"Hey, babe! How 'bout we sell the vegetables, and buy ourselves a wagon ride to a better town? I'm tired of living in this shithole..." Seductively asked Skelly.
If she agrees with me, sell the vegetables for money. If she disagrees, then tell her "goodbye" and sell the vegetables by myself.
Visit a bone settler. Maybe he'll be able to do something with my mangled arm. Buy wagon ticket(s) and ride to one of the biggest human towns in this world: Kverisburgh.
Convince 3: Your words probably wouldn't work normally, but apparently she's been wanting to leave the big city for years. That or your charm spell robbed her of free will entirely, which would be kind of creepy.
Sell 4: You help her with the stand and eventually sell everything there. After that, the two of you pack up and start heading off for Kverisburgh!
Find 2: You cannot yet find a healer. Similarly, wagon tickets elude you. You can only do so many actions in one turn.
Stop, drop and roll to put the fire on my left arm out.
Roll 5: The fire goes out completely, and you sigh in relief. However, while you're not in imminent danger your wounds are still terrible. A single wrong step could reopen them.
Ghura sits down at the bar
"Barkeep! Well-done steak and a Reign in Blood for me. At least the last part, uh... please."
(for information, a Reign in Blood is a cocktail with pigs blood as one of the main ingredients)
Order 1: He seems displeased with the way you've chosen to have your steak, but work is work.
Cast 4+2: You have a good looking steak before you. He takes a swig of beer before beginning to mix your cocktail.
Mix 2+2: It appears passable. He says he hasn't made one of those in a while.
“Bugger off. I’m busy.”
Cast Call Beast 2 more times, hopefully summoning more wolves. Have all wolves attack the vile miscreants as I scuttle back to the bar amidst the chaos.
Cast 4+2: Dr. Horrible summons a bigger wolf than last time. it looks downright dire!
Cast 1+2: He also summons a relatively ordinary dog. This uses up all their Mana.
Init:
Dire Wolf: 6+2
Wolf: 5+1
Thug 1: 5
Dog: 2
Dr. Horrible: 1
Thug 2: 1
The wolves burst into action!
3+2v5: The dire wolf tries to just on the first robber, but he evades the attack! He gets a small scratch to the face for his trouble.
2+1v3-1: He is far less prepared for the next attack, which rips a small chunk out of his face!
Annoyed at choosing such a dangerous target, he draws a large dagger from his belt.
5v2: He lunges at Dr. Horrible, and the dagger slams into the wizards upper body! Dr. Horrible feels horrible about this. The thug removes the dagger and gets ready to make another strike.
4v2-1: The dog then jumps at the second thug, and topples him to the ground! The dog begins to claw at his upper body, making a right mess of it.
6: Dr. Horrible takes this chance to escape, bleeding profusely as he does.
2v1: The second thug can't escape the pin! However, the dog's grip loosems nonetheless.
Dr. Horrible makes it back to the bar, and pushes the cart of goods through the door.
"Ah, you're back. Excellent. That looks like a nasty hit you took though. I'll see what I can do, just get over here."
Hm. Research any known spells that steal mana from another wizard, and research who's learned those spells.
Research 3: Your research doesn't go too well, but Mana Stealing spells are somewhat well known. Stopping to swig some booze in a bottle is naturally hazardous, so such a spell would be a great advantage.
Most of them are apparently quite inefficient as they have to overcome latent resistance.
Unfortunately, determining which wizards know what spells is difficult. Most wizards are notoriously secretive and/or insane.
There might be an expert in the area somewhere on campus, but you aren't sure they'd be able to help with your situation.
"I'M IN DIRE NEED OF SOME BOURBON, BARKEEP." Goatsby shouts, as he appears to be incapable of speaking quietly.
Sit at the bar and order the above.
Order 5: He groans a little at the noise, but nonetheless you get ye bourbon.
Stand up, then (so that I can hear the job offer).
Stand 6: Angry at being trampled like this, you firce out your arms and knock down everyone around you. You step over their bodies and finally get a good listening in.
