The Twisted City : A Riot Quest

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Every man, woman, dwarf, elf, orc or other intelligent race on the surface of Dolusil shares...
Start

10ebbor10

DON'T PANIC
Location
Present
Every man, woman, dwarf, elf, orc or other intelligent race on the surface of Dolusil shares, regardless of language, the same first words. When spoken, these words are understood clearly, by every creature nearby, even if they would normally speak entirely different languages, even if they would use entirely different methods of communication. The words are the result of a magical working of tremendous scale, and they tell a tale. They tell the Tale of

The Twisted City
A riot Quest
According to the Children's Story, the Twisted City , though it had another name then, was a city of magical wonders build in the hub, the very center of the world. From it's shining Spires one could see all the way to the Rim mountains, and in it's markets one could find traders from every city in the world. It's streets and houses were build from perfect marble, from which the filth of ordinary life appeared to vanish without a trace. Yet for all it's wealth and splendor, it did not possess any walls, barracks or soldiers. For the Twisted city was a city of mages, who could bent reality to their will at a whim, and shatter any army which dared oppose them.

Neither the Children's Story, nor any historical record tells of what happened to change this. Powerful spells have erased all detail from history. Even mere speculation on the matter will simply vanish from paper before one's eyes. The Children's Story only covers the aftermath, when the remaining and most powerful mages gathered in the burning city and unleashed their powers, changing the world to bring safety to their city for eternity. On the rest of the world, this was known as the Cataclysm. The entire disk shook and thundered, bringing down buildings and mountainsides alike. On the Rim, hundreds of thousands died. Of the hubwards nations, nothing remained.

In one moment,fertile lands were turned to twisted deserts, or impenetrable jungles. Animals turned into giant, savage versions of themselves. The very rain, and water was turned into poison, and the dead rose across the lands. Though the effects are different everywhere, they serve one common goal. To approach the Twisted city is to face certain dead, and every child has been warned of it.

Most heed this obvious warning, but is not a warning for them. It's a warning for witches and mages, to anyone with an ounce of magical potential. The Twisted City calls to them, and unless they manage to bind themselves to something (marriage, service to a King, or a particularly engrossing project) they find themselves making the voyage to the city, disappearing in the ensorcerced wilds around it.



You are all mages. Or well, people with magical potential. If you'd been an actual Mage you'd never have been snared by the Calling. You find yourself waking up in the Twisted City, in a small building on the outskirts of the Twisted city, surrounded by shattered crystal. Around you, several others are waking up surrounded by the same crystal, and further out stand row upon row of crystal spires, one person confined in each of them.

The calling is gone now, and the certainty that drove you into the ensorcered wilds is gone now. You don't know how you got here, you don't what you're supposed to do. Some of you may not even have known they had magical potential and were susceptible to it. All you know, quite certain, is that there's no way out.

Besides the grunts and other noise around you, there's nothing to see or hear. The buildings around you are burned yet somehow pristine, the blackened and shattered walls clean of any of the debris that must have fallen from them, no dust or plants present among the ruins.

A pinch of hunger and thirst reminds all of you that even though miraculously survived the Wilds, you could still easily die. Perhaps the big questions have to wait for later, and matters of survival must take priority.


Introduction

This is a riot quest. Specifically, it is a quest where every participant plays they're own (relatively undetailed) character, and the combination of all that chaotic action forms the story. In this case, all of you are part one of the many intelligent races that live on Dolusil, a flat, disc-shaped world. Because you posses some rudimentary magical talent (and no magical education), you've been ensnared by the call which has drawn you to the Twisted City, a fabled lost city of Mages sitting in the very center of the world.

Each person has 2 actions, which they can select from the list below. They will then roll 1d10 for each action. Rolls of 10 explode, and gaining multiple exploding rolls within the same action has interesting results. If a roll is at or below the danger treshold noted on the action, the player must roll 2d6, which will determine the nature of the event. More specific rules and exceptions will be noted in the rules post, which will soon follow.

