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Everything posted by Waterbrick Down
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The dwarf acknowledges Atramor's waving and moves closer. "YES, I'M KOG." The woman gestures about still shouting. "AND THIS IS COMPANY. IF YOU"RE LOOKING FOR AN ALCHEMIST, THAT WOULD BE HAVA." Atramor suddenly hears a soft and silky voice in his head. "Ask the kind gentleman what he needs, dear Kog. I'm quite busy at the moment, if I don't keep these compounds in solution, you're going to need a new roof... and floor... and maybe staff." The dwarf looks inquisitively at Atramor. "I would imagine not." As Dumora and Ellaria prepare to make for The Glittering, they are stopped by a were-bat merchant. "Now aren't you two beautiful ladies looking just fine today? Can I interest either of you in one of these genuine Drandorian voodoo dolls?"
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The dwarf pulls out a scroll and unrolls the long document. "Now let's see here, he's quite busy. No, no, no... ah! How about two months from today in the afternoon? He has about a fifteen minutes free." "Typical bureaucracy, this is why I stayed out of politics." The Vindicator sighs before scowling at the novice, her tone taking on an intimidating nature. "Now listen here boy, these are guests to the under-mountain. I'm sure you can find room in the High Priest's schedule." The novice is taken a little aback. "Ummm, well I might be able to squeeze you in tomorrow before the evening service." "That work for you, Dr. Arbour?"
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QM Note: Ellaria has been appointed Party Leader for the time being, until Peppermint M's return. The attendant looks quizzically at Ellaria as she pushes her way through the crowds and vendors before answering in a nasally tone. "Ah I see, and what time was your appointment scheduled for?" Dumora rolls her eyes and mutters under her breath. "Here we go." ------------------------------------------------------ "We have quite the selection, the finest pastries, pies, loaves, and baked goodies you'll find in the entire under-mountain." Pantanan Pie - Grants the Entire Party the Companionship Effect. Costs 40 Gold. Chocolate Chip Cyclopian Cookie - Grants the Entire Party the Comradery Effect. Costs 40 Gold. Croise Croissant - Grants a Random Positive effect and the Doomed Effect. Cost 30 Gold. Legovia Loaf - Restores full ether and health to the target. Costs 75 Gold "The croissants are to die for, my friend." "Krillmyer, where is stupid late brother of yours, he should been back from delivery hours ago? Samwerk see no point in hiring Krillmyer brother if he late all time!" "And he's very grateful Mr. Samwerk, sir. I'm sure he'll be back any moment." ------------------------------------------------------ Atramor eventually finds himself outside of a huge workshop a sign hanging outside denotes the business as Kog's and Company. Inside, the Drafter observes the hurried busyness of several Dwarves and other creatures all attending to various tasks, none of whom seem to pay him any mind, though the sheer noise of the place could certainly be the cause of that.
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QM Note: Sorry, couldn't get to Kog's and Company tonight, will post tomorrow. Nur makes his way to the Samwerk's Bakery, as he arrives the delightful aroma of baked goods reaches his nose. Inside the shop, the mage finds a dwarf and orc hard at work, a small bell at the door announcing his presence. Just beyond the hearth Nur can see a gigantic roaring fire. "Welcome to Samwerk's Bakery, my good sir."
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"Kog's and Company keeps an alchemist on staff." With that Ellaria heads off accompanied by Dumora as Nur heads for the bakery. The square before the temple is crowded with merchants, travelers, and races of every kind. QM Note: Bakery will be up later tonight.
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Heroica RPG - Unlimited Quest: Fields of Glory
Waterbrick Down replied to Sandy's topic in The Heroica Archive
"Hmm, let's try this." Skrall pulls out his Composite Bow and repeats his attack. -
Heroica RPG - Unlimited Quest: Fields of Glory
Waterbrick Down replied to Sandy's topic in The Heroica Archive
I'll handle the goats, just make sure I go last." Skrall pulled back on his Hunter's Crossbow and took aim at the Mountain Goat Mob from the back row. -
Dumora glances at the Party. "Very well let's be moving on then." The group moves northward towards Brumpknob and after a few hours travel arrive at the outskirts of the city. A gigantic hexagonal structure stands in the middle of the city, a raging fire burning in the hollow center. "Brumpknob, the city of smiths. You'll find one on every corner. I've got a map here of the main attractions." What shall the Party do?
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Heroica RPG - Unlimited Quest: Fields of Glory
Waterbrick Down replied to Sandy's topic in The Heroica Archive
"It can't have many places left to hide. The ridge sounds like a logical choice." -
QM Note: And we're back. Peppermint M, don't forget to handout the loot. "Oh there is no need, I've already made it past the Scarlet Worms and with the golems out of the way I should make it back with no issues."
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"Yes indeed, it's a humble village, but it's home. The Dwarves of the three cities have always been our allies, ever since they settled here so long ago. They keep our people protected and the mushroom business booming. I've met the Head Chief only once, he's a very busy man you see, understandably, considering he's also the high priest of Orik. By the way, I overheard your Golem talking about kidney stones? He's right, Brumpknob has a whole shop devoted to such things, bit of an alchemist there."
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Quest 128: Overall, I think the quest had a great deal of ambition but difficulty finding it's pacing and overall feel. For your first one, Cutcobra, I think it was really well done and while you have some room to grow, you've definitely shown yourself capable. First off I'd like to address my fellow PC's Fellow Players: Mhinak (Goliath) - Mhinak got on Boris's nerves quite a bit toward the end as Boris couldn't figure out what Mhinak's position was. He seemed to be concerned about gold and loot, but aside from that seemed antagonistic, I can't say he and Boris left on the best of terms. As you're still learning the battle system, while it can be easier to simply post your actions without considering their impact, it's best to make sure you read everything and if need be spell out your plan or idea. With a lot of information being communicated in battles it can be easy to assume someone knows what you're thinking and will follow suit. Overall I enjoyed the back and forth between our characters and am still interested in where your character ends up. Nalguz the Infinite (Robert10ant) - That final bit where Nalguz straight up lies to Boris, that is what makes a character stick out in a good way. It wasn't overdone and it wasn't complex, you showed Nalguz's inner workings and allowed them to dictate your character. I would have definitely appreciated more dialog from Nalguz as he has such a unique view on the world, but I think you've got a good thing going. As samuraiturtle mentioned, maybe take a look at your formatting as it's a shame that your characterization of Nalguz should have any distractions from simple things like formatting and such. Na'im Thamir (Enceladus) - It was good to have another cleric on the quest as it allowed Boris to be a little more combat oriented this time around. Na'im, like Nalguz, has his own perspective on the world, though maybe not quite as unrelatable. I like his mock-respect confidant type relationship he had with Boris and it was good to have someone else in the party that Boris never felt he had to keep an eye on. I'd encourage even more of that unique perspective, we haven't seen Fenarian's fleshed out a lot and there's a ton of potential for them. Great job. The Demon Germ (samuraiturtle) - Ah Germ, Boris still doesn't know quite how to relate to the demon. On the one hand he feels compelled to rid the world of him and on the other he feels he is no longer in a place to judge after his transformation. You're plenty active and I think you've got a good thing going with Germ. I'd play out his personality a little more, that self-serving with a hint of otherness makes him fun to read. It was also enjoyable to have another higher level player on the quest to help from a battle perspective. The Quest and QM: Battles/Loot - Balanced and fair, I think you've got a pretty good feel for how to run these. The only thing I'd encourage is to look at how the battle can be manipulated by your players. The final battle was a little too easy to circumvent through our resources at hand. Other than that I felt they were good. NPC's - I'll echo the thoughts on Rhyszicz and Warkboofhine, very well done. I'd give them even more back and forth dialog between themselves to flesh them out, but I think it's safe to say they'd be welcomed back heartily. The Red assassins were good and I liked the differentiation between them all. Zug/Rillo was pretty straightforward and I think you'll be able to use him and expand upon his story more in the future. Bookeater, is a bit tricky to assess due to how the story turned out. Story - Here's where things kind of got fuzzy, we had an objective (protect the potion), the objective changed slightly (recover the potion), and then everything after that with whether Bookeater was telling the truth and what really happened got really muddled and there was never a satisfactory explanation or conclusion, simply Bookeater died, Rillo is actually Zug and that is that. If there were hints the party was supposed to pick up on either from our discourse with the Red Assassins or afterwards back at the doctor's abode, we definitely missed them. From QM to QM the rule of thumb when it comes to foreshadowing or planning a double-cross or a big reveal, drop at least 3 hints if you want your players to pick up on something. They don't have to be huge but make sure they're there, otherwise you get to the end of the quest and the PC's aren't sure what happened and honestly aren't sure they really care about what happened. So I guess better clarification throughout the narrative would have been appreciated. From a mechanics standpoint, the first scene of setting up in a defensive position didn't really make sense, it lasted too long and ultimately made the PC's feel like that no matter what we did it didn't really matter in the end because the assassins got what they wanted. Kind of drains the agency of the PC's and really makes us feel like we wasted our time earlier. Same thing happened with the Red Assassins, my number one pet peeve is Heroes being thrown into a fight when they're in the middle of a negotiation. Boris didn't want to fight the Red Assassins if they could explain themselves, but if felt like we were forced into the fight no matter what we said as long as it wasn't "We'll kill Bookeater and take your money". Just a few Random Questions: What was the point of the Druid, why did that event happen at the same time as the Red Assassins attacking at the beginning? What would have happened if the Party had listened to the assassins and killed bookeater? What happened in that ending? In the end, I think it was a successful quest, well conceived if not completely executed to perhaps what you wanted. I'd join another of your quests in the future and look forward to seeing what you come up with next. Great job. Aiming for unique, but hopefully not so wise and world weary, that's Skrall and I've been trying to make Boris his own character, looks like I've still got some work though. Yes he does have a habit of estimating how quickly he could drain someone's blood. Honestly it slipped my mind and he does it more with characters he's either annoyed with, curious about, or threatened by. Probably would have been fitting in Mhinak or Germ's case. As far as loot goes, I play Boris like I play Skrall, loot is kind of secondary to me, I play Heroica more for the story-telling and RPing than anything else.
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"Thank you. You've no idea how close that was. Good to meet you all. I was on my way to back to Mycenia from Brumpknob when I was overtaken by these wandering freaks." The fungoid glances at Alfred, "No offense."
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Heroica RPG - Unlimited Quest: Fields of Glory
Waterbrick Down replied to Sandy's topic in The Heroica Archive
Skrall unshoulders his Composite Bow and takes a shot at Creeping Hand A from the back row. -
Nur sets off a bomb which fills the cavern with a putrid smell and spray of water though it leaves the majority of the enemies defeated. Ellaria goes down but is quickly resurrected before bringing the rest of the party back as Atramor's summon finishes off the rest of the enemies. Round 3 of the Tunnel Tussle: >Nur uses Dysentery Bomb - Success (420 Damage to all enemies, Slate Golem Group A, Slate Golem Group B, Stone Golem A KO'd) Ellaria vs. Stone Golem A B - Damage (35 Damage, Ellaria KO'd, Ellaria's Emergency Essence kicks in) Ellaria uses Last Resort - Success (Tesni and Dumora revived with 1 HP) Tesni vs. Slate Golem Group A C - Damage (0 Damage) >Atramor summon Woodwose - No Summon Dumora uses Grand Potion - Success Treant vs. Slate Golem Group B C (180 Damage, KO'd) Stone Golem B - Poisoned -1 (1 Damage) Round 4 of the Tunnel Tussle: Treant vs. Stone Golem B - (180 Damage, KO'd) The Battle is victorious! The Party: Tesni Hightribe, Hero of the Northern Kingdoms Serpent Skinner (Peppermint M) *Party Leader* Human Female Beserker *Restoration* *Immune to Afraid* Level: 39 1/2 Power Bonus: 5 (+3 WP) Defense: 17 Health: 58/58 Gold: 1782 GP: 69 Equipment: Qilin Blade (WP:15, damages undead, ignores row and SP; longsword), Sir Roderick’s Shield (SP:11, 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), Dryw ar Zoot (WP:14, light-elemental; longsword), 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) - 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.), Mythril Shard, Black Pearl (worth 75 gold), Mythril, 1 Elixer, Pickled Mushroom (Effect Unknown) Atramor Gibbin, the Fiery Champion (CallMePie) 32 year old male human Decamon Drafter Level 41 3/5 *Immune to all elements, poisoned, and doomed* *Negative effects last one round* Power: 70 Defense: 14 Health: 31/68 Ether: 27/47 Gold: 20 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: 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), Robust Shield (SP: 12, shield), Silver Katana (WP: 15, longsword) 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) 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, 2 Grand Potions, 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, Smelling Salts, Smoke Bomb, 4 Venoms, Water Bomb, 1 Elixer, 1 Remedy 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), Pickaxe, Shovel, Rope 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 33 1/2 *Three rolls for Mixture* *Transfer poisoned and bleeding upon being hit* *No Free Hits for 3 rounds* Power: 43 Defense: 5 Health: 26/52 Gold: 10 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:4, 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), 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 Grand Potions, 3 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, Phoenix Essences, 1 Mead, 3 Smoke Bombs, Flash Bomb, 3 Fire Bombs, Ice Bomb, 2 Lightning Bombs, 2 Water Bombs, 2 Holy Bombs, Air Bomb, Aeolus Bomb, Bad Breath (Poisoned by 1-effect to all enemies), Feather of White, 1 Elixer Tools: Bedroll, Pickaxe, Telescope, Magic Compass, Magnifying Glass, Shovel Quest Items: Chief Kulbin's Letter, Lemuel Thisbeen's Ashes En Sabah Nur (Jebediahs) 31 year old male human, Mystic Knight Level 32 *Immune to Darkness, Wood, Earth*, *Converts Ether to Health*, *Reflects Ether-Based Attacks* Power: 51 (71 vs. Humanoids) Defense: 7 Health: 2/54 Ether: 30/43 Gold: 151 Equipment: Quarterstaff (WP:21/42 against humanoids, suitable for mages, clerics and necromancers ), Earthy Wooden Shield (SP:5, 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 ), Medal of Glory (Allows the wearer to gain triple experience from battles, Accessory ), 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 ) Spell Items: Garnet (Earth), Aquamarine (Water), Topaz (Lightning), Ruby (Fire), Scroll of Confusion Consumables: 5 Potions, 1 Grand Potions, Tonic, 3 Ether Cores, Milk (restores 15 health and 15 ether upon consumption), 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 once per battle to protect him from all damage and effects for the remainder of the round.), Agni Bomb (Deals 100 fire-elemental damage to all opponents when used.), Sleep Bomb (Deals 5 damage and the asleep-effect to all opponents when used.), Gaia Bomb (Deals 100 earth-elemental damage to all opponents when used.), 1 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) Dumora Copperstrike (Currently takes suggestions from Nur) Dwarven Female Vindicator *Immune to Cursed* Level: 35 Power Bonus: (+5 from front Row) Defense: 18 Health: 26/49 Gold: 20 Equipment: Mythril Longsword (WP:15), Mythril Shield (SP:15), Light Armor (SP: 3; torsowear), 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: Foe Smiter (WP 10, Light Elemental, Axe), Pick-ax, Magnifying Glass, Smoke Bomb, Remedy Party Leader please distribute the loot: Golem Kidney Stone: Unknown value and purpose Gold Ore: Worth 80 Gold Silver Ore: Worth 60 Gold "Well, that was exciting."
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Heroica RPG - Unlimited Quest: Fields of Glory
Waterbrick Down replied to Sandy's topic in The Heroica Archive
OoC: Skrall should be at full health, due to natural respite. Skrall replaced the over-kill gloves with his pugilist gloves, "Marshes sound like a good place to start tracking down that beast." -
Heroica RPG - Quest #128: A Study in Red Death
Waterbrick Down replied to Cutcobra's topic in The Heroica Archive
"A simple thank you would have sufficed, my good Zug." With that Boris takes his leave as well. -
Heroica RPG - Quest #128: A Study in Red Death
Waterbrick Down replied to Cutcobra's topic in The Heroica Archive
"Indeed, now that you seemed to have recovered your full facilities, what do you know of the Doctor's real intentions?' -
Heroica RPG - Quest #128: A Study in Red Death
Waterbrick Down replied to Cutcobra's topic in The Heroica Archive
"Let's just make sure we catalog everything we find, for the group." -
Heroica RPG - Unlimited Quest: Fields of Glory
Waterbrick Down replied to Sandy's topic in The Heroica Archive
Skrall trains his sights on Death Rose A from the back row. "Time to do a little gardenin'." -
Both Tesni and Dumora go down from their wounds as Atramor summons his Treant the wooden creature sprouting from the cavern floor before the Party's eyes. Nur downs another construct as Ellaria nearly escapes from the stone golem's earthquake. One of the towering creatures charges Nur and bowls him over. The mage grasps for life as he feels ether slipping away from him to bolster his defenses. With two members down the Party holds their ground. Round 2 of the Tunnel Tussle: Tesni - Stunned >Nur vs. Slate Golem Group A - Spell (204 Water Elemental Damage, -1 Ether) >Atramor summon Treant - Summon (Treant summoned, -9 Ether) Ellaria vs. Stone Golem A - Special Damage (Gound Pound - Tesni 13 Damage, Ellaria 25 Damage, Dumora 12 Damage, KO'd) Tesni - Free Hits (Slate Golem Group B) (43 Damage, KO'd) Nur - Free Hits (Slate Golem Group C) (23 Damage, -5 Ether to HP) Atramor - Free Hits (Stone Golem B) (26 Damage) The Enemy: Slate Golem Group A *Mob 2* Level 24 Rock Monster (12x2) *Immune to Blind* *Attacks Deal Stunned* *Fragile (2 Rounds Remaining)* Health: 100/180 (90x2) Special: Crushing Weight – The Mob dog piles the target making the target Weakened and Fragile. Drops: 1: Gold Ore 2-4: Golem Kidney Stone 5-6: Nothing Slate Golem Group B *Mob 5* Level 60 Rock Monster (12x5) *Immune to Blind* *Attacks Deal Stunned* *Fragile (2 Rounds Remaining)* Health: 388/450 (90x5) Special: Crushing Weight – The Mob dog piles the target making the target Weakened and Fragile. Drops: 1: Gold Ore 2-4: Golem Kidney Stone 5-6: Nothing Slate Golem Group C *Mob 5* Level 60 Rock Monster (12x5) *Immune to Blind* *Attacks Deal Stunned* *Fragile (2 Rounds Remaining)* Health: 450/450 (90x5) Special: Crushing Weight – The Mob dog piles the target making the target Weakened and Fragile. Drops: 1: Gold Ore 2-4: Golem Kidney Stone 5-6: Nothing Stone Golem A Level 40 Rock Monster *Immune to Sleep* *Attacks Ignore Row* *Fragile (2 Rounds Remaining)* Health: 328/500 Special I: Ground Pound – The Stone Golem strikes the cavern floor dealing 30 Earth Elemental Damage to all opponents regardless of Row. Special II: Cavern Collapse - If Ground Pound has been used 3 times by the Stone Golems, there is a chance for a cave in with 1/2 chance of KO'ing each combatant. Drops: 1: Grating Stone 2-4: Silver Ore 5-6: Nothing Stone Golem B Level 40 Rock Monster *Immune to Sleep* *Attacks Ignore Row* *Fragile (2 Rounds Remaining)* Health: 500/500 Special I: Ground Pound – The Stone Golem strikes the cavern floor dealing 30 Earth Elemental Damage to all opponents regardless of Row. Special II: Cavern Collapse - If Ground Pound has been used 3 times by the Stone Golems, there is a chance for a cave in with 1/2 chance of KO'ing each combatant. Drops: 1: Grating Stone 2-4: Silver Ore 5-6: Nothing The Party: Tesni Hightribe, Hero of the Northern Kingdoms Serpent Skinner (Peppermint M) *Party Leader* Human Female Beserker *Restoration* *Immune to Afraid* *KO'd* Level: 39 1/4 Power Bonus: 5 (+3 WP) Defense: 17 Health: 0/58 Gold: 1782 GP: 69 Equipment: Qilin Blade (WP:15, damages undead, ignores row and SP; longsword), Sir Roderick’s Shield (SP:11, 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), Dryw ar Zoot (WP:14, light-elemental; longsword), 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) - 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.), Mythril Shard, Black Pearl (worth 75 gold), Mythril, 1 Elixer, Pickled Mushroom (Effect Unknown) Atramor Gibbin, the Fiery Champion (CallMePie) 32 year old male human Decamon Drafter Level 41 2/5 *Immune to all elements, poisoned, and doomed* *Negative effects last one round* *Deals Stunned on rolls of Damage/Special Damage* Power: 70 Defense: 14 Health: 31/68 Ether: 27/47 Gold: 20 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: 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), Robust Shield (SP: 12, shield), Silver Katana (WP: 15, longsword) 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) 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, 2 Grand Potions, 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, Smelling Salts, Smoke Bomb, 4 Venoms, Water Bomb, 1 Elixer, 1 Remedy 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), Pickaxe, Shovel, Rope 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) Treant Power: 45 Wood Ellaria Arbour (Sandy) 24 years old female human Alchemist Level 33 1/4 *Three rolls for Mixture* *Transfer poisoned and bleeding upon being hit* *No Free Hits for 3 rounds* Power: 43 Defense: 5 Health: 23/52 Gold: 10 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:4, 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), 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 Grand Potions, 3 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, Phoenix Essences, Emergency Essence, Last Resort (Revives all allies with 1 health), Meads, 3 Smoke Bombs, Flash Bomb, 3 Fire Bombs, Ice Bomb, 2 Lightning Bombs, 2 Water Bombs, 2 Holy Bombs, Air Bomb, Aeolus Bomb, Bad Breath (Poisoned by 1-effect to all enemies), Feather of White, 1 Elixer Tools: Bedroll, Pickaxe, Telescope, Magic Compass, Magnifying Glass, Shovel Quest Items: Chief Kulbin's Letter, Lemuel Thisbeen's Ashes En Sabah Nur (Jebediahs) 31 year old male human, Mystic Knight Level 31 3/4 *Immune to Darkness, Wood, Earth*, *Converts Ether to Health*, *Reflects Ether-Based Attacks* Power: 51 (71 vs. Humanoids) Defense: 7 Health: 1/52 Ether: 29/42 Gold: 151 Equipment: Quarterstaff (WP:21/42 against humanoids, suitable for mages, clerics and necromancers ), Earthy Wooden Shield (SP:5, 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 ), Medal of Glory (Allows the wearer to gain triple experience from battles, Accessory ), 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 ) Spell Items: Garnet (Earth), Aquamarine (Water), Topaz (Lightning), Ruby (Fire), Scroll of Confusion Consumables: 5 Potions, 1 Grand Potions, Tonic, 3 Ether Cores, Milk (restores 15 health and 15 ether upon consumption), 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 once per battle to protect him from all damage and effects for the remainder of the round.), Dysentery Bomb (Deals 105 water-elemental damage and the poisoned by 1-effect to all opponents when used.) Agni Bomb (Deals 100 fire-elemental damage to all opponents when used.), Sleep Bomb (Deals 5 damage and the asleep-effect to all opponents when used.), Gaia Bomb (Deals 100 earth-elemental damage to all opponents when used.), 1 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) Dumora Copperstrike (Currently takes suggestions from Nur) Dwarven Female Vindicator *Immune to Cursed* *KO'd* Level: 35 Power Bonus: (+5 from front Row) Defense: 18 Health: 0/49 Gold: 20 Equipment: Mythril Longsword (WP:15), Mythril Shield (SP:15), Light Armor (SP: 3; torsowear), 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: Foe Smiter (WP 10, Light Elemental, Axe); Grand Potion, Pick-ax, Magnifying Glass, Smoke Bomb, Remedy Party Leader please give a battle order, everyone else please state your actions
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Heroica RPG - Quest #128: A Study in Red Death
Waterbrick Down replied to Cutcobra's topic in The Heroica Archive
Boris paused among the looting, "I hope your all aware that this stuff all falls to the doctor's next of kin, which would be Rillo here." -
Heroica RPG - Quest #128: A Study in Red Death
Waterbrick Down replied to Cutcobra's topic in The Heroica Archive
Boris watches as Bookeater slumps over dead. "Well, didn't see that coming." The cleric pulls out a Remedy and hands it to Rillo, "Here, try this, might help a little. Generally sets my ailments at ease, or it used to, not sure anymore." The vampire searches through the expired alchemist's equipment and shelves looking for any notes or diaries, in addition to any recognizable consumables.