Some gods are benevolent, others malevolent, some just want to have a good time, others still prefer to stick to themselves.
And then there are those...
Those that can't help but act naughty.
A whole world of mortals just for me. Heh heh heh, this promises to be fun!
You have chosen the Way of the (D)ick, so let's see what's in yonder woodstead.
As it turns out, nothing much.
I pick up 2 free churls. We'll need the meatshields really badly.
After that I gossip around a bit for any directions.
Yeah, this is the place we just came from.
At depth 3, we probably could have risked it.
No turning back now though.
Adventure awaits!
Or not, because this is yet another generic settlement with no crisis.
Since I have no gold to hire anyone, I gossip for more directions.
We'll be going here soon, it's at the end of the barrow peninsula south.
This on the other hand is exactly opposite to where we're going. But maybe we'll end up there yet.
Some deep lores
And more deep lores.
Gotta hunt to get the food spent on gossiping back.
Is my adventure over here?
This world sucks. I didn't sign up for all these deep lores.
There better be adventure here!
I said adventure, not misadventure
With our puny 3 might there's no sense in trying to scare these assholes away. To battle!
And with our puny party, trying to actually engage them would be... a lot less than optimal. These guys are actually total scrublords, and Norse Jesus would have wiped them with just his farts, but Naughty Ninny has veeeeeeery low chances of getting out of this with his skin.
Therefore,
TACTICAL RETREAT!
The enemies all get a single round of free attacks on our party before we can gtfo.
At least this retreat didn't cost us that much.
We continue on to the woodstead.
Seriously? Nothing to do here either?
I get some more tidings. We'll be passing some oldie fella on the way to the barrows.
Aaaand this is way too far to be of interest for now.
But before we move out, I get fresh replacement churls. Try it, they're free!
please be adventure
It's not even worth staying here.
Perhaps we'll get to play a trick on this geezer!
What-ho, buddy.
"Share his meal"? I bet he put LSD in it! I know I would.
Fortunately, we can inspekt the event choices with Foresight now to make sure this old hippie doesn't slip drugs into our porridge.
This blurb appears each time we hover over an option. The first one gives 'Healing', as you can see, the second is 'Lore, Naught', which would suggest a check with two outcomes is involved (wits is highlighted for this too).
Eymund chimes in for the third option, signalling that this is a Words check. Skalds help with Words just like woodsmen help with Woodcraft, and so on.
I figure that I don't really need some boring old man's company right now, so instead I ask for his ancient visdom.
Das rite!
Uhhh, thanks, I guess?
Maybe this'll do us some good later.
I leave the hermit, hunt a bit, then proceed to the barrow downs.
But along the way I run into this PROMISING ADVENTURE!
Blurbs for options:
1. Friend, Blood
2. Friend
3. Naught
The choice seems obvious.
A different god would have care for these people's pathetic whining and tried to right their wrongs. Fortunately, I'm not he.
Sayonara!
Now what's over here.
Of course.
Absolutely nothing
Moving on...
Free stuff is good! Even if unexciting.
The Hornberk is an A-tier item with a ton of utility. The defence bonus will help Naughty Ninny stay alive in fights (and it increases in forests), the speed bonus is great all around, and it further gives a bonus to Woodcraft rolls.
With the Hornberk and Woodbane, we're now a true woodsman god.
Haulin' ass mode engaged.
WHEN SUDDENLY!!!
Even the raven knows to be a ring-giver.
Bloody magpies.
This arm ring however is very welcome.
Because I can immediately exchange it for a fighter in town. I kick out one of the churls to keep the party hunger lower.
After that, we hire a ship to take us elsewhere. And looking at the map... I'm puzzled where we could actually go, because none of the landings look particularly promising.
I decide to gossip a bit for more directions.
A hole! Amazing!
BO-RING.
Less boring!
Some more deep lore.
We seem to have the most info about the east-northeast part of the map, so I decide to sail there. In hindsight, I probably should have left it for you to decide, but alas.
Off to Eastdock we sail!
Ahhh, the sea.
