-
Posts
9,679 -
Joined
-
Last visited
Content Type
Profiles
Forums
Gallery
Everything posted by Flipz
-
For some reason, I always see Tarn and Hoke as long-lost relatives of some kind. Maybe it's because I kept getting them confused in my mind when they were both Barbarians.
-
Ahahahahahaha. Sorry, Docken! Quest 40's gonna be awesome, even though Town Watch isn't really Arthur's style.
-
Well, time for a random question: If you could be any one existing Heroica class (basic, Advanced, or Expert) in Real Life, which would you be and why? Also, a bonus question, though I'd especially like the opinion of Sandy: Out of all the character designs we've seen in Heroica RPG so far (Heroes, NPCs, background extras) which is your favorite and why?
-
I thought Santa Claus had that covered already. ...or maybe this IS about Santa, with "Santa vs. the aliens" or something like that?
-
I doubt it, artifacts and special weapons are completely separate. We're stuck peddling those to other heroes. There is no way in hell I'd ever want to sell one of Doc's special-ability weapons to a vendor even if they offered a better price, they're just too awesome. Hell, I don't think I'd want to sell them to other players unless I had to.
-
Arthur notes Rufindel as another mysterious Test Quester, and is surprised to see him so under-equipped. "Excuse me," he says, "I noticed that you have just one Artifact suitable for you. Would you be interested in my Robe of Magi (SP:1) for 20 gold? It's 10 less than the price in the Marketplace..." " You ARE an impressive Hero! I can see why the lady Nyx would appreciate your company." Arthur feels the weight of Gold in his pocket, and, loathe as he was to part with it, he knew this was a debt he needed to settle now. "Milord, since you are a companion of Master Docken, would it trouble you too much to hold on to this 50 gold I owe him, and deliver it to him when you and he next meet?"
-
The Orc HEADS are cheap, but the helmet Cronk wears...not so much. It also doesn't help that I can't seem to find more than one part I'm looking for at a given Bricklink store. I'm going to be using Reasonably Clever's Buy-Me-Mizer to buy my first Orc head, as well as Haldor's head, just because I can get multiple useful things in one transaction.
-
How about Frodo hair? I can picture it in my mind, it would totally suit Cronk.
-
Arthur sees a tall, dark-garbed Battle Mage at the bar, a row of flaming beverages in front of her and her companions. He knew this must be the legendary Nyx, Mage on the mysterious Quest 0. He, too slides up to the bar, bumping into a gray-bearded Paladin in the process, spilling the man's drink. "Oh, I'm sorry--Schezerade, two more of these, please." Turning to address both the paladin and Nyx, he continues. "The name's Arthur. Arthur Justus Regulus, the seventh. I recently learned the ways of the Sorcerer, my time in Dastan taught me much. I saw you--" at this, Arthur nodded respectfully at Nyx "--briefly in the final battle, but I did not get a chance to speak. You are one of the great Heroes who walked this Hall before any of the rest of us, are you not? As for you, sir--" this time Arthur addressed Boomingham "--I do not recall meeting you before, but I have seen your face around the Hall. In the company of Master Docken, if I am not mistaken, correct?"
-
I agree, of all the new Dastan characters, I have to say that XX is my favorite. I really, REALLY want to see him and Sir Poletad forced to work together, I don't care how implausible it may be.
-
"Thanks, Atramor--I promise, this'll pay off in the end. That reminds me..." Arthur starts for a Nostrum at Portia's, but remembers he was just shy of the Gold he'd need for it. "Hopefully someone will give me 20 Gold for my Robe of Magi before I leave..."
-
Double YAY! TRIPLE YAY! ...which reminds me, Arthur really needs to chat with Nyx, Rufindael (I'm sure I miss-spelled that, sorry ), and Galen about the (story) events of Quest 0. Hmm...given that we've now established that Arthur is interested in writing the Quest books... *scribble scribble*
-
Arthur happens to look into the Marketplace just in time to see Atramor pull out the Ancient Crown. Excusing himself from Cronk for a moment, Arthur rushes over and says, "I hate to put myself further into debt, but...would you mind letting me have that crown for a while? It'd suit my style a lot better, and though I don't have NEARLY enough Gold to pay you now, as you yourself said the Gold will be pouring in soon."
