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Author Topic: ~'Medieval' The Forum RPG~ (Adventure Awaits)  (Read 92376 times)

IamanElfCollaborator

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Re: ~'Medieval' The Forum RPG~ (No Spots Open(For Now))
« Reply #690 on: January 20, 2012, 01:48:44 pm »

(? How many? I set up for 20, unless I wasnt reading the thing clearly.)

SeriousConcentrate

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Re: ~'Medieval' The Forum RPG~ (No Spots Open(For Now))
« Reply #691 on: January 20, 2012, 01:52:29 pm »

(He's saying you spent 60 points total in weapons and magic instead of 30. ^^^;)
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Re: ~'Medieval' The Forum RPG~ (No Spots Open(For Now))
« Reply #692 on: January 20, 2012, 01:59:55 pm »

(Schisse! Hm... reduce my skill in wands to 5 and Arcane to nil.)

Lillipad

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Re: ~'Medieval' The Forum RPG~ (No Spots Open(For Now))
« Reply #693 on: January 20, 2012, 02:20:48 pm »

Wait until I have ten elementals summoned, then join the battle.
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Re: ~'Medieval' The Forum RPG~ (No Spots Open(For Now))
« Reply #694 on: January 20, 2012, 03:49:55 pm »

A)Using the map, extrapolate the location of the nearest road network. Wait until nightfall, and then scout it out. Specifically: How well traveled is it? Where are the least traveled portions? If there are any travelers resting on the path that night, consider ambushing them.

E: Before scouting, summon three skeletons to take along. Just in case.


((OOC: Merchant caravan, traveling family, lone wanderer...doesn't matter much what kind of traveler. If there is one, they're a potential target. But I'd like to be able to try and figure out how many there are before jumping into combat.))
« Last Edit: January 20, 2012, 04:11:37 pm by thatkid »
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Azthor

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Re: ~'Medieval' The Forum RPG~ (No Spots Open(For Now))
« Reply #695 on: January 20, 2012, 04:09:57 pm »

Wait until I have ten elementals summoned, then join the battle.

(There is a cap of five on the number of elementals simultaneously sustained).
« Last Edit: January 20, 2012, 04:16:23 pm by Azthor »
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Lillipad

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Re: ~'Medieval' The Forum RPG~ (No Spots Open(For Now))
« Reply #696 on: January 20, 2012, 04:22:31 pm »

(I was never told of a cap.)
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Re: ~'Medieval' The Forum RPG~ (No Spots Open(For Now))
« Reply #697 on: January 20, 2012, 07:07:01 pm »

(I was never told of a cap.)

(It was initially stated on the Summon Skeleton description, but I wasn't aware either until Aninimouse personally told me. If you look a bit back you will notice I tried to summon 5 Arcane Elementals on top of 5 I already had, just check his reply.)
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Chaos Armor

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Re: ~'Medieval' The Forum RPG~ (No Spots Open(For Now))
« Reply #698 on: January 20, 2012, 08:04:08 pm »

A)Travel to Erul.
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Re: ~'Medieval' The Forum RPG~ (No Spots Open(For Now))
« Reply #699 on: January 20, 2012, 11:28:29 pm »

A. "I've been wondering...is there anything you have that can carry more items? I don't mind the extra burden. Helps keep my draw arm strong.

And...maybe a better bow?
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Aninimouse

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Re: ~'Medieval' The Forum RPG~ (No Spots Open(For Now))
« Reply #700 on: February 06, 2012, 04:35:37 pm »

~~~~~~~~~~Melritch~The~Mad~~~~~~~~~~

You feel a magical presence from somewhere to the East...

The Violet Risen Guard attacks the Dark Blue Ursiva Guard, dealing 6 Damage. (2 Resisted)
The Dark Red Risen Guard attacks the Teal Ursiva Guard, dealing 10 Damage and killing them! (2 Resisted) (+10 Experience)
The Black/Grey Risen Guard attacks the Black/Grey Ursiva Guard, dealing 9 Damage! (2 Resisted)
The Green Risen Guard finishes off the Black/Grey Ursiva Guard! (+10 Experience)

You cast Arcane Bolt on the Dark Blue Ursiva Guard, dealing 16 Damage!

Melritch The Mad: Level 2 (110/200)   
Health: 10/10
Mana: 0/60
Defense: 3.75
A)Whack (1-5)
B)Move (1 Tile)
C)Sprint (3 Tiles in One Turn) (5 Energy Cost)
D)Cast a Spell

Arcane Elemental: Level 1   
Health: 30/30
Mana: 3/32

Arcane Elemental: Level 1   
Health: 30/30
Mana: 3/32

Arcane Elemental: Level 1   
Health: 30/30
Mana: 3/32
 
Arcane Elemental: Level 1   
Health: 30/30
Mana: 3/32
 
Arcane Elemental: Level 1   
Health: 30/30
Mana: 3/32
 
Risen Guard: Level 1   
Health: 30/30

Risen Guard: Level 1   
Health: 30/30

Risen Guard: Level 1   
Health: 30/30

Ursiva Guard: Level 1   
Health: 30/30

= Grass
= Dirt
= Headstone (I'll have to remember to make a tile for Headstones...)




















Ursiva Guard: Level 1   
Status: Dead
Health: 0/30

Ursiva Guard: Level 1   
Status: Dead
Health: 0/30

Ursiva Guard: Level 1   
Status: Dead
Health: 0/30

Ursiva Guard: Level 1   
Health: 8/30

Ursiva Guard: Level 1   
Status: Dead
Health: 0/30

Ursiva Guard: Level 1   
Status: Dead
Health: 0/30

Gnome: Level 4   
Health: 82/95
Mana: Low?



