Rumble Strike Posted July 26, 2012 Posted July 26, 2012 "We fight alongside each other once again!" said Tarn to Phil as he slotted his Remedy into the hollow blade of his axe. "What ever happens this day it has been an honour to battle by your side." Quote
Tanma Posted July 26, 2012 Posted July 26, 2012 IC: De'kra winced as pain struck into him. "I suffer great damage, so I think I will drink potion. This alright and rest of group? I am sorry about it, but I not able to stand much longer." Quote
Fugazi Posted July 26, 2012 Posted July 26, 2012 Galen waits for the enemy to move, while applying venom to the blade of his throwing dagger. OOC: Would it be possible for a party to use a smoke bomb to withdraw from a fight to a different room while avoiding free hits? Or would the use of a smoke bomb definitively remove those players from combat like in normal fights? Quote
Chromeknight Posted July 26, 2012 Posted July 26, 2012 Hurt again Xander? Nerwen smiles at him. Knowing the difficulty in healing the barbarian's hurts, Nerwen steps up to him and swings a punch at his nose, she pulls the punch, opening her mouth to chant the words which focus her healing. In this way Nerwen heals Xander. Denerii chirps, Looking to start a nest? And winks at Xander before drawing her stone knife and getting in close to stab at the traitorous triarch. Denerii attacks Emperor Emeraldo from the front row with her stone knife. Quote
Capt.JohnPaul Posted July 26, 2012 Posted July 26, 2012 Alexandre waits right behind the doorway. He stays put. Knyghton Stays put. Quote
Professor Flitwick Posted July 26, 2012 Posted July 26, 2012 "I'll attack Chimera Guard D, from the front row with my Sabre!" William, noting the Mages advice, alters his pantomime. "Mr. Harkenshire will attack Chimera Guard A and Chimera Guard B from the back row, with his Repeating Crossbow!" Quote
posades Posted July 26, 2012 Posted July 26, 2012 OOC: Hey QM's have you been taking off poison damage these past few rounds on the imperial guards? It doesn't seem like it from my calculations, though my calculations could be wrong. Xander smiles sheepishly at Denerii before tacitly thanking Nerwen. He hoped she would be successful this coming round, for he knew he was stepping into danger by attacking elite archer B from the front row with his poisoned club. Quote
Dharkan Posted July 26, 2012 Posted July 26, 2012 Attacking Imperial Guard D from front row. Attacking Imperial Guard D from front row. Quote
Zepher Posted July 26, 2012 Author Posted July 26, 2012 OOC: Would it be possible for a party to use a smoke bomb to withdraw from a fight to a different room while avoiding free hits? Or would the use of a smoke bomb definitively remove those players from combat like in normal fights? Creative and logical. I'd say that would be an okay strategy to me! Quote
JimBee Posted July 26, 2012 Posted July 26, 2012 OOC: @posades: Yes, I forgot this round, will fix it. Also, WBD, fixed Isabella's lucky roll. Quote
Pandora Posted July 26, 2012 Posted July 26, 2012 Nyx glances around the ornate furniture and architecture of Emperor Alandri's quarters, and also glances around her allies as they make their preparations. She can hear the enemies outside, but their movements are not yet clear to her. With nothing left to do but wait, she leans against the back wall, eyeing the doorway, slips off her black leather gloves and works on filing her nails. Quote
Xarrzan Posted July 26, 2012 Posted July 26, 2012 Xander moved too quickly in his attack for Sarick to land his healing staff. Once he saw that Nerwen was back to healing he relaxed. 'Her miracles will help us all,' he thought. Sarick then attacked Elite Archer C from the back row with frost magic. Sarick absently noticed that at least one of the archers smiled on his slide down the stiars...yet the archer was still intent on killing him. Quote
