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Lord
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Registered: 09-2011
Posts: 267
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Re: session one of my new group!


okay so the session went a bit like this:
entered Objective room and set ourselves in a line atop the pit...
rolled: 6 dark elf crossbow [sign in to see URL]. 8 orc [sign in to see URL] skeletons with swords.

this ended up being dark elves in the pit at the back, skeletons all over us and spilling into the adjacent room and the 8 orc archers at the back of that room bows trained on the warriors.

this could be a problem!
first round was largely uneventful: the warriors killed a few skeletons, the elf charged into the back room to engage as many orc archers as possible to prevent them firing their bows freely.
the dark elves turned out to be as accurate as feared and the skeletons managed to prove themselves worthy adversaries: both healers were hit and hurt quite bad, the elf managed to dodge and avoid damage really well meanwhile Indiana jones-inspired explorer avoided all harm due to poor monster rolls.

next round runesmith realises he has a room which benefits all warriors on the same board section for the entire combat. but the elf has just left that board section!
so we spend a turn shuffling back into the same room, the rune is activated, then we split back into the rear room!
indie takes on the orcs, the elf takes on the dark elves (his high WS, elf shield and furs make this a good idea) and the dwarf and witch doctor hang back to heal.

next turn a power roll is a 1!
8 goblin archers (more archers?!) and a shaman! due to lack of room the shaman has to be next to a warrior: easiest 280G the runesmith has ever made!
end of that turn half the dark elves are dead, the skeletons are all gone and the goblins are down to just 4 in the corners of the guard room and only 4 orcs remain also.

the remainder are mopped up over the next two turns.

the incantation is attempted but failed: no 6's or 1's.
monster phase: orcs with swords swarm out and surround us.
warrior phase: we kill them all.
monster phase: event! lone mercenary shows up, through the pit trapdoor we decide, tells us the layout of the dungeon (cheers, we're like in the final room dude) and leaves. then vampire bats swarm us, the two non-healers kill all of theirs, but the two healers get badly wounded.
warriors phase: incantation managed but a 1 is rolled: 8 ghouls show up! they are made short work of
next incantation is done: failed again due to no 6's.
monster phase E card reveals 10 skaven which swarm around us.
warriors phase we slaughter almost all of them, their own turn attacks are poor and next warriors phase we kill them and successfully pull off the incantation saving the day!

however the travel has yet to [sign in to see URL] starts so well with 3 uneventful weeks.
then a fire rages through the camp, the elf loses half of his golds value but uses a luck to avoid it.
then we are 1 week away and find a stranger, his shortcut is no quicker and we are on the final [sign in to see URL] elf, nimble elf, trips over a log and breaks an ankle.
adds two weeks to the journey!
first week is uneventful, second is a bad map (34) we are in a village! luck re-rolls the same number 34 again!
lucky charm rolls a 52: blizzard!
we have no luck left so we are in a blizzard surrounded village for shopping and alehouse partaking.
we do need some armour, lucky rolls may yet net us furs and shields for the two of us that can use it and don't already have it, then onward to the next adventure.

at least we will start with around [sign in to see URL] gold each so levelling up to level 3 should be more [sign in to see URL] we want it, sadly no guns for Indy though emoticon

---
most of my posts may run into essay length. I find that for a lot of queries/feedback context is important and that is why this happens more often than not.

have a great day :D
9/Sep/2016, 7:35 am Link to this post Send Email to Edquest   Send PM to Edquest Blog
 
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God
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Registered: 04-2006
Location: USA, Western hemisphere, earth
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Re: session one of my new group!


Nice story! Those monsters sure can be relentless!

