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THIS IS THE TEST SITE OF EUROBRICKS!

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Posted

OOC: Sorry, Zeph, I've legitimately forgotten the plot at this point, and I'm a bit too busy this week to go back and re-read the whole Quest again. If you were waiting for me to do my customary full storyline recap, I'm afraid it's not happening this time around; I'm just not sure what exactly happened and what Arthur does and doesn't know in-character. :sceptic:

Posted

Matthias speaks up quietly from the back, but his low voice carries to the front of the group. "I carry the Anvil of Orrik and I have tasted the waters of eternity. In my visions I fought the darkness, the Shadows, on an island high above this world with the Master of Regret. I fell to Olegaia from the bottom of the eternity pool. I saw visions of the giants, forging great works on the Anvil. What do you say of these visions, Passion? Your sister Hope believes the Darkness was vanquished long ago; Lord Chauncey believes something brooding has returned. What do you know?"

Posted

OoC: Sorry, nope, just been busy. Now we'll bring this to a close. Thank you for your patience, and I apologize for the length. It simply got away from me - I was hoping to conclude the quest in late January and now here we are in March. I'll say more in the QM Lounge, but it was about 90% on me - I knew I'd be busy this spring, just thought I'd be done by then.

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"Surely you two remember," he says turning to Hope and Regret.

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"I have bits and pieces. I can remember home, of course. But what happened..."

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"And I could hardly admit what I knew if I wanted you back," says Regret with a wink. "But it is stirring."

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"Because I have not been here to ward it off."

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"We tried our best. But..."

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"Enough vague talk! What the Hel is going on here, Hope?"

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"You know of the Old Gods, and what we were before. The First Mortals. We saw the Aoi formed, and the Giants, and we were happy to guide the species that the true Gods, our fore-fathers and fore-mothers, had created. We were wardens of Olegaia. But there were creatures that were born even before us. The Three Witches lived on our flying island with us. They guided us, but spoke also of a secret buried at the center of our island, that granted us our power. And what power we had. Do you truly not recall?"

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"The power to shape life, yes."

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"But also the power to destroy it."

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"If there was evil, or demons, or creatures of imperfection, incapable of being improved, we would wipe them off the face of Olegaia. A great dark beep that swallowed them all. This was operated from the center of our island. And our people grew to view themselves as gods. There was nothing we couldn't do, we could create and destroy, and we knew all."

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"Except for one thing."

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"Our people grew vain. Myself, Regret and Hope as well. We wondered what was at the center of our island. The Witches told us - maybe warned us. They said that the power at the center of our island was locked away, not for us. They called it perfection. The perfect being. It didn't sit right with us. What could be more perfect? So must unlock it. To learn from it..."

Hope has gone ghastly pale.

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"It was a mistake."

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"The darkness?"

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"Who knows what it truly was. It was an infection. It was not a darkness then, but invisible, spreading across our island. Once touched, you lost yourself, lost your soul. It consumed you, and added you to what it was. Hundreds of bodies, one mind, without division or conflict, without remorse, with sheer determination. The perfect being. So we fled. We dumped what we could, to halt it's progress - the anvil, the first breath, the heart flame... all of our power we gave up. It got to the Fountain. And so its bodies, wherever they may be, still live. And it surged towards our greatest treasure - the Font." He gestures to the Font behind them. "So that too we cut loose, and it crashed into the sea. And became this island."

"We fought the... thing tooth and nail, but soon there was only the three of us left. We could not allow it to absorb us too, to break free and continue on the the rest of the mortals. We trapped the thing below the island, and set it on a crash course, to keep it far under the surface, locked away again as it once was. We thought, for a short while, that we were the only survivors, and that the thing would be locked away for all time. But then the Witches came and found us."

"We had trapped it, but we had not defeated it, and so they were not done. They could not open its cage. Only mortals could do that. And they would. Because they always will. So we took the monikers Hope, Regret and Passion, and we absorbed what the Witches said would one day lead humanity to open the it's vault once more. But if the Witches are active..."

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"Where is it?"

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"We don't know. Wherever the island landed. It could be anywhere. But if the Witches are stirring... someone must know. And they must be rushing towards it, prideful and stupid as we once were, hoping to achieve perfection. Hoping to bring about a new age." He shakes his head. "We'll have to keep our ear to the ground."

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"And how do we beat it?"

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"We make sure it doesn't get loose." He turns to the heroes. "The battle isn't over, but I'll lead you when the day comes. Thank you for bringing me back. I thought I had paid the sins of my past, but it looks like that wasn't the truth. Thank you."

The Quest is Victorious.

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"As negotiated with Mr. Abelsword, once we return to Eubric I will ensure that you all receive an extra perk for your continued loyalty once we return to Eubric."

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"I'd like to sail off as soon as you're all ready. Can drop you somewhere along the way if you need it, but from there you'd be figuring out your own way home."

OoC: You may remain in Etheria if you want to get anything done, or stop by another place you visited along the quest - there are some that still hold rewards. Or, if you want to return to the Hall, feel free. Final stats will go up on Friday unless I'm lucky and more free than I imagine tomorrow. Thanks for your patience and my apologies for these last two months again.

Posted

OOC: Thanks for the Quest, Zeph, I'll start working on some feedback now even though there's a side-quest or two I'd like to wrap up. :classic:

Arthur nods solemnly, wearily. "This explains a lot. There are things happening, out in the world...this race will lead to no good, especially if the Sungold Alliance or Crescent Union learn of it. I suggest we exercise discretion in who we tell about what's coming, lest temptation brings six new participants into the race."

"For now, though, I have debts to settle with the Forge Master. Melquiades, please take Miirym and me to the Forge Master."

Once he has arrived, Arthur equips his Tin Gloves in place of his Tin Greaves and uses a Mead on Miirym, then nods respectfully to the Forge Master. "As I promised, I have returned for your Sapphire. Shall we begin?"

Posted

The marauder stares as the man known as Guffington slowly turns more and more into something else.

"It's over. Farewell, Gerald... I hope you find new lands to discover, wherever it is you are now..."

Guts inspects himself, dazed from the battle. His gear was dusty and bloody, his weapons in dire need of some care. Along the way he lost his coat and his hat looked bruised and ruined. It's been quite an adventure. And now it was done. Nothing left but to tie up a flew loose ends and start the journey home.

"Felix, U'kin, Doc, everyone alright? Where was I? Ah yes, Piglina.... Wonder how susceptible she's going to be to my requests..."

Posted

Drained and relieved that the adventure is over, Matthias moves among the babbling party, his healer's eyes searching out any lingering battle effects and nurturing ether into them. "All of that, to find out only what we already knew - there's some witches up to no good." He reflects that at least the cost of bringing back Passion had not been too great - the entire party still stood, none the worse for wear. As usual, the gnome feels himself the odd man out... everyone else knows everyone else, everyone else was on board with the plan from the beginning, everyone else seems happy with the result. Everyone else is still mortal, except those ...Old Gods. "What becomes of the Anvil now?" he wonders out loud in Doctor Daneeka's direction. "And what of the other artifacts?"

Posted

Hybros frowned as he watched Passion speak. It was odd seeing Gerald's body move in such a way that wasn't his own. Still, it was hard to believe he was gone. "So this power... it must be below Etheria, yes? If this is where the Font landed." He nodded. "Guffington would want us to step in and finish this. I too would like to know why these witches would be seeking this power. Are they not the ones who warned you about it in the first place?"

He turned to his fellow heroes. "I wish to visit the Forge Master before I return. Guts, come get me if you find any results with what you seek."

"But first..." he turned towards Zed. "I do not suppose you are still willing to sell your wares? If so, I will buy a Scroll of Love from you. And how much would you ask for... Gauntlets of Recklessness (HITs become MORTAL HITs, adding lost health to the attack power; suitable to barbarians; handwear.)?"

Posted (edited)

Guest QM Note: I'll be lending a hand with the forge.

The Forge Master nods to Arthur.

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"Prepare yourselves, although it looks through you've been through quite a battle already."

Arthur enters the Forge. The wind sprites begin to surround him.

The Enemies.

Wind Sprite A

Level ?? Flying

Health: 200/200

Special: Devilish Time - Adds 1 round to the round count.

Sprite's level is equal to the hero's.

Wind Sprite B

Level ?? Flying

Health: 200/200

Special: Devilish Time - Adds 1 round to the round count.

Sprite's level is equal to the hero's.

Wind Sprite C

Level ?? Flying

Health: 200/200

Special: Devilish Time - Adds 1 round to the round count.

Sprite's level is equal to the hero's.

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Arthur Justus Regulus VII Ziegfried, a Hero Who Is Actually Worth Something (played by Flipz), Level 42.2 Dragoon, 23-year-old male Human *Immune to Hexed, Petrified, Minimized, Jinxed, Stunned, Slowed, Hastened, Blind, Confused, and Defense Reduction* *Immune to Magic and Healing* *Slowed*

Power Bonus: +6

Health: 68/68

Defense: 58 98

Gold: 382 (Owed 128 gold by Boomingham)

Equipment: Dauntlet Index (WP: 20, doubled against humanoids, Darkness-elemental; spear), Blue Hand Shield (SP:15, Immune to Hexed, Petrified, Minimized, Jinxed, and Stunned; shield), Tin Armor (SP:6, multiplied by the number of “tin” artifacts equipped; suitable to knights, dragoons, skirmishers and vindicators; bodywear), Shadeaux Cape (SP:13, Immune to Blind, Confused, and Defense Reduction, suitable to those with reputation among the Shadeaux only; if reputation is great, SP is doubled; if reputation is outstanding, SP is tripled; backwear), Tin Greaves (Immunity to Stunned-, Slowed-, and Hastened-effects; footwear), Duplovian Helmet of the Guard (SP:2, Immune to Magic and Healing; headwear, suitable for anyone), Mail of the Renegade Commander (SP: 3, Free hits deal half damage, Bodywear), Coathanger (Allows for a second body wear, accessory),

Abilities: First Breath (Arthur may sacrifice a turn of combat to focus and gain +3 power. Power resets at the end of a battle or when the hero is KO'd).

Inventory:

Weapons: Zoot's Rebel (WP:20 "halberd", suitable to Arthur only), Clockwork Lance (WP:12, Light-elemental, has 1/3 chance to cause slowed-effect on the target; lance), Gladiator Trident (WP: 11, Spear, causes bleeding-by-5 effect), Stag Antlers (WP:10, grants Intimidation; halberd), Metasimian Dory (WP:10, pierces defense; spear), Spider Leg (WP:10, doubled against flying enemies, Lightning- and Wind-elemental; spear), Duplovian Swift Halberd (WP:3, halberd, stuns on successful hits, Hollow [--]), Sven's Dagger (WP: 14, Fire-Earth Elemental)

