Waterbrick Down Posted July 24, 2012 Posted July 24, 2012 OoC: Should Skrall have recovered 3 health from his Blessed effect? "Snakelin', do ya think ya can ice those stairs over with yer magic, instead of takin' out one of the guards? We're going to have company pretty soon from upstairs and icin' those steps might trip 'em up on their way down." <Vipera, tell Luke to stay put for the time bein' until help arrives. Oh and tell Atramor to start makin' his way North as well.> Skrall had surveyed the soldiers' tactics in front of him and felt he had marked their weaknesses. Drawing a second bolt from his satchel he let loose a shot at Russel from his Hunter's Crossbow from the back row. Quote
Capt.JohnPaul Posted July 24, 2012 Posted July 24, 2012 Also, for Count Knyghton: "Luke, Galen, Alexandre, I'm coming through the Great hall." Quote
Pandora Posted July 24, 2012 Posted July 24, 2012 Nyx is running towards the stairs at full pelt, her stilettos clattering on the marble floor of the Hall and corridors, when she almost skids and bumps into Galen, Luke and Alexandre as they run back down the stairs. "Hi" she pants "uhm, so we're not going up?" Nyx squints up the stairs and glimpses swarms of the enemy beginning to organise themselves and trying to land a hit on the poor Rito. "Ah, ok, that's why." she grimaces "Yeah, there's a hell of a lot of them. I think Count Knighton's not far behind me but Phil won't leave the Emperor's side. The good Emperor that is, not the bad one. Probably. Anyway, what are we doing? Waiting for reinforcements, or waiting to see what (if anything) comes down the stairs? I'm reasonably convinced not much of us would come back if we rush forward, and those bits would probably just dribble down the stairs. Any ideas? Vipera, what does Skrall think? Should we stand firm here?" Quote
CMP Posted July 24, 2012 Posted July 24, 2012 (edited) "I personally think ya'll should back up into Alandri's wing. Even if they slip past you and grab Alandri, you'll be able to fry whoever gets him on his way out. Me, Phil, and Knyghton could make a stand with Septrine, along with whoever else comes along from the entrance. I have little doubt the Lions'll split up." Edited July 24, 2012 by CallMePie Quote
Waterbrick Down Posted July 24, 2012 Posted July 24, 2012 I'm slightly confused as how this picking up of NPC's will work, does a specific enemy soldier pick them up or what exactly? I'll wait until we have a reply before we go with your plan Pie, but I think it might actually be a good idea, granted the lion knights don't blow a hole through the wall of Alandri's bathroom and scoot out that way. As Vipera relayed the information Skrall took a moment to shoot back his answer, "Nay, all those lion knights need do is slip one member of their group through and they'll have the emperor, best stick it out until reinforcements arrive, but I'll let ya have yer say." Quote
JimBee Posted July 24, 2012 Posted July 24, 2012 I'm slightly confused as how this picking up of NPC's will work, does a specific enemy soldier pick them up or what exactly? I'll wait until we have a reply before we go with your plan Pie, but I think it might actually be a good idea, granted the lion knights don't blow a hole through the wall of Alandri's bathroom and scoot out that way. OoC: Yes, each NPC has their own predetermined actions. An enemy or enemies will "pick up" or capture the NPC that they're after if they're in the same room. We can't tell you who will go where, though. Quote
Capt.JohnPaul Posted July 24, 2012 Posted July 24, 2012 Any ideas? Vipera, what does Skrall think? Should we stand firm here?" "Nyx, haven't met you before. Heard a lot of stories of you being a powerful mage." "Maybe, we go to the greathall? We can regroup their with Knygthon and Phill." Quote
Waterbrick Down Posted July 24, 2012 Posted July 24, 2012 "While I like yer idea, Atramor, yer group would have to fight their way through their own division of rebels to stop the split off group from escaping with Alandri." Quote
CMP Posted July 24, 2012 Posted July 24, 2012 "That's why Nyx's team should be the one defending Alandri. Me, Knyghton, and Phil can keep Septrine safe, I think." Quote
Waterbrick Down Posted July 24, 2012 Posted July 24, 2012 "So you intend to have them fall back to Alandri's quarter's in order to split up the rebels? It may work but Galen and Alexandre would have to act fast." Quote
Rumble Strike Posted July 24, 2012 Posted July 24, 2012 Tarn relayed a message to Skrall through Vipera: "We have taken out U'Vires, Blackenord has taken a beating and Cronk is targetting him this go around, one of the 4 Chimera Guards are down. Shall I start slicing through the remaining Chimera Guards or do you want me to move anywhere?" Quote
Waterbrick Down Posted July 24, 2012 Posted July 24, 2012 (edited) "I think Cronk can handel himself, start makin' yer way up North Tarn. We'll send help if things start goin' poorly." Edited July 24, 2012 by Waterbrick Down Quote
CorneliusMurdock Posted July 24, 2012 Posted July 24, 2012 Cronk will hold line as long as possible. Cronk is worried that enemy might keep moving, though if Cronk is otherwise occupied. OOC: Do I get a free hit on an enemy fleeing the room I'm in? Quote
JimBee Posted July 24, 2012 Posted July 24, 2012 No. 2) Targetted enemies will not move rooms. Untargetted enemies may move rooms or may take an opportunity for a free hit. Specials/bombs/etc. only effect those enemies/allies in the same room. Quote
CMP Posted July 24, 2012 Posted July 24, 2012 (edited) I think enemies that are untargeted are the only ones who can flee. Beaten to it. "Good to have ya' with me, Tarn. Lion's Heart will come in serious handy if one of 'em tries to make off with the Emperor or Nikolai." Edited July 24, 2012 by CallMePie Quote
Xarrzan Posted July 24, 2012 Posted July 24, 2012 Sarick turned from his opponents and slithered between Skrall and a rogue. "I'll see what I can do. Watch my back so I don't get hit in it," said Sarick. Sarick then blasted the stairs north of him with layers of ice. Quote
Rumble Strike Posted July 24, 2012 Posted July 24, 2012 With Skrall and Cronk's words echoing in his head, Tarn meets Atramor also going North (and up a staircase to the second floor?). Tarn smiles grimly at his friend and follows him. Quote
