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Brickdoctor

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  1. QM Note:As with just about everything in this Quest, you can try...but you'll probably just end up damaging your own walls or fellow heroes. QM Note:Althior's been shooting around the Gatehouse and over the walls, so, sure, you can. It's magic, after all. QM Note:They're on the level below you, with nothing but sky above them (they're on the top of the wall), so you would realistically have a clear line of sight at them.
  2. Results of Round Nine of the Battle of Bric'Bay Fort: >William Harkenshire vs. Elven Warrior A - Special Damage Xander Unth'or moves to the Courtyard. >Arthur Justus Regulus VII and Isabella del Toboso (Catapult) vs. Elven Scout - Critical Hit >Arasmyth RuGard vs. Elven Archer A - Critical Hit >Althior Emorith vs. Elven Scout - Special Damage Spag Bitterstalk moves to the Courtyard. >Alexandre le Chevalier vs. Elven Archer A Elven Scout - Critical Hit >Arasmyth RuGard vs. Elven Scout - Damage William, you desperately try to spin around to face the new opponent and reload your bow, but he's too quick. He Takes Cover and your arrow glances harmlessly off his shield. Xander and Spag eager to join the action, you both sprint into the Courtyard, the fastest way to the South-East Wall. Arthur and Isabella, you switch ammunition and let fly a cloud of stones, which deals 2 Damage to the Scout and 1 Damage to the Archer. Arasmyth, encouraged by the reinforcements, you blast the Archer back into the river for 16 Wind Elemental Damage, where he lies still, bobbing slightly on the bank. While you try to hit him with spells, Althior, the Scout runs around relaying information to his allies. Unfortunately no one is left alive to make use of such information. Alexandre, you quickly switch targets and fire on the Scout, succeeding where Althior had failed and dealing 5 Damage, but the Scout recovers in time to get his blade behind your defenses, Arasmyth, for 2 Damage, on his way up the rope. "Sir! The Scout has scaled the South-West Wall! He, too, is heading for Ranger Harkenshire!" The Scout collapses for a moment as he reaches the top of the wall, still on fire and taking an additional 2 Damage because of it. The battle continues... Enemies: Elven Scout *Burning* Type: Humanoid Level: 3 Health: 2/20 Special: Spotter - The Elven Scout relays information to his allies concerning the current state of the fort's defenses. Siege weapons and Archers will deal 150% Damage during the next Round. Drops: nothing Elven Warrior A *Invulnerable* Type: Humanoid Level: 5 Health: 20/25 Special: Take Cover - The Elven Warrior crouches behind his shield, preventing him from taking any Damage next Round. Drops: nothing Party: Althior Emorith, Level 14.5 Mage (K-nut) *Party Leader* Power: 19 Health: 18/18 Ether: 15/18 Gold: 5 Inventory: Dragoro (WP:5), Topaz (Lightning), Amethyst (Darkness), Ruby (Fire), Sapphire (Wind), Garnet (Earth), Opal (Ice), Aquamarine (Water), Emerald (Wood), Diamond (Light), Potion x2, Tonic, Shovel, Bedroll, Smelling Salts, Mead, Nostrum, Remedy, Healing Staff William Harkenshire, Level 6 Ranger (volcanicpanik) *Party Second-in-Command* Power: 10 +2 for the next 2 Turns Health: 11/11 Gold: 0 Inventory: Mockthril Longbow (WP: 4; Fire), Potion (2),Remedy, Smoke Bomb, Bedroll, Mead, Smelling Salts, Pickaxe, Horse Xander Unth'or, Level 10 Barbarian (posades) Power: 18 Health: 17/17 Gold: 30 Inventory: Pongcanis Club (WP: 8), Enigmatic Hammer (WP: 3), Robe of the Pongcanis Champion (WP: +1Front Row; SP: +1Back Row), Mead, Potion, Grand Potion, Phoenix Essence Alexandre le Chevalier, Level 2 Knight (Capt.JohnPaul) Power: 3 Health: 11/11 Gold: 0 Inventory: Standard-Issue Crossbow (WP: 1), Sword (WP: 3), Buckler Shield (SP: 2), Bedroll, Potion Spag Bitterstalk, Level 2 Barbarian (Kenghis Ghan) Power: 5 Health: 9/9 Gold: 0 Inventory: Crude Splinterwood Club (WP: 3), Standard-Issue Halberd (WP: 1;Total Damage doubled against mounted enemies and enemies scaling walls, Potion, Mead Isabella del Toboso, Level 2 Rogue (Dharkan) Power: 5 Health: 8/8 Gold: 5 Inventory: Golden Dagger (WP: 3), Standard-Issue Sword (WP: 1), Venom, Potion, Bedroll Arthur Justus Regulus VII, Level 2 Mage (Flipz) Power: 5 Health: 6/6 Ether: 6/6 Gold: 0 Inventory: Serpentine Staff (WP: 3), Opal (Ice), Potion, Bedroll, Telescope Crude Counterweight Catapult Operated by Arthur and Isabella Level: 2 Health: 10/10 Ammunition: Stones (unlimited) Arasmyth RuGard, Level 8 Mage (Kadabra) *Hastened* Power: 12 Health: 2/12 Ether: 10/12 Gold: 3 Inventory: Sapphire Staff (WP: 4; Wind), Robe of Magi (SP: 1), Scroll of Sealing, Sapphire (Wind), Topaz (Lightning), Potion, Smoke Bomb, Water Bomb, Grand Tonic Hiyaaaaaa Hwacha Operated by Arasmyth Level: 5 Health: 15/15 Ammunition: Explosive Arrows (6 Turns-worth) - The Hiyaaaaaa Hwacha will target every enemy in front of a selected wall. (example statement of action: "Hiyaaaaaa Hwacha targets enemies in front of the East Wall") Explosive arrows have a 50% chance per target of exploding violently and imparting a Burning effect, causing the target to lose 2 Health per Round until the fire is extinguished. Note: The Hiyaaaaaa Hwacha must take a Turn after each attack to reload - this need can be eliminated by assigning a second Operator to the weapon. Party Leader, choose the order of action. 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 have acted.
  3. Wow, those are ugly sets. Even if the Malevolence may be set up incorrectly. The JSF is the same old design, it looks like, and the other one just looks like a stack of various plates. It's too early to tell for sure, but I don't really want any of the minifigs, other than maybe Lobot. Looks like my Train collection is the one that'll be getting bigger this year.
  4. It is free to play, and the game has been designed so that money can't give you that big of an advantage. Basically, money can buy: Clothing dye. For looks only. Changes the color of your character. These changes are lost if you die. Pets. Also for looks only. Adds a little animal that follows you around. These changes are not lost if you die, provided you store the pet generator in your Vault. Effusions. These provide a temporary boost in a stat or let you carry multiple Health or Mana Potions in less space. They really aren't useful if you're not a hardcore player organizing private runs through the most difficult dungeon. (Oryx's Wine Cellar) Extra Vault Chests. These give you eight more spots to store things in your Vault. Not much use if you don't have a lot of loot, and you can always make a mule. Extra Character Slots. Hardcore players use these to safely max the stats of more than one character at a time. Changing your name. You won't need to do that if you choose carefully. And you do have to create a new e-mail for every mule.
  5. QM Note: I'm going to assume that Xander (posades) would attack the battering ram, as Althior (K-nut) suggested. Results of Round Eight of the Battle of Bric'Bay Fort: William Harkenshire vs. Elven Battering Ram - Shield Xander Unth'or vs. Elven Battering Ram - Shield >Arthur Justus Regulus VII and Isabella del Toboso (Catapult) vs. Elven Battering Ram - Miss >Arasmyth RuGard vs. Elven Archer A - Special Damage >Althior Emorith vs. Elven Battering Ram - Shield Spag Bitterstalk vs. Mounted Elven Scout B - Damage >Alexandre le Chevalier vs. Elven Archer A - Aim >Arasmyth RuGard vs. Elven Scout - Miss Elven Warrior B - Free Hit against Xander Unth'or Elven Warrior C - Free Hit against Spag Bitterstalk Elven Warrior A - Free Hit against Arasmyth RuGard Mounted Elven Scout A - Free Hit against Xander Unth'or Elven Archer B - Free Hit against Althior Emorith The battle rages on, as you watch the elves bring the full force of this assault to bear against you. William, realizing the danger, you shoot off a Triple Shot, and the arrows find the Battering Ram, Mounted Scout A, and Mounted Scout B for 12 Damage each. The arrow you fired a the ram jams its wheels, and with a crack, the ram is severely crippled. Xander, taking advantage of the distraction, you go into a Frenzy, and your powerful blows at 18 Damage each take down first Mounted Scout A, then Mounted Scout B, and, finally, your hammer splits the ram into two. The chaotic battle stirs up a cloud of dust, Arthur and Isabella, and you can't see the combatants, Missing your target. Althior, whether by luck or by skill, your magic Bursts into the cloud of dust and deals 19 Water