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Thread: Dungeons and Dragons Adventure System Board Games:: General:: [Variants] Ally cards for the Heroes of CR, WoA and LoD


Thread: Dungeons and Dragons Adventure System Board Games:: General:: [Variant] Combat Encounter Deck

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by Maankin

I really like this game system, even more with a few house rules, but there are still a few things that rub me the wrong way.

One of these is the fact that the encounter card decks consist of a mix of cards that are related to either exploring or combat.

Some examples:
exploring: Lost, Treasure chest, the traps and hazards, ...
combat: A gap in the armor, Revel in destruction, Cowardly Flight, etc.
(neutral: gray ooze, the environment cards, deep tremor, ...)

Because a card is pulled both when exploring a new tile (black arrow) or when not exploring (probably because of a fight)
it often happens that the card makes little sense (e.g. Phalagar's Lair when in a fight soblue).

A simple solution is to create 2 different encounter decks: one with combat related cards and a second with the rest and to pull a card from the first pile if the Hero had a fight in it's current turn and he/she did not explore.

The problem here is that there are only (over the three games) around 25 cards that actually (*cough*) make sense during combat.

This creates an opportunity to design a combat encounter deck (ideally of 54 cards) that can breathe some extra life into the combat system in these games.

STATUS: 22/54

As a start:

Fistfull of dust: As your opponent falls to his hands and knees he grabs a fistfull of dust and throws it with a swift gesture at your face. Until the end of his or her next turn the current hero has a -3 penalty on attack rolls.

Lucky strike: Suddenly the monster stumbles, right into the path of your sword. Make an extra at will-attack. Draw a new combat encounter card.

Kick in the shins: As if in slow motion you see a metal tipped boot connect with you shin. Then the pain starts to blossom. Attack the active hero: Attack +8, 2 damage and slowed, miss 1 damage.

It's a trick! You hear a loud cackle. Suddenly the room begins to warp. What seems like minutes later things finally settle down and you notice with a startle that something's amiss... Swap a monster on the active hero's tile with the monster farthest from his or her.

Hit and Run The monster dashes forward, aims a stab at your kidney and cowardly makes a run for the corridors. Attack the current hero. Attack +10, 1 damage. Move the closest monster 1 tile away from the current hero.

I'm terrible at flavor text and I fear the deck will become dull/samey if only a single person designs it,
so I hope you like this idea enough to pick it up and contribute some ideas.

edit: I do not own photoshop nor the required fonts to make use of GeckoTH's D&D Templates effectively(I'm using the Gimp at the moment). SO I'll need some help when everything's been playtested.

Ideas:

Divine Intervention: Suddenly a ray of bright light blinds your opponent. If there is a villain in play, he or she does not activate this turn. If not, choose a monster within 1 tile of of the active hero, this monster does not activate during it's next turn. Draw a new combat encounter card.

Orc rage: ORC SMASH! All Orcs in play immediately activate. If no orcs are in play, draw a new combat encounter card.

Surrounded: All around you, in the shadows, you see the glint of small, angry eyes. Kobolds, Goblins and Duergar within one tile of the active hero, but not adjacent to him or her move adjacent to him or her and activate.

Flask of Dragon Breath: From the corner of your eye you see a kobold pop the cork from a little flask, down it in a single gulp and take a very, very deep breath. Attack all heroes on the active hero's tile. Attack +6, 3 damage, miss 1 damage.

Black Mist: As your adversary dies a black mist forms around his body. Suddenly the mist rushes towards you and pours into you boots. An excruciating pain surges through your body as you feel something hard materialize around your feet. If the active hero killed an enemy this turn he or she takes damage equal to his or her surge value, gain a healing surge. Otherwise, draw a new combat encounter card.

Call for help: Suddenly your opponent lets out a loud hair raising shriek. A few seconds later you hear the sound of running feet. Select a monster on the active hero's tile. Place a second identical monster next to it. Give the monster card to the player to your right. If there is no monster on the active hero's tile draw a new monster card and place the figurine on the closest tile with an unexplored edge to the active hero.

