View Full Version : Utgar's Quest: A new type of D&D scenario
TheAverageFan
April 29th, 2010, 07:25 PM
This still will take some work, so I'll start with the story intro. Tell me what you think...
The war on Valhalla has waged many years, and the fortunes are turning in Jandar's favor. Many are celebrating the end of Utgar's "evil" grasp. But looks can be decieving. For in truth, Jandar's will is really that of evil and darkness. Knowing that the good guys always win, Jandar summoned the good forces of the world and lied to them in order to gain their trust. After Utgar had been destroyed, it would then only be too easy for Jandar to dispose of the other generals and rule Valhalla with an iron fist. Utgar, framed and insulted, wished to fight Jandar's creulty by also summoning heroes of light to fight for him, but there were none left, so he was forced to summon evil warriors and try to convert them to goodness after he was victorious. However, victory seems far as Jandar sweeps away the few armies Utgar has left. Despite Utgar's quite valliant effort to establish justice, it seems Valhalla may be lost forever.
However, there is still one chance left for goodness to throw Jandar off of his throne of lies. There is a secret cave (conviently next to Jandar's impenetrable fortress) that supposedly contains a treasure of unequaled power. Utgar decides to send in his best heroes to find this treasure. In the meantime, his armies will try to hold off Jandar's mighty force to buy time, but, without reinforcements, they will not make it. Utgar plans to move in, swipe the treasure, and move back to lend support to his exasperated armies. However, word has it that unheard of horrors exist within the cave. Caution must be exercised...
Good luck on your quest, Utgar! Carry out the truth to the world for the sake of goodness and justice!
TheAverageFan
April 29th, 2010, 07:42 PM
Please reply with any good ideas for scenarios, heroes, enemies, etc! Here's some ideas aleady for Utgar's army:
Ne-Gok-Sa: A sturdy and inexpensive defensive hero who can turn your enemies into allies.
Krug: An obvious choice who can hold his own and, at the same time, make sure your enemies don't.
Orthinuk the Black Dragon: A stealthy dragon who can pick of your foes without a long fight.
Sir Hawthone: A dark knight who must be used carefully (much better if you have aquired the Glyph of Lodin).
Tornak: A fast orc who always makes his getaway.
Torin: A powerful ally who specilizes in both attack and defense.
Mimring: A dragon who can wipe out as many as eight foes in a single blast.
Any more ideas will be considered carefully. I have decided to add Torin and Mimring to help make up for the lack of heroes in this scenario.
TheAverageFan
April 29th, 2010, 07:55 PM
One last idea:
Utgar's heroes are strong, but they can always learn more. Whenever a hero successfully destroys all or a majority of the enemies of an army card, add the army card's point value to the hero's "experience points". After a certain amount of points have been added, that hero learns a new power or something. Here's what the powers are:
100 = Concentrated will: useful for if only one hero is left.
200 = +3 to that hero's carrying space (they origionally can only carry 3 items)
300 = Add 1 to that hero's life, attack or defense, or 2 to their move value permenantly.
400 = Tactical Disengagement 7: or Ghost walk for Tornak.
500 = Add 1 to that hero's life, attack, or defense, or 2 to their move value permenatly.
600 = Combat Challenge: a useful power for your defensive figures.
800 = Master ability: A new power that varies from character to character.
This will make your heroes even more awesome with new abilities ;).
jwindjackal
April 29th, 2010, 08:53 PM
Quite an intersting thought, I love the theme behind this, though I can't say I'm in love with your "learning more" idea. I say it adds to much complication, but all in all, intersting idea!
TheAverageFan
April 30th, 2010, 01:03 PM
The main reason I chose to have the experience idea is that it seemed to spice up gameplay and make the characters more unique and that I've already tried it a few games (works great!). However, I defenately recommend keeping the points recorded on an index card or a piece of paper or something. You don't have to use this system, but you may want to reduce the number of enemies to account for it.
TheAverageFan
April 30th, 2010, 01:54 PM
800 = Master ability: A new power that varies from character to character.
Here's the different master abilites so far. They differ with each figure, so I have to make up new ones for each characters. If any of you dislike any of these, you can change them to whatever you like, as this is (so far) an untested scenario, but I will fill you in on how my scenario goes.
Ne-gok-sa: Gives him counterstrike ability (charos version).
Orthinuk: Gives his Acid breath Sp. attack the ability to hit up to 4 adjacent figures instead of 2.