Elemental Damage, eliminating Warrior B, Warrior C, and Archer B. Spag, you move to attack with your halberd, but there're no enemies left in front of the Gatehouse! On the other half of the battlefield, Arasmyth, you fire first on Archer A, but he sidesteps the blast of magic and fires a Grappling Hook up to the wall. Alexandre, you Aim at Archer A, but you only graze him for 1 Damage. Arasmyth, your second spell also is ineffective, as the Scout is too quick and dodges easily. Warrior A scores a Free Hit on Arasmyth for 4 Damage on his way up the rope. "Sir! Warrior A has scaled the South-West Wall! He's moving to attach Ranger Harkenshire!" Archer A and the Scout continue to fail to put out the fire consuming their clothing, and each take an addition 2 Damage. After a Round that devastated elven forces, the battle continues... Enemies: Elven Scout *Burning* Type: Humanoid Level: 3 Health: 11/20 Special: Spotter - The Elven Scout relays information to his allies concerning the current state of the fort's defenses. Siege weapons and Archers will deal 150% Damage during the next Round. Drops: nothing Elven Warrior A Type: Humanoid Level: 5 Health: 20/25 Special: Take Cover - The Elven Warrior crouches behind his shield, preventing him from taking any Damage next Round. Drops: nothing Brobric Elven Archer A *Burning* Type: Humanoid Level: 4 Health: 15/25 Special: Grappling Hooks - The Elven Archer uses his bow to shoot ropes over the wall or tower being attacked, enabling his allies to scale the wall. Drops: nothing Party: Althior Emorith, Level 14.5 Mage (K-nut) *Party Leader* Power: 19 Health: 18/18 Ether: 15/18 Gold: 5 Inventory: Dragoro (WP:5), Topaz (Lightning), Amethyst (Darkness), Ruby (Fire), Sapphire (Wind), Garnet (Earth), Opal (Ice), Aquamarine (Water), Emerald (Wood), Diamond (Light), Potion x2, Tonic, Shovel, Bedroll, Smelling Salts, Mead, Nostrum, Remedy, Healing Staff William Harkenshire, Level 6 Ranger (volcanicpanik) *Party Second-in-Command* Power: 10 +2 for the next 3 Turns Health: 11/11 Gold: 0 Inventory: Mockthril Longbow (WP: 4; Fire), Potion (2),Remedy, Smoke Bomb, Bedroll, Mead, Smelling Salts, Pickaxe, Horse Xander Unth'or, Level 10 Barbarian (posades) Power: 18 Health: 17/17 Gold: 30 Inventory: Pongcanis Club (WP: 8), Enigmatic Hammer (WP: 3), Robe of the Pongcanis Champion (WP: +1Front Row; SP: +1Back Row), Mead, Potion, Grand Potion, Phoenix Essence Alexandre le Chevalier, Level 2 Knight (Capt.JohnPaul) Power: 3 Health: 11/11 Gold: 0 Inventory: Standard-Issue Crossbow (WP: 1), Sword (WP: 3), Buckler Shield (SP: 2), Bedroll, Potion Spag Bitterstalk, Level 2 Barbarian (Kenghis Ghan) Power: 5 Health: 9/9 Gold: 0 Inventory: Crude Splinterwood Club (WP: 3), Standard-Issue Halberd (WP: 1;Total Damage doubled against mounted enemies and enemies scaling walls, Potion, Mead Isabella del Toboso, Level 2 Rogue (Dharkan) Power: 5 Health: 8/8 Gold: 5 Inventory: Golden Dagger (WP: 3), Standard-Issue Sword (WP: 1), Venom, Potion, Bedroll Arthur Justus Regulus VII, Level 2 Mage (Flipz) Power: 5 Health: 6/6 Ether: 6/6 Gold: 0 Inventory: Serpentine Staff (WP: 3), Opal (Ice), Potion, Bedroll, Telescope Crude Counterweight Catapult Operated by Arthur and Isabella Level: 2 Health: 10/10 Ammunition: Stones (unlimited) Arasmyth RuGard, Level 8 Mage (Kadabra) *Hastened* Power: 12 Health: 4/12 Ether: 10/12 Gold: 3 Inventory: Sapphire Staff (WP: 4; Wind), Robe of Magi (SP: 1), Scroll of Sealing, Sapphire (Wind), Topaz (Lightning), Potion, Smoke Bomb, Water Bomb, Grand Tonic Hiyaaaaaa Hwacha Operated by Arasmyth Level: 5 Health: 15/15 Ammunition: Explosive Arrows (6 Turns-worth) - The Hiyaaaaaa Hwacha will target every enemy in front of a selected wall. (example statement of action: "Hiyaaaaaa Hwacha targets enemies in front of the East Wall") Explosive arrows have a 50% chance per target of exploding violently and imparting a Burning effect, causing the target to lose 2 Health per Round until the fire is extinguished. Note: The Hiyaaaaaa Hwacha must take a Turn after each attack to reload - this need can be eliminated by assigning a second Operator to the weapon. Party Leader, choose the order of action. 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 have acted. QM Note: I hate you, posades. You too, K-Nut.
