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Everything posted by JimBee
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Results of Round 7 of Guard Assault Cronk vs. Elite Archer - Damage Denerii vs. Imperial Mage - Hit Flavius vs. Imperial Guard D - Hit Galen vs. Heavy Elite Guard - Damage Nerwen heals Xander - No Heal Xander vs. Imperial Guard A - Aim Sarick vs. Imperial Guard B - Magic Burst (Ice) De'kra drinks Potion Imperial Guard C - Free Hit on Cronk Cronk takes his sword and lifts it to attack the Archer, but yet again the foe is too quick, and fires another arrow into the orc paladin (6). Denerii and Flavius fly at the enemy, both scoring hits on their intended targets (24 and 16, respectively). Galen is struck down by the Heavy Elite's short sword, and clings onto consciousness as he hits the ground outside of Emeraldo's wing (11). Nerwen can't seem to conjure up enough ether to heal Xander as he charges into battle, missing his first swing but nicking Guard A's shoulder as he spins around with his ax (8). Sarick readies an ice spell, but Dragon's Wrath explodes with power, sending up ice crystals from the ground beneath the enemy (17-SP to all). This finishes Imperial Mage B. De'kra downs a potion while Guard C unsuccessfully tries to break through Cronk's defenses. Enemies: Imperial Guard A Type: Humanoid Level: 6 Health: 80/150 Defense: 1 Special I: Stick Together - Takes a defensive position with the other Imperial Guards so that they cannot be targeted for the next round. While in effect, none of them can deal free hits. Applies to all remaining Imperial Guards. Special II: Charge! - (Passive) Allows all Imperial Guards to deal free hits to the party while they are Sticking Together (used only if an ally falls during the same turn). Applies to all remaining Imperial Guards. Drops: 5 gold Imperial Guard B Type: Humanoid Level: 6 Health: 71/150 Defense: 1 Special I: Stick Together - Takes a defensive position with the other Imperial Guards so that they cannot be targeted for the next round. While in effect, none of them can deal free hits. Applies to all remaining Imperial Guards. Special II: Charge! - (Passive) Allows all Imperial Guards to deal free hits to the party while they are Sticking Together (used only when an ally falls during the same turn). Applies to all remaining Imperial Guards. Drops: 5 gold Imperial Guard C Type: Humanoid Level: 6 Health: 102/150 Defense: 1 Special I: Stick Together - Takes a defensive position with the other Imperial Guards so that they cannot be targeted for the next round. While in effect, none of them can deal free hits. Applies to all remaining Imperial Guards. Special II: Charge! - (Passive) Allows all Imperial Guards to deal free hits to the party while they are Sticking Together (used only when an ally falls during the same turn). Applies to all remaining Imperial Guards. Drops: 5 gold Imperial Guard D Type: Humanoid Level: 6 Health: 91/150 Defense: 1 Special I: Stick Together - Takes a defensive position with the other Imperial Guards so that they cannot be targeted for the next round. While in effect, none of them can deal free hits. Applies to all remaining Imperial Guards. Special II: Charge! - (passive) Allows all Imperial Guards to deal free hits to the party while they are Sticking Together (used only when an ally falls during the same turn). Applies to all remaining Imperial Guards. Drops: 5 gold Heavy Elite Guard Type: Humanoid Level: 12 Health: 220/300 Defense: 3 Special I: Rally - Encourages all allies for the next round. Special II: Pummel - Deals damage to the foe and stuns them for the next round. Used only if Rally is already in effect. Drops: 100 gold Elite Archer Type: Humanoid Level: 15 Health: 129/175 Defense: 0 Special I: Double Shot - Accurately shoots a single arrow through the foe and the next in the battle order, dealing normal damage to both. Special II: Tempest: Rains arrows down on all foes, dealing 7 damage each. Drops: Precision Bow Note: Specials alternate The Party: Nerwen Calmcacil (played by Chromeknight) Level 10 Cleric *Immune to wind-based attacks* Power: 16 Health: 17/19 Ether: 12/15 Defense: 2 Gold: 47 Inventory: Peace (Hammer, WP: 6), Wooden Staff (WP:3), Bedroll, Shovel, 2x Potion, Tonic, Remedy, Nostrum, Elixir, Grand Tonic, Venom, Bone, Winged Helmet (SP:2, Immune to wind attacks) Galen Woodward (played by Fugazi) Level 10 Rogue Power: 15 Health: 3/20 (+4) Defense: 1 (+1) Gold: 116 Inventory: Sword of Bashing (WP: 5, Ice), Throwing Dagger (WP:4), Chimera Headdress (Headwear, Suitable for Ranger and Rouges, +1 SP +4 Health), 2x Venom, Smoke Bomb, Bedroll De'kra (played by Tanma) Level 15.5 Rogue Power: 20 Health: 21/21 Defense: 1 Gold: 214 Inventory: Kapura (WP:5, Fire), Chiara (WP:5, Lightning), Shadeaux Dagger (WP:5), Fauxthril Hand Cannon (WP:5, unsuitable), Cloak of the Blue Assassin (SP: 1), Cloak of the Elven Spy, Bedroll, Pickaxe, Shovel, Magnifying Glass, Potion, 2x Remedy, Smoke Bomb, Phoenix Essence, Bone Sarick Lanse (played by Xarrzan) *Party Leader* Level 10.5 Mage Power: 17 Health: 11/14 Ether: 8/14 Defense: 0 Gold: 38 Inventory: Dragon's Wrath (Staff WP: 6), Healing Staff (WP:5, healing effect), Dragon's Heart (WP: 15, Fire/Wind Elemental, Suitable to Knights and Rogues), Opal(Ice), Sapphire(Wind), Topaz(Lightning), Potion, Tonic, Bone Cronk (played by CorneliusMurdock) Level 20 2/3 Paladin Power: 32 Defense: 9 Health: 26/42 (+2) Ether: 15/23 (+2) Gold: 49 Inventory: Zoot's Bane (WP:12, Light), Healing Staff (WP:5 Healing effect), Bloody Pointy Stick (WP:1), Lance (WP:12), Ennoc's Blessing (Shield, SP:7), Elaborate Helmet (SP:2), Cloak of Chimera (Backwear, Suitable for Mage and Clerics, +2 Health, +2 Ether) Potion, Holy Bomb, Bedroll, Paralyzing Venom, Blacksmith Writ, Bone, Cultist Documents, Lightning Bomb Xander Unth'or (played by posades) Level 14 Barbarian Power: 22 (24 if fighting from front row) Health: 10/21 Gold: 311 Defense: 0 (1 if fighting from back row) Inventory: Pongcanis Club (WP: 8), Double-Sided Battle Ax (WP:6, Aim), Enigmatic Hammer (WP: 3), Robe of the Pongcanis Champion (WP: 1 Front Row)(SP: 1 Back Row), Potion (2), Grand Potion, Phoenix Essence, Horse (WP: 1 Front Row), Skeleton Decoy, 2x Venom, Elven Bomb Flavius (controlled by Xarrzan) Level 12 Winged Warrior Power: 17 Health: 18/18 Defense: 2 Gold: 0 Inventory: Handcrafted Bow (WP:5, ranged), Rock Shield (SP: 2) Note: Shield - Take to the Skies - Stuns all enemies for the current round and makes the user invulnerable for the next round. Denerii (controlled by Chromeknight) Level 16 Winged Warrior Power: 21 Health: 22/22 Defense: 0 Gold: 0 Inventory: Handcrafted Bow (WP: 5, ranged), Stone Knife (WP: 8) Note: Shield - Take to the Skies - Stuns all enemies for the current round and makes the user invulnerable for the next round.
