Heroscapers

Heroscapers (https://www.heroscapers.com/community/index.php)
-   Dungeons and Dragons Scenarios (https://www.heroscapers.com/community/forumdisplay.php?f=69)
-   -   KC's EPIC COMMUNITY PROJECT! I NEED YOUR HELP!!! (https://www.heroscapers.com/community/showthread.php?t=28202)

killercactus December 31st, 2009 09:56 AM

KC's EPIC COMMUNITY PROJECT! I NEED YOUR HELP!!!
 
The more I look at this forum, the more I want to get involved with creating some scenarios (or at least, start getting some ideas onto virtual paper). Much like Darkmage7a's thread, I'll post some random ideas, and I appreciate any and all input/feedback.

I actually got a pic up, and there will be more to follow.

I'll divide the thread into a few areas: Dungeons, Campaigns, Alternate Tourney Rules, Traps, Treasure, and Random Ideas (which will hopefully evolve into one of the above). Please chime in with any thoughts, critiques, etc. I've been playing Heroscape for a long time and pride myself on unit analysis and competitive play, but I've never been much of a customs/scenario guy. I'm turning over a new leaf with this, and appreciate any help I can get.

The biggest project here is Betrayals of Utgar, which is gonig to be the biggest Heroscape campaign ever created (that I'm aware of, at least). It tries to incorporate every general aspect of Heroscape into one campaign - kill 'em all battles, scenario battles, dungeon crawls, common/uncommon/unique units, power and treasure glyphs, traps, plus new features I've created such as an Overworld (based on the map of Valhalla, with actual Valhallan locations and lore) you can traverse, random enemy encounters, shops where you can purchase Treasure Glyphs, Inns where you can rest to heal your wounds, Secrets that allow the Player to find more advanced treasure but aren't necessary to finish the game, and a colisseum that lets you fight hero vs. hero battles to win treasure. All of this is tied together with a story that attempts to explain how the war of the Valkyrie ended and the aftermath.

It's still a work in progress but is coming along nicely. There are previews of some of the dungeons and battles already up below (note that some of this may change slightly, but it will all be in the game for the most part). The Overworld Map and updated Beastiary is also up. The Shops available in each town are up below, but those will be changing as I've decided to just use the Treasure Glyphs we now have, since there are so many. There is also some of the beginning of the story dispersed throughout this thread to give you an idea of where I'm heading with it, and an overview of how the campaign works.

Dungeons

The Tale of Sir Dupuis and the Chalice of Fortitude

[description]

Campaigns

The Betrayals of Utgar [working title] - An RPG-Style Heroscape experience with an Overworld, random encounters and many dungeons. Absolutely epic in size.

[Overview]
[Prologue]
[Overworld Map]
[Darkness Dungeon Description]
[Light Dungeon Description]
[Nature Dungeon Description]
[Intellect Dungeon Description]

[Migol's Tomb (Courage) Dungeon - Download and Instructions]
[Durgueth Swamps Battle - Download and Instructions]

Beastiary:
Spoiler Alert!


Community Project - Construction of BoU Maps and Scenarios:
Spoiler Alert!

Alternate Tourney Rules (scenario/campaign based)

The Secrets of Breccon

[Description]

Traps
Spoiler Alert!


Spoiler Alert!


Treasures

Spoiler Alert!


Spoiler Alert!


Random Ideas

"Shining Force" type battle campaign

[Description]

"Overworld" and Random Encounters between towns/dungeons

[Description]

killercactus December 31st, 2009 11:14 AM

Re: KC's Scenarios, Campaigns, Traps and Random Ideas
 
Overview of The Betrayals of Utgar

EDIT: TBD

killercactus December 31st, 2009 11:24 AM

Re: KC's Scenarios, Campaigns, Traps and Random Ideas
 
Betrayals of Utgar starts you out with the following heroes:

Drake RotV
Raelin RotV
Syvarris

Each Valkyrie Fortress you visit will offer you a choice of 3 additional heroes to recruit. You can choose one of the three that is then added to your party. There will also be additional heroes to recruit through various means and secrets. Here are the heroes you'll be able to recruit at each Fortress if you play through the campaign without finding any secrets:

Vydar's Fortress - James Murphy, Mika Connour, Agent Skahen
Ullar's Fortress - Theracus, Arkmer, Deadeye Dan
Einar's Fortress - Crixus, Ana Karithon, Valguard
Aquilla's Fortress - Brave Arrow, Migol Ironwill, Mogrimm Forgehammer
Jandar's Fortress (only if you visit later in the campaign) - Johnny "Shotgun" Sullivan, Concan, Sir Denrick

These characters can change if you recruit other heroes through secrets found in the campaign, which allows access to even more heroes through the Fortresses!

Also, there will be multiple "fixed" battles on the Overworld map. When the Player steps on that space, they'll have to participate in a battle against an opposing army controlled by the DM of equal or similar Point value (unlike the Dungeons, where heroes travel from room to room and only face a few enemies). These battles are marked with a glyph of Brandar on the Overworld map. These battles will require you to use different amounts of party members to augment other "Guest" units that the Player gets to control for that battle only.

For example, the first Battle the Player will encounter is the Soulborg Ambush at Stechavan Pass in southern Nastrauland. The Guests for this battle are Zetacron and 3 squads of Omnicron Repulsors. The DM's army consists of Deathwalker 8000, 2 squads of Deathstalkers and 3 squads of Deathreavers. The Player is allowed to add units to this army from the party to total 470 Points, so they may add 290 Points of Heroes. Since that's exactly what the Player begins the campaign with (Drake/Raelin/Syv) and there's no way to recruit additional heroes before that, those 3 will always be added. However, in future battles, the Player will be able to choose what units from the party will aid the Guests in battle. The party always earns all the Gold though when the Player's army is victorious.

Darkmage7a December 31st, 2009 11:32 AM

Re: KC's Scenarios, Campaigns, Traps and Random Ideas
 
Wow, It looks like you have an excellent assortment here. I particularly like the crystal powers and other treasures in that section. I also added a link to this thread from mine becuase it seems like you'll be adding to it on a fairly regular basis, and you are not just developing ideas but an entire campaign system and economy within a world.

killercactus December 31st, 2009 11:37 AM

Re: KC's Scenarios, Campaigns, Traps and Random Ideas
 
The ## Wellspring and the Amulet of Darkness
South Bleakewoode

This resting ground contains the remains of many warriors, and according to legend is where the Shades of Bleakewoode originated. The mystery of the Shades' origin has long been unknown to the people of Valhalla, and it was often speculated if a wellspring exists underneath their lair, animating these otherworldly creatures. A battle against death itself awaits our heroes in this deep and dark crypt.

4 Rooms, 2 Treasures

Room 1 – Rectangular Grass Graveyard (6 Road tiles as gravestones).

Enemies – Zombies of Morindan x1 + more

Special Rules – Heroes must touch each gravestone to unlock the magical entrance to the crypt below that contains the passage to the Wellspring. Whenever a gravestone is touched, the dead buried there is disturbed and a Zombie of Morindan appears on an adjacent space to the hero that stepped there.

Room 2 – Narrow dungeon room with shadow tiles and height dispersed throughout, and a sarcophagus at the back of the room.

Enemies – Shades of Bleakewoode x1, Sonlen

Special Rules – Sonlen came with the Nine to Bleakewoode in search of Utgar's Amulet, but his soul was consumed by a Shade during his travels, and they've led him here to their lair. If the player has the Holy Crucifix from the Light Dungeon, they can use it to restore Sonlen and have him join the team for the remainder of the dungeon. He then becomes recruitable after the dungeon.

Room 3 – Darkness – a 7-hex sand right in the middle of the hourglass shaped room, containing a face-down treasure glyph in the middle. The remainder of the room is otherwise dungeon tiles, shadow and stalagmites.

