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Plot Master

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Posts posted by Plot Master

  1. ser-lancelot-berserker-from-fate-zero-and-fate-grand-order-v0-zr0rlsecey8b1.png

    Lightning struck one last time. The cool breeze slowed. The waves stilled.

    The sea went quiet.

    The surface domed, subtle at first. Then violent. Ripples rolled outward in perfect rings. A shape broke the surface, a silhouette against the black ocean. The pale moon reflected off the metallic figure, illuminating its features as it rose. At first, only the top of the head crested the surface: smooth, black, glinting faintly in the moonlight. Then came the shoulders, broad and tipped with spikes.

    Water spilled from the knight’s armor as he climbed out of the sea. Unnaturally tall, he waded toward shore, stopping when his greaves touched dry land.

    He watched his challengers. Heavy, rasping breaths came from beneath his helm, and a red glow bled from his visor.

    A blood red sword formed in his grip. He didn’t move. He didn’t speak. He only stood there, at the edge of the sea, his haunting gaze fixed forward.

    Then, all at once, the storm raged back to life, and Belregor, Guardian of the Sword, took a stance.

    HPBar2.png
    HPBar2.png
    HPBar2.png

    Spoiler

    <<Belregor, Guardian of the Sword>>
    Belregor, Guardian of the Sword | DMG: 300 | MIT:200 | ACC:5 | AA | PHASE | EVA:3 | BH:50 | VAMP-O 2: 150

    Deadlock | All CD values for Belregor’s abilities are made separately before he rolls to determine the effects.
    Man of Glass | Every other turn starting on turn 1, at the start of Belregor’s turn he will change his appearance to match the player in your party with the lowest hatred. If you target Belregor while this effect is active, on a LD 11+ you hit Belregor. On a LD 10 or lower, you hit the party member with the lowest hatred instead.
    Horrifying Visage | When an attack aimed at Belregor would critically hit (BD:9-10) the attacker must reroll and take the lower of the two rolls.
    Practiced Veteran | When Belregor rolls a CD 3-5, he will change his weapon to better suit the circumstances. This alters his stat blocks to the following (which Belregor chooses before the attack is made):

    • DMG: 300 | MIT:200 | ACC:5 | AA | PHASE | EVA:3 | BH:50 | VAMP-O 2: 150
    • DMG: 300 | MIT:200 | ACC:5 | PHASE | EVA:3 | BH:50 | HLY +300 | BLGT 4 [64/2]
    • DMG: 300 | MIT:200 | ACC:5 | BH:50 | FRB 4 [80/2] | BLD 4 [96/2] | BLGT 4 [64/2] | BRN 4 [112/2] | FRCT: 60

    FRACTAL [FRCT] | Effect: Single Target critical attack rolls of BD 9-10 deal an additional +60 unmitigated damage and can choose to have their damage split equally up to 6 enemies. The enemy mitigation used to calculate damage is the lowest among applicable targets.

    Entropic Ward | When Belregor rolls a CD 6-9, he will enact a defensive translucent barrier around himself. All successful attacks made against Belregor deal -25% final damage and deal the amount reduced back to the attacker. This is treated as thorns and ends at the start of Belregor’s next turn.
    Veil of Sorrow | When Belregor rolls a CD 10-12, he will fill the room with an opaque black field. Light cannot be seen and players in your party are effectively blind within. Attacks cannot be made directly to Belregor in this state, as players have no applicable target. While this effect is active, Belregor does not need to follow hatred on his next turn and instead will target based on a rolled CD made before he uses his post action. This effect fades after this attack.
    Know thy Enemy | Belregor’s prior knowledge knows who to target:

    • The Highest Hatred in each party decays by -1 every turn. 
    • Healing done by sources outside of skills/enhancements (such as VO, VD, HB) from a target who does not have the highest hatred will yield +4 hatred provided that target has no effects that would improve hatred generation (such as Howl or Taunt). 
    • If this secondary effect would occur more than once per round for each player, only the first source adds +4 hatred.

    Awakened Mind | Belregor’s current attunement with the dark reduces fallen and blight damage by half (-50%).

    Status Ailment Effects:
    DoT | Belregor is a single entity despite being pitted against multiple parties, and as a result can only be inflicted with a single instance of each damage over time effect with the largest taking precedence. However, whenever a DoT is refreshed Belregor sustains 25% of a single turn's worth of damage from the refreshed DoT.
    Shatter | Only affects players in your party when applied.
    Stun | When Belregor would be stunned, instead his weapon is dropped briefly, reducing his damage by 50 as he must will his weapon to return to him. This effect cannot occur more than once per party, and is party specific.
    Freeze | Belregor cannot be frozen, instead ???
    Paralyze | Belregor cannot be paralyzed, instead it will remove the effects of Entropic Ward on your party's attacks until the start of Belregor’s next turn.
    Focus | The critical threat range increase obtained from focus will not proc Horrifying Visage (aka the player rolls an 8 which becomes a critical through focus, it will not activate Horrifying Visage)

    Alternate Conditions:
    Crystal of Divine Light | Expending a use of a Crystal of Divine Light in a player's BRI will remove the effects of Veil of Sorrow for your party, ending it.
    Lullaby | Has no effect on Belregor, however if used on a party member it will remove the effects of Horrifying Visage for their next attack instead of reducing their evasion.
    Hiding | Attempting to hide while your party is under the effects of Veil of Sorrow will auto succeed.
    Tracking | Instead of being unusable in combat, using tracking as a post action will allow you to remove the effects of man of glass for your party. Make a roll and add your searching/detect LD bonuses to the resulting LD. On a 15+ you succeed and the effect ends.


    Party Stat Blocks:
    [H:0] Jomei | HP: 1350/1350 | EN: 138/138 | DMG: 11 | MIT: 184 | ACC:3 | TAUNT | F-SPIRIT | EVA:7 | THORNS:40 | BH:74 | HB: 59 | VAMP-D: 149 | BLI: 32/-20  | LD:1 | BIZ-DOTE: 3/3 | PROB:36 | CAIN: 50 | WELL-RESTED: 3/3 | SQUEAKY CLEAN: 1/1 | MULTIPURPOSE: 1/1 
    [H:0] Acanthus | HP: 1081/1081 | EN: 126/126 | DMG: 28 | MIT: 198 | ACC:8 | AA | FL.AURA: 16 | THORNS:72 | BH:59 | HB: 48 | LD:6 | Tainted Fur | SQUEAKY CLEAN 1/1 | WELL RESTED 3/3
    [H:0] Lessa | HP: 1150/1150 | EN: 132/132 | DMG: 18 | MIT:187 | EVA:2 | THORNS:72 | BH:35 | HB: 46 | MENDING: 2 | REC: 8 | HLY: 8 | DOTE: 3/3 | WELL-RESTED: 3/3 | SQUEAKY CLEAN: 1/1 | MULTIPURPOSE: 1/1
    [H:0] Morningstar | HP: 1104/1104 | EN: 128/128 | DMG: 28 | ACC: 8 | AA | EVA: 6 | BH: 61 | REC: 8 | HLY: 16 | FRZ: 64 | LD: 5 | PROBIO: 36 | WATCHER | SAND-A | HELLSTORM: 80 | WELL-RESTED: 3/3 | SQUEAKY CLEAN: 1/1 | MULTIPURPOSE: 1/1
    [H:0] Arabelle | HP: 858/858 | EN 112/112 | DMG: 27 | MIT: 122 | ACC: 5 | EVA: 1 | HLY: 16 (9-10) | MAD: 12 (8-10) | RSK: 8 | THORNS: 40 | BH: 5% | VD: 10% | HB: 4% | PROB: 36 | DOTE: 3 | LD: 8 | WELL-RESTED: 3/3 | SQUEAKY CLEAN: 1/1 | MULTIPURPOSE: 1/1
    [H:0] NIGHT | HP: 1334/1334 | EN: 154/154 | DMG: 25 | MIT: 80 | ACC: 8 | AA | PHASE | EVA: 3 | BH: 73 | HB: 59 | HLY: 16 | LD: 8 | DOTE: 3/3 | WELL-RESTED: 3/3 | SQUEAKY CLEAN: 1/1 | MULTIPURPOSE 1/1

     

    Round 1 has begun
    Players will have 72 hours to make a post
    [Countdown Timer]

  2. ser-lancelot-berserker-from-fate-zero-and-fate-grand-order-v0-zr0rlsecey8b1.png

    Lightning struck one last time. The cool breeze slowed. The waves stilled.

    The sea went quiet.

    The surface domed, subtle at first. Then violent. Ripples rolled outward in perfect rings. A shape broke the surface, a silhouette against the black ocean. The pale moon reflected off the metallic figure, illuminating its features as it rose. At first, only the top of the head crested the surface: smooth, black, glinting faintly in the moonlight. Then came the shoulders, broad and tipped with spikes.

    Water spilled from the knight’s armor as he climbed out of the sea. Unnaturally tall, he waded toward shore, stopping when his greaves touched dry land.

    He watched his challengers. Heavy, rasping breaths came from beneath his helm, and a red glow bled from his visor.

    A blood red sword formed in his grip. He didn’t move. He didn’t speak. He only stood there, at the edge of the sea, his haunting gaze fixed forward.

    Then, all at once, the storm raged back to life, and Belregor, Guardian of the Sword, took a stance.

    HPBar2.png
    HPBar2.png
    HPBar2.png

    Spoiler

    <<Belregor, Guardian of the Sword>>
    Belregor, Guardian of the Sword | DMG: 300 | MIT:200 | ACC:5 | AA | PHASE | EVA:3 | BH:50 | VAMP-O 2: 150

    Deadlock | All CD values for Belregor’s abilities are made separately before he rolls to determine the effects.
    Man of Glass | Every other turn starting on turn 1, at the start of Belregor’s turn he will change his appearance to match the player in your party with the lowest hatred. If you target Belregor while this effect is active, on a LD 11+ you hit Belregor. On a LD 10 or lower, you hit the party member with the lowest hatred instead.
    Horrifying Visage | When an attack aimed at Belregor would critically hit (BD:9-10) the attacker must reroll and take the lower of the two rolls.
    Practiced Veteran | When Belregor rolls a CD 3-5, he will change his weapon to better suit the circumstances. This alters his stat blocks to the following (which Belregor chooses before the attack is made):

    • DMG: 300 | MIT:200 | ACC:5 | AA | PHASE | EVA:3 | BH:50 | VAMP-O 2: 150
    • DMG: 300 | MIT:200 | ACC:5 | PHASE | EVA:3 | BH:50 | HLY +300 | BLGT 4 [64/2]
    • DMG: 300 | MIT:200 | ACC:5 | BH:50 | FRB 4 [80/2] | BLD 4 [96/2] | BLGT 4 [64/2] | BRN 4 [112/2] | FRCT: 60

    FRACTAL [FRCT] | Effect: Single Target critical attack rolls of BD 9-10 deal an additional +60 unmitigated damage and can choose to have their damage split equally up to 6 enemies. The enemy mitigation used to calculate damage is the lowest among applicable targets.