Krug: Gives him Cleave ability.
Tornak: Gives him Engagement strike 13 ability.
Sir Hawthorne: Allows him to attack twice in one turn (either sp attack or regular or one of each).
Mimring: Gives him Searing intensity ability.
Torin: Gives him Paralyzing Gaze ability.
As the DM and designer of my scenarios, I never tell the other players what their figure's master abilities are to avoid them powering up the figure with the best master ability... (as there isn't enough points of figures to give every figure their master ability).
TheAverageFan
April 30th, 2010, 04:26 PM
Um... Before I continue, may I ask how to post my Virtualscape maps to show users the rooms of this scenario? I can't seem to find anything...:confused:
TheAverageFan
April 30th, 2010, 07:03 PM
Ah, well... I might as well start.
Room 1: The Cave Enterance.
As Utgar's Valiant party of heroes departs from the main force, they notice a small band of enemies guarding the cave enterance. Their insectiod look and their new feel gives away the fact that these are Aquilla's minions. Nonetheless, they must be picked off quickly, for time is short.
http://i786.photobucket.com/albums/yy146/TheAverageFan1/UtgarsQ1.jpg
The red dots are your starting zones. The oarnge dots are where you need to go to continue into the next room, by completeing the objective.
This room's objective: Destroy all Aquilla figures. The Cyan dots are a warp to a treasure room, which is optional. I'd use a marker of some sort to determine these.
Blue dots are Fylorag spiders. Yellow dots are Sujoah. Purpule dots are an Greater Ice Elemental. Green dots are water elementals.
The glyph of top is an elixir of speed. The treasure room glyph is a ring of protection. The glyph between the ruins is a Glyph of Astrid (+1 attack for 3 uses). Treasure glyph trap is: Shuriken trap. Roll 2 dice. each skull is an unblockable hit.
In addition, only one figure may enter the treasure room to challenge the Greater Ice Elemental (a one on one battle starting with an initiative roll) at a time.
DM strategy advice: This is the first room Utgar's party is going to go through and defineatly not the last, so injuring enemy party members is your top priority, not destroying them. For more interesting gameplay, try not to tear them apart yet, so much as to toy with them a little (my mentality as the DM isn't to win or lose, but to make it close, either way. Unfortuneately, the dice have other ideas).
Building advice; Note that the entryway is a little unstable, so either use castle walls, or maybe ladder peices to help it. It is 16 spaces up.
Your heroes will heal upon entering the next room.
TheAverageFan
April 30th, 2010, 07:26 PM
Room 2: The Bridge.
An eeire glow meets Utgar's party of heroes' eyes as they enter the cave. Already, a glowing red hot river of lava (conviently 3 volcarrean wasteland sets' worth) blocks the way forward. What's worse, however, is the small army of Jandar's "valiant" knights blocking the only path across; an old unstable stone bridge winding across the deathly gorge. This is not going to be easy.
http://i786.photobucket.com/albums/yy146/TheAverageFan1/UtgarsQ2.jpg
Again, the red dots are your starting point, and the orange dots are where you need to get to. Objective to proceed: Defeat Sir Denrick and Sir Gilbert. Cyan dots are warp spaces, but which takes you where remains a mystery. The lava tiles do not cause damage like they normally do, but the molten lava still has its deadly effect (95% chance of death.).
Blue dots are knights of weston. Yellow dot is Sir Gilbert. Purple is Sir Denrick. Green is Thorgrim and Pink is Finn. Sir Gilbert must be challenged for a 2-on-2 army card challenge with initiative, so choose your figures wisely.
Falling off the bridge: Whenever a small or medium figure on the bridge takes 1 or more wounds from a normal adjacent attack from an enemy hero, roll to see if they fall off the bridge. Roll the 20d. If a 1 or 2 is rolled, that figure falls off into the lava and is destroyed. Remove one of the battlements next to where that figure was.
The Glyph on the lava tile treasure room is an automatic trap that inflicts 2 fatal wounds (which cannot be healed normally). And the Glyph in the rock tile treasure room is a potion of healing, which heals three wounds to the user or, if desired, a figure next to the user. Treasure glyph traps are: Alarm: Summons an additional squad in the next room (not the hallway). The cyan teleporter nearest the lava treasure room warps to the rock treasure room and the warp nearest the rock treasure room warps to the lava one.
DM strategy advice: In my D&D experience, the 2nd room is always the worst for the adventurers, and this room should be no different. Don't be afraid to go on the attack with your 8 knights. For epicness, it is advised that Sir Denrick and company remain in the middle of the bridge. Finn and Thorgrim's spirits should go to Sir Gilbert.
TheAverageFan
April 30th, 2010, 07:47 PM
Hallway 1:
Tired but not yet defeated, our brave but a little icky heroes travel on into the next room. There is a hallway, with few enemies. Upon travelling further, they discover a ladder descending into the deep. With a sinking feeling, Utgar's brave soldiers realize that their journey has only just begun. . . . . :shock:
http://i786.photobucket.com/albums/yy146/TheAverageFan1/UtgarsQH1.jpg
As always, start in the red zone. There are no requirements to proceed and you have almost complete control of the room, so move your figures freely after defeating the earth elementals (yellow dots). The pink spot is a rest spot. Should you step on it, all of your figures heal a fatal wound; but only once. The Zettian guard is a traveling merchant (yeah, and there are gorillas with handguns on a distant planet, too) who will trade glyphs to you. When you are ready, you can proceed into the next room.
The zettian guard's wares are: Glyph of Sturla for a Chest of Brandar (Glyph of Sturla revives one of your dead figs, so it is a must-have), Glyph of Jalguard (3-time use) for a glyph of Astrid (3-time use), and a Heroic Rune for a Talisman of defense. You probably don't have many of these, but remember you can always return to this room (only if you have control of a room can you return to the other rooms before you proceed to the next one).
DM strategy advice: You practically can't do anything in this room, as you have next to no figures in this room. Sucks to be you. ;)
Pickledpie
April 30th, 2010, 07:55 PM
To post a Virtualscape map image you have to export somehow. Off the top of my head, you do something in the top right corner (as if that will help).
Another way is you could do a print screen of everything and paste it into a post.
Scapemaster
April 30th, 2010, 08:31 PM
So as not to clutter this interesting thread: To take a virtualscape image, you will need to
Open Virtualscape and the file.
Open the 3D model and get the view you want.
Go to Tools>Take Picture.
Save the file in a location wherever you want it.
Go to a photo hosting site, like PhotoBucket.com or Flickr.com
If you don't already one, create an account.
Upload your image file.
Copy the image location (generally via right-click menu)
Create or edit the post you want to post the image in.
Select the image (http://www.heroscapers.com/community/images/editor/insertimage.gif) button, or type .
Paste your copied URL.
Move the image to where you want it.
POST
TheAverageFan
May 1st, 2010, 03:00 PM
Nothing's working... Hmm... I'll be back. . . . . :evil:
TheAverageFan
May 1st, 2010, 03:15 PM
... yeah, this isn't letting me post anything. I'll try something else, but it may take a few days before I can try. In the meantime, for all of you who are still interested in the scenario, I will continue to post gameplay until I am able to post pics. Anyone really interested in the scenario should tell me how to post those "spoilers" thingies.
TheAverageFan
May 1st, 2010, 05:32 PM
Anyways.
Room 3: The depths.
Proceeding down further into the cave, Utgar's champions are dismayed to find more tunnels winding further. There is good news, however, as the darkness may give them excellent cover against the enemy patrols. Travelling stealthly forward, the band of adventurers find that, somehow, there is snow ahead. Is there light above, or is it some dark curse Jandar has cast to slow them down? Either way, time is shortening. . . . .
http://i786.photobucket.com/albums/yy146/TheAverageFan1/UtgarsQ3pic.jpg
Red dots are the starting spots, as always. And the orange dots are the exit. Yellow is SotM Sgt. Drake Alexander, blue is the 4th massachusets line, and green is an additional squad of knights of weston.
Special rules are: The second squad of minutemen have an alarm they can raise upon attacking you. This calls in a squad of Dzu-teh to also attack. They can only do it once. Remember, monkeys are untrained and are worth no experience points. The minutemen are on patrol and cannot attack enemy figures on shadow spaces unless they are attacked by a figure on a shadow space. Being filthy Jandar figures and natural "campers" they are also too wimpy to move onto shadow spaces. Sgt Drake must be challenged to a 1-on-1 initiative battle. Snow and ice are normal.
