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Dannylonglegs

Eurobricks Grand Dukes
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Everything posted by Dannylonglegs

  1. "Methinks the lady doth protest too much!" giggled the female crew member. "Back in my day, they didn't let women-folk on ships in the first place. Now we've got 3 more!" moaned the older crew member. "Keep loading my Cargo!" shouted Fleur with an aggressive grin. Edit: I Nerfed Fleur's Special.
  2. OK 62ers, I'm pretty busy today, so I'll update the battles this evening. You guys have as much time as you like to clear-up your battle orders, so don't feel like I'm rushing you to make a decision. ~Insectoid Aristocrat
  3. I'll run the ground round first as the results of the ship round do depend on the ground battle, so I'll likely update sometime before 11 or later this evening.
  4. Cursed and Minimized! I win. ~Insectoid Aristocrat
  5. It does not take a turn to put them on: only to receive them from Dreyrugr.
  6. Does anyone have a tablescrap Bonaparte bombardier figure lying around? He should be a Bonaparte flavored fig that wields a hand-cannon. I was planning on using a photoshop-made one, but if someone has a physical fig, I'd prefer to use that. It doesn't matter what he looks like, but I imagine the character as a slightly-obnoxious rule-following type who's seen less actual action than any of the Fortune's Mistress' other crew. Nevermind: Paint and Powerpoint! (head body and cannon all from different sources.) Oh gods.... I forgot you got that. ~Insectoid Aristocrat
  7. I think this monologue sums it up pretty nicely. But I felt the same. Other than that, the Quest was great fun to watch, and the player interactions were excellent! I also loved the pictures! ~Insectoid Aristocrat
  8. I'll admit, I'm still confused about what happened in the forest... Snarking at him was quite fun... Then we slaughtered him.... That was also fun. I really liked the Rhodus battle. It offered an interesting challenge, and the torture session was hella fun. I liked your 'mechanic' so much that I tried to duplicate it in my Maze puzzle... and sorta failed. I thought this was one of the better battles strategy wise. All of the proggs were fun and quirky, and Galice happened then, which was hilarious. I'd be interested to see how all that plays out. Ha! Yeah. Rubbing Salt into the Wound was fun. He won't admit it, but Sylph does like playing with mice while holding their tails.... But something stops him usually. This was my favorite battle. I love a tragic villain, if you couldn't tell from Fleur (sorta. She's also pretty deluded and more obsessed than anything.) Sylph's interaction with Aquos was really fun too. Sylph was conflicted between his quest to rid nature of such abominations (read: Hatred) and his fear that he was allowing himself to feel undeserved animosity towards such creatures. Is he fighting unsympathetic aberrants, or are they creatures of nature that deserve cleaner deaths? (Not to say he wouldn't kill them if they're natural. He'd just 'feel bad' about it. ) If it had been a continuous battle we'd have gained more XP. Also, you missed the Forest Battle. I felt quite experienced after that one. As calm and collected as I seemed throughout that battle, the free-fall scared me shitless. I was also interested that Rome betrayed us. Someone had to. I think it fit his character. Most of the Party has dead loved ones (except Sylph ) but only Rome, I think, could have betrayed us all like that. (Except, maybe Galen if the situation had been different) I had hoped to be as heartless to him as I had been with the wound, but by then my character was behaving a littledifferently. And fighting you was rather cathartic, although at times I thought you were pulling punches. You flatter me. Yes, Sylph has always been rather Pragmatic as a defining trait, but when faced with committing genocide against beings-not-from-this-world, a bit of his truer nature slipped forth. Thanks. I'll be frank, I'm excited to have him progress as well. As I mentioned earlier, talking with you and revealing a bit of his darker side really helped me flesh him out more as a character, and gave me some good insight into how he thought. And yes, I was very active... I can stop whenever I want to. Galen was great! I liked his character, and it was good to have another Raider on the crew. I personally was worried you'd join the Regret in that final battle, but I was glad that you didn't (I mean honestly, you'd have devastated us. ) And also, Galice FTW. I'm also interested to see Alex's character develop, and I'm interested to see where Lycan/Rome'll go from here... ~Insectoid Aristocrat
  9. Sylph recast Blind from the Back Row. OoC: If you want to auto-run a few rounds, my strategy is "Blind BR until subject is blind. followed by fire from bow, FR one shot. Rinse and repeat." Also, my power is wrong. It should be WP 10+1 + Lvl 22= 33 (my mistake. I just realized that now.) Also, shouldn't I have dealt him damage? (33-14=19 Damage. 39-19=20 Health) or did you halve it because he's in the back even though I specified in my second post that I would attack from the front if I could.
