Guys, I had an idea. Rather than having all combat completely automated, how about combat will last for 5 turns, and then continue on the player's next turn? This means that they'll have a chance to do something like activate a skill, run away or drink a potion. Just an idea.
Name: Derm: To the booze-parlor! Feeling disgusted at this strange, useless house, you head to what you believed was the local inn. It's in rough shape, but there could be people in it, Inns generally have a strong basement for sheltering the precious alcohols that they so readily serve. The door is slightly ajar, but for the most part it's shut. A few well-placed...[4] kicks brings it down, but you along with it. The second the door falls down, you're hit with a waft of nauseating odor. There's a quiet sobbing coming from the back, but you can't tell where exactly it's coming from. Your gut feels upset, but that's most likely due to the putrid smell of the place.
You shake off the feeling and continue on your onwards.
It's too dark to make out much, but you can see that the stools and tables were used to form a make-shift barricade, even though it seems pointless against a dragon. Even stranger, some of the corpses strewn around the room seem to have died from weapons, mainly blunt ones. There's a large number of cracked chests and smashed skulls, which must be the source of the odor. The crying seems to have stopped, so you can't pinpoint it's location...You begin to head towards the back, when a strange voice enters your mind...
"Derm", it says. You shake it off and start to walk again...
"Derm!", the voice cries out. A feeling of untold dread is creeping up your spine, fear mixing with revulsion.
"Come to me." A simple command, one that...[3] you can barely ignore. The lure of the voice is intense, a tantalizing mix of dread and pleasure. You feel the need to walk to where it's coming from, even though you don't know the precise location...The sobbing quietly resumes in the back...What should you do?
Name: Nassir: Quick Search! You decide that one last sweep of the room would be beneficial...[1] There's absolutely nothing left. The room was small to begin with, and all you can see are the doors, walls, statue and the stoppered hole. Deciding to head on your way, you exit the room without a backwards glance...
*THWACK!* Instinctively ducking, you narrowly avoid an arrow hitting your head. Your fast reactions won't keep you alive for long, so you...[6] immediately dodge out of the way. A good thing too, because another arrow sinks into the door, right where your chest was. You rush to what seems to be a nearby tree, and shelter behind it. You hear hushed voices whispering a short ways away, and the sound of...Hooves? Before you can piece the puzzle together, a voice calls out -
"You, there! Human. Are you alright?", a deep male voice asks. You make no reply, not knowing what to do just yet. "Hush, Kil'yaan! You probably traumatized him. Just stay here, I'll be right back." This time it's a female voice, loud and resonating. The sound of hooves clopping gets closer and closer, and you have to do something...But what?
Name: Arc: Ponder, then talk You put on your invisible thinking cap, and begin to ponder...[3] You can't seem to be able to ponder very hard, but you decide that you managed to get through the door by opening it...It's too dangerous to ponder any farther, you may never return if you sink to deep...
After standing there like a fool, you head towards the barkeep. Grabbing yourself a stool, you decide to have a nice chat...
"Ey, barkeep! Why don't you pass me one of those fancy ales?""You're going to have to be more specific than that, lad! Tell me, do you want the Rotgut or the Beluvian Whiskey?""Eh..Whichever is cheapest. And tastiest. Wait, no, just the cheapest of the two, thanks.""Right, one rotgut coming up. Say, I've never seen you around these parts before. You a traveler or something?""Eh...You could say that, I guess. Do you mind if I ask you some questions?""Sure, it's only natural...Unless you're asking about my daughter, then no. But everything else is fair game.You take a small sip of your Rotgut. It's potent stuff, and just that little bit was enough to set your stomach aflame.
"Right. I was wondering, er...Where in the nine hells am I?""What? Wait, you really don't know? You're in the Avalskan Highlands, boy! You must have ran into a wizard or something, eh?"
"Er, something like that...Do you know what's behind that door?", you ask, pointing at the one you entered from.""Are you sure you're alright? That's the one you just came in from...It leads to the magical place known as...outside. Mystical, eh?""Right. Uh...Do you know of any dungeons around here? Preferably ones with crazy magical enchantments on them.""So you are an adventurer! You're in pretty rough shape to go dungeon-crawling...And no, there aren't any around these parts. I could sell you some supplies though...But you don't look like you have much coin."You pull out the six coins you had stashed away, and set them on the counter.
"What could I get with these?""Ah...Fine silver there. Stay here, I'll be right back."The bartender walks off, returning a few moments later with a scroll. He rolls it out in-front of you.
"This is all we have in stock. There's no stores around here, so people buy their supplies in this inn."You look at the list...
Coin rates: 10 Copper - 1 Silver, 10 Silver - 1 Gold, 10 Gold - 1 Platinum.
Adventuring Gear
Torches: 4 copper per torch.
Rope: Twenty feet of high-quality line for 6 copper.
Medicinal Herbs: They don't heal, but they can cure poison and other...Nasties. 6 copper for a bundle.
Leather Vest: It's not protective, but it's warm. 8 copper.
Box: The Box. Nobody really knows what they do, and most are too afraid to test it out...2 Silver.
Knife: It's small, but good for skinning. No bonuses although. 6 copper.
Magics
Book of Flames: It allows you to cast a minor-level Flames spell every so often. Might backfire. 1 silver.
Book of Light: Summons an orb of glowing energy, which tends to spontaneously explode at random intervals. 1 silver.
Strange Staff: It was said that this staff is magical. Looks like a stick. 4 silver.
Boots of Stepping: Allows the wearer to dance beautifully. 5 silver.
Healing Potion: A generic potion of healing. Might backfire and harm instead...1 silver.
Mage's Bomb: An explosive orb which...Well, explodes. It's pretty dangerous, but useful. 4 silver.
Amulet: Protects from minor magick curses and may help repel undead...Or attract them. 4 silver.
Special Dave's Shabby Deals
A sword: Who knows what it does? Maybe it's magical. Maybe it's cursed. 2 silver.
Leather Boots: Who knows what it does? Maybe it's magical. Maybe it's cursed. 2 silver.
Strange Liquid: Could be an alchemical explosive, could be a potion of strength. Only the gods know...1 silver.
Ring: A very powerful ring. Nobody knows what it does, but...It could be good. 5 silver.
The Ring: An even BETTER ring, this one is a great deal. Totally worth the price. 6 silver.
"If you need, we have a healer who could...Er, look at you. Did you know that you're glowing?"
40/40 HP
Name: Nassir
Color: Brown
Weapon: Fists
Armor: Rags
Accessory: Mystical Coin (You can flip it, but who knows what it does. May be better to save it for later?)
Misc:
Effects:
36/40 HP
Name: Derm
Color: Green
Weapon: Home-made Stick Spear (+1 damage, but a 50% chance to break on every attack, via a coin flip.)
Armor: RAGS
Accessory: Mechanical Mouse (Once a turn, you can wind the mouse. Winding it will cause it to grow large for two turns, easily capable of fighting for you. You must wind it before you engage in battle; - It does not cost a turn to wind.)
Misc:
Effects:
38/40 HP
Name: Arc
Color: Burning Yellow!
Weapon: Rusty Iron Short Sword (+1 Damage)
Armor: Home-made Plant Clothing (Hippy Power!)
Accessory: NONE!
Misc: 6 silver coins.
Effects: A strange, warm glow from eating a glowing mushroom.