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Treasure Deck Ideas

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Re: Treasure Deck Ideas

Postby Phoenix » Friday January 30th, 2009 4:24am

And these I've totally lifted from Nicodemus...My Bonus deck:

Cursed
You comb the room and find a misshapen skull of a man-like creature. As soon as you touch it you realize it is too late! You are afflicted with a disfiguring curse causing your skin to become thick and leathery. Your maximum Body Points are reduced by 1, but your defense increases by 1 Combat Die for the remainder of this Quest only.

Gold and Gem!
A chance discovery in the dirt beneath your feet reveals an old worn pouch containing 25 Gold Coins and also a small gem worth 100 Gold Coins.

Gold
Spying a Gold Coin in a corner of the room, you investigate to find a small pouch of 44 more Gold Coins, stuffed into a crack in the wall.

Junk
Sifting through the debris in this room has turned up nothing of interest.

Lucky Find!
Searching along the floor amidst the grime and dirt you discover a medium-sized pouch. Inside the pouch you’re amazed to find two rubies, worth 90 Gold Coins each, a small ring worth 50 Gold Coins and a large piece of folded up parchment. Upon unfolding it, you see it’s a Treasure Without Doom Spell Scroll!

Oops!
During your search you inadvertently disrupt some old stones in the wall which were holding up a weakened portion of the ceiling above. As it comes crashing down, the sound echoes far off into the distance. You are unharmed, but surely it has been heard by others! On Zargon’s next two turns, he may place two Wandering Monsters adjacent to any Hero.

Teleport Trap!
While searching, you find an old sliver of metal embedded in the stone floor. As you pick it up, it disappears from your hand and you suddenly feel a jolt. You’ve been teleported! The Hero is teleported 8 squares ahead of the direction he is currently facing. This ends the Hero’s turn. If the Hero will end up within solid rock or off the gameboard, place him on the closest available square to his destination and subtract 2 Body Points.

Treasure Hoard!
You’ve made a remarkable find! Pulling away loose stones from a section of the wall, which seems to have been slowly crumbling away, reveals a small chest containing 250 Gold Coins, as well as a superbly made Staff. This Staff could easily sell for 80 Gold Coins.

Treasure Hoard!
Here amidst old torn pieces of cloth and layers of dust, you find a long flat wooden box. The wood has long since dried and begun to split. Prying open the old look you’re amazed to find 200 Gold Coins inside!


There will also be 3 additional 'Nothing' Cards to make a total of 12 cards, 2 for each set.
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Re: Treasure Deck Ideas

Postby Phoenix » Friday January 30th, 2009 4:25am

My Bonus deck will receive a number between 7-12.

When adventuring through the Quest Packs, the associated Treasure Cards will automatically be added to the deck (they are unnumbered). The old will be removed when new ones are added.

So, here's the Question:
How do I make this sound not like *lemony goodness*?

How to determine the New Treasure Deck

*Compare current Quest # (irregardless of how many Quests the Heroes have completed).
*To determine which cards are removed from the Treasure Deck.
*On an odd number Quest, roll 1d6 and remove those cards with the matching number.
*On an even number Quest, roll 2d6 and remove those cards with the matching numbers. If doubles are rolled, then only remove that number.

To determine the usage of the Bonus Deck, roll greater than the "one's" position (of the Current Quest #) on 1d6. If greater, use that rolled number and add 6 to it, include the Bonus cards with that sum to the Deck. A zero in the "one's" position is considered a ten in this instance.
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Re: Treasure Deck Ideas

Postby Phoenix » Friday January 30th, 2009 4:27am

For some clarification, here's an example:

The adventuring band is beginning "Return to Barak-Tor", the 14th Quest of the original game system. So here's the breakdown:

14 is an even numbered Quest, so 2d6 is rolled. A Result of 5 & 5. All treasure cards #d 5 will be removed from the deck.

A second d6 is rolled. A result of 5. Five is greater than 4 (the one's position of 14), so the Bonus Deck is used. The result of 5 plus six equals 11. The two cards number'd 11 of the Bonus Deck are also added.



See how confusing this might become?

All suggestions appreciated. ;)
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Re: Treasure Deck Ideas

Postby drathe » Friday January 30th, 2009 10:22am

I really like some of the wording of the Nic-rips.

Found it confusing at first, but I was able to make sense of it after a few readings. Might be less confusing leaving it all up to die rolls though.

Example. When you roll your secret 1d6, also roll a Combat Die. If a Black Shield is rolled (or white shield if you want better odds), roll a second 1d6 to determine which bonus cards to add. Just mark your bonus cards as B1-B6 instead of 7-12.
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Re: Treasure Deck Ideas

Postby Phoenix » Saturday January 31st, 2009 11:18am

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Thought I would share this here, also.
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Re: Treasure Deck Ideas

Postby drathe » Sunday February 1st, 2009 11:54pm

Looks awesome. I couldn't even come close to creating a deck box as nice as that! 8-)
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Re: Treasure Deck Ideas

Postby Phoenix » Monday February 2nd, 2009 2:04am

I would go to the following topic for more details...

viewtopic.php?f=34&t=92" onclick="window.open(this.href);return false;
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Re: Treasure Deck Ideas

Postby drathe » Monday February 2nd, 2009 6:14pm

Now that's some clever magic you got there. Posting a link to a topic that is post dated eight minutes into the future of the one with the link! :shock:
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Re: Treasure Deck Ideas

Postby Phoenix » Monday February 2nd, 2009 10:56pm

Hey, they don't call me Zargon for nuthin'!!
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