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Subject: RtL AC: Might & Magic rss

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Reinhard Horst
Germany
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Hello and welcome,

this thread hosts an Advanced Campaign - Road to Legend Solo Game.

Comments and remarks are welcomed, either via Forum Mail or as post in this thread.

Rules / Specials:
=================
1. Dungeons from RtL and SoB
2. Before heros enter a dungeon the done/discarded levels are shuffled back into the
deck if the size of the deck is less than 30
3. No Rumors (because i don't have the maps)
4. Discarded feats/treasures/encounters/locations/skills are shuffled back into deck
=> this prevents heros and OL from gaining certain cards for sure
5. treasures are taken from Descent Compendium at http://www.descentinthedark.com/home.php

OL:
6. Thaadd/Crushing Blow can only crush items in hand/armor/other slot
7. Crushing Blow works like Thaadd's power:
On a successfull attack which does at least 1 damage the OL pays threat dependant
on the item level and then rolls a single black dice to try to crush it.
Item in hand/armor/other slot is crushed (shuffled back into deck) if a ~ is rolled
8. If the Pack of Holding is crushed, the owner can save as many items from it as he
can load her/his hero with, all other items from inside the pack are lost
9. Beastman Lord without Kratz the Plague (BEASTman lord, not dragonlord)
10. No Crushing Blocks (or other obstacles) adjacent to a Glyph
11. Pits deal 2 wounds (same as trap card)
12. Using threat in encounters is limited to 5 dice upgrades (~PowerPotion)
13. Using threat in encounters is limited to move monsters the doubled speed value
14. +1T per encounter turn for OL
15. Command: all spaces are affected to which a small figure with speed 3 starting at
monster position could fly to

Heros:
16. Cursed items curse the owner each time they are equipped into hands/armor/other slot
17. Knockback works only on enemy figures
18. Shadowsoul before everything else
19. Secret masters offer 2W/1F as training option
20. sleeping heros cannot do anything
21. Blessed/Spiritwalker/Astarra/Kirga: all spaces are affected to which a small figure with
speed 3/5 starting at hero position could fly to (so OL could spawn behind a closed door)
22. Custom Heros
23. Custom Feats
24. Custom Skills
1 
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Reinhard Horst
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Re: RtL AC: Devil's Double
Table of Content

Week 1
+1CT(1)
Sir Alric Farrow to Nerekhal
Heros to Starfall Forest
Level 1: The Meat Chamber(63), 9T +4CT(4) +1000g(100) +Boneblade
Heros flee back to Tamalir
=> How things can go wrong! I thought this is a small, quite easy level. No Undying Boss, 3 heros ready and ok equipped. An early Boneblade to boost the melees. Well i overestimated Taunt, the OL found good ways to block LoS and attack the weak armored Karnon several times. So he was taken out doing just one attack at all. The key were two Medusi which stunned and slowed down Varikas and Karnon. And the fact that Landrec couldn't do anything except spawn control without a weapon. I was lucky to get the 2nd gold pile with carried by air feat, that somehow saved the day. Nevertheless the start seems ok 1000g and no dead hero.

Week 2
+1CT(2)
Sir Alric Farrow sieges Nerekhal(1)
Heros to Thelsvan Highway
Ambush: 'Tall in Spirit' at Secure Clearing, +2CT(6) +350g(450)
Level 1: The Crypt(15), 2T +4CT(10) +800g(900) RIP: Landrec
Heros flee back to Tamalir
=> What a horrible 2nd turn, that level came too early. The risk of getting a couple of kills was just too high to risk it. So i traded 800g+4CT vs Landrec's 3CT. But that puts the heros already under pressure. The next dungeon MUST deliver enough gold for the staff of the wilderness, else the heros look screwed on the overland map.I ponder if i should stay one round in Tamalir and Upgrade the Bazar to 3? Pro: Probability to get the good items raises and if you do that early you profit during the whole game of it. Contra: If i spend 6XP then i surely need a 4th dungeon before i can think about learning Windpact and/or Prodigy (but well, i will most likely lack the required gold anyway).

