The Cripples' Shield-Wall

The Cripples' Shield-Wall is a defensive battle formation made up of disabled but highly specialized warriors. Each fighter turns their physical limitations into a unique strength, covering one another's weaknesses to create an almost unbreakable wall that is far more dangerous than it first appears.

Designed for one-on-one duels against the champions of the Shield-Wall, each encounter demands a different tactical approach. Every champion turns a unique limitation into a battlefield advantage, forcing opponents to adapt rather than rely on brute strength. One battle may require closing the distance while avoiding the Old Dame's deadly crossbow fire, while another challenges you to exploit the blind knight's limited senses. More than simple fights, these encounters are combat puzzles, where understanding your opponent is the key to victory. [Recomended Lv 7-8 Solo or Lv 4-5 Multiplayer] [Rec Order: One-legged,Old Dame,Blind,Deaf,Cripple Armed]

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Ranger
Lvl 6 human ranger - Ranged
01
The Cripples' Shield-Wall: The Cripples.

Turned a disability into an advantage.

Steady And Spry.

Beware the old dame who’s arthritic and lame So knee-sprung she barеly can stand; But her hands and her eyе are still steady and spry – She’s the best crossbow-shot in the land!

Does not Miss, does not move

Choose Twice.
  • Repeating crossbow.

    1d20+4 (Does not Miss), Range 50

  • War-arrow blade.

    With a repeating crossbow and war-arrow blade, She can pierce any armor that’s ever been made.

    [Your next attack can not be blocked]

BLOODIED:

When enemies are within 15 blocks. Gain Advantage

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Human Warrior
Lvl 6 human warrior - Skirmisher
875
The Cripples' Shield-Wall: The Cripples.

Turned a disability into an advantage.

Blind.

He can hear you twelve paces away: He’ll listen off-hand till he’s sure where you stand Then his bill-hook reaps far more than hay!

Always disadvantage, Only sense 12 blocks near him

Choose one.
  • Bill-Hook.

    (3x) 1d8+5 [Reach 1, 2x2]

  • Bring Pain.

    (Vs Bloodied) Reach 1 4d12 (1 Use)

BLOODIED:

(37 HP) Bring Pain Recharges

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Knight
Lvl 6 human warrior - Ambusher
H340
The Cripples' Shield-Wall: The Cripples.

Turned a disability into an advantage.

Bait.

Consider the plight of the one-legged knight. As he braces his crutch with his shield; He’ll stand still and wait till you come for the bait. Then you’ll find that the bastard won’t yield!

[First Attack of the Knight is always a Crit]

Choose one.
  • Slash.

    And the reach of his sword-arm defies all belief. Where he fights in the Cripples’ Shield-Wall

    (Reach 4) 2d10+5

  • Stand Still And Wait.

    Gain 2x Advantage (Next attack)

BLOODIED:

(20 HP) Do you knock his one leg down, there’s still no relief! He’ll crawl down the field with his sword in his teeth;

[-2 Reach and -1 Movement , +10 Damage]

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Guard
Lvl 6 human warrior - Melee
55
The Cripples' Shield-Wall: The Cripples.

Turned a disability into an advantage.

cripple-armed knight.

Watch out in the fight for the cripple-armed knight Whose hand can’t swing up – only down For he’ll watch through the dance till he spies a good chance Then his downstroke will cost you your crown!

[Always Crits]

Choose In Order
  • Dance of the Sword.

    The knight performs a swift sword dance (Charge Up)

  • Downstroke.

    (Reach 1) 3d12, On Crit: Grappled (Always)

  • Shield Arm.

    His shield-arm will raise up his sword-arm, and then He’ll watch for a chance with his downstroke again – You know that he’ll strike, but you never know when

    Gain 40 temp hp (Lasts 1 round)

BLOODIED:

(27 HP) Use Downstroke immediately

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Barbarian
Lvl 7 large half giant warrior - Aoe
90
The Cripples' Shield-Wall: The Cripples.

Turned a disability into an advantage.

Deaf.

Pray do not go near the knight who can’t hear: Though he can’t tell command-calls at all, He reads signs from his friends, and his post he defends...

(Can not be supported and cant support (Heal, Interpose etc.), Allies can command him to attack 1 action

Choose In Order
  • Lightning-fast seven-foot maul!

    Reach 4, 1d12+15 thunder damage, On Crit: Charged & Prone.

  • Whirling.

    They say when it’s whirling it raises a breeze And the head on its chain has been known to break trees – So when he starts swinging, the prudent man flees Where he fights in the Cripples’ Shield-Wall!

    8x8 AoE, 2d12 to all targets, Move them 4 closer.

BLOODIED:

(45 hp) Whirling now does 4d12.

Heroes
Count1 × LVL 7
Total Levels7
Monsters
Count5
Total Levels31
Total HP261
Encounter
Monsters per Hero5:1
DifficultyVery Deadly