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Posted

Arnulf thrusts his dagger into the fountain's bubbling water, earning him a few odd glances from the shop owners. The glances turn to astonishment as Arnulf twists his daggers, snapping the tumblers into place. Parts of the ground literally fold out, a small abyss opening into the avenue with a creak. The ground retracts and sinks into the Earth, inches of asphalt pouring down the chute as it opens. A ladder dangles inside the pit, beckoning the party to enter.

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"Wow...!"

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"What in the name of..?!"

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"That was there?"

Nevron kneels, staring into the pit. Very little daylight seemed to reach the bottom, the entire chute seemingly rejecting any sunlight trying to enter.

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"We have a hero to save, don't we?"

Posted

Nevron kneels, staring into the pit. Very little daylight seemed to reach the bottom, the entire chute seemingly rejecting any sunlight trying to enter.

Y4qNgBC.png

"We have a hero to save, don't we?"

"Yes we do, and fast" Arnulf turns to other party members "If you're done with shoping It's time to go" Then he turned to shopkeepers "I'm afraid I'm in a hurry, I hope you will be here, if i need to buy something" Then Arnulf took ladder into his hands, his stare was cold steel. "I'll find you Karie"

Posted

OOC: Dang it, I was going to buy that drumstick! Grr...stupid broken keyboard keeping me from getting online...

"Good work, Arnulf." Arthur tosses the potion woman 550 Gold and scoops up 6 Grand Potions, 6 Remedies, 4 Elixirs, and 3 Emergency Essences. He passes one Essence to Boomingham and one Remedy to Nevron before following Arnulf down the hole.

Posted

qzvaHHK.png

"Woah - thanks a bunch, mister! That was my biggest sale all year!"

The Party:

BoominghamMock2.jpgLord Lawrence Boomingham (Zepher)

46 Years Old, Human, Level 25 2/3 Paladin *Immune to Fragile, Sleep and Weakened*

Power: 39 (+5**)

Defense: 12

Health: 47/47 (+3*)

Ether: 21/24

Gold: 38

Equipment: Scupperer (Great Sword, WP: 11, Darkness Fire, causes Bleeding Effect for 5 Damage until remedied or healed to full health) Round Metal Shield (SP: 7), Counterstrike Gloves (On Free Hits, Deals damage to enemy equal to Boomingham's level), Heavy Armor (SP: 5, Immunity to Fragile), Tome of Affluence (Generates 10 Gold if equipped for the entirety of a battle, immunity to sleep and weakened, accessory) ****Pseudo's Blessing's Blessing (Not an Artifact, +4 Power)

Inventory: Frozen Saber (Great Sword, WP: 9, Light Ice, stunned effect), Bedroll, 2 Meads, Fire Brandy (Encouraged, Immunity to Ice), Emerald Lamp of Summoning, Lens of Speed Reading (Accessory, Allows a scroll to be read in addition to a normal action. Suitable for scroll users.), Scroll of Recklessness (Encouraged and Fragile for rest of battle, 5 ether, 50/50 chance), Scroll of Blindness, 1 Scroll of Weakening, Scroll of Fragility, Scroll of Sealing, Garnet, Sapphire, Hood of Belthazar Bluehood (+4 to Power, -6 to Ether), Hamantasch (consumable, lucky + blessed effects upon consumption for the length of one battle), Admantite Shard, Everlasting Venom. Remedy, Seventh Heaven, Tonic, Milk, Emergency Essence

Debts: 128 Gold Arthur, 1 gold Docken, 75 gold Sorrow

Arthur_TownGuard_Salute_ava_border.jpg

Arthur Justus Regulus VII (played by Flipz), Level 25 2/3 Sorcerer, 21-year-old male Human *Immune to Sealed* [ Currently in: Quest #70: The Syndicate] *Encouraged!* *Hastened!* *Lucky!*

Power: 38 (25 + WP:13)

Health: 25/37 (Basic Health: 5 + Level Bonus: 23 + Class Boost: 4 + Permanent Boost: 4*)

Ether: 22/35 (Basic Ether: 5 + Level Bonus: 23 + Class Boost: 1 + Robe of the Archmagi: 5)

Defense: 3 (Robe of the Archmagi)

Gold: 1000 (Owed 128 gold by Boomingham; owed 50 gold by Grimwald Gjinko; owed 70 gold by En Sabah Nur,)

Equipment: Unlucky Horseshoe (WP:13, retrievable, causes Jinxed-effect; throwing weapon), Robe of the Archmagi (Bodywear, SP:3, Max Ether +5, Immune to Sealed), Overkill Gloves, Marksman's Monocle

Inventory:

Weapons: Sir Roderick's Sword (WP:12, Longsword), Staff of the Cultist Battlemage (WP: 7, 50% chance of Fleeing upon being KO'd; suitable for Mages and Clerics), Hollow Blade Dagger (WP:6, dagger, hollow-blade [Mulled Wine]), Staff of Ennon - (WP: 5, Light-Elemental, Restores 2 ether on a roll of 2, 3, or 4), Healing Staff (WP:5; heals instead of damaging), Healing Staff (WP:5; heals instead of damaging), Spider Leg (WP:8, doubled against flying enemies; spear; unsuitable)

Artifacts: Shackles of War (Accessory, Prevents anyone from fleeing battles), Cloak of Deception (Backwear, Free hits against the wearer have a 1/6 chance to be redirected to a random opponent), Ancient Crown (Headwear, First successful strike of battle deals Cursed-effect), Jester's Hat (Headwear, Wearer may choose to gain one immunity from targeted enemy), Stingy Gloves

