View Full Version : Talisman - Magical Quest (Full)
Baragash
10th October 2011, 19:35
Our story begins with a mighty wizard, now long dead, who once ruled over the land of Talisman using the power of a magical crown, forged in the Valley of Fire by spirits cruelly enslaved to arcane magic. For many centuries the wizard reigned supreme until, after a long life spent amongst his books and spells, he sensed his days were drawing to an end. He resolved to hide his crown in the most perilous part of the most dangerous region in his realm, setting around it such fearsome guardians as his most powerful spells could command. Once he had done so, he perished, proclaiming with his dying breath that only a champion with the strength, wisdom, and courage to take his crown would rule in his stead.
Hundreds of years have passed, and the realm, long ungoverned and unprotected, has grown ever more dangerous, becoming infested by monsters and troubled by innumerable evils. To this very day, the ancient legend draws gallant heroes to the troubled land - each seeking the Crown of Command and the kingship of the realm of Talisman. So far no one has proven worthy of the challenge. The seekers' bones lie bleached and broken upon the Plain of Peril or else cast idly aside to be gnawed by wild beasts and monsters.
This is a little experimental in that it's a board game that is going to played a little more like a choose-your-own-adventure game - hopefully it will work. So each turn should have two phases: the move phase and the action phase.
In the move phase you will be given the locations you can visit, in the action phase you will be given the options you can choose, there may be a second action phase if there is a further choice involved.
Your character will be randomly selected, but you will get a choice.
1. Silas - Thief
2. sneggy - Monk
3. Durandal - Wizard
4. Drakon - Ghoul
5. Pyro - Troll
I'm going to use a poker system to fudge it from a take-it-in-turns system to an everyone-acts system. What that means is on turn 1, Silas is resolved first, then down the list, turn 2 sneggy is resolved first, then down the list etc. This can be relevant as players could lose gear or be teleported away etc. Note that to avoid bogging the game down in too many waits on minor decisions, if your action is spoiled by unforeseen circumstances due to you being lower down the pecking order that turn, thems the breaks.
Turn
You move D6 (1 in the Inner Region) and choose to either encounter the space or another Player
Battle is determined by D6 + relevant bonuses, highest scorer wins.
You cannot win the game until you find a Talisman as it is needed in the penultimate location.
Stats
Strength - used for fighting, and overcoming challenges
*Each Enemy you kill is kept as a Trophy. For every 7 Strength-worth of Enemy Trophy you trade in you gain 1 Strength
Craft - used for overcoming challenges and psychic combat
*Each Enemy you kill is kept as a Trophy. For every 7 Craft-worth of Enemy Trophy you trade in you gain 1 Craft
Fate - number of re-rolls you have, these will be applied automatically by me unless you specify not to use one for a particular action (which probably means loss of life instead)
Life - duh ;)
Gold - for spending ;)
Objects - there is a carry limit of 4 Objects unless you have a mule which allows another 4.
Spells - anyone can use spells, there is a maximum you can know depending on your Craft (3 = 1, 4 or 5 = 2, 6+ = 3)
Followers - no limit
Characters
Silas
Thief
Neutral (Neutral)
Strength 3 (3)
Craft 4 (3)
Fate 1 (2)
Life 3 (4)
Gold 2
Objects -
Followers -
Guide: You need not roll the die in the Chasm, Crags, or Forest unless you wish to, but must accept the result if you do
*May take one Gold or Object of your choice from a player that you land on
*Whenever you visit the Market, Market Day or Village you may take one item of your choice from the Purchase list for free
Sneggy
Monk
Good (Good)
Strength 3 (2)
Craft 3 (3)
Fate 5 (5)
Life 4 (4)
Gold 1
Objects -
Followers -
*Adds Craft to Strength during battle
*May add 1 to the score when rolling to pray
*May not use Weapons or Armour during battle
Trophies - S2
Durandal
Wizard
Evil (Evil)
Strength 3 (2)
Craft 7 (5)
Fate 2 (3)
Life 4 (4)
Gold 4
Objects -
Wand: You may always have at least 1 Spell if your Craft allows (gain a Spell each time you cast your last Spell)
Helmet: If you are defeated in battle and just lose a life, on a 6+ the armour prevents the damage
Followers -
Gnome: You need only roll 1 die when opening the Portal of Power by Craft, and 2 dice in the Mines; You need not roll the die in the Crags unless you wish to, but must accept the result if you do; You may evade creatures and Players in the Hills
Unicorn: Your Strength and Craft are increased by 1
Spells (2) - Destroy Magic, Destruction
*Always has at least one spell
*When you initiate an attack against another player you may choose to make it psychic combat
Trophies - S2
Drakon
Ghoul
Evil (Evil)
Strength 2+1 (2)
Craft 5 (4)
Fate 4 (4)
Life 3 (4)
Gold 1
Objects -
Talisman: You may only enter the Valley of Fire if you have one of the Fabled Talismans
Axe: increases your Strength by 1 in battle and allows you to build a Raft when in a Woods or Forest
Armour: If you are defeated in battle and just lose a life, on a 4+ the armour prevents the damage
Followers -
Poltergeist: A Poltergeist slows your movement to 1 space per turn. You can only rid yourself of it by crossing the River, either by bridge, raft or ferry.
