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Everything posted by Waterbrick Down
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"Oh a sword's handy when someone's gets up in yer face, but the crossbow is so much more elegant a weapon and this one here..." Skrall accepts the gift, admiring its craftsmanship, "is elegance incarnate. Wolfgang you say? I'd heard somethin' about a shake-down through the ranks, if the rumors are true 'bout his work in the hovels and amongst the poor and down trodden, then maybe this soddin' city has some hope for it yet. Ya think Ulric's got a chance? There's some mighty powerful folks, including ones in this hall, I don't think would be too keen on him comin' to power."
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I use italics to distinguish between normal speech and actions. Writing a character's thoughts while potentially interesting to a reader, never communicates anything to another character, so I tend to show what my character is thinking rather than telling you.
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Skrall does a quick double take at the two similarly dressed individuals, before smiling. "Nur, it seems like it's been an age, schemin' as ever it would seem. A bodyguard isn't a bad idea these days seein' the condition Eubric's fallin' into." The ogre turns back to his pipe, pointing it in Anniel's direction across the hall. "Don't know if we've ever been properly introduced, I think Whisperer's laid claim though." The ogre winked but then grinned, "Not that he would be much trouble for ya though."
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"Perhaps, if the group don't see sense in putting these petty feuds aside. Time will tell, I think enough of the heroes are sensible enough to know where to stand in all of this." Skrall gave a small start at seeing the petrified mage, inhaling as opposed to exhaling his latest puff of smoke. After a violent fit of coughing and eyes watering the ogre spoke, "Nur! Ya devil, don't go scarin' a fellow like that." The hunter surveyed his friend. "Is it serious? Ya should have gotten a cleric to check that out. How long has it been? Ya were doin' just fine that last time we left the fields."
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"Long time ago, before any of us joined. The stories are still shrouded in mystery about all the proceedin's." Skrall removed his pipe from his satchel before lighting it. "This hall was full to the brim with heroes, but something set them against each other, murderin', back stabbin', lyin', cheatin'." The ogre let a smoke ring wander its way among the rafters. "By the time all of us arrived, this place was practically deserted."
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"Yes they have," Skrall tipped his hat from over his eyes where he had been snoozing in a big chair near the fireplace. "With that amount of racket, we're liable to have another one of those mutinies soon."
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Heroica RPG - Expert Job Class Discussion
Waterbrick Down replied to LEGOman273's topic in The Heroica Archive
Pie, as really the PC to play the Decamon Drafter class, what are your thoughts from a player standpoint? -
Even though I've never played a Professor Layton, I've read enough now to see the comparisons and it's one that I don't mind at all. I enjoy giving my players some variety aside from the regular fight or use a job trait situation and puzzles put everyone on an equal playing field no matter your build or level, in addition to involving any readers of the quest. I'd agree the high priest could have been more foreshadowed, but the semi-red herring of the dark dwarves was intentional in order to provide more of a surprise, unfortunately the reveal did feel like it came out of left-field to some extent. Another clue or two about someone on the inside organizing things would have done it I think. One thing I noticed about Nur is he wanders and lives through everything that happens to him. To some heroes the goal is to get through a quest to get to the next one, Nur actually invests himself in the world in which the quest is taking place. The chap in the middle was run-away royalty from Terra Chima, he would have given you a side quest. The Golem Kidney stones were meant to be a side quest in which the Heroes could go Golem hunting and turn in the Kidney stones for Grating Stones at Mycenia or Hava the Alchemist at Kog's and Company. The side quest kind of got lost in the rest of the plot and again the Party seemed more focused on getting the job done than exploring. As for battles with effects already in place, I'm still getting adjusted to throwing those kind of things in, but I do like the idea and think we should see more of it where the story actually impacts the battle. Pie, one thing I didn't really consider was your ability to decamodify creatures. While you could have done it with some of the Golems, I should have done a better job in giving opportunities for you to utilize that trait.
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Let me start off by once again saying that it was great to have all of you who came on 132 along for the ride. Each of you contributed in your own way and I think the overall narrative is better for it. I know this quest was much longer than a lot of my usual quests and a lot more story oriented rather than free form exploration or mystery, but I'm thankful for you all sticking with me. I'll be the first to admit you could have used better direction and I should have figured out a better way to pace things to keep you all involved. About half way through I realized we were beginning to drag, but aside from pushing you along I wasn't quite sure how to keep you engaged, the scenery/NPC's weren't doing it, the battles seemed to dull, and the overall sense of urgency and desperation of the setting just wasn't being communicated well. The gist of this quest was to serve as the start of a trilogy involving the Dwarves under the mountain and hence introduced a lot of NPC's and background information and in the end suffered a little because of it. The mystery itself wasn't so much a mystery as a look everywhere and hope we come across the bad guys. I've been intrigued to do a Dwarven quest for a while and the actual quest is one I've been working on off and on for the past couple of years. Overall I think I might of tried to squeeze too much into one quest and ended up with a Party that was exhausted as opposed to interested in exploring the setting. I'm going to break up my thoughts into sections of the story and then finish up with Player thoughts. Section 1: Tavern, Docks, Voyage to Krumpknob It was neat seeing some of the older heroes reuniting in the Tavern and some of the interactions with the patrons were great. I really liked Frumptious and hope to have more opportunities to integrate him into future quests, not a ton of character development but he's got a start. Ellaria's response to the bar tender's maiming was great. The docks scene where the party figures out their aliases was fun and the bit with Ellaria volunteering the rest of the heroes to row was hilarious. I'm always impressed to see the sort of cover stories heroes come up with. The conversation with Nelly, Neddy, and the captain gave me a good chance to naturally relate some of the background of the Dwarven cities and gave an opportunity for some straight RPing, a tip taken from Zepher's QMing. This was one of my favorite scenes to do as I had just started exploring the capabilities of photo editing. The rapids puzzle was one of my favorites as it fit the setting so well, apologies that I hadn't implemented the PM-me-the-solution policy yet to give everybody the chance for some XP. The Paddle Battle was perhaps a little too easy, but it gave me an idea as to how powerful the Drafter class could be in addition to how powerless Ellaria was against certain enemy types. As a side note, if you had failed the battle you would have ended up in a side stream that would have taken you past the home of the inventor of the Fireball spell, an Elven wizard living as a hermit. Section 2: Krumpknob First Dwarven city, I really wanted to give each of the cities and clans a distinct feel/sub-culture. Krumpknob was the city on the sea, a shipping and trading town with not a lot of entertainment or excitement going on, similarly the members of clan Krumpkin were easy going and reasonable folks, more concerned with everyday living than riches or artistry. It served as the gateway to understanding the problems facing the party as well as introducing some of the main NPC's. It was great watching the party interact with Meladonna and I hope to include more of these fungus folk in the future. Chief Kulbin's introduction brought the party more clarification on their mission but also showed how far they had to go, I would have liked to have done a better job also at giving the heroes something more tangible in terms of their progress, when you're just collecting information it can become difficult to stay engaged and keep everything straight. Don't know what that would have looked like but I did recognize the party having trouble keeping everything straight. This was also the first opportunity the Party had to spot the Dark Dwarves who were spying on them. Section 3: Journey to Brumpknob With the introduction of Dumora and the clearing of the path to Brumpknob the Party were on their way. At this point I realized it would have been better to implement the Spoiler function that Sandy's been using to such effectiveness in Quest 130. I really wanted to include a vindicator on this quest and had been planning the Dumora character for a while. While I'm not totally satisfied with her character development this quest I hope enough of her stubbornness, pride, and gruff attitude came across to make her somewhat relatable to the PC's. She wasn't a great sounding board for conversation, but she served well as a Party guide and information source, in addition to another Party member allowing the group to split up if needed. I hope to include her and develop her more in future quests. After leaving the city proper we've got another puzzle (rock slides), glad to see it was solved by a lot of you. The Golem battle was definitely a cakewalk due to the vast amount of bombs the party had available to them in addition to the scroll laden Atramor, but that's OK. I was excited to see a Vindicator in action but would have to wait to see how the lass really functioned. I had meant to offer more side quests involving collecting Golem Kidney Stones to turn into Grating Stones available at Mycenia but just never was able to put it all together. Section 4: Brumpknob Where to begin, Brumpknob was meant to convey a rich cultural atmosphere, with artisans, shops, and plenty of adventures/side quests if the Heroes were willing to look. In each of the cities I tried to use a different layout to give them all a distinct feel, Brumpknob's center-piece was a gigantic furnace in the center of the city that supplied power/heat to the surrounding businesses. I tried making a miniature model of the city but just couldn't get the right look to everything. While the Party didn't really go very deep into some of the side quests available to them, I think they fully utilized all of the resources available to them in terms of amenities and shopping adventures. The individual specialty stores were a blast to make and am glad some of them were utilized. The Glittering and Temple of Orrik were a little under-featured but