GMMichael
Guide of Modos
Other Encounters
Mimics
Not all treasure wards are actually treasure wards. Some, when a PC grabs one, are actually monsters that look like treasure. The wards around mimics block shots and monsters just like treasure wards. When a PC tries to grab one, it becomes an individual monster. A mimic has a 25% chance of actually being a treasure.
MIMICS – A chest overflowing with gold suddenly sprouts two arms with ugly claws, and a broad tail used for propulsion.
Health – 10
Melee – d8
Shot – 0
Speed – 2
Tactics – gains a +4 to its speed score on its first attack, for surprise. After that, a mimic uses its base speed score to attack either the PC who tried to collect it, or the next nearest PC. Mimics use tremors, from within the room, to detect PCs.
Generators
Some rooms contain a tall, grotesque shrine, seemingly made up of four doorways connected in a square. Inside this shrine is pure darkness, but looking into a generator, one sees a dim light, which shortly takes a creature’s shape, which then one realizes is actually a monster, moving through a doorway.
A generator has 20 health, and adds monsters to a swarm until that swarm’s size reaches 100%. Every 10 rounds, a generator dispenses another monster, and if this monster is part of a swarm, the swarm’s health increases by the full amount of that monster’s health. This rate can be increased for games using the Scaling option.
Wraiths
Sometimes characters will encounter a darkness in a room. In the corner of one’s eye, it looks almost like a cloaked farmer, reaping with a scythe. But looking directly at a wraith, one sees only wavering darkness, with a terrible, black core.
WRAITHS – a dark presence floats toward you, like death incarnate.
Health – 100*
Melee – d10
Shot – 0
Speed – 3
Tactics – attacks the nearest accessible PC. Like ghosts, wraiths are easy to fool and will turn to pursue threats that are behind murder holes. If wraiths have no targets in a room, they wander slowly until another PC becomes visible. *Magic potions will destroy a wraith if there is not another wraith closer to the potion used.
Locks
All doors and walldoors in a dungeon are locked. Locks typically have a magical nature to them, which seems reasonable once one notices that all keyholes are located directly in the middle of each door that they inhabit. Any lock can be defeated once by any magical key or magic ward, and once defeated, that door opens and ceases to exit.
Sometimes characters find themselves without enough keys to proceed further into the dungeon, or unwilling to use a key. Sometimes, this can be a clue to the party that they’re about to die, and had better collect any remaining treasure wards while they still can.
If the GM is using the full Modos RPG rules, then characters with lockpicks can open locks without using magical keys. Give the lock an amount of health equal to 2 times the dungeon level. One character may spend an action attempting to open the lock, and roll 1d4 to determine the progress, or damage, made toward opening the lock. Once the lock’s damage equals its health, the lock is defeated. Increase the damage die of the lockpicks for each skill point that the lockpicker has in Larceny.
Bosses
Monsters whisper amongst themselves, “do not wander onto this level. There’s a big one there!” While mini-bosses, challenging monsters that tend to be landmarks in a dungeon, are not included on the Encounter table, they can be introduced on special dungeon levels and under certain circumstances.
The easiest way to decide that a mini-boss is present is to drop one into your room when the room has only one other exit, which is a Stair, and the room is large enough for a mini-boss. Or Exits=2, Exit-Type=Stair, and Room Size=5.
The features of a mini-boss are described in Meta-Dungeon, Scaling.
Puzzles
In order to make encounters and dungeons more interesting, sometimes it’s necessary to include a puzzle in an encounter. Puzzles are situations that occur either through the random generation of the dungeon or at the GM’s discretion.
BANE OR BOON – Ale, poison, wards, traps, and mimics have a chance of being something else. A GM can simply describe poison as being “ale,” or traps as being “wards,” but when there is no GM, a PC will know that it’s actually poison or a trap, because that’s what he rolled on the dungeon generation table. To give PCs an incentive to investigate these things anyway, they have a 25% chance of being a boon instead of a bane. To discover this chance, the PC collecting the item rolls 1d4. On a result of 1, the content turns out to be its counterpart.
For example, Questnir is the mapper. He rolls 2d8 on Room Contents and gets 12; there’s a jug of Poison in the room. He’s feeling brave, while his fellow PCs are not. He picks up the jug (touches the ward), and rolls 1d4. If he rolls 1, he gains 5 health instead of losing 5 health, because the Poison is actually an Ale.
CASTLE GENERATORS – when characters peep through a murder hole, they might see a generator. Sometimes this generator has been placed directly against the murder hole, enabling it to generate a swarm both in the room in which it sits and in the room adjacent to the murder hole. More rarely, a generator sits entirely in one room, but sturdy walls stand around it, enabling monsters to leave the generator while providing protection to it.
To simulate the difficulty in damaging such a generator, these generators can only be hit with Shot attacks. Generators located somewhere in the adjacent room are 50% likely to be within range of Shot attacks. Generators placed adjacent to a murder hole are 100% likely to be in range, and act as the generator rolled for both rooms if each room gets a “generator” result during room generation. When the generator spawns a monster, that monster contributes to the swarm in the room occupied by PCs. A PC can stand in front of the murder hole, preventing monsters from spawning in his room, but he cannot use any bonuses on Speed contests while doing so.
EXIT NOW OR LATER – it is possible to roll more than one Stair on a dungeon level. This introduces the question: which Stair should PCs use? The simple answer, especially if using Scaling, is that PCs should continue to explore the current dungeon level if they want to find more treasure before things get more difficult. This choice postpones their 10 health bonus for reaching “fresh” air.
To spice things up, the GM can decide that when there are more than one Stair, one of them leads to a treasure level (see Dungeons – Creation – Special Levels). To determine if the PCs have chosen the lucky Stair, take the total number of Stairs found, add one if it’s an odd number, and then roll a die with that number of sides. On a result of 1, the characters chose the treasure level.
SAVE OR SHARE – characters can find several different resources in the dungeon, some of which are potions, food, and keys. These resources cannot be shared once they have been collected (the amulets store there in a magical space for characters). So the conundrum for characters is oftentimes: should I collect this item, or allow another character to do so? When a character’s inventory is full (i.e. he has 12 potions/keys), he cannot collect any more potions or keys without using some first, so it’s much easier to share. Sometimes a useful item, like a potion, stands amidst a swarm of monsters. Can a Wizard, who makes better use of a potion, reach it safely? Or is the more maneuverable Elf more likely to reach the potion safely?
The GM, or puppet master, has some control over these outcomes by choosing who gets attacked by the monsters or swarm. Make choices that represent the monsters, but also make things interesting for the PCs.
SHOOTING GALLERY – murder holes can frequently give PCs a chance to destroy swarms without the risk of being swarmed by them. A murder hole can be used in this way by one PC, and permits only Shot attacks. This is an either-or decision by the PC: standing at the murder hole allows him to safely attack a swarm, but it prevents him from finding Stairs and Food while he’s doing so.
TAKE ONE FOR THE TEAM – some swarms focus their attacks on only one PC, and other swarms have no choice, when a PC stands in a choke point (see Combat – Maneuver). When this happens, the lone PC is likely to take a lot of damage, but it frees the other PCs to explore without the danger of being attacked by the swarm attacking their comrade. Until, of course, the PCs find another swarm.
TELEPORT OR DIE – teleporters allow PCs to quickly enter or leave certain rooms. Since teleporters are usually found somewhere in the middle of a room, a PC can use it to draw a swarm away from an entrance. When a PC teleports amongst a swarm, the swarm ceases to increase its Speed bonus gained against other PCs while it adjusts to the new threat, for a number of actions equal to its current bonus.
For example, a party of PCs enters a room chock-full of barbarians. The barbarians turn their ugly heads and swarm toward the PCs. The PCs stand and fight for three actions. The barbarians have gained +3 to their Speed scores for the three actions spent swarming. However, a teleporter stands amidst the barbarians. A sly PC has gone back to a previous teleporter, and teleports into the room during the fourth round. The barbarians attack the PC group this action, but another PC teleports amongst them, sewing confusion. On the next action, the barbarians do not gain a bonus against the PCs at an entrance, remaining at +3, but they gain +1 against the teleporting PC. The swarm gains +1 Speed against the teleporting PC for two more rounds (unless he teleports away), and on the next round, its bonus against any and all PCs increases to +4.
