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TheAverageFan
May 28th, 2010, 06:54 PM
Hello again, everyone.

As some of you may know I've been planing on my very first epic massive Heroscape campaign. I thought long and hard whether or not I'd really go through and do it, and if I should put it up for you guys, but I decided to anyways :lol:. I just got Heroscape D&D wave 1 today and so I'm very eager to get started.

I'd like to give you guys as many pictures as I can, but, once again, Photobucket is being retarted on me, and it'll take some work for me to get the maps I know you guys love :|.

Anyways, I'll go on ahead and post the introduction and start with terrain specifications. I'm not sure exactly how much terrain you'll be needing, so I'll give you the terrain that I do have. I have:
4 MS1
2 MS2
1 MS3
3 VW
3 TT
3 TJ
1 RtFF
3 FotA
Lots of extra terrain from various expansion packs, but I doubt you'll need any of that (as I'm sure you won't need all the terrain posted above). What you will need is enough to build the "overall map" (see further down).

The overall map is a medium sized map that represents a very big playing field. Although I'm sad to say I won't be able to post the map right away, I can tell you it's relatively important. I'll post it as soon as I can (unless I get no feedback, or if you guys don't care. Or if my computer explodes.). Let's just say it's alot in general idea to the one in Killercactus' massive campaign map (sorry for borrowing the idea; it was just so. . . effective). Your main hero will be on the map, and can only move one space at a time. Each time you move, you roll a die to determine what kind of battle your party shall face (skull being relatively easy to blank being not easy). This goes on until the party reaches a city, town, or dungeon. You continue going around, defeating various "bosses" until you finally reach the Final Boss. At towns and cities, you may sell and buy glyphs and potions and other things, and sometimes unlock the next event. I'll go into better details once the map is up...

Overall story: This story takes place in the land of Sprephor (this goes into very little detail about the Valkyrie Generals and their alleigences, as well as various heroes and species). It is in the time of an immense power struggle between Othkurik and his minions, who come for the mountain range of Gothcrux, and the elves. The elves had a power vaccum in recent years and in the fighting rose Sonlen, who become their leader. Already a strong man, Sonlen and his followers decided that the elves should, with their superhuman powers, become more militaristic. Sonlen gained more followers by declaring war on Othkurik and seized several military positions on the borderlines, leaving behind their hidden forest home. Sonlen founded Sohenburgh, the new Elven capital, on the plains of Sohen. Even now he continues to build his armies and search for allies while he holds off Othkurik.

That's what's written in the books, anyways. None of that's important to many of the people who live on the plains, including Brandis Skyhunter (who happens to be your hero and party leader of this story). Brandis lives on a tiny section on the corner of the plains, working his own land and hunting to provide for himself. He has few nearby neighbors, pays little to no taxes, and has never seen Sohenburgh in his life. He has a house that's always been there, no parents to speak of, a strong bow, and a greenish jewel he keeps with him for good luck. Figuring out life on his own, Skyhunter lived quietly for some time.

All that changed very quickly in a single day. Brandis awoke with a start early in the morning to a sound. The sound of fire. Running to the window, he looked out and saw a very unpleasant sight. He had seen many fires before, but never one raging out of control on his little field, scattering all the wildlife everywhere. As he ran outside, he could see shapes in the fire also. Figures, silhouettes. He called out to them and they turned. One of the pitch-black figures pointed a sword at him and yelled, "There's one! Kill him!!"

All feedback will be greatly appreciated, TheAverageFan

TheAverageFan
May 31st, 2010, 02:33 PM
As usual, it seems I'll have to post my maps later, but, for now, I'll go on ahead with the scenarios etc so I don't forget.

