Quest for a Cure (GAL 7): Turn 46

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Re: Quest for a Cure (GAL 7): Turn 45

Postby Patdragon » Sat Mar 14, 2015 5:48 am

"Nothing else I can think of. Guess last thing to say is if you ever need adventures come find of guild house in the swamp. Thanks for your assistance i hope these goop works""

Forges takes the restorative, says his good byes and heads back to the ferry.
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Re: Quest for a Cure (GAL 7): Turn 45

Postby Quarg » Sat Mar 14, 2015 6:02 am

William will wait for the others, realizing they need the rope to get back...
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Re: Quest for a Cure (GAL 7): Turn 45

Postby GathersIngredients » Mon Mar 16, 2015 4:32 am

Walks snaps out of it, pays the druidess what she's owed out of the bar man's savings and thanks her. She also reminds Forges that there was already a book found which contained a cure for the wooden ear curse, and what that cure was. Alse she'll ask the druidess if she has healing potions or other medications that give back HP to a wounded goblin for sale or some recipes for those. If so, Walks stays and inquires about ingredients and prices/conditions of how to get those from the druidess. If not but Forges wants to stay and talk some more, she'll stay, too, listening and learning, else she'll move back to the ferrymen.
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Colonists Of The New World: Bjorn Cloudhammer - PC info sheet
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GAL: Walks With The Wind
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Re: Quest for a Cure (GAL 7): Turn 46

Postby thinkslogically » Thu Apr 02, 2015 12:17 pm

Turn 46

Image

[highlight=#000000]"Nothing else I can think of. Guess last thing to say is if you ever need adventures come find of guild house in the swamp. Thanks for your assistance i hope these goop works"[/highlight]

The healer seems taken aback by the prospect of selling MORE of her wares to the goblins.

"Oh. Um... I think... No. I don't have any healing potions... I have antidotes for most common poisons and diseases though... Did you have anything in mind? You don't seem sick. If you're not sick, perhaps you shouldn't be using up my stocks, hmmm? But I tell you what. I need ingredients to make my potions and I am ALWAYS looking for new things to play with, so if you find anything interesting, why not bring it to me and I'll see what I can make?"

After what feels like bloody ages, the Goblins pay for the cure, take their leave of the healer, and head back inside and over the ferry to where William is waiting for them with the rope.

-------------------------------------

[spoil]Really sorry to keep you waiting so long. I've just about caught up with myself again and will be looking to get back on track asap. I'm more than happy to fast-track you through any remaining housekeeping so you can get back to the GAL HQ, but if you want to stay and explore the rest of the dungeon you are very welcome to keep going. It'll still be here later if you decide to leave though :)[/spoil]

INVENTORIES

[tabs][tabs: Walks]

Stats:
ATT: 3 (axe) / 2 (bow)
DEF: 1
HP: 2/6

Items:
  • "Stirge" corpses (x4)
  • Shortbow (ranged)
  • Torch (extinguished): +1 ATT if used as weapon; 5% chance of setting an enemy on fire; 10% chance of breaking.
  • Skull
  • Necklace (Set with 3 Sapphires) (+1 Hp)
  • Wolfskin Cloak: +1 DEF. Very fine quality, provides protection against the cold.
  • Knock-Back Axe: +2 ATT. Chance to knock an enemy prone (must spend a move to stand back up).
  • Return Ferry Ticket

[tabs: William]

Stats:
ATT: 3
DEF: 3
HP: 4/5

Items:
  • Rope
  • Pirate hook (+1 ATT)
  • Chainmail shirt: (+2 DEF)
  • LongSword (+2 ATT)(2-handed)
  • Withering Touch
  • Ring of Water Form (Allows you to turn your body (and belongings) into water for 3 turns. (cool-down is 15 turns))
  • Wizards Robe (+1 Def vs. Magic): Contains sleep spores.
  • Healing Salve (+2d3 Hp)
  • Wand of Slumber: Will temporarily send one creature to sleep. Contains 1/3 charges (and will recharge automagically on return to the GAL)

[tabs: Righteous]

