Pbp: Round 7 (Frozen Spire) - Descent 2e Campaign
- Virral
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Re: Pbp: Round 7 (Frozen Spire) - Descent 2e Campaign
Search 1: A big fat nothing.
Search 2: Power Potion (50g)
1 - Nothing (0g)
2 - Power Potion (50g)
3 - Stamina Potion (25g)
4 - Stamina Potion (25g)
5 - Stamina Potion (25g)
6 - Health Potion (25g)
7 - Health Potion (25g)
8 - Health Potion (25g)
9 - Warding Talisman (50g)
10 - Fire Flask (50g)
11 - Curse Doll (50g)
12 - Treasure Chest (0g)
Search 2: Power Potion (50g)
1 - Nothing (0g)
2 - Power Potion (50g)
3 - Stamina Potion (25g)
4 - Stamina Potion (25g)
5 - Stamina Potion (25g)
6 - Health Potion (25g)
7 - Health Potion (25g)
8 - Health Potion (25g)
9 - Warding Talisman (50g)
10 - Fire Flask (50g)
11 - Curse Doll (50g)
12 - Treasure Chest (0g)
Nothing to see here!
- Mathfuric
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Re: Pbp: Round 7 (Frozen Spire) - Descent 2e Campaign
What does a power potion do?
- Virral
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Re: Pbp: Round 7 (Frozen Spire) - Descent 2e Campaign
I know One Eye isn't going to use it though, because he cried like a little baby that the mean Overlord got rerolls when the Heroes never do!
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- OneEye
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Re: Pbp: Round 7 (Frozen Spire) - Descent 2e Campaign
No we deserve it for that very reason ya git
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- Virral
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Re: Pbp: Round 7 (Frozen Spire) - Descent 2e Campaign
Hey I took the rerolls out of my hand for this map, I was worried I might get drowned in a river of your tears 

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- OneEye
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Re: Pbp: Round 7 (Frozen Spire) - Descent 2e Campaign
My tears of joy are reserved for when we ruin your day and win the final map Mr Underlord 

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- Virral
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Re: Pbp: Round 7 (Frozen Spire) - Descent 2e Campaign
Overlord Time, I draw 1 card.
I play Dark Charm on Steelhorns. He passes (shiiiiiiiiiii-). As a consolation I get to draw 1 card
The Minion Elemental steps forward one space to E0/F1. He uses his Fire action to attack both adventurers with Expert Blow. Steelhorns uses 1 stamina to take both attacks on himself (defences rolled separately.
8 Damage (2 from EB). I spend a Surge to return EB to my hand.
Defence 1 = 5 (1 from Shield) = 3 Damage
Defence 2 = 5 (1 from DT) = 3 Damage.
Total is 6 Damage to Steelhorns. Elemental keeps moving to E3/F4.
Master Elemental Steps forward to F0, expanding to E0/F1. He also uses his Fire attack, with Expert Blow. Again Steelhorns uses Defend (rationale: Even though Steel is on 1 health and Challara is in much better shape, I think you'd agree that Steel being KO'ed is preferable to Steel being KO'ed plus Challara being hurt/KO'ed).
Attack: 8 Damage (2 from EB). I use a surge to return EB to my hand.
Defence 1: 6 Defence (2 from Shield and DT) = 2 Damage
Defence 2: 2 Defence = 6 Damage
Overall, Steel is KO'ed. I draw 1 card.
That ends my turn.
I then play Blood Rage, on the Minion Elemental. He has LOS through the pinch from F3 to D0 (I left him on the map and drew the LOS to show how it works).
Attack 1 vs Chal with EB: 6 Damage (2 from EB) vs 6 Defence (5 from Stamina) = 0 Damage. I spend a surge to return EB to my hand.
Attack 2 vs Chal with EB: 8 Damage (2 from EB) vs 4 Defence (1 from Stamina) = 5 Damage. I play Dark Might to give me a Surge, which I use to return EB to my hand (yes, I have been freaking lucky rolling surges up until now!)
That second hit is just enough to KO Challara, I draw 1 card. The Minion Elemental is defeated.
Note: That is the end of my deck again, discarded cards get reshuffled.
I finish up my turn with 4 cards in my hand.


I play Dark Charm on Steelhorns. He passes (shiiiiiiiiiii-). As a consolation I get to draw 1 card
The Minion Elemental steps forward one space to E0/F1. He uses his Fire action to attack both adventurers with Expert Blow. Steelhorns uses 1 stamina to take both attacks on himself (defences rolled separately.
8 Damage (2 from EB). I spend a Surge to return EB to my hand.
Defence 1 = 5 (1 from Shield) = 3 Damage
Defence 2 = 5 (1 from DT) = 3 Damage.
Total is 6 Damage to Steelhorns. Elemental keeps moving to E3/F4.
Master Elemental Steps forward to F0, expanding to E0/F1. He also uses his Fire attack, with Expert Blow. Again Steelhorns uses Defend (rationale: Even though Steel is on 1 health and Challara is in much better shape, I think you'd agree that Steel being KO'ed is preferable to Steel being KO'ed plus Challara being hurt/KO'ed).
Attack: 8 Damage (2 from EB). I use a surge to return EB to my hand.
Defence 1: 6 Defence (2 from Shield and DT) = 2 Damage
Defence 2: 2 Defence = 6 Damage
Overall, Steel is KO'ed. I draw 1 card.
That ends my turn.
I then play Blood Rage, on the Minion Elemental. He has LOS through the pinch from F3 to D0 (I left him on the map and drew the LOS to show how it works).
Attack 1 vs Chal with EB: 6 Damage (2 from EB) vs 6 Defence (5 from Stamina) = 0 Damage. I spend a surge to return EB to my hand.
Attack 2 vs Chal with EB: 8 Damage (2 from EB) vs 4 Defence (1 from Stamina) = 5 Damage. I play Dark Might to give me a Surge, which I use to return EB to my hand (yes, I have been freaking lucky rolling surges up until now!)
That second hit is just enough to KO Challara, I draw 1 card. The Minion Elemental is defeated.
Note: That is the end of my deck again, discarded cards get reshuffled.
I finish up my turn with 4 cards in my hand.


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- OneEye
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Re: Pbp: Round 7 (Frozen Spire) - Descent 2e Campaign
Wrong thread
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- OneEye
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Re: Pbp: Round 7 (Frozen Spire) - Descent 2e Campaign
Okaluk and Rakash

TURN REVOKED SEE BELOW

TURN REVOKED SEE BELOW
Code: Select all
Name: Okaluk and Rakash (Healer)
Ability: In addition to your 2 actions on your turn, you always receive 4 movement points.
Attributes: Characteristics:
Might: 3 Speed: 2
Willpower: 3 Health: 4 (8+2)
Knowledge: 2 Stamina: 0 (3)
Awareness: 3 Defence: 1 Grey
[b]Current XP - 2[/b]
Equipment:
Crossbow: Pierce 1, Surge +2 damage or +1 damage and move target 1 square - Blue and Yellow damage.
Wooden Shield: One Hand, Shield, Exhaust Card after rolling to add 1 Defence.
Leather Armour: +2 Health
Class Skill(s):
Prayer of Healing: Cost 1 Fatigue, Exhaust this card during your turn and choose yourself or an adjacent hero. Roll 1 Red Die, chosen Hero gains Health equal to roll (this is not an Action).
Time of Need: Action. You Receive 2 movement points and recover 2 Stamina
Radiant Light: Action, Cost 3 Fatigue. Roll 1 Red Die. Each Hero in your line of sight (including yourself) recovers the amount of Health rolled. Each monster in your line of sight suffers the amount of Damage rolled.
Heroic Feat:
Action: You may revive all knocked out heroes within 3 spaces of you. Make one roll and apply it to all knocked out heroes. (delete section when used)
Last edited by OneEye on Sun Nov 24, 2013 1:48 pm, edited 2 times in total.
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- OneEye
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Re: Pbp: Round 7 (Frozen Spire) - Descent 2e Campaign
Challara and Brightblaze

Move Brightblaze to F1
Revive Roll - Revive Chall: 2#1d6 5 2
Result - 5HP
Action #1 - Shoot Master - Shoot Master (Blue, Yellow, Yellow): 3#1d6 2 6 6
Result - Blue (2), Yellow (6), Yellow (6) = 2 Range, 6 Damage +2 (surge) = 8 Damage (+2 Stamina from Iron Will, 3rd surge wasted)
Defence - Elemental Defence (Brown, Black): 2#1d6 3 2
Defence - Brown (3), Black (2) - 2 Defence -1 (pierce) = 1 Defence
Result - 7 Damage!
Action #2 - Shoot Master - Shoot Master (Blue, Yellow, Yellow): 3#1d6 3 2 4
Attack - Blue (3), Yellow (2), Yellow (4) = 4 Damage +2 surge +2 (manaweave to use Runic Knowledge -1 stam) = 8 Damage!
Defence - Elemental Defence (Brown, Black): 2#1d6 4 2
Defence - Brown (4), Black (2) = 3 -1 (pierce) = 2 Defence
Result = 6 Damage and DEAD!

