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File 155602554171.png - (3.73KB , 639x345 , 00000-opening street.png )
930854 No. 930854 ID: e715fe

Alright. Today's the day I'm going to register for the dungeon guild. Saved up my money. Sold my old junk. When a town runs on protecting and exploiting these old holes, these otherworldly entryways, there's always a demand for more people to dive in.

Anyway, today is the day! So I'm going in.
Expand all images
>>
No. 930857 ID: e715fe
File 155602623550.png - (3.95KB , 639x345 , 00002-dungeon guild.png )
930857

The dungeon guild is the biggest and most impressive building in town, and it's the main hub for all of this business. It keeps the town running, and keeps the town and surrounding areas safe from monsters that sometimes try and escape the tunnels below.

Receptionist Kelly: "Welcome to the dungeon guild. If you need anything, just let me know. Registering is pretty easy."
>>
No. 930859 ID: e8f59c

B. Always check the instructions.
>>
No. 930862 ID: 0fae41

C. Always check the what-ifs.
>>
No. 930864 ID: e715fe
File 155602934313.png - (5.95KB , 639x345 , 00002-dungeon guild(b&c).png )
930864

"I'd like to know what I'm getting into, first of all." you say to the receptionist lady.

Kelly nods her head and explains with an air of expertise on the subject. "The dungeons are shifting tunnels, we think they're mystical, or demonic, or some other such phenomenon. The origins are beyond us, but what we know is all practical. There's valuables, monsters, danger, and glory to be had down there. Nobody knows how deep it goes, and sadly, sometimes people die attempting to reach the bottom."

You thank her, and then ask "Hey, is it fine to just go on in there without registering?"

That question makes her fidget and look more uncomfortable, but that's understandable considering her job.

Kelly says, "Well, yes. You could. But this guild has services for members only, offers starter packages at discounted rates, and other shops recognize our certificates too. They might have more for sale, or accept bespoke work, if you wanted something specific."
>>
No. 930867 ID: 0fae41

C. We're so much smarter than the guild chumps! Think of all the money we'll save!

By the way, you're a different Raycaster from the one in 2009/10, I take it?
>>
No. 930868 ID: e715fe

>>930867
Now why would I be a different Raycaster? I mean, I have been gone about a decade, but I mean, this chapter of my life isn't over yet. No Shipwrecked or Render Quest though.
>>
No. 930869 ID: 64356b

>>930864
A

The benefits of registering sound like they'll help a lot!
>>
No. 930874 ID: f2320a

>>930864
The benefits of registering sound like they'll help a lot!
i want to know all
>>
No. 930876 ID: 0fae41

>>930868
Couldn't be sure without the trip. Can't be sure, technically, but it doesn't actually matter.
>>
No. 930878 ID: 477b7d

If it literally only costs 1 and there's no other commitments, might as well Register (A).

It's not like we're going to go to a store next and find something for exactly 250 that we'll miss out on.
>>
No. 930879 ID: 91ee5f

>>930864
A
>>
No. 930880 ID: 10a335

A. I mean, what could go wrong?
>>
No. 930890 ID: 2202fb

C. Lets give this up and go do something safer, like build a fort and pillage bandits or something.
>>
No. 930906 ID: e715fe
File 155605284550.png - (3.89KB , 639x345 , 00002-dungeon guild-stats.png )
930906

Found my trip! I forgot how to do that.

You say to Kelly, "Well, I think I might as well register, if there's no catch to it."

Kelly says, "No catch, apart from that you are signing up for the defense of the town, not holding us liable, and there's a month-inactivity fee... but basically nobody ever gets hit with that. It's only, like, 10¤ so if you can eat, you can afford it." she explains in brief.

As she gets up from the registration desk, she beckons you to follow her through a side door decorated with the usual workplace clutter bits of paper and signage, and through it, there's a man in robes sipping on some coffee.

Kelly says, "Alright, this here is Hector, and he's our onboarding specialist. He'll cast a spell to determine what your attributes are, and then you can fill in a form of a few odds and ends afterwards.

You go to sit at the front side of Hector's desk, and he leans over to shake your hand and all that. Attributes, huh? That sounds exciting. Nothing you probably didn't already have a feeling of about yourself though.

Hector casts the spell without much delay, and only a little explanation.

Rolls to attack are based on the governing attribute for that weapon, depending on what you use.
Attributes with a rating of 0 are unable to be used. That sorta stuff.
>>
No. 930907 ID: 75379c

5 mage
3 warrior
2 rogue

This is probably a bad spread someone suggest something better
>>
No. 930909 ID: 8eaf98

W:3
R:4
M:3
why specialize when you could just not?
AC = 0.5*(W+R)+4 right? rounded up or down?
>>
No. 930910 ID: 0fae41

6 mage 4 rogue. The W stands for Wimp.
>>
No. 930911 ID: e715fe

>>930909
Yes, it rounds down. So those stats give 7 base AC. Attack rolls are made with 1d6+attribute+relevant skill if taken, just so you can know in advance.
>>
No. 930912 ID: 977456

>>930910
Well this sounds unerringly correct. Please take my vote!

