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Author Topic: A Gnome's Adventure: The Continuation  (Read 55571 times)

omegazewargod

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Re: A Gnome's Adventure
« Reply #240 on: June 19, 2011, 11:25:26 pm »

still have max teach maverik to pretend to steal and practice training him but yes do the goblin mill and see if theres any moss on the way out to there and be ready to use them sploden BALLS lul
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Weirdsound

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Re: A Gnome's Adventure
« Reply #241 on: June 19, 2011, 11:27:52 pm »

still have max teach maverik to pretend to steal and practice training him but yes do the goblin mill and see if theres any moss on the way out to there and be ready to use them sploden BALLS lul

What is the point of teaching him to steal. Eventually he will be too big to move unseen. We are better of catching some vermin and teaching him to murder!
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omegazewargod

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Re: A Gnome's Adventure
« Reply #242 on: June 19, 2011, 11:35:29 pm »

lol good idea but he could still possibly slip threw areas which kilroy himself can not go but yes teaching him to murder other vermin can be good maverik can be used as a distraction or othermeans of carrying small objects or whatnot
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Vent

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Re: A Gnome's Adventure
« Reply #243 on: June 20, 2011, 12:01:23 am »

You head to the Druid's Guild and ask about the moss. They show you an example with the small amount they have on hand, and tell you it can be found anywhere deep in the woods. They are paying ten copper per handful of moss, and are looking to buy ten handfuls at maximum. You also ask about the layout and structure of the mill.

You are told that the majority of the structure is wood, hastily set up and not incredibly structurally secure. It is two stories tall, and in the bottom floor has an array of saws that are operated at all hours of the day by Kobold slaves. You are told the location of the mill, and also that it seems deep enough into the forest that you might find the moss you're looking for nearby.

You think of possible ways to destroy a mill. Explosives, you bet, would do the job easily considering it is mostly wood. You think of the three bombs you have, and then start coming up with ideas. Suddenly it hits you, a way to make an explosive that will more effectively destroy the supports of the building! The idea seems to simple to you now. (You have discovered how to craft Sapper Charges, your Engineering Skill Increases!)

You look around the local merchant tents and find that you can buy the components needed at ten copper coins per explosive.

You head back to camp and decide you want to train Mavrick to hunt, so you need to find a way to get some vermin. Max and Mark are both at camp sitting around and you tell them about the mill, and they seem ready for action. The three of you agree that this job would best be done at night. What do you want to do?

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« Last Edit: June 20, 2011, 12:09:40 am by Vent »
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Weirdsound

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Re: A Gnome's Adventure
« Reply #244 on: June 20, 2011, 12:06:35 am »

Can you put the mill on the map so we can see how far off it is?
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Vent

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Re: A Gnome's Adventure
« Reply #245 on: June 20, 2011, 12:10:00 am »

Sure thing.
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omegazewargod

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Re: A Gnome's Adventure
« Reply #246 on: June 20, 2011, 12:15:30 am »

maybe when you get to the mill you can enlist the help of the kolbold slaves one of them may endow a life debt to you for helping him escape another mouth to feed but a servent that can see threw the dark and a theif you can probably have him be some help or have him teach mavirek or watch over him
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Weirdsound

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Re: A Gnome's Adventure
« Reply #247 on: June 20, 2011, 12:18:30 am »

See if you can make or buy some stimulants to fight the inevitable exhaustion of a nighttime adventure.

Build two sapper charges.

Look into paying somebody to watch Maverick while you are gone. No point taking the little guy on a trip so dangerous.

maybe when you get to the mill you can enlist the help of the kolbold slaves one of them may endow a life debt to you for helping him escape another mouth to feed but a servent that can see threw the dark and a theif you can probably have him be some help or have him teach mavirek or watch over him

No. Lets just have somebody throw the bombs at one side of the mill to draw attention before slinking off into the forest, and one of the small party members creep up and plant the charges on the other side while the lot of them are distracted by the fireworks show.
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Zako

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Re: A Gnome's Adventure
« Reply #248 on: June 20, 2011, 12:25:05 am »

Hmmm... well, lets see...

Check the prices for pack animals and also for a suit of armour for Max and Mark. Might as well see what weapons Max might like to use as well.
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Weirdsound

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Re: A Gnome's Adventure
« Reply #249 on: June 20, 2011, 12:29:25 am »

Hmmm... well, lets see...

Check the prices for pack animals and also for a suit of armour for Max and Mark. Might as well see what weapons Max might like to use as well.

Mark is a hunter. I doubt he is comfortable in armor any heavier than what he has on. Max might be a theif, but as a dwarf he might have some training or potential for the use of heavy armor. That said, I think we'd best wait for the Dwarven traders to show up. Doubt the elves sell anything metal.
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Zako

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Re: A Gnome's Adventure
« Reply #250 on: June 20, 2011, 12:34:26 am »

Doesn't need to be metal, leather armour is better than no armour, and if it is studded, so much the better!
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Vent

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Re: A Gnome's Adventure
« Reply #251 on: June 20, 2011, 12:35:37 am »

You look into buying some stimulants to keep you awake during the night. You talk to the druids, who give you and your companions a special tea that will help keep you up during the night, and they advise you drink it right before leaving. They give it to you for free because of the task you are going to use it for. Just as you are leaving, a druid runs up to you and states that they have just received new information about the mill, that there is a copy of the order of troop movements in the overseer's office of the mill. There is a substantial bonus if you can manage to get it, but it would require you to get into the office in the second floor of the building before it was destroyed. (+3 Stimulant Teas)

You buy the materials for and make two sapper charges. (-20 Copper, +2 Sapper Charges)

You check the prices of the pack animals. You can buy a fine donkey, mule, or horse for three silver coins each. Functionally they're all the same.
There are pack ostriches for sale as well, which, while more exotic and with less capacity to hold things, are cheaper at two silver coins each, and also require less food and water.

You decide to check out armor for Max when the caravan arrives, but for now look at weapons for sale in the area that might suit him. You see:
A masterful dense wooden spiked club for 30 copper coins
A masterful incredibly sharp Elven wooden dagger for 25 copper coins
Everything else is too large for his body. While you doubt he will enjoy a wooden weapon, anything is better than the wooden javelin he's been using.
Mark already has a set of leather armor.

What would you like to do?

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Weirdsound

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Re: A Gnome's Adventure
« Reply #252 on: June 20, 2011, 12:42:35 am »

Get max the club. Should even be useful if the goblins are wearing metal armor. Tell him he will likely have the opportunity to loot some metal stuff of the dead goblin.

Wait until nightfall, drink the tea and head to the mill. A hunter, a theif, and a tiny gnome should have no problem observing the area undetected.

If time permits before nightfall whittle some wooden practice arrows and let Mark school you in a quick archery contest for practice.
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Zako

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Re: A Gnome's Adventure
« Reply #253 on: June 20, 2011, 12:51:20 am »

Sounds like a good plan. Make sure to leave everything behind except for your weapons, armour, whistle, ammunition, compass, map, all the bombs and the key to your chest. Best also give all the javelins to Max so he can harden thier tips in a fire. Leave your pet rat behind with a druid with a small payment to look after him until you return.
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Vent

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Re: A Gnome's Adventure
« Reply #254 on: June 20, 2011, 12:59:56 am »

You buy Max the club, and when you give it to him he seems rather pleased, and you give him the rest of the javelins. You tell him that tonight we will have the opportunity to loot the metal gear of dead greenskins, and he seems almost giddy at the prospect. (-25 Copper Coins, Max now has a wooden club)

You have time so you whittle some practice arrows and challenge Mark to an archery contest. He beats you overwhelmingly, of course, but you still feel like you can hit a target much better now. (You have gained some archery skill)

Spoiler: Note (click to show/hide)

You put Mavrick in the tent and close him inside, deciding it is now time to leave. You think he will be fine in there alone, you leave him some food and water and expect to see some droppings in your sleeping beds, but it's fine. You all drink your tea and head into the wilderness, finding a couple of handfuls of the moss on the way. (+2 Moss, -3 Tea)

You approach the mill, noticing a large field of stumps from trees that have been cut away. You can see inside the first floor of the mill from here, and see several slaves and task master Orcs wielding whips and pieces of leather and iron armor. There is a window to the second story as well.


Note: The brown squares represent major support beams, the thing in front of the center on is a ladder to the second story.

Behind and off to the sides of the mill is a convenient collection of bushes, all stopping around twenty feet away from the walls. Being a combat mission, you can control all of your party members. What would you like to do?

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« Last Edit: June 20, 2011, 01:04:57 am by Vent »
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