Gems: Opal (Ice), Amethyst (Darkness), Topaz (Lightning), Diamond (Light), Garnet (Earth),

Tools: Bedroll, Telescope, Shovel, Magnifying Glass, Pickaxe, Magic Compass

Scrolls: Scroll of Blindness, 2x Scroll of Sealing (1x Lent to De'kra), Scroll of Confusion, Scroll of Sleep, 2x Scroll of Frailty (1x Lent to Nyx), Scroll of Armor Sundering (Reduces target’s SP by 5 and has a 50/50 chance of success), Scroll of Poisoning (Grants target’s weapon the Badly Poisoned effect for one battle at the cost of 5 ether), Scroll of Luck (Grants target the Lucky-effect for one battle. Costs 10 ether.), Scroll of Weakening,

Consumables: Grand Potion x10, Remedy x10, Elixir x5, Nostrum x 2, Smelling Salts x 3, Mead x 2, Jinxy Juice x2, Ether Core, Noxious Venom (When used on a weapon, the weapon deals the Badly Poisoned effect for the duration of the battle and the Confused effect for the next three rounds, for the duration of one battle.), Zoot's Plaything, Chaotic Bomb (Causes 100 random elemental damage to all opponents), Tesla Bomb, Grand Tonic, Double Rainbow, Bright Polish, Exterlate, Tonic, Emergency Essence x2

ava-arnulf.jpgArnulf Bishop (Shoker86) *Encouraged!* *Immune to Fragile!*

30 yrs old male human Rogue

Level 12

Power: 22 (12+9+1)

Defense: 4

Health: 11/18 (7+11)

Gold: 144

Equipment: Cheesy Dagger (WP:8, Double damage to vermin), Emerald Hood (SP: 4, Immunity to Fragile), Sticky Gloves

Inventory: Leather Armor(SP:1), 4 Potions, 2 Venoms, Chaotic Bomb (Causes 100 random elemental damage to all opponents), Bedroll, 1 Mead, Smelling Salts, Mulled Wine, Remedy x2, Tricorne (SP:3),

ava-em.jpg

Name: Unknown. Most call him "Em," though his real name remains largely mysterious.

Unknown age male human ranger

Level 12

Power: 20

Health: 17/17

Gold: 90

Equipment: Aquabow (WP: 7, Water-elemental), Ranger's Quiver (+1 WP to all Bows/Crossbows), White Marksman's Hat - (⅙ chance of Assassination vs. Flying monsters; Headwear) Scarf of Misfortune (Accessory, Wearer deals the Jinxed effect on every third round)

Inventory: Smoke bomb, Grating Stone, Nostrum, Bedroll, Shovel, Pickaxe, Potion x6, Remedy x4, Gentleman's Hat (SP: 1, suitable for men, headgear. The wearer has a 1/2 chance to not be affected by Asleep.), Venom, Ice Bomb, Grand Potion, Bow(WP:5), Mead x2, Syndicate Cowl (SP: 2, Immune to Doomed effect)

Y4qNgBC.png "We have a conspiracy to snuff out."

Nevron Utral, Level 14 Rogue

HP: 20/20

Power: 21

SP: 1

Equipment: Standard Issue Rapier (WP: 7), Gallant Gauntlets (SP: 1, Handwear. User has a 1/6 chance to become Encouraged at the start of every battle.)

Inventory: Trial Brew, Soma, 30 gold, Remedy

With the secret of the fountain literally unlocked and the party geared to raid the Syndicate base, the party descends down the ladder. Their eyes slowly adjusted to the darkness as they descended, anxiety dragging what was nothing more then a minute climb down into what felt like an hour long one. They touch the ground ground, surveying the sights around them.

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They stood in a small cobbled hallway, surprisingly clean. Four silver pipes vibrate as water feeds through them, travelling to the fountain below. A pool of water had settled at their base - despite this, the place seemed rather well maitenanced. A ladder hangs on the opposite edge of the tunnel... The party begins their second climb, this one going up. None of them spoke, but they all silently vowed to rescue their kidnapped comrade. if Arthur's compass was right, Karie was somewhere in this building.

The ladder leads up into a cramped anteroom, hardly able to contain the five men. Wanting to escape the claustrophobic corridor, the party throws the door open to the other room...

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...and stumble into a far more dire situation.

The claustrophobic room behind them almost seemed wlecoming, now that the slew of foes they would have to face stood before them. Arthur grimaces as he picks out 3 figures from the crowd: Automatons. it would seem The Stealer's machinery expertise extended far beyond just weaponry. Two robots hung in the back, thin and lean but potent all the less. An absolutely fearsome automaton stands front and center, armed with a menacing trident and a pulsating Tri-Dazer cannon.

The sounds of churning gears and pistons hang in the air as the four Syndicate members get into battle position, seemingly ready for the heroes' arrival.

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"They've arrived."

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"This should prove interesting..."

They recognize the bomber from the armory -back for round two, it would seem.

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"Heh. If time has taught me anything, the boss' engineering is top-notch."

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"If you know what's good for you, you'll turn around and head back up top!"

The two lesser automatons speak up, dorning a pre-programmed phrase in unison.

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"Blue is safe. Green is safe. Yellow is caution. Red is DANGER."

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"Blue is safe. Green is safe. Yellow is caution. Red is DANGER."

The large automaton simply remains silent.

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". . ."

Posted

Boomingham sighs. "I used to admire technology, but its the same damn thing as magic. Too much power, too easily in the wrong hands. Maybe I should go be a private defender of the Ji Pei warehouses."

"Now listen, I'm not usually one for talking before we fight, but you've got a lady that belongs to my organization. If there is any way that one of you can assure me she is still alive, and lead me to her, I'll spare you when the fighting is done here." Boomingham downs a mead and tosses the bottle at the enemy where it shatters at their feet. "If not, let the dance begin. I'll cut you down and find her myself." There is a lazy ease to Boomingham's stance and voice, no menace, just hard facts.

Posted

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"I assure you good sir, she is alive and well. We aren't ones for murder, don't you know?"

"But you are for torture and pain" Arnulf said, unusually calm "And that is worse. But it's nothing in comparison what I will do with you if she's hurt"

Posted

"You keep saying that. I keep explaining that stealing someone's actions from them is murder. That's exactly murder. So hopefully she's still alive by my standards." Boomingham smiles grimly. "Only one way to find out." He rushes towards the enemies, sword drawn.

Posted (edited)

"And all my Etherial might." Arthur shoots a death glare at the Syndicate foes. "If you've harmed even a single hair on her head or touched a single thought within, you will face my wrath...and all the powers of Order and Chaos combined will not be enough to spare you your fate."

Edited by Flipz
Posted (edited)

"But you are for torture and pain" Arnulf said, unusually calm "And that is worse. But it's nothing in comparison what I will do with you if she's hurt"

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"Torture? Like you know anything of torture. The Syndicate, as has been most likely repeated to you multiple times now, is here to put organized crime in Eubric to an end. Do you think torture and pain would get us anywhere? No, it would make us Wolfgang. Which is what needs to be eliminated from this city."

"You keep saying that. I keep explaining that stealing someone's actions from them is murder. That's exactly murder. So hopefully she's still alive by my standards." Boomingham smiles grimly. "Only one way to find out." He rushes towards the enemies, sword drawn.

The peon chuckles, arms crossed.

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"Keeping them out on the streets is murder as well. They are still them, only now they are here to assist the city, not destroy it. And don't worry, your friend is not in any way, shape or form bruised, battered, or as you so carefully put it "murdered". Also, what's with the violence? Can't we simply talk this through like civilized people?"

"And all my Etherial might." Arthur shoots a death glare at the Syndicate foes. "If you've harmed even a single hair on her head or touched a single thought within, you will face my wrath...and all the powers of Order and Chaos combined will not be enough to spare you your fate."

The peon raises a hand, fingers outstreched.

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"One... two... three... Well, third time's the charm! Yes, she's fine. All question's about the red-head's safety can be Z-mailed to the Stealer of Senses, thank you, have a nice day."

The peon tosses the rapier back and forth between hands, responding to the party with a boyish voice, sounding frustrated.

"Well, I warned you, and I'm sorry for what we're going to have to do, but you asked for it."

As if on cue, the automaton in the front explodes into action, dahing forward with unheard of agility for a machine. it propels itself into the air and swings its trident down like a mace, quite nearly splitting Boomingham in two. The paladin moves out of the way at the last second, evading the splitting attack. The attack leaves a den ton the floor, the automaton pulling its weapon up from the ground and drawing itself back up to full height. Only the sound of whirring motors fills the room as the enemeis advance on towards the heroes.

Prepare For Battle!

dRv5p9Q.png". . ."

Magnus, Level 42 Mechanical

HP: 1000/1000

SP: 8

Immune to Confusion, Jinxing, and Frailty

Specials:

Quad-Dazer: Sweeps the entire enemy party with a blue beam of energy. All heroes lose 3 power, 3 max and current ether, 3 max and current HP, and two SP, regardless of SP or Row for the rest of the battle. All permanent stats will be restored when the battle is complete.

Trident Turmoil: Cuts the HP of the hero who rolled Special damage, as well as the heroes above and below him in the battle order in half, disregarding row and SP.

Rotor Manuever: Magnus rotates its trident around like a rotor, effectively creating a bladed shield around him. For the next 2 rounds he will Counterstrike.

Specials decided by die roll.

Passive Specials:

Surge Protector: After magnus is under half HP, Magnus' surge protectors kick in, removing its weakness to Electricity.

Drops:

Topaz

IpxpNUk.png "Blue is safe."

Chromoid A, Level 17 Mechanical

HP: 1/1

Color: Blue

Immune to Jinxing!

Specials:

Drill Drive: The Chromoid drives its drill appendage into the hero who rolled Special Damage. That hero takes 22 damage (disregarding SP) and has their SP disabled for the next 3 rounds.

Swift Servos: The Chromoid picks up the pace, hastening itself at the end of the round for the next 3 rounds.

Passive Specials:

Color-Coded: The Chromoid cannot take damage until it is in the red. Each succesful hit on the Chromoid brings it down one color in the cycle: Blue -> Green -> Yellow -> Red. (Hit the Chromoid while it is Blue and it'll turn Green.)

Maitenace Protocol: At the end of every round, the Chromoid's color will move back one in the rotation. (If left Red at the end of the round, it'll move back to yellow.)

Machine Logic: The Chromoid defies row when attakcing a hero of higher level then it.

Drops:

Chromoid Drill

IpxpNUk.png "Blue is safe."

Chromoid B, Level 17 Mechanical

HP: 1/1

Color: Blue

Immune to Jinxing!

Specials:

Drill Drive: The Chromoid drives its drill appendage into the hero who rolled Special Damage. That hero takes 22 damage (disregarding SP) and has their SP disabled for the next 3 rounds.

Swift Servos: The Chromoid picks up the pace, hastening itself at the end of the round for the next 3 rounds.

Passive Specials:

Color-Coded: The Chromoid cannot take damage until it is in the red. Each succesful hit on the Chromoid brings it down one color in the cycle: Blue -> Green -> Yellow -> Red. (Hit the Chromoid while it is Blue and it'll turn Green.)

