Alrighty then. Though I'm sweaty, tired, and have to wake up in 8 hours, I did a turn for yall. Enjoy. There's a word of the day for literally everyone, so get yours in quick.
Turn 9:Look for a shop that sells magical items.
|You wander about seeking a place that at least seems to be magical, but you can't seem to find anything except dirty streets lined with low-income housing. Not exactly the most affluent of neighborhoods. Best not to start a ruction in this neighborhood; you're likely to get mugged, even with your clearly poor status.
I Hold my Hand just over the separation point and try to will myself to regenerate the missing bit in between.
|You remove the tourniquet and cloth bandage from your wound. There's a little bit of bleeding, but much of the blood has already started to clot. You carefully hold your severed hand to your stump, and with a deep sense of passion, will it to heal. For a moment, nothing happens. Then, you feel a great wave of pain shoot up your arm that shakes your whole body. Your hand begins to vellicate, and you clutch at the wrist as your body spasms from the pain. You collapse to the floor. After a few minutes, however, you open your eyes, and the pain has become nothing more than a dull ache. You look at your right arm, and there is your hand, good as new. It seems you're back to normal.
Wander my dreamscape, explore my psyche -- just what is this place?
|You walk around a strange place; purple trees tower over small groves where odd beings dance around little pools. It certainly is an oddity, yet you feel somehow at home here. Suddenly, the landscape comes to a premorse end, and you find yourself standing on a great cliff. Before you stretches a land of fire and ash. Clouds of smoke consume the sky, and far, far off in the distance is a great fortress made of the blackest stone. An aura of hatred and despair rests over the whole of what you can see. You know this familiar presence. Mal. It is his stronghold which still rests in your mind. It would be foolish to attack it directly, you know, but even as you watch you can see the black corruption creeping into the peaceful forest.
Check over my inventory!
|You look at yourself, and find that you have on a suit of steel plate armor! Shiny steel plate armor too, all piquant and flashy. It's very impressive to look at, really. All it's missing is the helm. You also have a tabard of plain gray on, signifying your allegiance to no one in particular at the moment.
|On your belt, you have a small coin pouch with a few silver pieces in it.
|You also find a small ticket for the local stable, who are apparently keeping your noble steed for you.
Dream about the council of eleven.
|You dream about the council of eleven, and remember that they are the foremost wizards in the world. Somewhere in the incunabulum of time they were formed as the Council of Sixteen, and have remained a great force in the world ever since. They are effectively immortal, and rarely get involved in matters of the outside world. So long as the Tower of Gold is regularly supplied with the ingredients they need for who knows what purpose, they are content to let things be. Several millennium ago, however, the strongest of the group, Mal, left to pursue his own dreams and ambitions. No-one knows what happened to him in the two centuries of his absence, but when he was next heard of, he was a changed wizard. He ended up running rampant through the lands, conducting terrible experiments on the souls of others, warping humans and forming all sorts of vile abominations. He also made pacts with terrible creatures which lurk in the darkest places of the world, and these beings became his loyal servants and terrified nobles and country folk alike. The Council of Fifteen vowed to stop him, and they too traveled the countryside, fighting off the allies of Mal wherever they were. The last great battle of the Council of Fifteen was with Mal many centuries ago, where they sealed him away behind the Iron Gate, and in the process lost 4 of their own members who sacrificed their lives to form the seal which keeps Mal from ever running rampant again. Or at least, that's what the legends say. Only the Council of Eleven truly know what happened back then.
|Your stuffy nose goes away.
Proceed to sing "Still Alive"
|You clamber up to the rooftop of the Tavern, and proceed to sing Still Alive in the loudest voice possible. Quite a crowd gathers around to hear your performance. At the end of it all, they applaud loudly, and throw flowers and attar up upon the roof as you take your bows. You then head back down into the tavern, pleased with yourself while the crowd goes back to their daily lives and promptly forget about you.
Stop needing to breathe without dying
|You focus carefully, and suddenly, a realization comes into your head; if you don't expend any energy, you can eliminate your need for oxygen. You place yourself into a stasis, leaving only a tiny amount of brain power left which can awaken yourself at any time. Unfortunately, it doesn't eliminate your need to breathe while awake, however, it might be best to wait until your lungs are no longer a balneal pool for thermophobes.
Purchase and equip some hangover-curing clothing!
|You go and purchase a small piece of cloth for only 10 coppers. You find a small trough of water, soak the cloth, and apply it to your head. The cool water offests your hangover, and you can think clearly. No telling how long the cloth will remain cool, however.
Status:
Current location: Old Tavern
Health: Stasis (Can sacrifice action to remain in this state, suffocation put on hold)
Suffocating (roll for damage each turn, -1 for each turn suffocating, on hold)
Oxygen-deprived (-1 to physical actions)
Inventory:
Unexamined
Abilities:
Snow-Walker (Cold Immunity, Fever Immunity, damage taken in warm places without protection)
Minor Water Magic
Current location: Street in Bad Part of Town
Health: Excellent
Inventory:
Flower-Stem Ring of Slumber (can cause any 1 creature capable of sleep to go into a magical slumber)
Deadly Halberd (+1 to enemy dodge, -2 to damage)
Dirty hole-ridden kilt (-1 to interacting with civilized NPC's)
Abilities:
None known
Current location: Physical-Old Tavern Mental-Edge of Mal's Territory
Health: Cut neck (exertion of the head will open this up more)
Deeply Unconscious(-3, failguard)
Inventory:
Neck bandages and brace (prevents exertion of the neck)
Abilities:
Cursed (will die if he betrays Mal)
Naked (-3 to NPC interactions)
Current location: Street in Town
Health: Hungover (-1 to mental actions)
Inventory:
Small coin pouch (2 gold, 5 silver)
Dirty loincloth(-1 to interacting with civilized NPC's)
Pretty rock
Abilities:
Has unkempt mustache
Current location: Old Tavern
Health: Excellent
Inventory:
Short Sword (-1 to damage)
Box with Mal's Amulet
Steel plate armor (+1 to piercing and bludgeoning, +2 to slashing)
Small coin pouch (5 silver pieces)
Stable Ticket
Abilities:
None known
Current location: Old Tavern
Health: Excellent
Inventory:
Fancy Clothes (+1 to interacting with civilized NPC's)
Large Coin Pouch(10 gold pieces)
Traveler's backpack
Abilities:
Poison Immunity
Disease Immunity
Allies:
Little mental antibody companion (can only fight mental attacks)
Current location: Resting spot under a bridge
Health:Healing rest (-2, failguard, removes a negative health status effect each turn)
Hungover (-1 to mental actions)
Sore Throat (-1 to talking and eating hard foods)
Bad Headache (-2 to mental actions)
Nauseous (roll to avoid vomiting after eating)
Inventory:
Worn linen clothes
Small coin pouch (1 silver piece, 8 copper pieces)
Flint and tinder
IOU from "Chauncy"
Abilities:
None known
Current location: Old Tavern
Health: Swasted (-1 to all actions, 1 turns remaining)
Inventory:
Linen clothes
Leather belt and boots
Small coin pouch (20 copper pieces)
Cursed gold ring (precious, -3 to taking it off)
Otherwise Unexamined
Abilities:
None known