Honor through strength. Not "honor and strength". There was a big difference between the two for Solace and he lived his life according to such motto. And time had come to prove himself what he was worth. His new found companions were a cast of characters to say the least. Some he liked. Others, he didn't know yet. But if anything for the last few hours of dungeon-running has told him, was that they were competent at what they were doing - which suited Solace just fine. He appreciated capability.
Reylan gave out the orders... Solace wasn't a particularly submissive person but he recognized the need for such leadership. Whatever gets the job done efficiently was good for him. The shock of the werewolf's howl was stunning, Solace felt his HP bar dropping by a bit. He was glad he put in so much points into HP; death would be rather unpleasant. He Dashed over to one of the Wolfkin Guards - he was responsible for taking it out along with Paralyze, Shiba and Alisea. Solace followed up Alisea's set of spells with his own attacks. He decided to save mana, opting to attack the Wolfkin with a series of normal attacks. He was able to throw in 5 normal attacks with the aid of Double Strike, allowing his passive crit strike to go off to deal extra damage.
Summary: - Used Dash - Used Double Strike on Wolfkin Guard - Hit Wolfkin Guard 3 times with normal attacks (last one crit strikes)
Site's back up as you can see, I'm as happy as anyone else to see that it is so. I've made some announcements on the discord so make sure to go check those out if you haven't. Some of them are rather important. Let's pick the RP back up. Been making some major updates on item lists and such.
Happens every so often when the guild runs without a reboot. There's only guesses short of Mahz himself, the one with access to the actual backend - mine is that something caught in the server's memory that the guild files handled poorly, and chunked its displeasure back as a few day's worth of issues.
Huh... so what happens if Mahz needs to be away for some time and actual trouble occurs?
✧GM's Timeskip - DAY 5 - Dungeon, "The Hill's Sorrow", Boss Room✧
6/22/2076
- Route 1 and 2 are Dead-Ends. - Boss room is through path 3.
Finally. The boss fight. A staple event in so many RPGs you have tried, yet this is the first time you are doing it in Talrae. Even though you've been expecting this moment the entire time, a strange yet welcome sensation of experiencing something new flows through you. You are scared perhaps. Or excited. Most likely both. The situation at hand is fairly understandable - fighting the boss of a game. Yet the medium in which its represented is so foreign - literally fighting a monster with your own two hands. The boss room, like rest of the dungeon, doesn't feel too much like a stereotypical dungeon. You come across a wide and open field of green grass. 3 beasts that were resting starts to get up to face the human intruders. Werewolves. More beast than man yet they maintain a strange humanoid shape. The biggest of them speak in a guttural tone. "Intruders..." The other 2, smaller lycans step infront of the large one and eye you. "Brothers... fallen... Spirits... avenging!!!" One of them spoke, their voice even less human than that of the biggest one. Without warning, Fenrir's Herald Howls into the air.
Level: 6 Heath: 800/800 Mana: 200/200
Actions:
Bodyguard - 50% of damage dealt to Fenrir's Herlad is dealt to Wolfkin Guard instead. Passive. Strength of the Pack - If there is another monster named "Wolfkin Guard" in near vicinity, Wolfkin Guard gains additional Strength and Agility. Passive.
Status:
Level: 6 Heath: 800/800 Mana: 200/200
Actions:
Bodyguard - 50% of damage dealt to Fenrir's Herlad is dealt to Wolfkin Guard instead. Passive. Strength of the Pack - If there is another monster named "Wolfkin Guard" in near vicinity, Wolfkin Guard gains additional Strength and Agility. Passive.
Status:
Level: 12 Heath: 2300/2300 Mana: 1300/1500
Actions:
Feral Strike - User's next attack cause the targets to bleed for a few minutes. Target takes additional 100 damage over the next few minutes. 100MP.
Strength of the Pack - If there are at least 2 monsters named "Wolfkin Guard" in near vicity, Fenrir's Herlad gains additional Strength and Agility. Passive.
Trueblood Lycan - User gains additional Strength, Agility and Intelligence during night time, if the moon is visible. During daytime, user gains Health Regeneration but no other bonus. Passive.
Hate (Magic) - User deals additional damage against units capable of casting Spells. Passive.
Spells:
Lycan's Howl - User howls into the air, striking fear into all opponents. Units afflicted takes 200 magic damage. 200MP.
Status:
Summary
- Everyone ventured through all areas and paths minus Path 4. - Solace, a new player, joined the group when Chari and Alisea came back from scouting ahead. (Use hider posts to write out anything you need to). - Everyone found the following items in the dungeon so far: D3 Gold, D5 Silver and D10 Copper Coins. - Found items: Longsword (Uncommon) [Dirk], Jaque's Bow [Reylan], Metal Totem + 10 Darts [Dubstepp], Katana (Uncommon) [Aster], Metal Staff [Karma], Metal Staff [Alisea], Lacquered Wood Armor [Paralyze], D2 Gold + D10 Silver Coins [Polak], Shuriken (40) [Chari], Blowgun Dart (20) + Shuriken (10) [Shiba] - Everyone loses D2 x 100 HP and D2 x 100 MP. Aster, Chari and Shiba, loses additional D1 x 100 HP (you can roll a 0). Dirk, Paralyze and Polak loses additional D3 x 100 HP. Dubstepp, Karma and Alisea loses additional D3 x 100 MP. Players with consumable weapons (such as Reylan), subtract approximately 25% of your ammunition. - 2 Wolfkin Guards and 1 Fenrir's Herald is in the boss room.