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I think it will "end" the same way it began: in no place in time in particular, with heroes still in Heroica, but without their players. I think the story will just continue, even though the game will end and people will stop playing. I don't think the game requires an epic conclusion, since it has never really been about beginnings or endings, and there is no main "struggle" that the heroes fight against. Many of the quests deal with much smaller scenarios, usually ending at the end of each one. And as Sandy puts it, it's not good vs. evil, simply humans (and other creatures) surviving in a world of chaos. Unrelated: I am really excited for Quest 39, Zeph.
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OOC: Ah, you are right, I didn't realize you were in the back. I'll fix that. And why would I be mad? I appreciate that the players are paying attention. And for that matter I actually miscalculated damage for anyone standing in the back row.
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OOC: You started at full health (21), received 6 damage from Tempest (7-1), 9 damage from the Mage (10-1), and 5 damage from the Free Hit (6-1), for a total of 20 damage.
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Results of Round 6 of Guard Assault Cronk vs. Elite Archer - Special Damage (Tempest) De'kra vs. Imperial Mage B - Damage Nerwen heals Denerii - Heal Denerii vs. Imperial Mage B - Special Damage (Windshield) Xander vs. Heavy Elite Guard - Extra Critical Hit Sarick vs. Imperial Guard B - Miss Flavius vs. Imperial Guard D - Damage Galen vs. Heavy Elite Guard - Hit Imperial Guard A - Free Hit on Cronk Imperial Guard C - Free Hit on De'kra The round does not go well for the heroes. Cronk still fails to bash the Elite Archer, who instead sends a rain of arrows down on the party (7 each-SP, except Flavius). In an attempt to defeat the remaining Mage, both De'kra and Denerii charge. They are both unsuccessful, however; De'kra receives the blunt end of the Mage's staff while a windshield is conjured up to bring Denerii's attack to a screeching halt. Nerwen heals Denerii, restoring her new friend to full health. Xander scores yet another Extra Critical Hit on the Heavy Elite Guard for 31 damage, and Sarick's spell misses. Imperial Guard D manages to fend off Flavius (-0), and Galen hits the Heavy Elite for 12 damage. Cronk blocks Guard A's free hit, but De'kra is unable to do the same. Enemies: Imperial Guard A Type: Humanoid Level: 6 Health: 104/150 Defense: 1 Special I: Stick Together - Takes a defensive position with the other Imperial Guards so that they cannot be targeted for the next round. While in effect, none of them can deal free hits. Applies to all remaining Imperial Guards. Special II: Charge! - (Passive) Allows all Imperial Guards to deal free hits to the party while they are Sticking Together (used only if an ally falls during the same turn). Applies to all remaining Imperial Guards. Drops: 5 gold Imperial Guard B Type: Humanoid Level: 6 Health: 87/150 Defense: 1 Special I: Stick Together - Takes a defensive position with the other Imperial Guards so that they cannot be targeted for the next round. While in effect, none of them can deal free hits. Applies to all remaining Imperial Guards. Special II: Charge! - (Passive) Allows all Imperial Guards to deal free hits to the party while they are Sticking Together (used only when an ally falls during the same turn). Applies to all remaining Imperial Guards. Drops: 5 gold Imperial Guard C Type: Humanoid Level: 6 Health: 118/150 Defense: 1 Special I: Stick Together - Takes a defensive position with the other Imperial Guards so that they cannot be targeted for the next round. While in effect, none of them can deal free hits. Applies to all remaining Imperial Guards. Special II: Charge! - (Passive) Allows all Imperial Guards to deal free hits to the party while they are Sticking Together (used only when an ally falls during the same turn). Applies to all remaining Imperial Guards. Drops: 5 gold Imperial Guard D Type: Humanoid Level: 6 Health: 123/150 Defense: 1 Special I: Stick Together - Takes a defensive position with the other Imperial Guards so that they cannot be targeted for the next round. While in effect, none of them can deal free hits. Applies to all remaining Imperial Guards. Special II: Charge! - (passive) Allows all Imperial Guards to deal free hits to the party while they are Sticking Together (used only when an ally falls during the same turn). Applies to all remaining Imperial Guards. Drops: 5 gold Heavy Elite Guard Type: Humanoid Level: 12 Health: 234/300 Defense: 3 Special I: Rally - Encourages all allies for the next round. Special II: Pummel - Deals damage to the foe and stuns them for the next round. Used only if Rally is already in effect. Drops: 100 gold Elite Archer Type: Humanoid Level: 15 Health: 146/175 Defense: 0 Special I: Double Shot - Accurately shoots a single arrow through the foe and the next in the battle order, dealing normal damage to both. Special II: Tempest: Rains arrows down on all foes, dealing 7 damage each. Drops: Precision Bow Note: Specials alternate Imperial Mage B Level: 10 Type: Humanoid Health: 26/135 Defense: 0 Special I: Gust - Uses wind elemental power to push all opponents in the front row to the back row for the next turn. Special II: Windshield - Uses wind elemental power to negate all incoming attacks on all remaining Imperial Mages for the current round. Drops: 30 gold, Tonic Note: Specials alternate. If Gust is already in effect then Windshield will be used. The Party: Nerwen Calmcacil (played by Chromeknight) Level 10 Cleric *Immune to wind-based attacks* Power: 16 Health: 17/19 Ether: 12/15 Defense: 2 Gold: 47 Inventory: Peace (Hammer, WP: 6), Wooden Staff (WP:3), Bedroll, Shovel, 2x Potion, Tonic, Remedy, Nostrum, Elixir, Grand Tonic, Venom, Bone, Winged Helmet (SP:2, Immune to wind attacks) Galen Woodward (played by Fugazi) Level 10 Rogue Power: 15 Health: 14/20 (+4) Defense: 1 (+1) Gold: 116 Inventory: Sword of Bashing (WP: 5, Ice), Throwing Dagger (WP:4), Chimera Headdress (Headwear, Suitable for Ranger and Rouges, +1 SP +4 Health), 2x Venom, Smoke Bomb, Bedroll De'kra (played by Tanma) Level 15.5 Rogue Power: 20 Health: 12/21 Defense: 1 Gold: 214 Inventory: Kapura (WP:5, Fire), Chiara (WP:5, Lightning), Shadeaux Dagger (WP:5), Fauxthril Hand Cannon (WP:5, unsuitable), Cloak of the Blue Assassin (SP: 1), Cloak of the Elven Spy, Bedroll, Pickaxe, Shovel, Magnifying Glass, 2x Potion, 2x Remedy, Smoke Bomb, Phoenix Essence, Bone Sarick Lanse (played by Xarrzan) *Party Leader* Level 10.5 Mage Power: 17 Health: 11/14 Ether: 8/14 Defense: 0 Gold: 38 Inventory: Dragon's Wrath (Staff WP: 6), Healing Staff (WP:5, healing effect), Dragon's Heart (WP: 15, Fire/Wind Elemental, Suitable to Knights and Rogues), Opal(Ice), Sapphire(Wind), Topaz(Lightning), Potion, Tonic, Bone Cronk (played by CorneliusMurdock) Level 20 2/3 Paladin *Guardian Angel* Power: 32 Defense: 9 Health: 32/42 (+2) Ether: 15/23 (+2) Gold: 49 Inventory: Zoot's Bane (WP:12, Light), Healing Staff (WP:5 Healing effect), Bloody Pointy Stick (WP:1), Lance (WP:12), Ennoc's Blessing (Shield, SP:7), Elaborate Helmet (SP:2), Cloak of Chimera (Backwear, Suitable for Mage and Clerics, +2 Health, +2 Ether) Potion, Holy Bomb, Bedroll, Paralyzing Venom, Blacksmith Writ, Bone, Cultist Documents, Lightning Bomb Xander Unth'or (played by posades) Level 14 Barbarian Power: 22 (24 if fighting from front row) Health: 10/21 Gold: 311 Defense: 0 (1 if fighting from back row) Inventory: Pongcanis Club (WP: 8), Double-Sided Battle Ax (WP:6, Aim), Enigmatic Hammer (WP: 3), Robe of the Pongcanis Champion (WP: 1 Front Row)(SP: 1 Back Row), Potion (2), Grand Potion, Phoenix Essence, Horse (WP: 1 Front Row), Skeleton Decoy, 2x Venom, Elven Bomb Flavius (controlled by Xarrzan) Level 12 Winged Warrior Power: 17 Health: 18/18 Defense: 2 Gold: 0 Inventory: Handcrafted Bow (WP:5, ranged), Rock Shield (SP: 2) Note: Shield - Take to the Skies - Stuns all enemies for the current round and makes the user invulnerable for the next round. Denerii (controlled by Chromeknight) Level 16 Winged Warrior Power: 21 Health: 22/22 Defense: 0 Gold: 0 Inventory: Handcrafted Bow (WP: 5, ranged), Stone Knife (WP: 8) Note: Shield - Take to the Skies - Stuns all enemies for the current round and makes the user invulnerable for the next round.
