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Old December 31st, 2009, 12:38 PM
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killercactus killercactus is offline
The Guy That Thinks Runa is Good (and has actually won games with her)
 
Join Date: February 19, 2007
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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.

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Last edited by killercactus; January 29th, 2010 at 10:45 AM.
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