Scubacarrot Posted September 18, 2015 Posted September 18, 2015 Guts replaces the Orange Mask of Z with Grimmeau's Clothespin. He also hands Prince David his Baffle Bomb, his Neptune Bomb and his Aeolus Bomb. "Dyric, your mulled wine might just come in handy, and I'm not saying that because it's so cold. If we can survive two hits instead of one, that might just be enough." Quote
Scubacarrot Posted September 18, 2015 Posted September 18, 2015 "I think it would be very helpful. We'll stock up more at the next opportunity. We haven't seen a storefront since that dump we picked up McColt." Quote
The Legonater Posted September 18, 2015 Posted September 18, 2015 Here. I toss one mulled wine to Guts while drinking the other one. Let's hope this goes better. Quote
Scubacarrot Posted September 18, 2015 Posted September 18, 2015 "Okay, I think we're as ready as we're going to get. Let's go." Quote
Zepher Posted September 18, 2015 Author Posted September 18, 2015 OoC: Scuba - you gave David a Nostrum, Smelling Salts, and the Fate's Orb. I couldn't tell if you wanted him to hold them or literally drink them. The Fate's Orb can only really be used in combat, which is what led to my confusion. Just clarify for me if he was meant to hold the other two consumables, or consume them! It won't count as a turn for him either way. Also ran the last battle like you were wearing your clothespin. David grabs hold of Guts' wrist right before they charge down the stairs. "Hold steady, Guts. There is no need to be rash." David heals the Marauder. "Now we can begin." The heroes rush down the stairs. The skeletons once more detach themselves from the walls. "No mortals may touch our treasure!" The Enemies Undead Nordic Crew A Level 60 (10*6) Icy Undead *Mob 6* *Immune to Ice and Asleep* Health: 600/600 (100*6) Special: Sacred Vow - The Mob deals damage equal to the all opponents x5. This counts each member of a mob separately. Drops: 40 Gold Undead Nordic Crew B Level 50 (10*5) Icy Undead *Mob 5* *Immune to Ice and Asleep* Health: 500/500 (100*5) Special: Sacred Vow - The Mob deals damage equal to the all opponents x5. This counts each member of a mob separately. Drops: 40 Gold Undead Nordic Crew C Level 60 (10*6) Icy Undead *Mob 6* *Immune to Ice and Asleep* Health: 600/600 (100*6) Special: Sacred Vow - The Mob deals damage equal to the all opponents x5. This counts each member of a mob separately. Drops: 40 Gold Undead Nordic Marauders Level 120 (20*6) Icy Undead *Mob 6* *Immune to Ice, Asleep, and Instant Death* *Lucky* Health: 720/720 (120*6) Special: Icy Riposte - The Marauders are expert fighters. They deal 120 ice damage, slows and disarms the target. The hero must spend the following turn recovering their weapons or using a new one. Passive Special: Gifted Fighters - At the end of each round, the Nordic Mauraders grants itself the lucky, hastened, or encouraged effect. If it already has all these effects, it will grant one to an ally instead. Drops: Opal Undead Nordic Cabin Boy Level 10 Ancient *Immune to Ice* *Lucky* Health: 420/420 Special: Something to Prove - The Nordic Cabin Boy proves his worth to the rest of the crew by hexing and dooming the target. He confuses the rest of the party. Passive Special: Underestimated - The Cabin Boy is always lucky. Passive Special II: Really Trying to Prove Himself - The Cabin Boy uses his Special on Free Hits. Drops: Cabin Boy's Rags (All other party members gain +3 power, bodywear) The Party Guts Holla (Scubacarrot) *Dancing**Dualstriking**Immune to all Elements, Weakened, Fragile, Asleep, Confused, Slowed, Afraid, Blinded and first negative effect.* *Encouraged* *Lucky* *Hastened* *Inspired* 45 year old male human Marauder Level: 39.75 Power Bonus: 4 Health: 63/63 126/126 (+1 bonus) Defense: 4 8 Gold: 9086 Equipment: Balanced Rapier (WP: 20, ignores defense, second weapon ignores defense, Longsword, suitable for Marauders) & Mythril Edge (WP: 64, Ice, Darkness, Light, attacks restore 3 health, dagger), Dancing Shoes (Wearer dances well, in the turn after a miss is rolled, the wearer can act twice. +Immunity to Asleep, Confused, Fragile, Slowed, Afraid, Weakened and Blinded, + Immunity to Darkness, Light, Fire, Air, Earth, Wood, Lightning, and Ice Elemental Damage, footwear), Crocodile Armour (+4 Defense +Immunity to Water Magic, bodywear), Pugilist's Gloves (2+ Power, Immune to Weakened, handwear), Grimmeau's Clothespin (Grants Immunity to first negative effect each battle. Headwear), Inventory: • Pronged Gauntlet (WP:6, dagger), M.U.C.A (WP: 12, bleeding 3, Axe) Giant Axe (WP:10, dual-strike, axe), • Jester's Hat (Wearer may choose to gain one immunity from targeted enemy, suitable for anyone), Rubber Gloves, Blessed Amulet (Immunity to Cursed, accessory), Bomber's Belt (Craft Bomb creates Potent bombs, doubling the damage output of all bombs created, does not stack, accessory, suitable for cannoneers), Magnar's Smaller Axe (Grants Dual Strike to classes wielding axes, can't wear shield. handwear), Marauder’s Mantle (Grants permanent reinforced-effect, doubling defense; suitable to marauders; back wear), Blue Guardian Mask (Shield, SP: 2, Protects against Weakened, Fragile and Afraid), Orange Mask of Z (Headwear, if an attack would KO a foe the remaining damage is applied to the next enemy), • Beholder's Eye, Shovel, Telescope, Magnifying Glass, Pickaxe, Bedroll, Decamodifier, Magic Compass • 92x Potion, 16x Grand Potion, 3x Health Core, 3x Diluted Arc Potion, 2x Arc Potion, 3x Elixir, 6x Phoenix Essence, 28x Remedy, Neutralizer, Crimson Serum (Grants Mutated Effect for one battle.), x2 Arc Elixir, Hyper Arc Tonic (Restores All ether to allies, consumable), 2x Ambrosia, 17x Mead, 9x Smelling Salts, 7x Nostrum, x4 Bad Breath, 2x Wyvern's Breath, 2x Tonic, Grand Tonic, 2x Purging Water, 3x Smile of the Gods, 3x Fortune Flush, 5x Venom, 2x Bone, Soma, Silver Ore (worth 60 gold), x2 Feather of White (Allows the user to hide for up to three rounds, avoiding Free Hits. The effect ends if the user targets an enemy.), Ether Core, Last Resort, 2x Bravado Brew, 12x Rum, x3 Grating Stone, • 5x Smoke Bomb, Dirt Bomb, 2x Water Bomb, Blind Bomb, 2x Confuse Bomb, 2x Poison Bomb, 2x Seal Bomb, Sleep Bomb, 5x Mystic Bomb, Sand Bomb (Deals 30 earth-elemental damage and the blinded-effect to all enemies), • Topaz, Amethyst, Sapphire, Crystal Ball (Worth 200 gold, 400 in magic shops), Gold Ring (Worth 15 gold; can be given to someone to make them enamored with the giver) Dyric Rone (The Legonater) Human male, Assassin *Immune to All Elements and Blinded* *Permanently Lucky* *Hastened* *Encouraged* *Inspired* Level 31.5 Power Bonus: 0 Defense: 6 Health: 43/43 86/86 Gold: 317 Equipment: Crossbow of Incessant Warmongerers (WP: 26; Darkness-elemental, on non-AoE rolls, also