Comic 141 - Open the chests... more carefully

19th Jun 2018, 3:50 PM in High Roads, Low Roads, Threeroads
Average Rating: 5 (1 votes) Rate this comic
Open the chests... more carefully
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Author Notes:

Morgenstern 19th Jun 2018, 3:50 PM edit delete
After taking a second to shake off the head pain, you approach the stone chest more cautiously. You step to the side of it, carefully maneuvering to try and avoid the paralytic spray as you start to heft it--

you feel Valley's hand on your shoulder.

You lift the lid juuust enough to make room... and she jams her broken zweihander into it. You back away, and she uses her safer distance (and more notable strength) to finish prying the lid off entirely.

Another burst of the spray jets out from under the lid, but neither of you are close enough to be affected by it. It stops spraying once the lid is free of the rest of the chest, the mechanisms disconnected.

Inside is... a belt?

You cast Identify, and discover it's a Belt of the Brawler. While wearing this accessory, a character becomes proficient in unarmed fighting and fist weapons.

You head over to the other chest, and repeat the process--carefully lifting one side enough for Valley to insert her stone zwei, then backing off while she pries the lid off the rest of the way.

Once more, a paralyzing mist spews forth from the chest... and an old cooking pot comes tumbling from a hidden passage in the ceiling, clattering against the floor.

Inside the chest is... a bunch of stuff. Several potions, which you Identify as a cleanse potion, a cold resist potion, and a frog potion.

...Which, from what you can tell, causes you to turn into a frog for some unknown span of time if you drink it.

In addition, there's about 50g and a scaling knife.

You suspect this may just be Grandpa's miscellaneous junk, left over from when he gave up adventuring.

You also realize just how much Identify you've been casting in this dungeon--though it's a pretty mana-light spell, you're still feeling a bit drained.

You turn your attention to the last brazier. Valley checks, first, that she can remove the anchor if necessary; it comes out easily enough, the light dimming from the gem as she pulls it out. She puts the anchor back in, and the light glows anew.

You light the last brazier... and the door, with anchor in tow, slides into the wall.


"What do you think is back there...?," Justice asks.

"I have nooo idea," replies Valley.

The whole series of rooms has felt like an introductory adventure, of sorts--monsters, a door puzzle, trapped chests and the like. None of it too difficult or threatening, just enough to show you what to expect... and see if you're ready to handle it.

It stands to reason, you think, that some big, final battle will be waiting in the last chamber.

You collect the rusted cooking pots, and the remains of the paralytic spraying mechanisms--neither of which are worth more than the iron that composes them, at this point, though you do also manage to collect a dose of chemical paralyzer.


Krylo 19th Jun 2018, 6:34 PM edit delete reply
Once more unto the breach. Send Valley first, with Justice taking up the rear.

Prepare for (not so) mortal combat.
Jex 19th Jun 2018, 6:36 PM edit delete reply
Move onward, probably with the elemental in the lead
Gren 19th Jun 2018, 6:36 PM edit delete reply
Standard formation, Valley in front, nast middle justice at the rear. Prepare shields and enter rolling for perception.

That or turn into a frog and enter stealth mode and review the next room. Come back then drink cleanse potion to turn human again
Twelveseal 19th Jun 2018, 11:25 PM edit delete reply
Or, you know, we could try to use it later for some Summoner-style Inspiration. Or maybe just some Summoner Inspiration.

Or both.
MakePeaceAndLove 19th Jun 2018, 11:36 PM edit delete reply
+1 to saving that frog potion. Just taking a peek in there as a frog costs us two potions and we have to go inside anyway.

Whereas using it for inspiration with the Summoner, like Twelveseal said, sounds reasonable for me.
Guest 20th Jun 2018, 12:01 AM edit delete reply
I would just like to say, this is Weird comic.
Gandalf 20th Jun 2018, 3:58 AM edit delete reply
Amen to that.

I agree with the idea of being a bit more cautious instead of always barrelling on straight into the next room. Are we able to look through the doorway before steaming in?

Also: the zwei is broken?
1977 20th Jun 2018, 4:17 AM edit delete reply
The zwei was always broken. It is in the description when we take it from the stonegolem. We did reinforce it immediately, though. I guess the sidequest for the zwei will make it whole.
Guest 19th Jun 2018, 6:49 PM edit delete reply
Save the belt for Inzo's mech, see if it gains the effect.
Guest 19th Jun 2018, 6:51 PM edit delete reply
actually, just for now give it to Valley. she has no accessory and could get disarmed in encounter.
ZincFingers 19th Jun 2018, 7:03 PM edit delete reply
See, I was thinking give the belt to Inzo, that way if he is de-meched he isn’t restricted to either fleeing or throwing bombs.
Green Visitor 19th Jun 2018, 7:45 PM edit delete reply
Agree we give belt to Valley before entering. Good backup for the Zweihander.

