View Full Version : KC's EPIC COMMUNITY PROJECT! I NEED YOUR HELP!!!
killercactus
December 31st, 2009, 08:56 AM
The more I look at this forum, the more I want to get involved with creating some scenarios (or at least, start getting some ideas onto virtual paper). Much like Darkmage7a's thread, I'll post some random ideas, and I appreciate any and all input/feedback.
I actually got a pic up, and there will be more to follow.
I'll divide the thread into a few areas: Dungeons, Campaigns, Alternate Tourney Rules, Traps, Treasure, and Random Ideas (which will hopefully evolve into one of the above). Please chime in with any thoughts, critiques, etc. I've been playing Heroscape for a long time and pride myself on unit analysis and competitive play, but I've never been much of a customs/scenario guy. I'm turning over a new leaf with this, and appreciate any help I can get.
The biggest project here is Betrayals of Utgar, which is gonig to be the biggest Heroscape campaign ever created (that I'm aware of, at least). It tries to incorporate every general aspect of Heroscape into one campaign - kill 'em all battles, scenario battles, dungeon crawls, common/uncommon/unique units, power and treasure glyphs, traps, plus new features I've created such as an Overworld (based on the map of Valhalla, with actual Valhallan locations and lore) you can traverse, random enemy encounters, shops where you can purchase Treasure Glyphs, Inns where you can rest to heal your wounds, Secrets that allow the Player to find more advanced treasure but aren't necessary to finish the game, and a colisseum that lets you fight hero vs. hero battles to win treasure. All of this is tied together with a story that attempts to explain how the war of the Valkyrie ended and the aftermath.
It's still a work in progress but is coming along nicely. There are previews of some of the dungeons and battles already up below (note that some of this may change slightly, but it will all be in the game for the most part). The Overworld Map and updated Beastiary is also up. The Shops available in each town are up below, but those will be changing as I've decided to just use the Treasure Glyphs we now have, since there are so many. There is also some of the beginning of the story dispersed throughout this thread to give you an idea of where I'm heading with it, and an overview of how the campaign works.
Dungeons
The Tale of Sir Dupuis and the Chalice of Fortitude
[description]
Campaigns
The Betrayals of Utgar [working title] - An RPG-Style Heroscape experience with an Overworld, random encounters and many dungeons. Absolutely epic in size.
[Overview] (http://www.heroscapers.com/community/showpost.php?p=988541&postcount=14)
[Prologue] (http://www.heroscapers.com/community/showpost.php?p=989811&postcount=21)
[Overworld Map] (http://www.heroscapers.com/community/showpost.php?p=989506&postcount=20)
[Darkness Dungeon Description] (http://www.heroscapers.com/community/showpost.php?p=981950&postcount=5)
[Light Dungeon Description] (http://www.heroscapers.com/community/showpost.php?p=981969&postcount=7)
[Nature Dungeon Description] (http://www.heroscapers.com/community/showpost.php?p=981979&postcount=8)
(http://www.heroscapers.com/community/showpost.php?p=981988&postcount=9)
[I][Migol's Tomb (Courage) Dungeon - Download and Instructions] (http://www.heroscapers.com/community/downloads.php?do=file&id=2006)
[Durgueth Swamps Battle - Download and Instructions] (http://www.heroscapers.com/community/downloads.php?do=file&id=2054)
Beastiary:
Nostrauland Blue:
Skull: White Wyrmling x2
Shield: Black Wyrmling x2
Symbol: Blue Wyrmling x2
Ekstrom/Anund Green:
Skull: Dumutef Guard x2
Shield: Dumutef Guard x3
Symbol: Ogre Pulverizer
Upper Bleakewoode Yellow:
Skull: Sahuagin Raider x3
Shield: Mind Flayer Mastermind
Symbol: Wo-Sa-Ga
Laur Orange:
Skull: Mind Flayer Mastermind
Shield: Mind Flayer Mastermind x2
Symbol: Ogre Warhulk
Jotungard/Laur Cyan:
Skull: Gurei-Oni
Shield: Iron Golem
Symbol: Iron Golem x2
Crumland Violet:
Skull: Master of the Hunt
Shield: Werewolf Lord
Symbol: Werewolf Lord x2
Thaelenk Cyan:
Skull: Ice Troll Berserker x2
Shield: Frost Giant of Morh
Symbol: Greater Ice Elemental x2
Haukeland Red:
Skull: Feral Troll
Shield: Fen Hydra
Symbol: Feral Troll x2
Braunglade Yellow:
Skull: Zettian Guards, Warden 816
Shield: Zettian Guards, Deathwalker 9000
Symbol: Deathwalker 7000
Bleakewoode Purple:
Skull: Shade of Bleakewoode x3
Shield: Shade of Bleakewoode x3
symbol: Shade of Bleakewoode x6
Volcarren Red:
Skull: Fire Elemental x3
Shield: Brunak, Fire Elemental x2
Symbol: Shurrak, Fire Elemental x2
Ticalla Green:
Skull: Wyvern x2
Shield: Wyvern, Master of the Hunt
Symbol: Wyvern, Sujoah
Community Project - Construction of BoU Maps and Scenarios:
Dungeons (normally 4-5 rooms, including a boss fight at the end. Campaign style similar to River of Blood):
Light Dungeon (see front page for link to description - Located in the Thaelnek Tundra)
Darkness Dungeon (see front page for link to description - located in the Kyrien Mountains) - Dwarvenwarrior123
Nature Dungeon (see front page for link to description - located in the Forgotten Forest)
Intellect Dungeon (see front page for link to description - located west of Bleakewoode in a cave)
Power Dungeon (located in the Volcarren Wasteland in a cave)
Ticalla Cave Dungeon (located in a cave in the Ticalla Jungle)
Memory Dungeon (located on Haukeland in a cave)
Utgar's Fortress Dungeon (located at Utgar's fortress in the Kyrien Mountains. The Darkness dungeon leads here. This will be about the size of 2 normal dungeons). - XDVincent
Battlefields (should be conducive to a 1v1 kill-em-all battle of between 500 - 700 Points)
Stechevan Ruins (located in southern Nostrauland at the mountain pass into Upper Bleakewoode) - I Hate Atlaga
Searing Pass (located on the entrance to the Volcarren Wasteland from Braunglayde)
Wellspring of Obsession (located in Thaelenk Tundra)
Samurai Dojo (located on the far western Laur peninsula)
Outer Colisseum (located at the Colisseum in the Town in Jotungard) - Robber
Dragon Lair #1 (located underground)
Dragon Lair #2 (located underground)
Dragon Lair #3 (located ????) - I Hate Atlaga
Dragon Lair #4 (located ????) - I Hate Atlaga
Dragon Lair #5 (located ????)
Dragon Lair #6 (located ????)
Secret Lair #1 (located ????)
Secret Lair #2 (located ????)
Secret Lair #3 (located ????)
Secret Lair #4 (located ????)
Random Encounter Battlefields (should be less than half the size of a regular, BoV-sized 1v1 battlefield. A very little area where armies will be small and able to engage on the first turn)
Grass Battlefield (http://www.mediafire.com/?rpbcrpxn6bh8c8p) - AllYourPie COMPLETED
Sand Battlefield
Swamp/Jungle Battlefield - Robber
Snow/Ice Battlefield (http://www.mediafire.com/?38m2v3d9624b9g6) - Kaiser Cat COMPLETED
Lava Battlefield (http://www.mediafire.com/?qj99f50ga3yc538) - AllYourPie COMPLETED
Colisseum Battlefield (like a fighting arena) - Robber
Alternate Tourney Rules (scenario/campaign based)
The Secrets of Breccon
[Description] (http://www.heroscapers.com/community/showpost.php?p=976465&postcount=2)
Traps
Braxas Statue: A statue of Braxas stands in the middle of the treasure-filled room. If a hero activates a Trap, Braxas comes to life (though cannot move) and the opponent may immediately use Poisonous Acid Breath (all treasures in the room should be within 4 clear sight spaces of Braxas).
Total Darkness Trap: The entire room is plunged into darkness. The treasure is lost forever, all figures subtract one from their movement value, and the Player that sprung the trap must remove an unrevealed Order Marker (that’s not the X) from one of their Army Cards.
Sudema and Rechet Statues Trap: The statues of Sudema and the Rechets spring to life, the DM immediately takes his Turn 1, and play proceeds normally.
Defeat Your Inner Darkness Trap: The DM places another figure of the Hero (or proxies him) adjacent to the hero that sprung the trap, and a new round begins immediately, with only the Hero and the Doppelganger allowed to have Order Markers. If the Player's Hero is defeated, the glyph remains there and face-down. If the Player's Hero wins, he obtains the treasure. Darrak Ambershard’s “Disarm Trap” Special Power has no effect.
The Trees Are Alive!: Roll one unblockable attack die against every friendly figure adjacent to an Evergreen Tree, Jungle Brush or Jungle Tree. If the trap is sprung, the treasure glyph remains there and face-down.
Treasures
All of these glyphs are available for purchase in The Secrets of Breccon at the shop (except the Ancient Artifacts). For the Betrayals of Utgar:
Blue Glyphs - Available in Jandar's Fortress and all below this
Green Glyphs - Available in Ullar's Fortress and all below this
Gray Glyphs - Available in Vydar's Fortress and all below this
Purple Glyphs - Available in Einar's Fortress and all below this
Rust Glyphs - Available in Jotungard and all below this
Orange Glyphs - Available in Port Laur and all below this
Cyan Glyphs - Available in Thaelenk Fortress, Braunglayde and all below this
Red Glyphs - Available in Haukeland
Magenta Glyphs - Available in Aquilla's Fortress
Temporary Treasure Glyphs
Potion of Healing - 50 Gold
Vial of Resurrection - 70 Gold
Elixir of Speed- 20 Gold
Ring of Protection- 40 Gold
Whetstone of Venom- 40 Gold
Bracers of Teleportation- 30 Gold
Cloak of Invisibility- 50 Gold
Belt of Giant Strength- 30 Gold
Scarab of Invulnerability- 150 Gold
Permanent Treasure Glyphs
Oceanstrider Amulet- 40 gold
Heroic Rune - 50 gold
Talisman of Defense - 100 gold
Brooch of Shielding - 50 gold
Giant Hunter Stone - 70 gold
Ancient Artifacts (These glyphs can be found in Treasure Boxes, but not purchased from the shop. However, the shop will buy them back for half of their price).
Bolt of the Witherwood - 200 gold
Revenant's Tome - 60 gold
Chalice of Fortitude: Equipped Hero gains +1 to defense for every two wounds on their Army Card - 200 gold
Sword of Thorian: When equipped Hero attacks an adjacent figure, the Attack Value on their Army Card is 6. Also, equipped Hero may not be attacked with a normal attack by a non-adjacent figure. - 800 gold
Spear of Gerda: Figures you control within 6 clear sight spaces of equipped Hero may roll one additional defense die. Spear of Gerda does not effect equipped hero. - 200 gold
Rod of Negation: Place 3 Brown Negation markers on the equipped Hero's Army Card. At the end of equipped Hero's turn, you may choose one Hero within 6 clear sight spaces and Roll the D20. If you roll 1-15, nothing happens. If you roll 16-19, place one of the Negation markers on the chosen figures Army Card. That figure may not use any Special Powers listed on their Army Card. If you roll a 20, destroy the chosen figure. You may only use the Rod of Negation if there is a brown Negation marker on the equipped Hero's Army Card. - 300 Gold
Helm of Mitonsoul: After moving and before attacking, you may roll the D20 once for each figure within 3 clear sight spaces of the equipped Hero. If you roll a 20, that figure is destroyed. - 250 Gold
Holy Crucifix: Owner may not be Mindshackled or Soul Devoured, and may only be destroyed by receiving wounds. After moving and instead of attacking, the owner may discard the Holy Crucifix to cause one adjacent Mindshackled or Soul Devoured Hero to rejoin the team.
Phoenix Feather: After moving and instead of attacking, the owner may discard the Phoenix Feather to revive one Hero that was destroyed in this dungeon. Place the revived Hero on a same-level space adjacent to the owner and remove all wound markers from the revived Hero’s Army Card.
Hero’s Medal: When rolling attack dice, the owner may reroll 1 die that did not show a Skull.
Jetpack: Owner may ignore elevation changes and the effects of terrain while moving and pass over figures without becoming engaged.
Infra-Red Goggles: +2 to Range if the owner already has Range greater than 1.