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Religion, another human institution... Hybros shook his head, they were so hard to understand sometimes. But he could understand the guilt part. He felt it every day when he thought about his people... "Have you seen that monk around here? Pretzel I think his name is... perhaps he can help you with your... angel. And these problems with the houses in power... eheh, yes, I have witnessed the drama between them. Perhaps it is better to just let these things happen, though?"
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Results of Round 5 of Guard Battle Cronk vs. Imperial Mage A - Damage De'kra vs. Imperial Mage B - Hit Nerwen heals Galen - Heal Denerii vs. Imperial Mage A - Critical Hit Galen is stunned Sarick vs. Imperial Mage B - Damage Flavius vs. Imperial Mage A - Take to the Skies Xander vs. Imperial Mage A - Extra Critical Hit Heavy Elite Guard - Free Hit on Cronk Elite Archer - Free Hit on De'kra Cronk's angel protects Cronk and Sarick from their enemies. De'kra leads the attack on the weakened Mages, and stabs the second one for 20 damage. Nerwen manages to patch up Galen to full health, and Denerii attacks Mage A with her stone knife for 32 damage. Flavius follows suit, and whips up another whirlwind while taking flight, stunning all enemies and protecting himself from damage the next round. Xander spins his ax towards Mage A, and with all his might he brings his weapon down on the enemy for 32 damage. This is just enough to defeat the mage, which causes all four Imperial Guards to silently boil for they cannot attack while stunned. Enemies: Imperial Guard A Type: Humanoid Level: 6 Health: 104/150 Defense: 1 Special I: Stick Together - Takes a defensive position with the other Imperial Guards so that they cannot be targeted for the next round. While in effect, none of them can deal free hits. Applies to all remaining Imperial Guards. Special II: Charge! - (Passive) Allows all Imperial Guards to deal free hits to the party while they are Sticking Together (used only if an ally falls during the same turn). Applies to all remaining Imperial Guards. Drops: 5 gold Imperial Guard B Type: Humanoid Level: 6 Health: 87/150 Defense: 1 Special I: Stick Together - Takes a defensive position with the other Imperial Guards so that they cannot be targeted for the next round. While in effect, none of them can deal free hits. Applies to all remaining Imperial Guards. Special II: Charge! - (Passive) Allows all Imperial Guards to deal free hits to the party while they are Sticking Together (used only when an ally falls during the same turn). Applies to all remaining Imperial Guards. Drops: 5 gold Imperial Guard C Type: Humanoid Level: 6 Health: 118/150 Defense: 1 Special I: Stick Together - Takes a defensive position with the other Imperial Guards so that they cannot be targeted for the next round. While in effect, none of them can deal free hits. Applies to all remaining Imperial Guards. Special II: Charge! - (Passive) Allows all Imperial Guards to deal free hits to the party while they are Sticking Together (used only when an ally falls during the same turn). Applies to all remaining Imperial Guards. Drops: 5 gold Imperial Guard D Type: Humanoid Level: 6 Health: 123/150 Defense: 1 Special I: Stick Together - Takes a defensive position with the other Imperial Guards so that they cannot be targeted for the next round. While in effect, none of them can deal free hits. Applies to all remaining Imperial Guards. Special II: Charge! - (passive) Allows all Imperial Guards to deal free hits to the party while they are Sticking Together (used only when an ally falls during the same turn). Applies to all remaining Imperial Guards. Drops: 5 gold Heavy Elite Guard Type: Humanoid Level: 12 Health: 277/300 Defense: 3 Special I: Rally - Encourages all allies for the next round. Special II: Pummel - Deals damage to the foe and stuns them for the next round. Used only if Rally is already in effect. Drops: 100 gold Elite Archer Type: Humanoid Level: 15 Health: 146/175 Defense: 0 Special I: Double Shot - Accurately shoots a single arrow through the foe and the next in the battle order, dealing normal damage to both. Special II: Tempest: Rains arrows down on all foes, dealing 7 damage each. Drops: Precision Bow Note: Specials alternate Imperial Mage B Level: 10 Type: Humanoid Health: 26/135 Defense: 0 Special I: Gust - Uses wind elemental power to push all opponents in the front row to the back row for the next turn. Special II: Windshield - Uses wind elemental power to negate all incoming attacks on all remaining Imperial Mages for the current round. Drops: 30 gold, Tonic Note: Specials alternate. If Gust is already in effect then Windshield will be used. The Party: Nerwen Calmcacil (played by Chromeknight) Level 10 Cleric *Immune to wind-based attacks* Power: 16 Health: 19/19 Ether: 12/15 Defense: 2 Gold: 47 Inventory: Peace (Hammer, WP: 6), Wooden Staff (WP:3), Bedroll, Shovel, 2x Potion, Tonic, Remedy, Nostrum, Elixir, Grand Tonic, Venom, Bone, Winged Helmet (SP:2, Immune to wind attacks) Galen Woodward (played by Fugazi) Level 10 Rogue *Stunned* Power: 15 Health: 20/20 (+4) Defense: 1 (+1) Gold: 116 Inventory: Sword of Bashing (WP: 5, Ice), Throwing Dagger (WP:4), Chimera Headdress (Headwear, Suitable for Ranger and Rouges, +1 SP +4 Health), 2x Venom, Smoke Bomb, Bedroll De'kra (played by Tanma) Level 15.5 Rogue Power: 20 Health: 21/21 Defense: 1 Gold: 214 Inventory: Kapura (WP:5, Fire), Chiara (WP:5, Lightning), Shadeaux Dagger (WP:5), Fauxthril Hand Cannon (WP:5, unsuitable), Cloak of the Blue Assassin (SP: 1), Cloak of the Elven Spy, Bedroll, Pickaxe, Shovel, Magnifying Glass, 2x Potion, 2x Remedy, Smoke Bomb, Phoenix Essence, Bone Sarick Lanse (played by Xarrzan) *Party Leader* Level 10.5 Mage Power: 17 Health: 14/14 Ether: 9/14 Defense: 0 Gold: 38 Inventory: Dragon's Wrath (Staff WP: 6), Healing Staff (WP:5, healing effect), Dragon's Heart (WP: 15, Fire/Wind Elemental, Suitable to Knights and Rogues), Opal(Ice), Sapphire(Wind), Topaz(Lightning), Potion, Tonic, Bone Cronk (played by CorneliusMurdock) Level 20 2/3 Paladin *Guardian Angel* Power: 32 Defense: 9 Health: 32/42 (+2) Ether: 15/23 (+2) Gold: 49 Inventory: Zoot's Bane (WP:12, Light), Healing Staff (WP:5 Healing effect), Bloody Pointy Stick (WP:1), Lance (WP:12), Ennoc's Blessing (Shield, SP:7), Elaborate Helmet (SP:2), Cloak of Chimera (Backwear, Suitable for Mage and Clerics, +2 Health, +2 Ether) Potion, Holy Bomb, Bedroll, Paralyzing Venom, Blacksmith Writ, Bone, Cultist Documents, Lightning Bomb Xander Unth'or (played by posades) Level 14 Barbarian Power: 22 (24 if fighting from front row) Health: 17/21 Gold: 311 Defense: 0 (1 if fighting from back row) Inventory: Pongcanis Club (WP: 8), Double-Sided Battle Ax (WP:6, Aim), Enigmatic Hammer (WP: 3), Robe of the Pongcanis Champion (WP: 1 Front Row)(SP: 1 Back Row), Potion (2), Grand Potion, Phoenix Essence, Horse (WP: 1 Front Row), Skeleton Decoy, 2x Venom, Elven Bomb Flavius (controlled by Xarrzan) Level 12 Winged Warrior *Invulnerable* Power: 17 Health: 18/18 Defense: 2 Gold: 0 Inventory: Handcrafted Bow (WP:5, ranged), Rock Shield (SP: 2) Note: Shield - Take to the Skies - Stuns all enemies for the current round and makes the user invulnerable for the next round. Denerii (controlled by Chromeknight) Level 16 Winged Warrior Power: 21 Health: 12/22 Defense: 0 Gold: 0 Inventory: Handcrafted Bow (WP: 5, ranged), Stone Knife (WP: 8) Note: Shield - Take to the Skies - Stuns all enemies for the current round and makes the user invulnerable for the next round.
