These goddamn turns take like forever and half a day (Actually, more like 60-70 mins, rising steadily)
Anyway, I added a spells tab to your character sheets. If you have any spells you would like to see on your characters, please attach Name, Description and (in case of high power level) Incantation. Inventing those myself is somewhat tiring...
Turn Five: She who shines like gold on the sea of darkness (it's a bit too long for the actual title...)
Elenor:
Gather some bolts from the dead crossbowrats. Follow the rest of the group.
(1) Apparently, Elenor seems to have a curse or something that makes bolts invisible to him, there aren't many other explanations left now. Annoyed by this streak of bad luck and/or divine intervention, he sets off into the right hallway to be useful there, at least.
Remy:Grab the officer's helmet and try it on for size. Also grab a buckler, or both if nobody wants the other one. Cast a spell to find out what's on the other side of each door if possible.
(3) The officer's helmet fits. Barely. Truth be told, it looks absolutely ridiculous on you and the thing stinks. Then, trying to be diplomatic, you take one buckler, not quite sure where to equip it.
The door... it's in the way, you'd want a key. (6) But seriously, who needs keys when you have highly explosive magic?! Let's go!
"Beyond the comprehension of man, thine soul is seated on the eternal throne: Caged and bound and restrained by the universal world order. Vanity shall this world, this order, these shackles of the elements be. O great spirit of fiery destruction, who you reside in the primordial sea, return this place to the chaos it once was! Meeegaaaa... BRAAAAND!!!" (3) There is a satisfyingly large explosion, but the door is still in the doorframe, and seems to not want to move unless supplied with a key. To top it off, you are rather exhausted and hungry... high level magic is perhaps a bit beyond your level right now.
You then evade into the right hallway before anyone really notices what you did.
Apollo:Apollo looks around at everyone and asks
Uh, guys, is everyone here? Is anyone other than the wizard injured?
When he gets his answer, he takes the cheap leather armor and enchants it to put on under his lab coat. He then offers his abilities to anyone else who needs improvements for their equipment or loot.
I think maybe we should upgrade our equipment and sell off all of our excess loot. Also, if no one else wants it I would like the scimitar.
(4) Apollo puts a spell of enhanced wearability on the cheap leather armor. That spell works wonders, you never sweat or get itches. One of the most useful enchantments invented to date. He then claims the scimitar, which nobody objects to, so Apollo takes it and its scabbard and straps it around his waist.
Then, he proposes the plan of maximum profit to the remainder. Again, no objections - seems that there is a sort of apathy in terms of making money? Inconceivable.
Anyway... the loot won't move, will it? Better catch up to the other guys in the right hallway before they are too far.
Taren:With that done, cast Stability and Clarity on Ratherio. Hoping his mental fortitude and natural instinct would take over his panicking body.
Taren decides to not take any loot. Save for the Ratman Cloth.
Voting East, for those who aren't staying behind to magify the wounded wizard.
(6) Taren spends a bit of time preparing all the spells he knows that worked for mending minds and the like, then casts them: "Menscur! Fogili! Nonsens! Mendia!"
No reaction... time to break out the bigger calibers.
"When a beam of light shines on a crystal, all illusions shall be cleared, nullified, and only the shining truth remains. This mind is in a fog of illusions and darkness. I call upon you, shining light of the heavens, most radiant celestial of them all, to clear this man's mind as a shining diamond! Leonic Cleanse!"Ratherio looks a bit more peaceful now... one can only hope, now. This is all you can do. Now, about that ratman cloth...
Ratherio:Look for the secrets of chaos magic!
(6) Drift, drift, drift in the endless sea... there is no pattern. None at all... only chaos... might as well... close eyes and never... come back? Wait...
Realization hits you like a metaphorical brick. There is... something... with this chaos... it feels like it... belongs together?
"My power is my conscience. My conscience is my power."A stray thought, like a shooting star. It can't possibly be yours... feels so... alien. But, there is some presence... larger than you... far larger than you...
"My power is my body. My body is my power."It cannot be... this entire sea...
"My body is my conscience. My conscience is my body."This entire sea... is one being. And it lives... The thought creates a feeling of utter powerlessness...
But Ratherio musters the power for one question: "Who... are... you...?"
The entire sea reacts. The color seems to... concentrate... a color of... gold.
"I am the beginning, and the end." The voice booms throughout the entire space, ringing in Ratherio's skull. The gold becomes ever more concentrated... it is... forming a shape?
"I am the endless ocean of Chaos beyond the shores of Order." It almost looks like... a golden... woman?!
"I am the one who shines like gold on the sea of darkness." The power emanating from... her? is overwhelming. But... she pauses?
"Now, who are you to intrude into my very self?" You find no answer. None would suffice. You can't really see it... the golden light is so bright... but you get a feeling of... utter disdain. As if you were... not even worth... stepping on...
"You are not worth my attention. Begone, and never. Come. BACK."And Rath is catapulted out of the chaos in an instant.
Helskaya:Take whichever axes remain. Stay with Rotherio. Enter a shamanic trance and find his mind! Wrestle it into submission and bring it back!
