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Author Topic: Roll to Become a Hero - Christmas Event, First Challenge: Siege!  (Read 85917 times)

Beirus

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((So I still have my axes, right?))

Go to the library and see if I can find a book on battle magic or battlemages or spellswords or magic knights or gods of combat and their warriors or paladins or something like a fighting style that incorporates magic and weapons
« Last Edit: July 17, 2014, 09:57:41 pm by Beirus »
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Because everything is Megaman when you have an arm cannon.

adwarf

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((So I still have my axes, right?))
.... *sighs* Give me a second ...
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Beirus

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((So, if I sell my vest and wooden shield, would I have enough gold to buy the reinforced chainmail suit and kiteshield? If not, what if I also sold the sapphire and a throwing axe? ))
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Because everything is Megaman when you have an arm cannon.

adwarf

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((So, if I sell my vest and wooden shield, would I have enough gold to buy the reinforced chainmail suit and kiteshield? If not, what if I also sold the sapphire and a throwing axe? ))
Your vest will sell for about 8 gold, and your shield for 4 gold. The sapphire is worth about 20 gold, and the throwing axes 2 a piece.
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Parsely

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Re: Roll to Become a Hero - Turn 26: Intermission Time
« Reply #364 on: July 17, 2014, 10:50:03 pm »

PTW
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The Froggy Ninja

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Re: Roll to Become a Hero - Turn 26: Intermission Time
« Reply #365 on: July 18, 2014, 08:58:31 am »

Onward! To the library! LEARN ALL THE RUNIC MAGICKS!!!!!

SomeStupidGuy

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Re: Roll to Become a Hero - Turn 26: Intermission Time
« Reply #366 on: July 19, 2014, 12:42:54 am »

Buy 5 iron-tipped arrows, a light dirk and a chain-mail vest.
Kill time by pestering magic-y looking people to check my pendant for magic. (I really wanna know if it's in any way useful, okay? :v)
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Your favorite pinko progressive nerd-gal. Probably.

adwarf

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Re: Roll to Become a Hero - Turn 26: Intermission Time
« Reply #367 on: July 25, 2014, 03:11:31 pm »

Sorry for the delay, I don't have access to very stable internet at the moment due to being on vacation, but I'll have a turn up in a few days when I get back home so this will be getting back on track soon :)
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Spinal_Taper

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Re: Roll to Become a Hero - Turn 26: Intermission Time
« Reply #368 on: July 31, 2014, 07:02:20 am »

Name: Giggles "the Mad", Lucidore
Gender: Male or Female?

Past Profession: Juggler

Trait: Strong Arm: +2 to throwing accuracy, +1 to throwing damage

(I just took marksman and added a +1 for it being specific. Is that okay?)
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adwarf

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Roll to Become a Hero - Turn 26.1: The Library holds all the power
« Reply #369 on: August 01, 2014, 12:01:04 am »

Lucy Verim
You spend a good while running around the village to purchase various tools, and items to prepare for your next mission before you finally find the time to head to the library to read your book on herbalism. Your reading brings a lot of unknown knowledge forward as you begin to learn of the numerous plants you see in your daily life and just how they can be used in such strange or even amazing ways to cure illnesses, reduce swelling, stop bleeding, and even increase the rate someone heals at.

Gained a Mortar & Pestle, Weak Health Poultice, 2x Heavy Bolts, Length of Rope, and a Basic Lockpicking. Loses 71 gold.

Chornus
You immediately head for the library, and begin to comb through it for any books on sorcery or magic that you can scrounge up and somehow to find an old, and tiny tome tucked away in a corner of the library. The book was thrown down behind the bookshelf with only a corner of it sticking out, someone probably hid it away in a hurry if you had to guess. A cursory glance through the opening pages reveals the book is about a type of magic that the writer refers to as 'Wilder' Magic which you highly doubt is the actual name of the magic if it even has one.

Spoiler: Map (click to show/hide)

Jase Bladeheart
You follow many others to the library in the hopes of finding a book that might take you down the path of becoming a battlemage or paladin, but despite your best effort you find nothing. The library seems to contain mostly books about the region you're in, expansive tomes delving into the history of this nation, and more technical books that focus on things like farming or engineering though you doubt most, if any, would be of use.


David
You aim to find a book on runic magics in the Mayor's library, but are soon disappointed by the sheer lack of books that mention any form of magic to begin with for some reason. This discovery saddens you somewhat, though there is not much you can do to change the situation.


Trevor Abbot
You spend pretty much an entire hour picking through the majority of Delmar's Smithy before finding what all you want to purchase which ends up depleting pretty much all the gold you obtained from your quest. With that done you head off in search of someone who can identify the pendant, but in the end find no one that is of any help unless the pendant truly is useless ...

Obtained 5 Iron-Tipped Arrows, Light Dirk, and Chainmail Vest. Lost 70 gold.