Week 3
+1CT(6)
Sir Alric Farrow sieges Nerekhal(2)
Heros stay in Tamalir: Visit Alchemist, Market & Upgrade Market to 3 for 6XP, -100g(800)

Week 4
+1CT(7)
Sir Alric Farrow sieges Nerekhal(3)
Heros move to Blackwing Swamp
Level 1: Madame Marlowe's(47), 12T +7CT(17) +1250g(1575) +Falcon's Claw RIP: Landrec
Level 2: Collapsed Collums(01)
=> This dungeon started in favor of the Overlord. Madame Marlow stood up two times from the dead, and that with 20w 6a!, hadn't been Karnon in the party with Boneblade the heros would most likely have been unable to fight that oger down.


 
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Reinhard Horst
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Re: RtL AC: Mad Mordrog

RtL Encounters (Color, Ambush on):
E01 Alchemist (GY)
E02 Abandoned Treasure (GYR)
E03 Blood Moon (YR, blank)
E04 Circle of Doom (YR, ~)
E05 Dark Servant (R, ~)
E06 Echos of the Past (GY, blank)
E07 Hammer Brothers (GYR, ~)
E08 Hot Time (GY, power)
E09 Hunting Spiders (GY, ~)
E10 Lean and Thirsty (YR, blank)
E11 Lone Oracle (YR)
E12 Lost (GYR)
E13 Mad Duncan (R)
E14 Nova the Dragon (R, power)
E15 Patch's Raiders (G, ~)
E16 Ragin Beasts (YR, blank)
E17 Red Necromancer (GY, blank)
E18 Savage Beasts (YR, power)
E19 Sentinels (R)
E20 Sight for sore Eyes (YR, blank)
E21 Silent as the Grave (GR)
E22 Sky Darkens (GY, ~)
E23 Silent Raid (YR, power+blank)
E24 Snakes Underfoot (YR, power)
E25 Tall in Spirit (GY, blank)
E26 Terrible Nightmare (GYR)
E27 Thief in the Night (Y)
E28 Troll Bridge (RG)
E29 Throgs Bandits (GYR, ~)
E30 To Fight in the Shade (YR, ~)
E31 Two-Headed Giant (R, blank)
E32 Wandering Merchant (G)
E33 White Wraiths (GYR, power+~)
E34 Wild Hunt (GYR, blank)
E35 Wyrm Turns (R, power)


RtL Locations:
L01 Ancient Grove (trees block movement)
L02 Box Canyon (OL moves first)
L03 Butterfly Meadow (all heros heal 4w)
L04 Corrupted Forest (-2W per hero order)
L05 Frozen Pass (all water spaces = ice)
L06 Haunted Trail (all figures -1 armor)
L07 Hedge Maze (entering tree space=1W)
L08 Hidden Creek (Magic attacks: -1r -1d)
L09 Marsh Valley (+1mp entering spaces adjacent to water)
L10 Narrow Path (no attack can affect more than one target)
L11 Peaceful Glade (figures cannot roll more than 3 power dice)
L12 Quite Pond (heros can't be ambushed)
L13 Secure Clearing (Melee attacks: -2d)
L14 Shadowy Copse (max LoS: 3)
L15 Snowy Woods (max move speed)
L16 Stormy Stream (Ranged attacks: -3r)
L17 Swollen Stream (end turn in water=1W)
 
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Reinhard Horst
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Re: RtL AC: Mad Mordrog
Feasts should be usable by each type of hero, but have flair of the corresponding type:

Feats Fighting:
F01 Power: +2 damage
F02 Power: +2 damage
F03 Power: +2 damage
F04 Kill: turn dices
F05 Kill: turn dices
F06 Hurry: +1 attack
F07 Hurry: +1 attack
F08 Hero: + ~~
F09 Hero: + ~~
F10 Fend: +2 armor
F11 Fend: +2 armor
F12 Fend: +2 armor

Feats Subterfuge:
S01 Hustle: +3 moves
S02 Hustle: +3 moves
S03 Hustle: +3 moves
S04 Plans: pick 2, discard 1
S05 Plans: pick 2, discard 1
S06 Disarm: disarm next trap
S07 Disarm: disarm next trap
S08 2nd wind: full fatigue
S09 2nd wind: full fatigue
S10 Shadow: Shadowcloak
S11 Shadow: Shadowcloak
S12 Shadow: Shadowcloak

Feats Wizardry:
W01 Wana: -4 threat, -1 card
W02 Wana: -4 threat, -1 card
W03 Wana: -4 threat, -1 card
W04 Shield: +2a for heros r<=3
W05 Shield: +2a for heros r<=3
W06 Air: +2 speed & fly
W07 Air: +2 speed & fly
W08 Sparks: aura 4
W09 Sparks: aura 4
W10 Focus: + ~~ or sorcery 2
W11 Focus: + ~~ or sorcery 2
W12 Focus: + ~~ or sorcery 2

