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Building adventures<br />
Danger <strong>Level</strong><br />
The DANGER LEVEL of a Dungeon is determined by 2 fac<strong>to</strong>rs – the Party<br />
Leader <strong>Level</strong> and the Danger Fac<strong>to</strong>r. When a player uses a s<strong>to</strong>ry in the<br />
Town Phase <strong>to</strong> “Start an Adventure”, they are the Party Leader for the<br />
upcoming DUNGEON PHASE. Their current level is the Party Leader <strong>Level</strong>.<br />
The Danger Fac<strong>to</strong>r is set by the Adventure (from +0 Dangerous, <strong>to</strong> +3<br />
Nuts!). Add the two <strong>to</strong>gether <strong>to</strong> get the DANGER LEVEL.<br />
The higher the DANGER LEVEL, the more likely the Adventurers are <strong>to</strong> die –<br />
mostly because the monsters are that much harder <strong>to</strong> kill. Of course, as the<br />
dM, your mission is <strong>to</strong> kill them, but you at least want it <strong>to</strong> be sporting!<br />
<strong>Level</strong> Reward<br />
Whenever a Party defeats an Adventure, they gain a reward in Gold Coins<br />
(plus the McGuffin). An Adventure is usually “defeated” when you beat the<br />
Boss Monster (the Big Bad). Defeat usually involves beating a critter <strong>to</strong><br />
death, but if the party can “get around” a monster without killing them (by<br />
lying, stealing, cheating, or pure luck) it still counts as a defeat – as long as<br />
they accomplish the goals stated in the conflict.<br />
Example: The conflict of the Adventure is that the Furious Feline Females of<br />
Frigidor have filched the fish barrels for the forthcoming fish-flinging festival<br />
(say that three times real fast). If the party can get all the fish back – they<br />
have “beat” the adventure. It doesn’t matter if they get it back using<br />
thievery, stealth, tricks, or smushing the Furious Felines in<strong>to</strong> catfood.<br />
Monster Union regulations require that all Monsters carry around sacks of<br />
Gold Coins, strings of gems, or other such cash like rewards. Monsters that<br />
carry around convertible tax-sheltered debenture instruments are not really<br />
getting in<strong>to</strong> the spirit of things.<br />
The size of the reward is determined by the overly complicated mathematical<br />
formula below:<br />
DANGER LEVEL x 300 GC<br />
How the party wants <strong>to</strong> split the haul is up <strong>to</strong> them. Most parties will just<br />
split things down the middle, but parties may want <strong>to</strong> give out more of the<br />
loot <strong>to</strong> players that really kicked some bootie – or <strong>to</strong> players that need <strong>to</strong><br />
make a big purchase or are close <strong>to</strong> a new level.<br />
BUILDING A DUNGEON WITH DANGERS!<br />
So, you’ve got a Module worked out from the MADLIbrary. You’ve gotten a<br />
Danger <strong>Level</strong>. You’ve got a McGuffin, and you got the reward. When do I<br />
get <strong>to</strong> ram monsters up my player’s faces? Well, now actually. Here is<br />
where you get <strong>to</strong> fill the dungeon up with Dangers…<br />
A Danger is an element that makes up a Dungeon – like a room, a trap, the<br />
minions, and of course, the Big Bad. As the dM you get a number of<br />
DANGERS equal <strong>to</strong> the complicated formula below:<br />
½ of the Number of Players (rounded up) + the Danger<br />
<strong>Level</strong><br />
…or if you speak Excel(lent) High Nerdish:<br />
#Danger=roundup(#players*.5)+Danger<strong>Level</strong>