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Zepher

Eurobricks Fellows
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  1. Says the exiled arms dealer.
  2. Could be cool though. I'm running myself, so I don't really have legs to say it, but why should the heroes run the city? They seem way less qualified than many others I can think of. Skuld4prez. I was assuming that too. Wonder how it'll pan out.
  3. I believe you can still nominate her! Don't forget the NPCs either! If Cousland hadn't been such a jerk to Boomingham for the last four years, she'd probably have his nomination.
  4. OoC: Just a reminder, Sandy. "Take as many of them alive as possible," says Boomingham, forgoing any preparation.
  5. OoC: Updated in the most recent post, thanks Scuba! Also put in the photos that were missing! The heroes flee the battle swiftly, and end back up on deck. They pause for a moment to see if the skeletons will pursue them, but after just a second or two the clattering of bones stops and the skeletons return to their eternal place of guardianship. David watches as the heroes down their drinks. He bunches up his mouth. "Back in, then? It would be best if we distributed your phoenix essences, Guts."
  6. Yeah I'm trying to track down that first conversation. I do love reading the Hall. Some of those characters... there are so many I would have voted for as far as funniest character goes. Hybros is hilarious. There's a point early on in the Hall where he finds Boomingham drunk talking to Haldor and someone else about women, and he "doesn't understand petty human relationships" and then observes that Boomingham is repaying debts and sort of laughs at him.
  7. Find it. I do want to go back and re-read their conversation. I think I (Zepher) may have backed you, not so sure about Boomingham. But I could be wrong! Doesn't matter. Boomingham is forgetful. Can't find their first conversation, but found lots of conversations about Guts trying to be King: First Mention (I think, Guts seems to have not considered it until the next post): Campaigning: Accepting his destiny: And this is the closest I can find to an endorsement:
  8. @Kinto @Em
  9. While the Future King was talking to some of his confidantes earlier today, he expressed concern over boxing out Karie. Sorry, Kinto. It's funny, from Syndicate onwards Boomingham hated Karie, and Karie was sort of more on the side of "let's forget about it". Now, 105 onwards, Boomingham has sort of moved on since his debt feels filled, and Karie is the one who is more "I'll never forgive". I really love re-reading the opening of 70. Boomingham really took a liking to Karie. Made it all the better. As for Guts v. Boomingham... I think they've only met once. Regardless of whoever ends up being the two heads of the Alliances, it'll be cool to see it ripple through OTHER characters. I imagine, for example, Hybros will back Guts, but he and Boomingham are fast friends too. So, what then? Great change to the status quo.
  10. OoC: The dragons can project to everyone's minds. <Come for the heart flame, have you?> Retraga laughs gruffly. <And you are their guide, little sister?> A new dark shape blots out the sky, and a great burst of flame burns above the ship. The heroes look up, and see a smaller but thornier dragon, even older in years, peering down at them. "Foolish young ones. Flying into the home of dragons." This dragon can growl in the human tongue. He peers down at the heroes with his glinting red eyes. <Silence, Alatreon. There are heroes of Heroica. You owe them as great a debt as I.> "My debt was paid. What offerings do they bring to The Brilliant Black Flame? Don't they know respect for their elders?" <Vipera is right. You and I have no right to molest Heroica.> Retraga sweeps ahead of the heroes. <But think on what you do, sister. Ballerai Firestomach may devour of your pets. Especially if they wish to see our flame.> The two enormous dragons land at the mouth of a cave, and a few moments later the ship itself settles down. Guffington and Lady Felix step onto the rock. "Elba, U'Or, remain with the ship. The heroes, Zora and I will follow our guides."
