No Turn: Free Movement
Take the East door, but be as quiet as possible. If there are enemies, slowly back up into the previous room.
Follow fellow aquatic creature to the East door.
As the only one with Pick Locks, try to open the east door if it is neccesary.
You all go to the east door. The first of you looks inside and sees a small travel agency, complete with posters on the walls ("South Africa: A World of Adventure Awaits!") next to a tasteless plastic fern, uncomfortable chairs, and a varnished desk separating them from the slightly-outdated ReceptionBot
TM v7. However, on second glance, they also notice a black locked door across from you (with white lettering: "
EMPLOYEES ONLY"), a glass door on the north wall which is completely fogged up, and the copious amounts of blood which cover some of the chairs as well as the desk. Simultaneously, the ReceptionBot
TM notices them, and drones out a "
Welcome, customer 529E - please take a seat!" Simultaneously to that, the
Lion that was crouched behind the desk jumps over it and begins to prowl towards them. Uncomfortable with the sudden escalation of events, they decide to step out of the room, but not before noticing a
Lion Cub hiding behind the edge of the desk. You pull out your weapons and get ready to battle.
Turn 1: Fight!
The
Lion growls and continues to approach your group. The
Lion Cub does not growl, since it doesn't yet realize it failed its Stealth roll.
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
Status
35/35 HP
Skills
Evade
Athletics
Status
15/15 HP
Skills
Evade
Stealth
Athletics
((I changed the rules so that enemies which use unarmed combat naturally still do Athletics rolls))