Keep knta busy

edgarallanpoe
Tags: #<Tag:0x00007fa4216304d0>

#142

equip boots
equip dagger
!roll


#143

you rolled a 5, you are nearing the town darkman left


#144

!roll


#145

you rolled a 3, you are in town


#146

Fyi, things that can be done in town:

ore smelting

material selling

sleep (unkillable)

eat (regain health)

and more


#147

check out the elixir at doctor
look at available weapons


#148

@knta12 !increase accuracy+range
after !search area
after !roll 1


#149

your range has increased by .5 accuracy has been increased by .8

you continued to search the plains for darkman, but he wasn’t anywhere near

you rolled a 4, you are coming up to a lone house


#150

you took the elixir to the witchdocter… and it turns out to be a potent poison, able to infect upon contact. it was returned in a heavy canvas bag

weapon inventory: x1 stone sword, x1 worn dagger


#151

@knta12 !search house


#152

!buy


#153
    stores to buy from:
   > outfitter
   > weaponsmith
   >witchdocter
   > scholar
   > crazy harold

#154

you found out that a widow and her kids live there

    options

   > move on
   > ask to stay the night
   > talk to the mother

#155

weaponsmith


#156

outfitter


#157

items avalible for purchase

> weapon smith: Flintlock : 400 gold

> huntsman knife : 50 gold

>




> Sell items

outfitter

leather overwears: 130 gold

iron armor : 375 gold


#158


#159

she hearded her kids inside and locked the door once she saw your rifle

break the door down

pass by


#160

!knock on the door


#161

!inv
if gold Slip around 20 under door
if not pass by