Power: Play during your turn => Your attack has extra power doing +2 damage
Kill: Play after your attack => Turn 3 dices as you like (may include attack dice)
Hurry: Play during your turn => You gain an extra attack
Hero: Play before your attack => The fearless hero gains + ~~ for the attack
Fend: Play during your turn => You gain +2 armor till your next turn

Hustle: Play at the start of your turn => You gain +3 moves
Plans: Play during your turn => You pick 2 cards from OL and discard 1
Disarm: Play at the start of your turn => You disarm the next trap affecting you
2wind: Play during your turn => Your 2nd wind refreshes your fatigue to full
Shadow: Play a the end of your turn => You are shadowcloaked till your next turn

WanA: Play during your turn => We are not afraid: -4 threat & -1 card
Shield: Play during your turn => All heros r<= 3 have +2a till your next turn
Air: Play at the start of your turn => You are carried by air: +2 speed & fly
Sparks: Play during your turn => You got aura 4 till your next turn
Focus: Play during your turn => Your focused attack gains + ~~ or sorcery 2
 
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Re: RtL AC: Mad Mordrog
Skill-List: (*=customized)
==========================

Fighting Skills:
FS01 Able Warrior: Advance action => spend 2f for 2 attacks
FS02 Battle Cry*: Battle action => ALL heros +1f
FS03 Berserker*: w<=1/2:+1d, w<=1/4:+3d
FS04 Brawler*: after a successfull melee attack a ~ lets you attack again
FS05 Cleaving: kill with melee attack => spend 1f for another attack
FS06 Enduring*: armor does not reduce your speed, if natural armor<2 => +1a
FS07 Furr the Spirit Wolf: Furr familiar
FS08 Knight: Battle action => spend 2f for 1/2move(round up) + 3 attacks
FS09 Leadership: Ready Action => spend 1f for 2 half-actions + order (on any hero)
FS10 Mighty: +2d for melee attacks
FS11 Ox Tattoo: immune to Daze, Grapple, Knockback, Stun, and Web
FS12 Parry*: a ~ causes a melee attack against you to miss
FS13 Relentless*: Advance action => recover 1f + 1w
FS14 Taunt: attack from r<=5 => force to be target if possible
FS15 Tiger Tattoo: +1 fatigue, +1 speed (after armor reduction), no dam from pits
FS16 Tough: +4W
FS17 Unmovable: Battle action => place guard order + 1a till next turn
FS18 Weapon Mastery: + ~~ for melee attacks

Subterfuge Skills:
SS01 Acrobat: move through enemies/obstacles unaffected, no attack from occupied space
SS02 Alertness: enemy moves adjacent => spend 2f for immediate attack
SS03 Ambidextrous if you receive an offhand bonus you gain +1d, shields cancel +1w
SS04 Appraiser*: when you draw 1 or more treasures, draw 1 extra and discard any
SS05 Born to the Bow: all ranged attacks using 2h weapons are aimed attacks
SS06 Burglar*: when you open a chest you roll 5 black dice (instead of 4) for treasure
SS07 Cautious*: when the OL plays a trap in r<=3, you disarm it rolling power or blank
SS08 Deflect Arrows*: a ~ causes a ranged attack against you to miss
SS09 Eagle Eye*: +1r +pierce 2 for ranged attacks
SS11 Lucky: power = +1d and +1r instead of damage or range
SS12 Marksman*: +2r +1d for ranged attacks
SS13 Master Archer: + ~~ for ranged attacks
SS14 Precision: Ignore 1 figure / obstacle when tracing LoS for ranged or magic attacks
SS15 Rapid Fire: after ranged attack => immediate spend 2f for another attack
SS16 Shadow Soul: Shadow Soul familiar
SS17 Skilled: +2 max fatigue
SS18 Swift: +2 speed (after armor reduction)

