Pssh. What kids ask for these days. Back in my day, you were lucky to get an inventory! And you had to keep track of it yourself!
Everyone who applied is in. Inventory is attached. Roll will be made now.
Helskaya:Look for healing and mind-altering substances. Also some dried meat and flour. Then fill waterskin.
(3) Entering the herb store, you find it to be a rather... unspecialized one. There are some common healing herbs but not much beyond that, and most certainly no mind-altering substances (the shopkeeper looked at you funny when you asked for those)
Those were the only herbs that seemed somewhat interesting:
Lesser Healing Herb: 3 cp
Poisonous Herb: 7 cp
Slightly Lesser Healing Herb: 5 cp
Tobacco Herb: 6 cp
...turns out the shopkeeper also seems to not care for the proper names. Oh well.
After buying what you wanted (specify please), you get yourself to the inning, buy dried meat and flour (that one took some requisitioning) for 4 cp and finally fill your waterskin at a well.
Elenor:Look for potions and medicinal herbs to complement my medical kit. Afterwards, meet with the rest of the group at the Dungeon Hall.
(4) As Helskaya already noticed, the herb store is not greatly stocked in terms of herbs. It's not looking that much better in terms of potions, but the shop seems to focus a bit more on them. Unfortunately, most of them are out of your reach due to their pricing, and you call BS on others, such as the seemingly ten thousand love potions. What remains is the following:
Potion of Lesser Healing: 6 cp
Adrenaline Potion: 8 cp
Painkiller Potion: 9 cp
Potion Base: 2 cp
Poison Flask: 8 cp
Acid Flask: 14 cp
You buy what you want (again, please specify), then go off for the Dungeon Hall.
Apollo:First, get rations for the dungeons. Go to the herb store to complement my current store of chemical and herbs. Finally, go to the weapon store to get a short sword, then back to the dungeon
(3) The rations you got look suspicious. But you shouldn't expect too much for 3 cp. You then go for the herb store, where you find the same stock as those before you. You then, despite better judgment, enter the second-hand weapon store.
The sign lied. Here you'd get low quality for a relatively high price, at least on average. The owner seems to have no particular concept of pricing, so with a bit of digging you could find some good weaponry for a tolerable price. But the weapon that both fits the description "short sword" and looks tolerable does apparently not exist here.
There is only a very rusty short sword for 15 cp. It seems to have more rust than what should be physically possible. You briefly wonder whether there is an enchantment for that, but that would make for a pretty crappy magic item. The enemies you stab with this better die of tetanus, because such a thing as a sharp edge does not exist on this sword.
After buying or not buying the accursed thing, you get to the dungeon hall.
Taren:Examine my blade, to know it's specific enchantment.
Go off and buy a waterskin, fill it and set out to prepare more rations in addition to my own.
Head to the store of Second-hand equipment, HIGH QUALITY LOW PRICE
(1) You can't seem to remember. In fact, you don't even know anymore where you got the sword from. Perhaps it wasn't enchanted. You reckon that the best way to find out the enchantment would be whacking things with it and pray you didn't get this sword from a magical prank shop. (It all happens. You met a mercenary once who had a sword that transformed blood to confetti. Actually, that was a pretty effective one... the wounds were pretty hard to treat.)
Then (6) you get into a game of dice with the barkeeper of the local pub, win soundly and earn one filled waterskin, a bunch of rations, 8 cp and a permanent ban from ever entering the establishment again. Still worth it, because you never drink anyway. Then, you stride into the Second-Hand Equipment store.
(4) There isn't much to be added here. The weapons still are as crappy as ever. There's some armor, too, but you don't trust it on account of having more holes than a Wijugsiofian Cheese, with the exception of the chainmails, which should probably have less sizeable holes. Still, what can one do...You spot:
- A staff which used to be a spear for 11 cp.
- Weirdly bent dagger, 14 cp.
- Belt, 5 cp.
- A pair of really solid, but worn out leather boots for 24 cp.
