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Dungeons & Dragons: Wrath of Ashardalon Board Game» Forums » Variants

Subject: WOA Ultimate Room Event Deck rss

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Neil Edmonds
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The reason I'm calling these "Ultimate Decks" is they're supposed to be the last set of Room Cards for each of the games. I think 12 Room Event cards provides a good mix of events to randomize the game across the multiple play sessions required to finish the in-box adventures. It also makes repeating an adventure a different experience each time its attempted.

I proposed the project because I thought it'd be less work for GeckoTh because the artwork is already present on the cards. It's just a matter of adding more game text and making the presentation consistent (do I say "one" or "1" is it "Active Hero" or "active Hero" etc).

I think the Ni-Gorth storyline could make an interesting quest hook for an adventure series. Perhaps the players have to rescue him/her to start a resistance movement. Then the players get some missions to weaken Ashardalon's forces similar to the Thunder Shaman mission. Successful completion means Ni-Gorth provides help against the final dragon encounter - it might be ally cards or perhaps a weapon. Maybe Dydd's staff?

[Edit - this post was updated to reflect the new proofreading guidelines in the WOA Extended Campaign Event thread.]

Title: Long Hallway
Flavor: The unadorned hallway stretches off into the distance. You quicken your step.
Text: The active Hero may take another Move Action.

Title: Long Hallway
Flavor: Expensive rugs and fine mirrors line the hallway's length. Fine wood armories dot the passageway.
Text: Roll the die:

1-6: Your search took a long time. Draw a Treasure Token and an Encounter Card.
7-12: You find nothing of value that is portable.
13-17: Draw a Treasure Token for your collection of trinkets.
18-20: One of the armoires is well-stocked. Draw 2 Treasure Tokens.

Title: Long Hallway
Flavor: You're pleased at the chance to spring the hallway's defenses on the mountain's denizens.
Text: Select a Monster on the Long Hallway Tile. Discard this card to inflict 2 damage on the target.

Title: Long Hallway
Flavor: Iron sconces line the hallway; each holding a guttering candle, save for one. The unlit sconce looks oddly off-center.
Text: Roll the die if you decide to investigate.

1-10: A wall slides down revealing a startled Orc! Search the Monster deck and the discard pile, taking the first Orc card found. Add the figure to the tile in addition to the drawn Monster for this tile. Ignore this card if all Orcs are in play.
11-20: The hidden nook contains riches. Draw a Treasure Token.

Title: Secure Exit
Flavor: The guardian for this tile is sound asleep, overconfident in the locked door preventing entrance or egress.
Text: You make sure it never wakes up. Do not place a Monster on the Secure Exit Tile.

Title: Secure Exit
Flavor: The Dragon Cult used this checkpoint to disarm visitors before admitting them. Some of the visitors never made it back out, and their valuables remained here.
Text: A Hero ending their movement on the Secure Exit tile may draw a Treasure Token after the door is opened and the tile is free of Monsters. Discard this card once the Treasure Token is claimed.

Title: Secure Exit
Flavor: The exit is staffed by a bored looking cultist who insists you must remove your shoes and walk through a magic archway before allowing you to go on your way.
Text: The active Hero must end their Move Action.

Title: Secure Exit
Flavor: The Dragon Cult took extra measures against intruders using this exit.
Text: Search the Encounter Card deck and the discard pile for a Trap card if the Heroes fail their first attempt to open the door. Place the trap on the Secure Exit Tile. The door is now open, but the trap is sprung. Ignore this card if there are no Trap cards available.

Title: Tunnel Exit
Flavor: The tunnel smells heavily of unwashed Orc. You suspect this is how they exit the lair to trouble Longbridge.
Text: Nothing happens.

Title: Tunnel Exit
Flavor: The startled villager drops his torch at your approach. "Don't hurt me!" he cries.
Text: The villager came here in search of gold to save the family farm. Draw two Treasure Tokens to see how much gold is required, drawing again if the Treasure token is an Item. Gain 4 XP if the active Hero gives that much gold to the villager.

Title: Tunnel Exit
Flavor: You curse your luck as an Orc raiding party returns through the tunnel exit.
Text: Instead of drawing a Monster Card, search the Monster deck and the discard pile taking the first two Orc cards found. Take one of the Orc cards and give the other card to the Hero on the left. Place the Orcs on the Tunnel Exit Tile. If there aren't enough Orcs available, ignore this card and draw a Monster Card instead.

Title: Tunnel Exit
Flavor: Someone's coming from the tunnel ahead. You press yourself close to the wall, hiding in the shadows.
Text: Roll the die:

1-15: You go unseen as the enemy passes by. No effect.
16-20: You're pleased to see a friendly face. Draw an Ally Card, discarding it if the Ni-Gorth Disciple is revealed, because you couldn't distinguish him from the evil cultists.
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Neil Edmonds
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And here's some more cards.

[Edit - this post was updated to reflect the new proofreading guidelines in the WOA Extended Campaign Event thread.]

Title: Vault
Flavor: Contrary to the old axiom, it is possible to have too much money, but only if you have to carry it all.
Text: Take this card if a single Hero loots both sections of the Vault Tile. The Hero reduces their Speed value by 1 for the rest of the Adventure.

Title: Vault
Flavor: Something wriggles beneath the piles of treasure. You'll have to be careful when filling your pack.
Text: Roll the die each time a Hero picks up a Treasure Token from the Vault Tile:

1-10: A snake snaps at your hand. Search the Monster deck and the discard pile for a Snake Card. Shuffle the Monster deck. Add a Snake to the Vault Tile. Take 1 damage if all the Snake Cards are already in play.
11-20: It's just a harmless rat. No effect.

Title: Vault
Flavor: You're unaware that the treasure in the vault is the result of an alchemy experiment.
Text: Roll the die when acquiring a Treasure Token from the Vault tile:

1-10: The gold you discovered transforms back into lead. Discard the Treasure Token.
11-20: The experiment was a success, and you may keep whatever the Treasure Token revealed.

Title: Vault
Flavor: You happily stuff your pack with treasure, unaware of the looming danger.
Text: Draw an Encounter Card after the vault is emptied.

Title: Ancient Battlefield
Flavor: The veil between the Prime Material plane and the Shadowfell is thin in this section of the lair. The bones on the ground begin to stir and pull themselves upright.
Text: You find yourself fighting off undead just to make it through the chamber. The active Hero must skip their next Attack Action.

Title: Ancient Battlefield
Flavor: A stout branch as tall as a man lies among the debris, unremarkable except for the fact there are no trees in Ashardalon's lair.
Text: Roll the die:

1-15: The branch would make a fine walking stick, but it is of no use to you.
16-20: The branch is actually Dydd's staff. Take the Dydd's Staff Treasure Card. It has 6 charges.

TREASURE CARD (okay if it's 2-sided for space because this is a special)
Dydd's Staff
Once per turn, the active Hero may use the staff as their Attack Action:

Entangle (1 charge) - Range 1 tile. Select up to 2 non-Villain Monsters. Those Monsters may not move next turn.
Slashing Vines (1 charge) - Do 2 damage to a figure on the same tile as the active Hero.
Goodberries (1 charge) - All Heroes on the same tile or a tile adjacent to the active Hero may heal 1 Hit Point; or one Hero may heal 2 hit points.
Creeping Doom (2 charges) - Make a +8 attack against all Monsters on the same tile as the Hero. A successful hit does 3 damage, a miss does 1 damage. Villains take -1 damage from the insect swarm.

Discard this card when all charges are exhausted.


Title: Ancient Battlefield
Flavor: You search the debris hoping to find some item of value.
Text: Roll the die:

1-12: You find nothing.
13-20: You find something valuable. Draw a Treasure Token.

Title: Ancient Battlefield
Flavor: You realize the combatants fell without receiving final rites.
Text: The active Hero may forgo their next Attack Action to bless the bodies. Gain 2 XP if you perform the blessing.
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Neil Edmonds
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Here's the Horrid Chamber cards.

[Edit - this post was updated to reflect the new proofreading guidelines in the WOA Extended Campaign Event thread.]

Title: Horrid Chamber
Flavor: The veil between the Prime Material plane and the Outer Planes is weak in this section. Pockets of positive and negative energy flit about the chamber.
Text: Heroes on a Horrid Chamber Tile must roll the die to determine the effect for their Hero Phase.

1: Take 2 damage
2-5: Take 1 damage
6-10: -1 AC until your next Hero Phase
11-15: +2 to your next attack roll
16-19: Heal 1 Hit Point
20: Use a Healing Surge without paying for it

Title: Horrid Chamber
Flavor: The Dragon Cult performs their ritual sacrifices in this part of the complex. They hurry to complete the ceremory before you can stop them.
Text: Search the Monster deck and the discard pile taking the first two Cultist cards found. Distribute the Cultist cards evenly among the Heroes starting with the active Hero. The Heroes free the captives once the Cultists on the Horrid Chamber Tile are defeated, and gain 2 XP.

Title: Horrid Chamber
Flavor: Disturbing murals and statuary of unworldly creatures adorn the walls and ceiling. The masses of eyes, tentacles, and fins make you uncomfortable.
Text: Heroes on a Horrid Chamber Tile are -1 AC.

