[LP] DestinyQuest: The Legion of Shadow

Stories about games that you run and/or have played in.

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Darth Rabbitt
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Post by Darth Rabbitt »

Ignore the trash. I think this is the first time that killing the legendary monster doesn't end the quest.
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Omegonthesane
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Post by Omegonthesane »

Reject all loot. I'm not even sure why you bothered to ask...
Kaelik wrote:Because powerful men get away with terrible shit, and even the public domain ones get ignored, and then, when the floodgates open, it turns out there was a goddam flood behind it.

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angelfromanotherpin
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Post by angelfromanotherpin »

The necromancers have fled the chamber, however the mortician has remained behind, watching the battle from the sidelines. With a maddened screech he rushes towards you - a bloody scalpelheld in one hand and a syringe in the other.

'My beauty! You killed my beauty!' he hollers insanely. 'You'll pay for what you did – you'll pay in body parts! It's operation time!'
SpeedBrawnArmorHealth
Dr Lichenstein151410120

Special Abilities
- Mad scientist: Before the doctor rolls for damage, roll a die to determine the nature of his attack:
1-2: He stabs himself with his own syringe, doing no damage and reducing his speed by 1 for the next round.
3-4: He stabs you with his syringe, doing normal damage and reducing your speed by 1 for the next round.
5-6: He cuts you with his deadly scalpel, rolling an extra die for damage
I think this is the best/worst example so far of a character having huge combat stats for no in-universe reason. It's stupid, it makes previous fights like the dragon-slaying and vampire-killing feel cheapened, and it's done for a wacky 'joke' character like this guy. Shame.
Round 1: Us 8+17, Him 5+15; 1+12-10 damage (corrupt'd), he's at 117. *DOTs* He's at 115.
Round 2: Us 8+17, Him 5+15; 3+12-10 damage, he's at 110. *DOTs* He's at 107.
Round 3: Us 6+17, Him 7+15; 2+12-10 damage, he's at 103. *DOTs* He's at 99.
Round 4: Us 7+17, Him 11+15 (deceiv'd, Us 11+17, Him 7+15); 1+12-10 damage, he's at 96. *DOTs* He's at 91.
Round 5: Us 12+17, Him 10+15; 3+12-10 damage, he's at 86. *DOTs* He's at 80.
Round 6: Us 6+17, Him 5+15; 2+12-10 damage, he's at 76. *DOTs* He's at 69.
Round 7: Us 9+17, Him 4+15; 4+12-10 damage, he's at 63. *DOTs* He's at 55.
Round 8: Us 7+17, Him 4+15; 6+12-10 damage, he's at 47. *DOTs* He's at 38.
Round 9: Us 2+17, Him 8+15; parry'd. *DOTs* He's at 29.
Round 10: Us 3+17, Him 7+15; scalpel, 8+12-7 damage, we're at 37. *DOTs* He's at 20.
Round 11: Us 5+17, Him 2+15; 6+12-10 damage, he's at 12. *DOTs* He's at 2.
Round 12: Us 6+17, Him 8+15; 3+12-10 damage, lazy ripoff defeated!
The mortician slumps to the ground with a groan of pain. Slowly, he drags himself across the stone tiles, to lie next to the remains of his zombie creation. 'My beauty,' he whispers. 'My poor beauty.' He rests his hand inside the giant palm of the monster, then finally lies still.

With the mad mortician defeated, uou may now help yourself to one of the following rewards:
Abbatoir gloves (gloves) +1 speed, +4 brawn, Ability: bleed (Each time you win a combat round and deal damage, your opponent takes 1 damage at the end of each subsequent round; doesn't stack with other sources of bleed.)
Brain infusers (head) +2 speed, +3 armor, Ability: lightning (Each time an opponent hits you, they take 2 armor-ignoring damage.)
Mortician's scalpel (main hand: dagger) +3 speed, +4 brawn, Ability: disease, Requirement: rogue
When you have updated your hero sheet, return to the quest map to continue your adventure.
Pick a loot before we proceed to one of:
• Legendary Monster (ice lake)
• Legendary Monster (tomb ravine)
• Legendary Monster (standing stones)
• Legendary Monster (red tornado)
• End Boss
• Base camp
Name: Trellis
Path: Mage
Career: Necromancer
Speed: +17, Brawn: +4, Magic: +10, Armor: +7
Health: 50
SlotItemSpeedBrawnMagicArmorAbility
HeadHood of Night+2+3Deceive
NecklaceSilver Cross+1+1Heal
CloakCloak of the Wind+3+1Surge
Main HandLasher+3+3Bleed
Left HandGrasping Grimm+3+3Rake
GlovesVambraces+1+2Parry
ChestDeathgrip Robes+2+3Corruption
FeetRune-Forged Greaves+2+2
TalismanBone Fetish+1Necromancer
Ring 1Traveler's Ring+1+1Charm
Ring 2Circle of ThornsThorns

BackpackItem
1The Compendium of Dwarven Lore
2Elixir of Invisibility
3Pot of Mending (+12 health)
4Pot of Mending (+12 health)
5Oil Flask 2/2

Rune Key
Plain Gold Ring
Air superiority

Money Pouch: 1416 Crowns

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Last edited by angelfromanotherpin on Mon Sep 04, 2017 8:29 pm, edited 1 time in total.
Omegonthesane
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Post by Omegonthesane »

At first I was like "gloves" but then I was like "they don't stack with lasher". Leave the loot with its shitty boss fight to rot.