  6. Got one already, sorry.
  7. Just to clarify, that's a T2 Fire Nova spell, not a T5 MNova, right? Anyways, I have more GShields than I know what to do with, and I already got to 150 Fame with Rogue before, so I don't need either. Sorry.And my Sorceror also gave me an Essence Tap on my first Level 20 trip to godlands with him, so I don't need that anymore.
  8. It's not, actually. There have been Star Wars appearances throughout the 2011 Advent theme, and I remember that during the series 'reboot', there was one strip that included a variant of the "It's a trap!" line.
  9. On the topic of Jedi behavior, I'd like to take the time to say that the latest strip of Brick House was hilarious:
  10. I'll buy any 2% Skulls or Spells if you have them (Essence Tap and Destruction Sphere, respectively), though note that a 2% Fame Ability item is worth usually around 1 Spd; the equivalent of a DScale. (and maybe Deso, in the case of the spell) No 2% Ability item is worth Veng. I don't have any Rhearts, but I have a couple T9 Dsouls. (worth 1 Att)Though if we're talking 2% weaponry items... (Dia, Emmy, Shadow, Archon, or FBow...) On another note, my Necro died again. I was happily backing away from a pack of gods, shooting at them as I did...and I backed into a rock. While I tried to hit the Nexus button and go around the rock at the same time, about a dozen gods raced right up to me and shotgunned me in the face. So, I'm back to Sorceror for now, but if any of you has a Necrotic Arcana, Magus, Essence Tap, or Para HP for sale, I'll gladly buy it. (1.5 Def for Necrotic, 2 Def for Magus, 1 Spd for Essence Tap, 1 Def for Para HP)
  11. Welcome to the guild, Bricksandparts! In other news, Build 121.4 hit testing. Some minor changes: Lots of backend stuff to improve performance/avoid lag Potions now trigger heal effects, mp heal is also now visible Hermit God difficultly increased Modified Castle and Castle minions to make rushing more difficult Bridges in Castle are longer Dungeon portals now have unique looks White Demon has new projectile graphic Here's an example of the new dungeon portals: The above is the portal to the Abyss of Demons on the left and the Ocean Trench portal on the right. I love this change, since now, this means that I don't have to risk going over to a portal in the middle of godlands to decide whether I want to try to enter it while being shot at. (for example, I know I can solo a UDL, but not an Abyss, so I won't bother trying to get to an Abyss portal) Above you can see the portal to the Undead Lair and the new graphics for the White Demon shots. These all have the Armor Pierce effect. (as opposed to the current White Demon, which shoots a lone red star that inflicts Armor Pierce) A couple of other changes being reported are that guild member icons have been changed around (Initiates now have no symbol, Members have the shield, Officers the dagger, and Leaders the silver crown) and that Djinns give XP. I don't really like the former (I like my gold crown), but I heartily support the latter. Makes Djinns worth hunting. Update: From left to right: Snake Pit, Forbidden Jungle, and Spider Den portals. When a new guild is created, the creator will now be the "Founder" who has the ability to demote/remove Leaders. If the Founder ever leaves the guild, there will be no new Founder.
  12. Seems like it, since they were apparently having hardware problems.
  13. QM Note: Isabella (Dharkan) is the only hero remaining who hasn't posted an action, and she has to do the same thing Arthur (Flipz) does, so I'll keep this moving. Results of Round Seven of the Battle of Bric'Bay Fort: William Harkenshire vs. Elven Battering Ram - Special Damage Xander Unth'or moves to the Gatehouse. >Arthur Justus Regulus VII and Isabella del Toboso (Catapult) vs. Elven Battering Ram - Shield >Arasmyth RuGard (Hiyaaaaaa Hwacha) vs. enemies in front of the South-West Wall - Critical Hit >Althior Emorith vs. Elven Battering Ram - Miss Spag Bitterstalk moves to the Gatehouse. >Alexandre le Chevalier vs. Elven Archer B - Aim >Arasmyth RuGard reloads the Hiyaaaaaa Hwacha. There are no Free Hits, since all non-targeted enemies are melee units who are not close enough to attack any heroes that aren't currently inside the fort. You watch as the elves approach the walls of the fort. William, you fire on the Battering Ram, but your arrow deflects harmlessly off of the ram's metal tip. The Lion Scout is too weak to hold off siege weapons, and the ram slams into the Gatehouse for 1 Damage. Thankfully, no heroes were inside the structure, so that is as much Damage as is done. As the ram draws back for another strike, Arthur and Isabella, you launch another large stone at it, and this one, too, finds its mark, dealing 3 Damage. Arasmyth, you seem to have figured out the Hwacha. The salvo rips through the elven troops as they exit the river, dealing 5 Damage to each of them and setting Archer A and the Scout on fire. Althior, distracted by the siege weapons firing all around you, you Miss. Xander and Spag, you both charge into the Gatehouse, ready to engage the enemy on the next Turn, while, Alexandre, you take careful Aim again and hit Archer B for 3 Damage. Arasmyth, you reload the Hwacha as troops approach your position. "Sir! All the elven troops have crossed the river, however, they're all attacking areas of the fort defended by heroes. The Gatehouse has been reduced to 19 HP, but it can take plenty more hits, I assure you. The Crossbowmen have vacated the Gatehouse and moved to the South-East Wall, as ordered, and the Scout has moved back out of the Gatehouse since there are now heroes defending it and a siege weapon attacking." Archer A and the Scout take an additional 2 Damage each as their clothes continue to burn, and the battle continues... Enemies: Mounted Elven Scout A Type: Humanoid Level: 3 Health: 19/25 Special: Flank - The Mounted Elven Scout races around the heroes, changing his target to a different part of the fort. Drops: 1 Horse Mounted Elven Scout B Type: Humanoid Level: 3 Health: 25/25 Special: Flank - The Mounted Elven Scout races around the heroes, changing his target to a different part of the fort. Drops: 1 Horse Elven Scout *Burning* Type: Humanoid Level: 3 Health: 13/20 Special: Spotter - The Elven Scout relays information to his allies concerning the current state of the fort's defenses. Siege weapons and Archers will deal 150% Damage during the next Round. Drops: nothing Elven Warrior A Type: Humanoid Level: 5 Health: 20/25 Special: Take Cover - The Elven Warrior crouches behind his shield, preventing him from taking any Damage next Round. Drops: nothing Elven Warrior B Type: Humanoid Level: 5 Health: 25/25 Special: Take Cover - The Elven Warrior crouches behind his shield, preventing him from taking any Damage next Round. Drops: nothing Elven Warrior C Type: Humanoid Level: 5 Health: 25/25 Special: Take Cover - The Elven Warrior crouches behind his shield, preventing him from taking any Damage next Round. Drops: nothing Brobric Elven Archer A *Burning* Type: Humanoid Level: 4 Health: 18/25 Special: Grappling Hooks - The Elven Archer uses his bow to shoot ropes over the wall or tower being attacked, enabling his allies to scale the wall. Drops: nothing Brobric Elven Archer B Type: Humanoid