Scavenge Dungeon Move

The playbooks inspired by Dark Souls that I am developing for my current Stonehell game do not include traditional attack bonuses derived from class and level. Ability bonuses do contribute to attack competence, and ability scores do improve with advancement, but the scope of bonuses is the stingy B/X +0 to +3. To fill the game role of the attack bonus, Adventurers may enchant weapons. I envision a mechanism similar to that of Dark Souls, where players gather item drops such as titanite shards from monsters and then pay smiths to improve weapons using those resources.

Scavenging and Moves

To gather Monster Parts as resources for later use, Adventurers can use the Scavenge Dungeon Move if there are monster remains available (such as following successful combat). In the Hazard System, Adventurers take Dungeon Turns to make Dungeon Moves. Some example defined moves are Climb, Explore, and Search. This is similar to the various traditional D&D X in 6 checks, though more formalized. In practice, players often need not declare Moves explicitly (though they can), but, for example, the referee will naturally interpret moving from one dungeon area to another as the Explore Move and call for a Hazard Die throw. Making Scavenge a Move means that players expend dungeon time in exchange for weapon improvement resources.

Monster Parts as Incentives

Such resources also provide an incentive to engage monsters, though not necessarily directly. Since one can scavenge the corpse of a trapped monster killed from afar just as easily as one slain in a fair fight, and with less risk, players are rewarded for clever stratagems. Hunting monsters for parts also requires taking care to not damage the goods in the process. Unlike in traditional D&D, in my games Adventurers do not get any XP for blasting an enemy to smithereens with a fireball. This incentivizes player creativity much like rewarding experience points for treasure spent, though the best strategies may differ. (I am also rewarding XP for treasure spent.)

Monster Parts and Improving Weapons

Monster Parts can lend additional properties to weapons, such as fire enchantment from fire monsters. Improvise Monster Parts properties using common sense. There is no need to preemptively design a complicated taxonomy. For example, assuming traditional monsters, Monster Parts Scavenged from giant centipedes might be Poison Monster Parts. To increase the difficulty of improving weapons, have only uncommon or rare monster corpses supply useful Monster Parts. I think allowing brutal weapons or creepy upgraded weapons to be built out of common orc or skeleton parts could be fun though. I generally prefer to make just about all possibilities open to low-level characters so I plan to follow the second route (making all monsters provide Monster Parts).

For simplicity, do not differentiate between monsters with regard to quantity of Monster Parts available. One Adventurer Scavenges Monster Parts from one monster with one Dungeon Move and that exhausts the monster carcass. Specific or unique monsters may be exceptions to this rule. Six parts per Gear Slot seems like a reasonable default for encumbrance, though this is also something that can easily be adjusted by situational ruling. Maybe dragon Monster Parts take up a full slot per part.

Determining Degree of Scavenge Success

I am planning initially to make Scavenge success depend on a Wisdom Check. Make the check, gain 2 Monster Parts. Fail, gain 1 Monster Part. Critically succeed, gain 3 Monster Parts. Critically fail, spoil the remains. A critical success is the best result from the d20 or success by four or more.This follows my general approach for d20 partial success, based on the OD&D purple worm swallow mechanic. In shorthand, gain degree of success +1 Monster Parts.

Alternatively, substitute some system other than a Wisdom Check to determine Scavenging effectiveness, or just grant a unit of Monster Parts for spending a turn and enduring the roll of the Hazard Die. A simple d6 roll would work, avoiding the influence of ability scores, as would an Apocalypse Engine 2d6 roll with success thresholds at 7+ and 10+. Time passing and resource attrition are the important trade-offs.

Since enchanted weapons are powered by the Adventurer’s soul, improving weapons early in the game need not flood the fictional world with glowing +1 swords.

How many Monster Parts are required to upgrade a weapon and how much does it cost? That seems like a topic for another post and will probably require some experimentation and adjustment during play testing. This post has gone long enough. To end, have a formal rule in the Hazard System style.

Dungeon Move: Scavenge

To Scavenge the corpse of a defeated monster, make a Wisdom Check, scavenging Monster Parts equal to the degree of success + 1. Note any special Monster Parts properties, such as poison, slime, or fire.

Leave a Reply