For now, I'll post all the game mechanics you'll need to know and meanwhile post the scenarios for this first battle. You'll only start with 1 army card in your party, Brandis Skyhunter, who'll be your main hero throughout the entire scenario. Each army card has a certain amount of spaces of things they can carry. There are three categories: Equipment, Potions/spells/misc., and lastly key items. You may carry up to 3 equipment per army card, 3 potions/spells, and as manykey items as you like (only Brandis Skyhunter may carry key items). For this battle, you'll start with 1 of each. Your equipment is a glyph of Ivor (range +4), which is a three-time use (keep track!), a regular potion (1 serving), and your green jewel (find something to use for this). Most key items serve no purpose in battle.

How to make potions: Potion making is simple. Rather than using glyphs, you simply stack wound markers in a fashion that determines each one's abilities. Each type of marker determines the potion as follows:
Wound markers (red) = heals 2 wounds a serving
Negation markers (yellow) = heals 4 wounds a serving
Experience markers (purple) = heals all wounds, negation and fatal wounds a serving
Potions have a max of two serving a bottle. A figure may drink a serving anytime during their turn, but only 1 serving a turn. Lastly, put either a grenade marker or a round marker on top (the lid). Now you have a potion. All potions go under potions/spells.

Treasure glyphs/regular glyphs: There will be both in this and they are different. Everytime you complete a dungeon/battle and return to the overworld map, you will lose all your treasure glyphs. Regular glyphs do not disappear. In addition, most normal glyphs are only found at shops and must be purchased. Treasure glyphs are only found in dungeons. I'll post what each glyph does and what category it goes under here:
Treasure glyphs:
Equipment: Heroic Rune, Talisman of defense, Ring of Protection, Holy symbol of Pelor
Potions/Spells: Potion of healing, Elixir of Speed, Whetstone of Venom
Key items: Chest of Brandar (sometimes)
Regular glyphs:
Equipment: Astrid, Gerda, Ulvania, Ivor, Jalguard, Valda (all except Valda are 3-time use!)
Potions/Spells: Lodin, Erland, Sturla, Mitonsoul, Wannok, Nilrend, Thorian, Rannveig, Kelda
Key items: Brandar (sometimes), Oreld

I'll begin posting scenarios ASAP.

An important note: In dungeons, your figures will heal between rooms, and second wind rules apply. On the overworld map, figures do not heal until they reach a town, city, or dungeon. In addition, second wind rules do not apply.

In the meantime: Here is the overworld map: Red dots are towns and pink dots are hidden lairs that can be entered but technechally aren't towns. All road tiles above the base levels are cities. I recommend using 2 or 3 wound tiles to represent towns.http://hphotos-snc3.fbcdn.net/hs067.snc3/13451_131187793575734_100000535438153_259999_5888193_n.jpg (http://www.facebook.com/photo.php?pid=260001&id=100000535438153)

Here's the basics for the cities and towns around here:
The red dot at the bottom middle is where you will begin: the town of Sohentors (which will be incinerated and gone by the time you're actually on the map.
The town nearest that is the town of Sohenville.
Up near that is a city, that city is Sohenburgh.
The neares town northeast of Sohenburgh, bordering the desert mountains is Glaustern, and the pink dot on top of the mountains is the Minions' lair.
Just north of Sohenburgh is the town of Destrophian, and the city northeast of that town is the city of Oreld (its next to the beginning of the great river).
West of Destrophian is the great city of Estrophio (It's the one with 4 road tiles around it).
North of Estrophio is the city of Westenburgh. You won't be there too often.
The town on top of the rock tile west of Sohenburgh is the ruins of the town of Tunel. And west of that is the icy mountian.
The pink dot on the icy mountain is Concan's fortress.
Over at the jungle is a docking town of no name.
The town two spaces of Glaustern (bordering the swamp tile) is the deserted town of Gotthen.
The city not far from there (bordering two swamp tiles) is the city of Thornsburgh.
Lastly, the city in the far corner of the map, next to the Gothcrux mountians is Drow City.
Memorize all that.

Money System: As you can well imagine, nothing is free. You'll need money to buy glyphs. You may sell glyphs, defeat enemies, and discover more to get money. For now, you'll start with 10 coins. 10 coins is alot, so don't blow it!

