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L©-{Duke Carl of Foix}-% (32331)
Posts: 897
Posted on 11/03 03:45
Good versus Evil - Battle has ended
Prepare your forces that will change the world by storm!
What do you prefer? Peace? Apocalypse?

On the side of Good:
LeaderForceDisables
°†°Lady Paksenarian°†° (51315)Paladinsdefeated

NoblemanForcesDisables
-{măRśY3}- (23235)Griffins8 left
NeverWolf (72234)Paladinsdefeated
«Ě¤Á»Kerrigor (39046)Elves6 left
«Ě¤Á»«Radical Raxuss» (39777)Wizardsdefeated
«Ě¤Á»Persecutor (37139)Dwarves2 left


On the side of Evil:
LeaderForceDisables
¤[Rhodan]¤ (12)Assassins7 left

NoblemanForcesDisables
AA Nibbler (53712)Dragons14 left
Morinehtar (30764)Undead Hordesdefeated
Dark Lord Selo (31984)Dark Knights7 left
L©-Riff Raff (43847)Assassins8 left
*placeholder*Greenskinsdefeated


The battle is over! Look below for the results.

~The Duke, also known as the Placement Manager


Updated!

01/14 07:16: Edited by L©-Duke Carl of Foix%% (32331)
Personal Pledge:
I, Carl, or formally, Carolus VIII; as Lord of the County of Foix in France, Leader of the minor Township of Woodcopse, and Herald of The Last Castle, is to defend this place as required by the local nobles of England.

~Duke Carl of Foix~ @
L©-{Duke Carl of Foix}-% (32331)
Posts: 897
Posted on 11/03 03:47
Troops to choose from
Good:
Paladins
Dwarves
Elves
Wizards
Gryphons/Griffins

Evil:
Assassins
Dark Knights
Greenskins
Undead Hordes
Dragons

08/06 18:51: Edited by L©-{Duke Carl of Foix}-% (32331)
Personal Pledge:
I, Carl, or formally, Carolus VIII; as Lord of the County of Foix in France, Leader of the minor Township of Woodcopse, and Herald of The Last Castle, is to defend this place as required by the local nobles of England.

~Duke Carl of Foix~ @
-{măRśY3}- (23235)
Posts: 485
Posted on 11/13 00:53
None
Side of Peace

Forces of Griffins

Hell Yeah
I play by one life goal:
“Self-Improvement is our one true goal, and can never be completed therefore you always have something to improve.”
NeverWolf (72234)
Posts: 1
Posted on 11/13 04:32
Good
Paladins

Unless no one picks the evil side then I will play evil to get ball rolling,

Evil: Dark Knights.
379 Subscriber Days AA Nibbler (53712)
Staff: Staff
Posts: 101
Posted on 11/16 16:00
None
Dragons for me I think
Hmmm - love riding those donkeys and swinging that pole
619 Subscriber Days Morinehtar (30764)
Posts: 664
Posted on 11/17 01:13
None
Tomk was strong, very strong. Even amongst his fellow dwarves few could match his strength. When challenged, Tomk's determination and his belief in his own infallibility saw him to victory. So he was not surprised to see rock rapidly crumbling beneath is pick.

Around him tools clashed with solid rock, in time with the chant of his fellow miners. A white reflection caught Tomk's eye, he aimed his next blow slightly wider. A chunk of rock fell, glancing off his calf – he used the next beat to reposition himself to the otherside of the white stone. The next strike opened the rock around the white stone.

'Diamond?' he said discarding his pick and looking closely at the stone. A miner could take a year, or even longer to prise free a stone like this. He removed his gloves and placed his bare hands on the diamond. Stories of old filled his mind, Lord-Dwarves who could pull jewels from the rock with their bare hands. Tomk heaved. Around him his fellows stopped to watch. He heaved again, but the stone would not move.

“Show,” grunted a Dwarf. Tomk stepped away. The diamond was as large as a Dwarf's fist. “Again,” encouraged another Dwarf. A chant started up, this time the stomp of iron clad boots filled the place of tools striking rock. Tomk's hands gripped the diamond and he strained. From the rock he felt power move up his legs, through his hips to his lungs and heart. The Cleric's voice filled his ears and the diamond filled his mind. He felt a momentary pain in his hands and a tearing in his left eye.

“It moved,” called the Cleric. The chanting got louder. Pain filled Tomk's right eye, he strained against the diamond.

Again he heard the Cleric's voice. The blood in his hands bonded them onto the diamond. A massive BOOM filled the cavern, a moment later the diamond came free.

Tomk's blood ran from his hands over the diamond and onto the floor. Beside him the Cleric collapsed. “We're trapped”, came a voice. “Cave-in!”

“Then we dig,” said another.

Tomk stowed the diamond in his bag. “This way,” he said swinging his pick into the rock.

The Cleric was dragged aside, beneath him was a large pool of blood. “Is he dead?” asked a voice.

Tomk's hands hurt, his eyes ached and his pick slipped within his grasp – wedged into the rock face. His vision misted, he saw bones in front of him … and he collapsed.

When he awoke he was hanging upside down above an urn. A hollow warped face appeared in front of him. A knife, his knife he thought, pushed 'above' his beard into his throat.

When Tomk's blood mixed with the powder in the bottom of the urn, a vapour rose and spilled out. He tried to move, but his bonds held him firm. He felt his life draining out of him. The remains of the Cleric was on the floor beneath him. Hanging along the wall were his fellow Dwarves, some alive others either dead or unconscious. Again Tomk struggled, his great strength was gone. He closed his eyes and tried to control himself. Fear burnt like ice into his heart, and pain, pain far beyond anything he had every imagined filled every part of his body. Unable to do anythin he cried out and sort relief in his death.

His body was lowered into the urn. Tomk's spirit recognised an evil within the urn and screamed in terror. He could not leave, he was trapped. Locked within his body. No, locked within the urn. Trapped inside the punishment for centuries of another's crimes. His greed had awakened a nightmare. His punishment; suffering for their crimes. Silently Tomk screamed again; seeking any kind of response.

But Tomk was alone, isolated from his body, and so removed from time, he was trapped. Within his scream he wished, begged, that his soul would simply cease to be.

Around him the tools of his friends and fellow Dwarves rose and fell. No longer working on rock and stone. Now working on the flesh, both the living and dead (dead but like Tomk, unable to die) flesh of the Dwarves.

Undead Hordes for me.
http://youtu.be/nN8kVlUIxSs

You travelled South.
You are currently at position (250,250)
The beasts around here have an average level of 802.
A Dragon [Level 1002.1] appeared and started attacking!
The judges saw!
379 Subscriber Days AA Nibbler (53712)
Staff: Staff
Posts: 101
Posted on 11/19 23:03
None
Woah

Epic stuff mate

Bows respectfully
Hmmm - love riding those donkeys and swinging that pole
619 Subscriber Days Morinehtar (30764)
Posts: 664
Posted on 11/20 03:13
None
I'm looking forward to the aerial battles between your Dragons and the Griffins.

Paladins are really pretty tame. The moment the face an Undead Female they get confused. Should that female have been a Nun, they ... end up standing in small puddles!
http://youtu.be/nN8kVlUIxSs

You travelled South.
You are currently at position (250,250)
The beasts around here have an average level of 802.
A Dragon [Level 1002.1] appeared and started attacking!
The judges saw!
379 Subscriber Days AA Nibbler (53712)
Staff: Staff
Posts: 101
Posted on 11/23 15:15
None
Lol

I love that
Hmmm - love riding those donkeys and swinging that pole
«Ě¤Á»Kerrigor (39046)
Posts: 536
Posted on 12/30 10:16
None
The side of good, Elves
Failure is simply the opportunity to begin again, this time more intelligently
«Ě¤Á»Kerrigor (39046)
Posts: 536
Posted on 12/31 09:28
Introduction of the elves (cos i got bored)
“Mae govannen Naugrim ” Lord Aendra Half-Elven greeted the envoys from the Dwarfen kingdom of Barak'Dun, the mountain strong hold to the elven northern territory. As with all dwarfs they were weary of elves since long again, wars had been fought over unmeant insults to one another and the grudges were still held to some extent today. By both sides. But this time all greetings and formalities had been met with practised ease on Aendra's side and he was simply praising the folk of the mountains on there's. He regarded the herald, like all of there kind they were small, this one could barely be over four five and with a bright red beard almost reaching to the floor. They prized such things as a show of age and wisdom. One could tell the place in society they stand my the types of jewels, precious stones and metals that were woven into there facial hair.