    Entropic Ward | When Belregor rolls a CD 6-9, he will enact a defensive translucent barrier around himself. All successful attacks made against Belregor deal -25% final damage and deal the amount reduced back to the attacker. This is treated as thorns and ends at the start of Belregor’s next turn.
    Veil of Sorrow | When Belregor rolls a CD 10-12, he will fill the room with an opaque black field. Light cannot be seen and players in your party are effectively blind within. Attacks cannot be made directly to Belregor in this state, as players have no applicable target. While this effect is active, Belregor does not need to follow hatred on his next turn and instead will target based on a rolled CD made before he uses his post action. This effect fades after this attack.
    Know thy Enemy | Belregor’s prior knowledge knows who to target:

    • The Highest Hatred in each party decays by -1 every turn. 
    • Healing done by sources outside of skills/enhancements (such as VO, VD, HB) from a target who does not have the highest hatred will yield +4 hatred provided that target has no effects that would improve hatred generation (such as Howl or Taunt). 
    • If this secondary effect would occur more than once per round for each player, only the first source adds +4 hatred.

    Awakened Mind | Belregor’s current attunement with the dark reduces fallen and blight damage by half (-50%).

    Status Ailment Effects:
    DoT | Belregor is a single entity despite being pitted against multiple parties, and as a result can only be inflicted with a single instance of each damage over time effect with the largest taking precedence. However, whenever a DoT is refreshed Belregor sustains 25% of a single turn's worth of damage from the refreshed DoT.
    Shatter | Only affects players in your party when applied.
    Stun | When Belregor would be stunned, instead his weapon is dropped briefly, reducing his damage by 50 as he must will his weapon to return to him. This effect cannot occur more than once per party, and is party specific.
    Freeze | Belregor cannot be frozen, instead ???
    Paralyze | Belregor cannot be paralyzed, instead it will remove the effects of Entropic Ward on your party's attacks until the start of Belregor’s next turn.
    Focus | The critical threat range increase obtained from focus will not proc Horrifying Visage (aka the player rolls an 8 which becomes a critical through focus, it will not activate Horrifying Visage)

    Alternate Conditions:
    Crystal of Divine Light | Expending a use of a Crystal of Divine Light in a player's BRI will remove the effects of Veil of Sorrow for your party, ending it.
    Lullaby | Has no effect on Belregor, however if used on a party member it will remove the effects of Horrifying Visage for their next attack instead of reducing their evasion.
    Hiding | Attempting to hide while your party is under the effects of Veil of Sorrow will auto succeed.
    Tracking | Instead of being unusable in combat, using tracking as a post action will allow you to remove the effects of man of glass for your party. Make a roll and add your searching/detect LD bonuses to the resulting LD. On a 15+ you succeed and the effect ends.

     


     

    Party Stat Blocks:
    [H:0] Zajcica | HP: 1008/1008 | EN: 102/102 | DMG: 26 | MIT:319 | ACC:3 | F-SPIRIT | EVA:2 | FL.AURA: 16 | FR.AURA: 16 | FR.THORNS: 8/16 | THORNS:112 | BH:55 | LD:5 | PROB:48 | WELL-RESTED: 3/3 | SQUEAKY CLEAN: 1/1
    [H:0] Freyd | HP: 1674/1674 | EN: 168/168 | DMG: 24 | MIT: 255 | ACC: 8 | F-SPIRIT | EVA: 4 | BH: 83 | VAMP-D: 83 | PROB: 36 | PARRY | DOTE: 3/3 | BLOODCLOT | ANTIFREEZE | PARA-IMM | THORNS 40 | HLY: 16 | FRZ: 64 | ENV-O: 32/4 | TXC-V: 32/3 | HELLSTORM | STINGER | LD: 9 | CD: 1 | WELL-RESTED: 3/3 | SQUEAKY CLEAN: 1/1 | MULTIPURPOSE: 1/1 
    [H:0] Tricolor Mina | HP: 974/974 | EN: 118/118 | DMG: 14 | MIT:108 | ACC:7 | AA | PHASE | EVA:2 | THORNS: 40 | FRZ-IM | PARA-IM | MENDING: 2 | REC: 8 | HLY: 16 | LD: 8 
    [H:0] Oscar | HP: 980/980 | EN: 130/130 | DMG: 30 | MIT:127 | ACC:5 | PHASE | EVA:3 | BH:54 | REC: 4 | HLY: 16 | BLI: 32/-20  | LD:5 | DOTE: 3/3 | WELL-RESTED: 3/3 | SQUEAKY CLEAN: 1/1
    [H:0] Ariel | HP: 1053/1053 | EN: 132/132 | DMG: 29 | MIT:0 | ACC:6 | AA  | PHASE | EVA:3 | BH:58 | HB: 46 | REC: 8 | RISK: 8 | FLN: 16 | LD:8 | TXC-V: 32 | DOTE: 3/3 | WELL-RESTED: 3/3 | SQUEAKY CLEAN: 1/1 | MULTIPURPOSE: 1/1 
    [H:0] Katoka | HP: 941/941 | EN: 118/118 | DMG: 28 | MIT:38 | LD:3 | ACC:7 | EVA:3 | THORNS:40 | BH:52 | REC: 8 | FLN: 16 | HLY: 16 | WELL-RESTED: 3/3 | SQUEAKY CLEAN: 1/1

     

    Round 1 has begun
    Players will have 72 hours to make a post
    [Countdown Timer]

  3. ser-lancelot-berserker-from-fate-zero-and-fate-grand-order-v0-zr0rlsecey8b1.png

    Lightning struck one last time. The cool breeze slowed. The waves stilled.

    The sea went quiet.

    The surface domed, subtle at first. Then violent. Ripples rolled outward in perfect rings. A shape broke the surface, a silhouette against the black ocean. The pale moon reflected off the metallic figure, illuminating its features as it rose. At first, only the top of the head crested the surface: smooth, black, glinting faintly in the moonlight. Then came the shoulders, broad and tipped with spikes.

    Water spilled from the knight’s armor as he climbed out of the sea. Unnaturally tall, he waded toward shore, stopping when his greaves touched dry land.

    He watched his challengers. Heavy, rasping breaths came from beneath his helm, and a red glow bled from his visor.

    A blood red sword formed in his grip. He didn’t move. He didn’t speak. He only stood there, at the edge of the sea, his haunting gaze fixed forward.

    Then, all at once, the storm raged back to life, and Belregor, Guardian of the Sword, took a stance.

    HPBar2.png
    HPBar2.png
    HPBar2.png

    Spoiler

    <<Belregor, Guardian of the Sword>>
    Belregor, Guardian of the Sword | DMG: 300 | MIT:200 | ACC:5 | AA | PHASE | EVA:3 | BH:50 | VAMP-O 2: 150

    Deadlock | All CD values for Belregor’s abilities are made separately before he rolls to determine the effects.
    Man of Glass | Every other turn starting on turn 1, at the start of Belregor’s turn he will change his appearance to match the player in your party with the lowest hatred. If you target Belregor while this effect is active, on a LD 11+ you hit Belregor. On a LD 10 or lower, you hit the party member with the lowest hatred instead.
    Horrifying Visage | When an attack aimed at Belregor would critically hit (BD:9-10) the attacker must reroll and take the lower of the two rolls.
    Practiced Veteran | When Belregor rolls a CD 3-5, he will change his weapon to better suit the circumstances. This alters his stat blocks to the following (which Belregor chooses before the attack is made):

    • DMG: 300 | MIT:200 | ACC:5 | AA | PHASE | EVA:3 | BH:50 | VAMP-O 2: 150
    • DMG: 300 | MIT:200 | ACC:5 | PHASE | EVA:3 | BH:50 | HLY +300 | BLGT 4 [64/2]
    • DMG: 300 | MIT:200 | ACC:5 | BH:50 | FRB 4 [80/2] | BLD 4 [96/2] | BLGT 4 [64/2] | BRN 4 [112/2] | FRCT: 60

    FRACTAL [FRCT] | Effect: Single Target critical attack rolls of BD 9-10 deal an additional +60 unmitigated damage and can choose to have their damage split equally up to 6 enemies. The enemy mitigation used to calculate damage is the lowest among applicable targets.

    Entropic Ward | When Belregor rolls a CD 6-9, he will enact a defensive translucent barrier around himself. All successful attacks made against Belregor deal -25% final damage and deal the amount reduced back to the attacker. This is treated as thorns and ends at the start of Belregor’s next turn.
    Veil of Sorrow | When Belregor rolls a CD 10-12, he will fill the room with an opaque black field. Light cannot be seen and players in your party are effectively blind within. Attacks cannot be made directly to Belregor in this state, as players have no applicable target. While this effect is active, Belregor does not need to follow hatred on his next turn and instead will target based on a rolled CD made before he uses his post action. This effect fades after this attack.
    Know thy Enemy | Belregor’s prior knowledge knows who to target:

    • The Highest Hatred in each party decays by -1 every turn. 
    • Healing done by sources outside of skills/enhancements (such as VO, VD, HB) from a target who does not have the highest hatred will yield +4 hatred provided that target has no effects that would improve hatred generation (such as Howl or Taunt). 
    • If this secondary effect would occur more than once per round for each player, only the first source adds +4 hatred.

    Awakened Mind | Belregor’s current attunement with the dark reduces fallen and blight damage by half (-50%).

    Status Ailment Effects:
    DoT | Belregor is a single entity despite being pitted against multiple parties, and as a result can only be inflicted with a single instance of each damage over time effect with the largest taking precedence. However, whenever a DoT is refreshed Belregor sustains 25% of a single turn's worth of damage from the refreshed DoT.
    Shatter | Only affects players in your party when applied.
    Stun | When Belregor would be stunned, instead his weapon is dropped briefly, reducing his damage by 50 as he must will his weapon to return to him. This effect cannot occur more than once per party, and is party specific.
    Freeze | Belregor cannot be frozen, instead ???
    Paralyze | Belregor cannot be paralyzed, instead it will remove the effects of Entropic Ward on your party's attacks until the start of Belregor’s next turn.
    Focus | The critical threat range increase obtained from focus will not proc Horrifying Visage (aka the player rolls an 8 which becomes a critical through focus, it will not activate Horrifying Visage)

    Alternate Conditions:
    Crystal of Divine Light | Expending a use of a Crystal of Divine Light in a player's BRI will remove the effects of Veil of Sorrow for your party, ending it.
    Lullaby | Has no effect on Belregor, however if used on a party member it will remove the effects of Horrifying Visage for their next attack instead of reducing their evasion.
    Hiding | Attempting to hide while your party is under the effects of Veil of Sorrow will auto succeed.
    Tracking | Instead of being unusable in combat, using tracking as a post action will allow you to remove the effects of man of glass for your party. Make a roll and add your searching/detect LD bonuses to the resulting LD. On a 15+ you succeed and the effect ends.


