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Old 03-05-2012, 07:50 PM   #151
cschex
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Roll 9 for movement. Elfie rushes in around the trap to Barbie's rescue. Rolls 2 skulls, no skulls
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Old 03-05-2012, 08:05 PM   #152
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You have to jump over the pit trap the Barbarian stumbled into and succeed, your blade slices deep into the zombified flesh and the creature falls. There are no more creature shere
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Old 03-05-2012, 08:11 PM   #153
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I'll search for traps, then treasure in order
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Old 03-05-2012, 08:12 PM   #154
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There are no traps, in here, other than the pit trap the Barbarian fell into. Barbarian, actions?
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Old 03-06-2012, 04:19 PM   #155
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Okay, since CF hasn;t been here in a while, I'm going oto assume he is taking this turn to climb out of the pit, rather than search it.


Elf, you search for treasure and discover a gem worth 35 gold! I assume CF searches for treasure and he locates a pouch of gold behind a panel in the wall worth 20 gold. The weapons on the rack are too broken with disuse.


Okay, everybody has searched this room, and there's one door leaving it. This appears to be the entry room to the Viceroy's Tomb.



Elf, Barbarian - what now?
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Old 03-06-2012, 04:51 PM   #156
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was at a game weekend the past two days but last i saw the elf had to move.
But it's cool if you need to assume moves and stuff. that's cool.
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Old 03-06-2012, 04:52 PM   #157
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move 7

kick open door and scream as I go through it to make sure monsters behind it know they are going to die.
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Old 03-06-2012, 06:42 PM   #158
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No prob, I wouldn't have taken your turn if we were facing a battle. As a reminder, I reserve the right to make basic choices for you in order to make things go a bit quicker, and getting out the pit was, I thought, a basic choice

Anyway, Elf, we're ready when you are!
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Old 03-06-2012, 07:20 PM   #159
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Roll 7 for movement, coming up behind Barbie
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Old 03-06-2012, 07:41 PM   #160
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Okay, the Elf goes first and moves in behind the Barbarian.

The Barbarian moves second and opens the door. beyond the door is the final crypt, and the tomb of the Viceroy. The items in here are much higher quality. Inside the tomb are a sarchophagus and the Viceroy herself.


The Viceroy is a mummy, and has been one for a long time. Due to the Magic used in her creation, and her age, she is very powerful. This Mummy is intelligent, and has three mind. Additionally, she get +1 to all stats, movement, attack and defense. She knows one random Chaos spell and cannot be targeted by spells or magic. However, due to her age, she only has one body point.

She is just two steps inside the room, and the Barbarian can reach her with te rest of his movement.
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Old 03-06-2012, 08:11 PM   #161
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I will cast healing on Barbie if he falls to 2 or below HP. Otherwise, I roll 1 skull, 2 skulls for attack
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Old 03-06-2012, 08:48 PM   #162
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pfffffff! a female mummy as if. everyone knows mummies are guys.
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Old 03-06-2012, 08:49 PM   #163
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Captain....CAAAAAAAAAAAAAAAAAAAVE-MA-a-a_a-a-a-A_A_A_A_A-aN!

attacks: 2 skulls, 1 skull, 2 skulls
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Old 03-06-2012, 09:59 PM   #164
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The Barbarian moves up to the evil Viceroy. His sword lights out and is on target, and the Mummified Corpse of the Viceroy moves quickly.


Let's roll all five defense dice on the Mummy's part one at a time.



Dice #1 - Skull - Nope, no block there!



Dice #2 - White Shield - No block there either!



Dice #3 - Black Shield - Uh oh, one block in by the Viceroy!!!



Dice #4 - Skull. No block there and just one more chance to block both Dice and to stay alive through his turn. Here we go........












Dice #5 - White Shield. No blocks! The Viceroy has taken one damage and fallen!!!







Good job Elf and Barbarians, you have dominated the First Quest!