"So is there a place to get brain-damage around here? And do they have those annoying "drunk diving" posters?
>>
No. 930913 ID: 688dd6

Warrior all the way.
W: 7
R: 2
M: 1

>>
No. 930915 ID: 8eaf98

>>930913
you can't though, 7 isn't allowed
I also vote for having AT LEAST 1 in all three stats (and so against anything that would include a 0 stat) so we don't close options off from ourselves completely
>>
No. 930918 ID: 91ee5f

>>930909
I vote for this!
>>
No. 930925 ID: 688dd6

>>930915
W6 R3 M1 then
>>
No. 930926 ID: b1b4f3

W:6
R:2
M:2

A solo character should be durable first and foremost, with some useful side skills.
>>
No. 930930 ID: 422cea

W: 5

R: 2

M: 3
>>
No. 930959 ID: e715fe

Well before I do the next update, you can check out the questdis thread I made with the system I'll be using for all this.

https://tgchan.org/kusaba/questdis/res/129222.html

I'm seeing a lot of suggestions for high W or high M, but only one or two seem to be looking at R stat.

I'll work something out.

Update (or updates) tomorrow!
>>
No. 930972 ID: e715fe
File 155607693620.png - (4.66KB , 639x345 , 00002-dungeon guild-stats completion.png )
930972

Just kidding about the tomorrow thing. I sat and thought on it too much.

After only a few moments, your aura is drawn out by the spell Hector casts upon you, and it, in turn, is transferred to a sheet of paper which he hands to you. So there it is, on paper. Your attributes. You did have a feeling it was something like this, even if there were times when you thought it might have been iffy.

Hector says, "Well now, we could use more like that. More like we could use more of everything, but with a little training, you could join in on the higher circle spell rituals and pick up some extra money that way."
>>
No. 930974 ID: e715fe
File 155607717454.png - (23.72KB , 639x345 , 00002-dungeon guild-skills entry.png )
930974

Hector continues by rummaging through his paperwork for you, while you study your attributes a little more closely. There's a peculiar feeling when you see parts of yourself written out in such a stark and numerical way.

The next paper Hector hands you is a list of different types of skills. He tells you that it's free-entry, and to just circle the three skills you feel best represent your abilities. He does admit that there are plenty more skills out there apart from this, but these are mostly the ones the dungeon guild has highlighted as particularly useful for this type of work.
>>
No. 930975 ID: 0fae41

Unarmed, Axes, Thaumaturgy. Understand your arcane potential. Then ignore it and chuck your weapon at opponents, before grabbing them in a headlock.
>>
No. 930978 ID: fbbf34

Blunt, Thaumaturgy, Athletics
>>
No. 930990 ID: 422cea

Unarmed, swords, and thaumaturgy.

Be one with the blade, and the kung-fu, and apply a fire aura to both.
>>
No. 930991 ID: 91ee5f

>>930974
Athletics

Awareness

Polearms

>>
No. 930994 ID: 977456

Awareness, Dowsing, Unarmed. Let not the darkness impede our casting of Fist.

Too bad we missed the magical girl option of transforming between M and S W due to seemingly-random forces beyond our control.
>>
No. 931009 ID: 8eaf98

Awareness -knowing is half the battle

Polearms -cause good weapon

Thaumaturgy -hard to be a mage otherwise
>>
No. 931013 ID: 688dd6

Athletics, Swords, Thaumaturgy.
>>
No. 931027 ID: a9af05

>>930991
These sound good.
>>
No. 931033 ID: 7fb87a

>>930974
Blunt
Awareness
Thaumaturgy

'cause it spells BAT
>>
No. 931047 ID: 8eaf98

>>931033 I can spell PAT with mine! Polearms Awareness Thaumaturgy
>>
No. 931053 ID: 977456

Can we rename Blunt to Clubs? Cudgels? Clobbering? Or better yet, go wholly with the theme and use Claws!
>>
No. 931068 ID: 7f178c

Awareness, Thurmaturble, Unarmed. (y)
>>
No. 931069 ID: ac10e5

Swords, Thaumaturgy, Alchemy.
>>
No. 931080 ID: e715fe
File 155616249591.png - (10.81KB , 639x345 , 00002-dungeon guild-talent entry.png )
931080

The votes are in!
thaumaturgy IIIIIII
awareness IIIII
unarmed IIII
athletics II
blunt II
swords II
polearms II
axes I
alchemy I


Ha ha holy shit, you circle thaumaturgy so fast it almost formed a spell. You resist the urge to add the other sigils and runes around it. Good ol' grandpa taught you lots about how magic *works*, not just how to do it. You figure you're pretty well aware, too, since when people ask you to get something for them, you can usually find it without looking at it and missing it. That sounds right. And hey, when you use your fists to fight, you're not liable to drop your weapon, it's always ready to go, nobody tells you to check them at the door...

Anyway, you put in your form, and Hector seems to think it makes for good choices. He nods and does that appraising eyebrow lift and downturned ends of his mouth sort of look at it, at least. He files it with the first, and then hands you one more sheet.

Hector says, "This is the last serious one, promise. Then you're home free and you can make use of all our services. That includes the fun sort of brain damage, if you're talking about having a cold one. You'd want to see Kragg about that. For the less pleasant forms of brain damage, the dungeon should suffice."

Oh jeez, it's one of those 'please list any additional skills you think might be helpful' type of things.
>>
No. 931082 ID: b1b4f3

>>931080
Armored Caster seems important for a spellsword.

How many skills are we picking here?
Not sure why we'd use Dual Wielding even if we were using weapons. If it doesn't add a second attack, what does it even do?

Tough As Nails looks incredibly good, why is there no cooldown listed?
>>
No. 931083 ID: 688dd6

Tough as Nails, Armored Caster, and/or Channeller.
>>
No. 931087 ID: 094652

Armored Caster
Tough as Nails
Leadership

Hey, can we get negative perks to gain bonus positive perks?
>>
No. 931088 ID: e715fe

Oh wait whoops. You get to pick ONE talent from this talent list. This is something you can do without rolling dice. It just works.
>>
No. 931089 ID: e715fe

>>931082
I guess after a level up (or advancement as it is called) you could get Two Attacks as a Talent after having that one.