- One left leather glove, 7 cp.
- A... reinforced top hat?! 13 cp.
Then, as with anyone else, you buy what you want (please specify...) and get back to the hall proper.
Ratherio:Browse the "Of Magicka And Arcana Obscura"
(3) There's more worthless trinkets than actual magical items in here, and the shopkeep actually seems to be a little scared of you. Amateurs...
A few interesting things remain:
- Possibly enchanted silver ring for 16 cp.
- A... spell scroll packet..? The vendor assures that you can get one of 20 exciting spells, including some seriously rare ones, but you don't know what you get until you buy it...? 12 cp.
- An incredibly stylish silver skull necklace. 20 cp.
- A robe and wizard hat, easy to put on. 10 cp.
Please specify what to buy. That's retroactive, yeah.
Then you shuffle off to the dungeon hall proper.
Remy:Search "Johnny's Grab Bag" for anything interesting before meeting everyone else at the Dungeon Hall.
(6) Johnny' Grab Bag is... exactly that. The store is filled to the ceiling, and there is a rope system to help you get to the upper parts. And you really can't decide what to get. So you just grab some random things and rush out. Your loot turns out to be (6) two VINTAGE CHAIN REVOLVERS? How does the man survive, selling you things like that for... oh. Debt notice of 250 cp... 5% interest daily?!? Nevermind...
--
Chain Revolvers: They are basically a cross of nunchucks and oversized revolvers. Even though they should not work, they do, perhaps due to subtle enchantments that make them far easier to control than normal - they tend to automatically do what you want, but you need to know what you're doing.
--
Character sheets. Man, how I missed doing these. [/irony]
You may notice that I altered some inventories. I have my reasons, but you may appeal.
Helskaya Arkut (lawastooshort)
Status: Normal.
Injuries: None.
Equipment: Pair of knives (one large, one small),
northern white bear jawbone on necklace, northern white bearskin.
Inventory: Wet stone, firestone, pot, spoon, three leather pouches varying in size, pestle and mortar, dried meat rations for several plus more days, filled waterskin, flour, 16 cp.
Skills: Herbal Medicine; Shamanic Magic; Knowledge (Legends of the North)
Elenor Warsen (Caellath)
Status: Normal.
Injuries: None.
Equipment:
Masterwork Armor, Longsword,
Crossbow,
Dragon Crest ShieldInventory: Medical kit, small supplies bag, 20 cp.
Skills: Swordsmanship, Dodging, Marksmanship, Medical care.
Apollo Anderson
(Spinal_Taper)Status: Normal.
Injuries: None.
Equipment: Reinforced lab coat,
Dagger,
Rudimentary Rifle,
Inventory: Bullets, Gunpowder, various pouches and bags, 20 cp.
Skills: Alchemy: Chemistry, Alchemy: Potion brewing, Alchemic Magic: Rudimentary Enchantments, Metal Working.
Taren Creyn (Tiruin)
Status: Normal.
Injuries: None.
Equipment: Broadsword, Crossbow, Longbolt ammunition, white cloak, grey tunic.
Inventory: Whet stone, one filled waterskin, Cloth, lots of rations, 28 cp.
Skills: White Magic: Healing, Anatomy, Swordsmanship, Marksmanship
Ratherio Houston (borno)
Status: Normal.
Injuries: None.
Equipment: Purple robes of death!
TM, Wand of death!
TMStaff of death!
TMDagger of death!
TM Ring of death.
Inventory: 20 cp.
Skills: Black Magic: Death Magic, Black Magic: Chaos Magic, Agility
Remy Maelle (Remaelle)
Status: Normal.
Injuries: None.
Equipment: A spirit talisman, knife, leather armour, traveling clothes, a backpack, Vintage pair of Chain Revolvers.
Inventory: Bedroll, rope, tinderbox, enough food to last a few days, Debt notice.
Skills: Shamanistic Magic: Elementalism, Agility, Quick Reflexes, Hand-to-Hand Combat.