- Everyone takes 200 magic damage from Lycan's Howl.
The ghostly forms of the wolves, while unsettling, didn't seem to discourage the Players from facing them. Utterly silent but lucid forms of phantom-like shadows, the unnatural beasts still seemed to be affected by physical damage. Strange, one may think, but you remember this is a game. Numbers speak for themselves, more so than what your actual senses are telling you. All physical attacks seemed to pass through these wolves as if players were swinging in thin air like a bunch of fools. Arrows shot from the archer passed through them just like the sword strikes from the Paladin and Swordsman. Yet damage was dealt and their health bars dropped. One of the wolves were stunned briefly, before Phantom Walking through the Lancer who disturbed it's ethereal form. Ghostly cold wind passed through the Lancer, only to appear behind him. The one challenged by the Paladin bared it's teeth and turned into a pale blue color, sucking in misted mana that leaked out of the Paladin. After it absorbed his mana, it too Phantom Walked through the Paladin. The last Phantom Wolf joined in with it's kin to further damage the Lancer; it viciously lashed out several times with it's paws, ethereal claws bypassing the heavy plate armor and tearing directly into the skin of the Lancer.
Level: 4 Heath: 115/800 Mana: 500/500
Action and Spells: Ethereal - This unit takes drastically reduced physical damage but increased magical damage. This unit deals decreased physical damage but automatically ignores any physical defenses such as armor. Passive.
Mana Leak - User dashes forward through target unit, passing through it completely. Hit unit loses 10% of maximum MP.
Phantom Walk - User dashes forward through target unit, passing through it completely. Hit unit loses HP equal to 50% of missing MP.
Unearthly Presence - This unit emits an unnatural aura that is unnerving to most living beings. Nearby units feel the emotion of fear and dread (medium).
Status: Aggravated - Dirk
Level: 4 Heath: 530/800 Mana: 500/500
Action and Spells: Ethereal - This unit takes drastically reduced physical damage but increased magical damage. This unit deals decreased physical damage but automatically ignores any physical defenses such as armor. Passive.
Mana Leak - User dashes forward through target unit, passing through it completely. Hit unit loses 10% of maximum MP.
Phantom Walk - User dashes forward through target unit, passing through it completely. Hit unit loses HP equal to 50% of missing MP.
Unearthly Presence - This unit emits an unnatural aura that is unnerving to most living beings. Nearby units feel the emotion of fear and dread (medium).
Status: Stunned - Polak
Level: 4 Heath: 635/800 Mana: 500/500
Action and Spells: Ethereal - This unit takes drastically reduced physical damage but increased magical damage. This unit deals decreased physical damage but automatically ignores any physical defenses such as armor. Passive.
Mana Leak - User dashes forward through target unit, passing through it completely. Hit unit loses 10% of maximum MP.
Phantom Walk - User dashes forward through target unit, passing through it completely. Hit unit loses HP equal to 50% of missing MP.
Unearthly Presence - This unit emits an unnatural aura that is unnerving to most living beings. Nearby units feel the emotion of fear and dread (medium).
Summary
- Aster dealt 120 damage to Phantom Wolf 1. - Reylan's normal shot missed but Power Shot dealt 110 damage to Phantom Wolf 2. - Karma dealt 240 damage to Phantom Wolf 1 with Aquashot and 280 damage to Phantom Wolf 1 with Wind Blade. - 2 of Shiba's shurikens missed, 3 hit Phantom Wolf 3 for 75 damage. - Dirk dealt 45 damage to Phantom Wolf 1 and successfully Aggravated it. - Paralyze dealt 90 damage to Phantom Wolf 3. - Totoro dealt 30 damage to Phantom Wolf 2. - Dubstepp's dart missed. - Polak dealt 25 damage to Phantom Wolf 2 and stunned it. Dealt additional 65 damage. - Edelweiss dealt 40 damage to Phantom Wolf 2.
- Polak take Phantom Walk damage (50% of missing mana = HP lost) - Dirk got Mana Leaked for 100 Mana. Take Phantom Walk damage afterwards. - Polak take 160 damage.
✧DAY 5 - Dungeon, "The Hill's Sorrow", Area C✧
6/22/2076
- Route 1 and 2 are Dead-Ends.
Area C seems to be abandoned... there was an eerie silence offset by the rustling, warm winds that disturbed the grass. The day was still bright and the green scenery before you is calming yet, you can't help but notice an unnatural tone in the nature. Not a single cry of a bird or chirping of an insect can be heard.