-
Posts
7,725 -
Joined
-
Last visited
Content Type
Profiles
Forums
Gallery
Everything posted by Dannylonglegs
-
Live or Let Die!?
- Show previous comments 1 more
-
-
-
I have, and I agree, but I needed to insert an "or" in to keep with the X or X theme for the climactic battle. Fight or Flight?. Live or Let Die?. Sink or Swim?. And, yes, the "and" makes more sense in context of this fight anyways, because if you let her live, her rekless, self-hating, monomaniacal quest for gold will do her in as well as you could anyways. She's as good as dead in the long-run whatever you do! :p
-
Heroica RPG - Quest #62: Insider Trading
Dannylonglegs replied to Dannylonglegs's topic in The Heroica Archive
Okee Dokee Cap'n! Running the round.... It may take an hour+. Up Next: Live or Let Die? -
Heroica RPG - Quest #62: Insider Trading
Dannylonglegs replied to Dannylonglegs's topic in The Heroica Archive
Considering many people prefer fight over flight ( ), I will run the round when I get a new battle order. Also, Karie, if you could provide optional actions in-case the baddies get offed early, that'd be helpful. I imagine we'll be starting Live or Let Die tonight or tomorrow morning. I already have the pics! (for once ) It's worth mentioning (Thank you, Flipz) that Fleur's Getaway Timer does carry over to the next battle, and continues to affect the battle. -
Heroica RPG - Quest #62: Insider Trading
Dannylonglegs replied to Dannylonglegs's topic in The Heroica Archive
Whoops, I gave him a potion instead. I'll fix that. Also, Hurricane Winds only affects Fight or Flight. -
Heroica RPG - Quest #62: Insider Trading
Dannylonglegs replied to Dannylonglegs's topic in The Heroica Archive
Battle Order >Dreyrugr- Heal (+10 HP) >Amorith- Give Drake Impervious Shield >Amorith- Dock Guard B 5 3 (Hit: 8+15+1=24*2=48*2= 96-7=89 Damage to Harbour Guard B (Dead)) Dreyrugr- Aquamancer 2 (Critical Hit: 6*2=12+15=27 Damage. Stunned.) >Nessa- Dock Guard C 5 (Damage 7/2=4-2=2 Damage) >Nessa- Dock Guard C 4 (Aim: 8*2=16-7=9 Damage Poisoned) Karie- Dock Guard C 4 (Miss) >Drake- Twiddle Your Thumbs Take Shield from Amorith HGB -89 (Dead) AQ: -27 Stunned HGC: -9, -1 P Fleur Leaves in 5 Rounds. The party pushed on against the deluge, preparing for their boarding of the ship. A long ship-mounted crane was now tugging the crates of cloth aboard. Dreyrugr healed himself from the back row, while Amorith tossed the shield over to Drake, Drake in-turn caught it. Amorith then bombarded the Harbour Guard B with a black blast of power which killed the man. Dreyrugr, healed, but thirsty for revenge, stabbed into the agile water-wizard, stunning him with pain. Nessa then fired off two shots at the remaining Guard, missing the first time, but hitting the second. The Guard swung at Nessa, but she ducked away, only suffering a scratch. Karie tried to find the Guard's weak-spot again, but she failed to land a blow. Fleur glared down at the party. she saw how much progress they had made. She turned around and grabbed something, bringing the stein back to the railing. She tipped back the beverage within, downing the thick honey-coloured liquid in one gulp. She glared at the party, a feral grin on her dripping cheeks. "If you try to come up here, I will defend myself!" She called. "You'll have my cloth when you wrest it from my cold dead hands!" She threw the stein down bellow her, into the broiling depths. Fight or Flight?! Round 6 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 shall avenge my fallen brother in arms!" *Poisoned* Type: Humanoid Level: 7 HP: 90/100 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), 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 "'Apres moi, le deluge!'" *Stunned* 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 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 5 rounds. The Party: Karie Alderflask (Played by Kintober) *Party Leader* *Encouraged* 22 year old Human Rogue, lvl 10 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 Power: 20 (Lvl. 12 + WP: 7+1=8) (23 vs. Werefolk) (24 vs. Aquatic Vermin) (27 vs. Aquatic Vermin Werefolk) Defense: 2 Health: 11/18 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 x2, Croise Bow (WP: 6) (usable by Rangers), Smelling Salts, Favour from Che Qi, Nostrum 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) 1000 year old Male Vampire Rogue *Hastened* 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, Nostrum, Bow (WP: 4), Favour from Che Qi, Helmet (+1 HP), Halberd (WP: 5) 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. -
Heroica RPG - Quest #62: Insider Trading
Dannylonglegs replied to Dannylonglegs's topic in The Heroica Archive
I'll run the round in a minute. -
Heroica RPG - Quest #62: Insider Trading
Dannylonglegs replied to Dannylonglegs's topic in The Heroica Archive
It takes a turn for a player to enter the next battle. Whichever characters enter the next battle begin the first round of the next battle together. Those of you who are hastened can preform other actions before exiting the current battle. Ie: Say all enemies but Dock Guard C are destroyed this coming round: > Dreyrugr- Dock Guard C (Dead) Dreyrugr- Get on Ship Nessa- Get on Ship >Nessa- Drink Potion (You can't. You boarded ship and left the combat.) >Amorith- Hand Drake Impervious Shield Amorith- Get on Ship Drake - Accept Shield Karie- Get on Ship The First Round of Live or Let Die? will have Amorith, Nessa, Karie, and Dreyrugr, but Drake will join next round. PS: Kintobor, Drake's not on your battle order. -
Heroica RPG - Quest #62: Insider Trading
Dannylonglegs replied to Dannylonglegs's topic in The Heroica Archive
No problem. I'll run the round when someone confirms. Hopefully you'll be on Live or Let Die tomorrow. Also if you have any questions about changing battles, let me know, and I'll explain how I'll be ruling the switch. I tries to write a list at the end of the calculations for the previous round, but if you have any questions I didn't answer, don't hesitate to ask. -
Heroica RPG - Quest #62: Insider Trading
Dannylonglegs replied to Dannylonglegs's topic in The Heroica Archive
He's also *immune to ice* because I'm evil. -
Heroica RPG - Quest #62: Insider Trading
Dannylonglegs replied to Dannylonglegs's topic in The Heroica Archive
Out of curiosity, what do you expect the ice bomb to do? Yeah, the dice have been pretty mediocre. You did get two 1s early on though. -
Heroica RPG - Quest #62: Insider Trading
Dannylonglegs replied to Dannylonglegs's topic in The Heroica Archive
>Drake- Revive Dreyrugr >Amorith- Advanced Guard B 6 2 (Critical Hit: 8*2=16+15+1=32*2=62*2=124-10=114 (DEAD)) >Nessa- Harbour Guard A 3 (Hit: 20*2=40-7=33 Damage) >Nessa- Harbour Guard B 6 (Call for Back-Up) >Karie (that's me!)- Dock Worker A 2 (Hit: More than 4 Damage (Dead)) >Amorith- Advanced Guard B Harbour Guard B 4 1 (Garnet Chosen: 22*2=44 Damage to everyone: 44-7=37 Damage to HG A and B (A Dead), No Damage to Aquamancer, 44-25=19 Damage to Fleur) Dreyrugr-Smeling Salts (Hastened) Dreyrugr- Aquamancer 5 (21-1=20 Damage) AGB: Killed HGA: Killed HGB: -37 DWA: Killed AQ: 0 Fleur: -19 2 Rounds added to getaway counter: currently at 6 The Party can now enter the Ship. Entering the Ship takes a turn and removes the player from the ground combat ("Fight or Flight?" ) and into "Live or Let Die?" Party Members have until Fleur's Getaway Timer ends to get onto the ship, after which point, no one can get aboard the ship. Once "Live or Let Die?" has been started, Fleur (on Boat) leaves "Fight or Flight?" Effects in "Fight or Flight?" such as Hurricane Winds do not effect combatants in "Live or Let Die?" Dreyrugr told me way beforehand that if he ever got on a boat he should be weakened for 1 round. I'm OK with that. The wind howled at the party like a screaming maniac, leaves and pieces of paper assaulted the party, but they toughed it out. Drake took his turn to revive their fallen comrade. The vampire shook himself off and leapt back into action. Amorith fired a nasty bolt of dark energy at the final advanced guard, killing him. Nessa then fired at the harbour guards, but she only hit one of them, the second calling for assistance. Karie stabbed the final Dock worker too. The man fell on the crate and rolled off, revealing that he had finished his job of wrapping all the crates in rope. All that remained to be done was hauling them aboard. "Get the crane." commanded Fleur coldly to one of her subordinates aboard the ship. Amorith reached into his pocket again and removed his garnet gem. He shouted a few words, and Boom, the earth exploded before him, spraying all the enemies with destructive ruble. Fleur grunted as she was hit by a large rock. She pushed it off the boat, and it crashed into the sea. Dreyrugr consumed his smelling salts, and then went after the flying aquamancer... but the aquamancer had different plans. he descended upon Dreyrugr, pinning the vampire to the ground, and then kicked him until he was nearly unconscious. Another guard joined the fight. This Guard's shield seemed to lack the power of his allies' Fight or Flight?! Round 5 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 "The law is not mocked!" Type: Humanoid *Immune to Fire* Level: 7 HP: 63/100 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 "Those who falter, and those who fall, must pay the price!" Type: Humanoid Level: 7 HP: 100/100 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), 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 "Now, who's next?!" Type: Flying, Beast, Watery *immune to ice* Level: 21 HP: 42/150 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) "Faster!" Type: Humanoid Level: 0 HP: 562/600 SP: 25 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. 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: Karie Alderflask (Played by Kintober) *Party Leader* *Encouraged* 22 year old Human Rogue, lvl 10 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 Power: 20 (Lvl. 12 + WP: 7+1=8) (23 vs. Werefolk) (24 vs. Aquatic Vermin) (27 vs. Aquatic Vermin Werefolk) Defense: 2 Health: 13/18 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 x2, Croise Bow (WP: 6) (usable by Rangers), Smelling Salts, Favour from Che Qi, Nostrum 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 Dreyrugr (Vash the Stampede) 1000 year old Male Vampire Rogue *Hastened* Level 15 Power: 21 (Level 15+Weapon 6) Defense: 1 Health: 1/21 (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, Grand Potionx1, 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, Potion, Throwing Dagger (WP:3) Fauxthril Scythe (WP:5), The Heads (Quest Item), Bone, Nostrum, Bow (WP: 4), Favour from Che Qi, Helmet (+1 HP), Halberd (WP: 5) Amorith Marvelo (Played by legobodgers) *Hastened* *Lucky* *Encouraged* Level 15 Mage Power: 22 (15+8+1) Health: 16/19 Ether: 5/19 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), Impervious Shield (SP: 5) (Grants immunity to Fire) Party Leader: Order-up! Everyone else: You know what to do. -
Sylph stepped into the arena. I, Sylph Solanum, challenge Alexandre le Chevalier to a Duel.
-
Heroica RPG - Quest #62: Insider Trading
Dannylonglegs replied to Dannylonglegs's topic in The Heroica Archive
I'll wait for an updated order to run the round. -
Heroica RPG - Quest #62: Insider Trading
Dannylonglegs replied to Dannylonglegs's topic in The Heroica Archive
I'll be honest. I didn't know how else to sneak that in there but to point out that you removed a comment. Yes, anyone familiar with DnD should know not to get on a ship. Frankly, I was thinking that too, but I'd still love to see her as a minstrel.... Well, who's to say she can't do both at different points in her career. -
Heroica RPG - Quest #62: Insider Trading
Dannylonglegs replied to Dannylonglegs's topic in The Heroica Archive
Edit: aww, you took it out. . And like Magic it's back again! Just you wait until one of you falls prey to Sink or Swim. -
Heroica RPG - Quest #62: Insider Trading
Dannylonglegs replied to Dannylonglegs's topic in The Heroica Archive
The Dice Giveth, and the Dice Taketh Away. >Karie- Harbour Guard A 1 Mug: 6*3=18+10=28*2/2=28 Damage, 28 Gold, Poisoned) >Amorith- Dock Worker D 4 3 (Hit: 22*2*2=88-5=83 Damage (Dead)) (5 Gold, Smelling salts) >Amorith- Dock Worker A 6 6 Special Damage (His SP is too high for calculating this to matter at all ) >Nessa- Advanced Guard B 6 (Defensive stance: AG B gains 6 SP for this round and next) >Nessa- Dock Worker B 2 (Critical Hit (Dead Also)) (5 Gold, Nostrum) Dreyrugr- Aquamancer 5 5 Damage (21-1=20 Damage) Dreyrugr- Harbour Guard B 65 (7-1=6 Damage (KO)) ( and ) Drake- Advanced Guard B 3 Hit (17-10=7 Damage) HGA -28, -1 P HGB 0 DWA -1 P DWB -more than 5 (DEAD) DWD -83 (DEAD) AGB -7 -1 P +6 SP AQ 0 4 rounds added to Fleur's Getaway Timer (5 Total) The Party fought against the wind, the rain, and the guards as they moved ever closer to the ship. Karie, facing her apparent foe, the Harbour Guard, finally managed to hit him, stabbing him in-between two sheets of armour. In-fact, her stab loosened a pocket of money that she grabbed as-well. Meanwhile, Amorith removed his amethyst once more and cast his dark magic. The blast shot into the nearest Dock Worker, killing him by draining his life-force from his body. "Dock Worker D... Only wish.... Dock Worker D.... Could see Family one last time... auuggghh...." Amorith grabbed the Dock Worker's items, and was mobbed (again!!!) by the angered workers. Their punches were too weak to harm him. The rest of the party was not so lucky. Nessa first tried to get-rid of the last Guard standing in their way, but the guard instead stood firm, extending his halberd and interfering with her attempt to use her crossbow. The guard grimaced with new-found resolve. Frustrated, Nessa fired at another Dock Worker. They sealed their fate when they refused to run, and Nessa's shot was true, puncturing the poor man through the chest. he fell into the churning sea bellow.... and Nessa could swear she saw a tentacle latch onto the corpse. But Dreyrugr suffered