There are 4 types of monsters in this version of The Pit. Monsters always act after all the players have taken their turns. Monsters can not open doors. If a monster can not trace a path to a wizard, they will instead cause a number cracks equal to the number of players divided by two (rounded up) to the weakest door/wall within movement range that will give them a path. Monsters have "moods" that determine what they do and how they act. After a monster takes its turn, its mood randomly changes based on the roll of a D4.
The player will always know what mood a monster will have on its next turn to allow them to plan. When a monster is killed, another one of the same type will spawn immediately in a randomly selected monster starting zone. The more a particular monster spawns, the higher chance a spawning may produce unexpected results. The monsters in this version of The Pit are -
Golem | HP: 15 | Move: 2 | Damage: 4 | All damage taken is reduced by 2, Blocks LOS. | Moods:
1-2 - Hunker down: Reduce all damage taken by 5. Move towards nearest wizard. When/if adjacent, do base damage.
3 - Charge: Change movement to 10 and run towards nearest wizard. If contact is made, deal damage equal to squares moved and push wizard in random direction equal to the movement points remaining for the Golem.
4 - Rock Thrower: Attack all wizards within LOS for 5 physical damage.
Werewolf | HP: 10 | Move: 4 | Damage: D4 | All damage applies the bleed effect (1 damage per turn for D4 turns). Moods:
1-2 - Stalk: Move towards nearest wizard. When/if adjacent, do base damage. Avoid any LOS attack on a D4 roll of 1.
3 - Leap: Triple movement. Run towards nearest wizard. When/if contact is made, deal damage x2.
4 - Maul: Move towards nearest wizard. When/if adjacent, do base damage. Target wizard is immobilized and unable to cast spells for 1 turn while the werewolf mauls him.
Slime | HP: 10 | Move: 6 | Damage: 1 | Can pass through any door or cracked wall | Moods:
1-2 - Scoot: Move towards nearest wizard not damaged by Slime last turn and do damage. If any movement is remaining, move towards next nearest wizard. All wizards who take damage from Scoot are stunned for 1 turn.
3 - Explode: Deal 1 damage to all wizards within LOS. All wizards who take damage from Explode are stunned for 1 turn.
4 - Attach: Move at half speed towards nearest wizard. When/if adjacent, attach to target wizard. Attached Slimes deal 2 damage per turn and can only be removed by moving 6+ spaces in one turn or by being stunned. They drop in the square where the wizard started their 6+ movement or where they were stunned. Wizards who have a Slime attached are stunned at the beginning of their turn.
Gnome | HP: 10 | Move: 8 | Damage: 0 | Evades any attack on a D4 roll of 1-2 | Moods:
1-2 - Annoy: Move towards nearest wizard not targeted by Gnome last turn. When/if adjacent, steal two spells chosen at random. Spend remaining movement running to square farthest away from all other wizards.
3 - Frustrate: Move towards the nearest wizard not targeted by Gnome last turn. When/if adjacent, force target wizard to discard half their cards (wizard's choice), rounded down.
4 - Terrorize: Teleport at half speed towards the nearest wizard. If Wizard is within LOS, deal damage equal to wizard's hand size (wizard my discard prior to damage).
Boss: Bosses are the guardians of the Relics. They block LOS and movement. They do not re-spawn once killed. Basic attacks from Bosses can not be avoided, reduced, evaded, or prevented. There is one Boss in this version of The Pit. The Boss in this version of The Pit is -
Cinder | HP: 50 | Move: 1 | Damage: 5 | Can not move through Hellfire, always moves towards nearest wizard within the hellfire. If adjacent to a wizard, will do base damage. Immune to fire damage. Block LOS and movement. | Moods:
1 - Dispel : Target random wizard. All items, transformations, and effects on that wizard are removed/destroyed.
2 - Fire Pillars : Choose two random squares on each Tile. Any wizard or monster that starts on or moves through a Fire Pillar square takes 5 fire damage. Lasts one round.
3 - Fireball : Choose one random starting glyph. Deal 5 damage to every wizard and monster in that square. Every wizard and monster within 5 squares takes takes 5-2N damage, where N is the number of squares away from the targeted glyph.
4 - Protect : Surround every treasure with Hellfire Walls. Lasts one round.
Posts
Monster/Boss Status and Mood
Cinder | HP: 50 | Move: 1 | Base Damage: 5 | Mood:
Turn Order - Turns are due 24 after the last turn is posted
Gandalf_the_Crazed (Green 1) <-Current Turn
SeGaTai (Red 1)
Monsters
Player Status
Level: 0
Experience: 0
Cards in hand / Max: 7/7
Held Items and Spell Effects:
SeGaTai
Level: 0
Experience: 2
Cards in hand / Max: 7/7
Held Items and Spell Effects:
Please read over the rules and let me know of any changes you think should be made or clarifications that need to be made.
