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Zepher

Eurobricks Fellows
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  1. This is the second time you've changed the Rod/Aura while hosting it compared to the time that you quested alongside it. I said AoE special damages should still effect the whole party if Aura was in play, you said "no" while playing and "yes" while hosting... and then I complained about the rod in general, and got a "don't worry about it". It's hard to beat, isn't it.
  2. I think if you remove the doubling of health, you can leave Aura as is. It's powerful, but it's also a shield skill, so I think it's fair, and BD is right is saying that downgrading makes it underpowered in comparison to Sentinel/Guardian Angel.
  3. Aura isn't really broken, only the Rod itself. But I also prefer #1.
  4. I think I described it as an old lighthouse that is no longer used. Go read a bit of 53, it's a fun read (for some people). I'm so excited to start killing off big NPCs again. It's coming folks, don't you worry!
  5. OoC: Did you give me gold from my tome? "It doesn't matter much to me either way, Nerwen. Ah, what the Hel, give me the axe. Might as well add it to my trophy collection, and I'd like to get a move on." Boomingham attempts to shatter the ice around the dwarf. "Have to catch up with the boy before he gets himself killed."
  6. "Oh, now we're giving up on second chance?" Boomingham grumbles as Arthur leaves. "That boy." Boomingham shakes his head. "I haven't heard that he's much of a team player. Too bad, he's got a head for it. Nyx has always warned me to keep an eye on him. Not that I'm the largest fan of the dwarf either, of course, but..." A shrug. "I have talked with the Knights about the Mopag. They've have warned me that a full frontal assault would be foolish, but I at least agree with Arthur that they've got to leave town, assuming what you said about them is true. Seem like nasty conquerers. So, what's the call, Nerwen? The boy is heading to get his head lopped off, and we've got the dwarf frozen here. And a frontal assault isn't something any one seems particularly keen on, but with the boy going to them we can't really lure them into a trap. Not a pretty picture."
  7. But not dead ones. And I don't have any of those damned ape heads! I never went through a dark ages, but I did go through a long period where I didn't buy any new sets.
  8. Is your quest's title going to be "Development Hell".
  9. Alright, looks like I'm up at bat. So, Quest 84. Overall, I'm happy with it. Some of the cut-scenes had some stilted dialogue, namely Fish Face's entrance and the little verbal brawl between Shawe and Hinckwell (though that second one was redeemed by you guys asking some questions and letting them really state their opinions). I was pretty happy with the sets - they were simple but I think they always looked nice. I like the dressed-down looks of some of Kint and CMP's sets, and I'm trying for the same look with moderate success, so I'm pleased. Character-wise I had some fun too. I like Shawe and Hinckwell, and think they're both good additions to their respective families without being too repetitive. I hope others will consider using them, and they'll pop up for me again for sure. Bors was fun, and by allowing him to live you've allowed him a re-appearance as well. I even enjoyed Grady, but maybe I just liked the figure. Looked very pompous swash-buckling aristocratic guard. I hope someone else re-uses him too, as I don't have any concrete plans. Inns are magical. I don't know why I haven't used them before. So useful. Battle-wise, I was also decently happy. The Golden-Eyed Enforcer would have been very challenging, but you guys circumvented it. Kintober, I actually liked the Bomb Mechanic, and will argue with you there - I think it added some extra strategy. For example, if you had Bors deal the free hit, there was a 50/50 chance he would do LESS damage than if he dealt damage. You guys never used it that way, but you could have. Grady's attack, on the other hand, I agree was a little unbalanced - not terribly, but a little. I expected more phoenix essences, and higher SP. Both Thothwick and Dyric could have survived his attacks after a special damage if they fought from the back row, though, and special damages are rare and I believe they should shake up the