Part 67: Day 65 - Those who hunt monstersDay 65 Those who hunt monsters
When we last left off, Julia was about to make a momentous decision. Wands was the arcana of choice, so let's see what fabulous magical powers we get for our big battle.
It looks like Julia is going to need a different source of help for this battle.
Thankfully, we have been stockpiling power-ups for just such an occasion.
First, we get Julia healed up.
Next, we will buff up her skills with all those Ancient Wisdom tablets we have been finding.
These are Julia's stats before the tablets.
And these are her stats afterwords.
Now she is loaded with ancient magic and ready to fight.
We should just start a bonfire in the cave mouth and use up all the oxygen in the cave, but that is not an option.
I choose you, Chosen One!
This seems like a pretty good arena for a final boss fight.
I wonder how they will model this exciting battle to the death?
Oh. I guess it is just another multiple choice event.
It is best to get a feel for your opponent before jumping into anything rash, so Julia will spend the first round sizing up this monstrosity.
She fails the intelligence check, but for some reason, the message is about us missing the beast.
We have a higher chance of parrying the blow, so we will go with that option.
And we succeed!
Agility is tempting, but Julia is much better at stealth, so that will be our choice.
We get spotted, and take a major blow.
Julia should still be in decent shape, so we will continue fighting.
The intelligence check was a bust last time, so let's see if offense is a better tactic.
It looks like it is!
Offense! We can slowly devour it one bite at a time!
Ow. Stealth is our highest probability option, so we go with that.
And we manage to get the drop on it as it charges past us, so we will give it a quick Judo Chop as it goes by.
And now to
It looks like Julia's spindly arms are not enough to do in this beast.
We have been taking a lot of hits, so we had better withdraw and regroup.
With all her injuries, Julia is not able to avoid all of the attacks as she runs away.
She took a good beating, but Dr. Winters and her island pharmacy should be able to patch her up for round 2.
With Julia's traits, she gets a 50% bonus to her injury recovery, so each bottle will recover 30% injury for her.
With two bottles of painkillers, she is good to go.
AM Expedition Second Attempt
Same fighters, same intro.
I guess Julia's agility is a little bit lower now because she still has a couple points of injury left.
That means that we will try to scout out the situation like we did before.
And it winds up just like it did before.
We miss the Con. check, but we have an opportunity to utilize her maxed out stealth to recover.
But we get found again.
This is going even worse than last time, but we should be able to survive another round before running away again.
We only have a (40% * 40% * 40%) = 6.4% chance of failing three 60% chances in a row, so we will go with Intelligence again.
And it finally works! We celebrate with a celebratory nibble on its hand.
It does not like our choice of party food. Ashamed of her poor hosting skills, Julia hides in the corner.
The beast is too embarrassed by this display to interrupt it.
Julia tries to make it up to the beast by giving it a vigorous neck massage.
Julia's chiropractic skills leave something to be desired.
Perhaps grabbing it for a firm handshake would be better.
And with that handshake, Julia leave with a farewell gift to show to her friends.
We did not take much damage in that last attempt, so we can probably wait and heal up later.
Now time to walk the entire length of the island to see the old man.
Moving around the island is a lot faster when you are not exploring.
Who else would we be sending?
Time to sit through another cutscene.
There is only one viable option here for us.
Get trashed with the weirdos.
It looks like Julia has put all of Yuri's benders to shame, and even brought back some refreshments for everyone else.
It appears that the wine of the gods is twice as potent as a bottle of rum.
Using this stuff is a dangerous gamble. If your maluses are too high, it could easily push the drinker over the edge and end up killing them.
We have a new task ahead of us, and surprisingly, it is not a fetch quest.
The radio is automatically installed back at the camp, and requires one operator to work it.
It looks like it raises depression, so we will probably get one of our more cheerful crew-mates to run it.
This update is getting long, so that will need to wait for next time.
Harvesting fruit (2 people max)
Craft (2 people max)
Rest (3 people max)
Chat (no max)
Explore (3 people max)
Scavenging Wood/Rope/Stone/Herbs (2 people max)
Fishing (2 people max)
Hunting (2 people max)
Cook (1 person max)
Infirmary (1 doctor, 1 wounded patient, 1 sick patient)
Radio for help (1 person max)
6x Medicinal Herbs (-3% Sickness)
3x Painkillers (-20% Injury)
3x Miracle Potion (-10% to all Hazards)
3x Ginseng Juice (-20% Fatigue)
3x Drugs Cures sickness, but cannot use without the proper tech
Smelly Cheese (-20% Hunger, + 10% Sickness)
1x Bandage - Cures injury, but cannot use without the proper tech
2x Rum (+/-10% Hunger, Sickness, & Depression)
27x Soy Sprouts (decrease hunger from 1-5%)
5x Dried Meals (decrease hunger from 10-15%)
1x Cursed Fiance Ring (-20% Fatigue, + 10% Depression)
6x Fire crystal (-20% to all negative states)
3x Pirate Grog (-20% injury, +10% hunger)
7x Skull (???)
4x Happy mushrooms (-20% depression, +10% sickness)
6x Wine of the Gods (+/-20% Hunger, Sickness, & Depression)
Misc crafting materials