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674568 No. 674568 ID: 90f3c0

Becoming a merchant sounded like such a good idea at the time. The classes only lasted three weeks, and with all the gold those fatcat merchants in town rake in, you'd be able to pay back the loan in no time. Unfortunately you've been having more trouble than you expected finding employment. Apparently honest hardworking gnolls can't be trusted to watch a shop. Racist shitbag merchants. They had no problem giving you the loan, but now that you've graduated you're not "shopkeeper material."

You have 20 days left to pay back the loan, or you will be forced to work for the guild until the debt is repaid. With the pay they give their workers, you could be at it for decades. The assholes might even try to sell you off to some labor camp.

With no chance of making that kind of money in town, you bought some basic adventuring supplies and set off for Slime Caves, a low level dungeon in a relatively safe area. Even at the low level dungeons, items can sell for far more than they would in town. If you're lucky you might even be able to buy some treasure from adventurers that are too lazy to carry it back to town themselves for a fraction of its value.

Even in the safer areas there's always a chance of running into bandits or monsters on the road, you should be ready to defend yourself. You are by no means a fighter, and are unusually weak and scrawny for your race, but you have been trained in the basics.

What weapon are you proficient in?
188 posts omitted. Last 100 shown. Expand all images
>>
No. 679787 ID: 90f3c0
File 144600812275.png - (180.66KB , 800x650 , 59.png )
679787

Galvin swings his blade in a low wide arc, cutting through an area larger than his blade should cover. Most of the remaining slimes are obliterated in the attack.

Galvin: “Crescent Slash!”

Krell: “You don't have to yell the names of your Skills.”

Galvin: “Yes I do!”

Krell and Izzy dispatch the last couple of slimes with ease.

Boss Defeated!

Izzy: “That seemed almost too easy, boss.”

“Well, that's what happens when you hire experienced adventurers for an early boss. We would have been slaughtered if we came in alone. You gather up the loot:
# Item Value Weight 151 Gold 1 0.01 17 Slime Hearts 10 0.05 1 Huge Slime Heart 100 1 1 ??? Dagger ??? o.5 2 Small Shields 30 5 6 Unremarkable Daggers 15 0.5

You feel stronger:
Max HP up 14 > 16
Max Stamina Up 0 > 2

You acquire 2 skill points: Please select 2 skills:

Merchant Skills:

Efficient Packing: Carry an additional 15 pounds.

Identify Level 2: Can assess the value of most enchanted items. Can determine basic information about enchantments.

Assess Location: Determine the suitability of a given location for selling your goods. Determine the chance of being attacked while selling.

Fire Arms Skills:

Lightning Fingers: Expend 1 Stamina to instantly reload.

Dead Aim: Expend 1 Stamina to increase the chances of making a difficult shot.

One Handed Reload: Reduce reload time penalty when dual wielding pistols or wielding a shield in your off hand.

Izzy feels stronger.
Max HP 8 > 10
Max Stamina 2 > 4

Izzy selects the stealth skill Shadow: Expend 2 stamina to disappear from the enemies field of view.
Izzy selects the dagger skill Dual Slash: Expend 2 stamina to attack twice in quick succession. Costs 1 if dual wielding.
>>
No. 679807 ID: 2ccbb3

Lightning Fingers and Identify Level 2.

Identify the ??? dagger. Give it to Izzy.

Ask Gavin if he needs the big slime heart, or if that's not part of the deal. Let him have it, anyway.
>>
No. 679818 ID: 3663d3

>>679807
sounds good except for give huge heart for nothing. if they don't need it then we keep it.
>>
No. 679823 ID: 5ad4a7

...aren't we already reloading once per round? How would instant reloading even help?
>>
No. 679824 ID: ad936f

>>679807
agreed
>>
No. 679846 ID: 2ccbb3

>>679823
More advanced guns may have longer reload times. Faster reload speed also allows us to reload two pistols in a single turn.
>>
No. 679872 ID: 90f3c0
File 144605552953.png - (105.69KB , 800x650 , 60.png )
679872

>...aren't we already reloading once per round? How would instant reloading even help?
You can reload fairly quickly, but at close range you may not have time to reload before the enemy can strike. Lightning Fingers could also be used to attack twice in some situations.

You learn Lightning Fingers.
You learn Identify Level 2.

You identify your unidentified items:

Acid Dagger 215G
Dagger with minor Acid enchantment. More effective against armor, causes additional damage.

Circlet of Physical Defense 210G
Reduce physical damage to the head. Chance of deflecting weak blows and arrows.


Galvin: “That completes our side of the deal. I believe those slime hearts belong to us.” Galvin grins ans holds out his hand.

The Huge Slime heart was dropped by the Boss, and is not part of your deal. You hand 100G and 29 slime hearts to Galvin. That cost you more than you would have liked.

“Pleasure doing business with you.”

Galvin: “Same, this is way more fun than farming that lake! If you ever need help again, you can find my at the tavern in town. Oh, and if you want to go further into the dungeon, make sure to bring protection against poison!”

Galvin and Krell take their loot and return to the slime cave. Izzy walks up to you.

Izzy: “I've been thinking, boss.”

“What is it, Izzy?”

Izzy: “Those slime hearts must have been worth at least as much as those potions you gave me. ...I think this battle more than pays for my debt.”

You sigh, you should have known seeing how real adventurers get paid would give him ideas.

Izzy: “I known I'm not as useful as those guys, but I want at least 150G per day! Or...” He stares at the Acid Dagger. “I really like the look of this dagger. I'd work two more days in exchange for the dagger.”

This seems like a fair deal, hiring an adventurer in town would cost you far more. You also need to decide what to do next. It's probably time to return to town to sell off your wares and resupply.
>>
No. 679882 ID: 5ad4a7

>>679872
The dagger's a discount on his rate. Trade it to him for more work. If you adventure a little more and get another level we can get Assess Location and set up shop somewhere good.

For now we have to return to town, since we apparently need to get some poison protection for the rest of the dungeon.
>>
No. 679942 ID: 0f1c4d

The dagger for two days of works sounds reasonable.
After that we should head towards town to shop.
>>
No. 679946 ID: 2ccbb3

Yeah, deal. You were planning to give him the dagger anyway, it's a good fit. You save on 85 gold and Izzy gets a good weapon.

