Adventurer Quest

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Summary: A quest set in a fantasy world of my own making. One with magic, adventurers, monsters...
Character Creation 1.0

Kolarthecool

Hiding from the light of day.
Location
Calgary, Canada.
Summary: A quest set in a fantasy world of my own making. One with magic, adventurers, monsters, dungeons and more. You all play the role of a newbie adventurer seeking to make it big.

--==+++==--​

The year is 290 AW. The various nations of the world are at peace. The legions of adventurers and guilds continue to repel to constant incursions of monsters, demons and the undead.

It has been two hundred and ninety years since the Great War, wherein an ever growing army of the undead led by the Lich King Nazareth set out to inflict horrors on the world in the name of the dark god Nacht and his fallen bride Malitiae. Only by banding together were the various kingdoms of the world able to repel this fell force and bring about an unsteady peace.

It has been twenty-five years since the last major war between the nations. Recently, tension has risen due to the assassination of the human emperor Clovis III of the Landoran Empire by unknown forces. There is talk of war and the various guilds have mobilized in preparation.

You are..

[][Name] Write in.

...a newly licensed adventurer ready to take on all comers in search of fame and fortune. The world is on the cusp of a new age, war is on the horizon and there is talk of increased activity in the Forbidden Lands. It is a good time for a capable adventurer to achieve great renown… or find their doom.

Character Creation 1.0

Choose wisely, all choices will affect your character's personality, how they act and react, and first impressions of them.

Subraces and Subclass can be chosen on the next vote.

See the Game Mechanics post for an explanation on stats and skills.


What is your Alliance, Race and Nationality?
[][Alliance] The Harmonious: an alliance of the 'three great races', called such as they are the most widespread and powerful of the six major races. The Harmonious was formed by the Church of Light at the cusp of the Great War as they rallied the member races under their banner and lead the charge against the undead. Due to the need for mutual aid following the war and the formation of The Prime, the member nations of The Harmonious have remained close allies for nearly three centuries.
[][Race] Human: a fast growing and versatile race. Though they are generally weaker, slower, shorter lived and more magically inept compared to other races, mankind has a versatility and adaptability that few other races can match.
Racial Trait: +1 bonus skill training point every 3 levels.
Subraces: Imperial (ESO style), Lebian (Desert folk), Horse Lord (Rohirrim).

[][Race] Dwarf: a strong and hardy people. Though they are of short stature, the Dwarves are a ferocious and durable race.
Racial Trait: Starts with Adept level in Smith and Jeweler professions. Starts with Darkvision spell regardless of class.
Subraces: Gold Blooded (traditional Dwarf), Nether Dwarf (Duergar)

[][Race] Elf: a nimble and long lived people. The Elves are a solitary race, preferring to keep to themselves save for the few young and adventurous sorts.
Racial Trait: Starts with 5 points in spirituality training.
Subraces: Drow, Sun Elf (High Elf), Wood Elf.​

[][Alliance] The Prime: an alliance of 'the first ones', the oldest races of the world. The Prime was formed to counter the explosive growth of The Harmonious following the Great War and has remained a powerful alliance due to their combined will to stymie the ever growing nations of the 'three great races'
[][Race] Beastkin: a race of human/animal hybrids, the Beastkin tribes have long roamed the world. While they were first mistaken for monsters, their calm and peaceful nature has done much to set them apart.
Racial Trait: +1d6 to all Insight, Investigation and Perception rolls.
Subraces: Canine, Feline, Bovine, Avian, Aquatic.

[][Race] Fae: a mercurial and lively race of spiritual beings. They are born with an innate talent for the magical arts and a sense of mischievous whimsy.
Racial Trait: Starts with 10 points of spirituality training.
Subraces: Fairy, Ifrit, Undine, Dryad, Angel. Pixie, Dhampir, Devil.

[][Race] Monster-kind: a small nation of sapient monsters willing to set aside their more bloodthirsty nature in the name of advancement. Were they able to completely set aside their brutish and violent nature, they would quickly spread at a rate comparable to that of the 'three great races'.
Racial Trait: can evolve race every 20 levels for a bonus to stats and skills.
Subraces: Goblin, Orc, Lizardman, Kobold, Gremlin.​

Choose your gender
[] Male.
[] Female.

Choose your starting class.
[][Class] Warrior: a basic melee class focused on dealing as much direct damage as possible in a short amount of time.
Subclass: Berserker, Fighter, Brawler (martial artist).​

[][Class] Squire: a basic melee class focused on defensive power and mobility.
Subclass: Knight, Lancer (mounted unit).​

[][Class] Templar: a healer/melee class with a balance of offense and defense.
Subclass: Crusader (knight), Inquisitor (mage), Paladin.
[][Class] Mage: a spellcaster that primarily utilizes Elemental magic.
Favored equipment: wand, staff, robes.
Subclass: Fire, Water, Air, Earth.​

[][Class] Warlock: a spellcaster that primarily utilizes Dark magic.
Subclass: Necromancer, Leecher (drain spells), Plague Bringer (status effects).​

[][Class] Priest: a spellcaster that primarily utilizes Light magic.
Subclass: Cleric, Purifier (healer), Exorcist.​

[][Class] Druid: A spellcaster/melee class with a balanced focus on both martial and magical ability.
Subclass: Changer, Naturalist (shaman).​

[][Class] Summoner: a spellcaster that summons minions and spirits.
Subclass: Tamer (monsters), Elemental, Pact Maker (demons).​

[][Class] Rogue: a stealthy class that relies on critical hits and thievery.
Subclass: Thief, Assassin, Ninja.​

[][Class] Archer: a stealthy class that relies on long range combat.
Subclass: Speed shooter, Ranger.
[][Class] Acrobat: a fun loving class that uses tricks and traps.
Subclass: Bomber, Gambler, Jester.​

What is your Backstory?
[][Backstory] Merchant's Assistance: you traveled the country with your employer, assisting him in buying and selling various wares. It was a life fraught with danger and the occasional bandit attacks that left you both almost destitute. One day, your wagon stumbled upon an ambush by a bandit group. They'd foolishly attacked a band of adventurers and paid the price as they were wiped out to the last man. The adventurers moved on soon after looting the corpses but your master's years of experience with bandits had you both searching the area for their camp. This paid off as you found a chest of stolen gold. Upon reaching the age of majority, you gathered up your savings and set off to become an adventurer.
Start with a bonus 500 gold.
Start with +2 to Haggle skill.
[][Backstory] Guardsman: you served as a minor guard in a village so small it wasn't even on the maps, there was very little to do but you took to the job with great aplomb and worked to keep the villagers feeling safe and protected. You must have done quite the job of it as when you left to become an adventurer, the village elder gifted you with a set of free equipment.
Start with some basic equipment.
Start with +2 to Intimidation skill.
[][Backstory] Laborer: working the docks was a tough job and not meant for the weak, you spent many years loading and unloading the many ships that sailed into your port city. It was hard work but the muscles you earned were well worth it and you picked up plenty of interesting tidbits from the stories of the various travelers. It was one such story that made you decide to switch professions.
Start with 3 bonus training points.
Start with +1 to Dungeoneering and Streetwise skills​

[][Backstory] Write in.

--==+++==--
Voting is Closed​
 
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Quest Mechanics
Game Mechanics

This quest is a mix of a simplified DnD system and the mmorpg Dofus. It will primarily follow a D20 system for most, if not all, dice rolls. Currently, the only exceptions to this are if I need to roll for treasure, gold, or random effects.

Combat.
Combat is done in rounds. Each round, the combatants can move up to their Movement stat in feet and use up all of their Action Points. Talking and item use are free actions but there is a limit to the number of items that can be used in a turn and opponents can still attack while you are talking. Attempted attacks must roll above a targets Armor Rating to land. Damage mitigation is applied after this.

It should be noted that all Monsters are a number of degrees more powerful at night but will also provide an increase in dropped treasure and experience.

Xp Calculator*: ((Base Monster xp + 50xp for each level it is higher than you) / (your party level/mob level)) × 2 at night.

*as of chapter 10.

Level Up.
Each time the character levels up, they will receive 5 stat points, 1 spell point and 3 training points to spend. Stat points can only be spent on the five primary stats (Str, Vit, Agi, Int, Wis, Cha). Spell points can be used on any spell you have unlocked. Training points can only be spent on the four secondary stats (Pwr, Con, Spi, Spd).

Stats.
Below are the basic stats. More stats may appear as they become relevant due to spells, equipment or skills.

Health Points (HP)
: a stat value that is drained whenever the character takes damage, it recovers slowly outside of combat and the player will die if it reaches 0.
Action Points (AP): a stat value that is drained whenever the character attacks or uses a spell, it fully recovers every round.
Movement Points (MP): the maximum number of feet the character can cross in one round.

General Stats:
These can only be increased with stat points. Based on your class, there might be stat caps for each stat. When a stat cap is reached, the stat will requires extra points to increase. Most caps are at every 50 base points in a stat.

Strength (STR): a measure of your physical might and stamina.
Each point of STR increases Melee attack and Earth element damage by 1 point.​

Vitality (VIT): a measure of your overall health and endurance.
Each point of VIT increases HP by 1 point and Healing efficiency by 1%.​

Agility (AGI): a measure of your speed and reflexes.
Each point in AGI increases Air element damage by 1 point, and critical hits and dodge chance by 0.1 points.​

Intelligence (INT): a measure of you mental prowess and overall knowledge.
Each point in INT increases Fire and Light/Dark element damage by 1 point.​

Wisdom (WIS): a measure of your problem solving ability and spirituality.
Each point in WIS increases EXP gain by 1% and resistance to debuffs by 0.1 points.​

Chance (CHA): a measure of you luck.
Each point in CHA increases Water element damage by 1 point and treasure finding ability by 1%.​

Trainable stats.
These can only be increased with training points. Training takes time and you are unable to perform other actions while training. The higher the stat, the more training time is required. Training time can be split up into hour long intervals when it gets long enough.

Power (PWR): a stat that improves your physical damage.
Each point of PWR increases physical damage by 1%​

Constitution (CON): a stat that improves your health.
Each point of CON increases your max hp by 10 points.​

Spirituality (SPI): a stat that improves your magical damage.
Each point of SPI increases magical damage by 1%.​

Speed (SPD): a stat that improves you movement speed.
Each point of SPD increases your Mp by 1 point.​

Extra Stats
These can not be increased with points or training, only through special equipment or buffs.

Max Summons: the maximum number of summons you can have active at a time.

Range: a stat that increases the maximum distance your spells can reach. Only applies to spells with an adjustable range. 1 point of Range equals 5 feet.

Resistance: your resistance to certain types of magical damage.

Armor Rating: your resistance to physical damage.

Status afflictions

Status afflictions are negative effects that can have a number of debilitating effects. Some status effects can inflict or worsen other status effects. Most will vanish at the end of combat or after enough time has passed but some will require the use of items to remove. Each status effect has a number of ranks, the higher the rank, the worse the effect.

Erosion
: an effect that is applied every time damage is taken. Reduces max hp by 2% until the fight ends.

