The_Customizer Posted June 21, 2014 Posted June 21, 2014 Erdathcath prepares herself for a final assault and fires her handcannon at the ceiling, twice from the back row. Quote
Endgame Posted June 21, 2014 Author Posted June 21, 2014 (edited) Round Five of the Final Battle! >Arthur retrieves throwing weapons (back) >Arthur VS Monolith (back): Hit Critical Hit (11x2=22+31=53 damage) >Minoid VS Mortar Cannon (back): Critical Hit (6x2=12+20=32x2=64 damage) >Grimwald casts blindness on Left Hand (back): Failure! >Grimwald VS Needle Cavern Roof (back): Critical Hit (8x2=16+15=31x2=62 damage) >Erdathcath VS Needle Cavern Roof (back): Special Damage Hit (15+21=36x2=72 damage) >Erdathcath VS Needle Cavern Roof (back): Special Damage Special Damage (Spike Drop - special guarded) >Left Hand VS Arthur: Does nothing >Right Hand VS Minoid: 44/2=22-2=20 damage, Minoid Fragile! >Monolith's Head electrocuted! The battle conitnues. Arthur manages to repel Monolith's electric onsalught, the cavern roof falling around them rapidly. Both Monolith and Erdathcath find themselves imapled, the druid obviously recieving the smaller spike of the two. However, the Druid swiftly rolls out of the way of the plummeting rock, avoiding harm. "Hmmm..." Monolith, Level 70 Ancient *Electrocuted!* *Bleeding!* HP: 342/400 SP: 10 Immune to Blindness and Sealing! Specials: Deadly Discharge: Monolith unleashes a column of light and electricity from his eye, sweeping the battlefield. All heroes receive the Electrified 8 effect, and the hero who rolled Special Damage takes 60 damage. Target Acquired: Monolith fixates on the hero who rolled Special Damage, making them take an automatic free hit from him every round until his head id deactivated. Can stack on multiple heroes. Stalagmite Fright: Monolith slices up the ceiling, causing sharp rocks to tumble onto the heroes. All heroes to 14 damage, disregarding row and SP. Specials decided by die roll. Passive Specials: Major Malfunction: When deactivated, any hit on any stalagmite impaled in Monolith's heart does an extra 25 damage. Drops: Emergency Essence, Topaz Monolith's Heart *UNTARGETTABLE, Invincible?, Immune to all Negative Effects? HP: 1650/1650 Passive Specials: Resurrection: Each body part is resurrected after 3 rounds by the Heart. When the Heart bursts, the battle is won. Surge: Monolith's heart beats wildly, its electricty mechanism on the fritz. Each round, one of Monolith's body parts is Electrocuted at random. Electrocuted body parts defy SP on free hits and rolls of damage, and inflict the *Electrified 3!* to whomever targets it. EMP: If the current round's electrocuted body part is not succesfully hit, Monolith's heart discharges the extra electiricty in the form of an EMP. All heroes take damage equal to their level rounded down, disregarding row and SP. Infection: Any negative effects inflicted onto impaled stalagmites are passed onto the heart. The effects wear off when the stalagmite breaks. Drops: Machine Heart Stalagmite A, Level 0 Ancient Damage Recieved: 0 Turns Remaining: 2 Heroes do not give or recieve damage on rolls of Damage or Special Damage. Mortar Cannon, Level 48 Ancient HP: 236/300 Immune to Sleep and Sealing! Specials: Bomb Barrage: Monolith launches off a series of explosives; this does anywhere from 10 to 20 damage disregarding row and SP, decided by a random number generator. Smokescreen: The Mortar Cannon releases some smog, making itself Hastened and Counterstriking for a round. Additionally, the hero who rolled Special Damage recieves the Poison 10 effect. Specials alternate. Passive Specials: When deactivated, any hit on any stalagmite impaled in Monolith's heart does an extra 10 damage. Malfunction: Drops: 150 gold Left Hand, Level 44 Ancient HP: 250/250 Immune to Sleep, Jinxing and Sealing! Specials: Scissor Slash: Monolith catches the party in between both of his blades, slicing them open. All heores have their HP and ether halved, and all heores ahve a 1/3 chance of losing their positive effects. Speed Break: Monolith increases his already impressive agility, Hastening both of his hands for a round. Specials decided by die roll. Passive Specials: Brutal Bludgeon: On rolls of damage and Free hits, the hero is made Weakened. Malfunction: When deactivated, any hit on any stalagmite impaled in Monolith's heart does an extra 10 damage. Drops: Neutralizer Right Hand, Level 44 Ancient HP: 250/250 Immune to Sleep, Jinxing and Sealing! Specials: Scissor Slash: Monolith catches the party in between both of his blades, slicing them open. All heores have their HP and ether halved, and all heores ahve a 1/3 chance of losing their positive effects. Tremor: With the force of an earthquake, Monolith slams both of his blades into the ground. The hero who rolled Special Damage, and all of the heroes above him/her, recieve 50 damage. Specials decided by die roll. Passive Specials: Brutal Bludgeon: On rolls of damage and Free hits, the hero is made Fragile. Malfunction: When deactivated, any hit on any stalagmite impaled in Monolith's heart does an extra 10 damage. Drops: Tiger Balm Needle Cavern Roof, Level 0 Ancient (Can only be hit by ranged attacks) *Confused! ...Somehow? 3 rounds remaining* Damage Recieved: 133 damage (1 stalagmites dropped) Immune to Poison, Fragile and Bleeding! Specials: Spike Drop: A spike plummets into the hero's body, making them fragile until it is destroyed. Passive Specials: Controlled Collapse: Every 75 damage the roof recieves, a stalagmite is dislodged that plummets into Monolith's heart. Each stalagmite lasts 2 rounds, and can be attacked. Any damage that each stalamgite recives is passed onto the normally invincible Monolith's Heart. The Party: Arthur Justus Regulus VII, a Hero Who Is Actually Worth Something (played by Flipz), Level 32.25 Skirmisher, 22-year-old male Human *Immune to Fragile and all Poisons* *Only Receives One Negative Effect At A Time* [ Currently in: Six Thousand Feet Under] *Party Leader!* *Lucky!* *Blessed!* *Hastened!* *Reinforced!* *Electrified 3!* Power: 42 (31 + WP:11) Health: 42/54 (Basic Health: 5 + Level Bonus: 30 + Class Boost: 15 + Permanent Boost: 4*) Ether: 36/36 (Basic Ether: 5 + Level Bonus: 30) Defense: 20 (Arm Shield: 14 + Duke's Coat-of-Arms: 5 + Unicorn Helmet: 1) Gold: 454 (Owed 128 gold by Boomingham) Equipment: Gladiator Trident (WP: 11, Spear, causes bleeding effect), Arm Shield (SP:14), Duke's Coat-of-Arms (Protects against Fragile and all Poisons, SP; 5, suitable for knights, dragoons, skirmishers and regulators; bodywear), Unicorn Helmet (SP:1; the wearer can only receive one negative effect at a time, with a new effect replacing the old one; usable by barbarians, knights, dragoons, infiltrators, regulators, skirmishers, and winged warriors; headwear), Cloak of Deception (Backwear, Free hits against the wearer have a 1/6 chance to be redirected to a random opponent) Scarf of Misfortune (Accessory, Wearer deals the Jinxed effect on every third round) Inventory: Weapons: Zoot's Rebel (WP:20 broomstick, suitable to Arthur only), Sir Roderick's Sword (WP:12, Longsword), Sword of the Vampir (WP:17, user is Jinxed), Duplovian Swift Halberd (WP:3, stuns on successful hits, Hollow halberd),Spider Leg (WP:8, doubled against flying enemies; spear), Dauntlet Index (Spear, WP: 8, WP dobuled against humanoids) (Unsuitable weapons: Ammit (Greatsword, WP 6, gains 5 Ether for each kill), Artifacts: Duplovian Helmet of the Guard (SP:2, Immune to Magic and Healing), Shackles of War (Accessory, Prevents anyone from fleeing battles), Jester's Hat (Headwear, Wearer may