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New Frontier: Bogenhafen

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New Frontier: Bogenhafen

Postby Gold Bearer » Friday January 15th, 2016 11:01am

RULES

Party Composition
With two Hero players each player uses one custom Hero of their own design (or one of my Mancers if they prefer), one of my core Heroes (excluding the four standard HQ Heroes) and one of my other Heroes. When a Hero dies that Hero can't be chosen again unless it's a player's own custom Hero.


Hero Progression
After three completed Quests a Hero becomes a Champion and can use some Equipment more effectively, can hire Men-At-Arms (Euro stats and rules) and gets a 50gp reward. After six completed Quests a Hero becomes a Veteran and can hire Elite Men-At-Arms (US rules and stats except for movement) and either gains an ability upgrade and gets a 100gp or gets a 200gp reward. After nine completed Quests a Hero becomes a Master and can hire an Ogre Mercenary and either gains an ability upgrade and gets a 150gp reward or gets a 300gp reward. After twelve completed Quests a Hero becomes a Legend and can hire a Battle Magician and either gains an ability upgrade and gets a 250gp reward or gets a 500gp reward. Only the player's own custom Heroes can choose the increased gp reward. Each Hero can have a maximum of two Mercenaries, and the party can only contain one Ogre, one Battle Wizard, one Battle Sorcerer and one Battle Mage because of rivalry.


Movement
Once the movement dice are rolled, a Character loses any remaining movement if they perform another action.

All Character (Adventurer and Monster) movement is random. Random movement conversion: 1 = Lowest one of three dice, 2 = Lowest one of two dice, 4 = One dice, 6 = Lowest two of three dice, 8 = Two dice, 10 = Highest two of three dice, 12 = Three dice.

Any Character can Run if they perform no other action during their turn and their turn is ended if they open a door. They must state that they are going to Run at the start of their turn. A running Elven rolls 3D6 and uses the highest two, a running Dwarven rolls 3D6 and uses the lowest two, other Characters roll 2D6. This roll is restricted by the maximum movement of any armour they're wearing and is then added to their normal movement. Characters with 0MP (including Undead) can't run.


Equipment
A brief summary of the equipment in use that has any kind of additional rules.

Club: A1 - Crushing.
Dagger: A1 - Diagonal, piercing.
Knife: A1 - Diagonal, throw, piercing.
Shortsword: A2 - Diagonal, piercing.
Spear: A2 - Diagonal, throw, piercing.
Scythe: A3 - Two handed, diagonal.
Bow: A2 - Two handed, two attacks if not wearing a Helmet (Helm okay) and no movement (move no more than half rate for Elvens), piercing.
Blowpipe: A1 - Two attacks if no movement, Poison only attack.
Banded Mail: D3 - Standard move restricted to highest two of three dice, Run move capped at max 6.
Helm: +1D against falling objects.


Rest
Roll two combat dice when a weapon is thrown, the weapon is broken on two black shields and can be thrown straight back at the attacker if the target survives on two white shields. Javelins, Spears and Hammers are damaged on two skulls, Knives, Great Spears and Great Hammers are damaged on a skull and white shield and Hand Axes, Elven Spears and Dwarven Hammers are damaged on a skull and black shield.

A dead Hero's items remain on the square they died in indefinitely and can be be picked up and used by any Heroes or Monsters but Monsters can only pick up items that were there at the start of the EWP's turn and Potions have no effect on Undead or Daemons/Demons.

You can freely pass items to each other if you're directly adjacent to each other at any point during your movement and neither you is adjacent to a Monster at the time but you can't use an item if you didn't start your turn with it unless it's a one-use item.

Scrolls can only be used by Magicians. Human Magicians who try to use an Elf Scroll roll a combat dice, on a white shield the spell fails and on a black shield the spell fails and the Scroll is discarded. Dwarven Magicians can't use Elf Scrolls.

Potions can be drunk at any time except during my turns but you can tell me that you drink a Potion if something happens during my turn, eg drink the Potion of healing if my BP drops to 3 or below between attacks.

