Waterbrick Down

Eurobricks Grand Dukes
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    The frozen tundra of Wisconsin

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  1. Heroica RPG General Discussion

    For high level disparities Enemy Level = X*Heroe's Level (As suggested by UsernameMDM) Separate Fronts (Stick your high level heroes on one front and low on another) Passive Specials (Something like "Passive Special: Overconfident - Heroes less than level # ignore this enemy's SP." or "Passive Special: Unguarded - Enemy takes extra damage if already hit this round.") Mobs (High level heroes wear them down, low level heroes finish them off) Cover/Armor (Provides enemies with SP or extra HP, allow it to be destroyed after a certain number of hits) Non-standard Victory Conditions (Land a certain number of hits on an enemy, successfully impart a specific negative effect to an enemy, steal a certain amount of gold, stay standing # rounds, get KO'd a # of times, use a certain number of items, heal NPC's, cast elemental spells in a certain order, Puzzle Battles [see quests from Flipz, WBD, Endgame])
  2. Heroica RPG General Discussion

    The trick is it's difficult to enact any new rules such as slots without either heavily editing nearly a hundred artifacts or starting everything with a clean slate. Hence the easiest strategy is to simply limit the amount of potential for it to occur. There are two schools of magic item enjoyment, some people value magic items that they find vs. other people who value magic items that they have customized.
  3. Heroica RPG General Discussion

    Actually I'm not as worried about Mage's gaining access to gems as I am about non-mages being able to purchase Gems and Scrolls and boosting up their defenses. It's difficult enough for QM's to balance everything already, an endless supply of magic items would not help that problem.
  4. Heroica RPG - Heroica Hall

    -------------- A new quest has been posted by KotZ Quest #158: Color Me Shocked! --------------
  5. Heroica RPG General Discussion

    It's not currently in the works. What role would a magic shop fill outside of what is currently offered?
  6. Heroica RPG - Marketplace

    The elf inspects the cloak, taking measurements and stretching the material to assess how much wear the cloth had seen. "250 Gold for these filthy rags. They smell of death, I'll be surprised if I can turn any profit on an item such as this."
  7. Heroica RPG General Discussion

    Marketplace, Library, and Index have all been updated/corrected.
  8. Heroica RPG General Discussion

    The Hall should now be up to date regarding quest experience, reputation, rumors, formatting, as well as moving inactive players (>1yr inactivity) to the Archives. We have a few Quest proposals that we're working through so expect to see those soon.
  9. Heroica RPG General Discussion

