Combat Events Table

by Documn
Version 1.2a - 08/09/04

The purpose of this table is to eliminate any unexpected events that normally would not occur to Warriors who are in combat.  This is meant to be only a guide for players and gamemasters, who should tweak anything if they feel it is too unreasonable or unbalanced.

For use when your party draws an unexpected event while in combat.  If you draw a monster card, place more monsters as usual.  If you draw an event card, use this table instead of the dungeon events table in the roleplay book.

Notes:

- Any event that uses the phrase, "Warrior in hand-to-hand combat" means that the event only applies to the chosen Warrior and the adjacent monster(s) currently fighting him at the time the unexpected event was drawn.  If no monsters are fighting him at this time, randomly choose one of the monsters adjacent to him.

- Some of the events on this table are similar or identical to events in the roleplay book. 

- Helms, body armor, and shields count as armor.

- Good / Neutral / Bad events comparison table:

 

Good

Neutral

Bad

Roleplay book

5

11

20

This table

6

12

18

Roll D66 to determine what event occurs:

11 

Cave in  [B]

This event is nearly identical to dungeon event #11.

The floor shudders, the walls splinter and huge chunks of masonry fall from the roof – the dungeon is caving in!

Place a Cave-In marker in the board section where this Event was triggered to show that all exits except the one the Warriors entered by are now blocked by a huge pile of masonry.

Any Warriors still in this board section at the end of the next turn are crushed by falling rubble and are killed.  The Warriors attempting to escape are not subject to the rules for pinning whilst in this room.

The room is now impassable and may not be re-entered.

If this Event occurs in the first room, ignore it and draw another Event card immediately.

12 

Disarmed  [N]

Choose an armed Warrior in hand-to-hand combat and a random armed monster that is fighting him.  This event occurs only if both are wielding weapons; if no such Warrior/monster pair exists, re-roll on this table.  The Warrior must use the same weapon he was using at the end of the previous turn .

Roll 1D6 for the Warrior and add his weapon skill.  Do the same for the monster he is fighting that has the highest weapon skill.  The one with the lower total is disarmed!  He must play out the rest of the turn without his weapon, which he regains at the end of the turn.  If there is a tie, re-roll the 1D6s for both until one loses.

If the loser is a Warrior, all of his attacks are made at -2 to-hit and he does not add his strength to the damage roll.  If a disarmed Warrior is one who has special rules concerning unarmed combat (such as a monk), use those rules instead of the normal rules.

If the loser is a monster, all to-hit rolls made against him are at +1, and he may make no attacks during the Monsters’ Phase.

13, 14

Weapon damage  [N]

Choose an armed Warrior in hand-to-hand combat and a random armed monster that is fighting him.  This event only occurs if both are wielding weapons; if no such Warrior/monster pair exists, re-roll on this table.  The Warrior must use the same weapon he was using at the end of the previous turn .

Make a weapon skill & strength contest between the Warrior and monster.  Add the Warrior’s strength, weapon skill and 1D6.  Do the same for the monster.  Whoever has the lower total is the loser and his weapon is now damaged.  If there is a tie, re-roll the 1D6s for both until one loses.

The loser rolls 1D6 to determine what kind of damage his weapon has suffered:

1

The weapon is utterly destroyed.  It cannot be wielded, sold or repaired.  The loser must fight unarmed for the whole turn.  Use the rules mentioned under Disarmed.

2 or 3

The weapon will break the next time it hits.  If it doesn’t hit this turn, it breaks at the end of the turn.  When it hits, it deals twice as much damage unless the target is wearing armor, in which case it deals no damage.  The loser must now play the rest of the turn unarmed.

If the weapon does not break by the end of the Monsters’ Phase, consider it broken at the end of the turn.

A broken weapon cannot be wielded or sold.  It loses any magical properties it once had.

Repair:  A Warrior can repair a broken weapon in a town or city for half of the weapon's gold value.  A broken magical weapon that is repaired will not have its magical effects restored, except for the ability to hit ethereal monsters without a to-hit penalty.  The weapon’s magical effects can be restored in any city for a fee equal to the weapon’s gold value.

4 or 5   

The weapon has taken major damage.  It now causes 1+(dungeon level) less wounds, and all to-hit rolls made with this weapon are at -1.

This weapon loses all magical effects, except for the ability to hit ethereal monsters without a to-hit penalty.

