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Re: Fire & Ice

Postby Gold Bearer » May 21st, 2016, 11:59 am

MadMickyG wrote:Halt searches for treasure
Monster.JPG
Gold Bearer rolled 1 6-sided dice:
5
Hmm, the only square I could really use is on the secret door square but that isn't in sight. No monster so it's treated as nothing. You find nothing, nothing else happens and that room has now been searched. I'm going to tidy up this situation for the next quest. Maybe secret doors should be treated as open doors that don't block LOS.Image
Tzeentch Wizard.JPG
Tzeentch Wizard (+1A): :redheart: :redheart: :greyheart: :greyheart: :greyheart:

Chaos
Chaos troops are expert warriors and so roll an extra dice when they attack if they don't move during the same turn. Anything with Chaos or one of the four Chaos gods in the title is part of the Chaos faction as well as Daemons.

Tzeentch Followers
Followers (not Daemons) of Tzeentch, the god of sorcery, are resistant to hostile magic and roll a combat dice when they're affected by an enemy spell, on a white shield the spell fails and on a black shield the spell fails and is lost. The resistance roll is only made when the spell is initially cast for spells that remain in play and only one roll is made for spells that affect multiple monsters with Magic Resistance. Followers of Tzeentch are surrounded by magical energy, their melee attacks are classed as magical.

Chaos Armour
Chaos Armour is classed as magical and allows skulls rolled in defence to be rerolled once.

Salvo.
You do not have the required permissions to view the files attached to this post.
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Upcast/Overcast/Combined Spells + New Combined Fusion Spells: viewtopic.php?f=38&t=7219

General Rules Including Element Effects & Dynamic Turn Order: viewtopic.php?f=38&t=7089


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 Sotiris » May 21st, 2016, 12:46 pm

Halt searched the small room before move to the corridor (where it is supposed we cannot search for treasure). So the patrol can work there, right?
Sorry MadMicky...
My new unpublished boardgame on Tabletopia free platform:
https://tabletopia.com/games/stellar_omega


Rewards:
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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Re: Fire & Ice

Postby Gold Bearer » May 21st, 2016, 1:01 pm

No, it's not specific to the hero that searched. It triggers the event.

Monster Patrol
Skull = Two Monsters, White Shield = One, Black Shield = Three.
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. 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.

There's nowhere in sight that's adjacent to a square that isn't in sight, they can't open doors. If Bravo was standing 1E of there he would have been attacked. I'm not really happy with searches triggering monsters at all to be honest, I don't see the logic. If there's monsters around then they're going to be there whether you search or not, I might remove them completely from the treasure cards and replace them with something else nasty for the next quest.

Salvo's turn.
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Upcast/Overcast/Combined Spells + New Combined Fusion Spells: viewtopic.php?f=38&t=7219

General Rules Including Element Effects & Dynamic Turn Order: viewtopic.php?f=38&t=7089


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 Sotiris » May 21st, 2016, 1:12 pm

Paladin
Salvo moves
Sotiris rolled 2 6-sided dice:
3, 5
1N of Luther, eot.
My new unpublished boardgame on Tabletopia free platform:
https://tabletopia.com/games/stellar_omega


Rewards:
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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Re: Fire & Ice

Postby Gold Bearer » May 21st, 2016, 1:43 pm

I'm going to replace the monster treasure cards with curses. :) Not in this quest though.

I accidentally edited the first post. I still haven't finished the revised rule wordings yet. I'll update the rules post either later today or tomorrow at the latest.

Winds Of Magic:
Gold Bearer rolled 1 6-sided dice:
6
All spells can be cast this round.

Event:
Gold Bearer rolled 2 6-sided dice:
6, 5


Tzeentch Wizard attacks Kai:
Gold Bearer rolled 3 6-sided dice:
1, 5, 3
Dodge:
Gold Bearer rolled 2 6-sided dice:
5, 1
Bitch!
Movement:
Gold Bearer rolled 3 6-sided dice:
3, 4, 6
4N, 1W.
Pink Fire of Tzeentch.jpg
Diagonal is counted as 1.5 squares for spell ranges. That's something else I need to add to the rules but it's in the college wizard download.

Sifu:
Gold Bearer rolled 1 6-sided dice:
4
Kai:
Gold Bearer rolled 1 6-sided dice:
4
Salvo:
Gold Bearer rolled 1 6-sided dice:
1
Image
Tzeentch Wizard.JPG
Tzeentch Wizard (+1A): :redheart: :redheart: :greyheart: :greyheart: :greyheart:

Chaos
Chaos troops are expert warriors and so roll an extra dice when they attack if they don't move during the same turn. Anything with Chaos or one of the four Chaos gods in the title is part of the Chaos faction as well as Daemons.

