Posted February 09, 2012
This is a 2 on 2 sparring match in the Treasure Labyrinth. I doubt we will get 4 players, so if you want to create a 2nd character and pair him with your existing one, please do! However, who knows, maybe we can get 4 players.
OPEN SPOTS FOR CHARACTERS
Red Squad:
1. Kamelion (Pazzer). Level 12 Druid.
2. Vir (Aaron86) Level 4 Psionicist
Blue Squad:
1. Garrett Castell (Barnell). Level 10 Knight
2. Exile Mystran (Landeril) Level 13 Shadow Knight
RULES
See MAP in the attachment
When both members of one team are defeated (brought to 0 HP or less), the other team wins!
If 100 total turns pass without a winning team, the match will be considered a draw.
Experience, gold and sparring points are awarded based on your level + ally's level divided by 2 compared to both enemies levels added and divided by 2. Therefore, if your team has lower levels, your reward for victory will be higher! Conversely, the reward for winning
There are 2 grand prize treasures with values of 300-1000 gold each! This DOESN'T mean that they are only gold, they may be rings, amulets, gloves, boots, helmets, scrolls... who knows? But their combined VALUE is 300-1000. One all the way north, behind a covered wall with no entry. The other, all the way south, behind a covered wall with no entry. The walls that protect these grand prizes are colored differently than the other walls. That is because they are magical. You cannot move through these walls UNTIL both members of the other team is defeated. Note that just because you beat the other team, you aren't NECESSARILY entitled to these treasures. You MUST make it there before 100 total turns have passed (each time a character moves, it counts as a turn!)
There are 13 other treasures worth 25-200 gold each. 6 of these treasures are trapped, and will make you lose 5 HP if you do not disarm them first. Be careful!
Each character may move up to 2 spaces and/or act each turn. You must do these things all at one time, however, you can move or act in any order. You could, for example, move 1 space, then use a skill, then move another space. It is also permissible to just act or just move, or even do nothing ("pass") if you prefer.
Short range/melee is any adjacent square within sight. If an enemy's square touches your own, or if the enemy is inside your square, you may use melee or short range effects.
Long range/missile is ANY square within your character's sight. So, you can't cast a long range spell at an enemy THROUGH a wall or fire an arrow at an enemy THROUGH a wall. However, note that long range/missile effects are slightly weaker and more inaccurate than melee/short range effects.
The map will be updated on THE MOST RECENT POST.
You are represented by the first initial of your character's name on the map.
It requires an ACTION to open a treasure chest, so keep that in mind. Also remember that some chests (determined at random) are trapped! So beware, unless you've got a Rogue in your party that can deal with that (no one here does.)
OPEN SPOTS FOR CHARACTERS
Red Squad:
1. Kamelion (Pazzer). Level 12 Druid.
2. Vir (Aaron86) Level 4 Psionicist
Blue Squad:
1. Garrett Castell (Barnell). Level 10 Knight
2. Exile Mystran (Landeril) Level 13 Shadow Knight
RULES
See MAP in the attachment
When both members of one team are defeated (brought to 0 HP or less), the other team wins!
If 100 total turns pass without a winning team, the match will be considered a draw.
Experience, gold and sparring points are awarded based on your level + ally's level divided by 2 compared to both enemies levels added and divided by 2. Therefore, if your team has lower levels, your reward for victory will be higher! Conversely, the reward for winning
There are 2 grand prize treasures with values of 300-1000 gold each! This DOESN'T mean that they are only gold, they may be rings, amulets, gloves, boots, helmets, scrolls... who knows? But their combined VALUE is 300-1000. One all the way north, behind a covered wall with no entry. The other, all the way south, behind a covered wall with no entry. The walls that protect these grand prizes are colored differently than the other walls. That is because they are magical. You cannot move through these walls UNTIL both members of the other team is defeated. Note that just because you beat the other team, you aren't NECESSARILY entitled to these treasures. You MUST make it there before 100 total turns have passed (each time a character moves, it counts as a turn!)
There are 13 other treasures worth 25-200 gold each. 6 of these treasures are trapped, and will make you lose 5 HP if you do not disarm them first. Be careful!
Each character may move up to 2 spaces and/or act each turn. You must do these things all at one time, however, you can move or act in any order. You could, for example, move 1 space, then use a skill, then move another space. It is also permissible to just act or just move, or even do nothing ("pass") if you prefer.
Short range/melee is any adjacent square within sight. If an enemy's square touches your own, or if the enemy is inside your square, you may use melee or short range effects.
Long range/missile is ANY square within your character's sight. So, you can't cast a long range spell at an enemy THROUGH a wall or fire an arrow at an enemy THROUGH a wall. However, note that long range/missile effects are slightly weaker and more inaccurate than melee/short range effects.
The map will be updated on THE MOST RECENT POST.
You are represented by the first initial of your character's name on the map.
It requires an ACTION to open a treasure chest, so keep that in mind. Also remember that some chests (determined at random) are trapped! So beware, unless you've got a Rogue in your party that can deal with that (no one here does.)
Post edited February 12, 2012 by stoicsentry