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Everything posted by Waterbrick Down
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The Party scrambles to get back on track but has little success. Nur lets off his Electrocution Bomb that fries all of the surrounding leeches buying the party some much needed breathing room. Round 6 of the Paddle Battle: Could Gigas does Nothing >Atramor vs. Black Leach D - No Summon >Ellaria uses Phoenix Essence on Tesni - Success (Tesni Revived) >Ellaria vs. Blood Leech A - Damage (52 - 15 Damage = 37 HP Remaining) Tesni vs. Black Leech C - Special Damage (Tesni Bleeding 10) >Nur uses Electrocution Bomb - Success (All current enemies KO'd) Tesni - Bleeding 10 (58 HP - 10 Damage = 48 HP) Black Leech H & Blood Leech H join the battle Distance from Shore: 8 Enemies: Black Leech H Type: Aquatic *Immune to Sleep & Fast Asleep* Level: 40 Health: 150/150 Special: Blood Letting – Causes the Bleeding 10 effect Drops (varies by roll): 1-3: Remedy 4-6: nothing Blood Leech H *Immune to Sleep & Fast Asleep* Type: Aquatic Level: 40 Health: 150/150 Special: Transfusion - Drains the target of half their remaining HP and Ether, any HP being restored to the Blood Leach. Drops (varies by roll): 1-3: Elixer 4-6: nothing Party: Tesni Hightribe, Hero of the Northern Kingdoms Serpent Skinner (Peppermint M) *Party Leader* Human Female Beserker *Restoration* *Immune to Afraid* *Bleeding 10* Level: 39 Power Bonus: 5 (+3 WP) Defense: 17 Health: 48/58 Gold: 1847 GP: 69 Equipment: Mellt (WP:10,ice- and lightning-elemental; hammer), 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)), 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), Qilin Blade (WP:15, damages undead, ignores row and SP; longsword), 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) - 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, 4 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. Atramor Gibbin, the Fiery Champion (CallMePie) 32 year old male human Decamon Drafter Level 41 *Immune to all elements, poisoned, and doomed* *Negative effects last one round* *Encouraged* Power: 70 Defense: 14 Health: 22/68 Ether: 36/47 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) 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, Milk (Restores 15 health and ether), Nostrum, Phoenix Essence, 3 Phoenix Incenses, Potion, 3 Remedies, 2 Smelling Salts, Smoke Bomb, 4 Venoms, Water Bomb 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) Cloud Gigas (Controlled by Atramor) Power: 90 Electric Ellaria Arbour (Sandy) 24 years old female human Alchemist Level 32 3/4 *Three rolls for Mixture* *Transfer poisoned and bleeding upon being hit* *No Free Hits for 3 rounds* *Encouraged* Power: 42 Defense: 5 Health: 37/53 Gold: 20 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: 3 Potions, , 2 Grand Potions, 4 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.), 3 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 Tools: Bedroll, Pickaxe, Telescope, Magic Compass, Magnifying Glass En Sabah Nur (Jebediahs) 31 year old male human, Mystic Knight Level 31.25 *Immune to Darkness, Wood, Earth*, *Converts Ether to Health*, *Reflects Ether-Based Attacks* *Encouraged* Power: 51 (71 vs. Humanoids) Defense: 6 Health: 52/52 Ether: 42/42 Gold: 151 Equipment: Quarterstaff (WP:20/40 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: 6 Potions, 2 Grand Potions, Tonic, Grand Tonic, 3 Ether Cores, Milk (restores 15 health and 15 ether upon consumption), 5 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.) 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) Party Leader please assign a battle order. Party members please designate a target and row from which you are attacking. Also designate if you will spend your turn rowing.
