Turn 16: A Chance Encounter
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6]
Caelondia's Lower SectorHead to the location of the Mass of Flesh. If guards, bandits or mercenaries, are attacking it, give the mass of flesh better control over its own form, allowing it to grab its attacker(s) and pull it in. If it is a fellow necromancer, attempt to diffuse the situation peacefully.
Adil dropped into a crouch, holding onto the edges of the pit for support as he clambered down into the dark hole. With a leap, the Dwarf landed safely at the bottom, his boots and legs covered by the liquid. Soon after, he hears the clinking of bones above him and smiles as he is joined by his undead reptilian friend. Touching the surface of the liquidated pus, it seems like it receded from his touch.
Did the Mass of Flesh know friend from foe?
Nevertheless, the journey through the tunnel is easy and quick, with the liquids giving extra traction as the Dwarf and Alligator glide through. Adil closes his eyes for a moment and focuses on the entity in his direction and releases his thoughts out onto it.
A moment of silence is felt, then a mental scream comes from the end of the tunnel, followed by what sounded like an explosion and a warcry.
Moments later and the two arrive at the whole scene, seeing the Mass of Flesh interlocked in a duel with a well-armed Mercenary.
Faint dust clouds linger around the area.
Adil senses a void in the energies nearby. There is a Necromancer, but it's magical vibes seem familiar. Almost just like his own.
~~
He looks at Ast for a moment. With a wary eye at the hole. Try to sense any magic behind this... attack?
"Come out coward! Fight me where I can see you!" Ast cried, ready to swing his axe if any movement was spotted.
Leon cast him a quizzical look. "Ast, get that stuff off you...wait, no. Too dangerous. Let me help." The Necromancer held up a hand and furrowed his brow,
gesturing at his newest companion. A spark of energy lights up at his fingertip and streaks through the air, coiling around the mercenary and creating an aura on his armor. The man glows a brilliant blue as globs of liquid seem to seperate themselves from the armor, falling to the ground and emitting a hissing noise.
The power of the spell costs both Leon and Ast a few snatches of pain, but it was worth it as it seems that was no ordinary acid. (-10hp to both)
The ground shakes again and then explodes in a hail of dust and liquid. Ast grits his teeth in anticipation as the dirt cloud clears, seeing a faint silhouette in the darkness of a many-armed creature.
"Taste mine Axe!" he cried, launching forward before looking at what the entity is, unfortunately
becoming entangled by about three or four ropy strands of what seems to be course flesh that try to drag the mercenary back into the hole. Ast shouts a warcry and
stands firm, his armor padding and reflexes stopping any additional damage from passing through.
"What sorcery is this?!" Leon cried as he stepped back. This was no ordinary attempt, magic must be involved, the man mused to himself.
Attempting to feel the surroundings using his powers, Leon
does not notice any magical traces whatsoever, but
through the dust, he could make about two figures, of which one was obviously his ally.
Then, somehow, two more figures appear in the darkness. One shaped as a human, while the other being indistinguishable.
~~
Accept the deal under aforementioned terms.
The sound of hammers meeting steel echoed through the night; the clang of iron and the beating of metal. With every strike, they sang in harmony; with every note, they rhymed: the beating of two hearts and the breathing of two men.
Enidri could feel the warmth of the fire coursing through his veins after wiping the sweat away. The hearth was stained with a mixture of water, ash and sweat. but he was a Smith, and an adept at that! The
lessons taught to him earlier by Forren proved invaluable, and may still prove valuable in the future. Whenever the occasion may call.
Forren put down his hammer and tongs after securing the harnesses and finishing the minor details.
"Your plan is finished, better than I expected! I hadn't a guess as to why you requested for those unused materials in the stockroom but it worked!""Aye.
They are beautiful."
Set before the two, and the Wisp, lay a set of Medium armor, with hints of underlying plate near the hinges. Adjacent to it was a halberd, part of the shaft being the recycled material. Forren lifted his hammer and swung it directly at the halberd's tip.
With a loud clang, the hammer blow
glanced away and into the wooden table, creating a large dent.
"Hm, I think I am regretting my-...No matter. Enidri Verace, last Smith of the Verace family, I send my blessing with you in whatever path you take; whether for ill or naught, may my token gesture be of aid to you."Enidri picked up the two items, wary of the mail still on his shoulders and packed his things. He'd bet daylight was shining outside and customers may be waiting. With a friendly
shove from Forren, he was thrown outside and into the streets -a bit too far, as he hits his head on one of the nearby lantern poles.
