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71
Game Zone / Re: HeroQuest
« Last post by Pringle on February 19, 2013, 11:09:34 am »
House Rules
No Weapons: A hero with no weapons rolls a single combat dice when attack, a hit is scored only on a result of a white shield (black shields and skulls are a miss).
Treasure Chests: Searching a room for traps will reveal any normal traps on a chest; in order to open a chest a hero must move adjacent to it and 'search for treasure' specifying the chest.

Characters
  • Barbarian (BP: 8; MP: 2; Equipment: Broadsword; Special: None)
  • Dwarf (BP: 7; MP: 3; Equipment: Shortsword; Special: Disarm Trap)
  • Elf (BP: 6; MP: 4; Equipment: Shortsword; Special: Spell Group x 1)
  • Wizard (BP: 4; MP: 6; Equipment: Dagger; Special: Spell Group x 3)
  • Knight (BP: 7; MP 3; Equipment: Shortsword; Special: Guard)
  • Rogue (BP: 6; MP: 4; Equipment: Dagger; Special: Treasure Hunter)
  • Ranger (BP: 6; MP: 4; Equipment: Short Sword; Special: Peek)
  • Hobbit (BP: 4; MP: 6; Equipment: Dagger; Special: Observant)
  • Druid (BP: 4; MP: 6; Equipment: Dagger; Special: Herb Lore)
  • Cleric (BP: 6; MP: 4; Equipment: Dagger; Special: Turn Undead)
Special Abilities
  • Guard: Any time an adjacent hero would lose a body point the knight may chose to suffer the damage instead.
  • Disarm Trap: Announce you are disarming a trap and move onto a trap square; roll a single combat dice, on a skull or a white shield the trap is successfully disarmed, on a black shield the trap is sprung.
  • Treasure Hunter: Whenever drawing from the treasure deck the rogue may draw two cards and select which one to keep; the other card is returned to the bottom of the deck.
  • Observant: The hobbit is able to search for traps and secret passages simultaneously as a single action.
  • Peek: As an action the scout may 'peek' through a closed door; Morcar must reveal exactly what monsters are within the room but he does not place them on the board and they do not become active.
  • Herb Lore: The druid begins each quest with three medicinal herbs, these can be used as an action to restore 4 BP to himself or an adjacent hero.
  • Turn Undead: As an action the cleric may attempt to 'turn' all undead within his line of site; he rolls a single combat dice for each undead - on a black shield they lose 1 BP, on a white shield they miss their next turn.
72
Game Zone / Re: HeroQuest
« Last post by Pringle on February 19, 2013, 11:09:16 am »
Armoury / Alchemists

Items can be purchased from the armoury between sessions; items can also be sold to the armoury at half of their listed value (rounded down).
  • Dagger (25 gold); 1 attack dice, can be thrown.
  • Hand Axe (150 gold); 2 attack dice, can be thrown, cannot be used by the wizard.
  • Shortsword (150 gold); 2 attack dice, cannot be used by the wizard.
  • Spear (150 gold); 2 attack dice, can attack diagonally, cannot be used by the wizard.
  • Broadsword (250 gold); 3 attack dice, cannot be used by the wizard.
  • Longsword (350 gold); 3 attack dice, can attack diagonally, cannot be used by the wizard.
  • Battle Axe (450 gold); 4 attack dice, cannot be used with a shield, cannot be used by the wizard.
  • Staff (100 gold);  1 attack dice, can attack diagonally.
  • Crossbow (350 gold);  3 attack dice, can attack anyone you can see, cannot attack adjacent targets, cannot be used by the wizard.
  • Chain Mail (500 gold); +1 defence dice, cannot be used with plate mail, cannot be used by the wizard.
  • Plate Mail (850 gold);  +2 defence dice, only roll 1 dice for movement, cannot be used with chain mail, cannot be used by the wizard.
  • Helmet (125 gold); +1 defence dice, cannot be used by the wizard.
  • Shield (150 gold); +1 defence dice, cannot be used by the wizard.
  • Bracers (200 gold); +1 defence dice, can only be used by the wizard.
  • Cloak of Protection (350 gold); +1 defence dice, can only be used by the wizard.
  • Toolkit (250 gold); gives a 50% chance to disarm a discovered but unsprung trap.
  • Potion of Restoration (500 gold); restore 1 body point and 1 mind point.
  • Potion of Dexterity (100 gold); grants +5 to your movement for one turn or guarantees a successful pit jump.
  • Venom Antidote (300 gold); heals 2 body points lost to poison.
  • Potion of Battle (200 gold); allows you to reroll a single attack dice.
  • Potion of Rejuvenation (500 gold); restores 1d6 body points.
  • Potion of Restoration (800 gold); fully restores all body and mind points, cures lycanthropy.
  • Potion of Rage (400 gold); grants two attacks per turn, lasts until no enemies are visible, can only be used by the barbarian.
  • Potion of Icy Strength (200 gold); for 1 turn every skull rolled on a combat dice causes 2 hits, can only be used by the barbarian.
  • Potion of Frost Skin (300 gold); roll 2 extra defence dice, lasts until no enemies are visible, can only be used by the barbarian.
  • Potion of Recall (400 gold); restores a spell that has already been cast during this quest, can only be used by the elf.
  • Potion of Speed (500 gold); grants a movement rate of 12 (no dice are rolled), grants two attacks per turn, lasts until a body point is lost, can only be used by the elf.
  • Potion of Vision (500 gold); grants the ability to automatically reveal all secret doors and 'normally' concealed traps, lasts until a body point is lost, can only be used by the elf.
Mercenaries
You are not well known enough for any mercenaries to enter your employ.
73
Game Zone / Re: HeroQuest
« Last post by Pringle on February 19, 2013, 11:08:54 am »
Heroes