    Party Stat Blocks:
    [H:0] KnightessCiela | HP: 925/925 | EN: 86/86 | DMG: 1 | MIT:464 | ACC:6  | AA  | TAUNT | F-SPIRIT | EVA:-1 | FL.AURA: 8 | FR.AURA: 8 | FL.THORNS: 8/16 | FR.THORNS: 8/16 | THORNS:112 | BH:31 | HB: 20 | DOTE: 3/3 | PROB:36 | WELL-RESTED: 3/3 | SQUEAKY CLEAN: 1/1
    [H:0] Macradon | HP: 1155/1155 HP | EN: 132/132 | DMG: 26 | MIT:174 | ACC:4 | EVA:2 | REC:8 | BH:52 | VO:107 | FR. THRNS: 8/16 | FL.AURA: 8 | HLY:16 | PHASE | RESTED 2/2
    [H:0] Hirru | HP: 1183/1183 | EN: 114/114 | DMG: 1 | MIT: 187 | BH: 59 | HLY BLS: 47 | MENDING: 2 | REC: 8 | LD: 11 | THORNS: 76 | DOTE 3/3 | PROB: 36 | RESTED 2/2
    [H:0] Baldur | HP: 1120/1120 | EN: 134/134 | DMG: 28 | MIT:98 | ACC:8 | AA | KEEN: 1 | F-SPIRIT | EVA:2 | THORNS:10 | BH:62 | REC: 8 | FLN: 8 | BLI: 32/-20 | BRN: 56 | FRZ: 64 | LD:5 | DOTE: 3/3 | HELLFIRE: 80 | STNG [x1] | WELL-RESTED: 3/3 | SQUEAKY CLEAN: 1/1
    [H:0] Wulfrin | HP: 1008/1008 | EN: 134/134 | DMG: 31 | MIT:117 | ACC: 8 | AA  | EVA:3 | PARA-IM | THORNS:40 | BH:55 | REC: 8 | FLN: 8 | FRB: 40 | FRZ: 64 | LD:5 | Biz-Dote [3/3] | HELLFIRE: 80 | STNG [x1] | PROB:36 | SAND-A | TROLLS-B | WATCHER | JEWEL | FUR | WELL-RESTED: 3/3 | SQUEAKY CLEAN: 1/1 | MULTIPURPOSE: 1/1
    [H:0] Mari | HP: 1075/1075 | EN: 130/130 | DMG: 23 | MIT:4 | ACC:8 | AA  | EVA:6 | THORNS:40 BH:59 | REC: 4 | BLI: 32/-20  | ENV-O: 32 | PARA-V | LD:1

     

    Round 1 has begun
    Players will have 72 hours to make a post
    [Countdown Timer]

  4. dark-city-zombies-gothic-tale-violence-medieval-art_899449-180985.jpg

    The Final Stand

    The Frontlines would rage on to face fight against whatever horror was causing this mess. Players of all color and creeds, levels and strengths, would find themselves forced to hold strong at the final bastions around Floor 29. Waves of corrupted entities continue to batter the walls of Illridge and Miremore, leaving the NPC guardsman laid low. Splintered wood fills the streets as feral howls echo throughout eternal nights. Animals wearing human skins, replacing all manner of life, seek hard and fast the gates that connect this Floor to the others. Like a plague, a parasite, it could only hunger for more.

    By pure happenstance, through all their efforts, Players had stumbled upon what they assumed the key to victory. The sword that once held a space in the Boss Room but was stolen away into hiding, was found acting as the lighthouse beacon of Graycott Point. Once removed, the waters grow dark, but it was with that shining star that they would see another sunrise. Now the difficulty would come in spades, for the forces available would need to defend all life as they knew it, and work to assist those brave enough to fight in the final confrontation. Every hand needed a sword or hammer, every wound needed tending. Else all would be washed away, like the sands across these blackened shores.


    Participants are required to aid whichever settlement they choose by performing any of the following tasks:

    Tasks
    1. Rebuild Barricades (+Armor Skill Rank)
    2. Tend to the Wounded (+First Aid Skill Rank)
    3. Repair equipment (+Profession Skill Rank)
    4. Slaughtering Mobs (+Weapon Skill Rank)
    5. Command the Troops (+Leadership Skill Rank)
    6. Cut down leadership (+Hiding Skill Rank)

    Each post must adhere to a minimum of 300 words and include an LD roll. Using the task list above, use the outlined rank as a modifier to this LD roll but no others will apply. For the number of completed (no placeholders) posts, LD will be tallied up during each of the raids 72 hour round windows. Depending on the total combined LD values, the following may occur:

    1-50 | The raid will have a single wave of 4 unknown enemies spawn per group
    51-100 | Nothing Occurs
    101-150 | Raid participants will receive reinforcements which provides +2 Base Damage {DPS}, +50 Mitigation {Tank}, +25 EN {Support}, +1 Disable Activation Range {Scout}
    151+ | Raid participants will receive renewed hope, resetting all currently drained [Crystal of Divine Light] & temporarily disabling the effects of [Horrifying Visage] for all participants.


    Important Side Task: Delivering the Sword to its altar
    A single Player or team of Players (up to 4) that is participating in this thread can choose to take part in delivering the sword. During which they are temporarily suspended from participating and are required to start their own thread that is linked in the post they choose to take it using [Delivering the Sword pt.X] as the thread title. Players can use any manner they see fit to relay the sword to its final resting place within this thread, either by avoiding mobs or cutting a path, sneaking through etc. At any point, the Player or team of Players can choose to 'pass' the sword to another individual/team within this event after closing their thread which is encouraged to prevent burn out. Each thread closed this way will automatically yield +50 LD to the current raid round window. However If staff finds that Players are abusing this to gain an easy +50 LD, that Player or those Players will be removed from the event and receive no rewards. Once at least 27000 words have been submitted and closed to 'Deliver the sword', it will arrive where it needs to.

    Round 1 has begun
    Writers will have 72 hours to make one post per character.
    [Countdown Timer]

    Current Required Word Count Completed: 0/27000

    Congratulations!
    Because the upper goal of 20 support threads was met, Players will start with the sword.
    Otherwise, they would have been forced to complete additional actions to find the sword during the companion event.

  5. 29BF.jpg

    Seafoam bubbles over stones. Lighting crackles over the North Sea, casting brief flashes of red over the water.

    The coast here is jagged and uneven. Cold rocks, slick with rain, slope sharply into the dark. The sky hangs heavy with constant storm clouds, and the sea is darker still.

    The spawning of Spectral Knights has ceased.

    Along the shore of the Black, a scout makes a strange discovery. Past midnight, he sends word to the frontlines.

    From: Hackman
    To: Frontlines

    Was scanning along the edge of the Black. Real quiet out here. 
    Thought I saw something in the water.
    It looked like it had a name tag but I couldn’t see it clearly.
    Got closer. The mob was titled “Floor Boss.”
    Here’s the location.

    Also, not sure if this is important-
    When I first saw the mob, I got a pop-up with this message. 
    It disappeared when I looked away. Whatever that means.

    The light of the divine has the power to cleanse the darkness.

    The preparation phase has begun.
    Players will have 6 days to make a post that includes their finalized stat block.
    This is to allow for discussion surrounding the earned hints, and to account for the holiday weekend.
    Each Frontliner is allowed the use of 5 crafted consumables for the battle, and any amount of consumables from Quests or Field Bosses.
    (Consumables that expressly note they are ineligible for floor bosses and raids remain unusable.)
    [Countdown Timer]

  6. They swarmed Callisto like angry insects, a dark mockery of the honeybee and grumpy bear trope. Light in a kaleidoscope of colors burst like fireworks as Players fell on the dying Floor Boss, weapons of various shapes and sizes piercing its tough hide. The display was hauntingly beautiful against the blood reds and dark shadows of the creature’s lair. Callisto roared its protest, but in its final moments of life, some of the fight seemed to leak away. Did it simply accept its own demise? Was it so discouraged by its failure that it gave up completely? Or were the memories of another life slowly navigating the red haze of rage that clouded its mind? Of a simpler time, when its thoughts were consumed by fish, berries, and long, uninterrupted rests? When the humans simply existed at the edges of his consciousness, as he posed no threat to him, nor they to him. When had that changed? What had lit the fire of all-consuming hatred at its core, and what had continued to stoke the flames until it lost all sense of self? All sense of control?

    As the last of its strength drained away, Callisto’s legs buckled, and its enormous mass crashed to the ground with enough force to send Players stumbling. Eyes glazed with pain and confusion the once magnificent guardian of the woods turned its gaze to the heavens. Rather than the stars, diamonds strewn across black velvet, it found only an oily, otherworldly purple smog. That is wrong, was Callisto’s final thought, before it burst into shimmering slivers of data.

    With its protector felled, the door to worlds yet unexplored stood silent and waiting. Yet as the Players approached, the door creaked open on its own - had it done that before? - and though the gesture was one of welcome, a strange sense of foreboding fell upon the gathered Frontliners. Perhaps it was the unnerving creak of the door swinging on its hinges, or the relentless drum of rain that could be heard even before crossing the threshold. Or something else entirely.

    Undaunted, the bravest among them forged ahead, and emerged into the aforementioned storm. They found themselves in the center of a city, the flickering light from lanterns reflecting off the wet bricks that lined the road. Ducking through open doorways to escape the pelting rain revealed homes and businesses hurriedly abandoned, as rotted food rested on tables, and children's toys lay forgotten on floors. Shutters clung crookedly from broken windows, and the blackened fingers of mold spread across waterlogged walls.

    Each building checked held the same - nothing. No NPCs, no answers, and perhaps most disturbing…

    “Wait a second,” one Player called out, pausing as her companions gathered around her in the center of town. She jabbed with one finger, directing their attention across the rain-slicked central plaza. “The Teleport Gate is right there, so this has to be the main settlement. But… unless I’m missing something, we’re not in a safe zone. Is that right? Is something broken? Or, God, what is the chance that there are no safe zones here?"

    As if in answer, a sound unlike any they had ever heard filled the empty city. The unearthly bellow seemed to invade their very minds, and even as some Players clapped their hands over their ears, all eyes turned toward the source. As lightning forked across the dark sky, it illuminated the behemoth that towered above them.

    F29.png

    Welcome, Frontliners, to the twenty ninth floor.
     


