• Advertisement

Make a small donation to Ye Olde Inn!

Donate via Paypal

Every cent received goes toward Ye Olde Inn's maintenance and allows us to continue providing the best resources for HeroQuest and Fantasy Gaming fans.

New Frontier: Bogenhafen

Gather your Heroes for Play-by-Post adventures here. Posting in this room does not count toward your posting rank.
Forum rules
Use this area for gathering and playing Play-by-Post games. They need not be HeroQuest, but all games are still subject to the rules of the Ye Olde Inn forum. Posts in this room will not count toward your posting rank.

Note: There are no Quick Reply boxes in this forum. They have been disabled due to incompatibility with the Dice feature this forum uses.

Re: Fire & Ice

Postby Gold Bearer » May 31st, 2016, 2:03 pm

Image
Pink Horror of Tzeentch.jpg
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. Horrors are Tzeentch Lesser Daemons.

Pink Horrors
Pink Horrors are level 1 Magicians and get one random Tzeentch spell each that can't be traded for a replacement and they cast without using an action but can only cast once each per turn. They share their spells with all other Pink Horrors in play and one spell of their choice is discarded whenever a Pink Horror dies. A Pink Horror splits into two Blue Horrors when it dies, they must be placed on the same or adjacent squares. If there are no available adjacent squares then only one Blue Horror is created.

Halt, 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!
Gold Bearer

Exiled
Exiled
 
Posts: 1792
Joined: June 4th, 2012, 4:21 pm
Forum Language: British English
Hero:
Evil Sorcerer: Morcar
Usergroups:
Adventurers' Guild Group Member Champion Group Member

Advertisement

Make a small donation to Ye Olde Inn!

Donate via Paypal

Every cent received goes toward Ye Olde Inn's maintenance and allows us to continue providing the best resources for HeroQuest and Fantasy Gaming fans.

Re: Fire & Ice

Postby MadMickyG » June 1st, 2016, 7:00 am

Halt moves:
MadMickyG rolled 2 6-sided dice:
1, 1

2N and eot.

Luther moves:
MadMickyG rolled 3 6-sided dice:
5, 3, 2

2N and eot.
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.
User avatar
MadMickyG

Necromancer
Necromancer
 
Posts: 334
Joined: December 1st, 2014, 7:54 am
Location: Gold Coast QLD Australia
Forum Language: British English
Hero:
Evil Sorcerer: Morcar
Usergroups:
Artists Group Member Champion Group Member

Re: Fire & Ice

Postby Gold Bearer » June 1st, 2016, 8:53 am

MadMickyG wrote:Halt moves: 2N and eot.
Luther moves: 2N and eot.
Good move. |_P

Winds Of Magic:
Gold Bearer rolled 1 6-sided dice:
2
Power 1 spells only this round.

Event:
Gold Bearer rolled 2 6-sided dice:
5, 3
Image
Pink Horror of Tzeentch.jpg
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. Horrors are Tzeentch Lesser Daemons.

Pink Horrors
Pink Horrors are level 1 Magicians and get one random Tzeentch spell each that can't be traded for a replacement and they cast without using an action but can only cast once each per turn. They share their spells with all other Pink Horrors in play and one spell of their choice is discarded whenever a Pink Horror dies. A Pink Horror splits into two Blue Horrors when it dies, they must be placed on the same or adjacent squares. If there are no available adjacent squares then only one Blue Horror is created.

