Comic 199 - Attend to business

5th Aug 2018, 9:04 PM in High Roads, Low Roads, Threeroads
Average Rating: 5 (2 votes) Rate this comic
Attend to business
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Author Notes:

Morgenstern 5th Aug 2018, 9:04 PM edit delete
You start looting, picking up a bone trident from one of the kuo-toa, and beginning to gather the broken injector. Before you can really check on the downed alchemist, though, you stop to clarify--that WAS the serpent they were worried about, right? There's not another serpent running around?

"Aye," says Mangobeard. "'Twas th' one."

You nod, and... politely request your anchor back.

Mangobeard gives a glance to Hemingway, and both give a glance to Sheila, smirks rising across their faces.

"Yarr, I do believe..." Mangobeard rolls his shoulder a bit, "this may be th' part where we quit foolin' around, and start doin' what it is pirates do. Savvy?"

Emerald tenses, and Inzo turns in his seat.

"No offense, mates," Hemingway adds. "S'been fun, but... we got some capital to make up if we'll be gettin' our boat back, and you lot seem like you've gathered some right good resources."

"...No," Sheila says suddenly.

Hemingway and Mangobeard both stop, turning toward her. "Wha...?"

Sheila holds the anchor up.

"Look. The anchor."

"Aye, it be a nice anchor," Mangobeard states. "I'll be bettin' ALL their stuff is pretty nice--"

"No," repeats Sheila. "LOOK. Look at the anchor."

Hemingway and Mangobeard both squint, staring at the anchor.

Mangobeard is the first to reel back, almost toppling right back off the dock.

"Y'got to be shittin' me!"

"That has to be a replica, yeah?," asks Hemingway. "There's no bleedin' way that's..." He looks back to you. "Y... you said this was your grandfather's..."

"Aye, damn right he did!," the captain affirms. "And I done seen that anchor b'fore! Me old captain had a drawring of it! That's the anchor what belonged to one o' th' pirate fightin'est bastards what ever walked a beach!"

"That doesn't mean--" Hemingway stops, looks at you, then at Sheila and Mangobeard. "Just because 'is grandpap threw down with some hardy pirates, that don't mean THIS chap--"

Sheila and Mangobeard just stare at him. Sheila shakes her head.

"Pirate fightin' don't run in th' blood!," exclaims Hemingway. "We're not that superstitious, are we?"

"Y'know damn well we are," chuckles Mangobeard.

Sheila gives several nods.

Hemingway sighs. "...Right, fair. Maybe we ought not tango with this crew, then. Give 'em their bloody anchor back."

Sheila tosses you the anchor.

Like, literally tosses it, knocking you straight to the floor as you barely catch it.

"Well, this be a big waste o' time," Mangobeard admits.

"We did get the... er... serpent out of th' way," says Hemingway.

"Way forward is still blocked," points out Sheila. "Further up is still caved in from last time."

"Aye," agrees Mangobeard. "Unless th' boy gettin' a date with the scylla can convince 'er to start shufflin' rocks, we're still stuck without a way to town."

The pirates continue grumbling as they make their way back toward the ladder.

You go to continue looting the kuo-toa, but as you go to start taking things off the alchemist, you discover

he's not dead.

He's just very, very injured.


Krylo 5th Aug 2018, 10:38 PM edit delete reply
Take the alchemist as a prisoner. We can't really talk to him, but Justice can when we meet back up.

Other than that, we're basically done here. Inzo could check below the water in the cave to see if there's a way past the caved in section and into the caves, but otherwise time to leave/switch perspectives?
MakePeaceAndLove 5th Aug 2018, 10:54 PM edit delete reply
+1 to this. Take him prisoner, check below water and ahead if possible.

Oh, and try fishing! Then switch perspectives.
ZincFingers 5th Aug 2018, 11:31 PM edit delete reply
I’m game for the healing and taking prisoner of our newest aquatic acquaintance, if / when we talk to him with Justice, best make sure Ranse is also there; who knows how the fish alchemy differs from our own and what she may learn.
Also, yes, time for a nice stress releasing fishing break.

Then if that’s the way things go, check up in on the others.
YetiOlwen 5th Aug 2018, 11:34 PM edit delete reply
If he's still alive then we can use steal. I don't care about the fish anarchists life I care about his loot! Although if we feel the need to attempt life saving measures I'm not against it, but let's keep our priorities straight.
Gandalf 5th Aug 2018, 11:57 PM edit delete reply
Just because we got off to a bad start, doesn't mean there's no hope of making friends with this kuo-toa.

I think we should heal him (maybe Valley can send us some milk through the inventory?), then Return someplace safe with him until Justice gets a chance to speak to him.

He might tell us nothing, or it might produce a good result: I see nothing to be lost by trying. The pirates and the rest of the tunnel can wait.
ZincFingers 6th Aug 2018, 12:05 AM edit delete reply
No sense trying to get milk, we don’t know how how often the others check the book. That and we have recovereat in our inventory, readily available.
GS 6th Aug 2018, 12:45 AM edit delete reply
+1. Maybe hand him over to our fisherman friend down the road.
BjornTFH 6th Aug 2018, 1:11 AM edit delete reply
Use Steal while he's out of it from his injuries, THEN heal him a bit so we can take him with us.

YetiOlwen 6th Aug 2018, 2:57 AM edit delete reply
What is everyone's end goal here? Like why are we so intent on healing then getting it hogtied. Because we have to make a choice, stop the pirates or save the fish.

If we save the fish what do we expect will happen. At best it will probably think we're sacrificing it to its god and will quietly accept its fate. At worst it will bite and spit and fight us all day long while we are trapped in the cave till nightfall. We can't take it out in the sun without causing it pain or whatever. And even then if we wait around for Justice to translate the fish might just simply say "just kill me or untie me so I can kill you" or it might send us on a false adventure to try to get us killed.


Stopping the pirates who admitted that their plan is to hurt or kill people, take their stuff so they can buy a boat to do the same thing on the water. The only reason they didn't attack us just then was because they weren't sure they would win anymore. And I believe letting them go will come back to bite us later. Something like we need to buy some one-of-a-kind item but they stole it from the caravan bringing it to the town. Also seems like they could just be planning on jumping us when we get bottlenecked climbing the ladder.

Tldr: are you team SAVE FISH or STOP PIRATES because I doubt we can do both
ZincFingers 6th Aug 2018, 3:35 AM edit delete reply
... we could... shove a recovereat in the fishes mouth, leave him while we fight the pirates, I doubt he’ll instantly be in any position of health to do anything.

I’m more team; whatever we end up doing, let’s at least do it optimally.
YetiOlwen 6th Aug 2018, 3:42 AM edit delete reply
I don't want to heal him then leave him, he's an insane, anarchist fish man. In Morgenstern's own words on the discord

"in a bad Michael Caine voice some kuo-toa aren't looking for anything logical, like money. They can't be bought, bullied, reasoned, or negotiated with. Some kuo-toa just want to watch the world burn"

So why are we trying to save him again? No good can come from it.
ZincFingers 6th Aug 2018, 3:53 AM edit delete reply
Ah, it’s been a bit since I’ve visited the discord in any meaningful way. I guess if that be the case, let the fish die, I’m sure if he is able to communicate he will.
1977 6th Aug 2018, 4:13 AM edit delete reply
Taking him prisoner should be easy.
Tie him up and put him in the inventory.
Once in there he can't escape until we take him out of the inventory.
ZincFingers 6th Aug 2018, 4:31 AM edit delete reply
We can truss and talk, shouldn’t be too hard to goad the pirates back if we are intent on ending them.
YetiOlwen 6th Aug 2018, 4:47 AM edit delete reply
All it should take is a good "Arr ya too cowardly to be fightn' us? Ya yellow belly land babies" and they'll come swords drawn. (Not that I believe this is the best approach to starting the fighting, but it's an option)
Some Random Guy 6th Aug 2018, 7:23 AM edit delete reply
Some Random Guy
I don't know whether we should just go up there and whup the pirates' asses right here and now, but we should at least tell them that we will not forget this as they go off into the distance, and if they meet us again, we will not be as friendly as we originally were.

Also, the way YetiOwen worded it, STOP PIRATES had better results, and in my opinion, they are bad people, so we shouldn't just let them go.
Twyll 5th Aug 2018, 10:40 PM edit delete reply
Well, damn. We COULD have cooperated, but no. Their loss. Now we'll never know if he tastes like mango... I suppose next time we meet it'll be a more violent confrontation.