Chromeknight Posted July 24, 2012 Posted July 24, 2012 Nerwen moves into the entryway with Cronk and De'kra, following Thothwick and the puppets other heroes. Her weapon is at the ready and a look of grim determination masks her usually placid face. To the heroes running beside her she says, Watch out as we go in, the enemies may not be completely distracted by Cronk and party. On the opposite side of the palace, Denerii raises her bow again, shooting Imperial guard B from the back row. Quote
Waterbrick Down Posted July 25, 2012 Posted July 25, 2012 "That split is going to have to wait mate, the enemy is goin' to be upon them any minute now. If Flavius can hold off that group for a little longer, then they should fall to the North while you Tarn and Phil hold the great hall." Battle Order: Xander Skrall Denarii Sarick Isabella Cronk Thothwick Nerwen Arthur De'Kra Tarn Atramor Nyx Alexandre Luke Galen Phil Flavius Quote
Brickdoctor Posted July 25, 2012 Posted July 25, 2012 QM Note: Count Lewis and William weren't in the Order of Actions, so I put them at the end. Rogue Lion Commander A isn't in the stairwell, so I changed Flavius' target to Rogue Lion Commander C. Also, looks like De'kra and I picked up right where we left off with rolls at the end of Q4. ***** Results of Round Three of the Battle of Drakencourt Palace: Xander Unth'or vs. Imperial Guard A - Frenzy Special Damage (8+14=22 base Damage) >Skrall vs. Russel - Damage Hit (((11+19)*3*2)-1=179 Damage) >Denarii vs. Imperial Guard B - Critical Hit ((5*2)+16-1=25 Damage) >Sarick Lanse covers stairs with Ice. (characters may only move down stairs until ice is removed) Isabella del Toboso uses a Nostrum. Cronk vs. Lord Blackenrod - Meditate Thothwick moves the the entry corridor. Nerwen Calmcacil moves to the entry corridor. Arthur Justus Regulus VII moves to the entry corridor. >De'kra vs. Chimera Guard B - Damage ((12/2)-1=5 Damage) Tarn Valco moves to the Great Hall. Atramor Gibbin moves to the Great Hall. Nyx does nothing. Alexandre le Chevalier does nothing. Luke does nothing. >Galen Woodward uses a Venom on a Sword of Bashing. Phil does nothing. >Flavius vs. Rogue Lion Commander C - Hit (5+12-2=15 Damage) William Harkenshire moves to the entry corridor. Count Lewis Knyghton moves to the Throne Room. Chimera Guard C - Free Hit against Cronk. (12-9=3 Damage) Chimera Guard D - Free Hit against De'kra. ((12/2)-1=5 Damage) Rogue Lion Commander D - Free Hit against Flavius. (15-2=13 Damage) Imperial Guard C - Free Hit against Xander Unth'or. (6=6 Damage) Imperial Guard D - Free Hit against Skrall. (6/2=3 Damage) Imperial Guard E - Free Hit against Denarii. (6/2=3 Damage) Imperial Guard F - Free Hit against Sarick Lanse. (6/2=3 Damage) Xander, as your enemies close in around you, you go into a Frenzy, dealing Damage to all the Imperial Guards and Russel, and you Poison them as well. As the imperial forces panic in the aftermath of Xander's assault, Skrall, you line up a shot that hits Russel square in the ribs. Denarii, seeing the imperials pushed into a corner, you open fire on Imperial Guard B. Sarick, you coat the stairs with ice at the cost of 1 Ether, but, with gravity on their side, your enemies continue to slip and slide down towards you, though you can see that they will be unable to retreat back up. Isabella, with the situation in the west wing under control for the moment, you take the time to consume a Nostrum. Cronk, you run down the corridor, but Lord Blackenrod evades your attacks. Thothwick, you lead Nerwen, Arthur and William towards the entry corridor. De'kra, you follow Cronk in attack, but Chimera Guard B is ready and waiting for you. Atramor and Tarn, you dash into the Great Hall after Count Lewis. Galen, knowing that a large force of Rogue Lions approaches, you apply Venom to your weapon. Flavius, you get off one last shot before the Rogue Lions surround you and you lose consciousness. You hear grunts from the west wing as those poisoned lose Health, and the battle continues... The Enemies: Rogue Lion Pikeman A Type: Humanoid Level: 10 Health: 50/50 Defense: 2 Special: Stick Together - All Pikemen present huddle together, halving their Damage taken during the next Round. Drops: nothing Rogue Lion Pikeman B Type: Humanoid Level: 10 Health: 50/50 Defense: 2 Special: Stick Together - All Pikemen present huddle together, halving their Damage taken during the next Round. Drops: nothing Rogue Lion Pikeman C Type: Humanoid Level: 10 Health: 50/50 Defense: 2 Special: Stick Together - All Pikemen present huddle together, halving their Damage taken during the next Round. Drops: nothing Rogue Lion Pikeman D Type: Humanoid Level: 10 Health: 50/50 Defense: 2 Special: Stick Together - All Pikemen present huddle together, halving their Damage taken during the next Round. Drops: nothing Rogue Lion Pikeman E Type: Humanoid Level: 10 Health: 50/50 Defense: 2 Special: Stick Together - All Pikemen present huddle together, halving their Damage taken during the next Round. Drops: nothing Rogue Lion Pikeman F Type: Humanoid Level: 10 Health: 50/50 Defense: 2 Special: Stick Together - All Pikemen present huddle together, halving their Damage taken during the next Round. Drops: nothing Rogue Lion Pikeman G Type: Humanoid Level: 10 Health: 50/50 Defense: 2 Special: Stick Together - All Pikemen present huddle together, halving their Damage taken during the next Round. Drops: nothing Rogue Lion Pikeman H Type: Humanoid Level: 10 Health: 50/50 Defense: 2 Special: Stick Together - All Pikemen present huddle together, halving their Damage taken during the next Round. Drops: nothing Imperial Guard A *Poisoned* Type: Humanoid Level: 6 Health: 128/150 Defense: 1 Special I: Stick Together - Takes a defensive position with the other Imperial Guards so that all damage received is halved for one round. While in effect, none of them can deal free hits. Applies to all remaining Imperial Guards. Special II: Charge! - Allows all Imperial Guards to deal free hits to the party while they are Sticking Together (used only if Sticking Together is already in effect). Applies to all remaining Imperial Guards. Drops: 5 gold Imperial Guard B ~Poisoned~ Type: Humanoid Level: 6 Health: 79/150 Defense: 1 Special I: Stick Together - Takes a defensive position with the other Imperial Guards so that all damage received is halved for one round. While in effect, none of them can deal free hits. Applies to all remaining Imperial Guards. Special II: Charge! - Allows all Imperial Guards to deal free hits to the party