Limitedly. Try to keep as much convo in the thread as possible.
But yeah, alliances and stuff will be needed, so PMs are allowed for secret talk.
Does this mean if you stun the slime then the slime is no longer attached? Also, when you move 6+, where does the slime end up (starting square for the move, 5th square, other). And does the wizard's stun status wear off immediately (so that he can run 6+ away from it, then cast a spell) or is it just for the next turn?
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Hellfire Walls can not be damaged or destroyed. - clarified in the OP
If you stun the slime then the slime is no longer attached. The slime drop off at the square you started when you moved 6+ spaces. Attached Slimes stun the wizard they are attached to at the start of that wizard's turn. - All now clarified in the OP.
Feels as though if the treasure just sits on the glyph in this one, you can move it away and back, or you and a partner could take turns dragging the same two treasures back and forth between two glyphs.
Come talk about boardgames with us
I had planned to have the treasure disappear and new treasure would appear on the tile where the treasure was taken in one of the two spots, whichever was furthest from a wizard.
If you kill the boss, does it respawn in its original location? Or is it just dead forever? Killing the boss and then having it spring back to life next turn would suck, even to the one who landed the killing blow and was at max level.
Demon Traps: Do they go away if triggered? Given their effects it seems like they would, else if you are immobilized for 4 turns you have to take the trap damage for 4 turns, which on average will immobilize you for 4 turns before you were free.... so you'd basically die (even if you weren't within the hellfire walls with the boss beating on you). Assuming they go away after they are stepped on, do they ever come back?
Demon Traps only trigger the turn a wizard enters the square.
Both now clarified in the OP.
Your move.
EDIT: Never mind, re-read the rules.
And the smell disappears. With a sigh of relief, Gandalf_the_Crazed boosts towards his goal. When he comes across a wall, he transforms into a Big Man (Ogre was apparently trademarked by another wizard academy) and sends his fist directly into the wall. He sees a crack form. Welp, this will take a while, hopefully that Werewolf can't break through the wall.
Actual Orders:
Move left, left
Smell the werewolf to the south
Pee self
Cast "Create Wall" on the border D6/E6
No longer smell the werewolf to the south
Cease peeing self
Continue moving down the corridor , running out of movement at D3: The Mighty Ducks
Cast Big Man Form, TRANSFORM AND PUNCH OUT at the wall on D2/D3 -- should be sufficient to crack it once.
End turn, drawing 3 cards
Current Map
Monster/Boss Status and Mood
Cinder | HP: 50 | Move: 1 | Base Damage: 5 | Mood:
Turn Order - Turns are due 24 after the last turn is posted
Gandalf_the_Crazed (Green 1)
SeGaTai (Red 1) <-Current Turn
Monsters
Player Status
Level: 0
Experience: 0
Cards in hand / Max: 7/7
Held Items and Spell Effects:
SeGaTai
Level: 0
Experience: 2
Cards in hand / Max: 7/7
Held Items and Spell Effects:
- If a monster can not trace a path to a wizard, they will instead do one crack to the weakest door/wall within movement range that will give them a path.
Ah, fucknuts.
And he does get a turn before the monsters.
When he reaches a dead end, he laughs and covers himself in a fire cloak. Using his cloak for power he punches the wall and puts a crack in it.
Actual Orders:
Discard handful of tacks for 3 movement,
Move to I3,
play Fire Cloak,
Punch wall @ I2/3 for 1 crack.
Discard 0, Draw 2 cards
Current Map
Monster/Boss Status and Mood
Cinder | HP: 50 | Move: 1 | Base Damage: 5 | Mood:
Turn Order - Turns are due 24 after the last turn is posted
Gandalf_the_Crazed (Green 1)
SeGaTai (Red 1)
blahmcblah (Yellow 1) <-Current Turn
Monsters
Player Status
Level: 0
Experience: 0
Cards in hand / Max: 7/7
Held Items and Spell Effects:
SeGaTai
Level: 0
Experience: 2
Cards in hand / Max: 6/7
Held Items and Spell Effects:
blahmcblah
Level: 0
Experience: 0
Cards in hand / Max: 7/7
Held Items and Spell Effects:
Also, as I deal out spells that specifically target hands, cards, etc, I will also try to give it an alternate mode to affect monsters.
The fireball will also destroy all created objects and dropped items damaged by the attack.
Gandalf_the_Crazed, do you want a second punch as well?
Don't push me, and I won't push you.