Enemies – Shades of Bleakewoode x2

Special Rules – This room is pitch black except for a small light that shows through from the ceiling of the room and illuminates the treasure and the hexes around it. The Heroes’ movement is decreased by 1 while in this room, and ranged attacks can only be used against enemies standing on one of the illuminated (7-hex sand) hexes. The Shades are not affected by the darkness.

Trap – The hole in the ceiling is covered, plunging the entire room into darkness. The treasure is lost forever, and the Player must remove an unrevealed Order Marker (that’s not the X) from one of their Army Cards. The Player can no longer use ranged attacks against figures on the 7-hex sand tile.

Room 4 – Triangular room with water surrounding an island, which is a reverse triangle in the center, which contains a face-down treasure glyph (Darkness Crystal). One Rechet of Bogdan sits in each corner of the room, and Sudema stands right in front of the treasure.

Enemies – Sudema (with a Talisman of Defense) and the Rechets of Bogdan

Special Rules – Sudema and the Rechets are statues, which cannot move, attack or be attacked until the Trap is sprung. Sudema owns a Talisman of Defense that she will drop as a face-up treasure glyph if killed.

Trap – The statues of Sudema and the Rechets spring to life, the DM immediately takes his Turn 1, and play proceeds normally. The Player must subtract 13 from their Trap roll when attempting to disarm this trap.

The Amulet of Darkness– The owner appears as a Shadow, granting the following abilities:
Phantom Walk
Thorian Speed

killercactus December 31st, 2009 11:42 AM

Re: KC's Scenarios, Campaigns, Traps and Random Ideas
 
Quote:

Originally Posted by Darkmage7a (Post 981947)
Wow, It looks like you have an excellent assortment here. I particularly like the crystal powers and other treasures in that section. I also added a link to this thread from mine becuase it seems like you'll be adding to it on a fairly regular basis, and you are not just developing ideas but an entire campaign system and economy within a world.

Thanks, Darkmage! I'm really excited about Breccon - we're planning on running that tournament in a few months up here in NE Ohio, after I get through tax season. I think it's gonna be a real blast.

Thanks for linking me!

killercactus December 31st, 2009 12:08 PM

Re: KC's Scenarios, Campaigns, Traps and Random Ideas
 
The Wellspring of Obsession and the Amulet of Light
Thaelenk Tundra

This mountain has always been a sacred place of Valhalla. A place where heroes would come from all around and attempt to prove their valor by scaling to the top. A place where citizens of Valhalla have come to offer possessions in return for their wishes to be granted. A place where, legend says, one can overcome his fears and purify himself of evil, if he possesses the proper strength. The search for the next Wellspring Amulet has brought our heroes here, and now they too will test their mettle against the sacred mountain.

4 Rooms, 2 Treasures

Room 1 – 10-hex wide rectangular room with higher rock ground in the far side a waterfall straight down the middle that ends in a small pool in the middle of the room.

Enemies – Protectors of Ullar x1

Special Rules – Heroes may throw any treasure glyph they own into the Wishing Pool (the small pool under the waterfall)when adjacent to it by discarding a treasure glyph they own and rolling the D20. On a roll of 1-5, their wish remains ungranted. On a roll of more than 5, they are rewarded with the Holy Crucifix. Whatever treasure they throw into the pool is lost.

Room 2 – Similar to the first room, only 8 hexes wide. All of the terrain is rock except the waterfall (which bisects the room), with height of the terrain increasing as you move further away from the first room. There is some snow and ice on the high ground.

Enemies – Sentinels of Jandar x1

Special Rules – Heroes attacking from afar must trust their heart rather than their eyes. As you move up the mountain, the light becomes blinding. Anyone attacking a non-adjacent figure must roll the D20 if they roll any skulls. On a roll of 1-7, the attack misses.

Room 3 – Similar to the first two rooms, but more narrow and with ice instead of water. Most of the terrain is ice and snow, but the 6-hex glacier is in the middle of the room from which the waterfall is coming extending from it to the beginning of the room. There is a face-up treasure glyph buried within it.

Enemies – Dzu-Teh x1

Special Rules – The 6-hex glacier is a destructible object with 4 Life and 4 Defense Dice. Once it is destroyed, it is removed from the board and the 6 hexes beneath it count now as slippery ice. However, if the treasure is not retrieved by the end of the round in which the glacier was destroyed, it is washed away over the mountain and down the waterfall, lost forever. At that point, any figures standing on the water or ice hexes is destroyed. As soon as the Sentinels are defeated, the group is transported automatically to the mountain summit – they may not stay to destroy the glacier after defeating the enemies.

Room 4 – Mountain Summit. A small, 3-hex wide room with the terrain being all snow and ice with one of the one-hex glaciers elevated at the back, representing the peak. There is a face-down treasure glyph (Light Crystal) directly in front of the glacier.

Enemies – Special.

Special Rules – There are no enemies in this room, unless the Trap is sprung. The Player must choose which Hero will attempt to take the Amulet first, and may only place Order Markers on that Hero until he’s dead. The dungeon ends when the Player obtains the Amulet of Light.

Trap – The Hero that springs this trap sees his reflection in the glacier, and must prove himself worthy of obtaining the Light Crystal by defeating the darkness within himself. The DM places another figure of the Hero (or proxies him) adjacent to the hero that sprung the trap, and a new round begins immediately. If the Player's Hero is defeated, the glyph remains there and face-down. If the Player's Hero wins, he obtains the Light Crystal. The Player must subtract 14 from his Trap rolls for this trap, and Darrak Ambershard’s “Disarm Trap” Special Power has no effect.

The Amulet of Light – The owner and any friendly figure within 4 clear sight spaces of the owner may roll one additional defense die when defending.

killercactus December 31st, 2009 12:23 PM

Re: KC's Scenarios, Campaigns, Traps and Random Ideas
 
The Wellsprings of the Forgotten Forest
Jotungard - The Forgotten Forest

Utgar long knew that the Forgotten Forest was home to two Wellsprings, and sent his Fiantooth servants to guard the entrance. None else know what awaits within this forgotten and forsaken land.

4 Rooms, 2 Treasures

Road to the Forgotten Forest – Shaped like a Y of grass with perches of elevation dispersed throughout, with a road that runs down the center to a water hex, with a face-down Glyph of Brander on each side. The road then forks to the end of each prong. The heroes start on the bottom. The prong ends contain Evergreen trees and Jungle Trees, respectively at each end.

Enemies – Dumutef Guard x2

Special Rules – The Player can choose whether to go to the Evergreen Room or the Jungle Room first, depending on which path they take. They do not have to defeat the enemies in this room to advance – they just have to proceed to either exit, which is the hex between the trees. The water hex serves as a teleporter to the final room, but it is locked by the 2 glyphs. The Player must find 2 other glyphs of Brandar in the dungeon to unlock the portal.

Room 2 – Evergreen Forest – a long, narrow expanse of grass and snow, with skinny Evergreen trees scattered throughout, and one large Evergreen in the center, with a face-down treasure glyph (Mother Tree Brooch) in front of it. A face-up glyph of Brandar is at the opposite end from the starting zone.

Enemies – Blade Gruts x1 and Nerak (with a Mother Tree Brooch)

Special Rules – All of the snow in this room is heavy snow. The Evergreen Tree in the center of the room is the Mother Tree, and Nerak holds a brooch made from one of its cones that he removed himself, which grants protection to the wearer and any friend close to them. Once Nerak is dead, his brooch disintegrates. When a Hero steps on the glyph of Brandar, remove a glyph of Brandar from Room 1. If that causes no glyphs of Brandar to remain in Room 1, place a face-up glyph of Brandar in Room 1 on the water hex. The Player must go back to into Room 1 after completing this room.