    Congratulations!!.png

    Activity Strikes:

    • Crozeph | 2
    • Morningstar | 1
    • Oscar | 2
    • Alkor | 3 -> Removed from Raid
    • Cordelia | 1
    • NIGHT | 1


    Total Word Count:

    • Raid Prep: 14,464
    • Team 1: 15,794
    • Team 2: 18,374
    • Team 3: 15,255
    • Team 4: 19,126
    • Staff: 5,386
    • Total: 88,399
    Spoiler

    Player

    Player True Tier Exp Multiplier* Staff Rewards** Final Exp Laurel Wreath
    Macradon 10 1   44199 6629
    Wulfrin 5 1.1 2154 27559 4133
    Morningstar 7 1 2154 33093 4963
    Freyd 18 1.1   87515 13127
    NIGHT 16 1.1 2154 80160 12024
    Hirru 10 1   44199 6629
    Jomei 11 1 2154 50773 7615
    Zandra 11 1.1   53481 8022
    Crozeph 8 1   35359 5303
    Baldur 10 1.1   48619 7292
    Acanthus 6 1   26519 3977
    Arabelle 4 1   17679 2651
    Oscar 9 1   39779 5966
    Alkor 9 1 2154 2154 323

    Katoka 6 1.1   29171 4375
    Cordelia 7 1   30939 4640
    tricolor_mina 6 1.1   29171 4375
    Koga 10 1.1   48619 7292
    Pinball 9 1   39779 5966
    Bahr 9 1   39779 5966
    Lessa 9 1.1 2154 46126 6918
    Zajcica 7 1.1   34033 5104
    Ariel-The Crowned Lion 10 1.1   48619 7292
    Astralin 5 1   22099 3314

    * from slime farm. please notify staff if your slime farm was active but missed.
    ** Staff rewards based on the average participating tier of 8

     

     

    Raid Rewards | Choose two (2) of the following items:

    • Callisto Claw: (Unique Material); Removes one enhancement on a weapon and replaces it with [Envenom Offensive]. (This effect cannot override the Envenom Offensive enhancement cap. Consumed on use.)

    • Bear Trap: (T4/Consumable - Free Action/Reusable); Once per combat as a free action can reduce a targets EVA to 0. Effect ends at the start of the user's next turn.

    • Bottled Darkness: (T4/Consumable); A salve that applies [Blind] to a weapon for a single thread.

    • Tainted Hide: (T4/Consumable); Lasts for one thread. DoTs inflicted on the user deal half as much damage.

    • Maddening Hex: (Unique Material); Removes an enhancement on a weapon and replaces it with [Madness]. (This cannot override the Madness enhancement cap. Consumed on use.)

       

    New Enhancements:

    [Blind] 
    Cost: 3 Slots
    Cap: 1 Slot
    Effect: Natural Critical Attack Rolls of 9-10 reduce the target's Accuracy, Evasion, and Loot Die by 2 for 2 turns. Does not stack but can be refreshed.
    Applicable to: Salves

    [Madness]
    Cost: 1 Slot
    Cap: 2 Slots
    Effect: Natural Critiacal Attacks rolls of 9-10 (one slot) or natural succcessful attack rolls of 8-10 (two slots) deal (3 * Tier) unmitigated Psychic damage each enemy turn for 4 turns on a Non-Boss enemy. Additional applications increase the stacks by 1. This does not increase the damage, but instead once a target has sustained [Madness 3] the target's next turn is decided by the inflictor of [Madness 3]. This cannot cause an enemy to do anything harmful to itself, but it does treat the inflictor and party members as an ally.
    Applicable to: Weapons 
     

     

     

     

  7. They swarmed Callisto like angry insects, a dark mockery of the honeybee and grumpy bear trope. Light in a kaleidoscope of colors burst like fireworks as Players fell on the dying Floor Boss, weapons of various shapes and sizes piercing its tough hide. The display was hauntingly beautiful against the blood reds and dark shadows of the creature’s lair. Callisto roared its protest, but in its final moments of life, some of the fight seemed to leak away. Did it simply accept its own demise? Was it so discouraged by its failure that it gave up completely? Or were the memories of another life slowly navigating the red haze of rage that clouded its mind? Of a simpler time, when its thoughts were consumed by fish, berries, and long, uninterrupted rests? When the humans simply existed at the edges of his consciousness, as he posed no threat to him, nor they to him. When had that changed? What had lit the fire of all-consuming hatred at its core, and what had continued to stoke the flames until it lost all sense of self? All sense of control?

    As the last of its strength drained away, Callisto’s legs buckled, and its enormous mass crashed to the ground with enough force to send Players stumbling. Eyes glazed with pain and confusion the once magnificent guardian of the woods turned its gaze to the heavens. Rather than the stars, diamonds strewn across black velvet, it found only an oily, otherworldly purple smog. That is wrong, was Callisto’s final thought, before it burst into shimmering slivers of data.

    With its protector felled, the door to worlds yet unexplored stood silent and waiting. Yet as the Players approached, the door creaked open on its own - had it done that before? - and though the gesture was one of welcome, a strange sense of foreboding fell upon the gathered Frontliners. Perhaps it was the unnerving creak of the door swinging on its hinges, or the relentless drum of rain that could be heard even before crossing the threshold. Or something else entirely.

    Undaunted, the bravest among them forged ahead, and emerged into the aforementioned storm. They found themselves in the center of a city, the flickering light from lanterns reflecting off the wet bricks that lined the road. Ducking through open doorways to escape the pelting rain revealed homes and businesses hurriedly abandoned, as rotted food rested on tables, and children's toys lay forgotten on floors. Shutters clung crookedly from broken windows, and the blackened fingers of mold spread across waterlogged walls.

    Each building checked held the same - nothing. No NPCs, no answers, and perhaps most disturbing…

    “Wait a second,” one Player called out, pausing as her companions gathered around her in the center of town. She jabbed with one finger, directing their attention across the rain-slicked central plaza. “The Teleport Gate is right there, so this has to be the main settlement. But… unless I’m missing something, we’re not in a safe zone. Is that right? Is something broken? Or, God, what is the chance that there are no safe zones here?"

    As if in answer, a sound unlike any they had ever heard filled the empty city. The unearthly bellow seemed to invade their very minds, and even as some Players clapped their hands over their ears, all eyes turned toward the source. As lightning forked across the dark sky, it illuminated the behemoth that towered above them.

    F29.png

    Welcome, Frontliners, to the twenty ninth floor.
     


    Congratulations!!.png

    Activity Strikes:

    • Crozeph | 2
    • Morningstar | 1
    • Oscar | 2
    • Alkor | 3 -> Removed from Raid
    • Cordelia | 1
    • NIGHT | 1


    Total Word Count:

    • Raid Prep: 14,464
    • Team 1: 15,794
    • Team 2: 18,374
    • Team 3: 15,255
    • Team 4: 19,126
    • Staff: 5,386
    • Total: 88,399
    Spoiler

    Player

    Player True Tier Exp Multiplier* Staff Rewards** Final Exp Laurel Wreath
    Macradon 10 1   44199 6629
    Wulfrin 5 1.1 2154 27559 4133
    Morningstar 7 1 2154 33093 4963
    Freyd 18 1.1   87515 13127
    NIGHT 16 1.1 2154 80160 12024
    Hirru 10 1   44199 6629
    Jomei 11 1 2154 50773 7615
    Zandra 11 1.1   53481 8022
    Crozeph 8 1   35359 5303
    Baldur 10 1.1   48619 7292
    Acanthus 6 1   26519 3977
    Arabelle 4 1   17679 2651
    Oscar 9 1   39779 5966
    Alkor 9 1 2154 2154 323

    Katoka 6 1.1   29171 4375
    Cordelia 7 1   30939 4640
    tricolor_mina 6 1.1   29171 4375
    Koga 10 1.1   48619 7292
    Pinball 9 1   39779 5966
    Bahr 9 1   39779 5966
    Lessa 9 1.1 2154 46126 6918
    Zajcica 7 1.1   34033 5104
    Ariel-The Crowned Lion 10 1.1   48619 7292
    Astralin 5 1   22099 3314

    * from slime farm. please notify staff if your slime farm was active but missed.
    ** Staff rewards based on the average participating tier of 8

     

    Raid Rewards | Choose two (2) of the following items:

    • Callisto Claw: (Unique Material); Removes one enhancement on a weapon and replaces it with [Envenom Offensive]. (This effect cannot override the Envenom Offensive enhancement cap. Consumed on use.)

    • Bear Trap: (T4/Consumable - Free Action/Reusable); Once per combat as a free action can reduce a targets EVA to 0. Effect ends at the start of the user's next turn.

    • Bottled Darkness: (T4/Consumable); A salve that applies [Blind] to a weapon for a single thread.

    • Tainted Hide: (T4/Consumable); Lasts for one thread. DoTs inflicted on the user deal half as much damage.

    • Maddening Hex: (Unique Material); Removes an enhancement on a weapon and replaces it with [Madness]. (This cannot override the Madness enhancement cap. Consumed on use.)

       

    New Enhancements:

    [Blind] 
    Cost: 3 Slots
    Cap: 1 Slot
    Effect: Natural Critical Attack Rolls of 9-10 reduce the target's Accuracy, Evasion, and Loot Die by 2 for 2 turns. Does not stack but can be refreshed.
    Applicable to: Salves

    [Madness]
    Cost: 1 Slot
    Cap: 2 Slots
    Effect: Natural Critiacal Attacks rolls of 9-10 (one slot) or natural succcessful attack rolls of 8-10 (two slots) deal (3 * Tier) unmitigated Psychic damage each enemy turn for 4 turns on a Non-Boss enemy. Additional applications increase the stacks by 1. This does not increase the damage, but instead once a target has sustained [Madness 3] the target's next turn is decided by the inflictor of [Madness 3]. This cannot cause an enemy to do anything harmful to itself, but it does treat the inflictor and party members as an ally.
    Applicable to: Weapons 
     

     

     

     

  8. They swarmed Callisto like angry insects, a dark mockery of the honeybee and grumpy bear trope. Light in a kaleidoscope of colors burst like fireworks as Players fell on the dying Floor Boss, weapons of various shapes and sizes piercing its tough hide. The display was hauntingly beautiful against the blood reds and dark shadows of the creature’s lair. Callisto roared its protest, but in its final moments of life, some of the fight seemed to leak away. Did it simply accept its own demise? Was it so discouraged by its failure that it gave up completely? Or were the memories of another life slowly navigating the red haze of rage that clouded its mind? Of a simpler time, when its thoughts were consumed by fish, berries, and long, uninterrupted rests? When the humans simply existed at the edges of his consciousness, as he posed no threat to him, nor they to him. When had that changed? What had lit the fire of all-consuming hatred at its core, and what had continued to stoke the flames until it lost all sense of self? All sense of control?

    As the last of its strength drained away, Callisto’s legs buckled, and its enormous mass crashed to the ground with enough force to send Players stumbling. Eyes glazed with pain and confusion the once magnificent guardian of the woods turned its gaze to the heavens. Rather than the stars, diamonds strewn across black velvet, it found only an oily, otherworldly purple smog. That is wrong, was Callisto’s final thought, before it burst into shimmering slivers of data.

    With its protector felled, the door to worlds yet unexplored stood silent and waiting. Yet as the Players approached, the door creaked open on its own - had it done that before? - and though the gesture was one of welcome, a strange sense of foreboding fell upon the gathered Frontliners. Perhaps it was the unnerving creak of the door swinging on its hinges, or the relentless drum of rain that could be heard even before crossing the threshold. Or something else entirely.