Alright, time to leave. There might be more treasure, but you can't carry much more than this. Also, if you run out of ammo then someone could kill you both.

Adventuring is fun, so go back and sell your loot. Spend the remaining day trying to sell your loot, and then go to a Level 2 dungeon nearby.

Man, that Orc probably would have killed Izzy if he had that circlet equipped. You should keep it for now but sell it when you find a real helmet.
>>
No. 680006 ID: 90f3c0
File 144609749974.png - (39.47KB , 800x650 , 61.png )
680006

“It's a deal. The dagger is yours for two days work. We should get back to town”

Izzy: “Sure thing, boss.”

The walk back to town is uneventful. By the time you arrive at the gates, the day is already ending. It is too late to do anything tonight.

Izzy: “What should I do with all this stuff I'm carrying?”

“I can store it at the Merchants' Guild. Come on.”

You lead Izzy back to the guild and head to the storage desk. You check all of your wares into storage, they will be safe here until you're ready to sell them.

Izzy: “I'll be at the tavern with the other adventurers. Stop by when you need my help.”
>>
No. 680007 ID: 90f3c0
File 144609772496.png - (140.91KB , 800x650 , 62.png )
680007

Day 2

You awaken on a hard cot in the Merchants' Guild dorms. It's nice to have a reliable place to sleep, but you don't want to be stuck here for the rest of your life. You have to pay off that debt. It's time to get out there and make some money.

Where should you go first?

Merchants' Guild:
You could quickly sell your goods here if you want to save time, but you wouldn't get much for them. You can also buy basic items, and store items and gold.

The market:
All sorts of merchants and adventurers buy and sell items here. You could rent a stall for the day to sell your wares.

The shops:
The shops carry more rare and high quality items. If you're looking for a particular item or piece of equipment your could find it here, but it would cost you.

The tavern:
Favorite hang out spot for adventurers looking for work. Also contains the job board. Izzy said he would be there.
>>
No. 680011 ID: 5ad4a7

>>680007
Market. Let's start selling shit. Anything we can't sell in a day we can liquidate at the guild... or try hanging onto for the next sell-off day.
>>
No. 680021 ID: 2ccbb3

>>680011
Agreed, test your ability to sell stuff. Go adventuring if you can't sell more than 25% of your inventory in 6 hours.
>>
No. 680068 ID: a184c1

Market. Capitalism!
>>
No. 680101 ID: a107fd

How much does it cost to rent a stall?
>>
No. 680119 ID: 90f3c0
File 144617716089.png - (132.15KB , 800x650 , 63.png )
680119

You decide to go to the market to sell your wares. You find several stalls available:

Tiny spot in a corner
Price: 5G
Item Slots: 5
Rating: 3

Spot on the ground
Price: 20G
Item Slots: 10
Rating: 4

Standard Stall
Price: 50G
Item Slots: 15
Rating: 6

High End Stall
Price 200G
Item Slots 25
Rating: 10

Items are more likely to sell st stalls with higher ratings.

You also review your available wares. # Item Value Desirability 5 Unremarkable swords 40 1 2 Orcish Battleaxes 100 4 10 Unremarkable daggers 15 1 3 Small healing potions 50 3 4 Small Shields 35 1 2 Short Bows 30 1 6 Arrows 2 1 1 circlet of physical defense 220 5 1 Huge Slime Heart 100 5 6 Loaves of bread 2 1 6 Chunks of dried meat 3 1

You must decide which stall to take, which items you wish to sell, and what percentage of the guild price you want to charge. You can price your wares below guild price to sell them more easily, or higher for greater profit. More desirable items are more likely to sell. Opening shop will take the rest of the day.


Sales rules:
Stall rating + item desirability rating + 1d20 +/- (discount or markup percentage / 5). Get over 20 to sell an item.
>>
No. 680130 ID: 2ccbb3

Use a standard stall, unload your wares.
5 Swords - 50G
2 Battleaxes - 120G
3 Healing Potions - 75G (Either you sell these for a good price or you use them in the dungeon)
2 Shields - 45G
2 Bows - 40G
1 Slime Heart - 115G
>>
No. 680317 ID: a107fd

Standard stall, price everything high enough that it's only 10% likely to sell. Plenty of time for fire-sale prices when the deadline gets closer. Tomorrow, buy more bullets and healing potions, run the slime dungeon again, and contact whoever those adventurers were selling slime hearts to so you can cut out the middleman.
>>
No. 680318 ID: cf91e4

From a math standpoint the standard stall is not a gain over a 100% chance of just selling the items to the guild.(if we are able to do that) The total of the difference in prices*the odds of getting a total *above* 20 is less than the 50gold we would pay to use the stall.

Kome's prices are reasonable and still it gives us not only a low chance for item selling, but an expected return of 27gold from just normally selling the items.(about half what we would pay for the space)
>>680130
(swords are a 10% chance for 10g more each)
(battleaxes are 30% for 20g)
(healing potions are [3+6-10]=-1 so even a max roll of 20 would not get it high enough to sell)
(shields are a 5% [6+1-6ish so it'd need a max roll of 20 to get to 21] to get 10 gold)
(slime heart is a 40% for 15 extra)

I'd say hold off until we have enough rare stuff to completely fill a stall.
>>
No. 680342 ID: 90f3c0
File 144630814129.png - (66.29KB , 800x650 , 64.png )
680342

The guild prices are what the guild sells items for. If you were to sell your items to the guild, you would only get half their value.

You decide to try selling a bit above guild price, you still have plenty of time before the deadline and can always drop your prices later. You spend the rest of the day trying to sell your goods.

You sell:

2 Unremarkable Swords 50G
1 Orcish Battleaxe 120G
1 Huge Slime Heart 115G

You spend 50G to rent the stall, and take in 335G. You now have a total of 1029G to fund your next venture. That should be plenty of money to buy supplies if you want to continue on in the slime dungeon. What should you do next?
>>
No. 680343 ID: 2ccbb3

Buy ammo and health potions from the guild. See if you can buy dual-pistols as your sidearms. Hire Izzy and a cheap mercenary, and look for a new dungeon. Don't go back to the LV1 Slime Dungeon until you find anti-poison equipment.
>>
No. 680351 ID: 5ad4a7

Let's see if we can get maybe some protection against poison.
>>
No. 680859 ID: a107fd

>>680343
>dual-pistols

Ammo yes, new weapon no. Rifle's been working just fine, and we're over a third of the way to our goal. Run the slime dungeon with Izzy again (assuming it's reset by now). If the next four days go as well as the last two did, we're golden, so let's not take unnecessary risks with a higher-level dungeon.
>>
No. 680926 ID: 90f3c0
File 144649255103.png - (130.93KB , 800x650 , 65.png )
680926

You check out some items at the guild. You can buy bullets for 5G each, small health potions for 50G, small stamina potions for 30G, and antidotes for 25G. How many should you buy of each?