Trap – Roll one unblockable attack die against every friendly figure adjacent to an Evergreen Tree. If the trap is sprung, the treasure glyph remains there and face-down.

A Save Room connects the two prongs of this dungeon, and is accessible from the back of both the Evergreen and Jungle Rooms.

Room 3 – Jungle Forest – Exactly the same as the Evergreen room, except the snow is replaced with Swamp water, the Evergreen trees are all Jungle brush, and Evergreen the tree in the middle of the room is a Jungle tree, which also has a face-down treasure glyph (Nectar) in front of it. A glyph of Brandar also sits at the other end of the room.

Enemies – Blade Gruts x1 and Ornak

Special Rules – The Jungle Tree in the center of the room is the Father Tree. When a Hero steps on the glyph of Brandar, remove a glyph of Brandar from Room 1. If that causes no glyphs of Brandar to remain in Room 1, place a face-up glyph of Brandar in Room 1 on the water hex. The Player has to go back into Room 1 after completing this room.

Trap – Roll one unblockable attack die against every friendly figure adjacent to a Jungle Brush or Tree. If the trap is sprung, the treasure glyph remains there and face-down.

Room 1 again – The same as before, except one glyph of Brandar is gone for each other room the Player has defeated. If both are gone, a glyph of Brandar sits on the water hex in the middle.

Enemies – Arrow Gruts x2 and Swogs x2, plus any Dumutefs from this room that were not killed before.

Special Rules – Heroes start at either the Evergreen or Jungle Trees, depending on which room they just finished playing. Stepping on the Glyph of Brandar in the center of the room on the water hex will transport that Hero out of this room and into a Save room, which has a door to Room 4.

Room 4 – Nature and Nurture - A rectangular room with two elevated, surrounded pools of water (Wellsprings), and an insane amount of skinny Evergreen trees, Jungle Brush and Jungle Trees.

Enemies – Heavy Gruts x4, Tornak, Grimnak

Special Rules – The Mother and Father tree are enraged that the Heroes violated them. If you got the Mother Tree Brooch, roll “lava damage” at the end of each round for any hero adjacent to an Evergreen tree. If you got the Nectar, roll “lava damage” each round for any Hero adjacent to a Jungle brush or Jungle Tree.
Spoiler Alert!



The Amulet of Nature – Grants the owner +1 to Movement and Attack.
The Amulet of Nurture - Grants the owner +1 to Life and Defense.

killercactus December 31st, 2009 12:38 PM

Re: KC's Scenarios, Campaigns, Traps and Random Ideas
 
The Amulet of Intellect
Kinsland

Many Soulborgs brought to Valhalla have seemed to immigrate south to the lands of Braunglayde and Kinsland. They tend to band together, finding themselves different from the other races on Valhalla. This cave in the land of Kinsland looks to be where the Soulborgs are constructing their new home - in the image of Alpha Prime.

5 Rooms, 2 Treasures

Before the Player starts this dungeon, the DM needs to pick a two different 4 digit numbers that contain only the digits 1 and 2. Assign one each to the flat double-sided castle walls in Room 1, keeping them secret from the Player. The first 4 rooms of this dungeon form a circle, with the fifth room in the center.

Room 1 – A square room of dungeon/concrete with 2 walled-off hexes across the room from the starting zone, one contains a face-up treasure glyph (Infra-Red Goggles) and one is the passage to Room 5. Rooms 2 and 4 are connected to either side by one hex. One battlement is attached to an elevated hex in the middle of the room, representing a computer.

Enemies – Deathwalker 8000 (with a Jetpack)

Special Rules – Figures cannot move over or otherwise through the castle walls. DW8K wears a Jetpack, which allows him to ignore elevation changes in this room. He will drop it as a face-up treasure glyph when he is killed. Defeating the enemies will unlock the door on the left, allowing the Player to proceed to Room 2. If a Hero is adjacent to the battlement, the DM will ask him to pick a number, 1 or 2. The DM records the choice the Player makes.

Room 2 – A curved corridor of dungeon/concrete hexes with a battlement attached to an elevated hex against the wall, representing a computer.

Enemies – Blastatrons x2, Gladiatrons x2

Special Rules - If a Hero is adjacent to the battlement, the DM will ask him to pick a number, 1 or 2. The DM records the choice the Player makes.

Save Room

Room 3 – A straight, narrow corridor of dungeon hexes with water and columns strewn throughout, with a battlement attached to an elevated hex against the wall, representing a computer.

Enemies – Deathstalkers x2

Special Rules - If a Hero is adjacent to the battlement, the DM will ask him to pick a number, 1 or 2. The DM records the choice the Player makes.

Room 4 – A curved corridor of dungeon/concrete hexes with turrets scattered throughout, with a battlement attached to an elevated hex against the wall, representing a computer.

Enemies – Zettian Guards, Deathwalker 9000

Special Rules - If a Hero is adjacent to the battlement, the DM will ask him to pick a number, 1 or 2. The DM records the choice the Player makes. If the 4 numbers the Player has selected in the 4 rooms corresponds to either code the DM picked before the dungeon, the DM must tell the Player that they hear a “banging sound, like something opened”. This room reattaches to Room 1, and the Player must proceed there after this room is completed.

Room 1 again – The same as before.

Enemies – Deathwalker 8000 (respawns each time the Player enters the room - no Jetpack this time though - only the first time)

Special Rules – If the 4 numbers chosen by the Player correspond to one of the two numbers the DM chose at the beginning of the game, remove the castle wall that corresponds with that number. If the passage to Room 5 (and the Save Room) is open, the Player can proceed through. If not, the Player must revisit the other rooms and change the number at the computer terminal until the DM tells them they hear a “banging sound, like something opened”. Each time the Player re-enters one of the rooms, respawn 1 squad of the Soulborg squad that was in that room.

Save Room

Room 5 – [Needs an updated design - Wellspring Room]

Enemies – Major Q9, Major Q10, Gladiatrons x2, Blastatrons x1

Special Rules – Major Q10, in hopes of a fair fight, convinces his counterpart to allow the Heroes to win initiative automatically in Round 1. Major Q10 is recruitable after the battle.

Spoiler Alert!


The Amulet of Intellect – Allows the owner to assimilate the powers of those near him into himself. During the owner’s turn, he may use any Special Attack (in place of his own attack) or any Special Power on the Army Card of any figure within 2 clear sight spaces.

killercactus December 31st, 2009 03:22 PM

Re: KC's Scenarios, Campaigns, Traps and Random Ideas
 
After typing all of this, I realized that it's very, very random if you've never played Shining Force. So, I spoiler tagged it - feel free to read if you've played Shining Force, or are really open minded:

Spoiler Alert!

killercactus January 1st, 2010 01:28 PM

Re: KC's Scenarios, Campaigns, Traps and Random Ideas
 
Finished a draft of the Light Dungeon is VS today, and am going to build it in a few minutes. phantazm21zero is coming over today, so we'll get some playtesting in. I'll edit this post with the results and, if it goes well, get some pics up, Right now, it only needs one RotV and one TT to build.

EDIT: The map worked out OK, but the enemies were way too strong. I had to go down to one Protector squad, one Sentinel squad and nix the EI completely in favor of the Dzu-Teh in the 3rd room, moving the Sentinels to the second room. When I did that, they player made it to the end with 2 wounded Heroes. He also didn't get the Phoenix Feather, which would've really helped.

kolakoski January 3rd, 2010 08:31 PM

Re: KC's Scenarios, Campaigns, Traps and Random Ideas
 
Well met!

Seemed like the place for it.:cool: I am very impressed with the detail and "feel" of your tourney cycle. It is the first campaign idea for Heroscape to excite me. I'm going to rip it off totally and see how Chas likes it, for our semi-regular Wednsday evening games.

