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RPG Laboratory

Adventuria ORPG blog

Since my game 'B.L.O.G.#1:Dimension Mansion' is going to take longer to complete than expected, I've decided to start up another, simpler online solo RPG using the book format here at RPG Laboratory.

Rather than having a game that needs to be fully written before being played by others, I wanted to make a modular type game that I can build as I go, and that people can start playing from the get go. Inspired by the many one page RPGs over at 1km1kt, I also wanted to use rules just as simple as the rules used for the one page RPGs, yet this game will have many pages to it.

The game will be called Adventuria, and it will be a solo fantasy RPG wherein a player assumes the role of a fantasy adventurer who then embarks upon exploring the land of Adventuria. The game will be played solo online using the Adventuria book here, a pencil, paper, and two six-sided dice. The game will be interactive like any other online game, only it will essentially be a pen and paper RPG, albeit a solo one. It will essentially be an e-gamebook that people can play here at RPG Labratory.

Although there will of course be an introduction page and a rules page, the general rule will be that each page in the book will represent a specific area in the fantastic land of Adventuria. Some areas will be larger and/or more accessible than others, but each area/page will include unique locations, creatures, and/or adventures to encounter. The rules will be very simple, but the game will be filled with enough minutia and variety to create a complex experience. The game will be open ended, as the adventurer freely moves about the land of Adventuria by going area by area (page by page), guided by their own choices and/or random die rolls. The game/land of Adventuria will also be constantly growing as I add new areas/pages to the book and expand upon old areas. The format and simple rules should allow me a lot of creative flexibility, while at the same time offering players a rich gaming experience that is easy to play.

I'm working on Adventuria right now offline, and will start posting the game here in a day or two. The game will be ready to play just as soon as the initial pages are posted. I'm looking forward to quickly getting this game out so that people can start playing and I can start getting feedback. I better get the ball rolling on my end... : )

p.s. To those familiar with the old computer RPGs Bard's Tale, Might & Magic, Ultima, or Questron, I'm going to try to make Adventuria be a simple pen and paper version of such, albeit without specific plotlines like those games had, as my main goal with Adventuria is to create an open-ended game simulating a fantasy world full of adventure. Adventuria's rules and gameplay will also be somewhat inspired by the fantasy boardgame Talisman, the gamebooks Fighting Fantasy and Fabled Lands, and the modules of 1st edition AD&D.

p.p.s. Here's a link to the game: Adventuria Online RPG

p.p.p.s. For those playing the game already, here is a list of the pages that are complete and available for gameplay:

The City
The Crossroads
The River
The Sea
The Forest
The Mountains
The Woods
The Hills
The Fields
The Plains
The Coast
The Lake
The Swamp
The Desert
The Cold Wastes
The Badlands
The Borderlands
The Wildlands
The Bridge
The Castle
The Town
The Village
The Port City
The Sunken City
The Lost City
The Lost Lake
The Catacombs
The Crypt
The Druid Grove
The Hedge Maze
The Black Forest
The Mystic Woods
The Distant Lands
The Tavern
The Shrine
The Chapel
The Blasted Chapel
The Secret Shrine
The Steppes
The Well
The Wishing Well
The Fear Farm
The Terror Tract
The Blood Beach
The Gingerbread House
The Rat Nest
The Merchant Caravan
The City Park
The Temple
The Sewers
The Time Warp
The Sylvan Glen
The Hollow Tree
The Brackens
The Briars
The Barrens
The Barrows
The Crags
The Cairns
The Manor House
The Mirror World
The Monastery
The Tall Tower
The Astral Path
The Moon
The Dark Side
The Lunar Caverns
The Mushroom Cavern
The Crater Lake
The Crater Island
The Temple Luna
The Warlock Hut
The Mouse Hole
The Chessboard
The Clock Tower
The Veldt
The Lily Pond
The Toad Palace
The Pumpkin Patch
The Pumpkin Palace
The Sleepy Hollow
The Dreamlands
The Ice Castle
The Yeti Sanctuary
The Oasis
The Genie Lamp
The Keep
The Chaos Caves
The Chaos Wastelands
The Chaos Citadel
The Graveyard
The Bone Yard
The Tomb
The Horror Tomb
The Hidden Vale
The Vault
The Shady Lane
The Royal Chambers
The Throne Room

Page Number 100... The Throne Room!

The Land of Adventuria is now officially 100 pages/areas open for exploration. It took a long time to get this far, and there is still a lot more work to be done before the game is even close to complete.

But for now I am just very, very happy to have finished The Throne Room of Adventuria and to have it be part of the game so far. The king and queen of adventuria have now been introduced to the game setting, which means my next step will be introducing Quests throughout the land. Not sure when I'll have the time to attend to the Quests, but they will definitely be next on my list of things to do to complete Adventuria. Ultimately, I hope the land of Adventuria to consist of 222 pages. We'll see how long it takes to get there...

Thanks to everybody who has played Adventuria! Due to the size of the game, there are still plenty of adventures to be had even while the game itself is a work in progress. Enjoy!

Peace, Errin : )

http://www.1km1kt.net/Errin-Famiglia.htm

Adventuria Online RPG

One suggestion.

It might be worth amending the stores in the city and castle, so that they do not pay 1 gold for white potions. As it is, a good character at the castle can technically move back and forth between the chapel and castle, collecting and then selling white potions and producing unlimited gold. Other alignments are a little worse off, but are still able to produce gold relatively quickly in this way - certainly far more quickly than by adventuring.

umm

Why go back and forth
when you can "HACK"
unlimted gold by simply
writing it down?
if a player would go so far as
to cheat that way, well
thats just plain retarted
lets here it for the Legits!

Good habits result from resisting temptation...
And my habits are pretty bad...

HEAR

not here...

Good habits result from resisting temptation...
And my habits are pretty bad...
www.azureentertainment.synthasite.com

It's all good

Adventuria is definitely best played legit, but it is fair to try to find ways to trick the system. That's where it's up to me to close any loopholes I may have opened within the game. As it were, there are no shortcuts, and suggestions like the one above give me heads up if there are any design flaws within the game.

'Hack'ing Adventuria is kind of pointless, as the game isn't so tough if one takes their time to build up their adventurer before exploring the tougher areas. Also, it is important to understand that combat with a monster will usually end after one round if the adventurer chooses. When faced with a tough monster, the smart adventurer will run away and live to fight another day.

The most legit way to play Adventuria, in my opinion, is to really put yourself in your adventurer's shoes and imagine the virtual world of Adventuria as their world. That tends to quell the initial desire to recklessly explore all you can, and treats the game as the open-ended, solo challenge it is.

Peace, Errin : )

http://www.1km1kt.net/Errin-Famiglia.htm

Adventuria Online RPG

Thanks

Ya, I try to keep out any 'cheats' like that wherein the game can be easily 'fixed' by a player. I will have to amend that. Let me know if you end up spotting any other similar problems. Thanks.

Peace, Errin : )

http://www.1km1kt.net/Errin-Famiglia.htm

Adventuria Online RPG

Similar issues

The only other one I've seen is the obvious mage/priest gets a spell for free at the guild or church, then instantly sells it at the specialty store for 1 gold. I don't think there's an equivalent effect anywhere but the city, since places spells can be sold are pretty infrequent, but I haven't been looking that hard.

