Zealots and Demons, Turn 72: Soup-like Plot
or
Zealots and Demons, DIRECTED BY: M. NIGHT SHYMALAN
Examine the boat again.
Empty and examine the trash. And then put it all back.
Try to enchant {the orb on my} wristband to check for any organic trails or scents still left behind.
[6] You know something is on this boat... YOU KNOW IT! You systematically deconstruct the boat piece by piece until only the pieces are left... you already found what you were looking for, but by the gods that boat will hide no more secrets from anyone!!! You take a look at exactly what it is you acquired.
Captain, sorry about (beyond recognition) you'll find
(smugged) We're to wait for a day, then (illegible)
Here's a map.
You examine the map, it's pretty terrible. You turn it around different ways seeing if it makes any more sense, then you realize this isn't a map TO the hideout, it's a map OF the hideout. It doesn't help much with finding it, but you should be able to avoid the traps once you get there with this.
[3] You empty the trash can and then put it back down, sifting through the heap. You find a silver coin for some reason. You begin trying to put the trash back, but the trash can seems to have refilled itself... this wild magic is strange sometimes.
((Such a powerful enchantment can't be cast at current skill level. Rather than make you look foolish, go ahead and do a double action, I'm still working on the exact limits of enchantments per level as you requested, but suffice it to say being able to isolate and trace any and everyone via enchantment is too powerful at current level.))
Mull over what's getting on my nerves while heading to the tower. Have I missed or forgotten something? Did something escape my notice somehow?
Think on what could be causing this uneasiness, aside from the danger of a mob in the area.
Drag Aegnor with me to the Tower.
[5] You go over it in your head. Something just doesn't seem right... it's about Fleur, she just doesn't seem quite... herself. More worried than pragmatic. You've been in the city enough too have seen her around before, she just always seemed...
and then it strikes you. You're in an area filled with wild magic. SHE MIGHT NOT BE FLEUR! [Roll to keep cool: 3] For the moment you act like everything is normal, though you start sweating underneath your armor. Your movements a little more rigid. You resolve to pull Aegnor to the side and tell him as soon as possible.
[3] You have more important things to worry about, it's just the wild magic in the air and the nervousness of being on a mission like this getting to you (Aegnor). You head to the towards the tower. You see a couple of guards standing outside. As you approach they look considerably more alert until they see the Troll with you.
"Heh, you must be the Troll that caused the commotion we've been hearing about. Glad you made it through in one piece. Now then, State your business."[1] Fleur seems to have faded into the shadows somewhere along the way. Wherever she is, she isn't with you now.
Character StatusInventory: Portable Alchemy Equipment (needs restocked), Traveler’s Staff, 1 Protection Potions (Wild Magic)
Health: 20/20
Mana: 28/30
Energy: 4/4
Status: None
Inventory: Spiked Flail, Sanctified Plate Mail, Iron Buckler, Thurible, 3 Loaded Single-Shot Pistols, 3 Protection Potions (Wild Magic), 5 silver coins, Nepthym's Tattered White Crows Banner
Health: 24/25
Mana: 5/5
Energy: 15/15
Status: None
Inventory: Ironwood Staff, Beaded Wristband, a brown leather-bound spellbook of enchanting and summoning, Odd-smelling smoke pellets, dog whistle
Health: 19/20
Mana: 20/30
Status: None
Inventory: Concealed Knife, Basic Writing Equipment (several sheets of parchment, quills, ink), 1 silver coin
Health: 20/20
Energy: 20/20
Status: None
Inventory: Unadorned plate armor, well crafted broadsword, 1 Protection Potions (Wild Magic)
Health: 25/25
Mana: 5/5
Energy: 15/15
Status: None
((SUCH A TWEEST!!! Also, I think this was my favorite turn to write yet.))