Quick and Loose Fading Province Run

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Ordo Hereticus
Inquisitor
Posts: 110
Joined: Wed May 27, 2020 10:26 pm
Location: Sanctum Prioris, Holy Terra

Quick and Loose Fading Province Run

Post by Ordo Hereticus »

Originally Posted by Pathaky
This quest was run from 23 October 2013 to 26 October 2013

Einarr Anundr (Pathaky)
Level 39
Human, Physical
HP: 18,425
MP: 1,950
STR- 710 (10)
AGI- 645 (15)
CON- 620 (15)
MIN- 390(10)
SPI- 390(10)
XP: 457,110
XP Required: 820,000, Holy Imperial Seal of Power
Fame: 15
Gold: 12,780,225
Bonus Weeks: 21, +3 Keeper of the Depths-Only, +2 General-Only
Will Learn: "Resilient Body- (Passive Ability, Ravager) 5% Physical Resistance" on the 4th of June

Abilities-
Melee Attack
Magical Attack
Ranged Attack
Elemental Attack
Defend
Counter
Guard Back Rank
Use an Item
Cast a Spell
Switch Rows
Unequip
Re-equip
Trade
Transform
Physical Overdrive

Aisurii Traits- (Passive Ability, Instrument of Retribution) Possessor gains Hexed Immunity, Diseased Immunity, Possessor cannot be resurrected, Possessor's turn-order-determining stat sum for turn-order-determining purposes is multiplied by 1.15 as an effect that does not stack with other turn-order-determining-stat-sum multiplying effects that do so for turn-order-determining purposes, and all listed Damage values possessed by possessor, as well as all of possessor's attack bonus values, are multiplied by 1.15 as an effect that does not stack with other attack bonus multiplying effects for purposes of multiplying attack bonuses or with other damage value multiplying effects for purposes of multiplying listed Damage values, so long as possessor is an Aisurii.


Blessing:
Blessed with Arshubrel's Destruction- (Passive Ability, Blessing) Possessor gains +5,000 Melee Attack, +5,000 Ranged Attack, and +5,000 Magical Attack if possessor is Fire or Destruction element or is afflicted with the status effect Confusion: Berserk

Commander:
Apprentice Leadership Attunement- (Passive Ability, Commander) All Leadership spells cast by possessor affect one more target if they already affect multiple targets, and all Leadership spells cost possessor 250 less MP to cast
Basic Leadership Attunment- (Passive Ability, Commander) All Leadership spells cast by possessor affect one more target if they already affect multiple targets, and all Leadership spells cost possessor 10 less MP to cast
Commander's Hand- (Active Ability, Commander) Possessor may exchange one Accessory slot for an additional Pet slot provided that possessor keeps at least one empty Weapon slot
Good at Keeping Allied Morale High- (Stance Ability, Commander) Possessor's allies gain 50% Confusion: Depression Resistance while possessor is not afflicted with Confusion: Depression
Morale-Boosting Command- (Stance Ability, Commander) Possessor's summons have a 5% chance at the start of every round of being afflicted with Invigorated: High Morale
Unnaturally Loud Voice- (Passive Ability, Commander) Possessor may not be afflicted with Impaired: Mute by sources below Level 20

Diplomat:
Apprentice Clothing Mastery- (Passive Ability, Diplomat) Possessor gains +25 Defense and +25 to all stats if possessor has a Clothing equipped
Basic Clothing Mastery- (Passive Ability, Diplomat) All Clothes worn by possessor provide +5 additional Defense and +5 to all stats
Clothing Wearer I- (Passive Ability, Diplomat) Possessor gains +5 to all stats when possessor has a Clothing equipped
Clothing Wearer II- (Passive Ability, Diplomat) Possessor gains +25 to all stats when possessor has a Clothing equipped, Possessor gains +50 Defense when possessor has a Clothing equipped
Now I'm Really Getting Serious!- (Active Ability, Diplomat) Possessor may spend an action to unequip a single Clothes, Shoes, Boots, Hat, Scarf, Gloves, Eyewear, Cloak, or Belt, for the remainder of the current battle, possessor gains double the stat and Defense bonuses that the unequipped item would have provided, said item may not be re-equipped for the remainder of the current battle, this effect always wears off between battles, Buffs provided by this ability cannot exceed normal capping per item
Snappy Dresser- (Passive Ability, Diplomat) +50 Defense for each Clothing equipped
Somehow Makes Loud Clothing Louder- (Passive Ability, Diplomat) Possessor gains +40 Magical Attack if possessor is wearing at least one Sonic element Clothing

Friendship:
Friend To Geese- (Passive Ability, Friendship) Possessor gains +200 to all stats if any of possessor's allies' names include 'Goose', 'Geese', or 'Gander'
Julian's Friend- (Passive Ability, Friendship) Possessor gains +200 to all stats if any of possessor's alleis are from the boss list and have names that include 'Julian'

General:

Army Platoon Resistances- (Passive Ability, General) If possessor is a Human, possessor gains 50% Technology Resistance
Anti-Air Weaponry- (Active Ability, General) Possessor, if a Human, may spend an action to conduct an attack that has a Prime Attribute of Agility, has a base Damage value of 4,800 that it incorporates as though possessor were an Enemy, incorporates the Ranged Attack bonuses of equipped Gun items, that deals 4,800 additional Damage to Air element targets and Aerials, is solely Technology element, and costs 3,000 MP
Combat Knives- (Active Ability, General) Possessor, if a Human, may spend an action to conduct an attack that has a Prime Attribute of Strength, has a base Damage value of 4,300 that it incorporates as though possessor were an Enemy, incorporates the Melee Attack bonuses of equipped Knife items, is solely Physical element, and costs 0 MP
Gas Grenades- (Active Ability, General) Possessor, if a Human, may spend an action to conduct an attack that has a Prime Attribute of Agility, has a base Damage value of 2,000 that it incorporates as though possessor were an Enemy, incorporates the Ranged Attack bonuses of equipped Throwing Weapon items, has a 20% chance of inflicting Impaired: Blind, Suffocation, and Poison, that has a 5% chacne of inflicting Dissolving, that possesses '1 hit against 5', is solely Acid & Air element, and costs 4,000 MP
Gun Down- (Active Ability, General) Possessor, if a Human, may spend an action to conduct an attack that has a Prime Attribute of Agility, has a base Damage value of 4,300 that it incorporates as though possessor were an Enemy, incorporates the Ranged Attack bonuses of equipped Gun items, is solely Technology element, and costs 0 MP
Lay Mines- (Active Ability, General) Possessor, if a Human, may spend an action to acquire a buff that deals 4,000 non-Flat Physical & Technology & Fire element Damage (with said Damage having a chance of missing and of criticalling as though it were an attack and having a Prime Attribute of Mind) to the next individual to conduct an offensive action that targets caster, with said buff stacking 15 times, with said buff using its caster's Prime Attribute at the time of its triggering, not at the time of its casting, with said action being Physical & Fire & Technology element, and costs 1,000 MP
Mandatory Essence Algorithm: Army Platoon- (Passive Ability, General) At the beginning of a thread, possessor becomes the subtype Human and gains the base stats: STR 10, CON 15, AGI 15, MIN 10, SPI 10, and to be able to choose, if a monster on the enemy list exists named 'Army Platoon', to be able to treat a single copy of said monster as an equipped transformation if it is equal to or below possessor's Level
Rocket Launchers- (Active Ability, General) Possessor, if a Human, may spend an action to conduct an attack that has a Prime Attribute of Agility, has a base Damage value of 3,500 that it incorporates as though possessor were an Enemy, incorporates the Ranged Attack bonuses of equipped Gun items, that possesses '1 hit against 5', is solely Fire & Technology element, and costs 3,500 MP
Stimulant Drugs- (Active ABility, General) Possessor, if a Human, may spend an action to apply a buff that provides +150 STR, +150 CON, +150 AGI, -300 MIN, 5% Charm Weakness, and 5% Confusion Weakness, that lasts 300 rounds, and that stacks 5 times to any one target, with said action being solely Technology element and costing 3,500 MP
Unit Composed of Soldiers- (Unit Effect, General) This unit has increments in its HP called thresholds, it cannot be healed above a unit threshold once it drops below one except by actions that either state that they can heal units or that can resurrect in addition to heal, This unit’s thresholds each contain (Possessor's Max HP / 5) HP, This unit gains a number of actions equal to (the number of thresholds it possesses / 15, rounded down) each time it would normally have an action, this unit’s maxes in each stat other than HP decrease by 1% each time it loses 5% of its total thresholds, Unit Effect