Artifacts: Sylvania's Cowl (Permits Animal Talk, Headwear), Stingy Gloves (Prevents enemies from ever stealing gold from you; handwear, wearable by everybody), Overkill Gloves (Grants Overkill gold on kills; handwear, suitable for anyone) (currently loaned indefinitely to Namyrra), Winged Sandals (Protects from bound- and slowed-effects; footwear), Fur Leggings (SP: 1, Beast enemies do not deal free hits to the wearer; footwear, suitable for anyone), Shackles of War (Prevents anyone from fleeing battles; Accessory, suitable for anyone), Macabre Collar (Provides immunity to Insta-Kill and Doomed; Accessory, suitable for anyone), Scarf of Misfortune (Wearer deals the Jinxed effect on every third round; Accessory, suitable for anyone), Trickster's Mask of the Elf (changes the wearer into an elf of the same gender when worn; Accessory, suitable for anyone), Sandman’s Parasol (Protects from asleep- and fast asleep –effects; accessory), Enchanted Bracelet (Protects from sealed-effect; accessory), Comfy Pillow (If the user is inflicted by asleep- or fast asleep-effect, they regain full health and ether; accessory.), Unicorn Helmet (SP:1; the wearer can only receive one negative effect at a time, with a new effect replacing the old one; headwear, usable by barbarians, knights, dragoons, infiltrators, regulators, skirmishers, and winged warriors), Tin Gloves (Power +1, multiplied by the number of “tin” artifacts equipped; suitable to knights, dragoons, skirmishers and vindicators; handwear),

Unsuitable Weapons/Artifacts: Weatherfax Broom (WP:25; makes weather forecasts instant instead of being applied at the end of the round; suitable to weather mages; broomstick), Sword of the Vampir (WP:17, user is Jinxed), Sir Roderick's Sword (WP:12, Longsword), Staff of the Cultist Battlemage (WP: 7, staff, 50% chance of Fleeing upon being KO'd), Staff of Ennon - (WP: 5, Light-Elemental, staff, Restores 2 ether on a roll of 2, 3, or 4), Pointy Hat (+2 Max Ether), White Ninja Cowl (The wearer can choose to hide for up to three rounds, avoiding Free Hits; the effect ends if the user targets an enemy; suitable to rogues, beast warriors, chi monks and infiltrators; headwear),

Spell Items (unsuitable): Opal (Ice), Etherial Garnet (Earth+Sealed), Ruby (Fire), Etherial Topaz (Lighting+Stunned)

Tools: Bedroll, Telescope, Shovel, Magnifying Glass, Pickaxe, Magic Compass, Of Power and Mortals

Consumables: Potion, 15x Grand Potion, Tonic, Grand Tonic, 10x Remedy, 9x Mead, 6x Nostrum, Hurricane, 3x Neutralizer, Exterlate, Noxious Venom (When used on a weapon, the weapon deals the Poisoned-by-10 effect for the duration of the battle and the Confused effect for the next three rounds, for the duration of one battle.), Crumbling Venom (-3 HP/-1 SP per round), Blind Fury, Love Potion, Grating Stone, Ella's Pie (Permanently boosts max. ether by 5 but permanently decreases max. health by 5 when consumed.), 3x Stun Bomb, 5x Smoke Bomb, 3x Bone, Negative Nelly (Causes 30 damage and jinxed but has 1/6 chance to break whenever used), 2x Silver Ore, Trial Brew, Henry Award, Shining Polish (SP +2 to one shield or artifact that has SP when consumed.)

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Miirym, 8-month-old Dragon hatchling (dragon companion controlled by Flipz), Level 42.2 Dragon *Encouraged*

Power Bonus: 3

Power: 42

Health: 72/72

Element: Darkness

Ability: May pay 10 health for a 2/6 chance to make a party member Lucky.

Edited by Endgame
Posted

OOC: Miirym and I should be Slowed, and only Miirym should be Encouraged. Arthur should no longer be Lucky or Blessed, nor under the effect of Fenghuang Incense, but he and Miirym should be healed from Matthias' full-party heal. Also, shouldn't the sprites be of a different type? They were Rock for the Garnet, Icy for Opal, and Aquatic for Aquamarine.

As long as the sprites are not immune or resistant to the weapon, Arthur attacks Wind Sprite B with his Spider Leg Spear from the Front Row (otherwise he uses Zoot's Rebel), while Miirym uses her Breath on Wind Sprite C from the Back Row.

Posted (edited)

Wind Sprite Showdown, Round Six

>Arthur VS Sprite B (front): Hit (10+42+2=54*2*2*2=432 damage)

>Miirym VS Sprite C (back): Breath (42x2=84 damage)

-6 HP to Arthur/Miirym

Wind Sprite Showdown, Round Seven

>Sprite A versus Arthur: 0 damage

>Sprite C versus Miirym: 42/2=21 damage

-7 HP to Arthur/Miirym

Wind Sprite A

Level ?? Flying

Health: 200/200

Special: Devilish Time - Adds 1 round to the round count.

Sprite's level is equal to the hero's.

Wind Sprite C

Level ?? Flying

Health: 74/200

Special: Devilish Time - Adds 1 round to the round count.

Sprite's level is equal to the hero's.

16306387965_97c0811ab4_t.jpg

Arthur Justus Regulus VII Ziegfried, a Hero Who Is Actually Worth Something (played by Flipz), Level 42.2 Dragoon, 23-year-old male Human *Immune to Hexed, Petrified, Minimized, Jinxed, Stunned, Slowed, Hastened, Blind, Confused, and Defense Reduction* *Immune to Magic and Healing* *Slowed*

Power Bonus: +6

Health: 55/68

Defense: 58

Gold: 382 (Owed 128 gold by Boomingham)

Equipment: Dauntlet Index (WP: 20, doubled against humanoids, Darkness-elemental; spear), Blue Hand Shield (SP:15, Immune to Hexed, Petrified, Minimized, Jinxed, and Stunned; shield), Tin Armor (SP:6, multiplied by the number of “tin” artifacts equipped; suitable to knights, dragoons, skirmishers and vindicators; bodywear), Shadeaux Cape (SP:13, Immune to Blind, Confused, and Defense Reduction, suitable to those with reputation among the Shadeaux only; if reputation is great, SP is doubled; if reputation is outstanding, SP is tripled; backwear), Tin Greaves (Immunity to Stunned-, Slowed-, and Hastened-effects; footwear), Duplovian Helmet of the Guard (SP:2, Immune to Magic and Healing; headwear, suitable for anyone), Mail of the Renegade Commander (SP: 3, Free hits deal half damage, Bodywear), Coathanger (Allows for a second body wear, accessory),

Abilities: First Breath (Arthur may sacrifice a turn of combat to focus and gain +3 power. Power resets at the end of a battle or when the hero is KO'd).

Inventory:

Weapons: Zoot's Rebel (WP:20 "halberd", suitable to Arthur only), Clockwork Lance (WP:12, Light-elemental, has 1/3 chance to cause slowed-effect on the target; lance), Gladiator Trident (WP: 11, Spear, causes bleeding-by-5 effect), Stag Antlers (WP:10, grants Intimidation; halberd), Metasimian Dory (WP:10, pierces defense; spear), Spider Leg (WP:10, doubled against flying enemies, Lightning- and Wind-elemental; spear), Duplovian Swift Halberd (WP:3, halberd, stuns on successful hits, Hollow [--]), Sven's Dagger (WP: 14, Fire-Earth Elemental)

Artifacts: Sylvania's Cowl (Permits Animal Talk, Headwear), Stingy Gloves (Prevents enemies from ever stealing gold from you; handwear, wearable by everybody), Overkill Gloves (Grants Overkill gold on kills; handwear, suitable for anyone) (currently loaned indefinitely to Namyrra), Winged Sandals (Protects from bound- and slowed-effects; footwear), Fur Leggings (SP: 1, Beast enemies do not deal free hits to the wearer; footwear, suitable for anyone), Shackles of War (Prevents anyone from fleeing battles; Accessory, suitable for anyone), Macabre Collar (Provides immunity to Insta-Kill and Doomed; Accessory, suitable for anyone), Scarf of Misfortune (Wearer deals the Jinxed effect on every third round; Accessory, suitable for anyone), Trickster's Mask of the Elf (changes the wearer into an elf of the same gender when worn; Accessory, suitable for anyone), Sandman’s Parasol (Protects from asleep- and fast asleep –effects; accessory), Enchanted Bracelet (Protects from sealed-effect; accessory), Comfy Pillow (If the user is inflicted by asleep- or fast asleep-effect, they regain full health and ether; accessory.), Unicorn Helmet (SP:1; the wearer can only receive one negative effect at a time, with a new effect replacing the old one; headwear, usable by barbarians, knights, dragoons, infiltrators, regulators, skirmishers, and winged warriors), Tin Gloves (Power +1, multiplied by the number of “tin” artifacts equipped; suitable to knights, dragoons, skirmishers and vindicators; handwear),

Unsuitable Weapons/Artifacts: Weatherfax Broom (WP:25; makes weather forecasts instant instead of being applied at the end of the round; suitable to weather mages; broomstick), Sword of the Vampir (WP:17, user is Jinxed), Sir Roderick's Sword (WP:12, Longsword), Staff of the Cultist Battlemage (WP: 7, staff, 50% chance of Fleeing upon being KO'd), Staff of Ennon - (WP: 5, Light-Elemental, staff, Restores 2 ether on a roll of 2, 3, or 4), Pointy Hat (+2 Max Ether), White Ninja Cowl (The wearer can choose to hide for up to three rounds, avoiding Free Hits; the effect ends if the user targets an enemy; suitable to rogues, beast warriors, chi monks and infiltrators; headwear),

Spell Items (unsuitable): Opal (Ice), Etherial Garnet (Earth+Sealed), Ruby (Fire), Etherial Topaz (Lighting+Stunned)

Tools: Bedroll, Telescope, Shovel, Magnifying Glass, Pickaxe, Magic Compass, Of Power and Mortals

Consumables: Potion, 15x Grand Potion, Tonic, Grand Tonic, 10x Remedy, 9x Mead, 6x Nostrum, Hurricane, 3x Neutralizer, Exterlate, Noxious Venom (When used on a weapon, the weapon deals the Poisoned-by-10 effect for the duration of the battle and the Confused effect for the next three rounds, for the duration of one battle.), Crumbling Venom (-3 HP/-1 SP per round), Blind Fury, Love Potion, Grating Stone, Ella's Pie (Permanently boosts max. ether by 5 but permanently decreases max. health by 5 when consumed.), 3x Stun Bomb, 5x Smoke Bomb, 3x Bone, Negative Nelly (Causes 30 damage and jinxed but has 1/6 chance to break whenever used), 2x Silver Ore, Trial Brew, Henry Award, Shining Polish (SP +2 to one shield or artifact that has SP when consumed.)

21264411861_15532446e4_t.jpg

Miirym, 8-month-old Dragon hatchling (dragon companion controlled by Flipz), Level 42.2 Dragon *Encouraged*

Power Bonus: 3

Power: 42

Health: 38/72

Element: Darkness

Ability: May pay 10 health for a 2/6 chance to make a party member Lucky.