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Heroica RPG - Quest #128: A Study in Red Death
Waterbrick Down replied to Cutcobra's topic in The Heroica Archive
OoC: Na'im should have attacked Rattlesnake B since that is the one constricting him. Tripleshot affects three enemies so Rattlesnake C, Rattlesnake D, and the Black Adder "You heard the man, Rhyszicz, mark that thing and take it down," Boris indicates Rattlesnake B to the goblin, before swinging his own weapon at the Black Adder from the front row. "I've dealt with much more sinister beasts than you, you annoying reptile. Mhinak, stick on C, Germ cover A." Battle Order: Boris Rhyszicz Germ Mhinak Dire-wolf Nal'guz Na'im -
Tesni and Atramor are overwhelmed by the sheer number of the leeches at this point and the berserker goes down. The drafter's summon continues to reek havoc among the creatures but things are beginning to look a little more grim as Nur and Ellaria continue to ply the oars. Round 5 of the Paddle Battle: Tesni vs. Black Leech D - Special Damage (Tesni Bleeding 10) Could Gigas vs. Blood Leech F - (180 Damage, KO'd) >Atramor vs. Black Leach D - Special Damage (Atramor Bleeding 10) Ellaria rows - (Distance from shore -1) Nur rows - (Distance from shore -1) Tesni - Free Hits (Black Leach E)(12 HP - 23 Damage = 0 HP Remaining, KO'd) Atramor - Free Hits (Black Leech F)(58 - 26 Damage = 32 HP Remaining) Atramor - Bleeding 10 (32 HP - 10 Damage = 22 HP) Black Leech G & Blood Leech G join the battle Distance from Shore: 8 Enemies: Black Leech C Type: Aquatic *Immune to Sleep & Fast Asleep* Level: 40 Health: 150/150 Special: Blood Letting – Causes the Bleeding 10 effect Drops (varies by roll): 1-3: Remedy 4-6: nothing Black Leech D Type: Aquatic *Immune to Sleep & Fast Asleep* Level: 40 Health: 150/150 Special: Blood Letting – Causes the Bleeding 10 effect Drops (varies by roll): 1-3: Remedy 4-6: nothing Black Leech E Type: Aquatic *Immune to Sleep & Fast Asleep* Level: 40 Health: 150/150 Special: Blood Letting – Causes the Bleeding 10 effect Drops (varies by roll): 1-3: Remedy 4-6: nothing Black Leech F Type: Aquatic *Immune to Sleep & Fast Asleep* Level: 40 Health: 150/150 Special: Blood Letting – Causes the Bleeding 10 effect Drops (varies by roll): 1-3: Remedy 4-6: nothing Black Leech G Type: Aquatic *Immune to Sleep & Fast Asleep* Level: 40 Health: 150/150 Special: Blood Letting – Causes the Bleeding 10 effect Drops (varies by roll): 1-3: Remedy 4-6: nothing Blood Leech A Type: Aquatic *Immune to Sleep & Fast Asleep* Level: 40 Health: 150/150 Special: Transfusion - Drains the target of half their remaining HP and Ether, any HP being restored to the Blood Leach. Drops (varies by roll): 1-3: Elixer 4-6: nothing Blood Leech B *Immune to Sleep & Fast Asleep* Type: Aquatic Level: 40 Health: 150/150 Special: Transfusion - Drains the target of half their remaining HP and Ether, any HP being restored to the Blood Leach. Drops (varies by roll): 1-3: Elixer 4-6: nothing Blood Leech C *Immune to Sleep & Fast Asleep* Type: Aquatic Level: 40 Health: 150/150 Special: Transfusion - Drains the target of half their remaining HP and Ether, any HP being restored to the Blood Leach. Drops (varies by roll): 1-3: Elixer 4-6: nothing Blood Leech G *Immune to Sleep & Fast Asleep* Type: Aquatic Level: 40 Health: 150/150 Special: Transfusion - Drains the target of half their remaining HP and Ether, any HP being restored to the Blood Leach. Drops (varies by roll): 1-3: Elixer 4-6: nothing 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 Power Bonus: 5 (+3 WP) Defense: 17 Health: 0/58 Gold: 1847 GP: 69 Equipment: Mellt (WP:10,ice- and lightning-elemental; hammer), 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)), 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), Qilin Blade (WP:15, damages undead, ignores row and SP; longsword), 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) - 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, 4 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. Atramor Gibbin, the Fiery Champion (CallMePie) 32 year old male human Decamon Drafter Level 41 *Immune to all elements, poisoned, and doomed* *Negative effects last one round* *Encouraged* Power: 70 Defense: 14 Health: 22/68 Ether: 36/47 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) 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, Milk (Restores 15 health and ether), Nostrum, Phoenix Essence, 3 Phoenix Incenses, Potion, 3 Remedies, 2 Smelling Salts, Smoke Bomb, 4 Venoms, Water Bomb 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) Cloud Gigas (Controlled by Atramor) Power: 90 Electric Ellaria Arbour (Sandy) 24 years old female human Alchemist Level 32 3/4 *Three rolls for Mixture* *Transfer poisoned and bleeding upon being hit* *No Free Hits for 3 rounds* *Encouraged* Power: 42 Defense: 5 Health: 53/53 Gold: 20 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: 3 Potions, , 2 Grand Potions, 4 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.), 3 Remedies, Neutralizer, Tiger Balm, 2 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 Tools: Bedroll, Pickaxe, Telescope, Magic Compass, Magnifying Glass En Sabah Nur (Jebediahs) 31 year old male human, Mystic Knight Level 31.25 *Immune to Darkness, Wood, Earth*, *Converts Ether to Health*, *Reflects Ether-Based Attacks* *Encouraged* Power: 51 (71 vs. Humanoids) Defense: 6 Health: 52/52 Ether: 42/42 Gold: 151 Equipment: Quarterstaff (WP:20/40 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: 6 Potions, 2 Grand Potions, Tonic, Grand Tonic, 3 Ether Cores, Milk (restores 15 health and 15 ether upon consumption), 5 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.), Electrocution Bomb (Deals 105 lightning-elemental damage and the stunned 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.) 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) Party Leader please assign a battle order. Party members please designate a target and row from which you are attacking. Also designate if you will spend your turn rowing.
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I was thinking more a general discussion topic in the main RPG thread, no need to be setting up a sub-forum for a game that doesn't and may not exist.
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Agreed, back to first principals/core statistics right? Mechanics first. Also, do I detect a hint of Mass Effect in those class suggestions?
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So at what point do we just start a new topic so we stop hogging up the current RPG? If we're looking at a reskin, 6 main classes: Smuggler - Rogue Bounty Hunter - Ranger Space Marine - Knight Medic - Cleric Mystic/Scholar/Inventor/Engineer - Wizard Juicer - Barbarian
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Yep, medium. I'm not lobbying that we should go about creating one right now, I'd seriously be of the opinion that if a reskin were to happen than it should be worked on over the period of months not days.
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"Depends if he could pull it back," The ogre set his gigantic bow on the table. "If you're chosen to come along, I know a dwarf who could do some improvements upon that bow of yours, if the deals good I might even finance it myself. Though I wouldn't mind knowin' a little bit about yerself first."
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Sounds more like an RPG where players are simply actors rather than creators. Heroica RPG has thrived more or less because it has allowed for the impact of multiple QM's and players' contributions. Story lines/plots/character arcs are great but when they begin to dictate how players should play in a world simply to fulfill the vision of one person's story, then we've crossed over the line into a different media. RPG's settings and stories should be painted with broad strokes, we draw the outlines, the boarders, the map and then we allow our players, fellow QM's, other imaginations to fill in the gaps, to give the painting color, to breath life into the world. I agree, the existence of firearms shouldn't mean close-combat weapons haven't technologically advanced either. To some extent I think a reboot should also refine the mechanics, after 3.5 years I think it would behoove us to look at what works well, what doesn't, and to actually apply some serious math to the issue. For one thing row, who says we need to use "Back Row" and "Front Row" they are merely terms that represent a mechanic "Take less damage, do less damage" and "Take more damage, do more damage" and could easily be applied to things like "Defensive Stance" and "Offensive Stance" or "Measured Caution" and "Full Assault". Healing is simply another mechanic that represents an effect upon a core statistic "how long a player can a player keep doing what they want to do" this core statistic can be anything from health, to mana, to ammunition, to time, it is only a core statistic if we want it to be. If it's health then that could be easily addressed by rapid acting tissue repair, limb re-attachments, adrenaline boosts, advanced transfusions, the list goes on and on, whatever it takes to keep another player "doing what they want to do longer". As far as classes, who says we need six? Six classes represent six different roles/playing styles, if those can be covered in four then fine, if it's better to have eight that works as well. Take a look at your core statistics and how those can be varied upon. In Heroica RPG the system itself consists mainly in combat, thus the core statistics are simply: Health: How long can a character stay up in combat Damage Output: How quickly can a character bring an enemy down in combat Everything else are simply ways to create variations upon those, whether it be Row, Ether, Weapon/Equipment Proficiencies, Effects, thus the classes are broken down: Barbarian: Median Health, High Damage Output Cleric: Median Health, Median Damage Output, (Supports others Health) Knight: High Health, Low Damage Output Ranger: Median Health, High Damage Output Rogue: Median Health, Median Damage Output, (Versatility through money gaining) Wizard: Low Health, High Damage Output (Limited circumstances) If one were to add another variable in their like Carrying Capacity or Movement Speed, that adds the opportunity for more variability but adds complexity. It is finding the balance between these two things variety and complexity and the understanding of what one's player base really wants that can lead to success or failure.
