"This is a followup mission I have just received from Estarcia. Allow me to share the details."
Skirmish:
There has been a report that a Mordachean battalion is approaching the border near the western mountains. We have forts established and constant patrols in order to ward against monster attacks, but have fended off numerous attacks already, and our forces in that area are currently thin. We would like your assistance in fending off this attack.
Expected Danger Level: A Recommended Team Size: 8 Recommended Team Attributes: Healer, Archer, Anti-cavalry, Light Magic, Flier Potential Enemy Info: Mordachian- dark magic, cavalry Reward: 50k
"Those of you who traveled here in the last mission may continue on and participate in this mission. If you don't wish to, all is well, there are some other guild members in the area."
Posted: Wed Apr 13, 2016 10:52 pm
Information
This post contains the information needed for this game. You will find the map, item list selected for this game, and up to date info on the number of ready participants.
Those who participated in Game 4 have first priority to join Game 5 as THOSE characters.
Participants (sorry for the quote notification) 7/7 Ready to depart. 0 Slots available.
NOTE: - This is an outdoor-open area map. Please be aware of your movement die. - Spaces 66, 84, 85, and 92 can only hold 3 units. Space 27 can only hold 1 unit. - You start outside the map and can enter from spaces 1, 2, 4, and 5. - Sue has dropped out. Since I already made a Leena card and want this game to have access to a transporter, she will be an Ally unit that will sit on space 3.
Items → Item Pickup Event
1. Herb [ Uses: 5 | Worth: 150 | Heals 5 health ] 2. Vulnerary [ Uses: 3 | Worth: 300 | Heals 10 health ] 3. Concoction [ Uses: 3 | Worth: 1000 | Heals 15 health ] 4. Pure Water [ Uses: 3 | Worth: 600 | Temporarily increases Resistance by 5 (effect decreases by 1 each Turn) ] 5. Antitoxin [ Uses: 3 | Worth: 450 | Cures poison ] 6. Panacea [ Uses: 3 | Worth: 1500| Removes all status effects ] 7. Light Rune [ Uses: 1 | Worth: 800 | Makes an adjacent space on the map unable to be traversed for one turn; If enemies currently reside on said space, they are trapped and unable to move ] 8. Mine [ Uses: 1 | Worth: 500 | Bury a mine under the ground of a non-occupied adjacent space. The next unit to land on that space is dealt 10 damage ] 9. HP Tonic [ Uses: 1 | Worth: 500 | Max HP +5 until end of current game ] 10. Strength Tonic [ Uses: 1 | Worth: 500 | Strength +2 until end of current game ] 11. Magic Tonic [ Uses: 1 | Worth: 500 | Magic +2 until end of current game ] 12. Speed Tonic [ Uses: 1 | Worth: 500 | Speed +2 until end of current game ] 13. Luck Tonic [ Uses: 1 | Worth: 500 | Luck +2 until end of current game ] 14. Defense Tonic [ Uses: 1 | Worth: 500 | Defense +2 until end of current game ] 15. Resistance Tonic [ Uses: 1 | Worth: 500 | Resistance +2 until end of current game ] 16. Second seal [ Uses: 1 | Worth: 2500 | Change classes into one of the two options you submitted ] 17. Seed of Trust [ Uses: 1 | Worth: 2500 | +10 support growth with characters on the same space ] 18. Spectre Card [ Uses: 10 | Worth: 3000 | Deal 5 damage + magic stat to enemies 1-2 spaces away; magic users cannot use ] 19. Reaper Card [ Uses: 5 | Worth: 5000 | Deal 8 damage + magic stat to enemies 1-2 spaces away; magic users cannot use ] 20. Daemon Card [ Uses: 3 | Worth: 6000 | Deal 12 damage + magic stat to enemies 1-2 spaces away; magic users cannot use ]
Items → Visit / Chest / Other
