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Subject: The Immortal vs Corbon - Indiana Jones and the Black Pyramid rss

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Jeff Long
Canada
Saskatoon
Saskatchewan
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Hello and welcome to this Descent campaign. This game will include the Road to Legend campaign expansion, dungeon levels from the Sea of Blood campaign, as well as the three main expansions: Well of Darkness, Altar of Despair and Tomb of Ice.

Dramatis personae:

Four brave adventurers have volunteered to brave the dangers of this world, and their evil counterpart also appeared from the shadows, eager to exploit their vices:

Overlord: Corbon

Heroes: The_Immortal

Advice/commentary: anyone and everyone!

Moderator - collective
Cards - Andrew's Randomizer (thanks)


Rules:

Bold your orders! Non-bolded orders will be treated as commentary and I will ignore them! I welcome discussion/tactical planning but I need to differentiate game moves and fluff at first glance.

No modifying orders/inserting stuff in the middle of posts once posted! Follow-ups after the rolls are fine, however, to avoid multiple-posting. Every edit must be documented. If there's a problem, I decide if it's against the rules of this thread.

Please reread your posts before submitting. I can stand some typos but give me too many and my eyes start to hurt after a while browsers have spellcheckers built in, use them!

If someone makes an illegal/invalid action (i.e. against the rules of the game), all later orders, rolls etc. become invalid and the game rewinds to that point.

Maximum delay is 48 hours. The timer is off on weekends and holidays. This is flexible. If you know you can't make it/have an IRL problem/have a local holiday, PM me. If you know you can't continue playing, let me know so I can find a replacement. This is OK with me, given the commitment this campaign requires. Stalling isn't. If for some reason I won't be able to continue running this I'll try to find a replacement and explain the modding resources to them so the campaign continues.

Only actions taken within the last 24 hours can be rewound/interrupted. Exceptions only if you PM me beforehand. I want to avoid unnecessary slowdowns.

Feats used during the OL's activations have been removed from the decks.

Feats used 'at the start of the OL's turn' can be played any time before activation of monsters
.

OL interrupts will usually be 'obvious'. If not considered obvious by the heroes, the OL will explain why and if the heroes can show why the play is not reasonable the OL will withdraw it. Self moderation.
"Obvious" includes such things as pits and blocks played to kill a hero, or to waste a hero attack, or prevent a hero from reaching an important location.

House Rules
1) SoB levels and applicable Rumors in RtL
2) OL can use threat in Final Battle as if an encounter.
3) Feat cards will be used but all those which require conditional orders will be removed. Double pack of feats.
4) No Nanok, no Zyla. Promo Heroes will not be used.
5) The OL will select Avatars from among the Witch Elf, the Vampire Lord, the Wildhunt and the Sphinx.
6) Ranged effects (eg, command, Spiritwalker, etc) work as a small flying creature with X movement, not the full template, and do not work through closed runelocked doors
7) 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)
8) Encounters and dungeon levels do not get shuffled unless expunged. Locations do get shuffled.
9) 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).
10) Certain weak heroes are improved, as shown below


Quote:
Ispher - 2CT
Eliam - +1 melee dice (2/0/2 traits), +1 Combat skill draw (2Com/2Ma/1choice)
Sahla - change ranged dice to magic (0/0/3 traits)
Lindell - 4CT
Sir Valadir - +1 magic dice (2/0/2 traits, move Subterfuge skill to combat (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), 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)


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)!

(AND FOR GOD'S SAKE AND ALL THAT IS HOLY, USE SPACES (die + die) IN MULTIPLE ROLLS, OTHERWISE THE DESCRIPTION WILL BREAK FORUM TABLES!!
also I will seriously hurt you and set fire to your dog)



Descriptions:

I am a fluff description, brave heroes. Italicized text will tell you about your surroundings and give you hints on what dangers and rewards award you in the immediate area. But beware, as looks can sometimes be misleading!

Bolded text means in-game mechanics. For example: Big Ugly Monster hits Player for 26 damage -4 armor, Player dies and respawns in town. Lose 3 conquest tokens.

Normal text is commentary.

The maps will be posted every turn. A text summary of stats/visible cards/etc. will be attached.


Table of Contents


Week 1
Sir Alric moves to Vynelvale
The Heroes move to Thelsvan Highway
Dungeon Levels: 52: Cave In!
The heroes flee the dungeon.

Week 2
Sir Alric moves to Riverwatch
The Heroes move to Starfall Forest
Dungeon Levels: 37: Web of Lives, 57: The Gallows
The heroes flee the dungeon.

Week 3
Sir Alric sieges Riverwatch
The Heroes move to Blackwing Swamp
Dungeon Levels: 42: The Secret Garden
The heroes flee the dungeon.

Week 4
Sir Alric sieges Riverwatch
The Heroes move to Thelsvan highway

Week 5
Sir Alric sieges Riverwatch
The Heroes moves to Riverwatch and attack Sir Alric at the Secure Clearing, where Sir Alric flees.

Week 6
Sir Alric tromps out to Vynelvale
The Heroes move to the empty Thelsvan Highway.

Week 7
Sir Alric moves to Riverwatch
The Heroes move to Gardens of Tarn, encountering Hunting Spiders at the Haunted Trail.
Dungeon Levels: 18: Garden of Grazius
The heroes flee the dungeon.

Week 8
Sir Alric sieges Riverwatch.
The heroes move to Gate to the North, encountering Patch's Raiders at the Hedge Maze.
Dungeon Levels: 33: Down the Drain, 56: Sea Dragon's Lair
The heroes flee the dungeon.

Week 9
Sir Alric sieges Riverwatch
The heroes move to Riverwatch, and attack Sir Alric at the Frozen Pass, which Sir Alric flees.

Week 10
Silver Eldritch are purchased
Sir Alric returns to Vynelvale
The heroes remain in Riverwatch to shop for the turn.