Nectar: After moving and instead of attacking, discard the Nectar and remove all wounds from the owner.
Mother Tree Brooch: If the owner or any friendly figure within 4 clear sight spaces of the owner receives enough wounds to be destroyed, you may roll 12 Valkyrie dice before removing the figure. If you roll at least 3 symbols, ignore any wounds just received.
Darkness Amulet: The owner may assume Shadow form at any time, granting him the Special Powers of Phantom Walk and Thorian Speed.
Light Amulet: The Crystal provides a protective bubble around the owner, allowing the owner and any friendly figure within 4 clear sight spaces of the owner to roll one additional defense die when attacked.
Nature Amulet: Grants the owner +1 to Attack and Movement.
Nurture Amulet: Grants the owner +1 to Life and Defense
Intellect Amulet: Allows the owner to assimilate the powers of those close to him into himself. During the owner's turn, the owner may use any Special Power on the Army Card of any figure within 2 clear sight spaces.
Random Ideas
"Shining Force" type battle campaign
[Description] (http://www.heroscapers.com/community/showpost.php?p=982082&postcount=10)
"Overworld" and Random Encounters between towns/dungeons
[Description] (http://www.heroscapers.com/community/showpost.php?p=983643&postcount=13)
killercactus
December 31st, 2009, 10:14 AM
Overview of The Betrayals of Utgar
EDIT: TBD
killercactus
December 31st, 2009, 10:24 AM
Betrayals of Utgar starts you out with the following heroes:
Drake RotV
Raelin RotV
Syvarris
Each Valkyrie Fortress you visit will offer you a choice of 3 additional heroes to recruit. You can choose one of the three that is then added to your party. There will also be additional heroes to recruit through various means and secrets. Here are the heroes you'll be able to recruit at each Fortress if you play through the campaign without finding any secrets:
Vydar's Fortress - James Murphy, Mika Connour, Agent Skahen
Ullar's Fortress - Theracus, Arkmer, Deadeye Dan
Einar's Fortress - Crixus, Ana Karithon, Valguard
Aquilla's Fortress - Brave Arrow, Migol Ironwill, Mogrimm Forgehammer
Jandar's Fortress (only if you visit later in the campaign) - Johnny "Shotgun" Sullivan, Concan, Sir Denrick
These characters can change if you recruit other heroes through secrets found in the campaign, which allows access to even more heroes through the Fortresses!
Also, there will be multiple "fixed" battles on the Overworld map. When the Player steps on that space, they'll have to participate in a battle against an opposing army controlled by the DM of equal or similar Point value (unlike the Dungeons, where heroes travel from room to room and only face a few enemies). These battles are marked with a glyph of Brandar on the Overworld map. These battles will require you to use different amounts of party members to augment other "Guest" units that the Player gets to control for that battle only.
For example, the first Battle the Player will encounter is the Soulborg Ambush at Stechavan Pass in southern Nastrauland. The Guests for this battle are Zetacron and 3 squads of Omnicron Repulsors. The DM's army consists of Deathwalker 8000, 2 squads of Deathstalkers and 3 squads of Deathreavers. The Player is allowed to add units to this army from the party to total 470 Points, so they may add 290 Points of Heroes. Since that's exactly what the Player begins the campaign with (Drake/Raelin/Syv) and there's no way to recruit additional heroes before that, those 3 will always be added. However, in future battles, the Player will be able to choose what units from the party will aid the Guests in battle. The party always earns all the Gold though when the Player's army is victorious.
Darkmage7a
December 31st, 2009, 10:32 AM
Wow, It looks like you have an excellent assortment here. I particularly like the crystal powers and other treasures in that section. I also added a link to this thread from mine becuase it seems like you'll be adding to it on a fairly regular basis, and you are not just developing ideas but an entire campaign system and economy within a world.
killercactus
December 31st, 2009, 10:37 AM
The ## Wellspring and the Amulet of Darkness
South Bleakewoode
This resting ground contains the remains of many warriors, and according to legend is where the Shades of Bleakewoode originated. The mystery of the Shades' origin has long been unknown to the people of Valhalla, and it was often speculated if a wellspring exists underneath their lair, animating these otherworldly creatures. A battle against death itself awaits our heroes in this deep and dark crypt.
4 Rooms, 2 Treasures
Room 1 – Rectangular Grass Graveyard (6 Road tiles as gravestones).
Enemies – Zombies of Morindan x1 + more
Special Rules – Heroes must touch each gravestone to unlock the magical entrance to the crypt below that contains the passage to the Wellspring. Whenever a gravestone is touched, the dead buried there is disturbed and a Zombie of Morindan appears on an adjacent space to the hero that stepped there.
Room 2 – Narrow dungeon room with shadow tiles and height dispersed throughout, and a sarcophagus at the back of the room.
Enemies – Shades of Bleakewoode x1, Sonlen
Special Rules – Sonlen came with the Nine to Bleakewoode in search of Utgar's Amulet, but his soul was consumed by a Shade during his travels, and they've led him here to their lair. If the player has the Holy Crucifix from the Light Dungeon, they can use it to restore Sonlen and have him join the team for the remainder of the dungeon. He then becomes recruitable after the dungeon.
Room 3 – Darkness – a 7-hex sand right in the middle of the hourglass shaped room, containing a face-down treasure glyph in the middle. The remainder of the room is otherwise dungeon tiles, shadow and stalagmites.
Enemies – Shades of Bleakewoode x2
Special Rules – This room is pitch black except for a small light that shows through from the ceiling of the room and illuminates the treasure and the hexes around it. The Heroes’ movement is decreased by 1 while in this room, and ranged attacks can only be used against enemies standing on one of the illuminated (7-hex sand) hexes. The Shades are not affected by the darkness.
Trap – The hole in the ceiling is covered, plunging the entire room into darkness. The treasure is lost forever, and the Player must remove an unrevealed Order Marker (that’s not the X) from one of their Army Cards. The Player can no longer use ranged attacks against figures on the 7-hex sand tile.
Room 4 – Triangular room with water surrounding an island, which is a reverse triangle in the center, which contains a face-down treasure glyph (Darkness Crystal). One Rechet of Bogdan sits in each corner of the room, and Sudema stands right in front of the treasure.
Enemies – Sudema (with a Talisman of Defense) and the Rechets of Bogdan
Special Rules – Sudema and the Rechets are statues, which cannot move, attack or be attacked until the Trap is sprung. Sudema owns a Talisman of Defense that she will drop as a face-up treasure glyph if killed.
Trap – The statues of Sudema and the Rechets spring to life, the DM immediately takes his Turn 1, and play proceeds normally. The Player must subtract 13 from their Trap roll when attempting to disarm this trap.
The Amulet of Darkness– The owner appears as a Shadow, granting the following abilities:
Phantom Walk
Thorian Speed
killercactus
December 31st, 2009, 10:42 AM
Wow, It looks like you have an excellent assortment here. I particularly like the crystal powers and other treasures in that section. I also added a link to this thread from mine becuase it seems like you'll be adding to it on a fairly regular basis, and you are not just developing ideas but an entire campaign system and economy within a world.
Thanks, Darkmage! I'm really excited about Breccon - we're planning on running that tournament in a few months up here in NE Ohio, after I get through tax season. I think it's gonna be a real blast.
Thanks for linking me!
killercactus
December 31st, 2009, 11:08 AM
The Wellspring of Obsession and the Amulet of Light
Thaelenk Tundra
This mountain has always been a sacred place of Valhalla. A place where heroes would come from all around and attempt to prove their valor by scaling to the top. A place where citizens of Valhalla have come to offer possessions in return for their wishes to be granted. A place where, legend says, one can overcome his fears and purify himself of evil, if he possesses the proper strength. The search for the next Wellspring Amulet has brought our heroes here, and now they too will test their mettle against the sacred mountain.
4 Rooms, 2 Treasures
Room 1 – 10-hex wide rectangular room with higher rock ground in the far side a waterfall straight down the middle that ends in a small pool in the middle of the room.
Enemies – Protectors of Ullar x1
Special Rules – Heroes may throw any treasure glyph they own into the Wishing Pool (the small pool under the waterfall)when adjacent to it by discarding a treasure glyph they own and rolling the D20. On a roll of 1-5, their wish remains ungranted. On a roll of more than 5, they are rewarded with the Holy Crucifix. Whatever treasure they throw into the pool is lost.
Room 2 – Similar to the first room, only 8 hexes wide. All of the terrain is rock except the waterfall (which bisects the room), with height of the terrain increasing as you move further away from the first room. There is some snow and ice on the high ground.
Enemies – Sentinels of Jandar x1
Special Rules – Heroes attacking from afar must trust their heart rather than their eyes. As you move up the mountain, the light becomes blinding. Anyone attacking a non-adjacent figure must roll the D20 if they roll any skulls. On a roll of 1-7, the attack misses.
Room 3 – Similar to the first two rooms, but more narrow and with ice instead of water. Most of the terrain is ice and snow, but the 6-hex glacier is in the middle of the room from which the waterfall is coming extending from it to the beginning of the room. There is a face-up treasure glyph buried within it.
Enemies – Dzu-Teh x1
Special Rules – The 6-hex glacier is a destructible object with 4 Life and 4 Defense Dice. Once it is destroyed, it is removed from the board and the 6 hexes beneath it count now as slippery ice. However, if the treasure is not retrieved by the end of the round in which the glacier was destroyed, it is washed away over the mountain and down the waterfall, lost forever. At that point, any figures standing on the water or ice hexes is destroyed. As soon as the Sentinels are defeated, the group is transported automatically to the mountain summit – they may not stay to destroy the glacier after defeating the enemies.
Room 4 – Mountain Summit. A small, 3-hex wide room with the terrain being all snow and ice with one of the one-hex glaciers elevated at the back, representing the peak. There is a face-down treasure glyph (Light Crystal) directly in front of the glacier.
Enemies – Special.
Special Rules – There are no enemies in this room, unless the Trap is sprung. The Player must choose which Hero will attempt to take the Amulet first, and may only place Order Markers on that Hero until he’s dead. The dungeon ends when the Player obtains the Amulet of Light.
Trap – The Hero that springs this trap sees his reflection in the glacier, and must prove himself worthy of obtaining the Light Crystal by defeating the darkness within himself. The DM places another figure of the Hero (or proxies him) adjacent to the hero that sprung the trap, and a new round begins immediately. If the Player's Hero is defeated, the glyph remains there and face-down. If the Player's Hero wins, he obtains the Light Crystal. The Player must subtract 14 from his Trap rolls for this trap, and Darrak Ambershard’s “Disarm Trap” Special Power has no effect.
The Amulet of Light – The owner and any friendly figure within 4 clear sight spaces of the owner may roll one additional defense die when defending.
killercactus
December 31st, 2009, 11:23 AM
The Wellsprings of the Forgotten Forest
Jotungard - The Forgotten Forest
Utgar long knew that the Forgotten Forest was home to two Wellsprings, and sent his Fiantooth servants to guard the entrance. None else know what awaits within this forgotten and forsaken land.
4 Rooms, 2 Treasures
Road to the Forgotten Forest – Shaped like a Y of grass with perches of elevation dispersed throughout, with a road that runs down the center to a water hex, with a face-down Glyph of Brander on each side. The road then forks to the end of each prong. The heroes start on the bottom. The prong ends contain Evergreen trees and Jungle Trees, respectively at each end.
Enemies – Dumutef Guard x2
Special Rules – The Player can choose whether to go to the Evergreen Room or the Jungle Room first, depending on which path they take. They do not have to defeat the enemies in this room to advance – they just have to proceed to either exit, which is the hex between the trees. The water hex serves as a teleporter to the final room, but it is locked by the 2 glyphs. The Player must find 2 other glyphs of Brandar in the dungeon to unlock the portal.
Room 2 – Evergreen Forest – a long, narrow expanse of grass and snow, with skinny Evergreen trees scattered throughout, and one large Evergreen in the center, with a face-down treasure glyph (Mother Tree Brooch) in front of it. A face-up glyph of Brandar is at the opposite end from the starting zone.
Enemies – Blade Gruts x1 and Nerak (with a Mother Tree Brooch)
Special Rules – All of the snow in this room is heavy snow. The Evergreen Tree in the center of the room is the Mother Tree, and Nerak holds a brooch made from one of its cones that he removed himself, which grants protection to the wearer and any friend close to them. Once Nerak is dead, his brooch disintegrates. When a Hero steps on the glyph of Brandar, remove a glyph of Brandar from Room 1. If that causes no glyphs of Brandar to remain in Room 1, place a face-up glyph of Brandar in Room 1 on the water hex. The Player must go back to into Room 1 after completing this room.