Vial of corrosive oil Your opponent pulls a vial from a hidden pocket in his cloak and throws it at you. As you deflect it with your arm it shatters and douses your backpack with a reeking corrosive liquid. As your back begins to burn you drop your backpack to the ground. You are Cursed! place this card on your hero card as a reminder. The active hero loses all abilities and bonuses granted by his or her treasure cards. At the end of your hero phase roll a die, on a 10+ discard this card.

Bad luck clings: And then everything started to go wrong. If your last attack missed all other heroes get a -2 penalty on their attack rolls until the end of your next villain phase. Otherwise, draw a new combat encounter card.

Dulled sword: Your last couple of fights left some deep dents in you sword and it's obvious you'll need to find some time to use your whetstone. You are Cursed! place this card on your hero card as a reminder. The active hero gets a -2 penaly on attack rolls. At the end of your hero phase roll a die, on a 10+ discard this card.

Champion of its kind: Suddenly the crowd of monsters around you parts and you see a huge monster stride towards you. Attach this card to the topmost monster card you control. If this monster already has a card attached to it or if you control no monter, draw a new combat encounter card. Raise the AC of this monster by 2, add a bonus of 2 to its attack rolls and add 1 to all damage it does. If there are multiple copies of this monster in play, this effect only applies to the one closest to the active hero. When discarding the affected monster card, add this card to the experience pool. 1 EXPERIENCE.

Spell Plagued Aura: The air around this monster shimmers as if it were standing under a blazing sun. However, you start to feel waves of intense cold as you move closer. Attach this card to the topmost monster card you control. If this monster already has a card attached to it or if you control no monter, draw a new combat encounter card. All Heroes that start their hero phase adjactent to this monter receive 1 damage. If there are multiple copies of this monster in play, this effect only applies to the one closest to the active hero.

Dirty Fighting: The arms of the monster in front of netted with scars, its missing an ear and it's nose looks like it's been a while since it stood up straight. Attach this card to the topmost monster card you control. If this monster already has a card attached to it or if you control no monter, draw a new combat encounter card. When this monster hits a hero with an attack that hero also becomes dazed. If there are multiple copies of this monster in play, this effect only applies to the one closest to the active hero.

Superior armour: The monster in front of you is clad in masterwork chainmail that reaches to it's knees. Attach this card to the topmost monster card you control. If this monster already has a card attached to it or if you control no monter, draw a new combat encounter card. This monster has a bonus of +2 to its AC. If there are multiple copies of this monster in play, this effect only applies to the one closest to the active hero.

Shadowdancer: The monster seems to be one with the shadows and shifts in and out of view. Attach this card to the topmost monster card you control. If this monster already has a card attached to it or if you control no monter, draw a new combat encounter card. This monster can only be attacked by heroes adjacent to it. If there are multiple copies of this monster in play, this effect only applies to the one closest to the active hero.

Leadership: As the creature strides into the room the confidence of the other monsters seems to grow and they resume their attacks with an increased vigor. Attach this card to the topmost monster card you control. If this monster already has a card attached to it or if you control no monter, draw a new combat encounter card. All monsters on the same tile as this monster receive a bonus of +2 to their attack rolls. If there are multiple copies of this monster in play, this effect only applies to the one closest to the active hero. When discarding the affected monster card, add this card to the experience pool. 1 EXPERIENCE.

Orb of fire: You see a kobold standing in a corner with a scroll in its hands muttering something under its breath. Attack the active hero: Attack +7, 2 damage, miss 1 damage.

Dust of Choking: Your opponent unhooks a pouch from his belt, slashes it, throws it into the air and scampers away to a nearby corridor. Move a monster on the active hero's tile one tile away. Attack all heroes on the active hero's tile: Attack +6, 2 damage and stunned, miss: 1 damage.

Thread: Dungeons and Dragons Adventure System Board Games:: General:: Using Dungeon Command tiles with Adventure System tiles for static adventures

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by D6Frog

Now that Dungeon Command is out, we know that the tiles are compatible with Adventure System tiles.

Now we need to figure out how to deal with encounters and monster spawning.

Symbols that the tiles have are...