I think that's more to them being relegated to storytelling roles as opposed to anything else. As far as side quests go, Odmin and Fodmin were supposed to have more of a rivalry, Samwerk's bakery would made an offer for help with deliveries, one or two things at Kog's and Company could have been fixed, and a small retrieval quest for some of the patrons at the Rusty Mine Cart. Kog's and Company was my absolute favorite build out of all the sets and I hope somehow or another they'll come up in a future quest. The one battle and puzzle went over well I think, though as soon as Atramor showed up he shifted the tide pretty quickly, but it was good to see Dumora more in action. Story wise I noticed the Party was getting a little bored, especially after the High priest didn't really have any new information, so I hope to liven things up with a good murder, but couldn't seem to make things all stick together to give the Party a sense of urgency or stake. I do regret not giving a more fitting conclusion to that plot point, especially considering how great Nur's dialog with the Naga was. From a creation note, I had already created Hava the Mindflayer before Sandy's reveal of Baba. And the inclusion of Werther Brickton was intentional, I've tried including a surviving CAT character in each of my quests. Section 5: Journey to Frumpknob Yay, a battle that finally starts feeling a little challenging. The worm battle was an opportunity to feature one of the creatures I had been working on for this quest since its inception. Glad to see the strategies coming from the Party, including an unexpected use of the Croise Croissant. The investigation of Xor might have gone better if Tensi had started using some of her intimidation, but unfortunately Peppermint_M's absence was starting to have some effects on the progression of the story. Definitely started seeing some of the frustration from the Party as to the direction they needed to go. Not sure how I could have better steered you all, Dumora was there to be an aid, but not necessarily provide an answer for every question, especially on one oriented towards investigation and mystery. Party seemed more interested in just getting through the quest at this point than exploring the setting, fault on my part for not making things more intriguing. The rail-map puzzle was supposed to help give you a bone as to what was going on, but due to a mistake on my part it was unsolvable until later, though you all made valiant attempts. Section 6: Frumpknob The city of mining and refining, I wanted to give Frumpknob a dirty and industrial feel. The city was built downwards into the earth as the Dwarves dug ever deep and I wanted that to be felt through the architecture, more established and older towards the top, grimier and rougher towards the bottom. These were some of my favorite sets to build and I'm glad how they turned out. Nur as always has some priceless interactions with folks as does Ellaria. I loved seeing the problem solving of the burning drill and was glad to show how not obstacle needs to be conquered through a fight. The dunking of Alfred into the mythril while spontaneous, ended up hilarious. Frumpknob brought about the introduction of Chief Volaf, of whom I hope was distinct enough from his fellow clan-leaders, though I must confess after writing so many NPC's I was having a difficult time keeping each of them unique. Atramor and Twitzle was one of my favorite scenes and I hope he gets to use his familiar more often. Overall Frumpknob was pretty straight forward, understandably so as the Party was itching for resolution to the long drawn out story line. Section 7: The Tunnels First really challenging fight. It was good to see the Party stretched a little and I think the mob mechanic in addition to the zones mechanic made the Party realize how much they depended upon working as a group. Finally see a Vindicator's class at full power. Without any real specialized equipment, the class was hitting as hard as a Hunter class and still had defensive options open to it if necessary. The battle went well and it reinforced the idea of what was really going on behind the scenes. Wish I had done more with Figgle. Section 8: The Final Confrontation I'm not convinced I gave enough clues pointing to the ending which is one thing I regretted, though we seemed pressed for time and the Party didn't really feel like doing more investigating so my hope was the twist would be enough to carry the Party along with the story. I would have really liked to go more into the reasoning behind the High Priest's scheme, but monologing really isn't my forte and the Party was itching for a fight. Hopefully it made sense and the stakes/urgency were felt by this point. The battle itself was long and grueling, but I don't think impossible or boring. There were several moments that the Party shined and several moments where I thought it was the end. Atramor summoning nearly a dozen monsters during the first few rounds was awesome and seeing him stroll over to the drill like a bad-megablocker was cool. The mechanics allowed for a sense of urgency as well as different strategies to be implemented at different zones. There were probably a few things that could have been more refined to avoid loop-holes, but overall I was happy with it, though towards the end it did seem a little inevitable. Section 9: Quest Conclusion Not a lot to add here, a lot of this was tying loose ends up and setting this up for the next Dwarven quest. I'm glad the Party had the opportunity to utilize some of the specialized merchants back in Brumpknob and to say their goodbyes. The ending might have seemed a little quick, but I could tell we were all ready to be finished and am thankful for you all sticking with it to the end. Player Feedback Tesni (Peppermint_M): Tesni is a classic character, she's been there pretty much since the beginning, that said she doesn't seem to have developed very much over that time period. She's been in some of the most game changing events of Heroica RPG, but she's hasn't changed much. You've got a lot of great potential with her rough attitude, the effects of her dark swords, and the numerous connections Tesni has with both PC's and NPC's alike, it would just be nice to see her take advantage of those and for you to expand upon them. While some of your interactions were great, especially during the beginning of the quest, I felt as time went on though you really dropped the ball. It wouldn't have been too bad, but you were Party Leader and without a leader a quest can easily come to a stand-still because no one is making decisions. Your interactions and comments towards the end were pretty lack-luster and really felt like you were posting out of obligation rather than interest. If that's the case or if things come up in real life, feel free to talk to me or any of your QM's in the future and I think we'd be glad to take what steps are necessary to either get you more engaged with the story at hand or maybe move your responsibilities over to another PC so the quest isn't held back. Again, glad to have had you, wish you could have been a little more invested. Ellaria (Sandy): I could always count on you to keep pushing the quest forward and even though I know you probably got a little frustrated at times I was glad to see you putting thought into your character up until the very end. Ellaria is one of those characters who has definitely evolved throughout the years both as a PC and in her relationships with other PC's. It was clear through her interactions with all her fellow Party members, that she had quested with them before and had been changed by them and had affects on them as well. From a puzzle standpoint you're right up there for some of the quickest solves and when it comes to battles you're quick to find the best solution to a certain mechanic or situation. I was a little miffed towards the end of the quest when you seemed more concerned about finishing than about the actual circumstances, but I can totally sympathize if this quest was just too long, it was for me as well. One thing I must commend you on is your patience, there's a lot of players who complain/criticize before everything is said and done and I'm glad you're always willing to wait and see how things turnout before giving your feedback. Overall, it's always a pleasure to have you along for my quests. Atramor (CallMePie): It's been awhile since I've hosted you and it was fun to have you as a PC again. While I miss Atramor's conversations with his chicken, I've liked the new side we're seeing of him as a Drafter. You were a little more absent than I would have imagined you'd be towards the end of the quest, but I think most of us were in that boat to some extent or another. From a battles perspective, Atramor is a killer to balance for, his ability to deal out damage either actively or passively, inflict status effects, and ward off damage and negative statuses make him one of the most likely PC's to be able to hold his own in the game. His rushing off to take care of the drills on his own was pure awesomeness and some of his interactions throughout the quest were great. Throughout most of his adventures, it's always nice to see Atramor reverting back to his roots of a pirate with a bone to pick with the Bonapartes, you can see he has no love for them in the little things he does, but he never makes it a grandiose display, it's just perfect. Glad to have you on this quest, you along with Sandy were the quick solvers with the puzzles, which is always fun to see. Nur (Jebediahs): Have I ever said how much of a joy it is to have Nur along for a quest? Sure he'll do his own thing every once in a while, but he's always there to lend a hand and move his Party along, even if he is making a buck on the side. You play your character so well that I imagine it must come pretty naturally to you. I've pretty much got no complaints in terms of your role-playing as it was some of the best in the quest. I'm also always grateful that Nur is willing to notice the small things, the inconsequential things and then make them his own, whether it be Dwarven racism, a mispoken name, or some sort of misunderstanding. Nur is real because he's prone to mistakes and looking out for his own interests, which I think a lot of PC's gloss over. As a whole we tend to create characters that are ideal versions of ourselves to the exclusion of there never being misunderstandings or never really focusing on what our characters want out life, Nur doesn't really have this problem. Because Nur often picks up on the little things, it can sometimes be difficult to make them more significant and unfortunately I tend to not tie everything up nice and tidy, like Figgle and the murdered Naga, apologies on my part. Nur's always free to come on one of my quests and I'm glad he was here for this one. WBD: Self criticism, the quest was too long, not structured enough, and had too many things going on and too many NPC's to make them all relevant and intriguing. The sets were probably some of my favorites to build, I'm proud of the battles and the loot, the puzzles were good in my opinion, and the overall story worked. I think it's going to take a little more practice to figure out the best balance between long form storytelling and the everyday snapshot types of quests I'm used to running. Overall, I'm glad to have run the quest and learned the things I did and hopefully the next one will be even better and more exciting to watch. Once again, I'm thankful to all of you who participated on this thing over these past 7 months.
