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Brickdoctor

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  1. Results of Round One of the Battle of Drakencourt: Lion Knights A move one hex north-east. Lion Knights B move one hex north. Lion Knights B vs. Rogue Lion Pikemen C - Hit ((4*2)-1=7 Damage) Lion Crossbowmen A move one hex north. Lion Crossbowmen B move one hex north. Lion Knights C move one hex north-east. Lion Pikemen A move one hex north. Lion Pikemen B move one hex north. Lion Pikemen C move one hex north. Lion Pikemen D move one hex north. Imperial Pikemen A move one hex north. Imperial Pikemen B move one hex north. Imperial Pikemen C move one hex north. Arthur, your order your troops to advance. Alexandre, you move your lead knights around to the side, distracting the enemy pikemen and allowing your second group of knights to hit them hard, while you move your pikemen around to engage the enemy to the east. "Onward, knights! Split their force into two!" Enemies: Rogue Lion Pikemen C *Flanking* Type: Footsoldiers Level: 5 Health: 3/10 Defense: 1 Passive Special: Footsoldiers gain a +1 Power flanking bonus whenever their target is adjacent to one of their allies. Drops: 12 Gold Rogue Lion Pikemen D *Flanking* Type: Footsoldiers Level: 5 Health: 10/10 Defense: 1 Passive Special: Footsoldiers gain a +1 Power flanking bonus whenever their target is adjacent to one of their allies. Drops: 12 Gold Rogue Lion Pikemen E *Flanking* Type: Footsoldiers Level: 5 Health: 10/10 Defense: 1 Passive Special: Footsoldiers gain a +1 Power flanking bonus whenever their target is adjacent to one of their allies. Drops: 12 Gold Rogue Lion Pikemen F *Flanking* Type: Footsoldiers Level: 5 Health: 10/10 Defense: 1 Passive Special: Footsoldiers gain a +1 Power flanking bonus whenever their target is adjacent to one of their allies. Drops: 12 Gold Pongcanis Brutes A *Flanking* *On a Hill* Type: Footsoldiers Level: 12 Health: 10/10 Defense: 2 Passive Special: Footsoldiers gain a +1 Power flanking bonus whenever their target is adjacent to one of their allies. Drops: nothing Teuthisal Picket Force B *On a Hill* *On a Hill* Type: Scouts Level: 4 Health: 10/10 Defense: 1 Passive Special: Scouts gain +1 Defense when in a forest or on a hill. Drops: nothing Allies: Lion Pikeman A, Level 3 Footsoldiers (lead by Capt.JohnPaul) *Flanking* Power: 4 Health: 10/10 Defense: 1 Passive Special: Footsoldiers gain a +1 Power flanking bonus whenever their target is adjacent to one of their allies. Lion Pikeman B, Level 3 Footsoldiers (lead by Capt.JohnPaul) *Flanking* Power: 8 Health: 10/10 Defense: 1 Passive Special: Footsoldiers gain a +1 Power flanking bonus whenever their target is adjacent to one of their allies. Lion Pikeman C, Level 3 Footsoldiers (lead by Capt.JohnPaul) *Flanking* Power: 8 Health: 10/10 Defense: 1 Passive Special: Footsoldiers gain a +1 Power flanking bonus whenever their target is adjacent to one of their allies. Lion Pikeman D, Level 3 Footsoldiers (lead by Flipz) Power: 3 Health: 10/10 Defense: 1 Passive Special: Footsoldiers gain a +1 Power flanking bonus whenever their target is adjacent to one of their allies. Imperial Pikemen A, Level 2 Footsoldiers (lead by Flipz) Power: 2 Health: 10/10 Defense: 1 Passive Special: Footsoldiers gain a +1 Power flanking bonus whenever their target is adjacent to one of their allies. Imperial Pikemen B, Level 2 Footsoldiers (lead by Flipz) Power: 2 Health: 10/10 Defense: 1 Passive Special: Footsoldiers gain a +1 Power flanking bonus whenever their target is adjacent to one of their allies. Imperial Pikemen C, Level 2 Footsoldiers (lead by Flipz) Power: 2 Health: 10/10 Defense: 1 Passive Special: Footsoldiers gain a +1 Power flanking bonus whenever their target is adjacent to one of their allies. Lion Knights A, Level 4 Mounted (lead by Capt.JohnPaul) *On a Hill* Power: 8 Health: 10/10 Defense: 2 Passive Special: Mounted units can act twice in a Round. (move two hexes, move one hex and attack, or attack twice) Lion Knights B, Level 4 Mounted (lead by