This one has diamonds and gold, the brightness of these were a stark contrast to his pitted dark face. With deep sunken brown eyes that regarded everything in the room for its artistic work and price. A deep scar went up the left side of his face, starting at his chin and ending at the side his eyebrow. A warrior and commoner that's worked his way to the top as much as he could without being royalty. Much like Aendra himself, now lord and his very curse had become his most valued title around the elven courts. His words commanded respect.
The elven lord rose from his chair and waved his hand polity in the direction of the servants who made about their jobs. A table and chairs were brought in and soon filled with food, wine and dwarfen delicacies. Especially ale and lots of it, this was there way of discussing important matters and he had to say it was pleasant compared to the courts he regularly had to attend.

The five foot ten Half Elf strode down the stone marble steps down to the table with utter confidence, his pale blue eyes never leaving the herald or his party. Golden skin, perfect complexion shining in the sun as it shone through the pure seamless windows of his hall. The curved arch he stepped under from his throne like chair was engraved with his deeds, carved out of a single piece of white oak. He gracefully brushed a strand of pure back hair back into its place, his hair was as long as the drwarf's beard. Falling behind his head with two strands from the front being pulled back and braided at the back in an intricate fashion. Black hair. A sign of his human heritage, among elves they were the only kind to have that colour.

Aendra's ears could not be see because of it, on purpose. He sat down at the side of the table smoothing out his black robe, the intricate white patterns depicting stars, suns and a number of other things could be clearly seen.

The dwarfs as were customed immediately began to pillage the table of all food and drink, Aendra himself to some whine as he watched the merry fold. It was quite entertaining actually.

'So what urgent matter brings the herald of Barak'Dun to my humble household” Aendra asked finally wanting to get to the matter at hand, piercing eyes delved into the heralds eyes searching for any hint of untruthfulness in the dwarf's next words. They locked eyes and amid mouthfuls of roast meat and ale he spoke in the brutal weary tone that the Half Elf knew well “war....”

12/31 09:29: Edited by «Ě¤Á»Kerrigor (39046)
Failure is simply the opportunity to begin again, this time more intelligently
L©-{Duke Carl of Foix}-% (32331)
Posts: 897
Posted on 01/01 02:21
How Good versus Evil is played.
Thank you for your stories, those may not help with this RPG game.

I will use one six-sided die (or dice, if you don't understand), and use it to determine the battle.

The game is played in rounds, with 50 actions per round. Then, respite between rounds.

Pre-Battle Initiative:
Odd - Evil starts first
Even - Good starts first

Battle (X):
1 - Leader attacks Y
2 - First nobleman in order attacks Y
3 - Second nobleman in order attacks Y
4 - Third ...
5 - Fourth ...
6 - Fifth ... attacks Y

Battle (Y):
1 - Leader opposing is hit (taken damage) by X
2 - First opposing nobleman in order is hit by X
3 - Second opposing ...
4 - Third opposing ...
5 - Fourth ...
6 - Fifth ... is hit by X

Decision:
1 - Always misses
2 - Always misses
3 - Another dice roll, repeat.
4 - Always hits
5 - Always hits
6 - Critical hit! 50% success, another dice roll: odd hit (if opposing is Good), miss (if opposing is Evil); even hit (if opp. E), miss (if opp. G)

There are some hidden bonuses, so look out for them on my posts!
Example: Dragons cannot stand Elves' arrows, or Dark Knights are a Paladin's bane.

Five hits to an opposing disables that opponent and if dice chooses that opponent, the dice is rerolled until another attackable opponent.
A critically hit or disabled opponent cannot battle until the next round. In other words, critically hit enemies are rendered like disabled but unable to battle (like retreating).

Three disables and that unit is officially defeated
This is not go the same for the leaders, for they need only five disables to be officially defeated.

The side with it's leader defeated loses the game. Obviously, the other side wins.

Any comments or complaints must be sent through the Messenger. Thanks!

08/06 18:45: Edited by L©-{Duke Carl of Foix}-% (32331)
Personal Pledge:
I, Carl, or formally, Carolus VIII; as Lord of the County of Foix in France, Leader of the minor Township of Woodcopse, and Herald of The Last Castle, is to defend this place as required by the local nobles of England.

~Duke Carl of Foix~ @
Dark Lord Selo (31984)
Posts: 420
Posted on 01/04 04:50
Apocalypse, Dark Knights
I was going to do a giant intro of the dark knights... then my muse was leik "lolnope" and so... I got nothing.
All that is gold does not glitter,
Not all who wander are lost;
The old that is strong does not wither,
Deep roots are not reached by the frost.

From the ashes a fire shall be woken,
A light from the shadows shall spring;
Renewed shall be blade that was broken,
The crownless again shall be king.

02/27/06 21:00:27- Day and Time I arrived here on KoN. Beat That.

AKA: Tunis, F'Nor, Selonianth, The Pale Horse, Dark Lord Hufflepuff, MasterT, Master Selo.
«Ě¤Á»«Radical Raxuss» (39777)
Posts: 1472
Posted on 01/14 21:53
Peace, Wizards
I'll be the awesome spell-casters. If you would please.
Forever Remember Immortal Akasha

«Ě¤Á» Mäjëstďk'~SA (60622) bought you an Official IA Ballcap! Go team IA!

The Immortal Army, in all its awesomeness, shall one day surpass the might of every other alliance combined in the realm of KoN.
___________________________________
348 Subscriber Days «Ě¤Á»Persecutor (37139)
Posts: 895
Posted on 01/15 12:58
None
I'll take Dwarves to finish the Good Side.
L©-{Duke Carl of Foix}-% (32331)
Posts: 897
Posted on 01/17 01:37
The side of Good...
...now needs a leader! Use any form of media (Messenger, Chat, Forum) to contact any noblemen who wish to be the leader and the leader has the honor to choose what army he/she can command. Since all five Noblemen of Good have no common army that shares, let the leader choose his/her own to represent the desired army that can benefit one or more of the noblemen!

The side of Evil still also needs some more forces! Use the same media to call more players! A leader has been chosen with a group of Rouges!

Placement manager:
~Carl, the Duke.

01/24 00:14: Edited by L©-{Duke Carl of Foix}-% (32331)
Personal Pledge:
I, Carl, or formally, Carolus VIII; as Lord of the County of Foix in France, Leader of the minor Township of Woodcopse, and Herald of The Last Castle, is to defend this place as required by the local nobles of England.

~Duke Carl of Foix~ @
1 Subscriber Days L©-Riff Raff (43847)
Staff: Player Support Staff
Posts: 191
Posted on 02/16 17:52
I shall lead the ninjas
And we shall sneak behind you, slit your throat and then steal your necklace!
I'm not sure that really counts as "evil" though, just a bit misguided.
RR
1 Subscriber Days L©-Riff Raff (43847)
Staff: Player Support Staff
Posts: 191
Posted on 02/17 09:48
I shall not lead the Rouges
I abhor the Scarletians, the Cochineal warriors, the Russet Warlords and the Carmine Cavaliers.
We are ninja. We lurk in the shadows. Black is too bright a colour - we are shade and darkness.
If you must name us in French then call us the Ombres
RR
L©-{Duke Carl of Foix}-% (32331)
Posts: 897
Posted on 02/19 00:55
How about this...
Learn from your errors and stay with the Rogues (well not "Rogues" anymore, let me change them to "Assassins", ignore this question), per se?

One question, do you manage this game or be the player?
You have no power to change the names of the armies.

Also, to others, two more places to go! We need a leader to join Good and one more noblemen to join Evil!

The Placement Manager

08/06 18:52: Edited by L©-{Duke Carl of Foix}-% (32331)
Personal Pledge:
I, Carl, or formally, Carolus VIII; as Lord of the County of Foix in France, Leader of the minor Township of Woodcopse, and Herald of The Last Castle, is to defend this place as required by the local nobles of England.

~Duke Carl of Foix~ @
1 Subscriber Days L©-Riff Raff (43847)
Staff: Player Support Staff
Posts: 191
Posted on 02/19 19:31
One question?
I offer you one answer! I manage this game.
I shall lead the ninjas and we shall lurk in your closet and surprise you when you come to change out of your pyjamas.
My ninjas have already shown their power by infiltrating your spelling!
Hoorah the ninja!
RR
8 Subscriber Days ¤[Rhodan]¤ (12)
Staff: Chat Moderator Staff
Posts: 10444
Posted on 02/20 18:41
None
RR, what are you doing? I thought your ninja's were in stealth by presenting themselves as rogues!
¤[Rhodan]¤ (12)
Chaos' Shadow Lord
Dies irae, dies illa, dies magna:
Dies cerevisia!
1 Subscriber Days L©-Riff Raff (43847)
Staff: Player Support Staff
Posts: 191
Posted on 02/20 20:22
Nope
Too obvious
My Ninjas are disguised as Duke Carl's pyjamas.
Nobody expects their nightwear to be blade wielding assassins.
RR
1 Subscriber Days L©-Riff Raff (43847)
Staff: Player Support Staff
Posts: 191
Posted on 08/16 20:44
Tempus Fugit
Since this thread started (in 1832 if you'll cast your mind back. Duke of Wellington turned his hand to Politics, Menzies Campbell was born, The Mousetrap had it's first production in the West End, Americans discovered fire) four of its members have left the game, two have lost the will to live completely and one has become a nun and has moved to Montana.
I'm not sure my Ninjas will ever make their way on the scene.
RR
348 Subscriber Days Persecutor (37139)
Posts: 895
Posted on 12/15 19:43
Never forget, never forgive!
Dwarfs never forget a grudge and stand ever ready to resume the battle !