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Tell me about it. I was going to make a scene with my PCs in it, but I think the only characters in Heroica that I could make were Nyx, Boomingham, and Althior with his old clothes.
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OoC: Good catch, I will edit the most recent post immediately.
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Those "brick" bricks and the bricks with the indents on the sand blue shack go a long way to making what might be a boring facade interesting. I also really like the tiles floor in the station. Overall, there is a very quaint and peaceful vibe from this creation, at least to me. Very nice work.
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"I can see that, heh" Hybros said to Boomingham, noting his new clothing. "I'm sure it will be useful in battle... as for me..." he tried to recall the last time he had seen the king. After Jolly Rodger, and his first encounter with the Ji Pei. It seemed like so long ago... "I traveled to a quarry with Guts over there. It was simple enough, but we encountered an ancient dragon, if you can believe it, hehe... I had never seen one before. I have also visited one known as the Copper Fox, and expanded my skill set. Actually I've trying to get in contact with the Ji Pei..." "Speaking of training, haven't you seen the Copper Fox? Where is your... fairy?"
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Results of Round 4 of Guard Assault Cronk vs. Elite Archer - Guardian Angel De'kra vs. Imperial Guard A - Special Damage Nerwen heals Xander - Heal Less Denerii vs. Imperial Mage A - Damage Galen vs. Heavy Elite Guard - Special Damage Sarick vs. Imperial Mage B - Special Damage Flavius vs. Imperial Guard D - Take to the Skies Xander vs. Imperial Guard B - Extra Critical Hit Imperial Guard C - Free Hit on Cronk (stunned) Cronk tries to bash the Archer, but instead his guardian angel appears, protecting the party for the next round. Seeing this, the Imperial Guards decide to huddle together again. Nerwen manages a small bit of healing for Xander (+6 HP), but Denerii is nearly knocked out of the sky by a powerful wind spell from Mage A (10 damage). The Heavy Elite Guard pummels Galen, dealing 5 damage and stunning the rogue for the next turn. Mage B then sends gusts of wind towards the party, but it has no effect since the entire party is already in the back row this round. Flavius then takes flight, causing whirlwinds of dust to circle the enemies which stuns them for this round only. Xander then takes the opportunity to strike Guard B for 31 damage. Cronk's angel protects the party for the next round, but several allies are weakened. How will the party decide to use the next precious moments of safety? Enemies: Imperial Guard A *Sticking Together* Type: Humanoid Level: 6 Health: 104/150 Defense: 1 Special I: Stick Together - Takes a defensive position with the other Imperial Guards so that they cannot be targeted for the next round. While in effect, none of them can deal free hits. Applies to all remaining Imperial Guards. Special II: Charge! - (Passive) Allows all Imperial Guards to deal free hits to the party while they are Sticking Together (used only if an ally falls during the same turn). Applies to all remaining Imperial Guards. Drops: 5 gold Imperial Guard B *Sticking Together* Type: Humanoid Level: 6 Health: 87/150 Defense: 1 Special I: Stick Together - Takes a defensive position with the other Imperial Guards so that they cannot be targeted for the next round. While in effect, none of them can deal free hits. Applies to all remaining Imperial Guards. Special II: Charge! - (Passive) Allows all Imperial Guards to deal free hits to the party while they are Sticking Together (used only when an ally falls during the same turn). Applies to all remaining Imperial Guards. Drops: 5 gold Imperial Guard C *Sticking Together* Type: Humanoid Level: 6 Health: 118/150 Defense: 1 Special I: Stick Together - Takes a defensive position with the other Imperial Guards so that they cannot be targeted for the next round. While in effect, none of them can deal free hits. Applies to all remaining Imperial Guards. Special II: Charge! - (Passive) Allows all Imperial Guards to deal free hits to the party while they are Sticking Together (used only when an ally falls during the same turn). Applies to all remaining Imperial Guards. Drops: 5 gold Imperial Guard D *Sticking Together* Type: Humanoid Level: 6 Health: 123/150 Defense: 1 Special I: Stick Together - Takes a defensive position with the other Imperial Guards so that they cannot be targeted for the next round. While in effect, none of them can deal free hits. Applies to all remaining Imperial Guards. Special II: Charge! - (passive) Allows all Imperial Guards to deal free hits to the party while they are Sticking Together (used only when an ally falls during the same turn). Applies to all remaining Imperial Guards. Drops: 5 gold Heavy Elite Guard Type: Humanoid Level: 12 Health: 277/300 Defense: 3 Special I: Rally - Encourages all allies for the next round. Special II: Pummel - Deals damage to the foe and stuns them for the next round. Used only if Rally is already in effect. Drops: 100 gold Elite Archer Type: Humanoid Level: 15 Health: 146/175 Defense: 0 Special I: Double Shot - Accurately shoots a single arrow through the foe and the next in the battle order, dealing normal damage to both. Special II: Tempest: Rains arrows down on all foes, dealing 7 damage each. Drops: Precision Bow Note: Specials alternate Imperial Mage A Level: 10 Type: Humanoid Health: 63/135 Defense: 0 Special I: Gust - Uses wind elemental power to push all opponents in the front row to the back row for the next turn. Special II: Windshield - Uses wind elemental power to negate all incoming attacks on all remaining Imperial Mages for the current round. Drops: 30 gold, Tonic Note: Specials alternate. If Gust is already in effect then Windshield will be used. Imperial Mage B Level: 10 Type: Humanoid Health: 46/135 Defense: 0 Special I: Gust - Uses wind elemental power to push all opponents in the front row to the back row for the next turn. Special II: Windshield - Uses wind elemental power to negate all incoming attacks on