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Subject: Shackling form of an unconquered monster - Ionas vs. Merrimac rss

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Retired Hurt

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Here begins a new RtL campaign, as agreed between Ionas and YT. We will use the RtL system, alog with SoB levels and rumours. We agreed on the following house rules :

- The following props from SoB count as obstacles, and this should be a standardized House rule/interpretation. Everything else (Barrel, Statue, Pipe Organ, Reef, Sandbar, Water (both), Weapon mount (both) and Whirlpool)
- Encounters and dungeon levels do not get shuffled unless expunged. Playing SoB and RtL Dungeons as well as applicable SoB rumors. Locations do not get shuffled until there are only 5 of them left.
- Final battle is per SoB rules, without threat use.
- Hero selection is done via 4 stacks of 4 heroes. The OL may veto 1 hero which will be replaced randomly. Only if he does so, then the Party may then ban one Avatar.
- All Named monsters from RtL/ToI dungeons receive an additional +8 HP +1 armor per Campaign Level beyond Copper. The Overlord's Keep counts as a 4th (Diamond) campaign level for this purpose (and for the purpose of SoB Named Level Leaders).
- Boosted weak heroes, lowered very strong ones slightly (see below)
- 2 cities to be razed (or equivalent, see the plot) before Lieutenants may besiege Tamalir (although they may go there if they wish).- Healing potion restores 4 wounds.
- Extra option at Secret Master Training +2W +1F (along +4W or +2F)
- Rapid Fire is limited to up to 2 extra attacks per player turn.
- In the last level of every dungeon, 2 CT per boss, and an extra 2CT for exiting through the final portal.
- Shadow Soul may be used before or after the hero's turn.
- Ranged skills and abilities don't go through inner / outer walls.

Hero Balance
Quote:
Ispher - 2CT
Eliam - +1 Melee die (2/0/2 traits), +1 Fighting skill draw (2 Fighting / 2 Wizardry / 1 Choice)
Sahla - Change ranged dice to Magic (0/0/3 traits)
Lindell - 4CT
Sir Validir - +1 Magic dice (2/0/2 traits), move 1 Subterfuge skill to Fighting (2/0/1 Skills)
Mok - Melee dice to magic (0/0/3 traits)
Red Scorpion - 2 trait dice everywhere (2/2/2 traits), special can be used multiple times per turn
Tetherys - Magic dice to range (0/3/0 traits), move 1 Subterfuge skill to Magic (0/2/1 Skills)
Challara - 2CT
Arvel - Keeps 2 Skills, not one (buying extra skills will cost her more)
Aurim - Special -> Alchemist
Shiver - 2CT, Willpower
Lyssa - 2 trait dice each in Magic and Melee (2/0/2 traits)
Related Source: http://boardgamegeek.com/article/12547837#12547837

Some additional changes:
Thorn - Portal spaces count as empty spaces in regards to his ability. In regards to his ability the space he enters must be devoid of any figures (empty).
Nanok - His ability grants +1/+2/+3 passive armor per campaign level.
Tobin - His ability grants pierce instead of damage

 
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Retired Hurt

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Ionas will be the Hero player. Here are the heroes :

Bogran the Shadow, Kirga, Laughin Buldar, Aurim

Nanok of the Blade, Hugo the Glorious, Sahla, One Fist

Karnon, Lyssa, Gray Ker, Lord Hawthorne

Brother Gherinn, Spiritspeaker Mok, Ronan of the Wild, Corbin

While Gherinn is an obvious choice, Ionas hesitated much because he didn't want to let Aurim go, and also wanted to give Sahla a try. But apparently having them both would make things difficult. (no dedicated ranged character)
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Skill draw :

Ker : Pickpocket, Precision, Ambidextrous, Burglar

Nanok : Enduring, Taunt, Tiger Tattoo, Lucky

Gherinn : Able Warrior, Wind Pact, Willpower, Earth Pact

Aurim : Weapon Mastery, Prodigy, Necromancy, Fire Pact


And equipment :

Nanok (AC 4)
75 Sword
75 Morning Star

Grey Ker (AC 3)
150 Crossbow
25 Iron Shield
50 Chain Mail

Gehrinn (AC 3)
175 Sunburst
50 Leather Armor

Aurim (AC 2)
100 Hammer
25 Iron Shield
50 Leather Armor
150 Ghost Armor

3 Vitality Potion (Aurim, Nanok, Gherinn)
2 Healing Potion (Nanok, Aurim)
 
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Retired Hurt

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I will feature as King Kong : http://boardgamegeek.com/thread/1018666/king-kong, taking Lurkers as first upgrade and Obsidian Shackles as plot.
 
