Re: Runes of Greldathriaxx: Turn 29: Planning

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Aegis J Hyena
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Re: Re: Runes of Greldathriaxx: Turn 20: Kobold War II

Post by Aegis J Hyena » Sat Mar 01, 2014 3:18 pm

TURN 22: Kobold War III

Round 3; list randomized, order of events is:

Grey Caster 2 casts a Deathshield on Fang
D'Vixx the Kobold Spellweaver casts a Deathshield on self
Grey Caster 1 casts ??? on self [Defense Up]
What attacks Sword Kobold 2 (Energy Cost 1) [16 + Atk 10 = 26 vs Armor 9 = Hits for 5 +2 = 7 Damage!] Sword Kobold 2 has fallen!
Archer Kobold 2 shoots into melee, targetting Crushes [6+1+2 = 9 vs Piety 6 = Miss; over 12 and they may hit someone else]
Knives attacks Fang (Energy Cost 2) [17 + Atk 9 = 26 vs Armor 12 = Hits for 4 +2 = 6 Damage and 3 Armor Break!]
Crushes casts Deathshield on What (Energy Cost 3, MP cost 14)
Leaps attacks Sword Kobold 1 (Energy Cost 2) [19 Critical + Atk 9 = 28 vs Armor 15 = Hits for 4 Damage and 3 Armor Break!]
Fang the Ghoul attacks What [14 + Atk 15 +6 Berserk = 35 vs Armor 14 = Hits for 7 Damage and 5 Armor Break!]
Fights attacks Sword Kobold 4 (Energy Cost 2) [16 + Atk 11 = 27 vs Armor 15 = Hits for 4 +2 = 6 Damage and 3 Armor Break!]
Risks swings at Sword Kobold 4 (Energy Cost 2) [16 + Atk 7 = 23 vs Armor 15 = Hits for 2 Damage and 2 Armor Break!]
Archer Kobold 4 gets down off the ledge
Archer Kobold 1 shoots into melee, targetting What [1+3+6 = 10 vs Piety 6 = Miss]
Al keeps on hittin' Sword Kobold 1 (Energy Cost 2) [16 + Atk 10 = 26 vs Armor 12 = Hits for 2 Damage and 2 Armor Break!]
Teller Casts Group Heal (Energy Cost 3, MP cost 4) [Leaps recovers 2 HP, Fights recovers 3 HP, What Recovers 2 HP]
Sword Kobold 4 attacks Fights [17 + Atk 9 = 26 vs Armor 15 = Hits for 3 Damage and 2 Armor Break!]
Archer Kobold 3 shoots into melee, targetting Crushes [5+7+2 = 14 vs Piety 6 = hits next opponent in turn order] [18 Critical + 9 Atk = 27 vs Armor 15 = Hits for 4 + 3 Critical = 7 Damage and 3 + 3 Critical = 9 Armor Break!]
Sword Kobold 1 attacks Fights [10 + Atk 9 = 19 vs Armor 13 = Hits for 2 Damage and 1 Armor Break!]

TURN 22: The Situation

Sword Kobold 1: 9 Attack, 10 Armor, 6 Piety, 22 HP [In Doorway]
Sword Kobold 2: 9 Attack, 9 Armor, 6 Piety, 0 HP [Dead]
Sword Kobold 4: 9 Attack, 12 Armor, 6 Piety, 24 HP [In Doorway]
Archer Kobold 1: 10 Attack, 13 Armor, 6 Piety, 25 HP [Can Fire]
Archer Kobold 2: 10 Attack, 13 Armor, 6 Piety, 25 HP [Can Fire]
Archer Kobold 3: 10 Attack, 13 Armor, 6 Piety, 25 HP [Can Fire]
Archer Kobold 4: 10 Attack, 13 Armor, 6 Piety, 25 HP [Can Fire]
Grey Caster 1: 4 Attack, 7 Armor, 6 Piety, 17 HP, 18 MP [Defense Up]
Grey Caster 2: 4 Attack, 7 Armor, 6 Piety, 17 HP, 10 MP
Fang the Ghoul: 15 Attack, 9 Armor, 4 Piety, 70 HP [Berserk] [Regenerating for 4 Turns] [Takes +2 Damage] [Can Melee] [Deathshielded 9/3]
D'Vixx the Kobold Spellweaver: 10 Attack, 4 Armor, 8 Piety, 55 HP, 24 MP [Magic Defense Up] [2 Free Rerolls] [Deathshielded 15/3]

What's Deathshield has 8 HP left.
Leaps and Knives get a Fate Point on Turn 24
Other Heroes get a Fate Point on Turn 28
Leaps' Danger Sense can be reactivated on Turn 22.
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Re: Runes of Greldathriaxx: Turn 20: Kobold War II

