I played around a little with How To Host A Dungeon today, which I hadn't done since December or January. While I don't have a big ol' blog post about it (or even just a finished map to share) this time, I did add a couple new Wandering Monster ideas to the How To Host A Dungeon Wiki. Here's the rules text to two alternate Wandering Monster groups for the map-drawing dungeon-designing game.
Murder Hobos: Murder Hobos start with 4
 and 2
 just below a random entrance to the dungeon. On their turn they behave 
exactly like Chaotic Adventurers, except they stop moving after their 
first Encounter each turn to rest up, regain spells and resupply. Roll a d6 each time they do this, 
and if you roll less than their remaining 
,
 they resurrect one of their number. (If so, add 
, but never to more than the 4 they started with.) During other Group's turns (including the Surface Kingdom and other Adventurers), Murder 
Hobos are encountered as if they were a Wandering Monster. If the last 
 of the Murder Hobos is ever eliminated, you should write TPK on the place where they died, to memorialize their passing.
Dryads: Dryads start at the empty point on the surface nearest where 
the token dropped. Draw a "Haunted Tree" there. Dryads will never move below the 
surface. If they end their movement 
without an encounter, they draw a new haunted tree at the end of that move. At the end of the Surface Kingdoms' turn, if there 
are no longer any Dryads in play but there are still Haunted Trees on the map, add a Dryad 
 to a randomly chosen Haunted Tree. Whenever the Surface Kingdoms make a
 new building on the spot where an unoccupied Haunted Tree exists, they 
may first chop or burn it down (erase that tree from the map).  
(Click here for Index of all my How To Host A Dungeon articles.)  
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