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[Help] Making an Adventure with a GM controlled NPC.


So on and off for a few weeks now I've been making a short Adventure where the Warriors are accompanied by a GM Controlled NPC.
I've been unsure as to what kind of stats this character should have. The idea is that he is a Dwarf Treasure Hunter who is vary caught up in his work.
He has a few rules regarding combat and group make up. Because he's so sure of where hes going, he insists on taking the lamp with him. He also holds a map of the dungeon, the warriors can ask the NPC which way to go when reaching a room with more then one way. The warriors have no reason not to trust the Dwarf, so they will always fallow him if they ask.

Now here's where things get kind of tricky. The Dwarf has a tendency to be really distracted. To show this, the GM rolls on a D6 to see what the Dwarf does at the start of combat. The table he rolls on looks like this:
1. Othos is so distracted that he is unware that the party is even being attacked. He wonders off in the next room, checking his map, and will not 

return untill combat is over.
2-4. Othos is bussy fussing with his gear, and will not fight untill after the first monster phase. While he is fixing his gear, monsters are at +1 to hit Othos.
5-6. Othos is ready for acction! He will attack as normal.

Now, because he's holding the lamp theres a chance that he will walk out of the room with it while hes checking the map. Leaving them to fight in the dark. But I am unsure of the rules for such things. Also, I feel like there should be a way to get him back in the room if this happens.

Now, Othos has some gear with him. Such as a Mining Pick and a Pistol, though I'm not sure if there are equipment cards for such Items already. Also, I would like Othos to be combat effective, but I'm not sure what stats would be balanced. I'm also debating on how to deal with gold he gains from killing monsters. I think the best way is to add up what he gets, and divide that among everyone else in the group.

Any thoughts or suggestions would be nice.
4/Sep/2008, 12:18 pm Link to this post Send Email to ParadoxControl   Send PM to ParadoxControl
 
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Re: [Help] Making an Adventure with a GM controlled NPC.


I might make more comments later, but I noticed one thing. You say that this Dwarf "He wonders off in the next room, checking his map,...". According to the normal rules regarding the Lantern. It lights the same board section and all adjacent board sections. Therefore, unless he wanders farther than "the next room", I wouldn't worry about imposing any penalty upon the Warrior party.

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4/Sep/2008, 2:27 pm Link to this post Send Email to OldWarrior   Send PM to OldWarrior Blog
 
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Re: [Help] Making an Adventure with a GM controlled NPC.


Oh. Darn. That was kinda the point ha ha. On a one he would leave you in the dark. But I wasn't sure how harsh fighting in the dark is, so I'm not sure if I'll keep it in.

I could always have it so Othos makes a loud nose of sorts, which causes more monsters to spawn.

But having the light go out in some way, just sounds more interesting then more monsters.

Edit:
I could always have him drop the lantern (which would put it out), and then have him perform a check to see if he lights it back up each Warrior Phase.

Last edited by ParadoxControl, 4/Sep/2008, 3:32 pm
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Handling Darkness in WHQ


The issue of darkness seems to be handled inconsistently, both within the original game rules and in some custom events I have seen and used. I suppose it will always be a bit of a problem, since WHQ isn't especially a full role-playing game like some others (D&D for instance). Ultimately it seems that your event description, NPC description, OR your own house rules would be the place to define the darkness/lighting issue. emoticon

Suggestions:

-2 to hit while fighting in the dark

OR, -1 to hit for the warriors AND +1 to hit for the monsters.

Possibly explain that the Dwarf has run off a bit with the Lantern (maybe to stand in the far doorway of an adjacent board section perhaps). Thus the Lantern is not fully lighting the combat as it normally would -- especially since the Dwarf has his back to the party while holding the Lantern out in front of him...

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Re: [Help] Making an Adventure with a GM controlled NPC.


First - sorry for the long post and sorry if i come off as a "know it all", because Khorne only knows i don't

Now on to my crazy post with random sections.

I would let him keep his own gold.
(1) I can't see a dwarf gold digger EVER giving it up to others, much less an elf.
(2) if you want to use him in other games he can use the gold for leveling and gear.



Now if he moves to [sign in to see URL] game over

"If a Warrior moves onto a section of board that is not illuminated by the lantern, or is left behind by the leader, he becomes
lost in the dismal depths of the dungeon, and is removed from the game." And I think Old Warrior pointed out, this is the section where the lantern is and the adjoining sections. (a max of three if I have my map sections right in my head)

also there is a random event that pretty much fits the bill for you. This is number 64 on the dungeon events chart.

"LANTERN GOES OUT
A sudden chill breeze blows out the Warriors' lantern! Unless they have
another source of light, the Warriors must remain still and do nothing.
To see if the lantern can be re-lit, roll 1D6 during the Warriors' Phase. On
a score of 4, 5 or 6 the lantern comes back on.
If an Unexpected Event occurs while the lamp is out, any Monsters that arrive must be fought in pitch darkness. Each Warrior is at -2 to his to hit rolls until the lantern is re-lit."


Also keep in mind the helmet of far seeing, but its own rules would clear all that up.


As far as the pistol... The Witch Hunter and the Imp. Noble both have pistols and each has diff. rules and eqp. cards

aaannndddd YES! there is a treasure card for "Dwarf Pick - You may dig through a cave in, taking D6 turns. After each successful use roll a d6. on a one it breaks. Dwarf Only"



Last edited by pheznik, 5/Sep/2008, 3:23 pm


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Re: [Help] Making an Adventure with a GM controlled NPC.


Now a post for some ideas.

I don't know about how others are doing, but for my [sign in to see URL] game is freakin' HARD. We renamed it Death Hammer

I would let him have some stone bread (if there are other dwarves), bandages, or some healing pots. etc just for good measure. and if you want to play up his greed maybe even have him charge the warriors for them. not being healed by end of turn, and thus dying, really blows.

the "loud noise" idea which would bring in more monsters could REALLY start to add up and hurt you. if he has his own "roll a one phase" and then you have your real "power phase" you could end up with a ton of stuff on top of you.

there is a dungeon event were you get lost and have to add 1d6 more room cards to the deck (Event 45 LOST)--- seeing how he has the map maybe if he rolls a one he read the map wrong and you add 1d3 to the deck or maybe even just 1 or 2.

Also you might want to borrow from the #15 Sneaky Git event. Which boils down to... while the snotling is with the warriors they all move an extra square (translation would be - while the dwarf has the map) in addition whenever an unexpected event occurs that reveals monsters roll 1d6 1-3 he warns the monsters and they attack IMMEDIATELY, rather than waiting until the monster phase (translation would be - if he rolls a one and makes his "loud noise")

on a side note, i would really like to know if that counts as an ambush and at what number. (the real one and the dwarf in that example)

You might want to toss in something in case you hit encounter 23 (if you are using the book encounters.) gold digger vs gold digger might be kinda funny. Make it where the gold digger pays the npc. i dunno.

Last edited by pheznik, 5/Sep/2008, 3:23 pm


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