battle. I think that the battles were quick, fierce, and dangerous, which is what I was hoping for. Karie - You know I already love Karie. She's weak and strong all at once, and it's very hard to pull off. You were sort of an outcast this quest, which is nice for me at least, seeing as you led to my outcasting in 70. I'm sorry you didn't gain Hinckwell rep, but you actually didn't lose any either (your next Hinckwell quest should put you in good favor with the family, with the wonky system we have in place you never go back to "neutral"). I hope this quest will have some sort of effect on Karie- doesn't have to be as much as others (where she met a lover, for example), but at least some. I think you played it well. It was a short quest, with really only one consequence, but you've already taken it to heart, and I like it. I hope that the three of you quest together again. This is one of my favorite things about the game, and I think is the message to the entirety of Heroica's story - actions come into place randomly, but their effects are permanent. Dyric - I was pleased to have Dyric and Thothwick back. I've been trying to in general avoid Wren questers, but I think it's time I brought them back especially as we get closer and closer to the finale. Dyric is a strong character. You know that I know how much he's developed over time, and I think it's very justified. He has matured well. He is noble, and knows himself. My advice, actually, is to find some older weaknesses and see how they fit into his new shiny veneer. I think he's a very well rounded character, but a failing or two could do him some good. I think his skills as a leader and negotiator are flourishing, and I think that is absolutely the right direction to take the character. Your choices for him have been well paced as well, and you've stuck to them - Assassin for Light was decided upon and then explored in 34 and 53, and now the last two quests have really cemented him as a growing steady-head. Keep it up, really. He's an intriguing and honest feeling straight man, and I like it. Thothwick - I never mind holding up a quest for you. Thothwick is another thoughtful character, another slow growing character who exemplifies the interesting and honest normal man. He's got his passions and quirks, but they stem from him, not some strange past. I encourage what I always encourage with you - more past actions weighing on your current actions, though you've MOST CERTAINLY IMPROVED. You had Ella, you had 'Hero Worth Something'. Both were great moments, so I'd like to see them even more. It's nit-picky, because Thothwick is already fun and a pretty great character, but just saying that doesn't really help anyone. I was glad I finally got you some rep - I think I still owe you for your first quest and your imprisonment (see, that might be a fun thing to think back on from time to time - how does that play into who Thothwick is now?). I'd love to have you again once you finish with Sandy. And of course Ella remembered you. She was playing the "coy game". She wouldn't be so overt with her identity if she didn't remember you. And now, just while we're here and I'm inviting people back to quest with me again, some teasers. YOUR FRIENDS FROM THE INN WILL BE APPEARING IN... Raguel, the Warrior Priest along with the Troops of the Red Lizard Kingdom will be appearing in Fathers & Sons, with a hopeful launch date of December 1st. Ella and her faithful guard U'Voros will be appearing in The Warrior and the Prophetess, with a hopeful launch date of whenever 85 ends... winter, hopefully. The Witches and Marcellus will be appearing in The Purification Crusade, with a hopeful launch date of Spring 2014.
  10. Yes, well, I know some people consider that canon, but I don't. So, not terribly helpful, but thank you anyway!
  11. I can actually build him... and there is already a Nord of some sort built in... is he from something?
  12. Fellow QMs (and players, I suppose) - in planning a future quest, I am attempting to scour the world of Heroica for sell-swords who have operated outside of Heroica. I can think of a few (Po Brothers, Bacardi or whatever Capt's first character was named ) but I need (well, would like) some that people wouldn't mind being killed off. Can anyone think of any? Beyond the ones I've already created, of course, because they'll all be there.