Edited by Endgame
Posted

OOC: The Round counter and hp loss should carry on from the Garnet battle; additionally, since Miirym and I are Slowed, the next Round should be automatic. Also, what is the Windy type--do you mean Flying? Sorry, just a little confused. :blush:

Posted

GQM Note: Noted on the slowed thing, but the round counter truly does carry over? Could you point me towards where that was said?

And yeah, Windy is me mistyping Flying.

GQM: Should be all fixed.

Posted

GQM Note: Noted on the slowed thing, but the round counter truly does carry over? Could you point me towards where that was said?

And yeah, Windy is me mistyping Flying.

GQM: Should be all fixed.

OOC: Link. :wink:

OOC 2: Also, Arthur's damage calculations are all wrong; it should be (10+42+2=54*2*2*2=432 damage), since he gets an x2 for vs. Flying, an x2 Lightning vs. Flying, and an x2 Wind vs. Flying. He only has a +2 Power bonus from his gloves. Miirym should be dealing 84 damage for her Breath, since it's 42*2=84 for Encouraged.

Arthur uses a Grand Potion on Miirym, while Miirym repeats her attack.

Battle Order:

Arthur

>Miirym

Posted (edited)

Wind Sprite Showdown, Round Eight

>Arthur uses a Grand Potion on Mirrym (back)

>Miirym VS Sprite C (back): Shield! (42x2x2=168 damage to both Sprites)

-8 HP to Arthur/Miirym

Wind Sprite Showdown, Round Nine

>Sprite A versus Arthur: 0 damage

-9 HP to Arthur/Miirym

Wind Sprite A

Level ?? Flying

Health: 32/200

Special: Devilish Time - Adds 1 round to the round count.

Sprite's level is equal to the hero's.

16306387965_97c0811ab4_t.jpg

Arthur Justus Regulus VII Ziegfried, a Hero Who Is Actually Worth Something (played by Flipz), Level 42.2 Dragoon, 23-year-old male Human *Immune to Hexed, Petrified, Minimized, Jinxed, Stunned, Slowed, Hastened, Blind, Confused, and Defense Reduction* *Immune to Magic and Healing* *Slowed*

Power Bonus: +6

Health: 38/68

Defense: 58

Gold: 382 (Owed 128 gold by Boomingham)

Equipment: Dauntlet Index (WP: 20, doubled against humanoids, Darkness-elemental; spear), Blue Hand Shield (SP:15, Immune to Hexed, Petrified, Minimized, Jinxed, and Stunned; shield), Tin Armor (SP:6, multiplied by the number of “tin” artifacts equipped; suitable to knights, dragoons, skirmishers and vindicators; bodywear), Shadeaux Cape (SP:13, Immune to Blind, Confused, and Defense Reduction, suitable to those with reputation among the Shadeaux only; if reputation is great, SP is doubled; if reputation is outstanding, SP is tripled; backwear), Tin Greaves (Immunity to Stunned-, Slowed-, and Hastened-effects; footwear), Duplovian Helmet of the Guard (SP:2, Immune to Magic and Healing; headwear, suitable for anyone), Mail of the Renegade Commander (SP: 3, Free hits deal half damage, Bodywear), Coathanger (Allows for a second body wear, accessory),

Abilities: First Breath (Arthur may sacrifice a turn of combat to focus and gain +3 power. Power resets at the end of a battle or when the hero is KO'd).

Inventory:

Weapons: Zoot's Rebel (WP:20 "halberd", suitable to Arthur only), Clockwork Lance (WP:12, Light-elemental, has 1/3 chance to cause slowed-effect on the target; lance), Gladiator Trident (WP: 11, Spear, causes bleeding-by-5 effect), Stag Antlers (WP:10, grants Intimidation; halberd), Metasimian Dory (WP:10, pierces defense; spear), Spider Leg (WP:10, doubled against flying enemies, Lightning- and Wind-elemental; spear), Duplovian Swift Halberd (WP:3, halberd, stuns on successful hits, Hollow [--]), Sven's Dagger (WP: 14, Fire-Earth Elemental)

Artifacts: Sylvania's Cowl (Permits Animal Talk, Headwear), Stingy Gloves (Prevents enemies from ever stealing gold from you; handwear, wearable by everybody), Overkill Gloves (Grants Overkill gold on kills; handwear, suitable for anyone) (currently loaned indefinitely to Namyrra), Winged Sandals (Protects from bound- and slowed-effects; footwear), Fur Leggings (SP: 1, Beast enemies do not deal free hits to the wearer; footwear, suitable for anyone), Shackles of War (Prevents anyone from fleeing battles; Accessory, suitable for anyone), Macabre Collar (Provides immunity to Insta-Kill and Doomed; Accessory, suitable for anyone), Scarf of Misfortune (Wearer deals the Jinxed effect on every third round; Accessory, suitable for anyone), Trickster's Mask of the Elf (changes the wearer into an elf of the same gender when worn; Accessory, suitable for anyone), Sandman’s Parasol (Protects from asleep- and fast asleep –effects; accessory), Enchanted Bracelet (Protects from sealed-effect; accessory), Comfy Pillow (If the user is inflicted by asleep- or fast asleep-effect, they regain full health and ether; accessory.), Unicorn Helmet (SP:1; the wearer can only receive one negative effect at a time, with a new effect replacing the old one; headwear, usable by barbarians, knights, dragoons, infiltrators, regulators, skirmishers, and winged warriors), Tin Gloves (Power +1, multiplied by the number of “tin” artifacts equipped; suitable to knights, dragoons, skirmishers and vindicators; handwear),

