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 Catacombs of BleakBight, Dungeon crawl game topic
Geep
Posted: Nov 13 2008, 06:00 AM
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Group: Ancient
Posts: 2,390
Member No.: 63
Joined: 4-January 06



This is the game topic for the dungeoncrawl game. I'll also be shifting all characters and character creation information into this post for easy reference.

The story-

The Dwarven Stronghold of BleakBight rests deep inside a series of near impenetrable mountains to the West of the Old World. Famed for its rich veins of iron ore, its strong trade ties to the Empire allowed the stronghold to retain a degree of wealth and vitality uncommon to modern dwarven houses.
During mining a workforce of dwarves broke through into a previously undicovered cavern and, familiar with the tunnels of greenskins and rat men, prepared for battle, only to find none forthcoming.
Rumour reached the Empire trade merchants that the Dwarfs had come across a vast motherload of iron in this cavern, although some whispered of greater metals being discovered too, and even gleaming gems. Before trade deals could be renegotiated, however, harsh winter weather set in and all communications ceased.
Come summer, it didn't take long before wagons of goods were sent to trade with the dwarfs. None have returned. Many months have passed, with scouts reporting strange sights and sounds among the dark crags of BleakBight, and the local count has sent out a call for brave warriors to infiltrate and investigate the fate of the dwarven hold.
Four warriors have stepped forward, an unlikely and motley group, each driven by their own, unknown motives.

____________________________________________________________

Ecthelion Surion, a wood elf unable to return to Athel Loren seeking to prove himself worthy to return home.
Lvl.6
Base profile: M 4 Ws 5 Bs 1 S 4 T 3 W 4 I 5 A 2 Ld 6 Sv -
Equipment: Spear, Clothes.
Ablility: Spear training, Advanced Spear Training, Spear Mastery, Sprint, Powerful Defence
Effective abilities: M 4 Ws 6 Bs 1 S 3 T 3 W 3 I 5 A 1 Ld 6 Sv -, Can attack up to 2 squares away.
XP: 754

Ragnar Kurgonsson, a young dwarf who recently shaved his beard and dyed his hair.
Level 6
M 3 Ws 6 Bs 1 S 5 T 5 W 4 I 4 A 1 Ld 7 Sv - (M for WS, BS for S and T)
Abilities: Two weapon combat training, Improved two weapon training, Two weapon mastery, Wild Slashing
Items: 2 Hand Weapons, healing draught I mean kit, Healing Potion
XP: 845

'Griz' Rindholen - "Retired" Dwarfen Miner. Bored with the repetitive lifestyle that most dwarfen miners crave, Griz traded his pick for a big axe and took up the life of a wandering adventurer.
Level 6
M4 (3) WS6 (5) BS2 S4 (6) T5 (6) W4 I2 (1) A2 LD7 SV 6+
Abilties: Great Weapon Training. Improved Great Weapon Training, Light armour Training, Heal, Improved Light Armour Training
Items: Great Weapon, Leather Armour, Crossbow, Chainmail
XP: 755

Belerond Ivanstone- Kislevite Warrior, travelling the world, hiring his extrodinarliy large sword out to whomever needs it, and generally ready for a stouch at a moment's notice. Possibly hired to help protect the trade caravans...
Lvl6
M4 (3) Ws7 (6) Bs1 S3 (5) T4 (5) W4 I3 (2) A3 Ld 7 Sv 6+
Items: Chainmail, Leather armour, Greatsword, Healing kit.
Abilities: Greatweapon training, Improved Great weapon Training, Light armour training, Improved Light Armour Training.
XP: 757

Konrak Cragbrow, dwarven marksman (NPC)
M 3 Ws 3 Bs 6 S 3 T 5 W 3 I 3 A 1 Ld 7
Items: Crossbow, Hand weapon, Healing Potion, Sack, Dwarven Handgun
Abilities: Crossbow training, Sprint, Strong Pull, Disarm
XP: 661

Markus Thanwier, Cleric to the temple of Ulric (NPC)
M 4 Ws 5 Bs 4 S 3 T 3 W 3 I 2 A 1 Ld 9
Items: Great weapon, Bow, Clothes
Abilities: Heal, Renew, Imbue, Phantasmal Bear
XP: 685
_____________________________________________________________
Bestiary (Stats of creatures you have encountered so far):

Goblin 1 (G1)- These cowardly greenskins carry weapons, but whether they know how to use them is debatable. They are a minor threat up close and at range.

M 4, Ws 2, Bs 3, S 3, T 3, W 1, I 2, A 1, Ld 6 Sv 6+
Equipment: Hand weapon, Shield, Throwing weapons
Abilties: none

Goblin 2 (G2)- Clad in straps of cured rat pelt and other small animals, these goblins possess significantly more skill at arms than a type 1 goblin, but are still fairly weak.

M 4 WS 3 (2) BS 3 (2) S 3 T 3 (4) W 1 I 2 (1) A 1 Ld 6 Sv 6+
Equipment: Leather Armour, Shield, Hand Weapon
Abilities: Shield Training.

Goblin 3 (G3)- 'Skilled' at ranged combat, goblin type 3 is a mobile, light, ranged unit.

M 4 Ws 2 BS 3 S 3 T 3 W 1 I 2 A 1 Ld 6 Sv -
Equipment: Hand weapon, Bow
Abilities: Sprint

Goblin 4 (G4)- commonly a squig herding goblin, spears give these goblins a useful trick.

M 4 Ws 3 (2) Bs 2 S 3 T 3 W 1 I 2 A 1 Ld 6 Sv -
Equipment: Spear
Abilities: Spear training

Goblin 5 (G5)- These goblins are a 'heavier' scout goblin, often in support of the lighter Goblin 3.

M 4 Ws 2 BS 3 S 3 T 3 W 1 I 2 A 1 Ld 6 Sv -
Equipment: Hand weapon, Crossbow
Abilities: Sprint, Crossbow training

Goblin 6 (G6)- These goblins have survived longer than many other goblins, and have refined their squig catching techniques to use nets.

