Capt.JohnPaul Posted March 27, 2012 Posted March 27, 2012 Luke then decides to strangle Alexandre to get his bedroll. Luke takes a nap. Alexandre defends himself using the techniques he just trained, if that doesn't work, and he is beaten, his weight in all his armor will make sure the bedroll won't be taken from under him.
Brickdoctor Posted March 27, 2012 Author Posted March 27, 2012 Luke, you rest while Alexandre continues to drill the pikemen, who, unfortunately, aren't doing very well with unarmed combat in their heavy mail and leather armor. Arthur, you don't see any change in the elves' positions. Party: Althior Emorith, Level 17 Mage (K-nut) *Party Leader* *Mounted* *Hastened* *Encouraged* *Lucky* Power: 22 44 Health: 16/21 Ether: 21/21 Defense: 4 Gold: 10 Inventory: Dragoro (WP:5), Robe of the Elven Warlock (SP: 3), Makeshift Shield (SP: 1; can take Damage 1 more time), Topaz (Lightning), Amethyst (Darkness), Ruby (Fire), Sapphire (Wind), Opal (Ice), Aquamarine (Water), Emerald (Wood), Diamond (Light), Potions (2), Tonic, Shovel, Bedroll, Remedy, Horse, Fire Bomb, Skeleton Decoys (2) Xander Unth'or, Level 11.5 Barbarian (posades) *Party Second-in-Command* *Mounted* *Encouraged* Power: 19 38 Health: 18/18 Gold: 40 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), Potions (2), Grand Potion, Phoenix Essence, Horse, Fire Bomb, Skeleton Decoy William Harkenshire, Level 9 Ranger (volcanicpanik) *Mounted* Power: 13 Health: 13/14 Defense: 1 Gold: 15 Inventory: Mockthril Longbow (WP: 4; Fire), Makeshift Shield (SP: 1; can take Damage 1 more times), Makeshift Spear (WP: 1; can deal Damage 5 more times), Potion (3),Remedy, Smoke Bomb, Bedroll, Mead, Smelling Salts, Pickaxe, Horse, Skeleton Decoy, Alexandre le Chevalier, Level 8 Knight (Capt.JohnPaul) Power: 9 Health: 17/17 Defense: 2 Gold: 15 Inventory: Standard-Issue Crossbow (WP: 1), Sword (WP: 3), Buckler Shield (SP: 2), Potions (2), Fire Bombs (2) Helm Delvergrow, Level 2 Barbarian (played by Sloop) Power: 5 Health: 9/9 Gold: 10 Inventory: Snake-style Blade (WP:3), Potion, Mead Luke, Level 15.5 Sage (controlled by K-nut) *Pacifist* Power: 20 Health: 30/30 Ether: 22/22 Gold: 0 Inventory: Healing Staff (WP: 5), Wooden Staff (WP: 1), Diamond (Light), Garnet (Earth), Bedroll Count Lewis Knyghton, Level 10.5 Engineer (controlled by Flipz) Power: 13 Health: 18/18 Gold: 0 Inventory: Spatha (WP: 3), Opal (Ice), Emerald (Wood), Telescope, Potions (2) Isabella del Toboso, Level 5 Rogue (Dharkan) Power: 8 Health: 11/11 Gold: 25 Inventory: Golden Dagger (WP: 3), Standard-Issue Sword (WP: 1), Venom, Potions (2), Bedroll, Fire Bombs (2) Arthur Justus Regulus VII, Level 7 Mage (Flipz) Power: 12 Health: 11/11 Ether: 11/11 Gold: 5 Inventory: Staff of the Elven Warlock (WP: 5; Wood Elemental), Serpentine Staff (WP: 3), Bedroll Mini Merlin Trebuchet Requires one operator Level: 20 Health: 20/20 Ammunition: Stones Note: Because it uses a sling, the Mini Merlin Trebuchet may not fire multiple projectiles. Arasmyth RuGard, Level 10.5 Mage (Kadabra) Power: 14 Health: 14/14 Ether: 12/14 Defense: 1 Gold: 8 Inventory: Sapphire Staff (WP: 4; Wind), Robe of Magi (SP: 1), Scroll of Sealing, Sapphire (Wind), Topaz (Lightning), Potions (3), Smoke Bomb, Water Bomb, Skeleton Decoy Hiyaaaaaa Hwacha Operated by Arasmyth Level: 5 Health: 15/15 Ammunition: Explosive Arrows (2 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. Slice N Dice Blockade Requires one operator Level: 1/15 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 15. 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. Reconstructed Elven Onager Requires one operator Level: 5 Health: 12/12 Ammunition: Stones
Capt.JohnPaul Posted March 27, 2012 Posted March 27, 2012 Alex sees the pikemen struggling. "Alright, everyone take a break!" Their chainmail is hindering them.... but if he taught the Knights, not the pikemen, it would be easier; as moving limbs in articulated plat armor was easier then the heavy weight of chainmail, since the plate was spread out over the body. He tries to train the knights instead.
