Pbp: Round 7 (Frozen Spire) - Descent 2e Campaign

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Re: Pbp: Round 7 (Frozen Spire) - Descent 2e Campaign

Post by Virral »

Steelhorns needed to roll a separate revive, he couldn't use the same roll as Challara.

New Result: 4 Health, 1 Stamina.

I'm going to assume he'll choose to use that Stamina to defend Challara.
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Re: Pbp: Round 7 (Frozen Spire) - Descent 2e Campaign

Post by Virral »

Overlord Draws 1 Card, puts me on 4.

Minion Elemental spawns on the Entrance.

Master Elemental uses Fire to attack both heroes using EB. As I said I assume that Steel defends, meaning he takes the attack twice and defends twice.

Attack: 9 Damage (2 from EB). I spend 1 Surge to return EB to my hand.

Defence 1: 5 Defence (1 from Shield, 1 from DT) = 4 Damage.
Defence 2: 4 Defence = 5 Damage.

The first was enough to KO him, I draw 1 card.

I play Frenzy, attacking Challara with EB. He misses, Expert Blow is discarded.

The Master Elemental finishes by moving to E1/F2.

Minion Elemental moves to H0/I1 and shoots Challara. 4 Damage vs 2 Defence = 2 Damage.

I finish up with 3 Cards.

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Re: Pbp: Round 7 (Frozen Spire) - Descent 2e Campaign

Post by Olaf_the_Stout »

Tetherys

Image
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 (1)
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.
Action: Move

Move to G6

Action: Running Shot

Move to G4

Shoot Master Elemental - Hits - 3 Damage + 2 Surges (+2 Damage & +1 Stamina) - 4 Armour (2 Pierce (Bow + Brightblaze) = 3 Damage
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Post by Virral »

I play Dark Fortitude, adding 2 defence. Reduces it to 1 damage.
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Re: Pbp: Round 7 (Frozen Spire) - Descent 2e Campaign

Post by OneEye »

Okaluk and Rakash

Image

Move to G4 (3 Movement)

Action #1 - Shoot Master - Shoot Master (Blue then Yellow): 2#1d6 6 3
Attack - Blue (6), Yellow (3) = 2 Damage +2 (surge) = 4 Damage
Defence - Master defence (Brown, Black): 2#1d6 3 3
Defence - Brown (3), Black (3) = 2 -1 (pierce) = 1 Defence
Result - 3 Damage!

Action #2 - Heroic - Revive Steelhorns (2 Red): 2#1d6 1 2
Result - 3HP

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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Re: Pbp: Round 7 (Frozen Spire) - Descent 2e Campaign

Post by Mathfuric »

Steelhorns charge!

Action: Heroic feat. Moving to E1 [pushing Master Elemental to E,F 2,3], continue movement through F1, G1 into H1 [pushing minor Elemental to I,J 0,1]. Tripped.

Action: Close door.

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: 3 (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: (used)
Last edited by Mathfuric on Wed Nov 27, 2013 9:17 am, edited 1 time in total.

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Re: Pbp: Round 7 (Frozen Spire) - Descent 2e Campaign

Post by OneEye »

Challara and Brightblaze

Image


Move Brightblaze to F1


Action #1 - Shoot Master - Shoot Master (Blue, Yellow, Yellow): 3#1d6 4 2 2
Attack - Blue (4), Yellow (2), Yellow (2) = 4 +2 (manaweave surge) = 6 Damage!
Defence - Master defence (Brown, Black): 2#1d6 1 4
Defence - Brown (1), Black (4) = 2 -1 (pierce) = 1 Defence
Result - 5 Damage!


Action #2 - Shoot Master - Shoot Master (Blue, Yellow, Yellow): 3#1d6 3 4 6
Attack - Blue (3), Yellow (4), Yellow (6) - 5 +2 (surge) =7 Damage! (+2 Stamina from Iron Will)
Defence - Master defence (Brown, Black): 2#1d6 4 4
Defence - Brown (4), Black (4) = 3 -1 (pierce) = 2 Defence
Result - 5 Damage and DEAD!