    Boris is still active.
  10. Heroica RPG - Quest Masters' Lounge

    Well thanks again to those who participate in 157, you did make it a great quest for the most part. When the other council members and I started drafting potential quests based on the resolutions passed by the organizations, we wanted to make sure the outcomes of the quests had concrete results and really contributed to the overall story lines. We also wanted to keep things short so we purposefully drafter fairly straight forward quests. This particular quest excited me as it gave an opportunity to feature and expand on some of the locations that had only been named or just briefly touched upon. With that in mind I split the quest into three legs: harpies, refuel station, kappa. Intro, first puzzle, and interlude 1: Pretty straight forward, I wasn't expecting a lot of hassle and wanted to make sure that the goal of the quest was clear but still provide some options to the party. I also knew that I wanted to provide an NPC outside of Gioconda as she'd be wrapped up in the affairs of the ship and since Umbra had been featured more as an enemy rather than an ally in the past, it was a great opportunity to expand upon her character a little. The first puzzle was solved by most of the players and hopefully made up for some of the more difficult ones to follow. The discussion among the party members concerning how to handle the harpies certainly helped define the personalities of the characters and I was glad to see the comradery displayed by the sharing of equipment. The Harpies and Manticore Fight: The sirens were some of my favorite NPC's to create and I really wanted to give them a little semblance of culture, beyond the standard hypnotic songs cause men to kill themselves. As monsters they really have a morality different from other cultures and it was interesting watching all of the conversations between the party members ensue. Throlar's bit of being the only one who could understand the sirens for a period of time did make for interesting writing and I'm glad the Party was some what divided on their approach to the situation at hand, it certainly made for some tense negotiations. Honestly the situation could have gone either way and I was prepared for the Party to either reach an agreement with the colony or completely wipe them out. I'm somewhat glad of the current outcome and hope that the colony gets featured again in some future quests. The first fight while well meaning was certainly a cake-walk. I wasn't completely prepared for the amount of damage output a Paragon could put out and while I was excited to try out the new Quickened effect, it proved all for not. In hindsight, it's probably a good thing as it gave Hoke a chance to shine and showed me what steps I would need to take to create a more difficult challenge. Interlude 2: I'm a sucker for RP and am always a fan of how Zepher manages to fit such scenes so seamlessly into his narratives. I won't say they're perfect, but I was well pleased with the interactions between the characters, Umbra and Gionconda. I hope they gave opportunity to express what the character's thoughts were on the world that was changing around them. No big surprises, but seeing the character definition was really interesting on my part. The decision to head for Wailing Wharf made things a little difficult on my part as I had to create a brand new town as opposed to use the existing map and pictures/NPC's from Salamanda, but in the end I'm very happy with how things went. Wailing Warf: From the onset of the town's creation, I knew I wanted to construct a village entirely built from the carcasses and pieces of giant sea monsters and I couldn't be more pleased with how it turned out. As a fishing town, the Warf didn't have a lot to offer from an economical or rare sights standpoint, but what it lacked in those areas I hope it made up for in character. I purposefully left some areas unexplored as I'm a firm believer in collaboration and don't want to take up an entire setting to myself when there are so many other great QM's that have ideas of their own and can add so much more to it. With that said, I'm certainly glad that the Party decided to explore the shell tower. Originally I hadn't planned on the site being visited, but it gave me the chance to introduce one of my favorite NPC's and I'm sure Augusta will come back in later quests. The shop was small, but intentionally so. As a short direct and to the point quest, it didn't feel fitting to include a grandiose shopping experience nor would it have worked for the actual setting of the Wailing Warf. It offered a minor sub-plot that the heroes followed up on and provided a little more flavor concerning the inhabitants of the town. The Tipsy Tortoise was the crown jewel of the Warf and the numerous crew members were a pure joy to create. There are plenty of NPC's left if anyone wants to ever steal any of them. From the conversations amongst all the crews, to the bar fight, to Hoke's back and forth with Amelia, the whole bit was a lot of fun to play out and the scene itself was one of my favorites to build. The second puzzle (secret code word) was solved fairly easily by the group and it served to complete the sub-plot. Hero? Battle: I've been waiting a long time to include this little bit of story in the overall Heroica RPG and I'm glad it finally got a chance to be revealed (trust me there will be more to come). The reveal in game went perfectly and I'm glad the heroes were finally able to make sense of everything going on around them. As a battle overall, I knew I wanted to try something different from the standard battle in order to provide an equal challenge to all of the Party members. For a moment I thought it was going to be a TPK, but the players pulled through and I learned a lot about how positive effects on enemies can have a big impact on the difficulty of the fight. Overall I liked how this battle turned out and am glad Natnail as always escaped to fight and lose another day. Leaving Wailing Warf and Interlude 3: I really couldn't complain much about how the heroes wrapped things up at the Warf, they came to a logical conclusion regarding hiring guards and also secured a helpful ally (Hoke, don't forget about your job class traits). More dialog, the bits of RP between Ezeran and Augusta were great and some of Thorlars dialog with Umbra were really good. The forest fire before landing in Kappa-La was intentionally more RP oriented and free form in order to allow some of the party the opportunity to think outside the box. Kappa-La and the Shrine Puzzle: When I first started planning this quest I had originally thought that all of the Kappa would be adverse to any foreigners and things would play out like Pocahontas, but that conflict seemed a little too counter to the effects of some of the prior quests and would have also landed the Crescent Union squarely in "bad-guy" territory. Thus the idea of rival factions and traditional rebels lead by a scheming demon was born. Again details on Kappa-La and the Kappa culture were kept somewhat minimum as I wanted to provide opportunity for future QM's to expand upon. I was glad however to see the group creating a variety of differing relationships among the different Kappa leaders as it really helped to establish their perspective on the whole Eubric to Xu immigration prospect. Off into the jungle, I was surprised at how many failed the door puzzle. The riddle was intentionally worded in a somewhat vague fashion as "look for the number in the corner" isn't really a puzzle. Thankfully one of you finally managed to solve it. Shrine Battle: Final battles are not my strong suit and neither are villain monologues, so I won't claim that this was the best portion of the quest, but I was intentional in my battle design to provide a challenge. I knew in order to make sure everyone contributed to the battle that it would need to be on two different fronts in order to ensure that the highly armored PC's could be damaged and that the lowly armored PC's wouldn't get one shotted with a single attack. The idea was to encourage the groups to look at the most effective strategy to dismantle the enemy's defenses (mainly their Nimble effect). Unfortunately, I think there was probably some lack of communication and probably not the most effective tactics were employed resulting in the collapse of one of the fronts. It's a learning experience and thankfully the other front managed to make it through. The reveal of the demonic influence was intentional and I was glad it actually coincided with the loss of the rakshasa's last supporter. I've found the best villains are the ones that don't disappear after a single quest, so hopefully having something a little more reoccurring will allow for better development. In the end I'm satisfied with the battle. Ending and Return to Eubric: Not much to say here. The party wrapped things up nicely and established some meaningful relationships with quite a few NPC's. I'll be glad to see where this carries the story moving forward and can't think of much more that I could have asked from the quest. On to players: Throlar (Lord Duvors) - It has been really intriguing watching Throlar develop. You've have really fleshed out his diplomatic personality and I'm glad to see it in action especially in a party that was more prone to battle first and questions second. All of his interactions, from Umbra, to the crews at the Tipsy Tortoise, the conversations with the harpies, and his new friendship with Lippi, were enjoyable to write for and I can't offer too many critiques. With his current outfit he could create an interesting build mechanically so I'm curious to see if he sticks with Warden or changes classes eventually. Overall you were dependable and I was glad to have you playing along. Germ (samurai-turtle) - Germ seemed to have an off quest. He spent alot of time unfortunately either knocked out or just going along with the flow. There were a couple of times I wasn't even sure how to respond as it was difficult to tell when he was breaking the 4th wall and when he was actually discussing with characters. Also maybe I'm just ignorant to some of his humor, but there were definitely references I didn't understand. His little brawl with the captain in the Tipsy Tortoise did provide some action, but after being KO'd he seemed somewhat out of it for the rest of the quest. As a character it's really hard to figure out his personality outside of "generally annoyed at everything", he doesn't seem to have any goals. Your character is a very interesting one and has a lot of potential, heck he's a demon among heroes, I'm just not sure where you're trying to go with it. Torald (Alfadas) - I've now played with and hosted Torald a few times and he continues to be a favorite of mine. He is a consistent stereotype and that can be immensely helpful to a QM in order to setup a scenario because we know at least how one of the interactions is going to play out. He was a little more reserved in terms of participation compared to his last quest that I hosted but I still felt like he was a solid presence. With Ezeran somewhat removed from a RP perspective for the latter half of the quest it was interesting to see the split of the dynamic duo and I'd be interested to see how it effects him it if does at all. I think transitioning him into a Battle Mage really gives you an opportunity to change the dynamic of the relationship between the two of them now that he has access to magic. I'm excited to see where it leads. Due to being a lower level character in this particular party make up, Torald also spend a good deal of time on the ground and it really started to play out how he carried himself, I think if you use this to catapult Torald in how he interacts with magic, you'll end up with a pretty interesting character. Ezeran (MysticModulus) - I'm always worried about the way the symbiote will play out in a quest, because it is so weird it has the potentially to be extremely distracting. I think you've now mastered the balance of incorporating that aspect into your character without having it consume him. Ezeran's unfolding arc concerning his father was one that I really enjoyed seeing play out and am honored to have been a small part of that with Augusta. I really do look forward to watching him grow as a character. He's a somewhat competent mage now and I'd like to see him figure out his niche, whatever that may be. Through out the quest you did a really good job of balancing the character in terms of interactions, party leading and participation. I'm always glad to have you along and your place within this quest was quite memorable. Hoke (UsernameMDM) - As a participant of many quests, you've heard all the criticisms and encouragements concerning your character both RP and mechanically. Hoke is even more of a beast to try and manage on the battle field as a Paragon than as a Dragoon, but I'd like to think I game him some challenges. Hoke the character continues to play the straight man and the one in charge, that's his mantra and he does it well. The only caution I have for you is make sure you keep it somewhat in check when it comes to other player interaction. Quite honestly there were a couple instances where it was difficult to interpret who was the one being bossy, Hoke or UsernameMDM. As a player with a very powerful character you have the mechanical ability to wipe the floor with a lot of other characters, however always displaying that whether through constantly questioning another character/player's allegiance (here) or their ability to question your character (here) can easily be off putting to other players and discourage them from participating at all. You're always great to have along on quests, just make sure it doesn't become the "Hoke Show". You're spot on about the battle readjust, with more battles I think there could have been a better spectrum, but with only three it boiled down to: Easy, Medium, Hard. The shop as mentioned was intentionally scarce as I generally prefer on shorter quests to have items skewed towards loot as opposed to specialty shops. Items with stories attached to them tend to offer overall better to character's backgrounds rather than just equipment that they had custom created or tailored in a specific way, but to each their own. Sorry about the puzzle, it was vague on purpose and actually easier than the original puzzle I had considered which really did require counting every single corner of the shapes. Thanks. You're right in that the Party synergy on a whole was low, but I think that was more than likely due to the level gap as the individual interactions the party members had with either NPC's or one on one with each other were actually pretty good. I think Ezeran really exposed parts of himself that I wasn't expecting at all from the onset of this quest and I'm glad that they evolved the way they did. Augusta was a fun NPC to play and I'm glad for the role that she was able to fill in all of this. Well that's about it, again thanks for coming along on this journey, it's been an enjoyable one. I'll be taking a hiatus from hosting for a little bit due to the brand new kid and having limited time for any extra activities, but I hope to continue expanding on a lot of the story points this quest introduced.
  11. Heroica RPG - Quest #157: Staking the Flag

