Turn 10: Sink or SwimGo up and get a good view of the surroundings to see if there's any landmarks or anything that could help us out.
[4-1-2+1] You flap up into the air, but are unable to get very far while focusing on landmarks.
+3 FlyingWell, if it's as simple as that, why hesitate? I'll head to the location that the frog-men wish me to go, but...Proceed with caution. If I can find a few lone enemies (Such as those pitifully weak frog-men), then kill 'em. And try and bring them back to life, even if it's only temporary. Some practice in Necromancy can't hurt!
[6] You follow their directions exactly, despite being a not fishlike swimmer who also can't see in the dark. Good thing the location is in much, much shallower waters.
More specifically, you end up at what is essentially a small underwater cliff, perhaps twenty feet high, from the shallow beach-like part to a somewhat lower, rockier portion. It's hard to see anything at night, but there appears to be a round, somewhat dob-shaped structure. It's pretty massive as far as a cottage would go, but not really what you'd expect from anything more complex.
Before you have time to caution yourself, you find yourself peeking in through the only visible door, a massive round hole in the front. It's indeed one giant room, with various objects next to the walls. Several shapes are moving around in the middle, but it's difficult enough to make out anything at night, much less at night, underwater, and in a room.
You guess they are indeed those tiny frogmen, but it's impossible to say for certain. As for what they're doing, you have no idea.
Go catch up with the others, maybe when you are better at the magic, or after you return to the tower you can fix it or get it fixed
You follow your comrades, who are mostly standing around fumbling with magic. Well, at least now you don't feel alone.
You seem to have lost some people, though. That archer, necromancer, and conjurer are all missing. At least you've gained a human and an elfbird in return, though.
Watch the insect-man and warn him if a creature comes close. Continue to rest otherwise.
[6] You actually doze off for a little bit. Oops.
+4 HPUse my water magic to send something akin to a sonar pulse, and then I should be able to get a rough Idea of whats in the sea.
[6-2-1+2] You send out a sensitive band of water. Rather than bouncing back, you should be able to simply feel it as it rushes over everything.
Wow. That is a
big shark straight out from you. Also there's some large creature surrounded by tiny ones off to the side. They're all pretty close, else you wouldn't have been able to sense them.
+3 Water MagicDrzkktizz tries to lift one of the 'eggs' out of the water and bring them to shore.
[2-1] You get a sudden sense of something being wrong, punctuated by a large fin approaching you at high speeds.
[2+3] vs [6-1] You dive to the side at the last second, and a shark's head the size of a wheelbarrow slams its teeth into the spot you were just standing.
+6 DodgeNow Dabbling Dodger!Now Novice Dodger!New Trait!Those of you on the beach notice something coming out of the water. Aside from the shark and, in all probability, the mantisman. Specifically, a very large humanoid slithers up onto shore- it's difficult to see in the moonlight, but appears to be a dark purple and possessing some sort of crest. Tiny shapes, which you assume to be more of the frogmen, dart around it.
It points towards Ochita, and begins moving parallel to the water's edge in that direction.
Drzkktizz Kothraze
10/10 HP
+1 Dodge (0/?)
---
+2 Poison Magic (3/?)
+1 Alchemy
+0 Butchering (1/4)
Kemler Havestin, Scholar of the Dead Peoples
9/10 HP
+0 Dodge (3/4)
---
+2 Archaeology
+1 Swords
-1 Butchering (1/2)
Laz'ka, Wanderer
9/10 HP
-1 Dodge
---
+2 Necromancy
+1 Short Blades
Maikah Moonfur, Light of the Lost
10/10 HP
-1 Dodge
---
+1 Light Magic (10/?)
+1 Polearms
Ochita the Scholar
10/10 HP
-1 Dodge
---
+2 Water Magic (3/?)
+1 Swords
Athara Opanine
10/10 HP
-1 Dodge
---
+2 Wind Magic
+1 Flight (3/?)
Dwarmin's dodge may have been my favorite moment in this RTD so far. Also, gaining two skill levels from successfully dodging the same horrifying incident is worth a trait, I think. He can select anything of appropriate power (which should probably be a situational +1 to something) and appropriateness (which is fairly flexible, but the general idea should be self-evident).