Zepher Posted July 26, 2012 Author Posted July 26, 2012 OoC: Will update in about 5 hours! WBD, still waiting on a battle order. Quote
Flipz Posted July 27, 2012 Posted July 27, 2012 OOC: Does Roland's Decieve special ignore row and/or SP? For future reference. "Sir Cronk, if my Blinding of Blackenord works, next Round I will use my Mead on you, we could use the extra strength." Quote
JimBee Posted July 27, 2012 Posted July 27, 2012 OOC: Does Roland's Decieve special ignore row and/or SP? For future reference. OOC: If it doesn't state otherwise, then you assume that it doesn't ignore row/SP. Quote
Waterbrick Down Posted July 27, 2012 Posted July 27, 2012 Battle Order: Tarn Atramor Phil Count Knyghton Alexandre Nyx Luke Galen De'kra Cronk Thothwick William Arthur Denarri Skrall Isabella Sarick Xander Nerwen Quote
CMP Posted July 27, 2012 Posted July 27, 2012 (edited) "Wait, put Cronk first, I think he needs to take a free hit or two... Ah, wait, nevermind, William's attacking." Edited July 27, 2012 by CallMePie Quote
CorneliusMurdock Posted July 27, 2012 Posted July 27, 2012 "Sir Cronk, if my Blinding of Blackenord works, next Round I will use my Mead on you, we could use the extra strength." Cronk is sorry but Cronk cannot allow it. Cronk's body is temple. Cronk does not drink anymore. OOC: I know it would help us, Flipz, but it's a character choice I made a while back and I think I'll have to stick to it. If you really want to try to force it down Cronk's throat, don't expect Cronk to be grateful later. Quote
Zepher Posted July 27, 2012 Author Posted July 27, 2012 Results of Round 5 of Battle for Dastan Heroes in Throne Room (First Floor): Tarn - Remedy into Hollow Blade Atramor heals Knyghton - Miss Heal Less (+20) Phil does nothing Count Knyghton does nothing Heroes in Alandri's Wing (First Floor): Alexandre does nothing Nyx does nothing Luke does nothing Galen - Venom on his Throwing Dagger Heroes in Southernmost Corridor (First Floor): De'kra - Drinks Potion Cronk v. Chimera Guard C - Damage (-[12-9]=3) Thothwick v. Chimera Guard D - Critical Hit (-([8x2]+17=33)) William v. Chimera Guard A - Hit (-[19x2]=38) William v. Chimera Guard B - Damage (-12/2=6) Arthur blinds Blackenord - Critical Hit Success Heroes in Emeraldo's Wing (First Floor): Denerii v. Emperor - Damage (-20) Invulnerable Skrall v. Elite Archer A - Damage Hit (-[54x3]=162) Isabella v. Imperial Guard D - Shield Miss (-[([8x3]+12)-1]=35) (+35 gold) Sarick v. Elite Archer C - Hit (-18) Xander v. Elite Archer B - Hit Special Damage (-24) Nerwen heals Xander - Hit Heal (+16) Free Hits Imperial Guard A v. Denerii - Invulnerable Imperial Guard B v. Skrall - (-6/2=3) Imperial Guard C v. Isabella - (-[6-1]=5) Imperial Guard E v. Sarick - (-6/2=3) Imperial Guard F v. Xander - (-6) Heavy Elite A v. Nerwen - (-12/2=6) Heavy Elite B v. Denerii - Invulnerable Heavy Elite C v. Skrall (-12/2=6) Effects Poison: All Imperial Guards (-1), Archer B (-1) Blessed: Skrall (+3) The heroes in the throne room and Alandri's Wing brace themselves as the Lion Knights split up and bear down on both of them. Cronk and Thothwick smash Chimera Guards, while William takes one down before he is crushed under the claws of the mechanical beasts. Arthur fires a quick spell that rams into Blackenord's eyes. He stumbles backwards, eyelids closed. Meanwhile, in Emerlado's Wing, the battle heats up. Denerri narrowly misses a swing from the Emperor, while the rest of the team rams up against the Emperor's Archers. They are repelled by the remainder of the force, who slice and hack at them. The Enemies: Rogue Lion Pikeman A Type: Humanoid Level: 10 Health: 50/50 Defense: 2 Special: Stick Together - All Pikemen present huddle together, halving their Damage taken during the next Round. Drops: nothing Location: Alandri's Quarters (First Floor) Rogue Lion Pikeman