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674568 No. 674568 ID: 90f3c0

Becoming a merchant sounded like such a good idea at the time. The classes only lasted three weeks, and with all the gold those fatcat merchants in town rake in, you'd be able to pay back the loan in no time. Unfortunately you've been having more trouble than you expected finding employment. Apparently honest hardworking gnolls can't be trusted to watch a shop. Racist shitbag merchants. They had no problem giving you the loan, but now that you've graduated you're not "shopkeeper material."

You have 20 days left to pay back the loan, or you will be forced to work for the guild until the debt is repaid. With the pay they give their workers, you could be at it for decades. The assholes might even try to sell you off to some labor camp.

With no chance of making that kind of money in town, you bought some basic adventuring supplies and set off for Slime Caves, a low level dungeon in a relatively safe area. Even at the low level dungeons, items can sell for far more than they would in town. If you're lucky you might even be able to buy some treasure from adventurers that are too lazy to carry it back to town themselves for a fraction of its value.

Even in the safer areas there's always a chance of running into bandits or monsters on the road, you should be ready to defend yourself. You are by no means a fighter, and are unusually weak and scrawny for your race, but you have been trained in the basics.

What weapon are you proficient in?
Expand all images
>>
No. 674569 ID: ad936f

firearms
>>
No. 674570 ID: 2ccbb3

Gadgets and tools (Elemental Crossbow). Or firearms.
>>
No. 674578 ID: 0ed6e9

range combat and simple traps. Granted the traps are more for hunting small game but get a man stuck in a bear trap and it will stop him just as well as any bear.
>>
No. 674585 ID: 90f3c0
File 144386391665.png - (17.69KB , 493x362 , 2.png )
674585

To compensate for your lack of physical power, you have focused on ranged combat. Which type of ranged weapon do you specialize in? And what weapon should you use?

Firearms: Originally based on ancient weapons found in some of the most dangerous dungeons on the planet. Modern firearms can only hold a single round, but can be reloaded fairly quickly.

Rifle: More powerful, has better range and accuracy. Requires two hands.

Pistol: Concealable. Can wield another one handed weapon or shield in the off hand, but it takes longer to reload.


Bows and Crossbows: Less powerful than firearms, crossbows also take much longer to reload. Bows and crossbows can fire enchanted arrows, which can have a number effects such as elemental damage, slow, poison etc. Enchanted arrows are fairly expensive.

Large crossbow: More powerful, has better range and accuracy. Requires two hands.

Small crossbow: Can wield another one handed weapon or shield in the off hand, but it takes longer to reload.

Bow: Less power and range than crossbows, but can fire much more rapidly. Requires two hands.
>>
No. 674586 ID: 0ed6e9

>Bow
We poor as fuck and it seems like the cheapest option.
>>
No. 674591 ID: edd78a

we need something to compensate lack of power...
then obvious choice is small crossbow.
>>
No. 674597 ID: ad936f

>>674591
Even small crossbows take a lot of effort to reload, and they don't tend to rip through armor like paper. Rifle.
>>
No. 674604 ID: a79844

Either a rifle or pistol

Pistol would probably be better just for the concealment.
>>
No. 674612 ID: 149da0

>>674585
Firearms!
>>
No. 674613 ID: 2ccbb3

Weapon Proficiency: Large Crossbow (You can buy one later, when you have the money to purchase tactical arrows)

Weapon Equipped: If you have a bulletproof shield, go with the pistol. Otherwise just get the sniper rifle (mount a telescope with crosshairs painted for 50-meter and 200-meter falloff)
>>
No. 674624 ID: 46df9e

I don't think you're frame's gonna make much use of a shield; go rifle for faster reload, power, and range.
>>
No. 674625 ID: 90f3c0
File 144389350917.png - (76.48KB , 800x650 , 3.png )
674625

Current Wares(Prices listed at base guild rates, items sell for more in dangerous and remote areas) :

3 Unremarkable swords – 40G each
2 Unremarkable daggers –15G each
5 Small healing potions – 50G each
3 Small stamina potions – 30G each
10 Loaves of bread – 2G each
10 Chunks of dried meat – 3G each

Other Possessions :
Merchant's Guild Medallion
1 Standard rifle
15 rounds of ammunition
1 Bear trap
1 Fire trap
200 Gold
3000G Debt to the Merchant's Guild

Skills:
Merchant – Level 1: Legally licensed to buy and sell items. Can buy items at the Merchants Guild. Can sell items directly to the guild at half their current value.

Identify – Level 1: Can determine the guild value of any non-magical item.

Firearms – Level 1: You can use any firearm effectively in combat.




You arrive at the cave without any trouble, only to find another merchant has gotten there first. Damn. You had hoped other merchants wouldn't bother with a low level dungeon so close to the city. He even has a cart! You've been completely outclassed here.

The merchant is arguing with a rather pathetic looking kobold adventurer.

“I'll do anything, mister! Do you need you cart cleaned? I could sort your inventory!” The kobold whimpers.

“65 gold, cash only, no discounts.”

“Please mister, there's no way I can make it home with an injured leg.”

“You should have thought of that earlier. Preparation is essential to any adventure. Get out of here, vermin.”
>>
No. 674627 ID: 2ccbb3

>>674625
Wow, is this guy stupid or what?

Rule #1 of being a ruthless merchant; never go to war. EVER. Right now, this idiot just insulted a potential customer - his ONLY customer in line.

Offer to heal the kid for free and then delve into the caves alongside him in exchange for a fixed share of the profits. If they die, you can loot their corpse and still make it out alive. If they live, you'll earn a fortune in gold and make a permanent customer!
>>
No. 674653 ID: ad936f

Extort the shit out of this kobold, tell him you'll give him the gold he needs if he acts as your indentured servant for a week. Be prepared to change "a week" to something more appropriate to the value of 65 gold, but make sure you abuse his helplessness as much as possible. This is the mercantile way!
>>
No. 674681 ID: cf91e4

Since I think he's asking for a healing potion, offer to sell for 30-35g(or whatever he has on him) and he's your guard for a few days and you get a certain amount of all items he finds (50%-25%) until he has paid off the full amount of the potion upon which point he will only have to give 25%-10%.

We could either go with him into the caves to find items (Kamidori Alchemy meister) or we could loan him and other adventurers gear and hope they make it out fine.(Recettear)
>>
No. 674682 ID: 90f3c0
File 144391468118.png - (71.99KB , 800x650 , 4.png )
674682

You walk up to the pathetic looking kobold and greet him.

“Hello there little kobold. You seem to be in a bit of trouble. Perhaps I could help.” You give him you're best smile and draw a small healing potion out of your pack. The asshole merchant gives you an angry stare, but says nothing.

“Thank you mister, but I only have 10 gold and the only thing I own is my knife.”

“I'm sure we can work something out. I'll give you the potion now, then you work for me until the debt is repaid. A few days at most.”

“Yes! You have yourself a deal, mister.”

You hand the potion over to the kobold, he immediately drinks it down. The kobold doesn't seem to be much of a bargainer, he's just agreed to do unspecified work, for a very vague period of time. Whatever you have the kobold do for you, it's not going to involve selling you wares.

“No problem, little guy. The names Celdant.”

“Izzy.”

You reach out and seal the deal with a handshake. Your first employee! You suddenly feel much more like an actual merchant. Now you just need to decide what to do with him.

You could send him into the dungeon on his own to search out treasure and alchemy ingredients, but judging by his appearance the chances of him coming out alive are slim. You could use him as a bodyguard allowing you to set up shop somewhere a little more dangerous, perhaps deeper in this dungeon. Or of course, you could just run the dungeon together. The most dangerous, and least merchant-like option, but you will certainly gain many valuable items in the process.
>>
No. 674684 ID: 2ccbb3

>>674682
Dangerous as it is, your wares are

@#$%ING

PATHETIC

and you need loot soon or you'll stand to lose everything.

You may as well ask your... fellow... merchant about whether or not this is a noob dungeon.

And be careful, he might decide to kill you if you come out of the dungeon injured but rich. Delve for a few hours and try to loot about 500 gold worth of items (at market price), then leave.
>>
No. 674686 ID: ad936f

>>674682
Least merchant like but also the most profitable, which is in itself very merchant like. If you happen upon anyone down in the dungeon you can sell stuff to them then, but setting up shop down there puts you in direct competition with the guy out front, which is bad. So go adventuring with you tiny slave.
>>
No. 674692 ID: cf91e4

Go with him into the dungeon. Even if you sold all of your wares for 3X cost, you still wouldn't have near enough to cover your debt; and since you only have 20 days, you are short on time to get new ones. (and in case we get to that step and I miss it, loan him a sword to use. Keyword is loan)
>>
No. 674696 ID: 90f3c0
File 144392143282.png - (29.91KB , 800x650 , 5.png )
674696

>Dangerous as it is, your wares are @#$%ING PATHETIC

You only stock the finest goods, purchased directly from the guild. ...but you are a bit understocked. Taking the opportunity to get some rarer items isn't a bad idea.

>Least merchant like but also the most profitable, which is in itself very merchant like.
>So go adventuring with you tiny slave.

Indeed, this seems like your best option at the moment. If things get too hot, you can always fall back while your little buddy covers your escape. The sign says its a level 1 dungeon, it can't be that dangerous.

“Come on kid, we're exploring this dungeon. Keep an eye out for potential customers.”

“Um... Yes sir.” Izzy nervously walks toward the cave entrance. “This is my first time in a dungeon, boss.”

“Buy you do know how to fight, don't you? Do you need a weapon?”

“I have my dagger, boss.”

Izzy tells you his skills.

Equipment
Unremarkable dagger
Rags

Skills:

Daggers – Level 1: Proficient at using all daggers in combat.

Detect Traps – Level 1: Can spot most non-magical traps with ease.

Sneak – Level 1: Can avoid detection by most foes without specially enhanced senses.

You step into the dungeon, and see right away why they call it the slime cave. They don’t seem particularly menacing. How should you handle the encounter?
>>
No. 674700 ID: 2ccbb3

Lend Izzy one of your swords, and use one yourself. If things get out of hand, switch to firearms and retreat to the exit.

Also, try diplomacy with the slimes; you will leave if you get enough gold.
>>
No. 674710 ID: 3663d3

shoot one, bold stabs the other.
>>
No. 674752 ID: a79844

>>674710

Sounds good
>>
No. 674754 ID: ad936f

>>674710
Shoot the top one, it appears to be a larger target.
>>
No. 674758 ID: a107fd

Let your employee deal with the slimes, stand back to provide supporting fire with rifle if necessary. Loan out a second dagger so the 'bold can dual-wield.
>>
No. 674799 ID: 90f3c0
File 144398785430.png - (51.09KB , 800x650 , 6.png )
674799

“Give us your gold and we'll let you live.”

Izzy sneaks up behind the smaller slime while it's distracted and slices through it with his dagger. It's HP drops by half.

“They're just low level monsters, boss. They don't talk.”
>>
No. 674802 ID: 90f3c0
File 144398793843.png - (46.41KB , 800x650 , 7.png )
674802

Izzy delivers another slash to the slime before it can react, killing it. The larger slime lunges toward Izzy. You shoot it, killing it in one shot. The monsters evaporate into a fine mist.

Obtained 2X Slime Hearts – 10G each
Obtained 6 gold
>>
No. 674804 ID: 90f3c0
File 144398799252.png - (60.27KB , 800x650 , 8.png )
674804

As you step into the next room you see some text scrawled on the floor in what appears to be blood.
>>
No. 674809 ID: 3663d3

ether a monster or an asshole wrote that, not sure which would be worse. peer down the tunnel.
>>
No. 674817 ID: 46df9e

This is obviously a trap for unwitting novices which constitutes most of our customer base. We need to deface this sign so it doesn't trick gullible people away from safe places for us to sell to them.
>>
No. 674830 ID: 149da0

>>674804
That looks like an obvious trap. Does the passage look trapped to Izzy?
>>
No. 674836 ID: 2ccbb3

Well the sign said "Level 1 Dungeon" so this is obviously a Level [1-??] trap. Could go any way, but the concept itself is presented as simple and cheap. Not fancy enough to drive most people into paranoia.

Izzy, use your Detect Traps skill.

Celdant, place a Bear Trap at the base of the "Fun Time" trap.

Proceed down the main hallway, but be on your guard for more advanced "Player-Versus-Player" traps, which an experienced adventurer might have placed here to hunt down noobs.
>>
No. 674846 ID: 90f3c0
File 144400304268.png - (17.66KB , 800x650 , 9.png )
674846

You look into the doorway. Down a short hallway, the passage opens up into a larger room.

"Do you see anything, Izzy?"

"There's something at the top of the doorway, boss. Looks like a gate, not a lethal trap. I don't see any tripwires or pressure plates. Maybe it's used manually."
>>
No. 674847 ID: 2ccbb3

No need to go down that way yet. Just go straight.
>>
No. 674851 ID: 46df9e

So the trap is just to seal the victim in the room with someone. We don't need the more gullible adventurers killed to easily. Have Izzy stealth up close without entering the room and see what's in there. Whatever it is could be beneficial to us by raising demand for our goods but if it's something that too easily slaughters too many of our potential customers we may need to find a way to warn costumers away from the trap.
>>
No. 674867 ID: 90f3c0
File 144401340224.png - (94.97KB , 800x650 , 10.png )
674867

Izzy very careful sneaks up to the corner of the door and takes a peak inside. He remains unseen.
>>
No. 674868 ID: 3663d3

some guy thinking himself the bonus boss. poke around the corner and shoot him before he can get up.
>>
No. 674876 ID: 2ccbb3

>>674867
Izzy, sneak over to that weird shield. Celdat, line up a headshot and fire when you have the chance. If he's still alive (he'll probably survive), cut the nerves in his neck and the tendons in his limbs so that he can't get up. If he heals from THAT, then chop off his limbs.
>>
No. 675023 ID: 149da0

>>674867
That thing screams out of depth challenge. Retreat, take the other path.
>>
No. 675026 ID: 3663d3

>>674876
that's way too hostile. just kill them until they die.
>>
No. 675090 ID: 90f3c0
File 144410420961.png - (108.34KB , 800x650 , 11.png )
675090

“We can't let him kill any more potential customers. Sneak up to him take out his legs, then I'll pop out and finish him off,” you whisper.

