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Yep, just a friendly nudge forward :~)
It's been 2 days since the last turn, I contacted Blue Team via PM yesterday. I'm going to give it 48 more hours, or Blue Team will sacrifice their movement turn. I think 4 days is plenty when it comes to movement turns because there's not too much to do really.

Worst comes to worst, and they're not communicating then any of their members may make all 3 moves in order to avoid losing the turn.
Post edited July 12, 2011 by stoicsentry
32 hours....
Both movies have been submitted.

Map attached.

Milkman to "+", Heroditus loses 1HP, Fexen to "+", Heroditus loses 1 HP. Heroditus now has 36 HP. Arthur to "!", he has a 10% chance to catch a coin here and can't be knocked off of the square.

Elk moves to B2
Kam to E2
Hero to G2, skill drain: Arthur's Dual Wield.
________________________________________________________________________

RESULTS:


BLUE TEAM

1. Arc'Nak'Kar (fexen)
Darts, Range: 2
Damage: 2d6+3

HP: 31
Armor: 1
Thwart: 40%

SPELLS
1. Create Minor Potion: 3/5
3. Magic Missile: 2/5
4. Minor Restoration: 2/5
5. Craft Healing Potion: 1/10
6. Mirror Image: 0/10

Potions:

2 (1 10HP, 1 5HP)


2. The Milkman
Longsword, Range: 2
Attack: 2d6 + 8

HP: 31
Armor: 2
Block: 20%

SKILLS

Focus 1/2
Seize 1/2
Rage 2/2
Blood Frenzy 1/5
Controlled Rage 1/5

Potions:

1 (25 HP)

3. Sir Arthur of Vandelay
Shortbow, Range: 2
Damage: 2d6
HP: 12
Armor: 0


SKILLS
1. Hide in Shadow (1/4)
2. Close Ground (1/4)
3. Pilfer Potions (1/4)

Potions:

2 (1 is 27HP, 10 if used by another, 1 5HP)

__
Wanderers

1. Kamelion (Pazzer)
Sling, Range: 3
Damage: 2d6
HP: 28
Armor: 0
Thwart: 40%

SPELLS:
2. Arc Lightning (1/5)
3. Craft Minor Potion (1/5)
4. Repel (2/5)
5. Minor Restoration (1/5)

Potions:

1 (27 HP if used by him, 10 if by another)

2. White Elk (White Elk)
Sling, Range: 3
Damage: 2d6+2

(May equip: Quarterstaff. Range: 1, Damage: 1d6+3)

HP: 37
Armor: 0
Thwart: 40%

SPELLS

1. Arc Lightning 3/5
2. Magic Missile 2/5
3. Craft Minor Potion 3/5
4. Minor Restoration 2/5
5. Blizzard 2/10

Potions:

1 (10 HP)

3. Heroditus (Rodzaju)
Longbow: range 3
Damage: 2d6+6

HP: 36
Armor: 1
Block: 20%
Heroism of Heroditus: 20% chance to avoid damage from first physical attack of the battle.

SKILLS:

1. Focus 2/2
2. Rush 1/2


Potions:

1 (10 HP)


________________________________________


It is now turn A2. Time for skills/attacks. Looks like the Wanderers are going for the kill victory so far by staying out of Blue Team's range, while Blue Team has an excellent chance to begin claiming coins and going for the coin victory. Remember, you only need 4 to win! Interesting....

As a reminder about Action Turns, they work like this:

You may:

1.) Specials phase: use an item OR; drink a potion OR; use a spell/skill.

2.) Attacks phase: attack an enemy within range* OR; change your weapon.

When you have decided, make sure to contact your team captain and have him post the choices for your group. Ideally, you should inform him of your intentions during the move turn if possible, so he can carry out your orders without waiting for further contact, but this may not always be possible.

From there on in, it's all me. I will:

1.) Post story updates, if there are any.
2.) Update the map, if anyone died or changed locations due to a spell/skill.
3.) Post effects, depending on the spot you ended your turn in.

Which brings us to... a new turn! So it continues until the game is over.

* = note: some skills/spells replace your attack. When that happens, you may not perform an attack afterwards, nor change your weapon.


Wanderers/Blue Team can submit their A2 moves whenever they're ready.
Attachments:
bazaar4.png (461 Kb)
Post edited July 14, 2011 by stoicsentry
Don't have A2 moves yet for either side. Wanderers are close to deciding but nothing from Blue Team yet. So let me know when you do... game is still active.
Wanderers turn submitted. Waiting on Blue Team. It's been 2 days, so 48 more hours to respond.
28 hours for blue team to issue their commands, or the turn is skipped.
Arc'Nak'Kar casts Magic Missile on White Elk. 40% chance to thwart. No! 1d6 (5) + 3 (level) = 8 damage. White Elk now at 29.

Arthur consumes 5HP potion. HP now: 17. Arthur has 10% chance to catch a coin. SUCCEEDS! Blue Team now has 1 coin. 3 more needed for victory.

Milkman holds


Heroditus: Focus & shoot Arthur. 2d6 (3 + 2) + 6 + 3 = 14. Arthur cannot dodge. HP now at 3.

White Elk: Craft Minor Potion & shoot Arthur. Potion added. 2d6 (6 + 1) + 2 = 9. Arthur has 20% to dodge. Dodged!