The cooldown will probably be something like 100 turns or something. Maybe 50. 50 sounds alright.
>>
No. 931092 ID: 8eaf98

>>931088 In light of new restrictions, I vote Tough as Nails.
>>931089 In light of new-new information, I vote Armored Caster.
>>
No. 931094 ID: 7f178c

All of them. Circle the whole form.
>>
No. 931095 ID: 91ee5f

>>931080
Armored Caster
>>
No. 931098 ID: 8eaf98

>>931094
that was my original vote too, but >>931088. Also, it seems to be a write-in form.
>>
No. 931099 ID: 977456

Craftsman: Nailed It!
Mastery of the art of "with nails in it".
It is a plank... with nails in it! A glove... with nails sticking out of it! A Chain shirt... with barbed chains! Headband... Liberty Special! +2 codpiece of piercing! Adding spikes to everything is the only path to true power!

Or we can just ask for "I cast Fist" and maybe get mage to unarmed on a cooldown or something... or is that a higher-level spell?
>>
No. 931107 ID: e715fe
File 155620050209.png - (6.32KB , 639x345 , 00002-dungeon guild-charactersheet.png )
931107

So you put in a few words about how you're able to cast spells while wearing bulky armor without as much difficulty, which is really quite handy.

Hector says, "That ought to do it. Just put your name and sex here and you'll be a full fledged member, free to go and have your run of the dungeon. Or prepare for it in town."

Name the character, and pick their sex! The character making is over after this, I swear.
>>
No. 931113 ID: 8dbfc2

Jungian, Male Spellsword
>>
No. 931118 ID: 64af44

>>931107
Cendrica "Scrumptious" Gemson, Intersex Spellsword
>>
No. 931120 ID: 91ee5f

>>931107
Sex: Male

Name: Drake Irving

>>
No. 931122 ID: a9af05

>>931120
Can't think of a better name, so I'll choose this one.
>>
No. 931124 ID: 465a14

Name: Steve
Class: Shirt
Sex: Male
>>
No. 931132 ID: 977456

Cedricka
Transgenderist (or whatever the term is for transhumanist as applied to gender)
>>
No. 931134 ID: 288907

Male

Ivan Drake
>>
No. 931135 ID: 8eaf98

>>931118
I'll second this but with a gender of neuter
why deal with the hassles of gender when you could just not
>>
No. 931136 ID: 0fae41

Octavia, female. (Or Octavio for male.)
>>
No. 931138 ID: e8f59c

>>931113
I like the sound of Jungian.
>>
No. 931144 ID: 7f178c

Male.
Hunter Masterslab.
>>
No. 931147 ID: e715fe
File 155624443584.png - (5.20KB , 639x375 , 00003-signup complete.png )
931147

You put your information down on the form, and then Hector collects it and puts it in your file. He casts a spell on it, which creates an ID card just for you. Which he also gives to you. Then, being Hunter Masterslab, you take the ID card, and then stride out of the guild hall like a badass. Hector and Kelly both thought that looked cool, no need to roll to impress.

Actually you might have wanted to go do other things in there, but that's up to you now that you're free to roam in the fresh air and see what all those other numbered buildings are. You do have a fair bit of ¤¤¤ to spend, after all.
>>
No. 931148 ID: 8eaf98

>¤¤¤?
is that three time-units?
first off let us remember what all the different buildings and their numbers are (or go check)
>>
No. 931149 ID: 688dd6

Buy sweet armor and pay a surgeon to take your arms off, since you spent that skill point on Unarmed and all.

If you can't find one I guess some spiked gauntlets would do.
>>
No. 931150 ID: e715fe

>>931148
Ok!
1 is dungeon guild
2 is general goods (food, torches, etcetera)
3 is temple
4 is magic store (potions, scrolls, spells, magic implements)
5 is armors
6 is weapons
7 is pets
8 is home
>>
No. 931151 ID: 8eaf98

>>931150
let's take a look at the magic shop to see all the cool things we probably can't afford!
>>
No. 931158 ID: 0fae41

Weapons? We don't need no stinkin' weapons!
Go to the armor store and get the most expensive items on your shopping list first. Torches, food, and sundries can squeeze into the cracks of your budget.
>>
No. 931161 ID: 977456

7: Pets! It is right next-door and isn't reliant upon our own abilities. Either they are overpowered at low levels or underpowered at all levels, let's go see which!
Also, we may want to hit a magic shops sooner rather than later, as that would be a source of spells which we may not have any of at all.
Ummm...

I
Also check our spells page.
>>
No. 931162 ID: ac10e5

Magic shop first. What if they have magic armor?
>>
No. 931168 ID: e715fe
File 155625565520.png - (4.83KB , 639x375 , 00010-magicshop.png )
931168

Well, you have been wanting some spells of your own for awhile now, and saving up all you could up until now is going to help out with that. You hear a first circle spell costs 25¤!

So you make your way around the corner, and into the magic shop. The Ladle in the Pot Little Town Magic Shop and Potion Emporium.

The shopkeeper introduces himself as Arturo and every time he says his own name, which is as often as possible, he inflects the syllables as though they required particularly eloquent navigation.
>>
No. 931169 ID: 977456

Moon Art-your-oh then
c continue with the crescent theme.
>>
No. 931170 ID: 0fae41

D. Avoid any magic wands by Hitachi.
>>
No. 931177 ID: 094652

C
>>
No. 931179 ID: 8eaf98

>>931168
let us talk to Arturo and help him indulge his love of his own name (might help us get a little discount if he like us)
>>
No. 931183 ID: b1b4f3

>>931168
C. Show me your spell books, Arturo
>>
No. 931184 ID: 91ee5f

>>931168
C
>>
No. 931186 ID: a9af05

>>931168
C
>>
No. 931196 ID: e715fe
File 155631130034.png - (9.96KB , 639x375 , 00010-buying spells.png )
931196

From what you remember, there are four circles of spells, ranging from the easiest and weakest, to the hardest and most powerful. It would be hard to snapcast a fourth circle spell for just about anyone, but that's why you can do spell rituals over time to make it easier.

You also remember to show your guild ID to Arturo, and ask, "Hey, I'm in the guild now, there are any guild privileges here?"

Arturo replies, "Yes, several. While I may not go scrambling for whatever errant made up spell you might come up with, I will however, give a good bundle discount. After all, you need a spellbook if you intend to take up the noble arcane arts."

Looks like 10¤ off if you get the bundle. You know enough about spellbooks to add more too it, of course.

If you pick C, pick two first circle or one second circle spell. You can pick more than that, but they'll cost.
>>
No. 931200 ID: 8eaf98

I don't trust no leather book, we need metal!
Metal book, Heal touch (for self heal), magic dart (for range), identify (knowledge), and summon food (never know how common food will be in a dunge)
40+25+25+50+50=190
Spendy, but not like we will need much else being unarmed and all. Also, the highest armor we can currently use without penalty is scale with a base cost of 23. Alternatively, for a minus 1 penalty, we can get Lamellar armor with a base cost of 35
Before confirming any order here lets see the next page too.
>>
No. 931207 ID: 977456

Hrmmmm, ranged heals and free meals is tempting...
The hungry, pained monster attacks! You have been eaten...
The satisfied, calm monster attacks! You have been mounted on the wall as a vending machine...
Sounds like a good deal to me?
>>
No. 931210 ID: 0fae41

Doesn't frostburn have a 33% fail chance if on a 1 or 2 it does no damage?
Get the guild spellbook, include healing touch & magic dart while also telekinesis. That should be enough for our spell budget.
>>
No. 931221 ID: e715fe
File 155631964535.png - (8.25KB , 639x375 , 00010-betterspells.png )
931221

You say, "Well, the staples and fundamentals are all well and good, but I'd like to see your higher circle spells before I decide."

Arturo nods his head and goes on to display the rest of his wares in the area of spellcasting. He admits he doesn't have as many as he would like of these higher circle spells, but he would gladly add more to his stock.

While you shop a little more and think of what's needed, the two of you idly chat about the different magic systems, how your grandpa had to contend with Vancian magic, and eventually you talk a little shop about gesture chaining to transition from one spell to the next.

You kinda like this store.

(also frostburn is minimum 1 damage)
>>
No. 931222 ID: 8eaf98

>>931220
Alright, guys as far as I can tell the earth elemental has no expiration other than us dismissing it and no limit to how many we can have, combine that with summon food and we become a self-sufficient, if slow, earth elemental factory. Thus we can, with enough time, get ourselves a massive earth elemental army! Though I doubt this will fly with Raycaster, in which case I stand by >>931200 as our spending arrangement for magic.
>>
No. 931223 ID: 688dd6

Casting my vote for "close your eyes and select everything entirely at random"
>>
No. 931224 ID: b1b4f3

I vote healing hand and identify, with the Guild Spellbook. This is our first trip into the dungeon, we don't need anything special and we haven't even SEEN the other stores.
>>
No. 931233 ID: a9af05

>>931224
I agree with this. Let's get these.
>>
No. 931263 ID: 91ee5f

>>931224
Yeah, let’s get these.
>>
No. 931278 ID: 977456

>>931223
+1

Question about Healing Hand, and other such spells: Can we touch ourselves?
>>
No. 931281 ID: 91ee5f

>>931278
>Can we touch ourselves?
Not in public! We can’t do such lewd things like that!
>>
No. 931307 ID: 86f8cb

what rougelik is this
>>
No. 931310 ID: 094652

1. Enchant Weapon - You're a magic swordsman, so this is a must. The 33% chance to fail hurts, but you can cast it twice before going into a big battle.
2. Healing Light
Since your Rogue level is minimum, you're probably going to be hit multiple times by enemies and traps. Healing is a must.
3. Create Food
You have a large mana pool.

Ask if the guild book has a higher spell capacity, mana crystals installed, or is just plain durable. Get the one-time deal anyway.
>>
No. 931316 ID: 688dd6

>>931307
Tha Dunge
>>
No. 931317 ID: 8eaf98

>>931310
the guild book is just a 10 discount on a leather book with two first circle spells or one second circle spell. The metal one should be more durable, though I suppose a clarification on the difference between the two would be nice.
>>
No. 931387 ID: 719d94

>>931310
Enchant weapon brings up a good point. We're more of a magic pugilist than a magic swordsman, so it's important we clarify that our body counts as a weapon for the purposes of spellcraft... or if we'll need to find one of those spells that druids use to power up their fuzzy friends.

