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Author Topic: Roll to Explore the Dungeon: Ch.2 T.38: Do you even praise the King?  (Read 121475 times)

Tiruin

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Re: Roll to Explore Kingsford's Mysterious Dungeon!
« Reply #15 on: March 29, 2012, 10:22:15 pm »

((Requesting player list, inventory and what the GM decided to give to enchanted items as clearly stated. :P

And 20 gold coins each.))

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


((Ordered for your convenience.))

Taren glanced over each of his possible companions and headed out. This would be another event worthy of note in his life. He took the small bag of coins after it's equal division and strode out, into the town.

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Errol

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Re: Roll to Explore Kingsford's Mysterious Dungeon!
« Reply #16 on: March 30, 2012, 03:50:20 am »

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! :P

Everyone who applied is in. Inventory is attached. Roll will be made now.

Helskaya:
Spoiler: Action (click to show/hide)

(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:
Spoiler: Action (click to show/hide)

(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:
Spoiler: Action (click to show/hide)

(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:
Spoiler: Action (click to show/hide)

(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:
Spoiler: Action (click to show/hide)
(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:
Spoiler: Action (click to show/hide)

(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)
Spoiler (click to show/hide)

Elenor Warsen (Caellath)
Spoiler (click to show/hide)

Apollo Anderson (Spinal_Taper)
Spoiler (click to show/hide)

Taren Creyn (Tiruin)
Spoiler (click to show/hide)

Ratherio Houston (borno)
Spoiler (click to show/hide)

Remy Maelle (Remaelle)
Spoiler (click to show/hide)
« Last Edit: March 30, 2012, 10:43:57 am by Errol »
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Tiruin

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Re: Roll to Explore the Dungeon! Turn One: Sword-chucks are so yesterday.
« Reply #17 on: March 30, 2012, 04:02:22 am »

((I didn't know that part about inventory. Sorry there, just wondering about certain items.

Also, how did you know my character and I don't drink?!  :P))

Haggle to cut the price down by 1cp!

Buy a Belt and the Pair of Leather Boots!

((If not possible, trade in something like Cloth, the Whet Stone or bargain for some other related piece of equipment.))


Taren:
...and get back to the hall proper.

Greet the rest with a nod.
« Last Edit: March 30, 2012, 05:12:03 am by Tiruin »
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borno

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Re: Roll to Explore the Dungeon! Turn One: Sword-chucks are so yesterday.
« Reply #18 on: March 30, 2012, 04:24:11 am »

Discern whether there is a refund policy. If not, go to dungeon hall, if so, make threatening gestures and look through the scrolls. If the scrolls aren't fakes, buy them, If so, don't. Then go to dungeon hall to start DUNGEONING!
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lawastooshort

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Re: Roll to Explore the Dungeon! Turn One: Sword-chucks are so yesterday.
« Reply #19 on: March 30, 2012, 05:06:04 am »

Buy three lesser healing herbs and one poisonous herb. Make two of the healing herbs into a medicine and the poisonous herb into a blade coating poison whist waiting for the others at the dungeon hall. Then set off!
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Errol

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Re: Roll to Explore the Dungeon! Turn One: Sword-chucks are so yesterday.
« Reply #20 on: March 30, 2012, 05:59:13 am »

Also, how did you know my character and I don't drink?!  :P))
[/b]

Your character is very much prim and proper. Hell, I had qualms about him playing the dice, but a man has to have at least some vices.
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Caellath

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Re: Roll to Explore the Dungeon! Turn One: Sword-chucks are so yesterday.
« Reply #21 on: March 30, 2012, 06:12:56 am »

Elenor:
Buy one Potion of Lesser Healing and one Painkiller potion. Fill the part of my supplies bag with water. After that, dungeon it is.

Note: The supplies bag carries a small amount of water, food and two bolts with it (plus the one already on the crossbow)...Not as good as a waterskin, a proper backpack nor a quiver, but it works most of times. And the medical kit carries bandages and a small amount of desinfectant and antitoxin herbs. I really should have especified everything right off the bat then @.@. By the way, nerf (and poke me) as you want, but I find it strange that almost all of my items have the same abbr.
My knight also does not like drinking. He is under the legal age, ffs.
« Last Edit: March 30, 2012, 11:33:12 am by Caellath »
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"Hey steve." You speak into the air.
>Yes?
"Could you guys also make a hamburger out of this arm when they cut it off? I wanted to eat it just for the sake of tasting it."
>That is horrible and disgusting. It will no doubt set you apart and create fear in your team mates. So of course.

