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Two new treasure card concepts

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Two new treasure card concepts

Postby Anderas » November 27th, 2021, 6:29 am

Hello everyone,
I am considering two new kinds of treasure cards after a very nice game evening with Flint from the German HQ forum. I'd like to know your opinions and siphon off any additional idea you might have.

The first one is a modifier. It could read like this, for example:

Treasure Card wrote:You find a heap of dung. It seems to come from a Minotaur. If you find the traces, the Monster can't be far.

Keep this card on the table until the next Wandering Monster is drawn. That Wandering Monster will be a Minotaur.
Then discard this card, do not put it back into the Treasure Deck.


That's an ugly one, or a sporty one, depending your equipment. We still had pretty much the base equipment, so for us it was a full stop on treasure hunting.


The second one is an event.

Treasure Card wrote:You encounter an unarmed Goblin who offers to sell bandages. Do you agree?
Yes:
Roll a movement die.
1-2: You have been robbed! The Goblin disappears with 25 gold coins, laughing.
4-6: remove 25 gold coins and add bandages to your equipment. They heal 1BP if you give up your action.

No: The Goblin becomes a Wandering Monster Goblin and attacks.



This second one can have a 1000 variants for sure, the concept itself is known from Warhammer Quest. It can add some RPG fun to the table.

So, dear collective intelligence, what do you think?


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Re: Two new treasure card concepts

Postby cynthialee » November 27th, 2021, 12:34 pm

Similar to one of my homegrown Quests.

When the heroes get about 2 rooms into the dungeon looking for the (enter McGuffin here) Mentor speaks to the heroes through the ether
"Find the Goblin Merchant and purchase a Book he has called "The Principles of Arcane Mastery". He will also have other items for sale you may find helpful".

The Goblin Merchant has no loyalty to Zargon or the Empire. He is only loyal to his pocket book.

If the heroes attempt to rob the merchant he will simply teleport out of the dungeon and leave an arcane bomb behind that immediately detonates inflicting 5 BP damage to any hero in the room. This damage can only be resisted by someone wearing Borins Armor.
So it is said that if you know your enemies and know yourself, you can win a hundred battles without a single loss.
If you only know yourself, but not your opponent, you may win or may lose.
If you know neither yourself nor your enemy, you will always endanger yourself.
~Sun Tsu The art of War~


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Re: Two new treasure card concepts

Postby Anderas » November 27th, 2021, 1:25 pm

Ah, thanks Cynthia

It wasn't about the trader, more about the concept itself

could be as well

Treasure Card wrote:Donut!
You find a Donut in a lost corner
Decide if you want to eat it. If yes, roll a D6:
1: Poisoned - you lose a Body Point
2-3: Yummy!
4-5: Really good, heal 1 Body Point
6: Perfect, heal 2 Body Points




It's more about the decide-then-do-then-rolll mechanic, and the question is if someone used it or if there are more new ideas around here

Maybe I shouldn't fix it to treasure cards, could be EWP cards as well :)


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Re: Two new treasure card concepts

Postby StratosVX » November 27th, 2021, 2:00 pm

I really like the first one. It's a nice variant on the wandering monster, but may also limit treasure searches based on whether or not the party is willing to risk a potentially high risk fight.


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Re: Two new treasure card concepts

Postby Daedalus » December 5th, 2021, 12:43 am

another Treasure Card wrote:
Summoned Monster!

You find a casket. Upon opening
it, a horn sounds. A summoned
monster is placed next to you
that immediately attacks. Draw
a random Monster Card to see
what it is, then return this card
to the bottom of the deck.


yet another Treasure Card wrote:
Fortune!

You discover a small wooden
chest. Roll two red dice as many
times as you like to determine
the total of the gold coins found
within. However, if you roll
doubles the chest is empty,

..
UNCLE ZARGON
Image
WANTS.. YOU


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Re: Two new treasure card concepts

Postby Anderas » December 5th, 2021, 7:46 am

Love the gamer treasure chest.

"Just once more! Just once more! Nooooooooooo"

:mrgreen: :lol: evil!

and yet another treasure card wrote:You find a chest in a corner. Roll a successful test of strength to turn it and see the lock. Then roll a successful mind test to open it.

If both succeed, the chest is open and you can note 75 gold crowns on your sheet.



This wizard and the barbarian both cry out loud, at different stages of the card :mrgreen:


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Re: Two new treasure card concepts

Postby lestodante » December 5th, 2021, 12:11 pm

The minotaur card is interesting but it needs something else to incentivize players not to stop searching.
For example, the next wandering monster will be the minotaur, but all the valuable gold and treasures you find will double in value (until the minotaur is found).


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