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I have used this little mod in WOA only when using treasure tokens as rewards from monsters instead of treasure cards. Just wondering what a few of you think?
Tortured Trader You stumble upon an imprisoned trader captured with his wares awaiting transfer to Ashardon’s lair. As a reward for his freedom he offers to sell his merchandise, originally destined for Ashadalon’s treasure hoard.
Before Game Begins: After shuffling dungeon tile stack place the vault tile in the last half of the dungeon deck (rounded up) and shuffle.
During Game: When vault tile is later revealed place two monsters on and adjacent to the scorch mark, a door marker on the door symbol and Donnel’s marker on the table symbol. After defeating the guards, hero can attempt to move through door. After door is opened, roll 1d20 to determine what trader has been captured: 1-8 = half orc trader, 9-14 = human trader, 15-18 = duegar trader and 19-20 = dwarven trader. Hero can only engage the trader as long as he or she has at least their total speed of movement remaining, which will mostly mean engagement on the following turn. As soon as hero engages trader, place Donnel’s card along with corresponding treasure items under his card in the active hero’s monster queue, with four time symbols, removing one in the villain phase during monster activation, and one thereafter in that hero’s villain phase. After the last time symbol is removed (effectively three total player turns), Donnel escapes the dungeon along with any non purchased items. When a hero is adjacent to Donnel’s token, no event cards are drawn and no monsters advance to attack that hero.
Trader Type and corresponding merchandise quantity: Half Orc trader = 2 random item treasure cards Human trader = 3 random item treasure cards Duegar trader = 4 random item treasure cards Dwarven trader = 5 random item treasure cards
Ciao Daztardos
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Welcome to BGG!
Interesting idea but considering the campaign has the buying of treasure items as part of it, perhaps we could expand your concept of using the vault tile. No need to purposely shuffle the vault tile into the top half too. That would make its appearance a nice surprise.
We could say when the vault is revealed, your trader is only 1 of many possible NPCs that could be imprisoned. You could randomize using the villager tokens and create a story/benefit for each of them. Traders, healers, trouble-makers, etc. 
User citizenben also recently made a truckload of NPCs over at the Castle Ravenloft forum that you could use.
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Benjamin Maier
United States Brooklyn Center Minnesota
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Hmmm, this is a really awesome idea. I think I'll have to make some of these 'Traders' ASAP.
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Hi chromaticdargon,
Thanks for the welcome and I appreciate your response and suggestions.
In regards to the purchasing of items between campaigns, we have scrapped that in replacement of imprisoned traders.
I like your suggestion of using villagers with corresponding story elements, but I don't know if I'll be able to get around to designing anything soon.
My hope was that someone would pick up this idea and run with it, and it looks like citezenben is doing so, which is fantastic. (I have no idea where to begin in regards to card creation)
Lastly, thanks for pointing out citezenben's work, will check it out soon.
Thank you
Daz
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Hi citezenben,
Thanks for running with this idea, I look forward to seeing what you come up with and am keen to check out your work of NPC's you have designed soon.
Good on you 
Daz
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Benjamin Maier
United States Brooklyn Center Minnesota
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Abracasmakya wrote: Hi citezenben, Thanks for running with this idea, I look forward to seeing what you come up with and am keen to check out your work of NPC's you have designed soon. Good on you  Daz
Over on this thread; http://www.boardgamegeek.com/article/8419842#8419842 I'm taking a shot at your idea, I've done some tweaking, because Lord knows I can't leave well enough alone. I really like this idea and I'm intrigued to see where the Community takes it.
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Hi Ben,
I have made some tweaks myself and have taken up Cromaticdragon's suggestion of using a random villager as the prisoner, anyway here is what I have at present it may yet need some tweaking. Anyway let me know what you think if you have the time.
Thanks
Wrath of Ashardalon: The Prisoner
You stumble upon an imprisoned villager awaiting transfer to Ashardon’s lair along with their prized possessions. As a reward for freedom he or she offers their least expensive possession from their belongings and are willing to sell their remaining items. The villager also requests to be escorted to the nearest exit and promises a secret reward from the Lord of Longridge. If the villager dies however the heroes will be unable to purchase any items from the town before the successive campaign.
Before Game Begins: This scenario can only be used in tandem with a WOA exclusive scenario. Before commencing a WOA scenario, shuffle the vault tile and the tunnel exit into 3 dungeon tiles and place on the bottom of the tile deck (you can make scenario more difficult by removing tunnel exit). The WOA scenario can now be prepared.
During Game: When the vault tile is revealed place two sentry monsters on and adjacent to scorch mark, (keep drawing from the monster deck until two sentries are revealed and shuffle all discarded monsters back into deck, but if no sentries are left in the deck then any humanoid monster will suffice) place a door marker on the door symbol and the gear marker on the table. After defeating the guards, a hero can attempt to move through the door. After door is opened, randomly select an adventure card to determine who is captured, placing selected villager in active hero’s monster sequence with corresponding treasure placed underneath villager card. Place appropriate villager marker on the vault tile adjacent to the table. A hero can engage the villager by moving adjacent to him or her as long as the hero has at least one speed of movement remaining. As soon as hero moves through the door however, a magic alarm sounds; place 5 time symbols on the hero who drew the villager card, removing one at the beginning of that hero’s villain phase every following turn. After the last time symbol is removed draw a random villain monster tile, placing villain figure on an unexplored edge of a dungeon tile nearest to the villager. If the villager escapes before all time symbols are removed then no villain is put in play. This scenario also facilitates NPC prisoners brilliantly designed by CitizenBen (refer to CitizenBen's NPC contributions), by drawing from the remaining pool of ally and trader cards not shuffled in the monster deck and placing him or her in the vault to be freed. Still place time symbols on the Hero, unless players can’t afford or opt not to hire the ally. If a trader is drawn, 5 time symbols are placed on the hero who engages him or her, unless no hero engages in trade.