while they are Sticking Together (used only if Sticking Together is already in effect). Applies to all remaining Imperial Guards. Drops: 5 gold Imperial Guard C *Poisoned* Type: Humanoid Level: 6 Health: 128/150 Defense: 1 Special I: Stick Together - Takes a defensive position with the other Imperial Guards so that all damage received is halved for one round. While in effect, none of them can deal free hits. Applies to all remaining Imperial Guards. Special II: Charge! - Allows all Imperial Guards to deal free hits to the party while they are Sticking Together (used only if Sticking Together is already in effect). Applies to all remaining Imperial Guards. Drops: 5 gold Imperial Guard D *Poisoned* Type: Humanoid Level: 6 Health: 69/150 Defense: 1 Special I: Stick Together - Takes a defensive position with the other Imperial Guards so that all damage received is halved for one round. While in effect, none of them can deal free hits. Applies to all remaining Imperial Guards. Special II: Charge! - Allows all Imperial Guards to deal free hits to the party while they are Sticking Together (used only if Sticking Together is already in effect). Applies to all remaining Imperial Guards. Drops: 5 gold Imperial Guard E *Poisoned* Type: Humanoid Level: 6 Health: 111/150 Defense: 1 Special I: Stick Together - Takes a defensive position with the other Imperial Guards so that all damage received is halved for one round. While in effect, none of them can deal free hits. Applies to all remaining Imperial Guards. Special II: Charge! - Allows all Imperial Guards to deal free hits to the party while they are Sticking Together (used only if Sticking Together is already in effect). Applies to all remaining Imperial Guards. Drops: 5 gold Imperial Guard F *Poisoned* Type: Humanoid Level: 6 Health: 128/150 Defense: 1 Special I: Stick Together - Takes a defensive position with the other Imperial Guards so that all damage received is halved for one round. While in effect, none of them can deal free hits. Applies to all remaining Imperial Guards. Special II: Charge! - Allows all Imperial Guards to deal free hits to the party while they are Sticking Together (used only if Sticking Together is already in effect). Applies to all remaining Imperial Guards. Drops: 5 gold Chimera Guard B Level 12 Mechanical, Demon Health: 19/50 Special: Roar of Life – Revives one fallen fellow guard at half health. Drops: Nothing Chimera Guard C Level 12 Mechanical, Demon Health: 50/50 Special: Roar of Life – Revives one fallen fellow guard at half health. Drops: Nothing Chimera Guard D Level 12 Mechanical, Demon Health: 50/50 Special: Roar of Life – Revives one fallen fellow guard at half health. Drops: Nothing Chimera Guard E Level 12 Mechanical, Demon Health: 50/50 Special: Roar of Life – Revives one fallen fellow guard at half health. Drops: Nothing Chimera Guard F Level 12 Mechanical, Demon Health: 50/50 Special: Roar of Life – Revives one fallen fellow guard at half health. Drops: Nothing Chimera Guard G Level 12 Mechanical, Demon Health: 50/50 Special: Roar of Life – Revives one fallen fellow guard at half health. Drops: Nothing Chimera Guard H Level 12 Mechanical, Demon Health: 50/50 Special: Roar of Life – Revives one fallen fellow guard at half health. Drops: Nothing Chaos Beast of Dastan A Type: Demon, Holy Level: 20 Health: 300/300 Defense: 5 Special: Chaos - The Chaos Beast of Dastan randomly chooses an action, either (1) dealing 15 Damage, (2) dealing 30 Damage, (3) increasing its Level by 1, (4) doing 15 Damage to itself, (5) dealing 5 Damage to every hero, regardless of Row or SP, or (6) increasing the target's WP by 1. Drops: Zoot's Plaything Chaos Beast of Dastan B Type: Demon, Holy Level: 20 Health: 300/300 Defense: 5 Special: Chaos - The Chaos Beast of Dastan randomly chooses an action, either (1) dealing 15 Damage, (2) dealing 30 Damage, (3) increasing its Level by 1, (4) doing 15 Damage to itself, (5) dealing 5 Damage to every hero, regardless of Row or SP, or (6) increasing the target's WP by 1. Drops: Nothing Chaos Beast of Dastan C Type: Demon, Holy Level: 20 Health: 300/300 Defense: 5 Special: Chaos - The Chaos Beast of Dastan randomly chooses an action, either (1) dealing 15 Damage, (2) dealing 30 Damage, (3) increasing its Level by 1, (4) doing 15 Damage to itself, (5) dealing 5 Damage to every hero, regardless of Row or SP, or (6) increasing the target's WP by 1. Drops: Nothing Heavy Elite Guard A Type: Humanoid Level: 12 Health: 292/300 Defense: 3 Special I: Rally - Encourages all allies for the next round. Special II: Pummel - Deals damage to the foe and stuns them for the next round. Used only if Rally is already in effect. Drops: 100 gold Heavy Elite Guard B Type: Humanoid Level: 12 Health: 292/300 Defense: 3 Special I: Rally - Encourages all allies for the next round. Special II: Pummel - Deals damage to the foe and stuns them for the next round. Used only if Rally is already in effect. Drops: 100 gold Heavy Elite Guard C Type: Humanoid Level: 12 Health: 292/300 Defense: 3 Special I: Rally - Encourages all allies for the next round. Special II: Pummel - Deals damage to the foe and stuns them for the next round. Used only if Rally is already in effect. Drops: 100 gold Elite Archer A Type: Humanoid Level: 15 Health: 167/175 Defense: 0 Special I: Double Shot - Accurately shoots a single arrow through the foe and the next in the battle order, dealing normal damage to both. Special II: Tempest: Rains arrows down on all foes, dealing 7 damage each. Drops: Nothing Note: Specials alternate Elite Archer B Type: Humanoid Level: 15 Health: 167/175 Defense: 0 Special I: Double Shot - Accurately shoots a single arrow through the foe and the next in the battle order, dealing normal damage to both. Special II: Tempest: Rains arrows down on all foes, dealing 7 damage each. Drops: Nothing Note: Specials alternate Elite Archer C Type: Humanoid Level: 15 Health: 167/175 Defense: 0 Special I: Double Shot - Accurately shoots a single arrow through the foe and the next in the battle order, dealing normal damage to both. Special II: Tempest: Rains arrows down on all foes, dealing 7 damage each. Drops: Nothing Note: Specials alternate Rogue Lion Commander A Type: Humanoid Level: 15 Health: 150/150 Defense: 2 Special: Rally - The commander rallies his allies, doubling their Damage dealt during the next Round as part of the Encouraged effect. Drops: nothing Rogue Lion