You could buy basic pistols for 150G each, but you question their usefulness as a secondary weapon. You don't have the skill to quickly draw a pistol is combat faster than you could reload your rifle.

You also take a look around the market for some protection against poison. There's an alchemist selling poison resistance potions for 55G. They last all day, but don't grant full immunity to poison. You find some enchanted pendants that give better protection against poison for 230G each. There's also an enchanter that can add an anti poison runes to equipment for 200G, but you don't have any suitable gear at the moment.

The slime dungeon won't reset completely until the boss is defeated. It's likely that at least some of the enemies have respawned, but you won't find any more loot. You could try farming the slime lake if no other adventures have gotten there first, but that is rather tedious work.

You could also check out the other dungeons in the area if you don't won't to deal with the poison further in the slime dungeon. There should be a map of the local dungeons in the tavern.
>>
No. 680933 ID: 5ad4a7

>>680926
Oh, let's at least check the map before we decide.
>>
No. 685632 ID: 90f3c0
File 144843972879.png - (96.41KB , 800x650 , 66.png )
685632

You decide to check out the local dungeon map before deciding what equipment to buy. You head over to the tavern where the adventurers like to gather.

There aren't many people in the bar at this time of day. You see the cat warrior Galvin sitting at the bar. The unfamiliar elf that sits beside him is wearing the symbol of the alchemists guild. Izzy is chatting with a girl bold at one of the tables. A large gnoll is drinking alone at the far end of the room. Damn, you think that's one of your half-brothers. Hopefully he won't notice you.
>>
No. 685633 ID: 90f3c0
File 144843979631.png - (34.79KB , 800x650 , 67.png )
685633

You check out the map on the wall. There are brief descriptions of each dungeon in the area.

1 – You are here.

2 – Slime caves. Low danger. Beware of poison.

3 – Old cemetery. Low to moderate danger. Large numbers of undead.

4 – The Ancient Wood. Moderate danger. Many alchemy ingredient are round here. Beware of hostile wildlife.

5 – Abandoned mine. Moderate to high danger. Many valuable ores and gems can still be found here. Beware of rust monsters.

6 – The Underground Labyrinth. High danger. Illusion charms make the endless tunnels impossible to map. Many adventurers never return.

7 – The Keep of the Cursed King. High danger. Many deadly traps and enchantment. Few have made it to the throne room at the top.

8 – Crater Excavation Site. Very high danger. Strange caverns recently unearthed. Initial expedition sustained heavy casualties. Many unusual artifact found within.

9 – Sunken Tomb of the Elder God. Suicide.
>>
No. 685651 ID: 5ad4a7

>>685633
>impossible to map
Hmm. I wonder what that means exactly. Are the illusions so powerful as to be solid? If not, you can just map out the real walls.

It looks like we want to stick with the slime dungeon for now. Buy bullets to restock your supply back to the original amount you had, and buy a couple of poison resistance potions so we can go past the slime boss.
>>
No. 685662 ID: cf91e4

>>685633
I'd say the Ancient wood or the old cemetery. It seems like the difficulty ramps up on the slime caves after where we were at, so I think it'd be about the same. If we do go to the woods, try to get the alchemist to go with us.
>>
No. 685672 ID: 2ccbb3

The Ancient Wood seems like a good place to get materials.

You'll want to level up Izzy, so bring him along. He works for cheap because of your previous assistance, so getting him to a higher level is in both of your interests.

Bring the alchemist along for the ride. If Galvin things that this is too dangerous for his friend, offer to let him come along at a discount hiring.
>>
No. 685697 ID: df3055

Oho, bad blood between you and your half brother? Spill!

Ancient wood is way out of our depth unless we hire on Galvin, but so is venturing further into the slime cave. However, if we could farm the slime lake we could make some decent profit off of the hearts, plus some good xp. Ask Galvin if his former party is still farming hearts, if he says no then stock up on bullets and head there.

Maybe politely interject into Izzy's conversation that you're planning to head out soon to get him to wrap things up. Don't be a dick about it, though.
>>
No. 685938 ID: 90f3c0
File 144861968506.png - (57.64KB , 800x650 , 68.png )
685938

You decide you should definitely bring Izzy along, he's been paid in advance and has been reliable so far. You walk up the table were he is sitting.

Izzy: “ …was squeezing them to death with its deadly tentacles! So I snuck up behind the boss, completely unseen, and drove dagger into it's heart. The boss was instantly defeated, and the rest of the party was freed.”

Izzy notice you approaching the table.

Izzy: “Oh, hey boss. Are we heading back to the dungeon?”

“I haven't quite decided the destination, but I will be leaving soon and I want you to come with me. I still have to finish some preparations first. I'll let you finish up here, and will meet you by the city gate in say, half an hour.”

Izzy: “Sure thing boss, I'll be ready.”

You leave Izzy alone with the girl.
>>
No. 685939 ID: 90f3c0
File 144861974769.png - (57.88KB , 800x650 , 69.png )
685939

The Ancient Wood seems like a good place to collect ingredients to sell, but you will want to bring along a stronger party for the tougher dungeon. You will ask around before making the final decision. You don't know a whole lot about alchemy ingredients, so you decide to ask the alchemist at the bar about the area.

“Hello. My name is Celdant, a local merchant. I'm putting together a party to gather ingredients in the Ancient Wood. I was wondering if you knew anything about the area, any particular ingredients I should watch out for?”

Alek: “Nice to meetcha. The name's Alek, freelance alchemist. Well, your basic ingredients are dropped by the monsters when they die. But if you know what you're looking for, it's possible to harvest additional rare ingredients from the bodies. There are also a lot of herbs and plants in the area, if you know how to identify them. If you can offer adequate protection in the dungeon, I'd be willing to come along for a third of the ingredients we find.

