Zepher Posted September 15, 2015 Author Posted September 15, 2015 "Not the luckiest adventurers. You just have a good guide." Prince David says too stiffly for the meager joke to land. Guts watches out for traps, but finds that he doesn't have to look particularly hard... stepping below deck, the walls half decayed wood and half ice frozen into the shape of the once full hull, the heroes come across an entire crew of skeletons, who rattle out of their frozen hiding places and pick up old swords. "No mortals may touch our treasure!" The Enemies Undead Nordic Crew A Level 60 (10*6) Icy Undead *Mob 6* *Immune to Ice, Asleep, and Instant Death* 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 60 (10*6) Icy Undead *Mob 6* *Immune to Ice, Asleep, and Instant Death* 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 C Level 60 (10*6) Icy Undead *Mob 6* *Immune to Ice, Asleep, and Instant Death* 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* *Hastened* 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.* *Lucky* *Hastened* *Encouraged* 45 year old male human Marauder Level: 39.75 Power Bonus: 4 Health: 63/63 (+1 bonus) Defense: 4 8 Gold: 9111 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), Orange Mask of Z (Headwear, if an attack would KO a foe the remaining damage is applied to the next enemy) 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), Grimmeau's Clothespin (Grants Immunity to first negative effect each battle. Headwear), Blue Guardian Mask (Shield, SP: 2, Protects against Weakened, Fragile and Afraid) • 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, 12x Phoenix Essence, 28x Remedy, Neutralizer, Tiger Balm, Crimson Serum (Grants Mutated Effect for one battle.), x2 Arc Elixir, Hyper Arc Tonic (Restores All ether to allies, consumable), 2x Ambrosia, 18x Mead, 12x Smelling Salts, 9x 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, Grating Stone • 6x Smoke Bomb, Neptune 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), Baffle Bomb, Aeolus Bomb • 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* Level 31.5 Power Bonus: 0 Defense: 6 Health: 43/43 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 (3), Nostrum, Mulled Wine (2), Soma, Venom (2), Smelling Salts, 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) Matthias the Carnival Crusader (StickFig) Level 25 Druid *Gains 10 gold for each Humanoid killed* *Immune to Bound, Slowed* Power Bonus: 20 (+2 WP) Defense: 4 Health: 35/35 Ether: 25/25 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 Venomn, 2x Elixir, Grand Potion, Grating Stone, Mead, Nostrum, Potion, 2x Red Death Blood, 4x Remedy, 5x Tonic, Doomsday Bomb (Deals 99 damage, bomb), 2x Smoke Bomb, Bedroll, Magic Compass, Staff of Ennon - (WP: 5, Light-Elemental, staff, Restores 2 ether on a roll of 2, 3, or 4), Noble Mask (Wearer gains gold equal to the number of enemies after each victorious battle; headwear, suitable for anyone), 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) Prince David (Follows Matthias) Level 25 Cleric *Immune to Fire* Health: 33/33 Ether: 29/29 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 Quote
The Legonater Posted September 15, 2015 Posted September 15, 2015 Great, more undead. Here I thought I has witness enough necromancy for one lifetime. That cabin boy seems to be blazing under pressure - the last we thing we need is a skeleton in need of an ego boost. I'll knock him down a little. I fire at Cabin Boy (Crew A, Mauraders) from the back row. Quote
StickFig Posted September 15, 2015 Posted September 15, 2015 (edited) Matthias groans in indignation as the skeletons pour forth, and voices his agreement with Dyric's sentiment. "See? I told you necromancers are the worst." As his hooded comrade draws down on the cabin boy, the gnome gives him a funny look. "We're a little outnumbered - think you could occupy two of them? That way the Prince can focus on healing if needed. And I think I saw a firey hand-cannon in your pack - if you're not going to use it, I'm going to insist on borrowing it after this!" Done monologuing, the gnome braces for battle and fires the Extraordinaire at Undead Nordic Crew C (Crew B, Marauders) from the back row. None of us except Guts can take a Special from the mobs. We need to whittle down the numbers as quickly as possible. Suggested Battle Order: > Guts: Rapier vs. Marauders > Guts: M.U.C.A. vs. Crew B > Matthias: Extraordinaire vs. Crew C > Dyric: Double-Barreled Handcannon vs. Crew A, Cabin Boy > Prince David: Heal vs. Lowest Health Party Member; if none injured, Staff vs. Crew C Zeph, glad to have you back. Also, Matthias shouldn't have the Staff of Ennon or Noble Mask in his inventory any more - he gave them to Hybros before the split. Edited September 15, 2015 by StickFig Quote
