Turn 4Location: HaccenvilleOnce again, everyone without an action practices with their weapon of choice. Also, I'm adding throwing to the skill exceptions in the
mechanics post.
nifty. I shall deposit the stiletto in my erm... chainmail's... pocket. yeah.
And then I will use some of my gold to buy a healing powder, curing potion and two healing potions. should come out to 15g if my math is correct. 28-15=13
After that I will take some time to work on my defense. Maybe dodge or acrobatics and the like. Get used to moving about in the chainmail.
1. You buy your equipment and try to practice on your defense, but you trip and fall and a coin falls out of your pocket. A particularly enterprising rat runs out from a crack between some boards and steals the coin before you can get it back.
Shopping lists:
1 healing potions (-3G)
2 Curing potions (-4G)
1 leather armor (-10G)
total -17G
Practice throwing knifes
4. After you buy your supplies, you practice throwing and manage to get Level 1 in it.
Buy 2 light healing potions, 10 arrows (6+5=11 23-11=12)
I then practice my bow skills using the 5 unclaimed arrows.
1. You bring your arrow count up to 30, and shoot a few arrows at things, but all you end up doing is breaking three arrows on your makeshift targets.
sell crude maul. buy 4 healing potions
Pray to gods for assistance in upcoming battles and go forth to smite evil.
5. You sell the crude maul, but the weapon salesman won't take as much for it because of its lack of good craftsmanship and only gives you 4 gold for it. You use your sword to take your anger out on some air and actually learn some from it.
Exchange the leather armor for a pair of leather pants if possible, and buy a chainmail. After that go to the priest guy and follow the rest to the next quest
6. Still no pants, sadly. You sell your leather armor for 5 gold and buy some chainmail for 15, then go to find something to hit with your maul. Some annoying shrubs and saplings have grown while while you were gone and you gladly crush them into sawdust for the villagers. You get quite a bit more experienced with your maul.
Five three-legged horses are led up to you by five extremely tiny men. "These highwaymen are too dangerous for us to take you there, so you'll have to take these horses and go by yourselves. Drop them off a little ways from the ruins, then go in and deal with the bandits." The men give you directions to the Stardust Ruins and you all leave the town on your crippled horses. You each get
3 gold for selling unclaimed equipment.
You ride along the road that you were told. The steadily increasing amount of remains from merchants and travelers, showing all manner of exotic wounds, lets you know that you're getting closer to your destination. Eventually an ancient stone spire rises up from the horizon, covered in spiderweb cracks and moss. As you near the ruins, you hear a rustling in the woods, and then you see a wounded man in the road in front of you.
"One of their victims!" dermonster shouts, nearing the man in hopes to help him.
"Stop," Jetsquirrel says, pulling out his maul. "This is more likely to be a trap. We know these bandits are good. Why would they leave someone alive?"
SHAD0Wdump pulls out his bow and notches an arrow. "I've got you covered. You two take out your weapons and approach him slowly. I'll shoot him if he moves."
AUTO-COMBAT! ROLL FOR INITIATIVE!
Okay, so now I'm going to try something experimental. Basically what happens here is that I roll for the order everyone fights in and then you all fight.
dermonster=4, Haika=6, Jetsquirrel=1, Luke_Prowler=1, SHAD0Wdump=2, bandit 1=6, bandit 2=6, bandit 3=2
Haika (5+1, 1+2) sees the wounded man make a sudden movement and charges him, hitting the man with her spear, but only doing 3 damage. Before anyone else has time to react, the man (6, 4+1) stands up and gestures at Jetsquirrel, blasting him with fire and dealing 6 damage. Another bandit jumps out from behind some nearby trees and (6, 5+1) shoots a spear of ice at dermonster, dealing 8 damage to him. Dermonster, despite being badly wounded, charges at his attacker, (4+2, 1+2) hitting the Bandit 2 with his sword but only dealing 3 damage. (5, 3+1) Before the bandit can finish off the weakened Dermonster, one of SHAD0Wdump's arrows hits him in the chest, dealing 4 damage. A final bandit steps out of the woods behind SHAD0Wdump (2) but can't get a spell in before he's distracted by Luke_Prowler (3, 1+2) swinging at him, but manages to back away enough to only take 3 damage. Jetsquirrel (6, 5+3) leaps off his horse over Luke_Prowler and crushing the majority of the bandit's bones with his maul, leaving a mushy pile of flesh in his place.
Bandit 1 (7/10 HP), Bandit 2 (3/10 HP)
Round 2!
dermonster=1, Haika=3, Jetsquirrel=4, Luke_Prowler=6, SHAD0Wdump=1, Bandit 1=3, Bandit 2=2
Luke_Prowler (4+3, 6+1) leaps at Bandit 1 and chops his head off, while Jetsquirrel (5, 1+2) hits Bandit 2 in the chest, killing him as well.
On the bandits' bodies, you find some gold, some healing potions, a
knife and a
stiletto, and an insulated leather armor (+1 defense against blunt/fire/ice). You decide to split the gold, each of you getting
5 gold, and to use the healing potions on Jetsquirrel and Dermonster, healing each of them for 4 HP. You take the rest of the equipment with you in case someone wants it.
You get closer to the ruins, careful now that you know what these bandits are made of. Luckily, you make it there without any problems, park your horses away from the entrance, and enter what looks like the front door. Surprisingly, all you see is a boring passageway. In fact, this is probably the most boring passageway you've ever seen. The only danger in here is just dying of boredom.
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Okay, so do you guys like auto-combat? It's just something I'd like to do every once in a while to spice things up. I know this time it turned out disastrous for you, but that's because you guys don't have any defense against magic or elements, which is part of the reason why this dungeon is going to be hard for you.
StatusesHover over weapons and skills for descriptions.Adventurers6/10 HP 25 gold
Body: Normal.
Equipment: Bastard sword. Chain mail.
Inventory: 5 light healing potions.
Skills: Level 2 Swordsman (2/4).
10/10 HP 20 gold
Body: Normal.
Equipment: Spear. Chain mail.
Inventory: 2 light healing potions. Curing potion. Healing powder. Stiletto.
Skills: Level 2 Spearman (1/4).
8/10 HP 16 gold
Body: Normal.
Equipment: Maul. Chain mail.
Inventory: Light healing potion. Curing potion.
Skills: Level 2 Hammerman (3/4).
10/10 HP 17 gold
Body: Normal.
Equipment: Short sword. 3 knives. Buckler. Leather armor.
Inventory: 2 light healing potions. 2 curing potions.
Skills: Level 2 Swordsman (1/4). Level 1 Thrower.
10/10 HP 20 gold
Body: Normal.
Equipment: Shortbow (26 arrows). Buckler. Leather armor.
Inventory: 3 light healing potions. Whip
Skills: Level 1 Bowman (1/2).
Free ItemsKnifeStilettoInsulated leather armor