Fighting a Arachnorok Spider

By doc_cthulhu, in WFRP House Rules

Well I'm going to pit my PCs against a spider god on next week. They're on their second level and as we don't yet have the high level box (if it is going to be published some day) I decided to do something different.

The characters will have to fight against a group of goblins equal to their number riding Rock Spiders, a goblin shaman and mobs of goblin and snotling henchmen. During this fight the goblins are trying to free their god from tunnels beneath a certain castle. Fighting the goblins will be done normally with them having a group sheet describing their morale and progress.

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Should the goblins success in releasing the cyclopean spider they will have to run. Very fast. You know like "the who castle is coming down!"-fast. I planed to do this "fight" in a way that players face Old Ones in Arkham Horror should they rise but it I think this covers it (even though the sheet is not as neat).

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So any ideas or comments on this?

This is crawling with spiders, (ha, crawling, see what I...Oh forget it) therefore I love it. Got a monster card for the aranea in question?

I really like this set-up and will undoubtedly find a way to convert it to something less... bigger and eight.

It looks like at 5 turns in, the Goblins may be both Demoralized and Inspired -- something to take note. Of course, they *are* goblins.

::imagines scene with goblin afflicted by both::

"We almost have, did faster fight them off! We've got this" ::pause:: "But they're knives are awfully pointy. Run!" "You, the one who ran! Drop and give me twenty, you coward! Unleash the goddess!" "The goddess is taking a while, though, maybe if I back up behind this table and cower a bit..."

It would be a shame for the flight scene to go to waste completely when it is unleashed. I would hope that even if the PCs succeed in stopping big momma some of the baby spider swarms will chase them away.

This is great Doc, I've been looking for something similar to "staged" solos monsters in D&D 4e and I think this is a great way to model that in WFRP!

There are a few wording things I would fix, but nothing important. I only noticed one thing I thought was off. On the Adlagg-Nagga card, you advance the tracker on each turn and after each [Delay] rolled, but the PCs escape when the tracker reaches 10. There is a little conflict of interest there. It might be better represented by two trackers.

Perhaps something like this (of course I would fill in more fluffy description like you have done, but I just wanted to toss the rules out there):

Both trackers start at 0. On each turn advance the Escape! tracker one space. When the Escape! tracker reaches space 3, 5, 7, or 9, or the PCs roll a [Delay], or [Chaos Star], advance the God's Advance tracker one space. When the PC reach space 10, they have escaped.

If the God's Advance tracker reaches space 2, 4, or 6, Adlagg-Nagga attack one PC at random. When the tracker reaches the 6th space, it also resets to 0.

Escape!

0;1;2; [3] ;4; [5] ;6; [7] ;8; [9] ; [10]

The God's Advance

0;1; [2] ;3; [4] ;5; [6]

Great comments all!

Crazy Aido - Not yet as there is currently no such thing in LF's Strange Eons plugin. I've statted the thing. Though I think it is too powerful (can be compared to dragon in power level) to be fought in traditional sense.

Amehdaus - I actually think that Inspired cancels Demoralized and the other way round. But surely with goblins this could be ignored! :) The reason for these conditions is to allow the greenskins to stay around to fight even though they should be running for their life. As for the flight I think the card could/should be two sided so that what ever is the result of the fighting with the greenskins the PCs would be running for their life. ^_^

JasonRR - I think you're on to something here. The reason it only has one tracker is because I tried to fit the whole thing as an Old One sheet for Arkham Horror boardgame (as stated). I'll try to think of a little more interesting way to do this. You're idea certainly seems interesting but I'm not sure if it's too much tracking.

Also - You might be interested to know that once I have play tested this scenario I'll plan to but the whole thing online.

doc_cthulhu said:

JasonRR - I think you're on to something here. The reason it only has one tracker is because I tried to fit the whole thing as an Old One sheet for Arkham Horror boardgame (as stated). I'll try to think of a little more interesting way to do this. You're idea certainly seems interesting but I'm not sure if it's too much tracking.

I haven't playee Arkham Horror yet, so I have no idea (;

It is more tracking, but I couldn't think of another way to remove the conflict of moving the track forward on a [Delay] and escaping when it reaches 10. That was really my main goal. I love this idea though, more more more!

I think its a great idea! I will probably borrow it in one of my future adventures.

But as JasonRR says, two tracks is a good way to keep track of things.

But... hmm... is your group the most courageous sort? Because if I saw that monster I would run like hell, say alot of stances in reckless. I wouldn´t stop for anything even my friends which may be in the way. Get my meaning? So you could use the characters who are in the reckless stance to bullrush their own friends which are in the conservative stance (hence the delay). And if the characters dont say they stick together the spidergod can only attack the character at the rear (maybe she can spit/shoot webs at those in the front?). In my meaning the reckless are running as fast as they can while the conservative are backing away from the combat.

Hopefully you get my point happy.gif

The idea of the big spidey attacking those on conservative stance is amazing! I hope I had thought of that and will surely add it to Her description.

The spider sheet is still under processing and I think its flip-side will include a very usable "escape from a castle that is crumbling to ruins"-scene.