Wipe the sand of my eyes exit the barrier use a spell if required the spell is simply meant to dissolve the barrier look around.
You rub your eyes furiously and try pick sand grains out individually, but end up damaging your eyes irrevocably. Your eyes water and tears flow endlessly as your body futilely tries to protect your eyes. Well, that sucks. And hurts. Feel free to scream and squirm.
You feel around a bit and discover that the barrier didn't follow you here. You are free and unhindered (with exception of your tearing eyes).
Soleus thinks to himself :
("I should really see Noel for some counseling...")
Once everyone is down there, he analyzes the surrounding. Plain normal trees. And trees. And trees.
Woah, it's a forest. Groundbreaking.
He shakes his head in frustration :
"Guess it's up to lady luck to help us. We will first search toward the direction opposite to the village, on the lookout for anything peculiar. Anything. Even something plain and mundane, if it ever reminds me something, it would be a win."
Begin searching randomly in the direction opposite to the village, all together.
Your group wanders slowly forward, heads turning looking for any signs of... something. Soon after you begin descending from hilltop down to valley you notice how trees in this valley are very different from what you saw above. Trees are bearing plenty of unknown fruits and berry bearing bushes litter ground. A small brook of crystal clear water flows downhill happily. This entire scenery opening before you fills you with serenity.
It doesn't last long however. You hear a crash behind you. Tec has fallen down on his face and hasn't noticed it yet himself. His legs move as if he were still walking on flat ground, causing him to kick ground repeatedly. Brian and Noel keep walking forward at slow pace.
"Better idea, I will take 1 opal and 1 emerald, that is all I ask about the gems, Oh and think of me as a business partner we can split all money 50/50"
"That sounds arrangeable." The lord relaxes considerably, as do soldiers but to lesser degree. He orders one of them to retrieve biggest opal and emerald from warehouses. "Ah, our gemstones are raw, uncut and unpolished. I hope this won't be an issue...?"
Hmm.
If Samuel doesn't activity, dibs on all his stuff.
You greedy metagaming bastard. Go get them.
Dominic casts Explode Sea Monster three times. Then he sits on the floor and sobs for a while, knowing what comes next.
Then he casts Produce a Checklist Parchment with plan for escaping sea monsters and storms.
Provided that doesn't kill him or put him in the worst situation ever, he also casts hey! Look Over There! at the sea monsters, resigned to the fact that this will very likely draw their attention straight to him.
((I hope My CenTreepede doesn't get swept away, or lose all my luggage. that would be sad.))
"Shoot! I forgot I had that Doombox! I bet that would have helped. Damn. Godspeed, Centreepede. Godspeed! No, dice, that wasn't a spell!"
2. Pulsating white light fills the room. At first you cannot detect its origin, but after swinging your hand around you realize it comes from your own forehead.
2. Floor planks beneat you creak as fresh plants grow through cracks and make their own. It seems like every room you can see has full field of wheat growing in. Every second a bunch pf grains pop and new ones grow to replace them.
2. A small model boat appears on nearby table. Its left side is broken. On mast floats a black flag featuring a skull and crossed bones. On its bow rests rather erotic mermaid statue.
All right then. You try to hold your tears as you prepare for next spell.
1. As expected, the parchment fails to come. What you do get is hundreds triangular pieces paper floating in miniature whirlwind around you. They fly around you rapidly and cut your skin and clothes whenever they make contact, which is pretty damn too often. It takes far too long for you to realize it is not going to disperse and step out of it.
Well now. You have a small whirlwind in your house. A whirlwind capable of cutting through all fabric. Blood trickles from hundreds small cuts painting your shredded clothes red and heavy. Pain from all those small cuts quickly accumulate into notable distraction.
Smell of your blood drives the shark into frenzy and it flies/swims straight through doors too small for it, in from one side and out from another. This causes some serious damage to it, but also makes wide openings for further attacks.
((Enforcing 4 spells per turn limit here.))
Clouds above grow darker and wind picks up.
Um, I don't know, just teleport that enemy somewhere else. Then figure out where exactly I should be making that land bridge, I guess. Using magic if need be, but hopefully common knowledge suffices.
And of course, try and think further on where those answers I was promised are. T'was part of the deal, after all.
5. It's gone. You don't know where and you don't care either. Hopefully it won't become a problem in future.
Common sense prevails! So, location of the bridge. The Empire is pretty much surrounded from every direction by inpassable barriers. In west there's ocean (not really impassable, it's just that wandering too far from shores tends to drop you off the edge). In south is jungle and another edge that one really shouldn't try to pass. In east is Arkea Kingdom, impassable in sense that border is watched closely. And whole north border is entirely along the Great Bay ((or whatever I called it previously. I can't remember and can't be bothered to look for it)). So there's easily almost thousand kilometers worth of shoreline where to put the bridge.
Most beneficial location would probably be between any two port cities, but you think that might be too dangerous for you. So... maybe in vicinity of some city without daily boat traffic, not too close to be noticed outright, but close enough to BE noticed eventually. Maybe closer to west end of the Bay? You may need to consult your maps ((which I should draw)), but there are few options.
And common sense continues to prevail! Magic, or its representative or whatever, did make promise. Information within hands reach. You don't see anything physical that would contain promised information, so you must assume it is in immaterial form. So what immaterial is within arms reach? Yourself, at minimum. Your memories. Your knowledge. It didn't sound like you already had the info, so maybe it's not in you? What else you have? Enchantments. And only enchantment that provides information is the one Soleus made, the magic communication. While the enchantment doesn't provide information by itself, the people who are connected do. Maybe... maybe Soleus or Arken knows something? Technically they
are within arms reach...
