Deathtrap Dungeon

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Deathtrap Dungeon

Postby WhirdCheese » Sat Oct 27, 2012 12:40 pm

After the loss of your last non-captial city your side has put out aan all-purpose bulliton through your thinkamancer for units to return to the capital. Your stack was doing some reconnacince south of the capital and the only way that you will be able to reach the capital in time. So with that you enter the ruins and prepare to be cwoaked quickly.

This will be a pictures game. But I don't have them yet.

There will be slots for 8 people.

To sign up choose a class

Warrior: 5 Hits 1 Combat 4 Defence 6 move
Spearman: 4 Hits 4 combat 2 Defence 6 move
Archer: 4 Hits 5 Combat 1 Defence 7 Move
Crossbowman: 4 Hits 4 Combat 2 Defence 7 Move
Knight: 4 Hits 3 Combat 3 Defence 6 Move

Once all slots have been filled I will roll 1d8 after assigning you all a number and whoever is chosen will have 2 additional hits and the ability to once every other round heal one hit each round.

Combat:
For each opposing unit one warrior or knight one spearman and as many crossbow/archers as you want to attack the opposing unit will be able to attack it. Whenever an attack takes place the defending unit will lose hits equal to Attackers combat +1d6 - defenders defence.

There are only twelve phases left this turn and you have already moved four hexes. When you move a room in the dungeon you lose onemove just like if you had crossed a hex boundary.

OK I think that's it. I'll do my best to answer questions.
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Re: Deathtrap Dungeon

Postby tigerusthegreat » Sat Oct 27, 2012 3:07 pm

Interested as a knight (who says ni)
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Re: Deathtrap Dungeon

Postby ETheBoyce » Sun Oct 28, 2012 1:44 am

I shall claim an Archer named Ap

Edit: Also could you clarify what you mean by "the ability to once every other round heal one hit each round"
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Re: Deathtrap Dungeon

Postby The Colonel » Sun Oct 28, 2012 7:04 am

Interested as a crossbowman, named Don Giovanni
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Re: Deathtrap Dungeon

Postby WhirdCheese » Sun Oct 28, 2012 9:20 am

ETheBoyce wrote:...Edit: Also could you clarify what you mean by "the ability to once every other round heal one hit each round"


The Warlord has the ability to remove one hit that any unit in the same room as him. It has a one turn cool-down.
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Re: Deathtrap Dungeon

Postby bob the 6th » Sun Oct 28, 2012 8:05 pm

archer, cause range is fun, though dangrous.
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Re: Deathtrap Dungeon

Postby CroverusRaven » Tue Oct 30, 2012 1:57 am

I shall be a crossbowmen named Eman Sdrawkcab
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Re: Deathtrap Dungeon

Postby WhirdCheese » Sat Nov 03, 2012 12:49 pm

Bump
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Re: Deathtrap Dungeon

Postby CroverusRaven » Thu Nov 08, 2012 2:15 am

Bump
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Re: Deathtrap Dungeon

Postby WhirdCheese » Thu Nov 08, 2012 9:27 am

If I can get to 8 people I'll run this alongside the Fight For Survival and if you make it before the other group hits turn 5 they'll get another stack.
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