Adventurer Quest

[X] Plan Plains

This looks agreeable enough, and we should leverage our Flight to the maximum effect. I would prefer getting some direct damage at start tho, but it's fine.
 
[X] Plan Plains

This looks agreeable enough, and we should leverage our Flight to the maximum effect. I would prefer getting some direct damage at start tho, but it's fine.

Flight is all sorts of bullshit depending where you go. A lot of enemies wont be able to follow you into the air so it makes farming them easy as pie. I'll have to add more flying enemies and cramped dungeons to present a challenge.
 
Yeah, went to sleep after posting sorry. It looks pretty good though. I would advise changing the spell you want to improve, you're pretty set for healing with your two spells so you can focus elsewhere.

Also not sure why you guys are going with Animal Handling, it doesnt affect your summons. If you want to pick up an animal companion or mount then that's fine but it has no relevance for summons. It will help later on though with the enemy control spell.



Look again lol, there is no charisma stat. Cha stands for Chance.
Why not call it luck then?

Whats training points for? The monster we start with, or ourselves

Also does the hometown not start with a starting monster.
 
Why not call it luck then?

Whats training points for? The monster we start with, or ourselves

Also does the hometown not start with a starting monster.

Chance seems more water related than Luck to me. Might just be my decade of playing Dofus though.

Training points are only for your own stats and once the quest starts, it will take time out of your day to train the stats rather than the instant application it is now.

The sub votes (port, forest, plains, mountain) are part of the hometown vote and each has it's own starting moster.

Can we capture monsters?

You can certainly try and if you succeed and manage to tame it then it counts as an animal companion rather than a summon. You also get a spell later that temporarily mind controls a monster to your side.
 
Chance seems more water related than Luck to me. Might just be my decade of playing Dofus though.

Training points are only for your own stats and once the quest starts, it will take time out of your day to train the stats rather than the instant application it is now.

The sub votes (port, forest, plains, mountain) are part of the hometown vote and each has it's own starting moster.



You can certainly try and if you succeed and manage to tame it then it counts as an animal companion rather than a summon. You also get a spell later that temporarily mind controls a monster to your side.
So how do summoning monsters work, compared to taming them and having them be companions?
 
So how do summoning monsters work, compared to taming them and having them be companions?

Summoned monsters aren't fully sentient or even real creatures. They're more like magical constructs in monster form. They show up, fight your enemies till you win or they die. They dont leave corpses and will disperse into ambient magic once the fight ends.

A monster tamed by your spell will assist you for a few rounds before the spell fades and it returns to being an enemy.

Capturing and taming a monster is completely different. Based on their level of intelligence, it's either the same as catching a wild animal and using punishment/reward to make it into a pet or the same as taking a slave and beating out all thought of rebellion. Seeing as most dumb monsters are also highly agressive... well, take a look at how dog fighting pits train their animals and decide if you want to go that route.

Your class lacks the charm spells of a druid or ranger so the easy way is out. There're also no pet trainers in this world so you can't just buy one unless it's a mount.
 
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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.​
 
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[X] An arrogant smirk
[X] Remain independent
[X] General Store

Gotta get ourselves a whip first, i think. Never mind, we have one already, so lets get some potions.
 
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[X] A nervous smile: (A simple and humble personality)
[X] Remain independent
[X] General Store
 
Some mechanic related questions. First, do we get bonus 1d6 for our random encounter? That might just tide me over to that vote.

Secondly, i assume that formula for our flame whip is 2x(2d6[+1d6 during the day][+2int bonus]) for an average of 25 damage per pop. How is to-hit roll against armor value resolved? Entire thing at once or what. Do crits only apply to base 1d6 we get crit on?
 
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Added the Write in option for personality and location votes of anyone wants them.

Some mechanic related questions. First, do we get bonus 1d6 for our random encounter? That might just tide me over to that vote.

Secondly, i assume that formula for our flame whip is 2x(2d6[+1d6 during the day][+2int bonus]) for an average of 25 damage per pop. How is to-hit roll against armor value resolved? Entire thing at once or what. Do crits only apply to base 1d6 we get crit on?

It's light out but nearing the end of the year. I'll probably roll a die or flip a coin for whether it's overcast out.

That seems about right, the most you will hit is 32 damage without a crit or resistances.

Armor rating just determines if you do actually deal damage, roll below it and you either miss or do no damage at all. Resistance reduces damage by a percentage. Anything you face at this point will have around 3% to 10% fire resistance so your damage is reduced by 3 to 10% of its final value. (Ex: if you hit for 25 dmg then you can deal as little as 22 dmg)

Crits apply to the final value with bonuses included and they negate 25 % of resistances. So a monster with 31% fire resistance will only have 6% against a crit.

Edit: I will be also be posting an explanation on how professions work before next post.
 
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So how does the crit work? Do we need to get a single 6 on d6? What happens on multiple 6s?

But yeah, that looks like a ton of damage. To wit, that's two to three times the HP of our summon and one fourth of our own HP. Granted, we have yet to see what monsters can do. Also, does "two uses per target" mean that we get two strikes against the target during the combat round, to the average of fifty damage? And speaking of our monster, can he drop enemy agility bellow zero?

Sorry if i'm being annoying!
 
[X] Take a deep breath and smile. Go ahead. Let him look down upon you. He might not remember your name, but one day he'll wish he had. (Ambitious and optimistic).
[X] Remain independent
[X] General Store

Honestly, I just don't particularly like the suggested personalities. It seems like the options are either 'stuttering girl scout', or two different flavours of egotistical jerk.

Maybe that's a misinterpretation.
 
[X] Take a deep breath and smile. Go ahead. Let him look down upon you. He might not remember your name, but one day he'll wish he had. (Ambitious and optimistic).
[X] Remain independent
[X] General Store

We've got some starting gear, I'm thinking we should get some stuff to help us see if what we've got will hold up.
 
So how does the crit work? Do we need to get a single 6 on d6? What happens on multiple 6s?

But yeah, that looks like a ton of damage. To wit, that's two to three times the HP of our summon and one fourth of our own HP. Granted, we have yet to see what monsters can do. Also, does "two uses per target" mean that we get two strikes against the target during the combat round, to the average of fifty damage? And speaking of our monster, can he drop enemy agility bellow zero?

Sorry if i'm being annoying!

Crits are if you roll a twenty on your attack roll. Crit chance adds a value to the attack roll and if that is 20 or higher, you get a crit.

The hp for the summon is from my original draft, I've increased it. Two uses per target means it can only be used on a target twice in one roll. No, he steals what Agi is there, cant drop it past 0. Also adjusted that so it has a limit on how long the steal lasts.

Not annoying at all, I like answering the questions and some of them make me think about stuff I've forgotten.

Honestly, I just don't particularly like the suggested personalities. It seems like the options are either 'stuttering girl scout', or two different flavors of egotistical jerk.

Maybe that's a misinterpretation.

Eh, those are the sorts of Angels I see in most media sources. Either they look down on the 'lesser beings', are arrogantly prideful of their nature or they're super nice and shy. The personality types would have been different for the other races.
 
[X] 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)
[X] 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.
[X] 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.

Lets pick up a party first.
We're in the dangerous start zone, so we need a team.
 
Eh, those are the sorts of Angels I see in most media sources. Either they look down on the 'lesser beings', are arrogantly prideful of their nature or they're super nice and shy. The personality types would have been different for the other races.

Ah, I see. Personally, I think the first option could've stood to be less 'blatant contempt' and more 'thinly veiled condescension', but maybe that would've been encroaching too much on the second option.
 
[X] Take a deep breath and smile. Go ahead. Let him look down upon you. He might not remember your name, but one day he'll wish he had. (Ambitious and optimistic).
[X] Remain independent
[X] General Store
 
An explanation on Professions and an additional vote at the bottom!!

Professions explained: this will also appear on the Game Mechanics post.

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.
A vote that should have appeared 2 posts ago - Choose your Frontier.

[] The Frigid North: a wintry hellscape of snow and rock to the far North. The wind chills the bones and the neverending snowfall makes is easy for one to lose their way and never be found again. The cold is your greatest enemy and one must step carefully as the snow hides many secrets.

[] The Red Sands: part barren wasteland, part arid desert. Beware the howling winds and ever shifting sands, they are said to spell certain death to the unprepared. Water is your greatest resource and be prepared to hide at the first sign of a sandstorms, lest you find the skin flayed from your bones.

[] The Dark Jungle: a dark and carnivorous woodland. The massive trees and thick canopy fill all who view them with a sense of foreboding. The plants, the animals and even the insects, everything here is out to kill you. Tread carefully, keep an antidote near and most importantly, don't forget to look up!

[] The Dread Swamp: a humid and boggy marsh. The waters hide many secrets, and many dangers. Illness and disease run rampart and there is a never ending demand for curatives. Watch your every step for the ground is not always as solid as it appears.

A/N: the previous vote is still open at this time so you can just edit your previous votes or make another post.
 
[X] The Frigid North: a wintry hellscape of snow and rock to the far North. The wind chills the bones and the neverending snowfall makes is easy for one to lose their way and never be found again. The cold is your greatest enemy and one must step carefully as the snow hides many secrets.
 
[X] Take a deep breath and smile. Go ahead. Let him look down upon you. He might not remember your name, but one day he'll wish he had. (Ambitious and optimistic).
[X] 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.
[X] General Store

[X] The Dread Swamp
 
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