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Everything posted by Waterbrick Down
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Heroica RPG- Quest #96: Tying up Loose Ends
Waterbrick Down replied to Scubacarrot's topic in The Heroica Archive
"Yeh, I heard about all the political snafu your fine city has got goin' on right now. As long as yer 'later' don't involve any political assassinations, I'd be happy to have ya along, can't say I speak fer the rest of the group though. Yer right in that we've got our contacts in the city, but previous contract dictates they remain anonymous. Just good business practice, I'm sure you understand. Shall we?" Skrall stood up and motioned to the stairs. -
Heroica RPG- Quest #96: Tying up Loose Ends
Waterbrick Down replied to Scubacarrot's topic in The Heroica Archive
Skrall turns to Maxis, thinking it best to shoot straight. "So you've heard of Heroica? Yes, I do hail from Eubric. I have good reason to believe that one of those 'girls' is being held against her will. My job is simply to see her free. I've got nothing against whatever business they're doin' here long as it's legal, but I ain't a fan of folks doin' said business against the will of others. Might I ask what business brings you here, if this be one of those rare occasions? Also, know any way of gettin' uo there without causin' a public disturbence?" -
Heroica RPG- Quest #96: Tying up Loose Ends
Waterbrick Down replied to Scubacarrot's topic in The Heroica Archive
Skrall narrowed his eyes at the bartender "Who said I was bein' hired fer my muscle?" Before the Hobgoblin got himself killed, Skrall paused a moment at Maxis' reaction before joining him. "Indeed we have met thought it's been a few months. Garlin. Saw some smoke coming from an alley, imagine yer bang came from that. Concerning my reason fer bein' here, I have some business to discuss upstairs. Any idea why everyone's so touchy about the fact?" -
Heroica RPG- Quest #96: Tying up Loose Ends
Waterbrick Down replied to Scubacarrot's topic in The Heroica Archive
"Job referall. Said I was supposed to meet those hirin' upstairs in this fine establishment. Looks like it'll be a good paying one too from the looks of this place. Have that water ready for me if you don't mind and if there's anything stiff this'll get me. Keep the change." Skrall put 75 Gold down on the counter and made his way upstairs, popping back a Mead as he went. -
I get what your saying Flipz and it is doable that way, but I'm with Zepher about the temptation bit. Just wait till you run a quest, part of you will want heroes' builds to be beneficial and part of you will hate how complicated they can make things and from then on you'll always be trying to balance things out. Better to design an enemy and let happen what will happen.
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Quest 93, yeesh, is anyone planning on going Bard? Out of all the Expert classes, I think that's the one that seems to have gotten the most unique stuff for.
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Heroica RPG- Quest #96: Tying up Loose Ends
Waterbrick Down replied to Scubacarrot's topic in The Heroica Archive
"Yes I do have a meeting, but I thought I'd quench the parched throat before doin' my business. 'Sides if the muscle in the corner can afford a drink or two, can't imagine it'd be out of my price range. Maybe second shelf then?" -
To some degree limited information was intentional. Unlike the representatives from the Orcs or the Kingdoms, the circus worked on the same knowledge level as the common people, mostly hear say, a little rumor, some history, and a lot of assumptions. Grishnod could have provided you with more info on Baltarok if you had interrogated him, but aside from that, things were supposed to be kept in the dark. The circus's main priority was to get the job accomplished and let the armies and the politicians deal with everything else (granted they got caught in the middle of it all anyways ). Quest 90 is really the glue that ties 88 and 89 together, it triggers the events that kick everything off and provides for one of the solutions of the entire situation with the bridge (i.e. bringing the reasonable Valentino back to the Kingdoms). The trading of Valentino for Grishnod dead end was also intentional, though I'll admit you hit that wall harder than I had expected. We didn't want you trading Valentino for Grishnod and just skipping your way home across the bridge, too easy and not as climatic. Hence we laid things out as to why Bastala wasn't interested in having Grishnod back (even though she was behind getting rid of him). The heroes could have tried to break Valentino out, it would have been more difficult and would have probably added to the already growing tension, but it would have been possible. Since no one came to the realization that putting Grishnod back in power, I kind of had to force things along. The trials were also intended since apart from a coup (which was