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Thanks. Moves will be posted tonight.
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stoicsentry: Thanks. Moves will be posted tonight.
OOC: Did Kamelion get the Bracers?
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stoicsentry: Thanks. Moves will be posted tonight.
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Landeril: OOC: Did Kamelion get the Bracers?
I believe so.
Me, Elk & you gave him the money for them.
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Landeril: OOC: Did Kamelion get the Bracers?
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Rodzaju: I believe so.
Me, Elk & you gave him the money for them.
OOC: Alright. So long as we don't gotta shop for him too lol I'm kidding.
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stoicsentry: Thanks. Moves will be posted tonight.
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Landeril: OOC: Did Kamelion get the Bracers?
Yes, he did.
TURN M1

Arc moves to ~. Skill drain: Heroditus: Called Shot.
Arthur moves to ~. Skill drain: Heroditus: Called Shot.
Milk moves to ~. Skill drain: White Elk: Minor Restoration.

Heroditus moves to ~. Skill drain: Arc (Repel)
Elk moves to ~. Skill drain: Arc (Repel)
Kamelion moves to ~. Skill drain: Arc (Repel)

Everything, including map, updated. Mostly just draining some skills/spells. No surprise there.

_________________________________________________________________________

BOTH TEAMS MAY NOW SUBMIT THEIR ORDERS FOR THE ACTION PART OF THE TURN. This is turn A1.

As a reminder, the Action Part is 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.


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HERE ARE THE UPDATED STATS, INCLUDING DRAINED SPELLS/SKILLS

Wanderers

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

SPELLS:
1. Magic Missile (1/5)
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 3/5
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: 38
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 2/2


Potions:

1 (10 HP)
_________________________________________________________________________

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: 1/10

Potions:

2 (1 10HP, 1 5HP)


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

HP: 38
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: 30
Armor: 0


SKILLS

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

Potions:

2 (1 is 27HP, 10 if used by another, 1 5HP)
Attachments:
bazaar2.png (462 Kb)
Post edited July 08, 2011 by stoicsentry
We're now on Turn A1 - Actions. See above for the exact rules.

To tempt your curiosity, here are the emblems emblazoned on the "slot machines" in the Bazaar. Any coins you earn can be placed in any of these slot machines, with interesting results - depending on the one(s) you pick.
Attachments:
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stoicsentry:
We don't seem to have Arthur's HP or armour listed...
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stoicsentry:
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Rodzaju: We don't seem to have Arthur's HP or armour listed...
I have no idea what you're talking about! Just kidding, I added it. :)
Bumpage. Wanderers submitted their A1 turn. Waiting on Blue Team.
Post edited July 09, 2011 by stoicsentry
Waiting on Blue Team's orders for turn A1. See above for Action Part rules.
Wanderers

Hero uses Rush, moves 1 space to the life exchange. Milkman loses 1 HP, now 37 HP remain.

Kamelion casts Magic Missile on Milkman. 1d6 (5) + X (1) = 6 damage. Milkman now has 31 HP.

Elk casts Magic Missile on Sir Arthur. 1d6 (3) + X (3) = 6 damage. Arthur now has 24 HP.

Hero attacks Arthur with Longbow. Dodge FAILED. 2d6 (5+1) = 6 + 6 = 12 damage. Arthur now has 12 HP.

Blue Team

Arc'Nak'Kar casts Mirror Image. Arc'Nak'Kar now has a Mirror Image. All physical attacks directed against him have a 50% chance to hit the Mirror Image instead. If that happens, the illusion is dispelled and he may be attacked again as usual.

UPDATED:
________________________________________________________________________

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. Dual Wield (1/4)
2. Hide in Shadow (1/4)
3. Close Ground (1/4)
4. 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: 38
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)

__________


MAP UPDATED TO INCLUDE HERO'S MOVE.

WANDERERS STRUCK EARLY AND STRONG, but THE BLUE TEAM is PACKED WITH POTIONS and WILL SOON BE WITHIN FIGHTING RANGE. LOOK OUT, HERE WE GO!


It is now turn M2, the movement phase. Teams may now: move, and exchange items (if in the same square).
Attachments:
bazaar3.png (461 Kb)
Post edited July 11, 2011 by stoicsentry
Shouldn't Milk have 31hp?
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pazzer: Shouldn't Milk have 31hp?
OOC: Yes, thank you. You would figure I could do basic math. Geez. Very appreciative to people paying close attention in case stuff like that ever happens. 1 HP could make the difference, you never know. :)

Oh, I think what happened was I accidentally subtracted the 6 from his original HP even though he had already taken the 1. That makes sense now.
Post edited July 11, 2011 by stoicsentry
Wanderers submitted our move a couple hours ago.
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WhiteElk: Wanderers submitted our move a couple hours ago.
Yes. Just waiting for Blue Team.