M 4 Ws 3 Bs 3 S 3 T 3 W 1 I 2 A 1 Ld 6 Sv -
Equipment: Spear, Nets
Abilities: Spear training, Close Defence, Netters

Goblin Shaman (GS 1)
M 4 Ws 2 BS 3 S 3 T 3 W 2 I 3 A 2 Ld 8 Sv - (yes, I gave these a slight Ld boost from the original)
Equipment: Hand weapon
Abilities: Aether Hawk, Summon Spiders, Life is Cheap

Goblin Shaman 2 (GS2)
M 4 Ws 2 BS 3 S 3 T 4 W 3 I 3 A 2 Ld 9 Sv -
Equipment: Hand weapon
Abilities: Aether Hawk, Summon Spiders, Phantasmal Bear, Life is Cheap

Small Squig (Sq1) Part fungus, part animal, but mostly teeth. These small squigs aren't anywhere near as dangerous as a full size squig, but they make up for it with enthusiasm.
M D6 Ws 4 Bs 0 S 4 T 3 W 1 I 4 A 2 Ld 5
Equipment: none
Abilities: Frenzy

Regular Squig (Sq 2)
M D6 Ws 4 Bs 0 S 5 T 3 W 2 I 5 A 3 Ld 5
Equipment: none
Abilities: Frenzy, Greater Frenzy

Great Cave Squig (Sq 3):
M D6 Ws 5 Bs 0 S 7 T 5 W 5 I 4 A 5 Ld 6
Equipment: none
Abilities: Frenzy, Greater Frenzy, Crippling Strike.

Orc Scout (Orc type 1/ O1) Excelling in ambushes and able to rain down a lethal hail of both arrows and choppa blows these orcs are dangerous opponents.
M 4 Ws 3 Bs 3 S 3 T 4 W 1 I 2 A 1 (2) Ld 7
Equipment: Two hand weapons, bow
Abilities: Two weapon training, Powerful Defence

Orc 2 (O2)
Orc Type 2-
M 4 Ws 4 (3) Bs 3 S 3 T 4 W 1 I 2 A 1 (2) Ld 7
Equipment: Two hand weapons
Abilities: Two weapon training, Improved Two Weapon Training

Orc 3 (O3)
Orc Type 3-
M 4 Ws 4 (3) Bs 3 S 3 (5) T 4 (5) W 1 I 2 A 1 Ld 7
Equipment: Great Weapon, Leather Armour
Abilities: Great Weapon Training, Improved Great Weapon Training, Light Armour Training, Improved Light Armour Training

Orc Big Un 1 (BU1)-
M 4 (3) Ws 4 (3) Bs 2 S 4 T 4 W 2 I 3 (2) A 2 Ld 7 Sv 6+
Equipment: Two Hand Weapons, Chainmail
Abilities: Two weapon Training, Improved Two Weapon Training

Orc Big Un 2 (BU2)-
M 4 (3) Ws 4 (3) Bs 2 S 4 T 4 W 2 I 3 (2) A 2 Ld 7 Sv 6+
Equipment: Great Weapon, Chainmail
Abilities: Great Weapon Training, Improved Great Weapon Training

Stone Troll
M 4 Ws 3 Bs 0 S 6 T 5 W 5 I 1 A 3 Ld 4 Sv 5+
Special rules:
Hungry- Trolls attack to eat. The troll will continue to attack downed opponents until they are killed (and eaten), unless otherwise distracted.
Stupid- the stone troll isn't well known for tactics and avoiding danger- it won't usually move in a way that obviously threatens it (eg. walking into a fire), but it can be taunted and easily confused.
Vomit- Trolls can vomit instead of attacking. This nasty attack covers a line of three squares from the troll. Models in these squares take a hit at a strength of 2D6- their initiative.
Troll Regeneration- Troll regeneration is slower, but significantly more powerful than normal regeneration. At the beginning of the Troll's turn, roll a D6 for each wound it has lost (to a maximum of 5D6). For each roll of 5+, the troll regains a wound. This continues even if the troll is reduced to 0 wounds or below. Being reduced to -5 wounds will also not kill a troll, unless it then takes damage from fire while in this state. For each wound from fire the troll can regenerate 1 less wound (eg. 2 flaming wounds mean it can only roll 3D6 to restore wounds, and get to a maximum of 3 wounds).

Skaven Assassin 1
M 7 Ws 7 Bs 7 S 4 T 4 W 4 I 9 A 3 Ld 10 Sv 5+^
Equipment- Two hand weapons, throwing weapons, unknown
Abilities- Sprint, Two Weapon Mastery and all below, Improved Thrown Weapon Training and all below, Greater Brew Poison* and all below, ^Improved Duck!* and below, Stealth* and Shot on the Run*.

Black Orcs (BO1)-
M 4 (3) Ws 6 (5*) Bs 2 S 5 (7*) T 5 (6) W 3 I 2 (1) A 3 (4) Ld 8 Sv 5+ (3+*)
Equipment: Great Weapon, Two hand Weapons, Shield, Plate Armour (Heavy), Leather Armour
Abilities: Combat Weapons Master, Improved Great Weapon Training, Improved Two weapon Training, Improved Shield Training, Light armour Training, Improved Light Armour Training, Heavy Armour Training
Notes- Profile changes with an asterix (*) are deoendent on what the black orc is using at the time.

Bosses

Orc Boss 1- Zrugsnag
Zrugsnag is an Orc Scout- unusually sneaky for his kind, he's usually finds himself controlling mobs of goblins, using them to set ambushes and other distractions while he gets going with the head smashing.
M 4 (3) Ws 5 Bs 3 S 4 T 4 W 3 I 2 (1) A 2 Ld 7 Sv 6+
Equipment: Crossbow, 2 Hand Weapons, Chainmail, unknown
Abilities: Crossbow Training, Two Weapon Training, Powerful Defence, Life is Cheap

Toofcrack (B2)
A Big 'Un who managed to bully a small goblin force to oppose you, Toofcrack doesn't seem to significant, except that he holds the key to the inner realm...
M 4 (3) Ws 4 (3) Bs 3 S 4 T 4 W 2 I 3 (2) A 2 Ld 7 Sv 6+
Equipment: Dwarven Handgun, Great Weapon, Chainmail, unknown
Abilities: Great Weapon Training, improved Great Weapon Training, Life is Cheap

Snagritt (B3)
M 4 (3) Ws 5 (4) Bs 2 (1) S 5 T 4 (5) W 3 I 4 (2) A 3 Ld 8 Sv 5+ (4+)
Equipment: Hand Weapon, Shield, Chainmail, Leather Armour, unknown
Abilities: Shield Training, Improved Shield Training, Shield Mastery

Grotta- Orc Boss 4 (B4)
M 4 Ws 5 Bs 2 S 4 T 4 W 3 I 4 A 3 Ld 8 Sv -
Equipment: Hand Weapon, Whip
Abilities: Whip Mastery, Slaver (see page 37), Disarm