Tzeentch Followers
Followers (not Daemons) of Tzeentch, the god of sorcery, are resistant to hostile magic and roll a combat dice when they're affected by an enemy spell, on a white shield the spell fails and on a black shield the spell fails and is lost. The resistance roll is only made when the spell is initially cast for spells that remain in play and only one roll is made for spells that affect multiple monsters with Magic Resistance. Followers of Tzeentch are surrounded by magical energy, their melee attacks are classed as magical.

Chaos Armour
Chaos Armour is classed as magical and allows skulls rolled in defence to be rerolled once.

Pit Fighter
(Bravo)
Blacksmith
(bRuno)
Paladin
(Salvo)
Frost Wizard
(Vladimir Stormbringer)
MOVE: :roll6: :roll6: MOVE: :roll6: :roll6: MOVE: :roll6: :roll6: (Max Run 8) MOVE: :roll6: :roll6: :roll6: (Lowest Two)
ATTACK: :skull: :skull: :skull: /+ (Reroll :blackshield:s)
(Flail)
ATTACK: :skull: /-
(Two Knives)
ATTACK: :skull: :skull: +
(Spiked Club)
ATTACK: :skull: :skull: :skull:
(Broadsword)
DEFENSE: :whiteshield: :whiteshield:
(Tough Skin)
DEFENSE: :whiteshield: :whiteshield: :whiteshield:
(Very Tough Skin)
DEFENSE: :whiteshield: :whiteshield: (+1^)
(Padded Armour, Helm)
DEFENSE: :whiteshield: :whiteshield:
(Magic Aura)
BODY: :redheart: :redheart: :redheart: :greyheart: :greyheart: :greyheart: :greyheart: :greyheart: BODY: :redheart: :redheart: :redheart: :redheart: :redheart: :redheart: :redheart: BODY: :redheart: :redheart: :redheart: :redheart: :greyheart: BODY: :redheart: :redheart: :redheart: :redheart: :redheart:
MIND: :blueorb: :blueorb: MIND: :blueorb: :blueorb: :blueorb: MIND: :blueorb: :blueorb: :blueorb: :blueorb: :blueorb: MIND: :blueorb: :blueorb: :blueorb: :blueorb: :blueorb:
INVENTORY: INVENTORY: SPIRIT: :greenorb: :greyorb: :greyorb: INVENTORY: 100gp, Potion Of Magic Defence,
INVENTORY: 15 Arrows.


Ranger
(Halt)
Monk
(Sifu)
Rogue
(Kai)
Bright Wizard
(Luther Flamestrike)
MOVE: :roll6: :roll6: MOVE: :roll6: :roll6: :roll6: (Lowest Two) MOVE: :roll6: :roll6: (Max Run 8) MOVE: :roll6: :roll6: :roll6: (Lowest Two)
ATTACK: :skull: :skull:
(Sword)
ATTACK: :skull: :skull: /+
(Pole)
ATTACK: :skull: :skull: :skull: or :skull: /
(Evil Broadsword, Dagger)
ATTACK: :skull: :skull: :skull:
(Broadsword)
DEFENSE: :whiteshield: :whiteshield:
(Leather Armour)
DEFENSE: :whiteshield: (+ Enhanced Evasion)
(Martial Skill)
DEFENSE: :whiteshield: :whiteshield: (+ Dodge)
(Evil Padded Armour)
DEFENSE: :whiteshield: :whiteshield:
(Magic Aura)
BODY: :redheart: :redheart: :redheart: :redheart: :redheart: :redheart: :redheart: :redheart: :redheart: :redheart: BODY: :redheart: :redheart: :greyheart: :greyheart: :greyheart: BODY: :redheart: :redheart: :redheart: :redheart: :redheart: BODY: :redheart: :redheart: :redheart: :redheart: :redheart:
MIND: :blueorb: :blueorb: :blueorb: :blueorb: :blueorb: MIND: :blueorb: :blueorb: :blueorb: :blueorb: :blueorb: MIND: :blueorb: :blueorb: :blueorb: :blueorb: :blueorb: MIND: :blueorb: :blueorb: :blueorb: :blueorb: :blueorb:
INVENTORY: KARMA: :greenorb: :greenorb: :greenorb: :greenorb: :greenorb: INVENTORY: INVENTORY:
:greenorb: :greenorb: :greenorb: :greenorb: :greenorb:
:greenorb: :greenorb: :greenorb: :greenorb: :greyorb:
:greyorb: :greyorb: :greyorb: :greyorb: :greyorb:
:greyorb: :greyorb: :greyorb: :greyorb: :greyorb:
INVENTORY:

