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Old December 22nd, 2009, 02:27 PM
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Re: Knights of the Daystorm - custom 5-part campaign

The Air Key
Alpha Prime

5 Room, 3 Treasures, Tech theme, this dungeon goes UP!

Room 1 - Actually composed of 4 smaller rooms, the party must stand on 4 pressure plates (one in each room) simultaneously to open the gate to the inner courtyard. Hindering them along the way are squads of Blastatrons and Gladiatrons. Figures use teleport pads to move from room to room.

Room 2 - Deathwalker 9000, Zettian Guards, and rats and rats and rats wait at the end of the courtyard. Players can take cover in a few places here but that may not stop the mighty robot from attacking its own Deathreavers to get at them. They may also find Seeking Ammunition in this room.

Room 3 - Turbolifts provide the means by which the party will assault this tower and the Omnicron Snipers in its turrets. A Shield of Arrow Deflection found near the base of the structure may help with the ascent.

Room 4 - A pack of Deathstalkers feed on scrap metal thrown into this pit. A clever party may be able to lure some of the predators over a duct and drop them using the lever provided. Or, they could jump down and try to find the Boots of Haste buried beneath the rubble.

Room 5 - Major Q10 has been reprogrammed to attack anyone coming into this chamber to claim the Air Key. However, he can be fixed but only if no move is made to attack him. His moving platform can both surprise and protect from certain vantage points while the party tries to gain access to his memory. If successful, Major Q10 can be recruited into the party.

The Air Key - the owner is able to make himself lighter than air, gaining the following abilities
Flying - When counting spaces for owner's movement, ignore elevations. owner may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When owner starts to fly, if he or she is engaged they will take any leaving engagement attacks.
Mist Walk - Owner can move through all figures and is never attacked when leaving an engagement, but may not Fly or attack this turn.
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