-
"I see. I suppose I understand that--this hat of mine hasn't left my head in years...If I may ask, when you do not wear a helmet, what sort of style do you use?" OOC: Translation: "Flipz is ordering an Orc head so he can build Cronk, but can't find the proper helmet at a reasonable price."
-
After much consideration...YAY.
-
Lately I've been reading up on a series of amazing roleplaying articles by John Fourr, and I recently discovered his compendium of what he calls "5-Room Dungeons," which in terms of Heroica are basically short-length Quests with their own self-contained storyline. You'll have to subscribe to his newsletter to download the whole resource book (though the subscription is WELL worth it, you get a TON of RPG resources as well as a fantastic roleplaying tips newsletter), but here is the basic setup for a 5-Room Dungeon: "Room" One: Entrance and Guardian It's called a "room," but really the word "room" refers to any encounter that advances the plot, no matter how many physical locations in which it takes place; likewise, the "dungeon" doesn't have to be a dungeon at all, so long as it's a string of self-contained encounters. Anyhow, the first "room" of the "dungeon" introduces the setting and provides a reason why the "dungeon" has not been explored and completed by other Heroes already. While a literal guardian (i.e. giant monster, enemy guards, etc.) is always a possibility, this could also refer to some manner of trap or puzzle that must be circumvented to gain access to the "dungeon." The entrance should grab the players' attention and draw their interest, energizing them for later rooms. "Room" Two: Puzzle Or Roleplaying Challenge With the players riding high from their early success, Room Two gives the QM a chance to switch up the pace and trip up the unwary Heroes. If Room One was a puzzle of some kind, you may want to make Room Two a combat challenge of some kind (i.e. in the process of solving the puzzle lock on the door to the Wizard's Tower, the Heroes made so much noise that they attracted several waves of the guards his experiments have produced). This is usually a good spot for a mini-game or two, and it's also the ideal spot to lay down some subtle clues that hint towards future rooms. Note that there should be a series of experience-yielding encounters as part of Rooms One and Two, as Room Three marks the "end-game" of the Quest; very rarely will there be more than one or two experience-yielding encounters in Room Three and beyond. "Room" Three: Trick or Setback This room has one objective: tension. Turn the tables on the Heroes, completely altering their perspective and making them change their approach to the Quest. Some simple ideas: A traitorous NPC shows their true colors; the Heroes dispatch a "villain" who turns out to have been holding back and even greater evil; the Heroes reassemble an artifact they've been working all Quest to complete, only to discover that the artifact itself is only a portion of an even greater artifact they must now rebuild; on the verge of discovering the true identity of a villainous mastermind, the Heroes trigger a smoke bomb trap that leaves them all Blinded. Room Four: Climax, Big Battle or Conflict A.K.A. "The Part Where The QM Nearly Dies of Exhaustion." This is the big, climactic moment of the Quest; depending on what fits your story, you may want a "Final Battle," or you may want the Heroes to solve a puzzle or other challengs like the one you gave them in Room Two, only this time the stakes are much, MUCH greater. Whatever the case, this is the Room your Quest will be remembered for, so make it count. Room Five: Reward, Revelation, Plot Twist In this Room, all the lingering plot threads get wrapped up, and if you're looking to start a series of Quests this is where you dangle a sequel hook that will lead to the next Quest. Some QMs (i.e. Brickdoctor) will allow a short period of player roleplaying and then provide a narrative epilogue to tie things up, while others may throw in one last (small) encounter, like choosing what to do with a captured prisoner (Quest 29), deciding whether or not to accept an enemy's offer (Quests 6, 13, 33, etc.), or tying up some other plot thread (crowning the new Emperor in Quest 30). Be warned: if you offer the party a choice between a final fight or some kind of non-combat resolution to the situation, the most natural choice will be to avoid combat; dramatically speaking, the non-combat choice is usually the most appropriate at this stage. To give a better idea of how this system works, I'll analyze a few completed Quests using this structure. Quest #19: Let's Start A Riot (by Zepher) "Room" One: Entrance and Guardian The Heroes arrive in Haddon, learn of the situation from Hans and Fake!Felton, and go on a couple of missions for the pair. "Room" Two: Puzzle Or Roleplaying Challenge Some of the later missions fall under this category, including several of the clues to the identity of Fake!Felton. Poletad and Vipera joining the party somewhat mark the beginning of this phase, but its end is somewhat intermingled with Room Three; the encounters with Vonnetate and Haddock characterize the sort of feeling intended for Room Two, but this takes place after the party loses Jess and Hoke. "Room" Three: Trick or Setback This phase, though intermingled with Room Two, starts when Jess and Hoke are lost at Frederick's camp. The revelation that the Rebels are the bad guys is THE major plot twist of the Quest. If you want to get technical, Room Three starts for Jess, Hoke, and Vipera when they are kidnapped, while it doesn't happen to the rest of the party until well into the War. Room Four: Climax, Big Battle or Conflict This one's fairly obvious: it's the War. However, unusually for a 5-Room Dungeon, this Quest is better remembered for Room 5; this is mostly thanks to Zepher's prodigous plot-writing skills. Room Five: Reward, Revelation, Plot Twist From the point that the party decides to side with McColt and the Haddon Town Guard, this phase has begun. Again, unusually, there are two battles AND a major role-playing event; again, this is because Zepher is a master at his craft. And alternate interpretation is that Room Four does not truly end until the last battle of the War, thus putting the start of Room 5 at the point when Wren appears to the Heroes; while this is a better illustration of the concept of Room 5 (scenarios like dealing with the two Feltons are common for this phase), it's not quite accurate in my opinion. I suppose you'll have to form your own opinion on this. Quest #33: WANTED! Violetta the Cat Burglar (by Sandy) "Room" One: Entrance and Guardian This is straightforward: meeting Patricia, questioning Kayla, and defending the Hinckwell residence. "Room" Two: Puzzle Or Roleplaying Challenge Again, straightforward: defending the Zeigfrieds. "Room" Three: Trick or Setback Kayla's disappearance, battling the traitorous Guards, and learning Violetta's identity. Room Four: Climax, Big Battle or Conflict The boss fight with Violetta. Room Five: Reward, Revelation, Plot Twist In this case, siding with the Wolfgang and retrieving the stolen artifact. Remember, even though a Quest may follow the formula in a straightforward manner, by no means does that make it "bad" or "unoriginal"; the formula exists because it is a VERY GOOD formula. Quest #36: The Voracious Vault (by Endgame) "Room" One: Entrance and Guardian Meeting Aayla, entering the Vault, and the first couple of battles round out this phase. "Room" Two: Puzzle Or Roleplaying Challenge The puzzle corridor marks the start of this phase, and it continues right through the Juggernaut battle. "Room" Three: Trick or Setback Part one of the Death Progg battle. Room Four: Climax, Big Battle or Conflict Room Four starts when the Death Progg burns off the Proggsbane in his system and begins gassing the Heroes. What follows may very well be the most awesome single-enemy boss battle in the history of Heroica. (Notice that "room" four takes place in the very same physical room as "room" three--remember, "room" is just a convenient term! ) Room Five: Reward, Revelation, Plot Twist The death of Daxus, and the nice epilogue. Note the sequel hook in the Death Progg's disappearance! I hope this helps you all in desiging your own Quests; it's certainly changed the way I look at writing mine!
-
Arthur glanced at Cronk. An idle question arose in his mind, and before he could stop himself, he asked, "Sir Cronk, this may seem like a strange question, but...do you have any hair under that helmet?"
-
"I'll keep that in mind." Arthur feels a chill run down his neck, and whirls around, looking for something--or rather, someone--that wasn't there. "Does something feel...off...to you?" Frowning, Arthur sits back in his chair and orders a drink.
-
That...that was awesome. ^_^ My only complaint is: where's Mara Jade?
-
"Perhaps we ought to have an evil laughing contest sometime." Arthur chuckles darkly once more. "I signed up for Quest 38 the moment I returned from Dastan, I'm surprised so few of us have. Skrall, why haven't you signed up? Head of Guard McColt said he wanted a Hero who had served in Haddon, and I already know you make an excellent Party Leader." Returning his attention to Atramor, Arthur speaks over his shoulder as he walks to the Quest board. "I'm more interested in seeing who's out on Quests, anyway. You know. See which of my debtors is still in town. Maybe I shouldn't have bought this robe, but it was SO nice..." Arthur scans the list of active heroes, and is stunned to find that both Johon and Docken were listed among the active Questers. "Would you look at that," he mutters. "Well, looks like I'm off the hook, for a while, anyway."