Level: 4 Health: 19/25 Special: Grappling Hooks - The Elven Archer uses his bow to shoot ropes over the wall or tower being attacked, enabling his allies to scale the wall. Drops: nothing Brobric Elven Battering Ram Type: Mechanical Level: 2 Health: 14/20 Special: Lucky Hit - The Elven Battering Ram strikes an unseen weak spot in the fortification, causing the target to shake ominously. In addition to the 1 Damage caused to the target, all heroes on the wall or tower targeted are Stunned for the next Round. Drops: nothing Note: The battering ram will only target walls or towers. Party: Althior Emorith, Level 14.5 Mage (K-nut) *Party Leader* Power: 19 Health: 18/18 Ether: 15/18 Gold: 5 Inventory: Dragoro (WP:5), Topaz (Lightning), Amethyst (Darkness), Ruby (Fire), Sapphire (Wind), Garnet (Earth), Opal (Ice), Aquamarine (Water), Emerald (Wood), Diamond (Light), Potion x2, Tonic, Shovel, Bedroll, Smelling Salts, Mead, Nostrum, Remedy, Healing Staff William Harkenshire, Level 6 Ranger (volcanicpanik) *Party Second-in-Command* Power: 10 +2 for the next 4 Turns Health: 11/11 Gold: 0 Inventory: Mockthril Longbow (WP: 4; Fire), Potion (2),Remedy, Smoke Bomb, Bedroll, Mead, Smelling Salts, Pickaxe, Horse Xander Unth'or, Level 10 Barbarian (posades) Power: 18 Health: 17/17 Gold: 30 Inventory: Pongcanis Club (WP: 8), Enigmatic Hammer (WP: 3), Robe of the Pongcanis Champion (WP: +1Front Row; SP: +1Back Row), Mead, Potion, Grand Potion, Phoenix Essence Alexandre le Chevalier, Level 2 Knight (Capt.JohnPaul) Power: 3 Health: 11/11 Gold: 0 Inventory: Standard-Issue Crossbow (WP: 1), Sword (WP: 3), Buckler Shield (SP: 2), Bedroll, Potion Spag Bitterstalk, Level 2 Barbarian (Kenghis Ghan) Power: 5 Health: 9/9 Gold: 0 Inventory: Crude Splinterwood Club (WP: 3), Standard-Issue Halberd (WP: 1;Total Damage doubled against mounted enemies and enemies scaling walls, Potion, Mead Isabella del Toboso, Level 2 Rogue (Dharkan) Power: 5 Health: 8/8 Gold: 5 Inventory: Golden Dagger (WP: 3), Standard-Issue Sword (WP: 1), Venom, Potion, Bedroll Arthur Justus Regulus VII, Level 2 Mage (Flipz) Power: 5 Health: 6/6 Ether: 6/6 Gold: 0 Inventory: Serpentine Staff (WP: 3), Opal (Ice), Potion, Bedroll, Telescope Crude Counterweight Catapult Operated by Arthur and Isabella Level: 2 Health: 10/10 Ammunition: Stones (unlimited) Arasmyth RuGard, Level 8 Mage (Kadabra) *Hastened* Power: 12 Health: 12/12 Ether: 10/12 Gold: 3 Inventory: Sapphire Staff (WP: 4; Wind), Robe of Magi (SP: 1), Scroll of Sealing, Sapphire (Wind), Topaz (Lightning), Potion, Smoke Bomb, Water Bomb, Grand Tonic Hiyaaaaaa Hwacha Operated by Arasmyth Level: 5 Health: 15/15 Ammunition: Explosive Arrows (6 Turns-worth) - The Hiyaaaaaa Hwacha will target every enemy in front of a selected wall. (example statement of action: "Hiyaaaaaa Hwacha targets enemies in front of the East Wall") Explosive arrows have a 50% chance per target of exploding violently and imparting a Burning effect, causing the target to lose 2 Health per Round until the fire is extinguished. Note: The Hiyaaaaaa Hwacha must take a Turn after each attack to reload - this need can be eliminated by assigning a second Operator to the weapon. Party Leader, choose the order of action. 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 have acted.
  14. I do, though I've only scratched the surface of its capabilities as far as what I do with it.
  15. Looks like Skipper hasn't been able to find you yet. Where are you, if you're online?
  16. You guys do realize that it's not really that hard to make something change from Lime Green to Bright Green in Photoshop, right? (not that I know if such a piece in Bright Green exists - Bionicle was never my strong point - but I just wanted to point that out)
  17. I'm not playing right now, but Hornblower's on USWest, he can invite you.
  18. It is. It seems a little simplistic, and the perma-death is probably going to make you rage quit a couple times, but it is addicting.

  19. QM Note:No, that was just for the sake of the storyline.
  20. QM Note:Yes, they do, which is why you were able to deal 6 Damage instead of only 4.
  21. QM Note:Like I said, from left to right, so Archer B is with the ram. I'll have you target B. I'm going to keep this moving, since the only hero who hasn't posted an action is Spag (Kenghis Ghan), and he has no one to attack. If you decide during the next Round that you wanted him to move, I'll move him before that Round starts. Also, Arasmyth can act twice, so I assume his second action would be to reload the ram and that it would be at the end of the Battle Order. Results of Round Six of the Battle of Bric'Bay Fort: >William Harkenshire vs. Mounted Elven Scout A - Miss Xander Unth'or does nothing. >Arthur Justus Regulus VII and Isabella del Toboso (Catapult) vs. Elven Battering Ram - Shield >Arasmyth RuGard (Hiyaaaaaa Hwacha) vs. enemies in front of the South-West Wall - Damage >Althior Emorith vs. Elven Battering Ram - Special Damage Spag Bitterstalk does nothing. >Alexandre le Chevalier vs. Elven Archer B - Hit >Arasmyth RuGard reloads the Hiyaaaaaa Hwacha. There are no Free Hits as all enemies are currently attempting to cross the river. The battle begins as you see the second wave of elves begin its assault. William, you take careful Aim at Mounted Scout A, since he is so far away, and your arrow strikes him in the leg for 6 Damage. Xander, you patiently wait for the elves to cross the river. Arthur and Isabella, you fire the catapult, and the large stone arcs high into the air before it comes crashing down, clipping the Battering Ram before it splashes into the river and sending splinters flying at 3 Damage. Seeing your fellow heroes' success, Arasmyth, you eagerly launch a salvo from the Hiyaaaaaa Hwacha, but they overshoot their mark and explode harmlessly beyond the elves. Luckily, they are still busy crossing the river, so you take no Damage. Althior, you attempt to cast a spell at the Battering Ram from afar, but you can't quite aim with the ram bobbing in the river, and you decide not to cast the spell. Like Xander, Spag, you await the melee portion of the battle, while, Alexandre, you let fly an arrow that nicks Archer B's arm for 3 Damage. Arasmyth, you reload the Hiyaaaaaa Hwacha to prepare for the next Round. "Sir! The Mounted Scouts and Battering Ram have crossed the river! Since the South-East Wall is protected by spikes, they're headed for the Gatehouse instead. Our Crossbowmen can hold off the Mounted Scouts indefinitely, but they can't stop that Battering Ram." The battle continues... Enemies: Mounted Elven Scout A Type: Humanoid Level: 3 Health: 19/25 Special: Flank - The Mounted Elven Scout races around the heroes, changing his target to a different part of the fort. Drops: 1 Horse Mounted Elven Scout B Type: Humanoid Level: 3 Health: 25/25 Special: Flank - The Mounted Elven Scout races around the heroes, changing his target to a different part of the fort. Drops: 1 Horse Elven Scout Type: Humanoid Level: 3 Health: 20/20 Special: Spotter - The Elven Scout relays information to his allies concerning the current state of the fort's defenses. Siege weapons and Archers will deal 150% Damage during the next Round. Drops: nothing Elven Warrior A Type: Humanoid Level: 5 Health: 25/25 Special: Take Cover - The Elven Warrior crouches behind his shield, preventing him from taking any Damage next Round. Drops: nothing Elven Warrior B Type: Humanoid Level: 5 Health: 25/25 Special: Take Cover - The Elven Warrior crouches behind his shield, preventing him from taking any Damage next Round. Drops: nothing Elven Warrior C Type: Humanoid Level: 5 Health: 25/25 Special: Take Cover - The Elven Warrior crouches behind his shield, preventing him from taking any Damage next Round. Drops: nothing Brobric Elven Archer A Type: Humanoid Level: 4 Health: 25/25 Special: Grappling Hooks - The Elven Archer uses his bow to shoot ropes over the wall or tower being attacked, enabling his allies to scale the wall. Drops: nothing Brobric Elven Archer B Type: Humanoid Level: 4 Health: 22/25 Special: Grappling Hooks - The Elven Archer uses his bow to shoot ropes over the wall or tower being attacked, enabling his