  13. Alright - I'll get around to my quest soon enough (I want Flitwick to have his say first!) but I want to give Kintober some feedback while we wait. I think, personally, that it's important for people who observe the quests to comment on them too because of many reasons (preserves the sense of the community, outside eyes, more opinions, quests are hard to host and feedback is deserved, more Zepher stuff, etc.). Kintober, it was a pretty solid quest from you, but not your best. First, the positive: the sets and characters were as fantastic as always. They look nice and they're all distinct. I really enjoyed the "doppleganger" crew with fake-Donny, fake-Alexis and fake-Atramor. Maybe fake Thothwick too (is that racist )? I like Paolo, and he can be added to the list of characters I wish I had the parts for. I hope and pray that someone will eventually host a big Town Watch Quest and incorporate all the little Town Watch members, they're such a fun crew at this point, headed up by a great NPC. I think you've also done a good job of not making your stories too inter-connected. It's something I personally struggle with. Now, for some negative feedback (there's only a bit of it) - the quest seemed a little short-lived. Why'd they only question one person?? Without any offense to Paolo, that's a terrible investigation of a crime. "This one person didn't do it," is a bad way to let it rest... I don't know, just bothered me. I guess they got a lead on someone else, but if you had given them a few suspects, I think that would have been more fun. Furthermore - Abigail's testimony was immediately labeled as "wrong". It felt like the heroes couldn't fail. It also felt like Paolo knew the answer and egged them towards it, which always makes for funky writing, but I understand that's sort of a necessity of a game like this, and so it is just a constraint of the genre. I think you know what I mean, though. "No, that doesn't sound right to me, but also I'm not going to toss out any ideas, but I know for a fact that theory is wrong," - it sounds stilted. But, over-all, very nice quest. I'm a huge fan of your work, which is why I give such specific critique (Sandy can tell you too that I'm only critical of things I like a lot already ).
  14. Later, In Loush... "...so there was a bit of trouble, but in the end we figured everything out, no problem." The dockhand - looks like a Bonaparte man - shakes his head sadly. Apparently he's fed up with the fighting between the two merchant houses just as much as the rest of Eubric. "I don't CARE about your PETTY SQUABBLES," the Golden-Eyed Enforcer wetly shouts out. "But you DID get the bombs to me, and I WILL tell my employers that HOUSE SHADEAUX can be trusted." "Thank you, I'm sure they'll be glad to hear it." Shawe pauses for just a moment. "Listen, it doesn't matter much to me what you use those explosives for, really, but... you know, consider using them for what you told me you'd use them for. Excavation, and all that." Shawe shrugs mildly. "I don't want to lose my contract, after all, and I promised the Guild you wouldn't do anything nasty with them." "Don't worry, Shawe!" The Golden-Eyed Enforcer picks up the chest on his own... a task that was previously a little challenging even for two men. "WE don't FIGHT silly fights like you. MY EMPLOYERS have more noble goals than THAT." The Bonaparte and Golden-Eyed Enforcer board the ship docked near-by. They leave Shawe standing alone on the dock, looking a little small.
  15. "I don't know how you young folks got so smart, but I'm impressed, I'll tell you that," Boomingham answers merrily. "Look at how resourceful you've gotten, little Miss Ellaria."
  16. "That brain," Boomingham says shaking his head and smiling mildly.
  17. "Aw, the boy's right, the pirate's got pretty thick skin, but maybe tire out his muscles a little, huh? Just to make the fellow a little less scary."
  18. Sometimes you make me laugh, Chromeknight. Sometimes. "Lady Nerwen, you've got the boy's damned lenses, right? Care to make the Pirate Captain weakened and fragile? Might make the process a bit faster, and I can promise you he'll at least bleed out a little quicker. Mean time, we'll keep whittling him down if someone else wouldn't mind whacking off these new beasties." Boomingham turns to his fighting companion. "How are you holding up, Shawe? Ready to go again?"
  19. Kintober, I've actually got something to say about your newest quest - I'll get around to it shortly (I have a big huge looming paper due online by midnight!!). My newest quest - short, sweet, simple. Hopefully fun. I was mostly happy with it. All battles were under ten rounds, but still hopefully challenging and fun to think around. Trying to work at it - lower HP, but higher stakes. You guys should have had more Phoenix Essences, but that's on you, not me. Hopefully it painted a not too black and white picture of either family. That's what I was striving for. I dunno if it worked, but I was at least decently happy with it. I liked Bors and his gang too. Thanks for questing with me!