Listen 6: "That was quite the feat of strength, wizard! Are you here to help us eradicate the vile goblin raiders that have been harassing Kverisburgh these past weeks?"
Sounds like a quest to you.
Health: Relatively Normal. Attacks to head may be more effective. Full recovery needs rest.
Mana: 2/5
Drunkenness: 1
Spellcasting: +2
Items:
Bottle of Beer
Spells:
Animate Booze Construct: Animates a dead wizard's corpse under caster's control. It only has its cheapest spell that it had in life available to it (randomly picked from its cheapest spells, if there was a tie). It begins unlife with half health, 5 Mana, no Drunkenness, and no innate bonus to spellcasting. It loses one mana per turn and dies if it ever reaches zero mana. Former booze constructs cannot be reanimated. If a booze construct kills a mage, the random spell goes to the booze construct's creator, not the booze construct (unless the booze construct is its own creator or the booze construct's creator is dead, in which case the spell goes to the booze construct). 3 Mana. Don't expect most of these things to be true if you roll low.
-Inebriation Ray: Forces a target to suffer the same effects that they would undergo if they drank an average bottle of booze (+5 mana, +1 Drunkenness). Works on things that can't normally drink booze. 1 Mana. Difficult to target self.
-Contingency: When a certain condition is met (set by pm when this spell is cast), a spell that the caster of this spell knows (which must be paid for and chosen by pm when Contingency is cast) comes into effect. Only one Contingency per caster may be in play at once, although Contingencies persist after a caster's death. Mana cost varies from 1-3 Mana before spell choice based on complexity.
Allies:
Booze Construct #1:
Health: Imperfect booze construct.
Mana: 1/5
Drunkenness: 0
Spellcasting: +0
Spells:
Clean Target: Makes target less dirty. Don't expect miracles. 1 Mana.
Health: Upper body lightly burned. Legs lightly burned. Second degree burns. Condition stable.
Mana: 5/5
Drunkenness: 2
Spellcasting: +2
Items:
None
Spells:
-Giant Crushing Bone: Summons a giant bone above the target to crush them. 1 Mana.
-Summon Giant Golden Buddha: Conjures an animated Giant Golden Statue of the Buddha. Level of caster control depends on roll. 2 Mana.
-Ancient Egyptian Laser: Can be amplified if fired using an appropriate item. 1 Mana.
-Cure light wounds: Higher rolls cure more effectively. 1 Mana.
Health:
Mana: 1/5
Drunkenness: 0
Spellcasting: +2
Spells:
-Protect Using Reflective Shield: Target is covered in a shield that may reflect attacks. 1 Mana.
-End the End: Open ended effect. 3 Mana.
-Become Undetectable: Caster temporarily becomes undetectable. 1 Mana.
Health: Large gouge in chest from dagger. Heavy bleeding.
Mana: 0/5
Drunkenness: 0
Spellcasting: +2
Items:
Tequila Shot
Vodka Shot
Push Cart: Stacked with 1 Box Wizarding Whiskey, 1 Box Wizarding Wine, and 1 Box Bewitched Beer. Delivered sucessfully.
Bag of Cash: Much lighter than before.
Spells:
-Call Beast: Summon a Beast. 2 Mana.
-Induce Sobriety: Target becomes less drunk. Self casts may only remove partial drunkenness or give a hangover. 3 Mana.
-Drain Mana: Caster drains Mana from target. Contested roll. 2 Mana.
Allies:
Summoned Wolf:
Health: Larger/Stronger than average.
Health: Right arm severely mangled.
Mana: 0/5
Drunkenness: 0
Spellcasting: +2
Items:
High Quality Mug
Two Bottles of Beer
Lots of cash money from selling veggies&such.
Spells:
Summon Skeleton Warrior/Archer/Rogue: Unless high roll, type is chosen at random. 1 Mana.
Banshee's Scream (Type of damage is Sonic/Morale, can blow off limbs/explode eardrums/brain and/or make the target panic for one turn) Low rolls may damage user. 2 Mana.