Triangle (slows movement)
Square (blocks line of site)
Caltrop (causes damage)
Treasure Chest

Every non-start tile has one treasure chest symbol. That could be used as the monster-spawning point.

Each faction pack comes with gold & silver morale/leadership markers. Those could be used to represent no encounter(white) or encounter (black).

Better yet, maybe GeckTho could create a few unique tokens to do this tracking for this and just repeat them so we have a full sheet of tokens to print out on cardstock.

White Arrow (this would look similar to the DDAS tiles)
Black Arrow (this would look similar to the DDAS tiles)
Spawning point (something unique but similar to the various spawning points of the current DDAS games)

If we had tokens like this, we could easily use custom maps made with a combination of Dungeon Command and Adventure System tiles!

Thread: Dungeons and Dragons Adventure System Board Games:: General:: Two custom scenarios [Serpentus Rift for "Conquest of Nerath" / "AS" mashup]

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by Aimon

[These two custom adventures are meant to be used with the "Dungeon Exploration" variant (http://www.boardgamegeek.com/thread/768899/conquest-of-nerat...) for Conquest of Nerath. They have not been playtested yet; any feedback is appreciated.]

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Dungeon #1: Entering the Rift
Serpentus Rift, one of the seven "Jewels of the South", pride of the fallen draconic empire of Arkhosia, was known for the glittering hues of its sun-dappled walls and the translucent bridges that let the sun illuminate even the lowest reaches of the winding canyon where it was built. A warren of passageways and vast chambers stretched underneath for nearly a mile beneath the rift's walls.

Such beauty proved fragile, though, and a massive earthquake dragon destroyed much of the city in a great rampage that took and entire dragonborn army to end. Only the deepest, most remote chambers survived the destruction and subsequent wars. To this day, dragonborn congregate there from time to time, attempting excavations to recover some of the city's last treasures. But devils haunt the ruins as well, still seeking to finally destroy Serpentus Rift.

Enter it, and you just might gain the means to change the War's outcome in your favour.


Goal: Fight your way through the warren of the Rift and defeat the Rage Drake.


Adventure Setup
- Special Components in this Adventure: [WoA] Start Dungeon Tile, [WoA] Rage Drake card & miniature, [WoA] Dire Chamber tiles, [WoA]
- Tiles: WoA
- Monster Deck: WoA

Place the Start tile on the table. Place each Hero on a square adjacent to the stairs on the Start tile.


Special Adventure Rules

Take the [WoA] Rage Drake villain card, the [WoA] Rage Drake card, and set them aside. Shuffle the Tile Deck. Take 3 tiles, and shuffle the Dire Chamber Entrance tile into those tiles. Then, without looking at any of the tiles, put the shuffled Dire Chamber Entrance tile and 3 other tiles and put them under the 4th tile of the Tile Deck. (This way, the Dire Chamber Entrance will be between the 5th and 8th area to be revealed.)

When the Dire Chamber Entrance is revealed, follow the usual Chamber placement rules, and then place the Rage Drake figure on it.

- Victory: The Heroes win the adventure when the Rage Drake has been defeated.
- Defeat: The Heroes lose this adventure if all Heroes are brought to 0 Hit Points and there are no Healing Surge tokens remaining.


When You Start the Adventure, Read:
By the smell of rotten meat and repulsive offal, something has made its lair here. You have a feeling you will have to face it before this is over…

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Dungeon #2: Return to the Rift
Once again you enter the Serpentus Rift, convinced that it still holds powerful objects of power. You will have to go deeper than last time, though, and who knows what you might encounter this time?

Goal: Fight your way to the depths of the Rift, and defeat the Red Dragon.


Adventure Setup
- Special Components in this Adventure: [LoD] Start Dungeon Tile, [WoA] Red Dragon card, [WoA] Red Dragon miniature, [WoA] Horrid Chamber tiles
- Tiles: LoD
- Monster Deck: LoD

Place the Start tile on the table. Place each Hero on a square adjacent to the ladder on the Start tile.