all remaining Imperial Mages for the current round. Drops: 30 gold, Tonic Note: Specials alternate. If Gust is already in effect then Windshield will be used. The Party: Nerwen Calmcacil (played by Chromeknight) Level 10 Cleric *Immune to wind-based attacks* Power: 16 Health: 19/19 Ether: 13/15 Defense: 2 Gold: 47 Inventory: Peace (Hammer, WP: 6), Wooden Staff (WP:3), Bedroll, Shovel, 2x Potion, Tonic, Remedy, Nostrum, Elixir, Grand Tonic, Venom, Bone, Winged Helmet (SP:2, Immune to wind attacks) Galen Woodward (played by Fugazi) Level 10 Rogue *Stunned* Power: 15 Health: 10/20 (+4) Defense: 1 (+1) Gold: 116 Inventory: Sword of Bashing (WP: 5, Ice), Throwing Dagger (WP:4), Chimera Headdress (Headwear, Suitable for Ranger and Rouges, +1 SP +4 Health), 2x Venom, Smoke Bomb, Bedroll De'kra (played by Tanma) Level 15.5 Rogue Power: 20 Health: 21/21 Defense: 1 Gold: 214 Inventory: Kapura (WP:5, Fire), Chiara (WP:5, Lightning), Shadeaux Dagger (WP:5), Fauxthril Hand Cannon (WP:5, unsuitable), Cloak of the Blue Assassin (SP: 1), Cloak of the Elven Spy, Bedroll, Pickaxe, Shovel, Magnifying Glass, 2x Potion, 2x Remedy, Smoke Bomb, Phoenix Essence, Bone Sarick Lanse (played by Xarrzan) *Party Leader* Level 10.5 Mage Power: 17 Health: 14/14 Ether: 9/14 Defense: 0 Gold: 38 Inventory: Dragon's Wrath (Staff WP: 6), Healing Staff (WP:5, healing effect), Dragon's Heart (WP: 15, Fire/Wind Elemental, Suitable to Knights and Rogues), Opal(Ice), Sapphire(Wind), Topaz(Lightning), Potion, Tonic, Bone Cronk (played by CorneliusMurdock) Level 20 2/3 Paladin *Guardian Angel* Power: 32 Defense: 9 Health: 32/42 (+2) Ether: 15/23 (+2) Gold: 49 Inventory: Zoot's Bane (WP:12, Light), Healing Staff (WP:5 Healing effect), Bloody Pointy Stick (WP:1), Lance (WP:12), Ennoc's Blessing (Shield, SP:7), Elaborate Helmet (SP:2), Cloak of Chimera (Backwear, Suitable for Mage and Clerics, +2 Health, +2 Ether) Potion, Holy Bomb, Bedroll, Paralyzing Venom, Blacksmith Writ, Bone, Cultist Documents, Lightning Bomb Xander Unth'or (played by posades) Level 14 Barbarian Power: 22 (24 if fighting from front row) Health: 17/21 Gold: 311 Defense: 0 (1 if fighting from back row) Inventory: Pongcanis Club (WP: 8), Double-Sided Battle Ax (WP:6, Aim), Enigmatic Hammer (WP: 3), Robe of the Pongcanis Champion (WP: 1 Front Row)(SP: 1 Back Row), Potion (2), Grand Potion, Phoenix Essence, Horse (WP: 1 Front Row), Skeleton Decoy, 2x Venom, Elven Bomb Flavius (controlled by Xarrzan) Level 12 Winged Warrior Power: 17 Health: 18/18 Defense: 2 Gold: 0 Inventory: Handcrafted Bow (WP:5, ranged), Rock Shield (SP: 2) Note: Shield - Take to the Skies - Stuns all enemies for the current round and makes the user invulnerable for the next round. Denerii (controlled by Chromeknight) Level 16 Winged Warrior Power: 21 Health: 12/22 Defense: 0 Gold: 0 Inventory: Handcrafted Bow (WP: 5, ranged), Stone Knife (WP: 8) Note: Shield - Take to the Skies - Stuns all enemies for the current round and makes the user invulnerable for the next round.
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But we've had this discussion before. I could've sworn Sandy said somewhere else that it would make sense for missed spells to cost ether, since you're technically spending the ether to cast them, they just fail to hit the target. I've always done it that way, but who am I to argue with the official rules?
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I think it would make sense for failed scroll spells to cost one ether, since missed elemental spells do, too. But since Sandy's not here to make the official ruling, I think it should be up to the QM, in this case Endgame.
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Hybros drifted over to where Boomingham was seated, next to Guts and the still-shirtless Haldor. They were discussing women, of all things. Hybros shook his head, not understanding these petty human relationships. Instead he ordered a glass of water and tried to get Boomingham's attention. He was handing over gold coins to other heroes. Hybros sighed. That was the King. "How have your... travels been, Lawrence? Eheh..." His face brightened a little while in the man's presence.
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OoC: I was just saying since it had been over 24 hours. QM Note: To answer Tanma's question about the Precision Bow, yes it will be a secret until the battle is won. Don't you like surprises? Results of Round 3 of Guard Assault Cronk vs. Elite Archer - Damage De'kra vs. Imperial Guard A - Critical Hit Nerwen heals Xander - No Heal Denerii vs. Imperial Mage A - Hit Galen vs. Heavy Elite Guard - Special Damage Sarick vs. Imperial Guard C - Great Spell Flavius vs. Imperial Guard D - Critical Hit Xander vs. Imperial Guard B - Hit Imperial Mage B - Free Hit on Cronk Cronk's bad luck streak continues as the Archer quickly draws an arrow and releases it, hitting Cronk in the torso for 6 damage. De'kra lasges out with Kapura again, this time at Imperial Guard A for 24 damage. Nerwen fails to heal again, but Denerii fires an arrow at Mage A, which digs itself into his shoulder for 21 damage. The Heavy Elite Guard calls out to his allies, doubling their attack strength for the next round. Sarick and Flavius quickly try to discourage them, dealing 21 and 16 damage to Guards C and D, respectively. Xander lands a solid hit on Guard B for 21 damage, and Mage B swings his staff at Cronk, whose shield absorbs most of the damage. Enemies: Imperial Guard A *Encouraged* Type: Humanoid Level: 6 Health: 104/150 Defense: 1 Special I: Stick Together - Takes a defensive position with the other Imperial Guards so that they cannot be targeted for the next round. While in effect, none of them can deal free hits. Applies to all remaining Imperial Guards. Special II: Charge! - (Passive) Allows all Imperial Guards to deal free hits to the party while they are Sticking Together (used only if an ally falls during the same turn). Applies to all remaining Imperial Guards. Drops: 5 gold Imperial Guard B *Encouraged* Type: Humanoid Level: 6 Health: 118/150 Defense: 1 Special I: Stick Together - Takes a defensive position with the other Imperial Guards so that they cannot be targeted for the next round. While in effect, none of them can deal