
3 Months Later.. (Wizards)
Re: 3 Months Later.. (Wizards)
Maintain! 

Re: 3 Months Later.. (Wizards)
R'rud agrees.
Re: 3 Months Later.. (Wizards)
Your character sheets will be updated soon, and hopefully we can move on from our smithy phase.
Verincent
Alchemist's Sword: +20A OR +10H
Alchemist's Plate: +30AR, -9S binding - once worn, cannot be taken off.
Returns it to its original form: Iron ore.
Ironfoot: +15AR +15S
Maintaining the spell further will double all mana and health costs.
H: 95
M: 95
Verincent
Alchemist's Sword: +20A OR +10H
Alchemist's Plate: +30AR, -9S binding - once worn, cannot be taken off.
Returns it to its original form: Iron ore.
Ironfoot: +15AR +15S
Maintaining the spell further will double all mana and health costs.
H: 95
M: 95
Re: 3 Months Later.. (Wizards)
Gents, now that we are sufficiently outfitted for the upcoming quest, may I suggest investigating the site where the dragon (if it really is one) was last seen? Perhaps we can find some clues.
Will the magical properties of the silver dagger become known automatically or is there something I should do?
Will the magical properties of the silver dagger become known automatically or is there something I should do?
Re: 3 Months Later.. (Wizards)
beer?
Beer?
C'mon guys. With my new Voice of Command Power, We may get served for free.....
Beer?
C'mon guys. With my new Voice of Command Power, We may get served for free.....
<Remember to put something witty in here>




Re: 3 Months Later.. (Wizards)
Drinks after business i'd say. Have a gulp from my flask if you are feeling needy Uther. Also, shall we gather some supplies before moving out? A desert can appearantly be quite dry.
Re: 3 Months Later.. (Wizards)
Silver Dagger's magical properties are hidden until something triggers it.
Re: 3 Months Later.. (Wizards)
Ironfoot pls 

Re: 3 Months Later.. (Wizards)
Will the story be advanced or is something more required from us at this phase?
Re: 3 Months Later.. (Wizards)
Was waiting on Verincent. All done now 
The party, now quite well armed, is ready to find that Sand Worm, and prepares for their journey into the desert, buying fresh supplies and moving out on foot through the caravan's route. After a day's walk, night descends.
You prepare to make camp, when you find a heavily guarded trade caravan crosses your path through the night from the city you just left. This well armed party is apparently put together by the various merchant guilds of the city to take its travelers and traders across the desert.
You can travel with the train - they have carriages aplenty, but you fear the Sand Worm may not attack a train so heavily defended - or you can camp out here and brave the jackals tonight and the Sand Worm tomorrow.
Put it to a vote then.
*EARLIER TODAY*
Fenlander touches his new staff, and gains new mastery over his spells - he is now able to use them at their maximum potential. In addition he may also:
Increase the power of one of his spells further by increasing it to level 4 (This is the only way to exceed the 3 level limit)
Or he can learn a new spell, pick one:
Heat: Generates heat on target object, creating steam or hot vapours. 5M
Wind: Doubles your S stat for 1 round of combat. 1M for each S point you have.

The party, now quite well armed, is ready to find that Sand Worm, and prepares for their journey into the desert, buying fresh supplies and moving out on foot through the caravan's route. After a day's walk, night descends.
You prepare to make camp, when you find a heavily guarded trade caravan crosses your path through the night from the city you just left. This well armed party is apparently put together by the various merchant guilds of the city to take its travelers and traders across the desert.
You can travel with the train - they have carriages aplenty, but you fear the Sand Worm may not attack a train so heavily defended - or you can camp out here and brave the jackals tonight and the Sand Worm tomorrow.
Put it to a vote then.
*EARLIER TODAY*
Fenlander touches his new staff, and gains new mastery over his spells - he is now able to use them at their maximum potential. In addition he may also:
Increase the power of one of his spells further by increasing it to level 4 (This is the only way to exceed the 3 level limit)
Or he can learn a new spell, pick one:
Heat: Generates heat on target object, creating steam or hot vapours. 5M
Wind: Doubles your S stat for 1 round of combat. 1M for each S point you have.
Last edited by Drakon on Tue May 13, 2014 10:16 am, edited 1 time in total.
Re: 3 Months Later.. (Wizards)
Keeping sufficient guard I would prefer to stay out here in the desert.
Edit: Drakon, please give the normal dagger to Verincent. Keeping the silver dagger belted should remove the dual wield penalty right?
Edit: Drakon, please give the normal dagger to Verincent. Keeping the silver dagger belted should remove the dual wield penalty right?
Last edited by Solarflux on Tue May 13, 2014 10:35 am, edited 1 time in total.
Re: 3 Months Later.. (Wizards)
Desert seems creepy and dangerous. I'd stay in the well lit, defended and far more friendly looking Caravan> perhaps we can get information from those on it.....
<Remember to put something witty in here>




Re: 3 Months Later.. (Wizards)
[quote="Solarflux"]
Keeping the silver dagger belted should remove the dual wield penalty right?
[/quote]
Correct!
Keeping the silver dagger belted should remove the dual wield penalty right?
[/quote]
Correct!
Re: 3 Months Later.. (Wizards)
Caravan has better food. I'd like info before being attacked as well
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