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View Poll Results: When Summoned, Should Wraiths be close to who summoned them?
Yes, because the person who summoned them should feel the curse first. 12 63.16%
No, they should be summoned on the opposite side of the board near your enemy. 1 5.26%
I think a compromise of, "in the middle" is the best choice. 6 31.58%
Voters: 19. You may not vote on this poll

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  #1  
Old July 25th, 2006, 09:45 PM
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1more's Hymar's Temple (Urbanscape) custom scenario/map

This scenario will be set up for this Saturaday's Norcal Gameday II.
This is my first real custom scenario--let's hope it works well and is easy to follow.

Hymar's Temple

Before the age of war known as, "The Rise of the Valkyrie," Hymar was one of the ruling Archkyries. Hymar appeared to have gained unknown powers before his death, and before the wide known discovery of the wellsprings. It has been said that Hymar found a small quarry of stones that appeared to affect creatures and plants in very strange ways. For some creatures, the stones appeared to increase their ability to heal from wounds and sickness. For other creatures, they were plagued with a terrible illness or even death.
Before his death, Hymar referred to these stones as his, "stones of burden." Hymar himself did not appear to have changed physically, but his thoughts seemed to become very disoriented and violent before his death. Maiden kyries that were caring for him in his final days, believe that the stones had brought on his madness and delusions, especially his sporatic rants of ethereal warriors that would keep Vahalla from being destroyed after he was gone.
He commanded his kyrie followers to construct a temple that would house his remains and his "stones of burden." Since his death and the Rise of the Valkyrie, rumors have been brewing that the stones Hymar discovered are wellstones. Many believe that these wellstones are what created the wellsprings. A few small bands of warriors have tried to retreive the chests containing Hymar's "stones of burden," but each time the warriors return badly wounded and speechless, if they return at all. Hymar's Temple is still a place of mystery, especially since it was abandoned shortly after it was completed.

SEE ACTUALLY PICTURE OF MAP AT THE BOTTOM OF POST.

Special Items Found In Hymar's Temple

Barrels: can be used to block movement spaces, they can be thrown, and destroyed (by figures targetting them or by special attacks, such as DW9000's Explosion attack). One barrel on a space blocks regular movement, but a figure may push a barrel if an adjacent space is empty. Refer to Small & Large Barrel cards for more information.







Crates: can be used to gain height bonuses, block movement spaces, they can be thrown, and destroyed (by figures targetting them or by special attacks, such as DW9000's Explosion attack).







Tables: can be used to gain height bonuses, used as a defesive barrier, and destroyed (by figures targetting them or by special attacks, such as DW9000's Explosion attack).







Large Chests: may be searched to reveal a glyph. A figure must be adjacent to item in order to search it.



Hymar's Tomb: provides additional defense against range attacks, may be serached to reveal a glyph, and may summon Hymar's wraiths. A figure must be adjacent to item in order to search it.



Vault of Records: may be search to reveal two different glyphs, and may summon Hymar's wraiths. A figure must be adjacent to item in order to search it.



Small Chests: contain Hymar's stones of burden.
When two or more unfriendly figures are adjacent to a small chest, all of the figures are considered to be engaged. No figure may move a chest that is adjacent to any unfriendly figures.



Walls, Ruins, and Pillars: All follow standard Master Game terrain rules.



Scenario Map & Objective: Retreive and many Small Chests as you can and return them to your Starting Zone by the end of the 8th Round. Once you return a Small Chest to your Starting Zone, it cannot be stolen by another player. Each Small Chest is worth 100 pts(previously 50 pts). After the end of the 8th round each player calculates their remaining army points, and their total recovered Small Chest points.

If a Wraith Squad is summoned, refer to Hymar's Tomb and Vault of Records cards. The first Wraith Squad summoned is Hymar's Viking Wraiths. Hymar's Wraith Samurai will always be second, if they are summoned.
When summoned, wraiths are placed adjacent to the four beige pillars in the center of the temple. Only one wraith may be placed adjacent to each pillar. The player that caused the summoning chooses placement.
When Wraiths are in play, each player may choose one Wraith squad to take a turn with After each of their regular army turns.