Commander B Type: Humanoid Level: 15 Health: 150/150 Defense: 2 Special: Rally - The commander rallies his allies, doubling their Damage dealt during the next Round as part of the Encouraged effect. Drops: nothing Rogue Lion Commander C Type: Humanoid Level: 15 Health: 135/150 Defense: 2 Special: Rally - The commander rallies his allies, doubling their Damage dealt during the next Round as part of the Encouraged effect. Drops: nothing Rogue Lion Commander D Type: Humanoid Level: 15 Health: 150/150 Defense: 2 Special: Rally - The commander rallies his allies, doubling their Damage dealt during the next Round as part of the Encouraged effect. Drops: nothing Rogue Lion Commander E Type: Humanoid Level: 15 Health: 150/150 Defense: 2 Special: Rally - The commander rallies his allies, doubling their Damage dealt during the next Round as part of the Encouraged effect. Drops: nothing Imperial Bodyguard Russel *Poisoned* *Back Row* Level 16 Humanoid Health: 199/400 Defense: 1 Special: Deceive: Deals damage equal to the enemy's level. Drops: 100 gold Lord Lucan Type: Humanoid Level: 10 Health: 500/500 Defense: 3 Special: Lucky Hit - Lord Lucan flails around with his short decorative sword and manages to get behind his target's defenses, dealing 15 Damage. Being a treacherous member of the nobility, Lord Lucan also inflicts his target with the Poisoned effect. Drops: Venom, 200 Gold Lord Blackenord Level 18 Mechanical, Humanoid Health: 387/525 SP: 2 Special I: Repair Man - Heals all Mechanical Enemies by 25 points. Special II: Scatter-shot - Deals 10 damage to all heroes, disregarding row/SP. Drops: Topaz, 500 Gold Note - Specials will alternate. Sir Lamorak Type: Humanoid Level: 15 Health: 600/600 Defense: 5 Special: Call for Backup - Sir Lamorak calls for a Rogue Lion Commander to assist him. Drops: Mail of the Renegade Commander Sir Loren Type: Humanoid Level: 15 Health: 1000/1000 Defense: 10 Special: Angered Slash - Enraged, Sir Loren slashes at his target, pushing the target back as part of the Afraid effect. Sir Loren's increasing rage raises his Level by 1. Drops: Sword of Ancestral Hatred XX Level 20 Fiery, Humanoid Health: 1500/1500 Special I: Countdown – All Bombs dials go down by one Special II: Explosion – Does 5 damage to all heroes, regardless of row/SP and burns the hero targeting XX, dealing a further 2 damage each round until the end of the battle (does not stack). Drops: Bomb XX x5, Explosive Staff, Fire Amulet Note: Will be defeated when health reaches 250. Drops will be dropped, and XX will flee. (Atramor has made this note necessary by firing a bullet through U'Vires nose ). Emperor Roland Emeraldo Level 20 Humanoid Health: 670/678 Defense: 6 Special I: Deceive: Deals damage equal to the enemy's level. Special II: Corrupt: Turns a random opponent against their party for one turn. Drops: Twin Broadswords, Crown, Golden Armor Note: Specials alternate. The Party: Thothwick, Level 17 1/2 Rouge Power: 25 (23 Ranged) Health: 28/28 Gold: 557 Inventory - Sabre (WP 8), Whip Chain (WP 6), Shuriken (WP 5), 1 Bedroll, 1 Telescope, Cultist's Hat Nyx, Level 20 1/3 Battle Mage *Immune to Asleep-effect* *Lucky* *Blessed* Power: 33 Health: 30/30 Ether: 25/25 Defense: 0 Gold: 40 Inventory: Book of a Thousand Creatures (WP:13, each roll has a 1/6 chance to summon a creature to aid the hero), Dawnstar II (WP: 9), Healing Staff (WP: 5), Shiny Helmet (+1 max health), Ruby (Fire), Amethyst (Darkness), Topaz (Lightning), Sapphire (Wind), Emerald (Wood), Garnet (Earth), Sandman's Parasol, Potion, Remedy, 2 Tonics, 2 Grand Tonics, Holy Bomb, Bedroll, 5 Bones, Wooden Shield (SP:2), Bomb XX, Phoenix Essence, Ether Core Atramor Gibbin, Level 20 Witch Power: 30 Health: 23/23 (-14 for remainder of Quest) Ether: 7/9 (-9 for remainder of Quest) Gold: 52 Inventory: Ratsbane, WP: 10, Witch's Talisman, Black Katana, WP: 8, Staff of the Elven Warlock, WP: 5, Grand Tonic, Fire Bomb, Ancient Crown (Give Enemy Cursed Effect on first hit of battle), Scroll of Sealing Tarn Valco, Level 15 1/2 Barbarian Power: 25 Health: 18/22 Defense: 2 Gold: 13 Inventory: Lion’s Heart (WP: 13, Suitable for Barbarians and Knights, stuns target on successful hits), Helbaerend (WP: 10, Water, Ice and Lightning Elemental, Hollow Blade), Fauxthril Spear (WP: 6), Sand Worm Hide, Remedy, Shovel, Pickaxe William Harkenshire, Level 14 Ranger Power: 19 Health: 19/19 Gold: 20 Inventory: Hand Cannon (WP: 5; Lightning, Wood) Repeating Crossbow (WP: 5 May not be upgraded; Fire; Hastened), Chimera Armor (Torsowear, Suitable for Knights and Barbarians, +2 SP, +2 Health), Lion Knight Shield (SP: 4, Unsuitable), Remedy, Smoke Bomb, Bedroll, Mead, Smelling Salts, Pickaxe, Horse, Skeleton Decoy, Shovel, Magnifying Glass, Venom, Elven Bomb Phil (NPC) *Encouraged* Level 20 1/3 Dastanian Power: 35 70 Health: 22/22 Gold: 50 Inventory: Dastan War Hammer (WP: 15, Fire/Earth Elemental) Shield – Strikes the enemy with a terrific hit, halving their current health. Critical Hit – Attacks with WPx2 + Lvl Skrall, Level 19.5 Hunter (Waterbrick Down) *Party Leader* *Favors Humanoid Enemies* *Blessed* *Lucky* *Encouraged* Power: 54 Health: 32/32 Defense: 0 Gold: 49 Inventory: Heavy Crossbow (WP: 8; Knock-back), Hunter's Crossbow (WP: 11; +4 vs. Beasts), Greatsword of Lion Nobles (WP: 20; User is Slowed), Smoke Bomb, Zoot's Cookie Alexandre le Chevalier, Level 13.5 Knight (Capt.JohnPaul) Power: 21 Health: 22/22 Defense: 7 Gold: 77 Inventory: Sword of the Elven Blademaster (WP: 8; ignores SP), Standard-Issue Crossbow (WP: 1), Cross Heater Shield (SP: 7), Potions (6), Tonic, Remedy, Smoke Bomb, Fire Bomb Isabella del Toboso, Level 12 Rogue (Dharkan) *Lucky* Power: 21 Health: 18/18 Defense: 1 Gold: 74 Inventory: Fauxthril Dagger (WP: 8), Golden Dagger (WP: 3), Standard-Issue Crossbow (WP: 1), Cloak of the Invisible Elf (SP: 1; untargetable for first 2 Rounds of every Battle), Venom, Potions (7), Tonics (5), Remedy, Phoenix Essence, Bedroll, Fire Bombs (3), Dragon Scales (2) Arthur Justus Regulus VII, Level 13.5 Mage (controlled by QM) Power: 20 Health: 19/19 Ether: 12/17 Defense: 1 Gold: 58 Inventory: Staff of the Cultist Battlemage (WP: 7; 50% chance of Fleeing instead of being KO'd), Standard-Issue Crossbow (WP: 1), Robe of Magi (SP:1), Potion(x2), Bedroll, Healing Staff (WP: 5), Scroll of Sealing, Scroll of Blindness, Scroll of Confusion, Scroll of Sleep, Shovel, Grand Tonic, Opal (Ice), Telescope, Amethyst (Darkness), Tonic, Mead Luke, Level 19.5 Sage (controlled by Waterbrick Down) *Pacifist* Power: 24 Health: 27/34 Ether: 20/26 Defense: 0 Gold: 0 Inventory: Arthur's Staff of Elven Necromancy (WP: 5), Standard-Issue Crossbow (WP: 1), Wooden Staff (WP: 1), Diamond (Light), Tonics (1), Bedroll Count Lewis Knyghton, Level 14.5 Engineer (controlled by Capt.JohnPaul) Power: 15 Health: 9/21 Defense: 0 Gold: 0 Inventory: Spatha (WP: 3), Standard-Issue Crossbow (WP: 1) Nerwen Calmcacil (played by Chromeknight) Level 10.5 Cleric *Immune to wind-based attacks* Power: 16 Health: 19/19 Ether: 11/15 Defense: 2 Gold: 93 Inventory: Peace (Hammer, WP: 6), Wooden Staff (WP:3), Bedroll, Shovel, 2x Potion, Tonic, Remedy, Elixir, Grand Tonic, Venom, Bone, Winged Helmet (SP:2, Immune to wind attacks), Phoenix Essence Galen Woodward (played by Fugazi) Level 10.5 Rogue Power: 15 Health: 20/20 (+4) Defense: 1 (+1) Gold: 242 Inventory: Sword of Bashing (WP: 5; Ice; *Poisoned*), Throwing Dagger (WP:4), Chimera Headdress (Headwear, Suitable for Ranger and Rouges, +1 SP +4 Health), Venom, Smoke Bomb, Bedroll De'kra (played by Tanma) Level 16 Rogue Power: 21 Health: 12/22 Defense: 1 Gold: 303 Inventory: Kapura (WP:5, Fire), Chiara (WP:5, Lightning), Shadeaux Dagger (WP:5), Fauxthril Hand Cannon (WP:5, unsuitable), Cloak of the Blue Assassin (SP: 1), Cloak of the Elven Spy, Bedroll, Pickaxe, Shovel, Magnifying Glass, Potion, 2x Remedy, Smoke Bomb, Phoenix Essence, Bone Sarick Lanse (played by Xarrzan) Level 11 Mage Power: 18 Health: 12/15 Ether: 5/15 Defense: 0 Gold: 59 Inventory: Dragon's Wrath (Staff WP: 6), Healing Staff (WP:5, healing effect), Dragon's Heart (WP: 15, Fire/Wind Elemental, Suitable to Knights and Rogues), Opal(Ice), Sapphire(Wind), Topaz(Lightning), Potion, Tonics (2), Bone Cronk (played by CorneliusMurdock) Level 21 Paladin Power: 33 Defense: 9 Health: 40/43 (+2) Ether: 14/24 (+2) Gold: 70 Inventory: Zoot's Bane (WP:12, Light, Paralyzing Venom Applied), Healing Staff (WP:5 Healing effect), Bloody Pointy Stick (WP:1), Lance (WP:12), Ennoc's Blessing (Shield, SP:7), Elaborate Helmet (SP:2), Cloak of Chimera (Backwear, Suitable for Mage and Clerics, +2 Health, +2 Ether) Potion, Holy Bomb, Bedroll, Blacksmith Writ, Bone, Cultist Documents, Lightning Bomb, Tonic Xander Unth'or (played by posades) *Lucky* Level 14.5 Barbarian Power: 22 (24 if fighting from front row) Health: 9/21 Gold: 311 Defense: 0 (1 if fighting from back row) Inventory: Pongcanis Club (WP: 8; *Poisoned*), Double-Sided Battle Ax (WP:6, Aim), Enigmatic Hammer (WP: 3), Robe of the Pongcanis Champion (WP: 1 Front Row)(SP: 1 Back Row), Precision Bow (WP:6; all 'Aim's become 'Hit's; unsuitable), Potion (2), Grand Potion, Horse (WP: 1 Front Row), Skeleton Decoy, Venom, Elven Bomb Flavius (controlled by Xarrzan) Level 12.5 Winged Warrior *Knocked Out* Power: 17 Health: 0/18 Defense: 2 Gold: 0 Inventory: Handcrafted Bow (WP:5, ranged), Rock Shield (SP: 2) Note: Shield - Take to the Skies - Stuns all enemies for the current round and makes the user invulnerable for the next round. Denerii (controlled by Chromeknight) Level 16.5 Winged Warrior Power: 21 Health: 19/22 Defense: 0 Gold: 0 Inventory: Handcrafted Bow (WP: 5, ranged), Stone Knife (WP: 8) Note: Shield - Take to the Skies - Stuns all enemies for the current round and makes the user invulnerable for the next round. ***** Party Leader, choose the order of actions. All of you, choose what action(s) you will perform. Any enemy not targeted will get a Free Hit at the end of the Round. Quote
CMP Posted July 25, 2012 Posted July 25, 2012 (edited) Marking the Favored enemy triples damage, not doubles, so I think Skrall should do 161 against Russel. Cronk's Miss should be counted as Meditate, and I think the Chimera Guard's free hit should go to Cronk, not to me. Even though I moved rooms, he's higher up on the battle order. Atramor rushes forward into the throne room, staring intently down the hall as a storm of footsteps seems to form overheard. He spares a glance backward, however, quickly noticing he and Tarn are being trailed. "Tarn, you mind hackin' the bastard up real quick? You'll finish him in a single strike if you're lucky. Alright, so Nyx, Luke, Galen, and Alexandre should move north this round, as well as Knyghton. All of you who just arrived in the entrance corridor, I highly suggest continuing to move west, because Roland and his guards are about to get into the hall." Edited July 25, 2012 by CallMePie Quote
Waterbrick Down Posted July 25, 2012 Posted July 25, 2012 "Alexandre, have you and your Party move North and split those rebels up" OoC: Marking the favored should have trippled the damage done by Skrall, I believe. Also I would have thought that slick icy stairs might at least have made anyone traversing them take 2 turns to make it down them. Quote
Brickdoctor Posted July 25, 2012 Posted July 25, 2012 Marking the Favored enemy triples damage, not doubles, so I think Skrall should do 161 against Russel. Cronk's Miss should be counted as Meditate, and I think the Chimera Guard's free hit should go to Cronk, not to me. Even though I moved rooms, he's higher up on the battle order. QM Note:Well, that's embarrassing. I've been calculating almost all of Skrall's hits for this quest, now, and I forgot that. All fixed, and I also forgot that Skrall was using the crossbow with the Knock-back effect, so I added that in. OoC: Marking the favored should have trippled the damage done by Skrall, I believe. Also I would have thought that slick icy stairs might at least have made anyone traversing them take 2 turns to make it down them. QM Note:If anything, they should go down faster now that they can slide down instead of run. Quote
