► Show Spoiler
Name: Belkar Bitterleaf
Info: Halfling, Order of the stick, Ranger
Hp: 3/4
Shticks:
Hide: +4 DEF/ n/a ATK, Infinite RNG, (Result - This battle ends in a draw) (Boost = +3 DEF)
Leaping attack: Your (TDoD) schtick gains +1 RNG and +1 ATK. If you attack into a room using TDoD(At RNG), you are moved into that room at the end of the battle. You may not battle additional monsters or players until your next turn, (but you may pick up loot, if there are no monsters) (Boost = +1 Rng, +1 Atk)
Twin daggers of doom: (weapon Schtick) +3 Atk/+1 Def, 0 Rng (Result = Foe loses 1 wound) (Boost = +1 wound lost (if foe is a player))
Loot: 3 Hidden
Monsters:
Battle Deck: 6 cards
Info: Halfling, Order of the stick, Ranger
Hp: 3/4
Shticks:
Hide: +4 DEF/ n/a ATK, Infinite RNG, (Result - This battle ends in a draw) (Boost = +3 DEF)
Leaping attack: Your (TDoD) schtick gains +1 RNG and +1 ATK. If you attack into a room using TDoD(At RNG), you are moved into that room at the end of the battle. You may not battle additional monsters or players until your next turn, (but you may pick up loot, if there are no monsters) (Boost = +1 Rng, +1 Atk)
Twin daggers of doom: (weapon Schtick) +3 Atk/+1 Def, 0 Rng (Result = Foe loses 1 wound) (Boost = +1 wound lost (if foe is a player))
Loot: 3 Hidden
Monsters:
Battle Deck: 6 cards
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Name: Haley Starshine
Info: Human, Order of the Stick, Rogue
Hp: 4/4
Schticks:
Greed is Good: (Flipping Schtick) - You may flip this Schtick to look at all loot on the floor when you are picking some up. You do not detonate traps unless you choose to take one as your loot. After you've chosen your loot, place the un-chosen loot back in the room in the same order.
Longbow: (weapon Schtick) +2 Def, +2 Atk, 4 Rng (Result=Foe loses 1 wound)(Boost +2 Def, +2 Rng)
Sneak Attack: Your longbow Schtick gains +1 Atk, +1 Def when fighting at 0 range. (doesn't work against undead) (Boost= +1 Atk in this manner)
Loot: 4 hidden, 1 equipped(Dragons Hoard:(Anyone(2x)no equip bonus))
Monsters: X, X
Battle Deck: 6 cards
Info: Human, Order of the Stick, Rogue
Hp: 4/4
Schticks:
Greed is Good: (Flipping Schtick) - You may flip this Schtick to look at all loot on the floor when you are picking some up. You do not detonate traps unless you choose to take one as your loot. After you've chosen your loot, place the un-chosen loot back in the room in the same order.
Longbow: (weapon Schtick) +2 Def, +2 Atk, 4 Rng (Result=Foe loses 1 wound)(Boost +2 Def, +2 Rng)
Sneak Attack: Your longbow Schtick gains +1 Atk, +1 Def when fighting at 0 range. (doesn't work against undead) (Boost= +1 Atk in this manner)
Loot: 4 hidden, 1 equipped(Dragons Hoard:(Anyone(2x)no equip bonus))
Monsters: X, X
Battle Deck: 6 cards
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Name: Elan
Info: Human, Order of the Stick, Bard
Hp: 4/4
Schticks:
Bard Song: When you assist another player in battle, you grant them +1 Atk or +1 Def beyond what you would normally provide based on the loot cards offered. (Boost= +1 Atk, +1 Def when assisting)
Poorly-Planned Illusion: (Flipping Schtick)(Magic Schtick) +4 Def, +4 Atk, +2 Rng (Area of effect(all monsters))(Results= you may move all monsters that you win against (Except Xykon) into any adjacent explored room (even down 1 floor if stairs are present) (Boost=+3 Def, +3 Atk)
X-Treme Diplomancy: (Verbal Schtick) +1 Def, +1 Atk, 3 Rng (Result=Foe loses 1 wound) (Boost= +2 Def, +1 Atk)
Loot: 4 Hidden
Monsters:
Battle Deck: 6 cards
Info: Human, Order of the Stick, Bard
Hp: 4/4
Schticks:
