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#1
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Creationists Dungeons (Dungeon #1 Complete)
Ullar's Vengeance Rules Prologue (3 D.U.*)- Ullar has receded from the face of Valhalla since he vanquished Utgar. It seems Utgar's evil spirit has possessed him. Heroes from Jandar, Einar, Vydar, Aquilla, and the renegades from Utgar's former control must band together to stop this new threat of a former ally. Download Download Download Download Download Cards Credit to Carakki for the card Credit to Carakki for the card Trap Overview Rock- sharp rocks impale the hero's body. 2 unblockable hits are dealt. Sand- a severe sandstorm is kicked up. All figures must be adjacent to their target to attack that target for 2 rounds or until the next room. Water- A whirlpool traps the hero and the treasure is destroyed. The figure cannot move unless there is a friendly figure adjacent to it. After every turn it takes and at the end of every round that it is still on that space, deal 1 unblockable hit. Shadow- Dark magic blinds the hero. Remove all OMs from that units card. Dungeon- A magical pit trap teleports the hero. Player 2 may place the figure on any other Dungeon Space. The figure does not take any leaving engagement attacks. *Death of Utgar (similar to CE in our life) ~~~~~~~~~~~~~~~~~~~~~ Barrows of Craal Barrows of Craal Rules Prologue- Craal the Merciful. Craal the Wise. Craal the Just. This is the name of the long dead kyrie, Craal. Rumor is told that all of Craal's treasure was stored with him inside his underground barrows. Many have tried, but the guardians of Craal's tomb have stopped any raiders. Approach with caution; you might not be alone. Download ~~~~~~~~~~~~~~~~~~~~~ Treasures Thieves' Mask (Permanent) - Whenever attacking another figure with a treasure glyph and a wound is dealt, you may roll the d20. If you roll a 17 or higher, you may take one treasure glyph from the target and equip it to the figure holding this treasure glyph. Scroll of the Flare Blast (Temporary) - Instead of attacking, you may discard this glyph to use this special attack. Flare Blast Special Attack- Range 6. Attack 6. Scroll of the Icicle Spear (Temporary) - Instead of attacking, you may discard this glyph to use this special attack. Icicle Spear Special Attack- Range 5. Attack 3. Select a path of 5 spaces starting adjacent to the user of this attack and roll the attack dice. All figures on the 5 selected spaces roll defense separately. Smoke Grenade (Temporary) - When this figure is attacked and at least one skull is rolled, you may discard this treasure to activate its ability. Negate the attack, you may move up to four spaces, and this figure no longer has a hit zone for the rest of the round. Craal's Crossbow (Permanent) - Crossbow Special Attack. Range 4. Attack 8. The most amount of wounds that can be dealt is 4. Craal's Mace (Permanent) - Mace Special Attack. Range 1. Attack 7. The defender rolls one extra defense die against this attack. Craal's Dagger (Permanent) - Dagger Special Attack. Range 1. Attack 8. The Defender cannot be destroyed by this attack. Craal's Vial (Temporary) - When the holder of this treasure glyph would be destroyed, you may destroy this glyph instead and remove all damage counters from the holder. Eladrin Katana (Permanent) - +2 attack to adjacent attacks. Before moving, the holder of Eladrin Katana may select one space within 5 clear sight spaces and place itself there. The holder takes no disengagement attacks. When this power is used, discard this treasure glyph. Guardna Shield (Permanent) - +2 Defense. -1 Attack. When defending against an adjacent attack and you block successfully, deal unblockable wounds to the attacker equal to the number of skulls rolled by the defender. Last edited by Creationist; April 6th, 2010 at 12:47 PM. |
#2
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Re: Creationists Devilish Dungeons
Pretty cool idea. I like the idea of Ullar betraying them. Anyway, hope to see more in here.....
"People of Gotham! Take control.... take control of your city! THIS.... this is the instrument, of your liberation...." |
#3
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Re: Creationists Devilish Dungeons
There shall be. The traps in this dungeon will be unique because they are terrain-specific. I have updated the first post with a few of the traps.
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#4
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Re: Creationists Devilish Dungeons
I could definetly see you having to assail the first room against Jotun and some WoA. Follow that up with a battle against some vipers in a swamp area, then a fight aganist the elf wizards, and close against Charos and some other strong Ullar figs. It could get pretty fun!
Tourney Record:17-10 (08/02/11) |
#5
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Re: Creationists Devilish Dungeons
The first map actually is where the vipers are. I started it out pretty nasty, but it was almost impossible. 3 squads of vipers can be pretty devastating. Good thing I toned that down. Also, there will be Marro on Ullar's side, due to the newfound dark part in his heart and the volume of Marro units.
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#6
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Re: Creationists Devilish Dungeons
Added one more trap to make the trap-set complete.
Here is the ruleset for this campaign as a word document. Ullar's Vengeance Rules I should have at least Room 1 done and up by tonight. |
#7
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Re: Creationists Devilish Dungeons
Sounds interesting. Can't wait to see the maps ^_^
Sup3rS0n1c = Alexander the Great (August Cave) = Siege (Floating Archipelago) |
#8
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Re: Creationists Devilish Dungeons
Thanks. The team I'm using to test these is:
Kaemon Awa James Murphy Thorgrim Marcu Added unit-Undecided Its an average team thats pretty fun to play. Stupid viper frenzies have wreaked havoc though. I think there were about 5 frenzies per game. |
#9
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Re: Creationists Devilish Dungeons
Room 1 is added.
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#10
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Re: Creationists Devilish Dungeons
Nice dungeon. I like the traps.
"People of Gotham! Take control.... take control of your city! THIS.... this is the instrument, of your liberation...." |
#11
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Re: Creationists Devilish Dungeons
Room 1 has been updated. Be sure to re-download it if you haven't downloaded the updated version.
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#12
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Re: Creationists Devilish Dungeons
Room 2 is up.
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