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Sandy

Eurobricks Fellows
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Everything posted by Sandy

  1. That's some dedication, there! I love that you guys take this game so seriously!
  2. "Danab? Do you mean the buxom goddess? Sorry, I'm not a religious type..." "Me neither", the other guard echoes. Maybe the party should ask more information from the other people at the harbour?
  3. Thanks! I love making that kind of connections, since it ties the otherwise separate quests together and builds the world as a whole.
  4. I'm hitting two birds with one stone. The guild of Kaliphlin will soon see the rise of the Tower of Salmanda.
  5. OoC: Ahem... Party: Ad-Hoh (played by ADHO15) Level 10½ Mage *resistant to magic* Power: 15 Health: 14/14 Ether: 14/14 Gold: 10 Inventory: Rhabdomance Staff (WP:5), Robe of Spell Resistance, Emerald (Wood), Amethyst (Darkness), Ruby (Fire) 4 Potions, 3 Tonics, Mead, 2 Rums, 2 Lightning Bombs, Bedroll, Shovel, 1/6 of the Hinckwell Wares Sir Christopher Daggerfall (Fred Fred Burger) Level 9 Knight Power: 17 Defence: 4 Health: 18/18 Gold: 10 Inventory: Great Sword (WP:7), Mockthril Shield (WP:4), 3 Potions, Grand Potion, Remedy, Mead, 2 Rums, Smoke Bomb, Fire Bomb, Holy Bomb, Bedroll, Shovel, Pickaxe, Bone, 1/6 of the Hinckwell Wares Erdathcath Madilinas (played by The_Customizer) Level 9 Ranger Power: 14 Health: 15/15 Gold: 85 Inventory: Longbow (WP:5), Helmet (+1 max. health), Snake Eye Charm (protects from petrify), Potion, Grand Potion, Phoenix Essence, 2 Rums, 2 Smoke Bombs, Fire Bomb, 2 Ice Bombs, Lightning Bomb, Water Bomb, Holy Bomb, Bedroll, Shovel, Pickaxe, Telescope, 1/6 of the Hinckwell Wares Eric (played by Khorne) *Party Leader* Level 12½ Barbarian Power: 20 Health: 20/20 Gold: 22 Inventory: Godricsleif (WP:8, ice-elemental), Potion, 2 Meads, 2 Rums, Venom, Bedroll, Bone, 1/6 of the Hinckwell Wares Hybros (played by JimButcher) Level 10 Rogue Power: 20 Health: 18/18 Gold: 86 Inventory: Zoot's Reaper (WP:10), Shuriken of Mercutio (WP:5), Throwing Knife (WP:5), Helmet (+1 max. health), 3 Potions, Grand Potion, 2 Remedies, 3 Meads, 3 Nostrums,3 Smelling Salts, 2 Rums, Smoke Bomb,Shovel, Bone, Bedroll, Skeleton Decoy, 1/6 of the Hinckwell Wares Maurice Ratibor (played by Etzel) Level 9 Cleric Power: 13 Health: 18/18 Ether: 13/13 Gold: 25 Inventory: Diamond Mace (WP:4, light-elemental), Helmet (+1 max. health), Scroll of Sleep, 2 Potions, 2 Tonics, Phoenix Essence, Venom, Mead, 2 Nostrum, 2 Rums, 1/6 of the Hinckwell Wares
  6. The two guards standing on the entrance of the tower crossed their polearms as the party approaches. "Halt! The Daystar Tower is a restricted area, especially to foreigners such as you. State your business or leave!" Thothwick shows the guards the recipe. "These sound strange... 'Undead', huh...? you might want to ask Nemeshtar the Necromancer about that. His shop is in that dark alley to your right. And maybe her excellency, The Almagesta has this flower in her garden, although I can't be sure." "There's no way you're getting into her garden, though", the other guard scoffs. "Climbing over the fence of the palace is the only way, and even then it would be a suicide."
  7. The old crone in the apotechary had not been pleased when Ellaria had left for another quest, but the cleric had promised to make it up for her employer now. That was why she had not have time to visit the Heroica Hall or even the Marketplace before this. She pondered what to do with the 432 gold she had in her purse. Since she was low on potions, she decided to go to Portia's shack first. "Greetings! I wish to buy 2 Grand Potions (20 gold), 1 Grand Tonic (30 gold), 2 Elixirs (80 gold), 2 Remedies (20 gold) and 2 Phoenix Essences (100 gold). Hold on! I'd also like to purchase 1 Smelling Salts (20 gold) and 1 Nostrum (20 gold) along with 2 Smoke Bombs (10 gold), and finally two of each elemental bomb (100 gold) for a total of 400 gold. Thank you very much!" (432-20-30-80-20-100-20-20-10-100=82 gold remaining) Ellaria's purse was much lighter now, but her bag was heavy with all sorts of potions. She now knew better than to go unprepared for her next quest.
  8. Me too! Now, what is your thunder-elemental summon spirit, Masked Builder? Like it says on the rules, you're allowed to have one spirit per each element you possess. For the venom issue, I'm thinking about introducing an item (an accessory, perhaps) that would boost the damage caused by poisoning (very effective on witches). And of course QMs are always welcome to introduce more lethal venoms. The weaknesses in my opinion are that the Berserkers can only attack one target at a time, and the Assassins lack heavy damage-dealing potential. But if the people demands it, I can make the two jobs weaker still. For example, I can degrade the Berserker's "Extra Critical Furious Hit" into just "Critical Furious Hit", and replace the Assassin's "Lethal Aim" with something else. How would those changes sound like?
  9. Eric takes a look at the crates with the crown insignia, and indeed, there are perfumes stored within them. The Hinckwells would no doubt be very grateful to see their stolen wares returned to them. Each member of the party takes one portion of the Hinckwell wares to carry. 6x The Hinckwell Wares - A stock of expensive perfumes found from stolen crates. Worth 100 gold. The others search the unmarked crates, barrels and chests, and they find liquor. Lots of liquor. 12x Rum - The favorite drink of any common pirate, giving it to them makes them your friend. Does not work on pirate leaders, though. 3x Mead - Causes the encouraged-effect, doubling the target’s attack power for the duration of one battle. How will all that booze be divided? Maurice peeks through the keyhole, and sees a kitchen on the other side. There is a cook and a maid working at the stoves.
  10. After the journey that felt like an eternity, the golden domes of Salmanda finally appeared on the horizon. "Land ahoy! *gurgle* *gulp* That's our destination right there - the radiant Salmanda! City of wizardry, wealth and stench. *slurp*" The Flouncy Phoenix sailed to the port, where the party along with the young Ziegfried left the ship. They were glad to feel the steady ground beneath their feet again. Captain Squidraken assured them that the ship would not be leaving without them, but that they should make haste for the Grand Wizardine's sake. It would take them another two weeks to sail back to Eubric, and if the party spent too much time in Salmanda, it could be too late too late to save Zelda. ~DAYS & NIGHTS OF SALMANDA~ During their stay in Salmanda, the party will experience different events depending on if it is day or night. At any time the party can move onto the next phase by saying they wish to "wait for the nightfall/daybreak". There can be consequences of doing this, however. If the party spends too much time in Salmanda, Zelda will perish and the quest will automatically fail. The time limit will be unknown to the party. It is now DAY. The port of Salmanda was bustling at that time of the day. There were many people that could be asked for directions. Who will the party approach first?
  11. As Sir Christopher and Erdathcath start digging through the loose rocks on the wall with their pickaxes, Hybros picks up the skeleton. It really is a perfect decoy for battles. Skeleton Decoy – Can be used to absorb enemy Free Hits for up to 20 points of damage before it breaks. The party breaks through the wall, and enters a darkened room within the fortress. The light seeping from the door on the opposite wall reveals that they have arrived to some sort of a stockroom. What will the party do now?
  12. Nobody gets anything free for the advanced classes, since it would be unfair to those who've already spent money acquiring the items. So shields and gems will have to be bought if you don't have one already. For example, if a Berserker does not have a shield, their "defended counter" and "defended damage" rolls will not take SP into account. Likewise, if a player choosing any of the mage-based advanced classes lacks a gem, they cannot use spells. Now, an important announcement: MY QUESTS WILL CONTINUE IN AN HOUR! BOTH OF THEM! IT'S A PROMISE! I'm extremely sorry for holding them back, I've just been very busy with life.
  13. Pretty much, yeah. It doesn't really matter what number the instant kill in a roll is, since there's always going to be 1/6 chances to getting it no matter what. As far as the concerns towards Berserker and Assassin go, I've tried to take into consideration that their strengths are balanced by a distinct weakness. But if you guys have some suggestions on how to rebalance them, please tell me.