Special Adventure Rules

Take the [WoA] Huge Red Dragon villain card, as well as the [WoA] Huge Red Dragon miniature, and set them aside. Shuffle the Tile Deck. Take 3 tiles, and shuffle the Horrid Chamber Entrance tile into those tiles. Then, without looking at any of the tiles, put the shuffled Horrid Chamber Entrance tile and 3 other tiles and put them under the 4th tile of the Tile Deck. (This way, the Horrid Chamber Entrance will be between the 5th and 8th area to be revealed.)

When the Horrid Chamber Entrance is revealed, follow the usual Chamber placement rules, and then place the [WoA] Huge Red Dragon figure on it.

- Victory: The Heroes win the adventure when the [WoA] Huge Red Dragon has been defeated.
- Defeat: The Heroes lose this adventure if all Heroes are brought to 0 Hit Points and there are no Healing Surge tokens remaining.


When You Start the Adventure, Read:
Something powerful has made its home here, you can sense it. A nerve-wracking dread is in the air, and it increases with every step forward. You had best get ready for the worst.

Thread: Dungeons and Dragons Adventure System Board Games:: General:: Two custom scenarios [Fortress of the Final Pact for "Conquest of Nerath" / "AS" mashup]

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by Aimon

[These two custom adventures are meant to be used with the "Dungeon Exploration" variant (http://www.boardgamegeek.com/thread/768899/conquest-of-nerat...) for Conquest of Nerath. They have not been playtested yet; any feedback is appreciated.]

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Dungeon #1: Braving the Fortress
Not much is known about the Fortress of the Final Pact, apart from how it got its name: near the end of the war between the Tiefling and Dragonborn Empires, a mighty Tiefling warlock took it upon himself to make a deal with great shadowy forces from beyond, in the hopes of securing enough power to deal the ultimate blow to what he considered "the reptilian razzle which seeks to usurp our well-deserved power from us." Although no one knows exactly what happened, it is plain to see that the deal didn't work as planned. The land around the once-mighty fortress is now nothing but blackened rocky desolation. Despite the destruction, however, it is rumoured that many items of power still reside inside the ruins. Along with some horrible creatures, no doubt...

No matter, the war must be won, and for that you must become hero, and face the Fortress' many danger.


Goal: Fight your way through the Fortress and defeat the Otyugh.


Adventure Setup
- Special Components in this Adventure: [WoA] Start Dungeon Tile, [WoA] Otyugh card & miniature, [WoA] Dire Chamber tiles, [WoA]
- Tiles: WoA
- Monster Deck: WoA

Place the Start tile on the table. Place each Hero on a square adjacent to the stairs on the Start tile.


Special Adventure Rules

Take the [WoA] Otyugh villain card, the [WoA] Rage Otyugh card, and set them aside. Shuffle the Tile Deck. Take 3 tiles, and shuffle the Dire Chamber Entrance tile into those tiles. Then, without looking at any of the tiles, put the shuffled Dire Chamber Entrance tile and 3 other tiles and put them under the 4th tile of the Tile Deck. (This way, the Dire Chamber Entrance will be between the 5th and 8th area to be revealed.)

When the Dire Chamber Entrance is revealed, follow the usual Chamber placement rules, and then place the Otyugh figure on it.

- Victory: The Heroes win the adventure when the Otyugh has been defeated.
- Defeat: The Heroes lose this adventure if all Heroes are brought to 0 Hit Points and there are no Healing Surge tokens remaining.


When You Start the Adventure, Read:
This may be a place of Death, but not everything is dead here. Sounds reach you, echoing across miles of dark and musty tunnels. Torch in hand, you enter, not knowing if you will live to make your way out again.

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Dungeon #2: Return to the Fortress
Once again you have decided to enter the Fortress of the Final Pact, despite the feeling of dread you have as you stand in front of its sinister ruins. It must be done, for Victory.

Goal: Fight your way to the depths of the Rift, and defeat the Mind Flayer.


Adventure Setup
- Special Components in this Adventure: [LoD] Start Dungeon Tile, [LoD] Mind Flayer card, [WoA] Mind Flayer miniature, [WoA] Horrid Chamber tiles
- Tiles: LoD
- Monster Deck: LoD

Place the Start tile on the table. Place each Hero on a square adjacent to the ladder on the Start tile.


