Namine
Explorer of Wonderland
Posts: 3,209
Threads: 158
Joined: Mar 2007
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RE: Zombie Invasion!
It's been a LONG time but finally finished exams today and the start of a one week break ^_^
A small change as well: instead of giving OCA, i'll just give out the cards directly as treasure drops depending on the same system of number choices
Kadar receives Assaulter card.
Huntress receives Blue Potion.
<><><>
(much delayed) Zombie Invasion- Round 5
Tarot: High Priestess
6 zombies, 3 ghouls with 2 phendarks guarded their former queen's treasures and they will fight the heroes to the death to defend their prized possessions.
The song Eternal Chaos is played. Zombies and monsters in this battle takes double amount of damage.
Stop has been used to remove one Phendark from the battle.
Stop has been used to remove the other Phendark from the battle.
During the zombies' weakened state due to the power of Eternal Chaos, the heroes used all 4 of their weapons and a series of spell castings to destroy the massive amount of zombies. Fortunately, the heroes destroyed the zombies without receiving any damage!
The heroes proceeded to the deceased prison queen's treasure chamber, and is amazed at their discovery!
Items Received this Round
-6 weapons
-Dragon Tail card
-Shinobi card
-Wild Rose card
-3 White Potion
-Faith Scroll (protects item owner from 1 underling conversion)
While the heroes rejoice in their discovery, horrible cries of slaughter echoed throughout the entire prison. It seems that a cruel fate has met upon the prisoners in the torture chamber... Pray that they can find peace which they never had here in the afterlife.
It seems that the death of the prison queen has caused right a hassle and that Glast Heim Castle itself seems to lightly tremble in resonance. Maybe the tremble is caused by the ghostly armies of Glast Heim- sets after sets of possessed armors moving without fleshes drawing their swords and bows, marching off to fight to rid the castle of all invaders...
Pick your option of what to do next. Voting ends on Wednesday the 20th.
End of Glastheim prison arc. You will no longer return to the prison within the game. Say bye to the ever annoying, sonic blowing Rybios and soul destroying Phendarks. Now, prepare yourself for the next set of advanced units. ^_~
Expect a gradual increase in vagueness of hints from now on. 4 Rounds should be enough to get a hang of the game play?
a) Escape
-Escaping from Glast Heim is the foremost priority, even if it is to risk the hidden horrors of the cannibal monsters...
b) Book of Spells
-The dark castle holds much to be desired for. Its library of magical spellbooks is one any wizard will die craving for.
c) Merchant's Greed
-One must wonder far into danger in order to proclaim the greatest of all wealth with luck.
~ Pyo! (Linker) ~ Pyuu (Sniper) ~ Namine (FS HP) ~ Cessini (Stalker) ~ Meteor Storm (ME HP) ~
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02-16-2008, 02:48 AM |
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