Week 11
Sir Alric returns to Riverwatch
The heroes move to Smokblue Hills.
Dungeon Levels: 49: Snakecharmer's Den, 27: The Monastery, 63, The Meat Locker
The heroes flee the dungeon.

Week 12
Sir Alric sieges Riverwatch
The heroes move to Riverwatch and shop there.

Week 13
Sir Alric sieges Riverwatch
The heroes move to Vynelvale and shop there.

Week 14
Sir Alric sieges Riverwatch
The heroes train in Vynelvale.

Week 15
Sir Alric rolls and fails to burn Riverwatch
The heroes move to Riverwatch, battling Sir Alric at the Quiet Pond
Sir Alric flees the battle.

Week 16
Sir Alric returns to Vynelvale
The Heroes delve into Moonglow Marsh.
Dungeon Levels: 23, Pit Fiend; 25, The Arena; 40, Shreds of Night
The heroes complete the dungeon and return to Tamalir.

Week 17
Sir Alric moves to Riverwatch
The heroes train in Tamalir

Week 18
Sir Alric sieges Riverwatch
The heroes move to Plains of the Ruby Gate.
Dungeon Levels: 55, Big Bertha's Brewery; 47, Madame Marlowe's Wax Museum
The heroes flee the dungeon.

Week 19
Sir Alric sieges Riverwatch
The heroes travel to Greyhaven, encountering Throg's Bandits at the Frozen Pass
The heroes defeat Throg and shop in Riverwatch

Week 20
Sir Alric sieges Riverwatch
The heroes Train in Greyhaven

Week 21
Riverwatch burns to the ground!
Sir Alric travels to Thelsvan Highway
The heroes travel to Crimson Forest
Dungeon Levels: 73, King of the Rotten; 66, Opera of the Forsaken
The heroes flee the dungeon.

Week 22
Green treachery is purchased
Sir Alric moves to Tamalir
The Heroes move to the Hanging Woods.
Dungeon Levels: 4, The Bridge of Death; 11, The Mine; 64, Whispers in the Dark
The heroes flee the dungeon

Week 23
Sir Alric sieges Tamalir
Lord Merrick appears and moves to Mountains of Despair
The heroes attack Sir Alric at the Hidden Creek
Sir Alric flees the encounter
The heroes then shop in Tamalir

Week 24
Sir Alric moves to Mountains of Despair, Merick to Smokblue Hills
The heroes travel Dawnsmoore, encountering the Circle of Doom in the Shadowy Copse
The heroes arrive in Dawnsmoore and shop

Week 25
Sir Alric travels to Smokblue Hills, Merick to Bitter Downs
The heroes move to the Misty Plains without incident

Week 26
Sir Alric travels to Bitter Downs, Merick to Misty Plains
Lord Merick Farrow attacks the heroes at the Marshy Valley
The heroes flee the encounter
The heroes then travel to Olmric's Hut, encountering the Raging Beast at the Stormy Stream

Week 27
Sir Alric moves to Misty Plains, Merick to Dawnsmoore
The heroes train at Olmric's Hut

Week 28
Sir Alric moves to Dawnsmoore, Merick sieges Dawnsmoore (1/4)
The heroes train at Olrmic's Hut

Week 29
Alric and Merick siege Dawnsmoore (3/4)
The heroes travel to Blackthorn Grove, encountering the Savage Beasts at the Swollen Stream
The heroes then enter the dungeon.
Dungeon Levels: 7, the Graveyard; 74, The Last Refuge; Rumor #10, Split Heirlooms

Week 30
Silver Era begins; Silver Beast upgrade is purchased
Alric and Merick siege Dawnsmoore (4/4)
The heroes move to Olmric's Hut

Week 31
Dawnsmoore falls to the Siege
Alric and Merick move to Blackwing Swamp
The heroes train at Olmric's Hut, each buying +4 Health

Week 32
Alric and Merick move to Tamalir; Purple Treachery is purchased
The heroes move to Bitter Downs, encountering The Sentinels at Butterfly Meadow
The heroes enter the dungeon.
Dungeon Levels: 61, The Forbidden Pyre
The heroes flee the dungeon.

Week 33
Alric and Merick move to Greyhaven
The heroes train in Tamalir, purchasing 2 Melee traits for Sullah and 2 Ranged traits for Short Round

Week 34
Alric and Merick siege Greyhaven (2/4)
The heroes move to Red Echo River and enter the dungeon.
Dungeon Floors: 65, The Butcher's Kitchen; 2, The Alchemist's Lab
The heroes flee the dungeon

Week 35
Alric and Merick siege Greyhaven (4/4)
Lady Eliza Farrow appears and moves to Vynelvale
The heroes travel to Greyhaven and attack Lord Merick at the Corrupted Forest.
The heroes then attack Sir Alric at the Secure Clearing.
The heroes shop in Greyhaven.

Week 36
Alric and Merick move to Vynelvale; Eliza to Riverwatch
The heroes travel to Sacred Bog of Bator, getting Lost and ending up back in Greyhaven.

Week 37
Alric and Merick move to Riverwatch; Eliza to Thelsvan Highway
The heroes travel to Sacred Bog of Bator
Dungeon Levels: 16, What Lies Beneath; 12, The Throne Room
The Heroes flee the dungeon.

Week 38
Eliza moves to Tamalir; Alric and Merick move to Thelsvan Highway
The Heroes "move" to Tamalir and attack Eliza at the Secure Clearing
Eliza flees the encounter

Week 39
Gold Beasts are purchased. Alric and Merick move to Tamalir. Eliza moves to Vynelvale
The Heroes "move" to Tamalir and attack Sir Alric at the Snowy Wood; the heroes flee the encounter
Undaunted, the heroes attack Lord Merrick at the Butterfly Meadows; Lord Merrick is killed in the confrontation

Week 40
The Stone Giant appears! Sir Alric sieges Tamalir, Eliza moves to Riverwatch, the Giant to Vynelvale
The heroes Train in Tamalir, purchasing dice for all but Indy, who takes Mighty instead. The heroes purchase Great Wall as well.

Week 41
Sir Alric moves to Red Echo River, Eliza to Thelsvan Highway, Giant to Riverwatch
The heroes travel to Greyhaven, encountering The Sky Darkens at the Hidden Creek; The heroes win the encounter
The heroes shop in Greyhaven.

Week 42
Alric and Eliza to Tamalir, the Giant to Thelsvan Highway
The heroes travel to Crimson Forest, encountering a Terrible Nightmare. They then enter the dungeon.
Dungeon Levels: 53, The Mortician's Parlor; 38, Throwing Stones

Week 43
Green Treachery is purchased. Alric and Eliza siege Tamalir (2/5), the Stone Giant arrives in Tamalir.
The heroes Train in Tamalir and purchase the Mighty Wall.

Week 44
Alric, Eliza and Stone Giant siege Tamalir (5/7).
The heroes attack Sir Alric Farrow at the Narrow Path; Alric flees the encounter.
The heroes [thread=15224496]attack Lady Eliza at the Marshy Valley[/thread]; Lady Eliza flees the encounter.
The heroes attack the Stone Giant at the Snowy Wood; the heroes flee the encounter.

Week 45
Alric and Eliza move to Vynelvale, the Stone Giant sieges Tamalir (6/7).
The heroes attack the Stone Giant at the Stormy Stream; the Stone Giant is killed.

Week 46
Alric and Eliza move to the ruins of Riverwatch.
The heroes move to Korina's Tears and enter the dungeon.
Dungeon Floors: 21, King of the Mountain; 70, the Mausoleum; 9, The Prison.
The heroes complete the dungeon and return to Tamalir.

Week 47
GOLD CAMPAIGN BEGINS
The Overlord moves his Keep to Broken Crags using Shifting Sands.
Alric and Eliza move to Thelsvan Highway.
The heroes move to Greyhaven, encountering the Hammer Brothers at the Swollen Stream.













----------------------------
Explored Dungeons
Thelsvan Highway
Starfall Forest
Blackwing Swamp
Gardens of Tarn
Gate to the North
Smokblue Hills
Moonglow Marsh
Plains of the Ruby Gate
Crimson Forest
Hanging Woods
Blackthorn Grove
Bitter Downs
Red Echo River
Sacred Bog of Bator
Crimson Forest
Korina's Tears

+1CT Already Collected for:
Misty Plains
 
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Jeff Long
Canada
Saskatoon
Saskatchewan
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Re: The Immortal vs Corbon - Rematch 1
Heroes drawn from this list.


1 Andira Runehand
2 Arvel Worldwalker
3 Aurim
4 Battlemage Jaes
5 Bogran the Shadow
6 Brother Glyr
7 Corbin
8 Eliam
9 Grey Ker
10 Ispher
11 Karnon
12 Kirga
13 Landrec the Wise
14 Laughin Buldar
15 Laurel of Bloodwood
16 Lord Hawthorne
17 Lyssa
18 Mad Carthos
19 Mordrog
20 Okaluk and Rakash
21 One Fist
22 Red Scorpion
23 Ronan of the Wild
24 Runemaster Thorn
25 Runewitch Astarra
26 Sahla
27 Shiver
28 Silhouette
29 Sir Valadir
30 Spirtspeaker Mok
31 Steelhorns
32 Tahlia
33 Tetherys
34 Trenloe the Strong
35 Varikas the Dead
36 Vyrah the Falconer

I will roll 20d36 and take the first unique 12 in order to form 4 piles of 3.

heroes 20d36 = (4 + 6 + 27 + 10 + 10 + 8 + 15 + 9 + 30 + 13 + 30 + 17 + 36 + 9 + 29 + 15 + 22 + 24 + 8 + 19) = 341
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  • 385780. The_Immortal
  • 20d36 =
  • (4 + 6 + 27 + 10 + 10 + 8 + 15 + 9 + 30 + 13 + 30 + 17 + 36 + 9 + 29 + 15 + 22 + 24 + 8 + 19) =
  • 341
  • heroes
  • Fri Jun 21, 2013 6:49 pm
Jeff Long
Canada
Saskatoon
Saskatchewan
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Re: The Immortal vs Corbon - Rematch 1
Slot 1
Battlemage Jaes (4)
Brother Glyr (6)
Shiver (27)

Slot 2
Ispher (10)
Eliam (8)
Laurel of Bloodwood (15)

Slot 3
Grey Ker (9)
Spiritspeaker Mok (30)
Landrec the Wise (13)

Slot 4
Lyssa (17)
Vyrah the Falconer (36)
Sir Valadir (29)
 
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Jeff Long
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Re: The Immortal vs Corbon - Rematch 1
I like this draw a lot! Lots of somewhat viable teams, all of which are far from perfect.

At first glance, Landrec is the "elephant in the room" here, as the only unquestionably top-tier character to make a showing. But in the end, I think the more interesting point is that Sir Valadir is the ONLY 16-HP character, and no character with 3 Melee dice is available at all.

I also generally like Armor 2+ characters. Well, "like" is the wrong word, I think high armor is borderline broken given the weakness of Copper monsters, and so I think it's very powerful. In that regard, there's only Jaes and Brother Glyr, both in the same slot. Jaes is ok, not exactly the guy you want as your main Melee Tank, but good as a Magic/Melee hybrid. But this draw has too many of those already; Eliam, Valadir and even Lyssa are all available as "secondary Melee with Magic cross-over" types and it will be tough to avoid taking one of them.

