Fedex worker
January 13th, 2010, 03:39 PM
Well, I decided to go ahead and try making a Herosape campaign. So far, I think its going pretty good!
The story is this
-Four Heroes go on an epic journey through the mysterious planet of Pandora. They have heard great stories of a hidden treasure on this plant, Pandora's Box, and have come looking for it. The planet is said to inhabit the largest variety of creature, and a horrible guardian of Pandora's Box.
You start picking four single spaced heroes (not Utgar) for 450 points. You do not heal wounds inbetween areas, but there are certain points in the campaign where you will. Treasure glyphs do not have traps unless it says.
The downloads will be avaliable when the entire campaign is finished
First map- Welcoming Party
Your group encounters some thugs trying to pick a fight when you arrive at the docking station.
Every figure has one life, but they don't die just continue that campaign fully healedhttp://i806.photobucket.com/albums/yy341/Fedex_worker/Pandorawelcomingparty.jpg?t=1263413770
Enemies- Alastair Macdirk, 1x Macdirk Warriors
Possible gains-
Amulet of Luck (+2 D20 for any time intiative or a special power when needed)
1x Macdirk Warriors
Next Map- Door in the Wall
Your group sees a big cliff along the road ahead. When you get closer, you see a door leading through the cliff guarded by a hideous ogre.
http://i806.photobucket.com/albums/yy341/Fedex_worker/Pandora-DoorintheWall.jpg?t=1263414019
Enemies- Krug (and the door:shock:)
Guardians
You go through the cliff and come to a big open field with a road further on. On the road there are weird looking monster guarding the way ahead. On the left, there are statues, hopefully they don't come to life.
http://i806.photobucket.com/albums/yy341/Fedex_worker/Pandora-Guardians.jpg?t=1263414187
Enemies- 2x Dumetef Guard, possibly 2x Granite Guards
When the treasure glyph on the left is taken, the Granite Guards come into play. There is also a treasure glyph behing a rock structure. To remove it, you need two figures adajacent to it.
After this battle your figures make camp (with the chance of being attacked by wolves), and become fully healed.
Next- The Chasm of Death
Your party come across what Alistair called the Chasm of Death.
It didn't look that bad...
Untill you looked down.
http://i806.photobucket.com/albums/yy341/Fedex_worker/Pandora-ChasmofDeath.jpg?t=1263414548
This map can be skipped if both players come to and agreement. The rules are this: when your figures are crossing the bridge that spans the chasm, roll the twenty sided die for each space. On a roll of a 1 or 2, your figure falls. Roll the die again. On a roll of a 16-20, your figure grabs the side of the bridge and is pulled back up. There are no enemies on this map.
Into the Jungle!
After barely making it over the chasm, your group comes to a big river. When you get to the river, huge snakes start swimming towards you. On the other side, there is the snake leader calling the snakes to attack you.
http://i806.photobucket.com/albums/yy341/Fedex_worker/Pandora-IntotheJungle.jpg?t=1263414946
Enemies- Venoc Warlord, Elite Onyx Vipers, Infinite Venoc vipers.
The Venoc Vipers stop coming when you kill the Warlord.
Possible gains-
Snake Pipe, to uses. When used, a sqaud of Venoc Vipers come to the battle adajacent to the figure with the pipe.
Next- The Mighty Jungle
In the jungle, the Mighty Jungle the Marro Hive sleeps tonight.
Your group goes deeper into the jungle and finds another path. On the road, a hideous swamp creature rests in the swamp. It seems to be sleeping. Hopefully you can just sneak by it.
http://i806.photobucket.com/albums/yy341/Fedex_worker/Pandora-TheMightyJungle.jpg?t=1264027247
Any time one of your figures moves on a space adjacent to the Marro Hiv, roll the D20. If you roll a 1-10, nothing happens. If you roll an 11-20 the Marro Hive comes in play a calls a sqaud of Drudge to the green starting spaces. Also, the hive's attacks are unblockable and it does not get height advantages. The treasure glyphs trap causes another Squad of Drudge to the green spaces. Fylorag spiders start on the red spaces.
The treasure glyph grants-
Mysterious Fog- Two uses. After revealing an order marker on the hero carrying the Mysterious Fog, all figures withing 3 spaces of that hero (including the hero itslef) are granted Thorian Speed.
After this battle your party come to a fork in the path. If you go right, you will have the optinial scenario of Storming Castle Esenwein. If you go left, you continue the campaign. Either way before continuing all wounds are healed on you party.
Optional- The Storming of Castle Esewein.
Deciding to go right, you party reaches an unexpected thing- a castle!
There are zombies running around the walls of the castle, and knights trying to break in. A Knight Captain, Sir Denrick, runs up to you and explains whats happenig. The Knights are laying siege on Castle Esewein, home of Cyprein Esewein, the vampire lord. He asks for your help, so you accept.
http://i806.photobucket.com/albums/yy341/Fedex_worker/Pandora-StormingofCastleEsenwein.jpg?t=1264027880
Infinite squads of the zombies of Morindan spawn at the red spaces, Iskra Esenwein spawns on the yellow spaces, Cyprien spawns on the cyan space in the castle, and Sonya spawns on the violet space. Sir Denrick spawns on the orange, two squads of the Knights of Weston spawn on purple, and The Templar Cavalry Spawn on the cyan.
To win you must kill Cyprien and Sonya.
The Treasure Glyph grants the user Chilling Touch.
If you win this battle you continue on to the next battle of the campaign, and Sir Denrick joins your army with however many wounds are on him after the seige.
