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THE BASICS

Your name is Joey Donuts.
You are Grel (half elf, half human}
You are a student wizard. You haven't picked your major and you're not licenced to use magic in areas owned by the Grand Ternion Unity.

You have SIX spells

Blast - Does 6d6+20 energy damage. -MP 20
Draw- Drain 10+2d6 mana from a target, providing they have mana -MP 5
Wrack - DO 10 damage to yourself to gain 12 MP -free
WIZARD HAAAANDS - Manipulate an object you can see but not reach. As strong as you are - MP 10
Douse - Extinguish any fire up to the size of a campfire , includes ignitions from matches and guns - MP 5
Hells Heart - Instantly double the damage of any attack (ranged, magical, or physical) by charging it with magic -MP 16
Earths Honesty - Tell if someone is lying about the thing they have just said. MP 6

You are the acting CEO of Cold Iron Solutions potion company. Making mutterbottles and vodka!

You solve shit.

Your consigliere and number one is also your girlfriend. An enterprising goblin for hire called HIGHBALL.
You have a company staff.

LUMSDEN -Owner and pilot of your airship
SURREY - Potion brewer
JONES - Staff chef
GILCREST - Custodian
KARL - A private investigator

You have adventuring party members

BURSTOCK - An chill but rebellious healer. A thot with a big heart.
MIKE - A pragmatic hunter, kinder than he looks. Kind of your bro.
RICHTER - A wise muscle wizard, unfamiliar with people.

previous thread for more details:
http://suptg.thisisnotatrueending.com/qstarchive/4545223/

This quest is nice and slow so don't panic.
Here is the wikia that is chock full of info on the characters, locations and mechanics (and misspellings).
https://trust-a-goblin.fandom.com/wiki/Trust_A_Goblin_Wiki


It's been a while, so let's not go nutty here. Take it easy and take the time to read up and re-familiarize your good self.
>>
Let's fuckin gooooo
>>
I've been looking forward to this.
>>
Things we were going to do but have forgotten at some point:

-Have Mike talk to Surrey about getting her potion ingredients since he has a bunch of rare animal bits.
-I swear there was another thing but I forgot.
>>
Welcome back!
>>
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You are in your room, writing your current objectives in your JOURNAL and taking stock of how much weaponry you carry these days. It's a lot.

You should be approaching your destination soon, so you should think about assembling a party and making sure you have everything you need.
>>
>>4697953
Is it morning or noon? If so, let's grab some breakfast/lunch.
>>
>>4697953
We should probably think about calling a meeting to discuss away team composition, get some folks' input on the mission at hand.
>>
>>4697964
Joey is mandatory, Mike is pretty much essential if we want to harvest stuff from the dwarf, so... we got a limited choice to make.
>>
>>4697965
So it's between Highball, Burstock and Richter then, which is still a pretty tough choice.
>>
>>4697965
>>4697909
We currently have Burstock, after a bit of discussion last thread. I maintain that her ability to top off mana and HP is critical, especially considering the amount of mana that can be burned against high-threat enemies.
>>
>>4697968
I love Highball and all, but she's probably not the right choice for this mission. As for the others... how are we doing, potion-wise? Unless can make sure we have enough healing in liquid form, we're gonna need Burstock.
>>
>>4697953
Update with the team, yeah!
>>
>>4697972
>>4697973
Joey, Mike and Burstock seems to be the consensus so far, then? We confident we'll be able to put down enough damage to take this dwarf out?
>>
>>4697953
Gather all adventuring party members and Lumsden in boardroom for a briefing.
Establish where we are going and why.
Objective 1: Collect bounty.
Objective 2. Harvest potion ingredients from dwarf.
Establish emergency procedures. What to do if party members are KO'd and you are last one standing (call in an evac, etc).
Suggest that anyone who remains on the ship takes few moments to familiarize themselves with the cannon in the stern of the ship in case of an emergency.
>>
>>4697953
Most importantly, put on your LUCKY SOCKS!
>>
>>4697980
Hells Heart doubles damage, Mike and Joey both have stunning attacks and high-damage attacks. The only issue is sustainability, which Burstock solves.
>>
>>4697980
>We confident we'll be able to put down enough damage to take this dwarf out?
Mike's no Richter, but he's no slouch either. Still, I hope Burstock can recreate her trick of using BODILY BETRAYAL on a dwarf once every two turns, I think combining that with KNEECAP can be very important to survive this.
>>
I don't know if it'll matter, but I noticed in previous threads people seemed very reluctant to use bullets as they're not unlimited. However we have like 30+ of the basic bullets so I just wanna put it out there that if we get into a fight with some less dangerous enemies that we don't wanna spend mana on, we could probably use our revolver more freely than we have been.
>>
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>>4697956
It is late afternoon, but you don't really feel hungry after all the waffles.
>>4697964
You call into the BOSS HORN for everyone to meet you in the board room.

>>4697984
You switch out your regular thin socks for lucky bamboo socks. Once per in game day, you can re-roll any roll.

You stroll into the BOARD room where everyone is mingling and discussing things. Burstock is picking something of Mikes shoulder as they smile at each other.

Gilcrest and Highball appear to doing locker room talk while Richter pretends not to eavsdrop.

Karl is nodding thoughtfully to whatever Jones is saying.

Surrey looks pensive as ever and is fidgeting.

Lumsden raises a hand as you enter and everyone quiets down. Highball gets everyone to face you.
>>
>>4698465
"Thanks for coming everyone. I wanted to gather everyone here so we are all on the same page."
"Firstly, we've done some renovations and now have a lounge with amenities of polite society. Feel free to go there and make use of whatever there is if you are done with work or just need to relax for a 10 or 20."
"Main topic today is bounty hunting. Nearby communities have come together to offer a bounty of a troublesome ancient dwarf and we are planning to collect. This also offers us an opportunity to advance our other endeavors by acquiring ingredients for our potion development side of business."

Explain that right now the away team will be Joey, Mike and Burstock, unless other compelling arguments are made. Does anyone in the boardroom have questions, concerns or something to add?
>>
>>4697987
Spamming debuffs and stuns, good move.
>>4698543
Seconded
>>
>>4698543
Sounds good. Make a mental note to check out the new rec room after this meeting, see what goodies the Baron has thrown in for us.
>>
...but my name isn't Joey Donuts...
>>
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>>4698543

>"Firstly, we've done some renovations and now have a lounge with amenities of polite society. Feel free to go there and make use of whatever there is if you are done with work or just need to relax for a 10 or 20."

Richter clasps her hands together, joyfully.

Karl looks at Highball and gestures to himself, Highball nods at him.

>"Main topic today is bounty hunting. Nearby communities have come together to offer a bounty of a troublesome ancient dwarf and we are planning to collect. This also offers us an opportunity to advance our other endeavours by acquiring ingredients for our potion development side of business."

Surrey stops fidgeting, she looks like she want to say something but stops herself.

>Explain that right now the away team will be Joey, Mike and Burstock, unless other compelling arguments are made. Does anyone in the boardroom have questions, concerns or something to add?

Surrey starts again but stops.
Lumsden pats her on the back.

Surrey speaks up
"Please. Just...be careful."

Mike steps forward.
"It'll be nice to get myself a little more straight combat experience. I feel like I let you guys down last time"

Burstock does one of her dangerous stretches.
"I'll keep you boys safe regardless. Let's bag us a beard with feet."

Lumsden nods to your party

"If you get in a real fix, just holler at me via the mutterbottle, I'll drop down the rope ladder and we can bug out."
>>
>>4698670
"Hey, Surrey. I value our lives more than some cash and ingredients. If things start to go south we'll call for an extraction. We're not going to be reckless about this." Show her the speed loaders filled with Dwarfstopper rounds. "We've been spending time getting ready for this, we're not going in half-cocked."
>>
>>4698670
>>4698676
This comes off too callous and overconfident to my liking, but I agree we should impress our commitment to safety over monetary gain.

Nod to everyone. "I've invested great deal in means to keep us safe on this outing. Everything else is secondary to our well being. We can extract and come back some other time if we have to. Nothing will be gained by needles rushing."
>>
>>4698683
Was meant to be reassuring, that we weren't being overconfident and have actually been planning this out.
>>
>>4698797
That's fair enough.
>>
>>4698836
Text is terrible for getting across tone, I shoulda been more descriptive to show what I was going for.
>>
>>4697909
Welcome back and thanks for the quest and sexy muscle wizards
>>
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>>4698676
>>4698683
>>4698797
>>4698836
>>4698969

Surrey finds your youthful, straightforward confidence to be reassuring.

Lumsden says she will bring the ship around to the clearest ingress that the forest has.

Ranger, Healer, Wizard you descend the ladder and step into the clearing of Jarka.

Burstock smiles.
"This place is a LOT bigger than I thought..."

MIke nods.

You have the forest floor.
You're not gonna need your famous charm for this one.
>>
>>4699300
>>4699300
I suggest like we did Kiani Forest, we explore the edges and then move further in. Ask what Mike can hear to each direction around us if he uses LISTEN UP ability?

How often do we want to use Grink before moving between clearings? Any opinions on that fromm Anons

Links to Joey's, Mike's and Burstocks Wikipages if anyone needs to refresh on their abilities:
https://trust-a-goblin.fandom.com/wiki/Joey_Donuts
https://trust-a-goblin.fandom.com/wiki/Mykonos_Shenandoah
https://trust-a-goblin.fandom.com/wiki/Burstock
>>
>>4699300
"Alright, any clue which direction to go?"
>>
Reading through the archives right now, I think I'm on thread 4? Gotta say, this series is pretty great so far QM. Looking forward to catching up and hopefully joining here soonish
>>
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>>4699324
Mike listens in all directions.

'Low hissing to the north...clicking to the east..nothing to the west. No signs of a dwarf. Not in the immediate vicinity."

Mike crumbles some soil in his hands.

"But he's been here."

Mike looks around, pensive. Mike flicks out a telescoping skewer and plunges it into the ground. He draws it back up and studies the samples on it.

"He's probably been all over this forest. Theres a good chance he's got tunnels, entries and exits wound all through this place. It's going to be tough to corner him while he has that."

Burstock sucks her teeth and shrugs.
>>
>>4699408
May as well take a path of less resistance - go west, maybe?
>>
>>4699408
We have dynamite. Can we use it to collapse the tunnels and leave him vulnerable? He'd have to dig new tunnels and that takes time.

>>4699413
West is fine, but no sound at all can be a sign of trouble in itself. We mustn't become complacent.
>>
>>4699408
>Theres a good chance he's got tunnels, entries and exits wound all through this place. It's going to be tough to corner him while he has that.

I seem to remember the Blooch, Dr. Ash, mentioned that dropping some dynamite down a dwarf hole would be a good way to collapse it. If we find an entrance to those tunnels we might be able to seal them off that way. And if we're lucky we might even be able to drop it down the bastard's throat.

>>4699413
Seconded.
>>
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>>4699413
>>4699446
You begin to walk west, you turn to Mike.

>"We have dynamite. Can we use it to collapse the tunnels and leave him vulnerable? He'd have to dig new tunnels and that takes time."

Mike nods and smiles a little.

"Yeah,that would definitely work. He'll be like antlion; dangerous but too used to one form of hunting, we collapse his tunnels and keep him above ground he'll be slower AND out of practice. Five sticks per entrance should do it. We just have to find them before he finds us too often."

Burstock stops suddenly and pulls on both your and Mikes arms.

"Watch your step."

That hole looks big enough.
>>
>>4699486
Ah, bingo! How much dynamite we got? And can you tell if he's moving around down there?
>>
>>4699486
Speak of the devil.
>>
>>4699486
"Thanks for the catch, Burstock. We need to find these, but not by falling in them."

These holes are pretty big. Can we mutterbottle Silver Lining and ask if they can be on a lookout for approximate locations for any holes like this. They should have pretty good view from the air even if they can't give completely accurate estimations.
>>
>>4699504
QM: I could have this wrong, but I reckon you have 20 sticks on you.
>>
>>4699518
Let's hope there are no more than four holes to fill or we'll have come up with other means to collapse the tunnels.
>>
>>4699486
Well, let's seal 'er up.
>>
>>4699550
One thing is that dynamite, er... tends to be noisy. If we're going to do a demolition, I'd prefer a safe distance.
>>
>>4699603
We could use a long fuse. Or just drop it straight down, enough dirt'll muffle anything.
>>
>>4699603
Ain't nothing noisy about dynamite. Now explosions, those're pretty loud.
>>
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>>4699517
>"Thanks for the catch, Burstock. We need to find these, but not by falling in them."

Burstock nods as Mike crouches by the hole.

"Yep. Can't even see the bottom. At least that'll muffle the explosions. Should cave in nicely."

>These holes are pretty big. Can we mutterbottle Silver Lining and ask if they can be on a lookout for approximate locations for any holes like this. They should have pretty good view from the air even if they can't give completely accurate estimations.

You call into the mutterbottle. Lumsden responds that the forrest is too dense from the air and she can't see anything from up here.


>"One thing is that dynamite, er... tends to be noisy. If we're going to do a demolition, I'd prefer a safe distance."

Mike nods thoughtfully.

"It might be okay. This forest isn't really known for having any real ternion presence. Mostly beasts. Not the sort of things that investigate an explosion."

Burstock nods

"I heard that it's also a dumping ground of sorts. Dead bodies. Failed experiments."

Mike rubs his chin and sighs

"That follows."

You lob in five well placed lit stick of dynamite.
There is a distant, resonant thud and the hole closes over.
>>
>>4699735
1/?? tunnels collapsed. Time to move east.
>"I heard that it's also a dumping ground of sorts. Dead bodies. Failed experiments."
Sorry, dumping ground for who?
>>
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>>4699753
You turn to Burstock

>"Sorry, dumping ground for who?"

Burstock glances to the side
"Any one who needs it, I guess. But I mean - even before this place was an elder dwarfs new roost it was known to be full of horrible things. Harpies. Kaprosuchuses. Dissolver Beetles."

Mike winces and shakes his head.
"Leave a body here and their won't even be bones left. Everyone from goblins to pollies could be getting read of evidence here."

Burstock takes a small pull from a hipflask.
"And its kind of an ongoing belief that any time the scientists and alchemists at the Totenzaster Institute invent something that's meant to benefit the GTU but is instead an abomination - they ditch it out in the free lands. Someone elses problem."

Mike gets a rueful grin
"Didn't they try to invent a trainable creatures to eat corpses to clean up after the war? And then they couldn't tell the difference between a corpse and a living person? And then they escaped? And bred?"

Burstock does enormous finger quotes and affects an official sounding accent
"Obviously, we would never do something so incredibly irresponsible. This is merely a rumour spread to discredit us."

Mike and Burstock share a small laugh.
Mike and Burstock
>>
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You head back east. You are back at the entrance
>>
>>4699852
Not sure why Anon wanted to go east when we could have kept going west. What was the plan?

I guess we'll keep heading east. I assume we emptied our Grink machine in preparation for this so I suggest we down some Grink Rak now. The +5 to initiative and attack twice once per combat effect lasts thee combat encounters and not just three rounds, right?

Question for QM: Could we HELLS HEART the dynamite so we can get same effect with less sticks used? We don't know how many holes there are after all.
>>
>>4699918
QM: you would only be able to hells heart one of the five sticks, and as dynamite is not intended for combat it would not to a huge amount.

I will let you know now. There are only 3 tunnels to collapse.

SO you've done 1/3 tunnels.
>>
>>4699950
That does clear things up. Thanks!
>>
>>4699918
>I guess we'll keep heading east. I assume we emptied our Grink machine in preparation for this so I suggest we down some Grink Rak now. The +5 to initiative and attack twice once per combat effect lasts thee combat encounters and not just three rounds, right?
I'll second this.
>>
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Rolled 22 (1d100)

>>4699955
>>4699964
>>4699918
You and your team head east. You pop the cap of some Grink Rak and chug it down. That's actually one of the less disgusting grinks. For three separate combats you will get one double attack and +5 to your initiative.

Good thing too, as you have just stumbled upon

2 Goblin Cutpurses
and
1 Goblin Yegg

They don't seem to like you.

Roll initiative, and don't forget to add 5. Highest wins! First in best dre
>>
Rolled 2 + 5 (1d100 + 5)

>>4699986
Let's Kneecap the Yegg, I don't like the look of that bomb.
>>
>>4699995
Oof. Seconding the action but it's gonna have to wait, by the looks of it.

>>4699999
>>4700000
>>
>>4699986
Can we reaction DOUSE the bombs fuse?
>>
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>>4699995
>>4700003
The goblins prove too spry, the cutpurses stab at you and Mike respectively. Your armour absorbs a lot of the damage, but it doesn't feel good.

The Yegg cackles and chucks an enormous bomb , doing damage to all 3 of you.

The grink rak does 3d6 damage to you.

Your move.
>>
>>4700020
Things have gone tit's up, so I'd say we go Hammertime, put two bullets in each of them and then use our second attack for the combat to cast blast.
>>
>>4699986

So if Highball were in the party would an attack have been less likely or talking it out an option?
>>
>>4700028
>>4700028
I'd be ok with this so long as our current load doesn't have any dwarf or trollstopper rounds in it. CF can we get a look at what rounds we currently have loaded?
>>
>>4700039
According to the journal in the wiki we currently have normal bullets loaded in all the chambers of the revolver.
>>
>>4700040
OK, then I'm down.
>>
>>4700028
Sounds like a plan. What's the party HP looking like?
>>
>>4700020
rollan for 2-to-each HAMMER TIME
>>
Rolled 61 (1d100)

>>4700429
dangit
>>
>>4700502
JUST
>>
>>4700502
Thanks RNjesus
>>
I was waiting for CF to call for a roll, but I guess this is what we are going with.
>>
QM: You're welcome to use your lucky socks re -roll if you like. But this day is just getting started.

>>4700548
If you like, from now on, I will make a post that people must anchor to with their special attack rolls, so we can formalise it.

But if I do that then that would mean anyone who enthusiastically declares an attack and doesn't wait for the post can't be counted even if they succeed. Up to the people.
>>
QM: Also, whether you re-roll or not, do you want to declare actions for your team members?

They will act without you, but if you have ideas, now's the time.

You (joey) also have 2 attacks once per the next three combats, so if you simply want to attempt hammertime again without using your socks, now is the time for that also.
>>
>>4700636
I'm down with that. And I think we should save our socks for now.

>>4700643
As for teammate actions, for now let's say Burstock goes with Healing Burst and Mike Arrow the Yegg. And might as well use our one-per-battle-for-three-battles double action to try Hammertime again. End it early if we can.
>>
Anchor post for a second attempt at Hammertime.

First in, best dressed.

Here we go! Redemption!!
>>
Rolled 42 (1d100)

>>4700655
>>
>>4700636
I don't think it'll make a huge difference what dice is counted. As long as no one starts pulling triggers before next action is agreed on it should be fine.

>>4700643

Can Mike choose not to reload KARUBIN until end of combat if he uses it? That's 80 points of damage once per combat if he doesn't need to keep reloading.
>>
Next round if all of the party is still standing and we are still on the back foot we should have Mike use cloudjar so we can book it. Running away is better part of survival.
>>
>>4700636
>If you like, from now on, I will make a post that people must anchor to with their special attack rolls, so we can formalise it.
>But if I do that then that would mean anyone who enthusiastically declares an attack and doesn't wait for the post can't be counted even if they succeed. Up to the people.
Nah, it's fine. As long as the roll is the right one we'll take our lumps, no need to make it bureaucratic.
>>
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>>4700656
Initially forgetting to take the safety of your revolver, you then fan the hammer , delivering two shots to head and heart of each goblin. Cut down before they can even react.

You find yourself pulling the trigger even though you're empty, your breathing is ragged.

Mike eases the gun down and puts an arm around you.
"Whoa whoa....eeeasy there. You did great."

You nod.

Burstock heals the party and drinks a mana potion.


You loot 8 gold, 4 dagges and a knock off zippo lighter from the corpses
>>
>>4700727
"Oof. How are our resources looking?"
>>
>>4700663
>Can Mike choose not to reload KARUBIN until end of combat if he uses it? That's 80 points of damage once per combat if he doesn't need to keep reloading?

QM: Mike would find it against his beliefs and very distressing to not keep his rifle loaded in a combat situation but if you insist, he will do this.
>>
>>4700727
Have Joey grimace.
"I admit I panicked. They beat us to a draw."
Eject brass casings and reload 6 normal bullets.
>>
>>4700727
Reload our bullets.
Can we also do some cool tricks reloading to look cool?
>>
>>4700745
I think cool tricks could be useful in social encounters when we need to charm and intimidate. If we don't know any now, maybe we could learn later.
>>
>>4700745
QM: Sure! Give me a d100 roll. Lower is better.
>>
Rolled 25 (1d100)

>>4700756
>>
Rolled 68 (1d100)

>>4700756
Let's make Ocelot proud
>>
>>4700757
Can't argue with 25's worth of cool reloading tricks.
>>
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>>4700757
While you don't do anything truly spectacular, you manage to just grab a hand full of bullets, click your revolver open and have the cartridges almost fall into the chamber while you don't look and manage to maintain conversation. You make it look very cool and casual.

"How are our resources looking?" you ask, very cool.

Burstock holds 7 mana potions and a small health potion.

Mike opens his cloak revealing, arrows bullets and assorted flasks.
"I got 3 health potions also"


You check yourself also:

Revolver (6 normal bullets)

Speedloader (6 normal bullets)

Speedloader (6 dwarfstoppers)

Speedloader (6 trollstoppers)

19 bullets

3 Small Health Potion

5 Large Health potions

6 large Mana potion

1 Burnsauce

Ravenbar (super crowbar)

Mutterbottle

2 Books of Matches

2 Grink Rak

Grink Cherry

Grink

5 cloudjars

5 boomflasks

5008 Gold
>>
>>4700802
Pass one large health potion to both Mike and Burstock and one large mana potion to Burstock.

Ask Mike if he can LISTEN UP to our north and east?
>>
>>4700802
>>4700727
Well that wasn't as bad as I was afraid it would be.
I feel like we should go through the healing potions first, since magic burns through mana potions like candy.
>>
>>4700806
seconded
>>
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>>4700806
Your team members gratefully accept the potions. Nice leadership.

Mike LISTENS UP

"Low hissing and heavy tread to the east. To the north..."

Mike looks confused then listens again

"Conversation. They're speaking ternion standard, I think. But I can't make out what they're saying."
>>
>>4700844
>Low hissing and heavy tread
That sounds like a dwarf. You said we should avoid it until we'd collapsed more of it's tunnels, so I guess north it is.
>>
>>4700844
Any chance we can try and sneak north, or at least close enough so we can hear what they're saying without being spotted?
>>
>>4700856
Gonna second that.

Hey CF, are goblins a ternion race? For the purpose of Burstock's bodily betrayal spell?
>>
>>4700860
Ternion = Human, Orc, Elf, Grel or Elk
>>
>>4700860
>>4700870
Bodily Betrayal worked on dwarves in Kiani forest. Make of that what you will.
>>
>>4700870
Ah, okay. I saw that under the ability but wasn't sure if it was a complete list or just a list of the most common. Y'know, like, how Hold Person works on pretty much any non-undead humanoid in D&D. Guess it's a lot more restricted than that.
>>
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>>4700856
>That sounds like a dwarf. You said we should avoid it until we'd collapsed more of it's tunnels, so I guess north it is.

Mike gently grabs your upper arm

"That's not a dwarf, Joonda. That's some kind of beast. Sad fact of the matter is, until we get those tunnels closed...we're never getting the drop on this dwarf."

Mike taps his ear

"Even with these bad boys."
>>
>>4700896
We've already established that anyone comes to this forest to rid evidence, or to hunt the bounty like us. Whoever is in the north and either of these options will not be thrilled to see us, but they could offer us intel on those tunnel locations.
>>
>>4700860
>>4700876
It would work, yes, but it might cost her more mana. Or she could only do it once every two turns.
>>
so when will the novel adaptation come around? and then the manga adaptation and then the anime?
>>
>>4700896
I'm still down with checking north first.

>>4700908
This is a good point. Worst comes to worst we end up in a fight, which is kinda what we came here to do anyway. Bring on the XP and loot!
>>
>>4700859
You have an insufficiently stealthy team to sneak as a group, but we will head North if there is no disagreement
>>
>>4700916
Sounds good. I think this forest is too big for traversing like we did Kiani.
>>
>>4700896
>>4700896
"Oh yeah, I remember that. Tell you what, when we first encounter this one, I'll try saying 'JEEBOO KEE ZAAAAR' like the other one did and see if it gets a reaction."
>>
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>>4700914
>>4700908
>>4700860
>>4700919
You head north you turn to mike as you walk.

>""Oh yeah, I remember that. Tell you what, when we first encounter this one, I'll try saying 'JEEBOO KEE ZAAAAR' like the other one did and see if it gets a reaction."

Burstock shrugs
" I have a feeling that's not a good thing."

As you walk into a clearing, the three people who were talking stop their conversation and turn to you. The two in tank suits raise their hammers and step towards you but the, what you assume to be a grel wizard, stays them.

The grell wizard surveys your team for a moment, unsure. Not upset.

He eventually talks:

"I know there is a place for everyone..."
>>
>>4700932

Is that the Old Guard slogan? Shit, what's the correct response?
>>
>>4700932
Oh boy. That sounds like the first half of a passphrase to see if we're someone he's supposed to meet, or otherwise determine if we're cool. Uhhhh I think maybe that's the Old Guard's phrase?
>>
>>4700938
>>4700939
I think Dirtbag said it when we interrogated him at Barons. "A place for everyone. Everyone in their place."
>>
>>4700942
Yup, just found it.

>>4700932
"...and everyone in their place."
>>
>>4700932
"And everyone in their place. What're you doing here?"
Ready action to kneecap+bodily betrayal+karubin the last guy
>>
>>4700938
>>4700939
>>4700942
>>4700946
See, we know what the answer is, but... do we actually wanna give it? We're planning to ice the Old Guard anyways, we might as well start small.
>>
>>4700950
I mean, I was thinking we'd ice them the second they relax enough to give us the initiative.
>>
>>4700950
If what Dirtbag said was true, then Old Guard is bunch of minmaxing zealots. If we can bullshit some advantage over them then I'd take the opportunity.
>>
Getting intel out of them was my idea. We can always stab em in the back later.
>>
>>4700950
Doesn't hurt to try and find out more about their plans before we enact any more violence on them. This is an opportunity to fish for some information, which we can then later use to our advantage. We can always murder them after/if we end up blowing our cover.

As a wise man once said, information is ammunition.
>>
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>>4700965
>>4700946
>>4700948
>>4700964
>>4700957

>""...and everyone in their place."

The wizard grimaces slightly and has to calm the two soldiers again.

"Right. Not one of us."

He glances at Burstock
"Obvious in retrospect."

Burstock blows him a sarcastic kiss and he bristles.

"But - assuming you meant what you said you still have a good worldview."

The wizard gives a pursed, diplomatic smile.
"No need for unnecessary trouble then, yes? Not what we are here for. You go about your business and we will go on with ours."

One of the soldiers seems to be staring at Mike. Mike is staring back.

The wizard clicks his fingers getting the soldier to pay attention again.

The wizard beam at you.
"Off you go, then."
>>
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>>4700974
"Right, sorry to-"
Kneecap the wizard.
>>
Rolled 31 (1d100)

roll initiative, don't forget to add +5
>>
>>4700978
>>
Rolled 32 + 5 (1d100 + 5)

>>4700974
I guess we took the wrong thing from what Dirtbag said. At least we know the first part of the phrase now.

>>4700975
I'd rather not personally go at the until we deal with dwarf, but

>>4700978
I guess we are doing this. Let's go.
>>
>>4700982
It's alright, we've got a lot of potions. We can afford some fights. At least from my perspective we came here to generally fight and dungeon delve, not just kill the bounty specifically.
>>
>>4700984
I suppose that's true. My worry is if Dirtbag got it right, then Old Guard is optimized either for combat or utility and these guys look like the former.
>>
>>4700984
Alright anon! Time for your attack plan! remember if you're gonna kneecap, you gotta roll for it! Under 55 from memory.
>>
>>4700982
In hindsight, it's a very well known phrase and incredibly obvious for the Old Guard, so it'd be really stupid as a passphrase.
>>
I think we should use our second combat action right off the bat too. No point in saving it since we lose it at the end of combat anyway otherwise.
>>
Rolled 2, 6, 6, 6, 1, 4 + 20 = 45 (6d6 + 20)

>>4700987
That's fair. I'm not saying I think this fight will be easy, just that I think we should accept the inevitability of fights before we find the Dwarf. I don't think we'd be getting to him without other combat, unless we very specifically kitted out for stealth, which we did not do.

>>4700990
Uhhhh let's try to Hell's Heart Blast the group. Blast ignores armor and those two guys have pretty heavy armor. Mike Karubin the mage, since he might resist magic and doesn't seem to have high armor to resist boolet. Burstock Bodily Betrayal one of the guards.
>>
>>4700990
Kneecap sounds fine. Second attack should probably be to cast Blast on the tanks since Blast ignores armor and we've been told what tank armor can do.
>>
>>4701003
I think we need to kneecap the wizard first in case he has FIZZLE at the ready.
>>
>>4701007
Ah fuck me, sorry 'bout that. CF quoted my post and I kinda felt pressured to come up with a plan all of a sudden. That's entirely my bad.
>>
>>4700996
>>4700990
I was thinking double action kneecap+bodily betrayal to stunlock all three of them.
>>
>>4701003

The roll for kneecap is a 1d100, I'm afraid

Just to confirm, and sorry for the confusion, your plan is to use two attacks to kneecap the wizard and one of the soldiers and get Burstock to cast BODY BETRYAL on the third?

Just making sure.

You will have to roll for kneecap twice if that is the case.

As you were.
>>
Rolled 30 (1d100)

>>4701012
Yeah, that was my bad. OK. Kneecap the wizard.
>>
Rolled 45 (1d100)

>>4701008
Now worries. Your plan is good, but we can't leave out the possibility of them being able to counter some of our stuff.

>>4701009
Could work, but if we can't make it stick on the wizard, then Burstock needs to be at the ready to cast her own FIZZLE.

>>4701012
Rollan
>>
>>4701013
>>4701014
Looks like we have winners for both knees?
>>
Also if it starts to look hairy, we do have cloudjars to make a run for it.

>>4701012
If the Tank is stunned, could you walk up to them and shove a live stick of dynamite down their armor?
>>
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>>4701013
>>4701014

You nod thoughtfully and rub your chin, smiling back at the wizard.

>"Of course, sorry to..."

You quick draw your revolver and fire two smart shots into the wizard and one of the soldiers, catching them by surprise.

The wizard lets out a scream that would make Daniel Stern proud.

Burstock casts BODILY BETRYAL on the remaining soldier and Mike, thinking for himself uses his FIND A GAP move on the immobilised soldier. Poisoning them.

All the enemies miss their next turn, so you have the floor.
>>
>>4701031
Hell's Heart Blast time, folks?
>>
>>4701034
Sounds good to me, but I'd also suggest we first let Mike shoot the Wizard with BREAKER and if he drops dead, then we can be sure he can't counter spell our blast.
>>
>>4701041
I'm fine with that.
>>
>>4701041
Seems a tad overkill, but there is no kill like it.
>>
>>4701047
If we really eant to overkill it, if wizard is still somehow alive after Mike does his thing, Burstock could cast smite on him to force him use his fizzle early, leaving him vunerable for the Hells Heart Blast.
>>
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>>4701034
>>4701041
>>4701046
>>4701047

Mike runs up to the wizard, pressing both barrels into his midsection and pulling the trigger. The wizard is basically cut in half, and can only watch in confused fury as his organs leave home.

Mike tumbles backwards

"Let 'em have it!!"

HELLS HEART BLAST!!

You unleash a truly excellent hells heart blast, all but disintegrating the soldiers and the remains of the wizard.

A howling echo from your attack rumbles through the forest and your ears ring a little.

Combat is over.

You loot :
150 gold
2 small healing potions
2 clear potions (unknown)


You see that they also had hunting satchels loaded with wet flesh . Green and speckled. Goblin flesh. They have 6 vials of a blue, thick liquid also.
>>
>>4701057
"Ewwwww."
>>
>>4701057
"Good job, both of ya"

Mutterbottle Surrey and ask what the unkown potions are based on looks and have Mike do another listen up.
>>
>>4701057
>>4701063
my money's on transmog, at least for some
>>
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>>4701063
>>4701067

>Mutterbottle Surrey and ask what the unknown potions are based on looks and have Mike do another listen up.

Surrey asks you what they smell like. You confirm they smell like rotten wood, ozone and skunk.

Surrey pauses.

"Transmogs. Please get rid of them."

Mike digs a small grave for the bag of meat and the six vials of blood.
He makes a gesture above the grave.

Mike LISTENS UP
"SIlence to the east. Silence to the south. Clicking to the north. Hissing and heavy treads to the west. Multiples."
>>
>>4701082
... Lets make a promise to ourselves and whatever deity Joey knows that we won't ever use Mike's or Surrey's skills on anything sapient, alright?

My vote for direction is east.
>>
>>4701082

Can we just throw those down the next tunnel we find before we dynamite it, or is that a bad idea?
>>
>>4701166
QM: Yes. Thatd work
>>
>>4701082
Wrack yourself three times to get back the mana we spent on magic this combat. Then to drink a small health pot and have Mike use hold still for a sec to make up the difference. This let's Burstock do more in Combat.

Going east is good for me.
>>
>>4701288
+1
>>
>>4701288
Sounds wise.
>>
>>4701288
Whoa, hey, Burstock warned us about wracking too often. Let's save it for an emergency.
>>
>>4701644
We can probably take it. Besides, Mana pots are easy to go through.
>>
>>4701288
Support.
>>
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Rolled 43 (1d100)

>>4701288
>>4701320
>>4701455
>>4701842
>>4701999
Yo grit your teeth and violently rack yourself hissing in pain as your bloodcells rupture beneath your skin and steam emanates from your body. You exhale and drink a small health potion. You call over to Mike.

>"Hey, Mike. Patch me up a sec.

Mike and Burstock exchange confused glances and then Mike comes over to you to tend to your wounds.

You all head east.

cue the music and roll initiative

GREEN SLIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIME!!!!
>>
Rolled 66 (1d100)

>>4702116
Aw shit!
>>
>>4702123
QM: Okay anon, you have the floor. No rush
>>
>>4702116
What even hurts slimes? Blast?
>>
>>4702116
>>4702137
Right, so I seem to recall Highball saying that Slimes are nasty since normal attacks from slashing and bashing are not good and it can smother out fire. Burstock mentioned that Magic is not much better, but can slow a slime down. Their advice for dealing with a slime was to run away.
>>
>>4702141
I mean, fuck, do we just cheese it? Would a cloudjar work on a slime? Do they 'see' in the traditional sense?
>>
>>4702157
>>4702141
It can't be that fast, it doesn't have limbs. So we can either leave, or maybe try dynamiting it. It might just eat the dynamite though.
>>
>>4702157
I mean there has to be something that actually works.
Later we might end up in a situation where we can't run away from a slime. Figuring out how to deal with them now could make a difference later.

Would Bodily Betrayal work on a slime? We could Hells Heart Blast it twice with our current combat buffs if we can just hold it in place.
>>
>>4702157
QM:A cloud jar will allow you to flee from most enemies, slimes included. Some will follow you, but not a slime. Not one this size.

>>4702167
Bodily betrayal will do nothing to a slime.
>>
>>4702180
Alright, how about this then. As anon pointed out, dynamite's fuse would get doused by the slime, but Boomflasks burn like napalm and don't need oxygen. Even if slime is too soft to break the flask or would absorb it, the ingredients will mix and thing will still go off, right?
>>
>>4702167
>I mean there has to be something that actually works.
Does there? It's possible for a creature to exist that just doesn't really have any weaknesses and which it's just better to just run from than force oneself to deal with it. If you're worried about us possibly being in a situation where we *must* deal with one later, we could do some research on them after this dungeon.
>>
>>4702188
That or we just throw it at the ground in front. Should still splash onto the slime, right?
>>
>>4702198
>>4702188
Mike's a survivalist type, I bet he knows how to deal with these, if it's possible.
>>
>>4702116
I say we just run for it.
>>
>>4702116
nnnnnnope nope nope NOPE nope nope not fighting this nope nope nope NOPE
>>
>>4702223
>>4702256
Aight. Let's make it official and take our business elsewhere. I suggest Joey uses his free combat action from Grink Rak to Cloudjar the area and main action to run away with everyone.

Any preferences which direction? I suggest south. I believe Mike heard low hissing and heavy tread from that clearing earlier when we were west of it.
>>
>>4702198
>after this dungeon
This being the operative part. We can figure that one out when we don't have a more urgent and very dangerous enemy to fight afterwards.
>>
>>4702263
Yup, seems to be the prevailing opinion. South works for me, if we're ready to run straight into combat again.
>>
QM: cloud jar and run south, yes?
>>
>>4702336
Yeah. We didn't plan on countering slimes, though in hindsight we should have picked up on the possibility from Burstock when she mentioned that Totenzaster was responsible for the Green Slime.
>>
>>4702336
Sure. We can ask Mike how to deal with slimes once there isn't one right there.
>>
>>4702348
If not Mike, then Doctor Ash for sure. Ash's lectures were fun to read too.
>>
>>4702351
We should probably compile a list of shit to ask that guy next time we're there. Dude's a well of knowledge.
>>
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Rolled 80 (1d100)

>>4702343
>>4702334
>>4702263
>>4702256
>>4702223
You use your high initiative to throw down a cloud jar and run south.

Grink Rak has worn off.

You team runs south and comes across a large KAPROSUCHUS
>>
Rolled 92 (1d100)

>>4702370
Oh fer fuck's sake
>>
>>4702370
>KAPROSUCHUS
What fresh hell is this?
>>
>>4702370
So uh. I'm thinking we try Kneecap again? A single enemy seems like it's vulnerable to having its action taken away while the rest of the group does what they can to damage it.
>>
>>4702373
Golden dice!
>>4702370
Dang. SMITE+KARUBIN+HELL'S HEART BLAST is the highest damage combo we've got. Might put it down in one.
>>
>>4702375
I'm inclined to agree with Kneecap. If we can prevent this thing from acting it would be great.
>>
>>4702375
I mean, it's a big knee to aim for, we might as well try. We Kneecap, Mike Karubins, Burstock Smites?
>>
>>4702380
>>4702375
Assuming this thing has knees, this seems smart.
>>
>>4702385
>>4702382
I'm down with this plan, sure.
>>
very well, roll to kneecap!
>>
Rolled 16 (1d100)

>>4702395
Bless my dice, Satan!
>>
>>4702374
A Kaprosuchus is a real creature. It was a prehistoric crocodile that had oddly long legs and was believed to be a fast runner. Albeit, this one is about five times larger than the real thing.
>>
>>4702397
Damn, not to jinx it but we've been hitting these rolls pretty nicely. Someone up there likes us.
>>
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>>4702397
>>4702393
You successfully kneecap the creature, burstock summons SMITE and mike steps back to KARUBIN the creature.

The kaprosuchus may not attack this turn!
Mike is reloading! you and Burstock may attack!
>>
>>4702487
Cap the other knee?
>>
Rolled 2 (1d100)

>>4702491
rollan
>>4702409
>>4702397
From context I think it's somebody down under, rather than up there.
>>
>>4702491
By all means! Make sure to roll!
Don't forget to get Burstock to do something.
>>
>>4702496
Missed that post

Disregard, suck cocks etc.
>>
>>4702496
Fair point, fair point. Clearly they're still with us, though.
>>
>>4702500
I think Burstock doing Smite is the best option. I suppose the truth is that she has limited offensive abilities beyond it and Bodily Betrayal.
>>
>>4702513
That checks out. We're already covering the stunlocking option, so Smite seems like the way to go.
>>
>>4702525
Also, Bodily Betrayal usually only works on Ternion races. Dwarves are a limited exception.
>>
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>>4702491
>>4702496
>>4702513
>>4702525
You deftly unload another shot into the creature, as does Burstock.

The creature is injured, but looks as though it can take a lot.


Mike has finished reloading.

It is your move!
>>
>>4702559
We are out of knees to shoot, so we need to come up with a new plan. Mike did only half damage with his rifle, suggesting this thing has armor that is able to have damage.
Whatever we do, we need to punch through it's armor.
>>
>>4702571
May be Find a Gap for Mike, then? Then we can hit it with Blast and Burstock can Smite it again. Just keep piling on damage till it drops, I guess.
>>
>>4702574
Eh, not sure about Find A Gap. I don't know how much more this thing has in it. Maybe opening with it would have been good, but does it have another 4-5 turns in it to really make use of the poison? I think if we're gonna use his power points, Pin Down might be better, since it's another thing that will remove its ability to take a turn (well, effectively it can't take a turn since I don't think it has a ranged attack? Here's hoping.)
>>
>>4702571
QM: Nah, you can keep on kneecapping if you like. This move works on things like ophiachans and stuff as well. It's kind of just the move name.

You were wise to assume it wouldn't work on the slime, though.
>>
>>4702582
That's fair, I was just thinking in the direction of stuff that would ignore armour. For what it's worth I think we'd still get a good few turns out of it, this thing seems pretty beefy.
>>
>>4702586
Fair. I still think Pin Down would be a better expenditure of a power point (assuming it lacks a ranged attack) since that gives us 2 turns of it not attacking.
>>
>>4702583
That's tempting, but at some point that coinflip is going to come up tails.
>>
If we do put this thing down we should ask Mike if he can harvest any of it.

I'm fine with Mike doing Pin Down, coupled with Smite and Blast.
>>
>>4702596
Shall we HH burstock's Smite for a guaranteed 120?
>>
>>4702609
Sounds fine by me. We should pass another large mana potion to Burstock after this.
>>
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>>4702596
>>4702574
Mike slings his Karubin and fires an arrow into the creature. Because it does no damage, the KAPROSUCHUS will only be stopped for one turn , not two.

Mike bitterly curses himself out.

Burstock continues to cast SMITE, barely breathing heavy.

You cast blast, dealing a respectable amount of damage.

It is still your turn.
>>
>>4702625
>Because it does no damage, the KAPROSUCHUS will only be stopped for one turn , not two.
...well. At least now we know to HH that move against well-armored opponents.
>>
>>4702625
How hurt is this big lad looking?
>>
>>4702650
QM: Beyond bloodied.
>>
I'm starting to think speedloading a trollstoppers and firing atleast a single shot could be warranted.
>>
>>4702655
One last turn of damage? Smite plus a bullet from us plus Mike's Karubin?
>>
>>4702625
Also, let's learn from what we did. We spent 20mp for 6d6+20 damage, for a total of 44. The average is 41 so we actually rolled well! The maximum we could do with it is 56. We could also have cast Hell's Heart for 16mp to double up Burstock's Smite, for a guaranteed extra 60 damage. Derp.
>>
QM: Hells Heart Smite plus Karubin

Is that the basic consensus?
>>
>>4702678
Sure.
>>
>>4702678
sounds like a plan to me
>>
>>4702678
>Lets do it
>>
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>>4702685
>>4702686
>>4702746
You infuse Burstock with your own energy allowing her to cast

HELLS HEART SMITE!


Superpowered lightning crackles about the best, causing it too smoke and steam as great chunks of it are blasted off.

Mike tumble rolls back into a firing crouch and shoots the Kaprosuchus through the eye.
>>
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With a snarl and snort the enormous reptile pitches to the side, dead and smouldering.

There is no loot to be gained.

Mike unsheathes a large knife and sets about cut off choice cuts of the creature. Mostly tail sections.

"You ever tried these things skewered with plum sauce? It's a good time. If you smoke the tail sections is good long lasting travel meat as well."

Mike pre-emptively listens up.

"Silence to the west, silence to the north, clicking to the east."

Burstock drinks a mana potion.
"Are we gonna gonna want to camp out if this takes a while?"

Mike flicks his head.
"It's an option if we have to. I can pitch a tent anytime I have to."

Burstock gives Mike an amused, affectionate smile.
Mike clears his throat.

"But at the moment, we at least have the advantage of sight. Dwarves are all blind, so night and day means nothing to them. Come nightfall we're officially on the back foot. Between me and Joonda we got maybe 3-4 glowbottles. It's not a problem, but its not ideal. Put it that way."
>>
>>4702779
Sounds like we want to try and keep going as long as we reasonably can. Shall we check north, see if it's an empty area with a hole we can collapse?
>>
>>4702779
Chug a mana potion ourselves, that was a pretty magic-intensive fight.
>>4702781
I think we just came from north.
>>
>>4702786
You're right, and I need to sleep. East it is!
>>
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Rolled 46 (1d100)

>>4702786
>>4702789
You swig back a mana potion and head to the east. A goblin cutpurse and two goblin yeggs are very glad you decided to show up!!

roll initiative.
>>
Rolled 49 (1d100)

>>4702796
>>
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>>4702798
You have the flor, anon! And I have dishes to do! So you all have a chunk of time to figure out what to do.
>>
>>4702799
Oh no! That's a lot of pressure... and I'm not caught up yet I'm on Thread 8... If nobody else votes in ~30 min I'll look at our stuff and try and figure something out.
>>
>>4702800
The Yeggs throw bombs that damage the entire party. I think they're the priority here. I don';t think goblins would have a lot of health so it might be worth it to go for a hell's heart blast to just try and wipe the floor with the encounter. Just my 2 cents though.
>>
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>>4702800
It's not the busy time of the night. You're all good. Do whatever you gotta do.
>>
>>4702806
How's the fan the hammer technique been working so far? If there's multiple of them and they're all squishy, maybe that could do something.
>>
>>4702807
Also, OP, I'm right at the part with Dr. Ash. What's a "blooch" exactly?
>>
>>4702810
Wait no nvm someone just posted a link to a post about them. Do they normally have scales?
>>
>>4702812
yassir.
>>
Rolled 12 (1d100)

>>4702796
I think we've got a full cylinder of normal bullets, and hell's heart hammer time worked amazing last time, so lets go with that. Rollan...
>>
>>4702815
Neat. your quest has made me chuckle multiple times over the last few threads [that I have read], keep up the good work my man
>>
>>4702817
aw hell, forgot to declare targets. 2 shots apiece, just like >>4700727. Do we need a reroll?
>>
>>4702825
QM: prioritizing the yeggs? If you wanna commit to this attack, no you don't gotta reroll.
>>
>>4702832
I think prioritizing yeggs is smart, yeah.
>>
>>4702835
Support.
>>
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>>4702817
>>4702825
>>4702832
>>4702835
>>4702837
You HELLS HEART HAMMERTIME firing two supercharged bullets into both the yeggs detonating their bombs and reducing them to meaty kibbles.

You turn your revolver to the startled cutpurse.

*click*

*click*
*click*

The cutpurse leers at you with cruel intent and rushes towards you only to run face first into Mike breaker. It pauses a moment to hiss before getting both barrels to the kisser.

The combat is over.

You loot:
20 gold
2 cheap knives

Mike flicks out his spent shells and reloads his breaker.

"Happens."
>>
>>4702855
Was that a misfire, or did we forget to reload?
>>
We hadn't reloaded since the last goblin encounter. Also Using Hell's Heart would have been overkill with a full revolver since last time the goblins went down with two shots each like was called this time as well.

So reload normal bullets into revolver and ask Mike what he can hear to our north and east?
>>
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>>4702865
>>4702865
You reload some normal bullets into your big iron and click it shut.

Mike takes a deep breath and listens up
"Skittering to the north. Silence to the east."

Burstock stretches
"Bugs?"

Mike nods.
"Could be."
>>
>>4702869
Speaking of bugs, didn't you mention something about Dissolver beetles earlier? What are they and how fo you get rid of them?
>>
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>>4702919
>"Speaking of bugs, didn't you mention something about Dissolver beetles earlier? What are they and how do you get rid of them?"

Feeling he has a moment, Mike loads up his pipe and lights it. He takes a short draw.

"Large chitinous creatures, about the size of medium sized hog. They can't chew their prey so they have a special gland under them that sprays a super heated, viciously caustic chemical. Melts down anything biological into a wet slurry they can then slurp up at their leisure. Hair. Bones. You name it."

Burstock gently takes Mikes pipe from him and takes a draw from it herself.
It's why forests that are filled with them are so beloved by scumbags with bodies to hide. Can't get a thanomagus to talk to a dead body if there's nothing left to talk to. Rumour is some of the higher ups in crime families even keep them on the premises. Got themselves a special 'dissolver beetle' pit."

Burstocks hand Mikes pipe back to him.
They'll either attack us by charging at us or spraying us. It's utterly random as to which. They're not exactly tacticians. They're pretty armoured too. Their shells will do a little more than out armour does."

Burstock bumps against Mike
"Importantly, Mister Shenandoah - how do we kill these things?"

Mike blushes a little, almost spluttering as he smokes.

"Oh..ah..there's no real trick to it. Just gotta hit 'em hard and fast. Don't let them overwhelm you. The tackle won't be too bad, but the spray is a doozy. It'd ignore some of our armour."
>>
>>4700030
>So if Highball were in the party would an attack have been less likely or talking it out an option?

I am once more asking this question, as murdelizing 6 of HB's folk has to be niggling our conscience just a little bit, self defence and all. Maybe she could give us a charm to wear or something? Worth asking.
>>
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>>4702972
QM: Sorry. I thought I had responded to this, I can only assume my post got eaten or something.

The answer is, no. These goblins are likely here for potion ingredients or to hide bodies. Unless you're a goblin from their clan you're toast no matter who you are with.

If anything, they may target her for being an obvious dust-out now aligned with white eyes.
>>
>>4702954
Is there anything that can be harvested from these beetles? Would you even want to? Would beetles hang around the dwarfs tunnel entrance? If they do we'll have to check it out and I think we'd rather not.
>>
>>4702972
I mean, we've been blasting through enough humans and elves and I don't sense any niggling there. We're equal-opportunity murdelizers, after all.
>>
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>>4702978
>Is there anything that can be harvested from these beetles? Would you even want to?

Mike takes a thoughtful draw.
"Seems like collecting the sacks might be worth it, although I've heard the stuff inside them becomes neutralised without a certain motion or reaction from inside the body. Like it only activates when they sprey it or something. Still. Might be something interesting in there. I dunno what they're like to eat."

Burstock takes a hipflask out from her dress and swigs from it.
"A little dull honestly. They're not exactly rock lobster or wichetty grubs. Also, they're a bit like rabbit. if they're all you eat you'll still end up malnourished. Not enough to them to be worth the effort."

Mike blinks at Burstock, smiling.
"Didn't take you for a connoisseur of wild meat."

Burstock kicks her legs in the dirt and winks at Mike
"It's rough out there."

Mike nods, scratching his cheek.
"That's true"

Mike has recovered two action points

You clear your throat and they both look back at you.

>Would beetles hang around the dwarfs tunnel entrance?

Mike taps out his pipe.
"No, I don't think so."
>>
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QM: I just noticed that while I have been keeping track of thing here on my end I have neglected to show the mana drain on screen.

While it is your duty to be mindful of it, I do still need to do my part and I have not.

So, just this once I will draw attention to the fact that Joey currently only has 16/85 mana.

I will remember to show the mana values on screen from now on.
>>
>>4703004
Thanks dude! Shall we Wrack four times to get some juice back, and have Burstock Absorb and Heal Thyself? What's Burstock's mana looking like at the moment?
>>
>>4703004
I think this one we should drink a large manapot for. We already did Wrack earlier and it might be a good idea to space those out.

>>4703001
Then perhaps we should head east. We are on a mission after all.
>>
>>4703001
Yeah not much point in going after those beetles, so East sounds good
>>
>>4702990
We did spare a bunch of gopniks, and they don't have big shortstack tatas
>>
>>4703007
Nah. Mana potion will get us there more efficiently right now.
>>
>>4703019
I get what you mean, anon but let me assure you:
Trying to reason with every mob in this world on the grounds of whether or not they have, ripe ,honkable titties will be the death of you.

Its not rare, I'm afraid.
>>
>>4703019
You don't know what they could have been hiding under those tracksuits!

>>4703025
I'm mostly concerned with long-term resource management. But if people are in consensus to use a mana pot I won't argue against it. We do have several of them I suppose.
>>
>>4703035
Remember wracking does more than just a little short-term damage, Burstock warned us about that. If we abuse it, we could end up crippled. How about we don't use it multiple times in a row just to skimp on a potion?
>>
>>4703011
>>4703015
Seconding (thirding?), let's slam a manapot and head East.
>>
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I figured I'd mark down the path we've taken.
Red line is the route we've taken.
Blue squares are locations that Mike picked up sounds from
Blue cross is encounter we've ran from.
>>
>>4703067
>Burstock warned us about that

Didn't she say something like "It cheapens the pain"? She's a connoisseur of hurt, she hugs a cactus in the mornings in lieu of a cup of coffee to wake up.

It is kinda weird though.
>>
>>4703386
I think this was in an earlier thread back in Kiani Forest. Wracking yourself in excess can mess you up.
>>
>>4703386
The first time we wracked, it was described as:
>"you feel blood vessels rupture beneath your skin and hairline lesions form on your less vital organs."
So that seems like something we might want to avoid abusing, lest Joey end up with chronic pain and inflammation at 20-something.
>>4703004
If I'm counting right, we've thus far used: 1 grink rak, 12 normal bullets, 4 of Mikes ACTION POINTS, of which he's recovered 2. Lets potion up to top off our mana and HP, and head east.
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>>4703826
>>4703180
Bless you anons, for keeping track of such stuff. You are amazing.

You drink a mana potion and head east.

You'll believe it when you find
Something screaming across your mind
GREEN SLI-I-I-IME


====================
QM: I'm back at work, so updates gonna get patchy until the weekend, sorry.
>>
>>4704482
Uh. Escape to the east again?
>>
Rolled 81 (1d100)

>>4704488
>>4704482
I think we need to roll initiative first. Personally I'd suggest north since if we are going to blindly rush somewhere at least we can check the square above us before continuing east. That way we'll have less backtracking when we get to the other side of the forest.

In other words we'd move, North, East, South, East, North, etc...
same pattern until we hit the eastern edge of the forest.
>>
Rolled 72 (1d100)

>>4704491
Sorry, I will roll my int now.
>>
>>4704491
QM: You have won initiative. I gotta go to bed now so, you have an extra long time to think about your next action!

Good luck!
>>
>>4704491
Seconding running north, we haven't had any bright ideas since the last time we faced one of these things so it seems like the best option.
>>
Have we stuck our dick into anything yet?
>>
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Rolled 37 (1d100)

>>4704610
>>4704491
Mike throws down a smoke comb and your party runs North.

As you step into the clearing, you alert two creatures!

Roll initiative!!

>>4704794
Yeah, man. In the previous threads.
>>
Rolled 84 (1d100)

>>4704888
Oh how wonderful.
>>
>>4704888
Jesus Christ this forest is full of freaks
>>
Just a thought, if green slimes are creatures pretty much made of acids or bases that melt what they eat, we might be able to (relatively) easily kill them with bottles of the opposite kind of compound. I think it'd worth asking Surrey about when we have a moment via mutterbottle, or when we get back to the ship.
>>
>>4704888
These guys look bony, so I say we hit em with a Blast, then Mike Karubins one and Burstock Smites the other.
>>
Rolled 54 (1d100)

Uh I guess we should figure out what we're gonna do.Let's try to Kneecap one while Mike Karubins the other and Burstock Smites it.
>>
>>4705356
Looks like you rolled what we needed. I can go with plan and it's similar to >>4705354's plan.
>>
>>4705013
Just reread thread #5,
>it's only horribly caustic when it wants to be
>If vinegar stopped green slime, I'd have thought every adventurer would travel with it. It's not like its hard to get.
so using an acid is not guaranteed to work.
But then,
>We tried using fire on it - but if the slime is large enough it just smothers the fire. Slashing weapons are no good. Bashing weapons are useless.
This one isn't large, so fire might work?
>>
>>4705515
We did speculate that Boomflasks could be effective. Since it burns like napalm, which is partly self-oxidizing, meaning while it goes out without a source oxygen, it takes a lot longer than normal flame to die out.
>>
>>4704482
As long as I'm tallying, I believe we've thus far (counting this drink of mana >>4704482) used:
4 mana potion
2 small health potion, but also looted 2 small health potion, so break-even.

So if we reload our gun and speedloader, that brings us (as a party) to:
fully loaded revolver,
3 speedloaders(with one for each bullet type),
7 spare bullets,
9 mana potions,
5 large health potions,
7 small health potions,
2 grink raks, 1 cherry grink, and 1 grink original(tm)

We should probably shift our backpack-bullets into our pocket-bullet stash.
>>
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>>4705356
>>4705378
Remembering what Mike told you, you successfull KNEECAP the Rottshredder despite it having no lower legs.

Mike deftly rolls back and fires a rifle shot into the other one as Burstock smites it, killing it outright.

The remaining one loses a turn due to your KNEECAP

Your turn.
>>
Rolled 89 (1d100)

>>4705962
Looks like these things are armored since Mike's shot had 20 taken off of it. Luckily they don't seem to be very durable beyond that.
Mike is going to be reloading, If we kneecap the remaining one, piercing it's armor, it will either die or be stunned, in which case I'd say have Burstock melee it to save her mana. If we miss our kneecap completely then I'd say she Smites it as contingency. I think we need to give her another manapot soon.
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>>4706013
Your second kneecap doesn't have its debilitating or armour piercing effect but still wounds the beast. Still kicking, it starts towards you only to be finished off by Burstock's kusarigama going through the roof of it's mouth.

COMBAT OVER.

No loot.

Burstock winds the chain back into her sleeve.
"Not quite so badass as they look."

Mike looks pensively inside one of the corpses mouths with a knife.
"Well, they are a failed experiment. Still. Looks like once one bites down its not letting go until it's finished it meal or it's dead. If one latches on, we gotta be careful not to hurt who it's attached to."

Burstock shrugs
"Nothing I can't kiss better."

Mike takes a few samples of the creature.
"You never know."

Mike wipes the knife on the grass.

"I don't wanna drone on but there's something I wanna make clear. As we approach one of the holes, there is an increased risk of the dwarf hitting us with a BULLRUSH. Basically, he'll run through whatever screen we're on, hurt us and leave. Not good - but it will mean within a square of the next hole we can collapse."

Mike listens up.
"silence to the south, hissing to the west, chittering to the north, hissing to the east"

Burstock takes another pull from her hipflask.
"This place is just the slam diggity ain't it?"

Mike sighs
"probably good XP."
>>
>>4706052
>he'll run through whatever screen we're on, hurt us and leave.

Could we be able to use this to our advantage? Does he rush us from the front, meaning that if we leave some of Mike's caltrops behind us we could get some damage on him when he does this? If he doesn't rush us from the front, can we tell from the direction he comes from where the next tunnel entrance is?

Also ask Mike about his Mog Call. What is the range of these things? If there are any Mogs in the forest, perhaps we could meet up with them and ask what they know about these tunnels?

Unless opposing suggestions are made, I'd say we should head east and see what this hissing is about.
>>
>>4706052
Reload revolver. Pass a manapot to Burstock.

I'm fine heading east.
>>
>>4706052
East sounds good to me.
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>>4706052
To the east, we'll make our fortune. Don't forget what >>4706061 mentioned.
>"This place is just the slam diggity ain't it?"
Still beats mage college.
>>
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Rolled 19 (1d100)

>>4706061
>>4706392
>>4706287

You head east

You reload your gun and offer a mana pot to Burstock. She insists you keep it.

>"Still beats Mage College right?"

Burstock does a small laugh
"The cliques are a little more clear cut at least."

Mike clears his throat as the three of you step into the clearing.

roll initiative
>>
>>4706401
According to https://trust-a-goblin.fandom.com/wiki/Mykonos_Shenandoah, Mike can throw down caltrops, which pierce armor and might disincentivize attacks. If we do that while Joey Hell's Heart Burstock's SMITE, thats a guaranteed minimum of 120 armor-agnostic damage. And for a real bargain in terms of resources!
>>
Rolled 65 (1d100)

>>4706401
Oh right, rolling...
>>
>>4706437
>Mike can throw down caltrops
Well, it's multi-target 20 damage, so in this case it does the same total damage as the Karubin (last one of these had 40 armor) without having to spend a turn reloading, provided they don't have a ranged attack. Damaging two enemies is never as good doing the same damage to a single target, since a wounded enemy still hurts as much as a healthy one, but I don't think 20 damage will do that much of a difference in this case anyway, they seem to have 485-528hp based on the last one.
But, well, last time we stunlocked the thing so we don't know what they actually do. It does makes sense to assume they will try to bite, but they might spit acid or something, we don't know. I'm not sure letting them both of them attack on the same turn when we don't know what they can do is a good idea.
>>
How about we speedload trollstoppers and use one maybe with Hell's Heart on. I'm not sure what the benefit is, but two of these is going to be a tough nut to crack. Running away also sounds really appealing.
>>
>>4706494
I'd recommend HHing Mike's Pin Down instead. We'll lose out on a little damage and spend one of Mike's points, but the Kaprosuchus will be stuck for two turns, we get to learn how the other one attacks, and Mike gets to have the satisfaction of having Pin Down work correctly this time. Burstock should Smite the same one we attack.
>>
>>4706500
Trollstoppers are incendiary rounds. I'm also pretty sure you can only use a speedloader only when a weapon is empty, considering how they work.
>>
>>4706502
This sounds like a good plan. We gotta be prepared to potentially tank quite a heavy hit, though.
>>
>>4706437
>>4706494
the caltrops would make good battlefield control if they lasted a set amount of rounds, but it reads like it's only good for one hit instead, may be worth it to see if we can get an upgraded version, even if it's a limited amount
>>
>>4706672
Qm: Mikes moves and damage will be upgraded once you meet the right weaponsmith.
>>
>>4706695
In the meantime, we might still be able to give them a little extra oomph with some Burnsauce. And if we can get something that would add recurring damage to them, that'd turn them into a real deterrent.
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>>4706506
QM: You can shake out your current bullets and load in another ammo type as a free action. Just make sure to collect your bullets after the fight. Speeloaders are pricy. I wanna make them worth it.

>>4706502
>>4706517
You put HELLS HEART into mikes PIN DOWN. Kachosuchus one cannot attack for two turns!! And takes damage from smite.

I forgot to write the mana values in for Joey and Burstocks spells again, sooo fuck it. Blessing of the Everking. Those two spells were free this time. That'll learn me.
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>>4707418
Kaprosuchus two charges towards Mike and savagely bites him on the shoulder. His armour protects him a little. Mike hisses through his teeth and fights it off.

Kaprosuchus One may not attack!

Back to you in the studio
>>
>>4707424
Have Mike drink a small mana potion.
Bommflasks are area of effect, right? If so, Cast Hell's Heart on a boomflask and toss it at the two Kaprosuchus's. Boomflasks do 40 damage (80 with HH) and ignore armor and do 20 extra the following round, giving us a nice 180 damage split between the lizard
Burstock keeps smiting the one we've already damaged and drinking mana potions when needed to keep her charged up.
That's the best I got.
>>
>>4707450
*Mike drink's a small health potion.
I need more sleep
>>
>>4707450
Splitting damage when they still have so much of it won't do us any good, a wounded enemy still hurts as much as a healthy one. We should either focus on bringing the wounded Kaprosuchus down without using too many resources (HHing Mike's Breaker would be very powerful, but a HH'd Karubin is still very good) or trying to have them both stunlocked (Kneecap the other croc).
It's worth noting that HH's damage, being added to the original damage, is effectively always AP unless used with something that does less than 40 non-AP damage.
>>
>>4707573
Kneecap is too unreliable to keep stunning, but from what I understood it retain armor piercing capabilities.
It takes us four rounds to kill just one from full health if we keep HH'ing Burstocks Smite with Mike adding his Karubin every other round.
It takes us five rounds to kill just one if we keep HH'in Mikes Karubin while Burstock Smites
It takes us three rounds to kill just one from full health if we HH Boomflasks at it while Mike uses Karubin every other round and Burstock Smites. At this point the other has also taken 300 points of damage, putting it over half way down it's healthpool.

In the last scenario we end up using the same amount of resources as the others + three boom flasks out of five Joey has on him, that we have opted from using thus far. If we want to kill just one of these things quickly, boomflasks are the way to go.

I could be wrong I admit. I'd be fine just spamming kneecap if what I wrote above doesn't appeal or is incorrect.
>>
>>4707593
How likely is it that we'll need the boomflasks in the dwarf fight? I'm fine with using them now, but if they're gonna be more useful for our main target then I think they're worth conserving.
>>
>>4707613
I believe in the dwarf fight we go full ham on our dwarfstoppers. The boomflasks were bought in last thread to give us more options if I recall correct.
>>
>>4707593
>It takes us four rounds to kill just one from full health if we keep HH'ing Burstocks Smite with Mike adding his Karubin every other round.
>It takes us five rounds to kill just one if we keep HH'in Mikes Karubin while Burstock Smites
That... doesn't track, actually. HHing Smite only adds 60 damage, HHing Karubin adds 80. Remember it's just Mike that has to spend the turn reloading, we're free to HH Burstock's Smite or do something else while he does that.

>Kneecap is too unreliable to keep stunning
That it is, but any damage we prevent is damage we don't have to waste resources to heal, and it only costs us a bullet.
>but from what I understood it retain armor piercing capabilities.
That's what I understood too, but >>4706052 implies otherwise. Maybe it's a mistake. CF?

>>4707613
>How likely is it that we'll need the boomflasks in the dwarf fight?
Not very, but we'll probably need them if we want to try to tackle a slime.
>>
>>4707884 (You)
>>but from what I understood it retain armor piercing capabilities.
>That's what I understood too, but >>4706052 implies otherwise. Maybe it's a mistake. CF?
From thread seven:
>Kneecap: This allows you to fire a target shot into whatever will slow your opponent down. It does your weapon damage -ignores armour and will mean they miss their next turn. It will also require a dice roll, albeit an easier one and will still let you do a regular shot if you fail.
Emphasis on "regular shot", it's not AP. Still, 55% denial with regular damage done on a miss is still nothing to sneeze at, especially with a cost of only one bullet.
>>
>>4707593
>>4707884
Alright, let me get my Math glasses on.
These things have 485-528hp last time I counted, We could assume an even 500 for simplicity's sake, but eh, I'll try to take everything into account. One of them's paralyzed and 100 damage down, I'll assume that's our primary target.
If we HH Burstock's Smite every round and Mike uses Karubin every two rounds, that's 120+40, 120, 120+40 and dead. Probably won't need that last HH, but still just three rounds. In the meantime, we take 4 hits total (1 from this guy, 3 from the other)
If we alternate between HHing Mike's Karubin and Burstock's Smite that's 60+120, 120, 60+120. Still three rounds, still probably don't need that last HH. The good news is that with this we can skip one of Burstock's Smites and still kill it, so she can use a turn to heal, otherwise we can get started on the other one with a HH Kneecap.
Now let's see about those boomflasks. 40 damage+20 burn. I don't actually know if HH will apply to the burn, but let's say it does, so that's 80 + 40 next turn. So assuming we throw a boomflask every turn, that's 60+40+80, 60+40+80, then next turn we have a guaranteed 40 damage so we can finish the other guy. It sets us back almost half of our boomflasks, but it does let us finish this fight with only minor wounds. Yeah, let's do that.
>>
>>4707965
I like to think Joey's doing some sherlock holmes inner monologue shit with this
>>
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>>4708108
Not what you asked for but close enough.
>>
>>4708127
Wrong, this is exactly what I was picturing. Thank you based anon
>>
>>4708108
>>4708127
I love it. I absolutely love this.
>>
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QM : Just confirming.
You're throwing a hells heart boomflask, and Burstock is smiting. What is Mike doing?

I might have misunderstood, sorry.
>>
>>4708441
Fire Karubin on the first, damaged Kaprosuchus. I think that was the conclusion that >>4707965 came to.
This round, Smite first, Karubin first, HH Boomflask both
Next round Smite first, Reload, HH Boomflask both + burn damage.
>>
>>4708441
>You're throwing a hells heart boomflask, and Burstock is smiting. What is Mike doing?
He's Karubinin'
>>
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>>4708458
You charge up a BOOMFLASK with HELLS HEART and throw it at both beasts. The immense explosion engulfs them both.

Burstock calls down another SMITE on the first kaprosuchus as Mike unloads a rifle round into it.
>>
>>4708593
these guys are pretty badass, be cool if we could tame one.
>>
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Kaprosuchus One is pinned and may not attack
Kaprosuchus One was burned by the boomflask!

Kaprosuchus Two swipes its gnarly tail through your whole party.
Kaprosuchus Two was burned by the boomflask!

Your move!
>>
>>4708593
According to >>4708458, the plan is:
>Smite first, Reload, HH Boomflask both + burn damage
Also, I just caught all the way up. Great stuff OP.
>>
>>4708620
>Body betrayal Two, Crowbar One, Mike KARUBIN 's One
>>
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So I had an idea for a new move.
>Cocktail Party. Throw a jar or vial over the enemy party and shoot it for AoE effects.

We could use it to splash poison, oil, acid, or even a good ol fashion molatov.

What do you guys think?
>>
>>4708621
Do thls one
>>
>>4708621
Aye Aye
>>4708654
If we got good at trick shooting, we could use dynamite in combat effectively. Or we could bundle a couple sticks around a boomflask, make an ersatz anti-tank grenade.
>>
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>>4708659
>>4708656
>>4708621
You charge up another HELLS HEART BOOMFLASK hurling it at both creatures.

Mike reloads his rifle and Burstock smites the first beast.
>>
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The two Kaprosuchus charge you and Burstock!
Your armour protects you a bit, but Burstock gets savagely bitten on the arm and can't help but wince and exhale.

Both beasts are burned by the Boomflask!
Kaprosuchus one continues to be burned and is overwhelmed by the fire, and keels over, smouldering.

Only Kaprosuchus two remains!

Your move!
>>
>>4708692
Alrighty, Burstock should probably heal herself at this point. Then Mike Karubins and we Hell's Heart Boomflask again, I assume? I'd probably be inclined to go for Hell's Heart Blast this time instead of using a boomflask on a single target, though.
>>
>>4708696
Seems good, but how about HH kneecap? There us only one target left and maybe we get lucky.
>>
>>4708696
Blast kind of has the same problem as B-flasks, that it's best used on a group. Second problem with is that it can do anywhere between 26-56 damage (46-112 with HH) This isn't a problem when clearing out crowds, as the raw damage amount effectively multiplies with each target hit, but a single target, especially with HH (Blast costs 20 mana and HH 16 according to Wiki) is a hefty mana investment for uncertain results.

Alternative offered by >>4708711, is also uncertain, but the damage is much easier to predict. If we hit our HH kneecap, our target takes a 100 and is stunned. If we miss, our target still takes 100 - 40(armor) for 60 damage. Both which are still higher damage than normal Blast and take slightly less mana. I think in this case I'd roll the dice and go with Kneecap buffed with HH.
>>
>>4708711
I'll second this.
>>
>>4708711
+1 for Burstock healing herself and HH kneecap, Mike can just regular shoot I guess
>>
Rolled 7 (1d100)

Since we appear to have reached an accord rolling for HH kneecap and bear the shame if it fails.
>>
>>4708711
I think a better idea would be to HH mikes karubin. Guaranteed 120 damage, and if burstock fires with Smite, that's 180 damage, which should kill this one outright.
>>
>>4708902
Too late. At least the roll succeeded.
>>
>>4708593
>>4708688
can't help but notice we've been spending 20mp instead of 16mp for HH
>>
So why are we running from all the green slimes again?
>>
>>4709046
That is the advice we've been given on how to deal with them. They have resistant to physical AND magical damage and our ability to set them on fire is limited by our finite resources.
>>
>>4709059
They also have nothing to loot and nothing to harvest. If we manage to kill one, all we win is bragging rights.
>>
>>4709064
I wonder: scadam had a contained green slime in the well, right? Maybe they could be bottled and used like living acid grenades.
Throw one and now your opponent has a living, sticking chemical weapon on them. Once they're done you just re-neutralize em and scoop it back up.
>>4708914
Huh, you're right. CF, is that just a little error or actually the case?
>>
>>4709174
You'd need a really big jar. I don't think it's going to cooperate either. Scadam's just fell in the well and was more or less stuck. Gravity seems to be their only real obstacle.
>>
>>4709185
It was implied that even that wasn't a problem for it, but since they keep feeding it garbage it's content to just stay in there
>>
>>4709174
QM: Its an error. My bad. But you got one for free so, youre still ahead.
>>
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>>4708659
what I'm thinking is we get a jar of that acid from the start of the quest for our eventual showdown with Edgewater. not only should it ruin his day, it might just short out the mechanism for his lightning spear.
>>
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You fire a HELLS HEART KNEECAP into the remaining kaprosuchus, staggering it. Mike backs you up with a shot from his rifle. Burstock heals herself.

The remaining kaprosuchus may not attack!
It is your turn again!!
>>
>>4710362
Burstock smites, Mike shoots? This thing has to be almost dead.
>>
>>4710362
HH Burstock's smite on the last Kaprosuchus. That should bring it to 500 damage taken and kill it. By my calculations we have then used 76 points of mana out of our 85 and should probably drink another mana potion.
>>
>>4710386
Mike has to reload since he fired his rifle last round. Otherwise this would do the trick.
We'll have to go with >>4710388 for now.
>>
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>>4710388
>>4710389
You channel a HELLS HEART SMITE into the last Kaprosuchus, and it all but crumbles into glowing ash.

VICTORY

Combat has ended.

Burstock heals herself once more, then does LAY ON HANDS to you and Mike. Mike's looks different to yours.

Burstock and yourself clink mana potions before both drinking one.

All mana and hp has been restored!

Mike slings his rifle.
"This is hairy work, but it's not bad with you guys."

Mike sets about cutting choice cuts off the less atomised kaprosuchus.

Mike slits open the belly of the beast and, only slightly wrinkling his nose, retrieves a goop coated silver necklace with an amethyst set in it.

He wipes it off on his voluminous cloak and hands it to you.

"It's not nothing."

Burstocks stomach gurgles and she pulls a small bundle of sapphire grapes from one of her pouches and consumes them.

"You guys actually ate at the waffle house. I just cannonballed 40s."

Mike chuckles and then LISTENS UP

silence to the west. crying to the north, chittering to the east, silence to the south.."
>>
Crying in this place should be investigated. But imagine I posted the Mad Max "it's bait" gif and let's be careful.
>>
>>4710401
>crying to the north
Oh that is not good. It could be a trap, another experiment who uses this to lure prey to it, but I think we should investigate non the less. I agree with >>4710408

We head north now and we'll have to come back to investigate the south afterwards, though it'll probably be another slime.
>>
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You all walk north.

A single cutpurse is looking around, as though lost, she wipes her nose and wails piteously. She seems to have a wound on her upper arm.

She turns to your party, surprised. She doesn't roll initiative. She hisses at the sight of you.

Mike exhales and keeps a hand on his breaker.
>>
>>4710423
Keep your distance and keep your hands visible. Talk to the cutpurse to keep her attention from Mike.
"We're not looking to start anything. Are you hurt? Do you need help?"
Earth's Honesty her response.
>>
>>4710433
This is the moral way to go, but be aware that we've just blasted through a handful of what I assume are her colleagues, so we'd be wise not to force the issue.
>>
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>>4710433
The goblin takes a small step towards you.
She nods her head to both questions.

Earths honesty doesn't tell you anything. Either it can't figure out nodding or goblins are off its radar.
>>
>>4710889
"Were those creeps in armor after you? They're in the dirt now, don't worry?"
>>
>>4710889
Yeeeah, I'm all for helping people, but I'm also all for avoiding a sneak attack. So if the other anons agree, I say we tell her that's close enough, roll a small health potion her way, and go somewhere else (unless she says something else that Earth's Honesty can work with, I guess).
>>
>>4710889
Hold out your hand to stop her from advancing.
"Wait, hold up."
Slowly place a small health potion halfway between you and cutpurse, move back to the others.
"A health potion. It might be difficult to trust us, but if we meant harm we wouldn't be talking."
Add this >>4710895, though I would drop "don't worry." In this place you should do nothing, but worry.

>>4710920
Yeah. Still, she could know something useful that she could tell us.

Can we call up HB on the mutterbottle, get some advice?
>>
>>4710935
Sounds like a plan, although I'm against calling HB. Like the boss said up above, these gobs ain't her friends, and I don't think there's anything gob-specific about this situation we can't figure out ourselves.

>>4710895
I'd suggest a more vague 'who attacked you?' rather than specifics. We don't wanna give her any easy excuses.
>>
>>4710920
>>4710935
Possible options:
1: This is a goblin who was attacked by something else, but escaped.
2: This is a goblin who is/was attempting to dust out, and is alone.
3: This is an ambush attempt.
If it's options 1 or 2, the moral thing to do is to help them out. Consequences might differ depending on which it is. I like >>4710983, and maybe asking if she's looking for her den or dusting out.
>>
>>4710920
I'm with this.
>>
I'm down for handing over a potion at a distance. Ask "What's your name?"
>>
>>4710935
>>4710983
+1
>>
>>4710985
3 is unlikely. you don't go for a wounded bird ploy in a place filled with things that eat wounded birds.
>>
>>4711554
Maybe you do if you're ruthless enough to wound a bird yourself, but fair enough. I still think we should ask something like "Are you looking for your den?"
Depending on her reaction, it should let us know what the situation is pretty well.
>>
>>4711554
You've got a point in that this is not a likely place to find a good samaritan. If this is a trap, it's likely targeted to us specifically.
>>
Could she be a survivor of the old guard group?
>>
>>4711748
Someone who is transmogged?
>>
>>4711821
QM: can't transmog into goblins
>>
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>>4710920
>>4710935
>>4710983
>>4711005
You take a health potion out and go to place it between you and the goblin.

Mike grabs your arm.
"Roll it, man."

You nod and roll it toward her.

The goblin produces some sort of animal handling or fruit picking tool and collects the potion. She pockets it and nods.

>"It might be difficult to trust us, but if we meant harm we wouldn't be talking."

The goblin nods.

>"'who attacked you?"
The goblin looks around. She says nothing.

> "What's your name?"
She takes a few more steps back, but answers.
>>
>>4711858
"I'm Joey." Look around.
"You alright now? Unless there is anything else we can do to help, we'll be on our way."
She either trusts us or springs the trap when we are still not completely in it, which ever the situation might be. She has to realize we might be the only things willing to help out in this place if she legit needs help.
"If you want to return the favor, we could do with some information about this forest."
>>
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>>4711892
>"I'm Joey."
She says your name back you you.

>"You alright now? Unless there is anything else we can do to help, we'll be on our way."
Balut looks sad and beckons you to come closer.

Mike shakes his head.
"You first."
Balut whimpers
Mike looks steely.

>"If you want to return the favor, we could do with some information about this forest."
Balut shrugs
>>
>>4711903
She trying to get us to follow? Seems suspicious.
What does Mike hear around us?
>>
>>4711903
Does Burstock have thoughts of the situation we have found ouselves in? This is all rather strange.
>>
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>>4711926
What does Mike hear around us?

Mike leans towards you and speaks softly.

"I don't hear anything unusual. But if this is a trap - and it is - then that makes sense. These guys can be very quiet when they need to be. Could almost sneak up on a dwarf."

Balut glowers at Mike

Mike speaks at a normal volume
"Yeah, I know you can hear me. Come over here if you've got a problem."

Balut hisses.

Does Burstock have thoughts of the situation we have found ouselves in?

Burstock takes through a mouthful of grapes and barely looks up. She points to Balut.

"She ain't hurt."

Baluts body language changes completely she flops her arms by her side and clicks her fingers bitterly she backs off into the bushes.
>>
>>4711976
"Well that covers it I suppose. I wonder what the plan was."

Nod to Burstock "How'd you pin down she was fine all along? It felt suspicious, but I couldn't put a finger on it."
>>
Well, I'm the guy who raised the ethical objections to killing goblins >>4702972 , but I'd like to point out I also am the guy who called this before we entered the square >>4710408

So, how about we shout something like "I know you can hear us. We're not here to kill goblins, but we don't mind the exercise so STAY out of our way"
>>
>>4712186
But we do want to kill goblins along with everything else in this forest. Any time before we've spared anything has been because we weren't attacked straight away and on those times our adversaries came to those decision on their own. I don't see a compelling reason to deviate from this policy.
>>
>>4711976
Well, at least we know that whatever square she was trying to lead us into was an ambush, so we can avoid that one from now on. Was that the square to the east of us, CF?
>>
>>4712219
Strongly disagree, we're here to kill the dwarf, if the goblins get the message we're bad news and avoid us, we waste less time and resources. They'll hear us coming miles away so we're not gonna bump into them randomly.
>>
>>4712367
Strongly disagree with your strong disagreement, we're also here to grind, and we can't do that without encounters.

>>4712006
Seconding. Give her a grin.
>"Could've mentioned it sooner, we would've saved ourselves a potion."
>>
>>4712186
>So, how about we shout something like "I know you can hear us. We're not here to kill goblins, but we don't mind the exercise so STAY out of our way"
"You're welcome for the potion, by the way! If you like the product, we sell those cheap."

>>4712501
Strongly disagree with your strong disagreement of their strong disagreement, Joey doesn't kill sentient beings just for the XP. If they attack, or they're part of the Old Guard or something like that, then they get what's coming to them. Otherwise, if they stay out of our way, we won't attack them unless they give us reason to. Plenty of other stuff to kill, no need to become the kind of monster who hunts people for sport.
>>
>>4712591
>Plenty of other stuff to kill, no need to become the kind of monster who hunts people for sport.
Too late for that then, considering Joey murdered every single gopnick and thug in Kiani Forest. For some reason it's different here, apparently.
>>
>>4712607
Again, if they roll initiative, they're fair game, just like every other goblin we've found in this place. We just won't go out of our way to kill them.
>>
>>4712618
I mean, sure we're not gonna track them down and murder them in their sleep, but they've already shown that they wanna fight. Since fighting them also benefits us, I don't think we have any specific reason to discourage them.
>>
>>4712006
support.
>>
>>4712798
I mean... moral concerns aside, we do. Every fight we keep spending MP, Mike's points, boomflasks, bullets, etc. We're not in dire straits right now, but if we keep going at the rate we're going, we might well find ourselves going on empty when we finally get to the point where we can find the dwarf. Eyes on the prize, we can grind after the worst danger is gone.
>>
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You got to talk more to Balut but she scampers back into the brush, muttering to herself.

You turn to Burstock
>"How'd you pin down she was fine all along? It felt suspicious, but I couldn't put a finger on it."

Burstock discards her grape stems.
"Oh, it's not instant. Takes me a while with some species or people I don't know. I guess its a form of ultimate empathy. An understanding of the body and life itself. No matter how subtle, everyone has tells. It's how I could tell Mike has cracked ribs the other day. He was being very stoic. No one else would have noticed."

Burstock turns to Mike, who is busying himself trying to find a large tree branch. She is still talking to you, though.

"I know someone well enough and I can practically feel the flow of their blood. The movement of their innards. The birth and death of each cell."

Burstock turns back to you
"It's probably why vitamagi turn out a little strange sometimes, I guess. But it can be useful."


Mike hefts a large fallen tree branch into the clearing. It takes him a small effort.

There is the sound of snapping twigs and shifting reeds as a pit trap collapses. Mike glowers into the pit.
"Amateurs. It's only 9 foot deep. The spikes are too far apart and they're not even coated. This wouldn't have killed you. It'd just hurt like hell. Guess she had buddies nearby."


Mike straightens up.
"sorry about the potion. should have trusted my instincts."
He hands you one of his potions.
>>
>>4713026
Decline the potion. "Don't worry. Single potion is a small cost if she had really needed it. Who knows? Maybe something good still comes out of it."

I'd say head back south twice to check the clearing we would have probably checked originally. it was silent, so maybe there is a tunnel, or another slime.
>>
>>4713026
"No worries Mike." Shall we continue on then? East?
>>
>>4713026
>You got to talk more to Balut but she scampers back into the brush, muttering to herself.
I think we meant saying it out loud so the other goblins hear it.

>It's probably why vitamagi turn out a little strange sometimes, I guess.
Yeah, you hear stuff like one that tried to turn herself into a fairy or something like that.

>"sorry about the potion. should have trusted my instincts."
Hey, we're a potion company, there's more where that came from. It's why I chose one of the small ones.
>>
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Here is another updated map:
Red line is the route we've taken.
Blue squares are locations that Mike picked sounds from.
Blue cross is a combat encounter we fled from.
Green line is the route I'd suggest.
>>
>>4713026
Hey, hold up. Dr Ash said that dwarves attack closest target to them, yeah? If we blow the tunnels and force it above ground, could we trick it to fall on the spikes?
>>
>>4713026
Oh, and reload revoler, take bullets from backpack to pockets, as someone suggested earlier and go south twice I guess.
>>
>>4713026
Well that's just rude.Most mobs at least don't try to prey on our better nature.
Fish the bullets out of our backpack and into our pockets, then head two squares back south.
>"sorry about the potion. should have trusted my instincts."
Don't worry about it, _I_ should have trusted your instincts.
Still, I do wonder what their plan was. I'd think something like this would be better thought out on a road or something, rather than in a forest full of monsters.
>>4712970
>>4713047
Practically speaking, I'd rather fight goblins than Kaprosuchuses or slimes. Moral concerns-wise, we've got a pseudo-policy of accepting surrender, and are willing to offer it in situations that aren't immediately hostile. But fights and folk who're morally past the pail are fair game.
>>
>>4713137
>Practically speaking, I'd rather fight goblins than Kaprosuchuses or slimes.
You're missing the point. It doesn't matter what we fight- we haven't had a single non-escape fight we had here that hasn't wasted valuable supplies we're gonna need against the dwarf. I don't care if it's a goblin or a Kaprosuchus or a slime or the goddamn Everking, it's gonna be a draw on our resources unless we stop fighting on every screen we enter. From a practical standpoint, trying to get the goblins to give up and leave us alone is a good idea.
>>
Killing stuff costs. But it does get you XP.

Might get enough from this anyways but just letting you know. Even no loot is worth something.
>>
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>>4713042
>>4713078
>>4713106
You decide to head back down south twice. You do so without difficulty. You bring up with Burstock the thing she said about vitamgi being weird.

>"Yeah, you hear stuff like one that tried to turn herself into a fairy or something like that?"

Burstock does a small smile.
"Not really what I was talking about, but I know of her, yes."

Mike listens up.

"Silence to the west and north, obviously. Skittering to the east."
>>
>>4713507
Huh, so far we've heard chittering from the east on on this column ywice and right next to each other too. Could the bugs have made a nest in this corner of the forest?

I think it's time to drink another Grink Rak and head east to see what these dissoƶver beetles are about.
>>
>>4713511
I can agree with this. Not certain about using the Grink Rak, but screw it, we can always get more.
Before we do, can we check our inventory/selves real quick? I feel like dead-reckoning from last check is gonna lead to compounding errors sooner or latter.
>>
>>4713511
i'd rather not do this. Mike made these things sound pretty tough to take on. I hate to back and forth, but I'd suggest we head back north where Balut tried to trick us and head east instead.
>>
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You take a moment to pick your next direction. You decide to take a quick inventory while your at it.

In your pockets:
Revolver (6 normal bullets)

Speedloader (6 normal bullets)

Speedloader (6 dwarfstoppers)

Speedloader (6 trollstoppers)

13 bullets


5 Large Health potions

5 large Mana potion


1 Burnsauce

Ravenbar (super crowbar)

Mutterbottle

2 Books of Matches

2 Grink Rak

Grink Cherry

Grink

5 cloudjars

3 boomflasks

5028 Gold

In your backpack:

24 Bullets

17 Sticks of Dynamite

Rope (10 ft)

Fist Sized Sapphire

1 Burnsauce

1 Glowbottle

Vodkant

Journal

3 cheeroots

1 Nowl porno scroll

1 Stocking

1 Bottle of sesame oil

4 cheap knives

1 knock off zippo lighter
>>
>>4713520
Let's move another five bullets to pockets. That gives us three full reloads, if needed.

Otherwise my suggestion to go around all the chittering still stands. Go north twice and then east.
>>
>>4713633
I'll second this. We can always come back for more phat lute and eckspee after we've fought the dwarf elder if we still want to.
>>
>>4713633
I would be inclined to fuck up some beetles, but I agree that we oughtta get a move on finding this dwarf before it gets dark. North and East sounds good.
>>
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Rolled 79 (1d100)

>>4713633
>>4713694
>>4713892
You head north twice and then east. A large harpy is glad you dropped by!

Roll initiative.
>>
Rolled 59 (1d100)

>>4714326
I guess this one isn't going to startle
>>
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The harpy flaps over to you and Mike ripping at you both with its enormous tallons!

Your move.
>>
>>4714425
I'd say Mike pins down and Burstock and us melee. Should probably try to save resources on this one, although I might be massively underestimating this thing.
>>
>>4714425
Hmm. Is it close enough to ternion physiology for Burstock to be able to use Bodily Betrayal? If not... well, we can't use Kneecap from melee, so I guess it's time for the Ravenbar to make its debut.
>>
>>4714435
I don't think we're "In melee", persay. Kneecap+arrow+healing burst seems like a good idea to me, I'm imagining flying creatures can't be too beefy.

>>4713520
>>4705711(you)
>>4703826(you)
>>4700802
I don't mean to be that guy, but I coulda sworn we used more bullets than that.
>>
>>4714433
>>4714435
According to Mike, Harpies are comparable to dwarves and even more dangerous depending on your point of view.
We haven't fought one before, so we are not aware of all qualities that harpies have.

I'm going to suggest Hammer Time. As Anon said there doesn't seem to be much room for tough hides to act as armor.
>>
QM: I am unsure what course of action people want.
>>
>>4714505
It seems evenly split. Hammer Time from melee seems dangerous, so I'll back ravenbar + healing + arrow.
>>
>>4714510
I have never in this quest seen distinction made between melee and ranged. How is this any different to all the other combats we've had this thread?
>>
>>4714442
Hammer Time from us, Pin Down from Mike (should keep it from flying away too) and melee from Burstock seems like a safe opening from us.
>>
>>4714517
I mean, there is one, for example Mike's caltrops damage enemies who attempt to melee, or cloudjars reduce ranged capacity. But now thatyou mention it, I'm not sure if it affects this situation. So... if Burstock can Bodily Betray the harpy, make it so. If not, I'm hearing healing, but... eh, we're not so damaged that it can't wait until afterwards, it was just 20hp each. I'm fine either way, I guess.
Hammer time feels like overkill and won't let us learn a lot from the kill, since it's gonna do about 300 damage, so I'd rather just shoot it (or kneecap if Burstock can't BB it)
>>
QM: If we lock in that Burstock can't use BB on it, does that help?
>>
>>4714527
>it's gonna do about 300 damage
Only if we pass the test, and if not we shoot it once just like we do when we fail kneecap.
>>4714541
Oh that helps a lot. I see support for Mike using Pin Down and Joey & Burstock doing melee, so for the sake of expediency I'll switch my vote to that.
>>
>>4714542
I'm eager to see this ravenbar in action, so sure. If it doesn't go down easy enough, we can always hammertime as a Hail Mary.
>>
>>4714542
Sure, why not.
>>
>>4714542
Sure, let's go with that.
>>
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You and Burstock attack the creature with your melee attacks. It looks like this thing doesn't have any armour. Your weapons hurt!

Mike fires a pin down shot into the harpy, stopping it from moving!
>>
>>4714583
Neato.
we fine with Hammer Time? Mike fire his Karubin and Burstock keeps meleeing?
>>
>>4714542
>Only if we pass the test, and if not we shoot it once just like we do when we fail kneecap.
What I meant is that we can't learn what a harpy's HP is if we overkill it.
>>
>>4714583
>-19 -21
I suggest Arrow+HH a single pistol shot+burstock melee.
>>
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The harpy lets out a painfully high shriek, generating a soundwave that makes you belled from the nose and ears.
>>
>>4714591
This sounds good to me.
>>
>>4714591
Fine with this.
>>
>>4714600
Oh Jesus. We went and overlooked possible ranged capabilities.

I really think we should attempt to resolve this quick, but I'm alright with anything.
>>
>>4714600
... >>4714591(you) I'd like to have burstock do a healing burst instead of melee, please.
>>
>>4714600
...oh. Might want to switch out Burstock's action, then.
>>
>>4714606
Same
>>
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You and mike fire into the harpy, with you putting a HELLS HEART charge onto your shot.

The harpy shrieks and spins through the air before collapsing into a wet heap.

Burstock heals everyone for 15 HP


YOU LOOT:

13 gold
A small garnet
Unopened moist towelette
>>
>>4714666
North then west?
>>
>>4714666
I'd say east again, but first lets have burstock do 2 more healing bursts, which'll get us all up to within 5 hp of full for only 10 mana.
>>
>>4714688
Agreed
>>
>>4714666
Is there anything that Mike can harvest from harpies? What can he hear if he uses Listen?

We should go east next.
>>
>>4714706
We aren't harvesting anything sentient, under any circumstances. Dwarves are just a bit too bestial to count, but harpies aren't. They might be monsters, but justifications are a slippery slope here I don't intend to go down.
>>
>>4714710
Yeah, Harpies are like Trolls, I imagine. Often hostile, dangerous, and mean, but they're still thinking, self aware creatures with their own cultures.
>>
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Burstock heals the party back to full health.

Mike is about to listen up when your whole party suddenly gets BULLRUSHED

Mike winces as he picks himself up off the ground.

"Agh...right,,okay.. at least that means he has a tunnel nearby. Can't be diagonal either."

Mike LISTEND UP
"Silence to the West, North and East. Hissing to the South"

Burstock dusts herself off and cracks her back
"I'm sick of this dude."
>>
>>4714747
"Sick of him after the first meeting? Yeah, he does seem like a real asshole."

East then?
>>
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>>4714747
Crikey, that hurts. I for one would like to head east, then clear out the lower corner.
>>
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>>4714756
oh woops, lemme fix that real quick
>>
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>>4714751
>>4714756
You head east. Mike gulps down a Health potion. Burstock heals herself.

Burstock puts an hand on your shoulder.
"You alright there?

Mike listens up
"Silence to the west, hissing to the north, chittering to the south"
>>
>>4714819
Return west, then head north from there? Gotta check all those adjacent squares.
>>
>>4714819
That lower right corner has to be a beetle nest or something. Its surrounded by chittering on all sides. Does Mike and Burstock know if such a thing is possible?
>>
Also we should down a health potion like Mike did. Save Burstock some mana.
>>
>>4714819
Gulp a health potion, then head south. There's gonna be SOMETHING behind the beetles if we don't bother checking.
>>
>>4714819
Burstock didn't heal us so lets take a potion.
>"Im fine, still got enough juice?"
ask Mike if beetles like holes like the Dwarf's tunnel.
>>
>>4714824
>>4714846
QM: A tie breaker would be good

>>4714828
QM: I would say that is likely.
>>
>>4714890
Go west and north. We can always come back for the nest later.
>>
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You chug a health potion, finding yourself kinda getting used to the taste.

Burstock drinks a mana potion as you walk west and then north.

Oh hey! About time!
>>
>>4714925
Aight. Toss in the needed lit dynamite and we can enter final leg of the journey.
What can Mike hear around us?.
>>
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>>4714935
You light five more sticks of dynamite and cast them into the pit, causing the tunnel to collapse and smoulder with palpable satisfaction.

Mike listens up

"Silence to the South, silence to the east, guttural lowing to the west."
>>
>>4714947
Good job.
I'd say we check the last clearing to our east. Maybe there is nothing. Maybe there is a slime. If slime we just cloudjar back and go west instead.
>>
>>4714949
Sounds good to me.
>>
>>4714949
Seconding
>>
>>4714947

>>4714949, not like i have a better idea
>>
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Rolled 82 (1d100)

>>4714949
>>4714950
>>4715083
>>4716308

You check the east

GREEN SLI-I-I-I-IME!

Roll initiative!
>>
Rolled 15 (1d100)

>>4716518
It was a slime! Every gosh darn time!

And this time its pretty fast too
>>
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>>4716525
The slime pastes you all for 20 The nature of slime seems to ignore your armour.
>>
>>4716543
And now its getting handsy too!
That tears it.
Mike, throw a cloudjar at it. We must retreat to plot the demise of the slime for a later time.
>>
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>>4716548
You retreat to the west. Burstock heals everyone.
>>
>>4716558
Heading west then.
What could make the lowing sound?
First time we encounter it too.
I think its time to drink that second grink rak. We'll save the third when we blow the last hole.
>>
>>4716566
+1
>>
>>4716566
Seconding going west. Does the grink rak expire after a certain amount of time with no combat?
>>
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>>4717002
No, I think it lasts for "three battles". Though it might cancel if we set up camp or return to town or something.
>>4716566
I can dig this.
>>
>>4717086
I think the last whole is in the bottom right corner. We'll probably have to have at least one encounter with the beetles to get to it. I say we check there first since we're already on this side of the map.
>>
>>4717466
I don't think so but I can understand why it'd be a good idea to check that square before moving on.
>>
>>4717466
Oh almost certainly. Though CF did confirm that clearing is likely to be a beetle nest, but I still would not be at all surprised.
Still, I suppose we'd rather exhaust all the other possibilities first.
>>
>>4717518
It's why I wanted to ask Mike earlier if he thought beetles would congregate at a hole the dwarf dug

we're getting pretty tapped on resources, even our regular bullets are getting concerningly low. A tactical withdrawal might be in order
>>
>>4717539
>if he thought beetles would congregate at a hole the dwarf dug
Mike already answered that question here: >>4703001
If lack of resources really become a problem, we can start cloudjarring more frequently.
Maybe use mutterbottle to have Lumsden drop us some supplies.
>>
>>4717539
>It's why I wanted to ask Mike earlier if he thought beetles would congregate at a hole the dwarf dug
Considering the dwarf would've done the same damage to them as they did to us passing through? Not likely. That's why I don't think it's there.
>>
>>4717511
>>4717539
I'd really like to clear out that corner, they're probably not as tough as harpies or those damn dinos. And we have an extra 25 bullets in our backpack, and a grink machine in the airship if we need to re-up. If we feel up to it, one of us could use the Cherry Grink to go invisible and scout it out. It'd be risky, but it could let us or mike check things out without having to brawl with the beetles.
>>
>>4717580
>If we feel up to it, one of us could use the Cherry Grink to go invisible and scout it out.
I think you have Cherry Grink and Clear Grink confused. And we definitely don't want anyone to take double damage for 3 hours, that dwarf would outright one-shot-kill whoever it is.
>>
>>4717580
Ah, I guessed I missed that/forgot.
guess that rules out the beetle corner then, unless he meant the hole directly.

A supply drop sounds good if we can get it.
>>
>>4717596
I do have them confused, and it seems clear grink not only doubles damage taken, but only turns you invisible for 45 seconds. Not enough to properly scout, really.
So, go west or clear beetles first?
My vote is to fight the beetles.
>>
>>4717659
IMO go west. It sounds like the third hole isn't behind the beetles, and I want to get the dwarf before we drain our stuff even further.
>>
>>4717659
We go west. We can clear stuff up AFTER the danger from the dwarf is past and we know we can spare the resources.
>>
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Rolled 54 (1d100)

>>4717689
>>4717684
You go west. Life is not peaceful there.

Roll initiative
>>
Rolled 84 (1d100)

>>4718083
>>
>>4718105
Got eem.

Balls in your court,
>>
>>4718123
Have Joey do HH Blast, Burstock Smites the first one, Mike shoots the second.
If Blast rolls good enough we should be able to kill two out of the three and even if one of them manages to get a bite in and sticks to someone we can then hold it in place and beat it with melee.
>>
>>4718130
Mike shoots with Karubin, to clarify forgot to add that detail,
>>
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>>4718132
QM: Cool! Thanks for confirming! I'm afraid I'll have to do it after work tomorrow.

You're doing great, anon. Keep at it.
>>
>>4718138
No worries. This quest is great so little delays are not a big deal.
>>
>>4718130
can we wait to see if the blast+smite kills one before deciding who Mike shoots? a wounded enemy hurts the same as a healthy enemy, I'd rather confirm the kill
>>
>>4718212
Sure. Since Blast hit's all of them with same damage, it will either kill all of them or not, in which case Burstock and Mike get to do their thing.
>>
>>4718212
QM : Not generally how it works, sorry.
>>
>>4718212
I can have it that Mike will shoot the smited one if its still alive after both blast and smite, but will otherwise shoot the next one along. Doe that work?
>>
>>4718615
Ah, that's what I meant. Perfect.
>>
>>4718618
QM: Ah! Splendid.
>>
Rolled 3, 1, 6, 3, 4, 4 = 21 (6d6)

>>4718666
so, are we locked in? then I'll roll for Blast, I guess
>>
>>4718841
huh, exactly the average
>>
From what I understand, CF rolls it himself using real dice.
>>
>>4718849
I will, but ill use this if its higher than what I roll.
>>
>>4719267
Awful kind of ya!
>>
>>4719267
I've been wondering, do you use your own custom rules or something else?
>>
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>>4719367
Custom.

I am making an rpg for this setting. But its different again from this.
>>
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>>4718130
>>4718132
>>4718212
>>4718250
>>4718615
>>4719267

You yell

>"THROW IT!!"

And people seem to understand you! Mike combat rolls backwards, drawing his karunin and firing a shot into the left hand creature, Burstock summons a lightning bolt onto the right hand creature as you vast HELLS HEART BLAST over the whole group of them. The ground shakes and between the sparks and the dirt being blasted up, the battlefield gets messy!!
>>
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Only one rottshredder remains!
Though badly, badly injured it speeds towards you through the dust and latches onto your leg, it's triple layered teeth grinding into your flesh and apparently ignoring your armour!
>>
>>4719546
A good smack with a ravenbar should dissuade it. Burstock can kusigari it if it's stubborn.
We should reload and probably drink a mana potion, we've used at least 52.

For the purpose of keeping score, that's a (across the whole party) total of:
1 bullet,
2 Large health potions,
and (counting the one suggested in this post) 2 Mana potions,
and 2 of Mike's ACTION POINTS
used since >>4713520
also 5 dynamite, but it's a quest item in the immediate context, so it doesn't count.
>>
>>4719562
I'm down with this.
>>
>>4719562
>Sounds good to me
>>
>>4719562
What about a cloudjar
>>
>>4720209
For all intents and purposes, Mike has functionally infinite cloudjars. It's an action that takes 0 action points, not an actual consumable item.
>>
>>4719562
Work for me, smack that bitch up
>>
>>4719562
>A good smack with a ravenbar should dissuade it. Burstock can kusigari it if it's stubborn.
Can we actually hurt it with those? These things have armor.
>>
>>4720405
Good point. HH the ravenbar. We should drink a mana potion anyway as >>4719562 suggested. Might as well make the most of it.
>>
>>4720420
Supporting this.
>>
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>>4720420
>>4720405
>>4719562
>>4721273
You channel HELLS HEART through your ravenbar and swat the stubborn beast in the neck with it. The rest of its body swiftly goes flying. The bodyless head of the creature relinquishes its grip on you.

You drink a mana potion.

VICTORY

You loot 3 bullets from the stomach of one beast
4 gold

Mike LISTENS UP

"SIlence to the east, silence to the south, silence to the west"
>>
>>4722352
Ask Mike to patch you up. His Hold Still a Sec will take us back to almost full.
Ask how the others are holding up. Still good to go?
Let's keep heading west. I'm not sure I like that silence though.
It better not be that slime.
>>
>>4722361
+1
>>
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>>4722361
>>4722367
Mike patches you up. Smarts a little but he does a good job. You all head west.

There is a corpse already there.

Mike holds up a hand then crouches down to the corpse. He turns bits of it over with the flat of his knife.

It looks like it exploded from the inside. It's organs have ruptured from new holes about its body. What flesh you can see through the mangled gore is either bubbled or chitinous. Stunted extra limbs have sprouted through the victims mouth frozen forever in their last moments of unspeakable agony.

Even Burstock winces a little and shakes her head.

"Bad product."

Mike nods grimly.
"Must've been on their way to the community in Kerdil. Not the end I'd wish for."

Mike flicks out an entrenching tool.

"Is it okay? I'd like to if we have the time."
>>
>>4722402
Tell him to go ahead.
>>
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>>4722404
Mike nods in thanks and begins breaking up the soil to make it easier to dig. He passes the time while he digs a deepish hole>

"Sorry, Joodna. You were asking me about mog calls earlier but I was miles away. What did you want to know?"
>>
>>4722425
I didn't ask, but here's the original post, so I guess I'll second that:
>Also ask Mike about his Mog Call. What is the range of these things? If there are any Mogs in the forest, perhaps we could meet up with them and ask what they know about these tunnels?
>>
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>>4722402
Jeez. Guess that's why it's a controlled substance.
>>4722425
"You want any help with that, Mike?"
>>
>>4722402
"Crap. Is that what happens when a transmog potion goes bad?"
>>
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>>4722461
>"Crap. Is that what happens when a transmog potion goes bad?"

Burstock nods and stands next to you.
"A lot of people have no idea what they're doing. You really need to buy from a trusted supplier."

You exhale through your nose
>"You want any help with that, Mike?"

Mike shakes his head, fondly.
"Nah, I like this in a way."

>Also ask Mike about his Mog Call. What is the range of these things? If there are any Mogs in the forest, perhaps we could meet up with them and ask what they know about these tunnels?

"If I do a mog call, the whole forest will hear it, easily. I mean, I can imitate all sorts of mog sounds but its only the calls that travel that far. I can either do the one that sounds out if there are friendly folks nearby OR the one that lets people know they're on owned turf, and that I know they are there."

Mike rolls the body into the grave and begins burying it.

" Basically, The mogs go 'coooooEE' to basically 'ask' if anyone is there. You say it back to let them know you are here and friendly. They go 'cooloocoocoocoocoocoo' for when they KNOW someone is there and they'd better behave."

He pats the grave dirt down and folds up the entrenching tool

"That make sense? I'd happily do either. I'm not bad at them."

Mike has recovered another action point.
>>
>>4722477
Nah, making calls seems like a bad idea when there're dwarves and such around.
Is whatever he heard earlier still there, southward?
>>
>>4722486
Unfortunately the dwarf knows eactly where we are. Trying to be stealthy in the first place was never going to work, since they hunt by vibrations in the earth.
>>4722477
I say we try a friendly mog call before continuing west.
>>
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>>4722486
Mike LISTENS UP

"Hissing to the south. Clicking to the west."
>>
>>4722500
There are other dangerous things here, some of them even sapient. Not worth it.
>>
>>4722502
Keep going west, no mog call.
>>
>>4722502
Might as well go west, where the skies are blue.
>>
>>4722511
Agree.
>>
>>4722502
>Go south
>>
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>>4722511
>>4722516
>>4722520
You head west, a group of Goblins leer cruely at your arrival.

"Jackpot, baby"
>>
Rolled 88 (1d100)

and this time I will roll initiative also
>>
Rolled 67 (1d100)

>>4722594
>>
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>>4722596
>>4722598
The cutpurse runs up and slices along your arm, your armour absorbs most of the damage, but the cut tingles and burns. That blade might have been coated.

One of the yeggs throws a bomb.

Your turn
>>
>>4722626
can we shoot the other yegg's bomb?
>>
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>>4722632
QM: Interesting! Sounds like an aimed shot. Roll like you would for kneecap of you'd like.
>>
Rolled 60 (1d100)

>>4722643
>>
Rolled 98 (1d100)

>>4722643
Pow!
>>
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>>4722644
OHH. Close! Well, your shot will hit the yegg instead. So, what do you want everyone else to do?
>>
>>4722626
Dangit. We really ought to get some use out of DOUSE. I don't think we have yet.
>>4722647
Mike can arrow the one we just shot, Burstock SMITEs the cutpurse, or Melee the yegg if Mike's arrow doesn't finish it.
>>
>>4722672
Sounds like a plan
>>
>>4722647
>>4722672 works for me as well
>>
>>4722672
Cool with this.
>>
>>4722672
>Dangit. We really ought to get some use out of DOUSE. I don't think we have yet.
we're saving it for the troll's gun
>>
>>4722672
>>4723166
I could have sworn we swapped it out for another spell when we met the Everking. or am I remembering that wrong?
>>
>>4723938
It's still in our spell list, if you check the OP, so either it's an accounting error or we swapped something different out.
>>
>>4723952
You swapped out 'soar'
>>
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>>4722672
>>4722912
>>4723111
>>4723144
you and Mike fire shots into the yegg that hasn't thrown a bomb yet. Despite the onslaught, it grits its teeth and looks like it still has fight in it. Burstock swings her kusarigama into it, finishing it off.
>>
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The cutpurse runs and Mike and stabs him with a poisoned blade. You take damage from the poison you got last time!
>>
>>4724172
Let's cast Douse on the remaining yegg just to be safe. Mike can use his shotgun on the cutpurse, Burstock absorbs damage from Joey
>>
>>4724231
>>4724172
I'd prefer to save Mikes AP, to be honest. Unless we can take the dwarf down quickly his PIN DOWN will be crucial.
How about: HH single shot on the yegg, smite & karubin on the cuthroat. That should down both of em, and then Joey and Burstock can wrack and heal.
>>
>>4724258
I didn't realise that used AP.
>>4724231
switch to Mike using his rifle
>>
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>>4724258
>>4724335
you fire a hells heart shot into remaining yegg, detonating it and scattering smouldering chunks of it skyward

Mike fires his karubin into the cutpurse, it grips its shoulder and snarls before Burstock smites it, causing it to glow from within like a jack-o-lantern before collapsing, smoke billowing from its mouth and nose.

VICTORY

You loot:
10 gold
2 cheap knives
2 knock off zippo lighters
1 cheroot

You wrack yourself twice. You feel blood trickle from your ears as it feels like acid coated glass is in your throat. You hiss through your teeth.

Burstock heals the party and drinks down a mana potion.

"I'm learning to like these again, you know? Getting used to them."

Mike listens up
"to the south, hissing. to the west..."

Mike says nothing.
>>
>>4724463
Replace old rounds with new in to the revolver.
Look at Mike "Something wrong?"
>>
>>4724463
>>4724467
Yeah, it sounds like he found something big
>>
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>>4724467
>>4724545
>"Something wrong?"

Mike does not respond.
His hand moves down from his ear. he seems to take an unsteady step forward before collapsing in a heap, not even putting his arms out.
>>
>>4724562
Oh, shit! "Burstock, is he alright?" I'm wondering if maybe he's being effected by the goblin's poisoned blade worse than we were.
>>
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>>4724569
Burstock and yourself snap to attention.

>"Burstock, is he alright?"

Burstock is on Mike in no time, rolling him onto his back and crouching down over his body.

"He should be fine, though. I'm sure of it."

That's as close to concern or uncertainty you've heard in Burtsock's voice, outside of when you have a plan.

Burstock listens to Mikes chest.

"Slow, but not dangerously so."

Mike murmurs and rolls his head, causing Burstock to lean closer.

Mike snorts and his eyes shoot open. He flushes crimson at his proximity to Burstock and skitters backwards like a cat with cheese on its face.

Mike is still kinda shy, you suppose.

Burstock straightens up, relieved and amused.

Mike stands up and dusts of his cloak, flicking it a few times.

"I'm alright. It just made me sleep. They made me sleep, I mean."
>>
>>4724577
"We're just glad you're alright. I think we'll want to avoid a whole flock of harpies if we can avoid it."
I suggest going south and also drinking Grink Rak.
>>
>>4724589
I'm down with this.
>>
>>4724577
>>4724589
>>4724594
Me three.
>>
>>4724577
What's the deal with their song? Why do they sign? To attract prey?
>>
>>4724589
+4
mike is such a bro god damn
>>
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Rolled 37 (1d100)

>>4724589
>>4724594
>>4724620
>>4724624

>""We're just glad you're alright. I think we'll want to avoid a whole flock of harpies if we can avoid it."