2 PLAYER GAME: Each player drafts a 400 pt. army.
3-4 PLAYER GAME: Each player drafts a 250 pt. army.

Everyone is entitled to be stupid, but some abuse the privilege.

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  #2  
Old July 26th, 2006, 08:41 AM
robaula robaula is offline
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Nice use of HeroQuest furniture and stuff. Looks like fun...
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  #3  
Old July 26th, 2006, 11:37 PM
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1moreheroscaper 1moreheroscaper is offline
 
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Originally Posted by robaula
Nice use of HeroQuest furniture and stuff. Looks like fun...
Thanks, I'll post how the scenario worked out after this Saturday's Gameday.

Everyone is entitled to be stupid, but some abuse the privilege.

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  #4  
Old July 27th, 2006, 12:07 AM
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Ah I can't wait to try this out on Saturday. I'm slowly making my way reading through it all. Questions will come as I find them.

Throwing equal to strength - that's neat. Jotun's thowing at 8, Krug at possible 9 - two times.

There is LOS over those low-lying walls?
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  #5  
Old July 27th, 2006, 12:53 AM
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Originally Posted by Hex_Enduction_Hour
Ah I can't wait to try this out on Saturday. I'm slowly making my way reading through it all. Questions will come as I find them.

Throwing equal to strength - that's neat. Jotun's thowing at 8, Krug at possible 9 - two times.

There is LOS over those low-lying walls?
Yes, LOS over low-lying walls. They follow the same rules as the RTTFF expansion.

Everyone is entitled to be stupid, but some abuse the privilege.

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  #6  
Old July 27th, 2006, 01:36 AM
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Great back story!

I'm definitely going to need the cards in front of me for reference ... might be worth putting together two sets of cards or a 8.5x11 quick reference guide.

There's a lot of options in this scenario. I've already been noodling on armies for Hymar's Temple and the Quest for the Golden Fleece.

This is gonna be fun!

Questions:
Tables can be thrown by huge bipeds (Nilfhiem, but not Mimring) ... in what position do they land?
Can tables be pushed ?
Can you knock over a table if a figure is on top?
Can you push a crate with a figure on top?

Cry endgame and let slip the doggin of war.
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  #7  
Old July 27th, 2006, 08:28 AM
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1moreheroscaper 1moreheroscaper is offline
 
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Quote:
Originally Posted by Satyr
Great back story!

I'm definitely going to need the cards in front of me for reference ... might be worth putting together two sets of cards or a 8.5x11 quick reference guide.

There's a lot of options in this scenario. I've already been noodling on armies for Hymar's Temple and the Quest for the Golden Fleece.

This is gonna be fun!

Questions:
Tables can be thrown by huge bipeds (Nilfhiem, but not Mimring) ... in what position do they land?
Can tables be pushed ?
Can you knock over a table if a figure is on top?
Can you push a crate with a figure on top?
Great Questions Satyr. In truth I didn't think of the last 3 posibilities you questioned, but here are my answers.

1) Yes, tables are thrown by hugh bipeds only. I know a figure like Mimring is big enough to maybe throw a table, but if his natural stance is as a quadroped, he probably would think in terms of throwing something like a table.

1.2) In what position do tables land? For the sake of simplicity, in the same position they were before the throw. If the target figure is a hero and not destroyed by the throw, the target figure is knocked to a space adjacent to where the table lands--space chosen by the throwing player.

2) Yes, tables can be pushed. Follow the same rules as pushing crates.

3) Knocking over a table with figure on top? I will need to modify the card. I believe this should be able to be done. So, I will add to the card: When knocking over a table, if a figure is on top of a table you choose to knock over, roll the 20 sided die. If you roll a number equal to or less than your figure's height, you make knock over the table and knock the oppossing figure off of the table--placing the knocked-off figure on an adjacent space of your choice.

4) Pushing Crates with a figure on it? Early I said Yes to this question, but with further consideration...NO. It seems unlikelyto me, that an opponent would passive and allow you to push an item they are standing on.

Again, great questions, they really helped define some possibilities.

