The Mysterious Monster Mage in the Library identifies your monsters!
Name: Heartache
Species: Telltale
Family: Undead
Subfamily: Zombie
Info: Telltales are creatures born of dead love. When a monster scorned by love dies, it has the potential to transform into a Telltale. The monster's heart hardens, and bursts out of its chest, creating an angry and stifled undead.
HP: 18
Move: 2 spaces
Hit: 2 damage
Abilities:
Blood boil- Deals 250% increased hit damage, takes 200% increased damage, and has 300% increased movement for 2 turns.
Glob- Range 3, damage 1, splash 1, slow 2. Throws a glob of goo, decreasing movement on that tile by 2.
Harden: Take 50% damage on next attack.
______: This monster can learn another ability.
Potential Abilities: Undead abilities, zombie abilities, normal abilities.
Name: Unnamed
Species: Barrel Ghost
Family: Undead
Subfamily: Ghost and Material
Info: None! This is a rare or unique monster and little is known about it.
HP: 14
Move: 0 spaces
Hit: 2 damage
Abilities:
Barrel Roll: This monster does not move normally, but instead moves 3 tiles at a time in a single direction (it cannot move more or less). If it passes over a monster it does 1 damage. If a monster occupies the third and final square, this monster (Barrel Ghost) does 3 damage to that monster and then rolls backwards two squares. If a monster occupies the landing square, the effect repeats, moving one less square with each subsequent bounce.
Curse: Reduce enemy movement to 1 and decrease damage by 50%
______
______
Potential Abilities: Undead abilities, ghost abilities, object abilities, normal abilities
Name: Peapod
Species: Beanalk
Family: Nature
Subfamily: Garden
Info: Beanalks are one of the Veggie type monsters, a species of monster which has been domesticated and grown for human consumption. Despite being mostly domestic species, not all of the powerful abilities of their ancestors have faded as these monsters came closer and closer to humans. Beanalks are unique in that they have an usually high strength for a Garden monster. It is hypothesized this is due to retaining a good deal of primal genes.
HP: 16
Move: 3 spaces
Hit: 4 damage
Abilities:
Entangle: Range 2. Creates an entangling plant in a square. It snares enemies and does 1 damage per turn. Any monster moving onto an entangled square will receive an additional damage and be immediately snared.
Fracture: 2 damage. 50% chance to cause vulnerability. 50% chance to hamstring.
Guarden: If an enemy tries to move into a square adjacent to this monster, from a non adjacent square, this monster gets a free hit.
______: Empty
Potential Abilities: Nature abilities, garden abilities, normal abilities
Name: Ghost
Species: Ghost (U)
Family: Undead
Subfamily: Ghost
Info: Monsters with unfinished or tragic deaths may spawn ghosts of various types.
HP: 11
Move: 4 spaces
Hit: 1 damage
Abilities:
Confuse: Inflicts enemy with confusion for 3 turns.
Curse: Reduce enemy movement to 1 and decreases their damage by 50%
_____: This monster can learn another ability
Potential Abilities: Undead abilities, ghost abilities, normal abilities
It's master smiles at your monsters politely as her monster recants information about each of yours. The old man in the center of the room wearing the teal sweater you immediately recognize as the ex-arch mage Theodore Sterkhekse! Once the ninth wizard in the second order of Aerowell, Theodore is perhaps one of the greatest spell casters of his generation. He's certainly one of the last living mages of the previous order which lived before the time of the Last King. His words hum through the air, as if his ancient power yearned to be used again"
You young lads sure have some interesting monsters. I wonder where such strapping gentlemen as yourself could have gotten monsters so foreign to this area. His crackling smile makes it very clear that he knows exactly who you are and where you got your monsters. "
That old master couldn't help but open up the shrine after all these years could he? Just like him to end the world when he's too old to save it a second time. If any of you boys need help teaching your monsters spells and other magic, just talk to me or my children in any library. The man gives you a wink and suddenly your wallets feel a little heavier.
For saving the world and all that, he says as he turns his attention back to the books.
In the main tavern, Tario inquires with the merchant about buy monsters. The old merchant looks oddly familiar, but you cannot place your finger on where you've seen him before.
Monster in a potion you say? No no. Carrying around monsters in tiny containers which are much smaller than they are would defy the laws of both magic and science. That be an incredibly stupid idea one that no one would ever be able to sell to the general public. Silly monster master. However, I do have some Tasty Meat here which will help you catch monsters for yourself. Only 3 gold coins per serving. I'm also selling healing herbs and antidote. And lastly, a vial of moon dew which is said to attract rare moon type monsters when poured on the Meteorite in the forest to the south. The herbs and antidote cost 5, but the vial costs 10 coins. Will, after returning inside, asks around about shadow monsters and breading. Unfortunately it seems as though there is no active monster shrine in this location, so monster synthesis is currently impossible here. The woodland guards who are drinking and telling tall tales with their morning cereal give you some good intel. "
Yeah, one town over, Wicklewild, you'll find a working Major Shrine to the Goddess. Though there's likely a few scattered minor shrines across the various areas along the way. As for a shadow monster, you may be able to find one in the Ancient Graveyard or Deriloft's Cave. One or both of those scary places should have a few shadowy monster hanging about. Though, you'll have to fight hard to get there, road's been blocked by some sort of barrier. Yup, can't even get back no matter how hard we try. Looks like another long day of alcoholism training.
Selaphiel goes and tries to talk to the penguin, but only a few
SQUACK!s later, he quickly catches on to why bird-brain is an insult. The monster's master laugh's like a lunatic for a bit then says, "My monster is dumb as a rock. It can understand human speech, but can't speak a word of it. Luckily, I speak bird." The man then makes a series of clucking noises, squacks, bird calls, and rooster impressions loudly and inaccurately. Its absolutely painful to watch. The penguin looks highly aggravated, facepalms, and goes back to eating its surprisingly healthy and well balanced breakfast. You look back at the man pretending to be a swan standing on a table and wonder who's the unintelligent one here. When the man finishes his interpretive dance and out of tune bird-call medley, he sits back down and says, "
See? So dumb it doesn't even speak its own language." He then returns to shoving porridge into his face as the penguin passes you a note.
Dear Monster Master,
I joined this master so that he would rescue my family from a terrible fate involving an ancient prophecy, a sea beast, and the sinking of my homeland. I was to be a hero for my people. Yet here I sit miles and miles away trapped in tavern with a master who can neither read nor write. Yet I find that on my travels I can still bring salvation to the country which inspires me to be a hero, despite these obstacles placed before me. If you travel far to the west and save my people, simply tell them that Perigus sent you and you will be rewarded handsomely for your bravery. You have received a side quest! The penguin returns to writing. It seems he gives out notes like these to any competent looking adventurer he sees.
John wanders through the forest with ghost, completely and utterly lost. He looks for monsters, completely oblivious to the fact that his monster is better suited to support a team by debuffing enemies, as opposed to solo fighting. But the two merrily continue onward looking for monsters to fight. John suddenly sees a path leading back to the main road, and considers taking it. However, only a few slow moments later, a rustling in the bushes draws John's attention. Does john return back to the tavern, or rush the nearby monster?