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Island Quest

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You live on an island, known simply as "The Island" by its inhabitants. You don't know for sure if there are any other islands, but no one has seen anyone from anywhere else ever since the disaster many years ago. The Island has cliffs on the North and West sides, with a beach on the South side. There is a town towards the middle where most of the population lives. Some people live either in the Forbidden City (which is ruled by the church), or at the Bandit Outpost. Apparently, the church saved this island from the disaster, and requested to have their own city which was off-limits for normal people. The citizens at the time gladly gave them this, happy to have survived. Nowadays, almost no one who remembers that incident is still alive. The attitude of the people towards the church has turned more negative, since they consume more resources than they produce for The Island.

You live alone, in a small house in Town. You are 16 years old. Your mother passed away when you were young. You father took care of you for most of your life, but a few months ago, he went to go hunting in the Forest, and never came back. Things like that happening aren't uncommon on The Island, with the strong animals in the North, and the Bandits in the West. You're running low on funds, and will have to get a job to sustain yourself. You've always wanted to be an adventurer, and the Town is always looking for more adventurers (since they die so often).

What part of the Town do you visit first?
>the Library, to learn more about the world
>the Old Wizard, who can teach people new spells
>the Bulletin board, where people post quests they would like adventurers to do
>the Equipment shop, where you can but new weapons/armor/accessories

Picture is a map of The Island

-------------------------
This is my first time making a quest. Please be gentle.
>>
Your current stats. Name suggestions welcome.
You currently have $5

MC-kun - Level 2
hp 40
mp 10

physical attack 10
magical attack 6
holy attack 0
dark attack 0

physical defense 2
magical defense 2
holy defense 0
dark defense 0
>>
>>331204
>the Old Wizard, who can teach people new spells
Michael
>>
>>331204
>>331337
I'd say Michael is fine, also lets go learn some form of healing spell. Obviously our dad could be alive somewhere still so I say that's priority #1
>>
Healing spell, then a shield. Sword can come later. Shields are good for blocking AND hitting.
>>
The Old Wizard used to make a living by teaching people spells, but now he does it for free. He is one of the few on The Island who remember the days before the disaster. He is able to read the ancient language that most spellbooks are written in, and will be able to teach you new spells if you bring him the spellbooks.

You go visit the Old Wizard.
"Oh, hello Michael. Sorry to hear about your father"
"Yeah, it's been tough. I'm becoming an adventurer now."
"Ah, then you must be here to learn some spells. There are only two I can teach you now, but if you bring me some spellbooks, I can teach you the spells from them"

You learned Icicle and Lesser heal

Icicle
A small icicle is created out of moisture in the air, and launched at the enemy
-4 mp
+20 magical attack

Lesser heal
Use a small amount of mana to patch up small cuts and bruises
-1 mp
+10 hp
>>
Good start. Thanks Wizardbro.

It looks like we don't start with a weapon or gear so let's head to the equipment shop to spend our $5
>>
>>331374
Could we possibly learn to read spells? Not that visiting an old wise man is ever a bad idea but what if we come across a spell book and it's just unreasonable to come back to town just to learn?
>>
You visit the eqipment shop. Unfortunanly the owner isn't as nice as the Old Wizard, and won't give you anything for free.
You currently have $5

Equipment shop
armor:
Chainmail - $20
Leather armor - $20
Plate armor - $50
Wizard robes - $100
Spiky armor - $1000

weapons:
Wooden bat - $5
Longsword - $10
Dagger - $10
Rapier - $15
Greatsword - $50
Magic longsword - $200

accessories:
Magic ring - $10
Mana pouch - $300
Cross necklace - $10

For stats of the items, look here: http://pastebin.com/sjUV6Wx9

---------------
>>331385
I hadn't planned on letting you read spellbooks. The island isn't too big, so it should (usually) be easy to come back
>>
>>331403
Reasonable enough.
Since it's a holy item I say we try to haggle the price of the Cross necklace.
>>
>>331429
"You know, I like this cross necklace, but I don't have $10. Could I get a discount?"
"Ugh. You actually like that holy crap. All those people do is eat our food and take our building supplies. When was the last time someone from the church actually did a hard days work to contribute something to this island. Sorry, I got a bit off track, but no. No discounts"
>>
>>331448
Throw something to distract him, grab it and run?
>>
This guy doesn't deserve our $5

Let's take out some books from the library and hit monsters with the books
>>
You knock over the Spiky armor while the clerk isn't looking. When he goes to set it back up, you grab the Cross necklace and run. He notices as you leave.

"Guards! Guards!"
You round a corner and bump into a Guard who heard the shopkeeper's cries.
"That's him, he stole that necklace from me"

Guard - Level 2
hp 40
mp 10

physical attack 8
magical attack 8
holy attack 0
dark attack 0

physical defense 2
magical defense 2
holy defense 0
dark defense 0

Icicle
-4 mp
+20 magical attack
Lesser heal
Use a small amount of mana to patch up small cuts and bruises
-1 mp
+10 hp

Longsword
A Longsword made or iron. The typical weapon of guards around town
+5 physical attack
Chainmail
Chain armor meant to stop physical attacks
+10 physical defense

>Try to keep running
>Apoligize and give the necklace back
>Fight
>>
>>331467
Icicle to the jugular
>>
>>331467
Just to be clear, the weapon/armor bonuses apply on top of the stats. So the guard effective has 8+5 = 13 physical attack, and 2+10 = 12 physical defense

Your current stats:
Michael - Level 2
hp 40
mp 10

physical attack 10
magical attack 6
holy attack 0
dark attack 0

physical defense 2
magical defense 2
holy defense 0
dark defense 0

Icicle
Lesser Heal

Cross necklace
>>
>>331483
You cast Icicle. You have 6+20 = 26 magical attack, and the guard has 2 magical defense. Roll 1d24 for damage

---------------------------
The die rolled is attack-defense, in case that wasn't clear
>>
Rolled 19 (1d24)

>>331496
Bless me winter mages
>>
Rolled 2 (1d13)

>>331510
You deal 19 damage to the guard.

Guard - Level 2
hp 21/40
mp 10

physical attack 8
magical attack 8
holy attack 0
dark attack 0

physical defense 2
magical defense 2
holy defense 0
dark defense 0

Icicle
-4 mp
+20 magical attack
Lesser heal
-1 mp
+10 hp

Longsword
+5 physical attack
Chainmail
+10 physical defense

The guard draws his sword and slashes at you
>>
>>331522
You jump out of the way, and the guard's sword barely touches you

Michael - Level 2
hp 38/40
mp 6/10

physical attack 10
magical attack 6
holy attack 0
dark attack 0

physical defense 2
magical defense 2
holy defense 0
dark defense 0

Icicle
-4 mp
+20 magical attack
Lesser Heal
-1 mp
+10 hp

Cross necklace
+5 holy attack
+5 holy defense
>>
Rolled 1 (1d24)

>>331529
Let's go for a kick in the nuts
While he's curled over in pain I say we run back to the shop and pick up a sword, fist fighting a guard is gonna kill us.
>>
>>331541
Or not? Maybe we just try and apologize.
>>
>>331542
"Wait! I'm sorry, I'm sorry"
You take off the Cross necklace and hand it to the guard.
The guard sighs, "Kids these days..."
He walks over and gives the necklace to the shopkeeper.
You probably won't be able to buy anything there today. And you certainly won't be getting any discounts.

Where to next?
>the Library, to learn more about the world
>the Bulletin board, where people post quests they would like adventurers to do
>>
>>331555
Nice trips
Haha I say we go get some knowledge about what could be waiting for us, to the library.
Luckyily that guard took our theft and attempted murder very lightly.
>>
>>331565
You go to the library. There are 3 different topics you can research

Library
places on The Island: http://pastebin.com/LNhP0iJ3

common enemies: http://pastebin.com/dfBxpZe0

spells: http://pastebin.com/itpTw5gr
(there are other spells, but the information has either been lost or destroyed by the church)

----------------------------
I've put all the information into pastbins, instead of having you pick topics one at a time and then posting the info here.
>>
I second the kick in the nuts, but thunk running back into the shop might cause too much commotion and attract more guards.
Let's kick in the nuts and run for it, necklace in hand.
>>
>>331575
I'm interested in becoming a member of the church. I think we should study up on the screech ability and maybe upgrade our Icicle
>>
>>331599
The information in the library isn't enough to learn to cast those spells; it's just a description of what the spell is and what it does. You'll have to find someone with a spellbook for that spell to actually learn it.
And you can't really "upgrade" spells. You'll have to find a spellbook for a stronger spell.
>>
After the library, the last thing to do in town is to look at the quest bulletin board.

Outside of the bar where most adventurers hang out, there is a board where people post quests they want done. They also list the reward, and expected difficulty. It's easy for an over-eager adventurer to take a quest with a large reward, ignoring the difficulty, and never come back.

Quests:
Kill some foxes in the farm land - Easy]
The farm animals are sometimes attacked by foxes. Go kill a few foxes so they don't bother the animals anymore
Reward: $10

Hunt some giant crabs at the beach - Easy - posted on bulletin board
Giant crabs are an important source of food. Go hunt some at the beach. For a bonus, also get a giant lobster
Reward: $20 (+$10 for the lobster)

Farmer lost his sheep, they wandered towards the cursed forest - Medium
A farmer's sheep have wandered off the farm land and into the plains. The looked like they were headed toward the cursed forest
Reward: $50

Find lost treasure underwater - Medium - posted on bulletin board
Someone lost some treasure in the water near the rocky area. They gave up trying to retrieve it; you can keep it if you find it
Reward: The treasure is worth approximately $100

Investigate the cursed forest - Hard
The cursed forest seems to be expanding. Investigate and see if you find anything
Reward: $500

----------------------------
Hint: try the easiest quest first. You're not yet strong enough for the later ones
>>
>>331621
Let's go crack some tiny fox skulls
>>
Rolled 1 (1d3)

>>331627
You decide to take the Kill some foxes in the farm land quest.
You head West out of town and into the farm land. A farmer gives you adivce of where to find the foxes. You head through a wheat field, and have almost reached the place, when a fox jumps out and attacks you

Fox - Level 1
hp 20
mp 5

physical attack 5
magical attack 0
holy attack 0
dark attack 0

physical defense 0
magical defense 0
holy defense 0
dark defense 0

The fox bites you. It has 5 physical attack and you have 2 physical defense.
>>
The fox deals 1 damage to you

Michael - Level 2
hp 39/40
mp 10

physical attack 10
magical attack 6
holy attack 0
dark attack 0

physical defense 2
magical defense 2
holy defense 0
dark defense 0

Icicle
Lesser Heal

>Kick (1d10)
>Icicle (1d26)
>Lesser heal
>Run
>>
Rolled 3 (1d10)

>>331648
A simple kick
>>
Rolled 1 (1d3)

You kick the small fox. Your kick doesn't connect very well, and doesn't do much damage

Fox - Level 1
hp 17/20
mp 5

physical attack 5
magical attack 0
holy attack 0
dark attack 0

physical defense 0
magical defense 0
holy defense 0
dark defense 0

The fox bites your foot
>>
>>331640
Loving the quest so far. Can't wait to see how this progresses.
>>
>>331657
The fox again deals 1 damage to you

Michael - Level 2
hp 38/40
mp 10

physical attack 10
magical attack 6
holy attack 0
dark attack 0

physical defense 2
magical defense 2
holy defense 0
dark defense 0

Icicle
Lesser Heal

>Kick (1d10)
>Icicle (1d26)
>Lesser heal
>Run
>>
Rolled 26 (1d26)

>>331659
Let's freeze this little fucker
>>
>>331670
You create a giant icicle and hurl it at the small fox. The icicle enters the fox through its eye socket, and breaks out through the back of its skull. The fox falls down, instantly dead, and blood and brain matter spill out of its head.

You still need to kill a few more foxes to complete the quest
>>
Alright let's go find next little fox and curb stomp his ass (kick)
>>
>>331677
Pleased.
Let's keep stomping around lookin for foxxies
>>
Rolled 10 (1d10)

>>331697
You continue looking around, and find 2 foxes sleeping next to each other. You quietly walk over and attempt to kick one of them in the face
>>
Rolled 18 (1d26)

>>331697
Shit forgot to roll
>>
Rolled 2, 1 = 3 (2d3)

You kick the fox right in his little fox face

Fox - Level 1
hp 10/20
mp 5

physical attack 5
magical attack 0
holy attack 0
dark attack 0

physical defense 0
magical defense 0
holy defense 0
dark defense 0

Fox - Level 1
hp 20/20
mp 5

physical attack 5
magical attack 0
holy attack 0
dark attack 0

physical defense 0
magical defense 0
holy defense 0
dark defense 0

The foxes bite at your legs

-------------------
>>331708
kicking is 1d10 and casting icicle is 1d26 against these foxes
>>
>>331713
The foxes deal 3 damage to you

Michael - Level 2
hp 37/40
mp 10

physical attack 10
magical attack 6
holy attack 0
dark attack 0

physical defense 2
magical defense 2
holy defense 0
dark defense 0

Icicle
Lesser Heal

>Kick (1d10)
>Icicle (1d26)
>Lesser heal
>Run

-----------------------
You get healed to full hp and mp between battles
>>
Rolled 18 (1d26)

>>331716
Use an icicle as a club? Try to bash both their brains out with it.
>>
Kick him again!
>>
Rolled 1 (1d3)

>>331733
You cast icicle on the first fox. You miss its head, but the icicle enters its body. The fox yelps, then falls down dead. You pull the icicle out of the fox corpse and equip it as a weapon.

Icicle
A strong and sharp icicle. Unfortunately, it is also very slippery and hard to get a good grip on.
+3 physical attack

Fox - Level 1
hp 20/20
mp 5

physical attack 5
magical attack 0
holy attack 0
dark attack 0

physical defense 0
magical defense 0
holy defense 0
dark defense 0

The remaining fox bites at your hand as you are picking up the icicle
>>
>>331744
The fox's bite does little damage to you

Michael - Level 2
hp 36/40
mp 10

physical attack 10
magical attack 6
holy attack 0
dark attack 0

physical defense 2
magical defense 2
holy defense 0
dark defense 0

Icicle
Lesser Heal

>Icicle (weapon) (1d13)
>Icicle (spell) (1d26)
>Lesser heal
>Run
>>
Rolled 10 (1d10)

>>331744
As it bites go for the ol' double eye poke
>>
>>331751
You poke at the fox with your left hand as you are grabbing the icicle with your right hand. Both of your fingers meet the foxes eyes, poking them out. The fox lets out an awful cry as it bleeds from its eye sockets.
The fox is now blind and cannot see you.


Fox - Level 1
hp 10/20
mp 5

physical attack 5
magical attack 0
holy attack 0
dark attack 0

physical defense 0
magical defense 0
holy defense 0
dark defense 0

The fox attempts to bite you but misses


Michael - Level 2
hp 36/40
mp 10

physical attack 10
magical attack 6
holy attack 0
dark attack 0

physical defense 2
magical defense 2
holy defense 0
dark defense 0

Icicle
Lesser Heal

>Icicle (weapon) (1d13)
>Icicle (spell) (1d26)
>Lesser heal
>Run
>>
Rolled 8 (1d13)

>>331759
Alright club the little fucker put him out of his misery
>>
Rolled 11 (1d13)

>>331759
Haha worked just as planned.
Bludgeon the furry fucker.
>>
You bash the foxes head with your icicle club. The fox whimpers and falls down, but isn't quite dead yet.

Fox - Level 1
hp 10/20
mp 5

physical attack 5
magical attack 0
holy attack 0
dark attack 0

physical defense 0
magical defense 0
holy defense 0
dark defense 0

The fox tries to stand up enough to lunge in your general direction for a bite, but misses again.


Michael - Level 2
hp 36/40
mp 10

physical attack 10
magical attack 6
holy attack 0
dark attack 0

physical defense 2
magical defense 2
holy defense 0
dark defense 0

Icicle
Lesser Heal

>>331774

You hit the fox again, breaking open its skull. You kick its corpse over to the other fox corpse. They were together in life, and now they'll be together in death.