free hits. Applies to all remaining Imperial Guards. Special II: Charge! - (Passive) Allows all Imperial Guards to deal free hits to the party while they are Sticking Together (used only when an ally falls during the same turn). Applies to all remaining Imperial Guards. Drops: 5 gold Imperial Guard C *Encouraged* Type: Humanoid Level: 6 Health: 118/150 Defense: 1 Special I: Stick Together - Takes a defensive position with the other Imperial Guards so that they cannot be targeted for the next round. While in effect, none of them can deal free hits. Applies to all remaining Imperial Guards. Special II: Charge! - (Passive) Allows all Imperial Guards to deal free hits to the party while they are Sticking Together (used only when an ally falls during the same turn). Applies to all remaining Imperial Guards. Drops: 5 gold Imperial Guard D *Encouraged* Type: Humanoid Level: 6 Health: 123/150 Defense: 1 Special I: Stick Together - Takes a defensive position with the other Imperial Guards so that they cannot be targeted for the next round. While in effect, none of them can deal free hits. Applies to all remaining Imperial Guards. Special II: Charge! - (passive) Allows all Imperial Guards to deal free hits to the party while they are Sticking Together (used only when an ally falls during the same turn). Applies to all remaining Imperial Guards. Drops: 5 gold Heavy Elite Guard Type: Humanoid Level: 12 Health: 277/300 Defense: 3 Special I: Rally - Encourages all allies for the next round. Special II: Pummel - Deals damage to the foe and stuns them for the next round. Used only if Rally is already in effect. Drops: 100 gold Elite Archer *Encouraged* Type: Humanoid Level: 15 Health: 146/175 Defense: 0 Special I: Double Shot - Accurately shoots a single arrow through the foe and the next in the battle order, dealing normal damage to both. Special II: Tempest: Rains arrows down on all foes, dealing 7 damage each. Drops: Precision Bow Note: Specials alternate Imperial Mage A *Encouraged* Level: 10 Type: Humanoid Health: 63/135 Defense: 0 Special I: Gust - Uses wind elemental power to push all opponents in the front row to the back row for the next turn. Special II: Windshield - Uses wind elemental power to negate all incoming attacks on all remaining Imperial Mages for the current round. Drops: 30 gold, Tonic Note: Specials alternate. If Gust is already in effect then Windshield will be used. Imperial Mage B *Encouraged* Level: 10 Type: Humanoid Health: 46/135 Defense: 0 Special I: Gust - Uses wind elemental power to push all opponents in the front row to the back row for the next turn. Special II: Windshield - Uses wind elemental power to negate all incoming attacks on all remaining Imperial Mages for the current round. Drops: 30 gold, Tonic Note: Specials alternate. If Gust is already in effect then Windshield will be used. The Party: Nerwen Calmcacil (played by Chromeknight) Level 10 Cleric *Immune to wind-based attacks* Power: 16 Health: 19/19 Ether: 14/15 Defense: 2 Gold: 47 Inventory: Peace (Hammer, WP: 6), Wooden Staff (WP:3), Bedroll, Shovel, 2x Potion, Tonic, Remedy, Nostrum, Elixir, Grand Tonic, Venom, Bone, Winged Helmet (SP:2, Immune to wind attacks) Galen Woodward (played by Fugazi) Level 10 Rogue Power: 15 Health: 15/20 (+4) Defense: 1 (+1) Gold: 81 Inventory: Sword of Bashing (WP: 5, Ice), Throwing Dagger (WP:4), Chimera Headdress (Headwear, Suitable for Ranger and Rouges, +1 SP +4 Health), 2x Venom, Smoke Bomb, Bedroll De'kra (played by Tanma) Level 15.5 Rogue Power: 20 Health: 21/21 Defense: 1 Gold: 214 Inventory: Kapura (WP:5, Fire), Chiara (WP:5, Lightning), Shadeaux Dagger (WP:5), Fauxthril Hand Cannon (WP:5, unsuitable), Cloak of the Blue Assassin (SP: 1), Cloak of the Elven Spy, Bedroll, Pickaxe, Shovel, Magnifying Glass, 2x Potion, 2x Remedy, Smoke Bomb, Phoenix Essence, Bone Sarick Lanse (played by Xarrzan) *Party Leader* Level 10.5 Mage Power: 17 Health: 14/14 Ether: 9/14 Defense: 0 Gold: 38 Inventory: Dragon's Wrath (Staff WP: 6), Healing Staff (WP:5, healing effect), Dragon's Heart (WP: 15, Fire/Wind Elemental, Suitable to Knights and Rogues), Opal(Ice), Sapphire(Wind), Topaz(Lightning), Potion, Tonic, Bone Cronk (played by CorneliusMurdock) Level 20 2/3 Paladin Power: 32 Defense: 9 Health: 32/42 (+2) Ether: 15/23 (+2) Gold: 49 Inventory: Zoot's Bane (WP:12, Light), Healing Staff (WP:5 Healing effect), Bloody Pointy Stick (WP:1), Lance (WP:12), Ennoc's Blessing (Shield, SP:7), Elaborate Helmet (SP:2), Cloak of Chimera (Backwear, Suitable for Mage and Clerics, +2 Health, +2 Ether) Potion, Holy Bomb, Bedroll, Paralyzing Venom, Blacksmith Writ, Bone, Cultist Documents, Lightning Bomb Xander Unth'or (played by posades) Level 14 Barbarian Power: 22 (24 if fighting from front row) Health: 11/21 Gold: 311 Defense: 0 (1 if fighting from back row) Inventory: Pongcanis Club (WP: 8), Double-Sided Battle Ax (WP:6, Aim), Enigmatic Hammer (WP: 3), Robe of the Pongcanis Champion (WP: 1 Front Row)(SP: 1 Back Row), Potion (2), Grand Potion, Phoenix Essence, Horse (WP: 1 Front Row), Skeleton Decoy, 2x Venom, Elven Bomb Flavius (controlled by Xarrzan) Level 12 Winged Warrior Power: 17 Health: 18/18 Defense: 2 Gold: 0 Inventory: Handcrafted Bow (WP:5, ranged), Rock Shield (SP: 2) Note: Shield - Take to the Skies - Stuns all enemies for the current round and makes the user invulnerable for the next round. Denerii (controlled by Chromeknight) Level 16 Winged Warrior Power: 21 Health: 22/22 Defense: 0 Gold: 0 Inventory: Handcrafted Bow (WP: 5, ranged), Stone Knife (WP: 8) Note: Shield - Take to the Skies - Stuns all enemies for the current round and makes the user invulnerable for the next round.
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QM Note: If Xarrzan doesn't post by the time I get home from work, I will just play out the next round.
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Hybros watched as old heroes entered the Hall again. The one-eyed ranger, Docken, and the Shaman Haldor entered. The party investigating some sort of machine was back, which meant Boomingham, the jolly knight he had traveled with so long ago, was back. And also Nur, the shady mage. The imp waited patiently for them to arrive, it had been a long time since he had last seen them.
