Roll Call: Avari, report!
- Prince Toad
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Roll Call: Avari, report!
Avari, F, 19
Archelan Apprentice | 8 ( 8) EXP
HP: 60/60 (55) | MP: 110/110 (90) | Att: 4 (3) | Ini: 8
Weapon: Student's Staff (+1 Att, two-handed, +5 MP, +5 to all spells)
Armor: Adept's Robes (+5 HP, +15 MP)
Items: Small Potion, Small Ether (2)
Gold: 24
Abilities:
Thunder Crash: 50% chance to daze; 25% chance to stun (same roll). 10 MP.
Lightning Bolt: Deals 20 damage to one enemy. 15 MP.
Gale: Deals 15 damage - 5 per distance. 50% chance to knockback within 2 distance. 15 MP.
Twister: Creates one cyclone in space at 2 distance, both ways. These last for three turns. If an enemy is hit by the cyclone, 75% chance to knockback, and takes 10 damage. 20 MP.
Breeze: Heals 20 HP - 5 per distance. 15 MP.
Guiding Winds: All allies gain +1 Reach, +2 Attack, and 25% accuracy (if applicable) for all physical ranged attacks for three turns. 10 MP.
Updraft: Lifts light creatures within 10 ft. or 2 distance into the air. 5 MP per round, or minute out of battle. Must concentrate to maintain each turn.
Icy Winds: Deals 15 damage - 5 per distance. 75% chance - 25% per distance to give affected enemies -1 movement for one turn. 10 MP.
Traveling Winds: Allies gain +1 movement and +2 Initiative for three rounds. 15 MP.
Sylph: Summons Sylph. 20 MP.
Sylph (Summon):
HP: 30/30 | MP: 60/60 | Att: 1 | Ini: 10 | Special: Flying
Abilities:
Air Blast: Deals 25 damage to one enemy. 20 MP.
Driving Force: Deals 5 damage to one enemy, but always knocks back, unless enemy is extremely heavy. 15 MP.
Fanned Force: Deals 15 damage to all enemies. 25 MP.
Jet: Deals 10 damage to one enemy. 5 MP.
Crushing Wind: Grounds one airborne enemy and deals 10 damage. 15 MP.
You've been told to come to Dess, a village mostly consisting of woodcutters and farmers on the western edge of the Londus Forest. However, you've got a little while before you set out. You're in Fort Memair, a castle about twenty miles inland from the Strait of Norry. The forest is several miles east, but you'll make it fine if you leave within an hour or so. You can check out the castle or just head to Dess.
a) Head to Dess (Story Mode)
b) Check out the castle (Shops, Armory, etc.)
[ August 28, 2005, 05:40 PM: Message edited by: Prince Toad ]
Archelan Apprentice | 8 ( 8) EXP
HP: 60/60 (55) | MP: 110/110 (90) | Att: 4 (3) | Ini: 8
Weapon: Student's Staff (+1 Att, two-handed, +5 MP, +5 to all spells)
Armor: Adept's Robes (+5 HP, +15 MP)
Items: Small Potion, Small Ether (2)
Gold: 24
Abilities:
Thunder Crash: 50% chance to daze; 25% chance to stun (same roll). 10 MP.
Lightning Bolt: Deals 20 damage to one enemy. 15 MP.
Gale: Deals 15 damage - 5 per distance. 50% chance to knockback within 2 distance. 15 MP.
Twister: Creates one cyclone in space at 2 distance, both ways. These last for three turns. If an enemy is hit by the cyclone, 75% chance to knockback, and takes 10 damage. 20 MP.
Breeze: Heals 20 HP - 5 per distance. 15 MP.
Guiding Winds: All allies gain +1 Reach, +2 Attack, and 25% accuracy (if applicable) for all physical ranged attacks for three turns. 10 MP.
Updraft: Lifts light creatures within 10 ft. or 2 distance into the air. 5 MP per round, or minute out of battle. Must concentrate to maintain each turn.
Icy Winds: Deals 15 damage - 5 per distance. 75% chance - 25% per distance to give affected enemies -1 movement for one turn. 10 MP.
Traveling Winds: Allies gain +1 movement and +2 Initiative for three rounds. 15 MP.
Sylph: Summons Sylph. 20 MP.
Sylph (Summon):
HP: 30/30 | MP: 60/60 | Att: 1 | Ini: 10 | Special: Flying
Abilities:
Air Blast: Deals 25 damage to one enemy. 20 MP.
Driving Force: Deals 5 damage to one enemy, but always knocks back, unless enemy is extremely heavy. 15 MP.
Fanned Force: Deals 15 damage to all enemies. 25 MP.