Playing: Blah's Baby Bestiary in Dungeon Petz Game 1
"Caprica" Six in Exodus Game 12 of Battlestar Galactica
Playing: Blah's Baby Bestiary in Dungeon Petz Game 1
"Caprica" Six in Exodus Game 12 of Battlestar Galactica
And boy does it.
Wow does it ever.
Icing on the cake, he traps himself in with a thornbush.
Actual Orders:
Rotate current sector 90° counter-clockwise.
Because it seems to be a mandatory action in The Pit, I'll punch the wall in front of me twice.
Then say, "this is taking too fucking long" and just melt the damn thing with Universal Solvent.
Cast Thornbush at K3.
Draw 3 cards.
Current Map
Items/Objects Key
K3 - Thornbush | Neutral | Permanent | Create 1 thornbush in target empty space. Thornbushes block LOS and take 1 crack (or 1 fire damage) to destroy. Wizards who enter the thornbush's square immediately end their turn, take 1 physical damage, and are stunned for one turn. This is not an attack and can not be evaded.
Monster/Boss Status and Mood
Cinder | HP: 50 | Move: 1 | Base Damage: 5 | Mood:
Turn Order - Turns are due 24 after the last turn is posted
Gandalf_the_Crazed (Green 1)
SeGaTai (Red 1)
blahmcblah (Yellow 1)
Monsters <-Current Turn
Player Status
Level: 0
Experience: 0
Cards in hand / Max: 7/7
Held Items and Spell Effects:
SeGaTai
Level: 0
Experience: 2
Cards in hand / Max: 6/7
Held Items and Spell Effects:
blahmcblah
Level: 0
Experience: 0
Cards in hand / Max: 7/7
Held Items and Spell Effects:
e- ooo Being the last person into the pit means you get to go last before the monsters go. That's going to be a huge advantage... up until someone else lands in the pit and goes after you of course! I LIKE that mechanic.
Good work.
The slime and golem move closer to their targets.
The werewolf is enraged by his enclosure and strikes at the nearby door.
Cinder sends a Fireball at the bottom Green section. Missing everyone.
Current Map
Items/Objects Key
K3 - Thornbush | Neutral | Permanent | Create 1 thornbush in target empty space. Thornbushes block LOS and take 1 crack (or 1 fire damage) to destroy. Wizards who enter the thornbush's square immediately end their turn, take 1 physical damage, and are stunned for one turn. This is not an attack and can not be evaded.
Monster/Boss Status and Mood
Cinder (Can not move through Hellfire, always moves towards nearest wizard within the hellfire. If adjacent to a wizard, will do base damage. Immune to fire damage. Blocks LOS and movement.) | HP: 50 | Move: 1 | Base Damage: 5 | Mood:
Turn Order - Turns are due 24 after the last turn is posted
Gandalf_the_Crazed (Green 1) <-Current Turn
SeGaTai (Red 1)
blahmcblah (Yellow 1)
Monsters
Player Status
Level: 0
Experience: 0
Cards in hand / Max: 4/7
Held Items and Spell Effects:
SeGaTai
Level: 0
Experience: 2
Cards in hand / Max: 6/7
Held Items and Spell Effects:
blahmcblah
Level: 0
Experience: 0
Cards in hand / Max: 7/7
Held Items and Spell Effects:
He's heading for the O8-A8 passage.Which he can't get to. Never mind!
Come talk about boardgames with us
Actual Orders:
Move north.
Cast Lightning Bolt to the south, using Energy (6) to boost it. That should make it hit the gnome twice (Rolls: 3,4), without hitting me. Assuming the gnome doesn't evade it.
Draw however many cards. (6)
Current Map
Items/Objects Key
K3 - Thornbush | Neutral | Permanent | Create 1 thornbush in target empty space. Thornbushes block LOS and take 1 crack (or 1 fire damage) to destroy. Wizards who enter the thornbush's square immediately end their turn, take 1 physical damage, and are stunned for one turn. This is not an attack and can not be evaded.
Monster/Boss Status and Mood
Cinder (Can not move through Hellfire, always moves towards nearest wizard within the hellfire. If adjacent to a wizard, will do base damage. Immune to fire damage. Blocks LOS and movement.) | HP: 50 | Move: 1 | Base Damage: 5 | Mood:
Turn Order - Turns are due 24 after the last turn is posted
Gandalf_the_Crazed (Green 1)
SeGaTai (Red 1) <-Current Turn
blahmcblah (Yellow 1)
Monsters
Player Status
Level: 0
Experience: 0
Cards in hand / Max: 7/7
Held Items and Spell Effects:
SeGaTai
Level: 0
Experience: 2
Cards in hand / Max: 6/7
Held Items and Spell Effects:
blahmcblah
Level: 0
Experience: 0
Cards in hand / Max: 7/7
Held Items and Spell Effects: