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Dannylonglegs

Eurobricks Grand Dukes
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Everything posted by Dannylonglegs

  1. Bwahahaha!!! Bwahahaha!!!Bwahahaha!!!Bwahahaha!!!Bwahahaha!!!Bwahahaha!!!Bwahahaha!!!Bwahahaha!!! Yes, quite right. The US is a large country. ~Insectoid Aristocrat
  2. We play 3.5, which is basically Pathfinder. We play a homebrew campaign which is pretty basic, but with some strappings of Eberron. I've also DMed a couple games myself a long time ago. Well, 62ers, As I said before, you can do whatever you please, but if you end-up whacking Dill you won't be getting Hinckwell Reputation (even though he is pretty much a jerkass)... Which is not to say you can't haggle with him when the time comes. ~Insectoid Aristocrat
  3. I have no idea how all those 6s made it into the fight. If it's any consulation, IRL in DnD yesterday my d20 was acting like a d3. Really. You're not supposed to get 3 natural 1s in a row. And even then, you're supposed to get better than 3s on most rolls. My ranger nearly killed himself. He didn't take any damage from anything but himself. I'll take you to the Were-Raven Gang once the others speak-up. You can group up now too. It shouldn't take more than a few words (We group up at the predetermined meeting place.)
  4. Dead or Alive???

  5. I rolled to see if she lived. I'm not telling yet, but if anyone is dying to know, PM me... From here I don't anticipate the Quest lasting past Thursday (in fact, I'd really prefer that it ended before Thursday evening). You have to go to the WereRaven Mafia to claim the side-quest reward, and return to Dill Hinckwell and get the Quest reward... Watch out for burning buildings. Also, now that the confrontation's over, I might as well admit that Fleur, Dice, and Yoro are all reference characters to "Spice and Wolf" a wonderful Anime that I'm absolutely in love with. They're not the same characters as their counterparts, but that is where I got the inspiration for this Quest. I'm thinking of doing a Quest for each of the 4 archs, going in somewhat reverse. (4, 2, 3, 1) The Character I based Fleur on is not the most widely loved villain of the series, but she is my personal favorite, and I wish her role had been expanded a bit more. (If anyone's interested this is the Season 2 Opening. Guess which of the featured characters I based Fleur most on? [although, technically, she's a grouping of two of the Anime's villains.]) Also, here's the song I chose as her themesong. It's a little silly for such an "intense" character, but I think the unfeeling fixation on money relates well to Fleur.  ~Insectoid Aristocrat
  6. There, what do you think? A fitting end(???) to Fleur? What next? ~Insectoid Aristocrat
  7. The Ground Party looked up at Fleur as the final Crate was hauled aboard. The creaking crane swivelled back over the main deck. Fleur stood at the rail, saying nothing, looking on intensely at the burning city of Brendenton. She grabbed her scarf and rewrapped it around her head, covering her face. The wind howled at her, but she did not heed it. The rain bit her, but she did not flinch. Her cloak twisted behind her like the ship's sail pushing her backwards. The ship left port, and the ground party realized that Nessa and Karie were still onboard. They waited tensely as the ship rocked on the high and choppy waves. Had they been captured? Why were they taking so long? Suddenly, a BOOM! was heard. The deck lit up. The Helm was awash with movement. "What in the Abyss was that?!" Bellowed Captain Quinton to his crew. The sailers ran towards the hold... But not Fleur. She stood, wooden and silent grasping the rail of the ship, watching the city burn in the storm. She knew what had just happened... She knew she had lost... But she knew that there wasn't a chance she could have won in the first place. Fire lapped across the main deck. Quinton shouted commands at his men. Unbeknownst to the crew, but visable to the Ground Party, a barrel flew from one of the cannon holes, attatched to which two women clung for dear-life. The Ground Party could also see a serpent--or was it a squid--twist nearer to the two swimming party members. The dark form swam directly underneath the two, but suddenly... "Molly!!!" Captain Quinton called from the Deck. "Molly, those bilgerats caused a nasty leak! I need ye to block it for me if we want any of this cloth to be salvagable!... Not to mention me poor ship!" The form swam off at its master's call. The Party lost track of the barrel-borne partymembers as they were tossed and thrown about by the hungry, churning sea. Fleur stood, still as ever, watching her plan's repricussions reek havoc on the sailor's town, and watching her past and future pass ever further from her grasp. Her eyes were pained but unfaltering. To her back was the storm by which she longed to be consumed, and towards which she sailed ever nearer.... ********* What would the Ground Party Do?
  8. Which is why Sylph considers himself a healer first and foremost. OK, 62ers, since Kintobor went ahead and provided that lovely bit of Narration, I'll let Fleur sail away, and give you all a chance to regroup and whatnot. Legobodgers peeped his head in and didn't seem to want to say anything and Vash already said what he wanted to (And I believe XXLRocka shouted his profanaties at the woman already too). Time to un-split the party! ~Insectoid Aristocrat
  9. OoC: I'll Let the Ground Party members decide if they'd like to say anything before I group Karie and Nessa back up.
  10. Sink or Swim? Float!