“You sure, Boss? He looks awfully tough.”

“Yes, go.”

Izzy silently creeps along the edge of the room, toward the orc.
>>
No. 675091 ID: 90f3c0
File 144410426831.png - (104.50KB , 800x650 , 12.png )
675091

You step into the room and take aim at the orc's head. As soon as you come into view the orc reaches for the lever. He spots Izzy sneaking around his chair.

“What the...”

Izzy drives his knife into the weak point between the plates of his armor near the knee. You fire. The bullet grazes his head, but you miss the kill shot.

-The orc is seriously injured
-The orc's leg is crippled, movement speed down
>>
No. 675092 ID: 90f3c0
File 144410434442.png - (55.81KB , 800x650 , 13.png )
675092

Despite the serious head wound, the orc seems barely dazed. He grabs Izzy by the throat and jumps to his feet.

“Drop the gun or the kobold dies.”

Shit.
>>
No. 675098 ID: 2ccbb3

If anyone has any other ideas, NOW'S THE TIME!!!

Shoot him in the face again. If you put down the gun then he'll probably kill Izzy anyway and activate the traps.
>>
No. 675099 ID: 3663d3

keep pointing, "drop the kobold, or you die"

or just be accurate and shoot them in the head again.
>>
No. 675110 ID: ad936f

If the health bar is accurate, then our best chance is to shoot him again before he can grab something more useful to him than a kobold. Remember, don't negotiate with terrorists! Treat hostages as casualties and you'll never be exploited!
>>
No. 675115 ID: 90f3c0
File 144412340384.png - (92.88KB , 800x650 , 14.png )
675115

I had meant to depict Celdant in mid reload in the last update. Oops.

You know that if you drop your gun, he will kill you both like he did to the other adventurers. Thankfully, you had plenty of time to reload while he was grabbing his hostage. You carefully raise your gun, take aim at the center of his head and fire.

The orc topples backward and hits the ground with a loud thud. Izzy rolls off of him, gasping for air.

“Thanks, boss.”
>>
No. 675116 ID: 3663d3

take a break, steal his loot.
>>
No. 675128 ID: d76c9e

"You ok?"
>>
No. 675132 ID: 2ccbb3

That's enough treasure, you should leave now.

Celdat, go over to Izzy and give him another health potion, and then grab everything in this room.

Izzy, try to find a way to disable all traps in this room.

You could set up shop here but you don't know what other traps this guy set up. Best to leave with your hard-earned loot and get selling.
>>
No. 675171 ID: 90f3c0
File 144417429370.png - (40.79KB , 800x450 , 15.png )
675171

You give Izzy another small health potion. This kobold slave is costing you more than you expected.

You have Izzy check the room for traps. He only finds the gate over the door, which is controlled by the lever by the chair. The orc must have been confident that he could take on anyone who came through the door on his own.

You dig through the thief's stash and find:

2 orcish battleaxes – 100g each
2 unremarkable sword – 40g each
6 slime hearts – 10g each
4 small health potions – 50g each
2 small stamina potions – 30 g each
1 flask of cheap booze – 8g
1 three colored red wheel – No value
87 gold

After such substantial haul you feel it's time to take stock of your inventory.
# Item Value Weight Wares 5 Unremarkable swords 40G 3 2 Orcish Battleaxes 100G 4 2 Unremarkable daggers 15G .5 7 Small healing potions 50G .5 5 Small stamina potions 30g .5 10 Loaves of bread 2G .5 10 Chunks of dried meat 3G .5 1 Cheap Booze 8G .5 8 Slime Hearts 10G .5 Celdant's Possessions: Merchant's Guild Medallion 1 Standard rifle 200G 7 12 bullets 5G .01 1 Bear trap 10G 1 1 Fire trap 20G 1 1 three colored wheel N/A 5 293 Gold .01 Izzy's Possessions: 1 Unremarkable dagger 15G .5 10 Gold .01
Carry weight
Celdant 58/ 60
Izzy 1/ 25

Your pack is getting heavy, but Izzy seems to be able to carry quite a bit considering his size. You need to decide what to do next. You can think of a few options.

1) Continue on into the dungeon, maybe you will find some adventures to buy some of your loot.
2) Return to town and sell off some items at the guild(for half their value). You will not be able to return to the dungeon until the next day.
3) Attempt to set up shop here. You're still very close to the other merchant, but maybe adventures leaving the dungeon would stop to sell their loot.
>>
No. 675173 ID: ad936f

>>675171
>You give Izzy another small health potion. This kobold slave is costing you more than you expected.
We'll just put it on his tab. Maybe at a discount because we put him in the danger in the first place. Maybe.

Why are orcish battleaxes worth more than swords? Are orcs particularly good smiths? Are the swords just really shit?

Maybe with the rope from the wall and the clothes off those dead guys we could make some sort of hauling contraption? I honestly can't think of anything that interesting as far as weight distribution goes, I don't think we want to leave anything behind though.

We should head further in, leaving now would be a waste, and this is a pretty shit spot to set up shop.
>>
No. 675179 ID: 149da0

>1 three colored red wheel – No value
Priceless! The most valuable of all!

>This kobold slave is costing you more than you expected.
Hey, one (or two) hp potions spent for all the loot you just collected is still a profit. Capitalism, ho!
>>
No. 675182 ID: 2ccbb3

Give Izzy both swords and a health potion for the time being. It's time to head back.

What you have seen of this dungeon appears to be simple, and this orc was a Noob-Killer. You can expect that most customers will not accept the wares of a merchant who camps in the first room of the dungeon, especially when there is a more well-presented merchant just outside where you would expect a smart and prepared merchant to be. Therefore you should probably head back to town and sell this stuff on the open market where it's safe.

Keep the three-colored red wheel until you pay off your debt, then appraise it. Unless someone pays your debt in exchange.
>>
No. 675186 ID: ad936f

>>675182
The three colored wheel is almost certainly a puzzle component and won't be worth any more than the glass that's in it.
>>
No. 675188 ID: a107fd

Continue into the dungeon. If encumbrance becomes a limiting factor, let Izzy carry the swords and battleaxes.
>>
No. 675237 ID: 90f3c0
File 144420152302.png - (91.47KB , 800x650 , 16.png )
675237

You consider some of your loot. The Orcish axes aren't of particularly high quality, but they are considerably better than the low cost beginner's gear that is mass produced by the guild. The three colored disc is almost certainly what is known as a key item, it will be needed somewhere in the dungeon. The guild does not give them prices because they are magically linked to the dungeon, and will always return when the dungeon resets.


“Take this. The way things have been going, you're probably going to need it.”

You hand one of the healing potion to Izzy.

“...thanks.”

You decide to continue on into the dungeon. Izzy should still be able to carry a good deal more loot.

You head back to the main passage and continue down it. You soon come to a crossroads. In front of you there is a door between two pillar. There are also passages leading to the left and the right. From the passage on the right you hear sounds of splashing, and metallic clangs.
>>
No. 675247 ID: 2ccbb3

First step is for Izzy to detect traps.
>>
No. 675285 ID: cf91e4

Sure, detect traps then head right. Sounds like someone is fighting in water. You might be able to help, trade, or pick up the pieces if things go bad for them.
>>
No. 675359 ID: 90f3c0
File 144427937427.png - (74.96KB , 800x650 , 17.png )
675359

Izzy checks the area, but finds no traps in any of the doors.

You head right, towards the sounds of combat. You enter a large cavern with a pool of greenish water at the far end. A party of adventures slaughter countless slimes as they endlessly craw out of the pool.

One of the adventurers walks up to you.

"Halt. We are harvesting this spawning pool. If you wish to hunt slimes, you will have to look elsewhere."
>>
No. 675360 ID: 8c131f

>>675359
Explain you are a traveling merchant. Would they be interested in selling harvested slime without trekking back to town, or purchasing supplies they might need?
>>
No. 675361 ID: 2ccbb3

Also, you have a key item that you're willing to sell. Only 1000 gold coins! (Haggle)

Ready your gun in case they decide to PVP you.
>>
No. 675362 ID: 8c131f

>>675361
Nah, hold onto that for now. It'll be more profitable to gouge someone desperate for the key rather than someone busy farming or to use it to loot the dungeon prize ourselves.
>>
No. 675370 ID: 90f3c0
File 144428598729.png - (43.07KB , 800x650 , 18.png )
675370

“I have no interesting in disrupting your work. I'm a traveling merchant. Perhaps I could take some of those slime hearts of your hand, save you a trip back to town?”

“No. We have a contract with the alchemy guild. We'll need every one of these to meet our quota.”

“Then perhaps I could interest you in these fine axes? I also have these potion, I'm sure you must be getting tired.”

“We already have all the weapons we need. But we could use those stamina potions, and three of the health potions too. Plus some food for my men. How much?”

“70g for the health potions, 50G for the stamina. Bread and meat for 4G and 5G.”

“I could get it for less from the merchant just outside the cave. 65G and 40G. I'll give you 25G total for the food.”

Sell:
5x Stamina potions at 40G each
3x health potions at 65G each
4x bread and 4X meat 25G

Is it a deal?
>>
No. 675371 ID: 2ccbb3

>>675370
Fine, deal.

We can help you with your quota - I'll sell you slime hearts for 30 gold each. If that's too much, we're going to do some exploring and maybe we'll meet you at the entrance later.

Also, I'll throw in some free booze if you can give me some information about the rest of the dungeon.

(They might betray you, but you took down an orc trapper so I'd say you have a good chance of survival if you focus on fleeing. Also, you could use the lever trap if they hunt you down.)
>>
No. 675372 ID: d9b2eb

Meat and bread are fine I guess (20 value 25 sold), the stamina potions are good(150 value for 200) since there wont be as much demand for them elsewhere, I'm not sure about the healing potion price; (150 value for 195 which is a 30% increase on price) healing potions are very useful and can help in a lot of situations. We cant reasonably charge much more for them, because the merchant outside was selling them at 65g. Thoughts?
>>
No. 675387 ID: 3663d3

it's fine, supply and demand. we have supply, they have demand.
>>
No. 675431 ID: 90f3c0
File 144433467679.png - (54.89KB , 800x650 , 19.png )
675431

“Deal. Maybe you would also like to buy some slime hearts too, save yourselves some work.”

“No. I'm sure it will be far cheaper for us to collect them ourselves than to buy them off some merchant.”

You dig through your pack and give him:
5x Stamina potions
3x health potions
4x bread
4x dried meat

You watch him for signs of treachery, but he seems to be on the level. He hands you a bag containing 420 gold. Slime farming must pay very well.

You don't think there is anything else to do here, you should continue on. In the previous room there was a fancy pillar door to the north, and a nondescript cave to the west. Which one should you check out first?
>>
No. 675481 ID: 46df9e

Fancy Pillar door sounds like a boss room to me, and as every adventurer knows you go explore every other possibility before advancing, so go check that nondescript cave.
>>
No. 675483 ID: cf91e4

yep, west.
>>
No. 675488 ID: 19540d

>>675431
Pleasure doing business with you.

To the nondescript cave first.
>>
No. 675516 ID: 2ccbb3

West sounds good.

Tell the adventurer that you'll shout [[Code Phrase]] if you need help. Might be expensive if you do need help, but it's better than dying.
>>
No. 675530 ID: 90f3c0
File 144436209743.png - (63.50KB , 800x650 , 20.png )
675530

“Pleasure doing business with you. You look like a dependable party, maybe you could back us up if we get in trouble. We'll yell the password 'bronze cobra' so you know it's us.”

“Ha. It'll cost you. At least a 1000 gold, more if it's serious trouble. But I wouldn't rely on it too much. Even if we do hear you, it might be too late by the time we get there.“

“If that's the case, be sure to get revenge for us. You can take your fee off my corpse.”

You give him a grin and walk back the way you came. You take the west passage and enter another chamber. There is a gate blocking the far door, and another door of the left wall. There are three levers on the right wall, near the gate.

You try the door on the left. It's locked. There is a key hole on the door.

“What do you think of those levers, Izzy?”

“There's definitely a trap on the floor here, boss. But there's no way to tell which lever activates it.”
>>
No. 675544 ID: 2ccbb3

Come back later. Right now, you don't have anything cheap to trip the levers from a safe distance. You could shoot them, but that's only if you're desperate.

Check the north room.
>>
No. 675550 ID: 3663d3

use the standard collapsible 10 foot pole everyone should have.
>>
No. 675733 ID: 90f3c0
File 144445122504.png - (105.21KB , 800x650 , 21.png )
675733

You decide to check out the pillar door before messing with any levers. You head to the east, then north.

There is a sealed door, with gems set into the wall on both sides. There seems to be a puzzle that involves reflecting light through colored wheels. Some parts are missing.
>>
No. 675737 ID: cf91e4

It looks like the only bit we need is the mirror. I say go back to the farming adventurers and buy some rope from them.(while asking if they found a key or mirror. If they ask why, say you found the puzzle without letting on that you have a piece)
>>
No. 675745 ID: 2ccbb3

Before you leave, inspect the runes scattered around the wall, the pictures on the tables, everything. Make sure you have them all written down somewhere.
>>
No. 675765 ID: 90f3c0
File 144446340036.png - (46.68KB , 800x650 , 22.png )
675765

You inspect the top of the platform, there are three indentations where the mirror should be placed. You take note of the runes written on the left wall.