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Retired Hurt

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(placeholder for the résumé of the campaign)
 
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Jo Bartok
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Quote:
- Final battle is per standard RtL (NOT SoB) but the OL may use threat as per encounters.


I thought we agreed upon SoB Final Battle rules. I know that makes it harder for me but I am fine with possibly losing a Final Battle as long
as it is interesting up to that point!


Missing Skills:
Wind Pact over Able Warrior

Equipment Changes:

Grey Ker
+ Chain Mail
- Leather Armor

Aurim
100 Hammer
25 Iron Shield
50 Leather Armor (+)
150 Ghost Armor

-1 Potion



Summary:

Nanok
75 Sword
75 Morning Star

Ker
150 Crossbow
25 Iron Shield
50 Leather Armor

Gehrinn
175 Sunburst
50 Leather Armor

Aurim
100 Hammer
25 Iron Shield
50 Leather Armor
150 Ghost Armor

75+75 + 150+25+50 + 175+50 + 100+25+50+150 = 925

3 Vitality Potion (Aurim, Nanok, Gherinn)
2 Healing Potion (Nanok, Aurim)
 
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Retired Hurt

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ionas wrote:
Quote:
- Final battle is per standard RtL (NOT SoB) but the OL may use threat as per encounters.


I thought we agreed upon SoB Final Battle rules. I know that makes it harder for me but I am fine with possibly losing a Final Battle as long
as it is interesting up to that point!


It's either SoB or use threat. Not both. So, you suggest the former ? That's okay. And if we go there the final level will be a surprise for everyone. But it isn't too difficult - just tricky.


I'll implement the other changes.
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AVATAR
King Kong has all the attributes and abilities for a Diamond Master Blood Ape, including those given by cards which affect Blood Apes

Monster Upgrades: Humanoid 30 – Beast 25 – Eldritch 30

Treachery Upgrades: Spawn 10(4) – Event 15(3) – Trap 20(4)

Avatar power: Wrath of Nature : all your major beasts (including named monsters, the Migoo and the avatar) have a fear rating equal to the campaign level (4 in the final keep). This does not stack with other fear sources (racial or scenario-prompted) - just keep the higher rating.

Keep: Blind Mur Forest


Avatar specific Lieutenant
The Migoo (2*2 figure/token)
Wounds: 40/80/120
Armor: 6/8/10
Movement: 4/5/6
Damage: RGbb / RGYss / RGGgg
Power: All-concealing shadows
Minions: 1 Ice Wyrm, 1 Master Wendigo, 2 Wendigos, 2 Beastmen
Cost: 16

The Migoo has Grapple, Reach, Tread Ice, and Fear from the avatar's special.
When encountering the Migoo, treat all Water squares as Ice instead.
The Migoo razes cities on an Enhancement. [NB : if using the house rule that razing DRs begin with blank, then surge, enhancement etc., skip the first step and begin with Surge]

Avatar upgrade cards:

1. Lurkers (15) – All your Blood Apes get +2 MP and Stealth.
2. Gorillas in the Midst (20) – When placing minions for an encounter, even if there are none, you may add up to two Blood Apes. They pay only 1 MP to enter trees. They must start the encounter in trees and are killed if not ending their turn in a tree. The cost of this card is halved if Lurkers has been purchased.
3. Juggernaut (10) – Your avatar gains Unstoppable, Knockback and surges may be used for +1 space of Knockback each.
4. Enraged beasts (20) – Add the Enraged card to your deck. You still have to pay treachery if you want to use that card outdoors. Also, you start every dungeon with Brilliant Commander in play.















CAMPAIGN STATS
Week 1

Hero Conquest: 0 Humanoid monsters: Copper
Overlord Conquest: 0 used 0 Beast monsters: Copper
Total Conquest: 0 (Copper Campaign) Eldritch monsters: Copper

