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Visar inlägg med etikett setup. Visa alla inlägg

torsdag 28 mars 2019

The Hangman Trap

The road through the waterlogged forest curves slightly, yielding to a small cliff. A solitary tree in the bend towers high above the surrounding shrubbery. Dangling from its branches is a hanged knight, the toes of his sabatons just out of reach for a person standing underneath. You enter in the low-right corner.


Target 11
X = Dead knight, hanged from a large tree. A great helm covers his face and shield and tabard is missing, preventing identification w/o first lowering the body. A golden necklace gleams from the broken neck.
- - = Pit trap, meticulously hidden, covering area under knight and 2" radius (1d6 damage, no armour).
o = Bandits. 2HD, leather armour (2) & shield (1d4 / +2 defense), axes 1d8+deadly: reroll ones, bow 1d6. No real interest in fighting, only in taking things.
:: = waterlogged shrubbery, small trees, reed. Movement halved, provides half cover (full cover if crawling)
TT = cliff, STR to climb

Timer: 1d4, reinforcement. 2 more bandits arrive from the shrubbery, responding to a secret signal.

Bandit tactics (in order of preference): 
1. Hope PCs fall into pit, demand ransom for their lives
2. Reveal themselves, demand PCs surrender and give up their equipment for safe passage
3. Fire arrows from cliff to draw PCs there, signal to reinforcement to steal anything left behind (such as pack animals), then flee with the loot
4. Fight!

måndag 22 oktober 2018

10 weather features for wilderness encounters

As mentioned earlier, I've been trying to come up with simple setups and situational rules that make random wilderness encounters more tactically interesting without turning them into elaborate set-pieces. Turns out, the always-excellent Emmy Allen had included several in her Narrative Wargame of Chivalric Medieval Romance. Still, many of these ideas were not mechanically explicit, or included things that are hard to recreate in a game with several players and one referee. So I re-wrote the list to make it more mechanically specific. I've used ICRPG notation, so to use it with another system consider hard/easy to be disadvantage/advantage or bonus/penalty, and target to mean AC/DC/TN or any other number that you need to meet or beat to succeed with your action if you use roll-over, or a number to be added to your die roll if you play roll-under.

Also, if you're new to the series, by "board" I refer to any physical surface or visual aid used to frame and represent the spatial relations of the fictional location where an encounter or similar takes place: grid, battle mat, tabletop, graph paper map, wilderness tile, Legos, chessboard...
source: Aths-Art

Random Weather Conditions (adapted from Dolorous Stroke)

Roll 1d12 (or 1d20, depending on how frequent you want weather conditions to be.)
1. Sunrise. In the raking light of the rising sun, normal actions relying on sight are HARD for characters facing East, but deciphering petroglyphs, magical writing and seeing the invisible is EASY.

2. Sunset. Every other round, target increases by +1 (max +5) as darkness decends.

3. Clearing heavens. Every other round, target is reduced by -1 (min -3) as sun breaks through the overcast skies.

4. Searing heat. Physical actions are HARD for all characters wearing heavy armor (plate, or +5 or more ARMOR).

5. Gale. Perception checks, ranged weapon use is HARD, and orders don't carry far in the wind.

6. Blasting Winds. On a 1d4 timer, all actions become HARD for a round, and any exposed and weak terrain feature has a 1-in-6 chance of falling down.

7. Lightning storm. Divide the board in 6 sectors. On a 1d4 timer lightning strikes, hitting the most standout target in a randomly determined sector for 1d12 damage and automatic knockdown. Factors that make a target stand out:
i. elevation,
ii. height relative to neighboring elements (a Large model near Medium models, a Small near no-one),
iii. metal worn
iv. height
If no-one stands out (for example if everyone throw themselves to the ground), decide at random.

8. Lashing rain. The rain makes the ground slippery and visibility poor. Dexterity, perception and ranged weapon use is HARD.

9. Fog. Line of sight is reduced to 6 squares; beyond that it is impossible to discern friend from foe or even characters from objects. Models and terrain are deployed as markers that are only revealed when a PC is within this range and hidden again once out of range. All markers (including those representing unrevealed terrain) move at a speed of 2 squares during the referee's turn.

