Turn 11: Ogres again!
This is what happens when your healer overshoots and fails his luck roll with enemies around.
summon an imp with very specific orders:
"you are to scout out both of the structures. if there is a creature that would be dangerous to me, you are to report back here. if you are, for any reason, unable to return to me, you are to fire off a fireball into the sky. is this all understood?"
[6][4] Drex performs an arcane incantation and summons two imps, which will last two turns (expires at the end of two turns). He gives them very specific orders, "you are to scout out both of the structures. if there is a creature that would be dangerous to me, you are to report back here. if you are, for any reason, unable to return to me, you are to fire off a fireball into the sky. is this all understood?". The two imps nod in understanding and speak 'understood master.' They confer with each other for a second over who is going where and then split up.
Investigate metal structure.
[1]((I guess this is the dumber of the two, heh. There actually IS stuff to find in there.)) The first imp investigates the metal structure, and takes his orders completely literally and fails to note anything about the place. Just as it was leaving, a strange humanoid appears behind him, perched on something. Thinking it heard something, the imp spun around, but the entity had dissapeared. Grumbling to itself 'musta been some animal...', the imp went back to report his findings, which is, nothing.
Investigate stone structure.
[6] Flying over to the stone structure, it spots two other stone huts which were obscured from the groups view. In its explorations, it finds that the three huts were inhabited once, with various rough furniture, there is what appears to be a few graves nearby. In the last hut it checks out, it got slightly startled when it saw a skeleton lying on what must have been a bed. Upon closer inspection, it could tell that the bones were very old, this particular hut had furniture which appeared to be newer, or perhaps just taken care of for a longer time. Upon its return, it reported that the human skeleton it saw, had to be many decades, perhaps centuries old.
Go invisible and investigate, leave the ogres with the others
[4] You park the ogres nearby, go invisible and begin to investigate the metal structure [luck:4]. At first you don't recognize it as anything since it has been degraded by centuries of decay and parts of it were scavenged sometime in the past. As Alethe was exploring it, she saw the remains of a wing and at least one large cylindrical object. The whole thing appeared to be ripped in two. Inside, it was cavelike and several rows of decayed objects which she wasn't sure what they were. You have a feeling that there is far more to discover.
Heal myself and my companions.
[6] You incant a short prayer to your ancestor, Shu, to guide you in creating a healing spell. Concentrating on the properties of healing and chanting softly in Egyptian, you create a healing mist which binds to and heals the wounds of your companions completely. [2] When you realize that its going to completely cure the ogres brains, you try to stop it and fail. The ogres can now roll to break the mind control.(new ability gained, healing mists)
Be Alert and stay ready.
[5] You realize that the ogres suddendly got their brains repaired and could break free at any moment, so you get yourself into a good defensive position, sword at the ready. (+1 to dodge this turn and next turn)
Examine the hulk of metal.
[4] You enter the hulk of metal shortly behind Alethe, seeing the same things she did, it seems familiar to you, from stories, somehow. Feeling more curious, you investigate further and accidentially bump your head on something above you, causing a compartment door to fall off, theres nothing inside however. This place is going to need a more thorough exploration.
Take the form of a small bird, and scout out the ruins
[4] Thinking a moment, you shapeshift into a small bird and scout out the area from above. The metal hulk looks vaguely like a T, several dozen yards away, you see a cluster of three huts, further up the mountainside is some kind of cave. You continue circling around the area for a moment and theres nothing besides the ruins, the cave, and the forest that stretches to the horizon.
BREAK FREE!
[4] Success!
BREAK FREE!
[5] Success!
BOTH of the Ogres break free of the mind control and roar loudly. The female ogre takes this instant to swing her club at Arngrim [1+3] who blocks the attack with his shield and counterattacks, but the ogre manages to dodge away. The male ogre joins in on the attack and scores [1+5] a punch to Arngrims shield that sends him sprawling to the ground.
Male Claw Ogre
Health: normal.
Statuses: normal
Equipped:loincloth
Female Claw Ogre
Health: normal
Statuses: normal
Equipped:loincloth, Primitive club made from a large tree branch.
Health: totally fine.
Statuses: None
Equipped:2x throwing daggers and a deceptive baton type club (both belted), iron chainmail shirt.
Powers/Abilities: Mind Control, Illusions, Invisibility
Inventory: Greek style travelling clothes, a bag of 10 coins,
a deceptively nonlethal baton type club, two throwing daggers, and
a iron chainmail shirt.
Health: full health
Statuses: None
Equipped: Dagger (belted), bow (in hand)
Powers/Abilities: fireball,
bow and arrow, summon imp,
Resistance/invulnerability to fire +2 fire magic resistInventory: Belt, quiver, bow, dagger, 3 hot wings and a squirrel on a stick.
Summons:
2 Imps (expires in 2 turns)
Health: full health
Statuses: defensive position (+1 to dodge this turn and next turn)
Equipped: Steel breastplate w/backplate, Bag of runes (belted), sword (in hand), shield (strapped to arm), javelin (strapped to back)
Powers/Abilities: Wisdom, Martial Trance, Rune Rituals
Inventory: Leather, Norse style clothing, has a big fur cloak,
a bag containing his whole set of runes, a Viking era style sword,
a ‘shield', and a javelin,
steel breastplate w/ backplate.Health: maximally healthy
Statuses: none
Equipped: Knife (belted), extradimensional satchel (belted)
Powers/Abilities: Shapechanging (Cosmetic and functional), Illusions, Minor Telekenesis
Inventory: Native american style leather trousers, leather vest, finely crafted knife, decorative headband, healing herb stash,
an extradimensional satchel , 40 coins.
Health: Your inner fire is at maximum.
Statuses: None
Equipped: Backpack, artifact hammer (in hand), steel chainmail shirt, gauntlets.
Powers/abilities: Godly forging, fire magic,
hitting things with hammersInventory: Travellers clothes,
fire-proof backpack filled with all the tools that a traveling Omni-smith needs,
a large, beautifully crafted hammer made for both battle and smithing that was a gift from Hephaestus himself,
heat-resistant steel chain-mail,
pair of steel gauntlets, 30 coins, 89 units of metal,
chunk of scrap.Health: completely fine
Statuses: none
Equipped: Fighting staff (tied to back), steel shield.
Powers/abilities: Healing mist,
Control Weather,
Peace,
Void, and fully flight capable.
Inventory: Thin silk and linen travelling clothes, and a long fighting staff,
steel shield