"HANDS OFF MY STUFF!" Fighting the Adventurer Menace

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"You can't take that!"

But they ignore you. A group of 4 adventurers go through your drawers...
"You can't take that!"

But they ignore you. A group of 4 adventurers go through your drawers, your chests, your cabinets, everything in your house. It happens every few weeks, just long enough for you to hope that they'll leave you alone. You'd say you'd been cursed if they didn't do it to everyone in town.

"Lucas! This guy has good food!

"But that's my food for the week!" You plead as the man wearing armor that costs more than your house stuffs a hunk of meat in his bag.

"Hey! There's money under the bed! There's enough in here for me to get a new spear!"

"They looked under the bed too?! Wait, put that back!" You plead but to no avail. The woman wearing armored robes and carrying a pair of enchanted daggers on her belt drags the money you hid in a secret compartment under your bed out and puts it in her bag.

All three people are too strong for you to fight. You're just a peasant named...

[] (Write in)

You were born a...

[] man, the oldest child of a pair of farmers.
[] woman, the oldest child of a pair of farmers.

In less than three minutes, they clean you out.

Again.

You grit your teeth as the adventurers walk off into the night with your things. You are sick and tired of these thugs stealing your things. If they didn't do this to everyone, you'd feel cursed. But even if you weren't cursed, they are still stealing everything valuable they can find. And you've heard the stories of the people who fight back.

You growl quietly as an adventurer goes through your clothes drawer. Things shouldn't be like this.

[] You were an adventurer yourself. Had yourself a party and several achievements under your belt. Until your party stole your gear, your gold, and your cut of the payment from your last job together. You never did manage to recover. Still, you still have your "rainy day" stash of gold. Your former party pilfered that too, but they left enough behind for you to buy yourself a weapon and some armor. (+2 Brawl. One Floor Home. Player Choice of Starter Weapon at the Start)

[] You used to produce siege weapons for the crown. You could design them fast and build them faster. However an ill timed insult to the son of a noblewoman left you out of favor with the crown. You were allowed to leave with your life but you were left destitute. You did manage to build yourself a nicer home than many of your neighbors. (+2 Engineering. Two Story Home)

[] You were a shopkeeper. Several years ago, you managed to talk a loanshark into loaning money and you used it to open a store. You didn't have the money when the payment was due but you managed to talk the loanshark into not only forgiving your debt, but loaning you more money "Until the business got off the ground". You get revenge by fleecing adventurers by convincing them to pay more than your wares are worth but you are still losing money and had to take to farming just to have enough to eat. You can't keep living like this. (+2 Charisma. Shop used as your Home.)

[] You were something of a scholar. Your parents kicked you at an early age out because you'd rather read than farm. As you studied in between odd jobs, you discovered that you had a talent for magic. Because you lacked the gold, titles, or raw power to make your way into the King's Court, you ended up as a peasant. Still, these adventurers stealing your things are just the thing to motivate you to try to develop your talent. (+2 Magic. One Story Home)

When adventurers first came to your city, you were excited, like everyone else. The town was under the thumb of three gangs and they were constantly at war with each other. Often, businesses were forced to either pay protection to one gang only to be destroyed by a rival gang, or refuse and get murdered by that same gang. The corrupt nobles didn't care as long as they were able to enjoy parties, alcohol, and inbreeding. When they weren't supplying the gangs with weapons to destroy the holdings of another noble.

When the first adventurers... the first heroes came, they started to fight back against the gangs. The next six months were the most violent that the city had ever seen, but it was the criminal's bodies that littered the gutters, not your friends and neighbors. Several of the nobles who supplied the gangs were even among those who were killed. Something you couldn't be happier for. Eventually, businesses started setting up shop in the city again. And thanks to your cities safe roads, central location in the kingdom, large size, and wealthy clientele, it is on it's way to becoming a hub for trade in the kingdom.

But that attracted even more adventurers. And these were much less in doing anything good than they were in making money however they could. Whether it involved breaking into people's homes and taking whatever wasn't nailed down or cleaning out entire stores, they did it. And everyone was suffering for it.

You clench your fist. You aren't taking it anymore. Someone has to take a stand. To show these people that you aren't going to let them walk all over the people here. And if that someone has to be you, then so be it.

The next assholes that come into your house are going to be sorry.
 
Codex
Home

Where you live. It, like the home of so many others, is periodically ransacked by adventurers on their way to the city, so you need to protect it. If the adventurer isn't satisfied with what they stole and you get unlucky, an adventurer may destroy what's left of it when they're done, resulting in a game over.

Adventurers


They come in all different shapes, sizes, skill levels, morality and monetary situations. A combination of mercenary, explorer, and treasure hunter, the ones that last more than a week tend to be tough. Though some may be reasoned with.

Stats


Fight: Your general combat expertise. While you'll want to invest into your time into making your home more defensible, if you're cornered, being able to fight your way out of a situation can save your life.

Engineering: Your ability to create your own devices using materials you'll find in the quest. Higher Engineering lets you build more complex devices and reduces the chance of them backfiring on you.

Charisma: Your ability to convince others of your point of view. A culmination of how you look, how you sound, and occasionally, what you say. Charisma can make it easier to convince others to listen to you, though there is a limit to what even the most persuasive person can do.

Magic: Your proficiency at channeling your magical power. It is incredible versatile, able to do almost anything provided you have enough power. But it takes a lot of training to master these abilities.

Contacts


Contacts are the people you know that are on friendly terms with you. If you play your cards right, you can call upon them for favors. Whether it's additional supplies, manpower, gold, or even themselves. Keeping on friendly terms with them is critical if you want to keep them around.

Gold

Money makes the world go around. And around here, the money is gold coins. Provided you have enough, you can buy anything you need in the game.

Parts

The currency for construction. Represents nails, wood, metal, and anything else one needs to create traps and build additions to the house.

Parts

The currency for construction. Represents nails, wood, metal, and anything else one needs to create traps and build additions to the house.

Bosses

Whether they are exotic animals, hired mercenaries, or magically created creatures, these bosses are there to protect you and your property. As long as you keep them satisfied.

Heat


The likelihood of stronger adventurers taking interest in your home. Heat in increased in having surviving adventurers leave to tell others about you, motivating people to put a price on your/your bodyguard's heads, accumulating a lot of wealth, and other events out of your control. You can lower heat by moving out of your home, though it's usually more worth it to stay and defend it.
 
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Stats
STATS:

Name: Def Bludd

Fighting: 0
Engineering: 2
Charisma: 1
Magic: 2

Home: Two Story Home

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Traps Deployed:
FRONT GATE
Blade Launcher (2)
Swinging Scythe Trap
Trap Door

FRONT DOOR: Schlage Security Lock

Swinging Scythe Trap: (Front Door)
Blade Launcher Trap (1)

FIRST FLOOR CHEST

Swinging Scythe Trap
Blade Launcher Trap

FIRST FLOOR DOORWAY

Defense Charm
Swinging Scythe Trap
- Blade Launcher Trap: First Floor. Same Trigger as above trap.

TOP OF THE STAIRS

Swinging Scythe Trap
- Blade Launcher Trap
Spike Panel Trap: Middle of the stairs.

STASH INSIDE ESCAPE TUNNEL

Cave-In Mechanism
Swinging Scythe Trap
Blade Launcher Trap (x2)

BOSSES
Reason and Incentive: A pair of dogs trained to attack anyone who threatens their home.

Lorena: A former adventurer turned bodyguard.

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Other Defenses:
Fence + Alarm Trap

Blade Launcher Trap - Low damage. Hits multiple targets. (5 Parts)

Swinging Scythe Trap - High damage. Single Target (7 Parts)

Pit and Spike Trap - A Pitfall trap with spikes on the bottom. (10 Parts)

Spike and Chain Trap - Hits one target. Low damage, immobilize them, but causes bleeding. (15 Parts)

Alarm Trap Causes an alarm to sound when triggered. (4 Parts)

Spike Trap - A panel of spikes that launch when the trap is triggered. Impales the target. Spikes can be placed on the floor or on the walls. (7 Parts)

Cave-In Mechanism - Causes a section of the escape tunnel to collapse. (12 Parts)

Spare Underground Room. (8 Parts)

Decoy Chest Trap - Launches a knife at whoever opens it. Low Damage but high Crit chance. (8 Parts)

Spike Board Trap: Sends a board of Spikes flying at someone who steps on it. High Damage against 1 target. (6 Parts)

Hammer Trap: Like the scythe trap, but with a hammer. High Damage vs. Single Target. Effective against Armor. (8 Parts)

Interior Spike Pit Trap (10 Parts): A spike pit trap, now in the comfort of your home. High damage against one to multiple targets.

On-Off Switch (V1): One switch, one trap that you can turn on and off. (8 Parts)

Trapdoor(V1): A weight sensitive trap door. (16 Parts)

Home Layout

1st floor:

A large single room. A workdesk for sketching up traps is right across the front door. The kitchen, along with a chest is to the right side. To the left side is a door leading to a staircase leading to the second floor.

2nd Floor:
The door leading to the second floor is on the right at the top of the staircase. From the door is a horizontal hallway with three doors on the opposite wall from the stairs.The closest door is your room while there two other rooms are unused.

Other: There is an escape tunnel on the second floor near the staircase. The door to it leads to a space between the inner and outer wall that leads to a tunnel, currently finished.