OL Cards: 0 Threat: 0
Cards in Play:
Eyes are: Open


Party Location: Tamalir


HERO STATS

Nanok (4 CT) | Grey Ker (3 CT)
12/12 HP 4/4 Fatigue Armor 4 Speed 4 | 12/12 HP 5/5 Fatigue Armor 3 Speed 4
Traits: 2 Melee(bb), 1 Magic(b) | Traits: 3 Ranged(b)
Skills: Enduring | Skills: Precision
Status: | Status:
|
Hand 1: Sword | Hand 1: Crossbow
Hand 2: Morning Star | Hand 2: Iron Shield
Armor: - | Armor: Chainmail
Other 1: | Other 1:
Other 2: | Other 2:
Potion 1: Healing | Potion 1:
Potion 2: Vitality | Potion 2:
Potion 3: | Potion 3:
Backpack 1: | Backpack 1:
Backpack 2: | Backpack 2:
Backpack 3: | Backpack 3:
|
Used XP: 0 | Used XP: 0
Feats: 2 Fighting, 1 Subterfuge | Feats: 3 Subterfuge
|
---------------------------------------------------+-----------------------------------------------
|
Brother Gherinn (3 CT) | Aurim (2 CT)
12/12 HP 4/4 Fatigue Armor 3 Speed 4 | 8/8 HP 5/5 Fatigue Armor 2 Speed 5
Traits: 2 Ranged(bb) | Traits: 1 Melee(b), 1 Ranged(b), 1 Magic(b)
Skills: Wind Pact | Skills: Prodigy
Status: | Status:
|
Hand 1: Sunburst | Hand 1: Iron Shield
Hand 2: - | Hand 2:
Armor: Leather Armor | Armor: Leather Armor
Other 1: | Other 1: Ghost Armor
Other 2: | Other 2:
Other 3: | Other 3:
Potion 1: Vitality | Potion 1: Healing
Potion 2: | Potion 2: Vitality
Potion 3: | Potion 3:
Backpack 1: | Backpack 1: Hammer
Backpack 2: | Backpack 2:
Backpack 3: | Backpack 3:
|
Used XP: 0 | Used XP: 0
Feats: 1 Fighting, 2 Wizardry | Feats: 1 Fighting, 2 Wizardry

Party Treasure: 25
Party Items:

Tamalir Upgrade:
Tamalir this week: ??, ?? || 2 Potion
Rumor:
Rumor reward:
Graveyard:

Avatar: The Sorcerer King
Plot: Obsidian Shackles
Overlord Upgrade: Lurkers
Treachery:
Razed:

Sir Alric Farrow: Blind Mur Forest













Stacks of Cards

Feats

Fighting
F01 Follow Through Fighting
F02 Follow Through Fighting
F03 Follow Through Fighting
F04 Hurry Fighting
F05 Hurry Fighting
F06 Killing Blow Fighting
F07 Lunge Fighting
F08 Lunge Fighting
F09 Second Wind (F) Fighting
F10 Sweeping Blow Fighting
F11 Follow Through Fighting
F12 Follow Through Fighting
F13 Follow Through Fighting
F14 Hurry Fighting
F15 Hurry Fighting
F16 Killing Blow Fighting
F17 Lunge Fighting
F18 Lunge Fighting
F19 Second Wind (F) Fighting
F20 Sweeping Blow Fighting

Subterfuge
S01 Chink in the Armor Subterfuge
S02 Foiled Plans Subterfuge
S03 Foiled Plans Subterfuge
S04 Hustle Subterfuge
S05 Hustle Subterfuge
S06 Hustle Subterfuge
S07 Second Wind (S) Subterfuge
S08 Shooting for Distance Subterfuge
S09 Shooting for Distance Subterfuge
S10 Shooting for Distance Subterfuge
S11 Disarm Subterfuge
S12 Disarm Subterfuge
S13 Chink in the Armor Subterfuge
S14 Foiled Plans Subterfuge
S15 Foiled Plans Subterfuge
S16 Hustle Subterfuge
S17 Hustle Subterfuge
S18 Hustle Subterfuge
S19 Second Wind (S) Subterfuge
S20 Shooting for Distance Subterfuge
S21 Shooting for Distance Subterfuge
S22 Shooting for Distance Subterfuge
S23 Disarm Subterfuge
S24 Disarm Subterfuge

Wizardry
W01 Carried By Air Wizardry
W02 Carried By Air Wizardry
W03 Flaming Fury Wizardry
W04 Focus Wizardry
W05 Focus Wizardry
W06 Focus Wizardry
W07 Magi Madness Wizardry
W08 Sparks of Pain [Start Of OL Turn] Wizardry
W09 Sparks of Pain [Start Of OL Turn] Wizardry
W10 We Are Not Afraid [Any Turn] Wizardry
W11 We Are Not Afraid [Any Turn] Wizardry
W12 We Are Not Afraid [Any Turn] Wizardry
W13 Carried By Air Wizardry
W14 Carried By Air Wizardry
W15 Flaming Fury Wizardry
W16 Focus Wizardry
W17 Focus Wizardry
W18 Focus Wizardry
W19 Magi Madness Wizardry
W20 Sparks of Pain [Start Of OL Turn] Wizardry
W21 Sparks of Pain [Start Of OL Turn] Wizardry
W22 We Are Not Afraid [Any Turn] Wizardry
W23 We Are Not Afraid [Any Turn] Wizardry
W24 We Are Not Afraid [Any Turn] Wizardry