~~~~~~~~~~Asha~Blackstone~~~~~~~~~~

You leave the nunnery and take the short walk towards the hospice, which is quite close to the nunnery for a few easy to guess reasons. On the way there however, you feel the distant presence of someone (or something). Someone familiar to you, yet foreign to the town itself...

Shaking off that feeling, at least for a short while, you reach the hospice. Entering the building, you find yourself in a long, wide, hallway. Along each wall are nondescript wooden doors. A few clerics and fellow nuns wander the halls, occasionally entering or leaving a room.


A)<Insert Action Here>



~~~~~~~~~~Tala~Blackstone~~~~~~~~~~

You find the nearest weapon shop, selling three [Copper Blackstone Longsword (4-10 Cutting Damage) (2-12 Piercing Damage)] for a total of 105 Copper Coins, and your [Copper Blackstone Roundshield (Blocks 10 Damage) (Requires 2 Strength)] for another 50 Copper Coins. You also sell the twenty [Copper Bars] for 220 Copper Coins. (Coming to a grand total of 375 Copper Coins gained)

A)Buy Something
B)Sell Something Else
C)<Insert Action Here>
D)Leave the Shop



~~~~~~~~~~Sinclair~Nilnekod~~~~~~~~~~

You slowly cross the river before continuing northwards through the field. It isn't long before you come across a road leading to the Northeast, towards Aninthor. Turning onto the road and following it, you spot the southern gates of Aninthor within the next hour. The gates are guarded by a few armed men, and the port itself is protected with a tall, stone wall.

A)Enter Aninthor
B)Travel to the East, through the sparse forest and along the walls of Aninthor.
C)Travel to the West, through the sparse forest and along the walls of Aninthor.
D)Travel to the South, off the road and into the sparse forest beyond.
E)Travel back along the road to the Southwest.



~~~~~~~~~~Caspa~Ithbicocu~~~~~~~~~~

Upon your attempt to open the left door, you find that it is unfortunately locked.

A)Try the Right Door
B)<Insert Action Here>
C)Nevermind



~~~~~~~~~~Phoenix~~~~~~~~~~

You slash at the First Wolf, dealing 7 Damage! (+4 Fire Damage) The wolf is slain! (+10 Experience)

The second Wolf bites you, but the attack does little through your armour.

You slash at the First Wolf, dealing 5 Damage! (+4 Fire Damage)

The second Wolf bites you, dealing 1 Damage!


Phoenix: Level 1 (40/80)
Health: 2/5
Mana: 20/20
Energy: 20/20
Defense: 6.5
A)Slash (4-10 Cutting Damage + 4 Fire Damage)
B)Stab (2-12 Piercing Damage + 4 Fire Damage)
C)Block (Blocks 4 Damage)
D)Cast a Spell
E)Use an Item
F)Attempt to Flee

~Enemies~

Wolf: Level 1
Status: (Dead)
Health: 0/25

Wolf: Level 1
Health: 5/25



~~~~~~~~~~Corvander~Hellstave~~~~~~~~~~

((That's Still 10 points too many, you might want to get rid of your Staffs/Staves Skill and 5 of your Stone Magic Skill, or just all of your Stone Magic Skill. None of the spells you had requested use Stone based Magic anyhow.))



~~~~~~~~~~Caboose~~~~~~~~~~

You begin summoning Elementals as the battle in the Graveyard continues.

A)Continue Summoning Elementals
B)<Insert Action Here>



~~~~~~~~~~Ezriel~~~~~~~~~~

According to the map, waiting until nightfall probably wouldn't be a wise thing to do, as the nearest road is at least a 12 hour walk away from the tower. So instead, you leave immediately, arriving to the West of the main road some time around midnight. The Northern portions of the road eventually lead to Dorenthibam, a Dwarvern trading town, and after that the Western Territories of the Humans. Both of these roads would probably see a lot of use from merchants, but also from guards and soldiers. The southern portions of the road lead to other Dwarvern Towns, and the Mountain Home.


A)<Insert Action Here>



~~~~~~~~~~Cero~Undulai~~~~~~~~~~

You follow the road into Erul, a small farming town.

A)Find the Erul Market
B)Take a look at the Houses around the Town
C)Travel to the North, into the Fields
D)Travel to the West, into the Fields
E)Travel to the South, into the Fields
F)Travel to the North, into the Fields and towards the River
G)Follow the Road back towards Sumisas
H)Follow the Road towards Aninthor



~~~~~~~~~~Feleris~Valinar~~~~~~~~~~

"I'm sorry, I don't sell any bows here, but I may have what else you're looking for."

The shopkeeper has a [Light Traveler's Pack (+10 Inventory Slots) (Worn on Back)] available for 85 Copper Coins.

A)Buy It
B)Don't Buy It
« Last Edit: February 06, 2012, 05:28:22 pm by Aninimouse »
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Phantom of The Library

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Re: ~'Medieval' The Forum RPG~ (No Spots Open(For Now))
« Reply #701 on: February 06, 2012, 04:39:37 pm »

A) Try Right Door
((Welcome back!))
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Re: ~'Medieval' The Forum RPG~ (No Spots Open(For Now))
« Reply #702 on: February 06, 2012, 04:41:41 pm »

A)
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thatkid

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Re: ~'Medieval' The Forum RPG~ (No Spots Open(For Now))
« Reply #703 on: February 06, 2012, 04:42:48 pm »

A) Summon as many skeletons as I can, wait until I've replenished my mana, ambush any group smaller than mine that I can find.
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SeriousConcentrate

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Re: ~'Medieval' The Forum RPG~ (No Spots Open(For Now))
« Reply #704 on: February 06, 2012, 05:01:33 pm »

A) Asha stopped a passing Cleric. "Excuse me. Is there anything I can do to help?" she asked.
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