Post by King Syrus Warheight II on Feb 22, 2006 18:00:42 GMT -5
The Quest for Akvahr No'Vante
I. Info On Quest Item
II. Enemies
III. Starting Point of Quest
IV. Quest Info
V. Ending Point of Quest
I. Info On Quest Item
The Akvahr No'Vante is one of ten books, that when read, bears upon the reader the power of the sage that wrote it. Reading all ten books makes the person who read them exponentially more powerful, and just having one of the books in your posession increases your power. The Akvahr No'Vante was written by the sage, Baptiste, who was specifically strong in feats of defense, physical, mental, magical, and elemental. Although to acquire the full potential of what one of the book has to offer you, it helps to be a descendant of one of the sages, and to be able to decipher the Phoenician dialect the books are written in, a trait known to residents of Algeroth.
II. Enemies
Lizard Folk
A roving tribe that has camped around the ruins, and upon seeing Alistair and (whoever else decides to take on the quest.) approaching, they become agressive and attack. They all bear primitive polearms, halbers, spears, and jagged swords. A few bowmen in the group, and a Lizard Shaman, who leads them awaits inside the very beginning of the ruins and comes out after the lizards are dispatched.
Footsoldiers (Lizard Folk)
*Stats*
Vitality- 4
Strength- 5
Agility- 15
Intelligence- 2
Willpower- 0
*Skills*
Agility/Strength - Super Jump 5 ( They can jump high into the air and come down in a helmbreaker style attack. As well as people able to abound across trees and walls, as long as they are moving they can run at any angle, even on ceilings. )
Acid Spit 4
*Flaws*
Pawn - 2 (They are stupid and fairly weak, and without something or someone controlling them they attack randomly and have no real formation.)
Bowmen (Lizard Folk)
Strength: 5
Agility: 8
Vitality: 2
Intelligence: 2
Willpower: 1
*Skills*
Bow skill 5
Agility/Bow 4 ( Occasionally able to shoot more than one arrow, or shoot them extremely fast )
*Flaws*
Pawn 3 ( If not in the presence of others of their kind, they are even worse off than regular Lizard Folk as they have no melee skills whatsoever )
Shaman (Lizard Folk)
Strength: 4
Agility: 6
Vitality: 20
Intelligence: 3
Willpower: 4
*Skills*
Magic 10 ( Offensive )
White Magic 4 ( Occasionally able to revive dead Lizard Folk or Heal wounded ones )
*Flaws*
Pawn 1
Weak 1 ( Cannot melee well, and once well of magic is used up, he is powerless until he can rest )
III. Starting Point of Quest
A forest in Ulster. Alistair and his party come upon ruins and and the campsite of the Lizard Folk. Upon being attacked the quest begins and accelerates from that point on. 8 Bowmen 30 Footsoldiers 5 Shamans, spread out through the beginning of the cave under the ruins, though the first two are seperate, the last three must be fought together.
IV. Quest Info
V. Ending Point of Quest
I. Info On Quest Item
II. Enemies
III. Starting Point of Quest
IV. Quest Info
V. Ending Point of Quest
I. Info On Quest Item
The Akvahr No'Vante is one of ten books, that when read, bears upon the reader the power of the sage that wrote it. Reading all ten books makes the person who read them exponentially more powerful, and just having one of the books in your posession increases your power. The Akvahr No'Vante was written by the sage, Baptiste, who was specifically strong in feats of defense, physical, mental, magical, and elemental. Although to acquire the full potential of what one of the book has to offer you, it helps to be a descendant of one of the sages, and to be able to decipher the Phoenician dialect the books are written in, a trait known to residents of Algeroth.
II. Enemies
Lizard Folk
A roving tribe that has camped around the ruins, and upon seeing Alistair and (whoever else decides to take on the quest.) approaching, they become agressive and attack. They all bear primitive polearms, halbers, spears, and jagged swords. A few bowmen in the group, and a Lizard Shaman, who leads them awaits inside the very beginning of the ruins and comes out after the lizards are dispatched.
Footsoldiers (Lizard Folk)
*Stats*
Vitality- 4
Strength- 5
Agility- 15
Intelligence- 2
Willpower- 0
*Skills*
Agility/Strength - Super Jump 5 ( They can jump high into the air and come down in a helmbreaker style attack. As well as people able to abound across trees and walls, as long as they are moving they can run at any angle, even on ceilings. )
Acid Spit 4
*Flaws*
Pawn - 2 (They are stupid and fairly weak, and without something or someone controlling them they attack randomly and have no real formation.)
Bowmen (Lizard Folk)
Strength: 5
Agility: 8
Vitality: 2
Intelligence: 2
Willpower: 1
*Skills*
Bow skill 5
Agility/Bow 4 ( Occasionally able to shoot more than one arrow, or shoot them extremely fast )
*Flaws*
Pawn 3 ( If not in the presence of others of their kind, they are even worse off than regular Lizard Folk as they have no melee skills whatsoever )
Shaman (Lizard Folk)
Strength: 4
Agility: 6
Vitality: 20
Intelligence: 3
Willpower: 4
*Skills*
Magic 10 ( Offensive )
White Magic 4 ( Occasionally able to revive dead Lizard Folk or Heal wounded ones )
*Flaws*
Pawn 1
Weak 1 ( Cannot melee well, and once well of magic is used up, he is powerless until he can rest )
III. Starting Point of Quest
A forest in Ulster. Alistair and his party come upon ruins and and the campsite of the Lizard Folk. Upon being attacked the quest begins and accelerates from that point on. 8 Bowmen 30 Footsoldiers 5 Shamans, spread out through the beginning of the cave under the ruins, though the first two are seperate, the last three must be fought together.
IV. Quest Info
V. Ending Point of Quest