possible) there's wasn't many ways to get Grishnod back in charge unless you had done a lot of digging and could expose Bastala's treachery. Bastala has her head in the right place but her means were very anti-traditional, hence I'm glad she ended up helping to restore the other burned capitol instead. Grishnod will take some time to come around, he's still old-school but not a fanatic like some of the other clans. Again you're right that the railroading could have been a little better presented which is something I'll have to work on. I'm not a fan of it in the first place, but like I said it was somewhat of a necessity to keep everyone on schedule with the other quests. Thanks for all the input. I'll agree that Dreyrugr was much more active in this quest than his previous ones, I was just hoping to get a little more out of him. Baby steps I guess. Part of that had to do with the quest 90 heroes thinking their quest was to escort the circus as opposed to bringing back Valentino, a mistake on my part for not making it more clear. The circus was hired to return Valentino, the circus hired Heroica to return Valentino, but due to the quest pitch not many people seemed to like being saddled with that responsibility, the even wanted more gold because it wasn't in the "job description". When are heroes going to understand that WBD quest pitches are never as they seem.
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Heroica RPG- Quest #96: Tying up Loose Ends
Waterbrick Down replied to Scubacarrot's topic in The Heroica Archive
Skrall walks nonchalantly to the bar checking the number of people in the room, the number with visible weapons, number of staircases and any other exits from the hall as he goes. Coming to the barkeep, "A shot of your top shelf if you please sir and the news of the day." -
Seeing as how those were 2/3 battles that I designed, I'd say I did pretty well. But yeah, I was sort of disappointed that the comrodary between heroes didn't lead to more revivals at points. I understand the whole logical point of waiting until it's necessary or using them wisely, but I think too many folks gave gotten used to always having a great supply of consumables. We really tested the limit with this quest and in the end I was satisfied between the ratio of consumables as loot and the consumables being utilized. Part of this ties in with what Flipz was talking about, yes there was a preferred decision that we as QM's had, but that didn't mean that the alternative was not allowed (I exaggerated when I said the quest would have failed had you declined to help the circus, you'd still need to figure out a way to help the circus accomplish it's goals, but it would have been exponentially more difficult). Part of that has to do with the medium of Heroica RPG, we can provide you with infinate options, the catch is that you'd have to be willing to wait while we built and photographed sets, came up with stats and puzzles on the fly and eventually brought some closure to the quest so you could return back. Heroica RPG is closer to a video game in that it is episodic in nature. Yes it is one big giant world, but the PC's only get to see it in predetermined chunks. Heroes can't just leave and go exploring and finding adventures due to the way the game is structured. Thus in order to stick to time constraints (and especially in these three quests) we need to allow for some choice and freedom on our players' part, but players also need to realize that they will need to make some sacrifices as far as their free-will goes in order for everyone to have an enjoyable time. It all goes back to a concept of "buy in" something I'll probably elaborate on at another time. Note that this is the second multi-quest in the game's history. I feel it went a little better than the Dastan Trilogy but still was disjointed, practice makes perfect I guess. Which parts would you have liked more time in? Not a sarcastic question, but I'd like to know for future quests so I can improve on time management. This was intentional, Baltarok and the High Kingdoms are very expansive and everything only came together in the very end and the decisions that all of the heroes had made in their respective quests finally had an impact on how things ended up on the bridge. Trust us there were multiple outcomes depending on what happened in the individual quests. Yeh, the final battle. Again it was a learning experience. I wasn't a big fan of the lower level heroes being knocked out so many times, though it was encouraging to see some of the higher level heroes be more benevolent and revive them. The actual enemies distribution unfortunately rendered it difficult to allow the lower level heroes to always be relevant to the situation at hand. We've only had a few quests where a large disparity between levels existed, so it's definitely not the norm, but I was encouraged by the way everyone worked together and did their best to make everyone feel valued. Thanks for the input.
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That's sort of what I figured, after quest 50 I could see anyone wanting to take things a little more relaxed and low key.
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It's never been published publicly, there were quite a few changes to the rules between the Test Quest and the first public quest.
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My turn. Darkdragon/Cinna: Great to have you along, you weren't the most involved in the quest, but you fulfilled your party leader responsibilities admirably enough. My perception is that Cinna prefers to stay low key and have all the information necessary before making a decision. She's the rock that the rest of the heroes are tied to, slowly but surely moving toward her goals. Compassionate but at the same time practical, she's got quite the equipment set and I could really see her becoming quite the power house with a few adjustments and upgrades. I would have like to see a little more dialog from you, Darkdragon, especially seeing some of your stuff from your earlier quests, but I realize this was one of your first quests after a little hiatus, so I was glad to have you anyways. Vash the Stampeed/Dreyrugr: One of the things I wanted when selecting a party for this quest was variety. Dreyrugr the vampiric black knight fit the bill. You had some key conversations with Boris and Grishnod and along with Cinna, you provided the back bone of the party as far as making the best decision went. As with Cinna, I would have like to see a little more interaction but I've noted that Dreyrugr takes after the strong & silent type. Your bit of hiding and sneaking in the Nord's outpost was excellent and I'd encourage you to keep up that free-form style of thinking. Would love to host you again at some point and figure out the buttons to push to get him passionate about something. Costy/Nagure: Was a little disappointed that you dropped out with no warning, I really liked some of your characterization in Nagure's previous quests and hoped he'd get along well with Mirona and the rest of the circus. The stuff you did contribute was a little sparse, but I expect it was due to the amount of time you had available. Hope you can join us again at some point. Cryos/Baradock: There's always one that goes against the grain. Not that it's a bad thing, or that Baradock was ever in the wrong, he likes forging his own path that's all. Having actually quested with Baradock, I can say you portrayed him consistently. He's a man with deep thoughts even though he may never voice them. Baltarok definitely took a tole on his worldview, things were never black and white, people lied, people cheated, and in the end it seemed like the heroes didn't have that much of an impact (though they did on the grand scheme of things). Your interactions with Matthias, Mirona, and Mint were excellent and really character defining. I wan't expecting him to actually be the only one to side with Mint, but in a way I'm glad he did as compromising would have compromised his characterization I feel. If I understand correctly you'll be starting a new character, perfectly acceptable and I know that you'll do a great job with it. Glad I was able to host Baradock at least once and I look forward to seeing you host as well as your new character. Purpearl/Purpearl: Purpearl is a marvelous character, she reminds me of Nerwen but an almost younger and more compulsive/stuck up version. No real criticisms, you do a good job of finding the balance between saying too little and saying too much (a difficult line to walk). Her interactions with Nelvin are some of my favorites and while I hoped each of the PC's would be able to connect with an NPC, you took the cake and it allowed me to write for Nelvin naturally as opposed to forced dialog or talking points. Your conversations with the other PC's, especially with Guts, are some of the best in the entire trilogy as far as PC to PC interactions go (probably behind Nerwen and Guts, but this was only your second quest so ). As a player you do a great job of incorporating role-play into your battle actions as well as your puzzle solving without making it seem forced, so keep that up. All in all, as one of the weakest heroes you did an excellent job of making an impact with what you could work with and I'd gladly host or quest with you again. nstickney/Matthias: Where to begin? As soon as Matthias entered the hall I wanted to take him along, his characterization and dialog are top-notch for a new hero and your willingness to contribute to the world of Heroica in the hall through interactions before even being selected for a quest were quite appealing. Matthias is a great example of a hero just starting to become heroic. He's similar to Grimwald (Lordofthenoobs) in that he comes from humble origins and is slowly and realistically finding out how to function in this new world of dragon slaying demigods. I felt he really made a connection with Glup, which made it that much easier to write for her. Matthias is another great example of good writing in that he always seems to say just the right amount of words, never too much and never too few. Though not as talkative as Purpearl he definitely makes himself more approachable which is a great quality to have for interacting both with PC's and NPC's. One of his defining moments was during the last battle when he finally took a stand against being a meat-shield, suddenly this tiny gnome who had been pushed around and just doing what he was told was finally asserting himself and it was a great thing to watch. I'd really like to host you again in the future even though you are starting to assemble a build that will make a few QM's shake their heads when trying to balance for you.
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Heroica RPG- Quest #96: Tying up Loose Ends
Waterbrick Down replied to Scubacarrot's topic in The Heroica Archive
"Well looks like I'm goin' through the front, then. I'll catch up with you inside." Skrall replaces the gate, makes sure the front door guards aren't around and walks in through the front door. -
Heroica RPG- Quest #96: Tying up Loose Ends
Waterbrick Down replied to Scubacarrot's topic in The Heroica Archive
Skrall makes sure he's the last one down the hole and slides the grate back over the top of him as he enters. "It just had to be sewers." -
We had a rough outline since we had to account for the intersecting of the different quests and while I can't speak for the other QM's, apart from that outline I tried to be open to whatever the players tried and go on the fly.
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Heroica RPG- Quest #96: Tying up Loose Ends
Waterbrick Down replied to Scubacarrot's topic in The Heroica Archive
"Sewers it is then." -
It should be noted that the railroading in 90 was not required, yes the situations were framed to favor one solution, but I for one am absolutely against the concept of slapping a player on the wrist because they are not following "my" predetermined story-line. If the heroes had chosen to not help the circus out, then Grishnod would still be in prison, the quest would have failed but that would be the heroes choice. If they had decided to let Mint take Grishnod, they'd have to figure out some other way of getting Valentino. I hate railroading for the most part, it's a necessary evil in some instances due to the limit of our medium, but I try to avoid it when-ever I can. Thanks for the input. As CMP mentioned, PvP is broken so we had to come up with a way for each of you to move toward your appropriate goals without getting into combat with each other. I'll admit I wasn't prepared for allowing everyone a choice of whom to side with. Originally I believed it was only going to be for the Circus since they were sort of the neutral party in all of this, but everyone was offered the choice and we ended up where we ended up.
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Total strength as far as damaged is concerned and I'd rule it as the initial target takes the weapon's effect into account but the subsequent targets from the SHIELD roll would not thus it would look like this: BAD 1 - 6 Damage = Initial Target [5+1 DMG] BAD 2 - 12 Damage = Hit by Cannon on Initial Target (Listed Below) [5+1 DMG] + Hit by Shield (1 of 1) [5+1 DMG] BAD 3 - 6 Damage = Hit by Cannon on Shield (1 of 1) [5+1 DMG] BAD 4 - 0 Damage BAD 5 - 6 Damage = Hit by Cannon on Initial Target (Listed Above) [5+1 DMG] As far as Advanced classes are concerned, Druid and Evoker shield rolls are ether based and thus do not take a weapons effect into account. Paladins cannot use handcannons.