Brother Glyr is more interesting. Normally, I think the threat of the Spider Queen makes him untenable. But since she's not available, he moves up a notch in usefulness. Still, the Deep Elves from the Witch Elf might be a major pain for him, but only once she gets her engine running. The abusiveness of high armor prior to the Silver Monster upgrade could well be enough to give me a big early lead to make up for any later liability.

Laurel is also a magnet of controversy in any draw. Hard-hitting, but a potential CT-sink, and doesn't bring a lot of beef to the table in Lt fights when it counts the most. Furthermore, medium-to-quite-decent archers are in abundance. There's Ispher in the same slot, Grey Ker is very solid, Vyrah is also good.

Still, if Landrec isn't the Mage, who is? Jaes I don't think hits hard enough to be the main Mage. That leaves Shiver. A fairly poor trade most of the time. Two pure mages is overkill, especially with Valadir as a Melee/Mage hybrid (and the only decent Melee source in the absence of Glyr and kind-of-Jaes), so Slot 3 would yield Grey Ker. Two archers is generally bad, so slot 2 would have to be Eliam. Hmmm. Possible, but I think we're better off sticking with Landrec.

So in the end, my conclusion is:
Brother Glyr
Ispher
Landrec the Wise
Sir Valadir


Let's go with that.
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Jeff Long
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Re: The Immortal vs Corbon - Rematch 1
Purple
1 Divine Retribution
2 Wild Talent
3 Prodigy
4 Water Pact
5 Wind Pact
6 Earth Pact
7 Fire Pact
8 Necromancy
9 Vampiric Blood
10 Quick Casting
11 Boggs
12 Mata n Kata
13 Spiritwalker
14 Inner Fire
15 Willpower
16 Blessing
17 Holy Aura

Green
1 Acrobat
2 Appraiser
3 Burglar
4 Pickpocket
5 Ambidextrous
6 Cautious
7 Master Archer
8 Skilled
9 Eagle Eye
10 Lucky
11 Swift
12 Rapid Fire
13 Shadow Soul
14 Alertness
15 Deflect Arrows
16 Marksman
17 Born to the Bow
18 Crack Shot
19 Precision

Red
1 Knight
2 Mighty
3 Battle Cry
4 Beserker
5 Brawler
6 Taunt
7 Enduring
8 Relentless
9 Tough
10 Unmoveable
11 Ox Tat
12 Tiger Tat
13 Cleaving
14 Furr
15 Able Warrior
16 Parry
17 Leadership
18 Weapon Mastery

Skills drawn from the list above.

Brother Glyr will draw Bonus Red (3 Red, 1 Green)
Ispher will draw Bonus Green (1 Red, 3 Green)
Landrec will draw Bonus Purple (1 Green, 3 Purple)
Sir Valadir will draw Bonus Purple (2 Red, 2 Purple)

Red 12d18 = (9 + 15 + 13 + 10 + 12 + 9 + 10 + 2 + 4 + 6 + 1 + 18) = 109
Green 10d19 = (2 + 6 + 17 + 19 + 10 + 11 + 6 + 1 + 12 + 11) = 95
Purple 10d17 = (9 + 6 + 2 + 15 + 4 + 4 + 10 + 2 + 12 + 2) = 66
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  • 385928. The_Immortal
  • 12d18 =
  • (9 + 15 + 13 + 10 + 12 + 9 + 10 + 2 + 4 + 6 + 1 + 18) =
  • 109
  • Red
  • Fri Jun 21, 2013 11:02 pm
  • [+]
  • 385929. The_Immortal
  • 10d19 =
  • (2 + 6 + 17 + 19 + 10 + 11 + 6 + 1 + 12 + 11) =
  • 95
  • Green
  • Fri Jun 21, 2013 11:03 pm
  • [+]
  • 385930. The_Immortal
  • 10d17 =
  • (9 + 6 + 2 + 15 + 4 + 4 + 10 + 2 + 12 + 2) =
  • 66
  • Purple
  • Fri Jun 21, 2013 11:03 pm
Jeff Long
Canada
Saskatoon
Saskatchewan
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Re: The Immortal vs Corbon - Rematch 1
Brother Glyr
Tough (Red 9)
Able Warrior (Red 15)
Cleaving (Red 13)
Appraiser (Green 2)

Ispher
Unmoveable (Red 10)
Cautious (Green 6)
Born to the Bow (Green 17)
Precision (Green 19)

Landrec
Lucky (Green 10)
Vampiric Blood (Purple 9)
Earth Pact (Purple 6)
Wild Talent (Purple 2)

Sir Valadir
Tiger Tattoo (Red 12)
Mighty (Red 2)
Willpower (Purple 15)
Water Pact (Purple 4)
 
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Jeff Long
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Re: The Immortal vs Corbon - Rematch 1
Believe it or not, I'm really tempted to go with Appraiser for Brother Glyr, especially after Corbon's last game illustrated the importance of early treasure draw. I think Appraiser could in fact go a deceptively long way to mitigating that.
But in the end, Tough on a dwarf is just SO much of an improvement, it's hard to pass it up.

Landrec is easy. Wild Talent's damage increase is modest, but it works well with Blast runes. Plus Landrec will likely be the party's Dark Charm lightning rod for much of the game and having double the chance of thwarting that could be a nice bonus.

Valadir is also easy, perhaps surprisingly. Mighty is a solid skill overall, but Valadir's not where I want it - I really, really want Valadir to stay flexible initially between Melee and Magic, at least until I see the Avatar and determine whether an early Soaring-Lt rush is coming. And Tiger Tattoo is all around awesome and especially so for Valadir, whose fatigue goes a long way.