B Type: Humanoid Level: 10 Health: 50/50 Defense: 2 Special: Stick Together - All Pikemen present huddle together, halving their Damage taken during the next Round. Drops: nothing Location: Alandri's Quarters (First Floor) Rogue Lion Pikeman C Type: Humanoid Level: 10 Health: 50/50 Defense: 2 Special: Stick Together - All Pikemen present huddle together, halving their Damage taken during the next Round. Drops: nothing Location: Alandri's Quarters (First Floor) Rogue Lion Pikeman D Type: Humanoid Level: 10 Health: 50/50 Defense: 2 Special: Stick Together - All Pikemen present huddle together, halving their Damage taken during the next Round. Drops: nothing Location: Alandri's Quarters (First Floor) Rogue Lion Pikeman E Type: Humanoid Level: 10 Health: 50/50 Defense: 2 Special: Stick Together - All Pikemen present huddle together, halving their Damage taken during the next Round. Drops: nothing Location: Alandri's Quarters (First Floor) Rogue Lion Pikeman F Type: Humanoid Level: 10 Health: 50/50 Defense: 2 Special: Stick Together - All Pikemen present huddle together, halving their Damage taken during the next Round. Drops: nothing Location: Alandri's Quarters (First Floor) Rogue Lion Pikeman G Type: Humanoid Level: 10 Health: 50/50 Defense: 2 Special: Stick Together - All Pikemen present huddle together, halving their Damage taken during the next Round. Drops: nothing Location: Far North Corridor (First Floor) Rogue Lion Pikeman H Type: Humanoid Level: 10 Health: 50/50 Defense: 2 Special: Stick Together - All Pikemen present huddle together, halving their Damage taken during the next Round. Drops: nothing Location: Alandri's Quarters (First Floor) Imperial Guard A *Poisoned* Type: Humanoid Level: 6 Health: 102/150 Defense: 1 Special I: Stick Together - Takes a defensive position with the other Imperial Guards so that all damage received is halved for one round. While in effect, none of them can deal free hits. Applies to all remaining Imperial Guards. Special II: Charge! - Allows all Imperial Guards to deal free hits to the party while they are Sticking Together (used only if Sticking Together is already in effect). Applies to all remaining Imperial Guards. Drops: 5 gold Location: West Corridor (First Floor) Imperial Guard B ~Poisoned~ Type: Humanoid Level: 6 Health: 77/150 Defense: 1 Special I: Stick Together - Takes a defensive position with the other Imperial Guards so that all damage received is halved for one round. While in effect, none of them can deal free hits. Applies to all remaining Imperial Guards. Special II: Charge! - Allows all Imperial Guards to deal free hits to the party while they are Sticking Together (used only if Sticking Together is already in effect). Applies to all remaining Imperial Guards. Drops: 5 gold Location: West Corridor (First Floor) Imperial Guard C *Poisoned* Type: Humanoid Level: 6 Health: 126/150 Defense: 1 Special I: Stick Together - Takes a defensive position with the other Imperial Guards so that all damage received is halved for one round. While in effect, none of them can deal free hits. Applies to all remaining Imperial Guards. Special II: Charge! - Allows all Imperial Guards to deal free hits to the party while they are Sticking Together (used only if Sticking Together is already in effect). Applies to all remaining Imperial Guards. Drops: 5 gold Location: West Corridor (First Floor) Imperial Guard D *Poisoned* Type: Humanoid Level: 6 Health: 5/150 Defense: 1 Special I: Stick Together - Takes a defensive position with the other Imperial Guards so that all damage received is halved for one round. While in effect, none of them can deal free hits. Applies to all remaining Imperial Guards. Special II: Charge! - Allows all Imperial Guards to deal free hits to the party while they are Sticking Together (used only if Sticking Together is already in effect). Applies