Previous -- NextRight! Here's an update before I'm away for some days. Again, lamentably, I'm not giving enough time for
Alyssa (Rautherdir), which is important because
Gary (Coolrune206)'s action could demand a reaction. I.e., are you willing to loan a knife for butchering a
rock hydra?
However, butchery takes way longer than one turn. At this point, if
Gary feels like doing "proper" butchery, I might as well just leave him to his work . . . for however many turns it takes for
Dustan to show up and go "
No! You fool!"
Now, add to this how you can only bring an oversized carcass back to town if it's intact enough not to have loose bits falling out of your wheelbarrow. I can kinda sorta assume that people who want full money from these kills
will stop
Gary. I just . . . request you do so without violence, as a new combat would drag out the scene!
General good-cop/bad-cop-technique roll: 4, Succeed!
Tohil's observation roll: 3, Succeed weakly!
And some mysterious rolling because I can't tell you everything that's happening in hidden places:
Result: 5, Succeed greatly!
Result: 2, Fail!
Result: 6, Fail by succeeding!
The "battle" may be done, but aggression and blood stay front and center. Dustan has a workstone knife of excellent sharpness to make your point as you join in the interrogation of the captured magician. You explain to him your talent with organs. You explain to him how the much-maligned "laws of humanity" keep you in check. Or sometimes they do, anyway. You ask Solde if you can keep the magician as your share.
". . . Or you could agree to the worm pits," Solde responds directly to the magician. You've heard of the idea of a "glint" in someone's eyes, but you're not sure you've seen it before. Solde's eyes are glinting hard.
The magician calls out "I'll take the pits! I'll take the pits!"
Solde chuckles, then instructs surviving warriors to tend to their wounds and get the magician ready to march out. "Once you've taken care of your pay, of course. We'll arrange return trips to clean up the environs, get the last corpses out--"
"I am the bringer of the light and flame, the holy blade of Sol!" It would seem that Tohil has made up his mind and gotten out a lantern. You leave behind the exiles, the captured magician, and the salt pile to dive into the northern tunnel. Onward to the aide of your ally!(That "salt pile" is three 12 kg slabs of
rock salt, by the way. Heavy.)
Gary is also bloody-minded. You know you'll need more materials, so you leave the paws and begin the process of hauling a rock hydra to your workspace. Any chance you could bum a sharpy-sharp knife off of Alyssa?
John checks the dead magician. Okay, there are a few things on his body; you leave them in stacks nearby just in case swordpeople want first dibs. It seems the warriors are handling their various tasks right now, though.Including everything, because why not?
The salt pile:
--Rock salt: 3x 12 kg rough stone
Carcasses:
--Bug bat bird: 54x 1 kg carcass
--Scaled turkey bones: 1 kg for several (6x)
(There are other bones on the remains, yes, but I've reduced them to the bits that people in town would buy from you)
--Wall tiger, 3x 200 kg carcass
--Wall tiger, 180 kg slightly-butchered carcass
--Rock hydra: 2x 200 kg carcass
The two dead bodies that were here already:
--Damaged chain mail (iron): 2x 10 kg
--Damaged tunic (wall tiger leather): 2x 4 kg
(These armors give no benefit once damaged)
--Mining helmet (iron): 2x 1 kg
Avoid "missing helmet while underground" penalty
--Sword (iron): 2x 2 kg
You add Succeed; sharp
--Waterskin (standing jellyfish leather): 2x 0 kg by themselves
[Empty]
The dead magician:
--Damaged tunic (scaled turkey leather): 4 kg
--Cultist hood (wall tiger leather): 1 kg
Avoid "missing helmet while underground" penalty
--Mace (iron): 2 kg
You add Succeed; blunt
--Knife (iron): 1 kg
Butcher animals; you avoid unarmed penalty; sharp
--Food, three days: 3 kg
--Waterskin (standing jellyfish leather): 0 kg by itself
Water, one day: 1 kg
--Backpack (scaled turkey leather): 2 kg, 0/40 kg capacity
--Blanket (surface fabric): 2 kg
--Surface kit: 1 kg
The kit contains a stick of graphite, rolled parchment, flint, sewing needles, thread, and a mirror, all in a narrow wooden box
--Thumbing rocks (etherstone): 0 kg
A small assortment of smooth stones, just the right size for fiddling
--Weird candles (brain mold tallow): 1 kg for several (4x)
Like the candles sold in town for use with the sightstaff, but without any obvious powers of their own
. . . But I'd say not to get too worked up about money. Very soon we will halt the game for the foreseeable future. If it matters, I'll just do the math and give you the best deal on everything you could haul.
Then you go to finish exploring the hidden places in case of lingering danger.There is no other exit from the western dig. This area, with its high ceiling, seems to have made a nice lair for the flying bug bat birds: they clearly predated unfortunates who fled into this area to get away from other dangers.John (ziizo): if you'd like, we can totally upgrade your weapon for a max HP point now.
I am sending messages to
Dwain (Starver) and
Tohil (randomgenericusername). They might respond privately. Again, I do hope we can wrap this up shortly (and logically).