Turn 14: Maps are found
Try to strike up conversation with the insect thing
[6] After Arngrim speaks to the forest spirit, you strike up a conversation with the spirit and learn quite alot. The metal hulk was a small jet that crashed at the same time as the apaocalypse, the cause is unknown to the spirit. However, some people managed to survive and they set up a small village which lasted about two generations when the few survivors still alive (now very old), the survivors children and their children up and left. There was one young man who decided to stay, he had been born of divine blood (the spirit swore that he wasn't its child) and wanted to learn more about magic and alchemy.
The young man, guided with some help by the spirit itself, became a wise wizard over many years. While he often went on long journeys, he always returned here, to home. More than two centuries passed by and he died of old age, his remains are in one of the huts. While much of the knowledge he had, died with him over a hundred years ago, there are various writings and other artifacts laying around.
When you try to ask about the cave that you spotted further up the hill, the spirit becomes silent for a while and finally speaks cryptically "Some cannot be spoken, be found they must."
Take the papers and begin reading
[6] You find a centuries old map, it's a bit hard to read, but you think you can make out approx where you are, you're not sure how useful it might be since it dates back to the apocalypse and the town you guys left a while ago isn't even on it. However, the major landmarks shouldn't have changed too much. You also find what appears to be documents related to alchemy, several drawings of various machines, and some stuff relating to the airplane itself which are of no use anymore.
"Be greeted. I assume that you keepest the laws of hospitality sacred? If so, do you have something to eat for me? And besides, what are thou and how can you know that i`m a demigod, eh?"
[3] The entity speaks, "I'm a nature spirit, specifically, a forest spirit, as of you and your companions being demigods, I simply know. Not to mention the actions of some of you. Regarding hospitality, here and the nearby woods are my home, I don't have much to offer in the way of hospitality, things being the way they are, but I will protect you from wild creatures while you are here." after getting that Arngrim is hungry, it replies "There is a berry bush over by that pile of rocks, perhaps that will satiate you?."
You head over to the berry bush and eat a couple, not without managing to smear a few all over your face.
Wander around, looking for interesting things. Maybe talk with the insect thing.
[1] You try to wander around looking for interesting things and trip on a tree root, falling flat onto your face. [Luck:3] You avoid breaking your nose, but it still hurts somewhat.
no, the other structure.
[3] You head over to the metal hulk and try to look around. Unfortunately, you don't find much as its difficult for you to maneuver in there. What you do manage to find are a bunch of heavily decayed papers and a piece of metal that looks like it has a crude treasure map scratched into it. When you tried to pick up the heavily decayed papers, they fell apart.
Study the etchings.
[4] You try to study the etchings closely to make sense of them. You come up with an idea that its a combination map of alchemical reagents, you can't make much more sense of them without more information.
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, ancient map, alchemical documents, drawings of various machines.
Health: full health
Statuses: None
Equipped: Dagger (belted), bow (on back)
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, piece of metal with a crude map etched into it.
Health: full health
Statuses: none
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, can create lightning bolts, and fully flight capable.
Inventory: Thin silk and linen travelling clothes, and a long fighting staff,
steel shield