Move Brightblaze to F1
Revive Roll - Revive Chall: 2#1d6 5 2
Result - 5HP
Action #1 - Shoot Master - Shoot Master (Blue, Yellow, Yellow): 3#1d6 2 6 6
Result - Blue (2), Yellow (6), Yellow (6) = 2 Range, 6 Damage +2 (surge) = 8 Damage (+2 Stamina from Iron Will, 3rd surge wasted)
Defence - Elemental Defence (Brown, Black): 2#1d6 3 2
Defence - Brown (3), Black (2) - 2 Defence -1 (pierce) = 1 Defence
Result - 7 Damage!
Action #2 - Shoot Master - Shoot Master (Blue, Yellow, Yellow): 3#1d6 3 2 4
Attack - Blue (3), Yellow (2), Yellow (4) = 4 Damage +2 surge +2 (manaweave to use Runic Knowledge -1 stam) = 8 Damage!
Defence - Elemental Defence (Brown, Black): 2#1d6 4 2
Defence - Brown (4), Black (2) = 3 -1 (pierce) = 2 Defence
Result = 6 Damage and DEAD!
Code: Select all
Name: Challara and Brightblaze (Mage)
Ability: At the beginning of each encounter, place Brightblaze in your space (Brightblaze is Move 4, grants Pierce 1 for any attacks against Monsters adjacent to Brightblaze).
Attributes: Characteristics:
Might: 3 Speed: 3
Willpower: 3 Health: 5 (10)
Knowledge: 4 Stamina: 0 (6)
Awareness: 1 Defence: 1 Silver
Equipment:
Weapon: Ice Storm 2 Handed. Magic. Rune. 1 Blue, 2 Yellow. Surge = Immobilize [b]or[/b] +2 Damage.
Mana Weave: Trinket. Rune. Add Surge to result. Exhaust after use.
Class Skill(s):
Runic Knowledge. While you have a Magic or Rune weapon equipped, each of your attacks gains Surge = Suffer 1 Fatigue to gain 2 Damage.
Exploding Rune (1). Action, cost 1 Fatigue. Perform an attack with a Rune Weapon, this Attack gains Blast.
Iron Will (2). You gain +1 Stamina. Each time you spend 1 Surge to regain Stamina, you gain 2 instead of 1.
Ghost Armour (1). After you roll defence dice when attacked, pay 1 Fatigue to add 1 Defence.
Heroic Feat: Action. Perform an attack. Before the attack roll, you may move Brightblaze to an empty space adjacent to your target (Not used)
Last edited by OneEye on Sun Nov 24, 2013 1:51 pm, edited 2 times in total.
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- Virral
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Re: Pbp: Round 7 (Frozen Spire) - Descent 2e Campaign
First space where okaluk is next to Teth I play Web Trap. You both test strength, anyone who fails is immobilized
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- OneEye
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Re: Pbp: Round 7 (Frozen Spire) - Descent 2e Campaign
He never is... Okaluk moved into the G squares in the first movement.
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- OneEye
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Re: Pbp: Round 7 (Frozen Spire) - Descent 2e Campaign
In all honesty I hadn't considered the path but its a situation where I can choose.
Roll in a second
Roll in a second
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- OneEye
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Re: Pbp: Round 7 (Frozen Spire) - Descent 2e Campaign
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- OneEye
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Re: Pbp: Round 7 (Frozen Spire) - Descent 2e Campaign
Okaluk and Rakash

Move to G9 (then immobilized)
Action #1 - Time of Need
Move to G7
Prayer of Healing - Prayer of Healing (Red): 1d6 4
Result - 2HP
Action #2 - Rest