Inventory:

Amount of Food: 7 Days Worth

Weapons
Training Staff
Pick Axe
Basic Dagger (x3)
Curved Dagger
Switchblade
Crossbow (48 Bolts)
- Double Shot Crossbow
Halberd
Enchanted Gauntlets
Long sword
Shield
Warhammer
War Axe
Hatchet

Armor
Leather Armor (x3)
Metal Bracers (x2)
Metal Armor (x3)
Hooded Cloak
Reinforced Metal Armor
Large Reinforced Metal Armor
Leather Armor (Dwarf)
Chainmail

Medicine

Health Potion (x1)
Nether Dust (x2)

Books

Worn Spellbook
Used Spellbook
Enchantment Guide (Read)

Scrolls



Misc

Quest Journal
Pair of Dice

Jewelry


Ring of Silence

Other

Schlage Security Locks. A lock that was made to deter buglers. It's harder to pick than locks that you have. It's an old design but it provides extra security for a reasonable price. (1)

Detector Lock. A high security lock made to resist picking and tampering. Contains a magical charm to let out a loud chirping sound that alerts anyone nearby when someone attempts to pick it. (1)

Money: 8388 Gold

Construction Material: 247 Parts

Spells

Invocation LV 1:
- Summons a small creature to fight for you. Small, but fast.
- Mana Swordsman: Summons a swordsman to fight for you.

Invocation LV 2:
- Summons a pair of constructs that can perform simple tasks.

Nova Shot: A non-elemental magical blast.

Cure: A minor Healing Spell, best used for cuts and bruises.

Pump-Up: Increases someone's physical strength.

Enchantment: Glow. Causes an object to glow with light.

Enchantment: Silent Walking: Makes your footsteps silent.

Contacts:

McKinneys:
Perks: Construction Assistance: Speeds up construction time.

Domonic:

A possibly legitimate businessman. He may have work for you in the future.

Heat Level: Guarded by traps. Owner is a paranoid nut and has a lot of stuff. Though the second floor is unexplored.

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Location: K'lloru Apothecary

1st Floor: One south-facing entrance in the center of the outside. One large area that takes up a lot of the first floor. To the west, there is a door that leads to a hallway with two empty rooms and a storage room with the parts you need. There is a back entrance to the building in each of the two empty rooms. The western part of the building has a staircase to the basement, though it's otherwise collapsed.

Basement: The staircase leads to a large, open room with a hallway leading to the east. From there, several small rooms are on either side of the hallway. A single storage room is on the west side.

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Weekly Upkeep: 1730 Gold

Food and Water: 450 Gold
Lorena's Wages: 1200
Dog Food: 80
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Adventurers Killed: 6
 
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[X]Steve
[X] man, the oldest child of a pair of farmers.
[X] You used to produce siege weapons for the crown.
 
[X]Steve
[X] man, the oldest child of a pair of farmers.
[X] You used to produce siege weapons for the crown. You could design them fast and build them faster. However an ill timed insult to the son of a noblewoman left you out of favor with the crown. You were allowed to leave with your life but you were left destitute. You did manage to build yourself a nicer home than many of your neighbors. (+2 Engineering. Two Story Home)
 
Personally, I would prefer shopkeeper. But I think engineer is most accessible to the most players for wild speculative ideas. :)

[x] You used to produce siege weapons for the crown. You could design them fast and build them faster. However an ill timed insult to the son of a noblewoman left you out of favor with the crown. You were allowed to leave with your life but you were left destitute. You did manage to build yourself a nicer home than many of your neighbors. (+2 Engineering. Two Story Home)

And others can decide the gender and name.
 
[X] man, the oldest child of a pair of farmers.

[X] You used to produce siege weapons for the crown. You could design them fast and build them faster. However an ill timed insult to the son of a noblewoman left you out of favor with the crown. You were allowed to leave with your life but you were left destitute. You did manage to build yourself a nicer home than many of your neighbors. (+2 Engineering. Two Story Home)


It was a tie between engineering and magic for me so I chose the one that sets up our base better instead of personal strength.
 
[X] Hans
[X] man, the oldest child of a pair of farmers.
[X] You used to produce siege weapons for the crown. You could design them fast and build them faster. However an ill timed insult to the son of a noblewoman left you out of favor with the crown. You were allowed to leave with your life but you were left destitute. You did manage to build yourself a nicer home than many of your neighbors. (+2 Engineering. Two Story Home)

Personally, I would prefer shopkeeper. But I think engineer is most accessible to the most players for wild speculative ideas. :)
I'm a little concerned about the heavy debts to loan sharks that way.
 