  20. "You'll remember from the assault in the bar, last night, Karie, that my buyers are primarily interested in the heavy explosives - as are Henry's. That's what we couldn't split. These military grade bombs are for clearing small debris." Shawe fishes around in the chest and pulls out some heavy looking dynamite. "This is what we were really debating," he says, giving it a little toss and catching it. He raises an eyebrow as Dyric finishes his speech. "Right, well, I'll be sure to tell the Shadeaux that the Assassin of Light hasn't got any love for them. Well, if that's all." Shawe tosses the heroes each 150 gold before he and his men start to walk with Henry and the chest down the road. Dyric, Karie and Thothwick can be sure that House Shadeaux will hear of their good deeds. Grady and Grumpy stand up. "No point chasing him now." Grady spits too close to the heroes for their liking. "I hope we don't cross paths in Eubric. Scum. You can be sure you'll end up on the end of my sword if I see any of your sorry faces again." Grady walks off towards Eubric. Grumpy scrambles away before the heroes can say a word to him. THE QUEST HAS FAILED (but essentially succeeded). The Party Dyric Rone *Party Leader* Level 22 1/3 Assassin *Immune to Wood, Water, Earth, Ice, Fire, Wind, Lightning, Light, Darkness* *Lucky* *Steals 50% more gold* Power: 34 Defense: 3 Health: 22/34 Gold: 1146 Equipment: Requiem (WP: 20; wood, light and darkness-elemental, ranged), Lucky Die, Tricorne (SP:3, Water, Wood, Earth, Ice, Fire, Wind, Lightning, Light, Darkness - elemental) Sticky Gloves (Increases amount of gold stolen by 50%; handwear) Inventory: Double Chain Whip (WP:10), Throwing Knife (WP:4, ranged, retrievable), Longsword (WP: 3), Aquamarine (Water), Diamond, 4 Potions, 5 Grand Potions, Elixir, 2 Remedies, 2 Meads, 2 Venoms, Smoke Bomb, Skeleton Decoy, 3 Mythril Shards (3/4 of a Mythril), Silver Ore (Worth 60 gold), Bone, Winged Sandals, Smelling Salt Bedroll, Shovel, Banana (Restores full health to target), Diamond Lamp of Summoning (1/3 Uses Left), Tonic, Nordic Stomach Guard (SP: 3, Immunity to Ice and Water, Bodywear, Suitable for Barbarians, Regulators, and Beast Warriors), 1 Military Grade Light Bomb, 1 Military Grade Darkness Bomb Thothwick Level 25 Black Knight *Damage Undead* *Immune to Stunned* Power: 39 (35 Ranged) Defense: 10 Health: 1/40 Gold: 299 Equipment: Banana Sabre (WP:13, Heals Metasimians when used on them), Skull Shield (SP:6; immunity to darkness-elemental damage; suitable to Black Knights only), Black Knight's Armour (SP:4, protects from stunned-effect), Cultist's Hat (regular attacks do Damage to Undead) Inventory: Shuriken (WP 8), Sabre (WP 10), 1 Bedroll, 1 Telescope, 9 Cosmic Essences, 1 Venom, 5 Deadly venoms, Grand Zoot Cookie, Sapphire, Dragon Scale, 6 Meads, 5 Grand Potions, 2 Ambrosias, 1 Military Grade Ice Bomb, 1 Military Grade Darkness Bomb Karie Alderflask Level 19 Witch Power: 30 Defense: 2 Health: 28/33 Ether: 19/25 Gold: 312 Equipment: Oculoid Palm (WP: 11, Whip, successful hits lowers the target's level. Coils around the user's arm and mimics a tattoo outside of battle.) by 1. Ethereal Cloak (SP +2, Max. Ether +4),Catsuit (Wearer has 1/3 chance to completely avoid rolls of COUNTER and DAMAGE and Free Hits; suitable to women only; bodywear) Inventory: Grand Tonic, Mead (1), Remedies (3), Venom (7), Smoke bomb (1), Pixie Dust (1),Telescope (1), Bedroll (1), Grand Tonic (3), Potion (1) Quest Items: Entry 11, Map of Brendenton (1), Spider Coin (worth 1 gp), Forest Journal Aretefacts/Weapons: Heirloom Dagger (WP: 3), Scroll of Newtity (costs 10 ether)(usable by ex-Amphibians only), Lover's Locket (Accessory, Protects from enamoured effect), Trickster's Mask of the Elf (Accessory, changes user's appearance into an Elf) Sexy (WP: 8, Rapier, Disregards SP, usable by Knights and Rogues), Paper Doll (Accesory, prevents Hexing), Rusty Dagger (WP:2 - Deals the Badly Poisoned Effect, Breaks After 3 Uses) Gemstones: Topaz OoC: You can still chat/walk back to Eubric/divide loot, and there will be an epilogue, but that's basically it! Thanks so much for the quest, you guys, hope you had fun, and we'll discuss in the lounge!! Karie, if you want to "find two bombs" left over from the fighting, that'd be okay with me.
  21. Hinckwell Battle Round Eight >Dyric v. Grady - Lethal Aim/Hit ([20+22]*2=84, KO) >Karie v. Spearman Dyric brings Grady to his knees, and the battle is finished. The Party Dyric Rone *Party Leader* Level 22 1/3 Assassin *Immune to Wood, Water, Earth, Ice, Fire, Wind, Lightning, Light, Darkness* *Lucky* *Steals 50% more gold* Power: 34 Defense: 3 Health: 22/34 Gold: 996 Equipment: Requiem (WP: 20; wood, light and darkness-elemental, ranged), Lucky Die, Tricorne (SP:3, Water, Wood, Earth, Ice, Fire, Wind, Lightning, Light, Darkness - elemental) Sticky Gloves (Increases amount of gold stolen by 50%; handwear) Inventory: Double Chain Whip (WP:10), Throwing Knife (WP:4, ranged, retrievable), Longsword (WP: 3), Aquamarine (Water), Diamond, 4 Potions, 5 Grand Potions, Elixir, 2 Remedies, 2 Meads, 2 Venoms, Smoke Bomb, Skeleton Decoy, 3 Mythril Shards (3/4 of a Mythril), Silver Ore (Worth 60 gold), Bone, Winged Sandals, Smelling Salt Bedroll, Shovel, Banana (Restores full health to target), Diamond Lamp of Summoning (1/3 Uses Left), Tonic, Nordic Stomach Guard (SP: 3, Immunity to Ice and Water, Bodywear, Suitable for Barbarians, Regulators, and Beast Warriors), Thothwick Level 25 Black Knight *Damage Undead* *Immune to Stunned* Power: 39 (35 Ranged) Defense: 10 Health: 1/40 Gold: 149 Equipment: Banana Sabre (WP:13, Heals Metasimians when used on them), Skull Shield (SP:6; immunity to darkness-elemental damage; suitable to Black Knights only), Black Knight's Armour (SP:4, protects from stunned-effect), Cultist's Hat (regular attacks do Damage to Undead) Inventory: Shuriken (WP 8), Sabre (WP 10), 1 Bedroll, 1 Telescope, 9 Cosmic Essences, 1 Venom, 5 Deadly venoms, Grand Zoot Cookie, Sapphire, Dragon Scale, 6 Meads, 5 Grand Potions, 2 Ambrosias Karie Alderflask Level 19 Witch Power: 30 Defense: 2 Health: 28/33 Ether: 19/25 Gold: 162 Equipment: Oculoid Palm (WP: 11, Whip, successful hits lowers the target's level. Coils around the user's arm and mimics a tattoo outside of battle.) by 1. Ethereal Cloak (SP +2, Max. Ether +4),Catsuit (Wearer has 1/3 chance to completely avoid rolls of COUNTER and DAMAGE and Free Hits; suitable to women only; bodywear) Inventory: Grand Tonic, Mead (1), Remedies (3), Venom (7), Smoke bomb (1), Pixie Dust (1),Telescope (1), Bedroll (1), Grand Tonic (3), Potion (1) Quest Items: Entry 11, Map of Brendenton (1), Spider Coin (worth 1 gp), Forest Journal Aretefacts/Weapons: Heirloom Dagger (WP: 3), Scroll of Newtity (costs 10 ether)(usable by ex-Amphibians only), Lover's Locket (Accessory, Protects from enamoured effect), Trickster's Mask of the Elf (Accessory, changes user's appearance into an Elf) Sexy (WP: 8, Rapier, Disregards SP, usable by Knights and Rogues), Paper Doll (Accesory, prevents Hexing), Rusty Dagger (WP:2 - Deals the Badly Poisoned Effect, Breaks After 3 Uses) Gemstones: Topaz Loot Nasal Helmet (Headwear, SP: 1) Hinckwell Sword (WP: 8) Traveller's Cloak (Backwear, SP: 1) Hinckwell Shield (SP: 8) Hinckwell Spear (WP: 4) 50 Gold Ranger’s Quiver (+1 WP to Bows, Suitable for Rangers) Hinckwell Crossbow (WP: 7) The bodyguards around Shawe rush forward, taking up the chest and knocking Henry Hinckwell off of his horse. Thothwick gets unsteadily to his feet, and, glancing around, sees that Bors has fled, though Grumpy still lays gasping at life on the ground. Grady is on his knees next to the dwarf, coughing blood. "Well, Henry, looks like I got the best of you once again. Don't worry, I'll have some of my men escort you back to Eubric where you can report your failure to your family. Failed to steal from me... twice over now, isn't it?" "Shall I execute the Hinckwell soldier, sir?" "No, no, he's the heroes' problem." Shawe smiles kindly at the heroes. "Thank you for your help, heroes. I believe your payment was to be 150 gold, correct? And two military grade bombs? You may select the elements. Furthermore, I will be happy to tell House Shadeaux of your good deeds today. Is there anything else you need before we part ways?"
  22. "Shawe, with me. If Ellaria manages to heal us, it's a full frontal assault. Assuming she can't muster her healing abilities - no trouble either way, my dear - you ought to heal yourself, and I'll do the same."
  23. Hinckwell Battle Round Seven >Dyric v. Grady - Damage/Shield (6&1: Spearman Assassinated, 21*1.5=32 Gold Gained) >Karie v. Spearman - Hit/Hit ([8*2]/2=8) The heroes strikes down another foe, so only Sir Grady remains. He stands strong and bloody, his face still determined. The Enemies Sir Grady the Bold Level 38 Humanoid *Immune to Instant Death, Asleep and Blind* SP: 2 Health: 83/250 Special: Reposte – Sir Grady is encouraged and counterstikes for the remainder of the round. Sir Grady is encouraged and counterstrikes for the following round as well. Drops: Nasal Helmet (Headwear, SP: 1), Hinckwell Sword (WP: 8), Traveller's Cloak (Backwear, SP: 1) The Party Dyric Rone *Party Leader* Level 22 Assassin *Immune to Wood, Water, Earth, Ice, Fire, Wind, Lightning, Light, Darkness* *Lucky* *Steals 50% more gold* Power: 34 Defense: 3 Health: 22/34 Gold: 996 Equipment: Requiem (WP: 20; wood, light and darkness-elemental, ranged), Lucky Die, Tricorne (SP:3, Water, Wood, Earth, Ice, Fire, Wind, Lightning, Light, Darkness - elemental) Sticky Gloves (Increases amount of gold stolen by 50%; handwear) Inventory: Double Chain Whip (WP:10), Throwing Knife (WP:4, ranged, retrievable), Longsword (WP: 3), Aquamarine (Water), Diamond, 4 Potions, 5 Grand Potions, Elixir, 2 Remedies, 2 Meads, 2 Venoms, Smoke Bomb, Skeleton Decoy, 3 Mythril Shards (3/4 of a Mythril), Silver Ore (Worth 60 gold), Bone, Winged Sandals, Smelling Salt Bedroll, Shovel, Banana (Restores full health to target), Diamond Lamp of Summoning (1/3 Uses Left), Tonic, Nordic Stomach Guard (SP: 3, Immunity to Ice and Water, Bodywear, Suitable for Barbarians, Regulators, and Beast Warriors), Thothwick Level 25 Black Knight *Damage Undead* *Immune to Stunned* *KO'd* Power: 39 (35 Ranged) Defense: 10 Health: 33/40 Gold: 149 Equipment: Banana Sabre (WP:13, Heals Metasimians when used on them), Skull Shield (SP:6; immunity to darkness-elemental damage; suitable to Black Knights only), Black Knight's Armour (SP:4, protects from stunned-effect), Cultist's Hat (regular attacks do Damage to Undead) Inventory: Shuriken (WP 8), Sabre (WP 10), 1 Bedroll, 1 Telescope, 9 Cosmic Essences, 1 Venom, 5 Deadly venoms, Grand Zoot Cookie, Sapphire, Dragon Scale, 6 Meads, 5 Grand Potions, 2 Ambrosias Karie Alderflask Level 18 1/2 Witch Power: 29 Defense: 2 Health: 27/32 Ether: 18/24 Gold: 162 Equipment: Oculoid Palm (WP: 11, Whip, successful hits lowers the target's level. Coils around the user's arm and mimics a tattoo outside of battle.) by 1. Ethereal Cloak (SP +2, Max. Ether +4),Catsuit (Wearer has 1/3 chance to completely avoid rolls of COUNTER and DAMAGE and Free Hits; suitable to women only; bodywear) Inventory: Grand Tonic, Mead (1), Remedies (3), Venom (7), Smoke bomb (1), Pixie Dust (1),Telescope (1), Bedroll (1), Grand Tonic (3), Potion (1) Quest Items: Entry 11, Map of Brendenton (1), Spider Coin (worth 1 gp), Forest Journal Aretefacts/Weapons: Heirloom Dagger (WP: 3), Scroll of Newtity (costs 10 ether)(usable by ex-Amphibians only), Lover's Locket (Accessory, Protects from enamoured effect), Trickster's Mask of the Elf (Accessory, changes user's appearance into an Elf) Sexy (WP: 8, Rapier, Disregards SP, usable by Knights and Rogues), Paper Doll (Accesory, prevents Hexing), Rusty Dagger (WP:2 - Deals the Badly Poisoned Effect, Breaks After 3 Uses) Gemstones: Topaz
  24. OoC: Karie, you should have gained gold from the spearman last time. 42 Gold (total) has been added to your gold count. Hinckwell Battle Round Six >Dyric uses Jinn Lamp Jinn v. Grady - Critical Hit ([10*2]-2=18 Damage Dealt) (78 Damage Counterstrike, Jinn KO'd) >Karie v. Spearman Hit/Shield (1&1: Grady and Spearman are hexed, -1 ether) Poisoned - Spearman loses 1 health The Jinn helps them survive the round, though he is once more vanquished. Karie mutters another chant, and the enemies wobble, slightly lost. The Enemies Sir Grady the Bold Level 38 Humanoid *Immune to Instant Death, Asleep and Blind* *Hexed (1 Round)* SP: 2 Health: 91/250 Special: Reposte – Sir Grady is encouraged and counterstikes for the remainder of the round. Sir Grady is encouraged and counterstrikes for the following round as well. Drops: Nasal Helmet (Headwear, SP: 1), Hinckwell Sword (WP: 8), Traveller's Cloak (Backwear, SP: 1) Hinckwell Spearman Level 21 Humanoid *Poisoned* *Hexed (1 Round)* SP: 8 Health: 144/180 Special: Rebuff – The Hinckwell Swordsman shoves back the hero, dealing damage equal to their SP+WP, disregarding SP. Drops: Hinckwell Shield (SP:8), Hinckwell Spear (WP: 4), 10 Gold