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A Collection of Ideas
This thread is going to be sort of a whiteboard for keeping track of cool stuff. Some of the ideas are mine some are not, but I'll try to give credit where credit is due. If anything seems out of place please just let me know, provide a link if possible and be gracious about it. I'd be happy to change something if really necessary. The best resource on this site is the community itself.
* indicates a slight change from the original wording, or more information may be available in the link provided. Tournament, Simple Alternative Formats
Spoiler Alert!
6-Way Epic Heroscape Variant: (NecroBlade) Ceiling Limit Reach (CLR): (darkmage7a) Up to % of the total army points can be of the choosen variety. As described by the tournament organizer; Common, Unique, Hero, Squad etc. The remaining points are able to be spent on any unit type. ie: 50% Heroes Gliding not Flying: (darkmage7a) Flying figures may only use this ability if they are moving from a higher elevation to a lower one; or end on the same elevation they started on. (good for crossing gaps) Good Vs. Evil: (darkmage7a) All players bring 2 armies. 1 team of good guys and 1 team of bad guys. Good and evil are defined by TD. ie; separation by general. Click link for details. Lights Out: (darkmage7a) All ranged attacks are reduced to 4 spaces. Loot, It's all for the: (darkmage7a) Each round heroes keep the treasure they retrieved from the previous round. Low Gravity: (darkmage7a) When moving, all figures ignore elevation increases up to their height. For elevation increase beyond their height, count movement as normal. Unstable Dimension, The: (darkmage7a) Whenever any figure makes an attack and rolls no skulls the opponent may move that figure up to 3 spaces in any direction. The teleported figure never receives a disengagement strike as a result of teleporting in this manner. The figure can only be teleported to an empty hex space. Traps (Order Marker/Control, Wound/Damage, Teleport/Movement, Stat Altering, Misc.)
Spoiler Alert!
2-edged Trap: (Nukatha) Remove all wound markers from the hero. Negate all abilities. Accidental Necromancy: (White Noise) (This one might be a tad overpowered in the right situation...) Roll the twenty sided die. On a roll of: 1-14: Your opponent(s) place all of their previously destroyed undead figures in their respective starting zones or adjacent to the hero that triggered the trap. 14-18: Both you and your opponent(s) place all of your previously destroyed undead figures in your respective starting zones or adjacent to the hero that triggered the trap. 19-20: Place all of your previously destroyed undead figures in your starting zone or adjacent to the hero that triggered the trap. Ackbar Trap: (Obsidian) The figures defense is reduced to 0. You can't repel attack dice of any magnitude. Alarm: (Obsidian) Choose an opponent. You have set off an alarm system on this treasure, and the chosen opponent has detected you and has renewed vigor. That opponent must turn around any revealed order markers and use them as if those markers were never revealed this round. Bad Luck,Trap of : (Hahma) The player controlling the figure that activates this trap has a -1 to any 20-sided die rolls for the remainder of the game. Bereft: (darkmage7a) Your opponent may move the figure which sprung the trap 4 spaces. The figure takes no disengagement strikes for this movement. Berzerker Trap: (Nyys) Your unit has been poisoned with an elixir of aggression, choose an adjacent figure and attack it immediately. After the attack is resolved, the figure that triggered the trap receives two wounds. Betrayal trap: (Messenger) Your opponent may immediately take one turn with this figure. Betrayal, Trap of (Onacara) If you spring this trap the treasure goes to your opponent. The person springing the trap chooses which of his opponents heroes receive the treasure. If your opponent has no heroes left onthe board the treaure glyph is immediately destroyed. (For multiplayer games the person springing the trap must give the treasure glyph to any non-friendly hero left in play) Binding,Trap of: (Scylya) The figure on this glyph cannot move from that space unless there is an adjacent friendly figure. The figure on this glyph cannot move from that space unless there is an adjacent friendly figure. Blaze's Burning Fury: (Claws