Tuesday, June 7, 2016

Silver Tower Part II - Knight ... Kaldor?

"Face me, daemon!" bellowed Draigo.  He drew his sword and charged the Gaunt Summoner, a hideous and powerful servant of Tzeentch.  Draigo feared no daemon, but The Lord of Change and his ilk rarely fight head-on, and they never fight fair.  As he brought his sword overhead for a fearsome blow, he felt it in his gut.

'This is...too easy!'

The Gaunt Summoner's form shattered like glass, imploding into an indigo and black vortex.  It violently pulled Draigo in, but before he could steel himself to resist, he stood still once more.  He found himself in a small chamber.  He felt four other presences, and took the time to examine them.  One was a barbarian, sporting spiked pauldrons, an axe in one hand, and a sword in the other.  His chest was bare, and a leather cloth and hide boots made up the remainder of his attire.  The second was a dark-skinned priest of an unknown God.  The third was the priest's pet, a strange bird-dog hybrid.  The forth and final was deeply heretical - a brutish servant of Khorne, whose very presence carried profound and terrible bloodlust.

He hated it to his bones, but these ... people ... were the closest things to allies he was ever going to get here.  He'd warily accept their company, for now...


This time around, the party was in dire need of a tank and I wanted to try out a different character.  Draigo is one of my favorite models, as are most of the GK Terminators (its the helmet...and the weapons...and the whole thing).  I proxied him as the Knight Questor per my previous post.

Ooooh baby yeah, that's the stuff.
I have him mostly painted up - the only major part left undone is the force weapon.  Luckily it's pointed toward the camera so it's slightly less obvious.  This time around we chose Aqshy:  The Searing Fire.

When you with squad and about to enter an ever-shifting entropic hell
As the tankiest character by far, it made sense for me to take the front.  We worked our way through a long passage to be confronted by a horde of mooks.

Our barbarian raced ahead - so much for tanking!  Storm Bolter for display purposes only.
They were pushovers before our awesome might.  We even got to take turns beating up the acolyte for questioning.

I'm so sorry we couldn't afford Michael Madsen
The hallway came to an end and we decided to split up.  The priest and the barbarian went left for a fight for renown.  Khorne dude and Draigo went right and found...the treasure room aww yea!  Character be damned, get the ca$h!

Scrooge McDuck's bones were never found

If it seems like I'm light on actual text up to this point, it's because the game went all too smoothly...even the ending fight was too easy for my taste.  This post isn't intended to be a review of silver tower itself (that comes later), but I couldn't help but realize an important similarity to D&D:  If you want a challenge, you'll likely have to amp it up yourself.

To elaborate:

The enemies in silver tower are spawned based on unexpected events and the encounter table rolls.  The former are, well, unexpected.  The latter generally occur when you move into a new room of the tower.  You roll on the encounter table requested by the room, and enemies spawn accordingly.  Most of these scale based on the number of players, but some do not.  The ones that don't scale tend to be pushovers with 4 players, especially when "D3 monsters" becomes "one monster who has no friends because he won't stop talking about his new gluten-free lifestyle."  For some of these, you may want to add to or double the roll.  For example, "D3 monsters per 2 players," or similar.

To be fair, this guy is pretty scary even solo.

But let's say you get plenty of monsters via events that scale, high D3 rolls, and/or hilariously bad unexpected event luck.  The next hurdle to a good fight is the 'behaviors.'  After the player characters have moved, the monsters move.  Their behaviors are determined by a chart on their profile.  Simply roll a D6 and consult the chart.  

As an avid player of 'Betrayal,' I am used to this sort of mechanic.  Some of the haunts were player-controlled, but many were automated in some form or fashion via dice rolls and protocols.  The latter tended to be far weaker and far less interesting to play against.  The reason for this is that the behaviors frequently flew in the face of common sense.  Silver Tower suffers a similar problem, especially since players take turns "controlling the monsters" (instead of having a dedicated traitor or DM).  A DM or Traitor would interpret the monsters rules in the harshest way possible, making for a better challenge.

I'm going to use the game's last room as an example.

This should have been the epic climax to the game
As you may be able to tell, this picture suggests a serious battle.  There are foes in front of us, and two portals that both allow enemies to get right behind and surround us (via the portal on the far left).  The horrors have good firing position for their blue fire and the acolytes have a good wall with one extra guy for each portal.

I took zero damage in this battle, and none of our characters came close to being KOed.  This happened because the rules as written forced the acolytes in the back to shoot arrows at the minion (faintly visible at the bottom of the picture) rather than go through the portals.  The pink horror should have been trying to go through the portals too (to use his AoE spell on all of us) but he pretty much sat in the back and idly cracked off a couple fireballs before getting smacked.  Even the blue horrors would have performed better in melee, but were forced to shoot and not close the gap.  This stagger formation resulted in us more or less being able to divide and conquer the room.  The lack of challenge was even further exacerbated by the fact that we were able to summon an extremely powerful ally (literally a hero stat profile) without him counting against us for encounter tables.  Five heroes for the price of four, as it were.

Summed together, we took the room in three turns or so suffering no considerable wounds.  Any initial fear of enemy numbers wore off after the first turn.

This line is for questing parties only please step aside!
In all fairness this was only one game, and the first game I played was a far more vicious struggle.  Half of the team was grievously wounded.  Your experience may vary, but at this point I'm two for six in terms of getting close battles.  If things are feeling too easy, I would strongly recommend replacing the behavior tables with far more sensible behaviors as needed and/or more harshly scaling the monsters according to the Hero Party Size.

Brutal struggles and deaths make for far more interesting stories (just ask GoT and Dark Souls).  If one person survives, the whole party can usually revive so you can keep your precious shards.

I can hear the death noise every time I see these pics...

To each their own as always.  Until next time, fellow gamers!


Likely upcoming posts:  Homebrew Damsel rules and a tactical analysis of the Knight Questor.

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