Stats: DECEASED

Items:
  • [s]Solomon's whistle: Golden.[/s]
  • [s]Scorpion Blade: +2ATT, 25% chance to poison an enemy. 1H dagger.[/s]
  • [s]Straight Razor (+1 Atk, 1H, 25% chance to cause Bleed(-1 Hp for 1 turn))[/s]
  • [s]Battle Standard[/s]
  • [s]2-handed shield (+1 DEF)[/s]
  • [s]Obsidian Ring (Set with 1 Black Pearl) (Magic Shield nullifies 1 Attack, ignore upon activation, 15 turn cool-down) [re-activates on turn 48][/s]
  • [s]Cloak of Blood Banking - Can store 1HP in cloak. If wearer reaches 0HP, will restore you to 1HP[/s]
  • [s]Helmet (+1 DEF)[/s]
  • [s]Empty pouch: x3[/s]
  • [s]Pouch of mushroom spores
[/s]

[tabs: Drinks]

Stats:
DECEASED!

Items:
  • [s]Ring of Transmogrification: Transforms the wearer[/s]
  • [s]Simple Axe (+1 ATT) (1-handed)[/s]
  • [s]Spear (+1 ATT) (2-handed)[/s]

[tabs: [highlight=#000000]Forges[/highlight]]

Stats:
ATT: 3
DEF: 2
HP: 4/6

Items:
  • The Cure
  • Rope
  • Human? bones: Taken from 2 skeletons
  • 3 dead rats (small)
  • 2 dead rats (medium)
  • Preserved Human Ear Necklace
  • A sharp looking Man-purse (backpack)
  • 3 important looking letters
  • "My first wand" wand
  • Red Potion (increases Hp by 1 point permanently)
  • 3 books of Evil Badness
  • Mace (+2 ATT)(1-handed)
  • Leather Jerkin (+1 DEF)
[/tabs]
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Re: Quest for a Cure (GAL 7): Turn 45

Postby Quarg » Thu Apr 02, 2015 12:21 pm

William will retreat after getting the others back across and collect the chest and remaining rope while leaving...
(Sorry need to have rope for future adventures)
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Re: Quest for a Cure (GAL 7): Turn 46

Postby Patdragon » Thu Apr 02, 2015 10:21 pm

Yes lets kill some "stirges" together and claim the chest, before we head out.
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Re: Quest for a Cure (GAL 7): Turn 46

Postby thinkslogically » Mon Apr 06, 2015 1:10 pm

Ok - not totally clear what you guys are wanting to do here (partly because Gathers isn't well enough to post). Quarg - if you're leaving the quest at this point, feel free to head back to the GAL HQ whenever you like.

I'll update when the actions are clearer!
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Re: Quest for a Cure (GAL 7): Turn 46

Postby Quarg » Mon Apr 06, 2015 1:35 pm

I have no idea what Pat wants...

But I was going to take the other rope and the chest back...if possible
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Re: Quest for a Cure (GAL 7): Turn 46

Postby Patdragon » Mon Apr 06, 2015 6:01 pm

Sounded clear in my head but further explanation.

Forges holds rope while walks gets across.
Forge swings with rope to get back to other side shortening rope to get a slower impact.
untie rope and collect
As a group move to the mushrooms.
As a group go up to platform with "stirges"
As a group kill "stirges" and claim chest rewards, take chest
Descend to mushrooms victorious.
Collect some spores in empty chests making sure to keep the two separate, so we have one effect in each.
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Re: Quest for a Cure (GAL 7): Turn 46

Postby Quarg » Mon Apr 06, 2015 6:36 pm

Patdragon wrote:Sounded clear in my head but further explanation.

Forges holds rope while walks gets across.
Forge swings with rope to get back to other side shortening rope to get a slower impact.
untie rope and collect
As a group move to the mushrooms.
As a group go up to platform with "stirges"
As a group kill "stirges" and claim chest rewards, take chest
Descend to mushrooms victorious.
Collect some spores in empty chests making sure to keep the two separate, so we have one effect in each.


Yeah, you can go get killed by what I think is a mimic on your own there sir...
Really...why are you reading this?

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Re: Quest for a Cure (GAL 7): Turn 46

Postby Patdragon » Mon Apr 06, 2015 6:49 pm

Goes back and checks original picture for why you think it's a mimic...

hmm... maybe the bones scattered around it could be because its a mimic... damn it...
Only other thing was the sack behind the oozes... damn it...can't get that either...

Looks like the only thing this mission brought us was corpses... this mission was harder than expected.