of Death) A sudden burst of flame bursts up from under your hero. Roll 5 unblockable attack dice. If you roll all skulls, the figure is automatically destroyed. Blinding Flash: (Hahma) For the next two rounds, the figure that activated this trap must remain adjacent to at least one other friendly party member. If there is no other friendly party member, subtract 3 from the figure's move. The temporarily blinded figure may not use ranged attacks and subtracts 2 from his attack and defense for the next two rounds. Burrowing Arrow (Killometer) An enchanted arrow fired from a hidden shaft strikes you, magically digging itself deeper long after its momentum should have been spent. Roll an attack die. If it is a skull the target takes a wound and roll another attack die, if it is a symbol roll another attack die, if it is a shield stop. If the second die roll is a skull the target takes a wound and roll another attack die, if it is a symbol roll another attack die, if it is a shield stop. If the third die roll is a skull the target takes a wound. Clinging Acid (Killometer) 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. Confusion (Swamper) Remove all order markers from the figure and give them to your opponent. Your opponent may place them on any active card you possess. Confusion Trap: (Grungebob) Your opponent places your figure on any shadow space within 8 spaces of the trap! Cow Trap: (Ryougabot) A cow drops from the ceiling onto the figure and deals 4 wounds. Curse Trap: (ugly1hornedmule) Treasure has the reverse affect(-1 attack/defense, immediate 3 wounds) and can not be droped for remander of the game. Cursed Teleportation: (darkmage7a) When this trap is sprung the opponent may move the figure that sprung the trap to any empty hex in either start zone. Dancing Blades: (Chaotick) 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. Disease: (Chaotick) 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. Double Double Agents: (darkmage7a) When this trap is sprung choose an opponent. Roll the twenty sided die. On a result of 11 or greater you and your opponent exchange control of your highest point cost heroes. On a result of 10 or less you and your opponent exchange your lowest point cost heroes. If either of you do not control any heroes ignore this trap. Explosive Trap: (Scylya) Roll 4 attack dice, the range and strength of the attack is equal to how many skulls rolled. Roll defense seperately for each figure attacked. Faerie Fire Trap: (mecha frog) A pale glow surrounds all of the figures in your army allowing your enemies to clearly see your every move. You must play the remainder of the round showing all of your unrevealed order markers. Fatal Wound Trap: (TheAverageFan) The user recieves 2 fatal wounds (upside-down wound markers). These wounds are fatal and cannot be healed. Fear,Trap of: (Hahma) The figure triggering this trap must immediately use its full move value +2 additional spaces (if possible) to move in a straight line away from the treasure glyph. That figure may not be activated for the remainder of the round plus one additional round. Fervour, minor: (Eirikr) All unrevealed order markers are moved onto the army card of the creature who sprung the trap. Fervour relentless: (Eirikr)* all unrevealed order markers are immediatly moved onto the army card of the creature who sprung the trap. All future order markers must be placed on this army card until the hero is destroyed or leaves the your control or you move to the next room. Fumble: (Chaotick) 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. GenCon 2010: (Gencon) A failed trap roll on a Treasure Glyph results in a 3 die attack being leveled at the Hero, rolled by the opponent. The affected Hero may roll defense dice. Giant Flash, trap of: (TheAverageFan) User becomes stunned and cannot move or attack for a turn. Also, on the following enemy turn, that figure has -2 defense. Gaint Stone trap: (TheAverageFan) Roll 20d. If a 1-8 is rolled, the figure is destroyed. Glyph Switch (Lefton4ya) Immediately after setting off the trap choose an opponent who may choose to switch this treasure glyph with any other treasure glyph, even one already carried by another figure. Grasping Waters: (GromBloodBoy) (Needs to be in or near a body of water.) If a figure fails to secure the treasure, the opponent may roll a d20. On a roll of 1-5, he may move the activating figure 1 hex. On a 6-12, he may move the figure 2 hexes. On a 13-18, he may move the figure 4 spaces. On a 19-20, he may move the figure 6 spaces. The figure will take leaving engagment attacks unless they have disengage, and they must end this movement in a water space. Hoarder Spirit Trap: (Kaiser Cat) 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. Hit Yourself: (Lefton4ya) Roll attack dice of the number of your normal attack for damage. You may roll your defense and take the number of excess skulls as wounds. Illusion Trap: (Obsidian) The treasure is just an illusion. Remove the treasure glyph from the board. Life Drain Trap: (Boottrap) 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) Minor Mitonsoul: (1Mmrig) As glyph of Mitonsoul; except only units you control have to roll to be destroyed. Muddle Trap: (Ryougabot)* Your opponents may (without looking at numbers) rearrange your order markers, (This includes your revealed ones.) Negation: (darkmage7a) Ignore all special abilities and special attacks on this figures army card. Order Interruptus: (Lefton4ya) Instead of taking a turn with an unrevealed 2 or 3 order marker, you must take a turn with the X marker. If this is your last turn this round, you may not roll for initiative the following round. Overload Amulet: (Chaotick) 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. Paralysis Trap: (Ryougabot) If the trap is activated, remove all of your order markers for the round. Paralysis, Temporary Trap: (1Mmirg)* Your opponent may remove one unrevealed order marker, if any, from this Hero's card. Pit-Trap: (Kaemon Awa 123) Replace the treasure glyph with a glyph of Proftaka. Pitfall Trap: (TheAverageFan) The user falls into the next room and cannot move or attack (or be attacked) until a friendly figure moves next to them. Poison: (mrkurtb)* At the end of each round add 1 wound to the affected figure's card. Poison Dart Trap: (Scylya) The revealer of this glyph rolls 2 attack dice and takes 1 unblockable hit for each skull rolled. Poison Darts Trap: (Sup3rS0n1'c) If this trap is triggered, roll an attack die. If a skull is rolled, put a wound on the affected figure and roll the die again. Continue rolling until a skull is not rolled. Poison Gas Trap: (Ryougabot) If trap is activated, all figures within 2 hexes of the trap receive one wound. Punjee Stakes (Killometer) 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. Reset: (darkmage7a) Return the figure that sprung the trap to any empty hex of the opponents choice, in its controllers start zone. Reversal,Trap of: (Obsidian) For the rest of the game, this figure's attack value and defense value listed on this card are switched. Roll of Fate: (Chardris1287) 1: Ray of Disintegration-Instantly destroy the figure 2-5 Paralyzing Gas-Remove all unrevealed order markers on your unit's army card 6-10: poison dart trap-the figure receives 2 wounds. 11-18: normal dart trap-the figure receives 1 wounds. 19-20: faulty trap-The dice gods have smiled on you, nothing happens. Snare: (Ryougabot) The figure activating the trap can not move for the rest of the round. Spirit of the Wild: (White Noise) Remove all order markers from the hero's army card. For the rest of the round, all players may immediately take a turn with that hero after revealing an order marker. Summon Monster: (darkmage7a) Replace the treasure with a figure predetermined by the scenario. That figure immediately attacks the figure that sprung the trap and is under control of your opponent. Summoning trap: (TheAverageFan) Summons an unfriendly squad to attack or to reinforce the next room. Teleport Switcharoo: (Lefton4ya) Pick an opponent. That player must switch any one of his or your figures with the figure that set off the trap. Neither figure rolls for disengagement. Transmutation: (revised by darkmage7a) Repace the figure that activated the trap with a figure predetermined by the scenario. Trap Door: (Hahma) The figure activating the trap door is immediately removed from the game and can only resume joining with the party in the following map of the campaign. Unlucky Curse: (TheAverageFan) Next three 20d rolls are automatically 1 (except rolling for traps via treasure glyphs). Uppers and Downers: (Lefton4ya) Pick an opponent who will chose whether your Attack or Defense value is decreased by one and the other is increased by one. Treasures
Spoiler Alert!