This weapon may be sold for 1/10 of its value.

Repair:  A Warrior can repair a damaged weapon at any settlement for half of the weapon's gold value.  The weapon’s other magical properties will be restored upon repair.

6

The weapon has suffered minor damage.  It now causes 1 less wound per hit.

This weapon may be sold for ¼ of its gold value.

Repair:  Same as for a weapon with major damage.

15  

War cry  [N]

“Let’s finish this mess!”

Roll 4D6.  If the sum is

8-11

All monsters get +1 attack this turn.

12-15

The strongest group of monsters (gold value) gets +1 attack this turn.

16-19

The Warriors ignore fear, terror, and get +1 attack this turn.

20-22

In addition to the effects of 16-19, immediately make a break test for the weakest group of monsters (gold value), even if this group has suffered no casualties.  Gain a treasure if the break is successful.

23 or 24    

In addition to the effects of 19-22, skip the monster's phase this turn.

If any of the dice comes up as a 1, ignore the table above.  All Warriors are affected by fear (or terror if they are already affected by terror) for all monsters this turn.

16

Bloodlust  [B]

The monsters wildly swarm around the dying Warrior.  Everybody wants to steal a kill.

At the beginning of the Monsters’ Phase, choose the Warrior with the least health (henceforth known as the weak warrior).  If there is a tie, choose the one with the least toughness and/or armor.  All unpinned monsters within two tiles of the weak warrior can and will attack him, even if their weapons normally would not be able to reach.  These monsters get 1 extra attack this turn, but all of their attacks are made at -1 to-hit.

21  

Slip (or trip)  [N]

Spilt blood and stray corpses are hazardous.

Choose a Warrior who has slain a monster this combat.  If no such Warrior exists, ignore this event.  Make an initiative test for this Warrior and any ONE monster in hand-to-hand combat with him.  If either one fails the test, the result is the loss of all attacks this turn, and they anybody attacking him gets +1 on his to-hit rolls.

22-23 

Crushing blow  [N]

Randomly choose a Warrior in hand-to-hand combat.  The Warrior must use any armor he was using at the end of the previous turn.  Make an initiative & strength contest (similar to the weapon skill & strength contest mentioned under Weapon damage).  Determine the loser.

If the loser is not wearing any armor, he immediately suffers 1D6+(dungeon level) wounds, unmodified for toughness.  In addition, roll 1D6:

1 or 2

The loser takes a hard blow to the head.  For 3 turns, his weapon skill is reduced by 2 (but can never fall below 1), he immediately fails any initiative tests, and he cannot cast any spells except for those that can be cast at no cost (with scrolls and the like).

3 or 4

The loser takes a strong blow to the body.  For 3 turns, his weapon skill is reduced by 1, he has a maximum move of 2, and he must subtract 1 from all unpinning rolls.

5 or 6   

No other effects.

If the loser is wearing armor, randomly determine which piece of armor is hit, and then roll 1D6 to determine what kind of damage is done to the armor. 

1

The piece of armor is utterly destroyed. It loses all magical effects and provides no protection.  It cannot be worn, sold or repaired.  In addition, the loser takes 1D6 unmodified wounds.

2

The armor is broken.  It loses all magical effects and provides no protection.  It cannot be worn or sold.  In addition, the loser takes 1D3 unmodified wounds.

Repair:  A Warrior can repair any broken armor in any town or city for half of the armor’s gold value.  Broken magical armor that is repaired will not have its magical effects restored.  The armor’s magical effects can be restored in any town or city for a fee equal to the armor’s gold value.

3 or 4

The piece of armor is badly damaged – it loses 2 points of toughness.  If this reduces the armor’s effective toughness equal to or below zero, treat this piece of armor as being broken.  Magical armor loses all magical effects, but is still counted as magical armor.  In addition, if a Warrior chooses to continue to wear this damaged armor, his movement is reduced by 1 .

This armor can be sold for 1/10 of its gold value.

Repair:  A Warrior can repair any damaged armor at any settlement for half of the armor's gold value.  The armor’s other magical properties will be restored upon repair.

5

The piece of armor suffers only minor damage, losing only 1 point of toughness.

This armor can be sold for ¼ of its gold value.

Repair:  The same as “3 or 4.”

