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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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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!
Traps (Order Marker/Control, Wound/Damage, Teleport/Movement, Stat Altering, Misc.)
Spoiler Alert!
Treasures
Spoiler Alert!
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. |
#3
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Re: A Collection of Ideas
I'd be happy to include anything that seems practical/reasonable or just plan fun. I'll update as often as I can. Or, if you see a good thread going or have one of your own I'll link to it.
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#4
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Re: A Collection of Ideas
Traps
Grasping Waters (From Spider Cult) 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. Treasure Potion of Protection: Heal one wound and flip glyph over and put on user's card. From this point on, the user has +1 defense die. Potion of Affliction: Deal one wound to an figure adjacent to the user, then flip the glyph over and put it on the user's card. From then on, the user has +1 Attack. Blades of Tannaroth: The wielder of this item gains double attack ONLY against adjacent figures. Helm of Clarity: The wielder of this item has +2 defense dice against special attacks. Tourney Record:17-10 (08/02/11) |
#5
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Re: A Collection of Ideas
Pop seems fun, as well as Blades of Tanneroth. Helm of clarity would be Perfect for Sargent Drake, But Potion of affliction just seems to strong, sorry ):
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#6
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Re: A Collection of Ideas
Trap of Binding
The figure on this glyph cannot move from that space unless there is an adjacent friendly figure. Poison Dart Trap The revealer of this glyph rolls 2 attack dice and takes 1 unblockable hit for each skull rolled. Explosive Trap 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. |
#7
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Re: A Collection of Ideas
I've updated the list. However I'd like to mention that I'm trying to keep everything in the list as universal as possible. If you have an idea using specific figures or terrain requirements it might get integrated in a generic form.
This list is to share ideas, when people go to make scenario or run a tournament they can take the generic form and adopt it to the specific environment and requirements they are using. For example I saw a trap that changed the figure into everyones favorite Doggin, and some others that summoned monsters at the trap site to fight under you opponents control. Rather than make a separate trap for each monster in the game I reduce those kinds of traps to "Summon Monster" and "Transmutation". At some point I'm going to have to organize the list in a manner other than aphabetical. Broad categories like Wound, Move, Order Marker, etc might work. I'll have to think about it. |
#8
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Re: A Collection of Ideas
Quote:
-insert signature here- |
#9
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Re: A Collection of Ideas
Quote:
Speaking about tournaments though, I think something along the lines of "Unstable Dimension" would be really cool. It could definitely mix things up a bit. You don't even have to use these rules for the whole tournament. In a 5 round tournament you could have a different rule active for each round. Or even make a brief list and roll for the effects each round. If you make tourney of interconnected rooms you could have a different rule active in each room. Scape will never be the same! |
#10
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Re: A Collection of Ideas
Quote:
Now for a few ideas: Traps: Spirit of the Wild 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. Accidental Necromancy (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. Treasure: Echo Helmet (This is meant to be a somewhat weakened version of Evil Eye) 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. Tough Armor When the figure holding this treasure rolls defense dice, add one automatic shield to whatever is rolled. Power Gauntlets When the figure holding this treasure rolls attack dice against an adjacent figure, add one automatic skull to whatever is rolled. Something tells me that the cancellation, though tragic, may indeed mend that divide... |
#11
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Re: A Collection of Ideas
Your not wrong.
You can use these ideas any way you choose. If you want to have a series of maps that represent rooms that's fine, connected or disconnected. If anything here doesn't even get used in original form, but merely inspires something else I think it was worthwhile to put it up. You never know if someone else is looking for, or if you already had the answer to their question but not the question. Thank you for contributing to the idea pool! |
#12
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Re: A Collection of Ideas
Quote:
This idea seems very simple, yet I've never seen it talked about before. It would be very interesting, for sure, but you would need a really big table. And how would it play? Just basically a one round, gigantic free-for-all? Maybe players that begin the round in the same room roll initiative against each other only, and can only attack each other that round, no matter what new room they move into? You'd also need a way of keeping track of your own figures, in case 10 people play Raelin. Hmmm... Like battle reports? Click Tourney Reports (New 10/21/2012 - Cutters / Brutes!) KC's Maps Click KC's Customs Scaper of the Week #57 |
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