Special Adventure Rules

Take the [LoD] Mind Flayer villain card, as well as the [LoD] Mind Flayer miniature, and set them aside. Shuffle the Tile Deck. Take 3 tiles, and shuffle the Horrid Chamber Entrance tile into those tiles. Then, without looking at any of the tiles, put the shuffled Horrid Chamber Entrance tile and 3 other tiles and put them under the 4th tile of the Tile Deck. (This way, the Horrid Chamber Entrance will be between the 5th and 8th area to be revealed.)

When the Horrid Chamber Entrance is revealed, follow the usual Chamber placement rules, and then place the [LoD] Mind Flayer figure on it.

- Victory: The Heroes win the adventure when the [LoD] Mind Flayer has been defeated.
- Defeat: The Heroes lose this adventure if all Heroes are brought to 0 Hit Points and there are no Healing Surge tokens remaining.


When You Start the Adventure, Read:
Making your way past the Otyugh's rotting carcass, you reach the trapdoor which the beast had been guarding, and you lift it. Below you lies the Fortress' secret underground escape ways. Who knows what power lies beneath... who knows what danger..

When reveal the Chamber card, Read:
Suddenly you feel a pain inside your head, vertiginous pain, as if a red-hot poker had been applied to your brain. It passes, but somehow you know that this psionic attack was but a taste of what's to come once you face the mighty, mind-bending power of the Mind Flayer.

Thread: Dungeons and Dragons Adventure System Board Games:: General:: Looking for custom hero leveling cards to get printed

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by zeroeo

Hey Everyone,

I'm looking to get the "HERO LEVELLING CARDS for D&D Adventure System campaigns by Malone76" printed for use with my AS games and was wondering if anyone had a link for them?

I've looked around but haven't found much.

Any help would be appreciated.

Thanks,
Adam

Thread: Dungeons and Dragons Adventure System Board Games:: General:: Chromatic Dragon's Yuan-Ti Incanter tactics

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by lorien4

First of all, I must thank Chromatic Dragon for his excellent work on decks, monsters etc.I've been playing against Chromatic Dragon's villains, who are very interesting. So I want to fight this guy:
[ImageID= 1048500]

I am confused about his tactics.
1)The first action of tactics says "If on a same tile as a Poisoned hero", but the icanter does not cause a hero to be "poisoned". Does this mean that this tactic is activated, when a hero is poisoned due to another action (Snake, encounter), or that a hero hit by poisoned domination is in addition to the damage poisoned too?
2)The special ability says "Poisoned causes heroes within 1 tile +1 damage". The word "Poisoned" means a "hero that is poisoned" or "The Poisoned domination attack?"

Thread: Dungeons and Dragons Adventure System Board Games:: General:: [Variant] Campaign Treasure

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by FoxmanFX

I’ve been exploring the campaign aspect of the game and I have come to a couple of conclusions and an idea that I think works well.

In WoA, the long Campaign presented there has the following rules for Treasure (IIRC, don’t have the adventure book in front of me at the moment):
> When you would draw a Treasure Card, draw a Treasure Token instead.
>> If the Treasure Token is an Item draw from the Treasure Deck
>> If the Treasure Token is gold keep it. (Rules seem vague here, it might be you write down the total and return the token).

Pros:
This prevents a ‘long term’ (more than 3 adventures) campaign from drowning in items.

Cons:
In CR and LoD it is possible to draw ‘non-item’ treasure cards. However non-item treasures do not exist in LoA, so this rule does not translate as well if you have non-item treasures in the game.

Proposed Campaign Variant:

1) Sort all treasure cards from all versions of the game into 2 decks. An Item and a non-Item deck and shuffle them.
2) As per the Campaign rules in WoA, when you would draw a Treasure card, instead draw a Treasure Token.
3) If the token is an item, draw from the ‘Items’ Treasure deck.
4) If the token is gold, keep the token and draw from the ‘non-Items’ Treasure deck.

I’ve tested this out a couple of times and so far it seems to work well.