  10. Sylph fires from the front row.
  11. Cap'n, I basically just won (hopefully), but we'll be at this for some time. A game of chess is over by the first move, they say. It would be over faster if I unrolled my scroll of frailty, but I don't want to waste my time while you're blind.In your defense, my strategy was very risky (only 50-50 chance of success), and had I not succeeded, I would be dead before I got another chance. Druids are good support, but they're not meant to dish out damage. That said, we do have a better chance than, say, knights, but there was next to no chance I could have beaten you if I hadn't dealt with your nasty OP ability of sight. Edit: This is all assuming you don't waste a remedy on me. Edit: Can bows be fired from the front row? ~Insectoid Aristocrat
  12. Sylph, not making any noise, loaded an arrow onto his strung bow and released it from the back, hoping the shrapnel would do its work. He used his Bow, Back Row. OoC: My Scrolls last 4 rounds due to my nifty glasses.
  13. Healing? ~Insectoid Aristocrat
  14. Without saying a word in advance, Sylph reads his scroll of Blindness from the back row.
  15. Oh, goody! I love Sandy Quests! ~Insectoid Arsitocrat
  16. Tells? What? You didn't know I'm evil? Go look at Live or Let Die and tell me if you still think I might not be evil. Well, Sylph would never work for the Ji Pie, so I hope it's the guild! ~Insectoid Aristocrat
  17. Excellent.... Everything is going according to plan... Needless to say, Sylph's also interested in different alchemical processes than Punii would be able to offer.... But a referral would be lovely.... So much new knowledge has been discovered about the natural world by these alchemists. They may have some of the solutions to Sylph's problem... ~Insectoid Aristocrat
  18. I still can't wait to find out what Quest 69'll be about. Also, I've decided Sylph is going to be an Alchemist, or at least study Alchemy. Is anyone planning any Quests that offer Cudos with Cula and Co.? ~Insectoid Aristocrat
  19. Sylph, ready to duel whenever those in-charge of the arena allowed it, couldn't help but notice the Quest sign-ups on the Board... or lack of any that he fit the requirements of... Wait... Did it require... A Healer? Surely the Druid was one of those. Even if he couldn't Fight from the front, he could lead from behind, as he usually did. Sylph Solanum signed up for Quest 68.
  20. Oooh! Thank you! I added a bit of dialogue. Also, I should mention, Fleeing aboard the ship functions as Overboard! but due to the intentional nature of it, all damage is halved. I'll update that. There's seriously no accounting for how bad these past few rolls have been. I can't believe how many 6s Amorith has rolled. Fight or Flight should have taken way less time. ~Insectoid Aristocrat
  21. Now... Will the Party Live? Will they Kill Fleur? Or will they Let Her Die on her own? And before anyone says anything about this Battle being impossible or something... Yeah... Serious Respect if you beat it! Also, If a party member falls overboard, they're in for a fun surprise, but also, they do have a chance to return to the ship even if they're swimming. Also, If Quint's still alive at the end of this, I may have him as a friendly NPC in a future Quest... He seeks the Great White Sharktopus! ~Insectoid Aristocrat
  22. As the Dreyrugr, Amorith, and Drake battled below, Nessa and Karie climbed aboard the Fortune's Mistress. They pulled themselves up the ropes and made it atop the helm. They surveyed the scene. On the Deck there were several Crewmen manning a crane and ordering crates. The ship seemed rather small for a cargo ship... In fact, it seemed more like a large war vessel than anything else. At the wheel stood a worn looking sharkling with black markings on the side of his head. Between two of his teeth was a pipe. He presently reached for a harpoon. Then, there was Fleur. She crouched, ready for the party. She backed-up against the rail, grinning the feral grin of a wounded, trapped fox... For that's what she was... a cornered animal... And she was dangerous. "No one invades my ship! Crew! We've got company! You should have thought twice before assaulting a Bonapartes Monster-Hunting vessel!" "There's no way in the Nine Hells I'm letting you take what's rightfully mine! I've come too far to be stopped right now!" Live or Let Die?! Round 1 Fleur Beyland, Abraham the Accountant, or Ave Hinckwell *Encouraged* *Lucky* *Counterstriking* "I've come too far to be stopped right now!" Type: Humanoid Level: 9 18 HP: 562/600 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 "Ye landlubbers're all the same!" Type: Humanoid, Aquatic Level: 19 HP: 450/450 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 Crewman A (Stalwart Seaman) "Man the Crane!" 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)"Oooh! Those two look so cute together! They definitely have the hots for eachother!" 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) “Man is not made for defeat. A man can be destroyed but not defeated. ” 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; *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 6 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: 16/16 Gold: 84 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: 18/18 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, Potion, Croise Bow (WP: 6) (usable by Rangers), Smelling Salts, Favour from Che Qi, Nostrum Party Leader, please make an Order. Everyone else, hold on tight! Edit: I Nerfed Fleur's Special.
  23. They're really good! You could almost run a quest with pieces taken only from those two sets! (And yeah, they are way expensive, but I agree that they're worth it.... Especially if you have more than one LotR set. 62ers, as there are 2 combats going on, I'll get the second one started in about and hour or a half. If you can spot any errors I made while hastily plopping that one down, that'd be great. I think everything adds up though. Edit: Derp. I forgot the flavor text. Fixed. ~Insectoid Aristocrat