choose to gain one immunity from targeted enemy), Stingy Gloves (Handwear, wearable by everybody. Prevents enemies from ever stealing gold from you.), Minoid Card Key, Cloak of Deception (Backwear, Free hits against the wearer have a 1/6 chance to be redirected to a random opponent) Zap-Tap Badge (Artefact, Accessory. Has a 1/2 chance to deal Electric damage to an opponent who has dealt damage to a hero, equal to the hero's level.), (Unsuitable Artifacts: Sticky Gloves (Handwear, Increases the amount of gold stolen by 50% (rounded up), suitable for rogues and beast warriors) (sent to Isaac Shawe) ) Heavy Armor (SP: 5) Gems: Opal (Ice), Amethyst (Darkness), Topaz (Lightning), Diamond (Light), Garnet (Earth), Tools: Bedroll, Telescope, Shovel, Magnifying Glass, Pickaxe, Magic Compass Scrolls: All Lent! Consumables: *Healing: Potion, Tonic, Grand Tonic , Ether Core, Remedy x6, Elixir x3 *Status: Nostrum x2, Hurricane, Mead x2, Ambrosia x2, Jinxy Juice, Blind Fury, Love Potion *Venoms: Exterlate, Noxious Venom (When used on a weapon, the weapon deals the Poisoned-by-10 effect for the duration of the battle and the Confused effect for the next three rounds, for the duration of one battle.), Crumbling Venom (-3 HP/-1 SP per round) *Permanent Improvement: Bright Polish x2, Grating Stone, Ella's Pie (Permanently boosts max. ether by 5 but permanently decreases max. health by 5 when consumed.), *Bombs: Smoke Bomb x5, 3 Bones, Chaotic Bomb (Causes 100 random elemental damage to all opponents), Pumpkin Bomb (Causes stunned-, poisoned-, asleep-, blinded-, sealed- and confused-effects to all opponents when used.), *Currency: Scrap Metal x2, Silver Ore x2 Bookmark is hitching a ride. Erdathcath Madilinas, 199 years old, *Hastened!* Level 22 Druid Power: 37 Health: 36/36 Ether: 7/25 Gold: 620 Equipped: Tritech Handcannon (WP:15, Fire-elemental *Poison 10!*), Satchel of Awesomeness (Permanent Lucky-effect; bodywear), Overkill Gloves, Mage's muffler (protects from sealing), Amulet of Optimism (Adds the confused-effect to all attacks; suitable to Erdathcath only; accessory), Inventory: Longbow (WP:7), Helmet (+1 max. health), 6 Potions, Grand Potion, 6 Mead, Smelling Salts, 15 Venoms, 2 Deadly Venoms, 2 Floral Bombs, 2 Ice Bombs, 2 Lightning Bombs, 1 Fire Bomb, 3 Smoke Bombs, 2 Water Bombs, 2 Holy Bomb, 2 Dirt Bombs, 2 Air Bombs, Bone, Skeleton Decoy, Bedroll, Shovel, Pickaxe, Telescope, Saber teeth, Scroll of Weakening, Snake Eye Charm (protects from petrified), , Jinxy Juice, Grand Tonic x2, Love Potion, Blind Fury, Grating Stone, Jinxy Juice, Mythril Shard, Staff of Ennon - (WP: 5, Light-Elemental, Restores 2 ether on a roll of 2, 3, or 4), Scroll of Sleep, Scroll of Frailty, Scroll of Blindness, Scroll of Confusion, Healing Staff (WP: 5), Silver Ore, Elixir, Emergency Essence, Qlice (WP: 8, permanent Poison 4, Club), Agni Bomb, Sushi 69 year old male gnome Cleric Level: 15 Power: 23 (14 + 8 + permanent boost of 1) SP: 0 Health: 23/23 Ether: 13/19 Gold: 513 Equipment: Knotted Broom (WP: 6), Lens of Speed Reading (Accessory, Allows a scroll to be read in addition to a normal action. Suitable for scroll users.), Tricorne (SP: 3) Inventory: Shovel, Pickaxe, Scroll of Frailty, Scroll of Sleep, Mead, Remedy x3, Potion x2, Bone x2, Grand Potion, Bunch of Cherries (10/10 cherries that each restore 1 ether when eaten), Chaotic Bomb (Causes 100 random elemental damage to all opponents), Bedroll, Ice Bomb, Root beer (Restores 10 health, or can be used as a bomb against Undead enemies for 20 damage (Does not affect non-Undead enemies)), Ambrosia, Scroll of Blindness, Scroll of Confusion, Scroll of Armor Sundering (Reduces target’s SP by 5 and has a 50/50 chance of success), Scroll of Poisoning (Grants target’s weapon the Poisoned 10 effect for one battle at the cost of 5 ether), Scroll of Luck (Grants target the Lucky-effect for one battle. Costs 10 ether.), Scroll of Weakening, Healing Staff (WP: 5), Smoke Bomb, Plague Venom, Staff of the Cultist Battlemage (WP: 7, 50% chance of Fleeing upon being KO'd; suitable for Mages and Clerics), Tricorne (suitable for anyone, SP: 3, headwear), Grand Tonic x2, Pugilist's Gloves (+2 power/immune to Weakened), Splinter Broom (WP: 8, defies SP), Opal, Amethyst, Diamond, Nostrum, Sushi x2, Smelling Salts, Noble Mask (Wearer gains gold equal to the number of enemies after each victorious battle; headwear), "STATEMENT: Let us finish this!" Minoid, Level 20.33 Drilling Automaton *Fragile! 3 rounds remaining* HP: 12/32 Power: 33 SP: 2 Equipment: Minoid Drill Arm (WP: 13), Iron Shell (SP: 2), Scanning Eye (Allows the Minoid to analyze most foes before battle. If in battle, it can spend a turn to analyze the fight) Inventory: Remedy x2, Hollow Blade Dagger (WP:6, dagger, hollow-blade [Phoenix Essence]), Quick bow (WP: 6, Suitable to rangers, provides hastened effect for one round each battle), Unlucky Horseshoe (WP:13, retrievable, causes Jinxed-effect; throwing weapon), Grand Potion x2 Edited June 21, 2014 by Endgame Quote
Flipz Posted June 21, 2014 Posted June 21, 2014 (edited) OOC: Why did Minoid take the Free Hit? I put both of Arthur's actions first so he could absorb the FH's--Arthur should be down 4HP and Weakened. Also note that this upcoming Round, Arthur deals Jinxed on all attacks. ...also that is not at all what I thought Spike Drop did, but oh well. Did you roll for Confused on it? I also feel, since it's a special effect, that Erdy's Special Guard should be rolled for. How about for my Cloak of Deception Free Hits? Edited June 22, 2014 by Flipz Quote
Endgame Posted June 21, 2014 Author Posted June 21, 2014 QM Note: I've always interpreted the rules as going hero by hero through the battle order, not action through action. Sure enough, Erdathcath's special guard kicked in! Quote
Flipz Posted June 21, 2014 Posted June 21, 2014 (edited) OOC: In that case, we shouldn't be standing here--there have been multiple times this Quest where I've used Hastened to tank two Free Hits, albeit doing so while my actions were split up. If that's changed and I can only take one Free Hit, then we cannot win this battle--even assuming perfect Critical Hit-on-Fragile rolls, we're going to get picked off by Free Hits and EMP one by one before we can muster enough firepower to take down the heart. "Actually, Erdy, use your second action to heal me, unless I'm already down, in which case keep attacking." Edited June 21, 2014 by Flipz Quote
Endgame Posted June 21, 2014 Author Posted June 21, 2014 (edited) QM Note: I'm assuming you mean a situation in which there is three free hits, and it looks something like... >Arthur >Minoid >Arthur In which case, yes, you would have two free hits combined into 1, because there is another hero in the middle. I will read through the FAQ topic again for the sake of correctness, but I am fairly sure that is how it works. And I have to disagree. You do not have to hit a stalactite every turn. There is four offensive targets, three of which grimwald can take a hit from and still survive. (This is assuming they are not Electrocuted.) You have six actions - seven, counting Grimwald's scroll action - and every dangeorus enemy but the head can be Blinded, thus eliminating free hits for a decent amount of time. You have a lucky druid, a Phoenix Essence that can be used by the Minoid at any time, and the potential to deal huge amounts of damage to the heart in one fell swoop. You have plenty of options - I have four battle orders in mind right now that would all help you greatly. If you're feeling too spread thin by one strategy, try another. Edited June 21, 2014 by Endgame Quote
