A few hours' ride outside Eubric Freeport, between the plains and the mountains, lies the farm of Old Mack Donauld. In that farm he had a rooster, a pig and a goat, and nowadays a horde of diverse beasts and monsters as well. Old Mack was a true entrepreneur: after his fields were overtaken by the ever-growing masses of monsters, he decided to turn them into a hunting reserve. The overjoyed Veterans of Heroica paid him loads of gold for this ingenious idea - now the champions had a place to properly train and gain experience in-between quests.
And here he is, greeting the brave heroes at the yard of his farm: Old Mack Donauld, the Keeper of the Fields of Glory.
"Howdy ho, heroes! So, you think you're brave enough to face the trials in my fields? Very well, we will soon find out how far you can reach. In the Fields of Glory, you can fight countless monsters in exchange for experience, items, and materialized glory. My... eh, assistants will fill you on the details."
The chosen heroes walk to a ruffly-feathered rooster standing on a fence first.
"Cock-a-doodle-doo! [Listen carefully, humans, as I, Judge Rocky the Rooster, explain the manner of conduct of this place!]"
LAW OF THE FIELDS OF GLORY:
1. You may only fight in the party that you entered the fields with. If even one of the party members wishes to quit, the entire party will be forced to leave the fields immediately. Likewise, if the entire party falls in a battle, they will have to leave the fields to recover from their injuries.
2. You may advance through the fields along the designated paths from a location to another. You will engage into one battle at each location. The location will remain empty after the battle until you leave the fields. Each location has its own combination of monsters that frequent there. For example, you may find aquatic monsters in places with water, and fiery monsters in dry places. The further you travel in the fields, the more challenging monsters you will encounter, but the items they drop will also improve.
3. Winning battles at the fields will not only give you experience and the occasional item, but you also gain an increasing amount Glory Points (GP). The first battle in the fields will net each party member one GP, the second battle two GP and so forth. You will gain GP even if you personally were knocked out or fled, just as long as the battle was victorious. The GP gain will reset after every visit to the fields, so if you leave and return with another party, your first battle in that group will once again net you only one GP. You can exchange your gained GP for prizes upon leaving the fields. The remaining GP is saved for another visit to the fields so you can get your hands into the best prizes.
4. Aside from the common monsters you encounter in the fields, there
are three highly powerful Threshold Monsters blocking entrance to the farther reaches of the fields is always one highly powerful Roaming Monster hiding somewhere in the fields. If a party manages to defeat such a monster, they will gain extra GP and a special title, and open the way to new locations with even harder monsters a new Roaming Monster will appear when the next party enters the fields.
5. There are four Sanctuaries scattered around the fields. There are no monsters in these locations, but heroes with bedrolls may rest to replenish their health and ether there once per Sanctuary per visit.
The heroes then continue to the goat guarding the carrots and cabbages (and doing a bad job at that).
"Baa baa! Baaaaahh!! [Billy the Goat's the name, and cartography's my game. Unfortunately I ate the edges of this map and conveniently forgot what was in them, but now that the Threshold Monsters have been defeated, I've been able to map out the distant reaches again.]"
F. The Donauld Farm
C. Central Sanctuary
W. Western Sanctuary
N. Northern Sanctuary
E. Eastern Sanctuary
1. Derelict Windmill
2. Sheep Meadow
3. Corn Maze
4. Apple Orchard
5. Pumpkin Patch
6. Muddy Riverbank
7. Hollow Oak
8. Weeping Woods
9. Misty Pond
10. Raging Rapids
11. Butterfly Plains
12. Ghastly Marsh
13. Gust Ridge
14. Howling Hills
15. Jagged Pass
16. Firefly Mire
17. Haunted Ruins
18. Forsaken Mine
19. Broken Bridge
20. Rainbow Falls
21. Mushroom Grove
22. Burning Forest
23. Scorched Moors
25. Caverns of the Dark Dwarves
26. Golden Cave
27. Helvetia’s Cauldron
28. Loch Mess
29. Island of Solitude
30. Nixie Lair
CT. Crystal Titan
JK. Jade Kraken
OD. Obsidian Dragon
Finally, the heroes come to a pig with a barrel full of items.
"Oinkity-oink oink! [I am Missy the Pig, pleased to be your acquaintance! I can exchange your hard-earned Glory Points into fabulous prizes. Remember that the more GP you have, the better the prizes within your reach are.]"
GLORY POINT PRIZES:
5 GP: Phoenix Incense (Revives all knocked out party members to full health during a battle.)
10 GP: Teleportapple (Allows the party to travel instantly to any Sanctuary within the Fields of Glory once upon consumption.)
