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RPG Laboratory

Adventuria ORPG blog

I've decided to start up a simple 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
The Goblin Caves
The Troll Tunnels
The Circus
The Ethereal Plane
The Bog
The Slime Tunnels
The Moors
The Haunted Heath
The Nether Realm
The Haunted House
The Spirit Realm
The Pirate Cove
The Sunken Ship
The Coastal Caverns
The Grotto
The Nautilus Maze
The Kraken Keep
The Beastly Belly
The Island
The Jungle Island
The Native Village
The Mandragora Village
The Pirate Bay
The Treasure Island
The Ant Hill
The Hornet Nest
The Lake Island
The Lost Island
The Rock Garden
The Rose Garden
The Primrose Path
The Haunted Lighthouse
The Amber Castle
The White Plume
The Whiteplume Dungeon
The Manticore Maze
The Barrier Peak
The Mysterious Vessel
The Slaver Stronghold
The Slave Pits
The Slaver Dungeon
The Grand Chasm
The Gold Gulch
The Lost Caverns
The Forbidden City
The Forbidden Temple
The Snake Pit
The Mines
The Vast Cavern
The Subterranean City
The Demon Web
The Volcano
The Yucca Flats
The Elemental Plane
The Brass City
The Frozen Tundra
The Winter Wonderland
The Unknown Plateau
The Hunting Grounds
The Aviary
The Hound Haven
The Mystery Marsh
The Tower
The Boggy Creek
The Battlegrounds
The Iron Fortress
The Bandit Camp
The Merchant Manor
The Art Museum
The Ruins
The Dungeon
The Dark Dungeon
The Eyrie
The Cloud Castle
The Dragon Lair
The Elephant Graveyard
The Dino Ranch
The Leper Colony
The Butterfly Ridge
The Black Lagoon
The Blue Lagoon
The Coral Cay
The Octopus Garden
The Orient Isle
The Ninja Dojo
The Shogun Palace
The Circe Isle
The Pig Pen
The Minotaur Maze
The Wizard Isle
The Ghost Tower
The Arcanium
The Emerald Isle
The Leprechaun Patch
The Emerald Palace
The Indies Isle
The Rajah Palace
The Dead Pit
The Underworld
The Abyss
The Devil Pits
The Pyramid
The Mummy Tomb
The Set Underworld
The Sky Fortress
The Crystal Caverns
The Rainbow Bridge
The Cloud City
The Grand Hall
The Arena
The Fame Hall

Stalled

Unfortunately, I haven't been able to finish up this game for some time because my old laptop died on me that had all the Adventuria stuff on it, including the 11 or so pages I was working on to finish it all up.

I'm hoping my old laptop will power up one more time so I can retrieve all the data, but if not, I'll have to figure out another approach to getting it done.

Peace, Errin : )

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

Adventuria Online RPG

Ultimate fighting championship

The Arena and The Fame Hall pages have been added to the game.

The Arena can be reached via The Castle (you will need to get a special pass to enter). There are actually quite a few smaller arenas making up the greater arena as a whole, as well as a special armory with standard weaponry but unique Spells and Allies. Fight in the arenas to gain fame and fortune. Incidentally, The Arena page seems to be the longest page in the game!

The Fame Hall can be reached via The Arena. It is a great hall that only admits winners from the arena. Two side halls, one dedicated to Arms and the other to Magic, can be found here, as well as an armory with truly powerful Items, Spells, and Allies.

There are now only 11 pages to go! Next up, I'm off to finish up The Fields adjacent pages by working on The Misty Meadow, The Fountain Square, and The Stone Tower.

Enjoy!

Peace, Errin : )

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

Adventuria Online RPG

Crystal blue persuasion

The Crystal Caverns, The Rainbow Bridge, The Cloud City, and The Grand Hall pages have now been added to the game.

The Crystal Caverns are reached via The Cold Wastes. It is a series of freezing caverns wherein ice crystals of power are formed. A tribe of norsemen mine the caverns and there are also living crystal creatures walking about. It is quite easy to harvest the crystals yourself or learn crystal magic.

The Rainbow Bridge is reached via The Crystal Caverns. It is a bridge of solid rainbow that stretches out from the crystals of the cavern below to a city in the clouds. Vikings guard the bridge as well as odd creatures of light that appear from the bridge itself. Some powerful Items as well as Spells of rainbow magic can be found here.

The Cloud City is reached via The Rainbow Bridge. It is a city in the clouds where advanced adventurers come to test their mettle. Numerous weapons and Spells are found here, as well as a training ground and a proving grounds where one goes to earn entrance into a grand hall in the cloud city.

The Grand Hall is reached via The Cloud City. It is a mystical hall where only the most skilled adventurers are allowed in. Brave the hall of the grand (and its juggernauts and dreadnauts) or seek out the side halls, the hall of craft and the hall of vitae. Last but not least, the grand hall has a special armory with powerful Items, Allies, and Spells. Gather tokens (either grand, craft, or vitae) to increase attributes or purchase from the armory.

With these four pages added, The Cold Wastes and all of it's adjacent pages are complete. Next up, we go to The Castle to work on The Arena and The Fame Hall. However, The Castle adjacent pages will not all be complete until I do the final two pages for the game, which will be The Labyrinth and The Inner Sanctum.

Enjoy!

Peace, Errin : )

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

Adventuria Online RPG

Walk like an Egyptian

The Pyramid, The Mummy Tomb, The Set Underworld, and The Sky Fortress pages have now been added to the game.

The Pyramid is reached via The Desert. Based on mythical Egypt, this pyramid is ruled by a pharaoh and tended to by his servants. Here you can learn powerful pyramid magic and find unique Items, effectively 'egyptifying' your adventurer. It is also an area abundant in riches.

The Mummy Tomb is reached via The Pyramid. It is a dark and dank tomb that is home to numerous mummies and other lethal creatures. This tomb of mummies also bears a curse for all who enter. Buried somewhere in the tomb are Items and Spells of power, as well as riches to be found.

The Set Underworld is reached via The Mummy Tomb. It is a strange underworld ruled by beast gods and based upon Egyptian myth. Many interesting Items, Allies, and Spells of power can be found here. You may even challenge the beast gods, as inspired by the William Hope Hodgson story 'The House On The Borderlands'.

The Sky Fortress is reached via The Pyramid. It is a floating fortress in the sky, powered by the sun. The fortress is ruled by a pharaoh whose servants wield advanced weaponry. Weapons and magic based upon solar energy can be found here, as well as a nice view of Adventuria below!

With these pages added, The Desert and all it's adjacent pages are complete. Next up, we go to The Cold Wastes to finish up The Crystal Caverns, The Rainbow Bridge, The Cloud City, and The Grand Hall.