1. Iote's Shield [ Uses: Acc | Worth: 10000 | Negates enemy's effective bonus towards flying units ] 2. Iron Rune [ Uses: Acc | Worth: 10000 | Negates double damage from killer weapons and skills ] 3. Beastguard [ Uses: Acc | Worth: 8000 | Humans only; Halves damage, roundng up, taken from ] 4. Hunterguard [ Uses: Acc | Worth: 8000 | Shapeshifters only, negates effective bonus of weapons effective against ] 5. Boots [ Uses: Acc | Worth: 8000 | Raises movement potential by 2; units who normally roll 1d4 will roll 1d6, units who normally roll 1d6/1d8 will roll 1d8/1d10 ] 6. Arms Scroll [ Uses: 1 | Worth: 2500 | Awards 30 WEXP for one usable weapon type ] 7. Second seal [ Uses: 1 | Worth: 2500 | Change classes into one of the two options you submitted ] 8. Outdoor Fighter Scroll [ Uses: 1 | Worth: -- | Teaches the Outdoor Fighter skill ] 9. Disarm Scroll [ Uses: 1 | Worth: -- | Teaches the Disarm skill ] 10. Shove Scroll [ Uses: 1 | Worth: -- | Teaches the Shove skill ] 11. Armsthrift Scroll [ Uses: 1 | Worth: -- | Teaches the Armsthrift skill ] 12. Beastbane Scroll [ Uses: 1 | Worth: -- | Teaches the Beastbane skill ] 13. Resist Status Scroll [ Uses: 1 | Worth: -- | Teaches the Resist Status skill ] 14. Seal Defense Scroll [ Uses: 1 | Worth: -- | Teaches the Seal Defense skill ] 15. Quick Salve Scroll [ Uses: 1 | Worth: -- | Teaches the Quick Salve skill ] 16. Tantivy Scroll [ Uses: 1 | Worth: -- | Teaches the Tantivy skill ] 17. Blue Gem (Sells for 5000 gold) 18. White Gem (Sells for 10000 gold) 19. Black Gem (Sells for 15000 gold) 20. Gold Gem (Sells for 20000 gold)
21. Heal [ E | Rng: 1 | Uses: 30 | Worth: 600 | Restores (Mag +5) HP to an ally ] 22. Mend [ D | Rng: 1 | Uses: 20 | Worth: 1000 | Restores (Mag +10) HP to an ally ] 23. Physic [ C | Rng: 1-6 | Uses: 15 | Worth: 3750 | Restores (Mag +5) HP to an ally ] 24. Ward [ C | Rng: 1 | Uses: 15 | Worth: 2250 | Increases an ally's RES by 1d6. Effect decreases each turn ] 25. Shield [ C | Rng: 1 | Uses: 15 | Worth: 2250 | Increases an ally's DEF by 1d6. Effect decreases each turn ] 26. Restore [ C | Rng: 1-6 | Uses: 10 | Worth: 2000 | Cures an ally's status condition ] 27. Enfeeble [ C | Rng: 1-6 | Uses: 5 | Worth: 3000 | If LCK is higher than enemies', reduce all of an enemy's stats by 1d6 result until next turn ] 28. Sleep [ B | Rng: 1-6 | Uses: 3 | Worth: 1500 | If LCK is higher than enemies', inflicts sleep status ] 29. Rescue [ B | Rng: 1-6 | Uses: 3 | Worth: 1800 | Brings friendly unit of choice to your space ] 30. Warp [ A | Rng: 1-6 | Uses: 5 | Worth: 7500 | Teleports an adjacent ally to a traversable space ]
1. Powerful [ All allies receive +1 STR for 5 turns ] 2. Enchanting [ All allies receive +1 MAG for 5 turns ] 3. Hasty [ All allies receive +1 SPD for 5 turns ] 4. Fortunate [ All allies receive +1 LCK for 5 turns ] 5. Adamant [ All allies receive +1 DEF for 5 turns ] 6. Guardian [ All allies receive +1 RES for 5 turns ] 7. Fleet Feet [ All units can move an extra space for 5 turns ] 8. Snowstorm [ All units must subtract 1 to their movement roll for 5 turns ] 9. Recover [ All allies heal 5HP ] 10. Regeneration [ All allies heal 2HP for 5 turns ] 11. Clear Skies [ Clears all currently active field effects ] 12. Demoralize [ All enemies receive -1 to all stats for 3 turns ] 13. Great Experience [ All units receive double exp for 3 turns ] 14. Snowstorm [ All units must subtract 1 to their movement roll for 5 turns ] 15. Hailstorm [ All units take 1 damage for 5 turns ] 16. Powerful Foes [ All enemies receive +1 STR for 5 turns ] 17. Enchanting Foes [ All enemies receive +1 MAG for 5 turns ] 18. Hasty Foes [ All enemies receive +1 SPD for 5 turns ] 19. Fortunate Foes [ All enemies receive +1 LCK for 5 turns ] 20. Adamant Foes [ All enemies receive +1 DEF for 5 turns ] 21. Guardian Foes [ All enemies receive +1 RES for 5 turns ] 23. Low Morale [ All allies receive -1 to all stats for 3 turns ] 24. Hailstorm [ All units take 1 damage for 5 turns ] 25. Minefield [ Traps appear on 10 random spaces and stay until triggered ] 26. Fleet Feet [ All units can move an extra space for 5 turns ] 27. Snowstorm [ All units must subtract 1 to their movement roll for 5 turns ] 27. Strong Fortifications [ Terrain defensive bonuses are doubled for 5 turns ] 28. Whetstone [ Weapons lose no durability for 5 turns ] 29. A Challenger Appears! [ A strong foe enters the field and will only leave upon defeat ] 30. Restoration [ All status ailments on the field are cured ]
