The echo from the temple grows louder.
Bang. Bang. Bang.
Suddenly, you realize it's not just one sound - if its a hearbeat, it's not just a hearbeat. In time with it, there are the echo of heavy footsteps.
With a roar, two enormous and terrifying creatures rip free from the temple.
Abnimations. Two of them. And they look hungry.
Abnimation: 2mp, 1ap, 34hp, 16-1 melee 75%, 100% resist poison.
Unstoppable: Terrain costs for this unit are never more than 2 so long as terrain is passable. It cannot be slowed or stunned.
Regeneration: This unit recovers 4 health per turn.
Devouring: This unit devours units that it kills. Each such devoured unit adds +4hp/mhp, and +1 melee damage.
Actions:
Tiruin becomes a Wiki Sharpshooter.
Actions:
Zambie 1 attacks Gerald.
It whiffs(90)
Zambie 2 attacks Gerald.
It whiffs(66)
Zambie 3 attacks Gerald.
It whiffs(58)
Zambie 4 attacks Nirur
The Zambie bites Nirur in the neck for 2 damage (2 damage prevented by armor).(27)
Zambie 16 attacks Flame
It whiffs(98)
Zambie 17 attacks Flame
The Zambie bites Flame in the 2nd finger left hand for 4 damage.(29)
Zambie 10 moves NW, then 2 SW
Once-Wolfy moves N, then 5 NE
Bad Memory 2 attacks Nirur
Nirur is struck by images of Wolfy's death, and the knowledge that he could have prevented it, and the memories twist like a knife.Bad Memory 3 regains 1hp, disengages, moves SW, S, SE, engages Flame
Abnimation 1 appears on the battlefield.
Abnimation 2 appears on the battlefield.
Adwarf Gerald'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: Survive
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, 4 gold
Team Flame: Controls 2 Threads, 12 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. DEAD
| | Gerald, the Wealthy, Clever, Respected Strategist of the !!DWARVES!! 18/19 hp - 6/20xp - 17 gold - 2 resist Pitchfork, Bow, Scale Attacks: Fork - Melee, 13-1, 75% Bow - Ranged, 5-1, 75% Special: Leadership. You may designate any number of adjacent units with the same allegiance to receive a 25% bonus to attack damage. Leadership bonuses that effect the same aspect of a character do not stack, but the largest bonus is used instead.
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| Worldmaster, Wealthy, Clever Loreweaver of the !!DWARVES!! 10 hp - 3/20xp - 26 gold - 1 resist Spellslots: 1 Battle, 3 Cast, 1 Passive Club, Leather Blast, Regeneration, Heal Attacks: Club - Melee, 3-1, 75% Blast - Ranged, 6-1, 100% Special: Enchantments and Curses have their effectiveness increased, exact details depending on the spell. Special: You gain an additional AP that can only be spent on Cast spells. Special: Once per turn, sacrifice a move point to regain 2 health.
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| darkpaladin - Bulky, Healthy Stalwart Peacekeeper of the !!DWARVES!! Pitchfork, Leather 30 hp - 1/20xp - 0 gold - 1 resist Equipment Slots: 2 Melee, 1 Ranged, 1 Shield, 1 Armor Special: Guard. You may use an action point to have all damage (or damage from a set number of attacks) Attacks: Fork - Melee, 15-1, 75%
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| Tiruin, Sharp, Scrappy, Wiki Sharpshooter of the Elven Woods 14hp/14hp - 2/20xp - 2 gold - 0 resist Bow Attacks: First - melee, 2-1, 85% Bow - ranged, 6-2, 100% Special: +10% evasion Underground.
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| Commander Flame - 2 Follower The Scholarly, Clever Lurker Hunter d'GM 7/12hp - 0/8xp - 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. 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 8/12 hp - 8/10xp - 18 gold - 2 resist Attacks: Fists - Melee, 2 Bow - Ranged, 4-2, 75% Special: +10% evasion in the underground. Special: Does not engage automatically. Can disengage for 2mp OR 1ap.
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| Cript, Sharp, Quick Reliable Soldier of the Cutebolds 19hp - 10/20xp - 1 gold - 1 resist Pitchfork, Leather Attacks: Fork - melee, 12-2, 85% Special: 1 more mp per turn Special: +4 melee damage, +1 melee attack
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| Arahael the Watcher, Sneaky, Sharp Forum Guide of The Wildlands 16 hp - 9/17xp - 0 gold - 0 resist Bow, Dagger Attacks: Dagger - Melee, 5-1, 85% Bow - Ranged, 5-2, 85% Special: +10% evasion in forests and underground. Special: Does not engage automatically. Can disengage for 2mp OR 1ap. Special: (Pathfinder) All terrain has a movement cost of 1 for you. Special: +1 melee damage, +1 ranged damage, +1 ranged attacks
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| Wolfy, Husk of Armok 20/20hp - 0/20xp - 0 gold - 0 resist - 4mp - 1ap Ragged Cloth Attacks: Hollow Touch - Melee Magical 3-1, 75%. This attack is not a spell. Targets hit by this attack, even if it does no damage, have their MP, AP, and Damage reduced to half (rounded up) until the end of their next turn, as well as losing 2 points of experience. When experience is drained in this way, every point of experience drained recovers two points of health for this unit. Special: Soul Furnace - This unit may sacrifice a point of experience to heal two points of hp. This action costs 1mp. Special: Undead - This unit is immune to poison, and can move through deep water. Special: This unit takes half damage from all physical sources.
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Minions:Zambie(Lv0): HP: 14, Resistance: 0, Attacks: Melee 4-1, 50%, MP: 2, 8xp to level1 HP: 14/14hp, 2/8xp
2 HP: 14/14hp, 3/8xp
3 HP: 6/14hp, 2/8xp
4 HP: 14/14hp, 1/8xp
10 HP: 14/14hp, 0/8xp
16 HP: 14/14hp 2/8xp
17 HP: 14/14hp, 2/8xp
Abnimation (lv2): 2mp, 1ap, 34hp, 16-1 melee 75%, 100% resist poison.
Unstoppable: Terrain costs for this unit are never more than 2 so long as terrain is passable. It cannot be slowed or stunned.
Regeneration: This unit recovers 4 health per turn.
Devouring: This unit devours units that it kills. Each such devoured unit adds +4hp/mhp, and +1 melee damage.
1. HP: 34/34, --xp
2. HP: 34/34, --xp
Skeltons(lv1): Resistant to fire and cold damage and debuffs (including poison), but dexterous enough to wield basic weaponry. Have bonuses to evasion, increased mobility, and additional damage dealing. Wield a basic bone sword and a bone bow.
4mp, 1ap, 16hp, 20xp, 5-2 melee 75%, 8-1 ranged 75%,
Nothing But Bones: 50% resist fire, 75% resist cold, immune to poison and drain. +15% evasion on all terrain.
Breathless: This unit can move through deep water and all water terrain at a cost of no more than 2mp per step.
Bad Memory(lv0): HP: 8, Resistance (75% vs. Physical), Attacks: Magical Melee 1-1, 100%, MP: 6, 8xp to level
Special: Every successful attack by the Bad Memory increases it's damage by 1.
Special: Bad Memories heal 1 damage at the beginning of its turn.
Bad Memory 2: 8/8hp, 3/8xp: Attacks: Magical Melee 4-1, 100%
Bad Memory 3: 6/8hp, 1/8xp: Attacks: Magical Melee 2-1, 100%
The hearbeat is quiet now, but the temple seems to hum with anticipation as well. Lightning flashes in the clouds gathered above it.