Brickdoctor Posted March 27, 2012 Author Posted March 27, 2012 Alex sees the pikemen struggling. "Alright, everyone take a break!" Their chainmail is hindering them.... but if he taught the Knights, not the pikemen, it would be easier; as moving limbs in articulated plat armor was easier then the heavy weight of chainmail, since the plate was spread out over the body. He tries to train the knights instead. You instruct the Lion Knights, who stumble around a bit with the plate armor restricting their movement, but, in the end, you realize that they've become experienced enough to hold off enemies up to Level 9.
Sloop Posted March 27, 2012 Posted March 27, 2012 "And Master Delvergrow, have you any devious plans that might help us get the jump on the Elves? We've already pretty much limited their approach to be from one direction, though knowing them they will likely find some small-scale method of bypassing it, but nonetheless I feel we've done everything we can think of. Perhaps a new prespective--that is to say, your perspective--will help us to find even more way to defend ourselves against the Elves." Helm doesn't answer immediately, but piles up some larger stones near the Mini-Merlin, forming a rough rectangle of rock. Its primary use is obvious, to provide better ammunition for the catapult, but Helm seems to be taking far more care in placing the stones in a pattern than one would expect...
Flipz Posted March 27, 2012 Posted March 27, 2012 OOC: Note that Arthur is resting, and that Count Knyghton has the rest of Arthur's inventory (aside from his Bedroll) until the pattle starts, at which time the equipment will be given back to Arthur. Count Knythgton (OOC: who speaks in this color) steps back from the edge of the North-West Tower (from which he had been using the Telescope) and stumbles across Helm. "Say, lad, anythin' I can do ta help ya?"
Brickdoctor Posted March 27, 2012 Author Posted March 27, 2012 OOC: Note that Arthur is resting, and that Count Knyghton has the rest of Arthur's inventory (aside from his Bedroll) until the pattle starts, at which time the equipment will be given back to Arthur. QM Note:Fixed, thanks.
Fred Daniel Yam Posted March 27, 2012 Posted March 27, 2012 "I train the crossbowmen and wait for thr spy mission to begin. And wait for some sunlight so the voice in the sky can reveal my new weapon."
Brickdoctor Posted March 27, 2012 Author Posted March 27, 2012 William, you instruct the archers, but they don't seem to learn anything from your saying, "I train the crossbowmen". In the mean time, Count Lewis, you oversee the finishing of the weapons: Polybolos *Rapid-fire* Requires one operator Level: 10 Health: 15/15 Ammunition: Arrows Note: The polybolos will shoot twice at a target each Round. Repeating Crossbow (WP: 5May not be upgraded; Fire Elemental; Hastened) - Containing an intricate reloading mechanism, this crossbow has a permanent Hastened effect. Due to its delicate and precise construction and its need to be easily cocked, its WP may not be upgraded. "Excellent work! These new weapons should greatly increase our chances of success. Here's what we've got so far: Collapsing bridge rigged with a Fire Bomb to deal 7 Damage to any elves who try to cross it Two nets which can Stun up to five elves each for 2 Rounds Torches which can be used on Stunned elves to remove the Stun effect and impart the Burn effect Vines on the West Wall for heroes to climb that will spike elves for 1 Damage if they try to climb The new moat to prevent any elves from scaling the walls with grappling hooks Two barricades which elves can't move or attack through Nails in the ground in front of the West Wall to make