Ruinous Whispers (D2E Quest 1)

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Re: Ruinous Whispers (D2E Quest 1)

Post by Virral »

Ahhh Quellen, you clumsy mage :)

I play... GREASE TRAP! When you step into G8.

Image

Quellen Tests Awareness: Fails ;D

Quellen slips, smashing into the Goblin in front of him. It costs him 2 stamina and 1 health, and because he is a mage it also Stuns him.

His second action must be used to Unstun.
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Re: Ruinous Whispers (D2E Quest 1)

Post by Virral »

Villager 4, your time to shine!

Brown = 6 (Boo!)

Fassbinder, choose where Number 4 is headed, presumably directly away from the action ::)
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Re: Ruinous Whispers (D2E Quest 1)

Post by Fassbinder75 »

Five days in and I finally got a turn that didn't suck, until it did.

Villager can walk into oblivion at M3

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Re: Ruinous Whispers (D2E Quest 1)

Post by Mathfuric »

Ye be leaving it to a wowmen then.

Move: Jain heads to H13

Action: Attacks Ball Carrying Archer in I12. Whip v Goblin Archer I12. Blue; Yellow: 1d6 2 1d6 3 = 3 damage + surge.
Gobbo Archer defence. Grey: 1d6 3 = 1 defence
Damage: 3 -1 = 2 damage and dead Goblin. Surge used to move Goblin and Girl to I13.

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: 6 (8)
Knowledge: 3 Stamina: 1 (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

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Re: Ruinous Whispers (D2E Quest 1)

Post by redcard »

In the interest of speed i will need someone to roll some dice for me as work has now blocked orkos :( for adult content
so i will burn stamina to move to l7

then move to h9

and provided i havent been interrupted attack goblin in h10

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Re: Ruinous Whispers (D2E Quest 1)

Post by Virral »

Well first, Villager 1 gets his chance to foul things up ;)

Brown = 1. Gooooood villager, you panic like crazy! He moves to N7, Alric is moved to P5.
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Re: Ruinous Whispers (D2E Quest 1)

Post by redcard »

meh same shot just from i8 then

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Re: Ruinous Whispers (D2E Quest 1)

Post by redcard »

shot is
blue green then defence
(not linked as on phone)
5,5,1

wow 5's are terrible
1 damage and 1 surge vs 0 defense = 1 damage and i will use the surge to poison the goblin
which will kill him when he activates

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Re: Ruinous Whispers (D2E Quest 1)

Post by Mathfuric »

Albrights attack.

Ranged attack v Goblin Archer. Blue; Yellow: 1d6 3 1d6 3 = 3 damage.
Goblin Archer defence. Grey: 1d6 2 = 1 defence
Damage: 3 - 1 = 2 damage and dead Goblin.


Don't worry about this then. Got it wrong anyway :(

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Re: Ruinous Whispers (D2E Quest 1)

Post by Virral »

Not so fast, Alric the Sour!

I play UNCONTROLLED POWER!!

Image

Alric tests Willpower: He Passes! I play BEFUDDLE!

Willpower 2: He Passes again (boooo).

Goblin remains poisoned, and will die at the start of my turn.
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Re: Ruinous Whispers (D2E Quest 1)

Post by Virral »

Overlord turn, I draw one card (puts me on one card)

Goblin Archer spanws in D6.

I activate the Goblin Archers.

Master Goblin steps to H14, grabs the Captive (instantly reduces speed by 2). GwC then moves to F14 with his remaining move.

Goblin Archer in G11 moves to F13 (4 move), assists GwC to go to E13. Finishes move in F14.

Goblin Archer in D6 double moves, finishing in F13 (10 move).

Now the Witchers Activate.

Witcher in G10 moves to F12, assists GwC to D12.

Master Witcher moves to E12 (3 move), assists GwC to C12, follows up to D12.

Witcher in G9 attacks Quellen.

Attack: 3 Damage vs 2 Defence = 1 Damage. I play Dirty Fighting, adding 1 Surge to the results. I use this surge to CURSE Quellen.

Image

Unlikely to stop him, but worth a shot at least!

Witcher steps back to G10.

Witcher in I9 attacks Reynhart.

Attack: 4 Damage vs 2 Defence = 2 Damage. No surge again :'(

Witcher steps back to H10.

