# Oath of honor and choice of monster

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You can actually go to the 2 spots below the flesh moulder as well because they are also tied for "closest empty adjacent space" at 4 spaces from your current location (or 5 spaces in example B, but both scenarios are valid). It's just like when you calculate range and you count the least amount of spaces to get to the target (while still keeping line of sight). Oath of honor is pretty rad...

In example C, if the blue token was 3 spaces more north it could STILL make it to the 2 X spots, due to diagonals being adjacent.

Here's where it finally breaks though: If in example A or B it was a 4 square monster or 6 square monster, THEN the only spot you could go would be to the left of the 2 red heroes, because below the huge or massive monster would be counting 1 or 2 more spaces and would not qualify for "closest empty adjacent space."

Still rad enough though...

Thanks for the clarification, Carbini. I realize I butchered the example, but I agree with your space counting. They're all the same number of spaces away since the two "nearer" adjacent spots are occupied by heroes. I think example C is the most useful case. It allows the hero to bypass a blockade, providing the blockade isn't made up by a bunch of tiny monsters (making the "nearest empty space" on the near side of the monster in question.)

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Yea I can't remember the quest but there's one where the heroes and Splig run STRAIGHT at each other into a field of lightning bolts. There's a very thin strip of hallway connecting 2 big areas. I was overlord during this quest and all I was thinking was "Oh man am I glad the warrior isn't a knight..."

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Yea I can't remember the quest but there's one where the heroes and Splig run STRAIGHT at each other into a field of lightning bolts. There's a very thin strip of hallway connecting 2 big areas. I was overlord during this quest and all I was thinking was "Oh man am I glad the warrior isn't a knight..."

I remember that quest. The heroes take damage when they spend fatigue and the overlord's open group reinforces the entire group each turn. It was a nightmare when the overlord picked Hybrid Sentinels and they were respawning in full every turn. High speed, good damage, good defense and hp, and they kept blocking us every single turn.

It's in Act 1 of Labyrinth of Ruin IIRC.

Edited by Whitewing

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