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Edquest Profile
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Lord

Registered: 09-2011
Posts: 318
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Re: session one of my new group!


haven't updated in a while, is anyone even reading?

am i shouting into the void?!!

anyway, that room of portcullis and stuff went on for a very long time, due to never getting items we eventually fought our way out into the other objective room, which took ages due to summoning of lots of undead.

and a few 1's summoning horrible encounters.

we gained a Ring of the Warp from the room though, which meant one of us could teleport through the portcullis and use teamwork.

then a bloodthirster showed up with a horde of minions, well a few anyway, plus a chaos lord of Khorne.
the two were a serious problem as the lord had +3D6 damage, armour that gives -1 to hit him and extra wounds from an item.
mutations gave him +1 to hit and -1 for enemies to hit him as well as rotting flesh giving anyone adjacent -1 to his no matter who they are attacking....

but wait, there's more! when reduced to half health he splits in two, both with the same Wounds and abilities...

but the session ended with both dead but a room entered revealing 2 skaven grey seers, 3 warpfire throwers, 3 death master assassins and 2 plague lords...

the grey seers have bodyguards...Giants!

---
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
21/Aug/2020, 11:11 pm Link to this post Send Email to Edquest   Send PM to Edquest Blog
 
Edquest Profile
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Lord

Registered: 09-2011
Posts: 318
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Re: session one of my new group!


we've almost finished the deathtrap level 10 dungeon.

spent a few weeks trapped between the flames of khazla room and the dead end tile (Events happen on a 1 and 6 in the power phase).

repeatedly we carved those that appeared between us (2 at the rock face and 2 at the other end, leaves 2 spaces between them for enemies!)

when greater daemons appeared, which happened twice, they appeared surrounded by the 4 of us.

which made killing them easier, but left the flames and well of doom unengaged.

luckily they were all ranged attackers, mostly spell casters.

after 6 monster events, including a great dragon, emperor dragon, bloodthirster, keeper of secrets and lord of change....we dug our way out!

i've started rolling encounters in advance, because rolling weapons, armour, items, and monster skills while in game drags stuff out.

which also means i can see enemies looming on a document on my laptop...kind of a creeping doom document!!


---
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/Nov/2020, 12:08 am Link to this post Send Email to Edquest   Send PM to Edquest Blog
 
Edquest Profile
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Lord

Registered: 09-2011
Posts: 318
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Re: session one of my new group!


hey all, if anyone even reads this (??)

so our party won the dungeon in the end.

the group retired with just over a million gold in actual money, bought a fortress and a flotilla of ships which they run to generate more profit and to sit back and drink.

one of those ships gathers together a new crew of dungeon bashers and have pulled together:
a witch doctor from the far off lands of Araby (based on the witch doctor from Diablo 3)
a Physicians apprentice (inspired by WFRP and wanted a non-magical healer)
an Intrepid Explorer (essentially based on Indiana Jones)
the final member of the group who has yet to be generated is the Salty Seadog based on one of the deathblow magazines.

might keep this updated sporadically.
might forget though

---
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/Dec/2020, 1:46 am Link to this post Send Email to Edquest   Send PM to Edquest Blog
 
Sith Kinks Profile
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Lord

Registered: 09-2013
Posts: 100
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Re: session one of my new group!


I read some of them emoticon
10/Dec/2020, 10:14 am Link to this post Send Email to Sith Kinks   Send PM to Sith Kinks Blog
 
OldWarrior Profile
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God

Registered: 04-2006
Location: USA, Western hemisphere, earth
Posts: 1283
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Re: session one of my new group!


quote:

Sith Kinks wrote:

I read some of them emoticon



Me too!

By the way, I really like the idea of getting those monsters' things pre-generated! Seeing I normally only play in a private online gaming group where the monsters are server-generated, I do not have that problem. emoticon

---
Old Warrior

Check out Bible Notes
It is one of my favorite places on the Internet.
God bless you, everyone!
13/Dec/2020, 12:31 am Link to this post Send Email to OldWarrior   Send PM to OldWarrior Blog
 
Edquest Profile
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Lord

Registered: 09-2011
Posts: 318
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Re: session one of my new group!


pre generating stuff at high levels is useful due to items.

my homebrew stuff gives skills to monsters too, mutations to chaos creatures and so working that out before hand really helps!

be glad not to have to bother for a while in all honesty.

