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Sielle: That works for me. Gives a chance to learn the game in action. :)
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stoicsentry: Excellent. All 3 of you are signed in, you have your characters and all that, so we'll start tomorrow.

I'll get the map and the storyline finished tonight and will post it tonight if possible.

If you don't get the rules yet, there's not much of a cause for concern. We can take our time with it, and since you're only fighting me (the AI), it's not much in the way of pressure.

I just need one of you to volunteer to be the captain for the Black Brigade. The captain can help coordinate your moves and post them all at once. There are better results (as far as loot is concerned) for the captain, but you have to be active too.
I could be the captain if no one else wants to. (I tend to have the spare time while at work) but I will be out of town and camping on the 17th - 20th (Long weekend).
The Ringmaster has sent his Black Brigade to investigate a string of highway robberies occurring outside Northbrook. Such crime is damaging the free exchange of goods and services in the region.

However, as if often the case with the Black Brigade, your mission is not entirely benevolent. Characters may keep all gold that they loot from the bandits (whether the mission is completed or not, and whether any character survives it or not.)

However, if the mission is completed, you will surely gain much more gold. Additionally, the Ringmaster has promised the addition of a passive ability gained through special training that he will provide free of cost if you are succesful. The new passive ability will be based on the tactics that your character uses as well as his class.

Scouts report that the bandits are 3 in number, as are you.

Their information is as follows:

Bandit Leader
Attack: 1d6+8
Range: 1
HP: 40

Bandit Warrior
Attack: 1d6+6
Range: 1
HP: 32

Bandit Archer
Attack: 1d6+3
Range: 2
HP: 32

They are stronger than you and have more HP, but cannot block, dodge or thwart.

Additionally, they have no special abilities, unlike you.

Good luck, Black Brigade. Do the Ringmaster proud!

_________________________________________________________________________

A MAP HAS BEEN ADDED.

I apologize that I'm still bad with graphics.

Your location on the map is indicated by the first 3 letters of your character name.

BL = Bandit Leader
BW = Bandit Warrior
BA = Bandit Archer



When you have decided, make sure to contact your team captain and have him post the choices for your group.

BLACK BRIGADE CAN NOW TAKE THEIR "MOVEMENT TURN"

To refresh your memory:
[Part 1. Movement turn:

You may do any or all of the following at this time:

1.) Deal with effects from last turn. (Choices/consequences based on your location.)
2.) Each character decides where to move (you don't have to move.) The map is then redrawn.
3.) Exchange an item with a character in your square.
4.) Consume a potion or use an item.]


Whenever you're ready, get together and discuss it as a team, and we'll get started.

The map is not the same as the traditional block maps I had been using. To indicate where you're moving, you might just say a direction instead. "Northeast, south, southwest", etc.

@Sielle: OK, you can be the captain. I expect the game will be over by then, don't worry. :)

Good luck everyone!
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1.png (199 Kb)
Post edited June 11, 2011 by stoicsentry
Edit - All 3 of us will move NW.

One question I had that I didn't find in the blog site, is if terrain makes a difference for anything? It looks like we have hills, mountains, swamps, forest and a city on top of normal grass/water?
Post edited June 11, 2011 by Sielle
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Sielle: Edit - All 3 of us will move NW.

One question I had that I didn't find in the blog site, is if terrain makes a difference for anything? It looks like we have hills, mountains, swamps, forest and a city on top of normal grass/water?
Firstly, I apologize for not responding sooner. I didn't realize you edited your post and thus, it didn't show up on my forums list as having been bumped. In the future, I will be much quicker.

Terrain is not spelled out in full. But there's this part on the page of "anatomy of a turn":


"From there on in, it's all me. I will:

1.) Post story updates, if there are any.
2.) Update the map, if anyone died or changed locations due to a spell/skill.
3.) Post effects, depending on the spot you ended your turn in."

When you enter any square, at the end of the turn, something COULD happen to you. It's decided at random.

Like real life, the unexpected can happen, you never know exactly what the results will be. Could be good, could be bad. If you want to stay away from all effects, stick to the grasslands where it is quiet. If you feel adventurous, enter a non-grassland square.

The effects that happen are based on the type of square. For example, in a marsh you could get slowed down. On the other hand, you could find an excellent place to take some cover and gain some resistance against missile attacks.

Hope that gives you an idea! Here are my moves, predetermined before seeing yours.