You can always use your attacking action to pick up something to use as a Club. Clubs attack with one dice, can be used by anyone, can't be carried if another melee weapon is equipped and aren't worth anything.

You can't take a Hero's starting Equipment when they die but you can take anything else and you can't sell or trade starting Equipment unless you get something that's better or as good in every way.

If a room contains a Fireburst Trap then it's revealed at the end of the turn of the first Adventurer to enter the room and any other Adventurer turns that have been taken since are cancelled.

Spells that remain in play other than spells with 'Wall' in their name can be ended by the caster at any time and are automatically ended if the caster dies.

The Adventurers can leave the Adventure at any time if all areas of the map apart from areas that can only be reached through Secret Doors are explored.

Monsters that are out of sight aren't shown on the board unless they're in a room with an Adventurer directly adjacent to an open door to the room.

Traps and Secret Doors are included in one Search, rooms can be Searched for treasure once and corridors can't be Searched for treasure.

Characters are reduced to 0BP if they lose any BP and reduced to 0MP if they lose any MP to something that they're Vulnerable to.

If an Adventurer is directly adjacent to an open door to an unexplored room, the contents of the whole room is revealed.

Wounds from Poison can only be healed during an Adventure with something that specifically heals Poison damage.

Spells that cover multiple squares can cover less square if they're cast up against an object, wall or a closed door.

Euro 1st ed and Wizards Of Morcar spells as the standard spells and lots of others that depend on the Magician.

Euro 2nd ed Equipment rules and costs but not limited by the amount of cards, plus some new Equipment.

All pole arms and ranged weapons are two handed unless the weapons specifically say that they're not.

Equipment can be sold for half its full value at any place where the same Equipment is available to buy.

Characters can see any targets in straight diagonal line from their position if all the squares are empty.

Dwarvens defend with two dice without armour, Humans defend with one dice and Elvens can't defend.

Dwarvens can see in the dark, Elvens can shoot any bow twice if they move no more than half rate.

Dwarvens can't use Elven Equipment, Elvens can't use Dwarven Equipment, Humans can use both.

Adventurers can pick up ammo from dead Monsters that use it, they get 2D6 of that ammo type.

The Heroes can take their turns in any order but Followers have to go straight after their Hero.

Damaged Equipment can't be used but can be repaired by a Blacksmith for half its full value.

You can change your readied Equipment during your turn before using your attacking action.

A spell that can target anywhere on the board can be used on targets that are out of sight.

Use your own colour shield for spells that say shield in the description but not which type.

Spells with 'Wall' in their name can't be ended by magical means after they're cast.

The treasure deck includes all the cards from every version plus some new ones.

Secret Doors bock Line Of Sight until opened in the same way as normal doors.

Mentor is able to teleport out any Quest Treasures if the party is wiped out.

Count diagonal squares as 1.5 squares when working out spell ranges.

Adjacent includes diagonally adjacent, directly adjacent doesn't.

Monsters set off Traps in the same way as Adventurers.

No drinking Potions or anything else after you die.

Backtracking in the same turn is allowed.

Characters can see over low furniture.

US rules for disarming Traps.

US rules for 0MP.


Heroes

Captain: M6, A3, D4^, BP7, MP3.

Assassin: M10, A1-/~^, D1*, BP6, MP4.

Lands a Death Strike that kills the target outright if all the attacking dice are skulls and the target doesn't make their defence roll.

Can Backstab with one handed blades (axes don't count) including a thrown Knife, attacking with two extra combat dice from directly behind and landing a Death Strike if at least half of the attack dice are skulls and the target doesn't make their defence roll, and with one extra combat dice from diagonally behind (assuming you're using a weapon that can attack diagonally) and landing a death strike if more than half of the attack dice are skulls and the target doesn't make their defence roll.

When attacked in melee roll a dice for every skull the attacker rolled before you defend, if any of them are white shields you Dodge the attack.