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"Why, thank you for notithing. Thothe wyrmth theem like nathty thingth, ethpethially judging by the thize of that tooth you're carrying, Barbarian. The Bonaparteth will be motht pleathed, with your information. I believe we owe you these." The Lapid hands out 4 shards of Mythril. "Ith there anything elthe you wanted to report?" The Party was free to add any additional comments to the somewhat fictitious report or head on their way home. Either way, they knew that their long and arduous journey under the mountain would certainly not be without its consequences, but whether those be for good or ill, only time would tell. The Party: Tesni Hightribe, Hero of the Northern Kingdoms Serpent Skinner (Peppermint M) Human Female Beserker *Restoration* *Immune to Afraid* Level: 40 1/5 Power Bonus: 5 (+3 WP) Defense: 17 Health: 59/59 Gold: 1502 Equipment: Dryw ar Zoot (WP:14, light-elemental; longsword),Sir Roderick’s Shield (SP:12, Immunity to afraid), Bone Claws (WP:3, SP:2; handwear),Dragon Bone Armor (SP:4, Max. Health +2; bodywear), Barbarian's Boots (Changes “Natural Respite” job trait into “Restoration”, restoring full health after every battle; suitable for barbarians, chi monks and beast warriors). Inventory: - Fàelàn (WP:20, 4x damage to enemies weak to fire, fire-elemental longsword)), Mellt (WP:10,ice- and lightning-elemental; hammer),Sharp Axe (WP: 14, fire- and ice- Elemental), Cysgodion (WP:14, darkness-elemental; greatsword), Mod Rod (WP:10, causes the afraid-effect; lightning-elemental staff suitable for staff members only), Cryfder (WP:6), Rebel's Dagger (WP: 5), Qilin Blade (WP:16, damages undead, ignores row and SP; longsword), Wormtail Whip (WP: 15, earth elemental, whip), Honor Guard Axe (WP: 10, SP Piercing, Axe) - 2 Shackles of War (prevents all fleeing, accessory), Red Dragon Plume (artifact, accessory, immunity to Weakened and Fire, suitable to Barbarians, Knights, Skirmishers, Winged Warriors), King's Crown (Headwear, protects against Doom and Petrified, Suitable for all classes), Goggles (Protects from blind-effect; accessory.), Honor Guard Helmet (SP: 3, +SP to Party Members) - Tiger Balm, Elixir, Phoenix Essence, 9 Venoms, 4 Deadly Venoms, 6 Meads, 4 Smelling Salts, Nostrum, Soma, 2x Smoke Bomb, Aquamarine Lamp of Summoning, Mulled Wine, 5 Potions, 2x Health Core, 7 Remedies, Grating Stone, 2x Remedy, 3x Bone, Tonic, 2x Grand Potion, 2x Water Bomb, Feather of Flight (Allows the user to flee from the battle when used.), 2x Silver Ore (worth 60 gold), 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.), 4 Mythril Shard, Black Pearl (worth 75 gold), Mythril, 1 Elixer, Pickled Mushroom (Effect Unknown), Emerald, Earthwyrm Fang (Grants the encouraged-, lucky-, reinforced-, and blinded- effects for the duration of one battle), Pick Axe, Rust Hopper Carapace (SP: 3, Immunity to SP Reduction, Torsowear) Atramor Gibbin, the Fiery Champion (CallMePie) 32 year old male human Decamon Drafter Level 42 2/5 *Immune to all elements, poisoned, and doomed* *Negative effects last one round* Power: 71 Defense: 14 Health: 69/69 Ether: 48/48 Gold: 545 Equipment: Living Mythril Claws (WP: 30, double WP against humanoids, fire and darkness elemental, dual strike, +1 WP after every successful hit, resets at end of current quest, daggers), Amulet of the Court (Negative effects last only one round on the wearer, accessory, suitable for anyone), Rat's Hide (SP: 4, backwear, suitable for anyone), Galactic Armor (SP: 6, +6 max health, immune to water, wood, lightning, fire, earth, wind, ice, light, darkness, and doomed, bodywear, suitable for anyone), Helmet of Azzurat (SP: 4, immune to poison, headwear, suitable for anyone) Inventory Weapons: Robust Shield (SP: 12, shield), Living Silver Katana (WP: 15, +1 WP after every successful hit, resets at end of current quest, Greatsword), Pheles Kris (WP: 20, wielder has a 1/2 chance to generate an Aura, doubling the user's maximum health but drawing all attacks to them, fire, ice, lightning, earth, wind, light, darkness elemental dagger), Artifacts: Bracers of Insatiable Avarice (Power +2; user gains 25 Gold for every enemy he kills, handwear, suitable for hunters, berserkers, battle mages, beast warriors, dragoons, marauders, regulators, and skirmishers), Chameleon Vest (Max. Health +10, the user becomes able to absorb the last element it was damaged with; bodywear), Canary (Remedies Poisoned when used on target, Bird familiar.), Living Shield (SP: 5, SP increases by 1 every time the user takes damage from an enemy. Resets after every battle) Scrolls: Scroll of Arc Frailty (50/50 chance to inflict the fragile-effect to all enemies for ether equal to the number of enemies), Scroll of Fire Armor (50/50 chance to conjure a layer of fiery armor over the target, giving them a 50/50 chance to deal the burned by 10-effect when hit by Damage or Special Damage at the cost of 5 ether), Scroll of Ice Armor (50/50 chance to conjure a layer of ice armor over the target, giving them a 50/50 chance to deal the stunned-effect when hit by Damage or Special Damage at the cost of 5 ether), Scroll of Tongues (Grants the user the Glossolalia Job Trait. Each casting lasts for a limited amount of time and costs 10 ether), Scroll of the Chasm (When cast, has a 50/50 chance to tame a Dark monster for the next six rounds at the cost of 10 ether) Consumables: 6 Bones, Dirt Bomb, Ether Bomb, Fenghuang Incense (After being consumed, automatically revives all party members with full health once when knocked out; cannot revive targets that are already knocked out.) Fire Bomb, 1 Grand Potion, 11 Grand Tonics, Health Core, 2 Meads, Nostrum, Phoenix Essence, 3 Phoenix Incenses, Potion, 3 Remedies, Smoke Bomb, 4 Venoms, Water Bomb, 2 Elixer, 1 Remedy, 2 Mythril Shards, Topaz, 2 Ether Cores Tools: Decamodifier (Transforms an enemy with a quarter or less health left into a Decamon card when used, if there is a corresponding card. The monster will not drop anything if it is modified. Tool.), Flint and Steel (Handy for starting fires), 2x Pickaxe, Shovel, Rope, Magic Shovel, Nautilus Schematics Decamon Deck (36): Volt Ant (Electric 1), Tweetybird (Flying 1), x2 Brains-in-a-Jar (Ethereal 2), x2 Barghest (Electric 2), Vampire Bat (Flying 3), Tangleweed (Plant 3), x2 Dune Ghoul (Rock 3), Simsalamander (Fiery 3), Sylph (Electric 3), Succubus (Fiery 4), x2 Holy Cow (Luminous 4), 2x Thunderbird (Electric 4), x2 Death's Rose (Plant 4) Shedu (Rock 5), Automaton (Electric 5), Night Mare (Dark 5), Mushroomhead (Plant 5), Unicorn (Luminous 5), Aquaphant (Aquatic 6), Electriphant (Electric 6), Cave Troll (Rock 6), Dryad (Plant 6), Sandman (Ethereal 6), Woodwose (Plant 7), Carcinos (Aquatic 8), Stone Golem (Rock 8), Storm Elemental (Electric 8), Pegasus (Luminous 8), Cloud Gigas (Electric 9), Phoenix (Fiery 9), Treant (Plant 9) En Sabah Nur (Jebediahs) 31 year old male human, Mystic Knight Level 32 3/4 *Immune to Darkness, Wood, Earth*, *Converts Ether to Health*, *Reflects Ether-Based Attacks* Power: 53 (73 vs. Humanoids) Defense: 8 Health: 54/54 Ether: 43/43 Gold: 25 Equipment: Quarterstaff (WP:22/44 against humanoids, suitable for mages, clerics and necromancers ), Earthy Wooden Shield (SP:6, grants immunity to wood and earth-elemental attacks), Traveler's Cloak (SP: 1, Backwear ), Lichen Armour (The wearer’s ether is counted as additional health if health is depleted and Darkness Immunity, suitable to classes with ether, Bodywear ), Sedge Hat (+4 Ether, Headwear ), Magic Mirror (The user reflects all ether-based attacks back to the caster without getting damaged by them, Accessory ) Inventory: Weapons: Unlucky Crossbow (WP:13, causes jinxed-effect; crossbow), Sangriste Dagger (WP: 5), En, Sabah, Nur (Shurikens 3/3, WP: 5), Poisonous Rod (WP:5, causes