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Constructing Castle Daemondark

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Constructing Castle Daemondark

Postby chaoticprime » January 14th, 2014, 6:16 am

I plan to make this Quest Chain a community effort. I provide the maps, and you fill in the details. Please, only one Letter-Mark per community member, per Quest. Think Sword & Sorcery of the pulpiest variety.

Castle Daemondark Floor One - Undead Rumpus

Image

NOTES:

The trapdoor at 'XX' is locked and can not be opened by any means the heroes can muster. The keyhole has a very special lock. You are sure you would recognize the fitting key if you saw it.

A. The room is so dark that if you don’t have a torch you can’t search for traps & secret doors. The treasure chest has 3 bottles of holy water that kills any undead. Count it as range attack.

B. The first Hero to search for secret doors in this room will find that the fire from the hearth is not providing any warmth. The fire is an illusion that is hiding a false wall behind it. Pushing on the wall will reveal the secret door.

C.

D.

E. This chest is locked with a very intricate lock and trapped with a magical trap. If a Hero searches this special room for treasure before the chest is unlocked inform the hero that without a special key the chest is not openable. If a Hero searches for treasure after the chest is unlocked but before the trap is disarmed, the chest will implode causing the hero to lose 2 Body Points and it's contents will be lost forever. The key found in room G can be used to unlock this chest. Inside the chest is 152 gold coins and the artifact called the Aegis Shield. Its use is explained on the matching Artifact Card.

F. This cliff has to be passed in one movement phase. A hero trying anyway, falls at the end of his movement (put the figure next to the square where he ended the turn), barely grabs on to the rock, and rolls 3 combat dice to determine how many body points he loses. A hero holding on to the cliff loses one turn and is treated as if in a pit trap.

G. The room is filled with a noxious gas caused by rotting corpses being dumped here for ages, you will need to expel it before entering. A wizard may discard an air spell or any player may use a scroll with an air spell to clear the room. This chest holds the key to unlock the trapdoor marked X.

H.

I.

J. The heroes will find a weapon's rack, which holds a usable spear and the sacrificial dagger of Krako, the foul necromancer of Daemondark. The dagger may be equipped as a one-handed weapon. It only does 1 point of damage, but the undead may take the bearer as Krako and obey him, as by the following rules: The bearer can control undead from the in the same room or corridor, and the adjactant rooms, as long as there is an open door in between. Control starts immediately (the player can use the undead in the same turn). If the undead come out of this range, the evil wizard player can control them again starting in his next turn. Undead may be controlled the same way as men-at-arms. Skeletons can be always controlled, but the hero must overcome the resistance of zomies and mummies by rolling more or equal skulls with four battle dice than the monster's defense points (he must do so only once, the undead will stay controlled until it is out of sight, destroyed, or purposely set free by the hero). The dagger does work in this way in the whole castle, as the undead here were created by Krako, but not elsewhere. Note that it is not magical and no special rules for "artifacts" apply - the undead just recognize it by its look. It may be sold at the armory for the price of four standard daggers because of its precious materials.

Castle Daemondark Floor Two - Escape to Vergewaltigungland

Image

XX. Begin.
X. Giant Boulder start point.
A.
B.
C.
D.
E.

F: The Chaos Warriors in this room are all members of the Doomguard. They attack with 4 Combat Dice and defend with 6 Combat Dice.
The Chaos Sorcerer knows 6 Chaos spells to be drawn at random and has the following stats:
Move: 5 Attack: 2 Defend: 3 Mind: 6 Body: 2

G. Exit through mirror plus additional description.
H.
I.
J. Those doors do lead nowhere in the material world, but are the portals that Mystifax used to summon his daemon thralls, and for which castle Daemondark earned its name. Mystifax was a distant ancestor of both Krako the necromancer and [enter name here], the current master of Daemondark.
K.
Last edited by chaoticprime on January 23rd, 2014, 11:55 pm, edited 12 times in total.


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Re: Constructing Castle Devildark

Postby Sjeng » January 14th, 2014, 6:25 am

G: this chest holds the key to unlock the trapdoor marked X.


PS: that's a lot of mummies and undead to battle...
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Re: Constructing Castle Devildark

Postby chaoticprime » January 14th, 2014, 6:27 am

Sjeng wrote:G: this chest holds the key to unlock the trapdoor marked X.


PS: that's a lot of mummies and undead to battle...


That is, in fact, all of the undead you can battle.

G should also describe the Mist in the room.


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Re: Constructing Castle Devildark

Postby Sjeng » January 14th, 2014, 6:49 am

Sjeng wrote:G: this chest holds the key to unlock the trapdoor marked X.

The room is misty. :P

Erm... The room is filled with a noxious gas caused by rotting corpses being dumped here for ages, you will need to expell it before entering. A wizard may discard an air spell or any player may use a scroll with an air spell to clear the room.

(be sure to add one such scroll in the game somewhere)
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Re: Constructing Castle Daemondark

Postby Teldurn » January 14th, 2014, 11:44 am

B: The first Hero to search for secret doors in this room will find that the fire from the hearth is not providing any warmth. The fire is an illusion that is hiding a false wall behind it. Pushing on the wall will reveal the secret door.
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Re: Constructing Castle Daemondark

Postby knightkrawler » January 14th, 2014, 12:27 pm

F: This cliff has to be passed in one movement phase. A hero trying anyway, falls at the end of his movement (put the figure next to the square where he ended the turn), barely grabs on to the rock, and rolls 3 combat dice to determine how many body points he loses. A hero holding on to the cliff loses one turn and is treated as if in a pit trap.

This is a very spontaneous effort. I can take criticism.
Last edited by knightkrawler on January 14th, 2014, 1:36 pm, edited 1 time in total.
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Re: Constructing Castle Daemondark

Postby Sjeng » January 14th, 2014, 12:58 pm

Three BP is a bit harsh, don't you think? Either make it 1 BP, or roll 3 combat dice to see how many points he loses. I'd rather use dice to see what chance will do.
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Re: Constructing Castle Daemondark

Postby knightkrawler » January 14th, 2014, 1:36 pm

Sjeng wrote:Three BP is a bit harsh, don't you think? Either make it 1 BP, or roll 3 combat dice to see how many points he loses. I'd rather use dice to see what chance will do.


Good idea. Edited my post.
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Re: Constructing Castle Daemondark

Postby Patroclus » January 14th, 2014, 4:48 pm

A. The room is so dark that if you don’t have a torch you can’t search for traps & secret doors. The treasure chest has 3 bottles of holy water that kills any undead. Count it as range attack.


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Re: Constructing Castle Daemondark

Postby chaoticprime » January 14th, 2014, 4:48 pm

Now your post makes sense regarding the posts that follow it. Its like watching Moffat-era Doctor Who.


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