Maitenace Protocol: At the end of every round, the Chromoid's color will move back one in the rotation. (If left Red at the end of the round, it'll move back to yellow.)

Machine Logic: The Chromoid defies row when attakcing a hero of higher level then it.

Drops:

40 gold.

vP0SCju.png "Round two!"

Syndicate Peon (Bomb), Level 22 Humanoid

HP: 310/310

SP: 6

Immune to Confusion!

Specials:

Cryo Blast: Throws a ice bomb at the party, exploding upon impact. All heroes have a 1/3 chance of becoming Fragile for 3 rounds from the firigid blast.

Pyro Blast: Throws a fire bomb at the party. All heroes take damage equal to their level from the seering blast.

Specials alternate.

Passive Specials:

Lust: This Peon seeks his master's favor, defying the SP of those who have a higher level then him.

Drops:

40 gold

689pJk3.png "Have at you!"

Syndicate Peon (Duelist), Level 22 Humanoid

HP: 270/270

SP: 2

Immune to Blindness and Sealing!

Specials:

Have At You!: Makes a witty remark to the hero who rolled Special Damage, hastening the Syndicate Peon for 3 rounds and Enraging the hero for 3 rounds.

Skewer: The Syndicate peon attempts to skewer an artery, reducing that hero's HP to 1 and Weakening them.

Specials alternate.

Passive Specials:

Lust: This Peon seeks his master's favor, defying the SP of those who have a higher level then him.

Drops:

Mead, Nostrum

gYxuI0N.png "'Magnus' translates to 'Champion', heroes. You'll see why."

Syndicate Peon (Cleric), Level 11 Humanoid

HP: 500/500

Immune to Jinxing, Sealing, and Stun!

Specials:

Miracle: The Syndicate Cleric removes 1 round from every negative effect that is inflicted to the enemy party, restoring 50 HP to all of his allies.

Passive Specials:

Utter Defiance: The Cleric defies both SP and Row while attacking.

Adept Healer: Rolls of Damage have a 50/50 chance of becoming Special Damage.

Drops: Grand Potion, Grand Tonic

r9gAMRk.png "Hm."

Syndicate Peon (Rapier), Level 23 Humanoid

HP: 300/300

SP: 3

Immune to Jinxing and Frailty!

Specials:

Mass Mugging: The Syndicate Peon mugs every hero. All heroes lose 10 gold (cannot be retrieved) and take 11 damage, disregarding SP.

Quick Reflexes: The Syndicae Peon becomes Dodgy for the next 3 rounds, having a 1/2 chance of evading physical attacks.

Specials decided by die roll.

Passive Specials:

Lust: This Peon seeks hismaster's favor, defying the SP of those who have a higher level then him.

Strong Will: Darkness does not deal double damage to this Syndicate peon.

Drops:

80 gold.

The Party:

BoominghamMock2.jpgLord Lawrence Boomingham (Zepher)

46 Years Old, Human, Level 25 2/3 Paladin *Immune to Fragile, Sleep and Weakened* *Encouraged!*

Power: 39 (+5**)

Defense: 12

Health: 47/47 (+3*)

Ether: 21/24

Gold: 38

Equipment: Scupperer (Great Sword, WP: 11, Darkness Fire, causes Bleeding Effect for 5 Damage until remedied or healed to full health) Round Metal Shield (SP: 7), Counterstrike Gloves (On Free Hits, Deals damage to enemy equal to Boomingham's level), Heavy Armor (SP: 5, Immunity to Fragile), Tome of Affluence (Generates 10 Gold if equipped for the entirety of a battle, immunity to sleep and weakened, accessory) ****Pseudo's Blessing's Blessing (Not an Artifact, +4 Power)

Inventory: Frozen Saber (Great Sword, WP: 9, Light Ice, stunned effect), Bedroll, 2 Meads, Fire Brandy (Encouraged, Immunity to Ice), Emerald Lamp of Summoning, Lens of Speed Reading (Accessory, Allows a scroll to be read in addition to a normal action. Suitable for scroll users.), Scroll of Recklessness (Encouraged and Fragile for rest of battle, 5 ether, 50/50 chance), Scroll of Blindness, 1 Scroll of Weakening, Scroll of Fragility, Scroll of Sealing, Garnet, Sapphire, Hood of Belthazar Bluehood (+4 to Power, -6 to Ether), Hamantasch (consumable, lucky + blessed effects upon consumption for the length of one battle), Admantite Shard, Everlasting Venom. Remedy, Seventh Heaven, Tonic, Milk, Emergency Essence

Debts: 128 Gold Arthur, 1 gold Docken, 75 gold Sorrow

Arthur_TownGuard_Salute_ava_border.jpg

Arthur Justus Regulus VII (played by Flipz), Level 25 2/3 Sorcerer, 21-year-old male Human *Immune to Sealed* [ Currently in: Quest #70: The Syndicate] *Encouraged!* *Hastened!* *Lucky!*

Power: 38 (25 + WP:13)

Health: 25/37 (Basic Health: 5 + Level Bonus: 23 + Class Boost: 4 + Permanent Boost: 4*)

Ether: 22/35 (Basic Ether: 5 + Level Bonus: 23 + Class Boost: 1 + Robe of the Archmagi: 5)

Defense: 3 (Robe of the Archmagi)

Gold: 1000 (Owed 128 gold by Boomingham; owed 50 gold by Grimwald Gjinko; owed 70 gold by En Sabah Nur,)

Equipment: Unlucky Horseshoe (WP:13, retrievable, causes Jinxed-effect; throwing weapon), Robe of the Archmagi (Bodywear, SP:3, Max Ether +5, Immune to Sealed), Overkill Gloves, Marksman's Monocle

Inventory:

Weapons: Sir Roderick's Sword (WP:12, Longsword), Staff of the Cultist Battlemage (WP: 7, 50% chance of Fleeing upon being KO'd; suitable for Mages and Clerics), Hollow Blade Dagger (WP:6, dagger, hollow-blade [Mulled Wine]), Staff of Ennon - (WP: 5, Light-Elemental, Restores 2 ether on a roll of 2, 3, or 4), Healing Staff (WP:5; heals instead of damaging), Healing Staff (WP:5; heals instead of damaging), Spider Leg (WP:8, doubled against flying enemies; spear; unsuitable)

Artifacts: Shackles of War (Accessory, Prevents anyone from fleeing battles), Cloak of Deception (Backwear, Free hits against the wearer have a 1/6 chance to be redirected to a random opponent), Ancient Crown (Headwear, First successful strike of battle deals Cursed-effect), Jester's Hat (Headwear, Wearer may choose to gain one immunity from targeted enemy), Stingy Gloves

Gems: Opal (Ice), Amethyst (Darkness), Topaz (Lightning), Diamond (Light), Garnet (Earth),

Tools: Bedroll, Telescope, Shovel, Magnifying Glass, Pickaxe, Magic Compass

Scrolls: Scroll of Blindness, 2x Scroll of Sealing (1x Lent to De'kra), Scroll of Confusion, Scroll of Sleep, 2x Scroll of Frailty (1x Lent to Nyx), Scroll of Armor Sundering (Reduces target’s SP by 5 and has a 50/50 chance of success), Scroll of Poisoning (Grants target’s weapon the Badly Poisoned effect for one battle at the cost of 5 ether), Scroll of Luck (Grants target the Lucky-effect for one battle. Costs 10 ether.), Scroll of Weakening,

Consumables: Grand Potion x10, Remedy x10, Elixir x5, Nostrum x 2, Smelling Salts x 3, Mead x 2, Jinxy Juice x2, Ether Core, Noxious Venom (When used on a weapon, the weapon deals the Badly Poisoned effect for the duration of the battle and the Confused effect for the next three rounds, for the duration of one battle.), Zoot's Plaything, Chaotic Bomb (Causes 100 random elemental damage to all opponents), Tesla Bomb, Grand Tonic, Double Rainbow, Bright Polish, Exterlate, Tonic, Emergency Essence x2

ava-arnulf.jpgArnulf Bishop (Shoker86) *Encouraged!* *Immune to Fragile!*

30 yrs old male human Rogue

Level 12

Power: 22 (12+9+1)

Defense: 4

Health: 11/18 (7+11)

Gold: 144

Equipment: Cheesy Dagger (WP:8, Double damage to vermin), Emerald Hood (SP: 4, Immunity to Fragile), Sticky Gloves

Inventory: Leather Armor(SP:1), 4 Potions, 2 Venoms, Chaotic Bomb (Causes 100 random elemental damage to all opponents), Bedroll, 1 Mead, Smelling Salts, Mulled Wine, Remedy x2, Tricorne (SP:3),

ava-em.jpg

Name: Unknown. Most call him "Em," though his real name remains largely mysterious.

Unknown age male human ranger

Level 12

Power: 20

Health: 17/17

Gold: 90

Equipment: Aquabow (WP: 7, Water-elemental), Ranger's Quiver (+1 WP to all Bows/Crossbows), White Marksman's Hat - (⅙ chance of Assassination vs. Flying monsters; Headwear) Scarf of Misfortune (Accessory, Wearer deals the Jinxed effect on every third round)

Inventory: Smoke bomb, Grating Stone, Nostrum, Bedroll, Shovel, Pickaxe, Potion x6, Remedy x4, Gentleman's Hat (SP: 1, suitable for men, headgear. The wearer has a 1/2 chance to not be affected by Asleep.), Venom, Ice Bomb, Grand Potion, Bow(WP:5), Mead x2, Syndicate Cowl (SP: 2, Immune to Doomed effect)

Y4qNgBC.png "We have a conspiracy to snuff out."

Nevron Utral, Level 14 Rogue *Encouraged!*

HP: 20/20

Power: 21

SP: 1

Equipment: Standard Issue Rapier (WP: 7), Gallant Gauntlets (SP: 1, Handwear. User has a 1/6 chance to become Encouraged at the start of every battle.)

Inventory: Trial Brew, Soma, 30 gold, Remedy

Edited by Endgame
Posted

Oh come on. Why do I even bother having SP, or picking a Mage class? :sceptic:

"Make sure someone gets Magnus and the Cleric. Avoid Rapier. I'm going to try to Stun the rest." Arthur throws his Unlucky Horseshoe at Bomb from the Back Row, then casts a Darkness Spell at Bomb through Sir Roderick's Sword (also from the Back Row) if he's successful or tries throwing his Unlucky Horseshoe again if not.

Posted

QM Note: Hey, you get SP VS 3 of the enemies and Elemental weaknesses against 4, and you have an effective scroll versus almost all of them. :tongue:

Also, clerical error: I gave the Cleric immunity to Frailty but never took away the Duelist's immunity to it. it has been fixed.

Posted

QM Note: Can someone choose an action for Nevron?

Also, woke up this morning and realized nullifying a player's major asset to close a damage gap was not a good idea (hell, I already have chromoids in here, which can just as easily be defeated at level 1 then level 50) so I've reduced the number of of the immunities - now, no enemy has more then 3 effects he is immune to.

