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Zepher

Eurobricks Fellows
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Everything posted by Zepher

  1. Heroes who are immune to enemy specials are very aggravating.
  2. I agree. I've tried my best to get better at it, and I actually don't mind it in some battles (136, for example, is going to be a rough ride, but that whole quest has been - I'll talk about that at the end, but while it's been frustrating it's been more than worth it, in my opinion). I will say as a QM, it takes a LONG time to figure out how to balance for insane parties without slapping that on. It's important to realize that a lot of heroes can dish out absurd damage, and effects, and many in AoE ways. Figuring out the balance between taking away too much agency from the party v. taking away the enemies ability to act... it takes a really long time. I'm still working on it. So for newer QMs, I totally understand that stance.
  3. OoC: Though it's customary to toss in the forgotten member of the battle order at the end, I'll assume you meant for Guts to act before Matthias. The Iceborn Crew Take Two Battle Round Four >Dyric v. Crew A - Aim/Shield (Crew A Assassination, 60*1.5=90 Gold) >David does nothing >Dyric v. Crew B - Shield/Damage (No Assassinations, 50*1.5=75 Gold) >Guts throws Purging Water (Wipes Positive Effects Enemies) >Guts throws Wyvern Breath (-10 Poisoned All) Matthias v. Nordic B - Damage/Damage (No Confusion, [10/2]-4=1 Damage) Matthias v. Marauders - Special Damage/Hit ([9+2+20+25]*2=112 Damage Marauders, Nordic A (KO), Crew C) David heals Matthias - Failure/Failure Enemies -20 Poisoned Marauders Hastened The heroes continue to decimate their foes. As a bone snaps a little bit of it flies through the air and pierces Matthias' skin, giving him a splinter. The Enemies Undead Nordic B Level 10 Icy Undead *Immune to Ice and Asleep* *Confused (1 Rounds)* *Poisoned -20* Health: 12/100 Special: Sacred Vow - The Mob deals damage equal to the all opponents x5. This counts each member of a mob separately. Drops: 40 Gold Undead Nordic Crew C Level 20 (10*2) Icy Undead *Mob 2* *Immune to Ice and Asleep* *Confused (1 Rounds)* *Poisoned -20* Health: 164/200 (100*2) Special: Sacred Vow - The Mob deals damage equal to the all opponents x5. This counts each member of a mob separately. Drops: 40 Gold Undead Nordic Marauders Level 60 (20*3) Icy Undead *Mob 3* *Immune to Ice, Asleep, and Instant Death* *Confused (1 Rounds)* *Poisoned -20* *Hastened* Health: 295/360 (120*3) Special: Icy Riposte - The Marauders are expert fighters. They deal 120 ice damage, slows and disarms the target. The hero must spend the following turn recovering their weapons or using a new one. Passive Special: Gifted Fighters - At the end of each round, the Nordic Mauraders grants itself the lucky, hastened, or encouraged effect. If it already has all these effects, it will grant one to an ally instead. Drops: Opal The Party Guts Holla (Scubacarrot) *Dancing**Dualstriking**Immune to all Elements, Weakened, Fragile, Asleep, Confused, Slowed, Afraid, Blinded and first negative effect.* *Encouraged* *Lucky* *Hastened* *Inspired* 45 year old male human Marauder Level: 39.75 Power Bonus: 4 Health: 63/63 126/126 (+1 bonus) Defense: 4 8 Gold: 9086 Equipment: Balanced Rapier (WP: 20, ignores defense, second weapon ignores defense, Longsword, suitable for Marauders) & Mythril Edge (WP: 64, Ice, Darkness, Light, attacks restore 3 health, dagger), Dancing Shoes (Wearer dances well, in the turn after a miss is rolled, the wearer can act twice. +Immunity to Asleep, Confused, Fragile, Slowed, Afraid, Weakened and Blinded, + Immunity to Darkness, Light, Fire, Air, Earth, Wood, Lightning, and Ice Elemental Damage, footwear), Crocodile Armour (+4 Defense +Immunity to Water Magic, bodywear), Pugilist's Gloves (2+ Power, Immune to Weakened, handwear), Grimmeau's Clothespin (Grants Immunity to first negative effect each battle. Headwear), Inventory: • Pronged Gauntlet (WP:6, dagger), M.U.C.A (WP: 12, bleeding 3, Axe) Giant Axe (WP:10, dual-strike, axe), • Jester's Hat (Wearer may choose to gain one immunity from targeted enemy, suitable for anyone), Rubber Gloves, Blessed Amulet (Immunity to Cursed, accessory), Bomber's Belt (Craft Bomb creates Potent bombs, doubling the damage output of all bombs created, does not stack, accessory, suitable for cannoneers), Magnar's Smaller Axe (Grants Dual Strike to classes wielding axes, can't wear shield. handwear), Marauder’s Mantle (Grants permanent reinforced-effect, doubling defense; suitable to marauders; back wear), Blue Guardian Mask (Shield, SP: 2, Protects against Weakened, Fragile and Afraid), Orange Mask of Z (Headwear, if an attack would KO a foe the remaining damage is applied to the next enemy), • Beholder's Eye, Shovel, Telescope, Magnifying Glass, Pickaxe, Bedroll, Decamodifier, Magic Compass • 92x Potion, 16x Grand Potion, 3x Health Core, 3x Diluted Arc Potion, 2x Arc Potion, 3x Elixir, 6x Phoenix Essence, 28x Remedy, Neutralizer, Crimson Serum (Grants Mutated Effect for one battle.), x2 Arc Elixir, Hyper Arc Tonic (Restores All ether to allies, consumable), 2x Ambrosia, 17x Mead, 9x Smelling Salts, 7x Nostrum, x4 Bad Breath, 2x Tonic, Grand Tonic, 3x Smile of the Gods, 3x Fortune Flush, 5x Venom, 2x Bone, Soma, Silver Ore (worth 60 gold), x2 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.), Ether Core, Last Resort, 2x Bravado Brew, 12x Rum, x3 Grating Stone, • 5x Smoke Bomb, Dirt Bomb, 2x Water Bomb, Blind Bomb, 2x Confuse Bomb, 2x Poison Bomb, 2x Seal Bomb, Sleep Bomb, 5x Mystic Bomb, Sand Bomb (Deals 30 earth-elemental damage and the blinded-effect to all enemies), • Topaz, Amethyst, Sapphire, Crystal Ball (Worth 200 gold, 400 in magic shops), Gold Ring (Worth 15 gold; can be given to someone to make them enamored with the giver) Dyric Rone (The Legonater) Human male, Assassin *Immune to All Elements and Blinded* *Steals 50% more gold* *Permanently Lucky* *Hastened* *Encouraged* *Inspired* Level 31.5 Power Bonus: 0 Defense: 6 Health: 43/43 86/86 Gold: 602 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), 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), Sticky Gloves (increases amount of Gold stolen by 50%; suitable for Rogues and Beast Warriors; Handwear) 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; backwear), • Diamond, Opal, 3 Silver Ore (Worth 60 gold) • Bedroll, Shovel, Magic Compass • Potions (3), Grand Potions (6), Tonic, Remedies (2), Banana (restores full HP to target), Elixir (2), Cosmic Essence, Meads (2), Nostrum, Soma, Venom (2), Crimson Venom (Causes a weapon to deal the Poisoned by 7 and Cursed effects for the duration of one battle), Mythril Shards (4/4 Mythril), Military Grade Light Bomb, Military Grade Darkness Bomb, Fire Bomb, Smoke Bomb, 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 (2) Matthias the Carnival Crusader (StickFig) Level 25 Druid *Gains 10 gold for each Humanoid killed* *Immune to Bound, Slowed* *Encouraged* *Lucky* *Hastened* Power Bonus: 20 (+2 WP) Defense: 4 Health: 34/35 Ether: 19/25 Gold: 1259 Equipment: Restored Fireball Extraordinaire (WP:9, also hits enemies listed above and below the target, Darkness- and Lightning-elemental, user is Slowed, hand cannon, poisoned -1), Hunter's Plate (SP:4, wearer gains 10 gold for each Humanoid killed, suitable for rogues, rangers, barbarians, beast warriors, infiltrators, regulators, and winged warriors) (Dreyrugr), Winged Sandals (Protects from Bound and Slowed effects, footwear), DDSSA (+2 health, +2 WP, +10 power) Inventory: Peashooter (WP:2, deals Burning -2, hand cannon), Pongcanis Crossbow (WP:8, crossbow), Ruby (Fire), 4x Bone, Deadly Venom, 2x Elixir, Grand Potion, Grating Stone, Potion, 2x Red Death Blood, 4x Remedy, 5x Tonic, Doomsday Bomb (Deals 99 damage, bomb), 2x Smoke Bomb, Bedroll, Magic Compass, Dapper Hat (This amazingly dapper hat gives the wearer a ⅙ chance of being Encouraged at the start of any battle, headwear), Crocodile Handbag (Max. ether +2, immunity to water; accessory), 2x Phoenix Essence Prince David (Follows Matthias) Level 25 Cleric *Immune to Fire* *Hastened* *Lucky* *Blessed* Health: 33/33 Ether: 27/29 Equipment: Wooden Staff (WP: 8), Red Lizard Cloak (Immune to Fire, Backwear), Robes of the God of Light (Grants the wearer blessed, Suitable to Clerics, Paladins and Vindicators) Inventory: Potion x2, Grand Potion, Tonic, Remedy x2, Phoenix Essence x2, Fate's Orb
  4. Bobby hesitates as he begins to flee. "Germ, can you handle this yourself? I think I should actually stay, yo. But don't pull any crazy shiz, please, my dude." Bobby weighs carefully how much he can trust the demon... he still couldn't get a read on him. "Like, just save Polly and Eckmar and bring them back here, dude." Turning back to the battle... "I got Gomex, yo!" Bobby attacks Gomex from the back row. "Na'im, after you fix up Kiray we gotta heal that dragon!"