Lightning spells cast in that direction Lucky Four bear traps to impart the Bound effect, making an elf unable to attack with melee weapons or deal Free Hits for the next Round Two skeleton launchers to impart the Afraid effect for the duration of the battle, halving Damage done Do we know where we are going to place these? And where we're going to place the poury thingies? Additionally, some of the weapons need operators." William Harkenshire, Helm Delvergrow, and Arthur Justus Regulus VII have each gained a Level of XP! Party: Althior Emorith, Level 17 Mage (K-nut) *Party Leader* *Mounted* *Hastened* *Encouraged* *Lucky* Power: 22 44 Health: 16/21 Ether: 21/21 Defense: 3 Gold: 10 Inventory: Dragoro (WP:5), Robe of the Elven Warlock (SP: 3), Topaz (Lightning), Amethyst (Darkness), Ruby (Fire), Sapphire (Wind), Opal (Ice), Aquamarine (Water), Emerald (Wood), Diamond (Light), Potions (2), Tonic, Shovel, Bedroll, Remedy, Horse, Fire Bomb, Skeleton Decoys (2) Xander Unth'or, Level 11.5 Barbarian (posades) *Party Second-in-Command* *Mounted* *Encouraged* Power: 19 38 Health: 18/18 Gold: 40 Inventory: Pongcanis Club (WP: 8), Enigmatic Hammer (WP: 3), Robe of the Pongcanis Champion (WP: +1Front Row; SP: +1Back Row), Potions (2), Grand Potion, Phoenix Essence, Horse, Fire Bomb, Skeleton Decoy William Harkenshire, Level 10 Ranger (volcanicpanik) *Mounted* *Hastened* Power: 15 Health: 14/15 Gold: 15 Inventory: Repeating Crossbow (WP: 5May not be upgraded; Fire Elemental; Hastened), Potion (3),Remedy, Smoke Bomb, Bedroll, Mead, Smelling Salts, Pickaxe, Horse, Skeleton Decoy, Alexandre le Chevalier, Level 8 Knight (Capt.JohnPaul) Power: 9 Health: 17/17 Defense: 2 Gold: 15 Inventory: Standard-Issue Crossbow (WP: 1), Sword (WP: 3), Buckler Shield (SP: 2), Potions (2), Fire Bombs (2) Helm Delvergrow, Level 3 Barbarian (played by Sloop) Power: 6 Health: 10/10 Gold: 10 Inventory: Snake-style Blade (WP:3), Potion, Mead Luke, Level 15.5 Sage (controlled by K-nut) *Pacifist* Power: 20 Health: 30/30 Ether: 22/22 Gold: 0 Inventory: Healing Staff (WP: 5), Wooden Staff (WP: 1), Diamond (Light), Garnet (Earth), Bedroll Count Lewis Knyghton, Level 10.5 Engineer (controlled by Flipz) Power: 13 Health: 18/18 Gold: 0 Inventory: Spatha (WP: 3), Opal (Ice), Emerald (Wood), Telescope, Potions (2) Isabella del Toboso, Level 5 Rogue (Dharkan) Power: 8 Health: 11/11 Gold: 25 Inventory: Golden Dagger (WP: 3), Standard-Issue Sword (WP: 1), Venom, Potions (2), Bedroll, Fire Bombs (2) Arthur Justus Regulus VII, Level 8 Mage (Flipz) Power: 13 Health: 12/12 Ether: 12/12 Gold: 5 Inventory: Staff of the Elven Warlock (WP: 5; Wood Elemental), Serpentine Staff (WP: 3), Bedroll Mini Merlin Trebuchet Requires one operator Level: 20 Health: 20/20 Ammunition: Stones Note: Because it uses a sling, the Mini Merlin Trebuchet may not fire multiple projectiles. Arasmyth RuGard, Level 10.5 Mage (Kadabra) Power: 14 Health: 14/14 Ether: 12/14 Defense: 1 Gold: 8 Inventory: Sapphire Staff (WP: 4; Wind Elemental), Robe of Magi (SP: 1), Scroll of Sealing, Sapphire (Wind), Topaz (Lightning), Potions (3), Smoke Bomb, Water Bomb, Skeleton Decoy Hiyaaaaaa Hwacha Operated by Arasmyth Level: 5 Health: 15/15 Ammunition: Explosive Arrows (2 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. Slice N Dice Blockade Requires one operator Level: 1/15 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 15. 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. Reconstructed Elven Onager Requires one operator Level: 5 Health: 12/12 Ammunition: Stones Polybolos *Rapid-fire* Requires one operator Level: 10 Health: 15/15 Ammunition: Arrows Note: The polybolos will shoot twice at a target each Round.
