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Up Grading the Dungeon

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Re: Up Grading the Dungeon

Postby cynthialee » February 7th, 2017, 12:01 pm

knightkrawler wrote:
mitchiemasha wrote:
cynthialee wrote:The most deadly of my monster mods is move hit move.


This is why we give goblins MAM... the weakest Monster but also the fastest. Small slippery lil buggers. Now deadly. ESPECIALLY ONES WITH BOWS. So much more fun to play.


My goblins are the tiny mini-minis from Red Box Games and I couldn't resist.
They now have only 1 Attack die (which leaves room for many more basic monsters in the 2 AD niche),
but MAM by default.

I have regular ones with sword and shield, some with spear (diagonal), and some with bow (ranged).
Great source of fun, these little *Play-Doh Factories*.

So basically they are snottlings.
So it is said that if you know your enemies and know yourself, you can win a hundred battles without a single loss.
If you only know yourself, but not your opponent, you may win or may lose.
If you know neither yourself nor your enemy, you will always endanger yourself.
~Sun Tsu The art of War~


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Re: Up Grading the Dungeon

Postby Anderas » February 7th, 2017, 1:09 pm

It opens up some equipment progression on the lower side. Heroes could start with one attack die and still have a chance. Definitely, I like them.


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Re: Up Grading the Dungeon

Postby cynthialee » February 7th, 2017, 1:17 pm

Low level additions are often missed when we develop extras for the game.
I love the idea of low level extras. With new monsters and changes to how some may work there is a wealth of ideas.
So it is said that if you know your enemies and know yourself, you can win a hundred battles without a single loss.
If you only know yourself, but not your opponent, you may win or may lose.
If you know neither yourself nor your enemy, you will always endanger yourself.
~Sun Tsu The art of War~


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Re: Up Grading the Dungeon

Postby cynthialee » February 7th, 2017, 2:11 pm

Mummy Minions
These are new mummies that have recently undergone the change to undead. They are under the control of a greater mummy almost always. Only when a master mummy has perished and left behind minions will you find one with out a nearby master.

Attack: 1
Defend: 2
Body: 1
Mind: N/A
Move: 8
As they age and desiccate their stats will become in line with normal mummy stats.

Ork Teenager
Attack: 1
Defend: 3 (very agile as a youth)
Move: 10
Body: 1
Mind: 1
In a pack of Ork Teens, once one of them dies the remainder of the pack will flee at the next opportunity.

Chaos Squire
Attack: 2
Defend: 2
Body: 2
Mind: 2
Move: 8
The Chaos Squire only fights as long as their are allies of Zargon on the board. If he is alone facing the enemy he will flee or surrender.
So it is said that if you know your enemies and know yourself, you can win a hundred battles without a single loss.
If you only know yourself, but not your opponent, you may win or may lose.
If you know neither yourself nor your enemy, you will always endanger yourself.
~Sun Tsu The art of War~


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Re: Up Grading the Dungeon

Postby knightkrawler » February 7th, 2017, 2:20 pm

cynthialee wrote:
knightkrawler wrote:
mitchiemasha wrote:
cynthialee wrote:The most deadly of my monster mods is move hit move.


This is why we give goblins MAM... the weakest Monster but also the fastest. Small slippery lil buggers. Now deadly. ESPECIALLY ONES WITH BOWS. So much more fun to play.


My goblins are the tiny mini-minis from Red Box Games and I couldn't resist.
They now have only 1 Attack die (which leaves room for many more basic monsters in the 2 AD niche),
but MAM by default.

I have regular ones with sword and shield, some with spear (diagonal), and some with bow (ranged).
Great source of fun, these little *Play-Doh Factories*.

So basically they are snottlings.


Not that small... they still need a 20mm base each.
Snotlings - if I get any - would be a swarmbased thing.
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Re: Up Grading the Dungeon

Postby cynthialee » February 11th, 2017, 12:45 pm

Other up grades I sometimes use..
I have a number of the Hero Quest user developed dice. My favorite being the purple set and the Orange set. For Super powerful bosses I will have the monster rolling the Orange Dice. With two faces that have black shields and one of the two has two black shields, this monster is damn difficult to kill. Usually when I place such a monster in play it will not be accompanied by any other monsters. These come in handy for whenever they get involved in a fight with an actual Gargoyle. (as opposed to the Bloodthirster that is so wrongly named as a Gargoyle. He wishes he was a Gargoyle....)

New Monsters is a great way to go. Now you should add special rules for new monsters otherwise just stick with more orks. There are plenty of home spun monster cards here on the inn.

Now this doesn't make the dungeon harder, just more fun.
Sometimes it is fun to add in a near useless but friendly NPC. Perhaps a local Bard who follows the heroes and sings only of their foibles and never of their victories. {pick a hero, everyone but that hero gets a free combat dice to roll 1x per turn for a defend or attack roll. The guy who doesn't get the +1 dice is the guy who the song is about.} Or perhaps a tiny Gremlin who stands about 12 inches tall. He is overcome with hero worship infatuation for one of the heroes. Now of course those who upset the Gremlin or talk ill of their hero 'friend' will find their gear in other peoples packs and maybe some words of a foul nature aimed at them. (to keep the Gremlin 'useful' I have him do things like scout halls, or retrieve an item from one player to give to another if asked.)
So it is said that if you know your enemies and know yourself, you can win a hundred battles without a single loss.
If you only know yourself, but not your opponent, you may win or may lose.
If you know neither yourself nor your enemy, you will always endanger yourself.
~Sun Tsu The art of War~


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Re: Up Grading the Dungeon

Postby Daedalus » May 24th, 2017, 7:50 am

Bosses, especially Chaos Sorcerers, often go down too quickly under the Heroes' big guns. Sadly, this is often before they can bring more than a couple of their spells or whatever to bear. To counter this unfortunate tendency, Quest Notes can allow them to have a secondary turn after the second Hero's turn. With this change, they can double the pain and ramp up the pressure for a more effective climax.
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Re: Up Grading the Dungeon

Postby Anderas » May 24th, 2017, 11:03 am

The same thing can be supported by:
- a pre-boss-room to suck out some potions and spells from the group
- bigger boss rooms to have more space for movement
- the escape spell
- a blob of goblins sucking up actions to get through


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Re: Up Grading the Dungeon

Postby j_dean80 » May 24th, 2017, 3:00 pm

Or giving the boss a healing potion.
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Re: Up Grading the Dungeon

Postby mitchiemasha » May 24th, 2017, 3:38 pm

Healing potion for the Boss! that doesn't sound right to me. Having him disappear to another part of the dungeon the 1st time he dies (doesn't really die) is more Boss like. Doesn't work for an Orc boss though.


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