Zepher Posted July 25, 2012 Author Posted July 25, 2012 OoC: Please note, we will fix it as soon as BD is online again, and we can get to the post, but Imperial Guards C-F should have dealt free hits against Xander, Skrall, Denerii and Sarick. Skrall's Blessed effect brings him back up to full health, but the proper health of all players is found below. Free Hits Xander (-6) Skrall (-3) Denerii (-3) Sarick (-3) The Party: Thothwick, Level 17 1/2 Rouge Power: 25 (23 Ranged) Health: 28/28 Gold: 557 Inventory - Sabre (WP 8), Whip Chain (WP 6), Shuriken (WP 5), 1 Bedroll, 1 Telescope, Cultist's Hat Nyx, Level 20 1/3 Battle Mage *Immune to Asleep-effect* *Lucky* *Blessed* Power: 33 Health: 30/30 Ether: 25/25 Defense: 0 Gold: 40 Inventory: Book of a Thousand Creatures (WP:13, each roll has a 1/6 chance to summon a creature to aid the hero), Dawnstar II (WP: 9), Healing Staff (WP: 5), Shiny Helmet (+1 max health), Ruby (Fire), Amethyst (Darkness), Topaz (Lightning), Sapphire (Wind), Emerald (Wood), Garnet (Earth), Sandman's Parasol, Potion, Remedy, 2 Tonics, 2 Grand Tonics, Holy Bomb, Bedroll, 5 Bones, Wooden Shield (SP:2), Bomb XX, Phoenix Essence, Ether Core Atramor Gibbin, Level 20 Witch Power: 30 Health: 23/23 (-14 for remainder of Quest) Ether: 7/9 (-9 for remainder of Quest) Gold: 52 Inventory: Ratsbane, WP: 10, Witch's Talisman, Black Katana, WP: 8, Staff of the Elven Warlock, WP: 5, Grand Tonic, Fire Bomb, Ancient Crown (Give Enemy Cursed Effect on first hit of battle), Scroll of Sealing Tarn Valco, Level 15 1/2 Barbarian Power: 25 Health: 18/22 Defense: 2 Gold: 13 Inventory: Lion’s Heart (WP: 13, Suitable for Barbarians and Knights, stuns target on successful hits), Helbaerend (WP: 10, Water, Ice and Lightning Elemental, Hollow Blade), Fauxthril Spear (WP: 6), Sand Worm Hide, Remedy, Shovel, Pickaxe William Harkenshire, Level 14 Ranger Power: 19 Health: 19/19 Gold: 20 Inventory: Hand Cannon (WP: 5; Lightning, Wood) Repeating Crossbow (WP: 5 May not be upgraded; Fire; Hastened), Chimera Armor (Torsowear, Suitable for Knights and Barbarians, +2 SP, +2 Health), Lion Knight Shield (SP: 4, Unsuitable), Remedy, Smoke Bomb, Bedroll, Mead, Smelling Salts, Pickaxe, Horse, Skeleton Decoy, Shovel, Magnifying Glass, Venom, Elven Bomb Phil (NPC) *Encouraged* Level 20 1/3 Dastanian Power: 35 70 Health: 22/22 Gold: 50 Inventory: Dastan War Hammer (WP: 15, Fire/Earth Elemental) Shield – Strikes the enemy with a terrific hit, halving their current health. Critical Hit – Attacks with WPx2 + Lvl Skrall, Level 19.5 Hunter (Waterbrick Down) *Party Leader* *Favors Humanoid Enemies* *Blessed* *Lucky* *Encouraged* Power: 54 Health: 32/32 Defense: 0 Gold: 49 Inventory: Heavy Crossbow (WP: 8; Knock-back), Hunter's Crossbow (WP: 11; +4 vs. Beasts), Greatsword of Lion Nobles (WP: 20; User is Slowed), Smoke Bomb, Zoot's Cookie Alexandre le Chevalier, Level 13.5 Knight (Capt.JohnPaul) Power: 21 Health: 22/22 Defense: 7 Gold: 77 Inventory: Sword of the Elven Blademaster (WP: 8; ignores SP), Standard-Issue Crossbow (WP: 1), Cross Heater Shield (SP: 7), Potions (6), Tonic, Remedy, Smoke Bomb, Fire Bomb Isabella del Toboso, Level 12 Rogue (Dharkan) *Lucky* Power: 21 Health: 18/18 Defense: 1 Gold: 74 Inventory: Fauxthril Dagger (WP: 8), Golden Dagger (WP: 3), Standard-Issue Crossbow (WP: 1), Cloak of the Invisible Elf (SP: 1; untargetable for first 2 Rounds of every Battle), Venom, Potions (7), Tonics (5), Remedy, Phoenix Essence, Bedroll, Fire Bombs (3), Dragon Scales (2) Arthur Justus Regulus VII, Level 13.5 Mage (controlled by QM) Power: 20 Health: 19/19 Ether: 12/17 Defense: 1 Gold: 58 Inventory: Staff of the Cultist Battlemage (WP: 7; 50% chance of Fleeing instead of being KO'd), Standard-Issue Crossbow (WP: 1), Robe of Magi (SP:1), Potion(x2), Bedroll, Healing Staff (WP: 5), Scroll of Sealing, Scroll of Blindness, Scroll of Confusion, Scroll of Sleep, Shovel, Grand Tonic, Opal (Ice), Telescope, Amethyst (Darkness), Tonic, Mead Luke, Level 19.5 Sage (controlled by Waterbrick Down) *Pacifist* Power: 24 Health: 27/34 Ether: 20/26 Defense: 0 Gold: 0 Inventory: Arthur's Staff of Elven Necromancy (WP: 5), Standard-Issue Crossbow (WP: 1), Wooden Staff (WP: 1), Diamond (Light), Tonics (1), Bedroll Count Lewis Knyghton, Level 14.5 Engineer (controlled by Capt.JohnPaul) Power: 15 Health: 9/21 Defense: 0 Gold: 0 Inventory: Spatha (WP: 3), Standard-Issue Crossbow (WP: 1) Nerwen Calmcacil (played by Chromeknight) Level 10.5 Cleric *Immune to wind-based attacks* Power: 16 Health: 19/19 Ether: 11/15 Defense: 2 Gold: 93 Inventory: Peace (Hammer, WP: 6), Wooden Staff (WP:3), Bedroll, Shovel, 2x Potion, Tonic, Remedy, Elixir, Grand Tonic, Venom, Bone, Winged Helmet (SP:2, Immune to wind attacks), Phoenix Essence Galen Woodward (played by Fugazi) Level 10.5 Rogue Power: 15 Health: 20/20 (+4) Defense: 1 (+1) Gold: 242 Inventory: Sword of Bashing (WP: 5; Ice; *Poisoned*), Throwing Dagger (WP:4), Chimera Headdress (Headwear, Suitable for Ranger and Rouges, +1 SP +4 Health), Venom, Smoke Bomb, Bedroll De'kra (played by Tanma) Level 16 Rogue Power: 21 Health: 17/22 Defense: 1 Gold: 303 Inventory: Kapura (WP:5, Fire), Chiara (WP:5, Lightning), Shadeaux Dagger (WP:5), Fauxthril Hand Cannon (WP:5, unsuitable), Cloak of the Blue Assassin (SP: 1), Cloak of the Elven Spy, Bedroll, Pickaxe, Shovel, Magnifying Glass, Potion, 2x Remedy, Smoke Bomb, Phoenix Essence, Bone Sarick Lanse (played by Xarrzan) Level 11 Mage Power: 18 Health: 12/15 Ether: 5/15 Defense: 0 Gold: 59 Inventory: Dragon's Wrath (Staff WP: 6), Healing Staff (WP:5, healing effect), Dragon's Heart (WP: 15, Fire/Wind Elemental, Suitable to Knights and Rogues), Opal(Ice), Sapphire(Wind), Topaz(Lightning), Potion, Tonics (2), Bone Cronk (played by CorneliusMurdock) Level 21 Paladin Power: 33 Defense: 9 Health: 40/43 (+2) Ether: 14/24 (+2) Gold: 70 Inventory: Zoot's Bane (WP:12, Light, Paralyzing Venom Applied), Healing Staff (WP:5 Healing effect), Bloody Pointy Stick (WP:1), Lance (WP:12), Ennoc's Blessing (Shield, SP:7), Elaborate Helmet (SP:2), Cloak of Chimera (Backwear, Suitable for Mage and Clerics, +2 Health, +2 Ether) Potion, Holy Bomb, Bedroll, Blacksmith Writ, Bone, Cultist Documents, Lightning Bomb, Tonic Xander Unth'or (played by posades) *Lucky* Level 14.5 Barbarian Power: 22 (24 if fighting from front row) Health: 9/21 Gold: 311 Defense: 0 (1 if fighting from back row) Inventory: Pongcanis Club (WP: 8; *Poisoned*), Double-Sided Battle Ax (WP:6, Aim), Enigmatic Hammer (WP: 3), Robe of the Pongcanis Champion (WP: 1 Front Row)(SP: 1 Back Row), Precision Bow (WP:6; all 'Aim's become 'Hit's; unsuitable), Potion (2), Grand Potion, Horse (WP: 1 Front Row), Skeleton Decoy, Venom, Elven Bomb Flavius (controlled by Xarrzan) Level 12.5 Winged Warrior *Knocked Out* Power: 17 Health: 0/18 Defense: 2 Gold: 0 Inventory: Handcrafted Bow (WP:5, ranged), Rock Shield (SP: 2) Note: Shield - Take to the Skies - Stuns all enemies for the current round and makes the user invulnerable for the next round. Denerii (controlled by Chromeknight) Level 16.5 Winged Warrior Power: 21 Health: 19/22 Defense: 0 Gold: 0 Inventory: Handcrafted Bow (WP: 5, ranged), Stone Knife (WP: 8) Note: Shield - Take to the Skies - Stuns all enemies for the current round and makes the user invulnerable for the next round. There is a rumbling, and the heroes are greeted with the all too familiar sound of a Bomb XX going off. Vipera warns the heroes. <You have more invaders. In Septrine's bathroom, first floor.> The images that Vipera relays sends a shiver down nearly every hero's spine. The heroes get a brief mental image of smoke clearing, and old foes stepping through the rubble. 4 Chimera Guards, 3 Chaos Beasts of Dastan, and finally, XX. The Enemies: Rogue Lion Pikeman A Type: Humanoid Level: 10 Health: 50/50 Defense: 2 Special: Stick Together - All Pikemen present huddle together, halving their Damage taken during the next Round. Drops: nothing Rogue Lion Pikeman B Type: Humanoid Level: 10 Health: 50/50 Defense: 2 Special: Stick Together - All Pikemen present huddle together, halving their Damage taken during the next Round. Drops: nothing Rogue Lion Pikeman C Type: Humanoid Level: 10 Health: 50/50 Defense: 2 Special: Stick Together - All Pikemen present huddle together, halving their Damage taken during the next Round. Drops: nothing Rogue Lion Pikeman D Type: Humanoid Level: 10 Health: 50/50 Defense: 2 Special: Stick Together - All Pikemen present huddle together, halving their Damage taken during the next Round. Drops: nothing Rogue Lion Pikeman E Type: Humanoid Level: 10 Health: 50/50 Defense: 2 Special: Stick Together - All Pikemen present huddle together, halving their Damage taken during the next Round. Drops: nothing Rogue Lion Pikeman F Type: Humanoid Level: 10 Health: 50/50 Defense: 2 Special: Stick Together - All Pikemen present huddle together, halving their Damage taken during the next Round. Drops: nothing Rogue Lion Pikeman G Type: Humanoid Level: 10 Health: 50/50 Defense: 2 Special: Stick Together - All Pikemen present huddle together, halving their Damage taken during the next Round. Drops: nothing Rogue Lion Pikeman H Type: Humanoid Level: 10 Health: 50/50 Defense: 2 Special: Stick Together - All Pikemen present huddle together, halving their Damage taken during the next Round. Drops: nothing Imperial Guard A *Poisoned* Type: Humanoid Level: 6 Health: 128/150 Defense: 1 Special I: Stick Together - Takes a defensive position with the other Imperial Guards so that all damage received is halved for one round. While in effect, none of them can deal free hits. Applies to all remaining Imperial Guards. Special II: Charge! - Allows all Imperial Guards to deal free hits to the party while they are Sticking Together (used only if Sticking Together is already in effect). Applies to all remaining Imperial Guards. Drops: 5 gold Imperial Guard B ~Poisoned~ Type: Humanoid Level: 6 Health: 79/150 Defense: 1 Special I: Stick Together - Takes a defensive position with the other Imperial Guards so that all damage received is halved for one round. While in effect, none of them can deal free hits. Applies to all remaining Imperial Guards. Special II: Charge! - Allows all Imperial Guards to deal free hits to the party while they are Sticking Together (used only if Sticking Together is already in effect). Applies to all remaining Imperial Guards. Drops: 5 gold Imperial Guard C *Poisoned* Type: Humanoid Level: 6 Health: 128/150 Defense: 1 Special I: Stick Together - Takes a defensive position with the other Imperial Guards so that all damage received is halved for one round. While in effect, none of them can deal free hits. Applies to all remaining Imperial Guards. Special II: Charge! - Allows all Imperial Guards to deal free hits to the party while they are Sticking Together (used only if Sticking Together is already in effect). Applies to all remaining Imperial Guards. Drops: 5 gold Imperial Guard D *Poisoned* Type: Humanoid Level: 6 Health: 69/150 Defense: 1 Special I: Stick Together - Takes a defensive position with the other Imperial Guards so that all damage received is halved for one round. While in effect, none of them can deal free hits. Applies to all remaining Imperial Guards. Special II: Charge! - Allows all Imperial Guards to deal free hits to the party while they are Sticking Together (used only if Sticking Together is already in effect). Applies to all remaining Imperial Guards. Drops: 5 gold Imperial Guard E *Poisoned* Type: Humanoid Level: 6 Health: 111/150 Defense: 1 Special I: Stick Together - Takes a defensive position with the other Imperial Guards so that all damage received is halved for one round. While in effect, none of them can deal free hits. Applies to all remaining Imperial Guards. Special II: Charge! - Allows all Imperial Guards to deal free hits to the party while they are Sticking Together (used only if Sticking Together is already in effect). Applies to all remaining Imperial Guards. Drops: 5 gold Imperial Guard F *Poisoned* Type: Humanoid Level: 6 Health: 128/150 Defense: 1 Special I: Stick Together - Takes a defensive position with the other Imperial Guards so that all damage received is halved for one round. While in effect, none of them can deal free hits. Applies to all remaining Imperial Guards. Special II: Charge! - Allows all Imperial Guards to deal free hits to the party while they are Sticking Together (used only if Sticking Together is already in effect). Applies to all remaining Imperial Guards. Drops: 5 gold Chimera Guard B Level 12 Mechanical, Demon Health: 19/50 Special: Roar of Life – Revives one fallen fellow guard at half health. Drops: Nothing Chimera Guard C Level 12 Mechanical, Demon Health: 50/50 Special: Roar of Life – Revives one fallen fellow guard at half health. Drops: Nothing Chimera Guard D Level 12 Mechanical, Demon Health: 50/50 Special: Roar of Life – Revives one fallen fellow guard at half health. Drops: Nothing Chimera Guard E Level 12 Mechanical, Demon Health: 50/50 Special: Roar of Life – Revives one fallen fellow guard at half health. Drops: Nothing Chimera Guard F Level 12 Mechanical, Demon Health: 50/50 Special: Roar of Life – Revives one fallen fellow guard at half health. Drops: Nothing Chimera Guard G Level 12 Mechanical, Demon Health: 50/50 Special: Roar of Life – Revives one fallen fellow guard at half health. Drops: Nothing Chimera Guard H Level 12 Mechanical, Demon Health: 50/50 Special: Roar of Life – Revives one fallen fellow guard at half health. Drops: Nothing Chaos Beast of Dastan A Type: Demon, Holy Level: 20 Health: 300/300 Defense: 5 Special: Chaos - The Chaos Beast of Dastan randomly chooses an action, either (1) dealing 15 Damage, (2) dealing 30 Damage, (3) increasing its Level by 1, (4) doing 15 Damage to itself, (5) dealing 5 Damage to every hero, regardless of Row or SP, or (6) increasing the target's WP by 1. Drops: Zoot's Plaything Chaos Beast of Dastan B Type: Demon, Holy Level: 20 Health: 300/300 Defense: 5 Special: Chaos - The Chaos Beast of Dastan randomly chooses an action, either (1) dealing 15 Damage, (2) dealing 30 Damage, (3) increasing its Level by 1, (4) doing 15 Damage to itself, (5) dealing 5 Damage to every hero, regardless of Row or SP, or (6) increasing the target's WP by 1. Drops: Nothing Chaos Beast of Dastan C Type: Demon, Holy Level: 20 Health: 300/300 Defense: 5 Special: Chaos - The Chaos Beast of Dastan randomly chooses an action, either (1) dealing 15 Damage, (2) dealing 30 Damage, (3) increasing its Level by 1, (4) doing 15 Damage to itself, (5) dealing 5 Damage to every hero, regardless of Row or SP, or (6) increasing the target's WP by 1. Drops: Nothing Heavy Elite Guard A Type: Humanoid Level: 12 Health: 292/300 Defense: 3 Special I: Rally - Encourages all allies for the next round. Special II: Pummel - Deals damage to the foe and stuns them for the next round. Used only if Rally is already in effect. Drops: 100 gold Heavy Elite Guard B Type: Humanoid Level: 12 Health: 292/300 Defense: 3 Special I: Rally - Encourages all allies for the next round. Special II: Pummel - Deals damage to the foe and stuns them for the next round. Used only if Rally is already in effect. Drops: 100 gold Heavy Elite Guard C Type: Humanoid Level: 12 Health: 292/300 Defense: 3 Special I: Rally - Encourages all allies for the next round. Special II: Pummel - Deals damage to the foe and stuns them for the next round. Used only if Rally is already in effect. Drops: 100 gold Elite Archer A Type: Humanoid Level: 15 Health: 167/175 Defense: 0 Special I: Double Shot - Accurately shoots a single arrow through the foe and the next in the battle order, dealing normal damage to both. Special II: Tempest: Rains arrows down on all foes, dealing 7 damage each. Drops: Nothing Note: Specials alternate Elite Archer B Type: Humanoid Level: 15 Health: 167/175 Defense: 0 Special I: Double Shot - Accurately shoots a single arrow through the foe and the next in the battle order, dealing normal damage to both. Special II: Tempest: Rains arrows down on all foes, dealing 7 damage each. Drops: Nothing Note: Specials alternate Elite Archer C Type: Humanoid Level: 15 Health: 167/175 Defense: 0 Special I: Double Shot - Accurately shoots a single arrow through the foe and the next in the battle order, dealing normal damage to both. Special II: Tempest: Rains arrows down on all foes, dealing 7 damage each. Drops: Nothing Note: Specials alternate Rogue Lion Commander A Type: Humanoid Level: 15 Health: 150/150 Defense: 2 Special: Rally - The commander rallies his allies, doubling their Damage dealt during the next Round as part of the Encouraged effect. Drops: nothing Rogue Lion Commander B Type: Humanoid Level: 15 Health: 150/150 Defense: 2 Special: Rally - The commander rallies his allies, doubling their Damage dealt during the next Round as part of the Encouraged effect. Drops: nothing Rogue Lion Commander C Type: Humanoid Level: 15 Health: 135/150 Defense: 2 Special: Rally - The commander rallies his allies, doubling their Damage dealt during the next Round as part of the Encouraged effect. Drops: nothing Rogue Lion Commander D Type: Humanoid Level: 15 Health: 150/150 Defense: 2 Special: Rally - The commander rallies his allies, doubling their Damage dealt during the next Round as part of the Encouraged effect. Drops: nothing Rogue Lion Commander E Type: Humanoid Level: 15 Health: 150/150 Defense: 2 Special: Rally - The commander rallies his allies, doubling their Damage dealt during the next Round as part of the Encouraged effect. Drops: nothing Imperial Bodyguard Russel *Poisoned* *Back Row* Level 16 Humanoid Health: 217/400 Defense: 1 Special: Deceive: Deals damage equal to the enemy's level. Drops: 100 gold Lord Lucan Type: Humanoid Level: 10 Health: 500/500 Defense: 3 Special: Lucky Hit - Lord Lucan flails around with his short decorative sword and manages to get behind his target's defenses, dealing 15 Damage. Being a treacherous member of the nobility, Lord Lucan also inflicts his target with the Poisoned effect. Drops: Venom, 200 Gold Lord Blackenord Level 18 Mechanical, Humanoid Health: 387/525 SP: 2 Special I: Repair Man - Heals all Mechanical Enemies by 25 points. Special II: Scatter-shot - Deals 10 damage to all heroes, disregarding row/SP. Drops: Topaz, 500 Gold Note - Specials will alternate. Sir Lamorak Type: Humanoid Level: 15 Health: 600/600 Defense: 5 Special: Call for Backup - Sir Lamorak calls for a Rogue Lion Commander to assist him. Drops: Mail of the Renegade Commander XX Level 20 Fiery, Humanoid Health: 1500/1500 Special I: Countdown – All Bombs dials go down by one Special II: Explosion – Does 5 damage to all heroes, regardless of row/SP and burns the hero targeting XX, dealing a further 2 damage each round until the end of the battle (does not stack). Drops: Bomb XX x5, Explosive Staff, Fire Amulet Note: Will be defeated when health reaches 250. Drops will be dropped, and XX will flee. (Atramor has made this note necessary by firing a bullet through U'Vires nose ). Sir Loren Type: Humanoid Level: 15 Health: 1000/1000 Defense: 10 Special: Angered Slash - Enraged, Sir Loren slashes at his target, pushing the target back as part of the Afraid effect. Sir Loren's increasing rage raises his Level by 1. Drops: Sword of Ancestral Hatred Emperor Roland Emeraldo Level 20 Humanoid Health: 670/678 Defense: 6 Special I: Deceive: Deals damage equal to the enemy's level. Special II: Corrupt: Turns a random opponent against their party for one turn. Drops: Twin Broadswords, Crown, Golden Armor Note: Specials alternate. Quote
posades Posted July 25, 2012 Posted July 25, 2012 OOC: Does the poison take effect at the end of this round, or not until the next? If it's the former then shouldn't all the imperial guards have one less HP? Xander breathed heavily; he had dealt damage to all the guards around him, but this time he focused his attack on Imperial Guard A from the front row. Quote
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