So add that to "can we touch ourselves?" from earlier. If our body is a weapon, then enchant weapon sounds pretty great.
>>
No. 931435 ID: e715fe
File 155648537338.png - (5.71KB , 639x375 , 00010-spells bought.png )
931435

3 votes for healing hand and identify with guild spellbook!
>>931310 The guild spellbook turns out to be just the leather spellbook, but with special guild monogramming and logos on it. It's still a fine spellbook though. As for something with mana crystals... the closest thing to that would be a [b]magic implement[/i], which is something else.
>>931317 The metal spellbook is probably more durable and protective, but doesn't have much in the way of extra features.
>>931387 Anybody can use any weapon, so enchant weapon might be good if we do bring a weapon for whatever reason. I might add knuckle weapons or something too.


You decide to get c - guild spellbook with l - identify for 60¤ and buy e - healing hand for 25¤
This brings your total money down to 164¤.

Arturo prepares the pages for you and sews them skillfully into your spellbook, presenting to you the final work.
Picked up: c - guild spellbook, its spells are now yours to cast.

Now you know magic implements are magical tools that can help with casting certain spells, and usually are something like a ring or a wand, or maybe even a gauntlet-- and can be charged with magical energies. They come in four ratings of power and are very expensive, and must also be attuned to specific spells for which their energies can be used to cast. You could look at them, or maybe have an item made into one... but you can always come back later too.
>>
No. 931436 ID: b1b4f3

>>931435
Check magic implements.
>>
No. 931440 ID: e715fe
File 155648860467.png - (8.22KB , 639x375 , 00010-magic magic implements.png )
931440

>>931436
You can't help yourself. You just gotta see. Magic implements are always cool.

The idea is, you tune them to a spell you know, and charge it with mana, and then you can use its mana charge to cast that spell instead of your own. You can tune it any time in town, and it costs 2 personal mp to recharge 1 implement mp.
>>
No. 931445 ID: 7f178c

I'd get that crystal pendant. Dungeon fashion is important y'know.
>>
No. 931447 ID: 0fae41

Hey, a silver ring with healing touch would be pretty great!
Inquire how much enchanting a custom item usually runs, then tear your eyes away from the display cases and visit another store.
>>
No. 931449 ID: 977456

Check potions.
>>
No. 931452 ID: 2ae5ad

>>931387
>can we touch ourselves?
Lewd!

>>931440
Sheesh, all that stuff is fucking expensive! Let's not spend all of our money on this one store!

Go to a different store.
>>
No. 931453 ID: 094652

Get a mage-dagger and attune it to Healing Light. Then go to the armory and buy some light armor. Finally, enlist a party and delve.
>>
No. 931455 ID: ac10e5

Check the other shops, you can always come back. That being said, ring with healing sounds pretty darn good.
>>
No. 931457 ID: 977456

>>931453
But why torture dagger? It is more expensive and the healing blade gimmick gets old.
>>
No. 931469 ID: 688dd6

>>931453
>Take perk that lets us cast with heavy armor
>Buy light armor
DURRRRRR
>>
No. 931470 ID: 91ee5f

>>931440
Let’s go to a different store before we use up all of our money here.
>>
No. 931480 ID: b1b4f3

>>931440
Yeah let's not buy any of those.
In fact let's go to the armor shop next. We got the armor perk, let's take advantage of it.
>>
No. 931481 ID: 094652

>>931469
Dude, he's almost broke. Light armor is cheap.
>>
No. 931484 ID: 977456

>>931481
It doesn't usually work this way in roguelikes, but sometimes a cheap heavy armour offers more bang per buck than a cheap light armour. It is at least worth checking first. Like, a bamboo suit might block more than a leather tunic and cost about the same...
>>
No. 931487 ID: 8eaf98

Can we re-tune these things?
Let's keep the pendant in the back of the mind for now and go check the other places
>>
No. 931506 ID: a9af05

>>931440
Let's go to a different store
>>
No. 931593 ID: e715fe
File 155667536482.png - (5.14KB , 639x375 , 00010-it's go time(as in leave time).png )
931593

On one hand, magic implements are handy to have if you want to do magic, but on the other hand, you get sticker shock enough to get you to get the heck out of that store. You do ask about the price of enchanting an implement, and Arturo says it would be about rounded up to the next hundred from the circle price. Which isn't too bad. Definitely worth coming back for, once we have some dunge money.

But you should still prepare a little more before going. Maybe. You have 164¤ to spend and actually a few shops to visit still!

2 is general goods/food. You could get a ration or two here, maybe a torch or backpack.
3 is the temple. Good for healing and getting curses gone, but you don't need that just now.
5 is armors, because you're pretty sure you don't like getting hit easily.
6 is weapons. Anybody can use any weapon, so you could actually get a sword or fist knuckles or something.
7 is pets and animals. Maybe you could have an attack dog to help even the odds.
>>
No. 931594 ID: 0fae41

5 for armor, the next most important thing in your budget.
>>
No. 931596 ID: 8eaf98

I'm thinking create food will be a better investment than buying rations.
Let's look at the armors! To 5! (also show all the purchase pages this time please)
>>
No. 931600 ID: ac10e5

Armored caster. Go see about armor.
>>
No. 931605 ID: e715fe
File 155668071340.png - (8.12KB , 639x375 , 00021-hobart.png )
931605

did you know that ummmmm... it's time to armor up
You make your way across from Arturo's Ladle in the Pot Little Town Magic Shop and Potion Emporium to the much more succinctly named, much more plain and undecorated armor shop.

Hobart's Metalworks!

It's mostly about business with Hobart, he probably won't have any quests or extra things to do at all, you reckon.

You know with your thaumaturgy all the Armor Penalty (AP) scores listed here are reduced by 2. So you can get scale armor with no penalty at all, and the rest are less cumbersome for you.
>>
No. 931606 ID: b1b4f3

>>931605
Alright let's get scale armor and a small shield.