deals Damage to the enemies above and below the target upon a successful hit; Crossbow), Lucky Die (User is permanently *Lucky*; suitable for anyone; Accessory), Night's Helmet (SP: 6; immune to Water, Wood, Earth, Ice, Fire, Wind, Lightning, Light, Darkness, and Blinded; suitable for anyone; Headwear), Sticky Gloves (increases amount of Gold stolen by 50%; suitable for Rogues and Beast Warriors; Handwear) Inventory: • Mockthril Longbow (WP: 27; Ice-elemental; Longbow), Requiem (WP: 20; Wood- and Light-elemental; Longbow), Tarok's Wrath (WP: 20, 1/2; chance to Instantly Kill orcs; Dagger), Double Chain Whip (WP: 10; Whip), Throwing Knife (WP: 4; Throwing Weapon), Pongcanis Dagger (WP: 8; Dagger),, Double-Barreled Handcannon (WP: 15, fire-elemental, dual-strike, hand cannon), Unlucky Horseshoe (WP:13, retrievable throwing weapon, causes Jinxed-effect), Banana Bladerang (WP:9, damage all; throwing weapon), • Winged Sandals (immune to Bound and Slowed; suitable for anyone; Footwear), Ambrose's Heart (Artifact, suitable to Evokers, Accessory, +5 power), Sigil of the Cold Circle - (Raise an Army costs twice as much ether, but raised undead are three times as powerful, accessory, suitable for necromancers), Cloak of the Red Assassin (Chance of Assassination is 1/3, suitable for Assassins; backwear), • Diamond, Opal, 3 Silver Ore (Worth 60 gold) • Bedroll, Shovel, Magic Compass • Potions (3), Grand Potions (6), Tonic, Remedies (2), Banana (restores full HP to target), Elixir (2), Cosmic Essence, Meads (2), Nostrum, Soma, Venom (2), Crimson Venom (Causes a weapon to deal the Poisoned by 7 and Cursed effects for the duration of one battle), Mythril Shards (4/4 Mythril), Military Grade Light Bomb, Military Grade Darkness Bomb, Fire Bomb, Smoke Bomb, Diamond Lamp of Summoning (1/3 uses left), Bones (2), Skeleton Decoy, Demon Repellent (Makes the user impervious to direct attacks from demons during one battle unless the user is the only hero left standing; consumable), Feather of White (Allows the user to hide for up to three rounds, avoiding Free Hits. The effect ends if the user targets an enemy.), Crystal Ball (Worth 50 gold, 100 in magic shops), Earthwyrm Fang (Grants the encouraged-, lucky-, reinforced-, and blinded- effects for the duration of one battle), Phoenix Essence (2) Matthias the Carnival Crusader (StickFig) Level 25 Druid *Gains 10 gold for each Humanoid killed* *Immune to Bound, Slowed* *Encouraged* *Lucky* *Hastened* Power Bonus: 20 (+2 WP) Defense: 4 Health: 35/35 Ether: 19/25 Gold: 1259 Equipment: Restored Fireball Extraordinaire (WP:9, also hits enemies listed above and below the target, Darkness- and Lightning-elemental, user is Slowed, hand cannon, poisoned -1), Hunter's Plate (SP:4, wearer gains 10 gold for each Humanoid killed, suitable for rogues, rangers, barbarians, beast warriors, infiltrators, regulators, and winged warriors) (Dreyrugr), Winged Sandals (Protects from Bound and Slowed effects, footwear), DDSSA (+2 health, +2 WP, +10 power) Inventory: Peashooter (WP:2, deals Burning -2, hand cannon), Pongcanis Crossbow (WP:8, crossbow), Ruby (Fire), 4x Bone, Deadly Venom, 2x Elixir, Grand Potion, Grating Stone, Potion, 2x Red Death Blood, 4x Remedy, 5x Tonic, Doomsday Bomb (Deals 99 damage, bomb), 2x Smoke Bomb, Bedroll, Magic Compass, Dapper Hat (This amazingly dapper hat gives the wearer a ⅙ chance of being Encouraged at the start of any battle, headwear), Crocodile Handbag (Max. ether +2, immunity to water; accessory), 2x Phoenix Essence Prince David (Follows Matthias) Level 25 Cleric *Immune to Fire* *Hastened* *Lucky* Health: 33/33 Ether: 27/29 Equipment: Wooden Staff (WP: 8), Red Lizard Cloak (Immune to Fire, Backwear), Robes of the God of Light (Grants the wearer blessed, Suitable to Clerics, Paladins and Vindicators) Inventory: Potion x2, Grand Potion, Tonic, Remedy x2, Phoenix Essence x2, Fate's Orb, Baffle Bomb, Aeolus Bomb, Neptune Bomb Quote
The Legonater Posted September 18, 2015 Posted September 18, 2015 I fire at Crew A (Cabin Boy, B) and B (A, C). Quote
Scubacarrot Posted September 18, 2015 Posted September 18, 2015 (edited) I meant for him to use them. Prince David throws Baffle Bomb and Aeolus Bomb. Matthias attacks Crew C from the back row, twice if not damaged, once if damaged. Guts throws a Purging Water at the enemy party, and attacks the Cabin bow with the Balanced Rapier and the Marauders from the back row with Mythril Edge. Battle order: David Dyric Guts Matthias Edited September 18, 2015 by Scubacarrot Quote
Zepher Posted September 19, 2015 Author Posted September 19, 2015 OoC: What does the baffle bomb do? Quote
Scubacarrot Posted September 19, 2015 Posted September 19, 2015 OoC: What does the baffle bomb do? 15 damage and confuse, it's an alchemist bomb. Quote
Zepher Posted September 20, 2015 Author Posted September 20, 2015 The Iceborn Crew Take Two Battle Round One >David throws Baffle Bomb (15 Damage, Confused) >David throws Aeolus Bomb (100 Wind Damage) >Dyric v. Crew A - Special Damage/Critical Hit (Crew A Assassination, ([26*2]+31)*2=166 Cabin Boy & Crew B) >Dyric v. Crew B - Shield/Critical Hit (Assassination Crew C) >Guts throws Purging Water >Guts v. Cabin Boy/Marauders - Special Damage (Guts Doomed, Party Confused) (Guts Disarmed) Matthias v. Crew C - Critical Hit/Critical Hit (No Confusion, ([(9+2)*2]+20+25)*2=134 Damage Crew C, Crew B, Maruaders) Matthias v. Crew C - Aim/Critical Hit (Confused v. David - 134 Damage David, Matthias and Guts, All KO'd) The battle this time proves much easier, as the heroes cleave through their foes... though it's a confusing round for sure, and somehow Matthias ends up firing on David, himself, and Guts... so that only Dyric is left standing against their hoard of foes! The Enemies Undead Nordic Crew A Level 40 (10*4) Icy Undead *Mob 4* *Immune to Ice and Asleep* *Confused (3 Rounds)* Health: 400/400 (100*5) Special: Sacred Vow - The Mob deals damage equal to the all opponents x5. This counts each member of a mob separately. Drops: 40 Gold Undead Nordic Crew B Level 10 (10*1) Icy Undead *Mob 1* *Immune to Ice and Asleep* *Confused (3 Rounds)* Health: 85/100 (100*3) Special: Sacred Vow - The Mob deals damage equal to the all opponents x5. This counts each member of a mob separately. Drops: 40 Gold Undead Nordic Crew C Level 40 (10*4) Icy Undead *Mob 4* *Immune to Ice and Asleep* *Confused (3 Rounds)* Health: 351/400 (100*4) Special: Sacred Vow - The Mob deals damage equal to the all opponents x5. This counts each member of a mob separately. Drops: 40 Gold Undead Nordic Marauders Level 100 (20*5) Icy Undead *Mob 6* *Immune to Ice, Asleep, and Instant Death* *Confused (3 Rounds)* Health: 471/600 (120*5) Special: Icy Riposte - The Marauders are expert fighters. They deal 120 ice damage, slows and disarms the target. The hero must spend the following turn recovering their weapons or using a new one. Passive Special: Gifted Fighters - At the end of each round, the Nordic Mauraders grants itself the lucky, hastened, or encouraged effect. If it already has all these effects, it will grant one to an ally instead. Drops: Opal Undead Nordic Cabin Boy Level 10 Ancient *Immune to Ice* *Confused (3 Rounds)* *Lucky* Health: 189/420 Special: Something to Prove - The Nordic Cabin Boy proves his worth to the rest of the crew by hexing and dooming the target. He confuses the rest of the party. Passive Special: Underestimated - The Cabin Boy is always lucky. Passive Special II: Really Trying to Prove Himself - The Cabin Boy uses his Special on Free Hits. Drops: Cabin Boy's Rags (All other party members gain +3 power, bodywear) The Party Guts Holla (Scubacarrot) *Dancing**Dualstriking**Immune to all Elements, Weakened, Fragile, Asleep, Confused, Slowed, Afraid, Blinded and first negative effect.