The face down behind the laddered rock tiles is a glyph of Lodin. The glyph of brandar is basically a chest of Brandar. The face down glyph in the snowy treasure room is an auto trap that drops the figure who steps on it into the next room, where they are stuck until liberated (not the hallway). To proceed, one of your figures must fly over the ruin wall, which lowers it automatically. If all your flying figs are dead, fight Sgt drake, take the chest, and trade it to the zettian guard for a revive glyph and revide the dead fig. If you already used the glyph on someone else, then the wall can be lowered by examining the single rock in the snow treasure room (a secret switch).
The cyan warp on the 24-hex dungeon tile leads to the other one, and the one on the snow leads to the other one on the snow. Simple enough, right?
DM strategy advice: Unforuneatly for you, this room's purpose is mostly to show how awesome stealth missions can be. But you still have some knights and, if one of your two two-man squads of 4th line survive an attack, you can call in some monkeys to smash. Go for their weakest or most injured figures.
Scapemaster
May 1st, 2010, 07:14 PM
Spoilers are done with the following code:
(Whatever you want here)
I am really interested with this, but pictures would be a nice help!
TheAverageFan
May 2nd, 2010, 01:46 PM
Sadly, I can't post pictures right now. But I will be able to soon. Thanks for the help.
Until then, I will continue to create the maps on virtualscape and update the scenarios.
TheAverageFan
May 2nd, 2010, 02:13 PM
Utgar's Quest contunes! Now things get serious!!
Hallway 2
After another room comes yet another hallway, this one empty and creepy. Even Ne-gok-sa (provided he's still alive) has the heeby-jeebies. However, the room seems to be void of enemies, but does that guarantee passage without trouble?
http://i786.photobucket.com/albums/yy146/TheAverageFan1/UtagrsQH2.jpg
Reds dots are your starting points, Orange is where you need to get to (objective: step on the orange spaces).
Purpule dots activate an ambush upon being stepped on. This causes the hero passing over them to be forced back. These dots then cannot be crossed until the new objective has been completed. New objective: destroy all venoc vipers. Place up to 9 venoc vipers on the green starting points, armoc vipers on blue dots, and the venoc warlord on the yellow space. The venocs get the first assault. After they have been defeated, the purple dots go away and the warlord may attack with his armocs too. After being defeated, he drops a glyph of sturla (which can revive any dead ally. The two glyphs to the side are a talisman of defense and a whetstone of venom (randomly placed) The treasure trap summons up to 2 previously destroyed venoc vipers to reinforce the enemy team (but they still don't give experience points)
After they have all been destroyed the PoA (party of Adventurers) has control of the room and can continue or go back to previous rooms.
DM strategy advice: You finally get the jump on them, but they will get a revive glyph for winning here. Thus, go crazy and leave their dead in piles (or maybe just pile, there's only five of them :)).
TheAverageFan
May 2nd, 2010, 03:50 PM
Thanks for the help, everyone! (I feel so professional with those little spoilers thingies :D).
in the meantime, how about some Frequently Asked Questions about this scenario:
1: 1-on-1 initiative battles? I don't get it. These are instances where all other normal gameplay stops for this particular battle. You may not use warp spaces while in these battles, but you can still use glyphs. These are where you send a number of heroes to fight an enemy force. Stop a few spaces away from them. Then a 20d is rolled for initiative. Whoever wins the roll goes first. Do not use order markers for these fights. instead, you will go with the number listed on the battle info (so for a 2-on-2 initiative fight, you'd go with 2 of your guys in one turn, and vise-versa). When a player wins, gameplay then continues as normal. A majority of these will be "boss fights" at the end of a room or against foes guarding treasure. These may seem a little hecktic for players who are used to using order markers (trust me, most of my D&D crawls allow the PoA and enemy to go with up to 3 army cards in one turn. They're not all too bad.)
2: The experience system confuses/upsets me. This is an easy and fun add-on to D&D battles, believe me. All you need to do is have a scrap piece of paper or an index card to write on. Write the names of all your figures on the paper and put 7 check boxes next to each. Add enemy point values next to that figure's name every time they destroy an enemy army card. Every time that hero's points goes over an amount to gain them a new power, check off a box to remember easier. The hardest part is often remembering to write down the points on the paper, so I must ask that the DM is courteous enough to remind players. If this system upsets you, you can simply remove the idea from gameplay altogether. Just remember that it may put you at a slight disadvantage during gameplay.
