Hall or Nothing Productions Ltd

Thursday, February 24, 2011

D&D Adventure System Event Deck for Wrath of Ashardalon, cont'd 2











D&D Adventure System Event Deck for Wrath of Ashardalon, cont'd













D&D Adventure System Event Deck card back options




Nothing Happens! Events for D&D Adventure System








D&D Adventure System Campaign Events

The following are examples from and Events Deck I'm building for use with Castle Ravenloft and Wrath of Ashardalon.  Between every campaign adventure you draw one card to see what encounter befalls your party:








Monday, February 14, 2011

Levelling chart for campaign rules in D&D Adventure System

For use with Castle Ravenloft, Wrath of Ashardalaon or Legend of Drizzt:

NEW VERSION:



OLD VERSION:



BASIC CAMPAIGN RULES


They need more road testing and currently only go up to Level 5, but since you asked here are my current rules for campaign play:


For each level you gain +2HP, +1 AC, +1 Surge Value plus:



Level 2 = 1 new Daily

Level 3 = 1 new Utility
Level 4 = 1 new At Will
Level 5 = 1 new Daily



And the cost for levelling is:



Level 2 = 10XP (you can still level up to Level 2 using 5XP and a natural 20, but not to Level 3+)

Level 3 = 20XP
Level 4 = 30XP
Level 5 = 40XP



You'd have to make a note of XP between adventures though because the monster cards need shuffling back into the deck to restock the dungeon each time.



Also, no hero can reach a new Level until all Heroes have caught up to his current level, so you couldn't have a Level 5 hero in the same party as a Level 1 hero for example.



To scale the game to fit tougher heroes, you start drawing Monster Tokens (from Castle Ravenloft) instead of just placing one Monster when you draw a new tile:



1 creature for Hero Levels 1-2

1-2 creatures for Hero Levels 2-3
1-3 creatures for Hero Levels 3-4 (with minor villains mixed in)
2-3 creatures for Hero Levels 4-5 (with all villains mixed in)


I'll post more details once I have the campaign rules down, but further scaling - using randomised Objective tiles - will also mean that the higher level heroes will have to go further into the dungeon to win, i.e. objective tiles start getting placed further down the tile stack (12th-15th instead of 9th-12th, for example).