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Tesni, Mellt in hand, splatters the cave walls with the innards of another monster as the Gigas sparks of electricity illuminating the tunnel continues to hold back the wave of squelching and wriggling coils. Atramor takes another nasty bite, though his amulet quickly sears the wound effectively stopping the bleeding. Nur and Ellaria's strokes become more difficult as the water coagulates with blood and corpses of the creatures, but they continue to row with all their might. Glimmers of torches can just be made out ahead in the distance. Round 4 of the Paddle Battle: Tesni vs. Black Leech B - Deflected Counter (0 Damage, blinded, 46 HP - 256 Damage = 0 HP, KO'd, No deflection) Could Gigas vs. Blood Leech E - (180 Damage, KO'd) >Atramor vs. Black Leach D - Special Damage (Atramor Bleeding 10) Ellaria rows - (Distance from shore -1) Nur rows - (Distance from shore -1) Tesni - Free Hits (Black Leach E)(35 HP - 23 Damage = 12 HP Remaining) Atramor - Bleeding 10 (68 HP - 10 Damage = 58 HP) Black Leech F & Blood Leech F join the battle Distance from Shore: 10 Enemies: Black Leech C Type: Aquatic *Immune to Sleep & Fast Asleep* *Blind 1 Rounds Remaining* Level: 40 Health: 150/150 Special: Blood Letting – Causes the Bleeding 10 effect Drops (varies by roll): 1-3: Remedy 4-6: nothing Black Leech D Type: Aquatic *Immune to Sleep & Fast Asleep* Level: 40 Health: 150/150 Special: Blood Letting – Causes the Bleeding 10 effect Drops (varies by roll): 1-3: Remedy 4-6: nothing Black Leech E Type: Aquatic *Immune to Sleep & Fast Asleep* Level: 40 Health: 150/150 Special: Blood Letting – Causes the Bleeding 10 effect Drops (varies by roll): 1-3: Remedy 4-6: nothing Black Leech F Type: Aquatic *Immune to Sleep & Fast Asleep* Level: 40 Health: 150/150 Special: Blood Letting – Causes the Bleeding 10 effect Drops (varies by roll): 1-3: Remedy 4-6: nothing Blood Leech A Type: Aquatic *Immune to Sleep & Fast Asleep* *Blind 1 Rounds Remaining* Level: 40 Health: 150/150 Special: Transfusion - Drains the target of half their remaining HP and Ether, any HP being restored to the Blood Leach. Drops (varies by roll): 1-3: Elixer 4-6: nothing Blood Leech B *Immune to Sleep & Fast Asleep* *Blind 1 Rounds Remaining* Type: Aquatic Level: 40 Health: 150/150 Special: Transfusion - Drains the target of half their remaining HP and Ether, any HP being restored to the Blood Leach. Drops (varies by roll): 1-3: Elixer 4-6: nothing Blood Leech C *Immune to Sleep & Fast Asleep* *Blind 1 Rounds Remaining* Type: Aquatic Level: 40 Health: 150/150 Special: Transfusion - Drains the target of half their remaining HP and Ether, any HP being restored to the Blood Leach. Drops (varies by roll): 1-3: Elixer 4-6: nothing Blood Leech F *Immune to Sleep & Fast Asleep* Type: Aquatic Level: 40 Health: 150/150 Special: Transfusion - Drains the target of half their remaining HP and Ether, any HP being restored to the Blood Leach. Drops (varies by roll): 1-3: Elixer 4-6: nothing Party: Tesni Hightribe, Hero of the Northern Kingdoms Serpent Skinner (Peppermint M) *Party Leader* Human Female Beserker *Restoration* *Immune to Afraid* *Encouraged* Level: 39 Power Bonus: 5 (+3 WP) Defense: 17 Health: 35/58 Gold: 1847 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)), 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), Mellt (WP:10,ice- and lightning-elemental; hammer), 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) - 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, 4 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. Atramor Gibbin, the Fiery Champion (CallMePie) 32 year old male human Decamon Drafter Level 41 *Immune to all elements, poisoned, and doomed* *Negative effects last one round* *Encouraged* Power: 70 Defense: 14 Health: 58/68 Ether: 36/47 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) 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, Milk (Restores 15 health and ether), Nostrum, Phoenix Essence, 3 Phoenix Incenses, Potion, 3 Remedies, 2 Smelling Salts, Smoke Bomb, 4 Venoms, Water Bomb 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) Cloud Gigas (Controlled by Atramor) Power: 90 Electric Ellaria Arbour (Sandy) 24 years old female human Alchemist Level 32 3/4 *Three rolls for Mixture* *Transfer poisoned and bleeding upon being hit* *No Free Hits for 3 rounds* *Encouraged* Power: 42 Defense: 5 Health: 53/53 Gold: 20 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: 3 Potions, , 2 Grand Potions, 4 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.), 3 Remedies, Neutralizer, Tiger Balm, 2 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 Tools: Bedroll, Pickaxe, Telescope, Magic Compass, Magnifying Glass En Sabah Nur (Jebediahs) 31 year old male human, Mystic Knight Level 31.25 *Immune to Darkness, Wood, Earth*, *Converts Ether to Health*, *Reflects Ether-Based Attacks* *Encouraged* Power: 51 (71 vs. Humanoids) Defense: 6 Health: 52/52 Ether: 42/42 Gold: 151 Equipment: Quarterstaff (WP:20/40 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: 6 Potions, 2 Grand Potions, Tonic, Grand Tonic, 3 Ether Cores, Milk (restores 15 health and 15 ether upon consumption), 5 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.), Electrocution Bomb (Deals 105 lightning-elemental damage and the stunned 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.) 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) Party Leader please assign a battle order. Party members please designate a target and row from which you are attacking. Also designate if you will spend your turn rowing.
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Out of curiosity which has more appeal, existing LEGO space factions or brand new ones? I think it's kind of nice that Heroica RPG didn't reuse existing castle factions, it really allowed players the chance to create a world of their own as opposed to one already defined by the LEGO brands (Spyrius vs. Unitron, Galaxy Squad vs. Bug Aliens, etc.).
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Heroica RPG - Quest #128: A Study in Red Death
Waterbrick Down replied to Cutcobra's topic in The Heroica Archive
OoC: Not sure it the dog prevents free-hits, Cutcobra can comment on that, you are free to still edit your action though. -
Heroica RPG - Quest #128: A Study in Red Death
Waterbrick Down replied to Cutcobra's topic in The Heroica Archive
OoC: You've only attacked A once and that was in round two, Rhyszicz has had A covered every single turn. If you read Germ's first post of the current round he's attacking B, his second post states that if he's not allowed to attack B according to Cutcobra, then he will the highest health rattler (which happens to be C) though we don't have confirmation from Cutcobra yet, either way B is already being attacked by Na'im so that one's covered. Nalguz has always been on D, so the only one left to cover whether Germ joins you or not is C. It takes a little bit of reading, but it is all there. As Enecaldus mentioned, if you'd like a more detailed plan for every round I can freely give it, but as the most senior player on the party and party leader I prefer not to assume that and be bossy by essentially controlling other players' characters for them. Please note there is no frustration towards you personally, Boris however doesn't see it that way. Boris continued to watch the Dwarf's uncertainty. "'A simpleton's foolishness is like carrying rock or earth, burdensome.' Sayings of Molonos twenty seventh section, stanza 3.Sooner or later he'll learn." -
Heroica RPG - Quest #128: A Study in Red Death
Waterbrick Down replied to Cutcobra's topic in The Heroica Archive
OoC: Go ahead and move on, can I also get answers to my questions? Boris launched himself at Adder, if things didn't start looking up for the party, well... -
Tesni splits her enemy in twain as the Cloud Gigas fries a leech with an electrify fist. Atramor dodges right into the gaping maw of a leech but manages to extricate himself as his friends continue to row the boats to safety. Round 3 of the Paddle Battle: Tesni vs. Black Leech A - Extra Critical Hit (KO'd) Could Gigas vs. Blood Leech D - (180 Damage, KO'd) >Atramor vs. Black Leach D - Damage (126 - 26 Damage = 100 HP Remaining) Ellaria rows - (Distance from shore -1) Nur rows - (Distance from shore -1) Atramor - Bleeding 10 (100 HP - 10 Damage = 90 HP) Black Leech E & Blood Leech E join the battle Distance from Shore: 12 Enemies: Black Leech B Type: Aquatic *Immune to Sleep & Fast Asleep* *Blind 2 Rounds Remaining* Level: 40 Health: 46/150 Special: Blood Letting – Causes the Bleeding 10 effect Drops (varies by roll): 1-3: Remedy 4-6: nothing Black Leech C Type: Aquatic *Immune to Sleep & Fast Asleep* *Blind 2 Rounds Remaining* Level: 40 Health: 150/150 Special: Blood Letting – Causes the Bleeding 10 effect Drops (varies by roll): 1-3: Remedy 4-6: nothing Black Leech D Type: Aquatic *Immune to Sleep & Fast Asleep* Level: 40 Health: 150/150 Special: Blood Letting – Causes the Bleeding 10 effect Drops (varies by roll): 1-3: Remedy 4-6: nothing Black Leech E Type: Aquatic *Immune to Sleep & Fast Asleep* Level: 40 Health: 150/150 Special: Blood Letting – Causes the Bleeding 10 effect Drops (varies by roll): 1-3: Remedy 4-6: nothing Blood Leech A Type: Aquatic *Immune to Sleep & Fast Asleep* *Blind 2 Rounds Remaining* Level: 40 Health: 150/150 Special: Transfusion - Drains the target of half their remaining HP and Ether, any HP being restored to the Blood Leach. Drops (varies by roll): 1-3: Elixer 4-6: nothing Blood Leech B *Immune to Sleep & Fast Asleep* *Blind 2 Rounds Remaining* Type: Aquatic Level: 40 Health: 150/150 Special: Transfusion - Drains the target of half their remaining HP and Ether, any HP being restored to the Blood Leach. Drops (varies by roll): 1-3: Elixer 4-6: nothing Blood Leech C *Immune to Sleep & Fast Asleep* *Blind 2 Rounds Remaining* Type: Aquatic Level: 40 Health: 150/150 Special: Transfusion - Drains the target of half their remaining HP and Ether, any HP being restored to the Blood Leach. Drops (varies by roll): 1-3: Elixer 4-6: nothing Blood Leech E *Immune to Sleep & Fast Asleep* Type: Aquatic Level: 40 Health: 150/150 Special: Transfusion - Drains the target of half their remaining HP and Ether, any HP being restored to the Blood Leach. Drops (varies by roll): 1-3: Elixer 4-6: nothing Party: Tesni Hightribe, Hero of the Northern Kingdoms Serpent Skinner (Peppermint M) *Party Leader* Human Female Beserker *Restoration* *Immune to Afraid* *Encouraged* Level: 39 Power Bonus: 5 (+3 WP) Defense: 17 Health: 35/58 Gold: 1847 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)), 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), Mellt (WP:10,ice- and lightning-elemental; hammer), 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) - 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, 4 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. Atramor Gibbin, the Fiery Champion (CallMePie) 32 year old male human Decamon Drafter Level 41 *Immune to all elements, poisoned, and doomed* *Negative effects last one round* *Encouraged* Power: 70 Defense: 14 Health: 68/68 Ether: 36/47 Gold: 20 Equipment: Mythril Claws (WP: 30, double WP against humanoids, fire and darkness elemental, dual strike, daggers), 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), Amulet of the Court (Negative effects last only one round on the wearer, accessory, suitable for anyone), 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) 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, Milk (Restores 15 health and ether), Nostrum, Phoenix Essence, 3 Phoenix Incenses, Potion, 3 Remedies, 2 Smelling Salts, Smoke Bomb, 4 Venoms, Water Bomb 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) Cloud Gigas (Controlled by Atramor) Power: 90 Electric Ellaria Arbour (Sandy) 24 years old female human Alchemist Level 32 3/4 *Three rolls for Mixture* *Transfer poisoned and bleeding upon being hit* *No Free Hits for 3 rounds* *Encouraged* Power: 42 Defense: 5 Health: 53/53 Gold: 20 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: 3 Potions, , 2 Grand Potions, 4 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.), 3 Remedies, Neutralizer, Tiger Balm, 2 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 Tools: Bedroll, Pickaxe, Telescope, Magic Compass, Magnifying Glass En Sabah Nur (Jebediahs) 31 year old male human, Mystic Knight Level 31.25 *Immune to Darkness, Wood, Earth*, *Converts Ether to Health*, *Reflects Ether-Based Attacks* *Encouraged* Power: 51 (71 vs. Humanoids) Defense: 6 Health: 52/52 Ether: 42/42 Gold: 151 Equipment: Quarterstaff (WP:20/40 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: 6 Potions, 2 Grand Potions, Tonic, Grand Tonic, 3 Ether Cores, Milk (restores 15 health and 15 ether upon consumption), 5 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.), Electrocution Bomb (Deals 105 lightning-elemental damage and the stunned 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.) 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) Party Leader please assign a battle order. Party members please designate a target and row from which you are attacking. Also designate if you will spend your turn rowing.
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Heroica RPG - Quest #128: A Study in Red Death
Waterbrick Down replied to Cutcobra's topic in The Heroica Archive
"What's the matter with the third one, Mhinak?" Boris grits his teeth as he watches the dwarf again ignore an unoccupied snake. OoC: In case it isn't clear, any enemy left untargetted will get a free-hit against the first person in the battle order, which is currently you. As the last one to post an action, it would be courteous to look at the actions of your fellow quest mates and fill in the gaps. -
QM Note: Atramor rolled an Aura the first round which meant he would have attracted the special damage this round.
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Depends upon your questing style, if you plan on letting your players deviate from the quests objective then it helps to be able to build as the quest progresses. If you take all of your photos ahead of time you may find yourself unable to allow any deviation. I generally build the first 1/3 of my quest and have ideas of how I'd ideally build the latter 2/3's. This style does however require more invested time while hosting and as both Sandy and Khorne have mentioned, sometimes stress.
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The water now swarming with leeches, Tensi lets out a blood-curdling battle cry revitalizing her companions. Ellaria lets off blinding bomb that disorients the creatures though one manages to deliver a nasty bite Atramor In the midst of the chaos, the Decamon Drafter manages to summon his might Cloud Gigas who's form nearly fills the entire passage way, dwarfing the boats. Nur continues to paddle on as the water thrashes with more blood-thirsty creatures. Round 2 of the Paddle Battle: Tesni vs. Black Leech A - War Cry (All allies Encouraged) Ellaria uses Blind Bomb - All enemies Blinded Ellaria vs. Black Leech B - Special Damage (Atramor Bleeding 10) >Atramor summons Cloud Gigas - Greater Card Summon (Cloud Gigas summoned, -9 Ether, Aura Activated) Nur rows - (Distance from shore -1) Atramor - Bleeding 10 (136 HP - 10 Damage = 126 HP) Black Leech D & Blood Leech D join the battle Distance from Shore: 14 Enemies: Black Leech A Type: Aquatic *Immune to Sleep & Fast Asleep* *Blind 3 Rounds Remaining* Level: 40 Health: 42/150 Special: Blood Letting – Causes the Bleeding 10 effect Drops (varies by roll): 1-3: Remedy 4-6: nothing Black Leech B Type: Aquatic *Immune to Sleep & Fast Asleep* *Blind 3 Rounds Remaining* Level: 40 Health: 46/150 Special: Blood Letting – Causes the Bleeding 10 effect Drops (varies by roll): 1-3: Remedy 4-6: nothing Black Leech C Type: Aquatic *Immune to Sleep & Fast Asleep* *Blind 3 Rounds Remaining* Level: 40 Health: 150/150 Special: Blood Letting – Causes the Bleeding 10 effect Drops (varies by roll): 1-3: Remedy 4-6: nothing Black Leech D Type: Aquatic *Immune to Sleep & Fast Asleep* Level: 40 Health: 150/150 Special: Blood Letting – Causes the Bleeding 10 effect Drops (varies by roll): 1-3: Remedy 4-6: nothing Blood Leech A Type: Aquatic *Immune to Sleep & Fast Asleep* *Blind 3 Rounds Remaining* Level: 40 Health: 150/150 Special: Transfusion - Drains the target of half their remaining HP and Ether, any HP being restored to the Blood Leach. Drops (varies by roll): 1-3: Elixer 4-6: nothing Blood Leech B *Immune to Sleep & Fast Asleep* *Blind 3 Rounds Remaining* Type: Aquatic Level: 40 Health: 150/150 Special: Transfusion - Drains the target of half their remaining HP and Ether, any HP being restored to the Blood Leach. Drops (varies by roll): 1-3: Elixer 4-6: nothing Blood Leech C *Immune to Sleep & Fast Asleep* *Blind 3 Rounds Remaining* Type: Aquatic Level: 40 Health: 150/150 Special: Transfusion - Drains the target of half their remaining HP and Ether, any HP being restored to the Blood Leach. Drops (varies by roll): 1-3: Elixer 4-6: nothing Blood Leech D *Immune to Sleep & Fast Asleep* Type: Aquatic Level: 40 Health: 150/150 Special: Transfusion - Drains the target of half their remaining HP and Ether, any HP being restored to the Blood Leach. Drops (varies by roll): 1-3: Elixer 4-6: nothing Party: Tesni Hightribe, Hero of the Northern Kingdoms Serpent Skinner (Peppermint M) *Party Leader* Human Female Beserker *Restoration* *Immune to Afraid* *Encouraged* Level: 39 Power Bonus: 5 (+3 WP) Defense: 17 Health: 35/58 Gold: 1847 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)), 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), Mellt (WP:10,ice- and lightning-elemental; hammer), 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) - 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, 4 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. Atramor Gibbin, the Fiery Champion (CallMePie) 32 year old male human Decamon Drafter Level 41 *Immune to all elements, poisoned, and doomed* *Negative effects last one round* *Aura* *Encouraged* *Bleeding 10* Power: 70 Defense: 14 Health: 126/136 Ether: 36/47 Gold: 20 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), 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: 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), 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) 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, Milk (Restores 15 health and ether), Nostrum, Phoenix Essence, 3 Phoenix Incenses, Potion, 3 Remedies, 2 Smelling Salts, Smoke Bomb, 4 Venoms, Water Bomb 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) Cloud Gigas (Controlled by Atramor) Power: 90 Electric Ellaria Arbour (Sandy) 24 years old female human Alchemist Level 32 3/4 *Three rolls for Mixture* *Transfer poisoned and bleeding upon being hit* *No Free Hits for 3 rounds* *Encouraged* Power: 42 Defense: 5 Health: 53/53 Gold: 20 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: 3 Potions, , 2 Grand Potions, 4 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.), 3 Remedies, Neutralizer, Tiger Balm, 2 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 Tools: Bedroll, Pickaxe, Telescope, Magic Compass, Magnifying Glass En Sabah Nur (Jebediahs) 31 year old male human, Mystic Knight Level 31.25 *Immune to Darkness, Wood, Earth*, *Converts Ether to Health*, *Reflects Ether-Based Attacks* *Encouraged* Power: 51 (71 vs. Humanoids) Defense: 6 Health: 52/52 Ether: 42/42 Gold: 151 Equipment: Quarterstaff (WP:20/40 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: 6 Potions, 2 Grand Potions, Tonic, Grand Tonic, 3 Ether Cores, Milk (restores 15 health and 15 ether upon consumption), 5 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.), Electrocution Bomb (Deals 105 lightning-elemental damage and the stunned 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.) 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) Party Leader please assign a battle order. Party members please designate a target and row from which you are attacking. Also designate if you will spend your turn rowing.
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"The stronger the better ya'll find, Miss Berthadheill." Skrall ordered another tankard and raised his glass. "A strategist, a madman, a cynic, a boy, a hero, a wanderer, may he find his place in this world."
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Heroica RPG - Quest #128: A Study in Red Death
Waterbrick Down replied to Cutcobra's topic in The Heroica Archive
OoC: Can constricted be Remedied? Also, does close ranged weapons mean things like swords, clubs, etc, or attacks from the front row? Boris swings at the Adder again, "Everyone make sure you keep your snakes covered." The goblin repeats. Battle Order: Mhinak Goblin Germ Na'im Nalguz Dog Borris -
"Well met Purpearl Berthadiell, I've seen you a time or two before in the hall but never had the pleasure. I've quested with many a good shield bearer in my days, keep yoer feet set and your eyes fixed ahead and I'm sure you'll do fine. What's yer Heroica experience thus far, escortin', bandits, monsters, subterfuge?"
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With dedication Nur stations himself at the oars and begins to ply mightily as his fellow Heroes fend off the monstrous blood suckers from the waters below. Tesni and Ellaria both nearly destroy their targets as Atramor fails to summon aid from his deck. More leeches begin to swarm around the boat, but the Party is a tad closer to shore and final relief. Round 1 of the Paddle Battle: Tesni vs. Black Leech A - Furious Hit (150 HP - 108 Ice & Lightning elemental Damage = 42 HP remaining) >Atramor summons Cloud Gigas - No Summon (Aura Activates) Ellaria vs. Black Leech B - Critical Hit (150 HP - 104 Wood elemental Damage = 46 HP remaining) Nur rows - (Distance from shore -1) Tesni - Free Hits (Blood Leech A) (58 HP - 23 Damage = 35 HP remaining) Atramor - Free Hits (Blood Leach B) (136 HP - 6 Damage = 130 HP remaining) Black Leech C & Blood Leech C join the battle Distance from Shore: 15 Enemies: Black Leech A Type: Aquatic *Immune to Sleep & Fast Asleep* Level: 40 Health: 42/150 Special: Blood Letting – Causes the Bleeding 10 effect Drops (varies by roll): 1-3: Remedy 4-6: nothing Black Leech B Type: Aquatic *Immune to Sleep & Fast Asleep* Level: 40 Health: 46/150 Special: Blood Letting – Causes the Bleeding 15 effect Drops (varies by roll): 1-3: Remedy 4-6: nothing Black Leech C Type: Aquatic *Immune to Sleep & Fast Asleep* Level: 40 Health: 150/150 Special: Blood Letting – Causes the Bleeding 15 effect Drops (varies by roll): 1-3: Remedy 4-6: nothing Blood Leech A Type: Aquatic *Immune to Sleep & Fast Asleep* Level: 40 Health: 150/150 Special: Transfusion - Drains the target of half their remaining HP and Ether, any HP being restored to the Blood Leach. Drops (varies by roll): 1-3: Elixer 4-6: nothing Blood Leech B *Immune to Sleep & Fast Asleep* Type: Aquatic Level: 40 Health: 150/150 Special: Transfusion - Drains the target of half their remaining HP and Ether, any HP being restored to the Blood Leach. Drops (varies by roll): 1-3: Elixer 4-6: nothing Blood Leech C *Immune to Sleep & Fast Asleep* Type: Aquatic Level: 40 Health: 150/150 Special: Transfusion - Drains the target of half their remaining HP and Ether, any HP being restored to the Blood Leach. Drops (varies by roll): 1-3: Elixer 4-6: nothing Party: Tesni Hightribe, Hero of the Northern Kingdoms Serpent Skinner (Peppermint M) *Party Leader* Human Female Beserker *Restoration* *Immune to Afraid* Level: 39 Power Bonus: 5 (+3 WP) Defense: 17 Health: 35/58 Gold: 1847 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)), 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), Mellt (WP:10,ice- and lightning-elemental; hammer), 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) - 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, 4 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. Atramor Gibbin, the Fiery Champion (CallMePie) 32 year old male human Decamon Drafter Level 41 *Immune to all elements, poisoned, and doomed* *Negative effects last one round* *Aura* Power: 70 Defense: 14 Health: 130/136 Ether: 47/47 Gold: 20 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), 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: 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), 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) 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, Milk (Restores 15 health and ether), Nostrum, Phoenix Essence, 3 Phoenix Incenses, Potion, 3 Remedies, 2 Smelling Salts, Smoke Bomb, 4 Venoms, Water Bomb 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 32 3/4 *Three rolls for Mixture* *Transfer poisoned and bleeding upon being hit* *No Free Hits for 3 rounds* Power: 42 Defense: 5 Health: 53/53 Gold: 20 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: 3 Potions, , 2 Grand Potions, 4 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.), 3 Remedies, Neutralizer, Tiger Balm, 2 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, Blind Bomb, Air Bomb, Aeolus Bomb, Bad Breath (Poisoned by 1-effect to all enemies), Feather of White Tools: Bedroll, Pickaxe, Telescope, Magic Compass, Magnifying Glass En Sabah Nur (Jebediahs) 31 year old male human, Mystic Knight Level 31.25 *Immune to Darkness, Wood, Earth*, *Converts Ether to Health*, *Reflects Ether-Based Attacks* Power: 51 (71 vs. Humanoids) Defense: 6 Health: 52/52 Ether: 42/42 Gold: 151 Equipment: Quarterstaff (WP:20/40 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: 6 Potions, 2 Grand Potions, Tonic, Grand Tonic, 3 Ether Cores, Milk (restores 15 health and 15 ether upon consumption), 5 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.), Electrocution Bomb (Deals 105 lightning-elemental damage and the stunned 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.) 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) Party Leader please assign a battle order. Party members please designate a target and row from which you are attacking. Also designate if you will spend your turn rowing.
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Skrall chuckled. "Don't we all? Sorry to hear the lad's left, understandable and all. Ya spend yer whole life chasin' after somethin' only to find out it wasn't really what ya were expectin'." Skrall drained his tankard before looking at the black knight, "You're a card shark with a nose for secrets and odd sayings, why'd ya choose to take up the mercenary's mantle?" "Let 'im speak Alderflask. I'm sure Althior can say more as to Regulus."