-
Arthur grins rakishly. "Indeed." He starts to chuckle darkly, but cuts himself off suddenly and clears his throat. "Right, well, in the meantime, I have a few debts to settle. Time to take a closer look at the Quest board..." As he passes Atramor, he leans over and whispers in the Witch's ear. "Is the incessant urge to laugh evilly a standard feature of all Rogues, or is it just me?"
-
Phew! That was a LOT of work, but it was TOTALLY worth it. For those interested, here's an unused pic of the Sorcerer's Cove, along with a pic that better shows its construction. Believe it or not, everything in that training sequence (aside from the minifigs, the gray window arch, and the room accessories) was built from pieces of 7413 Passage of Jun-Chi and 3315 Olivia's House! EDIT: Jeb, was Jules' appearance in the Hall a chance for a Hero there to Track her Down or something?
-
Arthur was already gone before Althior's words could even reach him. Half an hour later, he returned, alongside De'kra. Both were clothed in new garb, a testament to their new skills. Arthur tossed the Plaything casually back to Skrall. "Thanks for that, mate!" full-size pic of Arthur's new digs:
-
OOC: Surprise! Tanma and I whipped this up together, it's the training for both of us. Enjoy! De'kra walked into the training room, cautiously. For a few moments he wondered if this paradox could work, and it he was better off with some other class. Those moments soon washed away, as memories of Dastan slammed into him. Constance, the heroes who stood with her, even the war was caused by an apathy to who was harmed, and a bluntness in methods. Innocents fell from attacks meant for the enemies, and sometimes the true monsters came out unscaved. No, he needed to do this. The echo approached the Veteran and clicked, "Please teach I how to be Assassin." The Veteran raised one eyebrow, but agreed. ------------- Arthur stepped into the Training Room, Zoot's Plaything in hand. He knew which path he would take; from his choice in friends it was inevitable, yet he felt it was a weighty choice nonetheless. Just as the Copper Fox came into sight, however, Arthur saw he was already occupied with another Hero--the diminutive echo De'kra. De'kra danced with his blade, feeling Kapura no longer as a tool, but as an extension of his arm. He leapt and bound about the room, hacking at the mannequins in clean sharp cuts. Cuts that would not prolong death for any suffering entity. The feeling he had felt since Dastan grew stronger, as if with each leap and hack a chain fell off. Arthur was amazed. He had seen his friend in battle only once, and then just vaguely amidst the chaos of the Battle for Dastan. De'kra posessed a prodrigous talent, and Arthur watched as his friend effortlessly demolished the mechanical dummies the Veteran sent toward him. And yet, even as he admired De'kra's knife-play, he felt a change come over him. The longer Arthur watched the echo, the more familiar his motions seemed, until he found himself copying some of the same movements. Sweeping from shadow to shadow, the smoke of Calibor's staff aiding him, Arthur found himself in a small alcove above the training floor, containing a weathered scroll, bearing a somewhat Dastanian seal. You are far more powerful than you could ever imagine..., it read. As Arthur took the Scroll, he felt its energy and knowledge enter his mind--just as he sensed a myriad of spears, arrows, and saw blades bearing down upon him from unseen hidden panels. Nimbly Fleeing their swift devastation, Arthur raced down the stairs, diving through a window onto the training floor--just as De'kra reached the pinnacle of his training. ------------- Suddenly De'kra spotted Arthur coming in, and the echo's movements doubled. In a powerful strike he sliced a mannequin to dust, leaving a small cloud. But as the mist faded away, De'kra's clothes hard ripped apart, to reveal a strange metallic chest, ingraved with a exotic red design. As De'kra looked over his happily familiar torso, he failed to notice a leak of...something...emerging from