Title: Horrid Chamber
Flavor: Terrible torture and sacrifices take place in this chamber, but you've seen worse in your travels.
Text: Nothing happens.
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Neil Edmonds
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Here's the Dire Chamber cards

[Edit - this post was updated to reflect the new proofreading guidelines in the WOA Extended Campaign Event thread.]

Title: Dire Chamber
Flavor: Despite the dangers this chamber poses, you've seen worse in your travels.
Text: Nothing happens.

Title: Dire Chamber
Flavor: The chamber gets its name because it's a training ground for aspiring rogues.
Text: Search the Encounter Card deck and discard pile for Trap cards. Place a trap on each tile of the Dire Chamber. The heroes may draw a Treasure Token for each trap they successfully disarm.

Title: Dire Chamber
Flavor: Your arm must be strong and your aim true if you hope to survive this encounter.
Text: Place three tokens on this card. Discard a token each time a Hero misses an attack on the Dire Chamber Tile, and draw an Encounter Card (maximum 1 card per Hero Phase). Discard this card when the Dire Chamber Tile is free of Monsters, or there are no more tokens left on this card.

Title: Dire Chamber
Flavor: The heady thrill of battle is upon you, strengthening your blows and sharpening your senses.
Text: Heroes on a Dire Chamber Tile add +1 to attack rolls. Discard this card when there are no more Monsters on the Dire Chamber Tiles.
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David Landry
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I'm new to this game - how do I help advance the ideas and product put forth in these posts ?
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Neil Edmonds
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GeckoTh is the one producing all the cards in Photoshop. Just post some ideas and if they interest him enough he'll get around to making the cards. Gecko works in the entertainment industry (movies and television) so his availability is variable. He's been very generous with the community so far.

Now if you have Photoshop skills might be interested in sharing the card making duties.
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Neil Edmonds
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Making progress on these....

[Original post revised for the new proofreading guidelines discussed in the WOA Expanded Campaign Event thread.]

Update copyright notices to 2015.

1/58 - "Named Tiles" should be "named tiles"
"Dungeon Tile Stack" should be "Dungeon Tile stack"
"Draw additional Chamber Tiles" should be "Draw additional Chamber tiles"
"draw a respective card from this deck" should be "draw the respective card from this deck"

2/58 - "adds" should be "add" since there's only one snake.

3/58 - "monsters" should be capitalized

5/58 - "Long Hallway tile" should be "Long Hallway Tile"
There's no Slowed Condition in this game. I propose a separate Conditions card that defines it.

7/58 - "adventure" should be "Adventure"
"craftsmenship" should be "craftsmanship"
"Try as you might," (comma added)

10/58 - "Secure Exit tile" should be "Secure Exit Tile"
"Monster Deck" should be "Monster deck"
"OR" should be lowercase "or"

11/58 - I recommend "Draw 3 Treasure Cards. Pick one to keep and discard the other two."

12/58 - "Secure Exit tile" should be "Secure Exit Tile"

17/58 - "move action" should be "Move Action", since it's a distinct activity that's part of a "Hero Phase"

19/58 - "adventure" should be "Adventure"

20/58 - "Tunnel Exit tile" should be "Tunnel Exit Tile"
"Monster Deck" should be "Monster deck"

21/58 - "Tunnel Exit tile" should be "Tunnel Exit Tile"

24/58 - "Tunnel Exit tile" should be "Tunnel Exit Tile"
"NPC card" should be "Ally Card"
Suggested text: "The wounded cultist is a disciple of Ni-Gorth,...." (the card's introduction implies he's in front of you.)
Suggested text: "Discard this card if the Disciple is already in play."

25/58 - Suggested edit: "Your Hero takes a -1 penalty to their next attack roll."

26/58 - "If he does" should be changed to "If they do" to make it gender neutral
"Surge Value. (round down)" should be "Surge Value (round down)." (period location changed)

27/58 - "Ancient Battlefield tile" should be "Ancient Battlefield Tile"
31/58 - "Ancient Battlefield tile" should be "Ancient Battlefield Tile"

32/58 - "Ancient Battlefield tile" should be "Ancient Battlefield Tile"
"hero" should be "Hero"
Suggested text: "gains +2 AC" instead of "gets +2 AC"?

33/58 - The introduction indicates that part of the ceiling is falling so the card text should read, "You try to dive out the way. Attack the active Hero."

34/58 - "Vault tile" should be "Vault Tile"

36/58 - Replace semi-colon with a comma.
We could probably drop the "Nothing happens" from the card text since the introduction already implies nothing is coming in response to the alarm.
I'm not sure how the Vault works, but would this text be better? "The active Hero may loot the Vault Tile per the normal rules."

