((Most of the roll is complete, so I'm going to add Pencil_Art's action and auto Caellath. I hope that's okay.))
Roll 24a
"M-memories...."
Grab one of the yellow mushrooms and eat it.
Lily: Wait, the person--Too late. By the time she reacts, you've tossed it into your mouth. It tastes incredibly bitter, so you gulp it down in one motion.
Lily: Okay, well, I suppose it doesn't matter now.Lily turns to check Zikal's progress. She chants something once she gets the blue ink and makes the cards, tinting your vision yellow (see below).
[6][5] As for the yellow mushroom, it doesn't seem to have done anything about your amnesia yet. Your vision is a bit cloudy though, that's not cool.
...
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 an uncharged Quickbow (Attack power: 1. Can fire twice per turn. Charging it allows you to fire two arrows per attack, four in one turn)
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
"I am an adept, yes. I'll try to get some blue ink."
Try to remember a bottle of blue ink, primarily from my time at Saltar.
+1 positive die because... well... art is TECHNICALLY literature~[3+1]/
[5+1][1+1] As an ex-nobleman you have quite a bit of experience with the workings of the artisans, especially those hired by your... eccentric mother. She would often hire painters from across the Empire who typically brought with them unique styles and methods. Of course, one of the arguments levied against your inheritance of Saltar was that the foreign art styles your mother endorsed had corrupted your childhood and turned you into a barbarian.
It is quite easy to recall a paintbrush coated in blue paint. Or twelve.
Lily: That's perfect, thanks! Now, to write the card...(3+1)(6+1) She scribbles a couple of runes on the blue-colored morphcard, and then holds it in her right hand, with another Automorphic Barrier in her left.
Lily: I wrote these in the language of the ancients, so you won't get a word of this. Here goes nothing...She chants in some incomprehensible gibberish. Immediately, the cards vanish into dust and your vision becomes tinted yellow.
You look down at your hands and find that they've been covered with a glowing yellow boundary.
Lily: We got an hour to get to the trees. That should be more than enough time. Now come!...
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
Look around, and see if there's any organic matter nearby. While doing that, peruse the idea of giving the slime legs. If this is possible, use said organic matter to give the slime legs for mobility.
You've left the marketplace, but there's bound to be organic matter there. Most of the food will go bad anyway in the heat, so it's not technically theft.
[1+1][6+1] You are able to recall some food from the marketplace. It's difficult to make a slime out of memorized material (-1 to all dice), but the light of Ash strengthens your mind and allows you to do all sorts of things you would never expect. ((You can use Ignithas as an Adept even if your specialization is Aganis, by the way.))
The black slime protecting you is a half-dome connected to the ground. If you were to give it legs, you would have to make its bottom rigid, somehow, and the boneless legs strong enough to carry three people. You could simply use the legs to move the dome around and walk beneath it, but according to the old Adept the bubble is held open by air pressure. If you lifted it the whole thing might collapse, so you'd need to reinforce it with your own power.
Of course, whatever the material is, it seems to be keeping out the Ashrays quite well. You entertain the idea of simply wrapping yourselves in the material as a cloak.
...
You hold some memory-apples (strong)
You have a green poison slime with Paralysis toxin
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
Waiting on action...
...
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
I toss the book in my hand into the sack and slowly walk towards the thief, speaking as I do so.
"I ask you again: Why are you collecting these books? Really? Is it really what you want to be doing with your life? Are you sure that this is who you are meant to be?"
I stop as I near him, and again, extend my arm out towards him once more.
"Everyone deserves a chance for redemption. Just take my hand."
A band of about six bandits show up behind the headband guy. They all seem perplexed by your appearance. You don't radiate light, but a white shilhouette is striking nonetheless.
Headband Guy: Wait what? I... so it's true then. My whole life I'd--
One of the bandits behind him speaks.
Suspicious Thief: Wait hold on, angels don't have tails...
Another Thief: These books go to the orphans and poor! We sell 'em at discount prices
Interjecting Thief: Dead Silence!
That last criminal must have cast a spell tome or something, because everything goes quiet. You weren't able to identify which one in the crowd did it. The whole band starts smiling. One of them holds out a finger as if to signal an attack, and another pulls out a gun.
The headband guy backs away from you, revealing something shining underneath his sleeve. It's some sort of speartip or arrowhead. He holds his arm up toward the ceiling.
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 4th hour after noon. Ash is blazing bright in the azure sky, burning all exposed objects and adding +1 to all die in a thoughtform roll (even indoors).
Expected end of Ashstorm: 7th hour. (Next hour: Turn 32)