Actions :

Explore :
- Surrounding Area (
Explore the area immediatly around you) [0/50]
- Widdershins ( Explore the outskirts of the city, against the rotation of the disk (counter-clockwise)) [0/20]
- Turn wise (Explore the outskirts of the city, going with the rotation of the disk (clockwise) [0/20]
- Hub wards ( Towards the center of the city) [0/20] Danger 3
- Rim wards (Explore the wilds outside the city) Danger 2

Scavenge
- Look for Food [Gain result/2]
- Look for water [Gain result/2]
- Look for material [Gain result]
- Look for other interesting stuff

Build
- Reinforce the Crystal room [ 0/50 Material 0/25 Contribution]
- Construct Lean-to [ 0/30 Material 0/15 Contribution]
- Basic Storage [ 0/30 Material 0/15 Contribution]
- Water Catcher [ 0/30 Material 0/15 Contribution]

Experiment
- Your talent [ Does nothing, but rolls 3d10] Danger 1
- Crystal Shards [0/100]
- Stasis crystals [0/100]
 
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Rules
Basic rules will be posted here [1/3 posts]

Basic Rules

Unless otherwise noted, every player has 2 actions every turn. For each action, they must vote for that action, and roll 1d10. If this roll ends up being a 10, the dice explodes, meaning you roll another dice. This is recursive, you can keep rolling as long as you roll 10's.

If there's a danger level associated with your action, then any individual roll below that figure will trigger an event. When the result of your roll equals or is lower than the danger threshold, you must roll 2d6 to determine the nature of your result.

Magic

You're all here because you have a spark of unrealized magic. When you roll 3 10's as part of a single roll, you can realize that spark of magic. You will become an Adept, and gain a choice of bonuses. All adepts roll 2d10 for all future actions, with further benefits depending on the exact school chosen.

To advance from Adept to mage requires one to roll 5 10's in a single throw, at which point they will roll 3d10 for future actions, and be allowed to choose from yet another set of bonusses.

To advance from Mage to archmage requires 7 10's, and besides a selection of powerfull bonusses, it also grants the player a third action.


I'm special

Good for you. If you're not a generic character, the Gm appreciates it if you keep relevant details in every vote post you make. I'll try to keep track, but it's not always easy.
 
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Information
Basic information will be posted here

Available food : 14
Available water: 28
Material : 15

Items :
Amulet of Luck : +1 to 1 roll

Known locations :
- Wilds

- Nothing
- Twisted City Outskirts
- Unknown district
- Crystal Storage Building A mysterious building filled with people encased in crystal
- Twisted City Ring
- Unknown District
- Auction House A large building where auctions where held. You're not entirely certain what for, but there may interesting things here.
 
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Noteworthy people
Special

@Uhtread
Name:
Barros
Race: Half-Elf
Preferred magical affinities: Arcane/Raw Magic manipulation
Enchantment : The creation of magical artifacts and equipment
Level : Adept : 2d2

@LinkOnScepter
Name : Not noteworthy (Do mention one, it'll be usefull))
Race : Not worth mentioning
Special : Bonded with a desert Sand spirit (Effect : Grants 1 reroll/turn)
 
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Day 1
Scavenge
- Food 2+10+6+9
- Material 8+5+7
- Water : 5 + 3 +2 + 5+10+2

Exploration :
- Hubwards : 8+5

Experiment :
- Crystal Shards [4/100]





Six people clamber from among the crystals, into the soft gloom that illuminates the City. Priorities are determined immediatly. Several people set out to gather water, someone else spends some time gathering food, a few others start exploring the nearby buildings, gathering what materials they can. Two others set out to explore a little deeper into the city.

The results are somewhat meager. A few roots for food, an ample amount of water, and a small heap of wooden planks and stones taken from one of the broken buildings nearby. The explorers recount a distinct sense of uneasy as they came closer to the Hub. Streets didn't quite seem to go where they were supposed to go, and they had a distinct feeling of being watched.

Oh, and one you threw one of the crystals, figuring out that it's relatively light, not sharp, and doesn't shatter.

Explore :
- Surrounding Area (Explore the area immediately around you) [0/50]
- Widdershins ( Explore the outskirts of the city, against the rotation of the disk (counter-clockwise)) [0/20]
- Turn wise (Explore the outskirts of the city, going with the rotation of the disk (clockwise) [0/20]
- Hub wards ( Towards the center of the city) [13/20] Danger 3
- Rim wards (Explore the wilds outside the city) Danger 2

Scavenge
- Look for Food [Gain result/2]
- Look for water [Gain result/2]
- Look for material [Gain result]
- Look for other interesting stuff

Build
- Reinforce the Crystal room [ 0/50 Material 0/25 Contribution]
- Construct Lean-to [ 0/30 Material 0/15 Contribution]
- Basic Storage [ 0/30 Material 0/15 Contribution]
- Water Catcher [ 0/30 Material 0/15 Contribution]

Experiment
- Your talent [ Does nothing, but rolls 3d10] Danger 1
- Crystal Shards [2/100]
- Stasis crystals [0/100]
 
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The Chair Speaks
As the Committee Chair of the Executive Committee on Water Collection, I want to take a moment to recognize and commend the hard work and dedication of all the members of this committee who, with their tireless and unflinching effort, were able to make this dream of Water Collection a reality.

First, Vice-Chairman Rotekian, for his groundbreaking marketing campaign "You Could Die of Thirst", who produced all our signage and that catchy jingle raising awareness of the need for a water collector.
Second, Committee Treasurer Aerrow Shadow, who completed the Environmental Impact Assessment in record time, documenting the expected effects of the Water Collector on the existing flora and fauna of the region, of which none were present.

Finally, this whole project would have been impossible with the visionary leadership provided by me, the Committee Chairperson and Chief Collection Officer. I have commissioned a plaque to be placed on the Water Collector, listing the names of all the Executive Committee members, so that future generations will be able to truly appreciate the hard work which went in to providing them with clean, potable water.

And, our thanks to Drepson, who, although not in a leadership role on the Executive Committee, did aid in the construction process.
 
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Day 2
Gather-
Food: (15+2 )/2= 9+ 18 - 12 = 15
Water 0 = 18 - 12 + 17 = 23
Material: 3 + 12 = 15 -> 20 + 15 - 30 = 5
Interesting Stuff: 15 + 5 = 20

Search-
Surrounding Area: 5 = 5 -> 5/50
Hubwards: 2 = 2 + 13 -> 15/20
- Danger triggered : 1, 6
Widdershins: 2 + 7 = 9 -> 9/20

Build-
Water Catcher: 2 + 2 + 1 + 7 + 5 = 17 -> 17/15 Water catcher built (which is good as no one has searched for water this turn)

Experiment-
Crystal Shards: 4 + 5 + 6 + 6 = 21 + 4 -> 25/100 (this was 4/100 the second 2 last turn came in late and while in the results the option was not updated)



Balancing on the edge of starvation or dehydration is no way to live. If they wish to survive, the people now they must find permanent sources of food and water. While growing food on the paved ground of the city is not an option, finding water is a much easier proposition. After all, it regularly falls from the sky. With plenty of hard work a large amount of rubble was formed into a rudimentary basin, and then, after a rather embarrassing realization, even more hard work followed to place it outdoors. The work pays of however. Within hours, a sudden deluge fills the basin to near-capacity, only to stop a minute later.

Aside from the construction of the water catcher, two people have been doing further experiments on the crystals. It's puzzling work. While people remarked the things were blunt earlier, someone cut herself on a sharp edge today. When another person came to look, the crystal was as harmless as ever.

Others meanwhile spend their time exploring the Twisted city. While you know the basic layout of your immediate area ( a collection of warehouses on the edge of the city), you have little more than vague details beyond that. Further exploration reveals that the large block warehouses are replaced by smaller, sturdier building, but for what purpose you do not know. The scout that went deeper into the city however has yet to return.

Aside from that, regular gathering operations turned up a decent amount of food, as well a magical amulet. One of you recognizes it. It's an Amulet of Desperate Teachings, intended to let people learn from grave and terrible mistakes. The stories about them are not exactly promising.

@Vanestus

There's something behind you, you're certainly of it. You haven't yet caught a glimpse, but you hear it skittering on the paved marble streets. At first, it was a distant sound, easily ignored, but over the last few hours it has become louder and louder. It's getting closer, and fast.

What do you do?
- [] Try to lose it in the city ( Roll d10. Keep rolling until you reach a sum equal or greater than 30. If you roll any 1, the creature will catch you. If you survive, the result will be added to Hubwards exploration)
- [] Hide untill it's gone (-1 Action this turn)
- [] Flee (lose 1d10 progress on Hubwards exploration)

Explore :
- Surrounding Area (Explore the area immediately around you) [5/50]
- Widdershins ( Explore the outskirts of the city, against the rotation of the disk (counter-clockwise)) [9/20]
- Turn wise (Explore the outskirts of the city, going with the rotation of the disk (clockwise) [0/20]
- Hub wards ( Towards the center of the city) [15/20] Danger 3
- Rim wards (Explore the wilds outside the city) Danger 2

Scavenge
- Look for Food [Gain result/2]
- Look for water [Gain result/2]
- Look for material [Gain result]
- Look for other interesting stuff

Build
- Reinforce the Crystal room [ 0/50 Material 0/25 Contribution]
- Construct Lean-to [ 0/30 Material 0/15 Contribution]
- Basic Storage [ 0/30 Material 0/15 Contribution]
- Expand Water Catcher [ 0/50 Material 2/30 Contribution]

Experiment
- Your talent [ Does nothing, but rolls 3d10] Danger 1
- Crystal Shards [25/100]
- Stasis crystals [0/100]

Utilize (Free action)
- The amulet of desperate teachings ( This consumable item lets you learn from failures. If you utilize it, then any roll below the danger treshold counts as a 10 for purposes of exploding and advancing rank. The danger will not be negated) May be used after rolling.
 
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Day 3
Gather
Food: 4 + 5 +4 = 13+ 15 - 10 = 14
Water 0 = 0 + 23 + 15 (water catcher) - 10 = 28
Material: 6 + 14 + 8 + 9 +3= 40 + 5 - 30 (Lean-to) = 15
Interesting Stuff: 6 + 7 = 13

Search
Surrounding Area: 0 = 0 + 5 + 4 +2 -> 11/50
Hubwards: 9 = 9 + 15 -> 24/20 => 4 + 31 = 35/50
Widdershins: 3 = 3 + 9 -> 12/20

Lose it
8 + 2 + 10 + 8 + 3 = 31

Build-
Lean to: 9 + 4 + 12 + 4= 25 -> 25/15 (Lean-to finished)

Experiment-
Crystal Shards: 5 + 13 = 18 + 25 -> 43/100




Vanestus was certain now that they were being hunted. But they resolved that If it were their destiny to become the food of skittering predator, then that predator would have to work for it. They upped the pace, darting through alleyways and buildings, the skittering first surprised then hurrying in pursuit. At times, it seems like it was almost catching up, at other points it seemed nearly gone. The chase darted through a large part of the district, before ending suddenly as Vanestus dove into building, and locked the grand doors behind them. The creature, whatever it might have been, paced in front of the large metal doors for a bit, before giving up and disappearing into the city.

Vanestus meanwhile took some time to compile his notes, look over the grand building he stumbled into (the edifice proclaimed it to be an auctionhouse), then headed back to the camp, where they were annoyed to discover that someone else had already stumbled upon the big building.

Not all was bad however. The camp had a plentiful source of water, and even a new lean-to ensure people were kept somewhat dry if they happened to be inside whenever the skies broke loose. You also managed to find a new knick-knack. A simple amulet of luck.



@Nevill
You grabbed the amulet, and then started focusing your energy. The inscription said it would allow you to learn from your mistakes, which was great, because you almost immediatly made one. You reached into the aether, drawing in magical energy, and almost immediately got it. Magical energy spilled from the supersatured aethersphere of the twisted city, quickly pooling and desiring to become something. Without a spell, or enchantment to chackle, live magical energy has a tendency to run wild, acting upon any emotion. A brief moment of panic, and the pool takes on a dark and dangerous influence, you catch yourself, halting the flow before it materializes, but it's nearly too late. You're in control for now, but the magic will act when you let it loose.
-[] Draw it in. (The magic will act, but only upon yourself. The amulet will channel this failure into an accession, but the consequences will be severe*)
-[] Let it go (The magic will act, possibly inflicting some light damage on the camp)
-[] Try to get it back under control (Roll d10's for as long as you want. If you roll more 10's than 1's, you get it back under control. If you roll 2 more 1's than 10's, it'll blow up in your face. Every d10 rolled adds to the strength of the spell. If you stop before a decisive roll is made, pick one of the other options).

* If you pick this option, provide a limited character sheet. Name + fantasy race + preferred magical affinities

@Astra Myst

((You forgot to roll for your danger roll. Don't worry, I did, and you rolled two one's. Not the greatest result))..

You decide to experiment with your magical force, but the flow of the aether in the Twisted Cities is dangerous and unpredictable. From the first moment you reach out to tap the aether, you can feel it twisting beneath you. Something's going wrong, and in a panic, you try to put a stop to it. The magic, now without control or guidance, sets it sights on you. You feel it seeping into your bones and flesh, feel them energized. You feel great, powerfull, almost unstoppable.

The feeling lasts about 2 seconds.

After that, you feel pain, and the terribly horrific feeling of your skeleton trying to move one way, while your flesh moves the other. You don't feel anything after that, untill you wake up in the crystal chamber. A few horrified camp members saw your skeleton ambling of in one direction, your flesh forming an ooze that globbled of into the sewer, your skin folding upon itself until it dissappeared, and your brain floating away on the breeze.

[You don't need to react to this. Nothing really happened, as you're simply one interchangeable character.]


Explore :
- Surrounding Area (Explore the area immediately around you) [11/50]
- Widdershins ( Explore the outskirts of the city, against the rotation of the disk (counter-clockwise)) [12/20]
- Turn wise (Explore the outskirts of the city, going with the rotation of the disk (clockwise) [0/20]
- Hub wards ( Towards the center of the city) [35/50] Danger 2
- Rim wards (Explore the wilds outside the city) Danger 2

Scavenge
- Look for Food [Gain result/2]
- Look for water [Gain result/2]
- Look for material [Gain result]
- Look for other interesting stuff
- In the Auction house (Double results : Danger 4 )

Build
- Reinforce the Crystal room [ 0/50 Material 0/25 Contribution]
- Basic Storage [ 0/30 Material 10/15 Contribution]
- Expand Water Catcher [ 0/50 Material 2/30 Contribution]

Experiment
- Your talent [ Does nothing, but rolls 3d10] Danger 1
- Crystal Shards [25/100]
- Stasis crystals [0/100]
- Study the Auction House records [0/50]

Utilize (first come, first serve)
- Minor Amulet of Luck . Provides a +1 to a singly roll. Consumed upon use.
 
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Day 4
Gather
Food: 14+ (4 + 3 + 1+ 8 + 1 + 1) = 23 - 18 = 5
Water 28 + 10 + 1 -18 = 21
Material: 15 + 6 + 4 + 3 + 1 + 7 + 4 + 4+ 7 + 8 + 2- 30 = 31
Interesting Stuff: 2

Search
Surrounding Area: 11/50
Hubwards: 35+ 10+ 3 = 48/50
Widdershins: 12 + 3 +4 = 19/20

Build
Basic Storage 10 + 5 +4 + 4 + 8 + 1 = 32/15
Reinforced Crystal Room 3+ 4 = 7/25+ 17 = 24/25 0/50 material

Experiment-
Crystal Shards: 43 + 5 + 8 + 10+ 7 = 73
Auction house : 6 +7 + 6 + 6 = 25/50

Damage Mitigation
--Control the magical burst : 6 8 9 4 10 = Mitigated without trouble


The crystals, still incomprehensible to our understanding, are releasing more people by the day. With their aid, construction has been progressing rapidly, building a few storage spaces to secure our supplies from rot, and our water from leaking away. A lot of work has been done on reinforcing the crystal compound around we've build our buildings, though we still lack the material to finish the task. More worryingly, our new storage is near empty, with little food to be had. More can be scavenged from within the city, though others have proposed to leave the city and hunt the creatures in the Wilds.


The discussion is suddenly interrupted however, when one of the many experimenting mages does something seriously wrong, or right depending on your perspective. From one moment to the next the eternal gloom of the Twisted city disappears, the broken buildings are whole again, and the place surrounding the crystal building is filled with unloading merchant caravan. Most of you can do little but gape in amazement until suddenly the vision disappears again, but some of you see a little more.

@LinkOnScepter

You find yourself talking to a snake the size of a person, offering you a small glass bottle of sand. "Sand of the desert spirit, kin to the Great Protectors of the Slosno Bagnsub, the great desert. I bring this to you, in foreign lands, so that it may enrich you, and the sand may enrich the Great desert in turn".
-Accept
- Refuse

@Uhtread

So, Mister Barros. I believe this is the formal ending of your apprenticeship. Now, I have fulfilled my obligations, and I expect that you will soon fulfill yours. One sack of sapphires, paid by week's end.
- Quest gained: Find Sapphires by day 8 (They fall under other interesting stuff)

@Astaroh-M


"Quick, Quick. Listen. I can't hold this spell forever. I'm trapped here, just like you, except, not really. I need you to come and get me. I'm held on the 8th day, be ready, and be prepared for a fight. I need you to trust me, please?"
- Something will happen on Day 8. Be prepared

@Astra Myst


The man, a beggar, standing before you doesn't particularly well. A simple plaque resting next to him tell you he defiled to Goddess of Luck, and to avoid any interaction lest his curse affect you too. He's sick now, and it doesn't look like he'll make it to the end of the day. Reflexifely, you grasp in your pocket for a coin, only to find you're holding the amulet of luck instead.
-Give the Amulet
-Give nothing





Explore :
- Surrounding Area (Explore the area immediately around you) [11/50]
- Widdershins ( Explore the outskirts of the city, against the rotation of the disk (counter-clockwise)) [19/20]
- Turn wise (Explore the outskirts of the city, going with the rotation of the disk (clockwise) [0/20]
- Hub wards ( Towards the center of the city) [48/50] Danger 2
- Rim wards (Explore the wilds outside the city) Danger 2

Scavenge
- Look for Food [Gain result/2]
- Look for water [Gain result/2]
- Look for material [Gain result]
- Look for other interesting stuff
----- In the Auction house (Double results : Danger 4 )

Build
- Reinforce the Crystal room [ 0/50 Material 24/25 Contribution]
- Expand Water Catcher [ 0/50 Material 2/30 Contribution]
- Workshop [0/50 Material 0/50 Contribution]

Experiment
- Your talent [ Does nothing, but rolls 3d10] Danger 1
- Crystal Shards [73/100]
- Stasis crystals [0/100]
- Study the Auction House records [25/50]

Enchant (Requires Enchanting Speciality) [ Pick both target
--- Target
-------Amulet [0/5 Contribution, 2 Material ]
-------Building [0/50]
---Bonus
------- Luck [Reroll]
------- Productivity [Roll an extra dice]
------- Safety [Protects against Danger]
------- Write -in

Utilize (first come, first serve)
- Minor Amulet of Luck . Provides a +1 to a singly roll. Consumed upon use.
 
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Day 5
Gather
Food: 5 + (8 + 4 + 7 + 6+1 + 6 + 9 + 8 + 9 + 9 +3 + 8 + 3 + 3 +2)/2 = 48 - 17 = 31
Water 21 + 8 = 29 - 17 = 12
Material: 31 + 3 + 6 + 7 = 47 - 47 = 0
Interesting Stuff:
Interesting Stuff (Auction house) : 5 + 2 + 7 + 2+ 2 + 6

Search
Surrounding Area: 11/50
Hubwards: 52/50
Widdershins: 19/20 + 5 + 4 => 20/20 and 8/50
Turn wise 8/20

Build
Reinforced Crystal Room 25/25 + 47/50 material

Experiment-
Crystal Shards: 73/100 + 13 + 6 + 4 + 9 = 105
Auction house : 25/50 + 10 + 4 + 8 = 47/50

Danger
- bdunn
- 1 3 :
- Uthread
- 6 3
- 2 6

-LinckonScepter
- Accept

Luck medal
- No answer?



For the first time in a week, you all share a decent meal. You've found (and plundered) a small orchard, a number of sealed crates containing a significant amount of military rations (magically sealed, making them both fresh and tastefull), and a wide variety of other miscellaneous roots, nuts and other edible plants. It's going to take a while for them to regrow, so it's not a sustainable source of food, but you have an entire city to draw food from.

Given the scary events of the previous day, a few citizens take it up on themselves to fortify the crystal chamber, but lacking material, they can't complete their work. Much more progress is made inside, where an interesting discovery is made about the crystals that encase them all. A few days ago people had noticed that the crystals appeared to be capable of changing their shape. The day after, people noticed only a few crystals did it, and each appeared to react only to one person. It took mass experimentation today to realize that every crystal is reactive, but only to the person that had been encased within it. Which leaves with quite some trouble, giving that you cleaned all of them up a few days ago and pushed them onto a heap. Still, it may take a while to sort, but it makes for an excellent construction and crafting material.

