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Re: Fire & Ice

Postby Gold Bearer » Wednesday May 4th, 2016 8:36am

Here you go Sotiris, 3 attack dice heroes. I really need to tidy up my stuff, gathered from four different places. :smack: The first two are from the main twelve.

Some of these I haven't posted anywhere because I haven't got round to doing their cards yet.

Mountain Dwarf: M8 A3 D2 BP8 MP2 You are a Slayer, a fearsome Dwarf axe specialist who has sworn an oath to use no armour or ranged weapons. You yearn to eventually become a Daemon Slayer.
Race: Dwarven. Class: Slayer. Equipment: Axe.

Special Rules: Instead of getting 500GP when you become a Champion, you get 50GP and become a Troll Slayer and attack with an extra combat dice against a target that defends with at least five combat dice by killing a Troll, Giant, Dragon or Greater Chaos Daemon, you get 100GP and become a Giant Slayer and attack with an extra two combat dice against a target that defends with at least six combat dice by killing a Giant, Dragon or Greater Chaos Daemon, you get 150GP and become a Dragon Slayer and attack with an extra three combat dice against a target that defends with at least seven combat dice by killing a Dragon or Greater Chaos Daemon and you get 200GP and become a Daemon Slayer and attack with an extra four combat dice against a target that defends with at least eight combat dice by killing a Greater Chaos Daemon.

Veteran: Slayer Strength - Can attack twice in hand to hand combat with two one handed melee weapons if you don't move + can use one Great Axe one handed.
Master: Slayer Swing - Can attack with an extra dice in hand to hand combat with each attack if you don't move + can use two Great Axes one handed.
Legend: Slayer Skill - Can use Slayer Swing to attack with an extra dice in hand to hand combat if you move no more than half rate + optional dispel attempt against any hostile spell affecting you by rolling a combat dice, on a skull it's unaffected, a white shield counters it and a black shield rebounds it back against the caster.


Warrior: M8 A3+1 D2 BP7 MP3 You are a fierce warrior who is highly skilled at using a weapon in each hand but you intensely dislike ranged weapons.
Race: Human. Class: Warrior Equipment: Double Axe, Helmet, Buckler.

Special Rules: You are able to use a one handed melee weapon in each hand and use them to attack the same target twice in succession if you move no more than half rate during that turn and can use them to attack two different targets if you don't move during the same turn. You can use any type of shield or buckler to attack with one combat dice. You are able to wield one Battle Axe with one hand. You are unwilling to use any ranged weapons but your still able to throw weapons that can normally be thrown.

Veteran: Power Blow - You are able to attack twice in succession against two different targets if you move no more than half rate during that turn and are able to add two one handed melee weapons combat dice together in one attack if you don't move during the same turn.
Master: Brawling - You are able to attack twice in succession against two different targets if you move no more than half rate during that turn and are able to add two one handed melee weapons combat dice together in one attack if you don't move during the same turn.
Legend: Mighty Blow - You able to add two one handed melee weapons combat dice together in one attack if you move no more than half rate during that turn and are able to attack the same target twice with two one handed melee weapons, allowing the target to only attempt to defend against the first attack if you don't move during the same turn.


Berserker: M8 A3 D1 BP8 MP2
Race: Human. Class: Berserker. Equipment: Double Axe.

Special Rules: Must attack an enemy if possible. Can attack twice if you move no more than half rate. Can't use ranged weapons or wear armour including shields or helmets.

Veteran: Can attack three times in hand to hand combat if you don't move.
Master: Can attack three times in hand to hand combat if you move no more than half rate.
Legend: Can attack four times in hand to hand combat if you don't move + can attack twice moving at full rate.


Flagellant: M8 A3/ D2 BP8 MP2
Race: Human. Class: Flagellant. Equipment: Flail.

Special Rules: Tough skin gives basic defence of D2. Must attack nearest enemy if possible. Attacks with +1A if you move no more than half rate when attacking with any type of flail. Can't use ranged weapons or wear armour including shields or helmets.

