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Posted

OOC: K-nut, have Spag operate the Slice N Dice again, but put it farther back in the battle order! Also, Doc, if a siege weapon is destroyed, can Knyghton still repair it?

"Ock, fer the love a--Seige Weapons don't be the best at takin' Free Hits, an' we cannot afford to lose 'em. Put them further back in the battle order. Put me ahead of the Slice N Dice this turn, tho, otherwise we may lose it."

"I'll repeat my attack."

Posted

Battle Order:

Xander

Arasmyth

Althior

Arthur

Isabella

Alexandre

Luke

Harkenshire

Lewis

Spag

Posted

OOC: I assume that once all the elves are dead, the battle will finish even if the bridge launcher is still there?

QM Note:

I could make it continue just to annoy you, but it can't do any Damage, back, so... :grin:

OOC: Also, Doc, if a siege weapon is destroyed, can Knyghton still repair it?

QM Note:

Yes.

Posted (edited)

"Isabella, I'd suggest that once Xander reaches the top of the rope, you slip behind him and cut it. Once you've done that, the enemy will be helpless against us."

OOC: If we defeat all of the elves but leave the bridge launcher intact, would we be able to reverse-engineer it into a seige weapon of our own? Or at least loot it for parts?

EDIT:

IC:

"Belay that, leave it there and assail the Warlock instead, we need to allow our allies on the ground a way back into the fort."

Edited by Flipz
Posted

OOC: If we defeat all of the elves but leave the bridge launcher intact, would we be able to reverse-engineer it into a seige weapon of our own? Or at least loot it for parts?

EDIT:

IC:

"Belay that, leave it there and assail the Warlock instead, we need to allow our allies on the ground a way back into the fort."

QM Note:

Sure. It's a hunk of rope, wood, wheels, and barrels, but you can loot it.

Remember, heroes can simply unlock doors in towers and lock them behind them. You will, however, have to raise the portcullis if you want to bring in the siege weapons. It will take a Turn for someone to raise it and another Turn to lower it.

Posted

QM Note:

Sure. It's a hunk of rope, wood, wheels, and barrels, but you can loot it.

Remember, heroes can simply unlock doors in towers and lock them behind them. You will, however, have to raise the portcullis if you want to bring in the siege weapons. It will take a Turn for someone to raise it and another Turn to lower it.

OOC: So, WE don't need the rope to cast make an expeditious retreat? In that case...

IC:

"Oh, bother yer dilly-dallyin', Master Arthur. We'd be perfectly fine if Mistress Isabella cut the rope, it'd be a good idea, even. Likewise, I'd recommend Master Spag operate the Slice N Dice again this turn."

OOC: I'm a little unclear on how the bridge launcher works. Is it an actual mobile bridge that straddles the river, or does it fling a bridge of some sort across? Perhaps you could post some larger pictures and/or pics of it in action at some point?

Posted

OOC: I'm a little unclear on how the bridge launcher works. Is it an actual mobile bridge that straddles the river, or does it fling a bridge of some sort across? Perhaps you could post some larger pictures and/or pics of it in action at some point?

QM Note:

I, uh, took it apart. :blush: I don't plan for it to be in any pictures in any later waves.

It's pushed down into the river, and the barrels act as outriggers to stabilize it and help keep it afloat. The panel on the front is dropped, and metal spikes dig into the far bank. Then ropes are used to tie it down to stakes on the near bank so it doesn't wash away, and there's another separate panel (that was cut off in the final picture) that has holes so it can be slid over those poles at the back end of the launcher, in case the bridge needs to be lengthened. I guess it's more of a mobile bridge than a true bridge launcher.

Posted

QM Note:

I, uh, took it apart. :blush: I don't plan for it to be in any pictures in any later waves.

It's pushed down into the river, and the barrels act as outriggers to stabilize it and help keep it afloat. The panel on the front is dropped, and metal spikes dig into the far bank. Then ropes are used to tie it down to stakes on the near bank so it doesn't wash away, and there's another separate panel (that was cut off in the final picture) that has holes so it can be slid over those poles at the back end of the launcher, in case the bridge needs to be lengthened. I guess it's more of a mobile bridge than a true bridge launcher.

OOC: Ah, got it. If it was an actual alunchr, it wouldn't take much effort to...waitaminute, nope, not going to reveal that brilliant plan until late enough in the next prep period that the Elves can't use it against us. It's a role I don't want the Scum to exen know exists :tongue:

I can still think of ways we can use it against the Elves... :devil:

And, take bigger pictures of all the stuff and put it online to use later! Or else make a LDD copy of all the sets for us to explore at the end of the Quest...I really like your building :blush::wink:

Posted

And, take bigger pictures of all the stuff and put it online to use later! Or else make a LDD copy of all the sets for us to explore at the end of the Quest...I really like your building :blush::wink:

QM Note:

LDD hates me and my illegal connections. And I can't stand rubber bands or string in LDD or LDraw.

Posted

"Wouldn't it be bad for me if I go down and cut the rope? I mean won't I be alone with them?" Isabella was a bit worried about Arthur's idea.

Posted

"Wouldn't it be bad for me if I go down and cut the rope? I mean won't I be alone with them?" Isabella was a bit worried about Arthur's idea.

"Nay, lass, ya can cut it from up top. Beside, if ya got stuck down there some'ow, we'd just let ya into one of the tower doors."

Posted

QM Note:

It's pushed down into the river, and the barrels act as outriggers to stabilize it and help keep it afloat. The panel on the front is dropped, and metal spikes dig into the far bank. Then ropes are used to tie it down to stakes on the near bank so it doesn't wash away, and there's another separate panel (that was cut off in the final picture) that has holes so it can be slid over those poles at the back end of the launcher, in case the bridge needs to be lengthened. I guess it's more of a mobile bridge than a true bridge launcher.

OOC: Really? I thought it was a launcher that launched elves over the river. :blush:

Posted

Results of Round Eighteen of the Battle for Bric'Bay Fort:

Xander Unth'or scales the West Wall.

>Arasmyth RuGard vs. Elven Elite B - Miss

>Althior Emorith vs. Elven Warlock C - Miss

>Arthur Justus Regulus VII vs. Elven Warlock C - Hit

Isabella del Toboso cuts the grappling rope.

Alexandre le Chevalier vs. Elven Warlock A - Shield

>Luke heals Arthur Justus Regulus VII - No Heal

William Harkenshire vs. Elven Warlock C - Miss

>Count Lewis Knyghton repairs the Slice N Dice Blockade - No Repair

>Spag Bitterstalk (Slice N Dice Blockade) vs. Elven Engineer B - Shield

Elven Elite C - Free Hit against Arasmyth RuGard

Elven Elite D - Free Hit against Althior Emorith

Elven Scout A - Free Hit against William Harkenshire

Elven Scout B - Free Hit against Count Lewis Knyghton

Pike-elf A - Free Hit against Slice N Dice Blockade

Pike-elf B - Free Hit against Arasmyth RuGard

Elven Engineer A - Free Hit against Althior Emorith

Elven Engineer B - Free Hit against William Harkenshire

Xander, with the enemies to the west finished, you scale the West Wall. Arasmyth and Althior, you both Miss your targets with your spells, but, Arthur, you land a Spell on Warlock A for 8 Ice Elemental Damage. Isabella, as Xander appears on the wall, you slip around and cut the rope. Alexandre, you assume the Sentinel position, protecting those near Warlock A from harm during the next Round. Luke, with all the people running around, you can't concentrate and you fail to heal Arthur. William, you can't find a hole in Warlock C's protective shield, and you Miss. Count Lewis, you fail to repair the Slice N Dice, but, Spag, you maneuver the machine so that the blades connect with Engineer B, slicing part way through the branches and dealing 3 Damage. The elves push all of you back agains the wall, dealing numerous Free Hits.

ava-pikeman.png

"Sir, the magical shield has dissipated, and all elves will take full Damage next Round. The Assassins have joined the battle to the south.

Sir, remember that the Hwacha will target all the elves in a general area. You've going to be overrun if you don't stop taking Free Hits."

BricBayFort-Battle4Round5.jpg

Scout A, Engineer A, and Pike-elf A take an additional 1 Damage from the sulfurous poison, and the battle continues...

Enemies to the West:

ava-elvenwarlock.png

Elven Warlock A

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: Staff of the Elven Warlock

Enemies to the South:

ava-elvenbridgelauncher.jpg

Elven Bridge Launcher

Type: Mechanical

Level: 0

Health: 65/100

Special: none

Drops: nothing

ava-elvenwarlock.png

Elven Warlock C

Type: Humanoid

Level: 10

Health: 23/50

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

ava-elvenelite.png

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

ava-elvenelite.png

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

ava-elvenelite.png

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

ava-elfscout.png

Elven Scout A
*Poisoned*

Type: Humanoid

Level: 3

Health: 13/20

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

ava-elfscout.png

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

ava-elvenpikeman.png

Pike-elf A
*Poisoned*

Type: Humanoid

Level: 4

Health: 17/24

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.

ava-elvenpikeman.png

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.

ava-elvenengineer.png

Elven Engineer A
*Poisoned*

Type: Humanoid

Level: 1

Health: 28/35

Special:
Repair
- The Elven Engineer restores 5 Health to the siege engine with the lowest Health.

Drops: 20 Gold

ava-elvenengineer.png

Elven Engineer B

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

Enemies to the East:

ava-elvenassassin.png

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.

ava-elvenassassin.png

Elven Assassin B

Type: Humanoid

Level: 4

Health: 29/30

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.

ava-elvenassassin.png

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:

althiorfinnegan2.jpg

Althior Emorith
, Level 15.5 Mage (K-nut) *Party Leader*
*Mounted*

Power: 20

Health: 9/19

Ether: 10/19

Gold: 10

Inventory: Dragoro (WP:5), Makeshift Shield (SP: 1;
can take Damage 1 more time
), 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

heroica_2.jpg

Xander Unth'or
, Level 11 Barbarian (posades) *Party Second-in-Command*
*Mounted*

Power: 19

Health: 8/18

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: +1
Front Row
; SP: +1
Back Row
), Mead, Potion, Grand Potion, Phoenix Essence, Horse

archer_pose.jpg

William Harkenshire
, Level 8 Ranger (volcanicpanik)
*Mounted*

Power: 12

Health: 11/13

Gold: 5

Inventory: Mockthril Longbow (WP: 4; Fire), Makeshift Shield (SP: 1;
can take Damage 3 more times
), Makeshift Spear (WP: 1;
can deal Damage 5 more times
), Potion (2),Remedy, Smoke Bomb, Bedroll, Mead, Smelling Salts, Pickaxe, Horse

avatar.jpg

Alexandre le Chevalier
, Level 5 Knight (Capt.JohnPaul)
*Sentinel*

Power: 6

Health: 11/14

Gold: 5

Inventory: Standard-Issue Crossbow (WP: 1), Sword (WP: 3), Buckler Shield (SP: 2), Bedroll, Potion, Fire Bombs (2)

ava-luke.png

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

ava-countlewisknyghton.png

Count Lewis Knyghton
, Level 10 Engineer (controlled by Flipz)

Power: 13

Health: 16/18

Gold: 0

Inventory: Spatha (WP: 3)

avatarrogue.png

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

ava-arthur.jpg

Arthur Justus Regulus VII
, Level 5 Mage (Flipz)

Power: 8

Health: 4/9

Ether: 7/9

Gold: 5

Inventory: Serpentine Staff (WP: 3), Opal (Ice), Potion, Bedroll, Telescope

ava-merlintrebuchet.jpg

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.

ava-arasmyth.jpg

Arasmyth RuGard
, Level 10 Mage (Kadabra)
*Hilariously and Luckily Drunk*

Power: 14
28

Health: 4/14

Ether: 12/14

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

6798114123_158dea1928_t.jpg

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.

ava-spag.jpg

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

ava-slicendice.png

Slice N Dice Blockade

Operated by Spag

Level: 5/15

Health: 3/15

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.

HinckwellIcon.pngHinckwellIcon.pngHinckwellIcon.pngHinckwellIcon.pngHinckwellIcon.png

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.

Posted

Althior spits and curses in rage. "Alright, that's it! Let's finish this! Xander, kill that elf. Everyone, target someone different! I'll take Assassin C from the back row with Darkness."

Battle Order

Althior

Harkenshire

Spag

Luke

Xander

Arthur

Isabella

Lewis

Alexandre

Arasmyth

"I'll take Assassin B, back row, with light,"

"I'm outta' here! I got Elite C from the front row with my club! I'll get back in that thing once it's repaired!"

"I feel left out. No elves try to hit me. :cry_sad:"

"I'll gladly trade with you!"

"Nah, I'm good. :tongue:"

Posted (edited)

"All ri', Master Althior, I'll repair the Slice N Dice while the Barbarian covers me."

"I can't take another hit, but since Alexandre is protecting me I'll bash Warlock A with my staff from the front row."

Edited by Flipz
Posted

QM Note:

None of you have them, but I wanted to make sure that all of you are aware that Scrolls now have a 50% chance of working, and Ether is not expended if casting fails.

Also, as those of you who have been following Yakuza Mafia know, I'm out of town for ten days starting tomorrow. I will have Internet access. Updating battles might only take place every two or three days, and non-essential graphical and textual details might be lacking, but I'll try to update as quickly as possible.

Posted

QM Note:

None of you have them, but I wanted to make sure that all of you are aware that Scrolls now have a 50% chance of working, and Ether is not expended if casting fails.

Also, as those of you who have been following Yakuza Mafia know, I'm out of town for ten days starting tomorrow. I will have Internet access. Updating battles might only take place every two or three days, and non-essential graphical and textual details might be lacking, but I'll try to update as quickly as possible.

OOC: I've got a Scroll of Sealing, but it probably won't be of much use here...

Posted

Xander swiftly scales the wall by climbing the rope, arriving at the top just in time to see the elven warlock's astonished look. With only the faintest half-grin, Xander aims an attack squarely at Warlock A from the front row.

Posted

OOC: I've got a Scroll of Sealing, but it probably won't be of much use here...

OOC: Wouldn't you be able to seal the warlocks, preventing them from protecting their allies? I'm not advocating that for your action this turn, it's just a thought.

Posted

OOC: I've got a Scroll of Sealing, but it probably won't be of much use here...

QM Note:

Boy, do I feel stupid. :wall:

Sealing prevents magic from being used, so it would be effective against the Warlocks.

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