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The Manse Macabre (concluded)

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Re: The Manse Macabre (in progress)

Postby mikemacdee » Monday June 10th, 2013 9:54pm

Okay! On your first turn, share your character's name, stats, and equipment or custom class (whichever you chose). Then do as you please.

NOTE: We'll follow the standard hero turn order by default (Barbarian, Trollslayer, Elf, Wizard) but I'll allow you to agree on an alternate turn order if you want to try doing something tactical. You can PM each other about tactical maneuvers so's I can't be cheap and change my own strategy.
................................

The Manse Macabre
The heroes stand in the courtyard beneath a moonless night sky. Towering before them is the old manse the Martense clan has called home for nine generations. Surely Baron Martense has left a clue to the source of his power somewhere in this eldritch house. If the heroes can identify it, perhaps they can destroy it and bring Martense back to humble mortality. Within these walls lies madness, death, or victory -- by night's end, they may all look equally wonderful.

Image

This courtyard acts as the entrance and exit from the manor.

Before you is an ancient statue of a Martense ancestor, striking a dramatic pose. Behind the statue, the windows of the manor watch you like a half-sleeping dragon.
Last edited by mikemacdee on Friday June 14th, 2013 5:37am, edited 1 time in total.


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Re: The Manse Macabre (in progress)

Postby Sjeng » Tuesday June 11th, 2013 1:09am

mikemacdee wrote:The "One Equip" Limit
During a Quest heroes are allowed to equip a weapon or piece of armor once per turn, and only on their turn. They should keep track of what items are equipped for Zargon's benefit.
Example: On Barbarian's turn, Barbarian switches from his broadsword to his battle axe in order to attack a stronger foe. This automatically unequips his shield and leaves him at a defense disadvantage on Zargon's turn -- he cannot re-equip his shield until next turn.
Does that cost an action to do, or not?

And I'd like to be second or third. I have found being last with a wizard to be strategically difficult. Now I can attack or make a move, and let another hero take up position in front of me for protection during Zargon's turn (if the others are so cooperative :P)

oh, and is the staff I can buy the European or the Afric... er American one? (1 or 2 dice). And can I buy the European cloak of protection and bracers for extra defense too?

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Re: The Manse Macabre (in progress)

Postby Big Bene » Tuesday June 11th, 2013 4:00am

Well, so.
As I can't get a better weapon for 250 Gold, I'll take a shield, a helmet and a throwing dagger.

Hurgar the Barbarian:
Mov: 2d6
Att: 3
Def: 4
Body: 8
Mind: 2
Equipment: broadsword, shield, helmet, dagger

I search the courtyard for traps.
Movement:
Big Bene rolled 2 6-sided dice:
5, 5

OK, I seem to have enough movement left to avoid any traps I may have found. Doing so, I go to the door and open it, trying to be as careful and silent as possible.
Have a look ;)


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Re: The Manse Macabre (in progress)

Postby mikemacdee » Tuesday June 11th, 2013 5:58am

Sjeng: equipping doesn't take an action, you just can't do it more than once a turn -- so if Wizard switches from staff to dagger, then throws the dagger, he's unarmed 'til next turn. The equipment ought to be the American version, since that's what the Quest is balanced for...but I'll allow 1 item from the UK version since it seemed to take pity on the poor Orc bait...er, Wizard. Also agree with Wizard going last being strategically unsound -- I often have him go first.
EDIT: Actually, buy whatever. If things get too easy for you guys I'll just adjust the adventure on the fly.

BigBene: lol I love the name Hurgar.

You find no traps in the courtyard, apart from some mean crabgrass here and there.

Image

Despite appearing in fine condition, the door opens with a surprisingly loud rusty moan -- if anyone is home, they know you're here now. Beyond is a long hallway draped with tapestries, branching three ways. There is also a door in view.

You hear a pitter-patter of small footsteps nearby.
Last edited by mikemacdee on Friday June 14th, 2013 5:38am, edited 1 time in total.


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Re: The Manse Macabre (recruiting)

Postby The Road Warrior » Tuesday June 11th, 2013 6:43am

Daedalus wrote:Damn, now that I think about it, this would be a prime time to try out the Trollslayer


Can the Trollslayer disarm traps?
If he can't I hope there aren't too many inside this old house. :?

I'm going to wait and see what Stumpy and Orc Bait do before moving.
(I also need to wait for Sjeng to pick his 1st set of spells, I'll have whatever is left from Fire & Earth)
Last edited by The Road Warrior on Tuesday June 11th, 2013 7:23am, edited 1 time in total.
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Re: The Manse Macabre (in progress)

Postby Sjeng » Tuesday June 11th, 2013 7:01am

well, unfortunately, the cloak is 350g, and the bracers are 200g, which is too much for me to buy a staff :\ (which is 100g). Can anyone spare 50g? :P
Better get that staff, and if I can't have the bracers, I'll get 6 extra daggers instead.

Fire, water and air it is then. Eddy Wizzard is ready.

movement:
Sjeng rolled 2 6-sided dice:
5, 3


I move to the sqaure north of the Barbarian, and search for treasure if there is any to be searched here.

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Re: The Manse Macabre (in progress)

Postby Big Bene » Tuesday June 11th, 2013 7:19am

That's one of the problems with play by post - as there were no traps, I still have 5 movement left. If it is OK to both Sjeng and mcDee, I'll go in, have a look at the corridors, and finally go one step north, so the others may alilgn themselfes as they want.
End of turn. :barbarian:
Have a look ;)


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Re: The Manse Macabre (in progress)

Postby mikemacdee » Tuesday June 11th, 2013 7:40am

BigBene: I'll have both turns play out as described, then from here on out when a hero is done with his turn, he should end his post with End of Turn so the others know they can move. That way we'll keep everything clear.

Image

Hurgar steps into the foyer and spots a Goblin slave rounding the corner to his left, apparently mistaking the hulking fighter for his master come home. The creature takes one look and freezes in his tracks, unsure what to do.

Hurgar has seen greater threats in his day and dismisses the creature as he would a small, worthless dog, stepping aside to let his comrades through.

Sjeng: With a staff and 6 daggers you'll probably be just fine. (Trustworthy Zargon is trustworthy!)

Eddy's search for treasure yields a swell manor, an impressive statue, and a card from the Treasure deck (12 shuffles):

Image

zzzzipTHUNK

After nine generations the Martense clan has fully secured their domain against intruders.

EDIT: Should I shuffle the deck for each treasure draw? Or wait 'til it's out of cards?
Last edited by mikemacdee on Friday June 14th, 2013 5:38am, edited 3 times in total.


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Re: The Manse Macabre (in progress)

Postby The Road Warrior » Tuesday June 11th, 2013 8:16am

As I suspect the Trollslayer is sleeping I will take my turn.

Before I set off I bought a Helmet and a Dagger. I'm saving the rest for a crossbow, maybe I will get the chance to use this character again


"Get up off the floor Eddy. We haven't even entered the building and you're already injured"

Caranthir movement:
The Road Warrior rolled 2 6-sided dice:
4, 2


Hmm....not enough movement to stand in the doorway so I will move to the square south of the door, opposite the Wizard. I will also search for treasure if I'm allowed to.
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Re: The Manse Macabre (in progress)

Postby Sjeng » Tuesday June 11th, 2013 10:36am

if the card says: "return to the bottom of the deck" you don't shuffle. ;)

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