Capt.JohnPaul) Power: 4 Health: 10/10 Defense: 2 Passive Special: Mounted units can act twice in a Round. (move two hexes, move one hex and attack, or attack twice) Lion Knights C, Level 4 Mounted (lead by Capt.JohnPaul) Power: 4 Health: 10/10 Defense: 2 Passive Special: Mounted units can act twice in a Round. (move two hexes, move one hex and attack, or attack twice) Lion Crossbowmen A, Level 3 Ranged (lead by Flipz) Power: 3 Health: 10/10 Defense: 0 Passive Special: Ranged units can fire over obstacles or other units to attack enemies up to two hexes away. If their target is two hexes away, they cannot take Damage. Lion Crossbowmen B, Level 3 Ranged (lead by Flipz) Power: 3 Health: 10/10 Defense: 0 Passive Special: Ranged units can fire over obstacles or other units to attack enemies up to two hexes away. If their target is two hexes away, they cannot take Damage. Party Second-in-Command, choose the order of actions. All of you, choose what action(s) each of your units will perform. Any enemy not targeted will get a Free Action at the end of the Round.
  2. Armageddon.I'm with Lyichir; either I'd have to be financially unable to purchase LEGO or TLG would have to stop selling LEGO. If I ever did stop, I don't think that low quality would be a factor. The kind of low quality it would take for me to give up buying LEGO is a kind of low quality that I don't think TLG will ever intentionally sink to. It goes against their founders' principles, and it's just something I don't see them doing.
  3. "We will not be arresting you. We were instructed to obtain your opinion of the matter, and we will do no more than that." I turn to the rest of the party. "I believe we have all the information we were tasked with collecting, now."
  4. "Sir, yessir! Good to have you back with us, sir." You follow the pikeman to the southern wall of Drakencourt, where you see Lions and Imperials alike - Alandri's Imperials, you note with relief - scrambling to get into a position to defend the city from the rebel army approaching. "There you are, heroes. I was worried you wouldn't get here. Lyonel's retreated into the palace like the coward he is, and he's taken Emperor Alandri with him. These were all the troops I could round up on my own. "Quickly, men, into position! The game's afoot." Enemies: Rogue Lion Pikemen C Type: Footsoldiers Level: 4 Health: 10/10 Defense: 1 Passive Special: Footsoldiers gain a +1 Power flanking bonus whenever their target is adjacent to one of their allies. Drops: 12 Gold Allies: Lion Pikeman A, Level 3 Footsoldiers (lead by Capt.JohnPaul) Power: 3 Health: 10/10 Defense: 1 Passive Special: Footsoldiers gain a +1 Power flanking bonus whenever their target is adjacent to one of their allies. Lion Pikeman B, Level 3 Footsoldiers (lead by Capt.JohnPaul) Power: 3 Health: 10/10 Defense: 1 Passive Special: Footsoldiers gain a +1 Power flanking bonus whenever their target is adjacent to one of their allies. Lion Pikeman C, Level 3 Footsoldiers (lead by Capt.JohnPaul) Power: 3 Health: 10/10 Defense: 1 Passive Special: Footsoldiers gain a +1 Power flanking bonus whenever their target is adjacent to one of their allies. Lion Pikeman D, Level 3 Footsoldiers (lead by Flipz) Power: 3 Health: 10/10 Defense: 1 Passive Special: Footsoldiers gain a +1 Power flanking bonus whenever their target is adjacent to one of their allies. Imperial Pikemen A, Level 2 Footsoldiers (lead by Flipz) Power: 2 Health: 10/10 Defense: 1 Passive Special: Footsoldiers gain a +1 Power flanking bonus whenever their target is adjacent to one of their allies. Imperial Pikemen B, Level 2 Footsoldiers (lead by Flipz) Power: 2 Health: 10/10 Defense: 1 Passive Special: Footsoldiers gain a +1 Power flanking bonus whenever their target is adjacent to one of their allies. Imperial Pikemen C, Level 2 Footsoldiers (lead by Flipz) Power: 2 Health: 10/10 Defense: 1 Passive Special: Footsoldiers gain a +1 Power flanking bonus whenever their target is adjacent to one of their allies. Lion Knights A, Level 4 Mounted (lead by Capt.JohnPaul) Power: 4 Health: 