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Posted

"Thank you, Master Holla. It would appear that there was nothing hidden up there."

As he goes right back to the pilfering, the Alchemist says to Lind:

"Perhaps that will teach you to look for things that are probably not going to be there... Or maybe not, you know. We are wasting our time here, let's go."

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Posted (edited)

As he goes right back to the pilfering, the Alchemist says to Lind:

"Perhaps that will teach you to look for things that are probably not going to be there... Or maybe not, you know. We are wasting our time here, let's go."

"Yes sir, just one moment more, please..."

Lind keeps looking around the room for anything valuable, and searching the walls and floors for hidden cupboards or safes. He sees the soot on his sleeve from the chimney and tries to see if he can brush it off and collect it in his handkerchief*?

(*If one were to throw soot successfully into an enemy's eye, it might hinder their sight, as it were. Of course, the chances of doing it effectively would probably be small, but Asking If Something Counts Is a Free Action...)

Edited by Lind Whisperer
Posted

I apologize for not updating last night. By the time I got home, I was exhausted. I know I haven't been doing a very good job to update the quest, but I hope to change that with a big one later on tonight. I'm sincerely sorry. :sad:

Posted

I apologize for not updating last night. By the time I got home, I was exhausted. I know I haven't been doing a very good job to update the quest, but I hope to change that with a big one later on tonight. I'm sincerely sorry. :sad:

No problem! Totally understandable. :classic:

Posted

QM NOTE: Big update tomorrow. For now, here's something.

Hoke examines the incense further, attempting to determine it's use.

Looking it over, Hoke determines that the incense is just a bathing incense.

Arthur yawns. He'd prepared for any number of possible methods of danger and intrusion, but boredom hadn't been one of them. As he checks the wine collection for any sign of tampering for what felt like the third time, his mind wanders. Maybe I ought to read something...

Looking the wine bottles over, none of them seem to have been tampered. All the bottle's seals haven't been broken, and they'r all where they would be in terms of date.

He continues from the hallway into the Downstairs Corridor, seeing what it held as he made his way into the Dining Hall.

Looking through the Downstairs Corridor, it merely seemed to connect the Sun Room to the rest of the house. A few portraits and art pieces lined the hallway, as large clean windows began to let moonlight in.

Lind gratefully accepts Guts's assistance in getting himself free.

"Thank you, Master Holla. It would appear that there was nothing hidden up there."

Lind looks around the room for anything valuable, and searches the walls and floors for hidden cupboards or safes.

Lind keeps looking around the room for anything valuable, and searching the walls and floors for hidden cupboards or safes. He sees the soot on his sleeve from the chimney and tries to see if he can brush it off and collect it in his handkerchief*?

After Guts removes Lind's arm from the chimney, he begins to look around for any hidden compartments, but comes up empty handed. Trying to collect soot on his handkerchief, all Lind manages to do is make one big mess.

The party can hear a dog bark aggressively outside, only to be suddenly silenced...

Posted

Lind quickly searches through the jewelry one last time for anything that might be interesting, such as a Gold Ring (Worth 15 gold; can be given to someone to make them enamored with the giver). He then carefully takes the pillowcase off the pillow, fills it with the jewelry, and carefully places it in his inventory* for safekeeping. Temporarily.

He walks out into the upstairs common area. "I did say that we should have kept the dog with us..."

(*Hey, I did say I was playing a Munchkin.)

I would like to take this moment to remind everyone that I'd almost gotten the poor doggie to join us as an NPC...

Posted

Arthur does something vaguely in-character because his player is too tired to roleplay but wants to confirm he's still paying attention in spite of not noticing anything happening after the dog stops barking.

Posted

"Did y'all find anything of any significant value? Any collections? I found nothing, nor any points of ingress or egress."

Hoke looks about him one more time, searching the darker corners of the hallway for any signs of activity.

"Should we stay split up? It seems to be us three plus the munchkin, and Thormanil and Arthur downstairs."

Posted

"Eh...I'm a human...

No, I was unable to find anything of significant value. Except for a pillowcase of jewelry. No sets or anything of real value, though(although I am still trying to see if there's a Gold Ring anywhere among all of it).