Guide: You need not roll the die in the Chasm, Crags, or Forest unless you wish to, but must accept the result if you do
*When you initiate an attack against another player you may choose to make it psychic combat
*Whenever you defeat a player in psychic combat, if you choose to make them lose a life then you gain it
*When you kill an Enemy in battle you may raise it from the dead and keep it as a Follower instead of keeping it as a trophy. You may add a single raised Follower's Strength to your own in battle, after which that Follower disintegrates.
Trophies - C5, S3
Pyro
Troll
Neutral (Neutral)
Strength 6 (6)
Craft 1 (1)
Fate 1 (1)
Life 6 (6)
Gold 1
Objects -
Potion of Strength: When you drink the potion it will increase your Strength by 2 until the end of the turn. Discard after use.
Talisman: You may only enter the Valley of Fire if you have one of the Fabled Talismans
Talisman: You may only enter the Valley of Fire if you have one of the Fabled Talismans
Followers -
Prince: You may have up to 2 lives per visit healed at the Castle for free; You may exchange the Prince for 3 Gold at the Castle
Mule: You can carry four additional Objects
*You need not roll the die in the Crags unless you wish to, but must accept the result if you do
*If you roll a 6 for your move, you may regenerate, healing 1 life but ending your turn immediately
Locations
Map
http://frecklefoot.net/Images/reviews/talisman-board.jpg
The Sentinel is the big grey thing at the 1 o'clock position.
Outer Region
Sentinel - Draw 1 card. If you are crossing to the Middle Region you must fight the Sentinel (Strength 9) instead of drawing a card {Pool of Life (4/4)}
Hills - Draw 1 card {Pyro}
Chapel - Evil = Lose 1 life; Neutral = Heal 1 life per Gold spent; Good = Heal all life or D6: 1-4 = Nothing; 5 = Gain 1 life; 6 = Gain 1 Spell {Ghost}
Fields - Draw 1 card
Crags - D6: 1 = Battle Craft 4 Spirit; 2-3 = Lose next turn; 4-5 = No effect; 6 = Gain 1 Strength
Plains - Draw 1 card {Mage}
Woods - Draw 1 card
Fields - Draw 1 card
City - Choose 1: Doctor heals up to 2 lives at 1 Gold each; Alchemist discards any number of Objects you have and gain 1 Gold each; Enchanter D6: 1 = Turned into Toad; 2 = Lose 1 Strength; 3 = Lose 1 Craft; 4 = Gain 1 Craft; 5 = Gain 1 Strength; 6 = Gain 1 Spell
Fields - Draw 1 card {Healer}
Hills - Draw 1 card
Plains - Draw 1 card
Woods - Draw 1 card {sneggy}
Plains - Draw 1 card {Durandal}
Tavern - D6: 1 = Miss a turn; 2 = Fight a Strength 3 farmer; 3 = Lose 1 Gold; 4 = Gain 1 Gold; 5 = Can move to any other location in the Region for your next move; 6 = Move to the Temple as your next move
Fields - Draw 1 card
Ruins - Draw 2 cards
Plains - Draw 1 card
Forest - D6: 1 = Battle Strength 4 Brigand; 2-3 = Lose next turn; 4-5 = No effect; 6 = Gain 1 Craft
Fields - Draw 1 card {Silas} {Drakon}
Village - Choose 1: Blacksmith sells you any of Helmet (2 Gold), Sword (2 Gold), Axe (3 Gold), Shield (3 Gold), Armour (4 Gold); Healer heals you up to your starting life at 1 Gold each; Mystic D6: 1 = Become Evil; 2-3 = Nothing; 4 = Become Good; 5 = Gain 1 Craft; 6 = Gain 1 Spell
Fields - Draw 1 card
Graveyard - Good = Lose 1 life; Neutral = Regain 1 fate per Gold spent; Evil = Heal all fate or D6: 1-4 = Nothing; 5 = Gain 1 life; 6 = Gain 1 spell
Woods - Draw 1 card
Middle Region
Hills - Draw 1 card
Cursed Glade - Draw 1 card. Strength and Craft derived from Objects or Magic Objects do not work here, nor may Magic Objects or Spells be used here
Runes - Draw 1 card. Any creatures you fight here add 2 to their attack rolls
Chasm - Roll 1 die for yourself and 1 die for each of your Followers. If a 1 or 2 is rolled for you, lose 1 life. If a 1 or 2 is rolled for a Follower, it is killed
Runes - Draw 1 card. Any creatures you fight here add 2 to their attack rolls
Warlock's Cave -
Desert - Lose 1 life then draw 1 card
Oasis - Draw 2 cards
Desert - Lose 1 life then draw 1 card
Temple -
Woods - Draw 1 card
Runes - Draw 1 card. Any creatures you fight here add 2 to their attack rolls
Castle - Heal up to your life value at the cost of 1 Gold each. If you have the Prince or Princess heal up to 2 lives for free
Portal of Power -
Black Knight - Either pay 1 Gold or lose 1 life
Hidden Valley - Draw 3 cards
Spells
Destroy Magic - cast at start or end of turn, no Player including yourself may cast Spells or use Magic Objects until after your next turn
Destruction - cast at start or end of turn to remove an adventure card from the board
Silas
10th October 2011, 20:03
Sounds low maintenance?