3: Suppose one of my figures desroys 2 people out of a four man squad and my other figure destroys the other two. Do I split the experience?? No. Just roll a die to determine who gets the experience (a skull for one fig and a shield or blank for the other). Remember also, whoever destroys a majority of a squad gets the points. If three of your figs destroy one guy on a three man squad (or four on a 4-man squad), I roll one die for each of those figs. Whoever rolls a blank first gets it. Or you can roll a 20d; whatever floats your boat.
4: This scenario is worthless without pics. . . . . . . . . . . . . . . . . . . . . . . . . . . . Well, duh! We're working on that. In the meantime, use your imagination. This is heroscape, after all.
5: Have you even playtested this scenario? Sor. :D
TheAverageFan
May 2nd, 2010, 04:44 PM
Getting close to the end!!??
Room 4: The path.
Worn down by the ambush by Jandar's close ally, Ullar (don't tell me vipers don't look evil at first glance), Utgar's scattered party works its way further into the seemingly endless darkness. The path slopes upward, and the party finds the next room opening up to them. Splotches of light pour out of holes in the cieling, illuminating patches of grass and sand off to the sides. The weathered holes in the roof must be the result of Jandar's unspeakable evil. Speaking of which, who should be there to greet them, but a leigon of Jandar's finest troops, the sentinels and a squadron of air elementals to lend support. Just what you didn't need to see. Surely the end must be near!
http://i786.photobucket.com/albums/yy146/TheAverageFan1/UtgarsQ4.jpg
Reds dots are... no way! They're . . . your starting location??? You never would have guessed!! Yeah, and the orange dots are where your trying to get to also, I'll bet! Yes, it is! Cyan dots are also warps. (I'm not going to mention this anymore, so remember that that's what they are!). Blue dots are sentenials of Jandar, Green dots are Air elementals, and Pink dots is where the Wyverrn is. Yellow dots are where the DM places Concan, Kelda, and Realin the stereotyped warrior, the three of which must be challenged to a 3-on-3 initiative battle. You may not be able to see, but the glyphs face-up over there are a glyph of jalguard (3-time use) and a Potion of healing.
The face-down glyph nearest the starting point is a Special glyph that does this: Effect: gives user invisibility until end of room, which means that enemy figures cannot attack this figure until he attacks that figure. The face-down glyph guarded by the Wyverrn is a special 3-time use glyph that gives the following effect: Use before rolling attack or defense dice, when you use this you may reroll (once) all dice that weren't skulls (for attacking) or shields (for defending). the face down on the sand tile is a summoning glyph that summons a friendly squad of minions of Utgar who will help you (they move and attack as an extra turn) until the end of the room. And the face-down that is on the grass tile is a trap that activates a "Stare of Stone" attack on that figure. Treasure trap causes a flash that affects all your figures within three spaces of the glyph. Affected figures are stunned for a turn and get -2 defense until they move or attack again.
DM advice: No more messing around. A good strategy is to pull your figures back so you can take casulties without having to risk not being able to attack back. As far as concan and friends, use Kelda to heal Concan and Raelin and use Concan to protect the other two. Don't go down without a looonnnng fight.
TheAverageFan
May 2nd, 2010, 05:25 PM
Utgar's Quest: The second to last dungeon room!!
Room 5: The Guard Room.
Defeating Jandar's right-hand men and proceeding forward, Utgar's worn-out band of brave heroes ventures into the next room. Light from holes in the ceiling shine upon icy glaciers, illuminating the room with an icy glow. The end of the hall is further up ahead, but it seems that they are still not alone. Jandar's icy minions guard the entryway to the treasure room. Could Jandar already have possesion of the treasure!? Only one way to find out.
http://i786.photobucket.com/albums/yy146/TheAverageFan1/UtgarsQGR.jpg
Objective to continue: Defeat the Greater Ice Elementals. GIEs are pink dots. Purple dots are the point you can go to before having to fight them (no, you can't shoot at them yet). Snow is normal but the ice is slippery.
The glyph nearest the triple glacier is a whetstone of venom. The other is an automatic trap turning the snow into heavy snow tiles. Upon stopping on the purple tiles, the GIEs activate and the players roll to see who goes first. Treasure trap is a fatal wound trap, inflicting 2 fatal wounds to the one who steps on it (fatal wounds cannot be healed)
After defeating the GIEs, you have control of the room and can proceed into the next room whenever you like.
DM Strategy Advice: The last room is coming up, so this isn't too important of a fight, so just try to inflict a few wounds if you can.