No time to enjoy our voyage. There is adventure to be had.
I went a bit farther than that today, but this seems like a good place to stop before the update gets too long.
What a shit-show of a start. We've accomplished nearly nothing at all but already managed to waste 20 days. Hopefully there'll be more excitement ahead!
And then there are those...
Those that can't help but act naughty.
You have chosen the Way of the (D)ick, so let's see what's in yonder woodstead.
As it turns out, nothing much.
I pick up 2 free churls. We'll need the meatshields really badly.
After that I gossip around a bit for any directions.
Yeah, this is the place we just came from.
At depth 3, we probably could have risked it.
No turning back now though.
Adventure awaits!
Or not, because this is yet another generic settlement with no crisis.
Since I have no gold to hire anyone, I gossip for more directions.
We'll be going here soon, it's at the end of the barrow peninsula south.
This on the other hand is exactly opposite to where we're going. But maybe we'll end up there yet.
Some deep lores
And more deep lores.
Gotta hunt to get the food spent on gossiping back.
Is my adventure over here?
With our puny 3 might there's no sense in trying to scare these assholes away. To battle!
And with our puny party, trying to actually engage them would be... a lot less than optimal. These guys are actually total scrublords, and Norse Jesus would have wiped them with just his farts, but Naughty Ninny has veeeeeeery low chances of getting out of this with his skin.
Therefore,
The enemies all get a single round of free attacks on our party before we can gtfo.
At least this retreat didn't cost us that much.
We continue on to the woodstead.
Seriously? Nothing to do here either?
I get some more tidings. We'll be passing some oldie fella on the way to the barrows.
Aaaand this is way too far to be of interest for now.
But before we move out, I get fresh replacement churls. Try it, they're free!
It's not even worth staying here.
Perhaps we'll get to play a trick on this geezer!
What-ho, buddy.
Fortunately, we can inspekt the event choices with Foresight now to make sure this old hippie doesn't slip drugs into our porridge.
This blurb appears each time we hover over an option. The first one gives 'Healing', as you can see, the second is 'Lore, Naught', which would suggest a check with two outcomes is involved (wits is highlighted for this too).
Eymund chimes in for the third option, signalling that this is a Words check. Skalds help with Words just like woodsmen help with Woodcraft, and so on.
I figure that I don't really need some boring old man's company right now, so instead I ask for his ancient visdom.
Das rite!
Uhhh, thanks, I guess?
Maybe this'll do us some good later.
I leave the hermit, hunt a bit, then proceed to the barrow downs.
But along the way I run into this PROMISING ADVENTURE!
Blurbs for options:
1. Friend, Blood
2. Friend
3. Naught
The choice seems obvious.
Now what's over here.
Of course.
Absolutely nothing
Moving on...
Free stuff is good! Even if unexciting.
The Hornberk is an A-tier item with a ton of utility. The defence bonus will help Naughty Ninny stay alive in fights (and it increases in forests), the speed bonus is great all around, and it further gives a bonus to Woodcraft rolls.
With the Hornberk and Woodbane, we're now a true woodsman god.
Haulin' ass mode engaged.
WHEN SUDDENLY!!!
Bloody magpies.
This arm ring however is very welcome.
Because I can immediately exchange it for a fighter in town. I kick out one of the churls to keep the party hunger lower.
After that, we hire a ship to take us elsewhere. And looking at the map... I'm puzzled where we could actually go, because none of the landings look particularly promising.
I decide to gossip a bit for more directions.
A hole! Amazing!
BO-RING.
Less boring!
Some more deep lore.
We seem to have the most info about the east-northeast part of the map, so I decide to sail there. In hindsight, I probably should have left it for you to decide, but alas.
Off to Eastdock we sail!
Ahhh, the sea.
No time to enjoy our voyage. There is adventure to be had.
I went a bit farther than that today, but this seems like a good place to stop before the update gets too long.
What a shit-show of a start. We've accomplished nearly nothing at all but already managed to waste 20 days. Hopefully there'll be more excitement ahead!