If you haven't registered, go here to sign in: Annals of the Alliance (ALPHA) This raid is a normal quest raid with enemies including goblins, kobolds, hobgoblins, koragons, as well as a few beasts of nature. Raid 1.2 - Luring the Tiger Out of the Mountains Luring Tiger Part 1
Raid 1.2 - Luring the Tiger Out of the Mountains Once the flare was sighted, the city immediately dispatched a number of warriors left in its reserves to resolve the issue. Once the warriors rushed out of the city gates, a shadow stirred in the distance. With swift steps, the shadow departed from the vicinity, unbeknownst to the warriors riding towards the site of the flare. Back at where the goblins and kobolds were situated…. Arachne User Koto was managing his troops for battle when his eyes lit up. “Come out! What do you have to report?” As if to respond to the koragon’s outburst, a shadow descended to a kneeling position beside Koto. “The warriors have departed.” “How many?” “Nine.” “Good. I’ll let Gobu handle them. While they distract the enemies, we will enter the city.” “Yes!” “Dismissed!” The shadow dispersed while Koto continued to organize his troops. Soon, the warriors arrived to meet with Gobu and his men. Koto signaled a good portion of his troops to follow him as they made their way to the city. Sneaking in, they quickly targeted the city’s higher ups as well as the remaining warriors defending the city. Ambush! Prepare for battle! Those in the Signal Ambush Raid cannot join this one.
Enemies: Kobold Assassin Level 0 HP – 100 STA – 60 Basic Skills: Basic Attack – 5 DMG Basic Defend – 3 DMG Acquire Skills: Backstab – Appeared behind target to deal 20 DMG; 5 STA Shadow Walk – Avoid physical and magical attacks until next attack, which does double damage; 4 STA Kobold Shaman Level 0 HP – 90 MP – 45 Basic Skills: Basic Attack – 4 DMG Basic Defend – 4 DMG Acquired Skills: Fervent – Increases allies’ next attack by 5 DMG; 4 MP Hex – Decreases enemies’ next attack by 5 DMG; 4 MP Voodoo Doll – Transfers all damage and debuffs on ally to a voodoo doll; 6 MP Kobold Archer Level 0 HP – 100 STA – 50 Basic Skills: Basic Attack – 5 DMG Basic Defend – 3 DMG Acquired Skills: True Shot – Deals 15 unblockable DMG; 5 STA Find Weakness – Finds a target’s weakness giving self or ally ability to deal double damage on next attack; 6 STA Arachne User Koto Level 1 HP – 450 MP – 100 Basic Skills: Basic Attack – 8 DMG Basic Defend – 5 DMG Acquired Skills: Summon Spider – Unnoticeable small spider bites enemy for 8 DMG and deal 1 poison DMG per post for five posts; 5 MP Dragon Breath – Shoots stream of fire dealing 20 DMG each to up to three targets; 7 MP Spider Swarm – Summons swarm of spiders dealing 30 DMG and 4 poison DMG per post for ten posts; 6 MP Fury Swipes – Strike like the wind dealing 35 DMG to a single target; 5 MP
NPC Guards: City Guard Level 0 HP - 100 STA - 50 Basic Skills: Basic Attack - 5 DMG Basic Defend - 5 DMG Acquired Skills: Quick Defend (Reaction) - If two or more guards are alive, block 15 DMG; 4 STA Swift Strike - Deals 15 DMG; 4 STA Power Thrust - Deals 20 DMG and 5 DMG pierces through to next target; 6 STA City Guard Captain Level 1 HP - 200 STA - 100 Basic Skills: Basic Attack - 10 DMG Basic Defend - 10 DMG Acquired Skills: Quick Defend (Reaction) - If two or more guards are alive, block 15 DMG; 4 STA Swift Strike - Deals 20 DMG; 4 STA Power Thrust - Deals 25 DMG and 5 DMG pierces through to next target; 6 STA Battle Cry - Boosts allies morale and increase HP by 10; 3 STA