Trap – Roll one unblockable attack die against every friendly figure adjacent to an Evergreen Tree. If the trap is sprung, the treasure glyph remains there and face-down.
A Save Room connects the two prongs of this dungeon, and is accessible from the back of both the Evergreen and Jungle Rooms.
Room 3 – Jungle Forest – Exactly the same as the Evergreen room, except the snow is replaced with Swamp water, the Evergreen trees are all Jungle brush, and Evergreen the tree in the middle of the room is a Jungle tree, which also has a face-down treasure glyph (Nectar) in front of it. A glyph of Brandar also sits at the other end of the room.
Enemies – Blade Gruts x1 and Ornak
Special Rules – The Jungle Tree in the center of the room is the Father Tree. When a Hero steps on the glyph of Brandar, remove a glyph of Brandar from Room 1. If that causes no glyphs of Brandar to remain in Room 1, place a face-up glyph of Brandar in Room 1 on the water hex. The Player has to go back into Room 1 after completing this room.
Trap – Roll one unblockable attack die against every friendly figure adjacent to a Jungle Brush or Tree. If the trap is sprung, the treasure glyph remains there and face-down.
Room 1 again – The same as before, except one glyph of Brandar is gone for each other room the Player has defeated. If both are gone, a glyph of Brandar sits on the water hex in the middle.
Enemies – Arrow Gruts x2 and Swogs x2, plus any Dumutefs from this room that were not killed before.
Special Rules – Heroes start at either the Evergreen or Jungle Trees, depending on which room they just finished playing. Stepping on the Glyph of Brandar in the center of the room on the water hex will transport that Hero out of this room and into a Save room, which has a door to Room 4.
Room 4 – Nature and Nurture - A rectangular room with two elevated, surrounded pools of water (Wellsprings), and an insane amount of skinny Evergreen trees, Jungle Brush and Jungle Trees.
Enemies – Heavy Gruts x4, Tornak, Grimnak
Special Rules – The Mother and Father tree are enraged that the Heroes violated them. If you got the Mother Tree Brooch, roll “lava damage” at the end of each round for any hero adjacent to an Evergreen tree. If you got the Nectar, roll “lava damage” each round for any Hero adjacent to a Jungle brush or Jungle Tree.
Defeating the 2 Orc Champions will end the battle, and award the Nature and Nurture Amulets to the Heroes.
The Amulet of Nature – Grants the owner +1 to Movement and Attack.
The Amulet of Nurture - Grants the owner +1 to Life and Defense.
killercactus
December 31st, 2009, 11:38 AM
The Amulet of Intellect
Kinsland
Many Soulborgs brought to Valhalla have seemed to immigrate south to the lands of Braunglayde and Kinsland. They tend to band together, finding themselves different from the other races on Valhalla. This cave in the land of Kinsland looks to be where the Soulborgs are constructing their new home - in the image of Alpha Prime.
5 Rooms, 2 Treasures
Before the Player starts this dungeon, the DM needs to pick a two different 4 digit numbers that contain only the digits 1 and 2. Assign one each to the flat double-sided castle walls in Room 1, keeping them secret from the Player. The first 4 rooms of this dungeon form a circle, with the fifth room in the center.
Room 1 – A square room of dungeon/concrete with 2 walled-off hexes across the room from the starting zone, one contains a face-up treasure glyph (Infra-Red Goggles) and one is the passage to Room 5. Rooms 2 and 4 are connected to either side by one hex. One battlement is attached to an elevated hex in the middle of the room, representing a computer.
Enemies – Deathwalker 8000 (with a Jetpack)
Special Rules – Figures cannot move over or otherwise through the castle walls. DW8K wears a Jetpack, which allows him to ignore elevation changes in this room. He will drop it as a face-up treasure glyph when he is killed. Defeating the enemies will unlock the door on the left, allowing the Player to proceed to Room 2. If a Hero is adjacent to the battlement, the DM will ask him to pick a number, 1 or 2. The DM records the choice the Player makes.
Room 2 – A curved corridor of dungeon/concrete hexes with a battlement attached to an elevated hex against the wall, representing a computer.
Enemies – Blastatrons x2, Gladiatrons x2
Special Rules - If a Hero is adjacent to the battlement, the DM will ask him to pick a number, 1 or 2. The DM records the choice the Player makes.
Save Room
Room 3 – A straight, narrow corridor of dungeon hexes with water and columns strewn throughout, with a battlement attached to an elevated hex against the wall, representing a computer.
Enemies – Deathstalkers x2
Special Rules - If a Hero is adjacent to the battlement, the DM will ask him to pick a number, 1 or 2. The DM records the choice the Player makes.
Room 4 – A curved corridor of dungeon/concrete hexes with turrets scattered throughout, with a battlement attached to an elevated hex against the wall, representing a computer.
Enemies – Zettian Guards, Deathwalker 9000
Special Rules - If a Hero is adjacent to the battlement, the DM will ask him to pick a number, 1 or 2. The DM records the choice the Player makes. If the 4 numbers the Player has selected in the 4 rooms corresponds to either code the DM picked before the dungeon, the DM must tell the Player that they hear a “banging sound, like something opened”. This room reattaches to Room 1, and the Player must proceed there after this room is completed.
Room 1 again – The same as before.
Enemies – Deathwalker 8000 (respawns each time the Player enters the room - no Jetpack this time though - only the first time)
Special Rules – If the 4 numbers chosen by the Player correspond to one of the two numbers the DM chose at the beginning of the game, remove the castle wall that corresponds with that number. If the passage to Room 5 (and the Save Room) is open, the Player can proceed through. If not, the Player must revisit the other rooms and change the number at the computer terminal until the DM tells them they hear a “banging sound, like something opened”. Each time the Player re-enters one of the rooms, respawn 1 squad of the Soulborg squad that was in that room.
Save Room
Room 5 – [Needs an updated design - Wellspring Room]
Enemies – Major Q9, Major Q10, Gladiatrons x2, Blastatrons x1
Special Rules – Major Q10, in hopes of a fair fight, convinces his counterpart to allow the Heroes to win initiative automatically in Round 1. Major Q10 is recruitable after the battle.
If Major Q9 is destroyed, the battle ends and the Heroes win
The Amulet of Intellect – Allows the owner to assimilate the powers of those near him into himself. During the owner’s turn, he may use any Special Attack (in place of his own attack) or any Special Power on the Army Card of any figure within 2 clear sight spaces.
killercactus
December 31st, 2009, 02:22 PM
After typing all of this, I realized that it's very, very random if you've never played Shining Force. So, I spoiler tagged it - feel free to read if you've played Shining Force, or are really open minded:
As far as my first random idea, it comes from the games Shining Force and Shining Force II for Sega Genesis (they're very much like the Fire Emblem series). The battle system in this game almost mirrors Heroscape - each unit has a Movement value, Range, Attack, Defense, and Life (HP).
There's got to be a way to translate Heroscape into a Shining Force like campaign. I'm thinking a player starts out with 3 heroes, and progresses through a series of Battle / Town / Battle / Town, etc, gaining new heroes along the way and also fighting stronger monsters.
At the towns, Heroes can resurrect their dead, possibly discover new heroes or even visit the shops to upgrade their equipment. In the case of shops, they could earn gold equal to the total point value of the monsters destroyed in the previous battle.
I have a couple of friends who don't play Heroscape, but really enjoyed Shining Force II. What I'd like to do is try to basically replicate Shining Force II by using Heroscape figures as closely as possible. Here's a starting point (with who each Scape character represents for those of you familiar with Shining Force II):
The player starts with 3 heroes:
Tandros Kreel [Bowie - the Hero of the party]
Ana Karithon [Sarah - the party's first healer]
Darrak Ambershard [Jaha - a dwarven Warrior. I skipped Chester the centaur, since they aren't very well represented in Scape]
And then can find and recruit along the way:
Erevan Sunshadow [Kazin - a Mage]
Shiori [Slade, a thief that becomes a ninja]
Marcu [Kiwi - a pet turtle]
Othkurik [Peter - a phoenix, and the most powerful character]
Me-Burq-Sa [May - a mounted archer]
Khosumet [Gerhalt - a Wolfman]
Concan [Luke - a sword-wielding birdman]
Syvarris [Elric - an Elven archer]
Zetacron [Rohde - a scientist that shoots bombs out of a cannon]
Master Woo [Karna - a master monk]
Chardris [Tyrin - a wizard]
Alastair Macdirk [Randolf - a dwarf warrior. I use Migol below, so I substituted in a human]
Jorhdawn [Janet - an Elven archer. We're out of archers, so I put in another Wizard]
Kyntela Gwyn [Taya - a sorceress]
Ulginesh [Jaro - a flying centaur]
Atlaga [Skreech - another birdman]
Kelda [Frayja - the party's best healer]
Migol [Gyan - another dwarven warrior]
Major X17 [Zynk - a Robot]
Sir Denrick [Lemon - a knight]
Gurei-Oni [Claude, a golem. Oni was about the best I could come up with. A custom Granite Guardian hero would be perfect.]
Sonlen [Chaz - a Wizard]
Raelin SotM [Sheela - a Master Monk that casts Boost, a defense increasing spell]
The battle system for this would work a bit differently from Scape. In Shining Force, each unit of your party takes a turn in a given round, and you can have up to 12 units. So, what I thought of doing is using up to 3 different colored sets of Order Markers for the Player's army (up to 12 heroes) and as many as needed for the evil army (which can have more than 12). Only one OM can go onto each army card, and the X counts as a 4, which is revealed to take a turn just like 1,2 and 3. The evil army would mostly consist of squad figures and heroes not listed here, and would scale up based on the Player's number of units and equipment.
While in the towns, the Player can change units in and out of his army, or replace dead ones with others if he doesn't want to resurrect them.
One of the coolest things about Shining Force II was the ability to promote your heroes to a fighting class. Once they attained a certain level, they were able to be promoted to a different class, which allowed them to gain more abilities. I'm not quite sure how to represent that, but I definately want to include it.
I also need to figure out the enemy battles from beginning to end (I think there are 30 mandatory battles in Shining Force II).
Man - that really was a random idea.
killercactus
January 1st, 2010, 12:28 PM
Finished a draft of the Light Dungeon is VS today, and am going to build it in a few minutes. phantazm21zero is coming over today, so we'll get some playtesting in. I'll edit this post with the results and, if it goes well, get some pics up, Right now, it only needs one RotV and one TT to build.
EDIT: The map worked out OK, but the enemies were way too strong. I had to go down to one Protector squad, one Sentinel squad and nix the EI completely in favor of the Dzu-Teh in the 3rd room, moving the Sentinels to the second room. When I did that, they player made it to the end with 2 wounded Heroes. He also didn't get the Phoenix Feather, which would've really helped.
kolakoski
January 3rd, 2010, 07:31 PM
Well met!
Seemed like the place for it.:cool: I am very impressed with the detail and "feel" of your tourney cycle. It is the first campaign idea for Heroscape to excite me. I'm going to rip it off totally and see how Chas likes it, for our semi-regular Wednsday evening games.
David
killercactus
January 4th, 2010, 08:44 AM
Well met!
Seemed like the place for it.:cool: I am very impressed with the detail and "feel" of your tourney cycle. It is the first campaign idea for Heroscape to excite me. I'm going to rip it off totally and see how Chas likes it, for our semi-regular Wednsday evening games.
David
Thanks! I'm pretty excited to see how it works for an actual tournament. My ultimate vision is to combine the town system used there into a dungeon crawl scenario to create an RPG effect, and....
Actually, this kind of leads into my second "Random Idea" - an entire "Overworld" that a party could traverse and encounter monsters. Within the Overworld, there could be towns, castles, dungeons, etc. to create a huge campaign.
Overworld ideas:
Visualize any of the Final Fantasy games, the Zelda games, or just about any RPG. Most all of them have an "Overworld" - basically a map that the hero(es) has to explore to find all of the hidden dungeons and finish their quest.