Flipz Posted June 22, 2014 Posted June 22, 2014 OOC: I'm not going to argue that method of running Hastened, I'm just going to note that I disagree with it. On mobile early in the morning (1 am-ish), so no formatting other than this; consider the following properly bolded. Arthur throws his Swift Halberd at Monolith and then his strongest throwing weapon at the mortar cannon. Minoid retrieves the unlucky horseshoe. Grimwald Blinds the Left Hand until successful, then the Right Hand if possible. Erdathcath shoots the Right Hand, then heals Arthur if he's still conscious. If Arthur is not conscious, she throws a Smoke Bomb. Battle Order: Minoid Arthur Grimwald Grimwald Arthur Erdathcath Erdathcath Quote
LordoftheNoobs Posted June 22, 2014 Posted June 22, 2014 OOC: I still don't understand why this battle needed to be pretty much restarted like it was (I mean, Monolith just going back to full health makes no sense to me at all, roleplay- or gameplay-wise), but whatever. Quote
Endgame Posted June 22, 2014 Author Posted June 22, 2014 (edited) OOC: I still don't understand why this battle needed to be pretty much restarted like it was (I mean, Monolith just going back to full health makes no sense to me at all, roleplay- or gameplay-wise), but whatever. QM Note: I realize that you are getting bored (and I will speak more in dpeth on my thoughts about... everything in the QM Lounge when this is done), so I will try my best to run as many rounds as possible daily. No more than 10 days left of this quest. Round Six of the Final Battle! >Minoid retrieves the Unlucky Horseshoe >Arthur VS Monolith (back): Speical Damage Critical Hit (3x2=6+31=37 damage) >Grimwald blinds the Left Hand (back): Success! >Grimwald blinds the Right Hand (back): Success! >Arthur VS Mortar Cannon (back): Hit Critical Hit (8x2=16+31=47 damage) >Erdathcath VS Right Hand (back): Spoecial Damage Aim (21 damage) >Erdathcath heals Arthur (back): No heal Shield: Roots of Life! (21+15=36 HP healed to the entire party!) >Left Hand VS Minoid: Does nothing >Right Hand VS Arthur: Does nothing >Right Hand electrocuted! The party has a rather good round. Arthur staves off Monolith's devestating attacks, while Grimwald begins to incapicitate the hands. Erdathcath heals everyone with a roots of life - now, the party was back on their feet, and had an oppurtunity to dish out some serious damage. "Interesting. Keep it up! It's a damn shame this is the only way I can prepare you for the trials ahead..." "You're doing well." Monolith, Level 70 Ancient *Electrocuted!* *Bleeding!* *Stunned!* *Jinxed!* HP: 300/400 SP: 10 Immune to Blindness and Sealing! Specials: Deadly Discharge: Monolith unleashes a column of light and electricity from his eye, sweeping the battlefield. All heroes receive the Electrified 8 effect, and the hero who rolled Special Damage takes 60 damage. Target Acquired: Monolith fixates on the hero who rolled Special Damage, making them take an automatic free hit from him every round until his head id deactivated. Can stack on multiple heroes. Stalagmite Fright: Monolith slices up the ceiling, causing sharp rocks to tumble onto the heroes. All heroes to 14 damage, disregarding row and SP. Specials decided by die roll. Passive Specials: Major Malfunction: When deactivated, any hit on any stalagmite impaled in Monolith's heart does an extra 25 damage. Drops: Emergency Essence, Topaz Monolith's Heart *UNTARGETTABLE, Invincible?, Immune to all Negative Effects? HP: 1650/1650 Passive Specials: Resurrection: Each body part is resurrected after 3 rounds by the Heart. When the Heart bursts, the battle is won. Surge: Monolith's heart beats wildly, its electricty mechanism on the fritz. Each round, one of Monolith's body parts is Electrocuted at random. Electrocuted body parts defy SP on free hits and rolls of damage, and inflict the *Electrified 3!* to whomever targets it. EMP: If the current round's electrocuted body part is not succesfully hit, Monolith's heart discharges the extra electiricty in the form of an EMP. All heroes take damage equal to their level rounded down, disregarding row and SP. Infection: Any negative effects inflicted onto impaled stalagmites are passed onto the heart. The effects wear off when the stalagmite breaks. Drops: Machine Heart Stalagmite A, Level 0 Ancient Damage Recieved: 0 Turns Remaining: 1 Heroes do not give or recieve damage on rolls of Damage or Special Damage. Mortar Cannon, Level 48 Ancient *Jinxed!* HP: 189/300 Immune to Sleep and Sealing! Specials: Bomb Barrage: Monolith launches off a series of explosives; this does anywhere from 10 to 20 damage disregarding row and SP, decided by a random number generator. Smokescreen: The Mortar Cannon releases some smog, making itself Hastened and Counterstriking for a round. Additionally, the hero who rolled Special Damage recieves the Poison 10 effect. Specials alternate. Passive Specials: When deactivated, any hit on any stalagmite impaled in Monolith's heart does an extra 10 damage. Malfunction: Drops: 150 gold Left Hand, Level 44 Ancient *Blind! 3 rounds remaining* HP: 250/250 Immune to Sleep, Jinxing and Sealing! Specials: Scissor Slash: Monolith catches the party in between both of his blades, slicing them open. All heores have their HP and ether halved, and all heores ahve a 1/3 chance of losing their positive effects. Speed Break: Monolith increases his already impressive agility, Hastening both of his hands for a round. Specials decided by die roll. Passive Specials: Brutal Bludgeon: On rolls of damage and Free hits, the hero is made Weakened. Malfunction: When deactivated, any hit on any stalagmite impaled in Monolith's heart does an extra 10 damage. Drops: Neutralizer Right Hand, Level 44 Ancient *Confused! 3 rounds remaining* *Blind! 3 rounds remaining* *Poison 10!* HP: 219/250 Immune to Sleep, Jinxing and Sealing! Specials: Scissor Slash: Monolith catches the party in between both of his blades, slicing them open. All heores have their HP and ether halved, and all heores ahve a 1/3 chance of losing their positive effects. Tremor: With the force of an earthquake, Monolith slams both of his blades into the ground. The hero who rolled Special Damage, and all of the heroes above him/her, recieve 50 damage. Specials decided by die roll. Passive Specials: Brutal Bludgeon: On rolls of damage and Free hits, the hero is made Fragile. Malfunction: When deactivated, any hit on any stalagmite impaled in Monolith's heart does an extra 10 damage. Drops: Tiger Balm Needle Cavern Roof, Level 0 Ancient (Can only be hit by ranged attacks) *Confused! ...Somehow? 2 rounds remaining* Damage Recieved: 133 damage (1 stalagmites dropped) Immune to Poison, Fragile and Bleeding! Specials: Spike Drop: A spike plummets into the hero's body, making them fragile until it is destroyed. Passive Specials: Controlled Collapse: Every 75 damage the roof recieves, a stalagmite is dislodged that plummets into Monolith's heart. Each stalagmite lasts 2 rounds, and can be attacked. Any damage that each stalamgite recives is passed onto the normally invincible Monolith's Heart. The Party: Arthur Justus Regulus VII, a Hero Who Is Actually Worth Something (played by Flipz), Level 32.25 Skirmisher, 22-year-old male Human *Immune to Fragile and all Poisons* *Only Receives One Negative Effect At A Time* [ Currently in: Six Thousand Feet Under] *Party Leader!* *Lucky!* *Blessed!* *Hastened!* *Reinforced!