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CaptnAustralia

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A member registered 44 days ago · View creator page →

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I will I have been working on it but its not going to be ready in time as I have work on.

But yeah I have sightings in the dungeon so as you walk down a corridoor you see a mummy it looks at you and then vanishes, this happens several times empty rooms become full you never know when you are going to get attacked they just appear when you don't expect it

sometimes you see a mummy and go down the single corridoor to  investigate only for it to vanish- then the last person in your party gets attacked so wizard hiding at the back will take a beating Imay have to have a way for them to reset their spells such as if they find the hidden wizards table they can recover some of their spells and its these kinds of things I would need to think about before submitting into a compedition where as the ice one I have submitted has been worked through

I already have submitted another game with a unique boss fight who telegraphs his special abilities giving the heroes time to respond
so they attack, retreat etc instead of just running up and trying to hit it over and over

 I already have submitted a game with a unique boss fight and senario 

After reading the rules I didn't know how to make this work but now that I think about it- I could but oh well too late
But I was going to use first light and the expansion  return of wL

And in the game you'd have Minatures and standees- the standees would be 2 dimensional versions beings where they were invisible from the left and right (and immune from damage from left and right)  and could only be struck from the front or back, and in some cases you would enter a seemingly empty room and they would all turn and boom surprise you
the end boss would be trying to make everyone 2 dimensional using the standee of the evil wizard
so there would be normal minature skeletons/mummies  to start with and then as you got closer to the boss you'd meet standees which would be a harder fight
You would need to kill the wizard to break the dimensional portal
cool huh?

Just updated to remove some of the non crucial info in rooms tidied up a few things made some clearer rules for the ice holes

thank you

just trying to see past winners

Firstly I'd like to thank the organisers who has put on this competition we all love this game and other dungeon crawlers and to have this opportunity is amazing.

My names Dave I am the creator of this adventure and I have been developing my own homebrew rule set- and this is one of the adventures from that system. however it has been modified for basic hero quest players and game masters to enjoy without any of my custom rules and character skills and leveling.

My intent was to create a unique boss fight- not just a tough creature but I wanted a thrilling game that required team work and strategy rather than simply running up and hitting it, a game where in a round you may withdraw to protect a team mate and move around the boss chamber.

Also replayability of the boss fight seeing different heroes and different heroes wielding different artifacts would create a fun conversation afterwards I also wanted the boss to have special abilities and to telegraph those abilities so players could prepare and react as part of their strategy

and by sheer coincidence this particular game requires something breaking which also goes alongside my rules for a frozen dungeon in an iceburg where the floor itself breaks revealing freezing water below (think Azog, vs Thorin in the battle of 5 armies the hobbit) while i had additional rules for this i have added a simplified version for this game

I also wanted to create rewards for exploration in the form of the poem that gives the heroes a chance to learn about the boss fight ahead of time and prepare, while the boss fight can be played without finding the hidden library- there going to take some hits before they learn. Not everything has to be treasure- knowledge that will help players can be just as rewarding and help in world building

the ghost dream is an idea like a ghostly premanition giving you a chance to fight the boss in a warm up first with no real consequences, 

and finally as you will see in the notes I believe that a dungeon is a living entity in that rooms have a reason for being there and the monsters within need to have a reason for being there, i have never liked empty room with skeleton and orc in there- that little room needs a reason- perhaps the orc is a prisoner because he did a bad thing and the skeleton is a guard- a punishment for example- that story element i think takes your game oh hum to hooraa

truth be told I love heroquest but have not found many to play with- so instead I paint and I design adventures and I enjoy the game when others enjoy my work. It is rewarding when others enjoy your work and others want to see the next thing you are working on.

what did I cut: The long history of the dungeon which is part of a larger dungeon for part 2, more frozen ice hole rules (such as when 2 holes connect making a larger hole)

I also had a story as to why the goblins are in the dungeon which was the original champion (the ghost you meet early on) stole an artifact from them and they are trying to get it back, and the goblins and abominations were battling each other

the original hero lured the lava ogre to a frozen dungeon and originally tried to kill the ogre but realised they were not strong enough so instead trapped it here- and broke off the part of the dungeon which has been floating for the last few centuries but as the power is lessening the ghost has made the icebug come to shore in hopes of heroes can finish the job

there was a good 3 paragraph back story to it

I also wanted to introduce my lock picking mechanic but didn't have the room

more details on the boss fight were also cut due to space