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Posted

Alright Tomas, where should we fire this ballista? I think you plan of E5 sounds good.

"There really isn't much else to do, unfortunately. We will fire ballista at E5!"

Posted

Results of Round Six of Battle of Tanco

The enemy advances to these positions:

6531841153_29fa917f1e.jpg

Ballista vs. E5 - Hit

Archers vs. C1 - Critical Hit

Cronk vs. Mercenary Cavalry W1 - Damage

Sir Leo vs. Mercenary Cavalry W1 - Special Damage

Blessed effect on Cronk - Heal

Sir Glorfindel hurry over to the ballista to help Tomas aiming it. Together they manage to send the projectile straight at the so far unharmed infantry company. The hit is strong and causes much panic in the enemies rows as they are decimated by 60 men. The cavalry company V is advancing towards the wall, but at the close range they are a good target for Elgar and his archers that takes out 20 men.

Up on the wall the first enemy appears suddenly and gives Cronk a quick slash with his sword (4 damage)and then stuns Sir Leo with mighty hit. Cronk is restored with 3 health by the power of the Righteous Light.

Cavalry V has now reached the wall as well and will begin to scale it. Next round two more enemies will appear up on the wall, Mercenary Cavalry W2 and Mercenary Cavalry V1.

The enemy:

On the battlefield

Mercenary Infantry X

Strength:
24/100 men

Pace:
1 square/round

Mercenary Infantry Y

Strength:
24/100 men

Pace:
1 square/round

Mercenary Infantry Z

Strength:
40/100 men

Pace:
1 square/round

Mercenary Cavalry V

Strength:
30/50 men

Pace:
2 squares/round

Mercenary Cavalry W

Strength:
39/50 men

Pace:
2 square/round

On the wall:

6471393765_8bc23e892b_t.jpg

Mercenary Cavalry W1

Type:
Humanoid

Level:
8

Health:
35/35

Special:
Massive Hit
- The Mercenary's hit lands heavy on the hero, causing the
stunned
-effect. The target loses its next turn.

Drops:
20 gold

The party:

6482474867_403010b265_t.jpg

Cronk
*Blessed*

(Played by CorneliusMurdock)

Level 14.5 Knight

Power:
25

Health:
22/23

Gold:
181

Inventory:
Zoot's Bane (Long Sword) (WP: 11, Light Damage, suitable for Cronk), Sword of Bashing (WP: 5), Mockthrill Shield (SP: 4), Potion (2), Bedroll, Pointy Stick (WP:1), Fire bomb

6482474935_0d1fd211ff_t.jpg

Sir Glorfindel
*Blessed*

(Played by soccerkid6)

Level 8 Knight

Power:
11

Health:
17/17

Gold:
71

Inventory:
Ringil a sword (hollow blade [potion], Ice Elemental WP:3),Pongcanis Shield (SP:3) equipped, Lion Shield (SP:2), Bedroll, Potion (3)(one in sword), Ice bomb, Fire bomb

avatar_leo_v2.jpg

Sir Leo Aragon
*Stunned*

(Played by JediAnakin)

Level 12 Knight

Power:
19

Health:
18/21

Gold:
135

Inventory:
Burning Draken Sword (WP:7, Fire elemental), Paladin Shield (SP:5), Potion (2), Bedroll, Shovel, Mead

6482475005_85d5c85c4d_o.jpg

Elgar Gligin
*Blessed*

(Played by Jedi master Brick)

Level 8 Ranger

Power:
12

Health:
13/13

Gold:
109

Inventory:
Mockthril crossbow (WP:4 Lightning elemental), Smoke bomb, Bedroll, Remedy (2), Orc venom, Potion (2), Ice bomb, Venom

heroica_character_avatar.png

Tomas

(Played by Captain Tamamoro)

Level 14 Cleric

Power:
20

Health:
11/23

Ether:
6/19

Gold:
200

Inventory:
Shadeaux Staff (WP: 6), Gold Staff (WP: 4), Pongcanis Staff (WP: 5), 2 Potions, 3 Remedies, 2 Bedrolls, 1 Tonics, Bone, Grand Tonic, Fire Bomb, Shovel, Mead, Venom, Smoke Bomb, Topaz Elemental Gem, Smelling Salts, Common Axe (WP:5), Healing Staff (WP:5, healing effect)

Siege weapons available to the party:

6482680661_ef74012d4e_t.jpg

Catapult

Power:
80%-20%

Range:
4-8 squares

Minimum crew:
2

Manned by:

Malfunctions:
1/3

6482680351_16a4357bf8_t.jpg

Ballista

Power:
80%-60%

Range:
1-5 squares

Minimum crew:
2

Manned by: Tomas, Sir Glorfindel

6516807297_afbc94da9c_t.jpg

Archers

Power:
40%-20%

Range:
1-2 squares

Commanded by: Elgar

Posted

OOC: Since no targets will be in range, can Elgar break from the Archers for a round and then return to them the round after?

Cronk knew Cronk should have upgraded shield before leaving Eubric... Tomas and Glorfindel should remain on Ballista and keep up the good work! Cronk will tryo to hold off those on walls as long as Cronk can.

Posted

"Finally some progress!" :sweet: "Cronk, Sir Glorfindel and I will continue to man the bastilla like you asked, but if you ever need healing, don't hesitate to call me over!"

"Now, for our next target: Infantry Z can move to either E4 or F5, Infantry Y (the one on D5, right?) can move to C5 or D4, and Infantry X can move to either B3 or A4. I say we go for Infantry Z again, as they have the most men left."

"It's a real toss-up between E4 and F5 for our target this round. Logic says they should move to E4, but they might move to F5 to surprise us. What do you think, Sir Glorfindel?"

OOC: Since each siege weapon only does a fraction of health to each enemy (even when they're already damaged), there's no way to defeat the enemies with siege weapons, right? But the more we hit them the less men climb up the walls?

Posted

OOC: Since each siege weapon only does a fraction of health to each enemy (even when they're already damaged), there's no way to defeat the enemies with siege weapons, right? But the more we hit them the less men climb up the walls?

Correct.

Also, I forgot that from now on I'm gonna need a Battle order for those who fight face to face on the wall. You will face three enemies on the wall next time, Mercenary Cavalry W1, Mercenary Cavalry W2 and Mercenary Cavalry V1.

So, the normal rules applies to those who fight on the wall, the siege engineers can continue as before:

Party Leader, choose the order of action.

All of you, choose your targets and the row you want to fight in. Also mention if you want to try to flee, heal or cast a magic spell, or if you want to use an item instead of attacking.

Any enemy not targeted will get a Free Hit on the party after everyone has acted.

Posted (edited)

OOC: Since no targets will be in range, can Elgar break from the Archers for a round and then return to them the round after?

Snip

OOC: You must have missed this question.

Edit: Whoops; sorry, you answered it before.

Edited by soccerkid6
Posted

OOC: You must have missed this question.

Edit: Whoops; sorry, you answered it before.

I did miss the question, but I'm to sure if I answered clearly on this question.

Yes, Elgar can leave the archers and fight on the wall, and then return to lead the archers the next round. His leadership of the archers works the same way as the operators of the siege weapons.

Posted

Results of Round Seven of Battle of Tanco

The enemy advances to these positions:

6531841425_1602c14d12.jpg

Ballista vs. F5 - Hit

Cronk vs. Mercenary Cavalry W1 - Hit

Sir Leo is stunned

>Elgar vs. Mercenary Cavalry W1 - Special Damage

Mercenary Cavalry W2 - Free hit on Cronk

Mercenary Cavalry V1 - Free hit on Sir Leo

Blessed effect on Cronk - No heal

The ballista arrows flies exactly where it was aimed, but no enemies are found in that spot. Cronk steps up and hits Cavalry W1 for 25 damage, but the mercenary retaliates by stunning Elgar. Two more enemies appear on the wall and gets free hits on Cronk and Sir Leo.

Two more enemies will appear on the wall ext round, Mercenary Cavalry W3 and Mercenary Cavalry V2.

The enemy:

On the battlefield

Mercenary Infantry X

Strength:
24/100 men

Pace:
1 square/round

Mercenary Infantry Y

Strength:
24/100 men

Pace:
1 square/round

Mercenary Infantry Z

Strength:
40/100 men

Pace:
1 square/round

Mercenary Cavalry V

Strength:
29/50 men

Pace:
2 squares/round

Mercenary Cavalry W

Strength:
38/50 men

Pace:
2 square/round

On the wall:

6471393765_8bc23e892b_t.jpg

Mercenary Cavalry W1

Type:
Humanoid

Level:
8

Health:
10/35

Special:
Massive Hit
- The Mercenary's hit lands heavy on the hero, causing the
stunned
-effect. The target loses its next turn.

Drops:
20 gold

6471393765_8bc23e892b_t.jpg

Mercenary Cavalry W2

Type:
Humanoid

Level:
8

Health:
35/35

Special:
Massive Hit
- The Mercenary's hit lands heavy on the hero, causing the
stunned
-effect. The target loses its next turn.

Drops:
20 gold

6471393765_8bc23e892b_t.jpg

Mercenary Cavalry V1

Type:
Humanoid

Level:
8

Health:
35/35

Special:
Massive Hit
- The Mercenary's hit lands heavy on the hero, causing the
stunned
-effect. The target loses its next turn.

Drops:
20 gold

The party:

6482474867_403010b265_t.jpg

Cronk
*Blessed*

(Played by CorneliusMurdock)

Level 14.5 Knight

Power:
25

Health:
18/23

Gold:
181

Inventory:
Zoot's Bane (Long Sword) (WP: 11, Light Damage, suitable for Cronk), Sword of Bashing (WP: 5), Mockthrill Shield (SP: 4), Potion (2), Bedroll, Pointy Stick (WP:1), Fire bomb

6482474935_0d1fd211ff_t.jpg

Sir Glorfindel
*Blessed*

(Played by soccerkid6)

Level 8 Knight

Power:
11

Health:
17/17

Gold:
71

Inventory:
Ringil a sword (hollow blade [potion], Ice Elemental WP:3),Pongcanis Shield (SP:3) equipped, Lion Shield (SP:2), Bedroll, Potion (3)(one in sword), Ice bomb, Fire bomb

avatar_leo_v2.jpg

Sir Leo Aragon

(Played by JediAnakin)

Level 12 Knight

Power:
19

Health:
15/21

Gold:
135

Inventory:
Burning Draken Sword (WP:7, Fire elemental), Paladin Shield (SP:5), Potion (2), Bedroll, Shovel, Mead

6482475005_85d5c85c4d_o.jpg

Elgar Gligin
*Blessed*
*Stunned*

(Played by Jedi master Brick)

Level 8 Ranger

Power:
12

Health:
13/13

Gold:
109

Inventory:
Mockthril crossbow (WP:4 Lightning elemental), Smoke bomb, Bedroll, Remedy (2), Orc venom, Potion (2), Ice bomb, Venom

heroica_character_avatar.png

Tomas

(Played by Captain Tamamoro)

Level 14 Cleric

Power:
20

Health:
11/23

Ether:
6/19

Gold:
200

Inventory:
Shadeaux Staff (WP: 6), Gold Staff (WP: 4), Pongcanis Staff (WP: 5), 2 Potions, 3 Remedies, 2 Bedrolls, 1 Tonics, Bone, Grand Tonic, Fire Bomb, Shovel, Mead, Venom, Smoke Bomb, Topaz Elemental Gem, Smelling Salts, Common Axe (WP:5), Healing Staff (WP:5, healing effect)

Siege weapons available to the party:

6482680661_ef74012d4e_t.jpg

Catapult

Power:
80%-20%

Range:
4-8 squares

Minimum crew:
2

Manned by:

Malfunctions:
1/3

6482680351_16a4357bf8_t.jpg

Ballista

Power:
80%-60%

Range:
1-5 squares

Minimum crew:
2

Manned by: Tomas, Sir Glorfindel

6516807297_afbc94da9c_t.jpg

Archers

Power:
40%-20%

Range:
1-2 squares

Commanded by:

One of the archers turns to the heroes and shouts:

6538283957_c2f7c600fe_m.jpg

"This is looking bad! We need assistance! If only Lord Kapriel was here! Maybe we can signal to his men in some way?"

For the wall fighters:

Party Leader, choose the order of action.

All of you, choose your targets and the row you want to fight in. Also mention if you want to try to flee, heal or cast a magic spell, or if you want to use an item instead of attacking.

Any enemy not targeted will get a Free Hit on the party after everyone has acted.

Posted

Well... that went well, can anyone think of a way to signal Kapriel and his men? We should be able to get one more shot off with the ballista. And the group by the rock will have to move forward. I aim and fire the ballista at D3 unless Cronk has a better plan.

Posted

Well... that went well, can anyone think of a way to signal Kapriel and his men? We should be able to get one more shot off with the ballista. And the group by the rock will have to move forward. I aim and fire the ballista at D3 unless Cronk has a better plan.

"Maybe we could fire a flaming rock from the catapult to signal his men? Although, admittedly, it has a pretty good chance of wiping out our reinforcements." :blush: "Might be worth a try, though."

Posted

I attack Mercenary Cavalry V1 from the front row with the Draken's Fire.

A flare would work to alert Kapriel. Perhaps burning the catapult or the ballista might be better.

Tomas, we will need you after this round. Perhaps Elgar switch with Tomas?

Posted

"I hae a plan" Elgar says a bit dazed "One of us goes to to the tavern and gets the knights there and another one of us make the signal for lord Kapriel and his me. The other otion is to flee and ambush small groups of them in the streets."

Posted

"I'm pretty sure all the men in the tavern went with Kapriel, however lighting something on fire should work; we may want the catapult and ballista to stay functional though."

Posted

How about the Tavern? :devil: Being Serious, perhaps getting some archers to grab some furniture to burn or finding some wood and setting it alight. It needs to burn long and hard, bright enough to reach Kapriel. We may need help on the wall this round though. We need to kill as many as we can per round. The more we kill, the less we face per round, the less free hits we receive, the lower the chance of Quest Failure.

Posted

6538283957_c2f7c600fe_t.jpg

"If you leave this wall undefended the enemy will surely overthrow us and plunder the town. The wall must be defended!

I don't know about burning something, how will Lord Kapriel know that the fire means that we are in need of assistance?"

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