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Flipz

Eurobricks Archdukes
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  1. Just as a general announcement, I'm still looking for a set-builder for my Halloween Quest; if anyone's interested, PM me.
  2. All right, time to cast Wall of Text (sorry it took so long--I needed to complete a Long Rest so I could regain my 5th-level spell slots ) and post my thoughts on Quest 104: The Story (and backstory): I don't entirely recall when this Quest concept came to me, but I do remember that when it came, it came pretty much all at once, and it all came from the title: Ace Assassin: Dual Dragoons. As is blatantly obvious from the title and banner, this Quest started off as a reference to the Ace Attorney series--in spite of the fact that I hadn't played Dual Destinies at the time. Originally, the Quest was a lot more straightforward: Dragonlord takes the Heroes to Dastan and introduces them to the Emperor, they find out the Dragoons beat them there, and they race to Domus to try and save it. They fail, but have one last chance: to navigate the mysterious maze known as the Lost Woods [which at the time was just populated by generic forest creatures], where they would face a terrible choice: assist their bloodthirsty companion in committing murder for pride, or risk killing one of their own in trying to stop them. From there, the Rito Settlement was developed from me wanting Diana to have and then drop a Precision Bow, and then the idea that the Rito would have a store; when I realized how ridiculous it would be to suggest the Heroes go shopping when two rampaging Dragoons were on the loose, however, I came up with the idea of letting the Heroes choose between shopping for better weapons and gaining experience from the battle in Domus. Around the same time, I had the idea to offer two separate methods of transportation to Dastan; I can't remember what exactly led me to offer another choice, but I do remember why I wanted to have the encounter; by this time, I'd come up with the idea that Diana was somehow sabotaging the party by summoning monsters to fight them, and if they decided to kill her the final battle was going to have been one of her devices going off and forcing the Heroes to fight their way out of the Lost Forest before the monsters killed the Dragoons. (The final battle for that option was later changed again, but the players ended up not taking that path. ) The use of the Bostonius and Kinto's characters came after I asked him to build my sets for me, and they ended up working really well. A lot of this Quest came about from outside input, actually; the politics were, as he mentioned, instigated by one of JimBee's suggestions, and Denerii being an allied NPC came from his desire (and mine) to see Winged Warrior in action (which, by the way, seriously broken class; it either does nothing at all or COMPLETELY DESTROYS EVERYTHING ). Zepher gave me a LOT of EXTREMELY useful notes for writing his many NPCs (and I'm eternally grateful and indebted to him for letting me used them, particularly Phil, Ella, Vipera, and Mallelio), and of course Rumble Strike quite generously allowed me use of not only Tarn, but also Kjorfalneire (who was slated to appear in the second battle at sea)--alas, the great sea beast was skipped entirely. Probably the most unexpected element of the Quest, however, came from Sandy himself. Believe it or not, The Fey One, the fairies, the Dark Druids, and Rosier the Seductive (Archdemon of Lust) were not originally part of Quest 104; they came about as a result of me asking Sandy what he had planned in the Lost Forest for Quest 100 (since I didn't realize until about the time the Heroes met Emperor Septrine that the Lost Forest I was using from the map of Dastan and the Lost Forest on the map of Babaleth were one in the same). I had just intended to have similar enemies with adjusted stats to achieve a sense of consistency and continuity; he gave me the opportunity to introduce three of his major NPCs. I'm glad he did, however, as The Fey One in particular provided a much smoother ending to the Quest than my initial idea would have given, and of course getting to interact with Germ as Rosier, half-demon to Archdemon, was a blast. Fun fact: from the moment Sandy gave me the lowdown on the Lost Forest, it became possible for the party of Quest 100 to have crossed over into Quest 104 (I actually started reworking some of the Dragoons' stats to allow for rebalancing the battles if things went that way). It didn't happen, of course, but the possiblilty was there. The Battles: I'll definitely agree with the statement that the battles were a little complex for a Level 1 party, though fortunately they took to them like a duck to water. One tenet I really tried to adhere to (and it's something that Zepher does a lot) is the use of Mechanics as Storytelling; thus, there were little elements in each battle designed to hint at further information; U'Voros and Kiray starting the fight before they or Tarban could call for reinforcements, Nidawi needing to manually Flee the Druid battle, and the Dragoons being Confused (representing them wanting to continue their battle with each other, as well as them being likely to injure themselves and each other due to their inexperience) were all examples of this philosophy. (A great example of this in another Quest was in 102: the party had three battles in a row with no chance to wait in between, simulating a long, grueling night, and then in the last battle they were Cursed, simulating the room slowly filling with blood; I always like it when enemy stats and status effects have a logical reason instead of just being a balancing mechanic. ) There were actually a couple of secrets missed along the way; had the entire party united against the Dragoons and chosen to focus on Sirone, they might have learned that he was secretly but permanently Enamored with Darius (thus being unable to harm him even in Confusion); similarly, if Actaeon and Kiray had decided to turn on Diana, she still would have been Enamored with them for a few Rounds (I think I had Actaeon at 3 and Kiray at 6, or something along the lines of that ratio). I think my favorite battle was probably the first one; it wasn't too terribly hard or drawn-out, but still provided an enjoyable challenge. I actually got worse with battles over time; the Druid battle dragged on far longer than I would have liked thanks to me forgetting that most of the party couldn't deal with undead, coupled with Denerii accidentally killing all of the non-undead foes I had intended for the non-Mages. Likewise, the final fight with Velquoriel was way too complicated, even after I pared it down from the original draft. In both cases, I was also using the delay to stall for time while I waited for sets, which in retrospect I shouldn't have done--retconning in the images would have been a better solution. Still, live and learn, I suppose. I want to make a special note about the PvP: I really, REALLY enjoyed both building and running that segment. The PVP rules were actually from one of my tests for my now-cancelled Cathedral of Mercutio Quest, and I quickly adapted them when I realized that there was no way in hell that these Heroes were going to come to a decision together. I've always loved the idea of building enemies with Heroes' rolls as their Specials, as Heroes really are the scariest things other Heroes can face; I hadn't, however, considered straight-up PvP as a way to implement this. The Dragons' rolls were completely improvised, but I'm pretty happy with the results. Obviously some of the clauses need more work, but I'm fairly convinced that multiplying Heroes' HP (as opposed to dividing damage) is the way to go with PvP. Loot: I think I was somehow both generous and stingy on this Quest. No matter what I did, I couldn't seem to get loot just right; I either gave too much (the first battle, the Druid battle) or not enough (Tarban, killing Sirone). It was extremely frustrating, I can tell you that much. The Rito Settlement shopping ended up being a lot more generous than I'd intended; I played Diana like a PC there, justifying it to myself by saying, "Oh, well they're just stealing from their eventual payout later" (since Diana's inventory would have been dropped if you'd killed her, including her Belt and the Precision Bow she bought). Only they weren't, because they didn't kill her. I did give out quite a bit of rep at the end as well, but in this case it felt more justified; the Shadeaux rep, of course, was promised as long as the Heroes kept at least one Dragoon alive, while the Wolfgang and Winged Warrior rep was a reward for the choices each character made along the way (and as a sort of way to make up for me taking twice as long as I'd expected to finish the Quest ). Additionally, both Wolfgang and Winged Warrior rep are too rare in my opinion, so hopefully this will help spark a little more demand for the Beast Warrior and Winged Warrior classes. (...huh, did not realize until just now that both classes end with the word "Warrior". Cute. ) Characters (NPCs): As much as I loved getting to play Zepher's NPCs, I really sucked at voicing them; the same goes for Dragonlord and Kinto's characters, unfortunately. I keep forgetting I'm not a good actor, so I keep taking on roles that are way beyond me when I'm making/poaching NPCs. Special apologies go out to Chromeknight and JimButcher for Denerii; she was by far the most underutilized and poorly-played amongst my cast. Obviously, I put a LOT of work into Diana; I'm glad most of you seemed to like her, but I'm also glad she sort of got on people's nerves as well. She was meant to be a very human but also very polarizing figure, and I think she did her job in that regard. She's the sort of Wolfgang character I wanted to see; relatable, reasonable, and yet also capable of some really dark things. As lovable as she is, she is also a killer-for-hire who killed her own mother by poison because her mother didn't approve of her life decisions; perhaps Diana was justified, but she still chose murder over the alternatives, as she did with Sirone. She's one possible result of a legitimate Wolfgang mindset, and I tried to drop hints to her affiliation throughout the Quest (though it seems it was a surprise right up until The Reveal ). Darius and Sirone got a lot less work, though I did come up with a decent amount of background material (fun fact: Dyric Rone is responsible three times over for everything that happened to poor Sirone; I look forward to the full picture eventually being explained to him ), including a tragically unrequited love triangle with Bellanotte Shadeaux (Darius was enamored with Bellanotte, Bellanotte was enamored with her tutor Sirone, and Sirone was enamored with Darius). Kreika and Velquoriel, on the other hand...eh. I didn't really understand them, which was maybe a good thing, as it made them seem a little alien like a creature with such a detached understanding of mortality would be--and yet I can't help but feel I could have done more to make the two unique. I also think Kreika's Heel-Face turn was much too quick, though in one sense it had to be if I didn't want my Heroes worried he was going to turn around and kill them. I am rather pleased with including Mallelio, however (he was originally just a cameo that led the players into Drakencourt and then led them from Domus to the Lost Forest; I included him when I realized I was going to have to kick Daeth and thus deny the party their healer). Although, as I said, I butchered his voicing, I'm VERY happy with his performance in battle; a gemless Sage is basically only good for healing, which was a lifesaver in keeping the battles balanced when Daeth disappeared from the face of the earth. I expect to see more gemless Sage shenanigans from other QMs in the near future. Choices: I'm really glad my players made strong, bold choices in this Quest--it wouldn't have held together without them. Killing Tarban, killing Sirone, letting Domus get razed without a fight--all of these had far-reaching consequences, and all of these choices spoke volumes about the Heroes who made them. I love that the Heroes chose to fight each other, even though--or perhaps especially because--I hadn't expected it. I love that Kiray pushed what was originally a sequel hook with Tarban into an actual fight, that Germ ran off into the woods and met an archdemon. They definitely jumped the rails, but almost always did it in a way that was respecful and genuinely stemmed from an understanding of the world I had placed them in and a desire to have an impact on that world. Improvisational QMing is a challenge, to be sure, but I was happy to adjust my plans a little to allow my players to leave fingerprints on the china. That said...you people are insane. Admittedly, I do drop a lot of hints and clues, but sometimes a minor reference is just a minor reference. *You would have had two battles at sea before arriving in Dastan (instead of the one battle you had in the sky), but Darius and Sirone would have leveled-up by one Level as well (this happened for the Tarban fight as well, since it was optional). *The fairies would have been the ones chasing you out of the woods instead of the druids, and you wouldn't have gotten to meet The Fey One (or rather, e would have been leading the charge against you without introducing himself). *Tarban would have lived to see another day, perhaps another Quest, and would have continued to plot to take over Dastan. *That one's a little trickier; obviously, you would have fought Kreika instead of Velquoriel, but more than that the NPCs would have reacted slightly better. Mallelio and Denerii would still have been furious, but Sirone could have explained the situation to them in a way that would have appeased them somewhat. He would not have mentioned his brother nor his parents except in the most vague terms, but instead would have hinted to Count Shadeaux that he had an important matter to discuss; he would have taken a leave of absence from the Shadeaux to find his brother instead of quitting outright. I probably wouldn't have granted extra rep in that case; the divide in the party would not have been as sharp, and Diana would have been happy Kiray and Actaeon stuck by her but livid that Sirone would stick with the Shadeaux. And the unasked question: *If Diana had been killed, she would have stayed alive just long enough for a few last words; giving the note to Kiray would have been her last act. The mini-Vibrataphone would have fallen from her pocket and activated, and the Heroes would then have been attacked by the Dark Druids, pulled into the Faerie, and then tasked with defending the portal from the incoming undead; the Druids would have focused on the Dragoons, and the goal would have then become "keep them alive" a lot more than it was in the fight versus the Dragon. I'll go ahead and post this now and begin working on individual player analysis shortly. Thanks; it's partly inspired by Athena Sykes from Ace Attorney: Dual Destinies, but was also brought about from my own frustration at trying to find ways (as both a QM and a player) to make Diplomacy relevant. When I first thought of the idea, I wondered if it might be too much, but then I realized that characters with Animal Talk get automatic translations for animals' speech when applicable, so why not let the Diplomats get something similar for regular speech. (And as an added bonus, it stacks well with Animal Talk, meaning that Wardens' two Job Traits can actually be used in unique ways compared to their fellow Rangers and Knights instead of being superfluous. )
  3. All right, here comes the part where the studious little Quest Master posts all the lovely PM conversation side-Quests (and pulls all of his hair out in the process of trying to organize them ). As per Zepher tradition, I'll try to cut out things that are entrely OOC conversation. Kiray's Diplomacy: A little explanation: throughout the Quest, I'd have Kiray's Diplomacy-skill kick in and give her little tidbits of information (mostly related to subtext or emotional state) she'd pick up from NPCs' subtle cues. This is what Kiray was seeing at different points in the Quest: Your Diplomacy skill tells you that when Tarban speaks of 'his kind', he is actually referring to himself. He obviously had a much higher stake in the rebellion than he's letting on. Despite her seemingly brave words, you sense discomfort coming from Diana; she clearly doesn't "prefer to take on" any of them. It seems like she's feeling guilty about something. You now sense a burning drive flare up at Actaeon's words, now at war with her hesitation. Was that...a tear? Diana hides it from Actaeon and the others very well, but Kiray can sense incredible guilt behind Diana's words. She may not want to, but she needs to. The guilt from before is still gnawing at her. QM Note: You probably didn't need Diplomacy to tell you that, but nonetheless. And now for the one that's going to upset a certain player (as you'll see in a moment): Mallelio frowns. "May I see that?" Taking the letter, Mallelio studies it closely before returning it to Siercon. "That is her handwriting..." He yawns. "I'm likely just tired. Good night, Heroes." With that, Mallelio, too retires for the night, and the party rests. Though the letter appears genuine, something about the content of the message seems off from when they'd met Ella. Judging by Mallelio's suspicion, he has come to the exact same conclusion. And one last one: Kiray gets the impression that when Denerii speaks of the wind being fickle, she is instead calling Kiray fickle. Secrets at the Rito Settlement: Siercon and Germ both engaged in minor secret shenanigans at the Rito Settlement, ironically enough both serving as perfect red herrings for Diana's actual misdeeds earlier on. First, Siercon decided that Ella's letter to him was worth keeping secret, so he made a forgery; funnily enough, he rolled a 1 for both writing in Ella's handwriting and for disguising the tampering to the envelope, but failed spectacularly (roll of 5) as far as content went: Siercon can almost feel the princess' bemused smile as she wrote the post-script. Meanwhile, Germ received a prophetic vision of the Dragoons' actions as they blazed through Domus: Germ sneaks away from the rest of the party, ending up at the Training Grounds. There he begins practicing with his throwing weapons. The moon rises high above the half-demon, and before he realizes it he is no longer throwing wrenches and darts at targets, but instead hurling bolts of pure Darkness and Lightning at hundreds of miniscule humanoid figures as he tries to crush them beneath his feet. Or is he? As he continues stumbling forward, crushing homes and leveling businesses with the mighty gusts of wind whipped up by his great leathery wings, he experiences a strange sensation, as if his arms and legs were at war with one another. Moments after this unbelievable revelation, he feels himself being pulled in half, then brought back together with tremendous impact, again and again and again until finally he emerges as two split beings. Bizarrely, he is still able to comprehend his arms' and legs' actions as they resume their vicious war, his left leg hurling bolts of Lightning while the right counters with blasts of Darkness. To his surprise, his left and right hands begin shouting at each other. "You know there's only one way this battle can end, Darius!" "Yeah--with us handing your megablocks to you and flying off victorious." "...We both know that's not going to happen. You're following me back home, Kaan." "Ha! Face it, Valishter, you lost your family, and now you've lost your best friend, and it's your own damn fault." Sirone Valishter grits his teeth. "I had to do this, Kaan. You know that." "Yeah, well I had to do this. You ruined everything, Sirone." Sirone falls silent for a moment. "Maybe." He murmurs softly, his quiet admission ripped away by the wind before it could reach Darius' ears. Sirone's resolve returns. "Give it up, Kaan, or else one of us is not going to make it back home alive." "Oh yeah? Well if that happens, just remember: you started it." "...So be it." Germ hears screams, feels the pain of a searing burst of fire-- --and an instant later, he sits awake in the Rito Training Grounds, his weapons on the ground beside him where he'd dropped them as he fell asleep. The sunlight in his face rudely informs the Rogue that it is now morning, and his common sense tells him his Quest-mates would be awake and looking for him. The scent of smoke is strong, carried to him by a soft breeze from the south. QM Note: You may return to the rest of the party at any time. Feel free to use this PM thread for any other secret/hidden actions you'd like to take. Discussions with Dastanians: At Domus, Siercon briefly separated from the group and had a short chat with Mallelio and Emperor Phil. Siercon's demeanor relaxed at just the right moment of the conversation to show Mallelio that he was grateful he accepted the precautions he took. "Thanks. This seems to be my conclusion as well, I certainly don't want to search for a traitor if there isn't one." His tone implied honestly combined with the resignation that he still will keep an eye out. Siercon kneels down while Mallelio and the Emperor exchange the first part of the conversation, to pick up the banner *crest* that Phyllius was staring at. Siercon brushed it off respectfully and leans it up against the wall. When Phyllius redirects the conversation towards him, his heart was heavy. He gave a sorrowful and respectful bow which more resembled lowering his head and replied. "We came as quickly as we could. We actually took great risk to fly most of the way here in an experimental air ship to arrive at the soonest minute." Siercon sighed, using the emotional expression to show that he knows in the face of lives lost, it wasn't enough. Then continued "I fear with the time we gained, has only been to combat both those who would see this quest fail, and men who would only seek gain for themselves. Tarban was one of these that refused to listen to reason and set out to kill one of our party and assassinate Septrine along our path. Following this many of us were as greatly injured as..." Noticing the Emperors wound for the first time he cut his story shot... "...you. Wait you're greatly injured. Let me help you?" At first this sounded like a question... But an answer clearly wasn't required, as siercon rushed over. Siercon quickly motions to Mallelio to heal the emperor, and questioningly offers the potion to him incase it would be of more use. Siercon then casts a spell to seal the wound which was profusely bleeding. (from the front row ;) and twice, possibly three times, whatever it takes in case it failed.) OoC: any part of our interaction with the emperor you want the other to hear sounds good. The Two Demons: When Germ ran away after the Druid battle, he encountered yet another character I borrowed from another QM...one who will almost undoubtedly appear again: After Flee-ing the final battle, Germ found himself once again in Rosier's clutches (inadvertently saving the rest of the party in the process): After this, there was a little more conversation in which Germ accepted a secret mission from Rosier, to be carried out sometime after he returns to the Hall, along with a couple of items to help him in his task. Only time will tell if he will be successful... And that's everything! Thanks again to everyone for playing along with me--as you can tell from these private actions, this Quest certainly wouldn't have been the same without you.
  4. Bradford Rant, you say? Arthur Justus Regulus VII and I have a unique relationship with them.
  5. OOC: Pretty sure Guts wouldn't want to use that Hyper Arc Tonic, since there's no Ether-users in the group yet. Also, shouldn't Cindy be Jinxed since this is Round 15? "Alex, I want Cindy Jinxed, throw my Unlucky Horseshoe at her. Also, I'm claiming dibs on the Broker's Macabre Collar once we kill him. Leave him alone for this Round, though--I can handle him for now." Battle Order and suggested actions >Hoke enters Storage room (if it's possible for him to do so before we attack, otherwise he obviously just enters whenever) >Alex throws Unlucky Horseshoe at Cindy >Lind uses Potion on self >Guts attacks Cindy (Back Row) >Guts drinks Grand Potion (Instant Items, ONLY IF INJURED) >Guts attacks Cindy (Back Row) >Guts drinks Grand Potion (Instant Items, ONLY IF INJURED) >Arthur throws Gladiator Trident at Broker (Back Row)
  6. The movement rules you gave us say otherwise, the enemies just get to follow us with their Free Hits.
  7. OOC: Everyone's heading to the Storage Room, ultimately, so it shouldn't be a problem to autoroll them to that point. I'm totally confused as to what Round the storage room is on, so I have no clue if we'd have to roll multiple Rounds in here, unfortunately.
  8. I see what you did there.
  9. Yeah, Artifacts that grant only HP are pretty much worthless compared to everything else that's out there. Bonus HP is a nice little extra for an Artifact, not the point of the thing.
  10. Looking at other characters relatively near your Level, perhaps a party of Siercon, Kiray, Throlar, and Galen would work. Granted, that'd take everyone pestering Fugazi to bring Galen back, but mechanically it'd be pretty balanced (two defensive characters with two hard-hitting offensive characters), and it would be a great way to get Galen into the Skirmisher class.