I finish my turn with no cards :)

Image

Image
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Re: Ruinous Whispers (D2E Quest 1)

Post by OneEye »

Image
Reynhart the Worthy

Updated for next map

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: 16
Knowledge: 1 Stamina: 4 (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.
Brute: You gain +4 health. Whenever you stand up or are revived by another hero, you recover an additional 2 Health.

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 Mon Mar 31, 2014 10:14 pm, edited 1 time in total.
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Re: Ruinous Whispers (D2E Quest 1)

Post by Mathfuric »

Treasure be beggin'

Move: Swagger over to F9

Action: Search token at E9

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: 6 (8)
Knowledge: 3 Stamina: 1 (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

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Re: Ruinous Whispers (D2E Quest 1)

Post by Virral »

Before Jain does that, Villager 3 gets to COME ON DOWWWWWN!

Brown = 2. I move him to I7, Alric moves to J8. All further villager rolls are redundant, so lets skip them.

Jain finds... drumroll...

Image

OR

Image

To be honest, I just went ahead and assumed you wanted the Treasure Chest, and rolled to see what's inside it already. You find...

Image

You can leave the Curse Doll on top, or bottom (I recommend top, there are no cards with higher cash values and you won't have time for a Secret Passage room).
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Re: Ruinous Whispers (D2E Quest 1)

Post by Mathfuric »

Boots taken and doll returned to pile.

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: 6 (8)
Knowledge: 3 Stamina: 1 (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.
Elven Boots (Boots 50gp): You gain 1 movement point at the start of your turn. Limit 1 Boots equipped at a time.

Search Cards:
Warding Talisman (Item 50gp) FLIPPED
Treasure chest: Elven Boots

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

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Re: Ruinous Whispers (D2E Quest 1)

Post by Virral »

The Heroes also claim the Curse Doll and another 50g. Everyone gains 1 XP, the Overlord gains Suns Fury.

High pitched laughter fills the encampment as the goblins drag the woman into the woods. With fires buring all around and other civilians in need, you decide to assist the encampment in picking up the pieces. Later on, you try to discover some hint of the attacking party's trail, but there's no sign of the goblins or their captive.

Your failure to save the woman weighs heavily, but you move on with your task. Gathering information over the course of the next day, you find the tiniest scrap of a lead. With nothing more to go on, it seems you have little choice in the matter.


The shop is open when you return to town, with the following items on sale:

ImageImage
ImageImage
Image

Remember, you can sell starting equipment for 25g each, and other equipment for half it's listed value, rounded down to the nearest 25g (eg 100g becomes 50g, 75g becomes 25g etc).
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Re: Ruinous Whispers (D2E Quest 1)

Post by redcard »

hey virral is there any advantage of having 2 weapons?

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Re: Ruinous Whispers (D2E Quest 1)

Post by Mathfuric »

Updated character sheet.

1xp spent on Gold Rush

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: 5 (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.
Elven Boots (Boots 50gp): You gain 1 movement point at the start of your turn. Limit 1 Boots equipped at a time.

Search Cards:

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.
Gold Rush (1xp): Exhaust this card during your turn immediately after performing a search action to gain movement points equal to the number of search cards you have (facedown or faceup), up to a maximum of 5. While this card is exhausted, you may move through enemy figures. 

Heroic Feat: 
You may move double your speed and preform an attack action.

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Re: Ruinous Whispers (D2E Quest 1)

Post by Virral »

redcard wrote:hey virral is there any advantage of having 2 weapons?
There are no off hand bonuses for dual wielding, but you could have a melee and ranged weapon (both one handed obviously) so you could choose what type of attack you want.

Beyond that? No don't think so.
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Re: Ruinous Whispers (D2E Quest 1)

Post by redcard »

ill take concoction

Code: Select all

Alvric Albright (Alchemist)

Ability: Each hero within 3 spaces of you gains surge recover 1 health on all attack rolls

Attributes: Characteristics:
Might: 2 Speed: 4
Willpower: 3 Health: 12
Knowledge: 4 Stamina: 4 
Awareness: 2 Defence: 1 Grey

Equipment : Smoking vials ranged green blue power die. surge  poison double surge +3 damage one hand

Class Skill(s):
Choose yourself or one adjacent hero give that hero an elixir token. Once per turn a hero may discard an elixir token to roll a red power die and gain health equivalent to the hearts rolled.

Concoction : perform an attack if you have at least 1 elixir token your attack gains a surge  pierce 1 and the ability surge = +1 damage
Heroic Feat: 
roll 2 red power dice all heroes within 3 spaces regain that amount of health in hearts

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