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Waterbrick Down

Heroica Master
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  1. Sorry 132, just coming off a 24hr shift, probably going to be another 12 hrs for an update. Thanks for your patience.
  2. QM Note: There are four locations where-in the heroes can fight. It takes one turn to transfer to a new location if the current location is not clear yet and the move occurs after Free Hits. Locations: Cavern Entrance: Ellaria & Tesni Mythril Drill: Drill will breach Crystalline Sea in 5 Rounds, Atramor Nautili Production: Cannons will be operational and begin firing on the Party in 3 Rounds, Nur & Dumora Nautili Loading: Nautili will submerge in 7 Rounds The party begins to split up as Atramor's summons swiftly deal with most of the remaining threats. The drafter rushes over to the double headed drill only to be impeded by a Load Worker and a few miners. Nur and Dumora find themselves facing a group of Dwarven engineers hastily putting the finishing touches on some cannons. Round 3 of the Battle of Under-mountain: Pegasus vs. Dark Dwarf Sword Mob - Hit (70 Damage) Dryad vs. Dark Dwarf Sword Mob - Hit (25 Damage) Woodrose vs. Dark Dwarf Sword Mob - Hit (30 Damage, KO'd) Phoenix vs. Dark Dwarf Spear Mob B - Hit (45 Damage) Treant vs. Dark Dwarf Spear Mob B - Hit (45 Damage) Storm Elemental vs. Dark Dwarf Spear Mob B - Hit (40 Damage) Sandman vs. Dark Dwarf Spear Mob B - Hit (30 Damage, KO'd) Carcinos vs. Dark Dwarf Spear Mob A - Hit (40 Damage) Stone Golem vs. Dark Dwarf Spear Mob A - Hit (40 Damage) Cloud Gigas vs. Dark Dwarf Spear Mob A - Hit (45 Damage) Atramor uses Feather of Lithe - Success (Atramor Nimble) Ellaria uses Greater Potion on Tesni - Success (50 HP restored) Ellaria vs. Dark Dwarf Spear Mob A - Damage (22 Damage) Tesni vs. Uthrin - Extra Critical Hit (192 Damage) Atramor - Moves to Drill Nur - Moves to Cannons Dumora - Moves to Cannons Cavern Entrance Enemies: Uthrin Sootbeard "Ah a challenge at last!" *Immune to Blind, Poisoned, Bleeding, Stunned, Doomed* Type: Dark Level: 50 Health: 573/1000 Defense: 0 Special: Berserking Onslaught - Goes into a berserk rage, reducing the target to 1 HP and killing off one mob member at random. Passive Special: Tactical Positioning - Will retreat to the high priest if the last enemy in the area. Drops: Living Shield (SP: 5, SP increases by 1 every time the user takes damage from an enemy. Resets after every battle), Mythril Axe (WP: 15, Axe), 100 Gold Dark Dwarf Spear Mob A (4) *Immune to Blind* Type: Dark Level: 28 (4*7) Health: 340/300 (3*100) Defense: 0 Special: Call for Reinforcements - Another Dark Dwarf Guard will join the mob at the end of the round. Passive Special: Overwhelm - Will deal a free hit, if there are more mob members than standing Party members. Drops: 1: 1 Mythril Shard 2-5: 100 Gold 6: Nothing Cavern Entrance Party: Tesni Hightribe, Hero of the Northern Kingdoms Serpent Skinner (Peppermint M) *Party Leader* Human Female Beserker *Restoration* *Immune to Afraid* Level: 40 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), Cysgodion (WP:14, darkness-elemental; greatsword), , Sharp Axe (WP: 14, fire- and ice- Elemental), 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) - 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.) - 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.), 2 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) Ellaria Arbour (Sandy) 24 years old female human Alchemist Level 34 1/4 *Three rolls for Mixture* *Transfer poisoned and bleeding upon being hit* *No Free Hits for 3 rounds* Power: 44 Defense: 6 Health: 31/53 Gold: 0 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: 1 Potion, 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, 3 Smoke Bombs, Flash Bomb, 1 Ice Bomb, 1 Water Bomb, 2 Holy Bombs, Air Bomb, 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), 1 Mythril Shard, 3 Greater Potions, 2 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), Skadi Bombs, Gaia Bomb, Gold Bar