High Dwarf King
Persecutor Starbreaker

L©-{Duke Carl of Foix}-% (32331)
Posts: 897
Posted on 03/19 00:48
One more nobleman to go!
Evil just needs one more nobleman for the battle to begin!

The Placement Manager
Personal Pledge:
I, Carl, or formally, Carolus VIII; as Lord of the County of Foix in France, Leader of the minor Township of Woodcopse, and Herald of The Last Castle, is to defend this place as required by the local nobles of England.

~Duke Carl of Foix~ @
L©-{Duke Carl of Foix}-% (32331)
Posts: 897
Posted on 06/05 03:55
Battle 1
The battle has begun! Nobody called the last slot, so a placeholder was called in.

Remember the attack roll: 1-5, is Nobleman#, 6 is Leader. If opposing already disabled/defeated, roll again.

Pre-battle:
Dice roll was a "2", it's "Even", so Good initiates the battle!

Battle:
1 (Good 1): Roll 3, Pak's Paladins try to attack Selo's Dark Knights! But Dark Knights are bane of Paladins! Extra roll die (1-2, Afraid 3-4; Fearless, 5-6, With fervor), roll 4, Paladins are not afraid of the Dark Knights! Roll 5, hit! (4 hits left)

2 (Evil 1): Roll 3, Rhodan's Assassins attack Kerrigor's Elves! (Stealth, Odd is stealthy, Even is no stealthy) Roll 5, stealthy, roll 4, hit! (4 hits left)

3 (Good 2): Roll 1, it's Griffins versus the Dragons, epic! Roll 1, miss!

4 (Evil 2, so on): Roll 2, Dragons attack Wolf's Paladins! Roll 6, critical hit chance, roll 6 (again, but it's Even), miss!

5: Roll 2, The Wolf's Paladins attack the Undead! Knights of light are superior against the undead, (always hits: 1-3 normal hit, 4-6 critical hit chance), roll 5, chance, roll 3, miss!

6: Undead's turn, roll 4, they attack the Wizards! Roll 4, hit! (4 left)

7: Roll 6, the Elves against the Leader of Assassins! Roll 3, stealthy (1-3 miss, 4-6 hit), roll 2, miss!

8: Roll 1, the dark Knights attack the Griffins! Roll 4, hit, but due to flight advantage (1-3 fail, 4-6 success), roll 4, hit! (4 left)

9: Wizards' turn, roll 4, they attack RR's shinobi-no-mono. Roll 2, no stealthy, roll 6, critical hit chance, roll 2 (even against Evil), critical hit! The ninja are disabled for the battle!

10: RR's ninja are disabled, let's go to Greenskins. Roll 2, they attack Wolf's Paladins! Roll 1, miss.

11: Dwarves are next! Roll 5, doing a counter-attack to the Greenskins. The next roll is another 5, hit! (4 left)

12: Leader and Assassin bodyguards next, roll 1, they attack the Griffins, roll 2, no stealthy, roll 4, flight advantage first, roll 4 again, hit! (3 left)

13: Roll 5, Pak's Paladins attack the Greenskins! Roll 3, again, roll 3, again, roll 5, hit! (3 left)

14: Roll 5 once more, Nibbler's Dragons attack the Dwarves, roll 3, roll again, roll 4, however, the Dwarves are great dragonslayers (even sure hit, odd dodge). Roll 6, hit! (4 left)

15: Roll 6, the Griffins are taking on the Leader and his Assassin bodyguards! Roll 6 again, no stealthy, roll 6 once more, critical hit chance, a roll of 5 (odd against Evil), a lucky miss!

16: Roll 3, the Undead take on the Elves! Roll 3, roll again, roll 2, miss...

17: Wolf's Paladins, rolling 4, the ninja are already disabled, roll 5, they take on the Greenskins! Roll 5 again, hit! (2 left)

18: Selo's dark Knights now, rolling a 3 against the Elves! Roll 5, hit! (3 left)

19: Elves are now counter-attacking, rolling a 5 against the Greenskins (Why always the Greenskins?!), roll a 5, hit! (1 left!)

20: Let's see if there is hope for the Greenskins (Goblins, Orcs, Trolls, you name it!), roll a 4, take on the powerful Wizards! A 2 on the next roll, a miss.

21: The Wizards' counter-attack! The Greenskins are getting cornered, because another 5 is rolled. Roll 3, attack again, roll 5 (always 5?!). Hit, and the Greenskins are disabled and forced to retreat!

22: Leader versus Leader now, a 6 is rolled. Roll 5, stealthy (Paladins are heavily armoured, odd critical chance, even is normal), roll 2, is a normal hit. (4 left)

23: Dwarves' turn, roll 4, ninja already retreated, roll 4, roll 4, and roll 2. Dwarves take on the undead! Roll 3, again, roll 4, hit! (4 left)

24: Roll 5, the dragons swoop towards the wizards! Roll 6, critical chance, roll 2 (Even against Good), miss!

25: Pak's Paladins' turn, roll 5, Greenskins already retreated, roll 4, ninja already as well, and a roll of 3. Roll 5, and the Paladins are with fervor against the Dark Knights (odd critical chance, even normal attack), and a roll of 5, and a roll of 2 (even against Evil), the Dark Knights retreat!

26: A roll of 1, the Undead take on the Griffins, a roll of 2, and a sure miss.

27: Another roll of 1, the Griffins attack the Dragons! Another roll of 2, miss.

28: Roll of 3, the Leader and Assassins attack the Elves! Roll of 4, no stealthy, a 3, and a 5, hit! (2 left)

29: Roll 4, ninjas already retreated, and roll of 3, the dark Knights also retreated, roll of 5, Greenskins already retreated too! Rolls of 5, and then a 2. Wolf's Paladins against the Undead, 5, chance to critical, 6 (even against Evil), and an instant disable. The Necromancer retreats with the summoned.

30: The Dragons attack the Dwarves once again! Roll 4, hit chance, 3 (odd), the dwarves successfully evaded the attack!

31: Roll of 2, and then a roll of 1. The Elves attack the Dragons! But Elven weaponry is almost ineffective against them (1-4 dodge, 5-6 hit chance), and a 6 is rolled. Roll another 6, oh great, critical chance, and rolling a 3 (odd against Evil), the Elven arrows miss!

32: A roll of 4, chance for Assassins to take on the Wizards, a roll of 4 is no-stealthy, the Wizards seem to notice them! (even is attack chance, odd is miss), a roll of 3 means the Wizards are the potential of defending against Assassins, due to a miss.

33: Wizard's counterattack, a 5, 2, 5, 3, and 1. They take on the Dragons. Unfortunately, they cannot do a critical chance on them (1-3 miss, 4-6 hit). A roll of 3 and it's a miss.

34: Dragons now, and it's against the Elves with a roll of 3. Elves are slightly more agile (odd is miss, even is hit chance). Roll 5, miss.

35: It's the Dwarves' turn! A roll of 2, roll of 4, then a roll of 6. They take on the Assassins and their leader! The Assassins are faster, though (odd, chance to deal equal damage or if they miss, counter-attack; even is normal). Roll 3 again, and there's a possible reaction damage. A 4 on the dice means no stealthy. Dwarves missed because of a roll of 2, so let's see roll the counterattack: another roll of 2, a miss.

36: The Assassins and Leader attack once again, a roll of 5 means they attack the Dwarves, once again! A roll of a 5 is a stealthy! Dwarves have heavy armour (odd critical chance, even is normal), and it's a roll of 6. And a roll of 2 is a miss.

37: Pak's Paladins' turn. A waste of rolls: 3, 5, 5, and then a roll of 1. They take on the Dragons. A roll of 3 is a roll-again, and a 6 is a critical chance! Roll a 5 (odd against Evil), miss!

38: Roll 2, the Dragons attack the Wolf's Paladins! A 4, and it's a hit! (4 left)

39: Rolls of 5, 2, and then a successful 1 means another air battle: Griffins verusus the Dragons! A roll of 2 and another miss.

