Roll Call: Darnel, report!
- Prince Toad
- Member
- Posts: 11642
- Joined: Fri Aug 17, 2001 1:00 am
- Location: Rookery
- Contact:
Roll Call: Darnel, report!
Darnel, M, 24
Toblish Sailor | 110 (10) EXP
HP: 145/145 (140) | MP: 40/40 | Att: 18 (14) | Ini: 12
Weapon: Short Sword (+4 Att)
Armor: [Buckler: +5 HP]
Items: Small Potion, Rope (50 ft.), Grappling Hook
Gold: 363
Abilities:
Arr: Deals (Att + 2) damage to up to three foes. 5 MP.
Heavy Blow: Deals (Att + 3) damage to one foe. 0 MP.
Hurricane: Deals (Att + 10) damage to one foe. 5 MP.
Typhoon: Deals (Att + 22) damage to one foe. 20 MP.
No Prisoners: Raises Attack by +8 for rest of battle. 15 MP.
Poisoned Strike: Deals (Att) damage. Poisons target. 5 MP.
Rum: Adds +10 temporary HP, +2 Attack, and +2 Initiative for all allies for three turns. 10 MP.
Salt Water: Heals 10 HP. 5 MP.
Tempest's Fury: Deals (Att) damage to all foes. 10 MP.
Vile Weapon: Poisons weapon for rest of battle. 10 MP.
You've enlisted in the Grand Fleet of Toblis, and your skills have been noticed. You were summoned to Sundul, a port and naval base in southeastern Toblis. You can report in now, or you can wander around town for a bit-- you're not required in for another hour or so.
a) Report in (Story Mode)
b) Look around town (Shops, Armory, etc.)
[ October 01, 2005, 12:41 PM: Message edited by: Prince Toad ]
Toblish Sailor | 110 (10) EXP
HP: 145/145 (140) | MP: 40/40 | Att: 18 (14) | Ini: 12
Weapon: Short Sword (+4 Att)
Armor: [Buckler: +5 HP]
Items: Small Potion, Rope (50 ft.), Grappling Hook
Gold: 363
Abilities:
Arr: Deals (Att + 2) damage to up to three foes. 5 MP.
Heavy Blow: Deals (Att + 3) damage to one foe. 0 MP.
Hurricane: Deals (Att + 10) damage to one foe. 5 MP.
Typhoon: Deals (Att + 22) damage to one foe. 20 MP.
No Prisoners: Raises Attack by +8 for rest of battle. 15 MP.
Poisoned Strike: Deals (Att) damage. Poisons target. 5 MP.
Rum: Adds +10 temporary HP, +2 Attack, and +2 Initiative for all allies for three turns. 10 MP.
Salt Water: Heals 10 HP. 5 MP.
Tempest's Fury: Deals (Att) damage to all foes. 10 MP.
Vile Weapon: Poisons weapon for rest of battle. 10 MP.
You've enlisted in the Grand Fleet of Toblis, and your skills have been noticed. You were summoned to Sundul, a port and naval base in southeastern Toblis. You can report in now, or you can wander around town for a bit-- you're not required in for another hour or so.
a) Report in (Story Mode)
b) Look around town (Shops, Armory, etc.)
[ October 01, 2005, 12:41 PM: Message edited by: Prince Toad ]
Prince Toad, the shroom-o-doom
^Proud member of the Circum-flex Revolution!
^Proud member of the Circum-flex Revolution!
-
- Member
- Posts: 1687
- Joined: Fri Jun 14, 2002 1:00 am
- Location: Tangiers
- Contact:
- Prince Toad
- Member
- Posts: 11642
- Joined: Fri Aug 17, 2001 1:00 am
- Location: Rookery
- Contact:
Here's what you can find:
a) Armory-- buy physical weapons, armor, and shields.
b) Mage Armory-- buy magical weapons and armor.
c) General Store-- buy items.
d) Stables-- buy mounts, barding, and mount-related gear.
e) Tavern-- have a drink, chat with the locals. Good place to find out world events.
f) Arena-- fight practice battles. These are not lethal, but you won't get any experience. You can, however, bet on them.
g) Infirmary-- get yourself healed.
h) Naval Base-- report in for assignment.
a) Armory-- buy physical weapons, armor, and shields.
b) Mage Armory-- buy magical weapons and armor.
c) General Store-- buy items.
d) Stables-- buy mounts, barding, and mount-related gear.
e) Tavern-- have a drink, chat with the locals. Good place to find out world events.
f) Arena-- fight practice battles. These are not lethal, but you won't get any experience. You can, however, bet on them.
g) Infirmary-- get yourself healed.
h) Naval Base-- report in for assignment.