Affliction, Potion of: (GromBloodBoy)* Deal one wound to an figure adjacent to the user, then flip the glyph over and put it on the user's card. As long as the hero is still equipped with this glyph, the user has +1 Attack. Amulet of Endeavour: (SirGalahad)* After rolling attack dice for a normal or special attack you may re-roll one non-skull attack die. Armor of Defense: (TheAverageFan) Gives holder +2 defense, but -2 move. Attack Shield 3: (TheAverageFan) Can be used up to three times. Use during an attack roll. Reroll dice that weren't skulls. Battle Standard: (GreenLanturn) After revealing an OM on this figure, you may take a turn with up to 2 squad figures you control. These figures may not activate any other figures during their turns. Backpack: (TheAverageFan) Takes up one space, and increases the number of items your hero can carry by 3. (for those of us who play with a limited number of space per hero ). Blades of Tannaroth: (GromBloodBoy) The wielder of this item gains double attack only against adjacent figures. Blood Beserk: (TheAverageFan) Grants user Wounded smash ability. Permanent. Boots of Time: (Uchiha Blood) If this figure has an unrevealed X Order Marker on this card, you may reveal the X Order Marker and take a turn. You may not take a turn with other units during this turn. Dart of Hornet's Nest (Temporary Glyph): (Scylya) Range 3. Attack 4 If after defense dice are rolled you have caused 1 or more wounds to the target, you may attack again and may keep attacking with the Dart of Hornet's Nest until it fails to inflict any wounds. After making an attack with this item, discard it. Darrak's Combat Brew: (darkmage7a) At any time if this character were to take multiple wounds from a single attack this item may be discarded. That character only suffers 1 wound as a result of the attack. Use only after defense is rolled, if applicable. Dwarven General's War Helm: (GreenLanturn) After revealing an OM on a card with less than the amount of figures shown on the card you may instead take a turn with this figure. Defense Shield 3: (TheAverageFan) Can be used up to three times. Use during a defense roll. Reroll dice that weren't shields. Echo Helmet: (White Noise) If the figure holding this treasure rolls defense dice against a normal attack by a non-adjacent figure, after defending you may immediately attack the figure that attacked that figure. Roll one attack die for every skull the figure that attacked you rolled. The defending figure rolls defense die normally. Emblem of Legendary Heroism:(darkmage7a) The equipped hero may choose to declare his/her normal attacks as special attacks. This must be declared before attacking and is subject to the normal rules for special attacks. As such the attack is never modified and may bypass a number of special defenses. The figure must choose before each attack. Estivara's Orb: (Temporary Glyph) (Shedim Kabal) After taking a turn with this figure, you may use Estivara's Orb. While the figure remains on that space, it has no visible Hit Zones. Extra dice 3: (Temporary Glyph) (TheAverageFan) Use when rolling attack or defense dice. Add three dice to the number of dice you're rolling. Gaseous Form,Potion of: (Temporary Glyph) (Scylya) When this glyph is revealed place it on the figures army card. When a unique figure takes a turn it may discard this treasure to gain flying movement of 6 for its turn. This figure ignores figures, terrain and elevations and does not take leaving engagement attacks for the turn. The figure may not attack this turn. Glyph of 7000: (TheAverageFan) Overload: Only Soulborgs can use. Use during your turn to destroy user and all enemy figure within four spaces whose point value is equal to or less than the user's. Also destroys obstacles such as ruins. Glyph of Augers: (TheAverageFan) Thermal vision: Allows user to see and attack through walls, figures, and obstacles. (Basically they don't need a line of sight to attack). Permanent. Glyph of Giants: (TheAverageFan) Great Strength: Grants +3 attack for normal adjacent attacks. User rolls 1 less defense dice against normal adjacent attacks. Permanent. Glyph of Lexicon: (TheAverageFan) Death Spell: Use instead of attacking. Choose an enemy up to six spaces away and roll 20d. If a 16 or higher is rolled, destroy the figure, then destroy this glyph. Temporary. Glyph of Northern Wind: (TheAverageFan) Phantom Walk: Grants Phantom walk ability. Permanent. Glyph of Red lightning: (TheAverageFan) Arc Charger: Gives a range 5, attack 5, special attack. If this special attack is used 3 turns in a row, it is destroyed. You may increase its attack to 7 and then destroy it after attacking. Permanent. Heart of Tarrasque: (GreenLanturn) After each opponent's turn, if this figure was not attacked you may remove one wound marker from this card. +3 Maximum life. Helm of Clarity: (GromBloodBoy) The wielder of this item has +2 defense dice against special attacks. Helm of Mintonsoul: (UberQ9) Permanent Treasure Glyph After attacking with the figure carrying the Helm of Mintonsoul you must roll the 20-sided die. If you roll a 20, destroy all figures within 2 clear sight spaces of the figure carrying the Helm of Mintonsoul. The Helm of Mintonsoul does not affect the figure carrying it. Hyper Stone: (GreenLanturn) This figure may attack one additional time. Laser Pointer: (GreenLanturn) If an adjacent ally would be attacked by a non-adjacent figure, and this figure has a clear line of sight to the attacking figure's point of sight, the attacking figure gets -1 attack. Legerdemain: (darkmage7a)After taking a turn with the equiped figure you may swap this treasure for any other treasure that another hero has equipped. You do not need to control the hero. Lodin's Mark: (darkmage7a) The equipped figure may add 1 to any roll of the twenty sided die when rolling for a power on it's army card. Mace of Disruption:(Scylya) When attacking Undead, each skull rolled counts as 2 skulls. Minotaur Axe: (Claws of Death) Range 2 attack 4; When attacking with this weapon, each skull counts as one additional hit. Mirror Shield: (Boottrap) (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. Monkey King Bar: (GreenLanturn) When defending against this figure, the defender receives no defense bonuses from sources not on it's card. (No height, auras, glyphs, spirits, nothing. But defensive abilities on the card still work.) Morindan's Skull: (darkmage7a) click link for details, can be substituted for a treasure glyph. Orb of Fire: (Aldin) All spaces within four spaces of the Orb of Fire (including the space occupied by the Orb of Fire) are considered to be Lava Rock spaces instead of their underlying terrain type. Orb of Frost: (Aldin) All spaces within four spaces of the Orb of Frost (including the space occupied by the Orb of Frost) are considered to be Snow spaces instead of their underlying terrain type unless the underlying terrain is lava, water or swamp water in which case it is treated as Ice. Orb of Shadow:(Aldin) All spaces within four spaces of the Orb of Shadows (including the space occupied by the Orb of Shadows) are considered to be Shadow spaces in addition to their underlying terrain type. Orb of Travelling: (Aldin) All spaces within four spaces of the Orb of Travelling (including the space occupied by the Orb of Travelling) are considered to be Road spaces instead of their underlying terrain type. Orb of Water: (Aldin) All spaces within four spaces of the Orb of Water(including the space occupied by the Orb of Water) are considered to be Water spaces instead of their underlying terrain type. Orders Decoy:(darkmage7a) Whenever revealing an order marker on the equipped character you ma choose not to take a turn with it. You may instead take a turn with any army card you control with an order marker on it. Phantom Extension: (Boottrap) (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 separately. Power Gauntlets: (White Noise) When the figure holding this treasure rolls attack dice against an adjacent figure, add one automatic skull to whatever is rolled. Power Maul: (Claws of Death) Range 1 attack 9; you may attack all adjacent figures when equipped with this treasure. You may only attack once per round when equipped with this treasure. Potions, Multiuse: (TheAverageFan) These can be up to two servings: They can be drunk by the one holding it at any time during their turn (only one serving per turn). Effects vary on potion type.Types of potions: Normal: heals 2 wounds per serving. Super: Heals 4 wounds per serving. Miracle: Heals 4 wounds (even fatal) per serving, as well as negation. Potion of Protection: (GromBloodBoy)* Heal one wound and flip glyph over and put on user's card. As long as the hero is still equipped with this glyph, the user has +1 defense die. Reversal Stone: (GreenLanturn) This figure may choose make it's attack before it moves. Rod of Negation: (Temporary Treasure Glyph) (Shedim Kabal) The Rod of Negation glyph comes with 1 Negation Marker. If you have not used the marker, and after taking a turn with this figure, you may choose any opponent's unique figure within 6 clear sight spaces