K-Nut Posted March 31, 2012 Posted March 31, 2012 Althior smiles, obviously a bit too cocky about the battle. "Alright guys! We can do this!" Althior let's out a laugh, that seems a bit evil, a bit, demonic. He brings out his wand and fires a Lightning spell at the Elven Onager A from the back row, and then a darkness spell at Lord Davril from the back row. "Leave no Onager un-targeted!" "Alright, I'll take Lord Belril with Light from the back row." Battle Order: Althior Xander Will Arasmyth Luke Alexandre Lewis Arthur Isabella Helm
Flipz Posted March 31, 2012 Posted March 31, 2012 Count Knyghton turns incredulously to Althior. "Are ya daft, man? We can take a hit or two from tha Onagers, but if tha infiltrators get inside tha fort, good Lion Knights are goin' ta die! Do ya really want their blood on yer hands?"
K-Nut Posted March 31, 2012 Posted March 31, 2012 (edited) Count Knyghton turns incredulously to Althior. "Are ya daft, man? We can take a hit or two from tha Onagers, but if tha infiltrators get inside tha fort, good Lion Knights are goin' ta die! Do ya really want their blood on yer hands?" "Sorry, I was posting before you were I had an adrenaline rush." Edited March 31, 2012 by K-nut
Fred Daniel Yam Posted March 31, 2012 Posted March 31, 2012 "Only with our iron-clad faith and cold wrath of our duty can we defeat them!" "I shoot Lord Belril from the front row followed by Onager A!"
Capt.JohnPaul Posted March 31, 2012 Posted March 31, 2012 (edited) "That's pretty nice, they told us when they would attack, how chivalrous..... oh...." Alexandre throws his last fire bomb at Lord Davril from atop the battlements. EDIT: I guess the fire bomb causes damage to all enemies on the West Side, right? Edited March 31, 2012 by Capt.JohnPaul
Flipz Posted March 31, 2012 Posted March 31, 2012 "That's pretty nice, they told us when they would attack, how chivalrous..... oh...." Alexandre throws his last fire bomb at Lord Davril from atop the battlements. OOC: Actually, you have control of the Slice & Dice and the Polybolos right now. IC: "Guys! If we don't take the necromancer out right away, all our efforts will be fruitless when he just resurrects the fallen soldiers. We must demolish him first!"
Capt.JohnPaul Posted March 31, 2012 Posted March 31, 2012 OOC: Actually, you have control of the Slice & Dice and the Polybolos right now. For the second time! I'm not a girl! I'm Alexandre, not Isabella!!!
Flipz Posted March 31, 2012 Posted March 31, 2012 (edited) For the second time! I'm not a girl! I'm Alexandre, not Isabella!!! OOC: And we switched the positions of you and Isabella right before the battle. Read my OOC post. Since you don't have the crossbow anymore, it makes no sense for you to be atop the wall, and since Isabella has the crossbow, it makes perfect sense FOR her to be atop the wall. Edited March 31, 2012 by Flipz
Capt.JohnPaul Posted March 31, 2012 Posted March 31, 2012 I didn't see your post. And what is this?: 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) Slice N Dice Blockade Operated by Isabella del Toboso 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. Polybolos *Rapid-fire* Operated by Isabella del Toboso Level: 10 Health: 15/15 Ammunition: Arrows Note: The polybolos will shoot twice at a target each Round.[/indent]
Flipz Posted March 31, 2012 Posted March 31, 2012 Isabella should take Alexandre's place on the wall, while Alexandre should take Isabella's place operating the Slice N Dice and the Polybolos. OOC: As for the operator thing, it's a mistake. Check the mini-map:
Brickdoctor Posted March 31, 2012 Author Posted March 31, 2012 QM Note: Sorry, I had the party typed out last night and forgot to make the changes. Alexandre has control of the Polybolos and Slice N Dice, while Isabella is on top of the South-West Tower with the Crossbow.
Capt.JohnPaul Posted April 1, 2012 Posted April 1, 2012 Alex starts operating the Slice-N-Dice and polybolos, and targets the Necromancer. Also, I can't throw a fire bomb, can I?
Brickdoctor Posted April 1, 2012 Author Posted April 1, 2012 Alex starts operating the Slice-N-Dice and polybolos, and targets the Necromancer. Also, I can't throw a fire bomb, can I? QM Note:No, sorry.