Scubacarrot Posted September 15, 2015 Posted September 15, 2015 (edited) Once again, , Guts should be Lucky, Hastened and Encouraged. "Apparantly it wasn't going to be that easy." Guts takes out his weapons, and hesitates. These skeletons were covered in ice, perhaps his main weapon wasn't going to be the most effective. Unintuitively, Guts swapped out Mythril's Edge for his backup weapon. "That gun wouldn't keep two of them occupied, Matthias" Guts smears his Tiger Balm on the Marauders, then attacks Crew A and the Marauders from the back row, with the Pronged Gauntlet and the Balanced Rapier respectively. "David, attack Crew B from the back row, I'd rather not have them attack us freely, if we can help it." Battle order: Guts Matthias Dyric David Actually, I just realized something. Guts can not deal any damage to the skeletons. Period. The Cabin boy is ancient, so Guts could do damage to it. We're going to have to swap targets next round. Edited September 15, 2015 by Scubacarrot Quote
StickFig Posted September 15, 2015 Posted September 15, 2015 Crap, you're right, his only elemental weapon is Ice. Guts can only damage the Cabin Boy. Same for Prince David. Dyric should be able to deal double damage, plus dual-strike, to any of the others with the Double-Barreled Handcannon... unless I am missing something. We're going to take a free hit from the Marauders since they are hastened; if Guts uses his Tiger Balm, then attacks two enemies, he won't cause damage to the Marauders but he will keep us from taking a free hit. Suggested Battle Order > Guts (turn 1): Tiger Balm vs. Enemies > Dyric: Double-Barreled Handcannon vs. Crew A, Crew B > Matthias: Extraordinaire vs. Crew C > Guts (turn 2): M.U.C.A. vs. Marauders, Rapier vs. Cabin Boy David: Heal vs. first injured party member Quote
The Legonater Posted September 15, 2015 Posted September 15, 2015 I'm confused as to why you want me to use a dual-strike weapon. My crossbow is already triple-strike, and does more damage. Quote
StickFig Posted September 15, 2015 Posted September 15, 2015 (edited) My understanding was that Dual-Strike counts as targeting two different enemies, whereas Dyric's crossbow (like Matthias' handcannon) will hit three, but only count as targeting 1. If that's incorrect, I apologize. Also, Dyric's Dual-Strike handcannon does double damage against ice, whereas his crossbow does not, so the effective WP of the handcannon is higher (30) than the crossbow (26). Edited September 15, 2015 by StickFig Quote
The Legonater Posted September 15, 2015 Posted September 15, 2015 (edited) That is incorrect. Dual-striking weapons only "target" one enemy. The other enemy would still get a free hit. Q: How do weapons with a "dual strike" effect work, exactly? A: "Dual strike" deals damage to either the targetted enemy and the enemy next in the order OR two hits to one enemy upon a successful roll. Note that an enemy's defense reduces the damage from both hits. It's going to be better to split 26 damage three ways than 30 damage two ways. Edited September 15, 2015 by The Legonater Quote
Zepher Posted September 16, 2015 Author Posted September 16, 2015 OoC: Sorry Scuba, wasn't trying to render Guts entirely useless. Just built the battle without paying too much attention, I guess. But it still looks winnable to me, so hopefully everything will be okay. Crew of the Iceborn Battle Round One Guts uses Tiger Balm on Marauders (Immune to Effects) >Guts v. Crew A/Marauders - Critical Hit/Riposte (No Effect) >Matthias v. Crew C - Damage (60/2-4=26 Damage) Dyric v. Cabin Boy - Aim (26 Damage Cabin Boy, Marauders, Crew A) >David v. Crew B - Miss Marauders grant themselves Lucky (Immune) Matthias is surrounded and crushed by boney arms, though Dyric is able to hold off a majority of the crew. "None shall touch the treasure of Captain Iceborn!" The Enemies Undead Nordic Crew A Level 60 (10*6) Icy Undead *Mob 6* *Immune to Ice, Asleep, and Instant Death* Health: 574/600 (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 60 (10*6) Icy Undead *Mob 6* *Immune to Ice, Asleep, and Instant Death* 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 C Level 60 (10*6) Icy Undead *Mob 6* *Immune to Ice, Asleep, and Instant Death* 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* *Immune to Effects* Health: 694/720 (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: 394/420 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.