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Forum RPG: Journey Through Death
#31
No i was kidding....whatever way suits you best ;D
A sequence of variables thatre engraved since the beginning of the cosmos is responsible for animating things in reality
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#32
scour thru the town for shops and the like.
Just waiting for the audio tags to become a thing
>My other musical "masterpieces"<
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#33
Look for shops. This is only best thing to do in any RPG game.
I am back, not really.
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#34
Well you guys have come to a split decision on Bantur and shops. So I'm gonna wait for one of you to change your mind and then post the next part.
One day, I shall become, TUTORIAL-MAN: Superhero of writing overly long, overly annoying tutorials which most people probably won't read, but will give it a stab at the first 5 lines!
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#35
fine~ go to town...
see if we find some arrows or something
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News of the day 19th Sep 10: Someone's back on track
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#36
On your way to town you find a sign above a building that reads 'The Dextrous Hands'. Purely by curiosity you choose to enter the building, guided by Casper and Jaw, intent on buying some much needed provisions. The shopkeeper looks at you all before intently stares upon Casper and Jaw. With a sigh he says:
Alright, here's what we got.

Displayed infront of you are these items:

Dagger - $33
Base Damage: 2 - 7
Strength Mod: 0.3
Agility Mod: 0.7


Lockpick - $20
Picking Level: 1 - 10
(Stackable - warning, some may break)


Throwing Knife - $25
Base Damage: 2 - 4
Strength Mod: 0.1
Agility Mod: 0.9
(Stackable - may lose ammunition when used)


For 500 gold you may also enter the Rogue's guild!



Shortly after leaving the building, you walk towards the mass shopping area. The streets seem to have a dank smell to them, rich with the aroma of ale and a twist of unwashed peasants. As you continue walking, you are begged multiple times for any small amount of money, however the group decides to ignore the beggers and keep on moving. You arrive shortly upon the wizards emporium, the building which stands out most in the streets.

I am Arheniar, welcome to my shop. How may I help you?

Upon asking this, you are displayed with a variety of items once more:


Bo Staff - $17
Base Damage: 2 - 3
Strength Mod: 1.0


Robe - $50
Defence/Armour Count: 3
(Fashioned for magic users to allow perfect flow of magic whilst keeping defence in mind.)


Magic Book - $20
Spell Contained: Torchlight
Spell Type: Fire
Spell Level: 1
Minimum Intelligence: 5
Use: Lights up dark areas to allow better visibility.
Duration: 3 hours
Mana used: 5
(Book must be invoked before the spell can be cast. Once invoked the spell is permanently learned.)


Magic Book - $30
Spell Contained: Burn
Spell Type: Fire
Spell Level: 1
Minimum Intelligence: 5
Base Damage: 3-10
Use: Casts a small fireball to burn enemies.
Mana used: 5
(Book must be invoked before the spell can be cast. Once invoked the spell is permanently learned.)


Magic Book - $35
Spell Contained: Shock
Spell Type: Electrical
Spell Level: 1
Minimum Intelligence: 5
Base Damage: 3-7
Use: Casts a small electrical ball to hurt enemies.
Mana used: 6
Special Effect:
30% chance of shocking an enemy - causing them to miss their next turn (A roll out of 10 will be used - 8 to 10 is a success).
(Book must be invoked before the spell can be cast. Once invoked the spell is permanently learned.)

For 500 gold, you may also enter the wizardry guild!


As you leave the shop, you head towards the Archers Target, a shop built specifically for those ranged experts of the bow. The shop keeper then asks:

What can I do for you today?

You are once again displayed with a variety of items:

Shortbow - $30
Strength Mod: 0.1
Agi Mod: 0.9
Description:
A bow used for rapid firing of arrows. Does not work well over too long a distance and is favoured by many in more close combat situations over its cousin, the longbow.


Longbow - $50
Strength Mod: 0.3
Agi Mod: 0.7
Description:
A bow used for longer distance combat. It relies on a larger pool of strength to draw the arrows back compared to its cousin the shortbow.


Willow Arrow - $4
Base Damage: 2 - 4
A small arrow made of willow bark. It is a common item and found in lots of places, it is used worldwide.
(Stackable - lost when it hits the enemy, those arrows that do not hit a target may be picked up.)


Willow Quiver - $75
A quiver containing 15 Willow Arrows (Base Damage 2 - 4). It allows you to store up to 30 arrows as opposed to just 10.


You may also join the Archers guild for $500


You then head towards the Divine Right, a shop built for priests whom choose to venture outside of the town.

Lord, bless these men whom enter, and wish them safe journey. How may the Lord help you?

