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Zepher

Eurobricks Fellows
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  1. OoC: Stickfig, what is a scroll of burning? It's not in the wiki and I can't search the keyword burning for obvious reasons (it being a common effect).
  2. "I used to be opposed to fruity sweet drinks myself, but a friend of mine turned me on to one... just one." He smiles as he continues to assess the armor. "I've had a few run ins with elves. Haughty and stubborn... and that's talking about the one I consider a friend. Doesn't surprise me that can't manage to make peace even with their own kind." "This armor isn't half bad though. You looking to go around wearing it, or would you be willing to part with it? Unless it's a trophy, of course." Boomingham glances over to another table upon thinking he's heard his name, and sees Hybros and Atramor in conversation. "Let me know quickly. There are some chaps over there I need to go drink under the table lickity-split."
  3. Exactly - they still have a chance to make weapons pretty damn powerful, even with only one - if you add them to a weapon with an effect already, you're going to still be able to cripple well. Besides, the gems were pretty cheap over all - it's not like they've been devalued drastically - you have enough weapons to spread them out over and still up your arsenal significantly, and if not you can sell them! And you have Zeus right there if you'd like to spend a bit of extra cash to get another gem. Like I said, I'm open to debate! I know it's a little unfair at this point, but hearing word from other QMs has sort of affirmed the choice to nip it in the bud now. The difference with the scrolls is of course the 50/50 chance.
  4. Yeah I think we're unfortunately seeing a major QM burn out. Giving the current roster of QMs a breather would be a good idea.
  5. So, 139. Lots of thoughts, I'll try to be succinct with them so that I don't spend all afternoon writing this: I agree with the plot being bumpy. I was originally just going to have it as a plan to revive Passion, without all the visions and without Chauncey explaining that they were concerned that something was coming. But the more I thought about it, the more I realized that heroes would be resistant to that, and it'd be a lame way for Guffington to go out - it had to at least indicate what was coming. But I added that in last minute, and it served to complicate the quest rather than clarify it, and it also made the quest a long preamble to my final quest, which I learned with 72 is a BAD IDEA. And yet I did it again. So I'm sorry about that. It's bad story telling to not give a strong climax to this story, and I imagine it feels not too satisfying for the players, even if they know that there will be an exciting climax in the future. So over-all, I agree, this was a confused quest, and the over-arching plot didn't quite work out the way I wanted it to. But that's totally on me. I missed a few beats because I was so busy and made some things rushed and some things slow, so that will hopefully not happen again. I think it'll be easiest to just go place by place and assess them. I will address two things in the comments, however: a) Stickfig, you make a good point, I probably should have divided it into three quests. Thank you. b) Flipz, I pretty purposely had the Guffington NPCs fade into the background. Often times I've felt that having too many vocal NPCs have taken away from the heroes getting to be front and center. I will work harder to find a balance though. Dastan I was very happy to return to Dastan one last time and give those characters a proper send off. I apologize to MDM, I know I have a history of having NPCs kill enemy NPCs, and probably Hoke should have had a chance to do that. But Phil is gone now (sorry Phil, we'll miss you!) so I thought I owed it to him to get a final kill someone who openly opposed his rule, claiming him to be weak. But this is a problem I've had for a long time. As for Tarn, I was originally going to have him away because of the danger to him as a foreigner (I don't like writing for him, I feel like he has such a good personality and it's tough for me to parrot). BUT again, when I thought about it, that seemed illogical (he'd never abandon Ella) and also unfair. The dragons were fun to bring back a lot of characters for. There have been a lot of cool dragons in this game, and they feel diverse while all maintaining their essential "dragon-ness". So I was very happy to bring back a huge number of them that other QMs have introduced. I think the dragons are going to play a pretty major role in the future, and I really do like all of them. I think Bellerai was a bit old school, but I imagine that's not all that strange for dragons, especially when they live that long. I think I did the best job also here of having the NPCs you were traveling with really be present the correct amount. Xu I am over all happy with how this section went. It was too long - I had a certain "meditation score" you had to reach before you actually could access the vault, and I realized it was rather high, but only when you were like 3/5ths of the way to getting it, and the system was designed to be slow at first, and then faster as you picked up the skill. I'll publish it if anyone's interested... I have it sitting around on a post it somewhere (hope I didn't lose it). I thought all the characters did well - no one really surprised me - Arthur tried to do everything, Hybros used some contemplation but didn't ignore the ability to fight, and Hoke just trained day in and day out. Purpearl and Chuancey did have a nice interaction too! I agree that the Xu characters didn't shine as much. It was supposed to feel sleepy and small - I should have had a few more characters and locations to make it more dynamic (I originally was going to) but I couldn't design any more characters I felt properly belonged in Xu, so I cut it down. The fight on the airship afterwards, with Hoke and Arthur, seemed totally natural to me. As I've stated in previous quests, the heroes have changed their world perspective a lot over the course of the game. They're less trusting, and I think Hoke in particular has veered this way (he was never truly won over to this quest, which didn't bother me at all because you played it well - didn't hold things up, but kept in character the whole time). Arthur too was very in character. A good confrontation! High Kingdoms Pirates! I liked including Captain Lane and Barkley. They'll end up coming back again, even though I do admit they were a little underused and underdeveloped in this quest. Haddon was rather rushed. There was a side-quest you could have completed, but I'd say it would have still felt a bit rushed. Mostly the issue was there wasn't a ton to do it, like story-wise. I didn't want to give Haddon a new problem - its peace had been hard won, and unlike Dastan, which is an enormous and turbulent empire, Haddon's trouble was pretty small and then vanquished. I guess I could have included a few more events, but I didn't want to slow down the quest, and only Dyric really had any stake in revisiting the place. As for Duplovia, I had a good time visiting it and playing a bit with what an ancient city looked like. I read both previous Duplovia quests in preparation, but still was afraid of screwing up any storylines so I steered away from those events mostly. I agree it was a bit quick, but there was a lot of ground to cover! Guts of course decimated the battle there, which may have led to it's quicker feel. Poor Giant Guard. As for the Fire Lizard, I think they played out well, and at a good pace. I didn't want to paint David as totally recovered, but I never viewed him as a villain either, so I tried to take him on a natural path. If anything I think the execution of Raguel will lead him to switch maybe too far to hating Paladins and the other kingdoms, even if he grows tolerant of Orcs. I thought that everyone had nice interactions here. They had all been at the battle of the Augustus Bridge, but none of them on the Kingdom's side, and I think everyone played it super well. Baltarok Like Pie said, I thought he'd involve a bit more business, but he didn't. Which is fine, he was busy, but that might contribute a little bit to the pacing of this section. Obviously, the other factor was Zane v. Guts. I've had a lot of long debates with myself about what I should have done, and at the end of the day, though it slowed the quest down, I'm happy I stuck to my guns. As I've said elsewhere, I think it was the right choice to have Guts not be able to just kill him outright, since thats generally Guts' solution, and it was interesting to see how the character took a foe he couldn't do that with. Not well, it turned out. Dyric and Matthias also had pretty open disdain for Zane - Dyric because of the past, and Matthias because Zane's sort of an megablocks and showboaty character and I can't imagine Matthias liking either of them. I'm sad I didn't get a chance to develop the new Court Members as much, because they would have come with you and fought alongside you in that final battle if you'd worked with Zane, but I may (MAY) throw in an extra quest for when they're in Eubric so that they get a small introduction as well. That's a big maybe. Etheria I don't think anyone is wrong in saying that the quest majorly fell apart here. It was pacing, it was poorly communicated side-quests, and then my desire to make sure we wrapped it up and stealing you away from the side quests. Maybe there's more to be said, but I think at this point so much time was passing that I got confused in my story telling, and you all got confused by the gaps and repeated beats I was giving. Like I said, I think that here more than anywhere else, the idea to include the visions really came to bite me in the megablocks. If it'd just been "bring Passion back" then it'd be a cleaner story. For example, Regret absolutely recalls what happened to their island, so he just didn't tell you until you brought back Passion... it's a muddled beat, and only one example of me shooting myself in the foot. Even Chauncey and Guffington seem weaker for it, I agree - they know there's something bad, but not what, but want back Passion? It's messy and jumps through a lot of hoops of logic when it could have been a lot cleaner. I'll do character responses later. I think that everyone shone - I picked one of my favorite parties ever, so this was a blast in that perspective, save for when my posting got slow and things got a bit confused.
  6. "Not an elf. There were some complications during a battle that led to me not being there anymore and here instead. It's a long and tired story." He chuckles as he takes another sip of grog and sputters as he tries to swallow. He scrutinizes the drink. "What is this stuff? Where the Hel is that bar keep? Oh Sherry! Your old goat is home! Could I get some mead?" He passes the grog back to Miderun. "The more I learn about the Orcs the more they sound like my type of person. Too bad we were fighting on different sides of things. Too bad too, that they execute outsiders. Seems like some old habits die hard." He shakes his head. "But you're not going back?" He stares at her wares, scattered across the table. "Where'd you just get back from? Somewhere far?" He inspects the Vest of Faded Trials. "Good build, whatever it is."
  7. "I was just home recently too." Boomingham chuckles and then his face grows dark. "I was there for some of your old glories. I think I saw some boys fall to your swords." He exhales heavily and pats his forehead with his kerchief. "You'll have to forgive me. I served during the Orcish Invasion. It's tough for me to see an Orc with a weapon and not grow worried. But I'm told that was years ago, even though it feels rather recent to me." He grabs hold on Miderun's grog absentmindedly and takes a swig, coughing at the taste. "But it sounds like a good place. The Orcs were always... strong. At least I can give them that. And never cowardly, which isn't something I can say for everyone I served alongside. Figured I owe it to my fallen brothers as well as my fallen enemies, that I go give it a look."
  8. Absolutely agree. It was not my original intention - I was going to allow for as many as the player wanted, but the more I thought about it the more I thought that just wouldn't be fair to my fellow QMs.