Kinetic Emperor:
Apprentice Command of Physical- (Passive Ability, Kinetic Emperor) Possessor's Physical element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Physical Synchronization- (Passive Ability, Kinetic Emperor) Possessor gains +50 to all stats for each Physical element item equipped, Possessor's Physical element pets and summons gain +250 to all stats
Apprentice Weaponization of Physical- (Passive Ability, Kinetic Emperor) Quantities of Physical element Damage dealt by possessor are increased by 500 points
Basic Acceleration Within Physical's Dominion- (Passive Ability, Kinetic Emperor) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Physical
Basic Command of Physical- (Passive Ability, Kinetic Emperor) Possessor's Physical element pets and summons gain +50 to all stats
Basic Defenses Against Physical- (Passive Ability, Kinetic Emperor) Possessor gains +50 Defense against Physical
Basic Physical Synchronization- (Passive Ability, Kinetic Emperor) Possessor gains +25 to all stats if Physical element
Basic Weaponization of Physical- (Passive Ability, Kinetic Emperor) Quantities of Physical element Damage dealt by possessor are increased by 50 points
Heavy Smack- (Technique Ability, Kinetic Emperor) Possessor may use 'Heavy Smack' in conjunction with a 'Melee Attack', 'Powerful Attack', or 'Melee Overdrive' action if said action is Physical element. Said action gains +200 Melee Attack and '20% inflicts Fatigued: Stun'
Improved Weaponization of Physical- (Passive Ability, Kinetic Emperor) Quantities of Physical element Damage dealt by possessor are increased by 5,000 points
Kinetic Emperor- (Passive Ability, Kinetic Emperor) Possessor ignores (1 * (Possessor Level/5), rounded down)% Physical Resistance, Possessor ignores Physical Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Physical Manipulation- (Passive Ability, Kinetic Emperor) Possessor may choose one of the following at the beginning of each round if Physical element: Create a Zone of Physical, Remove a Zone of Physical created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Physical by either possessor or a source below Level 20, Add Physical to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Physical element on a Physical element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Physical, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Physical, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Physical element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Physical to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Physical, 5% Physical Resistance, or +50 Defense against Physical and 1% Physical Resistance until the end of the round as a non-stacking buff

Merchant:
Chest Finder- (Passive Ability, Merchant) Possessor may claim Bonus Chests

Hollow Man
Self Not Found Error- (Passive Ability, Other: Hollow Man) Possessor cannot target solely itself with actions and may not target itself with attacks
No Longer Wanting, Yet Still- (Passive Ability, Other: Hollow Man) Possessor cannot drain HP, Possessor does not obtain drops from Harvesting Matches, Possessor cannot be dealt CON Damage if Null element
Yet No Better For My Weeping- (Passive Ability, Other: Hollow Man) Possessor obtains -5,000 CON

Ravager:
Apprentice Axe Training- (Passive Ability, Ravager) Possessor gains +50 Melee Attack when possessor has an Axe equipped.
Armor-Piercing Chop- (Technique Ability, Ravager) Possessor may use 'Armor-Piercing Chop' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Axe equipped. Said attack pierces 200 Defense.
Axe Wielding I- (Passive Ability, Ravager) +5 to all stats when a Axe is equipped
Axe Wielding II- (Passive Ability, Ravager) +25 to all stats when a Axe is equipped, +50 Melee Attack when a Axe is equipped
Axe Pingpong- (Passive Ability, Ravager) If possessor is wielding an axe, when a source below Level 40, an air element source below level 60, or, if possessor is at least level 40, a source below level 60 reflects one of possessor's 'Melee Attack' or 'Melee Overdrive' actions, possessor may, up to six times per round, assign a new target for said reflected action instead of the reflected action targetting possessor
Barbarian's Fortitude- (Passive Ability, Ravager) +500 HP and +15 Defense if only Light, Medium or no armor is equipped
Basic Axe Training- (Passive Ability, Ravager) This character gains +6 Melee Attack when an Axe is equipped.
Berserker Rage- (Active Ability, Ravager) +5 Base STR, +5 Base CON, and +3 Base AGI while Berserk, possessor may inflict Fatigued: Berserk on self once per thread as an action
Bloody Hacking- (Active Ability, Ravager) +35 Melee Attack, 5% inflicts Wounded, this ability may be used in conjunction with a Melee Attack if an Axe is equipped so long as no other technique is used
Carriage-Surfing Axeman- (Passive Ability, Ravager) Possessor may make 'Melee Attack' actions while a passanger in Vehicles, but if possessor does so, possessor may be targetted for one round as though possessor were not a passanger in said vehicle(s)
Cleaving Axe- (Active Ability, Ravager) Once per action, if possessor defeats at least one enemy using a Melee Attack involving an Axe, possessor gets to make another identical attack at the same MP cost against another target if possessor so desires
Controlled Rage- (Active Ability, Ravager) Possessor may become selectively non-immune to Berserk-inflicting sources
Critical Chop- (Technique Ability, Ravager) Possessor may use 'Critical Chop' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Axe equipped. Said attack gains +5% Critical.
Directed Rage- (Passive Ability, Ravager) Posessor does not attack allies while Berserk
Dual Axe-Wielding- (Passive Ability, Ravager) Possessor gains +50 Melee Attack if possessor has two Axes or a Axe that is a Weaponx2 equipped
Font of Rage- (Active Ability, Ravager) Possessor may inflict Berserk on self an additional 5 times per thread
Gladiator's Pride- (Passive Ability, Ravager) +500 HP and +15 Defense if only Light, Medium or Heavy armor is equipped
Head-Lopper- (Active Ability, Ravager) +75 Melee Attack, 5% inflicts Fear on each of target's allies if target of attack is killed by this attack, this ability may be used in conjunction with a Melee Attack so long as an Axe is equipped so long as no other technique is used
Impact Chop- (Technique Ability, Ravager) Possessor may use 'Impact Chop' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Axe equipped. Said attack gains +100 Melee Attack and becomes solely Physical element.
Mancleaver- (Active Ability, Ravager) This character may use Mancleaver in conjunction with a Melee Attack, so long as no other technique is used and an Axe is equipped. This character gains +25 Melee Attack against Humans and +20 additional Melee Attack against Humans and Humanoids.
Raging Axemaster- (Passive Ability, Ravager) Each Axe equipped gains +25 Melee Attack while possessor is Berserk
Ravager- (Passive Ability, Ravager) This character gains +700 Melee Attack and +100 STR when an Axe is equipped plus an additional +30 Melee Attack and +10 to STR for each level character possesses.
Speed of Rage- (Passive Ability, Ravager) While Berserk, possessor's turn order may be based on ((STR, assuming user's base STR were 5 lower + AGI) / 2) instead of just AGI

Skykeeper:
Basic Skykeeper Knowledge- (Passive Ability, Skykeeper) Possessor's Aerial pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Aerial Traits- (Passive Ability, Skykeeper) Possessor gains +1 to all stats so long as possessor is an Aerial
Large Aerial- (Passive Ability, Skykeeper) If possessor is a Aerial, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Aerial to being Aerial to have this ability provide possessor with +500 STR, +500 CON, -500 AGI, and to cause possessor to count as on additional individual in possessor's row for row-order-determining purposes
Huge Aerial- (Passive Ability, Skykeeper) If possessor is a Aerial, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Aerial to being Aerial to have this ability provide possessor with +600 STR, +600 CON, -600 AGI, and to cause possessor to count as on additional two individuals in possessor's row for row-order-determining purposes
Apprentice Skykeeper Knowledge- (Passive Ability, Skykeeper) Possessor's Aerial pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Enormous Aerial- (Passive Ability, Skykeeper) If possessor is a Aerial, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Aerial to being Aerial to have this ability provide possessor with +700 STR, +700 CON, -700 AGI, and to cause possessor to count as on additional three individuals in possessor's row for row-order-determining purposes
Massive Aerial- (Passive Ability, Skykeeper) If possessor is a Aerial, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Aerial to being Aerial to have this ability provide possessor with +800 STR, +800 CON, -800 AGI, and to cause possessor to count as on additional four individuals in possessor's row for row-order-determining purposes
Gargantuan Aerial- (Passive Ability, Skykeeper) If possessor is a Aerial, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Aerial to being Aerial to have this ability provide possessor with +1,600 STR, +1,600 CON, -1,600 AGI, and to cause possessor to count as on additional eight individuals in possessor's row for row-order-determining purposes
Colossal Aerial- (Passive Ability, Skykeeper) If possessor is a Aerial, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Aerial to being Aerial to have this ability provide possessor with +2,000 STR, +2,000 CON, -2,000 AGI, and to cause possessor to count as on additional twenty individuals in possessor's row for row-order-determining purposes
Agile Greatness of the Colossus-Aerial- (Passive Ability, Skykeeper) Possessor's 'Large Aerial', 'Huge Aerial', 'Enormous Aerial', 'Massive Aerial', 'Gargantuan Aerial', and 'Colossal Aerial' abilites do not give possessor an Agility penalty