Kameleon: Minor Restoration (Repel) & shoot Arthur. 2d6 (1 + 4) = 5. Arthur has 20% to dodge. No! Arthur now has -2 HP. Defeated.

Edit: Oh, nevermind.


Coin Victory: Blue Team 1/4, Wanderers 0/4.
A reminder: the coins are good for more than just winning the match (but, defeating the opponents conventionally will still get you the most coins)
________________________________________________________________



RESULTS:


BLUE TEAM

1. Arc'Nak'Kar (fexen)
Darts, Range: 2
Damage: 2d6+3

HP: 31
Armor: 1
Thwart: 40%

SPELLS
1. Craft Minor Potion: 3/5
3. Magic Missile: 1/5
4. Minor Restoration: 2/5
5. Craft Healing Potion: 1/10
6. Mirror Image: 0/10

Potions:

2 (1 10HP, 1 5HP)


2. The Milkman
Longsword, Range: 2
Attack: 2d6 + 8

HP: 31
Armor: 2
Block: 20%

SKILLS

Focus 1/2
Seize 1/2
Rage 2/2
Blood Frenzy 1/5
Controlled Rage 1/5

Potions:

1 (25 HP), 1 10 HP



__
Wanderers

1. Kamelion (Pazzer)
Sling, Range: 3
Damage: 2d6
HP: 28
Armor: 0
Thwart: 40%

SPELLS:
2. Arc Lightning (1/5)
3. Craft Minor Potion (1/5)
4. Repel (3/5)
5. Minor Restoration (0/5)

Potions:

1 (27 HP if used by him, 10 if by another)

2. White Elk (White Elk)
Sling, Range: 3
Damage: 2d6+2

(May equip: Quarterstaff. Range: 1, Damage: 1d6+3)

HP: 29
Armor: 0
Thwart: 40%

SPELLS

1. Arc Lightning 3/5
2. Magic Missile 2/5
3. Craft Minor Potion 2/5
4. Minor Restoration 2/5
5. Blizzard 2/10

Potions:

1 10 HP, 5 HP

3. Heroditus (Rodzaju)
Longbow: range 3
Damage: 2d6+6

HP: 36
Armor: 1
Block: 20%
Heroism of Heroditus: 20% chance to avoid damage from first physical attack of the battle.

SKILLS:

1. Focus 1/2
2. Rush 1/2


Potions:

1 (10 HP)

_______


It is now turn M3, the movement phase. This includes effects (none) right now, then movements, then exchanges (trade a potion or other item if you are in the same square.
Post edited July 17, 2011 by stoicsentry
Shouldn't Arthur be dead. As it looks like you forgot to include the +3 damge focus gives.
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pazzer: Shouldn't Arthur be dead. As it looks like you forgot to include the +3 damge focus gives.
OOC: Yep. Thanks. You are sharp, Pazzer! It seems I always miss something. :( I really appreciate it when you guys double check things. There's so many elements, it's easy to miss something.

Too bad, in a way, not to take sides... but that was a pretty epic stand by Arthur. Well, at least he gets a coin out of the ordeal. Hope his sudden untimely demise isn't discouraging, don't worry Arthur, you still gain a level and get to use your coin after the match.

New map updated!

Movement turn 3!
Attachments:
bazaar5.png (460 Kb)
Post edited July 17, 2011 by stoicsentry
OOC : Still epic to catch a coin.
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pazzer: OOC : Still epic to catch a coin.
Yep, definitely. Now, it's going to be really interesting I think because Blue Team has the coin advantage and are both in range of a coin dispenser (40% chance), they need 3 more and the missiles/magic that the Wanderers possess aren't so good at knocking them off those squares.... plus, they have a few potions. (For the record Milkman, you took the 27 (10 HP if used by you) potion from Arthur.)


BUT....

Wanderers have a 3 on 2 advantage (which is HUGE) to get the traditional attack victory, AND they all have tons of range to attack from afar.

Conclusion: this may be really close!
OOC: How come Milk got Art's potion?
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pazzer: OOC: How come Milk got Art's potion?
OOC: It has been our custom to let teammates grab potions upon death. No reason why, really. Just been the way we've done it.

It probably would be logical to make it so that either it's unavailable OR, it's laying on the floor and whoever moves there can grab it.

But, as this is the third of a best on three, I'll stick with the way we have done it so far.

Question: Which would you all prefer for the future: keep it as is, let potions drop where the character died, or make them unavailable to be picked up?

Edit: The more I think about that, the less logical it seems. What happened in Wanderers vs. Blue Team game 1 of 3 was that someone asked, "As I'm dying, can I throw X potion towards Y character?"

And, being new to trying this whole thing, I said, "sure, why not?"

In retrospect, this is almost certainly something to be changed. The rules make no provision for it, anywhere.

Nevertheless, in the spirit of keeping the rules roughly uniform throughout the best of 3, I'm not going to alter it for the current game. If it's desired for next time, absolutely.
Post edited July 17, 2011 by stoicsentry
avatar
stoicsentry: It probably would be logical to make it so that either it's unavailable OR, it's laying on the floor and whoever moves there can grab it.

But, as this is the third of a best on three, I'll stick with the way we have done it so far.

Question: Which would you all prefer for the future: keep it as is, let potions drop where the character died, or make them unavailable to be picked up?
I would vote to drop it where I died.
Anyone who gets there can grab it.

Of course, it's all rather moot, as I never die ;-}