"Thanks, man. This forest is made for grind, but I can think of thing's I'd rather level up against. If two of them use that sleep song on the party at once, we're in trouble. Harpies are bad trouble once they flock."

>"What's the deal with their song? Why do they sign? To attract prey?"

"They have a few songs. Some hurt. Some knock you unconscious. Some put you in a lustful trance. I don't even think they were trying to do anything that time, though. They were just singing and I happened to hear it."

You load a couple of spare bullets into your big iron and twist the cap off a grink rak, which is really growing on you.

You all head south and encounter two kaprosuchus.

MIke gets a small grin.

"That's more like it."
>>
Rolled 23 (1d100)

>>4725487
>>
Rolled 72 (1d100)

>>4725487
Well then.
With two combat actions, I suggest we throw a HH'd Boomflask at both to start the damage train and then kneecap the other.
>>
gotta add the plus 5 when you roll
>>
Rolled 31 + 5 (1d100 + 5)

>>4725529
>>4725508
I dig this Course'a action.
>>
>>4725508
If I may suggest a modification to the plan: Mikes KARUBIN does 40 damage after these things armor, every other turn. His CALTROPS does 20 damage regardless of armor, every turn. Which balances out to be equal, but also means he stays moving if we need him. Plus, theres marginally less wasted damage.
>>
>>4725541
Sure. We arrive at the same damage over two turns by doing this.
>>
>>4725541
>>4725582
I think the caltrops are only one use, though.
>CALTROPS Mike scatters 4 cornered metal jacks on the ground. Any opponent who attempts close combat will take 20 damage that ignores armour. After which, more jacks will need to be placed.
>>
>>4725584
Yes, but he can use them round after round, whereas Karubin fires one round and then needs to be reloaded on another before firing again on the third round.
Since Kaprosuchus's have 40 points of armor, Karubin will do only 40 points in two rounds, but so will the caltrops when deployed again, since caltrops are armor piercing.
>>
>>4725590
Ah, got it. I support in that case.
>>
>>4725487
Have Burstock use smite on the first one.
>>
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>>4725487
>>4725533
For now, the kaprosuchus have inititiative. They barrel into you and Mike. Mike raises a forearm into its mouth to avoid being bitten on the face and grunts when the creature finds purchase. The second one clumsily tries to bite at your midsection, it scrapes and rips at you without truly sinking in, but it still really hurts. It's like somones going at you with a steak knife!

Your move!
You wanna HH Boomflask, kneecap (hh?) and have mike throw down caltrops. You don't have to pick an action for Burstock, but you can.
>>
>>4725604
>You wanna HH Boomflask, kneecap (hh?) and have mike throw down caltrops. You don't have to pick an action for Burstock, but you can.

I'm down.
>>
>>4725604
Burstock use body betrayal on the non kneecapped kaprosuchus
>>
>>4725612
They definitely don't have Ternion physiology. That won't work.
>>
>>4725604
I assume Burstock is SMITEing.
>>
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QM: No rush, but somone's gonna have to roll that kneecap.
>>
Rolled 68 (1d100)

>>4725707
Check my lucky roll.
>>
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>>4725712
You fire a shot into the left kaprosuchus, it's a good shot but it's a though and through. It'll be able to attack next round.

CUrsing, you charge up HELLS HEART on boomflask and throw it, igniting both monsters.

Burstock casts smite on the left beast. It didn't like it.

At your instruction, mike scatters some caltrops.
>>
Mike could also use his Pin Down ability to keep one of them from attacking for a couple turns. Thoughts?
>>
>>4725759
Better to save as many of his AP as possible for the dwarf
>>
>>4725732
Hammertime 2 shots at the left, 3 shot at the right
Burstock casts Passive heal on joey
Mike finishes off the left one with his rifle
>>
Rolled 18 (1d100)

>>4725732
Hells Heart is taking 20 mana again. Maybe we should meditate more often.
>>4725844
The only problem I could see with this is whether their armor'll effect it's efficacy. A single, unpiercing shot seems to have done 50 damage by >>4725732, so I support the hammer time idea. Rollan.
>>
>>4725890
Sick.
>>
>>4725487
>>4725604
>>4725732

I don't know about all you, but I'm getting pretty sick of these fuckers.
>>
>>4725911
>>
>>4725911
maybe we can use their hides for upgrading our armor
>>4725732
is that doable?
>>
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>>4725965
QM: First of all, you would need an armoursmith, a good one. Second of all, you and mike are already wearing hide armour, which is probably at least partially kaprosuchus.
>>
>>4726121
Hmm... how tasty are kaprosuchus steaks?
>>
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>>4726125
QM: Oh they're GREAT especially the tail. Even the mediocre bits can be minced with some spice into good burgers. Very good stuff. It's why Mike is collecting so much.
>>
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Sorry had company over. Back to the action.

The left kaprosuchus thrashes at Mike, biting him on the shoulder. More than being in pain, Mike seems pretty mad.

"Knock that shit off!"

The right kaprosuchus tail swats the whole party.
>>
>>4726269
QM:I forgot to show it but they were hurt by the caltrops. Keeping my notes. Please do not worry.
>>
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>>4725844
>>4725890
You give off a small snarl and cast HELLS HEART HAMMERTIME. In costs less than you thought it would, probably cause you got rooked on mana earlier. Universal balance but you still get a little light headed.

Lefty gets 2 doses, mister right gets 3. Blows chunks off both of them. It's beautiful. They smoulder from the boomflask. Each retort from your big iron is like the Govian pounding his fist on the trunk of a car, birds and larger things scatter from the forest canopy.

The left one has a tiny amount of fight left in it that Mike happily takes care off with a bullet through its eye.

Burstock absorbs all your wounds from you.

Only one kaprosuchus remains.
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>>4726280
QM: Despite what is shown here, Burstock healed all your wounds. It's a mistake. Assume things are mistakes unless theres flavour text or something.
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>>4726280
Speedload regular bullets and kneecap the remaining lizard.
Mike reloads.
Burstock Smites.
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>>4726281
>>4726355 sounds good to me
>>
Rolled 63 (1d100)

>>4726392
>>4726355
Rolling for kneecap.
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>>4725922
Kek nice

>>4726416
Ah, so close.
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One kaprosuchus collapses into a smouldering heap, the other continues to burn but shakes of the last of the burnflask. Perceiving you as a threat, it barrels towards to and savagely bites at your midsection.
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>>4726986
That is so rude.
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>>4726986
Pimp slap him with melee weapons
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>>4726986
Mike does Kabuchin, Burstock heals us, we HH ravenbar it?
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>>4727156
Using ravenbar, even with HH, will do next to nothing. It has too much armor and Joey is too shit at melee.
Burstock already healed us.
Mike shot karubin last round and has to reload this round.
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>>4727173
Okay, m8, you got ideas?
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>>4727179
We have already spent 75 mana out of 85 this fight. One HH or Blast will knock us out from running out of mana, so we're not doing those.
We either keep shooting it with armor piercing attacks like kneecap, throw one of our two remaining boomflasks, or drink a mana potion in order to continue casting next round after this.
Burstock casts smite and Mike reloads.
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>>4727204
I have to add, none of the options for Joey are great. Kneecap can whiff, boomflasks are best used against crowds and drinking mana potion now means we are not doing damage this round.
In hindsight, mages robes that buff our mana might have been better for farming xp. Hard to say.
Let's throw a boomflask this round then. Guaranteed damage is good.
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>>4727204
>>4726986
Boomflask or mana potion seems like overkill. Lefty went down, and righty got one additional HH bullet, so righty should be down after a smite, with caltrops at the very most.
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>>4727220
Smite's guaranteed, and should be enough unless I've badly miscounted the damage we've done thus far. Then we can Mana potion for us + burstock heals the party up + mana potion for burstock.

Incidentally, our running inventory tally at THIS EXACT MOMENT sits at us currently having:
- 2 speedloaders with dwarfstoppers and trollstoppers respectively
- 1 empty speedloader
- Fully loaded revolver
- 4 spare pocket bullets (24 in the backpack)
- 3 L Mana potions
- 3 L Health potions
- 2 boomflasks
- 5 cloudjars
- 1 of each GRINK
- 12 DY-NA-MITE
and a bunch of miscellaneous stuff I haven't been tracking.
Burstock drank an extra mana potion too, but that's from Burstock's stocks, so I dunno how many she has.
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>>4727255
AW HELL, I forgot: Mike should have 6 AP currently. We should check with him about that though, since I can only count so reliably.
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>>4727255
A melee from Joey should deal with any uncertainty of Smite killing, it's taken almost as much damage as the otherone at this point
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>>4727255
Oh goddamnit. I just realized I double-counted the bullets we spent. Considering that CF hasn't yet confirmed our reload, we currently have:
-Empty revolver
-3 speedloaders (one of each bullet type)
-10 spare pocket bullets (+24 backpack bullets)

Which I mismatched into a full revolver and 4 spare pocket bullets after using the speedloader, but the speedloader has bullets IN it, it's not taking them from the loose bullets we've got. My bad guys.
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>>4727266
QM: I've probably done things wrong on my end, but Mike is meant to have 7/9 action points at this stage. I probably got that wrong, but that's what he's meant to have.

Mike is close to levelling, so his skills might improve a little after this adventure.
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>>4727400
jeeze, I know we're basically grinding right now but we kind of piss through bullets now. we should probably invest in some kind of bandolier in the future.

Maybe also some kind oh heavier weapon to deal with hp sponges efficiently, like a handcannon or sawed off of sorts.
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>>4727428
>Maybe also some kind oh heavier weapon to deal with hp sponges efficiently, like a handcannon or sawed off of sorts.
Yeah, our current gun is fine for crowd control and action denial, but sometimes we need to be able to just down an enemy without having to HH every shot. Like, seriously, HH has to be our most used and abused spell by far, we'd be mostly useless without it.
Mike's breaker is pretty great, we should probably look into getting one for ourselves.
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>>4727269
Burstock casts smite on the remaining beast causing it to shake in pain and fury it gives off a final outraged roar before you backswing it with your raven bar, knocking 80% of its teeth out.

Mike limps up, slinging his rifle.

"I've had enough of these dudes."

Bursock nods. She hugs onto Mike who utterly robocops the hug, but gets healed anyways.

Burstock places a hand to your head and heals you too.

Burstock heals herself and then drinks a mana potion.

She checks her pouch and whistles.

"This is hot times, jeffe. I'm down to four."

Mike rolls his shoulders.
"Just glad you're here, Ms Burstock. We'd be barbeque otherwise. Speaking of.."

Mike produces a large knife and sets about the kaprosuchus corpses.

Burstock leans over to you
"Don't worry, kiddo. Adventuring is like this sometimes."

You both hear Mike cheer a little.

He walks over to you both holding a goo covered wallet. He dries it on his cloak and hands it to you.

"These things barely chew when they're on a rampage. No ID but check it out."

Huh. There's a cool 250 gold in folding money in here. Not bad! The wallet itself is now partially digested and gross - but it kept the money safe!

LOOT:
250g
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>>4727466
Dunno their name, but at least they had game. It's a bit of a shame, but hey, fold' gold is still cold.
Drink a mana potion and Don't Forget to Reload, Mr Joey.
>>4727426
Oh no, I trust your count more than mine. I'm just trying to keep track, you're the QM, CF.
>>4727443
Could get an obrez or sawed off, or we could try to beef up our magic. I think Joey's a little too skin-and-bones for melee to be an option. Or hey, once money gets flowing nicely, we could be a little liberal with specialty ammo. I bet a HH trollstopper would take down pretty much anything.
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>>4727466
Have Mike listen up.
>"So once we get this last tunnel, what's our gameplan? We can't really track the dwarf, but maybe we could get it to come to us? Cooking some of that meat perhaps?

>"Mike, you think we could use that pit trap those goblins have to our advantage?"
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>>4727481
Maybe a fancy enchanted slurbough so our skinny arms don't have to worry about kick
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>>4727485
>"So once we get this last tunnel, what's our gameplan? We can't really track the dwarf, but maybe we could get it to come to us? Cooking some of that meat perhaps?

Mike goes about doing a gear check as you speak. He finds a couple of breaker shells that are black instead of red, he grins a little, pleasantly surprised. He transfers them to a handy pouch before patting it happily.
He turns to you.

"Waste of meat. Dwarves'll be tracking down the fresh and living. Let me assure you - we collapse the last tunnel and he'll find us."

>"Mike, you think we could use that pit trap those goblins have to our advantage?"

Mike surveys the landscape, thoughtfully.

"He's gonna be on us in about 2 screens once we collapse his tunnels. 3 absolute max. Assuming we got back to the pit - which we wouldn't - that pit is shallow, unpoisoned wooden sticks. probably just make him made."

Mike thoughtfully gnaws on some jerky and pats your shoulder.

"I like the way you think, though."

Mike listens up

"Silence to the north, silence to the east, lowing to the south, laboured breathing to the west."

Mike listens again.

"Sounds ternion."
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>>4727544
>laboured breathing to the west
Could be another trap, but that's also where we are headed.
Reload gun, drink a mana potion and then we'll go west.
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>>4727555
I'll go with that.
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>>4727489
no such thing as enchantments
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>>4727544
>Was worth a shot I suppose, speaking of, what are those black shells? A special surprise for the guest of honor?"
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>>4727544
>"Most people.. most beings will seek retribution if you 86 their house"
"Just to be double-sure, we can be certain that dwarves aren't a people? I wouldn't really feel comfortable harvesting them if it turns out they're just, like, weirdly aggressive and speak their own language, but still actually sapient/sentient."
>>4727555
Do this, and take a moment to get 12-odd spare bullets out of the backpack and into our cool leather jacket's pockets.
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>>4727768
I wonder if we can get burnsauce-infused crossbow bolts, like we did with the Ravenbar?
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>>4727909
They used to be sentient, but then they all went mad and were corrupted when the big reset happened, or so we're told. They still speak their own language, but as far as I know don't use it to communicate with each other. They have no society, no community, they don't even band together, instead they eat each other.
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>>4728310
we're basically doing them a favor killing them off.
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>>4728567
I wouldn't go quite that far, but they definitely need to be offed.
Now, I myself don't necessarily agree with the consensus of "harvesting off of sapient species is bad and wrong"- if it were entirely up to me, then as long as we're gonna be killing them anyway might as well get some use out of them. But while I would trust myself not to start hunting people on an excuse just to round up missing ingredients, I wouldn't trust a total stranger to do that, and by that logic it would make sense for strangers not to trust us in turn, and we're running a company so PR is important.
Joey himself might feel more strongly about this point, since we was just about to become a potion himself, but as long as it's generally seen as acceptable to harvest from dwarves, and the dwarf needs killing (which is almost universally the case with dwarves), then that's all I need.
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>>4728627
So long as we continue on the path we're on, killing is incidental to our actual goal: profit, do-gooding, and broadening Mr Donuts world. We've (thus far) only killed in reasonable self-defense, or against foes evil/deranged enough that it's probably a moral good.
But if we harvest sapients to make potions, that essentially places the value of the potions we could make higher than a person's life. It reduces people to potential ingredients/tools, and even if they were bad people, that view is still fundamentally an evil one.
>"Evil begins when you begin to treat people as things."
>"I'm sure there are worse acts..."
>"Sure. But they start with treating people as things."
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>>4728653
>that essentially places the value of the potions we could make higher than a person's life. It reduces people to potential ingredients/tools
We don't go around hunting people for their items and money, but we still loot people we kill; potion ingredients are just another kind of drop. The slope is not all that slippery unless you let yourself fall.
Still, like I said, it's bad PR, so we're better off not doing that. Dwarves are still fair game, tho.
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>>4728670

I'd also like to point out that none of our companions seem to have a problem with harvesting dwarves, even the ones who are emphatically against harvesting species that are known to be sapient, and our companions are probably much more knowledgeable on the subject than we are.
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