Morgrut the Mad- Orc Warboss (OB5)-
M 4 Ws 7 Bs 2 S 5 (7) T 5 (6) W 4 I 3 (2) A 4 Ld 9 Sv 5+
Equipment: Great Weapon, Plate Armour, Leather Armour, Unknown
Abilities: Great Weapon Training, Improved great Weapon Traning, Great weapon Mastery, Light Armour Training, Improved Light Armour Training, Heavy Armour Training, Improved Heavy Armour Training, Knock Down

_____________________________________________________________

Starting stats and abilities (for reference):

Each player takes it in turn to do all of their actions, we then move on to the next player, etc.
Players have two actions per turn- a move action and a combat action. You can do these in either order, but you cannot trade one for another or split the actions (eg. move a bit, attack, move a bit more).
There is no charging action. You can move into an enemy and then attack.
Players take turns based on their Initiative. The higher your Initiative the earlier you act and the more likely it is you get to fight before a monster.
During combat, whoever's turn it is gets to attack and no one else. Initiative plays next to no role in combat itself.
To hit and to wound rolls are as normal for Warhammer.
General abilities are limited (at least to start with). For example, taking two hand weapons does not automatically give +1 A- you will need to spend an ability point to learn how to do this (more on that later).
Range for shooting weapons and spells isn't needed- it's a dungeon- nothing's that far away.
Fear and terror tests work as normal. For the purposes of when the Ld test for charging is needed, if your movement would take you into base contact with the model you take the test. If forced to flee you flee as directly as possible to an area out of line of sight of the terror causing creature, in an already explored area. This action happens during your turn and takes your move action.
You can move while in combat with an enemy, but they may make one automatic attack against you at -1 to hit (assuming they have the range to attack the square you are leaving from). This is done in the moving player's turn. If, after your move, you are still in range of your opponent and want to move again they will get another attack, just as before.
There is no limit to what characters can do what- you can have a barbarian style character who, later in the campaign, learns a spell, a dwarf character that learns a spell, etc- anything can be justified somehow.
Spells require Ld tests to cast- more details later, that's just a 'heads up' for character design.
There is no stand and shoot or flee charge reactions.

Lines- Some things will require you to draw a line- most commonly for spells. Simple lines are either straight up, straight down or diagonal, as shown below:
user posted image
The dark blue square is where the player is- lines go out from here.
You can also have less simple lines too-you can measure out any number of squares before shifting diagonally to the left or right- count out that same number of squares, then shift in the same diagonal direction again- as long as you keep this consistent it will count as a line.
The following shows 3 lines drawn from 3 models (dark blue), one with 4 squares per shift, one with 3 and another with 2.
user posted image

This all seems like a lot in writing, but what it boils down to is pretty simple. The first thing you need to do is make your characters-
You begin with the base stats:
M 4 Ws 3 Bs 3 S 3 T 3 W 2 I 4 A 1 Ld 7 Sv -

You can pick any two stats. Add 1 to one stat and subtract 1 from the other. You can do this up to three times, but can never reduce a stat to 0 or make your save worse than '-'. The above stats assume you are human, but the above means you can modify your stats to make yourself an elf, a dwarf, etc.

Movement- This is the number of squares you can move in your move phase. These can be moved diagonally, forward, backward, left, right ... etc. or any combination.

Ws/ Bs/ S/ T/ A/ Sv- used as in normal warhammer.

W- Wounds are used as normal in warhammer. When reduced to 0 wounds you are knocked out. If all of the party is reduced to 0 wounds it's game over. You only die when you are reduced to negative wounds equal to your regular wounds (eg. in the base profile above you are killed when you reach -2 wounds). Most enemies will not hurt you beyond 0 wounds.

I- The player with the highest initiative takes their turn first. When you come across monsters a high I will mean you may be able to attack them before they act. There may also be a few Initiative based tests...

Ld- As normal in warhammer, although you also use Ld for spellcasting. Usually a failed Ld test just means the spell doesn't happen. Usually...

____________________________________________________________

Characters can carry four items and wear one kind of clothing/ armour. If you're at you limit and want to pick up something new you'll have to drop something.

You start with two free items and one free set of clothing/ armour.

Beginning items are:

Hand weapon- An axe, sword, etc.- as in normal warhammer, this is your basic item. Taking two does not give you +1 A unless you have the appropriate ability (abilities to come later).

Great weapon- Two hands. This covers all forms of great weapon. Difficult to use, these weapons give +1 S but -1 To Hit/ +1 to be hit in combat.

Spear- Two hands. These long weapons allow a model to attack up to 2 squares away, and not just in base to base, however the model is at -1 to hit/ + 1 to be hit in combat.

Shield- This item gives +1 to the armour save, but it's weight gives the user -1 Ws in combat. A hand weapon and shield combination does not give an additional +1 Sv.

Bow- Two hands. All bows are covered under this. A model may only shoot once per combat phase and all shots are Str3, or at the user's strength- whichever is lower.

Crossbow- Two hands. Crossbows require a movement phase to load. If a model moves while holding a loaded crossbow there is a 1 in 3 chance that the crossbow will go off- it does not damage anyone, but must be reloaded again before use. Crossbows are Str 4. Crossbows are heavy and give a -1 to hit penalty.

Throwing dagger- This covers all sorts of thrown weapons. A model may throw as many of these in a combat phase as they have attacks on their profile, but for each thrown there is a -1 to hit penalty (to a minimum of -1 to hit). The strength of these attacks is 2, unless the thrower's strength is less.


Healing kit- This item takes an entire turn to apply and affects one model in base contact. They gain +1 W but -1 T (to a minimum of 1) until they recieve some healing (when all effects are lost). 1 use only.

Clothing/ Armour:

Leather armour- Thick leather cushions blows, but also cramps movement. The model has +1 T, but has -1 Ws, Bs and I.

Chainmail- Able to be worn over leather armour or by itself, this armour gives +1 to the save but -1 M and I.

Clothes- no effect, but you're wearing them whether you want to or not.



You'll come across other items throughout the game. I'll let you know what these do when you find them.
All penalties and bonuses from items are cumulative.
Remember you only have two hands- no claiming the bonuses (or penalties) for a great weapon and shield and the same time.
Ammo for ranged weapons is considered limitless- you'll probably be able to pluck ammo out of corpses, etc.

___________________________________________________________

Other items found:
Sack
Non magical, but still useful for storage. A sack takes no item slots to carry, but rather gives the bearer an additional two item slots.

Dwarven Handgun
Str 4, requires an entire turn to reload, Armour Piercing. Moving with it loaded causes no problems.

Whip
Combat Weapon. Range of 2 squares, -1 Strength Penalty, +1 on Disarm attempts. Cannot be used for attacks of opportunity.