Your icicle club has melted.
You need to kill one more fox to complete the quest.
>>
You wander through the wheat field more and find another fox.

>Kick (1d10)
>Icicle (1d26)
>Lesser heal
>Run

-------------------------
>>331780
whoops, that should have been 2/10 for the foxes health at the start of that post
>>
>>331780
Dope, anyway we could sell the meat/pelts after we get the quest reward? You
>>
Rolled 14 (1d26)

>>331789
*Deep focusing breath*
Icicle bitch!
>>
Can we beat the last one into submission and make it a companion
>>
Rolled 1 (1d3)

>>331807
You hurl an icicle at the fox. The icicle pierces the fox's stomach.

Fox - Level 1
hp 6/20
mp 5

physical attack 5
magical attack 0
holy attack 0
dark attack 0

physical defense 0
magical defense 0
holy defense 0
dark defense 0

The fox bites at you
>>
>>331809
I've been wanting this, but our quest is to kill them, sadly.
>>
>>331815
Nah the farmer just wants them gone we ain't gotta kill em
>>
>>331809
You pull the icicle out of the fox and cast lesser heal on it, healing it up to 16 health. You grab the fox by the scruff of its neck and look at it in the eyes. It doesn't try to bite you again; it seems to understand that you are in charge. You give the fox a bit of food, and then pick it up. The fox lets you carry it.

>>331797
You think about trying to take the pelts and/or meat from the previous foxes you killed, but your new companion might not appreciate that. Better to not make him any more scared of you than he already is.

You walk over to the farmer, and explain that you've killed 3 foxes, and this fourth one won't be causing any more problems. The farmer give you the $10 reward.

Quest complete:Kill some foxes in the farm land.

---------------------------------------
It's 2am, I'm gonna go to bed now. I'll be back tomorrow
>>
Rad af dude
>>
>>331838
sleep tight OP
very tight :^)
>>
>>331838
Very pleased with this.
Thank you for running, hope to continue this later.
>>
You head East back to town with your new friend. You wonder if you should give the fox a name, or just keep calling it Fox.

As you enter the town, you are greeted by two thugs.
"We hear you just completed your first quest, and got a reward. Don't you wanna share the wealth?"
The thugs walk up to you, holding their wooden bats in a threatening manner

Thug - Level 1
hp 20/20
mp 5/5

physical attack 6
magical attack 0
holy attack 0
dark attack 0

physical defense 2
magical defense 2
holy defense 0
dark defense 0

Wooden bat
A baseball bat made of wood. Not the best weapon, but better than noting
+2 physical attack

Thug - Level 1
hp 20/20
mp 5/5

>Give them the $10
>Shout for guards
>Fight
>Run

If you fight, Michael can either use Kick (1d8), or cast Icicle (1d24). The only move Fox knows is Bite (1d3)

-------------------------
I'm only going to post the stats/equipment once at the start of fights, since they generally won't change during the fights.
And both thugs have the same stats/equipment.
>>
>>332608
Send out our fox to distract with bite, then icicle one in the foot, pinning him
>>
Rolled 2 (1d3)

Michael - Level 2
hp 40/40
mp 10/10

physical attack 10
magical attack 6
holy attack 0
dark attack 0

physical defense 2
magical defense 2
holy defense 0
dark defense 0

Icicle
A small icicle is created out of moisture in the air, and launched at the enemy
-4 mp
+20 magical attack

Lesser heal
Use a small amount of mana to patch up small cuts and bruises
-1 mp
+10 hp

Fox - Level 1
hp 20/20
mp 5/5

physical attack 5
magical attack 0
holy attack 0
dark attack 0

physical defense 0
magical defense 0
holy defense 0
dark defense 0

>>332665
You send Fox to bite one of the thugs
>>
Rolled 14 (1d24)

>>332668
The bite deals 2 damage

While the thug is somewhat distracted, you cast Icicle. Attempting to pin his foot to the ground
>>
Rolled 1 (1d6)

>>332669
Your icicle pierces through the thug's shin, and sticks into the ground.

Thug - Level 1
hp 4/20
mp 5/5

Thug - Level 1
hp 20/20
mp 5/5

The thugs attempt to hit you with their bats. The one that is pinned in place can't reach you.
>>
>>332672
The thug's bat lightly grazes your arm as you attempt to dodge it; it only deals 1 damage to you

Michael - Level 2
hp 39/40
mp 6/10

>Kick (1d8)
>Icicle (1d24)
>Lesser heal
>Run

Fox - Level 1
hp 20/20
mp 5/5

>Bite (1d3)
>Run
>>
Rolled 8 (1d8)

>>332675
>Kick (1d8)
Bitch we getting money and gear
>>
Rolled 3 (1d3)

>>332681
You kick the thug in the chest, and he falls over. The icicle pinned in his leg causes more of his leg to split open as he falls down. He loses consciousness as he hits the ground, bleeding significantly from his leg

Thug - Level 1
hp 20/20
mp 5/5

Fox bites the remaining thug
>>
>>332689
Fox bites the thug on the leg.

Thug - Level 1
hp 17/20
mp 5/5

The thug looks between you, Fox, and his dead friend. He decides to run away.

>Chase him
>Loot the body
>>
>>332694
>Pop an icicle in him as he runs,
I wanna duel wield bats and be edgy
>>
Rolled 17 (1d26)

>>332698
>>332694
Forgot my dice
>>
>>332701
You attempt to stop him with an icicle

The icicle hits him in the back and pierces his heart. The thug falls down dead, a pool of blood slowly forming around him.

You loot the bodies. The thugs have no money on them. The only thing of value is their weapons

Wooden bat
A baseball bat made of wood. Not the best weapon, but better than noting
+2 physical attack

You take both wooden bats and equip them.

---------------------------------
You are now dual wielding wooden bats, but you can only attack with one at a time. You also only get the attack bonus from the weapon you are attacking with.
>>
LEVEL UP

Michael - Level 3
hp 60
mp 15

physical attack 10
magical attack 6
holy attack 0
dark attack 0

physical defense 2
magical defense 2
holy defense 0
dark defense 0

Icicle
Lesser Heal

Wooden bat
Wooden bat

Fox - Level 2
hp 40
mp 10

physical attack 5
magical attack 0
holy attack 0
dark attack 0

physical defense 0
magical defense 0
holy defense 0
dark defense 0


Michael and Fox both have 10 stat points to spend. Pick which stats to increase. You can put them all in one or spread out the points.
>>
>>332706
Yea I know I was being funny, besides it's good to have spares. On that note would we be able to grab the armor too, one for us and the other for lil fox bro?
>>
>>332714
The thugs don't have any armor
>>
>>332712
Michael
5->MP
5->MA
Fox
5->PA
Can Fox learn magical attacks? If so Screech and
5->MP
If not
5->HP
>>
>>332722
HP and MP increase automatically each level (+20 HP and +5 MP). The stat points are just for the physical/magical/holy/dark attack/defense

Fox is not smart enough to learn magical attacks
>>
>>332722
>Michael
5->PD
>Fox
10->PD
>>
>>332744
>>332730
Damn I'm going potato
5->PD
>>
Is this what you want?

Michael - Level 3
hp 60
mp 15

physical attack 10
magical attack 11
holy attack 0
dark attack 0

physical defense 7
magical defense 2
holy defense 0
dark defense 0

Icicle
Lesser Heal

Wooden bat
Wooden bat

Fox - Level 2
hp 40
mp 10

physical attack 10
magical attack 0
holy attack 0
dark attack 0

physical defense 5
magical defense 0
holy defense 0
dark defense 0
>>
>>332753
Yea boss, I'll round things out next level
>>
You visit your friend Freddy in town. He's always been good with animals. He wanted to become an adventurer and lead a pack of animals, but his body is too weak for that.
Freddy helps you to train your fox, to make sure it will follow your commands.
"That's so cool that you're actually an adventurer now"
"Yeah, I've wanted to be one, but finally decided to give it a try"
"You know, I have some armor that might fit your fox. Even though my body is too frail to fight monsters, I still fantasize about leading my army of creatures"
Freddy goes into a back room, and comes back with some leather armor that is approximately fox-shaped.
"Here, try this on" Freddy says to your fox.
He puts the armor onto the fox, and it fits

Foxy armor
Leather armor designed to be worn by a fox
+2 physical defense
+6 magical defense

You thank Freddy and head out

You can try to buy more equipment in town, or head out on another quest
>go to the Equipment shop
>Hunt some giant crabs at the beach - Easy
>Farmer lost his sheep, they wandered towards the cursed forest - Medium
>Find lost treasure underwater - Medium
>Investigate the cursed forest - Hard

----------------------
The equipment shot does not stock things that fit animals. You can check with Freddy occasionally to see if he had made anything new for Fox
>>
(longer description of quests and their rewards was here >>331621)
>>
>>332777
>Hunt some giant crabs at the beach - Easy

More familiars.
>>
>>332777
>Farmer lost his sheep, they wandered towards the cursed forest - Medium
we can use the fox to help us herd them.
>>
>>332777
>Hunt some giant crabs at the beach - Easy
Since our folks are dead or missing we gotta provide for ourself and our minion
>>
>>332800
>>332817
You decide to try the Hunt some giant crabs at the beach quest. You head out of town South to go to the beach.

Beach
A sandy beach. Home to giant crabs, which are fairly weak, and make up a significant portion of the town's diet.
Enemies:
Giant crab

You walk along the beach, and spot a group of three giant crabs in the distance. You and Fox run up to them.

Giant crab - Level 2
hp 40
mp 10

physical attack 10
magical attack 0
holy attack 0
dark attack 0

physical defense 3
magical defense 3
holy defense 0
dark defense 0

Giant crab - Level 2
hp 40
mp 10

Giant crab - Level 2
hp 40
mp 10
>>
You and Fox attack first

Michael - Level 3
hp 60
mp 15

physical attack 10
magical attack 11
holy attack 0
dark attack 0

physical defense 7
magical defense 2
holy defense 0
dark defense 0

Icicle
A small icicle is created out of moisture in the air, and launched at the enemy
-4 mp
+20 magical attack

Lesser Heal
Use a small amount of mana to patch up small cuts and bruises
-1 mp
+10 hp

Wooden bat
A baseball bat made of wood. Not the best weapon, but better than noting
+2 physical attack

Wooden bat

>wooden bat (1d9)
>other wooden bat (1d9)
>icicle (1d28)
>lesser heal
>run

Fox - Level 2
hp 40
mp 10

physical attack 10
magical attack 0
holy attack 0
dark attack 0

physical defense 5
magical defense 0
holy defense 0
dark defense 0

Foxy armor
Leather armor designed to be worn by a fox
+2 physical defense
+6 magical defense

>bite (1d7)
>run
>>
Rolled 10, 6, 17 = 33 (3d28)

>>332826
Can we shoot multiple icicles or only per turn? If so I'll roll three dice if not you can grab whichever you want
>>
Rolled 7 (1d7)

You shoot an icicle at one of the crabs. The icicle pierces its body, but the crab doesn't react much.

Giant crab - Level 2
hp 30/40
mp 10/10

Giant crab - Level 2
hp 40/40
mp 10/10

Giant crab - Level 2
hp 40/40
mp 10/10

Fox goes to bite the crab with the icicle sticking out of it

-------------------
>>332837
You can only cast once per turn
>>
Rolled 1, 2, 3 = 6 (3d3)

Fox bites the crab on one of its legs, and rips off a chunk of the crab.

Giant crab - Level 2
hp 23/40
mp 10/10

Giant crab - Level 2
hp 40/40
mp 10/10

Giant crab - Level 2
hp 40/40
mp 10/10

Two of the crabs snip at you with their claws, while the third attacks Fox
>>
The crabs don't do much damage to you or Fox

Michael - Level 3
hp 57/60
mp 11/15

>wooden bat (1d9)
>other wooden bat (1d9)
>icicle (1d28)
>lesser heal
>run

Fox - Level 2
hp 37/40
mp 10/10

>bite (1d7)
>run
>>
Rolled 5 (1d9)

>>332847
>Use wooden bat
Have Fox keep doin his thing
>>
Rolled 1 (1d7)

You hit the crab with one of your wooden bats.

Giant crab - Level 2
hp 18/40
mp 10/10

Giant crab - Level 2
hp 40/40
mp 10/10

Giant crab - Level 2
hp 40/40
mp 10/10

Fox goes to bit the crab
>>
Rolled 2, 3, 2 = 7 (3d3)

Fox's bite hits a particularly thick part of the crab's shell, and barely does any damage to the crab

Giant crab - Level 2
hp 17/40
mp 10/10

Giant crab - Level 2
hp 40/40
mp 10/10

Giant crab - Level 2
hp 40/40
mp 10/10

Fox is left in an awkward position after his failed bite, and all three crabs attack him.
>>
The crabs hit Fox for 7 damage.

Michael - Level 3
hp 57/60
mp 11/15

>wooden bat (1d9)
>other wooden bat (1d9)
>icicle (1d28)
>lesser heal
>run

Fox - Level 2
hp 30/40
mp 10/10

>bite (1d7)
>run
>>
>>332860
I'm back
I say we cast heal on the fox also we should name him Jim
>>
Rolled 9 (1d9)

>>332865
Let's bash that crabs head with our bat. Fox shall keep attacking.
>>
Rolled 4 (1d7)

>>332869
You smash the crab in the face with your wooden bat. The crab staggers back a bit from the blow.

Giant crab - Level 2
hp 8/40
mp 10/10

Giant crab - Level 2
hp 40/40
mp 10/10

Giant crab - Level 2
hp 40/40
mp 10/10

>>332868
Then, you decide to name your fox Jim.

Jim goes to bite the crab
>>
Rolled 3, 3, 2 = 8 (3d3)

>>332873
Jim bites the crab. Its almost dead now

Giant crab - Level 2
hp 4/40
mp 10/10

Giant crab - Level 2
hp 40/40
mp 10/10

Giant crab - Level 2
hp 40/40
mp 10/10

The crabs all attack you this time
>>
Rolled 5 (1d7)

Michael - Level 3
hp 49/60
mp 11/15

Jim - Level 2
hp 30/40
mp 10/10

>>332868
You cast lesser heal on Jim, healing him back to full health

Jim uses bite
>>
Rolled 4 (1d9)

>>332877
Alright finish him off with a bash to the dome
>>
Rolled 1, 3 = 4 (2d3)

Jim jumps onto the weakened crab's head, and bites through a crack in it's shell. The crab collapses onto the sand.

Giant crab - Level 2
hp 40/40
mp 10/10

Giant crab - Level 2
hp 40/40
mp 10/10

The two remaining crabs attack Jim
>>
The crabs do a little bit of damage to Jim as they slash at his legs.

Michael - Level 3
hp 49/60
mp 10/15

>wooden bat (1d9)
>other wooden bat (1d9)
>icicle (1d28)
>lesser heal
>run

Jim - Level 2
hp 36/40
mp 10/10

>bite (1d7)
>run

--------------------------------
Do you guys think this battle is taking too long? I can just skip it and say that you win, since it's clear you're going to win.
>>
Rolled 6 (1d9)

>>332885
>Use bat
Try to split the crabs up so they don't kill us with lil cuts, we get one Jim gets the other
>>
>>332886
It does take fairly long.
>>
>>332886
Well someone wanted to obtain a crab familar so you can and then we won't get one or we can go through it all and maybe get one
>>
Rolled 2 (1d3)

>>332890
You manage to split the crabs up so that you're fighting one and Jim is fighting the other.

