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Constructing Castle Daemondark

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Re: Constructing Castle Daemondark

Postby chaoticprime » January 20th, 2014, 7:34 pm

Big Bene wrote:
Patroclus wrote:Yes, it’s too overpowered. Make it just +1 to defense and add a “one charge per quest” skill. The heroes will still be happy with that.
I don't think it's too overpowered. It's poverful, that's for sure, but it's also hard to get with this "special" trap. It's very possible to get injured and not get the shield at all.


Its not really overpowered, as its likely to be lost eventually. By rules for this Pack, you can spawn a new Hero on the next round after losing one. You can still re-acquire your old stuff providing that that corpse of your last Hero is accessible and has been protected from being looted by monsters.

by the way, what's the wandering monster?


Horrible and undying. It only chases you for a little while, though.


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Re: Constructing Castle Daemondark

Postby chaoticprime » January 21st, 2014, 6:35 am

I remade floor one, because HeroScribe doesn't properly show traps on the second map (the orange bit is still on the first map--strange).

I also made formatting changes so that the letter Mark for a room is always located at the threshold.


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Re: Constructing Castle Daemondark

Postby Sjeng » January 21st, 2014, 7:37 am

You forgot the cliff tile, there's a double X at the trap door, and the secret door behind the fireplace is gone.

What do you mean by "HeroScribe doesn't properly show traps on the second map"? What does HS do?
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Re: Constructing Castle Daemondark

Postby chaoticprime » January 21st, 2014, 7:44 am

Sjeng wrote:You forgot the cliff tile, there's a double X at the trap door, and the secret door behind the fireplace is gone.

What do you mean by "HeroScribe doesn't properly show traps on the second map"? What does HS do?


Will fix. When you create a map that's 1x2 maps wide, and try to lay down a pit trap on the right-most map it will only show the graphic. The orange tone instead shows up on the left map on the matching space.


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Re: Constructing Castle Daemondark

Postby Sjeng » January 21st, 2014, 9:05 am

I always create 1 board at a time, never tried 1x2 boards. I'll inform Derfel.
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Re: Constructing Castle Daemondark

Postby Big Bene » January 21st, 2014, 10:25 am

Problem I have with level two: You need too many non-HQ minis...
Well, its your project, but still wanted to let you know.

There's more than one Letter that could be interesting... still can't decide which to do.
Will there bee a third level?

chaoticprime wrote:When you create a map that's 1x2 maps wide, and try to lay down a pit trap on the right-most map it will only show the graphic. The orange tone instead shows up on the left map on the matching space.
Ever tried Questbook.doc :roll:
It's in my signature.
Have a look ;)


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Re: Constructing Castle Daemondark

Postby chaoticprime » January 21st, 2014, 10:50 am

Big Bene wrote:Will there bee a third level?


Yes. And a Third and Fourth and Fifth and Sixth.

Big Bene wrote:Problem I have with level two: You need too many non-HQ minis...
Well, its your project, but still wanted to let you know.
Ever tried Questbook.doc :roll:
It's in my signature.


Looks like you just solved your own problem.


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Re: Constructing Castle Daemondark

Postby Big Bene » January 21st, 2014, 11:26 am

OK, after having a second look, J is the most interesting.

J: Those doors do lead nowhere in the material world, but are the portals that Mystifax used to summon his daemon thralls, and for which castle Daemondark earned its name. Mystifax was a distant ancestor of both Krako the necromancer and [enter name here], the current master of Daemondark.
The doors appear closed when the heroes enter, but spring open in a dramatic way before their very eyes when ever the game master sees fit. From now on, unholy things may come out of the portals at random, and closing them again is part of the heroes' objective. In every coming round, the gamemaster will roll two red dice for every portal in line of sight of at least one hero at the end of his turn. An unearthly beeing will appear according to table A and may move at once (but not attack this turn).
The heroes may enter the portals. Whenever a hero does so, roll a d6. 1-4: the hero passes through, 5-6: the hero is trapped in the void.
Passing through: The hero rolls 1d6. 1=1, 2 and 3=2, 4 and 5=3, 6=4. He counts the portals clockwise to this number to find the one he comes out. Seemingly there is no space in between.
Trapped: The hero wanders about in a featureless void. Every round he must roll 2d6. If the number is not higher than his mind points, he has found his way back. Else, roll another 2d6 to see if he encounters some inhabitants of this unworld. If yes, place all figures on a 4x4 room tile and fight out. The heroes must always fight alone, even if more than one is trapped.

To close the portals, the heroes must read the ritual on scroll X [please place it somewhere] and then close all doors at once (that implies that they must find a helper).

Table A:
Out of portal In the void Monster
1-7: 1-5: nothing
8-9: 6-7: lesser daemon (looks and stats like a fimir)
10: 8: greater daemon (looks and stats like a gargoyle, though it is not of stone of course)
9: 1d6 lesser daemons
11: 10; lesser soul (looks and stats like skeleton)
12: 11: greater soul (looks and stats like mummy)
12: 1d6 lesser souls

Too harsh?
Have a look ;)


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Re: Constructing Castle Daemondark

Postby chaoticprime » January 21st, 2014, 1:03 pm

There should be some chance that what comes back may look like the Hero that left, but actually isnt.


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Re: Constructing Castle Daemondark

Postby knightkrawler » January 21st, 2014, 1:27 pm

F: The Chaos Warriors in this room are all members of the Doomguard. They attack with 4 Combat Dice and defend with 6 Combat Dice.
The Chaos Sorcerer knows 6 Chaos spells to be drawn at random and has the following stats:
Move: 5 Attack: 2 Defend: 3 Mind: 6 Body: 2

Kinda obvious, that one.
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