Equivalent nationalities are a bit blurry. The 'south' is part Medieval Britain, part Roman Empire (or maybe part Holy Roman Empire?). The 'north' is part Scandinavia, part France (the Paladins mentioned in one of the earlier Loading Screens are actually an Aett tradition). Elements from other nationalities are scattered between them. The south west edge of the Southern nations are vaguely 'exotic', and that's all I've really made concrete about them.
Anyway...
VOTING LOCKED
[X] Return to town with the party. No. of Votes: 8
The uneasy quiet begins to break once the clearing vanished behind the wall of trees. Anna's chatter isn't the most insightful (or even particularly interesting), but it's a conversation with someone you more or less get along with, which is more than you've had in months. Having been…Somewhat cloistered growing up, you don't even really understand half the things she's going on about, but you find yourself nodding along.
Ultimately, there are maybe three concrete topics you can track throughout the conversation.
Firstly, Anna and Fyn are but one of three parties operating out of Baxton's Pass. The first involves an 'Angie', with whom Anna seems to have a bitter rivalry. You estimate a solid twenty minutes are spent complaining about her. The second is an older party; late teens or early twenties, far as you can tell. They're the ones the traders usually hire as escorts through The Fortress, so they're often away for months on end. Both heroes have something of an admiration for them, judging by their expressions.
The second involves some place called 'The Burrow', apparently a rabbit-run (how droll) restaurant/café off one of the main streets. Anna seems oddly invested in convincing you to eat there.
"They're, like, the nicest family you'll ever meet, y'know?"
"No, seriously, the vegey soup is the best."
She's laying it on a little thick.
Finally, there's…What you think is likely 'town gossip'. You suppose, for a hero, it's all relevant information that might end up as a quest somewhere down the line, but it's the sort of thing you studiously ignored back home. Farmer so-and-so's crops are in trouble. Pastor Whatshisface has been worried about something. Something about cattle rustlers down south.
You wonder if either of them has realised how reluctant you've been with your own life's story.
Hopefully not.
The sun's leaning wearily on the horizon by the time you arrive in town, echoing your own mood. Though prestidigitation has returned your robes to a presentable state, your skin still stings underneath it. The others have no right to be so chipper.
Bloody heroes and their bloody regeneration.
Thankfully, neither of them realises you aren't receiving the same benefits they are.
At least, you think they don't. Fyn's been giving you an odd look every now and then.
It's far quieter than you're used to. From a cursory glance around the street, there's that tell-tale lethargy that heralds the universal closing time. No suncatchers. You can barely even see any personal ones. It's likely near pitch black after sunset. Strange to think; this is meant to be a larger, more prosperous, more modern town, yet it's missing so many of the creature comforts you'd come to expect. If you were back home…
You shake those depressing thoughts from your head.
Your first task will be claiming the quest's reward; one hundred and fifty gold coins in exchange for the wolf's head. When it was first brought up, you were somewhat floored; that's more money than your parents would've made in half a year.
"Yeah, I was shocked too, the first time."
Her expression turns slightly glum, slightly embarrassed. Fyn's expression is knowingly exasperated.
"It ain't as much as it looks; you have to take into account repairing your armour and buying potions and stuff, which are really expensive. Most of ours will be going into fixing the stuff we…uh…forgot to fix after our last pay day."
There's a vague agreement that you'll split it three ways. You aren't sure what's happening with those potions, but you decline to comment on the matter. They have their spoils, you have yours (and you suspect they could do with the extra cash from selling them). By the time all's said and done, you estimate you have maybe an hour's proper daylight left, before the majority of shops start closing up.
Where to?
CHOOSE ONE
[] The food stalls. A couple of gold coins will have you a week's food, even with the inflated prices.
[] Find a carpenter. You refuse to entertain sleeping on that altar for any longer than is necessary.
[] Stick with the heroes. Apparently, they have a celebratory dinner at this burrow place whenever they finish a mission.
[] Write-In.
* * * * * * * *
As for beyond that, you have two real options. You can either walk home in the night, or you can stay at an inn somewhere.
CHOOSE ONE
[] Walk home in the dark (Cost: Possibly sleeping on the altar again)
[] Find an inn and go home in the morning (Cost: One time unit and 3 Gold coins).
Adhoc vote count started by Flintlock on Mar 28, 2017 at 1:45 AM, finished with 313 posts and 8 votes.
[X] Walk home in the dark (Cost: Possibly sleeping on the altar again)
[X] Stick with the heroes. Apparently, they have a celebratory dinner at this burrow place whenever they finish a mission.
[X] Walk home in the dark (Cost: Possibly sleeping on the altar again)
[x] The food stalls. A couple of gold coins will have you a week's food, even with the inflated prices.
[x] Walk home in the dark (Cost: Possibly sleeping on the altar again)
[X] The food stalls. A couple of gold coins will have you a week's food, even with the inflated prices.
[X] Walk home in the dark (Cost: Possibly sleeping on the altar again)
[X] The food stalls. A couple of gold coins will have you a week's food, even with the inflated prices.
[X] Walk home in the dark (Cost: Possibly sleeping on the altar again)
[X] Stick with the heroes. Apparently, they have a celebratory dinner at this burrow place whenever they finish a mission.