* *KO'd* 45 year old male human Marauder Level: 39.75 Power Bonus: 4 Health: 0/63 (+1 bonus) Defense: 4 8 Gold: 9086 Equipment: Balanced Rapier (WP: 20, ignores defense, second weapon ignores defense, Longsword, suitable for Marauders) & Mythril Edge (WP: 64, Ice, Darkness, Light, attacks restore 3 health, dagger), Dancing Shoes (Wearer dances well, in the turn after a miss is rolled, the wearer can act twice. +Immunity to Asleep, Confused, Fragile, Slowed, Afraid, Weakened and Blinded, + Immunity to Darkness, Light, Fire, Air, Earth, Wood, Lightning, and Ice Elemental Damage, footwear), Crocodile Armour (+4 Defense +Immunity to Water Magic, bodywear), Pugilist's Gloves (2+ Power, Immune to Weakened, handwear), Grimmeau's Clothespin (Grants Immunity to first negative effect each battle. Headwear), Inventory: • Pronged Gauntlet (WP:6, dagger), M.U.C.A (WP: 12, bleeding 3, Axe) Giant Axe (WP:10, dual-strike, axe), • Jester's Hat (Wearer may choose to gain one immunity from targeted enemy, suitable for anyone), Rubber Gloves, Blessed Amulet (Immunity to Cursed, accessory), Bomber's Belt (Craft Bomb creates Potent bombs, doubling the damage output of all bombs created, does not stack, accessory, suitable for cannoneers), Magnar's Smaller Axe (Grants Dual Strike to classes wielding axes, can't wear shield. handwear), Marauder’s Mantle (Grants permanent reinforced-effect, doubling defense; suitable to marauders; back wear), Blue Guardian Mask (Shield, SP: 2, Protects against Weakened, Fragile and Afraid), Orange Mask of Z (Headwear, if an attack would KO a foe the remaining damage is applied to the next enemy), • Beholder's Eye, Shovel, Telescope, Magnifying Glass, Pickaxe, Bedroll, Decamodifier, Magic Compass • 92x Potion, 16x Grand Potion, 3x Health Core, 3x Diluted Arc Potion, 2x Arc Potion, 3x Elixir, 6x Phoenix Essence, 28x Remedy, Neutralizer, Crimson Serum (Grants Mutated Effect for one battle.), x2 Arc Elixir, Hyper Arc Tonic (Restores All ether to allies, consumable), 2x Ambrosia, 17x Mead, 9x Smelling Salts, 7x Nostrum, x4 Bad Breath, 2x Wyvern's Breath, 2x Tonic, Grand Tonic, Purging Water, 3x Smile of the Gods, 3x Fortune Flush, 5x Venom, 2x Bone, Soma, Silver Ore (worth 60 gold), x2 Feather of White (Allows the user to hide for up to three rounds, avoiding Free Hits. The effect ends if the user targets an enemy.), Ether Core, Last Resort, 2x Bravado Brew, 12x Rum, x3 Grating Stone, • 5x Smoke Bomb, Dirt Bomb, 2x Water Bomb, Blind Bomb, 2x Confuse Bomb, 2x Poison Bomb, 2x Seal Bomb, Sleep Bomb, 5x Mystic Bomb, Sand Bomb (Deals 30 earth-elemental damage and the blinded-effect to all enemies), • Topaz, Amethyst, Sapphire, Crystal Ball (Worth 200 gold, 400 in magic shops), Gold Ring (Worth 15 gold; can be given to someone to make them enamored with the giver) Dyric Rone (The Legonater) Human male, Assassin *Immune to All Elements and Blinded* *Permanently Lucky* *Hastened* *Encouraged* *Inspired* *Confused (3 Rounds)* Level 31.5 Power Bonus: 0 Defense: 6 Health: 43/43 86/86 Gold: 317 Equipment: Crossbow of Incessant Warmongerers (WP: 26; Darkness-elemental, on non-AoE rolls, also deals Damage to the enemies above and below the target upon a successful hit; Crossbow), Lucky Die (User is permanently *Lucky*; suitable for anyone; Accessory), Night's Helmet (SP: 6; immune to Water, Wood, Earth, Ice, Fire, Wind, Lightning, Light, Darkness, and Blinded; suitable for anyone; Headwear), Sticky Gloves (increases amount of Gold stolen by 50%; suitable for Rogues and Beast Warriors; Handwear) Inventory: • Mockthril Longbow (WP: 27; Ice-elemental; Longbow), Requiem (WP: 20; Wood- and Light-elemental; Longbow), Tarok's Wrath (WP: 20, 1/2; chance to Instantly Kill orcs; Dagger), Double Chain Whip (WP: 10; Whip), Throwing Knife (WP: 4; Throwing Weapon), Pongcanis Dagger (WP: 8; Dagger),, Double-Barreled Handcannon (WP: 15, fire-elemental, dual-strike, hand cannon), Unlucky Horseshoe (WP:13, retrievable throwing weapon, causes Jinxed-effect), Banana Bladerang (WP:9, damage all; throwing weapon), • Winged Sandals (immune to Bound and Slowed; suitable for anyone; Footwear), Ambrose's Heart (Artifact, suitable to Evokers, Accessory, +5 power), Sigil of the Cold Circle - (Raise an Army costs twice as much ether, but raised undead are three times as powerful, accessory, suitable for necromancers), Cloak of the Red Assassin (Chance of Assassination is 1/3, suitable for Assassins; backwear), • Diamond, Opal, 3 Silver Ore (Worth 60 gold) • Bedroll, Shovel, Magic Compass • Potions (3), Grand Potions (6), Tonic, Remedies (2), Banana (restores full HP to target), Elixir (2), Cosmic Essence, Meads (2), Nostrum, Soma, Venom (2), Crimson Venom (Causes a weapon to deal the Poisoned by 7 and Cursed effects for the duration of one battle), Mythril Shards (4/4 Mythril), Military Grade Light Bomb, Military Grade Darkness Bomb, Fire Bomb, Smoke Bomb, Diamond Lamp of Summoning (1/3 uses left), Bones (2), Skeleton Decoy, Demon Repellent (Makes the user impervious to direct attacks from demons during one battle unless the user is the only hero left standing; consumable), Feather of White (Allows the user to hide for up to three rounds, avoiding Free Hits. The effect ends if the user targets an enemy.), Crystal Ball (Worth 50 gold, 100 in magic shops), Earthwyrm Fang (Grants the encouraged-, lucky-, reinforced-, and blinded- effects for the duration of one battle), Phoenix Essence (2) Matthias the Carnival Crusader (StickFig) Level 25 Druid *Gains 10 gold for each Humanoid killed* *Immune to Bound, Slowed* *Encouraged* *Lucky* *Hastened* *Confused (3 Rounds)* Power Bonus: 20 (+2 WP) Defense: 4 Health: 0/35 Ether: 19/25 Gold: 1259 Equipment: Restored Fireball Extraordinaire (WP:9, also hits enemies listed above and