Post by Alaen » Sat Mar 01, 2014 3:32 pm

Knives will keep stabbing Fang.
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Re: Re: Runes of Greldathriaxx: Turn 20: Kobold War II

Post by Nerre » Sat Mar 01, 2014 3:56 pm

"Keep fighting and take cover, they got support fire from behind the door!" Fights says, standing beside the door in the front line, attacking each kobold that comes through and trying to block the door.
:zzz:

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Re: Runes of Greldathriaxx: Turn 20: Kobold War II

Post by Lee » Sat Mar 01, 2014 4:47 pm

"Damn Ghoul!" WhatRULookingAt attacks Fang.

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Re: Re: Runes of Greldathriaxx: Turn 20: Kobold War II

Post by nikohl » Sat Mar 01, 2014 4:53 pm

Leaps attacks #1 again

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Re: Re: Runes of Greldathriaxx: Turn 20: Kobold War II

Post by kida » Sat Mar 01, 2014 5:04 pm

Crushes moves to where the mummy used to stand(assuming this will give him cover from the archers)
He continues to shoot darts at Fang

I have a few questions:
Who did the archer hit? Is it Leaps?
Wasn't I suppose to get fate point based on all the spells I cast?
What happens to your energy/MP/HP if you increase your level?can you do it in the middle of the fight?

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Re: Re: Runes of Greldathriaxx: Turn 20: Kobold War II

Post by Aegis J Hyena » Sat Mar 01, 2014 6:13 pm

kida wrote:I have a few questions:
Who did the archer hit? Is it Leaps?
Wasn't I suppose to get fate point based on all the spells I cast?
What happens to your energy/MP/HP if you increase your level?can you do it in the middle of the fight?
The Archer that hit shot one of his teammates in the back (a critical, to boot) --- if they're firing into melee they have to make a piety (luck) roll, and their piety is piss poor. If they roll too high they'll hit their friends.

Thanks for catching the Fate Point. You have six now. (in my files; I'll update it next turn)

Leveling won't reset energy/HP/MP totals to full. Everything's added to the current.
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Re: Runes of Greldathriaxx: Turn 20: Kobold War II

Post by DiesasaYoungling » Sun Mar 02, 2014 9:28 am

Teller uses another group heal.

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Re: Re: Runes of Greldathriaxx: Turn 20: Kobold War II

Post by Aegis J Hyena » Sun Mar 02, 2014 11:29 am

TURN 23: Kobold War IV

Round 4; list randomized, order of events is:

Grey Caster 2 joins hands with D'Vixx and begins to charge a spell.
Al swings at anything that moves Fang (Energy Cost 2) [8 + Atk 10 = 18 vs Armor 9 = Hits for 3 +2 Squishy = 5 Damage and 2 Armor Break!]
Archer Kobold 2 fires into melee [1+5+5 = 11, miss]
Archer Kobold 1 fires into melee [1+4+3 = 8, miss]
What strikes at Fang (Energy Cost 1) [8 + Atk 10 = 18 vs Armor 7 = Hits for 3 +2 Strength +1 Heavy Blade +2 Squishy = 8 Damage and 2 Armor Break!] Fang's Deathshield is broken!
Risks swings at Sword Kobold 4 (Energy Cost 2) [6 + Atk 7 = 13 vs Armor 12 = Hits for 1 Damage!]
Sword Kobold 4 attacks Fights [11 + Atk 9 = 20 vs Armor 12 = Hits for 2 Damage and 2 Armor Break!]
Fang attacks What [18 Critical + Atk 15 +6 Berserk = 39 vs Armor 9 = Hits for 10 +4 Berserk + 3 Critical = 17 Damage and 7 Armor Break!] What's Deathshield is broken!
Fights attacks Sword Kobold 1 (Energy Cost 1) [19 Critical + Atk 11 = 30 vs Armor 10 = Hits for 6 +2 Strength +1 Heavy Blade +3 Critical = 12 Damage and 4 Armor Break!]
Teller casts Group Heal (Energy Cost 3, MP cost 3) [Fights recovers 3 HP, What recovers 2 HP, Leaps recovers 2 HP]
Sword Kobold 1 attacks Fights [13 + Atk 9 = 21 vs Armor 10 = Hits for 3 Damage and 2 Armor Break!]
D'Vixx the Kobold Spellweaver Holds Action; he is looking at something on a ledge beyond the overhang.
Archer Kobold 4 fires into melee [1+2+2 = 5 vs Piety 6: Fires at What] [14 + Atk 10 = 24 vs Armor 2 = Hits for 7 Damage and 5 Armor Break!] What's Armor is broken!
Archer Kobold 3 fires into melee [1+2+3 = 6 vs Piety 6: Fires at Fights] [2 + Atk 10 = 12 vs Armor 8 = Hits for 1 Damage and 1 Armor Break!]
Grey Caster 1 joins hands with D'Vixx and begins to charge a spell.
Knives attacks Fang (Energy Cost 2) [18 Critical + Atk 9 = 27 vs Armor 7 = Hits for 6 +2 Squishy = 8 Damage and 5 Armor Break!]
Crushes uses his Stick of Darts on Fang (Energy Cost 2) [2 + Magic Power 8 = 10 vs Armor 0 = Hits for 3 Damage, twice!]
Leaps swings at Sword Kobold 1 (Energy Cost 2) [7 + Atk 9 = 16 vs Armor 6 = Hits for 3 Damage and 2 Armor Break!]