  9. OoC: I'll post final stats later this evening! Everyone will have gained normal exp. from the battle. As for the gems, I did say that they could be merged with weapons! It seems a little much to me though, to have that powerful of a weapon, so I think I will rule that only one etherial gem may be merged per weapon. I think that will balance things out without totally nuking the advantages of the gems. As always, I'm willing to negotiate if you all think that's unfair. I'm just thinking of the potential future headaches of QMs, myself included, balancing for a weapon that can make an enemy slowed and fragile and weak and enraged and bound all in one go. OoC: You can pick one right now! It cannot do both. "Let's say... 450 gold!" <I will be sure to. Thank you for your assistance, Miirym. We will fight alongside each other again some day.>
  10. "Normally you'd be right. I was a Lord as well as a wanderer for a while. Now I've been reinstated as a Lord. A King, actually." He smiles. "I'm the Sungold Alliance's nomination for King. Whatever that means. Probably should go give them a visit sooner rather than later." Boomingham glances at the door as Arthur returns. He chuckles under his breath. Turning back to face the bar he catches sight of a young Orc. Not Cronk... "You'll have to forgive me, Hybros, but I've got to put off our drink for a minute or two." He winks. "Recon." He strides over to the Orc is gruffly offers his hand. "Lord Lawrence Boomingham." He sits down opposite the Orc, clearing his throat awkwardly. "Are you native to Eubric, or from somewhere else? I'm hoping to visit Baltarok, but... I don't know a whole lot about it, I've come to realize."
  11. Updates will come from me starting Friday, I'm sorry to keep this dragging forever.
  12. "Haven't forgotten. Hoped that you had and you'd think I was being generous." Boomingham grinned. "Don't let him have it. I'll outbid him for it easily," says Boomingham with a wink. "Lord Lawrence Boomingham," he says, offering his hand. OoC: Callmepie, please note that I have changed my sign up from 148 to 150, since that's the one I meant to sign up for!
  13. After a long absence, the newly minted Vindicator saunters into his old stomping grounds. He signs his name under the sign ups for Quest #150 with a mischievous grin and spots an old friend sitting at a table. He taps the imp on the back. "Once you're done bargaining with pretty little thing over pretty little thing, care to let an old friend buy you a drink?"
  14. "Of course! Wouldn't be fair to charge you any more! Or any less!" "'Fraid not. You'll have to deal with them one at a time." "Don't use it stupidly. That's all you owe me. And if you get the chance, tell me how it works out." OoC: I'll post all final stats once everything is said and done, UNLESS you'd like them updated so you can sign up for a new quest. Then just let me know, and I'll prioritize them. I know it seems ridiculous how little time I have - I agree it's ridiculous. Just major crunch time at school. It's 2 AM and it's the first real break I've had!
  15. Boomingham strides into the Training Room for the first time in years upon years. He is followed by his entourage - Servus and Barty glance around the space nervously. "Welcome back," says Copper Fox. "Long time no see." He glances at Servus. "New recruit?" "No." "You're not King yet, Lawrence. Don't know if you should have attendants." "He's not that. Just a trusted friend. We're returning from a trip to the High Kingdoms." "See anything there?" "Just some ruins. Somewhere I used to live. It's no good anymore." "Sounds like a bummer." "It was." Boomingham sighs and opens a mead. "I'm not here to talk about the past though. I am here to change the future." Barty rolls his eyes. Copper Fox glances at the little angel. "Think you've done all the good you can for him?" "Please! I will be happy to get a new assignment!" waxes the little angel. "Never mind the little pest. I'm here to become a Vindicator, of Pseudo, of the Gray Angel, and... of Ennoc." "You made up your own pantheon?" Boomingham nods. "Alright. Let's get to work. Got to get rid of the angel first, though." Boomingham turns to Barty. "Scram." "I'm going. But know, Lawrence, that I will keep my eye on you, and I will be there if you should you fail. You were a total disappointment." "You too." But Boomingham winks at the angel, and as the angel starts to simmer out of existence for possibly the last time with his former Paladin, he calls out. "You will falter, Lawrence. So this is not good bye." "Better not be." He salutes his angel, and for once Barty returns the favor before ascending. "So sentimental. Shall we get to work?" Lord Lawrence Boomingham (Zepher) Level 36 1/4 Vindicator Power Bonus: 5 (4+1) Health: 64/64 (10+35+15+2+1)
  16. "Shouldn't be too much trouble! Only 300 gold, if you have it!" "Not to kill them, no. But we all must voice our opinions on where this island is headed - the Council are the rulers, but we all have a voice. Most people think that battle ignores voice, but it doesn't! Sometimes you need to get your hands a little dirty to get your point across. Look at what happened today! You and the rest of the heroes beat the crap out of us to prove that you were right, and you were! And if you'd been wrong, I bet you that you would have joined forces with us to take down whatever you ended up bringing back. No need to be pessimistic about it!" "One of Gerald's primary goals, in choosing a seamless successor, was to ensure that his estate would be able to continue to provide for U'Or, Elba and I. So I will continue my studies, funded by Passion... who I imagine in Eubric will continue to be referred to as Gerald Guffington. There's no reason for him not to be." "As for the gloves, I fear I must ask for them back. They were merely a prototype, and I will need to study them if I am to produce more." "I wouldn't be too concerned, Matthias," says Chauncey. "You may find that you have already begun to acquire some powers. You drank of the Fountain, and you bore the Anvil." "You are a New God. Try to lift the anvil without the gloves. You will find that you can do it now." Matthias feels the powers of the anvil and fountain coursing through his blood.
  17. Yeah I just only had so much time for the game, and felt I owed the time more to my questees as opposed to myself! But now I can hop back in!