Tools: Bedroll, Pickaxe, Telescope, Magic Compass, Magnifying Glass, Shovel Quest Items: Chief Kulbin's Letter, Letter from High Priest Nautili Assembly Enemies: Load Worker Type: Mechanic Level: 50 Health: 300/300 Defense: 0 Special: Rumble Ready - The Dark Dwarf deals a tremendous hit doing 50 damage and stunning the target. Drops: Ether Core Dark Dwarf Engineer A Type: Dark Level: 30 Health: 250/250 Defense: 0 Special I: Ready the Cannon - The Dark Dwarf will construct a new Cannon Drops: 25 Gold Dark Dwarf Engineer B Type: Dark Level: 30 Health: 250/250 Defense: 0 Special I: Ready the Cannon - The Dark Dwarf will construct a new Cannon Drops: 25 Gold Dark Dwarf Engineer C Type: Dark Level: 30 Health: 250/250 Defense: 0 Special I: Ready the Cannon - The Dark Dwarf will construct a new Cannon Drops: 25 Gold Dark Dwarf Engineer D Type: Dark Level: 30 Health: 250/250 Defense: 0 Special I: Ready the Cannon - The Dark Dwarf will construct a new Cannon Drops: 25 Gold Cannon A *Attacks Ignore SP* *Permanently Slowed* *Immune to Blinded, Sealed, Asleep, Fast Asleep, Stunned, Doomed, Bleeding, Poisoned, and Enamored* Type: Mechanical Level: 20 Health: 200/200 (neutralized at <20 HP) Defense: 0 Special I: Barrage - The Cannon unleashes a volley of scrap shot doing 10 Damage that ignores SP & Row to all targets. Drops: Fire Bomb Cannon B *Attacks Ignore SP* *Permanently Slowed* *Immune to Blinded, Sealed, Asleep, Fast Asleep, Stunned, Doomed, Bleeding, Poisoned, and Enamored* Type: Mechanical Level: 20 Health: 200/200 (neutralized at <20 HP) Defense: 0 Special I: Barrage - The Cannon unleashes a volley of scrap shot doing 10 Damage that ignores SP & Row to all targets. Drops: Fire Bomb Cannon C *Attacks Ignore SP* *Permanently Slowed* *Immune to Blinded, Sealed, Asleep, Fast Asleep, Stunned, Doomed, Bleeding, Poisoned, and Enamored* Type: Mechanical Level: 20 Health: 200/200 (neutralized at <20 HP) Defense: 0 Special I: Barrage - The Cannon unleashes a volley of scrap shot doing 10 Damage that ignores SP & Row to all targets. Drops: Fire Bomb Cannon D *Attacks Ignore SP* *Permanently Slowed* *Immune to Blinded, Sealed, Asleep, Fast Asleep, Stunned, Doomed, Bleeding, Poisoned, and Enamored* Type: Mechanical Level: 20 Health: 200/200 (neutralized at <20 HP) Defense: 0 Special I: Barrage - The Cannon unleashes a volley of scrap shot doing 10 Damage that ignores SP & Row to all targets. Drops: Fire Bomb QM Note: In order to stop the Cannon timer, all Dark Dwarf Engineer's must be defeated and all cannon's must be destroyed or neutralized, otherwise all Party members will take 10 Damage that ignores SP & Row every turn regardless of location. Barrage in: 3 Rounds Nautili Assembly Party: En Sabah Nur (Jebediahs) 31 year old male human, Mystic Knight Level 32 1/2 *Immune to Darkness, Wood, Earth*, *Converts Ether to Health*, *Reflects Ether-Based Attacks* Power: 53 (73 vs. Humanoids) Defense: 8 Health: 41/54 Ether: 30/43 Gold: 16 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) 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, Phoenix Incense, 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.), Gaia Bomb (Deals 100 earth-elemental damage to all opponents when used.), 2 Elixer, 1 Croise Croissant (Grants a Random Positive effect and the Doomed Effect.), 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) Dumora Copperstrike "This ought to be interesting." Dwarven Female Vindicator *Immune to Cursed and Fragile* Level: 35 Power Bonus: (+5 from front Row) Defense: 5 Health: 38/49 Gold: 0 Equipment: Foe Smiter (WP 20, Light Elemental, Axe), Heavy Armor (SP: 5; torsowear; immune to Fragile), Fighting Boots (Power +5 on the front row; footwear), Blessed Amulet (Protects from cursed-effect; accessory), Gloves of Devotion (Healing restores 1.5x HP to the wearer, handwear), Inventory: Living Mythril Longsword (WP 20, WP increases with each successful hit), Pick-ax, Magnifying Glass, Smoke Bomb, Remedy, Tremor Spike (WP 20, earth elemental, Great Sword), Mythril Shield (SP:15) Drill Enemies: Mythril Drill Engine A *Immune to Blind, Sleep, Fast Asleep, Doomed, Blinded, Sealed, Enamored, Poisoned, Bleeding, Earth* Type: Mechanical Level: 0 Health: 1000/1000 Defense: 0 Special: Short Circuit - Halves the target and the Drill Engine's current Health. Passive Special: Finicky - Uses Special Damage for rolls of Damage. Drops: 1: 1 Mythril Shard 2-6: Nothing Mythril Drill Engine A *Immune to Blind, Sleep, Fast Asleep, Doomed, Blinded, Sealed, Enamored, Poisoned, Bleeding, Earth* Type: Mechanical Level: 0 Health: 1000/1000 Defense: 0 Special: Short Circuit - Halves the target and the Drill Engine's current Health. Passive Special: Finicky - Uses Special Damage for rolls of Damage. Drops: 1: 1 Mythril Shard 2-6: Nothing Load Worker Type: Mechanic Level: 50 Health: 300/300 Defense: 0 Special: Rumble Ready - The Dark Dwarf deals a tremendous hit doing 50 damage and stunning the target. Drops: Ether Core Dark Dwarf Miner A Type: Dark Level: 36 Health: 400/400 Defense: 0 Special: Fix on the fly - The Dark Dwarf Miner restores 100 Health to each of the Drill Engines. Passive Special: Focused - Uses Special for Free Hits when a Drill Engine is below 1/2 its health. 1-3: 100 Gold 4-6: Shovel Dark Dwarf Miner B Type: Dark Level: 36 Health: 400/400 Defense: 0 Special: Fix on the fly - The Dark Dwarf Miner restores 100 Health to each of the Drill Engines. Passive Special: Focused - Uses Special for Free Hits when a Drill Engine is below 1/2 its health. Drops: 1-3: 100 Gold 4-6: Shovel QM Note: In order to stop the Drill Timer, both Drill Engines must be destroyed. After the drills break through the cavern will start to Flood. Drill Party: Atramor Gibbin, the Fiery Champion (CallMePie) 32 year old male human Decamon Drafter Level 42 1/5 *Immune to all elements, poisoned, and doomed* *Negative effects last one round* *Ice Armor* *Reinforced* *Encouraged* *Hastened* *Lucky* *Nimble (3 Rounds Remaining)* Power: 71 Defense: 14 28 Health: 69/69 Ether: 33/48 Gold: 162 Equipment: 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), 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), Mythril Claws (WP: 30, double WP against humanoids, fire and darkness elemental, dual strike, daggers) 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.) 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) 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, Jinxy Juice (Deals the jinxed-effect to the target), 2 Meads, Nostrum, Phoenix Essence, 3 Phoenix Incenses, Potion, 3 Remedies, Smoke Bomb, 4 Venoms, Water Bomb, 2 Elixer, 1 Remedy, Mythril Shard, Topaz 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) Party Leader, please give a battle order. Players, state your actions.
  3. "Maybe if you were more accurate with your spells. Sit tight Kheyli, this next heal should take it down."
  4. "You're all just going let Kheyli sit in there?" Boris lets loose another healing from the front row at the Tyrannosaur.
  5. "Rather harsh." The ogre takes a drink. "Ya get used to it."
  6. "Quite a journey then, ya must have hit the Low Land Canal at the right time and avoided bein' sank by the Bonaparte's patrols. Traveled alone then?"
  7. "That's quite an exile, how'd ya land on Eubric out of all places?"
  8. You mean Hoke? I'm quite enjoying the dialog actually. Skrall would probably side with Hoke on the issue where it concerns the old-gods, but I can see how Arthur views it more as an entire viewpoint as opposed to a single position.
  9. "Sod it all my good man, ya must have been in some deep trouble if ya had to run that far to get away. Didn't even know there were folks out there."
  10. The vampire takes care to sidestep out of the way of the burning blade, refocusing his efforts on the creature. "I hope this deterring everyone from pursuing necromancy in the future."
  11. QM Note: A new counter will be created for when units will follow you to the new location (1-2 rounds later). Some units, like the drillm won't follow you because they are focused on other tasks.
  12. Boris looks over at Jennifer before repeating. "You alright?"
  13. While it can last multiple turns, it only affords you a single turn of invulnerability either by stopping one Damage/Special Damage/Free Hit. Blinded stops Damage and Free Hits for three rounds, while Asleep/Fast Asleep stop multiple Free Hits for three/six turns. In terms of usefulness for debilitating enemies generally Petrified>Blinded=Sealed>Fast Asleep>Asleep>Stunned. There are exceptions and a lot of it is situational.
  14. Blinding and Asleep last longer generally, stunned really only buys you a single turn .
  15. Cool new character design, Cutcobra.
  16. QM Note: There are four locations where-in the heroes can fight. It takes one turn to transfer to a new location if the current location is not clear yet and the move occurs after Free Hits. Locations: Cavern Entrance: Party's current location Mythril Drill: Drill will breach Crystalline Sea in 6 Rounds Nautili Production: Cannons will be operational and begin firing on the Party in 4 Rounds Nautili Loading: Nautili will submerge in 8 Rounds Tesni and Nur ward off the encroaching mobs as Dumora slices through the sword and board dwarves. Atramor seems at a loss as to exactly which cards to summons and with a flourish ends up summoning a host of creatures to aid the party. Ellari lets another bomb fly but misses one of the guards as he calls for help and another spearman comes running. Round 2 of the Battle of Under-mountain: Tesni vs. Dwarf Spear Mob B - Deflected Counter (11 Damage received, 106 Damage given, No Deflection) >Nur vs. Dwarf Sword Mob - Deflected Damage (12 Damage, No Deflection) Dumora vs. Dwarf Sword Mob - Hit (140 Damage, Oath of Vengence) >Atramor summons Pegasus - No Summon All In >Atramor summons Cloud Gigas - Greater Summon All In Ellaria uses Agni Bomb - Success (85 Damage to all enemies) Ellaria vs. Dwarf Spear Mob A - Special Damage (1 Spear Mob Dwarf Added) Tesni - Free Hit (Uthrin)(33 Damage) Enemy: Uthrin Sootbeard "Squirm you miserable human!" *Immune to Blind, Poisoned, Bleeding, Stunned, Doomed* Type: Dark Level: 50 Health: 765/1000 Defense: 10 Special: Berserking Onslaught - Goes into a berserk rage, reducing the target to 1 HP and killing off one mob member at random. Passive Special: Tactical Positioning - Will retreat to the high priest if the last enemy in the area. Drops: Living Shield (SP: 5, SP increases by 1 every time the user takes damage from an enemy. Resets after every battle), Mythril Axe (WP: 15, Axe), 100 Gold Dark Dwarf Spear Mob A (5) *Immune to Blind* Type: Dark Level: 35 (5*7) Health: 465/500 (5*100) Defense: 10 Special: Call for Reinforcements - Another Dark Dwarf Guard will join the mob at the end of the round. Passive Special: Overwhelm - Will deal a free hit, if there are more mob members than standing Party members. Drops: 1: 1 Mythril Shard 2-5: 100 Gold 6: Nothing Dark Dwarf Spear Mob B (2) *Immune to Blind Type: Dark Level: 14 (2*7) Health: 158/200 (2*100) Defense: 10 Special: Call for Reinforcements - Another Dark Dwarf Guard will join the mob at the end of the round. Passive Special: Overwhelm - Will deal a free hit, if there are more mob members than standing Party members. Drops: 1: 1 Mythril Shard 2-5: 100 Gold 6: Nothing Dark Dwarf Sword Mob (2) *Oath of Retribution* *Immune to Blind and Stunned* Type: Dark Level: 20 (2*10) Health: 125/300 (2*100) Defense: 10 (2*5) Special: Sentinel - Protects the Enemy Party from Damage during the next round. Passive Special: Defensive - Each member of the mob provides 5 SP to the Enemy Party. Drops: 1: Dark Dwarf Helm (Provides + SP: 2 to the entire Party, Headwear) 2-5: 100 Gold 6: Nothing Party: Tesni Hightribe, Hero of the Northern Kingdoms Serpent Skinner (Peppermint M) *Party Leader* Human Female Beserker *Restoration* *Immune to Afraid* Level: 40 Power Bonus: 5 (+3 WP) Defense: 17 Health: 15/59 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), Cysgodion (WP:14, darkness-elemental; greatsword), , Sharp Axe (WP: 14, fire- and ice- Elemental), 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) - 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.) - 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.), 2 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) Ellaria Arbour (Sandy) 24 years old female human Alchemist Level 34 1/4 *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: 0 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: 1 Potion, 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, 3 Smoke Bombs, Flash Bomb, 1 Ice Bomb, 1 Water Bomb, 2 Holy Bombs, Air Bomb, 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), 1 Mythril Shard, 4 Greater Potions, 2 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), Skadi Bombs, Gaia Bomb, Gold Bar 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 1/2 *Immune to Darkness, Wood, Earth*, *Converts Ether to Health*, *Reflects Ether-Based Attacks* Power: 53 (73 vs. Humanoids) Defense: 8 Health: 41/54 Ether: 30/43 Gold: 16 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) 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, Phoenix Incense, 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.), Gaia Bomb (Deals 100 earth-elemental damage to all opponents when used.), 2 Elixer, 1 Croise Croissant (Grants a Random Positive effect and the Doomed Effect.), 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) Atramor Gibbin, the Fiery Champion (CallMePie) 32 year old male human Decamon Drafter Level 42 1/5 *Immune to all elements, poisoned, and doomed* *Negative effects last one round* *Ice Armor* *Reinforced* *Encouraged* *Hastened* *Lucky* Power: 71 Defense: 14 28 Health: 69/69 Ether: 33/48 Gold: 162 Equipment: 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), 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), Mythril Claws (WP: 30, double WP against humanoids, fire and darkness elemental, dual strike, daggers) 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.) 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) Consumables: 6 Bones, Dirt Bomb, Ether Bomb, Feather of Lithe (Makes the user nimble for three rounds), 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, Jinxy Juice (Deals the jinxed-effect to the target), 2 Meads, Nostrum, Phoenix Essence, 3 Phoenix Incenses, Potion, 3 Remedies, Smoke Bomb, 4 Venoms, Water Bomb, 2 Elixer, 1 Remedy, Mythril Shard, Topaz 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) Dryad Power: 30 Wood Sandman Power: 30 Woodwose Power: 35 Wood Carcinos Power: 40 Water Stone Golem Power: 40 Earth Storm Elemental Power: 40 Lightning Pegasus Power: 40 Light Cloud Gigas Power: 45 Lightning Phoenix Power: 45 Fire Treant Power: 45 Wood Dumora Copperstrike "Getting a bit crowded in here." Dwarven Female Vindicator *Immune to Cursed and Fragile* Level: 35 Power Bonus: (+5 from front Row) Defense: 5 Health: 38/49 Gold: 0 Equipment: Foe Smiter (WP 20, Light Elemental, Axe), Heavy Armor (SP: 5; torsowear; immune to Fragile), Fighting Boots (Power +5 on the front row; footwear), Blessed Amulet (Protects from cursed-effect; accessory), Gloves of Devotion (Healing restores 1.5x HP to the wearer, handwear), Inventory: Living Mythril Longsword (WP 20, WP increases with each successful hit), Pick-ax, Magnifying Glass, Smoke Bomb, Remedy, Tremor Spike (WP 20, earth elemental, Great Sword), Mythril Shield (SP:15) Party Leader, please give a battle order. Players, state your actions.
  17. "That'll do." Boris stows, his tonic and focuses his healing on the Tyrannosaur from the back row.
  18. Then it becomes a scroll that low level heroes can never use and eventually a high enough level mage will easily shrug off the cost. How about 1/4 of the caster's Ether? It's a pretty steep cost but it would at least scale better across all the level spectrum.
  19. No. Dark bombs would be too effective since Humanoid is the most common type of monster and a Scroll of Stunning would essentially act as an unlimited sometimes works Bone, which isn't really that useful.
  20. Hence why a better worded ether cost would help it's balance. Additionally that squishy mage is going to need another squishy mage in the party.
  21. Yes and no, it's rather situational in that it requires an ally to cast, only lasts for three rounds, and it limits the target from using their ether at risk of dropping their defense. The only thing I might suggest changing is the casting cost so at higher levels it wouldn't be too extreme.
  22. The vampire stands surprised at the protective aura, but quickly helps Mac to his feet. "Couldn't leave you hanging there now could we? How about a little encouragement for Jinnipher, Mac?" Boris smiles and downs a tonic from the back row.
  23. I see the point in if you can use consumables on dragons, why not permanent boosts and agree. The +1 to health while not fully intended, I would rule as allowable and not game breaking.
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