Adventurer Quest

Chapter 6.2
A/N: As this is the first fight, I will leave the damage calculations displayed in case you all want to know how the numbers came about or point out any mistakes I made. Future chapters wont have the calculations displayed unless you guys want them to.

--==+++==--
Adventurer Quest
Arc 1: A New Frontier
Chapter 6.2

--==+++==--​

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

Round 1 Start
Lireal (Lv 1): 130 / 130 hp.
Mushd 1 (Lv 3): 44 / 44 hp.
Mushd 2 (Lv 3): 44 / 44 hp.​
Mushd 3 (Lv 3): 44 / 44 hp.​
Before taking up the adventurer lifestyle, you were a town guard for a scant five months. Unsurprisingly, you're not much of a skilled combatant. Sure, you got a few pointers and basic whip training when you signed up, but you were a guard in a small town just a short journey away from the Capital City. At your age and location, you weren't really expected to see much in the way of combat. It's not like you joined the army or some such. So most of your time as a guard was utilized in another manner, one that took advantage of your personable nature and friendly personality.

Basically, you got assigned to day patrols inside the town. Completely lacking in any danger or threat, your duty was to essentially walk around the town and socialize with people. Your budding skill as a summoner saw you reduced to a source of entertainment for the towns children as they constantly bugged you for rides on your Green Ostrid. You didn't really mind this and actually quite enjoyed it all but for someone planning to be an adventurer, it wasn't the best use of your time or resources.

Which is why, as the three mud monsters ooze their way forward, you find yourself paralyzed with indecision. Should you swing your whip? What if it gets caught in their goop? Maybe summon your trusty Ostrid? But does it even know how to fight? You haven't actually used the spell construct in an actual combat situation. What should you do? This is, obviously, a very bad move on your part and the monsters are more than willing to capitilize on it. As the first Mushd closes within ten feet of your frozen form, it rears up on it's tail and swings at you with one meaty fist. For a moment you are confused, surely it can't hit you from that far away, only for the appendage to actually lengthen by quite a bit and take on a form similar to the whip in your hand.

[Roll 1d20 = 11 vs 2.2 = hit]
[Mud Whip: (8 to 11 damage earth + 10 (Str bonus)) = (21 + 3 (15% earth power bonus)) - 0 (resistance)]
[Lireal: -24 hp]


"Kyaa!"

The sudden strike takes you completely by surprise and you cry out in pain as you're sent stumbling back. There's a spot of burning pain on your torso from where the tip of the whip-like appendage lashed you. You hiss in pain. That's certainly going to bruise if left untreated. The sting of being struck snaps you out of your malaise and you force yourself to focus. This is what it means to be an adventurer, to fight monsters and emerge triumphant. You are not going to fail here, not to three Slime wannabes.

Your grip tightens around your weapon and you rear back. A part of you considers that maybe this isn't the best course of action. Maybe you should take to the air and fly away. Maybe you should summon your Ostrid to distract the monsters. Maybe you should heal yourself. You consider all these things in the split second it takes for your weapon to fully extend, and discard them. Your torso is still throbbing in pain. Right here, right now, you really just want to return the favor.

With fire.

[X] Attack with the flame whip.

『Flame Whip』

There's an almost malicious grin on your face as your magic surges and the red flames rush out of your hand to coat weapon. You bring it forward with a loud cry and the flame wreathed weapon blurs through the air almost too fast to follow.

[Roll 1d20 = 14 vs 10 = hit]
[Flame Whip: (6 fire (2d6) + 2 (Int bonus)) = (8 + 1 (10% Spi bonus)) = 9 x 2 (spell effect) = 18 + 9 (50% fire weakness)]
[Roll 1d100: 55 / 85. Burn is not applied]
[Mushd 1: -27 hp]


"Skree!"

Your blazing whip strikes the creature across its upraised front and it screeches in pain. The mud bubbles and bakes around where your weapon struck, cracking and flaking away as the Mushd drops back down onto the ground. You almost smirk but the other two monsters are advancing and you need to act quickly.