You return to the cavern with the slime pool. The adventurer greats you.

“Back again, merchant?”

“Hello. Do you have any rope I could purchase?”

“I have this 15 foot length we could spare. Good quality stuff. 20G.”

You inspect the rope, it would cost you 10G at the guild.

“Also, have you seen any keys of mirrors laying around the dungeon?”

“Trying to solve the puzzles, eh? We don't go any further in than the spawning grounds, and there aren't any key items here. I assume you have to go deeper into the dungeon.”


Should you buy the rope? And if so, how should you use it to trigger the levers?
>>
No. 675780 ID: a107fd

Boost Izzy up above the levers, hammer a piton into the wall, tie rope around Izzy's waist and loop it over the piton. Stand well back and let the kobold kick levers from above.

Trap's in the floor, right? If it's a pit or something else that assumes the victim will be standing in front of the lever, being off the ground avoids it entirely. If it's something trickier, well, Izzy probably would've been dead by now anyway without your support.
>>
No. 675786 ID: 2ccbb3

I... think I have an easier plan.

Plan A:
Step 1: Tie the rope to all 3 levers.
Step 2: Nail the rope down somewhere below the three levers. Note that the rope should be held in place by a bent nail so that it can still move but will intersect a small section of space at all times.
Step 3: Stand back and pull.
Notice that there are holes right below the levers. Might be a feint, but placing a spike trap and a biodegradable rug nailed to the ground there would be effective.

OR, more simply (if Izzy can climb and nail the rope into the ceiling):

Plan B
Step 1: Izzy nails the rope into the ceiling. Would be better if we had a pulley...
Step 2: tie a heavy bundle of heavy objects to the end of the rope. The orc's head, for instance.
Step 3: From a long distance, pull the heavy object up (or create a pile next to the levers and place it on top of the pile first) and then drop it so that it hits all 3 levers at once.
>>
No. 675797 ID: 3663d3

even simpler plan.

walk to both sides of trap. loop rope around a lever. both of you pull down at the same time while next to the wall. rope forces down lever because tension.
>>
No. 675799 ID: 2ccbb3

>>675797
Wait, I got something even easier than that.

Chop off Orc's head.

Throw onto levers.
>>
No. 676024 ID: 90f3c0
File 144461046754.png - (68.43KB , 800x650 , 23.png )
676024

“That will do, Thank you.” You purchase the rope and return to the room with the levers.

Lacking any specialized equipment such as pulleys or pitons,you simply tie the rope around all three levers.

“Shouldn't we try them one at a time, boss?”

“No, no. One of the levers surely opens the gate. This way will be much more efficient.”

You pull on the rope.
>>
No. 676025 ID: 90f3c0
File 144461053256.png - (80.37KB , 800x650 , 24.png )
676025

Several rows of rusted spike shoot our of the ground as the levers drop.

The gate at the end of the room raises.

“See? That worked perfectly.”
>>
No. 676052 ID: 2ccbb3

Strange, why does every single spike over a wide area have fresh-looking blood?

Scout both areas and scan for more traps. Be extra careful, a good place for a trap is right after a hard puzzle.
>>
No. 676106 ID: 3663d3

excellent. shimmy rope free from levers.
>>
No. 676200 ID: 90f3c0
File 144470318399.png - (91.28KB , 800x650 , 25.png )
676200

You pull the rope side to side until it slips off of the levers. You stow it in your pack.

Izzy checks the door ahead, but finds no traps.

You head west into the next room. There are four slimelings gathered around a pit in the center of the room.
>>
No. 676202 ID: 3663d3

bows aren't at the ready so you have a bit. demand they surrender. if they refuse or ignore it blow an archer away.
>>
No. 676207 ID: 2ccbb3

Well, these ones look sentient. Or at least equipped with AIs.

After demanding their surrender, attack the archers but take cover behind the gate frame afterwards. Have Izzy fight off any that make it to the gate.

If the archers go silent, use a bear trap and run back to the adventurers. They'll probably help for free if you let them take the slime hearts.
>>
No. 676286 ID: 90f3c0
File 144477627680.png - (117.15KB , 800x650 , 26.png )
676286

“Put down your weapons and we will not harm you.”

The slimes makes a soft gurgling sound. They seem more intelligent than the first slimes you encountered, but still incapable of normal speech. The archers reach for their arrows. You fire, hitting one of the archer slimes. It takes major damage, but survives.

“Fall back!”

You dash back toward the door you entered through. The uninjured slime gets a shot off before you can take cover. It grazes your arm, causing minor damage.
>>
No. 676287 ID: 90f3c0
File 144477635912.png - (122.92KB , 800x650 , 27.png )
676287

You take cover in the doorway and reload your rifle.

“You can't bargain with monsters, boss.”

“I'm a merchant, diplomacy is always the first option.”

The slimes with daggers chase after you, moving faster than you would have thought they could.
>>
No. 676288 ID: 3663d3

aim for the darker colored blob.
>>
No. 676312 ID: 2ccbb3

Finish off the archer on the right, then continue retreating. Take out the soldiers with flanking every time they get too close.

After you're done, harvest the slime hearts. Let Izzy carry them this time.
>>
No. 676356 ID: ad936f

If you think your rifle could break one aim for their shields.
>>
No. 676365 ID: 90f3c0
File 144480453624.png - (128.32KB , 800x650 , 28.png )
676365

You lean out and shoot the orb at the core of the right archer. It shatter, killing the slime. You've found their weak point. The left archer fires, hitting you in the shoulder. Damn, their aim is good for something with goo for arms.

“Back again. Stay near the walls.”
>>
No. 676367 ID: 90f3c0
File 144480462516.png - (86.84KB , 800x650 , 29.png )
676367

You fallback into the room. The dagger slimes chase after you. The right slime stabs at Izzy, but he deflects the blade. You turn and shoot it in it's unguarded core, killing it instantly.

The remaining dagger slime is coming right for you, and your rifle is empty.
>>
No. 676368 ID: ad936f

>>676367
Kick it in the shield, try to get some distance.
>>
No. 676394 ID: 3663d3

snap off one of the trap spikes and use it at a spear.
>>
No. 676425 ID: 2ccbb3

Hold the spear against the shield to keep the warrior away from you as you continue fleeing. Tell Izzy to flee as well.

Once you're back at the intersection, reload. Both of you flank the warrior with a bullet and a thrown knife. Then finish off the archer.

If the warrior retreats, aim for the archer instead.
>>
No. 676612 ID: 90f3c0
File 144488717885.png - (88.56KB , 800x650 , 30.png )
676612

You consider ripping one of the spikes out of the ground to wield as a spear, but decide trying to tear apart traps while being chased by an enemy is a too risky.

You kick the slime hard in the shield, causing it to stagger–or whatever the slime equivalent of staggering is–giving you enough time to fall back and reload.
>>
No. 676613 ID: 90f3c0
File 144488724183.png - (95.31KB , 800x650 , 31.png )
676613

“How are you at throwing knives, Izzy?”

“This isn't the throwing type of knife, boss.”

“Then get behind it.”

You aim at its core and fire. The slime blocks with its shield. The bullet easily penetrates the wood, but looses some power.
>>
No. 676614 ID: 90f3c0
File 144488728328.png - (80.84KB , 800x650 , 32.png )
676614

Izzy sneak up behind the slime and stabs it in the core, finishing it off.

“Only one left” You say as you reload.
>>
No. 676616 ID: 90f3c0
File 144488737138.png - (75.58KB , 800x650 , 33.png )
676616

You quietly approach the doorway, lean out and shoot the last slime in the core.

“Gather up all their loot, Izzy.”

You find:

20G
2 short bows – 30G
6 arrows – 2G
2 unremarkable daggers – 15G
2 small shields – 35G
4 slime heart – 10G

“You're going to need to start carrying some of this stuff.”

“Sure thing, boss.”

You hand Izzy a the bag of slime hearts, as well as your pack of food.
>>
No. 676619 ID: 2ccbb3

Don't peer down the hole just yet. Keep going west past the next doorway.

Celdat, now that the slimes are dead, any chance you can take the spears out one-by-one and sell them off later?

Izzy, look for traps.

If this gets too dangerous, head back to the adventurers and sell them the key item, and then leave. You've got enough loot for a while and using a health potion to heal yourself would be inefficient.

Try eating some food to regenerate a small amount of health? It looks like healing potions are always in high demand. Remember to buy a huge stock of health potions from the guild later.
>>
No. 676640 ID: 3663d3

we need to look down the hole so we don't leave any enemies at our back that will pop up when we retreat.
>>
No. 676647 ID: a107fd

You're injured. Before pressing onward and maybe getting yourself killed, take inventory. How much profit have you made today? If the next nineteen days went as well as this one has so far, would you then be able to pay off the debt?
>>
No. 676665 ID: 90f3c0
File 144494750466.png - (187.48KB , 800x650 , 34.png )
676665

You give the spikes in the trap a tug, they seem to be firmly attached to the trap mechanism.

You consider saving your potions for later. Eating food would help your health recover faster, but it would still take quite a while to recover on its own.

You take stock of your inventory:
# Item Value Weight 5 Unremarkable swords 40 3 2 Orcish Battleaxes 100 4 4 Unremarkable daggers 15 0.5 3 Small healing potions 50 0.5 1 Cheap Booze 8 0.5 1 Small Shield 35 5 2 Short Bows 30 2 6 Arrows 2 0.01 1 Standard rifle 200 7 7 bullets 5 0.01 1 Bear trap 10 1 1 Fire trap 20 1 1 Rope(15 ft) 10 2 1 three colored wheel N/A 5 693 Gold 1 0.01 Izzy 12 Slime Hearts 10 0.5 6 Loaves of bread 2 0.5 6 Chunks of dried meat 3 0.5 1 Unremarkable dagger 15 0.5 1 Small healing potion 50 0.5 10 Gold 1 0.01
Carry weight
Celdant 59/60
Izzy 13/25

The total value of you wares is 853G, plus the 693G you have in cash. You also have 275G in your personal gear you could sell if you get really desperate.

You've done very well obtaining over half of your debt in a single day, but it will take longer than a day to sell it all. Unless you just want to unload it at the guild for much less than its value, that is.


“Izzy, sneak up to that pit and take a look down there.”

Izzy carefully approaches the pit and looks in.

“No traps, mostly bones, boss. Wait, there's some shiny looking thing in the middle.”
>>
No. 676670 ID: 3663d3

tie battleaxe to rope, use as hook to get shiny.
>>
No. 676673 ID: a107fd

>>676670
Are you crazy? That battleaxe is worth 100 gold, and being thrown around on the end of a rope might dent it against those stone walls! Use the kobold as a hook, instead.
>>
No. 676674 ID: ad936f

>>676670
this, but if it doesn't work, then lower Izzy in and have him grab it.
>>
No. 676675 ID: a107fd

Instead of slime hearts, have Izzy carry the unremarkable swords, which, being harder to individually conceal and lower value per pound, present less risk of theft.
>>
No. 676690 ID: 2ccbb3

Okay, as stupid as this sounds, it's an easy solution:

Ignore the shiny for now, but consider purchasing some hooks from the merchant outside.
>>
No. 676709 ID: 90f3c0
File 144496966812.png - (50.83KB , 800x650 , 35.png )
676709

You walk up to the pit.

“That loop looks big pretty big, boss. If you tie a rope to an ax and throw it down I bet you could snag it.”

“Those axes are valuable merchandise, Izzy. I don't want to risk damaging the blade. I'll hold the rope, and you can rappel down the side of the pit and get it.”

“...I don't know, boss. I don't like the looks of this pit. Those bones are awfully suspicious.”

“Some hapless adventurers probably fell down their and died. You said yourself there's no traps, you have nothing to worry about.”

“I can't detect magical traps, or monsters.”

“Fine, fine. If you're too much of a coward, we can risk the ax.”

You tied the rope to one of the axes and toss it in the middle of the pit. With a bit of work, you manage to hook the object and pull it out.
>>
No. 676710 ID: 90f3c0
File 144496971722.png - (54.95KB , 800x650 , 36.png )
676710

“See? There's nothing dangerous d-”

Something suddenly pops out of the sand, snapping it's jaws wildly.

“Sand sharks... I'm beginning to have second thought about our arrangement, boss.”
>>
No. 676713 ID: 2ccbb3

Yeah, maybe you shouldn't just insist on throwing the poor guy into danger at EVERY turn. Still, he's a useful partner, he just needs more endurance.

Examine the key, make sure it isn't close to breaking. Then use it on the door and stand back.
>>
No. 676777 ID: ad936f

Bit late for that now isn't it? Whatever, I'll try harder to keep you safe. INSPECT KEY!
>>
No. 676892 ID: 90f3c0
File 144503112097.png - (53.13KB , 800x650 , 37.png )
676892

“I apologize, Izzy. I assure you, you are my most valuable employee. Your life is very important to me.”

“I'm your only employee, boss.”

You inspect the key. It seems to be a perfectly normal, albeit rather large, brass key. It seems quite sturdy.

You remember there was a locked door in a previous room you could try it on, or you could continue on ahead past the pit room.
>>
No. 676895 ID: 2ccbb3

>>676892
Either way is dangerous. Leave one door closed for now, let Izzy keep the key.

If you need to leave, consider selling the key to the adventurers or the merchant.
>>
No. 676906 ID: 7990f0

Look in the next room.

By the way, are keys that are only usable once and work for multiple dungeon doors a thing?
>>
No. 676978 ID: eb385b

>>676892
Look in the next room
>>
No. 677171 ID: 90f3c0
File 144510374216.png - (53.92KB , 800x650 , 38.png )
677171

You have heard of magic keys that open any door in a dungeon and disappear when used, but this key lacks necessary magical runes. The key likely fits a specific lock in the dungeon.

You continue on into the room west of the pit. A grid of tiles marked with familiar looking runes covers the floor. You see a mirror on a pedestal on the far side.

“I think I see a trap, boss.”
>>
No. 677185 ID: 3663d3

use a sword to press on a panel from as far back as you can.
>>
No. 677195 ID: ad936f

"Ya don't say." I know we said we would take better care of Izzy, but this puzzle looks like a huge pain in ass, so I think we should just throw him across.
>>
No. 677260 ID: c22069

Those are the same runes as the ones on the wall a while back. That pattern might be the solution to this puzzle trap, compare the pattern sequence to the rune panels on the floor and see if you can find a safe path. But be sure to test them first like >>677185.
>>
No. 677291 ID: 2ccbb3

You have rope and you have weights. Test this trap before you try it out.

Get to a safe distance in case it's a gas type or explosion type. Tie a heavy weight to the end of the rope (preferably something cheap or garbage), throw it onto a random tile, and run out into the previous room. You can gauge how dangerous the trap is; if it's not an area-of-effect type, go ahead and try to solve the puzzle. Use the runes from the prism rune to attempt a solution.
>>
No. 677331 ID: 99cfa8

>>677195
But how would he get back? Or, if we're feeling incredibly callous, how would we get the treasure back? No, best we try solving this.
I don't suppose those are meaningful runes that you recognize?
>>
No. 677345 ID: ad936f

>>677331
He could throw the treasure and then jump on top of it while it was in midair.
>>
No. 677374 ID: a107fd
File 144514087215.png - (54.48KB , 800x650 , 144510374216.png )
677374

Possible solution, based on inscription in previous puzzle room. For additional safety crouch below the emitter holes.
>>
No. 677392 ID: 90f3c0
File 144514479571.png - (50.73KB , 800x650 , 39.png )
677392

You take the rope out of your bag.

“You take this rope. I'll throw you across the room. Then you can tie the rope to the mirror and I'll pull it back across.”

Izzy just stares at you.

“That was a joke, Izzy. I wouldn't risk damaging the mirror like that. The runes on the floor look like the same ones written on the wall in the room with the light puzzle. They probably show a safe path across the room. Give me that bag of slime hearts.”

Izzy hands you the bag and you tie it to the rope.

“I'll use this to test the panels and make sure they are safe to walk on.”

You throw the bag on the first rune that was marked on the wall. Nothing happens. You drag the bag back and throw it on the second rune that was marked on the wall. Nothing happens. As you drag the bag back, it crosses one of the runes that was not shown on the wall. A barrage of metal spikes fires from the holes in the walls.
>>
No. 677393 ID: 90f3c0
File 144514483675.png - (62.47KB , 800x650 , 40.png )
677393

“See, that proves it. Those tiles are safe to walk on, the other tiles trigger the trap. Now you just have to cross the safe tiles and bring back the mirror.”

“How come you're not crossing the trap, boss?”

“Because you can check the pedestal for traps, and there's no reason for us both to go.”

Izzy sighs. “Okay. I'll do it”

Izzy crosses the room, only stepping on the tiles that were shown on the wall.
>>
No. 677394 ID: 90f3c0
File 144514488017.png - (60.25KB , 800x650 , 41.png )
677394

Izzy checks the pedestal, then hoists the mirror above his head.

“...what are you doing?”

“A victory pose, boss. I defeated the trap and got the key item.”

“...”
>>
No. 677414 ID: 5ad4a7

Cute. Alright let's go put the mirror where it belongs.
>>
No. 677433 ID: 2ccbb3

Okay, make sure that doing the same pattern in reverse will also be safe. Izzy, step on the previous tile and jump back, and then try it again (in case the sequence has to be done in reverse, and repeats are not accepted), and THEN cross.

Celdat, enough with the jokes, Izzy is taking them seriously because of the stress of the dungeon.

Also, you may want to pay Izzy for his services rendered, on the condition that you can borrow the money without his permission once, and only to pay off your 3000 gold debt. Otherwise, the merchant's guild might use legal bull^&*( to declare BOTH of you their debt slaves.
>>
No. 677485 ID: ad936f

This is the kind of initiative that I like to see in my underlings, keep this up and you'll be getting a promotion in no time, Izzy.
>>
No. 677488 ID: ad936f

>>677433
We've already payed him by giving him those potions, that's how being a debt slave works.
>>
No. 677489 ID: 46df9e

>>677488
I have to disagree, I think with the help he's been already he has more than paid off for two health potions. Just look at all the loot we've gathered since he's joined. Even if we attributed 1/3rd of that value to his efforts I believe he's made back our investment. I think it's time we negotiated his full time employment with us.
>>
No. 677496 ID: ad936f

>>677489
Long term employment may be profitable, but unless he brings it up we should assume that he's our indentured servant for at least the rest of the day.
>>
No. 677547 ID: 90f3c0
File 144520084367.png - (92.48KB , 800x650 , 42.png )
677547

I went ahead and made a discussion thread: >>/questdis/95624

“Good job. Now come back the way you came.”

After tentatively prodding the tile to make sure the same path is safe in reverse, Izzy crosses the trap again.

Izzy has proven himself to be quiet useful. Maybe you should consider keeping him long term. You will have to decide whether to offer him a cut of the loot, or a daily salary. You decide to wait until the end of the day to discuss terms with him.


You return to the light puzzle room. You place the mirror on the platform, and slot the three-colored wheel onto the rod. Izzy examines the lever by the door.

“I can't tell what the lever activates, but I wouldn't risk pulling it until we know we have the wheels in the right position, boss.”
>>
No. 677555 ID: 2ccbb3

On the left side, [Green Red Blue), and on the right side, (Cyan Magenta missing Yellow). But that's 6-9 possible combinations for what may be the first of an entire sequence.

Well, you're out of ideas. Maybe that locked room might have a clue inside.
>>
No. 677584 ID: 3663d3

>>677555
yellow is there, it's just dark.

but yeah, to the locked room.
>>
No. 677651 ID: 0f1c4d

Even if we could figure out how to open the door we should look in the locked room first, because this door looks important and everyone knows you investigate the side paths first.
>>
No. 677685 ID: 90f3c0
File 144522076297.png - (73.35KB , 800x650 , 43.png )
677685

You go back to the room with the pit and try the key in the lock. It opens and you take a peek inside.

"Well, that's an obvious clue."

"It is the first dungeon, boss."
>>
No. 677687 ID: 3663d3

the circlet is so obviously trapped it's not funny. but how to bypass it.... check walls for secret panels.
>>
No. 677688 ID: 2ccbb3

>>677685
Don't be blinded by your greed, come back to take this tiara after you solve the puzzle. If you want it then, tie a bottle to the rope and guide the bottleneck into the end of the tiara, then pull.
>>
No. 677693 ID: a107fd

Can we unmount both colored wheels to stop the other adventuring party from messing with this puzzle while we explore further?
>>
No. 677712 ID: 90f3c0
File 144522427636.png - (32.54KB , 800x650 , 44.png )
677712

You could remove the wheels, but there is nowhere else to explore. The only way forward is through the puzzle room.

Izzy checks the walls for hidden panels, but finds nothing. He takes a closer look at the ledge.

"That's a pressure plate alright. Remove the circlet and it will set off the trap. Looks like it's something in the ceiling."
>>
No. 677715 ID: 3663d3

lightly toss the heaviest cheapest object you have on to the plate. if it's only a low pressure sensor then adding weight will result in nothing happening. in which case you can tie the rope to a sword and use that to weight down the plate. then pull the sword off from the other room.
>>
No. 677721 ID: 0f1c4d

>>677715
That seems like our best shot. If the plate triggers with too much pressure as well as too little the trap will trigger, but hopefully if we throw the item from the other side of the room we can get out the door in time.
>>
No. 677733 ID: 2ccbb3

Once again, rope + cheap booze. You know that selling that bottle of unidentified swill might be dangerous for your reputation, so just use it here.
>>
No. 677753 ID: a107fd

Safety in redundancy. First, since it probably disarms the trap, rotate (and swap?) the color wheels to shine blue and yellow like the eyes in that skull. Then set cheap booze on the pressure plate off to the side, and put small shield (your lowest value-per-pound item) on top of the tiara.

With all that in place, reach under the shield, lift the tiara's front edge up and loop the rope underneath it. Pull the valuable tiara out of the trap with the rope, then remove the shield with similar caution. Leave the booze. If you're feeling cruel, mislabel it as some exceptionally rare potion.

At that point, assuming the trap hasn't tripped yet, go back to the adventurers at the spawning pit and try to sell them the color wheels.
>>
No. 678058 ID: 90f3c0
File 144530323290.png - (112.84KB , 800x650 , 45.png )
678058

You go back to the puzzle room to solve it first on the off chance it is somehow connected to the other trap. You swap the wheels and turn them to match the colors shown in the skull diagram. You here a click from behind the wall.

“That's it, boss. It should be safe to open now.”
>>
No. 678059 ID: 90f3c0
File 144530329632.png - (85.70KB , 800x650 , 46.png )
678059

You return to the small room. You toss the flask of cheap booze onto the pressure plate from a safe distance. You wait, but the trap does not spring. You consider protecting the circlet with a shield, but don't want to mess with the trap when standing that close to it. You make a loop in the rope and toss it on the circlet. You manage to pull it off of the ledge without setting off the trap. You leave the cheap booze behind.

You obtained: ??? circlet value: ???G weight: 0.5
>>
No. 678061 ID: 3663d3

nice, if that is an actual gem and/or it's enchanted that value is probably LOTS. G:LOTS

now through the puzzle door.
>>
No. 678071 ID: 2ccbb3

Alright, get ready to fight. Go back to the adventurers one more time, tell them to get their gear ready in case you find a massive treasure room filled with horrible, horrible hordes of enemies; be sure to tell them which way to go. You're willing to sell the slime hearts if this prevents them from meeting their quota.
>>
No. 678073 ID: 3663d3

>>678071
no, that would make us annoying.
>>
No. 678087 ID: 0f1c4d

Does the fact that you can not Identify it mean it is magical?
>>
No. 678117 ID: 90f3c0
File 144531596009.png - (100.90KB , 800x650 , 47.png )
678117

You inspect the circlet more closely. You can tell that the circlet itself is not particularly valuable, and the stone set into it is very common. But on the inside you can see that it is inscribed with magical ruins. You lack the necessary skill to identify enchanted items, and cannot determine its value.


You return to the sealed door and pull the large lever. As the door slides open, you begin to feel uneasy.

“Something seems odd about this door.”

Izzy take a closer look.

“It's your standard boss door. If we go in, it won't open again until the fight is over.”

“Isn't it a little early for the dungeon boss?”

“It's probably just a sub boss, but they can still be dangerous. We should be careful, boss.”
>>
No. 678121 ID: 5ad4a7

...maybe we should close it, disable the puzzle and go back to town first to maybe get upgrades or other supplies.
>>
No. 678124 ID: 2ccbb3

>>678117
Go to the adventurers, give them the slime hearts for free, and beat the boss together?

Because these dungeons don't have auto-scaling; that orc was able to set up a PVP against noobs; if they put something here...
>>
No. 678444 ID: 90f3c0
File 144539935539.png - (141.20KB , 800x650 , 48.png )
678444

“It's too risky to go in blind. Let's go talk to those adventurers.”

You walk back to the slime lakes and greet the group of adventurers.

“Hello again. I was wondering what you knew about the boss past that puzzle room.”

“Looking to farm the bigger game, eh? We've fought it before. Big ol' slime, destroy all its cores to kill it. It's not to tough itself, but it does spawn smaller slimes. You might have a hard time with your current... team. Stealth and ranged attacks ain't going to hold back the waves of smaller slimes.”

“Then perhaps you would be willing to help us? We'd be willing to trade all of our slime hearts for your aid with the boss.”

“We can't all just leave this spot, some other adventurers might try'n steal our claim. But maybe two of us could help you. For all the slime hearts you're carrin', and any hearts the small slimes drop, plus say... 100 gold. You can keep whatever the boss drops.”

You look over your perspective teammates:

Curtis: Human Warrior
Skills: Sword, shield

Galvin: Dwarven Catfolk Warrior
Skills: Defense, axes

Krell: Goblin Fencer
Skills: Agility, rapiers

Nairee: Elven Archer
Skills: Stealth, bows

Should you hire two adventures to aid in the boss battle for 100 gold + 12 slime hearts(120G) + any slime hearts dropped in the fight?
>>
No. 678446 ID: 3663d3

galvin and krell, defense and attack for melee.
>>
No. 678451 ID: 2ccbb3

Depends: how many cores does the Queen Slime usually have?

If there are more than 4, bring Nairee and Curtis; you and Nairee flank the boss and attack as many cores while Izzy and Curtis run interference and kill slimes. Otherwise, bring Galvin and Krell so that you can line up your shots undisturbed.
>>
No. 678467 ID: 99cfa8

>>678444
Galvin and Krell seem more friendlier.
>>
No. 678606 ID: a107fd

Skip the boss. You've got a good haul already, close to the limit of what you can carry, and you're injured AND short on ammo. Sell them the slime hearts you already collected, in exchange for cash or spare potions, and leave to get that tiara identified/appraised.
>>
No. 678853 ID: 90f3c0
File 144557891966.png - (115.87KB , 800x650 , 49.png )
678853

“On second thought, maybe we should head back to town to prepare.”

Galvin runs up to you, grinning enthusiastically.
Galvin: “Hey man, this mid boss isn't such a big deal. It doesn't even have any ranged attacks, put me up front and it won't even be able to touch you. A few shots from that rifle and it's dead. Trust me, I got this!”

“Well... if you're that confident it will be any easy fight, I'll trust you're experience. Galvin, Krell, come with us.”

Galvin: “Yes, yes, yes! Harvesting this pit is sooo boring.”

Krell: “Heh. Sure thing, just tell me who to stab.”

Izzy: “Gee boss, trusting the word of a bored battle-hungry cat. What could go wrong.”

“Don't worry Izzy, these guys are probably way over leveled for this dungeon.”


You step into the boss room, and the door closes behind you.
>>
No. 678861 ID: 3663d3

aim for the shield blob on the left's core. should go through and hit the big one as well.
>>
No. 678867 ID: 2ccbb3

Your mercenaries are here to harvest slime hearts, so let them do that. Aim for a single core, have Izzy flank the slime warriors and finish off any that survive Curtis' attacks.
>>
No. 678868 ID: 5ad4a7

No don't shoot the little ones. Focus your rifle fire on the boss's cores while the melee guys handle the small slimes.
>>
No. 678886 ID: 7990f0

The boss is a minion maker; aim for its cores.
>>
No. 678928 ID: 90f3c0
File 144563933296.png - (42.00KB , 800x650 , 50.png )
678928

“I've got the cores, you guys take out the minions.”

You take aim at the upper left core and fire. The core explodes.
>>
No. 678929 ID: 90f3c0
File 144563939471.png - (114.75KB , 800x650 , 51.png )
678929

Galvin: “No problem, these guys are pushovers!”

Galvin swings his ax and slices the front two slimes in half.
>>
No. 678930 ID: 90f3c0
File 144563952580.png - (72.81KB , 800x650 , 52.png )
678930

Krell uses Dash to approach the right shield slime in the blink of an eye. Krell uses Skewer, his piecing ability is increased. He drives his rapier straight though the slime's shield, killing it and shattering one of the bosses cores.

Galvin: “Hey! Don't waste you Stamina at the start of the fight!”

Krell: “It's not a waste. This battle will be over in moments.”
>>
No. 678931 ID: 90f3c0
File 144563958301.png - (58.19KB , 800x650 , 53.png )
678931

The boss starts to spawn three more slimes.

“More already?”

Galvin: “It spawns more when you destroy the cores. Just keep shooting, I got it covered!”
>>
No. 678934 ID: 5ad4a7

>>678931
The new slimes are unarmed. Time for our employee to get a bit more xp!

Other than that, stick with the plan.
>>
No. 678936 ID: 2ccbb3

Well, this is too easy and all that. The dungeon might have an extra trap.

Take one last look around for anything suspicious and then kill the boss. Remember to save some ammo in case of emergencies.
>>
No. 679339 ID: 90f3c0
File 144580942044.png - (92.21KB , 800x650 , 54.png )
679339

You shoot out the bosses upper right core. Krell dashes to the left and destroys yet another of the bosses cores, while Galvin continues to slaughter the smaller slimes with his ax.
>>
No. 679340 ID: 90f3c0
File 144580951666.png - (98.94KB , 800x650 , 55.png )
679340

Once the boss is down to its last core, it begins to shake and jiggle violently. It tears itself into three large slimes with long wiggling arms. The slime with the last boss core sits in the back, protected by the other two.

Grell: “Strange, it didn't do that last time we fought it.”

Galvin: “Ha, it will only make it easier to slice apart!”
>>
No. 679349 ID: 2ccbb3

>>679340
Uh-oh.

Celdant, place the fire trap! If those slimes split into a swarm and you don't have splash damage attacks set up, you're all dead!
>>
No. 679361 ID: 5ad4a7

>>679340
Help out Grell by sniping the one he's dealing with.

Maybe our sneaky kobold can go assassinate the last boss core?
>>
No. 679363 ID: ad936f

Have the others move in from the left while you dive to the right in hopes of getting a clear shot at the one in the back.
>>
No. 679463 ID: a184c1

Since the slimes are transparent, couldn't you just see its core through the one in front and shoot it? If not, shoot the one in front of the core holder while the warriors hold back the small ones.
>>
No. 679473 ID: 90f3c0
File 144588654960.png - (127.29KB , 800x650 , 56.png )
679473

Galvin continues to mow down the smaller slimes, and Grell stabs the last shield slime through the core, killing it. Izzy sneaks around behind the slimes while they are focused on the other party members.

You can barely see the shadow of the boss's core through the semitransparent slime. You carefully take aim and fire. The bullet hits, but its power is greatly reduced when penetrating the front slime.
>>
No. 679633 ID: 2ccbb3

>>679473
Save your ammo! Next time, line your shot so that it penetrates at least two slime cores!

Also, if you run out of ammo, the adventurers might turn on you, the merchant outside might kill you out of prejudice and greed, there might be enemies on the way to town, etc.

Buy a lot of ammo when you get back to town, you'll need it.
>>
No. 679665 ID: 3663d3

shoot a big one. the small fry are nothing to worry about.
>>
No. 679669 ID: a184c1

That seems to be working. Another shot like that and Izzy should be able to finish it off.
>>
No. 679784 ID: 90f3c0
File 144600777436.png - (150.51KB , 800x650 , 57.png )
679784

You only have four bullets left. You consider letting the others finish the boss alone to conserve ammo, but decide to end the battle quickly. You shoot the boss in the core again.

Krell stabs the left slime in the core. Its tentacles quickly close around him and pull him against its body.

Krell: Damn. It's faster than it looks.
>>
No. 679785 ID: 90f3c0
File 144600786878.png - (95.64KB , 800x650 , 58.png )
679785

Izzy stabs the boss's core from behind, destroying it. As the last core shatters, the three large slimes each split into three smaller slimes.

Galvin: “They're all grouped together, looks like it's time for my special attack! Everyone get back!”

Izzy and krell back away from the group of slimes as Galvin runs towards them.
>>
No. 679787 ID: 90f3c0
File 144600812275.png - (180.66KB , 800x650 , 59.png )
679787

Galvin swings his blade in a low wide arc, cutting through an area larger than his blade should cover. Most of the remaining slimes are obliterated in the attack.

Galvin: “Crescent Slash!”

Krell: “You don't have to yell the names of your Skills.”

Galvin: “Yes I do!”

Krell and Izzy dispatch the last couple of slimes with ease.

Boss Defeated!

Izzy: “That seemed almost too easy, boss.”

“Well, that's what happens when you hire experienced adventurers for an early boss. We would have been slaughtered if we came in alone. You gather up the loot:
# Item Value Weight 151 Gold 1 0.01 17 Slime Hearts 10 0.05 1 Huge Slime Heart 100 1 1 ??? Dagger ??? o.5 2 Small Shields 30 5 6 Unremarkable Daggers 15 0.5

You feel stronger:
Max HP up 14 > 16
Max Stamina Up 0 > 2

You acquire 2 skill points: Please select 2 skills:

Merchant Skills:

Efficient Packing: Carry an additional 15 pounds.

Identify Level 2: Can assess the value of most enchanted items. Can determine basic information about enchantments.

Assess Location: Determine the suitability of a given location for selling your goods. Determine the chance of being attacked while selling.

Fire Arms Skills:

Lightning Fingers: Expend 1 Stamina to instantly reload.

Dead Aim: Expend 1 Stamina to increase the chances of making a difficult shot.

One Handed Reload: Reduce reload time penalty when dual wielding pistols or wielding a shield in your off hand.

Izzy feels stronger.
Max HP 8 > 10
Max Stamina 2 > 4

Izzy selects the stealth skill Shadow: Expend 2 stamina to disappear from the enemies field of view.
Izzy selects the dagger skill Dual Slash: Expend 2 stamina to attack twice in quick succession. Costs 1 if dual wielding.
>>
No. 679807 ID: 2ccbb3

Lightning Fingers and Identify Level 2.

Identify the ??? dagger. Give it to Izzy.

Ask Gavin if he needs the big slime heart, or if that's not part of the deal. Let him have it, anyway.
>>
No. 679818 ID: 3663d3

>>679807
sounds good except for give huge heart for nothing. if they don't need it then we keep it.
>>
No. 679823 ID: 5ad4a7

...aren't we already reloading once per round? How would instant reloading even help?
>>
No. 679824 ID: ad936f

>>679807
agreed
>>
No. 679846 ID: 2ccbb3

>>679823
More advanced guns may have longer reload times. Faster reload speed also allows us to reload two pistols in a single turn.
>>
No. 679872 ID: 90f3c0
File 144605552953.png - (105.69KB , 800x650 , 60.png )
679872

>...aren't we already reloading once per round? How would instant reloading even help?
You can reload fairly quickly, but at close range you may not have time to reload before the enemy can strike. Lightning Fingers could also be used to attack twice in some situations.

You learn Lightning Fingers.
You learn Identify Level 2.

You identify your unidentified items:

Acid Dagger 215G
Dagger with minor Acid enchantment. More effective against armor, causes additional damage.

Circlet of Physical Defense 210G
Reduce physical damage to the head. Chance of deflecting weak blows and arrows.


Galvin: “That completes our side of the deal. I believe those slime hearts belong to us.” Galvin grins ans holds out his hand.

The Huge Slime heart was dropped by the Boss, and is not part of your deal. You hand 100G and 29 slime hearts to Galvin. That cost you more than you would have liked.

“Pleasure doing business with you.”

Galvin: “Same, this is way more fun than farming that lake! If you ever need help again, you can find my at the tavern in town. Oh, and if you want to go further into the dungeon, make sure to bring protection against poison!”

Galvin and Krell take their loot and return to the slime cave. Izzy walks up to you.

Izzy: “I've been thinking, boss.”

“What is it, Izzy?”

Izzy: “Those slime hearts must have been worth at least as much as those potions you gave me. ...I think this battle more than pays for my debt.”

You sigh, you should have known seeing how real adventurers get paid would give him ideas.

Izzy: “I known I'm not as useful as those guys, but I want at least 150G per day! Or...” He stares at the Acid Dagger. “I really like the look of this dagger. I'd work two more days in exchange for the dagger.”

This seems like a fair deal, hiring an adventurer in town would cost you far more. You also need to decide what to do next. It's probably time to return to town to sell off your wares and resupply.
>>
No. 679882 ID: 5ad4a7

>>679872
The dagger's a discount on his rate. Trade it to him for more work. If you adventure a little more and get another level we can get Assess Location and set up shop somewhere good.

For now we have to return to town, since we apparently need to get some poison protection for the rest of the dungeon.
>>
No. 679942 ID: 0f1c4d

The dagger for two days of works sounds reasonable.
After that we should head towards town to shop.
>>
No. 679946 ID: 2ccbb3

Yeah, deal. You were planning to give him the dagger anyway, it's a good fit. You save on 85 gold and Izzy gets a good weapon.

Alright, time to leave. There might be more treasure, but you can't carry much more than this. Also, if you run out of ammo then someone could kill you both.

Adventuring is fun, so go back and sell your loot. Spend the remaining day trying to sell your loot, and then go to a Level 2 dungeon nearby.

Man, that Orc probably would have killed Izzy if he had that circlet equipped. You should keep it for now but sell it when you find a real helmet.
>>
No. 680006 ID: 90f3c0
File 144609749974.png - (39.47KB , 800x650 , 61.png )
680006

“It's a deal. The dagger is yours for two days work. We should get back to town”

Izzy: “Sure thing, boss.”

The walk back to town is uneventful. By the time you arrive at the gates, the day is already ending. It is too late to do anything tonight.

Izzy: “What should I do with all this stuff I'm carrying?”

“I can store it at the Merchants' Guild. Come on.”

You lead Izzy back to the guild and head to the storage desk. You check all of your wares into storage, they will be safe here until you're ready to sell them.

Izzy: “I'll be at the tavern with the other adventurers. Stop by when you need my help.”
>>
No. 680007 ID: 90f3c0
File 144609772496.png - (140.91KB , 800x650 , 62.png )
680007

Day 2

You awaken on a hard cot in the Merchants' Guild dorms. It's nice to have a reliable place to sleep, but you don't want to be stuck here for the rest of your life. You have to pay off that debt. It's time to get out there and make some money.

Where should you go first?

Merchants' Guild:
You could quickly sell your goods here if you want to save time, but you wouldn't get much for them. You can also buy basic items, and store items and gold.

The market:
All sorts of merchants and adventurers buy and sell items here. You could rent a stall for the day to sell your wares.

The shops:
The shops carry more rare and high quality items. If you're looking for a particular item or piece of equipment your could find it here, but it would cost you.

The tavern:
Favorite hang out spot for adventurers looking for work. Also contains the job board. Izzy said he would be there.
>>
No. 680011 ID: 5ad4a7

>>680007
Market. Let's start selling shit. Anything we can't sell in a day we can liquidate at the guild... or try hanging onto for the next sell-off day.
>>
No. 680021 ID: 2ccbb3

>>680011
Agreed, test your ability to sell stuff. Go adventuring if you can't sell more than 25% of your inventory in 6 hours.
>>
No. 680068 ID: a184c1

Market. Capitalism!
>>
No. 680101 ID: a107fd

How much does it cost to rent a stall?
>>
No. 680119 ID: 90f3c0
File 144617716089.png - (132.15KB , 800x650 , 63.png )
680119

You decide to go to the market to sell your wares. You find several stalls available:

Tiny spot in a corner
Price: 5G
Item Slots: 5
Rating: 3

Spot on the ground
Price: 20G
Item Slots: 10
Rating: 4

Standard Stall
Price: 50G
Item Slots: 15
Rating: 6

High End Stall
Price 200G
Item Slots 25
Rating: 10

Items are more likely to sell st stalls with higher ratings.

