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Posts from 🍁Nine Ancient Obelisks Auto-translated

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#8801
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- Escort. Hey, can you come in!
Responding to the protector's call, a new face appears in the room.

- H-hello...
- This is Sicily Krau, one of the mages from the Guild of Wonders. She needs to be secretly escorted to Zuthyshm by land.
- This is a s-s-suicidal m-m-mission... We're all g-g-going to d-d-die... Or b-b-become s-s-skeletons... Better r-r-run while you s-s-still can...
—Hello, Lady Krau. It's always a pleasure to hear such an optimistic attitude. —smiling at the sorceress, he turns back to the protector: —So, an Asakhin samurai, a Margel priest, an Asugukh scholar, and a sorceress walk into the capital of a hostile necromantic empire... Okay, I'm just in a good mood today, but seriously... Do you have any detailed plans for carrying out this enterprise?

Whatever
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#8802
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Heroist
—Hello, Lady Crowe. It’s always a pleasure to hear such an optimistic outlook. —smiling at the sorceress, he turns back to the protector: —So, an Asakhin samurai, a Margel priest, an Asugukh scholar, and a sorceress walk into the capital of a hostile necromantic empire... Never mind, I’m just in a good mood today, but seriously... Do you have any specific details about how this venture will be carried out?
- Ta-da!

Baka displays a map of parts of the territories of Asugukh and the Haran Empire, drawn on a white sheet of paper.
- I’m not a cartographer or an artist, so I can’t guarantee absolute accuracy or beauty, but it should be good enough for this mission. I call it the “Bakakarta”... Uh, is it clear what and where everything is? If so, I’ll move on to explaining the details of the operation.
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#8803
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🐱🐲: They will be crawling along that route for a couple of months.
⛓️♿: Especially with our favorite travel mechanic.
🎪🏹: Bye, Asmidul!
🐱🐲: No, Asmidul is a paying player with VIP status, so he'll be fine. But it will take a long time, that's for sure.
А, вот почему.

🏹🎪+⛓️♿=💕
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#8804
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- Ta-da!

Baka displays a map of parts of the Asuguh and Haran Empire territories, drawn on a white sheet of paper.
- I'm not a cartographer or an artist, so I can't guarantee absolute accuracy or beauty, but it should be good enough for this mission. I call it the "Bakakarta"... Uh, is it clear what and where everything is? If so, I'll move on to explaining the details of the operation.
—Legendary. —the miner says after a while. —With such a Bakakarta, no Baka villain is scary. As I understand it, we will use the old Ruzaniel tunnel? And do the points connect some transit points, timeframes, or are they simply placed for convenience? Otherwise, everything is clear.

Whatever
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#8805
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Will there be a recalculation taking taunt into account? Who do we need for the final battle? Obviously, we need Lampr with permanent damage, Ushu with ranged attacks, and preferably Genz, if he can make it. Kamik will definitely be able to join, and Honor and Scar don't seem to be that necessary... But there's at least one more weakling hiding there, so we need to bring them in too.
E si sui vius, er mi grans benananza,
e si ieu muoir, er mi grans deliuriers
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#8806
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There's an option: the Gen-Zar simply steps on the Obsos, or hides himself to save Kami's action points. We need a speed boost for Ushu.
I've already forgotten what characteristic determines invisibility. Does perception need to be higher than agility? Then he'll see me anyway; it's easier to just bump into him.
Author
Who do we need for the final battle?
Well, Honor with Lightning would be useful, I think.
My sword, my trusted ally, unphased by my aspect.
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#8807
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Heroist
—Legendary. —after a while the miner utters. —With a Bakakarta like that, no baka-villain is a threat. As I understand it, we'll be using the old Ruzaniel tunnel? And are the points connected by some kind of waystations, timeframes, or just placed for convenience? Everything else is clear.
- No, it won't do. We never used it and we don't know what to expect there. - Baka scratches the back of his head uncertainly. - I built this route based on our reconnaissance data, and by my estimates, if we follow it precisely, the chances of successfully completing the mission are the highest. 
- O-one percent isn't m-m-much better than z-z-zero... - The voiced objection came from the newcomer, but the Protector ignored it and began explaining the mission details. 