Rubbing the affected area while suppresing another bout of swearing, the young Smith notices that the moon is still high up in the sky. A cloudless night, but he could've sworn that all that work might've passed the night away.
Checking back in the Smithy, the whole place was shrouded in natural darkness. Thanks to the light of his wisp, coals of the forge and the labor signs on the heath were not present anymore. Forren was gone, and it seemed he was now on his own. Other than the loud shriek coming from the Cemetary, nothing else was of note.
Back to the streets of Caelondia.
Forren's Deal - CompletedEarlier"I would be willing to part with these materials in exchange for assistance - if I was able to find more of them in the process of dealing with the task at hand, seeing as it would not fare me well if I was left with nothing of quality to work with. I shall not let the name of the Verace familly of smiths perish while I still draw breath. I accept your deal under these terms."Forren smiles as the deal is debated and agreed upon. The smile increases in size when the word 'Verace' is uttered.
"Well met then, a fellow smith of a noble family will not go wanting under my eye!" he said with a hearty laugh.
"As for the 'tricks', I am interested in them.""When you get as old as me, you'll know a lot more things than what may appear."The two trudge back to the Smithy and start working furiously. Time passes without doubt, well invested in ways that only a Smith could understand.
Nat's Cove ; North of GinPeople are on the other end of the trail, obviously. Pick up a torch and follow the footprints, with my bat scouting ahead. When the bat sees anyone, put the torch aside and sneak closer to get a look at them.
Ima gestures downward to the shoreline and the Barracuda swiftly follows the pointer, using it's fins to glide downwards in an aerial spiral, imitating one of the sea birds so as not to draw suspicion from any onlookers. With a command, the Barracuda goes off to the waves, joining the swarm of fish just waiting under the glassy water, silently following unseen with their master.
Casting an eye around, nothing could be seen other than the occasional driftwood and seashell illuminated by the lights. Ima walked over to one of the torches and pulled it free from it's bindings. It could easily be used as a staff, if not for the flame burning off one end and being about a foot shorter than she.
Whistling in a low tone, Ima sees her bat glide overhead and on watch as she follows the footsteps on the barren beachfront. A few steps later, and
with the bat moving forward, Ima comes upon a multitude of rocky outcroppings that towered over the sand and sea, partly mixed with the water and on closer inspection, partly embedded in the land creating a natural cave mouth, as it seemed to appear. As Ima moves on to investigate the cave, she
hears the sound of something being slung at her!
The object hits the bat, which was hovering a few meters away in front of her, causing it to fall in a tangled heap, luckily doing
no damage. From her viewpoint, it looks like a net has been cast over the unlucky companion and anchored by stones.
The Elf then throws the torch into the calm water nearby, extinguishing the only light source, other than the moon. She
tries to hide behind one of the many rock structures about. But before she can make a move, she
feels a hand slide over her mouth, then an arm keeping her from escaping by the neck. Her hands come instinctively to her defense and try to free her from the grasp; while weaker and obviously at a disadvantage,
the grappling move leaves ample space to escape if done correctly.
"
I'd like it for you not to move, ma'am. You have about two netcasters aimed at you and my blade at my side. Not mentioning everyone else."
Her assailant was obviously male, judging by the deep, suave tone of his voice, a cultured male at that, though his breath did smell of rum.
"Rano, light that torch."
The light was back again, coming from her left and revealing the field to Ima. To her right, she could
see the partly concealed faces of five people, their weaponry hidden by the rocks. To her left, a man clad in an embroidered leather tunic with a cape and a longsword was holding a torch. Strangely, it was the same torch doused in saltwater. One of the men on her right comes out of hiding and shows his haul, the bat.
"I see we've got a foreigner. Nobody has bats for pets, unless you visit the blackmarket and I don't see any seal on this one. Who are you, what led you here." It was the same voice behind her, calm and accented.
Nat's Cove
Fourth Month, Seventh Day, Storm Age
Tranquility, serenity, peace.
The words me and my people allude to this wonderful area. It is said that many travelers speak highly of this elusive patch of land located far off to the north of Gin, as if it was made for a tourism depot and nothing else. Their ignorance is astounding.