  11. 1.) Yes, 2x rep is needed to unlock those Expert Classes (fortunately for you guys, Brickdoctor is offering Shadeaux rep and the Skirmisher Expert Class right now, which would give you access to Dragoon as well). 2.) I suppose now would be as good a time as any to announce that both Diana and Darius will be returning in future Quests of their own?
  12. Guest QM Note: Zoidberg Gauntlets renamed to Demonic Scissors as requested. Everything else should be correct including the loot distribution--you're all ready for Sandy's triumphant return! Party: Althior Emorith (K-Nut) *Party Leader* *Absorbs Earth* *Immune to Petrified* 32 years old male human Necromancer Level 42 1/5 *Gain Triple Experience* Power: 58 (42+16) (Spellpower: 63 (42+16+5)) Defense: 7 (4+2) Health: 30/53 (5+41+5+1) Ether: 30/57 (5+41+5+4+2) Gold: 40 Equipment: Scepter of Divine Affinity (WP:16, Has ⅙ chance to deal Cursed effect on attacks and ⅙ chance to deal Blessed effect on successful healing, Staff), Spellbound Gloves (+5 spellpower, Handwear), Ethereal Cloak (SP:2, Max Ether +4, Backwear), Medal of Glory (Wearer earns triple experience, Accessory), Robe of the Seneschal (SP:5; wearer absorbs earth-elemental damage and is immune to petrified; suitable to clerics, mages, chi monks, necromancers and scholars; bodywear) Inventory: Weapons: Metasimian Dory (WP:9, pierces defense; spear), Artifacts: The Rat Queen's Cape (Backwear, all Vermin type are Enamored with the wearer for the first three rounds of combat, Suitable for Alchemists, Beast Warriors, Chi Monks, and Witches), Metal Claw (Unarmed attacks drain health from the enemy equal to 50% of the strength of the attack (rounded up); handwear), Robe of the Elven Necromancer (SP: 4, Body Wear) Spell Items: Diamond (Light), Topaz (Lightning), Amethyst (Darkness) x2, Ruby (Fire), Sapphire (Wind), Garnet (Earth), Opal (Ice), Aquamarine (Water), Emerald (Wood) Consumables: 4 Potions, 11 Tonics, 3 Grand Tonics, 2 Ether Cores, 7 Remedies, 2 Elixirs, Phoenix Incense, Mead, Nostrum, Smelling Salts, Dragon Scale, 4x Agni Bomb, 4x Gaia Bomb, Garnet Lamp of Summoning, 2 Grating Stones, Skeleton Decoy, Feather of Lithe (Makes the user nimble for three rounds, giving them a 1/3 chance to completely avoid rolls of COUNTER and DAMAGE and Free Hits.), Feather of Flight (Allows the user to flee from the battle when used.) Tools & Treasure: Bedroll, Pickaxe, 3 Bones Jade Golem (Undead) Element: Darkness Power: 37 Feldspar Golem (Undead) Element: Darkness Power: 36 Iron Golem (Undead) Element: Darkness Power: 35 Granite Golem (Undead) Element: Darkness Power: 34 Copper Golem (Undead) Element: Darkness Power: 33 Gold Golem (Undead) Element: Darkness Power: 29 Clay Golem (Undead) Element: Darkness Power: 27 Mud Golem (Undead) Element: Darkness Power: 26 Sand Golem (Undead) Element: Darkness Power: 24 Eric (Khorne) 30 year old Human Nord Level 25 Raider *Natural Respite* *Immune to Fragile and Weakened* *Evasion* Power: 42 (25+15+2) Defense: 5 Health: 43/43 (8+24+7+4) Gold: 206 Equipment: Conspirator (WP: 15, causes blinded; longsword), Pugilist's Gloves (Power +2, protects from weakened-effect), Boots of Evasion (Wearer takes half damage in front row), Heavy Armor (SP:5, protects from fragile-effect) Inventory: Godricsleif (WP: 22; Ice-, Lightning-, Darkness-elemental; longsword), Drengazuli Grom'az (WP:6; Dual Strike; axe), 6 Silverfish Wings (WP:8, retrievable, throwing dagger), 2 Diseased Silverfish Wings (WP:8, causes cursed-effect, retrievable, throwing weapon), Small Spiked Club (WP:5, earth-elemental club), Pitchfork of Abomination (WP:1, pierces all defenses but breaks after one use; suitable to all classes), Counterstrike Gloves (after the wearer is struck by a Free Hit, they counter with strength equal to their level), Crocodile Belt (Max. health +2, immunity to water; accessory), Garnet (Earth), Scroll of Sleep, 6 Grand Potions, Health Core, 3 Remedies, Neutralizer, Phoenix Essence, 7 Meads, 6 Smelling Salts, 4 Nostrum, 3 Mulled Wine, Dragon Scale, Venom, Deadly Venom, Fire Bomb, Lightning Bomb, Bone, Feather of White (Allows the user to hide for up to three rounds, avoiding Free Hits. The effect ends if the user targets an enemy.) Sgt. Jon McEncy (Pyrovisionary) 54 year old male human Black Knight Level 23 *Gain Triple Experience* *Immune to Blinded and Stunned* *Poisonous Defense* *Permanently Hastened* Power: 48 (23+21+2+2) Defense: 14 (10+4) Health: 47/47 (7+22+9+3+3+3) Gold: 149 Equipment: Demonic Scissors (WP:21, dual strike, Light and Darkness elemental, Hollow [-], dagger), Serpenthead Shield (SP:10, causes poisoned by 2-effect to anyone physically attacking the user, shield), Pegleg of Hastening (Permanent Hastened effect to the user; Immune to Blinded, suitable to Sarge only; footwear), Black Knight's Armour (SP:4, protects from stunned-effect; suitable for black knights; bodywear), Medal of Glory (Allows the wearer to gain triple experience from battles, accessory) Inventory: Clockwork Lance (WP:12, has 1/3 chance to cause slowed-effect on the target; lance), Spark Hammer (WP:8, lightning-elemental hammer), Wooden Spear (WP:4, wood-elemental spear), Monkey Armor (SP:4, immune to earth and bound; suitable to knights, beast warriors, dragoons, skirmishers and winged warriors; bodywear), Ranger’s Quiver (WP +1 to bows and crossbows, suitable for rangers, beast warriors, infiltrators and winged warriors; backwear), 4 Potions, Health Core, 4 Remedies, 2 Phoenix Essences, Mead, 4 Venoms, Deadly Venom, 3 Smoke Bombs, Military Grade Fire Bomb, Demeter Bomb (Causes 100 wood-elemental damage to all opponents when used.), Bedroll, Shovel, Pickaxe, Telescope, Magic Compass, Magnifying Glass, Business Card, 2 Bones, Gold Ring (worth 15 gold; can be given to someone to make them enamored with the giver), Feather of White (Allows the user to hide for up to three rounds, avoiding Free Hits. The effect ends if the user targets an enemy.), Robe of the Seneschal (SP:5; wearer absorbs earth-elemental damage and is immune to petrified; suitable to clerics, mages, chi monks, necromancers and scholars; bodywear), 2x Garnet (Earth) En Sabah Nur (Jebediahs) 31 year old male human Evoker Level 31.25 *Immune to Darkness* *Converts Ether to Health* *Reflects Ether-Based Attacks* Power: 49 (31+18) (67 against Humanoids (31+36)) Defense: 1 Health: 24/48 (5+30+3+5+5) Ether: 8/42 (5+30+1+2+4) Gold: 75 Equipment: Quarterstaff (WP:18/36 against humanoids, staff), Traveler's Cloak (SP:1, backwear), Lichen Armour (The wearer’s ether is counted as additional health if health is depleted, Darkness Immunity, suitable to classes with ether, bodywear), Sedge Hat (+4 Max. Ether, headwear), Magic Mirror (The user reflects all ether-based attacks back to the caster without getting damaged by them, accessory) Inventory: Weapons: Unlucky Horseshoe (WP:13, retrievable, causes jinxed-effect; throwing weapon), Sangriste Dagger (WP:5), En & Sabah & Nur (WP:5, Shurikens 3/3), Poisonous Rod (WP:5, causes poisoned by 5-effect; staff), Wooden Shield (SP:5, immunity to wood) Artefacts: Cobra Nemes (Absorbs poison, recovering health instead of taking damage from poisoning, suitable to clerics, mages, chi monks and necromancers, headwear), Fire Amulet (Makes physical attacks do double damage to all enemies that are weak to fire, accessory), Sealed Heavy Armour of Brilliance (SP:5,Immune: fragile, blinded, sealed effects, suitable for barbarians, knights, dragoons, skirmishers and regulators, bodywear), Little Jane's Muff (Protects from sealed-effect, accessory), Shackles of War (Prevents anyone from fleeing battles, accessory), Lock & Chain (prevents items in the inventory from getting stolen; accessory) Spell Items: Garnet (Earth), Aquamarine (Water), Topaz (Lightning), Ruby (Fire), Scroll of Confusion Consumables: 6 Potions, 2 Grand Potions, Tonic, Grand Tonic, 3 Ether Cores, Milk (restores 15 health and 15 ether upon consumption), 5 Remedies, Phoenix Essence, Phoenix Incense, 2 Meads, Titan Heart (Grants encouraged- and inspired-effects when consumed), 5 Venoms, Deadly Venom, 3 Fire Bombs, 2 Ice Bombs, 2 Lightning Bombs, Dirt Bomb, 2 Floral Bombs, 2 Trail of Dust Bombs (Causes 5 earth-elemental damage to all opponents and allows the party to flee the battle when used.), Flood Bomb (Causes 20 water-elemental damage to all opponents when used.), Feather of Lithe (Makes the user nimble for three rounds, giving them a 1/3 chance to completely avoid rolls of COUNTER and DAMAGE and Free Hits.), Feather of Flight (Allows the user to flee from the battle when used.) Tools: Bedroll, Pickaxe, Magnifying Glass Summons: B.A.S.H. (Aquamarine), Chidoris Obelisk (Topaz), Earthen Shield (Garnet), Emerald the Rockling (Ruby) Decamon Deck: Shy Shell (Aquatic 2), Demon Ray (Aquatic 3), Will-o'-the-Wisp (Fiery 1), Barghest (Electric 2), Automaton (Electric 5), Vampire Bat (Flying 3), Specter (Icy 2), White Widow (Icy 3), Golden Scorpion (Luminous 2), Gold Golem (Luminous 6), Toxic Toad (Plant 1), Tangleweed (Plant 3), Scarab (Rock 1), Mud Frog (Rock 2), Stone Golem (Rock 8) Walbartan (NPC, controlled by K-Nut) 45 years old female pongcanis Druid Level 44 Power: 51 (44+7) Defense: 3 Health: 41/61 (9+42+7+2) Ether: 9/50 (5+43+1+1) Gold: 104 Equipment: Oaken Mace (WP:7, wood-elemental mace), Crinkah Tribal Armor (SP:3, Max. Health +2, Max. Ether +1; suitable to pongcanae only; bodywear) Inventory: Herbal Infusion (Remove negative effects and cause blessed- and transcended-effects) Hodurr Thornback (NPC, controlled by K-Nut) 167 years old male dwarven Berserker Level 40 2/5 *Natural Respite* *Thorny Defense* *Current Target: The Seneschal* Power: 50 (40+10) Defense: 4 Health: 30/57 (8+39+10) Gold: 14 Equipment: Amethyst Axe (WP:10, darkness-elemental axe), Thorny Leather Armor (SP:4; causes damage equal to the armor's SP to all that attack the user physically; suitable to barbarians and beast warriors; bodywear) Inventory: Smelling Salts, Soma Periwinkle (NPC, controlled by Khorne) 19 years old female human Harlot Level 30 3/4 *Money Maker* *Divert Attacks* *Immune to stunned, poisoned, bleeding, cursed, asleep, fast asleep, confused and hexed* Power: 37 (30+7) Health: 38/51 (7+29+15) Gold: 43 Equipment: Leather Whip (WP:7, makes target enraged; whip), Narcissus Mirror (User has 1/2 chance to divert all attacks to the next ally in turn; accessory), Periwinkle Ribbon (Grants immunity to stunned, poisoned, bleeding, cursed, asleep, fast asleep, confused and hexed; suitable for Periwinkle only; headwear) Inventory: Remedy, Neutralizer, Tiger Balm Dain Almight (NPC, controlled by K-Nut) 72 years old male dwarven Alchemist Level 2 *Instant Items* *Immune to elements* Power: 15 (2+13) Health: 11/11 Gold: 100 Equipment: Oculoid Claw (WP:13, 1/6 chance of infecting the targeted enemy on successful hits; club), Safety Goggles (Grant immunity to all elements; suitable for Dain only; accessory) Inventory: Bombastic Mace (WP:5, can be used to launch bombs at enemies, adding the WP to the bomb's power; mace), Potion, Tonic, Remedy, Phoenix Essence, Smoke Bomb, Fire Bomb, Feather of White (Allows the user to hide for up to three rounds, avoiding Free Hits. The effect ends if the user targets an enemy.), Fuse & Detonator (quest item)
