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Heroica RPG - Quest #62: Insider Trading
Dannylonglegs replied to Dannylonglegs's topic in The Heroica Archive
Note to self: Never have any monsters in a boss fight have health lower than 100. Even Mooks. Battle Order >Karie- Harbour Guard 6 Special Damage (Call for backup: Harbour Guard B joins combat) >Amorith- Dock Worker C 5 2 Critical Hit (8*2=16+15=31*2=62*2=124-5=119 Damage (He Dead.)) (Amorith picks up: 5 Gold, Mead) >Amorith- Dock Worker D 6 6 Special Damage (Pile-on: 3*4=12/2=6-6=0 Damage) >Nessa- Dock Worker A 4 (Aim 7+1=8*2=16-5=11 Damage, Poisoned) >Nessa- Dock Worker B 4 (Aim 7+1=8*2=16-5=11 Damage, Poisoned) Dreyrugr- Advanced Guard A 2 1 Mug: (6*3=18+15=33*2=66-4=62 Damage, 62 Gold) Dreyrugr- Advanced Guard A 3 1 Mug: (6*3=18+15=33*2=66-4=62 Damage, 10 Gold) (Dreyrugr picks up: Helmet (+1 HP), Halberd (WP: 5))(Also, full health regained) Drake- Advanced Guard B Critical Hit (7*2=14+10=24-4= 20 Damage) Fleur v. Karie 0-0=0 Damage Aquamancer v. Amorith STUNNED HG 0 DWA -11, -1 P DWB -11, -1 P DWC -119 (DEAD) DWD 0 AGA -62, -62 (DEAD) AGB -20, -1 P AQ 0 2 Rounds added to Fleur's Getaway Timer. Fleur leaves in 2 rounds. Thunder boomed. The rain poured on the drenched party as they fought to get at Fleur. Karie, her make-up miraculously holding-up against the deluge, jabbed at the armoured Harbour Guard with her stylish sword, but the guard was too well guarded. Her sword struck his chest and bounced off harmlessly. In return, the guard made a few quick lunges at her, but, being fairly acrobatic, she managed to slide away from each of the guard's slow-but-powerful strikes. Exhausted and in a bad position, the guard hollered something nearly indistinguishable in the storm. something about "murderers" and "Back-Up." Meanwhile, Amorith reached carefully into his bag. He held it in his hands then, the smooth dark amethyst gem. He stared intently into it, his clear mind reaching its connection to the darkness within. He spoke the words. Suddenly, a swirling amorphous cloud of darkness erupted from his form, snaking its way to one of the Dock workers. "What the Hells is that!?" The worker cried in shock... They were his last words, as the snake-like cloud rammed into his chest, pulling his life-force out in a disturbingly beautiful display of purple light. The husk of a dock-worker collapsed. Amorith could almost hear Ed Po's words in his ear. "There we go. Type-advantages." However, Amorith could not generate enough energy for another blast, and was instead, mobbed by the angered co-workers. None of them could harm him though. Next, Nessa tried to kill the remaining ones, but, as they were all huddled about Amorith, she had to remain extra cautious, only able to deal a small amount of damage to each... But she succeeded in poisoning them. While Nessa did that, Dreyrugr took on the first Advanced Guard. The powerful protector lowered his halberd, preparing for the assault. He grinned slightly. "You criminals shall be brought to justice. Evil never prevails over good!" Dreyrugr slid passed the guard's defenses, slicing his side, and then his jugular. The Guard choked and gurgled from his surprised face. He couldn't muster any more words, instead, falling over, dead. Dreyrugr picked up his belongings for facility's sake. "How am I going to carry a halberd?" He wondered. Meanwhile, Drake, who had been slightly confused by a brick that flew from a nearby building in the huricane's wind, grabbed his mace and assaulted the remaining guard. He got a good shot in, but was surprised to see another guard charging into combat. "Dear Ennoc!" He cried in shock at the scene. Fight or Flight?! Round 3 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* "Onward, men! We are sworn to protect this city and its inhabitants, and that's what we shall do!" Type: humanoid Level: 14 HP: 26/120 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 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 "Killing a guard is punishable by hanging!" 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) Note: While the Harbour Guard is living, all Dock Workers gain 5 SP. Harbour Guard B "For Ennoc and Sundestia!" 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 "Augh, I've been poisoned!" *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, 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 you're mine!" Type: Flying, Beast, Watery *immune to ice* Level: 21 HP: 42/150 Ether 10/25 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) "..." 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 2 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: 51 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: 0 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 Drake Flamerobe 25 year old male human Level 10 1/2 Knight Power: 15 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 *Hastened* *Lucky* *Encouraged* 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, 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: 7/19 SP: 6 Gold: 30 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 Party Leader: Order-up! Everyone else: You know what to do. Edit: I screwed up and added an Advanced Guard instead of a Harbour Guard. -
Heroica RPG - Quest #62: Insider Trading
Dannylonglegs replied to Dannylonglegs's topic in The Heroica Archive
OoC: I'll run the round now with Karie's battle order. -