Hopefully this layout of baddies seems a bit better. :thumbup:

Posted

OoC: Thanks Endgame. :thumbup: We'll discuss more at the end of the quest, but never fear, we all still love you. :wub: Even if you'd left the enemies as were. Also, should be down a mead and encouraged.

"Nevron, hold off that fellow with the Rapier, and stick to the back, would you?" Boomingham twists around and rams his sword hard towards the Duelist from the front row.

Battle Order

Boomingham

Arthur

Arthur

Nevron

Arnulf

Em

Posted (edited)

QM Note: I love you all too. :wub: Even Dannylonglegs! :grin:

Y4qNgBC.png

"Got it, Boomingham. You're one of the heroes who got in Patricia's favor, right?"

Round One of the Syndicate HQ Brawl

>Boomingham VS Syndicate Peon (Duelist) (front): Hit (11+25=36+5=41x2=82x2=164-2=162 damage)

>Arthur VS Syndicate Peon (Bomb) (back): Damage Hit (13x2=26+25=51x2=102-6=96 damage, Jinxed effect transferred.)

>Arthur (Darkness) VS Syndicate Peon (Bomb) (back): Special Damage Damage Confuse Critical Hit (12x2=24+25=49x4=196-6=190 damage)

>Nevron VS Syndicate Peon (Rapier) (back): Special Damage (Quick Reflexes: Syndicate Peon is Dodgy!)

>Arnulf VS Magnus (back): Miss

>Em VS Syndicate Peon (Cleric) (back): Critical Hit (7x2=14+12=26+1=27 damage)

>Chromoid A VS Boomingham: 17-12=5 damage - Counterstrike puts the Chromoid in the Green

>Chromoid B VS Arthur: 17-3=14 damage

>Chromoids revert back to Blue

The battles against the fiendish automatons begin. Boomingham locks swords with the Duelist, Scupperer triumphing over his blade. H knocks him backwards and slashes, doing a good amount of damage to the Syndicate Peon. Arthur lobs his horseshoe at the Bomber, still sour with him after their encounter in the armory. As the bomber, shakes off his dizziness from the horseshoe the sorceror follows up with a blast of darkness, leaving the Bomber hanging by a thread. Nevron locks blades with the rapier-weilding Peon, the Syndicate member none too happy about the town watchman's assault. He moves quickly, ready to evade any attacks that come his way. Arnulf swings at Magnus but the automaton steps backwards, preparing to smash down with his trident. Arnulf thinks it would be best to move out of the automaton's way before it flattens him, the rogue rejoining his party. Em fires off a shot at the cleric, doing a good amount of damage. The Chromoids march in synchonization drilling into Arthur and Boomingham.

The battle rages on!

dRv5p9Q.png". . ~"

Magnus, Level 42 Mechanical

HP: 1000/1000

SP: 8

Immune to Confusion, Jinxing, and Frailty

Specials:

Quad-Dazer: Sweeps the entire enemy party with a blue beam of energy. All heroes lose 3 power, 3 max and current ether, 3 max and current HP, and two SP, regardless of SP or Row for the rest of the battle. All permanent stats will be restored when the battle is complete.

Trident Turmoil: Cuts the HP of the hero who rolled Special damage, as well as the heroes above and below him in the battle order in half, disregarding row and SP.

Rotor Manuever: Magnus rotates its trident around like a rotor, effectively creating a bladed shield around him. For the next 2 rounds he will Counterstrike.

Specials decided by die roll.

Passive Specials:

Surge Protector: After magnus is under half HP, Magnus' surge protectors kick in, removing its weakness to Electricity.

Drops:

Topaz

IpxpNUk.png "Blue is safe."

Chromoid A, Level 17 Mechanical

HP: 1/1

Color: Blue

Immune to Jinxing!

Specials:

Drill Drive: The Chromoid drives its drill appendage into the hero who rolled Special Damage. That hero takes 22 damage (disregarding SP) and has their SP disabled for the next 3 rounds.

Swift Servos: The Chromoid picks up the pace, hastening itself at the end of the round for the next 3 rounds.

Passive Specials:

Color-Coded: The Chromoid cannot take damage until it is in the red. Each succesful hit on the Chromoid brings it down one color in the cycle: Blue -> Green -> Yellow -> Red. (Hit the Chromoid while it is Blue and it'll turn Green.)

Maitenace Protocol: At the end of every round, the Chromoid's color will move back one in the rotation. (If left Red at the end of the round, it'll move back to yellow.)

Machine Logic: The Chromoid defies row when attakcing a hero of higher level then it.

Drops:

Chromoid Drill

IpxpNUk.png "Blue is safe."

Chromoid B, Level 17 Mechanical

HP: 1/1

Color: Blue

Immune to Jinxing!

Specials:

Drill Drive: The Chromoid drives its drill appendage into the hero who rolled Special Damage. That hero takes 22 damage (disregarding SP) and has their SP disabled for the next 3 rounds.

Swift Servos: The Chromoid picks up the pace, hastening itself at the end of the round for the next 3 rounds.

Passive Specials:

Color-Coded: The Chromoid cannot take damage until it is in the red. Each succesful hit on the Chromoid brings it down one color in the cycle: Blue -> Green -> Yellow -> Red. (Hit the Chromoid while it is Blue and it'll turn Green.)

Maitenace Protocol: At the end of every round, the Chromoid's color will move back one in the rotation. (If left Red at the end of the round, it'll move back to yellow.)

Machine Logic: The Chromoid defies row when attakcing a hero of higher level then it.

Drops:

40 gold.

vP0SCju.png "*pant*... Not... now...!"

Syndicate Peon (Bomb), Level 22 Humanoid *Jinxed!*

HP: 24/310

SP: 6

Immune to Confusion!