  5. OoC: Waiting on a battle order. Also, JimBee, please note: I have finally edited Lady Felix's health to properly reflect her level. I don't know why it was so wrong for so long (probably due to 72), but it makes using her in combat impractical. So now, at least, it's a little bit more feasible hopefully. <You presume to call me snake? Of all those gathered, you are the most noble of the worms. The humans are of the mud, and the imp crawls out of darkness, the most base of birthing places, but the elves were once a high race as well. You are of the baser ones, those who sprung from the trees instead of the moon or sun, but that does not lighten your burden. These others have debased Olegaia, but you are more to blame, for you have let it fall and what's more, fall alongside it. Once a noble race, now here to steal alongside the worms a gift that belongs to the Dragons.>
  6. Bobby stares at the figures. His weapon will do nothing, he can tell. With an angry cry he turns to Germ. "Bro. Let's fly. You and me, take the key and then get Eckmar and Polly. We ain't gonna be able to do jack to these dudes without some reinforcements. The others will have to like hold them off while we're going."
  7. Really love that roof! Fantastic work as always!
  8. OoC: Forgot to give the Marauders a positive effect at the end of the last round - to make up for it, I will give them two at the end of this round. The Iceborn Crew Take Two Battle Round Three >David throws Neptune Bomb (100 Damage, Cabin Boy KO'd) >Dyric v. Crew A - Hit/Damage (57 Damage Marauders & Crew B) >Dyric v. Crew C - Damage/Shield (No Assassinations, 80*1.5=120 Gold) >Guts uses a Wyvern's Breath (-10 Poisoned All) >Guts v. Marauders and Crew C - Hit/Special Damage (No Effect) >Matthias v. Crew B - Special Damage/Aim (11 Damage to All Crews) >David does nothing Matthias v. Crew B - Special Damage/Aim (11 Damage All Crews) All foes Poisoned -10 Marauders made Lucky and Hastened The heroes continue their flawless assault, all other outcomes of the battle a bad but incredibly distant dream. The Enemies Undead Nordic Crew A Level 20 (10*2) Icy Undead *Mob 2* *Immune to Ice and Asleep* *Confused (2 Rounds)* *Poisoned -10* Health: 182/300 (100*2) Special: Sacred Vow - The Mob deals damage equal to the all opponents x5. This counts each member of a mob separately. Drops: 40 Gold Undead Nordic B Level 10 Icy Undead *Immune to Ice and Asleep* *Confused (2 Rounds)* *Poisoned -10* Health: 32/100 Special: Sacred Vow - The Mob deals damage equal to the all opponents x5. This counts each member of a mob separately. Drops: 40 Gold Undead Nordic Crew C Level 30 (10*3) Icy Undead *Mob 3* *Immune to Ice and Asleep* *Confused (2 Rounds)* *Poisoned -10* Health: 296/300 (100*3) Special: Sacred Vow - The Mob deals damage equal to the all opponents x5. This counts each member of a mob separately. Drops: 40 Gold Undead Nordic Marauders Level 80 (20*4) Icy Undead *Mob 4* *Immune to Ice, Asleep, and Instant Death* *Lucky* *Hastened* *Confused (2 Rounds)* *Poisoned -10* Health: 427/480 (120*4) Special: Icy Riposte - The Marauders are expert fighters. They deal 120 ice damage, slows and disarms the target. The hero must spend the following turn recovering their weapons or using a new one. Passive Special: Gifted Fighters - At the end of each round, the Nordic Mauraders grants itself the lucky, hastened, or encouraged effect. If it already has all these effects, it will grant one to an ally instead. Drops: Opal The Party Guts Holla (Scubacarrot) *Dancing**Dualstriking**Immune to all Elements, Weakened, Fragile, Asleep, Confused, Slowed, Afraid, Blinded and first negative effect.* *Encouraged* *Lucky* *Hastened* *Inspired* 45 year old male human Marauder Level: 39.75 Power Bonus: 4 Health: 63/63 126/126 (+1 bonus) Defense: 4 8 Gold: 9086 Equipment: Balanced Rapier (WP: 20, ignores defense, second weapon ignores defense, Longsword, suitable for Marauders) & Mythril Edge (WP: 64, Ice, Darkness, Light, attacks restore 3 health, dagger), Dancing Shoes (Wearer dances well, in the turn after a miss is rolled, the wearer can act twice. +Immunity to Asleep, Confused, Fragile, Slowed, Afraid, Weakened and Blinded, + Immunity to Darkness, Light, Fire, Air, Earth, Wood, Lightning, and Ice Elemental Damage, footwear), Crocodile Armour (+4 Defense +Immunity to Water Magic, bodywear), Pugilist's Gloves (2+ Power, Immune to Weakened, handwear), Grimmeau's Clothespin (Grants Immunity to first negative effect each battle. Headwear), Inventory: • Pronged Gauntlet (WP:6, dagger), M.U.C.A (WP: 12, bleeding 3, Axe) Giant Axe (WP:10, dual-strike, axe), • Jester's Hat (Wearer may choose to gain one immunity from targeted enemy, suitable for anyone), Rubber Gloves, Blessed Amulet (Immunity to Cursed, accessory), Bomber's Belt (Craft Bomb creates Potent bombs, doubling the damage output of all bombs created, does not stack, accessory, suitable for cannoneers), Magnar's Smaller Axe (Grants Dual Strike to classes wielding axes, can't wear shield. handwear), Marauder’s Mantle (Grants permanent reinforced-effect, doubling defense; suitable to marauders; back wear), Blue Guardian Mask (Shield, SP: 2, Protects against Weakened, Fragile and Afraid), Orange Mask of Z (Headwear, if an attack would KO a foe the remaining damage is applied to the next enemy), • Beholder's Eye, Shovel, Telescope, Magnifying Glass, Pickaxe, Bedroll, Decamodifier, Magic Compass • 92x Potion, 16x Grand Potion, 3x Health Core, 3x Diluted Arc Potion, 2x Arc Potion, 3x Elixir, 6x Phoenix Essence, 28x Remedy, Neutralizer, Crimson Serum (Grants Mutated Effect for one battle.), x2 Arc Elixir, Hyper Arc Tonic (Restores All ether to allies, consumable), 2x Ambrosia, 17x Mead, 9x Smelling Salts, 7x Nostrum, x4 Bad Breath, 2x Wyvern's Breath, 2x Tonic, Grand Tonic, Purging Water, 3x Smile of the Gods, 3x Fortune Flush, 5x Venom, 2x Bone, Soma, Silver Ore (worth 60 gold), x2 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.), Ether Core, Last Resort, 2x Bravado Brew, 12x Rum, x3 Grating Stone, • 5x Smoke Bomb, Dirt Bomb, 2x Water Bomb, Blind Bomb, 2x Confuse Bomb, 2x Poison Bomb, 2x Seal Bomb, Sleep Bomb, 5x Mystic Bomb, Sand Bomb (Deals 30 earth-elemental damage and the blinded-effect to all enemies), • Topaz, Amethyst, Sapphire, Crystal Ball (Worth 200 gold, 400 in magic shops), Gold Ring (Worth 15 gold; can be given to someone to make them enamored with the giver) Dyric Rone (The Legonater) Human male, Assassin *Immune to All Elements and Blinded* *Steals 50% more gold* *Permanently Lucky* *Hastened* *Encouraged* *Inspired* Level 31.5 Power Bonus: 0 Defense: 6 Health: 43/43 86/86 Gold: 437 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), 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), Sticky Gloves (increases amount of Gold stolen by 50%; suitable for Rogues and Beast Warriors; Handwear) 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; backwear), • Diamond, Opal, 3 Silver Ore (Worth 60 gold) • Bedroll, Shovel, Magic Compass • Potions (3), Grand Potions (6), Tonic, Remedies (2), Banana (restores full HP to target), Elixir (2), Cosmic Essence, Meads (2), Nostrum, Soma, Venom (2), Crimson Venom (Causes a weapon to deal the Poisoned by 7 and Cursed effects for the duration of one battle), Mythril Shards (4/4 Mythril), Military Grade Light Bomb, Military Grade Darkness Bomb, Fire Bomb, Smoke Bomb, 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 (2) Matthias the Carnival Crusader (StickFig) Level 25 Druid *Gains 10 gold for each Humanoid killed* *Immune to Bound, Slowed* *Encouraged* *Lucky* *Hastened* Power Bonus: 20 (+2 WP) Defense: 4 Health: 35/35 Ether: 19/25 Gold: 1259 Equipment: Restored Fireball Extraordinaire (WP:9, also hits enemies listed above and below the target, Darkness- and Lightning-elemental, user is Slowed, hand cannon, poisoned -1), Hunter's Plate (SP:4, wearer gains 10 gold for each Humanoid killed, suitable for rogues, rangers, barbarians, beast warriors, infiltrators, regulators, and winged warriors) (Dreyrugr), Winged Sandals (Protects from Bound and Slowed effects, footwear), DDSSA (+2 health, +2 WP, +10 power) Inventory: Peashooter (WP:2, deals Burning -2, hand cannon), Pongcanis Crossbow (WP:8, crossbow), Ruby (Fire), 4x Bone, Deadly Venom, 2x Elixir, Grand Potion, Grating Stone, Potion, 2x Red Death Blood, 4x Remedy, 5x Tonic, Doomsday Bomb (Deals 99 damage, bomb), 2x Smoke Bomb, Bedroll, Magic Compass, Dapper Hat (This amazingly dapper hat gives the wearer a ⅙ chance of being Encouraged at the start of any battle, headwear), Crocodile Handbag (Max. ether +2, immunity to water; accessory), 2x Phoenix Essence Prince David (Follows Matthias) Level 25 Cleric *Immune to Fire* *Hastened* *Lucky* Health: 33/33 Ether: 27/29 Equipment: Wooden Staff (WP: 8), Red Lizard Cloak (Immune to Fire, Backwear), Robes of the God of Light (Grants the wearer blessed, Suitable to Clerics, Paladins and Vindicators) Inventory: Potion x2, Grand Potion, Tonic, Remedy x2, Phoenix Essence x2, Fate's Orb