Veteran: Black shields count as skulls when attacking with any type of flail.
Master: Black shields automatically causes D3 damage when attacking with any type of flail.
Legend: White shields automatically causes D6 damage when attacking with any type of flail.


Marauder: M8 A3 D2 BP8 MP2
Race: Human. Class: Flagellant. Equipment: Axe.

Special Rules: Tough skin gives basic defence of D2. Attacks with an extra dice in hand to hand combat. Can't use ranged weapons or wear armour but can use shields and helmets.

Veteran: Black shields counts as skulls when attacking in hand to hand combat or throwing.
Master: Black shields counts as two skulls when attacking in hand to hand combat or throwing. Extra attack dice when throwing.
Legend: Black shields counts as three skulls when attacking in hand to hand combat or throwing. Can attack twice in hand to hand combat if you move no more than half rate.


Pit Fighter: M8 A3/~ D2 BP8 MP2
Race: Human. Class: Pit Fighter. Equipment: Flail, Spike Fist.

Special Rules: Tough skin gives basic defence of D2. Can reroll black shields once when attacking. Spike Fist can be used to attack with one combat dice and can be used in addition to standard melee attack (standard Spike Fist rule) and can be combined into one attack if you move no more than half rate. Can't use ranged weapons or wear armour but can use shields and helmets.

Veteran: A second reroll on black shields when attacking.
Master: A second reroll on black and white shields when attacking.
Legend: Can reroll black and white shields when attacking.


Long Beard: M6 A3 D3 BP6 MP4
Race: Dwarven (Dwarf). Class: Long Beard. Equipment: Sword, Banded Mail, Buckler, Helm.

Special Rules: +1A with one handed weapons. Can attack twice in hand to hand combat with two one handed melee weapons if you don't move.

Veteran: Can attack twice in hand to hand combat with two one handed melee weapons if move no more than half rate.
Master: Optional dispel attempt against any hostile spell affecting you by rolling a combat dice, on a skull it's unaffected, a white shield counters it and a black shield rebounds it back against the caster + optional dispel attempt against an enemy spell cast in the same room or corridor, a skull it's unaffected, a white shield dispels it and a black shield dispels it and the spell is lost.
Legend: Defends with black as well as white shields.


Miner: M6 A3 D3 BP7 MP3
Race: Dwarven (Dwarf). Class: Miner. Equipment: Double Axe, Banded Mail, Helm.

Special Rules: +1A with any type of axe if you don't move. Automatically spots and disarms falling rock traps in the same room or corridor. Additional +1D against falling objects.

Veteran: +1A using any type of axe if you move no more than half rate.
Master: Optional dispel attempt against any hostile spell affecting you by rolling a combat dice, on a skull it's unaffected, a white shield counters it and a black shield rebounds it back against the caster + optional dispel attempt against an enemy spell cast in the same room or corridor, a skull it's unaffected, a white shield dispels it and a black shield dispels it and the spell is lost.
Legend: Defends with black as well as white shields.


Rune Warrior: M6 A3 D3 BP7 MP3 Dwarf warriors are often refered to as rune warriors because of that races love of runes. They tend to be sturdy, if a little slow and experts at using hammers and axes.
Race: Dwarven (Dwarf). Class: Rune Warrior. Equipment: Hammer, Dagger, Banded Mail, Buckler, Helm.

Special Rules: You gain +1 attack dice when using any type of hammer.

Veteran: Black shields count as skulls when using any type of hammer.
Master: Black shields count as skulls when using any type of axe.
Legend: You gain +1 attack dice when using any type of axe.


Rune Smith: M6 A3* D3 BP6 MP4 Runesmiths are held in high regard by the dwarves. They are able to embue items with magical properties and make handy warriors in their own right.
Race: Dwarven (Dwarf). Class: Rune Smith. Equipment: Rune Great Hammer (one rune of flight), Rune Dagger (three runes of fire), Rune Splint Mail (two runes of speed).