Thoughts and comments welcome.

Thread: Dungeons and Dragons Adventure System Board Games:: General:: Best of three?

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by virferrorum

Cut your brow, put on your gloves it's time to fight.

Which one of these three is the best game (judged alone, not on mixing potential)? Components, adventures, gameplay, theme and overall fun are things to consider.

Ding!

I'm in CR's corner. Weighing in as the original, a solid thematic set of components, nail biting challenges, and pound for pound badassery. It's hard to beat those memories of the first time through those adventures. Actual table cheers for winning adventures... Classic.

Thread: Dungeons and Dragons Adventure System Board Games:: General:: Wrath Of Ashardalon Adventure

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by lorien4

I have played this scenario 2-3 times with 3 heroes and 3 healing surges and have always failed. I wonder if someone has won this scenario and under which conditions (number and heroes used etc).

Thread: Dungeons and Dragons Adventure System Board Games:: General:: Chromatic Dragon's Villain Beatdown

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by lorien4

First of all, I must thank Chromatic Dragon for his excellent work on decks, monsters etc.I've been playing against Chromatic Dragon's villains, who are very interesting. So I want to fight this guy:


I am confused about his tactics.
1)The first action of tactics says "If on a same tile as a Poisoned hero", but the icanter does not cause a hero to be "poisoned". Does this mean that this tactic is activated, when a hero is poisoned due to another action (Snake, encounter), or that a hero hit by poisoned domination is in addition to the damage poisoned too?
2)The special ability says "Poisoned causes heroes within 1 tile +1 damage". The word "Poisoned" means a "hero that is poisoned" or "The Poisoned domination attack?"

Thread: Dungeons and Dragons Adventure System Board Games:: General:: D&D Adventure System AAR

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by danderson1964

Some days ago I had the distinct privilege to try out Wizards of the Coast’s D&D Adventure board game system at One Angry Gamer’s place. Joining in was his squeeze Lady Baker.

The D&D Adventure board game system is a series of high end co-operative games (Wrath of Ashardalon, Castle Ravenloft, The Legend of Drizzt) where players use pre-generated characters and a randomly generated board to beat monster encounters and fulfill scenario objectives.

Having heard a lot about this system, I was anxious to try it out. I am happy to report it seems to be a solid system supported by good mechanics and giving players important choices to make and plan their tactics accordingly.

We played two games, both of which combined all the board game sets into one huge cavern and dungeon romp (Angry at work). The scenario stipulated we had to kill 15 monsters before our team took three player kills (expending three healing surges) plus the first death afterwards. I will report on the first game since it didn’t last very long. In fact, it was a disaster.

We choose our stalwart group.I took the goofy and dimwitted barbarian Wulfgar:



Lady Baker chose the grumpy and hemorrhoid afflicted dwarf fighter Bruenor:



Angry picked the sassy rogue Kat (and say it all together now: “Because rogues are badass!”):



To begin the game you place your figures on the aptly named start tile.



And then it began. Drawing cards, fighting random creatures, and trying to survive wicked events all aimed at killing the characters. It’s relentless and uncompromising. And a hell of a lot of fun.

And speaking of wicked events, Wulfy took a misstep:



Although causing no damage, this event separated him from the group and the fighter and rogue took a lot of hits from monsters. Before they knew it, they were nearly out of healing surges and hadn’t even moved four tiles into the cavern!

Pushing their luck, the group had to kill some monsters and fast. Wulf charged a flaming skeleton and Kat followed. The only problem was our hottie rogue moved alongside a volcanic vent. Now Angry knew this could be an issue but figured that the only way the vent could harm his rogue was if the event came up by pulling a card from the encounter deck. Since it was still pretty thick, what were the chances of that one card coming up?



Yep.

Anyway, play proceeded south rather quickly and Kat finally succumbed to her wounds. Since we were out of healing surges we lost the game.



In closing, this game system is quite challenging due to its random nature. However, that does not mean it’s a bad design. What the system does and does well is it really forces players to think and plan their strategies very carefully. Thoughtful play should always be lauded.

