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2 This book is a work of fiction. Names, characters, places, and incidents are the product of the authors' imagination or are used fictitiously. Any resemblance to actual events, locales, or persons, living or dead, is coincidental. The Green Dragon Adventure Player s Guide is for the use of a play by post game hosted at

3 Story so far Your adventurer starts in Nurenhill and stays at the Green Dragon s Inn. He has traveled far and is in need of rest. He has paid for the room for the entire cyclone year. Bright and early he wakes up to see buzzling streets full of marketstands. Shouting merchants scream for the lowest prices as many of the local inhabitants are buying basic goods needed for their families. The adventurer is free to visit other buildings in town or even leave and start exploring the lands. Good luck adventurer and may the gods keep you safe! Buildings in Nurenhill Important Note If the adventurer is exploring the lands then he cannot purchase, sell, or ask for any services until he has returned safely to town. The command to return to town is Return. Correct Example of a spreadsheet result: Action 1: Explore Action 2: Return Action 3: Train at Training Academy Action 4: Buy a Steel Sword at Market Action 5: Join Cathedral as a member Incorrect example: Action 1: Explore Action 2: Train (Incorrect because the adventurer didn t return to the town yet to train. The trainer resides in town.) Action 3: Buy steel sword at Marketplace (The adventurer must be in town to buy a sword. He didn t issue the command Return in his last actions indicating that he made it back to town before shopping.) Action 4: Return (Now he is back in town and can go purchase or sell items if desired). When the command Return is issued the adventurer is residing in the town of Nurenhill. From there, he can visit the many buildings the town has to offer.

4 General Good s and Tailor Store Available Commands Purchase (name of item) at the General Good s Store This command allows the adventurer to purchase an item. Sell (name of item) at the General Good s Store This command allows the adventurer to sell an item. Available Items Rations 5 gold pieces One ration provides +1 hit point recovery. Goat s Milk 3 gold pieces Torch 3 gold pieces The torch provides enough light for one day use. Common Lantern 10 gold pieces The lantern can be reused as often as needed. Rope with Grappling Hook - 10 gold pieces A rope with grappling hook allows an adventurer to get out of tough situations when needed. Flask of Water 6 gold pieces Sturdy Pickaxe 20 gold pieces Sturdy Plow 20 gold pieces Lavender Soap 3 gold pieces Available Outfits If the adventurer practices a certain skill then these additional items will help increase gold pieces as of experience points when using the spreadsheet issuing the command Work. The adventurer must have the items equipped or be wearing them to gain the additional bonuses. One can only get bonuses for the specific skill the adventurer practices. Miner s Helm 50 gold pieces gains 10 gold pieces as of 10 experience points when worn.

5 Miner s Outfit 100 gold pieces gains 20 gold pieces as of 20 experience points when worn. Miner s Boots 50 gold pieces gains 10 gold pieces as of 10 experience points when worn. Master s Pickaxe 100 gold pieces gains 20 gold pieces as of 20 experience points when equipped as a 1 st or 2 nd weapon. Shepherd s Fur Boots 50 gold pieces gains 10 gold pieces as of 10 experience points when worn. Shepherd s Gnarled Staff 100 gold pieces gains 20 gold pieces as of 20 experience points when equipped as a 1 st or 2 nd weapon. Shepherd s Outfit 100 gold pieces gains 20 gold pieces as of 20 experience points when worn. Dog Collar 50 gold pieces gains 10 gold pieces as of 10 experience points when worn. Hop Farmer s Leather Boots 50 gold pieces gains 10 gold pieces as of 10 experience points when worn. Hop Farmer s Outfit 100 gold pieces gains 20 gold pieces as of 20 experience points when worn. Hop Farmer s Straw Hat 50 gold pieces - gains 10 gold pieces as of 10 experience points when worn. Hop Master s Plow 100 gold pieces gains 20 gold pieces as of 20 experience points when equipped as a 1 st or 2 nd weapon. Apprentice Merchant Fancy Shoes 50 gold pieces - gains 10 gold pieces as of 10 experience points when worn. Apprentice Merchant s Outfit 100 gold pieces gains 20 gold pieces as of 20 experience points when worn. Apprentice Merchant s Coin Girdle 50 gold pieces - gains 10 gold pieces as of 10 experience points when worn. Apprentice Merchant s Log Journal 50 gold pieces - gains 10 gold pieces as of 10 experience points if carried. Bodyguard s Steel Plated Spiked Boots + 1 to Physical 80 gold pieces - gains 10 gold pieces as of 10 experience points if worn. Bodyguard s Studded Leather Outfit - 2 Enemy Attack Roll 200 gold pieces - gains 20 gold pieces as of 20 experience points when worn.

