Classic Events!

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While we’re talking cards, before we take the deep dive into the bestiary proper, the other thing that forces you back to the book are the dungeon events. I’ve always wondered why events are generic and not tied to environments, enemy types, adventures or other, more importantly, level. Some of the level 1 events mean very little when you get to higher levels, so surely you want things like traps levelling up as you get to more tricky dungeons?

I decided to give transposing the original events onto cards to mix into the main spawn deck so we can easily add new events as we go through as well. Some of the core ones are very long, so there had to be a bit of rewriting as I created the cards; mostly removing some of the flavour text, but in one or two cases I made some other minor tweaks as I was working through. The other change that I’ve been doing is removing all references to He/Him to make them more inclusive.

You can see that all the cards now have Keywords (which may change/evolve over time), but they also have numbers on so that for some adventures we can suggest cards to include/exclude to add flavour. For outdoors adventures, for example, we certainly want to exclude Cave In! as that has no place outside. I’m still doing runs through the cards to update keywords, but you can have a play with them yourself and leave a comment below if you think a certain card needs a different set of keywords.

The fronts of the cards are all available in the Core Event folder of my Google Drive. The back can use the old image, which is also in the drive, so that they fit into your existing decks.