Turn 44: A New Chapter Begins
To me, this feels like the beginning of a new chapter in this RTD, maybe not quite a turning point, but if it were a novel, it might be one.
Draw an ankh in the dust on the floor and pray for healing.
[4]Propping yourself up with your good arm, you draw an ankh in the dust and make a healing prayer. [4]While not as effective as your healing mist, it does dull the pain, heal the arrow scratch (which is very minor compared to the other wounds), stop the bleeding overall, and start healing your shattered left leg. You're still going to have to pull the arrows out manually. While the dozens of breaks and shards have been arranged and pieced back together, your leg bones are still effectively a collection of broken pieces and a small amount of stress is enough to undo all of that.
Create psychic shields for everyone in the party
Or well, not Drex or Neberhar. Everyone who's travelling with me right now.
[4][6]You're not sure what purpose it will serve as there aren't any enemies with psychic attacks around, so you go ahead and give everybody, including yourself, in range a psychic shield that lasts 3 turns.
Lay the treasure and regular bow on the table. "How much would you pay for this?"
[5] You spread out the treasure on the table and put your regular bow in the pile as well. After taking a few minutes to examine the pile, the pawn shop owner gives a figure of 1,000 gold and advises you to keep the coins as they are legit currency. [4] You attempt to haggle the price and go for a larger figure of 4,000 gold, [2]the guy tries to counter that by saying "2,000 gold, not a copper more". To which you counter, "4,000 or you get nothing!". He is forced to agree to that amount and you collect.
Enjoy the scenery while we ride on. Also count the trees we pass, for fun.
[2]You attempt to count the trees as you go by, but keep loosing track of how many you've counted so far and decide to just relax.
Also, the gash on your leg has mysteriously dissapeared, you guess it healed a while ago and didn't notice ((Really a slip on my part since I had forgotten to remove it. Not sure if I want to enable natural healing over time though.))
Continue "driving" Bitsy.
[2][6]Bitsy just stops for no apparent reason, but with some hard prodding, you get her moving and soon reach the edge of town.
Look out for shiny things
[3]You fly around and search for anything shiny/useful. After a while of fruitless searching, something catches your eye and you check it out, it's a piece of torso armor. Unfortunately, it is battered and badly rusted from the elements, but it's still useful when you are in humanoid form. However, you can't easily pick it up and stash it or wear it in your current form.
Report to commander.
Deeper in town, the Garrison Commander, Captain Gurjon, was working on some documents when there was a knock on the door "Enter!". Immediately, a young lieutenant entered, saluted the captain and spoke "The group of demigods you told us to be on the lookout for have been spotted approaching the town gates. Should we apprehend them, Sir? Also, I neglected to tell you earlier that a centauroid demigod did enter the town a while ago. Intelligence reports say it looked like he was carrying a large amount of loot." Captian Gurjon:"I will let the mistake slip by for now. Lord Donzareg"
the damned Tyrant"Gave me orders to be on the lookout for a certain group of demigods and find any reason to apprehend them and send them his way." Standing up and sighing, he speaks "I have nothing against demigods, but if I don't obey his orders, he'll have me killed and possibly the entire garrison as well. Do you understand?" Lieutenant:"yes sir" Captian Gurjon:"I have new orders for you, keep an eye on every single member of the group, have a spy check where the centauroid demigod went and what his business was. Don't initiate a fight with them unless you absolutely have to. I would prefer if they were captured WITHOUT a fight. Report back to me on your findings. You are dismissed." The lieutenant salutes "Yes Sir." and exits the room.
Health: Fine
Statuses: psychic shield: +1 defense against psychic attacks. 3 turns remaining.
Equipped: a deceptive baton type club (both belted), and a iron chainmail shirt.
Powers/Abilities: Mind Control, Illusions, Invisibility, meditative trance (autofail on dodge when under trance).
Inventory: Greek style travelling clothes, a bag of 10 coins,
a deceptively nonlethal baton type club, and
a iron chainmail shirt, ancient map.
Health:
Right arm: massive bite wound, is mangled but functional. *bandaged*
Front left leg: bad cut, *bandaged*
Statuses: none
Equipped: Dagger (belted), Jewelfire bow (in hand), quiver (on back)
Powers/Abilities:
fire shield, fireball,
bow and arrow, summon imp,
Resistance/invulnerability to fire +2 fire magic resistInventory: Belt, quiver, dagger, 3 hot wings and a squirrel on a stick, crudely sketched treasure map, 4,150 coins in a bag, Jewelfire Bow (+2 to archery).
Summons
Health: fine
Statuses: psychic shield: +1 defense against psychic attacks. 3 turns remaining.
Equipped: Steel breastplate w/backplate, Bag of runes (belted), bloody sabretooth jaguar rear leg (held in hand), sword (belted, 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., bloody sabretooth jaguar right rear leg, large amount of vines useable as rope.
Health: maximally healthy
Statuses: shapeshifted as a bird, psychic shield: +1 defense against psychic attacks. 3 turns remaining.
Equipped: Knife (belted), extradimensional satchel (belted)
Powers/Abilities: Shapechanging (Cosmetic and functional), Illusions, Minor Telekenesis
Inventory: Native american style leather trousers, leather vest, old book detailing the history of a cult, finely crafted knife, decorative headband, healing herb stash,
an extradimensional satchel , 40 coins.
Health: fine
Statuses: psychic shield: +1 defense against psychic attacks. 3 turns remaining.
Equipped: Mithril helmet, Backpack, battle hammer (in hand), steel chainmail shirt, gauntlets, iron buckler, steel greaves, steel boots.
Powers/abilities: Godly forging, fire magic,
Godly Inspiration, healing fire,
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,
steel greaves and boots,
iron buckler,
pair of steel gauntlets, 30 coins, 45 units of metal,
chunks of scrap, alchemical documents, drawings of various machines, sketch of alchemical diagram,
The Bastion of Reason, a mithril helmetMinions:
"Bitsy" Earth Elemental Spider
Health: Normal
Statuses:none
Eqipped: armored (-1 to damage)
Other: is mounted and transporting 3 people.
Health: Left Leg: shattered to uselessness, mending proccess begun, but is still shattered Right arm: Arrow stuckin, major arrow wound. Right leg: upper leg has arrow stuck in, femur is broken
Statuses: PAIN! *ability to stand lost*
Equipped: Fighting staff (tied to back), steel shield.
Powers/abilities: Avatar Of Storms, 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