Turn 10Location: Stardust RuinsGO BERSERK!
Run at him and swing in a whirlwind of flying blades.
basically just run at him and spin REALLY fast with my sword swinging.
anyone have a curing potion? if someone uses one on me, i drink it BEFORE attacking.
Drink healing potion, then attempt a aimed shot at his throat.
well my (new) motto is, try try again.
attack the boss once more with a 2h thrust
MAAAAAARTIAAAALLLL TRANCEEEEE AND SPIN AROUND WITH MAH HAMMER!
Luke_Prowler=1+1. Dermonster=5+1, 3+1. SHAD0Wdump=3, 6. Haika=4, 2+1. Jetsquirrel=1-1.
Jetsquirrel pulls his hammer back and prepares to swing but (5) Dermonster knocks him off balance by leaping off his sword, flying into the air. Luke_Prowler slashes at the rogue boss but he leaps out of the way, right into Dermonster's blade. He stumbles, then faces Dermonster and starts chanting, his eyes glowing bright red. He stops suddenly, coughs blood, and falls forward dramatically, looking less powerful as the magic that was strengthening him leaks from his corpse. In his back are a spear and an arrow. Haika and SHAD0Wdump each step forward and pull their weapon from the corpse. You all loot the corpse and find
15 gold, an ancient red book, and an ancient blue book. You split the gold evenly amongst yourselves for 3 each and put the books in the loot pile.
You hear distant rumbling, quickly growing louder, and realize that you'll have to flee the collapsing ruins in some dramatic scene that's likely to get at least one of you killed in some sort of dramatic moment of self-sacrifice. A passageway opens in the arena and you rush into it, having nowhere else to go. You see light at the end and continue your rushing, your spirits rising as it grows rapidly. But Jetsquirrel trips over something and tumbles along the ground, getting tangled up in some sort of cloth that was sitting on the ground. The rest of the group hesistates, but he shouts "Save yourselves! I'll die here!"
"Are you crazy?" an angry old man says. "Get out of my bag, crazy person." You all just stop and stare at the man, which only seems to make him angrier. "Are you all crazy? Do you crazy people just go running through ruins and tangling yourselves up in the bags of anyone unlucky enough to get in your way?"
"We destroyed the leader of the evil band of rogues that was living here," dermonster says quickly, "and now the ruins are collapsing."
The old man laughs. "Adventurers, eh? That makes sense. The ancient civilization that made these ruins made them shake a little every time some sort of epic fight finishes, just to have a little fun with the winners. Of course, they were pretty powerful magicians so it's still in effect, though it's a little worse at detecting epic battles now. Heck, last week a snake eating a mouse set it off."
You all realize that the ruins are no longer rumbling, apologize to the man for injuring his bag, and slowly walk out of the ruins through the tunnel and find your horses.
Upon entering town, you're showered with some healing powder by the high priest and each given
15 gold. The armorer runs up and sketches your chain leggings, leather leggings, and insulated leather armor, then runs back to his shop and starts crafting.
Another man runs up and looks at your ancient books, excited. "Look at these," he says, gesturing at them. "They describe ancient magics in the ancients' tongue. Look here. Fire, ice, and healing magic. If you give me a few minutes I can teach you how to heal these, and maybe when you get a little more skilled I can teach you a few special spells. My house is over there. I prepared a sign in case something like this happened, and I'll hang it up right away." He gives each of you
2 gold per book, for 6 each total, and walks off, saying "My shop is the Spelling Bee."
Another man walks up to you, making you feel just a little bit more popular. "We've decided to construct an inn in your honor," he says, pointing at a small building. "It's called the Telltale Inn, and it's for adventurers that want to take a little break from their travels. They can stay for free as long as the spend a good amount of time talking about their grand adventurers to paying customers, and they'll probably earn a little gold as a tip. We only have one room right now but we're planning on expanding."
The apocethary runs up to you excitedly. "I've just brewed two new kinds of potions and condensed a new form of powder. Come to my store and I'll sell you mana potions, curing powder, and stronger healing potions."
Far away, the CEO of Throws You off the Back of a Wagon Travel Agencies looks over a list of requests for trips and nonchalantly puts a checkmark near the name of Haccenville, adding two more spots to the waiting list in case the company has a wagon coming through. He then goes back to sipping his gold-plated wine from a solid platinum goblet, his eyes catching the glint of a million gold coins in a pile before him.
Walking through town and admiring the beauty of capitalism that didn't actually happen in medieval times, Haika trips over a small man. "Oh, sorry, horse-owner midget guy," he says, glancing at the Spelling Bee. Before he can realize his mistake, Haika is brought to the ground with a grip as strong as steel and finds the man standing on top of him, his beard colored like granite and his eyes glinting like obsidian.
"Ye think you can call me a midget and get away with it, eh? Do ye really want to taste me axe?"
