New locations?


Homebrew and House Rules


Hi All,

I was thinking about creating some cards from the great templates in Magic Set Editor but realised that, as I don't sleeve most of the cards, mixing homebrews in with others would not work. That left the adventure, scenario, character and locations. So I looked through my photos and realised that I could create a set of 'generic locations' which let the scenario designers out there have more scope.

I have the photos ready for;

Rocky Beach, Cave on the Beach, Lakeside, Waterfall, Orchard, Ruined Abbey, Wooded Hillside, Country Stream, Duck Pond, Council Chamber, Quiet Graveyard, Cathedral, Cottages, City Wall, Battlements, Tower on a Hill, Hilltop Fort, Castle Tower, Secret Stairs, and Town Gate.

I can't see these clashing with the S&S locations so I'm looking for suggestions as to what I should put on the cards in the way of text, and Deck Lists?

Andy


A barrier heavy location would be fun. Like 5 or 6. Cave on the beach would be fun for it. Everyone who encounters it would be like "oh man what's in the cave??" Will it be good, will it be bad? Or both?

Perhaps an interesting way to close the location would be to encounter a random barrier. Could be hard, could be easy.

Not sure what you could do for the main part of it... Kinda like the idea of bury a blessing to automatically succeed at a check to defeat a barrier. Like PLEASE GODS DONT LET THIS BELL DROP ON MEEEEE.


I think this is a great idea and an area that needs more homebrew expansion. Lots of people have been working on new characters, but locations are really the core of every scenario. I'll chime in here with a few suggestions for these locations.

Lets start with Cave on Beach, making it barrier heavy like MundoBot suggests.

Mon: 2
Bar: 4
Weap: 1
Spell: 0
Arm: 0
Item: 2
Ally: 0
Bless: 0

Location power: After your 1st exploration, add 2 to the difficulty of all checks at this location. (To simulate going further into the cave on the same turn)
When Closing: Draw a random barrier from the box and encounter it. Redraw if Ambush (Because, well you know)
When perm closed: Roll 1d4. Draw from box a random (1) spell (2) weapon (3) armor (4) blessing.

I'll come back with more but there's something to get us running!

FYI, Town Gate is probably going to be too similar to City Gate in the base set, but you could change it up a little.


Hi,

I wanted the town gate to be a bit more relaxed than the city gate whilst being a 'bottleneck,' so I was thinking

Mon: 1
Bar: 2
Weap: 2
Spell: 0
Arm: 1
Item: 1
Ally: 2
Bless: 0

Location power: You must succeed at a Wisdom or Diplomacy 6 check to move to be moved to another location.

When closing: Succeed at a Dexterity or Disable check 8, or a Wisdom or Diplomacy 8 check.

I was thinking that the guards would keep you talking and stop you moving away while the closing is either Disabling the gate or talking your way intoclosing it.

Andy


Cool. Low monsters but good amts of allies and weapons, I like it.

How about Cathedral.

Mon: 2
Bar: 0
Weap: 0
Spell: 2
Arm: 0
Item: 1
Ally: 1
Bless: 3

Location: You may recharge a blessing to explore again. (Autorecharge for praying here)
Closing: Succeed at Wisdom 8? check
Perm Close: Nothing special.


Hey, that's good - it makes it different from the Temple and the Sandpoint Cathedral.. The only change I could suggest would be on closing let the player shuffle a blessing from their discards into their deck?

Now, for the Rocky Beach I was thinking along the lines of;

Mon: 4
Bar: 0
Wpb: 1
Spl: 0
Arm: 0
Itm: 2
Aly: 2
Bls: 0

Location: The difficulty to defeat monsters with the Aquatic trait is increased by 2.
Closing: Summon and defeat a Bunyip.
Perm: No effect.


Here is a suggestion for Secret Stairs

Mon: 3
Bar: 1
Wea: 1
Spe: 1
Arm: 0
Ite: 1
All: 2
Ble: 0

At this Location: At the end of your turn, attempt at a Perception or Knowledge 10 check. If you fail you are moved to another random location.

When Closing: Succeed at a Dexterity or Stealth 10 check.

When Permanently Closed: During another character's turn, you may recharge a card to move here and then move to any open location where there are no characters.


