Previous -- NextLet's get the exciting part out of the way first, shall we?
Frank's resistance roll: 2, Fail!
That's one roll against Frank, but we know he's resisting and that Dustan bonks him on the head if necessary, so treating Dustan as doing an unarmed attack:
1: Fail terribly
2: Fail
3: Succeed weakly
4: Succeed weakly
5: Succeed
6: Fail by succeeding
Dustan's attack roll: 5, Succeed!
Damage roll (1d6+1): 5+1 = 6!
Frank, HP: 6/12
That's two rolls against Frank, so I'll stop
Wow, that was more brutal than necessary. Pent-up frustration?
You go your separate ways, for the most part. Dustan, not believing a word that comes out of Frank's mouth, tries to grab him for the purpose of accomplishing something today. Frank resists. Dustan smashes him over the head with his sword pommel. Frank bleeds profusely. But that's okay, he'll make a fine object lesson in "don't rip off this customer" while you're out shopping for armor, so Dustan performs a cursory check for concussion and drags Frank away from his gambling.
Overseer has already headed off to gather the lay of the land. You'll be occupied.
John locates some merchants fairly quickly. Both he and Dustan have sales to make, after all. You ask about the copy you made on parchment of a carving (ugly people with riches), and a lady working with merchandise raises an eyebrow.
"Well I can tell you that there are some real ugly mugs out there. We get trouble sometimes. I guess somebody thinks they've got riches on 'em. Couldn't tell you why.
"Look, exiles are always finding weird mysteries down here. If you think it's important, why don't you hold on to the thing?"
Dustan makes essential sales and inquiries. Apparently there are some good workstone materials and . . . really expensive glowstone materials, too. You ask after etherstone, and, upon determining (so to speak) the color of your money, the lady escorts you to some specialty goods.
"Much appreciated by miners, that stuff. Light on the load. Only problem is the firedamp: it's the same gas as you get around coal sometimes. Set off too large of a spark and a pocket of firedamp can end your expedition right quick."
After some shopping and exchanges, Durenadal heads off on his own following the smell of fermentation. You'll be occupied.No map this time since you're all over the place and there's not much to show. Now . . . item lists including the new stuff!
Chain mail (iron): 100 opal, weight 10 kg
Enemy using sharp attack adds Fail
Chain mail (workstone): 150 opal, weight 10 kg
Enemy using sharp attack adds Fail terribly, Succeed weakly
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
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
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
Spiked helmet (iron): 25 opal, weight 1 kg
Enemy adds Fail by succeeding (getting spiked);
your own Fail by succeeding hurts you even worse when you attack
Sword (iron): 70 opal, weight 2 kg
You add Succeed; sharp
Sword (workstone): 105 opal, weight 2 kg
You add Succeed x2; sharp
Fine sword (workstone): 210 opal, weight 2 kg (1 in stock)
You add Succeed weakly, Succeed greatly; sharp
Club (wall tiger bone): 5 opal, weight 2 kg
You avoid unarmed penalty; blunt
War hammer (iron): 45 opal, weight 2 kg
You add Succeed; blunt
War hammer (workstone): 80 opal, weight 2 kg
You add Succeed x2; blunt
Fine war hammer (workstone): 160 opal, weight 2 kg (1 in stock)
You add Succeed weakly, Succeed greatly; blunt
Battle axe (iron): 170 opal, weight 3 kg
You add Succeed weakly, Succeed greatly, Fail by succeeding; sharp; two-handed
Battle axe (workstone): 255 opal, weight 3 kg
You add Succeed weakly, Succeed, Succeed greatly, Fail by succeeding; sharp; two-handed
Fine battle axe (workstone): 510 opal, weight 3 kg (1 in stock)
You add Succeed, 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
Pick (workstone): 100 opal, weight 2 kg
Mine 1 tile per day; you add Succeed; piercing
Knife (iron): 12 opal, weight 1 kg
Butcher animals; you avoid unarmed penalty; sharp
Knife (workstone): 75 opal, weight 1 kg
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
Superior javelin (iron): 90 opal, weight 2 kg (1 in stock)
You can fight ranged; you add Succeed weakly, Succeed greatly; 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
Mine very quickly; one use
Packaged vitality (healthstone, etherstone, standing jellyfish leather): 25 opal, weight 3 kg
Pop this leathery balloon and everyone who breathes the vapor restores health; one use
Ether cola (etherstone): 7 opal, weight 1 kg
Drink this mineral water and be invigorated (with minimal side effects);
+1 to next roll that needs it, -1 HP; needs waterskin; one use
Ember tunic (glowstone, smoking shade leather): 560 opal, weight 4 kg
Enemy using blunt attack adds Fail terribly, Fail, Succeed weakly;
everyone who could touch you adds Fail by succeeding (which really hurts)
Roaring axe (glowstone, bindstone): 440 opal, weight 3 kg
You remove Fail;
you add Succeed, Succeed greatly (which really hurts), Fail by succeeding;
sharp; two-handed
Superior roaring axe (glowstone, bindstone): 1320 opal, weight 3 kg (1 in stock)
You remove Fail, Succeed weakly;
you add Succeed greatly (which really hurts), Fail by succeeding;
sharp; two-handed
Fire skull (glowstone, bug bat bird skull): 4 opal, weight 1 kg for several
Thrown with a sling; damage is fire instead of blunt; one use
Seeker skull (etherstone, ant lemming skull): 7 opal, weight 1 kg for several
Thrown with a sling; you add Succeed; damage is piercing instead of blunt; one use
Phasestrike javelin (etherstone): 120 opal, weight 1 kg
You remove Fail by succeeding; you add Succeed; piercing
Soulshine lantern (etherstone): 50 opal, weight 1 kg
Everyone who shares the light of this lantern has a chance to siphon the level-up HP of a recently-deceased person; one use
I have made sales and purchases and distributions as follows:
Dustan (Dustan Hache)Now has
tunic (wall tiger leather)Now has 10 opal left over
You could sell your redundant
tunic (surface fabric) for another 10 opal
Is still carrying:
Glowstone, 1x 4 kg rough stone: 16 opal each
Etherstone, 1x 2 kg rough stone: 8 opal each
John (ziizo)Now has 48 opal from selling all goods and receiving money from
DustanDurenadal (HugeNerdAndProudOfIt)Now has 2x
waterskin (standing jellyfish leather) (and you still own your existing one made of surface leather)
Now has
food, three days (or technically four since you already had one left)
Now has 46 opal left over, including money received from
DustanIs still carrying:
Glowstone, 2x 4 kg rough stone: 16 opal each
The second group's wheelbarrowIs now empty after the sale of the
wall tiger carcass
I have not updated your inventory in the initial posts as this is just partway through the process
See
previous update for everyone else's salable goods
All three of you would be overburdened at this point. We'll gloss over that with the magic word "credit" until shopping is over. Allegedly there's some sort of bank where you can store 40 kg of goods anyway.
And a note to Durenadal (HugeNerdAndProudOfIt): I looked up historical brewing while preparing this game (along with historical blacksmithing and such). You won't be able to carry a "personal alcohol kit"; not unless somebody figures out a magical solution. This town does the old slow method; but they'll let you use their equipment. I'll explain all this once the group is done with quick tasks.
Next?