International Simulation Football League
*The Fiesta, Part 1 - Printable Version

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*The Fiesta, Part 1 - omg - 04-03-2024

It was a day like any other. Seer Ial and his best friend Fig Newton were minding their business in the woods, keeping warm next to the campfire while they plan out their next adventure. Suddenly, the earth began to shake. A huge meteor crashed into the land between the mountains due east of their location. With their sense of adventure tingling, the two of them put out the campfire and head east. The trip is uneventful, and as they come close, Seer Ial tells Fig to hang tight and keep watch. As he approaches the meteor, Seer sees an unconscious Walter Yensid surrounded by a group of goblins. Seer jumps into action, pulling out his mighty broadsword and slashes them down before going to Walter’s aid. Walter wakes up with a headache, but thanks Seer for the help. They turn towards the meteorite, but to their shock they see Triceracop unconscious next to it. They rush to help him, but he’s a little groggy as he wakes up. Triceracop reveals that he is suffering from amnesia and barely remembers anything past his name. Seer and Walter attempt to console him for a bit, then Walter mentions that he was on a quest to visit the Wind Shrine in order to get the Wind crystal to bless him with more speed. Triceracops’ eyes light up at this, as he remembers that he too was on route towards the Wind crystal. Seer Ial agrees to tag along, and the three of them meet up with Fig to begin their journey north towards the Wind Shrine.

Following the meteorite’s crash, there are a few aftershock tremors popping up every so often. As the group travels north, they stumble upon a cave that none knew existed before. Theorizing that the tremors caused the cave to open up, they decide it’s time to go exploring. Fig is uneasy about heading inside while the aftershocks are still occurring and volunteers to play lookout while the others go inside. Seer agrees that having someone on the outside just in case is smart, and leads Walter and Triceracop into the cave. All in all, the cave is pretty basic, with a standard set of bats and crabs lurking about. After a few minutes, they notice that there’s a pirate lurking about. Curious, the trio follows them from a safe distance. Dodging the creepy crawlies lurking about, they eventually come across a pirate camp. Walter ponders if the pirates would be kind enough to escort them to the Wind Shrine in one of their pirate ships. Seer freaks out over this, saying that he’s crazy and that there’s no chance that the pirates would agree to help them. Triceracop agrees. “There’s zero chance that the pirates will help us. That’s why we are gonna just steal one of the ships from under their noses!” The others are taken aback by Triceracop’s boldness, but eventually agree that it’s the way to go. The trio sneak around the camp, hiding from the lurking pirates, and eventually make their way onto the first ship they find. Seer goes to the wheel and tries to get it to budge, with no success. Sadly, their stealth mission comes to an end as pirate captain Bugs catches them in the act! Bugs instructs their pirate crew to apprehend them and throw them into the brig. Walter tries to appeal to Bugs’ good side, and pleads for help, but Bugs isn’t hearing any of it. Seer, Walter, and Triceracop are all locked up in the brig.

During the night, Bugs thinks over Walter’s request. They too have been curious about the Wind Shrine, as they’ve heard that something ominous has been brewing there. As the sun rises, Bugs decides to release the trio from the brig and instructs their crew to sail towards the Wind Shrine. Walter thanks Bugs for honoring his request, but asks why they changed their mind. Bugs replies, “I too have been curious about this Wind Shrine. The air has slowly gotten stale recently, and I wonder if the Wind crystal is responsible for that.” Walter nods. “Now that you mention it, the winds haven’t been nearly as strong in recent weeks. You may be on to something.” Bugs smiles as the ship makes its way to the Wind Shrine. Upon landfall, Bugs instructs their crew to watch the ship while they join Walter, Seer, and Triceracop as they go inside the Wind Shrine. Seer is in awe, as the shrine is much more grandiose than he realized it would be. Walter says that the crystal should be at the top of the shrine, so the group searches around for a staircase. They eventually find one and make their way up. On the next floor, they find that the shrine is lurking with enemies. Goblins and what appear to be flying worms lurk around every corner. The group tries to sneak around them all, though they are forced to fight a few of them. Fortunately these enemies aren’t too tough, and the group can take them out without much effort. As they head up to the third floor, they see a giant chamber in the center. It appears that the crystal would be inside, but to their dismay, a giant birdlike creature seems to be in front of it. The group considers their options, but ultimately Triceracop says that they just need to charge in with an all out assault on the creature.

