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View Full Version : GromBloodboy's Adventure Thread *NEW 12/17/09*


GromBloodboy
December 17th, 2009, 09:14 PM
THE SPIDER CULT

Here it is! I finally finished it, and it was tough.

Download (http://www.heroscapers.com/community/downloads.php?do=file&id=1934)

http://www.heroscapers.com/community/gallery/files/2/7/6/entire_map_original.jpg

Here is the final product. It is quite hard to get the maps all to link together fluidly. These are very fun to build though because you get to include so many different ideas into one map that players want to play through.

Part 1: The Cisterns

Download (http://www.heroscapers.com/community/downloads.php?do=file&id=1935)

http://www.heroscapers.com/community/gallery/files/2/7/6/the_cisterns_original.jpg

The first part of the adventure presents Tandros and Darruk in a room with 2 trolls they must battle The treasure is in the dead middle, and the pathways will provide a tactical puzzle with the minimal group of figures. Hope you guys enjoy this part. It should be really fun.

Part 2: Stalagmite Spike

Download (http://www.heroscapers.com/community/downloads.php?do=file&id=1936)

http://www.heroscapers.com/community/gallery/files/2/7/6/stalagmite_spike_original.jpg

This map rewards good thinking. If the heros can manage to outmanuver the Troll and the Drow, they can get height on the rangeless minions. With it, they should kick butt! Just remember to give Ana 1 wound before the battle starts because she suffered wounds when she escaped the drow.

Part 3: The Shrine

Download (http://www.heroscapers.com/community/downloads.php?do=file&id=1937)

http://www.heroscapers.com/community/gallery/files/2/7/6/the_shrine_original.jpg

This one is a struggle for the heros. They must battle Pelloth who has a troll and 3 squads of drow on his side. Pelloth can also start in the shadow hex in front of the shrine, so you will have to chase him down to get him. The heros have a few benefits, based on what treasures they have and if they use the newly acquired Everan to kill off some drow. This one will provide for an intensly fun close to this adventure.

GromBloodboy
December 17th, 2009, 10:24 PM
The Cult has arrived............

Claws of Death
December 17th, 2009, 10:37 PM
Totally awesome. I like the "boss" fight at the end. I did the same in mine.

Creationist
December 18th, 2009, 06:05 AM
Awesome ideas. Any ideas about the trap for the dungeon?

GromBloodboy
December 18th, 2009, 06:39 AM
The specific traps are in the downloads of the the adventures. They consist of a Dazing that removes an order marker, a crumbling rock one that deals a wound, and grasping water, which allows the opponent to move your figure so many spaces based on a d20 roll and end him in the water. That one is cool because it includes leaving engagment attacks, so you can pull him through a crowd of drow who get to whack on him.

mnguy12000
December 18th, 2009, 10:16 AM
I assume that this uses ONE D&D MS correct, unless you want to link?

Opps, I see you need TWO as it requires two Trolls

gorthan313
December 18th, 2009, 12:00 PM
I assume that this uses ONE D&D MS correct, unless you want to link?

Opps, I see you need TWO as it requires two Trolls



Wrong again. The last battle involves THREE squads of drow.

GromBloodboy
December 18th, 2009, 03:01 PM
Yeah. I see it as kind of odd because it rules out the person who only buys one, but adventurers will tear through this cave if there was just one of multiple squads.

GromBloodboy
December 19th, 2009, 11:45 AM
What do you guys think I should do for my next one? I want to stick away from the drow a little bit, so I am thinking about going with Cave Orcs.

Creationist
December 19th, 2009, 12:08 PM
Maybe a reverse dungeon. Youre the bad guys and have to go through one filled with macdirks and snipers and other good guys.

GromBloodboy
December 19th, 2009, 12:12 PM
That would be fun as heck! If you had the terrain, you could also make a speed dungeon. You set down 4 players. You make a dungeon in the shape of a V. 2 players have good heros against against bad minions. The other 2 players have bad heros against good minions. They are racing to each the vertex of the V where a great relic is located. Here they have a duel between the 2 groups of heros. Those that get there first may set themselves up how they want to be, setting up Ordermarkers and joining the initiative order of the other group. When the remaining group reaches the final room, it is a fight that the first group to reach there have the advantage in.

Sup3rS0n1c
December 19th, 2009, 12:16 PM
Maybe a reverse dungeon. Youre the bad guys and have to go through one filled with macdirks and snipers and other good guys.
Awww man, you figured out my next dungeon idea. >.>

(I honestly was going to do that. Maybe not next, but eventually.)

Creationist
December 19th, 2009, 12:26 PM
Haha. Over the summer, I thought up this really cool campaign where Utgar's band of heroes sneeks into Aquillas castle to destroy an orb of power. It was a pretty cool idea. I had this area where you had to destroy these pillars in the sewer to move to the next area. I never really went through with it though.

wbdhoc
December 19th, 2009, 02:45 PM
I'm intrigued by the potential of a 'race to the county line' between two opposing bands of heroes who are attempting to thwart a single 'dungeon master' player from opposite sides. Two five hundred point armies against a single thousand point player might work so long as the dungeon runner either received extra OM or was able to "auto-move" figures. Perhaps even ditributing two sets of OM to the dungeon runner; one for heroes, the other for squads.

Ravenloft Dungeon:

Cyprien - 150
Sonya - 45
Iskra - 50
Rechets - 50
Shadesx2 - 200
Anubianx2 - 150
Dumutefx2 - 50
Zombiesx5 - 300

Since the dungeon runner can 'wait and bait' the heroes it wouldn't seem as though range is as mitigating a factor. I could see a campaign scenario where setting off traps removed wounds from vamps or spawned new zombies. For that added castle Ravenloft effect, perhaps supplement Glyphs of Brandar as teleportation devices. Better still, use lava tiles as "blood tiles" that could potentially heal the Essenwien clan.

GromBloodboy
December 19th, 2009, 06:39 PM
I think you need 2 DMs because without it the game will begin to lag and get slow.

GromBloodboy
December 22nd, 2009, 09:57 PM
Since it is break, which I have off for 2 weeks, there will be a new dungeon coming. It is going to be known as: The Fetid Catacomb.

Claws of Death
December 22nd, 2009, 10:06 PM
The name sounds cool. I'm looking forward to this....

GromBloodboy
December 22nd, 2009, 10:17 PM
I am thinking that it will feature some orcs in the beginning, who had just recently stumbled into the ruins. The progess just a little farther, find some more orcs, and then the cave descends deeper, and I will leave the rest until it is done.

Claws of Death
December 22nd, 2009, 10:20 PM
Okay, now I'm REALLY interested.

Orcs are always good. :D

GromBloodboy
December 22nd, 2009, 10:53 PM
The first 2 rooms are done, but I won't put it up until I am completly finished. Lets just say, the heros are going to have to be really witty in the way they use their items. It will be tough.

Claws of Death
December 22nd, 2009, 11:02 PM
At least they won't face my dragon custom........

GromBloodboy
January 3rd, 2010, 06:27 PM
I've had a rough past two weeks guys, with Christmas and New Years, so I have not been able to even look at my dungeon. It is still underway, and will be completed.

S1R_ART0R1US
September 1st, 2010, 03:28 PM
This looks pretty neat, I'll have to give it a playthrough some time. The Cisterns looks pretty cool :thumbsup: