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The Altdorf Chronicles - Chapter One: A New Beginning

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Re: The Altdorf Chronicles - Chapter One: A New Beginning

Postby Gold Bearer » January 19th, 2015, 8:04 am

The Road Warrior wrote:
Gold Bearer wrote:
The Road Warrior wrote:The Mesmerism scroll was also great fun but was ruined by the Chaos Warrior's 1d6 movement.
Only because you kept rolling 1. :)
Yes. It sucked. 1d6 movement sucks, that's why plate armour very rarely gets used.
You won't be buying the full suit of armour then. Movement 2 or the lowest of two dice. :)

Anderas wrote:If you have something with 7 or 8 Body Points and 3 Attack Dice, it'll be just fine.
I forgot about the warrior if you want to use someone other than the original four. Here's a comparisson.

Barbarian
You are a simple minded brawler who believes that directness is the best way to achieve success. Your strength means you're very good at using some of the bigger weapons.
Race: Human. Class: Barbarian. Equipment: Broadsword.
Attack = 3 Defence = 2 Movement = 8 Body Points = 8 Mind Points = 2

Special Rules:
Your natural toughness gives you a basic defence of two combat dice.
Your strength allows you to attack with two combat dice when you are attacking with a Club.
You are able to use a Bastard Sword to attack diagonally and can wield a Great Mace or Great Flail with one hand.

Veteran: Mighty Swing
You attack with an extra combat dice when you make a melee attack if you don't move during the same turn.
You are able to wield a Battle Axe with one hand.

Master: Weapon Skill
You attack with an extra combat dice when you make a melee attack if you move at half rate during that turn.
You are able to wield a Great Axe with one hand.

Legend: Ferociousness
Black shields count as skulls when you make a melee attack.

Warrior
You are a fierce warrior who is highly skilled at using a weapon in each hand but you intensely dislike ranged weapons.
Race: Human. Class: Warrior. Equipment: Double Axe, Helmet, Buckler.
Attack = 3+1 Defence = 2 Movement = 8 Body Points = 7 Mind Points = 3

Special Rules:
You are able to use a one handed melee weapon in each hand and use them to attack the same target twice in succession if you move at half rate during that turn and can use them to attack two different targets if you don't move during the same turn.
You can use any type of shield or buckler to attack with one combat dice.
You are able to wield one Battle Axe with one hand.
You are unwilling to use any ranged weapons but your still able to throw weapons that can normally be thrown.

Veteran: Power Blow
You are able to attack twice in succession against two different targets if you move at half rate during that turn and are able to add two one handed melee weapons combat dice together in one attack if you don't move during the same turn.

Master: Brawling
You are able to attack the same target twice in total or two different targets once each with two one handed melee weapons before and/or after moving at full rate during the same turn.

Legend: Mighty Blow
You able to add two one handed melee weapons combat dice together in one attack if you move at half rate during that turn and are able to attack the same target twice with two one handed melee weapons, allowing the target to only attempt to defend against the first attack if you don't move during the same turn.

An extra attack is a good skill so it really depends on how bothered you are about not being able to use ranged weapons and having one less BP.

Gold Bearer wrote:How about this?

Skull = Nothing.
White Shield = Random Event.
Black Shield = Take an Evil Wizard card and roll again.

Random Events:
1 = Sneak Attack: Wandering Monster appears and roll again (the first dice).
2 = Sentinel: Wandering Monster appears but can't attack this turn.
3 = Monster Patrol: Wandering Monster appears but can't go this turn.
4 = Trap: Same as before.
5 = Treasure Card: Same as before.
6 = Random Treasure: Same as before.

That's a 1 in slightly under 6 chance of a monster instead of a 1 in slightly over 3 chance, just over half as many on average. Remember you got way more goblins than the odds last quest.
What's the verdict on this?
Last edited by Gold Bearer on January 19th, 2015, 1:48 pm, edited 1 time in total.
: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: The Altdorf Chronicles - Chapter One: A New Beginning

Postby Sotiris » January 19th, 2015, 9:13 am

Gold Bearer wrote:What's the verdict on this?

I still find it heavy. I would prefer this one
:blackshield: , :whiteshield: : nothing
:skull: : random event

events:
1. Nothing
2. Nothing
3. Gold
4. Trap
5. EW card
6. WM
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Re: The Altdorf Chronicles - Chapter One: A New Beginning

Postby Kitch1982 » January 19th, 2015, 9:24 am

Hello,

Am I ok to join the next quest? Also which characters are still available? Lot's of information to go through and I don't have time right this minute!

Thanks,

Lee
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Re: The Altdorf Chronicles - Chapter One: A New Beginning

Postby Anderas » January 19th, 2015, 12:17 pm

I'll go with the Warrior. That sounds nice! :)

I am all with Sotiris about the random events.
They should be there to haste us a little bit; but they should not swamp us in wandering Monsters. Even Goblins are strong if they come in great numbers; and in subsequent quests, i guess the wandering monster will be something stronger.


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Re: The Altdorf Chronicles - Chapter One: A New Beginning

Postby Gold Bearer » January 19th, 2015, 1:46 pm

Sotiris wrote:
Gold Bearer wrote:What's the verdict on this?

I still find it heavy. I would prefer this one
:blackshield: , :whiteshield: : nothing
:skull: : random event

events:
1. Nothing
2. Nothing
3. Gold
4. Trap
5. EW card
6. WM
I'll make another version between the two and see what you think. I want you all to be happy with it before we start.