* Power: 42 (31 + WP:11) Health: 54/54 (Basic Health: 5 + Level Bonus: 30 + Class Boost: 15 + Permanent Boost: 4*) Ether: 36/36 (Basic Ether: 5 + Level Bonus: 30) Defense: 20 (Arm Shield: 14 + Duke's Coat-of-Arms: 5 + Unicorn Helmet: 1) Gold: 454 (Owed 128 gold by Boomingham) Equipment: Gladiator Trident (WP: 11, Spear, causes bleeding effect), Arm Shield (SP:14), Duke's Coat-of-Arms (Protects against Fragile and all Poisons, SP; 5, suitable for knights, dragoons, skirmishers and regulators; bodywear), Unicorn Helmet (SP:1; the wearer can only receive one negative effect at a time, with a new effect replacing the old one; usable by barbarians, knights, dragoons, infiltrators, regulators, skirmishers, and winged warriors; headwear), Cloak of Deception (Backwear, Free hits against the wearer have a 1/6 chance to be redirected to a random opponent) Scarf of Misfortune (Accessory, Wearer deals the Jinxed effect on every third round) Inventory: Weapons: Zoot's Rebel (WP:20 broomstick, suitable to Arthur only), Sir Roderick's Sword (WP:12, Longsword), Sword of the Vampir (WP:17, user is Jinxed), Duplovian Swift Halberd (WP:3, stuns on successful hits, Hollow halberd),Spider Leg (WP:8, doubled against flying enemies; spear), Dauntlet Index (Spear, WP: 8, WP dobuled against humanoids) (Unsuitable weapons: Ammit (Greatsword, WP 6, gains 5 Ether for each kill), Artifacts: Duplovian Helmet of the Guard (SP:2, Immune to Magic and Healing), Shackles of War (Accessory, Prevents anyone from fleeing battles), Jester's Hat (Headwear, Wearer may choose to gain one immunity from targeted enemy), Stingy Gloves (Handwear, wearable by everybody. Prevents enemies from ever stealing gold from you.), Minoid Card Key, Cloak of Deception (Backwear, Free hits against the wearer have a 1/6 chance to be redirected to a random opponent) Zap-Tap Badge (Artefact, Accessory. Has a 1/2 chance to deal Electric damage to an opponent who has dealt damage to a hero, equal to the hero's level.), (Unsuitable Artifacts: Sticky Gloves (Handwear, Increases the amount of gold stolen by 50% (rounded up), suitable for rogues and beast warriors) (sent to Isaac Shawe) ) Heavy Armor (SP: 5) Gems: Opal (Ice), Amethyst (Darkness), Topaz (Lightning), Diamond (Light), Garnet (Earth), Tools: Bedroll, Telescope, Shovel, Magnifying Glass, Pickaxe, Magic Compass Scrolls: All Lent! Consumables: *Healing: Potion, Tonic, Grand Tonic , Ether Core, Remedy x6, Elixir x3 *Status: Nostrum x2, Hurricane, Mead x2, Ambrosia x2, Jinxy Juice, Blind Fury, Love Potion *Venoms: Exterlate, Noxious Venom (When used on a weapon, the weapon deals the Poisoned-by-10 effect for the duration of the battle and the Confused effect for the next three rounds, for the duration of one battle.), Crumbling Venom (-3 HP/-1 SP per round) *Permanent Improvement: Bright Polish x2, Grating Stone, Ella's Pie (Permanently boosts max. ether by 5 but permanently decreases max. health by 5 when consumed.), *Bombs: Smoke Bomb x5, 3 Bones, Chaotic Bomb (Causes 100 random elemental damage to all opponents), Pumpkin Bomb (Causes stunned-, poisoned-, asleep-, blinded-, sealed- and confused-effects to all opponents when used.), *Currency: Scrap Metal x2, Silver Ore x2 Bookmark is hitching a ride. Erdathcath Madilinas, 199 years old, *Hastened!* Level 22 Druid Power: 37 Health: 36/36 Ether: 6/25 Gold: 620 Equipped: Tritech Handcannon (WP:15, Fire-elemental *Poison 10!*), Satchel of Awesomeness (Permanent Lucky-effect; bodywear), Overkill Gloves, Mage's muffler (protects from sealing), Amulet of Optimism (Adds the confused-effect to all attacks; suitable to Erdathcath only; accessory), Inventory: Longbow (WP:7), Helmet (+1 max. health), 6 Potions, Grand Potion, 6 Mead, Smelling Salts, 15 Venoms, 2 Deadly Venoms, 2 Floral Bombs, 2 Ice Bombs, 2 Lightning Bombs, 1 Fire Bomb, 3 Smoke Bombs, 2 Water Bombs, 2 Holy Bomb, 2 Dirt Bombs, 2 Air Bombs, Bone, Skeleton Decoy, Bedroll, Shovel, Pickaxe, Telescope, Saber teeth, Scroll of Weakening, Snake Eye Charm (protects from petrified), , Jinxy Juice, Grand Tonic x2, Love Potion, Blind Fury, Grating Stone, Jinxy Juice, Mythril Shard, Staff of Ennon - (WP: 5, Light-Elemental, Restores 2 ether on a roll of 2, 3, or 4), Scroll of Sleep, Scroll of Frailty, Scroll of Blindness, Scroll of Confusion, Healing Staff (WP: 5), Silver Ore, Elixir, Emergency Essence, Qlice (WP: 8, permanent Poison 4, Club), Agni Bomb, Sushi 69 year old male gnome Cleric Level: 15 Power: 23 (14 + 8 + permanent boost of 1) SP: 0 Health: 23/23 Ether: 11/19 Gold: 513 Equipment: Knotted Broom (WP: 6), Lens of Speed Reading (Accessory, Allows a scroll to be read in addition to a normal action. Suitable for scroll users.), Tricorne (SP: 3) Inventory: Shovel, Pickaxe, Scroll of Frailty, Scroll of Sleep, Mead, Remedy x3, Potion x2, Bone x2, Grand Potion, Bunch of Cherries (10/10 cherries that each restore 1 ether when eaten), Chaotic Bomb (Causes 100 random elemental damage to all opponents), Bedroll, Ice Bomb, Root beer (Restores 10 health, or can be used as a bomb against Undead enemies for 20 damage (Does not affect non-Undead enemies)), Ambrosia, Scroll of Blindness, Scroll of Confusion, Scroll of Armor Sundering (Reduces target’s SP by 5 and has a 50/50 chance of success), Scroll of Poisoning (Grants target’s weapon the Poisoned 10 effect for one battle at the cost of 5 ether), Scroll of Luck (Grants target the Lucky-effect for one battle. Costs 10 ether.), Scroll of Weakening, Healing Staff (WP: 5), Smoke Bomb, Plague Venom, Staff of the Cultist Battlemage (WP: 7, 50% chance of Fleeing upon being KO'd; suitable for Mages and Clerics), Tricorne (suitable for anyone, SP: 3, headwear), Grand Tonic x2, Pugilist's Gloves (+2 power/immune to Weakened), Splinter Broom (WP: 8, defies SP), Opal, Amethyst, Diamond, Nostrum, Sushi x2, Smelling Salts, Noble Mask (Wearer gains gold equal to the number of enemies after each victorious battle; headwear), "STATEMENT: Let us finish this!" Minoid, Level 20.33 Drilling Automaton HP: 32/32 Power: 33 SP: 2 Equipment: Minoid Drill Arm (WP: 13), Iron Shell (SP: 2), Scanning Eye (Allows the Minoid to analyze most foes before battle. If in battle, it can spend a turn to analyze the fight) Inventory: Remedy x2, Hollow Blade Dagger (WP:6, dagger, hollow-blade [Phoenix Essence]), Quick bow (WP: 6, Suitable to rangers, provides hastened effect for one round each battle), Unlucky Horseshoe (WP:13, retrievable, causes Jinxed-effect; throwing weapon), Grand Potion x2 Edited June 22, 2014 by Endgame Quote
Flipz Posted June 22, 2014 Posted June 22, 2014 OOC: Poison on the Right Hand, since Erdy hit it with Aim, and Jinxed on Mortar Cannon? Does EMP ignore Blinded? Arthur lets out the breath he hadn't even known he'd been holding. Wordlessly, he directs Minoid to throw the Unlucky Horseshoe at the cavern roof, knowing it would improve their odds later on in the fight. Arthur throws his Spider Leg at the Right Hand, then throws his Gladiator Trident at the new stalactite created by Minoid's attack. Erdy fires at the Mortar Cannon and then the new stalactite created by Minoid's attack. Grimwald frails the new stalactite created by Minoid's attack, then repeats if unsuccessful or swings his Splinter Broom at it if he is. Battle Order: >Arthur VS Right Hand (back): >Minoid VS Needle Cavern Roof (back): >Grimwald Frails Stalactite (B?) (back): >Grimwald Frails Stalactite (B?) (back): OR >Grimwald VS Stalactite B (back): >Arthur VS Stalactite (B?) (back): >Erdathcath VS Mortar Cannon (back): >Erdathcath VS Stalactite (B?) (back): Quote
Endgame Posted June 22, 2014 Author Posted June 22, 2014 QM Note: It does - as long as the electrocuted part is unhit, an EMP will be unleashed. However, down all the appendages, and he cannot do a thing - not even EMP, because it requires having an activated body part. Quote
The_Customizer Posted June 22, 2014 Posted June 22, 2014 Exhausted, worn out, and really not fully awake anymore, Erdathcath powers up her handcannon and fires off shots at the Mortar Cannon, and the spike that is dropped. Back row. "Monolith, I know that you have to do as you are told by the Regret, but what power do you have that enables you to fully restore yourself? Even I a Druid can heal and restore, but the power you have is amazing, after this, when we have defeated you, perhaps you can drop a secret to this amazing healing power." Quote
Endgame Posted June 22, 2014 Author Posted June 22, 2014 Monolith, I know that you have to do as you are told by the Regret, but what power do you have that enables you to fully restore yourself? Even I a Druid can heal and restore, but the power you have is amazing, after this, when we have defeated you, perhaps you can drop a secret to this amazing healing power." "I didn't heal myself. What you've seen isn't restoration - it's a last ditch effort. Essentially, even if I were to best you here and now, you've already ruptured my heart - if I were to beat you, I'd collapse and die a little while later. I'm a dead man walking. It seems like the torture device The Regret installed inside my heart - the electroshock one - is malfunctioning... It is keeps my heart beating and throbbing due to electrical surges, despite it currently being cleaved in half. This whole "electrocuted limbs" thing, too? Unintentional, not to mention agonizing. Please, heroes, end this..." QM Note: I'll run the next round in about an hour! Quote
Endgame Posted June 22, 2014 Author Posted June 22, 2014 (edited) Round Seven of the Final Battle! >Arthur VS Right Hand (back): Damage Hit (31+8=39 damage) >Minoid VS Needle Cavern Roof (back): Shield: Dance of Drills (13+20=33 damage to all enemies + their SP) >Grimwald Frails Stalactite B (back): Success! >Grimwald VS Stalactite B (back): Hit (8+15=23x4=92 damage) >Arthur VS Stalactite B (back): Damage Damage (Nothing happens) >Erdathcath VS Mortar Cannon (back): Hit Critical Hit (15x2=30+21=52x2=104 damage) >Erdathcath VS Stalactite B (back): Special Damage Critical Hit (15x2=30+21=51x4=204 damage) >Monolith VS Arthur: Stunned. >Right Hand VS Minoid: Does nothing. >Left Hand electrocuted! The party continues their attack on Monolith. They manage to avoid his wrath, moving in careful synchornization to dodge his downpour of spear strikes. He slices and marks up the battlefield, the cavern floor now covered in deep cuts. The party manages to do some good damage on his heart, with his morar cannon beginning to waver. "I'm not down yet. Remain cautious." Monolith, Level 70 Ancient *Bleeding!* *Jinxed!* HP: 204/400 SP: 10 Immune to Blindness and Sealing! Specials: Deadly Discharge: Monolith unleashes a column of light and electricity from his eye, sweeping the battlefield. All heroes receive the Electrified 8 effect, and the hero who rolled Special Damage takes 60 damage. Target Acquired: Monolith fixates on the hero who rolled Special Damage, making them take an automatic free hit from him every round until his head id deactivated. Can stack on multiple heroes. Stalagmite Fright: Monolith slices up the ceiling, causing sharp rocks to tumble onto the heroes. All heroes to 14 damage, disregarding row and SP. Specials decided by die roll. Passive Specials: Major Malfunction: When deactivated, any hit on any stalagmite impaled in Monolith's heart does an extra 25 damage. Drops: Emergency Essence, Topaz Monolith's Heart *UNTARGETTABLE, Invincible?, Immune to all Negative Effects? *Fragile, Poisoned, and Confused from Stalagmite B!* HP: 1282/1650 Passive Specials: Resurrection: Each body part is resurrected after 3 rounds by the Heart. When the Heart bursts, the battle is won. Surge: Monolith's heart beats wildly, its electricty mechanism on the fritz. Each round, one of Monolith's body parts is Electrocuted at random. Electrocuted body parts defy SP on free hits and rolls of damage, and inflict the *Electrified 3!* to whomever targets it. EMP: If the current round's electrocuted body part is not succesfully hit, Monolith's heart discharges the extra electiricty in the form of an EMP. All heroes take damage equal to their level rounded down, disregarding row and SP. Infection: Any negative effects inflicted onto impaled stalagmites are passed onto the heart. The effects wear off when the stalagmite breaks. Drops: Machine Heart Stalagmite B, Level 0 Ancient Damage Recieved: 296 Turns Remaining: 2 Heroes do not give or recieve damage on rolls of Damage or Special Damage. Mortar Cannon, Level 48 Ancient *Jinxed!* *Poison 10!* HP: 9/300 Immune to Sleep and Sealing! Specials: Bomb Barrage: Monolith launches off a series of explosives; this does anywhere from 10 to 20 damage disregarding row and SP, decided by a random number generator. Smokescreen: The Mortar Cannon releases some smog, making itself Hastened and Counterstriking for a round. Additionally, the hero who rolled Special Damage recieves the Poison 10 effect. Specials alternate. Passive Specials: When deactivated, any hit on any stalagmite impaled in Monolith's heart does an extra 10 damage. Malfunction: Drops: 150 gold Left Hand, Level 44 Ancient *Blind! 2 rounds remaining* *Electrocuted!* HP: 184/250 Immune to Sleep, Jinxing and Sealing! Specials: Scissor Slash: Monolith catches the party in between both of his blades, slicing them open. All heores have their HP and ether halved, and all heores ahve a 1/3 chance of losing their positive effects. Speed Break: Monolith increases his already impressive agility, Hastening both of his hands for a round. Specials decided by die roll. Passive Specials: Brutal Bludgeon: On rolls of damage and Free hits, the hero is made Weakened. Malfunction: When deactivated, any hit on any stalagmite impaled in Monolith's heart does an extra 10 damage. Drops: Neutralizer Right Hand, Level 44 Ancient *Confused! 2 rounds remaining* *Blind! 2 rounds remaining* *Poison 10!* HP: 104/250 Immune to Sleep, Jinxing and Sealing! Specials: Scissor Slash: Monolith catches the party in between both of his blades, slicing them open. All heores have their HP and ether halved, and all heores ahve a 1/3 chance of losing their positive effects. Tremor: With the force of an earthquake, Monolith slams both of his blades into the ground. The hero who rolled Special Damage, and all of the heroes above him/her, recieve 50 damage. Specials decided by die roll. Passive Specials: Brutal Bludgeon: On rolls of damage and Free hits, the hero is made Fragile. Malfunction: When deactivated, any hit on any stalagmite impaled in Monolith's heart does an extra 10 damage. Drops: Tiger Balm Needle Cavern Roof, Level 0 Ancient (Can only be hit by ranged attacks) *Confused! ...Somehow? 1 rounds remaining* *Jinxed!* Damage Recieved: 199 damage (2 stalagmites dropped) Immune to Poison, Fragile and Bleeding! Specials: Spike Drop: A spike plummets into the hero's body, making them fragile until it is destroyed. Passive Specials: Controlled Collapse: Every 75 damage the roof recieves, a stalagmite is dislodged that plummets into Monolith's heart. Each stalagmite lasts 2 rounds, and can be attacked. Any damage that each stalamgite recives is passed onto the normally invincible Monolith's Heart. The Party: Arthur Justus Regulus VII, a Hero Who Is Actually Worth Something (played by Flipz), Level 32.25 Skirmisher, 22-year-old male Human *Immune to Fragile and all Poisons* *Only Receives One Negative Effect At A Time* [ Currently in: Six Thousand Feet Under] *Party Leader!