  14. You won't know until you try. Of course you cannot buy anything that's not sold in the shop.
  15. Yes, you start with 16. One ether per level plus the additional ether gained from the advanced class.
  16. After the training session, The Copper Fox gives an evaluating look at Alexis. "You have a knack for this, I can tell. The fact that you already possess an Opal will benefit you a great deal. Now, try summoning an ice-elemental spirit. It is always a mystery what shape and name it will take in the first summoning." OoC: Everything is in order stat-wise (except that you heal automatically in between quests, so you should have full health), but please list your summoned spirit in your signature as well.
  17. Yes, the Hunters can change the enemy they favor every time they roll a Shield, but only to the type of the enemy they target that round. If the enemy has several types, the player gets to choose. Changing into an advanced class does not affect your level.
  18. Ad-Hoh runs his hands on the surface of the rock, and soon finds a spot where the rock comes off in pebbles. It looks like a man-sized hole was made into the face of the rock at one point, but it was later covered back again. There seems to be a secret entrance inside the fortress after all! But how will the party get through it?
  19. The skeleton is obviously old, since the bones are picked clean. The party finds nothing of interest from the skeleton, but the party realizes that it's lying close to the rocky wall of the fortress. The poor sod did not enjoy his or her freedom for long.
  20. Thank you for the comments! Nothing's set into stone in this game, and I'm sure the advanced classes will see some changes to them when they actually get test-played. I tried to be versatile with them, instead of just flat-out combining the powers of two basic classes. That's what I'm planning, at least. I can't micromanage all the QMs, though, but I hope they all will take this into account as well. Oh no, please don't be afraid to give feedback! It's absolutely crucial for this game that people speak their mind. I might not agree with every suggestion, but I do appreciate them. I'm not exactly sure what you mean, but of course you can be a Level 20 Rogue if you choose to stick with your basic class. Your health (and ether) will continue to grow normally no matter what class you are, the advanced classes just give a boost to them. Thanks! I've been working on these job classes ever since I first launched the game. I hope people test out as many of them as possible. That's exactly why I did not want to restrict players to just one advanced class.
  21. Yes. You can't visit Heroica Hall if you're not in Eubric, after all.
  22. The person in the shack's door tries to peer into the darkness, but since he sees nothing he returns inside. The party uses this chance to sneak into the forest. The undergrowth is very thick, since the forest has not been in much of a use. Suddenly Christopher stumbles into something. Looking down, the knight sees a skeleton. There's still a strip of a shackle hanging from the skeleton's other wrist, hinting that the unfortunate person used to be a slave. But how did the skeleton end up there in the middle of the bushes? What will the party do now?
  23. Of course EB decided to go down the minute I was about to send the new topic. Anyway, the Training Room up now! It should've been up six hours ago, but I had to sleep so I could not wait for EB to come up again.
  24. ~Note: This topic is meant for players above Level 15 only, and nobody else should post here. If you have any questions about the job classes, please ask them in the Rules & Discussion topic.~ THE TRAINING ROOM AT HEROICA HALL "Well well, nice to see someone so dedicated to our humble organization. Since you have been such an asset to us by completing so many quests for our clients, we want to give something back to you, and help you advance in your career as a hero. Yes, from now on you will be able to choose a higher job class that will give you more variety in your battle skills. No longer you have to feel constrained by the limits of your basic job class!" "If you have reached Level 15, the advanced job class options are open to you. If you're already at Level 30, you can choose one of the expert job classes - granted that you also meet the special requirements. At Level 40, if you have gained the favor of us Veterans, you will be able to assume the veteran job class corresponding to your basic job class. And if I'm looking at someone who is at Level 50, then congratulations! You now have access to the all-powerful master job classes. "Who am I, you ask? My name is The Copper Fox, and I'm one of the six Veterans, the puppetmasters behind Heroica. You could call me a 'Jack of All Trades', so who better to teach you the skills you need to practice? I'm looking forward to training with someone as promising as you. Now, let me tell about your options..."
  25. Again, sorry for being absent these past few days, but I'm back on track now. Since two players have reached Level 15, a new topic will open up. Peppy and Masked Builder, please look forward to entering the Heroica Training Room very soon! Oh, and my two quests will continue soon too. Sometimes I just wish there were more hours in the day...
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