No Turn: Free Movement
Move closer to the cannons and examine them.
"Fascinating... I've never seen anything like this in Atlantis."
There isn't any engraving on them, but it's clear that a lot of work was put into their design. The reflective metal that each barrel consists of - as well as its imposing shape - makes it hard to not notice.
See if I can use my scientific background to determine anything about the cannons. Always stay to their side, never go in front of them.
Are they trapped?
Interesting.
You try to find a mechanism on the cannon that would clue you in on it's current state, but find nothing at all. In fact, it looks to be smooth all over, with no opening to put in more cannon balls, or a fuse to light it. As for your scientific knowledge, it hasn't much delved into quantum weaponry. However, like with all quantum things, they must be observed for them to exist.
Sculpted? Examine the imagery, see what it contains. Stay out of their line of fire, though.
There is no imagery engraved into the side of it. The shape of the barrel itself, however, seems to be so deliberate that it feels like a work of art.
"I don't know a lot about Quantum weapons, but those cannons scream trap to me."
Move 5 spaces to the left and investigate the walls and cannons. Don't touch anything and don't get in front of the cannons.
The walls are made of iron, and show a little rusting. Turning your attention to the cannons, it appears that your friends have them pretty surrounding, preventing you from getting a closer look.
Legendary MarksdorfrandomgenericusernameGlassThe_Two_Eternities The SheetsStatus
50/50 HP
Skills
Melee Weapons: 2
Magic: 4
Evade: 4
Stealth: 2
Will: 2
Spells & Artefacts
Sea Hag's Call (Siren & Crow): A gift and curse, strong enough to enchant the unwary or drive them a way, but nothing in between. When this spell is cast, choose whether to attract or repel. All NPCs within hearing range (doors block the spell) must make a Will roll vs your Magic roll. All who fail must move towards you this turn without attacking you (if you chose to attract), or must move away from you this turn and prioritize attacking you (if you chose to repel).
Daggerwand of Corrosion (Magical & Acid): This unassuming weapon has been enchanted with the power to tear through the thickest of defenses. All attacks with it ignore Damage Reduction and deal acid damage. In addition to a melee attack (2d4), it can cast a ranged attack (1d6) using a Magic roll.
Equipment
-Electric Headlamp *
-Leather Armor (light armor, DR 1) *
-Steel-Toed Boots *
-Daggerwand of Corrosion (light melee/magic 2d4/1d6 acid dmg) *
-Dagger (light melee, 5 sharp dmg) *
-Blaster Pistol (light shooting, 6 plasma dmg)
-Bandages (Can be used with Medicine to stop bleeding) *
Status
50/50 HP
Skills
Magic: 5
Evade: 1
Stealth: 1
Athletics: 1
Will: 1
Underwater Basket-Weaving: 1
Spells & Artefacts
Mental Projection (Paralysis & Fantasy): Makes a creature believe they are an octopus, preventing them from functionally moving their limbs. Your target must make a Will roll vs your Magic roll. If they succeed, the spell takes partial effect and they cannot move their legs this turn and the next, preventing them from walking, Evading, or turning to hit targets behind them. If they fail, they cannot move or act at all for this turn and the next. Creatures with eight or more limbs are immune.
Fractal Tentacles (Tentacle & Splitting): This spell - known only to octopi - splits their tentacles out over a solid surface, and is actually pretty useless underwater. You can only cast this spell if standing on the ground. Drop all wielded items, become immobile, and make all adjacent spots to you cost an additional point to move through for enemies. Any enemies entering a space adjacent to you take 4 sharp damage. This spell ends whenever you choose.
Cybernetic Air Jets (Tentacle & Air): Installed in every tentacle is a fancy hose which can propel you through the air. For every tentacle not wielding an item, you may choose to fly 1 space instead of walking. If you do so, you are out of melee range until you choose to walk.
Ability
-Can wield up to 8 things, excluding Medicine/Lockpicking tools (since those are automatically wielded).
-Can attack 4 times when "dual attacking".
-Can't wear armor/clothes, including gloves & shoes, but excluding most headgear.
-Can't carry things that aren't equipped or wielded.
Equipment
-Electric Headlamp *
-Cybernetic Air Jets (no armor, DR 0) *
-Navy Blue Cape with Wave Pattern *
-Dagger (light melee, 5 sharp dmg) *1
-Dagger (light melee, 5 sharp dmg) *2
-Blaster Pistol (light shooting, 6 plasma dmg) *3
-Bandages (Can be used with Medicine to stop bleeding) *
Status
50/50 HP
Skills
Magic: 5
Will: 3
Evade: 2
Spells & Artefacts
Conoid of Incineration (Fire & Reducing): A perfectly proportioned cone of flame launches from your outstretched fingers to bring mathematical death to your foes. This spell counts as a burst effect, dealing 3d6 fire damage to one space adjacent to you, 2d6 fire damage to the line of three spaces farther from you, and 1d6 fire damage to the line of five spaces even farther from you.
The Old Ways (Sacred & Worry): Where the innovations of today fail us, the methods of the old gods may still prove useful. You can only cast this spell the turn after you have killed a creature. Target (living) creature must make a Will roll vs your Magic roll. If they fail, they become your unwavering ally for the rest of the level, or until you die. You may only have one such ally at a time.
The Enlightened Flame (Fire & Low Quality): The weapon of the truly sophisticated, it wipes the world clean of savageness. This weapon deals 3d4 fire damage when it hits. If a single attack exceeds 10 damage (excluding Damage Reduction) against unenriched medieval or primitive armor, the armor melts/burns away and deals an additional 2d6 fire damage to the target.
Ability
-Can shift into Divine Form once per level, making all spells he casts deal maximum damage and all its targets fail their Will roll.
-Always fails Stealth rolls.
Equipment
Electric Headlamp *
Leather Armor (light armor, DR 1) *
Steel-Toed Boots *
Shortsword (melee, 8 sharp dmg)
The Enlightened Flame (2-handed heavy shooting, 3d4 fire dmg) *
Divine Healing Powers (Can be used with Medicine to stop bleeding) *
Status
50/50 HP
Skills
Melee Weapons: 2
Ranged Weapons: 2
Magic: 5
Evade: 2
Stealth: 2
Pick Locks: 1
Athletics: 1
Spells & Artefacts
Offering to the Wise One (Worship & Owl): In exchange for material knowledge, the Wise One grants a boon to the faithful. You may not cast this spell in combat. The target book or scroll is destroyed, and you gain an owl-related ability for the rest of the level (flight, dark-vision, etc).
Heirloom Armor (Shell & Parents): For generations, this armor has gathered seashells during the undersea pilgrimages of your ancestors, and for generations still it will protect you as it had protected them. If the wearer is of Quinn family line, this armor gets +1 Damage Reduction. If the wearer is wielding the Seashell Effigy, they are immune to all psychic effects.
Equipment
Electric Headlamp *
Heirloom Armor (light armor, DR 1) *
Steel-Toed Boots *
Nunchucks (melee, 8 blunt dmg)
Dagger (light melee, 5 sharp dmg)
Semi-Auto GR2 Rifle (2-handed heavy shooting, 10 bullet dmg) *
Lockpicks (Can be used with Lockpicking to open key locks) *
Seashell Effigy