((I do believe there should have been a death this turn.))
Edit: ((Well, there should have been. I'll fix that next turn.))
"Hm...I think this power suits me. Thanks for the staff. I think I'll let you leave instead of entombing you in emeralds and just keeping you alive so the staff doesn't disappear."
Fixing previous misunderstandings by going green.
Continue previous action
(Beirus aff: 2+6+6)
(Smartmouth spd: 3+8)
(Gentleman spd: 6)
(Manhole beast spd: 3)
(Beirus aff: 3+6+6+10)
(Smartmouth dex: 3+8)
(Gentleman spd: 3)
(Smartmouth str: 4+8)
(Gentleman end: 3+1)
(Manhole beast dex: 2+6)
(Smartmouth spd: 3+12)
Leaving Billy to do whatever it is he's going to do without loot, Beirus raises both of his staves into the air, carefully reaching out with tendrils of emerald to scan the area for unseen things. One of these tendrils seems to brush up against something invisible, and with a flick of his wrist Beirus causes it to expand, revealing some formerly invisible... thing... that had been standing there. The shape of the thing is nearly impossible to describe, but it's roughly the size of a small car, and as the emeralds start to form a thin crust around it, it lets out a sound like grating metal before shattering its emerald shell and being once more hidden from view.
Meanwhile, Smartmouth runs over to The Gentleman and brings her sword down with a surreal amount of strength, not only cleaving her target in two, but also creating a small fissure in the ground where he once stood. From this fissure comes a low rumbling sound, before the same shovel-shaped hand from before bursts forth from it, clearly none to happy about having its future meal stolen. Rumbling again, it lunges at Smartmouth, but she moves away almost too fast to be seen, ending up directly behind the monster with her sword held high, waiting for a cue from Beirus.
(Beirus luk: 4+6+1)
As a long metal tongue emerges from Smartmouth's sword and licks up the last of The Gentleman's blood, a weapon looking like a cat o' nine tails but with scorpion stingers instead of leather straps appears next to Beirus. The stingers move around almost as if they were part of a living creature, and a bright yellow venom flows from the tips, burning away at some of the corruption on the ground.
Well, walk into the castle. Keep gauntlets ready to deflect an attack should one come.
I bet it is some kind of magic keeping the top clear, it could be useful! We should go get it!
follow Jeanna, keeping an eye out for some good stones to throw. ((I need something better than a hat, dammit!))
"let's be careful not to get blasted like that corruption was. Also, I get the feeling that if we took that magic the tower would come down fast, too fast."
I bet it is some kind of magic keeping the top clear, it could be useful! We should go get it!
"let's be careful not to get blasted like that corruption was. Also, I get the feeling that if we took that magic the tower would come down fast, too fast."
"Haha No reward without risk lets go have a look shall we?"
Follow the others and protect them from any monsters.
Gauntlets, gunlance, and hat at the ready, the three of you head through the castle gates and find yourselves in an enclosed courtyard, which is slightly less corrupted than the ground outside. Looking across the courtyard, you can see that the tower that the lightning came from earlier is attached to a large palace by the far wall. You also notice a building to your right, which looks like it might have once housed the castle guard before the corruption overtook it.
((This area is a !!DUNGEON!!, complete with its own shoddily drawn map at the end of the post. I've represented you all with dots that match your text colors, and areas that you haven't yet explored are covered in 'fog' (as in I used a black spraypaint tool over them). Expect most dungeon maps to be poorly drawn, because there are over 300 different dungeons in this game, and drawing that many maps in any degree of detail would take ages. But yay, !!DUNGEONS!!))
Overhead chop with my shield pole weapon thing
(Jenkins spd: 6-1)
(Anthropophage spd: 2+2)
(Jenkins dex: 5-4)
(Anthropophage spd: 1+2)
(Anthrophage dex: 4+6)
(Jenkins spd: 3-1)
(Anthropophage str: 1+4)
(Jenkins end: 5+6+2)
As the monster leaps down from the roof and charges at you, you rush to meet it, raising your shield-axe high for an overhead slash. However, the creature is fast, and it effortlessly dodges your attack before countering with a blow from one of its gigantic misshapen hands. Using your weapon as a shield, you manage to deflect the blow and force the monster back a few feet, although you can see the eye on its chest begin to redden with anger as it raises its fists for another blow.
Go perform a secret action.
Also, still bodyguarding for loot.