Wizardry skills:
WS01 Blessed: command ability
WS02 Boggs the Rat: Boggs is your familiar
WS03 Divine Retribution*: any attacker takes 1/2 the wounds inflicted (round up) himself
WS04 Earth Pact: move through rubble unaffected, +2w if you don't move during turn
WS05 Fire Pact*: immune to burn, all successfull attacks place 2 burn tokens on target
WS06 Holy Aura*: +4 aura
WS07 Inner Fire: +2r +1d for magic attacks
WS08 Lucky: power = +1d and +1r instead of damage or range
WS09 Mata & Kata: Mata & Kata familiar
WS10 Necromancy*: animate killed monster in r<=3 for 2f, animated dies if hero leaves LoS
WS11 Prodigy: + ~~ for magic attacks
WS12 Quick Casting: after magic attack => immediate spend 2f for another attack (once)
WS13 Spiritwalker: originate a magic attack from any hero up to 5 spaces away
WS14 Vampiric Blood: +1f each time you kill a monster
WS15 Water Pact: move through water unaffected, staff attacks have knockback
WS16 Wild Talent: sorcery 1, + one dice vs traps
WS17 Willpower*: a ~ causes a magic attack against you to miss
WS18 Wind Pact: move through pits unaffected, new area => force OL to discard card
 
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Reinhard Horst
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Re: RtL AC: Mad Mordrog
Custom Heros:

Nr Name Changes
==========================================================================================
01 Andira Runehand
02 Arvel Worldwalker -1CV, +1 ranged, F skill to S
03 Aurim ranged to magic, +Alchemist
04 Battlemage Jaes
05 Bogran the Shadow may choose shadowsoul at character generation
06 Brother Gherinn
07 Brother Glyr -1CV
08 Challara
09 Corbin +4W
10 Eliam +1 melee
11 Grey Ker
12 Hugo the Glorious -2W, may spend 1/2 fatigue per turn rounded down
13 Ispher -1CV
14 Jonas the Kind +1 magic
15 Karnon
16 Kirga
17 Krutzbeck
18 Landrec the Wise +1CV
19 Laughin Buldar
20 Laurel of Bloodwood -1CV, +Born to the Bow
21 Lindel -1CV
22 Lord Hawthorne
23 Lyssa lost re-roll, may choose acrobat at character generation
24 Mad Carthos +1f
25 Mordrog
26 Nanok of the Blade use magic dice to calculate armor versus magic attacks
27 Nara the Fang
28 Okaluk and Rakash + ranged, move one speed to fatigue
29 One Fist + F skill
30 Red Scorpion + melee / ranged / magic, extra twice per turn
31 Ronan of the Wild
32 Runemaster Thorn
33 Runewitch Astarra +1CV
34 Sahla
35 Shiver
36 Silhouette
37 Sir Valadir + magic
38 Spiritspeaker Mok lost cost increase, +Spiritwalker
39 Steelhorns only last 3 moves of run action must be a straight line
40 Tahlia
41 Tatianna
42 Tetherys magic to ranged
43 Tobin Farslayer
44 Trenloe the Strong lost re-roll, can use any weapon as long as 2nd hand holds shield
45 Truthseer Kel
46 Varikas the Dead
47 Vyrah the Falconer magic to ranged
48 Zyla


