Turn 15I hope I can survive this...
No choice but to fight from this position. Stab the spider in the stomach.
(Cool picture! I've always wanted to be able to draw, I'm just not willing to put in the time or effort to learn how.)
6(+1 for sword, -1 for previous hit) vs 5(Spider)
3-1 vs 2(Init:Cassandra)
Despite your disadvantageous position and the spider's lunging bites, you keep your cool and jab it repeatedly in the underbelly. The thing is forced to back off. It eyes you warily as it searches for an opportunity to attack.
*Edit, and then it falls over and dies. It just occurred to me that Dwayna's specialized sword that was created by two good rolls should be a bit better than it has been against its favored enemy.
Run to the top tower closing every door behind me
5The monster in the dark thumps along the halls just behind you as you hurtle through the halls and rush up the stairs. You make it to the highest tower's entrance chamber and glance back to see a clawed hand coming around the corner. You slam the heavy door shut and drop a convenient padlock. You hear the thing scratch at the door and see a few tendrils feeling their way through the cracks. A chemical stench hangs in the air for a moment before the creature thumps away. The tallest tower is now open for you to explore. Several rooms look like promising targets.
Use holy magic to cast a guidance miracle to find the path we must follow in our quest.
5Ride upon the cow into the Cave of Broken Mirrors.
Watch out for the traps.
4+1 for Grail.Onwards toward that place we were going to!
3+1The Grail's magic works perfectly. You lead your companions to the Cave quickly and efficiently. It's a pleasant trip after the skeleton battle, with good weather. The sunlight illuminates the Cave of Broken Mirrors clearly when you arrive. It looks like a large natural cave in a hillside augmented with later structures such as a carved arch over the entrance and a paved pathway within. One side of the path is lined with diverse statues of successful heroes and even a few villains at the height of their unique careers. The other side matches them with identical skulls on wooden stakes.
Anna rides the cow to the Cave. The helpful magic of the Grail heals her remaining wounds from the grenade. She is the first to enter the Cave astride her mighty proto-Brahmin. Her experienced Wastelander eye spots a textbook "greed" snare to the left of the door. A pile of gold glitters on a pedestal, but anyone who grabbed it would be crushed by a falling ceiling.
Aaron strolls up to the entrance. He almost gets sidetracked, but the Grail's magic leads him back. Aaron recognizes ancient carvings in an eldritch language on the entry's arch. They read: "Welcome. This is a place of testing for all those who would count themselves worthy of the Unholy Pail's gifts. Enter here, if you have the resolve to claim the prize. If not, another will be found."
Keep looking for the entrance to the catacombs.
3You follow up on some old clues you had previously ignored as far-fetched. Eventually, you head into the swamp and find a crumbled old watchtower. Supposedly, this is one of the entrances to the catacombs. You're unable to easily enter, however. A squad of cultist guards with a minor milk demon are guarding the way in.
Knock on the door. Demand that they tell me where the milk thieves are and to sell booze.
3You successfully knock on the door and voice your demands. The owner ignores you, grabs his possessions, and runs for the hills. The guard shrugs at you and leaves to rejoin his allies.
Alright, good. Now use Conjuration magic to shape a Wizard Tower for me to reside within and perform rituals from.
1+1You try summoning a Wizard Tower. You get the first few floors done, but then one of your serpents hisses a warning. You realize at the last moment that the base had become unstable and the tower was toppling toward you. You don't get hit. A passing cloud in your Madness Zone snatches up the falling building with tendrils and then devours it before floating away. At the moment it leaves the Zone, you see the pieces of partially digested building fall into the distant ocean.
Try again.
2Your spell still doesn't work. The Doom Mug continues its fatal descent toward the unsuspecting people below.
"Ah... it's you. I have something special in store for you..."
Summon up an Elder Doppleganger of Smoke Mirrors. Y'know, standard evil twin stuff.
2I'll admit I'm kind of disappointed, after that buildup.
You try to conjure the doppleganger. It pops into existence with a blast of light and shadow, looking about in search of the original. The Anti-Adam draws its sword and begins to fly away. Before it can get far, the inherent contradictions and improbability of its existence get to it. The clone explodes on the horizon. Whoops.
"Well, if you don't want any help improving your Doom Mug, I'm going to go and stop us all from getting erased from the timesteam."
Find the time machine plans and burn them to ashes with hellfire.
3You teleport to Cormac's presence, intent on preserving this specific instance of the timeline. You spot him and hurl an immediate fireball. It goes wide and alerts the terrified innkeeper to your presence. He looks very familiar.
Politely inform him that I'm okay, and that I suddenly remembered that my third cpusin had invited me over, and that I need to go there now.
Pack up as I described before then run in any direction that concievably leads away.
Try to find mountains.
3You gather your things and run. You reach the hills and stop to catch your breath. It's then that a tree explodes ahead of you. You wheel around to see the same ATHATH you remember from your original timeline floating toward you. He looks much more evil now than back when you were both renting that house in Genericville.
Leave and head to my secret base.
3You head to your "secret base". It's really just a camp outside town for now, but the name will be appropriate when you attain complete and total arcane power. You'll probably make some upgrades then.
>Heal myself, ditch the crossbow for a charge rifle, and kick the giant bug's ass.
6 to recover, 2 vs 5 to attack(Stormslayer auto-defense)
4 vs 6-1(Init:0rca)
0rca draws a rifle and casts a healing spell, but overshoots on the power. Stormslayer is healed too. 0rca charges in and almost gets mauled for the trouble. He's able to save himself by warding Stormslayer off with charge rifle shots as he backs up. Downstairs, the guards can be heard trying to get in and finish you both off while you're distracted with each other. (Guards:
3) The door is audibly cracking, but isn't down yet.
9 turns to apocalyptic DOOM MUG impact.OOC:
This is becoming more and more confusing.
Agreed.
I hope it's the good kind of ridiculously confusing. I could do a recap update instead of a turn next time, if people want me to.