Bard Song: When you assist another player in battle, you grant them +1 Atk or +1 Def beyond what you would normally provide based on the loot cards offered. (Boost= +1 Atk, +1 Def when assisting)
Poorly-Planned Illusion: (Flipping Schtick)(Magic Schtick) +4 Def, +4 Atk, +2 Rng (Area of effect(all monsters))(Results= you may move all monsters that you win against (Except Xykon) into any adjacent explored room (even down 1 floor if stairs are present) (Boost=+3 Def, +3 Atk)
X-Treme Diplomancy: (Verbal Schtick) +1 Def, +1 Atk, 3 Rng (Result=Foe loses 1 wound) (Boost= +2 Def, +1 Atk)
Loot: 4 Hidden
Monsters:
Battle Deck: 6 cards
► Show Spoiler
Name: Roy Greenhilt
Info: Human, Order of the Stick, Fighter
Hp: 4/4
Schticks:
Blood Oath of Vengeance: When battling Xykon, this card boosts all of your schticks for that battle
Great Cleavage: Gain +1 ATK for ever previous monster you defeated (and saved toward earning schticks) this turn ONLY
Greenhilt Sword: (weapon Schtick) +2 ATK/+2 DEF, 0 RNG, (Result = Foe loses 1 wound) (Boost = +2 ATK/+1 DEF)
Kickin Back: When you rest you gain 2 Hp instead of 1.
Loot: 3 hidden
Monsters: X, X, X
Battle Deck: 7 cards
Info: Human, Order of the Stick, Fighter
Hp: 4/4
Schticks:
Blood Oath of Vengeance: When battling Xykon, this card boosts all of your schticks for that battle
Great Cleavage: Gain +1 ATK for ever previous monster you defeated (and saved toward earning schticks) this turn ONLY
Greenhilt Sword: (weapon Schtick) +2 ATK/+2 DEF, 0 RNG, (Result = Foe loses 1 wound) (Boost = +2 ATK/+1 DEF)
Kickin Back: When you rest you gain 2 Hp instead of 1.
Loot: 3 hidden
Monsters: X, X, X
Battle Deck: 7 cards
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Name: Vaarsuvius
Info: Elf, Order of the Stick, Wizard
Hp: 4/4
Schticks:
Fireball: (flipping Schtick)(Magic Schtick) N/a Def, +5 Atk, 4 Rng (Area Effect (2 Monsters)) - if you use the fireball at 0 Rng, you take 1 wound) (Result=All monsters defeated lose 1 wound)(Boost= +1 monster included in Area Attack)
Magic Missile: (Magic Schtick) +1 Def, +1 Atk, 2 Rng, (Result= foe loses 1 wound) (boost= +2 Def)
Verbose Recitation: (Verbal Schtick) +3 Def, n/a Atk, 3 Rng (Result= The battle is a draw)(Boost= +3 Def)
Loot: 5 hidden
Monsters:
Battle Deck: 7 cards
Info: Elf, Order of the Stick, Wizard
Hp: 4/4
Schticks:
Fireball: (flipping Schtick)(Magic Schtick) N/a Def, +5 Atk, 4 Rng (Area Effect (2 Monsters)) - if you use the fireball at 0 Rng, you take 1 wound) (Result=All monsters defeated lose 1 wound)(Boost= +1 monster included in Area Attack)
Magic Missile: (Magic Schtick) +1 Def, +1 Atk, 2 Rng, (Result= foe loses 1 wound) (boost= +2 Def)
Verbose Recitation: (Verbal Schtick) +3 Def, n/a Atk, 3 Rng (Result= The battle is a draw)(Boost= +3 Def)
Loot: 5 hidden
Monsters:
Battle Deck: 7 cards
► Show Spoiler
Name: Durkon Thundershield
Info: Dwarf, Order of the Stick, Cleric of Thor
Hp: 4/4
Schticks:
Big Heavy Armor: (Armor Schtick) +6 DEF, n/a Atk, Infinite Rng (Result = Battle is a draw) (Boost= +3 Def)
Cure Assorted Wounds: (Flipping Schtick) (Magic Schtick) Ask 1 player on the same floor if you can heal them. If they agree, flip this schtick to heal them 1 Hp. If they have loot, they must give you 1 in exchange (it does not have to be loot you drool over). You may heal yourself in this manner. (Boost = Heal +1 Hp)
Thor's Hammer: (weapon Schtick) +1 atk, +2 def, 0 Rng (Results= Foe loses 1 wound) (Boost= +2 def, +1 Atk, +1 Rng)
Loot: 4 Hidden
Monsters:
Battle Deck: 6 cards
Info: Dwarf, Order of the Stick, Cleric of Thor
Hp: 4/4
Schticks:
Big Heavy Armor: (Armor Schtick) +6 DEF, n/a Atk, Infinite Rng (Result = Battle is a draw) (Boost= +3 Def)
Cure Assorted Wounds: (Flipping Schtick) (Magic Schtick) Ask 1 player on the same floor if you can heal them. If they agree, flip this schtick to heal them 1 Hp. If they have loot, they must give you 1 in exchange (it does not have to be loot you drool over). You may heal yourself in this manner. (Boost = Heal +1 Hp)
Thor's Hammer: (weapon Schtick) +1 atk, +2 def, 0 Rng (Results= Foe loses 1 wound) (Boost= +2 def, +1 Atk, +1 Rng)
Loot: 4 Hidden
Monsters:
Battle Deck: 6 cards
1. CelineSSauve (Belkar)
2. I'mBob (Haley)
3. TBFProgrammer (Elan)
4. ttwig (Roy)
5. Nerre (Vaarsuvius)
6. Wearshats (Durkon)
List of Monster abilities:
► Show Spoiler
BloodLust: On a draw, the monster wins.
Breath Weapon: You may not use armor schticks when battling this monster.
Duel: You may not ask other players for help when battling this monster.
Enchanted: You may not use magic schticks when battling this monster.
Flying: You may not use a schtick that has a range of 0.
Henchmen: This monster provides support for all monsters on the same floor. This monster moves to the bottom of all stacks automatically.
Hide: If monster wins while on defense, the battle is a draw.
Impervious: You may not use weapon schticks when battling this monster.
Leader: This monster increases the battle size by 1.
Mindless: You may not use Verbal schticks when battling this monster.
Multiattack x: When the monster is Attacking you, you must roll the die X times and use the lowest as your battle roll.
Nemesis: Monster gets +3 Atk & +3 Def when battling specified character.
Paralyze: When you lose to this monster your turn ends immediately. You also miss your next turn.
Spellcaster: When you lose to this monster, you must randomly discard one card from your battle hand. (See losing random cards above)
Thief: When you lose to this monster you randomly discard one loot for you stash. (See losing random cards above)
Tricky: When this monster defends against a ranged attack, it gains +10 Def. (Ranged attacks only, not attacks with schticks that have range)
Breath Weapon: You may not use armor schticks when battling this monster.
Duel: You may not ask other players for help when battling this monster.
Enchanted: You may not use magic schticks when battling this monster.
Flying: You may not use a schtick that has a range of 0.
Henchmen: This monster provides support for all monsters on the same floor. This monster moves to the bottom of all stacks automatically.
Hide: If monster wins while on defense, the battle is a draw.
Impervious: You may not use weapon schticks when battling this monster.
Leader: This monster increases the battle size by 1.
Mindless: You may not use Verbal schticks when battling this monster.
Multiattack x: When the monster is Attacking you, you must roll the die X times and use the lowest as your battle roll.
Nemesis: Monster gets +3 Atk & +3 Def when battling specified character.
Paralyze: When you lose to this monster your turn ends immediately. You also miss your next turn.
Spellcaster: When you lose to this monster, you must randomly discard one card from your battle hand. (See losing random cards above)
Thief: When you lose to this monster you randomly discard one loot for you stash. (See losing random cards above)
Tricky: When this monster defends against a ranged attack, it gains +10 Def. (Ranged attacks only, not attacks with schticks that have range)
► Show Spoiler
Ambush: this monster gains +3 Atk for every supporting monster, but only on the turn it comes into play.
Assist: This monster gains +2 Atk & +2 Def for every supporting monster.
Deadly: When this monster defeats you, you lose +1 wound per supporting monster.
Greed: When this monster defeats you, you lose +1 loot from your stash per supporting monster. (See losing random cards above)
Horde: When this monster is played, the battle size increases by 1, allowing for more monsters to be played.
Longshot: This monster gains +2 Def & +2 Range for every supporting monster.
Outsmart: Basically you lose the ability to use one of your unflipped schticks this turn. (See losing random cards above)
Assist: This monster gains +2 Atk & +2 Def for every supporting monster.
Deadly: When this monster defeats you, you lose +1 wound per supporting monster.
Greed: When this monster defeats you, you lose +1 loot from your stash per supporting monster. (See losing random cards above)
Horde: When this monster is played, the battle size increases by 1, allowing for more monsters to be played.
Longshot: This monster gains +2 Def & +2 Range for every supporting monster.
Outsmart: Basically you lose the ability to use one of your unflipped schticks this turn. (See losing random cards above)
► Show Spoiler
Rules: http://apegames.com/oots/oots-dod/OOTS_Rules.pdf
(For information concerning Monster abilities see pages 30-31 of the above PDF rules)
I will use http://invisiblecastle.com/roller/ for all rolls that need to be made.
Summary of Rules:
Your turn:
1. Perform any action that can or must be done at the start of your turn (Equip or unequip loot, search for stairs, trade in red X's for a new schtick, trade in loot you drool over for a new schtick(this is loot which is labeled with your name), pick up 1 loot card if you are in a room with no monsters, play a Screw This! card if you can (read the When of the card), after resting, stand up and heal 1 Hp and unflip your schticks.)
2. Move up to 3 rooms, movement stops when a battle begins (unless otherwise specified, battles always occur when you enter a new room)
3. Battle monsters or other players
4. Perform any action that you can at the end of your turn (Equip or unequip loot, search for stairs, trade in red X's for a new schtick, trade in loot you drool over for a new schtick(this is loot which is labeled with your name), pick up 1 loot card if you are in a room with no monsters(only if you didn't do this at the start of your turn), play a Screw This! card if you can (read the When of the card), (when the dungeon is collapsing, remove a room)
5. Next persons turn
Rooms/Movement Basics:
1. You cannot move out of the room you are in and back into it on the same turn.
2. Stairs do not count as a room.
3. There are only 8 rooms per level.
4. Entering an unexplored room always ends your turn.
5. Ending your turn in an empty room triggers a battle.
6. Ending your turn in a room with monsters forces you to fight the top monster.
7. If you end your turn in a room with 1 or more players and no monsters, nothing happens but you may attack players.
8. If you end your turn in a room with 1 or more players and monsters, you must fight the top monster.
9. Searching for stairs: Roll a die - on 1, 2, or 3 you found stairs.
Battling Monsters:
1. If you do not move on your turn you must Attack the top monster if there are any.
2. If you end your movement in a room with monsters you must Defend.
3. If you end your movement in an empty room and a Battle begins you must Defend.
4. If you have a ranged weapon, you may attack a monster at a distance, you are the Attacker.
5. Other than ranged attacks, if you defeat the top monster (by either attacking or defending) you may continue fighting monsters, if there are any.(You may choose to be the attacker or defender)
Battling Players:
1. You are never required to battle a player.
2. If you end your movement in a room with 1 or more players but no monsters, you may attack a player.
3. If you don't move and there are no monsters in your room you may attack a player at a range.
4. If another player attacks you, you must defend.
New Battles:
1. Moving into an empty room triggers a new battle.
2. standing in an empty room and not moving triggers a new battle.
The battle size of a new battle is equal to what floor/level you are on.
3. Starting with the person to the left of the person who triggered the battle, players put battle cards (monsters) into the battle.
Basics of attack and defend
Attacker (pick a schtick that can attack(weapon, magic, verbal)) then roll a red die (I'll do this) subtract from the monsters defense = more(you win), Less (you lose)
Defender (Pick a schtick that can defend), roll a blue die(I'll do this) (if more than attack, you win, if less, you lose)
Loot & saved monsters:
1. each loot is drool over by certain players, when you collect 3 of your named loot, you can trade them in for a new schtick
2. When you have killed enough monsters and have 3 red Xs, you may trade them in for a new schtick
3. Draw 3 schticks, look at them and pick 1, the rest are placed at the bottom of your schtick deck.
Other stuff:
Resting:
1. You may rest if you haven't moved or battled.
2. You can't rest in a room with monsters.
3. you suffer a -4 Def when resting.