You can keep all of the gold you found into the next Quest.
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Old 03-06-2012, 10:30 PM   #165
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Okay, let's talk about what worked and what didn't, and what changes may be necessary for the game going forward.
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Old 03-06-2012, 10:33 PM   #166
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need more MEN mummies. That can be challenge at least.
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Old 03-06-2012, 10:57 PM   #167
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the rolling multiple attacks at the beginning of each combat was great. Helped keep things fast in an area that typically makes games screech to a halt.
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Old 03-06-2012, 11:32 PM   #168
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Cool cool. I'd love a lot of useful comments, good or bad.



Okay, assuming our Elf and Barbarian want to continue, I am officially opening up our team to two new roles, Wizard and Dwarf. Because you've read the first Quest, the requirements are eased:


1). You need to read the instructions fully. many things were not done in this game, like searching for secret doors much, disarming traps or casting spells. You can find a copy here: http://www.yeoldeinn.com/downloads/s...on-booklet.pdf

2). You need to be on a lot. I don;t expect you to be around as much as these two were this weekend. Weekends can be a break. But I would like you to check in with the thread on a regular and ongoing basis, like these two did. If we can go at the same pace, we can knock out a Quest every week to two weeks, and that would be ideal.


3). You need to roll your own dice. If you don't have HQ dice, (Or Battle Masters or HeroScape dice) then roll 1d6 and:

1-3 Skull
4-5 White Shield
6 Black Shield



The first two people to sign up are in.


The next Quest will begin Thursday at 5:00 pm EST
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Old 03-06-2012, 11:43 PM   #169
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still in

yeah I wasn't doing a lot of searching. For some reason I thought the elf was better at it and I was worse. But inda staying in character too and just plowing through everything.

At first I was more staying together but then kinda realized we were both kinda okay on our own for a turn especially since we were always within one room of each other.

RPing is fun and added to the game for me.If there were more of it mixed in with the gameplay I"d like it even more.
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Old 03-06-2012, 11:47 PM   #170
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well we couldn't disarm traps or cast spells. well elf had a couple spells but don't know much about that. don't know how many chances he had to cast those. the dwarf and wizard would really have to own those areas.

as for treasure, it didn't seem to really hold much weight. I think if I we were in person it would seem a more tangible reward. It seems worthless tho. I can't remember. (have to look at the rules) can we actually buy things between quests? or is gold just gold?
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Old 03-07-2012, 12:04 AM   #171
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You get a chance to buy stuff between quests with your money. Remember you can also find magic items when you seach. Or you can find traps or wandering monsters. It's all random baby!


Here's the armory.


Let me know if anyone wants to buy anything.






Elf - 60 gold
Barbarian - 25 gold
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Old 03-07-2012, 12:20 AM   #172
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*SNIFF* ME ONLY HAVE ENOUGH FOR BAG OF KOBOLD SNOUTS.
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Old 03-07-2012, 12:26 AM   #173
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Quote:
Originally Posted by CrimsonFox View Post
*SNIFF* ME ONLY HAVE ENOUGH FOR BAG OF KOBOLD SNOUTS.

If you had searched for Treasure more, maybe you'd have enough for a Helmet, or a Potion you could take with you. Remember, each party member can search a room for treasure. You guys sorta dashed through the dungeon.
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Old 03-07-2012, 12:32 AM   #174
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Here's a little something that should be fun:



Starting in Quest #3, we will be adding elements that are not in the original HQ box. Perhaps a monster here or there that's unique to this campaign, or perhaps elements from the expansions. Maybe we'll introduce new artifacts, new items, or new terrain. It'll be slow and steady, but I have tons of ideas for new things.


Remember, the game only has eight enemies - Skeletons, Zombies, Mummies, Orcs, Goblins, Fimir, Gargoyle, Chaos Warriors plus a statless Chaos Warlock to represent special characters. Neither of the first two expansions add new monsters. Killing the same eight guys over and over again gets....boring. We'll shake things up a bit, steady, over time.
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Old 03-07-2012, 12:37 AM   #175
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i LIKE DAT. GIMME A MONSTER SHAKE!