10/10 Defense: 2 Passive Special: Mounted units can act twice in a Round. (move two hexes, move one hex and attack, or attack twice) Lion Knights B, Level 4 Mounted (lead by Capt.JohnPaul) Power: 4 Health: 10/10 Defense: 2 Passive Special: Mounted units can act twice in a Round. (move two hexes, move one hex and attack, or attack twice) Lion Knights C, Level 4 Mounted (lead by Capt.JohnPaul) Power: 4 Health: 10/10 Defense: 2 Passive Special: Mounted units can act twice in a Round. (move two hexes, move one hex and attack, or attack twice) Lion Crossbowmen A, Level 3 Ranged (lead by Flipz) Power: 3 Health: 10/10 Defense: 0 Passive Special: Ranged units can fire over obstacles or other units to attack enemies up to two hexes away. If their target is two hexes away, they cannot take Damage. Lion Crossbowmen B, Level 3 Ranged (lead by Flipz) Power: 3 Health: 10/10 Defense: 0 Passive Special: Ranged units can fire over obstacles or other units to attack enemies up to two hexes away. If their target is two hexes away, they cannot take Damage. Party Second-in-Command, choose the order of actions. All of you, choose what action(s) each of your units will perform.
  5. You move into an alley and begin to don the armor of Rogue Lion Knights, but, before you can, a pikeman comes running up to you. "Sirs! We've been looking all over for you! Sir Lyonel has ordered a full evacuation of the entire southern half of the city, but he and his guards have retreated into the palace. The rebel force is marching towards the southern wall of Drakencourt as I speak. Imperial Pikemen are holding the walls for now. Sir Leofard has deployed what troops we had in the area. We have pikemen coming around to reinforce our right flank while a column of knights supported by crossbowmen charge into a first skirmish to test the enemy's strength, but we're not going to last long without proper leadership."
  6. QM Note:The invasion hadn't started yet. Alandri told you where there had been a large amount of rebel activity, and you decided to ignore that and investigate something else. "...you're heroes of Heroica, aren't you? There were rumors that there was a team of you in Drakencourt... "I have one more Smoke Bomb. Take it. Is there anything else I can help you with?" Party: Arthur Justus Regulus VII, Level 12.5 Mage (Flipz) *Party Second-in-Command* Power: 19 Health: 17/17 Ether: 12/16 Defense: 1 Gold: 18 Inventory: Staff of the Cultist Battlemage (WP: 7; 50% chance of Fleeing instead of being KO'd), Standard-Issue Crossbow (WP: 1), Robe of Magi (SP:1), Potion(x2), Bedroll, Healing Staff (WP: 5), Scroll of Sealing, Scroll of Blindness, Scroll of Confusion, Scroll of Sleep, Shovel, Grand Tonic, Opal (Ice), Telescope, Amethyst (Darkness), Zoot's Cookie, Tonic, Mead Luke, Level 18.5 Sage (controlled by Flipz) *Pacifist* Power: 23 Health: 26/33 Ether: 10/25 Defense: 0 Gold: 0 Inventory: Arthur's Staff of Elven Necromancy (WP: 5), Standard-Issue Crossbow (WP: 1), Wooden Staff (WP: 1), Diamond (Light), Tonics (2), Bedroll Alexandre le Chevalier, Level 12.5 Knight (Capt.JohnPaul) Power: 20 Health: 21/21 Defense: 7 Gold: 17 Inventory: Sword of the Elven Blademaster (WP: 8; ignores SP), Standard-Issue Crossbow (WP: 1), Cross Heater Shield (SP: 7), Potions (6), Tonic, Remedy, Smoke Bomb Count Lewis Knyghton, Level 13 Engineer (controlled by Flipz) Power: 14 Health: 20/20 Defense: 0 Gold: 0 Inventory: Spatha (WP: 3), Standard-Issue Crossbow (WP: 1)
  7. QM Note:Oops, I got it now. Thanks. "Smoke Bombs? Oh, you'll have a hard time getting one of those. This is a commoner's marketplace, not an adventurer's emporium, and we don't make many consumables other than Potions, Mead, and the like, which are often consumed on a daily basis by the citizens of Drakencourt. With the evacuation and coming invasion, people have been scrambling to buy any bombs they can get their hands on for self defense, and I know many of us have been rushing to buy as many Smoke Bombs as possible in case we need them to try to escape the city in the event of a siege."