Special Rules: You can engrave a rune onto a non magical item between Quests, protecting it from spells and making weapons usable against ethereal targets. You will place a rune on the equipment of allies for 10% of the items base value or 20% for a master rune. A runed item adds 5% to its base sale value for every rune and 10% for a master rune. Rune of fire on non magical weapons giving +1A against monsters vulnerable to fire. Rune of flight on throwable non magical weapons making them damaged instead of broken, undamaged instead of broken with two runes, and undamageable with three runes. Rune of speed on non magical armour giving it +1 to it's maximum speed. Rune of protection on a generic item allowing you to igonore the affect of an enemy spell on the combat dice roll of a black shield, white shield for two runes and any shield for three runes.

Veteran: You can engrave two runes on each item.
Master: You can engrave master runes.
Legend: You can engrave three runes on each item.


MadMickyG wrote:Have to think on how many Karmic points to start.

Thinking on how many I used in the KK quest I ran him through, I used between 20 and 30 that I can remember.
That was without any healing or Zombie/Mummy disinfecting either. And no other party members.

Could perhaps multiply BP by MP to get total Karmic points. Or even multiply MP by 10 even.
Multiplying BP by MP would give 25 to start with, 30 at veteran, 36 at master and 49 at legend. That's 25 BP of his own he can heal or 50 of other heroes plus meditation to get more. :shock: I like the increase rate but the skills need to cost a LOT more karma if we do it that way. Stances can still be cheap because there's a downside to them as well.

MadMickyG wrote:I have extra D on a Monk because although human, he is trained in defensive moves unarmed. Happy to naturally have 1A 2D unarmed if thats okay. Everything else fine.
Do you mean in place of or as well as his +1 bonus defence bonus? Otherwise you'd defend with three as standard (with the pole) plus his dodging.

MadMickyG wrote:With regard to levels, other than the Monks Master level, do either MP or BP increase with the levels?
They can if you want but it will mean less karma points increase. If you look at mine you'll see the kind of increase they get, the jump gets bigger each step. Veteran: +1MP, Master: +1 BP, Legend: +1MP and +1BP if you like.

MadMickyG wrote:Also, I'd like to have a crack at playing your Core Ranger (hope its a core character) as Rangers are my first love.
Yeap, he's one of the main group. He's not particularly exciting, he's the simplest, 10BP is his main thing. He does have one special rule as standard, he can use dwarven and elven equipment as if he was dwarven or elven. All his progression skills are to do with shooting if I remember right.

MadMickyG wrote:COUNTER STRIKE - If you successfully dodge an enemys’ attack, or no Skulls are rolled in the attack against you, you may counter with a single strike. The opponent defends as normal.
I read this wrong to start with, I thought it was AND no skulls are rolled. If he can counter whenever he dodges AND whenever no skulls are rolled in the attack he'll get a free hit well over one in three times he's attacked.

No skulls are rolled AND he dodges would be much more balanced. That way the dodge roll becomes a counter roll if no skulls are scored when he's attacked.
Last edited by Gold Bearer on Wednesday May 4th, 2016 11:22am, edited 2 times in total.
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Expanded Combined Spells: viewtopic.php?f=38&t=4296

A psychedelic substance occasionally causes psychotic behaviour in people who have not taken it. - Terence McKenna
DMT - The Spirit Molecule: https://www.youtube.com/watch?v=fwZqVqbkyLM


Rewards:
Grin's Stone Map Hosted a Play-by-Post game. Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Destroyed a Zombie! Shattered a Skeleton! Unravelled a Mummy! Crushed a powerful Chaos Warrior! Encountered a menacing Chaos Warlock!
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Re: Fire & Ice

Postby Sotiris » Wednesday May 4th, 2016 10:18am

Thanks GB. I choose the Pit Fighter.
If there isn't available a caster with 5 Body and 2 elemental sets, i'll choose the Paladin too.


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Re: Fire & Ice

Postby Gold Bearer » Wednesday May 4th, 2016 10:55am

I made a mistake with him and the beserker. The pit fighter has equipment restrictions, otherwise he's a barbarian but better and the beserker doesn't dual wield, he gets multiple attacks because he's a beserker.

