Actions:
Zambie 1 one moves two hexes SE and razes the thread. A Bad Memory rises from the ashes.
Zambie 2 moves 4 hexes south.
Zambie 3 moves 4 hexes SW
Zambie 4 moves 1 hex NE and razes the thread. A Bad Memory rises from the ashes.
Zambie 5 moves 4 hexes south.
Zambie 6 moves 4 hexes southeast
Zambie 9 moves 2 hexes north.
Zambie 10 moves 4 hexes southwest.
Zambie 11 moves 4 hexes northeast.
Zambie 12 attacks Wolf, but misses.
Zambie 13 moves 2 hexes north and 1 northest to come to a stop on a thread.
Zambie 16 moves 1 northwest, 1 north, and attacks Wolf.
Wolf takes 4 damage from a zambie.Zombie 17 moves 2 hexes northwest and 2 southwest.
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.
|
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.
|
Forces:
Team Dwarf: Controls 2 Threads, 0 gold
Team Flame: Controls 1 Threads, 1 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, Regular Farmer of the !!DWARVES!! 16 hp - 5/8xp - 17 gold - 2 resist Pitchfork, Bow, Scale Attacks: Fork - Melee, 12-1, 75% Bow - Ranged, 4-1, 75%
|
| Worldmaster, Wealthy, Clever Modder Acolyte of the !!DWARVES!! 8 hp - 5/8xp - 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.
|
| darkpaladin - Bulky, Healthy Regular Farmer of the !!DWARVES!! Pitchfork, Leather 22 hp - 5/10xp - 0 gold - 1 resist Attacks: Fork - Melee, 13-1, 75%
|
| Tiruin, Sharp, Scrappy, Lurker Hunter of the Elven Woods 12hp - 5/10xp - 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.
| | |
| Commander Flame - 2 Follower The Scholarly, Clever Lurker Hunter d'GM 12 hp - 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. Does not engage automatically. Can disengage for 2mp OR 1ap. Special: Experience costs reduced by 20%. Only 8 experience required to next level.
|
| Nirur - Sneaky, Wealthy Lurker Hunter of the Cutebolds Bow, Scale 12 hp - 2/10xp - 18 gold - 1 resist Attacks: Fists - Melee, 2 Bow - Ranged, 4-2, 75% Special: Does not engage automatically. Can disengage for 2mp OR 1ap.
|
| Wolfy, Clever, Scrappy Modder Acolyte of the Elven Woods 4/8 hp - 1/10xp - 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.
| |
| Cript, Sharp, Quick Regular Farmer of the Cutebolds 19hp - 0/20xp - 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
|
| Arahael the Watcher, Sneaky, Sharp Forum Guide of The Wildlands 16 hp - 0/17xp - 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
|
Zambie: HP: 14, Resistance: 0, Attacks: Melee 4-1, 50%, MP: 2, 8xp to level1 HP: 14
2 HP: 14
3 HP: 14
4 HP: 14
5 HP: 2/14
6 HP: 14
7 HP: *REDEAD*
8 HP: *REDEAD*
9 HP: 14
10 HP: 14
11 HP: 14
12 HP: 4/14hp 1/8xp
13 HP: 14
14 HP: *REDEAD*
15 HP: *REDEAD*
16 HP: 14/14hp 1/8xp
17 HP: 14
Bad Memory: HP: 8, Resistance (75% vs. Physical), Attacks: Magical Melee 1-1, 100%, MP: 6, 8xp to level
Special: Every attack by the Bad Memory increases it's number of attacks, and it's damage, by 1.
Special: Bad Memories heal 1 damage at the beginning of its turn. Bad Memory 1: 8hp
Bad Memory 2: 8hp