Wait.
Thank you for giving me an excuse for no update the past week (other than my own procrastination).
It's been a week, so I'll get started on the turn. If ExKirby gets an action in within the next hour, I'll try to incorporate it into the turn.
EDIT: Alright, turn done. The other word of the day was "shenanigans." The south park reference: "Everybody grab a broom, it's Shenanigans!" That's way back from season 2 episode 13.
TURN 12:Aim for the Initiate's legs. swing at them mercilessly with my Halberd.
|You swing your halbard in a wide arc towards the initiate.
|You swing true, but the initiate's speed as well as the weight of your halberd means you only make a slight cut on his cheek. A single drop of blood trickles out. He licks it and grins.
|The initiate stands there, again waiting for you to attack.
Jump out the window. if it's too small, MAKE IT NOT SMALL.
|You've already glanced out of the window, and you know that you're really, really high up. You'd have no chance of surviving a fall from that height. What a stupid idea; jumping out the window. You dutifully follow the small man, with the iron-clad guards escorting you. You find yourself walking down a long circular staircase. The stairs are tall, and of course you cannot see the bottom. Every third rotation or so, there's a small arrow slit in the wall, letting daylight into the dreary place. Glancing out of one, you can't see the rocky ground below, as it is shrouded in a mist. The small man continues to talk to himself, and the guards are eerily quiet.
Search my pack, specifically for insulating clothes, money would be nice too
|You find that you're already wearing some decently
warm cool clothes, made out of fine fur. There's a jacket with a hood, a nicely-patterned scarf made of ordinary wool, some thick trousers, a tolerable shirt, and a full set of long underwear. You don't know how you survived comfortably in all this before you became a snow-walker, considering the weather here. They should, in theory, keep you cool should you come across any exceedingly warm environments. The tavern keeper is even kind enough to point out some fur-lined boots by the door which he says are yours. There are some gloves inside them
|Looking though your pockets, however, you can't find a single coin.
|You do, however, find a bunch of IOU's which you wrote, and single sheet of white paper with a black splotch in the middle. Suddenly, Paranatural bursts in, yells something unintelligible, slaps Quarr, tosses the still-unconscious body over one shoulder, seizes your arm with a vice-like grip, and quite literally drags you to the teleporting agency. You acquire several bruises and scrapes along the way, but nothing that will do more than make you angry at Paranatural.
I'll return to the cliff and try to find a way into the castle without being seen.
|You wander deeper into the forest, and can't seem to find a way out. Luckily, the forest seems to be a comforting place.
Meet up at the teleport station!
|You go to the teleport station, and find a shiny silver piece on your way!
Fly to the tavern, think of a name for my steed as well!
|You can't find the tavern from up here; all those little buildings look the same. However, you come up for a brilliant name for your pegasus: Agaksub! Then you remember that means Anusdrip in dwarven, and forget about the idea.
Talk to wolfchild and tell him about the douche bag Council. Get him to help me wake up Quarr and, making sure they all come with me, go out of the freaking tavern while flipping off the innkeeper, and start looking for the rest of this amnesiac group.
|You yell at wolfchild all about the idiotic Council, with the belief that time is short and the best way to communicate quickly is through yelling. You then slap Quarr around a bit in an attempt to wake him up.
|It does nothing to help his condition besides making his cheeks a little more red. Yelling in frustration, you simply sling Quarr over your shoulder, not giving one tittle about his slit neck.
|Luckily, you don't disturb his bandages too awful much. Giving the tavern keeper the bird, you grab wolfchild's arm, and pull him behind you out of the tavern. He falls once or twice, but that doesn't stop you, and you drag him across the ground until he gets back up. Luckilly, he doesn't get anything worse than a bruise. You finally arrive with these two nincompoops at the Teleports Now Traveler's Agency. You spot Tylui there, and drop your charges to go over and talk to him. The man behind the counter reminds you that the group still needs a grand total of 25 gold, 4 silver, and 80 copper before they'll transport you all to the tower.
Status:
Current location: Old Tavern
Health: Short of Breath (-1 to physical actions, 1 turns remaining)
Inventory:
Insulating Clothes (does not take damage in extreme weather)
Multiple IOU's and a piece of paper with a large black spot.
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, 1 silver)
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:Giant Spiral Staircase in 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