Do you still want the pit fighter?


Here's the monk with those two alterations.
M10(Highest two of three dice for random movement) A2(Including the +1 for the pole, can attack diagonally) D2(Including the +1 for the pole) BP5 MP5

Moves 6 (lowest two of three dice) when in a fighting stance.

BP x MP = Karma per quest (can't be carried over).

Loses his +1 attack dice and can move no more than half rate when attacking with two weapons.

Standard = Master level 1, Veteran = Master level 2, Master = Master level 3, Legend = Master level 4.

These three removed:
MadMickyG wrote:For donating to another character, the Monk receives 1 Karmic point every 500gp.
MadMickyG wrote:For every one of Zargon/Morcars forces killed by the Monk, gain 1 Karmic point, 2 points for any named monster.
MadMickyG wrote:Every three Master levels, add one extra die to natural Attack dice and dual wielding total.
Plus his +1 defence bonus for certain weapons.

COUNTER STRIKE - If you successfully dodge an enemys’ attack and no Skulls are rolled in the attack against you, you may counter with a single strike. The opponent defends as normal.

Karmic Healing: The Monk can heal by expending 10 Karmic points to heal 1 BP for the Monk, but 10 Karmic points heals 2 BP for anyone else. Karmic Healing requires touching (directly adjacent) the target.
Healing BP is THE most effective ability a hero can have. It needs to cost a lot.


Edit:
Now fixed and neatened up the wording of the heroes a bit. Sorry about that. That's what happens when you're not tidy. :oops:

Sotiris wrote:Thanks GB. I choose the Pit Fighter.
If there isn't available a caster with 5 Body and 2 elemental sets, i'll choose the Paladin too.
Okay. No there isn't any of those because they're all here: viewtopic.php?f=203&t=2607 They'll be available later to hire, for a hefty price though. They've got 3BP as mercenaries, they're too similar to the college wizards to use as heroes. You can hire mercenaries when a hero has completed three quests and become a champion.

The pit fighter is fixed now. Each of the 16 core heroes has a group of four others (almost two groups now when they're finished). Those 8BP/2MP ones are the barbarian's four.
Last edited by Gold Bearer on Wednesday May 4th, 2016 12:28pm, edited 2 times in total.
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Expanded Combined Spells: viewtopic.php?f=38&t=4296

A psychedelic substance occasionally causes psychotic behaviour in people who have not taken it. - Terence McKenna
DMT - The Spirit Molecule: https://www.youtube.com/watch?v=fwZqVqbkyLM


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Re: Fire & Ice

Postby Sotiris » Wednesday May 4th, 2016 11:38am

No problem, i'm still ok with the Pit Fighter.


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Re: Fire & Ice

Postby Gold Bearer » Wednesday May 4th, 2016 12:27pm

Right so Sotiris:
Blacksmith (is he a dwarf?)
Fire/Frost Wizard
Paladin
Pit Fighter (who needs balancing as a starting character, maybe 7BP/3MP but not going to change here, my fault :) )

And Micky:
Monk (you okay with the latest version? Sorry but he really needed to be power lowered to be on the standard level)
Fire/Frost Wizard
Ranger
?

Micky, if you tell me roughly what you're after for the fourth hero I'll put a list together for you as well. ;)

I'm having a bit of trouble with heroscribe at the moment. The new monster icons are sitting in a white square. Apparently that's what happens when you save them in paint. :x The quest is basically done apart from monster placement. I'll see what I can download to sort it. I can't quite get the ice board to line up exactly with the original either, can't remember what I did before. That's a minor issue though. Hopefully it will be ready by the weekend.
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Expanded Combined Spells: viewtopic.php?f=38&t=4296

A psychedelic substance occasionally causes psychotic behaviour in people who have not taken it. - Terence McKenna
DMT - The Spirit Molecule: https://www.youtube.com/watch?v=fwZqVqbkyLM