  9. OoC: Sorry, got to run to class - Arthur I will include your mead use/artifact switching when I get back. Same for Hoke and the greaves. Pictures for the various body parts as well. Took longer than I thought to type it up and want to post the battle so y'all can get started! Though the heroes look around, they quickly remember that the embers are so hot they will burn out human and elvish eyes... so they are most likely not in this dark cave - most likely, they are further ahead. <...three...ten.> Bellerai's eyes fly open. <Looking to steal our sacred flame, little morsels? No. You have gone too far, Vipera. After your friends are in my stomach, we will deal with you.> Bellerai lunges at the heroes, and for the first time they realize that she has no arms, only wings. The Enemies Bellerai Fire-Stomach Level 120 Ancient *Immune to Fire, Negative Effects, and Instant Kill* *Blessed* Health: 1400/1400 SP: 30 Special I (If both Wings KO'd): Dragon's Breath - Bellerai breaths down fire upon the whole party, dealing 140 fire damage to the attacking hero and burning the whole party by -10. Special II (If Wings not KO'd): Dragon's Flight - Bellerai flies into the sky, avoiding damage for the remainder of the round. Upon landing she deals 40 wind damage ignoring row and burns the whole party for -10. Passive Special I: Ancient Right - On odd rounds, Bellerai is lucky, on even rounds, Bellerai is encouraged. Passive Special II: Dragon Heart - Bellerai is always blessed. Drops: 200 Gold, 2x Gold Bar, Ruby Bellerai's Left Wing Level 100 Flying *Immune to Wind, Blinded, Sealed, Asleep, and Instant Death* Health: 900/900 Special: Dragon's Flight - Bellerai flies into the sky, avoiding damage for the remainder of the round. Upon landing she deals 40 wind damage ignoring row and burns the whole party for -10. Drops: Nothing Bellerai's Right Wing Level 100 Flying *Immune to Wind, Blinded, Sealed, Asleep, and Instant Death* Health: 900/900 Special: Dragon's Flight - Bellerai flies into the sky, avoiding damage for the remainder of the round. Upon landing she deals 40 wind damage ignoring row and burns the whole party for -10. Drops: Nothing Bellerai's Left Foot Level 80 Beast *Immune to Earth, Weakened, Fragile and Stunned* Health: 600/600 Special I (If Wings KO'd): Gut - Bellerai stabs the hero, piercing their armor. The hero takes 30 damage, ignoring SP and row. Special II (If Wings not KO'd): Dragon's Pick - Bellerai takes to the air and picks up two random heroes. She drops them, dealing 20 damage ignoring SP and row. Drops: Garnet Bellerai's Right Foot Level 80 Beast *Immune to Earth, Weakened, Fragile and Stunned* Health: 600/600 Special I (If Wings KO'd): Gut - Bellerai stabs the hero, piercing their armor. The hero takes 30 damage, ignoring SP and row. Special II (If Wings not KO'd): Dragon's Pick - Bellerai takes to the air and picks up two random heroes. She drops them, dealing 20 damage ignoring SP and row. Drops: Garnet Bellerai's Tail Level 120 Ancient *Immune to Earth, Fire, Wind Health: 800/800 Special: Whip - Deals 75 damage to the whole party. Drops: Nothing The Party Arthur Justus Regulus VII Ziegfried, a Hero Who Is Actually Worth Something (played by Flipz), Level 40 Dragoon, 23-year-old male Human *Immune to Hexed, Petrified, Minimized, Jinxed, Stunned, Slowed, Hastened, Blind, Confused, and Defense Reduction* *One Negative Effect at a time* *Encouraged* Power Bonus: +3 Health: 65/65 Defense: 50 Gold: 1987 (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), Tin Gloves (Power +1, multiplied by the number of “tin” artifacts equipped; suitable to knights, dragoons, skirmishers and vindicators; handwear), Shadeaux Cape (SP:11, 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), 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), 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 [Phoenix Essence]), Hollow Flagpole(WP:11, +3 SP to the whole party whenever equipped, Hollow (Empty), lance), Sven's Dagger (WP: 14, Fire-Earth Elemental) Artifacts: Duplovian Helmet of the Guard (SP:2, Immune to Magic and Healing; headwear, suitable for anyone), 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.), 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), Garnet (Earth), Tools: Bedroll, Telescope, Shovel, Magnifying Glass, Pickaxe, Magic Compass, Consumables: Potion, 15x Grand Potion, Tonic, Grand Tonic, 10x Remedy, 2x Elixir, 12x Mead, 8x Nostrum, 1x Tiger Balm, Fenghuang Incense, 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 Miirym, 8-month-old Dragon hatchling (dragon companion controlled by Flipz), Level 40 Dragon *Lucky* Power Bonus: 0 Power: 40 Health: 68/68 Element: none Ability: May pay 10 health for a 2/6 chance to make a party member Lucky. Hoke Ablesword - Champion of the Northern Kingdoms, Kraken Whacker, Titan Smiter, Serpent Skinner, and Rock Champion of Decamon (UsernameMDM) Human Male Dragoon Level 53.4 *Immune: Fragile, Confused, Sealed, Dark, Lightning, Earth, Fire, Wind / Absorbs Poison / Deals Poison +3 and SP -1, Dark, Light, Ice, Lightning* *Lucky* Power Bonus: 2, +4 WP Defense: 41 Health: 91/91 (+10 Knight, +15 Dragoon, +53 Level, +2 Chicken Drumsticks, +10 Raw Meats, +1 Warrior's Tread) Gold: 1363 Equipment: Zoot's Order (WP:40; Darkness, Light, Ice, permanently Poisoned-by-3, hits reduce enemy SP by 1; spear, suitable for Hoke only), Steel Buckler (SP:31, Darkness-elemental), Sven's Heavy Armor (SP:6, Immune to Fire, Earth, Wind and Fragile), Hydra Skin (SP: 2, wearer gains HP when poisoned instead of losing it, backwear), Warrior's Treads (SP:2, Health +1), Samurai Helmet (WP:+4, immune Confused, Sealed suitable to knights, dragoons, regulators, winged warriors), Electro Gear (Adds lightning-element to physical attacks and protects from lightning-elemental damage, accessory), Gloves of the Dragon Mother (Handwear, Allows the Wearer to Handle the Dragon's Heart Flame) Inventory: Weapons - Vintul (WP: 16; greatsword), Gladiator Trident (WP: 11, causes the Bleeding-by-5 effect; spear), Wasabi Blade (WP: 4, Fire-elemental long-sword), Blade of Tranquility (WP: 2, deals the Sealed effect, Long-sword), Glistening Halberd WP:10 (1/2; chance to caused stunned effect, lance), Blue Steel Shield (SP:5, Immune to Blind), Fang Dagger (WP:5, double damage to beasts, dagger), Hollow Flagpole (WP:11, +3 SP to the whole party whenever equipped, Hollow (Empty), lance), Artefacts - Sharkskin Gloves (Accessory, provides immunity from water elemental attacks), Helm of Prestige (SP: 5, +10 Max HP, Wearer is Permanently Blessed, Headwear, suitable for Paragons), Sterile Gloves (Immune to poisoned and bleeding, handwear, suitable for anyone), Cultist Hat (damage vs undead), 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), Heavy Armor (SP: 5, Immune to Fragile), Pugilist Gloves (+2 to power, immune Weakened), Gems - Ruby (Fire), Sapphire (Wind), Emerald (Wood), Aquamarine (Water), Topaz (Lightning), Garnet ( Earth) Scrolls - Scroll of Frailty, Scroll of Weakening, Scroll of Blindness, Scroll of Confusion, Scroll of Sealing, Scroll of Sleep Tools - Bedroll, Pickaxe, Shovel 3x Smoke Bomb, Lightning Bomb, Water Bomb, Air Bomb, 2x Dirt Bomb, Confuse Bomb, Blind Bomb, Seal Bomb, x2 Stun Bombs, Skadi Bomb Consumables - 4x Phoenix Essence, 11x Grand Potion, Health Core, 2x Remedy, 2x Grand Tonic, 5x Ether Core, Elixir, Neutralizer, 2x Ambrosia, Soma, 5x Mead, 2x Smelling Salts, 2x Nostrum, Mulled Wine, 2x Dragon Scale (Grants lucky- and blessed-effects when consumed), 2x Titan Heart (Grants encouraged- and inspired-effects when consumed), 2x Flame-Distilled Brandy (Encouraged & Immune to Ice), 6x Venom, 2x Deadly Venom, 2x Feather of Flight (Allows the user to flee from the battle when used), Mythril, Bone, Crystal Ball (Worth 50 gold, 100 in magic shops), Used Summoning Amulet (Worth 25 gold) Decamon Deck - Nixie (Water 7), Reaper (Dark 8), Stone Golem (Rock 8), Carcinos (Aquatic 8), Storm Elemental (Electric 8) Torc the Adult Brown Dragon Female Dragon Adult Level 53.4 Health: 83/83 Element: Fire Ability: May pay 10 health for a 3/6 chance to make a party member Lucky. Hybros (played by JimButcher) 54-year-old male imp Marauder *Permanently Hastened* *Immune to Cursed, Asleep, Blinded, Confused, Fragile, Weakened, Poisoned, Bleeding and all elements* *Intimidation* *Gains triple XP* *Party Leader* *Lucky* *Encouraged* Level: 38 2/4 Power Bonus: +3*, +8 in front row Defense: 0 Health: 64/64 (7+36+15+5*) Ether: 0/0 (+2*) Gold: 1816 Equipment: Mythrilized Zoot's Reaper (WP:30, permanently deals Cursed and Poisoned:7; longsword, suitable to Hybros), Sword of Ancestral Hatred (WP:46.2, darkness-, fire-, ice-, wind-elemental, gains 1/4 WP every kill made with it; longsword), Golden Armor (user is permanently Hastened and Cursed, fire-, water-, earth-, wind-, ice-, lightning-, wood-, darkness-, light-elemental, immune to Asleep, Blinded, Confused, Fragile, and Weakened; bodywear), The Black Hat (grants Intimidation, immune to darkness and Cursed; headwear), Medal of Glory (Wearer gains triple experience; accessory), Fighting Boots (Power +5 on the front row; suitable to barbarians, knights, rogues, beast warriors, chi monks, dragoons, harlots, infiltrators, marauders, skirmishers, regulators and winged warriors), Inventory: • Iustitia (WP:12, causes blinded-effect; light-elemental dagger), Heavy Flail (WP:5, deals Fragile on successful hits; mace), Twin Kunai (WP:6, dual strike; darkness-elemental daggers), Hollow Dagger (WP:6, hollow [Phoenix Incense]; dagger), Clock Cog (WP:14; throwing weapon), Banana Bladerang (WP:9, damage all; throwing weapon), Spinning Bolas (WP: 5 deals the Slowed effect, but the effect is removed when retrieved; throwing weapon), Skirmisher's Shield (SP:10; shield) • Sticky Gloves (gains 50% more gold, suitable for Rogues, handwear), Metal Claw (Unarmed attacks drain health from the enemy equal to 50% of the strength of the attack (rounded up); handwear), Baron's Epaulets (Suitable for short heroes, grants Command over short NPCs), Cloak of the Blue Assassin (SP:1, suitable to Rogues; backwear), Cloak of the Red Assassin (Chance of Assassination is 1/3, suitable for Assassins; backwear), Pugilist's Gloves (Power +2, protects from Weakened-effect; handwear), Alchemist's Cheatsheet (1/3 chance to make two of the same Mixture on rolls of Shield, accessory, suitable to Alchemists), Lichen Armor (The wearer’s ether is counted as additional health if health is depleted; suitable to classes with ether; bodywear), Marauder’s Mantle (Grants permanent reinforced-effect, doubling defense; suitable to marauders; backwear), Sterile Gloves (immune to Poisoned and Bleeding handwear), Dastan Helmet (SP: 4, Immune to Earth), Dastan Greatsword (WP: 10, +2 WP for all other Dastan Equipment), Dastan Armor (SP: 3 Bodywear, Immune to Earth and Fire, +2 SP for all other Dastan Equipment, Suitable for Knights, Regulators, Winged Warriors, Dragoons, and Vindicators) • Garnet • 20x Potion, 23x Grand Potion, 14x Health Core, Diluted Arc Tonic, Hyper Arc Tonic, 4x Elixir, 2x Arc Elixir, 13x Remedy, 3x Neutralizer, 2x Purging Water, Tiger Balm, Phoenix Essence, 3x Phoenix Incense, Fenghuang Essence (After being consumed, automatically revives the target with full health once when knocked out; cannot revive targets that are already knocked out), 2x Last Resort, 8x Nostrum, 8x Mead, Soma, 6x Mulled Wine, 2x Cloud of Celerity, 2x Bravado Brew, Smile of the Gods, Earthwyrm Fang (Grants the encouraged-, lucky-, reinforced-, and blinded- effects for the duration of one battle), 2x Minimizing Dust, Bad Breath, 2x Wyvern's Breath, Gold Ring (Worth 15 gold; can be given to someone to make them enamored with the giver), 4 Smoke Bombs, 2 Holy Bombs, Demeter Bomb (100 wood-elemental damage), Rudra Bomb (100 lightning-elemental damage), Pumpkin Bomb (causes stunned-, poisoned-, asleep-, blinded-, sealed- and confused-effects to all opponents when used), 2x Fog Bomb, Mystic Bomb, Baffle Bomb, 2x Bone, Skeleton Decoy, 4x 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) • Bedroll, Shovel, Pickaxe, Crystal Ball (Worth 800 gold, 1600 in magic shops) Purpearl Berthadhiell, the Carnival Crusader (Purpearljellyblob) 180 Years Old Female Elven Mystic Knight Level 23.33 *Immune to Earth, Fragile* Power Bonus: 4 Defense: 24 (15 + 4 + 5) Health: 32/32 (Base 5 + 22 Levels + 7 Health Bonus - 2 Penalty #102) Ether: 27/31 (Base 5 + 22 Levels + 4 Bonus #102) Gold: 953 GP: 44 Equipment: Zelphie's Staff (WP: 20, cannot be imbued with elements, damages undead), Arm Shield (SP:15, shield), Heavy Armour (SP: 5, immune to Fragile, suitable for suitable for barbarians, knights, dragoons, skirmishers and regulators), Stingy Gloves (Prevents the wearer from having gold stolen, hand wear), Dastan Helmet (SP: 4, Immune to Earth) Inventory: Equipment: Lullaby Wand (WP:8, Sleep effect), Crimson Arcanon (Wand WP:3), Chaotic Whip (WP: 5, Darkness Elemental), Thorny Rose (WP: 17,wood-elemental, deals the Poisoned by 3 effect, mace), Crescent Shield (SP: 7, halved damage from elemental attacks, shield), Crocodile Handbag (Max Ether +2; accessory), Tunic of Elven Acrobat (+4 HP, Provides Nimble Effect with 1/3 chance to completely avoid rolls of COUNTER, DAMAGE and Free Hits, torso wear), Aventine's Tricorne (SP: 3, Immunity to Fire), Dastan Greatsword (WP: 10, +2 WP for all other Dastan Equipment), Dastan Armor (SP: 3 Bodywear, Immune to Earth and Fire, +2 SP for all other Dastan Equipment, Suitable for Knights, Regulators, Winged Warriors, Dragoons, and Vindicators), Enchanted Braclet (Protects from Sealed Effect, hand wear), Spell Items: Ruby (Fire), Topaz (Lightning), Amethyst (Darkness), Sapphire (Wind), Diamond (Light), Scroll of Confusion, Scroll of Electrical Warding (1/2 chance to make the target immune to electric for the duration of one battle at the cost of 1 ether) Consumables: 2 Potions, 8 Grand Tonics, 3 Remedy, Tiger Balm, 4 Mead, Ambrosia, 5 Venoms, Deadly Venom, Raw Sushi (Restores 5 Health and 5 Ether when consumed), 2 Tasty Pretzels (1/3 chance each of granting lucky, hastened and encouraged-effects upon consumption), Tinyshroom, 2 Level Up Mushroom, 3 Bone, Skeleton Decoy, Ice Bomb, Nostrum Decamon Deck: Lucky Rabbit (Icy 1), Scarab (Rock 1), Barghest (Electric 2), Automaton (Electric 5) Tools: Bedroll, Shovel, Magnifying Glass Lady Felix (Controlled by Hybros) Level 28.66 Rogue *Genetic Regrowth* *Immune to Instant Kill* *Causes Bleeding -10* Power: 28 Health: 35/35 Gold: ??? Equipment: Lady Felix's Very Precise Mace (WP: 14, Causes bleeding -10, Suitable to Lady Felix), Eye of the Beholder Amulet (Accessory, Once per quest the hero may re-roll the last round), Hereditary Genetics (Non-artifact, Immune to Instant Kill, Genetic Regrowth [hero regain 20 health on rounds that are multiples of three], usable by Selkreeths only), Notes of the Master Thief (Starts battles Hastened & Lucky) Inventory: ??? Vipera (Controlled by Hoke) Has a 1/6 chance to grant Inspired Has a 1/3 chance to grant Lucky
  10. @Quest 135. I will happily host a quest for that party where you all betray Pretzel, and he has to try to figure it out in time.
