Previous -- NextHere we go. New rules and stuff. Plot. You can interject wherever, but there are specific opportunities (and limitations) everyone should know.
Staying in Rock BottomYou can't. The only people allowed a home in Rock Bottom are those who carved the slabs of rock themselves . . . or inherited from their powerful family. But the locals know the value of the resources you sell them, so you may stay until tomorrow morning, at which point all folks like you will be kicked out to let in the next crowd. Use your time well.
So what's here?I do not want to pin down all details of Rock Bottom, nor make a map for the whole town. The content depends on what the players bring to it.
A key thing here is to
do local work based on your past profession. You just tell me you're ready to do it and then I advance the "plot" until tomorrow morning and grant you your rewards.
You can
shop (before or after you earn more cash through local work), utilize your personal
lockbox, and
sleep overnight . . . or not necessarily so, in addition to talking to people or pursuing whatever personal projects you may have.
LockboxesYou will find one for you in the local bank. If the entire group of exiles suffers a tragic death, your progress is kept and anything you left in a lockbox will remain available to the next group. Your lockbox is the same general capacity as your backpack (40 kg), but it's shaped deep and narrow so you can fit in things like large weapons. No, you can't have more than one, but they will be grateful if you return any spare lockbox keys you find.
ShoppingRemember the assortment at the Halfway House? You can always buy items made of iron or the three most basic leathers:
scaled turkey,
standing jellyfish, and
wall tiger.
But instead of having a random assortment of special equipment, merchants in Rock Bottom will sell on a one-to-one basis: give them special materials like
glowstone, you may buy the related products. Which is why I've been telling you the ingredients in those
fire skulls this whole time.
So, today, what you have assumed to be "workstone" really is workstone. Sell it and you can buy workstone equipment. The mysterious
teal rocks you collected are called "
etherstone": you're familiar with this from "ether cola." In this case, ether cola is cheap and commonplace so they'll offer it to you no matter what, but if you sell some of the stones then you can see
other weird stuff made from the same material. Make sense?
Local workYou may use the skills from your past life to make a little extra change (and "unlock stories," if this were an app). This is also how you earn a bed for this night, so do it.
I will assign results based on how long you are here: from today to tomorrow is three thirds-of-a-day (morning, afternoon, and evening), so I'll give you three payments each. They're
much less profitable than adventuring (like 1d6+1 opal per payment plus a chance at a bonus), but what did you expect? This is easy mode and primarily exists to advance stories.
Some of your backgrounds translate well to town, some do not:
Dustan (Dustan Hache), I can find you work as a doctor just fine
Durenadal (HugeNerdAndProudOfIt), brewer, likewise
Overseer (FallacyofUrist), you can try to work yourself into local government (good luck!)
For those who don't have a clear career (or if
Overseer would like to earn local trust before running for government), I know what the locals need, so I can assign you tasks:
Frank (Coolrune206), want me to assign something?
John (ziizo), want me to assign something, or do you
really want to be a thief? (There is no local livestock to steal.)
I hope that at least one of you agrees to be up to my whims so that I can assign plot.
And
Sir Lootington (TankKit) is a special case, since he's a blacksmith. I'm writing to him privately, but you might as well know that blacksmiths can work with the locals and use their equipment to smelt your own ores. Any present or future player with this profession can smelt one smeltable metal ore into a bar per third-of-a-day (so that'd be three smelted ores for today). You can see the value of bars in the minerals list in the first posts.
SleepingIf you agree to do local work, you can sleep here with free heat, a safe bed, and water. You've earned it. You still have to eat your own food or spend 5 opal to buy some. Just tell me what you do.
OR . . .
When done for the evening, you can go carousing in the local taverns at night. It also costs 5 opal (food included), then I roll for the result. You might restore extra HP, you might restore nothing. You might get a dice boost (like from ether cola), you might get a dice penalty. You might get in a fight. And at the end, if you want, you walk away with your waterskin full of "ale."
Double the amount you spend and I'll raise the risk and reward. That's 10 opal. At 20 opal, I'll raise it again . . .
. . . So that's that. Let me know what you do.
Before I show you the item lists for shopping, can I get confirmation that you will sell
glowstone,
etherstone, and workstone, so I can post the items they'll sell you in response?
Here are your inventories so you can judge:
I know I haven't shown you an equipment list yet. You can refer to
the Halfway House's list if you need before I give you the updated version. I'm posting this so you can make "informed decisions."
Dustan (Dustan Hache)
Glowstone, 2x 4 kg rough stone: 16 opal each
Etherstone, 1x 2 kg rough stone: 8 opal each
Frank (Coolrune206)
Improvised venom whip (standing jellyfish, scaled turkey leather, shale): I guess they'll give you 2.5 opal for this. It will be worth 0 if you let it rot.
Food, two days: You already have two, but you kept
these two from
Helmacon. If you want to sell them both you'll get 5 opal.
Blanket (surface fabric): 10 opal
Surface kit: 17.5 opal
Glowstone, 1x 4 kg rough stone: 16 opal
Etherstone, 3x 2 kg rough stone: 8 opal each
John (ziizo)
Coal, 3x 3 kg rough stone: 1 opal each
Workstone, 1x 6 kg rough stone: 12 opal
Durenadal (HugeNerdAndProudOfIt)
Hematite, 1x 10 kg rough stone: 8 opal each
Glowstone, 2x 4 kg rough stone: 16 opal each
Workstone, 2x 6 kg rough stone: 12 opal each
Overseer (FallacyofUrist)
Standing jellyfish, 25 kg butchered and meatless carcass: 35 opal
Glowstone, 1x 4 kg rough stone: 16 opal
The first group's wheelbarrowStanding jellyfish, 2x 25 kg butchered and meatless carcass: 35 opal each
Hematite, 2x 10 kg rough stone: 8 opal each
Workstone, 3x 6 kg rough stone: 12 opal each
The second group's wheelbarrowWall tiger, 180 kg slightly-butchered carcass: 100 opal
If you sell everything everywhere, you will have 467 opal outside of what
Lootington took away with him. You can afford stuff.
Let's get the money (and information, and events) flowing!