Nets
Nets are a ranged weapon that can be thrown up to 2 squares. It takes a full round action to cast a net, although it can be done without Line of Sight. Nets affect an area of 4 squares. An attack roll is made separately for each affected square. If the net has been cast over the top of intervening models then for every 'miss' of the intended target a roll to hit is made for one random model in the intervening squares.
For every net affecting a model it suffers a -1 to hit/ +1 to be hit penalty, and -1 M. These effects are cumulative.
A model can attempt to free itself from a net by making a single attack against it as a full turn's action. 1 attack is made, regardless of anything else, and it must wound a T4 target. Only 1 net can be attacked at a time in this way, and only the model which made the attack is freed.
A model may also try to wriggle free of a net as a full turn's action. This requires a roll of 6 on 1D6, although friends can help. For every friendly model able to help the roll required drops by 1 (5+, 4+, etc.). A friend must be within 1 square to help and this counts as their full turn's action for this turn (or the next, if they've already acted).
Nets are single use items under normal battle conditions, and are completely useless if someone has freed themselves from one using strength.

Heavy Armour
Heavy Armour gives a 5+ Armour Save, but the weight gives -1 M, Ws, Bs and I.

___________________________________________________________

Abilities:
As first level characters, you all get to choose one Lvl 1 ability. As the game goes on you can get access to better abilites or pick abilities from lower levels.

Lvl 1 Abilities:

Sprint- You may give up your combat phase to have an extra move phase. You're at +1 to be hit in combat until the start of your next turn.

Powerful defence- You may give up your movement phase for an extra combat phase. All attacks by you in this turn, in either combat phase, close combat or shooting, are at -1 to hit and you are at +1 to be hit until the start of your next turn.

Great weapon training- Able to use these items better than most, you gain an additional +1 S when using them.

Two weapon combat training- You're able to use two hand weapons. You gain +1 Attack, but are at -1 to hit with all attacks. You are not at +1 to be hit.

Rapid reload- You may fire a bow twice, as long as you have at least two attacks. Both shots are at -1 to hit.

Crossbow training- You do not suffer the -1 to hit penalty with a crossbow.

Spear training- Instead of +1 to hit/ + 1 to be hit, when armed with a spear you have -1 Ws in combat.

Throwing weapon training- Your thrown weapons have a strength of 3.

Shield training- You do not suffer -1 Ws in combat from a shield.

Light armour training- Leather armour does not give you -1 I.

Whip Training- You gain a range of 3 squares with a whip, instead of 2. Attacks made at opponents 3 squares away have a -1 To Hit penalty.

Posion use- All of your combat attacks count as poisoned attacks. 6's to hit wound the enmy automatically, but if you roll a 1 to hit you wound yourself. Armour saves are based on your strength, with weapon modifiers.

Frenzy- You are at +1 to hit in combat, but enemies have a +2 to hit you in combat and + 1 to hit when shooting at you.

Heal- Spell. Pass a Ld test to cast. Takes an entire turn to cast. 1 model in base contact (or the caster) gains 1 wound, up to their base wounds value.

Magic Flare- Spell. Pass a Ld test to cast. Roll to hit 1 enemy in line of sight- they take a strength 2 hit with no saves allowed. May not be cast at models engaged in close combat.

Aether hawk- Spell. Pass a Ld test to cast. 1 enemy in line of sight takes a strength 3 hit. May not be cast at models engaged in close combat.

Light- Spell. Pass a Ld test to cast. All enemies in line of sight are at -1 Ws until the start of the caster's next turn. Failure to cast gives the caster -1 Ws until the start of their next turn.

Level 2 abilities:

Charge!- You may move twice in a straight line so long as you end in combat with an opponent. You may also make a single attack this turn (regardless of how you are armed or how many attacks you have, you may only make one attack). This attack is at -1 to hit and you are at +1 to be hit in combat until your next turn. If you have the 'Sprint' ability the charge does not have to be in a straight line.

Close defence- When armed with a spear you do not suffer any penalties when attacking enemies in base contact with you. Enemies you attack with the weapon's reach ability are still made at -1 Ws. You must have 'Spear training' to use this ability.

Improved spear training- Requires 'spear training' to use. When an opponent moves through the area you threaten to end in base contact with you, make your free attack as normal but without the usual -1Ws penalty.

Improved great weapon training- you must have the 'Great weapon training' ability to use this ability. You are no longer at -1 to hit/ +1 to be hit with a great weapon, but do have -1Ws.

Improved two weapon training- You need 'Two weapon combat training' to use this ability. You are no longer at -1 to hit, but do have -1 Ws when using two hand weapons.

Improved Whip Training- You do not suffer the -1 Strength penalty from using a whip.

Wild slashing- You need 'Two weapon combat training' to use this ability. You may make an extra attack with your second hand weapon (for a total of +2 attacks) but all attacks are at -2 to hit.

Greater Frenzy- You must have the 'Frenzy' ability to use this. The usual '+2 to be hit in combat' is reduced to a +1 to be hit in combat, and there is no bonus in using ranged weapons against you (as opposed to the usual '+1 to hit'.

Accurate- You must have either the 'Rapid reload' or 'Crossbow training' abilities to use this. If you spend your entire turn to fire a single shot you will be at +1 to hit. You can not load a crossbow in the same turn.

Steady hands- If you move with a loaded crossbow your chance of it misfiring is reduced to 1 in 6. Requires 'Crossbow training' to use.

Duck!- Requires Initiative of 5 or greater. You gain a 6+ ward save as you can dodge enemy attacks.

Improved thrown weapon training- you usual to hit penalty for using a thrown weapon is reduced by 1 (so a single thrown weapon uses normal BS, throwing two gives a -1 to hit penalty, etc.). Requires 'Thrown Weapon training' to use.

Improved shield training- When armed with a hand weapon and shield you gain +1 armour save in close combat, so long as no opponents are on directly opposite sides of you. Requires 'Shield training' to use.

Improved light armour training- Requires 'light armour training'. You do not suffer the -1Ws and Bs penalties of leather armour.

Improved Poison use- Requires 'Poison use'. You gain a 3+ ward save against poisoning yourself on a 1 to hit.

Hatred- Character must have been taken to 0 wounds or less by the opponent type he wishes to hate. Opponent type is usually indicated by the letter in the map- eg. 'G' for goblin. Against hated opponents the character may re-roll 1 missed attack per turn.

Renew- Spell. Takes an entire turn to cast and heals D3 wounds on any model in base contact (or the caster). If the caster also has 'Heal' they may attempt to cast Heal as a combat action (instead of a full round one) with a -2 Ld penalty.

