Turn 11Location: HaccenvilleHaika bids you all farewell. "I'm going off to stay in the Inn for a bit. Adventuring is awesome and all, but you have to take a break every once in a while. Tell me all about this adventure when you get back." With that, he walks over to the newly erected inn and checks in.
The remaining adventurers begin to think about how much more difficult the upcoming quest will be with only four people, but they are interrupted by the loud sound of wheels. People scatter from the roads as a wagon marked "TYOTBOAW Travel Agencies Express" flies through the town. In the aftermath, villagers cough as they search the dust for their loved ones, fearing for the worst. Someone screams as a body is found. They roll it over, and are suprised to see it's barely scratched.
"Am I there yet?" it asks.
Upon further discussion, the man introduces himself as Ryan. He came to Haccenville so he could adventure with the kindom's foremost adventurers after seeing an advertisement for it in Feudalism Magazine, the kingdom's most widespread scroll-based periodical. You consider yourselves lucky for getting an ally literally seconds after losing one, and happily accept him to the team. Then you tell him to take the 35 gold he came with and buy some clothes.
6 Light Healing Potions + 1 Medium(24), Leather Leggings(, Ice Magic Schooling (10)
And if possible, I drink five healing potions simultaneously!
Stand back everyone I'm doing something stupid!
5. You buy your new equipment, learn a little ice magic, and begin your descent into magical potion-induced mutation, chugging healing potions in a manner not reccommended by the apocethary general. Your vision blurs and you wobble a bit, but when you snap out of it you feel healthier. You feel the healing power of the potions coursing through your veins. You'll slowly heal on your own, but because of the way your body processes the potion, any healing potions you drink won't heal you immediately, instead boosting your healing next turn.
I'll take those leggings, then go back to practicing throwing.
3. You grab the leather leggings from the loot pile, and then toss a knife around but don't really accomplish anything.
Go and buy leather leggings,and go learn the magic kind ice and finally i dont know how much money i have so if have still 2 coins left go buy chain leggings instead of leather
3. You go and learn the basics of ice magic, then go off and buy some chain leggings. You mess around a little with your ice magic but don't learn anything worthwhile.
I shall buy-
Fire magic, Healing magic, Leather armor, Mana Potion
I hope no one minds me being the mage of the party.
4. You buy some magic, and a potion for when your magic runs out. Rather than buy leather armor, you grab the armor that was in the loot pile. Then you meditate on healing magic for a while and manage to get a little experience in that.
ok, now... sell the leather leggings and take the chain leggings, Buy 5 curing potion and 2 medium healing potion.
well, ok. get healing magic too.
6. You sell the leather leggings for 4 gold and buy some chain leggings and put them on and learn healing magic. You then go to the apocethary and stock up on potions for 27 gold. You then train with your sword for a while, learning quite a bit. You can now wield two-handed swords in one hand with a penalty and can wield one-handed swords 0H with a penalty.
Before leaving, you sell everything remaining in the loot pile, everyone in the party getting 5 gold. You then walk up to the dwarves, ready to go. Bomrek is pleased when he notices Haika's absence.
"Ah, the spearman chickened out? Like the little kobold 'e is. He prolly wet 'imself when I-" Bomrek says, interrupted by a smack on the back of the head by another dwarf.
"Bomrek," the other dwarf says, "Stop picking on the humans. We have more important business." Turning you, he says, "I'm Asmel. I'll explain our situation to you in the wagon." With this, he turns and heads towards a wagon. You all follow him and get in, then a third dwarf at the front of the wagon whips the mules pulling it. Slowly the wagon begins to roll out of the town. "We've been attacked a lot by elves recently," Asmel begins to explain. "We have no idea why the filthy things are attacking us, but they managed to take over this fortress. This was a particularly rich fortress, so we need someone to go in and kill all the elves occupying it. The main force of their military kept going towards our capital and should be meeting our military soon, so you won't be fighting an army of elves.
"The elves triggered a good deal of our traps while they were attacking, but we don't know which ones are still operating. Some of the more complex and deadly ones are, so definitely stay on your toes. Remember, you need to make it towards the bottom of the fortress into the king's room and find out if anything has been disturbed. Remember, there's nothing that interesting in there so don't touch anything." The wagon comes to an abrupt stop.
"Oi!" exclaims the driving dwarf. "They've gone and grown a forest around the place!" You get out of the wagon and are amazed to see a forest of small trees, with a huge tree rising above the rest.