poisoned by 5-effect; staff), Mythril Axe (WP: 15, Axe) Artefacts: Cobra Nemes (Absorbs poison, recovering health instead of taking damage from poisoning, suitable to clerics, mages, chi monks and necromancers, Headwear ), Fire Amulet (Makes physical attacks do double damage to all enemies that are weak to fire, Accessory ), Custom Fitted Sealed Heavy Armour of Brilliance(SP:5,Immune: Lightning Elemental damage, fragile, blinded, sealed effects, suitable for suitable for Nur, Bodywear, ), Little Jane's Muff (Mage's Muffler, Protects from sealed-effect, Accessory ), Shackles of War (Prevents anyone from fleeing battles, Accessory ), Lock & Chain (Prevents items in the inventory from getting stolen; Accessory ), Flexible Grieves (SP 1, imparts the Nimble effect during the first round of combat; Footwear ), Carapace (SP: 3, Immunity to SP Reduction, Torsowear), Helm of Horror (Successful hits impart the Afraid effect to the target; headwear ) Spell Items: Garnet (Earth), Aquamarine (Water), Topaz (Lightning), Ruby (Fire), Scroll of Confusion Consumables: 3 Potions, 1 Grand Potions, 3 Ether Cores, 6 Remedies, Phoenix Essence, 2 Meads, Titan Heart (Grants encouraged- and inspired-effects when consumed), 5 Venoms, Deadly Venom, Feather of Lithe (Makes the user nimble for three rounds, giving them a 1/3 chance to completely avoid rolls of COUNTER and DAMAGE and Free Hits.), Feather of Flight (Allows the user to flee from the battle when used.), Alfred (Nur can call his golem minion twice per battle to protect him from all damage and effects for the remainder of the round or once per battle to protect him and another party member from all damage and effects for the remainder of the round.), 2 Elixer, 1 Mythril Shard Tools: Bedroll, Pickaxe, Magnifying Glass Decamon Deck: Shy Shell (Aquatic 2), Demon Ray (Aquatic 3), Will-o'-the-Wisp (Fiery 1), Barghest (Electric 2), Automaton (Electric 5), Vampire Bat (Flying 3), Specter (Icy 2), White Widow (Icy 3), Golden Scorpion (Luminous 2), Gold Golem (Luminous 6), Toxic Toad (Plant 1), Tangleweed (Plant 3), Scarab (Rock 1), Mud Frog (Rock 2), Stone Golem (Rock 8) Ellaria Arbour (Sandy) 24 years old female human Alchemist Level 34 2/4 *Three rolls for Mixture* *Transfer poisoned and bleeding upon being hit* *No Free Hits for 3 rounds* Power: 44 Defense: 6 Health: 53/53 Gold: 233 Equipment: Geppetto's Hammer (WP:10, wood-elemental hammer, hollow [Diluted Arc Potion (Restores 15 health to all allies)]; hammer), Rubber Gloves (For Mixture, the die is rolled three times instead of twice, and the highest two results determine the created item; suitable to alchemists; handwear.), Robe of the Magi (SP:1, suitable for mages, clerics, alchemists, chi monks, decamon drafters, necromancers, regulators, scholars and weather mages; bodywear.), Spider Helmet (SP:5, passes poisoned and bleeding effects to the enemy when the wearer is hit; headwear), Spirit Robe (Renders wearer invisible to the enemy for the first three rounds of battle so they do not take free hits; backwear) Inventory: Weapons Ignis Fatuus (WP:13, permanently poisoned by 15, fire- and lighting-elemental staff), Sylvania's Crossbow (WP:10, wood-elemental crossbow), Pan Flute (WP: 7, instrument), Wizard's Staff (WP:1, fire-, wind-, water- and earth-elemental staff), Wormtail Whip (WP: 15, earth elemental, whip) Artefacts: Ranger's Quiver (WP: +1 to bows and crossbows, suitable for rangers, beast warriors, infiltrators, and winged warriors; backwear), Robe of the Archmagi (SP:3, Max Ether +5, protects from sealing; suitable for mages, clerics, necromancers, scholars and weather mages, bodywear) Spell Items: Scroll of Inspiration (Inspired for rest of battle, 10 ether, 50/50 chance) Scroll of Sealing, Scroll of Frailty, Scroll of Weakening, Serenade of Water (Causes Water damage equal to the minstrel's level to all enemies per round for as long as the song is sung. Costs 10 ether per round. Battle Song), Ruby (Fire), Amethyst (Darkness) Consumables: 2 Health Cores, 4 Tonics, Diluted Arc Tonic (Restores 10 ether to all allies), 3 Grand Tonics, Ether Core, Hyper Arc Tonic (Restores full ether to all allies), Arc Elixir (Restores 60 health and 15 ether to all allies and removes negative effects.), 4 Remedies, Neutralizer, Tiger Balm, 1 Mead, 2 Smoke Bombs, 1 Ice Bomb, 1 Water Bomb, 2 Holy Bombs, Air Bomb, 5 Fire Bombs, Bad Breath (Poisoned by 1-effect to all enemies), Feather of White, 1 Elixer, Pristine Doll (Causes the Hexed-effect to one Light enemy, making it act against an ally instead of the heroes for 1 turn. Has 1/6 chance to break when used.), Bad Breath (Caused the Poisoned 1 effect to all enemies), 4 Mythril Shards, 1 Phoenix Essences, Wyvern's Breath (Causes Poisoned 10 to all enemies); Hyper Arc Tonic (Restores Full Ether to all allies), 2 Henrys Awards (+1 to Power or HP, or can be sold for 200 Gold, consumable), 2 Gold Bars Tools: Bedroll, Pickaxe, Telescope, Magic Compass, Magnifying Glass, Shovel, Chemistry Set (Allows the user to use Mixture outside of battle, costs 2 Gold Bars/un-modified roll, suitable for Alchemists, Tool) QM Note: That's it, folks feel free to add any last words or corrections for you final stats. Thanks for sticking it out through this super long quest, you've been a great Party. A lot of energy was spent on both sides and I could see the fatigue setting in, so thank you for all of your patience. I'll have more to say in the QM Lounge over the next couple of days as I collect my thoughts.
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The Lapid winces. "Rathithm? That ith thrange. I didn't think thingth were that bad, down there." Nur's outburst looks like it might have bought the party a little time to come up with a more suitable answer.
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"And what wath wrong exthactly? The boat in the harbor filled with mythril ith a good thign, but some more confidenthe in the return of the market would be nithe."
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The Party finishes their shopping and heads for the docks at Krumpknob. After meeting with the chief they are sent off with the newest shipment of mythril for trading at Shelbric. The journey is fairly uneventful and the party soon find themselves back where their adventure began. Dumora, having accompanied them, bids them adieu on the docks. "Well heroes, I can't say we had the most pleasant experience down there, but hopefully we'll all be better off for your service to the three cities. Without you, things would have gotten a whole lot uglier." The vindicator shifts her equipment, "Just found out I'll be serving as the new ambassador of the clans to the rest of Uland, so I imagine we'll see each other in Eubric now and again. I'll let you tend to your business with the Bonapartes, just remember Volaf's request if ya please. Farewell." The heroes took their leave for the common house and soon had little issue in finding their Bonaparte contact. "My, my, my. Back tho thoon? Glad to thee you're all in one piethe." The Lapid orders a round of drinks for the heroes. "Well, what did you find outh?
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The old lady was fuming as Ellaria exited the residence. "Well I never... conspiracy?" Outside Ellaria found Dumora. "Well that went well. My godmother always was a little bit of a prude."
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"Young lady, I believe the agreed upon deal was 500 Gold for my piece of Mythril if you fulfilled the delivery. Seeing as how you went through a little more trouble than I would have expected we'll say 450 is still an honest deal. If you or your friends don't want it, fine by me." QM Note: Unless anyone wants to get anything else done, we'll move this along in another 6 hrs or so.
