I'm posting a few alternate chart entries and monster groups to the
How To Host A Dungeon wiki, so I thought I'd cross-post them to my blog as well. Some, but not all, of these have been tested in my recent playthroughs of HTHAD. (
Click here for Index of all my How To Host A Dungeon articles.)
New Monster Groups:
Delving Groups:
- Deep Dwarves: Whenever Deep
Dwarves patrol, they do not go in a random direction. They head
straight towards the nearest ore source they have not claimed,
digging a new tunnel if necessary. If there is no ore left on the
map, they advance (digging if necessary) towards the bottom of the
map.
- Infernal Automatons: Infernal
Automatons ignore (and are ignored by) the Bound Demons of Infernal
Engines or the Soul Mill. They gain +1 on Encounter checks if they
have any Infernal Engines or Soul Mills in their Zone of Control.
Breeding Groups:
- Changelings: Start with 2●
and 0○. Whenever the Changelings win an Encounter check, both they
and the Monster Group they just encountered gain 1●.
- Kender: Whenever Kender
encounter another Monster Group, they first automatically steal 1○
from that group. Then they roll for the encounter as normal, but with
-1 on the Kender's roll.
- Goblin Herders: At the end of
their Season, if they are supported, add a Feral Squig ● anywhere in
their ZOC. The Feral Squig ● is a wandering monster that ignores (and is
ignored by) Goblins.
Alpha Predators:
- Vampire: Whenever a Vampire
would be killed, it actually escapes by turning into a rodent or
mist, or by melding with the earth. In any such event, it drops all
its loot on the spot, and sinks through the ground to the next open
room or corridor below it. If there is no such place within a
finger's distance, create a new Tomb one finger below it to be the
alpha's new lair. (Mark that Tomb with an X to remember it.) The
vampire is only truly slain if it sinks through the ground into
magma, the running water of the underground river, or off the bottom
of the map.
- Titan: The act of breaking free from Tartarus unleashes
epic devastation. When you place the Titan on the map, roll on the
Great Disaster table. The Disaster should run through or be centered
on the titan's lair. The titan is not harmed in any way by this
Disaster. If magma floods the lair during this disaster, that means
this titan is immune to fire.
Wandering Monsters:
- Rust Monster: Rust monsters
destroy any unclaimed ○ they wander over. If they encounter any
other Monster Groups, they destroy one ○ (instead of ●). Then, if
the Monster Group still has at least one ● and at least one ○
left, the Rust Monster itself is destroyed. Otherwise it is unharmed.
- Gargantuan: Use a
larger-than-normal ● to represent the Gargantuan. The Gargantuan
cannot enter any room or tunnel smaller than it's ● in size,
including most one-bead standard rooms (like dwarven barracks). During
encounters, the Gargantuans kill 2● instead of 1●.
- Dwarven Trollslayer: The Trollslayer ignores
Dwarf, Druegar, Darrow and even Gnome groups, and will move past
their entire ZOC in one turn of wandering. If the Trollslayer meets a worthy death while
there are any of those groups on the map, the richest one will immediately build
a Tomb for the Trollslayer in their territory. Mark it with an X.
Kender are from Dragonlance. Trollslayers and Squigs are from Warhammer Fantasy. Rust Monsters are from D&D, and the Vampire's escape methods are adapted from D&D. All appear here without permission. No challenge intended to copyright, etc. I'm just a fan.
New Special Features
- Surface War: An army of humans or
humanoids, ●●●○ in number, starts at one edge of the map,
and marches across the surface until they have an Encounter (which
will usually be an Encounter with the Surface Kingdoms). If they find
any tunnels, they briefly divert to explore them one finger deep.
During their travels, they fight like a wandering monster and loot
any unguarded treasure. After resolving their first Encounter, if any
of the invading army survives, they build a border Fort. Draw the
Fort, up to 3 beads in size as needed, near where the encounter
happened. Each turn, if there are one or more Farms within one Finger
from the Fort, roll a d6 for each. On a 5+, that farm is raided by
the invaders, killing 1 ● Peasant. The Fort ignores other Surface
Kingdom buildings, and takes no other actions. Excursions,
Adventuring Parties, and Monster Groups treat the Fort as if it were
the lair of a group of Chaotic monsters.
- Minor Discovery:
The group with the most ● discovers or creates a new feature. Roll
on the Minor Features chart, and Draw the result on the map somewhere
in their Zone of Control. If the Feature you rolled seems beneficial
and appropriate, add either ● or ○ there.
- Cave-in: The
room or corridor closest to where the die lands becomes clogged with
debris and is rendered impassable. Erase it or cross it out. If there were any
creatures there, they lose one ●.
If this breaks a Chaotic or Hungry groups' Zone of Control into two
non-contiguous parts, the group splits into two groups each with half the ● and ○
of the original.
- Militarization: A random Delver or Breeder monster group starts producing weapons and training for war. Draw a Forge, Barracks or Training Grounds in their Zone of Control. They get a permanent +1 bonus on all Encounter rolls as long as that room is in their ZoC.
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