Actions:
Wolfy: Rise.
Wolf's corpse, sitting in a pool of blood leaking from a their cracked skull, begins to dimly glow. The curse that rooted in their soul did not leave - it merely lay dormant, and now it has re-awakened. The blood drains from the corpse, and the energies within it dry and shrivel it's skin as it devours the lumps of flesh that were once organs. With a flare of light, nothing remains but a shriveled up pile of flesh wrapped around hollow bones.
The flesh begins to rise.
It stands, and let's out a low howl from it's loosely hanging jaws, it's eyes gone but somehow still seeming to search.
Wolfy has returned to life as a Husk.Zambie 1 attacks Gerald
The zambie misses.Zambie 2 attacks Gerald
The zambie batters against Gerald's armor for 2 damage.(26)
Zambie 3 attacks Gerald
The zambie batters against Gerald's armor for 2 damage.(30)
Zambie 4 moves SW 4
Zambie 6 attacks Gerald
The zambie batters against Gerald's armor for 2 damage.(38)
Zambie 11 moves NW, N, attacks Gerald
The zambie batters against Gerald's armor for 2 damage.(28)
Zambie 12 moves SW 2, attacks Flame.
The zambie misses.(81)
Bad Memory 3 moves N, NW 2, SW, S, attacks Flame.
The Bad Memory deals a point of damage to Flame. It's power is boosted.(23)
Zambie 16 moves SW 2, attacks Flame.
The zambie barely misses, but Flame twists the and the blow goes wide.(51)
Zambie 17 moves NW, attacks Arahael.
Arahael easily avoids the zambie.(85)
Bad Memory 2 moves SW 2, S 2, SE 1, N 1, attacks Nirur.
Bad Memory deals 1 damage. It's power is boosted.(-)
Zambie 4 moves S 3.
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 1 Threads, 2 gold
Team Flame: Controls 1 Threads, 7 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!! 10/19 hp - 1/20xp - 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.
|
| Worldmaster, Wealthy, Clever Loreweaver of the !!DWARVES!! 10 hp - 1/20xp - 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.
|
| 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%
|
| Tiruin, Sharp, Scrappy, Lurker Hunter of the Elven Woods 12hp - 7/10xp - 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 11/12hp - 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. 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 11/12 hp - 7/10xp - 18 gold - 2 resist Attacks: Fists - Melee, 2 Bow - Ranged, 4-2, 75% Special: Does not engage automatically. Can disengage for 2mp OR 1ap.
| | | |
| Cript, Sharp, Quick Reliable Soldier of the Cutebolds 19hp - 5/20xp - 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
|
| 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.
| | |
Minions:Zambie: HP: 14, Resistance: 0, Attacks: Melee 4-1, 50%, MP: 2, 8xp to level1 HP: 14/14hp, 0/8xp
2 HP: 14/14hp, 1/8xp
3 HP: 14/14hp, 1/8xp
4 HP: 14/14hp, 0/8xp
6 HP: 14/14hp, 0/8xp
9 HP: 1/14hp, 0/8xp
10 HP: 14/14hp, 0/8xp
11 HP: 6/14hp, 0/8xp
12 HP: 4/14hp 1/8xp
16 HP: 14/14hp 1/8xp
17 HP: 14/14hp, 0/8xp
Bad Memory: 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, 1/8xp: Attacks: Magical Melee 2-1, 100%
Bad Memory 3: 5/8hp, 1/8xp: Attacks: Magical Melee 2-1, 100%
The Temple to Armok begins to shake slightly, the lightning flashes in the growing clouds overhead. A sound begins to echo, deep in the temple, quiet at first, and slow, then louder and at a quickening pace. At first, it seems almost like drums in the deep, but it's too regular, too strange, and then it strikes you.
The sound of a heartbeat is coming from deep in the temple, so loud that everyone on the map can hear it.