Kitch1982 wrote:Am I ok to join the next quest? Also which characters are still available? Lot's of information to go through and I don't have time right this minute!
Of course. You have a choice of eight characters, the first eight on the master list. viewtopic.php?f=203&t=2645 If you pick the sorcerer you'll have one quest under your belt already but if you want a different one the sorcerer can be used later on and carry on from where he left off. You won't lose his gold if you don't use him. He's a good healer though and has four spell groups including mind magic which is more effective than the standard spells. Other than that he works exactly like the original wizard. The wizard on the other hand now has fate points.

Anderas wrote:I'll go with the Warrior. That sounds nice! :)
Okay, cool. I want to see him in action.

Anderas wrote:I am all with Sotiris about the random events.
They should be there to haste us a little bit; but they should not swamp us in wandering Monsters. Even Goblins are strong if they come in great numbers; and in subsequent quests, i guess the wandering monster will be something stronger.
I was going to seperate them later so that it wouldn't be a problem. For example wandering monster: orc. Monster patrol: fimir. Sneak attack: goblin. Etc.
: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: The Altdorf Chronicles - Chapter One: A New Beginning

Postby Kitch1982 » January 19th, 2015, 1:51 pm

I'l take the sorcerer if that's ok. I think it would be useful to have a healer on the quests! :)
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Re: The Altdorf Chronicles - Chapter One: A New Beginning

Postby Gold Bearer » January 19th, 2015, 3:57 pm

Kitch1982 wrote:I'l take the sorcerer if that's ok. I think it would be useful to have a healer on the quests! :)
Okay then, that's the party taken care of. What spells would you like? You get the mind spells automatically and pick three of the other seven sets with a maximum of two element sets. So if you want both healing spells you'll need earth, water and one of the WoM sets. He had Mind, Earth, Water and Darkness in the last quest and that was a well balanced mix. It's up to you though of course.


Are you all sharing gold? You've got 130gp between you. If you're not sharing I think Sotiris/Dispeller should get it all for being the only player and hero to complete the first quest.


Edit:
Please tell me you like this, I think it's the best one:

Skull = Nothing.
White Shield = Random Event.
Black Shield = GM takes a treasure card and can either discard it or return it to the deck. Roll the first dice again.

Sneak Attack = Wandering Monster appears and roll again (the first dice).
Sentinel = Wandering Monster appears but can't attack this turn.
Monster Patrol = Wandering Monster appears but can't go this turn.

Random Events:
1 = Monster: Skull = Monster Patrol, White Shield = Sentinel, Black Shield = Sneak Attack. Roll the second dice again (another monster is the same type (patrol/sentinal/sneak attack) as before).
2 = Monster: Skull = Monster Patrol, White Shield = Sentinel, Black Shield = Sneak Attack.
3 = Trap.
4 = Take an Evil Wizard card.
5 = Treasure card (wandering monster treated as sentinel and sentry treated as monster patrol).
6 = Random Treasure.

I'll take a third or quarter of the treasure cards randomly (there's over 100) to start with and that will be the deck for the quest. That way it matters that good cards don't go back in and when I roll a black skull.
: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: The Altdorf Chronicles - Chapter One: A New Beginning

Postby Sotiris » January 20th, 2015, 5:15 am

I'll keep my 30 g.c.
Sorcerer may buy a staff, he has 110 g.c. and the diagonal attack is precious in early quests.
Let's start the 2nd Q to see how this system will work..
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Re: The Altdorf Chronicles - Chapter One: A New Beginning

Postby Gold Bearer » January 20th, 2015, 6:20 am

Yea sorry about that, I didn't realise the tribe had so many goblin slaves, that's my bad. At least the two of you are alive and we... alive. We'll always remember Disarmer and the other one. If the forces of chaos are organising the greenskins then that must mean they're attempting to soften resistance in preperation for an attack ofteir own.

Mentor has sensed a melevolent magical presence in the town of Keepford. We don't know the exact nature of this threat but it presents a great threat to the inhabitants. I'm affraid there's no time to recouparate, but the healer of this village owes me a favour. He'll heal your physical wounds for no cost. Buy any equipment you might need here in the village before you leave rather than waiting until you get to Keepford because there's no telling what you might find arrive. I need to tell Mentor about this new chaos threat, I'll meet you there soon.

There's two warriors waiting for you at the edge of the village who will joining you on your adventures from now on. Both are inexperienced, just like yourselves but I believe they have great potential and will become valued party members.


Image
As you reach the outskirts of the town you notice that the sound coming from within is much louder than you would expect from a small town this late at night. Keepford has never been known as a party town. As you move towards the town centre there's some rucus and you can see smoke coming from inside the inner wall of the fortified central area but nobody really seems to know what's happening. "Don't go into the keep" one woman says as she briskly moves past but she doesn't stop to answer any questions. You head straight for the keep and see the outer gate in front of you beginning to close. You sprint towards it and just make it under the gate before it shuts. There are stairs leading down directly in front of you and the smoke is coming from the building in the northwest corner.

Start your turns on one of the arrows (one each) and away you go.ImageImageCouldn't quite fit the whole map on the heroscribe page. I'll look into that. Those squares at the top and bottom are the edge though.
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Last edited by Gold Bearer on January 21st, 2015, 4:35 am, edited 4 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.

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: The Altdorf Chronicles - Chapter One: A New Beginning

Postby Kitch1982 » January 20th, 2015, 7:38 am

Gold Bearer wrote:Okay then, that's the party taken care of. What spells would you like? You get the mind spells automatically and pick three of the other seven sets with a maximum of two element sets. So if you want both healing spells you'll need earth, water and one of the WoM sets. He had Mind, Earth, Water and Darkness in the last quest and that was a well balanced mix. It's up to you though of course.


Is there a link where I can see the set's of spells? Will definitely take both Earth and Water, the darkness spells sound interesting but I'm not familiar with WoM.

Stortis - Thanks for GC's!! Yes I'll take the staff if that's ok. :)
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