Witht he Juicer rushign towards him, Quinn breathes a prayer to the God of Racing, and dashes forward, getting past the Juicer just before it crushes him. (Actually, if we prorated the movement of the Hero and the Juicer, then he could not get past it - it would run him over half-way through the move. But since it moves after the Hero moves, he gets past it. Maybe I'll do it that way in the next adventure??)
Huffing and puffing after his spring, Quinn barely makes it through the Healing Spell, but he manages to cast Healing Hymn on Wen'keor, who regains two hits.
No Encounter was generated this turn, so our Heroes only have to worry about the Dark Talon and the Carrion Crawler coming up from the southwest. Hoepfully the goblinoid camp isn't too much further, and Bruenor is in a good position to explore.
Wednesday, December 26, 2012
Keyleth's third turn
"Hang On, Friend Wen'keor" Keyleth shouts, as she sprints to her friend, narrowly missing being crushed by the lumbering Juicer. Unfortunately, Wen'keor and Raistlin's Gargoyle are both run over. On the bright side, the Blazing Skeleton is also run over and ground into the mud, extinguished forever.
No Encounter was generated this turn, so we're on to the last Hero for the turn: Quinn.
The Juicer still within a hair's breadth, Keyleth reaches out and touched Wen'keor, flushing the toxins from his system. (She uses her Utility Power "Virtue's Touch" that removes a Condition token from an adjacent Hero.)
No Encounter was generated this turn, so we're on to the last Hero for the turn: Quinn.
The Juicer still within a hair's breadth, Keyleth reaches out and touched Wen'keor, flushing the toxins from his system. (She uses her Utility Power "Virtue's Touch" that removes a Condition token from an adjacent Hero.)
Immeril's third turn
Immeril fires a Magic Missile at the Blazing Skeleton.
He rolls a 9 + 8 = 17, a hit!
Then, a strange mist rises from the ground, and he's gone, reappearing further down the valley, where the Blazing Skeleton arose.
Off to the west, the Juice rumbles forward. On it's next move it will hit the tile where Raistlin and the Gargoyle are, then turn slightly to hit the tile where Wen'keor and the Blazing Skeleton the turn after that, then keep rolling east. (Monsters and Traps that move, move tile-by-tile, and they cannot move diagonally from one tile to the next. The 4x4 tile where Raistlin and the Gargoyle is adjacent to the tile where the Juicer is, so they will be next. Wen'keor and the Blazing Skeleton are on the next tile to the below, so they will get hit next turn.
Among the charred debris from the Blazing Skeleton, Immeril finds a Holy Avenger sword.
(I made an error, I had saved the updated images with poisoned conditions added from a couple of player turns ago, but we decided to cancel that encounter, so I was under the impression that Raistlin and Immerial were still poioned when they actually aren't. I should have deleted the updated player card status cards. We are also thinking of making a ruling on how the Juicer moves. My proposal is that it moves along the transparent bue path depicted above, and will attack anyone in any square touched by the path.)
He rolls a 9 + 8 = 17, a hit!
Then, a strange mist rises from the ground, and he's gone, reappearing further down the valley, where the Blazing Skeleton arose.
Off to the west, the Juice rumbles forward. On it's next move it will hit the tile where Raistlin and the Gargoyle are, then turn slightly to hit the tile where Wen'keor and the Blazing Skeleton the turn after that, then keep rolling east. (Monsters and Traps that move, move tile-by-tile, and they cannot move diagonally from one tile to the next. The 4x4 tile where Raistlin and the Gargoyle is adjacent to the tile where the Juicer is, so they will be next. Wen'keor and the Blazing Skeleton are on the next tile to the below, so they will get hit next turn.
Among the charred debris from the Blazing Skeleton, Immeril finds a Holy Avenger sword.
Monday, December 24, 2012
Bruenor's third turn
With a thunderous dwarfish battle-cry, that sounds suspiciously like "Elves are pansies" in Common, Bruenor charges the Ibixian. He swings his notched axe, and puts another notch into it. The Ibixian goes down. (he rolled an 18 + 7 bonus easily beats the Ibixian's armour class of 15.) "Tha' be one less sentry we 'ave ta worry about," Bruenor says. As the Ibixian falls, Bruenor is able to take a brief rest, and he regains some energy. (The Treasure card drawn is Brief Rest - it allows the Hero to regain 1 Hit Point, and to flip over a used power. It is an immediate effect. Bruenor's wound is removed. He hasn't used any Daily or Utility Powers yet, so the second part has no affect.)
But with it's dieing breath, the Ibixian pulls a rope, and a loud crashing and rumbling sounds comes from the trees. It's a Juicer, an insidious trap copied form an old Dwarfen idea. Essentially a large log as the axle for a set of large wood and stone disks, it relentless rolls over everything in its path.