Quote from: Delmar's Smithy
Iron Longsword [Atk: 4, Atk. Speed: 2, Melee, Two-Hander Cost: 40 Gold]
Light Dirk [Atk: 3, Atk. Speed: 1, Melee, Throwing Weapon, Cost: 20 Gold]
Iron Shortsword [Atk: 3, Atk. Speed: 2, Melee, Cost: 30 Gold]
Throwing Axe [Atk: 3, Atk. Speed: 1, Thrown, Cost: 10 Gold]
Forged Iron Battleaxe [Atk: 5, Atk. Speed: 1, Melee, Unwieldy, Two-Hander, Cost: 40 Gold]
Pioneer's Longbow [Atk. Speed: 1, Ranged, Powerful, Cost: 30 Gold]

Oaken Round Shield [Block Chance: 20%, Cost: 15 Gold]
Sturdy Iron Kiteshield [Block Change: 30%, Cost: 35 Gold]

Chainmail Vest [Armor: 1, Cost: 25 Gold]
Reinforced Chainmail Suit [Armor: 2, Cost: 60 Gold]

Iron-Tipped Arrows [Atk: 3, Cost: 5 Gold]
Small Game Arrow [Atk: 2, Cost: 3 Gold]
Heavy Bolts [Atk: 3, Cost: 8 Gold]
Hunting Bolts [Atk: 1, Cost: 3 Gold]

Quote from: Three Herb Apothecary
Weak Health Polutice [Heals 4 HP, Cost: 10 Gold]
Spider's Bane Herb [Cures Poison, Cost: 8 Gold]
Herbal Bandages [Cures Intense Bleeding, Cost: 10 Gold]
Rough Bandages [Cures Minor Bleeding, Cost: 5 Gold]
Fine Bandages [Cures Major Bleeding, Cost: 8 Gold]

Mortar & Pestle [Allows the making of Potions and Polutices, Cost: 20 Gold]
Bag of Ingredients [Used to make potions, Cost: 5 Gold per Bag]
Beginner's Guide to Herbalism [Used to learn potion recipes, Cost: 15 Gold]

Quote from: Samus' General Goods
Torch [When lit provides light for ten turns, Cost: 5 Gold]
Basic Lockpicking Kit [Provides no bonuses but allows for picking of locks, Cost: 15 Gold]
Length of Rope [Allows the process of not falling to your death, Cost: 10 Gold]
Blank Book [Contains 20 Blank Pages, Cost: 15 Gold]
Scribing Tools [+1 bonus to stuff like recording observations, writing scrolls, etc., Cost: 15 Gold]
Flint & Steel [Allow lighting of fires, Cost: 5 Gold]
Skin of Oil [A wineskin filled with oil, Cost: 5 Gold]
Rag [Can be tied to things, Cost: 2 Gold]
Whetstone [Used to sharpen weapons, Cost: 10]

Spoiler: Chronus, Dermonster (click to show/hide)
Spoiler: Lucy Verim, Lyeos (click to show/hide)

Spoiler: Clair Gemini, scapheap (click to show/hide)
Spoiler: Level Up Options (click to show/hide)

« Last Edit: August 01, 2014, 12:02:47 am by adwarf »
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Dermonster

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Re: Roll to Become a Hero - Turn 26: Intermission Time
« Reply #370 on: August 01, 2014, 12:06:02 am »

Derm still op.

Attempt to identify Trevors damn pendant. Otherwise, Study that new book!

Someone go look at the current quests available. And check to see how much a team of masons cost.
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I can do anything I want, as long as I accept the consequences.
"Y'know, my favorite thing about being a hero is that it gives you all kinds of narrative justification to just slay any ol' jerk who gets in the way - Black Mage.
"The bulk of [Derm]'s atrocities seem to stem from him doing things that [Magic] doesn't actually do." - TvTropes
"Dammit Derm!" - You, if I'm doing it right.
Moved to SufficientVelocity / Spacebattles.

Lyeos

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Re: Roll to Become a Hero - Turn 26: Intermission Time
« Reply #371 on: August 01, 2014, 12:07:38 am »

Read harder!
« Last Edit: August 01, 2014, 12:21:38 am by Lyeos »
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Take a closer look at this text!

Beirus

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Re: Roll to Become a Hero - Turn 26.1: The Library holds all the power
« Reply #372 on: August 01, 2014, 12:09:34 am »

Derm OP for real. Maybe he'll share the magic this time. Maybe. Hopefully. Probably not.

Leave the library and go sell my vest, shield and sapphire. Should give me 105 gold. Then buy sturdy iron kiteshield and reinforced chainmail suit. Shout leave me with 10 gold. Then go see if Shay (I think that was her name) is around. Try searching that spot where I first met her.
« Last Edit: August 01, 2014, 12:10:26 pm by Beirus »
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Because everything is Megaman when you have an arm cannon.

adwarf

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Re: Roll to Become a Hero - Turn 26: Intermission Time
« Reply #373 on: August 01, 2014, 12:18:04 am »

Use ingredients to make one bleeding, two healing potions/poultices.
If unable, recall what they can be used for.
If only able to do healing poultices with them, use them all for healing poultices.

Read a random book.

You don't know basic herbalism yet, its just 50% of the way there so you can't craft any of the herbalism recipes yet.
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SomeStupidGuy

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Re: Roll to Become a Hero - Turn 26.1: The Library holds all the power
« Reply #374 on: August 01, 2014, 07:51:19 am »

"Ah well. Still a nice pendant."
Go check out the available quests, I suppose!
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Your favorite pinko progressive nerd-gal. Probably.
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