* *Lucky* *Hastened* *Encouraged* 45 year old male human Marauder Level: 39.75 Power Bonus: 4 Health: 63/63 (+1 bonus) Defense: 4 8 Gold: 9111 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), Orange Mask of Z (Headwear, if an attack would KO a foe the remaining damage is applied to the next enemy) 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), Grimmeau's Clothespin (Grants Immunity to first negative effect each battle. Headwear), Blue Guardian Mask (Shield, SP: 2, Protects against Weakened, Fragile and Afraid) • 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, 12x Phoenix Essence, 28x Remedy, Neutralizer, Tiger Balm, Crimson Serum (Grants Mutated Effect for one battle.), x2 Arc Elixir, Hyper Arc Tonic (Restores All ether to allies, consumable), 2x Ambrosia, 18x Mead, 12x Smelling Salts, 9x 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, Grating Stone • 6x Smoke Bomb, Neptune 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), Baffle Bomb, Aeolus Bomb • 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* Level 31.5 Power Bonus: 0 Defense: 6 Health: 43/43 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 (3), Nostrum, Mulled Wine (2), Soma, Venom (2), Smelling Salts, 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) Matthias the Carnival Crusader (StickFig) Level 25 Druid *Gains 10 gold for each Humanoid killed* *Immune to Bound, Slowed* Power Bonus: 20 (+2 WP) Defense: 4 Health: 9/35 Ether: 25/25 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 Venomn, 2x Elixir, Grand Potion, Grating Stone, Mead, Nostrum, 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) Prince David (Follows Matthias) Level 25 Cleric *Immune to Fire* Health: 33/33 Ether: 29/29 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 Quote
Scubacarrot Posted September 16, 2015 Posted September 16, 2015 No, no, don't worry about it, it's great, just have to think a bit more about my character's actions "Right. First things first. David, heal up Matthias." Guts attacks Crew A and the Marauders from the back row with Mythril Edge and the Balanced Rapier and then, the Cabin Bow with Mythril Edge and the Balanced Rapier from the back row with both weapons to keep them busy. Battle order: Guts vs. Crew A and Marauders Guts vs. Cabin Boy Dyric David heals Matthias Matthias Quote
The Legonater Posted September 16, 2015 Posted September 16, 2015 I repeat my attack. Let's shape this up - I can't fend off all these bones on my own. Quote
Scubacarrot Posted September 16, 2015 Posted September 16, 2015 "Dyric, target C or B, I can't deal damage, otherwise." Quote
The Legonater Posted September 17, 2015 Posted September 17, 2015 Fair enough. I target B from the back row. Quote
StickFig Posted September 17, 2015 Posted September 17, 2015 It's going to be better to split 26 damage three ways than 30 damage two ways. Well, poop. Matthias grits his teeth - One of these days I'm going to find a less painful line of work - and hesitantly repeats. "Alright, Prince, prove me right for arguing for your life," he says quietly. Quote
Zepher Posted September 17, 2015 Author Posted September 17, 2015 "I will do my best, Matthias. May the Light favor me today." OoC: Also think I may have made too many of the enemies immune to instant death. I have removed that from the Crews starting this round. Crew of the Iceborn Battle Round Two >Guts v. Crew A/Marauders - Damage/Special Damage (([60+120]/2)-4=KO) Guts v. Cabin Boy >Dyric v. Crew B - Aim/Damage (26 Damage All Crews, Assassination Crew B) David heals Matthias - Heal (Matthias Full Health) Matthias v. Crew C - Shield (Roots of Life, 5 Ether to Revive Guts, 9+2+25=36 Health Restored to Guts, -1 ether) Cabin Boy v. Guts - Guts Hexed (Immune) and Doomed, Party Confused The party is able to barely cling to life as Matthias heroically forces some little bean sprouts out of the frozen wood, that nuzzle against Guts' cheek gentle as can be and re-awaken the powerful Marauder. The Enemies Undead Nordic Crew A Level 60 (10*6) Icy Undead *Mob 6* *Immune to Ice and Asleep* Health: 548/600 (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 6* *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: 574/600 (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* *Immune to Effects* Health: 694/720 (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: 394/420 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.