Scorching Earth- Spell. -1 Ld to cast. Takes an entire turn to cast. Choose one square. Any model moving through or stopping on this square takes a strength 4 hit. If a model is on the square when it is cast, it must pass an Initiative test or take the hit at the start of it's own turn. If the caster also has 'Magic flare' they can cast 'Magic flare' at -3 Ld, but with strength 5. Failure to cast either of these causes a Strength 4 hit on the caster.

Summon spiders- Spell. -2 Ld to cast. Choose one enemy in line of sight- they suffer D3 Str 2 poisoned attacks. If casting is failed the caster suffers 1 str 2 poisoned attack. If the caster also has the 'Aether Hawk' spell they gain the ability to cast this spell to affect anyone in a line. All targets in the line- friend or foe- are hit. This modified spell is cast at a -2 Ld penalty, and failure to cast causes a Str 3 hit on the caster.

Buffetting wind- Spell. Choose one enemy model in line of sight. It must pass a strength test or be shifted D3 squares in a direction chosen by the caster. If this causes it to move through threatened squares it may be attacked. If the caster also has the 'Light' spell they may cast it at a -2 Ld penalty, causing -2 to the opponents Ws and -1 to opponents Bs.

Level 4 Abilities:

Back to Basics- You may gain any two abilities from the Level 1 ability choices.

Combat versatility- Requires Weapon specialisation in the weapon being weilded. A Spear or Great weapon may follow the rules for Two Hand Weapons for the duration of a turn. Two Hand Weapons may be used as Hand Weapon and Shield, and Hand Weapon and Shield can follow the rules for a Great Weapon. All usual bonuses and penalties apply as if the character actually had the different weapon type, including abilities related the 'new' weapon.

Prepared strike- Requires Initiative 3 or greater. When an opponent stops moving and is in base contact with this character they take 1 automatic attack. This is only ever 1 attack, with -1 to hit and made at the character's base strength. This is in addition to any attacks normally provoked.

Maddened charge- Requires the Charge! ability. If armed with a Great Weapon or Spear the character may strike at +1 S until their next turn.

Great Weapon Mastery- Requires Improved Great Weapon Training. You no longer suffer -1 WS when using a Great Weapon.

Sundering Blow- Requires Improved Great Weapon Training. When you score the killing blow on an opponent you may make an additional attack at one other enemy in base contact, although this second attack has an additional -1 to Hit and -1 S. If this attack also kills the target another attack may be made with -2 penalties, and so on. A hit or wound cannot be scored when a 7 or more is required.

Two Weapon Mastery- Requires Improved Two Weapon Training. You no longer suffer -1 WS when using Two Hand Weapons. If you use the 'Wild Slashing' ability, you only suffer -1 WS. This ability can be taken twice, reducing the 'Wild Slashing' penalty to nothing.

Spear Mastery- Requires Improved Spear Training. You never suffer the -1WS penalty for using a spear, either in base contact or at range.

Greater Reach- Requires Improved Spear Training. You may attack enemies up to 3 squares away, although you suffer an additional -2 to hit and opponents will be at +1 to hit you. If the character has the 'Close Defence' ability then they do not suffer the +1 to be hit penalty.

Shield Mastery- Requires Improved Shield Training. When an opponent rolls a 1 to hit against you, you make an immediate attack back at -1 to hit and -1 S.

Thrown Weapon Mastery- Requires Improved Thrown Weapon Training. The to hit penalty for using thrown weapons is further reduced by 1, so you may throw 2 with no loss to BS, 3 with a loss of 1 BS, etc.

Poison Mastery- Requires Improved Poison Training. You no longer have any chance of poisoning yourself.

Light Armour Mastery- Requires Improved Light Armour Training. You no longer suffer -1 I from Chainmail and gain an additional +1 to your save.

Bow Mastery- Requires Rapid Reload and Accuracy. You may fire as many times as you have attacks with no penalty to hit.

Crossbow Mastery- Requires Crossbow Training and Steady Hands. You may load and fire as a single combat action. Normally loading is a separate move action.

Strong Pull- Requires Rapid Reload or Crossbow Training. You may fire 1 shot as a combat action at +1 Strength but -1 to hit. May be combined with the Accuracy ability.

Whip Mastery- You do not suffer the -1 To Hit penalty at opponents 3 squares away.

Tough- Allows the character to gain a base toughness of 6. This does not give the character toughness 6, but will allow them to gain it at later levels. Normally toughness is limited to 5 and only items can take toughness above this.

Strong- Allows the character to gain a base Strength of 6. This does not give the character Strength 6, but will allow them to gain it at later levels. Normally Strength is limited to 5 and only items can take Strength above this.

Persistance- The character does not fall down when reduced to zero or fewer wounds. Instead they gain the Ability 'Frenzy' for one turn and remain standing and able to act until the end of their next turn. During this time they will remain a target for enemy attacks.

Mighty Blow- The character can sacrifice one or more attacks from their base profile and add that number as a Strength bonus to their remaining attacks for that turn.

Crippling Strike- When causing a wound on an opponent you may also force the opponent to lose either 1 Strength or 1 Move. This penalty lasts until the target recieves healing from some source.

Knock Back- Requires Strength 4 or more (unmodified profile strength). Choose any number of attacks in a round to be knockback attacks. For purposes of the wound roll these attacks will count as having -1 Strength. If you hit your opponent with a knock back attack both sides roll a D6 and add their strength. If you score higher (not equal) you can choose one of the three squares behind the model to push him into. This movement does not provoke any attacks for moving. If the model cannot move into the chosen square (due to a wall or other model) it takes a strength 2 hit instead.

Master of Sorcery- The caster may cast any Ability lvl 1 spell at -3 Ld. If they already know the spell they are trying to cast they suffer no penalty for trying to use the Level 2 improvement to the spell.

Healing Burst- Takes one combat phase to cast. Casting is done at -2 Ld. When cast successfully a number of wounds are restored to all allies in touching squares. The number of wounds is equal to 1+ the number the test was passed by. No target can recieve more than 1 wound until all valid injured allies have also been healed 1 wound, and so on for healing 2 wounds. If the caster also has the 'Heal' and 'Renew' ability they no longer suffer the Ld penalty if using the improved 'Heal' version.

