This is the turn-by-turn summary of my most recent game of How To Host A Dungeon, 2nd Edition. In this post, I'm covering turns 5 to 11 of The Age Of Monsters.
There's less review in this post than the previous two. I'll no doubt do a big summary post of all my praise, criticism, and likely future house-rules after I've completed the Age of Villainy and wrapped up my first full game of the new edition.
As you'll see below, for many turns the Antlings were on the verge of triggering the Age of Villainy. The timing rules of this game are pretty vague. You could actually make an argument that the Age transition should have happened much earlier, at the end of Turn 6, or possibly 7 or 8 if you correct for a few places where the rules were vague, I made a mistake, or I applied a house-rule. While those earlier turns would have been valid and defensible positions, I held off until it was undeniable that the transition had to happen by the rules. I'm glad I did because it made the final map a lot more complex and rich. This map had gotten off to a slow start because it lacked early mining/building denizens due to random chance, so those few extra turns of development really helped enhance the map.
For those new to HtHaD: This is a map-drawing solitaire game, where each turn new monsters are added to the map and preexisting monsters carve new territory and occasionally fight each other. (
Click here for Index of all my How To Host A Dungeon articles.)
Turn 5: Ogre, Owlbear, Antlings, The Experts, Adventurers,
+ Skeletons
Ogre: Relocate closer to food. Explore more mines.
Owlbear: Hunts 1 Antling. Relocates to the island mouth of the new anthill.
Antlings: Breed. Then fight the last Adventurer, and defeat him before he can Relocate on his turn. This means next turn they'll get to Prepare and then Build a Fungus Farm.
The Experts: There's nothing to fight, so they Explore. I had them Relocate rather than Explore, because Explore would have them just sit around in the corner of the map digging a small collection of new tunnels. It seems like Relocate is what the card should say.
Skeletons: The bodies of all those who died ancient Industrial Accident arise from the waters at the foot of the Statue of Edg (the founder of the previous Dwarven City from the first Age of this map), and Scout around.
Turn 6: Antlings, Experts, Owlbear, Ogre, Skeletons,
+ Demigod
Antlings: Breed first. Then, because they wiped out the Adventurers, they get to Prepare. Lastly, because they gained a Special Bonus Star from Preparing, they may spend it to Build a Fungus Farm. This is a special room that contains a Fungus Biome that they will be able to Harvest on future turns. Note that at this time the Antlings have reached Population 6. So if nothing kills any Antlings this round, the Antlings will usher in the Age of Villainy.
Experts: Relocate.
Owlbear: Hunts an Antling. Then Scouts down the anthill.
Ogre: Relocates back to his favorite Drinking Hall. Explores a bit more of side branches.
Skeletons: Kill the Ogre, despite his defensive Fortification bonus. They retake the Drinking Hall. With the fresh influx of bones, next turn they will get to Breed.
Demigod: He is a Lawful Humanoid divinity, and spawned in Strata 3 so he was either going to be in instant conflict with the Antlings or spawning over by the lava. I went with the later, and gave him some fancy furnishings befitting his status. He Prepares, then Relocates closer to potential worshippers.
The turn ends with the Antlings back down to 5 population, so I'm not sure if the Age of Villainy is triggered or not. I'm going with "not" because otherwise timing doesn't really matter, and I think that makes for a better game if initiative and sequencing matter. There's a part in the rules where the say what to do if 2 species both trigger Villainy in the same turn, so that implies it's not something that happens instantly or interrupts turn order.
Turn 7: Skeletons, Antlings, Experts, Owlbear, Demigod,
+ Earthdevils
Skeletons: Because they were drawn first this turn, they take no actions. Sucks to be undead. I think this also means they lose out on the opportunity to make an Ogre skeleton, because of the wording on the card.
Antlings: Breed (taking them momentarily back up to 6 Population), Prepare (getting them a Special Bonus Star), Harvest Fungus Biome (creating a new Treasure).
Experts: Relocate
Owlbear: Hunt an Antling, Scout out another nearby cave (this one has a large column in the middle of it for no particular reason).
Again the Antlings end the turn 1 Population short of Villainy. It may look at a glance like they have 6, but one of those is just the Special Bonus Star they got from the Prepare action. If the Owlbear keeps their population check, it will take them another 4 turns of Fungus-Treasure production to achieve the other type of Villainy.
I'm tempted at this point to have the Owlbear dig and accidentally burst through the floor of the underground sea above him, flooding the antlings. There were some optional rules in the 1st Edition that would handle this, but it's a lot of work and I don't have a better reason for it than fearing the Owlbear-Antling stalemate may grow tiresome eventually.
Demigod: Prepares and Relocates again. Rather than restricting him to the same slow pace as some others, I figured a Demigod could perform Herculean tasks. So he digs a longer than normal tunnel, and builds a gleaming staircase to connect it to the old Dwarven LoWay. He also crafts a perfect golden dome above his home temple. I leave him in a position where Initiative order will determine how things play out between him and The Experts.