If so, i'll join up.
sneggy
11th October 2011, 00:10
Sign me up.
Durandal
11th October 2011, 00:33
Oh, boy, Talisman! The game of "You've drawn two Str/Will (or whatever the magic/mind stat is) 7 monsters on the same square! Twice! Two games in a row!".
Sign me up.
DrakonTheNightLord
11th October 2011, 02:32
Der Kraken is in.
PyroSikTh
11th October 2011, 07:26
I'm in!
Baragash
11th October 2011, 08:35
I will PM you your character choices (random 3), you can wait for the special rules when I get home if you can't decide, or if a particular type appeals pick "blind" ;)
sneggy
11th October 2011, 14:46
I need not see the stats. Blind faith shall guide me!
PyroSikTh
11th October 2011, 15:35
Wait! Can I change my chosen class (of the 3 offered) after I've seen the stats? Thinking about it, the first option I was given might be too tempting to miss out on.
Baragash
11th October 2011, 15:37
Wait! Can I change my chosen class (of the 3 offered) after I've seen the stats? Thinking about it, the first option I was given might be too tempting to miss out on.
I will PM you your character choices (random 3), you can wait for the special rules when I get home if you can't decide, or if a particular type appeals pick "blind" ;)
;)
Although I found a page that showed the character cards, the quality was just marginally too low to type the rules from, so yeah those who want more details before deciding can have it later :)
PyroSikTh
11th October 2011, 15:54
Well I was only asking because I technically already decided >.>
Baragash
11th October 2011, 16:17
I'll send it later anyway as the game isn't quite ready to start until I put all the relevant info up at the top (like stuff you can buy and your characters), I wasn't expecting it to fill up so quickly!
Silas
11th October 2011, 16:20
I wasn't expecting it to fill up so quickly!
We trust you to put on a good game, Bara. That's why. ;)
Baragash
11th October 2011, 22:24
Waiting for Pyro to confirm his character choice ;)
Don't need to put equipment up yet as it all costs 5 and you only start with 1, so if I get an answer during the day tomorrow then unless I've missed something I can put up the first set of options tomorrow night.
DrakonTheNightLord
12th October 2011, 02:14
I defo has the best class in the game.
Baragash
12th October 2011, 08:51
I defo has the best class in the game.
Still think so? ;)
DrakonTheNightLord
12th October 2011, 09:27
Trolling Pyro is Trolling :\
PyroSikTh
12th October 2011, 10:01
Trolling Pyro is Trolling :\
:D Had to be done.
Baragash
12th October 2011, 20:05
Please try and be as specific as possible in your response to avoid follow-up questions slowing down the game ;)
All the info you need is spoilered in the OP.
Turn 1 Options
Silas: (1)
1 - Move anti-clockwise to Fields (in direction of Chapel) and encounter space
2 - Move clockwise to Fields (in direction of Tavern) and encounter space
sneggy: (4)
1a - Move anti-clockwise to Ruins (in direction of Tavern) and encounter space
1b - Move anti-clockwise to Ruins (in direction of Tavern) and encounter Durandal if present (otherwise space)
2 - Move clockwise to Sentinel (in direction of Chapel) and encounter space
Durandal: (6)
1a - Move anti-clockwise to Ruins (in direction of Tavern) and encounter space
1b - Move anti-clockwise to Ruins (in direction of Tavern) and encounter sneggy if present (otherwise space)
2 - Move clockwise to Crags in (in direction of City) and encounter space
DrakonTheNightLord: (4)
1 - Move anti-clockwise to Forest (in direction of Tavern) and encounter space
2 - Move clockwise to Chapel and encounter space
PyroSikTh: (6)
1 - Move anti-clockwise to Graveyard (in direction of Village) and encounter space
2 - Move clockwise to Hills (in direction of Tavern) and encounter space
3 - Move anti-clockwise to Middle Region Hidden Valley if you defeat the Sentinel
4 - Move anti-clockwise to Middle Region Cursed Glade if you defeat the Sentinel
Silas
12th October 2011, 20:19
Tough day, I need a drink... Garrath thinks to himself.
2 - Move clockwise to Fields (in direction of Tavern)
ooc: Noticed tavern isn't listed in locations.. anything special about it?
Baragash
12th October 2011, 21:10
It's a D6 location. I've only listed the locations people can move to in order to get it rolling ;)
sneggy
12th October 2011, 22:42
2 - Move clockwise to Sentinel (in direction of Chapel)
home!