Next let's check the weapon shop to see if we can get anything that works with unarmed skill.
>>
No. 931607 ID: ac10e5

Get dat scale armor. Also, can you get a light shield too or does that add? 4-2 AP is bad, but if it's just 2-2 + 2-2 AP you can take that too.
>>
No. 931608 ID: 8eaf98

neat we can get a shield and and scale armor with no penalty!, or can we go lower on armor and get a cheeky negative armor penalty?
>>
No. 931610 ID: e715fe

>>931607
I'm thinking all numbers are cumulative, so penalty reduction just offsets total penalty.
>>
No. 931613 ID: 8eaf98

>>931610 just the scale armor then.
>>
No. 931615 ID: 0fae41

Scale armor and a large shield. You can put the shield down when you cast your non-combat spells!
>>
No. 931632 ID: 8eaf98

>>931615
oh this could be a reasonable idea. but we put it down in combat too. (a minus 4 on a d6 is a big deal) this idea would probably work better with a tower shield. but the idea is in general we have the shield but we can just like put it down and have it stand on its own while we spellcast that way for non-spell things we have the advantage of a nice shield, but it can be dropped at a moments notice to do spell things then equally easily be picked back up
>>
No. 931636 ID: 094652

Ask if they can make a tower shield with a bladed bottom, so you can dig the shield into the ground and use it as cover.
>>
No. 931683 ID: 977456

Heavy armour! Our body is a weapon, let it be a heavy, blunt, metallic weapon!
>>
No. 931690 ID: 8eaf98

>>931683
but... but.. our magic D=
also expensive
>>
No. 931846 ID: e715fe
File 155691773534.png - (5.24KB , 639x375 , 00021-cha ching.png )
931846

You go ahead and buy some scale mail and a large shield. You put on the armor straight away since you're going to be needing it momentarily, and sling the large shield over your back instead of holding it for the moment.
Acquired:
d - scale armor (3 AC 2 AP) (worn)
e - large shield (2 AC 4 AP)

You still have your clothes from before, too. In any case, that was probably a good buy, there.

Where to next?
>>
No. 931847 ID: 0fae41

Now, your weapon! Fists are good, but brass knuckles are better.
>>
No. 931848 ID: 094652

General goods, get supplies.
>>
No. 931849 ID: 8eaf98

lets go check the cost of food and general goods.
>>
No. 931865 ID: a9af05

>>931846
Go get some food. Eat the food if you are currently hungry.
>>
No. 931872 ID: b1b4f3

Let's check out the general store.
>>
No. 931897 ID: 977456

Do they have sauerkraut? Chillied beans? Curry? I hear that a good meal can result in fewer encounters.
>>
No. 932086 ID: e715fe
File 155710847101.png - (7.23KB , 639x375 , 00030 - you get a line i'll get a pole.png )
932086

Wow, your money is going fast. You saved up so long to get 250¤ through conventional means and you're already almost halfway through it. But, you know it's going to be dark in the dungeon, even if it isn't the darkest dungeon out there. You're also going to get hungry fairly regularly, and it might be a good idea to bring your own food, in case the dungeon food isn't catered well. Maybe a backpack to hold your loot too.

But either way, you walk up to Wayne, the owner of Tucker's General Store, and give him a greeting. Time to see what he's got for you today.

Looks like he's got some rations, some apples, a grunt tube -- yum! Plus a bunch of other miscellany.
>>
No. 932087 ID: 8eaf98

j l m n o p also what is a grunt tube, i feel getting the summon food will be a better investment then buying actual food
>>
No. 932088 ID: e715fe

>>932087

A grunt tube is most specifically, 13 different kinds of meat wrapped in meat like a burrito made of only meat. Served with your choice of dippin' sauce.
>>
No. 932089 ID: 7f178c

Totally get the grunt tube. Also ask what an iron ration is.
>>
No. 932090 ID: e715fe

>>932089
I'm thinking the iron ration is just extra well preserved food in a case that's hard to damage. Food of last resort, but also better for wear and tear and whatever.
>>
No. 932091 ID: 0fae41

>>932089
Iron rations are typically effective, efficient, but tasteless. Like hardtack.
Backpack, 4 torches, lantern, 3 lamp oil, pole, rope, 5 rations, and a spare change of basic clothes. That should run up 30 gold.
>>
No. 932092 ID: b1b4f3

>>932086
Why is that set of Champion Clothes orange?
Get three rations, a backpack, and... wait, you can't just hold the torch can you? We need an open hand for hitting things.
Can you affix the lantern to your belt for light?
>>
No. 932093 ID: 094652

Get one of each gear type, 6 apples, and 4 grunt tubes.
>>
No. 932281 ID: e715fe
File 155733451192.png - (5.26KB , 639x375 , 00030-grocery shopping and more.png )
932281

You pause for a moment after you gather your purchases to wonder why the owner of Tucker's General Store is named Wayne.

Thanks to your backpack, your inventory space has increased from 26 items to 52 items!