TheAverageFan
May 2nd, 2010, 06:16 PM
Utgar's Quest: The Final Room (or is it?)!!
Room 6: The Treasure Room
Finally, after all this way, the treasure room. Bearing the brunt of an entire army of enemy figures (exactly 3000 points of figures, actually.), Utgar's brave champions finally enter the treasure room. Unfortuneatly, they find not the treasure, but lifelong enemy of all freedom-lovers and Utgarians: Nilfheim, and a squad of his personal guard. It's now or never! This battle will determine the fate of Valhalla, and possibly the entire universe! Don't lose now, bold champions!!!
http://i786.photobucket.com/albums/yy146/TheAverageFan1/UtgarsQLR.jpg
Yellow dots are Nilfheim, green dots are greenscale warriors. Objective, defeat Nilfheim and his cronies. Ice is slippery, but snow is normal.
Alert!! Nilheim is Jandar's finest warrior, and is very experienced as a fighter. Thus, he has special abilities of his own. He has Tactical Disengage 7, Concentrated Will, and +1 life and +2 move at all times. He also has a master ability, which gives him Jotun's Throw 14 ability.
The glyph at the far right is a Holy Symbol of Velor (+2 Attack on Valiant Figs). Treasure trap is another Flash trap (see room 4)
After defeating Nilfheim and his lizardmen, Nilfheim drops the treasure (Glyph of Brandar). This fully heals all wounds (even fatal) and revives all your destroyed figures when you pick it up. It has the following effects: Thorian Speed; Get to go with all of your figures in one turn instead of using order markers, +2 to all stats (except range for non ranged figures), and Counterstrike. Proceed into the Very Last room when you're ready.
DM strategy advice: There's one room left after this, but this is basically the last room for you. Fight to the Death!! Show no mercy.
TheAverageFan
May 3rd, 2010, 05:19 PM
Utgar's Quest: The Final Battle
Outside Jandar's Castle:
Having obtained the treasure and now nearly invincible, Utgar's team hurrys out of the cave to reinforce Utgar's nearly destoryed army. They make their way out of the cave to find that their quest was not in vain: a portion of Utgar's army remains alive on the battlefield. Now all Utgar's champions have to do is mop up Jandar's defenses and save Valhalla from Jandar's evil forever.
http://i786.photobucket.com/albums/yy146/TheAverageFan1/UtgarsQFB.jpg
Red dots are your starting points. Yellow dots are Deathwalkers 8000 and 9000. Orange dots are Marro Drudge. Purple dots are Minions of Utgar. All other Utgar figures are allies and will go as a seperate turn. Blue dots are Knights of weston. Cyan dots are Dzu-teh. Pink dots are Massachusets line, and green dots are omicron snipers.
Since your treasure lets you go with all your figures, this shouldn't be too long of a battle. Just go nuts.
DM strategy advice: Your chances of winning pretty much died with Nilfheim, so unless you happen to get very lucky, just try to make it epic; this battle's point is mostly to wrap up the story, anyway...
Endings:
Utgar wins: With Jandar and his hordes of darkness overthrown, Utgar becomes the good king of the land, repairing all damaged structures and lowering taxes so that prosperity will grow again. Keeping justice on top with a police force of noble and powerful Shades and Marro, Peace returns to Valhalla. Jandar was right after all: the good guys do always win. . . . . (and all your heroes become wealthy captains, too.)
Jandar wins: Having defeated Utgar's final threat, Jandar becomes king of the land, which he rules with an iron fist. Using his paid puppet, Thormun, to write tales about heroic deeds he never did, Jandar convinces the people that he was good, after all. Any remanants of Utgar's armies flee into the mountains, maybe one day to return to fight for justice another day. . . . .
Have fun on this campaign and please tell me how yours turned out, so I may edit it to make it easier/harder! Pics will be up, soon! 8)
TheAverageFan
May 4th, 2010, 12:24 PM
I got a photobucket account and got pics up, but it's being stupid and not letting me back on. Argh!!!
TheAverageFan
May 4th, 2010, 02:26 PM
YESSS!!! YESSSSS!!!!! GOT PICS UP!!! ENJOY!!! ENJOY!!!
Credit goes to me for designing, and I would love to thank all fellow Heroscapers for helping me do this thread. Please enjoy this scenario and tell me how it went so I can make it better. :D:D:D:):D
TheAverageFan
May 4th, 2010, 02:49 PM
I'll try to get more veiws of these maps later, but right now photobucket won't let me log in, so I guess I'll check back later.
lefton4ya
May 5th, 2010, 12:34 PM
just a word of advice for the future: Instead of posting multiple times in a row, you should edit previous posts. Just click the edit button on the bottom right. Also, you could just continuously edit and update the first or second post of this or future threads with all your ideas in one place. You can use spoilers now that you know how to reduce the initial size of the first post, but this helps keep everything in one place so there is less scrolling. For instance, all the maps can be in one post, just edit old posts, copy, then edit 1st or 2nd post and paste. It is helpful to have multiple windows or tabs.
As for your ideas, I like the powering-up suggestions, but maybe this can be a campaign where after each game/battle/room you power up in the next one and not in the middle of the game. At the very least, power up only after each round - similar to most RPG video games I have played.
TheAverageFan
May 6th, 2010, 04:12 PM
As for your ideas, I like the powering-up suggestions, but maybe this can be a campaign where after each game/battle/room you power up in the next one and not in the middle of the game. At the very least, power up only after each round - similar to most RPG video games I have played.
Good idea. If you wanna play it that way,then that's absolutely fine. However, that may make it harder indeed for players to keep track of their scores (I imagine, at least), but if your willing to keep track, then that's all good. In the meantime, I must remind you players that there is excatly 3000 points of figures up until the last room (excatly enough for each of your figures to gain 600 experience each), so try to spread out the amount of experience between your figures to remain balanced.
All in all, that does make sense, so I'll maybe try it when I next do this scenario....
Kaiser Cat
May 6th, 2010, 05:38 PM
This looks so epic. What sets do you need for this?
By the way, what happens if Nilfheim is mindshackled?
gorthan313
May 6th, 2010, 10:32 PM
If you want, I can offer ideas on final abilities for the other Utgar unique heroes.
TheAverageFan
May 9th, 2010, 05:25 PM
This looks so epic. What sets do you need for this?
By the way, what happens if Nilfheim is mindshackled?
You will need. . .
3 volcarren wasteland sets.
1 D&D set (if you build by room, or you can substitute tiles).
At least 1 Tundra set (but I would shoot for 3, just to be sure (or if you decide to build the entire thing))
1 Jungle set.
At least 1 MS1 (but you should probably have more, I imagine.
And a lot of road or some FotA sets.
If this doesn't fit your needs, you can substitute tiles (since its not all that important. I'll probably substitute to make up for dungeon tiles, and I'll be proxying a LOT of figures here).
If you mindshackle Nilfheim, then yay for you. If this is your third time playing and you've mindshackled him every time, and it just seems way to easy, then you can give him a special "no-mindshackle 1" ability (which has him roll the 20d when mindshackled, if you roll a 1 or higher, ignore the effect).
However, this isn't too likely to happen, but then, Ne-Gok-Sa is very good to have for a D&D crawl (for both sides, really).
And, yes, any ideas for powers and figures would be greatly appreciated :D.
Kaiser Cat
May 9th, 2010, 07:19 PM
And, yes, any ideas for powers and figures would be greatly appreciated :D.
I propose that the Deathwalkers get all of the following powers:
One Shield Defense
Wounded Smash
Life Drain
Regenerate
Cold Healing
Overextended Attack
...Yeah. That started as me suggesting "One Shield Defense" as a joke and then I just added all of the powers useless for Deathwalkers.
All kidding aside, here are some serious ideas:
Torin-Paralyzing Gaze
Mimring-Searing Intensity
Cyprein-Overextended Attack
Estivara-Thorian Speed
Taelord: Utgar's Orders (You should get a very useful ability if you can level Taelord that high.)
Arrow Grut
May 9th, 2010, 07:35 PM
Utgars good?! thats like saying the Nazis are good!:confused:
Zorgophlats
May 11th, 2010, 06:58 AM
Utgars good?! thats like saying the Nazis are good!:confused:The British slaughtered Natives in many countries around the world. The Nazis were just trying to administer some payback. They just decided to expand their borders in the process.
... there was that holocost thing ... :oops: ... that I can't explain with a joke ...
Kaiser Cat
May 11th, 2010, 07:04 AM
Utgars good?! thats like saying the Nazis are good!:confused:The British slaughtered Natives in many countries around the world. The Nazis were just trying to administer some payback. They just decided to expand their borders in the process.
