Roll Call: Celen, report!

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Roll Call: Celen, report!

#1

Post by Prince Toad » Sat Jul 30, 2005 2:51 pm

Celen
Celen, 20, M
Ezkruti Pickpocket | 0 (0) EXP
HP: 60/60 | MP: 50/50 (40) | Att: 12 (6) | Ini: 14
Weapon: Spiked Mace (+6 Att)
Armor: Student's Robes (+10 MP)
Items: Rope (50 ft.), Grappling Hook, Thieves' Kit
Gold: 15
Abilities:
Snatch: 75% chance to steal a random item from target. Unused weapons and armor may be stolen as well. 0 MP.
Steal: 25% chance to steal held weapon or worn armor from target, as specified. 5 MP.
Trap Door: Teleports 4 spaces backwards. 5 MP.
Pit Fall: Sets up Pit Fall traps at one distance in front and behind target. Celen is immune to these traps. When enemy sets off trap, they are dazed (50%) or stunned (25%) (same roll). 10 MP.
Slip: 75% chance to dodge all damage. Next turn, deals (Att + 3) damage. This damage is doubled (once) if any attacks were evaded. 15 MP.
Usi Stars: Hits all targets for (raw Att + 2) damage. 5 MP.
Stunner: Dazes (50%) or stuns (25%) (same roll) target. 5 MP.
Starrunner: Deals (Att + 5) damage and moves two spaces forward. 5 MP.
Soul's Illness: Poisons target. 10 MP.
Recharge: Heals 15 HP. 15 MP.

You were told to come to Xanton, a town on the Glass River, which separates Ezkrut from Chandury. A fair amount of trade comes through the town, making it prosperous, but much of the population is military personnel. Unsurprisingly, this means mostly defensive magicians and healers. You're supposed to report into the Outpost here, where official matters are handled. However, you have some time yet before you report in. You can explore the town, buy equipment, whatever.

a) Report in (Story Mode)
b) Look around town (Shops, Armory, etc.)

[ September 04, 2005, 11:28 PM: Message edited by: Prince Toad ]
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#2

Post by Alucard » Sat Jul 30, 2005 4:02 pm

I'll head into town (B)
Life changes, that is assured. Weather it chages for better or for worse is up to you.

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#3

Post by Prince Toad » Mon Aug 01, 2005 12:06 am

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) Tower-- fight practice battles. These are not lethal, but you won't get any experience. You can, however, bet on them.
g) White Mage-- get yourself healed.
h) Outpost-- report in for assignment.
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#4

Post by Alucard » Mon Aug 01, 2005 3:43 pm

I'll hit the Armory. (A)
Life changes, that is assured. Weather it chages for better or for worse is up to you.

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#5

Post by Prince Toad » Mon Aug 01, 2005 5:36 pm

SHOP

Here's what you can use.

Weapons:

*Unless noted, all weapons cannot be thrown, are one-handed, and have 0 Reach.

Maces:
Light Mace: +2 Attack. 15 gold.
Heavy Mace: +4 Attack. 25 gold.
Spiked Mace: +6 Attack. 60 gold.

Knives:
Knife: +0 Attack. 2 Reach, if thrown. 5 gold.
Dagger: +2 Attack. 2 Reach, if thrown. 30 gold.
Dirk: +4 Attack. 2 Reach, if thrown. 50 gold.
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#6

Post by Alucard » Mon Aug 01, 2005 6:33 pm

I'll buy a Spiked Mace then head over to the general store (Saving a post)
Life changes, that is assured. Weather it chages for better or for worse is up to you.

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#7

Post by Prince Toad » Mon Aug 01, 2005 7:01 pm

SHOP

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.
Thieves' Kit: Contains tools for picking locks and disarming traps. Must be proficient to use. 40 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.
Spell Book: Can hold one extra magical ability per tier. Only one Book may be used at once. 200 gold.
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#8

Post by Alucard » Mon Aug 01, 2005 7:41 pm

I'll buy one Grappling Hook and one Rope, The I will head for the Outpost
Life changes, that is assured. Weather it chages for better or for worse is up to you.

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#9

Post by Prince Toad » Mon Aug 01, 2005 9:06 pm

You go to the Outpost. It's a formidable building of three or four stories, built primarily of stout wood. The entrance is guarded by a sole robed girl who looks about your age. You approach the door.

Girl: Er... stop. Who, um... who are you?
Celen: I'm the man they sent here on special assignment.
Girl: Oh... uh... is your name Celen? They... um... I'm supposed to watch-- to let you in.
Celen: Yes, that's me.
Girl: Then... er... here.

The girl steps aside and opens the door. You walk in, and are immediately confronted with a spiral stairway. There is also a doorway to your right. There's a man sharpening a knife in the doorway. He looks up as you step in.

Man: Hey. Who's that?
Celen: I'm here for special assignment.
Man: Ah. Uh, you'd better check upstairs. I think Odsbei handles that kind of thing. He'll be on the second floor. He's the really dark guy-- skin, robes, staff, all of it. Can't miss him.
Celen: Okay, thanks.

You head up the stairs. The stairway continues ahead of you, but there's another doorway on your right. You walk through. On your left, there's a middle-aged man sitting at a desk. He seems to fit the person downstairs' description of Odsbei. He's scrawling some undecipherable runes on a roll of parchment.

Celen: Hello?
Odsbei: Ah! Hello there! You're Celen. Special assignment, boy, you proud?
Celen: Uh... sure.
Odsbei: Y'should be. So, what have we got for a man of your skills... hm... um... oh, I've got just the thing. You know Loro Keep? Well, no matter, it's across the river in Chandury. Those Chandurian bastards have captured some of our men on a salvage mission-- stealing, the Chands called it, and that's one man's word against another, but it's their country'n'we got caught, so they do what they want-- ah... long story short. I need you to go in and help out. Break them out of there, you know? One of them, a woman named Mossi, she can teleport you right back. But they got magic wards preventin' that sort of thing. However, if you break into their cell and get them out of there, they'll be able to escape the wards and Mossi'll 'port you all back home. Now, we can teleport across the river to a safe spot a few miles from the Keep. Any closer and it's dangerous-- for our teleports and for you. We're spotting you 75 gold. You'll get the same amount when you get back, and trust me, if you lift some gold off a couple Chands while you're there, we won't object. Now, you can go spend that money in town. Come back here within half an hour or so and talk to Vyezel over there. He'll get the 'port set up and send you on your way. If there are no questions, then scram. I've got this scroll to work on.

MISSION: Free the prisoners from Loro Keep!

What do you want to do right now?
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#10

Post by Alucard » Mon Aug 01, 2005 9:51 pm

I'll head back to the General Store and pick up a Thieves' Kit. Then I will head to the Mage Armory
Life changes, that is assured. Weather it chages for better or for worse is up to you.

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#11

Post by Prince Toad » Mon Aug 01, 2005 10:11 pm

Oooh... I forgot to show you armor. Whoops. I'll let you re-buy stuff with your original 100 (+ 75) gold if you want. You can wear both physical and magical armor, being a pickpocket.

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.

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.

Shields:

Buckler: +5 HP. 15 gold.
Small Shield: +10 HP. 40 gold.
Round Shield: +20 HP. 60 gold.
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#12

Post by Alucard » Mon Aug 01, 2005 10:21 pm

I wish to buy thoes items anyway and Buy the Student's Robes. That leaves me with the following:

Rope (50 ft.)
Grappling Hook
Thieves' Kit
Student's Robes
15 Gold
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#13

Post by Prince Toad » Mon Aug 01, 2005 10:50 pm

Done. Now what?
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#14

Post by Alucard » Mon Aug 01, 2005 10:54 pm

I'll head for the Outpost to report for my mission
Life changes, that is assured. Weather it chages for better or for worse is up to you.

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#15

Post by Prince Toad » Tue Aug 02, 2005 7:28 pm

You return to the Outpost, head up the stairs, and approach Vyezel.

Vyezel: Celen? Ready to go?
Celen: Yeah.
Vyezel: Alright.

He turns to another nearby mage.

Vyezel: Loro Keep spot. Ready... and...

The two mages start chanting. You hear a sharp whooshing sound, and then you immediately find yourself in a depressed bunker-like area with a few walls surrounding it. The place looks quite hidden from any passersby. There are a couple religious-looking items lying around-- perhaps this is an abandoned place of worship. You hear someone humming loudly and badly off to the north. You can easily see the keep from here. To the north, there's a narrow but well-kept road that leads west to the river and east to the keep. You can't make out any further details.

Walking straight to the keep would be pretty much open plain, as this is flat river land. There isn't any obvious cover, though it's possible (if unlikely) that there could be some on the other side of the keep. It's the middle of the afternoon, and raining lightly. The clouds in the distance promise more of that later on.

What do you want to do?
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#16

Post by Alucard » Tue Aug 02, 2005 8:14 pm

I'll head along the river.
Life changes, that is assured. Weather it chages for better or for worse is up to you.

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#17

Post by Prince Toad » Wed Aug 03, 2005 9:47 pm

Well, the river's west of you and the Keep's east.
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#18

Post by Alucard » Thu Aug 04, 2005 3:10 pm

I'll head to the keep then.
Life changes, that is assured. Weather it chages for better or for worse is up to you.

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#19

Post by Prince Toad » Thu Aug 04, 2005 9:45 pm

You jump out of the walled patch and travel east. Nobody seems to particularly notice you. After walking for a mile or so, you can make out more details. There are two Spearmen guarding the door, which is on the southwestern part of the keep, and a mounted person is out riding south of the keep. You are southwest of the keep yourself. None of the three people, or the Squire mentioned earlier, has taken any particular interest in you; you're not sure any of them have seen you. Do what?
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#20

Post by Alucard » Fri Aug 05, 2005 12:20 am

I'll head closer, heading a little more West than the two gaurds are. (Sneak attack from the west side)
Life changes, that is assured. Weather it chages for better or for worse is up to you.

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