Table of Contents

Loggy's Adventure Sites reverse engineering notes

I can't where the success percentage actually matters.

After each step, if the commander is dead or has changed province (via the Inferno trap), stop.

  1. 50% chance for traps
  2. 10% chance AND NOT (1/entries) chance: if successful, roll loot
  3. 50% chance for another trap
  4. 50% chance AND NOT (1/entries) chance for loot
  5. 10% chance for traps
  6. 50% chance for assassination
  7. If the unit survived and isn't banished to inferno, it gains 20 xp and all the gold it got is added to the treasury.

Traps

Loot

As with traps, roll until one succeeds or 10000 attempts were made.

  1. 1/12 (At least 1 prior entry) 1d(350 * number of entries) gold, exploding
  2. 2/12 (At least 1 prior entry) Magic item, construction 0
  3. 1/12 (At least 3 prior entries) Magic item, construction 2
  4. 1/12 (At least 5 prior entries) Magic item, construction 4
  5. 1/12 (At least 7 prior entries) Magic item, construction 6
  6. 1/12 (At least 9 prior entries) Magic item, construction 8
  7. 5/12 (Any number of entries) 1d50+ gold

Assassinations

The Forgotten City has special rules here.

Others

Note that each percentage chance is rolled independently in the order indicated. The first successful roll is taken and the remainder skipped.

  1. 25% for 1d6+ Shadow Soldier#675
  2. 25% for 1 Ghost#566
  3. 25% for 1 Shade#676
  4. Guaranteed for 1d25+ Longdead#195

The Forgotten City

  1. 5% chance for a random doom horror
  2. Otherwise, equal chances for lesser or greater horrors (with the usual lesser horror multiplicity)