Turn 187
Check the cultists for soul shards, double check the leader. Hope that the thing they were trying to do wasn't finished.
LUCK [2]
LUCK [4]
LUCK [10]
Cuberac looked through the pockets of the slain cultists. He was not disappointed, as neither anger nor pain are technically disappointment. First cultist had nothing, including pockets. Some had knives, most had nothing, one had a pocket which upon inspection was found to contain an armed mousetrap for some mysterious occult purpose. The cult leader had a better quality robe and his knife had a ruby set in the handle, but was otherwise just as lacking in decent loot. As Cuberac turned away from the cult leader he looked back at the sacrifice and noticed something new. A red cloud was hanging above the sacrifice and drawing in blood from all over the room. It swiftly formed into a shape akin to a genie, except that it's face was featureless except for two glowing eyes. Words echoed from the walls
"State your wish, mortal"Travel into the tower. Same travelling arrangements I think.
2 essences
Chorkinaan grumbled as he walked. He felt left out, disappointed in a way which was impossible to ignore. Not 300 meters away was the most intense magical battle he had seen in minutes, but to take part would be to forsake the wonderous impossible science in which he was about to indulge. Besides concentration on his own magical essences, one thought raged powerfully through Chorkinaan's mind:
(God damn it, why do all the cool people have to be in the pacifistic guild?)
Keep helping Surg along to the tower. Three essences.
2 essences, move along.
CMP [4+1=5]
POT [5]
CMP [5]
POT [4-1=3]
CMP [6+1=7]
POT [2]
CMP [6]
POT [6-1=5]
CMP [2+1-2=1]
POT [2-2=0]
CMP [2+1=3]
POT [5+1=6]
CMP [5]
POT [2]
SPD [(5)/2+1=3.5]
SPD [(5-1)/2+1=3]
SPD [(5)/2+1=3.5]
Trio of mages reached the tower and entered through the opened gates. Immediately the healing aura began working on Surg's injury, and three mages paused in the courtyard. They had reached their goal. An increase in power and decrease in consequences of all kinds with only minor possibility of losing your head to the wall ghosts. Truly, all a wizard could ask for. But as other two pondered what to do next, an idea struck Chorkinaan. If there was a conflict, someone had to have initiated it, which meant that there was at least one mage in that pile of spellcasting that was not protected by pacifist principles of T.O.M.E.
Three essences.
Try to figure out why I felt like I was being watched.
CMP [5+1+1=7]
POT [1+1+1=3]
CMP [3+1+1-1=4]
POT [2+1+1-1=3]
CMP [6]
POT [4]
Magus N.A. looked over his general wards and found them all in place. this left only one thing, and as he reached out with magic he found that his suspicion was correct. His designation as decorative plant was changed to "guest's baggage". It would seem that the master of the tower noticed tampering with the system and did not approve of it.
"well you're already on fire, so this probably won't hurt too much."
Pick up Jackson and fly him to the tower, once hes inside the regeneration field, put him down and fly back to the fight, fire breath on Easter if I have time
"No, master of birds, you may not do that. I claim his soul."
If anyone attacks me, then shatter my power staff holding all the ritual power.
Otherwise claim Jackson's soul. By grabbing tight hold of him so he can't be carried away and crushing his head.
And get out of the way of fire.
((I don't see any reason why a healing punch would work, but Damond does have a "healing" punch... admittedly it's extremely dangerous, but it should work... oh wait. I have a much better idea.))
Damond, Puncher of the Impossible:
"DRUID! PREPARE TO DIE!"
FIST. Sending PM. Use GBM plus the chaotic essence. For even smaller odds. After all, we're in Discworld, so million-to-one chances should be almost guaranteed!
SPD [5] vs [5-1=4] vs [4-1=3] vs [6-1=5] vs [2-1=1]
STR [3-1=2] vs [5]
END [1] {No bonus due to injuries}
DEX [autosuccess]
END [2]
CMP [5+1+2+3=11]
POT [4+1+3=8]
END [4]
STR [6+1=7]
DEX [3-1=2]
END [6]
STR [4]
DEX [2-1=1]
END [5]
Seva dived towards cripled Jackson and gripped him firmly with his claws. With a mighty beat of wings Seva rose back to the air, but in this rise he forgot two rather important things. Jackson was hair's breadth away from death and his neck was firmly within Easter's mandibles. A twist of neck killed Jackson, but it was the decapitation by ripping apart the neck that really confirmed his death. Angered, Seva breathed fire at Easter, but his inhuman reflexes saved him.
Shias, being the smart one here, moved himself out of the flames. last of his Juggernaut armor peeled off in layers of charcoal, but it left his flesh mostly unhurt, not counting the ingrown roots still being there. Then, there was a light push from behind, followed by some remarkably miniature treant looking guy falling in front of the Druid. It took only moments to notice the staff and deduce that the one fallen in front, was, in fact, Shias himself, or rather, his body. Behind Shias stood very confused looking Damond, looking at a ghost of a mage who was looking at his own fallen body. This was not going well at all. Unseen by any, Easter tossed the head of Jackson at Damond, but missed and slipped on the ground, falling face first into the mud. Fire raged surprisingly harmlessly around him.
{Shias, Ghosted, 3 turns minimum. Can't interact with physical world, can fly, can cast magic, all phys stats reduced to 0. Can (not required) return to body whenever after 3 turns}
Just three essences.
CMP [1+1+1=3]
POT [1+1+1=3]
CMP [5+1+1-1=6]
POT [2+1+1-1=3]
CMP [1]
POT [6]
Gambler allowed himself to relax a bit in his lucky throne, with the charm done a significant amount of trouble would be no longer able to touch him. Well, at least for as long as the charm was fueled. Still, it allowed him to go around with far more confidence that nothing too horrid would happen to him.
use three 1/1 chaotic and 1 1/1 essence to make myself not incompetent at searching, then search the cliff face for any points of interest.
CMP [1+1+4=6]
POT [2+2+4=8]
LUCK [5]
LUCK [10]
Clownman purged another flaw away from his character. This time it was much harder, possibly due to the size of the flaw. Few wizards had trouble communicating what they wanted but almost all of them lost stuff all the time. Nevertheless, he succeeded, and would no longer be troubled as long as he knew what he was searching for. He did not this time, but he did find something very interesting. there was a hidden panel built into the side of the island, and on the pad were four buttons. On these buttons, there were pictures, Water, Fire, Earth and Air were each represented by a stylized image.
{Competence in searching- re-roll failed LUCK rolls while searching for something specific.}
Summon my mace. The one at the bottom of the lake on Duck Island.
Summon a mundane first aid kit.
Summon a healing potion.
CMP [6+2=8]
POT [6+1+1=8]
DEX [4]
CMP [1+2-1=2]]
POT [2+1+1-1=3]
CMP [6]
POT [5]
James continued his summoning spree and conjured the mace he had a few hours ago. It had maliciously decided to appear just above his head but James managed to sidestep the issue by taking a step back and allowing the mace to fall on the ground. next came a med-kit, something he was technically qualified enough to use with great effect but really hadn't used in years. it showed, as the med-kit appeared filled with bottles of medicinal spirit and nothing else. Healing potion went much better.