How to earn money from enemies: Common enemies. Common squads and heroes are easy money, but not much money. When an entire enemy army card is defeated, roll the 20 sided die. If a 1-15 is rolled, you get nothing. If a 16-19 is rolled, you get a coin. If a 20 is rolled, you get 2 coins. See what I mean?
Unique figures is where all the cash is. When you clear out an army card of Unique figs, roll the 20d. If a 1-15 is rolled, you still get nothing. If a 16-19 is rolled, you get that army card's point value divided by 10, and then divided again by 2 (round up) in coins. If you get a 20, you get that army card's point value divided by 10 in coins. So if you roll a 20 for killing Tor-Kul-Na, you get 22 coins! Whereas if you get a 20 on a squad of Grok Riders, you still only get 2 coins. Money from common army cards may seem like crap, but considering all the common heroes you'll be fighting, it should keep your wallet fat.

TheAverageFan
June 10th, 2010, 06:15 PM
Now, I'd like to know whether to begin posting without maps for the time being or to wait, or to even bother at all. The playtesting is going nicely, but it would be a lot of posting, so . . . ? :|

STAROCEAN980
June 10th, 2010, 07:37 PM
You can try the gallery here at HS'ers to upload the pictures too you know.

GeneralRolando
June 14th, 2010, 01:50 PM
I would like to play your little RPG type game. It reminds me of those old style rpg video games like Zelda or the really old Final Fantasy. I almost have the same terrain collection as you.
3 MS1
2 MS2
1 MS3
2 Lava
4 Road
3 Castle
1 Snow
sadly no jungle yet( but I can borrow from my friends that are down the street)

So go ahead and go crazy with the map building if you like. I would like to see what you come up with.

TheAverageFan
June 14th, 2010, 06:16 PM
Okay; I've already got most of the maps up on Virtualscape; its just the issue of getting them on Photobucket...

Alright, I'll begin posting map-void scenarios occasionally for you, as well as the dialogue etc.

TheAverageFan
June 14th, 2010, 07:30 PM
Very well; I shall start.
Heroscape Thunderstorm Dungeon 1.1
Brandis leaves his house to try to fend off the attackers to save his life. Note (this really isn't a spoiler, but it saves space): The PoA (party of adventurers) Goal is to proceed through the rooms to reach the next room/finish the dungeon. Whenever a battle or dungeon crawl is comleted, the leader of the PoA, in this scenario Brandis, is returned to the overworld map. The DM's goal is to defeat the PoA at any cost, although it is recommended that towards the beginning, that he/she only send in about one attacking figure at a time (Brandis will have a difficult start otherwise).
Face down treasure glpyhs are not picked up when proceeding to the next room, but things such as potions, throwing knives, attack/defense shields, and other items that aren't glyphs may be picked up.

Anyways! For this battle, Brandis is the only member in your party. As you may recall, he can carry certain items: up to 3 equipment items, up to 3 magic/potion/misc., and infinate "key items". Brandis starts here with a Glyph of Ivor (range +4; equipment), a regular potion (1 serving, heals 2 wounds; potion), and his lucky green jewel (key item). The jewel may be used once per dungeon, and revives Brandis fully when he dies (it does not disappear after use). Enemies here generally include Drow and Fire elementals.

HS TS 1.1 The plains: A murky combination of plains grass and sizzled ashes makes for Brandis' first desperate fight. He must escape immedeately.

http://sphotos.ak.fbcdn.net/hphotos-ak-snc3/hs067.snc3/13451_131187816909065_100000535438153_260000_1656191_n.jpg (http://www.facebook.com/photo.php?pid=260001&id=100000535438153)

Note: As you may know, Virtualscape cannot have treasure glyphs, and regular glyphs are not found in dungeons in this game, so you can assume any face down glyph on a map represents a treausure glpyh. Purple dots are Deepwyrm drow, the red dot is a fire elemental, and the green dot is your PoA's starting zone. The face down glyph is a Ring of Protection, equipment. There is no trap. Dungeon tiles represent ashes and as such do not grant drow Hide in Darkness bonuses. Again, I recommend the DM only send in one attacking figure at a time, as Brandis is alone and still very weak at this point of the game. The house is simply 2 hex tiles stacked up to about 8, with a 7-hex and a 1 hex sand tile on top. If need be, use ladders.

HS TS 1.2 The singed plains

http://hphotos-snc3.fbcdn.net/hs067.snc3/13451_131187820242398_100000535438153_260001_4765727_n.jpg (http://www.facebook.com/photo.php?pid=260002&id=100000535438153)

Green wil always be your starting zones! Red is a fire elemental, and purple is more Drow.
The nearest glyph to Brandis is an elixer of speed and the farthest is a Talisman of defense. Upon defeat, the last foe to fall will drop a regular single serving poiton
Again, try not to mop the floor with them, DM...

HS TS 1.3 End of the Trail...

http://sphotos.ak.fbcdn.net/hphotos-ak-snc3/hs067.snc3/13451_131187826909064_100000535438153_260002_7899462_n.jpg (http://www.facebook.com/photo.php?pid=260003&id=100000535438153)

The red dot is a fire elemental. The purple dot is a drow. The blue dot is a drow chainfighter. Duke it out as usual. If Brandis is doing pretty good up to this point, add another deepwyrm drow to the mix (I only have 1 because Brandis got repreatedly destroyed on this room during playtesting).
The glyph is a potion of healing. No trap.

If Brandis is victorious, he wins and heals all wounds etc. In addition, all treasure glyphs are lost, and his Green Jewel's power resets. Proceed immedeately into HS TS 2.1, further down the thread, rather than going to the overworld map.

The rest will be on soon...

GeneralRolando
June 15th, 2010, 01:19 AM
Wow this sounds fun. Can't wait. So basically my character looks like this?
I gave the things cooler names. Lol^^

Equipment max 3
Armlet of Ivor(+4 Range)(three time use)
___________
___________
Potions max 3
Light Kelda Potion (Heals 2 wounds)
____________
___________
Key Items max none (only I may carry said items)
Green Emerald (Revives Brandis 1 time per game if he dies)



This is gonna be all sorts of fun. It's like playing DnD or something over the internet.

Your little introduction to the story was entertaining indeed. Do I get to fight of the shadowy figures?

GeneralRolando
June 15th, 2010, 01:29 AM
Also I thought I might suggest an idea about the pictures. Don't use photobucket. Photobucket sucks all sorts of things. If you have a facebook or something similar that you can post pictures in upload them to that. Then go to whatever picture, right click, and click view image. Then you can copy and paste the address bar into the image bar when posting right here on the forums. Then for map building instructions, use media fire. Really easy, it's free, wont spam you e-mail box, and it's a good way to keep all your files that are online organized. Then you can send me links to the pages needed for maps. I also suggest you either use PDF files or you can put the VirtualScape files on also. Though using the VS files limits your viewership to anybody who has the updated program and has Windows.

TheAverageFan
June 15th, 2010, 11:30 AM
Thank you, and yes, you'll be sick of shadowy figures by the time you're done with this. One note, the Green Jewel is used once per dungeon, not once per game (as there will be multiple dungeons throughout this scenario, so you'll most likely be using its power quite a bit. I will try facebook for this, so perhaps I will have the maps up after all! :D

By, the way, does anyone remember how to post the 2D maps like in Heroscape instruction booklets; it'd make it alot easier for you all to see the maps and how to build them?