Can shoot twice with a Blow Pipe in the same turn if you move no more than half rate and can shoot before and after moving.

Unable to use two handed melee weapons (except when using a skill) or any type of shield or helmet or wear Mid-Weight or Heavy Armour.

Alchemist: M8, A1-/~, D2, BP5, MP5.

Level 1 Magician, one spell set of your choice.

Magic Aura gives one extra dice in defence.

Able to make one of your four starting potions for each remaining spell you still have at the end of an Adventure but can only make one of each type at a time.

Can only use armour that the Wizard is able to use and the only weapons you can use are short blades, Poles and Staffs.

Light Wizard: M6, A3, D2, BP5, MP5.

Level 1 Magician, four random Light spells any of which can be traded once and at the same time for random replacements.

Magic Aura gives one extra dice in defence.

Can cast power level 3 spells if a white shield is rolled for the Winds Of Magic.

Needs one free hand to cast and can't change Equipment after casting.

Requires enough Power in the Winds Of Magic to cast some spells.

Can use items that the Wizard can use except that you can use one handed swords but can never ware actual armour.

Casts Winds Of Magic spells without using an action but can still only cast one spell per turn and can't change Equipment after casting.

Mountain Dwarf: M8, A3, D2, BP8, MP2.

Instead of getting 500GP when you become a Champion, you get 50GP and become a Troll Slayer and attack with an extra combat dice against a target that defends with at least five combat dice by killing a Troll, Giant, Dragon or Greater Chaos Demon, you get 100GP and become a Giant Slayer and attack with an extra two combat dice against a target that defends with at least six combat dice by killing a Giant, Dragon or Greater Chaos Demon, you get 150GP and become a Dragon Slayer and attack with an extra three combat dice against a target that defends with at least seven combat dice by killing a Dragon or Greater Chaos Demon and you get 200GP and become a Demon Slayer and attack with an extra four combat dice against a target that defends with at least eight combat dice by killing a Greater Chaos Demon.

Attacks with an extra combat dice when you attack with any type of axe or a standard Club.

Able to wield a Battle Axe with one hand.

Unwilling to use any type of armour or ranged weapons but can still throw weapons that can normally be thrown.

Archer: M8, A2-^, D2, BP5, MP5.

Can shoot twice in succession without any movement penalty if you're wearing no armour or Light Armour, if you move no more than half rate if you're wearing Mid-Weight Armour and if you don't move if you're wearing Heavy Armour.

Amber Wizard: M6, A2-/~, D3, BP5, MP5.

Level 1 Magician, four random Amber spells any of which can be traded once and at the same time for random replacements.

Magic Aura gives one extra dice in defence.

Can cast power level 3 spells if a white shield is rolled for the Winds Of Magic.

Hates Greenskins, can reroll any attack dice once when attacking them in melee.

Requires enough Power in the Winds Of Magic to cast some spells.

Can use items that the Wizard can use except that you can use any type of spears and one handed swords but can never ware actual armour.

Casts Winds Of Magic spells without using an action but can still only cast one spell per turn and can't change Equipment after casting.

Jade Wizard: M6, A2-/, D3, BP5, MP5.

Level 1 Magician, four random Jade spells any of which can be traded once and at the same time for random replacements.

Magic Aura gives one extra dice in defence.

Can use your attacking action to heal BP of your own or a directly adjacent target once per Adventure rolling 1D6 when the healing is used, on a six no BP is healed, otherwise the number shown is the number of healed BP and this isn't classed as casting a spell so it can't be stopped.

Needs one free hand to cast and can't change Equipment after casting.

Requires enough Power in the Winds Of Magic to cast some spells.

Can use items that the Wizard can use except that you can use one handed swords but can never ware actual armour.

Casts Winds Of Magic spells without using an action but can still only cast one spell per turn and can't change Equipment after casting.

Bounty Hunter: M8, A3, D2, BP6, MP4.

Can reroll all of your attack dice once if no skulls are rolled.