Heroes, take your turns.
You do not have the required permissions to view the files attached to this post.
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Upcast/Overcast/Combined Spells + New Combined Fusion Spells: viewtopic.php?f=38&t=7219

General Rules Including Element Effects & Dynamic Turn Order: viewtopic.php?f=38&t=7089


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 » May 21st, 2016, 5:11 pm

MadMickyG rolled 2 6-sided dice:
6, 3

Kai moves 4N, 1W and attacks T-Wizard:
MadMickyG rolled 3 6-sided dice:
1, 2, 3

T-Wizard defends:
MadMickyG rolled 4 6-sided dice:
3, 4, 6, 4

T-Wizard rerolls:
MadMickyG rolled 1 6-sided dice:
6


MadMickyG rolled 3 6-sided dice:
6, 4, 3

Sifu moves 2N, 1W and attacks T-Wizard diagonally:
MadMickyG rolled 2 6-sided dice:
3, 6

T-Wizard defends:
MadMickyG rolled 4 6-sided dice:
2, 6, 6, 1


Damnit! Go Salvo!
Last edited by MadMickyG on May 21st, 2016, 5:24 pm, edited 3 times in total.
Check out my dabblings in writing.
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Re: Fire & Ice

Postby Gold Bearer » May 21st, 2016, 5:18 pm

The first post has now been updated. Carry on. :)

Tzeentch Wizard: :redheart: :greyheart: :greyheart: :greyheart: :greyheart: Unlucky.
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Upcast/Overcast/Combined Spells + New Combined Fusion Spells: viewtopic.php?f=38&t=7219

General Rules Including Element Effects & Dynamic Turn Order: viewtopic.php?f=38&t=7089


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 Gold Bearer » May 21st, 2016, 5:33 pm

Image
Tzeentch Wizard.JPG
Tzeentch Wizard (+1A): :redheart: :greyheart: :greyheart: :greyheart: :greyheart:

Chaos
Chaos troops are expert warriors and so roll an extra dice when they attack if they don't move during the same turn. Anything with Chaos or one of the four Chaos gods in the title is part of the Chaos faction as well as Daemons.

Tzeentch Followers
Followers (not Daemons) of Tzeentch, the god of sorcery, are resistant to hostile magic and roll a combat dice when they're affected by an enemy spell, on a white shield the spell fails and on a black shield the spell fails and is lost. The resistance roll is only made when the spell is initially cast for spells that remain in play and only one roll is made for spells that affect multiple monsters with Magic Resistance. Followers of Tzeentch are surrounded by magical energy, their melee attacks are classed as magical.

Chaos Armour
Chaos Armour is classed as magical and allows skulls rolled in defence to be rerolled once.

Halt, Bravo, bRuno, Salvo, Vladimir, Luther.
You do not have the required permissions to view the files attached to this post.
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Upcast/Overcast/Combined Spells + New Combined Fusion Spells: viewtopic.php?f=38&t=7219

General Rules Including Element Effects & Dynamic Turn Order: viewtopic.php?f=38&t=7089


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 » May 21st, 2016, 5:58 pm

MadMickyG wrote:If nothing bad happens, Halt moves 1E, 2S and 2E.

Sotiris is right.
I planned to move as long as nothing bad actually happened. A Wandering Monster is considered bad in my books.
Happy to take it back and be attacked if it's not too much trouble for the EWG (Evil Wizard GoldBearer :D )

Plus, I'm never searching for treasure again. :barbarian:
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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Created a Hot Topic.
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Re: Fire & Ice

Postby Gold Bearer » May 21st, 2016, 6:27 pm

There is no monster, that's why I moved you. I rolled for a monster patrol but they have to be placed in sight of an adventurer so it was treated as a nothing treasure card. I'm going to change the secret door rules for future quests so they don't block LOS.
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Upcast/Overcast/Combined Spells + New Combined Fusion Spells: viewtopic.php?f=38&t=7219

General Rules Including Element Effects & Dynamic Turn Order: viewtopic.php?f=38&t=7089


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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