(5) A man has to set his priorities. There are the important things in life, such as guiding minds back into bodies. And there are the really important things, such as axes. Everyone knows that. So Hel first gathers all the axes he can find.
Now, for the important things... rescuing minds. It's not the first time you have done this, and despite the unknowns, a journey to the astral plane shouldn't be the problem. Okay, the spirits there can be jerks. But they are mostly just talk. The other ones... you avoid.
The first thing... one needs to find the metaphorical thread that connects body and mind. If it's gone, you might as well look for a very, very tiny needle in a giant-sized haystack. Fortunately, the thread is still there... but it feels strange. Hel is a bit irritated by that. It seems to reach very far... but suddenly...
Helskaya gets a sudden glimpse of unlimited power surging through the thread as it shines the brightest gold. He lets it go in terror. But then, the thread... shrinks... rapidly? He is now thoroughly confused. The mind appeared to come back, or at least relocate somewhere else... this being perhaps the last chance he would get, Helskaya grabs the thread and pulls with all his might, and the thread... complied. After not too long a time, the mind is reeled back in, and Helskaya concludes he really needs a drink now, or at least mind-altering substances.
Still... Ratherio: Saved. Mission accomplished, gg no re
please.
--
The following loot still remains:
Small crossbow x1
Buckler x1
Worn shield x1
Wrecked scalemail x1
--
Apart from the way you came in, there is a locked door (now in substantially worse condition), and two other ways. It is to be assumed that the key is somewhere around in those two ways.
At the end of the right hallway, the adventuring party finds what appears to be a... ratman bureau? There is paperwork and drawers and more paperwork and in-trays and out-trays everywhere. Ratmen don't seem to be particularily orderly though... the "first horizontal surface" system of storage seems to have been applied. There's everything lying around here. Something useful, too, maybe?
ASCII time:
------
|TTTT|
|.c..|
|...C|
|...C|
D....|
|...T|
|CCc.|
------
D = Door/Entryway
C = Filing cabinet
c = Chair
T = Table
. = Ground, with some paperwork on it
Character sheets.
Helskaya Arkut (lawastooshort)
Status: Done with it damnit
Injuries: None.
Equipment: Pair of knives (one large, one small),
northern white bear jawbone on necklace, northern white bearskin.
Inventory: Wet stone, firestone, pot, spoon, three leather pouches varying in size, pestle and mortar, dried meat rations for several plus more days, filled waterskin, flour, Lesser Herbal Medicine, Lesser Blade Poison, Rusty Axe x2, 0 cp.
Skills: Herbal Medicine; Shamanic Magic; Knowledge (Legends of the North)
Spells:
Shining Shamanic Healing Finger! Elenor Warsen (Caellath)
Status: Frustration!
Injuries: None.
Equipment:
Masterwork Armor, Longsword, Crossbow,
Dragon Crest ShieldInventory: Medical kit, small supplies bag, 5 cp, Potion of Lesser Healing, Painkiller Potion.
Skills: Swordsmanship, Dodging, Marksmanship, Medical care.
Spells: None. He's notoriously unmagical.
Apollo Anderson
(Spinal_Taper)Status: Normal.
Injuries: Bruise, right shoulder.
Equipment: Reinforced lab coat, cheap leather armor,
Dagger,
Rudimentary Rifle, Officer's Scimitar,
Inventory: Bullets, Gunpowder, various pouches and bags, Experimental Painkiller (?) Potion, 4 cp.
Skills: Alchemy: Chemistry, Alchemy: Potion brewing, Alchemic Magic: Rudimentary Enchantments, Metal Working.
Spells: Enchantment: Better wearability!
Taren Creyn (Tiruin)
Status: Normal.
Injuries: None.
Equipment: Broadsword, Crossbow, Longbolt ammunition, white cloak, grey tunic, belt, solid holey leather boots.
Inventory: Whet stone, one filled waterskin, Cloth, lots of rations, ratman cloth, 3 cp.
Skills: White Magic: Healing, Anatomy, Swordsmanship, Marksmanship
Spells: Menscur, Fogili, Nonsens, Mendia, Leonic Cleanse.
Ratherio Houston (borno)
Status: Back in his own body, very shaky.
Injuries: Scratches on face. Cut on left leg.
Equipment: Purple robes of death!
TM, Wand of death!
TMStaff of death!
TMDagger of death!
TM Ring of death.
Inventory: 0 cp,
Debt notice, Scrolls of: Leaden, Monovolt, Lesser Silence, Flare Arrow.
Skills: Black Magic: Death Magic, Black Magic: Chaos Magic, Agility
Spells: None, at least no explicit ones. He probably knows quite a few... we haven't seen them, though.
Remy Maelle (Remaelle)
Status: Slightly drained.
Injuries: None.
Equipment: A spirit talisman, knife, leather armour, traveling clothes, a backpack, Vintage pair of Chain Revolvers, 14 cp.
Inventory: Bedroll, rope, tinderbox, enough food to last a few days,
Debt notice, buckler, officer's helmet.
Skills: Shamanistic Magic: Elementalism, Agility, Quick Reflexes, Hand-to-Hand Combat.
Spells: MEGA BRAND