Everyone is entitled to be stupid, but some abuse the privilege.

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  #8  
Old July 31st, 2006, 04:14 PM
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1More, It'd be cool to read what worked and what might've needed revising when you, Satyr, Preacher, and Joe's Fury went at it last Saturday. Any insight?
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  #9  
Old July 31st, 2006, 04:35 PM
reapersaurus reapersaurus is offline
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I'm interested in playtesting feedback, too.
I didn;t get time to try it out, but it looked like an interesting addition to HS gameplay.
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Old August 1st, 2006, 11:37 AM
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Okay, a rundown on how it all went down.

Satyr, Joey's Fury, and Preach were ready to try out the Urbanscape scenario. I explain the rules(and have the reference cards ready, but not really need as long as I was the quick refence). Each player had the clarification questions and we were off to gaming.

The 250 point army per player seemed to work well for the size of the map and the length of the game. The Original Victory conditions were: the player with the most point combining the surviving army cards + small chest(50 pts. ea.). I feel that the condition should be the player with the most small chests, and the add surviving army cards to break any ties.

Satyr's Army: Krav Maga, & 3 x Marro Drones. (250)
Joe's Fury: 3 x Shaolin Monks (240)
Preacher's: Me-Burq-Sa, Ne-Gok-Sa, & 2 x Legionaires (240)
1moreheroscaper: Krav Maga, Izumi Samurai, & 2 x Blade Gruts. (240)



So, all four of us started towards the center to get some booty, but Preacher was able to reach one of the smaller chest 1st, but moving in Me-Burq-Sa with the assistance of Warlord bonding from the Legionaires.

Preacher did not get much resitance at first because Joe's Fury and Satyr went into the ruin's of the Vault of records to get some of the 4 small chests inside. Satyr appeared to have a chance of getting the chest out, but the first impression would soon change. Joe's Fury decided to unleash the Viking Wraiths, and use them on Satyr.
RULE FOR WRAITHS. The 1st Wraith squad is summoned when an single monument item(Vault of Records or Hymar's Tomb) has been searched 3 times. The first wraith squad to be summoned is the Vikings, the 2nd will always be the Samurai.)
REASONS TO SEARCH HYMAR"S TOMB OR VAULT OF RECORDS: Hymar's Tomb reveals 1 glyph on a 13+ (only 1 can be revealed by Hymar's Tomb per game). Vault of records can reveal 1 glyph per search on a 13+ (only 2 can be revealed per game). Each glyph discovered is placed under th searchin figure, and remains on the space for the remainder of the game--except for one use glyphs.

Back to Joe's Fury & Satyr in the Vault of Records ruins...Satyr searched the Vault once with no glyph revealed, Joe's Fury searched the Vault for a 2nd search and discovered the +4 to range glyph, and then Joe's Fury decided to search the Vault a 3rd time to summon the Viking Wraiths & to possibly reveal a glyph. No 2nd glyph from the Vault revealed yet, but the Viking Wraiths were unleased. Side note: The Vault can be searched every round after the Wraiths have been summoned, in order to reveal the 2nd glyph with no chance of Wraiths being summoned from the Vault again.
HOW WRAITHS ARE USED BY PLAYERS: Each player may choose to take a turn with 1 Warith Squad after their normal army turn. So, as long as the wraiths are in the game, you get 1 free turn every turn with a community squad.
Once the Viking Wraiths were out, things got tough for both Joe's Fury & Satyr. Satyr kept sneaking in for a chest, but was usually killed by a wraith on Joe's Fury turn. The Viking Wraiths even moved to my side of the map and killed a couple of orcs and 2 samurais.
On the side of Hymar's Tomb ruins, Preacher and myself were just trying to get the small chests. Preacher moved into the center by one of the large chest, and revealed on a 13+ search result, the Revive glyph(which didn't help much at the time since there was only 1 or 2 figures destroyed from the game at this point) On his next two turns Preacher got 1 chest back with little if any damage.
I moved a Samurai into Hymar's Tomb ruins and searched the Tomb, and revealed the +1 to attack glyph. After revealing the attack glyph, I though I was in a great position to beat down on Preacher and get some chests back to my starting zone, but that was a dream. I would end up feeling Preacher's, Joe's Fury, and Satyr's Wrath from wraith attacks.
Overall, it was a blood bath were Satyr & I started to fight one another, but decided to ally when we each only had 2-3 figs remaining. Joey's Fury did join in the Satyr/1more alliance when it was clear that Preach not only retreived a chest, and was working on his second, but Preacher also had the largest army on the board. Yet, the power Preacher had in numbers would not last much longer, especially when we discovered that the Samurai Wraths were summoned. Once they were summoned, Preacher was a real busy man--dealing with the Wraiths and Joe's Fury's remaining monks.
Satyr went out first, I went second, and preacher went last...allowing Joey's Fury 4 rounds to gather as many chests as he could. (Maybe 8 rounds were too many). All of us felt the Wrath of the Wraiths.
In the end: Satyr = no chest, no army (0 pts), 1moreheroscaper = 1 chest, no army (50pt total), Preacher = 2 chests, no army (100 pts.), Joe's Fury = 7 chests, 1 squad of monks (430 pts.)