to all remaining Imperial Guards. Drops: 5 gold Location: West Corridor (First Floor) Imperial Guard E *Poisoned* Type: Humanoid Level: 6 Health: 109/150 Defense: 1 Special I: Stick Together - Takes a defensive position with the other Imperial Guards so that all damage received is halved for one round. While in effect, none of them can deal free hits. Applies to all remaining Imperial Guards. Special II: Charge! - Allows all Imperial Guards to deal free hits to the party while they are Sticking Together (used only if Sticking Together is already in effect). Applies to all remaining Imperial Guards. Drops: 5 gold Location: West Corridor (First Floor) Imperial Guard F *Poisoned* Type: Humanoid Level: 6 Health: 126/150 Defense: 1 Special I: Stick Together - Takes a defensive position with the other Imperial Guards so that all damage received is halved for one round. While in effect, none of them can deal free hits. Applies to all remaining Imperial Guards. Special II: Charge! - Allows all Imperial Guards to deal free hits to the party while they are Sticking Together (used only if Sticking Together is already in effect). Applies to all remaining Imperial Guards. Drops: 5 gold Location: West Corridor (First Floor) Chimera Guard B Level 12 Mechanical, Demon Health: 19/50 Special: Roar of Life – Revives one fallen fellow guard at half health. Drops: Nothing Location: South Corridor (First Floor) Chimera Guard C Level 12 Mechanical, Demon Health: 50/50 Special: Roar of Life – Revives one fallen fellow guard at half health. Drops: Nothing Location: South Corridor (First Floor) Chimera Guard D Level 12 Mechanical, Demon Health: 17/50 Special: Roar of Life – Revives one fallen fellow guard at half health. Drops: Nothing Location: South Corridor (First Floor) Chimera Guard E Level 12 Mechanical, Demon Health: 50/50 Special: Roar of Life – Revives one fallen fellow guard at half health. Drops: Nothing Location: Eastern Corridor (First Floor) Chimera Guard F Level 12 Mechanical, Demon Health: 50/50 Special: Roar of Life – Revives one fallen fellow guard at half health. Drops: Nothing Location: Eastern Corridor (First Floor) Chimera Guard G Level 12 Mechanical, Demon Health: 50/50 Special: Roar of Life – Revives one fallen fellow guard at half health. Drops: Nothing Location: Eastern Corridor (First Floor)) Chimera Guard H Level 12 Mechanical, Demon Health: 50/50 Special: Roar of Life – Revives one fallen fellow guard at half health. Drops: Nothing Location: Eastern Corridor (First Floor) Chaos Beast of Dastan A Type: Demon, Holy Level: 20 Health: 300/300 Defense: 5 Special: Chaos - The Chaos Beast of Dastan randomly chooses an action, either (1) dealing 15 Damage, (2) dealing 30 Damage, (3) increasing its Level by 1, (4) doing 15 Damage to itself, (5) dealing 5 Damage to every hero, regardless of Row or SP, or (6) increasing the target's WP by 1. Drops: Zoot's Plaything Location: Eastern Corridor (First Floor) Chaos Beast of Dastan B Type: Demon, Holy Level: 20 Health: 300/300 Defense: 5 Special: Chaos - The Chaos Beast of Dastan randomly chooses an action, either (1) dealing 15 Damage, (2) dealing 30 Damage, (3) increasing its Level by 1, (4) doing 15 Damage to itself, (5) dealing 5 Damage to every hero, regardless of Row or SP, or (6) increasing the target's WP by 1. Drops: Nothing Location: Eastern Corridor (First Floor) Chaos Beast of Dastan C Type: Demon, Holy Level: 20 Health: 300/300 Defense: 5 Special: Chaos - The Chaos Beast of Dastan randomly chooses an action, either (1) dealing 15 Damage, (2) dealing 30 Damage, (3) increasing its Level by 1, (4) doing 15 Damage to itself, (5) dealing 5 Damage to every hero, regardless of Row or SP, or (6) increasing the target's WP by 1. Drops: Nothing Location: Eastern Corridor (First Floor) Heavy Elite Guard A Type: Humanoid Level: 12 Health: 292/300 Defense: 3 