40: The Leader gets his chance, and there's a roll of 3, roll 5 is a stealthy, and a roll 3 is an attack chance, and a roll of 5 means a hit! (1 left for the Elves)

41: A roll of 5, and a roll of 1, Wolf's Paladins take on the Dragons, once more. Roll 5 (a hit), and a 5 (success), means they actually hit the dragons! (4 left for the Dragons)

42: Now let's see if the Dragons recover from their latest defence. A roll of 4 means they take on the Wizards! And it's a roll of 5, a hit! (3 left for the Wizards)

43: Another Elven attack now, a roll of 3, and then a 1! But a 3 is rolled, and the Dragons dodged their arrows.

44: Another Leader chance, this time they take on the Wizards, again (a roll of 4)! Roll of 3 is a stealthy, perfect advantage, but a roll of 2 means they failed to weaken the Wizards.

45: A roll of 3, and then a 6. The Wizards take on the Assassins. Roll 2, no stealthy, and a roll of 6 decides... and a roll of 4... (even against Evil). And the Assassins and Leader are forced to retreat after powerful spells rained upon them.

It's up to the Dragons now, holding until the 50th turn...

46: Roll 2, Dragons take on Wolf's Paladins! And a 4 is rolled, hit! (3 left for Wolf's Paladins)

47: Dwarves now, and a roll of 3 is a roll-again, then a roll of 5 is a hit! (3 for the Dragons)

48: A roll of 5 means the Dragons take on the Dwarves! Roll 5, hit chance, and roll 3 means they dodged it.

49: Last chance now, Pak's Paladins versus the Dragons. Unfortunately, a roll of 1 means they miss.

50: Dragons attack the Wizards, and a 4 is a sure hit! But the first battle is over!

Summary:
All Evil players but the Dragons have 1 disable each.
A minor victory for Good, but we'll see about that!

See you on the next battle!
Personal Pledge:
I, Carl, or formally, Carolus VIII; as Lord of the County of Foix in France, Leader of the minor Township of Woodcopse, and Herald of The Last Castle, is to defend this place as required by the local nobles of England.

~Duke Carl of Foix~ @
L©-{Duke Carl of Foix}-% (32331)
Posts: 897
Posted on 06/06 04:44
Also,
Since both Leaders are inactive, Persecutor and Morinehtar can decide if they want to take over the leader posts and/or rearrange the army because of the frequent dice hits.

Your armies can be re-arranged during pre-battle and at any time during the battle. Just mention numbers from 2-49 when to re-arrange the army, and the arrangement (example: Rearrange Elves, Wizards, Leader, Paladins, Dwarves, Griffins on turn 22). At the end of a battle, the last arrangement is kept.

The Placement Manager.
Personal Pledge:
I, Carl, or formally, Carolus VIII; as Lord of the County of Foix in France, Leader of the minor Township of Woodcopse, and Herald of The Last Castle, is to defend this place as required by the local nobles of England.

~Duke Carl of Foix~ @
L©-{Duke Carl of Foix}-% (32331)
Posts: 897
Posted on 06/10 06:25
Battle 2
Neither commanders want to change their armies, so let's begin!

Evil comes first now.

Battle:
1: Rolling a 5, Assassin and leader attack the Dwarves! 6 is no stealthy, and 1 is a miss.

2: Roll 2, Pak's Paladins attack the Undead! Roll 5, critical chance, and roll 4 (even against Evil), they have been disabled!

3: Roll 3, the Dragons attack the Elves! Another roll of 3, miss...

4: Roll 1, the Griffins take it to the sky against the Dragons! Roll 6, critical hit chance, then a 3 (odd against Evil), miss!

5: Roll 4, Undead already retreated, now the Dark Knights attack the Wizards! Roll 5, hit! (4 left for Wizards)

6: Roll 1, Wolf's Paladins take on the Dragons, 4 is a hit, but due to a flight advantage, another roll of 4 is a successful hit. (4 left for Dragons)

7: Roll 6, Riff Raff's ninjas take on Pak's Paladins! A roll of 1 is stealthy, roll 6, critical hit chance, and 2 (even against Good) is a miss.

8: Roll 2, the Elves take on the Undead (already defeated), then 5 takes them against the Greenskins instead. A roll of 1 is a miss.

9: Roll 3, Greenskins counter-attack the Elves! Elves have a counterattack chance (odd, equal damage or if enemy misses, counterattack chance for Elves; even, normal attack). 2 means normal attack. 3 is a roll-again, 5 is a hit! (4 left for Elves)

10: Roll 5, the Wizards attack the Greenskins, roll of 6 is a critical chance, and roll 4 (even aginst Evil), they disable the Greenskins (again)! Greenskins retreat.

11: Roll 3, Assassins and Leader attack the Elves! Roll 6 is no-stealthy, but another 6 is a critical chance. Roll 6 (even against Good), miss!

12: Roll 2 and then a 6, Dwarves attack the Assassins and their leader! Roll 4 is no-stealthy, a roll of 6 is (huh?) a critical chance. And a roll of 2 (even against Evil), and the Dwarves critically hit the Leader and his Assassins.

13: Dice rolls a 5, Dragons attack the Dwarves! Roll 4 (even), hit! (4 left for Dwarves)

14: Roll 4, Pak's Paladins attack Riff Raff's ninja assassins! 5 is stealthy for the ninja (counter-attack chance due to heavy armour), and roll of 4 is a hit. Both take damage. (4 left for Pak's Paladins, Ninjas)

15: The Dark Knights attack the Griffins with a roll of 1. Roll 4 hit, and due to flight advantage, a roll of 5 is a hit. (4 left for Griffins)

16: Roll 4, the Griffins attack Riff Raff's ninja assassins! 6 is no-stealthy; roll 3, roll again, 6 is a critical chance ... roll 1 (odd against Evil), miss!

17: Roll 4, again, the Ninja Assassins take on the Wizards! 4 is no-stealthy, Wizards notice them; roll 2, Ninja have a chance to attack! Roll 3 is roll again, but roll 1 is a miss.

18: Roll 1, Wolf's Paladins attack the Dragons! Roll 2 is a miss.

19: Roll 4, the Dragons attack the Wizards! Roll 5, a hit! (3 left for Wizards)

20: Roll 5, then a 3, the Elves take on the Dark Knights! Roll 3 is a roll again, roll 5 is a hit! (4 left for Dark Knights)

21: Roll 1, Dark Knights against the Griffins! Roll 6 is a critical chance, roll 5 (odd against Evil), miss!

22: Roll 6, then a 3, Wizards cast their spells on the Dark Knights (Magic is effective against their armour: 1 and 6, hit; 2 and 5, miss, 3 and 4 is two hits)! A roll of 2 is a miss...

23: Roll 4, Riff Raff's ninja now, they attack the Wizards, again! 2 is no-stealthy (Wizards have noticed them: Odd, miss; Even, normal attack). Roll 5 is a miss.

24: Roll 3, the Dwarves attack the Dark Knights! 3 is a roll again, and 2 is a miss.

25: Roll 1, another air battle! Roll 3, roll again, but a roll of 5 makes the Dragons damage the Griffins! (4 left for the Griffins)

26: Roll 5, and then a 1, Pak's Paladins attack the Dragons! Roll 6, critical chance, and a roll of 3 (odd against Evil) missed that!

27: Roll 4, the Dark Knights attack the Wizards! Roll 3, again, roll 3, again and again, but a 6 is a critical chance... and a roll of a... another 3 (odd against Good) is a critical hit. Wizards are disabled for the battle, they retreat!

28: Roll 5, and then roll 3, Griffins attack the Dark Knights! A roll of 5 is a hit! (3 left for the Dark Knights)

29: Roll 6, the ninja attack Pak's Paladins! Roll 5, is stealthy (1-4 normal, 5-6 critical chance), then a roll of 1 is a normal hit. (3 left for Pak's Paladins)

30: Roll 3, Wolf's Paladins attack the Dark Knights! Roll of 6 makes them with fervor. A roll of 4 (even) attacks them not-critically (2 left for Dark Knights)

31: Roll 6, Dragons attack Pak's Paladins! Roll of 6, critical chance, and a roll of 1 (odd against Good) is a disable for Pak's Paladins! Both leaders have been retreated.

32: A roll of 5 (Greenskins already defeated), and then a 3, the Elves take on the Dark Knights! Roll 3, roll again, but roll of 1 is a miss.

33: Dark Knights' turn, roll 3, they counter-attack the Elves! But a roll of 2 makes it a miss.

34: Persecutor's Dwarves now: roll 4, they take on the ninja assassins! 3 is stealthy for the ninja, however. Roll of 4 means no counter-attack, but a roll of 1 is a miss!

35: Roll 3, the ninja attack the Elves! 4 is no-stealthy, and a roll of 1 is a miss.

36: Griffins' turn, rolling a 6 (already defeated), then a 4. They take on the ninja assassins! 6 is no-stealthy, and 5 is a hit! (3 left for the ninja assassins)

37: Roll 6, 6, and then a 2, Dragons swoop down on Wolf's Paladins! 2 is a miss...

