Tuesday, January 1, 2013

Keyleth's fourth turn

Keyleth rushes forward, and when she sees the Orc Shaman readying a spell, she bravely rushes him, disrupting his planned spell. (Keyleth does a double move to get near Immeril. She then uses the Utility power "Bravely". Bravery is activated during any Hero's turn when a Villain controlled by that hero activates. The effect of the the power is that Keyleth is placed adjacent tot he Villain, and she regains a lost Hit Point. Since this happens when the Villain activates, it will affect the action the Villain will do. In this case, it changes it from doing the windstorm spell on both Keyleth and Immeril to doing only the lightning bolt spell on Keyleth.)

The Orc Shaman growls, and changes his spell to a lightning bolt. Blue energy arcs from his fingers and strikes Keyleth. The Orc Shaman rolls an 11 + 8 = 19, beating Keyleth's armour by 2. Keyleth suffers a hit and is pushed back one tile.

After the Villain activates, then any Monsters the Hero control activate. If more than one Hero controls a particular type of Monster, then all Monsters of that type activate on each of the player's turns. There are two Orc Archers, one controled by Keyleth, the other by Quinn. Both will activate on each of those Heros's turns.

The Orc Archer in the Orc camp would normally target the nearest Hero within two tiles, but it is behind the two of trees, which will block any missile fire. So that Orc Archer will move up to the tree line. The other Orc Archer is controlled by Quinn. A line of sight drawn from its square to the nearest Hero (Immeril) also crosses through a square with trees, so it cannot fire. It will also move into position.