6 Bodyguard s Horned Helm - 1 Enemy Attack Roll 50 gold pieces - gains 10 gold pieces as of 10 experience points worn. Bodyguard s Boar s Skin Wooden Shield Enemy Attack Roll 50 gold pieces - gains 10 gold pieces as of 10 experience points if equipped. Remedy Vials for an Herb Planter 50 gold pieces - gains 10 gold pieces as of 10 experience points when bought. Herb Planter Multiple Purpose Backpack 100 gold pieces gains 20 gold pieces as of 20 experience points when worn. Herb Gatherer s Journal 50 gold pieces - gains 10 gold pieces as of 10 experience points if carried. Herb Gatherer s Magical Harmonica The Harmonica s melodies help herbs grow faster and keep them in a harmonious environment 100 gold pieces gains 20 gold pieces as of 20 experience points when carried. Blacksmith s Apron 100 gold pieces - gains 20 gold pieces as of 20 experience points when worn. Blacksmith s Tongs 100 gold pieces - gains 20 gold pieces as of 20 experience points when bought. Blacksmith s Hammer 100 gold pieces - gains 20 gold pieces as of 20 experience points when bought. Blacksmith s Frost Ring 200 gold pieces This lightly enchanted magical ring ensures that the adventurer stays regulated in body temperature when spending the entire day hammering at an anvil in intense heats. The item gains 40 gold pieces as of 40 experience points when worn. Merchant s Cape 100 gold pieces - gains 20 gold pieces as of 20 experience points when worn. Merchant s Outfit 200 gold pieces gains 40 gold pieces as of 40 experience points when worn. Merchant s Peacock Feathered Hat 100 gold pieces - gains 20 gold pieces as of 20 experience points when worn. Merchant s Extraordinary Fancy Snakeskin Shoes 100 gold pieces - gains 20 gold pieces as of 20 experience points when worn. Brewer s Stir Stick 100 gold pieces - gains 20 gold pieces as of 20 experience points when used.

7 Brewer s Apron 100 gold pieces - gains 20 gold pieces as of 20 experience points when worn. Brewer s Hat 100 gold pieces - gains 20 gold pieces as of 20 experience points when worn. Brewer s Five Star Recipe Journal 200 gold pieces - gains 40 gold pieces as of 40 experience points when worn. Tailor s Outfit 200 gold pieces - gains 40 gold pieces as of 40 experience points when worn. Tailor s Work Sewing Kit 100 gold pieces - gains 20 gold pieces as of 20 experience points when used. Tailor s Magic Gloves 200 gold pieces These lightly enchanted gloves ensures that the most tedious and most difficult stitches conducted can be attained When worn the adventurer gains 40 gold pieces as of 40 experience points. Tailor s Designer Journal 100 gold pieces - gains 20 gold pieces as of 20 experience points when used. Herbalist Robes 200 gold pieces 200 gold pieces - gain 40 gold pieces and 40 experience points when worn. Herbalist Cauldron 100 gold pieces gain 20 gold pieces and 20 experience points when used. Herbalist Lightly Magical Infused Stick 100 gold pieces - gain 20 gold pieces and 20 experience points when used. Herbalist Lifetime Supply of Vials 100 gold pieces gain 20 gold pieces and 20 experience points when used. Man-at-Arms Studded Leather Armor 200 gold pieces - -3 enemy attack roll - gains 40 gold pieces as of 40 experience points when worn. Man-at-Arms Fine Steel Sword 200 gold pieces Physical gains 40 gold pieces as of 40 experience points when equipped as a 1 st weapon. Note: Bodyguard items still provide protection or bonuses even when the adventurer attains Man-at-Arms status.

8 Nurenhill s Town Hall Available Commands Pay Fine (and the amount of gold pieces) at the Town Hall This command allows the adventurer to pay for a crime he may have committed or to bail out someone if needed. Purchase House (and the type of house) at the Town Hall This command allows the adventurer to purchase a house. The adventurer must be at least a low class citizen to be able to purchase a house. Rent House This command allows the adventurer to collect rent for his house. The adventurer needs to be in town to be able to collect the rent of a house. Apply (and the name of skill) at the Town Hall By registering for a Skill at the Magistrate the adventurer can start to work to earn gold pieces and experience points. One must first apply for an Apprentice Skill before applying for a Master s Skill. Work Allows the adventurer to work his chosen skill and earn gold pieces and experience points. Houses for Sale Small House 3,000 gold pieces The house brings in 50 gold pieces each time the command Rent is given. Gabled House 10,000 gold pieces The house brings in 200 gold pieces each time the command Rent is given. Double Story Gabled House 25,000 gold pieces The house brings in 500 gold pieces each time the command Rent is given. Mansion 80,000 gold pieces The house brings in 1800 gold pieces each time the command Rent is given. Apprentice Skills Important: One must work at least 3 x per action spreadsheet to keep the profession. If this is not done the adventurer will lose the particular skill he is practicing.