38: Roll 3, Paladins attack the Dark Knights! Roll of 5 makes them attack with fervor, and 3 (odd) gives them a critical chance! But another 3 (odd against Evil), is a miss!

39: Roll 5, the Dark Knights take on the Dwarves! Roll of 4 is a hit! (3 left for the Dwarves)

40: Rolls of 5, 6, and a roll of 3... Elves attack the Dark Knights! 6 is a critical chance, and 2 (even against Good) is a miss.

41: Ninja turn now, rolling a 3: they attack the Elves! 1 is stealthy (no effect due to equality in speed), but 5 is a hit! (3 left for the Elves)

42: Roll of 5, and then a 4, the Dwarves attack the ninja assassins! Roll of 6 is no-stealthy, another roll of 6 is a critical chance, and a roll of 3 (odd against Evil), miss!

43: Roll 5, Dragons attack the Dwarves! Another 5 (odd against Dwarves), is a miss!

44: Griffins' turn, roll 3: they're up against the Dark Knights, roll of 3 is a roll-again, and roll of 5 is a hit! (1 left for the Dark Knights)

45: Dark Knights have their last charge (maybe?) with a roll of 6, then a roll of 2. Roll 3 imbues them with darker aura, a roll of 4 is a hit to Wolf's Paladins. (4 left for Wolf's Paladins)

46: Roll 2, roll 5, roll 4, Wolf's Paladins attack Riff Raff's ninja army! Roll of 1 is stealthy (counter attack chance?), roll of 6 negates that. Another roll of 6 is critical hit chance, and a roll of 3 (odd against Evil)... is a miss!

47: Roll 5, the ninja take on the Dwarves! Another roll of 5 is a stealthy, but 3 is only a normal hit. (2 left for the Dwarves)

48: Roll 4, the Elves attack the ninja assassins! 6 is no-stealthy for the ninja, 6 is a critical chance, and a roll of 1 (odd against Evil) is another miss.

49: Another roll of 4 (Wizards already defeated), and then a 6 (again, leader is defeated), then a 2: the Dragons attack Wolf's Paladins! Roll 3, roll-again, and a 4 is a hit! (3 left for Wolf's Paladins)

50: This will decide the battle: the Dwarves attack the Dark Knights with a roll of 3. But a roll of 1 is a miss... the second battle is over!

Summary:
Both leaders have been disabled; the Undead, Greenskins, and the Wizards have been disabled as well. It appears that Good is going to win the battle! Or will they?

Next battle coming soon!
Personal Pledge:
I, Carl, or formally, Carolus VIII; as Lord of the County of Foix in France, Leader of the minor Township of Woodcopse, and Herald of The Last Castle, is to defend this place as required by the local nobles of England.

~Duke Carl of Foix~ @
L©-{Duke Carl of Foix}-% (32331)
Posts: 897
Posted on 06/22 05:10
Battle 3
Pre-battle:
Dice roll was a "5" (Odd), so Evil comes first

Battle:
1: First roll is a 6. Rhodan's Assassins take on Pak's Paladins! A roll of 5 is a stealthy, but roll 3 is normal, and roll 3 is roll again; 6 is a critical chance, and 6 (even against Good) is a miss.

2: Roll 3, Pak's Paladins take on the Dark Knights! Roll 6 gives them fervor, and a roll of 4 is a hit. (4 left for Dark Knights)

3: Roll 2, the Dragons attack Wolf's Paladins! 3 is a roll-again, but a roll of 1 is a miss.

4: Roll 3, Griffins swoop down on the Dark Knights, but a roll of 2 is a miss.

5: Roll 2, the Undead attack Wolf's Paladins! Roll of 3 is roll-again, 3 once again, and 6 is a critical chance. A roll of 1 (odd against Good), critically hits them! Wolf's Paladins retreat!

6: Roll 3, Elves shoot their arrows toward the Dark Knights! Roll 4 is a hit (3 left for Dark Knights)

7: Roll 4, the Dark Knights attack the Wizards! Roll 1, a miss.

8: Roll 1, the Wizards attack the Dragons! Roll 3 is a miss.

9: Riff Raff's ninja turn, rolling a 2 (Wolf's Paladins already defeated), then a 2, then a 6, they attack Pak's Paladins! Roll 3, stealthy, 5 is a critical hit chance, and 6 (even against Good) is a miss.

10: Roll 5, the Dwarves attack the Greenskins! Roll 1 is a miss, though.

11: Roll 5, the Greenskins make a counter-attack to the Dwarves! Greenskins of all kinds thirst for Dwarven blood (Odd, variant attack; Even, normal attack)! Roll is a 3, the Greenskins are raging (1-3 hit, 4-6 critical chance)! 6 is a critical chance, and roll of 1 (odd against Good), critically hits them! Dwarves retreat!

12: Pak's Paladins attack the Undead with a roll of 2! 1 is a hit. (4 left for Undead)

13: The Assassins and their Leader roll a 2, and then a 1, to attack the Griffins! 4 is no-stealthy, and 3 is rolll-again, and a roll of 2 is a miss.

14: Roll 1, the Griffins take on the Dragons! Roll 1 again, a miss.

15: Roll 3, Dragons swoop down on the Elves! Elves have agility advantage (Odd, miss; Even, normal attack chance). Roll of 2, and then a roll of 4 is a hit. (4 left for the Elves)

16: Roll 3, Elves attack the Dark Knights! Roll 1 is a miss.

17: A roll of 5 (Dwarves already defeated), then a 2 (Wolf's Paladins already defeated too), another 2, then a 6, the Undead attack Pak's Paladins! The undead are frail against the mighty warriors of light (1, miss and counterattack chance for Paladins; 2, miss; 3-5 - roll again; 6 - hit). Roll of 1 is a miss, chance for Paladins to counter-attack (Counter-attacks are: 1-2, miss; 3, roll again; 4-6, hit): 4 means a hit. (3 left for Undead)

18: Roll 2, the Wizards attack the Undead! A roll of 6 is a critical chance, and 1 (odd against Evil) is a miss!

19: Rolls of 5, 5, then a 6... the Dark Knights fight Pak's Paladins! Roll 1 gives them an aura (1-3 is critical chance, 4-6 is a hit)! Roll 5, a hit. (4 left for Pak's Paladins)

20: Rolling a 4, Pak's Paladins take on Riff Raff's ninja assassins! A roll of 3 is stealthy, and 6 is a hit. Counter-attack roll is a 3 (odd), the ninja deal equal damage to Pak's Paladins! (4 left for Ninja assassins, 3 left for Pak's Paladins)

21: Roll 4, ninja assassins attack the Wizards, 6 is no-stealthy (Against Wizards: Odd, miss; Even, attack chance). Roll of 6, they take them on combat, another roll of 6 is a critical chance, and a 5 (odd agianst Good) critically hits them! The wizards teleport away from the battle!

22: Roll 1, the Griffins take on the skies against the Dragons! A 4 on the die is a hit. (4 left for Dragons)

23: Greenskins to attack. Roll 5, then a 6 gives them way to attack Pak's Paladins. Roll of 3 is a roll-again, but a roll of 2 is a miss.

24: Roll 5, the Elves attack the Greenskins! 2 on the die is a miss.

25: The Assassins and their Leader is next. Rolling a 4, they take on the Wizards. Rolling a 6 on the die, it's a no-stealthy. A 1 is a miss.

26: Roll 1, Pak's Paladins attack the Dragons! Roll 3 is a roll-again, and 5 is a hit. Rolling for the flight advantage (1-3 miss, 4-6 hit): the die falls and the face is 4 pips. A hit! (3 left for Dragons)

27: Rolling a 4, the Dragons swoop down on the Wizards! But rolling a 1 misses their attack.

28: Another roll of 4, the Griffins attack the ninja assassins! 2 is no-stealthy, and once more a roll of 4 is a hit. (3 left for the ninja assassins)

29: Roll 1, the Dark Knights take on the Griffins! 5 is a hit, and a flight-advantage roll of 4 successfully deals damage! (4 left for Griffins)

30: Roll 4, the Elves aim their arrows toward the ninja assassins! Rolling a 6 is no-stealthy, and a roll of 5 is a hit! (2 left for the ninja assassins)

31: Roll 6, the Undead take on Pak's Paladins! Roll of 6 is a hit due to fraility. (2 left for Pak's Paladins)

32: A roll of 1 and Pak's Paladins attack the Dragons! A 4 is rolled for a hit, and a flight-advantage roll of 6 is a successful hit. (2 left for Dragons)

33: Rolling a 6, the Dark Knights charge towards Pak's Paladins! A 4 on the die is a normal attack. The next roll is a 5, a hit. (1 left for Pak's Paladins)

34: Griffins fly down this turn, and it's a roll of 2 to storm the Undead. A roll of 3 is a roll-again, and a 6 is a critical chance. A roll of 3 (odd against Evil) is a miss.