Now, I don't think any of us are in range after the move but it's part 2 of a turn:

"Part 2. Action turn: Here's where everything else happens.

You may:

1.) Use a skill or spell (or not)
2.) Attack an enemy within range (if your skill/spell allows it.)"

So if you have any skills or spells you would like to use, you can do so now. Let me know.
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I think the archer is in range of my magic missile? Assuming the squares are counted the same way as other RPG's I play. If so I'd like to use that against him (otherwise against the warrior please).

It doesn't look like anyone else is in range of anyone else so I think it's safe to say that our 2nd phase is over.

After my attack is done we will all move west.
Post edited June 13, 2011 by Sielle
Apologies for the delay.

Lewendor casts Magic Missile on Bandit Archer. 1d6 (4) + 1 = 5.

Black Brigade moves west.
Bandits move.

Bandit Archer attacks Xirdneh. 1d6 (3) + 3 = 6 damage.


Updated HP:

Lewendor: 28
Jack the Knife: 30
Xirdneh: 33-6 = 27.

Bandit Archer: 32-5= 27.
Bandit Warrior: 32
Bandit Leader: 40

Updated skills/spells remaining:

1. Lewendor: Magic Missile (2), Minor Restoration (3)
2. Xirdneh: Rage (1), Tank (1)
3. Jack the Knife: Coat in Poison (2), Pilfer Potions (2)

It is now your attack and special ability phase, as the Bandits have submitted their attacks.

A current map is enclosed (pardon the rudimentary nature of it.)
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stoicsentry: <snip>
I believe I'm still the only one in range, but now the archer is in range of my darts. I'll use that for my attack,

Additionally Xirdneh would like to use Rage.

I'm currently waiting to hear back from my team mates on movement suggestions for next turn.
Post edited June 15, 2011 by Sielle
Ok, I have confirmation from my team for movement. After the attack phase;

Lewendor will remain in place
Xirdneh will move NW
Jack the Knife will move W
Post edited June 15, 2011 by Sielle
Just thought I would post in the thread. I pm'ed Sielle and asked him to edit his post to have me use rage before we move? Is this alright?
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CowboyBebop: Just thought I would post in the thread. I pm'ed Sielle and asked him to edit his post to have me use rage before we move? Is this alright?
Sure! Well, it's actually used during the attack/special ability step, though. So I'll have you use it then if you like!
Post edited June 15, 2011 by stoicsentry
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CowboyBebop: <snip>
Ok, so just to sum it up.

Lew will attack BA with darts
Xir will use "Rage"
Xir will move NW
JTK will move W
Lew will remain in place
Latest moves reflected here.

Part 2 turn: time for special abilities (or attacks, if in range) whenever you're ready. Bandits have calculated theirs.
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CowboyBebop: <snip>
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Sielle: Ok, so just to sum it up.

Lew will attack BA with darts
Xir will use "Rage"
Xir will move NW
JTK will move W
Lew will remain in place
To clarify: moves happen first, then the map changes, then comes spells/skills.

So now it is time to use spells/skills. If Xir would like to use "Rage" now is the time. (Note: he still must be in range for an attack in order for "Rage" to do anything)
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Post edited June 15, 2011 by stoicsentry
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stoicsentry: To clarify: moves happen first, then the map changes, then comes spells/skills.

So now it is time to use spells/skills. If Xir would like to use "Rage" now is the time. (Note: he still must be in range for an attack in order for "Rage" to do anything)
The dart and rage was from the previous turn, then I added the movement for the next turn.

So it would have been.

1M - All move NW
1A - Magic Missile on BA
2M - All Move W
2A - Darts on BA and Rage
3M - JTK move W, Xir move NW
3A - None declared yet.


So you now want attacks for Turn 3 correct? What were the results of attacks for turn 2?

I'll start numbering the turns in order to keep things clear. M for Movement, A for Attack/Specials.
Post edited June 15, 2011 by Sielle
Gotcha.

Yes, but who did Xir want to attack with rage? I will post the update after you let me know. :)
Post edited June 15, 2011 by stoicsentry
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stoicsentry: Gotcha.

Yes, but who did Xir want to attack with rage? I will post the update after you let me know. :)
So is rage used on the same turn as the attack? He was under the understanding that it was used the turn before an attack. (The text isn't on his char sheet).