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Author Topic: Apothecary: The Mysterious Desert Illness  (Read 11574 times)

kilakan

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Re: Rogue Apothecary: Escape from jail
« Reply #165 on: February 27, 2010, 11:32:44 pm »

>Light wall on fire, light joint from fire, and walk through funny looking flames while high!
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Nom nom nom

Cheddarius

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Re: Rogue Apothecary: Escape from jail
« Reply #166 on: February 27, 2010, 11:44:00 pm »

I'm starting to think we should start up a Liberal Crime Squad forum game.
Sigged because we seriously need to do this.
I have some games already going, but SOMEONE DO THIS OKAY
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qwertyuiopas

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Re: Rogue Apothecary: Escape from jail
« Reply #167 on: February 28, 2010, 12:27:12 am »

Don't just light it and let it burn, light it and be ready for anyone coming, especially anyone coming from the other side of the wall. As I mentioned before, this seems suspiciously escapable, leaving two conclusions: The escape route is known by your captors, or the guy running the game wants the character to survive and escape.

Since preparing for the first case would not impare yout ability to succeed in the second, be prepared!
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ein

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Re: Rogue Apothecary: Escape from jail
« Reply #168 on: February 28, 2010, 12:59:04 am »

You light the wall with your match.
In a great big *FWOOSH*, the whole wall along the entire prison lights up like some random holiday that doesn't exist in this world involving fireworks.
You light your colour leaf joint on the raging inferno.
As the colours fly around everywhere, you realize that the wall is fucking on fire.
You decide that this was a stupid idea, but thankfully, the other side of your cell is far enough away from the flames to keep you from getting burnt.
It's still really hot though.

After a few minutes, the fire dies down leaving behind a very charred and ashy pile of crumbling stone.
As you touch it to see if it's hot, a large chunk of the wall crumbles, revealing  an incredibly bright plain of sand.
You venture forth, because it's better than the cramped cell, but eventually pass out.

You wake up in a tent surrounded by a couple of desert folk.
Being generic fantasyland, everybody speaks the same language, and they tell you that their healer was mauled by desert bears.
You decide that this is a good time to start over.

You tell the desert people that you are an apothecary and can heal all who are ill in this village.
Unfortunately, the villagers seem to have a very mysterious illness.
So mysterious, in fact, that you should investigate it.

Cheddarius

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Re: Apothecary: The Mysterious Desert Illness
« Reply #169 on: February 28, 2010, 01:08:05 am »

> investigate very mysterious illness
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Criptfeind

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Re: Apothecary: The Mysterious Desert Illness
« Reply #170 on: February 28, 2010, 01:11:04 am »

>Declare that all of the dead healers stuff is now our. Including family and apprentices. And by family I mean not snotling only hot chicks.
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100killer9

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Re: Apothecary: The Mysterious Desert Illness
« Reply #171 on: February 28, 2010, 07:34:22 am »

>Look for devil berries
Attempt to incite a revolution against the police-state government. They gave you a life sentence without proof of any wrongdoing.
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Just out of curiosity, what DOES Dwarf Fortress smell like?
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Ladders are absolutely essential for one reason and one reason only:

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Criptfeind

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Re: Apothecary: The Mysterious Desert Illness
« Reply #172 on: February 28, 2010, 09:59:50 am »

In time maybe, but if we try that now we are one train ride over from death.
« Last Edit: February 28, 2010, 10:40:06 am by Criptfeind »
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Armok

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Re: Apothecary: The Mysterious Desert Illness
« Reply #173 on: February 28, 2010, 10:38:11 am »

> try to get someone to get your stuff from home.

> Ask what these people think about drugs.
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qwertyuiopas

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Re: Apothecary: The Mysterious Desert Illness
« Reply #174 on: February 28, 2010, 01:08:12 pm »

>Avoid drugs this time, as these people look more likely to kill than arrest.

>Also, regret burning your only supply.

>Also regret not fuly studying your manuals.
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100killer9

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Re: Apothecary: The Mysterious Desert Illness
« Reply #175 on: February 28, 2010, 01:36:00 pm »

>Stop using >
Alright, now let's look for some... Blue roots? Or any plant, really.
I think we may have needed that top hat...
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Just out of curiosity, what DOES Dwarf Fortress smell like?
Death, Booze, and Insanity.
Ladders are absolutely essential for one reason and one reason only:

Welcome, friends to Slaves to Armok III: Snakes and Ladders.

ein

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Re: Apothecary: The Mysterious Desert Illness
« Reply #176 on: February 28, 2010, 01:40:46 pm »

You begin to investigate the illness, but you have no idea where to start.
You decide to look for various herbs instead, and identify them in the old healer's tome.

Around the desert, you find:
Cactus Flower, has a multitude of uses, similar to blue root
Sand Lizard, the liver of these things is a folk remedy for hangovers
Oasis Grass, very sweet and used to cure most poisons

~~~~~~~~~~~~~~~~~~~~~~~~~~
Just for clarification, you won't be gathering herbs this time, only finding and identifying them.

Faden

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Re: Apothecary: The Mysterious Desert Illness
« Reply #177 on: February 28, 2010, 01:54:00 pm »

Gather some Cactus Flower, Oasis Grass and any other plants you see.

Kadzar

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Re: Apothecary: The Mysterious Desert Illness
« Reply #178 on: February 28, 2010, 02:02:09 pm »

Find and identify more stuff.
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LeoLeonardoIII

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Re: Apothecary: The Mysterious Desert Illness
« Reply #179 on: February 28, 2010, 02:09:39 pm »

> Examine the patient, question anyone who witnessed the attack, and ask where is the Desert Bear now?
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