Isik, you could get to construct automatons
Chapter 6 – Pet, brains, dragon – 6 pmDeadMG goes outside and attempts to (this is really testing your limit here because you are still a noob, -2, on the teleport a Bison’s brain out of its skull and into another skull (6+1-2)). The attempt is successful (Roll to dodge: 3). The bison is only partially hit by the attack and won’t lose its complete brain (Roll for damage: 4). Half a brain lost, but the bison can go on for a moment because the most important parts are intact. The other bison’s skull is the first brain’s destination: Roll to dodge: 5, the bison is quite successful in evading the teleport and now it’s got brains on its head. As well as in its head. DeadMG now has two very angry bisons in front of him..., but also +5 exp for the spells.
Falcrack puts up an ad for a bodyguard. At a rate of 1 gold piece a turn (5). He thinks it’s fairly generous but if 5 gold is going to get you only 7.5 m of rope, what’s 1 gold a turn going to get you for a bodyguard? Luckily, Falcrack is a kind of a merchant so he knows a bit of the trade of haggling. The (5) has instantly got him one person who’s willing to accompany him as he enters the tavern. The man, Geoff, isn’t experienced and has a small sword, but he’s eager to join. Be careful! When he grows more experienced, he’ll grow more demanding but if you do your best, you’d instantly be able to get a fortune worth of fish

+1 exp in both traits because of the good deal you got in money.
Hawkeye runs towards the village and yells for a ferocious animal companion to come to his aid (6). He is a bit too successful. A dragon flies over and thought he needed aid for a barbecue. He breathes fire over a long distance (Roll to dodge: 6 – excellent. You’re great at dodging dragon’s breath!). The dragon kills a bison though and hands the experience over to you! The dragon burns part of the Aeon Templar’s hall though. The templars aren’t too happy and three come out yelling at Moose, wondering if he set things on fire again! (Let’s hope they’ll understand the fact that a dragon flew by or they could kick Moose out for no reason)
Another creature appears. It’s a young lion. He’s curious...
Hazza teaches Toby to fetch (3). Toby runs after a stick, then comes back but didn’t realize he had to take the stick with him. After giving the fetch order again, Toby does it right. Hazza says “good boy” and then runs to the village with him.
Isik rolls a 6 on attempting to invent something. He gets a torch staff. This basically is a torch, but won’t stop burning because it can’t run out on itself to burn. +5 exp. Isik is a lv 2 inventor. If he invents something with objects he has, he has a small (Needs two consecutive 6-rolls, I’ll roll them every time you try to invent something) that one of the objects doesn’t get wasted. Of course, Isik does have to have stuff then. Maybe he could get something from the vault. The bank people aren’t focussing on him after all... The vault is completely unprotected and it’s just a simple lock away from you...
K-lord attempts to push pirates off the ship (5). Roll to dodge (3). The pirate is partially hit by the shield and knocked off the ship. He screams in agony and of course, the other pirates really don’t care about his life. Instead they turn their heads to K-lord and are all about to jump on him or use their bows. +5 exp for K-lord
Mazrix tries to put an arrow in a bison’s head (4). Roll to dodge gives a 1. Roll for damage a 5. That bison is pretty much dead now, with an arrow in its head and +5 exp for Mazrix.
Moose rushes outside and attempts to use his cleaning spell on a bison (3). Roll to dodge gives a 1. Roll for damage gives a 6. The bison is very clean!!! As a result, it won’t do any harm to you. Give it a go and it might actually help you! You are now level 2 in LightMage class and as a result, you will be faster in the use of light spells. Anything trying to dodge them gets a -1. (Note: the cleaning spell does have a proper purging effect against dark magic but it really doesn’t do anything against a normally friendly animal that just got covered in a bit of dirt)
OrangeKnight wants to summon a spear (2). He fails but sees one laying around doing nothing. Certain that no one will miss it, he just takes that. He then wants to defend the villagers fleeing to the tavern to drink and goes to stand by the door. There should be coming a bison along any minute now.
Regabond drinks his beer in the hopes of improving on his shadow walking technique in the tavern. The tavern for sure does have enough dark places and not enough sober people for you to fail (+1), but you are a bit drunk (-1). Let’s see what you roll... (3). +5 exp on the thief level.
Regabond’s headache is over and his hand is completely healed. He’s good to go now.
Spuddyt goes north. He attempts to dig a pit (why?) (5). The pit is big enough to hide a body in, that’s for sure. Did you want that because if that’s what you wanted, you did a great job. If that’s not what you wanted, you did a bad job.
Toot attempts to loot the house (6). He runs around the house trying to steal everything that’s inside. He finds a nice big axe (2-handed of course!) so he can chop people’s head off. Meanwhile he also finds a nice pink cane, for some sort of use. However, Toot also accidentally sets fire to the house because he throws some curtains into a fireplace.
Wolfinator tries to use flux on some of the crystals he got (5). 3 of the chrystals are now filled with energy! +5+2 exp for Wolfinator. Wolfinator is now a lv2 dark mage and he can now resist magic better (physical weapons will do the same damage but magic will get a -1 when you’re rolling to see how much damage you get)
An angry bison (the one with brains on its head) attacks DeadMG (3). Roll to dodge (2). DeadMG fails. Roll for damage (4). The Bison hits DeadMG head-on and DeadMG is sent flying in the air. He now has two broken ribs (-1 on everything, needs healing). The bison with half its brains missing attacks as well (3-3). The required thought is too much for the brains that are left and the bison falls on its feet and dies.
The pirates attack! The first managed to jump on the Merchant ship but K-lord immediately pushed him off! The others don’t care for the life that’s now getting lost but they are extremely cross with K-lord. They all try to jump on the ship (2x1, 4x2, 2x3, 3x4, 2x5, 6x6). 2 dive into the ship’s hull, lose consciousness, fall into the water and drown. 4 more aren’t trying their best and fall into the water and drown. In total, 13 pirates are now on the merchant ship with K-lord!
A dark rift continues to open. It would be large enough for a dragon to fly through. But also large enough for something even worse.
A light suddenly appears from a corner in the dark vault. The light is so bright it actually tears some of the darkness away and it appears that Wolfinator isn’t standing in a small hallway but in a gigantic hall. How this is possible from the tiny magical lab is beyond him but it is apparent that the light will drive the darkness away eventually.
InventoryDeadMG: SpaceTimeMage/swordsman (2.5/1.0).
@Village
*Iron sword
*Secret message!!!
*Teleport spell (you’ll have to level up several times to get it really strong)
*Slow time spell (-1 on enemy dodge rolls for several turns)
*Book on basic space manipulation
*Book on basic time manipulation
-1 on two handed (distorted hand)
-1 (Broken ribs)
+1 resistance
A) Wolfinator
Falcrack: ShoeCobbler/Fisherman (1.5/1.5).
@docks
*2 rods
*1 pair of shoes
*12 gold (-1/turn)
*3 small fish
+ No roll less than “2” when doing a move action.
A) Regabond, OrangeKnight, Mazrix
C) Geoff (swordsman/thief (1.0/1.0))
Hawkeye: Archer/Thief (1.8/1.