Travel to the standing stones.
Kaelik wrote:Because powerful men get away with terrible shit, and even the public domain ones get ignored, and then, when the floodgates open, it turns out there was a goddam flood behind it.

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Darth Rabbitt
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Post by Darth Rabbitt »

I'd take the gloves for the extra Magic, even with the redundant ability. Chances we find another +3 Speed weapon that gives Magic or Armor instead of Brawn.
Pseudo Stupidity wrote:This Applebees fucking sucks, much like all Applebees. I wanted to go to Femboy Hooters (communism).
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Post by Omegonthesane »

Darth Rabbitt wrote:I'd take the gloves for the extra Magic, even with the redundant ability. Chances we find another +3 Speed weapon that gives Magic or Armor instead of Brawn.
...the gloves have +4 brawn, not +4 magic.
Kaelik wrote:Because powerful men get away with terrible shit, and even the public domain ones get ignored, and then, when the floodgates open, it turns out there was a goddam flood behind it.

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath, Justin Bieber, shitmuffin
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Darth Rabbitt
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Post by Darth Rabbitt »

Oh, my bad. Screw the gloves then.
Pseudo Stupidity wrote:This Applebees fucking sucks, much like all Applebees. I wanted to go to Femboy Hooters (communism).
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angelfromanotherpin
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Post by angelfromanotherpin »

Legendary monster: Malcontent

The creature is perched on a broken colonnade of stone, its black wings outstretched like an angel of death. Tattered black cloth hangs over its skeletal body, rippling in the bleak wind. Perhaps it was a man once, before it was twisted and reshaped by dark magics. From the depths of its black hood, you feel the creature's eyes upon you – watching and waiting.

Redguard was right. This is the undead monster that has been preying on the scouts and messengers along the Talanost road. You make towards the bone-covered hill, weapons drawn and glinting in the evening twilight. As you near, the creature flaps its enormous wings, sending black shapes whirling into the air. They coalesce in a dark cloud above the creature's head, cawing and screeching. Crows, you realize grimly.

In silence, the creature kicks off from the colonnade, its immense wings carrying its hunched form towards you. From its decaying robes, two scythe-like claws whip out towards you, long and wickedly sharp. The sky goes dark as the crows fall upon you, pecking and biting at your exposed flesh.
SpeedMagicArmorHealth
Malcontent151513100
Carrion crows--840