  8. Party: Arthur Justus Regulus VII, Level 12.5 Mage (Flipz) *Party Second-in-Command* Power: 19 Health: 17/17 Ether: 12/16 Defense: 1 Gold: 18 Inventory: Staff of the Cultist Battlemage (WP: 7; 50% chance of Fleeing instead of being KO'd), Standard-Issue Crossbow (WP: 1), Robe of Magi (SP:1), Potion(x2), Bedroll, Healing Staff (WP: 5), Scroll of Sealing, Scroll of Blindness, Scroll of Confusion, Scroll of Sleep, Shovel, Grand Tonic, Opal (Ice), Telescope, Amethyst (Darkness), Zoot's Cookie, Tonic, Mead Luke, Level 18.5 Sage (controlled by Flipz) *Pacifist* Power: 23 Health: 26/33 Ether: 10/25 Defense: 0 Gold: 0 Inventory: Arthur's Staff of Elven Necromancy (WP: 5), Standard-Issue Crossbow (WP: 1), Wooden Staff (WP: 1), Diamond (Light), Tonics (2), Bedroll Alexandre le Chevalier, Level 12.5 Knight (Capt.JohnPaul) Power: 20 Health: 21/21 Defense: 7 Gold: 17 Inventory: Sword of the Elven Blademaster (WP: 8; ignores SP), Standard-Issue Crossbow (WP: 1), Cross Heater Shield (SP: 7), Potions (6), Tonic, Remedy Count Lewis Knyghton, Level 13 Engineer (controlled by Flipz) Power: 14 Health: 20/20 Defense: 0 Gold: 0 Inventory: Spatha (WP: 3), Standard-Issue Crossbow (WP: 1) You return to the marketplace, where everyone seems to be in a hurry, boarding up their shops and running towards the palace. "What are you doing here! This section of the city is being evacuated. There's a massive rebel army moving against Drakencourt!"
  9. QM Note: You want to go to the marketplace dressed as Rogue Lion Knights?
  10. Results of Round Three of the Battle in the Corridors: >Alexandre le Chevalier uses a Smoke Bomb. Alexandre, seeing the overwhelming number of enemies, you throw a Smoke Bomb into their midst. The battle is lost! Party: Arthur Justus Regulus VII, Level 12.5 Mage (Flipz) *Party Second-in-Command* Power: 19 Health: 17/17 Ether: 12/16 Defense: 1 Gold: 18 Inventory: Staff of the Cultist Battlemage (WP: 7; 50% chance of Fleeing instead of being KO'd), Standard-Issue Crossbow (WP: 1), Robe of Magi (SP:1), Potion(x2), Bedroll, Healing Staff (WP: 5), Scroll of Sealing, Scroll of Blindness, Scroll of Confusion, Scroll of Sleep, Shovel, Grand Tonic, Opal (Ice), Telescope, Amethyst (Darkness), Zoot's Cookie, Tonic, Mead Luke, Level 18.5 Sage (controlled by Flipz) *Pacifist* Power: 23 Health: 26/33 Ether: 10/25 Defense: 0 Gold: 0 Inventory: Arthur's Staff of Elven Necromancy (WP: 5), Standard-Issue Crossbow (WP: 1), Wooden Staff (WP: 1), Diamond (Light), Tonics (2), Bedroll Alexandre le Chevalier, Level 12.5 Knight (Capt.JohnPaul) Power: 20 Health: 13/21 Defense: 7 Gold: 17 Inventory: Sword of the Elven Blademaster (WP: 8; ignores SP), Standard-Issue Crossbow (WP: 1), Cross Heater Shield (SP: 7), Potions (7), Tonic, Remedy Count Lewis Knyghton, Level 13 Engineer (controlled by Flipz) Power: 14 Health: 20/20 Defense: 0 Gold: 0 Inventory: Spatha (WP: 3), Standard-Issue Crossbow (WP: 1)
  11. Results of Round Two of the Battle in the Corridors: Alexandre le Chevalier vs. Imperial Guard A - Miss >Count Lewis Knyghton vs. Imperial Guard A - Critical Hit ((3*2)+13-3=16 Damage) >Arthur Justus Regulus VII vs. Imperial Guard A - Critical Hit ((((7*2)+12)*2)-3=49 Darkness Elemental Damage) >Luke vs. Imperial Guard A Imperial Guard B- Damage (15/2=7 Damage) Imperial Guard B - Call for Backup (Passive Special) Imperial Guard C - Call for Backup (Passive Special) Imperial Guard C - Free Hit against Alexandre le Chevalier (15-7=8 Damage) Alexandre, you transition into another attack, but Guard A blocks with his spear. Thinking quickly, you use the contact to pin him to the wall, and, Arthur and Count Lewis, you both hit him with ranged attacks. Luke, Guard B is too fast, and he lands a hit on you. "Ha, you're clearly not one of us. "Guard