Barbie
Class: Barbarian
Player: Jargon
Status: Alive
Kills: ?
Quests Completed: The Maze
Equipment: Broadsword (3 attack), Helmet (+1 defence)
Gold: 75

Killn, Crunk Slayer (The vengeful Crunk-Slayer Killn Boldwin, son of Maaku Boldwin, rightful heir of the Oahei Clan)
Class: Dwarf
Player: Zeis
Status: Alive
Kills: 5
Quests Completed: The Maze
Equipment: Shortsword (2 attack), Helmet (+1 defence)
Gold: 22

Graveyard
  • Chair'ease, the Slow (CheeseMeistro, Elf, 3 Kills, 0 Quests) - Killed by a wandering orc.
  • Nameless Wizard, the Worthless (Jargon, Wizard, 0.5 Kills, 0 Quests) - Killed by the mighty Crunk.
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Game Zone / OLD CAMPAIGN - HeroQuest
« Last post by Pringle on February 19, 2013, 11:08:32 am »
--- OLD CAMPAIGN ---



The Gathering Storm
1x00 - The Maze
1x01 - The Trial
1x02 - ?
1x03 - ?
1x04 - ?
1x05 - ?
1x06 - ?
1x07 - ?
1x08 - ?
1x09 - ?
1x10 - ?
1x11 - ?
1x12 - ?
1x13 - ?
1x14 - ?
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Rogue Vector Community Game / Re: Welcome to the first Deadworld Community Game!
« Last post by CWolf on October 13, 2012, 01:51:56 pm »
Thanks for the post sub.  Yeah, that was a bug we didn't pick up on =).  We'll continue working on it when time allows.  We'll probably dedicate another two weeks to it soon(ish!).
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Rogue Vector Community Game / Re: Welcome to the first Deadworld Community Game!
« Last post by Sub on September 24, 2012, 06:55:08 pm »
Didn't really know where to post this but here goes. Just played the preview. It was pretty enjoyable. The only thing that got me was that you needed to have the bypass go specifically into one side. I figured it out quickly enough but I don't know I mean...that stood out to me for whatever reason.
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Rogue Vector Community Game / Re: Protagonist
« Last post by Pringle on August 31, 2012, 12:15:34 pm »
Dare I say it...

Ghost in the Machine!
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Rogue Vector Community Game / Re: Protagonist
« Last post by ziv on August 29, 2012, 07:03:54 pm »
Pfft, Ghost, sounds WAY cooler.
Ghost RPG in a post-apocalyptic world! (My votes so far xD)
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Rogue Vector Community Game / Re: Primary Setting
« Last post by dracuella on August 15, 2012, 03:21:39 pm »
Buuuut I don't want cyberpunks >_<
80
Rogue Vector Community Game / Re: Genre
« Last post by Zoeff on August 08, 2012, 06:09:07 pm »
Sandbox Construction! More specifically, a city building game! :D
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