DrakonTheNightLord
13th October 2011, 03:13
1 - Move anti-clockwise to Forest (in direction of Tavern) and encounter space
FUCK THIS SHIT I'M GOING TO (encounter) SPACE!
PyroSikTh
13th October 2011, 07:44
2 - Move clockwise to Hills (in direction of Tavern) and encounter space
Durandal
13th October 2011, 15:03
Move anit-clockwise and encounter space.
Baragash
13th October 2011, 20:11
Turn 1 Resolution
Silas:
A Healer has made his home here for the rest of the game. He will heal up to 2 lives per visit for any Player landing here, free of charge.
sneggy:
You encounter a Strength 2 Goblin, which you WTFpwnbbqsauce (11 vs 4)
Gain Trophy
Durandal:
You encounter a Strength 2 Goblin, and Fate intervenes on your side (4 vs 6, re-rolled, 8 vs 6)
Gain Trophy
-1 Fate
You encounter a Gnome, who joins you as a Follower
DrakonTheNightLord:
A ranger guides you to safety
Gain 1 Craft
PyroSikTh:
You encounter a Fairy who seeks a Champion. To the first Good Player landing here she will grant one of the following wishes of his choice before vanishing: Gain 1 Spell, Gold, Strength, Craft, life, or fate; or teleport to any other space in this Region.
Turn 2 Options
sneggy: (6)
1 - Move anti-clockwise to Forest (in direction of Tavern) and encounter space
2 - Move clockwise to Woods (in direction of City) and encounter space
Durandal: (5)
1 - Move anti-clockwise to Plains (in direction of City) and encounter space
2 - Move clockwise to Fields (in direction of Chapel) and encounter space
DrakonTheNightLord: (2)
1 - Move anti-clockwise to Ruins (in direction of Tavern) and encounter space
2 - Move clockwise to Village and encounter space
PyroSikTh: (2)
1 - Move anti-clockwise to City and encounter space
2 - Move clockwise to Woods (in direction of Tavern) and encounter space
Silas: (6)
1 - Move anti-clockwise to Fields (in direction of Chapel) and encounter space
2 - Move clockwise to Fields (in direction of Village) and encounter space
Silas
13th October 2011, 20:12
The thief thinks about pickpocketing the healer... but that's probably not a good idea.... but free stuff at the village sounds excellent.
2 - Move clockwise to Fields (in direction of Village) and encounter space
sneggy
13th October 2011, 20:55
sneggy : (6)
2 - Move clockwise to Woods (in direction of City) and encounter space
Be sure to teabag my kill en route.
Durandal
13th October 2011, 21:25
"Oh, wonderful. Nearly shanked by a goblin, and now gnomes…"
Counter-Clockwise to Plains, encounter space.
DrakonTheNightLord
14th October 2011, 05:52
1 - Move anti-clockwise to Ruins (in direction of Tavern) and encounter space)
Yep.
PyroSikTh
14th October 2011, 08:35
OOC: I'm neutral, so can't make use of the fairy, right?
2 - Move clockwise to Woods (in direction of Tavern) and encounter space
Baragash
14th October 2011, 09:08
OOC: I'm neutral, so can't make use of the fairy, right?
Correct :( ;)
Baragash
14th October 2011, 18:48
Turn 2 Resolution
sneggy:
A Craft 4 Ghost materialises in..... the Chapel
Durandal:
You gain a Wand - You may always have at least one Spell if your Craft allows (which ofc is no use to you)
DrakonTheNightLord:
You gain a Poltergeist Follower - it reduces your movement to 1 and can only be removed by crossing the river
You gain a Talisman - entry to the Valley of Fire can only be gained by possessing a Talisman (having a Talisman is a pre-requisite for being able to win)
PyroSikTh:
You find a Potion of Strength - one use only, increases your Strength by 2 for a turn
Silas:
You find a Bag of Gold
Gain 1 Gold
Turn 3 Options
Durandal: (6)
1 - Move anti-clockwise to Plains (in direction of Village) and encounter space
2 - Move clockwise to Plains (in direction of Chapel) and encounter space
DrakonTheNightLord: (1)
1a - Move anti-clockwise to Fields (in direction of Tavern) and encounter space
1b - Move anti-clockwise to Fields (in direction of Tavern) and encounter Pyro if present (otherwise space)
2 - Move clockwise to Plains (in direction of Village) and encounter space
PyroSikTh: (3)
1 - Move anti-clockwise to Fields (in direction of City) and encounter Healer
2a - Move clockwise to Fields (in direction of Village) and encounter space
2b - Move clockwise to Fields (in direction of Village) and encounter Drakon if present (otherwise space)
Silas: (1)
1 - Move anti-clockwise to Tavern and encounter space
2 - Move clockwise to Ruins (in direction of Village) and encounter space
sneggy: (6)
1 - Move anti-clockwise to Sentinel (in direction of Village) and encounter space
2 - Move clockwise to Woods (in direction of Tavern) and encounter space
Silas
14th October 2011, 18:56
Moneymoneymoneymoney
2 - Move clockwise to Ruins (in direction of Village) and encounter space
PyroSikTh
14th October 2011, 18:57
OOC: I can save the potion for later right?