    Undaunted, the bravest among them forged ahead, and emerged into the aforementioned storm. They found themselves in the center of a city, the flickering light from lanterns reflecting off the wet bricks that lined the road. Ducking through open doorways to escape the pelting rain revealed homes and businesses hurriedly abandoned, as rotted food rested on tables, and children's toys lay forgotten on floors. Shutters clung crookedly from broken windows, and the blackened fingers of mold spread across waterlogged walls.

    Each building checked held the same - nothing. No NPCs, no answers, and perhaps most disturbing…

    “Wait a second,” one Player called out, pausing as her companions gathered around her in the center of town. She jabbed with one finger, directing their attention across the rain-slicked central plaza. “The Teleport Gate is right there, so this has to be the main settlement. But… unless I’m missing something, we’re not in a safe zone. Is that right? Is something broken? Or, God, what is the chance that there are no safe zones here?"

    As if in answer, a sound unlike any they had ever heard filled the empty city. The unearthly bellow seemed to invade their very minds, and even as some Players clapped their hands over their ears, all eyes turned toward the source. As lightning forked across the dark sky, it illuminated the behemoth that towered above them.

    F29.png

    Welcome, Frontliners, to the twenty ninth floor.
     


    Congratulations!!.png

    Activity Strikes:

    • Crozeph | 2
    • Morningstar | 1
    • Oscar | 2
    • Alkor | 3 -> Removed from Raid
    • Cordelia | 1
    • NIGHT | 1


    Total Word Count:

    • Raid Prep: 14,464
    • Team 1: 15,794
    • Team 2: 18,374
    • Team 3: 15,255
    • Team 4: 19,126
    • Staff: 5,386
    • Total: 88,399
    Spoiler

    Player

    Player True Tier Exp Multiplier* Staff Rewards** Final Exp Laurel Wreath
    Macradon 10 1   44199 6629
    Wulfrin 5 1.1 2154 27559 4133
    Morningstar 7 1 2154 33093 4963
    Freyd 18 1.1   87515 13127
    NIGHT 16 1.1 2154 80160 12024
    Hirru 10 1   44199 6629
    Jomei 11 1 2154 50773 7615
    Zandra 11 1.1   53481 8022
    Crozeph 8 1   35359 5303
    Baldur 10 1.1   48619 7292
    Acanthus 6 1   26519 3977
    Arabelle 4 1   17679 2651
    Oscar 9 1   39779 5966
    Alkor 9 1 2154 2154 323

    Katoka 6 1.1   29171 4375
    Cordelia 7 1   30939 4640
    tricolor_mina 6 1.1   29171 4375
    Koga 10 1.1   48619 7292
    Pinball 9 1   39779 5966
    Bahr 9 1   39779 5966
    Lessa 9 1.1 2154 46126 6918
    Zajcica 7 1.1   34033 5104
    Ariel-The Crowned Lion 10 1.1   48619 7292
    Astralin 5 1   22099 3314

    * from slime farm. please notify staff if your slime farm was active but missed.
    ** Staff rewards based on the average participating tier of 8

     

    Raid Rewards | Choose two (2) of the following items:

    • Callisto Claw: (Unique Material); Removes one enhancement on a weapon and replaces it with [Envenom Offensive]. (This effect cannot override the Envenom Offensive enhancement cap. Consumed on use.)

    • Bear Trap: (T4/Consumable - Free Action/Reusable); Once per combat as a free action can reduce a targets EVA to 0. Effect ends at the start of the user's next turn.

    • Bottled Darkness: (T4/Consumable); A salve that applies [Blind] to a weapon for a single thread.

    • Tainted Hide: (T4/Consumable); Lasts for one thread. DoTs inflicted on the user deal half as much damage.

    • Maddening Hex: (Unique Material); Removes an enhancement on a weapon and replaces it with [Madness]. (This cannot override the Madness enhancement cap. Consumed on use.)

       

    New Enhancements:

    [Blind] 
    Cost: 3 Slots
    Cap: 1 Slot
    Effect: Natural Critical Attack Rolls of 9-10 reduce the target's Accuracy, Evasion, and Loot Die by 2 for 2 turns. Does not stack but can be refreshed.
    Applicable to: Salves

    [Madness]
    Cost: 1 Slot
    Cap: 2 Slots
    Effect: Natural Critiacal Attacks rolls of 9-10 (one slot) or natural succcessful attack rolls of 8-10 (two slots) deal (3 * Tier) unmitigated Psychic damage each enemy turn for 4 turns on a Non-Boss enemy. Additional applications increase the stacks by 1. This does not increase the damage, but instead once a target has sustained [Madness 3] the target's next turn is decided by the inflictor of [Madness 3]. This cannot cause an enemy to do anything harmful to itself, but it does treat the inflictor and party members as an ally.
    Applicable to: Weapons 
     

     

     

     

  9. They swarmed Callisto like angry insects, a dark mockery of the honeybee and grumpy bear trope. Light in a kaleidoscope of colors burst like fireworks as Players fell on the dying Floor Boss, weapons of various shapes and sizes piercing its tough hide. The display was hauntingly beautiful against the blood reds and dark shadows of the creature’s lair. Callisto roared its protest, but in its final moments of life, some of the fight seemed to leak away. Did it simply accept its own demise? Was it so discouraged by its failure that it gave up completely? Or were the memories of another life slowly navigating the red haze of rage that clouded its mind? Of a simpler time, when its thoughts were consumed by fish, berries, and long, uninterrupted rests? When the humans simply existed at the edges of his consciousness, as he posed no threat to him, nor they to him. When had that changed? What had lit the fire of all-consuming hatred at its core, and what had continued to stoke the flames until it lost all sense of self? All sense of control?

    As the last of its strength drained away, Callisto’s legs buckled, and its enormous mass crashed to the ground with enough force to send Players stumbling. Eyes glazed with pain and confusion the once magnificent guardian of the woods turned its gaze to the heavens. Rather than the stars, diamonds strewn across black velvet, it found only an oily, otherworldly purple smog. That is wrong, was Callisto’s final thought, before it burst into shimmering slivers of data.

    With its protector felled, the door to worlds yet unexplored stood silent and waiting. Yet as the Players approached, the door creaked open on its own - had it done that before? - and though the gesture was one of welcome, a strange sense of foreboding fell upon the gathered Frontliners. Perhaps it was the unnerving creak of the door swinging on its hinges, or the relentless drum of rain that could be heard even before crossing the threshold. Or something else entirely.

    Undaunted, the bravest among them forged ahead, and emerged into the aforementioned storm. They found themselves in the center of a city, the flickering light from lanterns reflecting off the wet bricks that lined the road. Ducking through open doorways to escape the pelting rain revealed homes and businesses hurriedly abandoned, as rotted food rested on tables, and children's toys lay forgotten on floors. Shutters clung crookedly from broken windows, and the blackened fingers of mold spread across waterlogged walls.

    Each building checked held the same - nothing. No NPCs, no answers, and perhaps most disturbing…

    “Wait a second,” one Player called out, pausing as her companions gathered around her in the center of town. She jabbed with one finger, directing their attention across the rain-slicked central plaza. “The Teleport Gate is right there, so this has to be the main settlement. But… unless I’m missing something, we’re not in a safe zone. Is that right? Is something broken? Or, God, what is the chance that there are no safe zones here?"

    As if in answer, a sound unlike any they had ever heard filled the empty city. The unearthly bellow seemed to invade their very minds, and even as some Players clapped their hands over their ears, all eyes turned toward the source. As lightning forked across the dark sky, it illuminated the behemoth that towered above them.

    F29.png

    Welcome, Frontliners, to the twenty ninth floor.
     


    Congratulations!!.png

    Activity Strikes:

    • Crozeph | 2
    • Morningstar | 1
    • Oscar | 2
    • Alkor | 3 -> Removed from Raid
    • Cordelia | 1
    • NIGHT | 1


    Total Word Count:

    • Raid Prep: 14,464
    • Team 1: 15,794
    • Team 2: 18,374
    • Team 3: 15,255
    • Team 4: 19,126
    • Staff: 5,386
    • Total: 88,399
    Spoiler

    Player

    Player True Tier Exp Multiplier* Staff Rewards** Final Exp Laurel Wreath
    Macradon 10 1   44199 6629
    Wulfrin 5 1.1 2154 27559 4133
    Morningstar 7 1 2154 33093 4963
    Freyd 18 1.1   87515 13127
    NIGHT 16 1.1 2154 80160 12024
    Hirru 10 1   44199 6629
    Jomei 11 1 2154 50773 7615
    Zandra 11 1.1   53481 8022
    Crozeph 8 1   35359 5303
    Baldur 10 1.1   48619 7292
    Acanthus 6 1   26519 3977
    Arabelle 4 1   17679 2651
    Oscar 9 1   39779 5966
    Alkor 9 1 2154 2154 323

    Katoka 6 1.1   29171 4375
    Cordelia 7 1   30939 4640
    tricolor_mina 6 1.1   29171 4375
    Koga 10 1.1   48619 7292
    Pinball 9 1   39779 5966
    Bahr 9 1   39779 5966
    Lessa 9 1.1 2154 46126 6918
    Zajcica 7 1.1   34033 5104
    Ariel-The Crowned Lion 10 1.1   48619 7292
    Astralin 5 1   22099 3314

    * from slime farm. please notify staff if your slime farm was active but missed.
    ** Staff rewards based on the average participating tier of 8

     

    Raid Rewards | Choose two (2) of the following items:

    • Callisto Claw: (Unique Material); Removes one enhancement on a weapon and replaces it with [Envenom Offensive]. (This effect cannot override the Envenom Offensive enhancement cap. Consumed on use.)

    • Bear Trap: (T4/Consumable - Free Action/Reusable); Once per combat as a free action can reduce a targets EVA to 0. Effect ends at the start of the user's next turn.

    • Bottled Darkness: (T4/Consumable); A salve that applies [Blind] to a weapon for a single thread.

    • Tainted Hide: (T4/Consumable); Lasts for one thread. DoTs inflicted on the user deal half as much damage.

    • Maddening Hex: (Unique Material); Removes an enhancement on a weapon and replaces it with [Madness]. (This cannot override the Madness enhancement cap. Consumed on use.)