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Grin's Stone Map Hosted a Play-by-Post game. Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Destroyed a Zombie! Shattered a Skeleton! Unravelled a Mummy! Crushed a powerful Chaos Warrior! Encountered a menacing Chaos Warlock!
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Re: Fire & Ice

Postby Sotiris » Wednesday May 4th, 2016 12:38pm

Gold Bearer wrote:Right so Sotiris:
Blacksmith (is he a dwarf?)
Fire/Frost Wizard
Paladin
Pit Fighter (who needs balancing as a starting character, maybe 7BP/3MP but not going to change here, my fault :) )

Yes, he's a dwarf.
We can remove the Spike Fist from Fighter's starting weapons if that helps (but keep the skills). The re-roll of the :blackshield: is enough.


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Re: Fire & Ice

Postby Gold Bearer » Wednesday May 4th, 2016 12:49pm

Okay, he can keep the skill so he can combine the attacks (like the two high level ogres do) but loose the spike fist as a starting weapon. He's based on the warhammer quest pit fighter, that's why he had it. Not that I ever played it, just based on the concept. I keep calling a spike fist because I have no idea what they're actually called. :D
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Expanded Combined Spells: viewtopic.php?f=38&t=4296

A psychedelic substance occasionally causes psychotic behaviour in people who have not taken it. - Terence McKenna
DMT - The Spirit Molecule: https://www.youtube.com/watch?v=fwZqVqbkyLM


Rewards:
Grin's Stone Map Hosted a Play-by-Post game. Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Destroyed a Zombie! Shattered a Skeleton! Unravelled a Mummy! Crushed a powerful Chaos Warrior! Encountered a menacing Chaos Warlock!
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Re: Fire & Ice

Postby MadMickyG » Thursday May 5th, 2016 6:36am

Oh, I think I'll go the Rogue. Must have one scallywag (just not a pirate) in the group. :)

I'll reread both Fire and Frost Wizards to see which one I prefer.

EDIT: I'll take the Fire Wizard. Not fussed either way, but fire can be fun.
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Re: Fire & Ice

Postby Gold Bearer » Thursday May 5th, 2016 9:23am

MadMickyG wrote:Oh, I think I'll go the Rogue. Must have one scallywag (just not a pirate) in the group. :)
:D The rogue is definitely the most unique hero I've made.

MadMickyG wrote:I have extra D on a Monk because although human, he is trained in defensive moves unarmed. Happy to naturally have 1A 2D unarmed if thats okay.
For the monk's +1 defence, he can have it if he's unarmed or has a pole or staff.

Sotiris: Pit Fighter, Blacksmith, Paladin, Frost Wizard.
Micky: Ranger, Monk, Rogue, Bright Wizard.

Now for the spells, I can't know what you've got. Sotiris, if it's not too much of a pain would mind using you random program for Micky and yourself? You get four spells and can then trade any of those four (deciding which ones to trade all at the same time) for random replacements. You can't redraw the ones you decide to trade.

Edit:
Oh and don't forget to take the power levels into account. I'll roll a combat dice each turn, skull = power 1 only, white shield = power 1&2, , black shield = any spell. So you'll always be able to use power 1 spells, power 2 spells half the time and power 3 spells only one sixth of the time.
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Expanded Combined Spells: viewtopic.php?f=38&t=4296

A psychedelic substance occasionally causes psychotic behaviour in people who have not taken it. - Terence McKenna
DMT - The Spirit Molecule: https://www.youtube.com/watch?v=fwZqVqbkyLM


Rewards:
Grin's Stone Map Hosted a Play-by-Post game. Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Destroyed a Zombie! Shattered a Skeleton! Unravelled a Mummy! Crushed a powerful Chaos Warrior! Encountered a menacing Chaos Warlock!
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Re: Fire & Ice

Postby Sotiris » Thursday May 5th, 2016 11:39am

Ok i picked my 4 spells randomly. I'll pick for MadMickyG and send him a PM with the spells.


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