Nr Name CV W F A S Trait Skill Ability
==========================================================================================
01 Andira Runehand 3 CV, 12-4-1-4, 0-0-3, 0-0-3, pierce 2 vs adjacent enemies
02 Arvel Worldwalker 2 CV, 12-4-1-4, 1-2-0, 1-3-0, feats: max 6, draw 2 per glyph
03 Aurim 2 CV, 8-5-1-5, 1-0-2, 1-0-2, may exchange potions, +Alchemist
04 Battlemage Jaes 4 CV, 12-4-2-4, 1-0-2, 1-0-2, use runes when wearing armor
05 Bogran the Shadow 2 CV, 8-4-1-5, 0-2-1, 1-2-0, +2 dam if no LoS at start of turn
06 Brother Gherinn 3 CV, 12-3-2-3, 0-0-3, 1-0-2, 1w to aim for attack
07 Brother Glyr 3 CV, 12-5-3-2, 2-1-0, 2-1-0, +2 move points per turn
08 Challara 3 CV, 12-5-0-4, 0-0-3, 0-0-3, brightblaze: speed 4, one breath WG
09 Corbin 4 CV, 12-5-2-3, 2-1-0, 1-2-0, -1w each time he is wounded
10 Eliam 3 CV, 12-3-1-5, 2-0-2, 2-0-2, per turn: 3f for sweep attack
11 Grey Ker 3 CV, 12-5-1-4, 0-3-0, 0-2-1, change declared action
12 Hugo the Glorious 4 CV, 18-3-2-3, 3-0-0, 3-0-0, no magic attacks, 1/2 fatigue boost
13 Ispher 2 CV, 12-4-0-5, 1-2-0, 1-2-0, regeneration 1, immune poison
14 Jonas the Kind 3 CV, 16-4-0-5, 2-0-2, 2-0-1, equipment*, enemies surrender on 1w
15 Karnon 4 CV, 16-4-1-4, 5-0-0, 2-0-0, ignores ice, immune to frost & fear
16 Kirga 3 CV, 16-3-1-4, 0-3-0, 0-3-0, no monster spawn within range 5
17 Krutzbeck 2 CV, 8-4-2-4, 3-0-0, 3-0-0, while W<=4 => +2dam +2armor
18 Landrec the Wise 3 CV, 12-5-0-3, 0-0-3, 0-1-2, ~~ on every attack roll
19 Laughin Buldar 4 CV, 16-3-1-4, 3-0-0, 3-0-0, use one 2h weapon in 1h
20 Laurel of Bloodwood 2 CV, 8-4-1-5, 1-2-0, 1-2-0, 1f to range=>damage, +BornToTheBow
21 Lindel 4 CV, 16-5-1-5, 2-2-2, 1-1-1, can exchange a skill once per area
22 Lord Hawthorne 4 CV, 16-4-1-4, 3-0-0, 3-0-0, reach +1
23 Lyssa 2 CV, 8-5-1-5, 1-1-1, 1-2-0, may choose acrobat as skill
24 Mad Carthos 2 CV, 8-4-1-4, 0-0-3, 0-0-3, +2 dam on all magic attacks
25 Mordrog 4 CV, 16-3-2-3, 3-0-0, 3-0-0, +1f when wounded
26 Nanok of the Blade 4 CV, 16-4-*-4, 2-0-1, 2-1-0, *=2+melee / 2+melee / 2+magic dice
27 Nara the Fang 4 CV, 12-4-2-4, 3-0-0, 2-1-0, +1 extra damage per extra space >1
28 Okaluk and Rakash 3 CV, 16-3-0-5, 2-2-0, 2-1-0, stealth
29 One Fist 4 CV, 12-3-2-4, 2-1-0, 2-2-0, only 1h, extra melee attack RG
30 Red Scorpion 3 CV, 12-4-1-4, 2-2-2, 1-1-1, twice per turn: exchange 1w <=> 1f
31 Ronan of the Wild 3 CV, 12-4-1-5, 1-2-0, 1-2-0, pico companion
32 Runemaster Thorn 2 CV, 12-4-0-5, 0-0-3, 0-0-3, per turn: teleport for 5mp
33 Runewitch Astarra 3 CV, 12-5-0-5, 0-0-3, 0-0-3, activates glyphs in range 3
34 Sahla 2 CV, 12-4-0-4, 0-1-2, 0-0-3, discard one effect for 2f
35 Shiver 3 CV, 12-4-0-4, 0-0-3, 0-0-3, aura 4 during OL's turn
36 Silhouette 3 CV, 12-5-1-5, 0-3-0, 0-3-0, exchange readied order for 2f
37 Sir Valadir 3 CV, 16-3-1-4, 2-0-2, 2-0-1, 1f boosts 2 extra dice upgrades
38 Spiritspeaker Mok 2 CV, 12-4-0-4, 1-0-2, 1-0-2, +Spiritwalker
39 Steelhorns 3 CV, 16-3-1-4, 3-0-0, 3-0-0, run straight last 3 moves => +melee
40 Tahlia 4 CV, 16-3-2-3, 3-0-0, 3-0-0, extra moves discarding guard order
41 Tatianna 3 CV, 12-4-1-5, 0-3-0, 0-3-0, once per area: return to town
42 Tetherys 3 CV, 12-4-1-4, 0-3-0, 0-3-0, change target after dice roll
43 Tobin Farslayer 4 CV, 16-3-2-3, 0-3-0, 0-3-0, range=+dam, no ranged vs. adjacent
44 Trenloe the Strong 4 CV, 16-3-2-3, 2-1-0, 3-0-0, 1st hand=any weapon if 2nd=shield
45 Truthseer Kel 3 CV, 12-4-1-4, 0-0-3, 0-0-3, ignores shadowcloak, always LoS
46 Varikas the Dead 4 CV, 16-4-2-3, 2-0-1, 2-0-1, recover 1f at start of turn
47 Vyrah the Falconer 3 CV, 12-4-1-4, 0-3-0, 1-2-0, skye as familiar
48 Zyla 1 CV, 8-5-0-4, 1-1-1, 1-1-1, fly & ghost
 