A"? You didn't even know Anthony's name!" "For Anthony and Rodolph!" Enemies: Imperial Guard B Type: Humanoid Level: 15 Health: 75/75 Defense: 3 Passive Special: Call for Backup - At the end of each Round, the Imperial Guard calls two more guards to assist him. Special: Avengement - The Imperial Guard remembers that he is fighting in the memory of his fallen comrade, and gains the Encouraged effect during the next Round. Drops: nothing Imperial Guard C Type: Humanoid Level: 15 Health: 75/75 Defense: 3 Passive Special: Call for Backup - At the end of each Round, the Imperial Guard calls two more guards to assist him. Special: Avengement - The Imperial Guard remembers that he is fighting in the memory of his fallen comrade, and gains the Encouraged effect during the next Round. Drops: nothing Imperial Guard D Type: Humanoid Level: 15 Health: 75/75 Defense: 3 Passive Special: Call for Backup - At the end of each Round, the Imperial Guard calls two more guards to assist him. Special: Avengement - The Imperial Guard remembers that he is fighting in the memory of his fallen comrade, and gains the Encouraged effect during the next Round. Drops: nothing Imperial Guard E Type: Humanoid Level: 15 Health: 75/75 Defense: 3 Passive Special: Call for Backup - At the end of each Round, the Imperial Guard calls two more guards to assist him. Special: Avengement - The Imperial Guard remembers that he is fighting in the memory of his fallen comrade, and gains the Encouraged effect during the next Round. Drops: nothing Imperial Guard F Type: Humanoid Level: 15 Health: 75/75 Defense: 3 Passive Special: Call for Backup - At the end of each Round, the Imperial Guard calls two more guards to assist him. Special: Avengement - The Imperial Guard remembers that he is fighting in the memory of his fallen comrade, and gains the Encouraged effect during the next Round. Drops: nothing Imperial Guard G Type: Humanoid Level: 15 Health: 75/75 Defense: 3 Passive Special: Call for Backup - At the end of each Round, the Imperial Guard calls two more guards to assist him. Special: Avengement - The Imperial Guard remembers that he is fighting in the memory of his fallen comrade, and gains the Encouraged effect during the next Round. Drops: nothing Party: Arthur Justus Regulus VII, Level 12.5 Mage (Flipz) *Party Second-in-Command* Power: 19 Health: 17/17 Ether: 12/16 Defense: 1 Gold: 18 Inventory: Staff of the Cultist Battlemage (WP: 7; 50% chance of Fleeing instead of being KO'd), Standard-Issue Crossbow (WP: 1), Robe of Magi (SP:1), Potion(x2), Bedroll, Healing Staff (WP: 5), Scroll of Sealing, Scroll of Blindness, Scroll of Confusion, Scroll of Sleep, Shovel, Grand Tonic, Opal (Ice), Telescope, Amethyst (Darkness), Zoot's Cookie, Tonic, Mead Luke, Level 18.5 Sage (controlled by Flipz) *Pacifist* Power: 23 Health: 26/33 Ether: 10/25 Defense: 0 Gold: 0 Inventory: Arthur's Staff of Elven Necromancy (WP: 5), Standard-Issue Crossbow (WP: 1), Wooden Staff (WP: 1), Diamond (Light), Tonics (2), Bedroll Alexandre le Chevalier, Level 12.5 Knight (Capt.JohnPaul) Power: 20 Health: 13/21 Defense: 7 Gold: 17 Inventory: Sword of the Elven Blademaster (WP: 8; ignores SP), Standard-Issue Crossbow (WP: 1), Cross Heater Shield (SP: 7), Potions (7), Tonic, Remedy, Smoke Bomb Count Lewis Knyghton, Level 13 Engineer (controlled by Flipz) Power: 14 Health: 20/20 Defense: 0 Gold: 0 Inventory: Spatha (WP: 3), Standard-Issue Crossbow (WP: 1) Party Second-in-Command, choose the order of actions. All of you, choose your targets and the Row you want to fight in. Also mention if you want to try to flee, move, heal, or cast a magic spell, or if you want to use an item instead of attacking. Any enemy not targeted will get a Free Hit on the party after everyone has acted.
