posades Posted February 29, 2012 Posted February 29, 2012 Over the nervous chatter of the fellow heroes and soldiers, Xander hears the annoying voice ( ) distinct voice of Althior call his name; he turns quickly to see him motioning towards the west wall. Xander knew that part of the fort would succumb quickly to the attacking elves without the help of a hero, urging his horse into a brisk gallop towards the direction of the elven archers.
Brickdoctor Posted February 29, 2012 Author Posted February 29, 2012 QM Note: Spag (Kenghis Ghan) is the only hero who hasn't posted, and I think it's safe to assume that he'll run the Slice N Dice, so I'll run this Round. It does occur to me that because of catapult duty, Isabella (Dharkan) hasn't gotten to do much of anything during the entire Quest. I'm considering making the Merlin operable by one hero. Also, having run this round, I realize that said trebuchet deals much too little Damage, so I majorly buffed that. I don't think you'll complain. Results of Round Fifteen of the Battle for Bric'Bay Fort: >Arthur Justus Regulus and Isabella del Toboso (Mini Merlin Trebuchet) vs. Elven Bridge Launcher - Hit >Alexandre le Chevalier vs. Elven Bridge Launcher - Damage >Luke vs. Elven Bridge Launcher - Critical Hit >Althior Emorith vs. Elven Bridge Launcher - Miss Xander Unth'or moves to the South-West Tower. >Arasmyth RuGard (Hiyaaaaaa Hwacha) vs. Enemies to the West - Damage William Harkenshire vs. Elven Bridge Launcher - Damage Spag Bitterstalk operates the Slice N Dice. Count Lewis Knyghton repairs Hiyaaaaaa Hwacha - Repair More Elven Warlock C - Free Hit against Mini Merlin Trebuchet Elven Onager A - Free Hit against the South-East Wall Elven Onager B - Free Hit against the South-West Wall As the battle begins, you decide to try to blow the Bridge Launcher out of the water. (literally) Arthur and Isabella, your success continues, as you lob a large stone from the Mini Merlin Trebuchet, which arcs high into the air and scores a direct Hit on the Bridge Launcher for 20 Damage. Alexandre, your shot misses, but, luckily, the Bridge Launcher is incapable of returning fire and dealing Damage. Luke, you reluctantly fire a Critical Hit, dealing 2 Damage. Althior, distracted by all the fireworks, you Miss. Xander, you decide it would be best if you moved to the South-West Tower, heading to engage the enemies to the west. Arasmyth, you prepare to fire at the enemies to the west, but, instead, Warlock A fires first and Damages the Hwacha at 10 Damage. William, you, too, are unable to hit the Bridge Launcher, while, Spag, you start up the Slice N Dice. Count Lewis, you Repair the Hwacha, restoring it to full Health. Warlock C launches a long-range spell that causes 10 Damage to the Mini Merlin Trebuchet, while the two Onagers pound the fort's defenses. "Sir, the Elven Assassins have entered the river. They will exit it on the next Turn. The Elven Elites and Elven Warlock C are now on the Bridge Launcher, and will finish crossing on the next Turn, unless the launcher is destroyed. The South-East and South-West Walls have each been reduced to 9 Health." The battle continues... Enemies to the West: Elven Warlock A Type: Humanoid Level: 10 Health: 50/50 Defense: 5 Special: Magical Shield - The Elven Warlock creates a protective wall of branches, halving Damage done to himself and all nearby elves during the next Round. Drops: Staff of the Elven Warlock Elven Warlock B Type: Humanoid Level: 10 Health: 50/50 Defense: 5 Special: Magical Shield - The Elven Warlock creates a protective wall of branches, halving Damage done to himself and all nearby elves during the next Round. Drops: Robe of the Elven Warlock Elven Archer A Type: Humanoid Level: 4 Health: 25/25 Special: Grappling Hooks - The Elven Archer uses his bow to shoot ropes over the wall or tower being attacked, enabling his allies to scale the wall. Drops: nothing Elven Archer B Type: Humanoid Level: 4 Health: 25/25 Special: Grappling Hooks - The Elven Archer uses his bow to shoot ropes over the wall or tower being attacked, enabling his allies to scale the wall. Drops: nothing Enemies to the South: Elven Bridge Launcher Type: Mechanical Level: 0 Health: 78/100 Special: none Drops: nothing Elven Warlock C Type: Humanoid Level: 10 Health: 50/50 Defense: 5 Special: Magical Shield - The Elven Warlock creates a protective wall of branches, halving Damage done to himself and all nearby elves during the next Round. Drops: Emerald Elven Elite A Type: Humanoid Level: 8 Health: 40/40 Defense: 5 Special: Take Cover and Return Fire - The Elven Elite crouches behind his shield. During the next Round, he will take no Damage and will deal back 2 Damage every time he should have taken Damage. Drops: Potion Elven Elite B Type: Humanoid Level: 8 Health: 40/40 Defense: 5 Special: Take Cover and Return Fire - The Elven Elite crouches behind his shield. During the next Round, he will take no Damage and will deal back 2 Damage every time he should have taken Damage. Drops: Potion Elven Elite C Type: Humanoid Level: 8 Health: 40/40 Defense: 5 Special: Take Cover and Return Fire - The Elven Elite crouches behind his shield. During the next Round, he will take no Damage and will deal back 2 Damage every time he should have taken Damage. Drops: Potion Elven Elite D Type: Humanoid Level: 8 Health: 40/40 Defense: 5 Special: Take Cover and Return Fire - The Elven Elite crouches behind his shield. During the next Round, he will take no Damage and will deal back 2 Damage every time he should have taken Damage. Drops: Potion Elven Scout A Type: Humanoid Level: 3 Health: 20/20 Special: Spotter - The Elven Scout relays information to his allies concerning the current state of the fort's defenses. Siege weapons and Archers will deal 150% Damage during the next Round. Drops: Potion Elven Scout B Type: Humanoid Level: 3 Health: 20/20 Special: Spotter - The Elven Scout relays information to his allies concerning the current state of the fort's defenses. Siege weapons and Archers will deal 150% Damage during the next Round. Drops: Potion Pike-elf A Type: Humanoid Level: 4 Health: 24/24 Special: Phalanx - All Pike-elves present huddle together in a defensive formation, halving their Damage taken in the next Round. Drops: nothing Note: Damage is doubled against mounted heroes. Pike-elf B Type: Humanoid Level: 4 Health: 24/24 Special: Phalanx - All Pike-elves present huddle together in a defensive formation, halving their Damage taken in the next Round. Drops: nothing Note: Damage is doubled against mounted heroes. Elven Engineer A Type: Humanoid Level: 1 Health: 35/35 Special: Repair - The Elven Engineer restores 5 Health to the siege engine with the lowest Health. Drops: 20 Gold Elven Engineer B Type: Humanoid Level: 1 Health: 35/35 Special: Repair - The Elven Engineer restores 5 Health to the siege engine with the lowest Health. Drops: 20 Gold Elven Onager A Type: Mechanical Level: 3 Health: 20/20 Special: Fiery Shot - The Elven Onager fires a projectile set on fire, causing 1 Damage to the fortification targeted and 3 Damage to all heroes on or in it. Drops: Fire Bomb x2 Elven Onager B Type: Mechanical Level: 3 Health: 20/20 Special: Fiery Shot - The Elven Onager fires a projectile set on fire, causing 1 Damage to the fortification targeted and 3 Damage to all heroes on or in it. Drops: Fire Bomb x2 Enemies to the East: Elven Assassin A Type: Humanoid Level: 4 Health: 30/30 Special: Head Shot - The Elven Assassin flicks one of her daggers at the target's head, causing 8 Damage and the Blinded effect. Drops: nothing Note: The Elven Assassin can move twice as fast as normal elves. Elven Assassin B Type: Humanoid Level: 4 Health: 30/30 Special: Head Shot - The Elven Assassin flicks one of her daggers at the target's head, causing 8 Damage and the Blinded effect. Drops: nothing Note: The Elven Assassin can move twice as fast as normal elves. Elven Assassin C Type: Humanoid