TheAverageFan
June 15th, 2010, 01:15 PM
While I'm here, I will also post the item list, a list of all items, their category, and what they do. Use this when referencing items.
Glyph of Astrid, Equipment. 3-time use. Add 1 die to your attack. Sells for 3 coins
Glyph of Gerda, Equipment. 3-time use. Add 1 die to your defense. Sells for 3 coins.
Glyph of Ivor, Equipment. 3-time use. Add 4 range to a ranged attack. Sells for 3 coins.
Glyph of Valda, Equipment. Use in a dungeon. +2 move for the rest of the dungeon. Sells for 3 coins.
Glyph of Ulvania, Equipment. Use once to add 1 attack die to all friendly unique figures for 3 turns. Sells for 5 coins.
Glyph of Jalguard, Equipment. 3-time use. Add 2 dice to defense roll. Sells for 4 coins.
Glyph of Erland, Potion/spell. Use once to summon a figure adjacent to user or can be used to exit a dungeon and return to last town/city visited. Sells for 2 coins.
Glyph of Sturla, Potion/spell. 1 time use. Revives a dead hero fully, or automatically revives holder if they are destroyed. Sells for 6 coins.
Glyph of Kelda, Potion/spell. Use once instead of attacking. Heals user or one adjacent to user fully. Sells for 3 coins.
Glyph of Mitonsoul, Potion/spell. 1-time use. Cast instead of attacking. Choose a figure within 6 clear sight spaces. Roll 20-d, if a 20 is rolled, that figure is destroyed (some enemies are too strong to be affected by this). Sells for 1 coin (or 3 coins for 2).
Glyph of Wannok, Potion/spell. Use before attacking, if a wound is inflicted, move this to afflicted figure's card. That figure recives an addition wound each turn for three turns. 1-time use. (some figures are too powerful to be affected by this). Sells for 3 coins.
Glyph of Nilrend, Potion/spell. 1-time use. Cast instead of attacking. Choose enemy within 6 clear sight spaces. Roll the 20d; if a 16-19 is rolled, the figure and all those on that figure's army card has no special powers. If a 20 is rolled, they are destroyed. (some figures are too strong to be afflicted by this). Sells for 3 coins.
Glyph of Thorian, Potion/spell. 1-time use. Cast in a dungeon to grant Thorian speed for the rest of the dungeon. Sells for 4 coins.
Glyph of Reinviegg, Potion/spell. 1-time use. Cast to grant user "Swirling Vortex" ability for 3 turns after use. See Air elemental. Sells for 3 coins.
Glyph of Crevcor,
Glyph of Proftaka,
Heroic Rune, Equipment. Gives user +1 normal attack.
Talisman of Defense, Equipment. Gives user +1 defense.
Ring of Protection, Equipment. 1-time use. Grants user +3 defense.
Potion of Healing, Potion/spell. 1-time use. Heals 3 wounds to user or a figure adjacent the user.
Chest of Brandar, Key item. Open to recieve something inside. Sometimes you will have to roll for trap when opening.
Holy Symbol of Pelor, Equipment. Gives user +2 normal attack on undead figures.
Elixir of Speed, Potion/spell. 1-time use. Gives user +4 move and phantom walk ability during that figure's move.
Whetstone of Venom, Potion/spell. 1-time use. When a wound is inflicted, add 2 to wounds inflicted.
Attack Shield 1,2,3, Equipment. Use to re-roll any attack dice that weren't skulls once. Can be used 1-3 times, depending on the number on the sheild. (Represented by Green order markers).
Defense Shield 1,2,3, Equipment. Use to re-roll any defense dice that weren't shields once. Can be used 1-3 times, depending on the number on the shield. (represented by gray order markers).
Magic Shield 1,2,3, Potion/spell. Use to have an enemy reroll any attack dice that were skulls once. Can be used 1-3 times, depending on the number on the shield. (represented by purple order markers).
Throwing Knife, Potion/spell. Use instead of attacking. Throw knife special attack. Range 5, attack 5. If the defending figure survives the attack, destroy the throwing knife. If they are destroyed, place the throwing knife on the spot where the defending figure was when the attack happened. Only has 3 attack on large and huge figures. (Note: Sharwin Wildborn is a natural with throwing knives. Add 1 to the attack when using the throwing knife with her.)
Glyph of Brandar, Varies. Varies.
Glyph of Oreld, Key item. Acts as a map in certain dungeons. When you have a map in a dungeon, all treasure glyphs are face up instead of face down.
Green Jewel, Key item. Revives Brandis once per dungeon or once when travelling on the overworld map when he dies. Also serves storyline purpose.
Glyph of Lodin, Key item. You may add 1 to your 20d rolls.
Regular Potion 1,2 serv. Potion/spell. Heals 2 wounds a serving. Can only have 1 serving a turn.
Super Potion 1,2 serv. Potion/spell. Heals 4 wounds a serving. Can only have 1 serving a turn.
Miracle Potion 1,2 serv. Potion/spell. Heals all wounds a serving, including fatal wounds and negation. Can only have 1 serving a turn.
**Any key item, treasre glyph, or non-glyph (such as potions) cannot be sold.**