Pit Fighter
Bravo
RACE:
Human
CLASS: Pit Fighter
Blacksmith
bRuno
RACE:
Dwarven (Dwarf)
CLASS: Blacksmith
Paladin
Salvo
RACE:
Human
CLASS: Warrior-Priest
Frost Wizard
Vladimir Stormbringer
RACE:
Human
CLASS: College Wizard
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: (Ice based)
(Broadsword)
DEFENCE: :whiteshield: :whiteshield:
(Tough Skin)
DEFENCE: :whiteshield: :whiteshield: :whiteshield:
(Very Tough Skin)
DEFENCE: :whiteshield: :whiteshield: (+1^)
(Padded Armour, Helm)
DEFENCE: :whiteshield: :whiteshield: (Counts :blackshield:s as :whiteshield:s)
(Magic Aura)
BODY: :redheart: :redheart: :redheart: :greyheart: :greyheart: :greyheart: :greyheart: :greyheart: BODY: :redheart: :redheart: :redheart: :redheart: :redheart: :redheart: :redheart: BODY: :redheart: :redheart: :redheart: :greyheart: :greyheart: BODY: :redheart: :redheart: :greyheart: :greyheart: :greyheart:
MIND: :blueorb: :blueorb: MIND: :blueorb: :blueorb: :blueorb: MIND: :blueorb: :blueorb: :blueorb: :blueorb: :blueorb: MIND: :blueorb: :blueorb: :blueorb: :blueorb: :blueorb:
INVENTORY: RUNES: :greenorb: :greenorb: :greyorb: SPIRIT: :greenorb: :greyorb: :greyorb: SPELLS: :greenorb: :greenorb: :greyorb: :greyorb:
INVENTORY: INVENTORY: INVENTORY: 100gp, Potion Of Magic Defence,
15 Arrows, Ice Bridge & Finger Of Death Scrolls.


Ranger
Halt
RACE:
Human
CLASS: Ranger
Monk
Sifu
RACE:
Human
CLASS: Monk
Rogue
Kai
RACE:
Human
CLASS: Thief
Bright Wizard
Luther Flamestrike
RACE:
Human
CLASS: College Wizard
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: or :skull: :skull: /(Fire based option)
(Broadsword, Tzeentch Staff)
DEFENCE: :whiteshield: :whiteshield:
(Leather Armour)
DEFENCE: :whiteshield: (+ Enhanced Evasion)
(Martial Skill)
DEFENCE: :whiteshield: :whiteshield: (+ Dodge)
(Evil Padded Armour)
DEFENCE: :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: :greyheart: BODY: :redheart: :redheart: :redheart: :redheart: :redheart:
MIND: :blueorb: :blueorb: :blueorb: :blueorb: :blueorb: MIND: :blueorb: :greyorb: :greyorb: :greyorb: :greyorb: MIND: :blueorb: :blueorb: :blueorb: :blueorb: :blueorb: MIND: :blueorb: :blueorb: :blueorb: :blueorb: :blueorb:
INVENTORY: KARMA: :greenorb: :greenorb: :greenorb: :greenorb: :greenorb: INVENTORY: SPELLS: :greenorb: :greenorb: :greenorb: :greenorb:
:greenorb: :greyorb: :greyorb: :greyorb: :greyorb: INVENTORY:
:greyorb: :greyorb: :greyorb: :greyorb: :greyorb:
:greyorb: :greyorb: :greyorb: :greyorb: :greyorb:
:greyorb: :greyorb: :greyorb: :greyorb: :greyorb:
INVENTORY:
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!
Gold Bearer

Exiled
Exiled
 
Posts: 1792
Joined: June 4th, 2012, 4:21 pm
Forum Language: British English
Hero:
Evil Sorcerer: Morcar
Usergroups:
Adventurers' Guild Group Member Champion Group Member

Re: Fire & Ice

Postby Sotiris » June 2nd, 2016, 3:28 am

Blacksmith runs
Sotiris rolled 2 6-sided dice:
5, 4
+lowest 2
Sotiris rolled 3 6-sided dice:
2, 3, 3
1N of Halt.
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!
User avatar
Sotiris

Necromancer
Necromancer
 
Posts: 345
Images: 13
Joined: November 10th, 2013, 3:23 am
Location: Athens, Greece
Forum Language: Ελληνικά
Hero:
Evil Sorcerer: Morcar
Usergroups:
Adventurers' Guild Group Member Artists Group Member Champion Group Member

Re: Fire & Ice

Postby MadMickyG » June 2nd, 2016, 3:53 am

Kai moves:
MadMickyG rolled 2 6-sided dice:
3, 3

4W and 1N, below Luther. Wanted to try for trap but not enough.