Point 1 (the location where some time ago the siege engines stood, with which Aristocrius was bombarding Ruzaniel with plague zombies). 
- Stage 1: reach the walls (x3 33% chance of encountering scattered zombies). 
- Stage 2: descend from the walls (a climbing hook must be equipped in the offhand slot).
- Stage 3: immediately after descending, fight through the remnants of Aristocrius's army that have lost their command.
Travel time: 5 days. 

Point 2 (wilderness on the border of Tung and Larsidan).
- Stage 4: clear the location of wild beasts. 
- Stage 5: set up camp, restore health and AP. 
Travel time: 7 days. 

Point 3 (Danga-Tung road)
- Stage 6: cross the road (80% chance of encountering Harran forces).
Travel time: 5 days. 

Point 4 (Divara-Mande road)
- Stage 7: traverse the wilderness (here there is a chance of encountering the so-called Grim Reaper, one of the anomalies of the Harran Empire, which has a habit of harassing all living things; very little data exists on it, but combat confrontation is not recommended). 
- Stage 8: cross the road (20% chance of encountering Harran forces).
Travel time: 6 days.

Point 5 (Larsidan Highlands).
- Stage 9: traverse the mountainous terrain. 
- Stage 10: set up camp, restore health and AP. 
Travel time: 10 days.

Point 6 (Upper Harran Wasteland)
- Stage 11: Cross the Geye-Nanleb road (50% chance of encountering Harran forces). 
- Stage 12: Traverse the wasteland (5 tiles, equal chance of effects) (💀 - encounter with hostile undead, ☀️ - double provisions consumption, 🌪️ - the group stays in place, losing one day, 🥾 - 20% chance of losing one's life, otherwise loss of a random item from inventory or equipment, 🤝 - encounter with neutral travelers, ❓ - some event, 🌑 - will save against zombification). 
Travel time: 5 days + wasteland. 

Point 7 (Upper Harran Wasteland)
Stage 13: Traverse the wasteland (5 tiles, equal chance of effects) (💀 - encounter with hostile undead, ☀️ - double provisions consumption, 🌪️ - the group stays in place, losing one day, 🥾 - 20% chance of losing one's life, otherwise loss of a random item from inventory or equipment, 🤝 - encounter with neutral travelers, ❓ - some event, 🌑 - will save against zombification). 
Travel time: 3 days + wasteland. 

Point 8 (Upper Harran Wasteland)
Stage 14: Traverse the wasteland (5 tiles, equal chance of effects) (💀 - encounter with hostile undead, ☀️ - double provisions consumption, 🌪️ - the group stays in place, losing one day, 🥾 - 20% chance of losing one's life, otherwise loss of a random item from inventory or equipment, 🤝 - encounter with neutral travelers, ❓ - some event, 🌑 - will save against zombification). 
Travel time: 3 days + wasteland. 

Point 9 (outskirts of Zutyshmu)
Stage 15: reach the outskirts of the capital (100% chance of encountering Harran patrols for every 8 hours spent in this location, -10% chance for each point of dexterity of the character with the lowest dexterity in the group). 
Stage 16: set up camp, restore health and AP. 
Travel time: 3 days.

Point 10 (Zutyshmu)
Stage 17: infiltrate the city (as a result of the naval bombardment this should be possible) and give Sicilia the opportunity to perform her magical ritual. 
Travel time: ?

- Departure is in three days, so if you wish, you can still take care of any personal matters in Asuguh. - Baka winked. - Even better - if you find some loyal companions for the team. 