Sloop Posted April 1, 2012 Posted April 1, 2012 Grinning broadly Helm surveyed the massed enemy formations closing from all sides. Whatever this night held, it would be worth living. "Ai! Let them come. Ai! Let them bleed! Ai! Come and die!" He yelled madly into the closing darkness. Loading one of his runed stones into the catapult, he muttered one last solemn appeal, and then jerked heavily on the mechanism, aiming at the Necromancer. "Here is for you witch-doctor!"
K-Nut Posted April 1, 2012 Posted April 1, 2012 Althior shouts at the Pikemen who brought Helm to the group, "Hey? Why didn't you get s few more heroes to come? " Althior then switches and fires a Darkness spell at the Necromancer from the back row instead of Lord Davril.
Kadabra Posted April 1, 2012 Posted April 1, 2012 "I've got the Western force with the Hwacha!" Arasmyth calls.
Flipz Posted April 2, 2012 Posted April 2, 2012 (edited) "C'mon, Xander, show them what you're made of!" EDIT: OOC: Posades hasn't logged in since March 31st, can we assume he attacks the nearest elligable target or does nothing if he can't? Edited April 2, 2012 by Flipz
Brickdoctor Posted April 2, 2012 Author Posted April 2, 2012 QM Note: I know we're all anxious to wrap this up and get back to Heroica Hall, so, from now on, the 24-hour action rule is going to be strictly enforced. Results of Round Twenty Three of the Battle for Bric'Bay Fort: >Althior Emorith vs. Elven Onager A - Hit, Damage, Special Damage, Damage >Althior Emorith vs. Lord Belril - Miss, Damage Xander Unth'or does nothing. William Harkenshire vs. Lord Belril - Hit William Harkenshire vs. Elven Onager A Elven Onager B - Aim Arasmyth RuGard (Hiyaaaaaa Hwacha) vs. Elves to the west - Critical Hit >Luke vs. Lord Belril - Damage >Alexandre le Chevalier (Polybolos and Slice N Dice) vs. Lord Belril - Hit, Hit Count Lewis Knyghton does nothing. >Arthur Justus Regulus VII (Onager) vs. Lord Belril - Shield >Isabella del Toboso vs. Elven Elite A - Hit >Helm Delvergrow (Mini Merlin Trebuchet) vs. Lord Belril - Hit Elven Archer B - Free Hit against Arasmyth RuGard Elven Archer C - Free Hit against Alexandre le Chevalier Elven Onager C - Free Hit against Gatehouse Elven Onager D - Free Hit against East Wall You see the elves charge in. Althior, you start off with a massive spell that does 176 Lightning Elemental Damage and instantly destroys Onager A. Momentarily tired out from the effort, your second spell is weak and easily sidestepped by Lord Belril. Xander, with no one to melee attack, you do nothing. William, as Lord Belril takes cover from Althior's attack, you fire from a different angle and score a Hit for 29 Fire Elemental Damage. Quickly switching targets, you take Aim at Onager B, and loose an arrow that does 10 Fire Elemental Damage. Arasmyth, you fire the Hwacha, which finds its mark, but isn't quite as powerful as when you were drunk. Luke, Lord Belril sees your attack coming from a mile away, but, luckily, the fort's walls protect you from his return shot. Alexandre, you crank up the Slice N Dice and the Polybolos, which fires a pair of shots into Lord Belril, for 7 Damage each. Count Lewis, with nothing needing repairing and no enemies to melee attack, you do nothing. Arthur, you fire a spread of small stones with the Onager, which hits a number of the elven troops, though you notice that thus far, Lord Davril has been able to shrug off every attack thanks to his armor. Isabella, you fire on Elite A, doing 1 Damage. Helm, you load a large stone into the Mini Merlin and send it arcing over the battlefield, where it clips Lord Belril's arm on the way to the ground for 17 Damage. "Sirs, Elites C-E attempted to cross the bridge launcher, which exploded at 7 Fire Elemental Damage and dumped them into the river, which they'll emerge from in 2 Rounds. The entire western force also entered the river, which they too will emerge from in 2 Rounds. The first four elves to enter the river from the west were caught in bear traps, making them Bound and unable to melee attack or make Free Hits for 3 Rounds. Additionally, all the elves to the west except for the lords were alarmed by the skeleton launchers and are now Afraid and will deal halved Damage. Lord Leorry and the Saboteurs have been spotted in the North-West Tower." Some elves take an additional 2 Damage from the Burning effect, and the battle