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"Past member actually, I resigned my membership a few years back regarding that exact policy of theirs. Alchemy is about the freedom to push the boarders of our understanding of the natural realm. We shouldn't be stifling exploration such as the practitioners of magic do. I would be most delighted to continue this conversation with you via correspondence, perhaps the art can be saved after all." With that, the Mindflayer sees Ellaria on her way. The journey back to Krumpknob is an easy one and Ellaria joins in with a group of merchants heading to the city. The alchemist finds Ms. Thisbeen at her residence. "Well then, isn't this a pleasant surprise. I received a note from the overseer at The Glittering that my brother's ashes were delivered safely and securely, no thanks I'm sure to your party, correct?"
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She's been selling them.
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The Mindflayer pauses a moment as the alchemist approaches. A voice echos in the Ellaria's head. "I know, the tactless fellow was positively dull. I'm Hava and I'm pleased to see my acid is fully accounted for and in a set of capable hands." The Mindflayer sets the acid within a storage cabinet. "Hmm... well I can see you're not an imbecile, here take this, you might find it somewhat useful throughout your career." Chemistry Set (Allows the user to use Mixture outside of battle, costs 2 Gold Bars/un-modified roll, suitable for Alchemists, Tool)
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"Quite a bit of gold there young fellow, hope you came about it honorably." The smith completes Atramor's order coating the vindicators weapons in an ultra-thin layer of molten steel, the edges becoming keen as razor blades. Atramor Gibbin, the Fiery Champion (CallMePie) 32 year old male human Decamon Drafter Level 42 2/5 *Immune to all elements, poisoned, and doomed* *Negative effects last one round* Power: 71 Defense: 14 Health: 42/69 Ether: 11/48 Gold: 545 Equipment: Living Mythril Claws (WP: 30, double WP against humanoids, fire and darkness elemental, dual strike, +1 WP after every successful hit, resets at end of current quest, daggers), Amulet of the Court (Negative effects last only one round on the wearer, accessory, suitable for anyone), Rat's Hide (SP: 4, backwear, suitable for anyone), Galactic Armor (SP: 6, +6 max health, immune to water, wood, lightning, fire, earth, wind, ice, light, darkness, and doomed, bodywear, suitable for anyone), Helmet of Azzurat (SP: 4, immune to poison, headwear, suitable for anyone) Inventory Weapons: Robust Shield (SP: 12, shield), Living Silver Katana (WP: 15, +1 WP after every successful hit, resets at end of current quest, Greatsword), Pheles Kris (WP: 20, wielder has a 1/2 chance to generate an Aura, doubling the user's maximum health but drawing all attacks to them, fire, ice, lightning, earth, wind, light, darkness elemental dagger), Artifacts: Bracers of Insatiable Avarice (Power +2; user gains 25 Gold for every enemy he kills, handwear, suitable for hunters, berserkers, battle mages, beast warriors, dragoons, marauders, regulators, and skirmishers), Chameleon Vest (Max. Health +10, the user becomes able to absorb the last element it was damaged with; bodywear), Canary (Remedies Poisoned when used on target, Bird familiar.), Living Shield (SP: 5, SP increases by 1 every time the user takes damage from an enemy. Resets after every battle) Scrolls: Scroll of Arc Frailty (50/50 chance to inflict the fragile-effect to all enemies for ether equal to the number of enemies), Scroll of Fire Armor (50/50 chance to conjure a layer of fiery armor over the target, giving them a 50/50 chance to deal the burned by 10-effect when hit by Damage or Special Damage at the cost of 5 ether), Scroll of Ice Armor (50/50 chance to conjure a layer of ice armor over the target, giving them a 50/50 chance to deal the stunned-effect when hit by Damage or Special Damage at the cost of 5 ether), Scroll of Tongues (Grants the user the Glossolalia Job Trait. Each casting lasts for a limited amount of time and costs 10 ether), Scroll of the Chasm (When cast, has a 50/50 chance to tame a Dark monster for the next six rounds at the cost of 10 ether) Consumables: 6 Bones, Dirt Bomb, Ether Bomb, Fenghuang Incense (After being consumed, automatically revives all party members with full health once when knocked out; cannot revive targets that are already knocked out.) Fire Bomb, 1 Grand Potion, 11 Grand Tonics, Health Core, 2 Meads, Nostrum, Phoenix Essence, 3 Phoenix Incenses, Potion, 3 Remedies, Smoke Bomb, 4 Venoms, Water Bomb, 2 Elixer, 1 Remedy, Mythril Shard, Topaz, 2 Ether Cores Tools: Decamodifier (Transforms an enemy with a quarter or less health left into a Decamon card when used, if there is a corresponding card. The monster will not drop anything if it is modified. Tool.), Flint and Steel (Handy for starting fires), 2x Pickaxe, Shovel, Rope, Magic Shovel Decamon Deck (36): Volt Ant (Electric 1), Tweetybird (Flying 1), x2 Brains-in-a-Jar (Ethereal 2), x2 Barghest (Electric 2), Vampire Bat (Flying 3), Tangleweed (Plant 3), x2 Dune Ghoul (Rock 3), Simsalamander (Fiery 3), Sylph (Electric 3), Succubus (Fiery 4), x2 Holy Cow (Luminous 4), 2x Thunderbird (Electric 4), x2 Death's Rose (Plant 4) Shedu (Rock 5), Automaton (Electric 5), Night Mare (Dark 5), Mushroomhead (Plant 5), Unicorn (Luminous 5), Aquaphant (Aquatic 6), Electriphant (Electric 6), Cave Troll (Rock 6), Dryad (Plant 6), Sandman (Ethereal 6), Woodwose (Plant 7), Carcinos (Aquatic 8), Stone Golem (Rock 8), Storm Elemental (Electric 8), Pegasus (Luminous 8), Cloud Gigas (Electric 9), Phoenix (Fiery 9), Treant (Plant 9) "Custom fit it? Of course I can, where do you think you are, Fodmin's?" The dwarf smiles taking Nur's armor in exchange for the helmet. The dwarf toddles over to the mage to take his measurements and a few minutes later hands over the fitted armor with a polished topaz adorning the breastplate. En Sabah Nur (Jebediahs) 31 year old male human, Mystic Knight Level 32 3/4 *Immune to Darkness, Wood, Earth*, *Converts Ether to Health*, *Reflects Ether-Based Attacks* Power: 53 (73 vs. Humanoids) Defense: 8 Health: 25/54 Ether: 27/43 Gold: 25 Equipment: Quarterstaff (WP:22/44 against humanoids, suitable for mages, clerics and necromancers ), Earthy Wooden Shield (SP:6, grants immunity to wood and earth-elemental attacks), Traveler's Cloak (SP: 1, Backwear ), Lichen Armour (The wearer’s ether is counted as additional health if health is depleted and Darkness Immunity, suitable to classes with ether, Bodywear ), Sedge Hat (+4 Ether, Headwear ), Magic Mirror (The user reflects all ether-based attacks back to the caster without getting damaged by them, Accessory ) Inventory: Weapons: Unlucky Crossbow (WP:13, causes jinxed-effect; crossbow), Sangriste Dagger (WP: 5), En, Sabah, Nur (Shurikens 3/3, WP: 5), Poisonous Rod (WP:5, causes poisoned by 5-effect; staff), Mythril Axe (WP: 15, Axe) Artefacts: Cobra Nemes (Absorbs poison, recovering health instead of taking damage from poisoning, suitable to clerics, mages, chi monks and necromancers, Headwear ), Fire Amulet (Makes physical attacks do double damage to all enemies that are weak to fire, Accessory ), Custom Fitted Sealed Heavy Armour of Brilliance(SP:5,Immune: Lightning Elemental damage, fragile, blinded, sealed effects, suitable for suitable for Nur, Bodywear, ), Little Jane's Muff (Mage's Muffler, Protects from sealed-effect, Accessory ), Shackles of War (Prevents anyone from fleeing battles, Accessory ), Lock & Chain (Prevents items in the inventory from getting stolen; Accessory ), Flexible Grieves (SP 1, imparts the Nimble effect during the first round of combat; Footwear ), Carapace (SP: 3, Immunity to SP Reduction, Torsowear), Helm of Horror (Successful hits impart the Afraid effect to the target; headwear ) Spell Items: Garnet (Earth), Aquamarine (Water), Topaz (Lightning), Ruby (Fire), Scroll of Confusion Consumables: 3 Potions, 1 Grand Potions, 3 Ether Cores, 6 Remedies, Phoenix Essence, 2 Meads, Titan Heart (Grants encouraged- and inspired-effects when consumed), 5 Venoms, Deadly Venom, Feather of Lithe (Makes the user nimble for three rounds, giving them a 1/3 chance to completely avoid rolls of COUNTER and