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Descent: Journeys in the Dark (Second Edition)» Forums » Variants

Subject: MiNKSLiNG's Custom Monster #3 - Siren rss

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Rom Brown
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Another classic from Greek mythology... the Siren.
Luring unlucky men (and the occasional woman) through their enchanting song to a watery grave.

She's 1 x 1 in size, loves the water, certainly gets about in it with great haste. She draws in unwary adventurers with her beckoning call and finds great pleasure in drowning them.
Not so adept to getting about on land though ... and if caught in the dry open ground she tends to languish.









And yes, don't hesitate to offer your views .. all constructive comments are as always, appreciated

Edit: new Siren abilities added to card back...



(^^ same on act II back)
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Aidyn Newman
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Very cool. It's neat to see a monster with zone control emphasis. I imagine the Siren's usefulness will depend greatly on the scenario. A scenario like The Shadow Vault with a lot of water would make the Siren incredibly useful.

Great job as per usual!
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Rom Brown
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Feonix wrote:
Very cool. It's neat to see a monster with zone control emphasis. I imagine the Siren's usefulness will depend greatly on the scenario. A scenario like The Shadow Vault with a lot of water would make the Siren incredibly useful.

Great job as per usual!


Cheers

Yes, I thought a critter with an affinity for a terrain type would be a bit different. And well, lava and pits are a bit few and far between, so water was certainly the go.

The 'wilderness' and 'water'(funnily enough) traits seemed to cover most maps with an abundance of the wet stuff; there are only a couple of other maps with water in them outside of these traits, and the amount of water on those was slim anyway.

Pretty much all of the available maps with water in them also have the water sections as monster set-up areas too. Or you can set them up near enough to get them to it within a turn.
 
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Darren Nakamura
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I think that Waterbound is really unique, but I honestly don't think I'd use the Siren for any scenario other than The Shadow Vault. Beckoning Call certainly mitigates Waterbound a bit, but the Siren is still pretty much limited to staying on water-containing tiles, and a group of Heroes could likely just double-move to get out of Beckoning Call's range.
 
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Rom Brown
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Dexter345 wrote:
Beckoning Call certainly mitigates Waterbound a bit, but the Siren is still pretty much limited to staying on water-containing tiles, and a group of Heroes could likely just double-move to get out of Beckoning Call's range.


I've been thinking about this ... and also the reinforce issue where they could end up starting out of water, possibly too far to get to water in a hurry.

I'm considering adding, as part of Waterbound, that the Siren can forgo all actions on her turn and be placed on any empty Water space...

The Siren vanished, slipping through the fissure into the underground stream, only to reappear with a splash in the pool but 3 yards from me. Crikey she's swift ... and oh, that voice. Yes my darling ... I'm coming
- Gottrun Brawnly, Adventurer; final journal entry

 
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Raphael Pigulla
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Nicely done! However, I think it'd be a little more thematic if you changed Beckoning Call to something like this:

Beckoning Call
Action: Each hero withing five spaces tests [Willpower]. If failed, the hero is stunned. Additionally, if he moves on his next turn, he can only do so directly towards the Siren.

Note that an affected hero can still attack (in any direction ;).
 
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Raphael Pigulla
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minksling wrote:
I'm considering adding, as part of Waterbound, that the Siren can forgo all actions on her turn and be placed on any empty Water space.

I like it. But it is essentially a (limited) teleport and I think it does have potential for abuse. Maybe add "that is not within three spaces of any hero" (like on Reinforce) or "If she does, she drops any quest tokens she is carrying"
 
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Rom Brown
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n3rd wrote:
Beckoning Call
Action: Each hero withing five spaces tests [Willpower]. If failed, the hero is stunned. Additionally, if he moves on his next turn, he can only do so directly towards the Siren.


I like the fact the Siren can currently lure the target and attempt to dispatch him in the same turn. It's tricky enough with the beastie being pretty much confined to the water, without her having to wait another full round in which any heroes that passed their test have a chance to hack her. Plus there could be issues with shortest route; if there's more than one path who chooses which, terrain issues, being blocked by monsters etc. Also a ranged attacker would most likely just not move ... more likely they'd remove stun and shoot.
And melee heroes would also possibly avoid approaching (unless they had the means to perform a third action to attack).
Would it only affect 'move actions' or also any ability that enabled movement? Hmmm

I like the simplicity of the single WP test, then placement of the single figure.
I certainly can see your idea fitting the theme though, a group being affected by the song ... I'll think on it.

n3rd wrote:
Maybe add "that is not within three spaces of any hero" (like on Reinforce) or "If she does, she drops any quest tokens she is carrying"


Indeed, I can see carried quest tokens being a possible issue...

Siren can forgo all actions on her turn and be placed on any empty Water space, leave all carried tokens in her former space

I don't think the appearing near a hero will be an issue as the Siren will have no actions, it's turn effectively over. The hero should have ample time to chop.. or leave the area on it's turn.
 
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Rom Brown
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Siren monster tokens. For those who don't have suitable miniatures at hand.
Will be included in the file DL once submitted.

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Rom Brown
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Descent: Journeys in the Dark (Second Edition) » Forums » Variants
Re: MiNKSLiNG's Custom Monster #3 - Siren
Siren cards, tokens and summary page are now in the files section ...enjoy

Get your fresh SIREN here!

 
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