  11. It seems on message for them to open it up to everyone!
  12. OoC: He wasn't targeted. You were KO'd before you had the chance to target him.
  13. "I will do my best, Matthias. May the Light favor me today." OoC: Also think I may have made too many of the enemies immune to instant death. I have removed that from the Crews starting this round. Crew of the Iceborn Battle Round Two >Guts v. Crew A/Marauders - Damage/Special Damage (([60+120]/2)-4=KO) Guts v. Cabin Boy >Dyric v. Crew B - Aim/Damage (26 Damage All Crews, Assassination Crew B) David heals Matthias - Heal (Matthias Full Health) Matthias v. Crew C - Shield (Roots of Life, 5 Ether to Revive Guts, 9+2+25=36 Health Restored to Guts, -1 ether) Cabin Boy v. Guts - Guts Hexed (Immune) and Doomed, Party Confused The party is able to barely cling to life as Matthias heroically forces some little bean sprouts out of the frozen wood, that nuzzle against Guts' cheek gentle as can be and re-awaken the powerful Marauder. The Enemies Undead Nordic Crew A Level 60 (10*6) Icy Undead *Mob 6* *Immune to Ice and Asleep* Health: 548/600 (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 6* *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: 574/600 (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* *Immune to Effects* Health: 694/720 (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: 394/420 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.* *Doomed (3 Rounds)* 45 year old male human Marauder Level: 39.75 Power Bonus: 4 Health: 32/63 (+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), Orange Mask of Z (Headwear, if an attack would KO a foe the remaining damage is applied to the next enemy) 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), Grimmeau's Clothespin (Grants Immunity to first negative effect each battle. Headwear), Blue Guardian Mask (Shield, SP: 2, Protects against Weakened, Fragile and Afraid) • 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, 12x Phoenix Essence, 28x Remedy, Neutralizer, Tiger Balm, Crimson Serum (Grants Mutated Effect for one battle.), x2 Arc Elixir, Hyper Arc Tonic (Restores All ether to allies, consumable), 2x Ambrosia, 18x Mead, 12x Smelling Salts, 9x 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, Fate's Orb (May be used on an ally, who may then choose their roll the following round) • 6x Smoke Bomb, Neptune 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), Baffle Bomb, Aeolus Bomb • 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* *Confused (3 Rounds)* Level 31.5 Power Bonus: 0 Defense: 6 Health: 43/43 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 (3), Nostrum, Mulled Wine (2), Soma, Venom (2), Smelling Salts, 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) Matthias the Carnival Crusader (StickFig) Level 25 Druid *Gains 10 gold for each Humanoid killed* *Immune to Bound, Slowed* *Confused (3 Rounds)* 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 Venomn, 2x Elixir, Grand Potion, Grating Stone, Mead, Nostrum, 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) Prince David (Follows Matthias) Level 25 Cleric *Immune to Fire* *Confused (3 Rounds)* Health: 33/33 Ether: 28/29 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
  14. Yeah, I think they're a permanent fixture of the game. I wish there had been more of an inciting incident for them. But I guess it's just been the game so far. I do like that the Crescent Hill was partly formed because the Count felt left out. As for me, I'm Sungold baby! Boomingham will be running for King. Good luck, Guts! Though, yeah, no way these two sides end up equally balanced, and if I was ignoring RP I'd obviously pick Crescent... those upgrades are killer, and Sungold's got nada for me.
  15. "Alright. Onwards and upwards. We go to the Lodestar in, unless we can find the Black Market. Let's go." Boomingham draws his blade and rushes to the Lodestar, praying to whoever that his plan hadn't failed terrifically and that the Black Scorpion was still alive. Surely the Black Market could only move as fast as the heroes.
  16. Bobby had never seen a creature like the dragon before. "Yo, bros. Here's how this is going to play, aight? You all go save Eckmar and Polly. Take the key or whatevs." Bobby glances over his shoulder at Na'im. "Use that book, yo. See if you can do some shiz to these weirdos with it. But like, we didn't move those rocks for nothing." Forgoing attacking the underworlders directly, Bobby tries his best to break the chains holding the dragon. He continues this attempt until knocked unconscious.
  17. "What they did? From what I can tell, they committed the crime of being born not human. That's it. End of story." <The Dastanians handle affairs for themselves. But I would not stand for it. Everyone must have a chance at freedom and power. But as you say, that is not my affair.> <No eyes either,> says Vipera from Hoke's shoulder, not even glancing back at Purpearl, Arthur, Felix, Guffington and Hybros. <You will have to keep them closed if you wish to keep them at all.> "Speak your mind fully, Hybros. What do you think we should do with the flame? It is an infinite source. Do you think the people of Dastan should also have it?" Hybros picks up the gauntlets, and assesses them. Ancient Gloves of the Dragon Mother (Handwear, Allows the wearer to handle the Dragon's Heart Flame) As the ship grows nearer to the cave, a great dark shape blots out the sun for a short while. Then, an enormous dragon, larger even than Torc, draws alongside the ship. <Greetings, sister Vipera,> calls a strong, ancient voice, rough with years of battle cries. <Who do you bring to the ancient home of the Dragons? Heroes, I sense? I am Retraga.> The dragon voice, it's mere presence, is that of a warrior and scholar, a victory and melancholy, hundreds of years pounding down ion the heroes. They have never been to see the home of one of the truly ancient races before.
