Node
Monster nodes serve as a simple way to identify the relative difficulty of a given monster. Node 1 signifies monsters that can be hunted from the beginning of a campaign, while Node 4 represents challenging adversaries that will not appear until further into a settlement's life cycle.
A campaign's story revolves around its central adversaries; a core monster and a finale monster. The rest of the campaign has space for quarries and nemesis monsters from each node. Campaigns like People of the Dream Keeper specify monsters from each node to tell the story of the settlement. Players looking for an experience that includes other expansions can customize what monsters they use to fill each node.[1]
Quarry Monsters[edit | hide | hide all]
Node 1 Quarry Monsters (NQ1)[edit | hide]
Node 2 Quarry Monsters (NQ2)[edit | hide]
Node 3 Quarry Monsters (NQ3)[edit | hide]
Node 4 Quarry Monsters (NQ4)[edit | hide]
Nemesis Monsters[edit | hide]
Node 1 Nemesis Monsters (NN1)[edit | hide]
Node 2 Nemesis Monsters (NN2)[edit | hide]
Node 3 Nemesis Monsters (NN3)[edit | hide]
Node 4 Nemesis Monsters (NN4)[edit | hide]
Core Monsters (CO)[edit | hide]
- Dragon King (People of the Stars)
- Dung Beetle Baron
- Gambler (People of the Dream Keeper)
- Gryphon
- Mountain Man
- Sparrow Goblin
- Sunstalker (People of the Sun)
- Watcher (People of the Lantern)
- Wise One
Finale Monsters (FI)[edit | hide]
- Godhand (People of the Dream Keeper)
- Gold Smoke Knight (People of the Lantern)
- Mountain Man
Special Nemesis Monsters (SP)[edit | hide]
References[edit | hide]
- ↑ Gambler's Chest Expansion Rulebook, pg.56