Galvin turns toward you from his seat at the bar.

Galvin: “There's no way the two of you will make it through the Wood alone. But if you want protection, I've got it. I can escort you for say... 500 gold.

“That seems a little high.” You reply.

Galvin: “You won't find an experienced adventurer that will charge less. Dungeon crawling is a dangerous job! But I do like you guys, it would be a shame if you got slaughter because you had to hire a second rate fighter. I'll give you a discount, 400 gold, but I'm not going any lower.”

Suddenly you feel a large hand on your shoulder. Shit you were hoping he'd be too drunk to notice you.
>>
No. 685940 ID: 90f3c0
File 144861978507.png - (64.12KB , 800x650 , 70.png )
685940

Grekk: “Shit, I can't believe what I'm hearing! You ran off to be a merchant because you were too much of wuss for mercenary work, and now you're raiding dungeons? What happened bro, finally grow a pair?”

You sigh “I need to acquire merchandise before I can sell it, Grekk. There's only one way to do that when you're dirt poor. What are you even doing here? I heard the band was marching north.”

Grekk: “Fuck that. I'm sick of fighting for those dumbass humans, in their dumbass wars. From now on I'm going to kill who I want to kill. I'm going independent, I'm a bounty hunter now. It sounds like you need some muscle for this merchant gig, how about a trade? I help you with this dungeon, and you help me with a job later. Family should stick together, and you can't be as useless as you look.”
>>
No. 685943 ID: a107fd

Grekk's offer sounds good, provided "later" is at least a month from now.

For Galvin, the price itself seems fair, but see if you can get him to accept equipment or 'store credit' rather than actual cash.
>>
No. 685955 ID: 1cebc8

If Grekk is playing the 'family' card, then you want to know why. What's the job, and what's the take?

Hire all of the above, ask Alek and Galvin about how you should prepare. Ask your team if they want to 'rent' some of your inventory; better they use it now than to die while your good-quality gear rots in the guild storage. Buy the necessary gear and make preparations, and then use the remaining gold on ammunition (and possibly a pistol for Izzy, or Alek if he wants one).
>>
No. 686187 ID: 90f3c0
File 144878063325.png - (115.15KB , 800x650 , 71.png )
686187

“If you cared about sticking with family, you wouldn't have left the band. What's the job, and why are you trying to rope me into it?”

Grekk: “I'm not roping you into anything Cel, this is an honest deal. Some bandits have been hitting adventurer near the Abandoned Mine and the Guild wants them gone. The leader likes to use guns, would be pretty dumb for me to take him on alone. He'd fill me fully of holes before I could take out his men.

Grekk: “I know you're good with a rifle. Practicing with that thing was the only thing you ever did back in camp–besides all that sissy reading shit, that ain't a proper way for a gnoll to spend his time. You keep him busy while I beat his gang into the ground. We have a deal?”

“Fine. But only once I'm confident I can pay off this debt.”

Grekk: “Sure, the bandits aren't going anywhere.”

You turn to Galvin.

“The price seems fair. Maybe you could take part of it in credit toward future purchases?”

Galvin: “Sorry man, I can't be sure you'll still be in the merchant game in the future. Maybe if we find some items I like in the Wood, but I need to be paid by the end of the day.”

“Fair enough.”

You turn to Alek.

“I think we have a deal, if you consider this to be adequate protection.”

Alek: “Oh yes. I'll be perfectly safe with these two strong guys around.”

On the way out of town you purchase 17 bullets for 85G, bringing you up to a total of 20. You stop by the bank and deposit all but 200G of your money. You also grab the Circlet of Physical Defense from storage, because it seems like a waste to leave useful equipment behind. Should you wear it yourself or let one of your allies borrow it?
>>
No. 686189 ID: 90f3c0
File 144878070269.png - (59.83KB , 800x650 , 72.png )
686189

You rendezvous with Izzy at the gate and head off to the Ancient Wood with your party.

“So guys, tell me about your abilities so I can strategize in battle.”

Your new allies share their stats:

Grekk Level 5 Brawler.
20 Hp, 20 Stamina

Equipment
Spiked knuckles with fire enchantment
Spiked knuckles with electric enchantment

Skills

Berserk Level 2: 5 Stamina. Temporarily boost speed and attack power.

Flurry of blow: 3 Stamina. Attack several times in quick succession.

Elemental Strike: 2 Stamina. An attack that increases the effectiveness of elemental enchantments on a weapon.

Alek Level 3 Alchemist.
10 HP, 4 Stamina

Equipment
Quarterstaff
4x small healing potion
4x small stamina potion
2x antidote
4x exploding fire potion
2x poison cloud potion

Skills
Alchemy Level 2: Create moderately complex potions. Identify most alchemy ingredients.

Skinning Level 1: Harvest more items from fallen monsters.

Galvin Level 4 Warrior.
25 Hp, 10 Stamina

Equipment
Fine double headed battle axe
Medium leather armor

Skiils
Crescent Slash: 6 Stamina. A strong swing with as wide area of effect.

Iron Skin: 2 Stamina. Temporarily increases defense.

Taunt: 2 Stamina. Draws more attention from the enemy.


You arrive at a crossroad.

Alek: “The dungeon proper is straight ahead. To the left there is a small camp with a few merchants that sell to adventurers. The right lead around the outskirts of the Woods, it's safer than the actual dungeon but only the more common alchemy ingredients are found there. We wouldn't find any valuable treasures of super fun puzzles either.”
>>
No. 686191 ID: 1cebc8

Onward!
>>
No. 686200 ID: d4a2dc

Sounds like we are going forwards then.
>>
No. 686203 ID: cf91e4

I'd say loan izzy the circlet. He's the only underpowered one that would get in on the melee fighting. (I think)
Onwards!
>>
No. 686436 ID: 90f3c0
File 144895362395.png - (92.38KB , 800x650 , 73.png )
686436

“Here, put this on. You could use the protection the most.” You hand the Circlet to Izzy.

Izzy: “Thanks, boss. I'm glad you're sticking to the trying not to get me killed part of the deal.”

“I always look out for my employees, Izzy.”

Izzy puts the circlet on his head.

Grekk: “It looks good on you, princess.”

You continue walking forward toward the dungeon. Alek spots something by the side of the path.

Alek: “Healing herbs. Just give me a second to collect these.”

As Alek kneels down by the side of the path, you hear a chittering sound coming from the trees.
>>
No. 686437 ID: 2ccbb3

Celdat and Izzy, grab Alek and retreat!

Gavin, prepare a crescent slash!

Grekk, prepare to tank!
>>
No. 686468 ID: cf91e4

>>686437
Yep. Out/even numbered means get the squishies to the back til we know what we're dealing with.
>>
No. 686473 ID: 5d5fc8

Pull the alchemist back; it looks like it is time for a Random Encounter.
>>
No. 686508 ID: 90f3c0
File 144901588682.png - (70.88KB , 800x650 , 74.png )
686508

“Get away from the trees! Grekk, Galvin, get in front of them!”

Alek: “Huh? What...?”

Izzy: "Come on!"

Izzy grabs Alek's hand a drags him away from the treeline. Grekk and Galvin begin to dash toward them.

A group of giant rats rush out of the undergrowth and chase after Izzy and Alek.
>>
No. 686509 ID: 90f3c0
File 144901595016.png - (71.80KB , 800x650 , 75.png )
686509

The lead rat lunges toward Alek, but Grekk jumps in a punches the rat right in the face. The electric effect stuns the lead rat.

Grekk: “Eat it, asshole!”
>>
No. 686516 ID: 2ccbb3

Nice! But perform a Crescent Slash while they're still bunched together!

Grekk, grab some rats and use them as a shield against Galvin's berserker attacks and other rats!

Celdat, open fire! Try to line your shots for multi-kills, but just make sure they don't bite you! Alek, analyze the enemies and determine if they're diseased (with something hard to cure)! Izzy, stand on Alek's shoulders and get ready to jump onto any charging enemies!
>>
No. 686520 ID: cf91e4

Crescent Slash while they're bunched up, Grekk kills any near death/lays on the punches. Izzy and Celdat kill any that try to flank or surround. Alek, watch the team's back and make sure nothing else will get the jump on you.

Better to hold off from using bullets til we get in a worse off fight or need it.
>>
No. 686619 ID: 90f3c0
File 144909947463.png - (125.29KB , 800x650 , 76.png )
686619

Galvin: “Get back, Grekk!”

Galvin jumps forward and unleashes a Crescent Slash, finishing off the lead rat and severely damaging the others.

Galvin” “Ha! Take that!”
>>
No. 686622 ID: 90f3c0
File 144909952170.png - (116.73KB , 800x650 , 77.png )
686622

The remaining rats scurry forward and bite into Grekk and Galvin's legs, causing minor damage.

Grekk: “Annoying pests!”
>>
No. 686623 ID: 90f3c0
File 144909957982.png - (112.90KB , 800x650 , 78.png )
686623

Grekk kneels down and strikes both of the rats at his feet, finishing them off. Izzy and Galvin dispatch the other two with little trouble.

Enemies defeated!

“OK, gather up the loot.”

You obtain: # Item Value Weight 4 Healing herbs 7G .1 5 rat teeth 5G .1 15 gold
Alek uses Skinning and obtains: 5 Rat tails 8G .5

“They didn't seem too tough.”

Alek: “We're not in the actual dungeon yet, there are much more dangerous animals ahead.”

“Do you think we have to worry about those bites, they could be diseased?”

Alek: “I don't think so, just treat the bites like any other wound.”
>>
No. 686628 ID: 90f3c0
File 144909974757.png - (79.89KB , 800x650 , 79.png )
686628

Further down the path, you come to the arch that marks the entrance to the dungeon.

Izzy: “There's a trail of blood leading off to the left, Boss. Should we check it out?”
>>
No. 686629 ID: 2ccbb3

Follow the blood, but try to be covert. Wounds usually leave living entities less than full-minded.
>>
No. 686643 ID: 5ad4a7

If there's someone injured you can help, they will be in your debt. Check out the blood.
>>
No. 686787 ID: 90f3c0
File 144917046238.png - (85.95KB , 800x650 , 80.png )
686787

“Follow the trail. Be careful.”

You sneak through the forest as quietly as you can. You see pools of blood and other signs of battle. After a while you come into a small clearing. You see two mangled bodies, they look like they've been torn apart by wild animals. Beyond the bodies you see a man leaning against the tree. He has a few scratches, but appears to be mostly uninjured.

“Shit, what happened here?”

Man: “W-werewolf. It just torn them apart, I couldn't do anything...”

“Are you okay?”

Man: “I-I drank healing potion... T-the cuts aren't too bad.”

Alek: “If those are werewolf scratches, a healing potion isn't going to help. He's already infected.”

Man: “Shit! C-can you help me, is there anything you can do? I don't want to be a monster.”

Izzy: “Why not? You could have won this fight if you were a werewolf. Sound pretty useful to me, instant badass adventurer. If only kobolds weren't immune...”

Grekk: “I like that idea, Cel. Finally, a solution to your runtyness problem.”

“Knock it off guys, this is a serious business opportunity. Alek, can you make a cure?”

Alek: “Yes, but we have to be fast. It's only effective for a few hours after infection. There might be a suitable alchemy lab at that merchant camp, but we will need a few ingredients. A small amount of silver, a couple of healing herbs, a bit of holy water, and... a sample of flesh from the werewolf that infected him.”

Man: “Please, I can pay you. I have 300 gold on me, and you can have whatever my companions were carrying too.”

Grekk: “Or we could just take it, he's hardly in a position to stop us. A lot less hassle.”
>>
No. 686792 ID: 5ad4a7

>>686787
Merchants aren't bandits. We have a reputation to uphold!
>>
No. 686793 ID: 2ccbb3

You don't want to kill him but you also don't want a rampaging werewolf on the loose. Bury him head-upright, and take the money to purchase supplies for the cure.

Celdat and Izzy, go buy the necessary ingredients (Celdat has a gun, he's more effective against mortals than beasts). Alek, Galvin, and Grekk, head into the woods and kick some werewolf ass. Be sure to grab the WHOLE werewolf in case you get infected and need up to four cures.
>>
No. 686818 ID: cf91e4

I'd say it'd be worth it to go after the werewolf to stop any more of this/to get a cure for anyone else attacked today even if we can't save the guy. Split up and see if you can get a take in the merchant camp kill the werewolf while the other group hunts after it. Also, get the equipment now, leave the gold with him. Anything enchanted gets scanned and passed to attack team if it's useful.

