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Rise of the Shadows

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Post  Assassine Tue Mar 08, 2011 1:18 pm

Summary:
You have chosen to be a human mage by the name of Darvin, specialized in Frost and Life magic.
(Reminder: Theres 6 elements in this world: Water, Fire, Lightning, Frost, Life and Death. Death magic is forbidden by law.)
You are in the hall of heroes, where all the guys wanting to become a hero are starting up.
The trainer told you he is waiting for you at the end of the training hall.
Entering the training hall, you found a goblin that just killed another "hero".
You managed to defeat the goblin and looted both the goblin and the hero.
Next, you encountered what looked like a small lake the blocked the path onwards.
You tried to freeze the water, but it was too much for your still small powers.
You tossed the corpse of the "hero" into the water to check for anything dangerous.
When he sank, the water suddenly flashed and froze to one giant block of ice, encasing the corpse.
You then took the corpse of the goblin and tossed it onto the ice to check for more traps (better safe then sorry),
but nothing happend.
You successfully crossed the now frozen water and got to the other side.

Situation now: After walking some more steps, you see another goblin fighting what looks like a wolf.
The goblin is trying to get around the wolf, and after a closer look you see two younger wolfs behind the bigger one, cowering in fear. What will you do?


Charakter Overview

Darvin, Lvl 1 Human Mage

Spells:

Frost Magic:
Frostbolt Lvl 1: Deals 1D6 damage to a single target. 20% chance to freeze the target for 1 turn.

Life Magic:
Heal: Heals the target for 1D8 HP. Cures some negative status alignments like poison.

Charakter traits:
Fast Learner: Able to choose an additional skill or skill upgrade every 3 levels.
Trusted: Able to enter human cities and dwellings without mistrust by the inhabitants.

Equipment:
Wooden Staff (Basic staff. Staffs are needed in order to channel the energy used for casting spells.)
Small Dagger (Deals 1D4 Damage on attack. 20% chance to cause a minor bleeding wound.)

You currently have 105 gold coins in your purse.

You need to kill approximatly 1 more enemy until you advance to the next level.
Assassine
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Post  Usteche Tue Mar 08, 2011 2:05 pm

Attack the goblin with frostbolt!
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Post  Davinelulinvega Tue Mar 08, 2011 3:38 pm

seconded!
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Post  Assassine Tue Mar 08, 2011 3:44 pm

Forgot to copy one thing, youve already entered combat

GOBLIN COMBAT

Your HP: 10/10

Goblins HP: 10/10

Wolf HP: 4/10

As the Goblin was still distracted by the wolf, you get the first move.

What do you do?

A) Attack with dagger (1D4 damage, 20% chance for minor bleeding wound)
B) Cast frostbolt (1D6 damage, 20% chance to freeze)
C) Cast heal (1D8 heal, cures status alignments)
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Post  Davinelulinvega Tue Mar 08, 2011 3:46 pm

ice bolt the goblin
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Post  Usteche Tue Mar 08, 2011 3:49 pm

Ice bolt his ass!
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Post  Assassine Thu Mar 10, 2011 6:42 pm

meh, sorry for not updating for so long.
to compensate, a hint: you thought about healing the wolf in the old forum.
try that out, might give you something good if it doesnt die Razz
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Post  fagelholk Fri Mar 11, 2011 1:48 am

Then I guess we should frostbolt! j/k! Heal!
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Post  Assassine Fri Mar 11, 2011 11:08 am

You cast heal on the wolf, quickly closing its wounds, healing it for 6 HP.

Enraged on getting denied of his prey, the goblin lunges at you with his two rusty daggers.
Seemingly more experienced in fighting then you thought, the goblin inflicts a deep wound to your chest, dealing a total of 6 damage and making you bleed (1 dmg / turn until you get to heal yourself).

Seeing that his saviour is in trouble, the wolf tries to attack the goblin, but has not yet fully regained his power and the goblin only takes a minor scratch wound (1 dmg).

Combat overview:

You:
4/10 HP, bleeding

Goblin 9/10 HP, focusing you

Wolf 10/10 HP

What will you do?
A) Attack with dagger (1D4 damage, 20% chance for minor bleeding wound)
B) Cast frostbolt (1D6 damage, 20% chance to freeze)
C) Cast heal (1D8 heal, cures status alignments)
D) Attempt to run (as you are wounded and the goblin is not, this is likely to fail, and in case of success, the goblin will probably kill the wolf).
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Post  Davinelulinvega Fri Mar 11, 2011 11:35 am

heal ourselves next.
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Post  Assassine Fri Mar 11, 2011 6:21 pm

Having taken a rather big wound from the enraged goblin, you cast heal on yourself. You manage to stop the bleeding, but cant fully close the wound, healing only 3 HP.

The goblin, seeing you have trouble keeping yourself alive, goes in for another charge. however, this time you are prepared. You dodge his attacks with ease, taking barely more then a scratch (2 dmg).

While the goblin is busy with you, the wolf charges in again, and this time, hits the goblin full force, dealing 5 damage.

Combat overview:

You:
5/10 HP

Goblin:
4/10 HP

Wolf:
10/10 HP

What will you do?
A) Attack with dagger (1D4 damage, 20% chance for minor bleeding wound)
B) Cast frostbolt (1D6 damage, 20% chance to freeze)
C) Cast heal (1D8 heal, cures status alignments)
D) Attempt to run


Last edited by Assassine on Fri Mar 11, 2011 6:25 pm; edited 1 time in total
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Post  Davinelulinvega Fri Mar 11, 2011 6:24 pm

kill the goblin off with ice bolt
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Post  Assassine Fri Mar 11, 2011 6:48 pm

You gather your power and fire an ice bolt at the goblin, but exhausted like you are, you miss and only glance the goblin, dealing 1 damage.

Luckily, the wolf is ready and disposes of the goblin with a bite in the neck.

You managed to kill the goblin that fought a lot harder then youd think he would.

You have learned a lot from that fight and gain a level up.
You get +2 HP and you are now able to pick one of the following skills:

[Note: when leveling up, you can always choose one of the given options (humans can choose two every three levels, starting with lvl 4). Options given are always 2 random active skills to upgrade, 2 new active skills to learn, 2 new passive skills to learn, or (once you have passives) 2 random passives to upgrade. Later on, you will be able to also learn special story traits, but were not that far. However, everything you learn could also possibly be useful out of combat.]

Choose Wisely:

Active Upgrades:
A) Upgrade Frostbolt to lvl 2: Increases dmg to 1D8 and freeze chance to 35%.

B) Upgrade Heal: Increases heal to 1D10 and makes it always heal at least 3 hp (if you roll less then 3, youll get 3 instead).

New Actives:
A) Stone Skin (life magic):Turns your skin to stone, increasing current and maximum HP by 5 and reducing physical damage taken from all sources by 1 (different weapons are different sources, so a goblin with 2 daggers hitting for 2 damage with both would deal 2 damage to you instead of 4). Stone Skin can be cast out of combat, but wont last long. If you cast stone skin, then enter a fight, youll enter the fight with stone skin, and the spell will end after the fight (effectively saving you the first combat turn to cast it).

B) Chain Lightning (lightning magic): Cast a chain lightning on target enemy that will bounce to 1 additional target, dealing 1D5 damage to the first and 1D4 damage to the second target.

New Passives:
A) Focused Mind: Increases damage you deal with magic by 1. Only works if your not affected by status alignments (because a bleeding wound could be distracting you Razz ).
B) Sharp Eyes: You have a very good sight, beeing able to see things others dont. This skill enables you to do basic analysis on an enemy while out of combat. While in combat, this gives you a small (10%) chance to predict an enemys next move via his movement.
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Post  fagelholk Sun Mar 13, 2011 2:35 pm

Get stoneskin, I think it might help a lot.
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Post  fagelholk Wed Mar 16, 2011 4:32 pm

You slacker! I see you browsing the forum update thread please!
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