  18. I'll sign up as soon as my internet stops being a butt - there are some other posts I have to make first, as well as make sure I'm doing all my gold calculations correctly. Boomingham is coming back though! I don't think I've posted nearly anything with him since 130 ended. I will also post the side-quests from 139 as soon as my internet decides to cooperate.
  19. Me too! I'll respond more in depth soon hopefully (my busy schedule continues!) but I want to thank those who stuck with it! It was a long and tough quest, with lots of missteps and weird pacing. And my story has gotten so convoluted! I think it's a fair thing to say that it's really complicated and that it'd be hard to expect anyone to know what's going on. I came up with this plan about four years ago now, and sort of had to follow it through while tweaking it along the way. Bad way to plan something, it turns out. So yes, my story is absurdly complicated, and there's so much that I can hardly keep track and it'd be unfair to assume anyone else could. I pinky promise that before my final quest (which will be coming once I have the time to plan and run it - I want to make sure it's not like the back half of 139) I will do a recap of what everyone actually needs to know. Thanks again to the party for hanging in there! I had a lot of fun/stress, but that was just because of my schedule, not because of the party - I've had taxing parties before, and you were all entirely fair the whole time, even if we were bashing heads about stuff. So thanks so much!
  20. "It's a good question, but not one I know the answer to. The Witches were never malicious towards us. They tempted us, but I think that was just in their nature. We will have to find one and ask them. Surely they will be converging on our ancient foe, if its going to be unleashed again." "Fine enough. Next time you leave me unconscious on the floor, you're going to be in trouble. Got it?" She winks. "You left me alive," says Piglina, dusting herself off and eying Guffington curiously. "And he doesn't seem murderous. As long as you're taking him back off the island with you, I guess it's no harm done. Still a stupid and reckless mission, but sometimes they work out. What do you need done?" "It was supposed to be a gift to the island." "I'm not sure that is wise. If this unknown enemy is going to come wouldn't it be best to separate the artifacts once more? Besides, there are implecations of leaving them here. You could continue to bring those who have passed back from the dead." "Right, so it's only okay if you do it." "The Sayyip is right. It would be best to spread them out. They are not meant for one person, one place. We learned that, at great cost. We should not have played God." He turns to evaluate Matthias. "You have a lot of life ahead of you. I can tell. You are one of us now too. If you would have it, you should be the warden of the Anvil. If you believe Etheria is safe for it, you may leave it here. If not, I leave it to you. But even if you leave it in Etheria, know that you are responsible for it. It was your choice to leave it here." "As for a repeat performance, that will be difficult. If I wish to sustain this body, I will have to consume the water you brought from the Fountain. The First Breath will leave this island with the imp and boy. The Dragon's Heart Flame can remain. It seems right that you get something." "Oh great, so the dead-o is making decrees now." "He is my brother, and he is wise. We will defer to his judgment." Iceborn looks up from his desk. "Done making trouble?" He picks up the amulet and tosses it to Hoke. "Interesting thing you've got there. I was able to tinker with it a bit. Hope you're not squeamish about necromancy, that's where my expertise lies." Iceborn's Improved Summoning Amulet - Can be used once per quest to revive a fallen enemy to join the party. The enemy has a level equal to their previous level, and health equal to the half the health of the hero reviving them. Their class can be determined by the QM, and they cannot be revived by Phoenix Essences. Accessory. "Etheria is a small part of our island. The rest of it... could be anywhere. Wherever it ended up crashing. It could be an island in the ocean, or a mountain if it landed on land, or underground. It's impossible to say. Impossible for me to say. But if the Witches are moving, and if you're having visions, then it's likely that someone knows." "No trouble selling to you at all! Debates in Etheria come to blows all the time! Nothing new about that. It doesn't do any good to hold grudges, especially when you've been proven wrong! The scroll is yours, and those gauntlets... let's say a nifty 750 gold? They pack a punch." "Hybros." U'Or hands Hybros a small pouch. "I believe it would be best for you to distribute the payment." x2 Adamantite Shards x5 Mythril Shards "You did the work for the Garnet. No charge for that. Wouldn't make sense. As for the Sapphire... let's call it 200 gold?"
