Actions:
Gerard: Move 1 tile S
Tiruin: Move 4 North; 2 NorthEast
Worldmaster: Pass
Darkpaladin: Move 1 northwest, then 1 southwest.
Adwarf: Move 1 Tile south, explore the temple.
Adwarf heads south, exploring the area around the Temple to Armok, observing and slowly closing in. There's obviously been damage, over the years - rockslides seem to be common in this area, and it looks like the crumbling temple combined with the unstable mountains has lead to rubble blocking off most of the entrances. You estimate it will take 10 turns holding the temple to clear it and make it defensible as a secure point from which to operate. You do manage to find an entrance that isn't blocked off, and a hallway that heads down it. Most of the doorways branching off the narrow corridor are blocked by rubble or heavily secured, but the hallway itself eventually opens into a large, circular room. In it stand three pedestals, holding up cages, and inside the cages are wondrous items - you can almost feel the magical energy sparking off of them. Atop the cages are chains, tight, ascending into the darkness that obscures the rooms ceiling, and on the base of each pedestal is a lever. Written on the floor, in faded red scrawl, is the following words:
A single choice made
By the one who serves the future king
Treasures kept, as promised,
Awaiting his return
Pull one lever, and one lever alone
And claim your destiny
Looking through the bars of the cages, you examine the items being displayed. Behind the first cage is a flaming sword, held aloft. Fire dances, impossibly, along it's blade, lighting up the room nearby.
Next, a irridescent armor, made of some mythical scale, reflecting the light of the burning sword in a rainbow of colors.
Finally, a book rest under the third cage. Large, and old, it's pages yellowed under it's leathery cover, an eye bulges from the front... an eye that moves, darting about the room to see that which can be seen.
What do you do?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 2 Threads, 10 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, 100% 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 - 2 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 Withering Curse, Blessing Attacks: Fork - Melee, 10-1, 75% Wither - Magical Ranged, 2-2, 75%. Inaccurate, as far as magical spells go. Targets hit by this spell, even if it does no damage, have their MP, AP, and Damage reduced to half (rounded up) until the end of their next turn.
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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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