Actions:
Worldmaster: Move 3 hexes southeast, seize thread.
Flameboy: Hire Nirur Tirur and ShadowHammer, Move 6 hexes northwest. Do not upkeep Shadow and Nirur Torir.
Wolfy: Move 6 hexes northwest
Cript: Move 7 hexes northwest.
Adwarf: Hire Taricus and Tiruin, Move 6 hexes southeast
Darkpaladin: 6 tiles east.
Nirur Torir: Handle shopping before getting deployed. Get Recruited to Flame's side. Give 2 gold to Shadowhammer.
ShadowHammer: Get Recruited to Flame's side, pay own upkeep.
Tiruin: Get recruited to Adwarf's side, pay own upkeep.
Taricus: Get Recruited to Adwarf's side, pay own upkeep.
Adwarf's team acts first.(click to enlarge)
Basic Income: 3 Gold Per Round - Income per claimed thread: 3 Gold Per Round
Locations of Note (Explorable):
Temple to Armok: Swirly bit in the middle.
The Burnt Forest: Purple tree in middle of woods.
Goal: Secure the Temple OR Eliminate All Opposition (thereby securing the temple)
Fortress Tiles: +25% defense.
| Water tiles: Two light shades are shallow water, +2 mp to move out of that hex. Darker shade is deep water, impassable for all current characters. -10% evasion.
| Forest: +25% defense versus ranged attacks.
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Swamp: +1mp to move out of.
| Mountain: +25% defense versus melee. +2mp to move into. Counts as two hexes for purposes of ranged attacks, meaning they can't be fired over and the shooter must be adjacent to fire into them (but not out of them, which still works fine)
| Everything else is field, or the equivalent thereof.
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Forces:
Team Dwarf: Controls 1 Town, 0 gold
Team Flame: Controls 0 Towns, 0 gold
| Commander Adwarf - 2 followers Scrappy, Disciplined Regular Farmer of the !!DWARVES!! 16hp - 0xp - 0 gold - 1 resist Pitchfork, Leather Attacks: Fork - Melee, 12-1, 75% Special: Recovers a point of health automatically each turn. Special: Units under your command gain a 15% boost to experience gained.
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| Worldmaster, Wealthy, Clever Modder Acolyte of the !!DWARVES!! 8 hp - 0xp - 26 gold - 1 resist Club, Leather Blast, Regeneration, Heal Attacks: Club - Melee, 3-1, 75% Blast - Ranged, 6-1, 75% Special: Once per turn, sacrifice a move point to regain 2 health.
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| darkpaladin - Bulky, Healthy Regular Farmer of the !!DWARVES!! Pitchfork, Leather 22 hp - 0xp - 0 gold - 1 resist Attacks: Fork - Melee, 13-1, 75%
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| Tiruin, Sharp, Scrappy, Lurker Hunter of the Elven Woods 12hp - 0xp - 2 gold - 0 resist Bow Attacks: First - melee, 2-1, 85% Bow - ranged, 4-2, 85% Special: +10% evasion Underground. Does not engage automatically. Can disengage for 2mp OR 1ap.
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| Gerald, the Wealthy, Clever, Regular Farmer of the !!DWARVES!! 16 hp - 0xp - 17 gold - 0 resist Pitchfork, Bow, Scale Attacks: Fork - Melee, 12-1, 75% Bow - Ranged, 4-1, 75%
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| Commander Flame - 2 Follower The Scholarly, Clever Lurker Hunter d'GM 12 hp - 0xp - 0 gold - 0 resistance Bow and Dagger Attacks: Dagger - 4-1, 75% Bow - `4-2, 75% Special: Your units gain an additional point of experience every time they use a spell, and you may purchase spells even if you are not an acolyte. If you are an acolyte, the cost of spells is reduced by half for you, and you may teach a spell you know to any one other acolyte at the beginning of each battle in which you command. Special: +10% evasion in forests. Does not engage automatically. Can disengage for 2mp OR 1ap. Special: Experience costs reduced by 20%. Only 8 experience required to next level.
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| Nirur - Sneaky, Wealthy Lurker Hunter of the Cutebolds Bow, Scale 12 hp - 0xp - 23 gold - 1 resist Attacks: Fists - Melee, 2 Bow - Ranged, 4-2, 75% Special: Does not engage automatically. Can disengage for 2mp OR 1ap.
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| Wolfy, Clever, Scrappy Modder Acolyte of the Elven Woods 8 hp - 0xp - 0 gold - 0 resist Pitchfork, Cloth Blessing Attacks: Fork - Melee, 10-1, 75%
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| Cript, Sharp, Quick Regular Farmer of the Cutebolds 16hp - 0xp - 1 gold - 1 resist Pitchfork, Leather Attacks: Fork - melee, 12-1, 85% Special: 1 more mp per turn
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| Arahael the Watcher, Sneaky, Sharp Lurker Hunter of The Wildlands 12 hp - 0xp - 0 gold - 0 resist Bow, Dagger Attacks: Dagger - Melee, 4-1, 85% Bow - Ranged, 4-2, 85% Special: +10% evasion in forests. Does not engage automatically. Can disengage for 2mp OR 1ap.
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