But with it's dieing breath, the Ibixian pulls a rope, and a loud crashing and rumbling sounds comes from the trees. It's a Juicer, an insidious trap copied form an old Dwarfen idea. Essentially a large log as the axle for a set of large wood and stone disks, it relentless rolls over everything in its path.
The Juicer does roll to attack, it automatically hits everything on the tile, and then moves on. With a resounding curse Bruenor tries to get out of the way, and is promptly rolled over. As he gets up he sees the device rumbling down the valley to the east, straight towards all his friends. "Incoming!" he yells to them.
Wen'keor's third turn
Wen'keor hisses, "Thisss isss getting tediousss", as he strikes down the Dire Bat and then stages a strategic withdrawal back to the east.
He uses Trapping Strike against the Dire Bat. This power normally allows him to pull a Monster from a nearby tile to be adjacent to him, and then strike. But since the Dire Bat is already adjacent, he will just attack it. He rolls a 15 + 8 = 23, enough to hit the Bat and send it to its doom.
After killing the Bat, he moved NE to back back with the other party members. The Bat could not carry any treasure, so its Treasure is laying on the ground up ahead.
As he is running back to his friends, the Blazing Skeleton gives chase, easily catching up with Wen'keor just as he reaches the "safety?" of his friends. (This is an effect I completely forgot about last turn, Way back on turn 1 Wen'keor was Cursed with the Wrath of the Enemy curse. This curse activates at the end of the Hero's Exploration turn, and brings the nearest Monster so it is adjacent to the cursed Hero.)
The Blazing Skeleton throws a ball of fire at the nearest Hero, the attack affects every Hero on that tile, but even though he is adjacent to both the Gargoyle and Immeril, he is actually on the next tile, so the fireball will only effect him. The Blazing Skeleton rolls a 3, and adding 6 is still a miss. But the heat of the fireball still causes a minor wound to Wen'kero, he takes one damage instead of two.
As Wen'keor dove tot he ground to avoid the fireball, he landed on a pretty little flower, growing serenely in the valley. But, this is a dangerous land, and not everything is as it seems, for the innocent looking flower is actually another trap laid by the goblinoids, this time it is an Acid Spray, cleverly disguised. When brushed against, it erupts in a mist of caustic acid.
He uses Trapping Strike against the Dire Bat. This power normally allows him to pull a Monster from a nearby tile to be adjacent to him, and then strike. But since the Dire Bat is already adjacent, he will just attack it. He rolls a 15 + 8 = 23, enough to hit the Bat and send it to its doom.
After killing the Bat, he moved NE to back back with the other party members. The Bat could not carry any treasure, so its Treasure is laying on the ground up ahead.
As he is running back to his friends, the Blazing Skeleton gives chase, easily catching up with Wen'keor just as he reaches the "safety?" of his friends. (This is an effect I completely forgot about last turn, Way back on turn 1 Wen'keor was Cursed with the Wrath of the Enemy curse. This curse activates at the end of the Hero's Exploration turn, and brings the nearest Monster so it is adjacent to the cursed Hero.)
The Blazing Skeleton throws a ball of fire at the nearest Hero, the attack affects every Hero on that tile, but even though he is adjacent to both the Gargoyle and Immeril, he is actually on the next tile, so the fireball will only effect him. The Blazing Skeleton rolls a 3, and adding 6 is still a miss. But the heat of the fireball still causes a minor wound to Wen'kero, he takes one damage instead of two.
As Wen'keor dove tot he ground to avoid the fireball, he landed on a pretty little flower, growing serenely in the valley. But, this is a dangerous land, and not everything is as it seems, for the innocent looking flower is actually another trap laid by the goblinoids, this time it is an Acid Spray, cleverly disguised. When brushed against, it erupts in a mist of caustic acid.
The Acid Spray rolls an attack, it rolls a 9, adding 6 gives it a total of 15. This is enough to hit Wen'keor, and he takes 2 more damage. The area of effect is all Heroes on the current Hero's tile. Again, Wen'keor's placement saves his friends from harm.
But Wen'keor is hurt; he's lost half of his health, and still has a Blazing Skeleton ready to strike at him again.
On the bright side, as the last thing on his turn, Wen'keor rolls to see if he can shake off the curse. He rolls a 16 and casts off the curse.
Sunday, December 23, 2012
Raistlin's third turn
Hearing the battle to the west, Raistlin rushes to help. Seeing the Dire Bat swooping down at Wen'keor, he fires a Magic Missile and hits the bat, which promptly lets out another deafening screech.
The Gargoyle then suddenly appears in front of Raistlin, as if to protect him from the Dire Bat.
Raistlin's attack: He rolls a 14 + attack bonus 8 --> 22, a hit!
Then, from out of nowhere, a flurry of poisoned darts strike down from the cliff face. It seems that the goblins were expecting our heroes to try to rescue the children. This trap is very deadly, it causes two points of damage on a hit, and gives the Poisoned condition.
