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* Add Ages Unwound * Chaos tokens, and set fix for TRO locations * final scenario name for tokens * correcting campaign filenames
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{ | ||
"id": "au_prologue", | ||
"scenario_name": "Prologue", | ||
"full_name": "Prologue", | ||
"header": "", | ||
"type": "interlude", | ||
"icon": "zau", | ||
"setup": [ | ||
"intro", | ||
"add_assistance", | ||
"check_solo_investigator" | ||
], | ||
"steps": [ | ||
{ | ||
"id": "check_solo_investigator", | ||
"hidden": true, | ||
"type": "branch", | ||
"condition": { | ||
"type": "scenario_data", | ||
"scenario_data": "player_count", | ||
"options": [ | ||
{ | ||
"numCondition": 1, | ||
"steps": ["solo_rules"] | ||
} | ||
] | ||
} | ||
}, | ||
{ | ||
"id": "solo_rules", | ||
"title": "Changes for Solo Play", | ||
"type": "rule_reminder", | ||
"text": "A few effects in Ages Unwound will instruct you to interact with another investigator's deck. To simulate this in true solo play, construct a dummy deck out of the following cards:", | ||
"bullets": [ | ||
{ | ||
"text": "Guardian: .45 Automatic, Beat Cop, Emergency Aid, On the Hunt, Vicious Blow" | ||
}, | ||
{ | ||
"text": "Seeker: Hawk-Eye Folding Camera, Old Book of Lore, Barricade, Connect the Dots, Deduction" | ||
}, | ||
{ | ||
"text": "Rogue: Burglary, Lockpicks, Narrow Escape, Sneak Attack, Quick Thinking" | ||
}, | ||
{ | ||
"text": "Mystic: Rite of Seeking, Shrivelling, Dark Prophesy, Drawn to the Flame, Fearless" | ||
}, | ||
{ | ||
"text": "Survivor: Gravedigger's Shovel, Rabbit's Foot, Hiding Spot, Scrounge for Supplies, Rise to the Occasion" | ||
} | ||
], | ||
"example": "Remove any cards of your class from this deck, as well as any cards you have at least one copy of in your deck. If you do not own any of the cards on this list, make appropriate replacements from your collection. <i>(Each class has 2 assets, 2 events and 1 skill, representing the core of that class. Avoid must-have or always-useful cards such as Lone Wolf.)</i>\n Whenever you are instructed to interact with another investigator's deck, instead interact with the dummy deck. When a card from the dummy deck would leave play, instead shuffle it back into the dummy deck." | ||
}, | ||
{ | ||
"id": "intro", | ||
"type": "story", | ||
"text": "The night's chill has reached your bones, soaking through your layers of warm clothing and settling on your soul. Your eyes, by now accustomed to the dim moonlight, spot no movement on the abandoned street. It's long past midnight. It must be past 1 am by now. \nThe call had been rather questionable - a muffled, distorted voice, entreating you to meet it at midnight, that the fate of the world depended on it. Outlandish, yes, but the caller knew things, things that almost no-one knows about you. It wasn't quite blackmail, but rather a promise of trustworthiness. A promise that everything would be explained soon. \nYou feel a little foolish as you trudge home. Like some cruel trick has been played upon you. Probably you shouldn't have gone, but something made you want to believe the voice on the other end of the phone. Foolish. \nBright, flickering light almost blinds you. You blink rapidly, and as your eyes adjust the blinding hues resolve into an image of fire and fury. Your home is ablaze, an inferno so fierce and hot that it couldn't not be deliberate. Somebody trying to kill you? But why? \nAnd if this is an attempt on your life, what does that make the peculiar call you received earlier this evening?", | ||
"narration": { | ||
"id": "zau.prologue.intro", | ||
"name": "Prologue", | ||
"lang": [] | ||
} | ||
}, | ||
{ | ||
"id": "add_assistance", | ||
"text": "Mark 1 <b>Strange Assistance</b> in your Campaign Log. Someone just saved your life.", | ||
"effects": [ | ||
{ | ||
"type": "campaign_log_count", | ||
"section": "strange_assistance", | ||
"operation": "add", | ||
"value": 1 | ||
} | ||
] | ||
} | ||
] | ||
} |
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{ | ||
"id": "night_of_fire", | ||
"scenario_name": "Night of Fire", | ||
"header": "Scenario I", | ||
"full_name": "Scenario I: Night of Fire", | ||
"chaos_bag_card": "zau_00001", | ||
"chaos_bag_card_text": "[skull]: -X. X is half the number of locations in the Arkham Streets deck (rounded down).\n[cultist]: Reveal another token. If you fail, after this test ends, move to a new Arkham Streets location.\n[tablet]: -3 (-1 instead if you have moved this turn).", | ||
"chaos_bag_card_back_text": "[skull]: -X. X is the number of locations in the Arkham Streets deck .\n[cultist]: Reveal another token. If you fail, after this test ends, move to a new Arkham Streets location.\n[tablet]: -4 (-2 instead if you have moved this turn).", | ||
"setup": [ | ||
"intro", | ||
"$check_tarot_reading", | ||
"gather_encounter_sets", | ||
"set_aside_cards", | ||
"setup_locations", | ||
"encounter_deck", | ||
"arkham_streets_rule", | ||
"$play_scenario" | ||
], | ||
"rules": [ | ||
], | ||
"steps": [ | ||
{ | ||
"id": "intro", | ||
"type": "story", | ||
"text": "Your mournful reverie is broken by movement. The pyre that was once your home illuminates three figures, strolling towards you. They seem to be holding... \nA staccato burst of noise shatters the night's quiet. Gunfire. Definitely someone trying to kill you, then. " | ||
}, | ||
{ | ||
"id": "gather_encounter_sets", | ||
"title": "Setup", | ||
"type": "encounter_sets", | ||
"encounter_sets": [ | ||
"zau_night_of_fire", | ||
"zau_agents_of_aforgomon", | ||
"zau_nyctophobia", | ||
"zau_thugs", | ||
"zau_unravelling_years" | ||
] | ||
}, | ||
{ | ||
"id": "set_aside_cards", | ||
"text": "Set Myriad Assassin, Irregulars, each copy of Eternity's Sentinel, each copy of Time Spirit and the <i>Agents of Aforgomon</i> encounter set aside, out of play." | ||
}, | ||
{ | ||
"id": "setup_locations", | ||
"text": "Put the Rivertown location into play. (It is on the revealed side of one of the Arkham Streets locations.) Each investigator begins play at Rivertown. \nShuffle the remaining locations into a separate deck, Arkham Streets side faceup. <i>(See \"Arkham Streets\", below.)</i>" | ||
}, | ||
{ | ||
"id": "encounter_deck", | ||
"text": "Shuffle the remainder of the encounter cards to build the encounter deck." | ||
}, | ||
{ | ||
"id": "arkham_streets_rule", | ||
"type": "rule_reminder", | ||
"title": "Arkham Streets", | ||
"text": "Several scenario effects will ask you to move to a new Arkham Streets location. To do this, put the top card of the Arkham Streets deck into play facedown, then move to it. If there are no locations remaining in the Arkham Streets deck, cancel the effect of the move. \nNote that once an Arkham Streets location is in play, its connections behave normally. It may not be possible to move back to your previous location, or for another investigator at your previous location to follow you." | ||
}, | ||
{ | ||
"id": "resolution_1", | ||
"type": "resolution", | ||
"resolution": "R1" | ||
}, | ||
{ | ||
"id": "new_quarry", | ||
"effects": [ | ||
{ | ||
"type": "campaign_log", | ||
"section": "campaign_notes", | ||
"id": "new_quarry", | ||
"text": "your hunters found a new quarry." | ||
} | ||
] | ||
}, | ||
{ | ||
"id": "survived_night_of_fire", | ||
"effects": [ | ||
{ | ||
"type": "campaign_log", | ||
"section": "campaign_notes", | ||
"id": "survived_night_of_fire", | ||
"text": "the investigators survived the night of fire." | ||
} | ||
] | ||
}, | ||
{ | ||
"id": "slew_observer", | ||
"effects": [ | ||
{ | ||
"type": "campaign_log", | ||
"section": "campaign_notes", | ||
"id": "slew_observer", | ||
"text": "the investigators slew their strange observer." | ||
} | ||
] | ||
}, | ||
{ | ||
"id": "escaped_night_of_fire", | ||
"effects": [ | ||
{ | ||
"type": "campaign_log", | ||
"section": "campaign_notes", | ||
"id": "escaped_night_of_fire", | ||
"text": "the investigators sescaped the night of fire." | ||
} | ||
] | ||
}, | ||
{ | ||
"id": "earn_xp", | ||
"text": "Each investigator earns experience equal to the Victory X value of each card in the victory display.", | ||
"type": "input", | ||
"input": { | ||
"type": "counter", | ||
"text": "Victory display:", | ||
"effects": [ | ||
{ | ||
"type": "earn_xp", | ||
"investigator": "all" | ||
} | ||
] | ||
} | ||
}, | ||
{ | ||
"id": "earn_xp_bonus_2", | ||
"text": "Each investigator earns experience equal to the Victory X value of each card in the victory display. Each investigator earns 2 bonus experience from their desperate flight.", | ||
"type": "input", | ||
"input": { | ||
"type": "counter", | ||
"text": "Victory display:", | ||
"effects": [ | ||
{ | ||
"type": "earn_xp", | ||
"investigator": "all", | ||
"bonus": 2 | ||
} | ||
] | ||
} | ||
} | ||
], | ||
"resolutions": [ | ||
{ | ||
"id": "no_resolution", | ||
"title": "No resolution was reached", | ||
"description": "Each investigator was defeated", | ||
"investigator_status": [ | ||
"eliminated", | ||
"physical", | ||
"mental" | ||
], | ||
"steps": [ | ||
"resolution_1" | ||
] | ||
}, | ||
{ | ||
"id": "R1", | ||
"hidden": true, | ||
"title": "Resolution 1", | ||
"text": "Tired, beaten, broken, you collapse to the ground. In the distance, the funeral pyre of your home still burns, lighting up the night. With the figures pursuing you endlessly, and the nightmarish creatures accompanying them, you can only assume that you'll shortly be going down with your ship. \nThat said, you've been lying here a while now, and no-one's come to put one last bullet into you. With Herculean effort, you pull yourself to your feet, only to find the streets around you... empty. There are still rattles of gunfire in the distance - your pursuers finding a new target, perhaps?", | ||
"steps": [ | ||
"new_quarry", | ||
"earn_xp", | ||
"$upgrade_decks" | ||
] | ||
}, | ||
{ | ||
"id": "R2", | ||
"title": "Resolution 2", | ||
"text": "Slowly, the streets are filling. Young people in sports attire pursue early-morning exercise, and men in suits hurry towards some office or other. Of the nightmare creature that pursued you, no sign. For now, at least, you've escaped its clutches.", | ||
"steps": [ | ||
"survived_night_of_fire", | ||
"earn_xp_bonus_2", | ||
"$upgrade_decks" | ||
] | ||
}, | ||
{ | ||
"id": "R3", | ||
"title": "Resolution 3", | ||
"text": "With the fall of the creature leading your pursuit, the rest of your hunters vanish into the night. The body you are left with quickly dissolves, leaving a brown sludge that someone whose night had been less traumatic might mistake for soil. Someone, or something, must have sent this monster after you. But who, and why?", | ||
"steps": [ | ||
"slew_observer", | ||
"earn_xp", | ||
"$upgrade_decks" | ||
] | ||
}, | ||
{ | ||
"id": "R4", | ||
"title": "Resolution 4", | ||
"text": "You come to a halt, your lungs and limbs screaming in protest. You take several deep breaths, ragged gasps tearing through the silence of the night. \nSilence... for the first time in hours, no distant shout or rattle of gunfire follows you. You made it.", | ||
"steps": [ | ||
"escaped_night_of_fire", | ||
"earn_xp_bonus_2", | ||
"$upgrade_decks" | ||
] | ||
} | ||
] | ||
} |
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