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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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#1
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Spirit of Dungeon Crawls?
I have only played the Battle for the Underdark campaign as the "evil" player, and when the "hero" player lost in Room #2, we reset the map and I gave him Erevan Sunshadow to use, because he couldn't rescue him in the first room. Then he made it through the rest of the campaign just fine.
It would be horrible to win 3 or even 4 scenarios, lose on the last one, and have to start all over from the beginning. So, what do you all do if the hero player loses during the campaign? |
#2
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Re: Spirit of Dungeon Crawls?
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#3
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Re: Spirit of Dungeon Crawls?
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#4
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Re: Spirit of Dungeon Crawls?
If the campaign is designed for the good player, and there's no way for the evil players to progress (what a great idea - two directions for the campaign) ... This makes the evil side, the DM. Go outside of the normal heroscape conventions, and let the DM roll behind his screen. Basically let the DM cheat with the understanding that he's not a heroscape player, but more of a DM. He is there for the other players experience, and the dice rolls add a bit of flavour in how things play out.
If thing start to slant to the evil side winning the DM gives up some shields without letting the player know, or gives up some skulls. Just like normal D&D. The player needs a struggle which he ultimately wins. Or if you have three players, you could try having a DM. Introduce random monsters, terrain change events like a rock slide to cut off or clear out a critical path. There would need to be a whole ruleset for just how seriously the DM could affect the natural course of the game. |
#5
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Re: Spirit of Dungeon Crawls?
Well met!
It's Valhalla, Eak. Nobody really dies. You could always record the position at the end of each scenario. Then you could replay the "Room of Doom" until the outcome satisfied you. Ghostship, in Heroscape, since "nobody really dies," the DM device is not necessary to invoke the "Spirit" alluded to earlier. Simply take the mechanics of The Giant Grove of Utgar! and adapt them for a Dungeon Crawl. Specifically: "When placing Order Markers (OMs), at the beginning of each Round, 1 (and only 1) OM (other than the X) must be placed on one of the Giants . . ." For "Giants" read "Wandering Monsters." As for "If the campaign is designed for the good player, and there's no way for the evil players to progress (what a great idea - two directions for the campaign) . . .", The Lost City of Ashra! and The Giant Grove of Utgar! can be taken together as the beginning of just such a campaign. Merely require that the armies' units be drafted from a list of appropriate unique heroes (only two-legged ones?). |
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