White Noise
January 27th, 2010, 07:56 PM
Well, here's the inevitable D&D counterpart to my map thread. Hopefully I'll be able to add to it a bit more frequently...
Anyway, since I don't really have the time or patience to sit down and make a proper dungeon crawl in one go, I'll be focusing more on making individual rooms. Eventually I might string a few similar ones together into a unified dungeon, but in the mean time feel free to use these rooms in your dungeon crawls (if you put them up here, though, give proper credit, of course).
Rooms
Shifting Sands
1 RotV, 2 D&D
http://www.heroscapers.com/community/downloads.php?do=file&id=2032
http://www.heroscapers.com/community/gallery/files/7/2/5/2/100_1330.jpg
http://www.heroscapers.com/community/gallery/files/7/2/5/2/100_1329.jpg
This is kind of a little experiment into dynamic map design (i.e. maps that move). It's a large, flat room with piles of sand that are "blown around" in all different directions by dice rolls.
This map is designed to work both as a dungeon room and a traditional draft/pre built army map. I tested it with the following dungeon crawl armies:
Heroes:
Sonlen
Raelin (RotV)
Kaemon Awa
(And later Sonlen, X17, and Ana - the game seen above)
Enemies:
Anubian Wolves x2
Dund
It was a fairly interesting, and, due to the scenario rules, constantly changing game. Strangely enough Dund isn't half bad as a dungeon crawl foe (who knew?).
Bottom of the Hour
1 D&D, 1 RotV (+ some extra sand pieces from booster packs)
1 extra master set (optional, but recommended so you can build all of the layers at once)
http://www.heroscapers.com/community/downloads.php?do=file&id=2077
This idea came to me while looking at an hourglass. Essentially it's a map with sand that slowly builds up in the center (like at the bottom of an hourglass), and drops two treasure glyphs at the end. Unlike Shifting Sands, there are no die rolls involved - you just simply replace layers of terrain at the end of the round (which, with a few extra 7 hexers, you can have completely pre-built). Like the last map, this one can work as a dungeon room by removing a few pieces on the ends, thus leaving you with a nice 7-hex rock piece to connect to.
Custom Treasure
Poison Frog Idol
If the figure holding this treasure inflicts a wound with a normal attack, roll the twenty sided die. On a roll of 13 or higher, the targeted figure receives one additional wound.
Blood Gem
If the figure holding this treasure destroys an enemy figure, you may remove one wound marker from its army card.
Brine Armor
If the figure holding this treasure successfully defends against an attack by a wounded Hero, that Hero automatically receives one additional wound.
Quake Hammer
The figure holding this treasure gains the following special attack:
EARTHQUAKE SPECIAL ATTACK
ATTACK 3 RANGE SPECIAL
This attack affects all figures within 3 spaces. No clear sight is needed. Figures on sand or liquid spaces, or those with the Flying or Stealth Flying ability, are not affected by Earthquake Special Attack. Roll attack dice once for all affected figures. Each defending figure rolls defense dice separately. Defending figures do not receive any additional defense dice from height advantage.
Escape Dust (Temporary)
You may use Escape Dust when you reveal an order marker on the figure holding this treasure. For the rest of the turn, that figure receives no leaving engagement attacks.
Betrayer's Knife
The figure holding this treasure rolls 2 extra attack dice against adjacent figures that follow the same general as the figure.
Anyway, since I don't really have the time or patience to sit down and make a proper dungeon crawl in one go, I'll be focusing more on making individual rooms. Eventually I might string a few similar ones together into a unified dungeon, but in the mean time feel free to use these rooms in your dungeon crawls (if you put them up here, though, give proper credit, of course).
Rooms
Shifting Sands
1 RotV, 2 D&D
http://www.heroscapers.com/community/downloads.php?do=file&id=2032
http://www.heroscapers.com/community/gallery/files/7/2/5/2/100_1330.jpg
http://www.heroscapers.com/community/gallery/files/7/2/5/2/100_1329.jpg
This is kind of a little experiment into dynamic map design (i.e. maps that move). It's a large, flat room with piles of sand that are "blown around" in all different directions by dice rolls.
This map is designed to work both as a dungeon room and a traditional draft/pre built army map. I tested it with the following dungeon crawl armies:
Heroes:
Sonlen
Raelin (RotV)
Kaemon Awa
(And later Sonlen, X17, and Ana - the game seen above)
Enemies:
Anubian Wolves x2
Dund
It was a fairly interesting, and, due to the scenario rules, constantly changing game. Strangely enough Dund isn't half bad as a dungeon crawl foe (who knew?).
Bottom of the Hour
1 D&D, 1 RotV (+ some extra sand pieces from booster packs)
1 extra master set (optional, but recommended so you can build all of the layers at once)
http://www.heroscapers.com/community/downloads.php?do=file&id=2077
This idea came to me while looking at an hourglass. Essentially it's a map with sand that slowly builds up in the center (like at the bottom of an hourglass), and drops two treasure glyphs at the end. Unlike Shifting Sands, there are no die rolls involved - you just simply replace layers of terrain at the end of the round (which, with a few extra 7 hexers, you can have completely pre-built). Like the last map, this one can work as a dungeon room by removing a few pieces on the ends, thus leaving you with a nice 7-hex rock piece to connect to.
Custom Treasure
Poison Frog Idol
If the figure holding this treasure inflicts a wound with a normal attack, roll the twenty sided die. On a roll of 13 or higher, the targeted figure receives one additional wound.
Blood Gem
If the figure holding this treasure destroys an enemy figure, you may remove one wound marker from its army card.
Brine Armor
If the figure holding this treasure successfully defends against an attack by a wounded Hero, that Hero automatically receives one additional wound.
Quake Hammer
The figure holding this treasure gains the following special attack:
EARTHQUAKE SPECIAL ATTACK
ATTACK 3 RANGE SPECIAL
This attack affects all figures within 3 spaces. No clear sight is needed. Figures on sand or liquid spaces, or those with the Flying or Stealth Flying ability, are not affected by Earthquake Special Attack. Roll attack dice once for all affected figures. Each defending figure rolls defense dice separately. Defending figures do not receive any additional defense dice from height advantage.
Escape Dust (Temporary)
You may use Escape Dust when you reveal an order marker on the figure holding this treasure. For the rest of the turn, that figure receives no leaving engagement attacks.
Betrayer's Knife
The figure holding this treasure rolls 2 extra attack dice against adjacent figures that follow the same general as the figure.