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Maybe she should try to figure out how to open these crates. It's not like she's managed to fish up a crowbar.

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It's pretty intuitive, once she focuses on it. Just grab the edge of the wooden one like so, pull up, and - oh look, loot.

There's a blue potion, a green potion, some silver coins, and several bars of what looks like platinum. That's likely useful.
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Handy! She gets the iron one too.

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There are several snazzy looking red potions, in fancier bottles than the earlier healing potions. Along with that there are several iron bars, a yellow potion, some gold coins, and... A fake beard. It is bright red, and looks very fluffy.

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...why.

Well, whatever. She can take it home in case it is ever useful. And iron bars are good.

What other bounties does the ocean hold today?
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More fish! And an iron crate. The crate has more money, what looks to be an upgraded version of the blue potion from the wooden crate, bars of a metal recognizable as a very strange type of lead, and a small but very sharp blade.

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How nice.

Encouraged, she keeps fishing.
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Fish! More fish! Exciting stuff!

And then one pair of very strange green boots. They look vaguely frog-like, but they can definitely be worn by an ordinary human. Just, the shape's possibly a bit tacky.
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Huh.

She eyes them suspiciously, evaluates how much room she has left to carry things, and decides to call it quits on that note. Back home she goes with her weird lead and her boots and her beard.
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And her fish! Don't forget the fish, because while they are tiny and consolidated, there's a lot of them.

The guide has the following to say about the strange frog-boots: "Keep your health up by consuming healing items, staying near items that cause you to regenerate, or wearing certain accessories."
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"...okay..."

That sounds like a suggestion to put on the boots. She puts on the boots.
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The boots inform her in no uncertain (or explicable, the knowing is directionless and apparently baseless, but absolutely certain in it's truth) terms that Sable can now jump much higher, and fall further distances without injury. A sufficiently long fall will definitely still hurt her, but it's harder to do.

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How convenient.

"What about this stuff?" she asks, showing him the potions.
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Of the blue potion: "Mana potions can be used to restore mana. Make them with two lesser mana potions and a glowing mushroom at an alchemy station."

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And the rest?

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The yellow potion: "Spelunker potions can be used to see precious ores, gems, and other useful items through blocks. It can be made with bottled water, blinkroot, moonglow, and either platinum or gold ore at an alchemy station."

The green potion: "Night owl potions are used to improve someone's night vision. They can be made with bottled water, daybloom, and blinkroot at an alchemy station."
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"Well, that sounds... less painful than using my groundsense, I guess. Are you going to tell me about all these weird herbs?"

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.... Silence.

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"I guess not. That will make finding them interesting."

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"You can tell a Blood Moon is out when the sky turns red. There is something about it that causes monsters to swarm." Pause. "Hey, buddy, do you know where any deathweed is?"

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"That wasn't even one of the original weird herbs! But good to know, I guess."

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"I am here to help."

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"Uh-huh."

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The guide smiles, just a tad, and then it flickers away and his face is back to its ordinary emptiness.

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"But weird herbs are probably lower on the priority list than going underground, right?"

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