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Waterbrick Down

Heroica Master
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  1. "Yes, with a dragon. Haven't seen him since I got back though. Different man you say? Look the same to me, but then again humans tend to all blend together after awhile. Zeigfried's still around are they? It's a wonder they haven't burned their house down and half the city with it yet."
  2. Skrall signed up for the Fields of Glory. "Atramor it has been awhile, nearly three years now wasn't it? Ya look... good. This an' that, travelin' all over. Was in Xu, not too long ago leadin' a coup. Yourself? According to this fine gentleman here, sounds like ya've been havin' a good go at it, eh?" Skrall ordered a tankard of ale and sat down at the table. The hunter looked at the Black Knight, "If ya haven't learned anything yet my good man, it's that this whole business is a complicated one, I'd be careful with the accusations as well. Those things are best settle outside not in."
  3. Skrall stirs turning his head from side to side inspecting the room. The fields were open again and he wouldn't mind a good jaunt of adventure. Seeing Karie's name affixed to the sign-up sheets the ogre walked over to the witch's table where she and a mage were in conversation with a cloaked individual. "Heading out to the fields, I see. Reckon' ya could use a Hunter onboard?"
  4. QM Note: Once Ellaria confirms her original action now that changes have been made I'll run the round.
  5. Again I don't think anyone is arguing the reasonableness of the issue with you, I for one think it is personally logical. However that's not the point, in my perception of the world of Heroica and the perception of the majority of the player base, small handheld firearms are not preferable at this time. As far as what would be acceptable take a look at the treasury topic, if you're simply asking so you can figure out how close you can toe the line then I think you probably know what the answer will be.
  6. I understand where you're coming from, I've seen high fantasy games that incorporate flintlocks and they work fine and don't throw the balance of the game off. The issue is that the majority of the player base does not currently believe that the technology fits with their vision of the game world. Automatons have been accepted because the majority of the player base has consented for them to belong in the hands of the technologically superior Ji Pei and that is all. It's not a matter of logically arguing the fact that if technology for automatons exists then so must firearms, it's a matter of perception of the world. Perhaps in a few years we will indeed see a shift, but not at this time.
  7. QM Note: The Dwarves will not be rowing. Please see the PM concerning adjustments. "Now isn't the time to be talking about preferences Doctor Arbour."
  8. "I'm sure it will be. Now just about there, maybe another mile or..." Neddy is suddenly pulled overboard as gigantic horrifying maws break the surface of the water surrounding the boats. The Dwarf's screams echo in the low ceiling tunnel as he is pulled underwater. The head dwarf glances behind for only a minute before shouting out to the heroes with a look of terror on his face. "Row! If you value your lives row!" PREPARE FOR BATTLE! Distance from Shore: 16 Enemies: Black Leech A 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 B 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 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: 58/58 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* Power: 70 Defense: 14 Health: 68/68 Ether: 47/47 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) 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.
  9. Just as a general note, if there's anything folks have been thinking about including in future quests concerning Dwarves and would potentially like some of it brought up in Quest 132, feel free to PM me.