Warrior:
Apprentice Combat Arts Attunement- (Passive Ability, Warrior) +250 Damage to all damage dealing Combat Arts spells, All Combat Arts spells cost 50 less MP
Basic Dual Wielding Training- (Passive Ability, Warrior) +10 Melee Attack to all Melee Attack providing weapons, +10 Ranged Attack to all Ranged Attack providing weapons, +10 Magical Attack to all Magical Attack providing weapons, +2% to Hit, Only works is possessor is wielding two weapons
Deaf When It Counts- (Passive Ability, Warrior) Possessor gains 10% Sonic Resistance
Basic Dual Wielding Training- (Passive Ability, Warrior) +10 Melee Attack to all Melee Attack providing weapons, +10 Ranged Attack to all Ranged Attack providing weapons, +10 Magical Attack to all Magical Attack providing weapons, +2% to Hit, Only works is possessor is wielding two weapons
Combat Arts Casting I- (Passive Ability, Warrior) Combat Arts spells cost possessor 20 less MP to cast
Combat Arts Casting II- (Passive Ability, Warrior) Combat Arts spells cost possessor 200 less MP to cast

Misc:
Has a Basic Permit to Battle Desert Corsair Warship- (Passive Ability, Clearance) Possessor may fight the monster 'Desert Corsair Warship' for drops, This ability cannot be used in combos
Has Consumed 1 of the Permanent Consumable "Knowledge Increase Potion"- (Passive Ability, Permanent Item Effect) +50 MIN per # consumed, Cannot be used in combos
Has Consumed 1 of the Permanent Consumable "Might Increase Potion"- (Passive Ability, Permanent Item Effect) +50 STR per # consumed, Cannot be used in combos
Has Consumed 1 of the Permanent Consumable "Soul Increase Potion"- (Passive Ability, Permanent Item Effect) +50 SPI per # consumed, Cannot be used in combos
Oldschool Sprinter's Stance- (Stance Ability, Monk) Possessor's turn-order-determining stat becomes agility
The Tree and the Bird Upon It- (Stance Ability, Botanist) While in this stance, possessor gains the subtypes Aerial and Plant; Possessor may, at the beginning of each round while in this stance choose to skip all other actions that possessor would take during the round, with things that would occur before and after said actions still occurring, and instead gain two actions that occur immeidately after possessor's first normally assigned action in turn-order for the round. The first of these actions must be a solely non-offensive action that includes a Botanist technique; possessor counts as solely an Plant during said action. The second of these actions must be a solely offensive action that includes a Skykeeper technique; possessor counts as solely an Aerial during said action.


Curse:

Curse of the Eldest Nemesis- (Passive Ability, Curse) All Undead opponents of possessor may not be controlled by individuals on possessor's team, have their natural stats, Defense, HP, MP, Critical Chance, To Hit, Dodge, and Resilience, as well as the natural Damage values of their abilities tripled, All Undead opponents of possessor resurrect the round after they are killed, All Undead opponents of possessor are Immune to debuffs and negative status effects, Possessor treats Undead as a non-base, Tier III subtype, This ability cannot be removed or altered by sources below Level 999
Mana Spark Curse 4- (Passive Ability, Curse) Possessor gains -1 CON

Weapons-
*Banefeaster the Soul-Devourer- (Weapon, Axe, Darkness & Mystic, 85,000,000 Gold) +85,000 Melee Attack, +85,000 STR, +85,000 SPI, +850,000 HP, 8,500 SPI Damage, inflicts Stat Drain: SPI Drain, Individuals killed by wielder may not be resurrected by sources below Level 80 while wielder is alive
Mirror-Reality Axe- (Weapon, Axe, Mystic & Ice & Magic, 12,000,000 Gold) +12,000 Melee Attack, Wielder may counter one action from a source below Level 60 with a 'Melee Attack', 'Use an Item' or 'Cast a Spell' action per round so long as no individual of Level 80 or greater objects

Armor-
*Lady Doreen's Backup Battle Dress- (Armor, Clothes, Air, 135,000,000 Gold) +135,000 Defense, +130,000 STR, +130,000 CON, +130,000 MIN, Wearer's Aerial pets and summons gain +13,000 to all stats as a non-stacking bonus, Wielder may carry 20 unequipped Axes

Accessories-
Bascaradine Automated Sharkjaw (Combat-Ready Edition)- (Accessory, Container, Physical & Water, 8,000,000 Gold) Wielder may bring 5 additional unequipped accessories whose name includes 'Teeth', 'Jaw', 'Denture', 'Tooth', 'Maw', or 'Fang' into threads, Wielder may, at the beginning of each round, choose to unequip up to one equipped accessory whose name includes 'Teeth', 'Jaw', 'Denture', 'Tooth', 'Maw', or 'Fang' and then equip up to one accessory whose name includes 'Teeth', 'Jaw', 'Denture', 'Tooth', 'Maw', or 'Fang'
Vampiric Dentures (Full Vampire Power Version)- (Accessory, Upgrade, Darkness & Physical, 15,000,000 Gold) +15,000 Melee Attack, Deals HP Drain
Ring of the Legendary Axeman- (Accessory, Ring, Physical, 3,000,000 Gold) Wearer gains both +3,000 to all stats and +3,000 Melee Attack if wearer has an Axe equipped, Wearer gains +1 Fame
Ruin-Blade Pendant- (Accessory, Amulet, Magic, 5,000,000 Gold) Wearer's per-item Melee Attack bonus cap becomes 2x the relevant stat
w/
Minor Rune of Runic Mastery <+5 to all stats save MIN, +15 MIN, +3% Darkness Resistance, All rune magic spells cost 1 less MP
Suncrow Banner- (Accessory, Enchanted Item, Fire & Light & Air, 45,000,000 Gold) +45,000 SPI, Wielder's allies gain +4,500 to all stats as a non-stacking bonus, 30% Fire Resistance, 30% Light Resistance, 30% Air Resistance, 25% Atomic Resistance, Wielder must be Level 20 or greater

Spells-
Power Word: Stop Horses- (Spell, Wizard Magic, Air & Physical, 20,000 MP, 600,000 Gold) Target Steed or Animal whose name includes 'Horse' that is below Level 40 and below caster's Level may not act next round

Einarr Anundr (Pathaky)
Level 39
Human, Null
HP: 1,005,000
MP: 97,500
STR- 7100 (10)
AGI- 3645 (15)
CON- 6200 (15)
MIN- 3900(10)
SPI- 3900(10)

+43,400 Melee Attack
Deals 780 SPI damage per action, Deals HP Drain, Inflicts SPI Drain

+12,400 Defense
30% Fire Resistance, 30% Light Resistance, 30% Air Resistance, 25% Atomic Resistance
Wielder's allies gain +4,500 to all stats as a non-stacking bonus,
Individuals killed by wielder may not be resurrected by sources below Level 80 while wielder is alive
Wielder may counter one action from a source below Level 60 with a 'Melee Attack', 'Use an Item' or 'Cast a Spell' action per round so long as no individual of Level 80 or greater objects




Items brought unequipped:

*Blaze King Zarbrekt's Axe- (Weapon, Axe, Fire, 17,500,000 Gold) +17,500 Melee Attack, +17,000 STR, +17,000 CON, 70% Critical, 40% Fire Resistance, 30% inflicts Burning, 30% inflicts Wounded
~*Ominous Grinding Teeth- (Accessory, Bioaugmentation, Physical, 1,430,000 Gold) +1,430 Melee Attack, 30% Critical, 45% inflicts Pain, wielder may spend an action to unequip this item and cause it to deal 50,000 flat Physical element damage with a 45% chance of inflicting Pain to target at the start of every round as a debuff that is immediately removed if an individual over Level 20 or with the ability 'Doctor' spends an action to remove it, This item may not be absorbed, combo'd, or absorb things
Atomic Dentures- (Accessory, Upgrade, Atomic, 13,000,000 Gold) +13,000 Melee Attack if wielder is afflicted with Fatigued: Elderly, 60% inflicts Poison: Irradiated
Some Celebrity's Teeth- (Accessory, Trinket, Glitz & Darkness, 30,000,000 Gold) +1 Fame, 60% inflicts Confusion: Fear: Disconcerted
The Ordo Hereticus serves Our Glorious God-Emperor in maintaining the Sanctity of His Holy Realm.
BURN THE HERETIC. KILL THE MUTANT. PURGE THE UNCLEAN.

This is my MODERATION color, if you see this, pay attention.
This is my ADMIN color, if you see this, BEWARE.
User avatar
Ordo Hereticus
Inquisitor
Posts: 110
Joined: Wed May 27, 2020 10:26 pm
Location: Sanctum Prioris, Holy Terra

Re: Quick and Loose Fading Province Run

Post by Ordo Hereticus »

Originally Posted by Pathaky

Einarr notices one of himselves is missing! The rest go on a hunt for him only to find him dawdling in front of an elaborate portal.

"WELL WE NEED A VACATION ANYWAYS BOYS"

"YEH"
"YEAH"
"I 'FINK SO"
"I'M ACTUALLY OKAY WITH STAYING BACK"

The group glares.

"OKAY WE'LL ALL GO."

Through the Serei Portal!
The Ordo Hereticus serves Our Glorious God-Emperor in maintaining the Sanctity of His Holy Realm.
BURN THE HERETIC. KILL THE MUTANT. PURGE THE UNCLEAN.

This is my MODERATION color, if you see this, pay attention.
This is my ADMIN color, if you see this, BEWARE.
User avatar
Ordo Hereticus
Inquisitor
Posts: 110
Joined: Wed May 27, 2020 10:26 pm
Location: Sanctum Prioris, Holy Terra

Re: Quick and Loose Fading Province Run

Post by Ordo Hereticus »

AOL Instant Messenger Log

(5:58:26 AM) Caelzeph: Hell, I could even SEIREI NOW, albeit in Fading Province-form.
(5:58:51 AM) [yogurtrunsfreenow]: (pathaky@hotmail.com) That;s the OHGODWE'REGONENOW place, right?
(5:59:00 AM) Caelzeph: It would likely be short, would eject whoever's in it when they/I reach the tiredness threshold and could result in random stuff, but hey.
(5:59:10 AM) [yogurtrunsfreenow]: (pathaky@hotmail.com) I could toss Eva in that direc-
(5:59:12 AM) [yogurtrunsfreenow]: (pathaky@hotmail.com) Er, not her
(5:59:16 AM) [yogurtrunsfreenow]: (pathaky@hotmail.com) Einarr perhaps.
(5:59:41 AM) Caelzeph: It's... sort of a spirit-world clearinghouse. Random stuff gets thrown there and spawns there. Mostly it's all temporary.
(5:59:54 AM) [yogurtrunsfreenow]: (pathaky@hotmail.com) I remember Lili's jaunt there
(6:00:07 AM) Caelzeph: That still hasn't been looked over by Gad, yet, if I recall.
(6:00:08 AM) [yogurtrunsfreenow]: (pathaky@hotmail.com) I'd need a way to ensure that I get stuff out of it
(6:00:09 AM) [yogurtrunsfreenow]: (pathaky@hotmail.com) YEah
(6:00:44 AM) Caelzeph: Proviso is that nothing is guaranteed to make it out of there. On the other hand, I play pretty fast and loose with stuff, depending on how well you roll in there due to its riskiness.
(6:01:05 AM) Caelzeph: Throw together a stat-sheet for whoever and I'll see if I can't get something done.
(6:01:05 AM) [yogurtrunsfreenow]: (pathaky@hotmail.com) Einarr's fun and interesting and deals well with RNANDME
(6:01:07 AM) [yogurtrunsfreenow]: (pathaky@hotmail.com) Yup yup
(6:04:16 AM) [yogurtrunsfreenow]: (pathaky@hotmail.com) is up
(6:04:21 AM) [yogurtrunsfreenow]: (pathaky@hotmail.com) Might be in Giant Bird mode
(6:04:23 AM) [yogurtrunsfreenow]: (pathaky@hotmail.com) still deciding
(6:06:21 AM) Caelzeph: DELCALRE YOUR ELNTRANCE
(6:06:26 AM) [yogurtrunsfreenow]: (pathaky@hotmail.com) HOKAY
(6:06:30 AM) Caelzeph: ...yeah, I'm not even going to try to fix that.
(6:07:20 AM) [yogurtrunsfreenow]: (pathaky@hotmail.com) Ways to get to the Fading Province?
(6:07:32 AM) [yogurtrunsfreenow]: (pathaky@hotmail.com) /Just through Serei at first, or are there any weird ways/short cuts?
(6:07:42 AM) Caelzeph: Go through the portal to Seirei. Sometimes it's just TIME.
(6:08:38 AM) Caelzeph: (Not that there aren't ways to get there when you're in 'normal' Seirei, but things are just sometimes weird and you start off there)
(6:08:54 AM) [yogurtrunsfreenow]: (pathaky@hotmail.com) Done!
(6:09:13 AM) Caelzeph: Wachacha
(6:09:31 AM) Caelzeph: AIM or POST? YOU CHOOSE
(6:09:35 AM) [yogurtrunsfreenow]: (pathaky@hotmail.com) AIM
(6:09:39 AM) Caelzeph: VERY WELL
(6:09:49 AM) [yogurtrunsfreenow]: (pathaky@hotmail.com) (easier for me to multitask that way)
(6:11:05 AM) Caelzeph: Einarr (all of him) step through the portal into Seirei. Beyond, a hall of faded splendour awaits, its soaring vaulted ceilings and carved jade pillars worn, formerly-intricate carvings rubbed away. The remains of great reliefs scatter about the walls, their contents indecipherable.
Worn-down marble slabs dot the hall here and there, smoothed by the passage of time. Golden mist is everywhere, filling the halls, fading the ceilings, obscuring the distant exits. As the group of warriors watch, the mists subtly shift from golden to yellow, to green, to other hues entirely.
(6:11:27 AM) [yogurtrunsfreenow]: (pathaky@hotmail.com) 15 hands scratch 15 heads.
(6:11:44 AM) [yogurtrunsfreenow]: (pathaky@hotmail.com) "I THOUGHT THERE'D BE A BIT MORE OF A WELCOMING CREW, HONESTLY."
(6:12:20 AM) [yogurtrunsfreenow]: (pathaky@hotmail.com) Oneinarr takes point and strides down the hall, poking his head out of one of the obscured exits.
(6:15:51 AM) Caelzeph: An Einarr pokes his head through a crumbling archway! The sky is a psychadelic kaleidoscope of cloud and light, bright, hot pinpricks appearing and fading in the whirling storm. A large, bright ball, obscured by the miasma, hangs overhead. The ruins deteriorate rapidly past the central hallway, quickly giving way to grass and ground. This direction looks to turn into a glassy plain, broken here and there by glittering trees with odd, misty foliage. He can't see what's in the other directions, as there are walls in the way.
(6:16:16 AM) Caelzeph: Reality fizzles oddly. Things are strange here.
(6:16:52 AM) [yogurtrunsfreenow]: (pathaky@hotmail.com) "LOOKS LIKE THE RULES ARE A BIT FUNNY HERE BOYOS"
(6:16:59 AM) [yogurtrunsfreenow]: (pathaky@hotmail.com) "C'MON OUT AND WE'LL HEAD THIS WAY".
(6:17:27 AM) [yogurtrunsfreenow]: (pathaky@hotmail.com) They advance, talking among themselves, sharing stories that they've all heard at least a dozen times and regaling eachother on tales of shared conquests.
(6:19:49 AM) Caelzeph: The Einarrsquad advances! Somewhere off to their left in the mists is a structure of some kind, snaking away into obscurity, a pair of lanterns illuminating an empty arch. Off to the right, the glassy plain gives way to an odd field of flowers and trees.
(6:20:33 AM) Caelzeph: Straight ahead are the misty-trees and crystalline plain, which is reflecting the colourful skyfog in strange patterns.
(6:23:51 AM) Caelzeph: <done>
(6:25:26 AM) [yogurtrunsfreenow]: (pathaky@hotmail.com) They'll look left, then right.
(6:25:39 AM) [yogurtrunsfreenow]: (pathaky@hotmail.com) Then down.
(6:26:18 AM) Caelzeph: The floor looks very much like dirt. That mist is swirling about, though.
(6:27:16 AM) [yogurtrunsfreenow]: (pathaky@hotmail.com) Their feet become roots, bodies twisting left, then right as they harden into wood and bark.
(6:27:28 AM) [yogurtrunsfreenow]: (pathaky@hotmail.com) Thin hair sprouts into gouts and gouts and gouts of leaves.
(6:27:39 AM) [yogurtrunsfreenow]: (pathaky@hotmail.com) There's an orchard of Einarrs!
(6:28:00 AM) [yogurtrunsfreenow]: (pathaky@hotmail.com) With a *thud*
(6:28:09 AM) [yogurtrunsfreenow]: (pathaky@hotmail.com) 15 Colossal Birds appear in their branches.
(6:28:16 AM) [yogurtrunsfreenow]: (pathaky@hotmail.com) Miraculously, the trees do not break.
(6:28:20 AM) Caelzeph: So there is! Two of them have weird clouds instead of leaves, though. And one's got rather crystalline skin. No ill effect, however.
(6:29:16 AM) [yogurtrunsfreenow]: (pathaky@hotmail.com) They'll take to the sky, attempting to fly above the mist to get a better idea of the lay of the land.
(6:30:01 AM) [yogurtrunsfreenow]: (pathaky@hotmail.com) <done>
(6:32:30 AM) Caelzeph: The Einarrs flap up, up and away! It's not easy to tell which direction's which, here. Settling the plain as 'north-ish' in their minds, north-ish looks to be a flat, mirrorlike expanse covered in that colour-shifting mist and dotted about with those weird trees. West(ish) has a gatehouse-like structure, with what appears to be a long bridge set with lights at regular intervals surging out into the mist. Either there's a trick of perspective, or the thing gets significantly less straight the further out it goes.
(6:33:26 AM) [yogurtrunsfreenow]: (pathaky@hotmail.com) They'll settle back down, becoming dress-wearing men again.
(6:33:34 AM) Caelzeph: (Still going)
(6:33:35 AM) [yogurtrunsfreenow]: (pathaky@hotmail.com) To the West(ish)!
(6:33:38 AM) [yogurtrunsfreenow]: (pathaky@hotmail.com) Oh
(6:33:39 AM) [yogurtrunsfreenow]: (pathaky@hotmail.com) augh
(6:33:40 AM) [yogurtrunsfreenow]: (pathaky@hotmail.com) apologies
(6:34:50 AM) Caelzeph: East-ish is... weird. What starts off as a field of flowers turns into a vast, black expanse, broken by what looks like flowers in shadow-grass and trees, but, with some squinting, actually look to be tiny holes into a backdrop of more psychadelic clouds, as if it was painted onto the sky and the sky kept on going under the ground.
South-ish fades into mist. Pillars of varying size and design jut out here and there from the cloudbank, some at odd angles.
(6:34:56 AM) Caelzeph: <done>
(6:36:03 AM) [yogurtrunsfreenow]: (pathaky@hotmail.com) Eastish is intriguing, but Einarr knows that people live in buildings
(6:36:14 AM) [yogurtrunsfreenow]: (pathaky@hotmail.com) More importantly, people leave treasure in buildings.
(6:36:23 AM) [yogurtrunsfreenow]: (pathaky@hotmail.com) They'll rejoin their treeparts and head Westish.
(6:36:29 AM) Caelzeph: Westish it is!
(6:38:32 AM) Caelzeph: The gatehouse hoves into view! It's a fairly short, gothic-looking affair with a vaulted, empty archway flanked by a pair of swaying lanterns on poles, the oddly-hued flames ghostly and insubstantial. The ground makes way for worn flagstones, stretching off into the vague form of a crenellated bridge beyond.
(6:39:35 AM) Caelzeph: <done?
(6:39:37 AM) Caelzeph: >*
(6:39:46 AM) [yogurtrunsfreenow]: (pathaky@hotmail.com) (YESH)
(6:40:06 AM) [yogurtrunsfreenow]: (pathaky@hotmail.com) Oneinarr will enter, axe raised.
(6:41:16 AM) Caelzeph: Curiously, the building itself looks to be ornamental. The archway is the main portion of the thing, the gatehouse itself seeming to be more of a giant carving than a piece of architecture.
(6:41:36 AM) [yogurtrunsfreenow]: (pathaky@hotmail.com) Huh.
(6:42:00 AM) [yogurtrunsfreenow]: (pathaky@hotmail.com) He'll clang his axe against the arch.
(6:42:06 AM) [yogurtrunsfreenow]: (pathaky@hotmail.com) "ANYBODY GATEKEEPIN'?"
(6:43:20 AM) Caelzeph: FWOOSH
The lanterns in front of the gatehouse flare.
Fwoosh
Two more lights flare from the other side of the archway.
fwooshfwooshfwooshfwoosh
More lights, getting smaller and fainter, wink into life further into the mist.
(6:45:02 AM) Caelzeph: <done>
(6:45:34 AM) [yogurtrunsfreenow]: (pathaky@hotmail.com) Shrugging, Einarr will call the others to his side. They're on their guards now, axes poised. They'll shuffle forward as a unit.
(6:50:32 AM) Caelzeph: The Einarrs move onward! The bridge is a wide affair, easily large enough to carry them all walking side-by-side with room to spare. Those strange lanterns provide a kind of half-light, serving more to make the mists brighter and harder to see through than doing anything to light the way, filling the air with shifting colour and making the men slog their way, knee-high, through cloying fog.
Regularly-spaced as they are, the Einarrsquad thinks they're making good, if dull progress across the bridge, the monotonous pattern of lanterns almost but not quite lulling them into insensibility. As one Einarr manages to avoid, stopping abruptly as the floor does before him. The lanterns are continuing to dot the way into thin air.
Something laughs, quietly.
(6:51:44 AM) Caelzeph: The bridge, meanwhile, has made a bizarre right-angle (although this part not being lit by the lanterns), the lack of wall apparently a natural result of wear. How peculiar.
(6:51:58 AM) Caelzeph: <done>
(6:54:41 AM) [yogurtrunsfreenow]: (pathaky@hotmail.com) "THESE LANTERNS ARE BAD NEWS"
(6:55:23 AM) [yogurtrunsfreenow]: (pathaky@hotmail.com) They'll tighten their formation, hoping to catch anybody who falls if the road continues to wiggle annoyingly.
(6:55:31 AM) [yogurtrunsfreenow]: (pathaky@hotmail.com) They pointedly ignore the laughter.
(6:59:38 AM) Caelzeph: The Einarrs carefully pick their way along the bridge, which gradually seems to be abandoning architectural normalcy and is, in parts, hitting right-angles, curving, turning back on itself, losing parts of its floor, and in one notable instance cutting a circle without actually hitting the earlier part of itself. The lanterns pop up here and there, always providing a hindrance when it seems things are finally getting back to normal, obscuring vision or otherwise being a general nuisance.
(7:02:26 AM) Caelzeph: <done>
(7:02:40 AM) Caelzeph: Any change in plans or just carrying on in there?
(7:03:07 AM) Caelzeph: The Einarrs are doing a good job of avoiding falling off the bridge so far, ignoring the sporadic laughter.
(7:05:11 AM) [yogurtrunsfreenow]: (pathaky@hotmail.com) They will, but next time a latern shows up they'll reach and nab one.
(7:09:15 AM) Caelzeph: The Einarrs grab a lantern! The white hand holding the lantern objects. The white hand holding the lantern?
There's a white hand holding the lantern. And it's attached to an arm. A long, long rubbery arm.
In fact, this appears to be the case with all of the lanterns. And they've noticed.