    1. Kintobor

      Kintobor

      Tentacles are overrated anyways.

    2. Dannylonglegs

      Dannylonglegs

      True, and it wouldn't have been a fair fight with just the two of you anyways.

  11. OoC: I sent it half an hour ago. PS: Ground Group, if you still want to talk to Fleur, you may. The ship is lifting the final Crate and about to sail away.
  12. I've been somewhat busy, but, hey! Is that your long lost brother that the Party of 66 is about to kill?!? Also, I came up with another x or x name for the final moments of the confrontation with Fleur: Hold or Fold? ~Insectoid Aristocrat
  13. Dreyrugr-Heal Karie (+10 HP) Karie- Flee to ship's hold (Flees) Nessa- Smoke Bomb (Party Escapes!) (Dreyrugr takes 5/2=3/2=2-1=1 Damage) The Combat Technically Failed! The Party! Karie Alderflask (Played by Kintober) *Party Leader* 22 year old Human Rogue, lvl 10 1/2 Power: 16 (lvl 10 + WP: 6) Health: 13/16 Gold: 104 Equipment: Sexy (WP: 6, Rapier, Disregards SP, usable by Knights and Rogues) Inventory: Potion (5), Mead (3), Remedy (2), Venom (1), Smoke bomb (1), Telescope (1), Bedroll (1), Heirloom Dagger (WP:3), Map of Brendenton (1), Spider Coin (worth 1 gp) (1),Dagger (WP:4), Topaz, Fire Bomb (1), Wheelbarrow full of corpses, Scroll of Newtity (costs 10 ether) (usable by ex-Amphibians only), Ethereal Cloak (SP +2, Max. Ether +4), Favour from Che Qi Nessa Anárion (herrJJ) 59 years old female elven Ranger Level 12 1/2 Power: 20 (Lvl. 12 + WP: 7+1=8) (23 vs. Werefolk) (24 vs. Aquatic Vermin) (27 vs. Aquatic Vermin Werefolk) Defense: 2 Health: 17/18 Gold: 5 Equipment: Silver Crossbow with Raven-Slayer Bolts and Newty Mag (WP 7 (+3 vs. werefolk (removable)) (+4 vs. Aquatic vermin (removable) (usable by ex-Amphibians only)), Ranger's Quiver (+1 WP), Ranger's Cowl (SP: 2) Inventory: Bedroll, Magic Compass, Venom x3, Mead, Croise Bow (WP: 6) (usable by Rangers), Smelling Salts, Favour from Che Qi, Nostrum Drake Flamerobe 25 year old male human *immune to fire* Level 11 Knight Power: 18 Defense: 5 Health: 13/21 Ether: 0/0 Gold: 310 Equipment: Mace (WP: 7), Impervious Shield (SP: 5) (Grants immunity to Fire), Helmet Inventory: Torch(WP:3), Potion x2, Tonic, Shovel, Bedroll, Mead, Smoke Bomb, Remedy, Fire Bomb, Bone, Amethyst, Oil of Newtism (+4 to SP vs. Aquatic Vermin (usable by ex-Amphibians only)), Tasteful Newt (Grants Blessed Effect) (Consumable),Greatsword (WP:5), Favour from Che Qi, Shield (SP:2) Dreyrugr (Vash the Stampede) 1000 year old Male Vampire Rogue Level 15 1/2 Power: 21 (Level 15+Weapon 6) Defense: 1 Health: 3/21 (Rogue Base 7+ Level Bonus 14) Gold: 267 Equipment: Crow-Claw Dagger (WP: 6, 1/6 chance to stun enemy on successful attack), Psuedos Hood, Gloves of the Undead Assassin (For every enemy the wearer kills, it gains 5 HP, Usable by anyone, Handgear),Leather Armour (SP: 1) Inventory: Venom x4, Bedroll, Remedy, Smelling Salts x2, Amethyst, Shuriken (WP:5), 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), The Heads (Quest Item), Bone, Bow (WP: 4), Favour from Che Qi, Helmet (+1 HP), Halberd (WP: 5), Aquamarine, Saphire, Scroll of Ice Armour Amorith Marvelo (Played by legobodgers) Level 15 1/2 Mage Power: 24 (15+8+1) (29 for spells) (34 if weak to element) Health: 16/19 Ether: 3/19 SP: 6 Gold: 35 Equipment: Dual staff (WP: 8) damages 2 enemies in one hit, Crow-Cursed Cloak (SP: 6 Suitable for Mages or Rogues), Spellbound Gloves (Power of Spell +5 (*2 if weak)) Inventory: Fang Dagger (WP: 5), opal (ice), ruby (fire), garnet (earth), diamond (light), amethyst (darkness), 4 potions, 9 tonics, 4 remedies, 1 elixir, 3 nostrums, 5 mead, 1 Nostrum, ice bomb, smoke bomb, shovel, bedroll, 4 bones, Scroll of Blindness, Fire Bomb, Phoenix Essence, Newtralizer, Favour from Che Qi, Smelling Salts, Helmet (+1 HP), Halberd (WP: 5), Sword (WP 3) x2, Impervious Shield (SP: 5) (Grants immunity to Fire) The rain fell on the soaking, bleeding, exhausted Party as they decided what they had to do... And it was a hard decision. Their whole day had been spent getting to this point--to catch the mastermind behind the rumours and stop her from foiling Dill's scheme... But when they arrived they found Fleur was prepared for them, and prepared to die to escape with her riches... For that's all she cared about... Money. Karie stood firm with her plan. The Hold was likely unprotected with all the combatants on the Helm, and that's where Fleur's true bounty lied. She stated her orders through the howling wind, and The Party Knew what they had to do. Dreyrugr Handed her his last potion, and she drank it, not minding the taste. He looked down at the returning party members. "We're leaving." He shouted down. Karie turned to face Nessa, then ran from the battle, juping bellow Deck. Nessa gritted her teeth, glared at Fleur, then tossed her smoke bomb at the ground. The thing burst into a cloud of obscuring mist, which was quickly beaten down by the rain, but by then the Party had already made it to safety, Dreyrugr catching a rope and swinging back to the Dock, kicking the Harbour Guard into the sea in the process... All the Party, that is except Karie and Nessa... Who had decided to infiltrate the ship's Hold. Fleur grasped onto the rail to watch the Party. She saw the three members on the Dock. "Get that last crate up here and into the Hold." She snarled, no look of triumph in her eyes, no gloating to be had. She gained no pleasure from beating off the party... No pleasure from living with herself and her hold full of fine expensive cloth. Those in the Hold Shall continue in PM. Those on the Ground can do as they please.
  14. Sylph Fires his lazers bow from the Front.
  15. Alright! I'll Get you where you're going then! ~Insectoid Aristocrat
  16. Fleur would keep going even with a totally messed up ship. She only cares about the cloth, not so much her life. And if the Ship's too damaged to repair, Quinton might let her sail on even if it means her death--he and most of the crew can breath water and as long as there's not a huge storm the whole time his Aquamancers can keep things relatively stable (like duct tape)... Also he's got some help on the other side.... But If the Aquamancers are still standing, they will prevent Amorith from casting his spell to its full effect. THe Mast would likely have around 200 Health, but you guys would be taking all sorts of free hits.... Shall I go ahead with the Run and Flee plan?
  17. Since you're jumping ship? Under a week if all goes well. ~Insectoid Aristocrat
  18. Nuke it from orbit... It's the only way to be sure...