Ispher is the hardest. Unmoveable is fantastic as always, but is wayyyy better on Brother Glyr. Cautious is the kind of support skill that never FEELS like it does much, but you sure feel it from the OL's side of things. On the other hand, not missing is great, and Born to the Bow sure helps you do that, but only with a limited subset of weapons. What's more, by Gold level, the Bracers of Archery are around, and they actually work with the very best weapons (like Scarab of Death). On the other-other hand, by Gold level the heroes are usually on easy-street anyway, and a vastly-reduced miss rate at late Copper and early Silver with weapons like Magic Bow and Scythe of Reaping could make the difference in lieutenant fights. Plus, the trap-reduction from Cautious on Ispher is not that great, as Brother Glyr, even with Tough, is still generally a much more attractive trap target (now that Ispher is 2 CT).

So in the end it is:
Brother Glyr selects Tough.
Ispher selects Born to the Bow.
Landrec selects Wild Talent.
Sir Valadir selects Tiger Tattoo.
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Jeff Long
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Re: The Immortal vs Corbon - Rematch 1
And finally, equipment. 1200 GP to start with.

Brother Glyr takes Axe and Chainmail (-200 GP).
Ispher takes the Hammer (-100 GP).
Landrec takes Sunburst and Wizard's Robe (-250 GP).
Sir Valadir selects Axe and Chainmail (-200 GP).

That's 750 GP spent. 450 remain, so 9 potions. Let's go with 8 Vitality and 1 Power. Everyone gets 2 Vitality and Landrec gets the left-over Power.

I think that means the heroes are good to go!
 
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Corbon Loughnan
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Re: The Immortal vs Corbon - Rematch 1
nice draw
Landrec gives you the combat-power to enable those less-immediately combative heroe to shine, and he drew a nice combat boost (and I agree exactly about the dark-charming thing, which is why I love it for Landrec and Carthos in particular (Carthos also being normal trap-bait).

Thats where my party failed - we needed Kel to fulfill that roll, but although her special is nice, it doesn't compare to +2~ and she didn't get a combat boost, leaving me light everywhere.

Tiger Tattoo for Valadir is exactly what you would have wanted - like I got it for Eliam - but with Landrec there you can cover long enough for Valadir to grow into his own.
Tough for Glyr is just awesome, again, given you have Landrec around to take out the tough stuff.

I feel like this is set up as a challenge for the Witch Elf, having that high armoured Glyr there from the start.
The Wild Hunt would be interesting too (and sets up the possibility for a revenge hammering, although Landrec would be the difference there) and I think I like the Sphinx the most of the four thematically. So the Vampire Count is missing out, just because the other 3 call stronger.
I almost chose the Witch Elf, then I remembered something I'd forgotten all along. Humanoids biggest weakness is not slowness, or lack of range. Its that the 3 base Lts have hardly any humanoids among them. So an avatar with humanoid boost upgrades (as opposed to an avatar with cheaper humanoids, who can just upgrade something else in copper) basically cannot put real pressure on the heroes early on, without ignoring those boost upgrades early as well. Which makes them almost pointless.
So the Witch Elf is out as well, leaving Sphinx and Wild Hunt.

Sphinx starting upgrade would be ... nothing interesting. In fact there is nothing interesting to buy there in copper level at all. Beasts of Stone is cool, but will do very little until the Lt is available. Ancient Guardians is even cooler, but too expensive until the Lt is in play, and he's not available until silver. It comes down to Shifting Sands + Beasts of Stone, vs Siege Engines and Shifting Sands is a good 'suprise' buy to change the calculations later.

Wild Hunt would start with the re-priced The Pack, giving a decent boost to a not-rare monster withut being particularly powerful initially (once they hit silver it will be more useful)...
Grr, conflicted. I'm clearly being lead to Wild Hunt, but I've done the beasts/outdoors win many times.


Late Inserted Note: this may change, I've had another idea for the Sphinx, which may make it slightly more interesting in copper. So the Sphinx could yet be an option, after further discussion...
Edit: it has changed, due to the discussion mentioned above.
Bugger it, I take the Witch Elf

Obviously all reverences should be to Deep Elves.

Note that Task Masters has been split into two, and Poison Darts and Teleport modified as well, details below.


- Poisoned Darts cost 10 and provie Daze X where X is the Grade of the elf (Copper/Silver/Gold/Diamond = 1/2/3/4)
- Teleport does not remove Shadowcloak (there is only so far to run, and the heroes have a lot of movement possibilities by Final Battle time.
- Task Masters I, 10CT: Master Deep Elves have Command. Add the Lone Assassin card to the main deck
- Task Masters II, 10CT: When playing a spawn card, normal beastmen may be swapped for normal deep elves as long as there are figures available. For 2?4? threat each, Master DEs may replace MBMs as well.
 
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Corbon Loughnan
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Re: The Immortal vs Corbon - Rematch 1
An ancient evil, long lost to memory, stirs in the old places of the world.

We present: The_Immortal's own THE SPHINX.

The Sphinx
Keep Location: Guardian Hills

The Sphinx has the attributes and abilities of a Diamond Master Manticore, in addition to any Avatar upgrades you've purchased (including upgrades that affect Manticores).

Treachery
Monster: 15 (max 3)
Event: 15 (max 3)
Trap: 15 (max 3)

Monster Upgrades
Humanoid: 30
Beast: 30
Eldritch: 25

Perplexing Riddles
At the beginning of each Dungeon Level, choose one hero. That hero skips his first turn.

Lieutenant
The Stone Giant: 14
Power: Dark Armor

The Stone Giant may only be played at the Silver Campaign level or higher. The Stone Giant may not flee from Encounters. If the Stone Giant is killed, leave his Lieutenant marker in place. He may no longer be issued orders, hold Quest Items or maintain sieges. If the Overlord purchases a Plot card during his turn, the Stone Giant is revived in its present location and may immediately be issued Lieutenant orders once again.

Minions:
2 Manticores, 2 Golems

Attributes
Silver: RGGYss, move 3, Armor 8, Wounds 100
Gold: RGGYgg, move 3, Armor 12, Wounds 150

The Stone Giant has Ironskin, Unstoppable, Daze and Knockback.