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Reinhard Horst
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Re: RtL AC: Mad Mordrog
Pile 1:
42 Tetherys
37 Sir Valadir
04 ** Battlemage Jaes **

Pile 2:
38 Spiritspeaker Mok
09 Corbin
46 ** Varikas the Dead **

Pile 3:
18 ** Landrec the Wise **
31 Ronan of the Wild
07 Brother Glyr

Pile 4:
24 Mad Carthos
20 Laurel of Bloodwood
15 ** Karnon **
 
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Re: RtL AC: Mad Mordrog


Skills:
14 ** Taunt **
02 Battle Cry
04 Earth Pact
16 Tough

100 Chainmail
100 Axe
100 RoP
 
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Re: RtL AC: Mad Mordrog


Skills:
12 Parry
11 Ox Tattoo
01 ** Able Warrior **

100 Axe
050 Leather Armor
150 RoP
 
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Re: RtL AC: Mad Mordrog


Skills:
07 Furr the Spiritwolf
08 ** Lucky **
11 Prodigy
12 Quick Casting

075 Sword
075 M-Star
100 Chainmail
050 Power
 
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Re: RtL AC: Mad Mordrog


Skills:
16 Shadow Soul
16 Wild Talent
05 Fire Pact
13 ** Spiritwalker **

100 2x Power
100 2x Vitality
100 2x Healing
 
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Re: RtL AC: Mad Mordrog


Plot
Ascension

Upgrade
Siege Engines
 
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Re: RtL AC: Mad Mordrog

CAMPAIGN STATS - Might & Magic, Beginning of Week 1

Conquest Token (CTs) | OL: Demonprince, Ascension
-------------------- | -------------------------------
Overlord Time: 0 | Siege Engines free
Overlord Heros: 0 |
Overlord Curse: 0 |
Overlord Shuffle: 0 |
Overlord Other: 0 0 |
|
Hero Dungeon: 0 |
Hero Glyph: 0 |
Hero Leader: 0 |
Hero Chests: 0 |
Hero Other: 0 0 |
|
TOTAL 0 (Copper) | TOTAL 0
|

Sir Alric: Crimson Forest

Humanoid: Copper
Beasts: Copper
Eldritch: Copper

OL Threat: 0

OL cards in hand: 3
OL cards in deck: 45
OL cards in play: none
OL cards on pile:

Eyes are: open


Explored Dungeons:
( none yet )

Varikas the Dead (4 CT) | Karnon (4 CT)
16/16 HP 4/4 Fatigue Armor 5 Speed 3 | 16/16 HP 4/4 Fatigue Armor 2 Speed 4
Traits: 2 Melee (bb), 1 Magic (b) | Traits: 5 Melee (bbbbb)
Skills: Taunt | Skills: Able Warrior
Status: | Status:
|
H1: Axe (RG, ~=+1d) | H1: Axe (RG, ~=+1d)
H2: (two-handed) | H2: (two-handed)
Ar: Chainmail (+2 armor, no runes) | Ar: Leather Armor (+1 armor)
O1: Ring of Protection (+1 armor) | O1:
O2: | O2:
P1: V | P1: V
P2: P | P2: P
P3: H | P3: H
B1: | B1:
B2: | B2:
B3: | B3:
|
F09 Hero: + ~~ | F01 Power: +2 damage
F05 Kill: turn dices | F04 Kill: turn dices
W01 Wana: -4 threat, -1 card | ---
--- | ---
|
Death-Count: 0 | Death-Count: 0
XP used: 0 | XP used: 0
---------------------------------------------------+-------------------------------------------
|
Battlemage Jaes (4 CT) | Landrec the Wise (3 CT)
12/12 HP 4/4 Fatigue Armor 4 Speed 4 | 12/12 HP 5/5 Fatigue Armor 0 Speed 3
Traits: 1 Melee (b), 2 Magic (bb) | Traits: 3 Magic (bbb)
Skills: Lucky | Skills: Spiritwalker
Status: | Status:
|
H1: Sword (RG, ~~=+1d) | H1: ---
H2: M-Star (RY, offhand: +1+~) | H2: (two-handed)
Ar: Chainmail (+2 armor, no runes) | Ar:
O1: | O1:
O2: | O2:
O3: | O3:
P1: P | P1:
P2: | P2:
P3: | P3:
B1: | B1:
B2: | B2:
B3: | B3:
|
F02 Power: +2 damage | S08 2nd wind: full fatigue
W12 Focus: + ~~ or sorcery 2 | W04 Shield: +2a for heros r<=3
W08 Sparks: aura 4 | W07 Air: +2 speed & fly
--- | ---
|
Death-Count: 0 | Death-Count: 0
XP used: 0 | XP used: 0