After hearing of this new mission, Lady Isadora was pleased that every person who had come on the last mission had also signed up for this one as well. Once they were all prepared, the group departed for the border near the western mountains. Along the way, it began to slow a little, and it seemed to highlight Eastarcia's beauty in the winter. However, the knowledge that they were about to engage Mordache in battle weighed heavily upon them. Still, there was hope that with both Estarcian and Learanian forces working together, Mordache may decide to avoid a conflict altogether.
Once the group was almost at the border patrol, Isadora signaled for a short rest. "Cornel- ...That is, Sir Cornelius explained to me that the Estarcians stationed here have not been working with an appointment commander ever since their last one was injured, and thus will be open to any direction we suggest. It is up to us to help guide their actions. Also, I would like Leena to stay back where it is safe. With all this snow, I-" Before she could finish her sentence, shouts from up ahead echoed, alerting the group about sightings of monsters coming from the mountains. Isadora's concern showed heavily. They had come to defend against a Mordachean battalion, not another monster attack. With such ill timing, they may end up facing both enemies at once. "Quickly! We will lend our aid!"
The group then heads out in the order of Vika, Isadora, Seth, Ziaram, Shinon, Mihira, and Evelyn in the rear.
NOTE: - This is an outdoor-open area map. Please be aware of your movement die. - Spaces 66, 84, 85, and 92 can only hold 3 units. Space 27 can only hold 1 unit. - Remember that with Ally (green) units, you cannot share a space, but you can move through them. - You start outside the map and can enter from spaces 1, 2, 4, and 5. - Sue has dropped out. Since I already made a Leena card and want this game to have access to a transporter, she will be an Ally unit that will sit on space 3.
Ugh, just great. Cold and snow, and now monsters to boot. Shinon was already annoyed by the events. Because of the cold hindering his mount's movement, they're only able to shuffle forward to Space 10 before going still again to conserve energy.
Ugh. ******** the cold. But then again, ******** the heat too. Too much of anything was an annoyance. Sorry there, Shinon, looks like your're screwed for life, then.
Annnd with that, end turn.
Wyvern Lord Vaida rolled 1 8-sided dice:
2Total: 2 (1-8)
Posted: Tue Sep 27, 2016 1:57 pm
(I think you need a 3 to move to space 11)
Mihira's skinned crawled when she heard there were monsters. She knew they existed in Mordache, but has never seen one before, let alone fought one. She would just have to try her best, and hope to be useful to her team.
My, monsters already. Certainly not what the cleric was ultimately expecting when she was asked to provide reinforcements, though they would only be an afterthought to the upcoming enemy combatants. Still, she had some experience under her belt now, people relying on her and all of that. Evelyn shouldered her staff, making her way forward as to not be left behind by her much more mobile companions, stopping at space 6.