Special Abilities
- Leech: After Malcontent damages your hero, he heals for as much health as he dealt. (This cannot take him above his starting health.)
- Carrion crows: At the end of every combat round, you automatically take 4 armor-ignoring damage from the crows' raking claws and piercing beaks.
If you win a combat round against Malcontent you can choose to Malcontent or the carrion crows. If Malcontent dies, the carrion crows will immediately scatter and no longer attack, winning you the combat.
Ugh, with a damage deficit and that ridiculous DOT, I'm going to peel off the birds first.
Round 1: Us 6+17, Him 3+15; 5+12-8 damage, crows at 31. *DOTs* We're at 46, Mal at 99, crows at 29.
Round 2: Us 8+17, Him 9+15; 1+12-8 damage, crows at 24. *DOTs* We're at 42, Mal at 98, crows at 21.
Round 3: Us 11+17, Him 5+15; 6+12-8 damage, crows at 11. *DOTs* We're at 38, Mal at 97, crows at 7.
Round 4: Us 7+17, Him 8+15; rake'd 8 damage (corrupt'd), Mal at 89. *DOTs* We're at 34, Mal at 87, crows at 3.
Round 5: Us 9+17, Him 11+15; draw. *DOTs* We're at 30, Mal at 85, crows defeated!
Round 6: Us 9+17, Him 2+15; 5+12-13 damage, Mal's at 81. *DOTs* Mal's at 78.
Round 7: Us 10+17, Him 7+15; 5+12-13 damage, Mal's at 74. *DOTs* Mal's at 70.
Round 8: Us 3+17, Him 5+15; draw. *DOTs* Mal's at 66.
Round 9: Us 3+17, Him 9+15; parry'd. *DOTs* Mal's at 62.
Round 10: Us 10+17, Him 9+15; 6+12-13 damage, Mal's at 57. *DOTs* Mal's at 52.
Round 11: Us 5+17, Him 7+15; draw. *DOTs* Mal's at 47.
Round 12: Us 9+17, Him 5+15; 3+12-13 damage; Mal's at 45. *DOTs* Mal's at 39.
Round 13: Us 7+17, Him 11+15 (deceiv'd, Us 8+17, Him 7+15); 1+12-13, no damage. *DOTs* Mal's at 33.
Round 14: Us 3+17, Him 8+15; 3+13-7 damage, we're at 21, Mal's at 42. *DOTs* He's at 36.
Round 15: Us 7+17, Him 6+15; 6+12-13 damage, Mal's at 31. *DOTs* Mal's at 23.
Round 16: Us 7+17, Him 3+15; 3+12-13 damage, Mal's at 21. *DOTs* He's at 12.
Round 17: Us 9+17, Him 9+15; 3+12-13 damage, he's at 10. *DOTs* Deadly foe defeated!
In a cloud of feathers and tattered black cloth, the undead beast is finally brought down. Amongst its rotting remains you find 50 gold crowns and one of the following rewards:
The morgue (head) +2 speed, +4 magic, Ability: leech (Each time your damage score deals damage to an enemy, you heal 2 health), Requirement: mage
Nemesis shroud (cloak) +2 speed, +3 brawn, Ability: dark pact (co; 1/combat, lose 4 health to increase your damage score by 4)
Funeral wraps (chest) +2 speed, +3 brawn, Ability: bleed (Each time you win a combat round and deal damage, your opponent takes 1 damage at the end of each subsequent round; doesn't stack with other sources of bleed.)
Return to the quest map to continue your adventure
• Legendary Monster (ice lake)
• Legendary Monster (tomb ravine)
• Legendary Monster (red tornado)
• End Boss
• Base camp
Name: Trellis
Path: Mage
Career: Necromancer
Speed: +17, Brawn: +4, Magic: +10, Armor: +7
Health: 50
SlotItemSpeedBrawnMagicArmorAbility
HeadHood of Night+2+3Deceive
NecklaceSilver Cross+1+1Heal
CloakCloak of the Wind+3+1Surge
Main HandLasher+3+3Bleed
Left HandGrasping Grimm+3+3Rake
GlovesVambraces+1+2Parry
ChestDeathgrip Robes+2+3Corruption
FeetRune-Forged Greaves+2+2
TalismanBone Fetish+1Necromancer
Ring 1Traveler's Ring+1+1Charm
Ring 2Circle of ThornsThorns

BackpackItem
1The Compendium of Dwarven Lore
2Elixir of Invisibility
3Pot of Mending (+12 health)
4Pot of Mending (+12 health)
5Oil Flask 2/2

Rune Key
Plain Gold Ring
Air superiority

Money Pouch: 1466 Crowns

Image
Last edited by angelfromanotherpin on Mon Sep 04, 2017 8:29 pm, edited 1 time in total.
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Darth Rabbitt
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Post by Darth Rabbitt »

Take the morgue because leech and a magic boost kick ass. Then I guess red tornado?
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Omegonthesane
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Post by Omegonthesane »

Agreed. Only slightly sad we don't get Mal's version of Leech.
Kaelik wrote:Because powerful men get away with terrible shit, and even the public domain ones get ignored, and then, when the floodgates open, it turns out there was a goddam flood behind it.

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath, Justin Bieber, shitmuffin
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angelfromanotherpin
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Post by angelfromanotherpin »

Legendary monster: Flay

South of the road, the ash of the bone fields becomes scorched red sand. According to legend, this was the site of a great battle between powerful mages. The sand is all that remains of that conflict - heaped in great banks which swirl and ripple in the wind.

As you trudge through the desolation, you notice that the wind is picking up speed, quickly becoming a buffeting gale. You cover your face as best you can, eyes narrowed to the stinging sand. Ahead of you, the wind-tossed dust is starting to take on shape, forming itself into a whirling column. It spirals across the dunes, heading in your direction. As it nears, you notice that it is pulling up stones and other debris as it moves. Soon, you are faced by a thundering whirlwind of rock and sand - and within its swirling form you can make out a face. Formed by the twisting particles of dust and dirt, the face stretches out to form a gaping wide maw.

Then the monster speaks to you, its voice as powerful and humbling as the stormy elements that surround you. 'Dust. Dust. All will become dust.'
SpeedMagicArmorHealth
Flay151516100

Special Abilities
- Maelstrom: For each 1 you roll for your hero (attack speed or damage), they are automatically thrown into the air for 8 armor-ignoring damage (re-rolls can prevent this effect).
- Body of air: Flay is immune to bleed, venom, and disease.
Okay, we have two serious problems. First, we do very little damage, and he's immune to our main dot, so winning will take a long time. Second, maelstrom is harsh as hell, and gets harsher the longer a fight goes on. We obviously have no chance without blowing through our expendables. On the other hand, even with expendables we might lose.