Poisoned (5 ranks): lose 10 to 50% of max hp at the start of your turn for 2 to 5 rounds.
Burned (5 ranks): take 25 to 125 points of Fire damage at the start of your turn for 2 to 5 rounds.
Bleeding (5 ranks): lose 15 to 75% of max hp at the end of your turn for 2 to 5 rounds.
Silence (5 ranks): -2 to -10 ap for 1 turn.
Diseased (5 ranks): applies a rank of the Poisoned status effect. -1 to -5 to Endurance skill. Requires an item to remove.
Stunned (5 ranks): unable to act for 1 to 5 rounds.
Confused (5 ranks): 10 to 50% chance of attacking allies.
Berserk (5 ranks): gain a 100 to 500% damage boost. Applies an equal rank of Confused status.
Fear (5 ranks): increased chance to flee the fight. Must make a flee roll at the start of your turn for 2 to 5 rounds.
Intoxicated (10 ranks): lose 10 to 100 points of Agi, Int and Wis. 10 to 100% chance to also gain a rank of Poisoned, Diseased, Confused or Berserk status effects.
Tranquilized: chance to lose consciousness. Ends a fight if applied in combat and no allies remain.
Charmed (5 ranks): -1 to -5 on attack rolls against the one that applied the status.
Crippled (10 ranks): affected limb loses 10 to 100% usability - crippled legs or wings reduces Mp, crippled arms reduce damage.
Blinded (5 ranks): -2 to -10 on attack rolls until the cause of the status effect is removed.
Grounded (5 ranks): -5 to 25 mp for 2 to 5 rounds. -2 to -10 to Flight skill for 2 to 5 rounds.
Controlled: all of the units actions are controlled by another.
Malnourished (5 ranks): -10 to 50% total Str, Vit and Agi until status is removed. -1 to 5 to Endurance skill. Must make an Endurance saving roll once a day to avoid death. Each rank requires an additional meal to remove.
Exhausted (5 ranks): -10 to 50% total Int and Wis. -1 to 5 to Endurance skill. Must make an Endurance saving roll once a day to avoid losing consciousness. Each rank requires an additional 6 hours of sleep to remove.

Spells
Class spells are unlocked at certain levels. You start with three at level 1, then unlock more at levels 3, 6, 9, 13, 17, 21, 26, 31, 36, 42, 48, 54, 60, 70, 80, 90, 100. Spells can be increased with spell points up to level 5 but every time a spell is improved, it requires one more point to level it up again. Ex: level 1 to 2 takes 1 point, 2 to 3 takes 2 points, 3 to 4 takes 3 points, etc.

Overview:
Spell Name | Spell Level.
Spell Effect (base damage/heal (crit damage/heal), bonus effect).
Spell Cost | Spell Range.
# of uses per round | Spell Cooldown.​

Skills
These are modifiers for actions that you can perform or information that you may know. Every 25 base points in the related stat will grant you +1 to the related skill modifier. Skill checks are made by rolling a d20 and adding the relevant modifier.

Skills can also be trained by repeatedly performing relevant actions.

Acrobatics: a measure of your acrobatic ability. It covers complex actions such as jumping, balancing and flips.
Relevant Stat: Agi.​

Animal Handling: your skill at dealing with animal companions, wild animals and mounts.
Relevant Stat: Wis.​

Arcana: a measure of your knowledge regarding magic related topics.
Relevant Stat: Int.​

Athletics: your athletic ability in activities such as running or swimming.
Relevant Stat: Str.​

Bluff: your ability to fool and deceive others.
Relevant Stat: Wis.​

Diplomacy: your ability to come to a peaceful resolution with others.
Relevant Stat: Wis.​

Dungeoneering: your general know how about dungeons and delving into them. It can grant you vital information about random encounters as well.
Relevant Stat: Int.​

Endurance: your ability to stave off ill effects or push beyond your physical limits.
Relevant Stat: Vit.​

Medicine: your skill to non-magically treat wounds and illnesses. It affects how much hp is recovered from healing items.
Relevant Stat: Int.​

Haggle: a mercantile skill that allows you to negotiate better prices with vendors.
Relevant Stat: Cha.​

History: your knowledge of the history of a region and beyond.
Relevant Stat: Int.​

Insight: your ability to decipher intent and see through deception.
Relevant Stat: Wis.​

Intimidation: your ability to influence others through hostile actions, overt threats, and deadly persuasion.
Relevant Stat: Str.​

Investigation: your ability to piece together clues and solve mysteries.
Relevant Stat: Int.​

Nature: a measure of your knowledge regarding various fauna and flora.
Relevant Stat: Int.​

Perception: your ability to spot hidden secrets and details.
Relevant Stat: Int.​

Religion: a measure of your knowledge of various religious practices and beliefs.
Relevant Stat: Int.​

Stealth: your ability to remain concealed and move undetected.
Relevant Stat: Agi.​

Streetwise: your ability to quickly suss out relevant information about new locales.
Relevant Stat: Cha.​

Survival: your ability to survive in the wild, follow tracks and gather resources.
Relevant Stat: Wis.​

Thievery: your ability to perform thief related actions such as lock picking, disarm trap, sleight of hand or pickpocket.
Relevant Stat: Agi.​

Gainable skills.
Skills that you dont start with but can gain in a variety of ways.

Riding: your ability with riding a mount and performing actions while mounted.
Relevant Stat: Str.​

Flight: your ability to take flight and navigate through the air. Every point in this stat will increase your base movement speed by 5 points while flying.
Relevant Stat: Agi.​

Water Breathing: your ability to remain underwater for great lengths of time without a need for air.
Relevant Stat: Vit.​

Professions
Professions allow you to gather or create items that can be sold for gold or used by you. Some pieces of powerful equipment can only be acquired through a profession. While you can hire a professional to do the same tasks, it is easier, cheaper and more beneficial in the long run to improve your professions instead.

There are six ranks for professions: Beginner (Level: 1 to 10), Apprentice (Level 10 to 25), Adept (Level 25 to 50), Expert (Level 50 to 75), Master (Level 75 to 99), and Grandmaster (Level 100). Ranks determine what materials you can work with and improve the quality of finished goods. Performing a profession gains xp for it and ranks it up.

Baker: creates flours and baked goods.
Alchemist: gathers potion materials and creates potions.
Hunter: gathers meat items and creates meat dishes.
Carver: creates wooden weapons and tools.
Smith: creates metal weapons and armor.
Tailor: creates cloth and leather armor, hats and capes.
Shoemaker: creates shoes and belts.
Jeweler: creates rings and amulets.
Artificer: creates nonstandard equipment and tools.

When it comes to professions, both your Rank and your level in the relevant profession determine what you can do. When you choose to work on a profession, you will have two options: Gather Materials or Craft Item. Both take a minimum of one hour but you can choose how many hours you want to spend on them.

Gathering Materials
When it comes to gathering materials, your rank and level both determine qhat you can gather. If your level isn't high enough for a certain material, you will not be able to gather it. The higher your rank, the more materials you can gather in one session. Your rank also determines what materials you can buy. Shop owners will refuse to sell items beyond your rank. Once you have the proper rank however, you can buy the related supplies even if you dont have the level to use them.

Once the Gather Materials option is chosen, your character will go off and gather items for the chosen time period. A d20 is rolled for each hour to determine how many items you gather. Each rank you reach adds another d20 to the base roll. Specialty tools and items can also add to your gathering rolls. (Ex: an Expert ranked Smith with a basic pickaxe can gather 4d20+5 materials per hour)

A single d20 is also rolled to determine if there is a random encounter or event with each gathering attempt. This can range from being attacked by a monster to finding a rare material or treasure.

The only limits to gathering resources are available time and inventory space. There are a limited number of hours in the day and your character needs at least 6 hours of sleep. If your character gathers more than they can carry, the excess items will be left behind and will vanish before they can return for them. You start with 50 inventory slots with a limit of 99 of the same item per slot, bags can be bought to increase this limit.

Crafting
Craftable items are divided by a 5 level gap and each level requires a certain number of basic materials to craft.

When crafting a food item or potion: a d20 is rolled to determine if you succeed or fail. The difference in your level and the item level is also added to this roll. Special materials can be added to grant the item a bonus effect.
Ex: a level 3 Alchemist crafting a level 1 Minor Healing Potion with a +fire resistance special material.
  • Needs 10 Herb, 2 Water and 1 Vial.
  • Add a Fire Leaf for a bonus effect.
  • Roll 1d20:= 13 + 2 = 15.
  • The potion succeeds. It heals 50 hp instantly and grants 5% fire resistance for 1hr.

When crafting equipment or toosl: the same rolls as the food/potion crafting are made to determine if you succeed or fail. In the chance of a success, a d20 plus the item level and a d6 are rolled to determine the damage range for weapons, while a d6 is used for armor rating for equipment. A d6 is then rolled to determine the number of enchantments are on the item. Finally a number of d20s and d100s are used to select the enchantments from a list. Special materials can also be added to the crafting process to improve any of these options. Players can also vote on what they want to aim for in regards to general equipment effects.
Ex: a level 8 Carver crafting a Level 5 wand. Players have voted to aim for a fire related effect.
  • Needs 10 wood, 2 gems and 1 magic powder.
  • Add a Refined Gem to increase the damage range roll to 1d10.
  • Roll 1d20 = 14 + 3 = 17. The craft is a success.
  • Roll 1d20 + 5 and 1d10: 15 and 7: it deals 15 to 22 base damage.
  • Roll 1d6 for number of enchantments: 3.
  • Roll 3d100s and select from a list: 12, 32 and 64. 12 is a useless effect for a magical class so it is replaced with one related to fire. The enchatments are now +fire damage, +hp, and +crit chance.
  • Roll 3d20s and adjust for item level as seems fair: 8, 15 and 12: the wand gives +4 fire damage, +60 hp and +3% crit chance
 
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Character Sheet
Character sheet



Name: Lireal (Li-ree-al).
Race: Fae - Angel.
Gender: Female.
DoB: 272 AW (18 y/o)

Class: Summoner - Tamer.
Level: 9 (13,732 / 19,200 xp).
Rank: E (10 / 25).

Hp: 203.
Regen: 1/hr​
Ap: 6.
Mp: 35.

Stat Points: 0.
Str
: 5.
Melee Damage: 5 (+10).
Earth Damage: 5.​
Vit: 25 (+8) = 33.
Healing: +33% (+10%) = 43%​
Int: 5.
Fire Damage: +5 (+5) = 10.
Light Damage: +5 (+5) = 10.
Fire Power: +5%
Light Power: +10% (+5%) = 15%​
Wis: 0.
Agi: 4 (+2) = 6.
Air Damage: +6.
Crit Chance: +0.6%
Dodge Chance: 0.6.​
Cha: 6.
Water Damage: +6.
Treasure Find: +6%​

Training Points: 0.
Pwr
: 0.
Con: 7 (+70 Hp). [Pending +10]
Spi: 10 (+10% Magic Damage). [Pending +5]
Spd: 5 (+5 Mp).

Extra Stats
Max Summons
: 2 (+1) = 3.
Light Resistance: +10%.
Armor Rating: 2 (+2) = 4.

Acrobatics: 0.
Animal Handling: +3.
Arcana: 0.
Athletics: 0.
Bluff: -1.
Diplomacy: +2.
Dungeoneering: +1.
Endurance: -1.
Flight: +2.
Haggle: +1.
History: 0.
Insight: -1.
Intimidation: +2.
Investigation: 0.
Medicine: 0 (+1).
Nature: 0.
Perception: 0.
Religion: +1.
Stealth: 0.
Streetwise: 0.
Survival: +2.
Thievery: 0.
Spell Points: 0.
Of the Light: +1d6 to all rolls under direct sunlight.
Blessing of the Light (Expires in 24 hrs).
+1 Medicine skill.
+2 to Hit chance and Armor Rating.
+5 Fire and Light damage.
+5% Fire and Light power.
+10% to Healing.
+10 Melee damage.
+10% to crafting efforts.
Advantage on the first heal applied each.
Damage is doubled vs demons and undead foes.
Gain Temporary Spell: Radiance.
Healing Word | Lv: 1 / 5.
Heals: 1d6 hp (Crit: 2x).​
Cost: 2 ap | Range: 30 ft (adjustable).
3 uses per target | Cooldown: None.
Radiance | Lv: N/A.
A one use spell that damages enemies and helps allies.
Damage: 1d100 Fire (Crit: 2x).
Heals: 1d100 hp (Crit: 2x).
Buffs: +5 to Hit chance and Armor (2 turns).​
Cost: 3 ap | Range: 30 ft around Self.
1 use per day | Cooldown: 1 day.
Flame Whip | Lv: 2 / 5.
Damage: 2d6 Fire - Magical (Crit: 2x).
15% chance to inflict Burned I.
Deals double damage with a Whip equipped.
Deals triple damage to summons.​
Cost: 4 ap | Range: 15 to 20 ft.
2 uses per target | Cooldown: None.
Green Ostrid | Lv: 3 / 5.
Summons a Lv 10 Green Ostrid.
150 hp | 5 ap | 70 mp.
50 Agi | 50% Air Power | 50% Air Resistance.
--
Mach Kick: 2d6 Air - Physical (Crit: 2x).
Steals 4 Agi per hit for 2 rounds.
Cost: 3 ap.
--
Air Cutter: 1d6 Air - Magical (Crit 1.5x)
Inflicts one rank of Bleeding status.
Cost: 3 ap | Cooldown: 2 rounds.​
Cost: 4 ap | Range: 5 ft.
1 use per round | Cooldown: 3 rounds.
Animal Healing | Lv: 2 / 5.
Heals: 2d12 hp (Crit: 2x).
Only usable on summons.​
Cost: 4 ap | Range: 40 ft.
2 uses per round | Cooldown: None.
Iron Crackrock | Lv: 3 / 5.
Summons a Lv 16 Iron Crackrock.
200 hp | 6 ap | 30 mp.
60 Str | 45% Earth Power | 25% Resistance to all elements.
--
Crusher: 3d10 Earth - Physical (Crit: 2.5x).
Steals 1 Ap per hit for 2 rounds.
Cost: 4 ap.
--
Earths Embrace.
The unit burrows underground for up to 3 rounds.
Recovers 1d20 hp a round while burrowed.
Cost: 4 ap | Cooldown: 6 turns.​
Cost: 4 ap | Range: 5 ft.
1 use per round | Cooldown: 3 rounds.
Quagmire | Lv: 1 / 5.
Creates an area of thick mud that slows all within.
-10 mp (2 rounds).
Iron Crackrock is not affected by the effects of this spell.​
Cost: 4 ap | Range: 10 to 30 ft (20 ft AoE) | Cooldown: 8 turns.
Animal Vigor | Lv: 2 / 5.
Target: +40 Vit (2 rounds).
Target Summon: +200 Vit (3 rounds).​
Cost: 2 ap. | Range: 30 ft | Cooldown: 4 rounds.
Lv 13: Feline Speed (buffs summon mp).
Lv 17: Horned Trool (a fast and strong summon with a push back effect).
Lv 21: Call of the Wild (increases max summons).
Lv 26: Natural Defense (buffs summons defense).
Lv 31: Perk Up (buffs summon ap).
Lv 36: Feral Wrath (buffs summon damage).
Lv 42: Bworc Magus (a magic using summon, air and water damage).
Lv 48: Monster Tamer (control enemy monster).
Lv 50: Teamwork (a strong attack that is dependent on the summons on the field).
Lv 60: Windstorm (AoE Air dmg, stuns).
Lv 70: Circle of Life (sacrifices one summon to heal all other summons).
Lv 80: Downpour (water dmg, ap drain).
Lv 90: Lava Wyrm (the most powerful summon, flight and fire damage).
Lv 100: Hi-energy Shot (gives all summons +ap, +mp, +dmg and +hp).
Currency.
Gold: 508 G.
Bank Fees: 50 G / 30 days (starting on 278 / 290 AW)​

Equipment.
Chest
Guards Jerkin (Medium) | Lv: 1
A piece of equipment worn by civilian guardsmen.
Armor: +1
+3 Vit.​
Legs
Guards Breeches (Medium) | Lv: 1
A piece of equipment worn by civilian guardsmen.
Armor: +1
+2 Agi.​
Weapon 1.
Old Bullwhip (Whip) | Lv: 1
A frayed bullwhip that has seem some use.
Damage: 5 to 8 Neutral - Physical (Crit: 1.5x)
+5 Vit.
+1 Max Summons.​
Cost: 5 ap | Range: 13 to 15 ft.

Inventory (12 / 50)
Adventurer Plate.
A bronze plate that identifies you as an Adventurer. It can be magically updated to reflect your information and will teleport to the nearest UAA building in the event of your death.
Line of Credit: 0 / 3,000 G.​
-
Basic Survival Kit.
A well stocked kit that contains all of the basic items required for up to three nights in the wild.
3/3 uses remaining
Adds +2 Survival.​
Sell: 85 G.
x4 Devourer Toxin.
A toxic excretion taken from a Black Devourer. It can be applied to weapons.
Adds Poison I to next weapon hit.​
Sell: 45 G ea.
x2 Dread Swamp Teleportation Stone.
A magical stone attuned to the Frontier Camp in the Dread Swamp.
Teleport to Frontier Town Inn (30s)​
Sell: 20 G.
x2 Echo Herb.
A magical plant that can revitalize the soul.
Removes Silence I status effect.​
Sell: 60 G.
x2 Minor Healing Potion.
A simple mixture of healing herbs and water.
Instantly restores 50 hp.​
Sell: 20 G.
x2 Minor Potion of Regeneration.
A simple mixture of water and healing herbs.
Recovers 75 hp over 3 turns.​
Sell: 18 G ea.
x6 Provisions.
A food item that keeps the user fed for a full day.
Prevents and Removes a rank of the Malnourished status effect.​
Sell: 40 G.
x2 Weak Antidote.
A simple cure for basic poison and venom.
Removes Poison I status effect.​
Sell: 37 G.
x2 Weak Remedy.
A stimulant for the body.
Removes Stunned I status effect.​
Sell: 21 G ea.
x4 Devourer Skin.
Skin from a Black Devourer. It is lathered in the creatures' toxic excretions.
Adds a temporary +15% Poison resistance effect to a potion.
Adds the Poison I enchantment to Armor.​
Sell: 50 G ea.
x25 Scarab Antenna.
Sensory organs taken from a Scarab. It can be used to craft set armor.
Can be used to craft Scarab Amulet (10) and Ring (15)​
Sell: 20 G ea.
x26 Scarab Shell.
The exoskeleton of a Scarab. It can be used to craft set armor.
Can be used to craft Scarab Chest (10) and Scarab Gauntlets (5).​
Sell: 25 G ea.
x22 Scarab Wing.
Wings from a Scarab. It can be used to craft set armor.
Can be used to craft Scarab Cape (15) and Amulet (5).​
Sell: 18 G ea.

Personal Storage (3/20)
x3 Mushd Mud.
A ball of sticky mud taken from the remains of a Mushd. Can be used as a special item in the Alchemist and Jeweler professions.
Adds a temporary +10% Earth resistance effect to a potion.
Adds +2% Earth Resistance enchantment to a ring or necklace.​
Sell: 5 G ea.
Mushy Mushd Heart.
A rare drop taken from the remains of a Mushd. Can be used as a special item in the Jeweler profession.
Adds +2 Str and +5% Earth Resistance enchantment to a necklace.​
Sell: 100 G.
x6 Silver Herb.
A special herb that can only be found in certain locations. It has great healing properties.
Can be substituted with Herb in Potion crafting for increased effect.​
Sell: 15 G.

Bank Storage (0/75)
Gold: 0.
Interest: +5% G / 30 days (starting on 278 / 290 AW)​
Baker: 1 (0/100. 1 special material slot).
Flour: 10 Grain Item.
Bread (Lv 1 to 10): 1/3/5 of Wheat + Yeast + Oil.
Bread (Lv 15 to 25): 1/3/5 of Wheat Flour + Yeast + Distilled Water.
Alchemist: 1 (0/100. 1 special material slot)
Distilled Water: 5 Water + Potion Vial.
Herbal Concentrate: 10 Herb.
Minor Healing Potion (Lv 1): 3 Herb + Distilled Water + Potion Vial.
Low Healing Potion (Lv 10): Herbal Concentrate + 2 Distilled Water + Potion Vial
Healing Potion (Lv 20): 2 Herbal Concentrate + 3 Distilled Water + Potion Vial
Minor Potion of Regeneration (Lv 1): 2 Distilled Water + Herb + Potion Vial.
Low Potion of Regeneration (Lv 10): 4 Distilled Water + Herbal Concentrate + Potion Vial.
Potion of Regeneration (Lv 20): 8 Distilled Water + 2 Herbal Concentrate + Potion Vial.
Weak Antidote (Lv 5): Weak Poison + Herb + Potion Vial.
Antidote (Lv 15): Poison + Herbal Concentrate + Potion Vial
Weak Poison (Lv 10): 3 Poisonous Plant + Distilled Water + Potion Vial.
Poison (Lv 20): 5 Poisonous Plant + 1 Distilled Water + Potion Vial.
Weak Remedy (Lv 10): 2 Spice + Herbal Concentrate + Potion Vial.
Remedy (Lv 20): 3 Spice + 2 Herbal Concentrate + Potion Vial.
Weak Coagulant (Lv 5): Low Quality Cloth + Herb.
Coagulant (15): Medium Quality Cloth + Herbal Concentrate.
Weak Burn Balm (10): Distilled Water + Herbal Concentrate + Potion Vial.
Burn Balm (20): 5 Distilled Water + 3 Herbal Concentrate + Potion Vial.
Hunter: 1 (0/100. 1 special material slot)
Provisions: 3 Meal Item.
Spiced Meat: Meat + Spices.
Floured Meat: Meat + Flour.
Roasted Meal (Lv 1): Meat.
Cooked Meal (Lv 5): Meat + Oil.
Spiced Meal (Lv 10): Spiced Meat + Oil.
Stewed Meal (Lv 15): Spiced Meat + Oil + Water.
Fried Meal (Lv 20): Spiced Meat + 2 Oil.
Baked Meal (Lv 25): Floured Meat + Oil.
Carver: 1 (0/100. 1 special material slot)
String x5: Cloth of any quality.
Sanded Wood: 10 Wood item.
Wand/Staff/Bow/Crossbow: Ask the QM (provide the level of item, via a multiple of 5, you want).
Smith: 1 (0/100. 1 special material slot)
Ingot: 10 Ore of the same grade.
Shield/Armor/Weapon: Ask the QM (provide the level of item, via a multiple of 5, you want).
Tailor: 1 (0/100. 1 special material slot)
Armor: Ask the QM (provide the level of item, via a multiple of 5, you want).
Shoemaker: 1 (0/100. 1 special material slot)
Studded Leather: Leather of any grade + Ore of matching grade.
Armor/Belt/Boots: Ask the QM (provide the level of item, via a multiple of 5, you want).
Jeweler: 1 (0/100. 1 special material slot)
Polished Gemstone: Water + Gemstone.
Magic Crystal: 5 Magic Powder.
Magic Stone: 2 Magic Crystal.
Rings/Amulets/: Ask the QM (provide the level of item, via a multiple of 5, you want).
Artificer: 1 (0/100. 1 special material slot)
Lockpick x2: Low-Grade Ore.
Trap Tool x2: Low-Grade Ore.
Basic Thievery Kit (Lv 10): 10 Lockpick + 10 Trap Tool.
Tools/Whip/Equipment: Ask the QM (provide the level of item, via a multiple of 5, you want).
C Rank: Scarab Extermination.
Kill at least fifteen Scarab and bring their shells to Foreman Hedwick.​
Recommended Level: 5.
Reward: 100 G/shell, limit 40.
Black Devourer (Lv: 7 - 9).
105 - 140 hp | 6 ap | 40 mp.
35 - 45 Cha | 35 - 45% Water Power | 10% Water Resistance.
Blood Drain: Steals 20 to 30% of the targets max hp.​
Mushd (Lv: 3).
44 hp | 4 ap | 30 mp.
10 Str | 5 Cha | 10% Earth Power | 50% Earth and Water Resistance | 25% Air Resistance | 50% Fire Weakness.
Mud Whip: 8 to 11 Earth - Physical (Crit: 1.5x)
Mud Ball: Inflicts Grounded I status effect.​
Scarab - Drone (Lv: 5 - 6).
*stat benefits change based on color.
60 - 75 hp | 4 ap | 50 mp.
25 - 30 Stat | 25 - 30% Power | 15% Resistance to same element | 10% Resistance to complimentary element | 30% Weakness to opposing element.
Shelled: 10 - 12 physical damage reduction.
Element Shot: 10 to 13 Element - Physical (Crit: 1.5x)​
Scarab Knight (Lv: 15).
*stat benefits change based on color.
250 hp | 6 ap | 25 mp.
70 Stat | 70% Power | 50% Resistance to same element | 20% Resistance to complimentary element | 50% Weakness to opposing element.
Shelled: 30 physical damage reduction.
Element Shot: 22 Element - Physical (Crit 2x)
Element Wave: 32 Element - Magical AoE (Crit 2x)
Element Blast: 42 Element - Magical (Crit 2x)​
Scarab - Soldier (Lv: 9 - 11).
*stat benefits change based on color.
165 - 195 hp | 6 ap | 35 mp.
45 - 55 Stat | 45 - 55% Power | 25% Resistance to same element | 15% Resistance to complimentary element | 25% Weakness to opposing element.
Shelled: 18 - 22 physical damage reduction.
Element Shot: 15 - 19 Element - Physical (Crit: 1.5x)
Element Wave: 20 - 30 Element - Magical AoE (Crit: 2x).​
 
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Character Creation 1.1
A/N: changes made to the quest: Farmer profession is now Baker. Due to the Dhampir racial trait, the fact that monsters are stronger at night has been added to the Combat section of the quest mechanics page. The Flight skill has been expanded on. The subrace Angel has been added to the Fae.
A/N 2: +#% to ELEMENT power and resistance means that spells of that nature are #% more effective when you cast them and deal #% less damage to you.

[X] Plan Veekie is the winner.
[Name] Lireal.
[Alliance] The Prime.
[Race] Fae.
+10 Spirituality.
[Gender] Female.
[Class] Summoner.
[Backstory] Guardsman.
+2 Intimidation.
Gain [Basic Equipment] item.​

Your chosen adventurer is the Fae Summoner Lireal. Worry not however, the other votes will most likely be used when creating potential allies, party members or enemies so some of you will get to see your created characters later in the quest. There will also be a final vote with a more detailed overview of all the races and classes in case you guys want to change, there will need to be a lot of votes supporting a change for it to happen though.

Character Creation 1.1

Select your Subrace.
Fae: a mercurial and lively race of spiritual beings. They are born with an innate talent for the magical arts and a sense of mischievous whimsy. The Fae are divided into two separate castes, the Dawn and the Dusk. Much like the Drow and Nether Dwarves of the Harmonious, the Dusk Caste have been touched by the Dark and are often ill regarded by their Light counterparts. While they will, begrudgingly, work together against a common foe, the two castes are more often than not at odds with one another and will attack members of the other if they are able to easily do so.

[][Subrace] Dawn Caste: Fae born with a Light nature, they are known to enjoy playing harmless pranks and leading travelers astray. They are primarily spirits embodying one of the basic elements, granting them great magical ability at the cost of physical might.
Of the Light: +1d6 to all rolls made under direct sunlight.​

-[] Fairy: a spirit of Air. They are of incredibly small stature but are easily spotted due to their colorful, butterfly style wings and overly curious nature. Due to their size, fairies are the most physically weak of the many races but more than make up for it with speed and guile.
-2 to base Str.
+2 to base Agi and MP.
+10% to Air power and resistance.
Starts with the Flight skill.
+2 to Flight skill.​

-[] Ifrit: a spirit of Fire. The Ifrit are most recognizable by their flaming hair and crimson skin. Despite their elevated body temperature and the fire that surrounds them, Ifrit are incapable of setting fire to their surroundings without first learning the magical arts. When feeling heightened emotions, the flames they project are known to change colors.
+2 to Intimidation while angry.
+10% to Fire power and resistance.
Starts with the Flight skill.​

-[] Undine: a spirit of Water. The Undine can often be confused with Aquatic Beastkin but the more knowledgeable can easily tell them apart due to their blue skin and the fish scales that cover a majority of their form. Their love of water will often see the Undine spending hours or even days just floating in a pool of the liquid.
+1 base armor rating due to scales.
+2 to Athletics while swimming.
+10% to Water power and resistance.
Starts with Waterbreathing skill.​

-[] Dryad: a spirit of Earth. Dryads can be easily mistaken for Wood Elves from a distance but a closer inspection will reveal that their browned skin and green hair are in fact tree bark and plant matter. It is believed that the life of a Dryad is tied to that of the tree from which they spawn. This is in actuality a lie, one spread by the Dryads in support of a long forgotten prank. This has not stopped them from spreading the rumor however.
+1 to Animal Handling, Survival and Nature skills.
+5% combat bonus while inside a forest.
+10% Earth power and resistance.
-[] Angel: a spirit of Light. Long assumed to be members of the Avian Beastkin race, it is only in recent centuries that the Angels have been recognized as the Fae they truly are. The subtle glow of their hair and eyes, as well as their beautiful features and melodic voices make the Angels one of the most well regarded races in the world. Unlike the Avian Beastkin, the wings of an Angel are fully functional and allow for flight, though it has been shown that this is due to their nature as spirits as the loss of their wings does not remove their ability to fly.
+1 to Haggle, Diplomacy and Religion skills.
+10% to Light power and resistance.
Starts with Flight skill.
Starts with Healing Word spell (Cleric) regardless of class.​

[][Subrace] Dusk Caste: Fae born with a Dark nature, they like playing cruel jokes and leading the unaware to their doom. They are often conceived from the union of a demon and one of the mortal races. This grants them greater physical and magical ability but makes them more susceptible to Light related magic.
Of the Dark: +1d6 to all rolls made under direct moonlight.​

-[] Pixie: said to be a fairy that has succumbed to the Dark, Pixies are often more cruel and ruthless than their counterparts. Their dual nature has granted them a mastery of Air and Dark magics, to the point that they are capable of fusing the two in a manner that few other races can match. Despite being widely known as tricksters, Pixies are still able to fool their victims and are often seen laughing at the result of whatever cruel prank they have executed.
+1 to Bluff skill.
+10% to Air and Dark power and resistance.
-5% to Light resistance.
Air based spells will also deal a minor amount of Dark damage.
Starts with Flight skill.
+2 to Flight Skill.​

-[] Dhampir: a half-breed of demon and human make. Dhampir need to consume a small amount of fresh blood once a month lest they suffer from increasingly harmful side effects. While they lack some of the strengths and natural abilities of their demonic parent, they also lack the weaknesses of a full blooded Vampire.
+1 bonus skill training point every 3 levels.
-2 to Haggle and Diplomacy skills.
+5% to Dark power and resistance.
Str and Agi are halved during the day, but are doubled at night.
Mp is doubled at night.
Starts with Life Drain spell (Warlock) regardless of class.​

-[] Devil: a half-breed of demon and elf make. Devils are often seen as the opposites of Angels due to their Dark nature, glowing red eyes and bat wings. They are in actuality a corrupted breed of Elf created by a long dead Demon Lord. Much like Angels, Devils are capable of flight even if their wings have been lost. They are also capable of using their pointed tails as weapons.
Starts with 5 points in spirituality training.
-2 to Haggle and Diplomacy skills.
+10% to Dark power and resistance.
-5% to Light resistance.
Tail equipment slot is unlocked.
Starts with Flight skill.
Starts with Wounding Word spell (Warlock) regardless of class.​

Select your Subclass.
Using a piece of favored equipment grants a minor bonus. Not using one does not grant a penalty.
@Valder: Summoner is technically a Wis build since you can leech off of your summons, not a melee build however. The listed Wis cap applies to all classes but remember stat resets are a thing.

Summoner: a spellcaster that utilizes minions and spirits. The primary combat style of a summoner is to quickly summon temporary minions to defend themselves while they hang back and provide heals, buffs or extra damage. The summoner has a limited number of direct damage spells but those they do have are extremely powerful against enemy summons. The best strategy for a summoner is to overwhelm their foe with greater numbers. The most dangerous enemy for a summoner is another summoner, or a combatant focused on striking multiple targets.

[][Subclass] Tamer: a summoner that utilizes monstrous minions. This class of summoner can call forth a number of monster types that will aid them in combat and obey their will. They are also capable of temporarily taking control of enemy monsters and turning them to their side. Pro: a variety of summons with different capabilities. Con: an overly small amount of direct damage spells.
Unlocks the Max Summons stat.
+2 to Max Summons stat.
Favored Equipment: whip, light armor, medium armor.
Combat Style: summons monsters of various capabilities, can cast a number of buffs that can only be applied to summons, can take control of enemy monsters, has some minor damage dealing spells that are super effective against enemy summons.
Stat Caps: Str, Agi, Int and Cha start at a 1:1 ratio and cap every 50 points. Vit starts at a 1:1 ratio and has no cap. Wis starts at a 3:1 ratio and has no cap.​

[][Subclass] Elemental: a summoner that calls upon spirits of varying power. This class of summoner can call upon minor to greater spirits that embody one of the six basic elements. They are also capable of casting a number of powerful combination spells with their summons as well as some weak spells with a wide range. Pro: capable of elemental damage which can be effective against certain enemies. Con: Very few buff type spells.
Unlocks the Max Summons stat.
+2 to Max Summons stat.
Favored Equipment: staff, whip, light armor, medium armor.
Combat Style: summons that deal elemental damage, weak but massive AoE attacks, powerful elemental spells that can be cast in combination with a summon.
Stat Caps: Str, Agi, Int and Cha start at a 1:1 ratio and cap every 100 points. Vit starts at a 1:1 ratio and has no cap. Wis starts at a 3:1 ratio and has no cap.​

[][Subclass] Pact Maker: a summoner that calls upon demons and Dark beings. This class of summoner can summon forth powerful demonic entities that are tenuously bound to their will. While there is a risk of their summons slipping beyond their control, their nature grants them the ability to wield a brand of Dark magic blocked off to other classes. Pro: can use Shadow and Blood magic. Con: small chance (dependent on Int stat) of every summon slipping your control.
Unlocks the Max Summons stat.
+2 to Max Summons stat.
Favored equipment: wand, staff, dagger, whip, robes, light armor, medium armor.
Combat style: summoning and banishing of demonic minions, shadow and blood magic to debilitate enemies or drain from them.
Stat Caps: Str, Agi, and Cha start at a 1:1 ratio and cap every 50 points. Int starts at a 1:1 ratio and caps every 100 points. Vit starts at a 1:1 ratio and has no cap. Wis starts at a 3:1 ratio and has no cap.
--==+++==--
Voting is Closed.​
 
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Character Creation 1.2
Two votes to switch to Angel, one to switch to Drow and only one to remain a Fairy. One vote for Pact Maker, one for Elemental and one for Ninja.
> Final character is now Angel Tamer.

Now, on to the final bit of character creation. Then the quest can start.

--==+++==--
+10 Spirituality.
+2 Intimidation.
Starts with [Basic Equipment] > Tamer kit.
1d6 to all rolls made under direct sunlight.
+1 to Haggle, Diplomacy and Religion skills.
+10% to Light power and resistance.
Starts with the Flight skill.
Starts with a +2 to the Max Summons stat.
Starts with Healing Word spell (Cleric) regardless of class.

--==+++==--

Character Creation 1.2

Distribute Stat points (5)
Use a number instead of an X (ex: [3] Vit. [2] Int).
[] Str.
[] Vit.
[] Int.
[] Wis - costs 3 points per.
[] Agi.
[] Cha.

Distribute Training points (3)
Use a number instead of an X.
[] Pwr.
[] Con.
[] Spi: 10.
[] Spd.

Distribute Skill points (15)
It costs 1 extra point for each additional skill level (ex: Acrobatics 0 to 1 costs 1 point, acrobatics 1 to 2 costs 2 points for a total of 3 points). You can unlock Gainable skills for 3 points.
Use a number instead of an X.

[] Acrobatics: 0.
[] Animal Handling: 0.
[] Arcana: 0.
[] Athletics: 0.
[] Bluff: 0.
[] Diplomacy: 1.
[] Dungeoneering: 0.
[] Endurance: 0.
[] Flight: 0.
[] Haggle: 1.
[] History: 0.
[] Insight: 0.
[] Intimidation: 2.
[] Investigation: 0.
[] Medicine: 0.
[] Nature: 0.
[] Perception: 0.
[] Religion: 1.
[] Stealth: 0.
[] Streetwise: 0.
[] Survival: 0.
[] Thievery: 0.

Distribute Spell points (1)
Healing Word | Lv: 1.
Heals: 1d6 hp (Crit: 2x).​
Cost: 2 ap | Range: 30 ft (adjustable).
3 uses per target | Cooldown: None.

Flame Whip | Lv: 1.
Damage: 1d6 Fire - Magical (Crit: 2x).
Deals double damage with a Whip equipped.
Deals triple damage to summons.​
Cost: 4 ap | Range: 15 to 20 ft.
2 uses per target | Cooldown: None.

Green Ostrid | Lv: 1.
Summon: Green Ostrid
55 hp.
5 ap.
45 mp.
Damage: 1d4 Air - Physical (Crit: 2x).
Steal: 3 Agi per hit for 2 turns.​
Cost: 4 ap | Range: 5 ft.
1 use per round | Cooldown: 5 turns.

Animal Healing | Lv: 1.
Heals: 1d12 hp (Crit: 2x).
Only usable on summons.​
Cost: 4 ap | Range: 40 ft.
2 uses per round | Cooldown: None.

[] Healing Word (Increased heals)
[] Flame Whip (Increased damage)
[] Green Ostrid (Better stats, reduced cooldown)
[] Animal Healing (Better Heals)
[] Save spell point.
--==+++==--​

Select your starting location.
*Due to the dangers of monster attack while traveling, you will have to remain at this location until level 10 at the least unless you can charter a caravan or join a party.
*Unconquered dungeons will still have a living boss monster and plenty of rare treasure to be found. Conquered dungeon will only have respawnable mini-bosses and a small amount of treasure.
*Inns are where you can find missions, rest to recover health and recruit party members. Guildhalls and personal homes let you rest and store excess items.


[] Hometown: this is where you were born, where you grew up. The people here have known you since you were but a teeny tiny wisp of Light and magic with dreams of grandeur. Once a middling village of little importance, the recent appearance of a mid-rank dungeon in the area has brought about an explosion of growth as adventurers and treasure seekers alike flock to the area. Starting your adventure so close to home might not be the drastic change in circumstance you were expecting but it has all of the basic amenities that a newbie adventurer could ask for. Too bad your change in profession means you can no longer sleep in the barracks.
  • Start with a small network of contacts that can lend aid or advice for missions. Due to your familiarity with the area and the locals, some individuals might personally seek you out for a mission rather than post one at the inn.
  • Missions: the recent growth of the town means that there is plenty of work to go around, even if it is just minor grunt work.
  • Treasure: the locals can't really afford to pay too much so expect small rewards for your work. There is a dungeon in the area that has yet to be conquered however, treasure is always abundant in such places.
  • Experience: the monsters in this area are fairly average, good training for a beginner but your progress will quickly slow down. There is a dungeon in the area that has yet to be conquered however, monsters in there might be worth your while later on.
  • Utilities: the massive surge of adventurers to the area has drawn in a wealth of merchants with wares to sell. A majority of the available wares will be targeted at the higher level adventurers however so you might have to depend on salvaged or crafted gear.
  • Overall Difficulty: Easy. There are lots of jobs and while the pay is low, you can supplement it by tackling the dungeon. The local monsters should also be easy to handle and there is always the dungeon once you out level them. Equipment will be scarce until high levels but you can always travel elsewhere to make your purchases or craft your own gear.
-[] Port Town: a seaside town with a strong fishing industry. There is talk of expanding the port to handle bigger vessels as the town grows and trade by sea becomes more viable. Lately there have been increased sightings of vessels flying the black flag however.
  • Beginner Monster: Crustacea (large, armored crustaceans that are difficult to physically harm. Stronger variations are capable of Water magic).
  • Dungeon: Seaside Cove (a system of cliff side caves by the sea that suddenly appeared one day. The upper levels are teeming with Crustacea while the lower levels are full of pools of water that can support other aquatic monster types).
  • Profession: the abundance of sea life makes this a great place to train the Alchemist and Hunter professions. The expected influx of trade by sea should see a boom in supplies for other crafts as well.
-[] Forest Town: a logging town on the distant edge of a magical forest. A steady demand for lumber has seen the town prosper but there is a rising discontent among the Wood Elves and Dryads that call the forest home.
  • Beginner Monster: Mush Rheum (large, fungal monsters dripping with poisonous slime. They are capable of partially burrowing into the ground to disguise themselves as regular mushrooms and are intelligent enough to create, and wield, crude weapons)
  • Dungeon: Magic Glade (a series of forest clearings that are surrounded by impenetrable woods and only accessible via magic portals. Various breeds of fungal monsters nest within these clearings but there is talk of something... greater deeper in)
  • Profession: the strong logging industry of this town means there is always plenty of scrap wood to train the Carver profession. The abundance of forest fauna and flora also makes it a prime location to train the Hunter, Alchemist, Tailor and Shoemaker professions.
-[] Mountain Town: a mining town in the mountainous region of the nation. The local mountains are rich in resources and do not appear to be drying up anytime soon. Recently there have been reports of strange sounds within the mines, reports that grow more frequent as the mines expand.
  • Beginner Monster: Crackrock (naturally occurring stone golems that are often mistaken for boulders or rocks while resting. While slow, they are physically quite strong and difficult to injure. Stronger variations are even capable of casting basic Earth magic)
  • Dungeon: Abandoned Mines (a dried up mine that was abandoned long ago, somehow it has become a dungeon and now extends deep into the earth. Crackrocks and their larger variants fill the place)
  • Profession: the nearby mine makes this a prime location to train the Smith, Jeweler and Artifice professions. Mountain flowers and animals also allow the training of the Alchemist and Hunter professions
-[] Plains Town: a farming town on the peaceful plains of your nation. Rumors of a probable war mean that demand for foodstuffs is high. Recently there have been reports of a roving war-band in the area though no one has been able to pin down the race of the involved monsters.
  • Beginning Monster: Ostrid (small, flightless birds that are well known for their speed, aggression and sharp beaks. While weak, their fast running speed makes them difficult to catch or corner)
  • Dungeon: The Birdhouse (an abandoned barn that has somehow transformed into a dungeon. Spacial magics have been employed as it now sports an unknown number of large rooms connected via magic portals. Various breeds of Ostrid inhabit the building though they seem to be acting primarily in defense of something further inside)
  • Profession: the abundant tracts of farmland and excess grain make this a great area to train the Baker profession. An abundance of livestock and flowers also make it ideal for the Tailor, Shoemaker, Hunter and Alchemist professions.
[] Capital City: the largest city in the nation and the main base of this nations branch of the United Adventurers Association. The city is massive in size and there always seems to be something going on. A newbie adventurer might have some trouble getting started here but with enough grit and effort, they can surely succeed.
  • The UAA building can be used to hire temporary party members of a higher quality than those found in an inn.
  • Missions: the city is teeming with adventurers, as such there is very little work to go to some no name newbie. All you will find is grunt work and chores as the more glamorous jobs go to the experienced adventurers.
  • Treasure: the citizens of the city are more than willing to fork over large amounts of gold to have someone handle the grunt work for them. Even a simple chore will bring in a good deal of money.
  • Experience: all of the stronger monsters have been driven from the area, all that remain are those too weak to be worth the bother. You could certainly get a few levels out of them if you try. There are also a number of conquered dungeons in the area, the monsters here will certainly prove to be a decent challenge.
  • Utilities: this city is well used to adventurers and their needs. There is very little you won't be able to find.
  • Overall Difficulty: Medium. While missions are scarce, the few you do get will pay quite a generous amount. There are very few leveling opportunities with the local monsters but the conquered dungeons could keep you going for some time. Equipment and items will be plentiful as the stores will carry a large variety of stock but professions will be difficult and expensive to train.
Beginner Monster: Kolerat (a rodent of unusual size, these can be found in cities the world over and are considered more annoyances than true threats. They move in packs however and should never be followed into their sewer lairs unprepared)
Dungeon: Black Rat Nest (a rat nest in the sewers of the city. It is teeming with Kolerats and their much larger relatives). The Crypt (a spatially expanded crypt in the cities graveyard. It is full of wraiths and minor undead). The Pit (a deep hole in the basement of an inn. Giant roaches and other insects have made their nests within).
Professions: all professions can be trained at the numerous workstations here, if one has the gold to afford the supplies.

[] Frontier: a growing village out on the edge of the unexplored lands. The monsters here are strong, the supplies limited and any mission you receive will likely be too difficult to tackle alone. Why you came here is a mystery even to yourself.
  • Start with a free home that can be used to rest and store items.
  • Missions: very few in number or variety. A majority of missions will be themed around exploring this new frontier. Unless they are simple tasks, you will need to party up with others to complete them.
  • Treasure: the nation is funding this exploration venture and they are more than willing to pay the big bucks to have the work done right. While missions might be fraught with danger, you'll certainly be paid well for the risk. You just have to be able to earn your keep.
  • Experience: the local monsters are powerful enough that you will receive a good amount of experience even if you have to party with others. There might also be a number of undiscovered dungeons to find and conquer.
  • Utilities: there are a limited number of supplies available and not much is designed for newbie adventurers. There is a strict limit to how many items you can purchase and if you reach it, you will need to wait for the weekly caravan in order to resupply.
  • Overall Difficulty: Hard. A very difficult zone to tackle solo and there is a limit to the number of adventurers willing to hold your hand and carry you through. The missions pay well but they can be difficult for someone new to the business and it's likely that any party members will demand a greater share if they do more of the work. Supplies are very limited and most of your equipment will have to be scavenged or crafted. At least the experience is very good.
Beginner Monster: Scarab (a breed of giant insects capable of flight and elemental magic. Their tough shells also make them difficult to injure).
Dungeon: Unknown.
Profession: supplies are very limited and you will have to seek out materials on your own

--==+++==--
Voting is Closed.​
 
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Arc 1: A New Frontier
[X] Plan Celestial BeastMaster.
Distribute Stat points (5)
-[2] Vit.
-[2] Int.
-[1] Cha.
Distribute Training points (3)
-[2] Con.
-[1] Spd
Distribute Skill points (15)

-[6] Animal Handling: 0.
-[2] Diplomacy: 1.
-[1] Dungeoneering: 0.
-[3] Flight: 0.
-[3] Survival: 0.
-[X] Flame Whip (Increased damage)
-[X] Frontier

--==+++==--
Adventurer Quest
Arc 1: A New Frontier

--==+++==--​

Day 277 of the Year 290 AW.


You try not to fidget in your seat, it is far harder than one would think. That is to be expected however, considering just how much your life has changed in the last week. When you'd quit your job and left your only home behind to become an Adventurer, you weren't really certain what to expect. The blur of lights, sounds and excitement that was your short time in the Capital City brings a fond smile to your face. You'd quite enjoyed it there.

Still, you were an Angel on a mission and you would let nothing distract you. Not for very long at least. So you'd tracked down the headquarters of the United Adventurers Association and gone about registering as an Adventurer. That was a nerve wracking hour. Still, everything had gone well and you'd left the building with a five hundred gold loan and your Adventurer Plate.

Items Gained
Gold x500.
Adventurer Plate x1.

Quest Gained!
-In dept-
The UAA has lent you 500 gold coins to begin your adventuring career. You have exactly one year to pay it back.
Main Objective
Pay your dept (0 / 500 G)
Time remaining: 360 days.​
Reward: removal of dept.
Failure: late fees.
An adventurer plate that is currently being scrutinized by the heavily muscled Dwarf seated across from you. Arcane sigils, tattoos and scars cover his bare-chested form, making him look quite ferocious. All you can really pay attention to is his bare chin beard however, it takes a severely dishonorable act for a Dwarf to lose his beard.

This is apparently Hedmick Coalflayer, the Foreman of this camp and liaison for this exploration venture. He'd been the one to meet you at the camp entrance when your wagon arrived and the one to guide you through the small village of log cabins. They were apparently that short staffed.

You're still not sure how you came to be here. You remember being harassed by a perky, talkative Fairy. Signing a form of some kind and receiving a pamphlet. The next you knew, you were on the back of a bumpy wagon on your way into the unexplored wilds. According to wagon driver, there is apparently an exploration venture into the Untamed Lands and you were on your way there.

There is a tinkle of metal on wood as your Adventure Plate is tossed onto the desk, drawing you from your thoughts.

"A'richt lassie, everything looks tae be in order." The Dwarf grunts, reaching down to grab something from below the desk. "A dinnae know why thay wid send me anither newbie though. Tis lik' thay dinnae want us tae succeed. This steid is tae dangerous fer some newbie."

You pick up the bronze plate with-

[] A disdainful sneer: how dare this under dweller treat your possessions so disrespectfully. You will remember this. To think, that a being of your Majesty and Beauty would suffer such a slight from a lower being. He should be groveling at your feet.
(A bitter and cruel personality)

[] An arrogant smirk: of course everything is in order, only a fool would mess up something so simple. And someone of your Light and Glory? You are no fool.
(An imperious and prideful personality)

[] A nervous smile: oh good, everything is fine. You were a bit worried there, everything has just been so confusing and complicated. You hope someone will explain everything soon. You're still not sure if you're supposed to be here.
(A simple and humble personality)

[] Write in.

-and glance it over. Your Plate, proof of your status as an Adventurer. It still fills you with a sense of warmth every time you see it.

Lireal | Female | Fae - Angel | DoB: 272 AW.
Class: Summoner - Tamer.
Level: 1.
Rank: E.
Guild: N/A.


You tuck the plate into your inventory sack and turn your attention back to the Dwarf. Hedmick has pulled out a small stack of papers and tossed them onto the desk.

"Richt, sign thae 'n' head oan out." The Dwarf says, tapping a blank line on the papers. "Yer cabin batch is listed oan thare, thir's some shops, a couple wirk stations 'n' an inn. Ye go 'n' dae whitevur it tis ye adventurer types dae 'n' mak' sure ye earn yer keep."

You scan the papers. They seem to be a confirmation of your presence in the region as well as what you want done with your remains should you... meet an unfortunate end. You fill them and sign quickly before returning all but the last, which happens to be a small map of the camp. Hedmick takes them and dismisses you with a careless wave at the door. You stand and make your way out.

Well then, that's that. You're now a confirmed Adventurer and an employee of the Frontier camp. You're not sure how you feel about that. From what you've heard, this is a pretty dangerous area. You're still a newbie. A low level Adventurer with zero experience or power. It will be very hard to make your way in the world here.

Well, you suppose you could join a guild to make things easier on yourself… actually, that might not be a bad idea. A guild means experienced adventurers to help you learn, allies you can count on for support. You might have to give up a deal of your time and treasure but it might be worth it.

What do you do?
[] Join a major guild: a branch of a high ranking guild that has been established for centuries. This guild carries a great deal of prestige and its veteran members are among the most experienced and powerful in the world. They are always seeking new talent, though you will have to prove yourself if you hope to advance the ranks.
Pro: the guilds renown sees them receiving a large number of quality missions on a daily basis so you can tackle multiple in a single day. You will have plenty of powerful guild mates willing to lend you aid. Cheap room and board within the guild house. Some guild duties will see you quickly improving your professions.

Con
: your low rank and level will see that you only receive the most menial chores as jobs for some time. You will level slower as a majority of the combat related missions go to stronger guild members. Calling in powerful guild mates for aid means that you get less treasure and experience. Guild duties will take up a large portion of your day.​

[] Join a minor guild: a small guild that is not even a decade old. The guild is a relative unknown and it's members, while somewhat experienced, pale in comparison to the powerhouses that can be found in the major guilds. They are desperate for numbers and will welcome you with open arms.
Pro: a wide variety of available jobs as the guild needs all hands on deck to complete missions. Lower leveled guild mates that can assist you without taking a majority of the treasure or experience. Free room and board in the guild house.

Con
: the guild will only receive a small number of missions on a daily basis so you are limited to how many you can take in a day. Patrons willing to turn to an unknown guild like this do not have the money to pay well. Guild duties will tie up a small amount of your time.​

[] Remain independent: strike out on your own without the backing of a guild. Choose your own jobs from the mission boards in all inns and pass on those that dont interest you. You can always join a guild once you have some more experience and fame. Maybe even found one of your own someday.
Pro: able to select your own jobs. Decent pay and experience as all manner of jobs get posted in the inns. Plenty of free time without guild duties tying you up.

Con: limited to jobs you meet the rank requirement for. Hireable adventurers vary in number and skill and some may require a fee upfront. Will have to pay for your own room and board at an inn.​

That decided, you look down at your map and decide to visit:
(Choose one. It is early afternoon)
[] The Frontier: you can explore the region (Random Encounter. Recommended Level: 10).
[] The Inn: You can sleep here for a fee, gather information about the area, pick up a mission or hire party members for a quest.
[] Weapon Store: sells weapons.
[] Armor Store: sells armor.
[] General Store: sells potions and misc items.
[] Profession Workshop: can gather resources or craft items.
[] Bank: stores money and items for a fee, can be accessed from any branch.
[] Your Cabin: You can sleep here and store items for free.
[] Write in.

--==+++==--
Voting is Closed.​
 
Last edited:
Chapter 2
A/N: I've simplified the currency mechanic to only include Gold. Trying to figure out the general worth of each item is way too much work with a multi currency system lol.

--==+++==--
Adventurer Quest
Arc 1: A New Frontier
Chapter 2

--==+++==--​

Day 277 of the Year 290 AW.
Mid Afternoon.
Weather: Overcast.


[X] Ambitious and optimistic.

[Your overly optimistic personality means that you are always willing to see the best in others. -1 to Bluff and Insight skills]

For a moment, your nervousness wars with your anger. Then you take a deep breath and just smile. It's fine. This is such a little thing. Not even something to get mad over. Who cares how some random guy treats your adventurer plate, it's not like the thing's all that easy to break. No. This is just some grumpy Dwarf with a chip on his shoulder. You've dealt with his type before. You won't give him the satisfaction of seeing you angry.

Besides, it's not like you plan to hang onto this plate for very long anyways. No sirree. You're going to work super hard and move up the ranks to a Copper plate in no time. Then a Silver, then Gold, then all the way up to the mythical Oricalcum Plate. Why? Because you're that awesome, that's why!

Heck, now that you think about it, you're not even sure why you were nervous in the first place. This is the sort of stuff you have to deal with from now on, no way are you going to let something so minor get you down. Psh, it's probably just this gloomy swamp messing with your head. Well, no more of that!

Let this bozo act however he wants, one day he'll look back and feel proud of the time spent basking in your awesomeness!


--==+++==--
[X] Remain independent.

You slap your cheeks and shake your head about. Geez. What is it with you today? Join a guild? Give up your time, money, fame and experience? No way! That's like the worst idea ever. You can totally handle things on your own!

Sure, you might have been bamboozled by that perky Fairy into signing up and coming to this dreadful place but that's no reason to wuss out. No way. You've totally got this. Anything this swamp wants to throw your way, you'll take it and rush back asking for more!

...And if you do get in over your head and need some help, then you can just go and find some totally awesome adventurers like yourself to help you out. Yeah! You don't need some stupid guild tying you down!

--==+++==--

[X] General Store
[X] The Dread Swamp



[The darkness of the Dread Swamp seeps into your body, leeching strength from your bones. -1 to Endurance]

Tracing out a path on the map you were provided, you set off towards the General Store. You have all this gold sitting in your bag, might as well spend it on some useful items right? Right!

The path to the store is a bit of a winding one. You could totally make it there in a couple of minutes if you cut a straight path but one look at the sickly, grey water beside you dissuades you from that line of thinking. Better to stick to the path. The Dread Swamp really lives up to its name. They sky above is clogged with thick, dark clouds while the marsh below is a mess of putrid water and gooey mud. While there's some safe areas of solid ground, these are few and far between. It's only thanks to a series of wooden platforms tied together like rafts and held above the water by wooden posts that you can get around. Still, you have to move carefully as they tend to sway and wobble with each step.

The Frontier Town itself is actually just a number of log cabins built onto the sides of the massive trees that grow here, each with a retractable ladder to the platforms below. It sort of reminds you of a Wood Elf village you passed on the way here, though the atmosphere is more dreary and the treehouses more shoddy. Oh well, this is what you left your home, job and friends for. New vistas to explore, grand adventures to have and all that jazz. You're not going to let something like a gloomy swamp kill your buzz.

You reach the General Store sooner than you were expecting. It's much like the other treehouses around here except bigger and there's a sign out front displaying the traditional image of a potion vial overlaying a herb leaf. You look up, up, up at the base of the cabin and decide to pass on the ladder. Your wings.. flare.. out… gosh darn it, you could have flown here the entire time! Gah! You're going to remember that, screw walking around on the wobbly platforms.

[Roll 1d20 + 2(Flight) = 17]

Your wings give one powerful flap and you feel your magic, your Light, respond. You shoot up into the sky, leaving the trappings of the ground behind but rather than breaking for the unconquered sky above like you wish to do, you force yourself to come to a stop at the lip of the wooden walkway surrounding the cabin. The door into the shop opens with a simple push and you enter accompanied by a musical chime from the runes carved into the doorway. The inside of the shop is about what you expected. Bigger on the inside than the outside, with a large variety of items on the counters and shelves.



An old, colorfully dressed Lebian stands behind the main counter examining a gemstone of some kind. He looks up at the chime and grins upon catching sight of you.

"Ah, a customer! Welcome, welcome. You are a new face." The man greets in an enthusiastic tone. "I am Azzar Namurander, proprietor of this fine establishment and currently the only General Shop in the region. I suppose you're here for your package?"



"Ah, Lireal. Nice to meet you." You hurriedly reply before giving him a look of confusion. "My package?"

Azzar snorts and shakes his head.

"That damn Dwarf, he always forgets." He grumbles before reaching for something beneath the counter. "You're a new adventurer that signed up to come to the area right?"

You nod.

"Well, just show me your Plate and you get this here care package-" He pulls a parchment wrapped package from below the counter and place it down with a solid thump. "-for free. It's a gift from whatever department is funding this whole thing. It's got a bunch of the basic stuff you need for these parts."

"Oh really? Sweet!" You cheer, pulling out your plate and showing it to him. Azzar nods and slides you the package before taking a closer look at your plate.

"Huh, a newbie eh? Well, you look through that there package, I'll get you a list of items you'll be interested in." He says before walking off and disappearing into the back room. You look down and grin before quickly shredding the package. You find within a number of thick, square packages and eight labeled potion vials.

Items gained.
Provisions x7.
Minor Healing Potion x2.
Minor Potion of Regeneration x2.
Weak Antidote x2.
Weak Remedy x2.

Still grinning, you tuck the items into your bag one after the other. You're just finishing up when Azzar returns with a sheaf of parchment. At a quick glance you can see it's a list of some sort with a large number of the items crossed out.

"Here you go lass, full item list with the stuff I can't sell you crossed out." He says, slapping the parchment onto the table. "Take a gander there and let me know if you want anything, I'll bring it out for you. Better than looking at the shelves and maybe missing something. Supplies are limited out here though, I can't sell you too many of my wares."

"Thank you Azzar." You reply, looking down at the list. A quick gander through and you decide to buy:

100 Copper = 1 Silver. 100 Silver = 1 Gold. 100 Gold = 1 Platinum.

[] x12 Minor Healing Potion: instantly restores 50 hp. 32 G ea.
[] x8 Minor Potion of Regeneration: Recovers 75 hp over 3 turns. 28 G ea.
[] x7 Weak Antidote: removes Poison I status. 50 G ea.
[] x4 Echo Herb: removes Silence I status. 75 G ea.
[] x9 Weak Remedy: removes Stunned I status.. 33 G ea.
[] x5 Weak Poison: can be applied to weapons and other items. Inflicts Poison I status. 60 G ea.
[] x8 Provisions: a food item that keeps the user fed for a full day. 50 G ea.
[] x2 Basic Survival Kit: a well stocked kit that contains all of the basic items required for up to three nights in the wild. Adds +2 Survival. 100 G ea.
[] x11 Lockpick: an item for picking locks. Is broken upon a fail attempt. 4 G ea.
[] x4 Basic Thievery Kit: a well stocked kit with all the items for 10 Disarm Trap attempts and 10 Lockpick attempts. Adds +2 Thievery. 60 G ea.
[] x1 Basic Adventures Sack: an adventurer's bag upgrade with twenty additional slots of inventory space. 500 G ea.
[] x3 Dread Swamp Teleport Stone: a one use item that teleports the user to the Frontier Camp in the Dread Swamp. 30 G ea.
[] x31 Low-quality Leather: a crafting material for the Shoemaker, Smith and Tailor professions. 5 G ea.
[] x22 Low-quality Cloth: a crafting material for the Tailor, Carver and Shoemaker professions. 3 G ea.
[] x12 Low-grade Ore: a crafting material for the Smith, Carver, Artifice and Jeweler professions. 10 G ea.
[] x17 Cracked Gemstone: a crafting material for the Jeweler and Carver professions. 15 G ea.
[] x18 Ash Wood: a crafting material for level the Carver, Artifice and Smith professions. 3 G ea.
[] x52 Magic Powder: a crafting material for level the Artifice and Carver professions. 8 G ea.
[] x24 Oil: a crafting material for level the Baker and Hunter professions. 4 G ea.
[] x8 Meat: a crafting material for level the Hunter profession. 12 G ea.
[] x23 Spices: a crafting material for the Hunter and Alchemist professions. 2 G ea
[] x13 Yeast: a crafting material for the Baker profession. 4 G ea.
[] x22 Wheat: a crafting material for the Baker profession. 7 G ea.
[] x36 Herb: a crafting material for the Alchemist profession. 3 G ea.
[] x21 Distilled Water: a crafting material for the Alchemist and Baker professions. 5 G ea.
[] x42 Potion Vial: a crafting material for the Alchemist profession. 10 G ea.

Where do you want to go after this?
[] The Frontier: you can explore the region (Random Encounter. Recommended Level: 10).
[] The Inn: You can sleep here for a fee, gather information about the area, pick up a mission or hire party members for a quest.
[] Weapon Store: sells weapons.
[] Armor Store: sells armor.
[] General Store: sells potions and misc items.
[] Profession Workshop: can gather resources or craft items.
[] Bank: stores money and items for a fee, can be accessed from any branch.
[] Your Cabin: You can sleep here and store items for free.
[] Write in.

--==+++==--
Voting is Closed.​

A/N 2: Huh, no one voted for the Red Sands and only one vote for the North? I'm surprised. The jungle and swamp are pretty much the worst places you guys could have chosen. The desert has so much direct sunlight that you could abuse the heck out of your racial trait and the North is a lot of empty sky for your flying. The jungle has too thick a canopy for both those of bonuses and the swamp is overcast a majority of the time. Well, good luck.
 
Last edited:
Chapter 3
A/N: A list of current status effects has been added to the Stats section of the quest mechanics post. Flame Whip now has a chance to apply the Burned status effect.

--==+++==--
Adventurer Quest
Arc 1: A New Frontier
Chapter 3

--==+++==--​
Day 277 of the Year 290 AW.
Mid Afternoon.
Weather: Overcast.


[X] Plan Shopping.
-310 G.

"Good, good. Let me get those for you." Azzar says with a smile. He steps around the counter and quickly darts around the shop, grabbing a number of items at random before returning to the counter with them. When the items are placed on the counter, you see that they are a pair of small packets with a minty scent, a small box with an image of a campfire on the top and a couple of black stones with glowing blue runes carved into them. "There you are, that will be three hundred and ten gold."

You almost blanch as you do the math in your head and realize he's right. That is quite a lot of money. Well... you know how to deal with this.

You lean forward onto the counter and smile, batting you lashes while absentmindedly tugging on the collar of your tunic to reveal some cleavage.

"Aww, come on Azzar, that's far too much. I'm just a newbie you know." You reply with a pout. "Can't you give a girl a tiny discount?"

[Roll 1d20 + 1 (haggle) = 14]
[Opposing Roll: 1d20 + 2 (limited supplies) = 18]


The old merchant releases a boisterous laugh.

"Ha! Nice try girl but I've been in this business far too long to fall for your feminine wiles." He chuckles, shaking his head and crossing his arms. "No discounts today. I'm already losing gold keeping at market prices despite the limited supply deliveries. Three ten, take it or leave it."

You grumble as you fish out the requested gold but the old man just laughs again. Handing the coins over, you stuff the items into your bag and make for the door.

Items gained.
Echo Herb x2.
Basic Survival Kit.
Dread Swamp Teleportation Stone x2.

"Nice doing business with you girl, come back soon!" Azzar calls out. You give a curt wave over your shoulder and he laughs a third time.

--==+++==--​

[X] Armor Store.

Consulting your map once outside the General Store, you pick out the symbol for the Armor Store. It's actually pretty close by, same with the Weapon Store. Double checking the map to be sure, you place it back in your bag and flare your wings out.

[Roll 1d20 + 2 (flight) = 11]

Your take off is a tad rushed and you almost smack into a tree branch but you stabilize in time to avoid it. Balancing out, you glide towards the sizable cabin that serves as the Armor stop. You come to a soft landing on the walkway surrounding the building and enter with a push of the door.

This store is much smaller much than Azzar's, with only a few hanging shields on the walls and some helmets and chest pieces on the shelves. Everything else seems to be packed away in the crates and boxes that are all over the place. You'd think the store was still fairly new if it weren't for the thick layer of dust covering everything.



There's no chime from the door opening but the muscular Orc sitting behind the counter looks up anyways. He looks you up and down before grunting and looking away. You're not sure how to feel about that.



"Hi there, I'm Lireal!" You greet enthusiastically. "I'm a new adventurer and I want to get some new armor. Had this stuff for years, now's about the best time to get something new dontcha think?"

He gives you an unimpressed look.

"Plate." He growls, holding one massive hand out.

"Oh, uh, yeah!"

You fumble for the plate in your bag, mixed up among all the other items as it is. It takes a few seconds under his blank stare before you feel something of the right size and material. You pull the plate out of the sack and quickly slap it onto his hand. He snorts and looks it over. A moment passes. Then you plate comes flying back as he tosses it. You barely manage to catch it. How rude!

"Too weak." The Orc grunts, staring with that blank look again. "Nothing lower than level ten here."

You parse the statement out but before you can reply, he grunts again and goes back to looking at something down below the counter. Ignoring you. You frown before turning on your heel and leaving. Just another jerk that will come to rue this day!

Where do you go next?
[] The Frontier: you can explore the region (Random Encounter. Recommended Level: 10).
[] The Inn: You can sleep here for a fee, gather information about the area, pick up a mission or hire party members for a quest.
[] Weapon Store: sells weapons.
[] Armor Store: sells armor.
[] General Store: sells potions and misc items.
[] Profession Workshop: can gather resources or craft items.
[] Bank: stores money and items for a fee, can be accessed from any branch.
[] Your Cabin: You can sleep here and store items for free.
[] Write in.

--==+++==--
Voting is Still Open.​
 
Last edited:
Chapter 4
A/N: Spoilers just contain images, feel free to skip them if you dont care.

--==+++==--
Adventurer Quest
Arc 1: A New Frontier
Chapter 4

--==+++==--​

Day 277 of the Year 290 AW.
Mid Afternoon.
Weather: Overcast.

[X] The Inn.


The Frontier Inn is a solidly built, two story building situated on one of the few patches of solid ground in the town. The bleached skulls of various horned animals are fixed on top and there is a pen to the containing nearly a dozen chickens and half that in boars. A stairway on the opposite side leads up to a porch where you can spot a trio of cloaked and hooded figures occupying the lone table. Each figure is holding a half empty mug of some brown liquid but these are being currently ignored as the three have their hooded heads close in hushed conversation.

You enter the structure with a hint of trepidation but find that it's actually well illuminated and warm inside. This is courtesy of the various candles on the support beams and a roaring fire pit in the center of the room, above which a trio of chickens roast on a spit. The scent of cooked meat fills the place, banishing the putrid stench of the swamp outside. There are a number of tables, some filled and some empty, on both the ground floor and the one above but you also spot doors that likely lead to sleeping quarters on the floor above. Barrels and bottles of alcohol are stocked all over the ground floor. It's good to see someone isn't troubled by the limited supply shipments.


To the left of the room is a long bar manned by another Orc, this one less muscular than the Armor shop owner. He's dressed in plain clothes and is cleaning a glass mug with a cloth. You receive a short nod when he sees you looking. Above him hangs a crude sign of chalk on stone, a short menu and price list.

Shrimp and Oyster stew w/ Cabbage. 5 G.
Salted Eel and Cheese. 4 G.
Stewed Crab and Bread. 8 G.
Swamp Platter (pork, eggs, chicken and bread). 12 G.
Tankard of Bitter, Ale or Stout (3 G)

Room: 20 G/night

To the left of the bar is a wooden sign board with a number of papers nailed to it. This must be the mission board, from which you can take on missions in exchange for gold or items of value. From what you can see, there are already very few such missions left available. Even as you notice this, one of the mission papers is torn off the board by another cloaked and hooded figure, who darts past you with a muttered 'excuse me' and turns towards the stairs leading to the porch.