Special I: Rally - Encourages all allies for the next round. Special II: Pummel - Deals damage to the foe and stuns them for the next round. Used only if Rally is already in effect. Drops: 100 gold Location: West Corridor (First Floor) Heavy Elite Guard B Type: Humanoid Level: 12 Health: 292/300 Defense: 3 Special I: Rally - Encourages all allies for the next round. Special II: Pummel - Deals damage to the foe and stuns them for the next round. Used only if Rally is already in effect. Drops: 100 gold Location: West Corridor (First Floor) Heavy Elite Guard C Type: Humanoid Level: 12 Health: 292/300 Defense: 3 Special I: Rally - Encourages all allies for the next round. Special II: Pummel - Deals damage to the foe and stuns them for the next round. Used only if Rally is already in effect. Drops: 100 gold Location: West Corridor (First Floor) Elite Archer A Type: Humanoid Level: 15 Health: 5/175 Defense: 0 Special I: Double Shot - Accurately shoots a single arrow through the foe and the next in the battle order, dealing normal damage to both. Special II: Tempest: Rains arrows down on all foes, dealing 7 damage each. Drops: Nothing Note: Specials alternate Location: West Corridor (First Floor) Elite Archer B *Poisoned* Type: Humanoid Level: 15 Health: 142/175 Defense: 0 Special I: Double Shot - Accurately shoots a single arrow through the foe and the next in the battle order, dealing normal damage to both. Special II: Tempest: Rains arrows down on all foes, dealing 7 damage each. Drops: Nothing Note: Specials alternate Location: West Corridor (First Floor) Elite Archer C Type: Humanoid Level: 15 Health: 149/175 Defense: 0 Special I: Double Shot - Accurately shoots a single arrow through the foe and the next in the battle order, dealing normal damage to both. Special II: Tempest: Rains arrows down on all foes, dealing 7 damage each. Drops: Nothing Note: Specials alternate Location: West Corridor (First Floor) Rogue Lion Commander A Type: Humanoid Level: 15 Health: 150/150 Defense: 2 Special: Rally - The commander rallies his allies, doubling their Damage dealt during the next Round as part of the Encouraged effect. Drops: nothing Location: Lower North Corridor (First Floor) Rogue Lion Commander B Type: Humanoid Level: 15 Health: 150/150 Defense: 2 Special: Rally - The commander rallies his allies, doubling their Damage dealt during the next Round as part of the Encouraged effect. Drops: nothing Location: Lower North Corridor (First Floor) Rogue Lion Commander C Type: Humanoid Level: 15 Health: 135/150 Defense: 2 Special: Rally - The commander rallies his allies, doubling their Damage dealt during the next Round as part of the Encouraged effect. Drops: nothing Location: Lower North Corridor (First Floor) Rogue Lion Commander D Type: Humanoid Level: 15 Health: 150/150 Defense: 2 Special: Rally - The commander rallies his allies, doubling their Damage dealt during the next Round as part of the Encouraged effect. Drops: nothing Location: Lower North Corridor (First Floor) Rogue Lion Commander E Type: Humanoid Level: 15 Health: 150/150 Defense: 2 Special: Rally - The commander rallies his allies, doubling their Damage dealt during the next Round as part of the Encouraged effect. Drops: nothing Location: Lower North Corridor (First Floor) Lord Lucan Type: Humanoid Level: 10 Health: 500/500 Defense: 3 Special: Lucky Hit - Lord Lucan flails around with his short decorative sword and manages to get behind his target's defenses, dealing 15 Damage. Being a treacherous member of the nobility, Lord Lucan also inflicts his target with the Poisoned effect. Drops: Venom, 200 Gold Location: Alandri's Quarters (First Floor) Lord Blackenord Level 18 Mechanical, Humanoid Health: 387/525 SP: 2 Special I: Repair Man - Heals all Mechanical Enemies by 25 points. Special II: Scatter-shot - Deals 10 damage to all heroes, disregarding row/SP. Drops: Topaz, 500 Gold Note - Specials will alternate. Location: South Corridor (First Floor) Sir Lamorak Type: Humanoid Level: 15 Health: 600/600 Defense: 5 Special: Call for Backup - Sir Lamorak calls for a Rogue Lion Commander to assist him. Drops: Mail of the Renegade Commander Location: Alandri's Quarters (First Floor) Sir Loren Type: Humanoid Level: 15 Health: 1000/1000 Defense: 10 Special: Angered Slash - Enraged, Sir Loren slashes at his target, pushing the target back as part of the Afraid effect. Sir Loren's increasing rage raises his Level by 1. Drops: Sword of Ancestral Hatred Location: Alandri's Quarters (First Floor) XX Level 20 Fiery, Humanoid Health: 1500/1500 Special I: Countdown – All Bombs dials go down by one Special II: Explosion – Does 5 damage to all heroes, regardless of row/SP and burns the hero targeting XX, dealing a further 2 damage each round until the end of the battle (does not stack). Drops: Bomb XX x5, Explosive Staff, Fire Amulet Note: Will be defeated when health reaches 250. Drops will be dropped, and XX will flee. Location: Eastern Corridor (First Floor) Emperor Roland Emeraldo Level 20 Humanoid Health: 670/678 Defense: 6 Special I: Deceive: Deals damage equal to the enemy's level. Special II: Corrupt: Turns a random opponent against their party for one turn. Drops: Twin Broadswords, Crown, Golden Armor Note: Specials alternate. Location: West Corridor (First Floor) The Party: Thothwick, Level 17 1/2 Rouge Power: 25 (23 Ranged) Health: 28/28 Gold: 557 Inventory - Sabre (WP 8), Whip Chain (WP 6), Shuriken (WP 5), 1 Bedroll, 1 Telescope, Cultist's Hat Nyx, Level 20 1/3 Battle Mage *Immune to Asleep-effect* *Lucky* *Blessed* Power: 33 Health: 30/30 Ether: 25/25 Defense: 0 Gold: 40 Inventory: Book of a Thousand Creatures (WP:13, each roll has a 1/6 chance to summon a creature to aid the hero), Dawnstar II (WP: 9), Healing Staff (WP: 5), Shiny Helmet (+1 max health), Ruby (Fire), Amethyst (Darkness), Topaz (Lightning), Sapphire (Wind), Emerald (Wood), Garnet (Earth), Sandman's Parasol, Potion, Remedy, 2 Tonics, 2 Grand Tonics, Holy Bomb, Bedroll, 5 Bones, Wooden Shield (SP:2), Bomb XX, Phoenix Essence, Ether Core Atramor Gibbin, Level 20 Witch Power: 30 Health: 23/23 (-14 for remainder of Quest) Ether: 6/9 (-9 for remainder of Quest) Gold: 52 Inventory: Ratsbane, WP: 10, Witch's Talisman, Black Katana, WP: 8, Staff of the Elven Warlock, WP: 5, Grand Tonic, Fire Bomb, Ancient Crown (Give Enemy Cursed Effect on first hit of battle), Scroll of Sealing Tarn Valco, Level 15 1/2 Barbarian Power: 25 Health: 18/22 Defense: 2 Gold: 13 Inventory: Lion’s Heart (WP: 13, Suitable for Barbarians and Knights, stuns target on successful hits), Helbaerend (WP: 10, Water, Ice and Lightning Elemental, Hollow Blade, Remedy Stored), Fauxthril Spear (WP: 6), Sand Worm Hide, Shovel, Pickaxe William Harkenshire, Level 14 Ranger *KO'd* Power: 19 Health: 0/19 Gold: 20 Inventory: Hand Cannon (WP: 5; Lightning, Wood) Repeating Crossbow (WP: 5 May not be upgraded; Fire; Hastened), Chimera Armor (Torsowear, Suitable for Knights and Barbarians, +2 SP, +2 Health), Lion Knight Shield (SP: 4, Unsuitable), Remedy, Smoke Bomb, Bedroll, Mead, Smelling Salts, Pickaxe, Horse, Skeleton Decoy, Shovel, Magnifying Glass, Venom, Elven Bomb Phil (NPC) *Encouraged* Level 20 1/3 Dastanian Power: 35 70 Health: 22/22 Gold: 50 Inventory: Dastan War Hammer (WP: 15, Fire/Earth Elemental) Shield – Strikes the enemy with a terrific hit, halving their current health. Critical Hit – Attacks with WPx2 + Lvl Skrall, Level 19.5 Hunter (Waterbrick Down) *Party Leader* *Favors Humanoid Enemies* *Blessed* *Lucky* *Encouraged* Power: 54 Health: 26/32 Defense: 0 Gold: 49 Inventory: Heavy Crossbow (WP: 8; Knock-back), Hunter's Crossbow (WP: 11; +4 vs. Beasts), Greatsword of Lion Nobles (WP: 20; User is Slowed), Smoke