Halt moves:
MadMickyG rolled 2 6-sided dice:
5, 6

4N and has a look around:
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.
User avatar
MadMickyG

Necromancer
Necromancer
 
Posts: 334
Joined: December 1st, 2014, 7:54 am
Location: Gold Coast QLD Australia
Forum Language: British English
Hero:
Evil Sorcerer: Morcar
Usergroups:
Artists Group Member Champion Group Member

Re: Fire & Ice

Postby Gold Bearer » June 2nd, 2016, 10:54 am

The chaos warriors and marauders didn't go far.ImageImageChaos
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 targets with Magic Resistance. Followers of Tzeentch are surrounded by magical energy, their melee attacks are classed as magical.

Chaos Warriors
Chaos Warriors defend with an extra dice if they didn't move during their previous turn, including on the turn that they're revealed.

Chaos Fire Warrior
Melee attacks are Fire based. Immune to Fire based attacks. Vulnerable to Ice based attacks. Explodes on death, hitting all adjacent Characters with a one skull fire based attack.

Chaos Ice Warrior
Melee attacks are Ice based. Immune to Ice based attacks. Vulnerable to Fire based attacks. Can freeze targets, if a target takes any damage roll a combat dice, on a skull or white shield they add one dice to their defence until the end of the EWP's next turn and on a skull they also miss their next turn.

Vulnerability
Characters who lose any BP to something that they are Vulnerable to are automatically killed.

Undead
When an Undead Monster is reduced to 0BP, place them lying down on their square. Downed Monsters don't block LOS or movement but you can't end a turn on their square unless you're attacking them. The EWP rolls a dice for each Downed Monster at the start of their turn. On a skull it gets back up but can't take a turn that round, on a white shield it stays down and on a black shield it gets back and can take a turn that round. Downed Monsters always get back up with 1BP. An Adventurer can finish off a Downed Monster by moving onto their square and using their attacking action.

Skeletons
Skeletons defend on black shields against crushing weapons, white shields and skulls against piercing weapons and either shield against other weapons.

There's no need to put the cultist rules, they can't do anything special if there's less than three of them. The only piecing weapons you've got are the dagger and knives. You stand a 1 in 432 chance of wounding a chaos skeleton with a dagger or knife. :) The crushing weapons have a + next to them, except the Tzeentch staff, I'll fix that.

Halt, Sifu, Luther, Bravo, Salvo, Vladimir.
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!
Gold Bearer

Exiled
Exiled
 
Posts: 1792
Joined: June 4th, 2012, 4:21 pm
Forum Language: British English
Hero:
Evil Sorcerer: Morcar
Usergroups:
Adventurers' Guild Group Member Champion Group Member

Re: Fire & Ice

Postby MadMickyG » June 3rd, 2016, 4:35 am

Halt attacks Chaos Ice Warrior:
MadMickyG rolled 2 6-sided dice:
2, 6


Chaos Ice Warrior defends:
MadMickyG rolled 5 6-sided dice:
6, 1, 2, 6, 4


Sifu moves:
MadMickyG rolled 3 6-sided dice:
2, 6, 6

2W, 5N and attacks Chaos Ice Warrior Diagonally:
MadMickyG rolled 2 6-sided dice:
4, 2


Chaos Ice Warrior defends:
MadMickyG rolled 5 6-sided dice:
2, 3, 3, 1, 4
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.
User avatar
MadMickyG

Necromancer
Necromancer
 
Posts: 334
Joined: December 1st, 2014, 7:54 am
Location: Gold Coast QLD Australia
Forum Language: British English
Hero:
Evil Sorcerer: Morcar
Usergroups:
Artists Group Member Champion Group Member

Re: Fire & Ice

Postby Gold Bearer » June 3rd, 2016, 5:33 am

ImageImageChaos Ice Warrior: :redheart: :redheart: :redheart: :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 targets with Magic Resistance. Followers of Tzeentch are surrounded by magical energy, their melee attacks are classed as magical.

Chaos Warriors
Chaos Warriors defend with an extra dice if they didn't move during their previous turn, including on the turn that they're revealed.

Chaos Fire Warrior
Melee attacks are Fire based. Immune to Fire based attacks. Vulnerable to Ice based attacks. Explodes on death, hitting all adjacent Characters with a one skull fire based attack.