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Well 6 months ago, I wasn't quite expecting all of this. First of all thanks again to my fellow QM's none of this would have worked with out you and I've learned quite a bit from both Zepher and CMP as far as quest design for which I'm grateful. Secondly, thanks to all of my questies, you are the ones who make it worth it. I enjoy storytelling but without anyone there to be part of it, it's pretty unrewarding. Thirdly, thanks to all of the questies in 88 and 88, you really helped to make the world a cohesive one and your interactions with my heroes served to show that not everything is black and white and not all sides are always in the right all the time. This quest was a challenge to me in the sense that I prefer looser storyline and giving my players a lot more freedom. Given the story heavy dependence of the quest things had to be kept to a tight schedule, but thus is the nature of the beast and some sacrifices had to be made. I'll keep to a similar format as Zepher, but there's still a lot to digest and I'm sure there will be more to say in the upcoming week. In Eubric: I realized early on that I hadn't figured out a way to actually get my heroes to Baltarok. I had intended to get them on the Magpie or just have them show up in the High Kingdoms, but I quickly figured out that it would throw off the timing of all the quests, so the trip aboard the Susanna was born. I enjoyed playing as Atticus Scrinshaw and the whole scenario of mixing up who got passage on the Magpie seemed like just the right experience for the less known and experienced heroes of Heroica. On the High Seas: A ship full of sheep crewed by a bunch of meat eating cutthroats and captained by an imbecile. The mutiny followed by the sea monster attack I felt was balanced and made the level differentiation doable. Being the first battle with all the heroes, I discovered how hard it would be to make things balanced throughout the quest for everyone. It was a challenge and one I know at times I didn't quite strike, but I always felt the way the newer heroes contributed to the quest outside the battles far outweighed their contributions in the actual fights. The only thing I think I would have changed would have been to offer a 2nd level of experience to the newer heroes for fighting off the sea-monster before joining the fight against the bandits. Other than that, a great fight in my opinion. Ship on the Rocks Puzzle: Hopefully the constraints of the puzzle were clear. I enjoy designing puzzles that require a knowledge of actual Lego pieces and it was fun to see everyone contributing to its solution. All in all a good showing from all the heroes. Meeting the Circus and the Break In: Meeting the circus for the first time. I enjoyed playing each of the NPC's enormously and loved the relationships that developed between the characters and the individual NPC's. Due to the constraints of the quest and the timing, I wasn't able to develop the NPC's backstories as much as I wanted to but parts of them popped up along the way. To make it clear, the circus's intention was always to have the heroes help them break Grishnod out, but didn't want to say it in the Quest Pitch due to the nature of the mission. Seemed like a surprise when they brought it up, but it was interesting to watch the different reactions from all the heroes and their take on the situation. The entire break in and plan of escape was a great show of teamwork and I was impressed at some of the ideas brought up by the party. There was no set solution to breaking Grishnod out, so it was fascinating to watch an open ended problem be solved like that. Battle with the Nords: Again it was slightly difficult to balance for all the heroes but having the circus heroes involved in the fight I fealt helped to bridge the gap between all the heroes. I borrowed a few enemies from CMP's nord battle to give some continuity, but again I think it turned out to be a pretty good battle for everyone and really set the stage for the Nords involvement with everything going on in the High Kingdoms. Like the real world, few people are ever able to see the entire big picture, thus the effects of rescuing Grishnod were the actual events that kicked off the entire war, whether the circus or the heroes ever came to that realization. Race for the Bridge and Across the River: Grisnod. Hopefully I portrayed him adequately as an old school Orc chief with an air of nobility and seriousness, the argument over freedom and honor he had with Purpearl was wonderful and never degenerated into the