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Author Topic: Roll to Become a Hero - Christmas Event, First Challenge: Siege!  (Read 83263 times)

adwarf

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Re: Roll to Become a Hero - Turn 24: One Report to Build the Fort
« Reply #345 on: July 07, 2014, 05:40:14 pm »

Go on up/downstairs and try to heal Trevor. Attempt to make an essay on healing methods.

(Can you note in my inventory what the things I make can do please? It's rather annoying that I can't tell what in specific a bandage does at a glace. Also I don't have my new spell in my spell list.)
Argh, damnit I thought I put that in there. Fixing it now.

EDIT: As to the spell I'm writing it out now, I'll add it to your sheet when the group returns to town, any spells learned on quests aren't immediately useable.
EditEdit: Fixed, you can now see what each item does that you can craft.
« Last Edit: July 07, 2014, 05:47:17 pm by adwarf »
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The Froggy Ninja

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Re: Roll to Become a Hero - Turn 24: One Report to Build the Fort
« Reply #346 on: July 07, 2014, 07:09:28 pm »

"Should we be headed back to town? I'm quite eager to explore the mayor's library."

Beirus

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Re: Roll to Become a Hero - Turn 24: One Report to Build the Fort
« Reply #347 on: July 07, 2014, 07:15:37 pm »

Gonna take that pendant if Trevor doesn't want it. Definitely gonna grab that sapphire now, though. Maybe have armor forged with it as decoration.
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Because everything is Megaman when you have an arm cannon.

SomeStupidGuy

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Re: Roll to Become a Hero - Turn 24: One Report to Build the Fort
« Reply #348 on: July 08, 2014, 06:21:18 pm »

Put on the pendant for the moment to check if that does anything of note and let Chronus heal me.
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Lyeos

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Re: Roll to Become a Hero - Turn 24: One Report to Build the Fort
« Reply #349 on: July 08, 2014, 06:23:47 pm »

Search  for a bedroom something!
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Take a closer look at this text!

The Froggy Ninja

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Re: Roll to Become a Hero - Turn 24: One Report to Build the Fort
« Reply #350 on: July 08, 2014, 06:47:24 pm »

Go back to town.

adwarf

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Chronus
You close the book, lock the clasp in place, and make your way down the tower to the inner keep with the hopes of healing Trevor at least somewhat followed by some further documentation and essay writing. At this rate you're sure to be known as one of the greatest scholars to ever live, if you can stay alive to the end of this journey you've set out on ...

Your second foray into healing goes just as well in the first, and you manage to stitch closed any open wounds before applying poultice to the areas for greater healing effect. Immediately after you finish healing Trevor you pull out your book, and writing materials to put what you've noticed down such as the need seal open wounds before adding poultices or bandages, need of sterile tools, and actually working healing materials.

Jase Bladeheart
You take the sapphire, and wait off to the side hoping Trevor doesn't want that pendant.

Trevor Abbot
You put the pendant around your neck, and much as expected nothing happens that you can notice, shrugging you take it off just in time for Chronus to come in with his supplies, and a book and pen in hand. Looks like he's up to writing another essay ...

Next update is the return to town! Beginning work on it immediately, post anything else you wanna do now or we'll just skip straight to the village.

Spoiler: Chronus, Dermonster (click to show/hide)
Spoiler: Lucy Verim, Lyeos (click to show/hide)
Spoiler: Clair Gemini, scapheap (click to show/hide)

-----

« Last Edit: July 15, 2014, 12:56:10 pm by adwarf »
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Dermonster

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Re: Roll to Become a Hero - Turn 24: One Report to Build the Fort
« Reply #352 on: July 15, 2014, 12:16:07 pm »

Grab the crates of loot. Search the roads and woods for herbs roots and other stuff on the way back.
« Last Edit: July 15, 2014, 12:46:22 pm by Dermonster »
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I can do anything I want, as long as I accept the consequences.
"Y'know, my favorite thing about being a hero is that it gives you all kinds of narrative justification to just slay any ol' jerk who gets in the way - Black Mage.
"The bulk of [Derm]'s atrocities seem to stem from him doing things that [Magic] doesn't actually do." - TvTropes
"Dammit Derm!" - You, if I'm doing it right.
Moved to SufficientVelocity / Spacebattles.

Beirus

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Nothing else to do. Back to town.
((Why aren't the Great-axe or throwing axes I grabbed in my status?))
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Because everything is Megaman when you have an arm cannon.

adwarf

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((Why aren't the Great-axe or throwing axes I grabbed in my status?))
Because of book keeping errors due to me, fixing now.
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adwarf

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Roll to Become a Hero - Turn 26: Intermission Time
« Reply #355 on: July 17, 2014, 07:24:56 pm »

Chronus
You spend much of the trip back to the village scouring the areas you pass through for every useable type of herb to facilitate further herbalism, and by the time you arrive back at the village you've managed to find enough herbs to fill two ingredient bags

Bandit Troubles Completed! +5 XP to Chronus, +4 XP to everyone else. Clair Leveled up!

Your return to the village is met by Mayor Blademont, and his retinue once more though this time around there are considerably more soldiers and a young woman wearing a white pearl dress that you all feel is worth more than you've made in your entire lives combined. The Mayor moves forward to meet you with a smile on his lips, and a large bag of gold in his right hand containing what you believe to be the payment for the quest you completed. Handing it to Jase he welcomes you all,

"Once again your group goes past my expectations, here is the money as promised and I must remind you that as adventurers you are allowed access to my measly library such as it is. Trade can once again start along the highway, perhaps our town will prosper with the renewed sense of safety you are bringing to the region surely people will flock here from the less dangerous regions, but only time will tell. I thank you for your services adventurers, and so does my daughter who wished to meet you this day though forgive her if she does not talk, she's quite shy around those she does not know. Any who I have much to see to this day, good day adventurers and may your future work be just as successful."

With that the Mayor turns, and walks away with his retinue in tow though his daughter lingers for a moment to stare at your group before hurriedly rushing after him ...

Quote from: Delmar's Smithy
Iron Longsword [Atk: 4, Atk. Speed: 2, Melee, Two-Hander Cost: 40 Gold]
Light Dirk [Atk: 3, Atk. Speed: 1, Melee, Throwing Weapon, Cost: 20 Gold]
Iron Shortsword [Atk: 3, Atk. Speed: 2, Melee, Cost: 30 Gold]
Throwing Axe [Atk: 3, Atk. Speed: 1, Thrown, Cost: 10 Gold]
Forged Iron Battleaxe [Atk: 5, Atk. Speed: 1, Melee, Unwieldy, Two-Hander, Cost: 40 Gold]
Pioneer's Longbow [Atk. Speed: 1, Ranged, Powerful, Cost: 30 Gold]

Oaken Round Shield [Block Chance: 20%, Cost: 15 Gold]
Sturdy Iron Kiteshield [Block Change: 30%, Cost: 35 Gold]

Chainmail Vest [Armor: 1, Cost: 25 Gold]
Reinforced Chainmail Suit [Armor: 2, Cost: 60 Gold]

Iron-Tipped Arrows [Atk: 3, Cost: 5 Gold]
Small Game Arrow [Atk: 2, Cost: 3 Gold]
Heavy Bolts [Atk: 3, Cost: 8 Gold]
Hunting Bolts [Atk: 1, Cost: 3 Gold]

Quote from: Three Herb Apothecary
Weak Health Polutice [Heals 4 HP, Cost: 10 Gold]
Spider's Bane Herb [Cures Poison, Cost: 8 Gold]
Herbal Bandages [Cures Intense Bleeding, Cost: 10 Gold]
Rough Bandages [Cures Minor Bleeding, Cost: 5 Gold]
Fine Bandages [Cures Major Bleeding, Cost: 8 Gold]

Mortar & Pestle [Allows the making of Potions and Polutices, Cost: 20 Gold]
Bag of Ingredients [Used to make potions, Cost: 5 Gold per Bag]
Beginner's Guide to Herbalism [Used to learn potion recipes, Cost: 15 Gold]

Quote from: Samus' General Goods
Torch [When lit provides light for ten turns, Cost: 5 Gold]
Basic Lockpicking Kit [Provides no bonuses but allows for picking of locks, Cost: 15 Gold]
Length of Rope [Allows the process of not falling to your death, Cost: 10 Gold]
Blank Book [Contains 20 Blank Pages, Cost: 15 Gold]
Scribing Tools [+1 bonus to stuff like recording observations, writing scrolls, etc., Cost: 15 Gold]
Flint & Steel [Allow lighting of fires, Cost: 5 Gold]
Skin of Oil [A wineskin filled with oil, Cost: 5 Gold]
Rag [Can be tied to things, Cost: 2 Gold]
Whetstone [Used to sharpen weapons, Cost: 10]

Spoiler: Chronus, Dermonster (click to show/hide)
Spoiler: Lucy Verim, Lyeos (click to show/hide)

Spoiler: Clair Gemini, scapheap (click to show/hide)
Spoiler: Level Up Options (click to show/hide)

« Last Edit: July 17, 2014, 10:49:42 pm by adwarf »
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Dermonster

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Inventorialize crates of loot.
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I can do anything I want, as long as I accept the consequences.
"Y'know, my favorite thing about being a hero is that it gives you all kinds of narrative justification to just slay any ol' jerk who gets in the way - Black Mage.
"The bulk of [Derm]'s atrocities seem to stem from him doing things that [Magic] doesn't actually do." - TvTropes
"Dammit Derm!" - You, if I'm doing it right.
Moved to SufficientVelocity / Spacebattles.

adwarf

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Inventorialize crates of loot.
Its already been sold and added to everyone's income.
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Lyeos

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Purchase:
Mortar & Pestle: -20 Gold
Weak Health Poultice: -10 Gold
2x Heavy Bolts: -16 Gold
Length of Rope: -10 Gold
Basic Lockpicking Kit: -15 Gold
Total: -71 Gold
Remaining Balance: 2 Gold

Sell the mallet: +? Gold?

Then go read my book in the library!

Edited Because: I already have the chainmail vest.
« Last Edit: July 17, 2014, 07:39:32 pm by Lyeos »
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Dermonster

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Take another look for 'regular' sorcery books in the library. Maybe a map too, we can't just stay at one town forever, can we?
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I can do anything I want, as long as I accept the consequences.
"Y'know, my favorite thing about being a hero is that it gives you all kinds of narrative justification to just slay any ol' jerk who gets in the way - Black Mage.
"The bulk of [Derm]'s atrocities seem to stem from him doing things that [Magic] doesn't actually do." - TvTropes
"Dammit Derm!" - You, if I'm doing it right.
Moved to SufficientVelocity / Spacebattles.
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