awe of the shear size of the Arena and the variety of captives the slavers have rounded up for their masters entertainment. Take heart for it will be over soon. Will you taste victory and win your freedom or will this be your final resting place?
Test your mettle in the unforgiving Arena. Do you have what it takes to survive the onslaught & assume the title of champion?
Description:
Arena combat is anything but predictable. You are at the mercy of the mighty slavers who scour the land in search of new combatants to satisfy their masters and the fickle mob. You have been taken captive along with several others. You can hear the cries of the captured beasts and the sobbing of the terrified being led to certain death. You are not scared because fear is weakness and to be weak now will spell certain doom. As the carvan reaches its final destination you are in awe of the shear size of the Arena and the variety of captives the slavers have rounded up for their masters entertainment. Take heart for it will be over soon. Will you taste victory and win your freedom or will this be your final resting place?
Test your mettle in the unforgiving Arena. Do you have what it takes to survive the onslaught & assume the title of champion?
Description:
Arena combat is anything but predictable. You are at the mercy of the mighty slavers who scour the land in search of new combatants to satisfy their masters and the fickle mob. You have been taken captive along with several others. You can hear the cries of the captured beasts and the sobbing of the terrified being led to certain death. You are not scared because fear is weakness and to be weak now will spell certain doom. As the carvan reaches its final destination you are in awe of the shear size of the Arena and the variety of captives the slavers have rounded up for their masters entertainment. Take heart for it will be over soon. Will you taste victory and win your freedom or will this be your final resting place?
Test your mettle in the unforgiving Arena. Do you have what it takes to survive the onslaught & assume the title of champion?
Description:
Arena combat is anything but predictable. You are at the mercy of the mighty slavers who scour the land in search of new combatants to satisfy their masters and the fickle mob. You have been taken captive along with several others. You can hear the cries of the captured beasts and the sobbing of the terrified being led to certain death. You are not scared because fear is weakness and to be weak now will spell certain doom. As the carvan reaches its final destination you are in awe of the shear size of the Arena and the variety of captives the slavers have rounded up for their masters entertainment. Take heart for it will be over soon. Will you taste victory and win your freedom or will this be your final resting place?