  12. Results of Round One of the Battle in the Corridors: >Arthur Justus Regulus VII freezes the floor. Alexandre le Chevalier vs. Imperial Guard - Hit (8+12=20 Damage) >Count Lewis Knyghton vs. Imperial Guard - Miss >Luke vs. Imperial Guard - Great Spell ((5*2)-3=7 Light Elemental Damage) Imperial Guard - Call for Backup (Passive Special) Arthur, you coat the floor with ice. Alexandre, you lunge forward before the guard can react, and pierce his mail. Count Lewis, you fire, but the guard ducks under your bolt. Luke, you see the guard in pain and ducking away from the party, so you hit him with a spell. You see the guard throw some torches onto the ice and yell to his fellow guards. "They murdered Rodolph! Kill them all! And get some more torches on that ice, before those get extinguished." Enemies: Imperial Guard A Type: Humanoid Level: 15 Health: 48/75 Defense: 3 Passive Special: Call for Backup - At the end of each Round, the Imperial Guard calls two more guards to assist him. Special: Avengement - The Imperial Guard remembers that he is fighting in the memory of his fallen comrade, and gains the Encouraged effect during the next Round. Drops: nothing Imperial Guard B Type: Humanoid Level: 15 Health: 75/75 Defense: 3 Passive Special: Call for Backup - At the end of each Round, the Imperial Guard calls two more guards to assist him. Special: Avengement - The Imperial Guard remembers that he is fighting in the memory of his fallen comrade, and gains the Encouraged effect during the next Round. Drops: nothing Imperial Guard C Type: Humanoid Level: 15 Health: 75/75 Defense: 3 Passive Special: Call for Backup - At the end of each Round, the Imperial Guard calls two more guards to assist him. Special: Avengement - The Imperial Guard remembers that he is fighting in the memory of his fallen comrade, and gains the Encouraged effect during the next Round. Drops: nothing Party: Arthur Justus Regulus VII, Level 12.5 Mage (Flipz) *Party Second-in-Command* Power: 19 Health: 17/17 Ether: 13/16 Defense: 1 Gold: 18 Inventory: Staff of the Cultist Battlemage (WP: 7; 50% chance of Fleeing instead of being KO'd), Standard-Issue Crossbow (WP: 1), Robe of Magi (SP:1), Potion(x2), Bedroll, Healing Staff (WP: 5), Scroll of Sealing, Scroll of Blindness, Scroll of Confusion, Scroll of Sleep, Shovel, Grand Tonic, Opal (Ice), Telescope, Amethyst (Darkness), Zoot's Cookie, Tonic, Mead Luke, Level 18.5 Sage (controlled by Flipz) *Pacifist* Power: 23 Health: 33/33 Ether: 10/25 Defense: 0 Gold: 0 Inventory: Arthur's Staff of Elven Necromancy (WP: 5), Standard-Issue Crossbow (WP: 1), Wooden Staff (WP: 1), Diamond (Light), Tonics (2), Bedroll Alexandre le Chevalier, Level 12.5 Knight (Capt.JohnPaul) Power: 20 Health: 21/21 Defense: 7 Gold: 17 Inventory: Sword of the Elven Blademaster (WP: 8; ignores SP), Standard-Issue Crossbow (WP: 1), Cross Heater Shield (SP: 7), Potions (7), Tonic, Remedy, Smoke Bomb Count Lewis Knyghton, Level 13 Engineer (controlled by Flipz) Power: 14 Health: 20/20 Defense: 0 Gold: 0 Inventory: Spatha (WP: 3), Standard-Issue Crossbow (WP: 1) Party Second-in-Command, choose the order of actions. All of you, choose your targets and the Row you want to fight in. Also mention if you want to try to flee, move, heal, or cast a magic spell, or if you want to use an item instead of attacking. Any enemy not targeted will get a Free Hit on the party after everyone has acted.