Arachne User Koto arrived at the city gates with nine of his kobolds. Four of them were Kobold Assassins, three of them were Kobold Shamans, and two of them were Kobold Archers. As this was a covert mission, their combination was a best choice. After having one of the assassins scout out the city, the monsters were able to conclude that there were only four guards protecting the city walls - three guards and one guard captain. According to his sources, Koto knew there shouldn't be many warriors left in the city either. With silent gestures, the ten monsters scurried over the walls and sneaked up on the city guards. Sneak Attack! Enemies List: KA1 - 88 KA2 - 88 KA3 - 88 KA4 - 83 KS1 - 90 KS2 - 90 KS3 - 90 KAr1 -100 KAr2 -100 Koto - 450 City Guards List: CG1 - 60 CG2 - 100 CG3 - 80 Captain - 200 Contributions List:
Kobold Assassins (KA1 and KA2) tried to stab a City Guard (CG1) in the back and dealt 40 DMG. Kobold Assassins (KA3 and KA4) tried to backstab another City Guard (CG2) but he managed to notice after hearing CG1's cries of pain. He turned around and quickly avoided the incoming daggers. Kobold Shamans (KS1 and KS2) cast Fervent on Kobold Archers (KAr1 and KAr2), boosting their next attack by 5 DMG each. The remaining Kobold Shaman (KS3) tried to hex the City Guard Captain, but he managed to avoid the spell. One of the Kobold Archers (KAr1) fired at CG3, dealing 20 unblockable DMG while the other Kobold Archer (KAr2) found the City Guard Captain's weakness.
CG1 retaliates with a swift strike at KA1, dealing 15 DMG, but the assassin managed to swipe the guard's blade off course and the deviation cost him 3 points of DMG. CG2 and CG3 attacked KA2 and KA3, respectively, each with swift strike dealing 15 DMG but the assassins were not third-rate as they both diverted some of the attack power and only suffered 12 DMG each. The guard captain raised a horn to his lips and blew it, sounding the dangers and alerting others of enemy presence. Then, he charged towards the fourth kobold assassin and dealt a swift strike of his own. The 20 points of DMG was somewhat blocked by the elite assassin as the kobold only suffered 17 DMG instead of 20. Defend the City! All players holding down the fort must defend the city and survive until the 50th post when reinforcements arrive. Contributions List: N/A
[Having just finished registering, and about to head out, Wireath heard the sound of combat. Finding it odd, he decided to check on it, stumbling upon the battle. Cursing internally, he ducks behind a building. Taking a quick peek before deciding.... From what he learnt at Marst, and the monsters out there, he decides on his course of action.] Wireath: HP: 45/45 | MP: 46/55 Editted: Wireath starts to summon his treant, behind the guards. Once summoned he, mentally. commands it entangle KA4 OOC: Too bad it's not vines or roots, could have hidden it if it was with roots. Ps. Does the treant prevent skill use? Ps2. Read a bit, and wanted to know: if I were to summon something else next turn, while my treant is still here, would it be dismissed, due to me not having that double summon skill? Also, if we have two summons around, like say a treant and a totem, can we command both, or is it just one per 'post', without that skill? Ps3. Does the totem restore per post, until it's destroyed/dismiss? Or is it a one time thing?
@Wireath The treant prevents target from attacking and moving, but not talking or any verbal/chantless magic. The treant won't be dismissed even if you summon something else as long as it is within a turn. Once the turn is up, the treant is dismissed. One per post without the 'Double Summons' skill. The totem restores per post and is an one-time thing each summons. Also, it's best if you have your treant do something in your post other than being summoned.
Thanks, edited the post a bit. Btw, though I mentioned it, just to clarify, 'turn' is every time you post, right? I remember reading one of the other summoners having their treant entangle a different monster. (Though not sure if it's because the first one was already killed was because I skimmed).