  13. That's a wrap, folks! I'll have more thoughts later, but for right now I'll just address one or two things that have been eating away at me while I wait to reveal them: Actaeon/Kiray/Diana might have been platonic on Act and Kiray's parts, but not on Diana's (as, hopefully, that last kiss illustrates). Actually, if you had chosen to fight Diana with the others, she would have been Enamored with the two of you for the first several Rounds. Sure it will, right here! I probably could have been a little clearer (i.e. by showing Dragonlord with the mini-Vibrataphone the first time), but to clarify: Diana was the one who planted the mini-Vibrataphone on the trip to Dastan, and on the trip home she decided to throw her backup into the ocean instead of using it. Why? Because her mission was to injure or kill the Dragonlord, while making it look like an accident. Unfortunately for her, the first time she underestimated how strong and competent both the Heroes and the Dragonlord would be, and of course the second time she decided the well-being of her friends outweighed the low chance her device would work to kill the Dragonlord. Admittedly, I probably played that whole sub-plot a little too low-key, but hopefully at least a few people enjoyed what it added to the story. Speaking of which, if there's any loose ends you'd like me to address, go ahead and ask about them--I tried to wrap up most of them, save for the two big ones that lead to obvious spin-offs/sequels. As I said, I'll be writing up more thoughts later, but I'd love to get you guys' feedback as well in the meantime.
  14. "Dragonlord, is zis true?" "You know just as much as I do. But I see no reason why the Heroes would lie about what happened." Behind the Dragonlord's back, Diana smirks. Fortunately for her, the Count doesn't seem to notice. He frowns, lost in thought. "Zat is unfortunate. I 'ad 'oped for Sirone to guard et serve ma fille Bellanotte when 'e finished 'is training. 'E would 'ave been ze choix idéal, and Darius could 'ave protected Nuitan...now I only 'ave un Dragoon..." "With all due respect, sir...no you don't." "Quoi?" "I quit." "Mais...but why?" "Because over the past few weeks I've done things I'm not proud of and seen worse." Darius looks straight at Diana, Kiray, and Actaeon as he says this. "And I'm going to do better--but I can't do that while tied to a House or a job, no matter how much I enjoy them both." Darius looks the Dragonlord straight in the eyes. "There is a darkness growing within Eubric, and within Heroica. I've seen it with my own eyes. One day I will return to help you battle it. But that day is not today. Right now, my duty is to Sirone--to the orphaned brother he left behind. Once he is safe--then we shall see." Darius strides briskly out the door, the Count, the Dragonlord, and the Heroes chasing after him. As they stand on the porch, they see a rush of red wings as the twin figures of Darius and Kreika fly out into the horizon. "...'E 'ad le frère? A brother?" He sighs. "At least now zey will not be acting in ze name of ze Shadeaux." The Count turns to the Heroes. "Well. While I am not content with ze conséquence of your actes, you 'ave fulfilled ze task you 'ave been 'ired to accomplir. As promised, 'ere is 100 gold for each of you, and you may consider yourselves friends of zis 'Ouse. Dragonlord, a word, if you please?" "Of course." The Veteran pauses in the doorway, addressing the Heroes. "Goodbye, Heroes. Go back to the Hall. Enjoy yourselves. You've earned it." He winks, and with that, he and the Count return inside and close the door. Diana snorts. "Idiots. Still, at least the Dragoon broke ties with them. That's something, at least. Honestly, I didn't think the guy had it in him. Guess I was wrong about him." She looks around at the deserted grounds of the Chateau. "Well. Guess it's time to go home." The Heroes begin their long-overdue walk back to Heroica Hall, but Diana holds Actaeon and Kiray back. "Listen, I...I just wanted to say..." Diana takes a breath to calm herself. "Thank you, for standing by me, back in the forest. If you hadn't, I don't think I'd be alive right now. In fact, I know I wouldn't be. I know it's not much, but when I get back to Dad I'm gonna convince him to tell his boss about you two. You've been the greatest friends I've ever had, which makes you friends of the Wolfgang as well." She smiles, then starts in surprise. "Oh! That reminds me..." She digs around in her bag, eventually digging out a roll of parchment with a faint wolf-head motif emblazoned upon it; Actaeon and Kiray get the distinct impression that only they and Diana are able to see the design. "Kiray...I haven't forgotten what we talked about on the mountain. If you remember or find out anything else about what happened to your mother, just write it down on that parchment and drop it into the sewers somewhere. It'll get to me." Diana hands the paper to Kiray, hesitates, and then quickly kisses the Knight on the cheek. Blushing brightly, she runs off and disappears down one of Eubric's many alleyways. The party returns to the Hall, home at last. Whether friends of the Rito or friends of the Wolfgang, sterling saviors or violent vigilantes, one word still describes all of them... THE QUEST IS SUCCESSFUL! The Party: Actaeon Artus (Actaeon) *Party Leader* *Immune to Bound and Slowed* 21 year old male human Level 6 Ranger Power: 12 Defense: 2 Health: 11/11 Gold: 105 Equipment: Sanctified Rito Bow (WP:6, doubled against Flying enemies; bow), Greaves of the Aubergine Dragoon (SP:2, protects from the Bound- and Slowed-effects. Footwear, suitable for anyone.) Inventory: Bow (WP:3), Smoke Bomb, Remedy, Bedroll, Scroll of Frailty, Stun Bomb (Deals 5 damage and the Stunned-effect to all opponents when used.), Trial Brew, Dragon Scale Kiray Nastayo (KingoftheZempk), A Hero Who Is Actually Worth Something *Immune to Fire* *Secondary Party Leader* 24 year old female human Level 10 Knight Power: 16 Defense: 4 Health: 19/19 Gold: 146 Equipment: Sanctified Rito Longsword (WP:6, doubled against Flying enemies; longsword), Scutum Shield (SP:3; shield), Flameproof Armor (SP:1, immune to Fire; bodywear, suitable for anyone) Inventory: Sword of the Kin (WP:3), Potion, Banana (Restores full health when eaten), Chaotic Bomb (Causes 100 elemental damage to all opponents), Bedroll, Mediocre Pongcanis Brew (Encouraged + Enraged), Everlasting Venom (Adds the poisoned by 10-effect to one weapon permanently), Sleep Bomb (Deals 5 damage and the Asleep-effect to all opponents when used.), Remedy, Dragon Scale Siercon (Siercon and Coral) *Tertiary Party Leader* Male, Age and species unknown Level 11 Mage Power: 19 (11 levels + 8 WP) (22 in Front Row) Power Bonus: +3 in Front Row Defense: 3 in Back Row Health: 15/15 (5 base + 8 lvl) Ether: 15/15 (5 base + 8 lvl) Gold: 150 Equipment: Lullaby Wand (WP:8, deals sleep-effect; wand), Robe of the Dastanian Pongcanis Champion (Wearer gains Power +3 while on the front row or SP:3 while on the back row; bodywear, suitable for barbarians and mages), Sylvania's Cowl (Artifact, Head Wear, Animal Talk) Inventory: *Sanctified Rito Spear (WP:4, doubled against Flying enemies; spear) *Hood of the Dark Druid (wearer absorbs Wood- and Darkness-elemental damage, converting it into HP; headwear, suitable for druids only), Guardian Feathers (SP:2, SP is multiplied by the Winged Warrior's Flying multiplier; backwear, suitable for Winged Warriors only) *Diamond (Light), Scroll of Sleep, Bedroll, Topaz (Lightning) *Potion, Remedy, Dragon Scale Warlen Melimane and Quarion the floating skull (The Chosen Minifigure) *Dearly Beloved Party Fourth-in-Command* 17 Year old Male Half-Elf Level 6 Mage Power: 11 (16 for spells) Power Bonus: +5 for spells Health: 10/10 Ether: 10/10 Gold: 155 Equipment: Staff of the Dark Druid (WP:5, Wood-elemental; staff), Spellbound Gloves (Power +5 to spells) Inventory: Amethyst (Darkness), Sapphire (Wind), bedroll, Robe of the Magi (SP:1), Sanctified Rito Longsword (WP:4, doubled against Flying enemies; longsword), Gold-Coated bat staff (WP:3, staff), Tonic, Dragon Scale The Demon Germ (Samurai Turtle) *Immune to Darkness* ??? years old ; Half Demon; Male Level 5 Rogue Power: 8 Defense: 1 Health: 11/11 Ether: 0 Gold 119 Equipment: Wrench (WP:3, decreases the target’s level by 1; throwing weapon), Shadow Cloak (SP:1, immune to Darkness; backwear, suitable for anyone) Inventory: Sanctified Rito Gypsy Dart (WP:5, doubled against Flying enemies), Potion x2, Level-Up Mushroom, Bedroll, Remedy, Venom, Passionfruit Vine (WP:1, 1/2 chance to inflict the Enamored-effect on successful hits; whip), Gold Ring (worth 15 gold, or can be given to someone else to make them Enamored with the giver) Final Reputation breakdown for Sandy: *All Heroes (except Daeth): +1 Shadeaux reputation *Siercon, Germ, Warlen: Access to Winged Warrior *Actaeon, Kiray: +1 Wolfgang reputation QM Note: Thanks for being such awesome Questies, you guys! I'll start posting PM side-quests in a couple of days, and I'll post my thoughts in the QM Lounge soon as well.