That's covered

Shops won't buy Spells from the same guild/church in the same page. That should have been written in every such place.

Thanks for the feedback.

Peace, Errin : )

http://www.1km1kt.net/Errin-Famiglia.htm

Adventuria Online RPG

A few minor criticisms

Overall I've enjoyed playing this game, but I'm finding it quite frustrating due to two overlapping concerns. One is the difficulty of obtaining healing for non-priest characters. While a priest character can heal for free in many locations (since healing spells can be obtained for free, cast, and replaced immediately) other characters are almost invariably left hobbling around with three wounds, hoping desperately to luck into a gold piece so they can obtain at least a little healing.

The second, overlapping concern is the lack of gold. I've never managed to make it past 2 gold pieces, and the only way I've reached that is by having a neutral character run between the shrine and the city, getting free white potions and selling them off. This isn't a big deal in some areas, where the danger level is relatively low anyway, but many high danger areas which cannot be easily exited still have very little reward available. In the mirror world, for example, you have a minimum 50% chance of taking damage from even the weakest opponents (less if your attributes are low), can not escape the area without getting lucky, and also very rarely receive any kind of reward.

Overall, the game is fun to play, but it gets kind of tiresome when the only way to make any kind of money is to sell off your equipment. As it is, I find a neutral priest overwhelmingly awesome, and everything else quickly dying the moment he ventures anywhere tougher than the park.

Thieves for the win

Its funny to hear you say that the priest is the only one who gets far. My priests were slaughtered.

The only guy I've been able to get pretty good is the Thief. His balanced Arms and Magic allow him to survive easy fights. This allows me to gain experience in both skills and prepare me for whats ahead. This early leveling makes keeping alive much easier.

As for healing, at least early on I like Downtown in the city. You heal on a roll of 4 and can only be hurt on a roll of 5. The problem for later on is that your gold and items will be stolen here. For me, If i have nothing, I have nothing to lose.

The game really gets good once you have a basic idea of where things are. I agree though that dangerous areas are something that I've grown to simply avoid. Too many times I've found myself trapped because "Time Warp" sounded like fun.

A couple of questions for Errin, actually.

One thing I am looking forward to is the Quests. I'm just wondering how you're going to go about doing them. Will these be run like the NPC's who want to go home. Or will they be run on a seperate system?

The other one is about running away... You can run away? I must have overlooked this in the rules, so how is running away handled? (My last six Thieves will be Sooo jealous of the newbies new talent)

Ending Combat by choice (i.e. running away)

The rules of Combat are designated as follows:

"At the end of a Combat (Melee or Magical), if neither the adventurer nor the monster has fallen due to Wounds, the adventurer may either choose to have another Combat of the same kind with the same monster or choose to end Combat instead. If an adventurer chooses to end Combat, they cannot Combat the monster again until they encounter it again through adventuring; If encountered again, the monster will have zero Wounds."

This rule is integral, as it basically means you are only forced to fight one round of Combat when you encounter a Monster, except for certain monsters that do not allow for escape (which have been designated as 'cannot choose to end Combat with until the monster has fallen'). Any additional Combat after the first round of Combat (a round of Combat being simply designated as 'a Combat') is by player choice, although there are also Monsters that do not allow a player to choose more Combat (i.e. one Combat only monsters).

If you are not following this rule, you are not playing the game properly. In fact, you are making it extremely tough for your adventurer to succeed. Adventuria allows you the option of fighting most every monster you encounter to the death, but it doesn't require you do that. Being able to flee and fight another day is something available to all adventurers, as it should be. Fighting Fantasy, the gamebooks which partially inspired Adventuria, allow for Escape in most of their books, and I wanted to incorporate that as well to Adventuria. A lot of what is supposed to make Adventuria tick is the amount of player choice you have in the solo game... you basically choose where you go, how long you stick out a fight, what Items/Spells/Allies you keep, etc. Problem is, I'm beginning to realize I've put a lot into Adventuria that probably can't be gleaned until you kick around in the game for a little. I kind of forgot that I know Adventuria like the back of my hand, whereas anybody else is entering into completely unknown territory. And, it is understandable that players may get mixed up on the initial rules, as you spend a lot more time exploring Adventuria then going over the rules.

As for Quests, they will be coming sooner rather than later (I'm going to wait until I finish page 100 for Adventuria, which is 5 pages away at this point). I've been very picky about the exact wording of Quests (which is why I have kept forestalling their introduction to the game), but have worked on what they will be quite a bit, just have kept them in rough form awaiting their final draft. Anyway, here is how Quests will function:

When you find a Quest in Adventuria, you may choose to undertake it (most all Quests will be by choice). You will only be able to undertake one Quest at a time, and will only be able to quit uncompleted Quests by going to certain pages. Some Quests can only be undertaken if you are a certain adventurer type or alignment. Each Quest will have it's own terms for completion, and all Quests will have a reward when completed.

Completion terms usually involve the following: slaying a certain monster or number of certain monsters, or finding and/or delivering a certain Item/Ally/Spell. Most all Quests involving slaying a monster (or monsters) will include delivering the rare Item/Spell/Ally that the monster guards as proof that the monster was slain by the adventurer.

Rewards may be as simple as Gold (usually in amounts ranging from 2 to 5 Gold) to something as rare as a Spell, Item, or Ally that can only be achieved through the completion of a certain Quest. Some rewards may also include increasing an adventurer's attributes permanently.

For instance, here's some simple Quests I have planned:

A strange man in The City Park will reward you in Gold if you slay enough of the squirrels and crows that he hates.

The Enchantress will be a location in The City wherein 3 different Quests (an easy one, a medium one, and a hard one) can be undertaken which involve finding a magical ingredient (an Item) or a magical incantation (a Spell) that is guarded by a monster. For instance, her hardest Quest might include obtaining the sap of a forest ent.

Similar to the Enchantress, the Enchanter will be a location in the Port City, and there will be other such locations in the Town and the Village that involve magicians seeking questers to find Items and Spells. The Castle will have a Sheriff as a location to start Quests and the Keep will have a similar location, with both locations focusing on slaying monsters rather than retrieving Items or Spells.

In addition to locations that can be found with Quests, there will be numerous individual Quests throughout the game. The Temples, Chapels, and Shrines will have their Quests for their alignment types. The Warlock in the Warlock Hut will offer Quests to those that find him. The Druids of the Druid Grove will have Quests to offer, the Elves of the Forest will have Quests to offer, the Dwarves of the Mountains will have Quests to offer, and so on and so on. Quests won't be everywhere, but they will be somewhat common and available to most all adventurers.

Hope that helped, Noob. I appreciate the feedback... so far I've learned that the Priests and Thieves are holding their own! Probably doesn't hurt that they are the craftiest among the adventurer types. Who knows... maybe now that you know you can flee after one Combat with a monster, you might even get one of your thieves as far as becoming a dream thief. Good luck with that!