  11. If you read the last Henry's, generally there is a presenter for each category. The people who play those NPCs just have to write them - and WBD has built some lovely scenery as well! But no, the winners find out the same time as everyone else.
  12. OoC: Awesome call. I'm still going to dock Dyric that Phoenix Essence, because technically he had to use it... but not... hm. I don't know. I could see the argument either way. What do you guys think? I'm leaving it be for now. Upon arising Guts takes stock of the situation, the skeletons closing in, Matthias and David out stone cold on the floor... and gives his ring a little twist. Suddenly all the heroes lurch backwards, skeletons re-assemble, with a strange sucking sound bombs implode and solidify, and to everyone but Guts, the last round feels like a strange fleeting dream. The Iceborn Crew Take Two Battle Round One >David throws Baffle Bomb (15 Damage, Confused) >David throws Aeolus Bomb (100 Wind Damage) >Dyric v. Crew A - Aim/Hit (26+31=57 Damage, Cabin Boy & Crew B) >Dyric v. Crew B - Aim/Hit (57 Damage, Crew A & Crew C) >Guts throws Purging Water >Guts v. Cabin Boy/Marauders - Hit ([64+4+39]*2=214 Damage Cabin Boy) (Marauders Immune) Matthias v. Crew C - Shield/Special Damage (No Effect) Matthias v. Crew C - Damage/Special Damage (Confused, v. Crew B 50 Damage) This time things go pretty a-okay. Only Matthias' cannon jams in the cold, and even then the skeletons get all muddled and end up attacking each other instead of the heroes. The Enemies Undead Nordic Crew A Level 40 (10*4) Icy Undead *Mob 4* *Immune to Ice and Asleep* *Confused (3 Rounds)* Health: 371/400 (100*4) Special: Sacred Vow - The Mob deals damage equal to the all opponents x5. This counts each member of a mob separately. Drops: 40 Gold Undead Nordic Crew B Level 30 (10*3) Icy Undead *Mob 3* *Immune to Ice and Asleep* *Confused (3 Rounds)* Health: 221/300 (100*3) Special: Sacred Vow - The Mob deals damage equal to the all opponents x5. This counts each member of a mob separately. Drops: 40 Gold Undead Nordic Crew C Level 50 (10*5) Icy Undead *Mob 5* *Immune to Ice and Asleep* *Confused (3 Rounds)* Health: 428/500 (100*5) Special: Sacred Vow - The Mob deals damage equal to the all opponents x5. This counts each member of a mob separately. Drops: 40 Gold Undead Nordic Marauders Level 120 (20*6) Icy Undead *Mob 6* *Immune to Ice, Asleep, and Instant Death* *Confused (3 Rounds)* Health: 605/720 (120*6) Special: Icy Riposte - The Marauders are expert fighters. They deal 120 ice damage, slows and disarms the target. The hero must spend the following turn recovering their weapons or using a new one. Passive Special: Gifted Fighters - At the end of each round, the Nordic Mauraders grants itself the lucky, hastened, or encouraged effect. If it already has all these effects, it will grant one to an ally instead. Drops: Opal Undead Nordic Cabin Boy Level 10 Ancient *Immune to Ice* *Lucky* *Confused (3 Rounds)* Health: 34/420 Special: Something to Prove - The Nordic Cabin Boy proves his worth to the rest of the crew by hexing and dooming the target. He confuses the rest of the party. Passive Special: Underestimated - The Cabin Boy is always lucky. Passive Special II: Really Trying to Prove Himself - The Cabin Boy uses his Special on Free Hits. Drops: Cabin Boy's Rags (All other party members gain +3 power, bodywear) The Party Guts Holla (Scubacarrot) *Dancing**Dualstriking**Immune to all Elements, Weakened, Fragile, Asleep, Confused, Slowed, Afraid, Blinded and first negative effect.* *Encouraged* *Lucky* *Hastened* *Inspired* 45 year old male human Marauder Level: 39.75 Power Bonus: 4 Health: 63/63 126/126 (+1 bonus) Defense: 4 8 Gold: 9086 Equipment: Balanced Rapier (WP: 20, ignores defense, second weapon ignores defense, Longsword, suitable for Marauders) & Mythril Edge (WP: 64, Ice, Darkness, Light, attacks restore 3 health, dagger), Dancing Shoes (Wearer dances well, in the turn after a miss is rolled, the wearer can act twice. +Immunity to Asleep, Confused, Fragile, Slowed, Afraid, Weakened and Blinded, + Immunity to Darkness, Light, Fire, Air, Earth, Wood, Lightning, and Ice Elemental Damage, footwear), Crocodile Armour (+4 Defense +Immunity to Water Magic, bodywear), Pugilist's Gloves (2+ Power, Immune to Weakened, handwear), Grimmeau's Clothespin (Grants Immunity to first negative effect each battle. Headwear), Inventory: • Pronged Gauntlet (WP:6, dagger), M.U.C.A (WP: 12, bleeding 3, Axe) Giant Axe (WP:10, dual-strike, axe), • Jester's Hat (Wearer may choose to gain one immunity from targeted enemy, suitable for anyone), Rubber Gloves, Blessed Amulet (Immunity to Cursed, accessory), Bomber's Belt (Craft Bomb creates Potent bombs, doubling the damage output of all bombs created, does not stack, accessory, suitable for cannoneers), Magnar's Smaller Axe (Grants Dual Strike to classes wielding axes, can't wear shield. handwear), Marauder’s Mantle (Grants permanent reinforced-effect, doubling defense; suitable to marauders; back wear), Blue Guardian Mask (Shield, SP: 2, Protects against Weakened, Fragile and Afraid), Orange Mask of Z (Headwear, if an attack would KO a foe the remaining damage is applied to the next enemy), • Beholder's Eye, Shovel, Telescope, Magnifying Glass, Pickaxe, Bedroll, Decamodifier, Magic Compass • 92x Potion, 16x Grand Potion, 3x Health Core, 3x Diluted Arc Potion, 2x Arc Potion, 3x Elixir, 6x Phoenix Essence, 28x Remedy, Neutralizer, Crimson Serum (Grants Mutated Effect for one battle.), x2 Arc Elixir, Hyper Arc Tonic (Restores All ether to allies, consumable), 2x Ambrosia, 17x Mead, 9x Smelling Salts, 7x Nostrum, x4 Bad Breath, 2x Wyvern's Breath, 2x Tonic, Grand Tonic, Purging Water, 3x Smile of the Gods, 3x Fortune Flush, 5x Venom, 2x Bone, Soma, Silver Ore (worth 60 gold), x2 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.), Ether Core, Last Resort, 2x Bravado Brew, 12x Rum, x3 Grating Stone, • 5x Smoke Bomb, Dirt Bomb, 2x Water Bomb, Blind Bomb, 2x Confuse Bomb, 2x Poison Bomb, 2x Seal Bomb, Sleep Bomb, 5x Mystic Bomb, Sand Bomb (Deals 30 earth-elemental damage and the blinded-effect to all enemies), • Topaz, Amethyst, Sapphire, Crystal Ball (Worth 200 gold, 400 in magic shops), Gold Ring (Worth 15 gold; can be given to someone to make them enamored with the giver) Dyric Rone (The Legonater) Human male, Assassin *Immune to All Elements and Blinded* *Permanently Lucky* *Hastened* *Encouraged* *Inspired* Level 31.5 Power Bonus: 0 Defense: 6 Health: 43/43 86/86 Gold: 317 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), 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), Sticky Gloves (increases amount of Gold stolen by 50%; suitable for Rogues and Beast Warriors; Handwear) 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; backwear), • Diamond, Opal, 3 Silver Ore (Worth 60 gold) • Bedroll, Shovel, Magic Compass • Potions (3), Grand Potions (6), Tonic, Remedies (2), Banana (restores full HP to target), Elixir (2), Cosmic Essence, Meads (2), Nostrum, Soma, Venom (2), Crimson Venom (Causes a weapon to deal the Poisoned by 7 and Cursed effects for the duration of one battle), Mythril Shards (4/4 Mythril), Military Grade Light Bomb, Military Grade Darkness Bomb, Fire Bomb, Smoke Bomb, 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 (2) Matthias the Carnival Crusader (StickFig) Level 25 Druid *Gains 10 gold for each Humanoid killed* *Immune to Bound, Slowed* *Encouraged* *Lucky* *Hastened* Power Bonus: 20 (+2 WP) Defense: 4 Health: 35/35 Ether: 19/25 Gold: 1259 Equipment: Restored Fireball Extraordinaire (WP:9, also hits enemies listed above and below the target, Darkness- and Lightning-elemental, user is Slowed, hand cannon, poisoned -1), Hunter's Plate (SP:4, wearer gains 10 gold for each Humanoid killed, suitable for rogues, rangers, barbarians, beast warriors, infiltrators, regulators, and winged warriors) (Dreyrugr), Winged Sandals (Protects from Bound and Slowed effects, footwear), DDSSA (+2 health, +2 WP, +10 power) Inventory: Peashooter (WP:2, deals Burning -2, hand cannon), Pongcanis Crossbow (WP:8, crossbow), Ruby (Fire), 4x Bone, Deadly Venom, 2x Elixir, Grand Potion, Grating Stone, Potion, 2x Red Death Blood, 4x Remedy, 5x Tonic, Doomsday Bomb (Deals 99 damage, bomb), 2x Smoke Bomb, Bedroll, Magic Compass, Dapper Hat (This amazingly dapper hat gives the wearer a ⅙ chance of being Encouraged at the start of any battle, headwear), Crocodile Handbag (Max. ether +2, immunity to water; accessory), 2x Phoenix Essence Prince David (Follows Matthias) Level 25 Cleric *Immune to Fire* *Hastened* *Lucky* Health: 33/33 Ether: 27/29 Equipment: Wooden Staff (WP: 8), Red Lizard Cloak (Immune to Fire, Backwear), Robes of the God of Light (Grants the wearer blessed, Suitable to Clerics, Paladins and Vindicators) Inventory: Potion x2, Grand Potion, Tonic, Remedy x2, Phoenix Essence x2, Fate's Orb, Neptune Bomb