The assorted other hands drop their lanterns, many plunging into the drop below, others rattling and rolling along the bridge, falling into holes and clattering into walls, the hands rushing towards the squadron of oldmenbirdtrees!
(7:09:36 AM) [yogurtrunsfreenow]: (pathaky@hotmail.com) (That's done it)
(7:09:52 AM) Caelzeph: (ARMS EVERYWHERE)
(7:09:56 AM) Caelzeph: (TO ARMS)
(7:10:42 AM) [yogurtrunsfreenow]: (pathaky@hotmail.com) As the arms close the gap, the Einarrsquad will close ranks, back to back to back to back, all screaming and BREATHING CARS
(7:10:47 AM) [yogurtrunsfreenow]: (fruedestruction) http://gatherer.wizards.com/Pages/Card/ ... seid=74300
(7:12:56 AM) [yogurtrunsfreenow]: (fruedestruction) (Einarrmy can breathe cars?)
(7:13:04 AM) Caelzeph: (Yep)
(7:13:30 AM) [yogurtrunsfreenow]: (pathaky@hotmail.com) (Esoteric Breath Weapon: Cars- (Passive Ability, Mechanist) Possessor gains +500 Ranged Attack, Possessor's 'Ranged Attack' and 'Snipe' actions gain '15% inflicts Fatigued: Stun', Possessor gains the subtypes 'Vehicle' and 'Machine' while conducting 'Ranged Attack' actions)

