As for the next week, I'll be unable to update it many times (I hope to get one update through). I'll try to get more updates during the weekend.Chapter 3 – THE DARK VAULT - Midnight
DeadMG gets into the building (4) and finds a gold piece on the floor (he picks it up). He then starts to search (2). He does it again (timesand -1) (6). He finds a book on basic space manipulation, a book on basic time manipulation and puts his hand in the vault Wolfinator had opened before. It’s too much! The dark magic in the vault distorts his hand (-1 on two handed)! But DeadMG did get a secret message! He also says hi to Wolfinator. They are acquaintances.
Dark magic afflictions can be healed by healers, undone by dark mages or restored by light mages. You could also buy medicine
Falcrack moves to the docks (5). He gets there but is unable to sell anything (1 -> 2). I’m sorry but the dice is final. You do have one good looking shop at the docks though.
Hawkeye searches the dead bison (5). He gets a nice hide that can be turned into leather shirt and leather pants. He then moves north, in an effort to find the thief (6). A great success. He moves so far north he actually went past the thief.
Hazza searches for a bow and arrows (5). He finds Hawkeye’s second (rusty) bow and a bunch of arrows (10). He meets Spuddyt (Acquaintances)
Isik finds a piece of wood, metal and a strand of leather (4). He can make a knife (doesn’t make it yet though). +2 on the thief skill for finding stuff.
K-lord tries to move out of the tavern (2). He fails so he asks other people inside the tavern about work instead of people outside (5). There are two jobs available.
-) Guard on a ship.
-) Guard at the bank.
Mazrix attempts a memory recovery spell (2). His memory doesn’t recover but he’s gained 1 exp for the effort. The ship arrives at the docks.
Moose attempts to test the book of light (2). A small bit of lightness seems to emit from his hands, but nothing more. 1 exp for the effort. He then enters the Aeon Templar building (4). He is greeted by a light templar.
OrangeKnight attempts to ask what evil lurks in this world, but he too swallows a fly (2).
The waiting is always the worst, but he thinks he can handle waiting for mister Mazr.
Regabond checks for his knife (6). He finds it but he hurts his hand when he grabs his knife. Regabond really ought to have something to put the knife in! (-1 for picking locks or pickpocketing other people).
He moves into the tavern but has no idea where it is (6). By sheer luck he walks towards it but he walks too fast so he walked right past it.
Spuddyt wants to move into the town but he doesn’t know where the town is (5)! By Sheer luck he moves in the right direction (for now). He meets Hazza (Acquaintances)! He left the forest while yelling he wanted an axe (4). Another woodcutter throws a rusty hatchet towards him! Roll to dodge (2)! You fail but luckily the axe is rusty. You do have a wounded arm though (-1 on things that require two hands or arms). Can be healed by healers (or you could buy medicine).
Toot attempts to move to the building he sees in front of him (6), he walks straight up the wall and hurt his face (-1 for thinking next turn). He also attempts to get into the open window there (5). He ends up in a lady’s bedroom, on a perfect soft floor. The girl screams at the sight of Toot naked and throws a dress at him. Normal people would automatically put it on to safe some dignity but we’re in an RTD (it doesn’t require a dice roll action though. Putting on clothes is always a successful action).
Wolfinator searches the bookshelf again (3+3), this time for offensive spells. He finds a book far better for dark magic than he already has but it’s a bit out of his league (lv 7). Additionally, he knocks over the bookshelf (losing the +3 on searching it).
He then dives into the vault just before DeadMG can put his hand in it (6). He finds a summoning book (but that’s out of his league too – lv 4) and a scroll (undo any dark affliction, backfired or not). He dives too deep though and is darkened. -2 for anything social and -1 for moving in the light.
The vault doesn’t seem to have an end. Where would you end up if you continue. Be careful, it’s full of dark magic.
The effects of the dark magic will teach you more about them though. +2 exp for every turn you spend in it, starting from the next turn.
Additional: Regabond, OrangeKnight, Mazrix and Falckrack meet up! They are acquaintances!Statistics
@location, *inventory, +bonus, - affliction, A) acquaintance, F) friend
DeadMG: SpaceTimeMage/swordsman (1.0/1.0).
@ Magical lab
*Ordinary hourglass with Brown Timesand (2).
*Book on basic space manipulation
*Book on basic time manipulation
-1 on two handed (distorted hand)
Falcrack: ShoeCobbler/Fisherman (1.0/1.0).
@ shop, docks
*3 pair of shoes
+ No roll less than “2” when doing a move action.
A) Regabond, OrangeKnight, Mazrix
Hawkeye: Archer/Thief (1.0/1.0).
@North of Thief
*Bow with arrows (6)
Hazza: AnimaMage/Archer (1.0/1.0).
*Basic fire book
*Rusty bow and arrows (10)
- 1 on the moves for the next 18 hours (3 turns).
Isik: Thief/Inventor (1.2/1.0)
*wood, metal, leather
K-lord: Shieldsman/AnimaMage (1.0/1.0)
*Big wooden shield
Mazrix: Archer/Healer (1.0/1.1).
*Bow with arrows (13)
*Fly in stomach.
A) Falckrack ,Regabond, OrangeKnight,
Moose: LightMage/Swordsman? (1.1/1.0)
*Book of light
OrangeKnight: spearman/LM (1.0/1.0).
A) Falcrack, Mazrix, Regabond
Regabond: Thief/DarkMage (1.0/1.0).
*Beef (with bones in it)
-1 one handed (hurt his and with his knife)
A) OrangeKnight, Mazrix and Falckrack
Spuddyt: Axeman/??? (1.0/1.0).
@ North of forest
-1 on two-handed (wounded arm)
Toot: Axeman/pimp (1.0/1.0)
*lack of clothes (-2 on anything social)
*rogue hat (+1 on bargains)
-2 on anything social
+1 on bargains
Wolfinator: DarkM/??? (1.5/1.0).
@ Vault (Magical Lab)
*Book: Drain (lv 7)
*Book: Summon rats (lv 4)
*Scroll: Undo dark backfire (on yourself)
*Scroll: Undoe dark affliction.
+ 2 exp/Dark Mage Action (Dark Magic surroundings)
- 2 social (Darkened). -1 In light (darkened).
Aeon Templars (LightMages)Map