Seated around a long table are seven Dwarves, four Gold Blooded and three Nethers. They seem to be enjoying themselves as they hoot and holler while drinking down their tankards.

In a corner of the room sits a young looking Sun Elf maiden. She's dressed in an expensive looking robe of blue and green, and leaning against the wall to her side is a gnarled staff topped with a sapphire the size of your fist. She seems to be distracted by a mission paper in her hand, which she is frowning at with furrowed brows. Seated across from the Elf is a towering Bovine Beastkin in a full suit of armor, sans the helmet as his long horns make any thought of headgear unfeasible. He seems to be alert, constantly looking around the room and his hand never straying too far from the massive battleaxe at his side.

A giggle comes from somewhere up above but you're not able to see the cause.

Lastly is a cloaked figure sitting in a darkened corner of the room. They are too well shadowed to spot details but you catch sight of glowing red eyes from inside their hood. The figure seems to be toying with a small knife with one gloved hand while the other nurses an almost empty mug of golden brown liquid.

You:
*choose as many as you want to do but list them in the order you want to do them in. Some are time sensitive however.
[] Go to the bar:
[] Talk with the innkeeper.
[] Order a meal.
[] Rent a room.​
[] Check the mission board.
[] Talk to the partying Dwarves.
[] Talk to the Sun Elf and Bovine Beastkin.
[] Investigate the giggle.
[] Talk to the dark stranger.
[] Go outside and talk to the cloaked quartet.
[] Write in.

--==+++==--
Voting is Closed.​
 
Last edited:
Chapter 5
--==+++==--
Adventurer Quest
Arc 1: A New Frontier
Chapter 5

--==+++==--​

Day 277 of the Year 290 AW.
Mid Afternoon.
Weather: Overcast.

[X] Plan Nervous Newbie
-[X] Talk to the Sun Elf and Bovine Beastkin.

A calm smile on your face, you head directly towards the table with the Elf and Beastkin. The woman seems to be troubled over a quest of some sort. Maybe you can help, or make allies at the least. The innkeeper watches you cross the floor for a few seconds before turning away. None of the other patrons seem to notice or care however.

The Beastkin catches your approach and his hand tightens around the shaft of his weapon. Not threateningly, you dont think, just prepared.

"Hi, I'm Lireal!" You chirp, hoping for a positive reception. Your wings are tucked in to reduce the size of your profile and you have a calming smile on your face. "I'm a new adventurer and just got here today."

The Elf sniffs but doesn't bother to look up. The Beastkin gives you a curt nod.

"Uh, yeah..." You continue, unsure what to do with such blatant dismissal. Even that Orc shopkeeper wasn't this rude. "Well.. you look a bit troubled. Do you guys need help with something?"

The Elf sniffs again and you can see her frown deepen. The Beastkin looks to her for a moment before turning to you and leaning forward. The action jostles the small chain around his neck and you catch sight of a golden Plate peeking out. High level adventurers.

"The thought is appreciated little Fae," He rumbles out, the gravely voice resonating from deep within his armor. "but the Lady Jastra does not wish to be disturbed at this time. I must ask that you leave us."

"Oh, uh, okay." You reply, backing away. Well, looks like they're not up for conversation right now. Oh well, maybe next time. Having such experienced adventurers as friends and allies would be awesome. Taking another glance around between the table of boisterous Dwarves and the shadowed stranger, you decide to-

[X] Investigate the giggle.

-take a look upstairs.

You take the stairs two at a time and come to the second floor of the inn. Immediately in front of you is a closed door with a thick brass knob. Six more such doors line the walls, all closed. To your immediate left is a windowed door that seems to lead outside, to the porch from what you can tell. Lastly is a seating area overlooking the floor below, the tables and chairs are all empty however.

You hear the giggle again and immediately pinpoint the source. One of the closed doors. A bit unsure, you stalk up to the door and press your ear close -another giggle, a deep grunt, a soft moan- and immediately back away. Right, not going in there.

[X] Go outside and talk to the cloaked quartet.

Blushing, you dart out the door to the porch and look around. It's just you outside. The cloaked figures are gone now, three empty mugs resting on the table. You stick around for a moment, taking deep breaths to calm your nerves before heading down the stairs and back through the main door. The innkeeper catches your eye and raises a brow in question, you smile nervously and make your way over.

[X] Talk with the innkeeper.

"Hello." You greet, receiving a nod in return. "I'm Lireal."

"Alog." He grunts in reply. "What can I getcha?"


"Oh, uh, nothing thanks." You say, glancing at the menu above. "I'm kind of a new adventurer and new to the area, can you tell me anything?"

"Hrm." He shrugs. "Well, the regions divided inta four main parts. This here's the Mushy Quag, monsters here are weak as it gets and the camp's here. Then ya got the Bottomless Peat Bog, not a lotta monsters there but the sinkholes make it very unsafe ta walk around in. Afta that is the Deep Marsh, lots of dangerous monsters round those parts. Last is the Misty Woods, no one much knows what's in the Misty woods. Other then that, look out fer the Crocs I guess."

"Crocs?" You ask in confusion.

He nods.

"Crocodyls, got a village of em somewhere out in the swamp." Alog explains, setting down the now clean mug in exchange for another. "You'll see em swimming or walking round the Bog and Deep Marsh sometimes. Lotsa other adventures been going missing round there, gotta be the sneaky buggers at work. Never found the bodies though so ah suppose they must've ate em too."

[Roll 1d20 + 1 (Dungeoneering) = 11]

You nod slowly, trying to recall what exactly a Crocodyl is. All you can recall is something about feral Lizardmen though. Alog seems to take your nod as acknowledgement and moves on.

"Be careful bout where you go stepping too. Lotsa sink holes, hidden roots and deep water. Check the ground before you take a step and keep an eye out for Mushds, they blend in well but they shouldn't give ya too much trouble." He continues before nodding to your wings. "Dont forget to look up if you go flying low too. Them trees always got something in em. Snakes, leeches or some of them damn Scarabs."

[Roll 1d20 + 1 (Dungeoneering) = 5]
[Roll 1d20 + 1 (Dungeoneering) = 19]


"Mushds? What are those?" You ask, curious as this is your first time hearing the term. Scarabs you already have an intimate knowledge about. Annoying insect monsters the size of your head. They live primarily in forests and swamps like this and have an annoying affinity for elemental magic dependent on the color of their thick shells. The lake near your hometown has had an infestation of the Blue variety for years now.

"Mud monsters." He grunts, spiting off to the side. Gross. "Small little things but they can hide really good in the swamp and will drag you into the water if you get close. Keep an eye on the ground, you can tell em from the regular mud cus they're browner than the stuff out there."

You nod in understanding.

"That's about it." The Orc says, looking up in thought. "Just be smart and careful out there, you go missing and there ain't many that're gonna risk themselves looking."

"Oh, thanks Alog." You reply with a small smile. The advice and warnings are really well appreciated.

The Orc grunts and goes back to cleaning his glass so you look around before moving off.

[X] Talk to the partying Dwarves.

The table of Dwarves is still a loud affair as you approach. There's drunken singing, tankards clanking and fists pounding on the table. They seem to be celebrating something. Even the normally dour Nethers are raising a ruckus. You're not sure the reason but you have a feeling there's probably treasure involved.

You try to get a word in but they're all too distracted and loud. You can't really get their attention without ending their fun and that would defeat the purpose of things. You hover around the table for a few seconds before deciding to head off.

[X] Check the mission board.

The mission board seems to be calling out to you, so you head over to take a look. There are over a dozen nails on the board but only seven papers remain. It would seem that others have already taken their pick. Of the seven remaining papers, two are really old and don't seem like they are meant to be taken off as they are long standing bounty posters.
A Rank - Bounty: 'Man-eater' Crocabulia!
A heavily scarred member of the Dread Swamp Crocodyl tribe. Crocabulia is often in the village but sometimes roams the Deep Marsh with a small squad of his fellow tribesmen. Crocabulia is a powerful Barbarian known to wield a pair of cleaver like axes.
Wanted dead for the slaying of various adventurers.
Recommended Level: 50.
Reward: 20,000 G.
D Rank - Bounty: 'Bullseye' Welton!
The last surviving member of the Ruby Crows bandit gang. Welton is believed to be hiding out on the outer fringes of the Bottomless Peat Bog. His hideout is believed to be well hidden and trapped. Welton is an expert Ranger utilizing a high grade crossbow stolen from an Imperial weapons shipment.
Wanted dead or alive for the crime of Banditry.
Recommended Level: 15.
Reward: 5,000 G.
You make sure to memorize the provided sketches in case you come across either one of the criminals. Below the wanted posters are papers for available mission requests.
B Rank: Crocodyl Extermination.
Mobs of Crocodyl have been seen roaming the swamp and attacking any they come across. Cull their numbers before they become a great danger to the inhabitants of the Frontier Town.
Kill at least ten Crocodyl and bring their tails to Foreman Hedwick.
Recommended Level: 20.
Reward: 250 G/tail, limit 20.
C Rank: Scarab Extermination.
A Scarab hive has been spotted near the Frontier Town. Cull their numbers before they become a danger to the inhabitants of the Frontier Town.
Kill at least fifteen Scarab and bring their shells to Foreman Hedwick.
Recommended Level: 5.
Reward: 100 G/shell, limit 40.
D Rank: Silver Herb Gathering.
A requirement for mid level healing potions, Silver Herb can be found growing around the Mushy Quag and Bottomless Peat Bog.
Bring twenty Silver Herb to Alchemist Jiho.
Recommended Level: 5.
Reward: 1000 G.
B Rank: Golden Scarab Capture.
The rare Golden Scarab has reportedly been spotted in the Mushy Quag. It can likely be found nesting with others of it's kind.
Capture the Golden Scarab alive and bring it to Alchemist Jiho.
Recommended Level: 10.
Reward: 2000 G.
D Rank: Lost Medallion.
A medallion belonging to a Cleric of Lumino has been lost near the Mushy Quag. The Cleric reported seeing the item sink into the body of a Mushd.
Kill various Mushd to find the medallion and return it to Cleric Hamil in the Church of Light.
Recommended Level: 5.
Reward: 500 G.
Looking through the mission requests, you decide to try your hand at the:
*choose as many as you want but if you dont complete them in a timely manner you will either fail the quest or receive a greatly reduced reward.
[] Crocodyl Extermination.
[] Scarab Extermination.
[] Silver Herb Gathering.
[] Golden Scarab Capture.
[] Lost Medallion.
[] None.

Do you ask anyone for help?
[] Elf Maiden and Beastkin.
[] Partying Dwarves.
[] Write in.

[X] Talk to the dark stranger

Finished with that, you turn towards the dark corner where the cloaked figure was sitting. Only to find them gone and an empty glass on the table. So much for that.

Where do you go next?
*it is now late afternoon.
[] The Frontier: you can explore the region or perform a quest.
[] The Mushy Quag (Recommended Level: 5 - 20)
[] The Bottomless Peat Bog (Recommended Level: 20 - 30)
[] The Deep Marsh (Recommended Level: 40 - 50)
[] The Misty Woods (Recommended Level: 50+)​
[] The Inn: You can sleep here for a fee, gather information about the area, pick up a mission or hire party members for a quest.
[] Weapon Store: sells weapons.
[] Armor Store: sells armor.
[] General Store: sells potions and misc items.
[] Profession Workshop: can gather resources or craft items.
[] Bank: stores money and items for a fee, can be accessed from any branch.
[] Your Cabin: You can sleep here and store items for free.
[] Church of Light: pray for blessings.
[] Write in.

--==+++==--
Voting is Closed.​
 
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