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This is an Adventures in Vue solo team quest for the Cobra Division. For more information about Adventures in Vue, please visit the blog or better yet, look at one of our more recent adventures.

Interested?

If you are interested in signing up to play, please contact me via PM. There are still 2 open spots, one on Blue Team and one on Cobra Division.

Migration?

Soon we will be migrating to a AiV-only forum, to make everything smoother and have all our resources/rules,etc. in a central location. In the mean time, let us continue. If you are already an active player, you can sign up at the forum using your character's name. Even if you're just a prospective player, you can sign up to, using a character name... and I will see where we can fit you.

Moving along...

The Cobra Division is our brand new team (the 4th and final intended team). We will do a couple tutorial missions to introduce you to the game and help you catch up to the other teams, as far as leveling up goes... sound good?

Sign in:

1. HomerSimpson (Cat)
2. Barnell (Barnell)
3. Azarr (Harzhan)
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STORY

The Cobra Division is the unique special forces unit of the King of Northbrook, the largest city in the land of Vue. As such, being a Cobra is considered a badge of honor.

It is the Division which maintains peace and order in Northbrook, making them both highly respected and highly feared by the local population. As new recruits, you will have it in your power to either make the Cobras more respected and admired, more feared... or both. As in real life, the consequences may hinge on any decision you make.

As a Cobra, you should know a thing or two about the Black Brigade, your main rivals. Let's look at things from a Cobra perspective:

1. The Black Brigade is by far the largest and most powerful criminal organization in Northbrook, with small bases elsewhere.

2. They are headed up by a madman who calls himself "The Ringmaster." He controls a local "circus" with acts of various legality. Among the most popular of his "events" are one-on-one cage matches where only one contestant leaves alive. Now, they reportedly do this of their own free will, but such things have no place in civilized society as far as the King is concerned.

3. They seek to undermine solidarity in the city, "The Ringmaster" is believed to style himself a King or sorts, who no doubt sees himself as the successor to the throne of Northbrook. The problem is, tyrants of all kinds roam the lands of Vue. Instability will make the city highly vulnerable to outside forces. Therefore, peace and order must be preserved.

MISSION 1

It should come as no surprise to you, therefore, that lower level Black Brigade operatives have penetrated one of our guard towers.

Your first mission, then, is to capture the operatives and arrest them. They will be considered "captured" when you knock them out (their HP is reduced to 0).

The reward for successfully completing this mission will be: 150 gold each, and specialized training provided by the King (will grant you a new ability based on your playing style).

If your entire party "dies" (gets knocked out), you won't get the reward, but you will still level up and be able to move on to the next mission.

3 Black Brigade operatives have been spotted here. You should have little trouble vanquishing them, as you have a number of edges.

They are:

1. Black Brigade Archer
Range: 3
Attack: 1d6 + 1
Dodge: 20%
HP: 20

Hide in Shadow: 4/4

2. Black Brigade Warrior
Range: 1
Attack: 1d6 + 5
Block: 20%
HP: 20

Skills:
Seize: 2/2

3. Black Brigade Mage
Range: 1
Attack 1d6 - 1
Thwart: 40%
HP: 20

Spells:
Arc Lightning 5/5

You are:

Harzhan
Class: Mage
Range: 1
Damage: 1d6+5
Other: 7.5% chance to stun.
Thwart: 40% chance to avoid enemy Mage damage.
HP: 28

Skills:
1. Arc Lightning 1/5
2. Magic Missile 1/5
3. Repel 1/5
4. Minor Restoration 2/5
5. Craft Minor Potion 1/5


Cat
Class: Rogue
Range: 1
Damage: 1d6 + 4 (at range 1), 1d6 + 7 at range of 0.
Other: Opponents have -25% chance to block.
Dodge: 20% chance to avoid enemy missiles.
HP: 30

Skills:
1. Dual Wield 1/4.
2. Hide in Shadow 1/4.
3. Close Ground 1/4.
4. Pilfer Potions 1/4.

Barnell
Class: Warrior
Range: 1
Damage: 1d6 + 9
Other: opponent has -15% chance to block.
Block: 20% chance to avoid enemy melee damage.
HP: 33

Skills:
1. Rage 1/2
2. Seize 1/2


As you can see, you've been placed on this rather rudimentary map. It's just for learning purposes.

When you're ready, sign in and we'll get going - I'll take you through it step by step - don't worry!!!

Go Cobras!
Attachments:
cobra1.gif (14 Kb)
Post edited July 13, 2011 by stoicsentry
I'm in.
avatar
HomerSimpson: I'm in.
Nice. Waiting on 2 more. I've been in touch with one via PM so he should drop by shortly.