6

The straps on the armor become undone.  Though the armor offers no protection this turn, the problem is easily fixed and the armor returns back to normal at the beginning of the next turn .

24

Charge  [B]

In a fit of rage, the strongest monster charges towards the Warriors, plowing through any other monsters in his way.

   The monster with the highest strength value and number of wounds (henceforth known as the strong monster) rushes towards the closest Warrior to him.

- If there is any empty space between the strong monster and the Warrior, place the strong monster as close as possible, but still in a direct path to the Warrior. 

- If, after doing this, there is a monster in the way, roll 1D6.  One a roll of 1, the strong monster must stop here.  On a roll of 2-6, the strong monster and the other monster that is in the way swap places.

- Repeat the last two steps until the strong monster stops or is adjacent to the Warrior.

The strong monster may exceed his movement limit as he charges towards the Warrior.  He may not move during the Monster’s Phase this turn.

If the strong monster successfully reaches the Warrior, he gets one free attack at +1 strength that occurs before the Warriors’ Phase.  His strength will return to normal in the Monsters’ Phase.

25

Alarm  [B]

The sound of a horn reverberates throughout the dungeon.

Any new monsters placed in this dungeon gain Ambush (6+).

Draw another event card immediately.

26

Snakes  [B]

This is identical to dungeon event #26.

Without warning, hundreds of snakes suddenly drop into the room through carefully concealed holes in the roof.  Each warrior is quickly covered in a writhing mass of venomous serpents.  Roll 1D6 for each Warrior on the following table:

1 or 2

The snakes manage to bite your warrior, finding chinks in even the toughest armor.  He suffers 1D6 Wounds with no modifiers for Toughness or armor.  He cannot do anything for the rest of the turn, and any monster who attacks him gets +1 on its to-hit rolls.  At the start of the next Warriors’ Phase, roll on this table again.

3 or 4

The snakes manage to bite your Warrior.  He suffers 1D6 Wounds with no modifiers for toughness or armor.  He then manages to free himself from the writhing mass and slashes the foul creatures to pieces.

5 or 6

Your Warrior nimbly avoids the snakes as the drop from above, killing them as they fall at his feet.  The attack has no effect.

Draw another Event card immediately.

31

Trap  [N]

This is identical to dungeon event #31.

Roll 1D6 for each warrior.  The Warrior with the lowest score has set off a trap.  Roll 1D6 on the following table:

1

There is a loud explosion and the room is filled with fire and smoke.  Every model on this board section takes 1D6 wounds with no modifiers for toughness or armor.

2-5

A pit opens in the floor and your warrior plummets onto the rocky floor below.  He takes 2D6 wounds and can only escape if the party has a rope or a Levitation spell.

6

A stone slab slides back in the wall, revealing the glint of gems and gold.  Draw one treasure card at the end of combat.

Roll 1D6.  On a score of 1, 2 or 3 draw another event card immediately.

32

Trap – Spiked Pit  [B]

This is identical dungeon  event #32.

Roll 1D6 for each Warrior.  The Warrior with the lowest score tumbles into a spiked pit.  He takes 4D6 wounds as he hits the floor with a thud, impaling himself on the sharpened stakes at the bottom of the drop.  He may only escape from the pit if he has the rope or access to the Levitate spell, otherwise he must spend the rest of his days at the bottom of a very dark hole.

Roll 1D6.  On a score of 1, 2 or 3 draw another event card immediately.

33

Trap – Poison Dart  [B]

This is identical to dungeon event #33.

Roll 1D6 for each Warrior.  The Warrior with the lowest score has set off a poison dart trap and is hit in the arm.  He suffers 1D6 Wounds, with no modifier for armor.

Once the damage from the dart has been resolved, roll another 1D6.  If the score is a 1, 2 or 3, the poison has got into the Warrior’s system, reducing his strength by -1 for the rest of the adventure, or until he drinks a healing potion.

Roll 1D6.  On a score of 1, 2 or 3 draw another event card immediately.

34

Trap – Stone Block  [B]

Roll 1D6 for each Warrior.  The Warrior with the lowest score has set off a trap.  Roll 1D6 on the following table:

1-3

A huge stone block crushes your warrior, trapping him and inflicting 5D6 Wounds.

4-6

Your warrior steps out of the way of a massive stone block as it falls from the roof above him.  The trap has no effect.