Prince Toad, the shroom-o-doom
^Proud member of the Circum-flex Revolution!
^Proud member of the Circum-flex Revolution!
-
- Member
- Posts: 1687
- Joined: Fri Jun 14, 2002 1:00 am
- Location: Tangiers
- Contact:
- Prince Toad
- Member
- Posts: 11642
- Joined: Fri Aug 17, 2001 1:00 am
- Location: Rookery
- Contact:
No problem. I'll only post things that you can use, so you don't get confused and buy something that's useless for you.
SHOP
Weapons:
*Unless noted, all weapons cannot be thrown, are one-handed, and have 0 Reach.
Swords:
Short Sword: +4 Attack. 25 gold.
Cutlass: +3 Attack. 20 gold.
Broadsword: +6 Attack. 60 gold.
Saber: +5 Attack. 40 gold.
Hammers:
Light Hammer: +3 Attack. 20 gold.
Sledgehammer: +5 Attack. 2-handed. 30 gold.
Warhammer: +7 Attack. 2-handed. 60 gold.
Armor:
*In order to wear physical or magical armor, the character's class must be able to do so. Consult the class description to see if a class can wear each kind of armor.
*All shields require a free hand to use.
Physical Armor:
Leather Armor: +20 HP. 50 gold. 75 gold for barding.
Studded Leather Armor: +30 HP. 80 gold. 120 gold for barding.
Chain Mail: +45 HP. 120 gold. 180 gold for barding.
Buckler: +5 HP. 15 gold.
Small Shield: +10 HP. 40 gold.
Round Shield: +20 HP. 60 gold.
Items:
Small Potion: Heals +25 HP. 30 gold.
Small Ether: Heals +25 MP. 30 gold.
Small Elixir: Heals +20 HP and +20 MP. 50 gold.
Antidote: Cures poison. 20 gold.
Grappling Hook: Grapple onto ships, ledges, etc. 10 gold.
Rope: 50-foot coil of sturdy rope. A grappling hook can be attached to the end. 20 gold.
Blank Parchment: Good for making maps or writing messages. 5 gold per roll.
Writing Materials: Pen, ink, blotter. Guaranteed not to run, even hasty sketches. 10 uses. 30 gold.
Skill Book: Can hold one extra physical ability per tier. Only one Book may be used at once. 300 gold.
You have 100 gold to start.
SHOP
Weapons:
*Unless noted, all weapons cannot be thrown, are one-handed, and have 0 Reach.
Swords:
Short Sword: +4 Attack. 25 gold.
Cutlass: +3 Attack. 20 gold.
Broadsword: +6 Attack. 60 gold.
Saber: +5 Attack. 40 gold.
Hammers:
Light Hammer: +3 Attack. 20 gold.
Sledgehammer: +5 Attack. 2-handed. 30 gold.
Warhammer: +7 Attack. 2-handed. 60 gold.
Armor:
*In order to wear physical or magical armor, the character's class must be able to do so. Consult the class description to see if a class can wear each kind of armor.
*All shields require a free hand to use.
Physical Armor:
Leather Armor: +20 HP. 50 gold. 75 gold for barding.
Studded Leather Armor: +30 HP. 80 gold. 120 gold for barding.
Chain Mail: +45 HP. 120 gold. 180 gold for barding.
Buckler: +5 HP. 15 gold.
Small Shield: +10 HP. 40 gold.
Round Shield: +20 HP. 60 gold.
Items:
Small Potion: Heals +25 HP. 30 gold.
Small Ether: Heals +25 MP. 30 gold.
Small Elixir: Heals +20 HP and +20 MP. 50 gold.
Antidote: Cures poison. 20 gold.
Grappling Hook: Grapple onto ships, ledges, etc. 10 gold.
Rope: 50-foot coil of sturdy rope. A grappling hook can be attached to the end. 20 gold.
Blank Parchment: Good for making maps or writing messages. 5 gold per roll.
Writing Materials: Pen, ink, blotter. Guaranteed not to run, even hasty sketches. 10 uses. 30 gold.
Skill Book: Can hold one extra physical ability per tier. Only one Book may be used at once. 300 gold.
You have 100 gold to start.
Prince Toad, the shroom-o-doom
^Proud member of the Circum-flex Revolution!
^Proud member of the Circum-flex Revolution!
-
- Member
- Posts: 1687
- Joined: Fri Jun 14, 2002 1:00 am
- Location: Tangiers
- Contact:
- Prince Toad
- Member
- Posts: 11642
- Joined: Fri Aug 17, 2001 1:00 am
- Location: Rookery
- Contact:
Done.
You go to the Naval Base. It's a very large building by the pier. A gray anchor, flanked by the words TOBLISH FLEET, has been painted above the door. You walk in unchallenged.
Many a scurvy lad is hanging around the base, which looks more like half lounge, half alehouse. Near the bar, two heavily bleeding young men are circling each other with knives. One charges the other, but he's knocked backwards by some unseen force and falls on his rear. After a hearty burst of laughter from the room, you see a robed man walk up to the fallen combatant and help him up.
Robed Man: Now, now. No fighting in the Base. At least not this early in the day, haha!
His laughter sounds a little insincere, perhaps as though he'd rather there not be fighting in the Base at any time of day, but his jest is well-received. After another round of laughter, he walks into the lounge part and sits down, then begins to rummage through his pack. Everyone else goes back to what they were doing-- chatting, honing their weapons, reading books (you assume those rare few are magic users). Nobody comes to greet you or anything. What do you want to do?
You go to the Naval Base. It's a very large building by the pier. A gray anchor, flanked by the words TOBLISH FLEET, has been painted above the door. You walk in unchallenged.
Many a scurvy lad is hanging around the base, which looks more like half lounge, half alehouse. Near the bar, two heavily bleeding young men are circling each other with knives. One charges the other, but he's knocked backwards by some unseen force and falls on his rear. After a hearty burst of laughter from the room, you see a robed man walk up to the fallen combatant and help him up.
Robed Man: Now, now. No fighting in the Base. At least not this early in the day, haha!
His laughter sounds a little insincere, perhaps as though he'd rather there not be fighting in the Base at any time of day, but his jest is well-received. After another round of laughter, he walks into the lounge part and sits down, then begins to rummage through his pack. Everyone else goes back to what they were doing-- chatting, honing their weapons, reading books (you assume those rare few are magic users). Nobody comes to greet you or anything. What do you want to do?
Prince Toad, the shroom-o-doom
^Proud member of the Circum-flex Revolution!
^Proud member of the Circum-flex Revolution!
-
- Member
- Posts: 1687
- Joined: Fri Jun 14, 2002 1:00 am
- Location: Tangiers
- Contact:
- Prince Toad
- Member
- Posts: 11642
- Joined: Fri Aug 17, 2001 1:00 am
- Location: Rookery
- Contact:
You approach him.
Darnel: Hello.
He stops rummaging and looks up.
Robed Man: Hi. Haven't seen you before.
Darnel: I'm new here. Name's Darnel.
Robed Man: Hm. I think Breva might have mentioned you before once.
Darnel: I'm here on special assignment.
Robed Man: Ah, yeah. I remember now. Well, I'm Korros. I'm a Mage here, been at the Base for a few months. Nice to meet you. You need something?
Darnel: Yeah, I was wondering where I was supposed to go. Didn't get any orders beyond coming here.
Korros: My guess is to go talk to Breva. She'd be in that room there, it's her office.
Darnel: Okay then, thanks. I guess I'll see you around.
Korros: Sure. If you need anything, I'll see if I can help. See ya.
Korros begins searching his pack once more. You head to Breva's office.
Breva, a short, thin woman with a sharp look about her, is sorting through some papers, mostly maps. She looks up the instant you step into the doorway.
Breva: Who are you?
Darnel: I'm Darnel, the Crewman you summoned here for assignment.