Cool use of Perception or Knowledge check at the Secret Stairs, folks would very likely be rolling D4s for that one.

Quiet Graveyard

Mon: 4
Bar: 0
Wea:
Spe: 3
Arm: 0
Ite: 1
All:
Ble: 2

ATL: You may evade an a monster with the undead trait. OR Monsters with with the undead trait are a minus 2 in combat

WC: Succeed at Divine check 8

WPC: Nothin' special

Battlements
Mon: 5
Bar: 1
Wea: 1
Spe: 0
Arm: 1
Ite: 1
All: 1

ATL: maybe if a henchmen is encounter, fight that henchmen twice. (Like a general leading a battle?) tougher guy
WC: Defeat current scenario non-named Henchmen +3 (miniboss?)
WPC: Roll a D6 and randomly draw armor, weapons, or items. (Looting the battlefield)

Ble: 0


Hawkmoon269 wrote:

Here is a suggestion for Secret Stairs

Mon: 3
Bar: 1
Wea: 1
Spe: 1
Arm: 0
Ite: 1
All: 2
Ble: 0

At this Location: At the end of your turn, attempt at a Perception or Knowledge 10 check. If you fail you are moved to another random location.

When Closing: Succeed at a Dexterity or Stealth 10 check.

When Permanently Closed: During another character's turn, you may recharge a card to move here and then move to any open location where there are no characters.

Awesome feel for this one... how bout this minor tweak.

ATL: At the end of any of your turns where you began at this location AND when attempting to move TO this location... make Perception or Knowledge 10 check...

I realize this is extremely wordy... maybe some way to cut it down while keeping the same intent? I think this power illustrates how hard it is to FIND the secret stairway as well as to REMAIN there.... but exempting you from the check for the same turn that you MOVED to it. This also keeps AMIRI from abusing the location, hehe.


MundoBot wrote:

Cool use of Perception or Knowledge check at the Secret Stairs, folks would very likely be rolling D4s for that one.

Quiet Graveyard

Mon: 4
Bar: 0
Wea:
Spe: 3
Arm: 0
Ite: 1
All:
Ble: 2

ATL: You may evade an a monster with the undead trait. OR Monsters with with the undead trait are a minus 2 in combat

WC: Succeed at Divine check 8

WPC: Nothin' special

Battlements
Mon: 5
Bar: 1
Wea: 1
Spe: 0
Arm: 1
Ite: 1
All: 1

ATL: maybe if a henchmen is encounter, fight that henchmen twice. (Like a general leading a battle?) tougher guy
WC: Defeat current scenario non-named Henchmen +3 (miniboss?)
WPC: Roll a D6 and randomly draw armor, weapons, or items. (Looting the battlefield)

Ble: 0

Remember that the total count should be 9... the 10th being the henchmen/villain spot. I think cutting 1 monster from each of these would suffice.

Although I like the undead having a different power at the graveyard... I think they should perhaps be TOUGHER. And then maybe once you close the graveyard, Undead traits have difficulty reduced by equal amount (2?) for remainder of scenario, kinda like the Giant Cave.


Ok onto another location:

Duck pond - I think this will be a cute/peaceful location. Cast your rod and see what junk you can pull in! But perfect hiding spot for the VILLAIN!

Mon: 0
Bar: 1
Weap: 1
Spell: 0
Arm: 1
Item: 4
Ally: 2
Bless: 0

ATL: Difficulty of checks vs Banes are increased by (Max hand size - 1d4)
WC: You may auto-close this location
WPC: You may recharge a card to draw a card.

Lakeside - I see this one as being somewhat peaceful, but not necessarily SAFE. A tweak on Waterfront.

Mon: 3
Bar: 2
Weap: 0
Spell: 1
Arm: 0
Item: 1
Ally: 2
Bless: 0

ATL: Difficulty of checks with the Aquatic trait are increased by 1d4.
WC: Summon and defeat 2 consecutive AQUATIC traited Bandit henchmen. (Both get +1d4 essentially)
WPC: All characters at this location MAY draw a card.

Community / Forums / Pathfinder / Pathfinder Adventure Card Game / Homebrew and House Rules / New locations? All Messageboards

Want to post a reply? Sign in.
Recent threads in Homebrew and House Rules