David

killercactus January 4th, 2010 09:44 AM

Re: KC's Scenarios, Campaigns, Traps and Random Ideas
 
Quote:

Originally Posted by kolakoski (Post 983484)
Well met!

Seemed like the place for it.:cool: I am very impressed with the detail and "feel" of your tourney cycle. It is the first campaign idea for Heroscape to excite me. I'm going to rip it off totally and see how Chas likes it, for our semi-regular Wednsday evening games.

David

Thanks! I'm pretty excited to see how it works for an actual tournament. My ultimate vision is to combine the town system used there into a dungeon crawl scenario to create an RPG effect, and....

Actually, this kind of leads into my second "Random Idea" - an entire "Overworld" that a party could traverse and encounter monsters. Within the Overworld, there could be towns, castles, dungeons, etc. to create a huge campaign.

Overworld ideas:

Spoiler Alert!

killercactus January 12th, 2010 12:16 PM

Re: KC's Scenarios, Campaigns, Traps and Random Ideas
 
Well, I've decided to just go for the gusto with my campaign. I'm scrapping the Four "Other" Crystals idea and creating a different campaign based solely in Valhalla and centered around the 15 mysterious Amulets contained within each Wellspring.

The Campaign (working title "The Betrayals of Utgar) is set after the War of the Valkyrie in a time of truce on Valhalla. The amulets were collected and returned to the Wellsprings from which they came after Utgar was defeated, though he remains a Valkyrie and in control of a Wellspring in Bleakewoode, where his fortress remains. Also, the war ended before all of the Wellsprings were located.

The campaign heroes (TBD, but will most likely include ROTV Drake and Raelin, and probably Syvarris) will begin the game in Nostrauland at Jandar's fortress, and can move through Valhalla using an Overworld map (I have a prototype put together that needs tweaked a bit - it's based on the geographical map of Valhalla that can be seen here), where they'll randomly encounter monsters that they can defeat to earn Gold (equal to the monster's Point value). The monsters will vary in strength depending on where in Valhalla the heroes are, and will increase in strength as the campaign progresses. Spread out on the Overworld map will be glyphs that represent Towns, Fortresses, Caves and other areas that the heroes can enter. The towns will contain shops, inns, taverns and churches similar to The Secrets of Breccon (see page 1), where the heroes can rest and stock up on equipment and items. The Fortresses will either be like a town, or possibly contain a dungeon, and the caves and other areas will be dungeons that are represented by separate maps. Additional heroes will be found in towns, fortresses, some secrets, etc. to be recruited into the party.

I'm going to keep the four dungeouns I've already created and modify them a bit for this campaign.

Betrayal of Utgar Overall Special Rules:

The Player begins the game at Jandar's Fortress in Nastrauland. The party consists of:

Drake RotV
Raelin RotV
Syvarris

The Player will begin the game with 500 Gold, and may spend that at the shops in Jandar's Fortress if they wish.

When they leave the Fortress, they must journey to other locations in Valhalla by moving on the Overworld. When moving through the Overworld, just use one figure (usually Drake, but it doesn't matter) to represent the party. The party can only move on Level 1 of the Overworld (meaning that Level 2 and Level 0 tiles block your movement). Do not use the Movement value on your unit's Army Cards - just move the party from hex to hex until you reach a location on the map, or a random encounter. The party can also Save their progress anywhere on the Overworld map at anytime. If they do, place a glyph (or other designated placeholder) on that hex to represent where the party has last Saved, and record the Party, Treasures owned and Gold owned. If the party Saves their progress after that, remove the placeholder, and re-record. If the party is completely killed in battle, the campaign resumes at the point of the last Save, and any Treasure and Gold acquired from the point of the last Save to when they die are lost.

Fortresses and Towns

While at a Valkyrie Fortress or Town, the Heroes can do a few things:

Visit that Town's Shop (see the first page for what can be purchased in each shop)
Visit the Inn (the Heroes can pay 40 Gold per Hero that wishes to stay at the Inn. You may remove all Wound Markers from any Hero that stays at the Inn).
Visit the Church (you may pay the Point Cost of a dead Hero and the priest at the Church will resurrect him).
Change the Main Party (you may switch out Heroes from the Main Party for Heroes you have recruited that aren't currently being used. You may not switch dead Heroes into or out of the Main Party. The Main Party will be the Heroes used in Dungeons, Battles and Random Encounters).
Do other stuff specific to the Town/Fortress (like receive information from townsfolk/Valkyrie, recruit additional Heroes, or fight in the collisseum at Jotungard)

Random Encounters

Before moving, the Player must roll one 6-sided die. The result represents how many hexes you can move the party without finding a random encounter. For example, if I roll a 3, I would move 3 hexes normally, but the next hex I step on will be a random encounter.

When a random encounter occurs, the Player immediately places the party on starting zone spaces on the random encounter battlefield that corresponds with the terrain type the on which the party found the encounter (there will be separate, very small maps for Grass, Sand, Snow, Lava and Swamp. The other terrain types aren't present on the Overworld for random encounters). The DM then consults the Bestiary, noting the region of the Overworld and the combat die result (skull = weakest, shield = medium, symbol = strongest monsters of the region) and places the monsters on their starting zone spaces. Players then place Order Markers, roll initiative and battle until either the Player or DM is completely defeated. If the party wins, they acquire Gold equal to the Point cost of the monsters they killed. If they lose, restart the campaign at the last Save point.

Battle Points

When the party steps onto a Battle Point, they immediately enter into a battle more akin to a regular, kill 'em all Heroscape game. There will usually be "Guest" units that are automatically part of the battle. The Player uses Heroes from the party to round out the point total.

Dungeons

When the party enters a cave, they immediately begin a dungeon-crawl scenario. The Main Party of Heroes are the ones that go into the dungeon. The Main Party can only be changed at a Valkyrie Fortress or town. Once inside the dungeon, they cannot change Heroes, even at Save Points (special places inside a dungeon where the Player can Save their progress in case they die later in that Dungeon). They cannot leave the dungeon until they complete it, unless they are killed and restart at a prior Save on the Overworld. Upon completion of the dungeon, the Player's progress is automatically Saved on the Overworld just outside the dungeon. If a dungeon was in a cave that has two openings (like how Migol's Tomb Caverns connect the east and west halfs of the Overworld, and the cave in Ticalla), the Heroes appear at the opening they did not enter when the dungeon is complete. Also, if they re-enter that cave, they may choose not to play through the dungeon.

Fedex worker January 12th, 2010 09:43 PM

Re: KC's Scenarios, Campaigns, Traps and Random Ideas
 
Awesome idea!!! I like how you have gold in your scenario. Also basing your adventure of the actual map of Valhalla is pretty cool!

killercactus January 13th, 2010 02:22 PM

Re: KC's Scenarios, Campaigns, Traps and Random Ideas
 
Thanks! It's gonna take some time to finish though. I'm going to try to devote an hour to it per night after kiddiecactus falls asleep.

By the way - the Overworld is gonna be pretty big. The prototype I have put together right now needs the following to build it:

3 RotV
1 SotM
1 TT
1 Lava
1 Jungle
1 Dungeon (for water and shadow only)
1 Road (for trees)

I'm gonna see what I can do to cut it down to just 2 RotV, but even so it requires quite a bit of terrain. On top of that, you'll have to build small battlegrounds for use in the random encounters (which I'm trying to build using leftover terrain from the Overworld requirements).

To circumvent that for players that don't have the terrain to build the Overworld map plus the extra dungeons, there'll be a specific order the dungeons are meant to be played in (determined by the difficulty of each, and also by terrain obstacles in the Overworld) and I'll post that, so players can just skip the Overworld parts if they want and go from dungeon to dungeon in the campaign. The player will probably miss some gold and maybe a secret or two doing this, though. I'll have to find a way to compensate for that.