A set of items is then displayed infront of you:

Priests Robe - $70
Armour Count/Defence Bonus: 2
Resistance: Fire, Fiend
Weakness: Ice
Description:
The Priests Robe is the perfect armour for priests. It is standard that it protects against fire and fiend magic, whilst being slightly weak against ice type magic.


Priests Mace - $30
Base Damage: 1-6
Strength Mod: 1.0


Magic Book - $30
Spell Contained: Heal
Spell Type: Holy
Spell Level: 1
Minimum Intelligence: 5
Use: Heals the target from 5-15 Health Points when cast.
Mana used: 10
(Book must be invoked before the spell can be cast. Once invoked the spell is permanently learned.)


Magic Book - $40
Spell Contained: Might
Spell Type: Holy
Spell Level: 1
Minimum Intelligence: 5
Use: Increases the targets Strength attribute by 1 point. Non-Stackable.
Duration: Until the end of the fight.
Mana used: 5
(Book must be invoked before the spell can be cast. Once invoked the spell is permanently learned.)


You may also join the Priests guild for $500!


Lastly you head off towards the forge, a place where thick black smoke can be seen billowing up through the chimney of the open plan building. There stands a tiny dwarf, hammering away at his metals, before he turns and looks to the party.

What can I do ye for?

An array of items is then displayed before you:

Leather Vest - $70
Defence Boost/Armour Count: 5
Restrictions:
Only for Warriors, Archers, Rogues


Leather Bracers - $30
Defence Boost/Armour Count: 2
Restrictions:
Only for Warriors, Archers, Rogues


Leather Shoes - $30
Defence Boost/Armour Count: 2
Useable by any.


Short sword - $30
Base Damage: 1-7
Strength Mod: 0.8
Agility Mod: 0.2
Restrictions:
Warrior only.


Longsword - $50
Base Damage: 2-10
Strength Mod: 0.8
Agility Mod: 0.2
Restrictions:
Warrior Only.


Leather Cap - $15
Defence Boost/Armour Count: 1
Useable by any.


Soft Leggings - $30
Defence Boost/Armour Count: 2
Useable by any.


Axe - $60
Base Damage: 5-12
Strength Mod: 1.0


Ye can join the Warriors guild for $500!


After finishing your shopping in this town, you head towards the North gate where you are about to start your journey. Just before you reach the gate however a man runs infront of you.
You're the group that Perusin chose to do the quest aren't ye? We can't let you go unprepared so take this from me. Consider it my part in helping you on your quest.

The party gains a small leather bag.
It allows for you to carry 30 additional items to those you haven't equipped.
When you open the bag to find out what's inside, you notice 10 minor healing potions!
Each potion heals from 5-10 Health Points!



Perusin asked me to give you this, from him as he forgot to give it to ye earlier.

The party gains Magic Journal.
The Journal records quests you have done, monsters you have defeated, a map of where you have travelled, levels, experience, health and mana for each character automatically.


Well, I best not be in ye way any longer... so go and complete that quest!

The man then scurries away back into the busy streets of the town.



Interactive Time:

Basically what you guys need to do is write a list of what each of you bought at the shops. You may combine your money together or lend other members of the party money so that they may get items, join guilds, etc.

Please note down how much you spend so that we can continue the game faster without me having to work it all out.


You are then faced with a choice for after you leave the North gate.
- Take the path east towards Bantur.
- Take the path west towards Ispar'hin.
One day, I shall become, TUTORIAL-MAN: Superhero of writing overly long, overly annoying tutorials which most people probably won't read, but will give it a stab at the first 5 lines!
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#37
is it possible for you to accept that i buy an robe from Arheniar and an magic book with torch light (also from Arheniar) that would be $70 please :'(
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#38
Sinta now possesses:
Robe
Magic Book (Torchlight) - do you wish to invoke the book?

Gold:
230
One day, I shall become, TUTORIAL-MAN: Superhero of writing overly long, overly annoying tutorials which most people probably won't read, but will give it a stab at the first 5 lines!
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#39
Eddie Wrote:30% chance of shocking an enemy - causing them to miss their next turn (A roll out of 10 will be used - 7 to 10 is a success).

7-10 is a 40% chance, you know :p
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#40
(07-18-2010, 11:40 AM)Ramond Wrote:  
Eddie Wrote:30% chance of shocking an enemy - causing them to miss their next turn (A roll out of 10 will be used - 7 to 10 is a success).

7-10 is a 40% chance, you know :p


Cheers Ramond, I knew there was something wrong with it.. lol :D
One day, I shall become, TUTORIAL-MAN: Superhero of writing overly long, overly annoying tutorials which most people probably won't read, but will give it a stab at the first 5 lines!
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