My vision of an Overworld in Heroscape is about twice the size of a BoV map, with the heroes only allowed to move on Level 1 of the map. Any high ground would represent mountains which block passage, and any water represents rivers or oceans that can't be navigated without a boat. Glyphs could be used to represent towns, castles and other places, and shadow tiles to represent caves . The heroes in the campaign would travel from town to town on the Overworld, gathering information and purchasing equipment, and eventually searching out various dungeons on the map.
When the team steps on a town or castle hex, they can purchase equipment from that town's shops (which will differ depending on how far long the campaign the team is). When they enter a cave or dungeon, they're transported to a different Heroscape map which represents it.
For Overworld monsters, the Overworld will be divided into sections and those sections would determine the strength of the monsters to be encountered. I'm not sure if I want to do a real-time battle system (i.e., the monsters are just hanging out on the Overworld map, ready to fight the heroes), or random encounters. I'd do random encounters by this process:
1) Make a Virtualscape layout of the Overworld map
2) Label every traversable hex on the Overworld map with one of the starting zone colors, spreading all of the colors out evenly across each region
3) The Player is not aware of the color configuration
4) Each time the heroes are about to traverse the Overworld, the DM chooses a color (without telling the Player), and watches where the Player steps. If the Player steps on a hex of the color the DM chose, a random encounter ensues.
5) A few very small area maps are set up off to the side for these encounters, and one is chosen at random
6) The DM consults the Bestiary to see what monsters the heroes must face. There may even be multiple encounters for a given area of the Overworld - if that were so, the DM would roll a combat die (skull = weakest, shield = middle, symbol = strongest of the region) to determine what the heroes face.
Thanks to an old thread here on Heroscapers, I found the map of Valhalla and will be using it soon to create a likeness of it in VS to represent the Overworld. I'm also going to work on some custom glyphs for towns and fotresses.
killercactus
January 12th, 2010, 11:16 AM
Well, I've decided to just go for the gusto with my campaign. I'm scrapping the Four "Other" Crystals idea and creating a different campaign based solely in Valhalla and centered around the 15 mysterious Amulets contained within each Wellspring.
The Campaign (working title "The Betrayals of Utgar) is set after the War of the Valkyrie in a time of truce on Valhalla. The amulets were collected and returned to the Wellsprings from which they came after Utgar was defeated, though he remains a Valkyrie and in control of a Wellspring in Bleakewoode, where his fortress remains. Also, the war ended before all of the Wellsprings were located.
The campaign heroes (TBD, but will most likely include ROTV Drake and Raelin, and probably Syvarris) will begin the game in Nostrauland at Jandar's fortress, and can move through Valhalla using an Overworld map (I have a prototype put together that needs tweaked a bit - it's based on the geographical map of Valhalla that can be seen here (http://www.heroscapers.com/community/showthread.php?t=27077)), where they'll randomly encounter monsters that they can defeat to earn Gold (equal to the monster's Point value). The monsters will vary in strength depending on where in Valhalla the heroes are, and will increase in strength as the campaign progresses. Spread out on the Overworld map will be glyphs that represent Towns, Fortresses, Caves and other areas that the heroes can enter. The towns will contain shops, inns, taverns and churches similar to The Secrets of Breccon (see page 1), where the heroes can rest and stock up on equipment and items. The Fortresses will either be like a town, or possibly contain a dungeon, and the caves and other areas will be dungeons that are represented by separate maps. Additional heroes will be found in towns, fortresses, some secrets, etc. to be recruited into the party.
I'm going to keep the four dungeouns I've already created and modify them a bit for this campaign.
Betrayal of Utgar Overall Special Rules:
The Player begins the game at Jandar's Fortress in Nastrauland. The party consists of:
Drake RotV
Raelin RotV
Syvarris
The Player will begin the game with 500 Gold, and may spend that at the shops in Jandar's Fortress if they wish.
When they leave the Fortress, they must journey to other locations in Valhalla by moving on the Overworld. When moving through the Overworld, just use one figure (usually Drake, but it doesn't matter) to represent the party. The party can only move on Level 1 of the Overworld (meaning that Level 2 and Level 0 tiles block your movement). Do not use the Movement value on your unit's Army Cards - just move the party from hex to hex until you reach a location on the map, or a random encounter. The party can also Save their progress anywhere on the Overworld map at anytime. If they do, place a glyph (or other designated placeholder) on that hex to represent where the party has last Saved, and record the Party, Treasures owned and Gold owned. If the party Saves their progress after that, remove the placeholder, and re-record. If the party is completely killed in battle, the campaign resumes at the point of the last Save, and any Treasure and Gold acquired from the point of the last Save to when they die are lost.
Fortresses and Towns
While at a Valkyrie Fortress or Town, the Heroes can do a few things:
Visit that Town's Shop (see the first page for what can be purchased in each shop)
Visit the Inn (the Heroes can pay 40 Gold per Hero that wishes to stay at the Inn. You may remove all Wound Markers from any Hero that stays at the Inn).
Visit the Church (you may pay the Point Cost of a dead Hero and the priest at the Church will resurrect him).
Change the Main Party (you may switch out Heroes from the Main Party for Heroes you have recruited that aren't currently being used. You may not switch dead Heroes into or out of the Main Party. The Main Party will be the Heroes used in Dungeons, Battles and Random Encounters).
Do other stuff specific to the Town/Fortress (like receive information from townsfolk/Valkyrie, recruit additional Heroes, or fight in the collisseum at Jotungard)
Random Encounters
Before moving, the Player must roll one 6-sided die. The result represents how many hexes you can move the party without finding a random encounter. For example, if I roll a 3, I would move 3 hexes normally, but the next hex I step on will be a random encounter.
When a random encounter occurs, the Player immediately places the party on starting zone spaces on the random encounter battlefield that corresponds with the terrain type the on which the party found the encounter (there will be separate, very small maps for Grass, Sand, Snow, Lava and Swamp. The other terrain types aren't present on the Overworld for random encounters). The DM then consults the Bestiary, noting the region of the Overworld and the combat die result (skull = weakest, shield = medium, symbol = strongest monsters of the region) and places the monsters on their starting zone spaces. Players then place Order Markers, roll initiative and battle until either the Player or DM is completely defeated. If the party wins, they acquire Gold equal to the Point cost of the monsters they killed. If they lose, restart the campaign at the last Save point.
Battle Points
When the party steps onto a Battle Point, they immediately enter into a battle more akin to a regular, kill 'em all Heroscape game. There will usually be "Guest" units that are automatically part of the battle. The Player uses Heroes from the party to round out the point total.
Dungeons
When the party enters a cave, they immediately begin a dungeon-crawl scenario. The Main Party of Heroes are the ones that go into the dungeon. The Main Party can only be changed at a Valkyrie Fortress or town. Once inside the dungeon, they cannot change Heroes, even at Save Points (special places inside a dungeon where the Player can Save their progress in case they die later in that Dungeon). They cannot leave the dungeon until they complete it, unless they are killed and restart at a prior Save on the Overworld. Upon completion of the dungeon, the Player's progress is automatically Saved on the Overworld just outside the dungeon. If a dungeon was in a cave that has two openings (like how Migol's Tomb Caverns connect the east and west halfs of the Overworld, and the cave in Ticalla), the Heroes appear at the opening they did not enter when the dungeon is complete. Also, if they re-enter that cave, they may choose not to play through the dungeon.
Fedex worker
January 12th, 2010, 08:43 PM
Awesome idea!!! I like how you have gold in your scenario. Also basing your adventure of the actual map of Valhalla is pretty cool!
killercactus
January 13th, 2010, 01:22 PM
Thanks! It's gonna take some time to finish though. I'm going to try to devote an hour to it per night after kiddiecactus falls asleep.
By the way - the Overworld is gonna be pretty big. The prototype I have put together right now needs the following to build it:
3 RotV
1 SotM
1 TT
1 Lava
1 Jungle
1 Dungeon (for water and shadow only)
1 Road (for trees)
I'm gonna see what I can do to cut it down to just 2 RotV, but even so it requires quite a bit of terrain. On top of that, you'll have to build small battlegrounds for use in the random encounters (which I'm trying to build using leftover terrain from the Overworld requirements).
To circumvent that for players that don't have the terrain to build the Overworld map plus the extra dungeons, there'll be a specific order the dungeons are meant to be played in (determined by the difficulty of each, and also by terrain obstacles in the Overworld) and I'll post that, so players can just skip the Overworld parts if they want and go from dungeon to dungeon in the campaign. The player will probably miss some gold and maybe a secret or two doing this, though. I'll have to find a way to compensate for that.
EDIT: I just remembered Cavalier's awesome Lexan Mats (http://www.heroscapers.com/community/showthread.php?t=20019&highlight=lexan). The Overworld would be an excellent time to use something like this and save the terrain for the actual battles and dungeons. The only terrain that needs to go on the mat are to mark where the heroes can't step because of water, mountains, etc, and glyphs to represent the towns, etc.
Yay 4,000 posts!
Xn F M
January 13th, 2010, 02:58 PM
Hey KC, if I'm reading this correctly you're basically using the overworld map as a way for the party to move around right? So wouldn't someone who doesn't have the terrain resources to set up the map and the battlefields be able to use a printout (or two) to handle that?
I'm thinking maybe an overhead shot of the VS rendering might work. But I suppose that would really depend on how much elevation matters in overland movement, though that wouldn't be an insurmountable problem.
killercactus
January 13th, 2010, 03:09 PM
Hey KC, if I'm reading this correctly you're basically using the overworld map as a way for the party to move around right? So wouldn't someone who doesn't have the terrain resources to set up the map and the battlefields be able to use a printout (or two) to handle that?
I'm thinking maybe an overhead shot of the VS rendering might work. But I suppose that would really depend on how much elevation matters in overland movement, though that wouldn't be an insurmountable problem.
Elevation has absolutely no bearing on Overworld movement. On the Overworld, the player can only move on Level 1 unless he has a boat/airship (not that a boat or airship will be available in the campaign ;)). I envision just a Drake figure that represents the entire party to move from hex to hex along the Overworld until they get to a town/fortress, enter a cave/battlefield, or step on a random encounter hex.
So yes, some sort of 2D printout would work just fine - if it's big enough for a figure to walk on. The real purpose of the overworld is to dictate the flow of the campaign by using terrain blockers such as mountains and rivers to force the party to take a particular route, to control the strength of the enemies faced and to provide random encounters along the way (just like in every RPG video game ever created). It represents the journey from say, Nostrauland to Ekstrom as the heroes travel from Jandar's fortress to Ullar's.
What would be ideal is a big printout of the geographical map of Valhalla with a semi-transparent Lexan-style hex diagram super-imposed on top of it, and each hex being different colors, which represent either non-traverseable terrain or one of the colors in the random encounter grid. Then the players could lay down the mat, put rock hexes / trees / glaciers / what have you on the non-traversable hexes and move along the others while the DM checks for encounters. I might try and create something like this for download. It might even be possible to do it in VS if there's a way to get a "life-size" printout.
Fedex worker
January 13th, 2010, 03:47 PM
Thanks! It's gonna take some time to finish though. I'm going to try to devote an hour to it per night after kiddiecactus falls asleep.
:binky::lol:
killercactus
January 13th, 2010, 11:56 PM
http://www.heroscapers.com/community/gallery/files/2/1/3/8/overworld2.bmp
Here's my VS layout of the Overworld for Betrayals of Utgar. I'll get a download of it with build instructions up tonight, but I think the overhead shot of it here is the best for what it is. The build requirements for the entire map (currently) are:
RotV x4
SotM x1
RttFF (trees only) x1
VW x1
TT x1
Jungle x1
Dungeon (shadow tiles only - could be replaced with glyphs - maybe Crevcor, since C is for cave?) x1
However, the map is basically divided in half diagonally down the middle by the mountains. The flow of the campaign will be such that a player can build the northeast portion first, play through it, and then build the southwest portion, which should make it possible to be built with RotV x2, at least. I need to get the build requirements for those individual "halves".
As I said earlier in the thread, though, I want to work on a 2D version of this map that players can print out and use. I'll make a small version of it using Virtualscape to start with.
I think I did a decent job of copying the geographical Valhallan map. The starting zone colors that you see break the map into regions for monsters, which get stronger as you advance through the campaign. The glyphs represent towns, fortresses, and fixed battle points. I don't know if you can see them, but they're as follows:
Jalguard - Jandar's fortresses
Unilava - Ullar fortress
Valda - Vydar's fortress
Erland - Einar's fortress
Astrid - Aquilla's fortress
Kelda - Kyrien mountains (Utgar's) fortress
Thorian - Towns
Brandar - Battles of Stechavan Ruins, Searing Pass, Wolf Swamp Road, the Wellspring of Obsession and a couple more.