Earth Devils: I wasn't sure what to make of the Earth Devils, as they don't really have a D&D analog to base them on. The card says "Earth devils live in angular, asymmetrical chambers that are uncomfortable to other races." So I started drawing spiky outlines down in Strata 8, that I planned to turn into some sort of rocky towers until something magical happened. I realized the frameworks I'd started sketching would actually make really neat sort of irregular crystalline spiderweb stabiles. So I dug through the deck of undrawn monsters in a hurry to make sure that there weren't any actual spiders in there (there aren't). Now I had my hook for Earth Devils: they're more like Ore Spiders. I'll use the Earth Devils name and stats/actions, but just make these huge bizarre webs for them. For the first turn, they don't have the requirements for Exploiting or Breeding, so they'll just scout a route into the rest of the dungeon.
Turn 8: Demigod, Owlbear, Earth Devils, Experts, Antlings, Skeletons,
+ Dwarves
Demigod: Prepares, then Recruits from The Experts. He gives this adventuring party a gift, and then convinces one of their number to leave their band and become his sidekick mortal companion.
Owlbear: Hunts 1 Antling. Scouts a tiny little dead-end cave just off the antpath. Claws the wall of that cavelet to mark his territory.
Earth Devils: Relocate closer to ore, leaving a trail of web behind them. Can't quite make it to the ore in one turn, so they dig a temporary den near the old Purple Worm nest. (I guess it would have made more sense to have them just build a web in the nest. Oh, well, I've already drawn the side room for them to web.)
Experts: Haven't yet explored the old Dwarven Citadel, so they arguably can't fight the tantalizingly close Earth Devils. They then attempt to rout the Demigod, and fail miserably (not even spending their current Special Bonus Star would help them).
Antlings: Breed. Prepare. Fungus Harvest Biome and dig a small room for the new treasure. Three more turns of this and they'll become The Empire of Villainy.
Skeletons: Fight the Earth Devils, and flub the roll. Half the skeletons are wiped out. At this point, the Skeletons could reorganize their treasures up into the Drinking Hall for free, but I decide buried beneath the waves is protected enough.
Dwarves: A team of Dwarves have come to reclaim their ancestral home. They immediately dive into the surface mine, fix up the elevator and light the fires of the smelter. Then they get to work exploiting every last scrap of ore they get their hands on. They are briefly at 3 Treasure, before detecting the ant-hole in the ruins. To be safe, they invest 2 Treasure in Building an Armory that gives +1 on future Fight rolls.
Turn 9: Experts, Antlings, Dwarves, Earth Devils, Demigod, Owlbear, Skeletons,
+ Orkz
Experts: The Experts are underperforming the promise of their name. Last turn, I argued that they shouldn't Fight the Earth Devils, because there was a big unexplored castle in the way. Honestly, that was kinda lame on my part. Nothing actually printed on the "The Experts" card suggests they can't just dig tunnels. It is terribly unfair of me to complain about which Actions The Experts have access to (which I did in my previous post) if I'm not giving them a chance to do some of those Actions and see how it plays.
So this turn, I decide to let them figure a winding route through that big castle to attack the Earth Devils, and I decided to let them roll for two such attacks, since they should have had one from the previous turn as well. Both times, the die they rolled scored 1 lower than the die the Earth Devils rolled. The first time this happens, they can spend their Special Bonus Star from having Prepared, so the Earth Devils lose 1 of their 2 population. The second time, not having the Star to spend, The Experts lose 1 of their 2 population. So both groups are down to 1 Population.
The remaining Expert then tries once again, and fails once again, to Rout the Demigod. These "Expert" guys... *shakes head*
They can at least re-organize to place themselves anywhere in their territory, which I guess means they can hide out in the fort, to get +1 in any future Fight. That's something.
Antlings: Breed. Prepare. Harvest. ETA till Villainy: 2 more turns.
Dwarves: Exploit Ore and use it to Build a Hall to attract a new population.
Earth Devils: They dig a new tunnel to the nearby old Dwarven mine, and Exploit every last bit of Ore from it. It was either dig a fairly large chunk of tunnel, or sneak through skeleton territory, or skip their "Always Exploit Ore" directive.
I think before the next time I play this, I may have to come up with a consistent house rule for how far groups are allowed to dig for the Exploit Action (and other Actions that involve movement or tunneling). It may even become a per-species thing that I list on the Monster Cards.
Demigod: Prepares. Attempts to Extort the Treasure back from the lone Adventurer, but he won't give it up. The Demigod temporarily loses his Special Bonus Star in the attempt. For his third Action, he tries to Steal the Treasure, and this time is successful.
Owlbear: Continues to snack on Antlings, and Scout small caves in the vicinity. In this cave, he stores all the discarded Antling exoskeletons, after he's sucked out the innards and munched the tender tasty sensory organs. Num!
Skeletons: Fight the Earth Devils, and successfully eliminate them. Earth Devils, especially ones I've decided are Spider-like, won't have any bones, so no skeleton reinforcements. They do, however, get the Treasure: I mean, it's ore-based, and some of it was mined from the old Dwarven property, so if there's ever a Treasure to be coveted by the spirits of angry Dwarves, this is it. Weirdly, this now moves the Skeletons into "first place" as far as being one Treasure away from triggering Villainy.