Digging a hole to bury someone takes forever, but I'm not sure how else to stop him. We have all day though.
>>
No. 686828 ID: c8d677

Making a lot of cure and not solving the problem seems like a sure-fire way of generating profit. Any survivors of the werewolf attacks can go to the convenient merchant to keep from going lycanthrope.
>>
No. 686857 ID: 90f3c0
File 144920152398.png - (134.54KB , 800x650 , 81.png )
686857

You briefly consider letting the werewolf roam free, so you can profit off massed produced cure potions. You look at the two bodies on the ground and discard the idea, if you wanted to kill for profit you'd have become a bandit rather than a merchant.

“We're merchants Grekk, not bandits. We have a reputation to uphold.”

Grekk: “Heh, I'm no merchant.”

“No one would want to deal with a bounty hunter who kills potential customers either. Reputation is important in any job.”

Grekk: “Whatever. Are we doing this or not?”

“Yes.” you turn to the infected man. “Give me the money first, and we'll get you the potion. Everyone, strip the gear from those bodies.”

The man hands you the 300 gold. You acquire:

# Item Value Weight 2 small healing potion 50 0.25 2 small stamina potion 30 0.25 1 unremarkable ax30 3 2 unremarkable daggers 15 0.5 1 leather kobold jerkin 40 3 1 leather helmet 25 1 5 healing herbs 7 0.1 1 wolf pelt 50 1

Digging a hole to contain the man would take too long, but you do still have the short rope on you. Hopefully it will be strong enough to hold the man if he transforms.

“We don't know how long it will be before you become dangerous. We will have to bind your hands until we can make the cure.”

Man: “F-fine. Just do what you need to make that potion.”

“We should split up. One team will buy the ingredients at the camp, the other will pursue the werewolf.”

Alek: “I need to go to the camp. I'll need the equipment there to make the cure. Luckily, the werewolf flesh is the last ingredients, I should be able to add it to the prepared potion without traveling back to the camp.”

You should go to purchase ingredients, you may be able to get a better deal from the merchants, you also have doubt about the effectiveness of normal bullets on a werewolf.

You and Alek will go to the camp to prepare the potion, while Grekk, Galvin, and Izzy track down the werewolf.

Is there anything else you should do before setting off? And who should lead the team tracking the werewolf?
>>
No. 686860 ID: 2ccbb3

Galvin, you have the most adventuring experience, so you lead. The werewolf will be able to track down your varying scents easily, so be extremely conspicuous and let him come to you; dig holes and mark trees with extremely large arrows and signs that say where you are going and whatever you find out. Alek and Celdat will want to regroup with you as fast as possible.

Oh, and try to take the werewolf alive. Having a werewolf to breed should get you a nice puppy one day.
>>
No. 686947 ID: 5ad4a7

Making the werewolf find the party rather than the other way around increases the risk that someone else will get infected. That should be avoided, so we don't need a second or third cure.
>>
No. 686999 ID: cf91e4

Grekk leads, Izzy sneaks a bit away from the group.(since he has a skill for it) He notices anything or gets attacked, he gets their help. Nothing else here I can think to do. (unless Izzy wants to take the kobold armor, but it might impede his skills)
>>
No. 687371 ID: 90f3c0
File 144944022740.png - (62.88KB , 800x650 , 82.png )
687371

“Izzy, some light armor wouldn't impede your ability to sneak would it?”

Izzy: “No, it looks easy enough to move in, but... We just stripped that off a dead guy, Boss.”

“The armor looks practically new, and he wasn't dead for long. It's better than going up against a werewolf unarmored, isn't it?”

Izzy: “Fine, I'll take it.”

You hand the kolbold armor to Izzy.”

“Galvin, you're the most experience with adventuring, so I'm putting you in charge of the hunting party.”

Grekk: “Hey, I'm the most experienced with killing things!”

You ignore Grekk and continue “Leave markings on trees as you go so I can catch up to you later. Here, I thinks you will have more use for these than I will.”

You hand 2x small healing potions, 2x small stamina potions, 1 bear trap, and 1 fire trap to Galvin.

“We'll get the cure and meet up with you as soon as we can. Good luck.”

Galvin: “Don't worry, that werewolf is as good as dead!”

You take Alek and the infected man with you and head back toward the camp.
>>
No. 687372 ID: 90f3c0
File 144944039125.png - (49.86KB , 800x650 , 83.png )
687372

You haven't felt this excited in ages. Leading a party through a dangerous forest, to take down a fearsome beast who has been preying on hapless adventurers! This is what you got into adventuring for! You're done with grinding low level dungeons with those cowardly losers. Running into that cute merchant is the best thing that's happened to you in years.

You look around the small clearing and see a clear trail of blood leading deeper into the forest. The werewolf has left a very obvious trail of blood and broken branches in its path. It must not care about being found.

“Izzy, you scout ahead, look out for possible ambush points. Grekk and I will follow at a distance.”

Izzy: “On it, boss.”

You move along as quietly as you can, while keeping as much distance as you can without losing track of Izzy. You periodically mark you progress on the bark of trees you pass. After a while Izzy stops behind a bush. He gestures for you to come forward to him.
>>
No. 687373 ID: 90f3c0
File 144944048759.png - (70.84KB , 800x650 , 84.png )
687373

You sneak up to the bush and crouch beside Izzy. Past the bushes you can see a small cave. There are piles of bones scattered around the entrance. This has to be the werewolf's lair.
>>
No. 687377 ID: d9d503

Have Izzy sneak around next to the cave entrance for an ambush, then you try to lure it out by making noise.
>>
No. 687378 ID: 2ccbb3

Check up on Grekk, make sure he isn't doing anything stupid. If that werewolf is in a pack then you'll want to hit fast, hit smart, and kill / incapacitate every one of these @#$%ers in case any of you get bitten.

Slowly approach the den. Shed some fur and oil around the site, make the area smell like a teabag convention to confuse the werewolves. Ready your axe to parry the first attack and perform a crescent slash the moment you see more than one werewolf.

Izzy, position yourself on top of the den and prepare to stab from the eyes and straight down the muzzle, but be on alert in case one of them decides to stalk you from behind the den.

Grekk, make sure you punch them in the dick. If those fists go into their mouths you could get infected by multiple strains in a span of ten seconds, which might make the cure process near-impossible. And your brother will probably shoot you if you do this intentionally.
>>
No. 687746 ID: 90f3c0
File 144962224399.png - (59.45KB , 800x650 , 85.png )
687746

You look back at Grekk, he's waiting impatiently in the trees behind you. You motion for him to join you.

“Izzy, sneak around the side of the cave, be ready to attack the werewolf when we draw it out.”

Izzy: “Grekk, you should avoid hitting it in the face. We don't need you getting bitten and infected. Especially if there's more than one werewolf in there, the cure could get complicated with multiple infections.”

Grekk: “I'm not and idiot, shrimp.”

"Good. Let's get 'em!"

You and Grekk approach the entrance of the cave, while Izzy sneaks around the side of the cave. The werewolf will likely be able to pick up on Izzy scent, but won't be able to pinpoint his exact location before exiting the cave. You think about leaving false scent trails to confuse the werewolf, but you can already see its shadow looming in the entrance. The creature is massive, larger than expected, but you're still confident you can take it in a fight.

The werewolf speaks in a low growling voice that is barely intelligible as words.

Werewolf: “You smell like human hunters. They come to kill 'monsters', kill family. I protect forest home, all human who enter must die. You with them? I kill you too.”

Shit, you were expecting a completely feral werewolf. The intelligent kind don't typically hang out in the forest killing random adventurers. It likely fights more tactically than feral werewolves, which tend to just leap on the nearest target and rip it apart. Given its hatred for hunters, you believe you should be able to taunt it into attacking you fairly easily, if you want to stick with the plan.
>>
No. 687778 ID: 2ccbb3

>>687746
Galvin.set_mood("Internal Screaming");

He has your scents.

Galvin, explain to the werewolf that you are enemies, but that neither of you has to die today. A small piece of flesh from each of the werewolves that bit a human today (a talisman to prevent them from turning feral and attacking other werewolves in blind revenge), and you will swear to refrain from letting anyone bring harm to a werewolf on this day. You will even let the werewolves tag along to ensure you don't kill any more of their friends, as you cut away some of the toxic plants that are invading the forest, with the intent to poison other humans (and gnolls, kobolds, beastmen, elves, goblins, and anyone else really). If he attacks anyway, use the end if your axe to keep him at a distance.

Izzy, climb. Get the drop on him if he attacks.

Grekk, flank the enemies that Galvin attacks and punch them with intent to stun. You can then use your mercenary training and torture any downed enemies until the remainder curl up on the ground while sob-howling.
>>
No. 687883 ID: cf91e4

>kill family
Does he consider all monsters his family? If so, then this is very complicated. Adventurers hunt monsters. It's what we do. What does he do to eat? Does he kill off some of his "family" each time he is hungry? (question only applies if he sees things that way)
If it's only a certain subset, then we can avoid killing them so long as we have the means to do so; we might even be able to convince others.

>all human who enter must die.
>They come to kill 'monsters', kill family.
He treats them the same as they are treated, he has no moral high-ground.
>>
No. 687888 ID: 151d2d

Ask who they mean by family. We had not heard that there were intelligent beings living here.
>>
No. 687889 ID: 5ad4a7

Tell him you didn't know about this situation before, but you want to honor the deal you made. You only need a sample of his tissue to make the cure. He does not need to die this day. It would be a shame for his family to lose its guardian.
>>
No. 687985 ID: 90f3c0
File 144974890502.png - (53.47KB , 800x650 , 86.png )
687985

Izzy climbs to the top of the entrance, and positions himself to jump on the werewolf if it exits.

“What do you mean family? All monsters, or only werewolves?”

Werewolf: ”The wolves and werewolves, we are family.”

“Did you attack the group of adventureers today? We need a sample of flesh from the werewolf that did it to make a cure for the surviving member.”

Werewolf: ”Why would I 'cure' hunter? He came here to kill family. He will join family instead.”

“He will almost certainly turn feral and attack innocent people who have done nothing to harm you.”

Werewolf: “Other humans send hunters here. They are not innocent.”

“We promised to cure the man, but we expected to fight a feral beast, not an intelligent being. I intend to keep that promise, but there is no need for you to die. Who will protect your home, your family, if you are killed here today? Give us a sample of your flesh and we will leave, we will not harm you our your family.”

Werewolf: ”Yes, I will not die today. Come and take your sample.”

You don't like the look in the werewolf's eyes.
>>
No. 687992 ID: 2ccbb3

Ask him to slowly crawl into the light. You need him to bite off a piece of his own flesh and spit it out.

Grekk, advance. Ready your fists.
>>
No. 687998 ID: 151d2d

We should lure them out of the cave instead of fighting in the dark. Say that they should come out and fight us or we will jut have to find another werewolf (not letting on the specific werewolf rule).
>>
No. 688006 ID: 5ad4a7

No. Tell him he doesn't understand. He will give you a sample, you're not going in there to take it.
>>
No. 688046 ID: 433720

>>687985
Tell him that you wont be duped into falling for such a simple trap.
And that's he's dumb for thinking it would work.
Then remark on how dumb all werewolfs must be.
>>
No. 689025 ID: 90f3c0
File 145023516279.png - (74.05KB , 800x650 , 87.png )
689025

It's much too dangerous to enter the dark cave with the werewolf. You decide to taunt the werewolf and draw it out of the cave.

“You think I'd fall for such an obvious trap? You must be really dumb, are all werewolves as dumb as you? Come out here into the light and give me the sample, slowly. Or should we go track down another werewolf? Maybe your family would be more useful.”

Werewolf: ”Oh, I will come out...

The werewolf suddenly sudden sprints out of the cave and takes a swipe at you! You manage to raise your ax in time to block the initial blow.
>>
No. 689034 ID: 2ccbb3

Parry his attacks for a few seconds. Keep him focused on you, start nonchalantly rambling about how you're going to breed his children like rabbits and sell their diseased half-dead bodies to the local butt-lover.

Who likes to rub his ass over other animals' asses. And does not know how to bury his poop in the ground but sure knows how to mark his territory.

Izzy, stab his eyes out. Use two daggers if necessary. Then try to stab his neck, if the skin isn't too tough.