Can Search for Traps (not Secret Doors) in a room (not corridor) with monsters if non of them are adjacent to you.

Able to disarm Traps using the Tool Kit rules as standard or using the Dwarf's rules if you're using a Tool Kit.

Can use Scrolls.

Cleric: M8, A1+, D2, BP5, MP5.

Level 1 Magician, three random Talisman spells.

Magic Aura gives one extra dice in defence.

Able to use attacking action to heal 5BP and/or MP (three in total) of your own or a directly adjacent target per Adventure, healing any amount at a time and are also able to heal between Adventures but your then using up your quota for the next Adventure.

Unwilling to wield bladed weapons and most ranged weapons and are only able to use Equipment that can be used by the Paladin except that you're unable to use two handed melee weapons and helmets or shields of any type and you're are only able to wear armour that the Wizard can wear.

Amethyst Wizard: M6, A3/, D3, BP5, MP5.

Level 1 Magician, four random Amethyst spells any of which can be traded once and at the same time for random replacements.

Magic Aura gives one extra dice in defence.

Can cast power level 3 spells if a white shield is rolled for the Winds Of Magic.

Hates Undead, can reroll any attack dice once when attacking them in melee.

Requires enough Power in the Winds Of Magic to cast some spells.

Can use items that the Wizard can use except that you can use Scythes and one handed swords but can never ware actual armour.

Casts Winds Of Magic spells without using an action but can still only cast one spell per turn and can't change Equipment after casting.

Celestial Wizard: M6, A3, D3, BP5, MP5.

Level 1 Magician, four random Celestial spells any of which can be traded once and at the same time for random replacements.

Magic Aura gives one extra dice in defence.

Can cast power level 2 spells if a skull is rolled for the Winds Of Magic.

Needs one free hand to cast and can't change Equipment after casting.

Requires enough Power in the Winds Of Magic to cast some spells.

Can use items that the Wizard can use except that you can use one handed swords but can never ware actual armour.

Casts Winds Of Magic spells without using an action but can still only cast one spell per turn and can't change Equipment after casting.


You don't need to worry about these because it's all done by me but I'll put the rules here so you can see if you want to. The important thing is that I roll two dice each turn, a room activates if they total four (1 in 12 chance) and a random event is triggered if they total less than four (also 1 in 12) so something happens on average one in every six turns and half the time it's a nearby room activation.

Events
If they are still unexplored areas of the map excluding areas that can only be reached by Secret Doors, the EWP rolls two standard dice at the start of each of their turns and compares the result to the event number.
Above the event number = Nothing.
Equal to the event number = Activates the nearest unexplored room with Monsters to a random Adventurer, allowing the Monsters to be used by the EWP and able to open doors in their starting room.
Under the event number = Random Event.

Event Number
One-Two Adventurers = 3
Three-Five Adventurers = 4
Six-Nine Adventurers = 5
Ten-Fourteen Adventurers = 6
Fifteen-Twenty Adventurers = 7
Etc.

Random Events
1 = Monster Patrol.
2 = Wandering Monsters.
3 = A random Adventurer triggers a Hidden Trap.
4 = Rare Event.
5 = A random Hero draws a Treasure Card.
6 = A random Hero finds treasure: Skull = D6x10gp, White Shield = Random Potion, Black Shield = Random Scroll.

Monster Patrol
Skull = Two Monsters, White Shield = One Monster, Black Shield = Three Monsters.
Monsters are placed on a square that's in sight of an Adventurer but directly adjacent to square that isn't and that leads to an unexplored area but not including squares that are adjacent to a closed door in sight of an Adventurer. If there's more than one Monster then place the others on any square directly adjacent to the previous one and that's in sight of an Adventurer, and if there's three do the same again. Monster Patrols can take their turn as soon as they're triggered.

Wandering Monsters
Skull = Two Monsters, White Shield = One Monster, Black Shield = Three Monsters.
The same rules as Monster Patrols except that they can't do anything on the turn that they're triggered.