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Results of Round 2 of Guard Assault Cronk vs. Elite Archer - Miss De'kra vs. Imperial Mage B - Critical Hit Nerwen heals Xander - No Heal Galen vs. Imperial Mage B - Mug Sarick vs. Heavy Elite Guard - Magic Burst (Wind) Xander vs. Imperial Mage A - Hit While the Imperial Guards stick together, the party tries to assault the remaining imperial forces. The Elite Archer is still to quick for Cronk, and sidesteps his mighty swing. De'kra manages to strike Mage B with Kapura, scorching him with 25 fire-elemental damage. Nerwen fails to heal Xander, but Galen lashes out at Mage B with the Sword of Bashing for 35 damage. This also splits the mage's purse open, leaving 35 gold for the rogue to collect. Sarick decides to give the mages a taste of their own medicine with a burst of wind magic, which deals 17 damage to both, as well as 17 to the Archer and 14 to the Elite. Xander spins his ax and slices Imperial Mage A for 22 damage. The Imperial Guards return to their offensive positions, but fear quickly enters them again as Flavius and Denerii arrive, soaring towards the battle at top speed. Enemies: Imperial Guard A Type: Humanoid Level: 6 Health: 128/150 Defense: 1 Special I: Stick Together - Takes a defensive position with the other Imperial Guards so that they cannot be targeted for the next round. While in effect, none of them can deal free hits. Applies to all remaining Imperial Guards. Special II: Charge! - (Passive) Allows all Imperial Guards to deal free hits to the party while they are Sticking Together (used only if an ally falls during the same turn). Applies to all remaining Imperial Guards. Drops: 5 gold Imperial Guard B Type: Humanoid Level: 6 Health: 139/150 Defense: 1 Special I: Stick Together - Takes a defensive position with the other Imperial Guards so that they cannot be targeted for the next round. While in effect, none of them can deal free hits. Applies to all remaining Imperial Guards. Special II: Charge! - (Passive) Allows all Imperial Guards to deal free hits to the party while they are Sticking Together (used only when an ally falls during the same turn). Applies to all remaining Imperial Guards. Drops: 5 gold Imperial Guard C Type: Humanoid Level: 6 Health: 139/150 Defense: 1 Special I: Stick Together - Takes a defensive position with the other Imperial Guards so that they cannot be targeted for the next round. While in effect, none of them can deal free hits. Applies to all remaining Imperial Guards. Special II: Charge! - (Passive) Allows all Imperial Guards to deal free hits to the party while they are Sticking Together (used only when an ally falls during the same turn). Applies to all remaining Imperial Guards. Drops: 5 gold Imperial Guard D Type: Humanoid Level: 6 Health: 139/150 Defense: 1 Special I: Stick Together - Takes a defensive position with the other Imperial Guards so that they cannot be targeted for the next round. While in effect, none of them can deal free hits. Applies to all remaining Imperial Guards. Special II: Charge! - (passive) Allows all Imperial Guards to deal free hits to the party while they are Sticking Together (used only when an ally falls during the same turn). Applies to all remaining Imperial Guards. Drops: 5 gold Heavy Elite Guard Type: Humanoid Level: 12 Health: 277/300 Defense: 3 Special I: Rally - Encourages all allies for the next round. Special II: Pummel - Deals damage to the foe and stuns them for the next round. Used only if Rally is already in effect. Drops: 100 gold Elite Archer Type: Humanoid Level: 15 Health: 146/175 Defense: 0 Special I: Double Shot - Accurately shoots a single arrow through the foe and the next in the battle order, dealing normal damage to both. Special II: Tempest: Rains arrows down on all foes, dealing 7 damage each. Drops: Precision Bow Note: Specials alternate Imperial Mage A Level: 10 Type: Humanoid Health: 84/135 Defense: 0 Special I: Gust - Uses wind elemental power to push all opponents in the front row to the back row for the next turn. Special II: Windshield - Uses wind elemental power to negate all incoming attacks on all remaining Imperial Mages for the current round. Drops: 30 gold, Tonic Note: Specials alternate. If Gust is already in effect then Windshield will be used. Imperial Mage B Level: 10 Type: Humanoid Health: 46/135 Defense: 0 Special I: Gust - Uses wind elemental power to push all opponents in the front row to the back row for the next turn. Special II: Windshield - Uses wind elemental power to negate all incoming attacks on all remaining Imperial Mages for the current round. Drops: 30 gold, Tonic Note: Specials alternate. If Gust is already in effect then Windshield will be used. The Party: Nerwen Calmcacil (played by Chromeknight) Level 10 Cleric *Immune to wind-based attacks* Power: 16 Health: 19/19 Ether: 14/15 Defense: 2 Gold: 47 Inventory: Peace (Hammer, WP: 6), Wooden Staff (WP:3), Bedroll, Shovel, 2x Potion, Tonic, Remedy, Nostrum, Elixir, Grand Tonic, Venom, Bone, Winged Helmet (SP:2, Immune to wind attacks) Galen Woodward (played by Fugazi) Level 10 Rogue Power: 15 Health: 15/20 (+4) Defense: 1 (+1) Gold: 81 Inventory: Sword of Bashing (WP: 5, Ice), Throwing Dagger (WP:4), Chimera Headdress (Headwear, Suitable for Ranger and Rouges, +1 SP +4 Health), 2x Venom, Smoke Bomb, Bedroll De'kra (played by Tanma) Level 15.5 Rogue Power: 20 Health: 21/21 Defense: 1 Gold: 214 Inventory: Kapura (WP:5, Fire), Chiara (WP:5, Lightning), Shadeaux Dagger (WP:5), Fauxthril Hand Cannon (WP:5, unsuitable), Cloak of the Blue Assassin (SP: 1), Cloak of the Elven Spy, Bedroll, Pickaxe, Shovel, Magnifying Glass, 2x Potion, 2x Remedy, Smoke Bomb, Phoenix Essence, Bone Sarick Lanse (played by Xarrzan) *Party Leader* Level 10.5 Mage Power: 17 Health: 14/14 Ether: 10/14 Defense: 0 Gold: 38 Inventory: Dragon's Wrath (Staff WP: 6), Healing Staff (WP:5, healing effect), Dragon's Heart (WP: 15, Fire/Wind Elemental, Suitable to Knights and Rogues), Opal(Ice), Sapphire(Wind), Topaz(Lightning), Potion, Tonic, Bone Cronk (played by CorneliusMurdock) Level 20 2/3 Paladin Power: 32 Defense: 9 Health: 39/42 (+2) Ether: 15/23 (+2) Gold: 49 Inventory: Zoot's Bane (WP:12, Light), Healing Staff (WP:5 Healing effect), Bloody Pointy Stick (WP:1), Lance (WP:12), Ennoc's Blessing (Shield, SP:7), Elaborate Helmet (SP:2), Cloak of Chimera (Backwear, Suitable for Mage and Clerics, +2 Health, +2 Ether) Potion, Holy Bomb, Bedroll, Paralyzing Venom, Blacksmith Writ, Bone, Cultist Documents, Lightning Bomb Xander Unth'or (played by posades) Level 14 Barbarian Power: 22 (24 if fighting from front row) Health: 11/21 Gold: 311 Defense: 0 (1 if fighting from back row) Inventory: Pongcanis Club (WP: 8), Double-Sided Battle Ax (WP:6, Aim), Enigmatic Hammer (WP: 3), Robe of the Pongcanis Champion (WP: 1 Front Row)(SP: 1 Back Row), Potion (2), Grand Potion, Phoenix Essence, Horse (WP: 1 Front Row), Skeleton Decoy, 2x Venom, Elven Bomb Flavius (controlled by Xarrzan) Level 12 Winged Warrior Power: 17 Health: 18/18 Defense: 2 Gold: 0 Inventory: Handcrafted Bow (WP:5, ranged), Rock Shield (SP: 2) Note: Shield - Take to the Skies - Stuns all enemies for the current round and makes the user invulnerable for the next round. Denerii (controlled by Chromeknight) Level 16 Winged Warrior Power: 21 Health: 22/22 Defense: 0 Gold: 0 Inventory: Handcrafted Bow (WP: 5, ranged), Stone Knife (WP: 8) Note: Shield - Take to the Skies - Stuns all enemies for the current round and makes the user invulnerable for the next round.
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Agreed, awesome quest. Not only to Waterbrickdown, the host, but also the players. All of the roleplaying was absolutely amazing. I think I enjoyed reading this quest more than any other. Well done, all six of you. The loot was pretty cool (my favorite was Sword of the Vampir), and I liked the subplots. I agree with CallMePie, though, the end was a bit rushed, and it was obvious that Bluehood was the culprit. I had no idea who it would be, though I'm curious about any clues that pointed to him (if there were any I missed them ).
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Actually that would be preferable to mixed parties (level 1s with anything above level 10 would be a nightmare to balance!). You can always adjust enemies too. And I think Quest 28 is about as veteran as it gets.