Specials:

Cryo Blast: Throws a ice bomb at the party, exploding upon impact. All heroes have a 1/3 chance of becoming Fragile for 3 rounds from the firigid blast.

Pyro Blast: Throws a fire bomb at the party. All heroes take damage equal to their level from the seering blast.

Specials alternate.

Passive Specials:

Lust: This Peon seeks his master's favor, defying the SP of those who have a higher level then him.

Drops:

40 gold

689pJk3.png "Nnnrgh... Engarde, paladin!"

Syndicate Peon (Duelist), Level 22 Humanoid *Bleeding!*

HP: 113/270

SP: 2

Immune to Blindness and Sealing!

Specials:

Have At You!: Makes a witty remark to the hero who rolled Special Damage, hastening the Syndicate Peon for 3 rounds and Enraging the hero for 3 rounds.

Skewer: The Syndicate peon attempts to skewer an artery, reducing that hero's HP to 1 and Weakening them.

Specials alternate.

Passive Specials:

Lust: This Peon seeks his master's favor, defying the SP of those who have a higher level then him.

Drops:

Mead, Nostrum

gYxuI0N.png "Barely a scratch."

Syndicate Peon (Cleric), Level 11 Humanoid

HP: 473/500

Immune to Jinxing, Sealing, and Stun!

Specials:

Miracle: The Syndicate Cleric removes 1 round from every negative effect that is inflicted to the enemy party, restoring 50 HP to all of his allies.

Passive Specials:

Utter Defiance: The Cleric defies both SP and Row while attacking.

Adept Healer: Rolls of Damage have a 50/50 chance of becoming Special Damage.

Drops: Grand Potion, Grand Tonic

r9gAMRk.png "There's still time for you to flee, lads."

Syndicate Peon (Rapier), Level 23 Humanoid *Dodgy! 3 rounds remaining*

HP: 300/300

SP: 3

Immune to Jinxing and Frailty!

Specials:

Mass Mugging: The Syndicate Peon mugs every hero. All heroes lose 10 gold (cannot be retrieved) and take 11 damage, disregarding SP.

Quick Reflexes: The Syndicae Peon becomes Dodgy for the next 3 rounds, having a 1/2 chance of evading physical attacks.

Specials decided by die roll.

Passive Specials:

Lust: This Peon seeks hismaster's favor, defying the SP of those who have a higher level then him.

Strong Will: Darkness does not deal double damage to this Syndicate peon.

Drops:

80 gold.

The Party:

BoominghamMock2.jpgLord Lawrence Boomingham (Zepher)

46 Years Old, Human, Level 25 2/3 Paladin *Immune to Fragile, Sleep and Weakened* *Encouraged!*

Power: 39 (+5**)

Defense: 12

Health: 42/47 (+3*)

Ether: 21/24

Gold: 38

Equipment: Scupperer (Great Sword, WP: 11, Darkness Fire, causes Bleeding Effect for 5 Damage until remedied or healed to full health) Round Metal Shield (SP: 7), Counterstrike Gloves (On Free Hits, Deals damage to enemy equal to Boomingham's level), Heavy Armor (SP: 5, Immunity to Fragile), Tome of Affluence (Generates 10 Gold if equipped for the entirety of a battle, immunity to sleep and weakened, accessory) ****Pseudo's Blessing's Blessing (Not an Artifact, +4 Power)

Inventory: Frozen Saber (Great Sword, WP: 9, Light Ice, stunned effect), Bedroll, Mead, Fire Brandy (Encouraged, Immunity to Ice), Emerald Lamp of Summoning, Lens of Speed Reading (Accessory, Allows a scroll to be read in addition to a normal action. Suitable for scroll users.), Scroll of Recklessness (Encouraged and Fragile for rest of battle, 5 ether, 50/50 chance), Scroll of Blindness, 1 Scroll of Weakening, Scroll of Fragility, Scroll of Sealing, Garnet, Sapphire, Hood of Belthazar Bluehood (+4 to Power, -6 to Ether), Hamantasch (consumable, lucky + blessed effects upon consumption for the length of one battle), Admantite Shard, Everlasting Venom. Remedy, Seventh Heaven, Tonic, Milk, Emergency Essence

Debts: 128 Gold Arthur, 1 gold Docken, 75 gold Sorrow

Arthur_TownGuard_Salute_ava_border.jpg

Arthur Justus Regulus VII (played by Flipz), Level 25 2/3 Sorcerer, 21-year-old male Human *Immune to Sealed* [ Currently in: Quest #70: The Syndicate] *Encouraged!* *Hastened!* *Lucky!*

Power: 38 (25 + WP:13)

Health: 11/37 (Basic Health: 5 + Level Bonus: 23 + Class Boost: 4 + Permanent Boost: 4*)

Ether: 22/35 (Basic Ether: 5 + Level Bonus: 23 + Class Boost: 1 + Robe of the Archmagi: 5)

Defense: 3 (Robe of the Archmagi)

Gold: 1000 (Owed 128 gold by Boomingham; owed 50 gold by Grimwald Gjinko; owed 70 gold by En Sabah Nur,)

Equipment: Unlucky Horseshoe (WP:13, retrievable, causes Jinxed-effect; throwing weapon), Robe of the Archmagi (Bodywear, SP:3, Max Ether +5, Immune to Sealed), Overkill Gloves, Marksman's Monocle

Inventory:

