Chapter 18 – More random stuff – Noon
DeadMG wishes to practice some space-time thingies (5). Teleporting now goes up to medium sized animals (like Toby the labra doodle) and other things that are of the same size. DeadMG then goes west. Also +5 exp for the SpaceTime stuff.
DeadMG has moved west and all of a sudden, a Vortex appears and sucks him in. He appears in a completely white area and can’t see anything but whiteness.
“Ohh, did I get a Space-Time Mage? Interesting, yes. Brilliant, that too. I’ve got a mission for you, but first you must prove your worth. Get yourself out of here. I’ll enhance your powers so that you can teleport yourself. But before that, you’ll have to retrieve something I lost. Go directly forward until you meet a dark creature. Be careful, he is strong.”
Falcrack attempts to make sling for Geoff’s wounded arm (3) and he is successful. Geoff uses it. His arm should heal in 2 turns. Falcrack then heads northeast. He arrives at a dock with people who seem to be starved to death.
Hawkeye lets out a terrifying roar (6) as he attempts to complete his transformation (3). The roar is EXTREMELY TERRIFYING! Simba is scared! Calm him down in any way before you can let him do something for you again! You gain 9% of the transformation as the last radiation of the nuke dissipates. You’re going to have to find another way of transforming. Since you are no mutant, perhaps a visit to the eastern empire could help. They seem to know more about Laguz...
Hazza attempts more healage on his eyes (6). 40% of his eyes are healed! He is at 80% now.
Isik tells the automatons to attack (2,4,4). Roll to dodge (1-1,3-1). Roll for damage (1,1). Despite the ridiculous weak attack from the automatons that actually do something for isik, the man dies because he’s so stupid that he runs into one of the rope blades with his neck.
Isik then attempts to invent band-aids with the remains (3+1). He gets 4 band-aids, capable of repairing regular wounds (non-broken wounds). +5 exp for the inventor.
K-lord searches the fishing ship for something to loot and goes straight through the top deck to see what’s down below it (4). There he finds what this ship really does. It’s the ship of the king of the eastern empire and the king is sitting right there in front of someone he can’t see. He is extremely scared because he can’t fight and the people on the top deck might be massacred. The king holds a small box of juwels, which could be worth as much as a thousand gold.
Mazrix shouts more orders to the archers on the ship while he takes aim to shoot the pimp closest to his hall master (1+1). Mazrix holds the bow exactly wrong and instead of shooting the pimp in his head, he almost shoots himself in his chest. Luckily dodges just in time and the arrow goes somewhere in the air.
Moose leaves the dungeon and as soon as he leaves, he attempts to create a holy ward to protect himself from the evil that lurks behind the door (6). A great success! The ward will remove up to 8 points of damage. +7 exp.
OrangeKnight attempts to heal himself and Henk (6). Brilliant. You and Henk are both healed, Henk’s trust goes up with 1, and you gain 7 exp on the Light Mage tree.
Regabond attempts to possess Slagathor (1). Slagathor rejects the soul of Regabond and kicks him through the wall of Destra. In there, a lot of ignorant and naïve people wait for Regabond. -1 on Slagathor’s trust: it is at 1/5 now.
Spuddyt goes flying! He flies up into the air, towards the ships and bombards the first ship he spots. BY HIMSELF (5) (Random roll for which ship that’s going to be 1: Flying Dutchman, 2: Flying Dutchman’s victim, 3: Falcrack’s boat, 4: Pimp Guild ship, 5: Cleansing Arrow Ship) The random roll gives a 4!. Spuddyt turns into a ball and plunges himself into the ship that’s already on fire. Roll to dodge (gets a -4 because it’s a big ship, gets a -2 because it’s on fire): 2-4-2-1. Roll for damage: 6 +1 (bowling ball) +1 (action roll is 5). OVERKILL! The huge ship is instantly destroyed by a meteor coming out of the air. Everyone who didn’t leave the ship before this happened is sent flying a 1000 meters up in the air, or down into the water, or straight into the Cleansing Arrow’s ship’s hull. The hall master of the Cleansing arrow is affected by this as well (He already attempted to leave but his roll and a Roll to dodge will affect the state he is in when he arrives at his own ship’s deck). +7 exp on the mutant part.
You are now level 3 and the movement related part when flying now gets +2. However, the development of your wings gives you one sudden problem. Damage rolls against you when you used the wings (I always refer to the previous chapter when doing rolls for this) is multiplied by 2.5, rounded down, whenever your enemy uses arrows or wind magic (which is part of anima magic). Further development can reduce this again.
Toot accepts the trade and hands over the pimp cane. The members of the Cleansing arrow lead Toot upstairs and open the prison cell there. Toot meets a rabbit.
Wolfinator gives Gary his 50% crystal while he uses his 100% crystal by himself. The two then attack with their black magic, hoping to defeat these strong dark creatures for good. (1+1+2). Roll to dodge (2,2,5,4, all -1-2). Roll for damage (2,4,3,5). Two creature is killed, all the others are at 30% of their health.
Gary’s roll (3+1). Roll to dodge (6,4, both -1). Roll for damage (1,4). In a piece of sheer luck and utter skill, one dark creature manages to survive with 25% health. The creature retreats into the shadows.
The final attack of these creatures, they promptly decided to do an individual attack, dividing the attack between Gary and Wolfinator (first two numbers for Gary, last two for Wolfy). (5,4,1,4). Roll to dodge (3,6,n/a,6, all -1). Roll for damage (1,4,n/a,5). Gary and Wolfinator are both left with adeep cut in their arm (-1 on two handed).
Angry man’s attack: he continues to hack on the automaton he just damaged (5). Roll to dodge (2-1). Roll for damage (6+1). The already broken automaton gets torn apart completely.
The Cleansing Arrow’s hall master just fires his arrow into the mast of the Cleansing Arrow’s ship (1+5). He then hurries himself to his own ship. He also has to roll to dodge the death and destruction Spuddyt caused. He rolls a 6. The incredible Jimmy dodges every flying person and every piece of wood and arrives at the ship in a perfect state.
The battle on the ship rages on as five pimps hit five archers with their inflatable sticks again and they burst apart. In return, the archers, fire arrows through their head. Eventually, all the pimps and 30% of the archers end up dead.Inventory
DeadMG: SpaceTimeMage/swordsman (3.12/1.0).
@Aeon Templars (Fart Town)
*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)
+1 on time related
Falcrack: Shoe Cobbler/Fisherman (2.1/3.01 ).
*Big axe (-1 when using it because you’re a measly shoe cobbler)
*1 pair of shoes
*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))
~*2 pieces of meat
~-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 ).
@Ground Zero (Nuke 2)
*Transformation to Laguz Lion (85%)
+1 Bare handed (claws)
Faster shooting: -1 RTD (enemies)
A) Hazza, Spuddyt, Isik
C) Simba (fully grown lion)
~Solve scared (0/1)
Hazza: AnimaMage/Archer (1.1/1.6).
@ West of village
*Basic fire book
*Rusty bow and arrows (10)
*Can investigate rooms on life from another room
+1 on RTD (own) (large sack)
Eyes regrown: 80%
-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
~attack small animals
~follow other people
A) Hawkeye, Spuddyt, Isik
Isik: Thief/Inventor (1.7/3.11)
@North-West of town
*Metal beam (1)
*Lockpick-knife (stuck in hand)
*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
~*Piece of wood.
K-lord: Ghost/AnimaMage (1.8/1.
^^Joney Davos’ ghost pirates (sailor)
Mazrix: Archer/LightMage (2.13/3.0).
@Cleansing Arrow Ship
*Bow with arrows (9)
*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
Moose: LightMage/Swordsman (3.11/1.3)
@Dungeon of Dark Mages
*Book of light
+ speed of light (-1 to enemy trying to dodge you)
+ 1 damage (light)
A) Geoff, Mazrix, OrangeKnight, Toot
^^Aeon Templars (janitor)
OrangeKnight: spearman/LM (2.4/3.3).
*7.5 m (22.5 ft) of rope
*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 Light Mage actions
A) Falcrack, Mazrix, Moose, Toot, Geoff
C) Henk (Frisian horse) Trust (2/3)
Regabond (body): Thief/Anima Mage (2.0/1.0).
###Cleansing Fire (1/3)###
*Beef (with bones in it)
*OrangeKnight’s steel lance.
*OrangeKnight’s fancy shoes.
+1 on RTD.
Regabond (soul): Thief/Anima Mage (2.0/1.0)
A) Falckrack, Geoff
F) Moose, Mazrix
C) Slagathor: trust (1/5)
Spuddyt: Axeman/Mutant (1.5/3.0).
@ Ground Zero (Nuke)
*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)
+2 on any movement related action when flying is an option.
x 2.5 multiplier on damage received when
Toot: Axeman/pimp (1.5/2.0)
@Cleansing Arrow Town Fart Guild House
*Pimp Cane (no effect)
*Orange Pimp Cane (Balloon staff)
+1 on pimp actions.
A) Mazrix, OrangeKnight, Geoff, Moose
Wolfinator: DarkMage/Spellcrafter (3.9/1.3).
@Dungeon of Dark Mages
*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 action roll
-1 on two handed (wounded arm)
A) DeadMG, Gary
Aeon Templars (LightMages).
*Toot (Orange Pimp)Allies
P) Gary: Shieldsman/DarkMage (1.0/2.5)
*-1 on two handed
P) Jimmy: Sniper/???? (1.0/1.0)
+5 on archery.Enemies