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QM Note: I'm really sorry but I had to change the Imperial Guards' Special Damage II to be passive. I just realized that it would never occur otherwise! Results of Round 1 of Guard Assault Cronk vs. Elite Archer - Special Damage (Double Shot) Xander vs. Heavy Elite Guard - Battle Frenzy De'kra vs. Imperial Guard B - Special Damage (Stick Together) Galen vs. Imperial Mage B - Damage Nerwen vs. Imperial Mage A - Miss Sarick vs. Imperial Guard A - Great Spell (Ice) Imperial Guard C - Free Hit on Cronk Imperial Guard D - Free Hit on Xander The battle begins as the Elite Archer acts quickly by firing at Cronk. The arrow skims his shoulder for 3 damage [i take total power - SP /2 for back row, in that order, like in Quest 28], and flies into Xander for 7 damage. Enraged, the barbarian goes into a Frenzy, dealing 12 damage to the Mages and Archer, 9 damage to the Heavy Elite, and 11 damage to the Imperial Guards. Frightened by Xander's brute strength, the Guards stick together in a defensive position, making them invulnerable for the next round. Before they can do so, however, Sarick manages to fling a spell of frost magic at Guard A, dealing 11 damage to him. Mage B thwacks Galen for 5 damage, and Nerwen misses her target. Guards C and D manage to stab at Cronk and Xander for 0 and 3 damage, respectively. Enemies: Imperial Guard A *Sticking Together* Type: Humanoid Level: 6 Health: 128/150 Defense: 1 Special I: Stick Together - Takes a defensive position with the other Imperial Guards so that they cannot be targeted for the next round. While in effect, none of them can deal free hits. Applies to all remaining Imperial Guards. Special II: Charge! - (Passive) Allows all Imperial Guards to deal free hits to the party while they are Sticking Together (used only if an ally falls during the same turn). Applies to all remaining Imperial Guards. Drops: 5 gold Imperial Guard B *Sticking Together* Type: Humanoid Level: 6 Health: 139/150 Defense: 1 Special I: Stick Together - Takes a defensive position with the other Imperial Guards so that they cannot be targeted for the next round. While in effect, none of them can deal free hits. Applies to all remaining Imperial Guards. Special II: Charge! - (Passive) Allows all Imperial Guards to deal free hits to the party while they are Sticking Together (used only when an ally falls during the same turn). Applies to all remaining Imperial Guards. Drops: 5 gold Imperial Guard C *Sticking Together* Type: Humanoid Level: 6 Health: 139/150 Defense: 1 Special I: Stick Together - Takes a defensive position with the other Imperial Guards so that they cannot be targeted for the next round. While in effect, none of them can deal free hits. Applies to all remaining Imperial Guards. Special II: Charge! - (Passive) Allows all Imperial Guards to deal free hits to the party while they are Sticking Together (used only when an ally falls during the same turn). Applies to all remaining Imperial Guards. Drops: 5 gold Imperial Guard D *Sticking Together* Type: Humanoid Level: 6 Health: 139/150 Defense: 1 Special I: Stick Together - Takes a defensive position with the other Imperial Guards so that they cannot be targeted for the next round. While in effect, none of them can deal free hits. Applies to all remaining Imperial Guards. Special II: Charge! - (passive) Allows all Imperial Guards to deal free hits to the party while they are Sticking Together (used only when an ally falls during the same turn). Applies to all remaining Imperial Guards. Drops: 5 gold Heavy Elite Guard Type: Humanoid Level: 12 Health: 291/300 Defense: 3 Special I: Rally - Encourages all allies for the next round. Special II: Pummel - Deals damage to the foe and stuns them for the next round. Used only if Rally is already in effect. Drops: 100 gold Elite Archer Type: Humanoid Level: 15 Health: 163/175 Defense: 0 Special I: Double Shot - Accurately shoots a single arrow through the foe and the next in the battle order, dealing normal damage to both. Special II: Tempest: Rains arrows down on all foes, dealing 7 damage each. Drops: Precision Bow Note: Specials alternate Imperial Mage A Level: 10 Type: Humanoid Health: 123/135 Defense: 0 Special I: Gust - Uses wind elemental power to push all opponents in the front row to the back row for the next turn. Special II: Windshield - Uses wind elemental power to negate all incoming attacks on all remaining Imperial Mages for the current round. Drops: 30 gold, Tonic Note: Specials alternate. If Gust is already in effect then Windshield will be used. Imperial Mage B Level: 10 Type: Humanoid Health: 123/135 Defense: 0 Special I: Gust - Uses wind elemental power to push all opponents in the front row to the back row for the next turn. Special II: Windshield - Uses wind elemental power to negate all incoming attacks on all remaining Imperial Mages for the current round. Drops: 30 gold, Tonic Note: Specials alternate. If Gust is already in effect then Windshield will be used. The Party: Nerwen Calmcacil (played by Chromeknight) Level 10 Cleric *Immune to wind-based attacks* Power: 16 Health: 19/19 Ether: 14/15 Defense: 2 Gold: 47 Inventory: Peace (Hammer, WP: 6), Wooden Staff (WP:3), Bedroll, Shovel, 2x Potion, Tonic, Remedy, Nostrum, Elixir, Grand Tonic, Venom, Bone, Winged Helmet (SP:2, Immune to wind attacks) Galen Woodward (played by Fugazi) Level 10 Rogue Power: 15 Health: 15/20 (+4) Defense: 1 (+1) Gold: 81 Inventory: Sword of Bashing (WP: 5, Ice), Throwing Dagger (WP:4), Chimera Headdress (Headwear, Suitable for Ranger and Rouges, +1 SP +4 Health), 2x Venom, Smoke Bomb, Bedroll De'kra (played by Tanma) Level 15.5 Rogue Power: 20 Health: 21/21 Defense: 1 Gold: 214 Inventory: Kapura (WP:5, Fire), Chiara (WP:5, Lightning), Shadeaux Dagger (WP:5), Fauxthril Hand Cannon (WP:5, unsuitable), Cloak of the Blue Assassin (SP: 1), Cloak of the Elven Spy, Bedroll, Pickaxe, Shovel, Magnifying Glass, 2x Potion, 2x Remedy, Smoke Bomb, Phoenix Essence, Bone Sarick Lanse (played by Xarrzan) *Party Leader* Level 10.5 Mage Power: 17 Health: 14/14 Ether: 10/14 Defense: 0 Gold: 38 Inventory: Dragon's Wrath (Staff WP: 6), Healing Staff (WP:5, healing effect), Dragon's Heart (WP: 15, Fire/Wind Elemental, Suitable to Knights and Rogues), Opal(Ice), Sapphire(Wind), Topaz(Lightning), Potion, Tonic, Bone Cronk (played by CorneliusMurdock) Level 20 2/3 Paladin Power: 32 Defense: 9 Health: 39/42 (+2) Ether: 15/23 (+2) Gold: 49 Inventory: Zoot's Bane (WP:12, Light), Healing Staff (WP:5 Healing effect), Bloody Pointy Stick (WP:1), Lance (WP:12), Ennoc's Blessing (Shield, SP:7), Elaborate Helmet (SP:2), Cloak of Chimera (Backwear, Suitable for Mage and Clerics, +2 Health, +2 Ether) Potion, Holy Bomb, Bedroll, Paralyzing Venom, Blacksmith Writ, Bone, Cultist Documents, Lightning Bomb Xander Unth'or (played by posades) Level 14 Barbarian Power: 22 (24 if fighting from front row) Health: 11/21 Gold: 311 Defense: 0 (1 if fighting from back row) Inventory: Pongcanis Club (WP: 8), Double-Sided Battle Ax (WP:6, Aim), Enigmatic Hammer (WP: 3), Robe of the Pongcanis Champion (WP: 1 Front Row)(SP: 1 Back Row), Potion (2), Grand Potion, Phoenix Essence, Horse (WP: 1 Front Row), Skeleton Decoy, 2x Venom, Elven Bomb
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QM Note: Just so you know, only the Mages' special damage are wind-elemental. They can just as easily thwack you with their staves.
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Can you say "lucky"? Jeez, Jebediahs.