Once trapped by the stone block, the only way a Warrior can get free is for the other Warriors to move the block.  At the start of each turn, roll 1D6 for each Warrior adjacent to the trapped Warrior, adding their strengths to the total score.  If the combined score is 20 or more, they manage to move the block and free their companion.

    While the warrior is trapped, he may not attack, nor can he be attacked.  At the end of every turn while he is trapped roll 1D6:

1-3

The Warrior loses 1 wound and permanently loses 1 starting wound.

4-6

The Warrior loses 1 wound.

35

Trap – Paralysis Spell  [B]

This identical to dungeon event #35.

Roll 1D6 for each Warrior.  The Warrior with the lowest score has set off a trap, causing a bolt of power to shoot out from the nearest wall and paralyze him for 1D6 turns.

While paralyzed, a Warrior may do nothing at all, and no Monsters will attack him.  He is, to all intents and purposes, a statue.

Draw another Event card immediately.

36 

Trap – Gaseous Explosion [B]

This is identical to dungeon event #36.

Roll 1D6 for each Warrior.  The Warrior with the lowest score has set off a trap, causing the room to flood with gas.

Roll 1D6 for each Warrior.  On a score of 4, 5 or 6 the Warrior manages to hold his breath until the gas dissipates, and suffers no ill effects.  On a score of 1, 2 or 3, the Warrior is affected by the gas.  Roll 1D6 on the following table:

1

Your warrior’s toughness and strength are reduced by 1 for the next 2D6 turns.

2

Your Warrior’s to-hit rolls are reduced by -1 for the rest of the adventure.

3

Your Warrior’s toughness and strength are reduced by 1 for the next 1D6 turns.

4

Your Warrior’s strength is reduced by -1 for the next 1D6 turns.

5

Your Warrior’s toughness is reduced by -1 for the next 1D6 turns.

6

Your Warrior suffers 1D6 Wounds, with no modifiers for toughness or armor.

Roll 1D6.  On a score of 1, 2 or 3 draw another Event card immediately.

41

Trap – Lightning Bolt  [B]

This is identical to dungeon event #41.

Roll 1D6 for each Warrior.  The Warrior with the lowest score has set off a trap, causing a lightning bolt to arc from a rod in the ceiling and hit him full in the head, causing 2D6 wounds, with no modifier for armor.  After resolving damage on the warrior who set off the trap, roll 1D6.  On a score of 1, 2 or 3, the lightning bolt arcs across to the next nearest Warrior (if there is any dispute, determine randomly) and hits him, causing the same amount of damage.

This process repeats until either all the Warriors have been hit or the dice roll is a 4, 5, or 6 and the bolt earths to the ground.

42

Trap misfires  [G]

If you rolled this event after already rolling a trap this turn, ignore this event and move on to the Warrior’s Phase.

Randomly choose a trap from this table (events 26-41).  Instead of affecting the Warriors, the trap hurts the monsters!  Determine which warrior is targeted by the trap, and then randomly choose a monster that is closest to this Warrior.  This monster is the prime target of the trap.  If the trap originally affects all warriors, this trap that backfires will only affect the prime target and any monsters adjacent to him.

Possible options:  If you choose a Gaseous Explosion trap for the monsters, you may change the gas’s effects for simplicity’s sake.  For example, if the monster is affected by the gas, you can make him take a predetermined amount of damage.

43

Regroup  [B]

The monsters suddenly rush back into the darkness.

All non-pinned monsters retreat automatically.  Roll 1D6 for each monster that is pinned.

1 or 2

The monster cannot retreat.  It stays where it stands and immediately loses half of its remaining life (round up).

3 or 4

The monster cannot retreat.  It stays where it stands.

5 or 6

The monster retreats without incident.

All monsters that retreat are removed from the board.  Do not collect gold or treasure from these monsters. 

All monsters that successfully retreat this turn reappear whenever the next monster card is drawn from the event card deck.  The monsters that retreated are placed first, with half of their lost wounds (round up) healed.

44 

Portcullis  [B]

This event is identical to dungeon event #44.

Once all the Warriors have entered this board section, a portcullis slams shut behind them, cutting them off.  The only way for them to retrace their steps is if they have the key.  (See dungeon event 15)

Place the portcullis marker across the doorway the Warriors entered by to show that it is blocked.

Draw another Event card immediately.

45 

Near death  [G]

The monster misses the Warrior’s vital organs.

Any Warriors that are at zero wounds at the end of this turn can ignore fatal damage and other effects that take place when a Warrior is reduced to 0 wounds, like poison or plague.  They may also make a willpower test.  This willpower test must take place at the very end of the turn – the dying warrior may not be healed by any other means this turn.  If successful, they are restored 1D3 wounds, but are at -1 Strength and -1 Toughness for 1D6 turns or until they drink a healing potion.

46

Extra loot  [G]

These monsters are hoarding treasure.

Roll 1D6 for each group of monsters in combat. 

1-4

This group of monsters gives twice as much gold as usual.  This extra gold bonus only applies to monsters slain after this event occurs. 

5 or 6

Draw an extra treasure card when these monsters are eliminated.

If you add any more monsters during this combat, roll again on this event to see what kind of extra loot these new monsters are carrying.

Roll 1D6.  On a score of 1, 2 or 3 draw another Event card immediately.

51

Friendly Fire  [G]

“Murphy!  Murphy!”

If a monster rolls a 1 or 2 on his to-hit roll this turn, he automatically misses the Warrior and automatically hits an adjacent monster, if one is present.  Resolve the damage for this hit as usual.  If the monster is using a ballistic weapon that hits only one target (weapons like blunderbusses are exempt), the shot automatically hits a random monster in between the shooter and the target, if one is present. 

This event only applies to monsters that must make a to-hit roll.  Monsters that do not need to make a to-hit roll (like Goblin Fanatics) are not affected.

52

Break through  [N]

The Warriors see an opportunity to break through the enemy lines.

   The Warriors may choose to escape to an adjacent room, if they wish.  The Warriors may place themselves in any open spots in an adjacent and previously explored room, or they may place themselves just inside the entrance of an adjacent unexplored room.  Remember to heed the lantern rules.

If they choose to go to an unexplored room, resolve any events or monster placement if it is a dungeon or objective room, and then roll 1D6.

If a 3-6 is rolled, nothing else happens.

If a 2 is rolled, roll once on the monster table that is the same level as the dungeon and place these monsters normally.  All groups of monsters in this room gain Ambush(6+).

If a 1 is rolled, roll once of the monster table that is one level above the dungeon level and place these monsters normally.  All groups of monsters in this room gain Ambush (5+).

53

Gang Bang  [G]

A monster has opened himself up to an attack from multiple angles.

All Warriors adjacent to a common monster may choose to participate in a team attack against that monster.  Any Warrior that participates must sacrifice an attack.  One of these Warriors (players’ choice) can make one attack, adding +1 to his to-hit roll and +2 to his strength for each additional Warrior taking part in the attack.  This Warrior also keeps any to-hit or damage bonuses that he has.

The Warriors may make as many team attacks as they want this turn, as long as they sacrifice enough attacks.

54

Fog  [N]

Dense fog suddenly fills the room and all you see is a uniform shade of gray.

The Warriors may not move this turn.  The Wizard (or any other allied spellcaster) may not cast spells during the Warrior’s Phase and no Warriors may use a ranged weapon.  Instead, they must use hand-to-hand attacks and may choose to expend their attacks in the following manner:

The Warrior that is attacking must roll 1D6 for each attack that he makes.  On a score of

1 or 2

The attack hits a random adjacent Warrior.  If there is no adjacent Warrior, he hits nothing.  Resolve the damage normally.

5 or 6

The attack hits a random adjacent monster.  If there is no adjacent monster, he hits nothing.  Resolve the damage normally.

At the end of the Warriors’ Phase, the fog clears and reveals that the monsters have changed locations!  Relocate the monsters on the board section according to the 1-on-1 rule.  Randomly choose a Warrior.  All monsters that are able to attack this Warrior will attack this Warrior until they are slain or are forced to attack a different Warrior.  The rest of the Monsters’ Phase progresses normally.

55

Reinforcements  [G]

The spirits of slain warriors have chosen to help you during this battle.

Before the Monster Phase for every turn this combat, roll 1D6.

1 or 2

Nothing special happens this turn.

3 or 4

All monsters have a maximum of 2 movement points this turn.

5

All monsters have a max. move of 1 and are -1 on all to-hit rolls this turn.

6

All monsters may not move, are -1 to-hit, and lose 1 attack this turn.

56

Illusion  [N]

The monsters suddenly morph before your eyes.

Randomly choose one group of monsters on the board.  This group of monsters will be replaced by another group from the battle-level table dictated by a roll of 1D6:

1 or 2

The new monsters will come from the table one level above the dungeon level. 

3 or 4

Same level as the dungeon level. 

5 or 6

One level below the dungeon level.

All of the monsters that changed keep the number of wounds that they had previously, unless it is greater than their new maximum number of wounds.  In this case, treat the new monsters as having full health.

If the new monsters have any special abilities that are used only when the monsters are placed (like Ambush or Throw), ignore these abilities.

If you roll this event again during the same combat, roll again on this table.

61

Flash powder  [B]

You feel a shockwave shudder through your body.  Your vision suddenly blackens and your ears ring loudly.

This turn, the Monsters’ Phase occurs before the Warriors’ Phase and all monsters get +1 attack.

62

Firebomb  [B]

“Grenade!”

Choose a 2×2 square with the highest number of Warriors and the least number of monsters in it.  If there is a dispute, choose one randomly.  Every model in the 2×2 square takes 1D6 wounds, unmodified for toughness or armor.

Roll 1D6.  If the score is 1, the monsters throw another firebomb in the same 2×2 square unless all of the Warriors there are dead.  If this is the case, choose a new square to throw the firebomb.  Repeat until the score is 2+, in which case the event is over.

63

Fire arrows  [B]

The monsters set their arrows alight before firing.

All monsters using a bow now use fire arrows for the duration of this combat.  Use the damage mechanism outlined in the fletcher’s shop table.

If there are no monsters with bows on the board, ignore this event and re-roll on this table.

Roll 1D6.  If the score is 1, 2 or 3, draw another event card immediately.

Possible options:  For simplicity’s sake, you may make the warriors take extra automatic damage whenever hit by a fire arrow instead of using the normal fire arrow damage.

64

Lantern goes out  [B]

This is identical to dungeon  event #64.

A sudden chill breeze blows out the Warriors’ lantern!  To see if the lantern can be re-lit, roll 1D6 during the Warriors’ Phase.  On a score of 4, 5 or 6 the lantern comes back on.

Any monsters present or those that arrive while the lantern is out must be fought in pitch darkness.  Each Warrior is at -2 to his to hit rolls until the lantern is re-lit.

65  

Sub-boss  [N]

Some monsters flee in terror as a powerful new enemy approaches.

Choose a random Warrior who has at least one square adjacent to him that is not occupied by another Warrior.  ONE new monster (henceforth known as the sub-boss) will appear, and it will come from the monster table determined by a roll of 1D6.  On a score of

1 or 2

The monster is 2 levels higher than the dungeon level.

3-5

The monster is 1 level higher than the dungeon level.

6

The monster is the same level as the dungeon level.

- The sub-boss will be the strongest (gold value) combat-oriented monster on the table.  It will never be a spellcaster.

- Any monsters adjacent to the chosen Warrior with a gold value less than the sub-boss’ gold value will automatically flee.  You MUST vacate at least one square adjacent to the Warrior, even if it means removing a monster of equal or greater value than the sub-boss.  Remove them from the board and do not collect gold for them, but collect treasure at the end of combat.

- Place the sub-boss anywhere on the board where he will attack the chosen Warrior.  If the sub-boss is a ranged attacker, place him adjacent to the Warrior if that is the only way to make sure that he will attack that Warrior.  All unpinned monsters next to the sub-boss will flee unless they have a greater gold value.

- The sub-boss cannot be pinned.

- If the Warrior unpins and escapes the sub-boss’ reach, the sub-boss will chase him, attacking any monsters or Warriors in the way.

64-66

Magical Difficulties  [B]

The Wizard can’t seem to tap into the magical resources around him.

Any Warrior spellcaster has zero power for this turn.  He may not use any items to augment his power (such as the Wizard’s Staff).  If he wishes to cast spells this turn, he must draw power from his Power Store.

Special items that allow for spellcasting without using power (like scrolls) may still be used without penalty.

Roll 1D6.  If the score is 1, 2 or 3, draw another event card immediately.

Special thanks to Art Franklin for the idea.
This table has not yet been playtested.  Suggestions are welcome.  Email:  taleo@excite.com