Weapons: Sir Roderick's Sword (WP:12, Longsword), Staff of the Cultist Battlemage (WP: 7, 50% chance of Fleeing upon being KO'd; suitable for Mages and Clerics), Hollow Blade Dagger (WP:6, dagger, hollow-blade [Mulled Wine]), Staff of Ennon - (WP: 5, Light-Elemental, Restores 2 ether on a roll of 2, 3, or 4), Healing Staff (WP:5; heals instead of damaging), Healing Staff (WP:5; heals instead of damaging), Spider Leg (WP:8, doubled against flying enemies; spear; unsuitable)

Artifacts: Shackles of War (Accessory, Prevents anyone from fleeing battles), Cloak of Deception (Backwear, Free hits against the wearer have a 1/6 chance to be redirected to a random opponent), Ancient Crown (Headwear, First successful strike of battle deals Cursed-effect), Jester's Hat (Headwear, Wearer may choose to gain one immunity from targeted enemy), Stingy Gloves

Gems: Opal (Ice), Amethyst (Darkness), Topaz (Lightning), Diamond (Light), Garnet (Earth),

Tools: Bedroll, Telescope, Shovel, Magnifying Glass, Pickaxe, Magic Compass

Scrolls: Scroll of Blindness, 2x Scroll of Sealing (1x Lent to De'kra), Scroll of Confusion, Scroll of Sleep, 2x Scroll of Frailty (1x Lent to Nyx), Scroll of Armor Sundering (Reduces target’s SP by 5 and has a 50/50 chance of success), Scroll of Poisoning (Grants target’s weapon the Badly Poisoned effect for one battle at the cost of 5 ether), Scroll of Luck (Grants target the Lucky-effect for one battle. Costs 10 ether.), Scroll of Weakening,

Consumables: Grand Potion x10, Remedy x10, Elixir x5, Nostrum x 2, Smelling Salts x 3, Mead x 2, Jinxy Juice x2, Ether Core, Noxious Venom (When used on a weapon, the weapon deals the Badly Poisoned effect for the duration of the battle and the Confused effect for the next three rounds, for the duration of one battle.), Zoot's Plaything, Chaotic Bomb (Causes 100 random elemental damage to all opponents), Tesla Bomb, Grand Tonic, Double Rainbow, Bright Polish, Exterlate, Tonic, Emergency Essence x2

ava-arnulf.jpgArnulf Bishop (Shoker86) *Encouraged!* *Immune to Fragile!*

30 yrs old male human Rogue

Level 12

Power: 22 (12+9+1)

Defense: 4

Health: 11/18 (7+11)

Gold: 144

Equipment: Cheesy Dagger (WP:8, Double damage to vermin), Emerald Hood (SP: 4, Immunity to Fragile), Sticky Gloves

Inventory: Leather Armor(SP:1), 4 Potions, 2 Venoms, Chaotic Bomb (Causes 100 random elemental damage to all opponents), Bedroll, 1 Mead, Smelling Salts, Mulled Wine, Remedy x2, Tricorne (SP:3),

ava-em.jpg

Name: Unknown. Most call him "Em," though his real name remains largely mysterious.

Unknown age male human ranger

Level 12

Power: 20

Health: 6/17

Gold: 90

Equipment: Aquabow (WP: 7, Water-elemental), Ranger's Quiver (+1 WP to all Bows/Crossbows), White Marksman's Hat - (⅙ chance of Assassination vs. Flying monsters; Headwear) Scarf of Misfortune (Accessory, Wearer deals the Jinxed effect on every third round)

Inventory: Smoke bomb, Grating Stone, Nostrum, Bedroll, Shovel, Pickaxe, Potion x6, Remedy x4, Gentleman's Hat (SP: 1, suitable for men, headgear. The wearer has a 1/2 chance to not be affected by Asleep.), Venom, Ice Bomb, Grand Potion, Bow(WP:5), Mead x2, Syndicate Cowl (SP: 2, Immune to Doomed effect)

Y4qNgBC.png "We have a conspiracy to snuff out."

Nevron Utral, Level 14 Rogue *Encouraged!*

HP: 20/20

Power: 21

SP: 1

Equipment: Standard Issue Rapier (WP: 7), Gallant Gauntlets (SP: 1, Handwear. User has a 1/6 chance to become Encouraged at the start of every battle.)

Inventory: Trial Brew, Soma, 30 gold, Remedy

Clearing his throat, the Syndicate Peon addresses Arthur in his typical boyish voice.

r9gAMRk.png

"So, Arthur, it was Arthur wasn't it? You probably doubt my statements on the red head's current predicament. She's still her. Would you like to see her? Go ahead, use your compass."

Edited by Endgame
Posted

"Alright chaps, here we go. Nevron, you take on the Cleric from the front. Em, if you wouldn't keeping the Duelist occupied, I'' take on the bomber, hopefully lighten our load or call in Barty. Arthur, deal with Magnus any way you see fit, scroll or attack. If you could possibly manage with the fellow with the rapier as well... I'll get you back up if you go down." Boomingham swings his blade at the Bomb carrying Peon from the front row.

Battle Order

Arthur

Boomingham

Arthur

Nevron

Arnulf

Em

Posted

OOC: Just noticed, earlier I had put an Elixir in the hollow blade instead of the Mulled Wine, so...

"The Emergency Essence would just pick me back up--but I would prefer not to use one up just yet if I can avoid it."

Arthur casts Blindness on Magnus from the Back Row, repeating if he is unsuccessful or casting an Ice spell at Rapier from the Back Row through his Hollow-Blade Dagger, drinking the Elixir stored inside the blade before his second action either way.

Posted

The peon gets agitated with Arthur, tapping his foot.

r9gAMRk.png

"Ahem. The question still stands. Do you want to know the safety of your friend? Or do you just not care? Using the compass might help you find her."

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