Future Wild Magic (8): 4 3 2 1 2 5 6 6
Mind:
Knowledge of best investigator in the world
Skills of best investigator in the world
Basic spear training
Body:
Lung issues
Blinded: Self inflicted
Echantments:
Artifacts of power:
House:
Home?
Followers:
Other:
Legend of imperial investigator
Quest: Mage hunt
Distractions: 1
Future Wild Magic: 2 5 1 1 6 4 5 6 2 2
Body:
Green dragon
Echantments:
Artifacts of power:
House:
Followers:
White dragons: 2
Other:
Quest: Burn magic
Mining town of Lord Swellingham
Business partners
Future Wild Magic (8): 1 2 3 1 4 5 1 5
Body:
Mane
Echantments:
Magical video conference between Arken Frost, Samuel Marr and Soleus Arendar
Artifacts of power:
Eye of Forbidden Sight
Flying villa:
Expanded land
Controlled by magical orbs
Holographic command room
Fully shieded with forcefield
Protects from: physical forces, repel
Unsteady small elevating platform
Servants:
Huge bearded butler: Joshua Higgs
Young pervert butler: Brian Klein
Foul mouther maid: Noel Peck
Silent statue maid: MARIE CONLEY SIR
Followers:
Magical mail order wife: Anna
Damn perfect
Golden wedding ring
Nature of self
Steel golem: Tec.
Wings
Electrically charged
First Commandment: Protect Anna
Second Commandment: Keep some distance, you walking tazer.
Having issues
Other:
Aspiring educator
Golden wedding ring
Memories stolen
Book: Excavation of Zaaerath
Quest: Destruction of memory thiefs
Future Wild Magic (9): 1 3 4 5 2 3 2 1 1
Body:
Pulsing light on forehead
500 papercuts
Shredded clothes
Echantments:
Protection from Giant Orange Juice Barrel
Communicate with Giant Orange Juice Barrel
Reflect Spell
Artifacts of power:
8 Seeds of defiant life
Giant wooden centipede mount: CenTreepede
The house:
Comfortable
Three stories
Kitchen: Bit burned
Wheat grows through floor planks
Popping
Papercut whirlwind
Front yard:
Sucking mudfield, charmed
Iron bed (torture device)
Wooden bone throne
Two green man blocks
Followers:
Other:
Scale mail pants (appearance only)
Quest: Resurrection trees for capitals
Flying great white shark
Frenzy
Hurt
Flying giant squid
Promise of storm
Broken miniature pirate boat
Distractions: 1
Artifacts of power: Interactive worldmap ball
So damn heavy
"Doombox"
Controlled
Mark of Green Man
Now playing Traveling crapsack
Multilegged
Charmed
Other: Grotesque statue of dead mage
Carved poem of "Wild Magic" on pedestal
One step ladder
Mapball holder log
"Wild Magic for Dummies" pamphlet
Long drinking straw: Blocked
Future Wild Magic (11): 4 2 5 4 1 6 6 5 4 6
Body:
Clothes: Burned
Bandaged: Burned too
Touch of Phoenix: Flaming red hair and eyes
Hairy
Echantments:
Magical video conference between Arken Frost, Samuel Marr and Soleus Arendar
Fire breath
Artifacts of power:
Whispering Staff of Earth (1d4+2)
5 Balanced spell scrolls
Calin's Shredder
Heartbane
Scroll of Teleporting [5]
Scroll of Summon Weapon [6]
Tent in Tenhe:
Ward of Ignorance
Ancient tower:
Something is missing
Reinforced impenetrable stone dome
Hidden gate
Grid of miniature suns
Simple boulder sentinel
Five simple golems
Siege engines
Silly face carriage
Ermonous animated granite statue of Samuel Marr.
Broken arms
Granite statue: This is a ermonous granite statue. All craftsmanship is of the highest quality. It's encrusted with diamond, ruby, quarz and gold. On the item is an image of Calin the Crime Lord. Calin is missing arm. Calin is crying. This artwork relates to thievery of Calin's Shredder and subseguent mutilation of Calin.
Mystery plant in iron and fire cage
Ward of Ignorance: Dome undetectable to Calin and those who associate with him
The Forest: Now Ashlands
Ashlands: Two huge broken stone arms
Ashlands: Forest gone
Ashlands: 9 treasure boxes
Ashlands: Brand new tree
Ashlands: Pond of flesh
Followers:
Other:
Lots of maps
Three empty paper sheets
Owner of Calin's severed arm
Book: Autobiography of The Most Glorious King Cotlal the First
Pair of sandstone cubes
Quest: Terraforming path
Future Wild Magic (8): 6 6 2 4 5 2 2 6
Body:
White dragonish scales
Echantments:
Magical video conference between Arken Frost, Samuel Marr and Soleus Arendar
Ageless
Immortal
Shapeshifter
Artifacts of power:
Staff of Generic Crafting [2d3]
Slippery scrying orb
In a loose fitting copper bowl
Personal teleportation bracelet
Grand Kinetic ring
The Fortress:
Flying
Reconstructed
Skeletons in closet
Precision mining beam
Impressive architecture
Intelligent
Self-replenishing
Self-modifying
Overtly helpful
Throne room
Ornate skylight
Mage's workshop
Self-replenishing
Containment circle
Dispel array
Forge
Inhabitants: 20
New species
Not so polite
Personal teleportation bracelets
Monster army
Tied to fortress's power
Chrome shelled
Followers:
Laudata
Other:
Quest for godhood: In progress
Quest: World war
Small Favours
Glimpse of magic
Other:
Damn hot
Firstborn of new species
Minor arachnophobia
Artifacts of power:
Personal teleportation bracelet
Kinetic ring
Echantments:
Shapeshifter
Strategic genius
Followers:
5 giant demon wolf golems
Army