Many slaves have found this area to be a viable place for safety from their captors in their escape. The waters act as their shield, causing any ship bigger than a rowboat to turn away lest they be smashed upon Nat's teeth or turned about by the currents. It is said that this place was tainted or blessed by some supernatural forces for an Age ago. Spirits that would walk the land prowl about, specifically in the catacombs. And I am called by my dear friend for this task, whether danger or peril will show it's face.
No matter, this night, I shall find out for myself if the rumors are true.
Note: Rano should bring the kegs along. Not to be bothered.
In the dimly lit areas of BlackmarshZakroff goes in search of a library, and of those who could give him information on corrupted officials, current news, and such
"So...Now that tensions are over, may I ask you one more thing?" Zakroff said, eyeing the Knight's armor.
After quite some time and silence, he nodded and said, "Alright. I'll take that as a yes. What is the name you were bestowed?"
The Knight did not move, or act in anyway. The only evidence that the Knight had done anything was the same sound that echoed from the helmet.
"Pallas.""Your name is Pallas?"
"...". . .
After mutually and intuitively agreeing to move out of the place, Zakroff checks his topographical map, stored in the confines of his memory.
He recalls the direct path to the local librarium, past a few taverns and stalls and around the corner of a Magic Guild. The two figures move through the night after a silent agreement on where to go -mostly on Zakroff's part.
Passing the corner, Zakroff hears the familiar unsheating of a blade behind him and turns to face the Knight, who now appeared just like any ordinary Knight -without flames. Pallas points ahead using the tip of it's blade before resheating it, and Zakroff leads the way without a word.
Moving past an alleyway, the rogue spots about four or so figures lurking nearby but
do not decide to act yet. They may just be the regular homeless folk or a wandering thief or brigand, the two types were quite indistinct in Blackmarsh.
Unfortunately, the librarium doors are locked and barred by a long metal chain and supported by a wooden outer beam.
Strangely, it seems that time had been passing slower than Zakroff knew. The moon was, and is, still at it's apex in the sky. At least the city wasn't bustling with the usual morning rush though.
~~
Go to the graveyard
"Tha's it. Move away."
With a shrug, Tyver exits the backwater tavern before he could get the owner any more irate. Looking up, the moon was at full view in the cloudless sky. The stars above provided a beautiful scene, mixing with the yellow light cast by the lanterns.
"Wait, you didn't fight him? I really loved to see a fight from my new master!"
Tyver turned his head to look at the dog. "We're moving to the Cemetary."
"Ohh, the Cemetary. Reminds me of my first fight, in that place, with those people..."
The Dog keeps on with it's verbose story until Tyver signals for a stop at the entrance of the Cemetary.
Ye Olde Cemetary
Hundreds served, not one was disappointed
Curiously, the sign that hung by the entry gate looked much like one of the old tavern's doorstops. This one had a bit of childish scrawl written under it.
"So are you going to raise a few dead people? Maybe combine one or two there? Oh, oh, I know! Go deeper in any awaken the Nobility! That would garner better options! Wait, no. They're all just corpses..."
A heavy mist pervades the deeper parts of the Cemetary.
~~
Search the graves for a relatively recent burial.
The human inspected a torn down marker and smiled. "Good to be home. I almost missed them." He could feel the energy of the area, exuding a foul feeling around as he stepped across another grave. It wasn't wise to defile them
all at this moment.
Cog passed another one of those broken down tombstones, muttering to himself the incantations needed by his former mentor. The good corpses were deeper in, as the old ones were usually placed near the entrance so as not to be forgotten. Common knowledge around there, really.
"A misty place, how much better for my work!"
Stumbing across an ornate tomb with it's gate hanging precariously open, Cog inspects the area if this was truly the one. The gate was new and well-oiled, there was the lack of weeds or any plants growing nearby, the stone seemed pretty new and the surrounding graves were of older quality. Perfect.
Coming nearer, the human sees the only problem to this tomb. First was, the reason for the opened gate was still present. Second was, the being was inside the tomb and it didn't look like it was alive. Third, the epitaph on the wall by the gate signified the tomb as a cenotaph.
Before Cog could move over to another grave,
an ear-splitting wail comes from the empty tomb. A
sigil lights up by Cog's side, his last protective ward taking the effect and keeping him safe, though being lost in the process.
Falling on one of the nearby gravestones, Cog looks up to see about
three ghouls coming from the gateway, seemingly frail but famished. Most of their garments and appendages are obscured by the mist and light.
Health: ?/? , ?/? , ?/?
Inventory: ?/? , ?/? , ?/?
~~
Briefly head to Apothecarium, see what they have.
"I'll be heading to the Apothecarium then."
Eri withdraws her hand and clasps both behind her back.
"Very well, know that my offer still stands as long as you stay within our Guild Halls. Goodnight, Apprentice." she said before moving away.
Left to her own devices, Shalla strides down one of the many passages in the Guild while thinking about what to do. For all it's looks on the outside, the whole place seemed bigger on the inside. Whether due to architecture or perspective, it was hard to tell.
Finally, she comes upon an ornate wooden door with the crest of the double snake embedded in the middle. Coming inside, she smells many different odors of plant mixture and scented oils. Looking around, the Apothecarium was designed much for more than a place of service: there was a stack of scrolls and flasks on one of the nearby tables. Open books and anatomical references lay strewn about near the far wall and there was more than two skeletal models hanging around.
"Welcome, -Shalla Halfdark- to the Apothecarium. What is your request?"
The voice came from right above her, but there was only a lit candle that hung right above the doorway upon further inspection.
"Where are you?"
"Above you, Shalla. What is your request?"
The candlelight then lifted itself up from the burning wick, revealing a clearly copied form of light that was nearly inconspicuous in the background. A Wisp.
"What...do you have?"
"
Well, Basic scrolls of vocal healing, a few medical poultices, boiling water, common antidotes, heated needles, rare antidonts, blood sterilization formulas, Wintersnap Ale -for clarity...The latter half of what I mentioned are off-limits though. Just give the general name of what you'd need."
"Ahh, it looks like you've had quite a bit on Ruffy. I wondered where that smell was coming from, the old warding error?"
"Seems so."
". . .I know I
shouldn't be doing this, but I
don't like seeing cheap wards killing off people."
The Wisp floats around the human's head, moving slowly in a concentric motion, then quickening downwards, enveloping Shalla in it's lumination.Afterwards, the Wisp returns to it's original placement, upon the candle.
"There you go. A token gift, if you could call it that."
Health: 100/100 (
Eri's Deal | +1 to Magic Resistance for
4 turns.)
Gender: Female
Race: Human
Backstory: Shalla was the daughter of a windmill owner, which meant she was too poor to not work but too affluent to go shovel muck all day. As a compromise, she mostly split her time between helping out with the mill, so as to be useful, and trying to improve her education and refinement, so as to be both useful and refined, which her parents hoped would allow her to squeeze into a political marriage with someone slightly more affluent than herself. She figured a brief stint in the sewers would both allow her to claim a hint of experience as an adventurer, adding a bit of mystique and excitement to her eventual marriage proposal, and give her a break from learning to appear learned, which would lessen her desire to hang herself.
Inventory: Mound of treasure (+3 buying modifier for
6 turns) | Blue staff of the Ancients
(+3 to all magic rolls | Unidentified | Unidentified)
Companion/s:
Undead Hippo
Health:40/40 (+10 Healing Aura, heals those around it)
Undead Human "Hound"
Health: 40/40 (can use misc. heavy items around area, adding to combat roll, used via
action)
Inventory: Giant Tombstone (+3 combat modifier)
Undead Skeleton
Inventory: Sacrificial knife (+1 combat modifier)
Health:40/40
3x Necromancer Apprentice'
Health: 50/50 ([Necromancer A 20/20] [Necromancer B 10/10] [Necromancer C 20/20])
Inventory: Basic Robes | Basic Staves
Health: 90/100 (+1 to all dark arts for 3 and above rolls)
Gender: Male
Race: Dwarf
Backstory: Adil was long ago a novice engraver at a small dwarven outpost close by until it was overrun by honey badgers. He was one of the ones that escaped, but had to sustain himself by scavenging the sewers, as it turns out above ground towns don't have much in the way of stone to smooth.
Inventory: Black Robe
Companion/s:
Undead alligator
Health: 40/40 (+1 Combat modifier, mountable)
Mass of Flesh
Health: 25/25 (
Corrosive | Mentally Sentient | )
Health: 90/100 (+1 to looting and raiding | +1 to rolls involving clouds)
Gender: Female
Race: Elf
Backstory: Ima was captured by a human warlord as a child during the human raid on The Wood of Rainbows, a small and long-forgotten elven outpost in a unicorn-filled forest. She escaped in her fifty-third year of slavery with a group of other elves; they traveled through deep jungles and traitorous marshes into another human kingdom, the one where citizens were treated equally regardless of their race. Once their trek was over, they split up and began their new lives as free citizens... though by no means rich citizens, of course.