A few others meanwhile spend their time further exploring the city. The Hubwards area was fully mapped out, revealing paths further into the city, storehouses filled with food and material, and areas to hide from the guardians that patrol it all. You're not entirely sure what they are, but they're dangerous and patrol all around the district. They rarely let themselves been seen, preferring to hide and pounce upon their prey, letting you only hide the skittering of their claws upon the marble of the city.

The area widdershins contains numerous smaller buildings, separate from the larger warehouses present in the district where you reside. At first, these small locked and sealed buildings mystified you, but then you found one that had been blasted open, it's sturdy walls reduced to rubble. The inside is filled with what appears to be the remains of an alchemical laboratory , though most of it has been burnt beyond recognition.


@uthread and @bdun140's adventure

The wealth of the auctionhouse is amazing. You've found several major magical artefacts, including a magical wand, a functional cornucopeia, and an entire box full of luck amulets. More to the point, you've also discovered just what monsters haunt these ruins. Unfortunately, they discovered you first. They're chimeara, a type of magical monstrosity created by combining various forms of life through magical means. These specific ones posses the tail of a scorpion, the legs of a centipede and the head of a snake. They're also twice as tall as you are, and currently chasing you towards the edge of the roof.


Barros , having fallen behind a tiny bit as he's carrying the greater share of the loot, watches as his companion tries to make the jump, and nearly fails, managing just barely to grasp the edge of the opposite roof. The gutter is solid make, and easily holds the weight, but the heavy wand they're carrying makes climbing back up troublesome.

bdun140
- Keep the want (Roll 1d10 : needs to be above 6 to regain your grip and avoid falling to your death
- Drop the wand (Roll 3d10: Highest needs to be above 6 to regain your grip and avoid falling to your death)

The Chimaera doesn't wait, and surges towards Barros, who only barely manages to wedge the cornucopeia into it's opening jaw. It gives him a moment (but no more to thing), as the Chimaera unhinges it's jaw to deal with the obstruction. You observe your options. You could try to blast the creature back, but magic is a fickle thing, and you're standing on the edge of a roof. More familiar to you is the magic of enchantements. The enchantement on the cornucopeia is powerfull masterpiece. If you were to destroy it, there would a significant release of magical energy, perhaps enough to wound the beast.

uthread
- Blast it away with magic : Roll d10's until you reach 20. Rolling 1 inflicts backlash, which isn't great considering you're standing on the edge of a roof
- Shove the cornucopeia inside it's mouth, then undo it's enchantments:
- Try to jump : Roll 1d10 : needs to be above 8 to regain your grip and avoid falling to your death)



Explore :
- Surrounding Area (Explore the area immediately around you) [11/50]
- The Workshop District [8/50]
- Turn wise (Explore the outskirts of the city, going with the rotation of the disk (clockwise) [0/20]
- The middle city [0/20] Danger 5
- City Transport [0/20] Danger 5
- Rim wards (Explore the wilds outside the city) Danger 2

Scavenge
- Look for Food [Gain result/2]
---- In the warehouse district [Double result , danger 3]
- Look for water [Gain result/2]
----- In the warehouse district [Double result , danger 3]
- Look for material [Gain result]
---- In the warehouse district [Double result , danger 3]
- Look for other interesting stuff
----- In the Auction house (Double results : Danger 3 )

Build
- Reinforce the Crystal room [ 0/50 Material 24/25 Contribution]
- Expand Water Catcher [ 0/50 Material 2/30 Contribution]
- Workshop [0/50 Material 0/50 Contribution]

Experiment
- Your talent [ Does nothing, but rolls 3d10] Danger 1
- Crystal Weaponry/Armor [0/20]
- Crystal Tools [0/20]
- Crystal Constructs [0/20]
- Stasis crystals [0/100]
- Study the Auction House records [47/50]

Enchant (Requires Enchanting Speciality) [ Pick both target
--- Target
-------Amulet [0/5 Contribution, 2 Material ]
-------Building [0/50]
---Bonus
------- Luck [Reroll]
------- Productivity [Roll an extra dice]
------- Safety [Protects against Danger]
------- Write -in
 
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