  18. OoC: Stats update. Make sure all is well. Flipz, I believe you need to pick an element for your dragon. Real update coming in a few! 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* 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 [Ambrosia]), 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, 13x Mead, 9x Nostrum, 1x Tiger Balm, Phoenix Essence, 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 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, Weakened, Confused, Sealed, Dark, Lightning, Earth, Fire, Wind / Absorbs Poison / Deals Poison +3 and SP -1, Dark, Light, Ice, Lightning* *Lucky* Power Bonus: 4, +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), Pugilist Gloves (+2 to power, immune Weakened), 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) 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) 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* 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, 9x Nostrum, 9x 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: 29/29 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
  19. I like it a lot. I don't know why everyone is complaining about it - just think of all the incredible RP that will come out of it! Can't wait to get Pretzel and Nerwen back in the Hall together... hoping that Pretzel isn't lost forever. But seriously, will be very cool. Would be cruel more than once, but in this case, I'd have been happy to have been on that quest.
  20. OoC: Sorry Scuba, wasn't trying to render Guts entirely useless. Just built the battle without paying too much attention, I guess. But it still looks winnable to me, so hopefully everything will be okay. Crew of the Iceborn Battle Round One Guts uses Tiger Balm on Marauders (Immune to Effects) >Guts v. Crew A/Marauders - Critical Hit/Riposte (No Effect) >Matthias v. Crew C - Damage (60/2-4=26 Damage) Dyric v. Cabin Boy - Aim (26 Damage Cabin Boy, Marauders, Crew A) >David v. Crew B - Miss Marauders grant themselves Lucky (Immune) Matthias is surrounded and crushed by boney arms, though Dyric is able to hold off a majority of the crew. "None shall touch the treasure of Captain Iceborn!" The Enemies Undead Nordic Crew A Level 60 (10*6) Icy Undead *Mob 6* *Immune to Ice, Asleep, and Instant Death* Health: 574/600 (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 60 (10*6) Icy Undead *Mob 6* *Immune to Ice, Asleep, and Instant Death* 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 C Level 60 (10*6) Icy Undead *Mob 6* *Immune to Ice, Asleep, and Instant Death* 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* *Immune to Effects* Health: 694/720 (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: 394/420 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.* *Lucky* *Hastened* *Encouraged* 45 year old male human Marauder Level: 39.75 Power Bonus: 4 Health: 63/63 (+1 bonus) Defense: 4 8 Gold: 9111 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), Orange Mask of Z (Headwear, if an attack would KO a foe the remaining damage is applied to the next enemy) 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), Grimmeau's Clothespin (Grants Immunity to first negative effect each battle. Headwear), Blue Guardian Mask (Shield, SP: 2, Protects against Weakened, Fragile and Afraid) • 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, 12x Phoenix Essence, 28x Remedy, Neutralizer, Tiger Balm, Crimson Serum (Grants Mutated Effect for one battle.), x2 Arc Elixir, Hyper Arc Tonic (Restores All ether to allies, consumable), 2x Ambrosia, 18x Mead, 12x Smelling Salts, 9x 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, Grating Stone • 6x Smoke Bomb, Neptune 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), Baffle Bomb, Aeolus Bomb • 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* Level 31.5 Power Bonus: 0 Defense: 6 Health: 43/43 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 (3), Nostrum, Mulled Wine (2), Soma, Venom (2), Smelling Salts, 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) Matthias the Carnival Crusader (StickFig) Level 25 Druid *Gains 10 gold for each Humanoid killed* *Immune to Bound, Slowed* Power Bonus: 20 (+2 WP) Defense: 4 Health: 9/35 Ether: 25/25 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 Venomn, 2x Elixir, Grand Potion, Grating Stone, Mead, Nostrum, 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) Prince David (Follows Matthias) Level 25 Cleric *Immune to Fire* Health: 33/33 Ether: 29/29 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
  21. "No." Bobby can't seem to tear his eyes off the noble beast. "This is effed, dude. We can save Eckmar later, this dragon is effing rad and noble as eff, dude. We gotta save him, no questions asked."
  22. Computer is back up and running! Photos are thankfully alive and well. All hail IT!! I have some real world work to catch up on since I've been without a computer for four days, so updates will come very late tonight, or in the afternoon tomorrow, but then things will continue at their normal pace once more. Thanks for bearing with me throughout this, very glad to have my laptop back!
