Adventure Sites are a rare type of Magic Site which states that a commander may "enter to hunt for treasures and fame". This causes a commander to enter alone where they may be struck by various traps, attacked by monsters, and potentially find and return with valuable loot. Upon entering these sites, a message will be present in the turn report describing the traps that the commander encountered.
The number of attempted entries is recorded, and affects both the kinds of traps encountered and the rewards that can be obtained1). The process is as follows:
Should the commander survive the process and not be banished to Inferno by a trap, any gold they find is added to the treasury and they gain 20 experience.
All chances are equal, and all die rolls are open ended. The game picks randomly between any of the trap types for which the entry count requirement is met.
Minimum entry | Effect | Text | Notes |
---|---|---|---|
1st | 12 AP untyped magical damage | A crossbow bolt shot out from a trap and hit Commander. | |
1st | 10 untyped magical damage | A sword swiped out from a trap and hit Commander. | |
2nd | 25 AP untyped magical damage | A huge ballista bolt shot out from a trap and hit Commander. | |
3rd | Six hits of 12 AP untyped magical damage | A dozen crossbow bolt shot out from a trap and hit Commander. | |
4th | 1d50 AP magical fire damage | A huge burst of flame hit Commander when s/he touched a loose stone. | |
4th | 1d50 AN magical cold damage | A deadly cold hit Commander when s/he entered a magic area. | |
4th | Curse, unresistable | Commander got cursed. | This can occur if the entering commander was already cursed. |
6th | 999 AN magical untyped damage, MR negates | Commander got hit by a disintegration trap as s/he examined some loot. | No magic paths provide a bonus to the MR check. |
7th | Sent to Inferno, unresistable | Commander entered a one way gate to Inferno. | |
10th | 1d200 AN magical untyped damage | Commander got blasted by a major magic discharge. |
Despite the text implying a projectile basis for various traps, they cannot hit shields and will not be blocked by Air Shield.
As with traps, all die rolls are open ended. Unlike traps, each possibility is not equally likely: the game instead rolls until it chooses a loot type for which the entry requirement is met.
Minimum entry | Chance | Effect | Text |
---|---|---|---|
Any | 5/12 | 1d50 gold | Commander found treasures with X pounds of gold. |
1st | 1/12 | 1d(350 * number of entries) gold | Commander found treasures with X pounds of gold. |
1st | 2/12 | Random Construction 0 magic item | Commander found a magic item. |
3rd | 1/12 | Random Construction 2 magic item | Commander found a magic item. |
5th | 1/12 | Random Construction 4 magic item | Commander found a magic item. |
7th | 1/12 | Random Construction 6 magic item | Commander found a magic item. |
9th | 1/12 | Random Construction 8 magic item | Commander found a magic item. |
Items obtained this way appear to bypass the uniqueness applied to most artifacts. Additionally, there is no check that the commander has an empty slot for the item, which can lead to the adventure report stating that a magic item was obtained despite the fact the commander left it behind.
This may also force undesirable items onto commanders, such as a Slave Collar.
Troops assigned to entering commanders as bodyguards may help in assassinations.
The Forgotten City uses different rules to other sites of this type. It has a 5% chance to assassinate with a random Doom horror, otherwise there are equal chance for a greater or lesser horror (including the typical lesser horror multiplicity).
All other sites' assassination chances work as follows (die rolls are open ended):
Chance | Assassins |
---|---|
1/4 | 1d6 Shadow Soldiers |
3/16 | 1 Ghost |
9/64 | 1 Shade |
27/64 | 1d25 Longdead |