  13. <You may stay and learn. But the days of the dragons of Dastan being subservient to these smaller beings are over. They crawled out of mud, we were born in fire. You do yourself and our whole race a great dishonor to serve such a creatures.> <What do you know of morals? You know nothing. If you wish to keep your life, flee my cave.> <It is not your cave, sister. And these are not the simple beasts that crawled out of mud so many years ago.> The Firestomach snorts derisively. <I shall close my eyes and count to ten. If they are not gone when I am done, they shall be mine.> Firestomach closes her eyes. <One...>
  14. I'm sorry, but he is lucky. I think this is pretty clearly phrased. When enemies remove all positive effects from heroes, I always leave Dyric's lucky and Hybros' hastened intact. This is indeed a tough battle, I recognize that, but he was lucky.
  15. Wow, the west party just cannot catch a break...
  16. The Iceborn Crew Take Two Battle Round One >David throws Baffle Bomb (15 Damage, Confused) >David throws Aeolus Bomb (100 Wind Damage) >Dyric v. Crew A - Special Damage/Critical Hit (Crew A Assassination, ([26*2]+31)*2=166 Cabin Boy & Crew B) >Dyric v. Crew B - Shield/Critical Hit (Assassination Crew C) >Guts throws Purging Water >Guts v. Cabin Boy/Marauders - Special Damage (Guts Doomed, Party Confused) (Guts Disarmed) Matthias v. Crew C - Critical Hit/Critical Hit (No Confusion, ([(9+2)*2]+20+25)*2=134 Damage Crew C, Crew B, Maruaders) Matthias v. Crew C - Aim/Critical Hit (Confused v. David - 134 Damage David, Matthias and Guts, All KO'd) The battle this time proves much easier, as the heroes cleave through their foes... though it's a confusing round for sure, and somehow Matthias ends up firing on David, himself, and Guts... so that only Dyric is left standing against their hoard of foes! The Enemies Undead Nordic Crew A Level 40 (10*4) Icy Undead *Mob 4* *Immune to Ice and Asleep* *Confused (3 Rounds)* Health: 400/400 (100*5) Special: Sacred Vow - The Mob deals damage equal to the all opponents x5. This counts each member of a mob separately. Drops: 40 Gold Undead Nordic Crew B Level 10 (10*1) Icy Undead *Mob 1* *Immune to Ice and Asleep* *Confused (3 Rounds)* Health: 85/100 (100*3) Special: Sacred Vow - The Mob deals damage equal to the all opponents x5. This counts each member of a mob separately. Drops: 40 Gold Undead Nordic Crew C Level 40 (10*4) Icy Undead *Mob 4* *Immune to Ice and Asleep* *Confused (3 Rounds)* Health: 351/400 (100*4) Special: Sacred Vow - The Mob deals damage equal to the all opponents x5. This counts each member of a mob separately. Drops: 40 Gold Undead Nordic Marauders Level 100 (20*5) Icy Undead *Mob 6* *Immune to Ice, Asleep, and Instant Death* *Confused (3 Rounds)* Health: 471/600 (120*5) Special: Icy Riposte - The Marauders are expert fighters. They deal 120 ice damage, slows and disarms the target. The hero must spend the following turn recovering their weapons or using a new one. Passive Special: Gifted Fighters - At the end of each round, the Nordic Mauraders grants itself the lucky, hastened, or encouraged effect. If it already has all these effects, it will grant one to an ally instead. Drops: Opal Undead Nordic Cabin Boy Level 10 Ancient *Immune to Ice* *Confused (3 Rounds)* *Lucky* Health: 189/420 Special: Something to Prove - The Nordic Cabin Boy proves his worth to the rest of the crew by hexing and dooming the target. He confuses the rest of the party. Passive Special: Underestimated - The Cabin Boy is always lucky. Passive Special II: Really Trying to Prove Himself - The Cabin Boy uses his Special on Free Hits. Drops: Cabin Boy's Rags (All other party members gain +3 power, bodywear) The Party Guts Holla (Scubacarrot) *Dancing**Dualstriking**Immune to all Elements, Weakened, Fragile, Asleep, Confused, Slowed, Afraid, Blinded and first negative effect.* *KO'd* 45 year old male human Marauder Level: 39.75 Power Bonus: 4 Health: 0/63 (+1 bonus) Defense: 4 8 Gold: 9086 Equipment: Balanced Rapier (WP: 20, ignores defense, second weapon ignores defense, Longsword, suitable for Marauders) & Mythril Edge (WP: 64, Ice, Darkness, Light, attacks restore 3 health, dagger), Dancing Shoes (Wearer dances well, in the turn after a miss is rolled, the wearer can act twice. +Immunity to Asleep, Confused, Fragile, Slowed, Afraid, Weakened and Blinded, + Immunity to Darkness, Light, Fire, Air, Earth, Wood, Lightning, and Ice Elemental Damage, footwear), Crocodile Armour (+4 Defense +Immunity to Water Magic, bodywear), Pugilist's Gloves (2+ Power, Immune to Weakened, handwear), Grimmeau's Clothespin (Grants Immunity to first negative effect each battle. Headwear), Inventory: • Pronged Gauntlet (WP:6, dagger), M.U.C.A (WP: 12, bleeding 3, Axe) Giant Axe (WP:10, dual-strike, axe), • Jester's Hat (Wearer may choose to gain one immunity from targeted enemy, suitable for anyone), Rubber Gloves, Blessed Amulet (Immunity to Cursed, accessory), Bomber's Belt (Craft Bomb creates Potent bombs, doubling the damage output of all bombs created, does not stack, accessory, suitable for cannoneers), Magnar's Smaller Axe (Grants Dual Strike to classes wielding axes, can't wear shield. handwear), Marauder’s Mantle (Grants permanent reinforced-effect, doubling defense; suitable to marauders; back wear), Blue Guardian Mask (Shield, SP: 2, Protects against Weakened, Fragile and Afraid), Orange Mask of Z (Headwear, if an attack would KO a foe the remaining damage is applied to the next enemy), • Beholder's Eye, Shovel, Telescope, Magnifying Glass, Pickaxe, Bedroll, Decamodifier, Magic Compass • 92x Potion, 16x Grand Potion, 3x Health Core, 3x Diluted Arc Potion, 2x Arc Potion, 3x Elixir, 6x Phoenix Essence, 28x Remedy, Neutralizer, Crimson Serum (Grants Mutated Effect for one battle.), x2 Arc Elixir, Hyper Arc Tonic (Restores All ether to allies, consumable), 2x Ambrosia, 17x Mead, 9x Smelling Salts, 7x Nostrum, x4 Bad Breath, 2x Wyvern's Breath, 2x Tonic, Grand Tonic, Purging Water, 3x Smile of the Gods, 3x Fortune Flush, 5x Venom, 2x Bone, Soma, Silver Ore (worth 60 gold), x2 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.), Ether Core, Last Resort, 2x Bravado Brew, 12x Rum, x3 Grating Stone, • 5x Smoke Bomb, Dirt Bomb, 2x Water Bomb, Blind Bomb, 2x Confuse Bomb, 2x Poison Bomb, 2x Seal Bomb, Sleep Bomb, 5x Mystic Bomb, Sand Bomb (Deals 30 earth-elemental damage and the blinded-effect to all enemies), • Topaz, Amethyst, Sapphire, Crystal Ball (Worth 200 gold, 400 in magic shops), Gold Ring (Worth 15 gold; can be given to someone to make them enamored with the giver) Dyric Rone (The