9 Ore Miner: The Adventurer attains the skill Mining and receives a Pickaxe when applying for this apprenticeship. The apprenticeship earns 30 gold pieces 20 experience points each time a Work action point is spent. Hop Farmer: The adventurer receives a plow when applying for this apprenticeship. The apprenticeship earns 20 gold pieces and 30 experience points per Work action point is used. Shepherd: The adventurer receives a dog that offers + 1 Physical and + 1 Stealth added to attributes when applying for this apprenticeship. The position earns 20 gold pieces and 30 experience points each time a Work action point is used. Apprentice to a Merchant: The apprenticeship earns 15 gold pieces and 35 experience points each time a Work action point is used. Bodyguard: The apprenticeship is only for Warriors or Barbarians. The apprenticeship earns 30 gold pieces and 20 experience points for each Work action point used. Remedy Herb Planter: The apprenticeship earns 15 gold pieces and 35 experience points per Work action point used. Master Skills Important: One must work at least 3 x per action spreadsheet to keep the a Master Skill. If this is not done the adventurer will lose the particular skill he is practicing. To Apply for a Master Skill one must pay the Magistrate 500 gold pieces. Blacksmith Master: The adventurer must have been an Ore Miner to master this skill. The training earns 60 gold pieces and 40 experience points per Work action point spent. The Skill Smithing allows the adventurer to repair a weapon or armor by 20% each time the command Smith (name of weapon or armor) is issued. Brewer: The adventurer must have been a Hops Farmer to apply for this skill. The skill earns 60 gold pieces and 40 experience points per Work action point spent. The adventurer s Common Skills increase by 2 when applying for this position. Man-at-arms guard: The adventurer must have been a bodyguard to apply for this training. The position earns 40 gold pieces and 60 experience points per Work action point spent. The adventurer s Common Skill increases by 2 when applying for this position. Merchant: The Adventurer must have been an Apprentice to a Merchant to apply for this trade. Merchants earn 60 gold pieces and 40 experience points per

10 Work action point spent. The Skill Speechcraft is added to the character sheet. This allows the adventurer to purchase items and get a 10% discount each time. The adventurer s Common Skills increase by 1 when applying for this position. Herbalist Sage: The adventurer must have been a Remedy Herb Planter to apply for this training. The skill earns 20 gold pieces and 80 experience points per Work action points spent. He also has learned the Skill Potion Lore having 1 small healing potion added to inventory after each spreadsheet result. Tailor: The adventurer must have been a Shepherd to apply for this skill. The trade earns 50 gold pieces and 50 experience points per Work action point spent. Also every acquired clothing item (doesn t include armor) will be double its worth when sold at market. The adventurer s Common Skills increase by 2 when applying for this position. Ownerships To Apply for a permit to own a business and to become a High Class Citizen one must pay a setup fee of 5,000 gold pieces to the Town Hall. One doesn t have to use the command Work three times a spreadsheet anymore as the adventurer is now an owner of a business and has people working for him. Important Note: Each business can be sold depending on a 1d18 dice roll. The minimum one can get for a business is 1000 gold pieces and the maximum is set at 18,000 gold pieces. To sell a business one uses the command Sell (name of business). Also be sure to indicate from which location the business is located. Blacksmith Owner: The adventurer must have been a Master Blacksmith to become an owner. The adventurer will own a Blacksmith and have two apprentices and a blacksmith work for him. They will earn 500 gold pieces per spreadsheet result automatically. Tavern Owner: The adventurer must have been a Brewer to become an owner of a tavern. The adventurer will own a tavern as of three workers that will help run the business. They will earn 500 gold pieces per spreadsheet result automatically. Security Services: The adventurer must have been a Man-at-Arms in order to run his own Security Service. The adventurer will have two bodyguards and a Man-at-Arm to protect those that pay for the services. They will earn 500 gold pieces per spreadsheet result automatically. Advantage Dealer: The adventurer must have been a Merchant in order to become a licensed Advantage Dealer. The adventurer will own a large market stand in the middle of the town center. He will have two merchants selling goods for him. They will earn 500 gold pieces per spreadsheet result automatically.

11 Holistic Shrine: The adventurer must have been an Herbalist Sage in order to own a Holistic Shrine. The adventurer will own a sacred magical shrine. He will have two herb gatherers and a sage to help him run his business. They will earn 500 gold pieces per spreadsheet result automatically. Exotic Tailor Shop: The adventurer must have been a Tailor in order to own an Exotic Tailor Shop. The adventurer will own an Exotic Tailor Shop. He also owns 51 sheep that will have two shepherds watching over them. He will also have a tailor keeping an eye over the shop. They will earn 500 gold pieces per spreadsheet result automatically. The Paladin s Cathedral Available Commands Bless at the Paladin s Cathedral - Costs 300 experience points The action adds +2 to the strongest attribute the adventurer owns. One can only be blessed once in the Paladin's Cathedral. The Archbishop blesses all who kisses his ring. Cure at the Paladin s Cathedral - Costs 200 experience points or 50 gold pieces. The action removes sickness, vampirism, curses, poisons, and diseases. A Veteran Cleric will perform holy spells to rid the problem. Resurrect at the Paladin s Cathedral - Has someone important died? Perhaps a wife, husband, child, maybe pet?...if so use this command to get the loved one back. It will cost 300 experience points for the Priests to perform this task. Remove at the Paladin s Cathedral experience points If the adventurer is suffering from an odd item that doesn't want to remove itself naturally, such as a cursed ring, armor, or helmet then use the command Remove to rid of it. A Priest will use powerful magic to help get rid of the cursed item. Pray at the Paladin s Cathedral - Allows the adventurer to pay tribute to the Air God Winsork and be cleansed from such evil omens as plague, fear, and anger. Praying is allowed by any adventurer. Study (and the title of study) at the Paladin s Cathedral - Allows the adventurer to add a new skill under skills" on the character sheet. Any adventurer may enter the Cathedral to study as long as they are willing to pay for the services. A head Scribe will be the adventurer s teacher until the basic have been taught. The gold will go to further funding the Cathedral s interests.