EDIT: I just remembered Cavalier's awesome Lexan Mats. The Overworld would be an excellent time to use something like this and save the terrain for the actual battles and dungeons. The only terrain that needs to go on the mat are to mark where the heroes can't step because of water, mountains, etc, and glyphs to represent the towns, etc.

Yay 4,000 posts!

Xn F M January 13th, 2010 03:58 PM

Re: KC's Scenarios, Campaigns, Traps and Random Ideas
 
Hey KC, if I'm reading this correctly you're basically using the overworld map as a way for the party to move around right? So wouldn't someone who doesn't have the terrain resources to set up the map and the battlefields be able to use a printout (or two) to handle that?

I'm thinking maybe an overhead shot of the VS rendering might work. But I suppose that would really depend on how much elevation matters in overland movement, though that wouldn't be an insurmountable problem.

killercactus January 13th, 2010 04:09 PM

Re: KC's Scenarios, Campaigns, Traps and Random Ideas
 
Quote:

Originally Posted by Xn F M (Post 989214)
Hey KC, if I'm reading this correctly you're basically using the overworld map as a way for the party to move around right? So wouldn't someone who doesn't have the terrain resources to set up the map and the battlefields be able to use a printout (or two) to handle that?

I'm thinking maybe an overhead shot of the VS rendering might work. But I suppose that would really depend on how much elevation matters in overland movement, though that wouldn't be an insurmountable problem.

Elevation has absolutely no bearing on Overworld movement. On the Overworld, the player can only move on Level 1 unless he has a boat/airship (not that a boat or airship will be available in the campaign ;)). I envision just a Drake figure that represents the entire party to move from hex to hex along the Overworld until they get to a town/fortress, enter a cave/battlefield, or step on a random encounter hex.

So yes, some sort of 2D printout would work just fine - if it's big enough for a figure to walk on. The real purpose of the overworld is to dictate the flow of the campaign by using terrain blockers such as mountains and rivers to force the party to take a particular route, to control the strength of the enemies faced and to provide random encounters along the way (just like in every RPG video game ever created). It represents the journey from say, Nostrauland to Ekstrom as the heroes travel from Jandar's fortress to Ullar's.

What would be ideal is a big printout of the geographical map of Valhalla with a semi-transparent Lexan-style hex diagram super-imposed on top of it, and each hex being different colors, which represent either non-traverseable terrain or one of the colors in the random encounter grid. Then the players could lay down the mat, put rock hexes / trees / glaciers / what have you on the non-traversable hexes and move along the others while the DM checks for encounters. I might try and create something like this for download. It might even be possible to do it in VS if there's a way to get a "life-size" printout.

Fedex worker January 13th, 2010 04:47 PM

Re: KC's Scenarios, Campaigns, Traps and Random Ideas
 
Quote:

Originally Posted by killercactus (Post 989163)
Thanks! It's gonna take some time to finish though. I'm going to try to devote an hour to it per night after kiddiecactus falls asleep.

:binky::lol:

killercactus January 14th, 2010 12:56 AM

Re: KC's Scenarios, Campaigns, Traps and Random Ideas
 
http://www.heroscapers.com/community...overworld2.bmp

Here's my VS layout of the Overworld for Betrayals of Utgar. I'll get a download of it with build instructions up tonight, but I think the overhead shot of it here is the best for what it is. The build requirements for the entire map (currently) are:

RotV x4
SotM x1
RttFF (trees only) x1
VW x1
TT x1
Jungle x1
Dungeon (shadow tiles only - could be replaced with glyphs - maybe Crevcor, since C is for cave?) x1

However, the map is basically divided in half diagonally down the middle by the mountains. The flow of the campaign will be such that a player can build the northeast portion first, play through it, and then build the southwest portion, which should make it possible to be built with RotV x2, at least. I need to get the build requirements for those individual "halves".

As I said earlier in the thread, though, I want to work on a 2D version of this map that players can print out and use. I'll make a small version of it using Virtualscape to start with.

I think I did a decent job of copying the geographical Valhallan map. The starting zone colors that you see break the map into regions for monsters, which get stronger as you advance through the campaign. The glyphs represent towns, fortresses, and fixed battle points. I don't know if you can see them, but they're as follows:

Jalguard - Jandar's fortresses
Unilava - Ullar fortress
Valda - Vydar's fortress
Erland - Einar's fortress
Astrid - Aquilla's fortress
Kelda - Kyrien mountains (Utgar's) fortress
Thorian - Towns
Brandar - Battles of Stechavan Ruins, Searing Pass, Wolf Swamp Road, the Wellspring of Obsession and a couple more.

The Shadow spaces represent caves that take the player to a dungeon.

Here's the bestiary (note - if you're going to play through the campaign, you might not want to read this just yet, as it kinda spoils the order in which you'll play the areas, since the monsters grow in difficulty as the campaign progresses). The x2, x3, etc. don't refer to 2 squads of the named unit, but rather 2 or 3 units. For example, 4th Mass x2 (not a monster in here, btw) means half a squad of Mass, not 2 squads. Heroes that defeat these monsters in a random encounter on the Overworld earn Gold equal to their point value using Partial Scoring. You'll notice all of the monsters that use partial squads divide evenly, keeping things clean.

Spoiler Alert!


This bestiary is only for use on the Overworld in a random encounter. The dungeons will have their own specific bestiary, and the monsters for each room will start on the map like a normal game of Heroscape. I'm going to try to make the dungeons in such a way that a player only needs two expansion sets to build each (mostly two D&D sets) by building small rooms with Save Points intermittently into the dungeons. That way, a player can play through part of a dungeon, Save their game, and disassemble the previous rooms to build the next rooms of the dungeon, starting at the Save point. There will also be a Save point before a "boss" battle.

"Boss" battles will be even more like a regular, kill 'em all game of Heroscape. Each boss battle will have a boss, along with its minions, that you have to defeat. With a Save point right before the bosses room, the heroes can heal up and start there if they lose. The battles on the Overworld marked with Brandar glyphs will be similar to boss battles. They'll be played on specific maps, incluing Migol's Tomb and Searing Pass.

killercactus January 14th, 2010 06:09 PM

Re: KC's Scenarios, Campaigns, Traps and Random Ideas
 
Betrayals of Utgar - Prologue (I love me some backstory)

The people of Nostrauland have lived peacefully these past years since the War of the Valkyrie ended with Utgar's defeat at the hands of the great Valkyrie Alliance. The evil Archkyrie surrendered control of the Wellsprings outside of Bleakewoode and returned the Amulets to their rightful places. With some of the Wellsprings left undiscovered at the end of the war, the 15 Amulets could not be united to form a portal into the various worlds from which Valkyrie lords summonned their soldiers. However, with Valhalla at peace, the new residents of Nostrauland have found a place for themselves in their new homes.

Sergeant Drake Alexander - a great hero of the Valkyrie War - serves in Jandar's court as a guide and advisor along with the other Kyrie. It's been some time since Alexander has seen peace, and he planned to bask in it. He formed a close friendship with Raelin the Merciful, who saved his life (and he hers) many times during their travels at war. Together with Thormun of Taeleron, they aid Jandar as he rules the kingdom of Nostrauland.

On an early bright spring morning, Jandar's fortress received a visitor - Syvarris, the mightly (albeit arrogant) Elven warrior of Ullar - Jandar's ally to the east in Ekstrom. Syvarris was also influential in the War of the Valkyrie - his archery skills were unmatched on Feylund from where he hails, and are unmatched here on Valhalla. Today, however, Syvarris was not here to reminesce their glory.