Peace, Errin : )

http://www.1km1kt.net/Errin-Famiglia.htm

Adventuria Online RPG

Priests vs Thieves

Thieves are probably the number 2 class, with their high craft (which unlike arms and magic, is impossible to raise) and balanced stats, but a priest can get free healing spells and sometimes free healing as well in several different places, so unless he gets trapped in a difficult area he's very survivable. Add in the ability to pick up free bless spells at the city, and you have made up for the attack deficiency in early missions.

The ability to heal for free, rather than requiring incredibly scarce gold, is a huge advantage, at least to my mind. Of course, the same applies to any neutral character, who can get free healing and potions quite easily as well by visiting the shrine, which is in a very easy area. The introduction of quests, and thus the opportunity for more plentiful gold, will likely make a big difference in that.

Noticing the castle, and

Noticing the castle, and thus the chapel, has helped a lot... Somehow I had completely missed that location, and hence the free healing without risk of encounters for good characters. Evil characters have to spend a turn in the more dangerous badlands for every point of free healing (2 including the free potion) making them a little worse off, but the existence of these locations does help significantly.

I think from what you've said that the introduction of quests will balance things a lot. Currently, an extra point of starting craft is far more valuable than a point of arms and magic, since it can not be increased. Characters with weak attributes are also somewhat tougher to play, since gold is hard to come by and they need to obtain equipment to function well.

I think with the addition of quests the dwarf and warrior will be a lot stronger. Right now, they depend heavily on expensive robes and staffs to avoid being wasted by an unlucky string of magical combats. The wizard and priest can at least depend on free spells.

I wasn't really considering the areas that cater to a particular class much in my analysis, though I had noticed that priests and elves seemed to do better than others in this respect, with dwarves falling a short way behind. Since I hadn't explored that widely yet, I didn't feel I could be sure of those factors.

The merits of certain adventurer types at this point in the game

Interesting 'debate'. I would chime in to say that it actually depends on the player as to what type of adventurer works better, as some players obviously have a knack for one type of adventurer over another.

One thing that has to be kept in mind also is that Adventuria is a playable work-in-progress. Currently at 95 pages to explore, it's final goal is to be 222 pages. So the final balance among all adventurer type's has yet to be set, among other things. For instance, increasing Craft is not impossible... it is just very limited, and not much has been introduced for increasing Craft or Vitae permanently, though they are a very few out there in Adventuria's current state.

Rather than focus on just the Priest and the Thief, though, I'm going to use this as an opportunity to discuss all adventurer types at this point in the game's completion.

The Priest - I can see how Priests might be faring better than other adventurers, as I've added a lot of holy sites and population centers to the game so far, all which are abundant in free Spells for Priests. I don't think the Priest is so much advantaged by free healing as by free healing Spells. I've also added a few pages that have undead in them, wherein Priests are most always given a special advantage when fighting such monsters or entering their territory. There are also a few nifty ways to customize a Priest adventurer such as making a druid-ish character if you are Neutral or becoming a monk at The Monastery. So, by the mere fact that I had to establish holy/healing places in Adventuria early on so as to 'build up a network' of locations so that ALL adventurers can heal, the Priest adventurer might have an advantage due to the fact that he has more pages to go to help empower themselves.

The Thief - The Thief might be in the opposite position of The Priest when it comes to pages which have been finished boosting an adventurer's chance of success. Although the Thief will probably never have as many pages/locations to help boost them as a Priest will, the more important fact at this point is that the main pages which will be 'Thief-friendly' have yet to be introduced to the game (such as The Bandit Camp), whereas the main 'Priest-friendly' pages all have. Still, there will always be plenty of scenarios throughout the pages where a Thief will have an advantage whenever it comes to opening locks or avoiding traps. As far as customizing goes, the Thief has less options at this point, but there are still some... including the very formidable dream thief. Or is it not known yet that Thieves are better at using sleep magic than all other adventurers?

The Warrior - Probably the least dependent on being aided by a page/location. There will be a few pages that do (with most boosting a Warrior of a certain Alignment), but that's about it. The Warrior's weaknesses all revolve around his low Magic attribute: he is vulnerable to Magical Combat and he can't use Spells until he can raise his Magic attribute. But what he does have is a high Arms stat to begin with (the highest among all beginning adventurers). His path is clear... seek out Melee Combat, gather Items that are weapons, gather protective Items like armor and shields. His beginning Arms allows him to carry more weapons as well is rack up more Melee XP quicker than others. And there are ways to offset the weakness to Magical Combat. As far as customization goes, the Warrior has a few formidable options already. A monk can be a Warrior just as easily as being a Priest, and a Warrior of the Alignment Evil can make a very dangerous chaos champion. There are even some Spells that are more easily learned by Warriors, but those will always be in the vast minority.

The Wizard - In my opinion, the Wizard is the most powerful adventurer type available, especially as one progresses and becomes more capable. While the high Magic attribute is excellent to begin with, the fact is that Priests and Elves share such a high beginning Magic. What really sets the Wizard apart is the ability to cast Spells. While Priests may share in the advantage Wizards have of a higher Spell limit, what sets the Wizard apart is the type of Spells available to them. Healing is very useful, but so is having Spells which can decisively win Combats. The Wizard's main weakness is the low Arms value for beginning Wizards, but that is easily offset for a little bit by sticking close to a guild with free, powerful Spells available to Wizards. As far as customizing goes, there are and will be a good variety for a Wizard to choose from. One of the more powerful ones is available now... a warlock-ish adventurer requires Items which are costly, but each such Item increases the warlock chance to invoke their main power... the ability to re-use a Spell rather than lose it after it is cast. The magic most freely available to the Wizards will always be the strongest Spells around, so this should be a very easy adventurer type to succeed with if you play it right.

The Elf - The Elf is an adventurer that has more page-dependent abilities than most. Namely, Elves are boosted in any area where plants and nature are dominant, such as The Forest or The Woods. Anywhere that is a glen, glade, or similar such arboreal location will be a boost to the Elf's attributes. Thing is, only about half of those such pages have been introduced to Adventuria so far. Abilitywise, Elves are very specialized, but what they do have is great attributes, as well as a knack for magic without being deficient in the melee department. Another thing an Elf benefits from is a clear path to advancement... leaving The City and heading to The Forest is a good start. Elves are equally limited when it comes to customizing, as there are fewer options available to them, and the main option is merely having an Elf become even more Elvish thanks to certain Items and Spells. The Elves of course have their own magic and their own magic objects, and it is key to the Elf adventurer's success to acquire such.

The Dwarf - The Dwarf is very similar to the Elf when it comes to having page-dependent abilities. Where the Elf is boosted by trees and the outdoors, the Dwarf is boosted by rocky terrain, mountainous areas, and any sort of cave system, such as The Mountains or the Hills. Only thing is, about a quarter of those such pages have been added to the game so far, whereas the Elf has about twice as many pages than boost the Dwarf right now. Attributewise, the Dwarf does appear to have some weakness, but that is all offset by something the Dwarf has that other adventurers don't: a beginning Vitae of 5. Increasing Vitae is not easy to do, and being able to withstand 5 Wounds before falling is an incredible advantage if parlayed right, not to mention all the tests that are more easily passed with the higher Vitae. While dwarven magic exists, it is limited Spellwise (Adventuria dwarves are not much for spellcasting)... but makes up for it when it comes to Items. A Dwarf adventurer armed with the right dwarven Items can be one formidable little bugger in Melee Combat... and it's not so hard to become that if the beginner Dwarf leaves The City and heads for The Mountains. As far as customizing goes, the Dwarf is a lot like the Elf... very few options will be offered to them beyond becoming more Dwarven by employing certain Items and Allies (even some Spells).

Well, that about covers my rap on all this. Note that when I mention customization (acquiring certain Items, Spells, and Allies that all work together in a deliberate way), the majority of 'customized classes' available are available to all adventurers... it is only a minority of such that are more easily obtained by one adventurer type over another. There will only be a handful of custom options that are available exclusively to one type of adventurer. In the end, all adventurer types will basically be equal in their opportunities to become successful adventurers.

Peace, Errin : )

http://www.1km1kt.net/Errin-Famiglia.htm

Adventuria Online RPG

Interesting feedback

I suppose Adventuria can be rather tough, but I am quite certain I've put in enough pages that it shouldn't be too tough for beginners. For instance, The City Park is helpful to new adventurers, but so is The Village and The Tavern, which aren't too hard to find. The Crossroads take you to a few places that are relatively safe to find. Healing and Gold can be found if you know the right pages to head to, with your Alignment being a strong guide as to what page will be more beneficial for your adventurer. And I would also urge caution in being too reckless with exploration until your adventurer can kind of 'level up' and/or prep for the tougher areas/pages of Adventuria.

Monsters are abundant, but you don't have to fight more than one Combat with the vast majority of them unless you choose. Running away is a constant option except for a handful of Monsters. Other situations do occur which cause Wounds, but they are not as numerous, and most always come with a test first that may prevent such Wounds from occurring.

Pages like The Mirror World will indeed be tough, as a lot of times harder to find pages lead to harder challenges on that page. Mirror World has some awesome Spells if you can get in and out of it. Just about every page offers something unique to find... it all depends if you can survive it's challenges. Yes, luck does matter, but free choice of which pages you interact with means that luck can be countered with enough exploration. It's actually more about probability than luck, so as to represent the need to search and adventure within a region of Adventuria in order to find it's varying encounters, Monsters, Items, Spells, Allies, etc...

Though I'm working on a very tough page right now (in fact, it'll probably be one of the toughest in Adventuria), once I'm done I'll look into adding more pages that might help make it a little easier for starting adventurers. A lot of the healing problems you mentioned having would be lessened by more Gold being available. Once I get the Quests introduced to Adventuria, adventurers will have even more ways to raise Gold.

Well, thanks for the feedback. Let me know if there are any tips I can give you that might make it easier to have an adventurer survive. Good luck!

Peace, Errin : )

http://www.1km1kt.net/Errin-Famiglia.htm

Adventuria Online RPG

If the introduction of

If the introduction of quests makes gold easier to obtain, it will certainly present a major improvement. Being able to accumulate more than one gold piece at a time would be a huge boon. As it is, I find that most of my characters are running to the nearest town the moment they get their first gold piece, desperately hoping that they can heal one of their wounds before an unlucky roll strips them of their newfound wealth.

Maybe I'm just too impatient, and need to spend more time killing squirrels and crows. Also, I admit there are many areas I haven't explored yet, so it could turn out I'm missing things that would totally negate my complaints.

In any case, the game is fun to play with, and I appreciate the work you've put into it. Thanks for that :)

Yes, Quests equal more Gold

In fact, there are going to be a lot of Quests that have the sole reward of Gold (and always more than 1 Gold, else it wouldn't be much of a Quest for that small amount). Your feedback helped me realize that the absence of Quests has held back the availability of Gold, though there is still quite a few ways to find Gold and keep Gold at this point.

Wounded but don't want to shell out the Gold you have? Start running for The Chapel, The Blasted Chapel, The Shrine, or The Temple, not The City or other similar pages where you have to pay Gold to get healed. The holy places of Adventuria all have free healing for those of the proper alignment.

Need Gold but can't find Gold? Try to find a source of easy-to-obtain Items that aren't that useful but can be sold in The City (or other such page) for 1 Gold. Beyond all the useful Items in Adventuria, there are plenty of minor Items that serve minor purposes. And most any Item you get more than one of should have their extras sold off as they really aren't useful beyond having just one of them.

Need to build up your beginning character, but are bored of just killing squirrels and crows? Find the wells behind The Tavern and in The Village, the rat-plagued house in The Village, or the caves of chaos near The Keep. In fact, a lot of 'population center' areas/pages in Adventuria have adjacent areas/pages that help beginners build up. The Catacombs under The City as well as The Sewers under The Port City are good examples of that.

While it's true that there is a lot of Adventuria you haven't explored yet, that doesn't mean your criticisms are without merit. I see them as useful feedback, not as petty complaints. You provide me with a perspective I cannot have, that of a new player to the game that is apparently having a tough time. Part of the challenge of the game is learning more about the land so as to guide your adventurer along a relatively safe and prosperous path of advancement. Your 'impatience' would be shared by me if I were playing the game, as, with nearly 100 pages so far, I'd want to look around as much as I could. In fact, the game is designed to induce 'wanderlust' among players, as it is all about exploration and adventuring. But, like any fantasy world, you have to watch where you tread, at least until you can become strong enough to delve further and farther. A weak adventurer can still go quite a few places in Adventuria... they had just better be ready to run away when the time comes.

Glad you are enjoying the game... I enjoy making it a lot, as each page is a new challenge. Keep on playing, and I'll keep on adding pages and answering any questions.

Peace, Errin : )

http://www.1km1kt.net/Errin-Famiglia.htm

Adventuria Online RPG

Let the adventuring begin!

So I've now contributed enough initial pages to make my Adventuria game currently playable. As of right now, only The City and The Catacombs underneath The City are ready for gameplay. In an hour or two, I should have The Crypt done, which can be reached by exploring The Catacombs.

In a day or two, I'll complete The Crossroads and The River, which are the main two ways an adventurer travels about the land of Adventuria. I'll also finish up The Sea, as it is another travel-related section of Adventuria.

Now that I've got the ball rolling, I can pretty much finish one or two pages a day. I've already mapped out the entire land offline, so it's just a matter of me finishing a page and adding it to the e-book.

So, for those of you who want to start playing, you can... if you get bored of adventuring in the few pages I've got done, just have your adventurer camp out until there's more to explore. Enjoy! : )

A royal pain in the...

After a hiatus of a few months, I am back to adding pages to Adventuria, slowly but surely.

The Royal Chambers are now available for exploration, and will lead to The Throne Room (next page on the chopping block now) wherein the king and queen of all Adventuria dwell. Besides being the way to the The Throne Room, The Royal Chambers is one of the least violent areas of the game, as the majority of Combat involves losing your royal pass rather than gaining Wounds. 'Cause if you find yourself without a royal pass in these chambers, you will be mystically teleported out due to an ancient spell of Adventurian royalty. Those that are lucky will find their way to The Throne Room with minimal interference.