Move to C0 (1 Stamina)

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: 3 (10)
Knowledge: 4 Stamina: 1 (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)
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Re: Pbp: Round 7 (Frozen Spire) - Descent 2e Campaign

Post by Virral »

Whoa slow down there. On the last space of Steelhorns movement, I play Pit Trap. He tests awareness, if he fails he loses 1 HP and is stunned.

He fails, and is stunned. The door remains open, Steel on 2 health
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Re: Pbp: Round 7 (Frozen Spire) - Descent 2e Campaign

Post by Mathfuric »

Heroic feat I thought you couldn't play a movement card against it, because it wasn't movement?

Thus why I could not attack with my double movement skill.

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Post by Virral »

Tripwire is on a move action and wouldnt work. Pit Trap is just "enters a space"
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Re: Pbp: Round 7 (Frozen Spire) - Descent 2e Campaign

Post by Mathfuric »

Virral wrote:Tripwire is on a move action and wouldnt work. Pit Trap is just "enters a space"
Double standards :P

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Re: Pbp: Round 7 (Frozen Spire) - Descent 2e Campaign

Post by OneEye »

Hurry up MediocreLord!
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Re: Pbp: Round 7 (Frozen Spire) - Descent 2e Campaign

Post by Virral »

OneEye wrote:Hurry up MediocreLord!
I actually came on to double check that Challara's turn wasn't changing. I guess not, taking my turn now then :P
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Re: Pbp: Round 7 (Frozen Spire) - Descent 2e Campaign

Post by OneEye »

Yeah I considered not killing the Master and spinning in a circle but I thought that might make me dizzy and I struggle to think clearly at the best of times
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Re: Pbp: Round 7 (Frozen Spire) - Descent 2e Campaign

Post by Virral »

Overlord time. I draw 1 card (puts me on 2).

Master Elemental spawns on the entrance. He moves to E2/F3 (double move)

Minion Elemental moves to D0/E1 and attacks Challara. 5 Damage vs 2 Defence (1 from Ghost Armour) = 3 Damage. Challara is KO'ed, I draw 1 card.

That ends my turn. I play Blood Rage on the Master.

Attack 1: Vs Steelhorns. 4 Damage vs 5 Defence = 0 Damage.

Attack 2: Vs Okaluk. 5 Damage vs 2 Defence (1 from Shield) = 3 Damage. I play Critical Blow, spending 1 Surge to add 3 Damage. That's enough to KO Okaluk, I draw 1 card.

Master Elemental is Defeated.

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Re: Pbp: Round 7 (Frozen Spire) - Descent 2e Campaign

Post by Mathfuric »

Steelhorns finally will close door.

Action: Close door

Action: Rest

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: 2 (14)
Knowledge: 1 Stamina: 3 (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: (used)

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Re: Pbp: Round 7 (Frozen Spire) - Descent 2e Campaign

Post by Olaf_the_Stout »

Tetherys

Image
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 (1)
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.
Action: Revive Okaluk = 5 Health + 1 Stamina

Action: Running Shot

Move to G3

Shoot Minion Elemental - Hits - 3 Damage + 1 Surges (+2 Damage) - 2 Armour (2 Pierce (Bow + Brightblaze) = 5 Damage
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Re: Pbp: Round 7 (Frozen Spire) - Descent 2e Campaign

Post by Virral »

No cards being played.
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Re: Pbp: Round 7 (Frozen Spire) - Descent 2e Campaign

Post by OneEye »

Okaluk and Rakash

Image

Prayer of Healing on myself - Prayer of Healing (red): 1d6 1
Result - 1HP

Action #1 - Shoot Minion - Shoot Minion (Blue then Yellow): 2#1d6 2 3
Attack - Range 4, 3 +2 (surge) = 5 damage!
Defence - Minion Defence (Brown, Black): 2#1d6 5 1
Defence - Brown (5), Black (1) = 1 -1 (pierce) = 0 Defence
Result - 5 Damage and DEAD!

Action #2 - Pick up Fredrick

Move to C1 (4 Movement)

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: 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)
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Re: Pbp: Round 7 (Frozen Spire) - Descent 2e Campaign

Post by OneEye »

Challara and Brightblaze

Image

Revive Roll - Revive (2 red): 2#1d6 2 1
Result - 3HP

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: 3 (10)
Knowledge: 4 Stamina: 1 (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)
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