GeneralRolando
June 15th, 2010, 04:50 PM
I can't play the campaign without build instructions. Upload your Virtual Scape files to media fire or something so I can download them. After you have them uploaded give me the links to the download pages.

One question I have. Who exactly is Brandis? Did you make a card for him or something or am I just a doofis who doesn't know who he is?

Edit- Found out who Brandis Skyhunter is. I haven't got his pack yet. I'll do a proxy.

TheAverageFan
June 17th, 2010, 04:50 PM
Continuing forward with the scenario...
Proceeding out onto the plains yet to be burnt, Brandis looked behind him to his what was left of all he used to know. His house was completely gone, and the fields were destroyed completely. All he had left were the Jewel he had with him and the supplies he had salvaged during the battle.

He kept walking. He knew of a town not far from here, Sohenville. That part was not destroyed, so that's where he was going. He didn't know of anywhere else to go.

Brandis stopped. He could see something up ahead, or someone, walking toward him. "Who would want to go back where I just came from?" He thought to himself. As the figure drew nearer, he could see that he/she/it did not have the murky black skin of a drow. "Perhaps it's not a hostile." He thought. Drawing closer, he called out, "Stranger! Who are you? Are you from Sohenville?"

The stranger's only reply was to swiftly swing her dagger in front of her, sending a lightning bolt screaming across the ground toward Brandis. It hit him dead on and exploded, knocking him to the ground. "Argh!!"

The (apparently hostile) stranger strode over to Brandis casually. "You know, these aren't exactly the days its wise to let one's guard down too easily," She said, "You never know who to trust."

Brandis' quickly jumped back up and kicked her in the face, sending her reeling back, "Okay, if that's how it'sgoing to be!" He spat.

The stranger got back up, wiping her face off quickly, "Awfully strong for a normal hermit," She muttered to herself, "Maybe he is the one I'm looking for".

HS TS 2.1

http://hphotos-snc3.fbcdn.net/hs067.snc3/13451_131187833575730_100000535438153_260003_7895545_n.jpg (http://www.facebook.com/photo.php?pid=259999&id=100000535438153)

Green dot is Brandis as always. Place Sharwin Wildborn on the orange dot. The first Glyph closest to brandis is a potion of healing he may pick up if he wants. Brandis may go first.

The topmost glyph is a Heroic Rune and the one nearest Sharwin's starting zone is a talisman of defense. The trap blinds Brandis, preventing him from attacking that turn.

Special Attacks: Certain enemies (such as Sharwin) have special attacks. These are attacks that normally require certain glyphs. For Sharwin's you'll need some Glyphs of Dagmar (which is why they're not on the item list).
Here's Sharwin's: When Sharwin Wildborn's Life is below half (3+ wounds), She may use her special attack (only once). When this is used, remove Sharwin from the board, replacing her with a glyph of Dagmar. The glyph may not be picked up or attacked, as it represents a lightning bolt. Instead of taking turns with Sharwin, move each bolt up to three spaces (ignoring elevation and space effects) and add another bolt adjacent to the one moved. If a bolt moves onto Brandis' space, he is autmatically hit by Arcaine Bolt special attack and cannot move next turn (the bolt dissipatates when it hits Brandis). After there are 4 bolts on the field and they have each moved at least once, remove them all and place Sharwin back of the field.
http://sphotos.ak.fbcdn.net/hphotos-ak-snc4/hs126.snc4/36663_131803116847535_100000535438153_262454_3751713_n.jpg (http://www.facebook.com/photo.php?pid=259999&id=100000535438153)]^Showing the attack, starting at the far right and moving left. Each bolt moves (orange spaces) and makes more. Note that the bolts do not always move left but try to follow Brandis and trap him, hitting him with as many attacks as possible.