12 Each skill of study counts as one action point and costs 1000 gold pieces. Use the command Study the name of the study when issuing a command. Make sure to have enough gold for the service or the action is nullified. Each skill can only be learned once in this Cathedral. The following are Titles of Studies: Monster Identify - Allows the adventurer to determine weakness of monster to help defeat it easier. Literacy - Allows the adventurer to read unknown runic scriptures as of other ancient languages. Speechcraft Allows the adventurer to receive 10% discount when shopping. Potion lore - Allows the adventurer to create and identify potions. Nurenhill s Training Academy Yerorst the Dwarven Warrior (Level 14) charges 150 gold pieces to train both Melee Combat and Stealth based adventurers to attain the next level. Magic - Users will be trained by Mardan the High Elf Mage (Level 11) for the same price. Available Command Train The adventurer gains attributes when attaining a new level. Level 02: 501 to 2,000 Level 03: 2,001 to 5,000 Level 04: 5,001 to 9,000 Level 05: 9,001 to 14,000 Level 06: 14,001 to 20,000 Level 07: 20,001 to 27,000 Level 08: 27,001 to 35,000 Level 09: 35,001 to 44,000 Level 10: 44,001 to 54,000 Level 11: 54,001 to 65,000 Level 12: 65,001 to 77,000 Level 13: 77,001 to 90,000 Level 14: 90,001 to 104,000 Level 15: 104,001 to 119,000 Experience Points List

13 Level 16: to 135,000 Level 17: 135,001 to 152,000 Level 18: 152,001 to 170,000 Level 19: 170,001 to 190,000 Level 20: 190,001 (reached highest level) Nurenhill s Blacksmith Jorg the Bavidirian smith doesn t talk much and spends day and night working. One wonders how he has so much endurance to work such long hours. His business is one of the most successful in town. Available Commands Upgrade (name of armor) at the Nurenhill s Blacksmith - This command allows the adventurer to improve his armor. Make sure to indicate which armor to improve. If this is not mentioned the armor that the adventurer is currently wearing will be upgraded. Upgrade (name of weapon) at the Nurenhill s Blacksmith This command allows the adventurer to improve his weapon. Make sure to indicate which weapon to improve. If this is not mentioned the 1 st weapon the adventurer is currently carrying will be upgraded. If the adventurer is not carrying a 1 st weapon then the 2 nd weapon will be upgraded. Repair (name of weapon or armor) at the Nurenhill s Blacksmith This command allows the adventurer to repair his armor or weapon. Make sure to have enough gold pieces for the services. Armor Upgrades One must first do the 1 st upgrade before allowed to do the 2 nd upgrade of the same armor. The 3 rd upgrade can only be attained if the adventurer had done a 2 nd upgrade to his armor. The 3 rd upgrade is the max an armor can have. Gauntlets and Helmets can also be upgraded in the same manner. To upgrade armor it costs 150 gold pieces 1st upgrade: costs 150 gold pieces = Subtracts an additional 1 to enemy attack roll. 2nd upgrade: costs 200 gold pieces = Subtracts an additional 2 to enemy attack roll.

14 3rd upgrade: attack roll. costs 250 gold pieces = Subtracts an additional 3 to enemy Weapon Upgrades One must first do the 1 st upgrade before allowed to do the 2 nd upgrade of the same weapon. The 3 rd upgrade can only be attained if the adventurer had done a 2 nd upgrade. The 3 rd upgrade is the max a weapon can have. 1 st upgrade: cots 150g old pieces = adds +1 Physical 2nd upgrade: costs 200 gold pieces = adds +2 Physical 3rd upgrade: costs 250 gold pieces = adds + 3 Physical Repair Weapons need to be sharpened and Armor needs repairs after being used so often. To determine when a weapon needs to be repaired look at the percentage indicated next to the weapon or armor on the adventurer's character sheet. If it is close to zero percent then the item is almost worthless and cannot provide any help. 10% repairs costs 10 gold pieces. 20% repair costs 20 gold pieces. 50% repair costs 45 gold pieces. For Magical Weapons and Armors the price changes. 10% repairs costs 50 gold pieces. 20% repair costs 100 gold pieces. 50% repair costs 240 gold pieces. Magical items are expensive to repair because the blacksmith has to ask a Veteran Mage to disenchant the magic from the item to be allowed to repair it. Then the Veteran Mage has to enchant the item again to keep its value.