35: Riff Raff's ninja assassins attack, with a roll of 6, to Pak's Paladins! 3 is a stealthy, and 4 is a normal attack chance. A roll of 1 is a miss, however.

36: The die has rolled a 4, the Elves take on the ninja assassins! Roll 1 is a stealthy (1-3 to miss, 4-6 to hit), and a roll of 6 is a hit. (1 left for the ninja assassins)

37: Greenskins' turn, a 4 in the die is a roll-again (Wizards already defeated), then a 6. Greenskins charge at the Paladins! Rolling a 1, though, misses their charge.

38: With a roll of a 3, Pak's Paladins attack the Dark Knights! Rolling a 4 makes them fearless, and 6 is a critical chance... a roll of 5 (even against Evil) is a miss, unfortunately.

39: The Assassins and their Leader's turn, rolling a 4, 5, then a 1. They attack Pak's Paladins! Another roll of 1 is a stealthy, and another 1 is a normal attack chance. 6 is a critical hit chance, and 4 misses that critical hit.

40: Rolling a 6, the Griffins take on the Leader and his Assassins! Rolling a 3 is a stealthy, however. Roll 2, miss.

41: Roll 3, the Dragons attack the Elves! Dodge roll of 2 (even) is a normal attack, and a roll of 1 is a miss.

42: A roll of 1, a counter-attack from the Elves against the Dragons! A roll of 5 is a normal chance for the Elven arrows, but a roll of 2 misses.

43: Rolling 4, then 3, the Dark Knights attack the Elves! 3 is a roll-again, and 4 is a hit. (3 left for the Elves)

44: Rolling a 6, Leader against Leader! Roll 4 is no-stealthy, 3 roll-again, 6 critical hit chance, and 3 (odd against Evil) is a miss.

45: Another roll of 6, a counter-attack from the Assassins and their Leader, 1 is a stealthy, and roll 2 is a normal attack. A roll of 5 is a hit! Pak's Paladins retreat!

46: Rolling a 4, the Griffins attack the ninja assassins! Roll 5 is stealthy, but a 4 takes them damage! (1 left for the ninja assassins)

47: Rolls of 5, 4, then a 3... the Dragons attack the Elves! Agility roll is a 4, then a 3 is a roll-again, another 3, then a 6! Critical roll is another 6, which misses.

48: The Elves are ready, and a roll of 5 takes them to the Greenskins! Rolling 6 (critical chance), and a 4 (even against Evil), they defeat the Greenskins!

49: The Undead are attacking... with rolls of 2, 4, 6, and a 3... the Elves! Rolling a 4, a hit! (2 left for the Elves)

50: Last chance for the Griffins to make a change: Roll 4 lets them swoop down on the ninja assassins. 5 is stealthy, and 2 is a miss. The battle is over!

Summary:
The Evil alliance dealt blows to much of Good's armies, at the cost of the Greenskins' defeat. Who will win the war?

The next battle is coming soon!
Personal Pledge:
I, Carl, or formally, Carolus VIII; as Lord of the County of Foix in France, Leader of the minor Township of Woodcopse, and Herald of The Last Castle, is to defend this place as required by the local nobles of England.

~Duke Carl of Foix~ @
L©-{Duke Carl of Foix}-% (32331)
Posts: 897
Posted on 06/22 05:16
Now's your chance!
There is still time to decide whether you can assign re-arrangements for your armies..

Also, to cut/save time, the leaders can also decide whether to do an all-out war, announce a draw (the opposing side must agree the request), or one side can surrender. It's your choice, leaders!

The Placement Manager
Personal Pledge:
I, Carl, or formally, Carolus VIII; as Lord of the County of Foix in France, Leader of the minor Township of Woodcopse, and Herald of The Last Castle, is to defend this place as required by the local nobles of England.

~Duke Carl of Foix~ @
L©-{Duke Carl of Foix}-% (32331)
Posts: 897
Posted on 06/30 02:22
Terms unchanged!
The side of Evil decides to go on an all-out war, but nothing is heard from Good, so there will be a Battle 4, until sometime around the eighth.

The Placement Manager
Personal Pledge:
I, Carl, or formally, Carolus VIII; as Lord of the County of Foix in France, Leader of the minor Township of Woodcopse, and Herald of The Last Castle, is to defend this place as required by the local nobles of England.

~Duke Carl of Foix~ @
L©-{Duke Carl of Foix}-% (32331)
Posts: 897
Posted on 07/02 01:30
Battle 4
Good comes first now.
With the Greenskins defeated, roll 5 on Good's turn is a roll-again.

Battle:
1: Rolling a 5 (as said, the Greenskins are already defeated), then a 2, Pak's Paladins attack the Undead (which they are effective against them, 1-3 hit, 4-6 critical chance)! Roll 5, critical chance, and 3 (odd against Evil) is a miss.

2: Roll 6, the Assassin and their Leader take on Pak's Paladins! Roll 2 is no-stealthy, and roll 5 is a hit! (4 left for Pak's Paladins)

3: Roll 6, a counterattack for the Griffins to the Assassins and their Leader. Roll 4 is a no-stealthy for the Assassins. But a roll of 1 is a miss.

4: Why is this happening?! Another roll of 6, the Dragons swoop down on Pak's Paladins! Roll of 2 though, a miss.

5: Great! Another roll of 6, and Wolf's Paladins attack once again the Assassins and the Leader. Another roll of 6 is a no-stealthy, and a roll of 3 (roll-again), another 3, and another 3, then a 2... missed again!

6: Roll 3, the Undead attack the Elves! Roll of a 4 is a hit! (4 left for Elves)

7: Roll 6, the Elves take on the Assassins and their Leader. Roll 2 is a no-stealthy, but a roll of 5 is a hit! (4 left for the Assassins)

8: A roll of 1, the Dark Knights attack the Griffins! Roll 3, then a 5 is a hit. Flight advantage roll is a 4, hit. (4 left for Griffins)

9: Rolling a 1, the Wizards cast their spells toward the Dragons! Dragons have a magic resistance (1-3 miss, 4-6 hit). A roll of 2 is a miss.

10: Riff Raff's ninja assassins attack the Wizards with a roll of 4. Roll 5 is a stealthy. A roll of 3 is a roll-again, another 3, and a roll of 4 is a hit! (4 left for Wizards)

11: Roll 2, the Dwarves attack the Undead! Roll of 3 is a roll-again, but a roll of 2 is a miss.

12: The Assassins and Leader's turn, they attack the Dwarves with a roll of 5. Roll of 3 is a roll-again, but a roll of 1 is a miss.

13: Another roll of 2, Pak's Paladins attack the Undead, again! Rolling a 3 is a hit. (4 left for Undead)

14: Roll 2, the Dragons attack Wolf's Paladins! Rolling a 4 is a hit (4 left for Wolf's Paladins)

15: The Griffins ready, rolling a 5 (Greenskins already defeated), then a 1, another air fight with the Dragons! Roll 3 is a roll-again, but a roll of 2 misses them.

16: Rolling a 6, the Undead attack the Paladins! A roll of 2 is a miss.

17: Roll 5 then a 6, Wolf's Paladins attack the Assassins and their Leader! Roll of 5 is a stealthy, a roll of 2 is a miss for the Paladins; counterattack chance for Assassins: 3 means a chance for them, then a roll of 1 is a miss.

18: Rolling another 6, the Dark Knights attack Pak's Paladins! A roll of 6 is no-aura, and a roll of 4 is a hit. (3 left for Pak's Paladins)

19: Why is this happening again?! Rolling another 6, the Elves attack the Assassins and their Leader. Roll of 3 is a stealthy, and a roll of 2 is a miss.

20: Roll 5, the ninja assassins prepare their move on the Dwarves! Roll 1 is a stealthy, roll 2 gives normal attack chance. Unfortunately, another roll of 2 is a miss.

21: Roll 2, the Wizards take on the Undead! Roll 3 is a roll-again, and 5 pips on the next roll is a hit! (3 left for Undead)

22: A 6 on the die, the Assassins and Leader attack Pak's Paladins! Another roll of 6 is a no-stealthy, but a roll of 5 is a hit. (2 left for Pak's Paladins)

23: Roll 2, the Dwarves charge the Undead, and roll 4 is a hit! (2 left for the Undead)

24: Roll 3, the Dragons take on the Elves! Agility roll: a 3 is a miss.

25: Another roll of 3, Pak's Paladins take on the Dark Knights! A roll of 2 though makes them afraid of them (1-3, no counterattack chance for Dark Knights, 4-6 counterattack chance)! Another roll of 2 gives none.

26: Roll 1, the Undead attack the Griffins! But a roll of 2 is still a miss.