Bomb, Zoot's Cookie Alexandre le Chevalier, Level 13.5 Knight (Capt.JohnPaul) Power: 21 Health: 22/22 Defense: 7 Gold: 77 Inventory: Sword of the Elven Blademaster (WP: 8; ignores SP), Standard-Issue Crossbow (WP: 1), Cross Heater Shield (SP: 7), Potions (6), Tonic, Remedy, Smoke Bomb, Fire Bomb Isabella del Toboso, Level 12 Rogue (Dharkan) *Lucky* Power: 21 Health: 13/18 Defense: 1 Gold: 109 Inventory: Fauxthril Dagger (WP: 8), Golden Dagger (WP: 3), Standard-Issue Crossbow (WP: 1), Cloak of the Invisible Elf (SP: 1; untargetable for first 2 Rounds of every Battle), Venom, Potions (7), Tonics (5), Remedy, Phoenix Essence, Bedroll, Fire Bombs (3), Dragon Scales (2) Arthur Justus Regulus VII, Level 13.5 Mage (controlled by QM) Power: 20 Health: 11/19 Ether: 12/17 Defense: 1 Gold: 58 Inventory: Staff of the Cultist Battlemage (WP: 7; 50% chance of Fleeing instead of being KO'd), Standard-Issue Crossbow (WP: 1), Robe of Magi (SP:1), Potion(x2), Bedroll, Healing Staff (WP: 5), Scroll of Sealing, Scroll of Blindness, Scroll of Confusion, Scroll of Sleep, Shovel, Grand Tonic, Opal (Ice), Telescope, Amethyst (Darkness), Tonic, Mead Luke, Level 19.5 Sage (controlled by Waterbrick Down) *Pacifist* Power: 24 Health: 27/34 Ether: 20/26 Defense: 0 Gold: 0 Inventory: Arthur's Staff of Elven Necromancy (WP: 5), Standard-Issue Crossbow (WP: 1), Wooden Staff (WP: 1), Diamond (Light), Tonics (1), Bedroll Count Lewis Knyghton, Level 14.5 Engineer (controlled by Capt.JohnPaul) Power: 15 Health: 21/21 Defense: 0 Gold: 0 Inventory: Spatha (WP: 3), Standard-Issue Crossbow (WP: 1) Nerwen Calmcacil (played by Chromeknight) Level 10.5 Cleric *Immune to wind-based attacks* Power: 16 Health: 13/19 Ether: 11/15 Defense: 2 Gold: 93 Inventory: Peace (Hammer, WP: 6), Wooden Staff (WP:3), Bedroll, Shovel, 2x Potion, Tonic, Remedy, Elixir, Grand Tonic, Venom, Bone, Winged Helmet (SP:2, Immune to wind attacks), Phoenix Essence Galen Woodward (played by Fugazi) Level 10.5 Rogue Power: 15 Health: 20/20 (+4) Defense: 1 (+1) Gold: 242 Inventory: Sword of Bashing (WP: 5; Ice; *Poisoned*), Throwing Dagger (WP:4, Poisoned), Chimera Headdress (Headwear, Suitable for Ranger and Rouges, +1 SP +4 Health), Smoke Bomb, Bedroll De'kra (played by Tanma) Level 16 Rogue Power: 21 Health: 22/22 Defense: 1 Gold: 303 Inventory: Kapura (WP:5, Fire), Chiara (WP:5, Lightning), Shadeaux Dagger (WP:5), Fauxthril Hand Cannon (WP:5, unsuitable), Cloak of the Blue Assassin (SP: 1), Cloak of the Elven Spy, Bedroll, Pickaxe, Shovel, Magnifying Glass, 2x Remedy, Smoke Bomb, Phoenix Essence, Bone Sarick Lanse (played by Xarrzan) Level 11 Mage Power: 18 Health: 9/15 Ether: 4/15 Defense: 0 Gold: 59 Inventory: Dragon's Wrath (Staff WP: 6), Healing Staff (WP:5, healing effect), Dragon's Heart (WP: 15, Fire/Wind Elemental, Suitable to Knights and Rogues), Opal(Ice), Sapphire(Wind), Topaz(Lightning), Potion, Tonics (2), Bone Cronk (played by CorneliusMurdock) Level 21 Paladin Power: 33 Defense: 9 Health: 37/43 (+2) Ether: 15/24 (+2) Gold: 70 Inventory: Zoot's Bane (WP:12, Light, Paralyzing Venom Applied), Healing Staff (WP:5 Healing effect), Bloody Pointy Stick (WP:1), Lance (WP:12), Ennoc's Blessing (Shield, SP:7), Elaborate Helmet (SP:2), Cloak of Chimera (Backwear, Suitable for Mage and Clerics, +2 Health, +2 Ether) Potion, Holy Bomb, Bedroll, Blacksmith Writ, Bone, Cultist Documents, Lightning Bomb, Tonic Xander Unth'or (played by posades) *Lucky* Level 14.5 Barbarian Power: 22 (24 if fighting from front row) Health: 15/21 Gold: 311 Defense: 0 (1 if fighting from back row) Inventory: Pongcanis Club (WP: 8; *Poisoned*), Double-Sided Battle Ax (WP:6, Aim), Enigmatic Hammer (WP: 3), Robe of the Pongcanis Champion (WP: 1 Front Row)(SP: 1 Back Row), Precision Bow (WP:6; all 'Aim's become 'Hit's; unsuitable), Potion (2), Grand Potion, Horse (WP: 1 Front Row), Skeleton Decoy, Venom, Elven