Zealots and Demons, Turn 36: V-Norrec ExpositionsLook for a good rifle as well. Mordekhai can handle the weight of the heavy ones. Heal the swashbuckler if asked to, so he won't suffer lasting damage. Heal him anyway if not asked to (unless healing can actually cause damage with terrible rolls >.>). Help him walk or carry him.
[1] You find a peashooter... it's stalk is broken and it's sights are so far off you're not certain it could hit the broad side of. . . well anything really. Also, you're fairly certain it has not been cleaned since it left the factory. [4] [4 damage healed] You finish healing Vizharren. You carry him to an open room. It's one of the small lobbies that dot the ship. Nobody is in there at present and you put him down in one of the chair's looking out over the passing landscape.
Action: Help Mordekhai search for a nice rifle.
Also, Loot the best sword I can find from the bunch of pirates we just killed,
[1] You find a peashooter... wait, that's the same terrible rifle Mordekhai found. Something fishy is going on here.... you suspect Mordekhai planted the rifle for you to find... that tricky bastard. [3] You find a functional, but dull, cutlass.
Search for a way out and where the pirates would've come from. Carry Vizharren.
[4] You look around for an exit. Then you remember all the exits are located on the top deck which is closed during travel periods. You suspect that is also probably how the pirates got in unless they blew a hole in the side of the ship somewhere.
Produce some sleeping potions.
[3] You produce a mid-grade sleeping potion. This might just come in handy.
Examine the bodies to see if there is an undamaged "pirate uniform" that could possibly fit, and possibly pirate weapon to go with it. Either way, go to listen at the end of the corridor.
[2] Their 'uniforms' (and you use that term loosely) appear to be scavenged bits of armor and clothing from past raids. Either way, they were all made for males. You guess that the life of high-skies boozing, pillaging, and partying doesn't appeal to many women.
Character StatusInventory: Portable Alchemy Equipment, Traveler’s Staff, Mid-Grade Sleeping Potion
Health: 20/20
Mana: 24/30
Energy: 4/4
Status: None
Inventory: Spiked Flail, Sanctified Plate Mail, Rusty Iron Buckler, Thurible
Health: 25/25
Mana: 1/5
Energy: 15/15
Status: None
Inventory: Ironwood Staff, Beaded Wristband, a brown leather-bound spellbook
Health: 20/20
Mana: 11/30
Status: None
Inventory: Concealed Knife, Basic Writing Equipment (several sheets of parchment, quills, ink)
Health: 20/20
Energy: 18/20
Status: None
Inventory: Tattered White Crows Banner, Dagger, 1 Filled Canteen (water), 3 silver coins, Pistol, Rifle, 24 bullets
Health: 20/20
Energy: 17/20
Fatigue: 6/6
Status: None
((A note on magic in this game. Magic with the strength for transformations is extremely rare. I currently have planned two NPC/Monsters with the ability to use transformation magic. One of them is Sareesa Tavis, the world's first mage, a divine ascendant, and leader of a holy host of angels to boot. The second is a being so ancient, he is the one who taught Sareesa how to truly use transformational magic before she ascended to the order of the Divine. Transformation magic is so rare as to be thought impossible by all but the divine, and for practical purposes, it is. While transforming objects is possible by a suitably powerful enchanter/mage, the transformation of oneself and of other living things is, at present, not a possibility.))
((A further side-note while I am in exposition mode, the world, as it exists in this time period is fragmented to an unimaginable degree. Each city, town, and village, has a different noble or ruling council and they aren't always the most friendly. There are three exceptions to this. The first is the Zealots, who control all of the Broken Isles, control Bastion, the Keep in the Ancient Gate Crater, and have chapters in every major city. They are united by common creed and in general, in this time period, try not to get involved in local politics. The second are the three Great Elven Cities in the Northern Wastes. These cities are untied by necessity of eking out an existence in the harsh climate and also by race. The Third and Final group that shows any sense of unity are the Trolls, who remain united to this day after Sareesa originally led them to unite. They meet every year in a central location for one week to create the laws their societies will follow. In times of strife they will appoint a War Chief who will act as King until the trouble passes, at which point he will be ritually sacrificed and allowed to join his ancestors.))
((Please feel free to ask me any questions about the world you would like to have answered, as the world is actually rather planned out already.))