We probably ought to patch up the kuo-toa. He's technically our prisoner now.
ZincFingers 5th Aug 2018, 11:37 PM edit delete reply
We probably would have helped take their ship back (Hell, we would have offered our assistance), if they had simply kept things friendly.

Still... very interesting to hear that gramps was a feared hunter of pirates.
GS 6th Aug 2018, 12:47 AM edit delete reply
*bleep* them.
I've said it before and I will again: they're seagoing brigands.
The only one of them I kind of like is Sheila, but we're well rid of the lot of them!
ZincFingers 6th Aug 2018, 12:50 AM edit delete reply
Don’t discount the idea of having friends outside of the law and in possession of a ship. If the absolute worst comes to pass and we can not clear our name, it might be expedient to leave this continent.
GS 6th Aug 2018, 1:21 AM edit delete reply
Sweets and Holrug (sp?) come to mind for that. ^_^
They're not likely to be responsible for looting and sinking ships, either.

Anyway, even if we do need to do a runner, and we do need to enter the criminal underworld to survive, I'd rather see us be criminals like Robin Hood, rather than Blackbeard.
pwzysk 5th Aug 2018, 10:42 PM edit delete reply
At least they left us alone. I suggest we reinforce the support structures in this cavern, heal the alive Kuo-toa (just a little bit,) and when we're done interrogating or whatever, at least survey the damage further into the tunnel.

Also, did we give the pirates their bottle of air back?
MakePeaceAndLove 5th Aug 2018, 10:55 PM edit delete reply
Remember we have no healer in this party, though it would be nice to help him stave off death if he'll be our prisoner. This might be the time to pull out one of those Recovereats?
Guest 5th Aug 2018, 10:58 PM edit delete reply
We tossed it to Mangobeard during the fight
Eyebrows 5th Aug 2018, 10:49 PM edit delete reply
Express that we are very glad we didn't need to kill them to get the anchor back. Also offer to teleport them to town in return for monetary compensation.
Eyebrows 5th Aug 2018, 10:51 PM edit delete reply
Also maybe mention that we did in fact have to fight grandpa's ghost.
GS 6th Aug 2018, 12:48 AM edit delete reply
Tell them nothing. Don't give them any ideas, just let them walk away.
Some Random Guy 6th Aug 2018, 7:26 AM edit delete reply
Some Random Guy
Like I said above, let them know that the next time we meet, it might not be as friendly. If they think we're dangerous, let's scare them.
MakePeaceAndLove 6th Aug 2018, 11:44 PM edit delete reply
+1 to what GS said, they really don't need to know any more than we've already told them.
Guest 5th Aug 2018, 10:59 PM edit delete reply
Discreetly check your pockets.
YetiOlwen 5th Aug 2018, 11:31 PM edit delete reply
I've been checking our inventory daily and it's currently still the same as when we first met them, save the one gift of rum and our newly acquired loot.
ZincFingers 5th Aug 2018, 11:40 PM edit delete reply
Discreetly check the Kuo-toa alchemists pockets.
Guest 5th Aug 2018, 10:59 PM edit delete reply
Discreetly check your pockets.
YetiOlwen 5th Aug 2018, 11:42 PM edit delete reply
I knew better then to (fully) trust them. I say we fuck them rough them up. While I like them, personality wise, I would rather them not going about killing other innocent adventurers for a profit. The only reason they didn't kill us was because they were superstitious about it, they'll feel no remorse about ending anyone else they meet.
I don't care if we kill them or knock them out and teleport them to jail, but we shouldn't just let them go.
GS 6th Aug 2018, 12:51 AM edit delete reply
We'd need a coordinated strike, if we're going to do it.
An air boom to knock Mangobeard back into the water; Inzo's air bubbles to put Sheila off her game; Emerald would need to stun Hemingway in the first round to stop him fireballing us.
Espylacopa 6th Aug 2018, 1:11 AM edit delete reply
Don't be forgettin' about Bexley.
Scrappy little bastard in 'is own right
GS 6th Aug 2018, 1:22 AM edit delete reply
Emerald can stun and eat Bexley if she likes.
ZincFingers 6th Aug 2018, 1:31 AM edit delete reply
If we do go all out offensive, knock Hemingway in the drink, not Mangobeard. Mangobeard has the bottle’o’breath so it would not put him out entirely. Meanwhile I think there caster would struggle to do so whilst keeping his head above sea level.
YetiOlwen 6th Aug 2018, 4:08 AM edit delete reply
+1 to Emmy stunning Bexley as well as anyone else she can. I only recommend her eating Bexley if we manage to kill Hemingway. Eating someone's familiar is a fast track to gaining a moral enemy.
Some Random Guy 6th Aug 2018, 7:30 AM edit delete reply
Some Random Guy
If we do go after them, instead of warning them or ignoring them, or going into the cave, let's not actually kill them. No, let's merely send them into submission and give them to town guards.

