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Author Topic: Magical ASCII Mine-diving Adventure, Day 20 - At Rest  (Read 237807 times)

Sir Knight

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Re: Magical ASCII Mine-diving Adventure, Day 6 - Civilization!
« Reply #495 on: April 06, 2017, 09:32:52 pm »

Previous -- Next

Again, I'm making two posts for this all.  Town is a complicated place and I want to do it right.


Wow, and it had been going so well to start . . .

There's much to do.  Dustan, noticing the Frank lack, goes on a hunt for the wayward.  You'd think it would be easy: just check all the places with shiny objects, alcohol, and psychos.  But somehow, every time you think you have a glimpse of the right man, there's a perfectly-reasonable distraction from John.  He's obviously not trying to be unhelpful, right?  It's coincidence!

But the morning is dragging on and you have a work ethic.  Grudgingly, Dustan gets back to his official duties of being the only one in the entire group to show responsibility.  Well, except for Overseer.


Spoiler: Crafting (click to show/hide)

First task, turning that old tunic into usable bandages.  You're a doctor, you can handle this.  But . . . argh!  Blame it on the materials: your worn clothes are flimsy in all the wrong places, and the best you can salvage are some second-rate bandages.  Oh, well, at least they'll take up little space in your pack.  You'll give 'em a quick turn in boiling water at the end of the day.

Then you finish shopping and visit the bank.  John, too.  Interesting place, and big, carved in multiple storeys on the side of a natural pillar.  When you tell them that you're new in town, they seem to know this already and bring out one key for each of you to use a lockbox.  Some of the boxes, uh, smell kinda funny, like people have been storing ill-advised things in there.  Well, guess that means you can store whatever you want!


(I will not bother noting "lockbox keys" as an item on your character sheet unless you pick one up off a corpse.  They're basically a "roguelike persistence" mechanic.)

Spoiler: Seeking information (click to show/hide)

Set with not-actually-distracting-Dustan, John spends the morning looking for more information.  You were shown some strange things back with the merchants.  So you ask!

You learn about an ore called bindstone, necessary for making that fancy roaring axe.  It's an uncommon but important mineral.  Normally, things like the glowstone used to make the axe cannot possibly be worked as "a metal," but with bindstone a smith can blend the two together.  To devastating effect sometimes.

If you're interested in "animals" as in "livestock," you find you're pretty much limited to trying to domesticate scaled turkeys.  And you can try!  If they decide they don't like you, they're not nearly as dangerous as, say, a flock of bug bat birds.  There's often somebody in town giving it another go, but you don't hear of anyone now.

But the question of plants is easy: cavereed.  It grows where dripwater accumulates.  People down here get a lot of benefit eating healthstone, but cavereed stalks are the only source of fiber for a human diet.  Its seeds are also the only grain for baking and brewing.  These products are typically in the foods you buy from civilization.

Lastly, you ask about the harm done to people by the lack of sun in the caverns.  They just look at you.

You get a strange feeling.  Not just John; all of you at one time or another this morning.  It's the ambience here on the floor of the giant sinkhole.  Given that it's almost noon, by all rights the sun should be above the sinkhole opening where you were first lowered.  You try to spot it in the roof, but you can't.  There is some diffuse light overhead: daylight?  Starlight?  Why can't you tell?  No one in this town they're calling "civilization" seems to have any ambitions of leaving the deep . . .


Ding!

You completed an adventure: ADVANCED TUTORIAL!  All survivors gain +3 to current and maximum HP.


When done here, I will add your progress in completing adventures to the opening posts.  They will have brief explanations and give people credit for surviving them.

Spoiler: Like so (click to show/hide)

Now stay tuned for a second post where I advance everyone's story through the day!
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Sir Knight

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Re: Magical ASCII Mine-diving Adventure, Day 7 - Eviction Notice
« Reply #496 on: April 06, 2017, 09:45:40 pm »

Previous -- Next

Second post, enjoy!