.
@Thief.
*Bow with arrows (4)
*Bison Hide
*Lockpicks (5)
*Gold (5)
A) Hazza.
C) Young lion (needs taming though!)
Hazza: AnimaMage/Archer (1.0/1.5).
@ Village
*Basic fire book
*Rusty bow and arrows (10)
- 1 on the moves for the next 6 hours (1 turn).
+1 on attacking small animals (Toby)
C) Toby the labra-doodle
~attack small animals
~fetch
A) Hawkeye, Spuddyt
Isik: Thief/Inventor (1.2/2.0)
@vault, bank
*Lockpicks (3)
*wood, metal, leather
*Lockpick-knife
*Torch Staff
K-lord: Shieldsman/AnimaMage (1.5/1.0)
@docks.
*Big wooden shield
-1 thought (headache)
Mazrix: Archer/Healer (1.5/1.

.
@Tavern
*Bow with arrows (12)
*Coffee beans
*Fly in stomach.
A) Falckrack , OrangeKnight
F) Regabond
Moose: LightMage/Swordsman (2.1/1.0)
@Aeon Templars
*Book of light
*10 gold
+ speed of light (-1 to enemy trying to dodge you)
^^Aeon Templars (janitor)
OrangeKnight: spearman/LM (1.0/1.0).
@Tavern
*Beer
*7.5 m (22.5 ft) of rope.
A) Falcrack, Mazrix, Regabond
Regabond: Thief/DarkMage (1.5/1.0).
@Tavern
*Lockpicks (5)
*Beef (with bones in it)
*Gold (2)
A) OrangeKnight, Falckrack
F) Mazrix
Spuddyt: Axeman/??? (1.5/1.0).
@ North of forest
*Broken Axe
*Rusty hatchet
-1 on two-handed (wounded arm)
A) Hazza
Toot: Axeman/pimp (1.0/1.5)
@House
*lack of clothes (-2 on anything social)
*Dress
*rogue hat (+1 on bargains)
*Big axe (2 handed)
*Pink cane
-2 on anything social
-1 on speech (hurt badly in crotch, chapter 5)
+1 on bargains
Wolfinator: DarkM/??? (2.4 /1.0).
@ Vault (Magical Lab)
*Book: Flux
*Book: Drain (lv 7)
*Book: Summon rats (lv 4)
*Scroll: Undo dark backfire (on yourself)
*Scroll: Undoe dark affliction
*3 crystals
*3 crystals (40% filled)
+ 2 exp/Dark Mage Action (Dark Magic surroundings).
+1 resistance
- 2 social (Darkened). -1 In light (darkened).
- NO SENSE OF DIRECTION.
A) DeadMG
FactionsAeon Templars (LightMages).
*Moose (janitor)
Enemies
*13 pirates
*15 bison
Map