Zealots and Demons, The Fall of a God, Turn 104: Naga Seeking Heat Lamp
Mordekhai also stares at Akari with a confused expression behind his helmet's protection. "Akari probably has a very good reason to be doing so. She surely is not going to wear that... Dress." he says in the foxfolk's defense.
Heal Nuru then take yet another breather to gather mana.
Also wish we could get ourselves healed and back to full mana without rolls during peaceful non-combat situations (I think we did that once in the ship).
[6] You look over at Nuru and go over what you know about Naga biology... that is to say nothing. You for some reason don't feel safe trying to heal the Naga without knowing more about their normal healthy biology. The fact that you know at the very least they don't naturally have bullet wounds seems to elude you.
Akari looked at the clothes she had gotten--what had previously been somewhat folded that she did not discern its...true form.
"I-...I was thinking of causing a distraction," she says, before realizing the whole implications that one sentence could mean. "A-and not by wearing these! Of course! I meant I was looking for something..."
aaaaaaaaaaaaaaaaaaaa
Her gazed was affixed at the clothes in her hands.
"Something...distractive and...probably heavy and-...uhm."
She hastily held the sultry garments behind her as she felt the gaze of several others fall onto her person, turning towards Nuru, who she did not know.
"Of course we're helping you! Everything for distr-ahh...friends!"
Not a distraction!
"I'll just be over there...searching."
Any kinds of items I could find that have any holy, or medicative value?
[4] "
Suit yourself, I'll just be down here, waiting." Nuru says, coiling herself up in a corner before laying her human half down on the coils. You briefly wonder if she intends to sleep before returning to your own tasks.
Looking for items of holy or medical value is pretty hard. A lot of stuff has been collected already. You go to the altar and find an amulet with a phoenix at it's center. It was hanging there, which tells you it is some kind of prayer amulet. You remember from the altars that were consumed in wild magic that Phoenixes were closely associated with Sareesa. Something about her being reborn on Phoenix's wings after the assassin's blade killed her. The amulet is made of flame-kissed steel, never growing cold or weak to the elements. The phoenix glows orange and red in the darkness as though the amulet contained a living phoenix. You put the amulet in your pocket and rejoin the group.
Kael shakes his head in amusement and decides to move on.
Check out that armoury and what's in it. Look for something nice, especially a good shield of some kind.
[5] Mostly it's antique rifles and swords, mostly worthless for fighting but of value to a weapon collector. You think that everyone from the party could probably carry three of the antiquities to sell at a later date, but continue searching for something more usable. You find an Steel Shield that is warm to the touch. You've heard of this before, it's made of Flame-Kissed Steel, a technique used exclusively by the Draconians. The steel never grows cold and is immune to the elements. You pick it up and take it with you, knowing that it will be useful in some way.
Aegnor shook his head in confusion mixed with.. More confusion. Deciding to drop the matter for Akari's benefit, he saw Kael enter the armoury.
"Ah, Kael. Let me keep the door open for you."
Ensure that the door doesnt close on kael.
[3] You lean up against the door, Kael forces two antique pistols and an antique sword into your hands.
"What am I supposed to do with these?" you ask. He shrugs at you before responding, "Sell them." You discard your worthless Dirty Pistol and replace it with the antiques. You're so heavily armed right now you feel a bit like Eldraness, a famous war hero among your people. Kael then gives weapons to everyone in the party. You look inside the Armory, there are plenty of weapons left but you don't think anybody could carry anymore.
Go upstairs and look for clues as to which door might contain Maria
[4] You head upstairs and decide to see if you can find any clues as to which room might be occupied by Maria. All the doors are dark and no noise comes from any of them. It seems like it is just some kind of guessing game at this point, you do make come up with a system of numbering the doors however.
__________6__________5___________4__________3_________2_____
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1
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Find some warm clothes.
[1] Fleur attempts to find some warm clothes but doesn't find anything right off hand.
"If we are to take care of 'ze Naga, we will 'ave to find something to keep Mademoiselle warm while outside. Keep your eyes open for leather, wool, or other warm clothing."Neutral:
Nuru: [Hidden Roll] Much like a snake Nuru begins to slow down now that she is no longer in danger and the colder temperatures have begun to set in. While it's comfortable for you, you remember she most likely comes from the desert and even these temperatures inside seem cold to her.
6/20 Health
16/20 Mana
Status: None
Character StatusInventory: Portable Alchemy Equipment (needs restocked), Traveler’s Staff, 1 Protection Potion (Wild Magic), a box of matches (15 remaining), 3 Antique weapons (Two pistols, One Sword)
Health: 19/20
Mana: 23/30
Energy: 4/4
Status: None
Inventory: Enchanted Spiked Flail(+1 damage), 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, 3 Antique Weapons (Two Swords, One Rifle)
Health: 25/25
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, Blade of Grass, 2 Spirit Dust, Scandalous Nightgown, Enchanted Fire-Kissed Steel Prayer Amulet of the Phoenix (enchantment unknown), 3 Antique Weapons (Two Swords, One Rifle)
Health: 18/20
Mana: 14/30
Status: Barrier, Protection from damage from wild magic sources up to 5 damage.
Inventory: Hidden Knife, Basic Writing Equipment (several sheets of parchment, quills, ink), 1 silver coin, Bottle of Rum, Enchanted Bongos of Enemy Summoning, Antique Stamp Collection, Stack of old writings, Small Healing Potion (restores 5 health, free action), 3 Antique Weapons (Two Pistols, One Sword)
Health: 17/20
Energy: 20/20
Status: None
Inventory: Unadorned plate armor, well crafted broadsword, 1 Protection Potions (Wild Magic), Sack of Coffee Beans (3 uses, +or-1 (towards 5) on chosen roll, -1 on all other rolls for that turn), 3 Syringes of a Coagulating agent (Restores 1d10 health), Enchanted Flame-kissed Steel Shield (enchantment unknown), 3 Antique Weapons (2 rifles, 1 sword)
Health: 21/25
Mana: 2/5
Energy: 15/15
Status: None
((Trust me, Nuru is going to be just fine. She's not really a combatant, she doesn't really want to fight anything. Find her some clothes and get her somewhere safe and you'll have her thanks, which is really what you want as she opens up a pathway away from here and into the next Act, though there is still a lot of stuff to be done here so you'll probably want to stay around until you have more levels better gear and other stuff. She could have died which would have forced you into another option to leave, which will still be open to you. Nuru is ultimately just an option to get to the next Act.
Also, on a side-note I think that everybody has now gained something of real value from here. Did we want to have collective group money bag or keep funds separate? I'd go for the group money bag myself, since that keeps one person from dying and losing half of the groups money fund if they were singled out for some reason.))