Grekk, WAIT FOR THE WEREWOLF TO SCREAM-HOWL IN COMPLETE RAGE. When Galvin has insulted him to the breaking point, punch his lower body and try to disarm his legs. If you can prevent him from moving, that will make the fight all too easy.
>>
No. 689041 ID: cf91e4

>breed his children like rabbits and sell their diseased half-dead bodies
Jesus Kome!

Keep taunting him; back up slowly(act like you're losing ground) to make it a farther distance to retreat back to his cave, stop before you get to the treeline.(don't want to trip in the roots there) Your goal is to hold your own til your friends kick in. Focus on defense. (It's ok to get hit, just do your best)

Grekk, wait a second or two(it's actually a long time in a close quarters fight with someone that can make quick short attacks) to make sure he's engaged then try to flank him on the side.

Izzy; stealth up opposite of Grekk. Engage once Grekk either hits or is discovered. If you are noticed, back away and try to circle him/get in a blind spot. He can't focus on 3 people all around him at once and if you're the one he thinks is the least threatening(small kobold) he'll probably slip up enough you can get in his guard. Duel slash when you're sure you can get a good hit.
>>
No. 689046 ID: d9d503

Well, time for murderhobos to murderhobo. Stay on the defensive until your allies can get close enough to join the fight. You don't need to taunt further, as that is as likely to distract you as your enemy.
>>
No. 689088 ID: 433720

Try to knock him out, a live specimen is better than a sample.
You might get a better reward!
>>
No. 689241 ID: 90f3c0
File 145032322094.png - (75.60KB , 800x650 , 88.png )
689241

You parry the werewolf's slashes as best you can while falling back. The werewolf is too fast to effectively block with your ax. A few attacks make it past your guard, but most glance harmlessly off your armor. You take minor damage.

“Is that all you got?”

While you keep he distracted, Grekk approaches and punches the werewolf in the stomach. The werewolf resists the shock effect.

Grekk: "Damn, this guy's tough!"
>>
No. 689242 ID: 90f3c0
File 145032327936.png - (55.01KB , 800x650 , 89.png )
689242

The werewolf lashes out with its superior speed and grabs Grekk by the arm.
>>
No. 689243 ID: 90f3c0
File 145032333658.png - (97.38KB , 800x650 , 90.png )
689243

The werewolf slashes Grekk's throat, dealing him critical damage! At the same time, Izzy leaps at the werewolf's back and strikes him from behind.
>>
No. 689260 ID: d9d503

Looks like time to use your Taunt ability again, while the others use dps abilities.
>>
No. 689278 ID: cf91e4

Galvin, taunt and chop the arm holding Grekk. Either he backs off to avoid most of it or you get a damn good hit and possibly dis-arm him. An attack like that should help to make him focus on you.

Grekk, berserk and try to keep his *other* arm still to minimize his damage so long as he keeps hold of your right arm. If he backs off then take a step back/out of range to elemental boost/let Galvin take the heat. We'll get you patched up as soon as we're done here.

Izzy, keep stabbing unless/until the werewolf lets go. Back off at that point, a solid hit like that will take you out.

He's at what looks like 2/3rds health. We aren't doing as much damage as I'd hoped. I just pray he doesn't get any bloodied effects.
>>
No. 689712 ID: 90f3c0
File 145065930858.png - (68.68KB , 800x650 , 91.png )
689712

You use Taunt and draw the werewolf's attention back to yourself.

“Over here, idiot!”

You strike the werewolf left arm hard with your ax! The werewolf's arm is crippled, Grekk slips free of its grasp.

Izzy uses Dual Slash, striking the were wolf in the legs twice.
>>
No. 689713 ID: 90f3c0
File 145065936473.png - (84.40KB , 800x650 , 92.png )
689713

Grekk uses elemental strike and boosts the electric effect of his weapon. Grekk punches the werewolf hard in the gut. The werewolf's low health makes him more susceptible to status effect. The werewolf is stunned, leaving it open to attacks!

You could finish this with a single blow...
>>
No. 689717 ID: 5ad4a7

Tell him to surrender or die!
>>
No. 689718 ID: 2ccbb3

Grekk: Kiss werewolf while using your electric knuckles at full voltage on his eyeballs. Vegetate him.

Izzy, get on his neck and prepare to slice his neck.

Galvin, look around for any other werewolves. Charge up an attack just in case.
>>
No. 689804 ID: 740428

Honestly I don't see this in ending any way other than the death of the werewolf. They have already said they are willing to cause the death of random humans who are not even in the forest; I don't think there is any deal we could realistically make that would satisfy them.
>>
No. 691962 ID: 90f3c0
File 145207224819.png - (55.60KB , 800x650 , 93.png )
691962

“Give up now, and we'll let you live!”

Grekk grabs the werewolf by the neck and threatens him with his knuckles.

Grekk: ”No, we can't just let him go! Left alone he will continue to attack adventurers and spread the infection, we should finish this now.”

“Werewolf, will you leave the humans alone if we let you go?”

Werewolf: ”I will not let humans hunt family.”
>>
No. 691963 ID: 90f3c0
File 145207229128.png - (103.70KB , 800x650 , 94.png )
691963

Izzy: “Boss, I hear something coming!”

Werewolf: “I did not want family involved. But they have come. You should not have hesitated. “

Two wolves slink out of the darkness of the cave, and two more approach from behind.

Werewolf: ”You leave now, maybe they will let you live.”
>>
No. 691984 ID: 2ccbb3

>>691963
The enemy intends to fight to the death, and you can't let him go or the infected will feralize. Assess the situation and decide if you can take on the wolves. If you can, then brutalize the execution of the werewolf in hopes that the other wolves will back off. You can attempt to knock him and the others out, but I don't think you have the skill to do this without Celdat's firearms.

Grekk, prepare a healing potion. Galvin, prepare to use all your Stamina. Izzy, get to high ground and jump on the wolves' backs from above.
>>
No. 691987 ID: 5ad4a7

These are just normal wolves, aren't they? "Family" my ass.

Toss food at them. Then execute the werewolf, take the sample, and get gone.
>>
No. 692000 ID: cf91e4

They're just wolves. Each of you should be able to take on one and win no problem. Finish him off, then ROAR in the wolves direction! Try to make it seem like fighting big strong you is a bad idea.
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