  13. QM Note: Does Luke do anything?
  14. Arthur, you freeze the door at the cost of 1 Ether, and all of you strike it, causing the handle to crack. You hear a shattering sound from behind the door, and then the door swings open. "Hey! What's going on out...here... You see another guard run out, staring at the lifeless body lying on the ground. He scans your faces, then without warning, he levels his spear at you, Alexandre. "Who are you? I don't recall anyone looking like you on duty today! What have you done to Rodolph? Guards! I need backup!" "You shall not pass! Prepare for battle!" Enemies: Imperial Guard Type: Humanoid Level: 15 Health: 75/75 Defense: 3 Passive Special: Call for Backup - At the end of each Round, the Imperial Guard calls two more guards to assist him. Special: Avengement - The Imperial Guard remembers that he is fighting in the memory of his fallen comrade, and gains the Encouraged effect during the next Round. Drops: nothing Party: Arthur Justus Regulus VII, Level 12.5 Mage (Flipz) *Party Second-in-Command* Power: 19 Health: 17/17 Ether: 14/16 Defense: 1 Gold: 18 Inventory: Staff of the Cultist Battlemage (WP: 7; 50% chance of Fleeing instead of being KO'd), Standard-Issue Crossbow (WP: 1), Robe of Magi (SP:1), Potion(x2), Bedroll, Healing Staff (WP: 5), Scroll of Sealing, Scroll of Blindness, Scroll of Confusion, Scroll of Sleep, Shovel, Grand Tonic, Opal (Ice), Telescope, Amethyst (Darkness), Zoot's Cookie, Tonic, Mead Luke, Level 18.5 Sage (controlled by Flipz) *Pacifist* Power: 23 Health: 33/33 Ether: 10/25 Defense: 0 Gold: 0 Inventory: Arthur's Staff of Elven Necromancy (WP: 5), Standard-Issue Crossbow (WP: 1), Wooden Staff (WP: 1), Diamond (Light), Tonics (2), Bedroll Alexandre le Chevalier, Level 12.5 Knight (Capt.JohnPaul) Power: 20 Health: 21/21 Defense: 7 Gold: 17 Inventory: Sword of the Elven Blademaster (WP: 8; ignores SP), Standard-Issue Crossbow (WP: 1), Cross Heater Shield (SP: 7), Potions (7), Tonic, Remedy, Smoke Bomb Count Lewis Knyghton, Level 13 Engineer (controlled by Flipz) Power: 14 Health: 20/20 Defense: 0 Gold: 0 Inventory: Spatha (WP: 3), Standard-Issue Crossbow (WP: 1) Party Second-in-Command, choose the order of actions. All of you, choose your targets and the Row you want to fight in. Also mention if you want to try to flee, move, heal, or cast a magic spell, or if you want to use an item instead of attacking. Any enemy not targeted will get a Free Hit on the party after everyone has acted.
  15. You can't see any locks on the outside. You realize that the other guard bolted the door from the inside when he left to see Emperor Roland.