10. Biting cold. Fumbles occur on both 1 and 2.

11+. Perfect conditions.

torsdag 18 oktober 2018

1d8 more wilderness encounter locations

For the first set, see here




Roll 1d8
1. Scarp: A steep but low cliff runs across the board. HARD to climb.

2. Abri: A steep but low cliff runs across the board - half of the distance contains a shallow rock shelter. Character under the abri are hidden to all characters above them but easily cornered by other enemies. The cliff is HARD to climb.

3. Giant's kettles: The bedrock surface is here perforated by 2d4 deep, circular holes.

4. Stormthrows: Dead trees lie scattered here, uprooted and broken by storms or the rage of some unknown Giant.

5. Krum-woods: Battered by relentless winds or beset by some curse, the trees here cower behind each other in uneven lines, bent and swollen like rheumatic pilgrims.

6. Stunted forest: The trees here appear old yet curiously small, as if they sprouted directly to senescence. The vegetation blocks line of sight but only to small or crawling characters.

7. Mound: A large circular mound in the middle of the board. Blocks line of sight, and movement is reduced when going uphill.

8. Forking stream: An icy stream or deep ditch runs across the board, forking at the middle. Jumping across is easy, but on a failed roll the character lands off balance and must forfeit the rest of their movement.

måndag 8 oktober 2018

1d8 Random encounter locations

Most of these setups are based on locations in Judarskogen, outside Stockholm


I really like Runehammer's videos on room design. The idea of that series is to present a "room", basically a game board or grid's worth of level design, and highlight why it was set up like it was. This makes a lot of sense if you want to play with minis. Setting up a "room" or board takes more time than not doing it and includes carrying and buying extra stuff. So for it to be worthwhile, it must logically add more gameplay than overhead. Therefore, the craft of setting up a board becomes a key GM tool.

That said, there doesn't seem to be much discussion on this topic outside the aforementioned Youtube channel. Maybe this is because most people don't care about grids, or are happy just crafting cool terrain and don't mind just placing it as scatter. But probably, it is also that people who are good at it make set up their boards so instinctively that they no longer think of it as a skill. But for people who - like me - don't fall into any of the above categories, this is an attempt to continue the discussion.

Where does the encounter play out?

Playing on a grid lets you design encounters with a lot of interesting tactical options, with placement, movement, cover, half-hidden details, &c. But since players are free to go where they want and do what they please, most encounters cannot be planned in any great detail. This can create a weird discrepancy between the elaborate set pieces and improvised or random encounters that have very little detail.

As a remedy, I offer 8 dirt-simple setups that adds a twist to your random wilderness encounters.

The PCs start at one edge of the board, the monsters at another. The winner of the first initiative or surprise check decides who starts where, but each side places its own models.

1d8 random encounter locations
Slippery slope: With every move, a character must also move one sq downhill (two if dashing). Moving uphill requires a DEX roll, on a miss the character must use both hands to hold on: attacks against her are EASY.

Thickets: the path runs like an S between thickets. The thickets block line of sight and are so dense that riding or dashing is impossible, and using long weapons &c is HARD.

Criss-crossing paths: several patches of dense forest vegetation. These copses block line of sight from the outside but not for characters looking out from them.

Dark pond: a small but deep pond in the center of the board, just wide enough to be impossible to jump over.

Erratic Rocks: a field of large moss-covered boulders. The boulders are tall enough that it takes a STR roll to climb and DEX roll to avoid damage if falling, and stand close enough to allow jumping between them.

Moraine wall: uneven rocks form a natural wall across the board . DEX to cross.

Ford: A rapid river downstream a ford, running diagonally across the board. Crossing the river outside the ford requires a STR test, on a failure the character is swept downstream to the pond at the far end of the board.

Leading lines: three pairs of statues stand by the edges of a bog. Each pair indicate a leading line where passage is safe and unhindered; a character stepping more than one square out of the line is stuck and must roll STR to get out (EASY with aid, HARD otherwise).