his body. The gas dispersed rapidly, by the time he was done, it was gone. ------------- Just outside, a figure unfamiliar to either Hero captured just a tiny amount of the strange gas within a vial... "..." ------------- Arthur's own energy burst forth just as De'kra completed his own transformation, his old robes disintegrating in a sparking blaze of icy darkness. Zoot's Plaything, momentarily forgotten, exerted its own energy, and the mage felt himself reclothed, in more fitting garb. "Most interesting," Fox said, "but you have not unleashed your full potential yet!" A flash of light later, five Copper Foxes surrounded the two Heroes! "Make Confusion your ally, Regulus, or else it will become your foe!" Arthur and De'kra stood back to back, barely fending off blows, not knowing if they were real or merely one of the Fox's cunning illusions. Neither dared to move, for fear that in their Confusion, they would fight each other. At that moment, a voice whispered to Arthur's mind, from a fresh memory... He trusts you... In a flash of inspiration, Arthur sends power surging through his arms, and as he channels it through the scroll, he lets forth just one word: "Now!" ------------- De'kra stood back to back with Arthur, barely avoiding and blocking strikes from the five combatants. As De'kra fought back, the voice stated softly:. With a grim nod De'kra listened as Arthur shouted, "Now!" As if rehearsed, a burst of chaotic energy erupts from the Plaything clenched in Arthur's fist, bursting forth in a cascade of spells that struck all of the Copper Foxes, Stunning them in their tracks. With perfect synchronization, Arthur drops prone in time for De'kra to move forward, knocking all the the Foxes's arms back. Like a grasshopper De'kra lunged into the air, bouncing about the room and striking deep into the copies. In the background De'kra could hear Arthur blasting powerful waves of energy at the foes, ravaging them. Finally only one stood. De'kra smoothly swung his dagger, only for the apparently true veteran to block it. The real Fox caught De'kra's blade with his own, a mere inch short of his neck. As the cloud of chaotic energy dispersed and Fox's illusory duplicates faded, the Veteran congratulated the duo. "Well done, Heroes! An Assassin and a Sorcerer...a potent combination, to be sure. Your alliance will take you far, that much is certain. You may rejoin your fellow Heroes." De'kra (played by Tanma) 11 year old "male" Assassin "echo" *Immune to Enamored* Level: 17.5 Power: 22 (17 + 5) Defense: 1 Health: 28/28 (7 + 16 + 5) Gold: 75 Equipment: Kapura(WP:7, Fire), Cloak of the Blue Assassin(SP: 1), Heart Locket(Protects from enamored effect) Inventory: Chiara(WP:7, Electricity), Shadeaux Dagger(WP:5), Fauxthril Hand Cannon(WP:7), Cloak of the Elven Spy, Bedroll, Pickaxe, Shovel, Magnifying Glass, Potions (10), Grand Potions (3), Remedy (3), Phoenix Essences (2), Smoke Bombs (2), Scroll of Confusion (unsuitable) Arthur Justus Regulus VII (played by Flipz), Level 15 Sorcerer, 20-year-old male Human *Immune to Sealed* Power: 22 (15 + WP:7) Health: 25/25 (Basic Health: 5 + Level Bonus: 14 + Class Boost: 4 + Permanent Boost: 2*) Ether: 25/25 (Basic Ether: 5 + Level Bonus: 14 + Class Boost: 1 + Robe of the Archmagi: 5) Defense: 3 (Robe of the Archmagi) Gold: 83 (Owes 4 44 124 Gold to Alf (Bricksandparts) and 50 gold to Bartholomew Docken (Brickdoctor)) Equipment: Staff of the Cultist Battlemage (WP: 7; 50% chance of Fleeing upon being KO'd; suitable for Mages and Clerics), Robe of the Archmagi (SP:3, Max Ether +5, Immune to Sealed) Inventory: Healing Staff (WP:5; heals instead of damaging), Amethyst (Darkness), Opal (Ice), Potion(x2), Bedroll, Telescope, Scroll of Blindness, Scroll of Sealing, Scroll of Confusion, Scroll of Sleep, Scroll of Frailty, Shovel, Grand Tonic, Tonic, Robe of Magi (SP: 1) *+1 from the Purple Potion (Quest 31), +1 from a Zoot's Cookie (Quest 31)
-
Arthur feels the Plaything call him once more. It is time. "Skrall...it's time. May I borrow the Plaything of Zoot, just for a few minutes longer?"