Earlier just this week, Ullar's fortress was broken into during the night. Ullar's first reaction was to fear the worst - that Utgar's armies were once again on the move, and the war had recommenced. However, no one was hurt - no one was even disturbed. The thief was able to infiltrate and leave Ullar's fortress in Ekstrom completely undetected, and made off with two valuable treasures - the fabled Looking Glass of Ullar with which he communicated with the other Valkyrie during the war, and the Amulet of his Wellspring.

Syvarris explained that the people of Ekstrom are unaware of the thief, and Ullar would like to keep it that way. The people of Valhalla deserve some time at peace, and Ullar does not desire to stir panic and despair. Instead, he sent Syvarris to find and apprehend the culprit. Ullar believes that the perpetrator had to be heavily trained in the arts of stealth and secrecy, and therefore plans for Syvarris to travel to Anund and consult Vydar to determine if any of his skilled agents had abandoned his cause and possibly had motives of their own. In order to portray to Vydar that the old alliance is still strong and send a message of good faith, Ullar has requested that Jandar also send a representative.

Jandar, agreeing with Ullar and in fear of igniting the fires of distrust again, gave Syvarris not one, but two companions - his most trusted heroes. Sergeant Alexander and Raelin.

So, the three heroes set off on their journey to Montfre Manor to consult Vydar...

killercactus January 15th, 2010 01:03 PM

Re: KC's Scenarios, Campaigns, Traps and Random Ideas
 
I added some Ancient Artifacts to the Breccon treasures. In the Breccon tournament, there should be one Ancient Artifact available on each map in the tourney.

Each map would contain 3 Treasure Glyphs - 2 would contain 50 gold, and 1 would contain either 50 gold, 100 gold, or the Ancient Artifact for that map, determined by a combat die roll (skull = 50, shield = 100, symbol = artifact). I'd probably use glyphs of Brandar for the 50 gold treasures, and Brandar's Chest for the random. It'd be better to switch them, but since most players have more glyphs of Brandar, that'd be better.

I think the final map probably have 4-5 Treasure glyphs in the Wellspring room, all within Clear Sight of the Braxas statue.

Also, since the glyphs available for purchase in the Shop will be the same for Betrayals of Utgar, I've color coded them to show where they're available. It goes along with the bestiary as a bit of a teaser as to how the campaign progresses. I have an outline of the story already hashed out, but am still working on the details. I hope to get some VS'ing done over the weekend and some pics of the dungeons up soon.

killercactus January 17th, 2010 11:42 PM

Re: KC's Scenarios, Campaigns, Traps and Random Ideas
 
http://www.heroscapers.com/community...omb_cavern.jpg

I added the first dungeon in the Betrayals of Utgar campaign - The Caverns Beneath Migol's Tomb. I have a link to the download, build instructions and scenario instructions in the first post.

If you wanted to build the entire dungeon, you would need 5 D&D sets. However, there are 2 Save Points (the 7 hex sand pieces with Violet start spaces that surround a glyph of Sturla) in the dungeon that the heroes can use to save their progress. Once they reach a Save Point, they'll never have to play the prior two rooms, so they can be disassembled and used for the next two rooms. Or, since each room only needs 1 D&D set to build, if that's all you have, you can play it one room at a time.

There's some backstory in the instructions here, and you'll see there's a bit of a gap between what I have posted above and that. I'll fill that in soon enough, but I wanted to get this up here since it's my first downloadable dungeon I've actually posted to the thread.

I think, if you just played through this with a 500 point army of heroes, you'd be pretty hard-pressed to win it. The heroes will need many healing items to make it through alive. If you want to try the dungeon outside of the scenario, I'd go about it like this:

The Players army gets:

Drake RotV - 110
Raelin RotV - 190
Syvarris - 290
Other non-Huge heroes that don't follow Utgar - 210

I'd give the party 5 Potions of Healing and 5 Glyphs of Sturla (see first post of this thread for rules on those glyphs) at least to start. The campaign party will have been to a couple towns and through a couple random and non-random battles before they reach here, giving them ample Gold to buy some stuff.

I'd really appreciate any thoughts anyone has on this!

Sujoah January 18th, 2010 10:36 AM

Re: KC's Scenarios, Campaigns, Traps and Random Ideas
 
Just so you know, the link to Migol's Tomb Caverns isn't complete. The instructions for the battlefield are, but the story isn't.

killercactus January 18th, 2010 10:47 AM

Re: KC's Scenarios, Campaigns, Traps and Random Ideas
 
Quote:

Originally Posted by Sujoah (Post 991635)
Just so you know, the link to Migol's Tomb Caverns isn't complete. The instructions for the battlefield are, but the story isn't.

Hmmm... I can't try the link because I'm at work, but if you can get to the build instructions, you should have the story. It's on the last page of the Instructions, intermixed with the scenario rules.

I also added a front page link to the Prologue I put up a few days ago, and updated the Overview link to a more relevant post.

Sujoah January 18th, 2010 11:08 AM

Re: KC's Scenarios, Campaigns, Traps and Random Ideas
 
Quote:

Originally Posted by killercactus (Post 991638)
Quote:

Originally Posted by Sujoah (Post 991635)
Just so you know, the link to Migol's Tomb Caverns isn't complete. The instructions for the battlefield are, but the story isn't.

Hmmm... I can't try the link because I'm at work, but if you can get to the build instructions, you should have the story. It's on the last page of the Instructions, intermixed with the scenario rules.

Put it in spoilers to save room.
Spoiler Alert!


So, it kind of just ends.

Also, around the bottom of the spiral of the entire dungeon, you have a triple-hex rock piece, with one hex hanging over the edge of a seven hex. So, if a single spaced figure stands there, it will fall.

killercactus January 18th, 2010 11:10 AM

Re: KC's Scenarios, Campaigns, Traps and Random Ideas
 
Quote:

Originally Posted by Sujoah (Post 991649)
Quote:

Originally Posted by killercactus (Post 991638)
Quote:

Originally Posted by Sujoah (Post 991635)
Just so you know, the link to Migol's Tomb Caverns isn't complete. The instructions for the battlefield are, but the story isn't.

Hmmm... I can't try the link because I'm at work, but if you can get to the build instructions, you should have the story. It's on the last page of the Instructions, intermixed with the scenario rules.

Put it in spoilers to save room.
Spoiler Alert!


So, it kind of just ends.

Also, around the bottom of the spiral of the entire dungeon, you have a triple-hex rock piece, with one hex hanging over the edge of a seven hex. So, if a single spaced figure stands there, it will fall.

Thanks, Sujoah. I'll have to do a re-upload tonight to fix those. The instructions must've carried onto another page that didn't make the PDF transfer or something.

Thanks also for pointing out my triple-hex hangover - that's a mistake. I'll correct it tonight with the new upload.

killercactus January 18th, 2010 02:39 PM

Re: KC's Scenarios, Campaigns, Traps and Random Ideas
 
Betrayals of Utgar Battle #1 - Soulborg Ambush

As the heroes make their way south through Nastrauland, they come upon the mountain pass of Stechavan, where the scout Zetacron holds a post with his small band of Omnicron Repulsors. However, as the heroes make their way into the pass, they see a Repulsor moving to light the beacon to signal Jandar of incoming trouble, only for it to be shot down by a massive black Soulborg - a Deathwalker - before it could get the beacon lit. These are Utgar's Soulborgs - a Deathwalker, and animalistic Deathstalkers and Deathreavers. Drake, Raelin and Syvarris, knowing no additional help will be coming for the Omnicrons, charge into battle and to their aid.

Players Army:

Party
Drake RotV - 110
Raelin RotV - 190
Syvarris - 290

Guests (controlled by Player as well in a 2-Player Game. In a 3 or 4 Player game, the Guests are controlled separately, but Raelin's aura still affects them)
Zetacron - 350
Omnicron Repulsors x3 - 470

vs.