* *Lucky!* *Blessed!* *Hastened!* *Reinforced!* Power: 42 (31 + WP:11) Health: 54/54 (Basic Health: 5 + Level Bonus: 30 + Class Boost: 15 + Permanent Boost: 4*) Ether: 36/36 (Basic Ether: 5 + Level Bonus: 30) Defense: 20 (Arm Shield: 14 + Duke's Coat-of-Arms: 5 + Unicorn Helmet: 1) Gold: 454 (Owed 128 gold by Boomingham) Equipment: Gladiator Trident (WP: 11, Spear, causes bleeding effect), Arm Shield (SP:14), Duke's Coat-of-Arms (Protects against Fragile and all Poisons, SP; 5, suitable for knights, dragoons, skirmishers and regulators; bodywear), Unicorn Helmet (SP:1; the wearer can only receive one negative effect at a time, with a new effect replacing the old one; usable by barbarians, knights, dragoons, infiltrators, regulators, skirmishers, and winged warriors; headwear), Cloak of Deception (Backwear, Free hits against the wearer have a 1/6 chance to be redirected to a random opponent) Scarf of Misfortune (Accessory, Wearer deals the Jinxed effect on every third round) Inventory: Weapons: Zoot's Rebel (WP:20 broomstick, suitable to Arthur only), Sir Roderick's Sword (WP:12, Longsword), Sword of the Vampir (WP:17, user is Jinxed), Duplovian Swift Halberd (WP:3, stuns on successful hits, Hollow halberd),Spider Leg (WP:8, doubled against flying enemies; spear), Dauntlet Index (Spear, WP: 8, WP dobuled against humanoids) (Unsuitable weapons: Ammit (Greatsword, WP 6, gains 5 Ether for each kill), Artifacts: Duplovian Helmet of the Guard (SP:2, Immune to Magic and Healing), Shackles of War (Accessory, Prevents anyone from fleeing battles), Jester's Hat (Headwear, Wearer may choose to gain one immunity from targeted enemy), Stingy Gloves (Handwear, wearable by everybody. Prevents enemies from ever stealing gold from you.), Minoid Card Key, Cloak of Deception (Backwear, Free hits against the wearer have a 1/6 chance to be redirected to a random opponent) Zap-Tap Badge (Artefact, Accessory. Has a 1/2 chance to deal Electric damage to an opponent who has dealt damage to a hero, equal to the hero's level.), (Unsuitable Artifacts: Sticky Gloves (Handwear, Increases the amount of gold stolen by 50% (rounded up), suitable for rogues and beast warriors) (sent to Isaac Shawe) ) Heavy Armor (SP: 5) Gems: Opal (Ice), Amethyst (Darkness), Topaz (Lightning), Diamond (Light), Garnet (Earth), Tools: Bedroll, Telescope, Shovel, Magnifying Glass, Pickaxe, Magic Compass Scrolls: All Lent! Consumables: *Healing: Potion, Tonic, Grand Tonic , Ether Core, Remedy x6, Elixir x3 *Status: Nostrum x2, Hurricane, Mead x2, Ambrosia x2, Jinxy Juice, Blind Fury, Love Potion *Venoms: Exterlate, Noxious Venom (When used on a weapon, the weapon deals the Poisoned-by-10 effect for the duration of the battle and the Confused effect for the next three rounds, for the duration of one battle.), Crumbling Venom (-3 HP/-1 SP per round) *Permanent Improvement: Bright Polish x2, Grating Stone, Ella's Pie (Permanently boosts max. ether by 5 but permanently decreases max. health by 5 when consumed.), *Bombs: Smoke Bomb x5, 3 Bones, Chaotic Bomb (Causes 100 random elemental damage to all opponents), Pumpkin Bomb (Causes stunned-, poisoned-, asleep-, blinded-, sealed- and confused-effects to all opponents when used.), *Currency: Scrap Metal x2, Silver Ore x2 Bookmark is hitching a ride. Erdathcath Madilinas, 199 years old, *Hastened!* Level 22 Druid Power: 37 Health: 36/36 Ether: 6/25 Gold: 620 Equipped: Tritech Handcannon (WP:15, Fire-elemental *Poison 10!*), Satchel of Awesomeness (Permanent Lucky-effect; bodywear), Overkill Gloves, Mage's muffler (protects from sealing), Amulet of Optimism (Adds the confused-effect to all attacks; suitable to Erdathcath only; accessory), Inventory: Longbow (WP:7), Helmet (+1 max. health), 6 Potions, Grand Potion, 6 Mead, Smelling Salts, 15 Venoms, 2 Deadly Venoms, 2 Floral Bombs, 2 Ice Bombs, 2 Lightning Bombs, 1 Fire Bomb, 3 Smoke Bombs, 2 Water Bombs, 2 Holy Bomb, 2 Dirt Bombs, 2 Air Bombs, Bone, Skeleton Decoy, Bedroll, Shovel, Pickaxe, Telescope, Saber teeth, Scroll of Weakening, Snake Eye Charm (protects from petrified), , Jinxy Juice, Grand Tonic x2, Love Potion, Blind Fury, Grating Stone, Jinxy Juice, Mythril Shard, Staff of Ennon - (WP: 5, Light-Elemental, Restores 2 ether on a roll of 2, 3, or 4), Scroll of Sleep, Scroll of Frailty, Scroll of Blindness, Scroll of Confusion, Healing Staff (WP: 5), Silver Ore, Elixir, Emergency Essence, Qlice (WP: 8, permanent Poison 4, Club), Agni Bomb, Sushi 69 year old male gnome Cleric Level: 15 Power: 23 (14 + 8 + permanent boost of 1) SP: 0 Health: 23/23 Ether: 10/19 Gold: 513 Equipment: Knotted Broom (WP: 6), Lens of Speed Reading (Accessory, Allows a scroll to be read in addition to a normal action. Suitable for scroll users.), Tricorne (SP: 3) Inventory: Shovel, Pickaxe, Scroll of Frailty, Scroll of Sleep, Mead, Remedy x3, Potion x2, Bone x2, Grand Potion, Bunch of Cherries (10/10 cherries that each restore 1 ether when eaten), Chaotic Bomb (Causes 100 random elemental damage to all opponents), Bedroll, Ice Bomb, Root beer (Restores 10 health, or can be used as a bomb against Undead enemies for 20 damage (Does not affect non-Undead enemies)), Ambrosia, Scroll of Blindness, Scroll of Confusion, Scroll of Armor Sundering (Reduces target’s SP by 5 and has a 50/50 chance of success), Scroll of Poisoning (Grants target’s weapon the Poisoned 10 effect for one battle at the cost of 5 ether), Scroll of Luck (Grants target the Lucky-effect for one battle. Costs 10 ether.), Scroll of Weakening, Healing Staff (WP: 5), Smoke Bomb, Plague Venom, Staff of the Cultist Battlemage (WP: 7, 50% chance of Fleeing upon being KO'd; suitable for Mages and Clerics), Tricorne (suitable for anyone, SP: 3, headwear), Grand Tonic x2, Pugilist's Gloves (+2 power/immune to Weakened), Splinter Broom (WP: 8, defies SP), Opal, Amethyst, Diamond, Nostrum, Sushi x2, Smelling Salts, Noble Mask (Wearer gains gold equal to the number of enemies after each victorious battle; headwear), "STATEMENT: Let us finish this!" Minoid, Level 20.33 Drilling Automaton HP: 32/32 Power: 33 SP: 2 Equipment: Minoid Drill Arm (WP: 13), Iron Shell (SP: 2), Scanning Eye (Allows the Minoid to analyze most foes before battle. If in battle, it can spend a turn to analyze the fight) Inventory: Remedy x2, Hollow Blade Dagger (WP:6, dagger, hollow-blade [Phoenix Essence]), Quick bow (WP: 6, Suitable to rangers, provides hastened effect for one round each battle), Unlucky Horseshoe (WP:13, retrievable, causes Jinxed-effect; throwing weapon), Grand Potion x2 Edited June 22, 2014 by Endgame Quote
Flipz Posted June 22, 2014 Posted June 22, 2014 (edited) OOC: Wait...Minoid got a SHIELD while throwing the Unlucky Horseshoe, shouldn't that mean all non-immune enemies are Jinxed? That should include the stalactites and cavern roof, I think. Also looking at it, he should have had the Encouraged bonus from being in the Back Row, only weapon retrieval is from the front...aaand looking at that, it means the roof dropped one more stalactite. Stalactite A should be gone, though, this was its last Round. "Erdy, you go ahead and compound that poisoning as much as you can. Grimwald, focus on the attack for now--we need to save your Ether for Frail-ing the stalactites and Blinding the hands." Arthur throws Zoot's Rebel at Stalactite B and his Gladiator Trident at the Left Hand, both from the Back Row. Minoid shoots the Mortar Cannon with the Quick Bow from the Back Row. Erdy shoots Stalactite B twice from the Back Row. Grimwald swings his Splinter Broom at Stalactite B from the Back Row. Battle Order: >Arthur (Zoot's Rebel) VS Stalactite B (back): >Minoid (Quick Bow) VS Mortar Cannon (back): >Grimwald (Splinter Broom) VS Stalactite B (back): >Erdathcath (Tritech Handcannon) VS Stalactite B (back): >Erdathcath (Tritech Handcannon) VS Stalactite B (back): >Arthur (Gladiator Trident) VS Left Hand (back): Edited June 22, 2014 by Flipz Quote