15 Nurenhill s Potion Shop Gorash the Elder is an old gnome that has been selling potions for almost a century. He is an unusual humble gnome that spends most of his day mixing ingredients. Available Commands Purchase (and the name of item) at the Nurenhill s Potion Shop This command allows the adventurer to purchase an item. Sell (and the name of item) at the Nurenhill s Potion Shop This command allows the adventurer to sell an item. Available Potions Small Healing Potion - 40 gold pieces - Restores half of the adventurer s hit point status. Large Healing Potion - 80 gold pieces - Restores the entire adventurer s lost hit points. Cure Disease Potion gold pieces Allows the adventurer to cure disease. Cure Vampirism Bite Potion gold pieces Allows the adventurer to cure from turning into a vampire. Cure Sickness Potion gold pieces Allows the adventurer to cure sickness. Cat's Eyes Potion gold pieces Allows the adventurer to see at night. Steel Skin Potion gold pieces Allows the adventurer to add 5 hit points for one battle. Remove Poison Potion 100 gold pieces Allows the adventurer to be free of the poison.

16 Available Scrolls Important message before buying scrolls: Only Magic Users can use Scrolls unless the Non-Magic User s Magic Attribute is above 50. Fireball Spell gold pieces Allows the adventurer to add 5 to magic for one battle. Lightning gold pieces Allows the adventurer to add 5 to magic for one battle. Massive Meteor Shower gold pieces Allows the adventurer to add 14 to magic for one battle. Summon Dire Wolf 200 gold pieces Allows the adventurer to add 5 to physical for one battle. Summon Earth Golem gold pieces Allows the adventurer to add 10 to physical for one battle. Freeze - 50 gold pieces Allows the adventurer to flee without losing hit points for one battle. Shapeshift gold pieces Allows the adventurer to shapeshift as the enemy having the same amount of attributes and skills as the opponent for one battle only. Deceit of Strength gold pieces Causes the opponent to reduce its physical attribute by 3 points for the entire battle. Confusion Whirlpool gold pieces - Causes opponent to reduce its magic attribute by 3 points for the entire battle. Butterfingers Clumsy gold pieces - Causes opponent to reduce its stealth attribute by 3 points for the entire battle. Advanced Deceit of Strength gold pieces - Causes opponent to reduce its physical attribute by 6 points for the entire battle. Advanced Confusion Whirlpool 500 gold pieces Causes opponent to reduce its magic attribute by 6 point for the entire battle. Advanced Butterfingers Clumsy 400 gold pieces Causes opponent to reduce its magic attribute by 6 points for the entire battle.

17 Nurenhill s Advantage Dealer Ringlorf the Nifty has been a shrewd gnome negotiator for handling goods. His business always thrives trying to get the best deals. In his younger days, he was a master artificer collecting special items. Many cyclones later he is consider one of the best in the trade. Available Commands Purchase (and the name of item) at the Nurenhill s Advantage Dealer This command allows the adventurer to buy an item. Sell (and the name of item) at the Nurenhill s Advantage Dealer This command allows the adventurer to sell an item. Available Items Bubbling Stangwood Brew - 30 gold - restores 2 hit points. Glowing Elixir of Renewal - 60 gold - restores 5 hit points. Vial of Khorrstone Essence gold - restores 10 hit points. Refined Temporal Dust - 60 gold - adds + 2 physical for one day. Dust of Redecisiveness gold - adds + 4 physical for one day. Banner of Exploration gold - allows 1 additional action point on the spread sheet for each time it is used. Trollblood Ring of Regeneration gold - heals 1 hit point per action. Advanced Trollblood Ring of Regeneration gold - heals 2 hit points per action. Ring of Greater Deathward gold - subtract 2 hit points from opponent before battle begins. Ring of Life Gate gold - restores 8 hit points per spreadsheet. Bag of Holding gold - holds additional 3 items. Gnomish Backpack of Holding gold - holds additional 6 items. Lesser Loot Transmutation Cube gold - add 5% gold when looting after a battle.

18 Greater Loot Transmutation Cube gold - add 15% gold when looting after a battle. Girdle of the Iron Gut gold - add 5 hit points to character sheet. Gloves of Potency gold Magic. Gauntlets of Power gold Physical. Merchant Guild Memberships The Membership lasts 3 action spreadsheets until they have to be renewed. Available Commands Purchase (and the type of Membership) at the Merchant s Guild This command allows the adventurer to pay to become a member of the Merchant s Guild to receive discounts when shopping. Available Guild Memberships Bronze Merchant Guild Membership gold pieces, which offers 5% discount buying items - make sure to indicate you are e using the membership when buying an item. Silver Merchant Guild Membership gold pieces, which offers 15% discount buying items. Gold Merchant Guild Membership gold pieces, which offers 25% discount buying items. Platinum Merchant Guild Membership 1600 gold pieces, which offers 35% discount buying items.

