A couple of notes before we begin:
I'm going to start making it so that your entourage can only have one action between all of them, although the larger the crowd, the stronger the results of their actions will be.
Also, for combat, because I was highly confused as to how everything already worked, everyone now has 8 HP. You fall unconscious at -1 hp, and die at -8, because I'm not entirely certain how the combat was working before and goddamn I'm not delaying this anymore to ask about another random rule niggle (I can always go back and change this, and if there is a specific fuckup of your skills, or a particularly targeted attack on you it is more likely to impart a penalty without draining your health).
Also,
Plasma_Wolf wrote:
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)
This never happened.The fate of the abomination known as spuddyt was that he ended up as a leviathan's pincushion. A situation from whence he is unlikely to be saved.
Anyhooooo:
Chapter 21 - Under new management. Mazrix: Asks to be teleported. (I will count this as a movement). The destination?
The pimp guild (In the town known as fart).
Upon arrival, Mazrix attempts to blind as many pimps as possible with a light beam (1). Being teleported apparently does horrible things to controlling light beams. Rather than blinding any pimps, your light beam backfires, frying your eyes and one eye is blinded -1 on anything related to depth perception until this is cleared - It will clear in 3 turns. On the bright side, the pimps are so perplexed by your appearence, coupled with your apparent inability to do anything competent that they don't attack you.
Lt-Hawkeye: Lets out a TERRIFYING ROAR. (2). For a mouse, the sound you make would be mildly alarming. The animal king is less easily impressed, but he offers you an alternative method to prove yourself, involving a mysterious pouch of powder he gives you.
Isik bandages his gash (6). Dear lord do you ever bandage that gash. Indeed, you bandage it so well that you alter the blood flow in your brain, beneficially moreover (+1 to inventor actions next turn, bleeding removed).
The automata search for more wood and metal (3). Given that they have moral discernment roughly on the level of boiled water, the automata start dismantling the houses of the few innocent civilians that hadn't had their houses already destroyed. That said, they do acquire 1 piece of wood and 1 piece of metal
Damoose throws the prisoner aside and dives for the weapon in the centre of the room in order to turn it against his foes. (5). In spite of knowing nothing about how this weapon functions, it doesn't take a genius to press the big red button on the side of the staff. Gripping the staff, a wave of dark energy blasts out, flinging all the dark mages into the wall and knocking them unconscious instantly.
Toot uses the special card. (4) Indeed, what
could possibly go wrong? The card's power teleports him to Destra. As a matter of fact, right between the Cleansing arrow guild and the Aeon Templars building. (What a crazy random happenstance)
Peculiarly, the card also seems to have teleported in a significant number of clowns, who, in spite of being rather surprised at just having been brought into existence, decide the best solution is simply to perform their way through it. This causes absolute bedlam on the streets, and the guards at the doors of all nearby buildings are drawn in to the fray and lost from view.
Regabond takes the pragmatic approach to being on fire by using his body to make more fire. (4)
You have started a small blaze in a haystack. Left alone it will probably not spread very far, but with a little work... (Fight da powah mannnnn)
Hazza searches the countryside for a cave. (3). You find a cave to the north. It looks pretty cool inside... It is adjacent to the river after all.
Falcrack uses the magic ring
which I have no idea whether he had it or not so lets give the benefit of doubt here and swims to the bottom of the sea to see what he can see see see (2). Bit mirky. Not a whole lot to be seen so far as you can tell. Ring's working fine though!
Geoff rests. (1 turn left on the wounded arm)
WNxWolfinator: I go outside and practice my magicks some more. (5) (+3 exp to both) to both of your magicks.
DeadMG: I attempt to teleport a piece of the dark creature off it's body. (1). Oh dear. Your attack fizzles rather embarassingly, and you trip over in your confusion (-1 to next RTD).
K-Lord: Floats through the ceiling, and attempts to call over some friends to help with the looting (2). They just don't seem to hear you.

Orangeknight attempts to sweet talk the templars into giving him free armour. (4). The aeon templars happen to have some pretty sweet armour lying around (fancy that). It is pretty heavy though. (-1 to actions that require a degree of movement like acrobatics, the armour itself will absorb 5 points of damage before breaking)
InventoryDeadMG: SpaceTimeMage/swordsman (3.12/1.0).
@????
HP: 8/8
*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
HP 8/8
*2 rods
*Fishing net
*Big axe (-1 when using it because you’re a measly shoe cobbler)
*1 pair of shoes
*Magic ring (Water breathing/Water walking)
*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 one chapter)
~+1 on own RTD
~A) Toot, OrangeKnight, Mazrix, Moose, Regabond
Hawkeye: Archer/Thief (2.8/1.8 ).
@???
HP: 8/8
*Bow
*Bison Hide
*Lockpicks (5)
*Mysterious powder
*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
HP: 8/8
*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
HP: 8/8
*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
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
HP: 8/8
*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
HP 8/8
*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)
-1 On depth perception (3 turns remaining)
A) Falckrack , OrangeKnight, Toot, Geoff
F) Regabond
Moose: LightMage/Swordsman (3.14/1.6)
@Vasari Guild
HP: 8/8
*Book of light
*Light sword
*Experimental dark staff
*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
HP: 8/8
*Beer
*7.5 m (22.5 ft) of rope
*Gold (5)
*Fancy shoes (owned by Regabond’s body at the moment)
*Steel Lance
*Aeon templar armour (-1 to movement related, will soak 5hp of damage)
~~~~ (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
HP:?/?
###Less-Than-Astral###
###On Fire (turn 21)###
E)OrangeKnight
A) Falckrack, Geoff
F) Moose, Mazrix
C) Slagathor: trust (1/5)
Toot: Axeman/pimp (1.5/2.5)
@Fart town, between CA and Pimp Guild houses.
HP: 8/8
*Pimp Cane (no effect)
*Orange Pimp Cane (Balloon staff)
*Hatchet
+1 on pimp actions.
A) Mazrix, OrangeKnight, Geoff, Moose
Wolfinator: DarkMage/Spellcrafter (3.17/1.6).
@Destra
HP: 8/8
*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