    As the group made ready to leave the palace, Umbra looked annoyingly at Hoke. "Mr. Ablesword, while you may have a knack for destroying demons, you obviously lack knowledge in geography, we're are currently in Eubric. Good day sir." With that the heroes set off for where ever the streets of Eubric would take them. Final StatsHoke Ablesword - Champion of the Northern Kingdoms, Kraken Whacker, Titan Smiter, Serpent Skinner, Matchmaker and Rock Champion of Decamon (UsernameMDM)Human Male ParagonLevel 58.6 *Blessed* *Immune to Fragile, Dark, Earth, Fire, Wind* *Absorbs Poison* *Gains Triple Experience*Power Bonus: 10 (+3 WP)Defense: 58Health: 123/123Gold: 1138Equipment: Zoot's Order (WP:40; Deals Darkness, Light, Ice, Cursed, Fragile, permanently Poisoned-by-10, hits reduce enemy SP by 1; spear, suitable for Hoke only [Hydra Tongue, Crimson Haze, Amethyst, Diamond, Etherial Opal]), Mythril Buckler (SP:41, Amethyst, Mythril), Hydra Skin (SP: 2, wearer gains HP when poisoned instead of losing it, backwear), Helm of Prestige (SP: 5, +10 Max HP, Wearer is Permanently Blessed, Headwear, suitable for Paragons), Bone Claws (+3 WP, 2 SP, hand wear), Sven's Heavy Armor (SP:6, Immune to Fire, Earth, Wind and Fragile), Guffington's Seal (Proves the Hero is a Friend of Guffington. The hero starts every quest with one "Hero's Cocktail": encouraged, hastened, lucky and inspired), Warrior's Treads (SP:2, Health +1, footwear), Medal of Glory (Wearer gains triple experience, accessory), Inventory:Weapons - Gladiator Trident (WP: 11, causes the Bleeding-by-5 effect; spear), Blue Steel Shield (SP:5, Immune to Blind), Vintul (WP: 16; greatsword), Wasabi Blade (WP: 4, Fire-elemental long-sword), Glistening Halberd WP:10 (1/2; chance to caused stunned effect, lance), Fang Dagger (WP:5, double damage to beasts, dagger), Balanced Main-Gauce (WP: 10, Riposte has a 1/6 chance of instantly killing the/each target, dagger, suitable only for marauders), Blade of Tranquility (WP: 2, deals the Sealed effect, Long-sword), Longsword (WP: 5), Fleuret (WP: 5, Longsword), Simple Halberd (WP: 10, Halberd)Artifacts - Obsan's "Masterpiece" (SP: 10; suitable for knights, barbarians, beast masters, dragoons, marauders and regulators; Immune to Ice, Wind and Wood; bodywear), Coat Hanger (Allows for a second body wear, Accessory), Sharkskin Gloves (Accessory, provides immunity from water elemental attacks), Samurai Helmet (WP:+4, immune Confused, Sealed suitable to knights, dragoons, regulators, winged warriors), Sterile Gloves (Immune to poisoned and bleeding, handwear, suitable for anyone), Cultist Hat (damage vs undead), Electro Gear (Adds lightning-element to physical attacks and protects from lightning-elemental damage, accessory), Pugilist Gloves (+2 to power, immune Weakened), Shadeaux Cape (SP:1; suitable to those with reputation among the Shadeaux only; if reputation is great, SP is doubled; if reputation is outstanding, SP is tripled; backwear.), Iceborn's Improved Summoning Amulet (Can be used once per quest to revive a fallen enemy to join the party. The enemy has a level equal to their previous level, and health equal to the half the health of the hero reviving them. Their class can be determined by the QM, and they cannot be revived by Phoenix Essences. Accessory), Counerstrike Gloves, Goggles, Shackles of WarGems - Ruby (Fire), Etherial Sapphire (Sealed+Wind), Emerald (Wood), Etherial Aquamarine (Confusion+Water), Topaz (Lightning), Etherial Garnet (Slowed+Earth), Etherial Topaz (Lighting+Stunned), OpalScrolls - Scroll of Frailty, Scroll of Weakening, Scroll of Blindness, Scroll of Confusion, Scroll of Sealing, Scroll of SleepTools - Bedroll, Pickaxe, Shovel 3x Smoke Bomb, Lightning Bomb, Water Bomb, Air Bomb, 2x Dirt Bomb, Confuse Bomb, Seal Bomb, Crescent Seal (+2 Power, +1 Free item usage during the first round of battle),Consumables - 7x Grand Potion, Health Core, 2x Grand Tonic, 4x Remedy, 5x Ether Core, Elixir, 2x Ambrosia, Soma, 5x Mead, 2x Smelling Salts, 2x Titan Heart (Grants encouraged- and inspired-effects when consumed), 2x Flame-Distilled Brandy (Encouraged & Immune to Ice), 5x Venom, 2x Deadly Venom, 2x Feather of Flight (Allows the user to flee from the battle when used), Henry Award (Can be sold for 200 Gold or to give +1 HP or +1 Power to a character, Consumable, Soul-bound), Crimson Haze (Causes a weapon to deal the poisoned by 7 and cursed effects permanently), Pickled Mushroom (Unknown effect, Consumable), Ambrosia, Bright PolishDecamon Deck - Nixie (Water 7), Reaper (Dark 8), Stone Golem (Rock 8), Carcinos (Aquatic 8), Storm Elemental (Electric 8), Tianlong (Ethereal 10)The Demon Germ (Samurai Turtle) ??? years old ; Half Demon; Male Black Knight Level 21.33 *Immune to Light and Darkness*Power Bonus: 4Defense: 20Health: 38/38Gold: 1316Equipment: Spesialian Helmet (SP:2, SP:4 if wearer’s Star Elf, Health +2, Power +2, Suitable for anyone; headwear), Crested Shield (SP: 13), Unholy Armor, Simple Halberd (WP: 10, Halberd)Inventory:Weapons - Gaia Blade (WP:5, Wood-elemental, ignores SP foes weak to Wood,(aquatic and Rock) gems cannot be merged into or removed from the weapon; great-sword), borrowed from Vindsval (Asphalt), Obsidian Scimitar (WP:20; Darkness-elemental; longsword), Sword-Fish (WP 8, WP doubles if target has been attacked by Spear-Fish or Flail-Fish, Longsword), Kobold Sharp Wings (WP:8; Deals Bleeding 1; throwing weapon), Unicorn’s Horn (WP:8, healing becomes nurturing, removing negative effects as well; Diamond/Light-elemental staff), Dwarven Portable Catapult (WP:10; Double Damage to Enemies Visibly Larger than the User; Throwing Weapon), Ignis Blade (WP:5, Fire-elemental, ignores SP of foes weak to Fire, (Beasts, Icey, and Plants) gems cannot be merged into or removed from the weapon; great-sword), borrowed from Vindsval (Asphalt), , Red Shield (SP:8; shield), Brilliant Dagger (WP: 10, 1/3 chance to Blind), Winter Shield (SP:10; absorb Ice but takes double damage from Fire; shield), Kobold Sharp Wings (WP:8; Deals Bleeding 1; throwing weapon), ,Flying Talon (WP: 10, Steals one drop at Random from Enemy, Whip), Artifacts - Demon Wings (Take To The Skies dealsDarkness-elemental damage and Hexed instead of Wind-elemental damage and Stunned; backwear, suitable to The Demon Germ only), Sterile Gloves (Protects from Poisoned- and Bleeding- effects; handwear), Shadow Cloak (SP:1, immune to Darkness/Amethyst & Emerald/Wood; backwear), Wraps of the Steadfast Tortoise (Grants Reinforced Effect, Handwear, Suitable for Chi Monks), Black Knight's Armor (SP:4; Protects from Stunned-effects; immune to Fire/Ruby; suitable for Black Knights; bodywear), White Ninja CowlGems / Scrolls - Scroll of Blindness (Enables casting the blinded-effect to the target, making them unable to use a physical attack for the next three rounds. Each casting has a 50/50 chance of success and costs 1 ether.),Consumables - Smoke Bomb (x5), Level-Up Mushroom, Bone (x6), Deadly Venom (x3), Remedy (x4), Human Repellent (Makes the user impervious to direct attacks from humanoid enemies during one battle unless he is the last hero standing; consumable.), Potion (x4), Venom (x3), Mead, Grand Potion (x3), Bright PolishTools - Bedroll, Shovel, Pickaxe, Magnifying Glass, Crescent Seal (+2 Power, +1 Free item usage during the first round of combat)Other - 2 Gold Ring (worth 15 gold, or can be given to someone else to make them Enamored with the giver), Gold Bar (A bar of gold. Value: 50 gold) loaned to Vindsval (Asphalt)Ezeran Yavarr (MysticModulus)42 year old male human SorcererLevel 21.67 *Immune to Wood and Fire, Sealed and Blindness* *Enemies that hit Ezeran become slowed*Power Bonus: 3 (+2 spellpower)Defense: 5Health: 35/35Ether: 29/29Gold: 313Equipment: Ooze Wand (WP: 10, 1/3 chance to Slow), Sneezing Demon (SP:2; enemies that hit the wearer become slowed; immunity to wood, fire and blindness, suitable to Ezeran only; bodywear), Etherium Pauldrons (SP:3, immune to sealed; backwear), Sedge hat (Max. Ether +4; headwear)Inventory: Weapons - Trickster’s Baubel (WP:6, each hit causes one random effect: stunned, poisoned by 1, asleep, blinded, sealed or confused; wand), Ancient Sapphamber Staff (WP:8, doubled against Ancient enemies, staff), Simple Staff (WP: 10)Artifacts - Hood of the Elementalist (SP:1, *Absorbs darkness*; headwear, suitable to anyone), Pointy Hat, Mage's Muffler, Bad Luck Charm, White Ninja Cowl, Begone with the Winds (Allows access to the Weather Mage Class, Accessory)Gems - Emerald (Wood), Ruby (Fire), Diamond (Light), Sapphire (wind), Amethyst (Darkness)Consumables - 5x grand potions, 5x grand tonics, 3x Remedy, 2x smelling salts, ether core, nostrums, 2x Smoke Bomb, myrrh, venom, Mulled Wine, Pickled Mushroom, Soma, Bright PolishTools - Crescent Seal (+2 Power, +1 Free item usage during the first round of battle), Bedroll, Shovel Throlar Wineghilm *Nimble* *Immune to Weakened*137 year old male Dwarven Warden. Level: 20Power Bonus: 1Defense: 5Health: 43/43Gold: 150Equipment: Sundering Longsword (WP: 10, 1/3 chance to deal Fragile, Poisoned 1), Greaves of the Wolf (SP: 5; Wearer is Nimble; footwear), Lion's Plate (Max health +5, Power +1; wearer is immune to weakened; suitable for knights and barbarians; body wear), Shield of Invisibility (SP: 0; the user is immune to free hits until they are the last hero standing),Inventory:Weapons - Huntsman's Bow (WP: 7; damages undead; bow), Elven Sword (WP: 5, longsword), Miracle Lance (A white spear crafted in the likeness of an ancient dragon; WP: 10; doubled against Ancient enemies; lance), Blackstone Club (WP: 30; Earth and darkness elemental; club), Fellcrest Hand Axe (WP: 8; deals bleeding 5 on successful hits; throwing weapon), Mopagsaber (WP: 12; Ice elemental; longsword)Artifacts - Quiver of Homing Arrows (Rolls of AIM become HIT; can only be used with a bow or a crossbow; backwear), Amulet of Elven Loyalty (Wearer can use anything suitable for elves and is considered a friend by all elves; the wearer also becomes encouraged if there are elves in the party; suitable to Throlar only; accessory), Monkey Armor (SP:4, immune to earth and bound; suitable for knights, beast warriors, dragoons, skirmishers and winged warriors; body wear), Mage's Muffler, Sandman's Parasol, Elven Shield (SP: 5; Ice and darkness elemental; all elves in the party gain the same amount of SP as long as the wielder is standing), Crow Helmet (SP: 1; Flying enemies do not deal free hits to the wearer; suitable for Knights and Dragoons; headwear), Lethauros Crushers (While equipped, the wearer does double damage to Rock and Flying type enemies; suitable for anyone; footwear), Counterstrike Gloves (If the wearer is damaged by a free hit, they counter with strength equal to their level; handwear), Weathered Shield (SP: 15), Robes of the Kappa Master (+20 Health, User is Slowed, Torsowear), NunchakuConsumables - x2 Potion, Grand Potion, x3 Remedy, Soma, x2 Bone, Floral Bomb, Air Bomb, Lightning Bomb, Fire Bomb, x3 Smoke Bomb,x4 Shattering Arrow (lowers enemy SP by 10 points, suitable for classes that use crossbows and bows), Grating Stone, Mulled Wine, Bright PolishTools - Bedroll, Shovel, Pickaxe, Magnifying Glass.Other - Viper scale (worth 40 gold to some NPC's).Decamon Deck - Magic Carp (Aquatic 1), Volt Ant (Electric 1), Will-o'-the-Wisp (Fiery 1), Tweetybird (Flying 1), Toxic Toad (Plant 1), Ursa Minor (Eithereal 1), Specter (Dark 2), Dryad (Plant 6) Torald Waruelf, Matchmaker (Alfadas)20 year old male human Barbarian *Immune to Ice, Wind, & Wood*Level 15Power Bonus: 5Defense: 0Health: 24/24Gold: 266Equipment: Keen Axe (WP 15, Ignores SP), Boots of Drunken Boxing (Power +2; if wearer is encouraged: power +8. Footwear. Suitable for Torald only)Inventory:Weapons - Spear (WP:5), Old and Rusty Greatsword (WP: 3), Broken Spear (WP: 3; Causes Bleeding and Poisoned by 2 every other round used), Sludge Glaive (WP:8, pierces defense and causes either fragile or weakened; halberd), Spark Hammer (WP: 8 Lightning & Wood elemental Hammer. Double WP against flying and mechanical, Poisoned 10), Whispering Greatsword (WP: 10, 1/3 Chance to Seal), Torangu's Trident (WP: 20, SP: 5, cannot be used with Shield, Trident)Artifacts - Pongcanis Shield (SP: 7; Shield), Crocodile Belt (Max. Health +2; accessory), Fighting Boots (Power +5 on the front row; footwear.), 2x Tricorne (SP:3, headwear; suitable to anyone), Black Knight's Armor, White Ninja Cowl, Pugilist's GlovesConsumables - Fire Bomb, 4 Potions, 9 Mead, 3 Venom, Feather of White, Smoke Bomb, Bright PolishTools - Shovel, Pickaxe, Crescent Seal (+2 Power, +1 Free item usage during the first round of battle) --------------------------------------------------------------------------------- Epilogue --------------------------------------------------------------------------------- Somewhere deep within a tropical jungle a man leans against the frame of a small two story building gazing out upon the crowded city sprawling before him. Were-creatures of every shape and size are bustling about and the man smiles as a mermaid joins him. "Can't say it's as good as Babaleth, Mr. Smith" "No, but it'll do, Marion, it'll do." "How long do you think it'll take." "News spreads fast Marion... I've been thinking of a new slogan, how's 'When ever you need an act of villainy, we are at your service.'" "Ain't it a touch on the nose, Mr. Smith?" "Nay, I think it's just what this town needed. Let's get to work." QM Note: Thanks for playing folks, I'll have more to say eventually in the QM lounge, but this has been quite a fun quest to run and it'll probably be awhile before I run another one so it was a good one to take a break after. You've all been great players to QM and you've really added a lot to the overall story line.
  12. Heroica RPG General Discussion

    We're able to modify the posts, Zepher or I will get to it soon.
  13. Heroica RPG - Quest #157: Staking the Flag

    "Were cat demon? You mean a were-panther?" "If he's planning on return it sounds like a Rakshasa from the infernal plane. If he was not slain with an adamantine blade he will indeed return at some point." "Augusta Wind? She was a famous mage of the Nagashan, I wonder what transpired her leaving her homeland..." "A most detailed report, and you seem to have been the right group to deal with all of that. Several of those would have proved challenging for lesser heroes. I had doubts about the relations with the Kappa of the province, but it seems as though you have established amiable relations with the settlement. This will indeed be helpful for the months ahead." "Rakshasa are a nuisance at best and nightmarish foes at worst, once they establish themselves in positions of power it can be quite difficult to either discern or unseat them. Should we gain more knowledge about this one, Giorgione, if that was his name, we will contact you heroes." The ambassador pauses in thought. "Now your payment." "Ah yes, a bright polish for each of you and of course you can ensure yourselves that you always have a place among the Ji Pei." "Very good, I will inform ze rest of the Union of ze progress zat has been made. Heroes it was a pleasure working wiz you." With that the Party was free to make their way back to their homes or to the Hall. The way had been paved for progress, the ladder to a better life constructed, now all that remained to be seen was whether the people of Eubric would see this as a help or a hindrance. Whatever their opinion, the heroes knew that what they had accomplished would have repercussions not only within their own city, but the world over. THE QUEST IS SUCCESSFUL! The PartyHoke Ablesword - Champion of the Northern Kingdoms, Kraken Whacker, Titan Smiter, Serpent Skinner, Matchmaker and Rock Champion of Decamon (UsernameMDM)Human Male ParagonLevel 58.6 *Blessed* *Immune to Fragile, Dark, Earth, Fire, Wind* *Absorbs Poison* *Gains Triple Experience*Power Bonus: 10 (+3 WP)Defense: 58Health: 123/123Gold: 1138Equipment: Zoot's Order (WP:40; Deals Darkness, Light, Ice, Cursed, Fragile, permanently Poisoned-by-10, hits reduce enemy SP by 1; spear, suitable for Hoke only [Hydra Tongue, Crimson Haze, Amethyst, Diamond, Etherial Opal]), Mythril Buckler (SP:41, Amethyst, Mythril), Hydra Skin (SP: 2, wearer gains HP when poisoned instead of losing it, backwear), Helm of Prestige (SP: 5, +10 Max HP, Wearer is Permanently Blessed, Headwear, suitable for Paragons), Bone Claws (+3 WP, 2 SP, hand wear), Sven's Heavy Armor (SP:6, Immune to Fire, Earth, Wind and Fragile), Guffington's Seal (Proves the Hero is a Friend of Guffington. The hero starts every quest with one "Hero's Cocktail": encouraged, hastened, lucky and inspired), Warrior's Treads (SP:2, Health +1, footwear), Medal of Glory (Wearer gains triple experience, accessory), Inventory:Weapons - Gladiator Trident (WP: 11, causes the Bleeding-by-5 effect; spear), Blue Steel Shield (SP:5, Immune to Blind), Vintul (WP: 16; greatsword), Wasabi Blade (WP: 4, Fire-elemental long-sword), Glistening Halberd WP:10 (1/2; chance to caused stunned effect, lance), Fang Dagger (WP:5, double damage to beasts, dagger), Balanced Main-Gauce (WP: 10, Riposte has a 1/6 chance of instantly killing the/each target, dagger, suitable only for marauders), Blade of Tranquility (WP: 2, deals the Sealed effect, Long-sword), Longsword (WP: 5), Fleuret (WP: 5, Longsword), Simple Halberd (WP: 10, Halberd)Artifacts - Obsan's "Masterpiece" (SP: 10; suitable for knights, barbarians, beast masters, dragoons, marauders and regulators; Immune to Ice, Wind and Wood; bodywear), Coat Hanger (Allows for a second body wear, Accessory), Sharkskin Gloves (Accessory, provides immunity from water elemental attacks), Samurai Helmet (WP:+4, immune Confused, Sealed suitable to knights, dragoons, regulators, winged warriors), Sterile Gloves (Immune to poisoned and bleeding, handwear, suitable for anyone), Cultist Hat (damage vs undead), Electro Gear (Adds lightning-element to physical attacks and protects from lightning-elemental damage, accessory), Pugilist Gloves (+2 to power, immune Weakened), Shadeaux Cape (SP:1; suitable to those with reputation among the Shadeaux only; if reputation is great, SP is doubled; if reputation is outstanding, SP is tripled; backwear.), Iceborn's Improved Summoning Amulet (Can be used once per quest to revive a fallen enemy to join the party. The enemy has a level equal to their previous level, and health equal to the half the health of the hero reviving them. Their class can be determined by the QM, and they cannot be revived by Phoenix Essences. Accessory), Counerstrike Gloves, Goggles, Shackles of WarGems - Ruby (Fire), Etherial Sapphire (Sealed+Wind), Emerald (Wood), Etherial Aquamarine (Confusion+Water), Topaz (Lightning), Etherial Garnet (Slowed+Earth), Etherial Topaz (Lighting+Stunned), OpalScrolls - Scroll of Frailty, Scroll of Weakening, Scroll of Blindness, Scroll of Confusion, Scroll of Sealing, Scroll of SleepTools - Bedroll, Pickaxe, Shovel 3x Smoke Bomb, Lightning Bomb, Water Bomb, Air Bomb, 2x Dirt Bomb, Confuse Bomb, Seal Bomb, Crescent Seal (+2 Power, +1 Free item usage during the first round of battle),Consumables - 7x Grand Potion, Health Core, 2x Grand Tonic, 4x Remedy, 5x Ether