19 Green Dragon s Inn Note: Lodging key availability lasts 3 action spreadsheets. One can only rent one room at a time. Available Command Purchase (name of key) This command allows the adventurer to purchase a lodging key to have additional action points on the command spreadsheet. Available Keys Private Lodging grants the adventurer an additional action point per spreadsheet. The lodging bronze key costs 600 gold pieces. Luxurious Room grants the adventurer an additional 2 action points per spreadsheet. The lodging silver key costs 1000 gold pieces. Royal Suite grants the adventurer an additional 3 action points per spreadsheet. The lodging gold key costs 1800 gold pieces. Tavern Owner s Personal Luxury Suite grants the adventurer an additional 3 action points per spreadsheet for 5 action spreadsheets. The lodging platinum key costs 3000 gold pieces. Nurenhill s Marketplace Many merchants at the town's market await adventurers to sell their items. Some even manage to sell the items for double the price they bought them for. It is a cutthroat business as most that get into this trade go broke the first month they get a license from the High Merchant of the Magistrate. Nevertheless, for an adventurer it doesn t matter as his goal is to only get what is necessary to survive the lands when exploring it without the necessities a town offers. Available Commands Purchase (item selected) at Nurenhill s Marketplace Allows the adventurer to purchase an item. Sell (item selected) at Nurenhill s Marketplace Allows the adventurer to sell

20 an item. Identify (name of item) at Nurenhill s Marketplace Allows the adventurer to identify an item for 30 gold pieces by the Mystic Seer. Available Items Magical First Aid 20 gold pieces The Magical First Aid kit immediately cures 4 hit points and can be used only one time. Superb Box of Chocolates - 15 gold pieces A box of chocolate is worthy of getting someone of importance attention or even show a proposal of engagement. Small Wooden Shield 30 gold pieces - (Magic Users -1 Stealth and -1 Magic if equipped). Provides 1 enemy attack roll. Studded Leather Armor 75 gold pieces (Magic Users -2 Stealth and 2 Magic if worn). Provides -2 opponent attack roll. Chainmail Armor 150 gold pieces (Magic Users -3 Stealth and 3 Magic if worn). Provides -3 opponent attack roll. Book of Wisdom 50 gold pieces - Must use the command Read Book of Wisdom and it will add + 1 Magic permanently for one use only. The adventurer can only buy this particular book once to benefit its effect. Book of Combat 50 gold pieces Must use command Read Book of Combat and it will add +1 Physical permanently for one use only. The adventurer can only buy this particular book once to benefit its effect. Book of Agility 50 gold pieces Must use command Read Book of Agility and it will add +1 Stealth permanently for one use only. The adventurer can only buy this particular book once to benefit its effect. Fine Quality Steel Dagger 100 gold pieces Adds + 1 to Physical. Fine Quality Steel Sword 200 gold pieces Adds + 2 to Physical. Doesn t provide bonuses for Magic Users. Fine Quality Steel Axe 200 gold pieces Adds + 2 to Physical. Doesn t provide bonuses for Magic Users. Robes of the Initiate 100 gold pieces - subtracts 1 on enemy attack roll. It doesn t provide bonuses for Melee Combat Classes. Bone Staff of Aura 150 gold pieces the staff provides light instead of using a torch and lantern. Also it adds + 1 Magic to the attributes. It doesn t provide

21 bonuses to Melee or Stealth Classes. Light Crossbow 200 gold pieces Adds + 2 Stealth. It can be used as a second weapon and will still add + 2 Stealth, unless a shield is being used. Wood Elvin Oak Bow 300 gold pieces Adds + 3 Stealth. It can be used as a second weapon and will still add + 3 Stealth, unless a shield is being used. Cape of Illusion 300 gold pieces enemy must subtract 3 to their attack roll. This item can be worn by a non-magic user is desired and still reap the powers it provides. Guild Memberships For many centuries the guilds in Nurenhill have always been competing on who has the most influence in the town s welfare. They have a great influence in politics and the day to day affairs of town. When joining a guild one gains 500 experience points. Available Commands Join (and name of Guild) Allows the member to become a member of the specific Guild. Donate (and the amount of gold pieces) at the (name of Guild) Allows the guild to keep a savings. The guild that has the largest gold savings receives special powers from the elemental gods to those that apply for the reward. Apply for Reward (and the name of Guild): + 10 to each attribute is added to the character sheet as long as the guild has the most gold. Find the thread on the website to inform yourself on knowing which guild has the most gold at the moment. Available Guilds The Mage s Guild (Only for High Elf Mages) is considered the oldest guild in town. It is run by master wizard Thunderfaust a Bavidirian that unusually has lived twice the age of what a Bavidirian can live. The High Elf starts as an Associate in the rankings of the guild. The Warrior s Guild (Only for Dwarven Warriors) is usually the most popular of the guild s as hundreds of adventurer s apply for the lucrative contracts the

22 guild has to offer. It is run by the legendary dwarven hero Rocacresct Sturmin. The Dwarven Warrior starts as an Associate in the rankings of this guild. The Assassin s Guild (Only for Dark Elf Assassins) membership is low due to their strict and difficult exams required to join the guild. The headmaster is believed to be a dark elf, yet none know exactly. The guild s voice is a gnome by the name of Shrew Pitol. His grim and dark appearances are unpleasant to most. The Dark Elf Assassin starts out as a Murderer in the rankings of this guild. The Rogue s Guild (Only for Halfling Rogues) probably the most hated guild in town, but due to the popularity of the legendary Halfling hero Billibon Strudeln as its leader it remains open. The Halfling Rogue starts as a Pickpocket in the rankings of this guild. The Necromancer s Guild (Only for Necromancer Gnomes) is besides the Assassin s Guild the most mysterious guild. Although its odd magic is highly misunderstood the town is grateful to have necromancers understanding the threats that could impose the inhabitants. The leader astonishingly is a high elf who first studied to be a mage before delving into the dark arts of magic. He is presuming the oldest inhabitant in town going at well over 2000 cyclones (years). The Gnome Necromancer starts as a Follower in the rankings of the guild. Note: The Bavidirian Cleric is already a member of this order and doesn t need to issue the command to join. He can however, donate gold if desired. The Cathedral (Only for Bavidirian Clerics) The cathedral is run by the Arch- Bishop Canton Strongheart of the Upper Northern Bavidirian Lands. He is a middle aged Bavidirian that always has two bodyguards at his presence. One can join the order and donate at any time to keep the tallest building in town renovated. The Bavidirian Cleric starts as a Scribe in the rankings of the guild. To remain a member one has to pray once per command spreadsheet. The Druid s Circle (Only for Wood Elf Druids) The Druid s Circle doesn t have a building, but rather a gathering just outside of town at the edge of Nurenhill s forest. The leader is a wise wood elf lady by the name of Milos ar Tiraar. She usually is seen wandering the busy markets. Her influence is large by the inhabitants of town. The Wood Elf Druid starts as That of Earth in the rankings of the Druid s Circle.

23 Wandal s Furniture Store Wandal is an older Bavidirian of long gray hair and around 70. He has been designing furniture since the age of 15 when his father had taught him. The solid wood and playful designs has attracted many customers around the lands. His biggest buyer is King Bavidirian himself as he hangs proudly a painting of them. Available Commands Purchase (of furniture set) This command allows the adventurer to purchase a furniture set to add to their home ownership. Available Sets Regular Oak Furniture Set 500 gold increases the rent of a house by 100 gold pieces. Designers Oak Furniture Set 1000 gold increases the rent of a house by 200 gold pieces. Cherry Wood Furniture Set 2000 gold increases the rent of a house by 400 gold pieces. Mahogany Furniture Set 4000 gold increases the rent of a house by 600 gold pieces. Designers Shutters 300 gold increases the rent of a house by 50 gold pieces. Chimney with Marble Fireplace 3000 gold increases the rent of a house by 300 gold pieces. NOTE: One can buy a combination of one set of shutters, marble fireplace, and one furniture set per house. One cannot buy more than one of the same item to increase its rent. Everything can be sold for half the price it was bought for.

24 Final Touch Tailors Serendalia a wood elf has always had an interest in making a fortune with her specially tailored magical outfits. Her prices are very low for the quality one can get for the products. Take advantage before she one day changes her mind! Available Commands Purchase (the outfit type) This command allows the adventurer to purchase an outfit they wish to wear. Availability Rogue s Outfit 100 gold increases the common skill Stealing and Hiding by 5. Warrior s Outfit 100 gold increases the common skill Bashing by 8. Mage s Outfit 100 gold increases the common skill Cast by 7 and + 2 to the attributes to the first spell the Mage learned. Necromancer s Outfit 100 gold increases the common skill Cast by 7 and + 2 to the attributes to the first spell the Necromancer learned. Druid s Outfit 100 gold increases the common skill Cast by 7 and + 2 to the attributes to the first spell the druid learned. Assassin s Outfit 100 gold increases the common skill Sneak and Climbing by 5. Nurenhill s Bakery Lisanette Cherryjon has been the town s favorite storeowner as she makes unique bakery items that can stimulate the mind to do many great things for one another. The smell of hot chocolate and sweet bakery lingers in the air throughout town keeping everyone s spirits high. Each bakery item is accompanied with a cup of hot cocoa if desired. Available Commands Purchase (the bakery item) This command allows the adventurer to purchase a treat at the bakery if they wish.

25 Availability Special Rolls 5 gold pieces heals 1 hit point. Cookie Galore 5 gold pieces raises the Common Skill by 1 for the duration of one spread sheet result. Cake Ganache 8 gold pieces raises the Common Skill by 2 for the duration of one spread sheet result. Morning Glory Muffins 12 gold pieces raises a Common Skill by 3 for the duration of one spread sheet result. Combination Bakery Package 20 gold pieces raises the Common Skill by 4 for the duration of one spread sheet result. Remove Poison Bisquit 50 gold pieces removes poison if one is inflicted. Lumberyard Rolfenson the stark dwarf with a grumpy manner is always hiring temporary workers to chop wood. He wants strong men that can actually do the work. Available Command Work at Lumberyard This command allows the adventurer to work for Rolfenson to earn 20 gold pieces and 10 experience points.

26 The Wise Sage at the Market The Wise Sage is always sitting near the town center s large fountain nibbling on hard cheese and a loaf of Pumpernickel bread. One can ask him questions to help guide the adventurer in his travel experiences. Sometimes his answers are in riddles, yet if contemplated one can decipher the information to help the adventurer resolve the problem or curiosity he may have. Available Command Ask Question (and the question) to the Wise Sage in Nurenhill Each question asked counts as one action point. Note: Perform the question as if the adventurer is asking the question. Do not ask a question from you as the roleplayer directed to the DM to make this action work. Questions are only answered if they concern the adventurer s real problems or curiosities in the Lands of Bavidirian. Dwarven Carriage With two mules and a large covered wagon, Stonecrusher the dwarven veteran warrior (now a merchant) tries to sell dwarven made products. His primary interest is selling enchanted dwarven made armors that are rare to find. (Only warriors or knights can wear these items) Available Commands Purchase (name of item) This command allows the adventurer to purchase a an item from Stonecrusher. Availability Dwarven Chainmail 900 gold deducts 4 from opponents attack roll. Enchanted Dwarven Chainmail 1800 gold deducts 7 from opponents attack roll.

27 Dwarven Plat 1200 Deducts 5 from opponents attack roll. Enchanted Dwarven Plat 2200 gold deducts 8 from opponents attack roll. Dwarven Bracers 400 gold deducts 2 from opponents attack roll. Dwarven Gauntlets 600 gold deducts 3 from opponents attack roll. Dwarven Helmet 400 gold deducts 2 from opponents attack roll. Ancient Dwarven Plat of Defense deducts 15 from opponents attack roll. This magical plat also is incorruptible from any opponent that could destroy it. Also it is immune to being stolen. The adventurer also is immune in getting a disease, curse, frightened, or vampirism when wearing the armor. Bank Nurenhill s Bank is well guarded and has frequent business owners dropping off their money. The adventurer is entitled to save his gold at the bank if desired. Available Commands Drop Off (and the amount of gold pieces) This command allows the adventurer to drop his gold pieces for safe keepings at the bank. Note: If the gold pieces are at the bank then the adventurer doesn t have them physically on him anymore and cannot purchase items until he withdraws the gold pieces he many need to purchase in the future. Withdrawal (and the amount of gold pieces) This command allows the adventurer to take out as many gold pieces as he states on his command. This allows the adventurer to carry that amount of gold pieces on him to be able to purchase items in the future.

28 Writer s Guild The Writer s Guild is an old organization for those that want to have their experiences told. Many famous writers such as Glenadale Liptenkist, Gloriana Pettybraun, thunderfaust, rocacresct sturmin, and billibon Strudeln have been members of this prominent club. Available Command Publish (Name of title) This command allows the adventurer to publish his work and get it printed at the Writer s Guild. Collect (and the amount of experience points) This command allows the adventurer to collect gold pieces for his work. Note: One must have first used the command Write before being able to collect gold pieces for it. The amount of experience points will be exchanged for gold pieces. 1 experience point offers 1 gold piece. Additional Available Commands Explore Allows the adventurer to explore the Lands of Bavidirian. Warning: The adventurer is liable to die when using this command for there are some formidable and strong opponents lurking in these lands. Explore Town Allows the adventurer to explore the town to gain perhaps gold pieces and experience points. Return This command allows the adventurer to return back to Nurenhill to recover his full hit point status. Camp This command allows the adventurer to rest and restore 2 hit points. This command is only necessary if the adventurer cannot return to town during a special event. Otherwise it would just be wiser to use the Return command to regain full hit points. If the command Camp is used while in town the action point will be nullified. Drop (name of item) This command allows the adventurer to drop an item.

29 Switch (name of weapon or armor) This command allows the adventurer to switch a weapon or armor. Equip (name of item, weapon, or armor) This command allows the adventurer to equip an item, weapon, or armor. Use (name of potion, scroll, or item) This command allows the adventurer to use a scroll, potion, or special item. Eat (name of food) This command allows the adventurer to eat when needed. Drink (name of drink) This command allows the adventurer to drink when needed. Travel (name of location) This command allows the adventurer to travel to one safe location to another. The following locations are available to travel to from Nurenhill: Suranhill Nortilim Castle Bavidirian Stronghold Steal Allows the adventurer to attempt to take an item that is not his own. This command can only be used when in a town. The DM first uses a 1d18 dice to determine if the adventurer has successfully stole something in town. The dice roll has to be below the adventurer s Common Skill to be successful. If successful, The DM uses a 1d150 dice for Halfling Rogues and a 1d20 dice for those that are not Rogues to determine how much gold is taken.

30 Join us for some adventure fun at I hope to hear from you soon! Yours truly, John GD

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