NOTE: I'm not sure how well I can go on with this RTD. Thinking of new things is becoming increasingly difficult, to add to the increasingly difficult stuff that comes with university. Is there anyone who could take this over from me? It would mean a lot for me, as well as possibly everyone else in the game.
Chapter 20 – 20 – midnight DeadMG moves away to gain some distance against the creature. It works but only because the creature is slower than you. He won’t attack you next turn as a result of this but he will attack this turn as a result of the previous turn.
DeadMG then casts slow time (5). The enemy will have a -1 on his dodge rolls for the next three turns.
Falcrack asks if there are any mercenary mages available in town (2). The answer is “no, unfortunately not.”
Hawkeye asks the man about completing Hawkeye’s own transformation (6). At the first sight, the man laughs in Hawkeye’s face because he just looks ridiculous as some transforming form of a creature that regularly transforms between Lion and human, but he agrees to help. Hawkeye is taken to meet the king of the Eastern Empire
Hazza attempts to find a blacksmith with a pricelist in Destra (after Toby got him there). He rolls a 6.
Brilliant. You find a blacksmith (the one who just fled the doomed village) and he has a pricelist (After the roll, you’ll get an additional 10% off because the blacksmith likes Toby so much).
List- Sword* = 50
- Sword, Steel = 100
- Sword, Silver = 150
- Sword, Glass = 1500
- Armour = 100
- Armour, Steel = 250
- Armour, Obsidian = 1500
- Armour, Dragon = 2500
*Applies for lances and axes too.
Isik attempts to turn the man into a puppet for him (1). Auch, turning the dead body into a puppet involves cutting his head open and putting metal rods in his brains. Instead you just made a gash in your own head: -2 on every action that involves inventing something. This must be cleared immediately, or you will die (additional -1 every turn. When it gets to -8, you will die).
The automatons try to find more metal (4,2). You get one piece of metal.
K-lord summons barbed chains of ice to stop everyone in the cabin from moving (6). Roll to dodge (1). The “king’s” hands and feet are tied. +5/+5 exp for K-lord. You are now a lv 2 ghost and you have a +2 on any action that requires ice.
Mazrix jumps off the ship and then wants to get back to the CA house. It’s a big swim and you find yourself exhausted at the end of the swim (-1 on the next action). Mazrix then tries to find some more arrows and a better bow (4-1). You get 15 arrows
Moose attempts to capture the dark mage (6). Roll to dodge (2). The mage is captured and taken through door 3, where Moose finds himself surrounded by 5 enemies, who are studying their latest weapon.
OrangeKnight tries to find the Templar’s building (3). Found it. The members welcome you and will give you your quest.
Regabond attempts to start burning the town with his three minions (1). Stupid minions, they have just set the astral print of Regabond on fire! You cannot be harmed by this but you are in great pain nonetheless. You will not be able to do any action while you are on fire (Which you are for the next turn only). You can of course move and hope that something else will catch fire.
Spuddyt respawns! He is in fart town and approached by the duke of fart, who also seems to be a mutant. The duke of fart tells him he wants a mutant lady to marry and tells Spuddyt to kidnap one from the Eastern Empire. (Hint: go east)
Toot explains his story to the Pimp guild and tells his bitch to confirm it (6). Toot’s story is incredible and all other pimps are amazed by Toot’s skill in talking. The bitch then completely repeats the story and adds that Toot is the most amazing pimp he has ever seen.
The naked man is also impressed and after he puts some clothes on, he gives Toot a Surprise Card, a secret message and a blue pimp cane. You have been promoted to Blue Pimp by the hall master!
Wolfinator practices his dark magic (3). Nothing fancy but it is worth 5 experience.
InventoryDeadMG: SpaceTimeMage/swordsman (3.12/1.0).
@????
*Iron sword
*Teleport spell (Labra Doodle sized objects are affected)
*Slow time spell (-1 on enemy dodge rolls for several turns)
*Book on basic space manipulation
*Book on basic time manipulation
*Silver dagger (2x)
*Gold (15)
*Sword
*Shield
+1 resistance
+1 on time related
A) Wolfinator
Falcrack: Shoe Cobbler/Fisherman (2.1/3.06 ).
@Harbour
*2 rods
*Fishing net
*Big axe (-1 when using it because you’re a measly shoe cobbler)
*1 pair of shoes
*74 gold (-3/turn – this payment resumes at chapter 24)
+ No roll less than “2” when doing an action that requires movement. This is countered when you have a –X on something that requires movement.
+1 fishing (net)
+1 fishing (general)
+1 on making shoes.
A) Regabond, OrangeKnight, Mazrix
C) Geoff (swordsman/thief (2.9/1.5))
~*sword
~*bison hide
~*2 pieces of meat
~*sling
~-1 on two-handed (wounded arm, healing in two chapters)
~+1 on own RTD
~A) Toot, OrangeKnight, Mazrix, Moose, Regabond
Hawkeye: Archer/Thief (2.8/1.8 ).