Party Gold : 0
Party Items:
Town Items:

this week potions:
this week market :
 
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CAMPAIGN STATS - Might & Magic, Beginning of Week 2

Conquest Token (CTs) | OL: Demonprince, Ascension
-------------------- | -------------------------------
Overlord Time: 1 | Siege Engines free
Overlord Heros: 0 |
Overlord Curse: 0 |
Overlord Shuffle: 0 |
Overlord Other: 0 1 |
|
Hero Dungeon: 1 |
Hero Glyph: 3 |
Hero Leader: 0 |
Hero Chests: 0 |
Hero Other: 0 4 |
|
TOTAL 5 (Copper) | TOTAL 0
|

Sir Alric: Nerekhal

Humanoid: Copper
Beasts: Copper
Eldritch: Copper

OL Threat: 0

OL cards in hand: 3
OL cards in deck: 45
OL cards in play: none
OL cards on pile: 0

Eyes are: open


Explored Dungeons:
Starfall Forest

Varikas the Dead (4 CT) | Karnon (4 CT)
16/16 HP 4/4 Fatigue Armor 5 Speed 3 | 16/16 HP 4/4 Fatigue Armor 2 Speed 4
Traits: 2 Melee (bb), 1 Magic (b) | Traits: 5 Melee (bbbbb)
Skills: Taunt | Skills: Able Warrior
Status: | Status:
|
H1: Boneblade (RG, ~=+1d, 1h) | H1: Axe (RG, ~=+1d)
H2: M-Star (RY, offhand: +1+~) | H2: (two-handed)
Ar: Chainmail (+2 armor, no runes) | Ar: Leather Armor (+1 armor)
O1: Ring of Protection (+1 armor) | O1: Ghost Armor Rune (absorb 1w for 1f)
O2: | O2:
P1: V | P1: V
P2: P | P2: P
P3: | P3: H
B1: | B1:
B2: | B2:
B3: Axe (RG, ~=+1d) | B3:
|
F09 Hero: + ~~ | F01 Power: +2 damage
F05 Kill: turn dices | F04 Kill: turn dices
W01 Wana: -4 threat, -1 card | F10 Fend: +2 armor
--- | ---
|
Death-Count: 0 | Death-Count: 0
XP used: 0 | XP used: 0
---------------------------------------------------+-----------------------------------------------
|
Battlemage Jaes (4 CT) | Landrec the Wise (3 CT)
12/12 HP 4/4 Fatigue Armor 4 Speed 4 | 12/12 HP 0/5 Fatigue Armor 0/2/2 Speed 3
Traits: 1 Melee (b), 2 Magic (bb) | Traits: 3 Magic (bbb)
Skills: Lucky | Skills: Spiritwalker
Status: | Status:
|
H1: Sword (RG, ~~=+1d, offhand: +1d) | H1: ---
H2: Sword (RG, ~~=+1d, offhand: +1d) | H2: ---
Ar: Chainmail (+2 armor, no runes) | Ar: Wizard's Robe (+0/2/2 armor, +1 item)
O1: | O1:
O2: | O2:
O3: | O3:
P1: P | P1: V
P2: | P2:
P3: | P3:
B1: | B1:
B2: | B2:
B3: | B3:
|
F02 Power: +2 damage | ---
W12 Focus: + ~~ or sorcery 2 | W04 Shield: +2a for heros r<=3
W08 Sparks: aura 4 | ---
F12 Fend: +2 armor | S05 Plans: pick 2, discard 1
|
Death-Count: 0 | Death-Count: 0
XP used: 0 | XP used: 0

Party Gold : 100
Party Items:
Town Items:

this week potions:
this week market :
 
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