So thats all for now! Comment and critique please!
More to come soon...
The story is this
-Four Heroes go on an epic journey through the mysterious planet of Pandora. They have heard great stories of a hidden treasure on this plant, Pandora's Box, and have come looking for it. The planet is said to inhabit the largest variety of creature, and a horrible guardian of Pandora's Box.
You start picking four single spaced heroes (not Utgar) for 450 points. You do not heal wounds inbetween areas, but there are certain points in the campaign where you will. Treasure glyphs do not have traps unless it says.
The downloads will be avaliable when the entire campaign is finished
First map- Welcoming Party
Your group encounters some thugs trying to pick a fight when you arrive at the docking station.
Every figure has one life, but they don't die just continue that campaign fully healedhttp://i806.photobucket.com/albums/yy341/Fedex_worker/Pandorawelcomingparty.jpg?t=1263413770
Enemies- Alastair Macdirk, 1x Macdirk Warriors
Possible gains-
Amulet of Luck (+2 D20 for any time intiative or a special power when needed)
1x Macdirk Warriors
Next Map- Door in the Wall
Your group sees a big cliff along the road ahead. When you get closer, you see a door leading through the cliff guarded by a hideous ogre.
http://i806.photobucket.com/albums/yy341/Fedex_worker/Pandora-DoorintheWall.jpg?t=1263414019
Enemies- Krug (and the door:shock:)
Guardians
You go through the cliff and come to a big open field with a road further on. On the road there are weird looking monster guarding the way ahead. On the left, there are statues, hopefully they don't come to life.
http://i806.photobucket.com/albums/yy341/Fedex_worker/Pandora-Guardians.jpg?t=1263414187
Enemies- 2x Dumetef Guard, possibly 2x Granite Guards
When the treasure glyph on the left is taken, the Granite Guards come into play. There is also a treasure glyph behing a rock structure. To remove it, you need two figures adajacent to it.
After this battle your figures make camp (with the chance of being attacked by wolves), and become fully healed.
Next- The Chasm of Death
Your party come across what Alistair called the Chasm of Death.
It didn't look that bad...
Untill you looked down.
http://i806.photobucket.com/albums/yy341/Fedex_worker/Pandora-ChasmofDeath.jpg?t=1263414548
This map can be skipped if both players come to and agreement. The rules are this: when your figures are crossing the bridge that spans the chasm, roll the twenty sided die for each space. On a roll of a 1 or 2, your figure falls. Roll the die again. On a roll of a 16-20, your figure grabs the side of the bridge and is pulled back up. There are no enemies on this map.
Into the Jungle!
After barely making it over the chasm, your group comes to a big river. When you get to the river, huge snakes start swimming towards you. On the other side, there is the snake leader calling the snakes to attack you.
http://i806.photobucket.com/albums/yy341/Fedex_worker/Pandora-IntotheJungle.jpg?t=1263414946
Enemies- Venoc Warlord, Elite Onyx Vipers, Infinite Venoc vipers.
The Venoc Vipers stop coming when you kill the Warlord.
Possible gains-
Snake Pipe, to uses. When used, a sqaud of Venoc Vipers come to the battle adajacent to the figure with the pipe.
Next- The Mighty Jungle
In the jungle, the Mighty Jungle the Marro Hive sleeps tonight.
Your group goes deeper into the jungle and finds another path. On the road, a hideous swamp creature rests in the swamp. It seems to be sleeping. Hopefully you can just sneak by it.
http://i806.photobucket.com/albums/yy341/Fedex_worker/Pandora-TheMightyJungle.jpg?t=1264027247
Any time one of your figures moves on a space adjacent to the Marro Hiv, roll the D20. If you roll a 1-10, nothing happens. If you roll an 11-20 the Marro Hive comes in play a calls a sqaud of Drudge to the green starting spaces. Also, the hive's attacks are unblockable and it does not get height advantages. The treasure glyphs trap causes another Squad of Drudge to the green spaces. Fylorag spiders start on the red spaces.
The treasure glyph grants-
Mysterious Fog- Two uses. After revealing an order marker on the hero carrying the Mysterious Fog, all figures withing 3 spaces of that hero (including the hero itslef) are granted Thorian Speed.
After this battle your party come to a fork in the path. If you go right, you will have the optinial scenario of Storming Castle Esenwein. If you go left, you continue the campaign. Either way before continuing all wounds are healed on you party.
Optional- The Storming of Castle Esewein.
Deciding to go right, you party reaches an unexpected thing- a castle!
There are zombies running around the walls of the castle, and knights trying to break in. A Knight Captain, Sir Denrick, runs up to you and explains whats happenig. The Knights are laying siege on Castle Esewein, home of Cyprein Esewein, the vampire lord. He asks for your help, so you accept.
http://i806.photobucket.com/albums/yy341/Fedex_worker/Pandora-StormingofCastleEsenwein.jpg?t=1264027880
Infinite squads of the zombies of Morindan spawn at the red spaces, Iskra Esenwein spawns on the yellow spaces, Cyprien spawns on the cyan space in the castle, and Sonya spawns on the violet space. Sir Denrick spawns on the orange, two squads of the Knights of Weston spawn on purple, and The Templar Cavalry Spawn on the cyan.
To win you must kill Cyprien and Sonya.
The Treasure Glyph grants the user Chilling Touch.
If you win this battle you continue on to the next battle of the campaign, and Sir Denrick joins your army with however many wounds are on him after the seige.
So thats all for now! Comment and critique please!
More to come soon...