2b - Move clockwise to Fields (in direction of Village) and encounter Drakon if present (otherwise space)
Durandal
14th October 2011, 19:08
Counter clockwise to the Plains, and encounter that space, brah.
DrakonTheNightLord
14th October 2011, 23:22
1a - Move anti-clockwise to Fields (in direction of Tavern) and encounter space
Fucking ghosts...
sneggy
15th October 2011, 13:41
1 - Move anti-clockwise to Sentinel (in direction of Village) and encounter space
I have no idea where I am...but meh
Baragash
15th October 2011, 13:58
I have no idea where I am...but meh
Locations in the OP have what's there in curly brackets next to them ;)
Baragash
17th October 2011, 18:34
Turn 3 Resolution
Durandal:
A kindly mage has made his home here for the rest of the game. He will give 1 Spell per visit to each Good Player landing here, if their Craft allows.
DrakonTheNightLord:
You gain a Guide Follower - you need not roll the die in the Chasm, Crags, or Forest unless you wish to, but must accept the result if you do
You encounter Pyro the Troll, who defeats you mightily and you lose 1 life
PyroSikTh:
You encounter Drakon.... FIGHT! The mighty Troll spanks the Ghoul heavily (8 v 4, re-rolled, 8 v 4)
Silas:
You encounter a fearsome Craft 5 Wraith, you forces you back in breeches-wetting terror (7 v 10) preventing you from claiming a nearby Axe
You lose 1 life
sneggy:
You find the Pool of Life - the Pool holds 4 lives. Once per visit a Player may bathe in the Pool and regain 1 life. When there are no more lives in the Pool, it disappears
Turn 4 Options
DrakonTheNightLord: (1)
I didn't use a Fate point in your fight with Pyro as you need a 6 on the re-roll to get a draw, would you like that re-rolled or are you ok with my decision?
1 - Move anti-clockwise to Tavern and encounter space
2 - Move clockwise to Ruins (in direction of Village) and encounter Craft 5 Wraith, then if successful, Axe
PyroSikTh: (6)
Do you want to make Drakon lose 1 life, take 1 Gold or take his Talisman?
1 - Move anti-clockwise to Fields (in direction of City) and encounter Healer
2 - Move clockwise to Fields (in direction of Chapel) and encounter space
Silas: (1)
I didn't use a Fate point in the fight with the Wraith as your max score is 9 so you lose anyway :(
1 - Move anti-clockwise to Fields (in direction of Tavern) and encounter space
2 - Move clockwise to Plains (in direction of Village) and encounter space
sneggy: (6)
1 - Move anti-clockwise to Forest (in direction of Tavern) and encounter space
2 - Move clockwise to Woods (in direction of City) and encounter space
Durandal: (6)
1 - Move anti-clockwise to Woods (in direction of Village) and encounter space
2 - Move clockwise to Plains (in direction of Tavern) and encounter space
Silas
17th October 2011, 18:36
Ouch.
2 - Move clockwise to Plains (in direction of Village) and encounter space
Unless the wraith is guaranteed to be there, then go the other way.
Baragash
17th October 2011, 18:40
Encounters that remain in play stay in the location they appeared in, so unless you're unlucky and draw another Wraith (if there's even one in the deck), you'll be fine* ;)
*Or a different kind of "not fine" >.>
PyroSikTh
17th October 2011, 19:08
I'll take his Life. MWAHAHAHA
2 - Move clockwise to Fields (in direction of Chapel) and encounter space
DrakonTheNightLord
18th October 2011, 01:40
REROLLLLLLLLLLLLLLLL
sneggy
18th October 2011, 02:36
um left please. still got no idea where I am but why not...
Baragash
18th October 2011, 08:29
REROLLLLLLLLLLLLLLLL
And what's your choice this turn?
um left please. still got no idea where I am but why not...
Left will be clockwise if you're at one side of the board and anti-clockwise if you're on the other......?
DrakonTheNightLord
18th October 2011, 11:12
2 - Move clockwise to Ruins (in direction of Village) and encounter Craft 5 Wraith, then if successful, Axe
^
sneggy
18th October 2011, 13:07
I understand my lefts and rights but have no idea where anything is on the board so its irrelevant that i know where I am going if I dont know where anything is. thats like knowing which way north is on a completely blank map.
I'm guessing thats the point though, just pointing out the irrelevance of having a bearing with no map.
Baragash
18th October 2011, 13:20
The locations in the OP are listed in order from an arbitrarily* chosen starting point so you can see how far away you are from the different locations if you are trying to luck into rolling the right number for a specific one.
Right and left mean nothing to me since ~50% of the tiles are up or down in relation to anywhere I choose to sit, and I can't consistently apply the instruction cos I'm not recording where I was sitting each turn.
*not that arbitrarily, it's the fixed crossing point to the Middle Realm so it kinda made sense.
http://frecklefoot.net/Images/reviews/talisman-board.jpg
The Sentinel is the big grey thing at the 1 o'clock position.
