Wednesday, September 12, 2012

Tiles


This is truly the limit of my artistic skills.

Forest Tiles

Like Woods, there are two distinct routes across the hex. However the longer route is a clearing longer and there are unhidden juntions. However hidden paths connect the routes.

Again, like Woods, the routes change between Enchanted and Unenchanted sides. The routes between tile-side and clearings also change. There is a precedent for this in the Deep Woods and Ruins tiles.

It is intended that the Woods Girl's Tracking Skills will apply in Forest tiles, even if her optional ability is not being used.

I have yet to think of names for these tiles.

Monsters will be sorted out soon. Having put the White Hart and Natives on the back burner for now, I am pondering the inclusion of a rule for Reclusive Denizens. These would be summoned to empty clearings, rather than the character's clearing, never block, be considered Hidden on arrival and at Midnight and be Watchful. This allows me to put minor boar and other "huntable game" into play which would have to be sought out. As I have plans for multiples of some non-reclusive monsters and some monsters which are a little tougher than the usual Woods creatures, it'd be good not to clutter up the Forests with blocking beasties - they are Traval hexes after all.  I'm also being tempted by prowling and secretive natives.

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