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Author Topic: WizardQuest: The Quest to be a Wizard  (Read 59510 times)

GreatWyrmGold

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Re: WizardQuest: The Quest to be a Wizard
« Reply #195 on: May 06, 2013, 07:45:17 pm »

Check inventory.
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Re: WizardQuest: The Quest to be a Wizard
« Reply #196 on: May 06, 2013, 07:51:39 pm »

Head back for our tower.
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Weirdsound

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Re: WizardQuest: The Quest to be a Wizard
« Reply #197 on: May 06, 2013, 08:04:29 pm »

Grab our gold at the tower, and head to the guild. We have just experienced our Chapter 2 Flashback and must now partake in our Chapter 2 mission.

Check the merchants to see if they have anything new, and then the job board to see what is available.
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Sensei

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Re: WizardQuest: The Quest to be a Wizard
« Reply #198 on: May 06, 2013, 10:17:37 pm »

So we had a racial feature change surgery? Yikes.

Let's just go about some normal business to get our head straight. I suggest we go assess our gold reserves, and go to buy a new wand.
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FuzzyZergling

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Re: WizardQuest: The Quest to be a Wizard
« Reply #199 on: May 07, 2013, 08:38:24 pm »

Check inventory.

You are carrying, in addition to your ROBE and HAT; your DISCOUNT WAND, WIZARD PENDANT, VAULT KEY, BOOK OF MAGIC, a MANA POTION, and some GOLD.
SQUISHEE is here as well.

Head back for our tower.
So we had a racial feature change surgery? Yikes.
Let's just go about some normal business to get our head straight. I suggest we go assess our gold reserves, and go to buy a new wand.

It's nice to get all those STONE BLOCKS out of the DUNGEON. Hopefully you'll be able to find a use for this room in the future.


In your VAULT are the items that were here last week, as well as some BACKUP WANDS and a SPELLBOOK.
The WANDS are a generic ENCHANTING WAND and COMBAT WAND. Though they make enchanting objects or casting offensive spells much easier, they are much less effective at the FREEFORM CONJURING that you use most often.
The SPELLBOOK contains some basic-level COMBAT SPELLS and ILLUSIONS, as well as some CONJURATION SPELLS. These spells are harder to cast and less generally useful than the freeform ones you're used to, but they consume less MANA as well.

You take the WANDS, SPELLBOOK, and GOLD.

Grab our gold at the tower, and head to the guild. We have just experienced our Chapter 2 Flashback and must now partake in our Chapter 2 mission.
Check the merchants to see if they have anything new, and then the job board to see what is available.


The ARTIFICER has the following items:
A STAVE OF SUBTLE FROST, which can conjure ice and snow in exchange for a small draw from your MANA POOL. This particular STAVE makes no sound when used.
A MARBLE OF THE SUN, which creates bursts of flame when fed MANA or struck.
A SACK OF WINDS, which releases gusts of wind when opened. The wind restores itself over time.

You have enough GOLD to buy as many as two of these items, though this would completely exhaust your wealth.


The QUEST BOARD is slightly sparce this week compared to last, but you should be able to find something.


These QUESTS are the same as last week.
You have already examined them in detaill.


These are new.
A wealthy townsman is having GHOST trouble, and is willing to pay 500 Gold. GHOSTS are hard to deal with, as they cannot be harmed by much of anything, but you have an item back at the TOWER that could deal with them.
The FIGHTERS and ROGUES GUILDS want a wizard to fill out a party and CRAWL A DUNGEON. You are offered a third of the LOOT.
The FOREST is being invaded by SWAMP GOBLINS, clearing it out would be worth 350 Gold.
The ARTIFICER has need for MAGICAL REAGENTS. You should speak to him if you want to know more.


Finally, the ARCHMAGE wants his TOWER RE-WARDED. This is probably your fault.
Actually, you know that CHARLIE did all his MAGICAL EMBLEMS himself. He's almost certainly the best WARDER in town, which is impressive since he is completely self-taught. As a non-member, he couldn't take this QUEST himself, but if you accept it you could split the reward with him.
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Sensei

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Re: WizardQuest: The Quest to be a Wizard
« Reply #200 on: May 07, 2013, 08:48:12 pm »

Let's do a little work for the Artificer, in the hope of being rewarded with cool doodads.
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Weirdsound

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Re: WizardQuest: The Quest to be a Wizard
« Reply #201 on: May 07, 2013, 08:52:13 pm »

I'd say take the fighters guild job. We need more friends. Purchase the frost staff.
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My Name is Immaterial

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Re: WizardQuest: The Quest to be a Wizard
« Reply #202 on: May 07, 2013, 09:00:30 pm »

I vote ghosts. We get more cash and the respect/patronage of a powerful person.
Don't purchase anything from the artificer.