27: Roll 5, then a 4, the Griffins storm the ninja assassins! However, a roll 1 is a stealthy (1-3 miss, 4-6 hit). A roll of 2 is a miss.

28: Roll 1, the Dark Knights trying to help their Undead kin attack the Griffins! Roll 6 is a critical chance, and 3 (odd against Good) guarantees a disable for the Griffins! Flight advantage roll: 5 pips on the die, the Dark Knights have disabled the Griffins, for now.

29: Roll 3, Wolf's Paladins attack the Dark Knights! They attack with fervor because of the next roll: 5 pips on the die. Roll 4, and it's only a normal hit. (4 left for Dark Knights)

30: Roll 4, the ninja assassins of Riff Raff attack the Wizards! Roll 4 again, no-stealthy, and the Wizards came prepared (Odd, miss; Even, attack chance). A roll of 2 (to attack), then a roll of 3, a roll-again, another 3, then the next roll is on 6 pips, critical chance! With the critical die on 1 pip (odd against Good), the Wizards are defeated!

31: Another roll of 4, the Elves attack the ninja assassins, a show to make-even for the Wizards! Roll 1, stealthy. However, that will not work with the next roll, 6 pips, a hit. (4 left for the ninja assassins)

32: Rolls of 4 (Wizards already defeated), 5, 5, 5, then a 6... the Assassin and Leader attack Pak's Paladins! Roll 4, no-stealthy, and another roll of 4 is a hit. (1 left for Pak's Paladins)

33: Four-in-a-row roll of 4, the Dwarves take on the ninja assassins! Roll 5 is a stealthy, and a 2 gives them no counterattack. Another roll of 2 though, the Dwarves miss.

34: Roll 6, now the Dragons attack Pak's Paladins! With a roll of 5, they were able to disable Pak's Paladins, at least for now.

35: Roll 1, Wolf's Paladins take a counterattack to the Dragons! Roll 6, critical chance, and a roll of 4 (even against Evil) guarantees a disable. Flight advantage roll: 3 pips, a miss!

36: Rolls of 4, then 1, 4, and 3, the Undead attack the Elves! Unfortunately, 2 pips on the die, missed!

37: Roll 6, the Elves take on the Assassins and their Leader! Roll 2 is no-stealthy, but another roll of 2 is a miss.

38: Rolls of 4, 6, and then a 3, the Dark Knights attack the Elves, why always the Elves?! Roll 1, a lucky miss!

39: Rolling a 4, the Dwarves attack the ninja assassins! Roll 6 is a no-stealthy, and 5 pips on the next roll is a hit! (3 left for the ninja assassins)

40: The next roll... is 5 pips. the ninja assassins counter-attack the Dwarves! Another roll of 5, this time, is a stealthy. A roll of 4 is a hit. (4 left for the Dwarves)

41: Roll 6, the Elves attack once again the Assassins and their Leader. A roll of 5 is a stealthy, however, a roll of 6 is a hit. (3 left for the Assassins)

42: Roll 6, then a 5, the Assassins and their Leader take on the Dwarves! Another 5, stealthy, and roll 3 is a hit. (3 left for Dwarves)

43: Roll 1, the Dwarves attack the Dragons! But a roll of 2 is a miss. Note that Dragons have no flight advantage against the Dwarves.

44: Roll 6, then a 5, another chance for the Assassins and their Leader against the Dwarves. 2 pips, no-stealthy, and another 2 is a miss.

45: Roll 1, the Elves then attack the Dragons! Dodge roll: a 6, attack chance! The next roll is a 5, a hit! (4 left for the Dragons)

46: Roll 1, then a 2, the Dragons attack Wolf's Paladins! A 6 on the next roll is a critical chance, and the next roll... 1 pip (odd against Good)! The Dragons have dealt much damage to Wolf's Paladins.

The Elves stand alone...

47: Roll 5 (Greenskins already defeated), then a 6, the Elves shoot their arrows toward the Assassins and their Leader! 5 is a stealthy for the Assassins, and a roll of 3 is a miss.

48: Roll 4, the Undead deals damage to the Elves. (3 left for the Elves, which is not enough)

49: Roll 3, the Elven arrows are flown down towards the Dark Knights. Roll 6 for the critical, but another roll of 3 (odd against Evil), is a miss.

50: The counter-attack phase for the Dark Knights, and the die falls with 6 pips! Critical chance, is this it?

...

The next roll is a 3 (odd against Good)!

The Dark Knights charged with dark aura to the Elves, forcing them to retreat!

Summary:
The Wizards are defeated, and the rest of the Good army got 1 disable each. Evil has taken no damage, the dice rolls were cunning.


The next battle will be an all-out war unless Good says otherwise.
Personal Pledge:
I, Carl, or formally, Carolus VIII; as Lord of the County of Foix in France, Leader of the minor Township of Woodcopse, and Herald of The Last Castle, is to defend this place as required by the local nobles of England.

~Duke Carl of Foix~ @
L©-{Duke Carl of Foix}-% (32331)
Posts: 897
Posted on 07/08 08:55
Good says nothing, ironically...
All-out war it is! It's a fight to the end, as it seems. The battle begins soon!

Summary:
Good

6 - Pak's Paladins (10 left)
1 - Griffins (10 left)
2 - Wolf's Paladins (5 left)
3 - Elves (10 left)
4 - Wizards (defeated)
5 - Dwarves (5 left)
Evil
6 - Rhodan's Assassins (15 left)
1 - Dragons (15 left)
2 - Undead Hordes (5 left)
3 - Dark Knights (10 left)
4 - Riff-Raff's ninja assassins (10 left)
5 - Greenskins (defeated)

Projection: Evil will win unless the die says otherwise.

The Placement Manager
Personal Pledge:
I, Carl, or formally, Carolus VIII; as Lord of the County of Foix in France, Leader of the minor Township of Woodcopse, and Herald of The Last Castle, is to defend this place as required by the local nobles of England.

~Duke Carl of Foix~ @
619 Subscriber Days Morinehtar (30764)
Posts: 664
Posted on 07/08 23:26
None
Good .... crush then all, return them to their self deluded darkness.
http://youtu.be/nN8kVlUIxSs

You travelled South.
You are currently at position (250,250)
The beasts around here have an average level of 802.
A Dragon [Level 1002.1] appeared and started attacking!
The judges saw!
116 Subscriber Days Lord Wargrym (43005)
Staff: Staff
Posts: 312
Posted on 01/11 14:24
None
What no Anti-Paladins?
Clan List:
First Clan...Soldiers of Echelon
Co-Founder of Star Wars Clan
Founder of Star Wars, The New Beginning Clan
Owner/Member of The Roman Empire Clan
First Exalted Crusader of the Crusaders
Founder Legends of Camelot
First War Druid of the Druids Grove
War Brewer/Owner of Cheers
L©-Duke Carl of Foix%% (32331)
Posts: 897
Posted on 01/14 07:16
Final battle (sadly, "no Anti-Paladins", sorry about that)
Pre-battle:
The first roll was a 4, Good starts first. Neither Morinehtar nor Persecutor has proposed army movements during battle.
All-out war! Critical now deals 2 hits instead of disabling. Battle ends when either Leader is defeated.