I have a feeling that they'll hate being in jail even more.
GS 6th Aug 2018, 1:08 PM edit delete reply
Nast can't approach the town guards himself, though. Let's keep that in mind. All those posters...
Devus 6th Aug 2018, 8:12 PM edit delete reply
Beat em, tie em up, stick a page from our journal to em:

"Dear Threeroads Guard,

These are the captain, enforcer, and first mate of the pirate crew that has been obstructing coastal traffic. Watch out for the human, he's a conjuror. I apologize that I could not deliver them in person, but the dastardly thief you've been looking for has been masquerading as me.

Regards, your friend the Enchanter."

Then cast Return and get out of the way.
Some Random Guy 6th Aug 2018, 7:32 AM edit delete reply
Some Random Guy
Wait, wait, they have the massive Sheila on their side. This is a fair fight for us, but it might not be a good idea without someone like Lagrand or Valley.
Krylo 6th Aug 2018, 2:00 PM edit delete reply
-1 to fighting the pirates.

There's nothing to gain by doing so, and Nast hasn't been an overtly violent character so far. If we're going to start initiating fights it shouldn't be with people we were just working with and who are leaving peacefully.
MakePeaceAndLove 6th Aug 2018, 11:51 PM edit delete reply
-1 to starting fights. I do say that we let them go.

They were planning to turn on us, but didn't, and Sheila showed us enough respect to return the anchor, even if superstition played some role in it.

Also, Nast isn't on a crusade to end all evildoers of various degrees of villainy, he's trying to clear his name. Stopping the pirates would mean something if they launched on attack on a passing ship or so, but in this situation we'd just be attacking them when they're down on their luck (though apparently that's common enough for Mangobeard).

They could hurt or help us down the line, but that's a risk I'm willing to take. Similarly with not actively trying to get Mel the Thief in trouble. You never know when a character you've spared that was up to no good might have a change of heart. >.>
Korsha 5th Aug 2018, 11:49 PM edit delete reply
I like these pirates more and more.

Ignore the Koa-toa for now, and... Challenge the pirates.
"Not so fast, friends." That air bottle can be useful, and they may have other goodies on them. Now we know for a fact they don't have a whole crew, I believe we have the advantage in party strength, and if the Scylla comes back, Nast was the one coming on to her, not them.

We put on the clothes, ready to live the fantasy, so. Let's pirate the pirates! Let's plunder that booty, Sheilas or otherwise!
ZincFingers 6th Aug 2018, 12:07 AM edit delete reply
If we do call the pirates back, I’d suggest it’s so we can let them know there are no hard feelings, and that we are open to working alongside them in the future.
Korsha 6th Aug 2018, 12:36 AM edit delete reply
Sure, we tell them that after we beat the snot out of them for XP, fun and their more interesting stuff
YetiOlwen 6th Aug 2018, 4:11 AM edit delete reply
+1 to giving them a taste of their own medicine!(and ignoring the Koa-toa) Plunder (use steal) and fight these scurvy pirates! Especially while they're tired from the last fight. Hemingway took a mighty punch right to the face and used a lot of energy while Mangobeard spent a lot of time floundering about in the water (and he had a swig or two of that rum we gave him). So neither of them are at top performance. We need to mostly watch out for Sheila and Bexley as neither really did anything except sit back and watch the fight (probably while eating popcorn). We don't know what they're fully capable of.
MakePeaceAndLove 6th Aug 2018, 11:52 PM edit delete reply
-1 to that idea, Korsha. +1 to what ZincFingers said, instead.
Ghest 5th Aug 2018, 11:50 PM edit delete reply
Well, if nothing else, this was a valuable learning experience. We learned about familiars, we learned the cure for frogism is more than just a bedtime story and we learned the word, fightin'est. What, it's a great word.
Anyway, whether or not he can hear you, apologize to grandpa for letting a pirate use his anchor.
TGWMoC 6th Aug 2018, 12:26 AM edit delete reply
+1 to fightin'est being a great word!
and, uh, I guess +1 to the rest of the stuff too, but mostly the fightin'est thing...
GS 6th Aug 2018, 12:52 AM edit delete reply
+1 for apoligizing to Grandpa.
Profusely. =_=
ZincFingers 6th Aug 2018, 1:33 AM edit delete reply
Yeah, whilst we may not be as superstitious as the pirates, we know Gramps came back, so letting him know we are sorry (and we had no idea) seems a good call.
GS 6th Aug 2018, 8:12 AM edit delete reply
Wait. You didn't know the word fightin'est before now? You've never seen a cartoon with Yosemite Sam? ;)
Critacal Flub 6th Aug 2018, 11:12 AM edit delete reply
I don't think this world has cartoons.
GS 6th Aug 2018, 1:09 PM edit delete reply
I was talking to Ghest, the poster. ^_^