  16. You don't find anything that could be used to open the door.
  17. You find that the door is locked.
  18. Arthur, you put the guard to sleep and kill him. Alexandre, you don the guard's armor and approach the door. Party: Arthur Justus Regulus VII, Level 12.5 Mage (Flipz) *Party Second-in-Command* Power: 19 Health: 17/17 Ether: 15/16 Defense: 1 Gold: 18 Inventory: Staff of the Cultist Battlemage (WP: 7; 50% chance of Fleeing instead of being KO'd), Standard-Issue Crossbow (WP: 1), Robe of Magi (SP:1), Potion(x2), Bedroll, Healing Staff (WP: 5), Scroll of Sealing, Scroll of Blindness, Scroll of Confusion, Scroll of Sleep, Shovel, Grand Tonic, Opal (Ice), Telescope, Amethyst (Darkness), Zoot's Cookie, Tonic, Mead Luke, Level 18.5 Sage (controlled by Flipz) *Pacifist* Power: 23 Health: 33/33 Ether: 10/25 Defense: 0 Gold: 0 Inventory: Arthur's Staff of Elven Necromancy (WP: 5), Standard-Issue Crossbow (WP: 1), Wooden Staff (WP: 1), Diamond (Light), Tonics (2), Bedroll Alexandre le Chevalier, Level 12.5 Knight (Capt.JohnPaul) Power: 20 Health: 21/21 Defense: 7 Gold: 17 Inventory: Sword of the Elven Blademaster (WP: 8; ignores SP), Standard-Issue Crossbow (WP: 1), Cross Heater Shield (SP: 7), Potions (7), Tonic, Remedy, Smoke Bomb Count Lewis Knyghton, Level 13 Engineer (controlled by Flipz) Power: 14 Health: 20/20 Defense: 0 Gold: 0 Inventory: Spatha (WP: 3), Standard-Issue Crossbow (WP: 1)
  19. "Rogue Lions? I wasn't aware of any Rogue Lions fighting with us, but then again, the emperor never really tells us guards things like that. Traitors? I guess that's why you're so paranoid about information. I'll give this to the emperor." You see one of the guards disappear down the corridor, closing the door behind him.
  20. "How am I supposed to tell him who's asking to see him? You haven't even told me who you are, let alone why you want to see the emperor."
  21. "The emperor might be aware of this 'arrangement', but I am not, and I am the one guarding this door, not the emperor. I can send someone to check with the Emperor regarding this 'arrangement', but I will need to know who you are and why you are here."
  22. "Impossible. The emperor cannot simply leave the safety and security of his quarters to talk to anyone who comes asking for him. "If you are requesting an audience, you can state your identities and your business, and one of us will convey the message to his highness."
  23. As there is not much time to wait before the disguises are completed, those of you with bedrolls are only able to rest enough to gain up to 5 Health and 5 Ether. Party: Arthur Justus Regulus VII, Level 12.5 Mage (Flipz) *Party Second-in-Command* Power: 19 Health: 17/17 Ether: 16/16 Defense: 1 Gold: 18 Inventory: Staff of the Cultist Battlemage (WP: 7; 50% chance of Fleeing instead of being KO'd), Standard-Issue Crossbow (WP: 1), Robe of Magi (SP:1), Potion(x2), Bedroll, Healing Staff (WP: 5), Scroll of Sealing, Scroll of Blindness, Scroll of Confusion, Scroll of Sleep, Shovel, Grand Tonic, Opal (Ice), Telescope, Amethyst (Darkness), Zoot's Cookie, Tonic, Mead Luke, Level 18.5 Sage (controlled by Flipz) *Pacifist* Power: 23 Health: 33/33 Ether: 10/25 Defense: 0 Gold: 0 Inventory: Arthur's Staff of Elven Necromancy (WP: 5), Standard-Issue Crossbow (WP: 1), Wooden Staff (WP: 1), Diamond (Light), Tonics (2), Bedroll Alexandre le Chevalier, Level 12.5 Knight (Capt.JohnPaul) Power: 20 Health: 21/21 Defense: 7 Gold: 17 Inventory: Sword of the Elven Blademaster (WP: 8; ignores SP), Standard-Issue Crossbow (WP: 1), Cross Heater Shield (SP: 7), Potions (7), Tonic, Remedy, Smoke Bomb Count Lewis Knyghton, Level 13 Engineer (controlled by Flipz) Power: 14 Health: 20/20 Defense: 0 Gold: 0 Inventory: Spatha (WP: 3), Standard-Issue Crossbow (WP: 1) Disguised as Rogue Lions, you walk towards Emperor Roland's wing of the palace. As you approach, you see that his men have fallen back from the main entrance to this wing of the palace, allowing them to cut off the passages at one choke point. "Halt! Who are you, and what is your business in Emperor Roland's wing of the palace?
  24. That's okay; we have those freeze-dried sausages and tubes of applesauce.
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