Jet: Deals 10 damage to one enemy. 5 MP.
Crushing Wind: Grounds one airborne enemy and deals 10 damage. 15 MP.
You've been told to come to Dess, a village mostly consisting of woodcutters and farmers on the western edge of the Londus Forest. However, you've got a little while before you set out. You're in Fort Memair, a castle about twenty miles inland from the Strait of Norry. The forest is several miles east, but you'll make it fine if you leave within an hour or so. You can check out the castle or just head to Dess.
a) Head to Dess (Story Mode)
b) Check out the castle (Shops, Armory, etc.)
[ August 28, 2005, 05:40 PM: Message edited by: Prince Toad ]
Prince Toad, the shroom-o-doom
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Okay. Here's what you can find:
a) Armory-- buy physical weapons, armor, and shields.
b) Mage Armory-- buy magical weapons and armor.
c) Supplies-- 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) Courtyard-- 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) Portcullis-- leave the castle and go to Dess.
What do you want to do?
a) Armory-- buy physical weapons, armor, and shields.
b) Mage Armory-- buy magical weapons and armor.
c) Supplies-- 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) Courtyard-- 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) Portcullis-- leave the castle and go to Dess.
What do you want to do?
Prince Toad, the shroom-o-doom
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SHOP
Weapons:
*Unless noted, all weapons cannot be thrown, are one-handed, and have 0 Reach.
Staves:
Student's Staff: +1 Attack. Two-handed. +5 MP. +5 to all spells. 30 gold.
Adept's Staff: +1 Attack. Two-handed. +10 MP. +5 to all spells. 60 gold.
Holy Staff: +1 Attack. Two-handed. +10 MP. +10 to all divine spells. 100 gold.
Mage's Staff: +1 Attack. Two-handed. +10 MP. +10 to all arcane spells. 100 gold.
Wands:
Wooden Wand: +0 Attack. +10 MP. 25 gold.
Glass Wand: +0 Attack. +15 MP. 50 gold.
Obsidian Wand: +0 Attack. +20 MP. 80 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.
Magical Armor:
Student's Robes: +10 MP. 30 gold.
Adept's Robes: +5 HP, +15 MP. 50 gold.
Holy Robes: +15 HP, +20 MP. 100 gold.
Mage's Robes: +10 HP, +25 MP. 100 gold.
You have 100 gold to start with.
Weapons:
*Unless noted, all weapons cannot be thrown, are one-handed, and have 0 Reach.
Staves:
Student's Staff: +1 Attack. Two-handed. +5 MP. +5 to all spells. 30 gold.
Adept's Staff: +1 Attack. Two-handed. +10 MP. +5 to all spells. 60 gold.
Holy Staff: +1 Attack. Two-handed. +10 MP. +10 to all divine spells. 100 gold.
Mage's Staff: +1 Attack. Two-handed. +10 MP. +10 to all arcane spells. 100 gold.
Wands:
Wooden Wand: +0 Attack. +10 MP. 25 gold.
Glass Wand: +0 Attack. +15 MP. 50 gold.
Obsidian Wand: +0 Attack. +20 MP. 80 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.
Magical Armor:
Student's Robes: +10 MP. 30 gold.
Adept's Robes: +5 HP, +15 MP. 50 gold.
Holy Robes: +15 HP, +20 MP. 100 gold.
Mage's Robes: +10 HP, +25 MP. 100 gold.
You have 100 gold to start with.
Prince Toad, the shroom-o-doom
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You leave the fort and head to Dess. There isn't much to the town, although it's pretty large. It consists mostly of humble houses, with a few more prominent buildings-- a blacksmith's, a temple, a tavern, what might be a town hall. The huge Londus Forest dominates the view to the east. After searching around for a bit, you find a small barracks with a stable attached. A Squire hails you from the door.
Squire: Oh, hey! Are you that Apprentice that Irion sent for? You kinda match the description. You're, uh... Avi... Ave...
Avari: Avari? Yes, that's me. Am I supposed to report in here?
Squire: Yeah. You can come inside. Irion's the Cleric inside. He runs the operations here. We don't get much this far inland, most of that goes to the Fort, but we take our duties seriously. Irion'll probably be in the back, mulling over some Scout's report.
Avari: Got it, thanks.
You walk in the door and take a look around. There aren't many people here. A couple Squires are sparring in an open space; a Scout's looking over a piece of paper and occasionally making marks, while another tests a bowstring; a Horseman's sharpening his sword near the door to the stables. You head to the back. You find a man in yellow robes staring at some map.
Avari: Uh... hello?
Irion: Hm?
Irion looks up and squints at you.
Irion: ...oh! Are you that new Apprentice I wanted? Avari?
Avari: Yeah.
Irion: Oh, great. I've got some orders for ya. We have reports of a small landing party a ways north along the coast. Rano says they're probably from Toblis, but he isn't sure. Most likely they're just raiders; however, we don't want Toblis getting any information they shouldn't have. So, just in case, we're sending you up with Rano to take them out. Rano's the Scout who prepared this map. It'll take you right back there-- if you leave now, you should get there by sunset. I need you to clear out that party and make sure nothing too dire is happening. Rano can show you the way. He'll take this map back, too. Rano! Come here!
The Scout who was testing his bowstring glances towards you, then jogs to Irion's desk.
Rano: Yeah?
Irion: You're going to go with this young lady back to that raiding camp you told me about yesterday. Do your best to take them out, but don't get yourself killed. You can have your map back.
Rano: Well, I don't need that, but okay. Just in case I get hit in the head too hard.
Irion: Right... Rano's special assignment too, so he's a bit brash. Don't know how we got two special assignment soldiers here in Dess, but we'll make use of you if we've got you.
Rano: Heh, thank me when I'm back. Avari, shall we go?
Irion: Ah, hold on, Rano. Avari, I'm going to give you two of my ethers and a potion. Rano has a couple potions if you need them, but it's better if you don't take his supplies. When you get back, your reward will be a hundred gold pieces to split between you. Unless you have any concerns I may address, you two can go.
MISSION: Attack the landing party on the coast!
Squire: Oh, hey! Are you that Apprentice that Irion sent for? You kinda match the description. You're, uh... Avi... Ave...
Avari: Avari? Yes, that's me. Am I supposed to report in here?
Squire: Yeah. You can come inside. Irion's the Cleric inside. He runs the operations here. We don't get much this far inland, most of that goes to the Fort, but we take our duties seriously. Irion'll probably be in the back, mulling over some Scout's report.
Avari: Got it, thanks.
You walk in the door and take a look around. There aren't many people here. A couple Squires are sparring in an open space; a Scout's looking over a piece of paper and occasionally making marks, while another tests a bowstring; a Horseman's sharpening his sword near the door to the stables. You head to the back. You find a man in yellow robes staring at some map.
Avari: Uh... hello?
Irion: Hm?
Irion looks up and squints at you.
Irion: ...oh! Are you that new Apprentice I wanted? Avari?
Avari: Yeah.
Irion: Oh, great. I've got some orders for ya. We have reports of a small landing party a ways north along the coast. Rano says they're probably from Toblis, but he isn't sure. Most likely they're just raiders; however, we don't want Toblis getting any information they shouldn't have. So, just in case, we're sending you up with Rano to take them out. Rano's the Scout who prepared this map. It'll take you right back there-- if you leave now, you should get there by sunset. I need you to clear out that party and make sure nothing too dire is happening. Rano can show you the way. He'll take this map back, too. Rano! Come here!
The Scout who was testing his bowstring glances towards you, then jogs to Irion's desk.
Rano: Yeah?
Irion: You're going to go with this young lady back to that raiding camp you told me about yesterday. Do your best to take them out, but don't get yourself killed. You can have your map back.
Rano: Well, I don't need that, but okay. Just in case I get hit in the head too hard.
Irion: Right... Rano's special assignment too, so he's a bit brash. Don't know how we got two special assignment soldiers here in Dess, but we'll make use of you if we've got you.
Rano: Heh, thank me when I'm back. Avari, shall we go?
Irion: Ah, hold on, Rano. Avari, I'm going to give you two of my ethers and a potion. Rano has a couple potions if you need them, but it's better if you don't take his supplies. When you get back, your reward will be a hundred gold pieces to split between you. Unless you have any concerns I may address, you two can go.
MISSION: Attack the landing party on the coast!
Prince Toad, the shroom-o-doom
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You walk northwest for a while, following Rano. Nothing of note happens for most of the day. As sunset approaches, Rano calls a halt.
Rano: Okay. We're near the camp. They might have lookouts posted around. I can go scout the perimeter if you want-- it's my job. I don't mind you coming with, but don't mess me up. It's up to you.
What do you want to do?
a) Come with Rano
b) Stay where you are
c) Suggest something else
Rano: Okay. We're near the camp. They might have lookouts posted around. I can go scout the perimeter if you want-- it's my job. I don't mind you coming with, but don't mess me up. It's up to you.
What do you want to do?
a) Come with Rano
b) Stay where you are
c) Suggest something else
Prince Toad, the shroom-o-doom
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Avari: I'll stay here.
Rano: Alright. Can't say how long I'll take. If I'm not back in... say, two hours, come look for me.
He drops into a low crouch and advances towards the camp. He changes course-- northeast instead of northwest-- just as he disappears completely into the grass and distance.
You wait for about an hour. You watch the sunset, having nothing else to do. Finally, Rano returns.
Rano: Well, damn me for not bringing anything to write on, but I have a pretty good idea of the camp-- and they didn't see a thing. They have lookouts posted at regular intervals. They're all solo, except for one pair all the way on the north side. We might possibly be able to sneak across the shore on the west, but that's the last place I went to, and there was a soldier fishing there. Didn't look like he was going anyplace. One of the lookouts-- the one to the southeast, closest to us-- looked like the most isolated. It's possible we could kill him without raising an alarm, then we'd have a clear path in... though we might want to take everyone out anyway. What do you think?
Rano: Alright. Can't say how long I'll take. If I'm not back in... say, two hours, come look for me.
He drops into a low crouch and advances towards the camp. He changes course-- northeast instead of northwest-- just as he disappears completely into the grass and distance.
You wait for about an hour. You watch the sunset, having nothing else to do. Finally, Rano returns.
Rano: Well, damn me for not bringing anything to write on, but I have a pretty good idea of the camp-- and they didn't see a thing. They have lookouts posted at regular intervals. They're all solo, except for one pair all the way on the north side. We might possibly be able to sneak across the shore on the west, but that's the last place I went to, and there was a soldier fishing there. Didn't look like he was going anyplace. One of the lookouts-- the one to the southeast, closest to us-- looked like the most isolated. It's possible we could kill him without raising an alarm, then we'd have a clear path in... though we might want to take everyone out anyway. What do you think?
Prince Toad, the shroom-o-doom
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You sneak to within bowshot, which is a bit farther than the distance you can cast spells at (when he uses Flight Arrows, at least). The lookout, whom you can determine pretty much nothing about from here, doesn't seem to notice you, due to the darkness.
Rano (whispering): It's too dark for me to be perfectly accurate with my bow. I could shoot, but there's no guarantee I'd hit. Then again, sneaking up and hitting him with my sword might be hard-- they might be alert, since what they're doing is pretty dangerous. What do you think?
Rano (whispering): It's too dark for me to be perfectly accurate with my bow. I could shoot, but there's no guarantee I'd hit. Then again, sneaking up and hitting him with my sword might be hard-- they might be alert, since what they're doing is pretty dangerous. What do you think?
Prince Toad, the shroom-o-doom
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Rano: Oo... that should help. Great. Lemme just aim a bit... and...
SURPRISE ROUND!
Avari
Apprentice
HP: 60/60
MP: 100/110
Rano
Scout
HP: 80/80
MP: 25/25
VS.
Murray
Slinger
HP: 65/65
MP: 30/30
Rano uses Aim. Miss chance reduced and damage increased for next attack.
Rano's MP: 20/25
Rano uses Eagle Shot. Critical hit! Deals 48 damage.
Rano's MP: 10/25
Murray's HP: 17/65
Your turn. Kill him quick, before he raises the alarm.
SURPRISE ROUND!
Avari
Apprentice
HP: 60/60
MP: 100/110
Rano
Scout
HP: 80/80
MP: 25/25
VS.
Murray
Slinger
HP: 65/65
MP: 30/30
Rano uses Aim. Miss chance reduced and damage increased for next attack.
Rano's MP: 20/25
Rano uses Eagle Shot. Critical hit! Deals 48 damage.
Rano's MP: 10/25
Murray's HP: 17/65
Your turn. Kill him quick, before he raises the alarm.
Prince Toad, the shroom-o-doom
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Yes, you're within range.
Avari uses Lightning Bolt. Deals 17 damage. Murray dies!
Avari gained 4 EXP and 2 gold.
Rano gained 4 EXP and 2 gold.
(We'll pretend nobody noticed the huge streak of electricity.)
Rano: Alright, we're in. We can get inside their guard, where they won't be ready, and really wreak some havoc. But we have to be quick with our kills, or they'll shout and we'll have to run or deal with them all at once. I think we could get away, but we don't want to fail our mission, do we? Shall we go in?
Avari uses Lightning Bolt. Deals 17 damage. Murray dies!
Avari gained 4 EXP and 2 gold.
Rano gained 4 EXP and 2 gold.
(We'll pretend nobody noticed the huge streak of electricity.)
Rano: Alright, we're in. We can get inside their guard, where they won't be ready, and really wreak some havoc. But we have to be quick with our kills, or they'll shout and we'll have to run or deal with them all at once. I think we could get away, but we don't want to fail our mission, do we? Shall we go in?
Prince Toad, the shroom-o-doom
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