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:
Community Project - Construction of BoU Maps and Scenarios:
Spoiler Alert!
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) -
Dwarvenwarrior123
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).
- XDVincent
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)
- I Hate Atlaga
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)
- Robber
Dragon Lair #1 (located underground)
Dragon Lair #2 (located underground)
Dragon Lair #3 (located ????)
- I Hate Atlaga
Dragon Lair #4 (located ????)
- I Hate Atlaga
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 - AllYourPie COMPLETED
Sand Battlefield
Swamp/Jungle Battlefield - Robber
Snow/Ice Battlefield - Kaiser Cat COMPLETED
Lava Battlefield - AllYourPie COMPLETED
Colisseum Battlefield (like a fighting arena)
- Robber
Alternate Tourney Rules (scenario/campaign based)
The Secrets of Breccon
[Description]
Traps
Spoiler Alert!
Quote:
Originally Posted by Traps used in The Secrets of Breccon
Braxas Statue: A statue of Braxas stands in the middle of the treasure-filled room. If a hero activates a Trap, Braxas comes to life (though cannot move) and the opponent may immediately use Poisonous Acid Breath (all treasures in the room should be within 4 clear sight spaces of Braxas).
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Spoiler Alert!
Quote:
Originally Posted by Traps used in The Betrayals of Utgar
Total Darkness Trap: The entire room is plunged into darkness. The treasure is lost forever, all figures subtract one from their movement value, and the Player that sprung the trap must remove an unrevealed Order Marker (that’s not the X) from one of their Army Cards.
Sudema and Rechet Statues Trap: The statues of Sudema and the Rechets spring to life, the DM immediately takes his Turn 1, and play proceeds normally.
Defeat Your Inner Darkness Trap: 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, with only the Hero and the Doppelganger allowed to have Order Markers. If the Player's Hero is defeated, the glyph remains there and face-down. If the Player's Hero wins, he obtains the treasure. Darrak Ambershard’s “Disarm Trap” Special Power has no effect.
The Trees Are Alive!: Roll one unblockable attack die against every friendly figure adjacent to an Evergreen Tree, Jungle Brush or Jungle Tree. If the trap is sprung, the treasure glyph remains there and face-down.
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Treasures
Spoiler Alert!
Quote:
Originally Posted by Previous glyphs transformed into purchasable treasure glyphs used in The Secrets of Breccon and The Betrayals of Utgar
All of these glyphs are available for purchase in The Secrets of Breccon at the shop (except the Ancient Artifacts). For the Betrayals of Utgar:
Blue Glyphs - Available in Jandar's Fortress and all below this
Green Glyphs - Available in Ullar's Fortress and all below this
Gray Glyphs - Available in Vydar's Fortress and all below this
Purple Glyphs - Available in Einar's Fortress and all below this
Rust Glyphs - Available in Jotungard and all below this
Orange Glyphs - Available in Port Laur and all below this
Cyan Glyphs - Available in Thaelenk Fortress, Braunglayde and all below this
Red Glyphs - Available in Haukeland
Magenta Glyphs - Available in Aquilla's Fortress
Temporary Treasure Glyphs
Potion of Healing - 50 Gold
Vial of Resurrection - 70 Gold
Elixir of Speed- 20 Gold
Ring of Protection- 40 Gold
Whetstone of Venom- 40 Gold
Bracers of Teleportation- 30 Gold
Cloak of Invisibility- 50 Gold
Belt of Giant Strength- 30 Gold
Scarab of Invulnerability- 150 Gold
Permanent Treasure Glyphs
Oceanstrider Amulet- 40 gold
Heroic Rune - 50 gold
Talisman of Defense - 100 gold
Brooch of Shielding - 50 gold
Giant Hunter Stone - 70 gold
Ancient Artifacts (These glyphs can be found in Treasure Boxes, but not purchased from the shop. However, the shop will buy them back for half of their price).
Bolt of the Witherwood - 200 gold
Revenant's Tome - 60 gold
Chalice of Fortitude: Equipped Hero gains +1 to defense for every two wounds on their Army Card - 200 gold
Sword of Thorian: When equipped Hero attacks an adjacent figure, the Attack Value on their Army Card is 6. Also, equipped Hero may not be attacked with a normal attack by a non-adjacent figure. - 800 gold
Spear of Gerda: Figures you control within 6 clear sight spaces of equipped Hero may roll one additional defense die. Spear of Gerda does not effect equipped hero. - 200 gold
Rod of Negation: Place 3 Brown Negation markers on the equipped Hero's Army Card. At the end of equipped Hero's turn, you may choose one Hero within 6 clear sight spaces and Roll the D20. If you roll 1-15, nothing happens. If you roll 16-19, place one of the Negation markers on the chosen figures Army Card. That figure may not use any Special Powers listed on their Army Card. If you roll a 20, destroy the chosen figure. You may only use the Rod of Negation if there is a brown Negation marker on the equipped Hero's Army Card. - 300 Gold
Helm of Mitonsoul: After moving and before attacking, you may roll the D20 once for each figure within 3 clear sight spaces of the equipped Hero. If you roll a 20, that figure is destroyed. - 250 Gold
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Spoiler Alert!
Quote:
Originally Posted by Custom Treasures
Holy Crucifix: Owner may not be Mindshackled or Soul Devoured, and may only be destroyed by receiving wounds. After moving and instead of attacking, the owner may discard the Holy Crucifix to cause one adjacent Mindshackled or Soul Devoured Hero to rejoin the team.
Phoenix Feather: After moving and instead of attacking, the owner may discard the Phoenix Feather to revive one Hero that was destroyed in this dungeon. Place the revived Hero on a same-level space adjacent to the owner and remove all wound markers from the revived Hero’s Army Card.
Hero’s Medal: When rolling attack dice, the owner may reroll 1 die that did not show a Skull.
Jetpack: Owner may ignore elevation changes and the effects of terrain while moving and pass over figures without becoming engaged.
Infra-Red Goggles: +2 to Range if the owner already has Range greater than 1.
Nectar: After moving and instead of attacking, discard the Nectar and remove all wounds from the owner.
Mother Tree Brooch: If the owner or any friendly figure within 4 clear sight spaces of the owner receives enough wounds to be destroyed, you may roll 12 Valkyrie dice before removing the figure. If you roll at least 3 symbols, ignore any wounds just received.
Darkness Amulet: The owner may assume Shadow form at any time, granting him the Special Powers of Phantom Walk and Thorian Speed.
Light Amulet: The Crystal provides a protective bubble around the owner, allowing the owner and any friendly figure within 4 clear sight spaces of the owner to roll one additional defense die when attacked.
Nature Amulet: Grants the owner +1 to Attack and Movement.
Nurture Amulet: Grants the owner +1 to Life and Defense
Intellect Amulet: Allows the owner to assimilate the powers of those close to him into himself. During the owner's turn, the owner may use any Special Power on the Army Card of any figure within 2 clear sight spaces.
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Random Ideas
"Shining Force" type battle campaign
[Description]
"Overworld" and Random Encounters between towns/dungeons
[Description]