The Shadow spaces represent caves that take the player to a dungeon.
Here's the bestiary (note - if you're going to play through the campaign, you might not want to read this just yet, as it kinda spoils the order in which you'll play the areas, since the monsters grow in difficulty as the campaign progresses). The x2, x3, etc. don't refer to 2 squads of the named unit, but rather 2 or 3 units. For example, 4th Mass x2 (not a monster in here, btw) means half a squad of Mass, not 2 squads. Heroes that defeat these monsters in a random encounter on the Overworld earn Gold equal to their point value using Partial Scoring. You'll notice all of the monsters that use partial squads divide evenly, keeping things clean.
Nostrauland Blue:
Skull: White Wyrmling x2
Shield: Black Wyrmling x2
Symbol: Blue Wyrmling x2
Ekstrom/Anund Green:
Skull: Dumutef Guard x2
Shield: Dumutef Guard x3
Symbol: Ogre Pulverizer
Upper Bleakewoode Yellow:
Skull: Sahuagin Raider x3
Shield: Mind Flayer Mastermind
Symbol: Wo-Sa-Ga
Laur Orange:
Skull: Mind Flayer Mastermind
Shield: Mind Flayer Mastermind x2
Symbol: Ogre Warhulk
Jotungard/Laur Cyan:
Skull: Gurei-Oni
Shield: Iron Golem
Symbol: Iron Golem x2
Crumland Violet:
Skull: Master of the Hunt
Shield: Werewolf Lord
Symbol: Werewolf Lord x2
Thaelenk Cyan:
Skull: Ice Troll Berserker x2
Shield: Frost Giant of Morh
Symbol: Greater Ice Elemental x2
Haukeland Red:
Skull: Feral Troll
Shield: Fen Hydra
Symbol: Feral Troll x2
Braunglade Yellow:
Skull: Zettian Guards, Warden 816
Shield: Zettian Guards, Deathwalker 9000
Symbol: Deathwalker 7000
Bleakewoode Purple:
Skull: Shade of Bleakewoode x3
Shield: Shade of Bleakewoode x3
symbol: Shade of Bleakewoode x6
Volcarren Red:
Skull: Fire Elemental x3
Shield: Brunak, Fire Elemental x2
Symbol: Shurrak, Fire Elemental x2
Ticalla Green:
Skull: Wyvern x2
Shield: Wyvern, Master of the Hunt
Symbol: Wyvern, Sujoah
This bestiary is only for use on the Overworld in a random encounter. The dungeons will have their own specific bestiary, and the monsters for each room will start on the map like a normal game of Heroscape. I'm going to try to make the dungeons in such a way that a player only needs two expansion sets to build each (mostly two D&D sets) by building small rooms with Save Points intermittently into the dungeons. That way, a player can play through part of a dungeon, Save their game, and disassemble the previous rooms to build the next rooms of the dungeon, starting at the Save point. There will also be a Save point before a "boss" battle.
"Boss" battles will be even more like a regular, kill 'em all game of Heroscape. Each boss battle will have a boss, along with its minions, that you have to defeat. With a Save point right before the bosses room, the heroes can heal up and start there if they lose. The battles on the Overworld marked with Brandar glyphs will be similar to boss battles. They'll be played on specific maps, incluing Migol's Tomb and Searing Pass.
killercactus
January 14th, 2010, 05:09 PM
Betrayals of Utgar - Prologue (I love me some backstory)
The people of Nostrauland have lived peacefully these past years since the War of the Valkyrie ended with Utgar's defeat at the hands of the great Valkyrie Alliance. The evil Archkyrie surrendered control of the Wellsprings outside of Bleakewoode and returned the Amulets to their rightful places. With some of the Wellsprings left undiscovered at the end of the war, the 15 Amulets could not be united to form a portal into the various worlds from which Valkyrie lords summonned their soldiers. However, with Valhalla at peace, the new residents of Nostrauland have found a place for themselves in their new homes.
Sergeant Drake Alexander - a great hero of the Valkyrie War - serves in Jandar's court as a guide and advisor along with the other Kyrie. It's been some time since Alexander has seen peace, and he planned to bask in it. He formed a close friendship with Raelin the Merciful, who saved his life (and he hers) many times during their travels at war. Together with Thormun of Taeleron, they aid Jandar as he rules the kingdom of Nostrauland.
On an early bright spring morning, Jandar's fortress received a visitor - Syvarris, the mightly (albeit arrogant) Elven warrior of Ullar - Jandar's ally to the east in Ekstrom. Syvarris was also influential in the War of the Valkyrie - his archery skills were unmatched on Feylund from where he hails, and are unmatched here on Valhalla. Today, however, Syvarris was not here to reminesce their glory.
Earlier just this week, Ullar's fortress was broken into during the night. Ullar's first reaction was to fear the worst - that Utgar's armies were once again on the move, and the war had recommenced. However, no one was hurt - no one was even disturbed. The thief was able to infiltrate and leave Ullar's fortress in Ekstrom completely undetected, and made off with two valuable treasures - the fabled Looking Glass of Ullar with which he communicated with the other Valkyrie during the war, and the Amulet of his Wellspring.
Syvarris explained that the people of Ekstrom are unaware of the thief, and Ullar would like to keep it that way. The people of Valhalla deserve some time at peace, and Ullar does not desire to stir panic and despair. Instead, he sent Syvarris to find and apprehend the culprit. Ullar believes that the perpetrator had to be heavily trained in the arts of stealth and secrecy, and therefore plans for Syvarris to travel to Anund and consult Vydar to determine if any of his skilled agents had abandoned his cause and possibly had motives of their own. In order to portray to Vydar that the old alliance is still strong and send a message of good faith, Ullar has requested that Jandar also send a representative.
Jandar, agreeing with Ullar and in fear of igniting the fires of distrust again, gave Syvarris not one, but two companions - his most trusted heroes. Sergeant Alexander and Raelin.
So, the three heroes set off on their journey to Montfre Manor to consult Vydar...
killercactus
January 15th, 2010, 12:03 PM
I added some Ancient Artifacts to the Breccon treasures. In the Breccon tournament, there should be one Ancient Artifact available on each map in the tourney.
Each map would contain 3 Treasure Glyphs - 2 would contain 50 gold, and 1 would contain either 50 gold, 100 gold, or the Ancient Artifact for that map, determined by a combat die roll (skull = 50, shield = 100, symbol = artifact). I'd probably use glyphs of Brandar for the 50 gold treasures, and Brandar's Chest for the random. It'd be better to switch them, but since most players have more glyphs of Brandar, that'd be better.
I think the final map probably have 4-5 Treasure glyphs in the Wellspring room, all within Clear Sight of the Braxas statue.
Also, since the glyphs available for purchase in the Shop will be the same for Betrayals of Utgar, I've color coded them to show where they're available. It goes along with the bestiary as a bit of a teaser as to how the campaign progresses. I have an outline of the story already hashed out, but am still working on the details. I hope to get some VS'ing done over the weekend and some pics of the dungeons up soon.
killercactus
January 17th, 2010, 10:42 PM
http://www.heroscapers.com/community/gallery/files/2/1/3/8/migol_s_tomb_cavern.jpg
I added the first dungeon in the Betrayals of Utgar campaign - The Caverns Beneath Migol's Tomb. I have a link to the download, build instructions and scenario instructions in the first post.
If you wanted to build the entire dungeon, you would need 5 D&D sets. However, there are 2 Save Points (the 7 hex sand pieces with Violet start spaces that surround a glyph of Sturla) in the dungeon that the heroes can use to save their progress. Once they reach a Save Point, they'll never have to play the prior two rooms, so they can be disassembled and used for the next two rooms. Or, since each room only needs 1 D&D set to build, if that's all you have, you can play it one room at a time.
There's some backstory in the instructions here, and you'll see there's a bit of a gap between what I have posted above and that. I'll fill that in soon enough, but I wanted to get this up here since it's my first downloadable dungeon I've actually posted to the thread.
I think, if you just played through this with a 500 point army of heroes, you'd be pretty hard-pressed to win it. The heroes will need many healing items to make it through alive. If you want to try the dungeon outside of the scenario, I'd go about it like this:
The Players army gets:
Drake RotV - 110
Raelin RotV - 190
Syvarris - 290
Other non-Huge heroes that don't follow Utgar - 210
I'd give the party 5 Potions of Healing and 5 Glyphs of Sturla (see first post of this thread for rules on those glyphs) at least to start. The campaign party will have been to a couple towns and through a couple random and non-random battles before they reach here, giving them ample Gold to buy some stuff.
I'd really appreciate any thoughts anyone has on this!
Sujoah
January 18th, 2010, 09:36 AM
Just so you know, the link to Migol's Tomb Caverns isn't complete. The instructions for the battlefield are, but the story isn't.
killercactus
January 18th, 2010, 09:47 AM
Just so you know, the link to Migol's Tomb Caverns isn't complete. The instructions for the battlefield are, but the story isn't.
Hmmm... I can't try the link because I'm at work, but if you can get to the build instructions, you should have the story. It's on the last page of the Instructions, intermixed with the scenario rules.
I also added a front page link to the Prologue I put up a few days ago, and updated the Overview link to a more relevant post.
Sujoah
January 18th, 2010, 10:08 AM
Just so you know, the link to Migol's Tomb Caverns isn't complete. The instructions for the battlefield are, but the story isn't.
Hmmm... I can't try the link because I'm at work, but if you can get to the build instructions, you should have the story. It's on the last page of the Instructions, intermixed with the scenario rules.
Put it in spoilers to save room.
Having won the battle at Migol's Tomb against the Marro, the party descends into the caverns beneath the tomb, which leads to the land of Laur,
and further south, Lindseframe and Einar's fortress. These caves haven't been used to travel from Nostrauland to Laur since the great Migol was
laid to rest here, but the glowing field surrounding the Kyrien Mountains has made it impossible to navigate the river, giving our heroes no
choice. As they would soon learn, this cavern holds a secret that has laid buried for years.
The glyphs of Sturla surrounded by Violet starting spaces represent Save Points. These are each their own separate room where the party can
Save their adventure. If the party is defeated, they restart from the last Save Point they passed, and the DM and Player can switch places if they
like.
"I can't believe we have to trudge through a tomb just to get to Lindseframe" Syvarris said as the heroes descended the old stairs into the
cavern below Migol's Tomb. The attack from the Marro army in Upper Bleakewoode was unexpected, and the heroes were wary.
"I wonder what's down here? said Raelin, surveying the area.
"Your death."
Three Minions of Utgar stood across the cavern room, glowering at Raelin and Drake.
"Minions of Utgar?!" said Drake in surprise. "What are you doing down here?"
But it was too late - the Minions were already swooping in.
Room 1: Entrance to the Caverns
Player: Start the party on any of the Cyan start spaces.
DM: Start 3 Minions of Utgar on any of the Red start spaces.
Special Rules: The Minions take the party by surprise as they enter the cavern - the DM automatically wins initiative in Round 1. The chest on
the left contains 50 Gold, and the chest on the right contains 40 Gold. If a hero springs the trap on either chest, rocks from the cavern above
fall onto the hero and bury the treasure. Roll one unblockable attack die against the hero that sprung the trap.
Room 2: Runa's Revenge
After finishing off the Minions, the heroes venture through the darkness into the next room, discussing what's transpired.
"Utgar must have sent those Soulborgs in Stechavan, and the Marro we fought at the Tomb. He's going after Jandar's Amulets. Now he's
sending more of his fiends through this cave to try and flood Nostrauland! The War was over!!!" cried Raelin in despair. She had never known
peace prior to this, and was beginning to grow accustomed to it.
"Well, whatever Utgar has sent into this cavern will have to get through us." said Drake, confidently.
"He had better have sent more than those pathetic red-winged Kyrie if he wants them to get past me through these rat-infested caves." said
Syvarris with his usual arrogant swagger. "I don't need - "
"YOU!!!"
Raelin had just flown straight into the air, and was now screaming. "Why!!, the war is over! What do you want, Runa?!! What does Utgar want
with Jandar's Amulets? He returned them to the Wellsprings!"
Runa the Kyrie Warrior was standing at the far wall of the cavern, her dangerous Helm shining though the darkness. "You know nothing, you
pitiful excuse for a warrior. You don't deserve to draw another breath. Our destiny is here and now, Raelin! Meet your maker!"
