So I realized I somehow never uploaded the complete version of Warrior is About to Die! This is a super easy dungeon crawl written to play at conventions. Included are the basic game rules and the character sheets. There aren't any rules for how to set up the game though, you'll have to figure it out on your own, I just built a really big dungeon and put spawn points intermittently throughout it.
Warrior is About to Die!
So please feel free to download and share this with your friends. Please feel free to alter the rules if you need. Just let me see what you did :D
Showing posts with label Dungeon. Show all posts
Showing posts with label Dungeon. Show all posts
Wednesday, February 13, 2013
Monday, February 4, 2013
Chibi Crawl Update 02/04/13
I know it has been a bit since I have done a big update, but I have been very hard at work. And now you can see the fruits of said work. Included in the link below is 22 Heroes, 7 sets of monsters, and a whole pile of event and objective cards. I should note, to print these will be rather extensive at this point. At this point I am pretty comfortable with most of the game mechanics, though some minor tinkering s to be expected. The rules still need a lot of work to be friendly, but there isn't a lot to it so you shouldn't have a hard time figuring it out.
Please if you can read, review, maybe even test if you are able.
https://docs.google.com/file/d/0B_dGQQhS2y0vQnJtLS1lVFhWX0k/edit
I am also looking for someone who is very good with Vassal to make a module. I will give you high res everything so that the module will be as high quality as possible. I tried taking a look at it, but had no idea where to even begin.
Please if you can read, review, maybe even test if you are able.
https://docs.google.com/file/d/0B_dGQQhS2y0vQnJtLS1lVFhWX0k/edit
I am also looking for someone who is very good with Vassal to make a module. I will give you high res everything so that the module will be as high quality as possible. I tried taking a look at it, but had no idea where to even begin.
Thursday, October 11, 2012
Chibi Crawl Early Test Copy
Alright folks, this is a very early test copy of Chibi Crawl (Tentative Title) It is currently set up to be running with the new Dungeon Adventurers line from Impact! and dungeon tiles they produce.
Chibi Crawl Beta
Chibi Crawl Beta
Monday, October 8, 2012
Co-Op Dungeon Crawl Update 3 (Chibi)
Alright, so I've been chewing through my dungeon crawl rules as quickly as I can. I worked out a small collection of cards to get tested through and some rough mechanics. There are a lot of questions at this point. I need to work out boss spawning, treasure deck density, and monster density. But, I am making some decent strides. As always, I appreciate any feedback you can provide, if you'd like to help out by making cards, or trying to help work out the balance issues and such, please let me know.
Rules
Heroes
Monsters







Thoughts?
Rules
Heroes
Monsters
Thoughts?
Saturday, October 6, 2012
Solo and Co-Op Dungeon Crawl Rules A2
So I've been spending a bit more time with my Dungeon Crawl rules (which need a proper name, suggestions?) And I have made some alterations. I am ditching the d10 and going to a d6 as the extra granularity didn't really do anything. All successes are measured on a 4+, there may be certain special abilities or items that alter this rule, reducing the number needed. I have expanded the stats slightly, and renamed them, so you'll see Level, Movement, Strength, Dexterity, Will, Armor, and Health. This lets me give everyone a Dexterity and Will value for purposes of letting certain effects have dex checks and the like. So to determine if a figure will have Ranged attacks or Magic attacks you'll have to look for the special abilities that state that. I am working hard to ensure that most special attacks have very concise wording. I am also trying to come up with a rough idea of how many treasures you can have in your deck. Meaning that some monsters will have no treasure. One option is that when you kill a monster you have to roll to find it's treasure, another is that some will simply state no treasure. I am leaning towards rolling to see if you get the treasure as it means it will be easier to balance the Encounter Deck.
Here is the same monster card in both Chibi form and normal fantasy (Pathfinder)


I'm gonna keep rolling a bit, I am fairly happy with the stat cards as they are right now.
Here is the same monster card in both Chibi form and normal fantasy (Pathfinder)
I'm gonna keep rolling a bit, I am fairly happy with the stat cards as they are right now.
Friday, August 10, 2012
Freebie Coop Dungeon Crawl
So, been searching around trying to find a game that suits my ideals for a dungeon crawl. Like normal, I can't find anything. Which makes me sad. So I took some concepts from a few other games and started piecing something together.
Essentially the game plays similarly to the D&D Board Games by default (though I am working on options to utilize with a normal map style game) With players moving along tiles, then revealing tiles when they have reach the edge of where they are. When a new tile is revealed it will be marked as either a normal or difficult tile, with some being even more challenging. A normal tile has you reveal one card from the Encounter deck which will generally be a monster, but some environmental effects are in there as well.
The mechanics are fairly simple, using a d10 engine all you need to do is roll the number of dice listed and try to get the result of your skill. Monsters are always treated as having a skill of 7 (Minibosses are 6, Bosses 5) Characters will be variable as it allows some basic granulation and controls what kinds of equipment they can use, sure you can give your warrior a wand of lightning, but he may need 8's to use it where as the wizard will only need 5's.
When you have killed a monster or completed an encounter, you can rotate the Encounter card and gain the treasure it carries. The quality of a treasure will be based on the monsters level, which is basically a quick look at a monsters overall strength.
Sample Gnoll Warrior (Reaper Miniatures)

Dungeons will have a few specialty tiles shuffled in, one will be the miniboss tile and one will be the boss tile. These tiles will help control the overall length of the game.
My hope is to be able to stat out the entire line of Reapers Bones list as well as any other dungeon crawl style games.
Sorry for the mildly rambly post, just dumping the rough idea, hopefully fairly soon I can provide a more detailed look or even demo set of rules.
Essentially the game plays similarly to the D&D Board Games by default (though I am working on options to utilize with a normal map style game) With players moving along tiles, then revealing tiles when they have reach the edge of where they are. When a new tile is revealed it will be marked as either a normal or difficult tile, with some being even more challenging. A normal tile has you reveal one card from the Encounter deck which will generally be a monster, but some environmental effects are in there as well.
The mechanics are fairly simple, using a d10 engine all you need to do is roll the number of dice listed and try to get the result of your skill. Monsters are always treated as having a skill of 7 (Minibosses are 6, Bosses 5) Characters will be variable as it allows some basic granulation and controls what kinds of equipment they can use, sure you can give your warrior a wand of lightning, but he may need 8's to use it where as the wizard will only need 5's.
When you have killed a monster or completed an encounter, you can rotate the Encounter card and gain the treasure it carries. The quality of a treasure will be based on the monsters level, which is basically a quick look at a monsters overall strength.
Sample Gnoll Warrior (Reaper Miniatures)
Dungeons will have a few specialty tiles shuffled in, one will be the miniboss tile and one will be the boss tile. These tiles will help control the overall length of the game.
My hope is to be able to stat out the entire line of Reapers Bones list as well as any other dungeon crawl style games.
Sorry for the mildly rambly post, just dumping the rough idea, hopefully fairly soon I can provide a more detailed look or even demo set of rules.
Friday, August 20, 2010
Modular Hirst Arts Dungeon
Though I like the storage potential and overall niftiness of my paper world works games stuff, I also really enjoy my Hirst Arts molds. I found my World Works paper takes far too long to setup on the fly for quick games of DnD, so set out to remedy the problem.
I used WWG paper floors glued to cork tiles for my floors here, then built Hirst Arts walls to fit into those tiles. The result looks nice and allows me to rapidly and easily build my dungeon rooms for DnD.
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