Incandescence- Takes one combat phase to cast. Choose one target model anywhere in line of sight. They catch on fire and take a Strength 3 hit, with no armour save. At the beginning of the caster's next turn they may choose to continue the spell. This takes 1 combat action, and requires a successful leadership test. For every turn the spell is successfully continued on one target model the Strength of the hit increases by 1, to a maximum of 10. If the caster is not on full wounds while trying to continue the spell they take the number of wounds they have suffered as an additional Ld penalty. If the test is failed the spell stops. If the caster also has the 'Scorching Earth' spell they no longer suffer -1 Ld to cast, but may choose to cast it with a -1 Ld penalty. In this case all squares touching the target square deal a Strength 2 hit in the same manner as the hit delivered to the target square. This means the model in the target square will suffer a minimum Strength 2 hit. If the caster also has 'Flare' they may cast the higher strength version at only a -1 Ld penalty. While this spell is active the caster cannot cast any other spells.

Phantasmal Bear- Takes an entire turn to cast. All Ld based tests involved in this spell have a -1 penalty. Place a bear anywhere in line of sight of the caster. The bear takes up a space of 2 squares x 2 squares, and has the following statistics-
M 6, WS 6, Bs 0, S 6, T 5, W 3, I - (3), A 3, Ld -
The bear has no special abilities and can NOT act in the turn it appears, other than to take any free attacks which are provoked (it acts at the same time as the caster, with I 3 in case it needs to test. It also has the caster's Ld). At the beginning of the caster's next turn they may attempt to keep the bear in play (so long as it hasn't been killed). This takes a successful Leadership Test, and if passed it takes the caster's entire turn. If failed the bear disappears, but the caster gets a move action. If the caster or bear are not on full wounds while trying to continue the spell, the caster takes the number of wounds they (bear and caster)have suffered as an additional Ld penalty. If the bear is killed the caster suffers a Strength 4 hit. Any kills by the bear count as being done by the caster for purposes of XP accumulation. If the caster also has 'Summon Spiders' they now no longer have the -2 Ld to cast and they also summon D3 +2 spiders, rather than just D3. If they also have the 'Aether Hawk' ability they may cast the version in a line at only -1 Ld, and both versions (original and in a line) deliver Strength 4 hits. While this spell is active the caster cannot cast any other spells.

Imbue- Takes an entire turn to cast. Choose an ally in base contact and roll a D6. Choose a number of statistics equal to your roll. You may choose the same stat twice (for example, if you roll a 4 you may choose Strength, Strength, Toughness and Wounds). For every time you have chosen a stat your character loses 1 point from that ability, and the target ally gains 1 point (in the above example -/+ 2 S, 1 T, 1 W). If this reduces any of the caster's stats to 0 or less (on casting, not from later damage) the spell automatically fails and the caster suffers a wound with no save. The spell lasts until the start of the caster's next turn. At this point the caster may choose to continue the spell, so long as neither they are the target ally are reduced to 0 or less wounds. If the caster is not on full wounds while trying to continue the spell they take the number of wounds they have suffered as an additional Ld penalty (wounds donated during the spell are not wounds suffered). This is a completely free action, and requires a successful leadership test. While this spell is active the caster cannot cast any other spells. When the spell ends all statistics for caster and target are returned to normal, except that any wounds suffered by the target ally during the duration of the spell are randomly distributed between the ally and the caster (even if wounds were not a shared stat). Note that, if very unlucky, this may kill a character, although it also may bring a character back to consciousness (either when cast or when the spell ends). For the duration of the spell the caster gains 3/4 of the experience earned by the target ally, rather than the usual 1/2. If the caster also has the 'Buffeting Wind' spell they may choose to cast it at -2 Ld, in which case it deals a 'Knockdown' attack at Strength 3 for wounding purposes, but always causing the target to test to fall prone (See Knock Down in the Level 5 abilities section for details).

Level 5 abilities:

Awesome Blow- Requires Mighty Blow. When using Mighty Blow the number of Attacks sacrificed is also added to the number of wounds each unsaved wound causes.

Combat Weapons Master- Requires Weapon Versatility. The character gains all 1st level Weapon Training abilities related to close combat, including shields (Spear, Two Weapon, Great weapon and Shield Training).

Knock Down- Requires Strength 5 or more (unmodified profile strength). Choose any number of attacks in a round to be knockdown attacks. For purposes of the wound roll these attacks will count as having -1 Strength. If you hit and wound your opponent (regardless of saves) with a knock down attack they must roll under their movement on a D6 roll or fall prone. Prone models suffer penalties in combat. If you also have the Knock Back ability you now win the Strength roll off if you equal your opponent's roll.

Bladesman- Requires Weapon Mastery in any close combat weapon (this includes spears and other close combat weapons with reach). If your weapon skill is triple that of your opponent (or more) they require 6's to hit you. If your weapon skill is over twice that of your opponent you hit them on a 2+. In addition, if you would normally hit your opponent on a 1+ or better, but fail the roll, you may re-roll the attack, although the new number you need to score is 5 plus what you needed to hit. For example, if you would normally hit on 1+, but roll a 1 and miss you can re-roll and will hit on a (5+ '1+') = 6. If you would hit on a 0+ the number would be (5+ '0+')= 5, or even if you should hit on a -1+ you will now hit on (5+ '-1+')= 4. If you need help understanding this feel free to ask.

Sniper- Requires Weapon Mastery in any ranged weapon. If you would normally hit your opponent on a 1+ or better, but still miss, you may re-roll the attack. Your new to-hit number for this attack will be as if you had a Ballistic Skill 5 less than you actually do. For example, A BS 6 model (normally hits on 1+) rolls a 1, and misses. You can re-roll and count as BS 1 (hits on 6+). A BS 7 model would hit on a 5+ on the re-roll, and so on.

Disarm- Choose any number of attacks in a round to be disarm attacks. These attacks suffer a -1 to hit penalty, and do not roll to wound. Instead, for every hit you may attempt to remove one combat weapon your opponent is holding. Roll a D6 for both models and add their strength, including any weapon bonuses (even for the defender- they have a better grip on a two handed weapon). If you beat your opponent's total then their weapon falls to the ground in their square, and they lose any bonuses from it. They may attempt to retrieve it in their own turn, although this takes the entire turn and will draw free attacks (they may retrieve 2 weapons per turn when doing this). If the opponent has no stated combat weapon then they only have a basic hand weapon- disarming this forces them to fight with fists, giving -1 Ws, S and preventing them from taking any free attacks. If you fail to beat your opponent's total in the strength roll there is no effect.

Stun- This ability is always active. When you roll a 6 to hit your opponent, you force them to make a toughness test. If failed they lose one action in their next turn (combat or movement). This stacks, so if you successfully stun an enemy twice they will usually miss all of their next turn. If you stun them more times than they actions there is no additional benefit.