Items acquired:
f - backpack (worn)
g - 4 torches
h - lantern
i - 3 lamp oil
j - pole
k - rope
l - 5 rations
m - basic clothes
n - grunt tube
o - 6 apples

The last shops that probably matter for now is...
6 a weapon store
7 a pet store

But you're feeling more confident you could take on the dungeon just a bit too.
>>
No. 932282 ID: e715fe

>>932092
You equip light sources in the light source slot! It's convenient.
>>
No. 932285 ID: e715fe
File 155733558363.png - (5.89KB , 639x375 , 00030-status screen.png )
932285

Status screen in progress. It's going to probably show more stuff that isn't in the display bar later too!
>>
No. 932287 ID: b1b4f3

We should at least check the weapon store.
>>
No. 932289 ID: a9af05

>>932281
Weapon store
>>
No. 932291 ID: 891b91

Let's hit up the pet store first! It's gotta be lonely down in the dungeon, so it might be nice to have a little buddy to tag along with us.
>>
No. 932294 ID: 8eaf98

>>932289
Weapon store
>>
No. 932373 ID: e715fe
File 155740005307.png - (9.50KB , 639x375 , 00073-weapons for everybody.png )
932373

You make your way over to the weapon shop at long last, and hope you have enough money to buy something there. Once you get inside, you realize, however, that weapons are fairly cheap and you could get whatever you need.

Some things to keep in mind though, your rolls are based on the governing stat so most of the weapons will use Warrior, which we have good rating in, while the dagger and ranged weapons use Rogue. Additionally, crossbows and firearms need to be reloaded after firing.

A brief conversation reveals that Brimley is actually in collusion with Hobart, in that each of them could make both weapons and armor, but they would compete for sales. This way both businesses get customers. These are some crafty craftsmen.
>>
No. 932380 ID: 91ee5f

>>932373
We specialize in unarmed, so it only makes sense that we buy the Knuckles.
>>
No. 932382 ID: 8eaf98

Knuckles all the way and lets get summon food with the rest of the money.
>>
No. 932384 ID: 891b91

>>932373
Going with the knuckles because of our unarmed specialization make sense, but... axes are cool. Ask the weaponsmith if he could custom-forge a set of knuckle-axes -- knaxes -- for you.

If not, then yeah get the knuckles I guess.
>>
No. 932391 ID: a9af05

>>932373
Knuckles
>>
No. 932395 ID: b1b4f3

Tha Dunge and Knuckles
>>
No. 932398 ID: 094652

Wander around town for team members to hire.
>>
No. 932403 ID: 8eaf98

>>932398
No no no let's see the Dunge first before we start needing to divide loot (I am assuming we can leave, as in start ascending, the Dunge and come back up whenever we feel we 'have enough')
>>
No. 932412 ID: 977456

Knuckles + pistol + 20 bullets.
Tha Dunge sounds like a short-range environ, but a ranged option is very nice, and the damage on that pistol...
>>
No. 932414 ID: 094652

>>932412
Not unless we hire a rogue, our character has Rogue Lv. 1 and you can expect him to miss the broadside of Mount Everest.
>>
No. 932415 ID: 58b4f3

>>932384
Closest thing you'll get to that would possibly be claws. However, that would probably require our Rouge stat, which sucks.

We'll be better off with the regular knuckles.
>>
No. 932444 ID: 977456

>>932414
A ranged option can be pretty important. If a melee opponent is stationary, then it is a free win. If they are just a distance away, then we get a free attempt to get lucky while they close. Either way it pays for itself in the long run.
>>
No. 932448 ID: 91ee5f

>>932444
Not with our terrible Rouge stat!

We’ll be lucky we don’t drop the gun and have it go off and shoot us in the head!
>>
No. 932577 ID: e715fe
File 155761368643.png - (5.31KB , 639x375 , 00073-enter the fist.png )
932577

Sorry about the delay for the obvious update I was having some life and it wasn't fun.

You buy some metal knuckles to put over your regular knuckles, and feel good about the purchase. You do decide to stay away from the awesome pistol, as well as anything to do with makeup. Your Rogue stat might be pretty bad, but your rouge stat is even worse.

Acquired and equipped:
p - knuckles (1d6/2+1)
>>
No. 932578 ID: b1b4f3

I guess we can look at the pets before we go.
>>
No. 932584 ID: 891b91

Seconding the pet store, let's at check it out before we head out.
>>
No. 932585 ID: 8eaf98

>>932578
>>932584
fine
>>
No. 932589 ID: 91ee5f

>>932577
Might as well look at the pets.

We’ll also need to see how much pet food costs, so that if we find something we want to buy, we’ll be able to decide if we can afford it and the food now or if we need to wait and come back later for the pet and food.
>>
No. 934325 ID: f135f4
File 155909372560.png - (6.46KB , 640x375 , 00100-the stroking zoo.png )
934325

After taking way too long to check up on every menu and looking at the complicated controls, you go ahead and walk over to the pet store, and make your way inside. It's your standard pet shop, looks like. And sounds like. And smells like. It's got a general din of animal sounds and the smell of pet food and whatever else goes into that mix in the air.

The pet shop owner introduces himself as Chester Scranton, and shares his opinion of the importance and value of a companion animal.

You're starting to have suspicions about Chester.
>>
No. 934326 ID: 8eaf98

>>934325
dont think those will be helpful for our first delve
>>
No. 934328 ID: 977456

Buy the scarf and get dunging.
>>
No. 934329 ID: b1b4f3

Alright I think we're done. Time to go down.
>>
No. 934332 ID: 24a6a2

Examine that apple snake.
>>
No. 934339 ID: f135f4
File 155909644009.png - (7.71KB , 640x375 , 00100-sssssssss.png )
934339

>>934332
Might as well since we're here. Not that you really feel inclined to stay here very long. The apple snake is definitely a classic, and it looks like it could probably help you in at least, a small scale fight. You could even heal it with healing hand if need be.

Chester is really giving off some sleazy vibes, though. You're starting to have some suspicions about him.
>>
No. 934340 ID: 0fae41

Commence dunge.
>>
No. 934342 ID: b1b4f3

Oh hmm. The stats on these things aren't too bad.
Buy the snake, rescue it from this weirdo.

...we can't have more than one pet can we?
>>
No. 934343 ID: 8eaf98

wait before we go down let's have a little mock battle against like 2 dummies or something so we know what to expect
>>
No. 934355 ID: 977456

Does it die if it tries to move into another snake's tail?
Good scarf! Purchase! Then Dunge.
>>
No. 934362 ID: 094652

Ask Chester if he has any tools for capturing beasts in the Dunge. Then leave while you're still healthy, this place is a dung heap with kittens stuck inside.

Mock battle seems like a good idea, one-time free xp point right?
>>
No. 934364 ID: 91ee5f

>>934339
.....even though everything Chester has said makes it sound like he fucks the animals, I think he may not actually be doing that and is just accidentally saying things that make him sound weird.

Like what he’s saying now, “Something to keep you warm in bed at night.” He might mean “curl up next to you in a cute way” and not the “have sex with the animal” we’re all assuming he’s talking about.

But if that is what he’s talking about, is there someone we can report him to for animal abuse?

>>934342
>Buy the snake, rescue it from this weirdo.
I agree, let’s buy the snake!

With that high Rouge stat, this sneaky snek can cover for our low Rouge stat!
>>
No. 934404 ID: a9af05

>>934339
Buy the snake and some food for it.
>>
No. 935277 ID: 1667ef
File 156013342363.png - (5.35KB , 640x375 , 00100-name your buddy.png )
935277

SEEN CREATURES:

s - an apple snake (healthy) (following)

You go ahead and buy the apple snake from Chester, it seems like a good purchase! The snake doesn't seem hungry right now-- but you're confident that you have some food for it already, what with those six apples you purchased previously.

You can choose a name for your snake, and also give another suggestion. Training fights? Or... maybe the dungeon? You're pretty confident in your preparedness at this point.

You check the snake's status screen, and also see that it has only one equipment slot.

Ring: empty
>>
No. 935279 ID: 0fae41

Let's do this dunge.
>>
No. 935280 ID: b1b4f3

>>935277
Snake should be named Doodle.
GET IN THE DUNGE
>>
No. 935281 ID: 8eaf98

Training fight
>>
No. 935292 ID: 977456

Dive to crush depth!
Rename apple snake to Apple Snake... or "a scarf".
>>
No. 935298 ID: 094652

Call the snake Rockwell Finkerstein

One quick training battle to familiarize with the battle system.
>>
No. 935309 ID: 91ee5f

>>935277
Go into the Dunge! We’ll learn the controls on the fly!

>>935280
>snake name
Yes, this one!
>>
No. 935340 ID: a9af05

>>935309
This.
>>
No. 937997 ID: 202e04
File 156209687702.png - (3.35KB , 640x375 , 00135-the dungeon begins.png )
937997

>>935279
Oh yeah.
>>935280
OH YEAH!

You gather your belongings together with one last check over, name your snake Doodle, and make your way to the enclosing structure that leads to the staircase downward into the dungeon. It's cold, and unwelcoming, but has remarkably awesome dungeon music. Just-- go ahead and play your favorite dungeon music when you read this post.

You have lit up a torch to be able to see anything beyond your hand's searching and feeling, for it seems light only reluctantly enters this place from the stairwell back to town.

You still have 3 unlit torches, and now 1 of them is lit and in your light source slot.

Seen creatures:
s - Doodle (healthy) (following)
>>
No. 937998 ID: b1b4f3

Ok, just a refresher: our current spells are Healing Hand and Identify, correct?

Let's move along into that corridor.
>>
No. 938000 ID: 202e04
File 156209831886.png - (3.42KB , 640x375 , 00140-first split.png )
938000

>>937998
That's right.

You move a short ways in, and find a split in the path. You figure you could wander around MORE if you feel like it, but other times you might want to DECIDE for the different routes.

(basically you can just tell me to run Hunter until something more interesting than a split in a path appears, like a door, item, exit, or monster)

Seen creatures:
s - Doodle (healthy) (following)
>>
No. 938002 ID: b1b4f3

>>938000
Wander MORE.
>>
No. 938006 ID: 0fae41

Wander-er.
>>
No. 938007 ID: 91ee5f

>>938000
Keep wandering.
>>
No. 938014 ID: a9af05

>>938000
Wander around some more.
>>
No. 938023 ID: 977456

00: Search for traps or secret passages.
10: goto 00.
>>
No. 938058 ID: 8eaf98

Identify the Tha Dunge
also, more reasonably, attempt to slake wanderlust.
>>
No. 939468 ID: a2d9cf
File 156339703682.png - (3.85KB , 640x375 , 00157-the loot.png )
939468

You take the left path and follow it all the way down, turn a corner, and open a door. The room is ramshackle and empty, apart from a spear which has been left abandoned on the floor.

Seems pretty plain, just as a feeling you get about it.

No, the spear isn't bent, either. It's just the weapon icon.

Seen creatures:
s - Doodle (healthy) (following)
Seen items:
) - a spear 1d6 (thrown, polearms)
>>
No. 939469 ID: 0fae41

Take spear. Our first loot!
Check for secret passages along the wall.
>>
No. 939470 ID: 977456

Bite the spear to check if it is real gold.
>>
No. 939471 ID: b1b4f3

>>939468
Acquire spear, continue exploring.
>>
No. 939504 ID: 977456

>>939469
Oh yeah, check for secret traps, but if nothing, then --MORE--.
>>
No. 939505 ID: 094652

Actually, have the snake fetch it for you. You never know...
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