pevergreen
05-23-2007, 00:00
Four active adventuers are needed to take on a multitude of quests, gaining gold, weapons armour and spells.
You must name yourself, give yourself a coat-of-arms and a Motto.
Further specifics will be given later. Inactive players (anyone who has been wogged, or i deem not active enough will not play)
This will not be demanding. No complicated orders, just "Move here, attack him" It is a turn by turn game.
All actions are in the thread, as they are all public. Rules will be up tonight.
Rules:
Turns:
Each turn consists of two actions: Moving and something else. You can, before or after moving, Search for traps, Search for treasure, Search for Secret Doors, Attack or Cast a Spell.
Line of Sight:
Objects will not be revealed unless they come into line of sight.
Movement:
The Move statistic on your card shows how many D6's will be thrown to determine how many spaces you will move per turn.
Combat:
The Attack/Defence value is the number of Combat dice that are thrown. Skulls mean wounds, white shields mean human saves, while black shields mean monster save.
Magic:
At the start of each Quest, the Wizard will choose a set of spells; Air, Earth, Water and Fire. The Elf will choose one of the remaining three, and then the Wizard will collect the remaining two.
Barbarian
The barbarian is depicted as being tall and muscular, brandishing a broadsword. He is the strongest character in combat, benefiting from excellent attack and moderately good defence, but lacks any magical abilities. He has the most amount of body points so can withstand a lot of injury.
Dwarf
The dwarf is short, stocky and well armoured, carrying a battle axe. He is very good in defence, but lacks the attack strength of the barbarian and has no magical abilities. The dwarf also has the unique ability of being able to disarm traps. He has slightly fewer body points than the barbarian.
Elf
The elf is tall and slender, armed with a short one-handed sword. He is equal in attack strength to the dwarf, but is able to use one kind of elemental spell - air, earth, fire, or water magic. He has still fewer body points than the dwarf.
Wizard
The wizard wears a full-length cloak and carries a staff. In combat, he is the weakest in attack, but compensates for this by being able to use three kinds of spells, for a total of nine spells. Has has very few body points so can be easily killed in combat.
Dwarf and Barbarian Cards: http://www.pevergreen.com/files/hero%20quest_0002.jpg
Wizard and Elf Cards: http://www.pevergreen.com/files/hero%20quest_0001.jpg
Links are over 3 mbs each.
(dont delete them for being hotlinked, its my site.)
Players:
Barbarian: Tarkus (Orb)
Dwarf: Thorlin (greaterkhaan)
Wizard: (Caius)
Elf: (Roadkill)
Queued Players:
Warluster
Ignoramus
CountArach
You must name yourself, give yourself a coat-of-arms and a Motto.
Further specifics will be given later. Inactive players (anyone who has been wogged, or i deem not active enough will not play)
This will not be demanding. No complicated orders, just "Move here, attack him" It is a turn by turn game.
All actions are in the thread, as they are all public. Rules will be up tonight.
Rules:
Turns:
Each turn consists of two actions: Moving and something else. You can, before or after moving, Search for traps, Search for treasure, Search for Secret Doors, Attack or Cast a Spell.
Line of Sight:
Objects will not be revealed unless they come into line of sight.
Movement:
The Move statistic on your card shows how many D6's will be thrown to determine how many spaces you will move per turn.
Combat:
The Attack/Defence value is the number of Combat dice that are thrown. Skulls mean wounds, white shields mean human saves, while black shields mean monster save.
Magic:
At the start of each Quest, the Wizard will choose a set of spells; Air, Earth, Water and Fire. The Elf will choose one of the remaining three, and then the Wizard will collect the remaining two.
Barbarian
The barbarian is depicted as being tall and muscular, brandishing a broadsword. He is the strongest character in combat, benefiting from excellent attack and moderately good defence, but lacks any magical abilities. He has the most amount of body points so can withstand a lot of injury.
Dwarf
The dwarf is short, stocky and well armoured, carrying a battle axe. He is very good in defence, but lacks the attack strength of the barbarian and has no magical abilities. The dwarf also has the unique ability of being able to disarm traps. He has slightly fewer body points than the barbarian.
Elf
The elf is tall and slender, armed with a short one-handed sword. He is equal in attack strength to the dwarf, but is able to use one kind of elemental spell - air, earth, fire, or water magic. He has still fewer body points than the dwarf.
Wizard
The wizard wears a full-length cloak and carries a staff. In combat, he is the weakest in attack, but compensates for this by being able to use three kinds of spells, for a total of nine spells. Has has very few body points so can be easily killed in combat.
Dwarf and Barbarian Cards: http://www.pevergreen.com/files/hero%20quest_0002.jpg
Wizard and Elf Cards: http://www.pevergreen.com/files/hero%20quest_0001.jpg
Links are over 3 mbs each.
(dont delete them for being hotlinked, its my site.)
Players:
Barbarian: Tarkus (Orb)
Dwarf: Thorlin (greaterkhaan)
Wizard: (Caius)
Elf: (Roadkill)
Queued Players:
Warluster
Ignoramus
CountArach