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Author Topic: Wandering Monster Escalation  (Read 1200 times)

Offline Polkovnik

  • Librarian
  • Posts: 167
Wandering Monster Escalation
« on: November 18, 2015, 03:20:42 PM »
This is something we tried in our game last week to get more wandering monsters, and restrict the length of the game without an arbitary turn limit.
At the end of each turn, each player rolls a dice and adds the turn number plus the total number of treasures claimed.
18-20 - level 1 encounter
21-23 - level 2 encounter
24-25 - level 3 encounter
26-29 - ice storm brewing. Next roll of 26+ by either player ends the game.
30+ - game ends immediately.

If a player rolls an encounter, he rolls for what type of creature appears, then places it himself - it can be placed on any table edge at least 3" from any figure, or anywhere on the board, out of LOS of any figure and at least 6" from any figure.

It worked well. We probably got a few too many creatures on the table by the end of the game, but then we were playing the Living Museum so we also had animated statues involved.
When I get round to re-writing the encounter tables to reflect my figure collection, I will probably replace some of the creatures with events - normally these will be beneficial to the player that rolled them, for example extra treasure token found, extra actions for figures, free move of creature, or random enemy figure loses next action.

This system could also incorporate a balancing device for different level wizards. If the enemy wizard is higher level than yours, you may add a number to the dice roll (maybe half the difference in levels). You could choose to add up to this number after rolling. So a warband led by a higher level wizard will find itself facing lots of extra wandering monsters. This makes sense thematically as they are attracted by the fame and wealth of the wizard.      
« Last Edit: November 18, 2015, 03:23:25 PM by Polkovnik »

Offline rufus sparkfire

  • Librarian
  • Posts: 137
Re: Wandering Monster Escalation
« Reply #1 on: November 18, 2015, 03:39:38 PM »
I think that's a nice idea. It makes the city feel more dangerous if staying too long in a location means that more and more monsters are drawn in.

Offline Urquhart

  • Bookworm
  • Posts: 75
Re: Wandering Monster Escalation
« Reply #2 on: November 18, 2015, 03:48:35 PM »
I think "random encounters" should be more numerous. I intend to roll once per turn and roll again when a treasure marker is claimed.

I like the idea that the band fights for its existence and that there some combat with the enemy warband, but not wiping them.
“Youth is not made for pleasure but for heroism” - Paul Claudel
New Missions and ideas for Frostgrave topic
Felstad's incursions topic

Offline ElOrso

  • Assistant
  • Posts: 40
Re: Wandering Monster Escalation
« Reply #3 on: November 19, 2015, 01:00:13 PM »
We had the same idea to increase the random encounters. We roll at the start of each turn now.

Offline ImhotepMagi

  • Librarian
  • Posts: 121
    • Deep Dark Dungeons-A hobby blog
Re: Wandering Monster Escalation
« Reply #4 on: November 19, 2015, 11:08:56 PM »
I dislike adding an extra roll to the turn, but I might start adding a wandering monster for each player that rolls a 1 or 20 on their initiative roll...

Offline Awesome Adam

  • Scientist
  • Posts: 228
Re: Wandering Monster Escalation
« Reply #5 on: November 20, 2015, 03:45:10 AM »
The heck with rolling. Just add a wandering mosnter every turn  lol

 

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