Chapter 17 – Surprise card backfires – 6amDeadMG tries to teleport a small piece of skin from the two balloon guys (6). The two men deflate like a perfectly deflating balloon and soar through the sky, ending up next to Dead. They thank him and give him two silver daggers. +7 exp on SpaceTimeMagery
Falcrack sails north in search for a place to make money. He rolls a 6 and gets 3 fish with him while he sails north.
Hawkeye continues mutating while Simba searches for some pray around the nuclear impact site. (6,2). Hawkeye mutates another 36% to laguz-lion form but Simba can’t find any prey, simply because there’s nothing around. It’s a nuclear impact site, you’d be foolish to wander around there, wouldn’t you? The light fades and the smoke starts to clear. It seems like the next chapter is the last mutation possibility. Let’s hope you get that final 24%!
Hawkeye’s roar becomes louder and louder. +1 on Simba’s respect
Hazza whistles for Toby again. It worked the first time! Hazza rolls a 5 and Toby is already on his way back, but it’ll take a chapter for him to get to you. In chapter 19, you can tell him to guide you to Destra while you try to continue to regrow your eyes.
Isik attacks the passerby in a violent rage with the closest thing to a weapon he’s got: the lockpick-knife (1). Isik: you are an inventor and a thief. Obviously not so good with something that’s got a blade. You just stuck the blade into your own hand and then tried to slap the village’s citizen with it, which the citizen obviously dodged. Now you got a lockpick-knife in your hand (-1 on constructing anything), while the angry citizen is going to attack you with the sword.
Meanwhile, the Automatons look at you in confusion and wonder why they didn’t get to do what they’re good at...
You then attempt to leave the town quietly but that doesn’t work very well because you’re screaming in agony (sorry that I made you weep, cry and scream over a small knife stuck in your hand but you’re an inventor and not a violent pirate or beserker).
K-lord attempts to become incorporeal (5). Success! You cannot be attacked for the next two chapters but you also cannot undertake any action other than attempting to return to the physical world (though you’d still be in some sort of ghostly form as a ghost)
Mazrix tells the crew to continue the folly of arrows while he targets one of the three mages that are supposed to create the shield (5). Roll to dodge (4-1-1). Roll for damage (6+1). The arrow pierces the mages chest and he explodes in a violent storm of fire, ice, wind and thunder. He sets the ship on fire and the other two mages are blown off.
The rest of the crew slaughters half of the enemy crew but they enter your ship! They all seem to have blue and green pimp canes!
Moose prepares himself:
“Steeling myself against the subversive lies of the dark mage, I scream with blood lust and proceed to go on a homicidal rampage through the dungeons, cutting down all I see who are affiliated with the dark guild.”
And he rolls a 3. Roll to dodge (1-1). Roll for damage (5). The mage is caught by surprise, as he was certain that his talk would convince Moose, Moose IV from Mooseville. It didn’t though and the first reaction was “WTF” instead of a dodge. The mage gets the full blow of light and he is brain dead.
Moose becomes a lv 3 light mage and now his light attacks do a bit more damage.
OrangeKnight attempts to regain his lance and shoes and then to impale Regabond to the ground (he’s moving west first so he can actually do that). OrangeKnight rolls a 2 on it so it doesn’t really work. If the cleansing fire is successful, you won’t even have to try this, then you’ll get it anyway.
Regabond attempts to free his spirit from his bodily bounds, hoping that that will make the transformation a failure (the transformation part of this turn will go as rolled though, but the other two might not come to your if it is torn from your heart and brains in time). Regabond rolls a 3 and is a bit successful in tearing his soul from his body. It comes at a hefty price though. The body is going to be filled with the remainder of Cleansing Fire, in essence creating a new soul, and you have lost all of your items, plus the 12 experience in the lv 2 of the thief. Slagathor is very impressed with the extreme sacrifice you are willing to make in order to remain yourself and now completely trusts you. The problem is. You’re a lone soul and are unable to communicate with him now. You need a body again in order to get back to Slagathor (Speaking in something understandable, you are like Voldermort who doesn’t have his body).
Regabond is “Less-than-Astral!”