PyroSikTh
18th October 2011, 14:29
Aaaah! That's going to be so much easier now :D Although I can't figure out where I currently am...
- 6 clockwise towards hills in direction of Tavern
- 2 clockwise towards woods in direction of Tavern
- 3 clockwise towards fields in direction of Village
That would put me...on the field square next to the Tavern square? (my current selected move would put me on the field square on the other side of the Village, on the same side of the board as the Sentinel...Right?)
Baragash
18th October 2011, 14:37
Dunno why I didn't think of that before #-o
It's also in the locations section of the first post ;)
Baragash
18th October 2011, 17:50
Aaaah! That's going to be so much easier now :D Although I can't figure out where I currently am...
You location is listed in the OP as {Pyro} next to it, so you can count round from the Sentinel to find it.
EDIT: PyroSikTh: you're on the square directly above the Tavern
PyroSikTh
18th October 2011, 18:39
My deduction skills were correct \o/
Durandal
19th October 2011, 02:06
Keep on keepin' on moving counter-clockwise.
Baragash
20th October 2011, 08:11
FYI my fianceé moved in last night so we're sorting stuff out so the next update will be Friday evening.
Baragash
21st October 2011, 19:31
Turn 4 Resolution
DrakonTheNightLord:
You come upon a fearsome Wraith but defeat it with the force of your will! (9 v 7)
Gain an Axe - increases your Strength by 1 in battle and allows you to build a Raft when in a Woods or Forest
Gain Trophy
PyroSikTh:
You gain a Prince Follower - You may have up to 2 lives per visit healed at the Castle for free; You may exchange the Prince for 3 Gold at the Castle
Silas:
You gain a Guide Follower - you need not roll the die in the Chasm, Crags, or Forest unless you wish to, but must accept the result if you do
sneggy:
A Hermit appears in the Crags, he will give the first player to visit him a Talisman, and then disappear
Durandal:
You gain a Unicorn Follower - your Strength and Craft are increased by 1
Turn 5 Options
PyroSikTh: (6)
1 - Move anti-clockwise to Fields (in direction of Tavern) and encounter space
2 - Move clockwise to Fields (in direction of City) and encounter space
Silas: (2)
1 - Move anti-clockwise to Tavern and encounter space
2a - Move clockwise to Forest (in direction of Village) and encounter space
2b - Move clockwise to Forest (in direction of Village) and encounter Drakon (if present, otherwise space)
2c - Move clockwise to Forest (in direction of Village) and encounter Durandal (if present, otherwise space)
sneggy: (3)
1 - Move anti-clockwise to Fields (in direction of Chapel) and encounter space
2 - Move clockwise to Fields (in direction of Tavern) and encounter Healer
Durandal: (5)
1a - Move anti-clockwise to Forest (in direction of Tavern) and encounter space
1b - Move anti-clockwise to Forest (in direction of Tavern) and encounter Drakon (if present, otherwise space)
1c - Move anti-clockwise to Forest (in direction of Tavern) and encounter Silas (if present, otherwise space)
2 - Move clockwise to Crags (in direction of City) and encounter Hermit
DrakonTheNightLord: (1)
1 - Move anti-clockwise to Ruins (in direction of Tavern) and encounter space
2a - Move clockwise to Forest (in direction of Village) and encounter space
2b - Move clockwise to Forest (in direction of Village) and encounter Silas (if present, otherwise space)
2c - Move clockwise to Forest (in direction of Village) and encounter Durandal (if present, otherwise space)
Silas
21st October 2011, 19:32
2a - Move clockwise to Forest (in direction of Village) and encounter space
DrakonTheNightLord
22nd October 2011, 02:46
1 - Move anti-clockwise to Ruins (in direction of Tavern) and encounter space
Sounds about right.
PyroSikTh
22nd October 2011, 08:41
2 - Move clockwise to Fields (in direction of City) and encounter space
sneggy
22nd October 2011, 14:07
2 - Move clockwise to Fields (in direction of Tavern) and encounter Healer
why not.
also moving house on monday so will be inactive for a while I'm afraid.
Durandal
24th October 2011, 15:41
Counter-Clockwise, Encounter space.
Baragash
25th October 2011, 18:28
Turn 5 Resolution
PyroSikTh:
Gain a Talisman - You may only enter the Valley of Fire if you have one of the fabled Talismans
Silas:
A ranger guides you out of the Forest
Gain 1 Craft
sneggy:
No event
Durandal:
A ranger guides you out of the Forest
Gain 1 Craft
DrakonTheNightLord:
A Storm sweeps through this Region - All the characters in this Region must miss 1 turn.
Winter has come with a vengeance and a Blizzard envelops the land - For two turns, all characters, no matter what Region they are in, may only move one space per turn.