* *Doomed (3 Rounds)* 45 year old male human Marauder Level: 39.75 Power Bonus: 4 Health: 32/63 (+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), Orange Mask of Z (Headwear, if an attack would KO a foe the remaining damage is applied to the next enemy) 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), Grimmeau's Clothespin (Grants Immunity to first negative effect each battle. Headwear), Blue Guardian Mask (Shield, SP: 2, Protects against Weakened, Fragile and Afraid) • 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, 12x Phoenix Essence, 28x Remedy, Neutralizer, Tiger Balm, Crimson Serum (Grants Mutated Effect for one battle.), x2 Arc Elixir, Hyper Arc Tonic (Restores All ether to allies, consumable), 2x Ambrosia, 18x Mead, 12x Smelling Salts, 9x 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, Fate's Orb (May be used on an ally, who may then choose their roll the following round) • 6x Smoke Bomb, Neptune 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), Baffle Bomb, Aeolus Bomb • 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* *Confused (3 Rounds)* Level 31.5 Power Bonus: 0 Defense: 6 Health: 43/43 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 (3), Nostrum, Mulled Wine (2), Soma, Venom (2), Smelling Salts, 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) Matthias the Carnival Crusader (StickFig) Level 25 Druid *Gains 10 gold for each Humanoid killed* *Immune to Bound, Slowed* *Confused (3 Rounds)* 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 Venomn, 2x Elixir, Grand Potion, Grating Stone, Mead, Nostrum, 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) Prince David (Follows Matthias) Level 25 Cleric *Immune to Fire* *Confused (3 Rounds)* Health: 33/33 Ether: 28/29 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 Quote
Scubacarrot Posted September 17, 2015 Posted September 17, 2015 I don't think that's how free hits work on a KO. Since the cabin boy was targeted, I don't think he would have done a free hit. "Well, this is a disaster and a half. If anyone has any suggestions, now would be the time." Quote
Zepher Posted September 17, 2015 Author Posted September 17, 2015 OoC: He wasn't targeted. You were KO'd before you had the chance to target him. Quote
Scubacarrot Posted September 17, 2015 Posted September 17, 2015 I believe that still counts, but oh well. "Looks like we're going to retreat. We can't win like this." Quote
StickFig Posted September 18, 2015 Posted September 18, 2015 Matthias coughs once in the billowing smog, grabs Prince David by the trouser leg, and hightails it out of the wreckage. Quote
StickFig Posted September 18, 2015 Posted September 18, 2015 Getting on a plane to Cambodia, I'll be sporadic for a few days. Scubacarrot has Matthias; Matthias will use his Mead and Nostrum for this battle. Quote
Scubacarrot Posted September 18, 2015 Posted September 18, 2015 Zepher, I don't think you changed my inventory after the magic shop. Guts takes a Mead Smelling Salts and Nostrum, and gives a smelling salts to Matthias to supplement his buffs. Quote
Zepher Posted September 18, 2015 Author Posted September 18, 2015 OoC: Updated in the most recent post, thanks Scuba! Also put in the photos that were missing! The heroes flee the battle swiftly, and end back up on deck. They pause for a moment to see if the skeletons will pursue them, but after just a second or two the clattering of bones stops and the skeletons return to their eternal place of guardianship. David watches as the heroes down their drinks. He bunches up his mouth. "Back in, then? It would be best if we distributed your phoenix essences, Guts." Quote
Scubacarrot Posted September 18, 2015 Posted September 18, 2015 Guts looks annoyed at the prince. Was he the only one that prepared for this sort of thing "Right. You each take two. Also take this Fate's Orb thing, and a Nostrum and Smelling Salts" Quote
The Legonater Posted September 18, 2015 Posted September 18, 2015 Let's teach these bones a lesson. I drink my mead and smelling salt. Quote
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