Seer and Walter charge in first with their broadswords in hand, slashing at the fearsome bird. Bugs sneaks behind and stabs the bird with their dagger. Triceracop needs no weapons and just starts punching away at the bird’s beak. The bird lets out a roar and flaps its mighty wings, blowing the group back while causing a bit of damage. The group remains steadfast and continues their assault on the bird. Eventually, their efforts are rewarded, and the giant bird succumbs to its injuries. Walter cheers enthusiastically while the rest of the group tends to their wounds. Once recovered, they head inside to the center room. To their shock though, the Wind crystal was not there! It seems that something had shattered the crystal, and roughly 6 shards were strewn about the room. Seer suggests that they take all of them, but Walter is quick to stop him. “Now now Seer, you must know the rules of Fiesta by now! We’re only allowed to take one of these shards for our journey! Make sure you choose the best one!” Puzzled by this, Seer sighs and agrees to taking just one. “Which one should we take though?” he asks. “Do any of them have an inherent advantage?” Walter laughs. “Oh, all of them have their own unique powers to them, and all of them will lend us their strength.” Triceracop questions Walter. “Why can’t we just take them all then?!” Walter sighs. “I already told you, rules of Fiesta mean we can only take one!” “Why do we need to follow the rules of this ‘Fiesta’ you talk about? Why can’t we just take all of them?!” Walter begins to get frustrated. “Look, if you want to be lame af and take them all, go ahead. But don’t blame me if you’re left with both decision paralysis and the dissatisfaction of just being overpowered for every situation. Following the rules of Fiesta makes things a lot more interesting, and will challenge us in ways we never would have considered!” Triceracop is confused, but relents. Seer shakes his head. “Just tell us which one to take.” Bugs nods while Walter sighs. “Alright here goes nothing…”

“This first shard has the power of the Knight. Knights wear heavy armor, shields, and wield swords, including the very powerful knight-exclusive swords. They have the ability to forgo their shield to wield said swords with both hands, allowing them to do huge single target damage. They are a very reliable class that can do big physical single target damage while tanking hits like nobody’s business. Overall it’s a bit boring, but very effective.”

“The second shard has the power of the Monk. Monks give up their weapons and specialize in punching stuff. They also have a ton of hit points.” Triceracop interrupts, “What’s hit points?” Walter sighs. “Don’t worry about it. Monks are very strong early on, but their scaling isn’t great and tend to feel weaker towards the end of the adventure. They have some tools to catch them up later, but they ultimately aren’t that great. Ultimately, they are a strong early adventure class that fall more into a tanky support role later on.”

“The third shard has the power of the Thief. Thieves specialize in speed and agility, and are the definition of a support class. They are the fastest class and are always vigilante, preventing any enemy from getting the jump on them. They can steal items from anyone, and can run away instantly from any runable encounter. They even eventually gain the ability to attack and steal at the same time! Sadly, their attack is a bit lackluster, as they can only wield daggers. However their support can be invaluable at times, and they are very useful paired with another strong damage class.” Seer sighs. “Why does it sound like you are explaining a video game? This is real life.” Walter stares at him.

“The fourth shard has the power of the Black Mage. Black Mages are the definition of pure magical damage. Specializing in fire, ice, and lightning, they can make short work of just about anything that falls in their path. They are the definition of a glass cannon, as they cannot take a hit of their own. But, that doesn’t matter because nothing will ever hit you if you nuke it before it can!”

“The fifth shard has the power of the White Mage. White Mages pretty much make you invincible. They can heal your wounds, cure status ailments, even grant buffs like protect and shell that make you nigh invulnerable to damage. If that weren’t enough, they even have access to a couple of strong status spells like confuse and silence. The biggest downside to White Mages is that they have pretty much no offensive capabilities for the most part. While this changes much later on when they gain access to Holy, they are essentially pure support for the vast majority of the time.”

“The final shard has the power of the Blue Mage. Blue Mages are unique in that they learn the abilities of their enemies. This gives them a wide array of unique and niche abilities that overall prove to be quite useful more often than not. While not quite as powerful as a Black Mage from a pure damage perspective, they do have the ability to hold a shield, which can add a tremendous amount of survivability. In addition, some of their utility spells are able to completely cheese some encounters, making certain enemies fold as if they weren’t even there. Overall, if you know where to find the good abilities, Blue Mage is one of the stronger classes available.”

Bugs sighs. “So with that needlessly long explanation out of the way, which shard do we take?”


Which shard do they take? It is up to you to decide…


RE: *The Fiesta, Part 1 - omg - 04-06-2024

Looks like Thief takes it