As I said, it's a tutorial so we'll go through it really slowly and you'll probably have the hang of it in no time. But if you have any questions that have already occurred to you, please ask.

As a new Rogue, you've been automatically assigned 4 skill uses to start with. When you increase in level, you can pick the skills that you prefer for customization purposes.

I'm sure you will want to know what your Rogue skills do, so here are the descriptions. <--- LINK

You can see from your character sheet above, you have begun with:

Skills:
1. Dual Wield 1/4. (1 use out of 4 maximum)
2. Hide in Shadow 1/4. (1 use out of 4 maximum)
3. Close Ground 1/4. (1 use out of 4 maximum)
4. Pilfer Potions 1/4. (1 use out of 4 maximum)
Post edited July 13, 2011 by stoicsentry
I'm here. Though not for much longer today. (It's about 23:00 here.)
No worries, stoic. I've checked the blog a couple of times and think I have a basic grasp.

Has anyone done an AAR of one of the previous games?
avatar
Azarr: I'm here. Though not for much longer today. (It's about 23:00 here.)
No problem!

So, the link to the Mage spells for you.

annnnd...
here's the ones you have:

Skills:
1. Arc Lightning 1/5
2. Magic Missile 1/5
3. Repel 1/5
4. Minor Restoration 2/5
5. Craft Minor Potion 1/5


Ok, we just need to hear from Barnell and then we'll start!
Post edited July 13, 2011 by stoicsentry
Heh, Barnell posted on the AiV forums, so I'm sure he will be around shortly to complete the team.
I'm ready
avatar
Barnell: I'm ready
Alright, everyone's here, let's go!

Players move and act in teams. In this case, there are two teams: the Black Brigade and your team, the Cobra Division. Moves and actions are revealed simultaneously - so there's always a little surprise.

There are two parts to a turn, the "movement part" and the "action part." In the "movement part", you 1) deal with effects (don't worry about this for now, I'll tell you if you have an effect to deal with), 2) make a move (move one square: north, south, west, east, northwest, northeast, southwest or southeast) and 3) you can give or receive 1 item from a player who occupies the same place as you. For now, you don't have any items, so don't worry about that either.

So basically, all I need to know from each of you right now is this: you may each move 1 space in any direction. Where would you like to move? Once I have your moves, I will post the Brigade's moves and update the map.

After that, we will start the action turn, which I will describe in better detail when we get there.
e6 to f5.

Or southeast if you prefer.
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Azarr: e6 to f5.

Or southeast if you prefer.
Southeast, because I've begun to hate putting the letters/numbers on the map. Hah.

Ok, Black Brigade's moves are already written down, just waiting for the other 2 members of your party to add their moves and then it will be revealed.
1 space straight ahead for me.

Even though I'm not using the ability this time, I can use close ground on any turn (once per game), correct?
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HomerSimpson: 1 space straight ahead for me.

Even though I'm not using the ability this time, I can use close ground on any turn (once per game), correct?
Got it.

It is correct that, as your character currently is constructed, you may use Close Ground once per game. If you want to increase the amount of times you can use it, then you have that option when you level up, but for now, yes, 1 time.

Skills (such as Close Ground) are used in the second part of a turn, the "Action" Part.

This is the "Movement" Part, the only things that happen right now are, 1) effects (don't worry for now), 2) movement (your normal movement, not skill movements), and 3) exchanges (if you are in the same space as a friendly you may give or receive an item).

After everyone makes their moves, I'll let you know how the "Action" Part works so you can decide whether or not to use a skill then. :)
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Barnell: I'm ready
Barnell, we just need your move and we'll be all set to go on. :)
Post edited July 14, 2011 by stoicsentry
1 space south-east
Ok, as you can see with the updated map, all of your moves are reflected. The Brigade moved as well.

This ends movement turn 1.

There are 2 parts to a turn. It is now action turn 1.

During the action part, you basically have two choices:

1.) Specials phase: you can use an item OR; drink a potion OR; use a spell/skill. (Right now, you don't have any potions or items, so you just have to decide whether or not to use a spell or skill and if so, which one).

2.) Attacks phase: attack an enemy within range* OR; change your weapon. (Right now, you each have 1 weapon, so your only decision here is which enemy to attack, if you are in range).

Keep in mind that some skills (mostly Mage damage skills) replace an attack, so you can't use, say, Arc Lightning and an attack in the same turn.

Range is determined by the amount of spaces you would have to move to reach the box that you are targeting. For example, Barnell is at a range of 1 from the Brigade Warrior because 1 move would get him into that box, and Barnell is at a range of 2 from the Brigade Archer and Brigade Mage, because 2 moves would get him into either of those boxes.

I'm sure there will be a few questions, so ask away.
Attachments:
cobra2.gif (14 Kb)