Comic 26 - Check that loot room

24th Apr 2018, 2:01 PM in Humble Beginnings at Humblestart
Average Rating: 5 (1 votes) Rate this comic
Check that loot room
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Author Notes:

Morgenstern 24th Apr 2018, 2:01 PM edit delete
You ask King about the locked room you saw on the way here--it looked like it had a chest in it.

"Oh!," she begins, "I was unable to open that one. Slimes are not especially talented when it comes to doors. You are free to take whatever is in there."

You also make a mental note that, when you do go to negotiate with the goblin tribe, trying to press gang that goblin engineer into helping you might not be a bad idea. He was a bit abrasive, but he also made a functioning mech that could rival Valley's strength out of wood. He could probably make you some goodies.

You head back through the cave, stopping at the locked door. You ponder it for a moment--none of the goblins dropped a key. However, this used to be their cave, which means someone in that tribe has to have access to this door. When you go to negotiate with them, you may be able to ask for the key. Alternatively, a good thief could probably pick the lock. You remember the man at the potion shop saying that thieves have been hitting up trade caravans and taking the supplies for disguise potions--stopping that would ensure you have a future stock of disguises, and could put you in touch with a thief that could--

Valley, having grown impatient while you stand here staring at the door, rushes straight into it. She takes the wooden door right off its feeble hinges, plowing straight into the treasure room.

She also tears through a vine that was suspending some elaborate trap. Vines careen through small hooks in the walls before eventually releasing a big plank, which falls right on her head. Valley grunts as it bounces off the top of her skull. She takes a step... and then another... and then she shakes it off.

Well, you got into the loot room, at least.

Inside is not one but two wooden chests. You and Valley open them very carefully, for fear of further traps.

Inside one chest is a ???? Potion.

Inside the other is a ???? Wand.

Nast leveled up! Nast reached level 3. Learned the power of teamwork.

Valley leveled up! Valley reached level 5. Learned that goblins are assholes.

(Levels don't really mean much. Characters learn new abilities from specific sources--Nast can fabricate new enchantments when he becomes inspired, as an easy example. Valley has a number of hidden abilities that require certain conditions to reach. Getting to know your party members more, taking them places or giving them items that might interest them, and putting them in situations that might bring more out of them are all a good start to unlocking their hidden potential. Characters will generally get better at what they do over time, though there's not a hard number on it--Nast will probably not struggle to sword fight untrained goblins later, for instance.)

Your world map currently looks like this:



Tech 24th Apr 2018, 2:36 PM edit delete reply
Get items identified.
But first: bang Valley
1977 24th Apr 2018, 2:47 PM edit delete reply
Thanks for the info on levels. Valley learns the most valuable lessons without a doubt.

When its not to late we could probably go quick to the potion shop for the disguise potion and ask the shopkeeper about identifying unknown potions, wands and other stuff we come across in the future.

With our tent we could make camp basically everywhere if I understood it right, so how about in the cave to give King (does she have a name? we should ask her) her first lesson in recreational mating?

Other points of interest could be how she evolved from a normal Slime to a King Slime. Was it the books she were reading? Can we educate the other Slimes the same way so that they can evolve as well? That will sure help building a proper Slime Kingdom.
Yolvan 24th Apr 2018, 3:44 PM edit delete reply
First we get a disguise potion, and change into an elf, or just grow long hair, either one is fine. (And I know I am talking bullshit, don't take this part seriously.)

Identify the found objects first, the DM might be kind enough to let us get the disguise potion through the loot. And certainly give Nast the wand as he is basically useless with a sword(Unless of course the wand is cursed or Nast is untrained in wands).

Then we finish our romp with Valley, take a long rest and then go confront the goblin chief and hope that there won't be a need to bash his brain in.
Guest 24th Apr 2018, 4:13 PM edit delete reply
+1 "Romp Valley"
Twyll 24th Apr 2018, 8:04 PM edit delete reply
Romp Valley sounds like a location :P Relatively safe, low-level monsters, lots of aphrodisiac plants grow there...
Twyll 24th Apr 2018, 4:42 PM edit delete reply
Well, now we have a nice secluded room! Perfect for victory sex! It's rude to keep a lady waiting.
Wolfe 24th Apr 2018, 4:52 PM edit delete reply
I will +1 pretty much all of this, except I wouldn't just equip that wand until we can get it identified.

Though I will point out that if we can convince that Goblin to be a companion.. That would be preferable, but if all we're able to get him to do is make us stuff, that's cool too.