Escort Completion: Following the safe arrival of the villager through the nearest exit, all heroes are magically teleported to Longridge where they are healed, by the town’s mystic (all heroes are placed on the edge of the villager’s exit tile). The town’s Lord in gratitude of the safe return of one of Longridge’s residents awards the heroes with a mysterious key, which according to him grants access to a secret treasure crypt within firestorm peak’s dungeon. You are warned however, that it is well guarded by creatures that do not normally roam the upper levels of firestorm peak. To win this scenario the heroes may either attempt to discover the secret crypt entrance and defeat the lair boss or complete the goal of their current adventure, which still awaits them. Heroes can return to the dungeon via any exit tile.
Villager and corresponding item quantity: Elizar = 2 random item treasure cards Brandis= 2 random item treasure cards Cassi = 3 random item treasure cards Alek = 3 random item treasure cards Donnel = 4 random item treasure cards
Wrath of Ashardalon: The Secret Crypt (Crypt Tile Name) (Associated CR Villain) (Roll-d20 Treasure Markers) (Dark Fountain) = (Howling Hag) = (1-10=2 / 11-17=3 / 17-20=4) (Chapel) = (Young Vampire) = (1-10=2 / 11-17=3 / 18-20=4) (Arcane Circle) = (Kobold Shaman) = (1-10=2 / 11-17=3 / 18-20=4) (Workshop) = (Flesh Golem) = (1-10=2 / 11-17=3 / 18-20=4) (Fetid Den) = (Werewolf) = (1-10=2 / 11-17=3 / 18-20=4) (Rotting Nook) = (Zombie Dragon) = (1-10=2 / 11-17=3 / 18-20=4) (Laboratory) = (Gravestorm, Dracolich) = (1-10=3 / 11-17=4 / 18-20=5) (Strahd’s Crypt) = (Count Strahd) = (1-10=3 / 11-17=4 / 18-20=5)
Deck Preparation: Remove the 8 villain Lair tiles from the CR deck and randomly select one. Shuffle remaining CR crypt tiles and remove three, without looking at the selected Lair tile shuffle into the three tiles and place them under the eighth tile in the crypt tile deck. Only one healing surge can be used for this adventure. Crypt Discovery: To discover the secret crypt entrance (displayed by the CR secret stairway tile), the hero must search for secret doors on a walled area. To do so hero must be adjacent to a walled area that has no dungeon tile adjoining that walled section. The hero searches the wall the same as he or she would attempt opening a locked door, roll 10+ on the 20 sided die, if successful a secret door is discovered. Then place the secret stairway tile adjacent to the wall with an unlocked door symbol on the discovered area and a CR monster on the tile. If unsuccessful an orange skull (my markers) or HP token is placed on the walled area signifying that no door can be found there. After the door is discovered and the hero on the following turn moves through, it immediately shuts stopping any monsters from moving through. If the secret stairway connects to an unexplored WOA tile edge, a wall marker (my markers) or an unused turned over condition marker, is placed over the WOA tile edge, similarly if a WOA tile is placed adjacent to the secret stairway then place a wall marker along adjacent WOA tile edge. CR cards and rules are used for the playing of the secret crypt. No monsters from WOA will enter through secret door and no monsters from CR will exit either (except initial stairway monster). Once stairway monster is defeated, the hero descends. In the beginning of the heroes following turn, place the CR crypt start tile away from the WOA dungeon adventure, placing the hero on any adjacent square to the stairs. Lair Victory: After discovering a villain Lair tile, immediately place corresponding villain on bone pile and place two crypt tiles adjacent to unexplored lair tile edges from the bottom of the crypt tile stack. If two adjacent tiles cannot be placed adjoin to unexplored edge of newly joined tiles. If any of the tiles have a coffin place only one additional tile from the bottom of the CR deck to preceding tile. Then select and shuffle 6 monster markers comprising of two 1 monster, two 2 monster and two 3 monsters, and starting with the active hero place one random monster marker on a vacant bone pile and reveal how many monsters that player places in his or her monster queue. Do the same for every hero in play, while also placing coffin markers on all lair monster cards to differentiate them from other crypt monsters. After defeating Villain and all lair monsters, remove all silver and copper bags form the treasure tokens and roll 1d20 for treasure then randomly select appropriate treasure tokens. Also draw 5 treasure item cards, taking the two highest gold items. After defeating the lair villain and all lair monsters, the heroes win the adventure. Wrath Of Ashardalon: Lair Hero Bonus (Crypt Tile Name) (Associated Hero) (Hero Bonus) Dark Fountain = Thief = +3 Armour Class Chapel = Cleric = +1 Damage Arcane Circle = Wizard = +3 Attack Workshop = Fighter = +3 Attack Fetid Den = Ranger = +1 Damage Rotting Nook = Paladin = +3 Armour Class Laboratory = Thief/Wizard/Fighter = +3Attack / +3AC / +1Dam Strahd’s Crypt = Cleric/Ranger/Paladin = +3Attack / +3AC / +1Dam
To Note: The heroes' bonuses only carry when attacking or being attacked from the villain tile.
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