(7:13:32 AM) [yogurtrunsfreenow]: (pathaky@hotmail.com) Done too
(7:16:51 AM) Caelzeph: The arms were expecting many things. Cars were not among the things they were expecting, not least because such vehicles don't exist in Seirei. An absolute cacophony of honking, crashing, smashing and screeching takes place as the arms grab onto the incoming projectiles and find, to their detriment, that the things are simply too heavy to deal with, especially when yet more exotic vehicles come spewing out of the orchard's various mouths, catching the rubbery appendanges on bumpers and cartwheeling into multiple arms at once. Within moments, the entire lot, cars and all, have gone crashing back into the mist. There's no noise. Apparently it's a very, very deep drop.
(7:17:32 AM) [yogurtrunsfreenow]: (fruedestruction) (Now he needs a Wamuu breath and an Esidisi breath then his life will be complete)
(7:17:38 AM) [yogurtrunsfreenow]: (pathaky@hotmail.com) (This is my favorite ability ever)
(7:17:41 AM) [yogurtrunsfreenow]: (pathaky@hotmail.com) (I agree)
(7:19:54 AM) [yogurtrunsfreenow]: (driftwood153) (I WAKE! And people are doing stuff! And... my computer immediately wants to reboot. Siiiigh malware scans for everyone.)
(7:19:57 AM) Caelzeph: The Einarrs get XP for 20 level 30 enemies.
They also find a couple of lanterns that escaped the... ahem.... carnage.
The Einarrs get (subject to change):
2 Lantern of the Errant Path- (Accessory, Magic Item, Fire & Illusion, 30,000,000 Gold) +20,000 Magical Attack, 50% Dodge, Weilder may, as a counter to any action that targets weilder, switch rows, with this effect trading places with an individual in the back row if the weilder's moving to the back row would leave fewer individuals in the front row than the back. Individuals who target weilder may be inflicted with, at weilder's choice, Charm: Wanderlust, Confusion: Fear: Disconcerted or Confusion: Lost.
(7:20:44 AM) Caelzeph: (Einarrs rolled well. Very well. That could've been a whole lot worse)
(7:20:52 AM) [yogurtrunsfreenow]: (pathaky@hotmail.com) (I should say so)
(7:20:58 AM) [yogurtrunsfreenow]: (pathaky@hotmail.com) (I figured I had SUPRISE on my side)
(7:21:54 AM) Caelzeph: (Also, hello Celas. I'm running Fading Province on tiredmode as I can't sleep)
(7:22:07 AM) Caelzeph: (Who knows where this is going or for how long)
(7:22:16 AM) Caelzeph: <done> incidentally.
(7:22:28 AM) [yogurtrunsfreenow]: (pathaky@hotmail.com) (Same >.>)
(7:22:52 AM) [yogurtrunsfreenow]: (pathaky@hotmail.com) The Einarr's pocket the lanterns and continue, whistling tunelessly to fill the silence.
(7:23:06 AM) [yogurtrunsfreenow]: (pathaky@hotmail.com) "I THINK THOSE ARMS AIMED TO GET FRESH WITH US"
(7:24:18 AM) [yogurtrunsfreenow]: (fruedestruction) ("Johnny Joestar, a paraplegic and former prodigy jockey, enters the race to learn the secret of competitor Gyro Zeppeli's mysterious weaponized steel balls, not realizing that he will be plunged into multiple conspiracies involving the king of Naples, the mummified corpse of Jesus, and the President of the United States.")
(7:24:26 AM) [yogurtrunsfreenow]: (fruedestruction) (Words, they fail me)
(7:24:29 AM) [yogurtrunsfreenow]: (pathaky@hotmail.com) <done>
(7:24:39 AM) [yogurtrunsfreenow]: (pathaky@hotmail.com) (Yeah, Steel Ball run gets silly.)
(7:26:48 AM) Caelzeph: The Einarrs continue on! The bridge seems to be behaving rather more appropriately from this point on, occasionally incorporating short flights of stairs into its route.
A short while later, the Einarrs find their whistling a bit more atonal than expected. It seems the mist is singing. Also the surrounding area feels, at once, far more open and rather claustrophobic. It's only when part of the mists clear to reveal a massive stained-glass window that the squadron realises why. They're not on the outside of it.
(7:27:44 AM) Caelzeph: The bridge continues into a singularly gigantic cathedral-like hall, soaring into the mists above and fading into a plunging drop below. The bridge itself looks like it splits in several places ahead.
(7:27:49 AM) Caelzeph: <done>
(7:30:28 AM) [yogurtrunsfreenow]: (pathaky@hotmail.com) Einarr's really should be more shocked by all of this.
(7:30:41 AM) [yogurtrunsfreenow]: (pathaky@hotmail.com) But hey, they've seen things almost as strange.
(7:32:05 AM) [yogurtrunsfreenow]: (pathaky@hotmail.com) They;ll admire the stained glass. It of anything in particular?
(7:32:13 AM) [yogurtrunsfreenow]: (pathaky@hotmail.com) They;re continuing to the forks ahead.
(7:32:15 AM) [yogurtrunsfreenow]: (pathaky@hotmail.com) <done>
(7:32:55 AM) [yogurtrunsfreenow]: (pathaky@hotmail.com) <Also approaching need-to-sleep areas>
(7:33:04 AM) Caelzeph: (Haha, likewise)
(7:33:29 AM) Caelzeph: This particular window depicts shining spires rising from colourful clouds, surrounding a floating cathedral-palace surrounded by many treasures.
(7:33:29 AM) [yogurtrunsfreenow]: (pathaky@hotmail.com) (I'm going to go to class and just apologise for not doing work I think)
(7:33:40 AM) Caelzeph: (Whoop)
(7:33:53 AM) [yogurtrunsfreenow]: (pathaky@hotmail.com) (Yeah >.> I've got a block at current I can't get past)
(7:34:24 AM) [yogurtrunsfreenow]: (pathaky@hotmail.com) (But sleep/being functional tomorrow is more important)
(7:34:40 AM) [yogurtrunsfreenow]: (pathaky@hotmail.com) (Mind if we call it at the forks?)
(7:34:47 AM) Caelzeph: (We can)
(7:35:20 AM) Caelzeph: (Or we could have THINGS happen and catapult Einarr out of the Fading Province if you desire)
(7:35:49 AM) Caelzeph: (Alternatively, I could try dreaming up more STUFF and you can pick this up again tomorrow)
(7:35:52 AM) [yogurtrunsfreenow]: (pathaky@hotmail.com) (Mm, the beauty of this is that we can leave it now and if it needs to close/Einarr needs to leave, we can just WHOOP him out then)
(7:36:00 AM) Caelzeph: (Righto)
(7:37:00 AM) Caelzeph: I think I might add the proviso onto the Province that, while someone's in there, anyone else going to Seirei also ends up in the Province. When it ends for one, everyone gets catapulted out.
(7:37:18 AM) [yogurtrunsfreenow]: (pathaky@hotmail.com) Haha, I like that.
(7:37:21 AM) Caelzeph: Or dies horribly.
(7:37:22 AM) Caelzeph: Whichever.
(7:37:28 AM) Caelzeph: CHANCE. WOOOOOOO


