Warhammer Quest RPG II (Inactive)

Game Master Malinor.

Dungeon Map and Treasure Cards

Recommended Character Formatting

Monster and Healing Tracking

Name / Init / Treasure/ Objective Treasure
Verhor the Brave / 5 (L) / 0 / 0
Lorqiroth / 6 / 0 / 0
Evindyl / 4 / 0 / 0
Maevnar Valayasdottir / 2 / 0 / 0
Grattfaulk / 2 / 0 / 0


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KM Handouts Headwaters

Apparently, I did goof up the last Gameplay, so I am starting over.


Happens to the best of us

Grand Lodge

Apologies, I am here and will post in a few hrs


KM Handouts Headwaters

Awesome. What were you thinking of playing Helaman? I might recommend something that starts with a ranged attack, but anything can be made to work.

The RP post is up. When you guys get a chance start posting and we will get this show rolling.

Grand Lodge

I just read the rules PDF... where would I find the expanded classes mentioned in the initial recruitment?

Also, we need missile? I thought someone had already snagged the elf ranger?


KM Handouts Headwaters

The Elf Ranger doesn't actually start with a bow. You can find a lot of the classes online or if you pick a class and give me an email I can email you the items or just tell you what you start with. This Facebook group also has all the files in the Files section if you wanted to read through some of them.

The classes that have ranged attacks are are not taken yet include:

Witch Hunter (sword (I think) and pistol. Uses magical amulets that need to be recharged.)
Outlaw (weak but it has one. Although you did something bad before, you have turned to being a hero now.)
Bounty Hunter (Starts with no melee, but instead gets repeating crossbow).
Elf (starts with a sword and bow. Can get various healing support stuff.)

Grand Lodge

Standard Elf then.

I'll write up a character profile shortly


KM Handouts Headwaters

Elf Card

The link above shows you the Elf starting card. You begin with a sword, a bow, and the healing potion (although those three are currently taken if you look at the Gameplay board). The stats on the card with the Elf image are your starting stats. You get max HP.


Novice Elf Male Move: 4; WS: 4+; BS: 4+; Str: 3; T: 3 Wounds: 6/[13]; I: 6; A: 1; Luck: 0/0; WP: +2; Avoid Pin: Auto Dodge: When hit, roll a D6. If a 6, blow dodged.

Thanks... so there is no spare bow and sword and healing potion?

Edit: Brain fart. Got it, no equipment


KM Handouts Headwaters

Lorr, do you want to use that avatar or a different one on the map?

Also, in this game you buy a quiver with enough arrows for a mission regardless of whether you shoot once or 100 times. It doesn't say it, but where ever your bow is there is a quiver as well. If you do not shoot in an entire mission you save the quiver for the next. If you do shoot you will need to go shopping in town.


Novice Elf Male Move: 4; WS: 4+; BS: 4+; Str: 3; T: 3 Wounds: 6/[13]; I: 6; A: 1; Luck: 0/0; WP: +2; Avoid Pin: Auto Dodge: When hit, roll a D6. If a 6, blow dodged.
GM_Coreyllon wrote:

Lorr, do you want to use that avatar or a different one on the map?

If it's not too much trouble, can we use the same as my Paizo one?


KM Handouts Headwaters

Sure, I will grab it now.


Sylph Monk | HP - 138/138 | AC - 29 | F+17, R+21, W+16 | Perc +16 (DARKvision) | Hero Points = 3 | MONK-10 | MV-50 | DC-29 | No Conditions | Exp = DETECT MAGIC

Evindyl - Elf High Mage

Grand Lodge

Lots o elves :)


I'm back now, sorry for my absence.


KM Handouts Headwaters

Awesome, we have one more potential player. But everyone else is here now so I am ready to get this thing moving. I am going to do some editing on the map when I get home and then we will be getting onto the dungeon crawl.

I will be using Spoilers to keep the screen clean. I will explain the rolls and your welcome to peruse them to see what is happening.

There is one Spoiler that will be listed as Deathblows for each encounter. A Deathblow is basically a 3.5 Cleave attack you get for free if you hit an uninjured monster and kill it in one hit. Deathblows can only target a fully adjacent monster. So one that is North, South, East or West of the target, not diagonal. And there cannot be a wall between the two monsters. In the Deathblow area I will tell you their WS and the total number of Toughness, Armor and Wounds that they have as a single number. That way if you get a deathblow you will know and can just continue your action.

The only limit to the number of Deathblows you can take is the number of adjacent monsters that you can one shot. So if we are fighting snottlings, which we all basically one shot if we hit, you can keep attacking until you miss on your attack roll or you run out of adjacent snottlings. If you have any questions about Deathblows let me know.

