(Sorry to hear that Rethi-Eli, don't know what word source you using but I suggest GoogleDocs since it is always saving your stuff; Also I didn't any XP on beating up some low life thugs )
"I'll sell these two victims for the 150 black blood and 3 blue/red blood deal and give a portion to you of course , I do recommend that when your prepared to leave that we leave together. I did heard a rumor about valuable game that are called tentacled monsters to the southwest, I doubt you would want to fight them since they really can't be captured but they are indeed valuable. " Sell my victims for the 150 black blood and 3/3 blue/red blood deal and give 20 black blood, 1 blue blood, and 1 red blood to Dwyn. follow wherever Dwyn goes from their
You try selling your captives for such a price, but nobody is buying. Huh. You drop both prices by 1/3. Nobody buys. Eventually, someone approaches you and says they'll pay 50 black blood for... both of them. Gah. It seems that your accomplice is departing somewhere, so you feel a bit rushed. You wonder if you should accept.
To the Tavern!
You approach your companion, who you observe is trying to sell their own slaves, and inform them that you're heading towards the tavern. You then head southward, and a steady pace, come to a little tavern that also serves as a shop. The tavernkeeper nods to you as you enter.
"It has been quite a time I've seen one a' yer kind. Heh. Anyways, what can I getcha? I'd be happy to pour you a cup o' our finest brew, if ye've got the blood. Of course, you may be looking fer somethin' else... have a look at our weapons. We don't got too much in the way of whips at the time, but I can acquire a few more if yer buyin'."
20 black blood - Helot’s shield (1-handed shield, -1 block) - This weak shield, used by slaves and conscripted soldiers, is really just a plank of wood with a handle. It’s shabby and not particularly fit for use in any situation. Ever.
40 black blood - Wooden parrying buckler (1-handed light shield, +1 parry, -1 block) - This small yellow wooden buckler is okay for parrying due to its low weight and small size, but not so good at blocking. It’s also made of cheap wood, further reducing its blocking capability.
50 black blood - Wooden round shield (1-handed light shield, +0 block) - This round shield is painted with a black X. It is a quite versatile basic shield, being okay at both blocking and parrying but excelling at neither.
50 black blood - Wooden Varangian shield (1-handed heavy shield, +1 block, -1 parry) - This heavy wooden shield is shaped like an upside down teardrop, and is similar to those used by northern raiders. It is decent at blocking damage, but its weight impairs parrying.
80 black blood - Parrying dagger (1-handed dagger, +2 parry, -1 block, -4 power) - This parrying dagger easily deflects the blades of opponents due to its stout, sturdy blade. It isn't optimal for attacking with, but can be used as an offensive weapon in an emergency.
3 black blood - Cheap arrow (arrow, -1 power, -1 accuracy) - A crudely made arrow with a bone tip.
6 black blood - Flint arrow (arrow, -1 accuracy) - A crudely made arrow with a sharp flint tip.
10 black blood - Iron arrow (arrow, +1 power) - A decently made arrow with an iron tip.
10 black blood - Well-fletched arrow (arrow, +1 accuracy) - A well-made arrow with a sharp flint tip.
40 black blood - Slave’s Morningstar (1-handed club, +2 blunt, +2 power, -1 accuracy, -3 parry, +1 additional power and accuracy if wielded with 2 hands) - The morningstar is the weapon of choice for clerics and monks who go to battle. It’s heavy, easily breaking bones and pulping foes, but it’s heaviness impedes its accuracy. This morningstar is not exactly in tip-top condition, having a bad case of rust and a worse case of being terrible.
70 black blood - Wanderer's Scimitar (1-handed sword, +2 sharp, +1 accuracy, -2 power, +1 additional accuracy if wielded with 2 hands) - This scimitar is short but very sharp. It’s a slashing weapon, meaning it’s good against unarmored foes.
100 black blood - Varangian Handaxe (1-handed axe, +1 sharp, +2 power, -1 parry, -1 speed) - This brutal hacking weapon is used by northern raiders terrorizing coastal villages. It's heavy for a 1-handed weapon, giving it a slightly higher chance to stagger foes.
130 black blood - Varangian Greataxe (2-handed axe, +3 power, +1 sharp, +1 blunt, -2 parry, -1 speed, user must have at least 2 END) - This greataxe is a weapon to be feared. It's tremendous weight makes it ineffectual at parrying and blocking, but also gives it power unmatched by most lighter weapons. It can crush most light armor, but it's user can't be weak.
150 black blood - Wanderer's spear (1-handed spear, +1 sharp, +1 accuracy) This iron tipped spear is used by the guards of caravans that cross expansive deserts. It is both light and deadly.
150 black blood - Short-hafted spear (1-handed spear, +1 sharp, +3 accuracy, -1 power, +1 to rolls that are 18 or above without modifiers) This short spear trades power for accuracy, delivering deadly stabs at critical points.
200 black blood - Tachi (2-handed sword, +2 sharp, +2 power, +1 speed, -2 parry, -1 block, user must have at least 2 END and 2 STR) - This deadly curved greatsword is sharp and deadly, as well as long. However, it's great weight means that it's user must be in good physical condition. It's thin blade is easily damaged, making it less than ideal for parrying and blocking.
150 black blood - Indran Knight's Longsword (1-handed sword, +2 power, +1 parry, +1 sharp, -1 speed) - This longsword is the standard for knights of the republic of Indrus. A few of them must have entered the Resonance, explaining the presence of this sword. It's a balanced weapon with a decent parrying ability.
240 black blood - Cutlass (1-handed sword, +1 power, +3 parry, +3 sharp, +2 speed, damage from stats is halved) - This cutlass is a strange weapon. It’s quite powerful for novice swordsmen, but its limited versatility makes it less useful for advanced swordsmen/dwarves/lizard people/elves/sons of Kyan/cuttlefish people.
300 black blood - Orichalcum Greathammer (2-handed club, +4 power, -3 parry, +2 blunt, -3 speed, all blocked and parried hits stagger enemies, user must have 5 or more STR) - This huge warhammer, made out of a brassy metal, is extremely heavy. While the user must have considerable strength, the hammer’s weight can stagger opponents who try to block it.
170 black blood - Light Infantry Halberd (1-handed halberd, +2 power, +2 sharp, +1 accuracy, -2 speed, -1 block, +1 additional block and speed when wielded with 2 hands, 3 END or 3 STR required to wield with 1 hand) - This halberd is heavier than most, making it hard to use when wearing heavy armor. It can stagger foes and has reach over short swords.
100 black blood - Thief's Dagger (1-handed dagger, +3 speed, +1 parry, -2 power) - This dagger is a quick weapon, being able to pull off attacks quickly. It lacks power, though.
180 black blood - Acolyte's Dagger (1-handed dagger, +3 speed, +1 parry, -2 power, +1 magic damage) - This dagger is a quick weapon, being able to pull off attacks quickly. It lacks power, though. It was enchanted by a novice wizard, giving it slight non-scaling magic damage.
160 black blood - Studded whip (1-handed whip, -1 speed, +2 power, +1 blunt) - Unlike most whips, this versatile whip performs decently against heavy armor. It’s a bit slower than a regular whip, but a dextrous user can overcome this.
120 black blood - Hunter's Shortbow (2-handed bow, -2 power, +1 accuracy) - This shortbow is used by hunters to take down small game. It isn't particularly effective against any target larger than a small deer, but at least it's accurate, right?
150 black blood - Soldier's Shortbow (2-handed bow, -1 power, +1 speed) - This shortbow is used by soldiers to hold off enemies when not at melee range. It's easy to wield, and once you get the hang of it you'll be able to fire off multiple arrows in rapid succession.
70 black blood - Dirty talisman (1-handed talisman, +1 INT, -1 VIT, +1 poison) - This talisman is covered in a layer of toxic grime. It casts spells well but just looking at it is painful, let alone clutching it. Why would anyone in their right mind use this?
120 black blood - Elm wand (1-handed wand, +1 INT) - This wand is carved from an elm tree and inscribed with basic magical runes. It's a must for any novice magician who doesn't want a staff.
130 black blood - Acolyte's Rod (2-handed staff, +1 block, +1 INT, -2 power) - This magical staff is really just a quarter staff with various magical symbols carved on it.
140 black blood - Quartz Orb (1-handed orb, +2 light) - This quartz orb boosts the power of light magic, such as Hone and Light Ray.