Bomb Flavius (controlled by Xarrzan) Level 12.5 Winged Warrior *Knocked Out* Power: 17 Health: 0/18 Defense: 2 Gold: 0 Inventory: Handcrafted Bow (WP:5, ranged), Rock Shield (SP: 2) Note: Shield - Take to the Skies - Stuns all enemies for the current round and makes the user invulnerable for the next round. Denerii (controlled by Chromeknight) Level 16.5 Winged Warrior Power: 21 Health: 19/22 Defense: 0 Gold: 0 Inventory: Handcrafted Bow (WP: 5, ranged), Stone Knife (WP: 8) Note: Shield - Take to the Skies - Stuns all enemies for the current round and makes the user invulnerable for the next round. Quote
CMP Posted July 27, 2012 Posted July 27, 2012 Atramor bites his lip as he notices the small army that's headed towards the northmost group, but braces himself mostly for the incoming Rogue Lion Commander attack. "Emperor, Nikolai, I suggest you move into one of the rooms on the left. There's going to be one more knight than we can handle, but I'm sure we'll be able to prevent either of you being taken if you're not in the throne room itself. Arthur, I think you should help out the western defenders with Alandri, you'll be more effective against humanoids anyway and you've taken Blackenord out of commision. It's more than enough time for Cronk, Thothwick and De'kra to finish his guards." Does any effect prevent an enemy from moving rooms? Quote
Brickdoctor Posted July 27, 2012 Posted July 27, 2012 Does any effect prevent an enemy from moving rooms? QM Note:Of the effects that you can inflict, the Stunned effect would, as a result of the enemy losing his Turn, and, of course, the Knocked Out effect would. Quote
Flipz Posted July 27, 2012 Posted July 27, 2012 "De'kra, you have a Phoenix Essence, right? Now would be an excellent time to use it, we need William's ability to attack two enemies at once. It's your call, though. You can ignore Blackenord, since he can't dish out a Free Hit." Arthur hear's Atramor's advice ring in his brain. "You mean the enemies taking out Emperor Roland? Aye, That'll do fine, I'll move West now. Someone had better keep an eye to the East, though, in case those Chaos Beasts, Chimaera Guards, and XX suddenly decide to head upstairs." QM Note: Of the effects that you can inflict, the Stunned effect would, as a result of the enemy losing his Turn, and, of course, the Knocked Out effect would. OOC: What about the Sleep-effect? Quote
Brickdoctor Posted July 27, 2012 Posted July 27, 2012 OOC: What about the Sleep-effect? QM Note:Yes, that would work, as the enemy loses Turns as it would if it were Stunned. Quote
CMP Posted July 27, 2012 Posted July 27, 2012 (edited) "I have no doubt that's exactly where they're going, Arthur, but I don't think we can deal with 'em until they already have Ella. Also, Alexandre, I recommend hanging in the back row, the most damage they could currently do to there you is 1, I believe." So...what happens if the enemy holding an NPC is knocked out? Could another enemy just pick them up the next round? Also, it takes a round to pick them up, right? Here's what I'm currently under the impression would happen: XX has Ella and 2 Chimera Guards in the corridor, along with Cronk. Round 1: Cronk attacks XX. Chimera Guards A and B get free hits. Skip several rounds. Round 20: Cronk knocks out XX, causing him to drop Ella. Chimera Guards A and B get free hits. Round 21: Cronk attacks Chimera Guard A. Chimera Guard B picks up Ella. Round 22: Cronk attacks Chimera Guard A. Chimera Guard B runs off. What I fear is something like this: Round 20: Cronk knocks out XX, causing him to drop Ella. Chimera Guard A get a free hit. Chimera Guard B picks up Ella and runs off. Edited July 27, 2012 by CallMePie Quote
Zepher Posted July 27, 2012 Author Posted July 27, 2012 The first scenario is what would happen. Quote
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