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Subject: Suggestions For Rooms rss

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The guy with the ideas.
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Feel free to submit ideas for Rooms you would like to see in the game.


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- Secret Passageway: A corridor that only Monsters can use to travel to other rooms.

- Abandoned Chapel: Humans have bonus in this room.

- Ritual Sacrifice Room: Humans lose type and special abilities while in room.

- Crypt: Humans have penalty in this room.

- Torture Chamber: Monsters have bonus in this room.


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Village "room" tiles for scenarios where monsters attack the village instead. Or if an inside area, then a castle could do and works both ways.
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@(batanen)

Sounds like an interesting idea. I made a similar suggestion earlier in the campaign for an expansion with village tiles and missions where the monsters attack the village to stop a ritual or creation of a weapon that would harm the Castle Heart.

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Blake Curry
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NecroNuke9 wrote:


- Secret Passageway: A corridor that only Monsters can use to travel to other rooms.

- Abandoned Chapel: Humans have bonus in this room.

- Ritual Sacrifice Room: Humans lose type and special abilities while in room.

- Crypt: Humans have penalty in this room.

- Torture Chamber: Monsters have bonus in this room.




+1 for the Chapel and Torture Chamber.

I would also like to see...

- Cemetery: Has day and night effects. Monster get bonus at night, heroes at day.
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Darin LaGarry
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Massena
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Here is an idea:

Study: monsters and humans have a chance to find a tome for a one time bonus. Humans use at a penalty/gain corruption.
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Shawn Beatty
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Treasure chamber: affects hunters & villages. Maybe the lose a turn to loot?
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Petr Baumgartner
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Glass house - with maneater plants - dinner time
Elevator - some vertical fun
Rooftops - watch your step
Flooded passage or place like cave or cellar - something touched my leg
Well with secret passage - jump in to the darkness
 
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yebsx2
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Since we're on the way to unlocking our first aquatic monster, the castle should probably include a moonlit dock. It could be a small tile, with rotting boards and murky water on it. For special rules, maybe it could provide some sort of movement bonus, like the monsters are catching a subterranean ferry or something like that. Maybe a monster could forfeit its turn to then move to any tile of its choice.

Also, what kind of castle doesn't have a drawbridge?
 
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Justin Boehm
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1) "Play" room, I mean, who says monsters s don't want some leisure time?

Bowling with severed heads.

Darts with human fingers with spikes through them(of course placed there when the victim was still alive), shot at a board drawn in blood on the dismembered torso of a victim.

Bobbing for organs.

Human piƱata.

Enter the room, pick a game, get a different bonus for a few rounds, like health recovery, an extra die, +1 to rolls etc.

2) Biome - capture a human and put them here, all monsters get advantage for a few rounds based on additional knowledge from watching the hostages actions, roll each round to see if the hostage dies of starvation, hunger, thirst, or fear/stress, if they die, lose the bonus after that round.
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Ken Smets
Belgium
Bouwel
Antwerpen
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-secret room with advantage for ranged attacks
-cave
-jail for extra scenario: capture 2 hero's
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Jay Jaramillo
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I also think a Cemetery would work with the day and night add on dice.my second vote would be for a hidden tunnel,maybe to the heart or opposite side of board.
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Landon K
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Can it be something with time manipulation? Like time moves slower or faster, or some kind of time mechanic? What do you think?
 
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Jason Daniels
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I think the small room should be a bed chamber with a balcony that has day/night effects.
The large room should be either a cemetery or a dungeon.

Of course, I'd also like to see a ballroom, and the top room of a tower (which could be a prison room or some such).

Any room or area from any of the Castlevania games would work well.
 
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Parisa
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A battlement display of horror on top of castle walls. As monsters kills heroes and special enemies, their torn and ripped bodies are displayed there to put fear in the heart of peasants, as they approach the castle.
Mechanic: Fear. the more heroes you kill, the more frightened the rest become (affecting stats) could be used to complement a time mechanic that works against us in game.
 
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Thomas Vanpouille

Toulouse
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+1 for the cementery
+1 for the Flooded passage

And for some kind of cahos it would be fun to have a "portal chamber" which teleport in a random room in the castle (dice roll ?)
 
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Warf LePoilu
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A nice castle entrance, with an old drawbridge, day/night mechanic, and the possibility to throw villagers in the moat !
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Nate Fowler
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I absolutely second the moat idea! To me, having a moat and drawbridge really helps it seem like a castle. If that tile was in the game, I'd always try to squeeze it into every scenario! It just makes the thing seem more complete, somehow!
 
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Ryan Gallant
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Wouldn't mind seeing an Apse (rounded) section of a cathedral layout for a basilica scenario I'm thinking about. No religious iconography necessarily, just the printed room shape on an otherwise square tile would be interesting for a bit of flavor. Monsters holed up in back, villagers crashing in from all the side rooms, town heroes blocking the main door...could be fun as a zerg/kill count style mission.
 
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ZaiFurn
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batanen wrote:
Village "room" tiles for scenarios where monsters attack the village instead. Or if an inside area, then a castle could do and works both ways.


NecroNuke9 wrote:

@(batanen)

Sounds like an interesting idea. I made a similar suggestion earlier in the campaign for an expansion with village tiles and missions where the monsters attack the village to stop a ritual or creation of a weapon that would harm the Castle Heart.



+1 Village Tiles, attacking the village for any reason sounds good to me ^^'

+1 Moat + Drawbridge
+1 Flooded area
 
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Dave J
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More outdoor areas to take advantage of that mechanic.
 
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Justin Hall
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+1 Torture chamber (I really just want to proxy the Butcher and sit in there and yell fresh meat when villagers enter)devil
-Overgrown outside garden area
+1 Jail/dungeon
+1 Defiled/ruined chapel
-summoning/chanting room with a pentagram on the floor and a bunch of candles

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John B
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Door to nowhere - like a castle tower door and small ledge that leads to an impossible precipice. Villagers directed here have to pass a skill test or fall to their long overdue deaths on the broken rocks and stormy coast below.
 
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John B
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Sore room or attic - a place hiding traps and or relics giving benefits to either the villagers or monsters.
 
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shawn palmer
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I love the chapel idea and I also love the idea of a creepy indoor garden. The Adams Family had something like that.

Bonus vote for anything with indoor statues.

Do we have a laboratory?
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