Fred Daniel Yam Posted March 27, 2012 Posted March 27, 2012 I spend around 2 hours training the archers on strafing so that the enemy can't snipe them, rolling behind the battlements in case of a return volley and mainly sniping specific weak points on the Elven body namely between the eyes, Vagus nerve, chest, windpipe and knees. "Alright men, when aiming, always aim for the torso up. Headshots are practically insta-kills so go for them. If you aim hip down, go for the knee, that will confine them to being guards in small villages for the rest of their lives."
Brickdoctor Posted March 27, 2012 Author Posted March 27, 2012 William, you instruct the archers in more detail. William Harkenshire has gained a Level of XP! The Lion Crossbowmen have gained a Level of XP, and can now hold off enemies up to Level 3 in melee combat! Party: Althior Emorith, Level 17 Mage (K-nut) *Party Leader* *Mounted* *Hastened* *Encouraged* *Lucky* Power: 22 44 Health: 21/21 Ether: 16/21 Defense: 3 Gold: 10 Inventory: Dragoro (WP:5), Robe of the Elven Warlock (SP: 3), Topaz (Lightning), Amethyst (Darkness), Ruby (Fire), Sapphire (Wind), Opal (Ice), Aquamarine (Water), Emerald (Wood), Diamond (Light), Potions (2), Tonic, Shovel, Bedroll, Remedy, Horse, Fire Bomb, Skeleton Decoys (2) Xander Unth'or, Level 11.5 Barbarian (posades) *Party Second-in-Command* *Mounted* *Encouraged* Power: 19 38 Health: 18/18 Gold: 40 Inventory: Pongcanis Club (WP: 8), Enigmatic Hammer (WP: 3), Robe of the Pongcanis Champion (WP: +1Front Row; SP: +1Back Row), Potions (2), Grand Potion, Phoenix Essence, Horse, Fire Bomb, Skeleton Decoy William Harkenshire, Level 11 Ranger (volcanicpanik) *Mounted* *Hastened* Power: 16 Health: 15/16 Gold: 15 Inventory: Repeating Crossbow (WP: 5May not be upgraded; Fire Elemental; Hastened), Potion (3),Remedy, Smoke Bomb, Bedroll, Mead, Smelling Salts, Pickaxe, Horse, Skeleton Decoy, Alexandre le Chevalier, Level 8 Knight (Capt.JohnPaul) Power: 9 Health: 17/17 Defense: 2 Gold: 15 Inventory: Sword (WP: 3), Buckler Shield (SP: 2), Potions (2), Fire Bombs (2) Helm Delvergrow, Level 3 Barbarian (played by Sloop) Power: 6 Health: 10/10 Gold: 10 Inventory: Snake-style Blade (WP:3), Potion, Mead Luke, Level 15.5 Sage (controlled by K-nut) *Pacifist* Power: 20 Health: 30/30 Ether: 22/22 Gold: 0 Inventory: Healing Staff (WP: 5), Wooden Staff (WP: 1), Diamond (Light), Garnet (Earth), Bedroll Count Lewis Knyghton, Level 10.5 Engineer (controlled by Flipz) Power: 13 Health: 18/18 Gold: 0 Inventory: Spatha (WP: 3), Opal (Ice), Emerald (Wood), Telescope, Potions (2) Isabella del Toboso, Level 5 Rogue (Dharkan) Power: 8 Health: 11/11 Gold: 25 Inventory: Standard-Issue Crossbow (WP: 1), Golden Dagger (WP: 3), Standard-Issue Sword (WP: 1), Venom, Potions (2), Bedroll, Fire Bombs (2) Arthur Justus Regulus VII, Level 8 Mage (Flipz) Power: 13 Health: 12/12 Ether: 12/12 Gold: 5 Inventory: Staff of the Elven Warlock (WP: 5; Wood Elemental), Serpentine Staff (WP: 3), Bedroll Mini Merlin Trebuchet Requires one operator Level: 20 Health: 20/20 Ammunition: Stones Note: Because it uses a sling, the Mini Merlin Trebuchet may not fire multiple projectiles. Arasmyth RuGard, Level 10.5 Mage (Kadabra) Power: 14 Health: 14/14 Ether: 12/14 Defense: 1 Gold: 8 Inventory: Sapphire Staff (WP: 4; Wind Elemental), Robe of Magi (SP: 1), Scroll of Sealing, Sapphire (Wind), Topaz (Lightning), Potions (3), Smoke Bomb, Water Bomb, Skeleton Decoy Hiyaaaaaa Hwacha Operated by Arasmyth Level: 5 Health: 15/15 Ammunition: Explosive Arrows (2 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. Slice N Dice Blockade Requires one operator Level: 1/15 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 15. 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. Reconstructed Elven Onager Requires one operator Level: 5 Health: 12/12 Ammunition: Stones Polybolos *Rapid-fire* Requires one operator Level: 10 Health: 15/15 Ammunition: Arrows Note: The polybolos will shoot twice at a target each Round.
K-Nut Posted March 27, 2012 Posted March 27, 2012 Party: Althior Emorith, Level 17 Mage (K-nut) *Party Leader* *Mounted* *Hastened* *Encouraged* *Lucky* Power: 22 44 Health: 16/21 Ether: 21/21 Defense: 3 Gold: 10 Inventory: Dragoro (WP:5), Robe of the Elven Warlock (SP: 3), Topaz (Lightning), Amethyst (Darkness), Ruby (Fire), Sapphire (Wind), Opal (Ice), Aquamarine (Water), Emerald (Wood), Diamond (Light), Potions (2), Tonic, Shovel, Bedroll, Remedy, Horse, Fire Bomb, Skeleton Decoys (2) How did I suddenly lose 5 health?
Brickdoctor Posted March 27, 2012 Author Posted March 27, 2012 How did I suddenly lose 5 health? QM Note:I think I swapped your HP and Ether stats. Fixed.
Kadabra Posted March 27, 2012 Posted March 27, 2012 "Hmmmm. While we're talking about training the troops, would it be possible for one of us to teach them to use magic? Magic is a skill that can only be mastered by a select few, but it seems to me that we should be able to find at least a small group with some affinity for the etherial." OOC: Just wondering if it's plausible, seeing as magically inclined troops could get, like bonuses until their Ether runs out (read: hold off enemies higher than their level for a certain number of turns. I'd understand if you don't want to go with this, as it would be slightly more difficult to realistically describe a training process for arcane abilities, seeing as they don't exist. I could probably come up with a couple paragraphs on magic based on what we've established in Heroica and in other popular fantasy works, though.
Brickdoctor Posted March 27, 2012 Author Posted March 27, 2012 OOC: Just wondering if it's plausible, seeing as magically inclined troops could get, like bonuses until their Ether runs out (read: hold off enemies higher than their level for a certain number of turns. I'd understand if you don't want to go with this, as it would be slightly more difficult to realistically describe a training process for arcane abilities, seeing as they don't exist. I could probably come up with a couple paragraphs on magic based on what we've established in Heroica and in other popular fantasy works, though. QM Note:No, I'd prefer that we stick with magic for trained magic-using heroes, and not make the Lion Units too powerful.
Sloop Posted March 28, 2012 Posted March 28, 2012 After carefully piling up stones next to the mini-merlin, Helm sits down next to the stones. Humming quietly to himself, he pulls out his pocket knife and begins to chisel away at the stones, engraving strange runes and pictographs, primarily of lightning bolts, skulls, and weapons on the stones. As he worked he thought of the distance between him and his home. He remembered as a child listening to the stories of adventurers in the court of his father. He remembered in particular one adventurer, a wealthy raider, telling of the land far to the north called the free islands. His story was outlandish, telling of a place where heroes of all shapes and races (and sizes) fought together to right wrongs and to gain glory. Many in the court had dismissed the adventurer as a hopeless storyteller, but for some reason the story had stuck in Helm's mind. One day, while riding his horse abroad in the fields, and looking over the small domain that would one day would be his, something had snapped in him. Setting off on his horse he traveled eastwards for countless leagues, with no purpose but to lead away as far as possible. In the middle of the wilderness, he found a long dusty ill-paved road that stretched out north to south. Taking the northward way, after many days he found himself in the city of Carthago. Still seeking to go even further he booked a passage on a ship to the location called Eubric. Only after arriving did he realize that this was one of the "free islands" of the storytelling raider. He had never intended to journey so far away, but once he found himself in the halls of Heroica, he could not draw himself away... OOC: Yay, RP cutscene. :P
Capt.JohnPaul Posted March 28, 2012 Posted March 28, 2012 "We still need to place the poury and rocky things. How about 1 for each of the main towers? (North South East West)"
Flipz Posted March 28, 2012 Posted March 28, 2012 "We still need to place the poury and rocky things. How about 1 for each of the main towers? (North South East West)" "Ah, remember, those towers cannae be climbed by grappling hooks. If tha Elves get into tha fort on tho' sides, it'd be 'cause tha towers and walls themselves had been brough' down, in which case tha drop traps would be useless. I'd advise puttin' one above tha gatehouse (since tha's tha only side I can think of tha' would be possible for them ta cross, if they somehow broke tha gate but not tha gatehouse), and thu rest on the West-side walls and towers. Unless ya think the gatehouse would be a waste, in which case it'd be best ta put them on the Northwest and Southwest towers, and the West and Southwest walls. Also, where are tha rest o' us goin' ta be? I'd recommend all our ranged forces ta stay on tha towers an' walls, in order ta be able ta blast anywhere at will, while our melee folk ought ta operate siege weaponry or else stand at tha base o' tha West wall. I'll be stayin' at tha West wall's base, so as ta have access ta both tha ground weapons an' tha Mini Merlin. As such, Arthur's spiky vine ought ta go on the Northwest Tower. OOC: Can we please have a recap on the movement rules, just so we're all clear? Here's what I understand: it takes a turn to move between any two adjacent locations on the map, and different floors count as adjacent to each other, taking an extra turn to navigate. A rope between two locations will (within logic and reason) reduce the transit time to one Turn, and will allow things like climbing from the ground to the top of a wall (which would be impossible otherwise). Also, if the locations are adjacent, you can move and attack in one turn, right? So, a rope from the Northwest Tower to the West wall would allow a hero to melee attack an enemy on the West wall in the same turn they decide to move, and (if the enemy falls) next turn return to the catapult? It'd be irrelevant for ranged Heroes, but crucial for melee classes (like Alexandre and Helm), which is why I'm asking.
Brickdoctor Posted March 28, 2012 Author Posted March 28, 2012 OOC: Can we please have a recap on the movement rules, just so we're all clear? Here's what I understand: it takes a turn to move between any two adjacent locations on the map, and different floors count as adjacent to each other, taking an extra turn to navigate. A rope between two locations will (within logic and reason) reduce the transit time to one Turn, and will allow things like climbing from the ground to the top of a wall (which would be impossible otherwise). Also, if the locations are adjacent, you can move and attack in one turn, right? So, a rope from the Northwest Tower to the West wall would allow a hero to melee attack an enemy on the West wall in the same turn they decide to move, and (if the enemy falls) next turn return to the catapult? It'd be irrelevant for ranged Heroes, but crucial for melee classes (like Alexandre and Helm), which is why I'm asking. QM Note:That's correct. Which reminds me, I forgot to give Alexandre's crossbow to Isabella.
Fred Daniel Yam Posted March 28, 2012 Posted March 28, 2012 I go over to the dead elves' bodies and shoot arrows until the flesh has turned to ashes, then I make skeleton decoys. I keep one skull and fashion it into a headgear to invoke fear.
Brickdoctor Posted March 28, 2012 Author Posted March 28, 2012 I go over to the dead elves' bodies and shoot arrows until the flesh has turned to ashes, then I make skeleton decoys. I keep one skull and fashion it into a headgear to invoke fear. You recall that Xander has already taken the elves bodies and combined them into Skeleton Decoys, and you notice that there aren't enough bones left to make complete skeletons.
Fred Daniel Yam Posted March 28, 2012 Posted March 28, 2012 You recall that Xander has already taken the elves bodies and combined them into Skeleton Decoys, and you notice that there aren't enough bones left to make complete skeletons. Can I still have a cool looking skull headgear to scare the enemy?
Brickdoctor Posted March 28, 2012 Author Posted March 28, 2012 Can I still have a cool looking skull headgear to scare the enemy? QM Note:Cool-looking, yes, scary, no. I'm okay with you upgrading your weapon, but creating a status-inducing artifact is a little too much.
Fred Daniel Yam Posted March 28, 2012 Posted March 28, 2012 (edited) QM Note: Cool-looking, yes, scary, no. I'm okay with you upgrading your weapon, but creating a status-inducing artifact is a little too much. It's a metaphorical scary. “Ok, using some wood, I will make a board measuring 5 by 6 six studs, a 1x4 gap in the middle will allow archers to shoot through and make it to the front line of battle in relative safety.” Edited March 28, 2012 by VolcanicPanik
Flipz Posted March 28, 2012 Posted March 28, 2012 It's a metaphorical scary. Count Knyghton moves noticeably away from William, so as to better avoid the imminent Smiting.
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