---
Old Warrior

Check out Bible Notes
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God bless you, everyone!
9/Sep/2016, 10:36 am Link to this post Send Email to OldWarrior   Send PM to OldWarrior Blog
 
Edquest Profile
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Lord
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Registered: 09-2011
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Re: session one of my new group!


we were quite lucky, the only monsters that not everyone could kill in one single hit were the dark elves.
if there had been something meaty between us and them like say a pair of ogres they would have been much worse
when they were the first monsters rolled I was like "here we go"!
also 3 rolls on your own level table for the Objective room is not too bad

---
most of my posts may run into essay length. I find that for a lot of queries/feedback context is important and that is why this happens more often than not.

have a great day :D
10/Sep/2016, 5:08 am Link to this post Send Email to Edquest   Send PM to Edquest Blog
 
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Lord
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Registered: 09-2011
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Re: session one of my new group!


the village visit was quick: two people went to the alehouse and each got a Rogar potion.

the other two went shopping for armour and managed to get 2 sets of furs and a shield.

one person left due to counterfeit gold but the other days were uneventful.

the dungeon: hired to destroy a tomb under an orcs lair we head off.

the dungeon is a sprawling affair involving a T junction which led to another 2 T junctions (on each end) some rooms, a corner and a spiral staircase into the depths...

we met a pair of chaos warriors, 6 chaos dwarves, 3 ogres, 12 hobgoblins, 3 minotaurs and another 3 minotaurs after those were defeated.

in one event stalactites fell from the ceiling crushing our heroes and a 1 was re-rolled after it revealed a trap that made the walls of the room we were in magnetised giving us -2 to hit if adjacent to a wall and using a metal weapon.

we were at that time fighting 3 minotaurs who held the centre of the room so it seemed a good use of a Luck at that time!

we have explored the entire dungeon except the spiral staircase down (where all enemies are level 3) and the objective room is down [sign in to see URL] means that a level 5 enemy could lurk in that room if we're unlucky...

also puts mummies, dragon ogres or a necromancer in the realms of possibility. whoops!
(also all we seem to have found here are scrolls! glory, chimera, quake scroll and an arrow of slaying so far, along with piles of gold)

---
most of my posts may run into essay length. I find that for a lot of queries/feedback context is important and that is why this happens more often than not.

have a great day :D
23/Sep/2016, 5:32 am Link to this post Send Email to Edquest   Send PM to Edquest Blog
 
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Lord
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Registered: 09-2011
Posts: 267
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Re: session one of my new group!


so the session happened last night and it was not a good one, however it started well.

first turn of retracing our steps through the dungeon a 1 was rolled, revealing 12 goblin archers lead by a Boss with a magic sword that ignored armour.
they were slaughtered in the warriors phase leaving two goblins standing. one in hand to hand and one at range, both missed their attacks and died next turn!

the next T junction revealed a hypnotic pattern (we had this in a previous dungeon and it damn near killed us then!) each warrior rolls a D6 on their turn and on 3+ is unaffected, otherwise they stand hypnotised.
draw another event card revealed a blessed shrine untainted by the fell denizens of this realm (we had this in the same adventure [sign in to see URL] vu!)
the shrine healed us to full, but we were at full anyway.
we all roll and one player is free to act, each turn one more player is free to act and leaves the T junction.
as soon as 3 of us are out 3 blood letters of Khorne show up!
the last person recovers from the hypnotic pattern and leaves, joining the fight which we handily win the second round.

we make all haste to the staircase into the dark.

down here everything is one level higher so we are rolling on level 3 table...
a 1 is rolled revealing 4 nurglings, they all gang up on the intrepid explorer (Indiana jones) ambush A and plague means they will drop him easily, the witch doctor curses two of them and the runesmith dazzles one of them so it has no attacks so they only manage to hit once for a strength 9 hit.

we kill 2 of them and the last 2 have -1 to hit for one and no attacks for the other, both attacks miss.
then another 1 is rolled.
player who rolled the nurglings is told "i'm not letting you roll the dice, look what you bring to the dungeon!"
dice rolled, come up 11, roll on level 4 table. 65. 4 mummies.
not a good roll let us be honest, level 4 rolls could be worse however and we are almost all at full health.
we fight, mummies fight, tomb rot happens. some of us are next to 3 mummies.
another 1 in the power phase which reveals a trap...
someone uses a luck (in hindsight should have re-rolled the 1 that unleashed mummies on us)
after 3 rounds of fighting mummies and enduring tomb rot, killing one of them, the escaping table has been discussed each of these turns we decide to bite the bullet.