One last note about it, the monster must be unhurt when you start your attack to get the Deathblow.


KM Handouts Headwaters

A quick group poll.

For at least the first dungeon, since we had a split vote, we will not have an encounter when we open a door to a corridor section. If that happens after the first door do we want to move in initiative or should I just move the party to the point where something interesting happens?


Novice Elf Male Move: 4; WS: 4+; BS: 4+; Str: 3; T: 3 Wounds: 6/[13]; I: 6; A: 1; Luck: 0/0; WP: +2; Avoid Pin: Auto Dodge: When hit, roll a D6. If a 6, blow dodged.

Probably just move us along with some room narrative as needed


KM Handouts Headwaters

So I have Grattfaulk in the back as the Priest is more of a buffer then warrior. When we get our weapons it might be good for him to switch positions with Lorr, but I will leave that up to the two of you for now.

Will Bonuses (you can fail on a 1):

Verhor +2
Grattfaulk +3
Maevnar +4
Lorr +2
Evindyl +4


Novice Elf Male Move: 4; WS: 4+; BS: 4+; Str: 3; T: 3 Wounds: 6/[13]; I: 6; A: 1; Luck: 0/0; WP: +2; Avoid Pin: Auto Dodge: When hit, roll a D6. If a 6, blow dodged.

I'm slowly getting the feel of this but this is shaping up to be interesting because it's let the dice fall where they may approach.

That said, 9 zombies? That's a toughie.


Do I need my Holy Book to perform a blessing...


KM Handouts Headwaters

No, you can do your blessings.

Your blessings can go off at any point in the turn. To try and make it work without adding to much metagame knowledge it I am going to rule that if you opt for a blessing that adds +1 to the roll it can only affect people who have not acted yet, or made the rolls. If you opt for a re-roll or additional attack it can go to those who have already acted.

Does that sound fair?


That sound fair


KM Handouts Headwaters

Maevnar, to hit you currently just roll a d6. There are magic items or powers that allow for you to add, but currently those are not around. In this system your WS of 4 places you on a chart and is then compared to the WS of others. If you just want to say WS X and roll the die, I will handle the comparisons, but soon you will probably be cleaving through most low level baddies.

If you look at the link for the Recommended Character sheet information I have added the chart. For Maevnar to hit a zombie currently she needs to roll a 3+ on a d6. As she levels and gains more WS she will be able to hit things more easily.

Unfortunately, to get our weapons we have to win this fight.

Grand Lodge

Zombies up?


KM Handouts Headwaters

All the zombies went. Their rolls are in the spoiler if you want to read them. The write up talks about which ones hit. One hit Verhor and a second hit Maevnar. The other three missed.


Sylph Monk | HP - 138/138 | AC - 29 | F+17, R+21, W+16 | Perc +16 (DARKvision) | Hero Points = 3 | MONK-10 | MV-50 | DC-29 | No Conditions | Exp = DETECT MAGIC

So I can cast the Iron Fist spell, correct?


KM Handouts Headwaters

Yes. Any monster within 6 squares.


FYI, I'm going on vacation beginning tomorrow (6/16) through 6/26. I'll have internet access and will be posting during that time, but it may be a bit sporadic. Apologies.


KM Handouts Headwaters

I will be going just as you get back. Post as you can.


KM Handouts Headwaters

Ok, so we have played some and I thought I would see if anyone had feedback on the pacing. I have stuck to the 48 hours for a turn. Does this seem to fast, a good pace, or too slow? How has the write ups been? Should I do more to point out the write ups, like make them bold or italicized so you can more easily pick out what happened in my longish posts?

Also, I know that everyone but me is new to this and I am not always great at explaining how things work. I have tried to go with explaining as items have come up. But that seems to be going a bit rough. I am going to do a series of explanations on the Campaign Board for the following areas.

What is the Power Phase?

How will we be determining events/monsters?

How do spells work?

How does hitting work?

How does damage work?

How does healing/death work?

How does retreat/pinning work?

How does Fear/Terror work?

These will be short blurbs that explain more of the mechanics in one place so that you can all view it. If there is another area you want me to explain so that people are more comfortable moving forward. Please let me know.


KM Handouts Headwaters

Explanations are now up on the Campaign Info page. If I am missing something you have a question about, let me know.


Novice Elf Male Move: 4; WS: 4+; BS: 4+; Str: 3; T: 3 Wounds: 6/[13]; I: 6; A: 1; Luck: 0/0; WP: +2; Avoid Pin: Auto Dodge: When hit, roll a D6. If a 6, blow dodged.