DAMAGE and Free Hits.), Feather of Flight (Allows the user to flee from the battle when used.), Alfred (Nur can call his golem minion twice per battle to protect him from all damage and effects for the remainder of the round or once per battle to protect him and another party member from all damage and effects for the remainder of the round.), 2 Elixer Tools: Bedroll, Pickaxe, Magnifying Glass Decamon Deck: Shy Shell (Aquatic 2), Demon Ray (Aquatic 3), Will-o'-the-Wisp (Fiery 1), Barghest (Electric 2), Automaton (Electric 5), Vampire Bat (Flying 3), Specter (Icy 2), White Widow (Icy 3), Golden Scorpion (Luminous 2), Gold Golem (Luminous 6), Toxic Toad (Plant 1), Tangleweed (Plant 3), Scarab (Rock 1), Mud Frog (Rock 2), Stone Golem (Rock 8) Ellaria Arbour (Sandy) 24 years old female human Alchemist Level 34 2/4 *Three rolls for Mixture* *Transfer poisoned and bleeding upon being hit* *No Free Hits for 3 rounds* Power: 44 Defense: 6 Health: 39/53 Gold: 233 Equipment: Geppetto's Hammer (WP:10, wood-elemental hammer, hollow [Diluted Arc Potion (Restores 15 health to all allies)]; hammer), Rubber Gloves (For Mixture, the die is rolled three times instead of twice, and the highest two results determine the created item; suitable to alchemists; handwear.), Robe of the Magi (SP:1, suitable for mages, clerics, alchemists, chi monks, decamon drafters, necromancers, regulators, scholars and weather mages; bodywear.), Spider Helmet (SP:5, passes poisoned and bleeding effects to the enemy when the wearer is hit; headwear), Spirit Robe (Renders wearer invisible to the enemy for the first three rounds of battle so they do not take free hits; backwear) Inventory: Weapons Ignis Fatuus (WP:13, permanently poisoned by 15, fire- and lighting-elemental staff), Sylvania's Crossbow (WP:10, wood-elemental crossbow), Pan Flute (WP: 7, instrument), Wizard's Staff (WP:1, fire-, wind-, water- and earth-elemental staff), Wormtail Whip (WP: 15, earth elemental, whip) Artefacts: Ranger's Quiver (WP: +1 to bows and crossbows, suitable for rangers, beast warriors, infiltrators, and winged warriors; backwear), Robe of the Archmagi (SP:3, Max Ether +5, protects from sealing; suitable for mages, clerics, necromancers, scholars and weather mages, bodywear) Spell Items: Scroll of Inspiration (Inspired for rest of battle, 10 ether, 50/50 chance) Scroll of Sealing, Scroll of Frailty, Scroll of Weakening, Serenade of Water (Causes Water damage equal to the minstrel's level to all enemies per round for as long as the song is sung. Costs 10 ether per round. Battle Song), Ruby (Fire), Amethyst (Darkness) Consumables: 2 Health Cores, 4 Tonics, Diluted Arc Tonic (Restores 10 ether to all allies), 3 Grand Tonics, Ether Core, Hyper Arc Tonic (Restores full ether to all allies), Arc Elixir (Restores 60 health and 15 ether to all allies and removes negative effects.), 4 Remedies, Neutralizer, Tiger Balm, 1 Mead, 2 Smoke Bombs, 1 Ice Bomb, 1 Water Bomb, 2 Holy Bombs, Air Bomb, 5 Fire Bombs, Bad Breath (Poisoned by 1-effect to all enemies), Feather of White, 1 Elixer, Pristine Doll (Causes the Hexed-effect to one Light enemy, making it act against an ally instead of the heroes for 1 turn. Has 1/6 chance to break when used.); Alchemist's Acid (Reduces a target's SP to 0, consumable), Bad Breath (Caused the Poisoned 1 effect to all enemies), 3 Mythril Shards, 1 Phoenix Essences, Wyvern's Breath (Causes Poisoned 10 to all enemies); Hyper Arc Tonic (Restores Full Ether to all allies), 2 Henrys Awards (+1 to Power or HP, or can be sold for 200 Gold, consumable), 2 Gold Bars Tools: Bedroll, Pickaxe, Telescope, Magic Compass, Magnifying Glass, Shovel
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"That a shame about bumpin' me up on the list, but if what you say is true it might not matter. How'd ya manage to get more mythril into the stream, eh? Did they open up a new mine?" The dwarf smiles at the sight of the Henry award, testing the gold before taking the horseshoe in hand, "I think I can manage something, good thing it's already somewhat shaped." A good hour or so later the smith comes back with a crossbow in hand, the horseshoe having been shaped into the limbs of the weapon. "Here you are! What do you think?" Unlucky Crossbow (WP:13, causes jinxed-effect; crossbow) En Sabah Nur (Jebediahs) 31 year old male human, Mystic Knight Level 32 3/4 *Immune to Darkness, Wood, Earth*, *Converts Ether to Health*, *Reflects Ether-Based Attacks* Power: 53 (73 vs. Humanoids) Defense: 8 Health: 25/54 Ether: 27/43 Gold: 300 Equipment: Quarterstaff (WP:22/44 against humanoids, suitable for mages, clerics and necromancers ), Earthy Wooden Shield (SP:6, grants immunity to wood and earth-elemental attacks), Traveler's Cloak (SP: 1, Backwear ), Lichen Armour (The wearer’s ether is counted as additional health if health is depleted and Darkness Immunity, suitable to classes with ether, Bodywear ), Sedge Hat (+4 Ether, Headwear ), Magic Mirror (The user reflects all ether-based attacks back to the caster without getting damaged by them, Accessory ) Inventory: Weapons: Unlucky Crossbow (WP:13, causes jinxed-effect; crossbow), Sangriste Dagger (WP: 5), En, Sabah, Nur (Shurikens 3/3, WP: 5), Poisonous Rod (WP:5, causes poisoned by 5-effect; staff), Mythril Axe (WP: 15, Axe) Artefacts: Cobra Nemes (Absorbs poison, recovering health instead of taking damage from poisoning, suitable to clerics, mages, chi monks and necromancers, Headwear ), Fire Amulet (Makes physical attacks do double damage to all enemies that are weak to fire, Accessory ), Sealed Heavy Armour of Brilliance(SP:5,Immune: fragile, blinded, sealed effects, suitable for suitable for barbarians, knights, dragoons, skirmishers and regulators, Bodywear, ), Little Jane's Muff (Mage's Muffler, Protects from sealed-effect, Accessory ), Shackles of War (Prevents anyone from fleeing battles, Accessory ), Lock & Chain (Prevents items in the inventory from getting stolen; Accessory ), Flexible Grieves (SP 1, imparts the Nimble effect during the first round of combat; Footwear ), Carapace (SP: 3, Immunity to SP Reduction, Torsowear) Spell Items: Garnet (Earth), Aquamarine (Water), 2 Topaz (Lightning), Ruby (Fire), Scroll of Confusion Consumables: 3 Potions, 1 Grand Potions, 3 Ether Cores, 6 Remedies, Phoenix Essence, 2 Meads, Titan Heart (Grants encouraged- and inspired-effects when consumed), 5 Venoms, Deadly Venom, Feather of Lithe (Makes the user nimble for three rounds, giving them a 1/3 chance to completely avoid rolls of COUNTER and DAMAGE and Free Hits.), Feather of Flight (Allows the user to flee from the battle when used.), Alfred (Nur can call his golem minion twice per battle to protect him from all damage and effects for the remainder of the round or once per battle to protect him and another party member from all damage and effects for the remainder of the round.), 2 Elixer, 1 Mythril Shard, Henrys Award (+1 to Power or HP, or can be sold for 200 Gold, consumable) Tools: Bedroll, Pickaxe, Magnifying Glass Decamon Deck: Shy Shell (Aquatic 2), Demon Ray (Aquatic 3), Will-o'-the-Wisp (Fiery 1), Barghest (Electric 2), Automaton (Electric 5), Vampire Bat (Flying 3), Specter (Icy 2), White Widow (Icy 3), Golden Scorpion (Luminous 2), Gold Golem (Luminous 6), Toxic Toad (Plant 1), Tangleweed (Plant 3), Scarab (Rock 1), Mud Frog (Rock 2), Stone Golem (Rock 8)
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"What you tell the Bonapartes is of little concern to me as long as it forgoes the details of the happening this cave. As for some sort of payment, I think granting you the privilege to leave at your own convenience is most generous, whatever deal the Bonapartes made with you is between you and them. I thank you all for your discretion, Dumora will guide you back to Brumpknob from there you are free to make your own way home." "Knew I wouldn't be rid of you lot yet." The vindicator smile slightly. "If you'll be wanting passage by water-way stop by my place back in Krumpknob, I'll be there in a day or so." The Party makes their way out of the complex of tunnels glad to be out of the cramping spaces, the cities of the Dwarves were free to them and while some new the shores of Eubric Freeport called eagerly to them, others had mind to spend a little more time and perhaps a little more gold in the bustling marketplaces of the Under-mountain.
