Friday, September 3, 2021

Starting On The Surface (HTHAD2E House-Rule)

For the most part, I prefer the 2nd Edition of How To Host A Dungeon over the 1st edition. However, I feel one area that 2nd Edition is a little weaker than 1st Ed is in the lack of surface development. It's entirely possible to get to the end of the Age of Monsters without really having anything happening above the surface at all.

I liked how 1st Edition handled the Surface Kingdoms, but I also really love the new "Monster Group Cards" in 2nd Edition. So rather than trying to port over the fairly elaborate 1st Ed surface kingdoms rules, I'm just going to make one house-rule, that's effectively just stacking one card of the deck on Turn 1 to make sure you get something on the surface early on:

House Rule:  If the first two Monster Groups drawn in the Age of Monsters do not include a group with the Surface keyword (or the Miners group), roll 1d6 on this chart instead of drawing a random card for the 3rd group:

  1. Your third group is Adventurers. In addition, add a small roadside inn or tavern to the map at the random point on the surface near where they spawn.
  2. Your third group is Farmers.
  3. Your third group is Knights. In addition, add a manor house or guard tower to the map at the random point on the surface near where they spawn. This building counts as "^", so it adds +1 to their Fight rolls when they are defending.
  4. Your third group is Miners.
  5. Your third group is Saltbury. (Feel free to give them a different name if you'd prefer.)
  6. Your third group is Veterans. In addition, add the burned-out ruin of a small roadside inn or tavern to the map at the random point on the surface near where they spawn. You know how player characters love to burn things down.

Find the referenced surface-dwelling Group card in the deck and set it out just like you would have done with a randomly drawn Monster Group.

If you play a full game, you're likely to get a surface kingdom of some sort eventually, but depending on the situation and how late in the game they show up, they might not build anything. Starting with one increases the chance of them making a mark on the map. 

Another reason why I'm implementing this house-rule is because I really like the idea of using HTHAD maps for D&D later. In order for that to work, you have to have a reasonable way for the adventuring party to get down into the dungeon, and some reason why they would head to this region in the first place. Having some sort of village, city or even ruin on the surface is pretty important step toward making the map usable for D&D inspiration after you're done hosting. 


No comments: