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#41

Post by Prince Toad » Sat Dec 11, 2004 2:30 am

K.

You ask around. One or two people mention something vague about rumors of a mercenary group nearby led by him. They place him quite near the Tong headquarters-- not too common for bloodnotes-- but few people have heard of him, so it can't be anything major.

Now what? You can see if anyone has more detailed information, like where he might be, or go to Eysa, or just set out and start scouring the area. I'd recommend shopping first, but you don't have to. You do have 500 gold to spend, of course, although you might want to spend some of that on transportation (for this particular mission, all you'd probably want would be 25 gold to rent a horse so you can cover more ground in a day, and maybe not even that).
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#42

Post by Rubber Band Man » Sat Dec 11, 2004 1:44 pm

Go Rent a horse and search around
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#43

Post by Prince Toad » Sat Dec 11, 2004 6:50 pm

Sure you don't wanna check out the shop or anything first?
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#44

Post by Rubber Band Man » Sat Dec 11, 2004 7:51 pm

Well, yeah, shop first, but save 50 for the horse.
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#45

Post by Prince Toad » Sun Dec 12, 2004 3:43 pm

(25)

Wanna see weapons, accessories, poisons, items, or all four?
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#46

Post by Rubber Band Man » Tue Dec 14, 2004 7:50 pm

all
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#47

Post by Prince Toad » Thu Dec 16, 2004 1:32 am

Here. If you have any questions or want some recommendations, tell me, or just say what you're buying. You can spend 475 gold if you want to rent a horse.

WEAPONS (Weapon: Stat + #/Price/notes) Note that if it says Agility + 50, it doesn't mean that the weapon deals your Agility + 50. It means Agility is the stat used for it, and 50 is added to the usual damage dealt. The actual number used depends on whether Combat is your Primary Focus, your Secondary Focus, or you don't have it as a Focus. (If you didn't quite get all that, ignore it.)

Iron Dagger: Agility + 100/50 gold/may be thrown
Steel Dagger: Agility + 200/200 gold/may be thrown
Iron Longsword: Force + 100/100 gold
Steel Longsword: Force + 200/250 gold
Iron Darts (25): Agility/25 gold/thrown
Steel Darts (25): Agility + 100/100 gold/thrown
Light Crossbow: Agility, slow/100 gold/crossbow
Medium Crossbow: Agility + 100, slow/300 gold/crossbow
Iron Bolts (20): + 100 /25 gold/for use with crossbow
Steel Bolts (20): + 250/100 gold/for use with crossbow

ACCESSORIES (accessory: type/price/effect)(max. worn: one cloak, one head item, one neckwear item, two rings, one footwear item)

Gray Headband: Head/50 gold/+25 Agility
Lenses: Head/100 gold/grants better vision
Gray Covering: Head/100 gold/improves stealth
Invisibility Cloak: Cloak/250 gold/grants invisibility for 2 not necessarily consecutive minutes per day (no rollover)
Chameleon Cloak: Cloak/150 gold/+100 Agility in battle
Black Cloak: Cloak/100 gold/improves stealth
Cloak of Deflection: Cloak/250 gold/may deflect projectiles, including applicable traps
Amulet of Return: Neckwear/200 gold/magically return to the Tong headquarters instantly once per day
Amulet of Bear Strength: Neckwear/150 gold/+100 Force
Luck Pendant: Neckwear/100 gold/+50 Aura
Minor Ring of Protection: Ring/100 gold/blocks 50 damage per attack; minimum damage taken 50
Minor Ring of Vitality: Ring/200 gold/+200 HP
Minor Ring of Mentality: Ring/200 gold/+200 MP
Minor Ring of Power: Ring/200 gold/+100 Force
Minor Ring of Dexterity: Ring/200 gold/+100 Force
Minor Ring of Arcana: Ring/200 gold/+100 Mana
Minor Ring of Willpower: Ring/200 gold/+100 Dominance
Minor Ring of Fortune: Ring/200 gold/+100 Aura
Seven League Boots: Footwear/200 gold/allows faster movement
Boots of Leaping: Footwear/200 gold/allows higher and longer jumping
Sandals of Shadow: Footwear/100 gold/improves stealth

POISONS (Poison: damage per round/price/uses/antidote level required to cure/effect)

Cheap Venom: 50/50 gold/5/1/for use in battle
Bargain Venom: 100/150 gold/5/1/for use in battle
Sweetsleep Powder: 100/200 gold/2/2/for use in drinks
Reaperspice: 100/200 gold/2/2/for use on food

ITEMS (item: price/effect/notes)