• Try all-out, spending all resources if necessary?
• Accept defeat, maybe return later with better gear?
Name: Trellis
Path: Mage
Career: Necromancer
Speed: +17, Brawn: +4, Magic: +11, Armor: +7
Health: 50
SlotItemSpeedBrawnMagicArmorAbility
HeadThe Morgue+2+4Leech
NecklaceSilver Cross+1+1Heal
CloakCloak of the Wind+3+1Surge
Main HandLasher+3+3Bleed
Left HandGrasping Grimm+3+3Rake
GlovesVambraces+1+2Parry
ChestDeathgrip Robes+2+3Corruption
FeetRune-Forged Greaves+2+2
TalismanBone Fetish+1Necromancer
Ring 1Traveler's Ring+1+1Charm
Ring 2Circle of ThornsThorns

BackpackItem
1The Compendium of Dwarven Lore
2Elixir of Invisibility
3Pot of Mending (+12 health)
4Pot of Mending (+12 health)
5Oil Flask 2/2

Rune Key
Plain Gold Ring
Air superiority

Money Pouch: 1466 Crowns

Image
Last edited by angelfromanotherpin on Mon Sep 04, 2017 8:38 pm, edited 1 time in total.
Omegonthesane
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Post by Omegonthesane »

Roll out the fight remembering we get 2 health back every time we do weapon damage these days but don't bother chewing through expendables.

Then check out the ice lake.
Kaelik wrote:Because powerful men get away with terrible shit, and even the public domain ones get ignored, and then, when the floodgates open, it turns out there was a goddam flood behind it.

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath, Justin Bieber, shitmuffin
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angelfromanotherpin
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Post by angelfromanotherpin »

Omegonthesane wrote:Roll out the fight remembering we get 2 health back every time we do weapon damage these days but don't bother chewing through expendables.
I actually wrote a program to run this fight for me because I was convinced it'd be faster than rolling it through by hand. And it was, because the first full test took 48 rounds to resolve.

Subsequent tests indicate that if we don't use expendables, there's no point in going through the motions. It's all-out or back out.
Omegonthesane
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Post by Omegonthesane »

In which case it's back out (and check the ice lake).
(I assume it's "+24 health gives us a chance" not "+24 health makes us win the fucking thing" but don't care enough to change my vote either way under the circumstances.)
Last edited by Omegonthesane on Mon Aug 28, 2017 8:30 am, edited 1 time in total.
Kaelik wrote:Because powerful men get away with terrible shit, and even the public domain ones get ignored, and then, when the floodgates open, it turns out there was a goddam flood behind it.

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath, Justin Bieber, shitmuffin
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Darth Rabbitt
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Post by Darth Rabbitt »

Can we swap out careers for ones we unlocked on earlier maps? If so I think there's a chance being a pyromancer would help against what is presumably an ice monster (and then we could take Necromancer again afterwards.) If not then still go fight the legendary at the ice lake, and try taking on Flay once we've found more gear that boosts Magic.
Pseudo Stupidity wrote:This Applebees fucking sucks, much like all Applebees. I wanted to go to Femboy Hooters (communism).
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angelfromanotherpin
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Post by angelfromanotherpin »

Darth Rabbitt wrote:Can we swap out careers for ones we unlocked on earlier maps?
Lamentably, no. IIRC, the only careers we can get into in Act 3 (so far) are Medic and Necromancer.
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angelfromanotherpin
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Post by angelfromanotherpin »

Legendary Monster: Chillblain

A piercing wind blows across the frozen lake, scattering the flakes of snow that drift down from the grey sky. This strange place, trapped in a permanent winter, is a magic anomaly, or so Lansbury had called it – some strange fusion of nature and the leftover residue of powerful magic.

As you head out across the lake, you notice the ice ahead of you cracking and splintering. Something appears to be forcing its way out. You start to back away, but lose your balance and fall, slamming down onto your back. Only meters away, clawing its way free of the lake, is a creature made entirely of ice. It is humanoid in shape, with a pointed half-moon face crowned with icicle, and long spindly arms ending in frost-dripping fingers.

You quickly find your feet again, as the beast cracks open its jaws and gives an ear-splitting wail. As if in answer to its cry, four giant pillars of ice burst up out of the lake, glowing with blue fire. At first, you wonder what purpose they could serve, then you notice that the creature appears to be drawing in their energy – the cold fire settling over its frozen body to form a suit of sparkling spiked armor.

You must now fight this deadly magical monstrosity:
SpeedMagicArmorHealth
Chillblain131320/1080
Ice pillar--820
Ice pillar--820
Ice pillar--820
Ice pillar--820

Special Abilities
- Ice Armor: While any of the ice pillars are standing, Chillblain has armor 20. If the pillars are destroyed, his armor is lowered to 10.
- Frost bite: Your hero takes 4 armor-ignoring damage at the end of every round.
- Body of ice: Chillblain and the ice pillars are immune to venom, disease, and bleed, but take double damage from sear, fire aura, and burn.