Unsuitable Weapons/Artifacts: Weatherfax Broom (WP:25; makes weather forecasts instant instead of being applied at the end of the round; suitable to weather mages; broomstick), Sword of the Vampir (WP:17, user is Jinxed), Sir Roderick's Sword (WP:12, Longsword), Staff of the Cultist Battlemage (WP: 7, staff, 50% chance of Fleeing upon being KO'd), Staff of Ennon - (WP: 5, Light-Elemental, staff, Restores 2 ether on a roll of 2, 3, or 4), Pointy Hat (+2 Max Ether), White Ninja Cowl (The wearer can choose to hide for up to three rounds, avoiding Free Hits; the effect ends if the user targets an enemy; suitable to rogues, beast warriors, chi monks and infiltrators; headwear),

Spell Items (unsuitable): Opal (Ice), Etherial Garnet (Earth+Sealed), Ruby (Fire), Etherial Topaz (Lighting+Stunned)

Tools: Bedroll, Telescope, Shovel, Magnifying Glass, Pickaxe, Magic Compass, Of Power and Mortals

Consumables: Potion, 14x Grand Potion, Tonic, Grand Tonic, 10x Remedy, 9x Mead, 6x Nostrum, Hurricane, 3x Neutralizer, Exterlate, Noxious Venom (When used on a weapon, the weapon deals the Poisoned-by-10 effect for the duration of the battle and the Confused effect for the next three rounds, for the duration of one battle.), Crumbling Venom (-3 HP/-1 SP per round), Blind Fury, Love Potion, Grating Stone, Ella's Pie (Permanently boosts max. ether by 5 but permanently decreases max. health by 5 when consumed.), 3x Stun Bomb, 5x Smoke Bomb, 3x Bone, Negative Nelly (Causes 30 damage and jinxed but has 1/6 chance to break whenever used), 2x Silver Ore, Trial Brew, Henry Award, Shining Polish (SP +2 to one shield or artifact that has SP when consumed.)

21264411861_15532446e4_t.jpg

Miirym, 8-month-old Dragon hatchling (dragon companion controlled by Flipz), Level 42.2 Dragon *Encouraged*

Power Bonus: 3

Power: 42

Health: 46/72

Element: Darkness

Ability: May pay 10 health for a 2/6 chance to make a party member Lucky.

Edited by Endgame
Posted

Wind Sprite Showdown, Round Ten

>Arthur VS Sprite A (back): Dragon Aid (KO)

Just as the forge starts to get too fiery, Miirym jumps in and finishes the last sprite.

Arthur exits with his new Ethereal Sapphire.

16306387965_97c0811ab4_t.jpg

Arthur Justus Regulus VII Ziegfried, a Hero Who Is Actually Worth Something (played by Flipz), Level 42.2 Dragoon, 23-year-old male Human *Immune to Hexed, Petrified, Minimized, Jinxed, Stunned, Slowed, Hastened, Blind, Confused, and Defense Reduction* *Immune to Magic and Healing* *Slowed*

Power Bonus: +6

Health: 38/68

Defense: 58

Gold: 382 (Owed 128 gold by Boomingham)

Equipment: Dauntlet Index (WP: 20, doubled against humanoids, Darkness-elemental; spear), Blue Hand Shield (SP:15, Immune to Hexed, Petrified, Minimized, Jinxed, and Stunned; shield), Tin Armor (SP:6, multiplied by the number of “tin” artifacts equipped; suitable to knights, dragoons, skirmishers and vindicators; bodywear), Shadeaux Cape (SP:13, Immune to Blind, Confused, and Defense Reduction, suitable to those with reputation among the Shadeaux only; if reputation is great, SP is doubled; if reputation is outstanding, SP is tripled; backwear), Tin Greaves (Immunity to Stunned-, Slowed-, and Hastened-effects; footwear), Duplovian Helmet of the Guard (SP:2, Immune to Magic and Healing; headwear, suitable for anyone), Mail of the Renegade Commander (SP: 3, Free hits deal half damage, Bodywear), Coathanger (Allows for a second body wear, accessory),

Abilities: First Breath (Arthur may sacrifice a turn of combat to focus and gain +3 power. Power resets at the end of a battle or when the hero is KO'd).

Inventory:

Weapons: Zoot's Rebel (WP:20 "halberd", suitable to Arthur only), Clockwork Lance (WP:12, Light-elemental, has 1/3 chance to cause slowed-effect on the target; lance), Gladiator Trident (WP: 11, Spear, causes bleeding-by-5 effect), Stag Antlers (WP:10, grants Intimidation; halberd), Metasimian Dory (WP:10, pierces defense; spear), Spider Leg (WP:10, doubled against flying enemies, Lightning- and Wind-elemental; spear), Duplovian Swift Halberd (WP:3, halberd, stuns on successful hits, Hollow [--]), Sven's Dagger (WP: 14, Fire-Earth Elemental)