---
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
18/Dec/2020, 5:08 am Link to this post Send Email to Edquest   Send PM to Edquest Blog
 
Sith Kinks Profile
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Lord

Registered: 09-2013
Posts: 100
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Re: session one of my new group!


Oh, now I see what you mean by progenerated. That makes a lot of sense now.

I have printed some monster magic item cards - which I hope to use (when we can play face to face again) to help make items easier.

Care to share the mutation table(s)?
18/Dec/2020, 8:46 am Link to this post Send Email to Sith Kinks   Send PM to Sith Kinks Blog
 
Edquest Profile
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Lord

Registered: 09-2011
Posts: 318
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Re: session one of my new group!


sure thing regarding the mutations.
i will advise i ended up levelling up the game as a means of balancing the wizard.

rather than simply nerfing him, which feels unfair, i made every warrior a bit more powerful then added skills to monsters to compensate.

it's been an endeavour!

so these are only part of my game.
monsters get a skill for being champion, 2 hero and 3 for being a lord.
spell casters get a spell caster skill for every spell on their profile.
sometimes those are a racial skill from their normal table.

mutations are held at 1 per named rank as above and 1 per spell for chaos sorcerers only.

plus one of their skills can be additional mutations!

beastmen, dragon ogres, centaurs and minotaurs can gain some as their skill too.

that explained here's my table

when a mutation is gained by any creature they roll on the following D66 table.

11 Acid Blood: every time this monster is injured by an adjacent warrior that warrior takes 1 wound per level with no modifiers, this can happen multiple times every round.
12 Beaked: the monster gains an extra attack which ignores armour but deals normal damage otherwise
13 Breathes Fire: the monster breathes fire like a dragon dealing 1D6 damage per rank ignoring all modifiers and hitting 1D6 random warriors each time. This happens at the start of every monster phase only.
14 Burning Body: the monster is on fire! Any warrior ending their turn next to the monster loses wounds equal to the monsters strength with no modifiers and the monster is immune to fire.
15 Cloud of Flies: the warrior this monster attacks has -1 on their to hit rolls and this monster has +1 to hit them.
16 Crested Head: no effect beyond visual
21 Elastic Limbs: this monster can attack from up to 4 squares away and is placed so it can attack from this distance.
22 Evil Eye: warrior rolling a 1 to hit this creature hits themself
23 Fangs: the monster gains an extra attack which causes normal damage and ignores armour.
24 Headless: the monsters head is in its torso, this causes warriors -1 to hit the monster.
25 Hypnotic Gaze: if a warrior rolls a 1 to hit the monster they lose all remaining attacks and cannot act in anyway for the rest of the turn, including casting spells or using items. They are treated as having a WS of 1.
26 Cloven Hooves: no effect beyond visual
31 Long Spines: any warrior moving into a square adjacent to this monster takes 1 wound with no modifier for every attack the monster has. This damage is also taken as Fatal Damage at the end of each turn.
32 Mace Tail: the monster has an extra attack which causes normal damage plus 1D6 extra damage.
33 Magic Immune: magical spells and items have no effect on this creature, weapons deal damage as normal for their type but any magical properties have no effect. Equipment such as runes are not affected.
34 Multiple Arms: creature gains an additional D3+rank arms, each giving an extra attack but not using a magical weapon just a normal one. These extra attacks choose targets according to the one on one rule where possible.
35 Multiplication: when reduced to half Wounds a second copy of this monster appears with the same number of Wounds, placed per the one on one rules, each fights independently and with the same abilities. Each is worth half the gold of the original monster and both start with half the total starting wounds regardless of the number it was reduced to, unless it was reduced from above half to dead in one hit.
36 Feathered Hide: no effect beyond visual
41 Rapid Regeneration: the monster regains 1D6 Wounds per rank between each warriors turn and has normal regenerate equal to rank at the end of the Monsters phase.
42 Resilient: the monster has +1 Toughness and Armour per rank
43 Rotting Flesh: the monster causes warriors adjacent to have -1 on to hit rolls even if not attacking this monster
44 Scaly Skin: the monster gains 2 Armour points per rank
45 Scorpion Tail: monster gains an attack with a scorpion tail which it uses against a random warrior as if with attack in ranks, not necessarily the one for the rest of its attacks. The scorpion tail deals normal damage but it is venomous.
46 Long Neck: no effect unless another mutation on the head gives extra attacks in which case that attack can attack warriors up to a square away
51 Snakes Head Tail: the tail attacks at the start of the monster phase and deals normal damage, it is venomous and also gives the warrior -1 on to hit rolls next warriors phase.
52 Spits Acid: the monster can spit acid against a warrior not adjacent to it, even while pinned. Make a BS roll to hit and deals normal damage but ignores all armour.
53 Strong: the monster has + 2 strength per rank
54 Teleport: the monster can teleport to move around and ignores pinning enabling it to choose new targets each monsters phase. If the target chosen does not require teleporting to the monster makes all of its attacks and then teleports to a place away from all warriors, this also happens if the monster is a spell caster and is in combat at the start of its turn.
55 Vampire: the monster is vampiric but not undead. It gains a roll on the Vampire ability table each round.
56 Mane of Hair: no effect beyond visual
61 Weapon Master: the monster gains +1 to hit warriors and they have -1 to hit the monster
62 Tentacles: the monster has tentacles in place of an arm. Warriors cannot move away from the monster and any roll to avoid damage automatically fails (such as dodge).
63 Razor Sharp Claws: the monster gains an extra attack which ignores armour each turn
64 Giant Body: the monster has double the normal number of wounds and the Large Monster ability.
65 Invisibility: the monster turns invisible after attacking making enemies have -2 on their to hit rolls against it.
66 Warty Skin: no effect beyond visual