[X] Fly back far enough to avoid retaliation.

[Roll 1d20 = 2 + 2 (flight) = 4]

Your wings flare out and you flap them, hoping to take to the air and clear some distance but a twinge of pain from your wound sends you stumbling. Before you can try again, the monsters close and attack. One lashes out with yet another muddy whip from above, while the other opens its mouth and launches a great ball of the goopy substance at you.

[Roll 1d20 = 15 vs 2.2 = hit]
[Mud Whip: (8 to 11 damage earth + 10 (Str bonus)) = (19 + 3 (15% earth power bonus)) - 0 (resistance)]
[Lireal: -22 hp]

"Ah!" You hiss as the whip cuts another line of pain across your chest.

[Roll 1d20 = 4 vs 2.2 = hit]
[Lireal gains Grounded I: -5 mp (2 rounds). -2 Flight (2 rounds)]

In an act of adding insult to injury, the mud ball hits you in the chest and explodes. You're unhurt but are left completely covered in the heavy, sticky mud. Great. Just great.

Round 1 End
Lireal (Lv 1): 84 / 130 hp (Grounded I).
Mushd 1 (Lv 3): 17 / 44 hp.
Mushd 2 (Lv 3): 44 / 44 hp.​
Mushd 3 (Lv 3): 44 / 44 hp.​

Mushd 1 is 15 feet away and will be going next. Mushd 2 and 3 are 10 feet away. You have 6 ap and 30 ft of movement speed. What do you do for the second round?
[] Write in (mention which you want to target if you attack).

Available actions.
Basic Attack: 5 ap.
Healing Word: 2 ap.
Flame Whip: 4 ap.
Green Ostrid: 4 ap.
Animal Healing: 4 ap.
Use 1 item: free.
Talking: free.

--==+++==--
Voting is Closed.​
 
Last edited:
[X] SummonGreen Ostrid: 4 ap.
-[X] Use Healing Word: 2 ap on self.
--[X] Back up 20ft.
 
:facepalm:

[X] SummonGreen Ostrid: 4 ap.
-[X] Use Healing Word: 2 ap on self.
--[X] Back up 20ft.
 
[X] SummonGreen Ostrid: 4 ap.
-[X] Use Healing Word: 2 ap on self.
--[X] Back up 20ft.

...well thats what we get for not using the meatshield
 
Our "meatshield" would have died in one full round of shooting anyway, and his 1d4 air damage is negligible. It's pretty much trading a turn for no benefit to ourselves.

[X] SummonGreen Ostrid: 4 ap.
-[X] Use Healing Word: 2 ap on self.
-[X] Use Regeneration Potion
-[X] Use your full movement to go around two slimes while they are engaged with Ostrid and get near wounded one


Healing Word is like 5hp healed. We want to go around and kill one we brought low instead of standing back and letting slime murder our summon while we are watching them.
 
Our "meatshield" would have died in one full round of shooting anyway, and his 1d4 air damage is negligible. It's pretty much trading a turn for no benefit to ourselves.

Actually, the summon goes immediately after you and probably would have come out of it better than you lol. It has way more movement as well as a higher armor rating. Might not deal as much damage but it would have avoided those hits.

That said, Flame whip wasn't a bad call since you got one of them low enough to finish off. Only issue is that you guys ignored the part where I said one of them would attack first and didn't chose to get a heal off with your remaining 2 ap.

Healing Word is like 5hp healed. We want to go around and kill one we brought low instead of standing back and letting slime murder our summon while we are watching them.

You're lucky it's not a slime :D. My version of the things are scary asf and near impossible to kill as you are now :p.
 
Last edited:
Chapter 6.3
--==+++==--
Adventurer Quest
Arc 1: A New Frontier
Chapter 6.3

--==+++==--​

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

Round 2 Start
Lireal (Lv 1): 84 / 130 hp (Grounded I).
Mushd 1 (Lv 3): 17 / 44 hp.
Mushd 2 (Lv 3): 44 / 44 hp.
Mushd 3 (Lv 3): 44 / 44 hp.
The injured Mushd, seeing your predicament, oozes it's way forward with a vengeful snarl. It certainly didn't like that flame whip. Good, your chest is still hurting from that damn mud whip. The baked mud of its torso has already been covered in another layer of the mud that it seems to be constantly excreting.

[Roll 1d20 = 16 vs 2.2 = hit]

It lashes out with another muddy appendage and you move to dodge. Unfortunately, your movements are slowed by the mud coating your form and the whip strikes you solidly across the chest, leaving another sharp line of pain.

[Lireal: -21 hp]

"Ah!" You hiss, almost curling in on yourself. There's no bleeding thanks to your armor but you don't think you can suffer many more hits like that.

[X] Summon Green Ostrid.

Growling in a mix of pain and anger, you bring up your empty hand and focus. An aura of pale green light appears around the limb, flowing down from the shoulder and concentrating into your palm as you squeeze it into a tight fist.

『Green Ostrid』

The chant is accompanied with a purposeful thrust of your arm as you feel your magic pulse. Your fist opens and the ball of condensed magic launches across the distance to land between you and the three creatures. A vortex of swirling green appears just where the ball landed, accompanied by a discordant sucking sound. The vortex surges upwards and outwards, leaving the form of your summoned creature behind as it fades.



"Aaaww!" Your plump, green summon caws, flapping its stubby wings and energetically darting its head about.

[X] Use Healing Word on self.

You take the momentary distraction this provides to bring your hand to your aching torso and concentrate on mending the damage you've taken so far. One of your most used spells, next to the Ostrid summon itself, you often used it to fix tiny cuts and scrapes on the towns children.

『Healing Word』

[Lireal: +4 hp]

There's a flash of golden-white light and you feel a warm pulse of energy over your torso. Your wounds have been eased, somewhat, but not as much as you'd like-

[X] Back up 20 ft.

-which just encourages you to back away from the mob of creatures. You put some distance between you and the three monsters, stepping out of the still spreading pool of mud and moving close to the waters edge. There's not much room to back up anymore unless you take to the air. A difficult predicament with this heavy mud coating your form. Hopefully, with the Ostrid at your side, you can finish the three before things get dire.

Speaking of..

You've never actually seen an Ostrid in the wild before, though you've heard descriptions from travelers as well as comparisons between your summon and the ferociously aggressive monsters. Taking in the fierce look on the face of your normally placid construct, you can sort of understand why the creatures are normally feared. Rather than fear however, it fills you with anticipation. It's said that monster summons contain an aspect of their creators consciousness. You don't know whether this is true or not but if it is, then there is a part of you that is quite glad to be in a real fight rather than giving piggyback rides. You barely have to think the command before the summon moves to complete it.

[Roll 1d20 = 11 vs 10 = hit]

Moving far faster than a creature of its bulk has any right to, your Ostrid darts in towards the already injured Mushd and releases a blindingly fast front kick with one stumpy leg.

[Mushd 1: -29 hp. -3 Agi]
[Green Ostrid: +3 Agi]


You watch, shocked, as the Mushd pretty much explodes. Mud splashes back in an arc as the stone spikes scatter all over the ground. The monster didn't even have time to react. Heck, you barely even registered the movement. You really weren't expecting that out of the plump little softy.

Before the other two monsters can even think to attack, the Ostrid has darted away in a blur of movement and appeared just a few feet away from you. Standing protectively in front of you. So cool. You can't help but grin in amazement. The two monsters ooze forward undeterred, closing quickly before attacking. One lashes out with a whip at your summon, while the other launches yet another great ball of mud.

[Roll 1d20 = 9 vs 15 = miss]

Somehow, your Ostrid neatly sidesteps the muddy whip with a look of bored condescension on its avian face. So, so cool.

[Roll 1d20 = 17 vs 15 = hit]

"Squaa!" The Ostrid squawks, having dodged to the wrong side and received a ball of goopy mud to the face. Heh, birds of a feather the two of you are.

Round 2 End
Lireal (Lv 1): 67 / 130 hp (Grounded I).
Green Ostrid (Lv 5): 55 / 55 hp (Grounded I).
Mushd 1 (Lv 3).
Mushd 2 (Lv 3): 44 / 44 hp.
Mushd 3 (Lv 3): 44 / 44 hp.​

Mushd 1 is dead.
Mushd 2 and 3 are roughly 18 feet away.
Green Ostrid is 10 feet in front of you.
You've reached the end of the island and cant back up any more.
You will be going first next round.
You have 6 ap and 30 ft of movement speed.

What do you do for the third round?

[] Write in (mention which you want to target if you attack).

Available actions.
Basic Attack: 5 ap.
Healing Word: 2 ap.
Flame Whip: 4 ap.
Green Ostrid: 4 ap (5 round cd)
Animal Healing: 4 ap.
Use 1 item: free.
Talking: free.

A/N: So... turns out your summon is far more OP than I first thought. While it's a Lv 1 spell, it has the stats of a Lv 5 monster... it's also full Agi, which is it's main attacking element. Doing the damage calculations, even with the Mushd having 25% air res... damn. Good on you guys I guess.

--==+++==--
Voting is Closed.​
 
Last edited:
Ha! That's more like it. Wait, can we summon another Ostrid, or is it on cooldown? What's the limit on the number of summons we can have out at the same time?
 
Ha! That's more like it. Wait, can we summon another Ostrid, or is it on cooldown? What's the limit on the number of summons we can have out at the same time?

All information that can be found on the Character sheet. Do you guys not double check it? :p

Green Ostrid has a 5 turn cooldown at this level. Also your max summons stat is at 3.
 
All information that can be found on the Character sheet. Do you guys not double check it? :p

Green Ostrid has a 5 turn cooldown at this level. Also your max summons stat is at 3.
I was confused because it was listed as an available option.

I thought it was 3 Max, though I don't know how I missed it when I was double checking.

[X] Flame Whip: 4 ap.
-[X] Use Healing Word: 2 ap on self.
 
How did we do 29 damage? I thought the ostrid does 1d4 damage. Not that I'm complaining but...

1d4 is the base damage. It also has 25 Agi, which is +25 air damage to its rolled 4. Then it has an extra 25% bonus to Air power for another +7 damage. Then subtract 7 for the Mushds 25% air resistance. Basically its attack os 1d4 + 25 against these.

Edit: all monsters and summons also have stats to distribute based on their level. Your Lv 5 Ostrid is an Air damage build with all 25 points in Agi and will remain that way. The Mushd have 10 points in Str and 5 in Chance for an Earth/Water build.

If you guys focus on the Ostrid from this point on, at Lv 12 you will be able to summon the equivalent of a Lv 25 monster that deals 125 dmg minimum. It's kinda OP but monsters will scale as you get up there so things will balance out.
 
Last edited:
[X] Flame Whip: 4 ap.
-[X] Use Healing Word: 2 ap on self.

I thought the Ostrid was just a miniature chocobo but damn, that thing is stronger then we are!

Does it get big enough to ride in the future?
 
Last edited:
Chapter 6.4
--==+++==--
Adventurer Quest
Arc 1: A New Frontier
Chapter 6.4

--==+++==--​

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


Round 3 Start
Lireal (Lv 1): 67 / 130 hp (Grounded I).
Green Ostrid (Lv 5): 55 / 55 hp (Grounded I).
Mushd 1 (Lv 3).
Mushd 2 (Lv 3): 44 / 44 hp.
Mushd 3 (Lv 3): 44 / 44 hp.​

[X] Flame Whip.

With your Ostrid at your side, you feel your odds of emerging victorious rising. One of your foes is already slain and the other two are surely soon to follow. Your whip cracks as it swings back and you grin menacingly at the squirming creatures. Your blood is really pumping right now.

『Flame Whip』

Crimson flames coat your weapon once more and with a dash forward, you swing at the closest monster.

"Ha!"

[Roll 1d20 = 14 vs 10 = hit]

The strike takes it across the face. Its muddy skin bakes from the heat while one eyeless pit bubbles and pops with a hiss.

[Mushd 2: -39 hp]
[Roll 1d100 = 93 / 85. Mushd 2 gains Burned I]


The monster screeches and rears back in pain. Half of its face is a jagged mess of baked mud. There's a thin but long furrow dug into its muddy flesh from your blow, the insides of which is glowing red and smoking. That blow was far more effective than your first.

[X] Use Healing Word.

As the flames on your weapon begin to fade, you bring a golden glowing hand to your chest.

『Healing Word』

[Lireal: +4 hp]

Warm magic pulses over your torso once again and you sigh as your pain is further eased. Your Ostrid has noticed this and moves to attack while you are recouping. The Mushd that you'd struck is still down on the ground, one hand pawing at its face as it releases a keening wail, so Ostrid rushes at the other one.

[Roll 1d20 = 20! Critical Hit]

Kicking off powerfully with one stumpy leg, Ostrid blurs through the air to deliver a powerful spinning front kick to the Mushd's face. It's a silly looking attack that almost has you laughing. Ostrids plump body jiggles as its stubby wings flap uselessly. Its head trails far behind it on its spindly, thin neck. You really want to laugh despite the situation. Then the attack lands.

[Mushd 3: -64 hp. -3 Agi.]
[Green Ostrid: +3 Agi]


Once more, you get to watch in stupefaction as a single blow from your summon splatters a monster across the ground. There's a loud bang as the blow strikes and the Mushd is practically reduced to mist as it's blasted all over the landscape. Ostrid lands on one leg, the other still raised and frozen for a moment, before it loses its balance and falls on its rump with a surprised squawk.

"Fffff.. Bwahahahahaha!" You can't hold your laugh back anymore and simply crack up. That was way too funny.

[Mushd 2: -25 hp]

Somewhere along the line, the last Mushd perishes to its burns, the corpse baking and bubbling from the inside. Ostrid vanishes soon after with an annoyed huff and a sparkle of green light. You just keep laughing. By the time you recover, you're alone on the island with the few remains of your foes.

Fight Ended.
+1800 xp.
+Mushd Mud x3.
+Muddy Mushd Heart.
Mushd has been added to the Bestiary.
Groups of three or less Mushd of level 3 or lower will be automatically defeated from this point on.
Level increases to 4.
Hp is fully recovered.

Still chuckling to yourself, you carefully return to the waters edge and pick at the gleaming herbs there. You absently note the knowledge of a new spell at the back of your mind and make a note to check your level later.

[Roll 1d6 = 6]

In addition to the twenty herbs that you need, you managed to pick six extra and tuck them all into your pouch. You're not too certain what purpose they'll serve but there's no reason not to take extra.

Items gained!
Silver Herb x26.

Now then, what to do next? Explore the Quag or turn in your quest.

What do you do next?
! = related to a quest.
[] Explore the Frontier.
[] 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+)​
[] Return to the Town.
[] 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.
-[] Complete 'Silver Herb Gathering'.
[] ! Bank: stores money and items for a fee. Can be accessed from any branch.
-[] Complete 'In dept'.
[] Your Cabin: You can sleep here and store items for free.
[] Church of Light: pray for blessings.​
[] Write in.

You have reached Level 4.
Distribute Stat points (15)
Use a number instead of an X (ex: [3] Vit. [2] Int).
[] Str.
[] Vit.
[] Int.
[] Wis - costs 3 points per 1 Wis.
[] Agi.
[] Cha.
[] Save points.

Distribute Training points (9)
*Stats under 10 take 1 hour per point to train. Stats over 10 take an additional 10 mins per point. Training will take place after other actions are taken.
Use a number instead of an X.