Incidents

01 - Snakes Underfoot
02 - The Red Necromancer
03 - The Wild Hunt
04 - Lost
05 - The Alchemist
06 - The Dark Servant
07 - Two-headed Giant
08 - Nova the Dragon
09 - A Thief in the Night
10 - Silent as the Grave
11 - The Wyrm Turns
12 - A Terrible Nightmare
13 - Lone Oracle
14 - The Sentinels
15 - The Circle of Doom
16 - Abandoned Treasure
17 - A Wandering Merchant
18 - Throg's Bandits
19 - Troll Bridge
20 - A Sight for Sore Eyes
21 - Echoes of the Past
22 - To Fight in the Shade
23 - Mad Duncan
24 - Hunting Spiders
25 - The Hammer Brothers
26 - Patch's Raiders
27 - The Savage Beasts
28 - A Silent Raid
29 - The White Wraiths
30 - Lean and Athirst
31 - Raging Beast
32 - The Blood Moon
33 - The Skye Darkens
34 - A Hot Time
35 - Tall in Spirit


Locations

01 - Shadowy Copse
02 - Secure Clearing
03 - Quiet Pond
04 - Stormy Stream
05 - Snowy Woods
06 - Hedge Maze
07 - Hidden Creek
08 - Swollen Stream
09 - Box Canyon
10 - Narrow Path
11 - Marshy Valley
12 - Corrupted Forest
13 - Ancient Grove
14 - Butterfly Meadow
15 - Haunted Trail
16 - Peaceful Glade
17 - Frozen Pass


Rumors

01 - The Twins
02 - No News...
03 - Them Dry Bones
04 - The Hunter
05 - Derafin the Mighty
06 - Prince of Thieves
07 - Tavern Brawl!
08 - Dust to Dust
09 - The Puzzle Box
10 - The Guardians
11 - The Hard Way
12 - The Creature
13 - The Cave of Time
14 - Split Heirlooms
15 - The White Drake
16 - Red Sky at Morning
17 - X Marks the Spot!
18 - No News...
19 - Belly of the Beast
20 - Forever's End
21 - Down a Hole
22 - The Feud
23 - Hunting the Wyrm
24 - The Dark Shard
25 - The Hatchlings
26 - A Mother's Lament


Copper Treasures

C01 Archer's Charm
C02 Axe of Returning
C03 Backbiter
C04 Bane
C05 Belt of Strength
C06 Bone Blade
C07 Cloak of Deception
C08 Cone of Fire
C09 Crystal of Tival
C10 Crystal of Tival
C11 Crystal Shield
C12 Crystal Shield
C13 Crystalize
C14 Dragontooth Hammer
C15 Dwarven Fire Bombs
C16 Elven Robe
C17 Falcon's Claw
C18 Gauntlets of Power
C19 Great Bow
C20 Heavy Leather Armor
C21 Knuckle Dagger
C22 Leviathan
C23 Mace of Aver
C24 Magic Bow
C25 Mana Weave
C26 Pacify
C27 Pack of Holding
C28 Plate Mail
C29 Ring of Quickness
C30 Ripper
C31 Screaming Eagle Staff
C32 Shadowblade
C33 Shillelagh
C34 Skull Shield
C35 Staff of Punishment
C36 Staff of the Grave
C37 Treasure Cache (50 Coins + Card)
C38 Treasure Cache (50 Coins + Card)
C39 Treasure Cache (Invisibility-Pot + Card)
C40 Treasure Cache (Health-Pot + Card)
C41 Treasure Cache (Fatigue-Pot + Card)
C42 Treasure Cache (Power-Pot + Card)




Resources:

We'll use these codes, paste them as your dice in the GeekRoller:

Red Melee Die:
1custom6{iid:1057263;iid:1057256;iid:1057258;iid:1057260;iid:1057262;iid:1057261}

Blue Ranged Die:
1custom6{iid:1057251;iid:1057247;iid:1057248;iid:1057249;iid:1057249;iid:1057250}