Errol

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Re: Roll to Explore the Dungeon! Turn One: Sword-chucks are so yesterday.
« Reply #22 on: March 30, 2012, 06:44:04 am »

Poke poke poke... fixed the acronym tags. Should be all fine now.
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Caellath

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Re: Roll to Explore the Dungeon! Turn One: Sword-chucks are so yesterday.
« Reply #23 on: March 30, 2012, 06:54:31 am »

f5,f5. Hm. My inventory and skills are still chain armor according to the abbr.
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"Hey steve." You speak into the air.
>Yes?
"Could you guys also make a hamburger out of this arm when they cut it off? I wanted to eat it just for the sake of tasting it."
>That is horrible and disgusting. It will no doubt set you apart and create fear in your team mates. So of course.

Spinal_Taper

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Re: Roll to Explore the Dungeon! Turn One: Sword-chucks are so yesterday.
« Reply #24 on: March 30, 2012, 08:53:52 am »

I'm going to get a slightly lesser healing herb and a tobbacco herb and brew them together, hoping for a healing analgesic. After that little foray finishes, get rations. Then to the dungeon!
« Last Edit: March 30, 2012, 08:55:44 am by Spinal_Taper »
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Errol

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Re: Roll to Explore the Dungeon! Turn One: Sword-chucks are so yesterday.
« Reply #25 on: March 30, 2012, 10:43:30 am »

f5,f5. Hm. My inventory and skills are still chain armor according to the abbr.

Hah, thanks to me thinking that I fixed all acronym errors after doing away with 2 of them...
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Remalle

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Re: Roll to Explore the Dungeon! Turn One: Sword-chucks are so yesterday.
« Reply #26 on: March 30, 2012, 11:29:58 am »

(Do I have any ammo for my gunchucks?)

"Come on, 5% a day?  Surely you do good enough business not to need to gouge your customers?"
Drop by the herbal shop to pick up a pair of lesser healing herbs, try and find a waterskin or a bottle or something, before checking I have everything I need and heading to the meeting place.
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Errol

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Re: Roll to Explore the Dungeon! Turn One: Sword-chucks are so yesterday.
« Reply #27 on: March 30, 2012, 04:00:25 pm »

(Do I have any ammo for my gunchucks?)

(They're magical, they don't need it. You might want to recharge the enchantment from time to time, but other than that, you're good to go.)

Turn tomorrow, too late currently.
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Errol

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Re: Roll to Explore the Dungeon! Turn Two: The Wheel of Debt is Turning
« Reply #28 on: March 31, 2012, 06:22:20 am »

Second turn: In which the spiral of debt continues.

Helskaya:
Spoiler: Action (click to show/hide)

(3) You purchase the herbs. Then, you get a long hard look at them. As you suspected, they are not potent herbs at all. Should have brought your own...
Nevertheless, you make one Lesser Herbal Medicine and one Lesser Blade Poison, lesser being better than none. And then, you wait for the others.

Elenor:
Spoiler: Action (click to show/hide)

(auto-success) You get the two potions and place them in your medical kit, then fill up the supplies bag with water and... wait, I am just repeating your action. Meh. -1 writer experience point for the GM... Well, you do everything you wanted to do. OK?

Apollo:
Spoiler: Action (click to show/hide)

(6) The supply purchasing part isn't the problem, you didn't even trip. Then, you take your herbs to your lab (you probably have one, don't you?), drop the healing herb into one of the glass apparatuses, mash it, heat it and then very carefully insert the pulverized tobacco herb...

The resulting explosion went practically unnoticed by the neighbours. They were already used to that. And, really, so are you. The glass apparatus did even stay intact well enough for there to be still salvagable results, which you fill into a bottle.

Item Acquired: Experimental Painkiller (?) Potion!

Oh, and you forgot to get rations. Didn't have any time left.

Taren:
Spoiler: Action (click to show/hide)

(5) Your haggling was successful in that you haggled him down to 25 cp total, which could certainly be called more than enough, even though you threatening to sic the police on him on account of the terrible equipment quality also could be called more than enough. Regardless, you got the stuff and you probably won't need anymore of this scrap, so you should be fine.
Then, you prepare your nodding muscles.