GM note: I've hidden your individual results in a spoiler, but that's only to save space, not to hide them from each other.  Feel free to read my, uh, five pages in Word full of results for everyone.  This way you'll learn the whole story.  The only one truly hidden . . . is Sir Lootington.  Where could he be?

Spoiler: Rules for this stuff (click to show/hide)
Spoiler: Dustan (click to show/hide)
Spoiler: Frank (click to show/hide)
Spoiler: John (click to show/hide)
Spoiler: Durenadal (click to show/hide)
Spoiler: Overseer (click to show/hide)

Day 7, Morning

This is all the time you get.  The city guard will evict all non-residents this morning, sending you out to earn more resources to sell to the good people of Rock Bottom.  Look at your remaining salable goods (listed below), look at the shop listings, and tell me what you buy and what you leave behind in your personal 40 kg lockbox.  (And any other actions you needed to fit in before leaving.)


Now that the whole team has completed at least one adventure and you all have "level-up HP," I remind you of the soulshine lantern for sale.


Because Frank (Coolrune206) sold them three pieces of etherstone, you can buy some.  Funny how I created all these systems around life and death.
« Last Edit: April 15, 2017, 07:39:20 am by Sir Knight »
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Dustan Hache

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Re: Magical ASCII Mine-diving Adventure, Day 7 - Eviction Notice
« Reply #497 on: April 06, 2017, 09:48:32 pm »

trade my opal in for food, and dump it in my empty wheelbarrow. Time to roll out for today!
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I figure at some point, you're just gonna run outta fucks to give and just off yourself whenever you get hurt at all. It's not like there's any downsides to it. Hangover? Suicide will fix that. Stubbed your toe? Suicide. Headache? Suicide. Papercut? Suicide.

Coolrune206

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Re: Magical ASCII Mine-diving Adventure, Day 7 - Eviction Notice
« Reply #498 on: April 06, 2017, 09:59:38 pm »

Frank buys a soulshine lantern, then locates and follows Dustan, whistling innocently.
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"You are a shameful gaggle of cowards who has made a mockery of the challenge, but you have avoided death. Sit and eat."

Dustan Hache

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Re: Magical ASCII Mine-diving Adventure, Day 7 - Eviction Notice
« Reply #499 on: April 06, 2017, 10:23:03 pm »

I would like to point out you gave frank a succeed greatly when he rolled a weakly on his combat roll
« Last Edit: April 06, 2017, 10:24:45 pm by Dustan Hache »
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I figure at some point, you're just gonna run outta fucks to give and just off yourself whenever you get hurt at all. It's not like there's any downsides to it. Hangover? Suicide will fix that. Stubbed your toe? Suicide. Headache? Suicide. Papercut? Suicide.

ziizo

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Re: Magical ASCII Mine-diving Adventure, Day 7 - Eviction Notice
« Reply #500 on: April 06, 2017, 10:26:53 pm »

ask for directions to the salt mine/ugly mugs. If is to know how to avoid them or where to hunt them is something all the group can decide.

Also give the opal to someone or just throw it you don't need to be overburden.
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GG, Ziizo. May my spirit live on in your boobs.

HugeNerdAndProudOfIt

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Re: Magical ASCII Mine-diving Adventure, Day 7 - Eviction Notice
« Reply #501 on: April 07, 2017, 10:20:16 am »

acquire the portable still setup, thank them for their kindness.
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Don't eat ghosts, that's how we got into this mess to begin with.

Sir Knight

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Re: Magical ASCII Mine-diving Adventure, Day 7 - Eviction Notice
« Reply #502 on: April 07, 2017, 12:05:44 pm »

I would like to point out you gave frank a succeed greatly when he rolled a weakly on his combat roll

You're right.  Dang; I can't remember which one was the actual roll.  I'll settle it as "weakly," because I'd been a little uncertain I got his rewards right and was erring on a low side anyway (for the whole day).  So it's not exactly accurate from start to finish anymore, but the whole day should balance better with a "weak" bit.

P.S.: Frank, want to sell the spare cheap iron knife?  And you'll be overburdened with opal, so I'm assuming you bank your leftover cash.  Same with the 4 opal left over for Dustan and 14 for Durenadal; I'll bank those.

Also give the opal to someone or just throw it you don't need to be overburden.

Speaking of which . . . dude, bank it!  Bank it!
« Last Edit: April 07, 2017, 12:08:13 pm by Sir Knight »
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ziizo

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Re: Magical ASCII Mine-diving Adventure, Day 7 - Eviction Notice
« Reply #503 on: April 07, 2017, 12:28:12 pm »

well then John banks the spare opal.

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GG, Ziizo. May my spirit live on in your boobs.

Dustan Hache

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Re: Magical ASCII Mine-diving Adventure, Day 7 - Eviction Notice
« Reply #504 on: April 07, 2017, 12:37:48 pm »

I have stated repeatedly that I am spending my opal on food. Unless there's no food left I should be able to spend it all.
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I figure at some point, you're just gonna run outta fucks to give and just off yourself whenever you get hurt at all. It's not like there's any downsides to it. Hangover? Suicide will fix that. Stubbed your toe? Suicide. Headache? Suicide. Papercut? Suicide.

Sir Knight

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Re: Magical ASCII Mine-diving Adventure, Day 7 - Eviction Notice
« Reply #505 on: April 07, 2017, 12:45:10 pm »

I have stated repeatedly that I am spending my opal on food. Unless there's no food left I should be able to spend it all.

Food comes at 5 opal, and currently you're carrying 14 opal, for 4 in change at the end.

I did get your previous purchase, too, so this 4 is all that's left.
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Dustan Hache

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Re: Magical ASCII Mine-diving Adventure, Day 7 - Eviction Notice
« Reply #506 on: April 07, 2017, 06:16:28 pm »

I thought food was originally 2 opal? What gives?
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I figure at some point, you're just gonna run outta fucks to give and just off yourself whenever you get hurt at all. It's not like there's any downsides to it. Hangover? Suicide will fix that. Stubbed your toe? Suicide. Headache? Suicide. Papercut? Suicide.

Sir Knight

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Re: Magical ASCII Mine-diving Adventure, Day 7 - Eviction Notice
« Reply #507 on: April 07, 2017, 08:18:27 pm »

I thought food was originally 2 opal? What gives?

If ever I said that, it was a mistake.  Checking . . .

No, the listings in Rock Bottom and the Halfway House show that buying new food costs 5.  Not-so-coincidentally, it is the same value as a unit of healthstone, and the equivalent value in an animal carcass.

So I'll be back tomorrow!  I could use Frank (Coolrune206)'s answer, and Overseer (FallacyofUrist)'s purchases/banking/final actions.

P.S.: The wheelbarrow still has some ores in it.  Almost more than you can fit in a lockbox.  Looks like the first people to claim "I bank everything that fits!" get free money . . .
« Last Edit: April 07, 2017, 08:20:13 pm by Sir Knight »
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Coolrune206

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Re: Magical ASCII Mine-diving Adventure, Day 7 - Eviction Notice
« Reply #508 on: April 07, 2017, 08:26:45 pm »

Yes, I will sell that knife; and bank all the leftover opal.
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"You are a shameful gaggle of cowards who has made a mockery of the challenge, but you have avoided death. Sit and eat."

FallacyofUrist

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Re: Magical ASCII Mine-diving Adventure, Day 7 - Eviction Notice
« Reply #509 on: April 08, 2017, 01:50:27 pm »

Overseer sells the glow stone and sees about buying some food and water.
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FoU has some twisted role ideas. Screw second-guessing this mechanical garbage spaghetti, I'm basing everything on reads and visible daytime behaviour.

Would you like to play a game of Mafia? The subforum is always open to new players.
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