Level: 4 Health: 30/30 Special: Head Shot - The Elven Assassin flicks one of her daggers at the target's head, causing 8 Damage and the Blinded effect. Drops: nothing Note: The Elven Assassin can move twice as fast as normal elves. Party: Althior Emorith, Level 15.5 Mage (K-nut) *Party Leader* *Mounted* Power: 20 Health: 18/19 Ether: 11/19 Gold: 10 Inventory: Dragoro (WP:5), Makeshift Shield (SP: 1; can take Damage 5 more times), Topaz (Lightning), Amethyst (Darkness), Ruby (Fire), Sapphire (Wind), Garnet (Earth), Opal (Ice), Aquamarine (Water), Emerald (Wood), Diamond (Light), Potion x2, Tonic, Shovel, Bedroll, Smelling Salts, Mead, Nostrum, Remedy, Horse Xander Unth'or, Level 11 Barbarian (posades) *Party Second-in-Command* *Mounted* Power: 19 Health: 18/18 Gold: 35 Inventory: Pongcanis Club (WP: 8), Enigmatic Hammer (WP: 3), Makeshift Spear (WP: 1; can deal Damage 5 more times), Robe of the Pongcanis Champion (WP: +1Front Row; SP: +1Back Row), Mead, Potion, Grand Potion, Phoenix Essence, Horse William Harkenshire, Level 8 Ranger (volcanicpanik) *Mounted* Power: 12 Health: 13/13 Gold: 5 Inventory: Mockthril Longbow (WP: 4; Fire), Makeshift Shield (SP: 1; can take Damage 5 more times), Makeshift Spear (WP: 1; can deal Damage 5 more times), Potion (2),Remedy, Smoke Bomb, Bedroll, Mead, Smelling Salts, Pickaxe, Horse Alexandre le Chevalier, Level 5 Knight (Capt.JohnPaul) Power: 6 Health: 14/14 Gold: 5 Inventory: Standard-Issue Crossbow (WP: 1), Sword (WP: 3), Buckler Shield (SP: 2), Bedroll, Potion, Fire Bombs (2) Luke, Level 15 Sage (controlled by K-nut) *Pacifist* Power: 20 Health: 30/30 Ether: 21/22 Gold: 0 Inventory: Healing Staff (WP: 5), Wooden Staff (WP: 1), Diamond Count Lewis Knyghton, Level 10 Engineer (controlled by Flipz) Power: 13 Health: 18/18 Gold: 0 Inventory: Spatha (WP: 3) Isabella del Toboso, Level 4 Rogue (Dharkan) Power: 7 Health: 10/10 Gold: 10 Inventory: Golden Dagger (WP: 3), Standard-Issue Sword (WP: 1), Venom, Potion, Bedroll, Fire Bomb Arthur Justus Regulus VII, Level 5 Mage (Flipz) Power: 8 Health: 9/9 Ether: 8/9 Gold: 5 Inventory: Serpentine Staff (WP: 3), Opal (Ice), Potion, Bedroll, Telescope Mini Merlin Trebuchet Operated by Arthur and Isabella Level: 20 Health: 10/20 Ammunition: Stones Note: Because it uses a sling, the Mini Merlin Trebuchet may not fire multiple projectiles. Arasmyth RuGard, Level 10 Mage (Kadabra) *Hilariously and Luckily Drunk* Power: 14 28 Health: 14/14 Ether: 14/14 Gold: 8 Inventory: Sapphire Staff (WP: 4; Wind), Robe of Magi (SP: 1), Scroll of Sealing, Sapphire (Wind), Topaz (Lightning), Potions (2), Smoke Bomb, Water Bomb Hiyaaaaaa Hwacha Operated by Arasmyth Level: 5 Health: 15/15 Ammunition: Explosive Arrows (5 Turns-worth) - The Hiyaaaaaa Hwacha will target every enemy in front of a selected wall. (example statement of action: "Hiyaaaaaa Hwacha targets enemies in front of the East Wall") Explosive arrows have a 50% chance per target of exploding violently and imparting a Burning effect, causing the target to lose 2 Health per Round until the fire is extinguished. Note: The Hiyaaaaaa Hwacha must take a Turn after each attack to reload - this need can be eliminated by assigning a second Operator to the weapon. Spag Bitterstalk, Level 4 Barbarian (Kenghis Ghan) Power: 7 Health: 11/11 Gold: 5 Inventory: Crude Splinterwood Club (WP: 3), Standard-Issue Halberd (WP: 1;Total Damage doubled against mounted enemies and enemies scaling walls, Potions (2), Mead Slice N Dice Blockade Operated by Spag Level: 2/15 Health: 15/15 Ammunition: Makeshift Swords Note: The Slice N Dice Blockade starts at Level 1, and gains 1 Level for every Turn a hero operates it, with a maximum possible Level of 10. If possible, the Blockade loses a Level for every Turn no one operates it. The Slice N Dice Blockade cannot move, and can only melee attack. 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, move, 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 have acted.