I'm not entirely certain as to how we should position ourselves. Together, we may miss an entry into the house, apart, we are weak.

I suggest that we pair up in teams of two, and stand guard in whatever locations afford the best sight of the area."

Ooc: Munchkin is a term for his people group, not his race. It means, effectively, "Child of Muncie," their original village*(Insert long backstory).

*Not to be confused with Munci, Indiana.

Posted (edited)

Hoke shakes his head.

"I sincerely hope you will return the jewelry to it's proper place, elsewise you're no better than the group we are supposed to be stopping."

"I take offense at that, sir! I am guarding these, until I can hand them back to their rightful owner. The irresponsible thing to would be to return it to its 'proper place', leaving it free to be pillaged by Lupine!"

Edited by Lind Whisperer
Posted (edited)

"I take offense at that, sir! I am guarding these, until I can hand them back to their rightful owner. The irresponsible thing to would be to return it to its 'proper place', leaving it free to be pillaged by Lupine!"

Hoke chuckles.

"Don't be so easily offended, elsewise you won't last long around Guts," he whispers as he flashes the alchemist a mischievous wink and grin.

Edited by UsernameMDM
Posted (edited)

Party in the Cellar

13420418593_2f10c929e7_o.jpg

Arthur Justus Regulus VII, a Hero Who Is Actually Worth Something (played by Flipz), Level 32.75 Skirmisher, 22-year-old male Human *Immune to Fragile and all Poisons* *Only Receives One Negative Effect At A Time* [ Currently in: Heroica Hall]

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: 304 (Owed 128 gold by Boomingham)

Equipment: Zoot's Rebel (WP:20 "halberd", suitable to Arthur only), Arm Shield (SP:14, shield), Duke's Coat-of-Arms (SP: 5, Protects against Fragile and all Poisons; bodywear, suitable for knights, dragoons, skirmishers and regulators), Unicorn Helmet (SP:1; the wearer can only receive one negative effect at a time, with a new effect replacing the old one; headwear, usable by barbarians, knights, dragoons, infiltrators, regulators, skirmishers, and winged warriors), Cloak of Deception (Free hits against the wearer have a 1/6 chance to be redirected to a random opponent; Backwear, suitable for anyone), Scarf of Misfortune (Wearer deals the Jinxed effect on every third round; Accessory, suitable for anyone)

Inventory:

* Weapons:

Sword of the Vampir (WP:17, user is
Jinxed
), Sir Roderick's Sword (WP:12, Longsword), Gladiator Trident (WP: 11, Spear, causes bleeding effect), Spider Leg (WP:8, doubled against flying enemies; spear), Stag Antlers (WP:10, grants
Intimidation
; halberd), Dauntlet Index (WP: 8, doubled against humanoids; spear), Duplovian Swift Halberd (WP:3, halberd,
stuns
on successful hits, Hollow [nothing])

(Unsuitable weapons:

* Artifacts:

Headwear:
Duplovian Helmet of the Guard (SP:2, Immune to Magic and Healing; headwear, suitable for anyone)

Bodywear:
Heavy Armor (SP: 5, immune to
Fragile
; bodywear, suitable for barbarians, knights, dragoons, skirmishers and regulators),

Backwear:

Handwear:
Stingy Gloves (Prevents enemies from ever stealing gold from you; handwear, wearable by everybody)

Accessories:
Shackles of War (Prevents anyone from fleeing battles; Accessory, suitable for anyone)

(Unsuitable Artifacts: Pointy Hat)

* Gems:

* Tools: Bedroll, Telescope, Shovel, Magnifying Glass, Pickaxe, Magic Compass

* Scrolls: 2x Scroll of Sealing (Lent to De'kra),,

* Consumables:

*Healing: Potion, Grand Potion x2, Ether Core, Remedy x8, Elixir x3, Phoenix Essence

*Status: Hurricane, Jinxy Juice

*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), Blind Fury, Love Potion,

*Permanent Improvement: Grating Stone

*Bombs: Smoke Bomb x5, 3 Bones, Pumpkin Bomb (Causes stunned-, poisoned-, asleep-, blinded-, sealed- and confused-effects to all opponents when used.),

*Currency: Scrap Metal x2, Silver Ore x2

Party in the Upstairs Hallway

14243032385_c05607f300_t.jpg Guts Holla (Scubacarrot) *Immune to Weakened, Fragile, Asleep, Cursed, Confused and Blinded**Immune toDarkness, Light, Water, Fire, Air, Earth, Wood, Lightning and Ice Elemental Damage* *Encouraged, Hastened, and Lucky*

44 year old male human Alchemist

Level 31 3/4

Power Bonus: 4 (2 permanent bonus+2 equipment)

Health: 48/48 (7 base+30 level ups+10 class+1 permanent bonus)

Defense: 4

Gold: 5

Equipment: Mythril Edge (WP: 60, Ice, Darkness, Light, attacks restore 3 health, dagger), Dancing Shoes (Wearer dances well, in the turn after a miss is rolled, the wearer can act twice. +Immunity to Asleep, Confused, Fragile, Weakened and Blinded, + Immunity to Darkness, Light, Fire, Air, Earth, Wood, Lightning and Ice Elemental Damage, footwear), Pugilist's Gloves (2+ Power, Immune to Weakened, handwear), Crocodile Armour (+4 Defense +Immunity to Water Magic, bodywear), Blessed Amulet (Immunity to Cursed, accessory)

Inventory: Twin Sai (WP: 10, dual strike, dagger), Healing Staff (WP: 5, staff, heals instead of damaging BORROWED), 2x Ambrosia, 14x Mead, 10x Smelling Salts, 11x Nostrum, 150x Potion, 22x Grand Potion, 4x Health Core, 2x Elixir, 4x Phoenix Essence, 10x Remedy, 5x Smoke Bomb, 5x Deadly Venom, 2x Neutralizer, Tiger Balm, Ella's Pie (Permanently boosts max. ether by 5 but permanently decreases max. health by 5 when consumed. BORROWED) ( Shovel, Telescope, Magnifying Glass, Pickaxe, Bedroll, Crimson Serum (Grants Mutated Effect for one battle.), Arc Elixir, Beholder's Eye, Agni Bomb, Neptune Bomb, Crimson Venom (Causes a weapon to deal the poisoned by 7 and cursed effects for the duration of one battle), Jester's Hat (Wearer may choose to gain one immunity from targeted enemy, suitable for anyone), Overkill Gloves (Gives the wearer 1 gold for every point of damage they do extra when they defeat an enemy (example: Enemy has 50 HP left, you do 75 damage, you earn 25 gold); handwear, suitable for anyone BORROWED), Hollow Blade Dagger (WP:6, dagger, hollow-blade [nothing] BORROWED), 2x Scroll of Confusion BORROWED, Scroll of Sleep BORROWED, Scroll of Frailty BORROWED, Scroll of Weakening BORROWED, Scroll of Blindness BORROWED, Topaz, Opal (Ice) BORROWED, Amethyst (Darkness) BORROWED, Topaz (Lightning) BORROWED, Diamond (Light) BORROWED, Garnet (Earth) BORROWED, Mythril Shard BORROWED

Borrowed From Hoke: Wyvern's Tailblade (WP: 12 Greatsword), Tongue on a Stick (WP: 1, Miss -> "Aim"), Trickster's Mask of the Gender Swap (Accessory), Trickster's Mask of the Elf (Accessory), Fighting Boots, Sticky Gloves, Aqua Gear, Amethyst x2, Emerald, Opal, Potion x2, Jinxy Juice, Milk, Venom x3, Bone x3, Smoke Bomb x2, Fire Bomb x 2, Lightning Bomb, Ice Bomb, Water Bomb x5, Grating Stone x2, Bright Polish, Teleportapple (318 items)

Party in the Sun Room

black_knight.jpg

Alexandre le Chevalier, Orc-kin (Played by Capt.JohnPaul) *Immune to Stunned, Slowed, and Bound*

20 year old elf male Black Knight

Level 27.33

Power Bonus: 0

Defense: 14

Health: 45/45

Gold: 127

Equipment: Sword of the Elven Blademaster (WP: 15 ;ignores SP, +1 gold per successful strike), Cross Heater Shield (SP: 10), Black Knight Armor (SP:4, protects fromStunned effect.), Winged Sandals (Protects from bound- and slowed-effects; footwear)

Inventory: Unlucky Horseshoe (WP:13, retrievable throwing weapon, causes Jinxed-effect BORROWED), Bedroll, Smoke Bomb 3x, Feather Duster of DOOM (WP: 1), Deadly Venom x5, Tome of The Regret, Volatile Venom x3, Smelling Salts, Mead x4, Grand Potion 3x, Nostrum, Emerald (Wood), Mulled Wine, 1 fine Montresorian Wine, Grating Stone, Remedy x2, Crimson Venom (Causes a weapon to deal the poisoned by 7 and cursed effects for the duration of one battle), Neutralizer, Ambroisa, Noble Mask (Wearer gains gold equal to the number of enemies after each victorious battle; headwear, suitable for anyone BORROWED), Zap-Tap Badge (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; Accessory, suitable for anyone BORROWED)

hoke_ableword_1b.jpg

Hoke Ablesword Champion of the Northern Kingdoms, The Krakenwhacker and Titan Smiter (UsernameMDM)

Mystic Knight

Level 32.25 *Immune Fragile, Weakened, Confused, Sealed, Dark*

Power Bonus: 4 (+2 Grand Zoot's Cookie, +2 Pugilist Gloves):

WP Bonus: 4 (+4 Samurai Helmet)

Defense: 30 (+20 Steel Buckler, +5 Heavy Armor, +2 Warrior's Treads, +3 Flagpole)

Health: 52/52 (+10 Knight, +7 Mystic Knight, +32 Level, +2 Chicken Drumsticks, +1 Warrior's Treads)

Ether: 32/32 (+32 Level)

Gold: 773

Equipment: Flagpole (WP:10, +3 SP to the whole party whenever equipped, lance), Steel Buckler (SP: 20), Samurai Helmet (WP:4, immune Confused, Sealed suitable to knights, dragoons, regulators, winged warriors), Pugilist Gloves (+2 to power, immune Weakened), Heavy Armor (SP:5, immune Fragile), Warrior's Treads (SP:2, Health +1)

Inventory: Vintul (WP: 16; greatsword), Gladiator Trident (WP: 11, causes the Bleeding effect; spear), Electro Gear (Adds lightning-element to physical attacks and protects from lightning-elemental damage, accessory), Cultist Hat (damage vs undead), Lens of Speed Reading (allows a scroll to be read in addition to a normal action; accessory, suitable for scroll users. BORROWED), Staff of the Cultist Battlemage (WP: 7, staff, 50% chance of Fleeing upon being KO'd. BORROWED), Staff of Ennon - (WP: 5,Light-Elemental, staff, Restores 2 ether on a roll of 2, 3, or 4. BORROWED), Ammit (WP:6, Greatsword gains 5 Ether for each kill. BORROWED), Healing Staff A (WP: 5, staff, heals instead of damaging. BORROWED)

Gems: Opal (Ice), Ruby (Fire), Sapphire (Wind), Emerald (Wood), Aquamarine (Water), Amethyst (Darkness), Diamond (Light), Topaz (Lightning), Garnet (Earth)

Scrolls: Scroll of Frailty, Scroll of Weakening, Scroll of Blindness, Scroll of Confusion, Scroll of Sealing, Scroll of Sleep, Scroll of Armor Sundering (Reduces target’s SP by 5 and has a 50/50 chance of success BORROWED), Scroll of Poisoning (Grants target’s weapon the Poisoned 10 effect for one battle at the cost of 5 ether BORROWED), Scroll of Luck (Grants target the Lucky-effect for one battle. Costs 10 ether. BORROWED)

Tools: Bedroll, Pickaxe, Shovel

Bombs: Dirt Bomb, 2x Smoke Bomb, Pumpkin Bomb

Consumables: 4x Potions, 5x Grand Potions, Remedy, 3x Phoenix Essences, 3x Mead, 4x Ether Core, 2x Elixir, x3 Dragon Scale (Grants lucky- and blessed-effects when consumed), Grating Stone, Zoot's Plaything (Special 3/4 Edition), 2x Venom, Deadly Venom, 2x Titan Heart (Grants encouraged- and inspired-effects when consumed), Neutralizer, Level Up Mushroom, Tonic x2, Grand Tonic, 2x Flame-Distilled Brandy, Ambrosia, Banana (Restores full health when eaten), Bunch of Cherries (A bunch of 10 cherries that each restore 1 ether when eaten; it is up to the user to choose how many they eat at a time), Tasty Pretzel (1/3 chance each of granting lucky, hastened, and encouraged effects upon consumption)

7928526094_0c2174ef6b_t.jpg9394458519_4bc0f05f51_o.png

Thormanil Nihai, Dragonslayer, Orc-kin (Played by swils) and Arx the Hatchling

Level 37.5 Dragoon

*Immune to Darkness, Light, Water, Fire, Air, Earth, Wood, Lightning, and Asleep, Blinded, Bound, Confused, Fragile, Slowed, and Weakened*

Power Bonus: +1

Defense: 8

Health: 60

Gold: 1408

Equipment: Shishkebab (WP: 16, dual-strike, darkness-elemental, lance), Wooden Shield (SP:5, Null Wood), Bright Armor (SP: 3, Null darkness), Winged Sandals (Wearer is immune to light, water, fire, air, earth, lightning, and the bound, slowed, asleep, confused, fragile, weakened, and blinded effects), Medal of Glory (Wearer gains triple experience, accessory),

Shadeaux Cape (SP:4, suitable to those with reputation among the Shadeaux only; if reputation is great, SP is doubled; if reputation is outstanding, SP is tripled; backwear BORROWED)

Inventory:

Weapons & Shields: Dragonsbane Lance (WP: 20, triple damage to enemies with 'Dragon' in their name, lance), Gladiator Trident (WP: 11, Spear, causes bleeding effect), Wyvern's Tailblade (WP: 12, Greatsword, suitable for Barbarians & Knights), Tongue on a Stick (WP:1, Miss -> "Aim")

Artefacts: Trickster's Mask of the Gender Swap (Accessory), Trickster's Mask of the Weredog (Accessory), Trickster's Mask of the Elf(Accessory), Fighting Boots(Footwear, Power +5 on the front row, suitable to barbarians, knights, rogues, beast warriors, chi monks, dragoons, harlots, infiltrators, marauders, skirmishers, regulators, and winged warriors), Sticky Gloves (Increases the amount of gold stolen by 50% (rounded up)), Aqua Gear (Wearer deals and is immune to water elemental damage)

Consumables: Smelling Salts(1), Deadly Venom(2), Remedy(2), Jinxy Juice(1) (Q35), Fire Bomb(2), Milk(1), Potion(2), Venom(3), Lightning Bomb, Smoke Bomb(2), Ice Bomb(1), Bones(3), Water Bomb(5), Mead(1), Neutralizer (1), Amethyst(2), Emerald, Opal, Nostrum(2), Mulled Wine(2), Phoenix Essence(1).

Misc.: Pickaxe, Shovel, Magnifying Glass, Grating Stone (2), Bright Polish, Teleportapple

lindwhispererv.jpg

Lind Whisperer *Gains Triple EXP*

21-year-old male Munchkin

Class: Rogue

Level: 1

Power: 4

Defense: 0

Health: 7/7

Gold: 0

Equipment: Darker Ethereal Deck (Playing Cards) (WP:5, throwing weapon),

Medal of Glory (Artefact/Accessory - Mark of true talent that allows the wearer to gain triple experience from battles. Borrowed from Hoke)

Inventory: Venom, Potion x2, Bedroll, Newspaper with Picture of Lupine(Quest/role-playing item), Ethereal Deck (WP:3, throwing weapon), Akrone Fez (Artefact; SP: 1, Max. Health: +1, Headwear), Frozen Saber (WP: 9, longsword, Stuns enemies) Pillowcase full of Jewelry (Worth 200 gold)

"Did y'all find anything of any significant value? Any collections? I found nothing, nor any points of ingress or egress."