Enjoy!

Peace, Errin : )

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

Adventuria Online RPG

Dawn of the dead

The Dead Pit, The Underworld, The Abyss, and The Devil Pits pages have been added to the game.

The Dead Pit is reached via The Badlands. It is a gaping pit in the earth from which spew forth foul zombies. Zombie magic and weapons for slaying zombies can be found here. Expect the zombies to keep coming and coming...

The Underworld is reached via The Dead Pit. It is a vast underworld beneath Adventuria wherein the souls of the deceased travel... as well as some living adventurers. Items, Allies, and Spells unique to the underworld can be found here. Think spirit magic!

The Abyss is reached via The Underworld. It is a huge yawning abyss with many layers, each layer home to numerous demons. It is here you will journey to if you seek Items, Allies, and Spells that gain aid from the demons as well as the ability to repel them.

The Devil Pits is reached via The Abyss. It is an expansive area full of flaming pits to which a number of devils live. Here you will journey if you seek Items, Allies, and Spells that can deal with devils, either for or against.

With these pages added, all of The Badlands adjacent pages are complete. And Adventuria is past the 200 page mark, now at 201 pages total! Just 21 more to go. Next up, The Desert adjacent pages will be completed once I add The Pyramid, The Sky Fortress, The Mummy Tomb, and The Set Underworld.

Peace, Errin : )

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

Adventuria Online RPG

Taj Mahal

The Indies Isle and The Rajah Palace pages have just been added to the game.

The Indies Isle is reached via The Distant Lands. It is an isle based on mythical India. Special Items, Allies, and Spells can be found here, including the use of karma magic. Beware the deadly rakshasa!

The Rajah Palace is reached via The Indies Isle. It is an elegant palace that is home to a very rich rajah. Even more special Items, Allies, and Spells can be found here, including the rare and valuable Rajah Ruby!

With these pages complete, all of The Distant Lands adjacent pages are complete, which make all of The Sea adjacent pages complete. Quite a feat!

Next up, we go to The Badlands to finish it up by adding The Dead Pit, The Underworld, The Abyss, and The Devil Pits.

Peace, Errin : )

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

Adventuria Online RPG

Erin Go Bragh

The Emerald Isle, The Leprechaun Patch, and The Emerald Palace pages have been added to the game.

The Emerald Isle is found via The Distant Lands. It is a verdant isle based somewhat upon Irish mythology. Luck and riches are a theme here, especially when it comes to magic.

The Leprechaun Patch is found via The Emerald Isle. It is a vast patch of green clover that is home to many leprechauns and their kin the wee folk. Plenty of lucky charms and Gold to be found for those that search this patch.

The Emerald Palace is found via The Emerald Isle. It is a large palace made of emeralds. There is a 'Wizard Of Oz' theme as well as more Irish imagery here. And plenty of unique items and spells to be bought or found.

Next up, The Distant Lands adjacent pages will conclude with The Indies Isle and The Rajah Palace.

Enjoy!

Peace, Errin : )

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

Adventuria Online RPG

Abra Kadabra

The Wizard Isle, The Ghost Tower, and The Arcanium pages have been added to the game.

The Wizard Isle is reached via The Distant Lands. It is a magical isle home to wizards and those that seek out wizards. Needles to say, the isle is friendly to Wizard type adventurers.

The Ghost Tower is reached via The Wizard Isle. It is a ghostly tower rising above a mystical nexus of spectral energy. Visit this tower if you are interested in increasing your magical abilities.

The Arcanium is reached via The Wizard Isle. It is a majestic palace created by magic. Many wizards populate the palace, including the council of mages and magi who rule the land. The Arcanium is a place that all spell-using adventurers should visit.

Next up, we continue finishing off The DIstant Lands by working on The Emerald Isle, The Emerald Palace, and The Leprechaun Patch.

Enjoy!

Peace, Errin : )

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

Adventuria Online RPG

Of Mythical Proportions

The Circle Isle, The Pig Pen, and The Minotaur Maze pages have just been added to the game.

The Circe Isle can be reached via The Distant Lands, though it is a hidden isle unlike the other isles of The Distant Lands. It is an isle similar to that of mythic Greece. Ruled by a beautiful sorceress that can change adventurers into pigs, the isle is also populated by her cylopean minions.

The Pig Pen can be reached via The Circe Isle. It is where the circe sorceress imprisons those she has turned into pigs. Indeed, a curse throughout the area can transform any visitor to a pig, albeit not permanently. The pen is difficult to escape, but it possesses some useful items and some magic for polymorphing foes into pigs.

The Minotaur Maze can be reached via The Circe Isle. The maze is populated by minotaurs and serves as another mystical prison upon the isle. A difficult location to survive and escape, the maze nonetheless possesses useful spells and items of the mythical race of minotaurs.

Next up will be The Wizard Isle, The Ghost Tower, and The Arcanium.

Enjoy!

Peace, Errin : )

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

Adventuria Online RPG

Orientation

I just added The Orient Isle, The Ninja Dojo, and The Shogun Palace pages to the game.

The Orient Isle can be reached via The Distant Lands page. It is a land based upon mythical asia. Numerous warriors, wizards, and monsters with an oriental theme dwell on the isle. Learn the magic of the orient if you wish to be a martial artist type character.

The Ninja Dojo can be reached via The Orient Isle. It is a dojo which is home to the ninja clan. With their unique weaponry and magic, the ninjas are formidable foes. The dojo has all you need to customize an adventurer into a ninja, especially if the adventurer is a thief.

The Shogun Palace can be reached via The Orient Isle. The palace is home to the samurai clan which rules the isle. The samurai are also formidable foes thanks to their special weaponry and spells. This palace is where you can customize an adventurer to be a samurai, especially if the adventurer is a warrior.

Next up, I continue with The Distant Lands by working on The Circe Isle, The Minotaur Maze, and The Pig Pen.

Enjoy!

Peace, Errin : )

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

Adventuria Online RPG

Final Fantasy Island

I have just added The Black Lagoon, The Blue Lagoon, The Coral Cay, and The Octopus Garden pages to the game. With these pages added, all of The Island and it's adjunct pages are complete.

The Black Lagoon can be reached via The Island. It is an eerie black water lagoon full of various island and ocean dangers, including natives, moray eels, and a giant moray eel guarding a valuable treasure. And, of course, a creature lurks about...

The Blue Lagoon can be reached via The Island. It is a beautiful blue water lagoon also full of various island and ocean dangers, including natives, sea turtles, and a giant sea turtle guarding a valuable treasure. Here too a creature lurks about...