  15. Yes, I know it's "Return of the French". Don't worry--I promise it won't be as painful this time. Hang in there, guys--next update (probably this evening so everyone has time to respond) will be the final stats (including reputation!) and the conclusion of the Quest.
  16. QM Note: I did. As for your second question, JimBee (the creator of the Winged Warrior class) explains it in the links I gave; basically, you have to roleplay how you find, grow, or build your wings--a specific Artifact isn't necessary. "I wish I could believe otherwise, but I think Kiray's got it right. Hey--for what it's worth, I think you're both heroes, with a lowercase 'h'." Diana smiles thinly, but blanks her face before any of the others can see. Denerii opens her mouth to speak, but no words come forth. She turns her back to Kiray. "We ride different winds," she says. "Perhaps they will join again, and perhaps they will not. The wind is fickle in that way." The Dragonlord and the Emperors look back and forth between the Knight and the Rito, searching futilely for the subtext beneath the words. Ella alone appears to understand, but she remains silent, only sharing with Kiray a gaze of sad understanding. The Veteran takes the silence as his cue to excuse the party. "Thank you for your understanding, and your hospitality. I'm sorry we couldn't do more to help." "You did what you could. That's all that matters. If there's anything my daughter has taught me, it's that we can't dwell in the past--we have to look to the future." <May the Dragons set fire to your heart and fly it away.> ------------------------------------------------ The voyage home is uneventful, if slower than the voyage to Dastan. The remaining party members relax the days away, both activities so foreign to them compared to the constant adrenaline rush of their previous bursts of activity. At night, they rest, for once able to sleep peacefully without interruption. Diana, too, seems relaxed. Though still tense around the Dragonlord, and still wont to hover several feet away from her fellow Heroes, she begins to open up more and more in the presence of Actaeon and Kiray, even going so far as to display unguarded emotion around them. One night, the last night before the party's return to Eubric, she stays awake, waiting until everyone else is asleep. Only then does she allow her thoughts to turn to her other mission: her target, the reason she had been sent to join the Quest in the first place. "..." *sploosh* ------------------------------------------------ The Heroes return to Eubric early in the morning, the skies still shrouded in the darkness just before sunrise. In fact, the first rays of the morning light are beginning to peek over Crescent Hill as the Heroes approach Chateau de Shadeaux. Darius nods to the guard, who, after a moment, steps aside to let the Heroes pass, Kreika remaining with him outside. Darius escorts the Heroes to a lounge with eerie lighting, clad in the bat livery of the Shadeaux damily, the ghastly green flame in the fireplace lighting but not warming the room. A pale, slender woman stands, contemplating the flickering fire before her. "...Bellanotte?" The younger Shadeaux daughter turns around in surprise. "Darius! You have returned! We have been so worried..." Bellanotte looks over the Heroes, nodding in recognition at Kiray, but she does not seem to find the person she is looking for. "Where is Sirone? Surely he..." Darius casts his gaze downward, unable to speak the terrible words. Tears well up in Bellanotte's eyes, but to her credit her voice remains almost steady. "I will go fetch Father." Bellanotte leaves the room, and shortly thereafter the Heroes see Count Shadeaux enter in her place. "'Eroez! Zis is une surprise. We 'ad lost 'ope you would ever retour." Like his daughter, the Count quickly notices both Darius' presence and Sirone's prominent absence. He sits heavily in one of the chairs and faces the party. "Expliquez, s'il vous plaît." How will the party explain themselves to the Count?
  17. QM Note: Sorry for the delay, folks! I'll try to update you tonight.
  18. Guest QM Note: Running a bit early because I'll be out of the house all afternoon--I'll assume both Eric and Periwinkle attack. Also, thank Sarge for using that lance--the roll for Slowed ate not one but two rolls that otherwise would have been Special Damage. Results of Round Twelve of the Golem Battle: >Dain uses Potion on Althior - (Althior: +10 Health) Eric vs. The Seneschal - Hit (The Seneschal: 281 health+5 SP-(15+24+2=41 dmg)=245 health + Blinded) Sarge vs. The Seneschal - Mortal Hit (The Seneschal: 245 health+5 SP-(12+22=34 dmg)=216 health) Sarge vs. The Seneschal - Mortal Hit (The Seneschal: 216 health+5 SP-(12+22=34 dmg)=187 health) >Nur does nothing - (nothing happens) >Walbartan vs. The Seneschal - Aim (The Seneschal: 187 health+5 SP-(7*2/2/2=4 dmg)=187 health) Hodurr vs. The Seneschal - War Cry (All allies: Encouraged) Periwinkle vs. The Seneschal - Hit (The Seneschal: 187 health+5 SP-(7+30=37*2=74 dmg)=118 health) >Althior vs. The Seneschal - SHIELD (Raise the Undead - no effect) Jade Golem hits The Seneschal (The Seneschal: 118 health+5 SP-(37*2/2=37 dmg)=86 health; Althior: -1 Ether) Feldspar Golem hits The Seneschal (The Seneschal: 86 health+5 SP-(36*2/2=36 dmg)=55 health; Althior: -1 Ether) Iron Golem hits The Seneschal (The Seneschal: 55 health+5 SP-(35*2/2=35 dmg)=25 health; Althior: -1 Ether) Granite Golem hits The Seneschal (The Seneschal: 25 health+5 SP-(34*2/2=34 dmg)=0 health; Althior: -1 Ether) Althior - Ether Sapped (-2 max. ether) Nur - Ether Sapped (-2 max. ether) Walbartan - Ether Sapped (-2 max. ether) Hodurr yells in triumph as the party finally whittles The Seneschal down. Periwinkle deals an incredibly appropriate 69 damage, and Althior's undead army just barely manages to finish off their former master. THE BATTLE IS VICTORIOUS! All party members gain their appropriate amount of experience. Periwinkle gains 10 gold from her Money Maker trait. Party: Althior Emorith (K-Nut) *Party Leader* 32 years old male human Necromancer Level 42 1/5 *Gain Triple Experience* Power: 58 (42+16) (Spellpower: 63 (42+16+5)) Defense: 6 (4+2) Health: 30/53 (5+41+5+1) Ether: 0/57 (5+41+5+4+2) Gold: 40 Equipment: Scepter of Divine Affinity (WP:16, Has ⅙ chance to deal Cursed effect on attacks and ⅙ chance to deal Blessed effect on successful healing, Staff), Spellbound Gloves (+5 spellpower, Handwear), Ethereal Cloak (SP:2, Max Ether +4, Backwear), Medal of Glory (Wearer earns triple experience, Accessory), Robe of the Elven Necromancer (SP: 4, Body Wear) Inventory: Weapons: Metasimian Dory (WP:9, pierces defense; spear), Artifacts: The Rat Queen's Cape (Backwear, all Vermin type are Enamored with the wearer for the first three rounds of combat, Suitable for Alchemists, Beast Warriors, Chi Monks, and Witches), Metal Claw (Unarmed attacks drain health from the enemy equal to 50% of the strength of the attack (rounded up); handwear) Spell Items: Diamond (Light), Topaz (Lightning), Amethyst (Darkness) x2, Ruby (Fire), Sapphire (Wind), Garnet (Earth), Opal (Ice), Aquamarine (Water), Emerald (Wood) Consumables: 4 Potions, 11 Tonics, 5 Grand Tonics, 2 Ether Cores, 7 Remedies, 2 Elixirs, Phoenix Incense, Mead, Nostrum, Smelling Salts, Dragon Scale, 4x Agni Bomb, 4x Gaia Bomb, Garnet Lamp of Summoning, 2 Grating Stones, Skeleton Decoy, Feather of Lithe (Makes the user nimble for three rounds, giving them a 1/3 chance to completely avoid rolls of COUNTER and DAMAGE and Free Hits.), Feather of Flight (Allows the user to flee from the battle when used.) Tools & Treasure: Bedroll, Pickaxe, 3 Bones Jade Golem (Undead) Element: Darkness Power: 37 Feldspar Golem (Undead) Element: Darkness Power: 36 Iron Golem (Undead) Element: Darkness Power: 35 Granite Golem (Undead) Element: Darkness Power: 34 Copper Golem (Undead) Element: Darkness Power: 33 Gold Golem (Undead) Element: Darkness Power: 29 Clay Golem (Undead) Element: Darkness Power: 27 Mud Golem (Undead) Element: Darkness Power: 26 Sand Golem (Undead) Element: Darkness Power: 24 Eric (Khorne) 30 year old Human Nord Level 25 Raider *Natural Respite* *Immune to Fragile and Weakened* *Evasion* Power: 42 (25+15+2) Defense: 5 Health: 43/43 (8+24+7+4) Gold: 156 Equipment: Conspirator (WP: 15, causes blinded; longsword), Pugilist's Gloves (Power +2, protects from weakened-effect), Boots of Evasion (Wearer takes half damage in front row), Heavy Armor (SP:5, protects from fragile-effect) Inventory: Godricsleif (WP: 22; Ice-, Lightning-, Darkness-elemental; longsword), Drengazuli Grom'az (WP:6; Dual Strike; axe), 6 Silverfish Wings (WP:8, retrievable, throwing dagger), 2 Diseased Silverfish Wings (WP:8, causes cursed-effect, retrievable, throwing weapon), Small Spiked Club (WP:5, earth-elemental club), Pitchfork of Abomination (WP:1, pierces all defenses but breaks after one use; suitable to all classes), Counterstrike Gloves (after the wearer is struck by a Free Hit, they counter with strength equal to their level), Crocodile Belt (Max. health +2, immunity to water; accessory), Garnet (Earth), Scroll of Sleep, 6 Grand Potions, Health Core, 3 Remedies, Neutralizer, Phoenix Essence, 7 Meads, 6 Smelling Salts, 4 Nostrum, 3 Mulled Wine, Dragon Scale, Venom, Deadly Venom, Fire Bomb, Lightning Bomb, Bone, Feather of White (Allows the user to hide for up to three rounds, avoiding Free Hits. The effect ends if the user targets an enemy.) Sgt. Jon McEncy (Pyrovisionary) 54 year old male human Black Knight Level 23 *Gain Triple Experience* *Immune to Blinded and Stunned* *Poisonous Defense* *Permanently Hastened* Power: 45 (23+18+2+2) Defense: 14 (10+4) Health: 47/47 (7+22+9+3+3+3) Gold: 149 Equipment: Zoidberg Gauntlets (WP:21, dual strike, Light and Darkness elemental, Hollow [-], dagger), Serpenthead Shield (SP:10, causes poisoned by 2-effect to anyone physically attacking the user, shield), Pegleg of Hastening (Permanent Hastened effect to the user; Immune to Blinded, suitable to Sarge only; footwear), Black Knight's Armour (SP:4, protects from stunned-effect; suitable for black knights; bodywear), Medal of Glory (Allows the wearer to gain triple experience from battles, accessory) Inventory: Clockwork Lance (WP:12, has 1/3 chance to cause slowed-effect on the target; lance), Spark Hammer (WP:8, lightning-elemental hammer), Wooden Spear (WP:4, wood-elemental spear), Monkey Armor (SP:4, immune to earth and bound; suitable to knights, beast warriors, dragoons, skirmishers and winged warriors; bodywear), Ranger’s Quiver (WP +1 to bows and crossbows, suitable for rangers, beast warriors, infiltrators and winged warriors; backwear), 4 Potions, Health Core, 4 Remedies, 2 Phoenix Essences, Mead, 4 Venoms, Deadly Venom, 3 Smoke Bombs, Military Grade Fire Bomb, Demeter Bomb (Causes 100 wood-elemental damage to all opponents when used.), Bedroll, Shovel, Pickaxe, Telescope, Magic Compass, Magnifying Glass, Business Card, 2 Bones, Gold Ring (worth 15 gold; can be given to someone to make them enamored with the giver), Feather of White (Allows the user to hide for up to three rounds, avoiding Free Hits. The effect ends if the user targets an enemy.), Robe of the Seneschal (SP:5; wearer absorbs earth-elemental damage and is immune to petrified; suitable to clerics, mages, chi monks, necromancers and scholars; bodywear), 2x Garnet (Earth) En Sabah Nur (Jebediahs) 31 year old male human Evoker Level 31.25 *Immune to Darkness* *Converts Ether to Health* *Reflects Ether-Based Attacks* Power: 49 (31+18) (67 against Humanoids (31+36)) Defense: 1 Health: 24/48 (5+30+3+5+5) Ether: 8/42 (5+30+1+2+4) Gold: 25 Equipment: Quarterstaff (WP:18/36 against humanoids, staff), Traveler's Cloak (SP:1, backwear), Lichen Armour (The wearer’s ether is counted as additional health if health is depleted, Darkness Immunity, suitable to classes with ether, bodywear), Sedge Hat (+4 Max. Ether, headwear), Magic Mirror (The user reflects all ether-based attacks back to the caster without getting damaged by them, accessory) Inventory: Weapons: Unlucky Horseshoe (WP:13, retrievable, causes jinxed-effect; throwing weapon), Sangriste Dagger (WP:5), En & Sabah & Nur (WP:5, Shurikens 3/3), Poisonous Rod (WP:5, causes poisoned by 5-effect; staff), Wooden Shield (SP:5, immunity to wood) Artefacts: Cobra Nemes (Absorbs poison, recovering health instead of taking damage from poisoning, suitable to clerics, mages, chi monks and necromancers, headwear), Fire Amulet (Makes physical attacks do double damage to all enemies that are weak to fire, accessory), Sealed Heavy Armour of Brilliance (SP:5,Immune: fragile, blinded, sealed effects, suitable for barbarians, knights, dragoons, skirmishers and regulators, bodywear), Little Jane's Muff (Protects from sealed-effect, accessory), Shackles of War (Prevents anyone from fleeing battles, accessory), Lock & Chain (prevents items in the inventory from getting stolen; accessory) Spell Items: Garnet (Earth), Aquamarine (Water), Topaz (Lightning), Ruby (Fire), Scroll of Confusion Consumables: 6 Potions, 2 Grand Potions, Tonic, Grand Tonic, 3 Ether Cores, Milk (restores 15 health and 15 ether upon consumption), 5 Remedies, Phoenix Essence, Phoenix Incense, 2 Meads, Titan Heart (Grants encouraged- and inspired-effects when consumed), 5 Venoms, Deadly Venom, 3 Fire Bombs, 2 Ice Bombs, 2 Lightning Bombs, Dirt Bomb, 2 Floral Bombs, 2 Trail of Dust Bombs (Causes 5 earth-elemental damage to all opponents and allows the party to flee the battle when used.), Flood Bomb (Causes 20 water-elemental damage to all opponents when used.), Feather of Lithe (Makes the user nimble for three rounds, giving them a 1/3 chance to completely avoid rolls of COUNTER and DAMAGE and Free Hits.), Feather of Flight (Allows the user to flee from the battle when used.) Tools: Bedroll, Pickaxe, Magnifying Glass Summons: B.A.S.H. (Aquamarine), Chidoris Obelisk (Topaz), Earthen Shield (Garnet), Emerald the Rockling (Ruby) Decamon Deck: Shy Shell (Aquatic 2), Demon Ray (Aquatic 3), Will-o'-the-Wisp (Fiery 1), Barghest (Electric 2), Automaton (Electric 5), Vampire Bat (Flying 3), Specter (Icy 2), White Widow (Icy 3), Golden Scorpion (Luminous 2), Gold Golem (Luminous 6), Toxic Toad (Plant 1), Tangleweed (Plant 3), Scarab (Rock 1), Mud Frog (Rock 2), Stone Golem (Rock 8) Walbartan (NPC, controlled by K-Nut) 45 years old female pongcanis Druid Level 44 Power: 51 (44+7) Defense: 3 Health: 41/61 (9+42+7+2) Ether: 9/50 (5+43+1+1) Gold: 104 Equipment: Oaken Mace (WP:7, wood-elemental mace), Crinkah Tribal Armor (SP:3, Max. Health +2, Max. Ether +1; suitable to pongcanae only; bodywear) Inventory: Herbal Infusion (Remove negative effects and cause blessed- and transcended-effects) Hodurr Thornback (NPC, controlled by K-Nut) 167 years old male dwarven Berserker Level 40 2/5 *Natural Respite* *Thorny Defense* *Current Target: The Seneschal* Power: 50 (40+10) Defense: 4 Health: 30/57 (8+39+10) Gold: 14 Equipment: Amethyst Axe (WP:10, darkness-elemental axe), Thorny Leather Armor (SP:4; causes damage equal to the armor's SP to all that attack the user physically; suitable to barbarians and beast warriors; bodywear) Inventory: Smelling Salts, Soma Periwinkle (NPC, controlled by Khorne) 19 years old female human Harlot Level 30 3/4 *Money Maker* *Divert Attacks* *Immune to stunned, poisoned, bleeding, cursed, asleep, fast asleep, confused and hexed* Power: 37 (30+7) Health: 38/51 (7+29+15) Gold: 43 Equipment: Leather Whip (WP:7, makes target enraged; whip), Narcissus Mirror (User has 1/2 chance to divert all attacks to the next ally in turn; accessory), Periwinkle Ribbon (Grants immunity to stunned, poisoned, bleeding, cursed, asleep, fast asleep, confused and hexed; suitable for Periwinkle only; headwear) Inventory: Remedy, Neutralizer, Tiger Balm Dain Almight (NPC, controlled by K-Nut) 72 years old male dwarven Alchemist Level 2 *Instant Items* *Immune to elements* Power: 15 (2+13) Health: 11/11 Gold: 100 Equipment: Oculoid Claw (WP:13, 1/6 chance of infecting the targeted enemy on successful hits; club), Safety Goggles (Grant immunity to all elements; suitable for Dain only; accessory) Inventory: Bombastic Mace (WP:5, can be used to launch bombs at enemies, adding the WP to the bomb's power; mace), Potion, Tonic, Remedy, Phoenix Essence, Smoke Bomb, Fire Bomb, Feather of White (Allows the user to hide for up to three rounds, avoiding Free Hits. The effect ends if the user targets an enemy.), Fuse & Detonator (quest item) Party Leader, please divide the spoils of battle: Robe of the Seneschal ((SP:5; wearer absorbs earth-elemental damage and is immune to petrified; suitable to clerics, mages, chi monks, necromancers and scholars; bodywear) *Stolen by Sarge* 2x Garnet (Earth) *Stolen by Sarge* 180 100 gold *80 Stolen by Sarge* Guest QM Note: And that's all for me! Once you've divvied up the loot (and corrected me on my inevitable stats errors and other mistakes ), I'll post one last stats summary and then pause to leave you back in Sandy's more-than-capable hands.