  21. OoC: Sorry, nope, just been busy. Now we'll bring this to a close. Thank you for your patience, and I apologize for the length. It simply got away from me - I was hoping to conclude the quest in late January and now here we are in March. I'll say more in the QM Lounge, but it was about 90% on me - I knew I'd be busy this spring, just thought I'd be done by then. "Surely you two remember," he says turning to Hope and Regret. "I have bits and pieces. I can remember home, of course. But what happened..." "And I could hardly admit what I knew if I wanted you back," says Regret with a wink. "But it is stirring." "Because I have not been here to ward it off." "We tried our best. But..." "Enough vague talk! What the Hel is going on here, Hope?" "You know of the Old Gods, and what we were before. The First Mortals. We saw the Aoi formed, and the Giants, and we were happy to guide the species that the true Gods, our fore-fathers and fore-mothers, had created. We were wardens of Olegaia. But there were creatures that were born even before us. The Three Witches lived on our flying island with us. They guided us, but spoke also of a secret buried at the center of our island, that granted us our power. And what power we had. Do you truly not recall?" "The power to shape life, yes." "But also the power to destroy it." "If there was evil, or demons, or creatures of imperfection, incapable of being improved, we would wipe them off the face of Olegaia. A great dark beep that swallowed them all. This was operated from the center of our island. And our people grew to view themselves as gods. There was nothing we couldn't do, we could create and destroy, and we knew all." "Except for one thing." "Our people grew vain. Myself, Regret and Hope as well. We wondered what was at the center of our island. The Witches told us - maybe warned us. They said that the power at the center of our island was locked away, not for us. They called it perfection. The perfect being. It didn't sit right with us. What could be more perfect? So must unlock it. To learn from it..." Hope has gone ghastly pale. "It was a mistake." "The darkness?" "Who knows what it truly was. It was an infection. It was not a darkness then, but invisible, spreading across our island. Once touched, you lost yourself, lost your soul. It consumed you, and added you to what it was. Hundreds of bodies, one mind, without division or conflict, without remorse, with sheer determination. The perfect being. So we fled. We dumped what we could, to halt it's progress - the anvil, the first breath, the heart flame... all of our power we gave up. It got to the Fountain. And so its bodies, wherever they may be, still live. And it surged towards our greatest treasure - the Font." He gestures to the Font behind them. "So that too we cut loose, and it crashed into the sea. And became this island." "We fought the... thing tooth and nail, but soon there was only the three of us left. We could not allow it to absorb us too, to break free and continue on the the rest of the mortals. We trapped the thing below the island, and set it on a crash course, to keep it far under the surface, locked away again as it once was. We thought, for a short while, that we were the only survivors, and that the thing would be locked away for all time. But then the Witches came and found us." "We had trapped it, but we had not defeated it, and so they were not done. They could not open its cage. Only mortals could do that. And they would. Because they always will. So we took the monikers Hope, Regret and Passion, and we absorbed what the Witches said would one day lead humanity to open the it's vault once more. But if the Witches are active..." "Where is it?" "We don't know. Wherever the island landed. It could be anywhere. But if the Witches are stirring... someone must know. And they must be rushing towards it, prideful and stupid as we once were, hoping to achieve perfection. Hoping to bring about a new age." He shakes his head. "We'll have to keep our ear to the ground." "And how do we beat it?" "We make sure it doesn't get loose." He turns to the heroes. "The battle isn't over, but I'll lead you when the day comes. Thank you for bringing me back. I thought I had paid the sins of my past, but it looks like that wasn't the truth. Thank you." The Quest is Victorious. "As negotiated with Mr. Abelsword, once we return to Eubric I will ensure that you all receive an extra perk for your continued loyalty once we return to Eubric." "I'd like to sail off as soon as you're all ready. Can drop you somewhere along the way if you need it, but from there you'd be figuring out your own way home." OoC: You may remain in Etheria if you want to get anything done, or stop by another place you visited along the quest - there are some that still hold rewards. Or, if you want to return to the Hall, feel free. Final stats will go up on Friday unless I'm lucky and more free than I imagine tomorrow. Thanks for your patience and my apologies for these last two months again.
  22. OoC: Apologies, I also realize I didn't grant you levels for the final battle, I will include that in the next stats update. "The artifacts have already done their work, if they are going to do it. They've either tethered a new soul to the body, or..." The man on the floor suddenly springs up, letting forth a terrible cry. He staggers forward, loses his footing and barely catches himself before slamming into the ground. Hope and Regret steady him. OoC: And of course I forgot to take a picture... The man formerly known as Guffington steadies himself. "Gerald?" says the U'Kin hopefully. But Guffington narrows his eyes at him. "No. Who are you?" He shakes himself free of his siblings. "Sorry, new body. I was dead. Not used to this. Feels heavy." "Brother?" Guffington stares hard at Regret. "So you were part of this too? Well? What is it? Why'd you all bring me back?" "If I may - there is something growing. Something dark. We need to know what it is, and we have been led to believe that you know." Chauncey grows a little nervous. "I hope you do. Heroes, would you like to explain your visions?"
  23. "What's done is done. Best of luck." Benneton returns the salute. "What he said. It seemed like a big deal to me while I was dying, but... this place takes away all that garbage. So, no biggie." Triad just shrugs, already fading away. "Never bad to get a chance to flex my muscles," says Zelphie, bemused. "But next time, bring me a new body too." Guffington is mute, his body already gone, now just a pair of hands and a face. He tries to shake Arthur's hand, but his hand passes right through. "One time I called you a coward, and promised myself I'd beat the crud out of your megablocks. Never got around to it." Hans grins. "When you're back here for good, I'll get to it. Just don't make it too soon. And whatever is out there, tell it I say hello." Guffington smiles peacefully at the little imp, and then he's gone. "Let's go." The heroes step back towards the tear in the Font, but one more voice calls out to them before they go. "Matthias. Purpearl. Chauncey. Amarcolm." Aventine stares down his master, his friend, and his defenders. "All at peace now? I am too. No grudges." He throws up his hands. "But don't be foolish." He stares deeply at Chauncey. "Don't be foolish." "Wouldn't dream of it. Rest easy." Then the world is ripped away from around them. They find themselves back in Etheria, The Master of Regret and Mother of Hope peering at them. Piglina and her team are back on their feet, a whiles back, but ready to go. "Well?" The heroes glance at Guffington. He has grown a beard and long hair, but his eyes have yet to open.