Endgame Posted June 22, 2014 Author Posted June 22, 2014 (edited) QM Note: Affirmative on the jinxing, although I did take into account the multiplier when the Minoid hit the roof. How long is the jinxing supposed to be? Edited June 22, 2014 by Endgame Quote
Flipz Posted June 22, 2014 Posted June 22, 2014 OOC: Jinxing is a permanent effect, just like Lucky. Quote
Endgame Posted June 22, 2014 Author Posted June 22, 2014 QM Note: Everything should be fixed, then. Quote
The_Customizer Posted June 22, 2014 Posted June 22, 2014 With a new surge of hope, Erdathcath pulls out the handcannon and fires 2 shots at the Stalactite B, from the back row. "Arthur and Grimwald, I think we may just be able to do this yet!" Quote
Flipz Posted June 22, 2014 Posted June 22, 2014 (edited) "If we can dodge his hands, yes," Arthur replies, his Pessimism slightly abated with the enemy Jinxed. He keeps his guard up, however, knowing that the battle could turn on them at any moment. OOC: I thought the hands were immune to Jinxed? I was thinking about the stalactite/heart that should be Jinxed (until B is out of rounds). I won't say no to the enemies with the worst Specials not being immune to Jinxed, though. Edited June 22, 2014 by Flipz Quote
Endgame Posted June 22, 2014 Author Posted June 22, 2014 QM Note: I forgot that bit - refixed. "If we can dodge his hands, yes," "STATEMENT: I suspect it is not the hands that are the issue, but the massive, motorized saw blade spears that they hold..." Quote
Flipz Posted June 22, 2014 Posted June 22, 2014 "STATEMENT: I suspect it is not the hands that are the issue, but the massive, motorized saw blade spears that they hold..." "Do you think there's a way we could prevent them from dealing a Scissor Slash? Burn out the motors or something?" Quote
LordoftheNoobs Posted June 23, 2014 Posted June 23, 2014 "Never thought I'd be attacking a lump of rock, but hey, every little bit helps..." Grimwald attacks Stalactite B with his Splinter Broom from the Back Row. Quote
Endgame Posted June 23, 2014 Author Posted June 23, 2014 "Do you think there's a way we could prevent them from dealing a Scissor Slash? Burn out the motors or something?" "...CONCLUSION: No. Too well made. Not a single gap in them, not even for ventilation, which is a bit shocking. My advice would be to attempt Confusing them." Round Eight of the Final Battle! >Arthur VS Stalactite B (back): Damage Hit Hit Critical Hit (20x2=40+31=71x2=142 damage) >Minoid VS Mortar Cannon (back): Hit Hit (6+20=26x2=52 damage) >Grimwald VS Stalactite B (back): Special Damage Critical Hit (8x2=16+15=31+10x4=164 damage) >Erdathcath VS Stalactite B (back): Special Damage Special Damage Damage Critical Hit (15x2=30+21=51+10x4=244 damage) >Erdathcath VS Stalactite B (back): Damage Aim Hit Critical Hit (15x2=30+21=51+10x4=244 damage) >Arthur VS Left Hand (back): Special Damage Critical Hit (11x2=22+31=53 damage) >Monolith VS Arthur: Does nothing. >Right Hand VS Minoid: Does nothing. >Right Hand electrocuted! The party continues to barrage Monolith's heart, leaving him gasping for breath. His heart sputters out electrified black goo, his every limb beginning to spasm with electricity. "Well done, very well done..." Monolith, Level 70 Ancient *Bleeding!* *Jinxed!* HP: 199/400 SP: 10 Immune to Blindness and Sealing! Specials: Deadly Discharge: Monolith unleashes a column of light and electricity from his eye, sweeping the battlefield. All heroes receive the Electrified 8 effect, and the hero who rolled Special Damage takes 60 damage. Target Acquired: Monolith fixates on the hero who rolled Special Damage, making them take an automatic free hit from him every round until his head id deactivated. Can stack on multiple heroes. Stalagmite Fright: Monolith slices up the ceiling, causing sharp rocks to tumble onto the heroes. All heroes to 14 damage, disregarding row and SP. Specials decided by die roll. Passive Specials: Major Malfunction: When deactivated, any hit on any stalagmite impaled in Monolith's heart does an extra 25 damage. Drops: Emergency Essence, Topaz Monolith's Heart *UNTARGETTABLE, Invincible?, Immune to all Negative Effects? *Fragile, Poisoned 30, and Confused from Stalagmite B!* HP: 459/1650 Passive Specials: Resurrection: Each body part is resurrected after 3 rounds by the Heart. When the Heart bursts, the battle is won. Surge: Monolith's heart beats wildly, its electricty mechanism on the fritz. Each round, one of Monolith's body parts is Electrocuted at random. Electrocuted body parts defy SP on free hits and rolls of damage, and inflict the *Electrified 3!* to whomever targets it. EMP: If the current round's electrocuted body part is not succesfully hit, Monolith's heart discharges the extra electiricty in the form of an EMP. All heroes take damage equal to their level rounded down, disregarding row and SP. Infection: Any negative effects inflicted onto impaled stalagmites are passed onto the heart. The effects wear off when the stalagmite breaks. Drops: Machine Heart Stalagmite B, Level 0 Ancient Damage Recieved: 1089 Turns Remaining: 1 Heroes do not give or receive damage on rolls of Damage or Special Damage. Mortar Cannon, Level 48 Ancient *Under Repair! 3 rounds remaining* HP: 0/300 Immune to Sleep and Sealing! Specials: Bomb Barrage: Monolith launches off a series of explosives; this does anywhere from 10 to 20 damage disregarding row and SP, decided by a random number generator. Smokescreen: The Mortar Cannon releases some smog, making itself Hastened and Counterstriking for a round. Additionally, the hero who rolled Special Damage recieves the Poison 10 effect. Specials alternate. Passive Specials: When deactivated, any hit on any stalagmite impaled in Monolith's heart does an extra 10 damage. Malfunction: Drops: 150 gold Left Hand, Level 44 Ancient *Blind! 1 rounds remaining* *Bleeding!* HP: 128/250 Immune to Sleep, Jinxing and Sealing! Specials: Scissor Slash: Monolith catches the party in between both of his blades, slicing them open. All heores have their HP and ether halved, and all heores ahve a 1/3 chance of losing their positive effects. Speed Break: Monolith increases his already impressive agility, Hastening both of his hands for a round. Specials decided by die roll. Passive Specials: Brutal Bludgeon: On rolls of damage and Free hits, the hero is made Weakened. Malfunction: When deactivated, any hit on any stalagmite impaled in Monolith's heart does an extra 10 damage. Drops: Neutralizer Right Hand, Level 44 Ancient *Confused! 1 rounds remaining* *Blind! 1 rounds remaining* *Poison 10!* *Electrocuted!* HP: 94/250 Immune to Sleep, Jinxing and Sealing! Specials: Scissor Slash: Monolith catches the party in between both of his blades, slicing them open. All heores have their HP and ether halved, and all heores ahve a 1/3 chance of losing their positive effects. Tremor: With the force of an earthquake, Monolith slams both of his blades into the ground. The hero who rolled Special Damage, and all of the heroes above him/her, recieve 50 damage. Specials decided by die roll. Passive Specials: Brutal Bludgeon: On rolls of damage and Free hits, the hero is made Fragile. Malfunction: When deactivated, any hit on any stalagmite impaled in Monolith's heart does an extra 10 damage. Drops: Tiger Balm Needle Cavern Roof, Level 0 Ancient (Can only be hit by ranged attacks) *Jinxed!