Well, I hope Adventuria is still getting played and enjoyed by the RPG Labbers here. I'm at 99 pages now, with page 100 on it's way. Time will tell how quickly I craft it, as it will be closely tied into the introduction of Quests into the game, which are long overdue. Still, there's plenty to play already with the Quests not having been placed yet.

Enjoy!

Peace, Errin : )

http://www.1km1kt.net/Errin-Famiglia.htm

Adventuria Online RPG

Hide and Go Seek

The Hidden Vale is now complete and has been added to the game. I actually had most of it done last weekend, but caught the flu and couldn't finish it all up until now.

Very loosely based on the 'Hidden Valley' space in the game Talisman, The Hidden Vale has been tailored to fit into Adventuria exactly as I wanted it to. It is very interesting how a lot of these pages end up writing themselves.

Basically, The Hidden Vale is hard to find, but not that dangerous to survive in. In fact, it is meant to be a safe haven of sorts if you can find it, and if you can find the means to safely travel to and from it. True, there are some dangerous monsters, and the vale is regularly patrolled by druids and rangers, but it also has a healing spring and some hiding magic spells to be learnt. There is even a very elusive dragon that is quite hard to catch and defeat, but comes with a very unique Item for storing away other Items.

The Hidden Vale also leads to The Vault and The Shady Lane. Those are the next two pages I will be working on (starting with The Vault), so as to complete all Hidden Vale adjunct pages.

Peace, Errin : )

http://www.1km1kt.net/Errin-Famiglia.htm

Adventuria Online RPG

A place in the shade

The Shady Lane is now complete and has been added to the game. It represents a mystical road of darkness that winds throughout The Hidden Vale and beyond.

As one might guess, shades and shadows dwell within The Shady Lane. There is shadow magic to be found as well as some shadow weapons. There are even some miscellaneous shadow artifacts like the shadow crown and the shadow cloak. Though somewhat dangerous, The Shady Lane provides ways to customize an adventurer (especially a thief) into being a shadowy/shady adventurer.

Now all The Hidden Vale adjunct pages are done, and I'm glad how they came out. Since I am now two pages away from completing the hundredth page of Adventuria, I will be working on The Royal Chambers and The Throne Room. The goal is to have The Throne Room be page 100, as that will be the proper time to introduce the King and Queen of Adventuria into the game, as well as begin inserting the Quests throughout the land. I should have those pages done by the end of this week.

Peace, Errin : )

http://www.1km1kt.net/Errin-Famiglia.htm

Adventuria Online RPG

My vault and no one else

The Vault is now complete and has been added to the game. As far as unique magic and objects go, The Vault is very limited, as the only such things which can be found within it's walls are useful only against the specific monsters of The Vault.

What The Vault does have a lot of is Gold. You have to beat some tough monsters and find the right rooms, but if you do so you can earn a lot of Gold. It can be tough to find and even tougher to explore, but those that reach the treasure chambers of The Vault will be well rewarded.

Next up is The Shady Lane, the last of the Hidden Vale adjunct pages. It will be up in a day or so, as I have written most of it already and just have a couple 'boss' monsters to hash out before the page is complete.

Peace, Errin : )

http://www.1km1kt.net/Errin-Famiglia.htm

Adventuria Online RPG

Tomb it may concern

The Tomb page is now complete. I decided to put it up without waiting for The Horror Tomb (it's adjunct page) to be finished first, as it might take a few days or a week for me to do that one.

The Tomb is not unlike The Crypt beneath The City, only it is full of spectres instead of vampires. The death magic of the spectres is formidable, but not as powerful/lethal as other such dark magic found in Adventuria. Still, the items and spells of the spectres can be quite effective if used right, and don't come with the deadly side effects some other types of undead magic have.

One final thing to keep in mind with The Tomb... it becomes exponentially tougher to survive within it for each Wound you have. Entering it without any healing handy would be foolish. Even more foolish would be to enter The Horror Tomb should you find it...

Speaking of, I'm off to bust out my Tomb Of Horrors module to start using as a reference to create the page for The Horror Tomb. Hopefully, I'll have it complete and submitted by the end of this wekk... it takes longer to design a page when you are trying to model it after a specific concept beforehand.

Peace, Errin : )

http://www.1km1kt.net/Errin-Famiglia.htm

Adventuria Online RPG

The Horror! The Horror!

The Horror Tomb is now complete. It's full of death traps, death curses, extremely deadly monsters, and one very powerful, very evil lich lord.

I have one message for adventurers about The Horror Tomb:

STAY OUT OF THE HORROR TOMB UNLESS YOU WANT TO DIE!!!

Seriously, this is the toughest page in the game so far, and will probably remain the toughest page in the game. It is modeled after the AD&D module 'The Tomb Of Horrors', which was the death of many a D&D character.

Of course, The Horror Tomb does serve a purpose, else I wouldn't have added it to the game. If you have an adventurer that you just don't like, send them to The Horror Tomb. Got an adventurer you think has gotten too strong and undefeatable? Send them to The Horror Tomb.

And, like most all pages in Adventuria, The Horror Tomb offers Items and Spells unique to it. It only offers a few Items and Spells that can be useful to an adventurer, though, and those Items/Spells can only be found in the secret chambers of the lich lord which are virtually impossible to reach. But, if you can somehow reach that chamber and slay that lich lord, you can customize your adventurer into being lich-like. Such a lich-like adventurer is probably the most powerful such customized character available in the game at of this point, but it's kind of moot, as it will be near impossible for any adventurer to obtain such status.

Now that The Horror Tomb is done (completing all the Graveyard-adjunct pages), I believe I will be working on the next set of pages, which will most likely be The Hidden Vale, The Vault, and The Shady Lane. I might end up picking another set of three to work on, but for now I think I am going with the ones I just mentioned.

Peace, Errin : )

http://www.1km1kt.net/Errin-Famiglia.htm

Adventuria Online RPG

Back from the dead

After a long absence, I have begun once again to complete more pages for the Adventuria RPG. Fittingly enough, I've started by adding The Graveyard and The Bone Yard, which I was actually set to work on next anyway, ironically.

The Graveyard is a dangerous place thanks to deadly bone magic (powerfully destructive spells akin to the chaos spells). The Bone Yard is even more dangerous due to even deadlier bone magic available there!

The Bone Yard is also home to an advanced skeleton society known as the skeletals, something I originally started in my game Regs, Dregs, & Zombies (a post-apocalyptic zombie game), but have decided to use in other games as well. I like the concept of a powerful group of undead skeletons that are much more intelligent than the average skeleton. One can even 'customize' their character to be like a skeletal if the proper items and spells are found. The Bone Yard and the skeletals actually have a lot of magic to offer those brave enough to find their sanctuary within the Graveyard.

Next up will be The Tomb (shouldn't take too long to make) and The Horror Tomb (will take a little longer to make due to it being patterned off the AD&D module Tomb Of Horrors). Once those two are done, all Graveyard adjacent pages will be done. My immediate goal remains 111 pages (the halfway point for what I hope will end up being a 222 page game), upon which I will introduce the long awaited Quests. Hopefully, it won't take me too long to reach that halfway point, but, at the same time, I have plenty of time to work on this long term project.

Peace, Errin : )

http://www.1km1kt.net/Errin-Famiglia.htm

Adventuria Online RPG

Chaos reigns

The Chaos Wastelands and The Chaos Citadel are now complete. Both new Borderlands-adjunct areas are quite dangerous and can be a real challenge to even the strongest adventurer. Both new pages also allow adventurers that are evil-aligned warriors to 'customize' into becoming mutant champions of chaos. The more powerful of chaos magic is quite strong but comes at a heavy price. You'll see, if you can survive the chaotic realms...

With both new pages done, Adventuria is at 91 pages, putting me 20 pages away from my current goal of 111 pages. I will be taking a small break, but next up, I think I will work on some of the Badlands-adjacent pages, namely The Graveyard and The Bone Yard. After that, I will work on The Tomb and The Terror Tomb.

Peace, Errin : )

http://www.1km1kt.net/Errin-Famiglia.htm

Adventuria Online RPG

Keep on keeping on

The Keep and The Chaos Caves are now complete. Both pages are an homage to the old D&D module 'Keep On The Borderlands', which was used as reference material for the making of these pages. The Keep and The Chaos Caves add a cool new adventuring experience for adventurers, particularly beginning adventurers. However, both of these new pages lack little in new Spells, Items, or Allies, except for a few new Spells available at The Keep. And of course, there is still a new Item here or there, but nothing of great import like may be found on many pages of Adventuria. These two new pages are meant to represent a 'basic' adventuring experience rather than a more complex one with more unique Items, Spells, and Allies. Still, a great way to build up new adventurers as well, not too mention that The Keep and The Chaos Caves still represent a unique adventure unto themselves.

I think I will continue with making the Borderlands-adjunct pages by next working on The Chaos Wastelands and The Chaos Citadel.

Peace, Errin : )

http://www.1km1kt.net/Errin-Famiglia.htm

Adventuria Online RPG

Midnight at the oasis

The Oasis and The Genie Lamp pages are complete now, and can be reached via The Desert.

The Oasis is a relatively peaceful place wherein you can heal up among a tribe of nomads. You can even customize to make a nomad-type adventurer.

The Genie Lamp is a bit more of a challenge, but there is powerful magic there. Wish magic allows for the increase of attributes on a temporary basis, but there is one treasure among the genies that can increase attributes permanently. Such wish items are hard to obtain and tricky to use, but the reward is well worth it if you can make it happen.

Next up, I think I will focus on some Borderlands-adjacent pages like The Keep and The Chaos Caves. At the current rate I'm going, I will probably have those done in a few days.

Peace, Errin : )

http://www.1km1kt.net/Errin-Famiglia.htm

Adventuria Online RPG

You ain't seen nothing yeti

I am back in action as far as making Adventuria pages go. I needed a creative break from the Adventuria game, and ended up working on my Crime Fighter RPG instead. But now I am working on Adventuria once again.

The Ice Castle and The Yeti Sanctuary are now complete. The Yeti Sanctuary page is an homage to a Lords Of Creation module called 'The Yeti Sanction'. I took the concept of true yeti, false yeti, and a false avatar of the Indian god of death Yama.

Overall, both new pages (which are reached via The Cold Wastes page) came out pretty cool, if you will pardon the pun. Next up, I will be working on The Oasis and The Genie Lamp, as it is time to do some pages reached via The Desert page. My not-so-immediate goal is to reach the halfway point for complete pages (111 pages) which is now 26 pages away. I plan on getting Quests introduced to the game before reaching that halfway point of Adventuria's completion. Also, once the halfway point is met, I will start focusing on all the overseas pages of islands and isles. Until then, I will be focusing on the 'mainland' of Adventuria for the next 26 pages I make.

Peace, Errin : )

http://www.1km1kt.net/Errin-Famiglia.htm

Adventuria Online RPG

Dream dream dream

The Sleepy Hollow and The Dreamlands are complete. Both pages are inspired by the writings of Washington Irving, HP Lovecraft, and Michael Moorcock.

Obviously, The Sleepy Hollow was inspired by Irving, but some of you may not know of the dreamlands stories of Lovecraft. I originally planned to make The Dreamlands page more akin to the Lovecraft vision, but ended up customizing it a lot more so as to make Adventuria it's own thing. As for Moorcock, I used his concept of the dream thief that appearred in his later Elric books. Thanks to these two new pages, a character can find the right Items and Spells to 'customize' themselves into a dream thief adventurer... especially if your adventurer happens to be a thief anyway. In Adventuria, the thieves know sleep magic better than the wizards.

Next up, I believe I will be doing The Ice Castle and The Yeti Sanctuary, followed by The Oasis and The Genie Lamp. Hope to have them done by this weekend.

Peace, Errin : )

http://www.1km1kt.net/Errin-Famiglia.htm

Adventuria Online RPG

Enter the pumpkin

The Pumpkin Patch and The Pumpkin Palace have now been added to the game. Pumpkin-headed scarecrows and living pumpkins abound in the patch which can be found via The Fields. And, yes, you can 'pumpkinize' your character if you so wish (and are able to). Pumpkin magic involves changing foes into pumpkins, as well as creating pumpkin weaponry that includes explosive gourds tossed in battle. Something all you Spidey fans should enjoy...

Next up, I'm going to work on The Sleepy Hollow and The Dreamlands. Should be done in a day or two. Quests should also start appearing over the course of this weekend.

Peace, Errin : )

http://www.1km1kt.net/Errin-Famiglia.htm

Adventuria Online RPG

"Its alive . . ."

When I first started on RPG Lab, I distinctly remember when you started work on Adventuria. My first thought was "How can you possibly create all these pages and finish them?". Well, here we are months later, and the game has become a veritable monster of solo gameplay. I will have to sit down and play it some time, but I just wanted to comment and say what a great achievement it is. After you are done on RPG Lab, maybe it might be worthwhile to port it to your own web page with artwork for each of the pages.

Anyway, you should congratulate yourself on what you have achieved so far.

http://www.1km1kt.net/Aaron-White.htm

Much appreciated

Thanks for the kind words, Aaron... Adventuria has become my Frankenstein's monster, but I am quite happy with the game, though the task before me is a bit daunting. I decided Adventuria should have 222 pages/areas to explore (and have 'mapped' it out accordingly, with all 222 areas being named/conceptualized), and have completed 85... meaning I have 137 to go! Right now, I am just focused on the halfway point (getting 111 pages complete) though I do wonder sometimes if I will be able to pull it off. You see, I try to have each page offer unique items, spells, allies, monsters, et cetera that can only be found on that page. While it does seem like a stretch to make all 222 pages offer something unique and different from each other, I have a pretty good feeling I can pull it off. The game system is simple yet varied enough for me to add quite a bit to it, and I have discovered that each page kind of writes itself if I give it the proper time and attention. I even played a game of Talisman recently, and discovered that there were quite a few concepts I hadn't even contemplated before.

As for my process for creating this game, I write each page out using my word processing program (Textedit on Mac), then when it is done I make a cut n paste copy which I then add to RPG Lab as it's own page in the Adventuria RPG. As you saw when i first started the game, I had to make A LOT of blank pages first, then fill them out as time went on. Same thing at home on my laptop... a lot of blank pages waiting to be filled, with it all mapped out already. When I get a random idea for an item, spell, ally, or monster (that is, an idea outside of the page I am working on at the time), I jot it down on whatever unfinished page I think is appropriate. The unfinished pages are mainly blank until I work on them, with just a few jotted down notes here and there. The vast majority of pages get fleshed out after I pick them out to be completed and focus solely on them. Some pages take a few hours, some have taken a few weeks. The final product will be well worth it, and I look forward to when it is all said and done.

On a side note, this game has helped me indulge this gamemaking hobby of mine in a very direct, easy way, as I have one main project on the table (Adventuria), and that's a lot easier for me than having a bunch of different RPGs to work on at once. Still, I do have a few other projects I hope to attend to before the year is through. I have a few more one page rpgs to add to the 2007 challenge, and still want to make that TMNT-inspired variant for MACE. Knowing the way this has gone so far, I will burn out from making Adventuria pages at some point (maybe in a month or two), then will focus on those other games I'd like to make. We'll see... in the meantime, enjoy Adventuria if you get a chance.

Peace, Errin : )

http://www.1km1kt.net/Errin-Famiglia.htm

Adventuria Online RPG

Toad-ally

I've just added The Lily Pond and The Toad Palace to the game. Both pages are full of frogs and toads and the magic unique to their kind. Frog/toad magic includes spells that turn foes into frogs, which can be quite powerful if used right.

With the completion of The Lily Pond and The Toad Palace, all pages that are adjunct to The Bridge page are complete. Perhaps it is not a coincidence that the toads and toad magic lie so close to The Warlock's Hut... the right items and spells among the Bridge adjunct pages can create a powerful warlock character.

Next up, I will be working on The Pumpkin Patch and The Pumpkin Palace. They shouldn't take too long to make, as they will be somewhat modeled after the pages I just made. They should be up in a day or two, maybe even by tonight.

My temporary goal for now is to get the game to half way completion, which means 32 more pages from here on out in order to reach my immediate goal of 111 Adventuria pages completed.

As for the Quests, I have worked the initial ones out and will be slowly introducing them. Should have all the Quests I can have done by the time I reach the halfway point. We'll see... in the meantime, there are plenty of pages to play the game with as is.

Peace, Errin : )

http://www.1km1kt.net/Errin-Famiglia.htm

Adventuria Online RPG

A page out of Ray Bradbury

The Veldt is now complete and can be found by exploring The Steppes in The Plains. Of course, there will be lions...

One of the reasons I wanted to get The Veldt done so quickly is because it has the final spell necessary to create a cat-friendly character. You'll need to explore The Rat Nest, The Mouse Hole, and The Veldt to fully realize the potential of the cat-friendly character. Basically, you need to get two specific feline Allies who then augment two specific feline Spells. Adventuria is full of 'sets' like this wherein a player can 'customize' their character using the right Items, Allies, and Spells.

Another reason I wanted to get The Veldt done is because it used to lead to 2 other pages, but I changed that because I had to move those pages to The Jungle Isle. Since The Veldt now does not lead to other pages, I wanted it to be complete like all the other pages so far that 'dead end'.

Now that The Veldt is done, I am finally going to introduce Quests to the game. I just have to figure out the specific wording I want to use for any and all Quests, as well as then customizing each specific, individual Quest. Basically, a Quest will involve fidning a person/thing/event that let's you take up the Quest, then you have to find a specific Item, Ally, or Spell (or slay a specific monster), upon which you must then return to the original spot you took up the Quest from so as to end the Quest and gain your reward. I needed more of Adventuria complete before I could add the Quests, and now is as good a time as any, with the game being 33% done already. After I get the Quests introduced, I will start again on adding more complete pages to the game.

Peace, Errin : )

http://www.1km1kt.net/Errin-Famiglia.htm

Adventuria Online RPG

The hut under the bridge

The Warlock Hut is now done, and it's adjunct pages are next on the chopping block. I should have The Mouse Hole done by tonight, then The Chessboard done in a day or two, followed by The Clock Tower which I hope to have done by the end of the week. Then come the quests throughout the game so far...

If you have a wizard adventurer, I suggest checking out the warlock's hut when you get the chance. Though mainly 'wizard-friendly', there is some useful magic there for all characters.

Time's up

The Clock Tower is now complete, and I am beginning to complete more pages for the game as well.

For some reason, I keep hitting a wall when I write these time-related Adventuria pages. First, it took me a while to do The Time Warp, and this time it took me a while to finish The Clock Tower. Both times, it just happenned that I got busy with other things, plus got burnout from making too much of the game. It is quite a project.

With The Clock Tower done, all Warlock Hut adjunct pages are complete. Next up, I am going to work on The Veldt, which can be found via The Steppes in The Plains. After that, I am going to start introducing Quests into the game, and will also start randomly completing more pages as I can. As it is, Adventuria is about a third of the way done. Yay!

Peace, Errin : )

http://www.1km1kt.net/Errin-Famiglia.htm

Adventuria Online RPG

Check and mate

The Chessboard is now complete. I think you can imagine what you will encounter upon it...

To those interested, The Chessboard page is an homage to a video game RPG called Shining Force II wherein your adventurers are shrunk down at one point to go on an adventure upon a chess board. I believe you also enter a mouse hole while shrunken... and it all occurs in the house of a warlock... The Shining Force games are great and I highly recommend checking them out via emulation.

Next up, The Clock Tower, then I'll be done with all the Warlock Hut adjacent pages. Should have it done by the end of the weekend, maybe sooner.

Peace, Errin : )

http://www.1km1kt.net/Errin-Famiglia.htm

Adventuria Online RPG

Hole in the wall

The Mouse Hole is now complete. It is somewhat of a 'sister' page to The Rat Nest. With both rodent-themed pages done, two of my favorite Allies for this game are now available. Both are cats that seem only useful when battling mouse or rat monsters, but they have hidden abilities if you use the right spells with them. I have just one more cat spell to introduce to the game, but that will be on a page that isn't quite done yet, but will be after I finish all the Warlock Hut adjacent pages. Besides the cats, there are numerous rat related items, spells, and allies now available in the game. One could customize their character to be a ratcatcher if they wish. Not sure what it'll accomplish doing such, but it seemed like a worthy mention.

By the way, The Mouse Hole is an homage to a special adventure from the online RPG Adventure Quest (at battleon.com). I just had to give some sort of nod to the Adventure Quest RPG... I haven't played for a while, but it's a lot of fun... free, simple fun. I also believe the 'shrunken into a mouse hole fantasy adventure' has been done for other computer RPGs, but I forget which. Anyway, The Mouse Hole is ultimately it's own thing (nothing about it is similar to what you encounter in the mouse hole adventure at battleon.com), but it was originally inspired by Adventure Quest's mouse hole in the inn.

Next up... The Chessboard!