If victorious:
Brandis finally dealt the finishing blow onto his attacker, sending her skidding back. "There!" He shouted, "Are you happy now?"

The stranger slowly got back up to her feet, "You..." She said, "You're pretty good in a fight. Tell me, how many wars have you been in?"

Brandis was confused. "Wars? Uh... none."

The stranger put away her dagger, "That's odd. How many battles? Skirmishes, raids?"

"I've never been in any of those in my life."

The stranger walked over to him slowly. "Who trains you, then?"

Brandis knew the answer to this one, "I don't live or train with anybody."

The stranger eyed him carefully, "You're too good to have no experience. Are you... an elf, perhaps?"

"An elf?"

"Superhuman beings. Very strong and wise. Pointy ears, like yours."

Brandis thought about it. "Then, yes. I suppose I am an elf."

"That doesn't suprise me. Where do you come from?"

Brandis pointed back to where his town used to be. "I lived over there all my life. Now it's gone, so I'm going to Sohenville."

"Then we have the same destination, then." The stranger said, "I'm Sharwin Wildborn, an Eldarin, going to Sohenburgh. And you?"

"Brandis Skyhunter."

"Well then," Sharwin said, "Since we're headed the same way, I suppose it'd be safer to travel together, wouldn't you say?"

Brandis remembered his fight with the drow and decided that was probably best. "Okay, I guess I might as well see you to Sohenburgh and then go back"

Things you will gain: Sharwin Wildborn joined your party! Place her army card next to Brandis'. Note that she cannot carry key items but can carry regular ones. She also cannot use that special attack she used before.

Go ahead and place Brandis on the overworld map. Place a Fire elemental on space above Where Brandis will be (in the way of Sohenburgh), representing a large fire still ravaging the plains. You'd better go to Sohenville, stock up on supplies and heal, then continue onto Sohenburgh.

GeneralRolando
June 18th, 2010, 12:20 AM
Dude.... BUILD INSTRUCTIONS. I can't play unless you give me the maps. Upload your Virtual Scape files to MediaFire.com

TheAverageFan
June 18th, 2010, 04:21 PM
Ok, I'll try, but it might take me awhile. Until I do, I'll continue the scenario and then edit in the map instructions when I get them.

TheAverageFan
August 22nd, 2010, 05:20 PM
Man, it's been long.

Sorry for the wait, but I had some computer trouble. Luckily, the virtualscape maps made it.

I'm actually almost done with the official playtest of the scenario, so it should be up soon, my playtesting friend just got halfway through the second to last dungeon (which is a whopping 20 rooms, by the way, the biggest in the scenario or maybe even in D&D Scape history).

For the record's sake, there are exactly 20 dungeons in the game (some consideraly shorter than others). Once all the maps are made, I can begin uploading the maps so maybe some of you will remember that this thread even exsists still.

Anyway, I felt like I should remind you guys that this isn't a dead thread, just a procrastinated one. I've been very busy as of late...

By the way, my friend has lost this scenario more than 5 times already, so I recommend a good amount of retries if the adventurer's party is defeated, varying on the difficulty you want. Here's a good system:

I still want to see how it ends: Endless retries.
Easy: 7 retries.
Medium: 5 retries.
Hard: 3 retries.
Impossible: 0 retries.

I recommend the first two options for those of you who want to really see the story end without having to start back at the beginning (which would really suck). It's not difficult to lose multiple times on a hard boss, and some are pretty hard, trust me.

In addition, I will put a tip or two for each dungeon/boss should you lose there, to help the player survive better next time.

Thank you for your paitence,
TheAverageFan.