Move to G9 (then immobilized)
Action #1 - Time of Need
Move to G7
Prayer of Healing - Prayer of Healing (Red): 1d6 4
Result - 2HP
Action #2 - Rest
Code: Select all
Name: Okaluk and Rakash (Healer)
Ability: In addition to your 2 actions on your turn, you always receive 4 movement points.
Attributes: Characteristics:
Might: 3 Speed: 2
Willpower: 3 Health: 6 (8+2)
Knowledge: 2 Stamina: 3 (3)
Awareness: 3 Defence: 1 Grey
[b]Current XP - 2[/b]
Equipment:
Crossbow: Pierce 1, Surge +2 damage or +1 damage and move target 1 square - Blue and Yellow damage.
Wooden Shield: One Hand, Shield, Exhaust Card after rolling to add 1 Defence.
Leather Armour: +2 Health
Class Skill(s):
Prayer of Healing: Cost 1 Fatigue, Exhaust this card during your turn and choose yourself or an adjacent hero. Roll 1 Red Die, chosen Hero gains Health equal to roll (this is not an Action).
Time of Need: Action. You Receive 2 movement points and recover 2 Stamina
Radiant Light: Action, Cost 3 Fatigue. Roll 1 Red Die. Each Hero in your line of sight (including yourself) recovers the amount of Health rolled. Each monster in your line of sight suffers the amount of Damage rolled.
Heroic Feat:
Action: You may revive all knocked out heroes within 3 spaces of you. Make one roll and apply it to all knocked out heroes. (delete section when used)
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- Mathfuric
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Re: Pbp: Round 7 (Frozen Spire) - Descent 2e Campaign
Steelhorns have massive headache.
Action: Revive
Heroic to Revive Chall/Steel: 2#1d6 5 2 = 5HP
Action: Revive
Heroic to Revive Chall/Steel: 2#1d6 5 2 = 5HP
Code: Select all
Name: Steelhorns (Fighter/Knight)
Ability: If you perform 2 move actions you may suffer 1 Fatigue to perform an attack at the end of your turn.
Attributes: Characteristics:
Might: 5 Speed: 4
Willpower: 3 Health: 5 (14)
Knowledge: 1 Stamina: 0 (3)
Awareness: 2 Defence: 2 Grey (Chainmail) + 1 Brown (shield)
Equipment:
Mace of Kellos (Melee): One Handed, Hammer. Surge = Each animal adjacent suffers 1 damage, or Recover 1 damage. 1 Blue, 1 Red, 1 Yellow Die.
Chain Mail (Heavy), 150gp: Additional Grey dice for defence. Speed cannot be increased past 4.
Iron Shield, 50gp: One Handed, Shield. Exhaust this card after rolling defense dice to either reroll 1 die or add 1 defence to the results.
Class Skill(s):
Oath of Honour: Action, Cost 1 Fatigue. Choose another hero within 3 spaces of you who has a monster adjacent to him. Place your hero figure in the closest empty space adjacent to the monster and perform an attack with a Melee weapon against that monster.
Defend (1 XP): When a hero adjacent to you is targeted by an attack, use this card (Cost 1 Fatigue) to instead declare yourself as the target. Range and line of sight are still measured to the targeted heroes space. (Note this would be tricky to do in an online setting, you'd need to nominate who you are protecting etc before I take my turn).
Defence Training (2 XP): As long as you have a Shield equipped, add 1 additional Brown die to your defence pool (even if this card is exhausted). When you would exhaust your currently equipped Shield (such as to use the Shield's ability), you may exhaust this card instead.
Shield Slam (2 XP): While you have a Shield equipped (even if exhausted), each of your attacks with a Melee weapon gain: Surge = Choose a monster adjacent to you. That monster is stunned.
Heroic Feat: Move your Speed. During this movement, you may enter spaces occupied by monster figures and move those figures into an adjacent empty space (or closest empty space) of your choice. (delete section when used)
- Olaf_the_Stout
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Re: Pbp: Round 7 (Frozen Spire) - Descent 2e Campaign
Tetherys

Tetherys Character Sheet
Action: Move
Move to L8
Action: Search - 10 - Fire Flask and 50gp.
Move to K8

Tetherys Character Sheet
Code: Select all
Name: Tetherys (Scout)
Ability: You may always roll your attack dice before your target rolls its defence dice. Each time after rolling your attack dice, you may choose to instead attack a different valid target. This new attack uses the same attack roll.
Attributes: Characteristics:
Might: 3 Speed: 4
Willpower: 1 Health: 10 (5)
Knowledge: 2 Stamina: 5 (0)
Awareness: 5 Defence: 1 Silver
Equipment:
Latari Longbow (Ranged): 2 Handed, Bow. Pierce 1. Surge = +2 Range or +2 Damage. 1 Blue, 2 Yellow die
Ring of Power: +1 Stamina
Class Skill(s)
Nimble: Cost 1 Fatigue. Each time a monster moves into a space adjacent to you, you may use this card to move 1 space; then the monster may continue it's activation.
Heroic Feat: Use after rolling your attack dice to choose a second valid target for your attack. Both targets are affected by the attack and roll defense dice separately. (delete section when used)
Danger Sense (1 XP): Action, Cost 2 Fatigue. Exhaust this card to force the overlord to discard 1 Overlord card from his hand at random.
Running Shot (3 XP). Each time you perform an attack with a Bow, you receive 2 movement points before or after the attack. If you have Heavy Armour equipped, you receive only 1 movement point instead.
Move to L8
Action: Search - 10 - Fire Flask and 50gp.
Move to K8