below the target, Darkness- and Lightning-elemental, user is Slowed, hand cannon, poisoned -1), Hunter's Plate (SP:4, wearer gains 10 gold for each Humanoid killed, suitable for rogues, rangers, barbarians, beast warriors, infiltrators, regulators, and winged warriors) (Dreyrugr), Winged Sandals (Protects from Bound and Slowed effects, footwear), DDSSA (+2 health, +2 WP, +10 power) Inventory: Peashooter (WP:2, deals Burning -2, hand cannon), Pongcanis Crossbow (WP:8, crossbow), Ruby (Fire), 4x Bone, Deadly Venom, 2x Elixir, Grand Potion, Grating Stone, Potion, 2x Red Death Blood, 4x Remedy, 5x Tonic, Doomsday Bomb (Deals 99 damage, bomb), 2x Smoke Bomb, Bedroll, Magic Compass, Dapper Hat (This amazingly dapper hat gives the wearer a ⅙ chance of being Encouraged at the start of any battle, headwear), Crocodile Handbag (Max. ether +2, immunity to water; accessory), 2x Phoenix Essence Prince David (Follows Matthias) Level 25 Cleric *Immune to Fire* Health: 0/33 Ether: 27/29 Equipment: Wooden Staff (WP: 8), Red Lizard Cloak (Immune to Fire, Backwear), Robes of the God of Light (Grants the wearer blessed, Suitable to Clerics, Paladins and Vindicators) Inventory: Potion x2, Grand Potion, Tonic, Remedy x2, Phoenix Essence x2, Fate's Orb, Baffle Bomb, Aeolus Bomb, Neptune Bomb Quote
The Legonater Posted September 20, 2015 Posted September 20, 2015 (edited) Well, that's not good. Alright, Guts, get up. You'll bring up Matthias and he can target the Marauders. We should be able to withstand that. I use a Pheonix Essence on Guts, then fire at Crew A (Cabin Boy, Crew B) Guts uses Essence on Matthias, Matthias targets Marauders (Crew C, Cabin Boy). Objections? Edited September 20, 2015 by The Legonater Quote
Scubacarrot Posted September 20, 2015 Posted September 20, 2015 Guts was lucky, the cabin boy was not. Quote
The Legonater Posted September 20, 2015 Posted September 20, 2015 The cabin boy is definitely lucky. Quote
Zepher Posted September 20, 2015 Author Posted September 20, 2015 I'm sorry, but he is lucky. I think this is pretty clearly phrased. Passive Special: Underestimated - The Cabin Boy is always lucky. When enemies remove all positive effects from heroes, I always leave Dyric's lucky and Hybros' hastened intact. This is indeed a tough battle, I recognize that, but he was lucky. Quote
Scubacarrot Posted September 20, 2015 Posted September 20, 2015 (edited) "You know what, I see how it is, sod this." He'd never used it before, but if there ever was a time to, now would be it. As a last resort, Guts uses his ring, the Beholder's eye, to reroll the last round. Edited September 21, 2015 by Scubacarrot Quote
Zepher Posted September 20, 2015 Author Posted September 20, 2015 OoC: Awesome call. I'm still going to dock Dyric that Phoenix Essence, because technically he had to use it... but not... hm. I don't know. I could see the argument either way. What do you guys think? I'm leaving it be for now. Upon arising Guts takes stock of the situation, the skeletons closing in, Matthias and David out stone cold on the floor... and gives his ring a little twist. Suddenly all the heroes lurch backwards, skeletons re-assemble, with a strange sucking sound bombs implode and solidify, and to everyone but Guts, the last round feels like a strange fleeting dream. The Iceborn Crew Take Two Battle Round One >David throws Baffle Bomb (15 Damage, Confused) >David throws Aeolus Bomb (100 Wind Damage) >Dyric v. Crew A - Aim/Hit (26+31=57 Damage, Cabin Boy & Crew B) >Dyric v. Crew B - Aim/Hit (57 Damage, Crew A & Crew C) >Guts throws Purging Water >Guts v. Cabin Boy/Marauders - Hit ([64+4+39]*2=214 Damage Cabin Boy) (Marauders Immune) Matthias v. Crew C - Shield/Special Damage (No Effect) Matthias v. Crew C - Damage/Special Damage (Confused, v. Crew B 50 Damage) This time things go pretty a-okay. Only Matthias' cannon jams in the cold, and even then the skeletons get all muddled and end up attacking each other instead of the heroes. The Enemies Undead Nordic Crew A Level 40 (10*4) Icy Undead *Mob 4* *Immune to Ice and Asleep* *Confused (3 Rounds)* Health: 371/400 (100*4) Special: Sacred Vow - The Mob deals damage equal to the all opponents x5. This counts each member of a mob separately. Drops: 40 Gold Undead Nordic Crew B Level 30 (10*3) Icy Undead *Mob 3* *Immune to Ice and Asleep* *Confused (3 Rounds)* Health: 221/300 (100*3) Special: Sacred Vow - The Mob deals damage equal to the all opponents x5. This counts each member of a mob separately. Drops: 40 Gold Undead Nordic Crew C Level 50 (10*5) Icy Undead *Mob 5* *Immune to Ice and Asleep* *Confused (3 Rounds)* Health: 428/500 (100*5) Special: Sacred Vow - The Mob deals damage equal to the all opponents x5. This counts each member of a mob separately. Drops: 40 Gold Undead Nordic Marauders Level 120 (20*6) Icy Undead *Mob 6* *Immune to Ice, Asleep, and Instant Death* *Confused (3 Rounds)* Health: 605/720 (120*6) Special: Icy Riposte - The Marauders are expert fighters. They deal 120 ice damage, slows and disarms the target. The hero must spend the following turn recovering their weapons or using a new one. Passive Special: Gifted Fighters - At the end of each round, the Nordic Mauraders grants itself the lucky, hastened, or encouraged effect. If it already has all these effects, it will grant one to an ally instead. Drops: Opal Undead Nordic Cabin Boy Level 10 Ancient *Immune to Ice* *Lucky* *Confused (3 Rounds)* Health: 34/420 Special: Something to Prove - The Nordic Cabin Boy proves his worth to the rest of the crew by hexing and dooming the target. He confuses the rest of the party. Passive Special: Underestimated - The Cabin Boy is always lucky. Passive Special II: Really Trying to Prove Himself - The Cabin Boy uses his Special on Free Hits. Drops: Cabin Boy's Rags (All other party members gain +3 power, bodywear) The Party Guts Holla (Scubacarrot) *Dancing**Dualstriking**Immune to all Elements, Weakened, Fragile, Asleep, Confused, Slowed, Afraid, Blinded and first negative effect.* *Encouraged* *Lucky* *Hastened* *Inspired* 45 year old male human Marauder Level: 39.75 Power Bonus: 4 Health: 63/63 126/126 (+1 bonus) Defense: 4 8 Gold: 9086 Equipment: Balanced Rapier (WP: 20, ignores defense, second weapon ignores defense, Longsword, suitable for Marauders) & Mythril Edge (WP: 64, Ice, Darkness, Light, attacks restore 3 health, dagger), Dancing Shoes (Wearer dances well, in the turn after a miss is rolled, the wearer can act twice. +Immunity to Asleep, Confused, Fragile, Slowed, Afraid, Weakened and Blinded, + Immunity to Darkness, Light, Fire, Air, Earth, Wood, Lightning, and Ice Elemental Damage, footwear), Crocodile Armour (+4 Defense +Immunity to Water Magic, bodywear), Pugilist's Gloves (2+ Power, Immune to Weakened, handwear), Grimmeau's Clothespin (Grants Immunity to first negative effect each battle. Headwear), Inventory: • Pronged Gauntlet (WP:6, dagger), M.U.C.A (WP: 12, bleeding 3, Axe) Giant Axe (WP:10, dual-strike, axe), • Jester's Hat (Wearer may choose to gain one immunity from targeted enemy, suitable for anyone), Rubber Gloves, Blessed Amulet (Immunity to Cursed, accessory), Bomber's Belt (Craft Bomb creates Potent bombs, doubling the damage output of all bombs created, does not stack, accessory, suitable for cannoneers), Magnar's Smaller Axe (Grants Dual Strike to classes wielding axes, can't wear shield. handwear), Marauder’s Mantle (Grants permanent reinforced-effect, doubling defense; suitable to marauders; back wear), Blue Guardian Mask (Shield, SP: 2, Protects against Weakened, Fragile and Afraid), Orange Mask of Z (Headwear, if an attack would KO a foe the remaining damage is applied to the next enemy), • Beholder's Eye, Shovel, Telescope, Magnifying Glass, Pickaxe, Bedroll, Decamodifier, Magic Compass • 92x Potion, 16x Grand Potion, 3x Health Core, 3x Diluted Arc Potion, 2x Arc Potion, 3x Elixir, 6x Phoenix Essence, 28x Remedy, Neutralizer, Crimson Serum (Grants Mutated Effect for one battle.), x2 Arc Elixir, Hyper Arc Tonic (Restores All ether to allies, consumable), 2x Ambrosia, 17x Mead, 9x Smelling Salts, 7x Nostrum, x4 Bad Breath, 2x Wyvern's Breath, 2x Tonic, Grand Tonic, Purging Water, 3x Smile of the Gods, 3x Fortune Flush, 5x Venom, 2x Bone, Soma, Silver Ore (worth 60 gold), x2 Feather of White (Allows the user to hide for up to three rounds, avoiding Free Hits. The effect ends if the user targets an enemy.), Ether Core, Last Resort, 2x Bravado Brew, 12x Rum, x3 Grating Stone, • 5x Smoke Bomb, Dirt Bomb, 2x Water Bomb, Blind Bomb, 2x Confuse Bomb, 2x Poison Bomb, 2x Seal Bomb, Sleep Bomb, 5x Mystic Bomb, Sand Bomb (Deals 30 earth-elemental damage and the blinded-effect to all enemies), • Topaz, Amethyst, Sapphire, Crystal Ball (Worth 200 gold, 400 in magic shops), Gold Ring (Worth 15 gold; can be given to someone to make them enamored with the giver) Dyric Rone (The Legonater) Human male, Assassin *Immune to All Elements and Blinded* *Permanently Lucky* *Hastened* *Encouraged* *Inspired* Level 31.5 Power Bonus: 0 Defense: 6 Health: 43/43 86/86 Gold: 317 Equipment: Crossbow of Incessant Warmongerers (WP: 26; Darkness-elemental, on non-AoE rolls, also deals Damage to the enemies above and below the target upon a successful hit; Crossbow), Lucky Die (User is permanently *Lucky*; suitable for anyone; Accessory), Night's Helmet (SP: 6; immune to Water, Wood, Earth, Ice, Fire, Wind, Lightning, Light, Darkness, and Blinded; suitable for anyone; Headwear), Sticky Gloves (increases amount of Gold stolen by 50%; suitable for Rogues and Beast Warriors; Handwear) Inventory: • Mockthril Longbow (WP: 27; Ice-elemental; Longbow), Requiem (WP: 20; Wood- and Light-elemental; Longbow), Tarok's Wrath (WP: 20, 1/2; chance to Instantly Kill orcs; Dagger), Double Chain Whip (WP: 10; Whip), Throwing Knife (WP: 4; Throwing Weapon), Pongcanis Dagger (WP: 8; Dagger),, Double-Barreled Handcannon (WP: 15, fire-elemental, dual-strike, hand cannon), Unlucky Horseshoe (WP:13, retrievable throwing weapon, causes Jinxed-effect), Banana Bladerang (WP:9, damage all; throwing weapon), • Winged Sandals (immune to Bound and Slowed; suitable for anyone; Footwear), Ambrose's Heart (Artifact, suitable to Evokers, Accessory, +5 power), Sigil of the Cold Circle - (Raise an Army costs twice as much ether, but raised undead are three times as powerful, accessory, suitable for necromancers), Cloak of the Red Assassin (Chance of Assassination is 1/3, suitable for Assassins; backwear), • Diamond, Opal, 3 Silver Ore (Worth 60 gold) • Bedroll, Shovel, Magic Compass • Potions (3), Grand Potions (6), Tonic, Remedies (2), Banana (restores full HP to target), Elixir (2), Cosmic Essence, Meads (2), Nostrum, Soma, Venom (2), Crimson Venom (Causes a weapon to deal the Poisoned by 7 and Cursed effects for the duration of one battle), Mythril Shards (4/4 Mythril), Military Grade Light Bomb, Military Grade Darkness Bomb, Fire Bomb, Smoke Bomb, Diamond Lamp of Summoning (1/3 uses left), Bones (2), Skeleton Decoy, Demon Repellent (Makes the user impervious to direct attacks from demons during one battle unless the user is the only hero left standing; consumable), Feather of White (Allows the user to hide for up to three rounds, avoiding Free Hits. The effect ends if the user targets an enemy.), Crystal Ball (Worth 50 gold, 100 in magic shops), Earthwyrm Fang (Grants the encouraged-, lucky-, reinforced-, and blinded- effects for the duration of one battle), Phoenix Essence (2) Matthias the Carnival Crusader (StickFig) Level 25 Druid *Gains 10 gold for each Humanoid killed* *Immune to Bound, Slowed* *Encouraged* *Lucky* *Hastened* Power Bonus: 20 (+2 WP) Defense: 4 Health: 35/35 Ether: 19/25 Gold: 1259 Equipment: Restored Fireball Extraordinaire (WP:9, also hits enemies listed above and below the target, Darkness- and Lightning-elemental, user is Slowed, hand cannon, poisoned -1), Hunter's Plate (SP:4, wearer gains 10 gold for each Humanoid killed, suitable for rogues, rangers, barbarians, beast warriors, infiltrators, regulators, and winged warriors) (Dreyrugr), Winged Sandals (Protects from Bound and Slowed effects, footwear), DDSSA (+2 health, +2 WP, +10 power) Inventory: Peashooter (WP:2, deals Burning -2, hand cannon), Pongcanis Crossbow (WP:8, crossbow), Ruby (Fire), 4x Bone, Deadly Venom, 2x Elixir, Grand Potion, Grating Stone, Potion, 2x Red Death Blood, 4x Remedy, 5x Tonic, Doomsday Bomb (Deals 99 damage, bomb), 2x Smoke Bomb, Bedroll, Magic Compass, Dapper Hat (This amazingly dapper hat gives the wearer a ⅙ chance of being Encouraged at the start of any battle, headwear), Crocodile Handbag (Max. ether +2, immunity to water; accessory), 2x Phoenix Essence Prince David (Follows Matthias) Level 25 Cleric *Immune to Fire* *Hastened* *Lucky* Health: 33/33 Ether: 27/29 Equipment: Wooden Staff (WP: 8), Red Lizard Cloak (Immune to Fire, Backwear), Robes of the God of Light (Grants the wearer blessed, Suitable to Clerics, Paladins and Vindicators) Inventory: Potion x2, Grand Potion, Tonic, Remedy x2, Phoenix Essence x2, Fate's Orb, Neptune Bomb Quote
The Legonater Posted September 20, 2015 Posted September 20, 2015 Well that's not go- whoa. Deja vu. Did someone's pocket-watch break or something? Nevermind, let's keep up the good work. I target Nordic Crew A (Cabin Boy, Crew B) and Crew C (Crew B, Marauders) Quote