You also review your available wares. # Item Value Desirability 5 Unremarkable swords 40 1 2 Orcish Battleaxes 100 4 10 Unremarkable daggers 15 1 3 Small healing potions 50 3 4 Small Shields 35 1 2 Short Bows 30 1 6 Arrows 2 1 1 circlet of physical defense 220 5 1 Huge Slime Heart 100 5 6 Loaves of bread 2 1 6 Chunks of dried meat 3 1

You must decide which stall to take, which items you wish to sell, and what percentage of the guild price you want to charge. You can price your wares below guild price to sell them more easily, or higher for greater profit. More desirable items are more likely to sell. Opening shop will take the rest of the day.


Sales rules:
Stall rating + item desirability rating + 1d20 +/- (discount or markup percentage / 5). Get over 20 to sell an item.
>>
No. 680130 ID: 2ccbb3

Use a standard stall, unload your wares.
5 Swords - 50G
2 Battleaxes - 120G
3 Healing Potions - 75G (Either you sell these for a good price or you use them in the dungeon)
2 Shields - 45G
2 Bows - 40G
1 Slime Heart - 115G
>>
No. 680317 ID: a107fd

Standard stall, price everything high enough that it's only 10% likely to sell. Plenty of time for fire-sale prices when the deadline gets closer. Tomorrow, buy more bullets and healing potions, run the slime dungeon again, and contact whoever those adventurers were selling slime hearts to so you can cut out the middleman.
>>
No. 680318 ID: cf91e4

From a math standpoint the standard stall is not a gain over a 100% chance of just selling the items to the guild.(if we are able to do that) The total of the difference in prices*the odds of getting a total *above* 20 is less than the 50gold we would pay to use the stall.

Kome's prices are reasonable and still it gives us not only a low chance for item selling, but an expected return of 27gold from just normally selling the items.(about half what we would pay for the space)
>>680130
(swords are a 10% chance for 10g more each)
(battleaxes are 30% for 20g)
(healing potions are [3+6-10]=-1 so even a max roll of 20 would not get it high enough to sell)
(shields are a 5% [6+1-6ish so it'd need a max roll of 20 to get to 21] to get 10 gold)
(slime heart is a 40% for 15 extra)

I'd say hold off until we have enough rare stuff to completely fill a stall.
>>
No. 680342 ID: 90f3c0
File 144630814129.png - (66.29KB , 800x650 , 64.png )
680342

The guild prices are what the guild sells items for. If you were to sell your items to the guild, you would only get half their value.

You decide to try selling a bit above guild price, you still have plenty of time before the deadline and can always drop your prices later. You spend the rest of the day trying to sell your goods.

You sell:

2 Unremarkable Swords 50G
1 Orcish Battleaxe 120G
1 Huge Slime Heart 115G

You spend 50G to rent the stall, and take in 335G. You now have a total of 1029G to fund your next venture. That should be plenty of money to buy supplies if you want to continue on in the slime dungeon. What should you do next?
>>
No. 680343 ID: 2ccbb3

Buy ammo and health potions from the guild. See if you can buy dual-pistols as your sidearms. Hire Izzy and a cheap mercenary, and look for a new dungeon. Don't go back to the LV1 Slime Dungeon until you find anti-poison equipment.
>>
No. 680351 ID: 5ad4a7

Let's see if we can get maybe some protection against poison.
>>
No. 680859 ID: a107fd

>>680343
>dual-pistols

Ammo yes, new weapon no. Rifle's been working just fine, and we're over a third of the way to our goal. Run the slime dungeon with Izzy again (assuming it's reset by now). If the next four days go as well as the last two did, we're golden, so let's not take unnecessary risks with a higher-level dungeon.
>>
No. 680926 ID: 90f3c0
File 144649255103.png - (130.93KB , 800x650 , 65.png )
680926

You check out some items at the guild. You can buy bullets for 5G each, small health potions for 50G, small stamina potions for 30G, and antidotes for 25G. How many should you buy of each?

You could buy basic pistols for 150G each, but you question their usefulness as a secondary weapon. You don't have the skill to quickly draw a pistol is combat faster than you could reload your rifle.

You also take a look around the market for some protection against poison. There's an alchemist selling poison resistance potions for 55G. They last all day, but don't grant full immunity to poison. You find some enchanted pendants that give better protection against poison for 230G each. There's also an enchanter that can add an anti poison runes to equipment for 200G, but you don't have any suitable gear at the moment.

The slime dungeon won't reset completely until the boss is defeated. It's likely that at least some of the enemies have respawned, but you won't find any more loot. You could try farming the slime lake if no other adventures have gotten there first, but that is rather tedious work.

You could also check out the other dungeons in the area if you don't won't to deal with the poison further in the slime dungeon. There should be a map of the local dungeons in the tavern.
>>
No. 680933 ID: 5ad4a7

>>680926
Oh, let's at least check the map before we decide.
>>
No. 685632 ID: 90f3c0
File 144843972879.png - (96.41KB , 800x650 , 66.png )
685632

You decide to check out the local dungeon map before deciding what equipment to buy. You head over to the tavern where the adventurers like to gather.

There aren't many people in the bar at this time of day. You see the cat warrior Galvin sitting at the bar. The unfamiliar elf that sits beside him is wearing the symbol of the alchemists guild. Izzy is chatting with a girl bold at one of the tables. A large gnoll is drinking alone at the far end of the room. Damn, you think that's one of your half-brothers. Hopefully he won't notice you.
>>
No. 685633 ID: 90f3c0
File 144843979631.png - (34.79KB , 800x650 , 67.png )
685633

You check out the map on the wall. There are brief descriptions of each dungeon in the area.

1 – You are here.

2 – Slime caves. Low danger. Beware of poison.

3 – Old cemetery. Low to moderate danger. Large numbers of undead.

4 – The Ancient Wood. Moderate danger. Many alchemy ingredient are round here. Beware of hostile wildlife.

5 – Abandoned mine. Moderate to high danger. Many valuable ores and gems can still be found here. Beware of rust monsters.

6 – The Underground Labyrinth. High danger. Illusion charms make the endless tunnels impossible to map. Many adventurers never return.

7 – The Keep of the Cursed King. High danger. Many deadly traps and enchantment. Few have made it to the throne room at the top.

8 – Crater Excavation Site. Very high danger. Strange caverns recently unearthed. Initial expedition sustained heavy casualties. Many unusual artifact found within.

9 – Sunken Tomb of the Elder God. Suicide.
>>
No. 685651 ID: 5ad4a7

>>685633
>impossible to map
Hmm. I wonder what that means exactly. Are the illusions so powerful as to be solid? If not, you can just map out the real walls.

It looks like we want to stick with the slime dungeon for now. Buy bullets to restock your supply back to the original amount you had, and buy a couple of poison resistance potions so we can go past the slime boss.
>>
No. 685662 ID: cf91e4

>>685633
I'd say the Ancient wood or the old cemetery. It seems like the difficulty ramps up on the slime caves after where we were at, so I think it'd be about the same. If we do go to the woods, try to get the alchemist to go with us.
>>
No. 685672 ID: 2ccbb3

The Ancient Wood seems like a good place to get materials.

You'll want to level up Izzy, so bring him along. He works for cheap because of your previous assistance, so getting him to a higher level is in both of your interests.

Bring the alchemist along for the ride. If Galvin things that this is too dangerous for his friend, offer to let him come along at a discount hiring.
>>
No. 685697 ID: df3055

Oho, bad blood between you and your half brother? Spill!

Ancient wood is way out of our depth unless we hire on Galvin, but so is venturing further into the slime cave. However, if we could farm the slime lake we could make some decent profit off of the hearts, plus some good xp. Ask Galvin if his former party is still farming hearts, if he says no then stock up on bullets and head there.

Maybe politely interject into Izzy's conversation that you're planning to head out soon to get him to wrap things up. Don't be a dick about it, though.
>>
No. 685938 ID: 90f3c0
File 144861968506.png - (57.64KB , 800x650 , 68.png )
685938

You decide you should definitely bring Izzy along, he's been paid in advance and has been reliable so far. You walk up the table were he is sitting.

Izzy: “ …was squeezing them to death with its deadly tentacles! So I snuck up behind the boss, completely unseen, and drove dagger into it's heart. The boss was instantly defeated, and the rest of the party was freed.”

Izzy notice you approaching the table.

Izzy: “Oh, hey boss. Are we heading back to the dungeon?”

“I haven't quite decided the destination, but I will be leaving soon and I want you to come with me. I still have to finish some preparations first. I'll let you finish up here, and will meet you by the city gate in say, half an hour.”

Izzy: “Sure thing boss, I'll be ready.”

You leave Izzy alone with the girl.
>>
No. 685939 ID: 90f3c0
File 144861974769.png - (57.88KB , 800x650 , 69.png )
685939

The Ancient Wood seems like a good place to collect ingredients to sell, but you will want to bring along a stronger party for the tougher dungeon. You will ask around before making the final decision. You don't know a whole lot about alchemy ingredients, so you decide to ask the alchemist at the bar about the area.

“Hello. My name is Celdant, a local merchant. I'm putting together a party to gather ingredients in the Ancient Wood. I was wondering if you knew anything about the area, any particular ingredients I should watch out for?”

Alek: “Nice to meetcha. The name's Alek, freelance alchemist. Well, your basic ingredients are dropped by the monsters when they die. But if you know what you're looking for, it's possible to harvest additional rare ingredients from the bodies. There are also a lot of herbs and plants in the area, if you know how to identify them. If you can offer adequate protection in the dungeon, I'd be willing to come along for a third of the ingredients we find.

Galvin turns toward you from his seat at the bar.

Galvin: “There's no way the two of you will make it through the Wood alone. But if you want protection, I've got it. I can escort you for say... 500 gold.

“That seems a little high.” You reply.

Galvin: “You won't find an experienced adventurer that will charge less. Dungeon crawling is a dangerous job! But I do like you guys, it would be a shame if you got slaughter because you had to hire a second rate fighter. I'll give you a discount, 400 gold, but I'm not going any lower.”

Suddenly you feel a large hand on your shoulder. Shit you were hoping he'd be too drunk to notice you.
>>
No. 685940 ID: 90f3c0
File 144861978507.png - (64.12KB , 800x650 , 70.png )
685940

Grekk: “Shit, I can't believe what I'm hearing! You ran off to be a merchant because you were too much of wuss for mercenary work, and now you're raiding dungeons? What happened bro, finally grow a pair?”

You sigh “I need to acquire merchandise before I can sell it, Grekk. There's only one way to do that when you're dirt poor. What are you even doing here? I heard the band was marching north.”

Grekk: “Fuck that. I'm sick of fighting for those dumbass humans, in their dumbass wars. From now on I'm going to kill who I want to kill. I'm going independent, I'm a bounty hunter now. It sounds like you need some muscle for this merchant gig, how about a trade? I help you with this dungeon, and you help me with a job later. Family should stick together, and you can't be as useless as you look.”
>>
No. 685943 ID: a107fd

Grekk's offer sounds good, provided "later" is at least a month from now.

For Galvin, the price itself seems fair, but see if you can get him to accept equipment or 'store credit' rather than actual cash.
>>
No. 685955 ID: 1cebc8

If Grekk is playing the 'family' card, then you want to know why. What's the job, and what's the take?

Hire all of the above, ask Alek and Galvin about how you should prepare. Ask your team if they want to 'rent' some of your inventory; better they use it now than to die while your good-quality gear rots in the guild storage. Buy the necessary gear and make preparations, and then use the remaining gold on ammunition (and possibly a pistol for Izzy, or Alek if he wants one).
>>
No. 686187 ID: 90f3c0
File 144878063325.png - (115.15KB , 800x650 , 71.png )
686187

“If you cared about sticking with family, you wouldn't have left the band. What's the job, and why are you trying to rope me into it?”

Grekk: “I'm not roping you into anything Cel, this is an honest deal. Some bandits have been hitting adventurer near the Abandoned Mine and the Guild wants them gone. The leader likes to use guns, would be pretty dumb for me to take him on alone. He'd fill me fully of holes before I could take out his men.

Grekk: “I know you're good with a rifle. Practicing with that thing was the only thing you ever did back in camp–besides all that sissy reading shit, that ain't a proper way for a gnoll to spend his time. You keep him busy while I beat his gang into the ground. We have a deal?”

“Fine. But only once I'm confident I can pay off this debt.”

Grekk: “Sure, the bandits aren't going anywhere.”

You turn to Galvin.

“The price seems fair. Maybe you could take part of it in credit toward future purchases?”

Galvin: “Sorry man, I can't be sure you'll still be in the merchant game in the future. Maybe if we find some items I like in the Wood, but I need to be paid by the end of the day.”

“Fair enough.”

You turn to Alek.

“I think we have a deal, if you consider this to be adequate protection.”

Alek: “Oh yes. I'll be perfectly safe with these two strong guys around.”

On the way out of town you purchase 17 bullets for 85G, bringing you up to a total of 20. You stop by the bank and deposit all but 200G of your money. You also grab the Circlet of Physical Defense from storage, because it seems like a waste to leave useful equipment behind. Should you wear it yourself or let one of your allies borrow it?
>>
No. 686189 ID: 90f3c0
File 144878070269.png - (59.83KB , 800x650 , 72.png )
686189

You rendezvous with Izzy at the gate and head off to the Ancient Wood with your party.