the Elf has chalk so waltzes out of there (nobody likes an elf, this is why!)
the witch doctor rolls a 10 losing half the gold made in this dungeon (which isn't very much, going first when you are a comparatively low level caster isn't ideal) and one item of treasure (berserker sword I carry for this exact incident)

dwarf rolls 8-9 but is on almost full health so walks out

intrepid explorer rolls 7 taking 4 total wounds, dropping him to 2 wounds left, then rolls with a +1 and gets a 5
Elf has one luck left (why not used on mummies?!) re-rolls the original escaping roll and rolls a 3 so the explorer trips in the first doorway and is at the mercy of 3 mummies.

that ends how you'd expect it to!

travelling is a circuitous affair, end in a village 8 weeks from the nearest town, next week back at the dungeon entrance, then on to the city! we made it!

in the settlement the elf gains elf armour and elf helm, learns of a bounty on zombies in the next adventure (of all things), then has to leave the city or get married...

the witch doctor goes to the wizards guild, they have no wizards staff, adventurers guild and gets +1 to a characteristic for the next adventure (attacks!) then his special location the graveyard: for 3 days the spirits of the unformed land refuse to talk to him, on the 4th day they grant him a cool bonus for one room in the next adventure.

the runesmith gets a cool bonus from his special location: once per turn can add +1 to one of his chant rolls!
gets some more armour, gets a rune, flash powder and firebombs.

the new troll slayer starts off fairly ignobly: first day fails to find the slayer shrine, then gets hit by a beer wagon and is injured for 2 days.
then the luck reverses: slayer shrine is found and gets killer blow skill and a rune on his axe from the runesmith there.
dwarf quarter gives a rune of restoration
fighting pit loses a fight to big brutus and spends a few days cleaning toilets, ale house nothing exciting and then leaves on day 11

and we are ready for our next adventure!

---
most of my posts may run into essay length. I find that for a lot of queries/feedback context is important and that is why this happens more often than not.

have a great day :D
7/Oct/2016, 4:18 pm Link to this post Send Email to Edquest   Send PM to Edquest Blog
 
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Lord
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Registered: 09-2011
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Re: session one of my new group!


dark secrets: the elf got "bad wind": dodgy provisions means he keeps farting and making bad smells.
two effects: 1 on a 6 in the power phase a roll on the monster table occurs to see what the awful smell is
2 monsters above the one on one rule will not stand adjacent to the elf if they can attack from another position (which means less monsters attack the elf in hand to hand)
ranged monsters above the one on one rule target the elf!
the smell stops if the same number is rolled 3 consecutive times in the power phase.

I got thief dark secret: a thief has targeted my character to steal from. every time I am reduced to zero wounds he strikes, stealing D6x200 gold. if he steals all of my gold he steals a random magic item and then leaves.
he also leaves when we enter the objective room.
game started in a room, event card reveals 3 minotaurs.
power phase is a 1 revealing 4 chaos warriors
next power phase is a 6 revealing 3 ogres!

this fight was initially hair raising but due to runesmith chants and some flash powder and our troll slayer living up to the name we slaughter them all.
next room is the flames of khazla: the combat challenge one.
runesmith enters, gets a plague bearer and kills it in one turn.
elf gets pink horror, kills it and two blue horrors that spring out.
witch doctor gets chaos dwarf blunderbuss guy and kills it in one turn.
troll slayer gets rat [sign in to see URL] 4 turns to kill it and we all thought he was a [sign in to see URL] killed it in the end.

T junction, dying dwarf prospector with the key to the portcullis, corridor which unleashes 2 pink horrors.
as we're finishing them the elf's smell attracts 4 chaos warriors!
open the door after slaying them and find the objective room: fighting pit
before we can enter the elf's smell strikes again! 3 more minotaurs show up, we kill them in 2 turns and are now awaiting healing before we enter the objective room.

aside from the flames of khazla room this dungeon was pretty fast paced, even the player who likes to think through all options before doing the most obviously best thing anyway was less pondersome.

what we really need is to complete this objective room and get some decent treasure, although this adventure has been good so far with a bone blade, quake scroll and band of magic being found (this will just get sold but 500 gold makes it worthwhile).

