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Please submit the subscription in my shopping cart thanks and I am wanting from the character addon and beyond thanks!


Burnt Offerings Mistype there lol.


This is a custom scenario I am working on. Advise, opinions, and testing would be most welcome. This is attempting to simulate an actual siege on a castle. This scenario is for advanced parties that have already played through Burnt Offerings.It uses custom locations so you will need to make your own cards for those...so without further ado here it is

Story: You and your party receive word of a siege on a near by castle. The King is offering treasure and magical artifacts to those brave enough to help stop it if the castle is still standing in one peice. After much deliberation you decide to aid the castle and pull out a scroll of teleportation and in an instant are inside the castle walls. The siege is already starting to take place and you hear the pound of war drums banging heavy outside the walls. A soldier running past you yells at your party "Lend us a hand fools! They have already begun to breach the Northern Gate!"

.

Assault on Garr’s Castle

#ofplayers Location name
1 – North Gate
1 – Middle Bailey
1 – The Keep
2 – South Gate
3 – Lower Bailey
4 – The armory
5 – Upper Bailey
6 – The wizards Tower
Villians – Ripnugget and Stickfoot, Black Fang, Jubrayl Vhiski
Henchman – Tangletooth (for parties 2+) and bandits to fill in the rest of the locations.

In this scenario if a location was to close and all monsters, henchman, and Villains were to move to other locations separate them into random piles evening them with blessings cards from the box and then distributing them evenly among those locations. Anytime a monster, henchman, or villain flees blessing cards are taken from the box not the blessing card deck. If you defeat a villain and successfully close a location the villain still flees as normal before the cards are distributed from under a location. You can never pass in this scenario and must ALWAYS spend your free explore action (yes the cleric can spend it healing). This is because the assault on the castle is so relentless there is no time for rest or hiding.

Completion Bonus – 2 random boons from the box of your choice except loot they may not be the same two type of boons.

Location Cards

Northern Gate
2 – Barriers
4 – Monsters
2 – Allies
1 - Spell

At This Location : Any Monsters, Henchman or Villains not defeated here get shuffled into the locations that aren’t Southern Gate. All checks to defeat banes are -1 difficulty at this location.
When Closing : Discard one card off the top of your deck. Any monsters, Henchman, Villains, that are left in this deck get shuffled into locations that aren’t Southern Gate. The active player may choose one person to recharge one card in his discard pile regardless of their location.

Southern Gate
2 – Barriers
4 – Monsters
2 – Allies
1 – Spell

At This Location: Any Monsters, Henchman or Villains not defeated here get shuffled into the locations that aren’t Northern Gate or Southern Gate. All checks to defeat banes are +1.
When Closing : Discard one card off the top of your deck. Any monsters, Henchman, Villains, that are left in this deck get shuffled into locations that aren’t Southern Gate. The active player may choose one person to recharge one card in his discard pile regardless of their location.

Upper Bailey
3 – Monsters
2 –Weapon
3 – Blessing
1 - Barrier

At This Location: Can only be entered once either Southern Gate or Northern Gate is closed. All checks to defeat banes are +1 to difficulty at this location. Any Monsters, Henchman or Villains not defeated here get shuffled into the locations that aren’t Northern Gate, Southern Gate, Middle Bailey, or Lower Bailey.
When Closing: Summon and acquire a random blessing from the box. Instantly closes if there are no other cards at this location. Any monsters, Henchman, Villains, that are left in this deck get shuffled into locations that aren’t Northern Gate, Southern Gate, Middle Bailey or Lower Bailey. You may also search the box for one cure spell and resolve it on one party member. Banish this spell immediately after using it.

Middle Bailey
2 – Monsters
1 – Barriers
2 – Weapon
2 – Ally
2 – Blessing

At This Location: Can only be entered once either Southern Gate or Northern Gate is closed. All checks to defeat banes are +1 to difficulty at this location. Any Monsters, Henchman or Villains not defeated here get shuffled into the locations that aren’t Northern Gate, Southern Gate, Upper Bailey or Lower Bailey.
When Closing: Summon and acquire a random blessing from the box. Instantly closes if there are no other cards at this location. Any monsters, Henchman, Villains, that are left in this deck get shuffled into locations that aren’t Northern Gate, Southern Gate, Upper Bailey or Lower Bailey. You may then recharge 1d10 random blessings from the blessing discard into the blessing deck.

Lower Bailey
3 – Monsters
2 – Spell
3 – Blessing
1 - Barrier

At This Location: Can only be entered once either Southern Gate or Northern Gate is closed. All checks to defeat banes are +1 to difficulty at this location. Any Monsters, Henchman or Villains not defeated here get shuffled into the locations that aren’t Northern Gate, Southern Gate, Middle Bailey or Upper Bailey.
When Closing: Summon and acquire a random blessing from the box. Any monsters, Henchman, Villains, that are left in this deck get shuffled into locations that aren’t Northern Gate, Southern Gate, Middle Bailey or Upper Bailey. You may then recharge 2d4 random blessings from the blessing discard into the blessing deck.

The Keep
2 – Monster
1 - Blessing
2 - Ally
2 – Item
2 – Armor

At this location: All undefeated villains flee like normal to any open location. Every Failed Check for a boon will result in one blessing discarded off the blessing deck.
When closing: Summon and defeat a random monster with +2 difficulty. All henchman, Villains and monsters still left in the deck upon closing flee to any open remaining locations. If this is the only open location left return all monster back to the box and shuffle the henchman and Villains making a random deck at this location and it remains open until the last card is defeated.

The Armory
2 – Monster
2 - Armor
2 – Item
3 - Blessing

At this location: All undefeated villains flee like normal to any open location.
When closing: Summon and acquire a random armor with +2 difficulty. All henchman, Villains and monsters still left in the deck upon closing flee to any open remaining locations. If this is the only open location left return all monster back to the box and shuffle the henchman and Villains making a random deck at this location and it remains open until the last card is defeated.

Wizards Tower
2 – Monster
3 – Blessing
2 – Spell
2 – Item

At this location: All undefeated villains flee like normal to any open location.
When closing: Summon and acquire a spell a random spell from the box with +2 difficulty. All henchman, Villains and monsters still left in the deck upon closing flee to any open remaining locations. If this is the only open location left return all monster back to the box and shuffle the henchman and Villains making a random deck at this location and it remains open until the last card is defeated.

*Didn't see an edit button. Updated Villains and Henchman.


I have no artistic capabilities so I am just proxying some....


2 people marked this as a favorite.

This is a custom scenario I am working on. Advise, opinions, and testing would be most welcome. This is attempting to simulate an actual siege on a castle....so without further ado here it is

Story: You and your party receive word of a siege on a near by castle. The King is offering treasure and magical artifacts to those brave enough to help stop it if the castle is still standing in one peice. After much deliberation you decide to aid the castle and pull out a scroll of teleportation and in an instant are inside the castle walls. The siege is already starting to take place and you hear the pound of war drums banging heavy outside the walls. A soldier running past you yells at your party "Lend us a hand fools! They have already begun to breach the Northern Gate!"This scenario is for advanced parties that have already played through Rise of the Runelords.It uses custom locations so you will need to make your own cards for those.

Assault on Garr’s Castle

#ofplayers Location name
1 – North Gate
1 – Middle Bailey
1 – The Keep
2 – South Gate
3 – Lower Bailey
4 – The armory
5 – Upper Bailey
6 – The wizards Tower
Villians – Ripnugget and Stickfoot, Black Fang
Henchman – Tsuto Kaijitsu, and goblin raiders to fill in the rest of the locations.

In this scenario if a location was to close and all monsters, henchman, and Villains were to move to other locations separate them into random piles evening them with blessings cards from the box and then distributing them evenly among those locations. Anytime a monster, henchman, or villain flees blessing cards are taken from the box not the blessing card deck. If you defeat a villain and successfully close a location the villain still flees as normal before the cards are distributed from under a location. You can never pass in this scenario and must ALWAYS spend your free explore action (yes the cleric can spend it healing). This is because the assault on the castle is so relentless there is no time for rest or hiding.

Completion Bonus – 2 random boons from the box of your choice except loot they may not be the same two type of boons.

Location Cards

Northern Gate
2 – Barriers
4 – Monsters
2 – Allies
1 - Spell

At This Location : Any Monsters, Henchman or Villains not defeated here get shuffled into the locations that aren’t Southern Gate. All checks to defeat banes are -1 difficulty at this location.
When Closing : Discard one card off the top of your deck. Any monsters, Henchman, Villains, that are left in this deck get shuffled into locations that aren’t Southern Gate. The active player may choose one person to recharge one card in his discard pile regardless of their location.