Sylph went to the market in preparation for his Dual with Alex, selling his Quartz for 50 gold, and his Mockthril Rod for 35 gold, adding the 85 gold to his 39 gold, giving him a total of 124 gold. Sylph Solanum (Dannylonglegs) *Party Leader!* unknown age, unknown race Druid Level 22.66 Power: 30 (22+7+1) Defense: 124 Health: 38/38c(21+17+7+1) Ether: 25/25 (5+16+1) Gold: 124 Equipment: Shrapnel Bow (WP: 10, Bow. Every successful hit drops the target's SP by 1) , Ranger's Quiver (WP +1 to bows and crossbows), Nostrum, 20-20 glasses (headwear, +1 turn of effect for scrolls) Inventory: Scroll of Frailty, Scroll of Sleep, Scroll of Blindness, Scroll of Sealing, Scroll of Confusion, 2 Potions, 1 Grand Potion, Venom, Smoke Bomb, 2 Fire Bombs, Ice Bomb, 3 Water Bombs, 2 Lightning Bombs, Floral Bomb, Bedroll, Shovel, Pickaxe, Magnifying Glass, 6 Bones, Signet Ring, Saber Teeth, Journal of The Bleeding, Sword Helmet (Max. health +1), Tale of the Invincible King, Psych Documents, Merry Bow (WP:7, ranged, steals 1 gold with each successful hit except Shield-skills), Journal of The Wound, Emerald, Trial Brew x3, Suffering's Journal, Hide of The Suffering (Bodywear, Power +7 when under a negative status effect. Doesn't stack.), Emerald Hood (SP: 4, headwear, protects from Fragile)
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That's disappointing. Ah well. Thanks. ~Insectoid Aristocrat
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How do Free-Hits work in the Arena? How do Counterstriking gloves work in that case? ~Insectoid Aristocrat
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That's what I thought. Thanks! ~Insectoid Aristocrat
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How is battle order decided in the Arena? ~Insectoid Aristocrat
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"I have not fought another hero in a very long time." Stated Sylph contemplatively. "I doubt I could stand up against your offensive force, but I would be interested see how difficult it is and to perchance better strategize next time. I will challenge you. I will duel you when the Arena is empty." Sylph took out his bow and adjusted the string.
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Sylph didn't respond for a second, unaccustomed to being sit next to. He then replied. "Yes. It does feel good to be back. That was the second longest day I've ever experienced." the druid jested. He then took on a dark serious tone. "Yes." He stated somberly. "He will be back. Whether it's decades or centuries, the Eternal Reaper will return.... But when he does he will be weak. It take a long time to regain a threshold in the world when it is lost, and he is without any allies that could assist him in that regard. It is a tragedy to be alone. Hopefully that can give us the advantage we need when we next face him." The Druid seemed relieved again, but still unused to being so near other beings off a battlefield. "Aquos. Yes. His redemption truly meant the difference between defeat and success for us.... And I agree fully that dark powers can be used for good... so long as the benefit outweighs the cost."
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Sorry about the lack of flavour text, 62ers. I'll remedy that in about 10 minutes. My computor has only 11 health left, and everytime I try to give it a potion it shuts down and makes me reboot and tell it what time it is. Edit: Alright! Back in Action. I'll get the post fixed up in about 5 minutes. Edit 2: Flavour text is up! ~Insectoid Aristocrat
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Heroica RPG - Quest #62: Insider Trading
Dannylonglegs replied to Dannylonglegs's topic in The Heroica Archive
>Nessa- Down Smelling Salts >Amorith- Dock Worker B 3 1 (Magic Burst: Garnet chosen: 22*2=44 Earth Damage to all enemies: 44-25=19 Damage to Fleur, 44-7=37 Damage to HG, 44-5=39 Damage to DW A,B,C, and D, 44-4= 40 Damage to AG A and B, No Damage to Aquamancer: flying) >Amorith- Dock Worker A 5 5 (Damage: 4-6=-2. Amorith Gains 2 health.) >Karie- Harbour Guard 4 (Miss) Dreyrugr- Aquamancer 6 3 (Hit: 21*2=42 Damage, Stunned) Dreyrugr- Aquamancer 1 1 (Mug: 3*6=18+15=33*2=66 Damage, 66 Gold. Stunned) >Drake- Advanced Guard B 3 (Hit: 15/2=12-4=8 Damage) >Nessa- Advanced Guard A 2 (Critical Hit: 8*2=16+12=28*2=36-4=32 Damage, Poisoned) F= -19 HG= -37 DW ABCD= -39 AG A= -40, -8 AG B= -40, -32, -1 P AQ= -42, -66, Stunned D=+66 Gold Fleur leaves at the end of this round. The wind howled as the party prepared to catch Fleur. Amorith wisely pulled a gemstone from his sack, but couldn't see clearly which one he chose in the pouring rain. He spoke the magic words, encouraged by his mead, and blasted the battlefield with rubble. The ground overturned in his earthquake-like blast knocking the innocent dock workers and Guards around like rag dolls. Even Fleur, leaning too far on the rail, was hit by a particularly fast moving rock. The Aquamancer, though, was able to flap away from the chaos, just barely. The wind however pushed him back down to earth as soon as the spell's effects had subsided. Amorith tried again, but was stopped by a terrified dock worker, who grabbed the mage's wrist with his arm, and futilely tried to punch the mage. Karie took a swing at the Harbour Guard, attempting to stab through his armour, but accidentally hit it where it was strongest, deflecting her poisoned blade aside. Dreyrugr deftly sliced at the agile Aquamancer, the vampire though, too fast for the concentrating mage, managed to dive his dagger into the were-raven weather wizard's shoulder