Valley prepare to stomp if we meet another (undead) zerg brigade or if we need quick concealment.
MakePeaceAndLove 19th Jun 2018, 11:37 PM edit delete reply
Yeah, for now give the belt to Valley.

Later on, depending in our party formation, I can see Inzo having it in case he leaves the mech, or when he's not in our party, Ranse for when her pyrespewer runs out of fuel, Lagrand should be fine with his spells.
HereToHelp 20th Jun 2018, 1:27 AM edit delete reply
If we're low on mana, shouldn't we take the belt for now in case we're tired of using the wand?
HereToHelp 20th Jun 2018, 1:30 AM edit delete reply
Right, I forgot about our accessory already.
GS 20th Jun 2018, 3:04 AM edit delete reply
+1 for giving the belt to Valley.
Caydenite 19th Jun 2018, 6:49 PM edit delete reply
The belt is a nice touch, Grampa just potentially took our only weapon so he gave us something that means we can still fight. I recon Lagrand should get it for now, as he refuses to use a real weapon.

Ok, first we should have another heal from Valley, to cure the head bump damage, and because she enjoys it. Then gird ourselves for battle, shields out weapons drawn. Onward, to glory!
Guy Incognito 19th Jun 2018, 8:34 PM edit delete reply
-1 on giving the belt to Lagrand. First of all, I don't trust any farther than Inzo could throw him sans-mech, second of all, only 1 accessory per adventurer and I doubt he'd give up the billowing cape to get hand to hand proficiency.
ZincFingers 19th Jun 2018, 9:48 PM edit delete reply
And any man who has lived alone in the forest for as long as Lagrand has probably already become rather proficient with their hands.
MakePeaceAndLove 19th Jun 2018, 11:47 PM edit delete reply
Yeah Lagrand has his spells, but the others can make better use of it, if only in a pinch, when they get disarmed.
GS 20th Jun 2018, 3:05 AM edit delete reply
-1 for giving Lagrand the belt. Give it to Valley.
NordicWrath 19th Jun 2018, 6:51 PM edit delete reply
Put the elemental in the pot and throw it at a random enemy. EsPECIALLY if any enemies end up using fire or being fire-based.
Guest 19th Jun 2018, 6:54 PM edit delete reply
Make sure Valley reequips anchor.
Caydenite 19th Jun 2018, 7:12 PM edit delete reply
Anchor is in the wall now.
ZincFingers 19th Jun 2018, 7:21 PM edit delete reply
Give the Scailing Knife to Justice, it counts as a dagger, so it’s possibly better than the Goblin Knife. The Lore implies it does bonus damage to aquatic enemies.

Edit: yeah, my bad, I mean we / Nast should use it.
Caydenite 19th Jun 2018, 7:36 PM edit delete reply
I'd keep the hammer for now, in case of more skellys. We can change to the knife if we see aquatics.
Caydenite 19th Jun 2018, 8:18 PM edit delete reply
Yeah, Nast having it makes sense, now we're low on Mana. I'd still go with wand for default, but knife works as a good back up for situation like this.
MakePeaceAndLove 20th Jun 2018, 11:32 AM edit delete reply
+1 to taking the Scaling Knife as Nast for this fight. We have a little mana left that we can still use with Poison, or Reinforce/Deinforce if the situation calls for it, those were all key when fighting Nereus so I'm confident we can figure out a way to use them in the next boss fight if necessary.
JiggilyJoe 19th Jun 2018, 8:01 PM edit delete reply
Healing first.
Belt for Justice. Shes the weakest at the moment. Nast equip new knife, saves mana and I bet it'll be important for next challenge.
Send in elemental first, then Valley, Nast, and Justice in the rear.
Oh, and bring the candle too.
Green Visitor 19th Jun 2018, 8:09 PM edit delete reply
Quick healing +1, if really necessary.
Belt to Justice -1, prefer Valley with her bull strength - better resilience and more power.
Knife +1
Entrance order, +1. Be ware of traps.
JiggilyJoe 20th Jun 2018, 12:10 AM edit delete reply
Yeah, the more I think about it, giving the belt to Valley makes more sense.
Green Visitor 19th Jun 2018, 8:01 PM edit delete reply
There is somewhat of a theme of cold fire and paralysis here. Smell (+listen) before enter, beware of ghouls. We may have to use the cold resist potion, is my guess.

And there's certainly a water theme, so Nast having the cleansing knife ready was a good idea from ZincFingers.
Jax 19th Jun 2018, 8:14 PM edit delete reply
Give the belt to Valley, I imagine it takes room and time to swing those huge weapons when a quick enemy gets close her being to headbutt or just punch someone would be nice.
Guy Incognito 19th Jun 2018, 8:38 PM edit delete reply
Antarean 19th Jun 2018, 9:13 PM edit delete reply
Resist the urge to hold the Belt of the Brawler over our head like we just won a wrestling championship.

Remember the cold resist potion in case we ever encounter a sexy ice princess or somesuch.

Keep the iron for Inzo to use on his mech. Also I'm thinking he could use the iron swords to make Wolverine claws.
Caydenite 19th Jun 2018, 9:45 PM edit delete reply
-1 on resisting the urge.
+1 on saving potion, unless of course it'll stop us losing a party member.
ZincFingers 19th Jun 2018, 10:18 PM edit delete reply
We still have a Stamina Potion that we intended to use when bedding Valley.

I have nothing else to add, this just reminded me is all.
Guest 19th Jun 2018, 9:26 PM edit delete reply
Go ahead and equip someone with the belt. I'd say us, since we seem to be the least effective against skellies without magic, but then we can't steal. Might wanna try passing off the bandana to Valley so she can snag a few things. She's strong enough to just bully them and shrug off a few hits, if this isn't some massive boss.
Some Random Guy 19th Jun 2018, 9:32 PM edit delete reply
Some Random Guy
The paralyser could be utilized by Ranse, as a new chemthrower, or by Inzo, as a 'gun' he could potentially add to his mech.
Guy Incognito 19th Jun 2018, 11:59 PM edit delete reply
Judging by the lore of the Pyrespewer, I think chemthrowers need an ongoing source of fuel. To make a paralyser chemthrower, I think we would need some kind of monster part that consistently generates paralysis agents from other kind of matter. We may have luck using the jellofish for that. *shrug*
Twelveseal 20th Jun 2018, 12:48 AM edit delete reply
Or toad parts.
Some Random Guy 20th Jun 2018, 10:53 AM edit delete reply
Some Random Guy
Oh yeah, the toads. Almost forgot about those guys.

Perhaps later, if we make a paralysis shooter for Ranse, we could go grinding for paralyser fuel?
Twelveseal 20th Jun 2018, 12:05 AM edit delete reply
I like the Valley, Nast, Justice lineup for the next room.

+1 for handing Valley the Belt. Nast and Justice both have Accessories already, and her strength, natural reach, and Class's resilience suggest she can make the most of it. Plus, no telling what effects having unarmed proficiency may have on her specials.

+1 to Nast keeping the new knife. It was likely a personal weapon of his Grandad, and it gives him a reasonable weapon that doesn't eat MP.
1977 20th Jun 2018, 12:59 AM edit delete reply
After reading the other comments I like to say that we should not go right away using everything we just found.

Justice should keep the SkullHelm, it is an accessory just like the Belt and right now the SkullHelm is more important.

Using the potions is a bad idea as well, we literally have no idea what awaits us on the other side so we don't know for what to prepare.

Howie can go in first a scout.

Letting Nast use the FrogPotion later to get it on with the Summoner is an interesting idea, we should ask Ranse if Potions like that always last for 24 hours just like the Disguise Potion does.

Collecting materials (in this case IRON) like that is the first step for our plans to build a mobile base, we should continue doing that.

For now entering the next room/challenge. Howie first to scout, if there are undead Howie and Justice can take care of them or we plan an assault.
Some Random Guy 20th Jun 2018, 10:41 AM edit delete reply
Some Random Guy
+1 for scout idea
Some Random Guy 20th Jun 2018, 10:48 AM edit delete reply
Some Random Guy
Also, after we are done with this dungeon, I’m wondering as to whether we can give the Billowing Cloak an extra enchantment, as its primary ability is functionally terrible.

Except looking like a badass. It can still help with that, and I still have nothing against the cape.
Brb 20th Jun 2018, 4:07 AM edit delete reply
+1 on givin the belt to valley, keep the knife for yourself, giving the paralyzing mechanism to Inzo/Ranse and NOT using the potion. Maybe we can order the water elemental to become a sort of water armor, so we can tale pur enemies by surprise
Gren 20th Jun 2018, 7:54 AM edit delete reply
Thinking about it, the belt was clearly left as grandpa knew the door would take the anchor. Possibly leaving you unarmed
Some Random Guy 20th Jun 2018, 10:43 AM edit delete reply
Some Random Guy
Yeah, I don’t think a lot of classes in most RPGs are automatically used to being unarmed, so the Belt being put there is actually a rather fine idea.

Inzo is the physically weakest. When this is done, give it to either him, or Nast.
Tech 20th Jun 2018, 9:43 AM edit delete reply
Gonna have to say that the trap components would make a neat little secondary fire for Ranse's chemical thrower...
TheBiggestWinkle 20th Jun 2018, 11:30 AM edit delete reply
Give the belt to inzo, I might let him fight 'unarmed' in his mech better since it mostly fights by punching and blocking and piloting the damn thing seems second nature to him pretty much.