So the net effect is that the Blizzard applies for one turn
Turn 6 Resolution
Everyone hides from the Storm
Turn 7 Options
sneggy: (1)
1 - Move anti-clockwise to City and encounter space
2 - Move clockwise to Hills (in direction of Tavern) and encounter Fairy
Durandal: (1)
1a - Move anti-clockwise to Plains (in direction of Tavern) and encounter space
1b - Move anti-clockwise to Plains (in direction of Tavern) and encounter Drakon (if present, otherwise space)
1c - Move anti-clockwise to Plains (in direction of Tavern) and encounter Silas (if present, otherwise space)
2a - Move clockwise to Fields (in direction of Village) and encounter space
2b - Move clockwise to Fields (in direction of Village) and encounter Silas (if present, otherwise space)
DrakonTheNightLord: (1)
1 - Move anti-clockwise to Fields (in direction of Tavern) and encounter space
2a - Move clockwise to Plains (in direction of Village) and encounter space
2b - Move clockwise to Plains (in direction of Village) and encounter Silas (if present, otherwise space)
2c - Move clockwise to Plains (in direction of Village) and encounter Durandal (if present, otherwise space)
PyroSikTh: (1)
1 - Move anti-clockwise to Chapel and encounter Ghost
2 - Move clockwise to Crags (in direction of City) and encounter Hermit
Silas: (1)
1a - Move anti-clockwise to Plains (in direction of Tavern) and encounter space
1b - Move anti-clockwise to Plains (in direction of Tavern) and encounter Durandal (if present, otherwise space)
1c - Move anti-clockwise to Plains (in direction of Tavern) and encounter Drakon (if present, otherwise space)
2a - Move clockwise to Fields (in direction of Village) and encounter space
2b - Move clockwise to Fields (in direction of Village) and encounter Durandal (if present, otherwise space)
Silas
25th October 2011, 18:34
2b - Move clockwise to Fields (in direction of Village) and encounter Durandal (if present, otherwise space)
Steal his money.
PyroSikTh
25th October 2011, 18:39
1 - Move anti-clockwise to Chapel and encounter Ghost
May as well.
Durandal
25th October 2011, 19:32
Counter Clockwise, challenge Silas to psychic combat.
Silas
25th October 2011, 20:57
Counter Clockwise, challenge Silas to psychic combat.
Cue Mortal Kombat Music.
Baragash
25th October 2011, 22:12
1 - Move anti-clockwise to Chapel and encounter Ghost
May as well.
Don't forget: Ghost is a spirit so fights with Craft, not Strength (ie are you sure, unless I'm missing something you'll get pwned in short order, though if you got a 6 and it got a 1 you'd win, and life is easy to come by at the moment if you don't)
DrakonTheNightLord
26th October 2011, 02:55
:(
PyroSikTh
26th October 2011, 09:05
Don't forget: Ghost is a spirit so fights with Craft, not Strength (ie are you sure, unless I'm missing something you'll get pwned in short order, though if you got a 6 and it got a 1 you'd win, and life is easy to come by at the moment if you don't)
Uh...okay
2 - Move clockwise to Crags (in direction of City) and encounter Hermit
>.>
Durandal
1st November 2011, 18:07
Bump.
Baragash
1st November 2011, 18:11
sneggy is moving house so I'll wait until tomorrow then I'll play a sensible move for him
Baragash
2nd November 2011, 21:51
DrakonTheNightLord.... you haven't listed your choice?
DrakonTheNightLord
3rd November 2011, 02:13
2a - Move clockwise to Plains (in direction of Village) and encounter space
Swore I posted this already >_<
Baragash
3rd November 2011, 06:33
Turn 7 Resolution
sneggy:
Fairy - the fairy grants you 1 Strength
Durandal:
You engage in a battle of wills with Silas... and defeat him (9 v 5 re-rolled 7)
DrakonTheNightLord:
Gain Armour - If you are defeated in battle and just lose a life, on a 4+ the armour prevents the damage
PyroSikTh:
You loom over the old hermit who places a
Gain a Talisman - You may only enter the Valley of Fire if you have one of the fabled Talismans
Silas:
During the battle with Durandal he fails to notice you picking his pocket as you retreat with a belting headache
Gain 1 Gold
Turn 8 Options
Durandal: (1)
Make Silas lose 1 life or take 1 gold?
1a - Move anti-clockwise to Ruins (in direction of Tavern) and encounter space
1b - Move anti-clockwise to Ruins (in direction of Tavern) and encounter Drakon (if present otherwise space)
2a - Move clockwise to Forest (in direction of Village) and encounter space
2b - Move clockwise to Forest (in direction of Village) and encounter Drakon (if present otherwise space)
DrakonTheNightLord: (1)
1a - Move anti-clockwise to Ruins (in direction of Tavern) and encounter space
2b - Move anti-clockwise to Ruins (in direction of Tavern) and encounter Durandal (if present otherwise space)
2a - Move clockwise to Forest (in direction of Village) and encounter space
2b - Move clockwise to Forest (in direction of Village) and encounter Durandal (if present otherwise space)
PyroSikTh: (3)
1 - Move anti-clockwise to Hills (in direction of Village) and encounter space
2 - Move clockwise to Fields (in direction of City) and encounter space
Silas: (2)
1 - Move anti-clockwise to Fields (in direction of Tavern) and encounter space
2 - Move clockwise to Fields (in direction of Village) and encounter space
sneggy: (2)
1 - Move anti-clockwise to City and encounter space
2 - Move clockwise to Woods (in direction of Tavern) and encounter space
PyroSikTh
3rd November 2011, 08:44
1 - Move anti-clockwise to Hills (in direction of Village) and encounter space
What's this, my first anti-clockwise move?!
