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Theroleplayer

Expansion Ideas.

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Hey everybody! 

 

This topic is for expansion ideas, where I encourage people to comment their ideas to the expansion. I will start out with 3 small ideas and then you people can work on from there.

 

This topic was made to see if people could work together to make the foundation for an expansion.

 

 

 

Ideas:

 

- The expansion will be featured in snowy places with monsters that fit the enviroment.

 

- Frost conditions

 

- A unique campaign

 

 

That was my ideas, now it's your turn. :)

jadedbacon likes this

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I want a small expansion

 

"dark woods"

2 heroes :

- A non human-like one, with a tail an claws, really hairy and savage (like lissa but more wild) (warrior) (may morph into wild form with miniature in the game set or the morph class)

- a catwoman, with healing skills (healer)

 

2 classes

- Dual battlemaster (warrior) specialized with two weapons

- the shapeshifter (healer or scout) and can morph into werewolf (class card would be cut in half, upper for normal form and down for were form)

 

2 monsters

- vampires

- werewolf (can give bitten condition)

 

the lieutenant

- the master werewolf, who can morph into beast at will (or because of night) and bittin heroes so they go wild and the more they are bitten, the more they will lost minds (test attributes)

 

not sure if the hero must have heroic feat to transform into beast, or a class.

What do you think ?

Theroleplayer and jadedbacon like this

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I love these ideas so far! A Dark Woods expansion would blow me away. We really haven't seen some classic monsters like vampires (as monsters) and werewolves. I also really like the snowy environment idea. Really, any expansion that adds different types of terrain is welcome by me!

 

AQUATIC THEMED MINI-EXPANSION:

 

Heroes:

  • Male Human Pirate Captain Hero (think Captain Hook)
  • Female Mermaid Hero (think Ariel)

Classes:

  • Buccaneer (Scout)
  • Bard (Healer)

Monsters:

  • Merrows - aquatic creatures that benefit from water terrain; basically, evil merfolk. They would be the "small, common units" on par with Fire Imps and Harpies.
  • Krakens - large creatures akin to dragons. They would be the "large, dangerous units," like Hybrid Sentinels or Plague Worms. Obviously smaller than the typical Krakens, kind of like the lieutenant from the first edition.

The Lieutenant:

  • A hideous sea hag with powerful magical abilities. And tentacles. She'd have to have tentacles. And maybe be fat. *obviously an Ursula fan*

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I like all of those ideas. Don't have any of my own.

But for a huge campaign I'd like to see Zombies get a boost. Maybe a Zombie horde type of theme (gives them a bigger better open group option). Vamps? O yeah bring em. Maybe evil tree folk for a 2x2 monster, gouls, mummies, and skeleton warriors/archers.

Lieutenant? A Bone Dragon

Allies? 2 more maybe with Turn Undead abilities or Smite. Making the allies very useful.

New OL deck with raise skeletons or zombie cards

Heroes? Maybe a Paladin who is and counts as both archetypes red and blue. He may combine any two red and blue classes. And not two red or two blue. (One of each) He has one feat may auto heal 1 heart per turn, per hero adjacent to him at start of turn only. Adjacent heroes next to Pally may only heal 1 heart per turn as well.

New machanic that introduces wandering monsters. OL can add 1 more open group OL doesn't have full controll of them. They pretty much stay on a chosen tile designated in a rule book that has special placement and rules for wandering monster groups. OL may only play with them if heros enter there tile, only problem is heroes are not allowed to know which monsters are wondering.

Came up with an idea after all.

Edited by Silverhelm
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Name: Avalanche of Pain

 

Location: Frosty mountain area

 

Heros: 2 new + conversion cards for ToI heroes as a bonus (maybe with ice bonus stats diff from the CK)

Melee

Healer

 

Classes: 2 new

Ice Lord (Melee)

Defender (Healer)

 

Monster:

Yeti - 2x2 monster with +1 to defence base and has the ability to throw an adjacent monster at a hero to do a high amount of damage

 

Frost imp - similar to fire imps...but frosty

 

Mini-campaign

 

 

 

 

 

Name: Sands of Death

 

Location: Desert area

 

Heroes: 2 new

Scout

Mage

 

Classes: 2 new

Jinn (Mage)

Skalker (Scout)

 

Monsters:

Mummy- 1x1 monster that can bury fallen heroes

Sphinx - 1x2 monster that riddles and stuns heroes that fail

Basalisk - 3x4 monster, heroes can move through this huge beast, but 3 surges on an attack cause insant knock out

Cerebus - 2x2 monster that gets 3 attacks per turn (rolling blue, yellow, green)

 

Mini-campaign with a quest that connects it to a previous expansion (like moving from the swamp to the desert or vice versa)

Sibaweh likes this

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But for a huge campaign I'd like to see Zombies get a boost. Maybe a Zombie horde type of theme (gives them a bigger better open group option). Vamps? O yeah bring em. Maybe evil tree folk for a 2x2 monster, gouls, mummies, and skeleton warriors/archers.

Lieutenant? A Bone Dragon

 

Sounds like an expansion focusing on Waiqar the Undying and his forces.  I like it.  I'd also like to see an expansion focused on the Uthuk Y'llan, so this has the makings of a series.  Maybe throw in another expansion set in the Latari elves' homeland. =)

 

I like the idea of a paladin hero as a counterpoint to undead monsters, although the mechanic of splitting a red and blue class seems overly complicated to me.  (Also potentially broken as the hero would now have access to twice as many 2 and 3 point skills.)  It would fit better into their established system to just make a new Paladin class, which I'm thinking would be in the Warrior archetype.  One "build" to focus on smiting evil with holy vengeance, and another "build" for minor healing powers and "turning" style effects.

 

I'm thinking that "turning" should not be strictly limited to undead, though, otherwise the powers might become too situational outside this one expansion, if the overlord never picks undead monsters.  Perhaps the Paladin's powers would deal more damage/be more effective against monsters with the "Dark" trait, though.

 

 

Basalisk - 3x4 monster, heroes can move through this huge beast, but 3 surges on an attack cause insant knock out

 

3x4?  A monster that size may find itself getting stuck in certain areas of the map because it won't have room to expand into 2-space wide hallways.  Works fine as a boss monster the heroes have to go to for the quest, but not so great as an open group pick to integrate into other campaigns/expansion quests.

Edited by Steve-O
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Basalisk - 3x4 monster, heroes can move through this huge beast, but 3 surges on an attack cause insant knock out

3x4?  A monster that size may find itself getting stuck in certain areas of the map because it won't have room to expand into 2-space wide hallways.  Works fine as a boss monster the heroes have to go to for the quest, but not so great as an open group pick to integrate into other campaigns/expansion quests.

 

That's actually what I was going for as a way to balance its insta-kill abaility. It should have a hard time moving or being placed

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But for a huge campaign I'd like to see Zombies get a boost. Maybe a Zombie horde type of theme (gives them a bigger better open group option). Vamps? O yeah bring em. Maybe evil tree folk for a 2x2 monster, gouls, mummies, and skeleton warriors/archers.

Lieutenant? A Bone Dragon

 

Sounds like an expansion focusing on Waiqar the Undying and his forces.  I like it.  I'd also like to see an expansion focused on the Uthuk Y'llan, so this has the makings of a series.  Maybe throw in another expansion set in the Latari elves' homeland. =)

 

I like the idea of a paladin hero as a counterpoint to undead monsters, although the mechanic of splitting a red and blue class seems overly complicated to me.  (Also potentially broken as the hero would now have access to twice as many 2 and 3 point skills.)  It would fit better into their established system to just make a new Paladin class, which I'm thinking would be in the Warrior archetype.  One "build" to focus on smiting evil with holy vengeance, and another "build" for minor healing powers and "turning" style effects.

 

I'm thinking that "turning" should not be strictly limited to undead, though, otherwise the powers might become too situational outside this one expansion, if the overlord never picks undead monsters.  Perhaps the Paladin's powers would deal more damage/be more effective against monsters with the "Dark" trait, though.

 

 

Basalisk - 3x4 monster, heroes can move through this huge beast, but 3 surges on an attack cause insant knock out

 

3x4?  A monster that size may find itself getting stuck in certain areas of the map because it won't have room to expand into 2-space wide hallways.  Works fine as a boss monster the heroes have to go to for the quest, but not so great as an open group pick to integrate into other campaigns/expansion quests.

@Steve-o

Yeah I like your ideas FFG would need to smooth it out just right. I think the multi class could work if game groups stuck with 1 side quest so the Pally can't get every good card from both red and blue decks. I really want to field more zombies i really think they past on a good opportunity to make these guys a shambling version of Kobalds. And a huge hideous Killer Tree would be fun too.

@Sleepwalker42

Love the desert idea really cool. Those monsters would be fun to play with too.

In fact all these ideas are awesome!

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I, for one, would like to see town tiles. You know, with houses to enter, and streets to roam.

Maybe not whole expansion should dedicated to it - but a few quests that happened to happen only in town areas. 

This could be used in various ways - as a place to defend from hordes of undead being sent by evil necromancer/lichlord complete with villagers etc, as a place of investigation where players could play a little bit of detectives in a larger plot spanning multiple quests or encounters (who said every quest should have only two?) or other activities. 

it would open a lot of new possibilities, I think. 

Silverhelm likes this

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I really like all of these ideas.

 

One of the things I've noticed is that all of the expansions only assume the use of the expansion and the base set. This makes total sense commercially, but I'd also like to see the release of an official campaign or two that assumed the use of multiple expansions. I'd happily pay a relatively small amount for a booklet (>$10 for a printed book, >$5 for a pdf) for a campaign that used materials from both the Labyrinth of Ruin and the Trollfens.

griton, Kunzite and Silverhelm like this

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I love these ideas! I really would like to see history move forward as well. Mister Undying sounds like a fantastic villain and would love to see him in game play. I would also like to see a full campaign with a dragon lord, and I would like it to be something more or less heroes trip up on, like how Zacherith became an issue. Unsuspecting heroes save a hand full of people find themselves thrown into an uncontrollable quest to save a loarger group of people, or in a more dire case, the world.

 

But...

 

Ocean or coastal waters. A quest or two that requite the heroes to stall out instead of the OL.

 

Heroes:

 

A monk class that is able to fight bare handed (not my idea. Plain White Bread's master work)

 

A bard class with hero buffs. If not, maybe a hero that has a heroic ability that reads "when this hero rests, x happens for all heroes within three spaces of him" with the flavor of him playing music. X could be healing, removal of conditions, next attack gains plus 1-2 hearts, or the sorcery ability there range can turn into hearts or heart turn into range. Or anything your mind would like to dream up.

 

Monsters:

 

Lt: Laviathin. A sea abiding monster with fire breathing.

 

Dire Crabs

monkeys/apes (bring back blood apes!)

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I really like all of these ideas.

 

One of the things I've noticed is that all of the expansions only assume the use of the expansion and the base set. This makes total sense commercially, but I'd also like to see the release of an official campaign or two that assumed the use of multiple expansions. I'd happily pay a relatively small amount for a booklet (>$10 for a printed book, >$5 for a pdf) for a campaign that used materials from both the Labyrinth of Ruin and the Trollfens.

 

I second this!

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I'd like to see them complete the game and be done with expansions.  How many characters/monsters do you need?  With the D1 conversion kit I feel there are already too many.  The only thing I'd like to see now, if they keep going, are new campaigns and additional map pieces to support new quests.  If they are going to continue to make new monsters, I'd like to see them concentrate on new leutenants.

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After a few moments of reflection I realize that not everyone has the D1 figures/heroes so they're pool of monsters is much smaller.  My point of view is sure to be in a minority.

Lilikin likes this

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I prefer sticking mainly to second edition monsters, though I do dabble with the Tomb of Ice monsters and the four monster groups from the base game that I have. So, obviously... more monsters, more happiness.

 

I do think we have quite a large number of heroes, but I like that it gives everyone options. Everyone can have a favorite healer, a favorite warrior, a favorite mage, and a favorite scout.

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If anybody knows a resource I can reference that explains some of the history of this game's world, please like my comment and respond with a link to the resource.  I'm actually interested in making a campaign that centers around Lord Merric, and without some history I'm not confident I can make an enjoyable one.

 

Thanks

-Cursain

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I'd also like to see the release of an official campaign or two that assumed the use of multiple expansions. I'd happily pay a relatively small amount for a booklet (>$10 for a printed book, >$5 for a pdf) for a campaign that used materials from both the Labyrinth of Ruin and the Trollfens.

 

They tried that once in D1E, and it didn't go so well.  In fairness, a big part of the reason it didn't go so well is because there were significant manufacturiing errors.  Also, they went the "guest quest writer" route, which led to a book full of one-off quests rather than a continuous campaign series.

 

I certainly wouldn't mind if they tried something such as you suggest again in D2E: A full campaign using material from all expansions sold as a separate book.  They could even add in a couple new LTs with a token sheet insert to help the plot along, and sell figs separately as they are for the other LTs.

 

After a few moments of reflection I realize that not everyone has the D1 figures/heroes so they're pool of monsters is much smaller.  My point of view is sure to be in a minority.

 

I don't really want them to stop, but I wouldn't mind if they slowed down a little bit with the box sets.  This whole two expansions per year thing is really a pain in my arse (specifically, the side where I keep my wallet.)

 

 

If anybody knows a resource I can reference that explains some of the history of this game's world, please like my comment and respond with a link to the resource.  I'm actually interested in making a campaign that centers around Lord Merric, and without some history I'm not confident I can make an enjoyable one.

 

I suppose it's time for me to make mention of my "Runiverse Fluff" document, for whatever it's worth.  A compiled document of all the fluff text I could find across all the Terrinoth games I own.  You can find it in the files section over on BGG.  I haven't added Labyrinth or Trollfens yet, but if you're looking for Merick, he's in there.

 

In a nutshell:

- Got into necromancy to raise his brother from the dead.

- Married to a vampire.

- Hobbies include maniacal laughter, fireball-hands and trying to take over the world.

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I agree with the idea of campaigns that utilize all of the expansions.  And my wallet would like things to slow down dramatically.  But at some point I would like the game to be complete.  I don't like games that go on forever.

rfisha likes this

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I deff would like expansions that include or use other espansions. I always hated in D1 that the overlap was so small. In RtL you used either WoD or AoD or ToI monsters, never a mix. Here in D2 the swamp spaces in Trofellines (a non-3 letter abreviation???) are stunning and begging to be used a lot more than just in the few one offs. I'm trying to think of a way to make Trollfiens and LoW work together as one larger campaign, that way they aren't just rumors.

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Also, none of uus listed new OL classes. I think a new one called like "Chaos Bringer" or something would be fun where the powers could go a lot of differnt ways and everything is a risk.

 

Something like:

 

"Play this card before rolling defence dice. If you roll a 3 or a 0 on a silver die, double the amount of wound you recieve. If you roll anything else the wounds are delt to the attacker"

 

"Play this card at the start of your turn. Select a regular monster on the board and roll a black die. If you get 4 sheilds, replace it with any master and minion monster from any group ignoring traits. If you roll 3 sheilds replace it with any master monster ignoring traits. You may then reinforce the origional monster. If you roll less than 3 sheilds, replace the monster with a regular goblin at half health. You may not reinforce the origional monster this turn."

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... in Trofellines (a non-3 letter abreviation???)...

 

We could use TTF to make it 3 letters.  Technically, the title is "the Trollfens."

 

 

I'm trying to think of a way to make Trollfiens and LoW work together as one larger campaign, that way they aren't just rumors.

 

Act I: LoW mini-campaign, Act II: TTF mini-campaign.  Adjust monster levels used in quests accordingly.  Actually, TTF first followed by LoW might work a little better, story-wise.

 

Also, none of us listed new OL classes. I think a new one called like "Chaos Bringer" or something would be fun where the powers could go a lot of differnt ways and everything is a risk.

 

I'm not really hurting for more OL classes, to be honest.  I think the only thing I'm missing on the OL side is power cards (ie: constant bonuses that remain in play for the encounter/quest after being played.)  It looks like the Treachery cards in the LT packs will provide some stuff like this, but an OL class that focuses on "constant bonus" cards would be cool too.  "The Oppressor" or some such.  "The Tyrant?"

Edited by Steve-O
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Waiqar the Undying as say an Avatar being a lieutenant for himself would be epic maybe even a bite roll or deck for a zombie invasion game deciding if that damage is going to turn you, remember it only takes one bite. I think (and I am often wrong) FFG has to be careful about vampires as the genre has been kidnapped by a certain hormone fest teenage movie so they need to be careful.

other thoughts love the idea of town quests tavern fights maybe a few angry villagers models as weak enemies and a thieves guild thieves robbing you of your shiny new sword would be fun. (for the overlord)

most of all would love a Runewars tie in (i know unlikely) to turn that into a dual campaign with the armies of Waiqar the Undying closing in on a city and the runewars player trying to slow the inevitable while the group try to remove his power once and for all (thinking lord of the rings style destroy ring idea)

apologies for English on phone.

Edited by Lilikin
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