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#8808
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Invis doesn't drop, only Erish's ability can grant it. The trick is that the enemy either has to step on you and reveal themselves, or skip their turn and then the archer will have to attack. Revan, am I understanding correctly?
I'll probably lead Kamika behind a wall and attack the archer, but maybe not, I'll see the range of the bombs. Kamis with speed on Wushu, plus a skip?

Added 1 minute ago
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Even better - if you find some reliable teammates for your team.
This was thrown in for those who like to sit in read-only mode, just so you know.
E si sui vius, er mi grans benananza,
e si ieu muoir, er mi grans deliuriers
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#8809
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Invisibilities cannot be removed by regular attacks; only Erish's ability can do that. The trick is that the enemy either has to step on you and reveal themselves, or skip their turn and then have to attack with the archer. Revan, am I understanding correctly?
Yes.

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#8810
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and here comes the VIP content 😍

—Whew... Before I think this all through and ask some questions, can I ask why not to Haven... by sea?

Whatever
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#8811
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- Therefore, jeopardizing the secrecy of this unit's movements is unacceptable within the objectives of this mission. The probability of detection near the coast is very high.
Then, Baca explains what the new recruit can do.

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#8812
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Origin
Lunarian: Beauty +3, magical talent.
Sizki: Charisma +1, Intelligence +2, Faith +2.

Belief
None.

Guild


Guild of Wonders (Thirty Wizards).
Magical talent, +3 to Intelligence.

Savings

100 gold
Characteristics
Strength: 1
Endurance: 1
Perception: 1
Agility: 1
Luck: 1
Spirit: 10
Intelligence: 10
Speed: 1
Faith: 3
Beauty: 4
Charisma: 2

Parameters
Health: 125
SP: 2
Initiative: 12
Accuracy: 55%
Evasion: 5%
Will: 15
Damage (BB): 75%
Critical Chance: 5%
Attractiveness: 40
OD: 13

Skills
Malicious Denial
Spells (including curses) and negative effects targeting the character are redirected back. The character's spells ignore all defensive mechanisms except will saves.

Spells
Basic spells of fire, water, earth, and air.

Higher Touch of Entropy
Dispels magical and divine effects from the target; resets the parameters and properties of items in its equipment and inventory.
Range: 1

Anlak's Curse
The target's critical actions become critical failures.

Curse of Silence
Prevents the target from using spells.

Curse of Acceleration
Turns the target into nothing. Will save is three times weaker than usual.
Range: 1

Curse of the Grub
The target's Initiative, OD, and SP become equal to 1.

Curse of Retribution
All damage dealt by the target is returned to it.

Curse of the Dwarf
Reduces the character in size + halves all its characteristics (does not work on undead and non-humanoids).

Curse of the Earworm
Forces the target to hear an annoying melody in its head, causing it to gradually go insane (in battle, it has a 50% chance to skip its turn).

Curse of Keranajus
Endows the target with some kind of speech impairment.

Curse of Attribute Loss
Randomly reduces one of the target's attributes to one.

Curse of the Doomed City
Makes a large area unsuitable for life, unlife, magic, and anything else. Requires 5 OD and 5 hours to activate.
Equipment
Weapon 1:
Shield/secondary weapon/spare weapon:
Head:
Body: Cute Dress
Shoulders:
Hands:
Feet: Cute Shoes
Accessory 1:
Other 1:

Inventory

Dwelling
Location: Sizki
Ordinary Bed
You can sleep on this bed and not worry about morning back problems.
Decoration Slot 1:
Decoration Slot 2:
Decoration Slot 3:
Decoration Slot 4:
Chest of Drawers
...
Mailbox
...
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#8813
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My sword, my trusted ally, unphased by my aspect.
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#8814
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Will there be a recalculation taking taunts into account?
I'll replay this turn later.

Стартовый пост - Квенты - Разное - Список НПС -
Резара - Аксель - Орвальд - ЭмилияСтэфания - Амвросий - ЛестерАльсираАлария