Ima was luckier than most of other escapees: she managed to become an apothecary's apprentice. Today, she was tasked with collecting high-quality pigtails - and the best pigtails there were grew on concentrated dung-water deep in the sewers, so Ima decided to go there with the first party of adventurers she saw.
Inventory: Iron Cutlass (+1 combat modifier)
Companion/s:
Demonic Bat
Health 10/10 (Life drain, regenerates and can gain more health via sucking out a creatures
life force)
Undead Swarm of Fish
Health: 40/40 (Landwalker | Can shroud themselves in darkness for +1 to dodge |
Smokescreen)
Undead Barracuda
Health: 30/30 (
Flight)
Gender: Male
Race: Human
Health: 45/100
Backstory: Leon was born to a merchant, and as such travelled a lot when he was younger. When he came of age, he began his own trading career with funding from his father to get started. For the past few years, he has been working in this town/city/village.
Inventory:
Brusher's PikeCompanion/s:
Horde of Rats
Health: 40/40 (Equipped with a Fear spell)
Ast
Health: 50/70 (Sentient |
Inconspicuous)
Inventory:
Steel Battleaxe |
Metal-reinforced leather armourHealth: 100/100
Gender:male
Race: Dwarf
Backstory: Tyver was a rouge working alone. He did some adventuring work around town mostly killing bandits and returning lost items. (or not) He has gained a small amount of notoriety in Blackmarsh and was always interested in gaining power for himself.
Inventory: Copper Pike (+1 attack)
Companion/s:
Undead Dog
Health: 40/40 (+1 combat modifier | Sentient)
Inventory:
Dark Linen CloakHealth: 90/100
30/30 (Can use Body Magic with a -1 modifier |
Adept Smith)
Gender: Male
Race: Human.
Backstory: A very calm and young weapon and armorsmith of a small family which saw its business get thrown to the dirt due to the constant flow of dwarven-made equipment, the boy decided to cast away his old name and find him a new one after his last living relative, his older brother, withered and died in the nameless' early to mid teens. After a couple of years living of what he could get with odd jobs, he is finally ready to give the finishing touches in his self-made equipment and leave his rotten husk of a house, intent on following the plans he had been nourishing and training for since he heard various travelers tell stories about how the dwarven nobles were extremely unbearable and susceptible to a multitude of Unfortunate Accidents.
Inventory:
Copper Mail ;
Medium Steel Plate and Helm ;
Tempered Steel HalberdCompanion/s:
Healing Wisp
Health: 10/10 (Sentient | Can absorb nearby flames to temporarily increase healing powers
and to permanently increase health)
Health: 90/100
Gender: Male
Race: Human
Backstory: Zakroff grew up as a pick-pocket, and a thief trying to earn a living where he was forced to live underneath a makeshift hut of sticks, and rotted planks. He seeks power, and wealth, but not for personal gain, instead he wants to get back at the people who aim to gain power just for themselves.
Inventory: -
Companion/s:
Venerable Knight, "Pallas"
Health:75/75 (Sentient|
Wreathed in flame|
Distrust)
Inventory:
LongswordHealth: 100/100
Gender: Male
Race: Human
Backstory: Born in Blackmarsh, Cog was orphaned at a young age after his parents were killed by bandits. He was taken in by an old necromancer who taught him about the dark art. He is traveling in search of other necromancers in order to learn more.
Inventory: -
Companion/s: -
Global Bonuses:Blessing of Lightbane; Crand's Folly
Notes:
> A roll of [6] may be a
major success!
> Implementing a
+5hp regeneration in combat per turn, if not acting to fight (defense is considered a rest).
> Took long to make the turn, thinking antlion12 did not act. Mistake on my part.
> Pretty crazy rolls. Someone had a stroke of three sixes!
> Sorry if I keep on alternating from present to past tense in grammar.
> Know that, a 1 or 6 may not have current effects in the present turn time. But those rolls
may have a continuing effect in later turns.
Just like Reality! Nothing goes wrong in the exact instant! Watch your 1's everyone!
> Nothing else of note. Other than this. Note.