Russian Doll Monster (Homebrew)

By Elberon, in Battlelore

This one is a blast from the past for those who have played AD&D 2nd edition.... Originally it was 13 monsters stuffed inside each other, when the outer most one was killed the next one inside would rip through the skin and carry on fighting til you ended with a kobald who would pinch a magic item and run off.

This version is a bit simpler and my first 2 Lore Council creature.....

The Russion Doll Monster

Note that this Creature will use 2 Lore council levels (rather than the normal one)

Deploys on the third or fourth row and has no landmark

Starts off as a red banner creature and takes a critical to kill moves 2 and battles, once it has been killed it turns into a
blue banner creature that takes a critical to kill, it'll moves 3 and battle . Once it has been killed it turns into a
green banner creature that takes a critical to kill, it'll move 4 and battle.

Only once the green stage has been killed will the banner be captured (fireball will only kill the current stage and all other lasting effects eg pison are removed at each change of banner colour.

Chris

the problem I see is the following:

the concept of critical hit add a lot of chaos in the game (which is already quite a lot). by experience, it can take 1 to 60 (sometimes more if very unlucky) dice rolls to actually get a critical hit. so, following the same logic, it can take up to 180 dice roll to kill your monster.

The time and effort to get 1 banner could be tremendous, and it just is not worthy at all to even go for it.

In fact to kill the monster, is the equivalent of killing 3 creatures (1 red, 1 blue and 1 green), but you still only receive 1 banner as a reward... which doesnt make any sens to me. Eventually, if you give a banner for each doll kill, that would make it more interesting to go and fight against it...overwise, forget it, way too powerfull, and even if it would cost 3 or 4 tokens in the war concil...

tom

Hmm fair do's

Thanks for the reply Tom, I've been thinking about what you said, would this sit better with you?

Starts off as a Red creature with four hits (ala Troll but no regeneration), once the four hits are taken it turns into a Blue creature with 3 hits and then finally a Green creature with two. You'll get 1 flag when reduced to a Blue creature and a second on when it is destroyed.
Any hits in excess of that needed to bring about the change of colour do not carry over to the next creature (e.g. whilst a Red creature the RDM has taken three wounds already, it then gets hit for another three meaning its taken six wounds, the two more than needed to kill it are lost and not carried to the Blue creature).

I'd keep it as a 2 Lore council level monster, more predictable to kill and gives up 2 flags toward victory.

This any better?

Chris

Elberon said:

Hmm fair do's

Thanks for the reply Tom, I've been thinking about what you said, would this sit better with you?

Starts off as a Red creature with four hits (ala Troll but no regeneration), once the four hits are taken it turns into a Blue creature with 3 hits and then finally a Green creature with two. You'll get 1 flag when reduced to a Blue creature and a second on when it is destroyed.
Any hits in excess of that needed to bring about the change of colour do not carry over to the next creature (e.g. whilst a Red creature the RDM has taken three wounds already, it then gets hit for another three meaning its taken six wounds, the two more than needed to kill it are lost and not carried to the Blue creature).

I'd keep it as a 2 Lore council level monster, more predictable to kill and gives up 2 flags toward victory.

This any better?

Chris

I like this version better as it gives two flags, is easier to hit and requires 2 council levels. To me it makes it much more balanced. The previous version was just too strong and didn't give a good enough reward. Well done!

This version is almost too weak ( 4+4 hits and bye) gui%C3%B1o.gif

I would keep most of your second version, however,

-once you killed the red (4VP): you get one flag as a reward (but no lore)

-You have to kill the blue one as a normal creature (i.e, critical hit)

So the power, of this monster would be actually a blue creature that starts with the power of a red. In these condition, maybe 1 token in the WC could actually be enough.

The alternative (if you want to make it a 2 token WC) is that the creature is hit on banner color ONLY (for both red and blue form).