       

    New Enhancements:

    [Blind] 
    Cost: 3 Slots
    Cap: 1 Slot
    Effect: Natural Critical Attack Rolls of 9-10 reduce the target's Accuracy, Evasion, and Loot Die by 2 for 2 turns. Does not stack but can be refreshed.
    Applicable to: Salves

    [Madness]
    Cost: 1 Slot
    Cap: 2 Slots
    Effect: Natural Critiacal Attacks rolls of 9-10 (one slot) or natural succcessful attack rolls of 8-10 (two slots) deal (3 * Tier) unmitigated Psychic damage each enemy turn for 4 turns on a Non-Boss enemy. Additional applications increase the stacks by 1. This does not increase the damage, but instead once a target has sustained [Madness 3] the target's next turn is decided by the inflictor of [Madness 3]. This cannot cause an enemy to do anything harmful to itself, but it does treat the inflictor and party members as an ally.
    Applicable to: Weapons 
     

     

     

     

  10. From the broken earth at their feet, a low hanging mist began to form, a cacophony of whispers and moans rising to meet them. Lost souls rose from the depths below once more. Tethered to this withering grove by some unknown power. Forced against whatever of their will remained to do the bidding of this corrupted creature. Without direction or much purpose, the spirits circled the grouping of players, creating their own tightrope between the realm of spirits and the physical world. Callisto was able to cross this threshold, becoming partially ethereal in the process. His form would blend with the other souls, his physical form blinking in and out of existence. Blades would phase through the cyan vortex of spirits as they attempted to pin Callisto's form down once more. Only with pinpoint precision could they cut the thread that the raging beast walked upon.

    Round 10 has begun.
    Players will have until 12/19/2024 | 11:59:59 PM (EST) to complete their post

    [Countdown Timer]


    Lair action Descriptions:
    Blooming Decay | LD 1-5 | Callisto will regenerate 1% of his maximum hitpoints at the start of his next turn, when this occurs this effect ends. This buff can be removed before Callisto's turn if Burn is applied/refreshed by your party.
    Nature's Fury | LD 6-10 | At the start of Callisto's next turn, all players are inflicted with bleed 2. If this would refresh an existing bleed, the entire damage is dealt before refreshing. This effect is removed when your party uses their post actions to make a culminative LD (Nimble + Evasion Modifier) roll of 30 to free themselves from their binds and assist their team.
    Stride the Spirit Realm | LD 11-15 | While Callisto has this buff, his evasion is set to 10 and the first successful attack does not deal damage (Status effects will still apply). After the first successful attack, this buff is removed (i.e., successive attacks will deal damage and his evasion is reset to its normal amount). In addition, while under the effects of Stride the Spirit Realm, all activated Accuracy bonuses (Rally, Concentration, etc.) provide double the normal accuracy modifier during player's attacks.
    Addled Memory | LD 16-20 | Harrowing sounds of old drown out deeper thoughts, your party can no longer use items until the start of Callisto's next turn. This effect is removed when your party uses their post action to make a culminative LD (Searching + Detect + Trinket + Food) roll of 30 to shake themselves out of this stupor. 

    Lair Action Roll:

    ID 239027 | LD 11 -> Stride the Spirit Realm

  11. CALLISTOHPBAR_R7.png.8317ace8d0dfbf99bc2bf89b5e90d92a.pngThe beast staggered forward, its massive form looming like a shadow cast over the dying land. Once a proud guardian of the forest, the bear now stood as a grotesque reflection of its former self, its fur matted and blackened with the corruption that seeped through its flesh. Deep, jagged wounds bled darkness rather than blood, oozing onto the cracked earth as though the forest itself were trying to purge its own sickness. Its breath came in ragged, guttural heaves, hot vapor curling from its maw like smoke from a smoldering pyre.

    Around it, the forest crumbled. Towering oaks twisted into warped spirals, their bark flaking off in ashen sheets, disintegrating into the fetid air. The ground buckled and cracked beneath the bear’s weight, roots writhing as though trying to retreat from the corruption that poured from every step it took. Leaves that had once glistened in the dappled light of day now hung limp and gray, as if drained of their life. The world itself recoiled in silent agony.

    The bear’s eyes glowed with a pale white stained with venomous ink, swirling like a storm caught behind glass. Madness danced within them, but deeper still lay a glimmer of something else—pain. This was not its war, not its hatred, but a curse it could no longer fight. With a shuddering roar that split the deadened air, it charged forward, each lumbering step shaking the earth. Its claws, now jagged obsidian talons, carved furrows into the soil as it swung at unseen foes. Every movement was met with the groaning of the forest, the very earth threatening to collapse into itself, as if trying to bury the beast and its torment forever.

    Adjustments:
    Press The Attack removed form blocks
    Arabelle | Hyperactive removed from block
    Cordelia | Hate Adjusted: +1 = 6

    Cooldowns:
    Jomei | Focused Howl restored, Charge 2/3
    Lessa | Hyperactive recharges, Press The Attack 2/3
    Pinball | Vanish 3/3
    Cordelia | Charge 2/3
    Arabelle | Charge 2/3

    Lair Action Defense:
    Bahr -> Stride of the Spirit Realm Fades

    Applications:
    [Delay] ACC -2 under rampage | -1 CD
    Shatter, Rend, Bleed, Blight, Burn, Frostbite, Static fade from Callisto

    Damage:
    Jomei | 0
    Pinball | 435 ,{Delay}
    Arabelle | 605
    Lessa | 0
    Cordelia | 435
    Bahr | 0
    DoT | 504
    Total Dealt: 1475 + 504  DMG
    Rampage Stacks | 4 (+200 DMG, +4 ACC)


    Totem of the Bear -> Jomei's Hatred reduced by -1
    Post Action Target -> Jomei
    ID 239023 | BD 8 (Crit w/ Focus) | CD 9(-1)=8 | Reckless Ensnare
    Jomei is Ensnared

    [Delay] Fade
    Rampage reset to 0


    Players:

    [12] Jomei | HP: 1098/1152 | EN: 116/134 | DMG: 8 | MIT:214 | ACC:5 | TAUNT | F-SPIRIT | EVA: 8 | BH:63 | HB: 51 | VAMP-D: 127 | BLI: 32/-20  | LD:1 | DOTE: 2/3 | [TXC VNM 64/1], [ENV-O 64/1] | COUNTER [25%] | ENSNARED
    [9] Arabelle | HP: 816/816 | EN: 13/106 | DMG: 26 | MIT:80 | ACC:5 | EVA:1 | THORNS:40 | BH:41 | HB: 33 | VAMP-D: 82 | RISK: 8 | FLN: 8 | BLD: 48 | BLI: 32/-20  | LD:1 | DOTE: 1/3 | HELLSTORM: 80 | STNG [x1]
    [6] Cordelia | HP: 920/920 | EN: 37/114 | DMG: 28 | MIT:80 | ACC:7 | AA | PHASE | EVA:5 | BH:51 | HB: 20 | HLY: 16 | LD: 0 | TROLLS-B | DOTE: 3/3
    [8] Pinball | HP: 1032/1032 | EN: 23/122 | DMG: 25 | ACC:7 | EVA:6 | BH:73 | HB: 45 | BLD:48 | BLI: 32/-20  | BRN: 56 | STC: 40 | TXC-V: 32 | LD:6 | DOTE: 3/3 | HELLSTORM: 80 | STNG [x1] | JEWEL | Clean
    [0] Lessa  | HP: 1081/1081 | EN: 98/126 | DMG: 13 | MIT:187 | EVA:2 | THORNS:72 | BH:32 | HB: 43 | MENDING: 2 | REC: 8 | HLY: 8 | DOTE: 3/3 | PROB:36 | Clean
    [11]Bahr | HP: 1035/1035 | EN: 86/124 | DMG: 24 | MIT:163 | ACC: 7 | EVA: 4 | BH: 52 | HB: 21 | REC: 4 | FLN: 8 | HLY: 16 | PHASE | LD:5 | DOTE: 1/3 | Clean

    Callisto the Tainted | DMG: 300[+200] | MIT: 65 | ACC: -1[4][-1] | EVA:0 | BLIND 2 (8-10) | RAMPAGE [4/6] | Iron Flesh | [TXC-V 64/1] | [ENV-O 32/2] | [ENV-O 32/2]

  12. As colored yet horrific fragrance wafts through the air, that same fog would move its sights upon an unsuspecting gaggle of digital avatars. It would burn upon the skin like standing too close to an open flame, the smell a mix of rotten vegetation with the slightest dash of metallic undertone. Their very ears would ring to signify how unwelcome this dust was, and their eyes would begin to blur. A roar from within that coverage, as if it was under his command. Callisto was not done, and its ally had found itself into the ballroom blitz. That violet hued wave of pungent welcoming rolls across the room like the most bitterly biting wave of disapproval. Up was down, hands felt like feet, and the air tasted sublimely like oregano. Perhaps this was the door to madness, or perhaps that was the entrance to this grove. Screens become fuzzy, and maps end up on the flip side. Could the players figure out how to navigate their inventories with everything mixed up?

    Round 10 has begun.
    Players will have until 12/19/2024 | 11:59:59 PM (EST) to complete their post

    [Countdown Timer]


    Lair action Descriptions:
    Blooming Decay | LD 1-5 | Callisto will regenerate 1% of his maximum hitpoints at the start of his next turn, when this occurs this effect ends. This buff can be removed before Callisto's turn if Burn is applied/refreshed by your party.
    Nature's Fury | LD 6-10 | At the start of Callisto's next turn, all players are inflicted with bleed 2. If this would refresh an existing bleed, the entire damage is dealt before refreshing. This effect is removed when your party uses their post actions to make a culminative LD (Nimble + Evasion Modifier) roll of 30 to free themselves from their binds and assist their team.
    Stride the Spirit Realm | LD 11-15 | While Callisto has this buff, his evasion is set to 10 and the first successful attack does not deal damage (Status effects will still apply). After the first successful attack, this buff is removed (i.e., successive attacks will deal damage and his evasion is reset to its normal amount). In addition, while under the effects of Stride the Spirit Realm, all activated Accuracy bonuses (Rally, Concentration, etc.) provide double the normal accuracy modifier during player's attacks.
    Addled Memory | LD 16-20 | Harrowing sounds of old drown out deeper thoughts, your party can no longer use items until the start of Callisto's next turn. This effect is removed when your party uses their post action to make a culminative LD (Searching + Detect + Trinket + Food) roll of 30 to shake themselves out of this stupor. 

    Lair Action Roll:

    ID 239026 | LD 16 -> Addled Memory

  13. CALLISTOHPBAR_R7.png.8317ace8d0dfbf99bc2bf89b5e90d92a.pngThe beast staggered forward, its massive form looming like a shadow cast over the dying land. Once a proud guardian of the forest, the bear now stood as a grotesque reflection of its former self, its fur matted and blackened with the corruption that seeped through its flesh. Deep, jagged wounds bled darkness rather than blood, oozing onto the cracked earth as though the forest itself were trying to purge its own sickness. Its breath came in ragged, guttural heaves, hot vapor curling from its maw like smoke from a smoldering pyre.

    Around it, the forest crumbled. Towering oaks twisted into warped spirals, their bark flaking off in ashen sheets, disintegrating into the fetid air. The ground buckled and cracked beneath the bear’s weight, roots writhing as though trying to retreat from the corruption that poured from every step it took. Leaves that had once glistened in the dappled light of day now hung limp and gray, as if drained of their life. The world itself recoiled in silent agony.