Battle:
1: The first roll is a 6. Pak's Paladins take on the Assassins and their Leader! Stealth roll is a 6, which is a no-stealthy. The next roll is a 1, a miss.
2: Roll 1, the Assassins attack the Griffins! Roll 4 is a no-stealthy, and another roll of 1 is a miss.
3: Roll 5, the Griffins attack... the Greenskins! They were defeated, so a re-roll: a 6! They take on the Assassins and their Leader. The stealth roll is a 1, a stealthy. A roll of 4 still hits them, though. (14 left for Assassins and Leader)
4: Roll 1, Dragons take on the Griffins! Let's see a revenge strike: a roll of 2 is a miss.
5: A roll of 2, Wolf's Paladins take on the Undead! A roll of 4 is a critical chance, and another roll of 2 (even against Evil), hits them! (3 left for the Undead)
6: Now for the Undead's revenge strike, for a 2 is rolled! Fraility roll of 2 is a miss, though.
7: The Elves begin their attack, a 6! They take on the Assassins and their Leader! Rolling 3, a stealthy advantage, and a 5 is a hit! (13 left for the Evil Leader)
8: A 5, the Dark Knights take on the Dwarves! A roll of 2 is a miss, though.
9: Roll 1, the Dwarves go against the Dragons! A roll of 2 is another miss...
10: Roll 2, the shinobi-no-mono put on a fight with Wolf's Paladins! Roll 4 is a no-stealthy, and 6 is a critical chance. A roll of 4 means the critical missed!
11: 5 on the die, Pak's Paladins take on the Greenskins? Defeated, so a re-roll of 5, then a 5, then finally, a six. It's the clash of the leaders! 3 is a stealthy, oh dear; prepare for counterattack chance; 5 hits them (12 left for the Evil Leader), rolling for counter-attack; a 2, nothing!
12: Rolling a 6, time for a counter-attack Leader battle! 4 is a no-stealthy, but a 5 is a hit! (8 left for Good Leader)
13: 2 pips on the die, the Griffins attack the Undead! 6 pips, critical... and a roll of a two hits them! (*1* left for the Undead!)
14: Roll 3, the Dragons take on the Elves! Agility roll, a 5 is an instant miss.
15: Wolf's Paladins now, rolling a 5, then a 6: take on the Evil Leader! But a 3 is a stealthy, counterattack chance is possible; 6 is a critical chance; and another 6 does hit them! (10 left for the Evil Leader) Counter-attack roll, a 2 is nothing.
16: Time for the last stand of the Undead... a 6! Fraility roll of 4 (roll again), 5 (roll again), and a 1 (miss). Counter-attack chance for Pak's Paladins: 4 (roll again), 6 is a hit, sadly. (the Undead have been defeated!)
17: Roll 3, the Elves charge towards the Dark Knights! A roll of 5 is a hit! (9 left for the Dark Knights)
18: Roll 4, then a 5, the Dark Knights take on the Dwarves! 3 is a roll again, and a 4 is a hit! (4 left for the Dwarves)
19: Roll 3 again, the Dwarves launch a counter-attack! A 6 is a critical, but a 1 is a miss...
20: Another roll of a 3, Riff Raff's ninja assassins fight against the Elves! 5 is a stealthy, but a 4 is normal. Another 4 is a hit. (9 left for the Elves)
21: Roll of 1, Pak's Paladins attack the... Dragons! A 4 is a hit chance... flight roll is another 4, they hit the Dragons! (14 left for the Dragons)
22: Another roll of 4, the leader of the Evil forces take on the Wizards which was already defeated, re-rolling a 6... leader against leader again! 1 is a stealthy, 2 is a normal attack. But another 2 misses them.
23: Once again, a 4 is rolled. the Griffins take on the shinobi-no-mono! 3 on the die is a stealthy, and another 3 misses them.
24: The Dragons take on the Leader with a roll of 6. Rolling... a 4! Hit! (7 left for Good Leader)
25: A chance to deal a blow to the Evil Leader with a roll of 6, it's Wolf's Paladins! No-stealthy with a roll of 2, and a 5 hits them. (9 left for Evil Leader)
26: Dark Knights' turn, a roll of 2! Wolf's Paladins are afraid because of their aura! 6 is normal attack though; another 6 is a critical chance, and a roll of 5 (odd) hits them! (3 left for Wolf's Paladins)
27: Adding more blows to the Evil Leader, it's the Elves! (roll of another 6!) A 5 is a stealthy, but a 1 miss them.
28: Ninja come from around, a roll of 6 to attack Pak's Paladins! Another 6 is a no-stealthy, but another 6 is a critical chance! However, a roll of 2 (even) misses that opportunity.
29: Roll 5, 3, the Dwarves take on the Dark Knights! A 4 is a hit! (8 left for the Dark Knights)
30: Roll 3, the Assassins and their Leader rush towards the Elves! 1 on die, stealthy... 5 is a critical chance, and a 3! Hit! (7 left for the Elves)
31: Once again, the six pips come at the top; Pak's Paladins once again take on their evil counterparts: the Assassins and their Leader. 4 is a no-stealthy, 3 is a roll-again... a one means it missed.
32: Roll 5, the Dragons attack the Dwarves (Dragonslayer roll: even hit, odd miss)! Roll 1 is a miss.
33: Roll 3, the Griffins swoop down towards the Dark Knights. A 4 hits them! (7 left for the Dark Knights)
34: The Dark Knights take on the Good Leader with a roll of 6. Aura roll of 3 is a critical chance! However, a 2 miss that chance.
35: Roll 6 once more, Wolf's Paladins attack the Evil Leader! Another roll of 6 is a no-stealthy, and 5 hits them! (8 left for the Assassins and Leader)
36: Roll 2, the ninja forces take a revenge strike! 2 is a no-stealthy however, a 6 is a critical... and a roll of 3, hits them! (*1* left for Wolf's Paladins)
37: Roll 6 once again, the Elves strike on the Leader of Evil once again! Another 6, no-stealthy, and a 4 hits them! (7 left for the Assassins and Leader; both leaders are now even)
38: Roll 2, a chance to defeat Wolf's Paladins... the Assassins are no-stealthy once again with a roll of 4... but another roll of 4 defeats them! (They're defeated, Wolf's Paladins)

Combined forces after 38 rounds: 28/38
But the leaders are almost close to defeat!

39: The Dwarves attack, with a roll of 4, the ninja! 1 is a stealthy, 5 is a hit! (9 left for the ninja) Counter-attack roll, a 3! (3 left for the Dwarves)
40: Roll 6, the Dragons go against the Good Leader, another roll of 6 is a critical chance... a one... critical hit! (5 left for Pak's Paladins)
41: Roll 2, and then a 1, a counter-attack from the Paladins! But a 2 is a miss...
42: Roll 1, the Dark Knights attack the Griffins! 5 is hit chance... flight roll, a 3... missed.
43: Another flying battle with a roll of 1: the Griffins attack the Dragons! A 2 on the die, missed.
44: The ninja take on the Good Leader with a roll of 6; 3 is a stealthy, but a 3 gives them a normal chance. A 6 is a critical chance... and 5... well... critical hit! (*3* left for Pak's Paladins)
45: Roll 5, then a 6, the Elves attack the Evil Leader! 6 is a no-stealthy, and a 4 is a hit! (6 left for Assassins and Leader)
46: Roll 4, then a 1, the Evil Leader attempts at the Griffins! 1 is a stealthy (no effect on Elves or Griffins), and 5 hits them. (9 left for the Griffins)
47: Roll 6, the Dwarves take on the Evil Leader! 2 is a no-stealthy, 6 is a critical chance... but a 5 (odd) misses that.
48: Roll 4, then a 1, another flight battle! Roll 5, a hit by the Dragons! (8 left for the Griffins)
49: Roll 4, Pak's Paladins attack Riff Raff's ninja assassins! Roll 5 is a stealthy, but 2 misses them. Counter-attack roll: a 6, which is critical: but a 4 mises that chance.
50: Roll 1, the Dark Knights attack the Grififns! 3 is a roll-again; 6 is a critical chance, but another 6 misses that!
~~~~
51: Roll 5, then a 4, the Griffins take on the ninja assassins! The ninja seem prepared with a stealthy roll of 3, but a 6 hits them anyway. (8 left for the ninja assassins)
52: Roll 5, the ninja attack the Dwarves! 2 is a no-stealthy, and a 1 misses that.
53: Roll 4, the Elves try on the ninja! 2 is another no-stealthy, another roll of 2 is a miss.
54: Roll 5, the Assassins and their Leader attack the Dwarves! 6 is another no-stealthy, but a 4 hits them! (*2* left for the Dwarves)
55: 1 pip on the die, the Dwarves take on the Dragons! 1 once again, a miss.
56: Rolling a 6, the Dragons swoop down Pak's Paladins! Another 6 is a critical chance... and a 1 (odd) hits them for double damage! (*1* left for Pak's Paladins)
57: Let's hope for the Paladins with a 1, against the Dragons... another 6 is once again a critical chance. But no, another 1 misses them.
58: Roll 3, the Dark Knights take on the Elves! 4 is a hit. (6 left for the Elves)
59: Rolling a 4, the Griffins take on the ninja assassins! 5 is a stealthy, and another 4 is a hit (8 left for the ninja)
60: Roll 3, the ninja assassins charge on the Elves! 4 is no-stealthy, 3 re-rolls, and a 5 hits them. (5 left for Elves)
61: 6 on the die, let's see if the Elves will bring hope to Good against the Leader: 3 is stealthy, unfortunately, but a 5 hits them anyway. (6 left for the Assassins and Leader)
62: Rolling a 1, the Assassins counter-attack on the Dragons! 2 is no-stealthy, and a 1 misses.
63: The Dwarves are in spirits with a roll of once, another attempt on the Dragons. 2 misses them, again.
64: The Dragons take on Pak's Paladins (rolling a 6)...

--

...and a 5 is hit, defeating them.

And that's it.

Summary:
The dice rolls are just too elusive, with a dragon swoop, the Leader of Good is finally defeated. Evil has reigned supreme in this glorious battle, the apocalypse is nigh.

Thanks to all the noblemen joining, the Yfel were just too aggressive.
Personal Pledge:
I, Carl, or formally, Carolus VIII; as Lord of the County of Foix in France, Leader of the minor Township of Woodcopse, and Herald of The Last Castle, is to defend this place as required by the local nobles of England.

~Duke Carl of Foix~ @

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