Artifacts: Sylvania's Cowl (Permits Animal Talk, Headwear), Stingy Gloves (Prevents enemies from ever stealing gold from you; handwear, wearable by everybody), Overkill Gloves (Grants Overkill gold on kills; handwear, suitable for anyone) (currently loaned indefinitely to Namyrra), Winged Sandals (Protects from bound- and slowed-effects; footwear), Fur Leggings (SP: 1, Beast enemies do not deal free hits to the wearer; footwear, suitable for anyone), Shackles of War (Prevents anyone from fleeing battles; Accessory, suitable for anyone), Macabre Collar (Provides immunity to Insta-Kill and Doomed; Accessory, suitable for anyone), Scarf of Misfortune (Wearer deals the Jinxed effect on every third round; Accessory, suitable for anyone), Trickster's Mask of the Elf (changes the wearer into an elf of the same gender when worn; Accessory, suitable for anyone), Sandman’s Parasol (Protects from asleep- and fast asleep –effects; accessory), Enchanted Bracelet (Protects from sealed-effect; accessory), Comfy Pillow (If the user is inflicted by asleep- or fast asleep-effect, they regain full health and ether; accessory.), Unicorn Helmet (SP:1; the wearer can only receive one negative effect at a time, with a new effect replacing the old one; headwear, usable by barbarians, knights, dragoons, infiltrators, regulators, skirmishers, and winged warriors), Tin Gloves (Power +1, multiplied by the number of “tin” artifacts equipped; suitable to knights, dragoons, skirmishers and vindicators; handwear),

Unsuitable Weapons/Artifacts: Weatherfax Broom (WP:25; makes weather forecasts instant instead of being applied at the end of the round; suitable to weather mages; broomstick), Sword of the Vampir (WP:17, user is Jinxed), Sir Roderick's Sword (WP:12, Longsword), Staff of the Cultist Battlemage (WP: 7, staff, 50% chance of Fleeing upon being KO'd), Staff of Ennon - (WP: 5, Light-Elemental, staff, Restores 2 ether on a roll of 2, 3, or 4), Pointy Hat (+2 Max Ether), White Ninja Cowl (The wearer can choose to hide for up to three rounds, avoiding Free Hits; the effect ends if the user targets an enemy; suitable to rogues, beast warriors, chi monks and infiltrators; headwear),

Spell Items (unsuitable): Opal (Ice), Etherial Garnet (Earth+Sealed), Ruby (Fire), Etherial Topaz (Lighting+Stunned) Etherial Sapphire (Wind+Slowed)

Tools: Bedroll, Telescope, Shovel, Magnifying Glass, Pickaxe, Magic Compass, Of Power and Mortals

Consumables: Potion, 14x Grand Potion, Tonic, Grand Tonic, 10x Remedy, 9x Mead, 6x Nostrum, Hurricane, 3x Neutralizer, Exterlate, Noxious Venom (When used on a weapon, the weapon deals the Poisoned-by-10 effect for the duration of the battle and the Confused effect for the next three rounds, for the duration of one battle.), Crumbling Venom (-3 HP/-1 SP per round), Blind Fury, Love Potion, Grating Stone, Ella's Pie (Permanently boosts max. ether by 5 but permanently decreases max. health by 5 when consumed.), 3x Stun Bomb, 5x Smoke Bomb, 3x Bone, Negative Nelly (Causes 30 damage and jinxed but has 1/6 chance to break whenever used), 2x Silver Ore, Trial Brew, Henry Award, Shining Polish (SP +2 to one shield or artifact that has SP when consumed.)

21264411861_15532446e4_t.jpg

Miirym, 8-month-old Dragon hatchling (dragon companion controlled by Flipz), Level 42.2 Dragon *Encouraged*

Power Bonus: 3

Power: 42

Health: 46/72

Element: Darkness

Ability: May pay 10 health for a 2/6 chance to make a party member Lucky.

Posted

"Thank you again, Forge Master. Now, what do I owe you for the Sapphire and for helping me convert my Garnet before?"

OOC: Thanks for running the Rounds, Endgame! :classic:

Posted

I'm confused. Why do the Witches want this power unleashed? What do they have to gain?

Thanks again for the quest, Zeph!

DSCN0006_zpsa556d9c3.jpg

"It's a good question, but not one I know the answer to. The Witches were never malicious towards us. They tempted us, but I think that was just in their nature. We will have to find one and ask them. Surely they will be converging on our ancient foe, if its going to be unleashed again."

The marauder stares as the man known as Guffington slowly turns more and more into something else.

"It's over. Farewell, Gerald... I hope you find new lands to discover, wherever it is you are now..."

Guts inspects himself, dazed from the battle. His gear was dusty and bloody, his weapons in dire need of some care. Along the way he lost his coat and his hat looked bruised and ruined. It's been quite an adventure. And now it was done. Nothing left but to tie up a flew loose ends and start the journey home.

"Felix, U'kin, Doc, everyone alright? Where was I? Ah yes, Piglina.... Wonder how susceptible she's going to be to my requests..."

5f057924-84e7-46b5-8b4f-dc62c39ef980_zps82ba12da.jpg

"Fine enough. Next time you leave me unconscious on the floor, you're going to be in trouble. Got it?" She winks.

IMG_2377_zpslamfdtiw.jpg

"You left me alive," says Piglina, dusting herself off and eying Guffington curiously. "And he doesn't seem murderous. As long as you're taking him back off the island with you, I guess it's no harm done. Still a stupid and reckless mission, but sometimes they work out. What do you need done?"

Drained and relieved that the adventure is over, Matthias moves among the babbling party, his healer's eyes searching out any lingering battle effects and nurturing ether into them. "All of that, to find out only what we already knew - there's some witches up to no good." He reflects that at least the cost of bringing back Passion had not been too great - the entire party still stood, none the worse for wear. As usual, the gnome feels himself the odd man out... everyone else knows everyone else, everyone else was on board with the plan from the beginning, everyone else seems happy with the result. Everyone else is still mortal, except those ...Old Gods. "What becomes of the Anvil now?" he wonders out loud in Doctor Daneeka's direction. "And what of the other artifacts?"

IMG_2377_zpslamfdtiw.jpg

"It was supposed to be a gift to the island."