Hidden Traps
1 = Spear Trap, 2 = Shallow Hole, 3 = Poisoned Dart, 4 = Swinging Blade, 5 = Fireburst, 6 = Gas Trap.
The shallow hole is a pit Trap that doesn't obscure movement, so it automatically causes 1BP damage but doesn't have any lasting effect. Poison damage can only be healed by something that specifically states that it can. The swinging blade works the same as in AtOH and affects the target square plus two more in a straight line in a random available direction. The Fireburst Trap works the same way as in WoM except that it's instant and in corridors it affects the target square and those adjacent to it.

Poisoned Dart
Skull = Lose 1BP Poison damage, White Shield = Unaffected, Black Shield = Lose 1MP Poison damage.

Gas Trap
Every Character in the same room or corridor section(s) misses a turn and rolls a combat dice. On a skull they lose 1BP and on a black shield they lose 1BP Poison damage. A section of corridor is up to and including junctions. Undead and Demons/Daemons are immune to Gas Traps and Poison in general.

Rare Events
Every time a Hero or Follower looses a BP, the party's Luck is increases by three up to a maximum of 12 and every time a Monster looses a BP, the party's Luck is decreased by one down to a minimum of -12. When a Rare Event occurs roll 6D6 and apply the part's current Luck value as a modifier.

6 = Monster Restoration: Heals and/or revives Monsters.
7 = Alarm: An alarm sounds.
8 = Ambush: One Monster Patrol for each available direction that leads to an unexplored area.
9 = Monster Protection Aura: All Monsters are immune to damage until the beginning of the EWP's next turn.
10 = Monster Rejuvenation: All Monsters regain one lost BP and MP.
11 = Lure Of Evil: A random Follower switches allegiance and is now treated as a Monster.
12 = Insect Swarm: The area fills with a cloud of insects.
13 = Sneak Attack: A random Adventurer is attacked using the original Wandering Monster rules.
14 = Trapped: One Wandering Monster for each available direction that leads to an unexplored area.
15 = Fool's Gold: A random Hero realises that D6x10 of their gold is fake.
16 = Equipment Damage: A random Hero damages a random piece of Equipment or Potion.
17 = Leader: The next Monster (random if there's more than one) with 3BP or less to be revealed is able attack twice in melee each round.
18 = Sealed In: All doors on the board close and can't be opened again until the beginning of the EWP's next turn.
19 = Monster Psychic Aura: The Adventurers are struck by a powerful magical force.
20 = Monster Power Aura: Monsters defend on white shields, not black and attack on black shields and skulls until the beginning of the EWP's next turn.
21 = Dampening: All Characters are unable to cast spells until the beginning of the EWP's next turn and all ongoing spell effects are ended.
22 = Mentor's Power Aura: Adventurers count black shields as successful rolls when attacking and defending until the beginning of the EWP's next turn.
23 = Mentor's Psychic Aura: The Monsters are struck by a powerful magical force.
24 = Animosity: An amusing fight between the Monsters breaks out.
25 = Unbound: The magic binding the walking dead is broken, all active Undead with 0MP crumble to dust.
26 = Map: The contents (excluding Monsters) of a random board section (including explored ones but not empty ones) is laid out.
27 = Precious Gem: A random Hero spots a shiny... 1 = Amber 50gp, 2 = Pearl 100, 3 = Emerald 150, 4 = Ruby 200, 5 = Sapphire 250, 6 = Diamond 300.
28 = Equipment: Shuffle the Equipment cards and deal one to a random Hero.
29 = Artifact: A random Hero finds a... Skull = Magical Throwing Dagger, White Shield = Lucky Charm (allows one reroll), Black Shield = Elixir Of Life.
30 = Magic Items: A random Hero finds one random Potion and one random Scroll.
31 = Follower: You make a new friend.
32 = Mentor's Rejuvenation: All Adventurers regain one lost BP and MP.
33 = Mentor's Protection Aura: All Adventurers are immune to damage until the beginning of the EWP's next turn.
34 = Master Scroll: A random Hero finds a Master Scroll that can be used to cast a spell without discarding it.
35 = Master Potion: A random Hero finds an all in one Potion that causes every standard Potion effect (healing restores D6 BP) including the two poisons.
36 = Adventurer Restoration: Heals and/or revives Adventurers.

Restoration
Skull = Minor Restoration: All wounded Monsters/Adventurers are restored to full BP and MP.
White Shield = Major Restoration: All dead Monsters/Adventurers are resurrected and placed anywhere on the board with full BP and MP.
Black Shield = Total Restoration: All wounded Monsters/Adventurers are restored to full BP and all dead Monsters/Adventurers are resurrected with full BP and MP.
Revived Heroes can be placed on any available squares, revived Monsters are placed on their starting squares.

Alarm
Skull = All unrevealed Monsters in the centre room and a random board section (including explored ones but not empty ones) become active.
White Shield = All unrevealed Monsters in a random board section (including explored ones but not empty ones) become active.
Black Shield = All unrevealed Monsters on the board become active.

Insect Swarm
The room or corridor of a random Adventurer fills with a swarm of insects, limiting Adventurers to one action and Monsters to half movement if they perform an action until the beginning of the EWP's next turn.

Equipment Damage
Damaged Equipment can't be used but can be repaired by a Blacksmith for half its full value. Potions are destroyed.

Psychic Aura
Skull = Every target rolls a combat dice and loses 1BP on a skull and one 1MP on a black shield.
White Shield = Every target has to roll under their current MP on a standard dice or miss their next turn.
Black Shield = Both effects.

Animosity
If two different races of Monster (not Undead) are active then they have to attack (or move towards them if they can't reach) the other race if there's a member of that race closer to them than an Adventurer. If there's more than two Monster races then determine them randomly but if any Orcs and/or Goblins are active they are automatically one/both of the races affected. Lasts until there are no active Monsters of one of the races.

Map
Skull = Excludes Traps and Secret Doors.
White Shield = Includes Secret Doors but not Traps.
Black Shield = Includes Traps and Secret Doors.

Follower
Skull = Mercenary Follower: A random Mercenary is encountered after his previous employers have been slain and becomes the Follower of a random Hero. If the Hero already has their maximum number of Followers then the Mercenary can be given to another Hero when the Adventure is over.

White Shield = Hero Follower: You encounter a random Hero with three remaining BP after his previous party have been slain, who becomes the Follower of a random Hero for the remainder of the Adventure.

Black Shield = Monster Follower: A random active (or from the next group encountered if none are active) Monster (not Undead) with 3BP or less decides they're on the wrong side and becomes the Follower of a random Hero for the remainder of the Adventure.
Last edited by Gold Bearer on Tuesday August 2nd, 2016 1:47pm, edited 11 times in total.
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Wanna learn martial arts? https://www.youtube.com/channel/UCHf7lqNU1J2cCmm4BtZC1XA
Tutorials coming soon.

Why drugs are illegal: https://www.youtube.com/watch?v=WH1B2HaInDg
Why they shouldn't be: https://www.youtube.com/watch?v=WpOADDXIZpo&t=1s
DMT The Spirit Molecule: https://www.youtube.com/watch?v=LtT6Xkk-kzk


Rewards:
Grin's Stone Map Hosted a Play-by-Post game. Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Destroyed a Zombie! Shattered a Skeleton! Unravelled a Mummy! Crushed a powerful Chaos Warrior! Encountered a menacing Chaos Warlock!
User avatar
Gold Bearer

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Posts: 1572
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Forum Language: British English
Evil Sorcerer: Morcar
Hero:
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Adventurers' Guild Group Member Champion Group Member

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Re: Rules Experiment

Postby Gold Bearer » Saturday January 16th, 2016 1:21pm

If we do go ahead with this it will be after Sotiris' current quest because I want to revise my talisman spells so there's no rush.