Player: Start the party on any of the Green start spaces.
DM: Start Runa and 3 Minions of Utgar on any of the Red start spaces.
Special Rules: If all three of the Minions are defeated before Runa, Runa will flee and the Player wins. The chest contains a Heroic Rune. If a
hero springs the trap, vines shoot out from the wall and hold the hero in place. That hero cannot move unless another hero is adjacent to him,
and the treasure is lost.
As the party advances on Runa, she looks up to the ceiling and concentrates. Rocks begin to fall from the ceiling toward the heroes, who dive
out of the way. When they recovered, Runa was gone, but they could hear her shrill voice behind them, flying for the Tomb exit.
"We'll meet again, pathetic one! One day, you will die at my feet!"
Room 3: Save Point
Room 4: Wall of Rock
It took some time to calm Raelin down after the intense battle with Runa. After some rest, the heroes continued forward, hoping to soon reach
the exit and make for Lindesframe.
"It's no wonder why Utgar lost the war." said Syvarris as he tossed his hair behind him. "His warriors have are all braun - they've no skill on the
battlefield. Easy outmanuevered by the clever."
"Don't get cocky, Syvarris." Drake warned. "We don't know if Utgar has anything else coming through these caves."
But Syvarris had just stopped - he looked as though his feet were rooted to the ground on which he stood. There, across some small pools of
water in the cavern floor stood a giant Troll with a huge cleaver like blade - Krug. The beast that nearly killed Syvarris on Feylund before Ullar
So, it kind of just ends.
Also, around the bottom of the spiral of the entire dungeon, you have a triple-hex rock piece, with one hex hanging over the edge of a seven hex. So, if a single spaced figure stands there, it will fall.
killercactus
January 18th, 2010, 10:10 AM
Just so you know, the link to Migol's Tomb Caverns isn't complete. The instructions for the battlefield are, but the story isn't.
Hmmm... I can't try the link because I'm at work, but if you can get to the build instructions, you should have the story. It's on the last page of the Instructions, intermixed with the scenario rules.
Put it in spoilers to save room.
Having won the battle at Migol's Tomb against the Marro, the party descends into the caverns beneath the tomb, which leads to the land of Laur,
and further south, Lindseframe and Einar's fortress. These caves haven't been used to travel from Nostrauland to Laur since the great Migol was
laid to rest here, but the glowing field surrounding the Kyrien Mountains has made it impossible to navigate the river, giving our heroes no
choice. As they would soon learn, this cavern holds a secret that has laid buried for years.
The glyphs of Sturla surrounded by Violet starting spaces represent Save Points. These are each their own separate room where the party can
Save their adventure. If the party is defeated, they restart from the last Save Point they passed, and the DM and Player can switch places if they
like.
"I can't believe we have to trudge through a tomb just to get to Lindseframe" Syvarris said as the heroes descended the old stairs into the
cavern below Migol's Tomb. The attack from the Marro army in Upper Bleakewoode was unexpected, and the heroes were wary.
"I wonder what's down here? said Raelin, surveying the area.
"Your death."
Three Minions of Utgar stood across the cavern room, glowering at Raelin and Drake.
"Minions of Utgar?!" said Drake in surprise. "What are you doing down here?"
But it was too late - the Minions were already swooping in.
Room 1: Entrance to the Caverns
Player: Start the party on any of the Cyan start spaces.
DM: Start 3 Minions of Utgar on any of the Red start spaces.
Special Rules: The Minions take the party by surprise as they enter the cavern - the DM automatically wins initiative in Round 1. The chest on
the left contains 50 Gold, and the chest on the right contains 40 Gold. If a hero springs the trap on either chest, rocks from the cavern above
fall onto the hero and bury the treasure. Roll one unblockable attack die against the hero that sprung the trap.
Room 2: Runa's Revenge
After finishing off the Minions, the heroes venture through the darkness into the next room, discussing what's transpired.
"Utgar must have sent those Soulborgs in Stechavan, and the Marro we fought at the Tomb. He's going after Jandar's Amulets. Now he's
sending more of his fiends through this cave to try and flood Nostrauland! The War was over!!!" cried Raelin in despair. She had never known
peace prior to this, and was beginning to grow accustomed to it.
"Well, whatever Utgar has sent into this cavern will have to get through us." said Drake, confidently.
"He had better have sent more than those pathetic red-winged Kyrie if he wants them to get past me through these rat-infested caves." said
Syvarris with his usual arrogant swagger. "I don't need - "
"YOU!!!"
Raelin had just flown straight into the air, and was now screaming. "Why!!, the war is over! What do you want, Runa?!! What does Utgar want
with Jandar's Amulets? He returned them to the Wellsprings!"
Runa the Kyrie Warrior was standing at the far wall of the cavern, her dangerous Helm shining though the darkness. "You know nothing, you
pitiful excuse for a warrior. You don't deserve to draw another breath. Our destiny is here and now, Raelin! Meet your maker!"
Player: Start the party on any of the Green start spaces.
DM: Start Runa and 3 Minions of Utgar on any of the Red start spaces.
Special Rules: If all three of the Minions are defeated before Runa, Runa will flee and the Player wins. The chest contains a Heroic Rune. If a
hero springs the trap, vines shoot out from the wall and hold the hero in place. That hero cannot move unless another hero is adjacent to him,
and the treasure is lost.
As the party advances on Runa, she looks up to the ceiling and concentrates. Rocks begin to fall from the ceiling toward the heroes, who dive
out of the way. When they recovered, Runa was gone, but they could hear her shrill voice behind them, flying for the Tomb exit.
"We'll meet again, pathetic one! One day, you will die at my feet!"
Room 3: Save Point
Room 4: Wall of Rock
It took some time to calm Raelin down after the intense battle with Runa. After some rest, the heroes continued forward, hoping to soon reach
the exit and make for Lindesframe.
"It's no wonder why Utgar lost the war." said Syvarris as he tossed his hair behind him. "His warriors have are all braun - they've no skill on the
battlefield. Easy outmanuevered by the clever."
"Don't get cocky, Syvarris." Drake warned. "We don't know if Utgar has anything else coming through these caves."
But Syvarris had just stopped - he looked as though his feet were rooted to the ground on which he stood. There, across some small pools of
water in the cavern floor stood a giant Troll with a huge cleaver like blade - Krug. The beast that nearly killed Syvarris on Feylund before Ullar
So, it kind of just ends.
Also, around the bottom of the spiral of the entire dungeon, you have a triple-hex rock piece, with one hex hanging over the edge of a seven hex. So, if a single spaced figure stands there, it will fall.
Thanks, Sujoah. I'll have to do a re-upload tonight to fix those. The instructions must've carried onto another page that didn't make the PDF transfer or something.
Thanks also for pointing out my triple-hex hangover - that's a mistake. I'll correct it tonight with the new upload.
killercactus
January 18th, 2010, 01:39 PM
Betrayals of Utgar Battle #1 - Soulborg Ambush
As the heroes make their way south through Nastrauland, they come upon the mountain pass of Stechavan, where the scout Zetacron holds a post with his small band of Omnicron Repulsors. However, as the heroes make their way into the pass, they see a Repulsor moving to light the beacon to signal Jandar of incoming trouble, only for it to be shot down by a massive black Soulborg - a Deathwalker - before it could get the beacon lit. These are Utgar's Soulborgs - a Deathwalker, and animalistic Deathstalkers and Deathreavers. Drake, Raelin and Syvarris, knowing no additional help will be coming for the Omnicrons, charge into battle and to their aid.
Players Army:
Party
Drake RotV - 110
Raelin RotV - 190
Syvarris - 290
Guests (controlled by Player as well in a 2-Player Game. In a 3 or 4 Player game, the Guests are controlled separately, but Raelin's aura still affects them)
Zetacron - 350
Omnicron Repulsors x3 - 470
vs.
DM's Army:
Deathwalker 8000 - 130
Deathstalkers x2 - 330
Deathreavers x3 - 450
In a 3 or 4 Player game, the DM's army is broken into these two teams:
Deathwakler 8000
Deathreavers x3
Deathstalkers x2
Battlefield: Stechavan Pass (pic forthcoming - I need to check the RotV rulebook because I thought I remembered a specific scenario for this)
Special Rules: The DM wins if they destroy Drake, Raelin and Syvarris - they do not need to destroy Zetacron or the Omnicron Repulsors to win. Player obtains Gold for all units destroyed, even if the Guests destroy the unit.
killercactus
January 18th, 2010, 05:05 PM
I've updated the usable heroes on Page 1, and also the Overview and Rules on Page 2, which goes into much more detail now on how the campaign is actually played.
Also, I haven't figured out yet how to correct the "missing story" from my PDF file. It seems like I have too much text for the "Map Parameters" section of VS to handle, and it only prints out the one page.
My solution at this point is to copy and paste the text into Word, print that to a PDF, and add those pages to my PDF printout of the Map, and upload that. The problem is that I don't have Microsoft Office at home, and therefore have to e-mail it to myself so I can transfer it to Word at Work, and then e-mail it back so I can upload it at home, since I can't upload from work [inhale].
Unless someone knows how to get VS to print more than one page of Map Parameters...
Also, if you need the rest of the story/bestiary, here's a summary:
Syvarris can't get Order Markers for the first round in the Krug room, but then he snaps out of it. After Krug is defeated, he thanks the rest of the party profusely for savings his life, and has a rare humbling Syvarris moment. The next room contains 6 Minions and the chest has 100 Gold - no other special rules.
A Save Point follows, and then the final Wellspring room contains Taelord and 6 Minions, with Taelord starting in the high starting space. The heroes only have to kill Taelord to win.
Once Taelord is defeated, Utgar himself calls off the battle. He looks half-dead and frail. He explains that upon finding and drinking from the next-to-last Wellspring (this one), he had a terrible vision of the destruction of the universe, caused by uniting the Amulets to form a portal into another world. It was then that he sent an emissary to the Alliance and surrendered the War of the Valkyrie. Since then, his armies have either abandoned or betrayed him, except for his loyal Kyrie. The Orcs left and moved west, the Deathborgs moved south with Vydar's Soulborgs to rebuild a city in the image of Alpha Prime, and the Marro have become wild, spreading through Upper Bleakewoode and Laur. Worst of all, Cyprien chastised Utgar for his weakness, and wanted him to continue the war. When he refused, Cyprien and the undead (now following Cyprien) attacked Utgar and the Kyrie, killing most of his Minions and severely wounding Utgar himself. Utgar fled the Kyrien Mountains, which Cyprien now controls. He says that Cyprien is the one after the Amulets, and he's used them to erect the energy forcefield around the Kyrien Mountains that now stands. The field was made by the power of the Amulets, and can only be destroyed by them, so the party must find the remaining Amulets, as a greater number of them than Cyprien possesses will break the field and allow the Kyrien Mountains to be accessed and Cyprien defeated. Utgar tells them the locations of the rest of the Wellsprings, except one that was never found. The Tundra, Volcarren Wasteland, a cavern on Haukeland, a cavern in Kinsland, and 2 in the Forgotten Forest to go along with this one, and the 7 that the Valkyrie previously controlled. Cyprien does not know of the other locations, and will go after the Valkyrie-controlled Wellsprings first.
The party leaves the cavern to travel to Lindesframe and hopefully obtain Einar's Amulet before Cyprien does. He gives them the Amulet of Courage from this Wellspring, which gives the equipped hero +1 Defense and the Combat Challenge Special Power (see Tandros Kreel)
killercactus
January 19th, 2010, 11:26 AM
The story continues after the battle at Stechavan Pass...
After the battle at the pass, Drake, Raelin and Syvarris stayed to make sure none other of Utgar's forces were in the area planning to attack Nastrauland, bid the Soulborgs farewell and continued on their journey to Montfre Manor.
"Utgar must be the one after the Amulets." said Raelin, her voice filled with despair. "He said the war was over - and Jandar believed him."
"As did the rest of the Valkyrie." added Syvarris. "Such blindness..."
"Or wisdom", cut in Drake. "Jandar would not tell me why he was so quick to believe Utgar was done with the war. Did Ullar tell you?"
"No, he would not say..." Syvarris said.
"It's hard to believe that 5 Valkyrie Lords could be this easily duped by Utgar. They must have had proof that he would not threaten again. It would take a lot to get them to trust Utgar - especially Jandar.", said Drake, pausing to think.
