Turn 62: Cave Mystery
Normally I do the turns in posting order, but for this one, I had to kind of rearrange it a little so that it would make sense.
Use the power of Earth to pop the mines out of the ground and over the wall.
[2] You attempt to force the mines out of the ground using the power of Earth, but can't for a reason unknown to you. It now falls to Alethe to disable them this turn.
Draw a runic circle of protection around me. Just in case.
[6] You create a runic circle of protection around you and not only that, its a very powerful one. So powerful that it spills over and protects nearby allies as well. You have also learned a new skill, runic circle of protection, normally it protects only you, but a roll of 6 will protect all nearby allies and a 5 will protect a random number of allies determined by roll.
The effect is that it lasts [4] turns and negates up to four damage this turn. The shields will degrade by one per turn ((or should I roll for chance to degrade?)) and the shield will protect up to the level of damage that its level is. For example, a shield that has degraded to two will negate up to two damage. Additionally, it takes a damage hit greater than the shield level to destroy the shield. For example, a shield level of four requires a damage hit of five to be destroyed. Multiple hits won't stack the damage.
Try to get a closer look at the dark shapes.
[1]As you get closer, you suddendly lose sight of them. They seem to have simply dissapeared before your eyes.
(invisibility plan)
Yeah, I'll do that as well.
[3] As per the plan, you cloak Neberhar with invisibility. Unlike your own invisibility cloak, it will dissapear when Neberhar attacks.
Let Alethe turn me invisible, then fly both of us over the traps and to a safe place behind the wall, preferably one with a good view of the surrounding area.
[4] As soon as Alethe does her part of the first phase, you concentrate for a second with the amulet and fly both you and Alethe over the wall. After floating around for a minute, you decide that the only place with a good view of the surrounding area would be on top of one of the walls, which isn't exactly a great place to land. So you float further down the path that cuts through the concentric ring of walls and land in a good spot.
((The concentration roll only comes into play when you need to keep people or objects afloat at the end of a turn.))
Neberhar, fancy flying everyone there? Or atleast me, so I can check the place out invisible?
If RNG flies me past the traps, attempt to locate some kind of control room/whatever for these traps and shut them off
[2]With phase two of the plan complete, you attempt to find some sort of control panel or something that would shut off the traps and fail to find anything that would help you in any way.
[stupid hooror film person mode: ONLINE] follow the noise...
[6]You hear the strange noise again and zone in onto the sound. Following it, you go up the ridge, the sound gets louder as you approach a nearby cave entrance. With no other clear source of the sound, you decide to enter the cave itself [ENCOUNTER CHECK:6], only to [dodge:4]jump backwards as several needle thin bolts of glowing plasma shoot out of the darkness. Whatever it was, the noise seems to have stopped.
Health: Fine
Statuses: Invisibility mode, Runic Circle of Protection: 4 turns, negates up to 4 damage.
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: Fine
Statuses: Runic Circle of Protection: 4 turns, negates up to 4 damage.
Equipped: Steel breastplate w/backplate, Bag of runes (belted), sword (belted), shield (strapped to arm), javelin
(strapped to back)
Powers/Abilities: Wisdom, Martial Trance, Rune Rituals, Runic Circle of Protection.
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., large amount of vines useable as rope, 80 coins.
Health: Fine
Statuses: Runic Circle of Protection: 4 turns, negates up to 4 damage.
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, 4,180 coins in a bag, 104 units of metal,
chunks of scrap, alchemical documents,
drawings of various machines, sketch of alchemical diagram,
The Bastion of Reason, a mithril helmetHealth: Head: minor cut to forehead.
Statuses: invisibility mode, Avatar of Storms mode, Runic Circle of Protection: 4 turns, negates up to 4 damage.
Equipped: Fighting staff (tied to back), steel shield.
Powers/abilities:
Dreamers Shield, 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
,
Winged Scarab amulet of ShuHealth: fine
Statuses: none
Powers/abilities: Reviving the Dead (can lead to general necromancry), Axe Fighting, Regeneration.
Equipped:viking axe
Inventory: Norse style clothing, viking axe,
Plague BattleaxeHealth: Left Arm:Shallow cut on left arm, some bleeding.
Statuses: Runic Circle of Protection: 4 turns, negates up to 4 damage.
Equipped: Leather body armor, steel staff.
Powers/abilities: Extreme speed(how much depends on the GM I suppose), Limited duration flight, Prestidigitation
(minor illusions, flashes of light, etc. low-level magic good for pranks or distractions and little else)
Inventory:Greek style clothes, sturdy sandals, steel staff,
leather body armorHealth: Normal
Statuses: Runic Circle of Protection: 4 turns, negates up to 4 damage.
Eqipped: armored (-1 to damage)
Other: none