Let's Play Forgotten Realms Unlimited Adventures

Queenie

Queen of Everything
Ya know, I don't get a lot of time to read a lot of threads around here but I am honored to get a spot as one of your characters! And of I might add, you sure did peg a lot of us correctly. We're all that obvious, eh? :p

This looks like a lot of fun :)
 

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Fenris

Adventurer
Geez, you play three or four similar characters over five or six years and you get type cast :p Sounds Cool DT. I too am honor to have been included by name and will be watching your fun from the sidelines!
 


Deuce Traveler

Adventurer
Geez, you play three or four similar characters over five or six years and you get type cast :p Sounds Cool DT. I too am honor to have been included by name and will be watching your fun from the sidelines!

I'll do my best to keep your characters alive, but you are all starting at 1st level. ;) I've also been updating the "Last Stand of the Dorinthians" story hour. You asked me to get up and finish it one day, and I decided I would.
 

Fenris

Adventurer
I'll do my best to keep your characters alive, but you are all starting at 1st level. ;) I've also been updating the "Last Stand of the Dorinthians" story hour. You asked me to get up and finish it one day, and I decided I would.

Awesome. I have been thinking about that game actually. Glad you are still working on it. I do miss that game and Dartis.
 

Squire James

First Post
My FRUA experience (about 20 years ago) was heavily influenced by playing the Buck Rogers gold box games and a game called Martian Dreams (essentially Ultima 6 on Mars) at about the same time I played with FRUA. I was really bummed out about not being able to do a Buck Rogers mod because I COULD NOT EDIT THE DARN WALLS!

I joined an AOL group that was studying the FRUA file formats. One of the other members had worked out the wall formats but lacked programming ability. However, I had Turbo Pascal and was not afraid to use it! I first wrote a program that viewed the wall files and put them in a PCX file similar to the monster templates. Eventually, I wrote a wall editor and released it on a link-only web page (the only web page I ever wrote until about 3 years ago).

After that, I realized that just editing the walls wouldn't be enough. Editors for wilderness tiles, dungeon walls, and character icons followed (and added to the site). Other people in the AOL group developed their own stuff, and it really became a big mess organizing all those editors. One of the group members with screen name Autery organized all those editors (including mine) into the first version of UAShell. I understand most of my stuff eventually got some improvements, so I'm not sure if what you're seeing now in UAShell has any of my stuff left in it or not.

I never did write that Buck Rogers mod (or any other publicly-available mod for that matter), but I feel pretty good about my part in making it possible for others to do so! I did do a "martian wilderness" tile set that probably violated all kinds of art copyright. It probably got eaten 3 or 4 hard drive failures ago, but oh well!
 

MerricB

Eternal Optimist
Supporter
Dan Autery did a lot for that community - his page of links to every UA resource was invaluable to me when I joined it later on.
 


Deuce Traveler

Adventurer
I use UAShell to transfer the characters from Game 0: Introduction to Game 6: B8, Journey to the Rock. The opening screen shows a dwarf, halfling and woman pointing upwards towards a large, tower-like rock far in the distance. We put our party together and choose to begin our adventure. The default color scheme for this adventure is an ugly mixture of brown and pink.

Rock01.png


"For weeks, you've been looking for adventure in this forsaken wilderness with nothing much to show for it. It's autumn now, with winter approaching fast. And you'll be in real trouble if you don't find some treasure soon."

Sounds like real life so far...

Rock02.png


"As you're finishing your breakfast at a cheap inn, a traveler walks into the common room... In a loud voice he says, 'Peace be upon you all! I, Hakeem the Merchant, seek (un)reason and worthy friends.' Your friend looks to you briefly, then motions for the man to approach. Proudly, Hakeem strides to your table. 'As I passed through Sylvanhome Forest on the way here, I stopped at the manor of Lirdrium Arkayz. His servant Jenlar Temlin paid me to look for you and deliver his message to you. The wizard needs adventurers to undertake a quest, and he is willing to pay well anyone who answers his call. The letter of his servant explains all. Good day, my friends.' He lays a scroll on your table, then turns to leave.

You look across the inn as the door swings shut behind Hakeem. The few patrons pay you as much mind as does the hound lazing by the fire. But what could come from the employ of a wizard?

'I've heard people talking about Jenlar Temlin', says (un)reason. 'He has a reputation as a brave fighter.' Another of your friends nods his head, adding, 'More than that; he is supposedly honorable and trustworthy, as well.' Only half listening, you pull the strings binding the scroll Hakeem gave you. It is a map. Anxiously you read 'In the name of Lirdium Arkayz, I, Jenlar Temlin, offer greetings. I have given this letter to the worthy Hakeem, and I hope that the letter has reached you promptly. In younger days, I sought gold and glory through adventure, but now I manage the affairs of the manor for the wizard Lirdium Arkayz. Lirdium was also once and adventurer like yourselves, but now he devotes himself to philosophy and the discovery of forgotten secrets and ancient magical lore. Sometimes, he hires bold adventurers to obtain lore that he is too busy to get for himself. It is for this reason that we have sought you out. Master Arkayz needs adventurers to perform a certain task. When a man from the village told me you were there, I hired Hakeem to find you. I think that Master Arkayz' offer will be an adventure to your liking.

To the west of the manor, there stands a solitary crag known only as the rock. According to legend, the Rock holds a powerful, ancient secret. No one knows this secret, but Master Arkayz wishes to add it to his knowledge. Master Arkayz believes you have the skill and courage to uncover that secret and bring it back to him. The quest will be difficult and dangerous, but great and lasting treasure will be yours if you succeed. I invite you to come to the manor as the guest of Master Arkayz. When you arrive I will explain in more detail what the quest involves. --- Jenlar Temlin.'