  24. >Dreyrugr- Nostrum Dreyrugr- Aquamancer 6 3 Hit: (6+15=21 Damage (DEAD) >Amorith- Harbour Guard C: Ruby 6 6 (Special Damage: Slow the Advance: All enemies gain 2 SP) >Amorith- Harbour Guard C: Ruby 4 4 (Miss) Drake- Harbour Guard C 3 Hit (17-9= 8 Damage) >Nessa- Heal Self (+10 Health) Nessa- Board Ship (Leaves Combat) Karie- Board Ship (Leaves Combat) (Fleur (On Boat) Leaves combat) Hurricane Winds 6=Damage Dreyrugr: 3 >Amorith: 4 Drake: 5 HG: 2 Aq -21 (Dead) HG -8 -1P +2 SP Fleur +2 SP (Left Combat) +2 rounds to Fleur's Getaway Timer (6 Rounds) The Party decided it was time to end this once and for all. Dreyrugr drank a nostrum, and stabbed the impertinent Aquamancer in the throat, stopping him from casting a typhoon powered spell. The mage stumbled back, smiled woozily, and died. The wind picked up then! The rain, which had been heavy, now whipped painfully at the party, pushing them from side to side. The waves crashed more heavily on the rocking boat. "We have to Leave Abe!" Called the captain of the ship. "Not until I have my hard earned prize, Captain Quinton. Not until I have my gold." Distracted by the blasting wind, Amorith failed to cast a spell. His luck seemed even worse than Dreyrugr's (Seriously. ) And the Guard he targeted managed to take on a defensive position. Drake managed to club the Guard, but couldn't hit him hard enough to kill him. Meanwhile, Karie and Nessa climbed aboard the Fortune's Mistress... Fight or Flight?! Round 7 Advanced Guard A "These murderers shall be brought to justice sir... I mean, m'lady." Type: humanoid Level: 12 HP: 72/120 SP: 4 Special: (If Both Advanced Guards remain capable of combat, Pin Down is used. If one Advanced Guard Stands, Defensive Stance. If Target is bound, Coup de Grace is used. ) Pin-Down: Both Guards Stab the Target, Dealing 24 Damage, and Binding target. Coup de Grace: Target is brought down to 1 HP. Defensive Stance: The Advanced Guard gains 6 SP for rest of this round and the next. Drops: Helmet (+1 HP), Halberd (WP: 5) Note: Both Advanced Guards must be killed in order to gain access to the Ship. Advanced Guard B *Poisoned* "You won't get by me. I will protect those aboard that ship! You. Shall. Not. Pass." Type: humanoid Level: 14 HP: 18/120 SP: 4 10 Special: (If Both Advanced Guards remain capable of combat, Pin Down is used. If one Advanced Guard Stands, Defensive Stance. If Target is bound, Coup de Grace is used. ) Pin-Down: Both Guards Stab the Target, Dealing 28 Damage, and Binding target. Coup de Grace: Target is brought down to 1 HP. Defensive Stance: The Advanced Guard gains 6 SP for rest of this round and the next. Drops: Helmet (+1 HP), Halberd (WP: 5) Note: Both Advanced Guards must be killed in order to gain access to the Ship. Harbour Guard A "Now you shall pay for your crimes." *Poisoned* Type: Humanoid *Immune to Fire* Level: 7 HP: 0/100 SP: 7 Specials: (Decided by Dice) Slow the Advance: All enemies gain 2 SP until the Harbour Guard is defeated (stacks) Call for Backup: Another Guard joins battle. Drops: Sword (WP 3), Impervious Shield (SP: 5) (Grants immunity to Fire) Note: While the Harbour Guard is living, all Dock Workers gain 5 SP. Harbour Guard B "Stop these monsters!" Type: Humanoid *Immune to Fire* Level: 7 HP: 0/100 SP: 7 Specials: (Decided by Dice) Slow the Advance: All enemies gain 2 SP until the Harbour Guard is defeated (stacks) Call for Backup: Another Guard joins battle. Drops: Sword (WP 3), Impervious Shield (SP: 5) (Grants immunity to Fire) Harbour Guard C "I'm the juggernaut, bitch!" *Poisoned* Type: Humanoid Level: 7 HP: 80/100 SP: 7 9 Specials: (Decided by Dice) Slow the Advance: All enemies gain 2 SP until the Harbour Guard is defeated (stacks) Call for Backup: Another Guard joins battle. Drops: Sword (WP 3), mockthril Shield (SP: 5) Dock Worker A "This ain't fair man! It's not fair! Oh Ennoc!" *Poisoned* Type: Humanoid Level: 4 HP: 4/56 SP: 0 5 Special: Pile-On: Deals Damage equal to the number of living Dock Workers times 4 Drops: 5 Gold, Mead Notes: A. Defeating a Dock Worker adds 2 rounds to Fleur’s Getaway Timer. B. Does not provoke free attacks. Do not need to be defeated in order to win combat Dock Worker B "I just want to load these crates! Why are you trying to kill me?" *Poisoned* Type: Humanoid Level: 4 HP: 5/56 SP: 0 5 Special: Pile-On: Deals Damage equal to the number of living Dock Workers times 4 Drops: 5 Gold, Nostrum Notes: A. Defeating a Dock Worker adds 2 rounds to Fleur’s Getaway Timer. B. Does not provoke free attacks. Do not need to be defeated in order to win combat Dock Worker C REALLY DEAD Type: Humanoid Level: 4 HP: -120/56 SP: 0 5 Special: Pile-On: Deals