Parry- Parry is activated in your turn, but takes place in your opponent's turn. In your turn declare which model you will attempt to parry the attacks of and how many attacks you will parry. You lose a number of attacks this round equal to the amount you try and parry (you cannot go below 0 attacks). If the model you chose successfully hits you in combat you may choose to use any number of your parry attacks to prevent it- you must declare the number before rolling. Roll these parry attacks as if trying to hit your opponent as usual- if you score a successful hit, you stop that attack. If, against 1 enemy hit, you successfully parry twice, the extra parry is wasted. If the model you chose to parry does not attack you, your parry attacks are wasted. Rolling to wound comes after parrying. For example, you choose to take 2 parry attacks, and are hit twice by your chosen opponent. You can assign 1 parry attack to each of your opponents attacks, or use two of these to try and stop 1 of his attacks (to prevent a poisoned hit, etc.) and letting his other attack go through..

Ability Boost- Choose one statistic for your character, and place this, as well as the number of times you have taken this ability for that stat, in brackets at the end of the ability name on your character sheet. You may take this ability unlimited times. When the number in the brackets is equal to your score for that stat (not modified positively or negatively by equipment) you add one to that stat, and then lose this ability for that stat (though you may take it again later). For example, An I3 character may take theis ability 3 times- Ability boost (I 3)- and go to Initiative 4, dropping back to effectively have- Ability Boost (I 0). If you increase the stat you are trying to improve through normal levelling methods as well you will have to take this ability extra times to catch up.

Brew Poison- Requires Poison Use. You can attempt to mix an especially nasty for of poison. This takes 1 movment and combat action, and requires a successful Ld test (based on the posion type). This poison is automatically applied to a weapon of your choosing, and remains potent until the weapon leaves your hand by any means. Weapons with special poisons still follow the usual 'Poison' rule. The following is a list of simple poisons- may ay become known throughout the campaign:
Black Lotus Oil- Ld test 8- wounds caused by your weapon cause D2 wounds, after saves.
Troll Bile- Ld test 7- Attacks from your chosen weapon have +1S, although this does not modify armour saves.
Yellow Root Salve- Ld test 7- For every successful wound against an opponent that opponent loses D3 Ws and Bs, to a minimum of 1. At the end of each of their turns they must make a toughness test. If successful they regain 1 Ws and Bs, until back up to their normal profile.

Quicken- Spell. Takes 1 action to cast (movement or combat). 1 ally in an adjacent square gains an additional action in their turn (they may choose whether this is movement or combat, but must choose at the start of their turn.

Greater Imbue- Spell. Requires Imbue. Takes a movement and combat action. This spell works like Imbue, but will affect up to 3 models in base contact. For each model after the first the caster suffers a cumulative -1 Ld penalty to cast and maintain the spell.

Greater Phantasmal Bear- Spell. Requires Phantasmal Bear. This spell works just as Phantasmal Bear, except that the bear may act on the turn it appears and has -1T (Toughness of 4).

Teleport- Spell. Takes the caster's entire tun. The caster may be placed anywhere within line of sight from their previous position. If opponents are in range when the spell is cast they make make a free attack, although no attacks are gained for the squares the caster teleports though or ends in. The caster must take a Ld test at -4. If failed they scatter the amount they failed the test by in a random direction (D8, counting the top of the map as 1, moving in a straight line). If the final position would move them through a wall or other solid , full height object they will stop in the square before this, but will take 1 Str 5 hit per square they should have continued going (eg. Failing the test by 5, the caster scatters and goes 2 squares before contacting a wall, and then takes 3 Str 5 hits for the remaining 3 squares. It is not possible for the caster to pass unexpectedly through walls with this spell.

Level 7 abilities

Rune Caster- You are able to magically enchant weapons using your own life energy. Taking this ability by itself does not do anything, but if you improve in a characteristic you may instead choose to craft a Rune on one weapon of your choice. For example, at level 9 a character with this ability may choose not to increase an ability score but to instead carve a Rune of Strength on his usual combat or shooting weapon. Items with Runes count as magical, and the runes glow dully unless discharged. You may choose to discharge any (and all) Runes on your weapon at the beginning of your turn, and their effect lasts until the beginning of your next turn. This does not cost any actions. You gain D3+1 to the characteristic sacrificed to the rune (eg. Strength in the above example), applied only to the weapon with the Rune (this can effect ranged attacks). The glow then fades from the Rune, and it is discharged and unable to be used for the next D6 rounds, after which it can be activated and begins glowing again. If the bonus rolled brings your characteristic above 10 you count as having a 10, but also gain a +1 to hit or wound (for weapon skill or strength) or -1 to be wounded (for toughness).
________________________________________________________________
Levelling guide:
0-49 XP- Level 1. Base character.
50- 149 XP- Level 2. Gain +1 Ws or Bs. Gain 1 Ability.
150- 299 XP- Level 3. Gain +1 Wound. Gain +1 to any stat other than wounds.
300- 499 XP- Level 4. Gain 1 Ability.
500- 749 XP- Level 5. Gain +1 Ws or Bs. Gain 1 Ability.
750- 1049 XP- Level 6. Gain +1 Wound. Gain +1 to any stat other than wounds.
And so on, with the cut off numbers being:
1400, 1800, 2250, 2750, 3300, 3900, 4550, 5250, 6000

________________________________________________________________

Finally, the start:

user posted image

(sorry for the poor image- I have to use a work computer at the moment)

The White squares are your characters- you have just entered a door to the dwarven hold. Each character square has your character initials- in order from top to bottom: Ecthelion Surion, Ragnar Kurgonsson, Konrak Cragbrow and Markus Thanwier.

Your initiatives (and therefore the turn order) is the same as the above order.

To move simply state the number co-ordinates of where you want to move to (top then side). You can edit the map if you want, but you don't need to- I'll let you know if something is revealed and will move you. Obviously this first move is a simple test, with just moving and forming a party order.

Red lines are walls, the blue lines are squares for movement and the black fuzziness is the 'Fog of War'- aka. you can't see here.

So, first turn is SeanyPrawny's/ Ecthelion's
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SeanyPrawny
Posted: Nov 13 2008, 03:12 PM
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Guess I'll jut move straight forward then (5,48)

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Zelt Arruin
Posted: Nov 13 2008, 08:05 PM
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I'll follow in suit and move forward.
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Geep
Posted: Nov 14 2008, 12:08 AM
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Your two companions do the same, with a little shuffling.

Ecthelion suddenly notices two figures in the darkness- small and ugly, trading high pitched insults as the wave their rusted weapons in the air. Greenskins are abroad in the city!