Breva: Oh. Hi. Name's Breva, I'm the commander here. Got a job for ya. We think there are some raiders on Caul's Island, a little southeast of here. Nobody raids Toblis-- we're the ones supposed to do that. But there's no real need to send an actual warhip in. They'd probably just hide anyway. So we'll give you a little skiff, you can sail out there and deal with the problem yourself. You can sail a skiff, right?
Darnel: Sure, no problem.
Breva: Good. Our reports say the raider's camp is on the northern tip. You can land there and attack, land a little south and sneak in, whatever you want. We put an extra line [OOC: what landlubbers call rope] on board in case you need one-- it's yours. There should be a potion there, too, you can have it. If you come back here alive, as I'm expectin', we'll give you a hundred gold-- cheaper than what we'd have to pay a whole galley crew, but a lot for one man. We pay well here. Anyway, the skiff is off the second-to-last dock on the port side o' the pier. Unless you've got any questions, you're free to go. Just report back to me when you're done.
MISSION: Take out the raiders on Caul's Island!
Darnel: Hello.
He stops rummaging and looks up.
Robed Man: Hi. Haven't seen you before.
Darnel: I'm new here. Name's Darnel.
Robed Man: Hm. I think Breva might have mentioned you before once.
Darnel: I'm here on special assignment.
Robed Man: Ah, yeah. I remember now. Well, I'm Korros. I'm a Mage here, been at the Base for a few months. Nice to meet you. You need something?
Darnel: Yeah, I was wondering where I was supposed to go. Didn't get any orders beyond coming here.
Korros: My guess is to go talk to Breva. She'd be in that room there, it's her office.
Darnel: Okay then, thanks. I guess I'll see you around.
Korros: Sure. If you need anything, I'll see if I can help. See ya.
Korros begins searching his pack once more. You head to Breva's office.
Breva, a short, thin woman with a sharp look about her, is sorting through some papers, mostly maps. She looks up the instant you step into the doorway.
Breva: Who are you?
Darnel: I'm Darnel, the Crewman you summoned here for assignment.
Breva: Oh. Hi. Name's Breva, I'm the commander here. Got a job for ya. We think there are some raiders on Caul's Island, a little southeast of here. Nobody raids Toblis-- we're the ones supposed to do that. But there's no real need to send an actual warhip in. They'd probably just hide anyway. So we'll give you a little skiff, you can sail out there and deal with the problem yourself. You can sail a skiff, right?
Darnel: Sure, no problem.
Breva: Good. Our reports say the raider's camp is on the northern tip. You can land there and attack, land a little south and sneak in, whatever you want. We put an extra line [OOC: what landlubbers call rope] on board in case you need one-- it's yours. There should be a potion there, too, you can have it. If you come back here alive, as I'm expectin', we'll give you a hundred gold-- cheaper than what we'd have to pay a whole galley crew, but a lot for one man. We pay well here. Anyway, the skiff is off the second-to-last dock on the port side o' the pier. Unless you've got any questions, you're free to go. Just report back to me when you're done.
MISSION: Take out the raiders on Caul's Island!
Prince Toad, the shroom-o-doom
^Proud member of the Circum-flex Revolution!
^Proud member of the Circum-flex Revolution!
-
- Member
- Posts: 1687
- Joined: Fri Jun 14, 2002 1:00 am
- Location: Tangiers
- Contact:
- Prince Toad
- Member
- Posts: 11642
- Joined: Fri Aug 17, 2001 1:00 am
- Location: Rookery
- Contact:
You sail south for most of the day. The conditions are calm, but there's a little wind. You slowly make your way to Caul's Island. You swing around to the west a bit as soon as the island comes into sight. After half an hour or so, you turn back southeast. You sail more or less straight forward until you're able to land. You take a spike and the rope from the deck and drive the spike into the sand, then use the rope to tether the tiny boat to the spike. You grab your sword and shield and advance into the beach.
The raiders' camp should be to your left. It's a good long walk. You guess it might take two hours. You're well out of sight range, but there's very little cover except for some palm trees. The sun will probably set in about two hours-- you could reach the camp by sunset, if you so desired. There is no one in immediate sight, bar a few crabs scuttling along the sand. What do you want to do?
The raiders' camp should be to your left. It's a good long walk. You guess it might take two hours. You're well out of sight range, but there's very little cover except for some palm trees. The sun will probably set in about two hours-- you could reach the camp by sunset, if you so desired. There is no one in immediate sight, bar a few crabs scuttling along the sand. What do you want to do?
Prince Toad, the shroom-o-doom
^Proud member of the Circum-flex Revolution!
^Proud member of the Circum-flex Revolution!
-
- Member
- Posts: 1687
- Joined: Fri Jun 14, 2002 1:00 am
- Location: Tangiers
- Contact:
- Prince Toad
- Member
- Posts: 11642
- Joined: Fri Aug 17, 2001 1:00 am
- Location: Rookery
- Contact:
You wait around until the sun sets, then head off for the camp. It's a little difficult to find your way in the dark, but the moon provides enough illumination that you can keep a straight course. After what seems to be an extremely long time, you catch sight of a small fire, perhaps just the smoldering embers of what was used to make dinner. It'd take you maybe twenty minutes to reach the fire-- however, you guess that it's the center of their camp. You can faintly make out the outlines of what might be two people, standing about a hundred yards apart. What do you want to do?
[ July 23, 2005, 01:38 PM: Message edited by: Prince Toad ]
[ July 23, 2005, 01:38 PM: Message edited by: Prince Toad ]
Prince Toad, the shroom-o-doom
^Proud member of the Circum-flex Revolution!
^Proud member of the Circum-flex Revolution!
-
- Member
- Posts: 1687
- Joined: Fri Jun 14, 2002 1:00 am
- Location: Tangiers
- Contact:
- Prince Toad
- Member
- Posts: 11642
- Joined: Fri Aug 17, 2001 1:00 am
- Location: Rookery
- Contact:
You sneak up to the one on the left, who is leaning against a palm tree. At about ten feet, he looks up disinterestedly. You imagine that there are few sneak attacks in the camp here. You're pretty sure he doesn't see you, but he did sort of hear you.
What do you want to do?
What do you want to do?
Prince Toad, the shroom-o-doom
^Proud member of the Circum-flex Revolution!
^Proud member of the Circum-flex Revolution!
-
- Member
- Posts: 1687
- Joined: Fri Jun 14, 2002 1:00 am
- Location: Tangiers
- Contact:
- Prince Toad
- Member
- Posts: 11642
- Joined: Fri Aug 17, 2001 1:00 am
- Location: Rookery
- Contact:
You freeze. After a little bit, the guard relaxes. You then advance towards him. He doesn't stir.
SURPRISE ROUND!
Darnel
Crewman
HP: 85/85
MP: 20/20
VS.
Red
Crewman
HP: 80/80
MP: 20/20
Special: Red will raise the alarm if not killed within two turns.
Your turn.
SURPRISE ROUND!
Darnel
Crewman
HP: 85/85
MP: 20/20
VS.
Red
Crewman
HP: 80/80
MP: 20/20
Special: Red will raise the alarm if not killed within two turns.
Your turn.
Prince Toad, the shroom-o-doom
^Proud member of the Circum-flex Revolution!
^Proud member of the Circum-flex Revolution!
-
- Member
- Posts: 1687
- Joined: Fri Jun 14, 2002 1:00 am
- Location: Tangiers
- Contact:
- Prince Toad
- Member
- Posts: 11642
- Joined: Fri Aug 17, 2001 1:00 am
- Location: Rookery
- Contact:
-
- Member
- Posts: 1687
- Joined: Fri Jun 14, 2002 1:00 am
- Location: Tangiers
- Contact:
I'm pretty sure. An extra 22 damage is nothing to sneeze at.
Free Round: 44
1st Round: 22
2nd Round: 22
_______________
That makes: 88
Guess what? He only has 85 health. And according to that I would have killed him 2 turns. Unless my free round counts as one of those 2.
A) My math is right, I really have 3 rounds: Hurricane.
B) I was misled: Rum.
Free Round: 44
1st Round: 22
2nd Round: 22
_______________
That makes: 88
Guess what? He only has 85 health. And according to that I would have killed him 2 turns. Unless my free round counts as one of those 2.
A) My math is right, I really have 3 rounds: Hurricane.
B) I was misled: Rum.
\"Be kind to your neighbor. He knows where you live.\"
- Anon.
- Anon.