Orkz: Arrive in Stratum 8. Dig some initial caves, with campfires. Orcish society is organized around campfire stories. Explore and annex passages that had been created by the Purple Worm or the Earth Devils. It is theoretically possible the Orcs could defeat the Skeletons and become the Villains as early as next turn. Initiative order will again be critical next Turn.
At this point I figure out I've been using a House Rule without realizing it. A close read of the rules suggests new monster groups should not be taking actions on the turn they spawn. I've been doing that incorrectly since Turn 2 of the game. I had actually suspected my mistake a few turns ago, decided not to correct it, because in theory this would speed up the game a little. Early on I only had Alphas and Adventurers, so anything to get Denizen groups building and breeding a little faster seemed welcome, plus, it would be really hard to reverse all those maps and take new snapshots, so it's not worth the hassle. But now I've hit an ugly ripple effect that I hadn't considered. It might be weird and anticlimactic if a new species popped onto the map and immediately became the Villain without warning. On the other hand, you could rationalize that as they were already the Villain before they arrived, and their first turn is an invasion. So maybe that's not so bad.
Speaking of Invasions, since the new Spawning rules just place Monster Groups to large vague Strata with a lot of wiggle room, it is somewhat unlikely you would ever actually need the Invasion rules (the rules that govern what happens if a new Monster Group spawns inside the territory of another established group). It could happen, but that either means you decided to force it to happen when it wasn't truly necessary, or it means one of your existing Groups has prospered so much the entire Statum is their active territory. In the former case, if you've fudged things to make that happen you've probably already got a good idea of how you want it to play out. In the latter case, it may seem kinda weird if a civilization big enough to fill an entire stratum got driven out completely by the new upstarts they greatly outnumbered, but there's a 50% chance that's what will happen.
Turn 10: Experts, Antlings, Skeletons, Owlbear, Demigod, Dwarves, Orkz,
+Kobolds
Experts: Fight the Skeletons, as find them to be easy pickings. The last Skeleton is destroyed, so the Experts gather up all their Treasure. They reorganize to the Drinking Hall because that seems like a fun place. They then use their newfound wealth to recruit some of the Orkz to their cause.
Antlings: Breed. Prepare. Harvest Fungus for Treasure. Next turn, they become the Villain if no one stops them.
Skeletons: Wiped out by Experts.
Owlbear: Hunt 1 Antling. Scout out a little further afield, and find a new room full of stalagmites and stalactites.
Demigod: Prepare. Tries to Extort the Experts. When that fails, he successfully Steals from them instead.
Dwarves: Exploit Ore. Fight The Experts did not go well, and 1 Population of Dwarves died.
Orkz: Fail to Extort the Experts. Successfully Fight the Demigod, killing his recruited Minion. Then, they proceed to Ally with the Demigod! They cannot attack each other next turn at all, and the Orkz gain a rare Special Bonus Star since the Demigod had Prepared. This may be a magical blessing from the Demigod, who was clearly impressed that they were able to kill his sidekick.
Kobolds: Explore. Prepare. Build Tunnels. As Kobolds do, they are digging lots of narrow tunnels. They survive by traps and thievery.
Turn 11: Dwarves, Orkz, Owlbear, Antlings, Kobolds, Experts, Demigod,
+Giant Pike
Dwarves: Exploit ore, and find a Holy Relic: The twin axes of Sedg, the original founder of the Ancient Dwarven City of Segun Rokot!
Orkz: What a turn! Extort cash out of the Experts, and then Fight and kill the Demigod!
(Oops! It has been pointed out they should have been under the effects of the Ally Action this turn, and shouldn't have been able to betray the Demigod yet. It's too late to fix that now. I guess these particular Orkz are just hyper-violent.) The Orkz then build Defenses (+1 in Fights).
Owlbear: Hunt antlings. Scout a small underwater cave near the island. I didn't realize it at the time, but this would quickly be their undoing once I flipped over the new Monster Card for the turn.
Antlings: Breed. Prepare. Harvest. They are now at 6 Treasures! Villainy begins at the end of this turn!
Kobolds: Explore, and Steal from Orkz. Theft succeeds but costs the bonus star from both Kobolds and Orkz to resolve. Kobolds always Explore, so they'll likely hit the Fate Cave next turn and wipe themselves out.
Experts: Fight Orkz and win despite the Orkz fortifications. Attempt to Ally with Dwarves but fail. Dwarves are pretty upset about the desecration and occupation of their ancestral city.
Demigod: Was wiped out. His treasure is pretty remote on the map, so I decided not to give it to anyone.
Giant Pike: Spawns in the nearest body of water. Clearly it was a bad idea for the Owlbear to explore that flooded cave. Fights the Owlbear, killing it.
The Age Of Monsters Has Ended
That is the end of Turn 11 of the Age of Monsters. The Antlings have collected the necessary 6 Treasures to launch the Age of Villainy, and become The Empire Villain. More on that next time.
Here is my map at the Transition, without Tokens, and with all the areas labeled in case anyone wants to use it as the basis of a D&D adventure or something. If you click on it you should be able to see it in high enough resolution to be read the labels.