You continue advancing towards the humming noise. Along the way, you meet more slimes that you easily slaughter. Eventually you run into a young man wearing robes. The robes are different from the robes that the cultists wear. When he sees you armed with your weapons, he starts running away, but then he realizes that you are not the same cultists causing all the chaos in the caves, so he turns back. He greets you in a soft voice, "I am Havner. I was here investigating the crystal structure of the caves before those darn cultists started filling the caves with slimes. Now I am trapped here forever." You introduce yourselves and note that you are working to kill the cultists. "Welll, that's great! I will finally be able to leave and share my research! I think you are pretty close to the source now; there has been lots of loud humming coming in that direction." Havner points a little deeper into the cave. "While I am not able to fight, I can help you stock up on some goods. I'm afraid I can't part with my goods for free though. I also know some healing and restoration rituals," states Havner. You take him up on his offer. Havner begins a very long spell ritual that takes about two hours to complete. At the end of it, you feel greatly rejuvenated.
The party's HP has been healed by 5 and MP has been restored by 1.
Havner shows you his goods:
Havner's Goods:
1. Lesser Healing Potion (75 Copper and 3 Silver): Heals 1d4 hitpoints of an ally.
2. Curing Potion (2 Silver): Cures all status afflictions of an ally.
3. Smoky Crystal (5 Silver): Grants the "Invisible" status to the party for three rounds. Using direct damage spells and skills will end the effect early. Invisible players are significantly less likely to be detected and attacked by enemies.
4. Blessing Crystal (7 Silver): Grants the "Blessed" (+2) status to the party for three rounds.
5. Fury Crystal (8 Silver): Grants the "Hasted" status to the party for three rounds.
6. Scroll of Inspiration (50 Copper)
(Special Offer!)
: Casts a level one "Inspire" spell on an ally: increases the morale of an ally by 2d4.
7. Scroll of Fire (20 Copper and 3 Silver): Casts a level one "Fire" spell on an enemy: sears an enemy for 1d3 damage and ignores enemy defenses.
8. Scroll of Lightning (15 Silver): Casts a level one "Lightning" spell on an enemy: zaps an enemy with lightning for 1d8 + 1d4 damage. Excess damage is split off to another target, and this process can be chained indefinitely.
9. Resurrection Scroll (3 Gold): Revives a dead or unconscious ally and restores 50% of their HP. They do not suffer the normal experience penalty, but this scroll must be used within three rounds of the ally's death.
10. Scroll of Awakening (40 Copper)
(Special Offer!)
: Cures a single ally of the "Sleeping" status.
Conversion Rates:
100 Copper Coins = 1 Silver Coin
25 Silver Coins = 1 Gold Coin
Now might be a good time to point out that if a character does not possess morale, things that would generally increase morale instead have the effect of curing those characters of mental status afflictions. For instance, if XYZ is scared and below level 6, casting "Inspire" on XYZ will immediately cure them of their "Scared" status.
Now might be a good time to point out that if a character does not possess morale, things that would generally increase morale instead have the effect of curing those characters of mental status afflictions. For instance, if XYZ is scared and below level 6, casting "Inspire" on XYZ will immediately cure them of their "Scared" status.
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You have 11 Silver Coins to spend.
Please bold your purchases. When you are done shopping, please bold such. You have until
(expired on 2020-04-24 19:00:00) to make your decisions.