K-Nut Posted February 29, 2012 Posted February 29, 2012 "Dang it! I forgot that those Onagers were on the south-west and south-east walls! Alright, Same Battle Order, I'll take Onager A from the back row with Lightning this time," "I'll get Onager A with Light from the back row,"
Capt.JohnPaul Posted February 29, 2012 Posted February 29, 2012 My crossbow just wont do enough damage to the bridge, even if I hit it! I switch target to Elven Archer A. OOC: Doc, did my sulfuric gases corrode any armor or hurt the elves?
Flipz Posted February 29, 2012 Posted February 29, 2012 "Blast! Alright, everyone, make sure the warlocks are all targetted, as well as the onagers. We're going to have to take some Free Hits from the others, and leave the bridge launcher until the onagers are gone. Isabella and I will take out Onager A." "Friend Arasmyth, I recommend you take out Onager B. I'll repair either the Hiyaaaaaa Hwacha or the Slice N Dice Blockade, whichever one is at lowest health when I act."
Kadabra Posted February 29, 2012 Posted February 29, 2012 "I agree, my good man. It appears we need to amp up this battle!" Arasmyth replies, casting Lightning on Onager B.
Brickdoctor Posted February 29, 2012 Author Posted February 29, 2012 OOC: Doc, did my sulfuric gases corrode any armor or hurt the elves? QM Note:Aren't they in the southern part of the forest? There are no elves there. Or are they in the forest across the river?
posades Posted February 29, 2012 Posted February 29, 2012 (edited) OOC: Since I'm mounted, shouldn't I be at the West Wall already? (edited: thanks for the clarification) Xander arrives at the South West Tower, ready to engage Elven Archer A with an attack from the front row. Edited February 29, 2012 by posades
Brickdoctor Posted February 29, 2012 Author Posted February 29, 2012 OOC: Since I'm mounted, shouldn't I be at the West Wall already? *action will be edited depending on answer* QM Note:You were in front of the South Tower, so you moved twice, to the South-West Wall and then to the South-East Tower. However, you're already adjacent to the area the elves are in, so you could attack the elves to the west this Turn.
Fred Daniel Yam Posted February 29, 2012 Posted February 29, 2012 (edited) "I'll attack Warlock C from the front row!" Edited February 29, 2012 by VolcanicPanik
Brickdoctor Posted February 29, 2012 Author Posted February 29, 2012 Results of Round Fifteen of the Battle for Bric'Bay Fort: >Arthur Justus Regulus and Isabella del Toboso (Mini Merlin Trebuchet) vs. Elven Onager A - Special Damage >Alexandre le Chevalier vs. Elven Archer A - Special Damage >Luke vs. Elven Onager A - Shield >Althior Emorith vs. Elven Onager A - Critical Hit Xander Unth'or vs. Elven Archer A - Hit >Arasmyth RuGard vs. Elven Onager B - Miss William Harkenshire vs. Elven Warlock C - Shield Spag Bitterstalk operates the Slice N Dice. Count Lewis Knyghton does nothing. Elven Archer B - Free Hit against Mini Merlin Trebuchet Elven Warlock A - Free Hit against Alexandre le Chevalier Elven Warlock B - Free Hit against Althior Emorith Arthur and Isabella, you fire at Onager A, but your streak of success is broken at the worst possible time, as the Onager instead fires a Fiery Shot into the South-West Wall. Thankfully, there are no heroes on that wall, so only minimal Damage is taken. Alexandre, the wall's shaking messes up your shot, which flies high and wide of the target, and you can only watch as Archer A launches a grappling hook over the West Wall. Luke, you conjure a Magical Vortex that restores 16 Health to the heroes and deals 1 Damage to all enemies to the south. Althior, you let loose a Great Spell which destroys Onager A at 100 Lightning Elemental Damage. Xander, you gallop around the tower and clobber Archer A on the back, killing him at 38 Damage. Arasmyth, your spell, unfortunately, Misses. William, you fire a Triple Shot, causing 7 Fire Elemental Damage to Warlock C, Elite A, and Elite B. Spag, you continue to operate the Slice N Dice, and, with no siege engines damaged, Count Lewis, you do nothing. You watch as Archer B fires an arrow that lodges in the Mini Merlin for 4 Damage. Alexandre, you crouch behind your shield, but a blast from Warlock A still does 8 Damage. Althior, your crude shield can only block but a fraction of the spell from Warlock B, which does 9 Damage. "Sir, the Elven Assassins have crossed the river, but they have no way into the fort. Additionally, Warlock C and the Elites have crossed the river and are in melee range of the heroes in front of the South Tower and walls. With Onager A destroyed, Scout A and Pike-elf A have entered the river, which they will cross in 2 Rounds. Engineer A has joined Engineer B next to Onager B. Warlock A has begun to scale the West Wall, and will reach the top after the next Round. The South-West Wall has been reduced to 8 Health." The battle continues... Enemies to the West: Elven Warlock A Type: Humanoid Level: 10 Health: 50/50 Defense: 5 Special: Magical Shield - The Elven Warlock creates a protective wall of branches, halving Damage done to himself and all nearby elves during the next Round. Drops: Staff of the Elven Warlock Elven Warlock B Type: Humanoid Level: 10 Health: 50/50 Defense: 5 Special: Magical Shield - The Elven Warlock creates a protective wall of branches, halving Damage done to himself and all nearby elves during the next Round. Drops: Robe of the Elven Warlock Elven Archer B Type: Humanoid Level: 4 Health: 25/25 Special: Grappling Hooks - The Elven Archer uses his bow to shoot ropes over the wall or tower being attacked, enabling his allies to scale the wall. Drops: nothing Enemies to the South: Elven Bridge Launcher Type: Mechanical Level: 0 Health: 77/100 Special: none Drops: nothing Elven Warlock C Type: Humanoid Level: 10 Health: 42/50 Defense: 5 Special: Magical Shield - The Elven Warlock creates a protective wall of branches, halving Damage done to himself and all nearby elves during the next Round. Drops: Emerald Elven Elite A Type: Humanoid Level: 8 Health: 32/40 Defense: 5 Special: Take Cover and Return Fire - The Elven Elite crouches behind his shield. During the next Round, he will take no Damage and will deal back 2 Damage every time he should have taken Damage. Drops: Potion Elven Elite B Type: Humanoid Level: 8 Health: 32/40 Defense: 5 Special: Take Cover and Return Fire - The Elven Elite crouches behind his shield. During the next Round, he will take no Damage and will deal back 2 Damage every time he should have taken Damage. Drops: Potion Elven Elite C Type: Humanoid Level: 8 Health: 39/40 Defense: 5 Special: Take Cover and Return Fire - The Elven Elite crouches behind his shield. During the next Round, he will take no Damage and will deal back 2 Damage every time he should have taken Damage. Drops: Potion Elven Elite D Type: Humanoid Level: 8 Health: 39/40 Defense: 5 Special: Take Cover and Return Fire - The Elven Elite crouches behind his shield. During the next Round, he will take no Damage and will deal back 2 Damage every time he should have taken Damage. Drops: Potion Elven Scout A *Poisoned* Type: Humanoid Level: 3 Health: 16/20 Special: Spotter - The Elven Scout relays information to his allies concerning the current state of the fort's defenses. Siege weapons and Archers will deal 150% Damage during the next Round. Drops: Potion Elven Scout B Type: Humanoid Level: 3 Health: 19/20 Special: Spotter - The Elven Scout relays information to his allies concerning the current state of the fort's defenses. Siege weapons and Archers will deal 150% Damage during the next Round. Drops: Potion Pike-elf A *Poisoned* Type: Humanoid Level: 4 Health: 20/24 Special: Phalanx - All Pike-elves present huddle together in a defensive formation, halving their Damage taken in the next Round. Drops: nothing Note: Damage is doubled against mounted heroes. Pike-elf B Type: Humanoid Level: 4 Health: 23/24 Special: Phalanx - All Pike-elves present huddle together in a defensive formation, halving their Damage taken in the next Round. Drops: nothing Note: Damage is doubled against mounted heroes. Elven Engineer A *Poisoned* Type: Humanoid Level: 1 Health: 31/35 Special: Repair - The Elven Engineer restores 5 Health to the siege engine with the lowest Health. Drops: 20 Gold Elven Engineer B Type: Humanoid Level: 1 Health: 34/35 Special: Repair - The Elven Engineer restores 5 Health to the siege engine with the lowest Health. Drops: 20 Gold Elven Onager B Type: Mechanical Level: 3 Health: 19/20 Special: Fiery Shot - The Elven Onager fires a projectile set on fire, causing 1 Damage to the fortification targeted and 3 Damage to all heroes on or in it. Drops: Fire Bomb x2 Enemies to the East: Elven Assassin A Type: Humanoid Level: 4 Health: 30/30 Special: Head Shot - The Elven Assassin flicks one of her daggers at the target's head, causing 8 Damage and the Blinded effect. Drops: nothing Note: The Elven Assassin can move twice as fast as normal elves. Elven Assassin B Type: Humanoid Level: 4 Health: 30/30 Special: Head Shot - The Elven Assassin flicks one of her daggers at the target's head, causing 8 Damage and the Blinded effect. Drops: nothing Note: The Elven Assassin can move twice as fast as normal elves. Elven Assassin C Type: Humanoid Level: 4 Health: 30/30 Special: Head Shot - The Elven Assassin flicks one of her daggers at the target's head, causing 8 Damage and the Blinded effect. Drops: nothing Note: The Elven Assassin can move twice as fast as normal elves. Party: Althior Emorith, Level 15.5 Mage (K-nut) *Party Leader* *Mounted* Power: 20 Health: 10/19 Ether: 11/19 Gold: 10 Inventory: Dragoro (WP:5), Makeshift Shield (SP: 1; can take Damage 5 more times), Topaz (Lightning), Amethyst (Darkness), Ruby (Fire), Sapphire (Wind), Garnet (Earth), Opal (Ice), Aquamarine (Water), Emerald (Wood), Diamond (Light), Potion x2, Tonic, Shovel, Bedroll, Smelling Salts, Mead, Nostrum, Remedy, Horse Xander Unth'or, Level 11 Barbarian (posades) *Party Second-in-Command* *Mounted* Power: 19 Health: 18/18 Gold: 35 Inventory: Pongcanis Club (WP: 8), Enigmatic Hammer (WP: 3), Makeshift Spear (WP: 1; can deal Damage 5 more times), Robe of the Pongcanis Champion (WP: +1Front Row; SP: +1Back Row), Mead, Potion, Grand Potion, Phoenix Essence, Horse William Harkenshire, Level 8 Ranger (volcanicpanik) *Mounted* Power: 12 Health: 13/13 Gold: 5 Inventory: Mockthril Longbow (WP: 4; Fire), Makeshift Shield (SP: 1; can take Damage 5 more times), Makeshift Spear (WP: 1; can deal Damage 5 more times), Potion (2),Remedy, Smoke Bomb, Bedroll, Mead, Smelling Salts, Pickaxe, Horse Alexandre le Chevalier, Level 5 Knight (Capt.JohnPaul) Power: 6 Health: 6/14 Gold: 5 Inventory: Standard-Issue Crossbow (WP: 1), Sword (WP: 3), Buckler Shield (SP: 2), Bedroll, Potion, Fire Bombs (2) Luke, Level 15 Sage (controlled by K-nut) *Pacifist* Power: 20 Health: 30/30 Ether: 21/22 Gold: 0 Inventory: Healing Staff (WP: 5), Wooden Staff (WP: 1), Diamond Count Lewis Knyghton, Level 10 Engineer (controlled by Flipz) Power: 13 Health: 18/18 Gold: 0 Inventory: Spatha (WP: 3) Isabella del Toboso, Level 4 Rogue (Dharkan) Power: 7 Health: 10/10 Gold: 10 Inventory: Golden Dagger (WP: 3), Standard-Issue Sword (WP: 1), Venom, Potion, Bedroll, Fire Bomb Arthur Justus Regulus VII, Level 5 Mage (Flipz) Power: 8 Health: 9/9 Ether: 8/9 Gold: 5 Inventory: Serpentine Staff (WP: 3), Opal (Ice), Potion, Bedroll, Telescope Mini Merlin Trebuchet Operated by Arthur and Isabella Level: 20 Health: 6/20 Ammunition: Stones Note: Because it uses a sling, the Mini Merlin Trebuchet may not fire multiple projectiles. Arasmyth RuGard, Level 10 Mage (Kadabra) *Hilariously and Luckily Drunk* Power: 14 28 Health: 14/14 Ether: 14/14 Gold: 8 Inventory: Sapphire Staff (WP: 4; Wind), Robe of Magi (SP: 1), Scroll of Sealing, Sapphire (Wind), Topaz (Lightning), Potions (2), Smoke Bomb, Water Bomb Hiyaaaaaa Hwacha Operated by Arasmyth Level: 5 Health: 15/15 Ammunition: Explosive Arrows (5 Turns-worth) - The Hiyaaaaaa Hwacha will target every enemy in front of a selected wall. (example statement of action: "Hiyaaaaaa Hwacha targets enemies in front of the East Wall") Explosive arrows have a 50% chance per target of exploding violently and imparting a Burning effect, causing the target to lose 2 Health per Round until the fire is extinguished. Note: The Hiyaaaaaa Hwacha must take a Turn after each attack to reload - this need can be eliminated by assigning a second Operator to the weapon. Spag Bitterstalk, Level 4 Barbarian (Kenghis Ghan) Power: 7 Health: 11/11 Gold: 5 Inventory: Crude Splinterwood Club (WP: 3), Standard-Issue Halberd (WP: 1;Total Damage doubled against mounted enemies and enemies scaling walls, Potions (2), Mead Slice N Dice Blockade Operated by Spag Level: 2/15 Health: 15/15 Ammunition: Makeshift Swords Note: The Slice N Dice Blockade starts at Level 1, and gains 1 Level for every Turn a hero operates it, with a maximum possible Level of 10. If possible, the Blockade loses a Level for every Turn no one operates it. The Slice N Dice Blockade cannot move, and can only melee attack. 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, move, 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 have acted.
K-Nut Posted February 29, 2012 Posted February 29, 2012 Battle Order: Xander Spag Arasmyth Althior Arthur/Isabella Harkenshire Alexandre Luke Lewis Althior falls back on his horse, a small chunk of flesh leaving his arm. He gets back up, still alive. "I'm fine!" He says as he fires Lightning at Onager B from the back row. "Alright, I'll attack Assassin B from the back row with light unless Alexandre feels as if he needs healing, in which I would heal him."
Flipz Posted February 29, 2012 Posted February 29, 2012 "Isabella, we need to leave the Mini Merlin, we can't afford to lose it. Let's cover the top of the West Wall with our personal weapons." "Hang in there, Master Arthur and Mistress Isabella! I'm going to move toward your position and prepare to repair that trebuchet!"
K-Nut Posted February 29, 2012 Posted February 29, 2012 (edited) "Wait, how would you get in? The doors are locked and we're not opening the gate yet. Oh and Pikemen, move to the Gatehouses!" OOC: The Assassins can't damage or climb the walls, right? They'll have to move around the fort or act like sitting ducks? Edited February 29, 2012 by K-nut
Flipz Posted February 29, 2012 Posted February 29, 2012 "Wait, how would you get in? The doors are locked and we're not opening the gate yet. Oh and Pikemen, move to the Gatehouses!" OOC: Well, I'm a bit unclear as to where he's at; if he and the other siege weapons are atop the walls, then he'll run atop the walls to the Mini Merlin; if he's on the ground, he'll run to the West Wall and climb the rope. I'm assuming Doc will take the appropriate action. Unless we should stop using the catapult at all and Isabella and I should just run to the melee?
Brickdoctor Posted February 29, 2012 Author Posted February 29, 2012 QM Note: It's assumed that anyone on your side just unlocks the door and locks it behind him once he gets in. He's on the ground, so he'll just go into the closest tower. The Assassins will just run around until (if) a wall gets knocked down, trying to kill any heroes to stray too far from the party.
Capt.JohnPaul Posted February 29, 2012 Posted February 29, 2012 QM Note: Aren't they in the southern part of the forest? There are no elves there. Or are they in the forest across the river? I meant for it to be in the South, the forest across the river... Alex attacks Elf Archer B.
Brickdoctor Posted February 29, 2012 Author Posted February 29, 2012 I meant for it to be in the South, the forest across the river... QM Note:Okay, I'll apply the Poisoned effect and deduct the appropriate amount of Health from the Onager team that was originally in that area.
Kadabra Posted March 1, 2012 Posted March 1, 2012 "Well I'm shocked at this spot 'o bad luck I'm having, guess I need to jump-start my magic!" Arasmyth drones, repeating his attack.
posades Posted March 1, 2012 Posted March 1, 2012 Without hesitation, Xander turns his attention to Elven Archer B, attacking from the front row.
Flipz Posted March 1, 2012 Posted March 1, 2012 (edited) OOC: In case it's not clear, Arthur does nothing. And I just realized, Althior needs to put us at the back of the battle order until Count Knyghton repairs the trebuchet, because otherwise we'll absorb all the party's free hits. Edited March 1, 2012 by Flipz
Brickdoctor Posted March 1, 2012 Author Posted March 1, 2012 OOC: In case it's not clear, Arthur does nothing. And I just realized, Althior needs to put us at the back of the battle order until Count Knyghton repairs the trebuchet, because otherwise we'll absorb all the party's free hits. QM Note:You could just get out of the line of fire. Luke, for example, was ahead of Althior in line to take a Free Hit, but he's safely inside the second floor of the Gatehouse. You could always drop down a level to avoid Free Hits. Since you're not operating the trebuchet, it won't be in the Battle Order, so it won't be eligible to take a Free Hit, either. (of course, this won't prevent whoever's next in line from taking the Free Hit instead)
Flipz Posted March 1, 2012 Posted March 1, 2012 Arthur dives for cover in the stairway down to the second level of the tower. OOC: How many rounds will it take the Count to get here? Also, I wonder where Kengis Ghan has been, his profile says he hasn't been on since the 10th...
Brickdoctor Posted March 1, 2012 Author Posted March 1, 2012 OOC: How many rounds will it take the Count to get here? QM Note:Five.
Fred Daniel Yam Posted March 2, 2012 Posted March 2, 2012 "I continue my attack on Warlock C from the front row!"
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