[X] Walk home in the dark (Cost: Possibly sleeping on the altar again)
[X] The food stalls. A couple of gold coins will have you a week's food, even with the inflated prices.
If we do not get away from the heroes now, this might become troublesome. Fyn already seems a little bit suspicious. Besides, getting food sounds like a very good idea.
[X] Find an inn and go home in the morning (Cost: One time unit and 3 Gold coins).
As much as I myself would just go back and accept the uncomfortable sleeping place, this character does not seem like the kind to do so. Once we are well rested, we will head back and start creating a bed in our Dungeon once we have returned.
[x] Stick with the heroes. Apparently, they have a celebratory dinner at this burrow place whenever they finish a mission.
[x] Find an inn and go home in the morning (Cost: One time unit and 3 Gold coins).
More tutorials. No Loading Screen today. Too tired. Vote ends in 10-12 hours.
* * * * * * * *
With your other options fairly linear as it currently stands, Research is probably one of the more palatable tasks.
Research can be attempted at any time during a Dungeon Action (AKA downtime). Though Amelia is restricted to a number of actions equal to her Attention + 2 for each individual research topic, she can attempt any number of research topics during a Dungeon Action.
Each unit of time spent researching grants a certain number of research points, which eventually allow Amelia to reach a Breakthrough (allowing her to reap the rewards of her studies). The Breakthrough requirements for each action will be recorded in the Dungeon Information post, .
At the end of each Dungeon Action, if a research task has been attempted, but no breakthrough has yet been made, half the research points are permanently banked, while the other half are lost if Amelia does not continue researching in the following period.
Object Research
The easiest and likely most common research task. Object research requires a Subject of Interest that can be studied over a long period of time, but generating research points is noticeably easier. Object research may sometimes require additional time investment if the object in question is tied to a location. Or is a location.
When an Object Research attempt is made, add 1D10+INT towards a breakthrough for each time period spent studying. Die explode upon rolling a 10, allowing for an extra D10 to be added to the roll.
Subjects of Interest will have their Breakthrough requirements visible prior to beginning work on them (with the exception of especially enigmatic objects).
Inspired Research
Sometimes, it's the smallest things that can spark a revolution. If Amelia has a thought about a subject at any time in the prior week, she can use it as a stepping stone for Inspired Research. Obviously, it isn't
When an Inspired Research attempt is made, add 1D6+INT towards a breakthrough for each time period spent studying.
Blind Research
The most difficult kind of research. Blind research not only requires the brain power to figure out a subject, but also for Amelia to get her head around the need to research it in the first place.
When a Blind Research attempt is made, add 1D4+INT towards a breakthrough for each time period spent studying. Upon rolling a 1, you lose the attempt.
EUREKA! (Using Boons for Research)
When researching, a boon (earned by creating fan works and such) can be spent by the person who earned it to add any Blind Research topic into an Inspired Research topic permanently, or instantly add a number of permanent Research Points to a Subject of Interest equal to 10 times Amelia's INT.
SPECIAL NOTE
Amelia has a personal fondness for technology and mechanical contrivances. Unlike other subjects, she is unlikely to become bored when pursuing her passion and has no hard limit to how long she can research them.
[X] Find a carpenter. You refuse to entertain sleeping on that altar for any longer than is necessary.
[X] Find an inn and go home in the morning (Cost: One time unit and 3 Gold coins).
Few moments in your life have been quite as cathartic as the one in which, after a long and painful day (you're pretty sure your skin is starting to peel), with a thousand and one things on your mind, with the past month spent on the move, you've had the opportunity to finally rest your head on a proper feather pillow. A proper, heavy meal was also nice, but it's the inn's bed that leaves you feeling like your life has finally started to turn around.
You know intellectually that finding the dungeon was the big deal, but it's not like that put food in your belly or a soft pillow under your head..
The bed frame will maybe be ready in a couple of day, 'If you're happy with it made from template'. It cost you a full ten gold and earned you confused stare from the carpenter.
"Why's y'gettin' a posh bed, if y'so tight on coin? Jus' stick with straw n' a box."
You refuse to make do with straw in a box.
The carpenter gave you directions to the tailor, grumbling throughout. You were low on time, but you managed to pick out a pillow and a pair of ticks of decent quality. You'll find the feathers for them tomorrow. Obviously, you'll need the bed frame to complete it, but you'll sleep on those just fine, with them lying on the ground.
It's on these thoughts that you end the day with.
Maybe five minutes later, you're dead to the world. It's disappointing, really.
In your mind's eye, something stirs...
CHOOSE ONE
[] The Witch's Memory (Convert the +X into +1 to any stat)
-[] Choose a stat.
[] The Demon's Plea (Add 'Recruit Atherton the Familiar' to Dungeon Actions)
[] The Zealot's Vow ('The Knights of Verum' are now an active threat)
[] The Traitor's Reward ('Team Awesome' are now an active threat)
* * * * * * * *
Post's a bit late despite the lack of length, since I had to actually do a little research (and also because bus rides).
[X] The Zealot's Vow ('The Knights of Verum' are now an active threat)
Sounds interesting, a knight or group of knights comes to the dungeon. Which we might be able to befriend but at the very least should give us some cool content.