And you never know! An enterprising illusionist, a network of crystal balls...
TGWMoC 6th Aug 2018, 12:25 AM edit delete reply
I still say we should leave with an opening for working together again. "Hey, you were smart enough to know not to make us enemies, so if you ever need help with something that looks to be profitable, feel free to cut us into the deal, and we'll keep an eye out for gigs that might interest you in kind."
Vilem 6th Aug 2018, 1:10 AM edit delete reply
Our inventory shows we still have a Health Potion and two
Recovereat. Take the alchemist Kuo-toa prisoner. Tie him up with the reinforced vines so he can walk but not run: tie arms/wrists, short span between ankles, and noose with leader. Then heal him sufficient to get him back to our healers. Don't be cruel to him as we might get info or recruit him when Justice is able to talk to him. I've been saying "him," but it might be a she interested in inspiring Nast.
Ghest 6th Aug 2018, 1:43 AM edit delete reply
Trying to recruit the kuo-toa alchemist seems like it'd be more trouble than it's worth if only one party member can reliably communicate him. Not to mention how unlikely it is, what with us having beaten him nearly to death.
ZincFingers 6th Aug 2018, 2:21 AM edit delete reply
Depending on how our eventual talk with the Kuo-toa goes, he may be able to help with navigation of the cave system. If word gets around them (the Kuo-toa) that we have a bit of a live-and-let-live attitude, ones that we encounter in the future may be a more peaceful.
Caydenite 6th Aug 2018, 6:38 AM edit delete reply
-1 from trying to get inspiration from someone we've just beaten into unconsciousness, then tied up and made a prisoner who's lives are in our hands. For fairly obvious reasons, I'd think
ZincFingers 6th Aug 2018, 7:05 AM edit delete reply
Hmm, gotta throw my hat in with Caydenite. Probably would have mentioned something similar in my original comment, guess that’s what I get for skim reading during down time at work.
GS 6th Aug 2018, 8:13 AM edit delete reply
I agree with Caydenite. That's not my kind of fantasy.
Professor Cupcake 6th Aug 2018, 6:45 AM edit delete reply
Professor Cupcake
Interested in inspiring Nast?

Ah yes, all my best relationships started with beatings and kidnapping...
MakePeaceAndLove 6th Aug 2018, 11:58 PM edit delete reply
+1 to what Caydenite said. Also, on the Discord server Morgenstern told us that some Kuo-Toa cannot be reasoned or bargained with, so I sincerely doubt we could ever get along with this one.

In short, I see no reason to take him prisoner, unless we badly want to question him about the Kuo-Toa species and the cave system, but even then he (or she?) might not cooperate. That's why I'm in favor of 'give a recovereat and release' and we just go on with our business. The other Kuo-Toa will want revenge for their slain folk if they find out we did it, and adding +1 to the body count won't change that, however sparing this one's life could matter... unless you badly want to cover our traces and how we look like, but then I'm betting o nthem having some way to find out even if we leave no witnesses.
Espylacopa 6th Aug 2018, 1:28 AM edit delete reply
-1 to calling the pirates back for any reason.

I'm not totally opposed to the idea of fighting them but I don't want to get into any more fights here if it can be avoided. What if we or they do cause a cave in?

As for trying to to salvage this alliance, we could just be giving them a second opportunity to screw us over once they think they can get away with it. As the saying goes, fool me once, shame on you; fool me twice, shame on me.
GS 6th Aug 2018, 8:14 AM edit delete reply
MakePeaceAndLove 6th Aug 2018, 11:59 PM edit delete reply
JiggilyJoe 6th Aug 2018, 1:38 AM edit delete reply
Ok, let them go, but say to them something about thanking them for honoring your grandfather...