---
most of my posts may run into essay length. I find that for a lot of queries/feedback context is important and that is why this happens more often than not.

have a great day :D
14/Oct/2016, 6:51 am Link to this post Send Email to Edquest   Send PM to Edquest Blog
 
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Lord
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Registered: 09-2011
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Re: session one of my new group!


so the objective room was underwhelming.
to start with the elf's wind cleared up (3 consecutive power phases rolled the same roll) so 6 on power dice no longer attracted monsters.
monsters appeared: 7 chaos warriors and 6 zombies.
not threatening at all.
we slaughtered them without really getting into any risk.

journey to city took a while: three double backs to the dungeon exit, one was lucked and rolled it again! second luck got rid of it.

we all went up a level and started a new dungeon.

first room: shamans lair, level 3 now and first roll was 3 trolls!
possibly the least desired roll on that level table, especially for the armour wearers!
took us one turn to kill one of them, next turn killed the second and third turn to kill the last one.
next card reveals a T junction and once in a 1 happened (btw the elf was bitten by a werewolf so whenever a 1 is rolled he attacks all adjacent models, so far he has only hit the dwarf)
3 minotaurs and 3 ogres: they promptly focus on the healers, we have a horrible round of rolls in which two of us failed fear rolls and all 4 of us combined managed to cause 4 wounds in total across the group!
luckily in that monster phase they did the same and failed to consistently harm us either.
next round the dice averaged out a bit better and both sides took a bit of a kicking, the third turn we finished off the last minotaur.
promptly a 1 is rolled, obviously, summoning 10 goblin archers and 3 black orcs.
that did not end well, the warriors phase ended up with one bewildered black orc wondering what happened and why he was wearing his friends insides as a cloak!

next turn he died, the troll slayer opened the left door on the T junction we were in to find the flames of khazla: we stopped here due to time.
no idea which quest will kick off in the flames (one on one fight to the death?) but only time will tell.

---
most of my posts may run into essay length. I find that for a lot of queries/feedback context is important and that is why this happens more often than not.

have a great day :D
26/Oct/2016, 7:14 am Link to this post Send Email to Edquest   Send PM to Edquest Blog
 
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Champion
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Registered: 06-2015
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Re: session one of my new group!


Another excellent write-up, Edquest, I always look forward to following your party's exploits.

Just out of curiosity, are you going to be using the main role-play book charts, or are you going to include the LoTOL and CoT charts? I've never used straight from the RP book charts, I'd be interested to see how it progresses.

Happy questing, and 6's all round!
26/Oct/2016, 9:06 am Link to this post Send Email to Insert nickname here   Send PM to Insert nickname here Blog
 
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Lord
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Re: session one of my new group!


i feel like I should know what "LoTOL and CoT charts" are but i'm not sure.

I use monster tables straight from our level from the book but I have a D100 table for Events and a separate D100 table for traps.

I use treasure tableemoticon6
1 = Gold
2-4 = card
5 = weapon/armour in book
6 magic item

for objective room item I used a D100 chart combining the D66 chart from the book and the objective room treasure cards, along with a few dungeon room items I, personally, feel are powerful enough to be Objective room items.

at some point I will create a single treasure table for all dungeon room items but that is a lot of work...

---
most of my posts may run into essay length. I find that for a lot of queries/feedback context is important and that is why this happens more often than not.

have a great day :D
26/Oct/2016, 4:32 pm Link to this post Send Email to Edquest   Send PM to Edquest Blog
 
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Champion
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Registered: 06-2015
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Re: session one of my new group!


Sorry Edquest, I meant the Lair of The Orc Lord and Catacombs of Terror monster tables. I'm always interested in what other people use to generate events. I'm using my own charts for my current play through, but I am also (slowly!) trying to fill out the monster requirements for the role-play book's monster levels for a future play through.
26/Oct/2016, 8:46 pm Link to this post Send Email to Insert nickname here   Send PM to Insert nickname here Blog
 


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