If you win a round against Chillblain, you can choose to apply your damage to Chillblain or an ice pillar. If chillblain dies, all surviving ice pillars are automatically destroyed.
A lot like the Flay fight actually, except that frost bite is a lot less spiky than maelstrom. I ran the fight through my program, and except for one glitch it worked pretty well.
Round 1: You (3+5+17)=25, Chillblain (4+3+13)=20, you win; you strike icy pillar for (5+13-8)=10 damage. icy pillar is at 10 health.
Thorns tear Chillblain; Chillblain is at 79 health.
Thorns tear icy pillar; icy pillar is at 19 health.
Thorns tear icy pillar; icy pillar is at 19 health.
Thorns tear icy pillar; icy pillar is at 19 health.
Thorns tear icy pillar; icy pillar is at 9 health.
Frost bites you; you are at 46 health.
Round 2: You (3+4+17)=24, Chillblain (4+3+13)=20, you win; you strike icy pillar for (4+13-8)=9 damage. You leech energy from icy pillar, you are at 48 health. icy pillar is defeated!
Thorns tear Chillblain; Chillblain is at 78 health.
Thorns tear icy pillar; icy pillar is at 18 health.
Thorns tear icy pillar; icy pillar is at 18 health.
Thorns tear icy pillar; icy pillar is at 18 health.
Frost bites you; you are at 44 health.
Round 3: You (2+1+17)=20, Chillblain (5+2+13)=20, Draw.
Thorns tear Chillblain; Chillblain is at 77 health.
Thorns tear icy pillar; icy pillar is at 17 health.
Thorns tear icy pillar; icy pillar is at 17 health.
Thorns tear icy pillar; icy pillar is at 17 health.
Frost bites you; you are at 40 health.
Round 4: You (3+2+17)=22, Chillblain (3+4+13)=20, you win; you strike icy pillar for (3+13-8)=8 damage. You leech energy from icy pillar, you are at 42 health. icy pillar is at 9 health.
Thorns tear Chillblain; Chillblain is at 76 health.
Thorns tear icy pillar; icy pillar is at 16 health.
Thorns tear icy pillar; icy pillar is at 16 health.
Thorns tear icy pillar; icy pillar is at 8 health.
Frost bites you; you are at 38 health.
Round 5: You (2+1+17)=20, Chillblain (5+1+13)=19, you win; you strike icy pillar for (4+13-8)=9 damage. You leech energy from icy pillar, you are at 40 health. icy pillar is defeated!
Thorns tear Chillblain; Chillblain is at 75 health.
Thorns tear icy pillar; icy pillar is at 15 health.
Thorns tear icy pillar; icy pillar is at 15 health.
Frost bites you; you are at 36 health.
Round 6: You (6+2+17)=25, Chillblain (3+4+13)=20, you win; you strike icy pillar for (4+13-8)=9 damage. You leech energy from icy pillar, you are at 38 health. icy pillar is at 6 health.
Thorns tear Chillblain; Chillblain is at 74 health.
Thorns tear icy pillar; icy pillar is at 14 health.
Thorns tear icy pillar; icy pillar is at 5 health.
Frost bites you; you are at 34 health.
Round 7: You (2+2+17)=21, Chillblain (4+3+13)=20, you win; you strike icy pillar for (6+13-8)=11 damage. You leech energy from icy pillar, you are at 36 health. icy pillar is defeated!
Thorns tear Chillblain; Chillblain is at 73 health.
Thorns tear icy pillar; icy pillar is at 13 health.
Frost bites you; you are at 32 health.
Round 8: You (3+3+17)=23, Chillblain (1+4+13)=18, you win; you strike icy pillar for (5+13-8)=10 damage. You leech energy from icy pillar, you are at 34 health. icy pillar is at 3 health.
Thorns tear Chillblain; Chillblain is at 72 health.
Thorns tear icy pillar; icy pillar is at 2 health.
Frost bites you; you are at 30 health.
Round 9: You (6+1+17)=24, Chillblain (1+5+13)=19, you win; you strike icy pillar for (6+13-8)=11 damage. You leech energy from icy pillar, you are at 32 health. icy pillar is defeated!
Thorns tear Chillblain; Chillblain is at 71 health.
Frost bites you; you are at 28 health.
With the pillars destroyed, Chillblain's firey armor fails.
Round 10: You (4+2+17)=23, Chillblain (1+3+13)=17, you win; you strike Chillblain for (2+13-10)=5 damage. (corrupt'd) You leech energy from Chillblain, you are at 30 health. Chillblain is at 66 health.
Thorns tear Chillblain; Chillblain is at 65 health.
Frost bites you; you are at 26 health.
Round 11: You (2+5+17)=24, Chillblain (2+4+13)=19, you win; you strike Chillblain for (6+13-10)=9 damage. You leech energy from Chillblain, you are at 28 health. Chillblain is at 56 health.
Thorns tear Chillblain; Chillblain is at 55 health.
Frost bites you; you are at 24 health.
Round 12: You (4+6+17)=27, Chillblain (3+4+13)=20, you win; you strike Chillblain for (5+13-10)=8 damage. You leech energy from Chillblain, you are at 26 health. Chillblain is at 47 health.
Thorns tear Chillblain; Chillblain is at 46 health.
Frost bites you; you are at 22 health.
Round 13: You (5+4+17)=26, Chillblain (1+1+13)=15, you win; you strike Chillblain for (3+13-10)=6 damage. You leech energy from Chillblain, you are at 24 health. Chillblain is at 40 health.
Thorns tear Chillblain; Chillblain is at 39 health.
Frost bites you; you are at 20 health.
Round 14: You (2+3+17)=22, Chillblain (6+5+13)=24, Chillblain wins; Chillblain strikes you for (1+11-7)=5 damage.You parry the strike with your vambraces. You are at 20 health.
Thorns tear Chillblain; Chillblain is at 38 health.
Frost bites you; you are at 16 health.
Round 15: You (3+2+17)=22, Chillblain (6+3+13)=22, Draw.
Thorns tear Chillblain; Chillblain is at 37 health.
Frost bites you; you are at 12 health.
Round 16: You (2+4+17)=23, Chillblain (2+2+13)=17, you win; you strike Chillblain for (5+13-10)=8 damage. You leech energy from Chillblain, you are at 14 health. Chillblain is at 29 health.
Thorns tear Chillblain; Chillblain is at 28 health.
Frost bites you; you are at 10 health.
Round 17: You (2+1+17)=20, Chillblain (4+1+13)=18, you win; you strike Chillblain for (5+13-10)=8 damage. You leech energy from Chillblain, you are at 12 health. Chillblain is at 20 health.
Thorns tear Chillblain; Chillblain is at 19 health.
Frost bites you; you are at 8 health.
Round 18: You (5+1+17)=23, Chillblain (2+4+13)=19, you win; you strike Chillblain for (5+13-10)=8 damage. You leech energy from Chillblain, you are at 10 health. Chillblain is at 11 health.
Thorns tear Chillblain; Chillblain is at 10 health.
Frost bites you; you are at 6 health.
Round 19: You (5+5+17)=27, Chillblain (5+2+13)=20, you win; you strike Chillblain for (4+13-10)=7 damage. You leech energy from Chillblain, you are at 8 health. Chillblain is at 3 health.
Thorns tear Chillblain; Chillblain is at 2 health.
Frost bites you; you are at 4 health.
Round 20: You (2+2+17)=21, Chillblain (6+3+13)=22, Chillblain wins; Chillblain strikes you for (4+11-7)=8 damage.You send your shades to take the blow for you, now they are gone. You are at 4 health.
Thorns tear Chillblain; Chillblain is at 1 health.
Frost bites you; you are at 0 health.