Southern Gate
2 – Barriers
4 – Monsters
2 – Allies
1 – Spell

At This Location: Any Monsters, Henchman or Villains not defeated here get shuffled into the locations that aren’t Northern Gate or Southern Gate. All checks to defeat banes are +1.
When Closing : Discard one card off the top of your deck. Any monsters, Henchman, Villains, that are left in this deck get shuffled into locations that aren’t Southern Gate. The active player may choose one person to recharge one card in his discard pile regardless of their location.

Upper Bailey
3 – Monsters
2 –Weapon
3 – Blessing
1 - Barrier

At This Location: Can only be entered once either Southern Gate or Northern Gate is closed. All checks to defeat banes are +1 to difficulty at this location. Any Monsters, Henchman or Villains not defeated here get shuffled into the locations that aren’t Northern Gate, Southern Gate, Middle Bailey, or Lower Bailey.
When Closing: Summon and acquire a random blessing from the box. Instantly closes if there are no other cards at this location. Any monsters, Henchman, Villains, that are left in this deck get shuffled into locations that aren’t Northern Gate, Southern Gate, Middle Bailey or Lower Bailey. You may also search the box for one cure spell and resolve it on one party member. Banish this spell immediately after using it.

Middle Bailey
2 – Monsters
1 – Barriers
2 – Weapon
2 – Ally
2 – Blessing

At This Location: Can only be entered once either Southern Gate or Northern Gate is closed. All checks to defeat banes are +1 to difficulty at this location. Any Monsters, Henchman or Villains not defeated here get shuffled into the locations that aren’t Northern Gate, Southern Gate, Upper Bailey or Lower Bailey.
When Closing: Summon and acquire a random blessing from the box. Instantly closes if there are no other cards at this location. Any monsters, Henchman, Villains, that are left in this deck get shuffled into locations that aren’t Northern Gate, Southern Gate, Upper Bailey or Lower Bailey. You may then recharge 1d10 random blessings from the blessing discard into the blessing deck.

Lower Bailey
3 – Monsters
2 – Spell
3 – Blessing
1 - Barrier

At This Location: Can only be entered once either Southern Gate or Northern Gate is closed. All checks to defeat banes are +1 to difficulty at this location. Any Monsters, Henchman or Villains not defeated here get shuffled into the locations that aren’t Northern Gate, Southern Gate, Middle Bailey or Upper Bailey.
When Closing: Summon and acquire a random blessing from the box. Any monsters, Henchman, Villains, that are left in this deck get shuffled into locations that aren’t Northern Gate, Southern Gate, Middle Bailey or Upper Bailey. You may then recharge 2d4 random blessings from the blessing discard into the blessing deck.

The Keep
2 – Monster
1 - Blessing
2 - Ally
2 – Item
2 – Armor

At this location: All undefeated villains flee like normal to any open location. Every Failed Check for a boon will result in one blessing discarded off the blessing deck.
When closing: Summon and defeat a random monster with +2 difficulty. All henchman, Villains and monsters still left in the deck upon closing flee to any open remaining locations. If this is the only open location left return all monster back to the box and shuffle the henchman and Villains making a random deck at this location and it remains open until the last card is defeated.

The Armory
2 – Monster
2 - Armor
2 – Item
3 - Blessing

At this location: All undefeated villains flee like normal to any open location.
When closing: Summon and acquire a random armor with +2 difficulty. All henchman, Villains and monsters still left in the deck upon closing flee to any open remaining locations. If this is the only open location left return all monster back to the box and shuffle the henchman and Villains making a random deck at this location and it remains open until the last card is defeated.

Wizards Tower
2 – Monster
3 – Blessing
2 – Spell
2 – Item

At this location: All undefeated villains flee like normal to any open location.
When closing: Summon and acquire a spell a random spell from the box with +2 difficulty. All henchman, Villains and monsters still left in the deck upon closing flee to any open remaining locations. If this is the only open location left return all monster back to the box and shuffle the henchman and Villains making a random deck at this location and it remains open until the last card is defeated.