  19. I was seriously contemplating having AqB's special be: Summon Bigger Fish, which would summon a Lvl 5 HP 30 giant fish, but I changed it last second because A. I heard from Flipz that Mob Spawns suck, and B. I don't mean to completely overwhelm you. This is supposed to be a very difficult battle though. Also, while I think Karie's plan is pretty epic, and I'd love to get to roll to see if Fleur lives after you leave her, from an objective standpoint, the battle is still rather winable provided you have some luck this coming round. (Also, If you kill the Aquamancers, I will let you torch the ship. There are other Aquamancers aboard who couldn't be spared for the fight, but they'd lose allot of money due to structural damage on the ship.) ~Insectoid Aristocrat
  20. That was never my intention... I just wanted to know what would happen... I wish it had... Then I'd feel less like a monster... But I guess I am a monster... It's my job as QM... ~Insectoid Aristocrat
  21. >Karie- Heal Nessa (+10 HP) > Nessa- Sea Shaman 2 (Critical Hit: 8*2=16+12=28*2=56 Damage to SS, P) > Nessa- Bonaparte Bombardier 1 (8+12=20*2=40 to BB P, 40 to AQA P, 36 to Fleur) Dreyrugr- Fleur 4 (Miss, 17 Damage to Dreyrugr) Dreyrugr- Quinton 1 (Mug 6*3=18+15=32 Damage, 32 Gold. Stunned.) Free Hit: AqA v. Karie: 10/2=5 Damage SS: -56, -1 P BB: -40, -1 P AqA: -40, -1 P FAB: -36, -1 P CQB: -32, -1 P The wind blasted on. The Dock workers hauled up another crate. Only one crate remained on the Dock... Soon the ship would be out at sea... Soon Fleur would sail straight into the heart of the storm. Karie forced a potion down the injured Nessa's throat. The liquid was nasty, but the effects were needed. Releaved from much of the pain, Nessa fired once into the newly arrived Sea Shaman, puncturing the thing in what she imagined was a critical area. The squid-person bled black blood. Encouraged, Nessa then took on the other crew, firing at the Cannoneer, the Aquamancer, and Fleur herself. Dreyrugr then took on Fleur. He crouched, looking for an oppening in her defenses, but she didn't let him see one, jabbing him in the chest with a dagger instead. Dreyrugr leapt away from Fleur, none-too-pleased that she'd stabbed him, and fell into the path of Captain Quinton. He quickly snatched a gold purse from the well-monied monster hunter. "I'm getting reembursed for this, right Abe?" "You can claim whatever they drop." Fleur spat in response. "That works for me, pirate scum!" Then Dreyrugr sliced him in the gill. The Sharkling's eyes rolled over in pain. "Sgill!" He called. "Yes, Captain?" came the reply from bellow the Helm. "Get up here and kill these coral crunching Krill!" Another Aquamancer joined the combat. Meanwhile, Amorith and Drake both climbed back onto the dock, craftily avoiding the raging Harbour Guard bellow. They began to scale back up the ship. Live or Let Die?! Round 4 Fleur Beyland, Abraham the Accountant, or Ave Hinckwell *Encouraged* *Lucky* *Counterstriking* *Poisoned* "..." Type: Humanoid Level: 9 18 HP: 423/600 SP: 4 Special: Swim with the Fishes (The Target has a 1/3 chance to be knocked Overboard!. Becomes 2/3 chance after Fleur's timer runs out, and Guaranteed during Hell's Heart. Refer to Battle Effects.) Passive Special: Counterstriking. Drops: Dual Daggers (WP: 7 Dual-Striking), 50 Gold, Locket of Lost Love, Ship's Contract (Makes Captain Quinton Friendly) Captain Quinton Brody, Professional Sea-Monster Hunter *Poisoned* *Stunned* "You Sea-Scum sucking Sardeen!" Type: Humanoid, Aquatic Level: 19 HP: 386/450 SP: 2 Specials (Alternate): Chop: Halves the Target’s current HP Stab at Thee: Target takes 12 lightning damage, disregarding row. Drops: The Leviathan’s Harpoon (WP: 12, lightning, Suitable to Barbarians (Spear)), 50 gold Note: Level increases by 3 for every dead Crewman Bonaparte Bombardier *Poisoned* "Poison is a coward's tool!" Type: Humanoid Level: 13 HP: 146/200 Special: Bomb Bombardment: Consumes a bomb to deal 13 elemental damage to