Crushes attempts to ID the magic [2+1+3 = 6 vs Piety 9: Success!] --- they're charging an Animate Dead, but it's not aimed at the kobold corpses. It's aimed at the overhang above the combat.
Fang Regenerates 3 HP.

TURN 23: The Situation

Sword Kobold 1: 9 Attack, 10 Armor, 6 Piety, 7 HP [In Doorway]
Sword Kobold 4: 9 Attack, 12 Armor, 6 Piety, 23 HP [In Doorway]
Archer Kobold 1: 10 Attack, 13 Armor, 6 Piety, 25 HP [Can Fire]
Archer Kobold 2: 10 Attack, 13 Armor, 6 Piety, 25 HP [Can Fire]
Archer Kobold 3: 10 Attack, 13 Armor, 6 Piety, 25 HP [Can Fire]
Archer Kobold 4: 10 Attack, 13 Armor, 6 Piety, 25 HP [Can Fire]
Grey Caster 1: 4 Attack, 7 Armor, 6 Piety, 17 HP, 18 MP [Defense Up]
Grey Caster 2: 4 Attack, 7 Armor, 6 Piety, 17 HP, 10 MP
Fang the Ghoul: 15 Attack, 0 Armor, 4 Piety, 53 HP [Berserk] [Regenerating for 3 Turns] [Takes +2 Damage] [Can Melee] [Enraged: What]
D'Vixx the Kobold Spellweaver: 10 Attack, 4 Armor, 8 Piety, 55 HP, 16 MP [Magic Defense Up] [2 Free Rerolls] [Deathshielded 15/2]

Leaps and Knives get a Fate Point on Turn 24
Other Heroes get a Fate Point on Turn 28
Leaps' Danger Sense can be reactivated.

Do you think it would be better if I simply automated the combats and people suggest a strategy for their character at start of a battle, then I use that strategy? It might make things go a little faster for the next fight. Then again playbyposts never end up doing combats well...
don't forget you have your Potions of Madi, Oranges of Healing, and the Mage's HP <=> MP effect... What seems to be in trouble...
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Re: Re: Runes of Greldathriaxx: Turn 23: Kobold War IV

Post by kida » Sun Mar 02, 2014 12:12 pm

"What - get away from that ghoul"

Crushes drink potion of extra magic power and shoot darts at Fang

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Re: Re: Runes of Greldathriaxx: Turn 23: Kobold War IV

Post by WearsHats » Sun Mar 02, 2014 12:19 pm

If the battle is pretty much just melee, then I'm in favor of automation. (Shocking, I know.) But I'm okay with things going slowly, too.

Is using the orange a full turn action? Also, I have 3 MP left. Group heal requires 3-5. Can I still cast it? What happens if you roll a 4 or a 5?

Someone with ranged combat abilities should probably try to stop those casters before they can animate undead allies. We've got enough on our hands.
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Re: Re: Runes of Greldathriaxx: Turn 23: Kobold War IV

Post by nikohl » Sun Mar 02, 2014 12:23 pm

(I don't understand how Leaps is last in order, I thought rogues got bumped up the turn order by X amount automatically... doesn't matter too much though)

Leaps stabs 1 again.

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Re: Runes of Greldathriaxx: Turn 23: Kobold War IV

Post by Alaen » Sun Mar 02, 2014 12:51 pm

Knives attacks Fang again.
WearsHats wrote:Also, I have 3 MP left. Group heal requires 3-5. Can I still cast it? What happens if you roll a 4 or a 5?
Group Heals MP cost depends on how many people you want to heal IIRC, so you should be able to cast it.
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Re: Re: Runes of Greldathriaxx: Turn 23: Kobold War IV

Post by WearsHats » Sun Mar 02, 2014 1:20 pm

Wait, but if it's based on number of people I'm healing and I can use it to heal up to 3 people, then it's:

Solo Heal 12% 2 MP
Group Heal 1 8% 3MP
Group Heal 2 8% 4MP
Group Heal 3 8% 5MP.