(4:34:17 AM) Pathaky: So: we were at crossroads.
(4:34:27 AM) Pathaky: Misty ethereal stained-glass crossrowad
(4:34:30 AM) Pathaky: roads*
(4:39:02 AM) Caelzeph: Indeed. The wide bridge has somehow ended up in a truly massive cathedral-hall, the walls and ceiling barely visible through the varicoloured mist. It splits into a crossroads, then another beyond the first.
Off to the Einarrsquad's right the bridge begins hitting stairs and vanishes off into an archway-tunnel, flanked by a pair of indistinctly-formed humanoid statues which look to be holding unfurled scrolls.
Off to the left, the bridge carries on straight into another archway-tunnel. Faint sounds of organ music seem to be coming down that way, although whether the Einarrs can hear it over the ambient singing mist and their own deafness/yelling is another matter.
(4:39:09 AM) Caelzeph: (Still going)
(4:40:47 AM) Caelzeph: Ahead, where it splits into another crossroads, the lefthand bridge-path looks to vanish into a flock of those odd gothic spires that are poking out from the clouds below.
The righthand one begins getting lined with statues before vanishing into the mist.
Straight ahead, the bridge hits a grand stairway and vanishes into the mist. It seems to be brighter over there.
(4:41:03 AM) Caelzeph: (Done)
(4:41:28 AM) Pathaky: CHOICES
(4:41:29 AM) Pathaky: HORG
(4:41:33 AM) Pathaky: The Einarr's ponder!
(4:41:41 AM) Pathaky: Do they want loot, glory, or sunlight?
(4:41:52 AM) Pathaky: The choir means/indicated PEOPLE, which typically have THINGS
(4:41:56 AM) Pathaky: and the Einarrsquad loves THINGS
(4:42:05 AM) Pathaky: They'll amble on that way.
(4:42:46 AM) Caelzeph: Towards the organing?
(4:43:08 AM) Pathaky: Yus
(4:44:01 AM) Caelzeph: (LEt me just pull up the Einarrstats)
(4:48:43 AM) Caelzeph: The Einarrs troop down the bridge towards the source of the organ music! They enter the archway, which soon proves to be more of a sort of tunnel, the walls heavily-carved reliefs in elaborate patterns, regularly broken up by thin, fluted columns that split as the form a vaulted ceiling. The ceiling itself isn't stone, instead being more stained glass, from which light streams down.
The organ playing steadily grows louder as the group continues on, filling the air with warm, soporific tones.
(4:50:29 AM) Pathaky: (Ack, remember how I mentioned I was operating as listening ear recently? I've been paged again. Apologies >.<)
(4:50:45 AM) Caelzeph: (No worries, I'll continue the description and leave it for you until you get back)
(4:50:57 AM) Pathaky: (*salute*)
(4:51:11 AM) Pathaky: (I am enjoying this a lot, It's just my schedule is fighting it)
(4:51:21 AM) Pathaky: (Be back in a bit)
(4:58:54 AM) Caelzeph: The group emerges in a wide, curving gallery in a circular hall, light streaming from a gigantic rosetta window above. The entire room is a series of galleries and walkways that continue on up until the ceiling, and vanish on down into the mists. Glowing brass organ pipes pull double-duty as pillars and supports, curving and interweaving with the stonework, wrapping around the galleries and coming together in a cradle-framework of brass and stone several stories down, supported atop which is a truly gigantic pipe organ formed of marble and gold, carrying several layers of shining keyboards of silver and ebony. Seated at the titanic instrument is a female figure in an elaborate white-and-silver nun's habit, a veil of silver thread and white silk attached to the wimple and billowing around her. Dozens of glowing, silvery hands of light hover around her, pressing keys, pulling stops and generally operating the organ in general.
Hovering in the air at various heights around the galleries and gliding along the walkways are a number of other nun-like figures in veils, all carrying votive candles.
(6:00:49 AM) Pathaky: 15 hands slick back 15 wispy heads of hair.
(6:00:54 AM) Pathaky: Einarr has spotted LADIES
(6:01:00 AM) caelzeph: He has!
(6:01:04 AM) caelzeph: Or lady-like objects.
(6:02:08 AM) Pathaky: Adjusting their dresses, the burly army-men approach as near to the main organ as possible, clearing their throats in unison.
(6:02:48 AM) Pathaky: "G'EVENING, GORGEOUS! NICE SET OF PIPES YE'VE GOT!"
(6:03:13 AM) Pathaky: <done>
(6:07:00 AM) caelzeph: The figure continues playing uninterrupted, but Einarr gets the odd impression she's turned to watch him despite not having moved.
"Greetings, Travelers." The voice is... odd, like a multitude of women speaking in almost-perfect unison. "I play the song of The Moment, for it shall otherwise pass without observance or celebration. Have you come to observe its passing?"
(6:07:23 AM) Pathaky: Einarr observes the song chamber, scratching his chin.
(6:08:00 AM) Pathaky: "ME HEARIN' AIN'T THE GREATEST"
(6:08:30 AM) Pathaky: "BUT I'VE BEEN LIVING FAR TOO LONG TO LIVE IN ANYTHING BUT TH' PRESENT I THINK."
(6:08:36 AM) Pathaky: "SO AYE, I'LL OBSERVE"
(6:08:57 AM) Pathaky: Hhe attempts to do the many voices/one voice trick too, but each Einarr is about half a beat out of step with the others
(6:14:23 AM) caelzeph: "Very well." The organ playing continues on, complex layers of harmonies adding to the central melody, interleaving, rising and falling as the light and mist gradually change from hue to hue, the mist's song joining with the chords and crescendos in a seamless blur.
Einarr momentarily loses track of time.
Or at least, he thinks it was momentary. When he snaps out of it, the mist is around his various members' knees. The lower galleries are no longer visible, having been swallowed by the varicoloured fog. Quite a few of the floating nun-figures have vanished, too.
(6:15:55 AM) caelzeph: The organist-nun is still playing as the mists rise.
(6:16:06 AM) caelzeph: (done)
(6:16:11 AM) Pathaky: Mrhgn
(6:16:15 AM) Pathaky: Einarr's like the music
(6:16:22 AM) Pathaky: The cloying mists?
(6:16:26 AM) Pathaky: A bit more skeevy.
(6:16:49 AM) Pathaky: "HEY GIRLY, WHAT'S THIS MOMENT ANYWAYS?"
(6:18:41 AM) caelzeph: "The Moment is all you see around you. It is the Here and Now, and it shall, as with all things, pass. We observe its passing to honor it as we in turn pass. Nothing here is eternal, and so it should be celebrated all the more for its transient existence."
(6:19:21 AM) caelzeph: (Fading Province, man)
(6:19:32 AM) Pathaky: (Indeed)
(6:19:44 AM) Pathaky: "WHAT IF I TOLD YE THAT YOU COULD CELEBRATE THE MOMENT FEREVER?"
(6:21:20 AM) caelzeph: "It is not in The Moment's nature to exist forever, nor is it in ours. We rise, we celebrate, and we pass, as it has always been. Perhaps, in due time, another Moment shall rise, to be celebrated anew, but that is for another time."
(6:21:41 AM) Pathaky: "LADY THAT SOUNDS LIKE MY EVERY DAY"
(6:21:55 AM) Pathaky: "WHERE I'M FROM DEATH AIN'T AS STINGY AS I ALWAYS THOUGHT IT WOULD BE"
(6:22:06 AM) Pathaky: "IT INVOLVES A LOT OF GOOFY KIDS IN CLOAKS AND BARS THOUGH"
(6:22:21 AM) Pathaky: "WHAT IF YE COULD CELEBRATE ALL THE MOMENTS?"
(6:24:49 AM) caelzeph: (Rolling, and... hrm. Interesting)
(6:25:11 AM) Pathaky: "AT THE VERY LEAST YE COULD MEMORIALIZE 'EM."
(6:25:17 AM) Pathaky: "MAKE PLINTHS OR SUMMAT"
(6:25:50 AM) Pathaky: One of the einarr's pipes up
(6:25:54 AM) Pathaky: "I LIKE PLINTHS"
(6:28:49 AM) caelzeph: (Hmm, Einarr maybe-trying to convince her not to vanish is coming up with weird effects, especially with this roll. Give me a bit)
(6:29:01 AM) Pathaky: (Haha, that's fine)
(6:29:08 AM) Pathaky: (Even if it's just a seed of doubt)
(6:35:04 AM) caelzeph: "It is not for us to decide. All monuments and memorials pass in the mists, as will The Moment. As we are now, so others should observe each Moment as they rise and pass. We are transient."
The mists are now up to the Einarrs' waists.
A ringing sound, a cross between a whisper and a bell's aftertone issues from the enormous circular window above.
"...however, it appears that you are neither of The Moment or of the auspice of Caligo. Moments must be observed. I would have this message conveyed, though I cannot leave The Moment unobserved."
One of the silvery hands of light descends towards one of the Einarrs, changing as it falls into a silver mask of a female face, set in an expression of peace.
(and now I attempt to throw a diverse bunch of concepts into an item. Hrrrrrngh)
(6:38:30 AM) caelzeph: (Seriously, what is it with you and rolls)
(6:38:48 AM) Pathaky: (Luck and I have a funny relationship)
(6:38:57 AM) Pathaky: (Today's been a luck day)
(6:43:23 AM) caelzeph: (Hnnngh. This is highly subject to change)
(6:43:33 AM) caelzeph: Face of the Hekatonkheire-Mother of The Moment's Cathedral- (Accessory, Mask, Aether & Illusion & Time, 40,000,000 Gold) +30,000 SPI, +30,000 MIN, Weilder's Bardic Music, Divine Magic and Holy Magic spells gain +40,000 Magical Attack if they heal, Weilder's Bardic Music, Divine Magic and Holy Magic spells cast by weilder that buff SPI and MIN do so by an additional 4,000 points as an effect that stacks a max of 4 times across all affected buffs, Weilder's Bardic Music, Divine Magic and Holy Magic spells that provide buffs, debuffs or effects that possess a duration may not have their durations extended by sources below Level 80, weilder may choose to count as possessing 4 more Instrument weapons, weilder must be Level 40 or greater
(6:43:33 AM) Pathaky: (That's kind of fitting actually)
(6:44:06 AM) caelzeph: Woop, slight change
(6:44:21 AM) caelzeph: Face of the Hekatonkheire-Mother of The Moment's Cathedral- (Accessory, Mask, Aether & Illusion & Time, 40,000,000 Gold) +30,000 SPI, +30,000 MIN, Weilder's Bardic Music, Divine Magic and Holy Magic spells gain +40,000 Magical Attack if they heal, Weilder's Bardic Music, Divine Magic and Holy Magic spells cast by weilder that buff SPI and MIN do so by an additional 4,000 points as an effect that stacks a max of 4 times across all affected buffs, Weilder's Bardic Music, Divine Magic and Holy Magic spells that provide buffs, debuffs or effects that possess a duration may not have their durations altered by sources below Level 80, weilder may choose to count as possessing 4 more Instrument weapons, weilder must be Level 40 or greater
(6:44:58 AM) caelzeph: ('extended' -> 'altered'. The Moment passes in its own time and shouldn't be stopped prematurely or extended unneccessarily)
(6:45:42 AM) caelzeph: "Take this fragment of myself, that others might know to observe each and every Moment as they arise."
(6:45:57 AM) Pathaky: Einarr's touched.
(6:46:03 AM) Pathaky: The whole squad bows deeply.
(6:46:18 AM) Pathaky: "YE'VE GOT A SPECIAL PURPOSE, LADY. NOT MANY I KNOW WOULD GO THAT PEACEFULLY."
(6:46:56 AM) caelzeph: "All is as it should be, with myself and with The Moment."
(6:47:54 AM) caelzeph: Mists still seem to be rising. Are the Einarrs sticking around or getting out while they're still around?
(6:48:10 AM) Pathaky: Y'know, this seems like a good place to pass for now.
(6:48:14 AM) Pathaky: Einarr's old.
(6:48:25 AM) Pathaky: And since he's joined the BA, he's died violently quite a few times.
(6:48:40 AM) Pathaky: Besides, He'd like to keep the lady company, just this once.
(6:49:01 AM) Pathaky: The Einarr's will settle against a column and listen to the The Moment's Swan Song.
(6:49:29 AM) Pathaky: "I WON'T FORGET YE, SWEETHEART"
(6:56:21 AM) caelzeph: "That, too, is a celebration of a kind."
The music swells as the mists' song continues to ring out through the chamber, waterfalls of swirling fog descending from the upper galleries, the brass pipes unravelling at the seams, the elaborate rosetta window's glass turning to coloured mist and light and shadow, all whirling together with the song and the chorus in beautiful, transient harmony.
The clouds briefly part overhead, a gauzy orb of indescribable colour revealed for a Moment as everything stands still.
That whispering, chiming aftertone sounds out once more, complimenting rather than distracting from the song's finale.
"And so ends another night."

Einarr wakes up in Nexus. Perhaps he holds the mask and lanterns. Perhaps he also holds this:
A Moment Of Peace- (Item, Material, Hope, 40,000,000 Gold)

(6:57:17 AM) caelzeph: (All items subject to alteration, deviation or BAMF)
(6:57:25 AM) Pathaky: (hehe)
(6:57:35 AM) caelzeph: Rrrright. I'll get this put up, then.
(6:57:46 AM) Pathaky: And I think I'll collapse to sleep.
(6:57:50 AM) Pathaky: Thanks for running this, CAel..
(6:57:58 AM) caelzeph: Haha, no problem.
(6:58:00 AM) Pathaky: It was a nice alternative kinda thingo
(6:58:03 AM) caelzeph: Indeed.
(6:58:10 AM) caelzeph: I didn't know where it was going, myself.
(6:58:49 AM) caelzeph: People seem to be getting weirdly-good rolls in the Fading Province so far.
(6:58:59 AM) caelzeph: It's resulted in Stuff. This is not generally the case.
(6:59:14 AM) Pathaky: Indeed.
(6:59:46 AM) caelzeph: On the other hand, nobody's rolled badly, so they haven't gone vanishing or getting hit by nasty-stuff.
(7:00:00 AM) caelzeph: Right, putting this up, then summarising.
The Ordo Hereticus serves Our Glorious God-Emperor in maintaining the Sanctity of His Holy Realm.
BURN THE HERETIC. KILL THE MUTANT. PURGE THE UNCLEAN.

This is my MODERATION color, if you see this, pay attention.
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Re: Quick and Loose Fading Province Run

Post by Ordo Hereticus »

Originally Posted by Aeromage

Well, that turned out unexpectedly poignant.
Einarr received things (due to rolling absurdly well and actively avoiding some seriously bad news through dint of luck and choices. Good lord, those rolls). As with other Fading Province runs, some or all of it is subject to change or vanishing (actually, I think the Mask might need looking at/having more things possibly added to it. Sleepy is not a good state to go making items in. Please poke me about it):

90,000 XP

2 Lantern of the Errant Path- (Accessory, Magic Item, Fire & Illusion, 20,000,000 Gold) +20,000 Magical Attack, 50% Dodge, Weilder may, as a counter to any action that targets weilder, switch rows, with this effect trading places with an individual in the back row if the weilder's moving to the back row would leave fewer individuals in the front row than the back. Individuals who target weilder may be inflicted with, at weilder's choice, Charm: Wanderlust, Confusion: Fear: Disconcerted or Confusion: Lost.

Face of the Hekatonkheire-Mother of The Moment's Cathedral- (Accessory, Mask, Aether & Illusion & Time, 40,000,000 Gold) +30,000 SPI, +30,000 MIN, Weilder's Bardic Music, Divine Magic and Holy Magic spells gain +40,000 Magical Attack if they heal, Weilder's Bardic Music, Divine Magic and Holy Magic spells cast by weilder that buff SPI and MIN do so by an additional 4,000 points as an effect that stacks a max of 4 times across all affected buffs, Weilder's Bardic Music, Divine Magic and Holy Magic spells that provide buffs, debuffs or effects that possess a duration may not have their durations altered by sources below Level 80, weilder may choose to count as possessing 4 more Instrument weapons, weilder must be Level 40 or greater

A Moment Of Peace- (Item, Material, Hope, 40,000,000 Gold)

'Crossed the Errant Path (Mod Run World Award)'
'Observed the Passing of The Moment (Mod Run World Award)'
The Ordo Hereticus serves Our Glorious God-Emperor in maintaining the Sanctity of His Holy Realm.
BURN THE HERETIC. KILL THE MUTANT. PURGE THE UNCLEAN.

This is my MODERATION color, if you see this, pay attention.
This is my ADMIN color, if you see this, BEWARE.
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Re: Quick and Loose Fading Province Run

Post by Ordo Hereticus »

Originally Posted by Lord Gadigan

I liked that. A beautiful end to the quest.

XP and awards approved.

Approved, no mark, no changes, not bound-

A Moment Of Peace- (Item, Material, Hope, 40,000,000 Gold)

Approved, no mark, changed, not bound-

2 Lantern of the Errant Path- (Accessory, Magic Item, Fire & Illusion, 20,000,000 Gold) +20,000 Magical Attack, 50% Dodge, Wielder may, as a counter to any action that targets wielder, switch rows, with this effect trading places with an individual in the back row if the wielder's moving to the back row would leave fewer individuals in the front row than the back. Individuals who are below Level 60 or who are below wielder's Level who target wielder with an action, attack, or damage-dealing start-of-round effect may be inflicted with, at wielder's choice, Charm: Wanderlust, Confusion: Fear: Disconcerted or Confusion: Lost.

Approved, marked, changed, not bound-

Face of the Hekatonkheire-Mother of The Moment's Cathedral- (Accessory, Mask, Aether & Illusion & Time, 40,000,000 Gold) +40,000 SPI, +40,000 MIN, Bardic Music, Divine Magic and Holy Magic spells cast by wielder gain +40,000 Magical Attack if they heal, Bardic Music, Divine Magic and Holy Magic spells cast by wielder that buff SPI and MIN do so by an additional 4,000 points as an effect that stacks a max of 4 times across all affected buffs, Bardic Music, Divine Magic and Holy Magic spells cast by wielder that provide buffs, debuffs or effects that possess a duration may not have their durations altered by sources below Level 80, wielder may choose to count as having 4 more Instrument weapons equipped, wielder must be Level 40 or greater
The Ordo Hereticus serves Our Glorious God-Emperor in maintaining the Sanctity of His Holy Realm.
BURN THE HERETIC. KILL THE MUTANT. PURGE THE UNCLEAN.

This is my MODERATION color, if you see this, pay attention.
This is my ADMIN color, if you see this, BEWARE.
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Re: Quick and Loose Fading Province Run

Post by Ordo Hereticus »

END OF LINE
The Ordo Hereticus serves Our Glorious God-Emperor in maintaining the Sanctity of His Holy Realm.
BURN THE HERETIC. KILL THE MUTANT. PURGE THE UNCLEAN.

This is my MODERATION color, if you see this, pay attention.
This is my ADMIN color, if you see this, BEWARE.
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