As this engagement is unexpected for both you and the goblins there is a slight disruption to the turn order- the next turn is a surprise turn, with only those who pass an Initiative test able to participate. To speed things up I'll roll these initiative tests. Similarly, I'll give the profile and and abilities of the creatures you encounter- you can work out and roll for hitting, wounding and whether they save or not yourself. I'll be rolling your armour saves for you when you are attacked.

Firstly, Initiative:
Ecthelion: a 6! the elf is caught unaware.
Ragnar: 5! Hmmm...
Konrak: 3- he gets to do something.
Markus: 5- joining the crowd.

Goblin left: 6- no hope.
Goblin right: 1- a very alert goblin.

And the stats of the Goblins (Goblin type 1)
M 4, Ws 2, Bs 3, S 3, T 3, W 1, I 2, A 1, Ld 6 Sv 6+
Equipment: Hand weapon, Shield, Throwing weapons
Abilties: none

As it's only NPC's I'll do this turn quickly, then it'll return to normal (those were actual dice rolls- honest!).

Konrak can't draw a line of sight to the enemy, so he'll move diagonally through the gap of his two friends and set himself up to shoot next turn, relying on dwarven toughness for now.

The active goblin moves forward to make something of a barrier with his friend, and, seeing the dwarf moving, throws a horseshoe at the dwarf. Roll to hit: 6- it hits. Roll to wound: 1. The dwarf shrugs off the errant footwear.

user posted image
(Just noticed I haven't removed some fog of war that should have gone now- I'll change that next post)

So now it's back to a regular turn, with Ecthelion going first.

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SeanyPrawny
Posted: Nov 15 2008, 10:25 PM
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Ok totally missed this post so sorry bout delay.

Ecthelion after waking up steps into action moving over towards the farthest goblin (I assume diagonal is 1 move still) and using his spear attacks from a distance.

Thrusting his spear into the body of the grinning goblin the blade makes contact.(4) The Elven steel slices easily through the goblins torso and erupts in a fountain of blood from its back. (5) The little grot gargled as it died, unable to stop the blow with its sheild (2)

user posted image

Not sure what do do with the dead so I'll leave that to you.
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Geep
Posted: Nov 17 2008, 05:32 AM
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The dead goblin is dead and will be removed from the map next update.

Well done on killing the poor, crappy goblin biggrin.gif
Your character gains 10XP, and all other characters gain 5XP (as they witness the combat, assist, etc.- and also so that support characters will still level eventually).
I'll record XP near your character and will let you know when you level (and what happens). Next level is at 50XP.

Ragnar/ Zeltarruin's go now.
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Zelt Arruin
Posted: Nov 17 2008, 06:07 PM
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Alright, I move up to the goblin, given that diagonals only count as one space and attack it.

To Hit:2, 6
To Wound: 5
Save: 5(if S does not negate)

Either way, the foul grobi dies to my axe. Can't let the elfling get ahead of me in kills.
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SeanyPrawny
Posted: Nov 17 2008, 09:00 PM
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Nowt like a bit on competition....friendly or otherwise lol.
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Geep
Posted: Nov 18 2008, 10:20 AM
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Lol. Nicely done (and yes, diagonals do just take 1 move point- I considered the DnD system but it's too annoying).

So you've both killed a goblin, and thats another lot of XP (10/5).

The two NPC's move as shown (below).

As the last of the foul greenskins die it releases a horrible wail- a noise quickly noticed by others dwelling in the darkness, and re-inforcements rush to investigate...

user posted image

As the goblins have heard the noise they automatically pass their I test to act in the surprise round, but this is unexpected for you, so I'll roll again...

Ecthelion: 5- Acts first.
Ragnar: 3- Acts seconds
Konrak: 3- Acts third
Markus: 1- Acts too

As Markus and the goblins have the same initiative there's a roll off to see who goes first- and Markus wins.

So, basically this is now a normal turn (as everyone gets to act).

Ecthelion first...
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SeanyPrawny
Posted: Nov 18 2008, 10:47 AM
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Well I guess I'll move up and attack. Leaving enough room for others to help of course smile.gif

Noticing more of the vile goblins Ecthelion hurdles over his dwarven companions and Brings his spear down in an over head arc...but with the excitement his attack falls short of the shocked green pest. (1) (I went around not over the dwarves btw. Figured I couldn't really hurdle them lol)

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Zelt Arruin
Posted: Nov 19 2008, 01:49 AM
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Bellowing and oath of eternal hatred for the greenskins, Ragnar charges forward with abandon, hacking at the goblin closer to the wall with both axes, connecting with both(two 5's), cutting through his skinny green body(4, 5 to wound) leaving him dead at my booted feet, his greasy blood staining my breeches and forearms(2,4 to save).

Could have killed em both, had I spread my attacks, oh well.
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Geep
Posted: Nov 19 2008, 06:55 AM
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Well slaughtered goblin Zeltarruin- Exp 10/5 again.

Konrak can move to combat the goblin, realising his crossbow is no longer of use here (hits with a 6, fails to wound with a 2), and Markus will also advance but cannot reach combat.
Faced with two stubby, tough dwarves the goblin attacks the one who attacked him (Konrak)- his wil swings connect on a 6, and the rusty blade leaves a nasty wound (5 to wound).

The fog of war will disappear from the gap soon- I just don't have time right now.

user posted image

Back up to Ecthelion's turn.
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SeanyPrawny
Posted: Nov 19 2008, 12:16 PM
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Ecthelion, overcome with a bout of sneezing just can't seem to focus on his target (1) lousy elf.
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Zelt Arruin
Posted: Nov 19 2008, 06:06 PM
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Ragnar turns on the remaining goblin, axes spinning. The goblin miraculously avoids one (3, 5), but the other bites deep(4), leaving the goblin dead(5).
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Geep
Posted: Nov 20 2008, 08:54 AM
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Yet another kill to Ragnar! Same XP (which I'l lactually get around to updating in a minute- and I'll try and break up the first post with some lines for character stats, monster stats, abilities, etc.).

You can now loot any of the goblin's gear- their are 4 hand weapons, 4 shields and 4 supplies of throwing weapons. Remember your carrying limit though (which none of you are at yet I think).

Shamed by the goblin wound, Konrak loads his crossbow, ready for the next room (and just hoping it won't go off when he moves). Sighing and mumbling about pudgy dwarves, Markus attempts to cast Heal on Konrak, but fails to focus his magic (Ld test 6 and 3).

No one has moved, but I'll do some minor fog of war updating:
user posted image

Also- Zeltarruin, as you killed the goblin but hadn't moved you could have then had your move phase- it can come before or after the combat phase. Hope you don't mind that I updated the map etc. and skipped that for now.
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