Core, Elixir, 2x Ambrosia, Soma, 5x Mead, 2x Smelling Salts, 2x Titan Heart (Grants encouraged- and inspired-effects when consumed), 2x Flame-Distilled Brandy (Encouraged & Immune to Ice), 5x Venom, 2x Deadly Venom, 2x Feather of Flight (Allows the user to flee from the battle when used), Henry Award (Can be sold for 200 Gold or to give +1 HP or +1 Power to a character, Consumable, Soul-bound), Crimson Haze (Causes a weapon to deal the poisoned by 7 and cursed effects permanently), Pickled Mushroom (Unknown effect, Consumable), Ambrosia, Bright PolishDecamon Deck - Nixie (Water 7), Reaper (Dark 8), Stone Golem (Rock 8), Carcinos (Aquatic 8), Storm Elemental (Electric 8), Tianlong (Ethereal 10)The Demon Germ (Samurai Turtle) ??? years old ; Half Demon; Male Black Knight Level 21.33 *Immune to Light and Darkness*Power Bonus: 4Defense: 20Health: 38/38Gold: 1316Equipment: Spesialian Helmet (SP:2, SP:4 if wearer’s Star Elf, Health +2, Power +2, Suitable for anyone; headwear), Electro Gear (Adds lightning-element to physical attacks and protects from lightning-elemental damage, accessory), Crested Shield (SP: 13), Unholy Armor, Simple Halberd (WP: 10, Halberd)Inventory:Weapons - Gaia Blade (WP:5, Wood-elemental, ignores SP foes weak to Wood,(aquatic and Rock) gems cannot be merged into or removed from the weapon; great-sword), borrowed from Vindsval (Asphalt), Obsidian Scimitar (WP:20; Darkness-elemental; longsword), Sword-Fish (WP 8, WP doubles if target has been attacked by Spear-Fish or Flail-Fish, Longsword), Kobold Sharp Wings (WP:8; Deals Bleeding 1; throwing weapon), Unicorn’s Horn (WP:8, healing becomes nurturing, removing negative effects as well; Diamond/Light-elemental staff), Dwarven Portable Catapult (WP:10; Double Damage to Enemies Visibly Larger than the User; Throwing Weapon), Ignis Blade (WP:5, Fire-elemental, ignores SP of foes weak to Fire, (Beasts, Icey, and Plants) gems cannot be merged into or removed from the weapon; great-sword), borrowed from Vindsval (Asphalt), , Red Shield (SP:8; shield), Brilliant Dagger (WP: 10, 1/3 chance to Blind), Winter Shield (SP:10; absorb Ice but takes double damage from Fire; shield), Kobold Sharp Wings (WP:8; Deals Bleeding 1; throwing weapon), ,Flying Talon (WP: 10, Steals one drop at Random from Enemy, Whip), Artifacts - Demon Wings (Take To The Skies dealsDarkness-elemental damage and Hexed instead of Wind-elemental damage and Stunned; backwear, suitable to The Demon Germ only), Sterile Gloves (Protects from Poisoned- and Bleeding- effects; handwear), Shadow Cloak (SP:1, immune to Darkness/Amethyst & Emerald/Wood; backwear), Wraps of the Steadfast Tortoise (Grants Reinforced Effect, Handwear, Suitable for Chi Monks), Black Knight's Armor (SP:4; Protects from Stunned-effects; immune to Fire/Ruby; suitable for Black Knights; bodywear), White Ninja CowlGems / Scrolls - Scroll of Blindness (Enables casting the blinded-effect to the target, making them unable to use a physical attack for the next three rounds. Each casting has a 50/50 chance of success and costs 1 ether.),Consumables - Smoke Bomb (x5), Level-Up Mushroom, Bone (x6), Deadly Venom (x3), Remedy (x4), Human Repellent (Makes the user impervious to direct attacks from humanoid enemies during one battle unless he is the last hero standing; consumable.), Potion (x4), Venom (x3), Mead, Grand Potion (x3), Bright PolishTools - Bedroll, Shovel, Pickaxe, Magnifying Glass, Crescent Seal (+2 Power, +1 Free item usage during the first round of combat)Other - 2 Gold Ring (worth 15 gold, or can be given to someone else to make them Enamored with the giver), Gold Bar (A bar of gold. Value: 50 gold) loaned to Vindsval (Asphalt)Ezeran Yavarr (MysticModulus)42 year old male human SorcererLevel 21.67 *Immune to Wood and Fire, Sealed and Blindness* *Enemies that hit Ezeran become slowed*Power Bonus: 3 (+2 spellpower)Defense: 5Health: 35/35Ether: 29/29Gold: 313Equipment: Ooze Wand (WP: 10, 1/3 chance to Slow), Sneezing Demon (SP:2; enemies that hit the wearer become slowed; immunity to wood, fire and blindness, suitable to Ezeran only; bodywear), Etherium Pauldrons (SP:3, immune to sealed; backwear), Sedge hat (Max. Ether +4; headwear)Inventory: Weapons - Trickster’s Baubel (WP:6, each hit causes one random effect: stunned, poisoned by 1, asleep, blinded, sealed or confused; wand), Unicorn’s Horn (WP:8, healing becomes nurturing, removing negative effects as well; Diamond/Light-elemental staff), Ancient Sapphamber Staff (WP:8, doubled against Ancient enemies, staff), Simple Staff (WP: 10)Artifacts - Hood of the Elementalist (SP:1, *Absorbs darkness*; headwear, suitable to anyone), Pointy Hat, Mage's Muffler, Bad Luck Charm, Sterile Gloves (Immune to poisoned and bleeding, handwear, suitable for anyone), White Ninja Cowl, Begone with the Winds (Allows access to the Weather Mage Class, Accessory)Gems - Emerald (Wood), Ruby (Fire), Diamond (Light), Sapphire (wind), Ruby (Fire), Etherial Sapphire (Sealed+Wind), Emerald (Wood), Etherial Aquamarine (Confusion+Water), Topaz (Lightning), Etherial Garnet (Slowed+Earth), Etherial Topaz (Lighting+Stunned), Opal (Ice), Amethyst (Darkness)Consumables - 5x grand potions, 5x grand tonics, 3x Remedy, 2x smelling salts, ether core, nostrums, 2x Smoke Bomb, myrrh, venom, Mulled Wine, Pickled Mushroom, Soma, Bright PolishTools - Crescent Seal (+2 Power, +1 Free item usage during the first round of battle), Bedroll, Shovel Throlar Wineghilm *Nimble* *Immune to Weakened*137 year old male Dwarven Warden. Level: 20Power Bonus: 1Defense: 5Health: 43/43Gold: 150Equipment: Sundering Longsword (WP: 10, 1/3 chance to deal Fragile, Poisoned 1), Greaves of the Wolf (SP: 5; Wearer is Nimble; footwear), Lion's Plate (Max health +5, Power +1; wearer is immune to weakened; suitable for knights and barbarians; body wear), Shield of Invisibility (SP: 0; the user is immune to free hits until they are the last hero standing),Inventory:Weapons - Huntsman's Bow (WP: 7; damages undead; bow), Elven Sword (WP: 5, longsword), Miracle Lance (A white spear crafted in the likeness of an ancient dragon; WP: 10; doubled against Ancient enemies; lance), Blackstone Club (WP: 30; Earth and darkness elemental; club), Fellcrest Hand Axe (WP: 8; deals bleeding 5 on successful hits; throwing weapon), Mopagsaber (WP: 12; Ice elemental; longsword), Dwarven Portable Catapult (WP:10; Double Damage to Enemies Visibly Larger than the User; Throwing Weapon),Artifacts - Quiver of Homing Arrows (Rolls of AIM become HIT; can only be used with a bow or a crossbow; backwear), Amulet of Elven Loyalty (Wearer can use anything suitable for elves and is considered a friend by all elves; the wearer also becomes encouraged if there are elves in the party; suitable to Throlar only; accessory), Monkey Armor (SP:4, immune to earth and bound; suitable for knights, beast warriors, dragoons, skirmishers and winged warriors; body wear), Mage's Muffler, Sandman's Parasol, Elven Shield (SP: 5; Ice and darkness elemental; all elves in the party gain the same amount of SP as long as the wielder is standing), Crow Helmet (SP: 1; Flying enemies do not deal free hits to the wearer; suitable for Knights and Dragoons; headwear), Lethauros Crushers (While equipped, the wearer does double damage to Rock and Flying type enemies; suitable for anyone; footwear), Counterstrike Gloves (If the wearer is damaged by a free hit, they counter with strength equal to their level; handwear), Weathered Shield (SP: 15), Robes of the Kappa Master (+20 Health, User is Slowed, Torsowear), NunchakuConsumables - x2 Potion, Grand Potion, x3 Remedy, Soma, x2 Bone, Floral Bomb, Air Bomb, Lightning Bomb, Fire Bomb, x3 Smoke Bomb,x4 Shattering Arrow (lowers enemy SP by 10 points, suitable for classes that use crossbows and bows), Grating Stone, Mulled Wine, Bright PolishTools - Bedroll, Shovel, Pickaxe, Magnifying Glass.Other - Viper scale (worth 40 gold to some NPC's).Decamon Deck - Magic Carp (Aquatic 1), Volt Ant (Electric 1), Will-o'-the-Wisp (Fiery 1), Tweetybird (Flying 1), Toxic Toad (Plant 1), Ursa Minor (Eithereal 1), Specter (Dark 2), Dryad (Plant 6) Torald Waruelf, Matchmaker (Alfadas)20 year old male human Barbarian *Immune to Ice, Wind, & Wood*Level 15Power Bonus: 5Defense: 10Health: 24/24Gold: 266Equipment: Keen Axe (WP 15, Ignores SP), Boots of Drunken Boxing (Power +2; if wearer is encouraged: power +8. Footwear. Suitable for Torald only), Obsan's "Masterpiece" Armor (SP: 10; suitable for knights, barbarians, beast masters, dragoons, marauders and regulators; Immune to Ice, Wind and Wood; bodywear), Inventory:Weapons - Spear (WP:5), Old and Rusty Greatsword (WP: 3), Broken Spear (WP: 3; Causes Bleeding and Poisoned by 2 every other round used), Sludge Glaive (WP:8, pierces defense and causes either fragile or weakened; halberd), Spark Hammer (WP: 8 Lightning & Wood elemental Hammer. Double WP against flying and mechanical, Poisoned 10), Whispering Greatsword (WP: 10, 1/3 Chance to Seal), Torangu's Trident (WP: 20, SP: 5, cannot be used with Shield, Trident)Artifacts - Pongcanis Shield (SP: 7; Shield), Crocodile Belt (Max. Health +2; accessory), Fighting Boots (Power +5 on the front row; footwear.), 2x Tricorne (SP:3, headwear; suitable to anyone), Black Knight's Armor, White Ninja Cowl, Pugilist's GlovesConsumables - Fire Bomb, 4 Potions, 9 Mead, 3 Venom, Feather of White, Smoke Bomb, Bright PolishTools - Shovel, Pickaxe, Crescent Seal (+2 Power, +1 Free item usage during the first round of battle) QM Note: Feel free to double check your stats, I'll post final stats afterwards as well as an epilogue.
  14. Heroica RPG - Quest #157: Staking the Flag

    With the return of Throlar, the Destiny's Bounty lifted off for the return home. Cruising across the skies, the mood of the crew was pleasant and they passed through the Strait of Seirenes with no problem and even spotted some harpies watching over the pass. The Crystaline sea, while vast had smooth air currents that carried the ship swiftly toward the free islands. Mooring near the palace of the Ji Pie, the Party was issued in and gained an immediate audience with with Jun and the Ambassador. "Heroes, you have returned nearly twice as quickly as I would have imagined." "Did you doubt their ability mother, with such fine adventurers it is no marvel that they accomplished so much so speedily." Umbra steps forward. "Indeed, ze route iz now cleared for our ships and ze land zat your government has donated iz quite splendid." "The land of Xu has no equal Lady Shadeaux. I would hear what our heroes have to say about all that transpired. Please, tell us of the expedition. I trust the Destiny's Bounty has made it back in one piece?"
  15. Heroica RPG - Quest #157: Staking the Flag

    "Not too much, there's been talk of a new fortress being raised in the city, but that's just come through as a request for laborers."