"But we've just seen Utgar's - !" shouted Raelin, but Drake interrupted her:
"For all we know, those Soulborgs could've been reprogrammed to attack Nastrauland, and if there's any leader that I'd bet would reprogram a Soulborg - it's Vydar. He looks more suspicious by the minute. We'd better hurry to Anund."
When the heroes reached the gates of Montfre Manor, two Microcorp Agents clad in black armored suits were standing guard in towers above the doors. Drake hailed to them:
"We come to speak with Vydar - where is he?"
One of the Agents touched a microphone in his ear, but the Agents didn't answer with words - they answered with gunfire. Drake's Sword of Thorian allowed him to dodge the bullets easily, and Raelin slammed her Spear into the ground, protecting herself and Syvarris from the bullets. However, at that moment smoke engulfed the clearing, leaving the heroes blinded. The next thing the heroes saw were four female Agents surrounding them - three dressed in white, aiming their guns towards the heroes' heads at point-blank range, and one in black who was now holding their weapons.
"What is the meaning of this!" exclaimed Syvarris. "Unhand me, woman, and return my bow!"
"Chill out, blondie." said Chrissy, the red-headed Nakita Agent. "You're lucky to be standing here. I could've shot you just for wearing that ridiculous outfit."
"Yeah", said Angela, the dark-skinned Agent. "Did your mommy make that dress for you?"
"At least THIS guy's kinda cute..." added Kimberly, the brunette, winking at Drake. Raelin's nose twisted in disgust.
"Enough", said the Agent in black. Agent Skahen was well known among the Alliance for her skills of stealth and trickery during the War of the Valkyrie. It didn't surprise Drake or Raelin that she could've taken their weapons so easily under cover of the smoke. Syvarris, on the other hand, was so outranged he seemed to have lost the ability to speak. "Why are you here?"
"We've come representing Jandar and Ullar", Raelin said. "They wish to give a message to Lord Vydar. Jandar tried to use the Looking Glass, but did not receive a response."
"We sure got a response from your Agents, though - what's the big idea? And stop oogling me.", Drake added to Kimberly, who was batting her eyelashes and her pistol in his direction.
"Our security has been tightened recently." was all Skahen would offer. "If you wish to speak with Vydar, you do so under our watch. Nakita! - Escort these three into Vydar's hall. He can decide how best to deal with them."
killercactus
February 4th, 2010, 10:45 PM
It's been a while since I updated this, and I know I'm jumping all over the place, but please bear with me. This campaign is going to be amazing when it's done.
Here's another battle for the Heroes - this time after Einar's Fortress. It takes place in the Durgeth Swamp:
http://www.heroscapers.com/community/gallery/files/2/1/3/8/durgeth_swamp.bmp
DOWNLOAD (http://www.heroscapers.com/community/downloads.php?do=file&id=2054)
I basically just did a revamp of the Durgeth Swamp battlefield from the RotV rulebook, using 1 SotM and 2 Jungle sets. You can read the instructions to the battle in the download, but it pits Khosumet and a slew of Wolves against Acolarh, some Warriors of Ashra and Heroes from your party. The glyph is the Dire Stone, which Acolarh is trying to reclaim from the wolves.
I have some really big ideas for this, including Summon Glyphs that allow Heroes to summon powerful beasts into the battle with them, a collisseum where you can put a treasure on the line and choose one Hero from your Party to fight one-on-one against a foe to win other treasures, and a ton of secrets that you can find throughout the campaign to unlock more usable Heroes and treasures.
killercactus
February 5th, 2010, 02:01 PM
I updated this post (http://www.heroscapers.com/community/showpost.php?p=988541&postcount=14) with a description of Fortresses and Towns, and a little more overall description of how the campaign is played.
Also, concerning the Overworld and the vast amount of terrain it requires - could Overworld movement be accomplished just by using the "Play" feature in Virtualscape? I've never tried it, but could someone just place a Drake figure on the 3D map picture and move him around right there in the program? That would solve everything very simply if it's possible.
yagyuninja
February 22nd, 2010, 02:12 PM
After typing all of this, I realized that it's very, very random if you've never played Shining Force. So, I spoiler tagged it - feel free to read if you've played Shining Force, or are really open minded:
As far as my first random idea, it comes from the games Shining Force and Shining Force II for Sega Genesis (they're very much like the Fire Emblem series). The battle system in this game almost mirrors Heroscape - each unit has a Movement value, Range, Attack, Defense, and Life (HP).
There's got to be a way to translate Heroscape into a Shining Force like campaign. I'm thinking a player starts out with 3 heroes, and progresses through a series of Battle / Town / Battle / Town, etc, gaining new heroes along the way and also fighting stronger monsters.
At the towns, Heroes can resurrect their dead, possibly discover new heroes or even visit the shops to upgrade their equipment. In the case of shops, they could earn gold equal to the total point value of the monsters destroyed in the previous battle.
I have a couple of friends who don't play Heroscape, but really enjoyed Shining Force II. What I'd like to do is try to basically replicate Shining Force II by using Heroscape figures as closely as possible. Here's a starting point (with who each Scape character represents for those of you familiar with Shining Force II):
The player starts with 3 heroes:
Tandros Kreel [Bowie - the Hero of the party]
Ana Karithon [Sarah - the party's first healer]
Darrak Ambershard [Jaha - a dwarven Warrior. I skipped Chester the centaur, since they aren't very well represented in Scape]
And then can find and recruit along the way:
Erevan Sunshadow [Kazin - a Mage]
Shiori [Slade, a thief that becomes a ninja]
Marcu [Kiwi - a pet turtle]
Othkurik [Peter - a phoenix, and the most powerful character]
Me-Burq-Sa [May - a mounted archer]
Khosumet [Gerhalt - a Wolfman]
Concan [Luke - a sword-wielding birdman]
Syvarris [Elric - an Elven archer]
Zetacron [Rohde - a scientist that shoots bombs out of a cannon]
Master Woo [Karna - a master monk]
Chardris [Tyrin - a wizard]
Alastair Macdirk [Randolf - a dwarf warrior. I use Migol below, so I substituted in a human]
Jorhdawn [Janet - an Elven archer. We're out of archers, so I put in another Wizard]
Kyntela Gwyn [Taya - a sorceress]
Ulginesh [Jaro - a flying centaur]
Atlaga [Skreech - another birdman]
Kelda [Frayja - the party's best healer]
Migol [Gyan - another dwarven warrior]
Major X17 [Zynk - a Robot]
Sir Denrick [Lemon - a knight]
Gurei-Oni [Claude, a golem. Oni was about the best I could come up with. A custom Granite Guardian hero would be perfect.]
Sonlen [Chaz - a Wizard]
Raelin SotM [Sheela - a Master Monk that casts Boost, a defense increasing spell]
The battle system for this would work a bit differently from Scape. In Shining Force, each unit of your party takes a turn in a given round, and you can have up to 12 units. So, what I thought of doing is using up to 3 different colored sets of Order Markers for the Player's army (up to 12 heroes) and as many as needed for the evil army (which can have more than 12). Only one OM can go onto each army card, and the X counts as a 4, which is revealed to take a turn just like 1,2 and 3. The evil army would mostly consist of squad figures and heroes not listed here, and would scale up based on the Player's number of units and equipment.
While in the towns, the Player can change units in and out of his army, or replace dead ones with others if he doesn't want to resurrect them.
One of the coolest things about Shining Force II was the ability to promote your heroes to a fighting class. Once they attained a certain level, they were able to be promoted to a different class, which allowed them to gain more abilities. I'm not quite sure how to represent that, but I definately want to include it.
I also need to figure out the enemy battles from beginning to end (I think there are 30 mandatory battles in Shining Force II).
Man - that really was a random idea.
Awesome. I love Shining Force (though I do enjoy 1 more than 2). I think the promotion part of the game was possibly my favorite aspect, so I'd definitely want to figure out how to get that to work. In fact I might forgo the thematic character picks just to make all the unpromoted guys as low point as possible. That way, you can just replace them later with a guy worth more points with a similar play style. It doesn't have to be totally balanced either; some of the guys in Shining Force weren't that great, and others were incredible (leveled and promoted Arthur in SF1? Worth the wait.)
Another cool thing to include were the special promotion items in SF2. You know, instead of turning Sarah into a Priest, she could become a Monk? The cool punching + kicking type of course. You could have extremely difficult (but rewarding) treasures in certain battle maps that if collected could turn one of your fighters into Kaemon Awa or Drake v.2.
S1R_ART0R1US
August 13th, 2010, 06:12 PM
Wow, there is a ton of stuff in this thread. I like your overworld idea, and the lexan mat seems like it would work perfectly!
killercactus
October 19th, 2010, 01:11 PM
OK, it's been ages since I updated this thread.
Real life intervened with my campaign creations, but it hasn't stopped my brain from working. Betrayals of Utgar is still alive and, with the arrival of D2 and D3, it will be better than ever when finished.
The original storyline involved Cyprien turning on Utgar and opening a rift into another world with the Amulets from the Wellsprings. Now I have a far better idea for the main storyline.
Also, the monsters in the beastiary have changed. With this huge slew of Uncommon Heroes that work perfectly as campaign monsters, I just had to work them into my random battles. They're too perfect - so I've updated the beastiary (which is now on the front page) with mostly Uncommons, but a couple commons and uniques in there, too (uniques like Gurei-Oni and Shurrak work very well functioning as uncommon Cyclopes and Fire Giants). Also, with all of these new Treasure Glyphs, there really isn't much need for me to create my own treasure in the shops anymore - I can just use real stuff! I've updated all of the shops to include the real Treasure Glyphs, along with their Gold costs.
One glyph I will continue to add though is the Vial of Resurrection, except that's already pretty much an official treasure anyway since it's used in the MS3 campaign. Also I'll continue to add more Ancient Artifacts that are based on current Heroscape Special Powers (the Rod of Negation, Spear of Gerda, Sword of Thorian, etc.).
I'd like to get back to working on this a bit each night. I think this time I will complete the entire storyline first, and then fill in the battles and dungeons with maps afterwards. All of the battles and dungeons I've already posted will remain the same.
Thanks to anyone that's still here, and keep watching!
killercactus
November 8th, 2010, 08:48 AM
I've still been hard at work on this, putting in about an hour or so on average each day. I'm almost through the story and DM manual, which is coming along nicely. I'd say the whole project is about 50% done, and it's 95% done in my mind, so I just need to transfer it to Word Documents and Virtualscape.
killercactus
January 5th, 2011, 01:07 PM
*sigh*
Real life again has intervened with my work on this project, and I'm definitely not going to be working on it at night over the next few tax season months.
Therefore, I've decided to recruit some help for this project, and make it a community effort. I'd like to break up the maps, battles, and scenarios that need to be constructed for BoU and let you, the masses, design them.
Here's how it will work. I'm going to lay out what needs created in this post. If you'd like to work on a map, battle, scenario, what-have-you, just post here and request it. First come, first serve. I already have descriptions up for a few of the dungeons, so I'd like those to be followed when building them. When you pick a scenario to work on, I'll PM you some of the details that surround it. This way, everything will be able to fit seamlessly together into the overall story and into my DM manual.
I'm asking that each map be built in Virtualscape and contain instructions for the battle/scenario/dungeon. Once the map is built, you can upload it onto the site, link it here, and it can be reviewed and discussed (if you can't upload, you can e-mail them to me and I'll get them on the site). As long as you incorporate the details I give you, the rest is up to you. You can do anything else you like with the scenario.
I'd really like to get this finished, as I believe it can easily be the most epic campaign Heroscape has ever seen. I hope you want to help me out!
Here is what still needs constructed, and a very basic summary of what each is. Some of it is rather secret, but you'll be let in on it if you build it. Use the link on the front page of this thread to my Overworld map if you need to see where I'm talking about:
Dungeons (normally 4-5 rooms, including a boss fight at the end. Campaign style similar to River of Blood):
Light Dungeon (see front page for link to description - Located in the Thaelnek Tundra)
Darkness Dungeon (see front page for link to description - located in the Kyrien Mountains)
Nature Dungeon (see front page for link to description - located in the Forgotten Forest)
Intellect Dungeon (see front page for link to description - located west of Bleakewoode in a cave)
Power Dungeon (located in the Volcarren Wasteland in a cave)
Ticalla Cave Dungeon (located in a cave in the Ticalla Jungle)
Memory Dungeon (located on Haukeland in a cave)
Utgar's Fortress Dungeon (located at Utgar's fortress in the Kyrien Mountains. The Darkness dungeon leads here. This will be about the size of 2 normal dungeons).