Avatar Upgrades
Beasts of Stone: 10
All of your Manticores gain +1 Armor and Ironskin.

Ancient Guardians
: 16
On the first Level of every dungeon, you may place either a minion Manticore or a minion Golem in addition to your normal monsters.
Ancient Guardians costs 8 less XP if Beast of Stone is in play.

Shifting Sands: 5
Immediately move your Keep Location to the Broken Crags.

Black Sphinx
: 10
Your Avatar gains +5 Range, Flying and Stealth.






'Free' Starting upgrades are
Beasts of Stone and Focused

Weel 1 Alric will move to Vynevale
1 
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Jeff Long
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Re: The Immortal vs Corbon - Rematch 1
I'll make my move shortly, but first two things:

1) Am I allowed to see which 4 cards were focused out? I'm curious to see your philosophy there.

2) I think you were so excited by the ancient evil that is the Sphinx that you forgot to select a Plot to pursue.

Edit: Also, FYI, Andrew reconfigured our old game so as to swap roles. I just reshuffled all the decks there, so it should be good to go (other than removing cards through Focused).
 
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Jeff Long
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Re: The Immortal vs Corbon - Indianna Jones and the Black Pyramid
In the far reaches of the world, a mysterious Black Pyramid has risen from the sands. Four brave archaeologists set out on a quest to explain this enigma, and to face the ancient, long-forgotten evil that has awoken within...


CAMPAIGN STATS
Week 1

Hero Conquest: 0 Humanoid monsters: Copper
Overlord Conquest: 1 used 0 Beast monsters: Copper
Total Conquest: 1 (Copper Campaign) Eldritch monsters: Copper

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


Party Location: Thelsvan Highway


HERO STATS

Brother Glyr "Sullah" | Ispher "Short Round"
12/12 HP 5/5 Fatigue Armor 5 Speed 2 | 12/12 HP 4/4 Fatigue Armor 0 Speed 5
Traits: 2 Melee, 1 Ranged | Traits: 1 Melee, 2 Ranged
Skills: Tough | Skills: Born to the Bow
Status: | Status:
|
Hand 1: Axe | Hand 1: Hammer
Hand 2: | Hand 2:
Armor: Chainmail | Armor:
Other 1: | Other 1:
Other 2: | Other 2:
Potion 1: Vitality | Potion 1: Vitality
Potion 2: Vitality | Potion 2: Vitality
Potion 3: | Potion 3:
Backpack 1: | Backpack 1:
Backpack 2: | Backpack 2:
Backpack 3: | Backpack 3:
|
Used XP: 0 | Used XP: 0
Feats: 2 Combat, 1 Subterfuge | Feats: 1 Combat, 2 Subterfuge

---------------------------------------------------+-----------------------------------------------
|
Sir Valadir "Indianna Jones" | Landrec the Wise "Henry Sr."
16/16 HP 4/4 Fatigue Armor 3 Speed 5 | 12/12 HP 5/5 Fatigue Armor 2/0 Speed 3
Traits: 2 Melee, 2 Magic | Traits: 3 Magic
Skills: Tiger Tattoo | Skills: Wild Talent
Status: | Status:
|
Hand 1: Axe | Hand 1: Sunburst
Hand 2: | Hand 2:
Armor: Chainmail | Armor: Wizard's Robe
Other 1: | Other 1:
Other 2: | Other 2:
Potion 1: Vitality | Potion 1: Vitality
Potion 2: Vitality | Potion 2: Vitality
Potion 3: | Potion 3: Power
Backpack 1: | Backpack 1:
Backpack 2: | Backpack 2:
Backpack 3: | Backpack 3:
|
Used XP: 0 | Used XP: 0
Feats: 2 Combat, 1 Wizardry | Feats: 1 Subterfuge, 2 Wizardry

Party Gold: 0
Party Items:

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

Avatar: The Sphinx
Overlord Upgrade: Beasts of Stone, Focused

Sir Alric Farrow: Vynelvale

 
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Jeff Long
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Re: The Immortal vs Corbon - Indianna Jones and the Black Pyramid
The Heroes will move to the Thelsvan Highway, hoping to enter the dungeon there.

Green Encounter-3?
Green enounter 3 3custom6{iid:1057245;iid:1057246;iid:1057246;iid:1057243;iid:1057243;iid:1057243} -> ( iid:1057243 iid:1057246 iid:1057243) -> (
) [+]
 
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  • 386245. The_Immortal
  • 3custom6{iid:1057245;iid:1057246;iid:1057246;iid:1057243;iid:1057243;iid:1057243} =
  • ( iid:1057243 iid:1057246 iid:1057243) =
  • ( iid:1057243 iid:1057246 iid:1057243)
  • Green enounter 3
  • Sat Jun 22, 2013 7:18 pm
Jeff Long
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Re: The Immortal vs Corbon - Indianna Jones and the Black Pyramid
No encounter - and so the heroes earn 1 CT and delve into the depths.

Items selected are below:
Item 1 is 52 - Cave In! (SoB)
Cheers, the Randomizer.

"Snakes Spiders. Why did it have to be spiders?"
 
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Jeff Long
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Re: The Immortal vs Corbon - Indianna Jones and the Black Pyramid
Dungeonl 52: Cave In!

Special
At the end of each of the OL's turns, he rolls 1 black power die. On a surge, all figures in the yellow area suffer 1 wounds (ignoring armor) from falling debris. On a power enhancement, all figures in the blue area suffer 2 wounds (ignoring armor) from falling debris. On a blank, nothing happens.

Leader
Shoal is a Master Spider with 8 extra wounds and 1 extra armor per Campaign Level. She is immune to the damage caused by the falling debris.

