Ruinous Whispers (D2E Quest 1)

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Re: Ruinous Whispers (D2E Quest 1)

Post by redcard »

well it just doesn't make sense either way the way i figure it is they are just running panicked where they end up is anyone's choice

and i would be just as happy if they couldnt walk through anyone but either both or none

the problem is we are acting out of order a little and it gets confusing

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Re: Ruinous Whispers (D2E Quest 1)

Post by Virral »

redcard wrote:well it just doesn't make sense either way the way i figure it is they are just running panicked where they end up is anyone's choice

and i would be just as happy if they couldnt walk through anyone but either both or none

the problem is we are acting out of order a little and it gets confusing
Well come on, choose a spot already so we can stop being out of order!
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Re: Ruinous Whispers (D2E Quest 1)

Post by Virral »

Redcard moves Villager 1 to M3.

Villager 3's time to shine!

Brown = 2. I choose to move the Villager to I7 (through a monster nyaaah).

Reynhart the Chumptastic moves to H5.

Last up is Jain who is Stunned and Immobilized. Then Villager 4 will finish things off, so Math feel free to roll the Brown to see if you control them.
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Re: Ruinous Whispers (D2E Quest 1)

Post by Mathfuric »

Colour me green, this not be the treasure I be after.

Action: Unstun

Action: Heroic Feat. Attack Master Archer. Heroic Feat attack v Master Archer. Blue; Yellow: 1d6 4 1d6 6 = 4 damage + surge
Master Archer defence. Grey: 1d6 5 = 2 defence
Damage = 4 + 1 Delver - 2 = 3, thus dead Goblin.
Move to F12.

Use surge to gain Stamina.

Code: Select all

Jain 'Treasure Hunter' Fairwood (Scout)
Ability: When you suffer any amount of 'heart' from an attack, you may choose to suffer some or all of that amount as 'sweat drop' instead. you can not suffer 'sweat drop' in excess of your stamina.

Attributes: Characteristics:
Might: 2 Speed: 5
Willpower: 2 Health: 8 (8)
Knowledge: 3 Stamina: 4 (5)
Awareness: 4 Defence: 1 Grey

Equipment:
Leather Whip (Melee, one-handed): Reach. Blue, yellow. Surge - Pierce 1. Surge - Move target 1 space.
The dead mans compass (Trinket): Exhaust this card during your turn. If you are within 3 spaces of a search token, immediately gain 1 movement point.

Search Cards:
Warding Talisman (Item 50gp) FLIPPED

Class Skill(s):
Delver: If you are not adjacent to any other hero, each of your attacks gain +1 'heart'. Each time you draw a Search card, instead draw 2 and choose 1 to keep. The place the other search card either on the top or bottom of the Search deck.

Heroic Feat: 
You may move double your speed and preform an attack action. USED
Last edited by Mathfuric on Sat Mar 29, 2014 3:53 pm, edited 3 times in total.

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Re: Ruinous Whispers (D2E Quest 1)

Post by Virral »

Ok.... so I can see Math rolled for the Villager about half an hour ago, but never posted the outcome here? He didn't make any other rolls so I'm guessing that he intends to just unstun and rest, but I really need him to confirm before moving on to my turn.
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Re: Ruinous Whispers (D2E Quest 1)

Post by Mathfuric »

Traveller 4 roll. Traveler 4 control: 1d6 3 = Overlord control.

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Re: Ruinous Whispers (D2E Quest 1)

Post by Virral »

Traveller 4 moves to M5, Alric moves to O6.

Overlord turn incoming.
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Re: Ruinous Whispers (D2E Quest 1)

Post by Virral »

I've assumed that Jain rested and is back on full Stamina.

I draw 1 card, putting me on 5 total.

First, I'll activate the Witchers.

Witcher in J7 attacks Jain.

Attack: 5 Range, 3 Damage vs 1 Defence = 2 Damage. Two stamina used to make it 0 damage (3 stamina left).

Witcher then moves to F9.

Master Witcher activates and attacks Jain.

Attack: Miss!

Master Witcher moves to G9.

Witcher in J9 attacks Summoned Stone.

Attack:4 Range, 3 Damage vs 2 Defence = 1 Damage (sigh).

Witcher remains where he is.

Witcher in K9 attacks Jain.

Attack: 6 Range, 3 Damage vs 1 Defence. Two more stamina used to make it 0 damage. Jain on 1 stamina, so no more being used except to save her life.

Next, the Goblin Archers activate.

N9 says "Hey pretty lady, want to come back to my lair?" as he grabs the Captive woman. This reduces his Speed to 3 and removes Scamper. Then he moves to K8. (note the Captive Woman token now represents this Goblin).

I play Blinding Speed on Reynhart the Worthy. Reynhart must test Knowledge and Awareness. If he fails at least one, my Goblin gets 2 extra move. If he fails both, my Goblin gets 4 extra move. If he passes both, I get to draw 1 Overlord card.

Knowledge Test: He passes with FLYING COLOURS. I play Befuddle, forcing him to Retake the test with a +1 Defence (which is bad in this instance).

Knowledge Test 2: Wow that's more like it. Reynhart fails, Goblin with Captive gains 2 movement.

Awareness Test: He passes! I play Befuddle AGAIN (because hell, I'm probably not going to get another chance to use this card again this map).

Awareness Test 2: Atta boy! He fails, so my Goblin now has 4 additional movement.

Goblin with captive uses this additional movement to go to H10.

The Master Goblin yells "GO HELP 'IM BOYS!". Goblin in L6 moves to G10, and uses an action to shift Goblin with Captive to G11.

Goblin in L7 moves to H10 and uses an action to shift Goblin with Captive to F12.