Also we could leave out the random events rule if the players think they'll be too much being tested at once, or I could just draw a treasure card on my go if there's no active monsters to trigger a monster patrol if I draw a wandering monster. Monster patrols are far less dangerous than wandering monsters.
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Wanna learn martial arts? https://www.youtube.com/channel/UCHf7lqNU1J2cCmm4BtZC1XA
Tutorials coming soon.

Why drugs are illegal: https://www.youtube.com/watch?v=WH1B2HaInDg
Why they shouldn't be: https://www.youtube.com/watch?v=WpOADDXIZpo&t=1s
DMT The Spirit Molecule: https://www.youtube.com/watch?v=LtT6Xkk-kzk


Rewards:
Grin's Stone Map Hosted a Play-by-Post game. Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Destroyed a Zombie! Shattered a Skeleton! Unravelled a Mummy! Crushed a powerful Chaos Warrior! Encountered a menacing Chaos Warlock!
User avatar
Gold Bearer

Crossbowman
Crossbowman
 
Posts: 1572
Joined: Monday June 4th, 2012 4:21pm
Forum Language: British English
Evil Sorcerer: Morcar
Hero:
Usergroups:
Adventurers' Guild Group Member Champion Group Member

Re: Rules Experiment

Postby MadMickyG » Saturday March 26th, 2016 7:42pm

I'd like to give this a go Gold. Can I bring my Monk with his stances and Karmic ability? (Might need to work with starting Karma as otherwise there is nothing to work with)
Check out my dabblings in writing.
https://www.facebook.com/pages/Madhouse ... 4179561807
Feel free to let me know what you think. All comments/criticisms welcome.


Rewards:
Created a Hot Topic.
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MadMickyG

Necromancer
Necromancer
 
Posts: 320
Joined: Monday December 1st, 2014 7:54am
Location: Gold Coast QLD Australia
Forum Language: British English
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Re: Rules Experiment

Postby Gold Bearer » Wednesday April 20th, 2016 5:07am

Cool, we'll need at least one more. Kitch hasn't been around lately, maybe Daniel would like to try a proper bright wizard. I'll ask Sotiris if he wants to play as well.

Using the monks fine, I'd like to see him in action myself. It will be four college wizards and four player created ones.

I'll start making a quest in the next couple of days. I might have one somewhere we could use.
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Wanna learn martial arts? https://www.youtube.com/channel/UCHf7lqNU1J2cCmm4BtZC1XA
Tutorials coming soon.

Why drugs are illegal: https://www.youtube.com/watch?v=WH1B2HaInDg
Why they shouldn't be: https://www.youtube.com/watch?v=WpOADDXIZpo&t=1s
DMT The Spirit Molecule: https://www.youtube.com/watch?v=LtT6Xkk-kzk


Rewards:
Grin's Stone Map Hosted a Play-by-Post game. Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Destroyed a Zombie! Shattered a Skeleton! Unravelled a Mummy! Crushed a powerful Chaos Warrior! Encountered a menacing Chaos Warlock!
User avatar
Gold Bearer

Crossbowman
Crossbowman
 
Posts: 1572
Joined: Monday June 4th, 2012 4:21pm
Forum Language: British English
Evil Sorcerer: Morcar
Hero:
Usergroups:
Adventurers' Guild Group Member Champion Group Member

Re: Rules Experiment

Postby Sotiris » Sunday April 24th, 2016 3:16am

Ok, i'm in. So i choose one of your heroes and one of mine?
About movement, or initiative if it's the same, i'll vote for the closest to the original system.
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Re: Rules Experiment

Postby Gold Bearer » Sunday April 24th, 2016 7:26am

One of your own and one college wizard per player assuming there's four, so eight heroes in total.

Movement is whether you want to use dice rolling or set movement. Initiative is one of the experiments I want to try. It will mean the monsters have to wait a certain amount of hero turns before that get their turn rather than a monster phase for all of them.

If things don't work right or aren't fun I don't mind changing them as long as they're given a fair chance. You the ones who are going to be playing so if you don't like something as a group I'll see what I can do to change it.