[X] Matilda Greene
[X] woman, the oldest child of a pair of farmers.
[X] You used to produce siege weapons for the crown. You could design them fast and build them faster. However an ill timed insult to the son of a noblewoman left you out of favor with the crown. You were allowed to leave with your life but you were left destitute. You did manage to build yourself a nicer home than many of your neighbors. (+2 Engineering. Two Story Home)

Would rather play as a woman than a man (personal preference, no more) but I'm surprised to see overwhelming support for Engineer. I was expecting more votes for ex-murderhobo, myself.
 
[X] Matilda Greene
[X] woman, the oldest child of a pair of farmers.
[X] You used to produce siege weapons for the crown. You could design them fast and build them faster. However an ill timed insult to the son of a noblewoman left you out of favor with the crown. You were allowed to leave with your life but you were left destitute. You did manage to build yourself a nicer home than many of your neighbors. (+2 Engineering. Two Story Home)

Would rather play as a woman than a man (personal preference, no more) but I'm surprised to see overwhelming support for Engineer. I was expecting more votes for ex-murderhobo, myself.
I suspect the idea that our fortified home would develop into a trap-filled dungeon probably had something to do with that. Might as well have really good traps.

We can out-shark them. Charisma is a delightful stat in freeform RPs. ^_^
I'd say we can probably keep outmaneuvering them for some time, but it will be a while before we can outshark them.

Fortunately, defences that work against adventurers work just as well against mob goons.
 
[X] Steve
[X] woman, the oldest child of a pair of farmers.
[X] You used to produce siege weapons for the crown. You could design them fast and build them faster. However an ill timed insult to the son of a noblewoman left you out of favor with the crown. You were allowed to leave with your life but you were left destitute. You did manage to build yourself a nicer home than many of your neighbors. (+2 Engineering. Two Story Home)
 
[X] Recette
[X] woman, the oldest child of a pair of farmers.

[X] You were a shopkeeper. Several years ago, you managed to talk a loanshark into loaning money and you used it to open a store. You didn't have the money when the payment was due but you managed to talk the loanshark into not only forgiving your debt, but loaning you more money "Until the business got off the ground". You get revenge by fleecing adventurers by convincing them to pay more than your wares are worth but you are still losing money and had to take to farming just to have enough to eat. You can't keep living like this. (+2 Charisma. Shop used as your Home.)
 
[X] Recette
[X] woman, the oldest child of a pair of farmers.

[X] You were a shopkeeper. Several years ago, you managed to talk a loanshark into loaning money and you used it to open a store. You didn't have the money when the payment was due but you managed to talk the loanshark into not only forgiving your debt, but loaning you more money "Until the business got off the ground". You get revenge by fleecing adventurers by convincing them to pay more than your wares are worth but you are still losing money and had to take to farming just to have enough to eat. You can't keep living like this. (+2 Charisma. Shop used as your Home.)

Capitalism Ho! (and hopefully hitting them where it hurts most: their Wallets)
 
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[X]Steve
[X] man, the oldest child of a pair of farmers.
[X] You used to produce siege weapons for the crown. You could design them fast and build them faster. However an ill timed insult to the son of a noblewoman left you out of favor with the crown. You were allowed to leave with your life but you were left destitute. You did manage to build yourself a nicer home than many of your neighbors. (+2 Engineering. Two Story Home)

I am looking forward to this quest. Get your revenge on those freeloaders! :D
 
[X] woman, the oldest child of a pair of farmers.
[X] You used to produce siege weapons for the crown. You could design them fast and build them faster. However an ill timed insult to the son of a noblewoman left you out of favor with the crown. You were allowed to leave with your life but you were left destitute. You did manage to build yourself a nicer home than many of your neighbors. (+2 Engineering. Two Story Home)

The Reccetear reference is tempting, but engineering wins out for me. I'm mostly indifferent to the name.
 
[X]Steve
[X] man, the oldest child of a pair of farmers.
[X] You used to produce siege weapons for the crown.

It's time to crush some murder hobos.
 
[X]Steve
[X] man, the oldest child of a pair of farmers.
[X] You used to produce siege weapons for the crown. You could design them fast and build them faster. However an ill timed insult to the son of a noblewoman left you out of favor with the crown. You were allowed to leave with your life but you were left destitute. You did manage to build yourself a nicer home than many of your neighbors. (+2 Engineering. Two Story Home)

 
[X] Valent Charlie Batton
[X] A man, the oldest child of a pair of farmers.
[X] You used to produce siege weapons for the crown. You could design them fast and build them faster. However an ill timed insult to the son of a noblewoman left you out of favor with the crown. You were allowed to leave with your life but you were left destitute. You did manage to build yourself a nicer home than many of your neighbors. (+2 Engineering. Two Story Home)

This looks fun, but what's up with naming ourselves "Steve"? What kind of name is that? Where are the hidden connotations, the subtle revealings of our determination? It doesn't even have a last or middle name!
We can do better, I'm sure.
 
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