all opponents. If all bombs are consumed, performs a normal attack to the target instead. Drops: Fire Bomb, Water Bomb, Dirt Bomb Aquamancer A *Poisoned* "The waves will wash you away." Type: Humanoid, Watery Level: 10 HP: 59/100 Ether: 20/20 Special: Drown: The target's Lungs begin to fill with water, the target takes 1 damage regardless of Row or SP, 2 damage the next turn, 4 damage the following, etc... until remedied or KOed (uses 2 ether). Passive Special: Spell Syphon: All Non-Earth Elemental Spell Damage is halved. Stacks with Aquamancer B's special. Passive Special: Typhoon Burst: The Target who kills Aquamancer A takes 10 wind/water damage Drops: Aquamarine, Phoenix Essence Sea Shaman *Poisoned* "Glub!" Type: Humanoid, Aquatic Level: 15 HP: 193/250 Ether: 15/15 Special: Blood and Brine: The Hero with the highest current HP has their current HP halved while all enemies regain Health equal to 1/4th their lost health (rounded down) (uses 3 ether). Drops: 2 potions, Phoenix Essence Aquamancer B (Sgill) "Right away Cap'n." Type: Humanoid, Watery Level: 11 HP: 100/100 Ether: 20/20 Specials: Seal: Amorith has a 1/2 chance of being sealed. Uses 1 ether. (Used if Amorith is in Combat and not sealed) Rock the Boat: All Heroes have a 1/6th chance of being thrown Overboard! (uses 5 ether). Passive Special: Spell Syphon: All Non-Earth Elemental Spell Damage is halved. Stacks with Aquamancer A's special. Passive Special: Typhoon Burst: The Target who kills Aquamancer B takes 10 wind/water damage Drops: Aquamarine, Scroll of Sealing Crewman A (Stalwart Seaman) "One more to go, get this to the hold with the others!" Type: Humanoid Level: 8 HP: 350/350 Special: Sea Legs: the Crewman takes advantage of the Target’s unfamiliarity with the nautical terrain and trips him/her, dealing 8 damage and weakening him/her. Drops: Mead Note: Every Crewman killed adds 1 round to Fleur’s Getaway Timer (unless it’s already timed out), but also adds 3 levels to Captain Quinton Brody. They do not invoke Free-Hits. Crewman B (Shipstress) "Ohh la-la!! The Knight fancies me...<3" Type: Humanoid Level: 8 HP: 350/350 Special: Ship Tease: the Crewman Ships two Heroes together with rather awkward results. All Heroes have a 1/3 chance of being confused. Drops: Nostrum Note: Every Crewman killed adds 1 round to Fleur’s Getaway Timer (unless it’s already timed out), but also adds 3 levels to Captain Quinton Brody. They do not invoke Free-Hits. Crewman C (Old Man and the Sea) “To hell with luck! I'll bring the luck with me!” (OoC: You better finish this before I run out of Quotes from this damned book) Type: Humanoid Level: 8 HP: 350/350 Special: Hem and Haw: the Crewman tells a terse, chauvinistic tale about "The War" that he completely made-up: The Target loses his next turn (or next two for a hastened Hero). Drops: Smelling Salts Note: Every Crewman killed adds 1 round to Fleur’s Getaway Timer (unless it’s already timed out), but also adds 3 levels to Captain Quinton Brody. They do not invoke Free-Hits. Battle Effects and Notes: A. Hell's Heart: As the Ship sails into the storm, it will reach a point where the storm is so severe that the Aquamancers (there are more than the two you can fight) can no longer control the ship's course. 10 rounds after Fleur's Getaway Timer expires, the party will enter Hell's Heart. Hell's Heart lasts 3 rounds, during which there is a 1/6 chance that anyone except Cap'n Quint'n and his Crew will be thrown overboard. B. Overboard!: A Hero (or villain) thrown Overboard! takes water damage equal to 5+total number of rounds after Fleur’s Getaway Timer has expired disregarding SP, but not row, and is removed from the combat. If Fleur’s Getaway Timer has not expired, the character returns to the dock and can return to Live or Let Die in 2 rounds provided Fleur’s Getaway Timer does not expire during that time. If the Timer has expired, the Target is swimming. Quest for a swimming character will take place in PM until the combat is over. This