    The bear’s eyes glowed with a pale white stained with venomous ink, swirling like a storm caught behind glass. Madness danced within them, but deeper still lay a glimmer of something else—pain. This was not its war, not its hatred, but a curse it could no longer fight. With a shuddering roar that split the deadened air, it charged forward, each lumbering step shaking the earth. Its claws, now jagged obsidian talons, carved furrows into the soil as it swung at unseen foes. Every movement was met with the groaning of the forest, the very earth threatening to collapse into itself, as if trying to bury the beast and its torment forever.


    Adjustments:
    Katoka | Damage adjusted from 827 to 845
    Koga | Madness damage applied, Madness counter reduced by 1

    Lair Action Defense:
    Oscar | Requirement Met -> Addled Memory fades

    Cooldowns:
    Morningstar | Charge [1/3]
    Koga | Rending Familiar [1/5], Focused Howl [1/5]
    Oscar | Grappling Familiar [7/7]
    Astralin | Quick Change [2/3]

    Applications:
    [REND 28/2]
    [Delay] ACC -2 under rampage | -1 CD

    Damage:
    Oscar | 0
    Morningstar | 515 {Delay}
    Katoka | 845
    Astralin | 0
    Koga | 0
    Total Dealt: 1360
    Rampage Stacks | 2 (+100 DMG, +2 ACC)


    Callisto sustains 28 DMG via REND

    Totem of the Bear -> Koga's Hatred reduced by -1
    Post Action Target -> Koga
    ID  239022 | BD 10 | CD 12(-1)=11 | Halls of Madness Activates:
    Morningstar takes: 500-60=440 | Inflicted with Madness 1 12/4 becomes Madness 1 12/8 from JEWEL
    Oscar takes: 500-187=313 | Inflicted with Madness 1 12/4
    Katoka takes: 500-38=462 | Inflicted with Madness 1 12/4
    Astralin takes: 500-80=420 | Inflicted with Madness 1 12/4
    Koga takes: 500-0=500 | Madness stacked to 2 and refreshed

    [Delay] Fade
    Rampage reset to 0


    Players:

    [8] Morningstar | HP: 515/955 | EN: 55/118 | DMG: 27 | MIT: 60 | ACC:8 | AA | EVA:6 | BH:51 | REC: 8 | FLN: 16 | PARA-V | LD:5 | PROSP:3 | DOTE: 1/3 | HELLSTORM: 80 | PROB:36 | JEWEL | Clean | [Madness 1 12/8]
    [5] Oscar | HP: 733/1058 | EN: 110/124 | DMG: 27 | MIT:187 | ACC:3 | PHASE | EVA:2 | BH:58 | REC: 4 | HLY: 16 | BLI: 32/-20 | LD:11 | Clean | [MADNESS 1 12/4]

    Alkor | Removed due to inactivity 3/3 Strikes
    [8] Katoka | HP: 338/800 | EN: 57/114 | DMG: 28 | MIT:38 | ACC:8 | EVA:3 | BH:40 | REC: 8 | FLN: 16 | HLY: 16 | DOTE: 1/3 | HELLSTORM: 80 | Clean | [Madness 1 12/4]
    [5] Astralin | HP: 385/805 | EN: 76/108 | DMG: 23 | MIT: 80 | ACC:4 | PHASE | EVA:5 | BH:14 | REC: 4 | STC: 40 | FRZ: 64 | LD:1 | DOTE: 1/3 | Clean | [Madness 1 12/4]
    [10] Koga | HP: 220/1081 | EN: 73/128 | DMG: 31 | MIT: 0 | ACC: 7[-4] | EVA: 4[-4] | BH: 59 | HB: 24 | VAMP-D: 119 | FLN: 16 | BRN: 56 | HELLSTORM: 80 | JEWEL | Clean | LD [-4] [Madness 2 12/8] | [Blind 2]

    Callisto the Tainted | DMG: 300[+100] | MIT: 65 | ACC: -1[+2][-2] | EVA:0 | BLIND 2 (8-10) | RAMPAGE [4/6] | Iron Flesh | [TXC-V 64/1] | [ENV-O 32/2] | [ENV-O 32/2]

  14. As colored yet horrific fragrance wafts through the air, that same fog would move its sights upon an unsuspecting gaggle of digital avatars. It would burn upon the skin like standing too close to an open flame, the smell a mix of rotten vegetation with the slightest dash of metallic undertone. Their very ears would ring to signify how unwelcome this dust was, and their eyes would begin to blur. A roar from within that coverage, as if it was under his command. Callisto was not done, and its ally had found itself into the ballroom blitz. That violet hued wave of pungent welcoming rolls across the room like the most bitterly biting wave of disapproval. Up was down, hands felt like feet, and the air tasted sublimely like oregano. Perhaps this was the door to madness, or perhaps that was the entrance to this grove. Screens become fuzzy, and maps end up on the flip side. Could the players figure out how to navigate their inventories with everything mixed up?

    Round 10 has begun.
    Players will have until 12/19/2024 | 11:59:59 PM (EST) to complete their post

    [Countdown Timer]


    Lair action Descriptions:
    Blooming Decay | LD 1-5 | Callisto will regenerate 1% of his maximum hitpoints at the start of his next turn, when this occurs this effect ends. This buff can be removed before Callisto's turn if Burn is applied/refreshed by your party.
    Nature's Fury | LD 6-10 | At the start of Callisto's next turn, all players are inflicted with bleed 2. If this would refresh an existing bleed, the entire damage is dealt before refreshing. This effect is removed when your party uses their post actions to make a culminative LD (Nimble + Evasion Modifier) roll of 30 to free themselves from their binds and assist their team.
    Stride the Spirit Realm | LD 11-15 | While Callisto has this buff, his evasion is set to 10 and the first successful attack does not deal damage (Status effects will still apply). After the first successful attack, this buff is removed (i.e., successive attacks will deal damage and his evasion is reset to its normal amount). In addition, while under the effects of Stride the Spirit Realm, all activated Accuracy bonuses (Rally, Concentration, etc.) provide double the normal accuracy modifier during player's attacks.
    Addled Memory | LD 16-20 | Harrowing sounds of old drown out deeper thoughts, your party can no longer use items until the start of Callisto's next turn. This effect is removed when your party uses their post action to make a culminative LD (Searching + Detect + Trinket + Food) roll of 30 to shake themselves out of this stupor. 

    Lair Action Roll:

    ID 239024 | LD 19 -> Addled Memory 

  15. CALLISTOHPBAR_R7.png.8317ace8d0dfbf99bc2bf89b5e90d92a.pngThe beast staggered forward, its massive form looming like a shadow cast over the dying land. Once a proud guardian of the forest, the bear now stood as a grotesque reflection of its former self, its fur matted and blackened with the corruption that seeped through its flesh. Deep, jagged wounds bled darkness rather than blood, oozing onto the cracked earth as though the forest itself were trying to purge its own sickness. Its breath came in ragged, guttural heaves, hot vapor curling from its maw like smoke from a smoldering pyre.

    Around it, the forest crumbled. Towering oaks twisted into warped spirals, their bark flaking off in ashen sheets, disintegrating into the fetid air. The ground buckled and cracked beneath the bear’s weight, roots writhing as though trying to retreat from the corruption that poured from every step it took. Leaves that had once glistened in the dappled light of day now hung limp and gray, as if drained of their life. The world itself recoiled in silent agony.

    The bear’s eyes glowed with a pale white stained with venomous ink, swirling like a storm caught behind glass. Madness danced within them, but deeper still lay a glimmer of something else—pain. This was not its war, not its hatred, but a curse it could no longer fight. With a shuddering roar that split the deadened air, it charged forward, each lumbering step shaking the earth. Its claws, now jagged obsidian talons, carved furrows into the soil as it swung at unseen foes. Every movement was met with the groaning of the forest, the very earth threatening to collapse into itself, as if trying to bury the beast and its torment forever.


    Adjustments:
    NIGHT | Activity Strike (1/3)
    Zajcica |  HP Adjusted: 975+54 (BH) = 989 - 60 (DoT after Prob 36)  = 929 + 60 (Mass Heal) = 989, EN Adjusted: 64+4+2 = 70-13 =58 EN, Damage Adjusted: 13*12=156-45 (MIT after BLI reduc.)= 111 Damage
    Ariel | HP Adjusted: 1035 (at full from Zajcica Mass Heal so no BH)-96 = 939 HP

    Lair Action Defense:

    None: Nature's Fury Activates -> Part Inflicted with Bleed 96/2. Mina and Hirru are immune

    Cooldowns:
    Hirru |  Press The Attack CD [1/3]
    Tricolor Mina | Charge restored , Assault Mode restored
    Ariel | Charge CD [1/3], Concentration CD [1/5]

    Applications:
    Stun - Acanthus
    Delay - Zajcica

    Damage:
    Hirru | 0
    Zajcica | 111 {Delay}
    Acanthus | 515 {Stun)
    NIGHT | 0
    Tricolor Mina | 748
    Ariel | 967
    DOT | 0
    Total Dealt: 2,341
    Rampage Stacks 4 | (+200DMG, +4ACC)


    Totem of the Bear->Zajcica's Hatred reduced by -1
    Post Action Target -> Zajcica
    ID 239020 | BD 1 | CD 6(-1)=5 | Miss. Ichorus Sweep Disabled

    Rampage reset to 0


    Players:

    Blessing of the Wood: HP 250/250
    [14] NIGHT | HP: 1344/1404 | EN: 90/150 | DMG: 26 +4 | MIT:104 | ACC: 7 (6+1 AA) | AA | F-SPIRIT | EVA:6 | BH:77 | HB: 62 | VAMP-D: 154 | LD:8 | PROSP:3 | HELLSTORM: 80 | JEWEL | PROB:36 | HORN | Bleed 96/3
    [4] Hirru | HP: 1176/1176 | EN: 100/110 | DMG: 1 | MIT:163 | EVA:2 | BLD-IM (N) | THORNS:36 | BH:59 | HB: 47 | MENDING: 2 | REC: 8 | LD:11 | PROB:36 | HORN 
    [10] Acanthus | HP: 876/936 | EN: 40/92 | DMG: 26 +4 | MIT:132 | ACC:8 | AA | EVA:3 | BRN-IM | VAMP-D: 45 | REC: 8 | LD:8 | HELLSTORM: 80 | PROB:36 | HORN | Bleed 96/1
    [20] Zajcica | HP: 989/989 | EN: 57/98 | DMG: 12 | MIT:319 | ACC:4 | FL.AURA: 16 | FR.AURA: 16 | FR.THORNS: 8/16 | THORNS:112 | BH:54 | BLD: 48 | LD:5 | PROB:36 | HORN | Bleed 96/1
    [9] Ariel | HP: 939/1035 | EN: 9/108 | DMG: 29 | MIT:0 | ACC:6 | AA | PHASE | EVA:3 | BH:57 | HB: 46 | REC: 3 | RISK: 8 | FLN: 16 | TXC-V: 32 | LD:9 | HORN | Bleed 96/1 | HYPE (1/3 remain)
    [9] Tricolor Mina | HP: 874/874 | EN: 34/112 | DMG: 27+4 | MIT:78 | ACC:6 | AA | PHASE | BLD-IM (N) | THORNS:40 | REC: 8 | HLY: 16 | LD:4 | HELLSTORM: 80 | HORN

    Callisto the Tainted | DMG: 300[+200] | MIT: 65 | ACC: -1[+4][-2]| | EVA:0 | BLIND 2 (8-10) | RAMPAGE [4/6] | Iron Flesh | [TXC-V 64/1] | [ENV-O 32/2] | [ENV-O 32/2]

  16. A frenzy of mangled vines continued to rip and tear into the players. With intent to maim, crush, kill - all of Callisto's rage seeped into nature itself like a venomous poison. An extension of the deformed bear itself, the grove's champion now had extra reach to occupy the intruders. Sharpened barbs climb upon ankles and slink themselves through slips in armor with ease. An earthen smell and a puncture of the skin confirms they were about to be dragged to the ground, a wench to remove these wretched invaders from the strength to stand. The gentle ticks of bars as the near insignificant damage would foreshadow something much greater to come. Rooted by the very roots they had trampled upon, bundled and ready to be delivered to the overseer's waiting maw. Those players would have but a moment or two to see themselves free, else the teeth upon their skin would begin to chew.