Hoke looks about him one more time, searching the darker corners of the hallway for any signs of activity.

"Should we stay split up? It seems to be us three plus the munchkin, and Thormanil and Arthur downstairs."

Looking about the dark hallway, Hoke finds that only the heroes's footprints.

Lind quickly searches through the jewelry one last time for anything that might be interesting, such as a Gold Ring (Worth 15 gold; can be given to someone to make them enamored with the giver). He then carefully takes the pillowcase off the pillow, fills it with the jewelry, and carefully places it in his inventory* for safekeeping. Temporarily.

He walks out into the upstairs common area. "I did say that we should have kept the dog with us..."

Looking through the wares, Lind finds nothing of the sort, but he does find a boatload of expensive jewelry which he promptly stuffs into a pillowcase.

Pillowcase full of Jewelry- (Worth 200 gold)

Hoke suppresses a chuckle and listens once more to the now eerie gloom closing in on the manor.

All seems peaceful, quiet. The dog that the party heard barking seems to have stopped in it's cries. Everything seems fine, when

CRASH!!!

A loud ruckus emanates from downstairs! Listening, it appears to be coming from the kitchen! Could the burglars already of entered the house? The party would find out soon, as...

~THE CONTINUOUS BATTLE STRIKES AGAIN!~

~ You are engaged in one, continuous battle with Alfendi Lupine and his gang. Basically, everything you do will be played out in turns and rounds.

~ You will gain experience for every group of enemies defeated, following the normal rules of scaled level-up. Enemy groups will be colour coded. If an enemy group flees the manor, and at least one enemy is defeated, experience will still be rewarded.

~ You may move through the rooms during the battle, but switching rooms costs a turn. Enemies may move with you, spending their free hit in the process. The party is allowed to split up, with some fighting in one room and some in another. You must move to an adjacent room, and you can only access rooms that are connected by doors.

~ Investigating something costs a turn, as well. If you find an item, it will be added to your inventory. There are many secrets to find, and some enemies may be hiding as well, so you need to investigate the surroundings (hopefully portrayed in pictures, to help you out).

~ When an enemy is defeated, the hero who dealt the final blow will get the dropped items. Items can be traded like in the normal rules, by both the giver and the recipient spending a turn. You may trade as many items as you like during the turn, so use this to your advantage.

~ Because the battle won't end before morning, special rules apply to job traits and positive effects.

~ Job traits: Flee and Track Down all cost a turn to use. Healing and Spellcasting do not work, instead you need to do them as battle actions (casting a spell on an inanimate object and rolling 5 or 6 will result in a miss). Natural Respite regains one health per turn.

~ Positive effects last for 10 rounds before they need to be reapplied. Negative effects will last as depicted in the rules.

~ If a hero is knocked out, they will remain in the room it happened in until they are revived. They will not gain experience from the enemies defeated while unconscious. Petrified enemies cannot move, either, but they will gain experience (although I doubt we'll be dealing with petrified...)

~ If the party or a hero flees, they will find themselves in the foyer and still in battle.

~ The battle ends on the 35 round. If a member of the party isn't in the Cellar by the 35 round, the quest fails.

~ Talking is free, and so is speech based Job traits, so you can speak with the other party members or the enemies during the battle.

14728818345_244f1719d5.jpg

Any questions?

Edited by Kintobor
Posted (edited)

QM: I think I'm good, except for one general question - do we need to 'clear out' every room in the house, or will enemies come to us?

Other Heroes: I think that we should(Ooc, it wouldn't make sense Ic,) decide our routes through the house, since we need to make it to the cellar by 35. If enemies come to us, it shouldn't be a problem, but if we have to clear rooms, we should plan our route out carefully, just to be safe.

Edited by Lind Whisperer
Posted

QM Note: The enemies will appear in specific rooms for a certain amount of time, and leave afterwards. If any enemies in a group remain, they will loot the room. They're actively avoiding you, but you have quite a bit of time to find each group, don't worry. :wink:

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