blade. he stabbed again in the mage's stomach. Blood oozed from the were-raven's fresh wound, and Dreyrugr managed to wrest a pocket of gold from the were-raven's belt. The Were-raven was stunned by the pain. Drake cautiously swung at one of the Advanced Guards from the back row, managing to get a good swing in. Perhaps it would have been more efficient if he had use his new mace? Nessa, now hastened by the Smelling Salts she consumed, saw the chaotic battlefield with perfect clarity. rapidly (though to her it seemed slow and steady) she drew her crossbow's string back and released a single poisoned bolt, sticking it into the neck of her target. Fleur regarded the battle, frustrated. Her eyes flared intensely. "Damnit! Don't let those murderers board this ship! Whomever kills the last one I shall reward with 200 gold!" Fight or Flight?! Round 2 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* "No need for reward! The only reward I need is Justice!" Type: humanoid Level: 14 HP: 47/120 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 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 "I shall not let you fiends kill these innocent Dock workers!" 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) Note: While the Harbour Guard is living, all Dock Workers gain 5 SP. Dock Worker A "Help!" 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, 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 didn't sign up for this!" 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, 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 "Why me?" 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, 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 have Family to feed! Dock Worker D not appreciate being murdered." 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 *Stunned* "No enemy of Captain Quinton's boards his ship." Type: Flying, Beast, Watery *immune to ice* Level: 21 HP: 42/150 Ether 11/25 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) "Don't even try to stop me." 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 1 round. 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: 51 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: 0 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 Drake Flamerobe 25 year old male human Level 10 1/2 Knight Power: 15 Defense: 2 Health: 12/20 Ether: 0/0 Gold: 310 Equipment: Greatsword (WP:5), 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), Mace (WP: 7), Favour from Che Qi Dreyrugr (Vash the Stampede) 1000 year old Male Vampire Rogue *Hastened* *Lucky* *Encouraged* Level 15 Power: 21 (Level 15+Weapon 6) Defense: 1 Health: 18/21 (Rogue Base 7+ Level Bonus 14) Gold: 173 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 Amorith Marvelo (Played by legobodgers) *Hastened* *Lucky* *Encouraged* Level 15 Mage Power: 22 (15+8+1) Health: 16/19 Ether: 8/19 SP: 6 Gold: 25 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, 4 mead, 1 Nostrum, ice bomb, smoke bomb, shovel, bedroll, 4 bones, Scroll of Blindness, Fire Bomb, Phoenix Essence, Newtralizer, Favour from Che Qi 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
No problemo! Rerolling. You guys had mediocre rolls anyways. -
I'm glad! Better luck for us, worse for my party! ~Insectoid Aristocrat
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Last time I checked, Were-Ravens weren't vermin. And no racist comments. ~Insectoid Aristocrat
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Heroica RPG - Quest #62: Insider Trading
Dannylonglegs replied to Dannylonglegs's topic in The Heroica Archive
I can reroll if you'd like to change the battle order. II haven't finished everything yet, so decide among yourselves. -
That's how I got those three 6s in a row. ~Insectoid Aristocrat
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Heroica RPG - Quest #62: Insider Trading
Dannylonglegs replied to Dannylonglegs's topic in The Heroica Archive
Derp. Thanks! I frequently forget to remove consumables. Particularly when so many people have imbibed. I just rolled and wow. So many Dice. -
Heroica RPG - Quest #62: Insider Trading
Dannylonglegs replied to Dannylonglegs's topic in The Heroica Archive
I'll run the round now! -
By the way, Sandy, as always, your Quest is gorgeous. I couldn't help but think of this when I saw Yesmar: ~Insectoid Aristocrat
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Sylph snickered upon seeing Alexandre return clad in black. "Then you've embraced the darkness? What made you change your path?" Sylph questioned, thinking he knew the answer.
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Heroica RPG - Quest #62: Insider Trading
Dannylonglegs replied to Dannylonglegs's topic in The Heroica Archive
OoC: I had a good laugh when you said that. by the way, turns out this Ship isn't the ship you're looking for either. Your effects will last for both battles. Come on Dice, do your stuff. I expect 6 6's in a row. I'll run the round when I get a battle order. -
I'm surprised no one else said that. ~Insectoid Aristocrat
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If Sylph was on this quest, he'd say "above the bloody door." ~Insectoid Aristocrat
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Heroica RPG - Quest #62: Insider Trading
Dannylonglegs replied to Dannylonglegs's topic in The Heroica Archive
Yes, You may take a smelling salts and attack in the same round. -
Well, the Aoi are Blue, and those suffering from the Malleur are Pale. ~Insectoid Aristocrat