Give me a about a week to get my internet connection sorted and finalise the rules and the quest.
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Wanna learn martial arts? https://www.youtube.com/channel/UCHf7lqNU1J2cCmm4BtZC1XA
Tutorials coming soon.

Why drugs are illegal: https://www.youtube.com/watch?v=WH1B2HaInDg
Why they shouldn't be: https://www.youtube.com/watch?v=WpOADDXIZpo&t=1s
DMT The Spirit Molecule: https://www.youtube.com/watch?v=LtT6Xkk-kzk


Rewards:
Grin's Stone Map Hosted a Play-by-Post game. Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Destroyed a Zombie! Shattered a Skeleton! Unravelled a Mummy! Crushed a powerful Chaos Warrior! Encountered a menacing Chaos Warlock!
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Re: Rules Experiment

Postby MadMickyG » Sunday April 24th, 2016 7:57am

Played my Monk through KK first quest today. Wasn't difficult, but wasn't easy either. Interested to see how he goes under different rules.
Check out my dabblings in writing.
https://www.facebook.com/pages/Madhouse ... 4179561807
Feel free to let me know what you think. All comments/criticisms welcome.


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Re: Rules Experiment

Postby Gold Bearer » Saturday April 30th, 2016 11:36am

Daniel's busy with work at the mo so doesn't want to start another game yet and Clmkay's going to watch and see so hopefully they'll both join in next quest. I'm just setting up HeroScribe for it, haven't done the quest yet but it's in my head. We'll start next week if you're both ready.

You can have two of your own heroes for this quest but keep in mind you'll probably have to drop one for the next quest. Micky, if you don't have another hero to use you can use any of my custom heroes or one of the original four (wizard's upgraded with two fate points in my rules). Two college wizards each but the bright and frost wizard are automatically in, one each and one each of your choice. The first quest is called fire and ice (it's on the really cool looking winter board) so that's why those two are in, and Daniel might want to try a more magical version of a bright wizard.

The number of heroes won't be offset by lots more or super power monsters, instead each monster will have an initiative rating from 1-8 (the lower the better) indicating how many heroes get a turn before they get another one. More powerful monsters (and undead) will tend to have a worse initiative but not always. We'll use the version closest to the standard rules like Sotiris said.

They'll be other custom rules like random events but they'll be toned down so they don't happen as often as last time and if you don't like anything let me know and I'll modify or drop it for the next quest.
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Wanna learn martial arts? https://www.youtube.com/channel/UCHf7lqNU1J2cCmm4BtZC1XA
Tutorials coming soon.

Why drugs are illegal: https://www.youtube.com/watch?v=WH1B2HaInDg
Why they shouldn't be: https://www.youtube.com/watch?v=WpOADDXIZpo&t=1s
DMT The Spirit Molecule: https://www.youtube.com/watch?v=LtT6Xkk-kzk


Rewards:
Grin's Stone Map Hosted a Play-by-Post game. Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Destroyed a Zombie! Shattered a Skeleton! Unravelled a Mummy! Crushed a powerful Chaos Warrior! Encountered a menacing Chaos Warlock!
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Re: Fire & Ice

Postby MadMickyG » Saturday April 30th, 2016 6:24pm

Do I need to give you a rundown of my Monks abilities and gear?

I ask, as I made a few extra items for my game including a Heavy Axe (bastard axe) and a Heavy Spear (Bastard Spear), to allow improved damage for some characters.

Can play with whatever gear is allowed by your rules, or if my Monk can bring what he is currently wearing.

Ready to play whenever you are.
Check out my dabblings in writing.
https://www.facebook.com/pages/Madhouse ... 4179561807
Feel free to let me know what you think. All comments/criticisms welcome.


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Re: Fire & Ice

Postby Sotiris » Sunday May 1st, 2016 4:15am

I have no problem with any of your spellcasters. Which one you want from me to play? And then i'll select one of my heroes.
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Hosted a Play-by-Post game. Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Encountered a menacing Chaos Warlock!
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