((For future reference, damage done to bodyparts by different damage types (burning, bruising, slashing, etc) will add up, so if you take 2 burn damage and 2 weapon damage, you only have 1 hit left on that bodypart.))
Roll 20
"Thanks for that." I should probably be more careful in a cultist hideout.
Look for something to clean the bloody dagger, then cautiously listen further near the suspicious door.
The blood seems to be trapped inside channels between the dagger's teeth. It'll be difficult to clean it without water, which you cannot locate anywhere inside the hideout. The dripping from beyond the iron door is likely coming from running water, though.
[4][5] You hear faint movements from beyond the door, as well as a barely audible sigh.
Wilhelm tries to start a fire by bashing some weapons together over a lamp. But something happens and you find yourself blacked out momentarily. When you wake up, you are heavily burned, and the iron door seems to have been blown inward off its hinges. The door is now a crumpled mess against the far side of the chamber it protected: a small rocky cave with a pool of water to one side, with water pouring down from a spring in the ceiling. Mushrooms grow along the banks of the pool and glowing fungi along the rough cave ceiling.
You hear a girl sobbing inside the cave.
...
Your whole body is burned (1)
...
You have 3 black empty tomes (black tomes must be written in red ink, and gain +2 positive dice if inscribed with an illusionary spell)
Silent Wind of Night: Dispells all nearby items and detatched effects, regardless of origin. Shapeshifts, summons, and polymorphs are unaffected.
Phantom Lake Essence: Dark tendrils emerge from the book, ensnaring enemies that fail to dodge.
Unending Phantasmagoria: Dissolves a dead body to create a reanimated ghost in place of this tome. The ghost can use Shadow Blink and drops a black spell tome upon death.
You have a stack of spell tome pages and a black cover
You have a bloodied ceremonial dagger (Attack power: 3) (attaches to target and Drains it, suppressing it) (remembering a memory teleports this weapon to your hand)
You have a Beech Javelin (Attack power: 3 (thrown), 1 (stab))
You have 10 Javelin memories (lucid)
You have about thirty Hours
You have a royal goblet, a golden watch, and some jewelry
You remember the Lady of Winter
You remember a giant eye
You remember many pixies
You remember a band of Arinthian soldiers and some bandits
You remember a bandit sinking into the ground
Traits and Skills:
Forest Ranger
>Gain +2 positive dice when navigating and moving through the wilderness, as well as performing stealthy actions
Javelineer
>Your targets get +2 negative dice when you target them with a javelin
Noble's Education
>Gain +1 positive dice when learning from writing or conversing about literature
Shapeshifter
>You have unlimited strong memories of forest animals
Cynical
>Others will press any advantage...
Xenophobe
>Foreigners always disappoint
try to find soething to make some light. carefully inspect the armoury for any good stuff
[5][5] You pick out a wicked halberd (2ap, long reach, gets +1 positive die to offense rolls vs targets that can't close the gap),
a steel crossbow (5ap, but cannot be charged during combat),
and an ornate bow carved out of some ruby-like substance, glamorously reflective despite the dim conditions (unknown).
[6][6] You thought for sure that there would be a storage room with food and more importantly some cooking tools or oil, but alas there is not. Perhaps it's behind the big iron door. You check some of the lanterns on the wall instead and fortunately, there is oil inside. But you need something to ignite it with. You decide that bashing two pieces of metal together would be the best way to do it, so you take two trash weapons from the armory and create a spark over an open lantern.
The next thing you remember is there being a great big fire, and yourself being thrown away from the wall by some huge explosion, just before blacking out.
When you wake up, you feel burns along your entire body, as if a single spark had just ignited all the air in the room. Curiously, nothing seems to be ablaze, although there has been other damage to the items in the hideout. The library is a mess, and the weapons in the armory have been scattered about. The iron door has been ripped off its hinges, blown into a small cave on the other side.
You also hear sobbing, coming from a young woman inside the cave.
...
Your whole body is burned (1)
Your left arm is bruised (1)
...
You have a schematic of an iron arrow trap
You have a steel axe (Attack power: 1) (Deals piercing damage if the attack connects but fails to pierce)
You have an iron mace (Attack power: 2) (If the target has less than 2 damage, deals piercing damage)
You have a charged large greatbow (Attack power: 3 (charged), 1 (uncharged)) (charging takes one turn of preparation)
You have 13 arrows in your quiver (Attack power: 1)
There is one recoverable arrow near the Old Fortress Mound
You have an important scroll in a copper cylinder
You have about one hundred Hours
Traits and Skills:
Man of Steel
>Gain +1 positive dice when using melee weapons
>Your opponents get +1 negative dice when attacking you
Fists like Hammers
>Gain an additional +1 positive dice while unarmed
Bow Mastery
>Your targets get +2 negative dice when you target them with a bow
Illiterate
>What's a book?
Amnesia
>You have forgotten many things
The mercenary keeps the man properly pinned under him, not in the mood to let his catch escape again. "Trying to fool me then running away hasn't endeared me to ya. Now, I want a good and proper explanation before things get nasty, ya get me? What are those papers, why can't they reach the Office?" Leonhard asks with the stare of a man who has killed dozens and isn't going to shy away from adding one more to the count in case things don't go his way.
Hopefully some proper exposition.
Astrologer: A lad like you wouldn't know what we're talking about, but if you won't kill me I'll give ya a lecture. See, last month a Zin by the name of Ilya Motorov presented a paper to the Office analyzing discrepancies between modern and historical records of the moon's appearance. He was promptly murdered by an infamous mercenary named Kari, along with the reviewer in possession of the paper at the time.
Astrologer: The Kaiserin's investigators traced the contract back to an Elvish astronomy circle in the state of Wallace. High King Lancaster ordered the circle to desist, which they supposedly did, so I went about trying to replicate Motorov's findings and submitted a paper just two days ago. But yesterday, somehow, an attempt on my life was made again by that vile mercenary. She claimed that she was contacted again to make sure those papers disappear. My papers were in my friend's possession at the time, so I tracked him down to this city and came to warn him, and to get rid of the papers.
Astrologer: You see? My actions were all in good faith, I swear! The bartender only died because he escalated the situation. He took my gun right outta my hand! I had to keep the guy from shooting me with it.
The young man from before (who was also invited to the palace) shows up, having tracked you to this location somehow. Could it--no, Kari is a she.
...
You have a Zweihänder slung on your shoulder (Attack power: 4) (can only be used offensively every other turn)
You have a Katzbalger (Attack power: 2)
You have an arquebus (Attack power: 3) (Your opponent gets an extra positive die to dodge)
You are wearing light plate armor (incoming attacks lose 1 attack power if over 1)
You have about one hundred and fifty Hours
Traits and Skills:
Charisma
>Gain +1 positive dice when speaking with others and persuading them
Veteran
>Gain +1 positive dice to defense rolls, and your enemies gain +1 negative dice to their defense rolls
Swordmaster
>Gain +1 positive dice to attack rolls with long, bladed weapons
Sharpshooter
>Your targets get +1 negative dice to their defense rolls
Noisy
>You get +1 negatice die to stealth, and an additional +1 negative die if you are wearing armor
Old Pains
>In cold weather, without thick clothing, you get +1 negative dice to all actions
Make the slime stick to my shoulder, and form another slime, this one being acoustic. It stores air in a chamber inside it. With it, ask the person what is going on. (No idea how I should make an acoustic slime.)
Hmm. Look for other moss and lichen, and if that is not enough, then take apart the other one.