  24. "Hardly my show anymore," says Guffington as he glances at his feet. They've started to wisp away, like sand in the breeze. "I think this is on Chauncey." "My profuse apologies for disturbing your rest, but the world isn't quite done with you, Old God." Passion crosses his arms. "Think it is." "Your brother and sister sent us. They fear something." Passion heaves his shoulders. "So what? Wren killed me. That's that." "We've gathered the Anvil, Fountain, Breath, and Flame. We have a body waiting. This should work, no?" Passion glances around. Hans and Triad cross their arms. "If it were us, that were called, we would go. You have a duty." "Never should have taken you to that valley," laments Passion. "Get to it." Passion hangs his head. "Fine." The heroes rush by hundreds of souls, all swirling, crushing in but never touching them. They stand in front of the Astral Defenders... their enemies gone. Benneton and Gnash look around in confusion. "We done then?" "Bit anti-climatic." "Yes. Thank you, Benneton." He turns to the heroes. "Ready whenever you are." The battle is victorious. The heroes are surrounded by their astral allies, possibly for the last time. If they have anything to say, now is the time. "If you see Gnash's brother, say hi."
  25. "I am Vorpalis." "And I am Lethauros. And little one... Has my brother neglected to tell you? Miirym. He - Vorpalis - is your father. And that would make me your uncle! And I would travel to the ends of the world, or in this case the end of existence, to see my family. Of course, Vorpalis would never admit it, but I'm sure he's loved meeting you too." Vorpalis looks straight into Miirym's eyes and nods solemnly, confirming his brother's words. "Do not fret or falter, little one. Your work here is nearly done." Round Thirteen Astral Voyagers >Miirym uses Hope's Blessing on Chauncey >Triad uses Nostrum on Hans Hans v. Lethauros - Rally/Special Damage ([20+3+12]/2=18 Damage) Dark Spirit v. Lethauros - 150 Damage (-1 ether) >Chauncey (Darkness) v. Slim Yscum - Shield (-9 ether, 71*2=142 Damage All, *2 Humanoids) Light Spirit v. Lethauros - Hit (75/2=38 Damage) Arthur lands Jump Hit v. Zee - >Dyric (Crossbow of Incessant Warmongers) v. Slim Yscum A - Free from Free Hits Miirym, Arthur, Chauncey Blessed (+7, +7, +21) Zee Revives 3 Allies (-3 ether) = 3 Allies Still Down Dim Weather - Darkness Deals Double Damage, Light Deals Half Damage The spirits put on an impressive display, but the heroes are able to wipe them out. Though Zee tries to summon them back, there are not enough to stop the party from plunging further into the nether... and soon they see a familiar face. "Be gone!" And the ghosts fade away. "Well done..." The party is left with only Passion, who's shuddering form swirls directly into their faces. "So you've come for me?" The Astral Voyager Party Arthur Justus Regulus VII Ziegfried, a Hero Who Is Actually Worth Something (played by Flipz), Level 42.2 Dragoon, 23-year-old male Human *Immune to Hexed, Petrified, Minimized, Jinxed, Stunned, Slowed, Hastened, Blind, Confused, and Defense Reduction* *Immune to Magic and Healing* *Encouraged* *Lucky* *Blessed* *Fenghuang Incense* Power Bonus: +6 Health: 44/68 Defense: 58 98 Gold: 382 (Owed 128 gold by Boomingham) Equipment: Dauntlet Index (WP: 20, doubled against humanoids, Darkness-elemental; spear), Blue Hand Shield (SP:15, Immune to Hexed, Petrified, Minimized, Jinxed, and Stunned; shield), Tin Armor (SP:6, multiplied by the number of “tin” artifacts equipped; suitable to knights, dragoons, skirmishers and vindicators; bodywear), Shadeaux Cape (SP:13, Immune to Blind, Confused, and Defense Reduction, suitable to those with reputation among the Shadeaux only; if reputation is great, SP is doubled; if reputation is outstanding, SP is tripled; backwear), Tin Greaves (Immunity to Stunned-, Slowed-, and Hastened-effects; footwear), Duplovian Helmet of the Guard (SP:2, Immune to Magic and Healing; headwear, suitable for anyone), Mail of the Renegade Commander (SP: 3, Free hits deal half damage, Bodywear), Coathanger (Allows for a second body wear, accessory), Abilities: First Breath (Arthur may sacrifice a turn of combat to focus and gain +3 power. Power resets at the end of a battle or when the hero is KO'd). Inventory: Weapons: Zoot's Rebel (WP:20 "halberd", suitable to Arthur only), Clockwork Lance (WP:12, Light-elemental, has 1/3 chance to cause slowed-effect on the target; lance), Gladiator Trident (WP: 11, Spear, causes bleeding-by-5 effect), Stag Antlers (WP:10, grants Intimidation; halberd), Metasimian Dory (WP:10, pierces defense; spear), Spider Leg (WP:10, doubled against flying