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Old April 29th, 2010, 07:46 PM
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River of Blood, and other official scenarios

Hi, sorry if this is the wrong place but there isn't an official scenario board that I know of. I just want to know where I can find any and all officially-designed scenarios for D&Dscape. I saw something about a River of Blood in truth's blog, but where can I find it neatly arranged as one post with build plan and everything? I don't want to have to dig through old blogs every time I want to find it.

Before starting this thread, I tried searching but it insisted I was under the minimum word limit of three. I tried "River of Blood," "River of Blood scenario," and "River of Blood Dungeons & Dragons scenario," but apparently those all count as less than three words.

EDIT: I misread the error message, it seems it was only blocking me because I used "of" and/or "&" in my search. Why can't it just automatically omit those words, instead of halting my search altogether? Oh well, I'd still like to know if there is a big thread I'm missing that has all the official scenarios compiled within.


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Old April 29th, 2010, 07:49 PM
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Re: River of Blood, and other official scenarios

That's because 'of', if in a search, counts as less than three letters.
I would suggest looking for 'River Blood', 'River', or 'Blood'.
(Probably not the last one though.)

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Old April 29th, 2010, 07:51 PM
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Re: River of Blood, and other official scenarios

Found this by searching 'River Blood'.

Quote:
Draft:

Player 1 plays the adventurers, while Player 2 plays the baddies. Player 1 drafts from the Allied Generals (with the exception of the Greenscale Warriors because they were captured and need to be freed in room 3- oops, spoiler alert-), while Player 2’s draft is a bit unique. Player 1 selects their Army first, followed by Player 2. Player 2 can draft ANY figure from ANY General with the following restrictions.

1: Player 2 cannot draft a duplicate of any figure that was drafted into Player 1’s Adventuring party.

2: Whenever Player 2 uses a Unique figure in a room of the Dungeon Adventure, he forfeits the use of that figure in a future room. (Note that this rule does not affect uncommon figures). For example, Player 2 uses Pelloth, and 2 Deepwyrm Drow in Room 1. If Player 1 advances to the next room, Player 2 would be able to draft the Deepwyrm Drow in future rooms, but Pelloth would not be draftable as he is unique and has already been destroyed. Note: Because of this rule, Othkurik, Estivara, and Torin are unable to be used by Player 2 until rooms 3 and 4. Please read through each room’s scenarios before deciding which unique figures to use in each room.

We know the Campaign Rules from that same preview:

Wounds & Treasure Glyphs:

Like Dungeon Adventure 1, When Player 1 continues onto a new room in the dungeon, all wound markers on figures that were not destroyed in the previous room are removed from each of those figure’s Army Cards. They start the next room at full health, and as long as you have a Hero alive, they keep any power-side up Treasure Glyphs on the battlefield as well as any Treasure Glyphs still on them.

Death:
If a figure in Player 1’s Army is destroyed in any of the dungeon rooms, that figure's fate is not yet decided. We’re introducing a new rule for Dungeon Adventures in the River of Blood called Second Wind.

Second Wind: When setting up figures in a new room, place any figure that was destroyed in the previous room off to the side. Roll an amount of attack dice equal to the destroyed figure's life. That figure starts the next room with one wound for every skull rolled. If you roll a skull on every die rolled for that figure, it is removed from the campaign going forward. If all of Player 1's units are destroyed in a room, Player 1 cannot continue to the next room using Second Wind. Player 2 wins the campaign.
And we know the contents of each of the first three rooms:

Room 1: 250 points, at least 1 Squad Deepwyrm Drow, 1 Glyph.
Room 2: 300 points, one (and only one) Fen Hydra, following special rule:
Rapid River: At the end of each Round including the first, take each Treasure Glyph that is on a water space and move it one water space closer to Player 1's starting zone, if possible. A Glyph will travel off of, or onto a space a figure occupies, but it will not move if the next water space is currently a non-water space (for example, an ice space created by a Greater Ice Elemental). If a Glyph is on the last water space in Room 2 when Rapid River activates, it is taken off the board.

Treasure Glyph Trap: On a roll of 1-5, do not reveal the Treasure Glyph. Instead, the Hero is sucked under the water and pulled with the current (see Water Current below). On a roll of 6 or higher, reveal the Treasure Glyph and place it on that Hero’s Army Card.

Water Current: Immediately move that Hero along the River of Blood towards Player 1’s starting zone until it either:

A) The Hero is placed onto a non-water space (for example, an ice space created by a Greater Ice Elemental).
B) The Hero would have to move onto a space occupied by another figure.
C) The Hero reaches the last water space in Room 2.

The moved Hero does not take any leaving engagement attacks while moving along the river, nor does it stop or trigger any powers based on movement until it reaches one of the above conditions.

In the image of The Hydra's Lair (see below) it looks like there are two Treasure Glyphs, and maybe even 4 (hard to say if the other two are glyphs or sand spaces...on second thought, they look like green hexes, I don't think they're glyphs).

Room 3: 350 points, Orthkurik plus at least 1 Squad of Greenscale Warriors. If Orthkurik is killed, the heroes gain control of the remaining Greenscale Warriors. I think we can also assume 1 more Glyph in this room, since it uses the same Water Current rule as Room 2, and it looks like only 1 Glyph in the image.

Room 4: We never got a preview of Room 4, but we know from the preview of Room 3 that it must have Torin and Estivara. If this room continues with the previous pattern, it will contain 400 points of figures and some undetermined number of Treasure Glyphs. I'd assume it uses however many Treasure Glyphs are left. Since the D1 expansion contains 4 Treasure Glyphs and MS3 contains 4, that's 8 total, of which 4 (or 6) were used in Rooms 1, 2, and 3. We haven't seen any special rules for Brandar's Chest, so I'm assuming that's not included in the campaign (though more likely there's a rule for it in Room 4). My admittedly shakey assumption, then, is that there are 3 (or 1) Treasure Glyphs in room 4.

Additionally, we have detailed images, but not the build instructions, of each of the first three rooms:

Room 1: The Descending Stair



Room 2: The Hydra's Lair



Room 3: The Torture Chamber

Your chest heaves up and down as you pull air into your burning lungs. The battle was hard won and your body cries out for rest, but the fresh streaks of crimson flowing down the river tell you that your job is not yet done.

Your party continues its trek upstream. After a short distance you enter an area where giant stalactites loom overhead. You see rocks jutting up on either side of the river. They are stained red with layers of drying blood. In the shadows beyond the rocks you see a pair of glowing yellow eyes. The eyes move forward into the light, revealing the face behind them. You immediately recognize that face from the growing number of tales told about it. This is the black dragon Othkurik, Utgar’s champion of the Underdark. With the dragon you see a band of Greenscale Warriors. You know the lizardmen were summoned by the Valkyrie Ullar. You call to them, but their blank expression tells you that they are no longer allies.




And finally, although we don't have a detailed image of Room 4, we DO have a graphic showing how all four rooms fit together:



That should prove invaluable for trying to re-create all four maps, including Room 4.

So who's up to the challenge to virtual scape these maps?


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Old April 29th, 2010, 07:58 PM
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Re: River of Blood, and other official scenarios

I found a thread where theGuru explained it isn't actually out yet, but this is good enough... almost. It doesn't ever say how many points Player 1 gets. That's my biggest roadblock in playing a new D&D scenario from the ones in the master set, not knowing how to build an adequate and balanced party of adventurers.

How many points are best to allow? Should the theoretical role as posted by someone on here before (tank, healer, dps, or controller) be taken into account? I experimented with a four-man party of Classic heroes comprised of Agent Carr, Raelin (RotV), Migol, and one other but they had an incredibly hard time surviving a four-on-one with Su-Bak-Na. It's so easy to get someone killed if you don't have that Combat Challenge ability. Any tips?


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Old April 29th, 2010, 08:02 PM
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Re: River of Blood, and other official scenarios

I always just choose my own number. I've never played this map, but I suggest a fairly high number due to it's size.


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Old April 29th, 2010, 08:06 PM
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Re: River of Blood, and other official scenarios

Quote:
Originally Posted by Flame Gryphon View Post
I always just choose my own number. I've never played this map, but I suggest a fairly high number due to it's size.
So far I have noticed that the master set party only totals up to about 260. My custom party cost more than that but still got at least one man down on a simple, straight-forward map - mostly by bad luck. Does anyone have advice on how to use your heroes wisely so that none of them die?

EDIT: Oh-ho! I like this Second Wind rule, that fixes everything! It's just so darn nerve-racking having to keep everyone alive and only getting one revival for the entire campaign. This sounds way better. Besides, in D&D you don't flat-out die when you run out of HP. So long as you aren't left bleeding on the floor too long, you come back after combat.


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Old April 29th, 2010, 08:09 PM
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Re: River of Blood, and other official scenarios

Quote:
Originally Posted by Bogusoid View Post
Quote:
Originally Posted by Flame Gryphon View Post
I always just choose my own number. I've never played this map, but I suggest a fairly high number due to it's size.
So far I have noticed that the master set party only totals up to about 260. My custom party cost more than that but still got at least one man down on a simple, straight-forward map - mostly by bad luck. Does anyone have advice on how to use your heroes wisely so that none of them die?


Against heroes, try to use heroes with abilities such as Counter Strike users, or ones that can attack multiple times, such as Frenzy, or Blind Rage.


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Old April 29th, 2010, 08:12 PM
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Bogusoid Bogusoid is offline
 
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Re: River of Blood, and other official scenarios

Going by the screenshot, I can see that the demo party is Tandros, Ana, Darrak, an Air Elemental, and a Greater Ice Elemental, which totals up to 440 points. Seeing as they did not throw in Otonashi for filler, it is safe to assume that the point limit is 440. Of course, that is just my educated guess.

Speaking of Otonashi, I wonder if Vydar will ever get to participate in this D&D offshoot. He could totally enlist some warforged!


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