the worst luck. He dove at the rested Aquamancer, but the mage was fast. He dodged the vampire's assault and punched him with a typhoon-powered blow, pushing him into the new Guard. the Guard in-turn stabbed the vampire through the back. And Dreyrugr fell. He was out cold. Drake took a swing at the defensively-standing guard, but most of it was deflected. Fleur, from above the fight, grimaced. She turned to address the ship's captain behind her. "We're not leaving until all of the cloth is aboard this ship!" Fight or Flight?! Round 4 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: 35/100 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 "Crime don't pay!" Type: Humanoid *Immune to Fire* Level: 7 HP: 100/100 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. 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 "Now, who's next?!" Type: Flying, Beast, Watery *immune to ice* Level: 21 HP: 42/150 Ether 9/25 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) "Faster!" Type: Humanoid Level: 0 HP: 581/600 SP: 25 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. 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 5 rounds. The Party: Karie Alderflask (Played by Kintober) *Party Leader* *Encouraged* 22 year old Human Rogue, lvl 10 Power: 16 (lvl 10 + WP: 6) Health: 16/16 Gold: 79 Equipment: Sexy (WP: 6, Rapier, Disregards SP, usable by Knights and Rogues) *Poisoned* Inventory: Potion (5), Mead (2), 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 Power: 20 (Lvl. 12 + WP: 7+1=8) (23 vs. Werefolk) (24 vs. Aquatic Vermin) (27 vs. Aquatic Vermin Werefolk) Defense: 2 Health: 13/18 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 x2, Croise Bow (WP: 6) (usable by Rangers), Smelling Salts, Favour from Che Qi, Nostrum 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, Phoenix Essence, 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 Dreyrugr (Vash the Stampede) 1000 year old Male Vampire Rogue *KO* Level 15 Power: 21 (Level 15+Weapon 6) Defense: 1 Health: 0/21 (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, Grand Potionx1, Smelling Salts x3, 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, Potion, Throwing Dagger (WP:3) Fauxthril Scythe (WP:5), The Heads (Quest Item), Bone, Nostrum, Bow (WP: 4), Favour from Che Qi, Helmet (+1 HP), Halberd (WP: 5) Amorith Marvelo (Played by legobodgers) *Hastened* *Lucky* *Encouraged* Level 15 Mage Power: 22 (15+8+1) Health: 16/19 Ether: 6/19 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 Party Leader: Order-up! Everyone else: You know what to do. -
Heroica RPG - Quest #62: Insider Trading
Dannylonglegs replied to Dannylonglegs's topic in The Heroica Archive
Ok, I'll run the round in a short while. -
Heroica RPG - Quest #62: Insider Trading
Dannylonglegs replied to Dannylonglegs's topic in The Heroica Archive
"If anyone leaves, they'll regret it." Barked the frustrated Fleur. "Load the crates and don't listen to their lies! They'll hunt you down and kill your families too if you lead them to them. They were hired by my husband to kill me and anyone connected to me, and unfortunately, now, that includes you." She finished in a less forceful tone, but still, her intimidation kept the terrified Dock Workers in line. "Guards! Kill these public menaces already!" OoC: I'll run the round once Amorith OKs the Order. -
That makes sense. ~Insectoid Aristocrat
-
Heroica RPG - Quest #62: Insider Trading
Dannylonglegs replied to Dannylonglegs's topic in The Heroica Archive
OoC: You are aware that Amorith has 16/19 health, right? Do you mean Tonic? -
Oh, no, I knew that, but I didn't know who she was aside from a magic 3 year old who just teleported randomly into a warzone. ~Insectoid Aristocrat
-
I found it interesting, although, I'll be honest, I didn't know who Roni was until just now, and I'm still not quite sure I get it. I tend to not read the Hall when I'm not there. ~Insectoid Aristocrat
-
Heroica RPG - Quest #62: Insider Trading
Dannylonglegs replied to Dannylonglegs's topic in The Heroica Archive
Poop, you're right. my bad. :blush: -
It's actually quite miraculous that you didn't kill all the dock workers this round. My thoughts on this battle just went from "Almost unwinnable" to "This is way too easy." I know you guys all took drugs, but even without them, I think you probably would be in a similar position. If I were to revise the battle, I'd probably give the dock workers 70 health, and only add 1 round to the timer. Ah well. I did want you to get on the ship after-all. I'm simply surprised it's going to be so easy. But, keep in mind, just because you get on the ship doesn't mean you're going to catch her. ~Insectoid Aristocrat