Overall, we had a great time and I am pleased to say we won the second game.

Thread: Dungeons and Dragons Adventure System Board Games:: General:: HUSKY - 22 inch Cantilever Professional Organizer

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by D6Frog

HUSKY - 22 in CANTILEVER PROFESSIONAL ORGANIZER is $29.99 at Home Depot and can be found in the seasonal section. I think this is the perfect solution for my Dungeons and Dragons minis, Adventure System, and Dungeon Command Collection. I'll probably end up with 4 or 5 of these. And yes they are stackable.

External shot of the case and model packaging...



Has a really nice fold-away carrying-handle...



Side shot so you can see how sturdy this case is with it's hinged dual-layer construction.



Rear shot so you can see that the upper section has supports. Again killer construction!



Here you can see that there are 15 small trays and 12 large trays...



Here is the awesome part...all the trays are removeable. Look at all that space if you ditch the trays...



Easily fits 2 Dungeons and Dragons Adventure System games...



Easily fits 90+ Dungeons and Dragons minis. Probably more like 100+ depending on the sizes. As you can see Half this case is filled with very large and large figures.



Easily fits 7-8 Dungeon Command sets. I am guess 8 would definitely fit but 7 for sure.



Thread: Dungeons and Dragons Adventure System Board Games:: General:: [Variant] Printer Ready Characters

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by Stick up man

No need for photoshop, just print and cut out. Put the cards in sleeves and mount the character sheet to cardboard using stick glue or spray glue.

The tokens are front and back, just mount them to cardboard.

I tested this guy only through a couple games but seems to work fine.

Use one of the Drow Wizard figures for this hero.







Thread: Dungeons and Dragons Adventure System Board Games:: General:: [Variant] Condition tokens

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by Stick up man

I use these by placing them under the figure, that way I could stop forgetting to apply effects. Just print this page and stick glue them to some thick board. you can print them twice for front and back if you want.


Thread: Dungeons and Dragons Adventure System Board Games:: General:: [Variant] Fortune, Itens and Lucks

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by topera

Hello all,

After play lots of games I started to think about that. What to do with fortunes/luck? I mean, I only left Itens from drops because it makes more sense to drop an item than a fortune from a monster.
Maybe them may be useful for some kind of mission reward than drop. I saw many variants but none got my attention. Maybe some shrines? maybe some tile specific like altar? skip your hero phase praying to get one fortune?

Just let me know about some variants for this.

Thread: Dungeons and Dragons Adventure System Board Games:: General:: [Variant] Encounters

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by Bartheus

I don't have problems with the sometimes harsh encounter mechanic, but it seems that many people do. One way to decrease the difficulty of encounters when exploring could be to draw an encounter as per the normal rules (black arrow), but instead of activating it place the card face down on the tile instead of checking what it is. You only activate the encounter if you choose to enter the tile.

You could also incorporate other mechanics (like the torch token) which would allow you to read, but not activate, the encounter card from an adjacent tile.

This would make the game quite a lot easier so, although I haven't playtested it, you would probably need to make the game harder with some other rule change.

Thread: Dungeons and Dragons Adventure System Board Games:: General:: [Variant] Chamber Cards for LOD

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by Stick up man

I'm going to make and post here some chamber cards for LOD.

I'm going to call them chamber cards even though they will not use the chambers. You could replace the trigger with a chamber if you wanted, but I am going to write them using the large tiles in LOD.

The first 6 or 7 will be the same as the LOD group adventures.

While I'm making these I hope to think of some other cool ones. If anybody has an idea for one, just post it here, and I can make a card for it as well.

When I play Campaigns, I mix the LOD tiles with the WOA tiles (that way the encounter card about volcanic vents stays in the deck) I also mix all Monsters and Encounters together. This works great and seems to balance the nasty encounters with the easy ones. Knowing that a cavern tile is next is really no help, even if you pay attention, which I don't.(I keep a bowl or treasure tokens on top of the stack)

You could always draw from the bottom(make the stack backwards) if it bothers you.

The tiles work fine together, even though on occasion it creates a diagnal hole in the wall. I allow movement through these, like its a skinny cavern passage.

