At the game's master's discretion, a hero wave can also additionally include one boss. The boss has the best possible weapon for the hero-type and has a level equal to the current challenge rating (i.e. can go up to 20). He also has double the normal health.
Year 900 - The Year of The ButcherIn the year 900 a raiding party of savage warriors beam aboard the ship, intent on pillage. They are led by the bloodthirsty Butcher Bevil.Enemy RosterLingo: Iron longsword [2 physical dam]
Techniques: Swiftness: You may move one additional room per round for free (e.g. you can move into a room, attack and then move out again.), Brutal Initiation: The first time you attack in an encounter, you can make two attacks.
Health: 4
Petal: Iron longsword [2 physical dam]
Techniques: Dual Wielding: You can attack with two weapons as one action, Dodging: You only take damage from weapon and unarmed attacks if they exceed 2 damage.
Health: 4
Gamata: Iron longsword [2 physical dam]
Techniques: Mental Preparation: You take half damage from mental attacks, Dodging: You only take damage from weapon and unarmed attacks if they exceed 2.
Health: 4
Eely: Iron longsword [2 physical dam], Sunray: Create natural sunlight in a room. This destroys all darkness in the location and lasts as long as the warrior wields the weapon.
Techniques: Shake It Off: As a free action, you can heal 2 damage once per encounter. Way of the Flame: Weapons you wield with fire damage do an additional 2 damage.
Health: 4
UristmcLibash will play:
Butcher Bevil: Enchanted Iron Cleaver [4 physical/magical dam]: 8 physical with Incisive
Health: 16
Techniques: Incisive Strike: Your physical attacks deal additional 4 damage, Dodging: You only take damage from weapon and unarmed attacks if they exceed 4 damage, Shake It Off: As a free action, you can heal 4 damage once per encounter, Dual Wielding: You can attack with two weapons as one action.
Power Source: Anyone with the Greed source who survives the fight will gain a level.
Round 1, Turn 1Lingo shouts to Eely, 'Need some light in here!', and attacks Father with his longsword [2 physical damage], slaying the lich. Having been unable to build a library in which to hide his phylactery, Father drops the urn from his inventory, which Lingo takes as loot. (He has a free movement, but decides to stay where he is.)
Eely enters the temple and activates the sunray, filling the room with bright light. The four shades each take one damage, and have an overwhelming urge to leave the room as quickly as they can.
Gamata enters the engine room, falls down the spike pit and dies, leaving a corpse and her weapon.
Petal enters the Mausoleum and shouts over her intercom, "Two vamps and gnome!". She smashes the gnome with her longword, dropping his weapon to the ground. "Scratch one gnome!" she barks over the comm channel.
It is now Butcher Bevil's turn, as played by
UristmcLibashCombat on the Necrovoyager is fairly straightforward. Every round every being aboard the ship can take two actions. Each round, the enemies act first, then the crew, then enemies and so on. Crew can take their actions in whatever order they decide. An action can be any of the following:
Move to an adjacent location
Make one attack
Cast a spell
Activate a gift or trick
Pick something up from the ground.
Activating a room's function
Wear a trinket
Use a trinket's action
Some actions are free actions and do not take up either of the allotted actions. Free actions include:
Talking
Dropping items
Give an item to someone in the same location
Wield a weapon a carried weapon.
Stow a wielded weapon
Remove a trinket
Recieve an item given
Attacking
When you attack, you choose what you're attacking with (usually unarmed or with a weapon, but some beings get claw, bite or breath attacks). A valid target is any non-invisible being in the same location. You deal the maximum possible damage with your chosen attack. This damage is subtracted from the subject's health, minus their armour value. If the being attacked no longer has health, they are destroyed/dissipated/killed as per their type. Half damage is always rounded up.
All connecting segments of a corridor or vent are considered the same location for attacking purposes. The only exception for attack requirements is the Dracolich's breath attack, which can target adjacent rooms as well as its own room.
Moving
You may move to any adjacent room for one action. When you do, the door will open and close automatically for you. You can only move into a location of your size category or larger. (E.g. Dracoliches cannot enter small and medium rooms, skeletons cannot enter small rooms and vents.)