You're a mind reader. Exactly what I wanted to see.


Novice Elf Male Move: 4; WS: 4+; BS: 4+; Str: 3; T: 3 Wounds: 6/[13]; I: 6; A: 1; Luck: 0/0; WP: +2; Avoid Pin: Auto Dodge: When hit, roll a D6. If a 6, blow dodged.

This battle has more or less crippled the party... we will be limping the rest of the dungeon.

Oh well. The tension will be high.


KM Handouts Headwaters

To be honest, this is pretty normal. Especially at low levels.

As we level there are abilities to ignore damage or dodge. And more of us will be able to help with healing. But the game is pretty lethal. There is a strong argument we are safest while fighting hordes of monsters in the dungeons in Warhammer Quest. :D


Sylph Monk | HP - 138/138 | AC - 29 | F+17, R+21, W+16 | Perc +16 (DARKvision) | Hero Points = 3 | MONK-10 | MV-50 | DC-29 | No Conditions | Exp = DETECT MAGIC

Apologies Team Warhammer,

Travelling back to the US took a little more time & attention than I had thought. But I am here, and GM has botted Evin VERY well!


Sylph Monk | HP - 138/138 | AC - 29 | F+17, R+21, W+16 | Perc +16 (DARKvision) | Hero Points = 3 | MONK-10 | MV-50 | DC-29 | No Conditions | Exp = DETECT MAGIC
Lorqiroth / "Lorr" wrote:

This battle has more or less crippled the party... we will be limping the rest of the dungeon.

Oh well. The tension will be high.

There's no out of combat healing?

Like when the room is empty, Evin cannot keep casting?


KM Handouts Headwaters

You can keep casting. We just don't have the spells now that heal for large amounts at once. But each turn you will have Power and can use it to heal.


Sylph Monk | HP - 138/138 | AC - 29 | F+17, R+21, W+16 | Perc +16 (DARKvision) | Hero Points = 3 | MONK-10 | MV-50 | DC-29 | No Conditions | Exp = DETECT MAGIC

K, that was what I thought, so as a team, we can agree that we do not move on until strength is restored


KM Handouts Headwaters

Just know that every round there is a 1 in 6 chance something happens. But if the group wants to not open the next door we can do that. We should probably move towards it when we can.

We just always want to ensure we can all make it to the next room before we enter.


KM Handouts Headwaters

I will be going on vacation from the 23rd through the 30th. I hope to have internet and be able to post over the week at least some, but I won't know until the day of if the area we are in is covered. Feel free to bot me as needed.


KM Handouts Headwaters

We have gained our first treasure. It is a Bone Blade. My initial thought is to give it to Lorr. If anyone wishes to chime in, feel free. It is located on the second slide if you want to read what it does.


Novice Elf Male Move: 4; WS: 4+; BS: 4+; Str: 3; T: 3 Wounds: 6/[13]; I: 6; A: 1; Luck: 0/0; WP: +2; Avoid Pin: Auto Dodge: When hit, roll a D6. If a 6, blow dodged.

Oooooooo

Wow

Once per adventure? Eeeeeeeeeh....

If we have a warrior who's more warriorish? Happy for them to have it.


KM Handouts Headwaters

Since no one else has chimed in, I Will give it to Lorr as his first treasure. I will try and get us moving in the dungeon in the next day or two. IF anyone want to interact with the Knight go for it.


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KM Handouts Headwaters

Sorry for the delay in getting to this turn. I ended up catching Covid during my vacation and have been mostly fine, but rather lethargic. That and I went from 100+ to 70ish back to 100+ degree weather and its making me a bit sad.

If you look at the Google Slide page you will see that everyone but Evindyl has an item.

In this game GP is how you train up to a new level. Its 2K to reach Battle Level 2. So if you cannot use the item, like Grattfaulk, you can sell it at the GP price listed and use it to level or buy gear.


I apologize for not being more active since my return from vacation, but it seems that I just don't have the bandwidth at the moment to learn a new system. As much as I enjoy the Warhammer universe, it's just a bit too much for me at the moment with all my other games, and I'm therefore bowing out of this one. Again, apologies.

Hope you feel better soon GM and that others continue enjoying the game.


KM Handouts Headwaters

Ok, thanks for trying.


KM Handouts Headwaters

Does anyone want to take a turn?

Grand Lodge

Sorry, back tomorrow

Grand Lodge

Sorry. Chronically underslept the last 2-3 days. Will play catch up soon, apologies.

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