@???
*Bow
*Bison Hide
*Lockpicks (5)
*Gold (15)
*Transformation to Laguz Lion (85%)
+1 Bare handed (claws)
Faster shooting: -1 RTD (enemies)
A) Hazza, Spuddyt, Isik
C) Simba (fully grown lion)
~Respect (1/2)
Hazza: AnimaMage/Archer (1.1/1.6).
@ East of Destra
*Basic fire book
*Rusty bow and arrows (10)
*Gold (500)
*Can investigate rooms on life from another room
+1 on RTD (own) (large sack)
C) Toby the labra-doodle
~@Destra
~attack small animals
~fetch
~follow other people
A) Hawkeye, Spuddyt, Isik
Isik: Thief/Inventor (1.7/3.16)
@North-West of town
*Piece of Wood (2)
*Piece of Metal (3)
*Lockpicks (3)
* leather
*Lockpick-knife (stuck in hand)
*Torch Staff
*Hypnosis pendulum
*leash (for two beings)
*Band-aids (4)
*Standard pimp sword (+1 when pimps use it, -1 on damage. +1 on damage IE 0 in total when it is filled with energy, otherwise it will fill up energy on use)
+1 on talking
+1 on small item construction
-1 on construction of anything
A) Hazza, Hawkeye
M)
~Automaton (1)
~*Rope-blade
~Automaton (1)
~*Rope-blade
~*Piece of wood.
K-lord: Ghost/AnimaMage (2.3/2.3)
@Flying Dutchman
*Binoculars
+1 on action concerning ice.
+1 resistance (enemy RFD on you goes -1)
^^Joney Davos’ ghost pirates (sailor)
Mazrix: Archer/LightMage (3.3/3.0).
@Cleansing Arrow Guild house
*Bow with arrows (15)
*Coffee beans
*Gold (15)
*Will receive command ranking when joining CA
+1 for damage rolls (A)
+1 on healing yourself
+ Enemies suffer -1 on RTD (Light Magic)
+ Enemies suffer -1 on RTD (Archery)
A) Falckrack , OrangeKnight, Toot, Geoff
F) Regabond
Moose: LightMage/Swordsman (3.14/1.6)
@Vasari Guild
*Book of light
*Light sword
*Gold (10)
+ speed of light (-1 to enemy trying to dodge you)
+ 1 damage (light)
A) Geoff, Mazrix, OrangeKnight, Toot
F) Regabond
^^Aeon Templars (janitor)
OrangeKnight: spearman/LM (2.4/3.8 ).
@East of Destra
*Beer
*7.5 m (22.5 ft) of rope
*Gold (5)
*Fancy shoes (owned by Regabond’s body at the moment)
*Steel Lance
~~~~ (Now in the hands of Regabond’s body at the moment but you might get it back) +1 RTD (shoes)
+1 on Light Magic actions.
+1 on damage (lance)
+ -1 on enemy RTD (speed of light increased)
E) Regabond
A) Falcrack, Mazrix, Moose, Toot, Geoff
C) Henk (Frisian horse) Trust (2/3)
^^Aeon Templars
Regabond (soul): Thief/Anima Mage (2.0/1.0)
@Destra Wall
###Less-Than-Astral###
###On Fire (turn 21)###
E)OrangeKnight
A) Falckrack, Geoff
F) Moose, Mazrix
C) Slagathor: trust (1/5)
Spuddyt: Axeman/Mutant (1.0/2.0).
@ Ground Zero (Nuke)
###DEAD###
+1 on damage rolls (darts as toes)
+1 attacking buildings and slow automatons (You must be in bowling ball form for this)
A) Hazza
Toot: Axeman/pimp (1.5/2.5)
@Fart town, between CA and Pimp Guild houses.
*Pimp Cane (no effect)
*Orange Pimp Cane (Balloon staff)
*Hatchet
+1 on pimp actions.
A) Mazrix, OrangeKnight, Geoff, Moose
Wolfinator: DarkMage/Spellcrafter (3.14/1.3).
@Dungeon of Dark Mages
*Book: Flux
*Book: Drain (lv 7)
*Book: Summon rats (lv 4)
*Scroll: heal minor physical injury
*Scroll: Undo dark backfire (on yourself)
*Scroll: Icarian Flight
+1 resistance
+1 action roll
-1 on two handed (wounded arm)
A) DeadMG, Gary
FactionsAeon Templars (LightMages).
*Moose (janitor)
*OrangeKnight (janitor)
Pimp Guild
*Toot (Blue Pimp)
AlliesP) Gary: Shieldsman/DarkMage (1.0/2.5)
*-1 on two handed
P) Jimmy: Sniper/???? (1.0/1.0)
*Bow
+5 on archery.
EnemiesDark creature (-1 on dodge for turns 21, 22, 23)
Secret inventoryToot: 1 suprise card, 1 secret message
Maps