utilization of brute force which surprised me. I wanted an opportunity for the characters to get some good interactions with Boris and company and I was not disappointed. The entire discourse between Purpearl and Nelvin, Glup and Matthias, Baradock and Mirona, and Boris and Cinna/Dreyrugr was one of my favorite moments. The quick thinking of the mages to cross the river to help the Kingdom's Party was again another great bit of open ended problem solving. Harpy Battle: First interactions with the Kingdom heroes, the battle itself was a little skewed for more experienced heroes, but we made the best of it. The actual meeting of the heroes and the realization of the Circus actions and intentions as well as their effects upon the future of the High Kingdoms and the Four Boulders treaty with the Nords, went well though I agree with Zepher that it seemed like a lot of people didn't realize the entire implications of what was going on by letting Grishnod go and how Mint was in the right, but thus is life. I would also like to commend Baradock (Cryos) for sticking to an unpopular opinion, definitely a difficult thing to do as a newer hero, I'll have more comments for him and the rest of you later on. Vim Lhzar: First interactions with the Orc heroes and it wasn't disappointed. Both parties clearly had their own objectives but they worked well together, the battle itself was actually pretty balanced and both CMP and I had gotten used to finding unique ways to make even the lower heroes contributions count. The interactions at the front gate, the rioting citizens, and even Bastala and company were great and hopefully none of it felt contrived but in line with the characters goals and ambitions. Good stuff from both Pupearl and Matthias in all of this, Purpearl chewing out Guts on contributions were great. Trial of the Three Circles: I aimed for some variety in the challenges: puzzle, battle, and roleplaying decision. The first logic puzzle was easy enough once you lay out all the information and I think you all solved the puzzle quick enough. The battle with the Mycinoid was my first experimentation with an enemy focused on providing buffs and I think it helped to give the lower level heroes a serious impact on the turnout of the battle. The final roleplay decision to allow Bastala to live did have an impact on the final battle, but I was glad to see the party opted for mercy over the simpler solution of just killing her even though the party realized the decision might come back to bite them later. Final Battle: Again, props to CMP for the battle design. While it did drag a little towards the end and did become more a chore, overall I don't have very many regrets concerning the battle. Yes, the rules did require more clarification and part of the confusion arose from having 3 different QM's running a gigantic battle, but the entire encounter I believe captured the epicness we were aiming for when creating this trilogy. I believe the challenge was appropriate and given the amount of consumables utilized, the amount of revivals, strategic retreats, and constant threat of failure, I'm not sure what more one could ask for in such a climatic battle. Balance wise, things were really tricky given the amount of heroes and some things didn't quite work the way we expected them especially concerning lower level enemies available to make the lower level heroes effective and not just death fodder. Roleplay wise, some of the best stuff occurred before the battle, during the battle, and at the very end. We saw friendships form, friendships shatter, allies cemented, and enemies made, as a QM there's not much more you can ask for when the roleplaying effects of the battle have a bigger impact than actually who wins or loses. I'll have player commentary a little later on, but it was an honor to serve as your QM these past 6 months. It was a strain for all of us, but it was an amazing time, and the amount of character development, story progression, and overall player to player to QM interaction was quite rewarding. Feel free to ask any questions, give criticisms, and share as much as you want. More to come later.
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Nstickney, that is one of the most terrifying but awesome character avatars that I've seen in awhile.
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Heroica RPG - Quest #90: A Trip to the Circus
Waterbrick Down replied to Waterbrick Down's topic in The Heroica Archive