[4][6] Using what you know about acoustics, you design a hollow slime with a large, resonant cavity inside of it. Since you can't easily control the shape of irregular spaces in a slime, you can only make it mostly spherical. As such, it will only resonate with sounds as low as those created by blowing over the neck of a jug. However, it will be sufficient for your needs. You add a tongue and an opening in the top that allows the creation to draw in air.
You need material for this slime, [6][1] so you scrounge about for spare material. There are many horsecarts present and most of them are filled with straw, so it is easy to find discarded straw strewn about on the ground. You gather what you can up into a bunch, and then commit the design.
Your actions draw some condescending looks from nobles and burghers that saw you picking straw off the ground, since they cannot really comprehend what you are doing.
But with the new slime, you are capable of speech. You are limited to the lower octaves, and your voice really doesn't sound human. Still, for a man who could never talk his whole life, it is quite a surprise that you even got it to work.
You walk in on the soldier, who is currently interrogating some criminal on the ground.
((He's Caellath, so I'll have to leave the dialogue to you two))
...
You have a green poison slime with Paralysis
You remember a red, blue, and a green spell-slime (weak)
You have a spiny walking stick (Attack power: (attacking head) 2, (attacking other parts) 1)
You have a silversteel falchion (Attack power: (on odd swings) 3, (on even swings) 2)
You remember your time in the wilderness well
You have some sandwiches and citrus
You have a Sprite Trap, labelled with the words "Samantha Magdelene, professor at U.T"
You have seventy-five Hours
Traits and Skills:
Mystical Learning
>You can create and cast simple (complexity of 1 or less) Aganis spells on the same turn. Spell complexity:
+1 if range is longer than 1-2 yards
+1 if multi-target
+1 if effect lasts more than a single turn, or if a creature is created
+1 if created creature is more complex than a slime
Animal Handler
>Gain +2 positive dice whenever animals are involved, unless you are hunting them
Wilderness Survival
>Gain +2 positive dice for actions involving gathering natural resources, starting fires, tracking, and other survival skills
Photographic Memory
>Weak memories become strong if you successfully cast them the first time
Cannot Speak
>Silence is golden
One-Eyed
>Your targets gain +2 positive dice if you attack them from a distance
Move closer, that looks interesting. Watch what happens and where they go.
[4][5] You remain hidden.
The girl appears to say something and returns the knife to her sleeve. The manta ray then leaps in and devours the victim as the girl walks away.
After the ray is finished, the girl steps on the creature again and starts heading toward the university, leaving behind the screaming peasants and burghers. They encounter a squadron of guards, so the manta takes to the rooftops by apparently clinging less than a foot off the wall and pushing itself upward with its tail. They continue in your direction, eliciting much commotion among the pedestrians.
You hear a conversation below you happening. It turns out to be taking place on a raised deck connected to the building just under the roof upon which you are standing.
Person A: Now this is one of my most recent acquisitions. It is a spellbook that can be cast as many times as you want, although you must recite an incantation to trigger it unlike most tomes. Do you wish to try it?
Person B: I would be glad.
You hear the book being handed over. Person B mutters something in Ontic:
"Illuminate the path before me"Person A: It seems you're expecting it to work by itself, but that's not the case. You have to think in Ontic, not just pronounce the syllables.
Person B: Uh, alright then... Crumpets! Tea! Tally ho!
Immediately, you notice a white light emanating from below the roof. You see its projection on the wall of the building across the street.
Person A: You've summoned the spirit inside the book. You can ask it to change the mind of anyone you want, and if it agrees with you it will do it. Do not mock it, though, or it will make you forget you ever had such power available to you.
Traits and Skills:
Secret Powers
>DoOOoobillidabidydappidydap dipigillidydapda!
Current Stat Modifiers:
+0/0 positive dice to attack rolls
+0/0 negative dice to enemy attack rolls
+0/0 positive dice to defense rolls
+0/0 negative dice to enemy defense rolls
It is the 3rd hour after noon, and the Twin Suns are obscured by a cloudy blanket. (Next hour: Turn 22)