Charm Person: Makes target more amenable to caster. Works best on NPCs. 1 Mana.
Health: Ordinary.
Mana: 5/5
Drunkenness: 0
Spellcasting: +2
Items:
Bourbon
Spells:
Prismatic Spray: Sprays a variety of vibrant colored sparks. Very distracting. May blind at close range. Potentially dangerous at higher rolls. 1 Mana.
Bolt of Change: Changes the target into a chosen thing. Usually temporary. Willing targets may be cheaper to change, though living targets are harder to alter nonetheless. 3 Mana.
Summon Aberration: Summons a creature which is rather unusual. These tend to not operate under the usual rules of physics, as well as having bizarre physical composition. Especially powerful summons might not have to listen to you. 3 Mana.
Health: Ordinary.
Mana: 5/5
Drunkenness: 0
Spellcasting: +2
Items:
Well Done Steak
Reign in Blood(Cocktail)
Spells:
Call Dire Beast: Essentially a more expensive version of Dr. Horrible's spell. More likely to summon stronger creatures. 3 Mana.
Dragon Aspect: User takes on the aspect and power of a dragon. 1, 2, or 3 mana. Greater expense of mana gives higher results, akin to using more words for the shout.
Enhance Food/Drink: Makes food and drink more nutritious, fulfilling, and tasty. 1 Mana.
Inactive Wizards:
Health:
Mana: 5/5
Drunkenness: 0
Spellcasting: +2
Favored Drink: Whiskey
Items:
Exceptional Mug
Spells:
-Conjure Whiskey inside Target: Quantity, quality, and danger vary. May be resisted. 1 Mana.
-Conjure Mug: High rolls make better mugs. Better mugs may reduce Drunkenness received. 1 Mana.
-Boil Alcohol: Boiling alcohol inside a living thing may be difficult. 1 Mana.
Health: Fine.
Mana: 5/5
Drunkenness: 0
Spellcasting: +2
Items:
None
Spells:
Magic Shield: Conjures a physical shield with magical properties for the caster. 1 Mana.
Throw Magic Fire Shield: Lights a Magic Shield on Fire and launches it at high speed. 1 Mana.
Magic Shield Wall: Creates a defensive magical wall to protect the user. May protect nearby allies as well. 1 Mana.
Health:
Mana: 5/5
Drunkenness: 0
Spellcasting: +2
Favored Drink: Apple Cider
Canteen of Alcoholic Apple Cider
Spells:
-Liquidize Organic Material: Turns living or formerly living things into liquid. Tends to be resisted. 1 Mana.
-Become Canine: Target temporarily becomes an animal of the genus Canis. High rolls mean stronger animals or choice of animal. 1 Mana.
-Aid Sleep: Target becomes more drowsy. 1 Mana.
Health:
Mana: 5/5
Drunkenness: 0
Spellcasting: +2
Favorite Drink: Whiskey
Items:
Discount Card: Willie gave you this.
Spells:
-Chain lightnings: Fire bolt(s) of lighting that spreads to nearby targets. Indiscriminate targeting. 1 Mana.
-Animate undead: (Re)animates a corpse or skeleton. 1 Mana. May have multiple targets.
-Detect whiskey: Informs caster of nearby whiskey. High rolls detect other alcohol as well.
NPCs:
Name: Ein Parsons
Health: Normal.
Mana: 5/5
Drunkenness: 1
Spellcasting: +2
Items:
Twisted Staff
Spells:
-Physical Return to Before: Makes the target become as it was in a specified time in the past. Resisted by living things. 1 Mana.
-Conjure Chosen Refreshments: Creates food and drink based on what the caster wants. Creating alcohol this way is difficult. 1 Mana.
-Get out of my bar!: Target(s) are teleported out of the casters location, provided that said location is a bar or pub the caster owns. 1 Mana.
Name: Willie?
Health:
Mana:
Inventory:
Spells:
Sorry for inactivity. I'll drop off for a while, so you can keep me in Inactive Wizards section.
(That's fine, feel free to come back whenever.)