* Damage Recieved: 199 damage (2 stalagmites dropped) Immune to Poison, Fragile and Bleeding! Specials: Spike Drop: A spike plummets into the hero's body, making them fragile until it is destroyed. Passive Specials: Controlled Collapse: Every 75 damage the roof recieves, a stalagmite is dislodged that plummets into Monolith's heart. Each stalagmite lasts 2 rounds, and can be attacked. Any damage that each stalamgite recives is passed onto the normally invincible Monolith's Heart. The Party: Arthur Justus Regulus VII, a Hero Who Is Actually Worth Something (played by Flipz), Level 32.25 Skirmisher, 22-year-old male Human *Immune to Fragile and all Poisons* *Only Receives One Negative Effect At A Time* [ Currently in: Six Thousand Feet Under] *Party Leader!* *Lucky!* *Blessed!* *Hastened!* *Reinforced!* Power: 42 (31 + WP:11) Health: 54/54 (Basic Health: 5 + Level Bonus: 30 + Class Boost: 15 + Permanent Boost: 4*) Ether: 36/36 (Basic Ether: 5 + Level Bonus: 30) Defense: 20 (Arm Shield: 14 + Duke's Coat-of-Arms: 5 + Unicorn Helmet: 1) Gold: 454 (Owed 128 gold by Boomingham) Equipment: Gladiator Trident (WP: 11, Spear, causes bleeding effect), Arm Shield (SP:14), Duke's Coat-of-Arms (Protects against Fragile and all Poisons, SP; 5, suitable for knights, dragoons, skirmishers and regulators; bodywear), Unicorn Helmet (SP:1; the wearer can only receive one negative effect at a time, with a new effect replacing the old one; usable by barbarians, knights, dragoons, infiltrators, regulators, skirmishers, and winged warriors; headwear), Cloak of Deception (Backwear, Free hits against the wearer have a 1/6 chance to be redirected to a random opponent) Scarf of Misfortune (Accessory, Wearer deals the Jinxed effect on every third round) Inventory: Weapons: Zoot's Rebel (WP:20 broomstick, suitable to Arthur only), Sir Roderick's Sword (WP:12, Longsword), Sword of the Vampir (WP:17, user is Jinxed), Duplovian Swift Halberd (WP:3, stuns on successful hits, Hollow halberd),Spider Leg (WP:8, doubled against flying enemies; spear), Dauntlet Index (Spear, WP: 8, WP dobuled against humanoids) (Unsuitable weapons: Ammit (Greatsword, WP 6, gains 5 Ether for each kill), Artifacts: Duplovian Helmet of the Guard (SP:2, Immune to Magic and Healing), Shackles of War (Accessory, Prevents anyone from fleeing battles), Jester's Hat (Headwear, Wearer may choose to gain one immunity from targeted enemy), Stingy Gloves (Handwear, wearable by everybody. Prevents enemies from ever stealing gold from you.), Minoid Card Key, Cloak of Deception (Backwear, Free hits against the wearer have a 1/6 chance to be redirected to a random opponent) Zap-Tap Badge (Artefact, Accessory. Has a 1/2 chance to deal Electric damage to an opponent who has dealt damage to a hero, equal to the hero's level.), (Unsuitable Artifacts: Sticky Gloves (Handwear, Increases the amount of gold stolen by 50% (rounded up), suitable for rogues and beast warriors) (sent to Isaac Shawe) ) Heavy Armor (SP: 5) Gems: Opal (Ice), Amethyst (Darkness), Topaz (Lightning), Diamond (Light), Garnet (Earth), Tools: Bedroll, Telescope, Shovel, Magnifying Glass, Pickaxe, Magic Compass Scrolls: All Lent! Consumables: *Healing: Potion, Tonic, Grand Tonic , Ether Core, Remedy x6, Elixir x3 *Status: Nostrum x2, Hurricane, Mead x2, Ambrosia x2, Jinxy Juice, Blind Fury, Love Potion *Venoms: Exterlate, Noxious Venom (When used on a weapon, the weapon deals the Poisoned-by-10 effect for the duration of the battle and the Confused effect for the next three rounds, for the duration of one battle.), Crumbling Venom (-3 HP/-1 SP per round) *Permanent Improvement: Bright Polish x2, Grating Stone, Ella's Pie (Permanently boosts max. ether by 5 but permanently decreases max. health by 5 when consumed.), *Bombs: Smoke Bomb x5, 3 Bones, Chaotic Bomb (Causes 100 random elemental damage to all opponents), Pumpkin Bomb (Causes stunned-, poisoned-, asleep-, blinded-, sealed- and confused-effects to all opponents when used.), *Currency: Scrap Metal x2, Silver Ore x2 Bookmark is hitching a ride. Erdathcath Madilinas, 199 years old, *Hastened!* Level 22 Druid Power: 37 Health: 36/36 Ether: 6/25 Gold: 620 Equipped: Tritech Handcannon (WP:15, Fire-elemental *Poison 10!*), Satchel of Awesomeness (Permanent Lucky-effect; bodywear), Overkill Gloves, Mage's muffler (protects from sealing), Amulet of Optimism (Adds the confused-effect to all attacks; suitable to Erdathcath only; accessory), Inventory: Longbow (WP:7), Helmet (+1 max. health), 6 Potions, Grand Potion, 6 Mead, Smelling Salts, 15 Venoms, 2 Deadly Venoms, 2 Floral Bombs, 2 Ice Bombs, 2 Lightning Bombs, 1 Fire Bomb, 3 Smoke Bombs, 2 Water Bombs, 2 Holy Bomb, 2 Dirt Bombs, 2 Air Bombs, Bone, Skeleton Decoy, Bedroll, Shovel, Pickaxe, Telescope, Saber teeth, Scroll of Weakening, Snake Eye Charm (protects from petrified), , Jinxy Juice, Grand Tonic x2, Love Potion, Blind Fury, Grating Stone, Jinxy Juice, Mythril Shard, Staff of Ennon - (WP: 5, Light-Elemental, Restores 2 ether on a roll of 2, 3, or 4), Scroll of Sleep, Scroll of Frailty, Scroll of Blindness, Scroll of Confusion, Healing Staff (WP: 5), Silver Ore, Elixir, Emergency Essence, Qlice (WP: 8, permanent Poison 4, Club), Agni Bomb, Sushi 69 year old male gnome Cleric Level: 15 Power: 23 (14 + 8 + permanent boost of 1) SP: 0 Health: 23/23 Ether: 10/19 Gold: 513 Equipment: Knotted Broom (WP: 6), Lens of Speed Reading (Accessory, Allows a scroll to be read in addition to a normal action. Suitable for scroll users.), Tricorne (SP: 3) Inventory: Shovel, Pickaxe, Scroll of Frailty, Scroll of Sleep, Mead, Remedy x3, Potion x2, Bone x2, Grand Potion, Bunch of Cherries (10/10 cherries that each restore 1 ether when eaten), Chaotic Bomb (Causes 100 random elemental damage to all opponents), Bedroll, Ice Bomb, Root beer (Restores 10 health, or can be used as a bomb against Undead enemies for 20 damage (Does not affect non-Undead enemies)), Ambrosia, Scroll of Blindness, Scroll of Confusion, Scroll of Armor Sundering (Reduces target’s SP by 5 and has a 50/50 chance of success), Scroll of Poisoning (Grants target’s weapon the Poisoned 10 effect for one battle at the cost of 5 ether), Scroll of Luck (Grants target the Lucky-effect for one battle. Costs 10 ether.), Scroll of Weakening, Healing Staff (WP: 5), Smoke Bomb, Plague Venom, Staff of the Cultist Battlemage (WP: 7, 50% chance of Fleeing upon being KO'd; suitable for Mages and Clerics), Tricorne (suitable for anyone, SP: 3, headwear), Grand Tonic x2, Pugilist's Gloves (+2 power/immune to Weakened), Splinter Broom (WP: 8, defies SP), Opal, Amethyst, Diamond, Nostrum, Sushi x2, Smelling Salts, Noble Mask (Wearer gains gold equal to the number of enemies after each victorious battle; headwear), "STATEMENT: Let us finish this!" Minoid, Level 20.33 Drilling Automaton HP: 32/32 Power: 33 SP: 2 Equipment: Minoid Drill Arm (WP: 13), Iron Shell (SP: 2), Scanning Eye (Allows the Minoid to analyze most foes before battle. If in battle, it can spend a turn to analyze the fight) Inventory: Remedy x2, Hollow Blade Dagger (WP:6, dagger, hollow-blade [Phoenix Essence]), Quick bow (WP: 6, Suitable to rangers, provides hastened effect for one round each battle), Unlucky Horseshoe (WP:13, retrievable, causes Jinxed-effect; throwing weapon), Grand Potion x2 Quote
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