Previous -- Next"Oh yes, glad to help! So you've got some hematite and some glowstone, and that's just the stuff on the wheelbarrow. Unload on these tables and we'll go through.
"But speaking of that: look around and you won't see too many wood products other than the wheelbarrows. These only come from the surface. There are other problems too, like string, and that's why we can't help you if bows are your ranged weapons of choice: mostly plain metal or leather products for us in the caves. Knives? Absolutely.
"Just take a gander here and we'll show you what's what. Our stock is pretty much limited to what people bring us. It changes all the time.
"Oh, and we measure value in kilograms of rough opal. That's because opal's pretty but useless. If you're smart, you'll stock up on anything with higher value per kilogram and use your opal for small change."Before I drown you in numbers, it would be awesome if all players
and waitlisters could look at this spoiler about how the game is turning out:
I know RTD's are about quick hits with minimal player text. Well, updating those character sheets in the first post takes a LOT of my time, and I can't expect players to make decisions over the cash in your communal wheelbarrow with "minimal text."
I have a full RPG on my hands; it just uses an RTD mechanic.
If anyone dislikes how it's developed, please tell me if you'd like to retire here (or be removed from the waitlist). If not, I need your help to keep from going crazy with work. Please look through the numbers (squabbling over the wheelbarrow cash like angry children if you wish), buy stuff, and post your own updated character sheet.
Alright? Then I can copy the results back into the opening post with ease.
Speaking of keeping the GM from going crazy, I'll make a change: forget about lantern candles. Now that you have access to civilization, we'll just say you have easy supplies of basic candles, and I'll reimburse Dustan for having the last remaining candles. Rationing isn't fun when you could be adventuring.
Besides . . . see the stock below for NON-basic candles . . .
Value and explanation of your goods is as follows. Ores and hunted animals are sold at the full price. All your equipment, since it's been used, is listed for sale at half-price. If you get killed (
Lazlowe), the survivors can only sell any armour you used at quarter-price (it's damaged).
Hematite, 5x 10 kg rough stone, value 8 opal each
Smelt to create iron equipment
Coal, 5x 3 kg rough stone, value 1 opal each
Burn 12 kg of coal to provide warmth and cook raw meat when camping, but at the risk of horrible vapors
Opal, 3x 5 kg rough stone, value 5 opal each (no, really?)
Currency
Glowstone, 7x 4 kg rough stone, value 16 opal each
Burn 1 kg of glowstone to provide warmth and cook raw meat when camping
Healthstone, 2x 1 kg rough stone, value 5 opal each
Edible as a day's worth of food; cannot spoil
Scaled turkey, 2x 10 kg carcass, value 23 opal each
Bug bat bird, complicated mix of salvageable meat/bones, value 38 opal in total
The value of everything else on your character sheets is as follows. See your sheet in the first post for details. Like he implied, they'll pay a lot for irreplacable surface goods.
Pick (iron): 12.5 opal
Lantern (iron): 12.5 opal
Waterskin (surface leather): 1 opal
Tunic (surface fabric): 10 opal
Damaged tunic (surface fabric): 5 opal ( . . . Should I say XtunicX for you people?)
Mining helmet (iron): 3.5 opal
Backpack (surface leather): 2.5 opal
Blanket (surface fabric): 10 opal
Surface kit: 17.5 opal
Bandages (surface fabric): 17.5 opal
Wheelbarrow (iron, surface wood): 45 opal
Assuming you sell everything you mined, killed, or looted off
Lazlowe's corpse, plus compensation to
Dustan for lugging those candles around while I waffled on this, minus
Frank's spare waterskin ('cause I doubt you're selling something that useful), you will earn:
Dustan (Dustan Hache): 66 opal
Frank (Coolrune206): 83 opal
John (ziizo): 41 opal
And in the wheelbarrow: 140 opal
You can't possibly afford to kit out everyone. However, if you
believe in the power of teamwork, you can come up with a plan to survive. I'm sure this means there will be a fistfight over the wheelbarrow in ten seconds.
Here's what they have to sell. As stated, there are some standards that you can always expect to find here, but portions come from random rolls by the GM.
The list gives weirdo materials for some items. Well, this is what they
say the materials are . . .