some are simple, some are game changers and some do nothing as noted!

if you want the other stuff i'm more than happy to supply.

if anything mentions Rank i use level 1-3 is Rank 1, 4-6 Rank 2 7-9 Rank 3 10 Rank 4

initially i wanted it to be 1=1 2-4=2 5-8=3 9-10=4 but i found my D100 events and (separate) Traps were too deadly at level 2-3 especially

---
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
27/Dec/2020, 9:30 pm Link to this post Send Email to Edquest   Send PM to Edquest Blog
 
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Lord

Registered: 09-2011
Posts: 318
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Re: session one of my new group!


the actual game went well.
really well.
as we have 3 pistol users (all at the start and the physicians apprentice has bought a dueling pistol from Luigi and Salvatore as a minor noble)

our monster roll in the objective room was a 1 so a level 4,3 and 2 roll...

but we got super lucky with a goblin big boss, fanatics, 24 goblin archers. 3 centaurs with 6 beastmen and 12 giant bats (none of which appeared as the room was totally full).

that was bad, not going to lie. oh and a savage orc shaman due to a characters event. the goblin big boss has a magic bow as his racial too...

but my witch doctor has a skill which at a cost of mana pins all monsters, meaning they cannot shoot us! i was able to use this repeatedly so we killed all the hand to hand enemies without being shot to ribbons.

we're still playing every thursday at present, although was wednesday just gone because of Christmas.

hope everyone has been having fun

---
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
27/Dec/2020, 9:38 pm Link to this post Send Email to Edquest   Send PM to Edquest Blog
 
Edquest Profile
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Lord

Registered: 09-2011
Posts: 318
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Re: session one of my new group!


last night's game session went well, despite a rocky start.

dungeon was 2 corridors followed by the collapsed passage.

we rolled a 1 before entering that.
10 black orcs. at this level enemies with Toughness and Armour of 5 and 7 wounds is pretty tasty...

took a while, but we freed up the pistol shooters and they went to town.

next encounter? 3 chaos warriors!
so much worse than the black orcs!
luckily i have a spell which does D6 damage ignoring modifiers on one enemy, which is ideal when these sorts of things happen.

then we find a guard room, with 9 savage orc archers in it, engaging them and a 1 is rolled revealing monsters
i use the wizards staff to re-roll that 1

we've cleared the room, indiana jones has found some remains of his ancestors and needs to remove them (Dark Secret) meaning every unexpected event for the rest of the dungeon will attract ghostly monsters which attack us all and are worth no gold...

luckily taking the remains out of the dungeon is worth a heap of gold so hopefully we'll level up after this dungeon.

we equipped with pistols and armour in the town last time, along with a few nice skill top ups and +1 permanent Wounds due to events and locations.

see what next week brings!

---
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
31/Dec/2020, 8:49 pm Link to this post Send Email to Edquest   Send PM to Edquest Blog
 


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