Ok lets just collect some spores and leave...
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Re: Quest for a Cure (GAL 7): Turn 46

Postby Quarg » Mon Apr 06, 2015 7:14 pm

The problem is were too low on fire power and or Def for this place....
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Re: Quest for a Cure (GAL 7): Turn 46

Postby thinkslogically » Tue Apr 14, 2015 3:21 am

Apologies guys, I misread your actions and thought Pat still wanted to stay in the dungeon. I've been waiting for your discussions to get resolved, even though they clearly already have been.

If you are in agreement to leave the dungeon (which you can always come back to later if you like), then I'll move you back to the GAL HQ this evening.
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Re: Quest for a Cure (GAL 7): Turn 46

Postby Quarg » Tue Apr 14, 2015 5:01 am

Yes I want to go back to the Gal with all the rope and the chest...
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Re: Quest for a Cure (GAL 7): Turn 46

Postby Patdragon » Tue Apr 14, 2015 6:12 am

Yep back to the HQ it is.
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Re: Quest for a Cure (GAL 7): Turn 46

Postby BadgeAddict » Fri Apr 17, 2015 5:31 am

Without going back through everything again, if you players could go through the items in the trapper keeper and tell me which items are no longer in your possession, this would help me out immensely.

edit: Trapper Keeper updated with new items from this quest.
edit2: and as always, please let me know if i missed anything.
Last edited by BadgeAddict on Fri Apr 17, 2015 5:42 am, edited 2 times in total.
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Re: Quest for a Cure (GAL 7): Turn 46

Postby Quarg » Fri Apr 17, 2015 5:33 am

Actually I think I gained items...specifically the hook and ropes that Chuck's character left abandoned after he died...
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Re: Quest for a Cure (GAL 7): Turn 46

Postby Patdragon » Fri Apr 17, 2015 6:55 am

Mine looks OK for the moment badge.
and as for the rest of us i think we got 2gp each left over from buying the cure.
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Re: Quest for a Cure (GAL 7): Turn 46

Postby BadgeAddict » Fri Apr 17, 2015 7:09 am

Gold is and has always been up to you to keep track of "honor code" and all.
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Re: Quest for a Cure (GAL 7): Turn 46

Postby GathersIngredients » Sat Apr 18, 2015 2:51 am

Quarg wrote:Yes I want to go back to the Gal with all the rope and the chest...

erm, iirc, one of the ropes belongs to Walks, she'll thank you for giving it back to her.

And not that it matters anymore, but IMHO yes, heading back is much preferable to dying to those bloodsucking flying things, even if we have to forgo what was in the chest. Maybe a future expedition will be able to find out its contents. :thumbsup:
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Krulle wrote:My bad memory allows me to enjoy positive news far more often!


Games and Chars
Colonists Of The New World: Bjorn Cloudhammer - PC info sheet
The Island: Protects Her Kin - Obsidian portal page
GAL: Walks With The Wind
Lair of the Mountain King: Finds The Truth
Hunters of Letrua: Loki "Boarstrangler" - Obsidian portal page
Potential (group two): "Bobby" B.J.
Fallout settlers: Jamie Knight
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Re: Quest for a Cure (GAL 7): Turn 46

Postby Patdragon » Sat Apr 18, 2015 3:52 am

Actually I believe we've miss-placed one. There should be one more rope, we started with three, and now myself and William have one each, but I think two we used at the start and William only collect one on the way out.
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Re: Quest for a Cure (GAL 7): Turn 46

Postby thinkslogically » Sat Apr 18, 2015 1:09 pm

Yeah, three lengths of rope entered the dungeon. Did one get destroyed when Righteous died? I'll take your word on it regardless, you guys seem trustworthy :P
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Re: Quest for a Cure (GAL 7): Turn 46

Postby Quarg » Sun Apr 19, 2015 6:05 am

I have two actually and will give one back to Walks if it is hers...(Less I want it and more I just didn't want to loose it...)
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Re: Quest for a Cure (GAL 7): Turn 46

Postby GathersIngredients » Wed Apr 22, 2015 5:02 am

Thanks a lot. :)
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Krulle wrote:My bad memory allows me to enjoy positive news far more often!


Games and Chars
Colonists Of The New World: Bjorn Cloudhammer - PC info sheet
The Island: Protects Her Kin - Obsidian portal page
GAL: Walks With The Wind
Lair of the Mountain King: Finds The Truth
Hunters of Letrua: Loki "Boarstrangler" - Obsidian portal page
Potential (group two): "Bobby" B.J.
Fallout settlers: Jamie Knight
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