"Huh, talking was all for nothing anyway."
Try out ye key on the North door. If it works, head into the next room. If it doesn't work, try the other door.
You try both doors, the north first and the East second. Neither open with the key. In fact the key doesn't even fit in either lock; it is too big.
Knock on the door and ask outloud if they can open the door since I'm in a hurry. If it doesn't open, try to shove my way through the walls or shooting them until they collapse.
Name: Isaac
Gang: Shadow Alliance
Health: Fine.
Stats:
Potency: d6
Memory: d4
Strength: d2
Dex: d10
Speed: d8
Vitality: d6
Endurance: d6
Intelligence: d6
Awareness: d8
Inventory:
Silver Knight Armor Set
Metal Greatbow and many wooden arrows with metal tips
Steel rod
Mark whole body
Delay
Fist Aura
Black biometal
Fire
Alcohol
Dome
None of this works. Though when you try to destroy the wall you feel a soul chilling sense of dread like someone pressed the barrel of a gun to the back of your head.
Look for clues regarding the hourglass. Ponder it's significance, in light of both the religious imagery from the doors, and the trappy nature of this building. Try to reason out what kind of effect rotating it might activate, aside from the obvious one of "Metal filings in bottom are now in top, seek bottom, gravity assisted."
ammo enchanted with [when inflicting damage][distortion dust][shockwave]: rolled a 2: "You make...something" "It has a white glow to it, but thats about it in terms of changes you can see."
8 Potency
8 Memory (20 word deck)
4 Strength
6 Dexterity
4 Speed (upgraded)
6 Vitality
6 Endurance
10 Intelligence
4 Awareness
inventory: Steel rod, crossbow, 50 bolts
feline
blast wall
blast wall
shockwave
Distortion Dust
Whale
Black Biometal
Crow
Wood
When inflicting damage
When inflicting damage
Book
Container
Rubber
Alcohol
Steel
Delay
[2v4]
Uh...well...it does time stuff?
Onwards.
Name: Ventriloquist extraordinaire Abu Hajaar
Description: A scrawny enlistee of vaguely Middle Eastern descent. Permanently in over his head, slightly confused and wondering just how he got into this mess. Will reluctantly but reliably follow orders from his commanding officers and do his best however.
Somehow managed to end up far away from home in 'Nam to fight the commies. This left him confused. Then he got teleported to this world of mystery and magic. This did not help matters.
Gang: Ridiculous Rhomboid
Health: Fabulous.
Magic jazzhands:
LightSource, polymorph whole body, steel, LargeFirearm(2), Ammunition(2), Clockwork(3), Many(4), Repair(3), Cloud(1), Wall(1), FireForward(1), float/fly, Bone, flesh
Current Inventory
1 X Guard's rifle
51 X rounds for guard's rifle
1 X recoiless rifle [4/6]
1 X revolver (6/6)
1 X Spiffy Uniform (formerly bloody guard garb), now with some fire and acid resistance
1 X Former Alchemist's uniform (janky)
1 X long pole
1 X plague mask
1 X basic med supplies
3 X birdhat
1 X Atatatata's taxidermied corpse, 'Abdul A. Abdul'
1 X Midsummer's kitten taxidermied corpse, 'Her Royal Highness Angela III'
1 X Maurice's not-yet-taxidermied corpse
Ropes, ten foot collapsible poles, climbing gear, first aid kits, etc,
Pouch o' bombs
Block o' steel
Sign from the Unreal ("DANGEROUS OFF PATH, BUT DOES LEAD TO OTHER PLACES")
Stats
Potency: d10
Memory: d6
Strength: d2
Dexterity: d10
Speed: d6
Vitality: d8
Endurance: d6
Intelligence: d6
Awareness: d8
You sling the rifle back over your shoulder, teeter a bit as it threatens to unbalance you, and then walk forward into the woods. As soon as you pass through the boundary of the first trees you feel something very different here. A sort of coolness that makes your skin crawl, like the feeling of stepping in something gross and unknown. The trees look normal, about normal size, deciduous, more gray than normal. Everything was more gray than normal, borderline monochrome. The air feels stale and heavy. There's no sound other than the crunch and crack as you walk through the weeds and fallen pine needles. You feel both very alone and very much not alone.