  19. QM Note: I will be out of the house most of tomorrow afternoon; I'll try to get something up in the morning (assuming I have the pictures), but otherwise it will be a bit later before we can get back to Count Shadeaux for your reward. Diana turns her head, a red welt appearing on her face where Warlen slapped her. "One day, Elf," she hisses, too quietly for the others to hear, "you will pay for your stupidity. She rubs her face, glaring at the Dragonlord as if blaming him for her discomfort. The others stare confusedly at Warlen and Quarion, save for Denerii (whose blank expression is impossible to read) and Mallelio, who expertly heals the Mage's bleeding hand, a sort of grim dazedness clouding his vision. Something had broken in both the Rito and the Sage, but only time would tell if they would ever fully heal from it. "Don't worry, Siercon--I think we've had enough death recently, and I'm guessing you feel the same." Dragonlord looks to the others. "Normally we Veterans would leave this kind of decision to you folks--you're the ones who walk right into harm's way, after all--but this time I'm going to be selfish and make the call: the Dragoon lives." Emperor Septrine and Emperor Phyllius incline their heads respectfully, indicating their acceptance of the Dragonlord's verdict. "Now, let's go home." It takes the better part of three days to return to Drakencourt, traveling this time at a more reasonable pace than they had before. Emperor Phyllius remains behind in Domus, tell-tale spires of scaffolding indicating the first steps towards the city's slow recovery. Onward they travel, eventually reaching the shores of Lake Glaz, where a ship ferries them the final distance to Drakencourt. It is dusk as they dock, and several familiar faces await them. "Hello again, Heroes." "Welcome back." "Heroes! I am pleased to see you who I am pleased to see!" "I cannot say I am pleased to see you again does not please me, but I am relieved at your success in stopping the Dragoons is a relief to me." Two more figures soar down from the skies, alighting on the docks in front of them. Denerii races forward to embrace the taller of the two. "Denerii, my love, it brings me great joy to see you safe again. The days without word of you were like flying without wind beneath my wings." "My heart soars see you as well, Flavius." She embraces her mate tightly, then turns back and gestures to the Heroes. "We have Siercon, Germ, and Warlen to thank as well. They are true spirits of the air, and were a steadfast wind at my back in the darkest times. You three are true friends of the Rito; when you become experienced enough, we will welcome you to return to the Rito and train with us to become a glorious Winged Warrior." Flavius raises an eyebrow. "It seems you have made quite the impression upon my mate. I am surprised she is not clamoring to travel to Eubric with you even now," he adds jokingly. Denerii looks grimly at Actaeon and Kiray, and finally Diana. "No," she says, "I would rather remain here, among my people." Flavius looks curiously at his beloved, but says nothing further. QM Note: For the sake of ease and clarity, I'll link you to JimBee's first and second posts explaining how Winged Warrior training works. If you have any further questions, go ahead and ask them in the General Discussion topic. Vipera alights and faces Kreika. <I sensed Velquoriel's passing in the Spirit Pools. I...am sorry, for my part, for encouraging the two of you to break with tradition so strongly. I still believe our kind belongs out here in the world, but perhaps she was right in exhorting caution.> <She was. I see that now. But forget not that she chose to accompany young Valishter as he tried to stop me--in the end, she chose to act. I would not see her dream--and yours--die because of my lack of patience. Our actions were our own, and whatever influence your words had on us prior to that day, they were not, in the end, what propelled us on our way; we were.> <You sound as she once did.> Kreika nods. <I will spend the remainder of my lifetime trying to live up to her wisdom, for it is my choices that led to it being stripped from this world.> There is a moment of awkward silence, before U'Daras breaks the tension. "Emperor Alandri sends his regrets that he cannot greet you in person, but offers you the service of one of his trade vessels in your return to Eubric along with his apologies that he cannot greet you in person. I have taken the liberty of asking the crew to prepare for your departure, which is what I have taken the liberty of asking the crew to prepare for." Will the party ask anything more of the Dastanese before they return home to Eubric?
  20. Guest QM Note: I know most of these "Hit" rolls keep getting interspersed with different "chance of effect" rolls, but seriously! So...many...regular...Hits... Results of Round Eleven of the Golem Battle: Sarge vs. The Seneschal - Hide (Sarge: Hides) Sarge vs. The Seneschal - Mortal Hit (The Seneschal: 648 health+5 SP-(12+22=34 dmg)=619 health) >Nur vs. The Seneschal - Hit (The Seneschal: 619 health+5 SP-(5+31=36/2=18 dmg)=606 health + poison 5) >Walbartan vs. The Seneschal - Hit (The Seneschal: 606 health+5 SP-(7*2=14+43=57*2/2/2=29 dmg)=582 health) Hodurr vs. The Seneschal - Furious Hit (The Seneschal: 582 health+5 SP-(10+40=50*2/2=50 dmg)=537 health) >Periwinkle vs. The Seneschal - SHIELD (Pleasure House - Whipping - The Seneschal: no effect) >Althior vs. The Seneschal - Damage (Althior: 38 health+6 SP-(50/2=25 dmg)=19 health) >Dain uses Tonic on Althior - (Althior: +5 Ether) Jade Golem hits The Seneschal (The Seneschal: 537 health+5 SP-(37*2/2=37 dmg)=505 health; Althior: -1 Ether) Feldspar Golem hits The Seneschal (The Seneschal: 505 health+5 SP-(36*2/2=36 dmg)=474 health; Althior: -1 Ether) Iron Golem hits The Seneschal (The Seneschal: 474 health+5 SP-(35*2/2=35 dmg)=444 health; Althior: -1 Ether) Granite Golem hits The Seneschal (The Seneschal: 444 health+5 SP-(34*2/2=34 dmg)=415 health; Althior: -1 Ether) Copper Golem hits The Seneschal (The Seneschal: 415 health+5 SP-(33*2/2=33 dmg)=387 health; Althior: -1 Ether) Gold Golem hits The Seneschal (The Seneschal: 387 health+5 SP-(29*2/2=29 dmg)=363 health; Althior: -1 Ether) Clay Golem hits The Seneschal (The Seneschal: 363 health+5 SP-(27*2/2=27 dmg)=341 health; Althior: -1 Ether) Mud Golem hits The Seneschal (The Seneschal: 341 health+5 SP-(27*2/2=26 dmg)=320 health; Althior: -1 Ether) Sand Golem hits The Seneschal (The Seneschal: 320 health+5 SP-(27*2/2=24 dmg)=301 health; Althior: -1 Ether) Eric drinks a Grand Potion - (Eric: +25 health) The Seneschal - Poisoned (-20 health) Althior - Ether Sapped (-2 max. ether) Nur - Ether Sapped (-2 max. ether) Walbartan - Ether Sapped (-2 max. ether) This time, Althior takes The Seneschal's beating, while the rest of the party continues to batter The Seneschal into submission (although to Periwinkle's consternation, her furious whipping seems to have no effect on their dense earthen opponent). Barring a true catastrophe, victory seems nigh for the Heroes. The badly-weakened Seneschal stands alone against the eight Heroes. Enemies: The Seneschal *Absorbs Earth* *Immune to stunned, asleep, fast asleep, confused, hexed, jinxed, slowed, minimized, cursed, petrified, doomed and sudden death* *Poisoned by 20* *Enraged* Type: Ethereal/Rock Level: 50 Defense: 5 Health: 281/1521 Special: Earth Pulse – Causes 25 earth-elemental damage to all combatants and removes all effects from them. Drops: Robe of the Seneschal (SP:5; wearer absorbs earth-elemental damage and is immune to petrified; suitable to clerics, mages, chi monks, necromancers and scholars; bodywear), 2 Garnets Stolen by Sarge Party: Althior Emorith (K-Nut) *Party Leader* 32 years old male human Necromancer Level 41 3/5 *Gain Triple Experience* *Ether Sapped* Power: 57 (41+16) (Spellpower: 62 (41+16+5)) Defense: 6 (4+2) Health: 19/52 (5+40+5+1) Ether: 4/56 13 (5+40+5+4+2) Gold: 40 Equipment: Scepter of Divine Affinity (WP:16, Has ⅙ chance to deal Cursed effect on attacks and ⅙ chance to deal Blessed effect on successful healing, Staff), Spellbound Gloves (+5 spellpower, Handwear), Ethereal Cloak (SP:2, Max Ether +4, Backwear), Medal of Glory (Wearer earns triple experience, Accessory), Robe of the Elven Necromancer (SP: 4, Body Wear) Inventory: Weapons: Metasimian Dory (WP:9, pierces defense; spear), Artifacts: The Rat Queen's Cape (Backwear, all Vermin type are Enamored with the wearer for the first three rounds of combat, Suitable for Alchemists, Beast Warriors, Chi Monks, and Witches), Metal Claw (Unarmed attacks drain health from the enemy equal to 50% of the strength of the attack (rounded up); handwear) Spell Items: Diamond (Light), Topaz (Lightning), Amethyst (Darkness) x2, Ruby (Fire), Sapphire (Wind), Garnet (Earth), Opal (Ice), Aquamarine (Water), Emerald (Wood) Consumables: 4 Potions, 11 Tonics, 5 Grand Tonics, 2 Ether Cores, 7 Remedies, 2 Elixirs, Phoenix Incense, Mead, Nostrum, Smelling Salts, Dragon Scale, 4x Agni Bomb, 4x Gaia Bomb, Garnet Lamp of Summoning, 2 Grating Stones, Skeleton Decoy, Feather of Lithe (Makes the user nimble for three rounds, giving them a 1/3 chance to completely avoid rolls of COUNTER and DAMAGE and Free Hits.), Feather of Flight (Allows the user to flee from the battle when used.) Tools & Treasure: Bedroll, Pickaxe, 3 Bones Jade Golem (Undead) Element: Darkness Power: 37 Feldspar Golem (Undead) Element: Darkness Power: 36 Iron Golem (Undead) Element: Darkness Power: 35 Granite Golem (Undead) Element: Darkness Power: 34 Copper Golem (Undead) Element: Darkness Power: 33 Gold Golem (Undead) Element: Darkness Power: 29 Clay Golem (Undead) Element: Darkness Power: 27 Mud Golem (Undead) Element: Darkness Power: 26 Sand Golem (Undead) Element: Darkness Power: 24 Eric (Khorne) 30 year old Human Nord Level 24 2/3 Raider *Natural Respite* *Immune to Fragile and Weakened* *Evasion* Power: 41 (24+15+2) Defense: 5 Health: 41/42 (8+23+7+4) Gold: 156 Equipment: Conspirator (WP: 15, causes blinded; longsword), Pugilist's Gloves (Power +2, protects from weakened-effect), Boots of Evasion (Wearer takes half damage in front row), Heavy Armor (SP:5, protects from fragile-effect) Inventory: Godricsleif (WP: 22; Ice-, Lightning-, Darkness-elemental; longsword), Drengazuli Grom'az (WP:6; Dual Strike; axe), 6 Silverfish Wings (WP:8, retrievable, throwing dagger), 2 Diseased Silverfish Wings (WP:8, causes cursed-effect, retrievable, throwing weapon), Small Spiked Club (WP:5, earth-elemental club), Pitchfork of Abomination (WP:1, pierces all defenses but breaks after one use; suitable to all classes), Counterstrike Gloves (after the wearer is struck by a Free Hit, they counter with strength equal to their level), Crocodile Belt (Max. health +2, immunity to water; accessory), Garnet (Earth), Scroll of Sleep, 6 Grand Potions, Health Core, 3 Remedies, Neutralizer, Phoenix Essence, 7 Meads, 6 Smelling Salts, 4 Nostrum, 3 Mulled Wine, Dragon Scale, Venom, Deadly Venom, Fire Bomb, Lightning Bomb, Bone, Feather of White (Allows the user to hide for up to three rounds, avoiding Free Hits. The effect ends if the user targets an enemy.) Sgt. Jon McEncy (Pyrovisionary) 54 year old male human Black Knight Level 22 *Gain Triple Experience* *Immune to Blinded and Stunned* *Poisonous Defense* *Permanently Hastened* Power: 44 (22+18+2+2) Defense: 14 (10+4) Health: 46/46 (7+21+9+3+3+3) Gold: 149 Equipment: Zoidberg Gauntlets (WP:21, dual strike, Light and Darkness elemental, Hollow [-], dagger), Serpenthead Shield (SP:10, causes poisoned by 2-effect to anyone physically attacking the user, shield), Pegleg of Hastening (Permanent Hastened effect to the user; Immune to Blinded, suitable to Sarge only; footwear), Black Knight's Armour (SP:4, protects from stunned-effect; suitable for black knights; bodywear), Medal of Glory (Allows the wearer to gain triple experience from battles, accessory) Inventory: Clockwork Lance (WP:12, has 1/3 chance to cause slowed-effect on the target; lance), Spark Hammer (WP:8, lightning-elemental hammer), Wooden Spear (WP:4, wood-elemental spear), Monkey Armor (SP:4, immune to earth and bound; suitable to knights, beast warriors, dragoons, skirmishers and winged warriors; bodywear), Ranger’s Quiver (WP +1 to bows and crossbows, suitable for rangers, beast warriors, infiltrators and winged warriors; backwear), 4 Potions, Health Core, 4 Remedies, 2 Phoenix Essences, Mead, 4 Venoms, Deadly Venom, 3 Smoke Bombs, Military Grade Fire Bomb, Demeter Bomb (Causes 100 wood-elemental damage to all opponents when used.), Bedroll, Shovel, Pickaxe, Telescope, Magic Compass, Magnifying Glass, Business Card, 2 Bones, Gold Ring (worth 15 gold; can be given to someone to make them enamored with the giver), Feather of White (Allows the user to hide for up to three rounds, avoiding Free Hits. The effect ends if the user targets an enemy.), Robe of the Seneschal (SP:5; wearer absorbs earth-elemental damage and is immune to petrified; suitable to clerics, mages, chi monks, necromancers and scholars; bodywear), 2x Garnet (Earth) En Sabah Nur (Jebediahs) 31 year old male human Evoker Level 31 *Immune to Darkness* *Converts Ether to Health* *Reflects Ether-Based Attacks* *Absorb Poison* *Ether Sapped* Power: 49 (31+18) (67 against Humanoids (31+36)) Defense: 1 Health: 24/48 (5+30+3+5+5) Ether: 10/42 10 (5+30+1+2+4) Gold: 25 Equipment: Quarterstaff (WP:18/36 against humanoids, staff), Traveler's Cloak (SP:1, backwear), Lichen Armour (The wearer’s ether is counted as additional health if health is depleted, Darkness Immunity, suitable to classes with ether, bodywear), Sedge Hat (+4 Max. Ether, headwear), Magic Mirror (The user reflects all ether-based attacks back to the caster without getting damaged by them, accessory) Inventory: Weapons: Unlucky Horseshoe (WP:13, retrievable, causes jinxed-effect; throwing weapon), Sangriste Dagger (WP:5), En & Sabah & Nur (WP:5, Shurikens 3/3), Poisonous Rod (WP:5, causes poisoned by 5-effect; staff), Wooden Shield (SP:5, immunity to wood) Artefacts: Cobra Nemes (Absorbs poison, recovering health instead of taking damage from poisoning, suitable to clerics, mages, chi monks and necromancers, headwear), Fire Amulet (Makes physical attacks do double damage to all enemies that are weak to fire, accessory), Sealed Heavy Armour of Brilliance (SP:5,Immune: fragile, blinded, sealed effects, suitable for barbarians, knights, dragoons, skirmishers and regulators, bodywear), Little Jane's Muff (Protects from sealed-effect, accessory), Shackles of War (Prevents anyone from fleeing battles, accessory), Lock & Chain (prevents items in the inventory from getting stolen; accessory) Spell Items: Garnet (Earth), Aquamarine (Water), Topaz (Lightning), Ruby (Fire), Scroll of Confusion Consumables: 6 Potions, 2 Grand Potions, Tonic, Grand Tonic, 3 Ether Cores, Milk (restores 15 health and 15 ether upon consumption), 5 Remedies, Phoenix Essence, Phoenix Incense, 2 Meads, Titan Heart (Grants encouraged- and inspired-effects when consumed), 5 Venoms, Deadly Venom, 3 Fire Bombs, 2 Ice Bombs, 2 Lightning Bombs, Dirt Bomb, 2 Floral Bombs, 2 Trail of Dust Bombs (Causes 5 earth-elemental damage to all opponents and allows the party to flee the battle when used.), Flood Bomb (Causes 20 water-elemental damage to all opponents when used.), Feather of Lithe (Makes the user nimble for three rounds, giving them a 1/3 chance to completely avoid rolls of COUNTER and DAMAGE and Free Hits.), Feather of Flight (Allows the user to flee from the battle when used.) Tools: Bedroll, Pickaxe, Magnifying Glass Summons: B.A.S.H. (Aquamarine), Chidoris Obelisk (Topaz), Earthen Shield (Garnet), Emerald the Rockling (Ruby) Decamon Deck: Shy Shell (Aquatic 2), Demon Ray (Aquatic 3), Will-o'-the-Wisp (Fiery 1), Barghest (Electric 2), Automaton (Electric 5), Vampire Bat (Flying 3), Specter (Icy 2), White Widow (Icy 3), Golden Scorpion (Luminous 2), Gold Golem (Luminous 6), Toxic Toad (Plant 1), Tangleweed (Plant 3), Scarab (Rock 1), Mud Frog (Rock 2), Stone Golem (Rock 8) Walbartan (NPC, controlled by K-Nut) 45 years old female pongcanis Druid Level 43 4/5 *Ether Sapped* Power: 50 (43+7) Defense: 3 Health: 40/60 (9+42+7+2) Ether: 10/49 10 (5+42+1+1) Gold: 104 Equipment: Oaken Mace (WP:7, wood-elemental mace), Crinkah Tribal Armor (SP:3, Max. Health +2, Max. Ether +1; suitable to pongcanae only; bodywear) Inventory: Herbal Infusion (Remove negative effects and cause blessed- and transcended-effects) Hodurr Thornback (NPC, controlled by K-Nut) 167 years old male dwarven Berserker Level 40 1/5 *Natural Respite* *Thorny Defense* *Current Target: The Seneschal* Power: 50 (40+10) Defense: 4 Health: 30/57 (8+39+10) Gold: 14 Equipment: Amethyst Axe (WP:10, darkness-elemental axe), Thorny Leather Armor (SP:4; causes damage equal to the armor's SP to all that attack the user physically; suitable to barbarians and beast warriors; bodywear) Inventory: Smelling Salts, Soma Periwinkle (NPC, controlled by Khorne) 19 years old female human Harlot Level 30 2/4 *Money Maker* *Divert Attacks* *Immune to stunned, poisoned, bleeding, cursed, asleep, fast asleep, confused and hexed* Power: 37 (30+7) Health: 38/51 (7+29+15) Gold: 33 Equipment: Leather Whip (WP:7, makes target enraged; whip), Narcissus Mirror (User has 1/2 chance to divert all attacks to the next ally in turn; accessory), Periwinkle Ribbon (Grants immunity to stunned, poisoned, bleeding, cursed, asleep, fast asleep, confused and hexed; suitable for Periwinkle only; headwear) Inventory: Remedy, Neutralizer, Tiger Balm Dain Almight (NPC, controlled by K-Nut) 72 years old male dwarven Alchemist Level 1 *Instant Items* *Immune to elements* Power: 14 (1+13) Health: 10/10 Gold: 100 Equipment: Oculoid Claw (WP:13, 1/6 chance of infecting the targeted enemy on successful hits; club), Safety Goggles (Grant immunity to all elements; suitable for Dain only; accessory) Inventory: Bombastic Mace (WP:5, can be used to launch bombs at enemies, adding the WP to the bomb's power; mace), Potion, Tonic, Remedy, Phoenix Essence, Smoke Bomb, Fire Bomb, Feather of White (Allows the user to hide for up to three rounds, avoiding Free Hits. The effect ends if the user targets an enemy.), Fuse & Detonator (quest item)
  21. The main advantage of throwing weapons over melee is survivability--Black Knight is better suited for that task (not to mention that the added SP will help a lot when retrieving your weapons, since all thrown weapons must be retrieved from the Front Row.
  22. Guest QM Note: The Demonic Scissors would still be ineffective, thanks to the Diamond in them.
  23. Here's what inspired them (note how after the Goombas' health is depleted to 0, Mario earns coins for doing additional damage): As a more complete example: Example Enemy A has 50 HP. The Hero rolls a Hit, and after all the calculations the power of that hit comes out to 75 damage. Normally, 50 of that damage goes to killing the enemy, while the remaining 25 damage is wasted; with Overkill Gloves, however, the "wasted" damage is instead turned into Gold. The best counter to Overkill is reducing multipliers; thus, "Immune to Fragile" and enemies with no elemental weaknesses are two of the more common ways of dealing with multipliers. (Of the two, I prefer "Immune to Fragile", as the other solution basically removes a very large chunk of the game's strategy.) However, in your case you've picked an extremely strong Hero alongside a bunch of weaker Heroes, meaning trying too hard to balance for Benji Overkill-wise will result in making the fight too grindy for the other Heroes. (As a player, I try to counteract the QM urge to "nerf nerf nerf/balance the Overkill" by sharing my earnings with my whole party, but not everyone is that way.) Your best bet (if Overkill is a concern for you) is to get Benji separated from the rest of the party, or else to implement a Dreamscape (Quest 109)-esque method of directed damage reduction via Passive Specials.
  24. Good grief, that was a lot of avatars to keep straight. 104 is almost over, folks! We'll stop briefly in Drakencourt tomorrow and then finally return to Eubric on Monday or Tuesday. For those interested, I'm using the Spivak pronoun to describe Euflear, as it's the most natural-sounding genderless pronoun I could find.
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