Saturday, April 15, 2017

Bestiary - Enemy - Fortress Guard

 
FORTRESS GUARD
Human Monster

HP 5+P
AP 2
MV 3
PD 1
MD /

Version: Beta




ACTIONS

BLOW
AP - 1 / Adjacent
Target wizard or creature suffers 2 physical damages.


THRUST
AP - 1 / Special (Adjacent)
Target wizard or a creature far from you up to 2 square in a straight direction, not diagonally, suffer 1 physical damage, than roll a die. On a result of 3-4, target wizard or creature suffer 2 more physical damages.



DEFENSE
AP - 1 / Caster
Until its next turn, Fortress Guard earn +2 FD / +1 MD and cover the < LOS > between to points, like a square occupied from a stone block. However, it doesn't block movement between it. The guard cannot move over until this action's effect lasts.


ID HISTORY


Illustration made by Il Segno di Ayvlis, pubblished by Wiz-War Mastered under artist's permission. Any unauthorized copy or other usage are severely forbidden.

Mastered Bestiary

I want to open this thread to speak about monster and bestiary. I our scenarios and campaign we often use custom monster to give spicy to the game. Some of these are monster that follow the theme of the battle, like guards in "The Fallen Hammer", or mummy in "Tomb of Ancient Pharao"; others are monster that can be used in various plays and don't have any specific theme.

In this tread i want to gather all the monster we make from now to the future, so the list may vary a lot of times from now. Also, i will improve the monster system so sometimes the pages style can change. But i write everything here so don't worry.

I will also provide to make a PDF version of this Bestiary, and maybe i also add some images when i can keep some and, if i learn how, i want make a table to reassume monster's data.


At this point we don't make any type of Challenge Rating, so the choose of what creature include in your plays may vary depends of your playing style, the scenario, the number of players, ecc...

For make the most accurate bestiary we need your feedback, so write on creature's post, write an email to us (wizwarmastered@gmail.com) or leave a comment on our Facebook Page to tell us how you play it and what you find out on it.
   
MONSTER'S ID PAGES LEGEND

ROLES

Every creature have a role into the play; this role can be the most important one, so the creature it's considered the "boss" of the game, or the fill-the-map ones, that means the creature it's here only to make wizards task more difficult.
 
Boss
Bosses are powerful creatures that you fight at the end of a quest or campaign. You can choose although to play a scenario with one player control one or more of this creatures.

Monster
Monster-type creatures are non-intelligent creatures that perform simple (but not low) attacks or command. Normally the Monster's ID explain what are the behavior of these creatures. 


Enemy
Enemies are intelligent creature that help bosses through the quest. They are controlled by the Game Master that play it at best, without behavior rules. 

Allies
Allies are any creature, bot humanoid or non-intelligent monster, that are in a map with the only goal to help the players. They aren't "under control" of master, which means they can't do nothing but apply the rules of the quest.


STATISTICS

Every monster shown in this compendium have different characteristics. Although wizards, that have only HP (life points). monsters have some supplement such as Action Points (AP), Movement Points (MV). Let's see below what every characterstic means:

Life Points (HP)
Like wizards and creatures you control, every creature in this bestiary have Life Points. These HP vary from creature to creature, and normally more points a creature have, more powerful it is. Contrarily the players HP rules, creature of Bestiary cannot exceed their basic HP, even when it is possible gaining more.
This value it's composed of a standard, fixed number, and sometimes you or the master must add a number of points equal to the number of players playing the game; this value it's indicated with P. Example: if a creature have HP=1+P, and the game is played by 4 players, that means the creature, ONLY FOR THIS GAME, starts with a total amount 5 Life Points. The P factor can be multiply, if you find HP=5+(1*P), with 4 player it become: HP=5+(1*4)=9.

Action Points (AP)
Because monster don't have cards and magic, they cannot perform normal action, so they have many action points to spend to perform actions. Basically, most of all monster have 2 AP, but someone special can have 3 points, and some weak little creature,haveonly 1. Almost every monster have the ability to spend an AP for actions that affects themself, like the "Caster" range on wizard's magics.

Movement Points (MV)
When players have only 3 base movement points, monster have personal minimum movement, and some of they have a special way to move (like summons). Every monster IDs explain personal movement rules as well. Every Monsters (and most of Bosses) can use 1 AP to add MV points as much as their base MVs.

Physical Defence (PD) & Magical Defence (MD)
Most of bosses and some monsters have resistence against one or both type of damages. When a creature have this feature, indicated into its ID, you must apply whenever the boss or the monster suffer any damage of the relative type. Any source of damage that come to the creature lower of X points, where X it's this value. For example, when a Fireball come to a creature with 1 MD, that crerature suffer 4 fire magical damages instead of 5; when the same creature it's targeted with Fire Darts, it doesn't suffer any damages, independently of the spell's energy.

Ability ([text])
Major boss have a special category wrote near its name into []. This means the creature it's more powerful and deadly than any other, and means also that creature have a special ability. Abilities are effect active on the creature regardless if it's useful or not. Any Ability are also specified into [] in the creature's entry, and masters MUST read it to the players before playing (it's more important than attacks).




OTHER FEATURES

Version
Version values indicate the creature story. Alpha value means the creature it's almost write, never tried in plays so it's unknown; Beta value means the creature was test minimum once, so some changes was made to calibrate it's power; Number value such as 1.x appears when we have a decent numbers of feedback about plays that tell us the entry it's "complete", where first number means major changes are made on the creatures and second number are minor changes. We provide also a creature history in the bottom of IDs for more clarification.
 
Higher level's Upgrade
You can find this in some Creatures, especially in every Bosses and some Monsters. Creatures are made thinking about a 3-4 players match, so when you are in 5 players (by rules) or more (by custom), or when you find too easy to beat it, you can choose to play it with some addons that you can find in this scetion. 


COMPLETE BESTIARY (by Theme)
Monsters in "Uncategorized" theme can be founded also in quest or scenario of any other theme.

 
The Fallen Hammer
Bosses:
Vrandall, the Fallen Hammer

Enemies:
Fortress Guard
Cursed Smith

Tomb of Ancient Pharao
Bosses:
Anubis [God]
Isis [God]
Ra [God]
Seth [God]

Monsters:
Camel Spider
Mummy
War Scorpion
Elemental (Dust)

Roc
Bosses:
Roc [Giant]

Monsters:
Roc's Son
Goat Warrior
Blue Eagle

Uncategorized
Monsters:
Wolf
Rat
Bone Soldier


Soon i will make also an Alphabetic index



Friday, March 31, 2017

Deathmatch with 8 players in a D&D old map, said enough

Normally we meet on thursday night for playing d&d or pathfinder RPG, but this time no one of us made something to play, so after several months of abstinence we decided to come back playing WW. A couple of months ago, a friend with a boardgame shop give me an old map about d&d adventures (i don't remenber which one), because we like play wizwar on special, custom map. 

So last night the magic become!! The first problem was the number of players (8); we knew the game it would have been very long, but we don't complaining about. With this number of wizards, we decided to play a Deathmatch with 2 teams of 4 players each others.




The second problem to fight with was the map and the presence of portals: we decided to place they randomly on the map, but after all it wasn't a good idea. Like another game played last years, placing portals into the map and not at borders make the game very confused, and it not provide some real improvements.



The third thing is the deck: we choose to play with a deck for each team (good), with a base cantrip and 4 schools (non so good, better stay with official 3 schools-decks), where schools were drafted by every player (good, but the players must know something about schools rosters, and the team MUST talk each other about an idea for the deck and playing style)




The game, like any other DM, became very long, with about 4 hours of play, and we must rethink the turn system, because when a team lost a player the change of turn order it can be very problematic to manage.



After all, the game was very enjoyable, and everyone has fun. The map it was very big, and a lot of free spaces reduce the role of creration-trap schools, like Hexes (one of our team "garbage" school), but for eight players it was good.


Sunday, March 12, 2017

Everytime, everywhere, stay tuned with us!!

After a long time of nothing, the portal come back on scene. We don't want to give you only the best resource site about Wiz-War, we want to take that on an upper level by producing homemade, custom, things. We want to produce some scenarios, quests and other things, only because we love this game.

We do this only for fun, the passion on games and on Wiz-War it's the our fuel, but if you want to help us, if you have ideas about customization or you want to explain rules about cards, don't be afraid to write us, we are completely open when we talk about improvements.

The first thing we want to show you it's the new Facebook Page about us with info, news and other stuff about our world.

https://www.facebook.com/wizwarmastered/


The last but absolutely not the least, you can contact us by mail, at this address:

wizwarmastered@gmail.com


Stay tuned whenever and wherever you want

Tuesday, December 6, 2016

Wiz-War Mods and Quests!! The new way to play the games

I know you can find into this blog a section called Customization, and in this section i mention something about custom map, but this is really something different. It's almost 3 years that i try to make personal quest or plays with this game, i tried with friends one last year and it was appreciate. So i have decided to pubblish it on the site, and i want YOUR OPINION about it. 



Till now three project blow my mind, and are the ones you can see below:

The Fallen Hammer

- Vrandall, the Fallen Hammer -
- The Fortress -


Tomb of Ancient Pharao

- Sand of Time -
- The Dust Maze -
- God's Challenge -
  
 
Rise of Cross Tower

-Underground -
- Ground floor -
- 1st floor -
- 2nd floor -
- Top -


Roc 

- Roc's Assault -
- Roc Mountains -


 
and i want to make these projects become real thing to play. So stay tuned on WWM and i promise to pubblish something about before end of 2016!!