Minions
A: 4 Beastmen, 2 Skeletons, 1 Sorcerer
B: 4 Beastmen, 2 Master Bane Spiders
C: 3 Beastmen, 2 Skeletons, 2 Ferrox
D: 3 Beastmen, 2 Deep Elves, 1 Dark Priest
E: 4 Beastmen, 2 Wendigos, 1 Medusa

 
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Jeff Long
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Re: The Immortal vs Corbon - Indianna Jones and the Black Pyramid
Don't forget to indicate which Hero skips his first turn!
 
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Corbon Loughnan
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Re: The Immortal vs Corbon - Indianna Jones and the Black Pyramid
The_Immortal wrote:
I'll make my move shortly, but first two things:

1) Am I allowed to see which 4 cards were focused out? I'm curious to see your philosophy there.


Technically, I don't think so. But I don't care anyway.
1x Gust of Wind (too expensive and don't need two)
1x Ferrox Tribe (not going to upgrade humanoids, and these guys are too slow and don't hit hard enough)
1x Kobolds (ditto)
last one is a hard call between more of the same, the Lone Medusa, Aim (too many, low discard cost) and even Spiders (too hard to spawn). In the end the choice is the second Kobolds.
1x Kobolds

Quote:
2) I think you were so excited by the ancient evil that is the Sphinx that you forgot to select a Plot to pursue.


Selected, but forgot to mention.
Temples, cheap price to buy plot cards as needed (0), its a no brainer IMO.

The sleepy mind of the Sphinx drifts, caught in dreams of power, dreams of Ascension

Quote:
Edit: Also, FYI, Andrew reconfigured our old game so as to swap roles. I just reshuffled all the decks there, so it should be good to go (other than removing cards through Focused).

sweet.


Unfortunately thee won't be a regular (default) first hero to skip, because it will depend in part on what the dungeon looks like as well as the situation. So I'll call that with monster placement each time.
 
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Corbon Loughnan
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Re: The Immortal vs Corbon - Indianna Jones and the Black Pyramid
Week 1, Thelsvan Highway Dungeon, Level 1: L52: Cave In!

Special
At the end of each of the OL's turns, he rolls 1 black power die. On a surge, all figures in the yellow area suffer 1 wounds (ignoring armor) from falling debris. On a power enhancement, all figures in the blue area suffer 2 wounds (ignoring armor) from falling debris. On a blank, nothing happens.

Leader
Shoal is a Master Spider with 8 extra wounds and 1 extra armor per Campaign Level. She is immune to the damage caused by the falling debris.
Mv5 W13 Ar3 WGb Poison, Web




CAMPAIGN STATS
Week 1

Hero Conquest: 0 Humanoid monsters: Copper
Overlord Conquest: 1 used 0 Beast monsters: Copper
Total Conquest: 1 (Copper Campaign) Eldritch monsters: Copper

OL Cards: 3 Threat: 0
Cards in Play:
Eyes are: Open


Party Location: Thelsvan Highway


HERO STATS

Brother Glyr "Sullah" | Ispher "Short Round"
12/12 HP 5/5 Fatigue Armor 5 Speed 2 | 12/12 HP 4/4 Fatigue Armor 0 Speed 5
Traits: 2 Melee, 1 Ranged | Traits: 1 Melee, 2 Ranged
Skills: Tough | Skills: Born to the Bow
Status: | Status:
|
Hand 1: Axe | Hand 1: Hammer
Hand 2: | Hand 2:
Armor: Chainmail | Armor:
Other 1: | Other 1:
Other 2: | Other 2:
Potion 1: Vitality | Potion 1: Vitality
Potion 2: Vitality | Potion 2: Vitality
Potion 3: | Potion 3:
Backpack 1: | Backpack 1:
Backpack 2: | Backpack 2:
Backpack 3: | Backpack 3:
|
Used XP: 0 | Used XP: 0
Feats: 2 Combat, 1 Subterfuge | Feats: 1 Combat, 2 Subterfuge

---------------------------------------------------+-----------------------------------------------
|
Sir Valadir "Indianna Jones" | Landrec the Wise "Henry Sr."
16/16 HP 4/4 Fatigue Armor 3 Speed 5 | 12/12 HP 5/5 Fatigue Armor 2/0 Speed 3
Traits: 2 Melee, 2 Magic | Traits: 3 Magic
Skills: Tiger Tattoo | Skills: Wild Talent
Status: | Status:
|
Hand 1: Axe | Hand 1: Sunburst
Hand 2: | Hand 2:
Armor: Chainmail | Armor: Wizard's Robe
Other 1: | Other 1:
Other 2: | Other 2:
Potion 1: Vitality | Potion 1: Vitality
Potion 2: Vitality | Potion 2: Vitality
Potion 3: | Potion 3: Power
Backpack 1: | Backpack 1:
Backpack 2: | Backpack 2:
Backpack 3: | Backpack 3:
|
Used XP: 0 | Used XP: 0
Feats: 2 Combat, 1 Wizardry | Feats: 1 Subterfuge, 2 Wizardry

Party Gold: 0
Party Items:

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

Avatar: The Sphinx
Overlord Upgrade: Beasts of Stone, Focused

Sir Alric Farrow: Vynelvale


The Sphinx Says:
What is lacking, circular, and tied up in knots first round?
 
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Jeff Long
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Re: The Immortal vs Corbon - Indianna Jones and the Black Pyramid
I love it that I'm evidently going to have to solve a riddle every floor just in order to make legal moves!!

Also, I think the coin pile in the blue room is one space north. I will assume your intent was to keep the Beastman on the coins.
 
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Jeff Long
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Re: The Immortal vs Corbon - Indianna Jones and the Black Pyramid
Naturally, Indiana Jones leads the way.

Valadir Advance, E-E-E-E-E for 5 MP, then E-E-NE for -3F, drink potion, attack Deep Elf.