Battle Deck/monster laying:
1. At the point in time that you cannot play a monster you must discard any remaining cards (screw this cards) and draw a new 7 battle deck cards. Keep this in mind if you are trying to save Screw this cards.
(For information concerning Monster abilities see pages 30-31 of the above PDF rules)
I will use http://invisiblecastle.com/roller/ for all rolls that need to be made.
Summary of Rules:
Your turn:
1. Perform any action that can or must be done at the start of your turn (Equip or unequip loot, search for stairs, trade in red X's for a new schtick, trade in loot you drool over for a new schtick(this is loot which is labeled with your name), pick up 1 loot card if you are in a room with no monsters, play a Screw This! card if you can (read the When of the card), after resting, stand up and heal 1 Hp and unflip your schticks.)
2. Move up to 3 rooms, movement stops when a battle begins (unless otherwise specified, battles always occur when you enter a new room)
3. Battle monsters or other players
4. Perform any action that you can at the end of your turn (Equip or unequip loot, search for stairs, trade in red X's for a new schtick, trade in loot you drool over for a new schtick(this is loot which is labeled with your name), pick up 1 loot card if you are in a room with no monsters(only if you didn't do this at the start of your turn), play a Screw This! card if you can (read the When of the card), (when the dungeon is collapsing, remove a room)
5. Next persons turn
Rooms/Movement Basics:
1. You cannot move out of the room you are in and back into it on the same turn.
2. Stairs do not count as a room.
3. There are only 8 rooms per level.
4. Entering an unexplored room always ends your turn.
5. Ending your turn in an empty room triggers a battle.
6. Ending your turn in a room with monsters forces you to fight the top monster.
7. If you end your turn in a room with 1 or more players and no monsters, nothing happens but you may attack players.
8. If you end your turn in a room with 1 or more players and monsters, you must fight the top monster.
9. Searching for stairs: Roll a die - on 1, 2, or 3 you found stairs.
Battling Monsters:
1. If you do not move on your turn you must Attack the top monster if there are any.
2. If you end your movement in a room with monsters you must Defend.
3. If you end your movement in an empty room and a Battle begins you must Defend.
4. If you have a ranged weapon, you may attack a monster at a distance, you are the Attacker.
5. Other than ranged attacks, if you defeat the top monster (by either attacking or defending) you may continue fighting monsters, if there are any.(You may choose to be the attacker or defender)
Battling Players:
1. You are never required to battle a player.
2. If you end your movement in a room with 1 or more players but no monsters, you may attack a player.
3. If you don't move and there are no monsters in your room you may attack a player at a range.
4. If another player attacks you, you must defend.
New Battles:
1. Moving into an empty room triggers a new battle.
2. standing in an empty room and not moving triggers a new battle.
The battle size of a new battle is equal to what floor/level you are on.
3. Starting with the person to the left of the person who triggered the battle, players put battle cards (monsters) into the battle.
Basics of attack and defend
Attacker (pick a schtick that can attack(weapon, magic, verbal)) then roll a red die (I'll do this) subtract from the monsters defense = more(you win), Less (you lose)
Defender (Pick a schtick that can defend), roll a blue die(I'll do this) (if more than attack, you win, if less, you lose)
Loot & saved monsters:
1. each loot is drool over by certain players, when you collect 3 of your named loot, you can trade them in for a new schtick
2. When you have killed enough monsters and have 3 red Xs, you may trade them in for a new schtick
3. Draw 3 schticks, look at them and pick 1, the rest are placed at the bottom of your schtick deck.
Other stuff:
Resting:
1. You may rest if you haven't moved or battled.
2. You can't rest in a room with monsters.
3. you suffer a -4 Def when resting.
Battle Deck/monster laying:
1. At the point in time that you cannot play a monster you must discard any remaining cards (screw this cards) and draw a new 7 battle deck cards. Keep this in mind if you are trying to save Screw this cards.