Mimics
Not all treasure wards are actually treasure wards. Some, when a PC grabs one, are actually monsters that look like treasure. The wards around mimics block shots and monsters just like treasure wards. When a PC tries to grab one, it becomes an individual monster. A mimic has a 25% chance of actually being a treasure.
MIMICS – A chest overflowing with gold suddenly sprouts two arms with ugly claws, and a broad tail used for propulsion.
Health – 10
Melee – d8
Shot – 0
Speed – 2
Tactics – gains a +4 to its speed score on its first attack, for surprise. After that, a mimic uses its base speed score to attack either the PC who tried to collect it, or the next nearest PC. Mimics use tremors, from within the room, to detect PCs.
Generators
Some rooms contain a tall, grotesque shrine, seemingly made up of four doorways connected in a square. Inside this shrine is pure darkness, but looking into a generator, one sees a dim light, which shortly takes a creature’s shape, which then one realizes is actually a monster, moving through a doorway.
A generator has 20 health, and adds monsters to a swarm until that swarm’s size reaches 100%. Every 10 rounds, a generator dispenses another monster, and if this monster is part of a swarm, the swarm’s health increases by the full amount of that monster’s health. This rate can be increased for games using the Scaling option.
Wraiths
Sometimes characters will encounter a darkness in a room. In the corner of one’s eye, it looks almost like a cloaked farmer, reaping with a scythe. But looking directly at a wraith, one sees only wavering darkness, with a terrible, black core.
WRAITHS – a dark presence floats toward you, like death incarnate.
Health – 100*
Melee – d10
Shot – 0
Speed – 3
Tactics – attacks the nearest accessible PC. Like ghosts, wraiths are easy to fool and will turn to pursue threats that are behind murder holes. If wraiths have no targets in a room, they wander slowly until another PC becomes visible. *Magic potions will destroy a wraith if there is not another wraith closer to the potion used.
Locks
All doors and walldoors in a dungeon are locked. Locks typically have a magical nature to them, which seems reasonable once one notices that all keyholes are located directly in the middle of each door that they inhabit. Any lock can be defeated once by any magical key or magic ward, and once defeated, that door opens and ceases to exit.
Sometimes characters find themselves without enough keys to proceed further into the dungeon, or unwilling to use a key. Sometimes, this can be a clue to the party that they’re about to die, and had better collect any remaining treasure wards while they still can.
If the GM is using the full Modos RPG rules, then characters with lockpicks can open locks without using magical keys. Give the lock an amount of health equal to 2 times the dungeon level. One character may spend an action attempting to open the lock, and roll 1d4 to determine the progress, or damage, made toward opening the lock. Once the lock’s damage equals its health, the lock is defeated. Increase the damage die of the lockpicks for each skill point that the lockpicker has in Larceny.
Bosses
Monsters whisper amongst themselves, “do not wander onto this level. There’s a big one there!” While mini-bosses, challenging monsters that tend to be landmarks in a dungeon, are not included on the Encounter table, they can be introduced on special dungeon levels and under certain circumstances.
The easiest way to decide that a mini-boss is present is to drop one into your room when the room has only one other exit, which is a Stair, and the room is large enough for a mini-boss. Or Exits=2, Exit-Type=Stair, and Room Size=5.
The features of a mini-boss are described in Meta-Dungeon, Scaling.
Puzzles
In order to make encounters and dungeons more interesting, sometimes it’s necessary to include a puzzle in an encounter. Puzzles are situations that occur either through the random generation of the dungeon or at the GM’s discretion.
BANE OR BOON – Ale, poison, wards, traps, and mimics have a chance of being something else. A GM can simply describe poison as being “ale,” or traps as being “wards,” but when there is no GM, a PC will know that it’s actually poison or a trap, because that’s what he rolled on the dungeon generation table. To give PCs an incentive to investigate these things anyway, they have a 25% chance of being a boon instead of a bane. To discover this chance, the PC collecting the item rolls 1d4. On a result of 1, the content turns out to be its counterpart.