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"Conquest of the surface world? He must be mad." "Mad? I'm infuriated at the stupidity of you both." The high priest rises from his knees. "You're so short-sighted you cannot see past your own beards. Do you think our future is to live down here forever?" "He managed to pull together a group of mongrels and force them to build weapons of war, this is not genius but devilry of the worst kind." Kulbin glances at the heroes. "Your role in stopping Ufknav is appreciated, but know that your recommendations are tainted by your deception. Our elections will happen in their won time, in the interim Volaf shall function as the High Chief until Clan Brumpkin has an opportunity to appoint a new leader." "There will be no need, the Mythril has been recovered thus his damage will be undone, though it will take time. As for him..." Chief Volaf nodded to Dumora, "There is but one end. Ufknav, for your crimes against your own clan and your brother clans, you are hereby banished from the Under-mountain." Dumora stands behind the once high priest and presses a silver seal onto his neck a blinding light momentarily filling the cavern and the sound of branded flesh. "That seal shall forever mark you as a traitor to your kind and should you ever return cause you the most unbearable pain that you will wish you were dead. Guards, take him away." A set of Brumpkin Guards escort Ufknav to the entrance of the tunnel. "Fools, you think this will be the end? Your precious clans will whither. I have seen it, I have been told the horrors that await you down here." "Get rid of him already." "An accurate assessment and one I wished was shared with more of your companions." Heroes of Heroica, I know of this Fromptious and his employer and can see why he has sent you. The Bonapartes are ever greedy for their share of the sea as well as the land. I would ask that you do not speak of any of the happenings in this cavern to anyone, t'would throw our own people into a panic knowing that one such as the Ufknav was so easily corrupted and would cause those outside our borders to think of us with even more suspicion than they already do. Will you do this for me? If not then I must ask you to leave the Under-mountain at once." How would the Party answer?
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Party: Tesni Hightribe, Hero of the Northern Kingdoms Serpent Skinner (Peppermint M) *Party Leader* Human Female Beserker *Restoration* *Immune to Afraid* Level: 40 1/5 Power Bonus: 5 (+3 WP) Defense: 17 Health: 59/59 Gold: 1502 Equipment: Dryw ar Zoot (WP:14, light-elemental; longsword),Sir Roderick’s Shield (SP:12, Immunity to afraid), Bone Claws (WP:3, SP:2; handwear),Dragon Bone Armor (SP:4, Max. Health +2; bodywear), Barbarian's Boots (Changes “Natural Respite” job trait into “Restoration”, restoring full health after every battle; suitable for barbarians, chi monks and beast warriors). Inventory: - Fàelàn (WP:20, 4x damage to enemies weak to fire, fire-elemental longsword)), Mellt (WP:10,ice- and lightning-elemental; hammer),Sharp Axe (WP: 14, fire- and ice- Elemental), Cysgodion (WP:14, darkness-elemental; greatsword), Mod Rod (WP:10, causes the afraid-effect; lightning-elemental staff suitable for staff members only), Cryfder (WP:6), Rebel's Dagger (WP: 5), Qilin Blade (WP:16, damages undead, ignores row and SP; longsword), Wormtail Whip (WP: 15, earth elemental, whip), Honor Guard Axe (WP: 10, SP Piercing, Axe) - 2 Shackles of War (prevents all fleeing, accessory), Red Dragon Plume (artifact, accessory, immunity to Weakened and Fire, suitable to Barbarians, Knights, Skirmishers, Winged Warriors), King's Crown (Headwear, protects against Doom and Petrified, Suitable for all classes), Goggles (Protects from blind-effect; accessory.), Honor Guard Helmet (SP: 3, +SP to Party Members) - Tiger Balm, Elixir, Phoenix Essence, 9 Venoms, 4 Deadly Venoms, 6 Meads, 4 Smelling Salts, Nostrum, Soma, 2x Smoke Bomb, Aquamarine Lamp of Summoning, Mulled Wine, 5 Potions, 2x Health Core, 7 Remedies, Grating Stone, 2x Remedy, 3x Bone, Tonic, 2x Grand Potion, 2x Water Bomb, Feather of Flight (Allows the user to flee from the battle when used.), 2x Silver Ore (worth 60 gold), 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.), 3 Mythril Shard, Black Pearl (worth 75 gold), Mythril, 1 Elixer, Pickled Mushroom (Effect Unknown), Emerald, Earthwyrm Fang (Grants the encouraged-, lucky-, reinforced-, and blinded- effects for the duration of one battle), Pick Axe, Rust Hopper Carapace (SP: 3, Immunity to SP Reduction, Torsowear) Atramor Gibbin, the Fiery Champion (CallMePie) 32 year old male human Decamon Drafter Level 42 2/5 *Immune to all elements, poisoned, and doomed* *Negative effects last one round* Power: 71 Defense: 14 Health: 42/69 Ether: 11/48 Gold: 395 Equipment:Mythril Claws (WP: 30, double WP against humanoids, fire and darkness elemental, dual strike, daggers)Amulet of the Court (Negative effects last only one round on the wearer, accessory, suitable for anyone), Rat's Hide (SP: 4, backwear, suitable for anyone), Galactic Armor (SP: 6, +6 max health, immune to water, wood, lightning, fire, earth, wind, ice, light, darkness, and doomed, bodywear, suitable for anyone), Helmet of Azzurat (SP: 4, immune to poison, headwear, suitable for anyone) Inventory Weapons: Robust Shield (SP: 12, shield), Silver Katana (WP: 15, longsword), Pheles Kris (WP: 20, wielder has a 1/2 chance to generate an Aura, doubling the user's maximum health but drawing all attacks to them, fire, ice, lightning, earth, wind, light, darkness elemental dagger), Artifacts: Bracers of Insatiable Avarice (Power +2; user gains 25 Gold for every enemy he kills, handwear, suitable for hunters, berserkers, battle mages, beast warriors, dragoons, marauders, regulators, and skirmishers), Chameleon Vest (Max. Health +10, the user becomes able to absorb the last element it was damaged with; bodywear), Canary (Remedies Poisoned when used on target, Bird familiar.), Living Shield (SP: 5, SP increases by 1 every time the user takes damage from an enemy. Resets after every battle) Scrolls: Scroll of Arc Frailty (50/50 chance to inflict the fragile-effect to all enemies for ether equal to the number of enemies), Scroll of Fire Armor (50/50 chance to conjure a layer of fiery armor over the target, giving them a 50/50 chance to deal the burned by 10-effect when hit by Damage or Special Damage at the cost of 5 ether), Scroll of Ice Armor (50/50 chance to conjure a layer of ice armor over the target, giving them a 50/50 chance to deal the stunned-effect when hit by Damage or Special Damage at the cost of 5 ether), Scroll of Tongues (Grants the user the Glossolalia Job Trait. Each casting lasts for a limited amount of time and costs 10 ether), Scroll of the Chasm (When cast, has a 50/50 chance to tame a Dark monster for the next six rounds at the cost of 10 ether) Consumables: 6 Bones, Dirt Bomb, Ether Bomb, Fenghuang Incense (After being consumed, automatically revives all party members with full health once when knocked out; cannot revive targets that are already knocked out.) Fire Bomb, 1 Grand Potion, 11 Grand Tonics, Health Core, 2 Meads, Nostrum, Phoenix Essence, 3 Phoenix Incenses, Potion, 3 Remedies, Smoke Bomb, 4 Venoms, Water Bomb, 2 Elixer, 1 Remedy, Mythril Shard, Topaz, 2 Ether Cores Tools: Decamodifier (Transforms an enemy with a quarter or less health left into a Decamon card when used, if there is a corresponding card. The monster will not drop anything if it is modified. Tool.), Flint and Steel (Handy for starting fires), 2x Pickaxe, Shovel, Rope, Magic Shovel Decamon Deck (36): Volt Ant (Electric 1), Tweetybird (Flying 1), x2 Brains-in-a-Jar (Ethereal 2), x2 Barghest (Electric 2), Vampire Bat (Flying 3), Tangleweed (Plant 3), x2 Dune Ghoul (Rock 3), Simsalamander (Fiery 3), Sylph (Electric 3), Succubus (Fiery 4), x2 Holy Cow (Luminous 4), 2x Thunderbird (Electric 4), x2 Death's Rose (Plant 4) Shedu (Rock 5), Automaton (Electric 5), Night Mare (Dark 5), Mushroomhead (Plant 5), Unicorn (Luminous 5), Aquaphant (Aquatic 6), Electriphant (Electric 6), Cave Troll (Rock 6), Dryad (Plant 6), Sandman (Ethereal 6), Woodwose (Plant 7), Carcinos (Aquatic 8), Stone Golem (Rock 8), Storm Elemental (Electric 8), Pegasus (Luminous 8), Cloud Gigas (Electric 9), Phoenix (Fiery 9), Treant (Plant 9) Ellaria Arbour (Sandy) 24 years old female human Alchemist Level 34 2/4 *Three rolls for Mixture* *Transfer poisoned and bleeding upon being hit* *No Free Hits for 3 rounds* Power: 44 Defense: 6 Health: 39/53 Gold: 233 Equipment: Geppetto's Hammer (WP:10, wood-elemental hammer, hollow [Diluted Arc Potion (Restores 15 health to all allies)]; hammer), Rubber Gloves (For Mixture, the die is rolled three times instead of twice, and the highest two results determine the created item; suitable to alchemists; handwear.), Robe of the Magi (SP:1, suitable for mages, clerics, alchemists, chi monks, decamon drafters, necromancers, regulators, scholars and weather mages; bodywear.), Spider Helmet (SP:5, passes poisoned and bleeding effects to the enemy when the wearer is hit; headwear), Spirit Robe (Renders wearer invisible to the enemy for the first three rounds of battle so they do not take free hits; backwear) Inventory: Weapons Ignis Fatuus (WP:13, permanently poisoned by 15, fire- and lighting-elemental staff), Sylvania's Crossbow (WP:10, wood-elemental crossbow), Pan Flute (WP: 7, instrument), Wizard's Staff (WP:1, fire-, wind-, water- and earth-elemental staff), Wormtail Whip (WP: 15, earth elemental, whip) Artefacts: Ranger's Quiver (WP: +1 to bows and crossbows, suitable for rangers, beast warriors, infiltrators, and winged warriors; backwear), Robe of the Archmagi (SP:3, Max Ether +5, protects from sealing; suitable for mages, clerics, necromancers, scholars and weather mages, bodywear) Spell Items: Scroll of Inspiration (Inspired for rest of battle, 10 ether, 50/50 chance) Scroll of Sealing, Scroll of Frailty, Scroll of Weakening, Serenade of Water (Causes Water damage equal to the minstrel's level to all enemies per round for as long as the song is sung. Costs 10 ether per round. Battle Song), Ruby (Fire), Amethyst (Darkness) Consumables: 2 Health Cores, 4 Tonics, Diluted Arc Tonic (Restores 10 ether to all allies), 3 Grand Tonics, Ether Core, Hyper Arc Tonic (Restores full ether to all allies), Arc Elixir (Restores 60 health and 15 ether to all allies and removes negative effects.), 4 Remedies, Neutralizer, Tiger Balm, 1 Mead, 2 Smoke Bombs, 1 Ice Bomb, 1 Water Bomb, 2 Holy Bombs, Air Bomb, 5 Fire Bombs, Bad Breath (Poisoned by 1-effect to all enemies), Feather of White, 1 Elixer, Pristine Doll (Causes the Hexed-effect to one Light enemy, making it act against an ally instead of the heroes for 1 turn. Has 1/6 chance to break when used.); Alchemist's Acid (Reduces a target's SP to 0, consumable), Bad Breath (Caused the Poisoned 1 effect to all enemies), 2 Mythril Shards, 1 Phoenix Essences, Wyvern's Breath (Causes Poisoned 10 to all enemies); Hyper Arc Tonic (Restores Full Ether to all allies), 2 Henrys Awards (+1 to Power or HP, or can be sold for 200 Gold, consumable), 2 Gold Bars Tools: Bedroll, Pickaxe, Telescope, Magic Compass, Magnifying Glass, Shovel Quest Items: Chief Kulbin's Letter, Letter from High Priest En Sabah Nur (Jebediahs) 31 year old male human, Mystic Knight Level 32 3/4 *Immune to Darkness, Wood, Earth*, *Converts Ether to Health*, *Reflects Ether-Based Attacks* Power: 53 (73 vs. Humanoids) Defense: 8 Health: 25/54 Ether: 27/43 Gold: 250 Equipment: Quarterstaff (WP:22/44 against humanoids, suitable for mages, clerics and necromancers ), Earthy Wooden Shield (SP:6, grants immunity to wood and earth-elemental attacks), Traveler's Cloak (SP: 1, Backwear ), Lichen Armour (The wearer’s ether is counted as additional health if health is depleted and Darkness Immunity, suitable to classes with ether, Bodywear ), Sedge Hat (+4 Ether, Headwear ), Magic Mirror (The user reflects all ether-based attacks back to the caster without getting damaged by them, Accessory ) Inventory: Weapons: Unlucky Horseshoe (WP:13, retrievable, causes jinxed-effect; throwing weapon), Sangriste Dagger (WP: 5), En, Sabah, Nur (Shurikens 3/3, WP: 5), Poisonous Rod (WP:5, causes poisoned by 5-effect; staff), Mythril Axe (WP: 15, Axe) Artefacts: Cobra Nemes (Absorbs poison, recovering health instead of taking damage from poisoning, suitable to clerics, mages, chi monks and necromancers, Headwear ), Fire Amulet (Makes physical attacks do double damage to all enemies that are weak to fire, Accessory ), Sealed Heavy Armour of Brilliance(SP:5,Immune: fragile, blinded, sealed effects, suitable for suitable for barbarians, knights, dragoons, skirmishers and regulators, Bodywear, ), Little Jane's Muff (Mage's Muffler, Protects from sealed-effect, Accessory ), Shackles of War (Prevents anyone from fleeing battles, Accessory ), Lock & Chain (Prevents items in the inventory from getting stolen; Accessory ), Flexible Grieves (SP 1, imparts the Nimble effect during the first round of combat; Footwear ), Carapace (SP: 3, Immunity to SP Reduction, Torsowear) Spell Items: Garnet (Earth), Aquamarine (Water), 2 Topaz (Lightning), Ruby (Fire), Scroll of Confusion Consumables: 3 Potions, 1 Grand Potions, 3 Ether Cores, 6 Remedies, Phoenix Essence, 2 Meads, Titan Heart (Grants encouraged- and inspired-effects when consumed), 5 Venoms, Deadly Venom, Feather of Lithe (Makes the user nimble for three rounds, giving them a 1/3 chance to completely avoid rolls of COUNTER and DAMAGE and Free Hits.), Feather of Flight (Allows the user to flee from the battle when used.), Alfred (Nur can call his golem minion twice per battle to protect him from all damage and effects for the remainder of the round or once per battle to protect him and another party member from all damage and effects for the remainder of the round.), 2 Elixer, 1 Mythril Shard, Henrys Award (+1 to Power or HP, or can be sold for 200 Gold, consumable) Tools: Bedroll, Pickaxe, Magnifying Glass Decamon Deck: Shy Shell (Aquatic 2), Demon Ray (Aquatic 3), Will-o'-the-Wisp (Fiery 1), Barghest (Electric 2), Automaton (Electric 5), Vampire Bat (Flying 3), Specter (Icy 2), White Widow (Icy 3), Golden Scorpion (Luminous 2), Gold Golem (Luminous 6), Toxic Toad (Plant 1), Tangleweed (Plant 3), Scarab (Rock 1), Mud Frog (Rock 2), Stone Golem (Rock 8) "Who are you to know what is best for our people, or to dictate our policy? What know you of our laws or our traditions. He has done the unspeakable, the unthinkable, the unforgivable and I will end him. There is enough evidence here to make his memory and wicked deeds plain to see by all." So saying the Vindicator raises her sword again. "Hold fast Dumora, I believe your friends are right." The Party looks up and notices the arrival of the a contingent of Brumpknob guards in addition to the heads of Clans Krumpkin and Frumpkin. "Aye, someone want to explain exactly what's goin' on here? Knew somethin' was up when you didn't return that mine cart." "Ufknav here was in league with the Dark Dwarves planning some sort of invasion of the surface world, with these... machines. He's been siphoning the mythril supply for their construction destroying our entire economy in the process." The high priest keeps his mouth shut as Kulbin looks at the heroes. "Is this true?"