of this figure. Roll the 20-sided die. If you roll a 1-15, nothing happens. If you roll a 16-19, place the Negation Marker on the chosen figure's Army Card. All of that figures special powers are negated for the entire game. If you roll a 20, destroy the chosen figure. Sack of Potatoes: (GreenLanturn) -2 move, Disengage. Instead of attacking, you may give this treasure to an adjacent hero, that hero must take the Sack of Potatoes. This treasure cannot be dropped or discarded in any way other than handing it to another hero. Sacred Ash: (TheAverageFan) Revives all of your destroyed figures to full life. Destroy all other glyphs, treasures, and coins your party has (if they have any). Temporary. Scroll of Elemental Summoning (Bogusoid) This figure may use this scroll before attacking. Roll the 20-sided die to summon an elemental under your control and place it onto any empty space adjacent to this figure. If you roll a 1-4, place an Air Elemental. If you roll a 5-8, place a Water Elemental. If you roll an 9-12, place an Earth Elemental. If you roll a 13-16, place a Fire Elemental. If you roll a 17-19, place one of those four elementals of your choice. If you roll a 20, place a Greater Ice Elemental. The summoned elemental is always destroyed at the end of a scenario and does not carry over into the following scenario. Shaman's Totem of Haste: (GreenLanturn) Once during your turn pick a squad member within 4 clear sight spaces, that figure may move an additional 2 spaces this turn. Any figure being affected by more than 2 Shaman's Totems in one turn are destroyed at the end of the turn. Shaman's Totem of Power: (GreenLanturn) Once during your turn pick a squad member within 4 clear sight spaces, that figure gets +2 attack. Any figure being affected by more than 2 Shaman's Totems in one turn are destroyed at the end of the turn. Shaman's Totem of Rage: (GreenLanturn) Once during your turn pick a squad member within 4 clear sight spaces, that figure may attack one additional time. Any figure being affected by more than 2 Shaman's Totems in one turn are destroyed at the end of the turn. Shaman's Totem of Shielding: (GreenLanturn) Once during your opponent's turn pick a squad member within 4 clear sight spaces, that figure may defend with 2 additional defense dice. Any figure being affected by more than 2 Shaman's Totems in one turn are destroyed at the end of the turn. Shaman's Totem of Strength: (GreenLanturn) Once during your turn pick a squad member within 4 clear sight spaces, any skulls rolled by that figure count as 2 skulls. Any figure being affected by more than 2 Shaman's Totems in one turn are destroyed at the end of the turn. Shield of Mimicry: (Uchiha Blood)When defending against a normal attack, you may roll defense dice equal to the defense of the attacking figure. Spirit Stone: (darkmage7a) When the equipped figure is destroyed do not remove it from the game. Instead choose a unique army card you control an place it on that card. You may chose any one ability from the destroyed figures army card; the army card you have placed the destroyed figure on gains the chosen power. Unlike normal treasure glyphs this glyph cannot be dropped and once used it is destroyed. Sword of Mimicry (Uchiha Blood)When you attack a figure with a normal attack, you may roll attack dice equal to the attack of the defending figure. Throwing Knife: (TheAverageFan) Can be used instead of attacking. Range 5 Attack 5. Has 3 attack on huge figures. If the figure is destroyed by this attack, place the throwing knife where the destroyed figure was at the time of attack. If they survive, destroy the throwing knife. Tough Armor: (White Noise) When the figure holding this treasure rolls defense dice, add one automatic shield to whatever is rolled. Vorpal Blade: (Scylya) After making an attack where at least 1 skull was rolled, roll the die. On a roll of 19-20, Destroy the target. Wings of Light:(TheAverageFan) Holder of this treasure glyph automatically gets "Stealth Flying" ability. Whirlwind token: (TheAverageFan) Grants user Whirlwind attack for a turn. Temporary. Other Good Resource Threads: (alphabetically) A-Z Index of Dungeon Scenarios Aldin’s Traps of Terror Definitive List of Definitive Lists Easy Custom Treasure Glyphs HeroScape Glyphs -- Definitive List KC's Scenarios, Campaigns, Traps and Random Ideas Knights of the Daystorm Legendary Weapon of Valhalla: Glyphs Spelunkers of Valhalla- An Index of Dungeonmakers Last edited by Darkmage7a; May 31st, 2012 at 05:52 PM. |
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