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

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

Post by OneEye »

You know what though? I freely admit I was easy to fire up years ago but this is forum that started it all. This is where my innocent attempt at creating and sharing some basic fluff started me along the journey of disliking many of the long term FUMBBL coaches...

http://fumbbl.com/index.php?name=PNphpB ... ic&t=12726
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Re: Pbp: Round 7 (Frozen Spire) - Descent 2e Campaign

Post by Mathfuric »

Dude that took some reading and I was only 5 pages in, did it take out thread of the year?

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

Post by Olaf_the_Stout »

How about we discuss this somewhere else besides the game thread. I have a hard enough time following what's going on as it is! :D
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Re: Pbp: Round 7 (Frozen Spire) - Descent 2e Campaign

Post by OneEye »

Haha no I don't think it was even nominated! That's because back then, there was a massive argument thread almost every few days. The very same 8-10 coaches regularly entered simple forum discussions to tell everyone what they can/cannot think and/or do. Needless to say there were many, many, many threads just like this one that went for 20,30, 50 odd pages!

If you want a laugh at some serious internet nerd rage, read through the 2009-2011 FUMMBL threads.

This game thread is almost over... stick a fork in Virral he is done! ;D
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Re: Pbp: Round 7 (Frozen Spire) - Descent 2e Campaign

Post by Virral »

Ok, Overlord time. I draw 1 card (puts me on three).

I play Dark Charm on Steelhorns. He tests willpower. He fails.

"Steelhorns, you have a fly on your nose", I say and his mace automatically flies up at his face to swat the imaginary annoyance. 4 Damage vs 4 Defence. "Hey Steelhorns, why don't you reroll that Grey 6 using your shield?" I say. Sure he says.

New outcome is 4 Damage vs 2 Defence = 2 Damage. Silly Moo Cow smashes himself in the face with his mace, knocking himself out.

Master Elemental spawns, and moves to J1 (expanding to I0/J1 - 3 move). He opens the door, and steps forward to H1 (expanding to G0/H1.).

At this point I would FREAKING LOVE to play Reinforcements......... but I can't :'( :'( :'(

Do me a solid and fail to open that door multiple times please.

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

Post by OneEye »

Challara and Brightblaze

Image

Action #1 - Shoot Master - Shoot Master (Blue, Yellow, Yellow): 3#1d6 1 1 2
Result - Miss! - FFFFFFFFFFFFFUUUUU... those rolls opened the door without an issue...

Action #2 - Open Door - Open Door (Grey, Black): 2#1d6 5 5
Result - Fail!


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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Post by Virral »

You magnificent bastard! Teth cannot try and open the door from a blocked space.
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Re: Pbp: Round 7 (Frozen Spire) - Descent 2e Campaign

Post by OneEye »

Yep... absolute fail of a turn. Challara has been the rock this entire map then goes and muffs it at the final hurdle.
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Re: Pbp: Round 7 (Frozen Spire) - Descent 2e Campaign

Post by OneEye »

Okaluk and Rakash

Image

Action #1 - Open Door - Open Door (Grey, Black): 2#1d6 5 5
Result - Fail...

Action #2 - Shoot Master - Shoot Master (Blue, Yellow): 2#1d6 6 5
Attack - Blue (6), Yellow (5) = 3 damage +2 = 5 damage
Defence - Master Defence (Grey, Black): 2#1d6 4 6
Defence - Grey (4), Black (6) = 5 -2 (pierce and blaze) = 3 Defence
Result - 2 Damage!

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 Olaf_the_Stout »

Tetherys

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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: Running Shot

Move to E1

Shoot Elemental - Miss

Action: Running Shot

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

Post by Rabid_Bogscum »

ba ha ha ha .. greatest turn ever :P
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Re: Pbp: Round 7 (Frozen Spire) - Descent 2e Campaign

Post by Virral »

Steelhorns Revives, 5 Health 1 Stamina
Nothing to see here!

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

Post by Virral »

Overlord time, I draw 1 card (4 total)

Minion Elemental Spawns.

Master steps forward one space, and blasts Okaluk. 5 Damage vs 3 Defence (1 from Shield) = 2 Damage. He keeps moving to E2/F3.

Minion Elemental steps up to where you see him.

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

Post by OneEye »

Challara and Brightblaze

Image

Action #1 - Shoots Mast...ahaha fooled ya! Open door - Open Door (Grey, Black): 2#1d6 6 6
Result - Spectacular Fail!

Action #2 - Open Door - Open Door (Grey, Black): 2#1d6 4 5
Result - sigh...

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)
Last edited by OneEye on Wed Nov 27, 2013 11:05 pm, edited 1 time in total.
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Re: Pbp: Round 7 (Frozen Spire) - Descent 2e Campaign

Post by OneEye »

Okaluk and Rakash

Image

Action #1 - Open Door Open Door (Grey, Black): 2#1d6 5 3
Result - nope...

Action #2 - Open Door - Open Door (Grey, Black): 2#1d6 1 4
Result - OMG FINALLY!

Move to A1

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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Post by Virral »

Well done team, your first win since the tutorial mission!

You each gain 2xp. Because im nice, im offering everyone a chance to reset thier xp and the skills they want.

Also you have 200 gold to spend. Im supposed to deal out 5 cards but instead ill give you the full range of act2 gear to choose from (see the shopping thread).

Remember, after this both money and spare xp are meaningless so use it or lose it.
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Re: Pbp: Round 7 (Frozen Spire) - Descent 2e Campaign

Post by Rabid_Bogscum »

so do you want me back... ????
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Re: Pbp: Round 7 (Frozen Spire) - Descent 2e Campaign

Post by Virral »

Are you going to play nicely with the other children? :P
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Re: Pbp: Round 7 (Frozen Spire) - Descent 2e Campaign

Post by Mathfuric »

Rabid_Bogscum wrote:so do you want me back... ????
You are always welcome back mate ;D

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

Post by OneEye »

Yeah so long as you don't have a fit every time things don't go to plan
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