CMP

Eurobricks Archdukes
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  1. Round Two of a Reunion Boomingham vs. Pilgrim (Scupperer) - Deflected Damage Shield: Supernatural Smite (111x2/2/33 = 3 damage, Pilgrim bleeding, poisoned by 10, and fragile for 3 rounds, -1 Armor) Pilgrim tames an Aepyornis (Scorpio) - Tame Well No Tame (Nothing happens) >Skrall vs. Pilgrim (Unlucky) - Damage Hit (60x2/32 = 3 damage, -1 Armor, Pilgrim jinxed and poisoned by 10 for 3 turns) Pilgrim vs. Skrall (Longsword) - Shield Aim (25-11 = 14 damage, Skrall fragile, weakened, and stunned for 3 rounds, Pilgrim no longer bleeding or fragile) >Thalion vs. Pilgrim (Water, dual spell) - Special Damage Special Damage Great Spell Shield: Spellblade Spin (Ten hits, 48/31 = 1 damage, -1 Armor, 48/30 = 1 damage, -1 Armor, 48/29 = 1 damage, -1 Armor, 48/28 = 1 damage, -1 Armor, 48/27 = 1 damage, -1 Armor, 48/26 = 1 damage, -1 Armor, 48/25 = 1 damage, -1 Armor, 48/24 = 2 damage, -1 Armor, 48/23 = 2 damage, -1 Armor, 48/22 = 2 damage, -1 Armor, -10 ether) Pilgrim vs. Skrall (Scorpio) - Critical Hit Special Damage: Marking the Favored (Skrall no longer stunned, Pilgrim no longer jinxed or poisoned) >Nerwen vs. Pilgrim (Mourning) - Shield: Blood Ritual (28/21 = 1 health stolen, transferred to Skrall, -1 Armor, -1 ether, Skrall no longer fragile or weakened) Pilgrim vs. Skrall (Scorpio) - Hit (50-11 = 39 damage, Skrall KO'd, 7 health restored) Pilgrim tames a Harpy (Scorpio) - No Tame (Nothing happens) Veteran Mime: Pilgrim Mimics Rogue Thief! The party initially seems to have great lucky in wearing down the Pilgrim's heavy armor. Boomingham smites the alleged Veteran with a blow that cuts through a bit of it, while Skrall lands another jinxed bolt in a gap of his armor. It doesn't stop him, however, from sprinting towards the ogre and delivering a glancing, but vicious cut with his incinerated longsword. Thalion bombards the Pilgrim with more water spells, and Nerwen tries her hardest to restore Skrall with his lifeforce, but the Pilgrim is too quick, retreating away from the group and then pausing once he's as far away as he can be, whirling around with his scorpio shouldered. Skrall, barely recovered from his stun, is an easy target. The Pilgrim's bolt nail the ogre with a considerable amount of force, throwing the ogre off-balance. Skrall falls backward, crumpling into the dirt, another bolt halfway-loaded into his own crossbow. One hero down, The Pgrilm assumes a very roguish fighting stance as he strides once more in a circle around the remaining party members. "Close. Your ogre....Skrall, he handles crossbows very well." He stows his scorpio and tears Skrall's jinxed bolt of his shoulder, eyeing it briefly before casting it aside into the flame. "But I'm afraid.....there's not much life left in me to steal, Lady Nerwen." The Pilgrim's armor is showing visible signs of wear. But it's still holding. "You heal and throw a mace as the orcs do......that much at least is recognizable to me. Strange, you don't look much older than the war. Where did you learn your...technique?" DUEL After each hero acts, the Burning Pilgrim gets a turn immediately following each hero's turn(s). His rolls are dependent upon the class he is Mimicking. Instead of lasting for rounds, negative effects last for turns – both the heroes’ and the Pilgrim’s turns count. Damage and heal over time effects – poison, bleeding, cursed, blessed – will still only take place at the end of the round. For rolls of DAMAGE, the last attack type/equipped weapon the target used will be applied; if Thalion rolls DAMAGE while attacking the Pilgrim, and the Pilgrim cast a spell against Nerwen on his last turn, he will cast the same spell on Thalion. The same works in reverse. If the hero or Pilgrim last attacked from the back row, they will remain in the back row until they change rows. For rolls of SPECIAL DAMAGE, the hero or the Pilgrim will use their current SHIELD roll with the same conditions. Note that modified DAMAGE and SPECIAL DAMAGE – such as DEFLECTED DAMAGE, SPECIAL GUARD, and SPECIAL DODGE – will be in effect even on the opposing party’s turn. Enemy The Burning Pilgrim *Adamant* *MIMIC: ROGUE THIEF* *Kingpin: Jinxed or Lucky* Level 50 Armored Armor: 20 Health: 54/80 Ether: 60/60 Special: The Burning Pilgrim activates his current class’s SHIELD roll. Passive Special I: Veteran Mime – At the end of each round, the Burning Pilgrim will Mimic a random Veteran Job Class’ battle style. This will determine his own attack rolls, as well as his attacks on rolls of DAMAGE and SPECIAL DAMAGE, for the next round. ROGUE THIEF Kingpin: As a Rogue Thief, the Burning Pilgrim has a 50/50 chance on each individual turn to be jinxed or lucky. 1. SHIELD: Grand Theft Hero – The Pilgrim performs an almost perfect crime as he transfers health equal to three times his level from the target to himself, steals one of the hero’s equipped artifacts, and causes them to be enamored with him for the duration of the next three turns. 2. CRITICAL THEFT: The Pilgrim attacks with strength equal to twice his level. If the hero carries gold, the Pilgrim steals gold equal to their level. The gold is immediately consumed and one twentieth, rounded down, is added back to the Pilgrim’s Armor value. 3. THEFT: The Pilgrim attacks with strength equal to his level. If the hero carries gold, the Pilgrim steals gold equal to their level. The gold is immediately consumed and one twentieth, rounded down, is added back to the Pilgrim’s Armor value. 4. STEAL AND HIDE: If the hero carries gold, the Pilgrim steals gold equal to their level. The gold is immediately consumed and one twentieth, rounded down, is added back to the Pilgrim’s Armor value. Then the Pilgrim hides from the next hero’s turn, avoiding any actions that might come his way. 5. DAMAGE: The Pilgrim is struck by the hero’s HIT or SPELL depending upon what attack the hero used last. 6. SPECIAL DODGE: The Pilgrim has a 1/6 chance of dodging the hero’s SHIELD. Passive Special II: Opportunist – While casting spells as an Archmage, or attacking as a Sylvan Ranger, the Burning Pilgrim is Ranged, fighting from the back row and ignoring heroes’ row while remaining at full power. Passive Special III: Adamant – Negative effects inflicted on the Burning Pilgrim last a maximum of three turns. Instant kills, the doomed-effect, and petrified-effect kills will reduce his current health by one half. Passive Special IV: Hero’s Cocktail – When a hero uses a consumable, the Burning Pilgrim can choose to instantly copy it, granting himself any bonuses from a positive consumable, or using bombs/negative consumables on the user. Passive Special V: Arsenal – The Burning Pilgrim has three different weapons to choose from during attacks. They have no effect on spells: Adamantine Scorpio: The Burning Pilgrim’s attacks restore health to him equal to the total amount of damage he dealt divided by five, rounded down. Cleansing Claymore: The Burning Pilgrim’s attacks strip the target of a random positive effect - permanent or not- or immunity if the target has no positive effects. Charred Longsword: The Burning Pilgrim’s attacks have a 1/3 chance each to inflict the fragile-, weakened-, or stunned- effect. Note: Damage against Armored enemies is divided by their current Armor value. Each individual hit against the enemy reduces their Armor value by 1 after damage is calculated. Armor cannot be pierced or ignored. Armored enemies have no elemental weaknesses. Party Nerwen Calmcacil, Champion of the North Kingdoms (Chromeknight) 265 year old female elven Shaman Level 42.8 *Immune to sealed* *Gains Double EXP* *Restoration* *Absorbs last element* *Counterstriking* *Party Leader* Power bonus: +8 Defense: 1 Health: 64/64 Ether: 37/50 Gold: 293 Equipment: Mourning Star (WP: 10; fire-elemental; inflicts Fragile-effect; mace), Lesser Ethereal cloak (SP:1, Max. ether +3, immune to sealed; backwear), Medal of Valor (Double experience from battles; accessory), Chameleon Vest (Max. Health +10, the user becomes able to absorb the last element it was damaged with; bodywear), Counterstrike Gloves, Barbarians boots (natural respite becomes restoration) Inventory: Weapons: Nocturne Flute (WP:6; causes asleep-effect; instrument), Mutt's Flute (WP:10; inflicts Weakened-effect; instrument), Party Maracas (WP:4; user is hastened; instrument), Battered wooden flute (WP:6; Darkness-elemental; instrument), Sword of the Warrior of the Light (WP: 14; Light-Elemental, Meditate becomes hits; longsword), Bent Crowbar (WP: 8; 3x damage to Mechanic enemies; hammer), Singing Sword (WP 10; causes bleeding, longsword/instrument), Champion’s Voulge (WP: 14, gains 1 WP when the hero protects an ally by reducing or preventing Damage or Special Damage, axe) Artifacts: Leather armour (SP:1; Bodywear), Zap-Tap Badge (1/2 chance to Electric counterstrike an opponent who has dealt damage to a hero, equal to the hero's level; Accessory), Shield (SP: 5), Nordic Stomach Guard (SP: 3; Immunity to Ice and Water; Bodywear; Suitable for Barbarians, Regulators, and Beast Warriors), Shield of the Red Lizard (SP: 2; Immune to Blind), Seal of the Warrior Priestess (At the beginning of the battle the user has a 1/6 chance to be Transcended, a 1/6 chance to be Blessed, and a 1/6 chance to be Inspired; Accessory; Suitable for Paladins), Trickster's Mask of the Angel, Razor (user is Blessed and Immune to Bleeding, Enraged, and Encouraged; May take up any artifact slot; requires a shaved head), Helm of the Lord of Light (Immune to Light and Jinxed; headwear; Suitable for Knights), Sylvania's Cowl (Permits Animal Talk, Headwear), Encore Plectrum (if the same Battle Song is sung for more than one round in a row, the song’s ether cost for the consecutive rounds is halved; suitable to minstrels; accessory.) Spell Items: Opal (2), Topaz (2), Diamond (2), Amethyst, Garnet, Sapphire, Emerald, Aquamarine, Ruby, Scroll of Sleep, Scroll of Blindness, Scroll of Weakening, Scroll of Fragile, Scroll of Confusion, Hero Hymn (Inspired-effect to all allies for 10 ether; song) Consumables: Phoenix Essence (2), Potions (10), Grand potion (2), Tonics (3), Grand tonic, Ether Core, Ambrosia (4), Elixirs (2), Remedies (6), Neutralisers (2), Tiger Balm (3), Nostrum (2), Venom (4), Mulled Wine, Dragon Scale (lucky & blessed), Titan Heart (encouraged & inspired), Fire Bomb, Ice Bombs (2), Lightning Bomb, Water Bombs (2), Dirt Bombs (2), Air Bomb, Bone, Milk (restores 15 HP and 15 Ether), Red Death Blood (Once applied to a weapon the first successful hit deals doomed, consumable) (2), Sushi (restores 5 health and ether), Feather of Lithe (user is nimble for three rounds, 1/3 chance to avoid rolls of COUNTER and DAMAGE and Free Hits), Grating Stone, Bright Polish (2), Meads (3), Mulled Wines (2), Health Core, Eldritch Jelly (Causes a weapon to permanently deal double damage to holy, humanoid, and luminous enemies when it's used on it, giving it the "Eldritch-" prefix. Once used, the weapon can no longer be upgraded, enhanced, morphed, or enchanted. Consumable) Tools/Treasure: Shovel, Bedroll, Magnifying Glass, Telescope, 3 Scrap Metal, Thalion Dwinlas, Super Sleuth, School Inspector (-obelix-) 213 years old male elf Mystic Knight Level 34.75 *Immune to all elements, sealed, blinded, weakened, confused, sleep, fragile, cursed, doomed, sudden death, poisoned and bleeding* *Permanently Nimble* *Lucky* Power Bonus: 0 Defense: 16 Health: 45/45 Ether: 6/44 Gold: 1063 Equipment: Alpha and Omega (WP: 14, dual healing/spellcasting at the cost of 2 ether, Hollow [Grand Potion stored], staves), Ribcage Shield (SP:11; every time the wielder takes a hit, the shield loses one SP; gives immunity to Doomed and Sudden Death for as long the shield has SP left), Norgh Armor (SP:5, Immunity to Darkness, Light, Fire, Ice, Water, Wood, Wind, Lightning, Earth damage and Sealed, Blind, Fragile, Weaken, Sleep and Confused, bodywear), Blessed Amulet (Protects from Cursed-effect; accessory), Sterile Gloves (Immunity to Poisoned and Bleeding, handwear), Elven Boots (Wearer is permanently Nimble; suitable to elves; footwear) Inventory: Weapons: Despair (WP: 21, darkness-elemental, physical attacks and spells deal double damage to enemies inflicted with any negative effects, staff), Nightfall (WP: 11, Darkness-elemental, absorbs 2 health on successful hits, Hollow [Grand Potion], dagger), Sleeper (WP: 4, deals Asleep to enemies it hits, Hollow Upgrade [Grand Tonic], melee/throwing weapon), Duplovian Swift Halberd (WP: 10, deals Stunned on successful hits, Hollow [Phoenix Essence]) Broomstick (WP:9, ranged), Handy Shield (SP:4, Immune to Blinded) Artifacts: Slightly Less Lucky Die (Randomly causes the Lucky or Jinxed effect when used, costs 3 ether), Duplovian Helmet of the Guard (SP:2, Immune to Magic and Healing, headwear), Winged Sandals (Protects from Bound and Slowed effects, footwear), Heart Locket (Protects from Enamored-effect; accessory), Snake-Eye Charm (Protects from Petrified-effect; accessory), Shackles of War (Prevents anyone from fleeing battles; accessory, lent to Boomingham), Paper Doll (Protects from Hexed-effect; accessory), Cloak of Espionage (Allows the wearer to examine enemy stats before a battle, backwear, lent to Nerwen), Bumble Fanshirt (SP:1, vermin with level less than half of the wearer's are scared and won't directly attack the wearer; bodywear), Dragoon's Helmet (SP:3, makes wearer absorb attacks of the element of their pet dragon, gaining health instead of damage; suitable for dragoons; headwear), Emerald Hood (SP:4, Immunity to Fragile headwear), Cloak of Necrotic Shielding (SP:3, provides SPECIAL GUARD against Undead Enemies, backwear), Tin Helmet (Protects from Confused and Hexed effects; headwear), Sharkskin Hide (SP: 1, doubles water elemental spells, bodywear, suitable for mages, necromancers, chi monks, and weather mages), Vexing Vestaments (SP: 3, +8 max ether, the user can no longer heal undead to damage them, but healing humanoid, holy, and luminous enemies will now deal damage and inflict the hexed-effect, suitable for clerics and chi monks) Spell Items: Zirconia (Gem containing all elements; cannot be merged into equipment), 3 Amethysts, (Diamond, Aquamarine, Opal, Garnet, lent to Tra-Serral), Scroll of Sealing, Scroll of Blindness, Scroll of Frailty, Scroll of Weakening, Scroll of Confusion, Scroll of Sleep, Scroll of Elemental Aura Consumables: Earthwyrm Fang (Grants the Encouraged, Lucky, Reinforced, and Blinded effects for the duration of one battle), Copy of The Eubric Herald (Gives the target the transcended and inspired effects for the duration of one battle), Kraken Fang (Grants hastened and reinforced effects when consumed), Grand Potion (7), Potion (4), Remedy (24), Mead (5), Smelling Salts (8), Nostrum (5), Mulled Wine (4), Elixir (3), Ambrosia, Ether Core (2), Grand Tonic (6), Phoenix Essence (4), Bone (4), Smoke Bomb, Blind Bomb (2), Seal Bomb, Sleep Bomb (2), Deluxe Skeleton Decoy, Feather of White, Feather of Flight (2), Demon Repellent, Skeleton Decoy (2), Ethereal Essence (Revives a fallen ally with full health and ether and the transcended effect) Tools/Treasure: Bedroll, Shovel, Pickaxe, Magnifying Glass, Telescope, Magic Compass, Mythril Shard, Crystal Ball (Worth 50 gold, 100 at magic shops), 3 Scrap Metal Skrall, Krakenwhacker, Titan Smiter (Waterbrick Down) 81 year old male ogre Hunter Level 45 *Natural Respite* *Favors Demons and Eldritch enemies* *Immune to fragile, blinded, hexed, and confused* *Second Party Leader* *KO'D* Power Bonus: +2 WP for bows and crossbows Defense: 11 Health: 0/59 Gold: 3346 Equipment: Unlucky Crossbow (WP: 13, causes jinxed Effect, poisoned by 10), Hunter's Quiver (Bows and Crossbows +2WP, allows Hunters to favor two types of enemies, back wear), Tricorne (SP: 3, head wear), Heavy Armor (SP: 5, wearer is immune to fragile, blind, and confused effects, body wear), Moone Greaves (SP: 3), Paper Doll (Immunity to Hexed) Inventory: Weapons: Oversized Greatsword (WP:16, double damage on targets that are clearly smaller than the hero, greatsword), Composite Bow (WP:12, ignores SP,light,lightning,water, wood, and earth-elemental; bow), Giant Hammer (WP: 13, deals Confused); Hunter's Crossbow (WP:12, double WP against beasts, fire, ice, wind, and darkness-elemental), Axe of the Minotaur Champion (WP: 30, user is slowed and immune to hastened, axe) Artifacts: Medal of Glory (Wearer gains 3x experience from battles, accessory), Pugilist's Gloves (+2 Power, Immunity to Weakened), Lucky Doubloon (Grants "Special Guard"; accessory), Winged Sandals (Immune to bound and slowed, footwear), Cloak of Espionage (Allows the wearer to examine enemy stats before a battle, backwear, lent by Thalion), Vorpalis Talisman (1/3 chance of instantly resurrecting with 1 HP and 1 Ether upon being knocked out; accessory), Consumables: 3 Potions, Phoenix Essence, 3 Phoenix Incenses, 9 Meads, 7 Nostrums, 3 Remedy, 3 Smelling Salts, Deadly Venom, 9 Smoke Bomb, 2 Dirt Bombs, Fire Bomb, 5 Water Bombs, 6 Bone, Blind Fury, Grating Stone, Neutralizer, Letter of Recommendation, Ethereal Essence (Revives a fallen ally with full health and ether and the transcended effect), Feather of Darkness (The weather is changed to Dim (see Weather Mage), consumable) Tools/Treasure: Spyglass (Reveals if there are spies and eavesdroppers in the vicinity when used; tool) Lord Lawrence Boomingham, True Hero Who is Actually Worth Something (Zepher) 48 year old male human Vindicator Level 38 *Immune to darkness, fire, fragile, sleep, weakened, and blinded* *1/2 chance of being reinforced* *Reinforced* Power Bonus: +5 on the front row Defense: 15 30 Health: 61/61 Gold: 365 Equipment: Scupperer (WP:17; darkness-, fire- and earth-elemental; inflicts bleeding and poisoned by 10; has 1/2 chance each to inflict blinded, sealed, weakened and fragile; greatsword), Vest of Faded Trials (SP:8, 1/2 chance of granting reinforced effect at the start of every battle, Immune to Fragile; Suitable for Knights, Barbarians, Dragoons, Skirmishers, Regulators, Vindicators; bodywear and headwear), Fighting Boots (Power +5 on the front row; suitable to barbarians, knights, rogues, beast warriors, chi monks, dragoons, harlots, infiltrators, marauders, skirmishers, regulators, vindicators and winged warriors; footwear.), Tome of Affluence (+10 Gold if equipped for the entirety of a battle; grants immunity to fragile, asleep, weakened, blinded, darkness and fire; accessory), Round Metal Shield (SP:7) Inventory: Weapons: Epidemic Halberd (WP:8, causes all negative effects that the user has to the target when attacking; halberd, lent to Daske), Venom Fang Blade (WP:9, causes poisoned equal to WP; longsword), Lullaby Wand (WP:6, inflicts asleep), Silver Sword (WP: 18, Longsword), Frozen Saber (WP: 15; light-, ice- and wind-elemental; inflicts stunned; great sword) Artifacts: Crown of the Desert King (SP:6; absorbs fire, wind, and earth; suitable for Boomingham only, headwear.), Venomari Helmet (SP:2, absorb poison as health; helmet), Hood of Belthazar Bluehood (Power +4; Ether -6; headwear), Scarlet Hood (SP:4, grants immunity to stunned), Chains of the Pongcanis Chief (Hero Pierces SP if fighting from Front, Enemies ignore SP if hero fights from the back row, cannot be removed in battle), Amulet of Optimism (Adds the confused-effect to all attacks; accessory, suitable to Erdathcath only), 2x Prayer Beads (Makes the wearer permanently blessed; accessory.), Counterstrike Gloves (If the wearer is damaged by a Free Hit, they counter with strength equal to their level; handwear.), Crimson Suit of Armor (SP:12, allows wearer to pose as Crimson Bear Knight; takes three artifact slots: bodywear, headwear and footwear), , Shackles of War (Prevents anyone from fleeing battles; accessory, lent by Thalion) Spell Items: Amethyst (Darkness), Scroll of Recklessness (Encouraged and Fragile; costs 5 Ether; 50/50 chance), Emerald Lamp of Summoning (0/3), “True Love Serenade” (restores 50 health to the rest of the party per round; costs 10 ether; Battle Song), Ethereal Diamond (Light-elemental spells deal the blinded-effect; one ethereal gem can be imbued in a weapon to deal the same effect), Oath of Reclamation (Vindicator’s Oath: After the targeted enemy damages an ally, the enemy immediately becomes stunned, and the vindicator becomes encouraged, borrowed from Olmstyr) Consumables: Potion, 2x Remedy, 2x Phoenix Essence, Danab's Apple (Revives all fallen party members, restores full health and ether to the whole party and removes all negative effects from them; consumable), 12x Mead, 4x Smelling Salt, 3x Nostrum, 2x Ambrosia, Fire Brandy (Encouraged, Immune to Ice), Fireball Whiskey (Immunity to Fire One Battle OR 20 Fire Damage All Enemies), Hamantasch (Lucky, Blessed), Jinxy Juice, 2x Floral Bomb, Seal Bomb, Poison Bomb, Stun Bomb, Seth Bomb (Deals 100 darkness-elemental damage to all opponents when used.), Feather of Flight (Allows the user to flee from the battle when used.), Hair of the Dog, 2x Grating Stone, Oculoid Miasma, Oculoid Fireworks, Saber Teeth, Bone, x2 Bright Polish, Tarok's Blood (The user deals double damage to humans and no damage to orcs for the duration of one battle), Ethereal Essence (Revives a fallen ally with full health and ether and the transcended effect), Feather of Darkness (The weather is changed to Dim (see Weather Mage), consumable) Tools/Treasure: Bedroll, Shovel, Pickaxe, Vindicator's Seal (Grants access to the Vindicator expert job class; cannot be given away), Mythril Shard Everyone, please choose an action. Party leader, please create a battle order.
  2. No, nobody can tame Skrall's wild heart.
  3. Using it twice wouldn't do anything for the Pilgrim. So it wouldn't apply. As Flipz noted in the General Discussion, Skrall's attack should've poisoned him, so this has been remedied. Metaphorically. It's also a good representation of how poison works here - DoT effects will last a max of three rounds as per Adamant, so they have be active during the end of the round to take effect. On the plus side, they ignore armor. "The scorpio...is a forgotten relic, I'm afraid. But this one...I've been using for a very long time."
  4. I swear I wrote this down at some point... I did, it's for Sylvan Ranger which I realized at the end of the round. If he's hastened, he would get an extra turn at the end of every round, after everyone else has gone. He wouldn't get extra turns for heroes being hastened. Basically, he gets a turn for each hero that acts, not a turn for each hero's turn, I will clarify that. If he's hastened he gets one extra, like you do. Round One of a Reunion Boomingham - Reinforced >Boomingham vs. Pilgrim (Scupperer) - Shield Bash (14/2/50 = 0 damage, -1 Armor, Pilgrim stunned for one turn) Pilgrim recovers from stunned >Skrall vs. Pilgrim (Unlucky) - Hit (60/49 = 1 damage, -1 Armor, Pilgrim jinxed and poisoned by 10 for 3 turns) Pilgrim vs. Thalion (Claymore) - Hit Counter Special Damage Special Damage: Spellblade Spin (Five hits, light-elemental, 48/48 = 1 damage, -1 Armor, 48/47 = 1 damage, -1 Armor, 48/46 = 1 damage, -1 Armor, 48/45 = 1 damage, -1 Armor, 48/44 = 1 damage, -1 Armor, -5 ether) >Thalion vs. Pilgrim (Water, dual spell) - Special Damage Enchantment Spell Shield: Spellblade Spin (Seven hits, 48/43 = 1 damage, -1 Armor, 48/42 = 1 damage, -1 Armor, 48/41 = 1 damage, -1 Armor, 48/40 = 1 damage, -1 Armor, 48/39 = 1 damage, -1 Armor, 48/38 = 1 damage, -1 Armor, 48/37 = 1 damage, -1 Armor, -7 ether) Pilgrim vs. Nerwen (Scorpio) - Damage Damage (60/36/2 = 0 damage, -1 Armor, Pilgrim is fragile for 3 rounds, Pilgrim recovers from poisoned by 10 and jinxed) >Nerwen vs. Pilgrim (Mourning) - Hit (60x2/2/35 = 1 damage, -1 Armor, Pilgrim is fragile for 3 rounds) Pilgrim vs. Skrall (Scorpio) - Counter (Skrall: 60x2/34 = 3 damage, -1 Armor, Pilgrim jinxed and poisoned by 10, Pilgrim: 50/2 - 11 = 14 damage, 2 health restored) Burning Pilgrim poisoned by 10 - (10 damage) Veteran Mime: Pilgrim Mimics Sylvan Ranger! The party immediately charges down the Pilgrim, and for the moment they have the advantage, thanks largely to Skrall and Thalion. Boomingham delivers a bash that leaves the Pilgrim stunned, doing no damage but denting his armor almost imperceptibly. Skrall lands a bolt in the former Veteran that cripples his luck, leaving him open for thirteen spells from Thalion, already wearing down their foe's armoring. He has little more luck attacking Nerwen, who delivers a mace blow that leaves him fragile at least for the foreseeable few turns. Skrall fires off another bolt, and the Pilgrim decides to retreat a couple dozen feet, but not before nailing the ogre directly in the face with the butt of his scorpio. "Well-played. Mages have become......refined since I last fought with them. The Doomsayer was not.....known for his grace. Where did you come to know the...art of spellcrafting?" inquired the Pilgrim idly, tilting his head slightly, listening out for the noises of wildlife now. DUEL After each hero acts, the Burning Pilgrim gets a turn immediately following each hero's turn(s). His rolls are dependent upon the class he is Mimicking. Instead of lasting for rounds, negative effects last for turns – both the heroes’ and the Pilgrim’s turns count. Damage and heal over time effects – poison, bleeding, cursed, blessed – will still only take place at the end of the round. For rolls of DAMAGE, the last attack type/equipped weapon the target used will be applied; if Thalion rolls DAMAGE while attacking the Pilgrim, and the Pilgrim cast a spell against Nerwen on his last turn, he will cast the same spell on Thalion. The same works in reverse. If the hero or Pilgrim last attacked from the back row, they will remain in the back row until they change rows. For rolls of SPECIAL DAMAGE, the hero or the Pilgrim will use their current SHIELD roll with the same conditions. Note that modified DAMAGE and SPECIAL DAMAGE – such as DEFLECTED DAMAGE, SPECIAL GUARD, and SPECIAL DODGE – will be in effect even on the opposing party’s turn. Enemy The Burning Pilgrim *Adamant* *MIMIC: SYLVAN RANGER* *Fellowship of the Forest: Hastened* *Opportunist: Ranged* *Fragile, 2 turns* *Jinxed, 3 rounds* *Poisoned by 10, 3 rounds* Level 50 Armored Armor: 33 Health: 62/80 Ether: 60/60 Special: The Burning Pilgrim activates his current class’s SHIELD roll. Passive Special I: Veteran Mime – At the end of each round, the Burning Pilgrim will Mimic a random Veteran Job Class’ battle style. This will determine his own attack rolls, as well as his attacks on rolls of DAMAGE and SPECIAL DAMAGE, for the next round. SYLVAN RANGER Fellowship of the Forest: As a Sylvan Ranger, the Burning Pilgrim is hastened, gaining an additional turn at the end of the round. 1. SHIELD: Ambush – The Pilgrim shoots the enemies party 3-18 times with strength equal to one tenth of his level, ignoring all defenses as well as distance. The shots are divided as equally as possible among the enemy party, starting with the target and working down the heroes’ battle order. 2. CRITICAL HIT/TAME WELL – The Pilgrim attacks with strength equal to twice his level. Instead of attacking, the Pilgrim can tame one Hippogriff, Harpy, or Aepyorni to fight on his side for the next three rounds. 3. HIT/TAME - The Pilgrim attacks with strength equal to his level. Instead of attacking, the Pilgrim can tame one Hippogriff, Harpy, or Aepyorni to fight on his side for the next two rounds. 4. AIM/TAME POORLY - The Pilgrim attacks with strength equal to half his level. Instead of attacking, the Pilgrim can tame one Hippogriff, Harpy, or Aepyorni to fight on his side for the next round. 5. DAMAGE – The Pilgrim is struck by the hero’s HIT or SPELL depending upon what attack the hero used last. Optionally, any attempt of taming fails. 6. SPECIAL DAMAGE: The Pilgrim is stuck by the hero’s SHIELD. Optionally, any attempt of taming fails. Passive Special II: Opportunist – While casting spells as an Archmage, or attacking as a Sylvan Ranger, the Burning Pilgrim is Ranged, fighting from the back row and ignoring heroes’ row while remaining at full power. Passive Special III: Adamant – Negative effects inflicted on the Burning Pilgrim last a maximum of three turns. Instant kills, the doomed-effect, and petrified-effect kills will reduce his current health by one half. Passive Special IV: Hero’s Cocktail – When a hero uses a consumable, the Burning Pilgrim can choose to instantly copy it, granting himself any bonuses from a positive consumable, or using bombs/negative consumables on the user. Passive Special V: Arsenal – The Burning Pilgrim has three different weapons to choose from during attacks. They have no effect on spells: Adamantine Scorpio: The Burning Pilgrim’s attacks restore health to him equal to the total amount of damage he dealt divided by five, rounded down. Cleansing Claymore: The Burning Pilgrim’s attacks strip the target of a random positive effect - permanent or not- or immunity if the target has no positive effects. Charred Longsword: The Burning Pilgrim’s attacks have a 1/3 chance each to inflict the fragile-, weakened-, or stunned- effect. Note: Damage against Armored enemies is divided by their current Armor value. Each individual hit against the enemy reduces their Armor value by 1 after damage is calculated. Armor cannot be pierced or ignored. Armored enemies have no elemental weaknesses. Party Nerwen Calmcacil, Champion of the North Kingdoms (Chromeknight) 265 year old female elven Shaman Level 42.8 *Immune to sealed* *Gains Double EXP* *Restoration* *Absorbs last element* *Counterstriking* *Party Leader* Power bonus: +8 Defense: 1 Health: 64/64 Ether: 38/50 Gold: 293 Equipment: Mourning Star (WP: 10; fire-elemental; inflicts Fragile-effect; mace), Lesser Ethereal cloak (SP:1, Max. ether +3, immune to sealed; backwear), Medal of Valor (Double experience from battles; accessory), Chameleon Vest (Max. Health +10, the user becomes able to absorb the last element it was damaged with; bodywear), Counterstrike Gloves, Barbarians boots (natural respite becomes restoration) Inventory: Weapons: Nocturne Flute (WP:6; causes asleep-effect; instrument), Mutt's Flute (WP:10; inflicts Weakened-effect; instrument), Party Maracas (WP:4; user is hastened; instrument), Battered wooden flute (WP:6; Darkness-elemental; instrument), Sword of the Warrior of the Light (WP: 14; Light-Elemental, Meditate becomes hits; longsword), Bent Crowbar (WP: 8; 3x damage to Mechanic enemies; hammer), Singing Sword (WP 10; causes bleeding, longsword/instrument), Champion’s Voulge (WP: 14, gains 1 WP when the hero protects an ally by reducing or preventing Damage or Special Damage, axe) Artifacts: Leather armour (SP:1; Bodywear), Zap-Tap Badge (1/2 chance to Electric counterstrike an opponent who has dealt damage to a hero, equal to the hero's level; Accessory), Shield (SP: 5), Nordic Stomach Guard (SP: 3; Immunity to Ice and Water; Bodywear; Suitable for Barbarians, Regulators, and Beast Warriors), Shield of the Red Lizard (SP: 2; Immune to Blind), Seal of the Warrior Priestess (At the beginning of the battle the user has a 1/6 chance to be Transcended, a 1/6 chance to be Blessed, and a 1/6 chance to be Inspired; Accessory; Suitable for Paladins), Trickster's Mask of the Angel, Razor (user is Blessed and Immune to Bleeding, Enraged, and Encouraged; May take up any artifact slot; requires a shaved head), Helm of the Lord of Light (Immune to Light and Jinxed; headwear; Suitable for Knights), Sylvania's Cowl (Permits Animal Talk, Headwear), Encore Plectrum (if the same Battle Song is sung for more than one round in a row, the song’s ether cost for the consecutive rounds is halved; suitable to minstrels; accessory.) Spell Items: Opal (2), Topaz (2), Diamond (2), Amethyst, Garnet, Sapphire, Emerald, Aquamarine, Ruby, Scroll of Sleep, Scroll of Blindness, Scroll of Weakening, Scroll of Fragile, Scroll of Confusion, Hero Hymn (Inspired-effect to all allies for 10 ether; song) Consumables: Phoenix Essence (2), Potions (10), Grand potion (2), Tonics (3), Grand tonic, Ether Core, Ambrosia (4), Elixirs (2), Remedies (6), Neutralisers (2), Tiger Balm (3), Nostrum (2), Venom (4), Mulled Wine, Dragon Scale (lucky & blessed), Titan Heart (encouraged & inspired), Fire Bomb, Ice Bombs (2), Lightning Bomb, Water Bombs (2), Dirt Bombs (2), Air Bomb, Bone, Milk (restores 15 HP and 15 Ether), Red Death Blood (Once applied to a weapon the first successful hit deals doomed, consumable) (2), Sushi (restores 5 health and ether), Feather of Lithe (user is nimble for three rounds, 1/3 chance to avoid rolls of COUNTER and DAMAGE and Free Hits), Grating Stone, Bright Polish (2), Meads (3), Mulled Wines (2), Health Core, Eldritch Jelly (Causes a weapon to permanently deal double damage to holy, humanoid, and luminous enemies when it's used on it, giving it the "Eldritch-" prefix. Once used, the weapon can no longer be upgraded, enhanced, morphed, or enchanted. Consumable) Tools/Treasure: Shovel, Bedroll, Magnifying Glass, Telescope, 3 Scrap Metal, Thalion Dwinlas, Super Sleuth, School Inspector (-obelix-) 213 years old male elf Mystic Knight Level 34.75 *Immune to all elements, sealed, blinded, weakened, confused, sleep, fragile, cursed, doomed, sudden death, poisoned and bleeding* *Permanently Nimble* *Lucky* Power Bonus: 0 Defense: 16 Health: 45/45 Ether: 16/44 Gold: 1063 Equipment: Alpha and Omega (WP: 14, dual healing/spellcasting at the cost of 2 ether, Hollow [Grand Potion stored], staves), Ribcage Shield (SP:11; every time the wielder takes a hit, the shield loses one SP; gives immunity to Doomed and Sudden Death for as long the shield has SP left), Norgh Armor (SP:5, Immunity to Darkness, Light, Fire, Ice, Water, Wood, Wind, Lightning, Earth damage and Sealed, Blind, Fragile, Weaken, Sleep and Confused, bodywear), Blessed Amulet (Protects from Cursed-effect; accessory), Sterile Gloves (Immunity to Poisoned and Bleeding, handwear), Elven Boots (Wearer is permanently Nimble; suitable to elves; footwear) Inventory: Weapons: Despair (WP: 21, darkness-elemental, physical attacks and spells deal double damage to enemies inflicted with any negative effects, staff), Nightfall (WP: 11, Darkness-elemental, absorbs 2 health on successful hits, Hollow [Grand Potion], dagger), Sleeper (WP: 4, deals Asleep to enemies it hits, Hollow Upgrade [Grand Tonic], melee/throwing weapon), Duplovian Swift Halberd (WP: 10, deals Stunned on successful hits, Hollow [Phoenix Essence]) Broomstick (WP:9, ranged), Handy Shield (SP:4, Immune to Blinded) Artifacts: Slightly Less Lucky Die (Randomly causes the Lucky or Jinxed effect when used, costs 3 ether), Duplovian Helmet of the Guard (SP:2, Immune to Magic and Healing, headwear), Winged Sandals (Protects from Bound and Slowed effects, footwear), Heart Locket (Protects from Enamored-effect; accessory), Snake-Eye Charm (Protects from Petrified-effect; accessory), Shackles of War (Prevents anyone from fleeing battles; accessory, lent to Boomingham), Paper Doll (Protects from Hexed-effect; accessory), Cloak of Espionage (Allows the wearer to examine enemy stats before a battle, backwear, lent to Nerwen), Bumble Fanshirt (SP:1, vermin with level less than half of the wearer's are scared and won't directly attack the wearer; bodywear), Dragoon's Helmet (SP:3, makes wearer absorb attacks of the element of their pet dragon, gaining health instead of damage; suitable for dragoons; headwear), Emerald Hood (SP:4, Immunity to Fragile headwear), Cloak of Necrotic Shielding (SP:3, provides SPECIAL GUARD against Undead Enemies, backwear), Tin Helmet (Protects from Confused and Hexed effects; headwear), Sharkskin Hide (SP: 1, doubles water elemental spells, bodywear, suitable for mages, necromancers, chi monks, and weather mages), Vexing Vestaments (SP: 3, +8 max ether, the user can no longer heal undead to damage them, but healing humanoid, holy, and luminous enemies will now deal damage and inflict the hexed-effect, suitable for clerics and chi monks) Spell Items: Zirconia (Gem containing all elements; cannot be merged into equipment), 3 Amethysts, (Diamond, Aquamarine, Opal, Garnet, lent to Tra-Serral), Scroll of Sealing, Scroll of Blindness, Scroll of Frailty, Scroll of Weakening, Scroll of Confusion, Scroll of Sleep, Scroll of Elemental Aura Consumables: Earthwyrm Fang (Grants the Encouraged, Lucky, Reinforced, and Blinded effects for the duration of one battle), Copy of The Eubric Herald (Gives the target the transcended and inspired effects for the duration of one battle), Kraken Fang (Grants hastened and reinforced effects when consumed), Grand Potion (7), Potion (4), Remedy (24), Mead (5), Smelling Salts (8), Nostrum (5), Mulled Wine (4), Elixir (3), Ambrosia, Ether Core (2), Grand Tonic (6), Phoenix Essence (4), Bone (4), Smoke Bomb, Blind Bomb (2), Seal Bomb, Sleep Bomb (2), Deluxe Skeleton Decoy, Feather of White, Feather of Flight (2), Demon Repellent, Skeleton Decoy (2), Ethereal Essence (Revives a fallen ally with full health and ether and the transcended effect) Tools/Treasure: Bedroll, Shovel, Pickaxe, Magnifying Glass, Telescope, Magic Compass, Mythril Shard, Crystal Ball (Worth 50 gold, 100 at magic shops), 3 Scrap Metal Skrall, Krakenwhacker, Titan Smiter (Waterbrick Down) 81 year old male ogre Hunter Level 45 *Natural Respite* *Favors Demons and Eldritch enemies* *Immune to fragile, blinded, hexed, and confused* *Second Party Leader* Power Bonus: +2 WP for bows and crossbows Defense: 11 Health: 45/59 Gold: 3346 Equipment: Unlucky Crossbow (WP: 13, causes jinxed Effect, poisoned by 10), Hunter's Quiver (Bows and Crossbows +2WP, allows Hunters to favor two types of enemies, back wear), Tricorne (SP: 3, head wear), Heavy Armor (SP: 5, wearer is immune to fragile, blind, and confused effects, body wear), Moone Greaves (SP: 3), Paper Doll (Immunity to Hexed) Inventory: Weapons: Oversized Greatsword (WP:16, double damage on targets that are clearly smaller than the hero, greatsword), Composite Bow (WP:12, ignores SP,light,lightning,water, wood, and earth-elemental; bow), Giant Hammer (WP: 13, deals Confused); Hunter's Crossbow (WP:12, double WP against beasts, fire, ice, wind, and darkness-elemental), Axe of the Minotaur Champion (WP: 30, user is slowed and immune to hastened, axe) Artifacts: Medal of Glory (Wearer gains 3x experience from battles, accessory), Pugilist's Gloves (+2 Power, Immunity to Weakened), Lucky Doubloon (Grants "Special Guard"; accessory), Winged Sandals (Immune to bound and slowed, footwear), Cloak of Espionage (Allows the wearer to examine enemy stats before a battle, backwear, lent by Thalion), Vorpalis Talisman (1/3 chance of instantly resurrecting with 1 HP and 1 Ether upon being knocked out; accessory), Consumables: 3 Potions, Phoenix Essence, 3 Phoenix Incenses, 9 Meads, 7 Nostrums, 3 Remedy, 3 Smelling Salts, Deadly Venom, 9 Smoke Bomb, 2 Dirt Bombs, Fire Bomb, 5 Water Bombs, 6 Bone, Blind Fury, Grating Stone, Neutralizer, Letter of Recommendation, Ethereal Essence (Revives a fallen ally with full health and ether and the transcended effect), Feather of Darkness (The weather is changed to Dim (see Weather Mage), consumable) Tools/Treasure: Spyglass (Reveals if there are spies and eavesdroppers in the vicinity when used; tool) Lord Lawrence Boomingham, True Hero Who is Actually Worth Something (Zepher) 48 year old male human Vindicator Level 38 *Immune to darkness, fire, fragile, sleep, weakened, and blinded* *1/2 chance of being reinforced* *Reinforced* Power Bonus: +5 on the front row Defense: 15 30 Health: 61/61 Gold: 365 Equipment: Scupperer (WP:17; darkness-, fire- and earth-elemental; inflicts bleeding and poisoned by 10; has 1/2 chance each to inflict blinded, sealed, weakened and fragile; greatsword), Vest of Faded Trials (SP:8, 1/2 chance of granting reinforced effect at the start of every battle, Immune to Fragile; Suitable for Knights, Barbarians, Dragoons, Skirmishers, Regulators, Vindicators; bodywear and headwear), Fighting Boots (Power +5 on the front row; suitable to barbarians, knights, rogues, beast warriors, chi monks, dragoons, harlots, infiltrators, marauders, skirmishers, regulators, vindicators and winged warriors; footwear.), Tome of Affluence (+10 Gold if equipped for the entirety of a battle; grants immunity to fragile, asleep, weakened, blinded, darkness and fire; accessory), Round Metal Shield (SP:7) Inventory: Weapons: Epidemic Halberd (WP:8, causes all negative effects that the user has to the target when attacking; halberd, lent to Daske), Venom Fang Blade (WP:9, causes poisoned equal to WP; longsword), Lullaby Wand (WP:6, inflicts asleep), Silver Sword (WP: 18, Longsword), Frozen Saber (WP: 15; light-, ice- and wind-elemental; inflicts stunned; great sword) Artifacts: Crown of the Desert King (SP:6; absorbs fire, wind, and earth; suitable for Boomingham only, headwear.), Venomari Helmet (SP:2, absorb poison as health; helmet), Hood of Belthazar Bluehood (Power +4; Ether -6; headwear), Scarlet Hood (SP:4, grants immunity to stunned), Chains of the Pongcanis Chief (Hero Pierces SP if fighting from Front, Enemies ignore SP if hero fights from the back row, cannot be removed in battle), Amulet of Optimism (Adds the confused-effect to all attacks; accessory, suitable to Erdathcath only), 2x Prayer Beads (Makes the wearer permanently blessed; accessory.), Counterstrike Gloves (If the wearer is damaged by a Free Hit, they counter with strength equal to their level; handwear.), Crimson Suit of Armor (SP:12, allows wearer to pose as Crimson Bear Knight; takes three artifact slots: bodywear, headwear and footwear), , Shackles of War (Prevents anyone from fleeing battles; accessory, lent by Thalion) Spell Items: Amethyst (Darkness), Scroll of Recklessness (Encouraged and Fragile; costs 5 Ether; 50/50 chance), Emerald Lamp of Summoning (0/3), “True Love Serenade” (restores 50 health to the rest of the party per round; costs 10 ether; Battle Song), Ethereal Diamond (Light-elemental spells deal the blinded-effect; one ethereal gem can be imbued in a weapon to deal the same effect), Oath of Reclamation (Vindicator’s Oath: After the targeted enemy damages an ally, the enemy immediately becomes stunned, and the vindicator becomes encouraged, borrowed from Olmstyr) Consumables: Potion, 2x Remedy, 2x Phoenix Essence, Danab's Apple (Revives all fallen party members, restores full health and ether to the whole party and removes all negative effects from them; consumable), 12x Mead, 4x Smelling Salt, 3x Nostrum, 2x Ambrosia, Fire Brandy (Encouraged, Immune to Ice), Fireball Whiskey (Immunity to Fire One Battle OR 20 Fire Damage All Enemies), Hamantasch (Lucky, Blessed), Jinxy Juice, 2x Floral Bomb, Seal Bomb, Poison Bomb, Stun Bomb, Seth Bomb (Deals 100 darkness-elemental damage to all opponents when used.), Feather of Flight (Allows the user to flee from the battle when used.), Hair of the Dog, 2x Grating Stone, Oculoid Miasma, Oculoid Fireworks, Saber Teeth, Bone, x2 Bright Polish, Tarok's Blood (The user deals double damage to humans and no damage to orcs for the duration of one battle), Ethereal Essence (Revives a fallen ally with full health and ether and the transcended effect), Feather of Darkness (The weather is changed to Dim (see Weather Mage), consumable) Tools/Treasure: Bedroll, Shovel, Pickaxe, Vindicator's Seal (Grants access to the Vindicator expert job class; cannot be given away), Mythril Shard Everyone, please choose an action. Party leader, please create a battle order.
  5. "Are the clan leaders not alive? Are dangerous assassins not in custody? Has a demon not been vanquished, and is a family not reconciled? Are your goals....not accomplished?"
  6. Phew. Let me know if anything seems unclear with the battle. It's gonna be a weird one. I'm running it a bit like Decamon: I've already determined the Pilgrim's actions for the next round, and I will continue to do so, we're both flying blind when the round is run. It's not as though he's reacting after each of your turns. "It would be our honor. I swore to stand by Heroica when you saved our people, and I will - I do not need papers to tell me that." "I thank your....patience nonetheless. But this is a more personal matter." "...So you say." Olmstyr looks sideways at Lord Boomingham, and slips him his own Oath of Reclamation surreptitiously, with a nod. "Not precisely..." The Burning Pilgrim let out a dry, gruff chuckle. "Old enough to know a king like yourself would never spur this kind of challenge." "As you wish. But this is more than...an end." "I have other motives. Which I shall share...when we are done. I would not have thought an ogre like yourself to complain of a lack of civil ways Skrall, but believe me when I say this arrangement.....is......important. Perhaps not....to you. But to me." The Burning Pilgrim walks forward. His steps are slow and almost lumbering. The flames dance on his armor like a moving panting, and the party only now realizes that it's not just for show. The man is clad head to toe in adamantine. "I built the Order of the Wandering Silence...from little more than....an idea. Or a....crisis I once had. A crisis that could....should have destroyed me. But I endured. It was something I became....known for. Surviving....insurmountable odds. I should not have survived the orcs, but I did. I should not have survived....my first quests, but I did. When my kingdom burned and my body was ash, and burned, and dead.....still I lived." "I left my old life behind, it was...our creed. But times change. When I heard that Heroica had.....helped the orcs, memories...surged. A twist I did not expect. How long, then...how long had Heroica been...changed, I thought. We started running into you again...my agents all across the world, all stumbling over heroes. And I wondered whether, maybe, I would fight alongside Heroica once again. And I might. But I needed to know two things.....for certain." "The first, I know, because of your actions here in Baltarok. Heroica has grown....idealized in my absence, maybe, but the righteousness is...there. I feared the corruption would set...I was wrong, and that is a welcome pleasure." "The second..." The Burning Pilgrim stepped out of the flames, finally face-to-face with the party. Daggers and shurikens flashed in the night, strapped against his deep green armor. Twin blades were crossed across his back, and what looked like an ancient wand was lashed to his gauntlet like a trophy. None of this was counting the enormous, foreign scorpio he was wielding. There was only one other person the heroes could picture putting such an enormous arsenal to use. "I am told....that a Copper Fox trains you heroes now. I hope....that he is a good teacher." He shifted aside one of his capes. On the Pilgrim's melted armor was burned an all-too familiar sigil. A Shield, identical to the one on the flag they had just burned...in the form of what was once a badge. "I did not think the Adamant Arbalest would spar with young heroes again, but I must face you myself. I am old, but my techniques are timeless...for you are still using them. " PREPARE FOR A DUEL!!!!!!!!!! DUEL After each hero acts, the Burning Pilgrim gets a turn immediately following theirs. His rolls are dependent upon the class he is Mimicking. Instead of lasting for rounds, negative effects last for turns – both the heroes’ and the Pilgrim’s turns count. Damage and heal over time effects – poison, bleeding, cursed, blessed – will still only take place at the end of the round. For rolls of DAMAGE, the last attack type/equipped weapon the target used will be applied; if Thalion rolls DAMAGE while attacking the Pilgrim, and the Pilgrim cast a spell against Nerwen on his last turn, he will cast the same spell on Thalion. The same works in reverse. If the hero or Pilgrim last attacked from the back row, they will remain in the back row until they change rows. For rolls of SPECIAL DAMAGE, the hero or the Pilgrim will use their current SHIELD roll with the same conditions. Note that modified DAMAGE and SPECIAL DAMAGE – such as DEFLECTED DAMAGE, SPECIAL GUARD, and SPECIAL DODGE – will be in effect even on the opposing party’s turn. Enemy The Burning Pilgrim *Adamant* *MIMIC: BARBARIAN CHIEFTAIN* *Big Chief: Inspired* Level 50 Armored Armor: 50 Health: 80/80 160/160 Ether: 60/60 Special: The Burning Pilgrim activates his current class’s SHIELD roll. Passive Special I: Veteran Mime – At the end of each round, the Burning Pilgrim will Mimic a random Veteran Job Class’ battle style. This will determine his own attack rolls, as well as his attacks on rolls of DAMAGE and SPECIAL DAMAGE, for the next round. BARBARIAN CHIEFTAIN Big Chief: As a Barbarian Chieftain, the Burning Pilgrim is inspired. When he changes classes, his current and maximum health will be halved. 1. SHIELD: Onslaught – The Pilgrim fearlessly attacks all enemies with strength equal to twice his level. 2. EXTRA CRITICAL HIT – The Pilgrim attacks with strength equal to three times his level. 3. CRITICAL HIT - The Pilgrim attacks with strength equal to twice his level. 4. COUNTER – The Pilgrim is struck by the hero’s HIT or SPELL depending upon what attack the hero used last, but attacks back at the hero with strength equal to his level. 5. DAMAGE – The Pilgrim is struck by the hero’s HIT or SPELL depending upon what attack the hero used last. 6. SPECIAL DAMAGE: The Pilgrim is stuck by the hero’s SHIELD. Passive Special II: Opportunist – While casting spells as an Archmage, or attacking as a Sylvan Ranger, the Burning Pilgrim is Ranged, fighting from the back row and ignoring heroes’ row while remaining at full power. Passive Special III: Adamant – Negative effects inflicted on the Burning Pilgrim last a maximum of three turns. Instant kills, the doomed-effect, and petrified-effect kills will reduce his current health by one half. Passive Special IV: Hero’s Cocktail – When a hero uses a consumable, the Burning Pilgrim can choose to instantly copy it, granting himself any bonuses from a positive consumable, or using bombs/negative consumables on the user. Passive Special V: Arsenal – The Burning Pilgrim has three different weapons to choose from during attacks. They have no effect on spells: Adamantine Scorpio: The Burning Pilgrim’s attacks restore health to him equal to the total amount of damage he dealt divided by five, rounded down. Cleansing Claymore: The Burning Pilgrim’s attacks strip the target of a random positive effect - permanent or not- or immunity if the target has no positive effects. Charred Longsword: The Burning Pilgrim’s attacks have a 1/3 chance each to inflict the fragile-, weakened-, or stunned- effect. Note: Damage against Armored enemies is divided by their current Armor value. Each individual hit against the enemy reduces their Armor value by 1 after damage is calculated. Armor cannot be pierced or ignored. Armored enemies have no elemental weaknesses. Party Nerwen Calmcacil, Champion of the North Kingdoms (Chromeknight) 265 year old female elven Shaman Level 42.8 *Immune to sealed* *Gains Double EXP* *Restoration* *Absorbs last element* *Counterstriking* *Party Leader* Power bonus: +8 Defense: 1 Health: 64/64 Ether: 38/50 Gold: 293 Equipment: Mourning Star (WP: 10; fire-elemental; inflicts Fragile-effect; mace), Lesser Ethereal cloak (SP:1, Max. ether +3, immune to sealed; backwear), Medal of Valor (Double experience from battles; accessory), Chameleon Vest (Max. Health +10, the user becomes able to absorb the last element it was damaged with; bodywear), Counterstrike Gloves, Barbarians boots (natural respite becomes restoration) Inventory: Weapons: Nocturne Flute (WP:6; causes asleep-effect; instrument), Mutt's Flute (WP:10; inflicts Weakened-effect; instrument), Party Maracas (WP:4; user is hastened; instrument), Battered wooden flute (WP:6; Darkness-elemental; instrument), Sword of the Warrior of the Light (WP: 14; Light-Elemental, Meditate becomes hits; longsword), Bent Crowbar (WP: 8; 3x damage to Mechanic enemies; hammer), Singing Sword (WP 10; causes bleeding, longsword/instrument), Champion’s Voulge (WP: 14, gains 1 WP when the hero protects an ally by reducing or preventing Damage or Special Damage, axe) Artifacts: Leather armour (SP:1; Bodywear), Zap-Tap Badge (1/2 chance to Electric counterstrike an opponent who has dealt damage to a hero, equal to the hero's level; Accessory), Shield (SP: 5), Nordic Stomach Guard (SP: 3; Immunity to Ice and Water; Bodywear; Suitable for Barbarians, Regulators, and Beast Warriors), Shield of the Red Lizard (SP: 2; Immune to Blind), Seal of the Warrior Priestess (At the beginning of the battle the user has a 1/6 chance to be Transcended, a 1/6 chance to be Blessed, and a 1/6 chance to be Inspired; Accessory; Suitable for Paladins), Trickster's Mask of the Angel, Razor (user is Blessed and Immune to Bleeding, Enraged, and Encouraged; May take up any artifact slot; requires a shaved head), Helm of the Lord of Light (Immune to Light and Jinxed; headwear; Suitable for Knights), Sylvania's Cowl (Permits Animal Talk, Headwear), Encore Plectrum (if the same Battle Song is sung for more than one round in a row, the song’s ether cost for the consecutive rounds is halved; suitable to minstrels; accessory.) Spell Items: Opal (2), Topaz (2), Diamond (2), Amethyst, Garnet, Sapphire, Emerald, Aquamarine, Ruby, Scroll of Sleep, Scroll of Blindness, Scroll of Weakening, Scroll of Fragile, Scroll of Confusion, Hero Hymn (Inspired-effect to all allies for 10 ether; song) Consumables: Phoenix Essence (2), Potions (10), Grand potion (2), Tonics (3), Grand tonic, Ether Core, Ambrosia (4), Elixirs (2), Remedies (6), Neutralisers (2), Tiger Balm (3), Nostrum (2), Venom (4), Mulled Wine, Dragon Scale (lucky & blessed), Titan Heart (encouraged & inspired), Fire Bomb, Ice Bombs (2), Lightning Bomb, Water Bombs (2), Dirt Bombs (2), Air Bomb, Bone, Milk (restores 15 HP and 15 Ether), Red Death Blood (Once applied to a weapon the first successful hit deals doomed, consumable) (2), Sushi (restores 5 health and ether), Feather of Lithe (user is nimble for three rounds, 1/3 chance to avoid rolls of COUNTER and DAMAGE and Free Hits), Grating Stone, Bright Polish (2), Meads (3), Mulled Wines (2), Health Core, Eldritch Jelly (Causes a weapon to permanently deal double damage to holy, humanoid, and luminous enemies when it's used on it, giving it the "Eldritch-" prefix. Once used, the weapon can no longer be upgraded, enhanced, morphed, or enchanted. Consumable) Tools/Treasure: Shovel, Bedroll, Magnifying Glass, Telescope, 3 Scrap Metal, Thalion Dwinlas, Super Sleuth, School Inspector (-obelix-) 213 years old male elf Mystic Knight Level 34.75 *Immune to all elements, sealed, blinded, weakened, confused, sleep, fragile, cursed, doomed, sudden death, poisoned and bleeding* *Permanently Nimble* *Lucky* Power Bonus: 0 Defense: 16 Health: 45/45 Ether: 29/44 Gold: 1063 Equipment: Alpha and Omega (WP: 14, dual healing/spellcasting at the cost of 2 ether, Hollow [Grand Potion stored], staves), Ribcage Shield (SP:11; every time the wielder takes a hit, the shield loses one SP; gives immunity to Doomed and Sudden Death for as long the shield has SP left), Norgh Armor (SP:5, Immunity to Darkness, Light, Fire, Ice, Water, Wood, Wind, Lightning, Earth damage and Sealed, Blind, Fragile, Weaken, Sleep and Confused, bodywear), Blessed Amulet (Protects from Cursed-effect; accessory), Sterile Gloves (Immunity to Poisoned and Bleeding, handwear), Elven Boots (Wearer is permanently Nimble; suitable to elves; footwear) Inventory: Weapons: Despair (WP: 21, darkness-elemental, physical attacks and spells deal double damage to enemies inflicted with any negative effects, staff), Nightfall (WP: 11, Darkness-elemental, absorbs 2 health on successful hits, Hollow [Grand Potion], dagger), Sleeper (WP: 4, deals Asleep to enemies it hits, Hollow Upgrade [Grand Tonic], melee/throwing weapon), Duplovian Swift Halberd (WP: 10, deals Stunned on successful hits, Hollow [Phoenix Essence]) Broomstick (WP:9, ranged), Handy Shield (SP:4, Immune to Blinded) Artifacts: Slightly Less Lucky Die (Randomly causes the Lucky or Jinxed effect when used, costs 3 ether), Duplovian Helmet of the Guard (SP:2, Immune to Magic and Healing, headwear), Winged Sandals (Protects from Bound and Slowed effects, footwear), Heart Locket (Protects from Enamored-effect; accessory), Snake-Eye Charm (Protects from Petrified-effect; accessory), Shackles of War (Prevents anyone from fleeing battles; accessory, lent to Boomingham), Paper Doll (Protects from Hexed-effect; accessory), Cloak of Espionage (Allows the wearer to examine enemy stats before a battle, backwear, lent to Nerwen), Bumble Fanshirt (SP:1, vermin with level less than half of the wearer's are scared and won't directly attack the wearer; bodywear), Dragoon's Helmet (SP:3, makes wearer absorb attacks of the element of their pet dragon, gaining health instead of damage; suitable for dragoons; headwear), Emerald Hood (SP:4, Immunity to Fragile headwear), Cloak of Necrotic Shielding (SP:3, provides SPECIAL GUARD against Undead Enemies, backwear), Tin Helmet (Protects from Confused and Hexed effects; headwear), Sharkskin Hide (SP: 1, doubles water elemental spells, bodywear, suitable for mages, necromancers, chi monks, and weather mages), Vexing Vestaments (SP: 3, +8 max ether, the user can no longer heal undead to damage them, but healing humanoid, holy, and luminous enemies will now deal damage and inflict the hexed-effect, suitable for clerics and chi monks) Spell Items: Zirconia (Gem containing all elements; cannot be merged into equipment), 3 Amethysts, (Diamond, Aquamarine, Opal, Garnet, lent to Tra-Serral), Scroll of Sealing, Scroll of Blindness, Scroll of Frailty, Scroll of Weakening, Scroll of Confusion, Scroll of Sleep, Scroll of Elemental Aura Consumables: Earthwyrm Fang (Grants the Encouraged, Lucky, Reinforced, and Blinded effects for the duration of one battle), Copy of The Eubric Herald (Gives the target the transcended and inspired effects for the duration of one battle), Kraken Fang (Grants hastened and reinforced effects when consumed), Grand Potion (7), Potion (4), Remedy (24), Mead (5), Smelling Salts (8), Nostrum (5), Mulled Wine (4), Elixir (3), Ambrosia, Ether Core (2), Grand Tonic (6), Phoenix Essence (4), Bone (4), Smoke Bomb, Blind Bomb (2), Seal Bomb, Sleep Bomb (2), Deluxe Skeleton Decoy, Feather of White, Feather of Flight (2), Demon Repellent, Skeleton Decoy (2), Ethereal Essence (Revives a fallen ally with full health and ether and the transcended effect) Tools/Treasure: Bedroll, Shovel, Pickaxe, Magnifying Glass, Telescope, Magic Compass, Mythril Shard, Crystal Ball (Worth 50 gold, 100 at magic shops), 3 Scrap Metal Skrall, Krakenwhacker, Titan Smiter (Waterbrick Down) 81 year old male ogre Hunter Level 45 *Natural Respite* *Favors Demons and Eldritch enemies* *Immune to fragile, blinded, hexed, and confused* *Second Party Leader* Power Bonus: +2 WP for bows and crossbows Defense: 11 Health: 59/59 Gold: 3346 Equipment: Unlucky Crossbow (WP: 13, causes jinxed Effect, poisoned by 10), Hunter's Quiver (Bows and Crossbows +2WP, allows Hunters to favor two types of enemies, back wear), Tricorne (SP: 3, head wear), Heavy Armor (SP: 5, wearer is immune to fragile, blind, and confused effects, body wear), Moone Greaves (SP: 3), Paper Doll (Immunity to Hexed) Inventory: Weapons: Oversized Greatsword (WP:16, double damage on targets that are clearly smaller than the hero, greatsword), Composite Bow (WP:12, ignores SP,light,lightning,water, wood, and earth-elemental; bow), Giant Hammer (WP: 13, deals Confused); Hunter's Crossbow (WP:12, double WP against beasts, fire, ice, wind, and darkness-elemental), Axe of the Minotaur Champion (WP: 30, user is slowed and immune to hastened, axe) Artifacts: Medal of Glory (Wearer gains 3x experience from battles, accessory), Pugilist's Gloves (+2 Power, Immunity to Weakened), Lucky Doubloon (Grants "Special Guard"; accessory), Winged Sandals (Immune to bound and slowed, footwear), Cloak of Espionage (Allows the wearer to examine enemy stats before a battle, backwear, lent by Thalion), Vorpalis Talisman (1/3 chance of instantly resurrecting with 1 HP and 1 Ether upon being knocked out; accessory), Consumables: 3 Potions, Phoenix Essence, 3 Phoenix Incenses, 9 Meads, 7 Nostrums, 3 Remedy, 3 Smelling Salts, Deadly Venom, 9 Smoke Bomb, 2 Dirt Bombs, Fire Bomb, 5 Water Bombs, 6 Bone, Blind Fury, Grating Stone, Neutralizer, Letter of Recommendation, Ethereal Essence (Revives a fallen ally with full health and ether and the transcended effect), Feather of Darkness (The weather is changed to Dim (see Weather Mage), consumable) Tools/Treasure: Spyglass (Reveals if there are spies and eavesdroppers in the vicinity when used; tool) Lord Lawrence Boomingham, True Hero Who is Actually Worth Something (Zepher) 48 year old male human Vindicator Level 38 *Immune to darkness, fire, fragile, sleep, weakened, and blinded* *1/2 chance of being reinforced* Power Bonus: +5 on the front row Defense: 15 Health: 61/61 Gold: 365 Equipment: Scupperer (WP:17; darkness-, fire- and earth-elemental; inflicts bleeding and poisoned by 10; has 1/2 chance each to inflict blinded, sealed, weakened and fragile; greatsword), Vest of Faded Trials (SP:8, 1/2 chance of granting reinforced effect at the start of every battle, Immune to Fragile; Suitable for Knights, Barbarians, Dragoons, Skirmishers, Regulators, Vindicators; bodywear and headwear), Fighting Boots (Power +5 on the front row; suitable to barbarians, knights, rogues, beast warriors, chi monks, dragoons, harlots, infiltrators, marauders, skirmishers, regulators, vindicators and winged warriors; footwear.), Tome of Affluence (+10 Gold if equipped for the entirety of a battle; grants immunity to fragile, asleep, weakened, blinded, darkness and fire; accessory), Round Metal Shield (SP:7) Inventory: Weapons: Epidemic Halberd (WP:8, causes all negative effects that the user has to the target when attacking; halberd, lent to Daske), Venom Fang Blade (WP:9, causes poisoned equal to WP; longsword), Lullaby Wand (WP:6, inflicts asleep), Silver Sword (WP: 18, Longsword), Frozen Saber (WP: 15; light-, ice- and wind-elemental; inflicts stunned; great sword) Artifacts: Crown of the Desert King (SP:6; absorbs fire, wind, and earth; suitable for Boomingham only, headwear.), Venomari Helmet (SP:2, absorb poison as health; helmet), Hood of Belthazar Bluehood (Power +4; Ether -6; headwear), Scarlet Hood (SP:4, grants immunity to stunned), Chains of the Pongcanis Chief (Hero Pierces SP if fighting from Front, Enemies ignore SP if hero fights from the back row, cannot be removed in battle), Amulet of Optimism (Adds the confused-effect to all attacks; accessory, suitable to Erdathcath only), 2x Prayer Beads (Makes the wearer permanently blessed; accessory.), Counterstrike Gloves (If the wearer is damaged by a Free Hit, they counter with strength equal to their level; handwear.), Crimson Suit of Armor (SP:12, allows wearer to pose as Crimson Bear Knight; takes three artifact slots: bodywear, headwear and footwear), , Shackles of War (Prevents anyone from fleeing battles; accessory, lent by Thalion) Spell Items: Amethyst (Darkness), Scroll of Recklessness (Encouraged and Fragile; costs 5 Ether; 50/50 chance), Emerald Lamp of Summoning (0/3), “True Love Serenade” (restores 50 health to the rest of the party per round; costs 10 ether; Battle Song), Ethereal Diamond (Light-elemental spells deal the blinded-effect; one ethereal gem can be imbued in a weapon to deal the same effect), Oath of Reclamation (Vindicator’s Oath: After the targeted enemy damages an ally, the enemy immediately becomes stunned, and the vindicator becomes encouraged, borrowed from Olmstyr) Consumables: Potion, 2x Remedy, 2x Phoenix Essence, Danab's Apple (Revives all fallen party members, restores full health and ether to the whole party and removes all negative effects from them; consumable), 12x Mead, 4x Smelling Salt, 3x Nostrum, 2x Ambrosia, Fire Brandy (Encouraged, Immune to Ice), Fireball Whiskey (Immunity to Fire One Battle OR 20 Fire Damage All Enemies), Hamantasch (Lucky, Blessed), Jinxy Juice, 2x Floral Bomb, Seal Bomb, Poison Bomb, Stun Bomb, Seth Bomb (Deals 100 darkness-elemental damage to all opponents when used.), Feather of Flight (Allows the user to flee from the battle when used.), Hair of the Dog, 2x Grating Stone, Oculoid Miasma, Oculoid Fireworks, Saber Teeth, Bone, x2 Bright Polish, Tarok's Blood (The user deals double damage to humans and no damage to orcs for the duration of one battle), Ethereal Essence (Revives a fallen ally with full health and ether and the transcended effect), Feather of Darkness (The weather is changed to Dim (see Weather Mage), consumable) Tools/Treasure: Bedroll, Shovel, Pickaxe, Vindicator's Seal (Grants access to the Vindicator expert job class; cannot be given away), Mythril Shard Everyone, please choose an action. Party leader, please create a battle order.
  7. Pentacle of Asmodeus (Max. ether +6 but spellpower -6 when merged into an artifact at a smithy.) Atramor returns Hybros' Banana Bladerang and Spinning Bolas, and Althior's Medal of Glory. The rogue thief looked around the library intently. Things would be a lot different there from now on, there was no dying that. Was it worth it?...maybe. But two of Heroica's biggest threats were gone now. And they weren't coming back anytime soon. "Been a hell of a thing, mates." "Don't worry about it, monk. One way or another, world's always gonna churn out more scum that need to be killed." Atramor looked out through the Hall's nearest window, briefly. "And Heroica's always gonna be there to do it."
  8. I will get the final battle up tomorrow. Sorry, I had to cram a lot of college work in before visitors came over for Halloween weekend.
  9. Well, no...it takes the Death Star an eternity to orbit the gas giant to fire at Yavin IV, I doubt their retreat would've been all that fast. I think the officer's suggestion was basically "they might actually blow us up, let's abandon ship" and not "let's outrun these starfighters with our moon-sized space station."
  10. "You might not be so foreign to the orocund as you think. It reminds me of our own songs," added Miderun from another side of the saloon, after taking a seat moments before. She'd, briefly, tried getting used to the inactivity of the Hall to no avail. "...only Common is....very....." she shrugged. "..it still does not sound right."
  11. "And he got rid of two of the damned books that caused all of this." Atramor frowned, thinking briefly back to the trip into the demon-infested desert of Azzurat. "Gonna have to get a letter to his aunt, I guess. Hell..." The rogue spun the huge, wide-brimmed hat in his hands. "And Catnip, too. Whatever those other archdemons are up to, someone's sure as hell got to put a stop to them...and there's one more Pandemonicon floatin' out there somewhere. At least the witch won't get her claws on it. Speakin' of archdemons..." Atramor pulled his freshly-decamodified Archdemon (Dark 10) card out of the hat. "Think ya' can get me somethin' for this, Sham? That angel stone worked like a charm."
  12. "Your party leader.....Nerwen.....is in the right. And you, also, are.....right." The ragged, singed capes obscuring him shrugged and waved in the heat of the flames. "If I wanted to destroy Heroica, I've done a...poor job. I just want to see....what you can do. I have watched you from afar. Through the eyes of my followers. But you cannot know a warrior without facing the bite of their blade. And I....want to know you once more."
  13. Thalion spends 1 ether to create a small fireball and fling it at the flag. It catches fire instantly - and the spread is incredibly rapid. It takes seconds for the flag to burn, and the sigil of Heroica is the first to go, blackening into a familiar T-shape before the entire thing thing falls to the ground. The interior of the tower appears consumed in flame, but the harsh stone of the Augustus Bridge appears very resilient. From within the flames stirs a strange shape - a figure rises from the burning ash like a phoenix, a figure who certainly wasn't there before. Another sodding piece of metaphor? Or something equally symbolic? More shapes began to stir; half a dozen members of the Wandering Silence stood before them. As the flames crawled up the sides of the tower, two of them slid through the burning trial of fire like shadows - against the light and heat, their 'teleportation' seemed far less mysterious. The member standing in front of them, however, standing atop the final scraps of the flag, was clearly their leader. And his armor, though unfamiliar, housed a voice very much so - the hoarse voice, from atop the rooftop of the palace. Were the others of this group merely shells? "Your.....persistence...." The heroes could hear the figure's slow, rattling breath even from inside the helmet. "....is...." The halting voice teetered on the edge of uncertainty for a brief second. "...a...relief. I feared Heroica had....become lesser. My fears....are assuaged." "The Burning Pilgrim. You've much to answer-" "Spare me, orc," cut off the Pilgrim with a suddenly harsh edge. It melted away instantly. ".....I.......apologize. But have some patience. Please. For an man whose time is......long since past. This is a.......reunion. One that.......I never anticipated." "....With who? The orcs? Is that why you tried to kill our clan leaders, you tin-plated lunatic?" "Nobody here....believes that any longer. Your fellow Vauno do not. The heroes do not. Am I mistaken?" Tra-Serral's eyes dart around at the others of his order. They have crossbows at the ready, but don't appear hostile. In fact, they are absolutely silent. "..." "I thought the members of your little order worked alone." "Typically." "...This isn't about Baltarok at all, is it," stated Tra-Serral dryly. "Smart girl. No. It is not. But your kind were....formative for me. It seemed...appropriate that my reunion happen here. Especially considering those you...cohort with now." The Burning Pilgrim stepped forward suddenly. His finger danced on the trigger of a strange-looking crossbow. Its design was...old. Unrecognizable...for anyone who hadn't gotten lost in time the past hundred years or so. Boomingham recognized the weapon immediately, a scorpio, a forgotten weapon of High Kingdoms make. Olmstyr pulled his sword halfway out of its sheath, and the other Pilgrims tensed as well. "Are you here to force some kind of...ultimatum? You want the heroes," he snapped. "Not the orcs. Not Baltarok. But if you expected them to be alone in this country-" "Then you ARE as dumb as you look!" Daske raised her spear, and even Aazy looked as though he was rearing for a fight. Tra-Serral, for once, drew in close to the rest of the Vauno, standing between the heroes and the Burning Pilgrim. "You misunderstand. My Pilgrims have no intention of joining this fight....so long as you don't, Vauno." He strode forward further, staring right past the Vauno and at each member of the party. "You and I will duel, heroes of Heroica, on this spot where the world was changed forever. And then the Wandering Silence shall be at your mercy, and you shall have every answer you wish from me."
  14. Atramor turned to look at the great, blue emptiness of the sky for a moment, then turned back to the king. "Yeah. Here's you can repay us: fifty foot statue. Solid stone. Bronze plated. Everyone who walks into Goetia needs to be starin' at a giant goddamned Metasimian. Got it?"
  15. "There are no right hands for this thing. The Pandemonicons are useless in Azazot, and they clearly need mortals to be used. You're one of them. Who's to say it'll even work for you?" Atramor glared at the scythe in Hybros' hands. Phlegethon and its twin the Pheles Kris might've had a similar effect on him, once. No more. "You're not thinkin' straight, mate. Every one of them in our world is another Azzurat waitin' to happen - another million people waitin' to die for someone's world domination attempt. Sorry, mate, but your people aren't worth that risk."