Damage equal to the number of living Dock Workers times 4 Drops: 5 Gold, Mead Notes: A. Defeating a Dock Worker adds 2 rounds to Fleur’s Getaway Timer. B. Does not provoke free attacks. Do not need to be defeated in order to win combat Dock Worker D "Dock Worker D afraid to die! Please don't kill Dock Worker D." Type: Humanoid Level: 4 HP: 17/56 SP: 0 5 Special: Pile-On: Deals Damage equal to the number of living Dock Workers times 4 Drops: 5 Gold, Smelling salts Notes: A. Defeating a Dock Worker adds 2 rounds to Fleur’s Getaway Timer. B. Does not provoke free attacks. Do not need to be defeated in order to win combat Aquamancer "Have fun with the storm" Type: Flying, Beast, Watery *immune to ice* Level: 21 HP: 15/150 Ether 8/25 Specials: (Alternate) Calm before the Storm: Target is Stunned. Typhoon: Deals 20 water/wind damage to the entire party (Costs 1 ether) Drops:Spellbound Gloves, Aquamarine, Saphire, Scroll of Ice Armour Note: When The Aquamancer dies, he can no longer control the storm, adding 2 Rounds Fleur’s Getaway Timer, but releasing the hurricane winds. Fleur (on Ship) "Load the cloth! Ignore the murderers!" Type: Humanoid Level: 0 HP: 562/600 SP: 25 27 Special: Spectate: Fleur points out a flaw in the Target’s battle position. Target is Weakened and Fragile for a turn (uncurable). Drops: ??? Notes: Can only be damaged by non-thrown ranged weapons and magic. She’s on a ship. You’re not. When Fleur's Getaway Timer runs out or the Battle aboard the Ship commences, she exits this combat, but is still able to communicate with the party. Battle Notes: A. Once the two advanced Guards are defeated, a Hero may get onto the ship. That Hero leaves this combat and enters another. He or She gains experience as if he or she won the combat he or she left before engaging in the second battle. It takes a turn to get on the ship, and it must be done from the front row. Once the Battle aboard the Ship has started, Fleur (on Ship) Leaves the ground combat. Once Fleur's Getaway timer runs out, it is impossible to get on the Ship. You can Enter the Ship. B. In terms of loot, this combat follows the rules of "He who stabbed it grabbed it." C. Also, effects last both battles. D. Hurricane Winds: Every combatant, hero or monster, has a 1/6 chance to be hit by 10 wind/water damage every round after the Aquamancer dies. E. Fleur's Getaway Timer: She leaves in 6 rounds. The Party: Drake Flamerobe 25 year old male human Level 10 1/2 Knight Power: 17 Defense: 2 Health: 12/20 Ether: 0/0 Gold: 310 Equipment: Mace (WP: 7), Shield (SP:2) 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, Impervious Shield (SP: 5) (Grants immunity to Fire) Dreyrugr (Vash the Stampede) *De Facto Party-Leader for Fight or Flight* 1000 year old Male Vampire Rogue *Hastened* *Lucky* Level 15 Power: 21 (Level 15+Weapon 6) Defense: 1 Health: 21/21 (Rogue Base 7+ Level Bonus 14) Gold: 235 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), Mead, 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), Spellbound Gloves, Aquamarine, Saphire, Scroll of Ice Armour Amorith Marvelo (Played by legobodgers) *Hastened* *Lucky* *Encouraged* Level 15 Mage Power: 22 (15+8+1) Health: 16/19 Ether: 4/19 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) 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: Order-up! Everyone else: You know what to do. For Reference: Karie and Nessa go up half a level of experience. Karie Alderflask (Played by Kintober) *Party Leader* *Encouraged* 22 year old Human Rogue, lvl 10 1/2 Power: 16 (lvl 10 + WP: 6) Health: 16/16 Gold: 84 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: 18/18 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, Potion, Croise Bow (WP: 6) (usable by Rangers), Smelling Salts, Favour from Che Qi, Nostrum I'll start Live or Let Die? in half an hour.
  25. Thanks! The only two sets I have have a bunch of them! I suggest you get the new LotR sets! They rock! I've got the Uruk Hai army and the Orc Forge. I still feel like I need more of the wood pieces. They're so useful! The ones I have are printed. ~Insectoid Aristocrat
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