Cleansing Fire on Regabond’s eyes (4). Regabond becomes an AnimaMage (you could still attempt to join the dark mage guild if you stumble upon it, that’s no problem, though it’ll be a bit different for you). It also affects the body Regabond’s soul just left behind. That body is an AnimaMage as well and it has all of your fancy items. Slagathor is still there too, but he might soon change his course and go his own way.
Spuddyt grows wings! (8, as promised). Spuddyt gets an 8! OVERGROW! Spuddyt grows dragon wings which are so huge that he can easily fly for an incredibly amount of time but walking is a bit hard. -1 on any walking related action IE movement related action when you cannot fly because of area restrictions (like a roof). +1 on any movement related action when flying is an option (this becomes more and more as you level your mutant level). +8 exp for Spuddyt on the mutant level
Toot hits himself with the orange cane again! He rolls a 5 and with a *poof* sound he now stands on the ground again. The people from the cleansing arrow are impressed by the cane and ask him if they can have it for kicks and fun. In return, they’ll give you the hall master back. Are you up for a deal?
Wolfinator uses the surprise card against the creatures. The surprise card turns out to be a 100% healing card, instantly turning the health of anyone to 100%. The roll will affect the amount of people or creatures healed. Wolfinator rolls a 6 so 6 creatures/people in the area are healed to exactly 100%, starting with the weakest one, but first in the intended group. Since there are 4 creatures and two persons at the time of writing, everyone in this area will be completely healed, no matter what happens.
The card is so powerful that it makes no sense for anyone to attack. All of the damages is healed before it is dealt.
In short: the surprise card backfired against wolfinator because it heals instead of destroys, but it also backfires against him because it turns out to heal him too!
The angry passerby attacks an automaton (6). Roll to dodge (2-1). Roll for damage (3+1). The automaton is severely damaged (2 parts of metal and 1 part of wood required to fix).
Attack from the pimp people. The surviving Pimp people have jumped on deck and cast weird spells at the archers. 5 archers are hypnotized, 5 are inflated and 5 are paralyzed.
The Cleansing Arrow’s hall master sees that the ship deck is burning directly above him. He notices the quickly weakening deck and decides to fire an arrow through it, with a rope attached. He rolls a 2 (+5) and the arrow goes straight through the weakened deck, forcing the flames outward for a couple of seconds. The arrow ends up in the ship’s crow nest and the sniper attaches the other end of the rope to a cannon. He then climbs up to the ship’s surface and prepares to fire an arrow towards his own ship so he can do the same thing again to get to safety.
InventoryDeadMG: SpaceTimeMage/swordsman (3.7/1.0).
@Aeon Templars (Fart Town)
*Iron sword
*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
*Silver dagger (2x)
*Gold (15)
*Sword
*Shield
+1 resistance
+1 on time related
A) Wolfinator
Falcrack: Shoe Cobbler/Fisherman (2.1/3.01 ).
@Ship
*2 rods
*Fishing net
*Big axe (-1 when using it because you’re a measly shoe cobbler)
*1 pair of shoes
*3 fish
*38 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
~-1 on two-handed (wounded arm)
~+1 on own RTD
~A) Toot, OrangeKnight, Mazrix, Moose, Regabond
Hawkeye: Archer/Thief (2.8/1.8 ).
@Ground Zero (Nuke 2)
*Bow
*Bison Hide
*Lockpicks (5)
*Gold (15)
*Transformation to Laguz Lion (76%)
+1 Bare handed (claws)
-2 on anything that requires movement
Faster shooting: -1 RTD (enemies)
A) Hazza, Spuddyt, Isik
C) Simba (fully grown lion)
~Respect (1/2)
Hazza: AnimaMage/Archer (1.1/1.6).
@ West of village
*Basic fire book
*Rusty bow and arrows (10)
*Gold (500)
*Can investigate rooms on life from another room
+1 on RTD (own) (large sack)
Eyes regrown: 40%
-6 on sight related (until healed – healing this does not go -6, goes -60! Next turn if you do nothing about it)
C) Toby the labra-doodle
~@Destra
~attack small animals
~fetch
~follow other people
A) Hawkeye, Spuddyt, Isik
Isik: Thief/Inventor (1.7/3.6)
@North-West of town
*Metal beam (1)
*Lockpicks (3)
* leather
*Lockpick-knife (stuck in hand)
*Torch Staff
*leash (for two beings)
*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
~*Damage: 2 parts of metal, part of wood
~Automaton (1)
~*Rope-blade
~*Piece of wood.