allies to scale the wall. Drops: nothing Brobric Elven Battering Ram Type: Mechanical Level: 2 Health: 17/20 Special: Lucky Hit - The Elven Battering Ram strikes an unseen weak spot in the fortification, causing the target to shake ominously. In addition to the 1 Damage caused to the target, all heroes on the wall or tower targeted are Stunned for the next Round. Drops: nothing Note: The battering ram will only target walls or towers. Party: Althior Emorith, Level 14.5 Mage (K-nut) *Party Leader* Power: 19 Health: 18/18 Ether: 15/18 Gold: 5 Inventory: Dragoro (WP:5), Topaz (Lightning), Amethyst (Darkness), Ruby (Fire), Sapphire (Wind), Garnet (Earth), Opal (Ice), Aquamarine (Water), Emerald (Wood), Diamond (Light), Potion x2, Tonic, Shovel, Bedroll, Smelling Salts, Mead, Nostrum, Remedy, Healing Staff William Harkenshire, Level 6 Ranger (volcanicpanik) *Party Second-in-Command* Power: 10 +2 for the next five Turns Health: 11/11 Gold: 0 Inventory: Mockthril Longbow (WP: 4; Fire), Potion (2),Remedy, Smoke Bomb, Bedroll, Mead, Smelling Salts, Pickaxe, Horse Xander Unth'or, Level 10 Barbarian (posades) Power: 18 Health: 17/17 Gold: 30 Inventory: Pongcanis Club (WP: 8), Enigmatic Hammer (WP: 3), Robe of the Pongcanis Champion (WP: +1Front Row; SP: +1Back Row), Mead, Potion, Grand Potion, Phoenix Essence Alexandre le Chevalier, Level 2 Knight (Capt.JohnPaul) Power: 3 Health: 11/11 Gold: 0 Inventory: Standard-Issue Crossbow (WP: 1), Sword (WP: 3), Buckler Shield (SP: 2), Bedroll, Potion Spag Bitterstalk, Level 2 Barbarian (Kenghis Ghan) Power: 5 Health: 9/9 Gold: 0 Inventory: Crude Splinterwood Club (WP: 3), Standard-Issue Halberd (WP: 1;Total Damage doubled against mounted enemies and enemies scaling walls, Potion, Mead Isabella del Toboso, Level 2 Rogue (Dharkan) Power: 5 Health: 8/8 Gold: 5 Inventory: Golden Dagger (WP: 3), Standard-Issue Sword (WP: 1), Venom, Potion, Bedroll Arthur Justus Regulus VII, Level 2 Mage (Flipz) Power: 5 Health: 6/6 Ether: 6/6 Gold: 0 Inventory: Serpentine Staff (WP: 3), Opal (Ice), Potion, Bedroll, Telescope Crude Counterweight Catapult Operated by Arthur and Isabella Level: 2 Health: 10/10 Ammunition: Stones (unlimited) Arasmyth RuGard, Level 8 Mage (Kadabra) *Hastened* Power: 12 Health: 12/12 Ether: 10/12 Gold: 3 Inventory: Sapphire Staff (WP: 4; Wind), Robe of Magi (SP: 1), Scroll of Sealing, Sapphire (Wind), Topaz (Lightning), Potion, Smoke Bomb, Water Bomb, Grand Tonic Hiyaaaaaa Hwacha Operated by Arasmyth Level: 5 Health: 15/15 Ammunition: Explosive Arrows (7 Turns-worth) - The Hiyaaaaaa Hwacha will target every enemy in front of a selected wall. (example statement of action: "Hiyaaaaaa Hwacha targets enemies in front of the East Wall") Explosive arrows have a 50% chance per target of exploding violently and imparting a Burning effect, causing the target to lose 2 Health per Round until the fire is extinguished. Note: The Hiyaaaaaa Hwacha must take a Turn after each attack to reload - this need can be eliminated by assigning a second Operator to the weapon. Party Leader, choose the order of action. 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 have acted.
  22. You do have to realize that Vader's duels get better throughout the OT, so you can't just say he was slow because he was old. I think a better explanation is that Obi-Wan really is too old, and Vader is so handicapped that he's merely playing down to just above the level of his opponent because he doesn't want to exert himself more than necessary. In Dark Lord: The Rise of Darth Vader, Vader complains that the suit (notably the shoulder armor) interferes with his lightsaber fighting style, so it makes sense for him not to want to have to duel any faster or more intense than he needs to. Then, in Empire and Jedi, the duels get more intense because Luke gets better, and Vader continues to fight as slowly as is possible.
  23. Happy birthday, Dark Lord of Denmark!
  24. Wait - you need an excuse to build with LEGO?
  25. QM Note:Yes, I should've thought about this when I made the map, but, for now, enemies are alphabetized from left to right. (so Archer B would be in the right-side/Eastern group, with the ram in it)
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