Legonater) Human male, Assassin *Immune to All Elements and Blinded* *Permanently Lucky* *Hastened* *Encouraged* *Inspired* *Confused (3 Rounds)* Level 31.5 Power Bonus: 0 Defense: 6 Health: 43/43 86/86 Gold: 317 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), 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), Sticky Gloves (increases amount of Gold stolen by 50%; suitable for Rogues and Beast Warriors; Handwear) 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; backwear), • Diamond, Opal, 3 Silver Ore (Worth 60 gold) • Bedroll, Shovel, Magic Compass • Potions (3), Grand Potions (6), Tonic, Remedies (2), Banana (restores full HP to target), Elixir (2), Cosmic Essence, Meads (2), Nostrum, Soma, Venom (2), Crimson Venom (Causes a weapon to deal the Poisoned by 7 and Cursed effects for the duration of one battle), Mythril Shards (4/4 Mythril), Military Grade Light Bomb, Military Grade Darkness Bomb, Fire Bomb, Smoke Bomb, 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 (2) Matthias the Carnival Crusader (StickFig) Level 25 Druid *Gains 10 gold for each Humanoid killed* *Immune to Bound, Slowed* *Encouraged* *Lucky* *Hastened* *Confused (3 Rounds)* Power Bonus: 20 (+2 WP) Defense: 4 Health: 0/35 Ether: 19/25 Gold: 1259 Equipment: Restored Fireball Extraordinaire (WP:9, also hits enemies listed above and below the target, Darkness- and Lightning-elemental, user is Slowed, hand cannon, poisoned -1), Hunter's Plate (SP:4, wearer gains 10 gold for each Humanoid killed, suitable for rogues, rangers, barbarians, beast warriors, infiltrators, regulators, and winged warriors) (Dreyrugr), Winged Sandals (Protects from Bound and Slowed effects, footwear), DDSSA (+2 health, +2 WP, +10 power) Inventory: Peashooter (WP:2, deals Burning -2, hand cannon), Pongcanis Crossbow (WP:8, crossbow), Ruby (Fire), 4x Bone, Deadly Venom, 2x Elixir, Grand Potion, Grating Stone, Potion, 2x Red Death Blood, 4x Remedy, 5x Tonic, Doomsday Bomb (Deals 99 damage, bomb), 2x Smoke Bomb, Bedroll, Magic Compass, Dapper Hat (This amazingly dapper hat gives the wearer a ⅙ chance of being Encouraged at the start of any battle, headwear), Crocodile Handbag (Max. ether +2, immunity to water; accessory), 2x Phoenix Essence Prince David (Follows Matthias) Level 25 Cleric *Immune to Fire* Health: 0/33 Ether: 27/29 Equipment: Wooden Staff (WP: 8), Red Lizard Cloak (Immune to Fire, Backwear), Robes of the God of Light (Grants the wearer blessed, Suitable to Clerics, Paladins and Vindicators) Inventory: Potion x2, Grand Potion, Tonic, Remedy x2, Phoenix Essence x2, Fate's Orb, Baffle Bomb, Aeolus Bomb, Neptune Bomb
  17. I also figured that was sort of the case. Not as clear of an objective at the moment, I understand.
  18. That's okay, it's been a slow day or two for everyone, I feel! I will update both quests tonight, just wanted to give everyone room to breath and get in their thoughts. As for how long it will take (Lind/Endgame)... I'd say we're at least half way through, probably a little past that. Don't want to make any concrete promises though.
  19. OoC: What does the baffle bomb do?
  20. And as for me, my final quest will lean incredibly heavily on complicated mythos! Actually, you'd really just need to read 139 and the very end of 127, and everything else will just be fun details/background knowledge on some of the NPCs. Or you could just come to it not knowing the mythos. I like uninformed people making choices.
  21. Boomingham is in it for the fame, cash, and ladies.
  22. I like it. There's a lot of bull headed characters. Lind is among them. He wants to win, and he's going about it in a different way. Totally cool! I also like that Natasha has won over Arthur so easily, whereas those who have met the Golden Crusade and seen their work (Hoke & Purpearl) seem much less onboard. I hope you don't think you're getting sole custody of that statue, Pyro! You were the one who was going to give it away.
  23. OoC: Scuba - you gave David a Nostrum, Smelling Salts, and the Fate's Orb. I couldn't tell if you wanted him to hold them or literally drink them. The Fate's Orb can only really be used in combat, which is what led to my confusion. Just clarify for me if he was meant to hold the other two consumables, or consume them! It won't count as a turn for him either way. Also ran the last battle like you were wearing your clothespin. David grabs hold of Guts' wrist right before they charge down the stairs. "Hold steady, Guts. There is no need to be rash." David heals the Marauder. "Now we can begin." The heroes rush down the stairs. The skeletons once more detach themselves from the walls. "No mortals may touch our treasure!" The Enemies Undead Nordic Crew A Level 60 (10*6) Icy Undead *Mob 6* *Immune to Ice and Asleep* Health: 600/600 (100*6) Special: Sacred Vow - The Mob deals damage equal to the all opponents x5. This counts each member of a mob separately. Drops: 40 Gold Undead Nordic Crew B Level 50 (10*5) Icy Undead *Mob 5* *Immune to Ice and Asleep* Health: 500/500 (100*5) Special: Sacred Vow - The Mob deals damage equal to the all opponents x5. This counts each member of a mob separately. Drops: 40 Gold Undead Nordic Crew C Level 60 (10*6) Icy Undead *Mob 6* *Immune to Ice and Asleep* Health: 600/600 (100*6) Special: Sacred Vow - The Mob deals damage equal to the all opponents x5. This counts each member of a mob separately. Drops: 40 Gold Undead Nordic Marauders Level 120 (20*6) Icy Undead *Mob 6* *Immune to Ice, Asleep, and Instant Death* *Lucky* Health: 720/720 (120*6) Special: Icy Riposte - The Marauders are expert fighters. They deal 120 ice damage, slows and disarms the target. The hero must spend the following turn recovering their weapons or using a new one. Passive Special: Gifted Fighters - At the end of each round, the Nordic Mauraders grants itself the lucky, hastened, or encouraged effect. If it already has all these effects, it will grant one to an ally instead. Drops: Opal Undead Nordic Cabin Boy Level 10 Ancient *Immune to Ice* *Lucky* Health: 420/420 Special: Something to Prove - The Nordic Cabin Boy proves his worth to the rest of the crew by hexing and dooming the target. He confuses the rest of the party. Passive Special: Underestimated - The Cabin Boy is always lucky. Passive Special II: Really Trying to Prove Himself - The Cabin Boy uses his Special on Free Hits. Drops: Cabin Boy's Rags (All other party members gain +3 power, bodywear) The Party Guts Holla (Scubacarrot) *Dancing**Dualstriking**Immune to all Elements, Weakened, Fragile, Asleep, Confused, Slowed, Afraid, Blinded and first negative effect.