The Coral Cay can be reached via The Black Lagoon. It is a shallow, mostly submerged cay island upon a reef of coral. The coral reef is home to sharks and sharkmen. Some treasure as well as shark magic and shark weaponry can be found here.

The Octopus Garden can be reached via The Blue Lagoon. It is a submerged seaweed garden where all can magically breathe water. The seaweed garden is home to octopi and octomen. Some treasure as well as octopus magic and octopus weaponry can be found here.

Next up I will start on finishing all of isles of The Distant Lands. To begin with, I think I'll work on The Orient Isle, The Ninja Dojo, and The Shogun Palace.

Enjoy!

Peace, Errin : )

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

Adventuria Online RPG

Island getaways

The Leper Colony and The Butterfly Ridge pages have been added to the game. Both can be reached via The Island page.

The Leper Colony is a deadly place full of disease. Among the many lepers here is a chance to master their magic, as well as gain some diseased weapons and a possible leprous companion. Just remember... the colony is hazardous to the healthy.

The Butterfly Ridge rises high above the rest of The Island, and it is here that many butterflies have come to live. Most all the butterflies on the ridge are small yet formidable in battle. Besides finding butterflies of monetary value, there are also numerous spells and items related to the butterflies and their magic.

Next up will be The Blue Lagoon, The Black Lagoon, The Octopus Garden, and The Coral Cay.

Enjoy!

Peace, Errin : )

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

Adventuria Online RPG

The bigger they are...

I just added The Elephant Graveyard and The Dino Ranch pages to the game. Both can be reached via The Jungle Island page.

The Elephant Graveyard is the sacred burial grounds (and stomping grounds) of elephants. A tribe of pygmies worshipping an elephant idol also lives here. Much elephant magic abounds here as well.

The Dino Ranch is a free range ranch of dinosaurs looked over by a barbaric jungle tribe of ranchers and mancers. Many large, dangerous dinos roam the ranch, but there are also spells for transforming into a dinosaur, weapons useful against large monsters like dinosaurs, and even some very tough dinosaurs you can briefly have as pets if you can defeat them first.

With the addition of these pages, The Jungle Island and all it's adjunct pages are complete. Next up, I'm off to finish The Island by adding The Leper Colony and The Butterfly Ridge, then The Blue Lagoon, The Black Lagoon, The Octopus Garden, and The Coral Cay. Until then...

Enjoy!

Peace, Errin : )

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

Adventuria Online RPG

It's eerie

I just added The Eyrie, The Cloud Castle, and The Dragon Lair pages to the game.

The Eyrie can be reached via The Mountains. It is one of the highest peaks in the land. On it dwell strange creatures, both friendly and hostile. Be careful not to be dashed to the mountains below!

The Cloud Castle can be reached via The Eyrie. It is a castle in the clouds which can only be reached by climbing a beanstalk. A giant with trollkin servants and an equally giant brother dwell in the castle and guard it's treasure, which includes a goose that lays golden eggs.

The Dragon Lair is also reached via The Eyrie. It is the large lair of the dragon race of Adventuria. Much dragon magic, objects, and allies can be found there, as well as some of the toughest monsters in the land... the dragons.

With these pages added, all The Mountains adjunct pages are complete. Instead of taking a break from Adventuria, I thought I'd add those 3 pages. Now I will be taking a short break, but only to inventory all the new pages I've added since August. Then I am going to work on completing as many Sea adjunct pages as possible (probably all of them), since that is the one main region of Adventuria that requires the most completion before being finished. Next up, when the time comes, will be The Dino Ranch and The Elephant Graveyard so I can finish up The Jungle Island, and then I'll work on pages adjunct to The Island, and then I'll finish up with the isles The Distant Lands, of which no pages have been added yet. For now though, there are 175 pages to explore.

Enjoy!

Peace, Errin : )

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

Adventuria Online RPG

Only 50 more pages to go!

With the addition of the pages I just added, Adventuria is at 172 pages total. With 222 pages planned out overall, that means Adventuria is only 50 pages away from completion. The game is now over 75% complete!

I'm a bit surprised that I was able to add 61 pages in less than 3 months. The 111 pages before that were all done in under 3 years! Quite a different pace. The difference, I think, was that I had so much of Adventuria laid out beforehand that I was able to model a lot of the new pages I added based on the old pages I had already added. Plus taking inventory of the game after reaching the halfway point at the start of this year really helped me see what needed to be added and where the gaps where to add things or define a page in a certain way. Another big difference was that I focused squarely on adding these new pages whereas before that I was pretty casual about the pace of my page additions.

For now, I am more than happy to be at 172 pages, and it is surreal seeing Adventuria at the size it is now. Just 50 more pages to go, then I add the Quests as a final touch to smooth everything out. After that, it will be a fait accompli.

As for what pages I'm going to work on next, I am not quite sure yet. Of the 20 main areas of Adventuria, 12 are complete with all their adjunct pages finished... The Borderlands, The Bridge, The City, The Coast, The Crossroads, The Hills, The Lake, The Plains, The River, The Swamp, The Wildlands, and The Woods. The 8 main areas that are yet to be complete are The Badlands, The Castle, The Cold Wastes, The Desert, The Fields, The Forest, The Mountains, and The Sea. Of those, The Sea has the most pages to be complete (all of The Distant Lands, plus The Island and The Jungle Island). I believe The Mountains has the least pages to be added to be complete, so I might work on those next.

In the meantime, now more than ever there is more Adventuria to explore.

Enjoy!

Peace, Errin : )

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

Adventuria Online RPG

A ruinous affair

I have just added The Ruins, The Dungeon, and The Dark Dungeon pages to the game.

The Ruins can be reached via The Badlands. The Ruins is the ruined, rubble-filled relic of an ancient society of Adventuria. Weird magic pervades The Ruins and has altered the monsters there. The Ruins is the domain of an evil warlock as well as the stalking grounds of a mad reaver. By defeating both, an adventurer may create a warrior mage type character via the Items gained by their defeat. The Ruins page is also of aid to any adventurer that wishes to be a delver into dungeons.

The Dungeon is reached via The Ruins, and many adventurers journey to The Ruins just to explore The Dungeon beneath it. The Dungeon is laid out different than most Adventuria pages. Loosely inspired by the dungeon exploring solo version of first edition AD&D (in the back of the DM Guide), The Dungeon is represented by a number of different factors... rooms, other adventurers, magic tricks, traps, monsters, and treasures. It is possible to enter The Dungeon and find treasure without any danger, but not probable. Exiting The Dungeon once entered is not a given, but it is fairly common to find an exit while exploring around.

The Dark Dungeon is also reached via The Ruins. It can only be entered if a certain magic artifact is found in The Dungeon first. The Dark Dungeon is laid out like The Dungeon, but it is a much much tougher place. In fact, it is one of the toughest pages in the game so far (surpassed only perhaps by The Kraken Keep or The Horror Tomb). Still, there is much treasure and powerful objects to be found there.

Next up is a special announcement about Adventuria ORPG. I'm not sure what pages I will be working on next at this moment though, but I should start up again in the coming week.

Enjoy!

Peace, Errin : )

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

Adventuria Online RPG

Steal away!

I have just added The Bandit Camp, The Merchant Manor, and The Art Museum pages to the game.

The Bandit Camp can be reached via The Hills. It is a Thief friendly page, what with being a camp full of thieving bandits and brigands. Bandit magic as well as standard thieving items (dagger, leather armor, etc) can be found here.

The Merchant Manor is found via The Bandit Camp. It is the manor house hidden in the hills and belonging to a rich merchant. Numerous merchants and servants can be found here, as well as some merchant magic and objects. And Gold, of course.

The Art Museum is behind The Merchant Manor. It is an illustrious museum of beautiful art which draws in it's visitors. It is difficult to leave the museum, even though it is full of many dangerous people and monsters. Powerful art magic of an absorbative quality can be found here, as well as art with replicative properties.

With these pages added, all The Hills adjunct pages are now done. Yet another region of Adventuria is completely (the last few rounds of page additions have all been finishers for one main region or another). Next up, we go to The Badlands to finish up The Ruins, The Dungeon, and The Dark Dungeon pages. Upon the addition of those pages, a minor yet still special announcement will be made about Adventuria ORPG.

Enjoy!

Peace, Errin : )

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

Adventuria Online RPG

Battle On!

I have just added The Battlegrounds and The Iron Fortress pages to the game.

The Battlegrounds can be reached via The Borderlands. It is a vast battleground where you may join a war campaign against the enemies of Adventuria. All sorts of war Items, Allies, and Spells can be found there, particularly if you are a warrior and of Neutral Alignment.

The Iron Fortress can be reached through The Battlegrounds. It is the headquarters of the enemy forces waging a border war against Adventuria. War magic and the like can be found here, as well as iron magic and iron objects. The fortress is ruled by a general with an iron fist... literally. This page is also geared towards warriors of Neutral Alignment, which represent soldiers in the land of Adventuria.

With these two pages added, all of The Borderlands adjunct pages are done. Next up we go to The Hills to finish up The Bandit Camp, The Merchant Manor, and The Art Museum.

Enjoy!

Peace, Errin : )

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

Adventuria Online RPG

Marshmallows

Today I added The Mystery Marsh, The Tower, and The Boggy Creek pages to the game.

The Mystery Marsh is found via The Swamp. I'd describe the marsh, but that might ruin it's mystery!

In the center of The Mystery Marsh is The Tower. This tower of mystery is home to all sorts of mystery magic and monsters. The Tower is the property of a master magician on it's top level who uses a mystical deck to summon monsters to fight his foes.

Running through The Mystery Marsh is The Boggy Creek. Inspired by the Mystery Science Theater 3000 movie 'Boggy Creek 2', The Boggy Creek is where you search for clues to hunt down an elusive creature of legend. This page is based on my one page RPG 'The Creature Of Murky County'. Needless to say, actually finding and defeating the boggy creek creature brings a big reward.

With these pages added to the game, all The Swamp adjacent pages are complete. More areas are set to be completed in the near future. Next up will be The Battlegrounds and The Iron Fortress.

Enjoy!

Peace, Errin : )

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

Adventuria Online RPG

Happy hunting!

Strange... i thought I posted about these pages when I put them up a few days ago, but it never showed up...

Anyway, I added The Hunting Grounds, The Aviary, and The Hound Haven pages to the game.

The Hunting Grounds is found via The Woods. These grounds are the official property of the royal family of Adventuria. Numerous beasts run about as well as wardens watching over the place. Powerful hunting magic can be found here.

The Aviary is part of The Hunting Grounds. It is full of all the birds belonging to the royal family. The bird magic here involves honing in on a wounded enemy. Like the rest of the grounds, this area is patrolled by royal servants protecting the wildlife.

The Hound Haven is also part of The Hunting Grounds. It is full of all the hounds belonging to the royal family. The hound magic here involves weakening a wounded opponent before going in for the kill.

The Aviary and The Hound Haven are also home to special animal masters, a master of birds and a master of hounds respectively. Inspired by the Fighting Fantasy book 'Scorpion Swamp', there are other animal masters throughout the land. The toad master was already made before this page was added, but the snake master and the spider master were just made and placed on certain pages whose boss monster was replaced by the respective animal master.

With the addition of these pages, all the Woods-adjacent pages are complete. Next up, The Mystery Marsh, The Tower, and The Boggy Creek.

Enjoy!

Peace, Errin : )

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

Adventuria Online RPG

Hot and cold running adventures

I was able to do a bunch of pages over the weekend. I have just added The Volcano, The Yucca Flats, The Elemental Plane, The Brass City, The Frozen Tundra, The Winter Wonderland, and The Unknown Plateau. That's a fair chunk of Adventuria...

The Volcano can be found via The Desert. All sorts of fire monsters and magic can be found at The Volcano. Just be careful not to be there when it erupts!

The Yucca Flats is a radioactive desert wasteland at the base of The Volcano. It is one of the few Adventuria pages to be inspired by a Mystery Science Theater 3000 movie. Besides the rare Spells and Items at these flats, there is a unique opportunity to change your Adventurer Type into a special type known as 'Beast'.

The Elemental Plane is a mystical plane of elements that can be magically reached from The Volcano. Like The Ethereal Plane, The Elemental Plane is full of elemental monsters and magic which may prove useful to an adventurer.

The Brass City is a fabled city of brass which can be found floating in The Elemental Plane. Many unique Spells, Items, and Allies can be found there, all with an arabesque motif, including a magic carpet that can be flown above the city.

The Frozen Tundra can be found via The Cold Wastes. All sorts of snow monsters and magic exists on The Frozen Tundra, and there is a chance of an avalanche occurring any time you visit there.

The Winter Wonderland is an enchanted land of winter wonder at the base of The Frozen Tundra. All sorts of merry creatures and holiday gifts can be found there, including some strange characters out of another Mystery Science Theater 3000 movie.

The Unknown Plateau is a bleak, secluded plateau full of blasphemous men and monsters. Inspired by the work of H.P. Lovecraft, The Unknown Plateau is the stomping grounds of weird alien creatures and even weirder alien gods. Powerful relic magic can be found there, as well as an extremely rare Spell and Item for summoning a dark alien god.

Next up, we'll go The Woods to finish up The Hunting Grounds, The Aviary, and The Hound Haven.

Enjoy!

Peace, Errin : )

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

Adventuria Online RPG

Descend into the depths

I've now added The Mines, The Vast Cavern, The Subterranean City, and The Demon Web pages to the game. They can all be reached by going to The Mountains page.

The Mines are full of gold and explosive stones, as well as explosive magic. It can be a lethal but profitable place to explore. And somewhere among it's three levels is a way to a vast cavern underneath The Mines.

The Vast Cavern is loosely based on the AD&D module 'Descent Into The Depths Of The Earth', although the Kuotoa Shrine section of the page is a little more closely based on the module. The difference is that The Vast Cavern is full of explosive material as well, leading to more explosive spells and items. Even the Kuotoa employ explosive weaponry, if you can find their shrine. Also located in The Vast Cavern is a way to a subterranean city underneath.

The Subterranean City is loosely based on the Ad&D module 'Vault Of The Drow'. Instead of drow elves, Adventuria has dire elves. Deep dwarves also dwell in The Subterranean City. Both the elves and the dwarves use their own kind of explosive spells and weapons. There is also a huge black market in the city full of most everything one can need. Lastly, a special shrine in the city is known to contain a demonic web within.

The Demon Web is inspired by the AD&D module 'Queen Of The Demonweb Pits', but is not really based on anything from the actual model. Rather, it is somewhat closely related to The Snake Pit page, cause I like spiders and snakes. Within this demonic web is all sorts of venomous spiders and driders. Powerful poison magic exists here, as does a queen of the spiders who may be challenged for her tiara.

With the addition of these pages, the last of the AD&D inspired Adventuria pages are complete. Although there will be a page called The Ghost Tower at some point, it is not associated in anything but title to the AD&D module 'Ghost Tower Of Inverness'. To all my fellow fans of 1st edition AD&D, I hope you enjoy my Adventurian twist on the various modules and adventures of AD&D of old.

Also with the addition of these pages, Adventuria surpasses the 150 page mark! Yay! We're at 151 pages now, to be precise. The planned goal is still 222 pages total. I'll get there some day, but I'm not sure how. It's already getting tough to think up new items, spells, allies, and monsters. Luckily, most of the pages end up writing themselves if I give them enough conceptual time. At least I have the next batch kind of sketched out.

Next up, we go to The Desert to work on The Volcano and it's adjacent pages. After that, I'll go to The Cold Wastes to work on The Frozen Tundra and it's adjacent pages. Until then...

Enjoy!

Peace, Errin : )

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

Adventuria Online RPG

Don't dance the Lambada there

Whoops! I added a few new pages a few days ago, and forgot to post about it here.

Anyway, The Forbidden City, The Forbidden Temple, and The Snake Pit have been added to the game. All can be reached by exploring The Jungle Island.

The Forbidden City is pretty closely based on the AD&D Module 'Dwellers Of The Forbidden City'. The main difference being that magic of a deadly and forbidden nature can be found in this forbidden city. Quite a few strange and strong monsters dwell in this city of the forbidden.

The Forbidden Temple is located in The Forbidden City. It can only be entered by using a special pass obtained in the city. Inside the temple are the yuan ti snakemen, a powerful race of ancient half-serpents. Also in the temple is even more forbidden, more deadly magic that is actually a great challenge to use without killing one's self.

The Snake Pit is in the center of The Forbidden Temple. It is full of all sorts of poisonous serpents and snakes. Powerful snake magic can be learned here, and the king of all serpents can be challenged for his crown.

Next up will be The Mines, The Vast Cavern, The Subterranean City, and The Demon Web.

Enjoy!

Peace, Errin : )

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

Adventuria Online RPG

Lost in the mix

I just added The Lost Caverns page to the game. It ended up being much quicker to make than I thought.

The Lost Caverns is based on the AD&D Module 'The Lost Caverns Of Tsojcanth'. The caverns are full of odd and powerful monsters. A few items can be found in the caverns, but most of the treasure lies in an inner sanctum. An abundance of Gold and several powerful magic artifacts await those who can get into the lost sanctum... which is of course guarded by formidable monsters.

I'm not sure what pages will be next to be added to the game. I might stay on the AD&D inspired pages and flesh out The Forbidden City on the Jungle Island. Or I might take a break from the AD&D inpired pages (most of them now being done) and try a new page of a different kind to add. We'll see...

Enjoy!

Peace, Errin : )

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

Adventuria Online RPG

Grand n golden

Well, I didn't expect to be adding new pages so soon, but I just added The Grand Chasm and The Gold Gulch. Both ended up being super quick to make.

The Grand Chasm is a large yawning chasm found via The Borderlands. All of the creatures that dwell in the chasm are of enormous size. The items and magic of the area also bestow enormous size.

The Gold Gulch is found by exploring The Grand Chasm. It is a secluded gulch where gold is in abundance. Various Spells, Items, and Allies available at the gulch all have to do with gold magic. Just be careful not to catch gold fever!

Next up I will be working on The Lost Caverns, which can be found in The Grand Chasm. The page will be based on the AD&D module "The Lost Caverns Of Tsojcanth.

Enjoy!

Peace, Errin : )

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

Adventuria Online RPG

Slaving over a hot Adventuria...

The evil slaver lords and their minions have been introduced to the game with the addition of the following pages: The Slaver Stronghold, The Slave Pits, and The Slaver Dungeon.

The Slaver Stronghold is found via The Borderlands. It is a fort wherein people may enter the lair of the slaver lords to do business or plunder the slave stock. All slaver magic revolves around Allies. Allies can also be bought and sold at this stronghold. All of the slaver pages also contain strange and rare monsters enslaved by the slaver lords. Each slaver page also contains two of the slaver lords in charge of the area the page represents.

The Slave Pits are underneath the stronghold and are easily accessible to possible clients. These pits are where the slaves are kept and other slave business is done.

The Slaver Dungeon is underneath the pits. It is the inner sanctum of the slaver lords, containing their most powerful Spells, Items, and Allies.

All these pages draw inspiration from the AD&D Modules A1 thru A4 concerning the slave lords. I tried to represent the modules the best I could and am happy with the outcome.

I'm not sure what is up next. I might take a little break or I might further flesh out pages accessible thru The Borderlands page. Time will tell... in the meantime these new slaver pages will have to do.

Enjoy!

Peace, Errin : )

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

Adventuria Online RPG

The mountains of madness

Continuing with the trend of adding pages based on AD&D modules, I've added The White Plume, The Whiteplume Dungeon, The Manticore Maze, The Barrier Peak, and The Mysterious Vessel. They can be found by exploring The Mountains.

The White Plume is a tall mountain that is covered in white steam. Various indigenous creatures roam the white plume mountain and there is a fabled dungeon somewhere inside of it.

The Whiteplume Dungeon is a legendary dungeon containing powerful magical weapons guarded by great guardians. Full of tricks, traps, and monsters, The Whiteplume Dungeon poses a challenge to any and all adventurers.

The Manticore Maze is found within The Whiteplume Dungeon. As it's name implies, it is a maze full of manticores and other monsters. Somewhere within the maze is a great guardian protecting a powerful magic weapon.

The Barrier Peak is a tall-peaked mountain that had an unidentified alien vessel crash into it long ago. The radiation from the embedded ship has mutated most of the creatures of this mountain.

The Mysterious Vessel is the ship which crashed into The Barrier Peak. Inside, much of it's systems are still functioning. A great variety of dangerous creatures live throughout the multi-leveled vessel, including the very dangerous mutated beasts of it's botanical level. Various powerful Items, Allies, and Spells are locked away in the ship waiting to be discovered.

Now that those pages are done, it's off to The Borderlands to work on The Slaver Stronghold, The Slave Pits, and The Slaver Dungeon. All three pages will be based on the AD&D modules of the Slave Lords.

Enjoy!

Peace, Errin : )

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

Adventuria Online RPG

Castle D'Amber

The Amber Castle has been added to the game now. I ended up downloading a pdf of the AD&D module 'Castle Amber', and used that as a basis for designing the page.

In The Amber Castle, you will find numerous adventures and strange creatures. It is a castle which is home to a mad family of magicians with the last name Amber. You can search the castle to fight various family members for the gold they have horded, or you can aim for the grander adventure and try to free the ghost of the head of the family from his crypt in a tomb that can only be reached by adventuring in the land of Averoigne...

Next up, I'll be fleshing out some of the other AD&D-inspired pages, since I downloaded a few pdfs of the old modules. I'm going to work on The White Plume, The Whiteplume Dungeon, and The Manticore Maze, after which I will work on The Barrier Peak and The Mysterious Vessel.

Enjoy!

Peace, Errin : )

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

Adventuria Online RPG

Gardens, paths, and pirates

I've just added The Rock Garden, The Rose Garden, The Primrose Path, and The Haunted Lighthouse to the game.

The Rock Garden is full of sentient rocks of all kinds. You can gain various rock items, allies, and spells there.

The Rose Garden is full of sentient roses of all varieties. You can gain various rose items, allies, and spells there.

The Primrose Path is a mystical path found in The Rose Garden. It is populated by numerous creatures inspired by Puritan era New England and the writings of Nathaniel Hawthorne. It contains some of the most useful transport magic in the game, as well as some truly unique monsters to battle.

The Haunted Lighthouse is the last of the pirate pages as well as the last of the haunted pages. There are two sections to this page: the haunted lighthouse and the ghostly galleon next to it. You will have to explore one to unlock all the secrets of the other. All of the pirates are quite dead and all of the other horrific creatures are quite creepy.

With these new pages, I have done all the pages adjunct to The Lake Island and The Lost Island, except for The Amber Castle. I will have to delay writing The Amber Castle page until I can consult my copy of the AD&D module Castle Amber, which I don't have on me at this time.

Next up, I'm not sure which areas I will focus on now. I'm thinking of maybe doing some desert pages or some cold waste pages, but it's hard to say for sure what I will do now. But whatever page I choose to do I will most likely do sooner rather than later.

Peace, Errin : )

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

Adventuria Online RPG

More fantasy islands!

I just added The Lake Island and The Lost Island to the game.

The Lake Island is an island in the middle of The Lake. It has some useful stuff for the aquatic bound.

The Lost Island is an island in the middle of The Lost Lake. It too has some useful stuff for the seafaring adventurer.

Next up will be The Rock Garden, The Rose Garden, and The Primrose Path, followed by The Haunted Lighthouse. All are adjunct to an island page.

Enjoy!

Peace, Errin : )

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

Adventuria Online RPG

Bug out!

Two more pages have now been added to the game: The Ant Hill and The Hornet Nest. Both provide big adventures for shrunken adventurers!

The Ant Hill is swarming with ants and ant men. Of course, there is an ant queen as well. The entire swarm is somewhat poisonous, as are the various spells, items, and allies you can find within.

The Hornet Nest is abuzz with hornets and hornet men. There too is a hornet queen. The entire hive is similarly poisonous to the ants of the ant hill.

With these pages done, I am through with the Island and Jungle Island adjunct pages for the time being. Next up will be The Lake Island and The Lost Island, in no particular order. Once those are done (and their adjunct pages), I'll probably come back and add a couple more Island and/or Jungle Island pages.

Enjoy!

Peace, Errin : )

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

Adventuria Online RPG

YAR!! More pirate pages be added

I just added The Pirate Bay and The Treasure Island to the game.

The Pirate Bay is another pirate-filled area full of pirate magic and items. It is also the gateway to the secret island headquarters of the pirates where they keep all their treasure.

The Treasure Island is where the royal leadership and the best of the pirate clan dwell. They guard over a lot of buried treasure, including one of the most lucrative treasures in the game. Although there is a lot of monetary reward to be had, there is a lot of danger too... expect to be shot at a lot by both muskets and cannons. And watch out for all the tricky traps and monsters!

Almost all the pirate-themed pages except for one are done now. And the last one is not too far away from being completed...

Next up will be The Ant Hill and The Hornet Nest.

Enjoy!

Peace, Errin : )

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

Adventuria Online RPG

It takes a village... or two

I just added two more pages to Adventuria. The Native Village and The Mandragora Village, both located on The Jungle Island.

The Native Village is a primarily peaceful village where you can heal up and re-supply. It also offers some unique native magic for going berserk in battle.

Situated next to The Native Village is a tiny village of diminutive plant men known as The Mandragora Village. You must be of small size to adventure in the village. Besides the unique magic of the mandragora men, there are also additional tiny adventures to be had in two other small areas connected to the miniature village.

Next up, I will either work on The Ant Hill and The Hornet Nest (the two Mandragora Village adjunct pages), or I will work on The Pirate Bay and The Treasure Island (pages adjunct to The Island). Either way, I only have 100 more pages to go before Adventuria ORPG is complete! Yay!

Enjoy!

Peace, Errin : )

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

Adventuria Online RPG

Smiles, everybody! Smiles!

I feel like Mr. Rourke inviting people to vacation at my fantasy islands...

I've added The Island and The Jungle Island to the game now. Both can be found in The Sea and have numerous exotic locales within them. I have yet to work on the pages adjunct to The Island and The Jungle Island, but that is what is next on my list. Not sure which, but I'll figure it out soon.

As for the pages themselves, The Island is home to the monkey men. It has a few dangerous encounters, but not much treasure.

The Jungle Island is similar, but is home to the ape men. It too has much more encounters than treasure. Still, it might be worth exploring if you like powerful weapons...

Enjoy!

Peace, Errin : )

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

Adventuria Online RPG

Get Kraken

Two more seaworthy pages have been added to Adventuria now...

The Kraken Keep is found off The Sunken City. It is somewhat dangerous, but has unique treasures and one of the toughest monsters in the game. Just make sure you don't get swallowed whole by the massive master of the keep...

The Beastly Belly is where you will find yourself if the kraken swallows you whole. While inside, you will mainly be trying to escape to survive, but there is a rare ally to be found as well as one of the richest treasures in the game. The page is loosely inspired by one of the scenarios from Zelda Ocarina Of Time.

Now that those pages are done, my focus is going to move to the various islands of both the sea and the lakes. Next up, in no particular order, will be The Island, The Jungle Island, The Lake Island, and The Lost Island.

Enjoy!

Peace, Errin : )

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

Adventuria Online RPG

Coasting through

Well, I've added 3 more pages to Adventuria...

The Coastal Caverns are a large group of sea caverns off The Coast of Adventuria. In it live the crab people as well as an abundance of lobsters.

The Grotto is a large sea cave reached via the Coastal Caverns. It is home to an advanced race of mer people. Besides the unique healing magic of the mers, they also guard some rare artifacts useful for sea exploration.

The Nautilus Maze is also reached via the Coastal caverns. It is the giant shell of a nautilus, complete with mazelike chambers within. Though deadly, there is powerful magic and useful magic items within the hard-to-escape maze.

With these 3 pages now complete, all the pages adjunct to The Coast are now done. Next up, I'm going to do The Kraken Keep and The Beastly Belly. Then I'll start to focus on the islands of both the lakes and sea.

Enjoy!

Peace, Errin : )

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

Adventuria Online RPG

YAR!! Adventuria be building up again!

It's been a while since I reached Adventuria's halfway point of completion. I'm now freed up enough to start building the game up again, aiming for full completion at 222 pages.

I have decided to begin the new buildup by focusing on fleshing out sea exploration and other waterways, starting with any pages adjacent to The Coast. The various islands (on lake and sea) will get done first as well. Basically, anything that has to do with sea or lake exploration is going to be prioritized.

That being said, I just completed The Pirate Cove as well as The Sunken Ship. Both pages are available for exploration now. The Pirate Cove can be explored by those adventurers who want to face off with pirates or be a pirate themselves. The Sunken Ship is also for those who like all things pirate, particularly those that wish to search for treasure among a sunken shipwreck. Master the right pirate magic and gain the right pirate items to become quite the profitable privateer!

Next up pagewise will be The Coastal Caverns, which will also lead to The Nautilus Maze and The Grotto pages. All three may get done very soon, as I completed 2 of the 3 pages over the weekend already.

Enjoy!

Peace, Errin : )

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

Adventuria Online RPG

About the Quests

Now that I'm back in action making Adventuria, I'm re-visiting doing the Quests. I might introduce some simple ones to the game after I am done finishing the seafaring pages I am working on. Time will tell, but I thought it was worth mentioning among those that might be interested.

Page Number 111... Adventuria is halfway to completion!

I've been inactive for a bit when it comes to Adventuria, but over the Christmas Holidays I started making pages again. I decided to wait until I finished all 11 pages I need to get done to reach the halfway point of 111 pages. Adventuria has been 'mapped' to include 222 pages when it is all said and done, so it is awesome that I am finally at this point. Without further ado, here are the new pages:

The Goblin Caves opens up new territory in the Mountains for a dwarf and others to explore. Learn Goblin magic and enlist the aid of rogue goblins, or find all you need to become a goblin slayer.

The Troll Tunnels are reached via the Goblin Caves. Another tough area for a dwarf to explore to become a troll slayer.

The Circus is finally open and offers a variety of entertaining challenges and moneymaking games.

The Ethereal Plane can be reached via the Fortuneteller at The Circus. It is home to ethereal beings that can become powerful servants to you.

The Bog expands the Swamp areas further and contains some useful items and spells.

The Slime Tunnels dwell beneath The Bog and are full of slime monsters that are tough to do battle with. And yet, slime magic is quite useful to those that can master it.

The Moors also expands the Swamp areas further. Among other monsters, the were wolves dwell in The Moors, and are quite formidable. Still, they hold the key to being a were yourself.

The Haunted Heath can only be reached through The Moors. It is full of all sorts of odd undead creatures, including the fearsome ghost dog known as the barghest.

The Nether Realm is reached via The Haunted Heath. It is the home of nether monsters that are good at dueling Melee.

The Haunted House is in The Town. It has some standard haunts as well as some strange ones in it.

The Spirit Realm is reached via The Haunted House. It is the home of spirit monsters that are good at dueling Magical.

And that about covers those 11 new pages. Enjoy!

As for my next step, I'm going to take a moment to inventory all the Items, Spells, Allies, and Monsters I've made so far. Then, I'll probably start focusing more on The Sea and pages related to it, especially when it comes to the islands out in the seas as well as the islands in the middle of the lakes. The Distant Lands will remain for later, however, but the Coast areas will all be completed. Lastly, I have thought long and hard about when to introduce the Quests, and have decided to wait until the very end when i reach 222 pages. That way, I can use the Quests to tie things together as well as introduce new Items, Allies, and Spells to the game.

Peace, Errin : )

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

Adventuria Online RPG

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

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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 : )

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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 : )

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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 : )

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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 : )

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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 : )

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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 : )

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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 : )

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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 : )

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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 : )

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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 : )

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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 : )

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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 : )

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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.

Wraiths & wights

The Barrows and The Barrens are now done. They are home to many a wraith and wight.

Next up, I'll be working on The Crags and The Cairns. Once they are done, all the Wildlands adjacent pages/areas will be done.

Sticky wicket

The Brackens and The Briars are now completed. I actually ended up adding The Briars at the last minute... originally, it was not an area/page adjacent to The Wildlands... in fact, it wasn't an area/page at all. So now The Wildlands links to six pages, two of which are now done, four of which are next to be completed. I think I'll work on The Barrens and The Barrows next, then will work on The Crags and The Cairns.

Too mystic!

With The Hollow Tree now complete, all pages/areas adjunct to The Mystic Woods are now done.

Next up, I'll be working on the 5 areas/pages adjunct to The Wildlands, as they do not lead to other pages/areas. The goal is to complete all pages I can that don't then lead to another page. At the moment, that means completing The Brackens, The Barrens, the Barrows, The Crags, and The Cairns.

Starting up again, slowly but surely

So I ended up getting wrapped up in making one page RPGs for the last few weeks, but now I am back to working on the pages of Adventuria. I've gotten the ball rolling by completing The Sylvan Glen, and should have The Hollow Tree done by tomorrow. My goal now is to make one page a day. Soon, after I add a few more pages, I will introduce Quests into the game. Quests appear in the rules, but I have yet to put any Quests in the game. That will change in the coming weeks.

A stitch in time

I just completed The Time Warp and have added it to the game. As I tried to closely model it after the game Talisman Timescape, it took quite a while to finish, not to mention it is quite large in size. I felt like I was stuck in a time warp writing it! It was well worth it, though.

Now on to easier pages... next I'll work on The Hollow Tree and The Sylvan Glen. Should have them up in a day or two.

Fun in the Forest, Tavern, Village, and City

I've now added The Gingerbread House, The Rat Nest, The Merchant Caravan, and The City Park. That means a new page links to The City. It also means that all pages linking to The Tavern and The Village are complete now.

Enjoy!

Trilogy of terror!

I've added The Fear Farm, The Blood Beach, and The Terror Tract to the game. All represent hard to find areas of Adventuria that are full of the bizarre and the horrific. Enjoy!

Attention all priest adventurers

I just added The Chapel, The Blasted Chapel, and The Shrine. Each is useful to a certain Alignment type, with such pages being most beneficial to priests. I've also added The Devil Reef. Next up, I'll be adding The Secret Shrine, as it too pertains to Alignment and priests.

Besides those religious areas, I've added The Tavern, and will probably add The Steppes soon as well.

Another shrine

I've now added The Secret Shrine, as well as The Steppes, The Well, and The Wishing Well. Enjoy!

Population centers

I've now added The Port City and The Lost City. Next up, The Town and The Village. Then I'll probably work on The Sunken City and The Distant Lands.

Enjoy!

Recently added

In the past few days, I've added The Town, The Village, The Distant Lands, and The Sunken City. Next up I'm probably going to work on The Tavern, The Shrine, The Chapel, and The Blasted Chapel.

I think from now on I'm just going to keep a running list of all the pages that have been completed so far and are available for gameplay. That'll make it easier for those playing the game.

I'm also going to focus on finishing incomplete pages I have up that don't lead to other pages. A lot of the pages lead to more pages, and I'd rather get the ones finished that 'dead end' at that page. Otherwise, every time I add a complete page that leads to a new 'other' page, I have to put up an incomplete page for that 'other' page until I can complete it. I do this for the sake of game flow, as all incomplete pages lead back to the page you came from previously.

Even better

Today I added The Swamp, The Coast, The Bridge, The Desert, and The Cold Wastes. I got a lot more done in a day than I thought. I just have five more 'key' pages to go. Yippee!

Next up I'll work on The Wildlands, The Badlands, and The Borderlands.

Little more

I just added The Borderlands and The Badlands today. Tomorrow I'll most likely add The Wildlands, The Lake, and The Castle, then all the 'main' areas key to travel in Adventuria will be done. Yay!

Still going...

Okay, I've now added The Plains, The Fields, and The Mystic Woods to the game.

I'll probably work on The Cold Wastes and The Desert next, or perhaps The Bridge and The Castle, maybe The Lake and The Coast. I think I'm about halfway through all the main areas of Adventuria I mentioned before.

I'm not sure if anybody is playing the game yet, but I'm sure having fun making it. So far, the more specialized areas are a lot more fun and easier to create than the general areas key to traveling about the land. It's all pretty fun to make though, like a bunch of one page RPGs linked together.

More, more, more...

I've now added The Forest, The Black Forest, and The Mountains to the game. The Forest is very useful to elf adventurers, and the Mountains is very useful to dwarf adventurers, so I wanted to get those pages done quickly.

Now, I'll be working on The Hills, The Woods, and The Druid Grove... it seems that I usually get 2 or 3 pages done a day offline, then I post them online here as soon as I get the chance. At this rate, I'll have all the key areas of Adventuria done in a week. I already have the basic travel system done (using the pages The Crossroads, The River, and The Sea), so I need to get done first and foremost all the pages that link up to those travel pages.

How do you like it? How do you like it?

Okay, I've now add The Hills, The Woods, The Druid Grove, and The Hedge Maze. Next I'll be working on The Plains and The Fields, with perhaps The Mystic Woods and/or The Mines being done as well, though I might work on The Town and The Village instead. I should be back tomorrow with 2 or 3 more pages added to the game.

I also added some rules clarifying how monster's attributes are effected by increases and decreases, as well as how an adventurer's Spell limit is effected if the adventurer's Magic is decreased. Plus, I made a minor change to the City concerning an encounter with a merchant, and I also altered the vampyre blade in the Crypt so that it can turn an adventurer evil if it is used too much.

Enjoy! : )

Another update

The pages for The Crypt, The Crossroads, The River, and The Sea are now done. That makes six pages now available for adventuring in.

I also made some changes to the rules. Before, an adventurer's attributes had no maximum, but now an attribute cannot be raised to a value more than double it's original value, except by Ability, Item, Spell, or Ally. Also before, XP (experience, that is) was calculated by using either a monster's Arms or Magic value only. Now, XP is calculated factoring in the monster's Vitae as well.

The rules changes not only represent a more accurate system, but they prevent an adventurer from becoming too powerful too quickly. Otherwise, an adventurer could indefinitely hang out in one location fighting weak monsters until the adventurer's Arms and Magic reached godlike levels. And what fun would that be? : )

just a suggestion

You could probably make this into a pdf with hyperlinks and all that jazz. If not that, I know you could make it into a mht (a web page as one file) file and preserve the linkability.

I'll make a note of that

Perhaps I'll do that in the future. For now, I'm concentrating on Adventuria's primary incarnation, which will always be the e-book of the same name I have here at RPG Lab. The main purpose of this game is to be an online pen and paper RPG of a solo nature. It probably wouldn't be a bad idea at all to pdf it when it's all done, but for now I'm just focusing on it's current format.

I've actually brainstormed a bit and 'mapped' out Adventuria, so I have quite a few ideas already for the game. The plan is to have about 150+ pages in the e-book when Adventuria is finally and fully complete. Since I've only done about 9 pages so far, and seem to get 2 or 3 new pages done a day, I still have a lot of grunt work ahead of me. Luckily, the creation of each page is fun and easy, and I'm really looking forward to fleshing out some of my ideas.

Thank you very much for your input. If anybody here wants to playtest the game a little and give me feedback, I'm all ears.