Next, talk to the alchemist, give a little recovereats if needed, but just enough so he can talk. Offer him his life for information about the Scylla. Also if he will help us with her. It sounds like we need her help getting the tunnel clear.

Then we can either fish or have Inzo go check the tunnel underwater. Maybe have Emmy go with him? I don't think she has to breath... maybe she can check out the cave in rocks for a way through?
Tharvis Rose 6th Aug 2018, 5:39 AM edit delete reply
If we do this, having them go underwater and leaving Nast as the only person in the room, it might be a good idea for him to slip back into the bunny outfit again. Why? Because, 1: Luck and proven agility and combat benefits just in case the pirates get any ideas about sneaking back to spy and/or try anything, 2: Plus a psychological edge if that should happen, or just for convincing the alchemist not to do anything stupid around the nice very dangerous hume madman (unless this is a world in which wearing a sexy bunny costume in a monster-and-pirate-inhabited cave doesn't scream "CRAZY"?), and 3: The extra luck plus sexy factor would help if Kori the scylla comes back to further debate or take us up on our offer of enthusiastic ... worship.
ZincFingers 6th Aug 2018, 6:27 AM edit delete reply
Yeah, re-equipping the Bunny Suit seems like a smart move. Keep the bandana over our face, maybe the eye patch, that way they still won’t have a good idea of our face (should they come back <if they leave>). That way if we encounter tham later we can still get the drop on them (if they leave here alive).
YetiOlwen 6th Aug 2018, 6:39 AM edit delete reply
+1 for ninja sex cave bunny idea
JiggilyJoe 6th Aug 2018, 12:08 PM edit delete reply
Agreed. Sexy bunny Nast is a good idea for several reasons.
MakePeaceAndLove 7th Aug 2018, 12:01 AM edit delete reply
+1 to switching to the bunny outfit at this point. Unless, you know, one of our other party members is currently wearing it, and then we'd find out who by checking the inventory. >o>
Professor Cupcake 6th Aug 2018, 6:43 AM edit delete reply
Professor Cupcake
If we're going to be attacking the pirates, I say we start by wind-slicing Hemingway. He's the most lethal of them, and the most willing to fight, and we really don't want to give him a chance to do anything.

It's a little over-the-top, for sure, but it basically reduces the threat they pose to zero.
Caydenite 6th Aug 2018, 6:48 AM edit delete reply
Pirates gonna pirate I guess. I say let 'em go and no hard feelings. Wouldn't call em back, they're superstitious, but lets not push it. If we meet em again, lets try and make sure any interaction is done from a position of strength.
As to the Alchemist, they are already our prisoner effectively, whether we like it or not. We wanna be good people, we can't let our prisoner die. Shame they weren't killed out right. Do we have anyway of stabilising them with out healing them up? We can't interrogate them now anyway, unless they happen to speak our language. But yeah, tie 'em up, make sure they don't die and leave it for now. Maybe Kori has need of em or something? Ideally we can get Ranse and Justice here when they have a moment, and we can interrogate them and maybe learn some alchemical secrets, and use that information to decide what to do with them.
Some Random Guy 6th Aug 2018, 7:38 AM edit delete reply
Some Random Guy
Perhaps we could also paralyse the alchemist with Emmy.
Antarean 6th Aug 2018, 2:18 PM edit delete reply
+1 on taking the kuo-toa prisoner and healing it (a little). We're not in the habit of killing defenceless enemies and I don't think we should start now.

-1 on attacking the pirates, at least at this time.

We should use the reinforced vines to tie up the kuo-toa, and Emerald should guard them, keeping in contact with them so that she can immediately paralyze them if they try anything.

Write a note in the journal warning the rest of the party about the pirates and give descriptions of them. Also mention that they're superstitious about our grandpa, so we could probably intimidate them into not fighting if we have to. Also mention the broken injector we found, Ranse might be interested.

Check the caved in area further on, Inzo's mech might be able to move the rocks, or we might be able to blast them out of the way if we use Deinforce or Deinforce+ (taking care not to collapse more of the cave).

+1 to fishing but maybe not in the same area where we met Kori, that might look weird from her perspective.