* *Encouraged* *Lucky* *Hastened* *Inspired* 45 year old male human Marauder Level: 39.75 Power Bonus: 4 Health: 63/63 126/126 (+1 bonus) Defense: 4 8 Gold: 9086 Equipment: Balanced Rapier (WP: 20, ignores defense, second weapon ignores defense, Longsword, suitable for Marauders) & Mythril Edge (WP: 64, Ice, Darkness, Light, attacks restore 3 health, dagger), Dancing Shoes (Wearer dances well, in the turn after a miss is rolled, the wearer can act twice. +Immunity to Asleep, Confused, Fragile, Slowed, Afraid, Weakened and Blinded, + Immunity to Darkness, Light, Fire, Air, Earth, Wood, Lightning, and Ice Elemental Damage, footwear), Crocodile Armour (+4 Defense +Immunity to Water Magic, bodywear), Pugilist's Gloves (2+ Power, Immune to Weakened, handwear), Grimmeau's Clothespin (Grants Immunity to first negative effect each battle. Headwear), Inventory: • Pronged Gauntlet (WP:6, dagger), M.U.C.A (WP: 12, bleeding 3, Axe) Giant Axe (WP:10, dual-strike, axe), • Jester's Hat (Wearer may choose to gain one immunity from targeted enemy, suitable for anyone), Rubber Gloves, Blessed Amulet (Immunity to Cursed, accessory), Bomber's Belt (Craft Bomb creates Potent bombs, doubling the damage output of all bombs created, does not stack, accessory, suitable for cannoneers), Magnar's Smaller Axe (Grants Dual Strike to classes wielding axes, can't wear shield. handwear), Marauder’s Mantle (Grants permanent reinforced-effect, doubling defense; suitable to marauders; back wear), Blue Guardian Mask (Shield, SP: 2, Protects against Weakened, Fragile and Afraid), Orange Mask of Z (Headwear, if an attack would KO a foe the remaining damage is applied to the next enemy), • Beholder's Eye, Shovel, Telescope, Magnifying Glass, Pickaxe, Bedroll, Decamodifier, Magic Compass • 92x Potion, 16x Grand Potion, 3x Health Core, 3x Diluted Arc Potion, 2x Arc Potion, 3x Elixir, 6x Phoenix Essence, 28x Remedy, Neutralizer, Crimson Serum (Grants Mutated Effect for one battle.), x2 Arc Elixir, Hyper Arc Tonic (Restores All ether to allies, consumable), 2x Ambrosia, 17x Mead, 9x Smelling Salts, 7x Nostrum, x4 Bad Breath, 2x Wyvern's Breath, 2x Tonic, Grand Tonic, 2x Purging Water, 3x Smile of the Gods, 3x Fortune Flush, 5x Venom, 2x Bone, Soma, Silver Ore (worth 60 gold), x2 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.), Ether Core, Last Resort, 2x Bravado Brew, 12x Rum, x3 Grating Stone, • 5x Smoke Bomb, Dirt Bomb, 2x Water Bomb, Blind Bomb, 2x Confuse Bomb, 2x Poison Bomb, 2x Seal Bomb, Sleep Bomb, 5x Mystic Bomb, Sand Bomb (Deals 30 earth-elemental damage and the blinded-effect to all enemies), • Topaz, Amethyst, Sapphire, Crystal Ball (Worth 200 gold, 400 in magic shops), Gold Ring (Worth 15 gold; can be given to someone to make them enamored with the giver) Dyric Rone (The Legonater) Human male, Assassin *Immune to All Elements and Blinded* *Permanently Lucky* *Hastened* *Encouraged* *Inspired* Level 31.5 Power Bonus: 0 Defense: 6 Health: 43/43 86/86 Gold: 317 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), 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), Sticky Gloves (increases amount of Gold stolen by 50%; suitable for Rogues and Beast Warriors; Handwear) 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; backwear), • Diamond, Opal, 3 Silver Ore (Worth 60 gold) • Bedroll, Shovel, Magic Compass • Potions (3), Grand Potions (6), Tonic, Remedies (2), Banana (restores full HP to target), Elixir (2), Cosmic Essence, Meads (2), Nostrum, Soma, Venom (2), Crimson Venom (Causes a weapon to deal the Poisoned by 7 and Cursed effects for the duration of one battle), Mythril Shards (4/4 Mythril), Military Grade Light Bomb, Military Grade Darkness Bomb, Fire Bomb, Smoke Bomb, 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 (2) Matthias the Carnival Crusader (StickFig) Level 25 Druid *Gains 10 gold for each Humanoid killed* *Immune to Bound, Slowed* *Encouraged* *Lucky* *Hastened* Power Bonus: 20 (+2 WP) Defense: 4 Health: 35/35 Ether: 19/25 Gold: 1259 Equipment: Restored Fireball Extraordinaire (WP:9, also hits enemies listed above and below the target, Darkness- and Lightning-elemental, user is Slowed, hand cannon, poisoned -1), Hunter's Plate (SP:4, wearer gains 10 gold for each Humanoid killed, suitable for rogues, rangers, barbarians, beast warriors, infiltrators, regulators, and winged warriors) (Dreyrugr), Winged Sandals (Protects from Bound and Slowed effects, footwear), DDSSA (+2 health, +2 WP, +10 power) Inventory: Peashooter (WP:2, deals Burning -2, hand cannon), Pongcanis Crossbow (WP:8, crossbow), Ruby (Fire), 4x Bone, Deadly Venom, 2x Elixir, Grand Potion, Grating Stone, Potion, 2x Red Death Blood, 4x Remedy, 5x Tonic, Doomsday Bomb (Deals 99 damage, bomb), 2x Smoke Bomb, Bedroll, Magic Compass, Dapper Hat (This amazingly dapper hat gives the wearer a ⅙ chance of being Encouraged at the start of any battle, headwear), Crocodile Handbag (Max. ether +2, immunity to water; accessory), 2x Phoenix Essence Prince David (Follows Matthias) Level 25 Cleric *Immune to Fire* *Hastened* *Lucky* Health: 33/33 Ether: 27/29 Equipment: Wooden Staff (WP: 8), Red Lizard Cloak (Immune to Fire, Backwear), Robes of the God of Light (Grants the wearer blessed, Suitable to Clerics, Paladins and Vindicators) Inventory: Potion x2, Grand Potion, Tonic, Remedy x2, Phoenix Essence x2, Fate's Orb, Baffle Bomb, Aeolus Bomb, Neptune Bomb
  24. @Endgame @JimBee - sorry to co-opt your dragons! Hopefully they're coming across okay. JimBee, I couldn't actually see if Retraga said anything during the Rito's Resolution, so I don't really have anything to base the character off of other than the fact that (she?) is a friend to the Ritos. Endgame, I really love Alatreon, and liked in a lot in 105. I imagine him a bit more traditionalist, and while I'm sure he'd pay his debt to the 105ers if they were there, I don't imagine him as the sort to simply respect all of Heroica.
  25. OoC: MDM let me know about the switch off too! Thank you! "I will see to it that it is done, to the best of my abilities. You understand that for the time being, I am in a bit of a rush... but once we arrive at Etheria I can hopefully arrange for an ember to be returned to Drakencourt." The heroes step into a cave, and soon things are pitch black. The heroes stumble, but the dragons seem to have no trouble navigating their way. Lady Felix curses vehemently as she runs into a stalagmite. A gravelly voice booms out next to Hybros, and he can feel the heat coming off one of the dragons. "The Firestomach is larger than me. But that means little to dragons. Though your Eubric breed grows to great sizes, as if they had the need to impress the lesser mortals, the Dastan dragons respect many things more than size. Age, power, flame, cunningness, and never forget our hoards." Alatreon chuckles. "The Firestomach is younger than most dragons, but he is cunning, and he is brave. And he did not get his name from no where." Vipera comes to rest on Hoke's shoulder. <Ballerai is one of our youngest in numbers. She is to me what Sven was to the Palace. I wish to progress. Ballerai wish for us to crawl back into our caves silently.> A gust of wind sails over the heroes heads, and moments later they realize it is the whipping tail of Retraga, down the passageway a little, leading the way. <She will challenge you, young sister. Have you brought things to a head on purpose?> <No. But I welcome the chance to prove that the Humans and Elves and Selkreeth are just as noble as the races that have passed. We are the ones who grow ignoble.> <And these are your champions.> Retraga growls sinisterly, a dark amusement. <We shall see, young sister.> <The Rito trusted them to free you of your curse.> Retraga has no response to this. After a few more minutes trek, the heroes hear the dragons come to a stop. Retraga and Alatreon, with great rushes of wind, take to the air and land on what must be ledges some distance away. Rocks are displaced and rattle on their way to the floor. Vipera's talons inadvertently dig into Hoke's shoulder as a face peers out at the heroes from the gloom. An enormous black dragon, with a red belly. No doubt the Firestomach. <My poor eyes!> cries the dragon, smoke rising from her nostrils. <Must they fail me at such young an age?> "Whatever do you mean, dear sister?" calls Alatreon from his perch, the laughter clear in his voice. <Is this not the home of dragons, father dragon? But my eyes see the lesser races, walking with ease, accompanied by one of our own!> <Your eyes do not deceive you, sister. These are Heroes of Heroica, and they are here on my invitation.> Bellerai blinks twice, mockingly, and then shakes her great head. <Sister, you have been degraded by your pets. I do not care what you do out in Olegaia. It is a decaying land. But to bring your toys home - no, surely that will not do.>
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