(wit extra hot fudge)
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Old 03-07-2012, 12:38 AM   #176
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One final question, and then off to bed.

I'm considering adding a new rule.

11). Disengagement - Whenever a character moves away from a space adjacent to an enemy to a space that is not, that character rolls a die. If they roll a skull, they take a damage.


This is a rule from HeroScape, but not HQ. This would not affect people that are repositioning them self from in front of an enemy to side of them to clear up room for an ally to move in or something. That would be fine. Just leaving the base of the enemy completely results in a roll to see if damage is dealt. This would prevent some enemies from hitting and running permanently. There are fast low level monsters that could attack and flee a fast distance. If you could n;t catch up to them, you are screwed. Give them a simple missile weapon or the normal enemy ability to run over traps without disturbing them, and you have bid stuff coming. They could attack and run without end. Similarly, a hero such as the Elf engaged by a zombie or something couldnt run away without risking a 50/50 chance of taking another hit. I like making hit n runs more risky for both sides, but I wanted everyone's opinion before I implemented it. It's not a rule yet, just one I am considering.
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Old 03-07-2012, 12:39 AM   #177
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sounds too much like Attacks of Opportiunity to me :P
Don't like dat.


But do monsters really hit and run in this?
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Old 03-07-2012, 12:49 AM   #178
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Quote:
Originally Posted by CrimsonFox View Post
sounds too much like Attacks of Opportiunity to me :P
Don't like dat.


But do monsters really hit and run in this?

Just like Heroes can take an action after they move, or before, monsters may as well. I didn;t do it here, but I could. I think it would make more sense for characters that have Mind Points to do so. Mindless skeletons and zombie aren;t prone to strategy.But imagine a simple goblin with its 10 move constantly staying out of range of your melee fighters?
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Old 03-07-2012, 11:00 AM   #179
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Thought it worked really well. I liked that CF roleplayed the Barbarian plowing ahead, where my instinct is to stay in a clear room and search for everything. Thats a better "game" strategy but probably less likely of how those parties would act. I think a clearer delineation of the turn orders would be helpful, as there were a couple of times I was confused as to whether it was my turn or not.

As for "breakaway", I think it's ok in theory, but I'd like to see it have class bonuses, so that the more dexterous races would have a larger likelihood to breakaway w/out penalty.
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Old 03-07-2012, 02:37 PM   #180
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well for turn order. At first I was waiting for cschex to go but then realized that was dumb and would just post what I would do on my turn and then whenever cschex posted then abe would have both turns instead of then waiting for me to come back. aka...I just would post everything and let abe sort it out.

I do think plowing ahead was a pretty good strategy for my character both in game and RPwise. But I might take it slower now that I'm more familiar with how things go.
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Old 03-07-2012, 07:57 PM   #181
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Yeah, I'll think I'll make it clearer next game
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Old 03-08-2012, 04:34 PM   #182
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Alright let's get started with Quest #2. Are you keeping the same spells Elf? Are the two of your keeping the same turn order, or will Barbarian go first each turn?
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Old 03-08-2012, 04:37 PM   #183
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"Captain CAAAAAAAAVE-MAAAAAAAAAAAAAAN!" I charge down the stairs and into the new dungeon!

(I'll go first this round. Makes more sense really. Can keep the elf from getting hit.)

Rolled a 10 movement
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Old 03-08-2012, 04:40 PM   #184
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The quest info is in post #6, but I'll copy and paste it here too:




Quest #2 - Shakedown


After successfully ousting the undead threat from the small villa of Kexholm, your commanding officer has another, fairly easy place to assist. Dawn Rock is a small mountain hill in the middle of a wide meadow, and it stands by itself. It has several cave systems, one of which was widened into a old storage system for the local farms during winter and bad weather. A few weeks ago, a tribe of goblins moved in and took it over as a launching pad for attacks on the local agricultural interests. While they have large numbers, Capt Skye doesn't believe that they represent a major threat to the two of you. Their defenses have not yet been fully formed, and you are asked to go in and clean them out before they can build too many defenses. You expect few, if any, traps, but many goblins. Rumor has it that the goblins have a ruler that is not a goblin, but I guess you'll see.


This adventure ends when you've killed every goblin.
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Old 03-08-2012, 04:50 PM   #185
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Keep the same spells.

Elfie is thankful he "convinced" Tiny that it was easier to charge through if he went first. Elfie feels that he's better suited observing from the back (Roll 7 for movement, follow Tiny through whatever door he charges through)
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Old 03-08-2012, 04:53 PM   #186
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You begin in a decent sized room, and it's a bit stuffy. The Barbarian moves to the door and opens it into a hallway. There are several Goblins out here, milling around, as well as several doors. Here is the pic





The Barbarian is in front of the door, and there is a goblin and door in front of him, and one in front of a door to the Barbarian's right, and near the bottom of the pic. Rocks block the hallways past the doors in both directions
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Old 03-08-2012, 05:00 PM   #187
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The Turn order is:

Barbarian First
Elf Second
Abe Third



We are currently in the Barbarian;s move, and he still has an action afterwards
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Old 03-08-2012, 06:35 PM   #188
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"Elfy, one to the right and one forward. Me go straight. You can get other when it comes up to me. "

I charge and attack gob in front.
1 skull, 2 skulls.
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Old 03-08-2012, 06:59 PM   #189
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The Goblin falls after taking a sword in the gut. The Barbarian's turn has ended
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Old 03-08-2012, 07:26 PM   #190
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I run to the goblin on the right, just reaching it, Rolls 1 skull, no skull
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Old 03-08-2012, 07:48 PM   #191
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As you move towards it, you look down the open corridor and spy another door, a walled off area, and a goblin. You finish off the goblin you targeted, and it is my turn. Pic soon.
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Old 03-08-2012, 07:50 PM   #192
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The goblin runs up to the Elf and tries to poke it with its sword. It rolls a black shield and fails.


Turn #2 -

Barbarian
Elf
Me
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Old 03-08-2012, 07:52 PM   #193
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I left the dead goblins on the board for now to show where they are. The one down the corridor has run up behind the Elf, at the bottom, with the Barbarian at the top


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Old 03-08-2012, 08:01 PM   #194
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I Turn to attack, roll 1 skull, 2 skulls, waiting for Barbie
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Old 03-08-2012, 11:43 PM   #195
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mv 5 kick open door
charge any goblins inside
they fall
2 skulls. 2 skulls, 2 skulls
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Old 03-08-2012, 11:50 PM   #196
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Alright, Barbarian goes first. The door is opened and he sees a storage room. There are no goblins inside, just a room with some bags and boxes and furs. LMK if you want to do another action in the room, since you cannot reach the goblin next to Mr. Elf.

Elf stabs Mr Goblin, and it misses it's block, and dies as well.

The barbarian still has an action for Turn #2.


Let's go ahead and get actions for T#3 as well.
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Old 03-09-2012, 01:04 AM   #197
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Um....let's seee if I remember what dee elfy does in this case.um...he skorches....no dat;'s not it. "Hey elfy what you do in rooms like dis?" he yells..."oh wait he can't hear me he killin goblinz....wait i know...unga bunga...ME SEARCH!"
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Old 03-09-2012, 02:34 AM   #198
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CF, you can search for traps, treasure or secret doors. I need more specificity, and I also need actions for T#3 as well.
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Old 03-09-2012, 03:05 AM   #199
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TREASURE! THen Secret Doors! Then more treasure!
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Old 03-09-2012, 06:39 AM   #200
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Rolls 8 for movement, move to just inside the door of Barbie, search for treasure.
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