Ratherio:
Spoiler: Action (click to show/hide)
(6)

"IS THERE A REFUND POLICY"
"Er, well, you see..."
But you are already rummaging through the scrolls, opening a few to see whether they are legit. They did look the part. Interesting.
"You can't just open all the scrolls and then buy them! You're supposed to buy first and then open! That's the whole point!"
"...say what?"
"Buy all the scrolls you have opened or suffer the consequences!"
"Hah! What do you wish to do to me, knave?!" (3) Well, that ought to show him! You assume your most threatening stances. The shopkeep looks unfazed.
"Pay or you'll go to jail, boy!" You pause. He seems to be for real, and another bout with the police... wait... he's taking out an Instant Messenge spell scroll? Better to just comply...
And so, you ended up with 4 spell scroll packets, no money and a debt notice of 35 cp (apparently, there's some damages money in there too...), to be paid in three days or jail. Well, at least you have the packets... you examine each of them, and they turn out to be the following spells...

(4) Lesser Silence
(4) Monovolt
(5) Leaden
(5) Flare Arrow

...at least you didn't waste your money.

Remy:
Spoiler: Action (click to show/hide)

(5) You complain to Johnny about the debt conditions, and you actually manage to make him loosen the conditions. He now merely asks for 2% interest daily. Seeing as you won't get a better deal, you agree. There's still the problem of finding 250 cp but that is not going to concern you, as you buy two lesser healing herbs for 6 cp and a waterskin for another 2 cp instead of saving up, which, presumably, can always come later. And that's not the worst of ideas, you reckon - either you die exploring the labyrinth, in which case YOU won't have to pay the debt, or you find some serious riches, and then you can pay off the debt, or you just don't pay off the debt. Every option is a winner!

--
Your preparations are finished. The party is assembled at the dungeon gate, and after a short awkward pause Remy just takes the key and slams it into the gate, turning it vigorously. The gate opens with a reassuring creak, and he takes the key out again. The party enters. The door slams shut, darkness follows and there is a short time of panic until Helskaya calmly strikes a match. The flickering light illuminates Apollo lying face first after having stumbled over an lever, which, as a quick pull confirms, opens the entrance gate again. After all minor catastrophes have been handled, the party strides further into the dungeon, following the map rather blindly, through endless similar-looking stone corridors. Left, right, upside down, down the rabbit hole, turnways... has someone marked the way? Crap.

And then, the map ends - you are now within uncharted territory. There is still only one way. It turns left sharply. Taren takes the lead and peers around it.

There is a roughly circular room. It has multiple ways branching out from it, but it is impossible to see where they lead to. For now, Taren doesn't focus on them, because he sees a group of ratmen. And the group of ratmen sees him.

"Oh, snap."

---
Ratmen party: Five ratmen: Two warriors armed with axe, buckler and leather armor, two crossbowmen with crossbows and cloth armor, and one sergeant with scimitar, shield and scalemail with helmet.

The room is about 10 m across.
---

Character sheets. Please inform me whether I made mistakes... I tend to do that.

Helskaya Arkut (lawastooshort)
Spoiler (click to show/hide)

Elenor Warsen (Caellath)
Spoiler (click to show/hide)

Apollo Anderson (Spinal_Taper)
Spoiler (click to show/hide)

Taren Creyn (Tiruin)
Spoiler (click to show/hide)

Ratherio Houston (borno)
Spoiler (click to show/hide)

Remy Maelle (Remaelle)
Spoiler (click to show/hide)
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Caellath

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Re: Roll to Explore the Dungeon! Turn Two: The Wheel of Debt is Turning
« Reply #29 on: March 31, 2012, 06:38:51 am »

Elenor:

Hold the shield in front of me in a defensive stance, rest the crossbow on top of the shield and shoot a bolt at the sergeant (if unable, aim for other ratman, preference for crossbow-wielders).

Bolts: 3-1
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"Hey steve." You speak into the air.
>Yes?
"Could you guys also make a hamburger out of this arm when they cut it off? I wanted to eat it just for the sake of tasting it."
>That is horrible and disgusting. It will no doubt set you apart and create fear in your team mates. So of course.
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