GreatWyrmGold

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Re: WizardQuest: The Quest to be a Wizard
« Reply #203 on: May 07, 2013, 09:31:58 pm »

Buy the Marble of the Sun.

Talk with Charlie about the Archmage's job.
If nothing else, we could make up for ruining everything and make the Archmage not-furious at us. (Maybe we should make a Squishee disguise?)
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Re: WizardQuest: The Quest to be a Wizard
« Reply #204 on: May 07, 2013, 10:08:51 pm »

Speak to the Artificer about both the ingredients and the Tall Man. Talk with Charlie about the Archmage's job.
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Weirdsound

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Re: WizardQuest: The Quest to be a Wizard
« Reply #205 on: May 08, 2013, 09:38:15 am »

Speak to the Artificer about both the ingredients and the Tall Man. Talk with Charlie about the Archmage's job.

Yeah. I guess there is no overwhelming majority on what job should be done. Might as well just explore town a bit. While we are talking to Charlie, see if he knows what the strange box you found in the gnoll cave was.
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FuzzyZergling

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Re: WizardQuest: The Quest to be a Wizard
« Reply #206 on: May 08, 2013, 07:22:16 pm »


You can't which decide which QUEST, if any, you should accept.
You'll decide a little later, you think.

Speak to the Artificer about both the ingredients and the Tall Man. Talk with Charlie about the Archmage's job.

You question ORWELL about which INGREDIENTS he requires. He tells you that there are several he will accept.
REDCAP HATS, which are where the tiny monsters store their magical power. He will pay 30 Gold for each of them you bring.
FAIRY WINGS, which can be ground up into a useful powder. He will pay ten Gold for five pairs.
JELLY CUBES, which can be harvested from the corpse of a JELL MONSTER. Ten Gold for every cube.

You also ask about the TALL MAN. He confesses that he knows very little about it, other than that it is almost certainly fey in nature and located in the NORTHERN FOREST.
He warns that those who first reported sightings of it were extremely disoriented and suffered from partial memory loss, therefore it may have mind-affecting powers.


You decide to save your gold for now. If you want to buy something, you can come back any time.


You head to CHARLIE'S TOWER to speak to him about the ARCHMAGE'S QUEST.


He says that if you're willing to split the reward with him, he'll help you RE-WARD the TOWER. That is, if the ARCHMAGE will let you do work for him at all.
He also informs you that to ward the tower, he needs some preparation time. He would be able to start later this evening at the earliest, but tomorrow is better.
He gives you the password to his WIZARD'S NOTEPAD, so that you can contact him without having to come all the way back here.


You also ask about his HAT. He says that he's wearing it to hide the bruise from last night.

While we are talking to Charlie, see if he knows what the strange box you found in the gnoll cave was.

You describe the STONE SLAB to CHARLIE, and ask if he has any idea what it might be. He asks whether you're absolutly sure the EYE was open rather than closed. You say you're sure.
He seems alarmed.


He believes that the object you recovered was a MONSTER PORTAL, a powerful infernal MAGIC ITEM.
When exposed to INFERNAL MAGIC, a MONSTER PORTAL summons a theoretically unlimited number of monsters. If the EYE is open, that means that it is already partially activated.
The GNOLLBOSS must have been attempting to activate it fully using the TOME, in order to build an army of lesser monsters.

He advises you to store the SLAB away from any objects of DEMONIC origin, unless you want to summon a horde of uncontrollable beasts.
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Dermonster

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Re: WizardQuest: The Quest to be a Wizard
« Reply #207 on: May 08, 2013, 07:25:34 pm »

WHat happens if we expose it to other types of magic? Divine?
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Chink

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Re: WizardQuest: The Quest to be a Wizard
« Reply #208 on: May 08, 2013, 07:34:04 pm »

What happens if we expose it to other types of magic? Divine?
Also check what the Artificer will pay for the slab.
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Weirdsound

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Re: WizardQuest: The Quest to be a Wizard
« Reply #209 on: May 08, 2013, 07:48:10 pm »

Head out into the wilds. Its time we capture a fey and interrogate it about the Tall Man.
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