My writing skills seem off today, I don't know why...Sorry if it's not up to my norm...Strange.
Name: Derm: Windin' Lootin' Scrabblin' Fleein' You look around on the ground for your toy mouse, and see it sitting on your foot. You gently pick it up, and then flip it over. Grabbing the screw, you wind it as far as it can go, an then let it go...
It's not exactly instantaneous, but the mouse grows in size, until it's about a foot tall. You can see it in much clearer detail now, all of the mechanisms and gears constantly spinning. The mouse looks at you, awaiting orders, it seems. You decide that it's time to start investigating that sobbing, so you head to where it's coming from...
Behind a few casks of ale, there seems to be a small opening in the wall. It's large enough for you to fit in, but dark...On impulse, you decide to...[5] Send the mouse in first. Before you can state your orders, your pet scurries into the hole. A few quiet moments pass, and then you hear a small, metallic chirp. It's probably from your mouse, and since you don't hear the sounds of something nomming on metal, you enter the hole...It takes about thirty seconds to reach the end of the tunnel. The sobbing is loud now, but so is the chirping...You exit the hole.
A small girl is cowering in the corner of the dusty, yet surprisingly clean, room. She seems to be about ten or eleven, wearing the normal leathers of a thief-in-training. She doesn't pay attention to you or your mouse, who's happily scurrying around your feet. Your gut tells you...To be cautious, because who knows what this girl may be. Demons and some undead can change their shape, and lure victims in with their haunting calls...Or tears. What should you do?
Name: Nassir: Go, my son! To the light People! Throwing caution to the wind, you quickly step out from behind the tree. Your audible gasp most likely reveals your shock, which is understandable considering what's infront of you. A large centaur, presumably female due to the, er, human chest is standing just a few paces from you. She has a large bow strung on her back, as well as a quiver full of nasty looking arrows. Another centaur is standing behind her, this one most definitely male. His bow is pulled back tight, and arrow nocked and ready. Before you can speak up, the woman talks first...
"Ah-ha! I knew there was a human here. What did I tell you, Kil'yaan?", she asks while turning her head to look at the male Centaur.
"Yes. My...Apologies for the rude greeting, human." The last word is spat out with obvious hatred, but the man un-nocks his bow and puts it away. The woman looks to you again.
"So...Now that the unpleasantries are out of the way, mind if I ask you what you're doing here?"Slightly uncomfortable with the whole situation, you reply...[3].
"Er...I, well...You see, this, uh, dungeon and...A wizard had trapped me here, but when I opened the door, there were arrows flying at me..." You say with a slight stutter."I knew it! Malayn, this man is daft, and a fool. Wizards? Dungeons? Pah! Don't give me that. And what door?"Getting angry, you look to where you entered from, and...See a door. Ha! Is this fool blind?
"Kil, just...Hold on. You, there, human. What's your name, and how'd you appear like that? Are you a wizard?"You don't understand. You didn't just appear - Wait...Maybe they can't see the door? This should prove interesting. You decide to...[2] tell the truth. You're not good at lying.
"I'm...Sorry. I was teleported here by...Er, I don't really know. One moment I was in a dark room, and the next...I had arrows shooting at me. I came out a door, but it seems that you people can't see it, which is...Strange, to say the least. Say, do you know where I am?""You're in the western plains of the Jaager fields, just south of the mighty city Fan'thum..." replies the female centaur hesitantly.
It seems that they have no clue about what is going on...And why you're here. What should you do...?
(Sorry, Urist! I'm getting some crazy writer's block here, so the conversation probably sounds pretty sketchy. I pulled it out of...Well, god knows where.)
(Tiruin: One thing. The boots cost 2 silver, not 1. Otherwise, great work!)
Name: Arc: Capitalism, Ho! You decide that getting some good supplies is in order, so you purchase: Two torches, a length of rope, a bundle of herbs, a skinning knife, and one of those strange, murky potions. The leather vest and boots catch your eye, but you don't exactly have that much money...You try and bargain for a better deal. ..[5]. With a charming combination of wit and guile, you manage to grab the boots and vest for a mere silver coin!
The boots are obviously magical, due to the slight warmth they have on touch. You put on the vest, and are delighted to find that it fits perfectly! You dispose of the old pant-wrap that you were wearing. Next, you put on the boots...[1]. A horrible, horrible feeling washes over you. A mixture of utter disgust and revulsion, followed by a deathly chill. Somewhere in your mind, you know that you just put on a pair of...Cursed leather boots. (Cursed items don't have any negative effects, but they cannot be removed by normal means...Only by magical.) The good news is, the boots are...[6] Extremely magical. They grant the wearer an incredible dexterity, allowing them to escape from any dangerous situation with ease. They also muffle the wearer's footsteps, and protects him from any liquids, - From water to magma.
You also inquire about this so-called Healer. The bartender tells you that you'd have to visit him to find out what the price is, due to the...Unusual requests that she may ask for her services. What should you do?
40/40 HP
Name: Nassir
Color: Brown
Weapon: Fists
Armor: Rags
Accessory: Mystical Coin (You can flip it, but who knows what it does. May be better to save it for later?)
Misc:
Effects:
36/40 HP
Name: Derm
Color: Green
Weapon: Home-made Stick Spear (+1 damage, but a 50% chance to break on every attack, via a coin flip.)
Armor: RAGS
Accessory: Mechanical Mouse (Once a turn, you can wind the mouse. Winding it will cause it to grow large for two turns, easily capable of fighting for you. You must wind it before you engage in battle; - It does not cost a turn to wind.)
Misc:
Effects:
38/40 HP
Name: Arc
Color: Burning Yellow!
Weapon: Rusty Iron Short Sword (+1 Damage)
Armor: Leather Vest, Cursed boots of fleeing (They grant the wearer an incredible dexterity, allowing them to escape from any dangerous situation with ease. They also muffle the wearer's footsteps, and protects him from any liquids, - From water to magma.)
Accessory: NONE!
Misc: 4 Copper coins, 2 torches, 20 foot rope, a bundle of herbs, a skinning knife, and a flask of strange liquid.
Effects: A strange, warm glow from eating a glowing mushroom.
Ugh. This turn was really weak, but I hope that it's better than nothing...