(Heroes that are Poisoned take a point of damage at the start of each of their Hero Phases until they either make a saving throw at the end of their Hero Phase, or are cured by some action. Since the Poison works at the start of the Hero Phase, and they cannot make a saving throw until the end of their phase, a Poisoned hero will take at least 3 damage. There are 5 Experience points in the pool, so Raistlin could use them to cancel this event. If he does not, then anyone entering the red area will be attacked during the Villain Phase.
As an action, a hero can attempt to disable the trap. The trap will effect Raistlin, Immeril, and Raistlin's Gargoyle immediately. Traps attack during the Villain phase, which is right after the Monster phase, it will attack right after the Dire Bat attacks Wen'keor. The Monster & Villain Phases are after the Hero Phase, so the hero who triggered the Trap cannot attempt to disarm/deactivate it until their next turn. To disable a Trap, you must be on the tile effected and then instead of attacking use the action to make a die roll, the Trap is removed on a roll of 10+)
The Dire Bat briefly wavers in its flight, but recovers and swoops down upon Wen'keor again.
The Dire Rolls rolls a natural 20! - that's gonna leave a mark. 20 + 8 = 28, and Wen'keor AC is 14, so the Dire Bat does 2 more damage to Wen'keor. Its screech also alerts more Monsters - a new tile is placed, and more Monstes are generated. This time a Dark Talon and a Carrion Crawler. Both advance toward poor Wen'keor.
At the end of its turn, control of the Dire bat passes to Keyleth, it will activate again on her turn.
The Trap activated during Raistlin's Villain Phase. Since this is the first time we've played this game, I'll slide a bit on the rules and run the attack, but then give the option to ignore all of it if Raistlin decides to use the 5 Experience Points to cancel the event.
The Poison Dart Trap activates, and is immediately canceled by the will of the masses. (Our intrepid Heroes do not want to face the very dangerous Poisoned Dart Trap, so they use the 5 Experience Points available in the XP pool to cancel the event.)
The Gargoyle then suddenly appears in front of Raistlin, as if to protect him from the Dire Bat.
Raistlin's attack: He rolls a 14 + attack bonus 8 --> 22, a hit!
Then, from out of nowhere, a flurry of poisoned darts strike down from the cliff face. It seems that the goblins were expecting our heroes to try to rescue the children. This trap is very deadly, it causes two points of damage on a hit, and gives the Poisoned condition.
(Heroes that are Poisoned take a point of damage at the start of each of their Hero Phases until they either make a saving throw at the end of their Hero Phase, or are cured by some action. Since the Poison works at the start of the Hero Phase, and they cannot make a saving throw until the end of their phase, a Poisoned hero will take at least 3 damage. There are 5 Experience points in the pool, so Raistlin could use them to cancel this event. If he does not, then anyone entering the red area will be attacked during the Villain Phase.
As an action, a hero can attempt to disable the trap. The trap will effect Raistlin, Immeril, and Raistlin's Gargoyle immediately. Traps attack during the Villain phase, which is right after the Monster phase, it will attack right after the Dire Bat attacks Wen'keor. The Monster & Villain Phases are after the Hero Phase, so the hero who triggered the Trap cannot attempt to disarm/deactivate it until their next turn. To disable a Trap, you must be on the tile effected and then instead of attacking use the action to make a die roll, the Trap is removed on a roll of 10+)
The Dire Bat briefly wavers in its flight, but recovers and swoops down upon Wen'keor again.
The Dire Rolls rolls a natural 20! - that's gonna leave a mark. 20 + 8 = 28, and Wen'keor AC is 14, so the Dire Bat does 2 more damage to Wen'keor. Its screech also alerts more Monsters - a new tile is placed, and more Monstes are generated. This time a Dark Talon and a Carrion Crawler. Both advance toward poor Wen'keor.
At the end of its turn, control of the Dire bat passes to Keyleth, it will activate again on her turn.
The Trap activated during Raistlin's Villain Phase. Since this is the first time we've played this game, I'll slide a bit on the rules and run the attack, but then give the option to ignore all of it if Raistlin decides to use the 5 Experience Points to cancel the event.
The Poison Dart Trap activates, and is immediately canceled by the will of the masses. (Our intrepid Heroes do not want to face the very dangerous Poisoned Dart Trap, so they use the 5 Experience Points available in the XP pool to cancel the event.)
Friday, December 21, 2012
Turn 2 recap
At the end of turn 2, our intrepid Heroes are starting to encounter more resistance in their search. Currently a Dire Bat is attacking Wen'keor, with a Balzing Skeleton ready to throw a fireball at him, and an alert Ibixian guard is calling for more reinforcements.
Healing Surges |
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Experience Point Pool |
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Wen'keor |
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Quinn |
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Raistlin |
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Immeril |
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Keyleth |
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Bruenor |
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