RGbb 1custom6{iid:1057263;iid:1057256;iid:1057258;iid:1057260;iid:1057262;iid:1057261} + 1custom6{iid:1057252;iid:1057252;iid:1057253;iid:1057253;iid:1057254;iid:1057255} + 2custom6{iid:1057245;iid:1057246;iid:1057246;iid:1057243;iid:1057243;iid:1057243} -> ( iid:1057256) + ( iid:1057252) + ( iid:1057246 iid:1057243) -> (
)(
)(
) [+]
 
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  • 386374. The_Immortal
  • 1custom6{iid:1057263;iid:1057256;iid:1057258;iid:1057260;iid:1057262;iid:1057261} + 1custom6{iid:1057252;iid:1057252;iid:1057253;iid:1057253;iid:1057254;iid:1057255} + 2custom6{iid:1057245;iid:1057246;iid:1057246;iid:1057243;iid:1057243;iid:1057243} =
  • ( iid:1057256) + ( iid:1057252) + ( iid:1057246 iid:1057243) =
  • ( iid:1057256)( iid:1057252)( iid:1057246 iid:1057243)
  • RGbb
  • Sun Jun 23, 2013 5:57 am
Jeff Long
Canada
Saskatoon
Saskatchewan
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Re: The Immortal vs Corbon - Indianna Jones and the Black Pyramid
-1F for 2 more black dice.

bb 2custom6{iid:1057245;iid:1057246;iid:1057246;iid:1057243;iid:1057243;iid:1057243} -> ( iid:1057243 iid:1057245) -> (
) [+]
 
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  • 386375. The_Immortal
  • 2custom6{iid:1057245;iid:1057246;iid:1057246;iid:1057243;iid:1057243;iid:1057243} =
  • ( iid:1057243 iid:1057245) =
  • ( iid:1057243 iid:1057245)
  • bb
  • Sun Jun 23, 2013 5:58 am
Jeff Long
Canada
Saskatoon
Saskatchewan
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Re: The Immortal vs Corbon - Indianna Jones and the Black Pyramid
10 dam - 3AR = 7 wounds. Dead Elf.

-1F (now 2) to tag Glyph. +3 CT and draw feats.
 
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Jeff Long
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Re: The Immortal vs Corbon - Indianna Jones and the Black Pyramid
Brother Glyr next. Declares Battle, plays feat Hustle (+3 MP), moves NE-E-NE, and 2 free MP to open door, NE-NE on -2F (now 3) and attacks Beastman C8.

RGbb 1custom6{iid:1057263;iid:1057256;iid:1057258;iid:1057260;iid:1057262;iid:1057261} + 1custom6{iid:1057252;iid:1057252;iid:1057253;iid:1057253;iid:1057254;iid:1057255} + 2custom6{iid:1057245;iid:1057246;iid:1057246;iid:1057243;iid:1057243;iid:1057243} -> ( iid:1057260) + ( iid:1057253) + ( iid:1057243 iid:1057245) -> (
)(
)(
) [+]
 
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  • 386379. The_Immortal
  • 1custom6{iid:1057263;iid:1057256;iid:1057258;iid:1057260;iid:1057262;iid:1057261} + 1custom6{iid:1057252;iid:1057252;iid:1057253;iid:1057253;iid:1057254;iid:1057255} + 2custom6{iid:1057245;iid:1057246;iid:1057246;iid:1057243;iid:1057243;iid:1057243} =
  • ( iid:1057260) + ( iid:1057253) + ( iid:1057243 iid:1057245) =
  • ( iid:1057260)( iid:1057253)( iid:1057243 iid:1057245)
  • RGbb
  • Sun Jun 23, 2013 6:07 am
Jeff Long
Canada
Saskatoon
Saskatchewan
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Re: The Immortal vs Corbon - Indianna Jones and the Black Pyramid
8 dam - 2AR = 6 wounds, dead.

NE for -1F (now 2), -2F for 2 movement, 1 movement to drink potion, so full fatigue and 1 MP remain. Attack Deep Elf B8.

RGbb 1custom6{iid:1057263;iid:1057256;iid:1057258;iid:1057260;iid:1057262;iid:1057261} + 1custom6{iid:1057252;iid:1057252;iid:1057253;iid:1057253;iid:1057254;iid:1057255} + 2custom6{iid:1057245;iid:1057246;iid:1057246;iid:1057243;iid:1057243;iid:1057243} -> ( iid:1057262) + ( iid:1057252) + ( iid:1057243 iid:1057246) -> (
)(
)(
) [+]
 
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  • 386381. The_Immortal
  • 1custom6{iid:1057263;iid:1057256;iid:1057258;iid:1057260;iid:1057262;iid:1057261} + 1custom6{iid:1057252;iid:1057252;iid:1057253;iid:1057253;iid:1057254;iid:1057255} + 2custom6{iid:1057245;iid:1057246;iid:1057246;iid:1057243;iid:1057243;iid:1057243} =
  • ( iid:1057262) + ( iid:1057252) + ( iid:1057243 iid:1057246) =
  • ( iid:1057262)( iid:1057252)( iid:1057243 iid:1057246)
  • RGbb
  • Sun Jun 23, 2013 6:09 am
Jeff Long
Canada
Saskatoon
Saskatchewan
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Re: The Immortal vs Corbon - Indianna Jones and the Black Pyramid
-3F (now 2) for Gold die.

g 1custom6{iid:1117793;iid:1117794;iid:1117794;iid:1117792;iid:1117792;iid:1117792} -> ( iid:1117794) -> (
) [+]
 
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  • 386382. The_Immortal
  • 1custom6{iid:1117793;iid:1117794;iid:1117794;iid:1117792;iid:1117792;iid:1117792} =
  • ( iid:1117794) =
  • ( iid:1117794)
  • g
  • Sun Jun 23, 2013 6:09 am
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