by torilen » Tuesday January 21st, 2020 10:18am
There have been a lot of threads about taking up the heroes' gold. While normal equipment
is a good start, you can always let them buy potions and, if you're up to the challenge, even
let them buy some spell scrolls or find a way to let your elf and wizard purchase knowledge
of new spells.
Then it is a matter of adding in a few extra monsters and/or traps to make sure all of that
extra good stuff goes away. Add in some harder monsters that will take out Body Points.
Add in some non-lethal traps that cannot be avoided...only take a Body Point or two.
If you are offering non-attack spells, find ways to make the heroes use them, so they don't
hold them until the end of a quest. It will make the players feel like they are actually doing
something, without really doing anything.
Offer "enchantment" spell scrolls, or special oils that rub onto weapons or armor, things that
give temporary bonuses. They won't be overpowered, and, again, will let the players feel like
they're doing something grand and heroic. One of the new spells I printed off for my son and I
to use says that it stays in place until the bonus is used for a defense. So...if the hero uses the
spell, and then slays three monsters before having to defend, it is still there. As soon as it is used,
it is gone.
Create a new monster, and create a whole quest that can go inbetween two quests that are not really
linked together. The monster is VERY fast, and steals gold. It ambushes the hero, steals...say...20 or 30
gold at a time...and runs off. If it gets out of sight of any hero, then it can get away. If it steals and is
still in sight of ANY hero at the end of its turn, then the heroes can track it until it leaves sight of all
the heroes. Put three or four of these in the quest, along with a handful of skeletons and zombies.
It will give the players a complete fit trying to kill those things.
Just food for thought:
Body points: 1
Mind points: 2
Movement: 10, can be split as move-attack-move
Attack: 2
Defend: 3
These monsters do not "attack" in the traditional sense. They run at the hero and ambush them,
and can slip their hands into packs, pouches, and under armor very quickly. The heroes may
only roll 2 combat dice for defense, ignoring all additional armor they may be wearing. If the
attack is successful, the creature steals 20 gold from the hero. If the hero is not holding any
gold, it will take whatever small item it can get its hands on...daggers, potions, etc. However,
it does not typically take items being WORN by the hero, such as amulets, rings, bracers, etc.
These are hard to remove and get away with quickly.