Actions:
adwarf: gain 6 gold, spend upkeep on self, Taricus, darkpaladin. Move 4 tiles southeast.
Tiruin: Move 4 tiles South, then 2 SE. Pay own upkeep
Gerald: Move 6 tiles Southeast.
Worldmaster: Move 6 tiles Southeast, pay own upkeep
Darkpaladin: darkpaladin move six tiles southeast.
You cannot move into the mountains with only one MP remaining! It costs three to move into that space!Flame: gain 3 gold. Move 1 tile SW and claim the thread there. Move 3 tiles NW. Pay my upkeep, Wolf's upkeep, and Cript's upkeep.
Arahael: Move 6 tiles west, pay own upkeep
Nirur Torir: Move 6 tiles north, pay own upkeep. Give 5 gold to Flame.
Wolfy: Move one tile to the southwest, explore the forest. Then move three tiles NW
You decide to explore the dead forest. Fog snakes amongst the husks of long-dead trees, here. The undergrowth, what little there is, is barely holding on. The place itself reeks of death, and as you explore among among the trees the light seems to dim, and your shoulders grow heavy. Your breathing becomes ragged, and you are sure, more than once, you see shadows flitting between the naked branches, but their is no sound. Even the wind seems still, here. A single gust barely whirls a few feet of fog before seeming to give up, deciding the effort is too much, and dying. Your breathing becomes difficult, and as you rub your eyes, you wonder if you shouldn't lay down and rest for a little while. But there's nothing here... you're sure there's nothing of value in the woods, and your commander needs you, so you push on, emerging from the other side back into the bright light of the clear day and the bright greens of the forest, surrounded by birdsong and the breeze rustling the leaves. But your heart, your soul, still feels heavy. Your muscles still ache, and you cough as you struggle to pull yourself along. You stop, leaning against a tree, to rest.... just for a little while...Wolfy has lost the rest of their turn! Wolfy is cursed! Resting in a thread should give you an opportunity to recover... hopefully it will be enough to shake this feeling.Cript: Move four squares NW, turn a AP into 2 MP, Then move one square N
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 Threads, 3 gold
Team Flame: Controls 1 Threads, 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 - 5 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 - 18 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% Effects: Withered[color] - Your MP and damage are now 50%, rounded down, of their normal values.
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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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