When I get to the chamber, I draw from a mixed deck of both WOA and CR chamber cards. I want to add LOD cards to the mix.

I plan to replace the chamber entrance with whatever large tile or tiles called for by the LOD chamber when drawn. Or some such thing....

Edit: Just to be complete, I also play with my Treasure Rooms variant, for use with the door tiles.

Thread: Dungeons and Dragons Adventure System Board Games:: General:: [Variant] Human Clan Faction

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by Skully1130

I like the idea of a themed dungeon crawl. I've heard a few compaints about Kobolds in CR, but there are many instances. I think it would be cool to have different dungeon types based on the who the main monsters are. For example:

* Goblin Den
* Orc Lair
* Bandit Hideout
* Underdark (Drow)
* Crypt (Undead)

The idea is to seperate out the various monster types and then randomly use one on your adventure. You won't be sure what type of dungeon you are going into until you start facing these guys. Of course along with the Goblins, Orcs, Drow, etc. you could throw in the generic creatures you might find in any dungeon (swarms, animals, etc.).

With the Dungeon Commands coming out that focus on a particular faction, I think this will be pretty easy. One faction I don't know if they will consider is a Human Bandit faction, so I wanted to create one.

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The miniatures I picked were:

Bandit Fighter (Wild Elf Raider)
Bandit Mercenary (Caravan Guard)
Bandit Archer (Dalelands Militia)
Bandit Rogue (Human Marauder)
Bandit Warrior (Barbarian Mercenary)
Bandit Champion (Skullsplitter)
Bandit Berserker (Carrion Tribe Barbarian)
Bandit Mage (Snaketongue Cultist)
Bandit Giant (Hill Giant Barbarian)

Let me know what you think.

Thread: Dungeons and Dragons Adventure System Board Games:: General:: Stactics form all of three games!! (Combined components list for all three games)

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by topera

Hello all,

This post is to show for all those who doens't have the games or just for curiosity. No promo or custom included.
Games facts:

Tiles: 94

Chamber tiles: 12

Start tile: 8 (double tile counted as one)

Destination tiles: 3 (double tile counted as one)

Dungeon Edge tiles: 22

Collapsed tunnel: 3

Heroes classes: Ranger: 2, cleric: 2, Fighter: 3, Wizard: 2, Archer: 1,
Assassin: 1, Mercenary: 1, Battlerager: 1, Paladin: 1, Barbarian: 1, Rogue: 3

Villains: 19

Super villains (big card): 4

Miniatures: 113

Big miniatures: 8

Huge mminiatures: 3

Monsters per tipe: (This are monster by tipe not per number of cards):
Human: 1, Devil: 1, Vermin: 3, Sentry: 2, Undead: 6, Elemental: 2, Orc: 2, Troll: 1, Reptile: 3, Goblin: 3, Drow: 2, Animal: 3, Aberrant: 2,
Monster event: 1

Enconters by tipe ( this are encounters by tipe not per number of cards): Traps: 17, Hazard: 3, Environment: 14, Curse: 16, Event: 69, Event attack: 38, Adventure event attack: 1, Adventure encounter: 3

Boon: 6

Chamber Cards: 14

Ally cards: 12

Treasures by tipe: Item: 72, Adventure item: 10, Fortune: 36 Blessing: 5

treasure chest token: 6

Door token: 8

Coffin token: 10

Healing surge token: 15

Condition marker: 30

Monster 1 hp token: 30

Monter 2 hp token: 2

1 Hp token: 182

5 Hp token: 28

Time token: 16

0 Montert token: 9, 1 Monster token: 11, 2 Monter token: 6, 3 Monster token: 2, 4 Monter token: 1, Villain token: 26

Treasure token: 100 gp: 9, 200 gp: 11, 300 gp: 5, 400 gp: 2, 500 gp: 1, Treasure token: 5

That's it. the other tokens I didn't wanted to count cause I wasn't in a mood. Those are very interesting facts for our beloved games.
Variety isn't lacking here guys! lot's of things to use and do with all three games!

PS: If you liked let some tips for avatar
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