15 GP: Decamodifier (Transforms an enemy with a quarter or less health left into a Decamon card when used, if there is a corresponding card. The monster will not drop anything if it is modified. Tool.) *1 per hero*
25 GP: Level Up Mushroom (Grants the hero one full level upon consumption.)
40 GP: Veteran's Badge (Gives access to the hero's respective Veteran job class upon Level 40 without having to have successfully completed 10 quests.) *1 per hero*
50 GP: 500 gold
100 GP: Mythril (A very rare metal that can be forged into weapons, adding 10 WP.) *1 per hero*
250 GP: Medal of Glory (Artefact/Accessory) (Mark of true talent that allows the wearer to gain triple experience from battles.) *1 per hero*
500 GP: Pitchfork of Domination (WP:50, pierces all defences including SP. Suitable for all classes.) *1 in total*
GLORY POINT BANK:
Actaeon Artus (Actaeon): 6 GP
Althior Emorith (K-Nut): 1 GP
Alexander Vandangant (Wedge09): 58 GP
Alexis Fenral (Masked Builder): 9 GP
Avalanche (Dragonfire): 1 GP
Bartholomew Docken (Brickdoctor): 26 GP
Benji Carvenhall (Flare): 8 GP
Cinna the Dark (darkdragon): 3 GP
Darksten (Comrade Commander): 8 GP
Dyric Rone (The Legonater): 22 GP
En Sabah Nur (Jebediahs): 24 GP
Grimwald Gjinko (LordoftheNoobs): 8 GP
Hoke Ablesword (UsernameMDM): 0 GP
Hybros (JimButcher): 4 GP
Jess Islanti (Sisco): 3 GP
Johon (Bricksandparts): 172 GP
Kiray Nastayo (KingoftheZempk): 6 GP
Lind Whisperer (Lind Whisperer): 14 GP
Matthias (StickFig): 6 GP
Monk Pretzel (Palathadric): 25 GP
Nagure (Costy): 4 GP
Namyrra Uq (Quarryman): 3 GP
Purpearl Berthadhiell (Purpearljellyblob): 6 GP
Romulus Dean (TheBoyWonder): 8 GP
Siercon (Siercon and Coral): 6 GP
Skrall (Waterbrick Down): 0 GP
Stigveladi "Amma" Kötturin: 26 GP
Sylph Solanum (Dannylonglegs): 24 GP
Tesni Hightribe (Peppermint_M): 3 GP
Thormanil Nihai (swils): 55 GP
Xander Un'thor (posades): 0 GP
After making the rounds, the heroes return to Old Mack, who is waiting for them in front of his farmhouse.
"One last thing: if y'all feel the Fields are not enough of a challenge for you, you can ramp up the difficulty by choosing an extra handicap for the duration of one battle to gain even more Glory Points. The more dire the handicap you choose, the greater the reward. You can only choose one challenge per battle, remember that."
OLD MAC'S CHALLENGES:
Close Encounters: Heroes may only fight from the front row. x1.3 GP
Malfunction: Elemental multipliers do not apply. x1.3 GP
Drought: Heroes are unable to use consumables for the duration of the battle. x1.5 GP
Armor-Piercing: The heroes are stripped of Defense. x1.5 GP
Famine: The enemies drop no loot. x1.5 GP
Play Fair: Heroes are unable to inflict negative effects. x1.5 GP
Thick Skin: All enemies gain defense equal to half their level, rounded up. x1.5 GP
See You in Hell: The heroes fight to the death, no reviving or fleeing. x1.8 GP
Immortal: One random enemy cannot be damaged or inflicted with negative effects until all others are defeated. x1.8 GP
On the Clock: The battle must be won within ten rounds or the battle is lost. x1.8 GP
Overdose: All enemies have their maximum health doubled. x2 GP
Tilt: All heroes have their maximum health and ether halved. x2 GP
War: Heroes cannot change targets until their current target has been defeat. x2 GP
Debuffed: The heroes lose all immunities and positive effects. x2.3 GP
Pestilence: All heroes lose 10 health each round. x2.3 GP
Tough Luck: All enemies are permanently lucky. x2.5 GP
You Only Die Twice: Each enemy must be killed twice. x3 GP
Apocalypse: Each enemy's level, maximum health, maximum ether, and defense are multiplied by ten. x4 GP
"So, are you aware now how things work around here? You oughtta be, or we'll soon be collecting your pieces out there. If you have any doubts or concerns, now's your last chance to blurt them out. Otherwise, choose your first destination from the map."