The glitch was a refusal to use our Heal ability, but it's usable at any time, so I'll pop it right before we Frostbite out, and the next turn we'll thorns him out unless he wins the combat round.

Round 21: Us 5+17, Him 6+13

Look at that, he didn't. Close one though.
You pierce the monster's armor, shattering its body into tiny fragments. The jagged splinters rain down across the surface of the lake, tinkling like glass as they slide across the ice. You may now help yourslef to one of the following special rewards:
Frost burn (main hand: wand) +2 speed, +4 magic, Ability: piercing (1/combat, ignore opponent's armor), Requirement: mage
Glacial shards (necklace) +1 speed, +1 brawn, Ability: piercing, Requirement: warrior
Ice splinter (left hand: sword) +2 speed, +4 brawn, Ability: piercing, Requirement: rogue
• If you are a mage...
• Otherwise...
As a mage, you may also take the following item:

Winter's heart (talisman) +1 armor, Ability: icelock career.

You must have the winter's heart talisman equipped if you want to learn the icelock career. As soon as this item is unequipped, or you learn a new career, you lose the abilities associated with this career. The icelock has the following abilities:

Ice shards (co): 1/combat, instead of rolling for damage, deal your magic score in armor-ignoring damage.
Ice shield (mo): 1/combat, add 1d6 to your armor for 1 round.

Make your decision.
Do we want the wand and/or the heart?
Name: Trellis
Path: Mage
Career: Necromancer
Speed: +17, Brawn: +4, Magic: +11, Armor: +7
Health: 50
SlotItemSpeedBrawnMagicArmorAbility
HeadThe Morgue+2+4Leech
NecklaceSilver Cross+1+1Heal
CloakCloak of the Wind+3+1Surge
Main HandLasher+3+3Bleed
Left HandGrasping Grimm+3+3Rake
GlovesVambraces+1+2Parry
ChestDeathgrip Robes+2+3Corruption
FeetRune-Forged Greaves+2+2
TalismanBone Fetish+1Necromancer
Ring 1Traveler's Ring+1+1Charm
Ring 2Circle of ThornsThorns

BackpackItem
1The Compendium of Dwarven Lore
2Elixir of Invisibility
3Pot of Mending (+12 health)
4Pot of Mending (+12 health)
5Oil Flask 2/2

Rune Key
Plain Gold Ring
Air superiority

Money Pouch: 1466 Crowns

Image
Last edited by angelfromanotherpin on Mon Sep 04, 2017 8:39 pm, edited 1 time in total.
Omegonthesane
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Post by Omegonthesane »

Half a vote for frost burn, but only half, because bleed works so well when it works.