Master Goblin moves to H9 and attacks the Summoned Stone.

Attack: 5 Damage (2 from Surge) vs 0 Defence = Dead Stone.

Master Goblin moves into I9.

Goblin in L8 attacks Jain.

Attack: 3 Damage vs 1 Defence = 2 Damage.

Goblin then moves to H9.

I finish my turn with 2 cards.

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Re: Ruinous Whispers (D2E Quest 1)

Post by Virral »

Ugh, next time this happens I am not redoing things. DO NOT EDIT POSTS AND ADD NEW INFORMATION, I WILL NOT ALWAYS RE-READ THINGS BECAUSE I UPDATE THE MAP PERIODICALLY AS YOU GUYS TAKE TURNS.

The overlord turn above is scrubbed. New turn incoming.
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Re: Ruinous Whispers (D2E Quest 1)

Post by OneEye »

Pity it wasn't me that did it, then you would just say tough luck...
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Re: Ruinous Whispers (D2E Quest 1)

Post by Mathfuric »

Don't worry about it Virral my mistake and I'll live with it. We'll just hit the search points and carry on.

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Re: Ruinous Whispers (D2E Quest 1)

Post by Virral »

No it's such a fundamental difference I really don't have a choice.
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Re: Ruinous Whispers (D2E Quest 1)

Post by Virral »

I draw 1 card, puts me on 5.

Master Archer spawns in D6.

I activate the Witchers.

J9 attacks the Stone.

Attack = 3 Damage vs 1 Defence = 2 Damage. Stone is dead.

Witcher moves to G10.

K9 moves to H10 (3 move), attacks Jain.

Attack = 2 Range, 3 Damage + Curse (Surge) vs 0 Defence. Jain burns 3 Stamina to reduce to 0 damage.

Witcher keeps moving to G9

Witcher in J7 moves to H10 (3 move), attacks Jain.

Attack = Miss!

Witcher keeps moving to I9.

Master Witcher double moves, ending in G12.

Goblin Archers Activate.

Master Archer double moves, ending in G13.

Goblin in I9 takes captive (henceforth known as GwC). GwC moves to K8, and I play Blinding Speed on Reynhart.

Knowledge: Failed, GwC gains 2 movement.

Awareness: Passed! I play Befuddle.
Awareness 2: Failed, GwC gains 2 movement.

GwC moves to H10.

L6 moves to H9, assists GwC to I11.
L7 moves to H10, assists GwC to I12.
L8 double moves, ending in G11.

I finish my turn on 3 cards.

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Re: Ruinous Whispers (D2E Quest 1)

Post by OneEye »

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Reynhart the Worthy

Move to H8 (3 Movement)

Action #1- Attack Goblin (H9) - Attack Goblin H9 with Rage (Blue, Red): 2#1d6 6 6
Attack - Blue (6), Red (6) = 4+2 (Rage and surge) = 6 Damage (2nd surge for stamina)
Defence - Goblin Defence (Grey): 1d6 5
Defence - Grey (5) - 2 Defence
Result - 4 Damage and DEAD!

I'm out for the rest of the night so someone take my villager movement or any other rolls from cards if needed

Code: Select all

[b]Name: Reynhart the Worthy (Warrior)[/b]
Ability: If you roll an X during an attack roll, you may suffer 1 Stamina to reroll 1 attack dice. Limit once per attack.

Attributes: Characteristics:
Might: 3 Speed: 4
Willpower: 4 Health: 12
Knowledge: 1 Stamina: 1 (4)
Awareness: 3 Defence: 1 Grey

Equipment:
Chipped Greataxe: Blue/Red attack dice. Surge +1 Damage (can be used twice per attack)

Class Skill(s):
Rage: Costs 1 Stamina. Perform an attack with a melee weapon. This attack gains +1 damage

Heroic Feat: 
Use after rolling an X during an attack roll to recover all of your Stamina and to reroll any or all of the dice in your attack pool.
Last edited by OneEye on Sun Mar 30, 2014 9:39 pm, edited 1 time in total.
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Re: Ruinous Whispers (D2E Quest 1)

Post by Virral »

Ok, Villager 3 looks excited and ready to act!

Brown = 4. Someone move the Villager on OneEyes behalf please.
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Re: Ruinous Whispers (D2E Quest 1)

Post by Fassbinder75 »

Ok he can wander off to K6.

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Re: Ruinous Whispers (D2E Quest 1)

Post by Virral »

Well not quite, but I get your intention. I'll put him in K5 (has to be a straight line).

Spoilsport :P
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Re: Ruinous Whispers (D2E Quest 1)

Post by Mathfuric »

Virral wrote:Well not quite, but I get your intention. I'll put him in K5 (has to be a straight line).

Spoilsport :P
I think straight lines confuse us :P

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Re: Ruinous Whispers (D2E Quest 1)

Post by Fassbinder75 »

rules, rules, rules, rules, rules. Wouldn't be a FFG game without ;D

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Re: Ruinous Whispers (D2E Quest 1)

Post by Fassbinder75 »

Ok, I'll begin by taking a free stamina (now having 2 available) courtesy of being in range of Reynhart.

Action 1 Move to G8

Action 2 Use Terracall (1 stamina) to summon stone in H11.

Activate Stone to attack the ball carrier goblin:

"Pop quiz, hotshot"

Blue, Yellow: 2#1d6 3 2

Range 4 (good), 2 damage + 1 damage = 3 damage

Goblin rolls to defend:

Grey: 1d6 1

3 damage - 0 defence = 3 wounds and DEAD.

The mark is free, at least temporarily. I'm back to 1 stamina.

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