K-lord: Ghost/AnimaMage (1.8/1.

@Flying Dutchman
###Incorporeal###
*Binoculars
^^Joney Davos’ ghost pirates (sailor)
Mazrix: Archer/LightMage (2.13/3.0).
@Cleansing Arrow Ship
*Bow with arrows (9)
*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)
A) Falckrack , OrangeKnight, Toot, Geoff
F) Regabond
Moose: LightMage/Swordsman (3.4/1.3)
@Dungeon of Dark Mages
*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 (2.4/2.11 ).
@Plain
*Beer
*7.5 m (22.5 ft) of rope
*Gold (5)
*Fancy shoes (owned by Regabond’s body at the moment)
~~~~ (Now in the hands of Regabond’s body at the moment but you might get it back) +1 RTD (shoes)
~~~~ (Now in the hands of Regabond’s body at the moment but you might get it back) +1 on damage (lance)
+ -1 on enemy RTD (speed of light increased, lv 2 LM)
-1 on movement related (Henk can’t move fast)
E) Regabond
A) Falcrack, Mazrix, Moose, Toot, Geoff
C) Henk (Frisian horse) Trust (1/3)
^^Aeon Templars
Regabond (body): Thief/Anima Mage (2.0/1.0).
@Destra Wall
###Cleansing Fire (1/3)###
*Dagger
*Lockpicks (5)
*Beef (with bones in it)
*Gold (10)
*OrangeKnight’s steel lance.
*OrangeKnight’s fancy shoes.
+1 on RTD.
Regabond (soul): Thief/Anima Mage (2.0/1.0)
@Destra Wall
###Less-Than-Astral###
E)OrangeKnight
A) Falckrack, Geoff
F) Moose, Mazrix
Spuddyt: Axeman/Mutant (1.5/2.

.
@ Ground Zero (Nuke)
*Dragon’s Wings!
*Broken Axe
*Rusty hatchet
*Claws on shoulders (+1 when attacking with your shoulder)
*Claws on feet (+1 when attacks involve any kind of kick. Have you considered karate?)
-1 on two-handed (wounded arm)
-1 on any movement related action when flying is no option.
+1 on damage rolls (darts as toes)
+1 attacking buildings and slow automatons (You must be in bowling ball form for this)
+1 on any movement related action when flying is an option.
A) Hazza
Toot: Axeman/pimp (1.5/2.0)
@Cleansing Arrow Town Fart Guild House
*Pimp Cane (no effect)
*Orange Pimp Cane (Balloon staff)
*Hatchet
+1 on pimp actions.
A) Mazrix, OrangeKnight, Geoff, Moose
Wolfinator: DarkMage/Spellcrafter (3.4/1.3).
@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)
*2 crystals (50%, 100%)
+1 resistance
+1 action roll.
A) DeadMG, Gary
FactionsAeon Templars (LightMages).
*Moose (janitor)
*OrangeKnight (janitor)
Pimp Guild
*Toot (Orange Pimp)
AlliesP) Gary: Shieldsman/DarkMage (1.0/2.0)
P) Jimmy: Sniper/???? (1.0/1.0)
*Bow
+5 on archery.
Enemies*4 strong dark creatures (-1 on player RTD) - (100%,100%,100%,100%)
*Passerby (angry).
~Sword
Secret inventory Empty
Maps (Dungeon map is identical to the previous chapter so that's not in the list)
http://i516.photobucket.com/albums/u328/Plasma_Wolf/RTD%20OT/CH17Nukes.pnghttp://i516.photobucket.com/albums/u328/Plasma_Wolf/RTD%20OT/17ships.pnghttp://i516.photobucket.com/albums/u328/Plasma_Wolf/RTD%20OT/CH17FartTown.pnghttp://i516.photobucket.com/albums/u328/Plasma_Wolf/RTD%20OT/CH17west.png