97044e91-b3a8-4b3b-95c7-412bd3ca9efe_zps626f4568.jpg

"I'm not sure that is wise. If this unknown enemy is going to come wouldn't it be best to separate the artifacts once more? Besides, there are implecations of leaving them here. You could continue to bring those who have passed back from the dead."

IMG_2378_zpsp4n3vhuj.jpg

"Right, so it's only okay if you do it."

DSCN0006_zpsa556d9c3.jpg

"The Sayyip is right. It would be best to spread them out. They are not meant for one person, one place. We learned that, at great cost. We should not have played God." He turns to evaluate Matthias. "You have a lot of life ahead of you. I can tell. You are one of us now too. If you would have it, you should be the warden of the Anvil. If you believe Etheria is safe for it, you may leave it here. If not, I leave it to you. But even if you leave it in Etheria, know that you are responsible for it. It was your choice to leave it here."

"As for a repeat performance, that will be difficult. If I wish to sustain this body, I will have to consume the water you brought from the Fountain. The First Breath will leave this island with the imp and boy. The Dragon's Heart Flame can remain. It seems right that you get something."

IMG_2378_zpsp4n3vhuj.jpg

"Oh great, so the dead-o is making decrees now."

IMG_2379_zpswpjpoov1.jpg

"He is my brother, and he is wise. We will defer to his judgment."

"Melquiades - Iceborn, please."

Hoke appears in the skeleton captain's quarters once more.

"Have you had any luck with the amulet?"

Iceborn looks up from his desk.

IMG_2376_zpshkvyo22y.jpg

"Done making trouble?" He picks up the amulet and tosses it to Hoke. "Interesting thing you've got there. I was able to tinker with it a bit. Hope you're not squeamish about necromancy, that's where my expertise lies."

Iceborn's Improved Summoning Amulet - Can be used once per quest to revive a fallen enemy to join the party. The enemy has a level equal to their previous level, and health equal to the half the health of the hero reviving them. Their class can be determined by the QM, and they cannot be revived by Phoenix Essences. Accessory.

Hybros frowned as he watched Passion speak. It was odd seeing Gerald's body move in such a way that wasn't his own. Still, it was hard to believe he was gone. "So this power... it must be below Etheria, yes? If this is where the Font landed." He nodded. "Guffington would want us to step in and finish this. I too would like to know why these witches would be seeking this power. Are they not the ones who warned you about it in the first place?"

He turned to his fellow heroes. "I wish to visit the Forge Master before I return. Guts, come get me if you find any results with what you seek."

"But first..." he turned towards Zed Zeus. "I do not suppose you are still willing to sell your wares? If so, I will buy a Scroll of Love from you. And how much would you ask for... Gauntlets of Recklessness (HITs become MORTAL HITs, adding lost health to the attack power; suitable to barbarians; handwear.)?"

DSCN0006_zpsa556d9c3.jpg

"Etheria is a small part of our island. The rest of it... could be anywhere. Wherever it ended up crashing. It could be an island in the ocean, or a mountain if it landed on land, or underground. It's impossible to say. Impossible for me to say. But if the Witches are moving, and if you're having visions, then it's likely that someone knows."

IMG_2632_zpsc7pecoqp.jpg

"No trouble selling to you at all! Debates in Etheria come to blows all the time! Nothing new about that. It doesn't do any good to hold grudges, especially when you've been proven wrong! The scroll is yours, and those gauntlets... let's say a nifty 750 gold? They pack a punch."

df3cb463-d00a-42e2-be79-50382133a9da_zpsd7c1984c.jpg

"Hybros." U'Or hands Hybros a small pouch. "I believe it would be best for you to distribute the payment."

x2 Adamantite Shards

x5 Mythril Shards

"Thank you again, Forge Master. Now, what do I owe you for the Sapphire and for helping me convert my Garnet before?"

OOC: Thanks for running the Rounds, Endgame! :classic:

IMG_2639_zpssaji4sv1.jpg

"You did the work for the Garnet. No charge for that. Wouldn't make sense. As for the Sapphire... let's call it 200 gold?"

Posted (edited)

IMG_2639_zpssaji4sv1.jpg

"You did the work for the Garnet. No charge for that. Wouldn't make sense. As for the Sapphire... let's call it 200 gold?"

"That seems more than fair, thank you," Arthur says, handing over the Gold. "You have an excellent setup here, I'll be sure to tell my brother and cousins about this place. Perhaps they will be able to make a pilgrimage to Etheria some day." With one final bow, Arthur and Miirym call Melquiades to take them back to the rest of the party.

Edited by Flipz
Posted

Seeing Zeus present, Arthur heads over to the merchant. "Hello again, Zeus! I don't suppose there's any chance I could buy an Agni Bomb off of you? Would 150 gold be an acceptable price?"

OOC: Gaah, shoot, meant to edit that in, sorry! :blush:

Posted

Iceborn looks up from his desk.

IMG_2376_zpshkvyo22y.jpg

"Done making trouble?" He picks up the amulet and tosses it to Hoke. "Interesting thing you've got there. I was able to tinker with it a bit. Hope you're not squeamish about necromancy, that's where my expertise lies."

Iceborn's Improved Summoning Amulet - Can be used once per quest to revive a fallen enemy to join the party. The enemy has a level equal to their previous level, and health equal to the half the health of the hero reviving them. Their class can be determined by the QM, and they cannot be revived by Phoenix Essences. Accessory.

Hoke hefts the amulet in his palm. A light black mist seems to trail it, and it felt heavier than it looked. The orb in his glove seemed to appreciate the dark company.

"My thanks to you sir. And no, I am never done making trouble," Hoke says with a wink, "Is there anything I owe you?"

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