For a moment the silence of the room crowds in on you. A mage has asked personally for your services. You have been sought out to perform service for someone widely reputed to be of fine character... and powerful. After a minute one of your friends mutters, 'I'll prepare my spells for the journey north.' (Un)reason nods and drains a tankard. 'We should leave at first light. I'll talk to the innkeeper about a room for the night.' You check your weapon. Over the past few weeks you've had the opportunity to replenish your stores of equipment for your chosen career adventuring in the realm."

Rock03.png


Suddenly there is an image of a merchant on the screen who asks 'May I help you?' I suppose this is the replenishment mentioned in the quote above. I wonder why the script mentioned a map. Anyway, the jarring transition means we can purchase supplies now. And we have meager amounts of money. Only 35 gold coins a character. I shift the main character to Fenris, though I am unsure if his high charisma helps in purchasing items. I find out it doesn't.

I spend 21 gold pieces each on Fenris, Scott Dewar and (un)reason in order to equip them with a 20gp suit of studded leather and a 1gp club. Queenie and Col Pladoh each get a 1gp sling and 1gp dagger. I then pool the gold and have GlassEye take the total, which is 143gp. He purchases a 20gp set of studded leather, 75gp long bow, 40 arrows for 1gp each, and a club for melee. Total funds left over 7gp. I could have purchased some shields, and downgraded GlassEye to a short bow, but I want him to have range, and we'll have some better weapons and some shields soon enough. Right now our melee fighters only have clubs, which do 1d4 points of damage. But we are going to start out fighting goblins who only have 3 hit points, so the lowest damage roll from one of our fighters will still take out a goblin when you consider their damage bonus from strength. Because I plan to get the fighter scimitars soon, they'll deal better damage later. Realizing that our cleric can't use a scimitar, I transfer the 7gp to him, have him sell back his club for 1gp, and purchase a mace for 8gp which will give him a better chance for putting the hurt on opponents.

Now we are flat broke, but fully equipped with poor weapons and armor.
"Your equipment seems to be in order. Across from the room, next to the fireplace, Fenris is talking to the innkeeper."

The text ends. I suppose that's a hint for me to walk by the fireplace and talk to the innkeeper.

Rock04.png


"The innkeeper turns from Fenris to you as you approach the bar. Your friend says, 'It'll cost us two pieces of gold to sleep here.'"

We're broke. No resting for our magic-users, which is bad since they have no spells memorized. We instead talk to the innkeeper, who says, "Lirdrium Arkayz... he's that wizard to the north, right?"

Ok... I got the hint. We leave here and head north from the inn.

Rock05.png


"A blast of cold air sends a shudder through your body. Wincing, you set your shoulders against the wind and look to the trail meandering north from the inn."

We head north until we get this message: "With Jenlar Temlin's map to guide you, you head for the manor. Soon you enter the forest, following a narrow trail that leads to the north. The forest is bright with the red and gold colors of autumn. Fallen leaves carpet the forest floor. Sometimes you catch the fleeting glimpse of a rabbit or squirrel that flees at your approach. However, you see nothing, animal or monster, that could threaten you."
We must have failed a spot check, then.

The trail seems peaceful and safe. Fenris bumps your arm to get your attention. Motioning up ahead, your friend says, 'Clearing. That might be the house up ahead.'"
It still seems safe, but now I highlight Scott DeWar, our group's dwarven fighter/thief. He has a better chance than most to see danger.

"The trail opens into a large clearing. A majestic building of white marble stands in the middle of the clearing. The elegant house is not fortified or protected by a defensive wall."
Well... with a quiet forest all around, why would it be?

"An open courtyard decorated with statues of heroic adventurers and fierce monsters surrounds the house. You know at once that this is the manner of Lidrium Arkayz-- the start of your adventure."

I approach a white building in the distance.

"As you approach the door, it opens slowly. Two figures answer the door. They say, 'We have been expecting you. Jenlar Temlin is waiting to see you.' With the guards leading the way, you enter the home of Lidrium Arkayz. They escort you into a lavishly furnished room with a long table in the middle. A middle-aged man in a red robe sits at the head of the table. He rises when you enter. His hair and long drooping mustache are red, and his eyes are green. He has the look of a tough, experienced warrior. He says, 'I trust you had a safe journey. Evil creatures have learned not to bother us here. Welcome to the manor. I am Jenlar Temlin. The terms for hiring you are these: if you go to the rock and bring its secrets back, Master Arkayz will pay four hundred gold pieces to each of you. You will also be able to keep whatever treasure you find on the way. Master Arkayz only wishes to have the secret of the Rock; he has no need for more wealth. You can start here or rest overnight and set out in the morning.'"

Rock06.png


From here we can decide to rest before setting out, leave at once, or turn down the offer. We're broke and our magic-users need to study. We're setting out for the only paying job we know of right now, but staying overnight.

When we rest, we load up on spells. The two magic-users can memorize detect magic, read magic, shield, or sleep. Queenie and Col Pladoh memorize sleep for crowd control against lower level groups of monsters. (Un)reason can memorize three of the following: bless, curse, cure light wounds, cause light wounds, detect magic, protection from evil, protection from good and resist cold. I need him to focus on healing magic, so I for him to take cure light wounds three times. I considered using bless, but I may consider that spell towards the end of the adventure when we face harder to hit monsters. It takes the spellcasters 4 hours and 45 minutes or rest to memorize their spells.

The party is now rested and ready. Next we journey to the Rock! And loot some monsters for some shields and scimitars.
 

Queenie

Queen of Everything
I can feel the excitement! I admit, I'm not fond of low level adventures - I've played them so often and very often not gotten very far. Hopefully this adventure is different :p
 

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