Silas
3rd November 2011, 14:06
I think i picked the wrong character.... Oh well!
2 - Move clockwise to Fields (in direction of Village) and encounter space
DrakonTheNightLord
4th November 2011, 02:25
2a - Move clockwise to Forest (in direction of Village) and encounter space
Go ALL the places!
Durandal
5th November 2011, 03:18
Take 1 gold from Silas, counter-clockwise and encounter space.
Baragash
8th November 2011, 14:19
sneggy ?
sneggy
8th November 2011, 20:05
To the woods please. Still not got net until tomorrow but have an iPhone and 5 mins to kill.
Baragash
12th November 2011, 15:42
Turn 8 Resolution
Durandal:
You find two bags of Gold and a Helmet - If you are defeated in battle and just lose a life, on a 6+ the armour prevents the damage
DrakonTheNightLord:
You manage to negotiate your way safely through the Forest
PyroSikTh:
You find a Mule, though you consider eating it, you decide it's utility as a pack animal is slightly higher - you may carry four additional Objects.
Silas:
You encounter a Strength 3 Ape, after a hard fought battle, neither of you is able to gain the upper hand
sneggy:
An Evil Darkness from the nether worlds sweeps the land. All non-Evil characters miss one turn.
Turn 9 Options
DrakonTheNightLord: (1)
1 - Move anti-clockwise to Plains (in direction of Tavern) and encounter space
2a - Move clockwise to Fields (in direction of Village) and encounter Ape
2b - Move clockwise to Fields (in direction of Village) and encounter Silas (if present otherwise space)
2c - Move clockwise to Fields (in direction of Village) and encounter Durandal (if present otherwise space)
PyroSikTh: (0)
Cowering from the Evil Darkness
Silas: (0)
Cowering from the Evil Darkness
sneggy: (0)
Cowering from the Evil Darkness
Durandal: (3)
1 - Move anti-clockwise to Plains (in direction of City) and encounter space
2a - Move clockwise to Fields (in direction of Village) and encounter Ape
2b - Move clockwise to Fields (in direction of Village) and encounter Drakon (if present otherwise space)
2c - Move clockwise to Fields (in direction of Village) and encounter Silas (if present otherwise space)
Durandal
12th November 2011, 19:48
Counter clockwise and encounter dat space.
DrakonTheNightLord
13th November 2011, 03:22
2a - Move clockwise to Fields (in direction of Village) and encounter Ape
Ape?!
Baragash
17th November 2011, 19:03
Turn 9 Resolution
DrakonTheNightLord:
Hefting your Axe, you lay the smackdown on that damn dirty Ape!
Gain Trophy
PyroSikTh:
You cower from the Evil Darkness
Silas:
You cower from the Evil Darkness
sneggy:
You cower from the Evil Darkness
Durandal:
You find a bag of Gold
Turn 10 Options
PyroSikTh: (1)
1 - Move anti-clockwise to Sentinel (in direction of Village) and encounter Pool of Life (no effect)
2 - Move clockwise to Chapel and encounter Ghost
Silas: (6)
1 - Move anti-clockwise to Plains (in direction of City) and encounter space
2 - Move clockwise to Hills (in direction of Chapel) and encounter space
sneggy: (4)
1 - Move anti-clockwise to City and encounter space
2 - Move clockwise to Ruins (in direction of Village) and encounter space
Durandal: (1)
1 - Move anti-clockwise to Woods (in direction of City) and encounter space
2 - Move clockwise to Tavern and encounter space
DrakonTheNightLord: (1)
1 - Move anti-clockwise to Forest (in direction of Tavern) and encounter space
2 - Move clockwise to Village and encounter space
Silas
17th November 2011, 19:05
1 - Move anti-clockwise to Plains (in direction of City) and encounter space
Durandal
17th November 2011, 19:06
Counter Clockwise and encounter space.
PyroSikTh
17th November 2011, 19:11
1 - Move anti-clockwise to Sentinel (in direction of Village) and encounter Pool of Life (no effect)
DrakonTheNightLord
18th November 2011, 00:29
2 - Move clockwise to Village and encounter space
So a Ghoul walks into a village...
Baragash
4th December 2011, 11:02
sneggy?
Baragash
16th December 2011, 06:38
Sorry guys, I've been giving this a little thought this week and I'm canning this game. It doesn't translate directly as a board game IMO :( However, I have mostly worked out how to adapt it to a more appropriate format for the internet, and break it down into chunks (ie chapters), so hopefully I will do a re-run in a couple of months :)
DrakonTheNightLord
16th December 2011, 14:43
/me wants Diplomacy back
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