Last week I ventured into the Goblin Caves, had fun and got captured. Now I’m going to show you a simple system I use to make my games even more interesting. You never know what’s around the next corner, and this system is all about adding that kind of uncertainty back into the game.
First, decide on the monsters for your map and add a couple extra. With the Goblin Caves from last week, there might be an orc or two hanging around, so I set aside two orcs with the rest of the miniatures.
We added two orcs, so we’ll set them aside with two goblins, but place everything else on the map: a goblin boss on the throne and two goblin guards to watch the prisoners.
Now place counters for the unknown enemies. These counters might turn out to be the orcs or just plain goblins. They might even turn out to be nothing at all. Place one counter for each goblin/orc pair (the minis still in our pool).
Now play the game as usual. The counters move 20 feet per turn using the system I described in part 1. Since the counters are most likely to be goblins, they have the same perception scores.
If your character lays eyes on the token roll a D4 and consult the table below, replacing the token with the appropriate miniature.
(D4) Random Monster Table (MK1)
Once the creature has been identified, play with its regular stats. You can also use random monster tables from published sources, but building your own from the ground up keeps the game more manageable. Play around with the table to get more variety for your games, for example:
(D8) Random Monster Table (MK2)
5: Dire rat
6: Goblin Boss
7: Goblin Dog or Warg
8: Goblin riding a Goblin Dog or Warg.
If you’ve played Lunatic Labyrinth then you’ve seen this system in action before. The unknown really raises the game, demanding more of you as a solo player. Scouting missions make more sense too, while intelligence gathering becomes paramount to carrying out a successful mission.