DM's Army:

Deathwalker 8000 - 130
Deathstalkers x2 - 330
Deathreavers x3 - 450

In a 3 or 4 Player game, the DM's army is broken into these two teams:

Deathwakler 8000
Deathreavers x3

Deathstalkers x2

Battlefield: Stechavan Pass (pic forthcoming - I need to check the RotV rulebook because I thought I remembered a specific scenario for this)

Special Rules: The DM wins if they destroy Drake, Raelin and Syvarris - they do not need to destroy Zetacron or the Omnicron Repulsors to win. Player obtains Gold for all units destroyed, even if the Guests destroy the unit.

killercactus January 18th, 2010 06:05 PM

Re: KC's Scenarios, Campaigns, Traps and Random Ideas
 
I've updated the usable heroes on Page 1, and also the Overview and Rules on Page 2, which goes into much more detail now on how the campaign is actually played.

Also, I haven't figured out yet how to correct the "missing story" from my PDF file. It seems like I have too much text for the "Map Parameters" section of VS to handle, and it only prints out the one page.

My solution at this point is to copy and paste the text into Word, print that to a PDF, and add those pages to my PDF printout of the Map, and upload that. The problem is that I don't have Microsoft Office at home, and therefore have to e-mail it to myself so I can transfer it to Word at Work, and then e-mail it back so I can upload it at home, since I can't upload from work [inhale].

Unless someone knows how to get VS to print more than one page of Map Parameters...

Also, if you need the rest of the story/bestiary, here's a summary:
Spoiler Alert!

killercactus January 19th, 2010 12:26 PM

Re: KC's Scenarios, Campaigns, Traps and Random Ideas
 
The story continues after the battle at Stechavan Pass...

Spoiler Alert!

killercactus February 4th, 2010 11:45 PM

Re: KC's Scenarios, Campaigns, Traps and Random Ideas
 
It's been a while since I updated this, and I know I'm jumping all over the place, but please bear with me. This campaign is going to be amazing when it's done.


Here's another battle for the Heroes - this time after Einar's Fortress. It takes place in the Durgeth Swamp:

http://www.heroscapers.com/community...geth_swamp.bmp
DOWNLOAD

I basically just did a revamp of the Durgeth Swamp battlefield from the RotV rulebook, using 1 SotM and 2 Jungle sets. You can read the instructions to the battle in the download, but it pits Khosumet and a slew of Wolves against Acolarh, some Warriors of Ashra and Heroes from your party. The glyph is the Dire Stone, which Acolarh is trying to reclaim from the wolves.

I have some really big ideas for this, including Summon Glyphs that allow Heroes to summon powerful beasts into the battle with them, a collisseum where you can put a treasure on the line and choose one Hero from your Party to fight one-on-one against a foe to win other treasures, and a ton of secrets that you can find throughout the campaign to unlock more usable Heroes and treasures.

killercactus February 5th, 2010 03:01 PM

Re: KC's Scenarios, Campaigns, Traps and Random Ideas
 
I updated this post with a description of Fortresses and Towns, and a little more overall description of how the campaign is played.

Also, concerning the Overworld and the vast amount of terrain it requires - could Overworld movement be accomplished just by using the "Play" feature in Virtualscape? I've never tried it, but could someone just place a Drake figure on the 3D map picture and move him around right there in the program? That would solve everything very simply if it's possible.

yagyuninja February 22nd, 2010 03:12 PM

Re: KC's Scenarios, Campaigns, Traps and Random Ideas
 
Quote:

Originally Posted by killercactus (Post 982082)
After typing all of this, I realized that it's very, very random if you've never played Shining Force. So, I spoiler tagged it - feel free to read if you've played Shining Force, or are really open minded:

Spoiler Alert!

Awesome. I love Shining Force (though I do enjoy 1 more than 2). I think the promotion part of the game was possibly my favorite aspect, so I'd definitely want to figure out how to get that to work. In fact I might forgo the thematic character picks just to make all the unpromoted guys as low point as possible. That way, you can just replace them later with a guy worth more points with a similar play style. It doesn't have to be totally balanced either; some of the guys in Shining Force weren't that great, and others were incredible (leveled and promoted Arthur in SF1? Worth the wait.)

Another cool thing to include were the special promotion items in SF2. You know, instead of turning Sarah into a Priest, she could become a Monk? The cool punching + kicking type of course. You could have extremely difficult (but rewarding) treasures in certain battle maps that if collected could turn one of your fighters into Kaemon Awa or Drake v.2.

S1R_ART0R1US August 13th, 2010 06:12 PM

Re: KC's Scenarios, Campaigns, Traps and Random Ideas
 
Wow, there is a ton of stuff in this thread. I like your overworld idea, and the lexan mat seems like it would work perfectly!

killercactus October 19th, 2010 01:11 PM

Re: KC's Scenarios, Campaigns, Traps and Random Ideas
 
OK, it's been ages since I updated this thread.

Real life intervened with my campaign creations, but it hasn't stopped my brain from working. Betrayals of Utgar is still alive and, with the arrival of D2 and D3, it will be better than ever when finished.

The original storyline involved Cyprien turning on Utgar and opening a rift into another world with the Amulets from the Wellsprings. Now I have a far better idea for the main storyline.

Also, the monsters in the beastiary have changed. With this huge slew of Uncommon Heroes that work perfectly as campaign monsters, I just had to work them into my random battles. They're too perfect - so I've updated the beastiary (which is now on the front page) with mostly Uncommons, but a couple commons and uniques in there, too (uniques like Gurei-Oni and Shurrak work very well functioning as uncommon Cyclopes and Fire Giants). Also, with all of these new Treasure Glyphs, there really isn't much need for me to create my own treasure in the shops anymore - I can just use real stuff! I've updated all of the shops to include the real Treasure Glyphs, along with their Gold costs.

One glyph I will continue to add though is the Vial of Resurrection, except that's already pretty much an official treasure anyway since it's used in the MS3 campaign. Also I'll continue to add more Ancient Artifacts that are based on current Heroscape Special Powers (the Rod of Negation, Spear of Gerda, Sword of Thorian, etc.).

I'd like to get back to working on this a bit each night. I think this time I will complete the entire storyline first, and then fill in the battles and dungeons with maps afterwards. All of the battles and dungeons I've already posted will remain the same.

Thanks to anyone that's still here, and keep watching!

killercactus November 8th, 2010 09:48 AM

Re: KC's D&D - Betrayals of Utgar, EPIC CAMPAIGN! (50%)
 
I've still been hard at work on this, putting in about an hour or so on average each day. I'm almost through the story and DM manual, which is coming along nicely. I'd say the whole project is about 50% done, and it's 95% done in my mind, so I just need to transfer it to Word Documents and Virtualscape.

killercactus January 5th, 2011 02:07 PM

Re: KC's D&D - Betrayals of Utgar, EPIC CAMPAIGN! (50%)
 
*sigh*

Real life again has intervened with my work on this project, and I'm definitely not going to be working on it at night over the next few tax season months.

Therefore, I've decided to recruit some help for this project, and make it a community effort. I'd like to break up the maps, battles, and scenarios that need to be constructed for BoU and let you, the masses, design them.

Here's how it will work. I'm going to lay out what needs created in this post. If you'd like to work on a map, battle, scenario, what-have-you, just post here and request it. First come, first serve. I already have descriptions up for a few of the dungeons, so I'd like those to be followed when building them. When you pick a scenario to work on, I'll PM you some of the details that surround it. This way, everything will be able to fit seamlessly together into the overall story and into my DM manual.

I'm asking that each map be built in Virtualscape and contain instructions for the battle/scenario/dungeon. Once the map is built, you can upload it onto the site, link it here, and it can be reviewed and discussed (if you can't upload, you can e-mail them to me and I'll get them on the site). As long as you incorporate the details I give you, the rest is up to you. You can do anything else you like with the scenario.