In the middle of the game, we threw what objects we could. Since we all had medium sized fgures, we could only throw smaller barrels (total of 4). There were 8 large barrels(large figure may also throw large barrels), 2 crates, and 2 tables that could have been thrown by huge figures.
Satyr threw the first barrel for no damage except for the wine spilt on the ground. Actually only 1 barrel cause damage against Me-Burg-Sa when he was trying to get away with a chest. The small barrels have 2 attack with a range equal to the thrower's attack value. As for height advantage, Satyr did utilize the crates twice, one with a Krav, and a 2nd time with a Marro Drone. Nobody climbed onto either of the table, because most of us had Melee units remaining.

Everyone is entitled to be stupid, but some abuse the privilege.

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  #11  
Old August 1st, 2006, 12:31 PM
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REVISIONS:

-The barrels worked well (huge characters would have revealed more with the other items).
-Searching the Large Chest, Hymar's Tomb, and the Vault of Records worked well(using the glyph pool for blind draw of glyph revealed).
-Pushing items, did not occur. Perhaps is was due to the number of players and or map size. For future use, I may take Malechi's suggestion of using the larger flat map constructed of offical terrain. Besides the not use of "pushing items" the size worked.
-Wraith placement, is the main tweak that may be needed--hence the poll at the beginning of this thread. Originally I thought the Wraiths should appear next to the monument(Hymar's Tomb or Vault of Records) that caused them to appear. Also, the figure searching the monument knows that the Wraiths will be summoned, and will punish those who have come to steal from Hymar's temple. Yet, Joe's Fury brought up the idea of placing Wraiths on the opposite side of the board near an enemy, that way they receive the first use of the wraiths, but also the first punishment. I like the idea, but I also like the notion that you can send and sacrafice one of your figures to the opposite side of the board to summon the wraiths and punish the enemy. Again, Joe's Fury suggestion is to be considered because without such an adjustment as "summoned on the opposite side," the wraiths may not be summoned once the Wrath is realized.

Please let you opinion be known...especially through the poll.

Everyone is entitled to be stupid, but some abuse the privilege.

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  #12  
Old August 1st, 2006, 07:24 PM
Joe's Fury Joe's Fury is offline
 
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I have to let everyone know, this Urban Scape was loads of fun. It's very similar to a 4 player all out, but with awesome twists. The Wraiths and everyone getting turns with them makes the whole scenario unpredictable so it keeps everyone on their toes. And the Wraiths being able to walk thru walls and objects put everyone in danger.

As for the summoning of the Wraiths, I still feel it should either go in the middle or go on the opposte end. The theory behind that is, if they come out next to me, I would not bother to summon them, I'd just go for the chests and go home. If you really want to punish someone and have the Wraiths come out next to them then you'll need to force the players to summon them. In this case, I would suggest that the players have to summon for chests instead of glyphs; this way they have no choice. But this sort of changes the entire layout of the game, so not sure if you want to do that. But however you decide, those Wraiths have to come out, because they add so much more fun to the game!

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