Alright, I know I've been slow with this, but I swear we will at least get to turn 20 come hell, high water, weddings in distant cities, 2 jobs or full-time student responsibilities.
Turn 11:Tell them that I wish to be a follower of Varsen, and I also apologize about the abrupt intrusion.
|You inform the crazies of your desire to follow their god. The one who spoke before, who appears to be their leader, growls again to you. “Very well; Varsen welcomes all who have a lust for battle. However, we shall grant you entrance into our mysteries on one condition. You must prove yourself a true follower of Lord Varsen. Initiate!” One of the robed men removes his hood to reveal a tough-looking thug. The leader continues. “You two shall battle to determine who is the greater servant of Varsen. The winner shall be brought deeper into his ways; naught needs be said of the loser.” He claps his hands and shouts, “BEGIN!”
|The initiate is quick, and attacks you like lightning with his bare fists.
|You side-step the preemptive strike, but just barely.
Force my lungs to expel the frigid mass, then inhale new oxygen
|You huff and you puff and you blow the house in. Or at least, you expel frozen air galore into the atmosphere, where it immediately sublimes forming a neat-looking fog. You inhale new oxygen, and your body greedily sucks it in. Your breathing is heavy, but you should be feeling up to speed in a minute or two.
I'll see how much control I can exert over my dream-world. If I focus, can I create a sword out of nothing?
|You experiment to see how much control you have over your dream-world. Your attempts a conjuration appear futile initially. You can't simply will something into being. At least, that's what you thought initially. However, as you're about to leave the area, you notice a sword hiding beneath some bushes that you didn't notice before. Did you summon it, or was it there all along? In any case, you now have a sword; that's something, right?
Pay the man for my teleport. TO THE TOWER!
|You slam down your entire coin pouch on the table and stroll into the back room despite the insistancies of the owner. You stand on an important-looking pedistle, and shout out in a grandiose voice “TO THE TOWER!” The teleportation specialist, who has been comfortably couchant in a corner, wakes up with a jolt, quickly picks up a small blue crystal lying on a table, and murmurs some indiscernible words. There's a bright flash of light, and suddenly you find yourself standing on some diagram on a pedestal in a dark room. A little bit of light comes in from a small window as a chime rings to announce your arrival. A glance out the window reveals you to be incredibly high up in a tower. You notice a door and walk over to it; it's locked. However, you don't have to wait long before four men in suits of armor stride through the doorway followed by a diminutive man in a brown robe. He appears rather flustered, and is muttering to himself. Looking at you, he asks “Who are you, and how did you get here? This teleport pad should have been rendered useless years ago.” Seeing the box you carry under your arm, he literally squeals in delight. “My master's treasure! I knew he had awakened, but to come here to me, his lowest servant...
|He said you'd be coming, but I didn't think you'd get here so soon. Come, follow me, and we shall go to free my master.” The men in iron standing by show clearly that you have little choice in the matter.
Go to the teleports, drop my coins on the counter and pool it towards out group teleport.
|You head on over to Teleports Now Travel Agency, and drop your pitiful 20 copper pieces on the table, asking for them to be put forth towards the group fund. The owner assures you that he'll keep the cash safe until your ready to depart. He also informs you that a member of your party was just teleported to an unknown location. Due to the mix-up, he's willing to forgo the regular 8 gold price and give your companion the discounted 4 gold 5 silver price, putting the rest towards your group's travel. This means that you now have a total of 5 gold, 5 silver, and 20 copper put towards your group's travel. For the remaining 7 of you, you need 31 gold, 5 silver, a difference of 25 gold, 4 silver, 80 copper.
Before the dream-sending ends, ask if they can, right now, heal me up some and help me wake up. If they can or cannot, either way I try and wake up and find the rest of the group and tell them what is going on.
|You quickly interrupt and ask the wizard if he can heal you. He simply ignores you with a huff, and severs the link between you. One mustn't ask wizards for trivial things; they arn't the sort to take matters such as commoner's health into concern.
|You groggily wake up, and find yourself beeking in the sun. You want to continue to rest, but stagger up anyways, ignoring the infernal pounding in your head. Unfortunately the rest of the group is rather spread out at the moment, but you do make it back to the tavern where Wolfchild and the unconscious Quarr are.
try to tap into the magical energies around me and create a spell of infinite wealth!
|Rubbing your magical stone, you realize it is the key to the secret of INFINITE WEALTH! You start dancing around, throwing coins everywhere in celebration. It only takes a moment to realize that you've actually discovered nothing at all, but all you can find on the ground from your impromptu coin confetti shenanigans is a single gold piece.
Pay the lad, then mount my pegasus, and rejoin the others. Best to keep mah horse around, since we seem to be planning on traveling.
|You toss the lad a generous tip of 2 silver, mount your pegasus and dash up into the air. Unfortunately, your group is rather spread out, so you just fly above the town for a while, unable to find any of them.
Status:
Current location: Old Tavern
Health: Short of Breath (-1 to physical actions, 2 turns remaining)
Inventory:
Unexamined
Abilities:
Snow-Walker (Cold Immunity, Fever Immunity, damage taken in warm places without protection)
Minor Water Magic
Current location: Small Shrine to Varsen
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-Purple Forest
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)
Dream Sword (-1 to damage, not real)
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 (1 gold)
Dirty loincloth(-1 to interacting with civilized NPC's)
Pretty rock
Abilities:
Has unkempt mustache
Current location: In the air above the town
Health: Excellent
Inventory:
Short Sword (-1 to damage)
Steel plate armor (+1 to piercing and bludgeoning, +2 to slashing)
Small coin pouch (3 silver pieces)
Saddled Pegasus
Abilities:
None known
Current location: Ancient Tower
Health: Excellent
Inventory:
Fancy Clothes (+1 to interacting with civilized NPC's)
Traveler's backpack
Box with Mal's Amulet
Abilities:
Poison Immunity
Disease Immunity
Allies:
Little mental antibody companion (can only fight mental attacks)
Current location: Old Tavern
Health: Hungover (-1 to mental actions)
Sore Throat (-1 to talking and eating hard foods)
Bad Headache (-2 to mental actions)
Inventory:
Worn linen clothes
Small coin pouch (1 silver piece, 8 copper pieces)
Flint and tinder
IOU from "Chauncy"
Abilities:
None known
Current location: Teleports Now Travel Agency
Health: Hungover (-1 to mental actions)
Inventory:
Linen clothes
Leather belt and boots
Small coin pouch (Empty)
Cursed gold ring (precious, -3 to taking it off)
Otherwise Unexamined
Abilities:
None known