No Turn: Free Movement
See if I can turn the robot's external plating into makeshift bracelets for my tentacles. Follow the team through the east door.
You set to work towards making some improvised jewelry. After a bit of finesse - aided by your powerful tentacles - you detach pieces from the arm shafts of the robot's shell. You find them to be the perfect width for an armband, and slip them onto each of your eight appendages with ease.
Go check if the north door was also locked.
You double-check the north door and confirm that it is, indeed, unlocked. ((I will always tell you whether a door is locked or not))
Go through the east door.
You enter the small chamber, and find it about as claustrophobic as you expected. This change in position offers you no new insight, however, except for a small increase of dread pertaining to the entity behind the door. What have the demented architects locked within?
Follow Legendary Marksdorf.
You try to follow Luretha inside, but the room is a little too cramped for comfort. You decide to remain just within the doorway instead, to better accommodate the two of you.
((Now is the time to decide in which room to go.))
Legendary MarksdorfrandomgenericusernameRauthedirThe_Two_Eternities The SheetsStatus
45/50 HP
Skills
Melee Weapons: 2
Magic: 4
Evade: 4
Stealth: 2
Will: 2
Spells & Artefacts
2-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
34/50 HP
Skills
Magic: 5
Evade: 1
Stealth: 1
Athletics: 1
Will: 1
Underwater Basket-Weaving: 1
Spells & Artefacts
2-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.
2-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
3-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.
3-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
3-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.
--Manifested Destiny: Post-Renaissance alchemical technology has found a way to condense righteous piety into a little vial. Consuming it grants the drinker +5 to hit with all attacks. Failing to damage an enemy on any turn thereafter ends the effect.
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
Manifested Destiny (minor potion)