You throw yourself over Billy Snow, ready to turn the dial on your coat to whatever type of attack might be launched at him. However, no attack comes, and you're just left standing there giving him an awkward, "I'm-totally-not-naked-under-this-trenchcoat-or-anything" hug.
Shoot the upper end of the "Railing"
(Stickman spd: 2+6)
(Hotellion spd: 5)
(Stickman dex: 5+4)
(Hotellion spd: 3)
(Hotellion end: 2+4)
Thinking quickly, you fire your gun at the top of the stairs and are instantly rewarded with a loud shattering sound as whatever the railing was attached to is reduced to a heap of jagged porcelain shards. The railing itself goes limp instantly, and while it's still quite clearly made of metal, it looks flexible enough that you could use it as a rope if need be.
Wander around. Let's see if effects start after a while...
You wander around waiting for something to happen, but nothing does. Maybe there's something else that has to be done in order for your item to work...
THE GENTLEMAN IS DEAD! FLIMSY WIZARD SPAWNS!(Flimsy luk: 1+5)
Flimsy's waiver transforms into a large topaz scepter in the shape of a human femur. Small arcs of lightning leap out of the end of it from time to time, and by holding it at a certain angle, Flimsy finds that he can use it to focus sunlight into a concentrated golden beam.
Jaenna:
Loot: Red glass gauntlets
Health: Fine
Location: Ruined Palace (DUNGEON)
Toboggan:
Loot: Rainbow trenchcoat
Health: Fine
Location: Fallen Island
Beirus:
Loot: Maaaagic cape, fancy pith helmet, Smartmouth, crabclaw scepter, hungry scimitar, some perfume, tuning fork blades, THE TOWER, Cat o' scorpion tails
Health: Fine
Location: Fallen Island
Flimsy Wizard:
Loot: Topaz bone staff
Health: Fine
Location: Fallen Island
Belkin:
Loot: Gilded gunlance
Health: Fine
Location: Ruined Palace (DUNGEON)
Hakkar:
Loot: Pearl necklace
Health: Fine
Location: Fallen Island
Stickman:
Loot: Windy rifle
Health: Fine
Location: Jungle of Flesh
Billy Snow:
Loot: Bagduy staff
Health: Fine
Location: Fallen Island
Austin:
Loot: Warm hat
Health: Fine
Location: Ruined Palace (DUNGEON)
Jenkins 2a:
Loot: Shield on a stick
Health: Fine
Location: Tanglemaze
Fallen Island:
The island that the first portion of the game took place on, which has since fallen to rest in the center of a ruined and corrupted city. Most of the features that were present on it have been consumed by corruption, but there are still a few patches of jagged emeralds on it in some areas. In the center of the island is an enormous white stele, which seems to be the source of the corruption which has overtaken the nearby areas. This area serves as the spawn point for new players, but is also incredibly dangerous, both due to spawncampers and the local wildlife.
Ruined Palace Gates:
To the west of the fallen island lies the ruins of a great palace, which has all-but collapsed from the weight of the corruption that has grown on it. From the gates in front of it, one can see that a few of the upper portions are miraculously unaltered, but at the rate that the corruption is spreading, one can only wonder how much longer these towers will last.
Tanglemaze:
A short distance to the east of the fallen island lies the tanglemaze, a twisting mess of corrupted houses that now look and act more like a labyrinth than a housing development. As its name would suggest, it's very easy to get lost in, but most of the monsters inhabiting it have no trouble navigating it, being tall or agile enough to climb over the walls instead of going around them. Because of these dangers, looters travelling through the tanglemaze are advised to keep one eye on the walls above them and the other on the road behind them.
Jungle of Flesh:
Looking like it may have once been a business district of some sort, the jungle of flesh is an area of corrupted hotels and skyscrapers, located to the north of the fallen island. The corruption has hit this area of the city worse than others, and many of the buildings have been almost completely grown over, without so much as a window visible through the thick layers of white flesh, which have begun to form a sort of canopy over the streets. Some of the buildings near the edges of the area are still accessible, however, they are frequently used as roosts by the many types of monsters that make the jungle of flesh their home.
RUINED PALACE:Behind the gates of the ruined palace is a large walled-off courtyard, which has barely managed to resist the corruption that rages outside. To the left of the gates is a building that looks like it may have once housed the castle guard, but the most prominent feature of the area is the immense palace at the far end, which is at least a hundred feet high, with a large tower at the top of it that rises another hundred feet still. Looking at it, you remember the reason why you came here in the first place: It must be filled to the brim with goddamned loot!