Scubacarrot Posted September 21, 2015 Posted September 21, 2015 Guts stands ready to attack, his one arm wrapped around his ring, for some reason. Quickly, he gets back in a proper fighting stance, they had skeletons to defeat, this was not the time for tricks. Guts throws a Wyvern's Breath, then attacks the Marauders and C from the back row with Lifestealer and Balanced Rapier. Matthias attacks B, if he is damaged and NOT healed he stands down, otherwise he attacks again. David Throws the Neptune Bomb, and stands ready to heal as needed. Battle order: David Dyric Dyric Guts Guts Matthias David Matthias Quote
Zepher Posted September 21, 2015 Author Posted September 21, 2015 OoC: Forgot to give the Marauders a positive effect at the end of the last round - to make up for it, I will give them two at the end of this round. The Iceborn Crew Take Two Battle Round Three >David throws Neptune Bomb (100 Damage, Cabin Boy KO'd) >Dyric v. Crew A - Hit/Damage (57 Damage Marauders & Crew B) >Dyric v. Crew C - Damage/Shield (No Assassinations, 80*1.5=120 Gold) >Guts uses a Wyvern's Breath (-10 Poisoned All) >Guts v. Marauders and Crew C - Hit/Special Damage (No Effect) >Matthias v. Crew B - Special Damage/Aim (11 Damage to All Crews) >David does nothing Matthias v. Crew B - Special Damage/Aim (11 Damage All Crews) All foes Poisoned -10 Marauders made Lucky and Hastened The heroes continue their flawless assault, all other outcomes of the battle a bad but incredibly distant dream. The Enemies Undead Nordic Crew A Level 20 (10*2) Icy Undead *Mob 2* *Immune to Ice and Asleep* *Confused (2 Rounds)* *Poisoned -10* Health: 182/300 (100*2) Special: Sacred Vow - The Mob deals damage equal to the all opponents x5. This counts each member of a mob separately. Drops: 40 Gold Undead Nordic B Level 10 Icy Undead *Immune to Ice and Asleep* *Confused (2 Rounds)* *Poisoned -10* Health: 32/100 Special: Sacred Vow - The Mob deals damage equal to the all opponents x5. This counts each member of a mob separately. Drops: 40 Gold Undead Nordic Crew C Level 30 (10*3) Icy Undead *Mob 3* *Immune to Ice and Asleep* *Confused (2 Rounds)* *Poisoned -10* Health: 296/300 (100*3) Special: Sacred Vow - The Mob deals damage equal to the all opponents x5. This counts each member of a mob separately. Drops: 40 Gold Undead Nordic Marauders Level 80 (20*4) Icy Undead *Mob 4* *Immune to Ice, Asleep, and Instant Death* *Lucky* *Hastened* *Confused (2 Rounds)* *Poisoned -10* Health: 427/480 (120*4) Special: Icy Riposte - The Marauders are expert fighters. They deal 120 ice damage, slows and disarms the target. The hero must spend the following turn recovering their weapons or using a new one. Passive Special: Gifted Fighters - At the end of each round, the Nordic Mauraders grants itself the lucky, hastened, or encouraged effect. If it already has all these effects, it will grant one to an ally instead. Drops: Opal The Party Guts Holla (Scubacarrot) *Dancing**Dualstriking**Immune to all Elements, Weakened, Fragile, Asleep, Confused, Slowed, Afraid, Blinded and first negative effect.* *Encouraged* *Lucky* *Hastened* *Inspired* 45 year old male human Marauder Level: 39.75 Power Bonus: 4 Health: 63/63 126/126 (+1 bonus) Defense: 4 8 Gold: 9086 Equipment: Balanced Rapier (WP: 20, ignores defense, second weapon ignores defense, Longsword, suitable for Marauders) & Mythril Edge (WP: 64, Ice, Darkness, Light, attacks restore 3 health, dagger), Dancing Shoes (Wearer dances well, in the turn after a miss is rolled, the wearer can act twice. +Immunity to Asleep, Confused, Fragile, Slowed, Afraid, Weakened and Blinded, + Immunity to Darkness, Light, Fire, Air, Earth, Wood, Lightning, and Ice Elemental Damage, footwear), Crocodile Armour (+4 Defense +Immunity to Water Magic, bodywear), Pugilist's Gloves (2+ Power, Immune to Weakened, handwear), Grimmeau's Clothespin (Grants Immunity to first negative effect each battle. Headwear), Inventory: • Pronged Gauntlet (WP:6, dagger), M.U.C.A (WP: 12, bleeding 3, Axe) Giant Axe (WP:10, dual-strike, axe), • Jester's Hat (Wearer may choose to gain one immunity from targeted enemy, suitable for anyone), Rubber Gloves, Blessed Amulet (Immunity to Cursed, accessory), Bomber's Belt (Craft Bomb creates Potent bombs, doubling the damage output of all bombs created, does not stack, accessory, suitable for cannoneers), Magnar's Smaller Axe (Grants Dual Strike to classes wielding axes, can't wear shield. handwear), Marauder’s Mantle (Grants permanent reinforced-effect, doubling defense; suitable to marauders; back wear), Blue Guardian Mask (Shield, SP: 2, Protects against Weakened, Fragile and Afraid), Orange Mask of Z (Headwear, if an attack would KO a foe the remaining damage is applied to the next enemy), • Beholder's Eye, Shovel, Telescope, Magnifying Glass, Pickaxe, Bedroll, Decamodifier, Magic Compass • 92x Potion, 16x Grand Potion, 3x Health Core, 3x Diluted Arc Potion, 2x Arc Potion, 3x Elixir, 6x Phoenix Essence, 28x Remedy, Neutralizer, Crimson Serum (Grants Mutated Effect for one battle.), x2 Arc Elixir, Hyper Arc Tonic (Restores All ether to allies, consumable), 2x Ambrosia, 17x Mead, 9x Smelling Salts, 7x Nostrum, x4 Bad Breath, 2x Wyvern's Breath, 2x Tonic, Grand Tonic, Purging Water, 3x Smile of the Gods, 3x Fortune Flush, 5x Venom, 2x Bone, Soma, Silver Ore (worth 60 gold), x2 Feather of White (Allows the user to hide for up to three rounds, avoiding Free Hits. The effect ends if the user targets an enemy.), Ether Core, Last Resort, 2x Bravado Brew, 12x Rum, x3 Grating Stone, • 5x Smoke Bomb, Dirt Bomb, 2x Water Bomb, Blind Bomb, 2x Confuse Bomb, 2x Poison Bomb, 2x Seal Bomb, Sleep Bomb, 5x Mystic Bomb, Sand Bomb (Deals 30 earth-elemental damage and the blinded-effect to all enemies), • Topaz, Amethyst, Sapphire, Crystal Ball (Worth 200 gold, 400 in magic shops), Gold Ring (Worth 15 gold; can be given to someone to make them enamored with the giver) Dyric Rone (The Legonater) Human male, Assassin *Immune to All Elements and Blinded* *Steals 50% more gold* *Permanently Lucky* *Hastened* *Encouraged* *Inspired* Level 31.5 Power Bonus: 0 Defense: 6 Health: 43/43 86/86 Gold: 437 Equipment: Crossbow of Incessant Warmongerers (WP: 26; Darkness-elemental, on non-AoE rolls, also deals Damage to the enemies above and below the target upon a successful hit; Crossbow), Lucky Die (User is permanently *Lucky*; suitable for anyone; Accessory), Night's Helmet (SP: 6; immune to Water, Wood, Earth, Ice, Fire, Wind, Lightning, Light, Darkness, and Blinded; suitable for anyone; Headwear), Sticky Gloves (increases amount of Gold stolen by 50%; suitable for Rogues and Beast Warriors; Handwear) Inventory: • Mockthril Longbow (WP: 27; Ice-elemental; Longbow), Requiem (WP: 20; Wood- and Light-elemental; Longbow), Tarok's Wrath (WP: 20, 1/2; chance to Instantly Kill orcs; Dagger), Double Chain Whip (WP: 10; Whip), Throwing Knife (WP: 4; Throwing Weapon), Pongcanis Dagger (WP: 8; Dagger),, Double-Barreled Handcannon (WP: 15, fire-elemental, dual-strike, hand cannon), Unlucky Horseshoe (WP:13, retrievable throwing weapon, causes Jinxed-effect), Banana Bladerang (WP:9, damage all; throwing weapon), • Winged Sandals (immune to Bound and Slowed; suitable for anyone; Footwear), Ambrose's Heart (Artifact, suitable to Evokers, Accessory, +5 power), Sigil of the Cold Circle - (Raise an Army costs twice as much ether, but raised undead are three times as powerful, accessory, suitable for necromancers), Cloak of the Red Assassin (Chance of Assassination is 1/3, suitable for Assassins; backwear), • Diamond, Opal, 3 Silver Ore (Worth 60 gold) • Bedroll, Shovel, Magic Compass • Potions (3), Grand Potions (6), Tonic, Remedies (2), Banana (restores full HP to target), Elixir (2), Cosmic Essence, Meads (2), Nostrum, Soma, Venom (2), Crimson Venom (Causes a weapon to deal the Poisoned by 7 and Cursed effects for the duration of one battle), Mythril Shards (4/4 Mythril), Military Grade Light Bomb, Military Grade Darkness Bomb, Fire Bomb, Smoke Bomb, Diamond Lamp of Summoning (1/3 uses left), Bones (2), Skeleton Decoy, Demon Repellent (Makes the user impervious to direct attacks from demons during one battle unless the user is the only hero left standing; consumable), Feather of White (Allows the user to hide for up to three rounds, avoiding Free Hits. The effect ends if the user targets an enemy.), Crystal Ball (Worth 50 gold, 100 in magic shops), Earthwyrm Fang (Grants the encouraged-, lucky-, reinforced-, and blinded- effects for the duration of one battle), Phoenix Essence (2) Matthias the Carnival Crusader (StickFig) Level 25 Druid *Gains 10 gold for each Humanoid killed* *Immune to Bound, Slowed* *Encouraged* *Lucky* *Hastened* Power Bonus: 20 (+2 WP) Defense: 4 Health: 35/35 Ether: 19/25 Gold: 1259 Equipment: Restored Fireball Extraordinaire (WP:9, also hits enemies listed above and below the target, Darkness- and Lightning-elemental, user is Slowed, hand cannon, poisoned -1), Hunter's Plate (SP:4, wearer gains 10 gold for each Humanoid killed, suitable for rogues, rangers, barbarians, beast warriors, infiltrators, regulators, and winged warriors) (Dreyrugr), Winged Sandals (Protects from Bound and Slowed effects, footwear), DDSSA (+2 health, +2 WP, +10 power) Inventory: Peashooter (WP:2, deals Burning -2, hand cannon), Pongcanis Crossbow (WP:8, crossbow), Ruby (Fire), 4x Bone, Deadly Venom, 2x Elixir, Grand Potion, Grating Stone, Potion, 2x Red Death Blood, 4x Remedy, 5x Tonic, Doomsday Bomb (Deals 99 damage, bomb), 2x Smoke Bomb, Bedroll, Magic Compass, Dapper Hat (This amazingly dapper hat gives the wearer a ⅙ chance of being Encouraged at the start of any battle, headwear), Crocodile Handbag (Max. ether +2, immunity to water; accessory), 2x Phoenix Essence Prince David (Follows Matthias) Level 25 Cleric *Immune to Fire* *Hastened* *Lucky* Health: 33/33 Ether: 27/29 Equipment: Wooden Staff (WP: 8), Red Lizard Cloak (Immune to Fire, Backwear), Robes of the God of Light (Grants the wearer blessed, Suitable to Clerics, Paladins and Vindicators) Inventory: Potion x2, Grand Potion, Tonic, Remedy x2, Phoenix Essence x2, Fate's Orb Quote
The Legonater Posted September 22, 2015 Posted September 22, 2015 Time to wrap this up. The less we see of these bones the better. I repeat my attack. Quote
Scubacarrot Posted September 22, 2015 Posted September 22, 2015 Did you add in the poison? David's Neptune Bomb should be spend. Guts throws a purging water and another Wyvern's Breath. Matthias attacks B, then the Marauders. David stands ready to heal if Matthias or Dyric get damaged, or use a phoenix essence as needed. Dyric David Dyric Matthias Matthias David Quote
Zepher Posted September 22, 2015 Author Posted September 22, 2015 OoC: Though it's customary to toss in the forgotten member of the battle order at the end, I'll assume you meant for Guts to act before Matthias. The Iceborn Crew Take Two Battle Round Four >Dyric v. Crew A - Aim/Shield (Crew A Assassination, 60*1.5=90 Gold) >David does nothing >Dyric v. Crew B - Shield/Damage (No Assassinations, 50*1.5=75 Gold) >Guts throws Purging Water (Wipes Positive Effects Enemies) >Guts throws Wyvern Breath (-10 Poisoned All) Matthias v. Nordic B - Damage/Damage (No Confusion, [10/2]-4=1 Damage) Matthias v. Marauders - Special Damage/Hit ([9+2+20+25]*2=112 Damage Marauders, Nordic A (KO), Crew C) David heals Matthias - Failure/Failure Enemies -20 Poisoned Marauders Hastened The heroes continue to decimate their foes. As a bone snaps a little bit of it flies through the air and pierces Matthias' skin, giving him a splinter. The Enemies Undead Nordic B Level 10 Icy Undead *Immune to Ice and Asleep* *Confused (1 Rounds)* *Poisoned -20* Health: 12/100 Special: Sacred Vow - The Mob deals damage equal to the all opponents x5. This counts each member of a mob separately. Drops: 40 Gold Undead Nordic Crew C Level 20 (10*2) Icy Undead *Mob 2* *Immune to Ice and Asleep* *Confused (1 Rounds)* *Poisoned -20* Health: 164/200 (100*2) Special: Sacred Vow - The Mob deals damage equal to the all opponents x5. This counts each member of a mob separately. Drops: 40 Gold Undead Nordic Marauders Level 60 (20*3) Icy Undead *Mob 3* *Immune to Ice, Asleep, and Instant Death* *Confused (1 Rounds)* *Poisoned -20* *Hastened* Health: 295/360 (120*3) Special: Icy Riposte - The Marauders are expert fighters. They deal 120 ice damage, slows and disarms the target. The hero must spend the following turn recovering their weapons or using a new one. Passive Special: Gifted Fighters - At the end of each round, the Nordic Mauraders grants itself the lucky, hastened, or encouraged effect. If it already has all these effects, it will grant one to an ally instead. Drops: Opal The Party Guts Holla (Scubacarrot) *Dancing**Dualstriking**Immune to all Elements, Weakened, Fragile, Asleep, Confused, Slowed, Afraid, Blinded and first negative effect.