does not count as Instant Death, nor does it result in the loss of the quest. Fleeing counts as Overboard! but all damage is halved due to the intentional nature of the escape. C. Calling all Crew!: At the end of every round another combatant joins the battle in this order, stopping when all listed combatants have joined; All Crew Present. *Bonaparte Bombardier *Aquamancer A *Sea Shaman *Aquamancer B D. Loot: In terms of loot, this combat follows the rules of "He who stabbed it grabbed it." E. Effects: Effects last both battles. F. Fleur's Getaway Timer: The Ship leaves the Dock in 2 rounds. The Party! Karie Alderflask (Played by Kintober) *Party Leader* *Encouraged* 22 year old Human Rogue, lvl 10 1/2 Power: 16 (lvl 10 + WP: 6) Health: 3/16 Gold: 104 Equipment: Sexy (WP: 6, Rapier, Disregards SP, usable by Knights and Rogues) *Poisoned* Inventory: Potion (5), Mead (3), Remedy (2), Venom (1), Smoke bomb (1), Telescope (1), Bedroll (1), Heirloom Dagger (WP:3), Map of Brendenton (1), Spider Coin (worth 1 gp) (1),Dagger (WP:4), Topaz, Fire Bomb (1), Wheelbarrow full of corpses, Scroll of Newtity (costs 10 ether) (usable by ex-Amphibians only), Ethereal Cloak (SP +2, Max. Ether +4), Favour from Che Qi Nessa Anárion (herrJJ) *Hastened* *Encouraged* 59 years old female elven Ranger Level 12 1/2 Power: 20 (Lvl. 12 + WP: 7+1=8) (23 vs. Werefolk) (24 vs. Aquatic Vermin) (27 vs. Aquatic Vermin Werefolk) Defense: 2 Health: 17/18 Gold: 5 Equipment: Silver Crossbow with Raven-Slayer Bolts and Newty Mag (WP 7 (+3 vs. werefolk (removable)) (+4 vs. Aquatic vermin (removable) (usable by ex-Amphibians only)) *Poisoned*, Ranger's Quiver (+1 WP), Ranger's Cowl (SP: 2) Inventory: Smoke Bomb, Bedroll, Magic Compass, Venom x3, Mead, Croise Bow (WP: 6) (usable by Rangers), Smelling Salts, Favour from Che Qi, Nostrum Drake Flamerobe 25 year old male human *immune to fire* *Out of Combat for 1 round* Level 11 Knight Power: 18 Defense: 5 Health: 13/21 Ether: 0/0 Gold: 310 Equipment: Mace (WP: 7), Impervious Shield (SP: 5) (Grants immunity to Fire), Helmet Inventory: Torch(WP:3), Potion x2, Tonic, Shovel, Bedroll, Mead, Smoke Bomb, Remedy, Fire Bomb, Bone, Amethyst, Oil of Newtism (+4 to SP vs. Aquatic Vermin (usable by ex-Amphibians only)), Tasteful Newt (Grants Blessed Effect) (Consumable),Greatsword (WP:5), Favour from Che Qi, Shield (SP:2) Dreyrugr (Vash the Stampede) 1000 year old Male Vampire Rogue *Hastened* *Lucky* Level 15 1/2 Power: 21 (Level 15+Weapon 6) Defense: 1 Health: 4/21 (Rogue Base 7+ Level Bonus 14) Gold: 267 Equipment: Crow-Claw Dagger (WP: 6, 1/6 chance to stun enemy on successful attack), Psuedos Hood, Gloves of the Undead Assassin (For every enemy the wearer kills, it gains 5 HP, Usable by anyone, Handgear),Leather Armour (SP: 1) Inventory: Venom x4, Bedroll, Remedy, Potion, Smelling Salts x2, Amethyst, Shuriken (WP:5), 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), The Heads (Quest Item), Bone, Bow (WP: 4), Favour from Che Qi, Helmet (+1 HP), Halberd (WP: 5), Aquamarine, Saphire, Scroll of Ice Armour Amorith Marvelo (Played by legobodgers) *Hastened* *Lucky* *Encouraged* *Out of Combat for 1 round* Level 15 1/2 Mage Power: 24 (15+8+1) (29 for spells) (34 if weak to element) Health: 16/19 Ether: 3/19 SP: 6 Gold: 35 Equipment: Dual staff (WP: 8) damages 2 enemies in one hit, Crow-Cursed Cloak (SP: 6 Suitable for Mages or Rogues), Spellbound Gloves (Power of Spell +5 (*2 if weak)) Inventory: Fang Dagger (WP: 5), opal (ice), ruby (fire), garnet (earth), diamond (light), amethyst (darkness), 4 potions, 9 tonics, 4 remedies, 1 elixir, 3 nostrums, 5 mead, 1 Nostrum, ice bomb, smoke bomb, shovel, bedroll, 4 bones, Scroll of Blindness, Fire Bomb, Phoenix Essence, Newtralizer, Favour from Che Qi, Smelling Salts, Helmet (+1 HP), Halberd (WP: 5), Sword (WP 3) x2, Impervious Shield (SP: 5) (Grants immunity to Fire) Party Leader, please make an Order. Everyone else, hold on tight!
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