  10. See we would have been best to leave the reptiles alone, we'll have little hope of catching up with the assassins now. We could throw a smoke bomb..." Boris swung again at the Black Adder from the front as the Goblin took aim at Red Rattlesnake A from the back row again. Battle Order: Germ Goblin Nalguz Na'im Mhinak Dog Boris
  11. "Yes you could say He did." The Dwarf smiles. "Let's see, well I was born about 100 years ago, 150 years before that, just around the outbreak of the Orcish Wars there was a dispute amongst the dwarf clans of Titaan, one of the 5 clan chiefs was ceremoniously exiled. His three sons Brumpkin, Krumpkin, and Grumpkin stole the sacred Anvil of Oleg and fled. At this time a horde of orcs and a legion of Paladins converged on the area the brothers had fled from, their pursuers were lost and the brothers sailed across the Crystal Sea for Uland. Landing on the shores of Mt. Ulysses, the brothers began to setup a new life for themselves, inviting dwarves to join their colony, they soon built the three cities under the mountain: Krumpknob, Brumpknob, and Frumpknob. Krumpknob, where we're rowing to now, is a major trade hub everything that comes and goes under the mountain goes through it. It's the established home of Clan Krumpkin and it's where the three Dwarven brothers first established their foothold on Uland, most of us take up the life of the waterways, either fishing or serving on the trade expeditions, we take pleasure in the feel of the spray in our face and the wind in our beards. Further in and further down, you'll find Brumpknob, the largest of the three cities. Brumpknob is where Brumpkin, the eldest brother, made his stake and it serves as our largest defensive position as well as a cultural hub filled with craftsman and artisans as well as many of the other races that live under the mountain. Brumpkin's people were always one to prize beauty, honor, and tradition.The great city also is also where you'll find the shrine of Orrik and The Glittering. Finally further down in the mountain, miles from the surface you'll arrive at Frumpknob. Frumpkin's folk have always been diggers and it was they that discovered the veins of Mythril that ran under this mountain, Frumpknob's a mining and forging town plain and simple. You'll find some of the best smiths and engineers there. They take pride in their hard work and enjoy sweating and toiling. I wouldn't suggest going there it if you're not one for walking about caked in dirt." "Numbers is right, there were hundreds of 'em. Most of the populace retreated into The Glittering at the center of Brumpknob as a last place of refuge and much of the cities needed to be rebuilt afterwards. The clans had sent for aid from some organization called, Heroica from Eubric Freeport, without them don't know how we would have survived. Turns out the son of our current high chief was in cahoots with the Dark Dwarves who had hired some sort of summoner who specialized in golem creation. Upon the heroes arrival the evil was soon repelled and the chief's son banished."
  12. "Just as many dangers down here as there are up there I'd imagine. When you aren't worried about getting lost in an unending network of tunnels, you've got to worry about great worms, golems, tunnel striders, black oozes, and bulettes. Thankfully we don't get much undead, necromancy's been banned by the high priest of Orrik." "Indeed, though Orrik and his child are the most revered by the clans under the mountain. Kennos, Orrik's brother rules over the passage of time, twas he who taught our forefathers the art of mechanization, of clockworks, and fine coggary. At the start of the year he is clean shaven and by winter his beard is long and white and he wraps himself in it like a cloak, he has many followers among the thinkers and inventors of our culture. Tor is the lover of Mythra, he is our deity of honor, steadfastness, and protection, it is says he wields a sword made of thunderbolts. Twas by his good fortune that our fathers came unharmed to this land and established the three cities under the mountain."
  13. The burly Dwarf's eyes twinkled at Nur's mention of explosives. "We know a fair bit about that. I was born the year they blew the great cavern open under Frumpknob, required many a load of bombs that one did. If you're a fan of the art of incendiary devices you might enjoy this one." The sailor uncovers a bomb from his belongings and hands it to Nur. Gaia Bomb (Deals 100 earth-elemental damage to all opponents when used.)
  14. "Aye, go ahead. I'll keep on the adder, it's my blood it'll have to worry about."
  15. With the ex-pirate manning the helm, Atramor guides the skiffs skillfully through the raging waters. The drafter glows in the pride of his accomplishment feeling more experienced from the endeavor. As the sound of the rapids grows fainter the Party enters a narrower tunnel, though off in the distance a faint blue light can be seen perhaps a mile or two off. The commander of the trade expedition turned to Atramor who sat beside Tesni. "Masterfully done laddy. Seems you've done that before, you sure you wouldn't prefer sailing to bodyguarding?" "Dressed in those duds, you probably couldn't afford him!" "Eh, maybe he'll fall in love with a lovely Krumpkin lassy and want to stay for awhile, I'm sure those "duds" will attract quite a following once we make land. Either of you ever been underground before?" The burly dwarf Neddy sits in the skiff with Ellaria, Nur and his butler plying the oars. "You sure he's under control?" The sailor points at the golem, "You know they had an issue with a mob of his sorts in Brumpknob not long back. Can't imagine you won't have any trouble with him there. We're a hardy race and we don't easily forget the wrongs done us. Though, I'd imagine if you lot are just expanding into the Dwarven market you don't know much about that do you? Ever had any dealings with Dwarves before?"
  16. "Probably not a bad idea if you don't want to be bitten again." Boris swings again at the Black Adder from the front row. The cleric looks to the goblin. "Try that again and this time try hitting it." Battle Order: Boris Mhinak Germ Nalguz Goblin Dog Na'im
  17. You just keep going in one direction in regular blue tiles until you either hit a wall or a sandbar.
  18. "Aye, Krumpknob, Brumpknob, and Frumpknob, the three cities under the Mountain. And regarding defense," the Dwarf pats a row of handcannon mounted to the sides of the skiffs. "We don't fare too badly, but it's a hel of a load to row." The party take their place in the two skiffs, Ellaria sitting in the bow of one while her companions seat themselves at the oars. As the tide recedes the dwarven vessels are carried out to sea. Keeping close to shore the boats head south west along the coast until a giant maw in the cliff side presents itself. The blue torches illuminate the tunnel walls as the party begins it's decent under the mountain. As the party rows forward, the sound of rushing water is heard ahead. Before long the group of skiffs find themselves in a web of dangerous rapids. Salty spray assaults the heroes' senses and they are nearly overturned. "Take care, these rapids are tricky but helpful at keeping out unwanted guests. The white swirling foam will bear you East, the black rapids West, the deeper blue currents will tow you South, while the lighter blue eddies will carry you North, there's some shallow tan sand banks that will stop your flow out of a rapid and allow you to navigate into better waters. We're heading for the exit just to the North of us." How will the Party navigate the rough waters? QM Note: If it's not clear, the party is marked by the brown/green boat at the bottom right of the photo, they need to exit 5 studs higher. The white circles will move the party continuously to the right until they hit a wall or sand bank, the black circles will move the party to the left, the dark blue downwards, and the light blue upwards. Let me know if anything isn't clear.
  19. OoC: Boris is aware of that. The vampire bided his time, he knew exactly when to strike and waited for that most opportune moment.
  20. The Dwarf commander looks up as the heroes draw near. "Aye, indeed lassy, we're bound this very night for Krumpknob. Guild of Invision you say? Can't say I ain't never heard any demand for some of their wares. Just so happens some of my crew ain't returned from their night on the town. If'n you're any good with an oar, I think we could manage a spot of space for you and your companions Doctor Arbor." "But what about the bloody rock, won't he sink us right off?" The female dwarf indicates Nur's servant. "Oh hush Nelly, we've carried loads upon loads of Mythril heavier than he. What do you say Doctor?"
  21. Similar from a mechanic's/role stand-point? Yes, Dragoon's already have a summon that has HP, Sylvan Rangers also can tame monsters with HP to do their will, and Necromancers, Decamon Drafters, and Evokers all have their own summons. From a RP perspective, the closest thing is probably the Illusionist class idea that has a doppelganger roll.
  22. "No, let him deal with the rattler himself."
  23. With Frumptious leading the way, the Party makes its way to the docks. Glimmering under eerie blue torch light a group of Dwarves look to be loading up two skiffs full of supplies. A stout Dwarf with a green bandanna, seems to be shouting orders to his companions. "Hurry up with those aft ropes Nelly, we've got little time left if'n we want to be catching the tide and making it back to Krumpknob in a reasonable time. Careful with those crates Neddy, you don't want Mrs. Finstaff complaining about her ruined lace do ya?" The Dwarves hadn't seemed to have taken notice of the Party yet. "Well folkth thith ith where I leave you. I've got a room at the Thelbric Inn & Thuiteth, you can look me up when you get back. Good luck" What will the Party do? 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: 14 +3 Health: 58/58 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 40 *Immune to all elements, poisoned, and doomed* *Negative effects last one round* Power: 70 Defense: 14 Health: 67/67 Ether: 46/46 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) 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.) 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)
  24. Again know that 5 ether per revival for Druids will drain them very quickly, if we agree that that's what is needed and it is that big of a game changer, then I'd suggest we look at the shield rolls of other ether users.
  25. Maybe they should be payed for healing, or perhaps meditating should restore more Ether. With the system as it stands now, Ether based classes at higher levels always have too much ether which at lower levels is the balancing factor (elemental damage, but limited number of shots). The only way I can think of balancing that out is making their more potent attacks (shield rolls) cost more, they already have the bonus of doing more damage than a usual hit and they get to hit all of the targets at once as opposed to deal with them one round at a time. Shield rolls still do turn the tides of battle, but considering they're only a 1/6 chance of happening, they get more bang for their buck than I think is necessary. Right now if you're a basic mage 1/3 of the time you're going to spend 1 ether to do say 10 or 20 damage, but dependent on the enemy party you have a 1/6 chance to do 3-4 times that amount for the same ether cost.
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