Chaos Ice Warrior
Melee attacks are Ice based. Immune to Ice based attacks. Vulnerable to Fire based attacks. Can freeze targets, if a target takes any damage roll a combat dice, on a skull or white shield they add one dice to their defence until the end of the EWP's next turn and on a skull they also miss their next turn.

Vulnerability
Characters who lose any BP to something that they are Vulnerable to are automatically killed.

Undead
When an Undead Monster is reduced to 0BP, place them lying down on their square. Downed Monsters don't block LOS or movement but you can't end a turn on their square unless you're attacking them. The EWP rolls a dice for each Downed Monster at the start of their turn. On a skull it gets back up but can't take a turn that round, on a white shield it stays down and on a black shield it gets back and can take a turn that round. Downed Monsters always get back up with 1BP. An Adventurer can finish off a Downed Monster by moving onto their square and using their attacking action.

Skeletons
Skeletons defend on white shields and skulls against piercing weapons, either shield against other non-crushing weapons and black shields against everything else.

Bravo, 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!
Gold Bearer

Exiled
Exiled
 
Posts: 1792
Joined: June 4th, 2012, 4:21 pm
Forum Language: British English
Hero:
Evil Sorcerer: Morcar
Usergroups:
Adventurers' Guild Group Member Champion Group Member

Re: Fire & Ice

Postby Sotiris » June 3rd, 2016, 6:25 am

Frost Wizard
Vladimir moves (lowest 2)
Sotiris rolled 3 6-sided dice:
5, 1, 2
2W,1N.

Pit Fighter
Bravo moves
Sotiris rolled 2 6-sided dice:
4, 3
1S of bRuno.
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!
User avatar
Sotiris

Necromancer
Necromancer
 
Posts: 345
Images: 13
Joined: November 10th, 2013, 3:23 am
Location: Athens, Greece
Forum Language: Ελληνικά
Hero:
Evil Sorcerer: Morcar
Usergroups:
Adventurers' Guild Group Member Artists Group Member Champion Group Member

Re: Fire & Ice

Postby Gold Bearer » June 3rd, 2016, 6:55 am

ImageImageChaos Ice Warrior: :redheart: :redheart: :redheart: :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 targets with Magic Resistance. Followers of Tzeentch are surrounded by magical energy, their melee attacks are classed as magical.

Chaos Warriors
Chaos Warriors defend with an extra dice if they didn't move during their previous turn, including on the turn that they're revealed.

Chaos Fire Warrior
Melee attacks are Fire based. Immune to Fire based attacks. Vulnerable to Ice based attacks. Explodes on death, hitting all adjacent Characters with a one skull fire based attack.

Chaos Ice Warrior
Melee attacks are Ice based. Immune to Ice based attacks. Vulnerable to Fire based attacks. Can freeze targets, if a target takes any damage roll a combat dice, on a skull or white shield they add one dice to their defence until the end of the EWP's next turn and on a skull they also miss their next turn.

Vulnerability
Characters who lose any BP to something that they are Vulnerable to are automatically killed.

Undead
When an Undead Monster is reduced to 0BP, place them lying down on their square. Downed Monsters don't block LOS or movement but you can't end a turn on their square unless you're attacking them. The EWP rolls a dice for each Downed Monster at the start of their turn. On a skull it gets back up but can't take a turn that round, on a white shield it stays down and on a black shield it gets back and can take a turn that round. Downed Monsters always get back up with 1BP. An Adventurer can finish off a Downed Monster by moving onto their square and using their attacking action.

Skeletons
Skeletons defend on white shields and skulls against piercing weapons, either shield against other non-crushing weapons and black shields against everything else.

Salvo, 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!
Gold Bearer

Exiled
Exiled
 
Posts: 1792
Joined: June 4th, 2012, 4:21 pm
Forum Language: British English
Hero:
Evil Sorcerer: Morcar
Usergroups:
Adventurers' Guild Group Member Champion Group Member

PreviousNext

Return to Play-by-Post Game Room

Who is online

Users browsing this forum: No registered users and 3 guests