* *Encouraged* *Lucky* *Hastened* *Inspired* 45 year old male human Marauder Level: 39.75 Power Bonus: 4 Health: 63/63 126/126 (+1 bonus) Defense: 4 8 Gold: 9086 Equipment: Balanced Rapier (WP: 20, ignores defense, second weapon ignores defense, Longsword, suitable for Marauders) & Mythril Edge (WP: 64, Ice, Darkness, Light, attacks restore 3 health, dagger), Dancing Shoes (Wearer dances well, in the turn after a miss is rolled, the wearer can act twice. +Immunity to Asleep, Confused, Fragile, Slowed, Afraid, Weakened and Blinded, + Immunity to Darkness, Light, Fire, Air, Earth, Wood, Lightning, and Ice Elemental Damage, footwear), Crocodile Armour (+4 Defense +Immunity to Water Magic, bodywear), Pugilist's Gloves (2+ Power, Immune to Weakened, handwear), Grimmeau's Clothespin (Grants Immunity to first negative effect each battle. Headwear), Inventory: • Pronged Gauntlet (WP:6, dagger), M.U.C.A (WP: 12, bleeding 3, Axe) Giant Axe (WP:10, dual-strike, axe), • Jester's Hat (Wearer may choose to gain one immunity from targeted enemy, suitable for anyone), Rubber Gloves, Blessed Amulet (Immunity to Cursed, accessory), Bomber's Belt (Craft Bomb creates Potent bombs, doubling the damage output of all bombs created, does not stack, accessory, suitable for cannoneers), Magnar's Smaller Axe (Grants Dual Strike to classes wielding axes, can't wear shield. handwear), Marauder’s Mantle (Grants permanent reinforced-effect, doubling defense; suitable to marauders; back wear), Blue Guardian Mask (Shield, SP: 2, Protects against Weakened, Fragile and Afraid), Orange Mask of Z (Headwear, if an attack would KO a foe the remaining damage is applied to the next enemy), • Beholder's Eye, Shovel, Telescope, Magnifying Glass, Pickaxe, Bedroll, Decamodifier, Magic Compass • 92x Potion, 16x Grand Potion, 3x Health Core, 3x Diluted Arc Potion, 2x Arc Potion, 3x Elixir, 6x Phoenix Essence, 28x Remedy, Neutralizer, Crimson Serum (Grants Mutated Effect for one battle.), x2 Arc Elixir, Hyper Arc Tonic (Restores All ether to allies, consumable), 2x Ambrosia, 17x Mead, 9x Smelling Salts, 7x Nostrum, x4 Bad Breath, 2x Tonic, Grand Tonic, 3x Smile of the Gods, 3x Fortune Flush, 5x Venom, 2x Bone, Soma, Silver Ore (worth 60 gold), x2 Feather of White (Allows the user to hide for up to three rounds, avoiding Free Hits. The effect ends if the user targets an enemy.), Ether Core, Last Resort, 2x Bravado Brew, 12x Rum, x3 Grating Stone, • 5x Smoke Bomb, Dirt Bomb, 2x Water Bomb, Blind Bomb, 2x Confuse Bomb, 2x Poison Bomb, 2x Seal Bomb, Sleep Bomb, 5x Mystic Bomb, Sand Bomb (Deals 30 earth-elemental damage and the blinded-effect to all enemies), • Topaz, Amethyst, Sapphire, Crystal Ball (Worth 200 gold, 400 in magic shops), Gold Ring (Worth 15 gold; can be given to someone to make them enamored with the giver) Dyric Rone (The Legonater) Human male, Assassin *Immune to All Elements and Blinded* *Steals 50% more gold* *Permanently Lucky* *Hastened* *Encouraged* *Inspired* Level 31.5 Power Bonus: 0 Defense: 6 Health: 43/43 86/86 Gold: 602 Equipment: Crossbow of Incessant Warmongerers (WP: 26; Darkness-elemental, on non-AoE rolls, also deals Damage to the enemies above and below the target upon a successful hit; Crossbow), Lucky Die (User is permanently *Lucky*; suitable for anyone; Accessory), Night's Helmet (SP: 6; immune to Water, Wood, Earth, Ice, Fire, Wind, Lightning, Light, Darkness, and Blinded; suitable for anyone; Headwear), Sticky Gloves (increases amount of Gold stolen by 50%; suitable for Rogues and Beast Warriors; Handwear) Inventory: • Mockthril Longbow (WP: 27; Ice-elemental; Longbow), Requiem (WP: 20; Wood- and Light-elemental; Longbow), Tarok's Wrath (WP: 20, 1/2; chance to Instantly Kill orcs; Dagger), Double Chain Whip (WP: 10; Whip), Throwing Knife (WP: 4; Throwing Weapon), Pongcanis Dagger (WP: 8; Dagger),, Double-Barreled Handcannon (WP: 15, fire-elemental, dual-strike, hand cannon), Unlucky Horseshoe (WP:13, retrievable throwing weapon, causes Jinxed-effect), Banana Bladerang (WP:9, damage all; throwing weapon), • Winged Sandals (immune to Bound and Slowed; suitable for anyone; Footwear), Ambrose's Heart (Artifact, suitable to Evokers, Accessory, +5 power), Sigil of the Cold Circle - (Raise an Army costs twice as much ether, but raised undead are three times as powerful, accessory, suitable for necromancers), Cloak of the Red Assassin (Chance of Assassination is 1/3, suitable for Assassins; backwear), • Diamond, Opal, 3 Silver Ore (Worth 60 gold) • Bedroll, Shovel, Magic Compass • Potions (3), Grand Potions (6), Tonic, Remedies (2), Banana (restores full HP to target), Elixir (2), Cosmic Essence, Meads (2), Nostrum, Soma, Venom (2), Crimson Venom (Causes a weapon to deal the Poisoned by 7 and Cursed effects for the duration of one battle), Mythril Shards (4/4 Mythril), Military Grade Light Bomb, Military Grade Darkness Bomb, Fire Bomb, Smoke Bomb, Diamond Lamp of Summoning (1/3 uses left), Bones (2), Skeleton Decoy, Demon Repellent (Makes the user impervious to direct attacks from demons during one battle unless the user is the only hero left standing; consumable), Feather of White (Allows the user to hide for up to three rounds, avoiding Free Hits. The effect ends if the user targets an enemy.), Crystal Ball (Worth 50 gold, 100 in magic shops), Earthwyrm Fang (Grants the encouraged-, lucky-, reinforced-, and blinded- effects for the duration of one battle), Phoenix Essence (2) Matthias the Carnival Crusader (StickFig) Level 25 Druid *Gains 10 gold for each Humanoid killed* *Immune to Bound, Slowed* *Encouraged* *Lucky* *Hastened* Power Bonus: 20 (+2 WP) Defense: 4 Health: 34/35 Ether: 19/25 Gold: 1259 Equipment: Restored Fireball Extraordinaire (WP:9, also hits enemies listed above and below the target, Darkness- and Lightning-elemental, user is Slowed, hand cannon, poisoned -1), Hunter's Plate (SP:4, wearer gains 10 gold for each Humanoid killed, suitable for rogues, rangers, barbarians, beast warriors, infiltrators, regulators, and winged warriors) (Dreyrugr), Winged Sandals (Protects from Bound and Slowed effects, footwear), DDSSA (+2 health, +2 WP, +10 power) Inventory: Peashooter (WP:2, deals Burning -2, hand cannon), Pongcanis Crossbow (WP:8, crossbow), Ruby (Fire), 4x Bone, Deadly Venom, 2x Elixir, Grand Potion, Grating Stone, Potion, 2x Red Death Blood, 4x Remedy, 5x Tonic, Doomsday Bomb (Deals 99 damage, bomb), 2x Smoke Bomb, Bedroll, Magic Compass, Dapper Hat (This amazingly dapper hat gives the wearer a ⅙ chance of being Encouraged at the start of any battle, headwear), Crocodile Handbag (Max. ether +2, immunity to water; accessory), 2x Phoenix Essence Prince David (Follows Matthias) Level 25 Cleric *Immune to Fire* *Hastened* *Lucky* *Blessed* Health: 33/33 Ether: 27/29 Equipment: Wooden Staff (WP: 8), Red Lizard Cloak (Immune to Fire, Backwear), Robes of the God of Light (Grants the wearer blessed, Suitable to Clerics, Paladins and Vindicators) Inventory: Potion x2, Grand Potion, Tonic, Remedy x2, Phoenix Essence x2, Fate's Orb Quote
Scubacarrot Posted September 22, 2015 Posted September 22, 2015 (edited) I forgot my own character. Good job, me. "Very well done, alright, I want as much power on the Marauders as we have!" Matthias attacks the Marauders from the back row, twice. Guts uses a Grand potion on the Marauders, twice. David heals Matthias or Dyric, depending on who has the least health Battle order: Guts Guts Matthias Dyric David Matthias Dyric David Edited September 22, 2015 by Scubacarrot Quote
The Legonater Posted September 22, 2015 Posted September 22, 2015 I target the Marauders twice (C, B). Quote
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