"Head for tha' tree," Bomrek says grimly. "Tha's probably been grown as a trophy, right on top of the fortress. They're probably going through the place and turnin' everything 'natural'. They want that tree ta say, 'Welcome to the ruins of Duckduck the Duck of Ducks.'"
Getting out of the wagon, you head into the forest. After a short distance, you reach the fortress. Or what remains of it, that is. You can barely see the small stone castle guarding the entrance to the fort below, common among dwarven fortresses for the military advantage it provides against attacking surface dwellers rather than its symbolism of the tip of an iceberg. The structure is completely covered in vines and plants, with small trees managing to grow from some places. The huge tree visible from anywhere in the forest grows from the top of the tall, central tower, its roots wrapping around the building and warping the structure before reaching the ground.
You cross a mossy stone bridge over an algae-filled moat and pass through an open gate, held there by strong vines. Entering the walls of the fortress, you see more of the same. Tall, lush grass grows in the field between the wall and castle. (1) Not one person in the party notices the thin, dark figures looming behind you before they draw their weapons and (D=4-1, J=1, L=3, R=5, S=1) only Ryan and notices and dives to the ground before a barrage of arrows flies at you (D=4, J=6, L=6, S=5) and bounces harmlessly off your armor. You turn to face the five ambushing elves and note that some of them are wearing flowing robes (+1 dodge against range/pierced) and wooden armor (+1 defense against blunt/pierce), and wielding longbows (2HR bow, +1 damage, armor negation 1, -1 accuracy, -1 to target's dodge next turn on overshots) and shortbows.
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So I'm making a small change to melee weapon skills. Now at level 3 you can wield 1H weapons on your belt like 0H weapons with a -1 penalty to both damage and accuracy.
Also, I didn't like this super meta-joke I attempted to make at one point, but I put a lot of work into it, so I'm keeping it in case someone's interested in that kind of thing.
"Ah, the spearman chickened out? Like the little kobold 'e is. He prolly wet himself when I-" Bomrek says, interrupted by a smack on the back of the head by another dwarf.
"Bomrek," the other dwarf says, "Why did you volunteer to come get the humans' help if ye hate humans so much?"
Bomrek thinks about it for a second, attempting to fight off feeling that he's being used as some form of comic relief, grasping for some meaning for his life beyond some badly-written plot, not realizing that those thoughts were meant to be some kind of perverted, fourth-wall-breaking irony. Somehow realizing that his response was going to be the punchline for some sort of joke only to be understood by outside observers that he has no evidence for the existence of, Bomrek responds, "I don't know."
StatusesHover over weapons and skills for descriptions.Adventurers10/10 HP 5/5 MP 29 gold
Body: Normal.
Equipment: Bastard sword. Chain mail. Chain leggings.
Inventory: 4 light healing potions. 1 medium healing potion. 5 curing potions.
Skills: Level 2 Swordsman (3/4). Level 1 Armor User (0/2).
Magic: Level 1 Healing Magic (0/2).
10/10 HP 5/5 MP 20 gold
Body: Normal.
Equipment: Leather armor.
Inventory: Mana potion.
Skills: None.
Magic: Level 1 Healing Magic (1/2). Level 1 Fire Magic (0/2).
10/10 HP 5/5 MP 29 gold
Body: Normal.
Equipment: Maul. Chain mail. Chain leggings.
Inventory: Light healing potion. Curing potion.
Skills: Level 3 Hammerman (1/8).
Magic: Level 1 Ice Magic (0/2).
10/10 HP 5/5 MP 53 gold
Body: Normal.
Equipment: Short sword. 3 knives. Buckler. Leather armor. Leather leggings.
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 7 gold
Body: Healing blood.
Equipment: Shortbow (26 arrows). Buckler. Insulated leather armor. Leather leggings.
Inventory: 3 light healing potions. Medium healing potion. Whip.
Skills: Level 2 Bowman (1/4).
Magic: Level 1 Ice Magic (0/2).
Enemies9/9 HP 6/6 MP
Body: Elf. Normal.
Equipment: Shortbow (4 arrows). Flowing robe.
9/9 HP 6/6 MP
Body: Elf. Normal.
Equipment: Shortbow (6 arrows). Wooden armor.
9/9 HP 6/6 MP
Body: Elf. Normal.
Equipment: Longbow (5 arrows). Wooden armor.
9/9 HP 6/6 MP
Body: Elf. Normal.
Equipment: Longbow (5 arrows). Flowing robe.
9/9 HP 6/6 MP
Body: Elf. Normal.
Equipment: Flowing robe.