10 blue blood - Spell Scroll: Stoneflesh (+3 physical defense, +1 elemental defense, END bonus that scales with user's INT, lasts 3 rounds, drains 5% of users HP or 1 blue blood, terromancy) - This spell is a must for most battlemages, who tend not to wear heavy armor. It increases the users physical defense significantly, and also slightly boosts their elemental defense.
10 blue blood - Spell Scroll: Life drain (deals low damage that scales with user's INT, restores HP equivalent to 1/2 damage dealt, costs 1 blue blood, necromancy) - Life drain is a basic necromancy practiced by novice dark mages. It isn't very powerful, but it can heal some of the caster's wounds using energy drained from its target.
10 blue blood - Spell Scroll: Hone (adds +3 power to weapon of choice, drains 10% of users HP or 2 blue blood, bonus light damage that scales with INT, lasts for 3 rounds, photomancy) - This spell is used by those who only dabble in spells and trust their weapons more than any wand or talisman. It increases the power of the user's weapon for a short period of time.
10 red blood - Memory: Arcing slash (A regular attack that deals 75% damage to two foes, drains 1 red blood or 5% of user's HP) - This is the memory of a fallen knight who died keeping many foes at bay. It deals lesser damage to multiple foes, making it effective against hordes of weaker enemies.
10 red blood - Memory: Ferocious charge (A powerful attack that is guaranteed to stagger whomever it hits, drains 1 red blood or 5% of user's HP) - This is the memory of a berserker who was struck down while charging a powerful foe. It allows the user to deliver a powerful staggering blow at the cost of some blood.
20 red blood - Memory: … - This is a clouded memory that shifts with shadow and light.
20 red blood, 20 blue blood, 100 black blood - Memory: Firesword (An extremely powerful melee attack that is also enhanced with fire magic. Damage is based on the user's STR, INT, DEX, and END.) - This is the memory of a heroic soldier who fell in battle fighting only with a sword and a torch. It deals both physical and magic damage, making it useful for spell casters and warriors alike. Drains 3 blue blood and 3 red blood.
Practice my sword-kata movements to take mind off oppressive mental intrusion, keep moving.
(4) You try driving off the oppressive presence by going through different stances and techniques, but your concentration breaks when you trip and fall into a patch of tall grass. You grip your head and groan as you fight a losing battle with this evil presence...
(Don't worry - there's a way to escape possession. If you don't manage to escape in time, you still have a good chance of surviving.)
he comes to a halt, looking around for the source of the voice. He then signals for Kien to stop.
"Did you hear someone just now? They were warning me not to go, saying something along the lines that I was not strong enough.
I'm hesitant to go on ahead at the moment, Especially since I am hearing otherworldly voices. Would you escort me later? I can signal you by some means if you want to leave still. Otherwise, i would not mind your company, though I feel that others that I have been tasked to find by this strange voice might."
Talk to Kien about going later. If he leaves, agree to a signal with him so we can meet up later.
After that, turn back and meet with the wall knights.
"Those men, though they are not like us, merely seek justice for the wrongdoings of our peers. They fight alongside the monsters believing all of our kind to be responsible for the murder and slavery inflicted upon them. I have concidered trying to mend relations, but believe that it is too dangerous to approach their people at the moment. I learned this from speaking to Kien, the captain that I captured.
In the meantime, I will continue to fight alongside you in defending our current homes against the monsters."
go back out to the battlefield. Observe what fighting is currently going on.
Ouch. I know how much it sucks to lose all your hard work and have to start over. Even worse when you have to deal with a normal work day at the same time.
Kien looks at you quizzically with his weird mollusk eyes.
"I hear nothing. But yes - if I find a way that is safe, I can return to you. Perhaps I should wait within your town so I am not fallen upon by wall guardians. I wait in... bar, you call?"
You nod to Kien, and escort him back in the town. You then turn to the Wall Knights aggregated around you.
"Those men, though they are not like us, merely seek justice for the wrongdoings of our peers. They fight alongside the monsters believing all of our kind to be responsible for the murder and slavery inflicted upon them. I have concidered trying to mend relations, but believe that it is too dangerous to approach their people at the moment. I learned this from speaking to Kien, the captain that I captured.
In the meantime, I will continue to fight alongside you in defending our current homes against the monsters."
A few of the Wall Knights give you disdainful looks, but the majority of them simply return to their posts. There's no combat at the moment.
If thou wish to challenge the Lake Spirit, an enemy of both thou and I...
I shall give thee the power.