You hit the crab with your bat

Giant crab - Level 2
hp 34/40
mp 10/10

It tries to bash you with its giant claws
>>
>>332896
The crab does a little damage to you

Michael - Level 3
hp 47/60
mp 10/15

>wooden bat (1d9)
>other wooden bat (1d9)
>icicle (1d28)
>lesser heal
>run
>>
>>332897
Alright use icicle
>>
Rolled 7 (1d28)

You cast icicle at the crab
>>
Rolled 2 (1d3)

>>332907
Your icicle goes off to the side and hits one of the crab's legs, not dealing much damage to it

Giant crab - Level 2
hp 27/40
mp 10/10

The crab tries to slash at you again
>>
>>332910
It again deals 2 damage to you

Michael - Level 3
hp 45/60
mp 6/15

>wooden bat (1d9)
>other wooden bat (1d9)
>icicle (1d28)
>lesser heal
>run
>>
Rolled 12 (1d28)

>>332910
Use icicle again
>>
Rolled 1 (1d3)

>>332915
You cast icicle at the crab again. The icicle hits the crab in its chest, dealing a moderate amount of damage

Giant crab - Level 2
hp 15/40
mp 10/10

The crab tries to bash you with its claws
>>
Rolled 8, 1, 3, 3 = 15 (4d9)

>>332918
Since you don't have enough mana left to case icicle again, you just keep bashing the crab with your wooden bat until it dies
>>
Rolled 2, 3, 3 = 8 (3d3)

>>332922
meanwhile, it did some damage to you, but that doesn't matter because you get fully healed once combat ends
>>
>>332922
Nooooo crab familiar!
>>
Rolled 2, 4, 4, 2, 7, 4, 4, 5, 5 = 37 (9d7)

Let's go check on how Jim is doing in his fight against the crab
>>
Rolled 2, 3, 2, 2, 3, 2, 1, 3, 2 = 20 (9d3)

>>332928
The crab is down to 3 health!

How much damage has Jim taken?
>>
>>332931

Giant crab - Level 2
hp 3/40
mp 10/10

Michael - Level 3
hp 60/60
mp 15/15

>wooden bat (1d9)
>other wooden bat (1d9)
>icicle (1d28)
>lesser heal
>run

Jim - Level 2
hp 36/40
mp 10/10

>bite (1d7)
>run
>>
>>332925
There's one more don't worrry
>>
>>332932
whoops, Jim is at 16 health, not 36
>>
>>332932
Force this one to be our friend too unless he's too big if he is bash his brains in
>>
>>332936
Get that crab companion. I promote naming him CC. If we can not give the crab to freddy,
>>
>>332932
Now we tame it and make it ours
>>
>>332937
>>332939
>>332940
You walk over the giant crab and try to pat it on the head. It responds by pinching your leg with one of its claws. Jim pries the claw open and gets it off your leg. You have to repeat this process a few times before the crab stops attacking you. When it does, you cast lesser heal on it, healing it up to 13 health. The crab is still injured, but can walk with you.

You name the crab CC

>Head back to town
>Continue killing giant crabs at the beach (CC may not appreciate this)
>>
>>332950
I say we take the crab to Freddy to see if he can do anything with it
>>
>>332950
>Head back to town
>>
>>332957
>>332962
You head North back to town. You visit Freddy
"Hey man, look at this giant crab I tamed."
"Whoa, that's so cool. I've always wanted a giant crab."
"I've got my hands full keeping track of Jim, you can have CC if you want"
"Really? Thanks! Once it moults, I may be able to make some more fox armor out of the discarded shell"

You leave CC in Freddy's care

Should you do anything else while you're in town, before heading back to your quest
>Visit the equipment shop (you have $15)
>Head back to the beach (you need to kill 1 more giant crab to complete the quest)
>>
>>332967
Can we get a shield or a helm for $15
>>
>>332967
>Head back to the beach (you need to kill 1 more giant crab to complete the quest)
Plus a Lobster for dosh
>>
(Equipment prices are here >>331403)

>>332968
I just listed the armor as full sets, since it's easier to keep track of that way. So you can't buy just a helm.

I hadn't included any shields. I guess I can add some to the shop.

Wooden shield - $15
A small wooden shield
+5 physical defense

Steel shield - $45
A kite shield made of steel
+15 physical defense
+5 magical defense
>>
>>332983
Get Magic Ring.
>>
Rolled 1 (1d3)

>>332968
>>332977
>>333001
rolling to see which we do
>>
>>333012
You buy the wooden shield for $15.

Then, you head South to the beach. You find a giant crab and fight it.

Since you now have 7+5 = 12 physical defense, and the crab only has 10 physical attack, it cannot do any damage to you. You beat the crab over the head with your wooden bat until there's just a gushy mess where its head used to be.

You have now killed enough giant crabs. You decide to try fighting a giant lobster to get the extra $10. You head West along the beach until you get to the rocky area where the lobsters live.

Rocky area
Like the beach, but rocks instead of sand. Not as fun. Also has lobsters in addition to crabs.
Enemies:
Giant crab
Giant lobster
>>
>>333019
Lobster companion anyone? Find some lobsters.
>>
Rolled 3 (1d6)

>>333019
Suddenly, a giant lobster jumps out of the water and attacks you

Giant lobster - Level 3
hp 60
mp 15

physical attack 18
magical attack 0
holy attack 0
dark attack 0

physical defense 4
magical defense 4
holy defense 0
dark defense 0
>>
>>333019
Look for a Lobster by itself, then gang up on it
>Keep getting store front CAPTCHA
>>
>>333025
Start with icicle and have Jim do his thing.
>>
Rolled 23 (1d27)

The lobster deals 3 damage to you

Michael - Level 3
hp 57/60
mp 15/15

Jim - Level 2
hp 40/40
mp 10/10

you cast icicle
>>
Rolled 6 (1d6)

>>333032
Your icicle pierces into the lobsters body, and some of its guts start spilling out through the hole

Jim goes to bite the lobster

----------------------
Your attacks do less damage to the lobster because it has higher defense
>>
Rolled 9 (1d11)

>>333036
Jim's bite rips off a piece of the lobster's shell.

Giant lobster - Level 3
hp 31/60
mp 15/15

The lobster tries to crush Jim in his claws
>>
>>333040
Bash it with out bat, heal Jim if he gets in trouble.
>>
>>333036
Use Icicle. Jim Use Bite.
>>
>>333040
Jim yelps as the lobster catches him, dealing a fair amount of damage.

Michael - Level 3
hp 57/60
mp 15/15

>wooden bat (1d8)
>icicle (1d27)
>lesser heal
>run

Jim - Level 2
hp 31/40
mp 10/10

>bite (1d6)
>run
>>
Rolled 4 (1d27)

>>333043
you cast icicle
>>
Rolled 4 (1d6)

>>333046
You icicle bangs off the lobster's shell, not breaking through it

Jim uses bite
>>
Rolled 3 (1d11)

>>333048
Jim bites the lobster again, doing a bit of damage to it.

Giant lobster - Level 3
hp 23/60
mp 15/15

The lobster attacks Jim again
>>
>>333052
Jim tries to jump out of the way, and the lobster only manager to hit Jim's back legs

Michael - Level 3
hp 57/60
mp 7/15

>wooden bat (1d8)
>icicle (1d27)
>lesser heal
>run

Jim - Level 2
hp 28/40
mp 10/10

>bite (1d6)
>run
>>
>>333057
Icicle.
>>
Rolled 17 (1d27)

>>333059
You cast icicle again, aiming for the lobster's head
>>
Rolled 5 (1d6)

>>333062
You hit the lobster in the side of the head, but your icicle isn't quite strong enough to kill it

Jim goes to bite the lobster
>>
>>333067
Capture lobster. It has to be low.
>>
Rolled 10 (1d11)

>>333067
Jim jumps onto the lobster and bites at its head, through the hole from your icicle. The lobster collapses onto the ground, but isn't quite dead yet; it still has 1 hp.

It tries to slash at Jim with its giant claws

It does some amount of damage to Jim (whatever this post rolls), but can't possibly kill him this turn.

You bash the lobster in the head with your wooden bat, which is guaranteed to do at least 1 damage, killing the lobster.
>>
>>333073
Sorry, the lobster is too dangerous for us to try to tame right now.

You have now killed enough crabs and a lobster to complete the Hunt some giant crabs at the beach quest.

-------------------------------
I'm going to head out for a little while. I'll be back on later tonight
>>
>>333079
Oh, and you level up. Michael and Jim have 10 stat points each. They are used to increase the physical/magical/holy/dark attack/defense stats. HP and MP increase automatically at a set rate when you level up. Choose how to spend the stat points

Michael - Level 4
hp 80
mp 20

physical attack 10
magical attack 11
holy attack 0
dark attack 0

physical defense 7
magical defense 2
holy defense 0
dark defense 0

Icicle
Lesser Heal

Wooden bat
Wooden shield

Jim - Level 3
hp 60
mp 15

physical attack 10
magical attack 0
holy attack 0
dark attack 0

physical defense 5
magical defense 0
holy defense 0
dark defense 0

Foxy armor
>>
>>333083
>Michael
8->MD
2->PD
>Jim
5->PD/MD
>>
>>333102
Michael - Level 4
hp 80
mp 20

physical attack 10
magical attack 11
holy attack 0
dark attack 0

physical defense 9
magical defense 10
holy defense 0
dark defense 0

Icicle
Lesser Heal

Wooden bat
Wooden shield

Jim - Level 3
hp 60
mp 15

physical attack 10
magical attack 0
holy attack 0
dark attack 0

physical defense 10
magical defense 5
holy defense 0
dark defense 0

Foxy armor

------------------------
If you guys keep focusing on only defense it's going to take a while to kill the tougher enemies
>>
You head East to the beach, and then North to town. You turn in the crab and lobster meat, and receive the reward of $30. You also check in with Freddy to see how things are going. CC hasn't moulted yet, so he can't make Jim any crab-based armor yet.

While you're hanging out at the bar, you overhear two adventurers discussing the ruins in the North of the island.
"Yo, you hear about those ruins?"
"Yeah, apparently they're haunted. The ghosts have kept out the weaklings, so there's still treasure to be found there"
"Billy tried to go there last week, but hasn't come back yet. He's probably dead by now"
"Fuckin' ghosts, man. I ain't going anywhere near those ruins"
"Yeah, me neither. Treasure's worthless if you die and can't sell it"

Look for treasure in the Ruins - Medium
There's a rumor about treasure existing at the ruins. The rumor also says that the ruins are haunted by ghosts.
Not everyone who goes looking for treasure returns
Reward: unknown amount of treasure

>Go to the Equipment shop (you have $30)
>Farmer lost his sheep, they wandered towards the cursed forest - Medium
>Find lost treasure underwater - Medium
>Look for treasure in the Ruins - Medium
>Investigate the cursed forest - Hard
>>
>>333524
Are those people friends of Billy? If so tell them we will find Billy for some money.
>>
>>333545
I'd think ghosts would be opposed to holy magic. Can we try to enter the forbidden city and learn some?

If not
>find underwater treasure
>>
>>333545
"Excuse me. I'm planning on heading to the ruins at some point. I could look for Billy if you make it worth my time"
"Ha! You think he's still alive. It's been a week, he's most likely dead by now. Tell you what, if you bring Billy back alive, I'll give you $20."
"Ok, what's he look like?"
They hand you a picture of Billy

>Go to the Equipment shop (you have $30)
>Farmer lost his sheep, they wandered towards the cursed forest - Medium
>Find lost treasure underwater - Medium
>Look for treasure and/or Billy in the Ruins - Medium
>Investigate the cursed forest - Hard
>>
>>333569
Look for Billy. Grab CC best to be safe. Tell Freddy we will give him back after this quest.
>>
>>333565
stats of most common enemies can be found in the town library: http://pastebin.com/dfBxpZe0

>>333586
(ghosts are immune to physical attacks, so CC and Jim won't be much help. There are other enemies along the way though)
>>
>>333592
Ah. Go to shop and get magic ring. If we are going to face ghosts best to be uber magic.
>>
>>333565
You head East out of town and into the path to the forbidden city.

Path to forbidden city
A desolate, dirt road. Dead trees, very little wildlife. People rarely use this path, as the only destination
is the forbidden city. Occasionally, monks do come from the forbidden city to purchase goods in town.
Enemies:
[none]

After an uneventful walk along the path, you reach the gate leading to the forbidden city. There is a monk guarding the gate.
"Hello, I would like to learn some holy magic"
"... no one is allowed in the forbidden city. That's why it's called 'forbidden'"
"Please. I wish to get closes to god and learn to use his holy powers"
"Sorry, you can't come in"
The monk isn't going to let anyone in, and he's too strong for you to fight right now.

You reluctantly turn around and head back to town.
>>
>>333625
You buy the magic ring.

Magic ring
A shiny ring that provides a small magical defense boost
+5 magical defense

You have $20 left. want to buy anything else?
armor
Chainmail - $20
Leather armor - $20
Plate armor - $50
Wizard robes - $100
Spiky armor - $1000

weapons
Wooden bat - $5
Longsword - $10
Dagger - $10
Rapier - $15
Greatsword - $50
Magic longsword - $200

shields
Wooden shield - $15
Steel shield - $45

accessories
Magic ring - $10
Mana pouch - $300
Cross necklace - $10
>>
>>333635
Can we equip multiple accessories? Such as can we have the ring and 2 necklaces equipped?
>>
>>333644
Yes, but only 1 of each unique thing. So you could equip a ring and two different necklaces, but you can't equip two cross necklaces
>>
>>333651
Buy Cross Necklace and start to the ruins. Does the necklace effect all attacks? Such as when we swing the bat.

By the way, great quest,
>>
>>333668
The necklace give +5 holy attack. This will only affect holy attacks that you use. You do not currently have any holy attacks.
>>
>>333675
And this kids is why we ask question BEFORE we buy the useless magic toy.
>>
You buy the cross necklace and head North out of town towards the forest

Forest
A forest. Lots of tall trees. Inhabited by wolves and snakes. They aren't particularly strong.
Enemies:
Wolf
Snake


As you walk into the forest you are greeted by a snake and wolf

Wolf - Level 2
hp 40
mp 10

physical attack 8
magical attack 0
holy attack 0
dark attack 0

physical defense 3
magical defense 3
holy defense 0
dark defense 0

Snake - Level 2
hp 20
mp 10

physical attack 4
magical attack 6
holy attack 0
dark attack 0

physical defense 4
magical defense 6
holy defense 0
dark defense 0

attacks deal magical damage as well, due to its venom

Since Michael has 9+5=14 physical defense and 10 magical defense,
and Jim has 10+2=12 physical defense and 5+6=11 magical defense,
The wolf and snake cannot deal any damage to you.

You easily beat them with your wooden bat while Jim bites them. You quickly kill the snake and wolf.
>>
>>333733
Make a canteen from the snakeskin and a poncho of sorts from the wolf pelt
>>
>>333733
...Can we tame them?
>>
>>333764
Especially the Snake. Magic attacks are sought after.
>>
>>333747
You take the snakeskin and wolf pelt from the bodies. You are not skilled enough to craft them into things, but maybe you can sell them in town.

You walk West through the forest without much trouble. As you head farther West, the forest starts to get denser. You have entered the dense forest

Dense forest
Like the forest, but denser. Enough light to see fine, but noticeably darker than the forest. Mountain lions
live in this part of the forest, and are stronger than the enemies from the less dense parts. You may also run
into bandits looking to steal your stuff.
Enemies:
Mountain lion
Bandit
>>
Michael - Level 4
hp 80
mp 20

physical attack 10 (+2)
magical attack 11 (+20)
holy attack 0 (+5)
dark attack 0

physical defense 9 (+5)
magical defense 10 (+5)
holy defense 0 (+5)
dark defense 0

Icicle
-4 mp
+20 magical attack
Lesser Heal
-1 mp
+10 hp

Wooden bat
+2 physical attack
Wooden shield
+5 physical defense
Magic ring
+5 magical defense
Cross necklace
+5 holy attack
+5 holy defense

Jim - Level 3
hp 60
mp 15

physical attack 10
magical attack 0
holy attack 0
dark attack 0

physical defense 10 (+2)
magical defense 5 (+6)
holy defense 0
dark defense 0

Foxy armor
+2 physical defense
+6 magical defense

-------------------------------------
Here are Michael's and Jim's current stats. I've put the equipment bonuses in parenthesis next to the relevant stats
>>
Rolled 2 (1d16)

Suddenly, a bandit jumps out from behind a tree. He lunges at you with his rapier.

Bandit - Level 4
hp 80
mp 20

physical attack 20 (+10)
magical attack 10 (+30)
holy attack 0
dark attack 0

physical defense 5 (+5)
magical defense 5 (+10)
holy defense 0
dark defense 0

Fireball
A ball of fire is created and hurled at the enemy
-9 mp
+30 magical attack

Rapier
A steel sword made for thrusting. After a giant cache of these was stolen by bandits, these became the
typical weapon for bandits throughout the island
+10 physical attack
Leather armor
Light armor that is resistant to magic, and provides some physical defense
+5 physical defense
+10 magical defense
>>
You try to step back to avoid it, and only get hit for 2 damage

Michael - Level 4
hp 78/80
mp 20/20

>wooden bat (1d2)
>icicle (1d16)
>lesser heal
>run

Jim - Level 3
hp 60/60
mp 15/15

>bite (0)
>run
>>
>>333831
Icicle. Bite.
>>
Rolled 10 (1d16)

>>333853
You cast icicle
>>
Rolled 7 (1d16)

>>333861
Icicle hits the bandit for 10 damage. Jim attempts to bite the bandit, but the bandit has 5+5=10 physical defense, and Jim has 10 physical attack, so Jim does 0 damage.

Bandit - Level 4
hp 70/80
mp 20/20

The bandit thrusts at Michael again
>>
The bandit hits you in the chest, dealing 7 damage. You wonder if you should have bought a sword in town, instead of relying on a wooden bat.

Michael - Level 4
hp 71/80
mp 16/20

>wooden bat (1d2)
>icicle (1d16)
>lesser heal
>run

Jim - Level 3
hp 60/60
mp 15/15

>bite (0)
>run
>>
>>333880
Have Jim tank. Cast Icicle.
>>
Rolled 16 (1d16)

>>333901
You cast icicle.

You step back and Jim run in front of you
>>
Rolled 4 (1d18)

You icicle shoots through the bandit's thigh, and he staggers backwards a bit.

Bandit - Level 4
hp 54/80
mp 20/20

Then, the bandit tries to stab Jim with his sword.
>>
Jim manages to mostly dodge the attack, and only takes 4 damage

Michael - Level 4
hp 71/80
mp 12/20

>wooden bat (1d2)
>icicle (1d16)
>lesser heal
>run

Jim - Level 3
hp 56/60
mp 15/15

>bite (0)
>run
>>
Rolled 8 (1d16)

>>333922
Icicle him in the sword arm. Praise Jim for his tanking. Do you want me to roll for Icicle?
>>
Rolled 8 (1d25)

>>333927
Your icicle goes through the bandits right arm, causing him to drop his sword

Bandit - Level 4
hp 46/80
mp 20/20

The bandit casts fireball at Michael

---------------------------
>>333927
Yeah, it's easier if you roll when picking an attack
>>
His concentration is still off from getting hit by those icicles, and the bandit's spell isn't very strong.

Michael - Level 4
hp 63/80
mp 8/20

>wooden bat (1d2)
>icicle (1d16)
>lesser heal
>run

Jim - Level 3
hp 56/60
mp 15/15

>bite (0)
>run
>>
>>333947
Tell the bandit to go away and that there is more where that came from. Have Jim growl and look menacing.
>>
>>333951
Ignore this. Re read your post.

Grab his rapier and kill him with it.
>>
>>333951
You grab the bandit's rapier.

Rapier
A steel sword made for thrusting. After a giant cache of these was stolen by bandits, these became the
typical weapon for bandits throughout the island
+10 physical attack


Michael - Level 4
hp 63/80
mp 8/20

>rapier (1d10)
>icicle (1d16)
>lesser heal
>run

Jim - Level 3
hp 56/60
mp 15/15

>bite (0)
>run
>>
Rolled 2 (1d10)

You attack the bandit with the rapier
>>
Rolled 6 (1d16)

>>333968
Icicle.

Roll a die for who gets the action please
>>
>>333981
You aren't used to this sword yet, and only manage to deal 2 damage to the bandit.

Bandit - Level 4
hp 44/80
mp 11/20

The bandit casts fireball again
>>
Rolled 6 (1d25)

>>333989
messed up the roll
>>
Rolled 16 (1d16)

>>333989
..But it instantly fizzles from his wounds?
>>333993
Icicle.
>>
>>333993
The bandit fires off another weak fireball at Michael

Michael - Level 4
hp 57/80
mp 8/20

Jim - Level 3
hp 56/60
mp 15/15

>>333999
You cast icicle, and shoot an icicle through the bandit's chest.

Bandit - Level 4
hp 28/80
mp 2/20

The bandit tries to run away

>icicle (1d16)
>chase after him
>let him escape
>>
>>334010
CHASE HIM! SEND JIM TO GRAB HIS LEGS WITH HIS MIGHTY FOX JAWS!
>>
>>334022
Jim catches the bandit and trips him. Michael runs up to the bandit, who is out of breath panting while face down on the ground

Michael - Level 4
hp 57/80
mp 4/20

>rapier (1d10)
>icicle (1d16)
>lesser heal
>>
Rolled 7 (1d16)

>>334032
Put a foot on him so he can not escape then.
Icicle to the heart. If that fails somehow rapier to the heart.
>>
Rolled 3, 8, 9, 7, 1, 1 = 29 (6d10)

>>334048
You put your foot on the bandit's neck, and then stab him in the chest with the rapier until he dies. The body now lies face down in a pool of blood. You try to salvage the leather armor, but there are so many holes in it now that it won't be of much use. You do find a fireball spellbook though. If you bring this to the Old Wizard in town he will be able to read it and teach you the spell.
>>
>>334060
Noice. Take all of his stuff and equip rapier. Continue to the Ruins.
>>
Rolled 5 (1d8)

You continue heading towards the ruins. You can see light from the edge of the dense forest. Suddenly, you hear some rustling behind you. You turn around as a mountain lion jumps on Jim.

Mountain lion - Level 4
hp 80
mp 20

physical attack 20
magical attack 0
holy attack 0
dark attack 0

physical defense 13
magical defense 6
holy defense 0
dark defense 0
>>
The mountain lion scratches Jim's back. You and Jim turn to attack the mountain lion

Michael - Level 4
hp 80/80
mp 20/20

>rapier (1d7)
>icicle (1d25)
>lesser heal
>run

Jim - Level 3
hp 55/60
mp 15/15

>bite (0)
>run
>>
Rolled 7 (1d25)

>>334087
Icicle. Have Jim tank.
>>
Rolled 4 (1d8)

The icicle does 7 damage to the mountain lion

Mountain lion - Level 4
hp 73/80
mp 20/20

The mountain lion tries to bite Jim
>>
He bites at Jim, but doesn't do much damage

Michael - Level 4
hp 80/80
mp 16/20

>rapier (1d7)
>icicle (1d25)
>lesser heal
>run

Jim - Level 3
hp 51/60
mp 15/15

>bite (0)
>run
>>
Rolled 19 (1d24)

>>334122
Icicle to the jugular!
>>
Rolled 4 (1d8)

>>334128
You fire an icicle at the mountain lion. You miss the jugular, but still hit it in the neck, doing a significant amount of damage

Mountain lion - Level 4
hp 54/80
mp 20/20

The mountain lion scratches at Jim with its claws.
>>
>>334132
It scratches Jim's body, not doing too much damage.

Michael - Level 4
hp 80/80
mp 12/20

>rapier (1d7)
>icicle (1d25)
>lesser heal
>run

Jim - Level 3
hp 47/60
mp 15/15

>bite (0)
>run
>>
Rolled 2 (1d24)

>>334135
JUGULAR ICICLES FOR ALL!
>>
Rolled 6 (1d8)

>>334143
You miss the mountain lion's neck, and the icicle ends up grazing it's tail, for very little damage

Mountain lion - Level 4
hp 52/80
mp 20/20

The mountain lion tries biting Jim again
>>
>>334150
It does a bit more damage than before, but Jim still has a lot of health

Michael - Level 4
hp 80/80
mp 8/20

>rapier (1d7)
>icicle (1d25)
>lesser heal
>run

Jim - Level 3
hp 41/60
mp 15/15

>bite (0)
>run
>>
Rolled 15 (1d25)

>>334152
SHOOT HIM IN THE EYES!
>>
Rolled 4 (1d8)

>>334162
You aim for the mountain lion's eyes, but end up hitting its body.

Mountain lion - Level 4
hp 37/80
mp 20/20
>>
>>334183
The mountain lion scratches at Jim again.

Michael - Level 4
hp 80/80
mp 4/20

>rapier (1d7)
>icicle (1d25)
>lesser heal
>run

Jim - Level 3
hp 37/60
mp 15/15

>bite (0)
>run
>>
Rolled 24 (1d25)

>>334189
Icicle to the heart. We are the heart destroyer!
>>
Rolled 5 (1d8)

>>334195
Your icicle pierces the mountain lion's heart. The mountain lion let's out a cry, then tries to bite Jim again

Mountain lion - Level 4
hp 13/80
mp 20/20
>>
>>334208

Michael - Level 4
hp 80/80
mp 0/20

>rapier (1d7)
>run

Jim - Level 3
hp 32/60
mp 15/15

>bite (0)
>run

------------
You are out of mana.
>>
Rolled 23 (1d25)

>>334208
Icicle to the heart! He shall be added to the destroyed heart collection!
>>
Rolled 5 (1d7)

>>334218
Woops. Stab him with rapier.
>>
Rolled 1 (1d8)

>>334221
He's down to 8 health. The mountain lion bites Jim again
>>
>>334228
Tame it, your power is now mine
>>
Rolled 36 (1d100)

>>334238
Dis.

Roll to tame.
>>
Rolled 2 (1d7)

>>334228
Okay fine since you do not want us to tame him. Stab him in the heart.
>>
You grab the mountain lion and look it in the eyes. It understands who is in charge here. You share some food with it, and continue heading north towards the ruins .

------------
Sorry for the delay, took a break to fap.
>>
Rolled 18 (1d100)

>>334339
>Be on the look out for loot from other dead adventurers
It's cool people gotta fap
>>
>>334339
continue to the ruins.
>>
Rolled 28 (1d30)

You exit the dense forest and enter the ruins

Ruins
Ruins of an old town. Some claim it to be haunted. Some claim there are treasures waiting to be discovered.
Bandits sometimes brave the dangers in hopes of discovering treasure.
Enemies:
Ghost
Bandit


>>334354
You see most of an adventurer face down on the ground. A significant portion of him seems to have been burned away. You look through his pockets and find $10. You flip him over to check his front pockets, and then notice his face. This is Billy. Looks like you won't be returning him safely to his friends. Then, you feel a cold chill. Your vision goes cloudy for a moment, and then you see a ghost in front of you. It just walked through you. The ghost lets out a wail, then casts a fireball at you

Ghost - Level 5
hp 100
mp 25

physical attack 15
magical attack 15 (+30)
holy attack 0
dark attack 0

physical defense -
magical defense 10
holy defense 5
dark defense 5

Intangibility - immune to physical attacks

Fireball
A ball of fire is created and hurled at the enemy
-9 mp
+30 magical attack
>>
The massive fireball hits you right in the face, causing severe burns.

Michael - Level 4
hp 52/80
mp 20/20

>rapier (0)
>icicle (1d21)
>lesser heal
>run

Jim - Level 3
hp 60/60
mp 15/15

>bite (0)
>run

Mountain lion - Level 4
hp 80/80
mp 20/20

>bite (0)
>run

----------------------
The ghost is immune to physical attacks
>>
Rolled 1 (1d21)

>>334379
>Use icicle
Have Jim and Terry, mountain lion, run and screen for us.
>>
Rolled 20 (1d39)

>>334384
You attempt to create an icicle out of the moisture in the air, but everything is so dry from the massive fireball. You manage to form a small icicle and throw it at the ghost. The ghost doesn't even bother trying to dodge it.

Ghost - Level 5
hp 99/100
mp 16/25

The ghost casts another fireball. This time, at Terry who has run towards the front
>>
The fireball does a moderate amount of damage to Terry, who does not have much magical defense.

Michael - Level 4
hp 52/80
mp 20/20

>rapier (0)
>icicle (1d21)
>lesser heal
>run

Jim - Level 3
hp 60/60
mp 15/15

>bite (0)
>run

Mountain lion - Level 4
hp 60/80
mp 20/20

>bite (0)
>run
>>
>>334398
whoops, Michael is at 16 mana, not 20
>>
Umm run back to that tavern and and tell those dudes about billy
>>
>>334407
This. Tame Snake on way back so we have something to kill it with.
>>
>>334407
Then do something about that underwater treasure
>>
>>334407
>>334410
You run away. The ghost chases you for a little while, but it doesn't have enough mana left to cast another fireball. It gives up chasing you when you reach the dense forest. You make it to the forest without any trouble, and sneak up on a snake

Snake - Level 2
hp 20
mp 10

physical attack 4
magical attack 6
holy attack 0
dark attack 0

physical defense 4
magical defense 6
holy defense 0
dark defense 0

attacks deal magical damage as well, due to its venom
>>
Michael - Level 4
hp 52/80
mp 16/20

>rapier (1d16)
>icicle (1d25)
>lesser heal
>run

Jim - Level 3
hp 60/60
mp 15/15

>bite (1d6)
>run

Terry - Level 4
hp 60/80
mp 20/20

>bite (1d16)
>run
>>
>>334420
forgot to adjust that after running away from the ghost. everyone should be at full health/mana

(the snake is unable to damage any of you, since you all have physical and magical defenses higher than the snake's attacks)
>>
Rolled 7 (1d16)

>>334420
Use Rapier, nothing else
>>
The snake is down to 13 health

Snake - Level 2
hp 13/20
mp 10/10

-------------------------
It can't damage you so just keep attacking
>>
>>334425
>>334424
Oh well then just grab the snake keep heading back to town
>>
>>334434
You pick up the snake and start heading back to town. The snake does not appreciate this, and keeps trying to bite you. You don't even need to worry about blocking it with your shield, since your base defense stats are enough to prevent any damage. It doesn't seem like the snake will follow your orders though, maybe you should try taming it.
>>
>>334442
Tame it and have it bite us so we can extract its venom. Take it to Freddy so he can do....pet stuff to it.

Snake is named Phil.
>>
You head South and reach the town. You go to Freddy's house, and he helps you tame the snake. Freddy is also able to milk the snake to get some of the venom.

You decide to name the snake Phil, and leave it with Freddy, since it's too weak to go into battle with you. You got 1 jar of snake venom. You can come back later to see if Freddy has extracted more venom from Phil.

Freddy has also created some fox-sized armor from CC's old shell.

Crabshell armor
Armor made from a crab's shell, designed to be worn by a fox
+4 physical defense
+4 magical defense
>>
>>334477
Apply Rapier with venom. Give magic book to Wizard! tell Freddy to train the animals.
>>
>>334477
Guess it's off to the beach for training montage
>>
You sell the snakeskin and wolf pelt that you collected on your trip. You get $5 for them, bringing you to $25.

Next, you head to the bar and tell Billy's friends the bad news.
"Hey. I found... most of Billy. But he was dead"
The adventurer sign, "Yeah, we figured he'd be dead by now. There's no way he would have been out exploring for that long"
He buys you a drink, and you tell him about your encounter with the ghost, and how you ran away.
"Yeah, that's the right way to do it. No point in fighting something way stronger than you. Just run away"

Then, you show the fireball spellbook to the Old Wizard. He can read the ancient language that it's written in, and teaches you the spell

Fireball
A ball of fire is created and hurled at the enemy
-9 mp
+30 magical attack


You learned the fireball spell.
>>
>>334495
Take the Underwater quest.
>>
>>334487
You apply the snake venom to the rapier

Poisoned rapier
+10 physical attack
+2 magical attack

-------------
The rapier will now deal both physical and magical damage when you attack with it. These are calculated independently.
ie, if you used this rapier and had 5 physical attack, and 10 magical attack, you would do 1d15 + 1d12 damage to someone with 0 defenses
>>
>>334508
This
>>
>>334508
>>334515
You decide to try the Find lost treasure underwater quest, hoping it will be easier than the treasure in the ruins

You get the map, and head South to the beach. Then, you keep going south into the ocean

Ocean
The ocean. It surrounds the island, and extends as far as one can see. In the olden days, people could use boats
to cross the ocean and visit other islands. There aren't any other islands anymore, so no one ever goes far on
boats, just a bit off the coast to fish. Swimmers should watch out for sharks and jellyfish.
Enemies:
Shark
Jellyfish


You swim along the surface, following the map. But then, you see a jellyfish in your way

Jellyfish - Level 3
hp 20
mp 15

physical attack 2
magical attack 10
holy attack 0
dark attack 0

physical defense 0
magical defense 0
holy defense 0
dark defense 0

melee attackers take magical damage, from its poison tentacles

>Fight
>Swim around it
>>
>>334524
Stab it
>>
Michael - Level 4
hp 80/80
mp 20/20

>rapier (1d20 + 1d13)
>icicle (1d31)
>fireball (1d41)
>lesser heal
>run

Jim - Level 3
hp 60/60
mp 15/15

>bite (1d10)
>run

Terry - Level 4
hp 60/80
mp 20/20

>bite (1d20)
>run
>>
Rolled 5 (1d20)

>>334534
You stab the jellyfish with your rapier
>>
Rolled 1 (1d31)

>>334537
Use icicle, Jim and Terry stay put
>>
Rolled 6 (1d13)

>>334540
>>
>>334540
>>334544
You deal 5 physical and 6 magical damage to the jellyfish with your poisoned rapier.
You take 0 damage from the poison tentacles, since your magical defense is high enough.

Jellyfish - Level 3
hp 9/20
mp 15/15

The jellyfish attacks you with it's poisoned tentacles. It does no damage.

>>334542
You case icicle, but completely miss. Maybe the icicle hit one of the tentacles for a bit of damage

Jellyfish - Level 3
hp 8/20
mp 15/15

The jellyfish continues to do 0 damage to you
>>
Rolled 21 (1d33)

>>334555
>rapier (1d20 + 1d13)
>>
Rolled 7 (1d41)

>>334555
Nice trips
Since it's magic fire does it still work in water?
If so
>>
>>334578
That's not how dice work. 1dx + 1dy != 1d(x+y)

>>334580
You try to cast fireball at the jellyfish, but most of the fire hits the water and fizzles out. You manage to deal 7 damage to it, but that's not enough to kill it.

Jellyfish - Level 3
hp 1/20
mp 15/15

(you're guarenteed to kill it with your next attack, so you do)

You've defeated the jellyfish. It's body is still in the water though, and the tentacles are still poisonous, so you swim around its body.
>>
>>334595
Jelly pet nooooo. Side note can we tame the Jelly?
>>
>>334606
well I fucked up the spoiler.
(pretty sure I typed ti right though. maybe the bold canceled it. test)
>>
You keep swimming, and reach the place where the treasure should be. You dive down to the bottom of the ocean, along with Jim and Terry. You see a treasure chest, and swim over to it. You manage to free the chest from the ocean floor, but when you look up, you see two sharks.

Shark - Level 4
hp 80
mp 20

physical attack 20
magical attack 0
holy attack 0
dark attack 0

physical defense 10
magical defense 10
holy defense 0
dark defense 0

Perception - can sense enemies that are invisible

Shark - Level 4
hp 80
mp 20

--------------------------
>>334600
You can't tame anything from the ocean, cursed forest, or demon realm. You also can't tame bosses.
>>
Rolled 11 (1d31)

>>334606
>> *intensity intensified*
Anyway icicle to the gills bitch
>>
Anyway, fight the sharks

Michael - Level 4
hp 80/80
mp 20/20

>rapier (1d10 + 1d3)
>icicle (1d21)
>fireball (1d31)
>lesser heal
>run

Jim - Level 3
hp 60/60
mp 15/15

>bite (0)
>run

Terry - Level 4
hp 80/80
mp 20/20

>bite (1d10)
>run
>>
>>334606
Kek. Attack! MARGEC FERBLUL! idk how much to roll
>>
Rolled 6 (1d21)

>>334613
Icicle
Jim run
Terry bite
>>
Rolled 7 (1d21)

>>334611
The sharks have 10 magical defense, so icicle only does 1d21 to them
>>
Rolled 5 (1d10)

>>334618
I'll take your roll for icicle, since it was before mine. rolling for bite
>>
Rolled 2, 4 = 6 (2d7)

Jim swims back to the surface, to watch from a safe distance, since he can't do any damage to the sharks.

You cast icicle, and Terry uses bite, dealing a total of 11 damage to one of the sharks

Shark - Level 4
hp 69/80
mp 20/20

Shark - Level 4
hp 80/80
mp 20/20

Both sharks try to bite Terry, they think the looks like a seal.
>>
>>334629
The sharks bite at Terry, but he has much higher defense than an average seal, and doesn't take much damage

Michael - Level 4
hp 80/80
mp 16/20

>rapier (1d10 + 1d3)
>icicle (1d21)
>fireball (1d31)
>lesser heal
>run

Terry - Level 4
hp 74/80
mp 20/20

>bite (1d10)
>run
>>
>>334632
Icicle. Maybe you should buff the fireball. 2 shots of the icicle are better than 1 of the fireball by a lot.
>>
Rolled 1 + 1 (1d10 + 1)

>>334632
Rapier
Bite
>>
Rolled 4 (1d21)

>>334639
Forgot roll.
>>
>>334640
Ignore this mess
>>
Rolled 3 (1d10)

>>334641
You cast another weak icicle at the shark. Terry goes in for a bite

-----------------------
>>334639
In terms of mana efficiency, yes, +20 attack / 4 mana is better than +30 attack / 9 mana. But you also need to consider how many turns it takes. Icicle is +20 attack / turn, whereas fireball is +30 attack / turn. Killing stuff in fewer turns means you take less damage.

In general, I've set spell costs to be (attack bonus)^2 / 100.
So a spell giving +70 attack would cost 49 mana. Which might seem like quite a lot, but how many times will you need to cast that before your opponent dies.

The balance also depends on how much base magical attack you have. Someone with 1000 magical attack would just cast the cheapest spell repeatedly, since it doesn't really matter which one they cast. I expect you to generally have lower magical attack than the bonuses from the spells, so a significant portion of the attack will be from the spell bonus

Did that make sense? I'm kind of tired
>>
Rolled 5, 7 = 12 (2d7)

The shark takes a bit of damage from your attacks.

Shark - Level 4
hp 62/80
mp 20/20

Shark - Level 4
hp 80/80
mp 20/20

They still haven't figured out that Terry isn't a seal, so they both attack him again
>>
Rolled 12 (1d21)

>>334667
Icicle. Have Terry make seal noises after he bites them.
>>
Rolled 25 (1d31)

>>334667
Fireball
Terry keeps not being a seal
>>
Rolled 10 (1d10)

>>334667
Terry takes more damage from the sharks. He's still doing fine though. You motion for him to start acting like a seal, so he does in hopes of further confusing the sharks

Michael - Level 4
hp 80/80
mp 12/20

Terry - Level 4
hp 62/80
mp 20/20

>>334675
You cast icicle and do an average amount of damage this time. Terry uses bite

---------------------------
Now I'm trying to imagine what signal a human would give to a mountain lion, while underwater, to indicate 'act like a seal'
>>
Rolled 2, 3 = 5 (2d7)

You do a combined 22 damage to the shark

Shark - Level 4
hp 40/80
mp 20/20

Shark - Level 4
hp 80/80
mp 20/20

The sharks continue attacking Terry

You're running low on air; you'll have to return to the surface soon (you can go 1 at a time to make sure the sharks don't get bored and leave)
>>
>>334702
The sharks do little damage to Terry this turn

Michael - Level 4
hp 80/80
mp 8/20

>rapier (1d10 + 1d3)
>icicle (1d21)
>lesser heal
>get air
>run

Terry - Level 4
hp 69/80
mp 20/20

>bite (1d10)
>get air
>run

-----------------------
you no longer have enough mana to cast fireball. It wouldn't have worked underwater anyway.
>>
>>334706
Terry is at 57 health, not 69
>>
I'm gonna go to bed now. I'll be back tomorrow. You can keep fighting the sharks without me if you want, they have 20 physical attack, so they'll each do either 1d7 to Terry, or 1d6 to Michael.
>>
OK, I'm back now.
To recap, Michael and Terry are underwater looking for treasure. They were attacked by two sharks that mistook Terry for a seal. You and Terry are both low on air, and will need to return to the surface soon.

Shark - Level 4
hp 40/80
mp 20/20

Shark - Level 4
hp 80/80
mp 20/20


Michael - Level 4
hp 80/80
mp 8/20

>rapier (1d10 + 1d3)
>icicle (1d21)
>lesser heal
>get air
>run

Terry - Level 4
hp 57/80
mp 20/20

>bite (1d10)
>get air
>run
>>
>>335441
Have Terry get air while use the rapier
>>
Rolled 9 (1d10)

>>335473
Terry swims up to the surface for a breath of air. Meanwhile, you use your poisoned rapier on one of the sharks
>>
Rolled 1 (1d3)

>>335476
>>
Rolled 4, 7 = 11 (2d7)

>>335481
You deal a total of 10 damage to the shark

Shark - Level 4
hp 30/80
mp 20/20

Shark - Level 4
hp 80/80
mp 20/20

The sharks still think Terry is a seal, and attack him
>>
The sharks bite Terry for 11 damage.

Michael - Level 4
hp 80/80
mp 8/20

>rapier (1d10 + 1d3)
>icicle (1d21)
>lesser heal
>get air
>run

Terry - Level 4
hp 46/80
mp 20/20

>bite (1d10)
>run
>>
>>335488
Now we'll grab air and Terry bites
>>
>>335554
You go for some air, leaving Terry to fight the sharks for a turn.

Terry bites the shark for 6 damage.

Shark - Level 4
hp 24/80
mp 20/20

Shark - Level 4
hp 80/80
mp 20/20

The sharks bite Terry for 12 damage!
You return from the surface, ready to continue fighting

Michael - Level 4
hp 80/80
mp 8/20

>rapier (1d10 + 1d3)
>icicle (1d21)
>lesser heal
>run

Terry - Level 4
hp 34/80
mp 20/20

>bite (1d10)
>run

----------------------------------
I'm going to start using a random number generator online instead of making a bunch of posts here for the random numbers, to try to speed things up.
>>
Rolled 2 (1d10)

>>335563
Lesser heal on Terry
Terry bite
>>
>>335615
You heal Terry for 10 health. Terry bites the shark for 8 damage.

Shark - Level 4
hp 16/80
mp 20/20

Shark - Level 4
hp 80/80
mp 20/20

The sharks seem to have figured out that Terry isn't actually a seal! They attack you this time, dealing 11 damage.

Michael - Level 4
hp 69/80
mp 7/20

>rapier (1d10 + 1d3)
>icicle (1d21)
>lesser heal
>run

Terry - Level 4
hp 44/80
mp 20/20

>bite (1d10)
>run
>>
Rolled 2 (1d21)

>>335622
Icicle and bite
>>
>>335627
You cast icicle, but almost completely miss. The icicle grazes the fin of the shark, only dealing 2 damage to it. Terry bites the shark for 4 damage.

Shark - Level 4
hp 10/80
mp 20/20

Shark - Level 4
hp 80/80
mp 20/20

Still unsure if you are a seal or not, the sharks both bite you again, dealing 12 damage!

Michael - Level 4
hp 57/80
mp 3/20

>rapier (1d10 + 1d3)
>lesser heal
>run

Terry - Level 4
hp 44/80
mp 20/20

>bite (1d10)
>run

------------------------------
you no longer have enough mana to cast icicle
>>
Rolled 2 (1d10)

>>335622
No we stab them to death
>>
>>335792
You stab at the shark with your poison rapier. You don't do much damage to it, but Terry also bites the shark, which is enough to finish it off.

The other shark has decided that both of you are definitely not seals, and it swims off. It's too fast for you to chase it underwater, even if you wanted to.

You and Terry swim up the the surface and meet Jim there. The three of you swim back down to the treasure chest, and manage to lift it up and bring it to the surface. You encounter a few more jellyfish on your way back to shore, but just swim around them instead of trying to fight while carrying the chest. You swim ashore in the rocky area. You head East, passing through the beach, and then North into town. You sell the treasure you found for $100. You now have $125

>go to the Equipment shop
>Farmer lost his sheep, they wandered towards the cursed forest - Medium
>Investigate the cursed forest - Hard
>>
>>335822
forgot an option
>Look for treasure in the Ruins - Medium
>>
>>335822
>go to the Equipment shop
Get them swank wiz robes
>>
>>335854
You visit the Equipment shop, and buy the wizard robes

Wizard robes
Magical robes that boost the wearer's magical attack, and provide physical and magical defense
+10 magical attack
+10 physical defense
+20 magical defense


You equip the wizard robes. Do you want to buy anything else?

armor
Chainmail - $20
Leather armor - $20
Plate armor - $50
Wizard robes - $100
Magic-infused plate armor - $250
Spiky armor - $1000

weapons
Wooden bat - $5
Longsword - $10
Dagger - $10
Rapier - $15
Greatsword - $50
Magic longsword - $200

shields
Wooden shield - $15
Steel shield - $45

accessories
Magic ring - $10
Mana pouch - $300
Cross necklace - $10

stats:http://pastebin.com/rZBNwgr3

(you currently have:
Cross necklace
Magic ring
Poisoned rapier
Wizard robes
Wooden bat x2
Wooden shield)
>>
>>335867
Naw not right now. Let's head back to the forest
>>
Also, Jim is still wearing the Foxy armor (+2 physical defense, +6 magical defense).
Do you want him to switch to the crabshell armor (+4 physical defense, +4 magical defense)?

>>335872
You head North out of town to the forest.
>Farmer lost his sheep, they wandered towards the cursed forest - Medium
>Look for treasure in the Ruins - Medium
>Investigate the cursed forest - Hard

-----------------------
Those quests are all in approximately the same direction, I'm not sure which one you're trying to do. Or, you can just wander around if you want.
>>
>>335880
Sell the bats. Buy long sword.
>>
I created a pastbin with our current stats/equipment. I'll try to keep this updated as we level up/get new equipment/etc.
http://pastebin.com/Rt5pWecJ
>>
>>335907
You sell the two wooden bats for $2.50 each, and buy the longsword.

Longsword
A Longsword made or iron. The typical weapon of guards around town
+5 physical attack


Do you want to equip the longsword? You already have a poisoned rapier, which give +10 physical and +2 magical attack. In you other hand you have your wooden shield.

----------------------------
You can only attack with one weapon at a time. You also only get the attack bonus from the weapon you are attacking with.
>>
>>335916
Sure and see about getting it poisoned too, just wander around for a random encounter
>>
>>335916
Do not equip longsword. Does that mean we have one more weapon for the quest?

Go to ruins. Round 2 mofo.
>>
>>335944
Yeah don't equip until we don't gotta fight ghosts
>>
>>335933
You visit Freddy, who has collected more snake venom from Phil. You apple the venom to the longsword. It now additionally gives +2 magical attack because of the poison.

You decide not to equip your poisoned longsword, since it is objectively weaker than the poisoned rapier you already have equiped. You start heading towards the ruins, since you should actually be able to hurt the ghost now.

While heading through the forest, you come across a snake.

Snake - Level 2
hp 20/20
mp 10/10


Michael - Level 4
hp 80/80
mp 20/20

>rapier (1d16 + 1d17)
>icicle (1d35)
>fireball (1d45)
>lesser heal
>run

Jim - Level 3
hp 60/60
mp 15/15

>bite (1d6)
>run

Terry - Level 4
hp 80/80
mp 20/20

>bite (1d16)
>run
>>
>>335962
Skip to ghost. Snake and Wolf can not hurt us and I am pretty sure the Bandit and Lion can not either.

If you insist I guess all of us stab and bite it.
>>
>>335973
You kill the shit out of the snake, and continue into the dense forest. You run into a bandit riding on a mountain lion! You tell Jim and Terry to hide behind you, since their defense isn't as high as yours. The bandit can do a few damage to you, but you easily defeat him and the montain lion.

Finally, you arrive at the ruins. You start to look for treasure, keeping a look out for ghosts. Jim makes whatever sound it is that a fox makes, and you look over to see a ghost!

Ghost - Level 5
hp 100
mp 25

physical attack 15
magical attack 15
holy attack 0
dark attack 0

physical defense -
magical defense 10
holy defense 5
dark defense 5

Intangibility - immune to physical attacks

Fireball
A ball of fire is created and hurled at the enemy
-9 mp
+30 magical attack
>>
Michael - Level 4
hp 80/80
mp 20/20

>rapier (0 + 1d13)
>icicle (1d31)
>fireball (1d41)
>lesser heal
>run

Jim - Level 3
hp 60/60
mp 15/15

>bite (0)
>run

Terry - Level 4
hp 80/80
mp 20/20

>bite (0)
>run
>>
Rolled 1 (1d31)

>>335997
Icicle! Fondly recall that team of mages called the "Geist Conkers" They as the name implies hunt giests and have a show mages watch.

Terry tanks.
>>
>>336011
You cast icicle, or, you try to. A bit of coldish water heads towards the ghost, not doing very much of anything. Terry runs up front to tank.

Ghost - Level 5
hp 99/100
mp 25/25

The ghost casts fireball at Terry, dealing 25 damage to him (from 1d39).

Michael - Level 4
hp 80/80
mp 16/20

>rapier (0 + 1d13)
>icicle (1d31)
>fireball (1d41)
>lesser heal
>run

Jim - Level 3
hp 60/60
mp 15/15

>bite (0)
>run

Terry - Level 4
hp 55/80
mp 20/20

>bite (0)
>run
>>
Rolled 13 (1d31)

>>336026
>The ghost casts fireball at Terry, dealing 25 damage to him (from 1d39).
>dealing 25 damage to him
>dealing 25 damage
>25 damage

AHAHSDHAHDA. ALL THE PANIC. ICICLE TO THE GHOST HEART!!!
>>
>>336055
You cast an icicle at the ghost. It passes through where the ghost's heart should be, but only does 13 damage to the ghost.

Ghost - Level 5
hp 86/100
mp 16/25

The ghost slashes at Terry with his ghostly fingers, only dealing 2 damage (from 1d2)

Michael - Level 4
hp 80/80
mp 12/20

>rapier (0 + 1d13)
>icicle (1d31)
>fireball (1d41)
>lesser heal
>run

Jim - Level 3
hp 60/60
mp 15/15

>bite (0)
>run

Terry - Level 4
hp 53/80
mp 20/20

>bite (0)
>run

-----------------------------------
(The ghost only has 15 physical attack, and Terry has 13 physical defense)
>>
Rolled 23 (1d31)

>>336072
Icicle to the ghost face.
>>
>>336083
You cast icicle again, and slam the icicle through the ghosts face. The ghost takes 23 damage.

Ghost - Level 5
hp 63/100
mp 16/25

The ghost casts another fireball at Terry, it does 20 damage.

Michael - Level 4
hp 80/80
mp 8/20

>rapier (0 + 1d13)
>icicle (1d31)
>fireball (1d41)
>lesser heal
>run

Jim - Level 3
hp 60/60
mp 15/15

>bite (0)
>run

Terry - Level 4
hp 33/80
mp 20/20

>bite (0)
>run
>>
Rolled 31 (1d31)

>>336088
Icicle to the ghost dick! Have Terry switch with Jim.
>>
>>336114
You fire a massive icicle at the ghost's tiny dick. Somehow, you manage to hit the target. The ghost wails in pain, and is too distracted to attack this turn.

Ghost - Level 5
hp 32/100
mp 7/25

The ghost was too distracted to attack.

Michael - Level 4
hp 80/80
mp 4/20

>rapier (0 + 1d13)
>icicle (1d31)
>fireball (1d41)
>lesser heal
>run

Jim - Level 3
hp 60/60
mp 15/15

>bite (0)
>run

Terry - Level 4
hp 33/80
mp 20/20

>bite (0)
>run
>>
Rolled 27 (1d31)

>>336131
Icicle one last time
>>
>>336140
You cast your last icicle, dealing 27 damage to the ghost. It's almost dead now. Well, the ghost is already "dead", but it's almost even more dead.

Ghost - Level 5
hp 5/100
mp 7/25

The ghost slashes at Jim, dealing 3 damage to him (from 1d3)

Michael - Level 4
hp 80/80
mp 0/20

>rapier (0 + 1d13)
>run

Jim - Level 3
hp 60/60
mp 15/15

>bite (0)
>run

Terry - Level 4
hp 33/80
mp 20/20

>bite (0)
>run

---------------------------
you are out of mana
>>
>>336150
Jim is at 57 health, not 60.
>>
>>336150
TAME.THE.GHOST.
>>
>>336171
The ghost is not interested in anything you could offer to it. It used to be an adventurer, but then died. It now exists in an attempt to completing the cycle. Once it kills someone, the ghost will be able to pass on and rest in peace. If you bring the ghost a human sacrifice, it might help you for a little while before passing on to the next world.
>>
>>336186
The ghost attacks Jim, dealing 2 damage. Jim is now at 55 health.
>>
>>336186
Ask the ghost if it can leave the ruins and if the sacrifice has to be pure of heart. Also what happens when someone kills it.
>>
>>336201
"Can you leave the ruins?"
"I... cannot leave the ruins. I can't explain it, but whenever I try, I simply cannot"

"What would happen if I killed you?"
"It would be extremely painful"
"You're a big guy"
"For you... but actually, I just get reborn in the ruins again at some point in time, not necessarily occurring after now"
"So you might get reborn in the past?"
"Yes, or in the future. One time I met a ghost who claimed to have met his living self after he was reborn in the past"

"Anyway, about the human you have to kill... any particular traits needed?"
"They must be an adventurer at heart. It can't just be some random bandit (though we do kill bandits if they wander in there, some of them want to be adventurers at heart). In general, if someone is willing to let a ghost kill them, they aren't really a true adventurer."
>>
>>336221
Do you know who cursed you? Has anyone tried to save you? Where is your corpse? Side-note were you rich/had treasure you would give to an adventurer that saved you from ghostdom?
>>
>>336231
I have not seen most of these events myself, but it is a common topic of discussion among ghosts. As the legend goes: it is the very land which is cursed. Whatever ancient civilization used to live here, they used some wicked magic on the land. Those who died would turn into ghosts, unable to pass on. Eventually, the ghosts got fed up with them, and destroyed their city; hence the ruins here. But their knowledge of magic had spread across the planet. It was being set up in various lands, for various reasons. Some were simply afraid of passing on to the next world, others wanted to torture specific people and prevent them from passing on.
After some time (hundreds of years; it spread rather slowly), the ruler from above realized they were getting less souls than they should be. Not only because it was taking longer for people to pass on, but also because the acts required to pass on (murdering someone who longs for adventure), often led to the soul going down below, instead of up above. They sent angels to investigate, and were able to free some of the souls trapped in places such as this. But they could not undo the magic on the ground; they would need to start over again.
As they prepared for the reset, one of the angels secretly told some humans about the plan. Those humans were able to prepare defenses, and, with the angel's help, prevent a small piece of land from being drowned in the flood. The humans were hailed as heros for "saving" their town. The ruler from above allowed darkness to leak onto the island, hoping it would be destroyed. Eventually, a hero was able to defeat the angel that had helped the humans. With help from demonic weaponry, the hero was able to also defeat another angel who had stayed in heaven to help the town after it was forsaken by the rest. With the angel's protection gone from the island, it was overrun by demons, and the ruler from above was able to complete his reset. Not all of us (ghosts) could be saved but most were.

Due to our funny interaction with time, I do not know "when" the parts of that story takes place. At the very lease, the first part was in the "past", and the ending is in the "future" (not that those terms mean much to me anymore, but I hope that explains it to you).
>>
>>336231
"I no longer remember who I was before becoming like this. If I had any treasure, it has probably been stolen by looters and bandits soon after I died."

----------------------------
do you think I was too obvious with the foreshadowing?
>>
>>336291
"If you allow me I will seek out what is causing your peril. All I ask is that ghosts do not attack me and my consorts. And possibly the loot from the Ruins after im done of course."
>>336291
No. If you did not mention the foreshadowing I might have not noticed it. To be fair I do not look for foreshadow.
>>
>>336314
"You've bested me in battle, so I won't attack you anymore, but other ghosts likely will. We may not like or agree with murdering adventurers, but it is necessary for us to pass on to the next world. If it's treasure you're interested in, the clearing over there currently has some treasure in it. And if you don't mind, can you finish me off. I won't be killing any adventurers in this state"

You thank the ghost, and stab him with your poisoned rapier. He whispers "goodbye" as he disappears, to be reborn in some other time.

You've leveled up! (You were supposed to level up after fighting the bandit riding the mountain lion, but I forgot)
Michael, Jim, and Terry each have 10 stat points to spend. Stat points can be used to increase physical/magical/holy/dark attack/defense. HP and MP increase automatically at a set rate (+20 HP, +5 MP per level)

Michael - Level 5
hp 100
mp 25

physical attack 10
magical attack 11
holy attack 0
dark attack 0

physical defense 9
magical defense 10
holy defense 0
dark defense 0

Jim - Level 4
hp 80
mp 20

physical attack 10
magical attack 0
holy attack 0
dark attack 0

physical defense 10
magical defense 5
holy defense 0
dark defense 0

Terry - Level 5
hp 100
mp 22

physical attack 20
magical attack 0
holy attack 0
dark attack 0

physical defense 13
magical defense 6
holy defense 0
dark defense 0
>>
>>336276
Big potential spoiler--->I was re-reading this making sure I understand it and I came to this conclusion. The flood happened in the past. A hero killed creatures in the future. What hero has been getting stronger and helping the town? US, I think we are going to kill angels. Hopefully with this knowledge we can not kill angels and kill our entire town.>>336291 was this the foreshadowing?
>>
>>336344
>physical attack 10 [bold]TO[bold] physical attack 15
>magical attack 11 [bold]TO[bold] magical attack 15
>physical defense 9 [bold]TO[bold] physical defense 10
>>
>>336350
yep, we're the hero. The "church" only has the support of two angels, with the rest having forsaken them. Between that and the ruins, this island is beyond fixing; there's something that must be done, and we're the only one that can do it
>>
>>336362
welp I failed.
>>
>>336366
only OP can use formatting.

Jim and Terry also have stat points to spend
>>
>>336344
>>Jim
>Dark Defense:0->5
>Light Defense:0->5
>>Terry
>Physical Defense:13->20
>Magic Defense:6->9
>>
Ok, stats are updated: http://pastebin.com/Rt5pWecJ

You head to the clearing that the ghost told you about, which should have treasure in it. You notice the bodies on the ground here look different. Most of the other ones had been burned, but these look like they were crushed. Various former adventurers lay on the ground, with their heads or chests flattened, and guts spilling out. Some are missing limbs, or cut in half. You see a treasure chest in a hole in the center of the clearing. The hole is shallow, only about 2 feet deep, and there are two stone pillars over the hole. You will have to move the pillars to be able to take the treasure chest out of the hole.

>Try to move the pillars
>Loot the bodies
>Leave
>>
>>336415
>Loot the bodies
After
>Try to more a single pillar so a slit is made
>>
>>336420
You loot the bodies. A significant portion of the equipment has been broken to the point of uselessness. You do find 1 chainmail and 1 leather armor

Chainmail
Chain armor meant to stop physical attacks
+10 physical defense


Leather armor
Light armor that is resistant to magic, and provides some physical defense
+5 physical defense
+10 magical defense


>Try to more a single pillar so a slit is made
You can already see in the hole, and see the treasure chest. The pillars are narrow compared to the width of the hole. It's kind of like if there's a box inside a jail cell; you can see it fine, but can't pull it out.

-----------------------------------------
I'm gonna have dinner now. Should be back in a bit.
>>
>>336425
Throw some human bits down there.
>>
>>336435
You toss a severed leg into the hole with the treasure chest. You don't notice anything happen.
>>
>>336503
Move pillars slowly. Acquire "Phat Lute"
>>
>>336512
You grab one of the two pillars and drag it to the side of the hole. You go to the other pillar and drag it off the hole as well. But when you look back, the first pillar is back in its starting position! You stare at the second pillar, and watch as it slides back over the hole. It doesn't look like it's sliding naturally; it seems to be alive. Then, the ground starts shaking. A giant being made of stone rises out of the ground. Those two pillars covering the treasure chest were its arms.

Stone obelisk - Level 7
hp 200
mp 35

physical attack 40
magical attack 0
holy attack 0
dark attack 0

physical defense 30
magical defense 20
holy defense 0
dark defense 0

Stone greatsword
A large chunk of stone that has been sharpened into a sword
+25 physical attack
Stone armor
Strong stone armor to protect against physical attacks
+20 physical defense
>>
Being made of stone, it has very high physical defense, and its stone armor gives it even more. None of your physical attacks can damage it right now.

Michael - Level 5
hp 100/100
mp 25/25

>rapier (0 + 1d7)
>icicle (1d25)
>fireball (1d35)
>lesser heal
>run

Jim - Level 4
hp 80/80
mp 20/20

>bite (0)
>run

Terry - Level 4
hp 100/100
mp 25/25

>bite (0)
>run
>>
>>336531
Good thing we boosted Terry's Defense. Attempt to negotiate. Try to talk to it.
>>
Rolled 17 (1d45)

>>336595
You attempt to talk to the stone obilisk. It does not respond to anything you say; instead, it swings its sword at Terry

---------------
Posting from my phone
>>
>>336654
Fortunantly, Terry's high defense allows him to take some hits frome the giant.

Michael - Level 5
hp 100/100
mp 25/25

>rapier (0 + 1d7)
>icicle (1d25)
>fireball (1d35)
>lesser heal
>run

Jim - Level 4
hp 80/80
mp 20/20

>bite (0)
>run

Terry - Level 4
hp 83/100
mp 25/25

>bite (0)
>run
>>
Rolled 16 (1d25)

>>336667
ICICLE OF DEATH!!!!! STRAIGHT TO HIS STONE HEART!!!
>>
>>336689
Do I see any weak points or orbs? Like a core that animates the golem.
>>
Rolled 44 (1d45)

>>336689
Your icicle hits where his heart would be, if he had a heart.

Stone obelisk - Level 7
hp 184/200
mp 35/35

He swings at Terry again

>>336692
You look around for weak points, but don't see any.
>>
>>336692
Does the Golem do 1d45 dmg? That is what I calculated.
>>
>>336705
I gtg. So someone else start playing already..im so alone :(
>>
The golem hits Terry in the head with his giant sword.

Michael - Level 5
hp 100/100
mp 21/25

>rapier (0 + 1d7)
>icicle (1d25)
>fireball (1d35)
>lesser heal
>run

Jim - Level 4
hp 80/80
mp 20/20

>bite (0)
>run

Terry - Level 4
hp 39/100
mp 25/25

>bite (0)
>run

>>336707
Yes, it has 40+25=65 physical attack, and Terry has 20 physical defense.
>>
Rolled 20 (1d25)

>>336721
Fuck it icicle
>>
Rolled 36 (1d45)

>>336785
You cast a strong icicle at the stone obelisk.

Stone obelisk - Level 7
hp 164/200
mp 35/35

It attacks Terry with its stone sword again
>>
>>336790
Terry yelps and falls down in a pool of his own blood, but is still barely alive

Michael - Level 5
hp 100/100
mp 17/25

>rapier (0 + 1d7)
>icicle (1d25)
>fireball (1d35)
>lesser heal
>run

Jim - Level 4
hp 80/80
mp 20/20

>bite (0)
>run

Terry - Level 4
hp 3/100
mp 25/25

>bite (0)
>run

------------------------------
Remember, you can run away if an enemy is too strong for you to beat right now.
>>
>>336793
Lesser heal on Terry and book it back to the forest
>>
>>336809
You cast lesser heal on Terry. He is able to stand up and walk away. You take one hit from the giant as Terry scrambles to a safe distance, then you all run into the dense forest.

>Farmer lost his sheep, they wandered towards the cursed forest - Medium
>Look for treasure in the Ruins - Medium
>Investigate the cursed forest - Hard
>Explore and/or train somewhere on the island
>>
>>336813
>Explore and/or train somewhere on the island
Near the forbidden city, maybe find a way to sneak in
>>
>>336852
You head East through the forest, then South into town, and then East onto the path to the forbidden city.

The forbidden city is surrounded by walls on all sides (even the sides facing the ocean). The main gate is guarded by a monk, whom you probably can't beat right now. In the ocean, you see a small raft with three bandits on it. They are rowing away from the forbidden city, and seem to have some shiny things in the raft.

>Try to fight the guard to get into the city through the main gate
>Look around by yourself for a way to get in
>Head to the bandit outpost and ask for help breaking into the forbidden city
>>
>>336868
Hmm go about tracking the bandits and maybe ambushing them for more loot
>>
>>336911
You decide to follow the bandits, in hopes of being able to steal their loot. You walk along the shore, as you watch the boat head West along the South shore of the island. You follow it all the way to the other side of the island, where it finally docks at the bandit outpost

Bandit outpost
Bandits live here, along with others who aren't welcome in town for one reason or another. They're not the
friendliest bunch, but are able to get along without killing each other.
Enemies:
Bandit


You quietly wade into the water near the docks, and get close to the bandits. As they're trying to lift the treasure out of their boat, you jump out of the water and onto the dock.
"I'll be taking that treasure!" you shout as you stab one bandit in the back with your poisoned rapier, dealing 12 damage to him.

Bandit - Level 4
hp 68/80
mp 20/20

Bandit - Level 4
hp 80/80
mp 20/20

Bandit - Level 4
hp 80/80
mp 20/20

The bandits drop the treasure back into the boat and draw their swords. This takes their entire turn to do, since they were surprised

Michael - Level 5
hp 100/100
mp 25/25

>rapier (1d15 + 1d12)
>icicle (1d30)
>fireball (1d40)
>lesser heal
>run

Jim - Level 4
hp 80/80
mp 20/20

>bite (0)
>run

Terry - Level 4
hp 100/100
mp 25/25

>bite (1d10)
>run

-----------------------------
I think that's all for me tonight. I have to go to work tomorrow, but should be on in the evening. We'll continue our assault on the bandit outpost then.
>>
>>336935
Yea gotta sleep too OP. Great session again
>>
I'm back. Yesterday you followed 3 bandits to their outpost. Now, you're fighting them to try to steal the treasure that they stole.


Michael - Level 5
hp 100/100
mp 25/25

>rapier (1d15 + 1d12)
>icicle (1d30)
>fireball (1d40)
>lesser heal
>run

Jim - Level 4
hp 80/80
mp 20/20

>bite (0)
>run

Terry - Level 4
hp 100/100
mp 25/25

>bite (1d10)
>run
>>
Rolled 29 (1d30)

>>339664
Icicle.
Have everyone take a bandit each.
>>
>>339680
You launch an icicle through the chest of the bandit you stabbed earlier. Jim and Terry each face off with one of the other bandits.

Bandit - Level 4
hp 39/80
mp 20/20

The bandit stabs at you with his rapier. He lands a good blow, but your armor protects you, and he only does 4 damage (from 1d5).

Michael - Level 5
hp 100/100
mp 21/25

>rapier (1d15 + 1d12)
>icicle (1d30)
>fireball (1d40)
>lesser heal
>run
>>
Rolled 27 (1d30)

>>339695
ICICLE TO THE SWORD ARM!
>>
>>339695
You shoot another powerful icicle at the bandit, aiming for his arm. Your icicle shatters his elbow, and he drops his rapier.

Bandit - Level 4
hp 12/80
mp 20/20

The bandit casts fireball at you, dealing 4 damage.

Michael - Level 5
hp 100/100
mp 17/25

>rapier (1d15 + 1d12)
>icicle (1d30)
>fireball (1d40)
>lesser heal
>run
>>
Rolled 21 (1d30)

>>339726
ICICLE TO THE HEART!
>>
>>339735
You shoot an icicle through the bandit's heart, and he falls backwards off the dock and into the water.

Meanwhile, Jim has taken 23 damage, and dealt 0 to the bandit he's fighting. Terry has taken 11 damage and dealt 15 to the bandit he's fighting.

>go fight with Jim
>go fight with Terry
>They can handle it, go look at the rest of the bandit outpost
>>
Rolled 5 (1d30)

>>339743
Jim help. Icicle to the bandits leg.
>>
>>339748
You go to fight with Jim.
You try to shoot an icicle at the bandit's leg, but your icicle goes wide and only scratches him a bit.

Bandit - Level 4
hp 75/80
mp 20/20

The bandit tries to stab Jim with his rapier, but is somewhat distracted by you joining, and only does 1 damage to Jim (from 1d18)

Michael - Level 5
hp 100/100
mp 9/25

>rapier (1d15 + 1d12)
>icicle (1d30)
>fireball (1d40)
>lesser heal
>run

Jim - Level 4
hp 56/80
mp 20/20

>bite (0)
>run
>>
>>339755
forgot to update Michael's hp, you're at 92, not 100
>>
Rolled 23 (1d30)

>>339755
Leg.
>>
>>339774
You try to icicle the bandit's leg again, and do much better this time. The icicles goes through his leg and pins him to the dock.

Bandit - Level 4
hp 52/80
mp 20/20

The bandit can't reach you because his leg is pinned, so he spends his turn pulling the icicle out of his leg.

Michael - Level 5
hp 92/100
mp 5/25

>rapier (1d15 + 1d12)
>icicle (1d30)
>lesser heal
>run

Jim - Level 4
hp 56/80
mp 20/20
>>
Rolled 8 (1d30)

>>339789
Have me and Jim attack his heart. We should be able to auto kill him. Use icicle as weapon on his heart.
>>
>>339840
You try to cast icicle at the bandit's heart, but miss, and end up only dealing 8 damage to him! Jim also tries to bite the bandit, but the bandit's physical defense is too high for Jim to do any damage!

Bandit - Level 4
hp 44/80
mp 20/20

The bandit casts fireball at Jim. Jim tries to jump out of the way, and only takes 6 damage (from 1d29).

Michael - Level 5
hp 92/100
mp 1/25

>rapier (1d15 + 1d12)
>lesser heal
>run

Jim - Level 4
hp 50/80
mp 20/20

>bite (0)
>run

-------------------
You'll have to roll better than that to auto-kill him. Also, you now only have 1 mana left, so you can't cast icicle again.
>>
Rolled 15 (1d15)

>>339858
Use the rapier and have sneak around behind the bandit
>>
>>339903
Shit I meant
>Jim sneak around behind
>>
>>339903
You stab the bandit with your poisoned rapier. At the same time, Jim sneaks around behind him and stands right behind his legs. As you thrust with your rapier, the bandit is pushed back, and falls over due to Jim standing behind his legs. The bandit falls off the dock and into the water. All the blood from the first bandit that fell in has attracted several sharks, and they attack the bandit finishing him off.

Meanwhile, Terry has managed to kill the bandit that he was fighting. Terry is pretty low on health, so you heal him.

(you're now out of combat, so you get healed to full health)

You hear someone start clapping slowly. You see a bandit walk out of the bandit outpost while clapping. "Very good, very good. That was some fine robbery and murder. We could use more people like you." He glances in the boat. "Ah, you like jewels from the forbidden city? We've gathered enough intelligence that we're about to launch a raid there to steal their most precious treasure. It seems to be some sort of small cross. No one is 100% sure what it is, but it must be worth a lot with the amount they go through to protect it. What do you say, you in?"

>accept
>decline
>ask for more info
>>
>>339928
"No thanks, But good luck! Also if you find any spell books or some such please inform me."
>>
>>339933
You politely decline his offer, and then grab the treasure out of the boat.

What do you do now?
>Farmer lost his sheep, they wandered towards the cursed forest - Medium
>Look for treasure in the Ruins - Medium
>Investigate the cursed forest - Hard
>Explore and/or train somewhere
>>
>>339955
Quick list of stuff
>Sell Treasure and equipment we are not using.
>Take Phil and train him so he gets better at magic venom.
>Eat. Like really we must be famished.
>Tame all the types of animals we do not have.
>>
>>339973
not in that order but do all of those.
>>
>>339973
You take the treasure you stole from the bandits (who stole it from the forbidden city), and head East towards town. You pass through the plains, which you hadn't been to before.

Plains
Grassy, somewhat-flat land. Too close to the cursed forest for it to be used as farm land. Bandits pass through
here often, since it is near their outpost. Sometimes, things wander out of the cursed forest and end up here.
Enemies:
Bandit
Cursed sheep


In the plains, you see some sheep, and wonder if they are the sheep mentioned in the Farmer lost his sheep, they wandered towards the cursed forest quest, which for some reason you haven't done yet. You ignore the sheep, and keep heading East, through the farm land and finally you reach the town. You are able to sell the jewels for $200, bringing you up to $220. It is obvious that the jewels were stolen from the forbidden city, but the people in town don't care, since the church hogs all the wealth of the island anyway. You also stop by the equipment shop, and sell your chainmail, leather armor, and poisoned longsword. This brings you up to $300.

You power level Phil by having him come with you to the ruins while you kill some ghosts. Phil grows 2 levels; he is now level 4. Since you're just using his venom, and Phil isn't actually fighting, you just put all of Phil's stat points into magical attack to make his venom stronger. Your poisoned rapier now gets +9 magical attack, instead of +2. You, Jim, and Terry also grew 1 level! You each have 10 stat points to spend. Stat points can increase physical/magical/holy/dark attack/defense. HP and MP increase automatically at a set rate.

Michael - Level 6
hp 120
mp 30

physical attack 15
magical attack 15
holy attack 0
dark attack 0

physical defense 10
magical defense 10
holy defense 0
dark defense 0

Jim - Level 5
hp 100
mp 25

physical attack 10
magical attack 0
holy attack 0
dark attack 0

physical defense 10
magical defense 5
holy defense 5
dark defense 5

Terry - Level 6
hp 120
mp 30

physical attack 20
magical attack 0
holy attack 0
dark attack 0

physical defense 20
magical defense 9
holy defense 0
dark defense 0
>>
>>340069
5 for holy and dark for Jim

all for MD for Terry

5 For MA and PA for Michael.

Also what is in the shop again?
>>
>>339973
You head to the rocky area, to tame a giant lobster. Last time you were here, it was too dangerous for you to spend several turns taming it, since it would do too much damage to you. But now, it can't even do any damage to you. You leave the lobster with Freddy in town, so that CC will have a crustacean friend.
Next, you head to the forest to tame a wolf. The wolf is pretty weak, do you want him in your party or left with Freddy?
You have now tamed all the animals that can be tamed. You could still try to make a deal with a ghost if you want, they want an adventurer to kill, so that they will be able to pass on. But there's no guarantee that the ghost will actually help you, or for how long.

Finally, you decide to eat something. You feel like seafood, so you head down to the rocky area and slay a giant lobster. You cook it with your fireball spell. It ends up a bit burnt, but it didn't cost you any money.

>>340079
Equipment shop (more details http://pastebin.com/rZBNwgr3)
armor
Chainmail - $20
Leather armor - $20
Plate armor - $50
Wizard robes - $100
Magic-infused plate armor - $250
Spiky armor - $1000

weapons
Wooden bat - $5
Longsword - $10
Dagger - $10
Rapier - $15
Greatsword - $50
Magic longsword - $200

shields
Wooden shield - $15
Steel shield - $45

accessories
Magic ring - $10
Mana pouch - $300
Cross necklace - $10
>>
>>340110
buy a mana pouch. Give wolf to Freddy. Tell Freddy that he now has a companion army. USE IT ALREADY!
>>
>>340125
Take SNAAAAKEEE
>>
>>340125
You spend all of your money to buy the mana pouch

Mana pouch
An odd bag that can store mana inside of it
+20 mp


"Hey, Freddy"
"Yeah, what's up"
"You now have an army of companions, you should use it"
"Well... I guess you're right. I'm not strong enough to be an adventurer on my own, but with help from CC, Phil, unnamed lobster, and unnamed wolf, I should be able to defeat some enemies!"

>Tell Freddy to stay safe
>Lure Freddy to the Ruins as a sacrifice to a ghost
>>
>>340139
Are you saying Michael should take Phil, or is Michael telling Freddy to take Phil on his adventure?
>>
>>340145
We take Phil. Name the animals John for the wolf and Carl for the crab.

Do the Sheep Quest.
>>
>>340145
Mike takes Phil
>>340140
>Tell Freddy to stay safe and stick to the farmland to get the hang of adventuring
>>
>>340140
Just realized you said as an option to kill Freddy. Why you wanna kill best druid D:?

(Are their druids?)
>>
>>340191
Second best Druid, we're the best Druid
>>
>>340160
You decide to take the Farmer lost his sheep, they wandered towards the cursed forest quest.

>>340184
Since it's in the same direction, you walk with Freddy as you both head West out of town. You watch as Freddy, CC, and Carl, pummel fox into a bloody pulp. You remind him to stay safe, and continue heading West to the plains.

You see some sheep which look like the ones the farmer lost. The sheep are near the edge of the cursed forest, and appear to have just walked out of it. You get closer and recognize the collar on one of the sheep; these are definitely the sheep for the quest, except for one thing that looks different. The sheep are black. There aren't any black sheep on the farm land. As you slowly approach the sheep, one of them suddenly starts charging at you. You expect it to headbutt you, but you probably won't take any damage since your physical defense is so high. The sheep hits you, and deals 5 dark damage (from 1d7)! These aren't ordinary sheep, they've been cursed from spending too much time in the cursed forest!

Cursed sheep - Level 3
hp 60
mp 15

physical attack 7
magical attack 0
holy attack 0
dark attack 7

physical defense 5
magical defense 5
holy defense 0
dark defense 5

---------------------
Your current stats should be up to date here http://pastebin.com/Rt5pWecJ

>>340160
I assume you mean Carl for the lobster (our crab is already named CC).

>>340191
There aren't specifically druids. You can consider some of the humans to be druids if you want.
>>
Cursed sheep - Level 3
hp 60/60
mp 15/15

Cursed sheep - Level 3
hp 60/60
mp 15/15

Cursed sheep - Level 3
hp 60/60
mp 15/15


Michael - Level 6
hp 120/120
mp 50/50

>rapier (1d25 + 1d34)
>icicle (1d45)
>fireball (1d55)
>lesser heal
>run

Jim - Level 5
hp 100/100
mp 25/25

>bite (1d5)
>run

Terry - Level 6
hp 120/120
mp 30/30

>bite (1d15)
>run

Phil - Level 4
hp 60/60
mp 20/20

>bite (0 + 1d21)
>run
>>
>>340229
Have Jim tank ALL the sheep (Knew my stat allocation would come to fruition!) While he is knock out the sheeps. Can we just skip to them being unconscious? They do 7 damage sooo.
>>
>>340233
Jim uses his natural ability as a fox to arrange the sheep so that he is tanking all the damage. Jim's dark defense is high enough that he won't take any damage.
The farmer won't want the sheep back in this condition, they'd probably just spread their curse to the other livestock. In the earlier days of The Island, the area which is now the plains was used as farm land. Livestock would frequently get cursed from wandering into the cursed forest, and sometimes the crops on the Northern part of the land would get cursed as well. Eventually, people realized that eating the cursed meat or crops was causing people to get sick. The area South of the cursed forest was abandoned by farmers, and became the plains.
You also can't tame the cursed sheep, since they've been cursed by the cursed forest. You, Jim, Terry, and Phil easily kill the cursed sheep. Afterwards, you burn the bodies.
You head East back to the farm land and report the unfortunate news to the farmer. He wishes someone could have taken the quest sooner, but concurs that killing the sheep is the only option once they've been cursed. He still gives you the $50 reward. While you're here, you check on Freddy again, and see him kicking more foxes to death. You remind him that the Old Wizard in town can teach him icicle and lesser heal for free. Freddy thanks you for your advice.
>>
>>340257
Ask the wizard what he knows about golems. Cause there is one and we can not kill it right now.
>>
>>340263
Can we actually realistically kill it op?
>>
>>340267
Yeah, it's possible to kill. It's a boss, so it isn't supposed to be easy though.

It's pretty resistant to physical attacks (since it's made of stone), but you should be able to kill it with magic damage (or go kill a monk in the forbidden city and get a smite spellbook, which deals holy damage. smite costs 25 mana though, so you could only cast it twice)

Right now, you're poisoned rapier would do 1d19 magic damage to it. Icicle would do 1d30, and you could cast it 12 times before you run out of mana. (And Phil can even do 1d6 damage to it). It does have 65 physical attack, so you may not leave the fight with as many companions as you had to start.

there's also an interesting item in the bandit outpost which could help

That's it for me for tonight, I'll be back tomorrow evening at a similar time.
>>
>>340287
Lets get on to the forbidden city, tell them we know where the bandits are. We'll take them there to get their things back. For some knowledge...
>>
OK, I've done some thinking about the balance of this quest. The main issue is that the battles take too long. I've decided to cut all the health in half, including yours. Michael now has 60 hp. The stone golem now has 100 hp. Additionally, the stone golem has decided to rethink his life. He enjoyed putting all his points into physical attack, and easily dismembering many adventurers, but as a golem animated by magic, he felt it wasn't right for him to have no magic attack. The golem now has 20 physical attack and 25 magical attack, instead of 45 physical attack and 0 magical attack. After he readjusted his stats, he convinced one of the ghosts to teach him the fireball spell.
You likely would have beaten the stone golem without these changes, but you almost surly would have lost Terry and maybe Jim in the fight. Now you have a pretty high chance of beating it without losing any party members.

Now that enemies have less health, I think the higher cost spells will be more worth it, since you don't have to be as concerned about conserving mana.

I had created all the enemies and their stats and equipment before starting this quest. I tried to balance everything, but obviously didn't do a great job. The level 1 foxes were about the correct difficulty, but even the level 2 crabs took us half an hour to kill 1. As the enemies progressed, the scaling made defeating normal enemies take far too long. I had set it up so that enemy HP was about 20*level, but even if you put all your stat points into attack, that's only 5 average damage per level. I've reduced the scaling to 10 per level, not 5, because we also get stronger weapons and spells as we progress.
I could have just statted the enemies as you encounter them, making them the appropriate difficulty, but I wanted to go for a more 'open' world, where the strength of enemies would control which areas you could go to. Like how the first time you went to the ruins and fought a ghost, you had to run away, but then you came back later and killed one. I also wanted to be able to do things like >>331575, where I posted info about a bunch of enemies, most of which were currently too strong for you to fight.

Also, to make combat go more quickly, if you want to do the same thing repeatedly, just say that and roll n times. The damage will still happen 1 turn at a time, but the result can be consolidated into 1 post to speed things up.
>>
>>342626
We already killed the bandits that we saw leaving the forbidden city, then we took the treasure and sold it in the town
>>
>>342788
Onward to the golem! What did the wizard say btw?
>>
>>342825
You ask the Old Wizard if he knows anything about the golem.
"It is made of stone that has been animated using a strange type of magic. Due to being made entirely of stone, its physical defenses are probably very strong. The magic holding it together should be much weaker than the stone itself, try using magic attacks against it"

You head back to the ruins. You make your way past various enemies, and arrive at the clearing. It looks the same as it did the first time you found it, perhaps a couple more bodies. The stone golem's arms are covering the hole with the treasure chest in it, and the rest of his body is underground.
>>
>>342855
Have minions on standby. Go onto one of the arms and then move onto its neck when it awakens. When it attempt to hit us jump so it hits itself.
>>
>>342879
You go over to the stone golem's arms, and move one a bit to wake it up. You climb onto the arm, and when the golem rises out of the ground, you hop onto its neck. You kick the golem in the back of the head so it notices you (your kick does 0 damage). The golem tries to shake you off, but it moves too slowly. It raises its stone greatsword in one hand, and then brings the sword down towards you. You jump off at the last second, and the golem hits itself! However, since the golem's recent stat changes (>>342691) it now only has 20 (+25) physical attack, but still has 30 (+20) physical defense, so it does 0 damage to itself.

Stone golem - Level 7
hp 100
mp 35

physical attack 20
magical attack 25
holy attack 0
dark attack 0

physical defense 30
magical defense 20
holy defense 0
dark defense 0

Fireball
A ball of fire is created and hurled at the enemy
-9 mp
+30 magical attack

Stone greatsword
A large chunk of stone that has been sharpened into a sword
+25 physical attack
Stone armor
Strong stone armor to protect against physical attacks
+20 physical defense
>>
Michael - Level 6
hp 60/60
mp 50/50

>rapier (0 + 1d19)
>icicle (1d30)
>fireball (1d40)
>lesser heal
>run

Jim - Level 5
hp 50/50
mp 25/25

>bite (0)
>run

Terry - Level 6
hp 60/60
mp 30/30

>bite (0)
>run

Phil - Level 4
hp 30/30
mp 20/20

>bite (0 + 1d6)
>run
>>
Rolled 25, 29, 15, 18, 17 = 104 (5d30)

>>342912
Icicle. Phil bites him for a while and Terry tanks.
>>
Rolled 7, 2 = 9 (2d25)

>>342929
The golem attacks with his sword twice, then casts fireball twice

(sword attacks)
>>
Rolled 12, 18 = 30 (2d36)

(fireballs)

Phil does 2 4 4 3 3 with his attacks
>>
>>342929
>>342949
>>342953

You and Phil deal 27 damage
Golem does 7 damage
You and Phil do 33 damage
Golem does 2 damage
You and Phil do 19 damage
Golem does 12 damage
You and Phil do 21 damage

The stone golem has been defeated!

-------------------------
I rolled the golem's damage here since there was a chance it would kill Terry, instead of just using a random number generator and posting the results
>>
>>342974
Loot dat Loot.
>>
You got the stone greatsword and stone armor.

Stone greatsword
A large chunk of stone that has been sharpened into a sword
+25 physical attack

Stone armor
Strong stone armor to protect against physical attacks
+20 physical defense


You also got the treasure the golem was guarding. It looks to be worth about $200.

And you leveled up! Everyone has 10 stat points to increase their physical/magical/holy/dark attack/defense. HP and MP increase automatically at a set rate (+10 HP, +5 MP)

Michael - Level 7
hp 70
mp 35

physical attack 20
magical attack 20
holy attack 0
dark attack 0

physical defense 10
magical defense 10
holy defense 0
dark defense 0

Jim - Level 6
hp 60
mp 30

physical attack 10
magical attack 0
holy attack 0
dark attack 0

physical defense 10
magical defense 5
holy defense 10
dark defense 10

Terry - Level 7
hp 70
mp 35

physical attack 20
magical attack 0
holy attack 0
dark attack 0

physical defense 20
magical defense 19
holy defense 0
dark defense 0

Phil - Level 5
hp 40
mp 25

physical attack 4
magical attack 26
holy attack 0
dark attack 0

physical defense 4
magical defense 6
holy defense 0
dark defense 0
>>
>>343001
Can Phil use dark and light magic? if so 5 in each if not 10 in magic attack. 5 for phys and mag defense on Terry. 5 for holy dark defense on Jim. 5 on phys and mag dmg on us.


Assume that is what is always going to happen
>>
status updated: http://pastebin.com/Rt5pWecJ

Phil's venom now gives +12 magical attack instead of +9 magical attack.

>Investigate the cursed forest - Hard
>Explore and/or train somewhere
>>
>>343050
What were the quests? Also look around the ruins for spellbooks.
>>
>>343024
The animals can't learn magic; they're not smart enough. I guess I could let them learn screech once you find a screech spellbook.

>>343059
Kill some foxes in the farm land - Easy - posted on bulletin board
The farm animals are sometimes attacked by foxes. Go kill a few foxes so they don't bother the animals anymore
Reward: $10

Hunt some giant crabs at the beach - Easy - posted on bulletin board
Giant crabs are an important source of food. Go hunt some at the beach. For a bonus, also get a giant lobster
Reward: $20 + $10

Farmer lost his sheep, they wandered towards the cursed forest - Medium - posted on bulletin board
A farmer's sheep have wandered off the farm land and into the plains. The looked like they were headed toward the cursed forest
Reward: $50

Find lost treasure underwater - Medium - posted on bulletin board
Someone lost some treasure in the water near the rocky area. They gave up trying to retrieve it; you can keep it if you find it
Reward: $100

Look for treasure in the Ruins - Medium - hear a rumor in town
There's a rumor about treasure existing at the ruins. The rumor also says that the ruins are haunted by ghosts.
Not everyone who goes looking for treasure returns
Reward: $200

Investigate the cursed forest - Hard - posted on bulletin board
The cursed forest seems to be expanding. Investigate and see if you find anything
Reward: $500

Investigate the forbidden city - Hard - quest given from bandit outpost
Those religious folk are probably keeping lots of valuable treasures to themselves in their city. Sneak in and steal some.
Reward: $1000


You've already done all but the last two. There's one more quest you haven't been given yet.
>>
>>343077
ONWARD TO THE CURSED FOREST! JIM IS ON POINT!
>>
>>343059
There aren't any spellbooks in the ruins (except for fireball, but you already know that spell). Both the forbidden city and cursed forest will have multiple spellbooks in them.
>>
>>343087
Look for spells whilst we make way to the forest!
>>
>>343083
You head Southwest to the cursed forest. It is very dark in here. You light a torch so that you can see. The trees in here don't look quite like normal trees. The branches and roots seem much more twisted, and the trees are very close together, making it difficult to progress through. Even the light from your torch doesn't seem to go as far as it should. This is definitely not a normal forest. You think you hear other footsteps besides those of your team, but when you motion for them to all stop, you hear nothing. As Jim rounds a corner, suddenly two dire wolves jump on him! They do 32 physical damage to Jim (from 2d22)!

Dire wolf - Level 7
hp 70
mp 35

physical attack 35
magical attack 0
holy attack 0
dark attack 0

physical defense 10
magical defense 10
holy defense 0
dark defense 5
>>
Michael - Level 6
hp 60/60
mp 50/50

>rapier (1d25 + 1d37)
>icicle (1d55)
>fireball (1d65)
>lesser heal
>run

Jim - Level 5
hp 18/50
mp 25/25

>bite (0)
>run

Terry - Level 6
hp 60/60
mp 30/30

>bite (1d10)
>run

Phil - Level 4
hp 30/30
mp 20/20

>bite (0 + 1d26)
>run
>>
>>343114
forgot to use updated level/hp/mp. I did use the updated stats for the damage calculations though
>>
Rolled 45, 49, 39 = 133 (3d55)

>>343114
Terry tank. Me and Phil on 1 jim and terry on the other.
>>
>>343126
use third roll on jim and terrys wolf.
>>
Phil's rolls 12 13 10
Terry's rolls 5 7
Wolfs' rolls 4 6 10

You and Phil do 57 damage to one wolf
Terry does 5 damage to the other wolf
The wolves do 10 damage to Terry
You do 49 damage to one wolf, killing it
Phil and Terry do 20 damage to the remaining wolf
The wolf does 10 damage to Terry
You and Phil do 49 damage to the wolf, killing it
>>
You defeat the dire wolves fairly easily. That must have been what was following you earlier. You continue walking through the cursed forest. After a little while, you start hearing something moving through the treetops. It sounds like it has wings, maybe some sort of bird. Similar to the wolves, this new creature seems to be stalking you.

Who do you want in front?
>>
>>343170
Jim. Also call out to the bird. See if its sentient.
>>
Rolled 31 (1d65)

>>343175
You put Jim in front, and call out to the bird
"Hello, who's there?" you ask.
The response is a horrible screeching sound.

Screech
A loud screech that disorients all enemies
-10 mp
Reduces enemy's defenses by 20% for 2 turns


Shortly after the screech, a bolt of lightning comes down onto Jim (rolling for damage).

Thunderbolt
A lightning shoots from the caster's fingers and towards the enemy
-16 mp
+40 magical attack
>>
>>343193
The thunderbold does 31 damage to Jim. Two harpies land in front of you.

Harpy - Level 9
hp 90
mp 45

physical attack 35
magical attack 35
holy attack 0
dark attack 0

physical defense 5
magical defense 5
holy defense 0
dark defense 5

Perception - can sense enemies that are invisible

Thunderbolt
A lightning shoots from the caster's fingers and towards the enemy
-16 mp
+40 magical attack
Screech
A loud screech that disorients all enemies
-10 mp
Reduces enemy's defenses by 20% for 2 turns

Pentagram necklace
A necklace with a pentagram hanging on it. Provides a small dark bonus
+5 dark attack
+5 dark defense
>>
Michael - Level 7
hp 70/70
mp 55/55

>rapier (1d30 + 1d42)
>icicle (1d55)
>fireball (1d65)
>lesser heal
>run

Jim - Level 6
hp 29/60
mp 30/30

>bite (1d5)
>run

Terry - Level 7
hp 70/70
mp 35/35

>bite (1d15)
>run

Phil - Level 5
hp 40/40
mp 25/25

>bite (0 + 1d31)
>run
>>
Rolled 48, 3 = 51 (2d55)

>>343202
Terry tank one with phil me and jim vs the other.
>>
>>343213
Who's tanking the second one?
>>
>>343215
me and jim switch out when we are low. Can terry use the stone armor? Also if possible quickly equip sword stone on myself.
>>
Phil's rolls: 18 24 19
Jim's rolls: 5 4 5
Terry's rolls: 13 8 12
Harpies' rolls: 8(1d56) 22(1d47) 4(1d15) 1(1d10)

Terry does 13 damage to Harpy 1
You, Jim, and Phil do 71 damage to Harpy 2

Harpy 1 casts thunderbolt for 8 damage on Terry
Harpy 2 casts thunderbolt for 22 damage on You

Terry does 8 damage to Harpy 1
You, Jim, and Phil do 31 damage to Harpy 2, killing it

Harpy 1 does 4 damage to Terry

You use your turn to equip the stone sword instead of your poisoned rapier, even though the rapier would do more damage since it's poisoned
Terry, Jim, and Phil do 36 damage to Harpy 1
Your reduced defenses have worn off

Harpy 1 does 1 damage to Terry

--------------------------------
The 20% defense reduction made that much more difficult to calculate
>>
Harpy - Level 9
hp 69/90
mp 13/45


Michael - Level 7
hp 48/70
mp 55/55

>rapier (1d30 + 1d42)
>icicle (1d55)
>fireball (1d65)
>lesser heal
>run

Jim - Level 6
hp 29/60
mp 30/30

>bite (1d5)
>run

Terry - Level 7
hp 57/70
mp 35/35

>bite (1d15)
>run

Phil - Level 5
hp 40/40
mp 25/25

>bite (0 + 1d31)
>run
>>
>>343279
you're at 47 mana, not 55. Not that there's any chance of you running out during this fight
>>
>>343279
and that should be
>stone greatsword (1d45)
instead of the rapier
>>
>>343288
Is the harpy 2 dead?
>>
>>343312
yes, Harpy 2 is dead
>>
Rolled 30 (1d65)

>>343317
FIREBALL THE HARPY IN THE HEART!!! MURDER KILL DEATH rawr i is scary.
>>
>>343321
You, Jim, Terry, and Phil attack the Harpy for 60 damage, bringing it down to 9 health.

The Harpy slashes at Terry with its talons, doing 10 damage to him.

The 4 of you easily do at least 9 damage, killing the harpy. The harpy dropped its pentagram necklace, along with screech and thunderbolt spellbooks.
You continue on through the cursed forest, attempting to go to the center of it. Eventually, you find a small clearing. You see a stone alter, covered in bloodstains. There is a giant pentagram drawn in the dirt surrounding the alter. Next to the alter, is a small hut. The door is closed and there are no windows. Behind the hut is a goat pen, with several goats in it. Just looking at the alter sends a chill down your spine. It seems that this is where darkness is seeping into your world and polluting the forest.

>Inspect the clearing more
>Knock on the door of the hut
>Go back to town and have the Old Wizard teach you those spells

------------------------------
That's it for me tonight. I won't be on tomorrow. I'll start a new thread Friday evening.
>>
new thread
>>350957
Thread posts: 460
Thread images: 1


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