Wednesday 29 February 2012

Dungeons and Dragons Adventure System:::: Custom Adventure::: Temple of the Crusaders Pt 1

THE TEMPLE OF THE CRUSADERS

In ages past, crusaders from across the Amirtha Gangai sea sailed from Turania in mighty galleons towards an unexplored land, reaching the shores of a vast and unexplored continent, naming it the Ammanai. They settled on the cold wooden shores and established their first town: Crossburg. Here they built a mighty temple, whose underground levels are rumored to contain their holy relics.

Legend tells that these relics hold the mysteries of life and death, and they might even open a portal in to the abyss, the land of the dead; domain of demons like prince Orcus, a mighty demon charged with punishing those who break their oaths for all eternity.

Now, centuries later, an unknown power created a rift in reality, summoning a group of crusaders to converge in Crossburg after facing unspeakable horrors in their own lands.
The people of Crossburg were relieved when the energies and the chaos stopped and what they saw were four heavily armoured and equipped adventurers; for the Town of Crossburg had been under siege by unnatural forces, terrible nightmares and monsters from the nearby Temple ruins. "The temple of the Crusaders" they call it.
Now these four adventurers must find a way back to their origins; and destroy the evil power that spills its filth from The Temple of the Crusaders.

Encounter Deck and Monster Deck:




First Adventure:


1.- A look in to the eyes of madness.


The powers that unleashed their fury on the city of Crossburg recede. After the final shockwaves, the people of Crossburg tend to you as you lie unconscious on the Temple of Innana.

The head priestess, Lady Stygia Darkeyes, also known in Crossburg as Lady Dauntless, greets you as you recover and regain consciousness. After you are well cared for and gain your bearings, you learn the dire situation of the town.

In order to learn more, Lady Dauntless beseeches you to go in to the Temple of The Crusaders to learn what is causing the dead to walk and demons to appear. The most likely bet is an old lost book of demonic lore and writings done by Brother Roicour, lost while exploring the Temple.

She will send with you Misheen, a Cleric Acolyte expert in matters of undead who has researched the whereabouts and possible location of the Book of Roicour, to guide you.

To help you on your way, she gladly lends you one of the mystical artefacts of good in her possession. Finally, Lady Darkeyes warns you against the madness of The Temple of Crusaders, advising you to follow Acolyte Misheen at all times.


Adventure Components:

Start tile. Rotting nook tile. Dire Chamber tiles and entrance. Horrid chamber tiles and entrance. Dark fountain tile. Secret stairwell tile. Evil cleric villain card (optional, this may play as KY’s found here http://boardgamegeek.com/image/950516/chromaticdragon or the original Klak sorcerer, played as a human.) and figure; Any token proxy representing Acolyte Misheen, Adventurer’s gear token representing the Book of Roicour, Shield tokens, Artefact treasure card decks (optional) http://boardgamegeek.com/thread/642836/artifact-cards

Adventure Set up:

Shuffle the tile deck and take 4 tiles from it. This will be the path known to Acolyte Misheen to guide the heroes through the Temple of Crusaders.
Find the Rotting Nook tile and set it aside.
Find the Dire chamber entrance tile and shuffle it with other three tiles, then place these four tiles at the bottom of the “Path of Misheen” tile stack.
Take three tiles from the normal tile stack and shuffle the Dark Fountain tile with them; then place these tiles after 11 tiles from the regular tile stack.

Place the start tile on the centre of the table.
Give one random custom artefact card to one of the heroes; or if using regular treasure cards, give one to each hero.
Place the heroes on the start tile.
Place the Acolyte Misheen token adjacent to any hero.

Adventure Goal:

Find the tome of Roicour somewhere in the upper levels of the Temple of Crusaders, and return to Crossburg before nightfall, else the legions of the abyss launch another attack on the city.

Victory: The heroes win the adventure when they escape the Temple of the Crusaders with the Tome of Roicour.

Defeat: The heroes lose the adventure if any hero has 0 Hit Points and no surge tokens left; or if all heroes have 5 madness tokens on their sheets.


Special Adventure Rules:

If a hero starts his hero phase adjacent to the Acolyte Misheen token, that hero can move the token along with his / her figure.
At every exploration phase, any hero adjacent to the Acolyte Misheen token may let Acolyte Misheen lead them through the dungeon by drawing a tile from the “Misheen Path” tile stack.
When a tile from the Misheen Path is drawn, do not draw an encounter, regardless of the arrow on it and draw a monster token instead of a monster card.
When a tile from the regular tile stack is drawn: If it’s a white arrow, place a madness token on the character that explored the tile. If it’s a black arrow, place two madness tokens on the character that explored the tile.
At the start of every hero phase, characters may not explore to roll 10+ and remove a madness token.

Dire chamber entrance:

When a hero reveals the dire chamber entrance, do the following:

* Remove the Acolyte Misheen token and place the Misheen, evil cleric villain figure in its place.

* Place the Rooting nook tile on any unexplored edge of the Dire chamber entrance, and draw a monster token and in the same tile place the Book of Roicour token on the farthest square from the heroes.

* Place dire chamber tiles on all other unexplored edges and draw a monster token for every tile. Place a shield marker on every monster card spawned from the rooting nook or dire chamber tiles.

* You may not place another tile until the heroes defeat all monster cards with shield tokens.
Optional: When the Dark Cleric villain is reduced to 1 Hit Point, read the Following:

“Misheen, the cleric that lead you in to this ambush, lies bleeding and defeated on the floor. “Do not slay me” she says, “I had no choice and no hand in these events. There is a terrible creature inhabiting these halls, a demon sprouted from hell itself. It commanded me to lead you here or else my family would suffer.” She starts to cry and beg for her life and for you to help find her family.

If the heroes slay her, continue the adventure as normal. The heroes find a family heirloom relic on her. Draw a treasure card from the artefacts deck if you are using it; otherwise, draw regular treasure cards until you draw an item.

If the heroes do not slay her, remove the villain figure and place the Acolyte Misheen in its place, she exits the dungeon with the heroes.

*After the villain and all monster with shield tokens are defeated, place the secure exit tile on the nearest unexplored edge of any tile. Any hero standing on the secure exit tile may exit the dungeon, he skips his hero and exploration phases but continues to have villain phases.


Horrid chamber entrance:

When a hero reveals the Horrid Chamber tile, do the following:

* Place the horrid chamber tile and one tile on any of its unexplored tiles, then draw two monster tokens per every hero. Place the spawned monsters on all the recently placed tiles, start with the empty ones then continue placing the monsters on the tiles with the fewer monsters.

* Draw two encounter cards at the start of every villain phase until the dark fountain tile is revealed.

* Draw a monster card at every villain phase until the dark fountain tile is revealed.

* At the start of every hero phase, place a madness counter on your character.

* Heroes may no longer remove madness counters by not exploring and rolling 10+ at the start of their hero phases.

* Remove a madness token if you reduce a monster to 0 Hit Points.


Dark Fountain tile:

When the dark fountain tile is revealed, do the following:

* Place the Rooting nook tile on any unexplored edge of the Dire chamber entrance, and draw a monster token and in the same tile place the Book of Roicour token on the farthest square from the heroes.

* Place horrid chamber tiles on all other unexplored edges and draw a monster token for every tile. Place a shield marker on every monster card spawned from the rooting nook or horrid chamber tiles.

* You may not place another tile until the heroes defeat all monster cards with shield tokens.

* All monsters treat the “Acolyte Misheen” token as the target hero for the purpose of their tactics.

* After all monster with shield tokens are defeated, place the secure exit tile on the nearest unexplored edge of any tile. Any hero standing on the secure exit tile may exit the dungeon, he skips his hero and exploration phases but continues to have villain phases.

Special:


* If the Acolyte Misheen dies, the adventure is lost.


If the adventurers exit the temple following Misheen's ambush, read the following:

You arrive at the temple of Innana to deliver the Book of Roicour in to the hands of Lady Dauntless. After informing the high cleric of Misheen's betrayal, the acolyte is thrown in to a cell in the Temple's dungeons. Her family is nowhere in town; and Lady Darkeyes entrusts you to find their fate, for she will be too busy reading from the ancient tome you rescued.

If the Adventurers exit the temple following their own path, read the following:

You deliver the Book in to the hands of the high cleric, and she commends you for your work. Misheen disappeared between the houses of town as you were walking towards Innana's temple. Now, the high cleric provides food and shelter in the temple as she reads from the passages of the book you rescued.


Here is Acolyte Misheen and a cool necromancer ro use as villain:




Wednesday 22 February 2012

Dungeons and Dragons Adventure System:::: Custom Character::: Khal Khalundurrin from IDW`s Dungeons and Dragons comic book

So the point i to create hero cards and powers for all the heroes of Fell´s
five.
I really love that comic book and Im thinking on creating scenarios for the game based on the tories on the comic.

To start, here is The Dwarven paladin, Khal Khalundurrin: