Poll

Round 5: You are dreaming, surrounded by 12 beams of elemental power. Which one do you attempt to walk across?

Darkness
3 (33.3%)
Death
1 (11.1%)
Water
0 (0%)
Air
3 (33.3%)
Aether
1 (11.1%)
Life
0 (0%)
Time
0 (0%)
Gravity
0 (0%)
Earth
0 (0%)
Fire
0 (0%)
Entropy
1 (11.1%)
Light
0 (0%)

Total Members Voted: 9

*Author

Offline Nepycros

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Re: Elemental Adventure III: Planet of Charm - Main Thread https://elementscommunity.org/forum/index.php?topic=49502.msg1078486#msg1078486
« Reply #36 on: June 08, 2013, 12:34:13 pm »
Royal Square - Let's meet some fun, rich, nice people! Maybe we can even convince someone to dance!
Retirement Home - Let's hear from some of the (senile) elders and learn about what's going on.

AGI
INT
DEF
STR
STR
Perception is the source of misunderstanding.

Why, yes. I do have a Mindgate necklace. It's how I ninja everyone.

Offline ddevans96Topic starter

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Re: Elemental Adventure III: Planet of Charm - Main Thread https://elementscommunity.org/forum/index.php?topic=49502.msg1078505#msg1078505
« Reply #37 on: June 08, 2013, 02:07:51 pm »
north boathouse - Just curious as to what in the world would be at a boathouse. [why u no capitalize?]

Blue is travel, so that gives you a big hint as to what boathouses are :3
« Last Edit: June 12, 2013, 04:26:52 am by ddevans96 »
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Offline ZephyrPhantom

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Re: Elemental Adventure III: Planet of Charm - Main Thread https://elementscommunity.org/forum/index.php?topic=49502.msg1078741#msg1078741
« Reply #38 on: June 09, 2013, 04:43:06 am »
I think we will need some guile to outsmart a mega copy in the long run.

ADA,ADA
AGI
WIS
INT

We're basically a criminal on a run (please consider the implications of that), so we need to adopt a practical mindset here.

I suggest we should head to the South Boathouse and ask about the areas South of Crystwe and how much for a one-way passage - if we're going to sneak out, we might as well be prepared. Then, we should go to the Market and look for a good piece of armor - we don't know what we'll face in either the mutant lab or whatever place we escape to. We have 27 days to explore, and I think we can afford one day of preparation to avoid getting killed in the future.


Some other things I think we need to do:
1) Get a fake ID, learn some illusion magic or something that can change our appearance easily.
2) Find allies that can be trusted in the long run.

« Last Edit: June 09, 2013, 04:53:03 am by Zblader »

Offline ddevans96Topic starter

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Re: Elemental Adventure III: Planet of Charm - Main Thread https://elementscommunity.org/forum/index.php?topic=49502.msg1079545#msg1079545
« Reply #39 on: June 12, 2013, 04:28:14 am »
Spoiler for Pre-round material:
CON
STR
STR
STR
STR
AGI
DEF
INT
STR
STR
AGI
DEF
INT
STR
STR
ADA
ADA
AGI
INT
WIS

Your lack of originality disturbs me, Nepy :F

Three of you said STR twice, AGI, and INT, so those are locked. Two of you said DEF, so that is also locked. You will gain AGI, DEF, INT, STR, and STR.

New round is being created now. This is probably the most difficult round of EA I will ever do, just because it might be the first Zblader isn't involved in, through all three renditions. Hard to not have a friend like him around D:



Anita



Year: 6172
Day: 63 (early summer)
Time: 1300 (afternoon)
Weather: Clear

Statistics

Round: 4

Health: 68/78

Experience: 1, 36/40

101 :electrum

Inventory Space: 7/9

ElementQuantaStatistic
:darkness2KAR: 9
:death2STA: 7
:water1ADA: 9
:air0AGI: 10
:aether0WIS: 10
:life1EMP: 8
:time0INT: 9
:gravity0CON: 8
:earth0DEF: 9
:fire2STR: 10
:entropy1FOR: 9
:light0LEA: 7

Countdown: None this round - About 2 days.

Recurring Items

Amulets:
1x Quantum Amulet
• Generate .4INT random Quanta every round.

Armor:
House Key (E)
• Base 3, Modifier 2
• Allows access to your house in winter.
Dirk (E)
• Base 8, Modifier 1

Artifacts:
-

Pets:
-

Vanishing Items

Scrolls:
1x Supernova
• Cost 1 :entropy
Generate one Quanta of each elements, plus .6WIS random quanta.

Nutrition:
1x Bottled Water
• Restore 1.4STA Health.

Miscellaneous:
1x Flag
• Mysterious and blue. Displays the crest of Maydale.

Key Items:
Haven's Envelope
• Papers given to you by Captain Haven.

Synopsis (1)

After organizing your new house, you decide to explore Crystwe. You check the list of locations Captain Haven gave you, and the first item that catches your eye is the Royal Square. You exit your condo, actually locking it unlike you would have in Windholm, and locate the complex's community building. A friendly receptionist inside tells you the Royal Square is the important buildings you passed on the drive here. You thank her, and depart for it on foot.

~Royal Square of Crystwe, 1330

You arrive at the Square, a literal square of four buildings, which has only a few tourists, who tell you that these buildings contain the homes of the town's Prince and Council, their meeting place, the homes of the guards, mercenaries, and servants that work for them, and the station for the Corizon branch of the Maydale Army. The homes and station are private, and there is no meeting ongoing, so there is very little to do here.

A board in the center of the square annouces there is to be an open town meeting at 1800 on the sixth day of summer, which falls three days from now. One mercenary is sitting near the it, with a jar of various coins, and he tosses you a few. You count out a total of 55 electrum from the coins, and thank him.

Another mercenary sits handing out various liquids in secure vials. He appears to be trusted, as he has several clients during your time there. You grab two vials at random, and examine them. One is a pale red, and marked 'Healing', while the other is a pale green, marked 'Plant Control'. He tells you these were both made in the mainland, and advises you to check a boathouse if you would like to travel and find stuff such as that by yourself.

You consider this, and you have always considered leaving these islands, so you take him up. You choose to return to the south boathouse, as you have used it not only today, but also on the way to university in Sien, while you have never used it's equal in the north of Crystwe.

Synopsis (2)

~South Boathouse of Crystwe, 1430

You walk to the boathouse, and ask an attendant where you can go from Crystwe. He tells you that you can go to Sien or Gelores, the other two cities in the Corizon Archipelago, but obviously not Windholm because it's been commandered for military use, from either boathouse.

Spoiler for Corizon Archipelago:


From the south, you can go to Done almost directly east of the archipelago, or Waybluff in the southeast. From the north, you can go to Typre, essentially north across a gulf from Done, to Wrahyrst in the northeast, or to Hafeld in the far north. You discover no boat stationed in Crystwe is able to reach any port farther than Hafeld.

You consider all of these options, as you've always been eager to leave these islands, and tell him you might be back later, after you decide what to do. He tells you he can call a cab to return you home, free of charge, as you are clearly tired from the amount of walking you've done, and you agree. Soon you are back in the relative comfort of your new home, pondering your options.

Notes
I'll give you guys electrum prices for the boathouses, I just haven't calculated them yet.

Quanta randomization this time around is very odd.

Options
Decision Phase:

Discuss among yourselves whether to have Anita stay in Crystwe, or travel somewhere else.

If you want to stay in Crystwe, you can name two more locations from Round 3's map.

If you want to go elsewhere, you can name any one of the cities listed - Sien, Gelores, Hafeld, Wrahyrst, Typre, Done, and Waybluff. Check on the world map in the second thread for more precise locations - all cities, except for Sien and Gelores, are on the left side of that map.
« Last Edit: June 13, 2013, 05:36:27 am by ddevans96 »
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Offline Onizuka

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Re: Elemental Adventure III: Planet of Charm - Main Thread https://elementscommunity.org/forum/index.php?topic=49502.msg1079783#msg1079783
« Reply #40 on: June 13, 2013, 05:23:18 am »
Stay in Crystwe. Let's do the 'check everything before advancing' strat.


Disused Shipyard.
Church.
You're just as selfish as I am. You're just not as good at it yet.

Offline Nepycros

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Re: Elemental Adventure III: Planet of Charm - Main Thread https://elementscommunity.org/forum/index.php?topic=49502.msg1079803#msg1079803
« Reply #41 on: June 13, 2013, 08:45:29 am »
Stay in Crystwe. Let's do the 'check everything before advancing' strat.


Disused Shipyard.
Church.

I agree that we should stay, but I still wanna at least visit the retirement home! Then maybe the church. >.>
Perception is the source of misunderstanding.

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Offline TribalTrouble

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Re: Elemental Adventure III: Planet of Charm - Main Thread https://elementscommunity.org/forum/index.php?topic=49502.msg1079811#msg1079811
« Reply #42 on: June 13, 2013, 09:41:02 am »
Agreed. Visit the retirement home and then the church. I want to see what the oldest of gamers do in ddevan's eyes :P

Offline ddevans96Topic starter

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Re: Elemental Adventure III: Planet of Charm - Main Thread https://elementscommunity.org/forum/index.php?topic=49502.msg1081071#msg1081071
« Reply #43 on: June 18, 2013, 03:48:06 am »
Anita



Year: 6172
Day: 63 (early summer)
Time: 1600 (afternoon)
Weather: Clear

Statistics

Round: 5

Health: 68/78

Experience: 1, 36/40

156 :electrum

Inventory Space: 9/9

ElementQuantaStatistic
:darkness2KAR: 9
:death2STA: 7
:water1ADA: 9
:air0AGI: 10
:aether0WIS: 10
:life2EMP: 8
:time1INT: 9
:gravity0CON: 8
:earth1DEF: 9
:fire2STR: 10
:entropy1FOR: 9
:light0LEA: 7

Time: 2-4 Days

Recurring Items

Amulets:
1x Quantum Amulet
• Generate .4INT random Quanta every round.

Armor:
House Key (E)
• Base 3, Modifier 2
• Allows access to your house in winter.
Dirk (E)
• Base 8, Modifier 1

Artifacts:
-

Pets:
-

Vanishing Items

Scrolls:
1x Supernova
• Cost 1 :entropy
Generate one Quanta of each elements, plus .6WIS random quanta.

Nutrition:
1x Bottled Water
• Restore 1.4STA Health.
1x Potion of Healing
• Restore 7+1.3STA Health.
1x Potion of Plant Control
• Reduces the effects of plant life by 10+(.5 ADA* :life)% for 48 hours.

Miscellaneous:
1x Flag
• Mysterious and blue. Displays the crest of Maydale.

Key Items:
Haven's Envelope
• Papers given to you by Captain Haven.

Synopsis (1)

~Olive Lake Condominiums, 1600

After thinking for a while, you look through Haven's list again, and wonder why he mentions something as seemingly normal as a retirement home. Your curiosity leads you to leave your house again and check it out. Upon exiting your building, you notice a small cabriolet in a parking spot designated for your floor. It has a note on it:

For Anita. Be careful. ~Haven.

You've never had a chance to drive a vehicle, and you examine the car. It appears to be a very nice car for it's size, only having seats for two people and some extra storage room. You get in, and notice a sheet basic driving instructions between the seats. After a while, you give driving a try. At first you are shaky, but you manage to get out of the parking lot without hitting anything, and continue to the retirement home.

~Corizon Retirement Home, 1700

Soon, you arrive at the home, and enter. A receptionist is stationed at the door, and tells you that everywhere off-limits to unapproved visitors is marked in red. You nod and continue into a lobby. A few people are gathered around a table, playing some sort of board game, while a few others are scattered around the room. One elderly man looks up and motions to you. You walk over to him carefully.

What have you to do here, hm? he asks, but despise this, he seems friendly. Captain Haven suggested I come here, you explain, and his face lights up. Ah, Haven sent you? This is most interesting. Come with me. He shuffles slowly, but stably, to a smaller community room. Inside is a box with various stuff in it. He hands you a small, wrinkled purse.

You can have this. A friend owned it before she moved to the mainland, and gave me things when she moved. I have no use for this, so you can have it. Your pockets are full at this point, so you are grateful for the purse, and thank him. Go to the church. The church has things for young people. He leaves the room, and you decide to take his advice.

~Crystwe Church of Zanzarino, 1730

You arrive at the church after a short drive. It is a rather impressive building, with lots of stained glass and neatly carved marble. You entre, and the only person in the main room is someone who would appear to be the local priest. He waits for you to approach him, and once you do, he speaks.

Greetings. What brings you to our humble church? He speaks in a very calm voice, and you tell him a member of the retirement home directed you here. He nods wisely. Ambas directs many vistors here. He cares about his faith, but just as importantly, he cares about people. He can sense what is good for people.

He motions you into what appears to be his office, and hands you a small bag. Opening it, you find a reasonable amount of coins, which you calculate to be worth 40 electrum, and a scroll wrapped in leather.

Summon the power of this parchment only in your moment of greatest need. This advice is not needed, however, as you already know by the marking that this is a Miracle, an incredible and valuable scroll created only in the holiest of places. You thank him graciously, and leave, returning home.

Synopsis (2)

~Olive Lake Condominiums, 1800

You enter your home once more, leaving your new car in the spot you found it in, and lock the door behind you, still not sure what dangers Crystwe has to offer. You open a book about the geography of Tartia and flip to a section about the Corizon Archipelago.

It briefly mentions the mine in Windholm as being home to a diamond mining community of over 400 people at it's peak, but the mine's entrances collapsed during the same earthquake that caused the Fissure Cavern just south of your current home to exist.

From what you hear, there's still a ton of diamond in there, and you speculate that the mine is possibly a reason for the Army's newfound control of Windholm. However, something like that would not require moving 12 people when there are abandoned villages nearby still suitable for worker housing. You wonder if something much darker is at stake.

You shudder at the thought, and continuing reading. After three hours, you decide to sleep and continue this new branch of life in the morning.

It is not a peaceful rest. You wake up a couple times before finally settling into a deep sleep. After a while, you open your eyes, and find yourself surrounded in a gray mist. You can't see anything, except for 12 beams of color rotating around the point you're standing. Kneeling down and feeling around your platform, you notice the beams of light are solid, and there is an obvious abyss between them.

By this time, your subconcious has realized this is a lucid dream, and you continue to sleep. But the mirror image of yourself in the dream thinks, and wants to try walking on one of the beams. The only question is which one.

Notes

~~~~~

Options
Decision Phase:

Post any element. I'll take whichever one is selected the most.

Since this is a large, but still limited, number of options, I'm opening a poll as well, so hopefully people outside our current group will participate just by voting. This is how the original Adventure worked, but I wanted to encourage more discussion, so I scrapped it - the number of people we have it probably reason to bring that system back.
« Last Edit: June 18, 2013, 06:46:23 pm by ddevans96 »
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Offline TribalTrouble

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Re: Elemental Adventure III: Planet of Charm - Main Thread https://elementscommunity.org/forum/index.php?topic=49502.msg1081140#msg1081140
« Reply #44 on: June 18, 2013, 12:20:16 pm »
Spoiler for Hidden:
Quote
It appears to be a very nice card for it's size
I never knew we could drive cards or even that they were of different sizes... :o

Chose Air. Purely because I want to read about flying. Flying is fun :3
« Last Edit: June 18, 2013, 12:26:18 pm by TribalTrouble »

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Re: Elemental Adventure III: Planet of Charm - Main Thread https://elementscommunity.org/forum/index.php?topic=49502.msg1081204#msg1081204
« Reply #45 on: June 18, 2013, 06:49:37 pm »
Quote
It appears to be a very nice card for it's size
I never knew we could drive cards or even that they were of different sizes... :o[/spoiler]

Fixed. You're basically driving this but it looks cooler and it has more features.
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Offline Nepycros

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Re: Elemental Adventure III: Planet of Charm - Main Thread https://elementscommunity.org/forum/index.php?topic=49502.msg1081277#msg1081277
« Reply #46 on: June 19, 2013, 12:58:23 am »
Chose Air. Purely because I want to read about flying. Flying is fun :3

We might learn how to fly if we're a shadow. :3
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Re: Elemental Adventure III: Planet of Charm - Main Thread https://elementscommunity.org/forum/index.php?topic=49502.msg1081473#msg1081473
« Reply #47 on: June 19, 2013, 06:58:32 pm »
Chose Air. Purely because I want to read about flying. Flying is fun :3

We might learn how to fly if we're a shadow. :3
Nope... we'll just learn about dark secrets... and then we start turning this into a Disney movie. If we're gonna go down the path of Darkness, might as well choose Death for a horror movie.

 

anything
blarg: