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Dungeons and Dragons Scenarios This is the place to put all of our D&D adventure type scenarios. Come here when you want to browse user submitted adventures. |
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#61
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Re: A Collection of Ideas
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Yes, though, that is an excellent point! I highly suggest using sharpied wound markers (or perhaps any excess round or grenade markers work, too)! TAF was the Storyteller... in THE ENEMY'S LAST RETREAT |
#62
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Re: A Collection of Ideas
I've been in a lull lately, but I still want to create my own campaign. I will go ahead and say that I am satisfied with my elemental summoning treasure as tweaked by 1Mmirg, and I will include it in my future campaign as a temporary treasure glyph. Let's call this the text that would look best on the original post:
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I'm the wiener, you're the bun. Come on over, let's have fun! Confirmed Good Traders: tcglkn, DragonSlayer2 |
#63
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Re: A Collection of Ideas
Added.
Hope you enjoyed play-testing it. |
#64
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Re: A Collection of Ideas
For massive campaigns:
The Hoarder Spirit Trap When this trap is activated, all of the treasure glyphs that are being held by party members, along with all of the treasure glyphs on the battlefield, are immediately destroyed. |
#65
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Re: A Collection of Ideas
Here are the couple of traps that I developed for my maps that have treasure glyphs:
Clinging Acid Place one wound marker on the figure's card, plus an additional wound marker on that card for each unrevealed order marker on each unit that can take a turn with that figure. Punjee Stakes If you rolled a 2-5 the figure's base Move is halved (rounded up) for the rest of the current round and the entire next round. If you rolled a 1 the figure's base Move is halved (rounded up) for the rest of the game. I've struggled with the wording for Clinging Acid, but my goal was too make it so that you couldn't avoid damage by using a bonding hero to take the glyph. If anyone has any suggestions to help clean it up I'd love to hear them. As a side note, Obsidian's Reversal Trap is awesome! |
#66
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Re: A Collection of Ideas
Here's a treasure that I've had the idea for, but never got around to testing in a battle...
Mirror Shield- When the figure holding the Mirror Shield recieves a normal or special attack from a non adjacent figure, and rolls the same amount of shields or more shields than the attacking figure rolled skulls, the attacking figure must roll defense dice against its own attack... I suppose for any issues that it may raise, you could say that the attack that the attacker has to defend against is coming from the figure that is holding the Mirror Shield...in fact, a better way to phrase that might be "the attacking figure must roll defense dice for an equal attack from the figure holding the Mirror Shield" *Now that I think about it, it may be more balanced if it was more sheilds than skulls only...like Evil Eye Defense, but with a twist... **I remembered another old idea, so rather than posting again, I'll stick it on the end here... Cursed Ring- As long as a figure is carrying this cursed ring he/she subtracts two spaces from his/her normal move value. At the end of every round the figure holding this cursed ring recieves a wound. This treasure cannot be dropped unless the figure carrying it is destroyed. If the figure carrying the cursed ring moves adjacent to any other figure that is able to hold a treasure glyph, they must immediately place the cursed ring on that figure's army card. If there is more than one eligible figures when the figure carrying the cursed ring moves onto a space, you may choose which one to give the cursed ring to. That probably can be worded better, but it's late... Last edited by Boottrap; November 2nd, 2010 at 01:23 AM. |
#67
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Re: A Collection of Ideas
Take your time let me know when you think you have it worded to your liking. I'm pretty sure you can cut each one down to about 2-3 lines of text. Don't worry it'll be added to the thread when it's ready.
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#68
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Re: A Collection of Ideas
Here's one:
Scenario Addition: Water's flood: Every round, as long as an enemy Water Elemental is alive, place 3 water tiles adjacent to water tiles already on map for each Water Elemental. My customs. NE Ohio Tourney - TBA SW Ohio Tourney - NHSD 550 points AotV - Colliding the minis of AotP with the world of HS. |
#69
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Re: A Collection of Ideas
That seems bit too scenario specific for this thread. I've tried to lay out general ideas in the tournament section. "Water's flood" is an excellent concept for a specific room if you designed your own dungeon. But I would hesitate to apply it to a random map. It requires a foreknowledge of available materials and a balance between water elementals, water tiles, and choice locations that the water begins to swell from and how much control over the map can be gained if it gets out of hand. The other thing to consider is who gets to place the tiles. All of these things can be easily explained away in a specific dungeon of your own creation, but is rather difficult to write into 2-3 lines and apply every random map players might sit down to during a tournament.
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#70
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Re: A Collection of Ideas
Right, time to think up some completely preposterous stuff.
Traps, then. Overload Amulet Your hero picks up an amulet with a lot of power. Way too much power. Instantly attack an opponent (if possible) with a Lightning Overload special attack, with 6 range and 6 attack. Afterwards, deal 1 wound to the hero who triggered the trap. If there is no opponent within range, your hero takes 2 wounds. Dancing Blades Your hero's hands begin waving uncontrollably. If the unit has a range of 1, grant it double attack and Clumsy (a little like the ogre pulverizer). If the unit has a range of at least 4, subtract 2 from its range. Fumble Your figure trips over the treasure. Place it 1 space away from the treasure and end its movement. Subtract 2 from its movement only on its next turn. Disease A torrent of gas spews from the treasure, catching your hero by surprise. Destroy the treasure. Roll again to determine which disease this unit is afflicted by. (They are a bit accelerated, of course.) 1:Black death. If your hero is small or medium, destroy it. Otherwise, deal an immediate 3 wounds. 2-5: Polio. Reduce this figure's movement by 2, to a minimum of 3. 6-11: Sick. Your hero barfs. Deal a wound to the hero and put a swamp water space in front of him. (:P) 12-17: Common cold. Reduce the hero's defense by 1 for the remainder of the round. 18-19: You smell really bad because of the gas. Nothing else happens. 20: Looks like the trap malfunctioned. The slightly anesthetic damp actually reduces all wounds you take by 1 for the remainder of the round. |
#71
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Re: A Collection of Ideas
Quote:
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#72
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Re: A Collection of Ideas
After finally using it in a battle, I've reworded it nicely...
Mirror Shield- (permanent treasure glyph) When this figure rolls defense dice against a non-adjacent attacking figure, and rolls more shields than the attacking figure rolls skulls, the attack is negated, and this figure immediately launches the same attack at the attacking figure. Not really shorter, but it's more clear, I think... I've also used this trap a few times, and liked it...I just threw a name together to post it here, so you're welcome to change it... Life Drain Trap- The figure attempting to pick up this treasure glyph recieves an amount of wounds equal to half of its remaining life (rounded up to the nearest whole number) And one more that I just thought of, and hope to try out soon... Phantom Extension- (permanent treasure glyph) When this figure attacks an adjacent figure with a normal attack you may choose one other figure within 3 spaces of this figure (no clear line of sight is needed) this figure is also affected by the normal attack. Roll attack dice once for all affected figures, figures roll defense dice seperately. Last edited by Boottrap; January 13th, 2011 at 07:02 AM. |
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