Baradock took his place on the Magpie and waited for the vessel to weigh anchor. The Mercutio's Smile circus troupe gathered as much of their belongings as they could and with the rest of the party started their journey southeastward bidding all a fond farewell and safe travels. Many a grand adventure was had as the troupe and company made their way through the Low Kingdoms and even to Drandora. Stopping here and there and putting on quite a show, the circus slowly rebuilt itself and by the end of their tour had amassed enough for another wagon. At long last the party came to the edge of the Crystaline sea, Eubric Freeport and Heroica lay just a short boat ride across the waters. "Well ladies and gentlemen, I believe this is where we make our exit. You've been the best of sports throughout this entire affair. As a token of our gratitude we thought we'd all get you a little something." "Purpearl, you have been with us through thick and thin. You were the voice of reason during all of the chaos. It has been quite the adventure and I wouldn't have traded the world for any of it. Please take this tunic, may it keep you from harm and see you safely to us again at some point in the future." "Cinna the Dark, I have a feeling that you are more capable than you think you are. Your leadership throughout this entire ordeal was quite the display and I believe that while there may be great challenges ahead for you back in Eubric, that you are prepared for whatever should come at you. Please accept this scroll as a mark of my gratitude. I've had it lying around for years in one of our trunks, but never found a use for it during any of our performances." "Matthias, for such a small warrior, you have much heart. Even little ones like us can show that bravery is not merely measured in the size of our sword. We want you to take the Fireball Extraordinaire." The Grumpkin wheeled out the small cannon that the troupe had used for some of their stunts. "T'was always better at dissuading bandits as opposed to shooting my person out of there anyways." "Dreyrugr, you my fine chap are a vampire of few words, but I can't say that blade of yours won't be missed, nor the precision with which you yielded it. For you I have a small favor attached to our gift." The sorcerer opened his cloak and a bat swooped out and did a few circles around Boris's head. "I'd like you to look after this little fellow for me. If we're ever in the area or you ever want to find us, feel free to let him loose and he'll hone right in on us if you give him a while." "If ya ever see that barbarian again, give him my thanks. I know how difficult it can be to chart one's own path in life. Tell him he is always welcome to stay with us if our paths should ever cross." "And that goes for all of you. I'm sure we'll see each other at some point, given both our professions penchant for traveling. Until then though, may you have a safe journey home and may your pockets always be full, your beds warm, and your company enjoyable." With that the Mercuitio's Smile made ready to depart as the heroes easily found a local barge that was willing to ferry them to Eubric Freeport for a nominal fee. Circus Party Cinna the Dark, Carnival Crusader (darkdragon) Level 30 Mystic Knight *Immune to Earth* Power Bonus: 2 Defense: 16 Health: 49/49 Ether: 44/44 Gold: 215 Equipment: Mauryl (WP: 19 + Darkness, broomstick), Turtleshell Shield (SP:14), Black Dragon Robe (Max. Health +6; immunity to earth; suitable to mages, rogues and chi monks; bodywear), Anniversary Medal:Y2 (+2 to all stats per year; accessory) Inventory: Naginata (WP:10; halberd), Lumber Axe (WP: 8, wood-elemental axe), Party Maracas (WP:4, user is hastened, instrument), Pointy Hat (Max. Ether +2, suitable for mages and clerics; headwear), Blue Dragon Cape (Immunity to slowed and water; suitable to knights, rangers and dragoons; backwear), Amethyst (Darkness), Topaz (Lightning), Ruby (Fire), Emerald (Wood), Diamond(Light), Sapphire (Wind), Garnet (Earth), Aquamarine (Water), Opal (Ice), Scroll of Sleep, Scroll of Disenchantment (Removes all positive effects from all opponents at the cost of 5 ether), Scroll of Sealing, 6 Grand Potions, 3 Remedies, Elixir, 5 Meads, 2 Smelling Salts, Soma, Tiger Balm (Grants immunity to all effects for one battle), 3 Deadly Venoms, Fire Bomb, Floral Bomb, Air Bomb, Aeolus Bomb (100 wind-elemental damage to all enemies), Bedroll, 2 Pumpkin Bombs, Raw Sushi (Consumable, Restores 5 Health and 5 Ether), Ambrosia, Bone, Ether Core, Grand Tonic, Emergency Essence, Scroll of Arc Confusion (50/50 chance to inflict the confuse-effect to all enemies for ether equal to the number of enemies), High Heels (Power +1, suitable for women; footwear), Matthias