Small Potion: 100 gold/Heals 500 HP/3 uses
Small Ether: 150 gold/Heals 500 MP/3 uses
Small Elixir: 250 gold/Heals 500 HP and MP/3 uses
L1 Antidote: 50 gold/heals some poisons/3 uses
Sap: 50 gold/knocks people out if you sneak up on them
Potion of Invisibility: 150 gold/full invisibility for one minute, doesn't wear off when attacked/1 use
Bag o' Rocks: 25 gold/various uses/rocks! 10 of 'em, varying sizes
Thunderstone: 100 gold/makes a loud noise, stuns people/2 uses
Smoke Ball: 100 gold/releases smoke
Rope (25 ft.): 50 gold/it's rope
Iron Chain (25 ft.): 200 gold/big ol' chain... tougher than rope
Grappling Hook: 50 gold/for use with rope... or chain
Blowgun: 100 gold/blow darts, rocks, pins, rolled-up scrolls, whatever
Reeds: 25 gold/for breathing close to surface underwater
Disguise Kit: 200 gold/can disguise yourself/clothes and makeup for disguises
Mirror: 100 gold/steel and glass mirror/it's a mirror
Glasscutter: 200 gold/cuts glass precisely/need Stealth Prof. 2 to use
Cheap Skeleton Key: 250 gold/may open lower-quality locks/10 uses
Cheap Thieves' Tools: Free/+2d100 for pick lock and disarm trap checks
Basic Thieves' Tools: 50 gold/+5d100 for pick lock and disarm trap checks
Standard Thieves' Tools: 250 gold/+d1000 for pick lock and disarm trap checks
Cheap Thieves' Kit: 100 gold/cheap thieves' tools, rope (25 ft.), grappling hook, extra dagger
Basic Thieves' Kit: 400 gold/basic thieves' tools, rope (25 ft.), grappling hook, extra dagger, blowgun, reeds (for breathing underwater), hookshot, smoke ball
Standard Thieves' Kit: 800 gold/standard thieves' tools, chain (25 ft.), grappling hook, extra dagger, blowgun, reeds (for breathing underwater), hookshot, three smoke balls, disguise kit, mirror, glasscutter
Hookshot: 200 gold/hooks onto wood, can pull you up
Magnetic Hookshot: 500 gold/hooks onto wood and metal, can pull you up
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#48

Post by Rubber Band Man » Thu Dec 16, 2004 5:24 pm

Steel Dart, 3 Sm. Potions
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#49

Post by Prince Toad » Sat Dec 18, 2004 9:24 pm

Okay. You don't have to take my advice, but I'd personally recommend a set of Basic Thieves' Tools or maybe a Cheap Thieves' Kit. For this particular mission it might not be useful, and you might want to hold off and just buy a Basic Thieves' Kit later on, but you might wanna consider it anyway.

Now what?
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#50

Post by Rubber Band Man » Wed Dec 22, 2004 2:16 am

Rent the horse and search
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#51

Post by Prince Toad » Fri Dec 24, 2004 1:59 am

Oh-- ****. I'm sorry I didn't catch this before... really... ****. That'd put you even at 0, leaving you not enough to rent the horse. They do let you take out loans, but you have to pay back at 25% interest after you complete the first mission after you take the loan, and... a lot more after the second. You can buy less stuff or take the loan. You'll have more than enough cash to pay it off if you do the blood note, don't worry. What do you wanna do?
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#52

Post by Rubber Band Man » Sat Dec 25, 2004 2:32 am

Horse is 50 right? If so take away a potion
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#53

Post by Prince Toad » Sun Dec 26, 2004 8:45 pm

Er-- 25. So... same deal?
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#54

Post by Rubber Band Man » Mon Dec 27, 2004 12:33 am

Yeah
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#55

Post by Prince Toad » Mon Dec 27, 2004 8:04 pm

Got it. That leaves you with 75 gold.

You go to the Travel Center and find the master of stables, whose name is Amglir. He shows you to an already saddled and bridled horse, you pay him, and you leave. You're blindfolded and led out-- that won't happen after your next promotion, but First Snows aren't trusted quite enough-- and you hear the person leading you saying to remove the blindfold in fifteen seconds. You do so and he is gone. You're outside the guild hall.

Want to do this in-depth (directions and clues and stuff) or general (you just search around and I say how long it took you to find them)?
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#56

Post by Rubber Band Man » Wed Dec 29, 2004 7:42 pm

I'll go in general

[ December 30, 2004, 07:30 PM: Message edited by: Prince Toad ]
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#57

Post by Prince Toad » Thu Dec 30, 2004 9:51 pm

Okay. You roam the area for three days before finding a likely group of bandits. Do what? They don't notice you. There are five of them, by your count, sitting around in a clearing. It's about sunset, and they're apparently making camp for the night. Two of them are keeping watch.
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#58

Post by Rubber Band Man » Fri Dec 31, 2004 2:41 am

Walk up to em, but keep gaurd
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#59

Post by Prince Toad » Fri Dec 31, 2004 7:45 pm

One of the lookouts notices you pretty fast.

Lookout: Hey-- what are you doing out here? We don't much like visitors, sonny.
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#60

Post by Rubber Band Man » Sat Jan 01, 2005 2:47 pm

Ask them about Byrgeld

Any smart-mouthing pull out the sword.
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