The Party Dyric Rone *Party Leader* Level 22 Assassin *Immune to Wood, Water, Earth, Ice, Fire, Wind, Lightning, Light, Darkness* *Lucky* *Steals 50% more gold* Power: 34 Defense: 3 Health: 22/34 Gold: 964 Equipment: Requiem (WP: 20; wood, light and darkness-elemental, ranged), Lucky Die, Tricorne (SP:3, Water, Wood, Earth, Ice, Fire, Wind, Lightning, Light, Darkness - elemental) Sticky Gloves (Increases amount of gold stolen by 50%; handwear) Inventory: Double Chain Whip (WP:10), Throwing Knife (WP:4, ranged, retrievable), Longsword (WP: 3), Aquamarine (Water), Diamond, 4 Potions, 5 Grand Potions, Elixir, 2 Remedies, 2 Meads, 2 Venoms, Smoke Bomb, Skeleton Decoy, 3 Mythril Shards (3/4 of a Mythril), Silver Ore (Worth 60 gold), Bone, Winged Sandals, Smelling Salt Bedroll, Shovel, Banana (Restores full health to target), Diamond Lamp of Summoning (1/3 Uses Left), Tonic, Nordic Stomach Guard (SP: 3, Immunity to Ice and Water, Bodywear, Suitable for Barbarians, Regulators, and Beast Warriors), Thothwick Level 25 Black Knight *Damage Undead* *Immune to Stunned* *KO'd* Power: 39 (35 Ranged) Defense: 10 Health: 33/40 Gold: 149 Equipment: Banana Sabre (WP:13, Heals Metasimians when used on them), Skull Shield (SP:6; immunity to darkness-elemental damage; suitable to Black Knights only), Black Knight's Armour (SP:4, protects from stunned-effect), Cultist's Hat (regular attacks do Damage to Undead) Inventory: Shuriken (WP 8), Sabre (WP 10), 1 Bedroll, 1 Telescope, 9 Cosmic Essences, 1 Venom, 5 Deadly venoms, Grand Zoot Cookie, Sapphire, Dragon Scale, 6 Meads, 5 Grand Potions, 2 Ambrosias Karie Alderflask Level 18 1/2 Witch Power: 29 Defense: 2 Health: 27/32 Ether: 18/24 Gold: 162 Equipment: Oculoid Palm (WP: 11, Whip, successful hits lowers the target's level. Coils around the user's arm and mimics a tattoo outside of battle.) by 1. Ethereal Cloak (SP +2, Max. Ether +4),Catsuit (Wearer has 1/3 chance to completely avoid rolls of COUNTER and DAMAGE and Free Hits; suitable to women only; bodywear) Inventory: Grand Tonic, Mead (1), Remedies (3), Venom (7), Smoke bomb (1), Pixie Dust (1),Telescope (1), Bedroll (1), Grand Tonic (3), Potion (1) Quest Items: Entry 11, Map of Brendenton (1), Spider Coin (worth 1 gp), Forest Journal Aretefacts/Weapons: Heirloom Dagger (WP: 3), Scroll of Newtity (costs 10 ether)(usable by ex-Amphibians only), Lover's Locket (Accessory, Protects from enamoured effect), Trickster's Mask of the Elf (Accessory, changes user's appearance into an Elf) Sexy (WP: 8, Rapier, Disregards SP, usable by Knights and Rogues), Paper Doll (Accesory, prevents Hexing), Rusty Dagger (WP:2 - Deals the Badly Poisoned Effect, Breaks After 3 Uses) Gemstones: Topaz
  25. OoC: Because I'm not a fan of overly-long descriptions. Everyone else has always understood, and if worse comes to worse, such as now, I can always answer the question.
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