the Carnival Crusader (nstickney) Level 9 Ranger Power Bonus: 1 Defense: 0 Health: 14/14 Gold: 143 Equipment: Tinker's Crossbow (WP: 3), Grimmau's Clothespin (Prevents the first negative effect inflicted on the wearer during a battle, headware) Inventory: Smoke Bomb, Bedroll, 2x Mead, Smelling Salts, Grating Stone, Remedy, , Sword of the Red Lizard(WP:10, fire-elemental, longsword), Grand Potion, Fireball Extraordinaire (WP: 5, Also hits enemies listed above and below target, user is Slowed, Handcannon) Baradok Segul Cannari the Carnival Crusader (Cryos) Level 11 Barbarian Power Bonus: 0 Defense: 2 Health: 18/18 Gold: 333 Equipment: Calcified Club (WP: 5, Earth-Elemental) Light Armor (SP:2) Inventory: 2 Remedies, Phoenix Essence, Smelling Salts, Starter Halberd (WP:3), Doppel Vial, 2x Pumpkin Bombs, Raw Sushi (Restores 5 Health and 5 Ether), 2x Mead, Grand Potion, Sword (WP:10,fire-elemental, longsword), smoke bomb Purpearl Berthadhiell the Carnival Crusader (Purpearljellyblob) Level 10 Mage Power Bonus: 1 Health: 15/15 Defense: 3 Ether: 14/14 Gold: 143 Equipment: Crimson Arcanon (Wand WP:3) Inventory: Bedroll, Ruby (Fire), Amethyst (Darkness), Topaz (Lightning), Scroll of Weakening, Raw Sushi (Consumable, Restores 5 Health and 5 Ether), 2x Tasty Pretzels, 2x Grand Tonic, 2x Mead, Ambrosia, Bone, Thorny Rose (WP: 17, wood-elemental, deals the poisoned by 3 effect, mace), Tinyshroom, Level Up Mushroom, Healing Staff (WP:9, heals target; staff), Heavy Armour, Tunic of the Elven Acrobat (+4 HP, Provides Evasion effect with 1/3 chance to completely avoid rolls of COUNTER and DAMAGE and Free Hits, Torsowear) Dreyrugr the Carnival Crusader (Vash the Stampede) Level 23.33 Black Knight *Immune to Stunned, Water, Wind, and Fire* Power Bonus: 0 Defense: 13 Health: 42/42 Gold: 305 Equipment: Sharkjaw Scythe (WP:15, WP x2 against Aquatic type enemies, Darkness,Ice), Dragonbrand Shield (SP: 8, immune to wind and fire, shield, Gloves of the Undead Assassin (For every enemy the wearer kills, it gains 5 HP, Immunity to Water, Usable by anyone, Handgear), ), Black Knight's Armour (SP:4, protects from stunned-effect), Cloak of the Blue Assassin (SP: 1, backwear, suitable for anyone), Inventory: Bedroll, Remedy, 5x Smelling Salts, Mead x2, Net (if used in combat, 1/3 chance to slow enemy, 1/3 chance to be useless, 1/3 chance slow self, lasts 3 rounds, retrievable), Nostrum, Throwing Dagger (WP:3), Fauxthril Scythe (WP:5), 5 Bones, Crow-Claw Dagger (WP: 6, 50/50 chance to stun enemy on successful attack), Shuriken (WP:5, Wind), Grand Elixir (Restores full health and ether to target and remedies all negative effects), Pseudos Hood (can damage undead with normal attacks), Deadly Venom, Scroll of Ice Armour, Neutralizer, Growshroom, Helm of the Lord of Light (Immune to Light and Jinxed, Headwear, Suitable for Knights), Elixir, Hunter's Plate (SP: 4, wearer gains 10 gold for each Humanoid killed, suitable for rogues, rangers, barbarians, beast warriors, infiltrators, regulators, and winged warriors), The Steel Stone (WP: 12, Earth Elemental, Greatsword), Bow (WP: 4), Boris's Bat - Bat Familiar; causes Afraid to one opponent whenever used. QM Note: That's it Quest 90 folks. Just like Zepher said, we'll have a lot to say in the next couple of days and we'll be really interested in all you have to say as well. Thank you so much for being such an amazing party! Even though there were some tough times, some points where we dragged a little, and some challenges mechanically speaking, I had a blast QMing you all. Thanks again for all of your commitment in seeing this to the end. Let me know if there's anything wrong stat wise, otherwise I'll leave the rest of my comments for the Quest Master Lounge. -
Heroica RPG- Quest #96: Tying up Loose Ends
Waterbrick Down replied to Scubacarrot's topic in The Heroica Archive
Skrall silently hands Atramor a Smoke Bomb. -
Heroica RPG - Quest #90: A Trip to the Circus
Waterbrick Down replied to Waterbrick Down's topic in The Heroica Archive
OoC: As Pie said, the quest will be ending no matter which you choose, it's more of a character decision than anything else, though there are some things that will be slightly different depending on which decision you make, at least for my questies. -
Heroica RPG - Quest #90: A Trip to the Circus
Waterbrick Down replied to Waterbrick Down's topic in The Heroica Archive
"I think we can manage a show down that direction, hopefully your family are patrons of the arts. In fact I think the experience would be good for all of us." OoC: Same as Zepher, once we're all done I'll post final stats.