    Round 10 has begun.
    Players will have until 12/19/2024 | 11:59:59 PM (EST) to complete their post

    [Countdown Timer]


    Lair action Descriptions:
    Blooming Decay | LD 1-5 | Callisto will regenerate 1% of his maximum hitpoints at the start of his next turn, when this occurs this effect ends. This buff can be removed before Callisto's turn if Burn is applied/refreshed by your party.
    Nature's Fury | LD 6-10 | At the start of Callisto's next turn, all players are inflicted with bleed 2. If this would refresh an existing bleed, the entire damage is dealt before refreshing. This effect is removed when your party uses their post actions to make a culminative LD (Nimble + Evasion Modifier) roll of 30 to free themselves from their binds and assist their team.
    Stride the Spirit Realm | LD 11-15 | While Callisto has this buff, his evasion is set to 10 and the first successful attack does not deal damage (Status effects will still apply). After the first successful attack, this buff is removed (i.e., successive attacks will deal damage and his evasion is reset to its normal amount). In addition, while under the effects of Stride the Spirit Realm, all activated Accuracy bonuses (Rally, Concentration, etc.) provide double the normal accuracy modifier during player's attacks.
    Addled Memory | LD 16-20 | Harrowing sounds of old drown out deeper thoughts, your party can no longer use items until the start of Callisto's next turn. This effect is removed when your party uses their post action to make a culminative LD (Searching + Detect + Trinket + Food) roll of 30 to shake themselves out of this stupor. 

    Lair Action Roll:

    ID 239205 | LD 9 -> Nature's Fury

  17. CALLISTOHPBAR_R7.png.8317ace8d0dfbf99bc2bf89b5e90d92a.pngThe beast staggered forward, its massive form looming like a shadow cast over the dying land. Once a proud guardian of the forest, the bear now stood as a grotesque reflection of its former self, its fur matted and blackened with the corruption that seeped through its flesh. Deep, jagged wounds bled darkness rather than blood, oozing onto the cracked earth as though the forest itself were trying to purge its own sickness. Its breath came in ragged, guttural heaves, hot vapor curling from its maw like smoke from a smoldering pyre.

    Around it, the forest crumbled. Towering oaks twisted into warped spirals, their bark flaking off in ashen sheets, disintegrating into the fetid air. The ground buckled and cracked beneath the bear’s weight, roots writhing as though trying to retreat from the corruption that poured from every step it took. Leaves that had once glistened in the dappled light of day now hung limp and gray, as if drained of their life. The world itself recoiled in silent agony.

    The bear’s eyes glowed with a pale white stained with venomous ink, swirling like a storm caught behind glass. Madness danced within them, but deeper still lay a glimmer of something else—pain. This was not its war, not its hatred, but a curse it could no longer fight. With a shuddering roar that split the deadened air, it charged forward, each lumbering step shaking the earth. Its claws, now jagged obsidian talons, carved furrows into the soil as it swung at unseen foes. Every movement was met with the groaning of the forest, the very earth threatening to collapse into itself, as if trying to bury the beast and its torment forever.


    Adjustments:
    Baldur | survival additional healing (from this round and last): 54 No change to HP as already full
    Wulfrin | survival additional healing (from this round and last): +42 HP - Only needed 10. HP full.
    Crozeph | Activity Strike 2/3

    Lair Action Defense:
    Baldur | Hit -> Stride of the Spirit Realm fades

    Cooldowns:
    Freyd |  Grappling Familiar refreshed
    Zandra | Press The Attack refreshed
    Baldur | Charge refreshed
    Macradon | Parry [2/3]

    Applications:
    [Delay] ACC -2 under rampage | -1 CD 
    [Stunned] Ichorus Sweep Disabled (Team 2)
    [Barrier] damage to party reduced by 15%

    Damage:
    Wulfrin | 511 - delay applied
    Freyd | 0
    Baldur |  0 - Stride of The Spirit Realm, Stun applied
    Macradon | 530
    Zandra | 0
    Crozeph | 0
    Total: 592
    Rampage Stacks | 3 ( +150 DMG. +3 ACC)


    Totem of the Bear->Freyd's Hatred reduced by -1
    Post Action Target -> Freyd
    ID  293021 | BD 10 (Crit) | CD 6(-1)=5 | Critical Hit on Freyd. Ichorus Sweep Disabled. Deals 450-315=135 Damage to Freyd. Inflicts Blind 2 - Blocked by Antidote
    ->Cain: 50

    [Stun] Fade
    [Delay] Fade
    Rampage reset to 0


    Players:

    [18] Macradon | HP: 1115/1115 | EN: 52/130 | DMG: 25 | MIT:179 | ACC:7 | PHASE | RHINO 2.6 (40%) [1/1] | F-SPIRIT | FR.AURA: 8 | FR.THORNS: 8/16 | BH:61 | VAMP-O: 123 | REC: 4 | HLY: 16 | LD:5 | PROB:36 | HORN 
    [19] Wulfrin | HP: 829/829 | EN: 67/108 | DMG: 28 | MIT:92 | ACC:9 | AA | EVA:1[+1, -1 (RH)] | BLD-IM (N) | BH:27 | REC: 8 | FRB: 40 | TXC-V: 32 | FRZ: 64 | LD:3 | BIZ-DOTE: 1/3 | HELLSTORM: 80 | STNG [x1] | PROB:36 | JEWEL | HORN | Clean
    [41] Freyd | HP: 1377/1512 | EN: 169/178 | DMG: 8| MIT: 315 | ACC:7 | AA | TAUNT 3 | F-SPIRIT | EVA:4 | THORNS: 40 | BH: 83 | VAMP-D: 83 | VAMP-O: 166 | BLD: 96 | ENV-O: 32 | FRB: 40 | FRZ: 64 | PARA-V | LD:8 | DOTE 2/3 | PROB:48 | CAIN: 50 | HORN | Clean
    [14] Zandra | HP: 1127/1127 | EN: 86/130 | DMG: 18 | MIT:195 | ACC:3 | FRZ-IM | PARA-IM | FL.AURA: 16 | MENDING: 2 | FLN: 16 | BRN: 56 | DOTE: 1/3 | PROB:48 | HORN | Clean
    [14] Baldur | HP: 1053/1053 | EN: 94/128 | DMG: 28 | MIT:8 | ACC:8+1[+1] | AA | KEEN: 1 | EVA:4 | THORNS:40 | BH:58 | REC: 8 | FLN: 8 | BRN: 56 | BLT 32 | LD:3 | HELLSTORM: 80 | DOTE: 1/3 | STNG [x1] | HORN
    [6] Crozeph | HP: 830/840 | EN: 51/102 | DMG: 22 | MIT:104 | ACC: [3] 7 | AA | PHASE | EVA: [-2] 2 | PARA-IM | BH:46 | REC: 4 | RISK: 8 | FLN: 16 | LD: [-3] 1 | HORN | [Blind 2] | [Madness I 12/3]

    Callisto the Tainted | DMG: 300[+150] | MIT: 65 | ACC: -1[+3][-1] | EVA:0 | BLIND 2 (8-10) | RAMPAGE [3/6] | Iron Flesh | [TXC-V 64/1] | [ENV-O 32/2] | [ENV-O 32/2]

  18. From the broken earth at their feet, a low hanging mist began to form, a cacophony of whispers and moans rising to meet them. Lost souls rose from the depths below once more. Tethered to this withering grove by some unknown power. Forced against whatever of their will remained to do the bidding of this corrupted creature. Without direction or much purpose, the spirits circled the grouping of players, creating their own tightrope between the realm of spirits and the physical world. Callisto was able to cross this threshold, becoming partially ethereal in the process. His form would blend with the other souls, his physical form blinking in and out of existence. Blades would phase through the cyan vortex of spirits as they attempted to pin Callisto's form down once more. Only with pinpoint precision could they cut the thread that the raging beast walked upon.

    Round 9 has begun.
    Players will have until 12/14/2024 | 11:59:59 PM (EST) to complete their post

    [Countdown Timer]


    Lair action Descriptions:
    Blooming Decay | LD 1-5 | Callisto will regenerate 1% of his maximum hitpoints at the start of his next turn, when this occurs this effect ends. This buff can be removed before Callisto's turn if Burn is applied/refreshed by your party.
    Nature's Fury | LD 6-10 | At the start of Callisto's next turn, all players are inflicted with bleed 2. If this would refresh an existing bleed, the entire damage is dealt before refreshing. This effect is removed when your party uses their post actions to make a culminative LD (Nimble + Evasion Modifier) roll of 30 to free themselves from their binds and assist their team.
    Stride the Spirit Realm | LD 11-15 | While Callisto has this buff, his evasion is set to 10 and the first successful attack does not deal damage (Status effects will still apply). After the first successful attack, this buff is removed (i.e., successive attacks will deal damage and his evasion is reset to its normal amount). In addition, while under the effects of Stride the Spirit Realm, all activated Accuracy bonuses (Rally, Concentration, etc.) provide double the normal accuracy modifier during player's attacks.
    Addled Memory | LD 16-20 | Harrowing sounds of old drown out deeper thoughts, your party can no longer use items until the start of Callisto's next turn. This effect is removed when your party uses their post action to make a culminative LD (Searching + Detect + Trinket + Food) roll of 30 to shake themselves out of this stupor. 

    Lair Action Roll:

    ID 238724| LD 11 -> Stride the Spirit Realm

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