[] Pwr.
[] Con: 2.
[] Spi: 10.
[] Spd: 1.
[] Save points.

Distribute Spell points (3)
It costs 1 extra point for each additional skill level
Spell unlocked: Iron Crackrock.
Iron Crackrock | Lv: 1.
Summons a Lv 8 Iron Crackrock.
80 hp | 6 ap | 15 mp.
40 Str | 25% Earth Power | 20% Resistance to all elements.
Crusher: 1d10 Earth - Physical (Crit: x2.5).
Steals 1 Ap per hit for 2 rounds.​
Cost: 4 ap | Range: 5 ft.
1 use per round | Cooldown: 5 rounds.
[] Healing Word (+1d6 hp healed).
[] Flame Whip Lv 2 (+1d6 damage. +5% chance to inflict Burned I).
[] Green Ostrid (Better stats. -1 round of cooldown).
[] Animal Healing (+1d12 hp healed).
[] Iron Crackrock (Better Stats. -1 round of cooldown).
[] Save points.

A/N: To avoid clogging the quest up with fights, I've implemented an Auto Battle feature. Basically, if you beat a mob once, you will always be able to beat a mob of the same monster of equal or lesser strength. This lets you grind without having to play through every fight.

--==+++==--
Voting is Closed.​
 
Last edited:
Alright, i think that we can all agree on giving in the herb quest and then paying off the debts, right?

As far as stats go, i'm thinking about putting ten in Vit and five in Cha. Cha helps with general adventuring, and Vit is there so we can heal our summons better. We don't need Int for damage as our summons are way better, Strength is shit and Wis costs way too much. Maybe 7 Vit, 3 Cha, 1 Int/Agi/Wis so we have even growth, i guess.

As for training, splitting those points between speed and toughness seems like the way to go.

Skills, a level for summons and healing sounds like the way to go, although we could use all points to increase one summon by two points instead.

So something like this:

[X] Plan Never Die And Let Summons Do All The Work
-[X] Return to the Town.
--[X] Profession Workshop: can gather resources or craft items.
---[X] Complete 'Silver Herb Gathering'.
-[X] Stats: 10 Vit, 5 Cha
-[X] Train: 5 Con, 4 Spd
-[X] Spells
--[X] Green Ostrid (Better stats. -1 round of cooldown).
--[X] Animal Healing (+1d12 hp healed).
--[X] Iron Crackrock (Better Stats. -1 round of cooldown).
 
[X] Plan Khepri
[X] Return to the Town.
-[X] ! Profession Workshop: can gather resources or craft items.
[X] Complete 'Silver Herb Gathering'.
-[X] ! Bank: stores money and items for a fee. Can be accessed from any branch.
[X] Complete 'In dept'.
STATS:
[5] Vit.
[5] Int.
[5] Agi.
TRAINING:
[4] Con: 2.
[5] Spd: 1.
SPELLS:
-[X] Green Ostrid (Better stats. -1 round of cooldown).
--[X] Healing Word (+1d6 hp healed).
---[X] Iron Crackrock (Better Stats. -1 round of cooldown).
 
I'd be up for doing both bank and herbs if we can manage it. No reason not to, really.

Spending all those points on Agi and Int seems pretty pointless. Agi gives us less survivability than Vit, and Vit also boosts our heals which helps our summons, while damage from Int is largely irrelevant since it doesn't boost summon damage anyway. I mean, it's not terrible, but i'd really like to get some Chance for making our lives easier.
 
[X] Plan Never Die And Let Summons Do All The Work
-[X] Return to the Town.
--[X] Profession Workshop: can gather resources or craft items.
---[X] Complete 'Silver Herb Gathering'.
-[X] Stats: 10 Vit, 5 Cha
-[X] Train: 5 Con, 4 Spd
-[X] Spells
--[X] Green Ostrid (Better stats. -1 round of cooldown).
--[X] Animal Healing (+1d12 hp healed).
--[X] Iron Crackrock (Better Stats. -1 round of cooldown).
 
Back
Top