For example, Questnir is the mapper. He rolls 2d8 on Room Contents and gets 12; there’s a jug of Poison in the room. He’s feeling brave, while his fellow PCs are not. He picks up the jug (touches the ward), and rolls 1d4. If he rolls 1, he gains 5 health instead of losing 5 health, because the Poison is actually an Ale.
CASTLE GENERATORS – when characters peep through a murder hole, they might see a generator. Sometimes this generator has been placed directly against the murder hole, enabling it to generate a swarm both in the room in which it sits and in the room adjacent to the murder hole. More rarely, a generator sits entirely in one room, but sturdy walls stand around it, enabling monsters to leave the generator while providing protection to it.
To simulate the difficulty in damaging such a generator, these generators can only be hit with Shot attacks. Generators located somewhere in the adjacent room are 50% likely to be within range of Shot attacks. Generators placed adjacent to a murder hole are 100% likely to be in range, and act as the generator rolled for both rooms if each room gets a “generator” result during room generation. When the generator spawns a monster, that monster contributes to the swarm in the room occupied by PCs. A PC can stand in front of the murder hole, preventing monsters from spawning in his room, but he cannot use any bonuses on Speed contests while doing so.
EXIT NOW OR LATER – it is possible to roll more than one Stair on a dungeon level. This introduces the question: which Stair should PCs use? The simple answer, especially if using Scaling, is that PCs should continue to explore the current dungeon level if they want to find more treasure before things get more difficult. This choice postpones their 10 health bonus for reaching “fresh” air.
To spice things up, the GM can decide that when there are more than one Stair, one of them leads to a treasure level (see Dungeons – Creation – Special Levels). To determine if the PCs have chosen the lucky Stair, take the total number of Stairs found, add one if it’s an odd number, and then roll a die with that number of sides. On a result of 1, the characters chose the treasure level.
SAVE OR SHARE – characters can find several different resources in the dungeon, some of which are potions, food, and keys. These resources cannot be shared once they have been collected (the amulets store there in a magical space for characters). So the conundrum for characters is oftentimes: should I collect this item, or allow another character to do so? When a character’s inventory is full (i.e. he has 12 potions/keys), he cannot collect any more potions or keys without using some first, so it’s much easier to share. Sometimes a useful item, like a potion, stands amidst a swarm of monsters. Can a Wizard, who makes better use of a potion, reach it safely? Or is the more maneuverable Elf more likely to reach the potion safely?
The GM, or puppet master, has some control over these outcomes by choosing who gets attacked by the monsters or swarm. Make choices that represent the monsters, but also make things interesting for the PCs.
SHOOTING GALLERY – murder holes can frequently give PCs a chance to destroy swarms without the risk of being swarmed by them. A murder hole can be used in this way by one PC, and permits only Shot attacks. This is an either-or decision by the PC: standing at the murder hole allows him to safely attack a swarm, but it prevents him from finding Stairs and Food while he’s doing so.
TAKE ONE FOR THE TEAM – some swarms focus their attacks on only one PC, and other swarms have no choice, when a PC stands in a choke point (see Combat – Maneuver). When this happens, the lone PC is likely to take a lot of damage, but it frees the other PCs to explore without the danger of being attacked by the swarm attacking their comrade. Until, of course, the PCs find another swarm.
TELEPORT OR DIE – teleporters allow PCs to quickly enter or leave certain rooms. Since teleporters are usually found somewhere in the middle of a room, a PC can use it to draw a swarm away from an entrance. When a PC teleports amongst a swarm, the swarm ceases to increase its Speed bonus gained against other PCs while it adjusts to the new threat, for a number of actions equal to its current bonus.
For example, a party of PCs enters a room chock-full of barbarians. The barbarians turn their ugly heads and swarm toward the PCs. The PCs stand and fight for three actions. The barbarians have gained +3 to their Speed scores for the three actions spent swarming. However, a teleporter stands amidst the barbarians. A sly PC has gone back to a previous teleporter, and teleports into the room during the fourth round. The barbarians attack the PC group this action, but another PC teleports amongst them, sewing confusion. On the next action, the barbarians do not gain a bonus against the PCs at an entrance, remaining at +3, but they gain +1 against the teleporting PC. The swarm gains +1 Speed against the teleporting PC for two more rounds (unless he teleports away), and on the next round, its bonus against any and all PCs increases to +4.