Ignore winter's heart, -4 damage from losing the Necromancer thing of +2 to each of our dice is unacceptable (or I misread/misremembered how that ability works).
Kaelik wrote:Because powerful men get away with terrible shit, and even the public domain ones get ignored, and then, when the floodgates open, it turns out there was a goddam flood behind it.

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angelfromanotherpin
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Post by angelfromanotherpin »

Omegonthesane wrote:Ignore winter's heart, -4 damage from losing the Necromancer thing of +2 to each of our dice is unacceptable (or I misread/misremembered how that ability works).
Necromancer is effectively +2 damage, and a 1/combat damage negation that sacrifices that +2 damage. I agree it's probably better than icelock in general, but ice shards is real sweet against Flay, and we could always become a Necromancer again.
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Post by Omegonthesane »

Are we allowed to repeat completed quests or something? 'Cause I'm not otherwise seeing how we pick up a replacement bone talisman to switch back to necromancer (I may be an idiot in this regard of course.)

IF we can switch back to necromancer AND your program indicates that being an icelock with those stats changes Flay from "certain defeat without consumables" to at least "certain victory when allowing ourselves to drink health potions" then and only then switch to icelock for that one fight until we've cleared all the legendaries or hit a legendary that we'd be able to beat if we went back to necromancer.
Kaelik wrote:Because powerful men get away with terrible shit, and even the public domain ones get ignored, and then, when the floodgates open, it turns out there was a goddam flood behind it.

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Darth Rabbitt
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Post by Darth Rabbitt »

Take Frost Burn; 4 damage is probably worth the speed hit. And take the heart if we can switch back to Necromancer later.
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angelfromanotherpin
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Post by angelfromanotherpin »

Omegonthesane wrote:Are we allowed to repeat completed quests or something?
Hm, I thought it was unequivocal that we could, but it seems to be a gray area. I guess I'll say no, in favor of decisions mattering and against timewalk farming.

Okay, no icelocking.
As you leave, you notice something glimmering beneath the lake. You drop to your knees, brushing away the loose snow, to reveal a gold chest suspended within the ice.

• If you wish to try and break through the ice and retrieve the chest... √
• Otherwise, return to the quest map to continue your journey.
I don't think anyone's going to vote against digging up content.
To break through the sheets of ice you will have to take a brawn or magic test (using whichever atttribute is highest).

Break the ice: Brawn/Magic 25

• If successful, you break through the ice and retrieve the chest...
• Otherwise, after many attempts you are forced to give up. The chest is buried too deep for you to reach it. Return to the map to continue your journey.
Sheetfire, even with our newly-buffed magic stat, we need a 10+ on 2d6 to get that good stuff. And the roll is... 7 :sad:. Especially :sad: because (spoilers) that chest is what our chain-quest acquired rune key opens. Alas.

• Legendary Monster (tomb ravine)
• Legendary Monster (red tornado redux)
• End Boss
• Base camp
Name: Trellis
Path: Mage
Career: Necromancer
Speed: +16, Brawn: +1, Magic: +15, Armor: +7
Health: 50
SlotItemSpeedBrawnMagicArmorAbility
HeadThe Morgue+2+4Leech
NecklaceSilver Cross+1+1Heal
CloakCloak of the Wind+3+1Surge
Main HandFrost burn+2+4Pierce
Left HandGrasping Grimm+3+3Rake
GlovesVambraces+1+2Parry
ChestDeathgrip Robes+2+3Corruption
FeetRune-Forged Greaves+2+2
TalismanBone Fetish+1Necromancer
Ring 1Traveler's Ring+1+1Charm
Ring 2Circle of ThornsThorns

BackpackItem
1The Compendium of Dwarven Lore
2Elixir of Invisibility
3Pot of Mending (+12 health)
4Pot of Mending (+12 health)
5Oil Flask 2/2

Rune Key
Plain Gold Ring
Air superiority

Money Pouch: 1466 Crowns

Image
Last edited by angelfromanotherpin on Mon Sep 04, 2017 8:45 pm, edited 1 time in total.
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Post by Darth Rabbitt »

Well, shit. Let's go back and buy the Slipstream Silk from Waldo (getting 2 magic for 1 armor seems like a good trade.) Then go fight the tornado monster.
Pseudo Stupidity wrote:This Applebees fucking sucks, much like all Applebees. I wanted to go to Femboy Hooters (communism).
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Post by Omegonthesane »

Agreed now that we've trashed the sparkcraft mantle.
Kaelik wrote:Because powerful men get away with terrible shit, and even the public domain ones get ignored, and then, when the floodgates open, it turns out there was a goddam flood behind it.

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angelfromanotherpin
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Post by angelfromanotherpin »

Legendary monster: Flay

...'Dust. Dust. All will become dust.'
SpeedMagicArmorHealth
Flay151516100

Special Abilities
- Maelstrom: For each 1 you roll for your hero (attack speed or damage), they are automatically thrown into the air for 8 armor-ignoring damage (re-rolls can prevent this effect).
- Body of air: Flay is immune to bleed, venom, and disease.
Well, now that we actually have a damage output, I'll do this hands on.
Round 1: Us 6+16, Him 12+15; parry'd. *Thorns* He's at 99.
Round 2: Us 6+16, Him 12+15; 3+15-6 damage, we're at 38. (heal'd, we're at 42.) *Thorns* He's at 98.
Round 3: Us 7+16, Him 5+15; pierc'd, 6+19 damage, he's at 73 (corrupt'd, leech'd, we're at 44). *Thorns* He's at 72.
Round 4: Us 7+16, Him 10+15; 2+13-6 damage, we're at 35. *Thorns* He's at 71.
Round 5: Us 8+16, Him 5+15; rake'd 4+4 damage, he's at 63 (leech'd, we're at 37). *Thorns* He's at 62.
Round 6: Us 5(including a 1, battered, we're at 29)+16, Him 10+15; 3+13-6 damage, we're at 19. *Thorns* He's at 61.
Round 7: Us 11+16, Him 2+15; 4+19-16 damage, he's at 54 (leech'd, we're at 21). *Thorns* He's at 53.
Round 8: Us 6(including a 1, battered, we're at 13)+16, Him 5+15; 4+19-16 damage, he's at 46 (leech'd, we're at 15). *Thorns* He's at 45.
Round 9: Us 12+16, Him 5+15; 2+19-16 damage, he's at 40 (leech'd, we're at 17). *Thorns* He's at 39.
Round 10: Us 7(including a 1, charm'd to 11)+16, Him 9+15; 5+19-16 damage, he's at 31 (leech'd, we're at 19). *Thorns* He's at 30.
Round 11: Us 9+16, Him 6+15; 1(batter'd, we're at 11)+19-16 damage, he's at 26 (leech'd, we're at 13). *Thorns* He's at 25.
Round 12: Us 7+16, Him 8+15; draw. *Thorns* He's at 24.
Round 13: Us 7+16, Him 8+15; draw. *Thorns* He's at 23.
Round 14: Us 11+16, Him 5+15; 6+19-16 damage, he's at 14 (leech'd, we're at 15). *Thorns* He's at 13.
Round 15: Us 6(including a 1, batter'd, we're at 7)+16, Him 8+15; 2+13-6 damage, we're at (sacrifice shades to neg damage) 7. *Thorns* He's at 12.
Round 16: Us 10+16, Him 7+15; 5+17-16 damage, he's at 6 (leech'd, we're at 9). *Thorns* he's at 5.
Round 17: Us 7(including a 1, batter'd, we're at 1)+16, Him 8+15; draw. *Thorns* He's at 4.
Round 18: Us 10+16, Him 5+15; 4+17-16 damage, whirling elemental defeated!
Yeah, rolling d6+3 for damage instead of d6-1 means it draws out a lot less, which means less 1's rolled and less gonzo hunks of damage dropped on us. Still, without consumables it was by the skin of our teeth.
As you land the final blow, the elemental braks apart - the furious wind that once held its spinning form together dying down to a faint breeze. The rocks and other debris that previously formed its body scatter across the scorched sand, including a number of rare treasures that must have been picked up by the whirling tornado.

You discover 50 gold crowns and one of the following rewards:
Tempest's fury (main hand: staff) +2 speed, +5 magic, Ability: windblast (sp; 1/combat, your opponent rolls 1 fewer die for attack speed)
Sands of time (talisman) +1 speed, ability: time shift (sp; 1/combat, for the next three rounds your speed is equal to your opponent's.)
Fall of angels (left hand: mace) +1 speed, +5 brawn, Ability: windblast
Once you have updated your hero sheet, return to the quest map to continue your journey.
Pick a loot, then:
• Legendary Monster (tomb ravine)
• End Boss
• Base camp
Name: Trellis
Path: Mage
Career: Necromancer
Speed: +16, Brawn: +1, Magic: +17, Armor: +6
Health: 50
SlotItemSpeedBrawnMagicArmorAbility
HeadThe Morgue+2+4Leech
NecklaceSilver Cross+1+1Heal
CloakSlipstream Silk+3+2Surge
Main HandFrost burn+2+4Pierce
Left HandGrasping Grimm+3+3Rake
GlovesVambraces+1+2Parry
ChestDeathgrip Robes+2+3Corruption
FeetRune-Forged Greaves+2+2
TalismanBone Fetish+1Necromancer
Ring 1Traveler's Ring+1+1Charm
Ring 2Circle of ThornsThorns

BackpackItem
1The Compendium of Dwarven Lore
2Elixir of Invisibility
3Pot of Mending (+12 health)
4Pot of Mending (+12 health)
5Oil Flask 2/2

Rune Key
Plain Gold Ring
Air superiority

Money Pouch: 1016 Crowns

Image
Last edited by angelfromanotherpin on Mon Sep 04, 2017 8:53 pm, edited 1 time in total.
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