I'd really like to get this finished, as I believe it can easily be the most epic campaign Heroscape has ever seen. I hope you want to help me out!

Here is what still needs constructed, and a very basic summary of what each is. Some of it is rather secret, but you'll be let in on it if you build it. Use the link on the front page of this thread to my Overworld map if you need to see where I'm talking about:

Dungeons (normally 4-5 rooms, including a boss fight at the end. Campaign style similar to River of Blood):

Light Dungeon (see front page for link to description - Located in the Thaelnek Tundra)
Darkness Dungeon (see front page for link to description - located in the Kyrien Mountains)
Nature Dungeon (see front page for link to description - located in the Forgotten Forest)
Intellect Dungeon (see front page for link to description - located west of Bleakewoode in a cave)
Power Dungeon (located in the Volcarren Wasteland in a cave)
Ticalla Cave Dungeon (located in a cave in the Ticalla Jungle)
Memory Dungeon (located on Haukeland in a cave)
Utgar's Fortress Dungeon (located at Utgar's fortress in the Kyrien Mountains. The Darkness dungeon leads here. This will be about the size of 2 normal dungeons).

Battlefields (should be conducive to a 1v1 kill-em-all battle of between 500 - 700 Points)

Stechevan Ruins (located in southern Nostrauland at the mountain pass into Upper Bleakewoode)
Searing Pass (located on the entrance to the Volcarren Wasteland from Braunglayde)
Wellspring of Obsession (located in Thaelenk Tundra)
Samurai Dojo (located on the far western Laur peninsula)
Outer Colisseum (located at the Colisseum in the Town in Jotungard)
Dragon Lair #1 (located underground)
Dragon Lair #2 (located underground)
Dragon Lair #3 (located ????)
Dragon Lair #4 (located ????)
Dragon Lair #5 (located ????)
Dragon Lair #6 (located ????)
Secret Lair #1 (located ????)
Secret Lair #2 (located ????)
Secret Lair #3 (located ????)
Secret Lair #4 (located ????)

Random Encounter Battlefields (should be less than half the size of a regular, BoV-sized 1v1 battlefield. A very little area where armies will be small and able to engage on the first turn)

Grass Battlefield
Sand Battlefield
Swamp/Jungle Battlefield
Snow/Ice Battlefield
Lava Battlefield
Colisseum Battlefield (like a fighting arena)

As the projects are completed, I'll link them on the front page and add then into my DM manual, which is just basically waiting on these scenarios.

All Your Pie January 5th, 2011 11:42 PM

Re: KC's EPIC COMMUNITY PROJECT! I NEED YOUR HELP!!!
 
I'd be willing to do some of the Random Encounter battlefields, starting with grass.

Do you want them to be symmetrical or asymmetrical?

XDVincent January 6th, 2011 01:15 AM

Re: KC's EPIC COMMUNITY PROJECT! I NEED YOUR HELP!!!
 
If I have any time, I'd love to mess around in VS and make some of these.

killercactus January 6th, 2011 09:46 AM

Re: KC's EPIC COMMUNITY PROJECT! I NEED YOUR HELP!!!
 
Quote:

Originally Posted by All Your Pie (Post 1308080)
I'd be willing to do some of the Random Encounter battlefields, starting with grass.

Do you want them to be symmetrical or asymmetrical?

PM Sent - they can be either symmetrical or asymmetrical. It's up to you.

Quote:

Originally Posted by XDVincent (Post 1308155)
If I have any time, I'd love to mess around in VS and make some of these.

Awesome! Just let me know which one you want to start - you can pick anything off the list that hasn't already been chosen.

I added a Community Project section to the front page so that I can keep track of who is working on each section of the project. Thanks for your willingness to help, guys!

All Your Pie January 6th, 2011 03:30 PM

Re: KC's EPIC COMMUNITY PROJECT! I NEED YOUR HELP!!!
 
I sent you a PM with the image. If the map is okay I'll send you the PDF file.

All Your Pie January 6th, 2011 04:53 PM

Re: KC's EPIC COMMUNITY PROJECT! I NEED YOUR HELP!!!
 
Random Encounter Battlefield: Grass
Red start zone for monsters, blue for heroes.
http://i1123.photobucket.com/albums/...g?t=1294341621

Download here.

Preemptively, I'd like to work on the lava encounter map next. I'd like to see what people think of this one first though.

killercactus January 7th, 2011 07:46 AM

Re: KC's EPIC COMMUNITY PROJECT! I NEED YOUR HELP!!!
 
Quote:

Originally Posted by All Your Pie (Post 1308517)
Random Encounter Battlefield: Grass
Red start zone for monsters, blue for heroes.
http://i1123.photobucket.com/albums/...g?t=1294341621

Download here.

Preemptively, I'd like to work on the lava encounter map next. I'd like to see what people think of this one first though.

As I said in our PM, I think it's perfect. A couple of little height variations, and small enough for a quick little skirmish.

All Your Pie is going to work on the Light Dungeon as well as the Lava random encounter field, so I'll mark him down. Thanks, AYP!

I Hate Atlaga January 7th, 2011 11:00 AM

Re: KC's EPIC COMMUNITY PROJECT! I NEED YOUR HELP!!!
 
I posted on the blog.
(2 dragon lairs, and the ruins of Stechevan.)

All Your Pie January 7th, 2011 08:59 PM

Re: KC's EPIC COMMUNITY PROJECT! I NEED YOUR HELP!!!
 
I'm going to have to drop out from doing the Light Dungeon. I've got a reasonable third and final room, but the first two just aren't coming together for me and I can't get something I'm happy with.

I'm enjoying the Random Encounter battlefields, though, and will continue working on them.

Robber January 8th, 2011 06:50 PM

Re: KC's EPIC COMMUNITY PROJECT! I NEED YOUR HELP!!!
 
I call both colliseums!

Random Encounter Colliseum Pillars have no tops. I tried to make a balanced map that looked like an arena- collumns, sand, and a lot of rocks for a height gain.



Next up is the colliseum map.

Edit: here you go!

Colliseum

Spoiler Alert!


Dibs on the swamp random encounter! (got to get mapmaking, BRB!)

killercactus January 9th, 2011 02:02 AM

Re: KC's EPIC COMMUNITY PROJECT! I NEED YOUR HELP!!!
 
Robber,

Thanks for helping out with the project! I like the Outer Colisseum map - just so you know, the DM's army will be Spartacus, Retiarius, Capuan Gladiators x3. The Player's army will include Marcus Decimus Gallus and Romans x2, plus 300 Points of heroes from the party. As long as your starting zones can accomodate that, it should be fine.

For the Random Encounter battlefield though, I'd like to take out the water and glyphs, and maybe make it a bit smaller. The only battles going on there will be literally 1 hero vs. 1 hero, so we don't need glyphs, and I'd like the heroes to start close enough that most heroes can engage on the first turn. Also, I just don't feel like there'd be water inside the gladiator arena, you know? If you fix that up, I think it will be perfect.

Again, thanks! I have you down for the Swamp battlefield, too! Again, it should be nice and small, so that figures can engage probably on the first OM - a very quick skirmish.

XDVincent January 9th, 2011 02:50 AM

Re: KC's EPIC COMMUNITY PROJECT! I NEED YOUR HELP!!!
 
I guess I'll mess around with Utgars Castle, if no one else has swiped it. I'll spend a fair amount of time on it though...


All times are GMT -4. The time now is 10:18 PM.

Powered by vBulletin® Version 3.8.8
Copyright ©2000 - 2024, vBulletin Solutions, Inc.
User Alert System provided by Advanced User Tagging (Lite) - vBulletin Mods & Addons Copyright © 2024 DragonByte Technologies Ltd.