If that's right, casting Group Heal on one goblin costs 50% more, but casting Solo Heal on one goblin is 50% more effective. There's a tough choice.
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Re: Re: Runes of Greldathriaxx: Turn 23: Kobold War IV

Post by Aegis J Hyena » Sun Mar 02, 2014 1:23 pm

nikohl wrote:(I don't understand how Leaps is last in order, I thought rogues got bumped up the turn order by X amount automatically... doesn't matter too much though)
The Grey Caster, Leaps and Knives rolled last in the order and the Caster moved up 3 for holding action first, so it kinda didn't matter.
WearsHats wrote:Is using the orange a full turn action? Also, I have 3 MP left. Group heal requires 3-5. Can I still cast it? What happens if you roll a 4 or a 5?
If you throw another group heal, I'll have it cost 3. I'm going to say using items is a move-equivilent action (except for things like the Stick of Darts or a Wand or something). You can't use it and fight in the same round but you can use it and back up if you wanted.
WearsHats wrote:If that's right, casting Group Heal on one goblin costs 50% more, but casting Solo Heal on one goblin is 50% more effective. There's a tough choice.
I pick a number randomly, from 3-5, for MP costs. Solo is kinda more effective, but right now your HP values are still too low to make much difference. You guys need to find stronger healing spells.

Edited to add: I divided the map into four quadrants, with three "Main Lairs" in each one. This is one of 'em.
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Re: Re: Runes of Greldathriaxx: Turn 23: Kobold War IV

Post by WearsHats » Sun Mar 02, 2014 2:18 pm

Can I give my orange to What and also cast a Group Heal?

Also, are there any penalties or dangers to casting a spell while on the front line of the melee?
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Re: Re: Runes of Greldathriaxx: Turn 23: Kobold War IV

Post by Aegis J Hyena » Sun Mar 02, 2014 2:24 pm

Group Heal's a full round cast so no. And, if someone criticals you before the spell goes off, it'll be disrupted.
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Re: Re: Runes of Greldathriaxx: Turn 23: Kobold War IV

Post by WearsHats » Sun Mar 02, 2014 2:33 pm

Okay. I'll give What my orange. That's a lot more effective than any healing spells I have, and with the beating he's taking he could drop next turn.

Repeating my suggestion that our mages please target the enemy casters before they can animate any more enemies for us to fight.
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Re: Re: Runes of Greldathriaxx: Turn 23: Kobold War IV

Post by Nerre » Sun Mar 02, 2014 2:53 pm

Fights keeps fighting. If he can get a better weapon from a slain kobold, he will pick it up.
:zzz:

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Re: Re: Runes of Greldathriaxx: Turn 23: Kobold War IV

Post by Aegis J Hyena » Sun Mar 02, 2014 2:59 pm

kida wrote:Crushes drink potion of extra magic power and shoot darts at Fang
Using the Stick is a full round action; I'll make a piety roll if you try to do both and if it fails the potion is drunk but the Stick won't go off.
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Re: Runes of Greldathriaxx: Turn 23: Kobold War IV

Post by Lee » Sun Mar 02, 2014 3:13 pm

WhatRULookingAt gives a nod of thanks to Al and downs the orange healing potion as fast as he can. If he still as actions left he will kick the treasure chest out of the way and slam the door shut.

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Re: Re: Runes of Greldathriaxx: Turn 23: Kobold War IV

Post by kida » Sun Mar 02, 2014 3:23 pm

WearsHats wrote:Okay. I'll give What my orange. That's a lot more effective than any healing spells I have, and with the beating he's taking he could drop next turn.

Repeating my suggestion that our mages please target the enemy casters before they can animate any more enemies for us to fight.
Last time I tried to shoot the casters it was almost out of range and did only 4 hp damage.
I think the better way is to close the door . kill the melee fighters and focus on their casters later.

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Re: Re: Runes of Greldathriaxx: Turn 23: Kobold War IV

Post by Aegis J Hyena » Sun Mar 02, 2014 3:35 pm

Next turn's just about done in terms of rolling and turn order, just waiting on Risks and Teller. I'll check back later tonight after updating the Civ.
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Re: Runes of Greldathriaxx: Turn 23: Kobold War IV

Post by SaruSama » Sun Mar 02, 2014 8:02 pm

Risks will rush the ghoul and attack him. Or if I cant get in melee with him I'll attack sword kobold 1.