Battlefields (should be conducive to a 1v1 kill-em-all battle of between 500 - 700 Points)
Stechevan Ruins (located in southern Nostrauland at the mountain pass into Upper Bleakewoode)
Searing Pass (located on the entrance to the Volcarren Wasteland from Braunglayde)
Wellspring of Obsession (located in Thaelenk Tundra)
Samurai Dojo (located on the far western Laur peninsula)
Outer Colisseum (located at the Colisseum in the Town in Jotungard)
Dragon Lair #1 (located underground)
Dragon Lair #2 (located underground)
Dragon Lair #3 (located ????)
Dragon Lair #4 (located ????)
Dragon Lair #5 (located ????)
Dragon Lair #6 (located ????)
Secret Lair #1 (located ????)
Secret Lair #2 (located ????)
Secret Lair #3 (located ????)
Secret Lair #4 (located ????)
Random Encounter Battlefields (should be less than half the size of a regular, BoV-sized 1v1 battlefield. A very little area where armies will be small and able to engage on the first turn)
Grass Battlefield
Sand Battlefield
Swamp/Jungle Battlefield
Snow/Ice Battlefield
Lava Battlefield
Colisseum Battlefield (like a fighting arena)
As the projects are completed, I'll link them on the front page and add then into my DM manual, which is just basically waiting on these scenarios.
All Your Pie
January 5th, 2011, 10:42 PM
I'd be willing to do some of the Random Encounter battlefields, starting with grass.
Do you want them to be symmetrical or asymmetrical?
XDVincent
January 6th, 2011, 12:15 AM
If I have any time, I'd love to mess around in VS and make some of these.
killercactus
January 6th, 2011, 08:46 AM
I'd be willing to do some of the Random Encounter battlefields, starting with grass.
Do you want them to be symmetrical or asymmetrical?
PM Sent - they can be either symmetrical or asymmetrical. It's up to you.
If I have any time, I'd love to mess around in VS and make some of these.
Awesome! Just let me know which one you want to start - you can pick anything off the list that hasn't already been chosen.
I added a Community Project section to the front page so that I can keep track of who is working on each section of the project. Thanks for your willingness to help, guys!
All Your Pie
January 6th, 2011, 02:30 PM
I sent you a PM with the image. If the map is okay I'll send you the PDF file.
All Your Pie
January 6th, 2011, 03:53 PM
Random Encounter Battlefield: Grass
Red start zone for monsters, blue for heroes.
http://i1123.photobucket.com/albums/l552/AllYourPie/RandomEncounterGrass-1.jpg?t=1294341621
Download here. (http://www.mediafire.com/?rpbcrpxn6bh8c8p)
Preemptively, I'd like to work on the lava encounter map next. I'd like to see what people think of this one first though.
killercactus
January 7th, 2011, 06:46 AM
Random Encounter Battlefield: Grass
Red start zone for monsters, blue for heroes.
http://i1123.photobucket.com/albums/l552/AllYourPie/RandomEncounterGrass-1.jpg?t=1294341621
Download here. (http://www.mediafire.com/?rpbcrpxn6bh8c8p)
Preemptively, I'd like to work on the lava encounter map next. I'd like to see what people think of this one first though.
As I said in our PM, I think it's perfect. A couple of little height variations, and small enough for a quick little skirmish.
All Your Pie is going to work on the Light Dungeon as well as the Lava random encounter field, so I'll mark him down. Thanks, AYP!
I Hate Atlaga
January 7th, 2011, 10:00 AM
I posted on the blog.
(2 dragon lairs, and the ruins of Stechevan.)
All Your Pie
January 7th, 2011, 07:59 PM
I'm going to have to drop out from doing the Light Dungeon. I've got a reasonable third and final room, but the first two just aren't coming together for me and I can't get something I'm happy with.
I'm enjoying the Random Encounter battlefields, though, and will continue working on them.
Robber
January 8th, 2011, 05:50 PM
I call both colliseums!
Random Encounter Colliseum (http://www.megaupload.com/?d=ANSFXESV) Pillars have no tops. I tried to make a balanced map that looked like an arena- collumns, sand, and a lot of rocks for a height gain.
http://i787.photobucket.com/albums/yy152/rjrjrj88/Randomencountercolliseum.jpg
Next up is the colliseum map.
Edit: here you go!
Colliseum (http://www.megaupload.com/?d=99NTPSGB)
Inside the colliseum
http://i787.photobucket.com/albums/yy152/rjrjrj88/colliseum1.jpg
(How big should the starting zones be? I can update them later)
http://i787.photobucket.com/albums/yy152/rjrjrj88/colliseum2.jpg
These are incredibly bad photos- I'm sorry, when I edit for the starting zones I can redo these.
Dibs on the swamp random encounter! (got to get mapmaking, BRB!)
killercactus
January 9th, 2011, 01:02 AM
Robber,
Thanks for helping out with the project! I like the Outer Colisseum map - just so you know, the DM's army will be Spartacus, Retiarius, Capuan Gladiators x3. The Player's army will include Marcus Decimus Gallus and Romans x2, plus 300 Points of heroes from the party. As long as your starting zones can accomodate that, it should be fine.
For the Random Encounter battlefield though, I'd like to take out the water and glyphs, and maybe make it a bit smaller. The only battles going on there will be literally 1 hero vs. 1 hero, so we don't need glyphs, and I'd like the heroes to start close enough that most heroes can engage on the first turn. Also, I just don't feel like there'd be water inside the gladiator arena, you know? If you fix that up, I think it will be perfect.
Again, thanks! I have you down for the Swamp battlefield, too! Again, it should be nice and small, so that figures can engage probably on the first OM - a very quick skirmish.
XDVincent
January 9th, 2011, 01:50 AM
I guess I'll mess around with Utgars Castle, if no one else has swiped it. I'll spend a fair amount of time on it though...
killercactus
January 9th, 2011, 07:11 AM
I guess I'll mess around with Utgars Castle, if no one else has swiped it. I'll spend a fair amount of time on it though...
Utgar's Fortress is yours - PM with the storyline details coming.
Just give us a post once in a while to let us know how it's coming.
Dwarvenwarrior123
January 9th, 2011, 11:55 AM
I want the darkness dungeon
XDVincent
January 9th, 2011, 12:25 PM
I guess I'll mess around with Utgars Castle, if no one else has swiped it. I'll spend a fair amount of time on it though...
Utgar's Fortress is yours - PM with the storyline details coming.
Just give us a post once in a while to let us know how it's coming.
Ok, can do...
killercactus
January 9th, 2011, 01:36 PM
I want the darkness dungeon
You got it - PM coming with some basic dungeon details. I think most of what you need is in the Darkness Dungeon description.
Dwarvenwarrior123
January 9th, 2011, 01:59 PM
Thanks is there a time limit?
killercactus
January 9th, 2011, 02:04 PM
Thanks is there a time limit?
I don't want to impose a strict time limit, but I'd only like people to commit to building one of the maps if they can do it soon. The random battlefields are easy and can be done in a couple minutes. The battlefields are a little tougher and might take a couple days. The dungeons are the most complex and I'd think a week or two would be good. If you're going to go past that though, I'd rather you either take something smaller or let someone else do it. Thanks!
Kaiser Cat
January 9th, 2011, 11:35 PM
Link to the Random Glacial Encounter I made. (http://www.mediafire.com/?38m2v3d9624b9g6)
Requires a tundra set and a 24-hex rock tile.
killercactus
January 10th, 2011, 08:36 AM
Link to the Random Glacial Encounter I made. (http://www.mediafire.com/?38m2v3d9624b9g6)
Requires a tundra set and a 24-hex rock tile.
Linked it to the front page - thanks!
All Your Pie
January 10th, 2011, 07:00 PM
Lava Random Encounter
Blue Startzones for Heroes, Orange for monsters.
http://i1123.photobucket.com/albums/l552/AllYourPie/RandomEncounterLava.jpg?t=1294442337
Download here. (http://www.mediafire.com/?qj99f50ga3yc538)
Sorry I took so long to post this. My internet fizzled out for no real reason.
killercactus
January 10th, 2011, 09:04 PM
Lava Random Encounter
Blue Startzones for Heroes, Orange for monsters.
http://i1123.photobucket.com/albums/l552/AllYourPie/RandomEncounterLava.jpg?t=1294442337
Download here. (http://www.mediafire.com/?qj99f50ga3yc538)
Sorry I took so long to post this. My internet fizzled out for no real reason.
No problem - I linked it on the front page.
Robber
January 12th, 2011, 03:48 PM
Robber,
Thanks for helping out with the project! I like the Outer Colisseum map - just so you know, the DM's army will be Spartacus, Retiarius, Capuan Gladiators x3. The Player's army will include Marcus Decimus Gallus and Romans x2, plus 300 Points of heroes from the party. As long as your starting zones can accomodate that, it should be fine.
For the Random Encounter battlefield though, I'd like to take out the water and glyphs, and maybe make it a bit smaller. The only battles going on there will be literally 1 hero vs. 1 hero, so we don't need glyphs, and I'd like the heroes to start close enough that most heroes can engage on the first turn. Also, I just don't feel like there'd be water inside the gladiator arena, you know? If you fix that up, I think it will be perfect.
Again, thanks! I have you down for the Swamp battlefield, too! Again, it should be nice and small, so that figures can engage probably on the first OM - a very quick skirmish.
Gotcha. Redo coming soon. I tried to make a good swamp encounter but it wasn't great in the playtesting. I'm sorry, but I'm going to have to drop that.
EDIT- done! (bad pics again, though. Castles=sucky pics.)
http://i787.photobucket.com/albums/yy152/rjrjrj88/colliseum20.jpg
starting zones are lv 1, rock is lv 2, and sand is lv 3. Castles are scattered on levels 2, 3, and 4.
Here (http://www.megaupload.com/?d=GGHZPCX6) are the instructions- you can't really see it's details unless you build it.
killercactus
January 12th, 2011, 04:15 PM
Robber,
Thanks for helping out with the project! I like the Outer Colisseum map - just so you know, the DM's army will be Spartacus, Retiarius, Capuan Gladiators x3. The Player's army will include Marcus Decimus Gallus and Romans x2, plus 300 Points of heroes from the party. As long as your starting zones can accomodate that, it should be fine.
For the Random Encounter battlefield though, I'd like to take out the water and glyphs, and maybe make it a bit smaller. The only battles going on there will be literally 1 hero vs. 1 hero, so we don't need glyphs, and I'd like the heroes to start close enough that most heroes can engage on the first turn. Also, I just don't feel like there'd be water inside the gladiator arena, you know? If you fix that up, I think it will be perfect.
Again, thanks! I have you down for the Swamp battlefield, too! Again, it should be nice and small, so that figures can engage probably on the first OM - a very quick skirmish.
Gotcha. Redo coming soon. I tried to make a good swamp encounter but it wasn't great in the playtesting. I'm sorry, but I'm going to have to drop that.
EDIT- done! (bad pics again, though. Castles=sucky pics.)
http://i787.photobucket.com/albums/yy152/rjrjrj88/colliseum20.jpg
starting zones are lv 1, rock is lv 2, and sand is lv 3. Castles are scattered on levels 2, 3, and 4.
Here (http://www.megaupload.com/?d=GGHZPCX6) are the instructions- you can't really see it's details unless you build it.
I like it! I'll link it to the front page.
XDVincent
January 23rd, 2011, 04:55 PM
Hey, so I just wanted to let you guys know that Utgars Fortress WILL take a while, and I just wanted to show that I have made some progress...
http://i964.photobucket.com/albums/ae124/yuurgh/UtgarsFortress-1.jpg
So this is the first room, and where your party will embark onto thier adventure.
flameslayer93
February 9th, 2011, 08:57 PM
I like getting the rock outcrops to transform into Earth Elementals when a player steps near them. If you have ever played Resident Evil 4 and remember those suits of armor just attacking you out of nowhere, you have got the general idea.
Name? Umm...Surprise Stones:mrgreen:
NilfheimPwns
August 19th, 2011, 09:21 PM
I will not be able to do this, but I'd still like to help. What's a secret lair? I'll still do it though. Forget i said that. None of my computers will download any of the map software, and I don't have a camera.
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