Chain mail (iron): 100 opal, weight 10 kg
Enemy using sharp attack adds Fail
Tunic (scaled turkey leather): 4 opal, weight 4 kg
Just clothing
Tunic (wall tiger leather): 40 opal, weight 4 kg
Enemy using blunt attack adds Fail
Superior tunic (wall tiger leather): 120 opal, weight 4 kg (1 in stock) ( . . . Should I say *tunic*?)
Enemy using blunt attack adds Fail terribly, Fail
Buckler (scaled turkey leather): 7 opal, weight 1 kg
Avoid unarmed penalty if you have to shield-bash
Shield (iron): 135 opal, weight 4 kg
Enemy adds Fail
Spiked shield (iron): 200 opal, weight 4 kg (1 in stock)
Enemy adds Fail, Succeed weakly, Fail by succeeding (getting spiked);
you add Succeed if you have to shield-bash
Mining helmet (iron): 7 opal, weight 1 kg
Avoid "missing helmet while underground" penalty
Sword (iron): 70 opal, weight 2 kg
You add Succeed; sharp
Fine sword (iron): 140 opal, weight 2 kg (1 in stock) ( . . . Should I say +sword+?)
You add Succeed x2; sharp
War hammer (iron): 45 opal, weight 2 kg
You add Succeed; blunt
War hammer (workstone): 80 opal, weight 2 kg (1 in stock)
You add Succeed x2; blunt
Battle axe (iron): 170 opal, weight 3 kg
You add Succeed weakly, Succeed greatly, Fail by succeeding; sharp; two-handed
Pick (iron): 25 opal, weight 2 kg
Mine 1 tile per day; you avoid unarmed penalty; piercing
Knife (iron): 12 opal, weight 1 kg
Butcher animals; you avoid unarmed penalty; sharp
Knife (workstone): 75 opal, weight 1 kg (1 in stock)
Butcher animals; you add Succeed; sharp
Sling (scaled turkey leather): 1 opal, weight 0 kg
You can fight ranged (ammunition is easy to find); blunt
Javelin (iron): 30 opal, weight 2 kg
You can fight ranged; you add Succeed; piercing
Food, one day: 5 opal, weight 1 kg
Water keg (iron): 10 opal, weight 5 kg empty
Carry 20 kg water
Lantern (iron): 25 opal, weight 2 kg
Uses regular candles (flints are easy to find)
Waterskin (standing jellyfish leather): 2 opal, weight 0 kg empty
Carry 1 kg water
Skillet (iron): 5 opal, weight 3 kg
Coke: 2 opal, weight 3 kg
Burn 12 kg of coke to provide warmth and cook raw meat when camping
Backpack (scaled turkey leather): 5 opal, weight 2 kg empty
Carry 40 kg loose items
Splitter wand (sparkstone, scaled turkey bone): 10 opal, weight 1 kg for several (8 in stock)
Mine very quickly; one use
Packaged vitality (healthstone, etherstone, standing jellyfish leather): 25 opal, weight 3 kg (4 in stock)
Pop this leathery balloon and everyone who breathes the vapor restores health; one use
Ether cola (etherstone): 7 opal, weight 1 kg (7 in stock)
Drink this mineral water and be invigorated (with minimal side effects); needs waterskin; one use
Blast hammer (sparkstone): 845 opal, weight 2 kg (1 in stock)
You add Succeed greatly (which really hurts) x2; blunt
Healknife (healthstone, bindstone): 125 opal, weight 1 kg (1 in stock)
You remove Fail, Succeed greatly; your Succeed weakly and Succeed now restore health; sharp;
and, grudgingly, you can butcher animals with this too
Fire skull (glowstone, bug bat bird skull): 4 opal, weight 1 kg for several (4 in stock)
Thrown with a sling; damage is fire instead of blunt; one use
Unwise candle (leechstone, scaled turkey tallow): 30 opal, weight 1 kg for several (5 in stock)
Once it burns past the colored mark, it flares and makes an attack on everyone nearby;
can be thrown at the risk of being extinguished; one use
(That special knife at the end there is a double-reference, if anyone gets it. There's plenty of references.)
Next,
I'll welcome some waitlisters to join as soon as you are done and leave the area. I'll narrate everyone in! Probably tomorrow.