enemies, Lightning- and Wind-elemental; spear), Duplovian Swift Halberd (WP:3, halberd, stuns on successful hits, Hollow [--]), Sven's Dagger (WP: 14, Fire-Earth Elemental) Artifacts: Sylvania's Cowl (Permits Animal Talk, Headwear), Stingy Gloves (Prevents enemies from ever stealing gold from you; handwear, wearable by everybody), Overkill Gloves (Grants Overkill gold on kills; handwear, suitable for anyone) (currently loaned indefinitely to Namyrra), Winged Sandals (Protects from bound- and slowed-effects; footwear), Fur Leggings (SP: 1, Beast enemies do not deal free hits to the wearer; footwear, suitable for anyone), Shackles of War (Prevents anyone from fleeing battles; Accessory, suitable for anyone), Macabre Collar (Provides immunity to Insta-Kill and Doomed; Accessory, suitable for anyone), Scarf of Misfortune (Wearer deals the Jinxed effect on every third round; Accessory, suitable for anyone), Trickster's Mask of the Elf (changes the wearer into an elf of the same gender when worn; Accessory, suitable for anyone), Sandman’s Parasol (Protects from asleep- and fast asleep –effects; accessory), Enchanted Bracelet (Protects from sealed-effect; accessory), Comfy Pillow (If the user is inflicted by asleep- or fast asleep-effect, they regain full health and ether; accessory.), Unicorn Helmet (SP:1; the wearer can only receive one negative effect at a time, with a new effect replacing the old one; headwear, usable by barbarians, knights, dragoons, infiltrators, regulators, skirmishers, and winged warriors), Tin Gloves (Power +1, multiplied by the number of “tin” artifacts equipped; suitable to knights, dragoons, skirmishers and vindicators; handwear), Unsuitable Weapons/Artifacts: Weatherfax Broom (WP:25; makes weather forecasts instant instead of being applied at the end of the round; suitable to weather mages; broomstick), Sword of the Vampir (WP:17, user is Jinxed), Sir Roderick's Sword (WP:12, Longsword), Staff of the Cultist Battlemage (WP: 7, staff, 50% chance of Fleeing upon being KO'd), Staff of Ennon - (WP: 5, Light-Elemental, staff, Restores 2 ether on a roll of 2, 3, or 4), Pointy Hat (+2 Max Ether), White Ninja Cowl (The wearer can choose to hide for up to three rounds, avoiding Free Hits; the effect ends if the user targets an enemy; suitable to rogues, beast warriors, chi monks and infiltrators; headwear), Spell Items (unsuitable): Opal (Ice), Etherial Garnet (Earth+Sealed), Ruby (Fire), Etherial Topaz (Lighting+Stunned) Tools: Bedroll, Telescope, Shovel, Magnifying Glass, Pickaxe, Magic Compass, Of Power and Mortals Consumables: Potion, 15x Grand Potion, Tonic, Grand Tonic, 10x Remedy, 10x Mead, 6x Nostrum, Hurricane, 3x Neutralizer, Exterlate, Noxious Venom (When used on a weapon, the weapon deals the Poisoned-by-10 effect for the duration of the battle and the Confused effect for the next three rounds, for the duration of one battle.), Crumbling Venom (-3 HP/-1 SP per round), Blind Fury, Love Potion, Grating Stone, Ella's Pie (Permanently boosts max. ether by 5 but permanently decreases max. health by 5 when consumed.), 3x Stun Bomb, 5x Smoke Bomb, 3x Bone, Negative Nelly (Causes 30 damage and jinxed but has 1/6 chance to break whenever used), 2x Silver Ore, Trial Brew, Henry Award, Shining Polish (SP +2 to one shield or artifact that has SP when consumed.) Miirym, 8-month-old Dragon hatchling (dragon companion controlled by Flipz), Level 42.2 Dragon *Encouraged* *Lucky* *Blessed* *Fenghuang Incense* Power Bonus: 3 Power: 42 Health: 61/72 Element: Darkness Ability: May pay 10 health for a 2/6 chance to make a party member Lucky. Dyric Rone (The Legonater) Human male, Assassin *Immune to All Elements and Blinded* *Steals 50% more gold* *Permanently Lucky* *Fenghuang Incense* *Deals Darkness* Level 32.25 Power Bonus: 0 Defense: 6 Health: 44/44 Gold: 286 Equipment: Crossbow of Incessant Warmongerers (WP: 26; Darkness-elemental, on non-AoE rolls, also deals Damage to the enemies above and below the target upon a successful hit; Crossbow) (Deals Poisoned -7 and Cursed for One Battle), Lucky Die (User is permanently *Lucky*; suitable for anyone; Accessory), Night's Helmet (SP: 6; immune to Water, Wood, Earth, Ice, Fire, Wind, Lightning, Light, Darkness, and Blinded; suitable for anyone; Headwear), Crystal Shoes (Immunities become Absorption), Cabin Boy's Rags (All other party members +3 power, body wear), Inventory: • Mockthril Longbow (WP: 27; Ice-elemental; Longbow), Requiem (WP: 20; Wood- and Light-elemental; Longbow), Tarok's Wrath (WP: 20, 1/2; chance to Instantly Kill orcs; Dagger), Double Chain Whip (WP: 10; Whip), Throwing Knife (WP: 4; Throwing Weapon), Pongcanis Dagger (WP: 