  23. "I've lived in Eubric since I can remember. From what I can tell, Dastan runs a bit different than the Free Islands. But... well, I used to be a Bonaparte men, and they've got some fine enough men in those ranks - one of them should be in the process of transporting your friends and Daneeka right now - but, I've seen oppression. I've been to the Hovels. Seems to me the U'Kin have it even worse than those people in the Hovels - at least with the current leadership they have a shot of making it out, if even marginally. Sven seemed to have a no U'Kin no matter what policy. That doesn't sit right with me. Course, I've known U'Or for a long time too, so anyone who thinks a U'Kin isn't as smart as any other fellow, well, I happen to know that they're dead wrong. Even if the U'Kin do have a funny way of speaking." Vipera leads the way through the sky. After they've flown for a decent distance at great speeds, she is able to loop back to rest on Hoke's shoulder. <Aim for the tallest mountain ahead, Captain,> she says. "Seems like it." Lady Felix overturns her bag and too incredibly heavy gauntlets fall onto the floor of the ship, denting the wood. She grimaces at that damage, but turns to the party. "So, whose going to slip these on?" "Yes. Well-" U'Or opens up his briefcase and begins to ruffle through some papers, but Guffington shoos him away. "Do not worry, U'Or. I can tell Hybros what we are looking for." "Up ahead, where Mr. Abelsword's dragon friend is leading us, lies a great flame called the Dragon's Heart Flame. The Dragon's Heart Flame is an ancient relic, said to be the very thing that gave us mortals - how shall I put this best - a passion for life. As well as our great power. The dragons have jealously guarded if for years, as they are wont to do. And who's to blame them? Which mortal race has more power and more passion. Which is a nobler race? The dragons have even tampered with the flame over the years. It's what granted them, so the legends go, the ability to fly and breath fire, to see glimpses of the heart and the soul. And we shall be trying to extract a tiny itty bitty ember." He smiles. "We'll have to see how that goes. Vipera, who I gather you all know, told Princess Ella and I that she would not be sorry to see a small portion of the flame go. It can replenish itself easily. But, as both you and I know, sometimes those with power wish to be the only ones with power, and Vipera is not the only dragon in Dastan."
  24. Oh, it was! I'm not denying that. The Kingdom's force attacking was entirely up to you, though - either the Paladins and the Red Lizards, or the Nords and the Four Boulders. And the lives lost at the end were also up to you. We did have to force the bridge battle though. I'm a railroader and proud, I just build in as many options as I possibly can within the confines of the story.
  25. "Not the luckiest adventurers. You just have a good guide." Prince David says too stiffly for the meager joke to land. Guts watches out for traps, but finds that he doesn't have to look particularly hard... stepping below deck, the walls half decayed wood and half ice frozen into the shape of the once full hull, the heroes come across an entire crew of skeletons, who rattle out of their frozen hiding places and pick up old swords. "No mortals may touch our treasure!" The Enemies Undead Nordic Crew A Level 60 (10*6) Icy Undead *Mob 6* *Immune to Ice, Asleep, and Instant Death* 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 60 (10*6) Icy Undead *Mob 6* *Immune to Ice, Asleep, and Instant Death* 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 C Level 60 (10*6) Icy Undead *Mob 6* *Immune to Ice, Asleep, and Instant Death* 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* *Hastened* 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.* *Lucky* *Hastened* *Encouraged* 45 year old male human Marauder Level: 39.75 Power Bonus: 4 Health: 63/63 (+1 bonus) Defense: 4 8 Gold: 9111 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), Orange Mask of Z (Headwear, if an attack would KO a foe the remaining damage is applied to the next enemy) 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), Grimmeau's Clothespin (Grants Immunity to first negative effect each battle. Headwear), Blue Guardian Mask (Shield, SP: 2, Protects against Weakened, Fragile and Afraid) • 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, 12x Phoenix Essence, 28x Remedy, Neutralizer, Tiger Balm, Crimson Serum (Grants Mutated Effect for one battle.), x2 Arc Elixir, Hyper Arc Tonic (Restores All ether to allies, consumable), 2x Ambrosia, 18x Mead, 12x Smelling Salts, 9x 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, Grating Stone • 6x Smoke Bomb, Neptune 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), Baffle Bomb, Aeolus Bomb • 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* Level 31.5 Power Bonus: 0 Defense: 6 Health: 43/43 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 (3), Nostrum, Mulled Wine (2), Soma, Venom (2), Smelling Salts, 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) Matthias the Carnival Crusader (StickFig) Level 25 Druid *Gains 10 gold for each Humanoid killed* *Immune to Bound, Slowed* Power Bonus: 20 (+2 WP) Defense: 4 Health: 35/35 Ether: 25/25 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 Venomn, 2x Elixir, Grand Potion, Grating Stone, Mead, Nostrum, Potion, 2x Red Death Blood, 4x Remedy, 5x Tonic, Doomsday Bomb (Deals 99 damage, bomb), 2x Smoke Bomb, Bedroll, Magic Compass, Staff of Ennon - (WP: 5, Light-Elemental, staff, Restores 2 ether on a roll of 2, 3, or 4), Noble Mask (Wearer gains gold equal to the number of enemies after each victorious battle; headwear, suitable for anyone), 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) Prince David (Follows Matthias) Level 25 Cleric *Immune to Fire* Health: 33/33 Ether: 29/29 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
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