White Magic Die:
1custom6{iid:1057267;iid:1057264;iid:1057264;iid:1057265;iid:1057266;iid:1057266}

Green +Damage Die:
1custom6{iid:1057252;iid:1057252;iid:1057253;iid:1057253;iid:1057254;iid:1057255}

Yellow +Range Die:
1custom6{iid:1057270;iid:1057271;iid:1057272;iid:1057272;iid:1057242;iid:1057242}

Black Power Die:
1custom6{iid:1057245;iid:1057246;iid:1057246;iid:1057243;iid:1057243;iid:1057243}

Clear Stealth Die:
1custom6{iid:1117791;iid:1117791;iid:1117790;iid:1117790;iid:1117790;iid:1117790}

Silver Power Die:
1custom6{iid:1117796;iid:1117789;iid:1117789;iid:1117795;iid:1117795;iid:1117795}

Gold Power Die:
1custom6{iid:1117793;iid:1117794;iid:1117794;iid:1117792;iid:1117792;iid:1117792}

Note: Roller will allow max. 3 kinds of custom dice due to character limit. If you have 4+ different dice, split them into 2 rolls.

If you include a commentary (e.g. roll title) in the roll, it'll get rid of the annoying code (it's still visible beneath the post if you really need to)!

 
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Gray Ker's armor is now 3.

Also, change the Avatar, and add a Shield to Aurim's belongings.
 
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Week 1

Collect 1 CT

Alric to Frostgate

End
 
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Jo Bartok
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One last plead. As in brackets you say that jungle drums may be too strong, I suggest keeping Ambush (cause it is thematic!) but increase costs to 25XP
 
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Jungle Lives has been replaced by something less strong but still quite thematic. And Juggernaut has been changed too. Sorry for not having mentioned it, but the final version is lower in the post (3rd from the end) and that's what I copied in our preparation thread and should be copied hereabove.
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The Party moves to Starfall Forest.
Encounter Check (2x blank) 2custom6{iid:1057245;iid:1057246;iid:1057246;iid:1057243;iid:1057243;iid:1057243} -> ( iid:1057245 iid:1057246) -> (
) [+]
 
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  • 519921. ionas
  • 2custom6{iid:1057245;iid:1057246;iid:1057246;iid:1057243;iid:1057243;iid:1057243} =
  • ( iid:1057245 iid:1057246) =
  • ( iid:1057245 iid:1057246)
  • Encounter Check (2x blank)
  • Wed Mar 19, 2014 4:02 pm
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The Party encounters something:
Incident Roll 1d35 = (1) = 1
 
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01 - Snakes Underfoot ... is yellow/red.

Incident Roll 5d35 = (22 + 19 + 26 + 13 + 9) = 89
 
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  • 5d35 =
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26 - Patch's Raiders

Ambush Check 1custom6{iid:1057245;iid:1057246;iid:1057246;iid:1057243;iid:1057243;iid:1057243} -> ( iid:1057243) -> (
) [+]
 
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  • 1custom6{iid:1057245;iid:1057246;iid:1057246;iid:1057243;iid:1057243;iid:1057243} =
  • ( iid:1057243) =
  • ( iid:1057243)
  • Ambush Check
  • Wed Mar 19, 2014 4:08 pm
Jo Bartok
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Hm, why did it scale down the incident card? (Well click on it to see)
 
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Location Draw 1d17 = (10) = 10
 
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  • 1d17 =
  • (10) =
  • 10
  • Location Draw
  • Wed Mar 19, 2014 4:11 pm
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Location:
10 - Narrow Path



Current Incident: 26 Patch's Raiders
Current Location: 10 (Narrow Path)
 
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I think that, if a non-admissible incident is drawn, it should be placed back into the pack, as it didn't happen.
 
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I am currently missing the tileset maps for locations.
Anyone has some?
 
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Merrimac wrote:
I think that, if a non-admissible incident is drawn, it should be placed back into the pack, as it didn't happen.


Okay.
 
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ionas wrote:
I am currently missing the tileset maps for locations.
Anyone has some?


I have no objection to using indoor map elements, with eg mist for trees.

Positions :
HH JK7, DE12
Sorcerers E14tree, I14
RW C13
Naga JK10-11tree
Patch K14tree


Good encounter for you to have now, before I get Silver Beasts. Copper Hellhounds are sooo weak ...
 
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Might not be a bad idea to post a map for Ionas since he might not have the same coordinates when he builds his map, that way you guys are on the same page.
 
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Have the Map up, but it misses coordinates in TileSystem itself. Mom
 
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