Turn 1: Scared Guard, with butterfingers
It didn't turn out to be that great of a turn, but definetly made progress overall.
"listen, scumbag, i don't know how you got us here without me roasting you, but i will unless you let us out of here!"
[5] At the same time you yell at him, you light a small fireball in your hand. You've definetly gotten his attention now, and the guard looks scared. Looking at the fireball in your hand, he nervously grabs the keys and approaches the cell you are in.
"Ugh, where the Hades am I?"
Try and figure out where i am, why am in cell, who these other people are, whats going on, and WHERE THE HADES ARE MY TOOLS!
[1] You are still as confused as ever. You do yell at the wall, futily.
I make it seem like the guards keys have turned into a poisonous snake, then snatch them when he drops/tries to kill them
[1] You make the guard think the keys turned into something else all right, but it works for only the briefest second. [2] You attempt to snatch the keys anyway and only manage to rattle the keys in the guards hand.
Since I can't do much with my powers in this situation, I will try to develop a new equally useless one:
Try to figure out how to fly, or at least levitate, something that is severely lacking from the son of the Egyptian god of the sky.
[4] You meditate for a moment, calling on the powers of elemental air, and manage to levitate a bit above the ground, lets see how long you can hold it. You can't fly yet, but with some practice you should be able to.
' Well. I seem to somehow always end up in prison, but that doesn't mean I stay in them. Wait a bit and I'll handle this, m'kay?
I attempt to mind control the guard into opening the cell doors
[3] The guards fear seems to have messed with the mind control a bit since he opened a cell door all right, the wrong one.
Arngrim, seeing that others already were trying to free them, decides to help in some other way.
"Ye art silent for a bit; Wilst i invoke the wisdom of the gods."
I try to invoke the wisdom of the gods to get as much information about this place, and the people here, as possible. Mostly i try to get a rough map of the area. If i succeed i tell my inmates what i found out.
[2] Unfortunately, you only manage to get a birds eye view of the cell block and it reveals nothing you can already see from where you are, and still don't know what that door is down the hall.
Free the prisoners
[2] In his fear, he drops the keys before he can get to your cell. At least the keys are within arms reach of your cell.
Digital Hellhound/Alethe
Health: Excellent
Powers/Abilities: Mind Control, Illusions, Invisibility
Inventory: Greek style travelling clothes.
dwarfguy2/Drex
Health: Maximum
Powers/Abilities: fireball, bow and arrow (bonus to archery rolls), summon imp.
Inventory: none (you don't wear clothes, do you?)
LordInquisitor/Arngrim
Health: Max
Powers/Abilities: Wisdom, Martial Trance, Rune Rituals
Inventory: Leather, Norse style clothing, has a big fur cloak.
Wolfchild/Tharin
Health: You are one healthy demi-coyote.
Powers/Abilities: Shapechanging (Cosmetic and functional), Illusions, Minor Telekenesis
Inventory: Native american style leather trousers, leather vest.
MagusBlack/Torc
Health: Your inner fire is at maximum.
Powers/abilities: Godly forging, fire magic, hitting things with hammers (bonus to using hammers in combat or otherwise?)
Inventory: Travellers clothes
RNG/Neberhar
Health: Maximum.
Powers:
Control Weather(Controls the wind, and thus, pretty much all weather, though storms and lightning are more the domain of Set than Shu)
Peace(Calms emotions to create a ceasefire-like state)
Void(Negates energy from one or more sources)
Can levitate in the air for a very short period of time (improves with use and practice)
Inventory: Thin silk and linen travelling clothes.