continues... Enemies to the West: Lord Davril *Burning* *Bound* Type: Humanoid Level: 10 Health: 248/250 Defense: 5 Special I: Focused Assault - For the next 5 Rounds, whenever Lord Davril is supposed to deal Damage, he will deal it only to the target. Special II: Focused Damage - Lord Davril does normal Damage to the target he is focused on. Used only if Lord Davril is already focused on a hero. Drops: Sword of the Elven Blademaster, 100 Gold Lord Belril *Burning* *Bound* Type: Humanoid Level: 12 Health: 134/200 Defense: 3 Special I: Resurrection - Lord Belril resurrects a nearby fallen elf with half Health. Revived elves will die if Lord Belril is defeated. Special II: Damage - Lord Belril deals normal Damage. Used only if there are no dead elves nearby. Drops: Staff of the Elven Necromancer, Robe of the Elven Necromancer Elven Guard A *Bound* *Afraid* Type: Humanoid Level: 5 2 Health: 65/75 Defense: 8 Special: Shield Counter - The Elven Guard slams his shield upwards at the target, causing the Stunned effect. Drops: 10 Gold Elven Guard B *Burning* *Bound* *Afraid* Type: Humanoid Level: 5 2 Health: 63/75 Defense: 8 Special: Shield Counter - The Elven Guard slams his shield upwards at the target, causing the Stunned effect. Drops: 10 Gold Elven Guard C *Burning* *Afraid* Type: Humanoid Level: 5 2 Health: 63/75 Defense: 8 Special: Shield Counter - The Elven Guard slams his shield upwards at the target, causing the Stunned effect. Drops: 10 Gold Elven Guard D *Afraid* Type: Humanoid Level: 5 2 Health: 65/75 Defense: 8 Special: Shield Counter - The Elven Guard slams his shield upwards at the target, causing the Stunned effect. Drops: 10 Gold Elven Elite A *Afraid* Type: Humanoid Level: 8 4 Health: 39/40 Defense: 5 Special: Take Cover - The Elven Elite crouches behind his shield. During the next Round, he will take no Damage. Drops: nothing Elven Elite B *Burning* *Afraid* Type: Humanoid Level: 8 4 Health: 37/40 Defense: 5 Special: Take Cover - The Elven Elite crouches behind his shield. During the next Round, he will take no Damage. Drops: nothing Elven Scout A *Afraid* Type: Humanoid Level: 3 1 Health: 10/20 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: nothing Elven Archer A *Afraid* Type: Humanoid Level: 4 2 Health: 15/25 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 Engineer A *Burning* *Afraid* Type: Humanoid Level: 1 1 Health: 23/35 Special: Repair - The Elven Engineer restores 5 Health to the siege engine with the lowest Health. Drops: 20 Gold Enemies to the South: Elven Elite C Type: Humanoid Level: 8 Health: 33/40 Defense: 5 Special: Take Cover - The Elven Elite crouches behind his shield. During the next Round, he will take no Damage. Drops: nothing Elven Elite D Type: Humanoid Level: 8 Health: 33/40 Defense: 5 Special: Take Cover - The Elven Elite crouches behind his shield. During the next Round, he will take no Damage. Drops: nothing Elven Elite E Type: Humanoid Level: 8 Health: 33/40 Defense: 5 Special: Take Cover - The Elven Elite crouches behind his shield. During the next Round, he will take no Damage. Drops: nothing 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: 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 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 B Type: Mechanical Level: 3 Health: 10/20 Special: Diseased Shot - The Elven Onager fires a dead animal, causing the Poisoned effect to any heroes on the fortification targeted. Drops: Venom Enemies to the South-East: Elven Scout C 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: nothing Elven Archer C 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 Engineer C 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 C Type: Mechanical Level: 3 Health: 20/20 Special: Diseased Shot - The Elven Onager fires a dead animal, causing the Poisoned effect to any heroes on the fortification targeted. Drops: Venom Enemies to the East: Elven Scout D 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: nothing Elven Archer D 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 Engineer D 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 D Type: Mechanical Level: 3 Health: 20/20 Special: Diseased Shot - The Elven Onager fires a dead animal, causing the Poisoned effect to any heroes on the fortification targeted. Drops: Venom Enemies to the North: Lord Leorry Type: Humanoid Level: 15 Health: 150/150 Defense: 1 Passive Special: Infiltrate - Lord Leorry can move through locked doors in towers. Special: Invisibility - Lord Leorry cloaks himself with elven magic and disappears from the mini-map for 2 Rounds, during which he can move unseen and untargeted by heroes, but may not deal Free Hits. Drops: Cloak of the Invisible Elf, 100 Gold Elven Saboteur A Type: Humanoid Level: 5 Health: 40/40 Passive Special: Infiltrate - The Elven Saboteur can move through locked doors in towers. Special: Mine - The Elven Saboteur plants a magical explosive in whichever wall or tower he currently is in, which will detonate and cause 5 Damage to the fortification and any heroes in it at the end of the next Round. Drops: Elven Bomb Elven Saboteur B Type: Humanoid Level: 5 Health: 40/40 Passive Special: Infiltrate - The Elven Saboteur can move through locked doors in towers. Special: Mine - The Elven Saboteur plants a magical explosive in whichever wall or tower he currently is in, which will detonate and cause 5 Damage to the fortification and any heroes in it at the end of the next Round. Drops: Elven Bomb Party: Althior Emorith, Level 17 Mage (K-nut) *Party Leader* *Mounted* *Hastened* *Encouraged* *Lucky* Power: 22 44 Health: 21/21 Ether: 20/21 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), 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) 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), Standard-Issue Halberd (WP:1), Opal (Ice), Emerald (Wood), Telescope, Potions (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 Reconstructed Elven Onager Operated by Arthur Justus Regulus VII Level: 5 Health: 12/12 Ammunition: Stones Helm Delvergrow, Level 3 Barbarian (played by Sloop) Power: 6 Health: 10/10 Gold: 10 Inventory: Snake-style Blade (WP:3), Potion, Mead Mini Merlin Trebuchet Operated by Helm Delvergrow 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 (1 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. 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) Slice N Dice Blockade Operated by Alexandre le Chevalier 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 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. Polybolos *Rapid-fire* Operated by Alexandre le Chevalier Level: 10 Health: 15/15 Ammunition: Arrows Note: The polybolos will shoot twice at a target each Round. 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. QM Note: Since they are in water, I'm going to extinguish the Burning effect once the elves get out.
Flipz Posted April 2, 2012 Posted April 2, 2012 "Great work. Arasmyth, I suggest you save the final round of ammunition for when the Elves emerge from the river, and use other attacks for now. I'll fire small stones at Lord Belril again this round." "I'll do tha same thing as last round."
Sloop Posted April 2, 2012 Posted April 2, 2012 Helm grimly observes the effect of his shot, and is suprised that the elf shrugs it off so lightly. "Perhaps I should concentrate less powerful foes..." Ordering the two lion knight crossbowmen to aid him, he begins throwing stones off the turret at the three elves (Elven Scout A, Elven Engineer A, Elven Archer A) two stories beneath him.
Brickdoctor Posted April 2, 2012 Author Posted April 2, 2012 Helm grimly observes the effect of his shot, and is suprised that the elf shrugs it off so lightly. "Perhaps I should concentrate less powerful foes..." Ordering the two lion knight crossbowmen to aid him, he begins throwing stones off the turret at the three elves (Elven Scout A, Elven Engineer A, Elven Archer A) two stories beneath him. QM Note:His SP is only 3. It just looks like there was little effect because his HP is so high.
Sloop Posted April 2, 2012 Posted April 2, 2012 QM Note: His SP is only 3. It just looks like there was little effect because his HP is so high. OOC: Yes, but if you hit someone with a frickin' catapult and he shrugged it off, I think you would feel a little out of your league. My action is mainly for RP...
Brickdoctor Posted April 2, 2012 Author Posted April 2, 2012 OOC: Yes, but if you hit someone with a frickin' catapult and he shrugged it off, I think you would feel a little out of your league. My action is mainly for RP... QM Note:Okay, gotcha. Just making sure you weren't changing targets unnecessarily because of the technical aspects.
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