Post by mgtremaine on May 7, 2010 21:03:31 GMT -5
As promised here are my original expansion notes [they are 7 lose pieces of paper as well as written directly into AoK
.....
Arena of Khazan Expansion:
Note on Paragraphs 2-9: Roll 2d6 + Your Level if the total is equal to or greater then 12 the n double your opponents attributes.
[In other words you are fighting a super version of the creature.]
Notes on Paragraphs 20A:
Limits on betting: The bookies in Khazan will not accept bets over 1,000gp per fight.
To Determine 'A':
1b: If you are fighting a super version add 1 for each super.
Advanced Fights:
The follow details out an additional 6 possible advanced fights. If you character is having a easy time of the Arena then you should use the Advanced Fights tables. Usually I just made paragraphs 10A,11A,12A and roll on the Advanced fights table. [1d6] that kept things fresh. But feel free to change it however you want. If you are sick of gremlins then make 3A a new Advanced fight roll.
1A-AF: Special Political Fight
1-4 Bear Cultist
5-6 Deserting Officer
2A-AF: Wizards
1 2nd Level 7C
2 3rd Level 9C
3 4th Level 18C
4 5th Level 30A
5 6th Level 6B
6 7th Level 2B-AF
2B-AF: Dunnar of Khost
Roll d6 1-4 he goes first, 5-6 you go first.
His first move would be Freeze Please 7+76 hits
In hand to hand Dunnar fights with Katar [enchanted] 6+87
Armor takes 25hits
Dunnar of Khost: Level 7th Human Wizard
St: 76 Iq: 63 Lk: 20 Cn: 41 Dx: 29 Ch 21
Adds: 76 w/Missile: 106 Ex: 54,786
Deluxe Staff: 2+0
Katar [Magic] 2+29
Magic Ring Absorbs 4hits/round
Leather Armor 7hits
3A-AF: Monsters
1 Troll [MR 200] 9A2
2 Giant Eagle [MR 50] 13B
3 Demon [MR 300] 3B-AF
4 Giant Snake [MR 100] 12B
5 Manticore [MR 250] 10B
6 Fire Worm [MR 500 +20d flame] 3C-AF
3B-AF: The demon may only be harmed by magic or magic weapons. It will move into fight unless confronted with magic or missile weapons. If a spell is thrown at the demon it will counter it which will cost it 1/2 the strength of the spell that was thrown. Take the strength cost directly off it's MR. [It can die from trying to counter too much magic]. If missile weapons are fired at the demon it will respond with a TTYF worth 100hits.
3C-AF: Because of the size of Fire Worm it is possible for a very quick opponent to attack with out being attacked back. Make a 5th Level Dex roll to avoid the counter attack, make a 5th Level save on Luck to avoid the Fire Breath, and make a 5th Level save on Dex to land you attack against the Worm.
4A-AF: Animals
1 Cave Lion [MR 100] 11B
2 Giant Snake [MR 100] 12B
3 Eagle [MR 50] 13B
4 Crocodile [MR 60] 15D
5 Elephant [MR 200] 16B
6 Giant Ape [MR 100] 18B
5A-AF: Supers
1-2 Super Troll 9A1
St: 140 Iq: 14 Lk: 34 Cn: 200 Dx: 34 Ch: 12
Hands 21+6 Adds:172
Armored 20hits
3-4 Super Giant 2A1
St: 180 Iq: 18 Lk: 42 Cn: 250 Dx: 42 Ch: 18
Club [Magic] 20+20 Adds: 228
Armor [30hits]
5-6 Super Ogre 8A1
St: 110 Iq: 14 Lk: 32 Cn: 130 Dx: 30 Ch: 10
Club 18+0 Adds: 136
Armor [12hits]
6A-AF: Horrors
1 Giant Spider [MR 100] 2D
2 Balrog [MR 500] 4A
3 Manticore [MR 250] 10B
4 Fire Worm [MR 500] 3C-AF
5 Werewolf [MR 150] 11D
6 Shoggoth [MR 1000] 16D
Arena Treasure Tables:
In the Original AoK there are certain items that should never really get into Players hands. Hellslice, Bronze Bodkin, Eagle Bow, some of the really high powered attack items. Since you are suppose to keep track of items once rewarded eventually you will run low. Here is a list of other item that I've used in my lists.
Mithril 2-Bladed Broadaxe: 9dice+5adds
Silver Short Sword: 5dice+10adds [Absorbs 8 hits in combat]
Defense Amulet: Absorbs 20hits /round
Attack Amulet: Increases Combat Adds by 20
Soul Eater: Magic Dirk 2dice+13 in combat.
Once drawn it must kill something within 2 hours or it will turn on the wielder.
Battleblade: Thick broadsword worth 11dice in combat.
Magic Ring: Immunity to 5th Level and below magic in combat only
Magic Gem: When worn increases 2 attributes by 2d6.
[Roll to determine which when first acquired]
Magic Amulet: Immune to cold [includes freeze please]
-Mike

Arena of Khazan Expansion:
Note on Paragraphs 2-9: Roll 2d6 + Your Level if the total is equal to or greater then 12 the n double your opponents attributes.
[In other words you are fighting a super version of the creature.]
Notes on Paragraphs 20A:
Limits on betting: The bookies in Khazan will not accept bets over 1,000gp per fight.
To Determine 'A':
1b: If you are fighting a super version add 1 for each super.
Advanced Fights:
The follow details out an additional 6 possible advanced fights. If you character is having a easy time of the Arena then you should use the Advanced Fights tables. Usually I just made paragraphs 10A,11A,12A and roll on the Advanced fights table. [1d6] that kept things fresh. But feel free to change it however you want. If you are sick of gremlins then make 3A a new Advanced fight roll.
1A-AF: Special Political Fight
1-4 Bear Cultist
5-6 Deserting Officer
2A-AF: Wizards
1 2nd Level 7C
2 3rd Level 9C
3 4th Level 18C
4 5th Level 30A
5 6th Level 6B
6 7th Level 2B-AF
2B-AF: Dunnar of Khost
Roll d6 1-4 he goes first, 5-6 you go first.
His first move would be Freeze Please 7+76 hits
In hand to hand Dunnar fights with Katar [enchanted] 6+87
Armor takes 25hits
Dunnar of Khost: Level 7th Human Wizard
St: 76 Iq: 63 Lk: 20 Cn: 41 Dx: 29 Ch 21
Adds: 76 w/Missile: 106 Ex: 54,786
Deluxe Staff: 2+0
Katar [Magic] 2+29
Magic Ring Absorbs 4hits/round
Leather Armor 7hits
3A-AF: Monsters
1 Troll [MR 200] 9A2
2 Giant Eagle [MR 50] 13B
3 Demon [MR 300] 3B-AF
4 Giant Snake [MR 100] 12B
5 Manticore [MR 250] 10B
6 Fire Worm [MR 500 +20d flame] 3C-AF
3B-AF: The demon may only be harmed by magic or magic weapons. It will move into fight unless confronted with magic or missile weapons. If a spell is thrown at the demon it will counter it which will cost it 1/2 the strength of the spell that was thrown. Take the strength cost directly off it's MR. [It can die from trying to counter too much magic]. If missile weapons are fired at the demon it will respond with a TTYF worth 100hits.
3C-AF: Because of the size of Fire Worm it is possible for a very quick opponent to attack with out being attacked back. Make a 5th Level Dex roll to avoid the counter attack, make a 5th Level save on Luck to avoid the Fire Breath, and make a 5th Level save on Dex to land you attack against the Worm.
4A-AF: Animals
1 Cave Lion [MR 100] 11B
2 Giant Snake [MR 100] 12B
3 Eagle [MR 50] 13B
4 Crocodile [MR 60] 15D
5 Elephant [MR 200] 16B
6 Giant Ape [MR 100] 18B
5A-AF: Supers
1-2 Super Troll 9A1
St: 140 Iq: 14 Lk: 34 Cn: 200 Dx: 34 Ch: 12
Hands 21+6 Adds:172
Armored 20hits
3-4 Super Giant 2A1
St: 180 Iq: 18 Lk: 42 Cn: 250 Dx: 42 Ch: 18
Club [Magic] 20+20 Adds: 228
Armor [30hits]
5-6 Super Ogre 8A1
St: 110 Iq: 14 Lk: 32 Cn: 130 Dx: 30 Ch: 10
Club 18+0 Adds: 136
Armor [12hits]
6A-AF: Horrors
1 Giant Spider [MR 100] 2D
2 Balrog [MR 500] 4A
3 Manticore [MR 250] 10B
4 Fire Worm [MR 500] 3C-AF
5 Werewolf [MR 150] 11D
6 Shoggoth [MR 1000] 16D
Arena Treasure Tables:
In the Original AoK there are certain items that should never really get into Players hands. Hellslice, Bronze Bodkin, Eagle Bow, some of the really high powered attack items. Since you are suppose to keep track of items once rewarded eventually you will run low. Here is a list of other item that I've used in my lists.
Mithril 2-Bladed Broadaxe: 9dice+5adds
Silver Short Sword: 5dice+10adds [Absorbs 8 hits in combat]
Defense Amulet: Absorbs 20hits /round
Attack Amulet: Increases Combat Adds by 20
Soul Eater: Magic Dirk 2dice+13 in combat.
Once drawn it must kill something within 2 hours or it will turn on the wielder.
Battleblade: Thick broadsword worth 11dice in combat.
Magic Ring: Immunity to 5th Level and below magic in combat only
Magic Gem: When worn increases 2 attributes by 2d6.
[Roll to determine which when first acquired]
Magic Amulet: Immune to cold [includes freeze please]
-Mike