37/58 - "Draw two Treasure Cards" should be "Draw 2 Treasure Cards"
"the Devil says" might be better as "the devil says". Cards 31/58 and 35/58 established that words are capitalized only when the keyword matters. The "Legion Devil" on the card is okay though since it's a specific name for the creature.

38/58 - Maybe a comma works better here "and wash it away with your wine flask, hoping for the best."
"Add +5 if the active Hero is a Dwarf." (word 'active' added)
There's no Slowed or Immobilized Conditions in this game. I propose a separate Conditions card that defines them.

39/58 - When I proposed this card, I envisioned the vault serving as a well-secured larder. The creatures inhabiting the mountain need to be fed, and the vault protects it from creatures lacking self-control. So we could rephrase as: "The vault is lined from floor to ceiling with food stuffs, something clearly valuable to the mountain's inhabitants, but of no use to an adventurer. No treasure lies within."

40/58 - "An active Hero on the Vault Tile may skip their Attack Action to instead read the books and scrolls. Roll the die, adding +5 if the active Hero is a Wizard.

1-9: You don't learn anything of value.
10-20: The active Hero may flip up one used power."

42/58 - Suggested rewrite:
"Draw 2 Villager Cards and place their corresponding tokens on the active Hero's tile. Follow the instructions on the Villager Cards for movement and tactics. For each villager that survives the adventure, the active Hero gains 2 XP.
Starting with the active Hero, each Hero draws a Monster Card and places a Monster on the Dire Chamber Tile. Place Monsters on tiles that have no Monsters first."

43/58 - Suggested edit: "Each Hero except the active Hero draws a Monster Card and places a Monster on a Dire Chamber Tile. Place Monsters on tiles that have no Monsters first, and do not place any Monsters on the Dire Chamber Entrance."

44/58 - "Dire Chamber Entrance tile" should be "Dire Chamber Entrance Tile"
"Dire Chamber tile" should be "Dire Chamber Tile"
"Human Cultist" should be "Cultist"

45/58 - "dire chamber" should be capitalized.
"Dire Chamber tiles" should be "Dire Chamber Tiles"
"and the Hero to the left" should be "and the Hero to their left"
Suggested edit: "and place its figure on a Dire Chamber Tile"

47/58 - "Dire Chamber tile" should be "Dire Chamber Tile"
"parial" should be "partial"
Suggested edit: "and places a Monster on a Dire Chamber Tile."

48/58 - "Dire Chamber tiles" should be "Dire Chamber Tiles"
Suggested edit: "places a Monster on a Dire Chamber Tile."
Replace "receive 2 damage" with "take 2 damage" (matches earlier text)

50/58 - "Horrid Chamber Entrance tile" should be "Horrid Chamber Entrance Tile"
Suggested edit: "placing newly drawn Grell onto the Horrid Chamber Tiles."

51/58 - Here's a way to shorten up the card text and make room:

"The cultist explains how Ni-Gorth turned against Ashardalon's evil ways, and founded his own order to oppose the dragon. Roll the die:"

Result 17-20 is unclear whether it's for the current adventure or all adventures (including this one). So I propose following, with "this" or "any" being the keyword. If "any" is chosen, we'll have to leave instructions to "keep this card."

17-20: Regain 3 Hit Points. Roll a die whenever Cultists are revealed for this (any) Adventure. Don't place them on rolls of 15 or higher because they follow Ni-Gorth.

There are No Monsters in this chamber.

52/58 - "Horrid Chamber tiles" should be "Horrid Chamber Tiles"
Suggested edit: "and places a Monster on the Horrid Chamber Tile."
Suggested edit: "and suffer a -1 penalty to attack rolls."

53/58 - "Horrid Chamber tile" should be "Horrid Chamber Tile"
"Horrid Room tile" should be "Horrid Chamber Tile"
Suggested edit: "and places a Monster on the Horrid Chamber Tile."
There's no Slowed or Immobilized Conditions in this game. I propose a separate Conditions card that defines them.
"move action" should be "Move Action"

55/58 - "Horrid Chamber tile" should be "Horrid Chamber Tile"
Suggested edit: "Any Hero on a Horrid Chamber Tile may skip their Attack Action to free the dangling men."
"Make a +6 Attack" should be "Make a +6 attack" to match the other cards in this deck.

57/58 - "Horrid Chamber tile" should be "Horrid Chamber Tile"

Suggested edit for the first part of the card:
"A Hero on the Horrid Chamber Tile may skip their Attack Action to pray at the altar. Roll the die."
1-6: Terrifying visions fill your mind. You suffer a -1 penalty to attack rolls for the rest of the current Adventure.
 
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