Another small bearded man with facial features easily associated with rocks, gems, and metal runs over. "Bomrek!" he shouts, "That's the adventuring party we came to see! Don't kill them yet."
"'E called me a midget!"
The second dwarf stops, glaring at Haika. "That's yer only chance," he says. "Call a dwarf that again and there'll be nobody that can save you." Cheering up suddenly, he says, "We have a mission for you humans. One of our fortresses was taken over by elves. Now, this fort happened to contain a particular treasure that we can't exactly tell ye about, but it's in a box at the very bottom of the fortress and we want ye to make sure the elves haven't opened it. Don't touch it though, as it's a prized royal heirloom and we don't want it damaged. Don't even open the box if it's closed, because it's probably locked anyways. Ye don't need to see it anyways. It's not really that exciting. We'll give you a few minutes te get ready, but we need to set off soon."
---
Okay, so, a few things are going on right now. First off, I'm redoing a few of the equipment's stats, generally making 2H weapons a bit stronger and nerfing chain mail a little bit. The current affected equipment:
Maul (2H hammer): +2 damage, -1 dodge
Warhammer (1.5H hammer): +1 damage, +1 accuracy when 2H
Bastard Sword (1.5H sword: +1 accuracy, +1 damage when 2H
Chain mail (body armor): +2 defense against slash/pierce, -1 dodge
Also, the waiting list now has 4 spots. I expect the two new spots to be filled shortly. As usual, it's first come, first serve. Or is it first come, first served? I don't care enough to find out. Either way, the first people to claim their waiting list spots are the ones that will get them.
The inn. If you're in town and you've gone on at least one adventure, you can stay at the Telltale Inn. What happens is you'll get put on any spot in the waiting list that you want to, and everyone in the waiting list before that moves up a slot. Once you get to the end of the list, you either come back in the game with your character, give the character to the next person on the waiting list (losing it permanently), or decide to permanently live in the town and lose the character forever. If you're on the waiting list and someone goes into the inn and jumps in line before you, don't complain, because you didn't get pushed back. You just didn't get pushed forward either. Also, if you're in the inn then you can buy things as long as the main adventuring party is in town, and you gain a few gold whenever they return to town.
And magic. About that. It follows a system that's like skills. It follows the four-level 1/2/4/8 experience thing like skills, and when you know a school of magic, you can use 1MP to use a basic spell, eg. healing someone if you have healing or shooting fire at someone if you have fire. But later you'll be able to learn specific spells that do fancier things like heal multiple people at once or shoot a larger fireball for more MP. And some spells can be cast as a free action, though your generic fireball or healing will take your action. You can know three spells for each school of magic you know.
When you use magic, you make a casting roll. If you're using this on an ally, it's like any other roll, but if you use it on an enemy it functions as accuracy and you're penalized if they have dodge bonuses. If you succeed in casting an attack spell, you roll for damage. Most magic classes are attack magic, and I'll get the stat chart up for a generic attack spell. Also, healing magic is an exception to the generic chart so I'll get one up for it.
I'm going to make separate Dodging and Armor User skills, and dodging will be for when you're unarmored. Because I'm nice, I'll let dermonster change his dodge skill to armor user if he wants because his dodging skill will be useless in heavier armor like his chain mail.
Finally, you can learn a school of magic for 10 gold. It'll take me a little while to update the
shop post, but I'll do it as fast as I can.
StatusesHover over weapons and skills for descriptions.Adventurers10/10 HP 5/5 MP 49 gold
Body: Normal.
Equipment: Bastard sword. Chain mail. Leather leggings.
Inventory: 4 light healing potions.
Skills: Level 2 Swordsman (3/4). Level 1 Armor User (0/2).
Magic:
10/10 HP 5/5 MP 50 gold
Body: Normal.
Equipment: Spear. Chain mail. Leaping chain leggings.
Inventory: 2 light healing potions. Curing potion. Healing powder. Stiletto.
Skills: Level 2 Spearman (2/4).
Magic: Equipment (Leaping chain leggings).
10/10 HP 5/5 MP 47 gold
Body: Normal.
Equipment: Maul. Chain mail.
Inventory: Light healing potion. Curing potion.
Skills: Level 2 Hammerman (3/4).
Magic: None.
10/10 HP 5/5 MP 48 gold
Body: Normal.
Equipment: Short sword. 3 knives. Buckler. Leather armor.
Inventory: 2 light healing potions. Curing potion. Magic potion.
Skills: Level 2 Swordsman (2/4). Level 1 Thrower (0/2).
Magic: None.
10/10 HP 5/5 MP 44 gold
Body: Normal.
Equipment: Shortbow (26 arrows). Buckler. Insulated leather armor.
Inventory: 2 light healing potions. Whip.
Skills: Level 2 Bowman (1/4).
Magic: None.
Enemiesnone
Free ItemsKnifeStilettoLeather armorWhipInsulated leather armorLeather armorLeather leggingsShortbow