8; Dagger), Double-Barreled Handcannon (WP: 15, fire-elemental, dual-strike, hand cannon), Unlucky Horseshoe (WP:13, retrievable throwing weapon, causes Jinxed-effect), Banana Bladerang (WP:9, damage all; throwing weapon), • Winged Sandals (immune to Bound and Slowed; suitable for anyone; Footwear), Ambrose's Heart (Artifact, suitable to Evokers, Accessory, +5 power), Sigil of the Cold Circle - (Raise an Army costs twice as much ether, but raised undead are three times as powerful, accessory, suitable for necromancers), Cloak of the Red Assassin (Chance of Assassination is 1/3, suitable for Assassins; back wear), Sticky Gloves (increases amount of Gold stolen by 50%; suitable for Rogues and Beast Warriors; Handwear), Quiver of Blinding Light (Attacks become light-elemental and cause blinded; can only be used with a bow or a crossbow; back wear), • Diamond, Opal x2, 3 Silver Ore (Worth 60 gold) • Bedroll, Shovel, Magic Compass • Potions (4), Grand Potions (5), Tonic, Remedies (2), Banana (restores full HP to target), Elixir (2), Cosmic Essence, Mead, Nostrum, Soma, Venom (2), Mythril Shards (4/4 Mythril), Military Grade Light Bomb, Military Grade Darkness Bomb, Fire Bomb, Smoke Bomb (2), Diamond Lamp of Summoning (1/3 uses left), Bones (2), Skeleton Decoy, Demon Repellent (Makes the user impervious to direct attacks from demons during one battle unless the user is the only hero left standing; consumable), Feather of White (Allows the user to hide for up to three rounds, avoiding Free Hits. The effect ends if the user targets an enemy.), Crystal Ball (Worth 50 gold, 100 in magic shops), Earthwyrm Fang (Grants the encouraged-, lucky-, reinforced-, and blinded- effects for the duration of one battle), Phoenix Essence (3), Raw Meat (+5 health), Ancient Bone Lord Chauncey Level 71 Evoker *Immune to Blinded, Sealed, Asleep, Stunned, Confused, and Instant Kill* *Immune to darkness and light elemental damage* *Blessed* *Lucky* *Fenghuang Incense* *Encouraged* Power Bonus: 3 Health 205/205 SP: 4 Ether: 28/45 Equipment: Hood of the Dark Mage (SP: 4, Immunity to Darkness and Light Elemental Damage), Summoning Ring (Summons get +4 levels, suitable for Evokers), Regret's Gloves (Immune to Sealed, Blinded, Asleep, Stunned, Confused and Instant Death, Permits 2 Summons, Suitable to Chauncey) Inventory: 2 Amethyst Lamps of Summoning, Amethyst Lamp of Summoning (2/3), Amethyst, Diamond, Tonic, Scroll of Elemental Aura Darkness Summon Level 75 Darkness Elemental Light Summon Level 75 Light Elemental Zelphie Level 50 Artisan *Immune to Lightning* *Regains Health from sleep* *One Negative Effect at a Time* *Fragile* Health: 0/45 Power Bonus: 4 SP: 2 Gold: 20 Equipment: Staff (WP: 20), Counterstrike Gloves (Counter Free-Hits), Conductor Helmet (Artefact. SP:1, Immune to Lightning), Comfy Pillow (If the user is inflicted by asleep- or fast asleep-effect, they regain full health and ether; accessory.), Unicorn Helmet (SP:1; the wearer can only receive one negative effect at a time, with a new effect replacing the old one; headwear, usable by barbarians, knights, dragoons, infiltrators, regulators, skirmishers, and winged warriors), Tin Gloves (Power +1, multiplied by the number of “tin” artifacts equipped; suitable to knights, dragoons, skirmishers and vindicators; handwear), Inventory: Hammer (WP:6), Scroll of Confusion, Bedroll, Venom, Remedy, Fire Bomb, Shovel, Pickaxe, Magic Compass, Telescope, Magnifying Glass, Weatherfax Broom (WP:25; makes weather forecasts instant instead of being applied at the end of the round; suitable to weather mages; broomstick), Hans Level 20 Regulator *Ordered* *Fenghuang Incense* *Lucky* Power Bonus: 3 Health: 13/30 Defense: 6 Gold: 56 Equipment: Sir Roderick's Sword (WP:12, Longsword), Armor of the Arena (SP: 4), Cast Iron Haddon Guard Helmet (SP: 2) Inventory: Sword of Dastan (WP: 10), Aqua Gear (Adds water-element to physical attacks and protects from water-elemental damage, accessory) Triad (NPC) Level 25 Ranger
 *Immune to Effects* *Deals Jinxed on Third Rounds* *Fenghuang Incense* Power Bonus: 3 Health: 29/29
 Gold: 0 Equipped: Acerpusculum Blade [Acerpusculum Shuriken] (WP: 15 [21, Retrievable], suitable for rangers/rouges, unable to channel magic), Cowl of the Acerpusculum (Headwear, User is Immune to Status Effects), Scarf of Misfortune (Wearer deals the Jinxed effect on every third round; Accessory, suitable for anyone) Inventory: 4 Grand Potions, 2 Health Cores, 2 Remedies, Mead, Nostrum, Feather of White 8/8 Souls Destroyed Hope's Blessing: Arthur, Miirym, Dyric, Chauncey Regret's Blessing: Arthur, Miirym, Dyric, Chauncey
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