A list of complete Adventuria pages

For those playing the game already, here is a list of the pages that are complete and available for gameplay:

The City
The Crossroads
The River
The Sea
The Forest
The Mountains
The Woods
The Hills
The Fields
The Plains
The Coast
The Lake
The Swamp
The Desert
The Cold Wastes
The Badlands
The Borderlands
The Wildlands
The Bridge
The Castle
The Town
The Village
The Port City
The Sunken City
The Lost City
The Lost Lake
The Catacombs
The Crypt
The Druid Grove
The Hedge Maze
The Black Forest
The Mystic Woods
The Distant Lands
The Tavern
The Shrine
The Chapel
The Blasted Chapel
The Secret Shrine
The Steppes
The Well
The Wishing Well
The Fear Farm
The Terror Tract
The Blood Beach
The Gingerbread House
The Rat Nest
The Merchant Caravan
The City Park
The Temple
The Sewers
The Time Warp
The Sylvan Glen
The Hollow Tree
The Brackens
The Briars
The Barrens
The Barrows
The Crags
The Cairns
The Manor House
The Mirror World
The Monastery
The Tall Tower
The Astral Path
The Moon
The Dark Side

Moved the completed page list

I decided to move the completed list to the body of the main blog post. Come to think of it, that's where it should have been in the first place. Live and learn...

Peace, Errin : )

http://www.1km1kt.net/Errin-Famiglia.htm

Adventuria Online RPG

Neatness!

Just wanted to say that I actually got a chance to play some Adventuria, and I like it a lot. It's a real time-killer. I meant to check it out just a little and work on Dragon Arena, and I ended up playing for an hour or so! I'm an Evil Priest, and I'm currently on The Astral Path. It's given me a lot of ideas for the structure of my game, as well. Keep up the good work!

Glad you like the game

Sounds like Adventuria is functioning like it should... an open-ended RPG that you can play continuously at your leisure.

I should have all the pages related to The Moon done in a day or two... until then you may find it tough for your Evil Priest to leave the moon once he gets there, as the incomplete pages contain a couple ways to return to The Astral Path. Come to think of it, I may need to upgrade an Item from The Astral Path page to allow for greater access to and from the moon.

If you do go to The Moon, you may find a completed page that connects to it which is useful to Evil adventurers like your Priest... it should be fairly obvious which side of the moon is best for an Evil adventurer.

Enjoy the game, and let me know if Adventuria RPG continues to be a fun experience for you. I suppose you could cover a lot of ground in a hour or so of gameplay, but I think you probably have a lot more territory to cover if you keep on playing. I'm also looking forward to Dragon Arena as it progresses and is completed.

Peace, Errin : )

http://www.1km1kt.net/Errin-Famiglia.htm

Adventuria Online RPG

Main areas complete

Yesterday I added The Wildlands, and today I added The Lake, The Lost Lake, and The Castle, which means all the main areas of Adventuria that are key to travel and core to the game are now done. I still have plenty of work to do to finish all the other areas that can be reached via the main areas, but that should move a little more quickly now that I am free to work on any page/area of Adventuria I want.

I'll probably start posting one or two new pages a day here. I think I'll be working on populated areas such as The Port City, The Lost City, The Town, and The Village first. I also want to get The Distant Lands done since it shouldn't be that hard to quickly finish a page that is mainly a gateway to other pages.

If anybody is interested in playing but hasn't started yet, there are about 25 pages available for play now. Ultimately, I hope to have about 200 or so pages in the entire game, so I'm about an eighth of a way there.

Enjoy!

To the moon!

The Astral Path, The Moon, and The Dark Side are now all complete. I think I'll work on some more of the moon pages next, namely The Crater Lake, The Temple Luna, and The Lunar Caverns. I initially just wanted to open up the moon a little, but now I'm feeling the desire to get most all of it complete except for a couple adjunct pages.

For those curious, The Astral Path can be reached via the astropath in The Lost City. It leads to The Moon, which has a Dark Side. The dark side is somewhat Star Wars inspired, but there are also the moonbeasts of the dreamworlds of HP Lovecraft (Lovecraft had his own take on the dark side of the moon, which I drew inspiration from). The Moon also has your standard moon men, and The Astral Path has some stellar creatures as well, some Lovecraftian too.

Enjoy!

More of the moon

So now I've completed The Lunar Caverns and The Mushroom Cavern. The robotmen live in The Lunar Caverns, and the mushroom men live in The Mushroom Cavern. I'll let adventurers discover what they can find among the strange societies among the moon's inner core...

Now, I just have The Crater Lake, The Crater Island, and The Temple Luna to finish before all The Moon pages are completed. Should get those done in a day or two.

I ended up having a slight change in my original design for all pages representing areas of the moon. Originally, I was going to have a page called The Mushroom Palace that could be found via The Mushroom Cavern. But then I realized I wanted to put an island on the crater lake, so I got rid of the palce made of mushroom. It seems cooler to have the mushroom men live solely in a cavern anyway.

Full moon

With The Crater Lake, The Crater Island, and The Temple Luna now complete, all pages concerning The Moon are now done. And so, the entire moon of Adventuria is now open for exploration. You may notice a Star Wars type theme among the pages of the moon in that you can make a small army out of the various creatures you meet on the moon, whether it be robotmen, mushroom men, or minor disciples of the force.

Next up, I'm going to work on The Warlock Hut and it's adjacent pages, which are The Mouse Hole, The Chessboard, and The Clock Tower. Once those pages are done, I'm going to finally introduce quests to the game, as it will then be about one-third complete. That's as good a time as any.

Enjoy!

Monks, friars, and a very tall tower

The Monastery and The Tall Tower are now done. You'll have to go to The Hills to find them. Good luck getting to the top of the tower...

Next up, I think I am going to work on The Astral Path and The Moon. The Moon actually leads to a few adjacent pages, so I was going to wait to work on it, but what I'm thinking now is that I will do The Moon page and wait to work on the pages it will lead to. That way, I can finish all pages immediately adjacent to The Lost City (with The Astral Path being such a page), as well as leave The Moon open to future exploration.

If I do end up working on something besides The Astral Path and The Moon, I'll either work on The Warlock Hut (and it's adjacent pages The Mouse Hole and The Chessboard) or I'll work on The Mystery Marsh (and it's adjacent pages The Tower and The Boggy Creek). At least, that's what's on the drawing board for now.

Mirror in the manor

The Manor House and The Mirror World are now complete. One leads to another...

Next up, I'll be working on The Monastery and The Tall Tower. Should have them done in a day or two.

I don't like spiders and snakes

The Crags and The Cairns are now complete, making all pages adjacent to The Wildlands complete. If you don't like spiders or snakes, you may want to avoid The Crags and The Cairns, though there are special items there for slaying such creatures.

With all The Wildlands adjunct pages/areas complete, I'm now freed up to concentrate elsewhere in Adventuria. I will probably start with areas/pages that lead to the least amount of new areas/pages (i.e. a page that only leads to one or two other pages). I might start with The Monastary, as The Hills page is lacking in complete adjunct pages. We'll see what I choose...

I also need to start introducing quests into the game. With 60 pages now complete and available for gameplay, I'm about a quarter of the way through the entire game, as my goal is to have 222 pages/areas for Adventuria. I have refrained from adding quests until now, but will probably start introducing them here and there since I'm now at this new point.