“So guys, tell me about your abilities so I can strategize in battle.”

Your new allies share their stats:

Grekk Level 5 Brawler.
20 Hp, 20 Stamina

Equipment
Spiked knuckles with fire enchantment
Spiked knuckles with electric enchantment

Skills

Berserk Level 2: 5 Stamina. Temporarily boost speed and attack power.

Flurry of blow: 3 Stamina. Attack several times in quick succession.

Elemental Strike: 2 Stamina. An attack that increases the effectiveness of elemental enchantments on a weapon.

Alek Level 3 Alchemist.
10 HP, 4 Stamina

Equipment
Quarterstaff
4x small healing potion
4x small stamina potion
2x antidote
4x exploding fire potion
2x poison cloud potion

Skills
Alchemy Level 2: Create moderately complex potions. Identify most alchemy ingredients.

Skinning Level 1: Harvest more items from fallen monsters.

Galvin Level 4 Warrior.
25 Hp, 10 Stamina

Equipment
Fine double headed battle axe
Medium leather armor

Skiils
Crescent Slash: 6 Stamina. A strong swing with as wide area of effect.

Iron Skin: 2 Stamina. Temporarily increases defense.

Taunt: 2 Stamina. Draws more attention from the enemy.


You arrive at a crossroad.

Alek: “The dungeon proper is straight ahead. To the left there is a small camp with a few merchants that sell to adventurers. The right lead around the outskirts of the Woods, it's safer than the actual dungeon but only the more common alchemy ingredients are found there. We wouldn't find any valuable treasures of super fun puzzles either.”
>>
No. 686191 ID: 1cebc8

Onward!
>>
No. 686200 ID: d4a2dc

Sounds like we are going forwards then.
>>
No. 686203 ID: cf91e4

I'd say loan izzy the circlet. He's the only underpowered one that would get in on the melee fighting. (I think)
Onwards!
>>
No. 686436 ID: 90f3c0
File 144895362395.png - (92.38KB , 800x650 , 73.png )
686436

“Here, put this on. You could use the protection the most.” You hand the Circlet to Izzy.

Izzy: “Thanks, boss. I'm glad you're sticking to the trying not to get me killed part of the deal.”

“I always look out for my employees, Izzy.”

Izzy puts the circlet on his head.

Grekk: “It looks good on you, princess.”

You continue walking forward toward the dungeon. Alek spots something by the side of the path.

Alek: “Healing herbs. Just give me a second to collect these.”

As Alek kneels down by the side of the path, you hear a chittering sound coming from the trees.
>>
No. 686437 ID: 2ccbb3

Celdat and Izzy, grab Alek and retreat!

Gavin, prepare a crescent slash!

Grekk, prepare to tank!
>>
No. 686468 ID: cf91e4

>>686437
Yep. Out/even numbered means get the squishies to the back til we know what we're dealing with.
>>
No. 686473 ID: 5d5fc8

Pull the alchemist back; it looks like it is time for a Random Encounter.
>>
No. 686508 ID: 90f3c0
File 144901588682.png - (70.88KB , 800x650 , 74.png )
686508

“Get away from the trees! Grekk, Galvin, get in front of them!”

Alek: “Huh? What...?”

Izzy: "Come on!"

Izzy grabs Alek's hand a drags him away from the treeline. Grekk and Galvin begin to dash toward them.

A group of giant rats rush out of the undergrowth and chase after Izzy and Alek.
>>
No. 686509 ID: 90f3c0
File 144901595016.png - (71.80KB , 800x650 , 75.png )
686509

The lead rat lunges toward Alek, but Grekk jumps in a punches the rat right in the face. The electric effect stuns the lead rat.

Grekk: “Eat it, asshole!”
>>
No. 686516 ID: 2ccbb3

Nice! But perform a Crescent Slash while they're still bunched together!

Grekk, grab some rats and use them as a shield against Galvin's berserker attacks and other rats!

Celdat, open fire! Try to line your shots for multi-kills, but just make sure they don't bite you! Alek, analyze the enemies and determine if they're diseased (with something hard to cure)! Izzy, stand on Alek's shoulders and get ready to jump onto any charging enemies!
>>
No. 686520 ID: cf91e4

Crescent Slash while they're bunched up, Grekk kills any near death/lays on the punches. Izzy and Celdat kill any that try to flank or surround. Alek, watch the team's back and make sure nothing else will get the jump on you.

Better to hold off from using bullets til we get in a worse off fight or need it.
>>
No. 686619 ID: 90f3c0
File 144909947463.png - (125.29KB , 800x650 , 76.png )
686619

Galvin: “Get back, Grekk!”

Galvin jumps forward and unleashes a Crescent Slash, finishing off the lead rat and severely damaging the others.

Galvin” “Ha! Take that!”
>>
No. 686622 ID: 90f3c0
File 144909952170.png - (116.73KB , 800x650 , 77.png )
686622

The remaining rats scurry forward and bite into Grekk and Galvin's legs, causing minor damage.

Grekk: “Annoying pests!”
>>
No. 686623 ID: 90f3c0
File 144909957982.png - (112.90KB , 800x650 , 78.png )
686623

Grekk kneels down and strikes both of the rats at his feet, finishing them off. Izzy and Galvin dispatch the other two with little trouble.

Enemies defeated!

“OK, gather up the loot.”

You obtain: # Item Value Weight 4 Healing herbs 7G .1 5 rat teeth 5G .1 15 gold
Alek uses Skinning and obtains: 5 Rat tails 8G .5

“They didn't seem too tough.”

Alek: “We're not in the actual dungeon yet, there are much more dangerous animals ahead.”

“Do you think we have to worry about those bites, they could be diseased?”

Alek: “I don't think so, just treat the bites like any other wound.”
>>
No. 686628 ID: 90f3c0
File 144909974757.png - (79.89KB , 800x650 , 79.png )
686628

Further down the path, you come to the arch that marks the entrance to the dungeon.

Izzy: “There's a trail of blood leading off to the left, Boss. Should we check it out?”
>>
No. 686629 ID: 2ccbb3

Follow the blood, but try to be covert. Wounds usually leave living entities less than full-minded.
>>
No. 686643 ID: 5ad4a7

If there's someone injured you can help, they will be in your debt. Check out the blood.
>>
No. 686787 ID: 90f3c0
File 144917046238.png - (85.95KB , 800x650 , 80.png )
686787

“Follow the trail. Be careful.”

You sneak through the forest as quietly as you can. You see pools of blood and other signs of battle. After a while you come into a small clearing. You see two mangled bodies, they look like they've been torn apart by wild animals. Beyond the bodies you see a man leaning against the tree. He has a few scratches, but appears to be mostly uninjured.

“Shit, what happened here?”

Man: “W-werewolf. It just torn them apart, I couldn't do anything...”

“Are you okay?”

Man: “I-I drank healing potion... T-the cuts aren't too bad.”

Alek: “If those are werewolf scratches, a healing potion isn't going to help. He's already infected.”

Man: “Shit! C-can you help me, is there anything you can do? I don't want to be a monster.”

Izzy: “Why not? You could have won this fight if you were a werewolf. Sound pretty useful to me, instant badass adventurer. If only kobolds weren't immune...”

Grekk: “I like that idea, Cel. Finally, a solution to your runtyness problem.”

“Knock it off guys, this is a serious business opportunity. Alek, can you make a cure?”

Alek: “Yes, but we have to be fast. It's only effective for a few hours after infection. There might be a suitable alchemy lab at that merchant camp, but we will need a few ingredients. A small amount of silver, a couple of healing herbs, a bit of holy water, and... a sample of flesh from the werewolf that infected him.”

Man: “Please, I can pay you. I have 300 gold on me, and you can have whatever my companions were carrying too.”

Grekk: “Or we could just take it, he's hardly in a position to stop us. A lot less hassle.”
>>
No. 686792 ID: 5ad4a7

>>686787
Merchants aren't bandits. We have a reputation to uphold!
>>
No. 686793 ID: 2ccbb3

You don't want to kill him but you also don't want a rampaging werewolf on the loose. Bury him head-upright, and take the money to purchase supplies for the cure.

Celdat and Izzy, go buy the necessary ingredients (Celdat has a gun, he's more effective against mortals than beasts). Alek, Galvin, and Grekk, head into the woods and kick some werewolf ass. Be sure to grab the WHOLE werewolf in case you get infected and need up to four cures.
>>
No. 686818 ID: cf91e4

I'd say it'd be worth it to go after the werewolf to stop any more of this/to get a cure for anyone else attacked today even if we can't save the guy. Split up and see if you can get a take in the merchant camp kill the werewolf while the other group hunts after it. Also, get the equipment now, leave the gold with him. Anything enchanted gets scanned and passed to attack team if it's useful.

Digging a hole to bury someone takes forever, but I'm not sure how else to stop him. We have all day though.
>>
No. 686828 ID: c8d677

Making a lot of cure and not solving the problem seems like a sure-fire way of generating profit. Any survivors of the werewolf attacks can go to the convenient merchant to keep from going lycanthrope.
>>
No. 686857 ID: 90f3c0
File 144920152398.png - (134.54KB , 800x650 , 81.png )
686857

You briefly consider letting the werewolf roam free, so you can profit off massed produced cure potions. You look at the two bodies on the ground and discard the idea, if you wanted to kill for profit you'd have become a bandit rather than a merchant.

“We're merchants Grekk, not bandits. We have a reputation to uphold.”

Grekk: “Heh, I'm no merchant.”

“No one would want to deal with a bounty hunter who kills potential customers either. Reputation is important in any job.”

Grekk: “Whatever. Are we doing this or not?”

“Yes.” you turn to the infected man. “Give me the money first, and we'll get you the potion. Everyone, strip the gear from those bodies.”

The man hands you the 300 gold. You acquire:

# Item Value Weight 2 small healing potion 50 0.25 2 small stamina potion 30 0.25 1 unremarkable ax30 3 2 unremarkable daggers 15 0.5 1 leather kobold jerkin 40 3 1 leather helmet 25 1 5 healing herbs 7 0.1 1 wolf pelt 50 1

Digging a hole to contain the man would take too long, but you do still have the short rope on you. Hopefully it will be strong enough to hold the man if he transforms.

“We don't know how long it will be before you become dangerous. We will have to bind your hands until we can make the cure.”

Man: “F-fine. Just do what you need to make that potion.”

“We should split up. One team will buy the ingredients at the camp, the other will pursue the werewolf.”

Alek: “I need to go to the camp. I'll need the equipment there to make the cure. Luckily, the werewolf flesh is the last ingredients, I should be able to add it to the prepared potion without traveling back to the camp.”

You should go to purchase ingredients, you may be able to get a better deal from the merchants, you also have doubt about the effectiveness of normal bullets on a werewolf.

You and Alek will go to the camp to prepare the potion, while Grekk, Galvin, and Izzy track down the werewolf.

Is there anything else you should do before setting off? And who should lead the team tracking the werewolf?
>>
No. 686860 ID: 2ccbb3

Galvin, you have the most adventuring experience, so you lead. The werewolf will be able to track down your varying scents easily, so be extremely conspicuous and let him come to you; dig holes and mark trees with extremely large arrows and signs that say where you are going and whatever you find out. Alek and Celdat will want to regroup with you as fast as possible.

Oh, and try to take the werewolf alive. Having a werewolf to breed should get you a nice puppy one day.
>>
No. 686947 ID: 5ad4a7

Making the werewolf find the party rather than the other way around increases the risk that someone else will get infected. That should be avoided, so we don't need a second or third cure.
>>
No. 686999 ID: cf91e4

Grekk leads, Izzy sneaks a bit away from the group.(since he has a skill for it) He notices anything or gets attacked, he gets their help. Nothing else here I can think to do. (unless Izzy wants to take the kobold armor, but it might impede his skills)
>>
No. 687371 ID: 90f3c0
File 144944022740.png - (62.88KB , 800x650 , 82.png )
687371

“Izzy, some light armor wouldn't impede your ability to sneak would it?”

Izzy: “No, it looks easy enough to move in, but... We just stripped that off a dead guy, Boss.”

“The armor looks practically new, and he wasn't dead for long. It's better than going up against a werewolf unarmored, isn't it?”

Izzy: “Fine, I'll take it.”

You hand the kolbold armor to Izzy.”

“Galvin, you're the most experience with adventuring, so I'm putting you in charge of the hunting party.”

Grekk: “Hey, I'm the most experienced with killing things!”

You ignore Grekk and continue “Leave markings on trees as you go so I can catch up to you later. Here, I thinks you will have more use for these than I will.”

You hand 2x small healing potions, 2x small stamina potions, 1 bear trap, and 1 fire trap to Galvin.

“We'll get the cure and meet up with you as soon as we can. Good luck.”

Galvin: “Don't worry, that werewolf is as good as dead!”

You take Alek and the infected man with you and head back toward the camp.
>>
No. 687372 ID: 90f3c0
File 144944039125.png - (49.86KB , 800x650 , 83.png )
687372

You haven't felt this excited in ages. Leading a party through a dangerous forest, to take down a fearsome beast who has been preying on hapless adventurers! This is what you got into adventuring for! You're done with grinding low level dungeons with those cowardly losers. Running into that cute merchant is the best thing that's happened to you in years.

You look around the small clearing and see a clear trail of blood leading deeper into the forest. The werewolf has left a very obvious trail of blood and broken branches in its path. It must not care about being found.

“Izzy, you scout ahead, look out for possible ambush points. Grekk and I will follow at a distance.”

Izzy: “On it, boss.”

You move along as quietly as you can, while keeping as much distance as you can without losing track of Izzy. You periodically mark you progress on the bark of trees you pass. After a while Izzy stops behind a bush. He gestures for you to come forward to him.
>>
No. 687373 ID: 90f3c0
File 144944048759.png - (70.84KB , 800x650 , 84.png )
687373

You sneak up to the bush and crouch beside Izzy. Past the bushes you can see a small cave. There are piles of bones scattered around the entrance. This has to be the werewolf's lair.
>>
No. 687377 ID: d9d503

Have Izzy sneak around next to the cave entrance for an ambush, then you try to lure it out by making noise.
>>
No. 687378 ID: 2ccbb3

Check up on Grekk, make sure he isn't doing anything stupid. If that werewolf is in a pack then you'll want to hit fast, hit smart, and kill / incapacitate every one of these @#$%ers in case any of you get bitten.

Slowly approach the den. Shed some fur and oil around the site, make the area smell like a teabag convention to confuse the werewolves. Ready your axe to parry the first attack and perform a crescent slash the moment you see more than one werewolf.

Izzy, position yourself on top of the den and prepare to stab from the eyes and straight down the muzzle, but be on alert in case one of them decides to stalk you from behind the den.

Grekk, make sure you punch them in the dick. If those fists go into their mouths you could get infected by multiple strains in a span of ten seconds, which might make the cure process near-impossible. And your brother will probably shoot you if you do this intentionally.
>>
No. 687746 ID: 90f3c0
File 144962224399.png - (59.45KB , 800x650 , 85.png )
687746

You look back at Grekk, he's waiting impatiently in the trees behind you. You motion for him to join you.

“Izzy, sneak around the side of the cave, be ready to attack the werewolf when we draw it out.”

Izzy: “Grekk, you should avoid hitting it in the face. We don't need you getting bitten and infected. Especially if there's more than one werewolf in there, the cure could get complicated with multiple infections.”

Grekk: “I'm not and idiot, shrimp.”

"Good. Let's get 'em!"

You and Grekk approach the entrance of the cave, while Izzy sneaks around the side of the cave. The werewolf will likely be able to pick up on Izzy scent, but won't be able to pinpoint his exact location before exiting the cave. You think about leaving false scent trails to confuse the werewolf, but you can already see its shadow looming in the entrance. The creature is massive, larger than expected, but you're still confident you can take it in a fight.

The werewolf speaks in a low growling voice that is barely intelligible as words.

Werewolf: “You smell like human hunters. They come to kill 'monsters', kill family. I protect forest home, all human who enter must die. You with them? I kill you too.”

Shit, you were expecting a completely feral werewolf. The intelligent kind don't typically hang out in the forest killing random adventurers. It likely fights more tactically than feral werewolves, which tend to just leap on the nearest target and rip it apart. Given its hatred for hunters, you believe you should be able to taunt it into attacking you fairly easily, if you want to stick with the plan.
>>
No. 687778 ID: 2ccbb3

>>687746
Galvin.set_mood("Internal Screaming");

He has your scents.

Galvin, explain to the werewolf that you are enemies, but that neither of you has to die today. A small piece of flesh from each of the werewolves that bit a human today (a talisman to prevent them from turning feral and attacking other werewolves in blind revenge), and you will swear to refrain from letting anyone bring harm to a werewolf on this day. You will even let the werewolves tag along to ensure you don't kill any more of their friends, as you cut away some of the toxic plants that are invading the forest, with the intent to poison other humans (and gnolls, kobolds, beastmen, elves, goblins, and anyone else really). If he attacks anyway, use the end if your axe to keep him at a distance.

Izzy, climb. Get the drop on him if he attacks.

Grekk, flank the enemies that Galvin attacks and punch them with intent to stun. You can then use your mercenary training and torture any downed enemies until the remainder curl up on the ground while sob-howling.
>>
No. 687883 ID: cf91e4

>kill family
Does he consider all monsters his family? If so, then this is very complicated. Adventurers hunt monsters. It's what we do. What does he do to eat? Does he kill off some of his "family" each time he is hungry? (question only applies if he sees things that way)
If it's only a certain subset, then we can avoid killing them so long as we have the means to do so; we might even be able to convince others.

>all human who enter must die.
>They come to kill 'monsters', kill family.
He treats them the same as they are treated, he has no moral high-ground.
>>
No. 687888 ID: 151d2d

Ask who they mean by family. We had not heard that there were intelligent beings living here.
>>
No. 687889 ID: 5ad4a7

Tell him you didn't know about this situation before, but you want to honor the deal you made. You only need a sample of his tissue to make the cure. He does not need to die this day. It would be a shame for his family to lose its guardian.
>>
No. 687985 ID: 90f3c0
File 144974890502.png - (53.47KB , 800x650 , 86.png )
687985

Izzy climbs to the top of the entrance, and positions himself to jump on the werewolf if it exits.

“What do you mean family? All monsters, or only werewolves?”

Werewolf: ”The wolves and werewolves, we are family.”

“Did you attack the group of adventureers today? We need a sample of flesh from the werewolf that did it to make a cure for the surviving member.”

Werewolf: ”Why would I 'cure' hunter? He came here to kill family. He will join family instead.”

“He will almost certainly turn feral and attack innocent people who have done nothing to harm you.”

Werewolf: “Other humans send hunters here. They are not innocent.”

“We promised to cure the man, but we expected to fight a feral beast, not an intelligent being. I intend to keep that promise, but there is no need for you to die. Who will protect your home, your family, if you are killed here today? Give us a sample of your flesh and we will leave, we will not harm you our your family.”

Werewolf: ”Yes, I will not die today. Come and take your sample.”

You don't like the look in the werewolf's eyes.
>>
No. 687992 ID: 2ccbb3

Ask him to slowly crawl into the light. You need him to bite off a piece of his own flesh and spit it out.

Grekk, advance. Ready your fists.
>>
No. 687998 ID: 151d2d

We should lure them out of the cave instead of fighting in the dark. Say that they should come out and fight us or we will jut have to find another werewolf (not letting on the specific werewolf rule).
>>
No. 688006 ID: 5ad4a7

No. Tell him he doesn't understand. He will give you a sample, you're not going in there to take it.
>>
No. 688046 ID: 433720

>>687985
Tell him that you wont be duped into falling for such a simple trap.
And that's he's dumb for thinking it would work.
Then remark on how dumb all werewolfs must be.
>>
No. 689025 ID: 90f3c0
File 145023516279.png - (74.05KB , 800x650 , 87.png )
689025

It's much too dangerous to enter the dark cave with the werewolf. You decide to taunt the werewolf and draw it out of the cave.

“You think I'd fall for such an obvious trap? You must be really dumb, are all werewolves as dumb as you? Come out here into the light and give me the sample, slowly. Or should we go track down another werewolf? Maybe your family would be more useful.”

Werewolf: ”Oh, I will come out...

The werewolf suddenly sudden sprints out of the cave and takes a swipe at you! You manage to raise your ax in time to block the initial blow.
>>
No. 689034 ID: 2ccbb3

Parry his attacks for a few seconds. Keep him focused on you, start nonchalantly rambling about how you're going to breed his children like rabbits and sell their diseased half-dead bodies to the local butt-lover.

Who likes to rub his ass over other animals' asses. And does not know how to bury his poop in the ground but sure knows how to mark his territory.

Izzy, stab his eyes out. Use two daggers if necessary. Then try to stab his neck, if the skin isn't too tough.

Grekk, WAIT FOR THE WEREWOLF TO SCREAM-HOWL IN COMPLETE RAGE. When Galvin has insulted him to the breaking point, punch his lower body and try to disarm his legs. If you can prevent him from moving, that will make the fight all too easy.
>>
No. 689041 ID: cf91e4

>breed his children like rabbits and sell their diseased half-dead bodies
Jesus Kome!

Keep taunting him; back up slowly(act like you're losing ground) to make it a farther distance to retreat back to his cave, stop before you get to the treeline.(don't want to trip in the roots there) Your goal is to hold your own til your friends kick in. Focus on defense. (It's ok to get hit, just do your best)

Grekk, wait a second or two(it's actually a long time in a close quarters fight with someone that can make quick short attacks) to make sure he's engaged then try to flank him on the side.

Izzy; stealth up opposite of Grekk. Engage once Grekk either hits or is discovered. If you are noticed, back away and try to circle him/get in a blind spot. He can't focus on 3 people all around him at once and if you're the one he thinks is the least threatening(small kobold) he'll probably slip up enough you can get in his guard. Duel slash when you're sure you can get a good hit.
>>
No. 689046 ID: d9d503

Well, time for murderhobos to murderhobo. Stay on the defensive until your allies can get close enough to join the fight. You don't need to taunt further, as that is as likely to distract you as your enemy.
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No. 689088 ID: 433720

Try to knock him out, a live specimen is better than a sample.
You might get a better reward!
>>
No. 689241 ID: 90f3c0
File 145032322094.png - (75.60KB , 800x650 , 88.png )
689241

You parry the werewolf's slashes as best you can while falling back. The werewolf is too fast to effectively block with your ax. A few attacks make it past your guard, but most glance harmlessly off your armor. You take minor damage.

“Is that all you got?”

While you keep he distracted, Grekk approaches and punches the werewolf in the stomach. The werewolf resists the shock effect.

Grekk: "Damn, this guy's tough!"
>>
No. 689242 ID: 90f3c0
File 145032327936.png - (55.01KB , 800x650 , 89.png )
689242

The werewolf lashes out with its superior speed and grabs Grekk by the arm.
>>
No. 689243 ID: 90f3c0
File 145032333658.png - (97.38KB , 800x650 , 90.png )
689243

The werewolf slashes Grekk's throat, dealing him critical damage! At the same time, Izzy leaps at the werewolf's back and strikes him from behind.
>>
No. 689260 ID: d9d503

Looks like time to use your Taunt ability again, while the others use dps abilities.
>>
No. 689278 ID: cf91e4

Galvin, taunt and chop the arm holding Grekk. Either he backs off to avoid most of it or you get a damn good hit and possibly dis-arm him. An attack like that should help to make him focus on you.

Grekk, berserk and try to keep his *other* arm still to minimize his damage so long as he keeps hold of your right arm. If he backs off then take a step back/out of range to elemental boost/let Galvin take the heat. We'll get you patched up as soon as we're done here.

Izzy, keep stabbing unless/until the werewolf lets go. Back off at that point, a solid hit like that will take you out.

He's at what looks like 2/3rds health. We aren't doing as much damage as I'd hoped. I just pray he doesn't get any bloodied effects.
>>
No. 689712 ID: 90f3c0
File 145065930858.png - (68.68KB , 800x650 , 91.png )
689712

You use Taunt and draw the werewolf's attention back to yourself.

“Over here, idiot!”

You strike the werewolf left arm hard with your ax! The werewolf's arm is crippled, Grekk slips free of its grasp.

Izzy uses Dual Slash, striking the were wolf in the legs twice.
>>
No. 689713 ID: 90f3c0
File 145065936473.png - (84.40KB , 800x650 , 92.png )
689713

Grekk uses elemental strike and boosts the electric effect of his weapon. Grekk punches the werewolf hard in the gut. The werewolf's low health makes him more susceptible to status effect. The werewolf is stunned, leaving it open to attacks!

You could finish this with a single blow...
>>
No. 689717 ID: 5ad4a7

Tell him to surrender or die!
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No. 689718 ID: 2ccbb3

Grekk: Kiss werewolf while using your electric knuckles at full voltage on his eyeballs. Vegetate him.

Izzy, get on his neck and prepare to slice his neck.

Galvin, look around for any other werewolves. Charge up an attack just in case.
>>
No. 689804 ID: 740428

Honestly I don't see this in ending any way other than the death of the werewolf. They have already said they are willing to cause the death of random humans who are not even in the forest; I don't think there is any deal we could realistically make that would satisfy them.
>>
No. 691962 ID: 90f3c0
File 145207224819.png - (55.60KB , 800x650 , 93.png )
691962

“Give up now, and we'll let you live!”

Grekk grabs the werewolf by the neck and threatens him with his knuckles.

Grekk: ”No, we can't just let him go! Left alone he will continue to attack adventurers and spread the infection, we should finish this now.”

“Werewolf, will you leave the humans alone if we let you go?”

Werewolf: ”I will not let humans hunt family.”
>>
No. 691963 ID: 90f3c0
File 145207229128.png - (103.70KB , 800x650 , 94.png )
691963

Izzy: “Boss, I hear something coming!”

Werewolf: “I did not want family involved. But they have come. You should not have hesitated. “

Two wolves slink out of the darkness of the cave, and two more approach from behind.

Werewolf: ”You leave now, maybe they will let you live.”
>>
No. 691984 ID: 2ccbb3

>>691963
The enemy intends to fight to the death, and you can't let him go or the infected will feralize. Assess the situation and decide if you can take on the wolves. If you can, then brutalize the execution of the werewolf in hopes that the other wolves will back off. You can attempt to knock him and the others out, but I don't think you have the skill to do this without Celdat's firearms.

Grekk, prepare a healing potion. Galvin, prepare to use all your Stamina. Izzy, get to high ground and jump on the wolves' backs from above.
>>
No. 691987 ID: 5ad4a7

These are just normal wolves, aren't they? "Family" my ass.

Toss food at them. Then execute the werewolf, take the sample, and get gone.
>>
No. 692000 ID: cf91e4

They're just wolves. Each of you should be able to take on one and win no problem. Finish him off, then ROAR in the wolves direction! Try to make it seem like fighting big strong you is a bad idea.
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