Staying Alive - Page 2 of 3

Look and Observe Most times you may enter - Page 2 - World of Medieval PBP RPG - Posted: 9th Apr, 2005 - 1:28pm

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A guide to remaining healthy in the World of Medieval.
7th Apr, 2004 - 1:41pm / Post ID: #

Staying Alive - Page 2

The Game Master says...

Chest Traps

Chests are the thieves' greatest opponents because it is there they can loose their lives, but it also the place where they can get the first pick of treasure! Chests are built so as to keep the gold or treasure within while keeping unauthorized hands out. In Medieval times chests were made of heavy wood and metal, they are quite heavy and often surrounded by guards. Special locking mechanisms were used, so the locks are hard to break. Chests usually have traps, especially if you do not have the appropriate key with which to open it. Here is a list of some possible traps to look out for...

Poison Needle - a small but secret needle tipped with poison pricks the user that holds the chest lock.

Mimic - A creature heard in tales of the Village that can morph itself into looking like an object. When you come close it devours.

Explosion - the chest is a 'dummy' and explodes causing serious damage



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12th Apr, 2004 - 7:44pm / Post ID: #

Alive Staying

The Game Master says...

Bridges

These can be both a great help and a deadly trap. Often bridges are ignored for their importance. Sometimes, without a bridge you would have to make what should be a short journey, an extremely long and difficult travel.

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Sturdy Bridge

Bridges that connect major road ways are often built with steel and heavy planks.

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Rope Bridge

If you are crossing a rope bridge be very careful. Rope bridges are often made as temporary crossings. Take into account the following:
1. Weight
2. Strength of the rope
3. The rope or wooden planks you will be walking on
4. What the rope is attached to



15th Apr, 2004 - 1:40am / Post ID: #

Staying Alive RPG PBP Medieval World

The Game Master says...

Enchanted Weapons

Sometimes you may find unusual weapons in your journeys. A sword may not actually be just a sword, but a sword of light that shines in the darkness. Weapons that operate beyond the natural are usually referred to as magical weapons because the one who gave its' abilities is more than sure a high level magician.

Be careful with things you find... they may have both a positive effect that can bring you rewards or it can also have a very negative effect that may cause the death of your character.

Enchanted items may be needed against certain creatures, especially those that are magical themselves, so be sure to find out all you can about certain beings through clues or asking questions in the Village.



28th Apr, 2004 - 8:31pm / Post ID: #

Page 2 Alive Staying

The Game Master says...

Battle Strategies

It seems that most people in RPGing die in battle. Usually it is because they do not plan well. For instance the GM describes a room full of goblins that out number your group and the players decide to burst in and fight. This of course is silly since the GM already told you indirectly that your percentage of winning was lower because you are outnumbered. The other mistake players make is utilizing their surroundings. For instance an archer can shoot behind a rock or wall rather than in the open. A thief could try to hide behind a door or in the shadows for a strike. of course magicians can be given missile weapons to shoot from far, but make sure they can aim good as you do not want a magician shooting so badly that they end up putting an arrow in your character!

Here are some tips:

1. Rather than burst in a room to fight the enemy, why not call them out somehow?
2. It is easier to conquer when there is division.
3. Open field battle is only good if you have the majority
4. Never put your character in a situation where their 'back is against the wall'
5. Be creative in how you attack, make it a plan rather than just a shout to 'attack!'
6. Some creatures can move well in cramped spaces, but you will not if you are loaded with equipment - be careful.
7. Now this may seem strange, but does every encounter necessarily have to end in battle? What about threats, negotiations, etc?
8. What about setting traps? After all a thief should be able to think of something right?
9. Use the element of surprise to your advantage.
10. Lastly, do not put yourself in a position to be 'caught with your pants down'.



12th May, 2004 - 7:43pm / Post ID: #

Alive Staying

The Game Master says...

Healing

Everyone has a common sense knowledge of how to stop bleeding and to secure open wounds, but that does not mean they know which herbs to use for healing, if it was such a common knowledge then there will not be a need for the profession of a herbalist (hence characters are given a chance to know this as a profession). By the way, keep in mind that there are doctors in the World of Medieval, some, if not all work in conjunction with a herbalist. Selecting the profession of herbalist allows you to have an extra defense of health for your character, but it does not make him/her a doctor for each wound.

Neither herbs or doctors can be a cure all for wounds caused by a sword or axe. Most times these kinds of wounds require extensive surgery, specific healing (lots of rest - weeks at least), good food and place to stay. Your best friend after a serious battle is the wonder flask known as a 'healing potion' or 'health elixir'. When drunk they cause an instant healing reaction. Usually made by an alchemist that works underground these potions are hard to come by, and when you do find them they are outrageously expensive, but it does mean the difference between life and death.



27th Aug, 2004 - 1:43pm / Post ID: #

Staying Alive

The Game Master says...

The Effects of Light

In Medieval you play the role of a human, this helps you to better gauge your limits, one such limit is your ability to see in the dark. Light is necessary to see your surroundings. The most meager form of light usually comes from a torch, then a lantern then a camp fire - in that order. Of course sunlight is the best so you may wish to conserve detailed exploration for that time. Consider the following:

- Some creatures use ultraviolet light to see and do not need a torch
- If you light a torch in a dark area then everything in the dark can see you
- It is easier to see something far away in the dark if you do not have a light source nearby
- If you enter an area that has torches or lamps lit - then consider they cannot ignite themselves
- A typical torch can last about two hours if used wisely
- A lantern can give more focused light in a bigger radius
- Sometimes fire and light can be a better weapon that a sword



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14th Mar, 2005 - 1:13am / Post ID: #

Staying Alive - Page 2

The Game Master says...

Ride High

Having a horse to move swiftly is a good thing, but you must understand that a horse neither operates by oil or mechanical engineering, so one must have the necessary equipment and food to sustain such an animal if she is to be a trusted familiar.

To ride a horse you need:

* Saddle (comes with bit and bridle in Market)
* Saddle Blanket
* Saddle Bag - (optional to carry items)

To feed a horse you need:

* Green fields of edible grass or oats
* Oats bag
* Fresh water

Like you, horses get tired. The more you have on you the more tired she will get, be considerate of your animal or it may refuse to serve you.



9th Apr, 2005 - 1:28pm / Post ID: #

Staying Alive World Medieval PBP RPG - Page 2

The Game Master says...

Look and Observe

Most times you may enter an area and see certain things that let you know what your environment is like, but do you really know... or are you merely observing an illusion? Consider the details, positions, locations and attitudes of things / place / people that you come into contact with during your adventure. Consider the following:

* What may be under a rock
* What is in the water
* Which way the wind is blowing
* What kind of smell does the air have
* Taste the air with your tongue
* Feel the wall
* Stoop down and look for something small
* Climb up to get a better view
* Everyone stay still and just listen for a while
* Throw a rock and see what sound it makes



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