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Re: Re: Runes of Greldathriaxx: Turn 23: Kobold War IV

Post by Aegis J Hyena » Sun Mar 02, 2014 9:53 pm

TURN 24: Kobold War V

Round 5; list randomized, order of events is:

Archer Kobold 3 fires into melee [4+7+4 = 15 vs Piety 6: hits next person in turn order instead of target] [14 + Atk 9 = 23 vs Armor 6 = Hits for 5 Damage and 4 Armor Break!]
Leaps attacks Sword Kobold 1 (Energy Cost 4) [Critical 1; Leaps loses his next turn recovering]
What forces the door shut (Energy Cost 4) [6+4+8 = 18 -3 Strength Bonus = 15: Instead of locking the melee on the other side to cut them off, the door is slammed in the kobolds' faces!]
Sword Kobold 1 kicks open the door [5+6+6 = 17 -2 bonus since What failed his roll = 15 vs Piety 6: The door holds!]
Knives strikes at Fang (Energy Cost 2) [17 + Atk 9 = 26 vs Armor 0 = Hits for 8 + 2 Squishy = 10 Damage!]
Archer Kobold 1 holds his fire since the door shut
Grey Caster 1 joins hands with D'Vixx to Animate Dead
D'Vixx the Kobold Spellweaver casts Animate Dead [2+7+2 = 11 -3 multicaster bonus = 8 vs Piety 8: Success!]
Crushes drinks the potion with one hand and uses the Stick of Darts in the other as the door slams (Energy Cost 3) [5+1+4 = 10 vs Piety 9: Nope] He only gets the potion off and regains 25 MP.
Fights swings at Fang (Energy Cost 1) [18 Critical + Atk 11 = 29 vs Armor 0 = Hits for 9 +2 Strength +1 Heavy Blade +2 Squishy = 14 Damage!]
Fang attacks What [4 + Atk 15 + 4 Berserk = 23 vs Armor 0 = 7 Damage!] *REROLLED* as per What's Strategy, in "mortal peril"... Reroll: [18 Critical + Atk 15 + 4 Berserk = 33 vs Armor 0 = Hits for 11 + 4 Berserk + 3 Critical = 18 Damage!] What Has Fallen!
Archer Kobold 2 holds his fire
Grey Caster 2 joins hands with D'Vixx to Animate Dead
Al attacks Fang since What died before he could get the orange to him (Energy Cost 2) [17 + Atk 10 = 27 vs Armor 0 = Hits for 9 +2 Squishy = 11 Damage!]
Teller Solo Heals Fights (Energy Cost 2, MP Cost 2) [Fights recovers 5 HP]
Archer Kobold 4 holds his fire
Risks attacks Fang (Energy Cost 2) [2 + Atk 7 = 9 vs Armor 0 = Hits for 3 +2 Squishy = 5 Damage!]
Sword Kobold 4 kicks open the door [1+4+6 -2 = 9 vs Piety 6: The door holds!]

Fang Regenerates 3 HP.
What has gone down swingin'.

TURN 24: The Situation

Sword Kobold 1: 9 Attack, 10 Armor, 6 Piety, 10 HP
Sword Kobold 4: 9 Attack, 12 Armor, 6 Piety, 23 HP
Archer Kobold 1: 10 Attack, 13 Armor, 6 Piety, 25 HP
Archer Kobold 2: 10 Attack, 13 Armor, 6 Piety, 25 HP
Archer Kobold 3: 10 Attack, 13 Armor, 6 Piety, 25 HP
Archer Kobold 4: 10 Attack, 13 Armor, 6 Piety, 25 HP
Grey Caster 1: 4 Attack, 7 Armor, 6 Piety, 17 HP, 8 MP [Defense Up]
Grey Caster 2: 4 Attack, 7 Armor, 6 Piety, 17 HP, 0 MP
Fang the Ghoul: 15 Attack, 0 Armor, 4 Piety, 16 HP [Berserk] [Regenerating for 2 Turns] [Takes +2 Damage] [Can Melee]
D'Vixx the Kobold Spellweaver: 10 Attack, 4 Armor, 8 Piety, 55 HP, 6 MP [2 Free Rerolls] [Deathshielded 15/1]

D'Vixx's Magic Defense boost has expired.
Six Mummies have animated from the ledge above D'Vixx's lair.
Crushes is Magic Charged! The next three spells he casts will have double effect and cost half normal.
Leaps and Knives get a Fate Point this turn, next is on turn 30
Other Heroes get a Fate Point on Turn 28
Leaps' Danger Sense can be reactivated.
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