... there was that holocost thing ... :oops: ... that I can't explain with a joke ...
If you MUST make Nazi jokes, at least find a funny Nazi Picture.
http://images3.wikia.nocookie.net/__cb20060406133143/uncyclopedia/images/thumb/2/2f/Hitlerwatermelon.gif/180px-Hitlerwatermelon.gif
Zorgophlats
May 11th, 2010, 07:35 AM
Ah... Thank You. That vid made my morning.
TheAverageFan
May 13th, 2010, 04:32 PM
Torin-Paralyzing Gaze
Mimring-Searing Intensity
Cyprein-Overextended Attack
Estivara-Thorian Speed
Taelord: Utgar's Orders (You should get a very useful ability if you can level Taelord that high.)
Yes, yes... All very good ideas! If you want to mix up your army to add any of these heroes, that's absolutely fine (but, for the record, the army origionally listed is 550 points, just so you know). I should try using Mimring and/or Torin for my next playtest of this scenario :D.
TheAverageFan
May 14th, 2010, 02:22 PM
Well, I got MS3 and set up the stage, and the playtesting goes on. Room 1 was a disaster. Fylorag Spiders ate Othkurik and Tornac alive (with their vicious 2 attack). Then Sir Hawthorne betrayed the team after just 2 turns with him.
Then things got good. Ne-Gok-Sa re-minshackled Hawthorne before he could cause any damage, and Krug killed everyone else. My bud was too afraid to face off against the GIE, but I convinced him that Ne-Gok-Sa could do it, and he did. Before too long, the GIE was on our side, and Krug triumphantly nabbed the glyph. It set off the trap and inflicted 2 wounds on him, killing him. Then Ne-Gok-Sa picked it up, but set off the trap again and also died. We started over, due to bad luck, and we're doing much better now.
Upon room 2, things got worse. We lost again, thanks to more dice rolls crap. Undaunted, we tried the room again, hoping to have a better game. Tornac remained the only one to stay alive. I decided to add Torin and Mimring to assist Utgar's heroes, since we were having such a bad game.
TheAverageFan
May 20th, 2010, 06:48 PM
Ah, so, things have gotten much better since we decided to add Mimring and Torin. We proceeded through the first room, only losing... well... Mimring and Torin. We also lost Krug and Orthinuk AND Tornak in room two and hallway 1. Things looked up after that. Sir Hawthorne and Ne-Gok-Sa got through room 3 unscathed, and even mindshackled Sgt. Drake and nabbed brandar's chest. Then we traded it for a revive glyph and healed Krug. Then, the viper ambush caused the saddening loss of our beloved Ne-gok-sa. But we revived mimring and continued into room 4.
By the way, I may consider the possibility of putting up my next scenario onto here. It's a massive campaign about Brandis Skyhunter trying to discover who he really is as he battles the forces of Othkurik and his eight "Guardians" trying to control the ultimate power. I'll think about it.
Kaiser Cat
May 20th, 2010, 08:56 PM
A few more powers:
Othkurik-Replace your current master ability with "Poisonous Acid Breath"
Tor-Ku-Nal-Super Leap
Wo-Sa-Ga-Frenzy
Khosumet-Blood Hungry Special Attack
Brunak-Searing Intensity (Again)
Tul-Bak-Ra-Regenerate
Fen Hydra-Life Drain (Because I think Regenerate would be too good.)
Isamu-Add 3 to your vanish roll.
Deathwalker 9000-Deadly Shot
Deathwalker 7000-Rejected by Death
Ornak-Cosmic Force Blast (Anyone who can kill 800 points worth of figures with that guy deserves to get an awesome power.)
Runa-Attack Aura
TheAverageFan
May 22nd, 2010, 01:37 PM
You can use any Utgar figs that work for you. :thumbsup:
We did finish the playtesting with Mimring and Torin added. Mimring almst died at the sentenials hands, but Krug ran over (with 10 life, thanks to the level-up system), took no leaving engagement attacks, due to tactical disengage 7, and then used his newly learned combat challenge to save Mimring. Concan was then no problem for us, and Sgt. Drake and Krug took out the two GIEs guarding the last room. Nilfhiem killed Drake and beat up Krug a little but he was too much by then. So we won, so I'd say the scenario is good to go. :D
In the meantime, I'm probably going to get D&D wave 1, so I'll probably start on my next scenario soon!
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